& " See 'help " (quotation mark)" & " (quotation mark) COMMAND: " (quotation mark) Syntax: " This is an alias for the default 'say' command, using the native language of speaker, or the one they have chosen with the 'speak' command. Example: You type: "Is this the way to the court house? You see: You say in Firan "Is this the way to the court house?" See also help on: ' (apostrophe), : (colon), ; (semicolon), pose, speak, language system & # Command: # Forces the object whose database number is to perform . Example: '#1033 move north' forces object #1033 to go north (assuming that you control it). The same restrictions that apply to @force also apply to this command. See also: @force. & & Command: & [=] Synonym: @set = :[] Sets the attribute named on to . If is not a predefined attribute (like ofail or va), then it is created. Attributes so created are called user-named attributes. Attribute names may only contain letters, numbers, and the characters < -_.@#$^&*~?=+| >, and must start with a letter. The names of user-named attributes may not be abbreviated (an attempt to get the value of the attribute will fail, and an attempt to set will create a new attribute). The & command may be used to set predefined attributes (in this instance, '& =' is equivalent to '@ ='). See also: @set. & ' See help ' (apostrophe) & ' (apostrophe) COMMAND: ' (apostrophe) Syntax: ' This is an alias for the 'say/' command, which lets you speak using the specified language. Remember that you cannot specify a language in which you have no skill. You can also use this command as an alias to specify a language in the ': (colon)' and '; (semicolon)' commands. To do so, simply specify the language as normal and begin what you want to say with the appropriate symbol Examples: You type: 'ticanee Is this the way to the court house? You see: You say in Ticanee "Is this the way to the court house?" You type: 'bonduin :taps your shoulder. "Is this the way to the court house?" You see: Jon taps your shoulder. "Is this the way to the court house?" {Bonduin} See also help on: " (quotation mark), : (colon), ; (semicolon), pose, speak, language system & ****** ****************************************************************************** ALL COMMAND ENTRIES GO BENEATH THIS POINT, IN ALPHABETICAL ORDER ****************************************************************************** (if you managed to find the help entry for this, please disregard all this) & +bb For help on the bulletin board system, see: help @bb index & +email +EMAIL Command: +email = This command which is wizard-only, allows a wizard to send a message to an email address on the internet. The text is, of course, limited to lbuf (usually around 4k, but possibly higher) in length. Someday, this will be an alias to a properly written email-gateway. Example: +email catherine@foo.org=This is a test. This command sends a message to 'catherine@foo.org'. You might want to consult the source for technical details. & +pay COMMAND: +pay ***** ADMIN ONLY ***** Syntax: +pay = +pay to This command is used to transfer stenis (Firan IC currency) from you to a target player. This is for builder/coders and can be used on players that aren't in the same room. See also help on: hire, fire, resign, pay, work, employment index & +where We don't use + commands here. See: help @where & ------------------------------------------------------------------------------------ Just a dummy entry for the dash line. & 000 COMMAND: 000 ***** ADMIN ONLY ***** Syntax: 000 Teleports you to dynamic space, at dspace coordinates 0,0,0 (the center of Anarinuell), regardless of where you are. Only builders may use this command. See Also help on: dspace, dspace commands & 911 COMMAND: 911 Syntax: 911 (or @911) This command alerts online admin that help is needed. Once 911 (or @911) is typed, Admins will see: 911: needs help in ! An example of what it returns to the person who types the command: You send out your call for help. & : See: help : (colon) & : (colon) COMMAND: (colon) Syntax: : This command is an alias for 'pose' without specifying a language. To specify a language without typing the full 'pose/', see 'help ' (apostrope)'. Remember that you can change the language used with the 'speak' command. Examples: You type: :bends down to fix his sandal. Others in the room see: Jon bends down to fix his sandal. You type :walks toward you. "Greetings, sir." He smiles kindly. Others in the room see: Jon walks toward you. "Greetings, sir." He smiles kindly. {Firan} You then type: speak Ticanee Your default language is now Ticanee. You type again: :walks toward you. "Greetings, sir." He smiles kindly. Others in the room see: Jon walks toward you. "Greetings, owt." He smiles kindly. {Ticanee} See also help on: " (quotation mark), ' (apostrophe), : (colon), ; (semicolon), pose, speak, language system & ; See: help ; (semicolon) & ; (semicolon) COMMAND: ; (semicolon) Syntax: ; This command is an alias for 'pose', with one distinct difference. It does not put a space between your name and your pose, making it ideal for possessive sentances. In all other ways, it is exactly like the ': (colon)' command. Examples: You type: ;'s eyes wander around as if he isn't paying attention to you. Others in the room see: Jon's eyes wander around as if he isn't paying attention to you. You type: ;'s head tilts. "Are you saying you think I am a thief?" Others in the room see: Jon's head tilts. "Are you saying oqw think I sk a ldjwi?" {Firan} You then type: speak Ticanee Your default language is now Ticanee. You type again: ;'s head tilts. "Are you saying you think I am a thief?" Others in the room see: Jon's head tilts. "jdh doe saying you emcme I em a grjfr?" {Ticanee} See also help on: " (quotation mark), ' (apostrophe), : (colon), pose, speak, language system & @911 COMMAND: 911 Syntax: @911 (or 911) This command alerts online admin that help is needed. Once @911 (or 911) is typed, Admins will see: 911: needs help in ! An example of what it returns to the person who types the command: You send out your call for help. & @@ Command: @@ This command does nothing, therefore it is useful for putting comments into a MUX program. Be careful that ()'s and {}'s in the (otherwise ignored) arguments are nested correctly, lest your command-ending ; be trapped inside. Example: @va me=$foobar *:@fo #1234=%0;@@ This controls my foobar puppet. & @aahear Command: @aahear = Attribute: Aahear An Aahear on an object is activated whenever the listen pattern matches anything done/said by anything else in the room, including itself. (The Ahear ignores itself, helpful for keeping machines from triggering itself) Example: @aahear listener = "I heard someone (maybe me?) say the word! See also: @ahear, @amhear, @listen. & @account @ACCOUNT ***** ADMIN ONLY ***** NOTE: Do NOT set the AC- attributes by hand, or clear or wipe them! Use the @account commands to set and clear accounts, always! See help on: @account commands, @account functions & @account commands @ACCOUNT COMMANDS ***** ADMIN ONLY ***** The commands are listed below in the 'See' section. See the help on each. In all cases, the following applies: is any valid object, "here", "me", or "master" (the master bank object). is any word or phrase describing a currency type for the account name (and it deals happily with unambiguous abbreviations). is a string which may contain * and ?, to attempt to match one or more currency types. Any is an integer number (positive, negative, or 0). NOTE: Do NOT set the AC- attributes by hand, or clear or wipe them! Use the @account commands to set and clear accounts, always! See help on: @account/create, @account/destroy, @account/list, @account/adjust, @account/transfer, @account/parent, @account functions, @account/unit, @account/info See also: news economics & @account for builders @ACCOUNT FOR BUILDERS When you set up a generic object, and it's the kind that will be accessed with the code (See help: parent chains), you need to first alert the master bank that you're creating a new type of currency on FiranMUX. If you'd just created the Generic Bass Fish, for example, you'd want to: @account/create master/bass fish=0. Now that you've informed the master bank that there is such a thing as a bass fish, you need to be sure that you now define what one bass fish is, by typing: @account/create /bass fish=1. It should automatically prompt you to tell it whether or not the Generic Bass Fish should be considered the parent object for all bass fish, and you should type '.' if this is true. See also help on: @account commands, @account functions, @account/parent, parent object index, parent objects & @account functions @ACCOUNT FUNCTIONS The following functions are used with the @account commands. Each has a separate help entry: getaccount getaccountd getaccountnm hasaccount iscurrency laccounts lhasaccount ac_parent ac_create ac_adjust ac_transfer NOTE: Do NOT set the AC- attributes by hand, or clear or wipe them! Use the @account commands to set and clear accounts, always! See also: @account commands, news ECONOMICS & @account/adjust COMMAND: @account/adjust ***** ADMIN ONLY ***** Syntax: @account/adjust / = This command adds some number of units to an account on a specified object. You can decrease the account by adjusting it by a negative number. The command updates the Master Bank at the same time, adding the same number to the master account of the same type. For example, you have a bushel of apples with an apple account with 20 units, and the Master Bank's apple account is 500. When you type: @account/adjust bushel of apples/apples = -5 then two things happen. First, the bushel of apples account goes from 20 to 15. Second, the Master Bank's apple account goes from 500 to 495. NOTE: Use the @stock command to stock items on the market (#26). See also help on: @account, @stock & @account/create COMMAND: @account/create ***** ADMIN ONLY ***** Syntax: @account/create / = This command creates a new account on any object. The currency must already be a valid currency type (you do this by creating the same account on the Master Bank by using the object name 'master' -- see examples). You have to supply some initial amount of units to put into the account on that object. Example: @account/create master/apples = 0 @create bushel of apples @account/create bushel of apples/apples = 20 Note that creating accounts on objects increases the total number for that currency unit on the Master Bank object. That is, putting 20 apples units on the bushel of apples increases the Master Bank's apples account by 20. NOTE: Use the @stock command to stock new accounts on the market (#26). See also help on: @account, @account/adjust, @stock & @account/destroy COMMAND: @account/destroy ***** ADMIN ONLY ***** Syntax: @account/destroy / This command totally and permanently removes an account from an object, and decreases the Master Bank's account of the same currency type. Example: Suppose the Master Bank's apples account has 20 units in it, and you have a 'bushel of apples' object with a apples account containing 5 units. If you type: @account/destroy bushel of apples/apples then the bushel of apples will totally lose its 'apples' account (different from having an apples account with '0' in it!) and the Master Bank's apples account will lose 5 units (and will be 15). See also help on: @account & @account/info COMMAND: @account/info Syntax: @account/info This command will return the information about an object's unit measurement. For instance, typing @account/info water will return a unit value of 1 litre of water; @account/info bronze long swords will return a unit value of 1 bronze long sword. Note that the object must be typed in the plural form (i.e., swords). See also help on @account/unit & @account/list COMMAND: @account/list ***** ADMIN ONLY ***** Syntax: @account/list @account/list / This command has two ways you can use it. The first, simplest way lists all accounts on the object you specify. It will show you each command and how many units are in it. For example, you might type: @account/list bushel of apples and get... Accounts on bushel of apples Account Name Balance apples 20 oranges 2 Continued: @account/list2 & @account/list2 @account/list2 The second way to use this command uses a '/' after the object name, followed by some kind of wildcard pattern (that is, something that uses the '*' character to mean 'any characters can go here'). Then only the account names which match the pattern you specified will be shown to you. For example, if a fruit basket object has a bunch of accounts on it -- apples, peaches, oranges, pears, bananas, pomegranates, cherries, apricots, and pineapples -- you can list all the ones starting with 'A' like this: @account/list fruit basket/a* which would list only the accounts for apples and apricots. It's a good way to limit what you want to see on a spammy object. You could have typed '@account/list fruit basket/cherries' to just see the cherries account information, for example. See also help on: @account & @account/parent COMMAND: @account/parent ***** ADMIN ONLY ***** Syntax: @account/parent / This command is used to tell the MUX which currency type corresponds to which parent database number. For example, a builder might want to set an account of gold on a room for players to mine. However, the computer needs to know the dbref of the Generic Gold object so that when a player mines the gold, the computer can create some gold based upon the parent object. Examples: @account/parent Generic Gold/gold @account/parent Generic Bat/bat animals @account/parent tree: elder/elder trees See also help on: @account &admin commands ------------------------------------------------------------------------------ Admin Commands ------------------------------------------------------------------------------ Admin Only Commands: @summon @unsummon @knock @food rpwarn @changeaddress See also help on: staff commands & @account/transfer COMMAND: @account/transfer ***** ADMIN ONLY ***** Syntax: @account/transfer FROM TO Transfers some number of units from one object's account to an account of the same type (name) on another object. In this case: is a number (positive, negative, whole, or whatever). is the name of the account or currency type you want to transfer. is the object to transfer FROM. is the object to transfer TO. (If you transfer a negative amount, then object2 