NiM5: Immortal specific helps



Topic: ACTION-DESCR
Keywords: ACTION-DESCR 'IREF ACTION-DESCR'

Syntax:



The action description on an object helps to make objects unique. This
string is displayed at the following times (item types not listed do
not use the action description):

ITEM_LIGHT:
when the light is extinguished, the string is shown to the extinguisher

ITEM_DRINK:
when drunk, the string is shown to the drinker

ITEM_FOOD:
when eaten, the string is shown to the eater

ITEM_PAPER:
stores what is 'written' on the paper

ITEM_WAND,ITEM_STAFF,ITEM_SCROLL,ITEM_POTION,ITEM_FOUNTAIN:
when these magic items are used, the string is shown to the invoker




Example:

See Also:



Topic: ADD()
Keywords: add() sub() div() mult()

Syntax:
add( a, b );
sub( a, b );
div( a, b );
mult( a, b );



The add() function adds the numeric values of two statements.
The mult() function multiplies two numbers.
The div() function divides a by b.
The sub() function subtracts b from a (i believe).



Example:
add(1, 2); returns 3
add(%astr%,3); adds 3 to the value of %astr%

See Also: Functions, Sub(), Div(), Mult()



Topic: ADVANCE
Keywords: ADVANCE

Syntax:



advance [name] [level] [constellation]

- advance player levels

constellation should include a %s in place of character's name



Example:

See Also:



Topic: ALLOW
Keywords: ALLOW

Syntax:



Syntax: allow <address>

This command re-allows a banned address wildcard set.

Example:

> allow *.andrew.cmu.edu

See also: Ban




Example:

See Also:



Topic: ASAVE
Keywords: ASAVE

Syntax:



Syntax:
asave list - saves the area.lst file
asave zone - saves the zone your in
asave changed - saves all changed zones
asave world - saves the world! (db dump)



Example:

See Also:



Topic: ASTAT
Keywords: ASTAT

Syntax:



astat
astat [vnum]

- stat alone shows the area you are in
- stat [vnum] shows an existing area with specified vnum



Example:

See Also:



Topic: AT
Keywords: AT

Syntax:



at [location] [action]

- temporary version of 'goto'



Example:

See Also:



Topic: BAMFIN
Keywords: BAMFIN BAMFOUT

Syntax:



bamfin - set the message players see when you appear using 'goto'
bamfout - set the message players see when you disappear using 'goto'

use your discretion -- nothing silly please



Example:

See Also:



Topic: BAN
Keywords: BAN

Syntax:



Syntax: ban <address>
ban

This command bans users at a particular address from connecting to the
mud. Type ban by itself to see which sites are banned.

Example:

> ban cyh-100.cyert.cmu.edu
> ban *.lm.com

See also: Allow




Example:

See Also:



Topic: BONUSES
Keywords: BONUSES

Syntax:



For objects, bonus modifier locations:

"none"
"strength"
"dexterity"
"intelligence"
"wisdom"
"constitution"
"sex"
"age"
"size"
"ac"
"hit"
"dam"
"saving_throw"



Example:

See Also:



Topic: BUILDING
Keywords: BUILDING

Syntax:



I wrote a series of articles on how-to use the script language,
Then it got deleted.

Type help "how-ferryman" for a travel script example:
Type help "how-areas" for a short treatise on building advanced areas.
Type help "immref" for somewhat old but still useful references to the OLC
Type help "how-effects" for a short treatise on special effects.
Type help "how-actors" for clues on how-to organize / balance actor traits.
Type help "how-objects" for information on advanced object forms.



Example:

See Also:



Topic: CAT()
Keywords: CAT()

Syntax:
cat( astr, bstr );



The cat() function allows a scripter to concatenate two strings,
interpret 1 or 2 variables with concatenation, or "dereference" one
variable.



Example:
cat( %astr% ) --> returns value of %astr%
cat( %astr%, %bstr% ) --> returns value of %astr%%bstr% (aaabbb)
cat( {five }, %bstr% ) --> returns value of "five bbb"
cat( a, b ) --> returns ab

See Also: Functions



Topic: CODE-WITHIN-CODE
Keywords: CODE-WITHIN-CODE

Syntax:



%astr% { some code };
if ( this_expression, %astr%, %bstr% );

Code like this can be used to generate scripts on the fly, and is
totally useful for creating complex algorithms. Just make sure to
keep within the constraints of the language, which is 7 layers of
function calls (if(if())etc) and unlimited "curlie" layers {{{}}},
but usually a golden mean of 2-3 or 3-4.

