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AFTER
Command : AFTER Usage : AFTER (EVERY/STOP) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS] [COMMAND] Example : after 5 seconds smile Example : after every 5 seconds at bob smile Example : after 10 minutes shutdown noprompt Example : after stop Short(s): A command to delay the execution of a command. The every parameter may be used to make a command automatically recurring. after stop should be used to cancel commands created with the every parameter.
AHELP
Command : AHELP Usage : AHELP [TOPICNAME] Example : ahelp ahelp Short(s): A command to view the Administrative help commands.
ANNOUNCE
Command : ANNOUNCE Usage : ANNOUNCE message Usage : ANNOUNCETO [ALL/PLAYER NAME] message Usage : ANNOUNCEMSG new personalized announce message prefix Example : announce A new area is discovered! Example : announceto all A new area is discovered! Example : announceto bob Hi Bob! Example : announcemsg A squeeky voice screeches Short(s): A command to make annoucements to players -- even those who don't want to be announced to. This command can be used to announce to all players or selected players using the announceto syntax. This is also the command used to personalize your announce prefix message by using the announcemsg syntax.
AS
Command : AS Usage : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND] Example : as "bob" inventory Example : as bob here drop all Example : as bob cast fireball monster Short(s): A command that allows one to issue other commands as if they were another player or mob. This is the best way to manage a players inventory or bank accounts from the command line. The optional "here" parameter should follow the name if the command is to be issued with the player in the same room as the archon.
AT
Command : AT Usage : AT [ROOM ID/DESC/MOB/AREA] [COMMAND] Example : at "the greasy pub" smile Example : at Midgaard#3001 bow Example : at bob cast fireball bob Short(s): A command that allows one to issue other commands elsewhere in the mud.
ATOPICS
Command : ATOPICS Usage : ATOPICS [TOPICNAME] Example : atopics Short(s): A command to view the Administrative help topics.
BAN
Command : BAN Usage : BAN [PLAYER TYPE/IP ADDRESS] Example : ban bob Example : ban io.com Example : ban isp3.io.com Example : ban 123.32.23.1 Example : ban 123.32.23.* Example : ban *the great Example : ban *penis* Short(s): A command to ban the given player or ip address from the system.
BANISH
Skill : Banish Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : BANISH Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME) Example : banish gunther Example : banish gunther Midgaard#3001 Example : banish gunther 3 hours Example : banish gunther 14 years From anywhere on the map, the player with this skill can send the target mob/player to a prison from which they can never escape. Use this skill again on the same player to release them. The Archon can optionally specify a room on the map which this skill will copy and use as the jail. The Archon can also optionally end the command with the number of seconds, ticks, minutes, hours, days, weeks, or years in which to keep the player imprisoned.
BEACON
Command : BEACON Usage : BEACON ([PLAYER TYPE]) Example : beacon Example : beacon bob Short(s): A command to change the start room of a player. If no player is named, this command will change their own start room to the room they occupy. If a player is named, this command changes the players start room to the room the player currently occupies.
BOOT
Command : BOOT Usage : BOOT [PLAYER NAME/IP ADDRESS] Example : boot bob Example : boot 192.168.0.1 Short(s): A command to boot off a player.
BUG
Command : BUG Usage : BUG [MESSAGE]/REVIEW (STARTING MSG) Example : bug nothing is spelled right in this room! Example : bug review Example : bug review 7 Short(s): This command can be used to submit bugs to the system. When the REVIEW parameter is given, the bugs will be iterated through one at a time to give the archon a chance to delete, comment on, or email each one. An optional starting number can be given to REVIEW.
CHARGEN
Skill : CHARGEN Usage : CHARGEN Example : chargen Short(s) : A little utility designed to give example characters of various levels, for comparison with MOBs of similar level.
CLOAK
Command : CLOAK Usage : CLOAK (OFF) Example : cloak Example : cloak off Short(s) : Cloak makes the player unable to be seen in the WHO list. They can still be seen by players in the same room, however.
CMFS
CoffeeMud File System The CoffeeMud File System is a means of accessing files inside your main CoffeeMud folder along side files stored in your CoffeeMud database. Files in the CMFS can be stored either in the local file system, in CoffeeMud's database, or in both. The CMFS sees both sets of files and folders/directories as if they were part of a single file system.
Normally, the files required for operation of CoffeeMud, such as text files, class files, help files, images, and other files, are loaded from the appropriate directories on your LOCAL file system inside the main CoffeeMud folder. If you installed CoffeeMud into D:\games\engines\coff, for instance, the file intro.txt (the intro screen) would be loaded from D:\games\engines\coff\ resources\text\intro.txt.
Under the CoffeeMud system, however, you should always think of your CoffeeMud folder as a file system unto itself. The same file discussed above, even when referring to the local file system inside CoffeeMud, would be accessed using the path: resources/text/intro.txt. You'll notice that the path separators are forward slashes / like in UNIX, instead of the normal back-slashes \ used in DOS. This is the standard for the CMFS. You'll also notice that the resources directory is accessed as if it were at the root of its own drive. This is also part of the CoffeeMud File System. Because of this, CoffeeMud is utterly unable to access any files outside of its installation directory. Keep this in mind!
Within this installation directory structure, CoffeeMud is able to store files both on your local file system drive, and in your database (VFS Files). The VFS, or Virtual File System, refers specifically to files and folders which are saved in your database, and accessible through the MUDGrinder's File Browser, or the MUD's SHELL command (see HELP SHELL). When the CoffeeMud directory structure is viewed through those two screens, files in the CoffeeMud database and files in the local file system are both viewable as if they were part of a single file system, the CMFS.
The files referenced in CoffeeMud are case-insensitive, except where dealing with the local file system, where it may be case-sensitive depending upon your operating system. Any filename or path may be preceded by a :: string to denote forced VFS/database access, or // to denote forced local file-system access. When neither is specified for a given file path, the VFS file is always preferred over the local one. For instance, the path ::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file stored in the database as a VFS file. If that file is not in the database when the :: string is used, the file will not be found. The path //resources/text/intro.txt would refer ONLY to the copy of the intro.txt file stored in the local file system, even if the same file appears in the VFS. The path resources/text/intro.txt will use the copy of intro.txt stored in the VFS *if* it exists there, or the one on the local file system otherwise.
The / character is always used to separate directory paths and folders, such as /resources/text/intro.txt would refer to the file down.txt in the text folder, which in turn is in the resources folder, which in turn is located in the root directory.
So, as we've seen, whenever you need to refer to a file in CoffeeMud, you should keep this system in mind. Files which are part of your CMFS may be in the VFS database, or in the local file system. They may even be in both! This system provides security for the server in which CoffeeMud is being run, and provides for the ability to grant folder-level (or even VFS-folder-level) security to builders and other administrative users.
COLORLIST
Below are a list of the standard color codes for CoffeeMud.
^N Normal ^! Bold ^H Highlight ^_ Underline
^/ Italics ^. Reset (turns off reverse) ^^ Generates an untranslated "^" character ^? Restores previous color ^f You-Fight ^e Fight-You ^F Fight ^S Spell ^E Emote ^T Talk ^Q Channel Background ^q Channel Foreground ^x Important message 1 ^X Important message 2 ^Z Important message 3 ^O Room Title ^L Room Description ^D Direction ^d Door ^I Item ^M MOB ^w White ^g Green ^b Blue ^r Red ^y Yellow ^c Cyan ^p Purple ^W Dark White ^G Dark Green ^B Dark Blue ^R Dark Red ^Y Dark Yellow ^C Dark Cyan ^P Dark Purple ^U Unexplored Direction ^u Unexplored Door
COMPONENTS
Components refers to spell components/materials. This is an optional system in CoffeeMud where you can create spell material, equipment, or component requirements for the casting of spells, or usage of skills. Archons, mobs, and those with the COMPONENTS security flag are exempt. You can enter LIST COMPONENTS to see current definitions, or CREATE COMPONENT to see how to define a new one. You can DESTROY them too, of course. The list of components is maintained in resources/skills/components.txt
COPY
Command : COPY Usage : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION] Example : copy joe Example : copy beast sword Example : copy Longsword@room Example : copy Longsword@an orc Example : copy east Short(s): A command for the creation of items, mobs, and rooms. Enter COPY for more information on command usage.