loses units and object1 gains them.) Continued: @account/transfer2 & @account/transfer2 @account/transfer2 Examples: Assume you have some kind of apple object with an energy unit on it (used to feed people!): @account/create master/energy = 0 @create apple @account/create apple/energy = 1 When Bob uses the 'eat' command, a transfer of energy from the apple to Bob will happen, then the apple will be destroyed: @account/transfer 1 energy from apple to Bob @destroy apple See also help on: @account & @account/unit COMMAND: @account/unit Syntax: @account/unit / This command stores the unit measure of an object on the master bank. The object must be in a plural currency; the unit should correspond to those in the 'help unit' file. These are the standard measurements used with such things as the 'make' command. Example: @account/unit water/1 litre of water @account/unit bronze long swords/1 bronze long sword @account/unit olive oil/1/2 cup of olive oil See also: help @account/info, help unit & @aclone Command: @aclone = Attribute: Aclone Sets the actions to be taken by a new object that has just been created as the result of a @clone command. The contents of the Aclone attribute are run by the new object and not by the old object. This attribute is only meaningful for things, and will never be automatically triggered on other object types. It is also possible to check the zone object/objects in the zone parent room for an @adisconnect. If one is found, it will be executed when a player disconnects in that zone. Example: @aclone Time bomb = @wait 600=@trig me/va;@wait 10=@trig me/vb @va time bomb = :EXPLODES with a thundering roar;@destroy me @vb time bomb = :ticks.; @wait 10=@trig me/vb See also: @clone. & @aconnect Command: @aconnect = Attribute: Aconnect Sets the actions to be taken by a player right after connecting to the game. This attribute is only meaningful for players, and will never be automatically triggered on other object types. It is also possible to check the zone object/objects in the zone parent room for an @aconnect. If one is found, it will be executed when a player connects in that zone. Example: @aconnect me = check.my.mailbox See also: @adisconnect. & @active COMMAND: @active Syntax: @active Pulls up game stats on number of active characters, players and non-staff players over a period of 1, 2, 3, 5, 7, and 10 days. Characters numbers are based on logins in the given time period. Player numbers are based on the occurance of a unique email address over the given time period. Non-staff player numbers are based on unique email addresses which do not match up with one (or more) characters with a Wizard or Staff flag. See also help on: @login, @logins & @addchargen Syntax: @addchargen = *** ADMIN ONLY *** Adds a chargen request to the @request queue, for a character with the given name and information. This is used by an admin to queue up a chargen idea for another admin to take and work with. & @addlog Syntax: @addlog =
Adds a log to the board as if the player added in a @request (when it's done, the player whose log it is will be notified as if they @requested it themselves. Can add comments and other things per @request. See also: help @request, @request for admin & @addplace COMMAND: @addplace ***** ADMIN ONLY ****** Syntax: @addplace =// The @addplace command is only for admins; it adds a new place to the room described by the dbref. If the room is configured for places, it adds a new place. If the room is not configured for places, it will configure the room properly and then add the single place. This command is useful for objects or other commands which need to produce a place in a room as a side effect. See also: help @delplace & @adescribe Command: @adescribe = Attribute: Adescribe Sets the actions to be taken when is looked at. Example: @adesc kitten = :rubs against %n's legs affectionately. See also: look, @desc, @idesc, @odesc. See also "help think" & @adetail COMMAND: @adetail ***** ADMIN ONLY ***** Syntax: / [= ] If a command list is specified, @adetail stores the command list for the detail so that when someone views the particular detail, all the commands in the list get executed. If the optional command list is not specified, the @adetail stored for the detail is removed. See also help on: details, @detail, @odetail, @udetail, @setdetail & @adfail Command: @adfail = Attribute: Adfail Sets the action to be taken by an object when someone tries to drop it but fails because they didn't pass the object's drop lock. Example: @adfail sword = @name me=Cursed Sword;:laughs maniacally. See also: drop, @dfail, @odfail, @lock. & @adisconnect Command: @adisconnect = Attribute: Adisconnect Sets the actions to be taken by a player right after disconnecting from the game. This attribute is only meaningful for players, and will never be automatically triggered on other object types. Example: @adisconnect me = home See also: @aconnect. & @adrop Command: @adrop = Attribute: Adrop Sets the action to be taken by an object when it is dropped, or by an exit when it is successfully used. Example: @adrop plastique = kill %n=100; @destroy me See also: drop, @drop, @odrop, DROP-TO, EXITS. & @aefail Command: @aefail = Attribute: Aefail Sets the action to be taken by an object when someone tries to enter it but fails because the object is not ENTER_OK or the player fails the object's enter lock. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @aefail car = @emit ;'s alarm starts wailing when %n tries to break in. See also: @aenter, @efail, @ealias, @enter, @oefail, @oenter, enter, ENTER_OK. & @aenter Command: @aenter = Attribute: Aenter Sets the action to be taken by an object or room when someone enters it, whether by using an exit, the enter or leave commands, or by teleporting. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @aenter car = :starts its engine, eagerly awaiting a road trip.; "Beep Beep! See also: enter, @enter, @oenter, ENTER_OK, leave, @leave, @oleave, @oxleave & @afail Command: @afail = Attribute: Afail Sets the commands to be performed by when one of these events occurs: - For exits: Someone tries to traverse the exit but cannot because they fail the exit's default lock or the exit is not linked. - For players and things: Someone tries to pick up the object but cannot because they fail the object's default lock. - For rooms, players, and things: Someone looks around inside the room, player, or thing and fails the object's default lock. Example: > @afail vase = :falls to the floor and smashes to pieces.;@destroy me See also: @fail, @ofail, FAILURE. & @agfail Command: @agfail = Attribute: Agfail Sets the action to be taken by an object when someone tries to give it away but fails because they didn't pass the object's give lock. Example: @agfail sword = @name me=Cursed Sword;:laughs maniacally. See also: give, @gfail, @ogfail, @lock. & @ahear Command: @ahear = Attribute: Ahear Sets the actions to be taken after the object hears a string that matches the pattern in the Listen attribute which was not produced by the object itself. Messages that are produced by the object itself are ignored. Example: @ahear clock = "The time is now [time()]. >> BONNNNGGGGG << See also: @aahear, @amhear, @listen. & @akill Command: @akill = Attribute: Akill Sets the actions to be taken by an object after it is killed and has returned to its home. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @akill lion = south; :leaps onto %n, roaring loudly.;kill %n=100 See also: kill, @kill and @okill, BEING KILLED, IMMORTAL, WIZARD. & @aleave Command: @aleave = Attribute: Aleave Sets the action to be taken by an object or room when someone leaves it, whether by using an exit, the enter or leave commands, or by teleporting. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @aleave car = :stops to let %n out.;:revs its engine, hoping another brave soul would like a ride. See also: leave, @leave, @oleave, @oxleave, enter, @enter, @aenter, @oenter, ENTER_OK & @alfail Command: @alfail = Attribute: Alfail Sets the action to be taken by an object when someone tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @alfail box = :rattles around as %n tries to escape. See also: @aleave, @lalias, @leave, @lfail, @oleave, @olfail, leave. & @alias Command: @alias = Attribute: Alias Provides an alternate name by which the player is known. The alternate name is only used for players when referenced as '*' or by commands that only take playernames (such as page or @stats). You may not set an alias on any other object type. When setting an alias, the alias is checked to see that it is both a legal player name and not already in use. Only if both checks succeed is the alias set. & @align COMMAND: @align ***** ADMIN ONLY ***** Syntax: @align/family = @align/remove = This group of commands allows players to be added and removed from the family alignment objects so they may be maintained more easily. For further information, type 'help' followed by one of the above syntaxes. See also help on: setting family alignments, family alignments, marriage aligments, social system index & @align/family COMMAND: @align/family ***** ADMIN ONLY ***** Syntax: @align/family = This command allows you to set a player as aligned to their family object. It will prompt to ask if the player is the family head or not, and if so, set tags and attributes as appropriate. It accepts multiple players, but does not check that each is a valid player beforehand. It does, however, echo back whom it has set. PLEASE NOTE: You should have the family object already created and @telled to the bin before using this command, as it prompts for the object dbref. See also: @align/remove, setting family alignments, family alignments, marriage alignments, social system index & @align/remove COMMAND: @align/remove ***** ADMIN ONLY ***** Syntax: @align/remove = This command allows a player to be removed from their alignment with a particular family object. It will prompt if the player is the head of the family or not, and will remove tags and attributes as appropriate. Multiple players may be specified, but they must all be of the same rank (either head of family, or member.) PLEASE NOTE: You should have the family object already created and @telled to the bin before using this command, as it utilizes an input dbref. See also: @align/family, setting family alignments, family alignments, marriage alignments, social system index & @allocate COMMAND: @allocate ***** ADMIN ONLY ***** Syntax: @allocate here= This is a builder/wiz command only and is used to give ownership of a given piece of land into the master deed object correctly. This is for set up purposes, and should be used by walking around in dspace. You must be at the coordinates of the land you want to allocate. You should not allocate general city rooms that are public since they belong to the Firan Republic and no particular player. You will not be able to allocate land if it is already allocated to someone else according to the Master Deed Object. You will need to @unallocate first. See also help on: land system for builders, land system for coders, land system for players, land system index, @unallocate & @altmail COMMAND: @altmail This command will look for unread @mail for you and all of your alts. It will display a single list telling how many, if any, are waiting to be read by each alt. It will not let you actually read the @mail that's waiting; for that, you need to log in each respective alt. & @alts See: help @online & @amail Command: @amail = Attribute: Amail Sets the actions to be taken after a player receives @mail. This should *never* @mail another player, as this could cause an infinite loop. Example: @amail me=@mail/file [mail()]=2 This would place all incoming messages in folder #2. See also: @mailsucc, @signature, @mail. & @amhear Command: @amhear = Attribute: Amhear Sets the actions to be taken after the object hears a string that matches the pattern in the Listen attribute which was produced by the object itself. Messages that are produced by anything other than the object itself are ignored. Example: @amhear listener = "Wait a minute. I said the trigger word! See also: @aahear, @ahear, @listen. & @amove Command: @amove = Attribute: Amove Sets the action to be taken by an object whenever it moves from one location to another, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @amove car = @vz me=[extract(%vz,1,19)] [loc(me)] See also: @move, @omove. & @apay Command: @apay = Attribute: Apay Sets the actions to be taken after the object is given the number of coins specified in its Cost attribute. If the giver tries to give more than that number of coins, the excess is refunded, and if less than the necessary amount is given then it is all given back and a snide message is sent to the giver. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @apay Coke machine = @clone Can of Coke; :drops a can on the floor. See also: give, @cost, @opay, @pay. & @appoint COMMAND: @appoint Syntax: @appoint as This command allows a clan leader to appoint their proxies and appointees. They can be shown through the use of the @leaders command and unappointed via the @unappoint command. See also: @unappoint, @leaders & @apps @APPS *** ADMIN ONLY *** Syntax: @apps @apps/claim @apps/comments @apps/finished (alias: @apps/approve) @apps/deny @apps/toss @apps/completed The first form of the command without any argument lists all 'active' applications. With an argument, it lists detail about the given application. If the @apps is valid, it should be completed as quickly as possible. If you start a app, @apps/claim it so that no one else works on it. Use @apps/deny or @apps/toss if deemed appropriate. If you do complete @app, check it off with @apps/finished. To see completed @apps, use @apps/completed for a list. See the help on each command for further information. & @apps/add Syntax: @apps/add == Allows a wizard to add a @app, but this command really shouldn't be used. & @apps/approve Syntax: @apps/finished <#>=[text] @apps/approve <#>=[text] This will approve the application, email the approval to the player, putting the information, the text, into the comments field of the approved application. See also help on: @apps & @apps/claim Syntax: @apps/claim <#> Admin must claim applications before performing many operations on them. Please don't claim applications and then fail to act on them. After fourty-eight hours (from the original application time,) the application will be flagged as LATE and a notice posted to the staff board. See also: help @apps & @apps/comments Syntax: @apps/comments <#>= This allows wizards to add a comment to an unfinished app. Use @apps with the application number as an argument to read admin comments attached to an application. See also help on: @apps & @apps/completed Syntax: @apps/completed This will give the user of the command a list of all completed @apps. @apps <# of completed @app> will display the contents of the selected @app. See also help on: @apps & @apps/deny Syntax: @apps/deny <#>= This command declines a player's application. It +emails and posts the denial to the character board. It puts the information into the comments field of the denied application. See also help on: @apps & @apps/escalate Syntax: @apps/escalate <#>= This will escalate the application, bringing it to the especial attention of senior staff. The included text should explain why this application should get special attention and will be included in the comments field. See also help on: @apps & @apps/finished Syntax: @apps/finished <#>=[text] @apps/approve <#>=[text] This will approve the application, email the approval to the player, putting the information, the text, into the comments field of the approved application. See also help on: @apps & @apps/toss Syntax: @apps/toss This will remove a @app without @mailing or posting any notification to the @bb. See also help on: @apps & @arfail Command: @arfail = Attribute: Arfail Sets the action to be taken by an object when someone tries to give it something that fails its give lock. Example: @arfail merchant = "I don't buy such junk. Begone!; @tel %#=cheater_exit See also: give, @agfail, @gfail, @ogfail, @orfail, @rfail, @lock. & @asuccess Command: @asuccess = Attribute: Asucc Sets the actions to be taken by an object when someone successfully picks it up (because they passed the lock), by an exit when someone passes through it, or when someone looks at a room and passes the room's lock. Example: @asucc kitten = :climbs up your sleeve and nuzzles your face. See also: @osucc, @success, SUCCESS. & @atfail Command: @atfail = Attribute: Atfail Sets the action to be taken by an object when someone tries to teleport there but fails. Example: @atfail here = @page [owner(me)]=%N tried to teleport here. See also: @teleport, @tfail, @otfail, @lock. & @atofail Command: @atofail = Attribute: Atofail Sets the action to be taken by an object when someone tries to teleport out but fails. Example: @atofail here = @page [owner(me)]=%N tried to teleport out. See also: @teleport, @tofail, @otofail, @lock. & @atport Command: @atport = Attribute: Atport Sets the actions to be performed by object whenever it teleports. The actions are performed after the object moves to its new location. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @atport me = &TEL.COUNT me=add(v(TEL.COUNT),1) See also: @otport, @oxtport, @tport, @teleport. & @attr COMMAND: @attr ***** ADMIN ONLY ***** Syntax: @attr / = @attr/mod / = / @attr/resynch @attr/modremove / = The first syntax gets the IC attribute on the object to the specified integer value (typically between 1 and 5). This is usually used for setting attributes on a player. The second syntax will modify the attribute on an object by increasing or lowering it for a stated amount of time. This is best used on such objects as relics for the gods which, when worn or used by a player, will alter a specified attribute on said player. For instance, to raise an enactor's favor attribute for 10 minutes, the syntax would be: The third syntax checks for any attribute modifications on the player and checks any present against the times set by @attr/mod. If the preset time is up, the modifications are cleared and the attributes are returned to their pre-modification stats. The fourth syntax will return the attributes set by @attr/mod to their previous levels. It could be used with the &aremove command in conjunction with @attr/mod and &awear or with any similar triggers such as &awield, &aeat, etc.. See also help on: @skill, @trait, @attribs, @attr/mod, @attr/resynch @attr/modremove & @attr/mod COMMAND: @attr/mod ***** ADMIN ONLY ***** Syntax: @attr/mod /=/ This command allows a wizard/deity to raise 's by for long. An attribute is stored on to keep track of when the enactor used the command and there is a cron job that checks once every minute to see if is up. When has passed, the mod is cleared and goes back to normal. Only attributes, not skills, can be raised with this command. This command is extremely useful when creating a relic that raises attributes or when a deity wishes to raise a follower's attribute. When the modification expires, the modifier object's &aexpire attribute will be triggered with the target person as %0 and the expired attribute as %1. Example: @attr/mod *judano/muscle=2/5 >Modification of 2 has been added to Judano's muscle attribute. @attr/mod *judano/muscle=-2/5 >Judano's muscle attribute will be lowered by 2 for five minutes. See also help on: @attr, @attr/resynch, @attr/modremove, @skill, @trait, @attribs & @attr/modremove COMMAND: @attr/modremove ****** ADMIN ONLY ****** Syntax: @attr/modremove /= This command will return the attributes set by @attr/mod to their previous levels. It can be used with the &aremove command in conjunction with @attr/mod and &awear. It can also be used by any other triggered attributes such as &aeat, &awield, etc. Example: @attr/modremove *judano/muscle=#3027 >Removes any modifications to Judano's muscle attribute that Zutiv may have stored there and will eventually trigger any &aexpire attribute on Zutiv with the target as %0 and the expired attribute as %1. See also help on: @attr, @attr/mod, @attr/resynch, @attribs, @trait & @attr/resynch COMMAND: @attr/resynch ***** ADMIN ONLY ***** Syntax: @attr/resynch This command checks for any attribute modifications on a character and, if there are indeed modifications, checks the time that it was set along with the time, in minutes, given by whomever set the modification. If the time is up, the modification is cleared and the attribute modified goes back to how it was before the @attr/mod command was used. Example: @attr/resynch *judano See also help on: @attr, @attr/mod, @skill, @trait, @attribs & @attribs COMMAND: @attribs Syntax: @attribs/me @attribs [] ***** ADMIN ONLY ****** The first syntax shows you a list of all your attributes and their scores. These are very rarely changed and can only be done so by a wizard. If you specify an object after the command, it will display the attributes for that object if you are a builder. See also help on: stats, @skills & @attrset COMMAND: @attrset ***** ADMIN ONLY ***** Syntax: @attrset / = Regardless of permissions, sets / equal to . This is a programming command that should be used only when necessary. Also, do not confuse it with the @attr command which sets a character's IC attributes (Muscle, etc.). & @aufail Command: @aufail = Attribute: Aufail Sets the list of commands to be run when someone 'use's the object but fails the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger Aufail. Example: @aufail robot = "I _told_ you to leave me alone; kill %n=100 See also: @oufail, @ufail, @use. & @ause Command: @ause = Attribute: Ause Sets the actions to be taken when someone uses the object with the use command. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @ause grenade = :EXPLODES with a thundering roar; kill %n=100; @destroy me See also: use, @ouse, @use. & @award COMMAND: @award ***** ADMIN ONLY ***** Syntax: @award = @award =/ This is an admin only command that can be used to award experience points to players for roleplaying you observe or logs that you read. If is not specified, the command will prompt you for one. See also help on: @vote, experience points, teach, logs, experience points for coders, practice, @transfer, practice/list & @away Command: @away = Attribute: Away This attribute is sent as a message to anyone who tries to page you when you are not connected. This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @away me = Hey, I'm not even connected. So why are you paging me? See also: @idle, @reject, page. & @baby TOPIC: @baby @baby comprises the set of commands which are used by players for the use of the baby upkeep system. These commands are documented separately and enumerated below. @baby/tend @baby/untend @baby/info See also: @babyadmin (for admins) & @baby/info COMMAND: @baby/info Syntax: @baby/info @baby/info The first form of this command lists all children for which you are tending, of which you are a parent, or of which you are notified. The second form of this command allows you to check how much energy and money each contributor is contributing to the specified baby. See also: @baby, @babyadmin, @baby/tend & @baby/tend COMMAND: @baby/tend Syntax: @baby/tend == This command commits resources to the upkeep of a baby. Every month, your current tending setting for each child specifies the maximum resources devoted towards the upbringing. You may well use less than your allotment -- but woe to the parents and associates of someone who neglects their baby! The Republic will find you! If you no longer wish to allocate resources to the child, use @baby/untend. See also: @babyadmin, @baby, @baby/untend & @baby/untend COMMAND: @baby/untend Syntax: @baby/untend This command undoes the effects of @baby/tend. You will no longer contribute to the upkeep of the specified child. & @babyadmin TOPIC: @babyadmin @babyadmin is used by the baby upkeep code -- most of this part of the baby upkeep system is used by code directly. Administrators, however, might wish to use commands in this system, directly. These commands are documented separately and enumerated below. @babyadmin/registerbaby @babyadmin/unregisterbaby @babyadmin/registerparent @babyadmin/unregisterparent @babyadmin/notify @babyadmin/unnotify @babyadmin/setcostfunction @babyadmin/maintain See also: @baby & @babyadmin/maintain COMMAND: @babyadmin/maintain Syntax: @babyadmin/maintain This command (which will almost always be run by cron-job) deducts energy and money from characters registered to upkeep babies. The resolution is a bit complicated. See also: @babyadmin, @baby & @babyadmin/notify COMMAND: @babyadmin/notify Syntax: @babyadmin/notify = This command causes the specified player to be notified when the child is subject to resource shortfall. One can use @babyadmin/unnotify to undo this command. See also: @babyadmin, @baby, @babyadmin/unnotify & @babyadmin/registerbaby COMMAND: @babyadmin/registerbaby Syntax: @babyadmin/registerbaby This command is used to announce to the baby system that this baby object should be handled by the baby upkeep system. To actually oblige a particular PC to handle a baby -- that is, to ensure the authorities are contacted and told that the PC is neglecting their duties, you should use @babyadmin/registerparent. Remember, @babyadmin/setcostfunction should be used to define the energy and money costs of upkeep -- please note that this should be integrated into the birthing process. When the baby no longer needs any upkeep, @babyadmin/unregisterbaby it. See also: @babyadmin, @baby, @babyadmin/registerparent, @babyadmin/unregisterbaby, @babyadmin/setcostfunction & @babyadmin/registerparent COMMAND: @babyadmin/registerparent Syntax: @babyadmin/registerparent = This command is used to indicate who should be listed as the guardian in the event that the baby object receives inadequate resource. All parents registered by this command, the admin (via bbpost) and all people currently registered for notification for the child are notified. See also: @babyadmin, @baby, @babyadmin/unregisterparent, @babyadmin/notify & @babyadmin/setcostfunction COMMAND: @babyadmin/setcostfunction Syntax: @babyadmin/setcostfunction = = This command allows one to set, on a baby-by-baby basis, the functions, in terms of time and identity, which determine how much energy and money are required for proper upkeep. Most babies will likely use the same pair of functions, but if a child is sickly or abnormal, becomes sick or injured, or conversely is large at birth, this command would allow us to select a new pair of functions. See also: @babyadmin, @baby & @babyadmin/unnnotify COMMAND: @babyadmin/unnotify Syntax: @babyadmin/unnotify = This command is used to indicate that the player in question no longer has interest in knowing when the baby in question is in resource shortfall. It undoes the effects of @babyadmin/notify. See also: @babyadmin, @baby, @babyadmin/notify & @babyadmin/unregisterbaby COMMAND: @babyadmin/unregisterbaby Syntax: @babyadmin/unregisterbaby This command is used to tell the baby system that this object is no longer subject to baby upkeep. This command undoes the effects of @babyadmin/registerbaby. See also: @babyadmin, @baby, @babyadmin/registerbaby & @babyadmin/unregisterparent COMMAND: @babyadmin/unregisterparent Syntax: @babyadmin/unregisterparent = This command is used to apprise the baby system that the player specified in argument two is no longer responsible for the specified baby object. This command undoes the effects of @babyadmin/registerparent. See also: @babyadmin, @baby, @babyadmin/registerparent & @badges COMMAND: @badges Syntax: @badges @badges * @badges/checklist @badges/checklist * @badges/summary @badges/summary * @badges/compare The first syntax lists to you the badges that you have earned. The second syntax lists to you all of the badges earned by *. The third syntax will list all of the badges, with the dates beside each one you earned plus an X, and nothing beside the badges you'ven't earned. The fourth syntax will do exactly the same thing as @badges/checklist except it will list it for *. The fifth syntax will list the highest badge that you've earned in each category. The sixth syntax will mimic the fifth syntax except list for whomever is *. The seventh, and final, syntax will list all of staff and a bar chart of how many badges they've earned, compared to everyone else who is badge-eligible. See also: help badges & @bail COMMAND: @bail Syntax: @bail/list @bail/pay @bail @bail/adjust / @bail/return @bail/keep @bail/history @bail/history This series of commands will only work with a clan medallion or if you are in a court! The first form of this command