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PerlMUD Help System

Type "help topic" for more information about a particular command or
topic. The following is a list of the available commands and help topics:

TOPICS:

beginner, clothing, moving, talking, topics, email, objects,
building, locking, rooms, substitutions, flags, creatures,
admin, rules, teams, chats, commerce, future,

COMMANDS:

say, emote, look, read, examine, inventory, drop, put, get, take, quit,
home, who, last, sign, write, unsign, help, about, motd, welcome, whisper,
page, @topic, @wall, @dig, @doing, @create, @stats, @set, @email,
@describe, @name, @chown, @pcreate, @password, @teleport, @link, @open,
@fail, @ofail, @success, @osuccess, @odrop, @lock, @boot, @clean, @find,
@recycle, @toad, @shutdown, @dump, @rows, @gag, @ungag, @tz, @24, @12,
@reload, @jteam, @lteam, @teams, @myteam, @actlink, @objects, @clone,
intro, @mkintro, cast, toss, @chat, @jchat, @lchat, @chats, @objrpt,
@objscore, score, @objqual, @editbook, use, @res, @mkhit, @mkacc, @mkarmor,
@teamflag, @teamhome, listctf, @credits, @price, @sell, @buy, @gift,
@bcreate, @deposit, @withdraw, listbanks, listaccts, @tdeposit, @twithdraw,
@expire, @setcover, @rmexp, @stopset, @stopunset, track, @loanset, @intset,
@minbalset, @rentset, @renterset, @addrent, @jcreate, @jdef, @jpay, @jskill,
@jnum, @jrep, @jpost, @jaccept, listjobs, @cost,



beginner

Welcome to PerlMUD. PerlMUD is very similar to TinyMUD
and TeenyMUD, with which you may be familiar.

If you are new to MUDs, you will want to read the
following topics first:

clothing
moving
talking
topics
email

Type "help clothing" to read that topic.

email

On some PerlMUD systems, you can receive mail at the site
the MUD runs on if you use the @email command to set an
address to which your mail should be forwarded. This means
your fellow MUD users don't have to remember your
email address. See @email for details.

@email

If you wish to make it easier for other users to contact
you by email, use the @email command to tell the system
where email for you should be forwarded. Once you do this,
other users can contact you by sending email to
yourmudname@mudcomputer.com instead of remembering
your address.

Example (for the player "bob"):
@email boba@foo.com
Email address set.

Bob's friends can now reach him by sending mail
to bob@baz.com, if the MUD runs on baz.com.

TO FIND OUT if @email is set for you or another person, type:

examine personname

objects

The system is comprised of a number of objects:
rooms
players
exits
things
teams
chats
accts
trans
jobs
jobinvs

each one has its own basic creation command, and this cannot
be changed later!

@digRooms
@pcreatePeople
@openExits
@createThings
@topicTopics
@tcreateTeams
@chatChats
@bcreateBankAccts
@jcreateJobs
@jacceptJobTracking

clothing

When your character is first created, it is not much to look at. Be
sure to set your description with the @desc command.

@describe me = You see a tall newspaperman with a button nose.

Type "look me" to see yourself.

Next, if you wish, set your gender with the @set command:

@set me = male

You can abbreviate most commands.

Next, you will probably want to read the "help moving" topic.

moving

To move from room to room in PerlMUD, just type the direction in which you
want to move. Usually the possible directions are mentioned in the
description of the room you are in. Typical exits include north, south,
east, west, up, down, and one-letter abbreviations of the above.

There may also be additional information for a room by typing intro


Example:

You are in the dining room. There is a door to the north.
n
You are in the hallway.

Next, you will probably want to read the "help talking" topic.

talking

You will often encounter other players on the MUD. To converse with them,
use the "say" command, which can be abbreviated to a single " (double
quotation mark).
For example:

say hello
You say hello.
"hello
You say hello.

If you want to express action or emotion, use the emote command, which can
be abbreviated to a single : character. For example:

emote cries.
Bob cries.
:cries.
Bob cries.

To learn about conversing on specific topics, move on to "help topics".

topics

Often people want to discuss a subject of limited interest without leaving
a public area. To make this less annoying for everyone, "topics" are
provided. By default, everyone hears what is said on a topic, but users can
elect to "@leave" topics.