CREATE
Command : CREATE Usage : CREATE [ITEM TYPE] ... Example : create room e StdRoom Example : create item Longsword Example : create item Longsword@room Example : create item Longsword@an orc Example : create StdExit east Short(s): A command for the creation of items, mobs, quests, rooms, polls, exits, classes, races, etc. Enter CREATE for more information on command usage on items, mobs, components, and exits. Use AHELP QUESTS for more information on creating quests.
DESTROY
Command : DESTROY Usage : DESTROY [ITEM TYPE] ... Example : destroy room e Example : destroy orc Example : destroy item longsword Example : destroy item longsword@an orc Short(s): A command for the destruction of items, quests, components, mobs, rooms, exits, polls, classes, races, and listed bugs, typos, and ideas. Enter DESTROY for more information on command usage.
DEVIATIONS
Command : DEVIATIONS Usage : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA Example : deviations mobs area Short(s): A command for showing items in a room or area, and how they deviate from established norms for their type and level.
DUMPFILE
Command : DUMPFILE Usage : DUMPFILE (RAW) [USER/ALL] [FILENAME] Example : dumpfile all classes.txt Short(s) : Unloads most resource text and help files for easy refreshing.
EXPIRE
Command : EXPIRE Usage : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING]) Example : expire bob Example : expire bob 15 Short(s): This command sets and displays the amount of active days a user has left. This command is only relevant if the account expiration system is enabled in your coffeemud.ini file.
EXPORT
Command : EXPORT Usage : EXPORT (AREA/ROOM/WORLD/PLAYER) (DATA/ITEMS/MOBS/WEAPONS/ARMOR) ([FILE]/SCREEN/EMAIL) Example : export room myroom Example : export area /home/users/myarea Example : export area weapons /home/users/myarea Example : export area screen Example : export area email Example : export world data c:\temp Short(s): The export command will generate the official coffeemud area files, whose extension is "*.cmare". This command may also be used to export individual rooms, player data, or unique items or mobs as well. If the second parameter (ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data for the scope of the first parameter (AREA, ROOM, or WORLD). If the second parameter IS specified, then only the specified data will be generated. The results will be written to the file given in the last argument, or to the screen if "screen" is given as the last argument, or sent to your email address if that is enabled. The extension need not be included, as coffeemud will add it if not present. If a directory name is given (no file name), the system will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or EXPORT WORLD is used. The default directory for this command is the CoffeeMud root.
FREEZE
Skill : Freeze Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : FREEZE Usage : FREEZE [PLAYER NAME] Example : freeze gunther From anywhere on the map, the player with this skill can render the target mob/player unable to move. Use this skill again on the same player to release them. Magic won't help the player, though the TRANSFER Archon command will still work.
GMODIFY
Command : GMODIFY Usage : GMODIFY (AREA/ROOM) [FIELD=VAL](&&/||[FIELD=VAL]) (CHANGE=[FIELD=VAL]) Example : gmodify area class=genmob&&name=the cityguard change=name=the guard Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss] Example : gmodify ? Short(s): A command to select objects in a given area, room, or the whole world based on the specified field values, and optionally change some of those specified fields.
Searching the entire world is implied, but the first parameter may be the word AREA or ROOM to narrow the search. You may also enter WORLD to make the world search explicit.
The next parameter is the search criteria. The key phrase WHEN= may optionally precede it to make explicit that you are specifying the search criteria. The search criteria fields may be separated by && strings to specify that all of the preceding criteria AND the next single criteria must be true. The criteria fields may also be separated by || strings to specify that all of the preceding criteria OR the next single criteria may be true. One of those strings must be present when specifying more than one criteria.
Each field in the search criteria must be of the form FIELD=VALUE, FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or FIELD<=VALUE. Where FIELD must be a valid search field. Enter GMODIFY ? for a complete list of all valid fields. Not all fields will apply to all object types, so take this into account especially when using < or != operators. The operators are all normal except for the new one, $, which means that the value is really a regular expression. The VALUE portion of the criteria may be prefixed with modifiers, which include: [ss] to specify that the value refers to a substring of the fields whole value. [cs] to specify that the search is case sensitive (case insensitive is implied).
The last parameter is the optional change specifications. These specifications must be prefixed with the key phrase CHANGE=. If these specifications are not included, GMODIFY will display the results of the search. The change specifications are similar to the search criteria in that they consist of groupings of FIELD=VALUE separated by && strings. Unlike search criteria, however, operators other than =, and strings other than || have no special meaning. The fields, like in the search criteria, must be valid fields for the options selected by the search criteria. The fields on the object will be changed to the specified value UNLESS the following conditions are met: the VALUE portion of a field is prefixed with the modifier [ss], and the VALUE portion of an identical field in the search criteria was also prefixed with the modifier [ss]. Under those special conditions, instead of substituting the entire field value on the object with the new value, ONLY the portion of the string selected in the search criteria will be substituted.
GOTO
Skill : GOTO Usage : GOTO [ROOM ID/DESC/MOB/AREA] (!) Example : goto Midgaard#3001 Example : goto #3001 Example : goto north Example : goto hassan Example : goto temple of mota Example : goto midgaard Short(s) : The invoker and his or her followers will be transported, with very little fanfare, to the destination listed. This ability is not magical in nature, and is thus not affected by no-teleport areas and rooms. Appending an exclaimation point to the room will ADD fanfare to the entrance.
HUSH
Skill : Hush Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : HUSH Usage : HUSH [PLAYER NAME] Example : hush gunther From anywhere on the map, the player with this skill can render the target mob/player unable to communicate on any channels, or use the tell command. Use this skill again on the same player to release them.
I3
This refers to the InterMud3 system, which may or may not be available on your system. Enter I3 by itself for a list of available commands. For more help, enter HELP I3 LIST, HELP I3 CHANNELS, HELP I3 ADD, HELP I3 DELETE, HELP I3 LISTEN, HELP I3 LOCATE, HELP I3 SILENCE, or HELP I3 INFO.
I3_ADD
Command : I3 ADD Usage : I3 ADD [REMOTE CHANNEL NAME] Example : i3 add BADCHAN Short(s): Sends an add-channel message to the InterMud3 router. The channel listed must already appear in your coffeemud.ini file.
I3_CHANNELS
Command : I3 CHANNELS Usage : I3 CHANNELS Example : i3 channels Short(s) : Lists all the channels available on the InterMud3 network, even those which your mud does not subscribe to.
I3_DELETE
Command : I3 DELETE Usage : I3 DELETE [LOCAL CHANNEL NAME] Example : i3 delete BADCHAN Short(s): Sends a remove-channel message to the InterMud3 router. The channel listed must already appear in your coffeemud.ini file.
I3_INFO
Command : I3 INFO Usage : I3 INFO [MUD NAME] Example : i3 info coffeemud Short(s): Give some special information about the InterMud3 mud listed.
I3_LIST
Command : I3 LIST Usage : I3 LIST Example : i3 list Short(s): Lists all the muds available on the InterMud3 channels.
I3_LISTEN
Command : I3 LISTEN Usage : I3 LISTEN [REMOTE CHANNEL NAME] Example : i3 listen BADCHAN Short(s): Sends a listen-channel message to the InterMud3 router. The channel listed must already appear in your coffeemud.ini file.
I3_LOCATE
Command : I3 LOCATE Usage : I3 LOCATE [NAME] Example : i3 locate bob Short(s): Sends a player locate message to the InterMud3 router, which will hopefully respond some day with the name of a mud where a player of the given name is located.
I3_SILENCE
Command : I3 SILENCE Usage : I3 SILENCE [REMOTE CHANNEL NAME] Example : i3 silence BADCHAN Short(s): Sends a no-listen-channel message to the InterMud3 router. The channel listed must already appear in your coffeemud.ini file. This command will silence all traffic to your server from that channel.
IDEA
Command : IDEA Usage : IDEA [MESSAGE]/REVIEW (STARTING MSG) Example : idea nothing is spelled right in this room! Example : idea review Example : idea review 7 Short(s): This command can be used to submit ideas to the system. When the REVIEW parameter is given, the ideas will be iterated through one at a time to give the archon a chance to delete, comment on, or email each one. An optional starting number can be given to REVIEW.