will list the bail for all prisoners in Anarinuell. The @bail form of this command allows you to see the bail amount required for one prisoner. The @bail/pay syntax allows someone to pay the bail amount for a given prisoner and get them released. @bail/adjust may be used by clan leaders and judges to reduce or increase the bail for a prisoner. After bail has been paid, @bail/keep or @bail/return may be used later to either keep the bail money or return the money to the bailer. Example: @bail/adjust Zarid/-1000 > You've reduced Zarid's bail by 1000 stenis See also: 'help legal system' and 'news legal system index' & @bank See: help banking & @bank admin See: help @bankadmin & @bank admin commands See: help @bankadmin & @bank/close COMMAND: @bank/close This allows a player to close a bank account with his/her name on it at the Bank of the Republic. The account must be emptied before it can be closed. See also help on: banking, @bank/permit, @bank/withdraw & @bank/deposit COMMAND: @bank/deposit Syntax: @bank/deposit This allows a player to deposit any amount of stenis in his/her account at the Bank of the Republic. Note, however, this will work only if the player's name is on the account's 'permit' list. See also help on: banking, @bank/permit & @bank/open COMMAND: @bank/open This command allows a player to open a new account at the Bank of the Republic. Once the command is typed, the player is prompted for a name for the account. It will cost you 50 stenis to set up an account. See also help on: banking & @bank/permit COMMAND: @bank/permit Syntax: @bank/permit This command will allow a player to list the name(s) of those allowed to access whatever account the player has set up at the Bank of the Republic. When listing multiple names, type them with just a space between, e.g., @bank/permit Jaran Loria Yaffros See also help on: banking & @bank/withdraw COMMAND: @bank/withdraw Syntax: @bank/withdraw This allows a player to withdraw any number of stenis from his/her account at the Bank of the Republic, provided there are sufficent funds in said account. This command will work only if the player's name is on the account's 'permit' list. See also help on: banking, @bank/permit & @bank/withdrawl COMMAND: @bank/balance This allows a player to check the balance(s) on his/her account(s) at the Bank of the Republic. This command will work only if the player's name is on the account's 'permit' list. See also help on: banking, @bank/permit & @bankadmin COMMAND: @bankadmin ****** ADMIN ONLY ****** Syntax: @bankadmin/list @bankadmin/create @bankadmin/adjust @bankadmin/permit @bankadmin/control @bankadmin/destroy @bankadmin/bank @bankadmin/info @bankadmin/deadlist This command is intended to provide admin the ability to easily make changes to bank accounts (where players store stenis.) See 'help' followed by a syntax for further information on each command (i.e. 'help @bankadmin/destroy') & @bankadmin/adjust COMMAND: @bankadmin/adjust = ***** ADMIN ONLY ***** This command adjusts the amount of money in a given account. To get the account dbref, you need to use @bankadmin/list. See also: help @bankadmin & @bankadmin/bank COMMAND: @bankadmin/bank ***** ADMIN ONLY ***** Here on Firanmux, you shouldn't need this command. This command lets you administer multiple banks. But several systems don't interface with banking in a clean way to allow multiple banks. The default bank should be just fine for every admin. See also: help @bankadmin & @bankadmin/control COMMAND: @bankadmin/control = ****** ADMIN ONLY ****** This command adjusts the control list for the given account. To get the account dbref, you need to use @bankadmin/list. A player on the control list can remove people from the corresponding permission list using @bank/permit while at the bank. See also: help @bankadmin & @bankadmin/create COMMAND: @bankadmin/create ***** ADMIN ONLY ***** This command allows you to create an bank account. Bank accounts are created with the creator being the sole controller and sole member of the account's access list. Use @bankadmin/control and @bankadmin/permit to adjust these lists. See also: help @bankadmin & @bankadmin/deadlist COMMAND: @bankadmin/deadlist ****** ADMIN ONLY ****** This command shows you bad entries on the banking db. These entries should not exist. These entries should likely only be fixed by trained professionals. See also: help @bankadmin & @bankadmin/destroy COMMAND: @bankadmin/destroy ****** ADMIN ONLY ****** This command removes said account from existance. Please be careful with this command. Use @bankadmin/list to find the account dbref. See also: help @bankadmin & @bankadmin/info COMMAND: @bankadmin/info ***** ADMIN ONLY ***** This command allows you to see information about a bank account from balance to member and controlling players of that account. See help @bankadmin to see how to modify these values. See also: help @bankadmin & @bankadmin/list COMMAND: @bankadmin/list ***** ADMIN ONLY ***** This command shows you the list of accounts that the given player can access (or control.) It shows you how much is in each account -- more importantly, it shows you the dbref of the account, used in the adjust, control, permit and destroy options of this command. See also: help @bankadmin & @bankadmin/permit COMMAND: @bankadmin/permit = ****** ADMIN ONLY ****** This command changes the permission/access list for the account. You can get this account dbref from the @bankadmin/list. This controls the set of players who can withdraw and deposit money into the account. See also: help @bankadmin & @banking See: help banking & @basecost Command: @basecost Syntax: @basecost = This command sets the base cost for the specified product (by currency type) to the amount given in stenis. The total price of the item will end up being the base cost plus the total costs of all the components (ingredients) of the product. The @basecost command also resynchs the market so that it's aware of the new price. See also help for: market for admin, market & @battle command COMMAND: @battle Syntax: @battle When used in the Ellish war zone, this command will cause a player to be attacked by the enemy. If the player is Firan, a Shamibelian will attack him or her. If the player is Shamibelian, a Firan will attack him or her. This is used internally in the combat zone to force players to be attacked as they enter rooms not controlled by their own forces. Thus, if a Firan enters a room controlled by Shamibelians, the code will @force her to use the @battle command to start a battle. This code works off of the same functions that the normal combat code does and uses the Generic Shamibelian Soldier's stats or the Generic Firan Soldier's stats to fight against. The code takes into account weapons, armor, and normal combat rolls before assessing damage for hits and emitting appropriate messages. See also help on: war system for admin, war system, combat for builders & @bb index ------------------------------------------------------------------------- FiranMUX Guide to the Bulletin Board System ------------------------------------------------------------------------- FiranMUX uses Myrddin's BBS, a "global, multi-threaded board with a rich set of features." The original help file for version 4.0.3 can be found under 'help myrddin's bbs', but the index below is designed to help you find the commands quickly. For the syntax(es), type 'help' and the command desired. Joining/Leaving: Reading: Posting: Misc: @bb/list @bb/read @bb/post @bb/move @bb/join @bb/scan @bb/write @bb/timeout @bb/leave @bb/all @bb/edit @bb/timeoutcheck @bb/catchup @bb/proof @bb/notify @bb/search @bb/toss @bb/newgroup * @bb/author @bb/remove @bb/cleargroup * @bb/new @bb/abort @bb/lock * @bb/unall @bb/config * @bb/unall * admin only ------------------------------------------------------------------------------ & @bb/abort Syntax: @bb/abort This does exactly what @bb/toss does. See also help on: @bb/write, @bb/toss, @bb index & @bb/all Syntax: @bb/all This will read (display) all unread messages on all the boards you subscribe to. See also help on: @bb/unall, @bb/catchup, @bb/scan, @bb index & @bb/author Syntax: @bb/author / This will search the borad in question for any post or posts made by that particular person, i.e. @bb/author 6/steph See also help on: @bb/search, @bb/read, @bb index & @bb/catchup Syntax: @bb/catchup @bb/catchup all This marks all messages in a group or groups as read. In the first syntax, you can use a single board or multiple boards (i.e., @bb/catchup 11-12). Using the second syntax will mark ALL posts in ALL boards as 'read'. See also help on: @bb/all, @bb/unall, @bb index & @bb/cleargroup Syntax: @bb/cleargroup <#> ***** ADMIN ONLY ***** Clears that particular bulletin board (group) and all its messages. ****** USE WITH CAUTION! ****** See also help on: @bb index & @bb/config @bb/config ****** ADMIN ONLY ****** Syntax: @bb/config = (Sets global config parameter) @bb/config <#>/= (Sets config parameter for board #) There are two types of configuration parameters: global and group. Global configuration parameters affect the BB system as a while, while group configuration parameters affect a single group. To set a global parameter: @bb/config = Global Parameters: timeout This sets the default timeout (in days) for any new groups created. A timeout of '0' means messages won't time out. (example: @bb/config timeout=30) autotimeout If you don't have a way to trigger the TR_TIMEOUT attribute on the bbpocket (daily) to clean out expired messages, you can use the autotimeout parameter instead. Setting this parameter 'on' enables the BB's built-in timer. Set this parameter 'off' to disable. Continued by: help @bb/config2 & @bb/config2 To set a group parameter: @bb/config <#>/=value Group Parameters: anonymous Setting this value turns the group 'anonymous'. This means that any further posting's "Author" field will have the value of this parameter instead of the name of the author. Wizards will also see the actual name of the author. Examples: @bb/config MUX Rules/anonymous=The Staff @bb/config Research/anonymous=The Scribe timeout Sets the default timeout value for the group. Any new messages will have this new value. A value of '0' means messages won't time out. See also help on: @bb index & @bb/edit Syntax: @bb/edit /=/ This will allow you to edit a post after it's been sent to the bulletin board. See also help on: @bb/remove, @bb index & @bb/join Syntax: @bb/join <#> This will allow you to join a bulletin board, i.e. @bb/join 6 for the General Updates board. See also: help @bb index, help @bb/leave & @bb/leave Syntax: @bb/leave <#> This will allow you to leave a bulletin board, i.e. @bb/leave 16 to leave the Charity board. See also: help @bb index, help @bb/join & @bb/list Syntax: @bb/list This will show a list of bulletin board groups available to you, along with their timeout values. See also: help @bb index & @bb/lock Syntax: @bb/lock <#>=/ ****** ADMIN ONLY ****** @bb/writelock <#>=/ Both syntaxes will lock that particular bulletin board (group), but the second syntax will control who may write to that board. 'lock' can be a flag or an attribute name. Example: @bb/lock 17=flag/wizard, @bb/lock 23=clan/bear See also help on: @bb index & @bb/move Syntax: @bb/move / to This will allow you to move a post from one board to another. See also help on: @bb index & @bb/new Syntax: @bb/new This command reads the next unread bboard post across all the boards you have read access to. This does one post at a time, avoiding the problems that happen when @bb/all overflows a buffer. So typing @bb/new enough times will eventually read every unread post on the boards, one at a time. See also help on: @bb index & @bb/newgroup Syntax: @bb/newgroup ***** ADMIN ONLY ***** This creates a new bulletin board group. See also help on: @bb index & @bb/notify Syntax: @bb/notify <bulletin board name or #>=<on|off> This will turn the post notification for that particular board on or off. For instance, you may not want to be notified every time the Charity board posts a donation. See also help on: @bb index & @bb/post Syntax: @bb/post <board name or number> / <subject> @bb/post <board name or number> / <subject> = <text> Either syntax can be used; the second is a quick way to post a message with one command. If you use the first syntax, add the syntax by next typing: @bb <text> or @bb/write <text> ***** NOTE ***** Once you've written your text, tying @bb/post a second time will post the text to the appropriate bulleting board. If you make a mistake, use @bb/remove and start over. See also help on: @bb/remove, @bb/proof, @bb/edit, @bb/toss, @bb/post, @bb/abort, @bb index & @bb/proof Syntax: @bb/proof This will allow you to proof your post before sending it to the bulletin board. See also help on: @bb/post, @bb/write, @bb/edit, @bb/toss, @bb index @bb/abort & @bb/read Syntax: @bb/read @bb/read <#> @bb/read <#>/<list> @bb/read <#>/u The first syntax will return a list of boards you've joined. The second will allow you to read the files of a particular bulletin board. The third syntax allows you to read message(s) in a board, using multiple numbers, a range of numbers (i.e., 1-6), or any combination. And finally, the fourth syntax will show you only the unread messages of a particular board. See also help on: @bb/scan, @bb/catchup, @bb index & @bb/remove Syntax: @bb/remove <board number>/<post number> This will allow you to remove a post you've made to a bulletin board. If you posted it to the wrong board, see 'help @bb/move' See also help on: @bb index & @bb/scan Syntax: @bb/scan This will return a list of unread postings on the groups you are subscribed to. See also help on: @bb/read, @bb/catchup, @bb index & @bb/search Syntax: @bb/search <board name or number>/<topic> This will search the board in question for a post on that particular topic, i.e. @bb/search 6/armor See also help on: @bb/author, @bb/read, @bb index & @bb/timeout Syntax: @bb/timeout <#>/<#>=<days> ****** ADMIN ONLY ****** This will change the timeout of a post to the specified number of days. See also help on: @bb index & @bb/timeoutcheck Syntax: @bb/timeoutcheck <#>/<#> ****** ADMIN ONLY ****** This will show the current timeout for a post in days. See also help on: @bb index, @bb/timeout & @bb/toss Syntax: @bb/toss This will allow you to 'toss' or discard a @bb post you have been writing, before you post