Users speak on a topic by prefacing the topic name with a comma:

,geek I love the gd graphics library.
You say, "I love the gd graphics library."
You can also emote on a topic using the ; character.

;geek blushes hotly.
Tom blushes hotly.

For more information, and examples, see "help @topic",
"help @join" and "help @leave".

To learn about creating objects, move on to the "help building" topic.

building

To create an object, use the @create command:

@create Can of Cheese-B-Gone
Can of Cheese-B-Gone has been created as #188.

Then describe the object. Try the following commands.
Note that abbreviations can be used:

@desc can = The can is of the usual ozone-destroying aerosol type.
look can (shows the can description)
inventory (shows all the things you are carrying)
drop can
get can
@recycle can (destroys the object)

When you create an object, you are holding it by default and must drop
it for others to see it or pick it up.

To learn more, see the "help locking" topic, or move on to "help rooms".

locking

You may wish to lock an object so that only certain people can pick it up,
or lock an exit so that only certain people can move through it. Locks can
refer to both people and objects. If you lock an object to a person, only
that person can pick it up. Place an * in front of the person's name when
locking the object. If you lock an object to another object, the second
object must be in the possession of a person attempting to use it. You can
also build complicated locks using & (AND), | (OR), ! (NOT), and ( and )
to group expressions.

Got all that? Here are some examples:

@lock can = me
@lock can = !*Bob
@lock north = key
@lock south = !(bluekey | greenkey | redkey | prize)

To find out how to control what people see when a lock succeeds or fails,
see the "help messages" topic. To move on, see the "help rooms" topic.

messages

To control what a user sees when she fails to pass a lock, use @fail:

@fail north = You can't unlock the door. Guess you need a key.

To control what the audience sees, use @ofail. Note that the
player's name always appears first:

@ofail north = tries to open the door, but %s doesn't have a key.

%s is a substitution which inserts the correct pronoun. There are
several others; see the "help substitutions" topic for more information.

To control what a user sees when she successfully passes a lock, use
@success. To control what the audience sees, use @osuccess.

To move on, see the "help rooms" topic.

rooms

Eventually, you will want to create a home of your own for your character.
Try your own variation on the following commands.

@dig Palace of Wonderful Things
@link me = #XXX (Type the number @dig reports to you, not XXX)
home
@desc here = Welcome to the Palace. Try the trapdoor down or press the button.
@open down;d = #0 (Or the number of a room set linkok on this MUD)
@desc down = A trapdoor in the floor beckons you downwards.
@open press button;button = home

Exits can have many alternate names, separated by semicolons.
"home" is a special destination which takes the player to the home she is
attached to by the @link command. "nowhere" is another special destination
which goes nowhere!

Note that you can use the @link command to change the destination of the down
exit, or any exit, at a later time. @link is also useful to set the home of
your objects.

flags

Every PerlMUD object can have one or more flags set.
You can use the @set command to set or clear a flag:

@set me = male
@set me = !dark

darkContents of room not visible (except to "examine")
maleCharacter is male (for pronoun substitutions)
femaleCharacter is female (for pronoun substitutions)
hiddenfor REALLY hiding objects and exits!
havenSafety, or free of spells and forced transports
linkokOK for anyone to link exits TO this room
jumpokOK for anyone to teleport to this room
buildokOK for anyone to link exits FROM this room
stickyThis object goes home immediately when dropped
puzzleIf set for room, force drop all on "home" or "@tele"
abodeOK for anyone to set their home to this room
grandThis room is huge; entrances, exits are silent
bookAnyone can "sign" this object, adding text
onceUsed with book: a second signature replaces the first
godThis player is a god (#1 is always a god)
wizardThis player is a wizard and can help with rooms/exits
aideThis player can help the owner with thing type objects
builderThe player is permitted to build things and rooms
activatedThis object is now activated
bounceThis object returns you when dropped
homebaseSets this room as the homebase (for CTF)
teamflagsets this object as the teamflag (for CTF)
datestampif set, a datestamp shows in book objects
nonwallif set, player cannot write on writeable walls
ctffor rooms, players, things (for CTF)
weaponif set, the @mkacc and @mkhit can be used (for CTF)
armorif set, the @mkarmor can be used (for CTF)
perishableif set, this item is not permanent
sellingflag for an object to be sold
healthitem is for restoring health (for CTF)
bankitem is a bank, can only be set on rooms
moneyif set, you can earn credits, and will need to spend

substitutions

Commands like @fail, @ofail, @success, and @osuccess set messages to be
displayed when a player fails or succeeds in manipulating an object or exit.
To make sense, these messages must contain the correct pronouns. The
following substitutions are available, and output the correct pronoun or
name depending on the player's flag settings and name:

Substitution Name Outputs
%s subjective he, she, it, or name
%n name name
%p possessive his, her, its, or name's
%a absolute possessive his, hers, its, or name's
%o objective him, her, it, or name name
%r reflexive himself, herself, itself, or name
%% Percent sign %

If the above substitutions are capitalized, the output will
also be capitalized.

admin

The following administrative commands are available, primarily for use by
wizards. Also note that many ordinary commands have far fewer restrictions
when used by wizards.

@wall message Sends a message to all connected players.
@stats player Outputs statistics. Player can be omitted.
@chown object = owner Grants an object to another player.
@pcreate name = password Creates a new player.
@tcreate team = password Creates a new team.
@password name = password Changes a password.
@teleport name = #location Teleports an object.
@boot name Disconnects a player (for now).
@clean Sends nonplayers and sleeping players home
from this room.
@find name Finds objects with the specified name.
@recycle object Recycles the specified object.
@toad player = newowner Turns a player into a toad. There's no going back!
If newowner is not specified, possessions recycled.
@dump Writes the database to disk immediately.
@shutdown Shuts down the mud. Implies @dump.
@reload Reloads code from mudlib.pl. Implies @dump.
@sweep sweeps all things from one room to another
@nuke Mass recycle of items in a room - Use with Caution!
freelist Shows the gaps in the internal IDs
vercont Verifies the contents lists of items
listusers Lists all the current players with flags

say

The say command is used to speak to other players in the room.

Usage:

say hi there!
"hi there!
..troc do you have any more cookies?

emote

The emote command is used to express yourself
in the third person. The resulting sentence will
begin with your name.

Usage:

emote smiles.
:smiles.

look

The look command is used to glance at the current room,
or at a particular object.

Usage:

look
look me
look north

read

This reads the contents of your book objects.

examine

The examine command is used to examine the current room or a particular
object in detail. The examine command outputs a great deal of useful
information including flag settings, lock settings, fail and success
messages and other information about the object.

Usage:

examine
examine me
examine north

inventory

The inventory command displays what your character is carrying.

Usage:

inventory

drop

The drop command is used to drop an object, or
to drop all currently carried objects.

Usage:

drop key
drop all

get

The get command is used to pick up an object. If that object is activated,
you will be transported to the room specified on that object for an action.
If the bounce flag is set, you are returned where you were when you drop
this object.

Usage:

get key

put

A synonym for "drop."

take

A synonym for "get."

quit

The quit command is used to disconnect from PerlMUD.

home

The home command is used to transport your character back to her home room.
You can set your character's home using the @link command.

Usage:

home

who

The who command displays information about the currently connected users,
including how long they have been connected and how long they have been
idle. The who command also displays how long the PerlMUD system has been
up and running since it was last restarted.

Usage:

who

last

The last command displays information about the most recent login and
logout times of a particular user. See also the @tz command for a way
to display these times relative to your own time zone, instead of GMT.
Also see the @24 and @12 commands to set your preferred clock format.

Usage:

last playername

@tz

The @tz command sets your time zone for convenience in reading the output
of the "last" command, and other commands that output times and dates.
You must specify an offset in hours and minutes, with an optional minus
sign. Time zone names are not accepted. See also the @24 and @12 commands
to set your preferred clock format.

usage:

@tz -08:00

(This example sets US Pacific standard time.)

@24

The @24 command sets 24-hour clock display format for the "last" command
and other commands that display the time of day. See also the @12 command.

usage:

@24

@12

The @12 command sets 12-hour am/pm clock display format for the "last"
command and other commands that display the time of day. See also the
@24 command.

usage:

@12

sign

The sign command is used to sign a book. Things which have the book flag
set can be signed by any user. Signing the book adds up to 256 characters,
prefixed by your name. If the once flag is set on the book, then signing a
second time replaces your previous signature. Use the read command to see
the current signatures in the book.
See also unsign.
Usage:

sign book = message

write

A synonym for "sign."

unsign

The unsign command is used to remove a signature from a book.
When you unsign a book, your oldest signature is deleted.
Usage:

unsign book

If you are the owner of this object, you can also remove other signatures,
oldest first.

unsign book = player

help

The help system you are now using. Type "help" by itself and
press ENTER to begin learning more about PerlMUD.