IMPORT
Command : IMPORT Usage : IMPORT (NOPROMPT) [COMPLETE PATH AND FILE NAME(S)] Example : import c:areasmyarea.cmare Example : import noprompt c:areasmidgaard.are Example : import c:areasmidgaard.are c:areasschool.are Example : import noprompt c:areasareas.lst Example : import noprompt c:areas\n
Short(s) : The import command will allow you to import official coffeemud area files, whose extension is "*.cmare" CoffeeMud may also import, with varying levels of success, the "*.are" files used by other muds. Some formats are better supported than others, so be sure to carefully examine the imported area afterwards. The import command will auto detect, based on the file given, whether the file refers to a coffeemud area file, room file, a "*.are" from another mud, or a "*.lst" list of other area files. The CoffeeMud "resources" directory is the default path. Remember that all paths in CoffeeMud treat the install directory as "root'. This means that the files being imported must be copied into a folder underneath your install directory before use. See the help on VFS for more information on this concept.
JRUN
Command : JRUN Usage : JRUN [FILENAME] [PARM1] ... Example : jrun resources/myscript.js parm1 parm2 Short(s) : Runs the given file as Javascript. See the Programming Guide for more information on how to write Javascript for CoffeeMud.
LINK
Command : LINK Usage : LINK [ROOMID] [DIRECTION] Example : link midgaard#3001 north Short(s): A command for the linking of rooms to each other.
LIST
Command : LIST Usage : LIST ([SHOPKEEPER]) Example : list Short(s): The normal player version of this commannd will display the items which a particular shopkeeper MOB may be selling, along with the prices being offered to your characters.
The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR, ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES, CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON, JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS, COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES, REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS, IDEAS, TASKS, or ASSISTS. depending upon the listers security.
LOAD
Command : LOAD Usage : LOAD [OBJECT TYPE] [PATH/NAME] Example : load resource banned.ini Example : load ability c: empblah.class Example : load weapon c: empblah2.class Example : load weapon com.planet_ink.coffee_mud.Items.Weapons.Sword.class Short(s): A command for the loading of resource, race, charclass, ability, behavior, item, weapon, armor, area, clan, miscmagic, mob, locale, and exit objects.
MERGE
Command : MERGE Usage : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..]) (IGNORE=[FIELD,..]) [PATH & FILE NAME] Example : merge c:myitems.cmare Example : merge change=damage,level,ability c:myweapons.cmare Example : merge area change=material ignore=level c:myweapons.cmare Example : merge change=damage on=name c:weapons.cmare Short(s) : Allows you to selectively modify all instances of a mob or item in the world based on the contents of a CMARE file containing items or mobs. These files are generated using the EXPORT (WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies whether the items in the text file are to be merged with those in the entire world, in your current area, or just the room. The second parameter (CHANGE) is implied to be ALL unless specified otherwise. It denotes which fields in the existing items may be changed based on what changes are seen to the item inside the CMARE file. The third parameter (ON) is implied to be ALL unless specified otherwise. It denotes how an item in the CMARE file is matched with an existing item in your world. If the listed fields from the CMARE file and the existing item are equal, the items will be considered a match for the purposes of merging. The fourth parameter (IGNORE) is implied to be NONE unless specified otherwise. It denotes exceptions to the (ON) parameter, namely which fields are allowed to differ between items in the CMARE file and an existing item in cases where they would otherwise be considered a match according to the (ON) parameter. Matched items in your existing world, in every room, will be modified accordingly, and the room will be resaved to your database. The log will reflect all changes made to your world. Every room in every area in your world will be reloaded from the database prior to any evaluations or changes.
MESSAGE_TYPES
The following are valid message codes in CoffeeMud. They are usuble as such in Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:
"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET", "UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL", "DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT", "WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT", "ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW", "WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID", "ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL", "DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE", "DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW", "RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK", "PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET", "RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL", "EXAMINE", "BORROW"
And here are some general message code types that may also be used: "TO
EYES","MOUTH","SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE"
METACRAFT
Usage : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) Example : metacraft wagon oak Example : metacraft wagon Example : metacraft "every sword" bronze Example : metacraft "every sword" This skill will allow you to create any item that is craftable from the numerous common skills. The item created may be made of a material specified, or automatically crafted by a random material valid to the appropriate skill.
MODIFY
Command : MODIFY Usage : MODIFY [ITEM TYPE] ... Example : modify room name The Grassy Knole Example : modify mob orc Example : modify item longsword Example : modify item "longsword@an orc" Example : modify jscript Short(s): A command for the modification of items, mobs, users, quests, rooms, polls, classes, races, and exits. Enter MODIFY for more information on command usage.
MULTIWATCH
Ability : Multiwatch Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME]) Example : multiwatch add playerone playertwo Example : multiwatch auto Example : multiwatch stop Description: This is an archon skill to assist in determining if a set of players who are connected from the same ip address are the same person. It does this by tracking certain pieces of data which together may be taken as rather circumstantial evidence of someone multiplaying. The definition of the numbers are as follows: SYNC - The number of commands entered by more than one member of an IP group within a single 4 second period. SPEECH - This refers to SAY commands, broken into three sections. The first number represents the number of SAY commands done in the same room with a player who has the same IP address. The second number represents the number of SAY commands directed at another player. The last number is the number of SAY commands total. SOCIALS - These are also divided into three numbers where, again, the first is the number of socials in the same room with a player with the same IP, the second being socials directed at another player, and the last being the number of total socials. CMD - The number of commands entered which are different than the previous command entered. ORDER - The number of times one of the players in the group gave an ORDER to another player in the group. A sure sign indeed.
NOWIZINFO
Command : NOWIZINFO Usage : NOWIZINFO Example : nowizinfo Short(s): Turn off the automatic information channel available to admins and area admins.
NOWIZINV
Command : WIZARD INVISIBILITY Usage : VISIBLE Example : visible Short(s) : nowizinv Wizard Invisibility makes the invoker completely undetectable by other mobs or players. This command turns wizard invisibility off. See WIZINV for more information.
ORDER
Command : ORDER Usage : ORDER [TARGET NAME] [COMMAND(S)] Example : order dog flee Short(s): This command will allow you to force a mob to perform any command listed in the COMMANDS or SOCIALS list.
PAUSE
Command : PAUSE Usage : PAUSE [ROOM/AREA/OBJECTNAME] Example : pause Example : pause area Example : pause orc Short(s): This very powerful and dangerous command allows you to suspend all thread and ticking operations in the entire mud. It can be a quick and easy way to discern locked up threads, or to free up CPU time for other purposes. Enter PAUSE alone to suspend and resume all threads, or specify room, area, or an object name to suspend the ticking of just that object.
POOF
Command : POOF Usage : POOF Short(s): For players with access to the GOTO command, this command will allow the admin to change the messages seen when they leave and enter a room via GOTO. The S-NAME, S-HIM-HER and other codes may be used so that the admins name is properly presented. Remember to surround the codes with the less-than and greater-than tag markers!
POSSESS
Skill : POSSESS Usage : POSSESS [MOB NAME] Example : possess dragon Short(s) : This command will allow your character to possess and control any given mob. That mob will be controlled as if it were your own character. Use the QUIT command to return to your own characters body. Should the mob die, you will be returned automatically. POSSESS does not transfer your security levels to the possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.
PURGE
Command : PURGE Usage : PURGE [ITEM TYPE] ... Example : purge orc Example : purge item longsword Example : purge item longsword@an orc Short(s): This command is a weak form of DESTROY, allowing only items and mobs to be destroyed. Rejuvinating mobs will still rejuvinate when purge is used, unlike destroy.
QUESTS
Quests are defined as a definable tasks which are completed by players for prizes. These tasks, the monitoring of their completion and status, as well as their availability, can all be automated by CoffeeMud.