it. See also help on: @bb/write, @bb index, @bb/abort & @bb/unall Syntax: @bb/unall This command undoes the last @bb/all or @bb/catchup you did. It can only backup one step, though; it cannot get you out of every problem. But if you do @bb/all by mistake, @bb/unall will mark the messages you had unread unread again. Likewise for a mistaken @bb/catchup all. See also help on: @bb index, @bb/all, @bb/catchup & @bb/write Syntax: @bb/write <text> Same as @bb <text>. See also help on: @bb/post, @bb/proof, @bb/edit, @bb/toss, @bb index @bb/abort & @bb/writelock COMMAND: @bb/writelock See: help @bb/lock & @birth COMMAND: @birth Syntax: @birth This command may be used by a player who has postponed labor to start it up again. Coders should take advantage of this command for other purposes such as forcing labor prematurely or giving the Gods the ability to do so. See 'help birth' for the checks that need to be made for the mother's and the baby's health after the birth. See also help on: @pregnancy, ritual/eesha, seduce command, seduction, @pregnancy/chance, birth & @bootme COMMAND: @bootme Kills your oldest connection and boots you from it. That is, if you have several connections, and you type @bootme, it will determine which connection has been connected the longest and boot (disconnect) it. If you have only one connection, @bootme won't do anything at all. Just use QUIT. & @bouncer COMMAND: @bouncer Syntax: @bouncer/friend <name> @bouncer/neutral <name> @bouncer/enemy <name> @bouncer/list These commands are used to set friend, enemy and neutral attributes on a NPC puppet for an Inn or Tavern. The commands are local to the room the puppet is in (meaning you have to be in the room in order for the commands to work), and can be used only by people who are on an admin-set list on the NPC. See also help on: building puppets & @bug COMMAND: @bug Syntax: @bug <bug report> NOTE: THIS COMMAND IS NON-FUNCTIONAL AT THIS TIME. Sends the <bug report> to the coders so that they can fix it. In addition to the text of the bug report, the @bug command attaches the following information: * The name and dbref of the player who is reporting the bug. * The date and time of the report. * The name and dbref of the room the player was in when she reported the bug. * The list of dbrefs of the contents of both the player, and the location of the player. This information should be sufficient to help the coders fix most errors. See also help on: @typo & @calendar See: help calendar index, @calendar command & @calendar command COMMAND: @calendar Syntax: @calendar This command shows all the events within 4 days on either side of today's date. A (h) by the title means the event is scheduled to be heralded. All dates/times are real time, EST (not IC or server time) NOTE: @cal may be used in the place of @calendar. See also: help calendar index & @calendar for admin @CALENDAR FOR ADMIN To change the number of days which will show on either side of a target when using the '@calendar' command, change the &calendar-days-around attribute on the Global Calendar System Data Object. (ex #27943/*data*) Timings on the @calendar/add format are configurable. To change the first 'minute' setting, change the &event-min-before1 attribute. The second 'minute' setting can be modified on the &event-min-before2 attribute. The current starting year past which no events can be scheduled is 1995. This means events cannot have a pre-1995 date. Also, there is a set number of months (currently 12) as to how far in the future an event can be scheduled. Both of these options are configurable. The beginning year can be changed on the &event-first-year attribute, and the months limit can be changed on the &event-month-future attribute. Guests and rostered characters cannot add events. Only wizards can see deleted events. See also help on: calendar index, @calendar/add & @calendar/add COMMAND: @calendar/add Syntax: @calendar/add <date>@<time>=<Title>/<Event>@<Location> This allows one to add an event to the calendar. The date must be in a Month-Day-Year format. Time must be in Hours:Minutes AM/PM format. Years must be in the full four-digit format. Use RL dates and EST times. Example: @calendar/add Mar-15-2000@07:00 pm=Land Raffle!/Throgana's Selling Tickets@The Forum Note that titles should not contain a / (right slash); likewise, events should not contain a @ (at symbol). Also, events cannot be scheduled more than 12 months in advance. Once the event is added, Heralds will automatically be set to announce the event 30 minutes before the event begins, and again 5 minutes before. See also help on: @calendar for admin, calendar index & @calendar/day COMMAND: @calendar/day Syntax: @calendar/day @calendar/day <date> @calendar/week <month>/<date> @calendar/week <month>/<date>/<year> This will show all events for the week that the entered date falls on. If no day is specified, it defaults to today. If no month is specified, it defaults to the current month. If no year is specified, it defaults to the current year. The month may be either a number or the month name. Examples: @calendar/day @calendar/day 19 @calendar/week March/19 @calendar/week 3/19 @calendar/week 1/20/2001 NOTE2: For today's date, it shows -2 hours from current time, then a full day. All other days it shows from midnight to just before midnight. NOTE: All dates/times are real time, EST (not IC or server time) See also: help calendar index & @calendar/del COMMAND: @calendar/del Syntax: @calendar/del <event #> This deletes an event from all calendar listings and the herald schedules. Only wizards and the person who added the event can remove it. NOTE: Deleted events can still be viewed by wizards via the @calendar/event command. These will show up with a (d) in the title. See also: help calendar index & @calendar/disable COMMAND: @calendar/disable ****** ADMIN ONLY ****** Syntax: @calendar/disable <player> This will prevent a player (and all his alts) from heralding an event with the @calendar/herald command. Junior wizards and up may use this command. See also: help calendar index, @calendar/enable & @calendar/enable COMMAND: @calendar/enable ****** ADMIN ONLY ****** @calendar/enable <player> This will enable the player (and all alts alts) to use the heralding option for events. Junior wizards and up may use this command. See also help on: calendar index, @calendar/disable, @calendar/herald & @calendar/event COMMAND: @calendar/event Syntax: @calendar/event <event #> This will command will show full details of the event number specified. NOTE: Only wizards can see deleted events, which are marked with a (d) All dates/times are real time, EST (not IC or server time) See also: help calendar index & @calendar/herald COMMAND: @calendar/herald Syntax: @calendar/herald <event #> This toggles the heralds on or off for a specific event. If they are scheduled to announce said event, the command will switch them to no longer do so (and vice versa). Only wizards and the person who added the event can toggle that event. See also: help calendar index & @calendar/month COMMAND: @calendar/month Syntax: @calendar/month <month> @calendar/month <month>-<year> This will show all events for the month that is specified. If no year is specified, it defaults to the current year. The month may be a number or the full month name. Examples: @calendar/month 3 @calendar/month March @calendar/month January-2001 NOTE: All dates/times are real time, EST (not IC or server time) See also: help calendar index & @calendar/week COMMAND: @calendar/week Syntax: @calendar/week <month>/<date> @calendar/week <month>/<date>/<year> This will show all events for the week that the entered date falls on. If no year is specified, it defaults to the current year. The month may be either a number or the month name. Examples: @calendar/week March/19 @calendar/week 3/19 @calendar/week 1/20/2001 NOTE: All dates/times are real time, EST (not IC or server time) See also: help calendar index & @candidate/add COMMAND: @candidate/add Syntax: @candidate/add <name> (ADMIN ONLY) This command allows an authorized admin to make someone into a candidate for the current delegate election. It adds them to the candidate list. See also: help delegate index & @candidate/remove COMMAND: @candidate/remove Syntax: @candidate/remove <name> (ADMIN ONLY) This command allows an authorized admin to remove someone from the current delegate election. It removes them from the candidate list. See also: help delegate index & @candidates COMMAND: @candidates Syntax: @candidates The @candidates command lists all the current candidates in the delegate election, whether or not they are an incumbent, and what clan they are from. See also: help delegate index & @canteach COMMAND: @canteach ***** ADMIN ONLY ***** Syntax: @canteach <skill> Lists the players who can teach <skill> followed by the highest level of it they can teach. & @capture COMMAND: @capture (ADMIN-ONLY) Syntax: @capture <player> @capture <player> by <player2> The command is a wizard-only command that forces the capture of a player without doing any of the dice-rolling that the 'capture' command uses. The first syntax has you capture the player. The second allows you to specify some other player to actually be the capturer. Neither command emits any kind of message to the room or the players. See also help for: @uncapture, capture & @capture/flag command COMMAND: @capture/flag ***** ADMIN ONLY ***** Syntax: @capture/flag <dbref of room>=<dbref of captor> This is the internal part of the flag capture command that does the actual work of converting over the territories, changing their map symbols, and otherwise doing the requisite work for capturing a flag. See also help on: combat, war system for admin & @case COMMAND: @case Syntax: @case @case <#> @case/open <short title> @case/add <#>=<entry text> @case/assign <#>=<player> @case/close <#> @case/reopen <#> The @case command is used by guards to track ongoing investigations. It allows them to open cases and make entries, as well as assigning them to various people. Commands to view cases are usable by guards, clan leaders and wizards. Commands to edit cases are only usable by guards of rank Centurion or higher, or wizards. The first form lists all known cases. The second lists details for a specific case number. The third opens a new case with the given title. The fourth adds an entry to an existing case. The fifth assigns a case to a player (who must be a guard). The sixth closes a case, when it is done. The seventh reopens a previously closed case. The 'UNSOLVED' status for cases has been removed due to OOC confusion over it. See also: military index & @cboot Command: @cboot <channel>=<object> Only wizards, or the owner of the channel can use this command. It forcefully removes an object from that channel. Note: You may specify a player name as <object> if you prefix it with an '*'. Otherwise, <object> should be a dbref, or a name of an object if you are nearby it. & @ccharge Command: @ccharge <channel>=<amount> This command imposes a charge of <amount> coins on transmitting over a channel. The default fee when a channel is created is 0. All proceeds benefit the channel owner. & @cchown Command: @cchown <channel>=<player> Changes ownership of <channel> to <player>. See also: @clist, @cwho. & @ccreate Command: @ccreate <channel name> Creates a channel with default settings. Only wizards can create a channel. See also: @cdestroy, @clist, @cchown. & @cdestroy Command: @cdestroy <channel> Deletes <channel> permanently from the comsystem database. It does not destroy all aliases that exist for <channel>, which is left to the owners of those aliases. Players are notified at login when they own aliases for which a channel no longer exists. See also: @clist, @ccreate, @cchown. & @cemit Command: @cemit[/<switches>] <channel>=<message> Sends <message> over <channel> prefixed by the channel's name. You must own or control the channel to do this. The following switches are available: /noheader - Sends the message to everyone on <channel>, without the channel's name prefixed. & @changeaddress COMMAND: @changeaddress ***** ADMIN ONLY ***** Syntax: @changeaddress <player> = <new email address> A staff member can change the email address of any player (and all his or her alts). To validate the new email address, the command generates a random password and emails it to the new email address, then newpasswords all the alts. If the player gives an invalid email address, the mails will bounce and the player will be locked out of his or her characters. The command notifies the characters if they are online, and it sends a very informative email. It also stores the old email address in &lastemail and posts a message to the Oversight bb. & @charge command COMMAND: @charge Syntax: @charge <player>/<crime> This command enables any player tagged 'guard' to formally charge someone in a court. You may only charge a prisoner with a crime recognized in that court. See also help on: 'help legal system' and 'news legal system index' & @charges Command: @charges <object> = <count> Attribute: Charges This attribute allows you to limit the number of times an object can be used. If there is a charges attribute it is decremented each time an action on the object is triggered. Once it reaches zero, normal triggering stops and the Runout attribute (if one is present) is run instead. Example: @charges Fireball wand = 5 See also: @runout. & @check COMMAND: @check Syntax: @check [/quiet] <attribute> at <difficulty> @check [/quiet] <attribute> + <skill> at <difficulty> @check/gm <player> = <attribute> at <difficulty> ** @check/gm <player> = <attribute> + <skill> at <difficulty> ** ** = Admin only Rolls a bunch of dice and reports the number of successes or fumbles. The number of 10-sided dice rolled is equal to the sum of the scores for the attribute (and optional skill) specified. Every die rolled that is equal to or greater than the difficulty (which should be between 1 and 10) is counted as a success. Every 1 rolled is considered a fumble or failure. The number returned is the number of successes minus the number of failures. That is, a positive number returned indicates successes, and a negative number returns indicates failures. A 0 returned indicates no success or fumble. Without the /quiet (or /q) switch, @check reports to the entire room. With the /quiet switch, @check reports only to you, quietly. @check/gm