Usage:

help

motd

The motd command repeats the message that was displayed
immediately after you logged into the MUD.

Usage:

motd

welcome

The welcome command repeats the message that was displayed
when you first connected to the MUD.

Usage:

welcome

whisper

The whisper command is used to speak privately to one or more individuals.
The . command is a shorthand for whisper. If the individual is in the same
room, you can abbreviate the name.

Usage:

whisper person,person,person = message
.person,person message

page

The page command is used to send a private message to another player
anywhere in the MUD. The whisper command is more useful.

Page is MOST useful simply as: page person, as it reports the room you
are currently in.

Page has been kept for backwards compatibility.

Usage:

page person = message

@wall

The @wall command is used to send a message to all players currently
connected to the MUD.
@wall is available only to wizards.

Usage:

@wall System restarting in 5 minutes

@dig

The @dig command is used to create a new room. After the room is created,
PerlMUD will report the object ID associated with the room. Be sure to
make a note of the ID as you will need it to open an exit to that
room or teleport to that room.

Usage:

@dig Castle Mauveskull

@doing

The @doing command is used to set the message which appears next to your
character's name on the list output by the who command.

Usage:

@doing message

@create

The @create command is used to create a new object. (Rooms are created
with the @dig command, exits are created with the @open command, and
players are created with the @pcreate command.)

Usage:

@create objectname

@topic

The @topic command is used to raise a topic, so people can choose to
'@leave' or '@join' that topic rather than hearing everything that is
said on the subject. By default, you are always '@join'ed to all topics
that come up.

Usage:
@topic gd
,gd I find the gd library very useful!

@join

The @join command is used to indicate an interest in one or more topics.
By default, you see everything that is said on any topic. If you have used
the @leave command to discard a topic, you can @join it later. If you have
used '@leave all' to stop following all topics, you can @join individual
topics or '@join all' to go back to the default setting.

Usage:
@join gd,hex
@join all

@leave

The @leave command is used to stop seeing comments on one or more topics.
By default, you see everything that is said on any topic. If you have used
the @leave command to discard a topic, you can @join it later. If you have
used '@leave all' to stop following all topics, you can @join individual
topics or '@join all' to go back to the default setting.

Usage:
@leave gd
@leave all
@join hex

@stats

The @stats command outputs statistics about the system as a whole, or about
a particular character. These statistics are useful to determine how large
the MUD has become, or to measure the impact of a particular user.

Usage:

@stats
@stats me

@set

The @set command is used to set various flags on any object (including
players, rooms, and exits). See "help flags" for more information.

Usage:

@set here = dark
@set here = linkok
@set me = female
@set #327 = jumpok

@describe

The @describe command is used to set the description
that a player sees when looking at an object.

Usage:

@describe here = You are standing in a north-south hallway.
@describe me = Indifferent honest.
@describe north = To the north you can make out the shores of a distant lake.

@rows

The @rows command sets the number of rows of scrollback
the WWW interface should display. You may wish to set this to
a smaller value if your link is slow.

Usage:

@rows me = 20

@name

The @name command is used to rename an existing
object. Only wizards can rename players.

Usage:

@name north = s;south
@name here = Castle OffwhiteSkull

@chown

The @chown command is used to change the ownership of an object. You may
give any object you own to any other player using @chown.

Usage:

@chown object = player

@pcreate

The @pcreate command is used to create a new character. This command is
available only to wizards. Character names cannot contain spaces.

Usage:

@pcreate name = password

@password

The @password command is used to set a new password for a character.

Usage:

@password foo
@password Jessica = kibitz27

@teleport

The @teleport command is used to transport an object, or your character,
to a specific location. If the word home is used as a destination, the
object will go to its own home, as was set by the @link command.

Usage:

@teleport #0
@teleport dog = home

@link

The @link command is used to establish a home for an object.
An object's home must be a room. Objects can be sent home under
a variety of circumstances. In the case of exits, it sets a new
destination for the exit.