A quest is created using the CREATE QUEST [SCRIPT] command. Where [SCRIPT] is a either a complete quest script, where each command line is terminated by a semicolon (;), or a load command of the form LOAD=[SCRIPT PATH]. An example of a create script using a load command is as follows: CREATE QUEST LOAD=c:/temp/myquest.txt. To load one of the built-in quests, for instance, use CREATE QUEST LOAD=quests/robbed/robbed.quest.
Quests may be started manually, or by making them autoquests using the SET WAIT and SET INTERVAL commands below. Quests may be started manually by using the MODIFY QUEST [QUEST NAME] command. Quests can be listed, to see their status, using the LIST QUESTS command. Quests can be removed from the list using the DESTROY QUEST [QUEST NAME] command. Quests can be saved using the SAVE QUESTS command. Quests saved this way will be restored during the next CoffeeMud reboot.
When creating a new quest using the CREATE QUEST [SCRIPT] command, whether you use the load command to specify an external script, or include the script directly into the create command, the quest script commands are as follows:
SET NAME [QUEST NAME] - the *unique* name of your quest. This is a required command!
SET DURATION [#TICKS] - # of ticks (4 second periods) the quest will last once started. This is a required command!
SET WAIT [#TICKS] - minimum # ticks to wait between auto-starts of the quest. Required for auto-quests only!
SET DATE [#DAY]-[#MONTH] - The real-life start-date of the quest. This is a valid substitute for the SET WAIT requirement.
SET MUDDAY [#DAY]-[#MONTH] - The start mud-date of the quest, according to the default global mud calendar. This is a valid substitute for the SET WAIT requirement.
SET INTERVAL [#TICKS] - random # ticks (1-#TICKS) to wait between auto-starting the quest, AFTER the WAIT period (see above) is over. Required for auto-quests!
SET MINPLAYERS [#PLAYERS] - Minimum number of players who must be online for a timed quest to automatically start. See SET PLAYERMASK.
SET PLAYERMASK [MASKSTRING] - If this string is empty or not specified, then anyone is considered a player for the purposes of the MINPLAYERS setting above. However, you can specify a "zapper mask" to narrow down the definition of a player. See HELP Prop_HaveZapper for the list of valid mask values to put here.
SET RUNLEVEL [#LEVEL] - Normally, a timed quest will always run when its time comes up. Setting a value above -1 will prevent this quest from running when its time comes up if another quest is also running at the same or LOWER run level.
IMPORT MOBS [XML FILE PATH] - this will import a list of custom mobs from a .CMARE file generated using the EXPORT ROOM MOBS command. The parameter must be the path and file name of the file, using the same format as the LOAD= command mentioned above. This list can then be accessed with the LOAD MOB, or LOAD MOBGROUP command.
IMPORT ITEMS [XML FILE PATH] - this will import a list of custom items from a .CMARE file generated using the EXPORT ROOM ITEMS command. The parameter must be the path and file name of the file, using the same format as the LOAD= command mentioned above. This list can then be accessed with the LOAD ITEM or LOAD ITEMGROUP command.
SET AREA ([AREA NAME OR NAMES]) - will set the current designated area to the area specified. Although this does nothing in itself, it is important for the several commands which load mobs and items. The area name ANY may be given to choose a random area. Several area names may be specified as choices by setting the first area name as ANY, followed by your other area name choices, separated by spaces. If no area name is given, this will CLEAR the area designation. This can have a profound impact on how subsequent mob or item loading, or room setting commands work.
SET AREA [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET ROOMGROUP ([ROOM NAME]) - will set the ROOMGROUP to the set specified. If an area has been previously designated, and not cleared (see SET AREA), then the rooms will be selected from the designated area according to the room name criteria. Otherwise, rooms from the whole map will be chosen. If a room name of ANY is given, then the rooms will be chosen randomly from the world, or the area if designated. Several room names may be specified as choices by setting the first room name as ANY, followed by your other room name choices, separated by spaces. If no room name is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid room names include map room IDs such as MyArea#123, or key words from the titles or descriptions of rooms.
SET ROOMGROUP [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing.
SET ROOM ([ROOM NAME]) - will set the current designated room to the set specified. If a room or area has been previously designated, and not cleared (see SET AREA), then the room will be selected from the designated area according to the room name criteria. Otherwise, a room from the whole map will be chosen. If a room name of ANY is given, then the room will be chosen randomly from the world, or the area if designated. Several room names may be specified as choices by setting the first room name as ANY, followed by your other room name choices, separated by spaces. If no room name is given, this will effectly clear the room designation (but it will not clear the area designation!). Valid room names include map room IDs such as MyArea#123, or key words from the titles or descriptions of rooms.
SET ROOM [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET ROOMGROUPAROUND [#RADIUS] ([ROOM NAME])- will set the ROOMGROUP to the set of rooms up to RADIUS rooms from the previously set ROOM. The rooms will be selected from the set of rooms which are up to RADIUS rooms away from the currently set ROOM (see SET ROOM/SET LOCALE). The radius must then be greater than 0. If the following room name of ANY is given, then all rooms in the radius are grouped. Several room names may be specified as choices by setting the first room name as ANY, followed by your other room name choices, separated by spaces. If no room name is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid room names include map room IDs such as MyArea#123, or key words from the titles or descriptions of rooms.
SET LOCALEGROUP ([LOCALE]) - will set the ROOMGROUP to the ones with the specified class name. If an area has been previously designated, and not cleared (see SET AREA), then the rooms will be selected from the designated area according to the locale criteria. Otherwise, rooms from the whole map will be chosen. If a locale name of ANY is given, then the rooms will be chosen randomly from the world, or the area if designated. Several locale types may be specified as choices by setting the first locale type as ANY, followed by your other locale type choices, separated by spaces. If no locale is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid locale names may be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden, underwater, mountains, etc.
SET LOCALEGROUP [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing.
SET LOCALEGROUPAROUND ([#RADIUS] [LOCALE]) - will set the ROOMGROUP to the ones with the specified class name. The rooms will be selected from the set of rooms which areup to RADIUS rooms away from the currently set ROOM (see SET LOCALE/SET ROOM). The radius must then be greater than 0. If the following locale name of ANY is given, then all rooms in the radius are grouped. Several room names may be specified as choices by setting the first locale name as ANY, followed by your other locale name choices, separated by spaces. If no locale name is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid locale names may be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden, underwater, mountains, etc.
SET LOCALE ([LOCALE]) - will set the current designated room to the one with the specified class name. If a room or area has been previously designated, and not cleared (see SET AREA), then the room will be selected from the designated area according to the locale criteria. Otherwise, a room from the whole map will be chosen. If a locale of ANY is given, then the room will be chosen randomly from the world, or the area if designated. Several locale types may be specified as choices by setting the first locale type as ANY, followed by your other locale type choices, separated by spaces. If no locale is given, this will effectly clear the room designation (but it will not clear the area designation!). Valid locale names may be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden, underwater, mountains, etc.
SET LOCALE [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET MOBGROUP (RESELECT) ([MOB NAME]) - will designate a set of mobs with the given name. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the name mask entered before the MASK= string. The mobs chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The mobs must exist somewhere in the map for this command to work. Normally a mob will not be placed in the mobgroup if the mob has been previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first flag which, if specified, designates that mobs may be placed in the mobgroup even if previously set, so long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.
SET MOBGROUP [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing
SET MOB (RESELECT) ([MOB NAME]) - will set the current mob to one with the given mob name. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the mob name entered before the MASK= string. Ths mob chosen will be selected from a MOBGROUP if one has been set. Otherwise, the mob chosen will be selected from those in the designated ROOMGROUP (if one is designated), or the AREA (if one is designated) or finally the world. The mob must exist somewhere one of those groups for this command to work. If a room has been previously designated, then this command will bring the chosen mob to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally a mob will not be chosen by this command if the mob has been previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first flag which, if specified, designates that a mob may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.
SET MOB [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET MOBTYPE (RESELECT) ([CLASS]) - will set the current mob to one with the given class name. Ths mob chosen will be selected from a MOBGROUP if one has been set. Otherwise, the mob chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The mob must exist somewhere in the map for this command to work. If a room has been previously designated, then this command will bring the mob to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally a mob will not be chosen by this command if the mob has been previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first flag which, if specified, designates that a mob may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.
