@ACTION | @ACT
@action <name>=<source> [=<regname>]
Creates a new action and attaches it to the thing, room, or player
specified. If a <regname>
is specified, then the
_reg/<regname>
property on the player is set to the
dbref of the new object. This lets players refer to the object as
$<regname>
(eg: $mybutton
) in
@locks
, @sets
, etc. You may only attach
actions you control to things you control. Creating an action costs 1
penny. The action can then be linked with the command @link
. [top]
@CHOWN
@chown <object> [=<player>]
Changes the ownership of <object>
to
<player>
, or if no player is given, to yourself. If
the MUCK
is compiled with player_chown,
all
players are allowed to take possession of objects, rooms, and actions,
provided the Chown_OK
flag is set, with the following
exception: mortals may @chown
an exit if they own the
object it is attached to, or an object it is linked to. Mortals cannot
take ownership of a room unless they are standing in it, and may not
take ownership of an object unless they are holding it. Wizards have
absolute power over all ownership. [top]
@CONTENTS
@contents [<object>] [= <flags/types> = [<output
type>]]
Searches the given object for items & exits that match the given flag
string.
For an explanation of the flags/types modifiers and the output types,
see the help entry for @find.
Example:
@contents here = DE = owner
will list all Dark Exits
attached to your current location, giving the owner of each one. See
also @find, @owned, @entrances [top]
@CREATE
@create <object> [=<cost> [=<regname>]]
Creates a new object and places it in your inventory. This costs at
least ten pennies. If <cost>
is specified, you are
charged that many pennies, and in return, the object is endowed with a
value according to the formula: ((cost / 5) - 1). Usually the maximum
value of an object is 100 pennies, which would cost 505 pennies to
create. If a <regname>
is specified, then the
_reg/<regname>
property on the player is set to the
dbref of the new object. This lets players refer to the object as
$<regname>
(eg: $mybutton
) in
@locks, @sets
, etc. Only a builder may use this
command. [top]
@DIG
@dig <room> [=<parent> [=<regname>]]
Creates a new room, sets its parent, and gives it a personal
registered name. If no parent is given, it defaults to the first
Abode
room down the environment tree from the current room.
If it fails to find one, it sets the parent to the global environment,
which is typically room #0. If no regname is given, then it doesn't
register the object. If one is given, then the object's dbref is
recorded in the player's _reg/<regname>
property, so
that they can refer to the object later as
$<regname>
. Digging a room costs 10 pennies, and you
must be able to link to the parent room if specified. Only a builder may
use this command. [top]
@ENTRANCES | @ENT
@entrances [<object>] [= <flags/types> = [<output type>]]
Searches through the database for items that you control linked to
<object>.
For an explanation of the flags/types modifiers and the output types,
see the help entry for @find
, @owned
, @contents
. [top]
EXAMINE | EX
examine <object> [=propdir]
If you control <object>
, examine
will
give you a complete breakdown of all fields, flags, etc., that are
associated with the object. If the optional propdir field is supplied,
then it instead lists out all the properties directly under that
propdir. To list the base propdir of an object, use ex
<object>=/
. Program-executing fields are displayed as their
true text, rather than executing the program in question. If you do not
control <object>
, however, it prints the owner of the
object in question, and, again, displays the true text of the
description. [top]
@FAIL
@fail <object> [=<message>]
<Object>
can be a thing, player, exit, or room,
specified as <name>
or #<number>
or `me' or `here'. Sets the fail message for
<object>
. The message is displayed when a player
fails to use <object>
. Without a message argument, it
clears the message. This is the same as: @set
<object>=_/fl:[text]
. See also @ofail
and @desc
. [top]
@FIND
@find [<name>] [= <flags/types> = [<output
type>]]
Searches through the database for items that you control matching
<name>
. Players control only objects they own;
wizards control all objects, so @find
searches the entire
database when they use it.