Usage:

@link me = here
@link dog = here
@link dog = #27

@open

The @open command is used to open a new exit from this room to a different
room ID. The destination must be a room. Every exit must have a destination,
although it is possible to @lock an exit so that it never succeeds. Many
synonyms for the exit's name can be provided to accommodate reasonable
guesses on the player's part. The destination can be changed later using the
@link command.

Usage:

@open n;north;out = #322

@fail

The @fail command is used to establish a failure message which the player
will see when unsuccessfully attempting to get an object or use an exit.
See also locking, substitutions, @lock, @ofail, @success, @osuccess,
and @odrop.

Usage:

@fail north = The door won't open without a key.

@ofail

The @ofail command is used to establish a failure message which spectators
in the room will see when a player unsuccessfully attempts to get an object
or use an exit. See also locking, substitutions, @lock, @fail, @success,
@osuccess, and @odrop.

Usage:

@ofail north = pounds senselessly on the door.

@success

The @success command is used to establish a success message which the player
will see when successfully attempting to get an object or use an exit. See
also locking, substitutions, @lock, @osuccess, @fail, @ofail, and @odrop.

Usage:

@success north = The key fits! You turn the lock and pass through.

@osuccess

The @osuccess command is used to establish a success message which spectators
in the room will see when a player successfully attempts to get an object or
use an exit. See also locking, substitutions, @lock, @success, @fail,
@ofail, and @odrop.

Usage:

@osuccess north = passes through the door.

@odrop

The @odrop command is used to establish a success message which spectators
in the room will see when a player drops the specified object. If the object
is an exit, the message will be displayed to other players in the room the
player has traveled into. See also locking, substitutions, @lock, @success,
@osuccess, @fail, and @ofail.

@lock

The @lock command is used to control which players can get a particular
object or pass through a particular exit. Locks can refer to both players
and objects. If a lock refers to a player, then that player can use the
object. If a lock refers to an object, then the player can use it if the
player is carrying the specified key. Objects and players can be combined
using & (AND), | (OR), ! (NOT), and ( and ) (parentheses to group expressions).

If players are mentioned in the lock, it is crucial that an * appear before
the name of each player.

To clear a lock, place nothing on the right-hand side of the = sign.

Usage:

@lock north = *jessica
@lock south = (!*roger) & blue key

@boot

The @boot command is used to immediately disconnect a particular player
(for now). No permanent damage is done to the user's character. Only
wizards can use this command.

Usage:

@boot player

@clean

The @clean command is used to "clean up" the current room. Every object
that does not have its home set to the current room is immediately sent
home, except for currently connected players. Only the owner of the
room or a wizard can use this command.

Usage:

@clean

@find

The @find command is used to locate missing objects by name. This is useful
if you have forgotten the id number of a newly created room.

Usage:

@find name

@recycle

The @recycle command is used to recycle (destroy) an object, reclaiming the
space to be reused by a new object. If the object contains other objects,
they are immediately dropped. If the object is a room, room #0 is set as
the new home of objects residing in the recycled room. If there are exits
which lead to a recycled room, those exits are directed to room #0. @recycle
cannot be used directly on players, but wizards can use @toad first to
turn players into inanimate objects.

@recycle cannot be undone. Be sure you want to recycle the object. This
command cannot be abbreviated.

Usage:

@recycle object

@toad

The @toad command is used to turn a character into a slimy toad (an
inanimate object). The character's possessions are recycled if no recipient
is specified to accept them. Only wizards can use this command.
This command cannot be abbreviated.

Usage:

@toad player
@toad player = recipient

@shutdown

The @shutdown command is used to shut down the MUD, disconnecting all
current users and writing the database to disk. This command cannot be
abbreviated.

@reload

The @reload command is used to reload the mud source code from mudlib.pl,
after first writing the database to disk. This often allows the installation
of new features without a shutdown, although of course bugs in the changes
you have made could crash the mud. This command cannot be abbreviated.

@dump

The @dump command is used to write the database to disk immedately. Note
that the server automatically writes the database to disk at regular
intervals. This command is nonetheless useful when a particularly important
action has just been performed. Only wizards can use this command. This
command cannot be abbreviated.

@gag

The @gag command allows you to completely ignore another player. Use this
command if you find you simply can't stand them, no matter what. Use examine
me (not look me) to see who is on your gag list.

Example:

@gag bob

See also: @ungag

@ungag

The @ungag command is used to remove a gag placed with the gag command.

Example:

@ungag bob
Bob says, "it's oddly quiet in here."