Keep in mind I haven't found a use for this feature yet, so consider
it an "advanced" scripting topic / challenge.



Example:

See Also: SCRIPT_LANGUAGE, Curlies



Topic: CR-BALANCE
Keywords: CR-BALANCE

Syntax:



One of the biggest problems with some muds is balance between characters,
objects and actors. Most of the time, this is the case only with older,
more tested muds. But even the old greats don't have it completely down.
It should be a challenge to the character, yet not too frustrating.

Attaining this balance will take a lot of adjustment to the mud in general.
For one, objects, actors and such, when generated, usually end up being
very balanced. Since certain objects, we understand, can be different
and more/less powerful, we've allowed it so only certain aspects are
generated. This way builders have the option to make things powerful.

BUT, with power there must also be price, so don't create 'THE ULTIMATE AXE'
and let it sit out in the open! This would be catastrophic! Also, don't
make items too common that are really good. Having a mithril set of armor
for all characters doesn't cut it. Most objects shouldn't have any special
properties.

And there should not be a 'run to this' 'lets get that' 'I need this'
atmosphere.

Try to keep powerful objects on powerful actors, and let the weaker, more common
objects saturate the mud all you want.

USE COMMON ITEMS FROM THE MAIN DATABASE AREAS WHENEVER POSSIBLE.




Example:

See Also:



Topic: CR-GENERAL
Keywords: CR-GENERAL

Syntax:



Don't build things you don't think will fit into the genre. Don't assume
you can create something unusual, its best to ask Locke. In fact, it is
best to go over the entire genre with Locke and the other builders before
you continue to develop an area. Make sure to keep things in theme, and
do NOT make surrealistic stuff like the ridiculous stock Merc areas are.
(No smurf village, nothing like the Galaxy area, and PLEASE NO MATRIX.)

Make lots of colorful and varied objects, actors and rooms. Don't try
to make your areas look, shall we say, static. Make them appear as
though they are part of a larger, more encroaching ecosystem.




Example:

See Also:



Topic: CR-GUIDE
Keywords: CR-GUIDE

Syntax:



No money more than you think someone would have in a poor, shattered
society. No money on animals, no money on children, no money on
peasants, no money on creatures or weaker actors. No money on things
that are mass-produced (ie. loaded 30 times with 5 copper each).

No affects on items! When I survey your area I will DELETE all affects
on items I see unless I have previously approved the addition of them.

No magical wands/staffs/fountains/pills unless pre-approved! Gems
are allowed, but must also be rare, 1/100th the rarity of money ATLEAST.

If you can use pre-created items, DO SO (from the Actor/Object Library).

Make them realistically difficult, take use of the 'attack' command.
Do not make superactors!
Petition if you want a script written that does something.

NO-NOs for Rooms:

Do not make time dependant descriptions. (you can for torchlight tho,
if the room is dark)
Do not assume someone came from a certain location to get into the room.
Capitalize room descriptions like book titles. (The Room of Inviting Death)
Do not make death-traps!
Check your own spelling and grammar!
QUALITY NOT QUANTITY.




Example:

See Also:



Topic: CR-MOBILES
Keywords: CR-MOBILES

Syntax:



Actors should have personality. Make sure to use spec-procedures, act bits,
affects and such to create the actor JUST the way you think it should be.
If you are creating a village or town setting, make sure the actor has a name,
or if you prefer, atleast a occupation. Generic 'a citizen' get boring after
a while and the game becomes boring. Name only shopkeepers and proprieters
this way, but keep generic names for actors in the open.

Do not make practitioners or trainers.



Example:

See Also:



Topic: CR-PROPS
Keywords: CR-PROPS

Syntax:



When you build an object, make sure to set ALL the information on it before
moving on. Many times has it been seen that a large database of objects all
have weight 0 or cost 0. Take time to make your objects good and detailed.
Also, before you create an object, please use ofind to see if a similar
object doesn't already exist. If 10 people make a suit of plate that are
all similar, this wastes memory, disk space and time.

When making objects, try to keep them balanced. The safest thing is to
leave most of the values blank and let the database generate all the stats.
But if you must change certain aspects of objects, do so with consideration
that no single object should make the game easier than another object of
the same type.