is used by the game GM. It is rolled off the player's stats and only the GM will see the results. As a general guideline, a difficulty of 5 is considered easy, 7 is average, 9 is hard, and 11 is impossible. See also help on: task resolution system & @checkwake COMMAND: @checkwake ***** ADMIN ONLY ***** Syntax: @checkwake <person> This command will return why the player is having difficulty waking up or moving/eating once awake. This needs to be run repeatedly in case there are multiple propblems that are causing the problem. Due to the sleeper that's out there floating, you really shouldn't just @tel the person, unless you want to go hunting the sleeper down. See also: sleep command, @sleep command, sleep system, sleep for coders, wake & @chown Command: @chown <object>[=<player>] @chown <object>/<attr>[=<player>] The first form changes the ownership of <object> to <player> (default is to yourself). Objects may be things, rooms or exits. To chown things, you have to be carrying the thing. For rooms or exits, you have to be in the room. Objects must have the CHOWN_OK flag set before they may be @chowned. In a room, the command used must be @chown here = <name>, and for an object, you must be very specific. The second form changes the ownership of the indicated attribute on <object> to <player> (default is the owner of the object). You may only @chown unlocked attributes. You may @chown unlocked attributes on objects that you own to yourself, and you may also @chown attributes that you own on objects owned by others to the owner of the object. When an object is @chowned, all unlocked attributes on the object are automatically @chowned as well, locked attributes remain owned by their original owners. The HALTED flag is automatically set on the new copy of the object. Players can't be @chowned; they always own themselves. See also: @lock, @Unlock, CHOWN_OK, ATTRIBUTE OWNERSHIP. & @chzone Command: @chzone <object>=<zone object>. Changes the zone of <object> to <zone object>. If <zone object> is "none", the zone is reset to NOTHING. @chzone'ing a player does not automatically change the zone of their objects. Anyone may reset the zone of an object they own; <zone object> must either be "none", or must be owned by them. Only wizards may @chzone an object to an arbitrary zone object. Players may @chzone themselves to an object they own; otherwise, only wizards may @chzone players. @chzone'ing resets the WIZARD, ROYALTY, and INHERIT flags on non-player objects. See also: ZONE OBJECTS & @clan For a list of @clan commands, see: help @clan index For information on the @clan command, see: help @clan command & @clan command COMMAND: @clan Syntax: @clan <clan name> This command gives the player a list of everyone in a given clan, along with information such as whether or not they are connected or on the roster. See also help on: @clan index & @clan index --------------------------------------------------------------------------- @CLAN COMMAND INDEX --------------------------------------------------------------------------- Help is available on any of those listed below: @clan command * @clan/authorize * @clan/produce @clan/goods * @clan/unauthorize * @clan/fund @clan/info * @clan/sell * @clan/warehouse @clan/report * @clan/buy clan system for admin @clan/authorized * @clan/absorb The general way that the system works is that a clan wants to give their people everything they need otherwise, seasonally, they get mad about shortages and can riot and lose morale. A clan can raise morale by giving its clan something that it wants, and the more expensive the good, the happier they are. Clans will have to trade and work together to make sure all their needs are met, thus inducing quite a bit of economic roleplaying opportunities. * These commands have restricted access and may only be used by the clan leaders of a clan, or the people they authorize. --------------------------------------------------------------------------- & @clan/absorb COMMAND: @clan/absorb command *** Restricted Access *** Syntax: @clan/absorb <object> This command takes an object in one's inventory and "absorbs" it into the clan warehouse. The object must be in one's location, and it must be a generic (uncustomized) item. Furthermore, the item must be a good that your clan Wants, Needs, or Can Produce (according to @clan/goods). If successfully absorbed, the object will be destroyed, and it will be added to the inventory of your clan warehouse (and will take up space there). See also help on: @clan index & @clan/authorize command COMMAND: @clan/authorize *** Restricted Access *** Syntax: @clan/authorize <name> for <clan> This command allows a wizard, or someone who is already authorized for that clan, to give other people authorization to use the @clan commands. Use this wisely, for it is very possible for someone you authorize to embezzle from your clan, or make unwise economic decisions that you cannot undo. Authorization can be revoked using @clan/unauthorize. See also help on: @clan index & @clan/authorized command COMMAND: @CLAN/AUTHORIZED Syntax: @clan/authorized <clan> This gives you a list of who is allowed to operate the @clan controls for a given clan. These people are able to fund, buy, sell, set production, etc. See also help on: @clan index & @clan/buy command COMMAND: @CLAN/BUY *** Restricted Access *** Syntax: @clan/buy <amount>/<good> from <clan> This allows authorized parties to make purchases for their clan from other clans that have goods up for sale. The command checks to make sure that you have room in your warehouses for these goods before it will allow the purchase, and it also makes sure that you can afford it. See also help on: @clan index & @clan/fund command COMMAND: @CLAN/FUND *** Restricted Access *** Syntax: @clan/fund <clan>/<amount> This command allows an authorized party to deposit money into the clan for use in terms of production, purchases, or other kinds of investments. If someone wants to withdraw money (AND THIS IS NOT RECOMMENDED), you can use a negative number to fund. People are notified by @mail as to your transactions. See also help on: @clan index & @clan/goods command COMMAND: @clan/goods Syntax: @clan/goods @clan/goods <clan> *** Restricted Access *** Any player can use the first syntax of the command to see what goods are being sold by any given clan. The second form of the command gives those who are either wizards or authorized for a given clan, to see specifically what the clan needs, what it wants, what its shortfalls are, how much it has in stock, and how much warehouse space is available. A clan leader, proxy, or wizard may enable anyone to have access to this and the other @clan commands by using the @clan/authorize command. Knowlege gleaned from this command is considered to be knowlege you would have ICly. See also help on: @clan index & @clan/info command COMMAND: @clan/info Syntax: @clan/info @clan/info <clan> This command allows a player to see all kinds of indicators of progress for all of the clans in the realms including population, morale, productivity, literacy, infant mortality, births, deaths, corruption and the tax rate. The second syntax allows you to see what your clan produces or needs. If it would be IC for your character to know these things, you may roleplay knowing them. Otherwise, treat the information as OOC knowlege. See also help on: @clan index & @clan/produce command COMMAND: @CLAN/PRODUCE *** Restricted Access *** Syntax: @clan/produce <good>=<number of workers> This command will allow you to sink money and labor in order to have your clan create a pre-determined lot of the good that you choose to make. Not every clan can make every item. Not every clan can afford to make every item that is available to them. And once you've committed your workers to a given product that season, you can't reallocate them until the next season. How much of a given product you actually get is a function of productivity, morale, literacy, and corruption. See also help on: @clan index & @clan/report command COMMAND: @clan/report Syntax: @clan/report <good/currency> This command may be used to get a report on any good product or currency that is bought and sold by the clans. It will give information as to what the current cost is associated with the product, who needs it, who produces it, and who is selling it. See also help on: @clan index & @clan/sell command COMMAND: @clan/sell *** Restricted Access *** Syntax: @clan/sell <good>=<amount>/<price> This allows a clan to put a specified amount of a good up for sale on the market at a given price. Other clans can buy the goods at that price. If you would like to barter with goods rather than money, get together with the person you're trading with, set the price to zero, make the trade, and then set it back again. Once you have put up a certain amount of a good for sale, you cannot take it off the market, so use wisely. See also help on: @clan index & @clan/unauthorize command COMMAND: @clan/unauthorize *** Restricted Access *** Syntax: @clan/unauthorize <name> for <clan> This command disables someone from using the @clan commands to make economic decisions. It is useable by a wizard or an authorized party. See also help on: @clan index & @clan/unstore COMMAND: @clan/unstore command *** Restricted Access *** Syntax: @clan/unstore <amount>/<product> This command takes things from your clan warehouse, turning it back into an on-grid object and freeing up space in your warehouses. This is useful if, for example, you have a lot of spare milk and you have clansfolk who are willing to go make cheese out of it to @clan/absorb again afterwards. An object which is unstored will appear in the location of the player unstoring it, just like an object being absorbed needs to be in the same location as the player absorbing it. See also help on: @clan index & @clan/warehouse COMMAND: @CLAN/WAREHOUSE *** Restricted Access *** Syntax: @clan/warehouse <number> This command allows an authorized party to purchase more warehouse space for a clan at the going rate for warehouses (currently approx: 60K). Each warehouse contains approximately 130,500 liters. See also help on: @clan index & @clanmail Syntax: @clanmail <subject> ** FACHEAD ONLY ** @clanmail <clan>=<subject> ** ADMIN ONLY ** @clanmail/all <clan>=<subject> ** ADMIN ONLY ** The first form of the command allows a faction head to start a mail with the given subject to all the active members of the faction they're the fachead for. A person is defined as being 'active' if they are off the roster and not flagged dead. The second form of the command allows an admin to send a mail to all members of a clan, where the clan is either one of the Firan clans or the psuedoclan 'oldcity'. The last form works like the second form, but also sends the @mail to people who are on the roster as well; this is useful for clan-wide announcements people should have even coming off the roster. See also: help @oldcity, help @clan & @clear COMMAND: @clear Syntax: @clear This command will clear your screen. & @cleartags COMMAND: @cleartags ***** ADMIN ONLY ***** Syntax: @cleartags <object> = <tag list> Clears the listed tags on the object (not on its parents). Example: > @cleartags me = stupid !useful (Removes the tags 'stupid' and '!useful' from 'me'.) See also help on: tags, @tags, tag functions & @clist Command: @clist[/full] Without any switches, it will display the list of public channels with their owner, and description. It will also display all channels you own. With the /full switch, it will display the various channel statistics. See also: @ccreate, @cdestroy, @cchown. & @clone Command: @clone[/<switches>] <object>[=<newname/cost>] Creates an exact duplicate of <object> that is owned by you and (for things and exits) puts it in your current location. You may have the object put in your inventory (or your exitlist in the case of cloning exits) by using the /inventory switch. You may clone your own objects, plus VISUAL objects owned by others. The INHERIT and WIZARD bits of the (new) object are cleared when the object is cloned. If <newname> is specified, it is used as the name instead of the original name. If you clone a linked exit, an attempt is made to link the clone to the same location. Except when using the /inventory switch, you can only clone exits when you own your current location. If you clone a room with a drop-to, an attempt is made to link the drop-to to the same location. If the original object was owned by you, then the ACLONE attribute is run in the new attribute, otherwise the new object is set HALTED. Exits and contents of cloned objects are not cloned, and LOCKED attributes are not copied. { 'help @clone2' for more } & @clone2 The following switches are available: /cost - Treat the argument after the = as the cost of the new object, not the name. /inherit - Don't reset the INHERIT bit on the new object. /inventory - Create the new object in your inventory (or your exitlist, in the case of cloning exits). /location - Create the new object in your location (default). /parent - Set the new object's parent to be the template object and don't copy the attributes. See also: @create, @decompile, @destroy, VISUAL. & @coflags Command: @coflags <channel>=[!]flag Sets object flags for that channel. The flag can be one of: join, transmit, or receive. Transmit: Whether an object can broadcast things over the channel. Join: Whether an object can join the channel. Receive: Whether a object can receive messages over the channel. If it is !flag, then that flag is reset. Note that channel flags ALWAYS override locks on channel objects. See also: @coflags, @clist, CHANNEL OBJECT. & @combat COMMAND: @combat Syntax: @combat @combat <player> The first form shows you important combat stats about yourself, including how much damage you have and where it is, who you are engaged to and by, who you might be aiming at, how much energy and energy reserves you have, what weapon you are wielding, and how long you have to wait before performing certain combat actions. The second form can only be used by staff members. It shows the combat stats for any player. See also help for: combat, combat system, combat commands & @comtitle COMMAND: @comtitle Syntax: @comtitle <alias>=<title> This command allows you to prefix your name on a channel with a title. You may also use ansi() commands in the title. See also help on: comlist, ansi() & @conformat Command: @conformat <object> = <contents format> Attribute: ConFormat Replaces the usual "Contents:" or "Carrying:" format when an object is looked at, by a player-specified contents format. This is evaluated as if it were a description or other similar message on the room, and is passed no special parameters. The list of room contents can be obtained through 'lcon(me)', though note that this does no checking for what the viewing player should and shouldn't see. One could change the format to 'Contents: Object1 Object2 Object3' through '@conformat here = Contents: [iter(lcon(me),name(##))]', for example. More complex things are, obviously, possible. See also: @exitformat & @coords command COMMAND: @coords Syntax: @coords This command will give you the coordinates of the land that you're standing in. The use of this command may one day require some knowlege of mapping, direction, or surveying, but for the present time, we will make it available to all players. & @cost Command: @cost <object> = <amount> Attribute: Cost Sets the number of coins that need to be given to an object to trigger the Pay, Opay, and Apay attributes. If the object is given more than this amount, the excess is returned to the giver, while if less than this amount is given the entire amount is returned, a snide message is sent to the giver, and the Apay, Opay, and Pay attributes are not used. This attribute is only meaningful for things, and will never be automatically triggered on other object types. Example: @cost Coke machine = 25 See also: give, @apay, @opay, @pay. & @cpattr @cpattr <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @cpattr <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...] @cpattr <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @cpattr <attr> = <obj1> [,<obj2>,<obj3>,...] The first form of this command is used to copy <attr> on <obj> to the object-attribute pairs in a comma-separated list. For example: @cpattr test/va = test/vb, cube/va, tribble/foo would copy the VA attribute from object "test" to VB on "test", VA on "cube", and FOO on "tribble". <objN> is matched as if you were performing a @set on it. The second form copies <attr> to the list of objects, with the name <attr>. The third form copies <attr> from the object that executes the @cpattr, to the object-attribute pairs in the list. Finally, the third form copies <attr> from the object that executes the @cpattr to the objects in the list, with the name <attr>. & @cpflags Command: @cpflags <channel>=[!]flag Sets player flags for that channel. The flag can be one of: join, transmit, or receive. Transmit: Whether a player can broadcast things over the channel. Join: Whether a player can join the channel. Receive: Whether a player can receive messages over the channel. If it is !flag, then that flag is reset. Note that channel flags ALWAYS override locks on channel objects. See also: @coflags, @clist, CHANNEL OBJECT. & @create Command: @create <name> [=<cost>] Creates a thing with the specified name. Creation costs either <cost> or 10 coins, whichever is greater. The value of a thing is proportional to its cost, specifically, value=(cost/5)-1. The value may not be greater than 100, values that would be greater than 100 are rounded down to 100. See also: @destroy, TYPES OF OBJECTS. & @crimes command COMMAND: @crimes Syntax: @crimes/report @crimes/list @crimes/add <crime name> @crimes/remove <crime name> The first syntax of this command can be used by any person anywhere on the mux to report a crime icly. The other syntaxes of this command will only work if you have a clan medallion or if you are in a court! @crimes/list will list the crimes that the court or clan leader recognizes as prosecutable crimes. The second and third syntaxes for this command allow the clan leaders for a given court to remove or add crimes that they recognize. See also: 'help legal system' and 'news legal system index' & @cron/last Command: @cron/last Syntax: @cron/last This wiz-only command shows what the last 'X' jobs were that run. It tells if they're Cron or CronIC jobs, when they were run, and if they were run in 'catchup/skip' mode. The 'X' is configurable by changing the 'Num-Jobs-Stored' attribute on the cron object. The default is 20. See also: help mushcronic, help mushcron, help mushcron commands, help cron catchup & @cron/reset Command: @cron/reset Syntax: @cron/reset This wiz-only command stops all cron (and CronIC) jobs, reset the cron (and CronIC) so that it will NOT run any missed jobs, and restart the cron (and CronIC) to current time. It resets any catchup/skip mode that is currently in place. For example, this will cause all birthdays to be missed, ages won't get incremented, seasons won't change... this should NOT be done if at all possible. The command also tells you how to undo the command if you mistakenly run it. See also: help mushcronic, help mushcron, help mushcron commands, help cron catchup & @cron/start Command: @cron/start Syntax: @cron/start This wiz-only command starts the cron (as well as CronIC) back up again. This will have the cron (and CronIC) resume the jobs from where they last stopped. If the time difference (between when it last ran, and the current time) is greater than the set limit, the cron (or CronIC) automatically goes into catchup/skip mode. This is a configurable limit and is defaulted to by one day (The same number is used for Cron as well as CronIC limits). See also: help mushcronic, help mushcron, help mushcron commands, help cron catchup & @cron/stop Command: @cron/stop Syntax: @cron/stop This wiz-only command stops the cron (as well as CronIC). It resets any catchup/skip mode so that resumption of the cron is easy. Use @cron/start to resume the cron function. See also: help mushcronic, help mushcron, help mushcron commands, help cron catchup & @cron/time Command: @cron/time Syntax: @cron/time This wiz-only command shows when the cron last ran for and the current time. It also shows when the CronIC last ran as well as the RL time it ran last. It also shows what the current IC time is. For example: Cron last ran for time Fri Jan 26 11:56:30 2001. Current time: Fri Jan 26 14:56:49 2001 CronIC last ran at Fri Jan 26 11:56:29 2001. IC time it ran for: Firan time: 22:54 on Fri Apr 29, in the year 20 A.U. Current IC time: Firan time: 04:55 on Fri Apr 30, in the year 20 A.U. This is a hypothetical example of the MUX being down for 3 hours. The first line is when the cron last ran. The second line is the current time. The third, is when the cronic last ran in RL time. The last time the cron ran in IC time is the fourth line and the last line is the current IC time. It good for showing how far catchup has gone, if the cron is in catchup. See also: help mushcronic, help mushcron, help mushcron commands, help cron catchup & @cset Command: @cset/<option> <channel> Changes the way a channel behaves. <option> can be one of the following: public, private, loud, mute, quiet, object. Public makes it show up on everyone's @clist, private hides it. Loud makes it announce connects/disconnects. Mute/quiet, shuts them off. The object switch sets the channel object to whatever you specify. It will allow you to set a description for the @clist, by @descing the object. Also, the lock will be used to check to see if people should be able to join the channel or not. See help channel object for more. & @cwho Command: @cwho <channel>[/all] For channels that you own, identifies all connected players on the channel and their stats for the channel. If switch is /all, then it also displays unconnected players. See also: @clist. & @daily Command: @daily <object>=<command-list> Attribute: Daily This attribute is automatically triggered once per day. No guarantees are made as to what time it will execute. & @damage COMMAND: @damage ****** ADMIN ONLY ****** Syntax: @damage <player dbref>/<bodyloc> = <amount> X <class> by <player dbref> This code is an indirect version of the @damage/direct code, in that it takes into consideration any armor the player may be wearing. After each hit, it looks at the armor on the bodyloc hit and looks up the armor's defense vs. that of its damage class. If the player has @toggled combatstats on, he will be able to see how much damage his armor has absorbed. The armor decreases in quality by the total damage it sustains. Example: @damage #164/rightarm = 5 x slashing by #119 For a full list of damage types which can be set, ex #15/damage-types See also help on: @damage/direct, damage for admin & @damage/direct COMMAND: @damage/direct ****** ADMIN ONLY ****** Syntax: @damage/direct <player dbref>/<bodyloc> = <amount> X <class> BY <player dbref> The @damage/direct command sets a numeric amount of damage on each bodyloc of a player engaged in combat. It maps the actual damage class to an actual trauma/wound type, and stores the total amount for that wound type on the bodylocs. It then stores the total amount of damage for a specific bodyloc and triggers the bodyloc damage handler, which sends a message to the player and alters the player's stats. The code's last step is to total the overall damage and trigger the appropriate response - in some cases, to render the player unconscious or dead. Valid damage classes are: slashing, chopping, bashing, piercing, punching, and wolfsbane. Example: @damage/direct #164/rightarm = 5 X slashing by #2635 For a full list of valid damage types, do 'ex #15/damage-types' See also help on: @damage, combat, combat system, combat damage, damage for admin & @dance DANCE For help on how to use the command, see: help dance command For help on all dance commands, see: help dance index & @deathcheck command COMMAND: @DEATHCHECK ***** ADMIN ONLY ***** Syntax: @deathcheck <player> This command is used internally in the death cron job to perform all the necessary checks, make the right postings and @mail about whether or not a player will lower their health or die. See also help: aging system & @debug COMMAND: @debug <object> ***** ADMIN ONLY ***** ----------> STATUS: NOT WORKING <---------- Sets an object VERBOSE, TRACE, and PUPPET for purposes of debugging. If you don't own the object, it chowns it to you without losing WIZARD and HALT flags. The @undebug command will restore the flags and return it to its original owner. See also help on: @undebug & @decompile Command: @decompile[/dbref] <thing>[/attr] [=<newname>] Dumps the sequence of commands you would have to type to clone <thing>. This is handy for saving your objects in a text file in case the MUX dies a horrible death, or for moving your pride-and-joy creation from one MUX to another. @decompile works on all object types. If you specify <newname>, then the commands emitted will set attributes, locks, and flags on an object named <newname> and will omit the command to create the object. If you specify <thing>/<attr>, <attr> accepts wildcards. If you specify the /dbref switch, you will get output using the dbref number instead of the object name. See also: examine, look. & @deed COMMAND: @deed Syntax: @deed @deed/list[<player>] These are display commands that allow you to find out information about land that you own or that other people own. To list land that you own or that another player owns, use @deed/list. If you want to see more information about one specific plot of land, you'd type: @deed <X.Y>. Coordinates are all relative to Civic-Center Square which is at <0.0>. Examples: @deed/list > will show you a list of plots of land that you own @deed/list Elianos > will show you a list of plots of land that Elianos owns @deed -1.13 > will show you information about the plot of land located at the coordinates -1.13 See also help on: land system index, land system for players & @deed/list See: help @deed & @deed/transfer COMMAND: @deed/transfer ****** ADMIN ONLY ****** Syntax: @deed/transfer from <owner> to <player> This command will temporarily transfer a deeded plot from its owner to someone else in the same household. It sets an &owner attribute on the plot involved and changes the dbref on the Master Deed Object (#1480) to the temporary "owner". You must be standing at the coordinates of the plot when this is done. When transferring the plot back to its proper owner, use the @allocate command. Note that you cannot use @deed/transfer to move the ownership of a plot from one family member to another; you must reallocate it to the original owner before using @deed/list again. See also help on: @deed, @deed/list, @allocate & @delegate/add COMMAND: @delegate/add Syntax: @delegate/add <name> (ADMIN ONLY) This command allows an authorized admin to make someone into a delegate. It adds them to the delegate list, tags them as a delegate, and sets their term time. See also: help delegate index & @delegate/remove COMMAND: @delegate/remove Syntax: @delegate/remove <name> (ADMIN ONLY) This command allows an authorized admin to remove someone's delegate position. It removes them from the delegate list, removes their delegate tag, and wipes any remaining term time. See also: help delegate index & @delegates COMMAND: @delegates Syntax: @delegates The @delegates command lists all the current delegates, how many years are left in their term, and what clan they are from. See also: help delegate index & @deliver command Command: @deliver Syntax: @deliver <player>=<object> This is a builder/wiz/code version of the deliver command that does not use @program. It does minimal error checking, so be careful. Moreoever, at the present time, the deliveries are made anonymously. See also help on: receive messages, send command, deliver command, ignore messages, messages for admin, @message command, message system index & @delplace COMMAND: @delplace ****** ADMIN ONLY ****** Syntax: @delplace <dbref of room>=<place number> The @delplace command is only for admins; it deletes an existing place from the room described by the dbref. This command is useful for objects or commands which need to remove a place from a room as a side effect. See also: help @addplace & @describe Command: @describe <object> = <description> Attribute: Desc Sets the description for <object>, which others see when they look at the object. Giving all your objects, rooms, and exits good descriptions is considered to be good building practice. Function references and %-substitutions are allowed in descriptions, and are evaluated when someone looks at the