See also: @gag

creatures

Nothing in particular implemented yet

rules

FluxWorld Concepts by Centauri and Celts with additions from all the users.

When building yourself a home, ask for an entrance somewhere in the town
so you can be added to the map. Please don't add random, inconsistent exits.
Beyond your front door, silly or illogical geography is perfectly OK.

Please DONT get Greedy with objects. You dont need 20 shells or RPGs.
Leave some for other players. We check on occasion. If you dont know where
an object goes, please drop it off in the Lost and Found off the Main
Promenade Level 1.

Don't MUD while driving.

teams

There are a series of commands related to teams. Basically, a team is like
a player, it can own rooms and objects. This means that for those objects,
you must be on that team and can then modify them collectively.

Because of this, please respect your teammates and be sure that shared
mods are agreed upon.

Team Commands:
@tcreate team = password -- only wizards for now
@teams -- show teams
@myteam -- show team members
@jteam teamname -- join a team
@lteam teamname -- leave a team
.teamname msg -- Whisper to everyone on a team
@teamflag -- Sets an item as your teamflag
@teamhome -- Sets your teamhome
During CTF:
@res -- Resurrect. Restore health
use -- for using a weapon

Teams are ALSO used as a grouping method for creation and modification of
whole sections or areas.

Note: this part of the system is being added/enhanced/worked on

@tcreate

The @tcreate command is used to create a new team. This command is
available only to wizards. Team names cannot contain spaces.

Usage:

@tcreate teamname = password

@jteam

@jteam teamname [password]

If a password exists on a team, it MUST be used to join that team.
you cannot join another team until you leave the team you are on.

see: @lteam

@lteam

Leave a team you are on

@lteam teamname

@teams

@teams

List all the teams on the system and whether they are open or
password protected.

@myteam

@myteam

Lists everyone on your team (including you)

@actlink

The @actlink command is used to establish a destination for an
object to send someone when activated. An object's destination
must be a room. See also: flags

Example
@actlink thing = #roomID

@objects


A way of seeing all of the objects created

Syntax:
@objects [player = (room|player|exit|thing|topic|team)]

defaults to rooms

@clone


Clone an existing object and ALL of its attributes, including
its flags, messages, location, etc

Syntax:
@clone name|#ID [= numberOfClones]

intro


Display a room intro if there is one. This is like an extended
description.

@mkintro


Create and store the intro.

Syntax:
@mkintro here = This is a grand hall\nYou see many doorways\n
@mkintro #7 = This is my other room.

Note the use of \n. This gives line breaks and visual separation

cast

cast a spell or object

syntax: cast object = target_person

toss


see cast

chats

Chats are for global communications to all people in all rooms that are
joined to them. Think of it as a system-wide intercom. Use sparingly.

Users speak on a chat by prefacing the chat
name with a plus:

+gcom We have a hot reactor down here!
You say, "We have a hot reactor down here!" [gcom]

Note: for team communications, its better to .teamname and whisper
JUST your own team members, the chat function is truly global to all
that join it.

For more information, and examples, see "help @chat",
"help @jchat" and "help @lchat".

@chat


Create a chat. One name, no spaces, commas, + or - (underscore is ok,
but is harder for people to type)

Syntax:
@chat topicname

@jchat


join a chat or chats
Syntax:
@jchat topicname [topicname2]

@lchat


leave a chat or chats
Syntax:
@lchat topicname [topicname2]

@chats


List chats available

@objrpt


Review All your objects with names

This is more friendly and organized than @objects

@objscore


Scoring system for Object Quality

Ranks all users according to a scoring value

The basis of this is to build QUALITY objects, not 100 useless ones
but rather, 10 really GOOD ones. You can achive a high score with a
few objects if they are well designed.

Each of certain fields has a Base Value, according to whether or not
they are filled in at all, then a bonus in that field for text length
up to the base value. Different fields have a different divisor,
based on the average length of existing fields.

Description35
Intro25
success10
osuccess15
fail10
ofail15
odrop15

see also: score

score


Display the Global Scores for Object Quality

The List is sort by the Qual value

@teamflag


Syntax: @teamflag FlagObject

Sets your flagobject in the homebase. You MUST be in the homebase
room for this option and the Flag Object MUST be set as a teamflag
type flag.