Do not use object affects.

When making lists make absolute sure that 1) all the objects in the list
exist, and 2) the value0 number corresponds correctly to the number of
object vnums listed. While neither of these things could crash the mud,
it will load your list instead of the desired object(s).




Example:

See Also:



Topic: CR-RANK
Keywords: CR-RANK

Syntax:



In the current area set up there are 9 levels of security:

1 - Implementors/Coders and the like
2 - Area maintenance people

And 7 lower levels of building. Most of you will never attain higher than
level 8. Most won't even go beyond level 9, but we feel that if you want
to become more involved in building than just making areas, you can
certainly ask, just don't be surprised when we say no.




Example:

See Also:



Topic: CR-REVIEW
Keywords: CR-REVIEW 'IREF CR-REVIEW'

Syntax:



When you finish, or near finishing, your area, two things occur before
your area is connected to the world.

1) A building manager reviews your work.
2) You listen to the review and make the necessary changes, and resubmit
you area for the manager(s) to review again.

If you get the area to a refined point where you don't have to make many
changes, the area will then be entered into the world when the manager(s)
see fit. At any time your area may be modified by the managers with
or without notice, and the area is the sole property of the mud, but will
never be released for public consumption without your approval.




Example:

See Also:



Topic: CR-ROOMS
Keywords: CR-ROOMS

Syntax:



When you design a room, make sure to use the rooms to develop and expound
upon the already existing plot line. Have the areas interweave into each
other, to help dissolve the truth that the areas are seperated, and to help
add to the role playing environment. (make sure to read HELP ROLEPLAY).
Also, rooms should have descriptions that are AT LEAST 3 full lines, and
the titles of rooms should be capitalized using the same rules that apply
to book titles.

Keep your flags and sectors straight also, and good luck!

Do not incorrectly loop exits. Example: west then east does not get you
back to where you started.




Example:

See Also:



Topic: CREATION-RULES
Keywords: CREATION-RULES 'IREF CREATION RULES' 'CREATION RULES'

Syntax:



Read each of the following topics CAREFULLY (help <topic>).

CR-PROPS - rules on objects
CR-MOBILES - rules on actors
CR-ROOMS - rules on rooms/areas/mazes etc
CR-GENERAL - generic rules for all seasons
CR-BALANCE - rules on balance in general
CR-RANK - rules on being premoted/demoted

CR-GUIDE - required guidelines MUST READ!!

CR-REVIEW - info on how you area gets accepted




Example:

See Also:



Topic: CURLIES
Keywords: CURLIES

Syntax:



Curlie braces are the biggest annoyance / feature of the language.
The script interpreter is a very picky interpreter, though it will
execute code that does not work, crashes the mud, causes nothing to
happen, causes bad things to happen, so watch out when working on
scripts.

What's a curlie? { and }
What are they good for? Telling the interpreter what to interpret and
what not to. The curly braces create 1 level of interpretation.

It is suggested you keep the scripts you write limited to 6 or 7 layers
of interpretation. The general rule of thumb is to keep lines simple
and execution simple. Try to break up routines across multiple scripts
or try writing non-working functions in a different way. Many things
CAN be done with the language, but they may not turn out as you expect
when dealing with the method of implementation.

I've noticed the language appears to work one way, but in reality
functions on a much simpler and sometimes "kludgy" level that requires
an understanding of not only its syntax but its interpreter's structure
of breaking down the source.

When you use a curlie, it stops the interpreter from scanning through
a section of code, changing variables to their values, and executing
functions. You will need them most often in conditionals, which you
MAY want to "interpret" variables, or you MAY NOT. Usually, especially
when using GOTO() you will want to coincide these calls with curlies,
otherwise the function GOTO() will be interpreted before the conditional,
changing the way the code functions in an unpredictable manner.

You may also want to generate scripts that generate code and store
that code in variables. This is a very dynamic and recursive method
of generating scripts, and basically, provides the power of customizing
scripts through the use of interpreted variables.

What does this mean?

It means you can take two pieces of code stored in variables and
manipulate them (add them together, remove sections, replace sections)
within the interpreted language. For more on this, see Code-Within-Code.

