#HELPS 1 ! !! REPEAT DITTO LAST_COMMAND LAST_MESSAGE~ Syntax: ! Syntax: !! <channel> Typing ! by itself will repeat the last command you typed. Typing !! <channelname> will send the last command to <channelname>. Example: if your last command was: say I'll be back! Then typing "!! chat" will make you send: chat say I'll be back! (Of course your name will be in the chat) You can even tell a few people a the same message. (DO NOT SPAM TO EVERYONE) 'tell Shogar This works well!' '!! tell Beth' '!! tell Ntanel' It will still echo the whole line... Yakkov tells 'tell Shogar This works well!' To see all the channels available, type 'channels'. ~ 0 "REMOVE INVIS"~ Syntax: cast 'remove invis' <object> This spell will make an invisible object in the character's inventory visible. This is an AGGRESSIVE spell when used on others. I.e, it will attack another player if you attempt to use it on them. ~ 1 A~ . MOVING THROUGHOUT GAME: --------------------------- The game divided into many rooms which are connected by various directionals to make up areas. When you are in a room, you can find the exits in the room by typing EXITS. Autoexit is a helpful command to initiate (type CONFIG +AUTOEXIT), because it will automatically show you what exits there are in the room. Be warned however, you will only see the obvious exits. You must pay attention to the room descriptions to see if there might be any doors or hidden passages in the room. Directional commands: (in parentheses you find the shorthand) NORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d) NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw) Note: You will notice that in the prompt <20hp 10bp 20mv>, the 'mv' refers to your movement points. If your movement points were to run out, you will be unable to move between rooms due to exhaustion. If you type SLEEP or REST your movement points will slowly be replenished. You must type STAND or WAKE before walking again. ~ 110 AASSIGN~ Syntax: aassign <filename>.are Example: aassign edo.are AASSIGN temporarily assigns all rooms, objects, and mobiles in the area range to your pfile. This allows you to use rlist, olist, mlist, and reset list. This also means that typing savearea, reset area, or instazone will affect this area. To save changes permenantly, type "aassign none" and foldarea. &rWarning&w!! Do not have an area aassigned to yourself when getting personal vnums assigned to you. The personal vnums will overwrite the area file. In order to assign a proto area to yourself, you must either have that area bestowed to you by a Greater God or higher. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by an Exalted+. Even if you have the area bestowed only Lesser+ can aassign themselves nonproto areas. ~ 101 ABIT QBIT BIT BITS SHOWABIT SHOWQBIT SETABIT SETQBIT MPASET MPQSET~ Syntax: To create a new abit or qbit, use the setabit and setqbit commands: setabit <number> <description> setqbit <number> <description> The range for numbers is from 0 to 32000, and is defined as MAX_xBITS just above the struct in mud.h. To raise or lower it, change the #define and recompile your mud. To see what bits exist, use the showabit and showqbit commands. showabit <number> /* Show the abit at <number> */ showqbit <number> /* Show the qbit at <number> */ showabit all /* List all abits */ showqbit all /* List all qbits */ To set abits or qbits on characters manually, or see which ones characters have them, use the abit and qbit commands: abit <victim> [number] qbit <victim> [number] Without an argument, they'll list the bits, with an argument, they'll toggle the bits on or off. Mob progs can use mpaset and mpqset to toggle bits on or off: mpaset <victim> <number> mpqset <victim> <number> Mob progs can also use the hasabit and hasqbit ifchecks to check the state of a bit on a character. Example: if hasabit($n) == 3100 say Welcome back, $n. else say You're new around here, aren't you, $n? mpaset $n 3100 endif They can also check for a bit being turned off. Example: if hasqbit($n) != 8546 say Haven't you completed your quest yet, $n? else say Congratulations, $n! You've completed the quest! endif ~ 1 ACCESSORIES~ Syntax: accessories <argument> Arguments: list <# of accessory> show <# of accessory> buy Accessories will buy miscilenious objects for your home, from a list. To see that list type accessories list, and from there you can show or buy any of the objects on the list. ~ 2 'ACCURSED FLAIL'~ A speciality of a Darkknight, they cast out infernal tendrils of purely black, negative energy, which crack, whip, snap, slash, and smash at the hapless victim. The more powerful a darkknight is, the more tendrils and stronger the tendrils get. This spell is very powerful dark magic, and