@teamhome


Syntax: @teamhome

Sets your teamhome. Only needs to be run ONCE per team. You MUST be in the
homebase room for this option.

avqual


Checks your ID for a description, gender, and other settings

Setting a description and gender are worth half of the total possible
depending on the length of your description. Setting the success, osuccess,
fail, ofail and odrop add to your score, but the total of all of these is
less than the first two items.

@objqual


Syntax: @objqual [typ = (1|3|4) ]

This is a detailed listing of each object you own and shows the
individual item score as is used in the score command.

It also displays the following flags:

PPlain
IIntro loaded
SSuccess message loaded
OSOSuccess message loaded
FFail message loaded
OFOFail message loaded
ODODrop message loaded

@editbook


Syntax: @editbook book = String/ReplaceString

This allows you to correct spelling in an item, or even change whole
wordings. This command basically saves you from having to unsign an
entry and sign again.
Can only be done by the owner of the book object or a wizard.
Use with extreme caution!

listusers


Lists all the users and their flags, and how long ago they logged in.
Wizard only

use


Syntax: use object = target

This command is strictly for team play, to attack an opposing member
to (hopefully) drop their health status so they drop everything. If
your team flag was one of the items carried, this gives you the
opportunity to grab it.

@res


Syntax: @res

Resurrect thyself. Sets your health back to full state. For CTF only

@mkhit


Syntax: @mkhit object = hitvalue

This command is specifically to alter a type 4 object (thing) so it
can be used to reduce the health of another during team play.

The weapon flag must be set prior to this command, and this value
CANNOT be altered once the ctf flag has been set.

Values are 1 to 10,000

@mkacc


Syntax: @mkacc object = accuracyvalue

This command is specifically to alter a type 4 object (thing) so it
can be used to reduce the health of another during team play.

The weapon flag must be set prior to this command, and this value
CANNOT be altered once the ctf flag has been set.

This setting determine the hit / miss ratio when using it.

values are 1 to 100 and is used like a percentage

@mkarmor


Syntax: @mkarmor object = hitvalue

This command is specifically to alter a type 4 object (thing) so it
can be used to reduce the hit on health of a player.

The armor flag must be set prior to this command, and this value
CANNOT be altered once the ctf flag has been set

Values are 1 to 100 and is used like a percentage

@mkhealth


Syntax: @mkhealth object = healthvalue

This command is specifically to alter a type 4 object (thing) so it
can be used to increase the health of a player.

The health flag must be set prior to this command, and this value
CANNOT be altered once the ctf flag has been set

Values are 1 to 200 and is used like a percentage

listctf


lists the ctf items for verification and auditing

commerce


The concept of money and commerce has entered the land, and with that, a few
new commands: @credits, @price, @sell, @buy, @gift, @bcreate, @deposit,
@withdraw, listbanks, listaccts

For Teams: @tdeposit, @twithdraw

For Bankers: @loanset, @intset, @minbalset

For Landlords: @rentset, @addrent

For Tenants: @renterset

For Builders: @expire, @setcover, @stopset, @stopunset, track

@credits


Reports on the credits you will earn on the next cycle. The credits
are calculated as the total of each type 4 item (a thing) over 150

Example: Phasor Rifle: 200 -- you would get 50 credits (200 - 150)

@cost


Syntax: @cost object = amount

This is a cost you set on a health object. Its the amount charged when a
player eats this item. Its a separate number from the selling price.
It cannot be less than zero nor greater than 1,000

@price


Syntax: @price object = amount

This is a price you set on an object. It cannot be less than zero
nor greater than 100,000

@sell


Syntax: @sell object

This sets the selling flag after ensuring that you own the object
and it has a price set.

@buy


Syntax: @buy object

All these conditions must be met to buy something:
You cannot already own it.
It must have a price set.
It must have the selling flag set.
You must have enough credits to pay for it.

When you buy something, it deducts the price from your credits,
it adds that amount to the owner, it makes you the owner, it
clears the selling and sticky flags and destination.

@gift


Syntax: @gift player = amount

You can give other players credits up to all you have.

@bcreate


Syntax: @bcreate acctname = bankname

Creates a bank account at the specified bank. The bank account names cannot
contain spaces and must be unique to the system. If you are in the bank you
can use the 'here' keyword instead of typing out the bankname.

@deposit


Syntax: @deposit acctname = credits

The account must exist and you must have at least the amount of credits you
are trying to deposit.