Curlie facts:
Curlies are stripped after 1 level of interpretation, so to double-curly
something locks it in place for the duration of a call. This is how
code can be stored in variables, etc.
Curlies forgo the interpreter from reading their contents, so it is a
good way to pass variable names or to protect data from being read by
the interpreter and changed at the wrong time.
Curlies stop the interpreter from evaluating functions and/or code
contained within them until a secondary call is made. This is important
for functions that contain code statements, such as if() conditionals,
and may make or break a function.



Example:

See Also: Code-Within-Code



Topic: DENY
Keywords: DENY

Syntax:



deny [name]

- deny a player

disallows a player from logging into the mud, this is perminant
unless you enter the player's file




Example:

See Also:



Topic: DESCRIPTIONS
Keywords: DESCRIPTIONS 'IREF DESCRIPTIONS'

Syntax:



The descriptions on actors and objects can be randomized to add flavor.
Like the prompt command, you can place a $ and then a variable which
represents a replacement.
Ex. a $c object would translate to (when loaded) a blue object
where $c is a random color.

Object variables: Actor variables:
$c - random color
$l - random cloth
$C - random fine color
$f - random fur




Example:

See Also:



Topic: DISCON
Keywords: DISCON

Syntax:



discon [name]

- disconnect a player



Example:

See Also:



Topic: ECHO
Keywords: ECHO

Syntax:



echo [message]

- echo a message to the entire mud



Example:

See Also:



Topic: EVENTS
Keywords: EVENTS

Syntax:



NiMUD uses an event queue which orders special actions and is basically
a scheduler for code to be delayed. The idea is that when you cast a
spell, or the player triggers some script, the script can delay itself
or spawn delayed secondary "child" processes. It's used mainly for
the magic system, but may prove to be useful for other time-based
applications.

Spells, when cast, are placed into an event queue for instance, which
sets up some interval on which the game is running. Users with
events in the queue are forced to remain connected. **

The immortal command 'events' displays the world-wide-queue.



Example:

See Also:



Topic: FORCE
Keywords: FORCE

Syntax:



force [name] [action]

- force a player or actor to do a command



Example:

See Also:



Topic: FREEZE
Keywords: FREEZE

Syntax:



freeze [name]

- freeze a player (no commands)
repeat to toggle



Example:

See Also:



Topic: GLOBAL
Keywords: GLOBAL

Syntax:



Syntax: global <message>

This sends a global message to all descriptors -- logged in and not.

See also: Echo, REcho, System




Example:

See Also:



Topic: GOTO
Keywords: GOTO

Syntax:



goto [location]

- transfer yourself to a player/room/actor/object



Example:

See Also:



Topic: HEDIT
Keywords: HEDIT

Syntax:



The Help-Editor, to add and modify existing documentation files.

Created by Krayy, installed by Locke.

hedit create <keyword>

Once in, you may change these fields:
Class (see heditor for details, 0-10)
Level (help level, 0 mortal, 5+ immortal)
Keywords (list of help <keywords>, use '' for multiple words)
Syntax (for commands)
Text <- enter text editor
Immtext <- enter immortal-only text
Example <- for commands
Seealso (references)

To save the helps, type 'asave helps'



Example:

See Also: Oedit, Medit, Sedit, Spedit and Redit



Topic: HEDIT_CLASSES
Keywords: 'HEDIT CLASSES'

Syntax:






Example:

See Also:



Topic: HOLYLIGHT
Keywords: HOLYLIGHT

Syntax:



holylight

- toggles the setting, see also "set"
see in the dark/invis/magic auras etc



Example:

See Also:



Topic: HOW-OBJECTS
Keywords: HOW-OBJECTS

Syntax:



To create objects, use "oedit create <vnum>" in a zone you have
access to build.

Object values can be set using flags found in "table bits" -- you do
this when in the object editor by typing "v1 <flag or number>"

Use "ob <vnum>" to reference existing objects to use for guidance,
or visit "help iref" for more information on individual editors.

Add bonuses to objects with "bonus" command. Or type the keyword
of the field to modify in the object table.

See additional documentation for more information on creating
interactive objects, or to get a feel for other features of the
object editor.

Exit the editor by typing "done" - type "show" to view the object
you are editing.

Once an object is created, you may "oload <vnum>" to examine it; please
check it for errors and try interacting with it.

When it is prepared, use the "reset" command to add it to your zone.