SET MOBTYPE [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET ITEMGROUP (RESELECT) ([ITEM NAME]) - will designate a set of items with the given name. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the item name entered before the MASK= string. The items chosen will be selected from those in the designated ROOMGROUP (if one is designated), the AREA (if one is designated) or the world. The items must exist somewhere in the map for this command to work. Normally an item will not be placed in the itemgroup if the item has been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified, designates that items may be placed in the itemgroup even if previously set, so long as the RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.
SET ITEMGROUP [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing
SET ITEM (RESELECT) ([ITEM NAME]) - will set the current item to one with the given name. The item chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The item must exist somewhere in a room on the map for this command to work. If a room has been previously designated, then this command will bring the item to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally an item will not be chosen by this command if the item has been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified, designates that an item may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.
SET ITEM [OBJECT] - serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET ITEMTYPE (RESELECT) ([CLASS]) - will set the current item to one with the given class name. The item chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The item must exist somewhere in a room on the map for this command to work. If a room has been previously designated, then this command will bring the item to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally an item will not be chosen by this command if the item has been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified, designates that an item may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.
LOAD MOBGROUP ([#NUMBER]) [MOB NAME] - will instantiate all (or optionally, the given number) mobs of the given name from the set of mobs imported using the IMPORT MOBS command above. If the mob name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the mob name entered before MASK= string. This selected mobs will be set as the current MOBGROUP. If a room, roomgroup, or area has been previously designated, then this command will create each mob in that room or random room in the area. If a room or area has not been designated (or was cleared), then this command will designate a random room and area. This command will also designate the current mob to the last one loaded.
LOAD MOB [MOB NAME] - will instantiate a mob of the given name from the list of mobs imported using the IMPORT MOBS command above. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the name mask entered. This selected mob will be set as the current mob. If a room, roomgroup, or area has been previously designated, then this command will create the mob in that room. If a room or area has not been designated (or was cleared), then this command will designate a random room and area.
LOAD ITEMGROUP ([#NUMBER]) [ITEM NAME] - will instantiate all (or optionally, the given number) items of the given name from the list of items imported using the IMPORT ITEMS command above. This items will be set as the current ITEMGROUP. If a room, roomgroup, or area has been previously designated, then this command will create the item in that room. If a room or area has not been designated (or was cleared), then this command will designate a random room and area. This command will also designate the current item to the last one loaded.
LOAD ITEM [ITEM NAME] - will instantiate an item of the given name from the list of items imported using the IMPORT ITEMS command above. This item will be set as the current item. If a room, roomgroup, or area has been previously designated, then this command will create the item in that room. If a room or area has not been designated (or was cleared), then this command will designate a random room and area.
GIVE ITEM - will give the currently designated item (designated using the SET ITEM, or LOAD ITEM command) to the last designated mob or mobs (designated using the SET MOB, SET MOBGROUP, LOAD MOBGROUP, or LOAD MOB commands).
GIVE BEHAVIOR [BEHAVIOR ID] ([PARAMETERS]) - The behavior ID must be a valid behavior class name. The parameters are any parameters you wish to pass to the behavior. This command will give the most recently designated mob, item, area, room or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above behavior. The parameters above are optional, and include any text that would be valid for the behavior id specified. The text may also optionally include embedded references to other quest objects. See below Object Specifiers in Parameters below for more information on using this feature.
GIVE ABILITY [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid ability class name. The parameters are any parameters you wish to pass to the ability. This command will give the currently designated mob, or mobgroup (designated using the set or load commands) the above ability. The parameters above are optional, and include any text that would be valid for the ability id specified. The text may also optionally include embedded references to other quest objects. See below Object Specifiers in Parameters below for more information on using this feature.
GIVE AFFECT [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid ability class name. The parameters are any parameters you wish to pass to the ability. This command will give the currently designated mob, item, room, area, or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above affect. The parameters above are optional, and include any text that would be valid for the ability id specified. The text may also optionally include embedded references to other quest objects. See below Object Specifiers in Parameters below for more information on using this feature.
GIVE FOLLOWER [MOB NAME] - The mob name is a mob which will be selected from the list of previously designated mobs (designated using the LOAD MOB, SET MOB, or SET MOBTYPE commands). This mob will be made into a follower of the mob most recently designated using the SET MOB, SET MOBTYPE, or LOAD MOB command. This command does not change the current mob designation, nor does it change the location of either mob.
TAKE BEHAVIOR [BEHAVIOR ID] - The behavior ID must be a valid behavior class name. This command will take from the most recently designated mob, item, area, room or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above behavior.
TAKE ABILITY [ABILITY ID] - The ability ID must be a valid ability class name. This command will take from the currently designated mob, or mobgroup (designated using the set or load commands) the above ability. The parameters above are optional, and include any text that would be valid for the ability id specified.
TAKE AFFECT [ABILITY ID] - The ability ID must be a valid ability class name. This command will take from the currently designated mob, item, room, area, or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above affect.
RESET- If a ROOM has been designated using SET ROOM, or by any other previously described method, this command will cause that room to reset, or re-load from the database. If a ROOM is not currently set (or has been unset), but a ROOMGROUP or an AREA has been set, this command will cause all rooms in that set (respectively) to reload from the database. Doing either can be somewhat time consuming, and may disrupt any players in the rooms affected, as it will cause items to vanish from the floor, and make players and mobs unable to move until the process is completed.
<SCRIPT> - This designates the beginning of embedded Javascript in your quest script. The end is designated by a corresponding </SCRIPT> tag on its own line. See the next section for more details.
LOAD= ([QUEST FILE]) ([ARGUMENT] ... [ARGUMENT]) - This command will cause the specified external quest script file to be loaded and executed as if it were embedded at the current point in the script. The quest filename is of the same format mentioned above. When LOAD= is used as a command inside a script, you can also specify one or more space-delimited arguments which will be accessible inside the target quest script as Object Specifiers. The first argument given, whether it is itself an Object Specifier, or a simple string, will be accessible inside the target quest script as ARG1, the second as ARG2, and so forth. A special case exists, however, if one of the arguments evaluates to an Object Specifier which represents a group of objects (such as MOBGROUP or ITEMGROUP). If that case occurs, the LOAD= command will execute once for every object inside the group! See the discussion of Object Specifiers and Object Spcifiers in Parameters for more information.
<OPTION> ([QUEST SCRIPT COMMANDS]) </OPTION> - Putting quest script commands inside of <OPTION> tags means that, for every execution of the quest script, only ONE of the <OPTION> tags will be have their script commands executed. The one chosen will be selected at random. If only one <OPTION> tag exists, it will be chosen every time, of course.
* Note About #. In a quest script, anywhere the # sign is used above (such as [#TICKS] or [#PLAYERS], you may enter a normal old every day number (34) or you may enter a valid arithmetic expression using real or integer numbers and any of the following operators: + - * () ?
* Object Specifiers. Many of the SET ... commands, such as SET MOBGROUP, SET MOB, SET ITEMGROUP, SET ROOM, etc, have forms which allow you to designate their value using an [OBJECT] string. An [OBJECT] string is one of the following basic quest-script values: "LOADEDMOBS", "LOADEDITEMS", "AREA", "ROOM", "MOBGROUP", "ITEMGROUP", "ROOMGROUP", "ITEM", "ENVOBJ", "STUFF", "MOB", or one of the following mystery quest-script values: "FACTION", "FACTIONGROUP", "AGENT", "AGENTGROUP", "ACTION", "ACTIONGROUP", "TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP", "WHEREHAPPENED", "WHEREHAPPENEDGROUP", "WHEREAT", "WHEREATGROUP", "WHENHAPPENED", "WHENHAPPENEDGROUP", "WHENAT", "WHENATGROUP", "TOOL", "TOOLGROUP". Using the SET command in this way allows you to either COPY an objects value, or re-designate it for the purposes of one of the GIVE ... commands. If the quest script was executed from inside of another using the LOAD= script command, and arguments were specified from the above objects, you may also have access to argument object specifiers, such as ARG1, ARG2, ... ARGN. There will be one such object specifier available for each argument passed to the script. Please note that some object specifiers return single objects (such as MOB, ITEM, ROOM) and some return collections of objects (such as ROOMGROUP, MOBGROUP, ITEMGROUP). Object specifiers can also be combined using + and - characters. For instance, MOBGROUP-MOB would return the group of mobs in the MOBGROUP minus the specified MOB while the specifier MOB+ITEM would refer to an object group containing both the specified MOB and the specified ITEM.