NOTE: If you are depositing to a team account, it stays there, you cannot
withdraw from it.

@withdraw


Syntax: @withdraw acctname = credits

The account must exist and your account must have at least the amount of
credits you are trying to withdraw.

@tdeposit


Syntax: @tdeposit acctname = credits

This moves money around for a team, construction projects

The account must exist and the team must have at least the amount of credits
you are trying to deposit (comes from the team owner)

@twithdraw


Syntax: @twithdraw acctname = credits

This moves money around for a team, construction projects

The account must exist and your team account must have at least the amount of
credits you are trying to withdraw (goes to the team owner)

listbanks


Lists all the banks in FluxWorld

listaccts


Lists all of your accounts at all banks and the current balances.

Note: The Banker can use the optial argument 'all' to see all the
accounts at the bank.

listacctdets


Lists all of your accounts at all banks and the current balances,
including other details (minimum balance, credit limit, available balance
and interest rate).

Note: The Banker can use the optial argument 'all' to see all the
accounts at the bank.

@expire


Syntax: @expire object = (seconds | HH:MM | nnnd)

This command is specifically to alter a type 4 object (thing) so it
can be recycled at an appointed time.

@setcover


Syntax: @setcover exit = price!expire

This command will set up an exit to charge a fee for someone to use it.
If they have not been through it before, or the time has expired, the
system will warn them that they need to use !exit to go through.

The expire can be set in a flexible manner: 120s or 15m or 12h or 5d

@stopset


This command is used on an exit to mark it for the track command so it
is not followed through.

see: track

@stopunset


This command is used on an exit to un-mark it for the track command so it
is not followed through.

see: track

track


Syntax: track here|#ID

This command is used to map an area or building. The track starts where
you specify, and finds and follows all exits and thos ajoining rooms until
it either sees a stop or you are not the owner of the room.

See: @stopset, @stopunset

@loanset


Syntax: @loanset bankacct = crlimit

Bankers Only:
Sets up the account with a credit limit for borrowing

@intset


Syntax: @intset bankacct = interest

Bankers Only:
Sets up the account with an interest rate for savings or loans

@minbalset


Syntax: @minbalset bankacct = amount

Bankers Only:
Sets up the account with a minimum balance for savings to accumulate
interest

@rentset


Syntax: @rentset bankacct = rent

Sets the rental price.

@renterset


Syntax: @renterset property = yes

Sets you as the Tenant and when rents are charged, it comes out of your
credits.

@addrent


Syntax: @addrent rentacct = object

Adds objects to the list for this account. Useful for knowing what rooms
are a part of the rental, and a way to listforrent with detail to see
descriptions.

@rmexp


There is no output from this command, and it is called by the routine that
charges you on using exits having a charge associated.

@jcreate


Syntax: @jcreate jobname

This creates a job and stores the name of it in a short lookup table. There
can be NO embedded spaces, and the job name must be unique to the job list.

@jdef


Syntax: @jdef jobname = Work def

@jpay


Syntax:
@jpay jobname = pay def

This defines the pay for a completed job

@jskill


Syntax: @jskill jobname = skill def

@jnum


Syntax: @jnum jobname = # concurrent openings

This sets the total number of concurrent jobs that can be working
at any one time

@jrep


Syntax: @jrep jobname = Time between jobs

This sets the timing for how often this job can be performed

@jpost


Syntax: @jpost jobname

This does a final syntax check, and ensures all the necessary fields
exist in the job record before letting it show up in the listjobs

@jaccept


Syntax: @jaccept jobname

Allows you accept a job, creates the job task, and starts the clock.

listjobs


Syntax: listjobs

Lists all the jobs that are ready to be accepted

testing

Features to be tested:

Team owned modification of all things about an object.
this means description, flags, location.

The Team Capture the Flag Area is built out. It will now
whisper both teams when you get their flag back to your homebase.

There is now much to test in the team area

The whole money thing is new here, and I expect we will be working on
that for some time to come.

Banking: earning interest, and getting loans.

exits and cover charges.

Jobs and working

group access permissions for additional or special areas. An extension
of the team concept.


future

This is where I hope to add notes of the future enhancements, so
keep an eye out for this section.

Ohh Yes.. so as not to clutter up THIS area..
see: testing <-- its growing daily!

Note: I cleaned up the help testing area for completed tests



Centauri