Example:

See Also: Resets, Obj-Valflags, Iref, Iref Affect (for bonuses)



Topic: IMMREF
Keywords: IMMREF IREF

Syntax:



The Immortal Reference - Table of Contents

EXTRA-FLAGS These sections have to do with the intricate workings of
ACT-BITS the mud as well as the individual structures that exist
AFFECT-BITS while building. A short tutorial is available, check the
WEAR-BITS topic BUILDING-TUTORIAL. Please don't hesitate to ask
OBJ-TYPES other builders for help! Make sure to read CREATION-RULES!
OBJ-VALUES
SHOPS
ROOM-FLAGS ZEDIT SPEC-PROCS
WEAPONS PEDIT WEAR-LOC
OBJ-VALFLAGS SEDIT SECTORS-2
LIQUIDS MEDIT SCRIPTS
SKILL-SLOTS SECTORS TABLES
LISTS SIZES
DESCRIPTIONS CREATION-RULES
ACTION-DESCR MOB-STATS

The Immortal Reference was last updated on 11/02/95.




Example:

See Also:



Topic: IMMTALK
Keywords: IMMTALK

Syntax:



immtalk [message]
quick key is ]

- talk to immort channel
type alone to toggle channel



Example:

See Also:



Topic: INVIS
Keywords: INVIS

Syntax:



invis
invis [level]

- turn wizinvis on so players / lower level immorts cant see you



Example:

See Also:



Topic: IREF_ACT-BITS
Keywords: 'IREF ACT-BITS' ACT-BITS 'ACT BITS' 'IREF ACT BITS'

Syntax:



Keyword Number Descr
npc 1 should always be set on actors (forced-set w/ mvnum)
sentinel 2 Actor does not wander
scavenger 4 Actor randomly picks up objects
aggressive 32 Actor will attack PCs on sight
stay_area 64 Actor will not leave area
wimpy 128 Actor will flee if hurt and aggress only sleepers
pet 256 Set on pets (see IREF PET-SHOPS)
trainer 512 Actor will train PCs
practitioner 1024 Actor will teach PCs
fight_scr 2048 Actor executes pre-defined Script while fighting
track_scr 4096 Actor Script commands are echoed in Notify Script
halted 8192 Actor's Script is halted
trackable 16384 Currently Unused




Example:

See Also:



Topic: IREF_AFFECT-BITS
Keywords: 'IREF AFFECT-BITS' AFFECT-BITS 'AFFECT BITS' 'IREF AFFECT BITS'

Syntax:



Keyword Number Descr
blind 1 Actor cannot see
invisible 2 Actor is invisible
detect-evil 4 Pointless on actor
detect-invis 8 Actor can see invis
detect-magic 16 Pointless on actor
detect-hidden 32 Actor can see hidden
hold 64 Currently unused
sanctuary 128 Actor is sanct (White Aura)
faerie-fire 256 Actor has (Pink Aura) and is easier to hit
infrared 512 Actor can sense heat in dark rooms (see in dark)
curse 1024 Pointless on actor
flaming 2048 Currently unused
poison 4096 Actor will periodically shiv and suff and lose hp
protect 8192 Actor has (Blue Shield) (but pointless on actor)
paralysis 16384 Currently unused
sleep 32768 Actor wont wake unless attacked
sneak 65536 Cannot see Actor when it moves
hide 1310724 Actor is (Hidden)
charm 262144 Actor is (Charmed)
flying 524288 Actor is flying (can walk on water)
pass-door 1048576 Actor can walk through doors (Translucent)
free-action 2097152 Actor is uneffected by trip (pointless on actor)
breathing Actor can breath water




Example:

See Also:



Topic: IREF_EXTRA-FLAGS
Keywords: 'IREF EXTRA-FLAGS' EXTRA-FLAGS 'EXTRA FLAGS' 'IREF EXTRA FLAGS'

Syntax:



Keyword Number Descr
glow 1 (Glowing) appears next to item name
hum 2 (Humming) appears next to item name
dark 4 Currently unused
lock 8 Currently unused
evil 16 (Red Aura) appears next to name (w/ detect evil)
invis 32 Invisible by default
magic 64 (Magical) appears next to name (w/ detect magic)
nodrop 128 Player cannot drop this item
bless 256 Currently unused
anti-good 512 Players get zapped if they are aligned w/ good
anti-evil 1024 Players get zapped if they are aligned w/ evil
anti-neutral 2048 Neutral players get zapped
noremove 4096 Item cannot be removed from equiptment
inventory 8192 Item is a store object ( should never be set ! )
nosave 16384 Item will not save when a char does a save or quit
burning 32768 Currently unused




Example:

See Also:



Topic: IREF_MEDIT
Keywords: 'IREF MEDIT' MEDIT

Syntax:



MEDIT alone enters the MOBILE editor.