Flags or types can be specified, to specify that you only want to
list objects that have that flag set, or that are of that type. You can
also specify to list objects that are not of that specific
type, or that do not have that flag. (A ! not operator before
the modifier indicates that it is to be inverted.)
The flags that you can specify are: Abode, Builder/Block,
Chown_OK, Dark/Debug, Haven, Interactive, Jump_OK, Kill_OK, Link_OK,
Mucker, Quell, Sticky/Silent, Vehicle, Wizard, Xforcible
, and
Zombie
(use the initial capitalized letter only).
You can also specify Mucker Levels by the level number: 1, 2, 3, or
4.
The types that you can specify are: Exit, muF program, Garbage,
Player, Room,
and Thing
(use the capitalized letter
only).
There are a few other modifiers you can specify:
The output types that can be given are owners, links, size, count, &
location. For output types, use the whole name rather than just the
initial letter. You can use only one at a time.
GET
get <object>
Attempts to pick up <object>.
The lock on
<object>
is checked for a success (true), and the
normal path of success/fail is then taken. On success the object is
placed in your inventory.
Another variation on this is get
<container>=<object>
, which attempts to get
<object>
from the given container. The
_/clk
lock property on <container>
is
tested, and if it is true, when it checks to see if the standard
_/lok
lock property on <object>
tests
true. If both locks pass, then <object>
is moved into
the player's inventory. If there is no _/clk
property on
<container>
it defaults to failing. The
_/lok
property, on <object>,
on the
other hand, defaults to passing. @succ/@fail
messages are
not displayed, when fetching something from a container. [top]
INFORMATION | INFO
information <topic>
Shows an online document about <topic>.
If no
topic is supplied, a list of available topics will be shown. [top]
INVENTORY | INV | I
inventory
Lists what you are carrying. This can be abbreviated to
inv
or i
. [top]
@KILL
@kill <processid|playername|programdbref|"all">
If passed a processid (a number without an # octothorpe preceeding it), it
will kill the given process, if the player controls it. If passed a player
name, it will kill all the processes controlled by that player. If passed a
program dbref, it will kill all processes that that program is running in. If
the argument passed is all,
and the player is a wizard, it will
kill all processes on the timequeue. [top]
@LIST
@list <program> [=[line1] [-] [line2]].
Lists lines in a program, provided you control it or it is
Link_OK.
Zero, one, or two line numbers may be specified,
denoting the range of lines to list. If no lines are given, the entire
program is listed. [top]
@LOCK
@lock <object> = <key>
Locks <object>
to a specific key(s).
<Object>
can be specified as
<name>
or #<number>,
or as `me' or
`here'. Boolean expressions are allowed, using &
(and),
|
(or), !
(not), and parentheses (`(` and `)')
for grouping. To lock to a player, prefix their name with `*' (ex.
*Igor
). A key may be a player, an object, or
`property:value'. [top]
LOOK
look <object>
Looks around at the current room, or at <object>
if specified. For players, displays their description and inventory, for
things, their description, and for rooms, their name, description,
succ/fail message, and contents. Also triggers osucc/ofail messages on
rooms. Programs are triggered accordingly on desc/succ/fail
fields. [top]
@ODROP
@odrop <object> [=<text>]
Sets the odrop field of <object>
to
<text>.
If <text>
is not
specified, the odrop field is cleared. Odrop on an object is displayed
prefixed by the player's name when s/he drops that object. On an exit,
it is displayed upon a player's arrival to the destination room (or the
location of the destination player). On a player, it is displayed after
the `name killed victim!' message. On a room, it is displayed when an
object is dropped there, prefixed by the object's name. This is the same
as: @set <object>=_/odr:<text>
. See also @drop
. [top]
@OFAIL
@ofail <object> [=<message>]
The @ofail
message, prefixed by the player's name, is
shown to others when the player fails to use
<object>.