* Object Specifiers in Parameters. When specifing parameters for the GIVE BEHAVIOR, GIVE ABILITY, or GIVE AFFECT command, you may embed the names of one or more of the Object Specifiers by prefixing the Object Specifier code string with a $ character, and concluding it with a space or other non-alphanumeric character. For instance, the command: "GIVE BEHAVIOR Scriptable GREET_PROG 100; say I love $MOB!!!;~;" would embed the name string for the MOB object specifier inside the in-line script. In addition to this capability, you may also put a special character after the $ and before the object specifier to manipulate how the name of the object is generated. Special characters are: '_' (to make the name in uppercase), '&' to remove any prefixed english article words from the name, or '|' to replace all spaces in the name with | characters (which is very useful for QuestChat parameters).
Mystery Objects in Quest scripts:
In addition to the normal quest objects mentioned above, such as MOB, ITEM, ROOM and so forth, there are also extranous objects and groups intended for use when building logic problem mysteries. The commands for setting these are as follows:
SET AGENT [OBJECT] - Sets the AGENT variable to the [OBJECT]. Will also set the MOB object. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET AGENTGROUP [OBJECT] - Sets the AGENTGROUP variable to the [OBJECT]. Will also set the MOBGROUP object to the same, as well as designate one random mob from the group as the AGENT and the MOB. See Object Specifiers above this command listing.
SET AGENTGROUP [#NUMBER] - Sets the AGENTGROUP variable to the currently set MOBGROUP, selecting at most NUMBER mobs randomly from that list. Will also set the MOBGROUP object to the same, as well as designate one random mob from the group as the AGENT and the MOB. See Object Specifiers above this command listing.
SET WHEREHAPPENED [OBJECT] - Sets the WHEREHAPPENED variable to the [OBJECT]. Will also set the ROOM object. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET WHEREHAPPENEDGROUP [OBJECT] - Sets the WHEREHAPPENEDGROUP variable to the [OBJECT]. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREHAPPENED and the ROOM. See Object Specifiers above this command listing.
SET WHEREHAPPENEDGROUP [#NUMBER] - Sets the WHEREHAPPENEDGROUP variable to the currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that list. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREHAPPENED and the ROOM. See Object Specifiers above this command listing.
SET WHEREAT [OBJECT] - Sets the WHEREAT variable to the [OBJECT]. Will also set the ROOM object. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET WHEREATGROUP [OBJECT] - Sets the WHEREATGROUP variable to the [OBJECT]. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREAT and the ROOM. See Object Specifiers above this command listing.
SET WHEREATGROUP [#NUMBER] - Sets the WHEREATGROUP variable to the currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that list. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREAT and the ROOM. See Object Specifiers above this command listing.
SET WHENHAPPENED [OBJECT] - Sets the WHENHAPPENED variable to the timeclock [OBJECT]. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET WHENHAPPENED [#HOURS-DIFFERENCE] - Sets the WHENHAPPENED variable to the current time plus or minus the hours difference specified. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET WHENHAPPENEDGROUP [OBJECT] - Sets the WHENHAPPENEDGROUP variable to the [OBJECT]. Will also designate one random time from the group as the WHENHAPPENED. See Object Specifiers above this command listing.
SET WHENHAPPENEDGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the WHENHAPPENEDGROUP list to the current time plus or minus the list of hours-differences given. Will also designate one random time from the group as the WHENHAPPENED. See Object Specifiers above this command listing.
SET WHENAT [OBJECT] - Sets the WHENHAPPENED variable to the timeclock [OBJECT]. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET WHENAT [#HOURS-DIFFERENCE] - Sets the WHENAT variable to the current time plus or minus the hours difference specified. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET WHENATGROUP [OBJECT] - Sets the WHENATGROUP variable to the [OBJECT]. Will also designate one random time from the group as the WHENAT. See Object Specifiers above this command listing.
SET WHENATGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the WHENATGROUP list to the current time plus or minus the list of hours-differences given. Will also designate one random time from the group as the WHENAT. See Object Specifiers above this command listing.
SET FACTION [OBJECT] - Sets the FACTION variable to the faction string [OBJECT]. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET FACTION [FACTION NAME] - Sets the FACTION variable to one of the given name or ANY to choose a random one.
SET FACTIONGROUP [OBJECT] - Sets the FACTIONGROUP variable to the [OBJECT]. Will also designate one random faction from the group as the FACTION. See Object Specifiers above this command listing.
SET FACTIONGROUP [#NUMBER] - Sets the FACTIONGROUP variable to NUMBER random factions, or ALL to set it to all of them. Will also designate one random faction from the group as the FACTION. See Object Specifiers above this command listing.
SET FACTIONGROUP [FACTION NAME] ... [FACTION NAME] - Sets the FACTIONGROUP variable to the set of factions designated by the faction names. Will also designate one random faction from the group as the FACTION. The faction names are space delimited, and names grouped with double-quotes.
SET TARGET [OBJECT] - Sets the TARGET variable to the [OBJECT]. Will also set the MOB or ITEM object depending on what gets designated. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET TARGETGROUP [OBJECT] - Sets the TARGETGROUP variable to the [OBJECT]. Will also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of group is designated), as well as designate one random object from the group as the TARGET, and either the MOB or ITEM. See Object Specifiers above this command listing.
SET TARGETGROUP [#NUMBER] - Sets the TARGETGROUP variable to the currently set MOBGROUP (if one is currently set) or ITEMGROUP if not. It will select at most NUMBER objects randomly from that list. Will also re-set the MOBGROUP or ITEMGROUP object to the same, as well as designate one random mob or item from the group as the TARGET and either the MOB or ITEM. See Object Specifiers above this command listing.
SET TOOL [OBJECT] - Sets the TOOL variable to the [OBJECT]. Will also set the MOB or ITEM object depending on what gets designated. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET TOOLGROUP [OBJECT] - Sets the TOOLGROUP variable to the [OBJECT]. Will also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of group is designated), as well as designate one random object from the group as the TOOL, and either the MOB or ITEM. See Object Specifiers above this command listing.
SET TOOLGROUP [#NUMBER] - Sets the TOOLGROUP variable to the currently set MOBGROUP (if one is currently set) or ITEMGROUP if not. It will select at most NUMBER objects randomly from that list. Will also re-set the MOBGROUP or ITEMGROUP object to the same, as well as designate one random mob or item from the group as the TOOL and either the MOB or ITEM. See Object Specifiers above this command listing.
SET MOTIVE [OBJECT] - Sets the MOTIVE variable to the string [OBJECT]. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET MOTIVE [STRING] - Sets the MOTIVE variable to the string.
SET MOTIVEGROUP [OBJECT] - Sets the MOTIVEGROUP variable to the [OBJECT]. Will also designate one random string from the group as the MOTIVE. See Object Specifiers above this command listing.
SET MOTIVEGROUP [STRING] .. [STRING] - Sets the MOTIVEGROUP to the set of strings specified. Will also designate one random string from the group as the MOTIVE. The strings are space delimited, and words grouped with double-quotes.
SET ACTION [OBJECT] - Sets the ACTION variable to the string [OBJECT]. See Object Specifiers above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.
SET ACTION [STRING] - Sets the ACTION variable to the string.
SET ACTIONGROUP [OBJECT] - Sets the ACTIONGROUP variable to the [OBJECT]. Will also designate one random string from the group as the ACTION. See Object Specifiers above this command listing.
SET ACTIONGROUP [STRING] .. [STRING] - Sets the ACTIONGROUP to the set of strings specified. Will also designate one random string from the group as the ACTION. The strings are space delimited, and words grouped with double-quotes.