The following commands are available from within the PEDITOR:

show - hitting return, or 'show' shows the actor stats
done - exits the actor editor and returns to normal play
timer <# of ticks> - sets the timed age of an actor (automated self-destruct)
name <keywords> - sets the keywords on an actor
short <desc> - sets the 'name' of an actor (a sword, a fish etc)
long - edit long description (the one in the room)
descr - edit the actor's description (when looked at)
shop - type this command for further information
create <vnum> - creates actor with specified vnum
male/female/neuter - set the actor's sex
level <level> - set the actor's level
alignment <value> - set the actor's alignment
gold <amount> - set the amount of gold loaded on a actor (use sparingly)
proc <vnum> - to add a proc

You may also type the name of the act bits to toggle (see IREF ACT-BITS), or
you can type the name of the affect you want the actor to have (see the help on
IREF AFFECT-BITS) AND you can also type the name of the spec function you
want (see IREF SPEC-PROCS).
You can also type sizes (see SIZES).


Recently added commands:
attrib <number> - sets the whole attributes board
proc kill - clears a actor's procs
attack <#> <l> <h> <type> - sets a special attack
spelladd <name>
spells
skill <skill> <percentage>
skills



Example:

See Also:



Topic: IREF_OBJ-TYPES
Keywords: 'IREF OBJ-TYPES' OBJ-TYPES 'OBJ TYPES' 'IREF OBJ TYPES'

Syntax:



Keyword Number Descr
light 1 used as lightsource
scroll 2 can be recited
wand 3 can be zapped
staff 4 can be brandished
weapon 5 can be use in combat (must be wielded)
ranged 6 can be fired
ammo 7 required for ranged
treasure 8 Can be sold as a worthless item and is not trash
armor 9 Protection (must be worn somewhere)
potion 10 can be quaffed
book 11 Currently unused
tool 12 varying
furniture 13 'exits' (rest not yet implemented)
trash 15 Default item type if given bad keyword (mvnum)
container 17 Can hold items
drink 18 Can hold liquid
key 19 No special qualities
food 20 Can be eaten
money 22 duh
vehicle 23 Instead of boat (allows movement)
npc 24 npc corpse
pc 25 pc corpse
fountain 26 can be drunk from
pill 27 can be eaten but is magical
list 28 see IREF LISTS
board 29 public/private notes




Example:

See Also:



Topic: IREF_OBJ-VALFLAGS
Keywords: 'IREF OBJ-VALFLAGS' OBJ-VALFLAGS 'OBJ VALFLAGS' 'IREF OBJ VALFLAGS'

Syntax:



Container bits (value 1): Light bits (value 3):
1 = open/closable 1 = lit
2 = pickproof 2 = fillable
4 = closed (on load)
8 = locked (on load)

Furnature bits (value 0): Tool bits (value 0):
1 = can be sat on 1 = tinderbox
2 = can be slept on 2 = lock picks
4 = is an exit




Example:

See Also:



Topic: IREF_OBJ-VALUES
Keywords: 'IREF OBJ-VALUES' OBJ-VALUES 'OBJ VALUES' 'IREF OBJ VALUES'

Syntax:



* Object values.