Without a message argument, it clears the
message. <object>
can be specified as
<name>
or #<number>,
or as `me' or
`here'. This is the same as: @set
<object>=_/ofl:<text>
. See also @fail
. [top]
@OPEN
@open <exit> [=<object> [; <object2>; ... <objectn> ] [=<regname>]]
Opens an exit in the current room, optionally attempting to link it
simultaneously. If a <regname>
is specified, then the
_reg/<regname>
property on the player is set to the
dbref of the new object. This lets players refer to the object as
$<regname>
(eg: $mybutton
) in
@locks, @sets
, etc. Opening an exit costs a penny, and an
extra penny to link it, and you must control the room where it is being
opened. [top]
@OSUCCESS | @OSUCC
@osuccess <object> [=<message>]
The @osuccess
message, prefixed by the player's name, is
shown to others when the player successfully uses
<object>.
Without a message argument, it clears the
@osuccess
message. It can be abbreviated
@osucc.
<Object>
can be specified as
<name>
or #<number>,
or as `me' or
`here'. This is the same as @set
<object>=_/osc:<text>
. See also @success
. [top]
@OWNED
@owned <name> [= <flags/types> = [<output
type>]]
Searches through the database for items that
<name>
controls.
For an explanation of the flags/types modifiers and the output types,
see the entry for @find
.
Example: @owned Revar=F!L3=location
will list all
Mucker Level 3 (3
) programs (F
) owned by
Revar, that are not set Link_OK
(!L
),
and it will show the location of each one.
Note that only wizards can do an @owned
on other people.
See also @entrances
, @find
, and @contents
. [top]
PAGE
page <player> [= <message>]
This tells a player that you are looking for them. They will get a
message in the form of `You sense <pager>
is looking
for you in <location>.'
A
<message>
is optional, and is delivered in the form
of <pager> pages: <message>
. Your location is
not revealed in message pages. If a player is set Haven,
you cannot page them, and they will not be notified that you tried. You
will instead be told, `That player does not wish to be disturbed.'
(Note: Most systems use a user-created program with a global
page
action, which takes the place of the built-in
page
command, and has more features.) [top]
@SET
@set <object> = [!] <flag> -or-
@set <object> = <property> : [ <string> ]
-or-
@set <object> = :
@set
does one of three things on TinyMUCK: it can modify
flags, add properties to an object, or remove properties from an
object.
Using the first format, you may set flags, which are: Wizard,
Link_OK, Dark [Debug], Filter, Sticky [SetUID], Jump_OK, Builder
[Bound], Quell, Chown_OK, Havan [HardUID], Abode [Autostart], Vehicle,
Zombie
, or Mucker.
You can also set the Mucker (or
Priority) Level of an object by using 0,
1,
2,
or 3
as the flag name. An optional flag
which may or may not be on a given site is Kill_OK
.
The second format sets <property>
on
<object>
to <string>,
or if
<string>
is not given, removes
<property>.
The third format removes all properties from an object. [top]
@STATS
@stats [<player>]
For mortal players, returns the highest number in the database, which
includes garbage that has been generated with @recycle.
For
Wizards, gives this number as well as a breakdown of each type of
object: rooms, exits, things, programs, players, and garbage. Wizards
may also specify <player> which returns a similar display limited
to the possessions of <player>
. [top]
@TELEPORT | @TEL
@teleport <arg1> [=<destination>]
Moves <arg1>
to <destination>,
if <destination>
is not given, moves you to
<arg1>.
Wizards may teleport anything to anywhere,
provided it makes sense, and mortals are allowed to do two things:
teleport rooms to change their parent fields, and the may teleport
things to a room they can link to, provided they control either the
thing or its location. [top]
THROW
server: put <object>
user-created: throw <object> to <player>
The server version of throw
is an alias of
drop.
Most MUCKs
have a user-created program
that moves <object>
to <player>,
announcing the move, provided that you are holding
<object>
and that you, <object>,
and <player>
are each configured in such a way as to
allow the throw. [top]