is reserved for only the most powerful of Darkknights. Use wisely. ~ 1 'ACETUM PRIMUS'~ 'Acetum Primus,' is the third and most powerful of the known acid disciplines at the Mage's disposal. This incantation pulls forth the strongest caustic agents in the casting Mage's neighboring planes, and propels them in a tight cyclone-like blast towards the Mage's chosen victim. The cross-dimensional disturbance, the physical violence, and the bonescouring potency of the conjured compound all work together to effect an estimable estrapade. ~ 1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' These are all attack spells and should not be used against another player unless both you and the other player are listed under 'who deadly' and are within the legal pkill level range. 1) Syntax: cast fireball <victim> 2) Syntax: cast 'acid blast' <victim> 4) Syntax: cast 'colour spray' <victim> 5) Syntax: cast 'shocking grasp' <victim> 6) Syntax: cast 'burning hands' <victim> 7) Syntax: cast 'magic missile' <victim> Each of these spells inflict variable damage on the victim. The higher the caster's level, the more damage inflicted. The spells are listed by their inherent power from strongest to weakest, though differences in strength are in many cases minimal. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. Gas breath is an area attack, the other breath spells are not. ~ 101 ACTFLAGS MOBFLAGS~ &GMOBFLAG &W|&GDESCRIPTION&W &Y--------------&W|&Y--------------------------------------------------------&W sentinel Mobile always stays at its post. scavenger Mobile picks up items of value. aggressive Mobile attacks players. stayarea Mobile does not leave its home area. wimpy Mobile flees when low in hits. practice Players can "practice" at this mobile. immortal Mobile is immortal (not implemented). deadly Mobile has a deadly poison (not implemented). meta_aggr Mobile is VERY aggressive (not implemented). nowander Mobile doesn't wander unless attacked. mountable Mobile can be mounted. prototype Mobile is under construction. running Mobile is running (moves twice as fast) noassist Mobile won't assist other mobs in a fight. pacifist Mobile cannot be attacked. scholar Mobile can teach languages. secretive Mobile will not echo acts. MOBs actions are invisible. mobinvis Mobile is invisible to both pc's and non pc's. noattack Mobile won't use any physical attacks. autonomous Mobile won't switch tanks if hit by someone with higher style. pet Mobile can be used in creating a petshop. banker Mobile can be used to run a bank, see HELP BANK. bounty Mobile uses the bounty code. undertaker Mobile Grabs players corpse for player. noquest Mobile isn't included in quests. healer Mobile does spells for a cost. &Y--------------&W|&Y--------------------------------------------------------&W ~ 106 ACTIONDESC~ This file is kinda incomplete, if you have more actiondesc's to post, please tell someone. Action Descriptions (actiondesc) are for edible items. They make it look more realistic if you use them correctly. Action descriptions also work on drink containers. To add one: oset <item> actiondesc <your description> An Example: oset turkey actiondesc %s eat$q $p. The known actiondesc's: %s = person (If it is you, you see You) $q = plural (If it is first person, it does not show. If second, it shows S) $p = item (This displays the item that is edible) ~ 1 ADRENALINE~ Syntax: adrenaline Syntax: adren Someone with this skill can control the flow of adrenline through their veins, allowing them a brief rush of strength and speed, but afterward they suffer from a period of weakness and exhaustion. ~ 110 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 103 ADVANCEDEXITS~ SMAUG supports having more than one exit in the same direction, as well as the special direction 'somewhere', represented by a '?'. If you already have an exit leading north, and would like another one, use a plus sign '+' in front of the direction: redit exit +n 3001 - Adds another exit north to room 3001 To modify an extra exit like this, or to remove it, you'll have to refer to it by number: redit exit #2 3002 - Change the second exit to go to room 3002 To know what number an exit is, do an "rstat". For someone to be able to use the second north exit, you have to set one of the extra flags (see EXFLAGS) like CAN_CLIMB. It is also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer with autoexits on. The AUTO flag makes it possible to go in a direction by simply typing the keyword for that exit: redit exit ? 3001 - Create a 'somewhere' exit to 3001 redit exflags ? auto hidden - Set the proper flags redit exname ? swim - Set the keyword "swim" If a player types 'swim' in the room, they will move to room 3001. ~ -1 ADVENTURE~