Item Type Value[0] Value[1] Value[2] Value[3]
------------------------------------------------------------------------------
ITEM_TRASH
ITEM_LIGHT Current Light Max Light(-1) Light flags
ITEM_SCROLL Spell Level Spell SN Spell SN Spell SN
ITEM_WAND Spell Level Min Charge Max Charge Spell SN
ITEM_STAFF Spell Level Min Charge Max Charge Spell SN
ITEM_WEAPON Poison (b) Min Damage Max Damage Weap Type
ITEM_RANGED_WEAPON Ammo Type Min Damage Max Damage Ranged Type
ITEM_AMMO Ammo Type Bonus to Dam Spell Level Spell SN
ITEM_TREASURE
ITEM_ARMOR Armor Bonus Current Damage Max Damage Size
ITEM_POTION Spell Level Spell SN Spell SN Spell SN
ITEM_BOOK
ITEM_FURNITURE Capacity Furniture Flags Key (vnum) Room (vnum)
ITEM_CLOTHING Size
ITEM_PAPER
ITEM_CONTAINER Maximum Weight Container Flags Key (vnum)
ITEM_THROWN Spell Level Spell SN Spell SN Spell SN
ITEM_DRINK_CON Capacity Current Volume Liquid Type Poison (b)
ITEM_KEY
ITEM_FOOD Ticks of Food Poison (b)
ITEM_MONEY Amount Type Set
ITEM_GEM Mana Flags Current Mana Max Mana
ITEM_VEHICLE Sector Pass Sector Pass Sector Pass Sector Pass
ITEM_CORPSE_NPC Actor's Race
ITEM_CORPSE_PC
ITEM_FOUNTAIN Spell Level Spell SN Spell SN Spell SN
ITEM_PILL Spell Level Spell SN Spell SN Spell SN
ITEM_TOOL Tool Flags Number of uses Max uses
ITEM_LIST Number of vnums
ITEM_BOARD Board Index
ITEM_COMPONENT Component Type
ITEM_GOODS Goods Type
ITEM_JEWELRY

NOTE: Read HELP OBJ-VALFLAGS for flags on certain objects (lights, tools etc)




Example:

See Also:



Topic: IREF_PEDIT
Keywords: 'IREF PEDIT' PEDIT

Syntax:



PEDIT alone enters the PROP editor.

The following commands are available from within the PEDITOR:

show - hitting return, or 'show' shows the object stats
done - exits the object editor and returns to normal play
timer <# of ticks> - sets the timed age of an object (automated self-destruct)
name <keywords> - sets the keywords on an object
short <desc> - sets the 'name' of an object (a sword, a fish etc)
plural <new plural> - sets the new plural of an object
long - sets long description (the one in the room)
plurallong - sets pluralized version of long (not always needed)
action - sets the action descriptoin (see ACTION-DESCR)
desc - sets the object's main description
value1 <num|flag> - sets the value '1' on the object (also abbrev.d to 'v0')
value2 <num|flag> - sets the value '2' on the object (also abbrev.d to 'v1')
value3 <num|flag> - sets the value '3' on the object (also abbrev.d to 'v2')
value4 <num|flag> - sets the value '4' on the object (also abbrev.d to 'v3')
weight <stones> - sets the weight of the object
cost <gold> - sets the gold value of the object
create <vnum> - creates object with specified vnum
ed - type this for info on adding/editing extended descripts

You may also type the name of the object type (see IREF OBJ-TYPES) or
you can type the name of the extra bit you want to toggle (IREF EXTRA-FLAGS).
You can also type sizes (see SIZES).
You should also be aware of typing "HELP OBJ-VALFLAGS" which outline various
flags for certain values. Using the tables command, you can view the names
of these flags, and then use them when setting values.

Ie: for furniture: typing "value2 sleep" toggles the sleep bit.



Example:

See Also:



Topic: IREF_PET-SHOPS
Keywords: 'IREF PET-SHOPS' PET-SHOPS

Syntax:



Here is how you create a pet shop:

Example:

Vnum 304 is a pet shop (must have the PET_SHOP room flag)
Vnum 3032 is the pet shop storage room (has all the actors)

Each actor to be sold must be loaded into the storage room (3032)
with resets and the actors must have the act bit 'pet' set to them.

A good way to have the actors loaded is through room resets.

Please don't make any of these before you clear it with Locke.




Example:

See Also:



Topic: IREF_ROOM-FLAGS
Keywords: 'IREF ROOM-FLAGS' ROOM-FLAGS 'ROOM FLAGS' 'IREF ROOM FLAGS'

Syntax:



Keyword Number Descr
dark 1 room requires a light to see anything
no_actors 4 no actors will enter the room
indoors 8 cannot see weather
private 512 2 people only
safe 1024 no fights
solitary 2048 1 person only
pet_shop 4096 makes room a pet shop (see IREF PET-SHOPS)
no_recall 8192 cannot recall from this room




Example:

See Also:



Topic: IREF_SECTORS
Keywords: 'IREF SECTORS' SECTORS

Syntax:



Keyword Descr
inside always lit
city same movement as inside except weather effects it
field when moon is lit this sector is lit
forest dark when sky is not cloudless
hills slow moving
mountain requires grapple
swim uses 'swimming' skill
noswim requires boat
underwater requires water breathing/vehicle
air requires flying/vehicle
desert
icelands
climb requires 'climb' skill

Room sectors (NOTE: room flag DARK overrides always-lit sectors).