Final notes: This stuff may seem complicated, but just make sure you carefully examine the sample quests found in the CoffeeMud resources directory! Also, remember that quest script errors are always sent out to your mud.log, so check their often when starting up a new quest!.
RECORD
Skill : Record Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : RECORD Usage : RECORD [PLAYER NAME] Example : record gunther From anywhere on the map, the player with this skill can begin recording all activity of the target to a file in the local file system as if they were snooping them.
RESET
Command : RESET ROOM Usage : RESET ROOM Example : reset room Short(s) : This command will revive any wandered or dead mobs whose home is the same as the invokers room. Any removed items which are resettable will also return.
RESTRING
Command : RESTRING Usage : RESTRING [ITEM NAME] Example : restring longsword Example : restring "longsword@an orc" Short(s): This command is a weak for of MODIFY. It allows you to modify an items name, display text, and description.
SAVE
Command : SAVE Usage : SAVE [ROOM, QUESTS, MOBS, ITEMS, USERS] Example : save room Short(s): A command to permanently save the contents of a room, the mobs in the room, the current quests list, or the users who are logged in. The command will apply to the room in which your Character is located.
SECURITY
SECURITY in CoffeeMud is on a player by player basis. SYSOP status is defined as the ultimate security to do anything, anywhere, at any time. Access to all commands in all areas will be available. SYSOP status is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the player characteristics that designate SYSOPS. All players who meet the requirements of the mask are automatically SYSOPS.
Players who are not SYSOPS may also be granted specific privileges. Each of the privileges may be limited to specific areas, or available globally. Privileges are defined in the Security section of a players settings. Each security code listed for a player may be either a list of security Groups, or a specific security code.
Security GROUPS are also defined in the ini file. A Security GROUP consists of a group name, and a set of strings or codes representing privileges for that group. Each group is prefixed in the INI file with the "GROUP_". However, you should not use the "GROUP_" when adding group priviledges to the Security field of a player. For instance, if you have "GROUP_BUILDER" defined in the INI file, then you would add "BUILDER" to Security when modifying a player in order to make that user part of the BUILDER group. The security codes which make up each group are implicitly global, but can be qualified as area-only using the keyword "AREA".
The following are the default strings or codes which, when found in a players security settings or in a group definition, confer the listed privileges. Each of these settings may be entered as listed below, or prefixed with the word "AREA" followed by a space, followed by the key. This has the effect of making that privilege only available in or at areas where the Player is listed in the areas "Staff" setting. For example, the security code "ANNOUNCE" by itself confers the global ability to use the ANNOUNCE command. The security code "AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas where the player is listed as Staff.
ABOVELAW=Immunity to the Arrest behavior. AFTER=The ability to use the command of the same name. AHELP=The ability to access administrative help files. ANNOUNCE=The ability to use the command of the same name. AS=The ability to use the command of the same name. AT=The ability to use the command of the same name. BAN=The ability to use the command of the same name, as well as DESTROY BAN, LIST BAN, and access the BAN MUDGrinder feature. BEACON=The ability to use the command of the same name. BOOT=The ability to use the command of the same name. CHARGEN=The ability to use the command of the same name. CLOAK=The ability to use the command of the same name, as well as see those who are cloaked. CMDAREAS=The ability to Create, Modify, and Destroy areas. Also gains access to the MUDGrinder area tool. CMDCLANS=The ability to Modify or Destroy clans. CMDCLASSES=The Ability to Create, Modify, Destroy custom classes. CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits. CMDITEMS=The Ability to Create, Modify, Destroy items in rooms. CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms. This code also prevents Mobile mobs from wandering away and confers other similar priviledges. CMDPLAYERS=The Ability to Modify or Destroy players. Also has the ability to view Player settings in the MUDGrinder. CMDQUESTS=The Ability to Create, Modify, Destroy quests. Also has the ability to access the quests and file editors in the MUDGrinder. CMDRACES=The Ability to Create, Modify, Destroy custom races. CMDFACTIONS=The Ability to Create, Modify, and Destroy factions. CMDROOMS=The ability to Create, Modify, and Destroy rooms. Also gains access to the MUDGrinder area tool. CMDSOCIALS=The Ability to Create, Modify, Destroy socials. COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components. CARRYALL=Overrides item carrying restrictions. COPYITEMS=The Ability to copy existing items. COPYMOBS=The Ability to copy existing items. COPYROOMS=The ability to copy existing rooms. DUMPFILE=The ability to use the command of the same name. EXPORT=The ability to export mobs, items, or rooms. EXPORTFILE=The ability to export to a file. Requires EXPORT or EXPORTPLAYERS. EXPORTPLAYERS=The ability to export player data. FS: <path>=The ability to read/write files in the local path given. No preceding / chars! GOTO=The ability to use the command of the same name, as well as walk through doors. I3=The ability to manage the CHANNELS aspect of I3. IMMORT=Players with this code never ever die. IMPORTITEMS=The ability to import items into a room. IMPORTMOBS=The ability to import mobs into a room. IMPORTPLAYERS=The ability to import players from a file. IMPORTROOMS=The ability to import rooms or areas from a file. JOURNALS=The ability to administer all journals. JSCRIPTS=The ability to approve javascript in Scriptabler behaviors. KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list. KILLBUGS=The ability to LIST and DESTROY entries in the BUG list. KILLDEAD=The ability to kill anyone by entering 'kill [name] dead' KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list. KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list. LISTADMIN=The ability to LIST ticks, the log, reports, or threads. LOADUNLOAD=The ability to load and unload resources. Also gains access to resource manager in MUDGrinder. MERGE=The ability to merge mob or item changes from a file. MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax. NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list. ORDER=The ability to order mobs around. Also grants the ability to GIVE without failure, and use Take and Dress without failure. The global version of this code also allows ordering players. PKILL=The ability to override PKILL flag settings. POSSESS=The ability to use the command of the same name. PURGE=The ability to use the command of the same name. RESET=The ability to use the command of the same name as it applies to rooms or areas. RESETUTILS=The ability to use the command of the same name as it applies to the miscellaneous RESET tools. RESTRING=The ability to use the command of the same name. GMODIFY=The ability to use the command of the same name. SESSIONS=The ability to use the command of the same name. SHUTDOWN=The ability to use the command of the same name. SNOOP=The ability to use the command of the same name. STAT=The ability to use the command of the same name. SUPERSKILL=This code makes it impossible for the player to fumble a spell or skill that they have. ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells at their next login. SYSMSGS=The ability to use the command of the same name. TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list. TICKTOCK=The ability to use the command of the same name. TRAILTO=The ability to use the command of the same name. TRANSFER=The ability to use the command of the same name. VFS: <path>=The ability to read/write files in the vfs path given. No preceding / chars! WHERE=The ability to use the command of the same name. WIZINV=The ability to use the command of the same name, as well as see those who are WIZINV.
Here is an example Security setting for a player: Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/ The above would give a player access to the BUILDER group defined by GROUP_BUILDER in your INI file. It would also give access to the GOTO command, but only insofar as it relates to areas where the player is listed as Staff. Lastly, it gives global access to the Snoop command.
SESSIONS
Skill : SESSIONS Usage : SESSIONS (STATUS/VALID/NAME/IP/IDLE) Available: Example : sessions Example : sessions name Short(s) : Lists the players online, their idle time, status, and ip address. An optional parameter may be given to sort by one of the fields.
SHELL
Command : SHELL Usage : SHELL [COMMAND] [PARAMETERS] Example : shell Example : shell ? Example : shell directory Example : shell cd /resources/text Example : shell copy thisfile.txt :: Example : shell del ::thisfile.txt Example : shell edit thisfile.txt Short(s): . This command allows the archon, and users with appropriate FS: and/or VFS: security flags to access the file system and/or the virtual file system. See help on CMFS or VFS for the difference between the two.
The commands are case-insensitive, except where dealing with the local file system, where it may be case-sensitive depending upon the host system. As mentioned in the CMFS docs, filenames and paths may be preceded by a :: string to denote forced VFS access, or // to denote forced local file-system access. When neither is specified for a given shell command, the VFS file is always preferred. The / character is always used to separate directory paths and folders, such as /resources/text/down.txt would refer to the file down.txt in the text folder, which in turn is in the resources folder, which in turn is located in the root directory.