object. In function references, 'me' refers to the object being looked at, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the looker. Examples: <object> @desc vase = You see a delicate Ming vase. <exit> @desc elevator = There is an elevator to the east. See also: look, @adescribe, @odescribe. & @destroy Command: @destroy[/<switches>] <object> This command destroys <object> and refunds its cost of creation to its owner. You must own <object> in order to @destroy it, unless its DESTROY_OK flag is set, in which case anyone holding it may @destroy it. Rooms, exits, and objects may be destroyed, although the the actual destruction of rooms is delayed for up to ten minutes and the GOING flag is set on the victim room. Clearing the GOING flag on the room spares it from destruction. If a thing OR it's owner is set DESTROY_OK, the thing will be destroyed with no delay. The @destroy command will not destroy objects with the SAFE flag set unless the /override switch is specified. The DESTROY_OK flag overrides the protection given by the SAFE flag. The following switches are available: /override - Negate protection offered by the SAFE flag. See also: DESTROY_OK, SAFE. & @detail COMMAND: @detail ***** ADMIN ONLY ***** Syntax: @detail <object>/<detail> [= <description>] If the option description is specified, then that description is stored for the detail. The description is shown to players who view the detail. Without the description parameter, @detail just clears the description. See also help on: details, @odetail, @adetail, @udetail, @setdetail & @dfail Command: @dfail <object> = <message> Attribute: Dfail Sets the message that a player sees when he tries to drop the object but fails because he didn't pass the object's drop lock. Function references and %-substitutions are allowed in drop failure messages, and are evaluated when someone drops the object. In function references, 'me' refers to the object being dropped, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @dfail sword = The sword has welded itself to your hand. See also: drop, @adfail, @odfail, @lock. & @dig Command: @dig[/<switches>] <name> [= <exitlist> [, <exitlist>] ] Creates a new room with the specified name and displays its number. This command costs 10 coins. If the [= <exitlist>] option is used, an exit will be opened from the current room to the new room automatically. If the second <exitlist> option (after the comma) is specified, an exit from the new room back to the current room with the specified [Exits] name is opened. Either exit creation may fail if you do not have sufficient rights to the current room to open or link the new exit. Example: The command @dig Kitchen = Kitchen;k;north;n,south;s will dig a room called Kitchen, and open an exit called 'Kitchen' in your current room. The ; symbol means that you may enter the exit by typing 'k', 'north' or 'n' also. This command also opens the exit 'south;s' from 'Kitchen' back to where you are. Only the first Exit name is displayed in the Obvious exits list. If you specify the /teleport switch, then you are @teleported to the room after it is created and any exits are opened. See also: @destroy, @link, @open, LINKING, TYPES OF OBJECTS. & @doing Command: @doing <message> This sets your 'doing' message, which shows up on the WHO report after your name. It will show up to othes when they type 'doing'. The 'W' before some people's names indicates Wizard status. See also help on: doing, who & @dolist Command: @dolist[/<switch>] [<delimiter>] <list>=<action> <list> is a list of strings, which can be object numbers, attributes, or arbitrary words. <action> is a command to perform once for each item in <list>, replacing the special symbol ## with the corresponding item from <list>, and the symbol #@ with the position in the list, starting with one. By default, @dolist considers each item in <list> to be separated with spaces. If you specify the /delimit switch, then each item is considered to be separated by <delimiter>. <delimiter> must be a single character. If present, <switch> can be any of: /space - (Default) List elements are separated by spaces. /delimit - List elements are separated by <delimiter>. This command is particularly handy with lcon() and lexits(). A few examples: @dolist [lcon(here)] = "[name(##)](##) @dolist [lcon(here)] = @switch [get(##/last)]=*1990*,"[name(##)] @va me = va vb vc @dolist [get(me/va)] = @emit [get(me/##)] @dolist Frodo Bilbo Gandalf = page ## = HELP!!!! I've fallen into a pit. @dolist/delimit , {Frodo, Bilbo Baggins, Gandalf} = page ## = HELP!!!! See also: iter(), parse(). & @drain Command: @drain <object> Discards all commands waiting on the semaphore <object> and resets the semaphore to its initial state. See also: @notify, @ps, SEMAPHORES & @drop Command: @drop <object> = <message> Attribute: Drop Sets the message that a player sees when he drops the object, or after he goes through the exit. Function references and %-substitutions are allowed in drop messages, and are evaluated when someone drops the object. In function references, 'me' refers to the object being dropped, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Examples: <object> @drop vase = You gently put down the delicate vase. <exit> @drop elevator = The elevator doors close behind you. See also: drop, @adrop, @odrop, DROP-TO, EXITS. & @drown command COMMAND: @drown ***** Admin Only ***** Syntax: @drown <player dbref> This is an internal programming command. This command is used when it has already been determined that the character has failed or botched his or her swimming roll, and now, drowning damage must be dealt out. It assumes also that the appropriate messages have already been given to the player and that energy has been deducted. It deals out a random number of drowning damage points to the chest. See also help on: swim command, @swim command, swimming system, river system & @ds/block diagonals COMMAND: @ds/block diagonals ***** ADMIN ONLY ***** Syntax: @ds/block diagonals Block all the diagonal exits (north, east, south, and west). See 'local @ds/block exit' for more information. See also help on: @ds/hide and block diagonals, dspace commands & @ds/block exit COMMAND: @ds/block exit ***** ADMIN ONLY ***** Syntax: @ds/block exit=<exit> Block the specified exit so that players can't travel through it. Blocked exits can still be seen in the Obvious Exits list unless they're also hidden. See also help on: @ds/unblock exit, @ds/block diagonals, @ds/hide exit, @ds/hide and block exit, @ds/list blocked, ds commands & @ds/coords COMMAND: @ds/coords ***** ADMIN ONLY ***** Syntax: @ds/coords Tells you the X,Y,Z coordinates of the room you're in. Also lists coordinates in a N/S, E/W format. Example: > @ds/telto 40 25 0 > @ds/coords X,Y,Z = 40, 25, 0 (25N, 40E) & @ds/desc here COMMAND: @ds/desc here ***** ADMIN ONLY ***** Syntax: @ds/desc here=<room description> Saves a description for the dynamic room so that, even if the room is recycled, it will still be described as <room description> when someone comes in later on. Fixed rooms should be described in the usual way, using @desc. & @ds/fix here COMMAND: @ds/fix here ***** ADMIN ONLY ***** Syntax: @ds/fix here Marks the room as 'fixed' or 'permanent' so that dspace won't recycle it when it's not needed (when it's empty of players, objects, and extra exits). Once a room is fixed, you can teleport into it from anywhere on the MUX (if you know its #dbref) and you can @link to it easily. The command sets the @Aleave attribute of the room to '#'. You shouldn't change this, or else things will break. Also, you shouldn't change the parents of fixed rooms unless you know what you're doing (see 'local @ds/parent here'). & @ds/hide and block diagonals COMMAND: @ds/hide and block diagonals ***** ADMIN ONLY ***** Syntax: @ds/hide and block diagonals Hide and block all the diagonal exits (north, east, south, and west). See 'local @ds/block exit' and '@ds/hide exit' for more information. (Note: @ds/block and hide diagonals' is a synonymous command.) See also help on: @ds/hide and block exit, @ds/hide diagonals, @ds/block diagonals, dspace commands & @ds/hide and block exit COMMAND: @ds/hide and block exit ***** ADMIN ONLY ***** Syntax: @ds/hide and block exit=<exit> Hides and blocks the specified exit. See 'local @ds/block exit' and '@ds/hide exit' for more information. (Note: '@ds/block and hide exit=<exit>' is a synonymous command.) & @ds/hide diagonals COMMAND: @ds/hide diagonals ***** ADMIN ONLY ***** Syntax: @ds/hide diagonals Hide all the diagonal exits (north, east, south, and west). See 'local @ds/hide exit' for more information. See also help on: @ds/hide and block diagonals, dspace commands & @ds/hide exit COMMAND: @ds/hide exit ***** ADMIN ONLY ***** Syntax: @ds/hide exit=<exit> Hide the specified exit so that, when players come into or look at a dynamic room, they don't see it in the Obvious Exits list. Hidden exits can still be traveled through. See also help on: @ds/unhide exit, @ds/hide diagonals, @ds/block exit, @ds/hide and block exit, @ds/list hidden, dspace commands & @ds/list blocked exits COMMAND: @ds/list blocked exits ***** ADMIN ONLY ***** Syntax: @ds/list blocked exits List all the blocked exits in the dynamic room you're in. (Note: 'show' or 'hide' can be substituted for 'list' if you can't remember which to use.) See also help on: @ds/block exit, @ds/unblock exit, @ds/block diagonals, @ds/hide exit, dspace commands & @ds/list hidden exits COMMAND: @ds/list hidden exits ***** ADMIN ONLY ***** Syntax: @ds/list hidden exits List all the hidden exits in the dynamic room you're in. (Note: 'show' or 'view' can be substituted for 'list' if you can't remember which to use.) See also help on: @ds/hide exit, @ds/unhide exit, @ds/hide diagonals, @ds/block exit, dspace commands & @ds/name here COMMAND: @ds/name here ***** ADMIN ONLY ***** Syntax: @ds/name here=<room name> Saves a name for the dynamic room so that, even if the room is recycled, it will still be called <room name> when someone comes in later on. Fixed rooms should be named the usual way, using @name. & @ds/parent here COMMAND: @ds/parent here ***** ADMIN ONLY ***** Syntax: @ds/parent here=<parent object dbref> Sets a new parent for the dynamic room so that, even if the room is recycled, it will still be parented to <parent object dbref> when someone comes in later. The parents of fixed rooms should be set in the usual way, using @parent. Note that <parent object dbref> *must* have Dynamic Room Parent (#101) in its parent chain somewhere, or else none of the dspace stuff will work correctly in this room. If you're not sure, don't mess. & @ds/route COMMAND: @ds/route *** ADMIN ONLY *** Syntax: @ds/route <what> to <x.y>, messages <who>, speed <secs>, debug <dbref> This is the mid-level interface to the autorouting system. It calls the routing trigger API after doing some error checking. It will move the object <what> (typically a player or vehicle) to the coordinates <x.y> along the pre-calculated path stored in the routing tables. The object being moved will pause <secs> seconds in each room. It will send all error messages and status messages to player or object <who>. Continued: @ds/route2 & @ds/route2 @DS/ROUTE2 Debugging messages will be sent to the specified object <dbref>. A special object has already been created to catch these messages: use #19983, which is the Routing Debug Messages object. Anyone who @chowns this object and sets it PUPPET can hear the debug spam that the routing trigger API produces. If you just want to route something quickly without a lot of fuss, use the @ds/routeto command instead. See also help for: routing for admin, @ds/routeto, walk to, steer to, stop & @ds/routeto COMMAND: @ds/routeto *** ADMIN ONLY *** Syntax: @ds/routeto <x.y> This command is a shortcut to the @ds/route command. It will basically call that other command as such: @ds/route <you> to <x.y>, messages <you>, speed 2, debug #19883 That is, it attempts to route you to coordinates X.Y at 2-second intervals, sends you the status messages, and sends debug spam to the Routing Debug Messages object. See also help for: routing for admin, @ds/route, walk to, steer to, stop & @ds/succ here COMMAND: @ds/succ here ***** ADMIN ONLY ***** Syntax: @ds/succ here=<succ message> Saves a success message for the dynamic room so that, even if the room is recycled, it will still show <succ message> to anyone who later comes into the room (and passes the room's @lock). The success messages for fixed rooms should be created in the usual way, using @succ. & @ds/telto COMMAND: @ds/telto ***** ADMIN ONLY ***** Syntax: @ds/telto <X> <Y> <Z> When used in dspace, this command will teleport you to the dspace room having the specified X,Y,Z coordinates. For example, '@ds/telto 5 10 0 will take you to the room in which X=5, Y=10, Z=0. See also help on: 000, dspace commands & @ds/unblock exit COMMAND: @ds/unblock exit ***** ADMIN ONLY ***** Syntax: @ds/unblock exit=<exit> Unblock the specified blocked exit so that players can travel through it. See also help on: @ds/block exit, @ds/block diagonals, @ds/hide exit, @ds/list blocked, ds commands & @ds/unhide exit COMMAND: @ds/unhide exit ***** ADMIN ONLY ***** Syntax: @ds/unhide exit=<exit> Unhide the specified hidden exit so that, when players come into or look at a dynamic room, they will see it in the Obvious Exits list. See also help on: @ds/hide exit, @ds/hide diagonals, @ds/block exit, @ds/list hidden, dspace commands & @dumptracks Syntax: @dumptracks <dbref> *** ADMIN ONLY *** This command displays a detailed list of the tracks in a given room; it lists exactly when each track was left and who by. This is for use only by admins for debugging purposes. See also help on: tracking commands, tracking system & @duty COMMAND: @duty This command displays the chart of Staff On-Duty times for the wizards. Staff should set this information in the following way: &DUTY-TIME me=<Sunday Monday Tuesday Wednesday Thursday Friday Saturday> (Only include the days you are on duty.) For each day you have included in the previous step: &<DAY>-DUTY me=<Time> For example, if you are on duty Wednesdays from 2-4 PM and Saturdays from 9-11 PM, you would set it up as follows: &DUTY-TIME me=Wednesday Saturday &WEDNESDAY-DUTY me=2-4 PM &SATURDAY-DUTY me=9-11 PM & @ealias Command: @ealias <object> = <entrance-list> Attribute: Ealias Sets up a set of alternate comman