The shell command may be entered with no parameter to see the players current directory. When viewing directories, a "-" character will precede a file which exists only in the VFS system. A "+" character will precede a file which exists in both the local file system and the VFS system. Since folders always exist in the VFS, they will always be seen with the "+" character preceding them.
The shell command can be used to create directories, delete files or directories, copy files, search for files with given names, search inside text files for a text string, display a text file, or edit a text file. Many commands support a mask to limit the files displayed. The mask may include "*" characters anywhere in the string to match 0 or more unknown characters in the filenames. A "?" character always matches a single unknown character in a filename.
See HELP CMFS for more information on CoffeeMuds file system.
SHUTDOWN
Command : SHUTDOWN Usage : SHUTDOWN (RESTART) (NOPROMPT) Example : shutdown Short(s): With no argument, this command will bring down the CoffeeMud server. With the restart argument, it will "bounce" (restart) the server.
SNOOP
Command : SNOOP Usage : SNOOP [TARGET NAME] Example : snoop player Short(s): This command will allow you to watch a player play -- seeing everything they type in, and everything they read on their screen.
STAT
Command : STAT Usage : STAT ((SKILL TYPE) [TARGET NAME])/([NUMBER] [DAYS/WEEKS/MONTHS/YEARS)] Example : stat Example : stat 2 weeks Example : stat tom Example : stat equipment bob Example : stat combat bob Example : stat inventory bob Example : stat questwins bob Example : stat tattoos bob Example : stat spell bob Example : stat skill hassan Example : stat chant hassan Example : stat prayer hassan Short(s): This command serves two purposes. The first is to allow you to view a usage statistics report on your mud. Entering STAT alone allows you to see information gathered since midnight. You may also enter a number and a scale (days, weeks, months, or years) to view information going farther back.
STAT will also allow you to retreive basic stat information on a player or mob in the game. Entering STAT and the players name brings up the most basic SCORE information. Including a skill type before the name will list their abilities of that type. Valid skill types include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE, CHANT, "COMMON SKILL", DISEASE, POISON. You can also get special reports by entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY, QUESTWINS, TATTOOS
SYSMSGS
Command : SYSMSGS Usage : SYSMSGS Example : sysmsgs Short(s): A command to toggle debug mode, or extended messages.
TAKE
Command : TAKE Usage : TAKE (ALL) [ITEM NAME] ([MOB NAME]) Example : take all dagger Horice Example : take qp Horice Example : take all Horice Example : take pie Horice Short(s): This is A command that forces the specified mob or character to give item that is in his or her inventory or equipment to you. If the item is inside a specified container, it will be retreived from the container. The very special item name "qp" may be used to take Quest Points from players using this command.
TASK
Command : TASK Usage : TASK [MESSAGE]/REVIEW (STARTING MSG) Example : task nothing is spelled right in this room! Example : task review Example : task review 7 Short(s): This command can be used to submit builder tasks to the system. When the REVIEW parameter is given, the tasks will be iterated through one at a time to give the builder a chance to delete, comment on, or email each one. An optional starting number can be given to REVIEW. The player must be either an Archon, or a player with the TASKS security string to use this feature.
TATTOO
Tattoo's are intended to act as miscellaneous flags which players may obtain, not unlike a quest point. These tattoo's can then be checked for as requirements to enter rooms or exits, or to possess certain items. An example would be like this: The completion of a specific quest occurs when Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where all the treasure is hidden). Entering this inner chamber automatically grants Gunther a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the second quest where Nunder's apprentice has escaped with an ancient artifact and is up to no good. However, to even ENTER the area where Nunder's apprentice is operating, the system (via the Prop_ReqTattoo property on this other Area) requires that Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be allowed into the realm of Nunder's apprentice.
TICKTOCK
Ability : TickTock Parameters : Example : Description: Advance the time by one hour.
TRAILTO
Command : TRAILTO Usage : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME] /[ROOM ID] /EVERYROOM /EVERYAREA Example : trailto MyArea#394 Example : trailto everyarea Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea Short(s): This command shows the directions one must travel to get from their current position to the destination given.
TRANSFER
Skill : TRANSFER Usage : TRANSFER [ALL/MOB NAME] [ROOM ID/DESC/MOB/AREA] Example : transfer all Midgaard#3001 Example : transfer all midgaard Example : transfer all north Example : transfer bob #3001 Example : transfer smurf hassan Example : transfer bobbyjoe temple of mota Short(s) : The targets and their followers will be transported, with very little fanfare, to the destination listed. This ability is not magical in nature, and is thus not affected by no-teleport areas and rooms. If all is used, it will refer only to those in the same room as the admin. Otherwise, the admins present area will be checked for all instances of the name and transfers all of them. If none are found in the same area, the whole world will be checked.
TYPO
Command : TYPO Usage : TYPO [MESSAGE]/REVIEW (STARTING MSG) Example : typo nothing is spelled right in this room! Example : typo review Example : typo review 7 Short(s): This command can be used to submit typos to the system. When the REVIEW parameter is given, the typos will be iterated through one at a time to give the archon a chance to delete, comment on, or email each one. An optional starting number can be given to REVIEW.
UNLINK
Command : UNLINK Usage : UNLINK [DIRECTION] Example : unlink north Short(s): A command for the unlinking of rooms from each other.
UNLOAD
Command : UNLOAD Usage : UNLOAD HELP/CLASS/ALL/[RESOURCE NAME] Example : unload help Example : unload all Example : unload armorsmith Example : unload class Thief_Search Short(s) : Unloads most resource text, class objects, and help files for easy refreshing.
VFS
VFS Refers specifically to those files in the CMFS (CoffeeMud File System) which are stored in your database, as opposed to directly in your local file system (hard drive). VFS files are also mentioned to distinguish between local files, although VFS files appear to CoffeeMud to be right along side, or even on top of, your local files in your local directories. VFS can even include its own directories which are not in your local file system. See HELP CMFS for more information on this topic.
WHERE
Command : WHERE Usage : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK]) Example : where Example : where dog Example : where area item knife Example : where area mobmask -race +orc -levels +>=10 Example : where ! Short(s): Without an argument, this command displays the names and locations of all players online. With the ROOM, MOB, ITEM, or no argument, it will show all mobs, rooms, and/or items the match the given key words in the mask, along with room locations. With the MOBMASK, ITEMMASK arguments, it will show all mobs or items that match the given Zapper Mask (See Prop_HaveZapper). The arguments may be qualified with AREA to show only the Archons current area. The argument ! will show the mundane/player version of the WHERE command.
WIZEMOTE
Command : WIZEMOTE Usage : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message Example : wizemote all You are having fun! Example : wizemote here We are having fun! Example : wizemote bob You are having more fun though. Example : wizemote "Death Area" Something bad happened here! Example : wizemote "Death Area#5320" Something bad happened there! Example : wizemote "The Artisans" Something bad happened to your clan! Short(s): A command to send emote-type messages to everyone in an area, a room, a clan, or to a specific player, or to everyone everywhere.
WIZINFO
Command : WIZINFO Short(s): The automatic information channel available to admins and area admins. Turned off with NOWIZINFO
WIZINV
Skill : WIZARD INVISIBILITY Usage : WIZINV (OFF/NOCLOAK) Example : wizinv Example : wizinv nocloak Short(s) : Wizard Invisibility makes the invoker completely undetectable by other mobs or players. In addition, the invoker will not hunger or thirst, may pass through any terrain unhindered (except doors), and is invulnerable to sleep spells. Lastly, unless the nocloak parameter is specified, the Archon is completely cloaked as per the CLOAK command.
WRATH
Skill : Wrath Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : WRATH Usage : WRATH [PLAYER NAME] (!) Example : wrath gunther Example : wrath gunther ! From anywhere on the map, the player with this skill can immediately knock another mob out of their shoes, depriving them of half of their hit points, mana, and movement in the process. If the "!" flag is added, an announcement of the wrath will also be made.
XML
Command : Usage : By MUDGrinder only Example : Short(s) : This command exist to fascillitate the transfer of information between MUDGrinder and CoffeeMud. Do not use this command for any reason.
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