Items fall in these sectors: swim, noswim, air, ladder, underwater*
* - items wont fall if down exit doesnt exist in underwater



Example:

See Also:



Topic: IREF_SKILL-SLOTS
Keywords: 'IREF SKILL-SLOTS' SKILL-SLOTS 'SKILL SLOTS' 'IREF SKILL SLOTS'

Syntax:



Use the command SLOOKUP (slot lookup) use this to figure out value,
online builders please use the SN not the SLOT, thanks.




Example:

See Also:



Topic: IREF_SPEC-PROCS
Keywords: 'IREF SPEC-PROCS' 'SPEC PROCS' 'IREF SPEC PROCS' SPEC-PROCS

Syntax:



Special procedures are hard-coded 'script' that allow actors to attain certain
properties/intelligence et cetera.

Spec name Description
breath_any can use any breath on players
breath_acid breaths acid on players - dissolving items sometimes
breath_fire breaths fire on players - melting some items sometimes
breath_frost breaths frost on players - cracking some items sometimes
breath_gas breaths gas on players
breath_lightning breaths lightning on players (strange concept..)
cast_adept casts 'helpful healing' spells
cast_cleric casts damaging spells during combat
cast_judge strange combat magic here
cast_mage casts fireball and other mage spells
cast_undead gates things in
executioner creates guards during combat, attacks thieves/killers
fido eats corpses
guard attacks thieves/killers
janitor picks up trash, sometimes eats it / drinks it etc.
mayor no longer needed - will produce strange effects, DONT USE
poison bites players in combat, causing poison
thief steals money from players

CAUTION: Not all work correctly. Ask before using.



Example:

See Also:



Topic: IREF_WEAR-BITS
Keywords: 'IREF WEAR-BITS' WEAR-BITS 'WEAR BITS' 'IREF WEAR BITS'

Syntax:



Keyword Number Descr
take 1 Item can be taken (get <obj>)
finger 2 Item can be worn on a finger
neck 4 Item can be worn on the neck
body 8 Item can be worn on body
head 16 Item can be worn on head
legs 32 Item can be worn on legs
feet 64 Item can be worn on feet
hands 128 Item can be worn on the hands
arms 256 Item can be worn on arms
shield 512 Item can be used as a shield
about 1024 Item can be worn about the body
waist 2048 Item can be worn around waist
wrist 4096 Item can be worn on a wrist
hold 16384 Item can be held
belt 32768 Item can be sheathed
shoulder Item can be slung over shoulder
ankle Item can be worn around ankle
ear Item can be worn as an earring
shirt Item can be worn as shirt
stockings Item can be worn as stockings
face Item can be worn as faceplate or mask
back Item can be strapped to back
loins Item can be worn as loincloth
forehead Item can be worn tied around forehead
nose Item can be worn as nose ring
pants Item can be worn as pants
two-handed Item is two handed (requires 2 hands to hold)




Example:

See Also:



Topic: LIQUIDS
Keywords: LIQUIDS 'IREF LIQUIDS'

Syntax:



liquid name color alcohol food drink (values)
0 water "clear" 0 1 10
1 beer "amber" 1 1 5
2 wine "rose" 1 0 5
3 ale "brown" 2 1 5
4 brandy "dark" 5 0 5
5 whisky "golden" 6 0 4
6 whapple juice "golden" 10 0 0
7 vodka "clear" 3 0 3
8 salt water "clear" 0 1 -2
9 milk "white" 0 3 6
10 coffee "black" -1 0 6
11 tea "tan" 0 0 6
12 blood "red" 0 2 -1
13 unblood "green" 0 -5 -2
14 lemonade "pink" 0 0 8
15 cola "cherry" 0 0 5




Example:

See Also:



Topic: LISTS
Keywords: LISTS 'IREF LISTS'

Syntax:



Lists are special objects that do not load. When a list object is sent to
the internal procedure create_object(), the long description of the object
is scanned through and a vnum from the list is selected at random. the
list object itself is only loaded when the vnum on value0 is not correctly
set to the number of vnums in the list.

read CREATION-RULES for the rules on creating lists PLEASE

example:
obj->name = "list bread"
obj->short_descr = "a list of breads"
obj->long = "30 32 123 43 65 93" (assuming objects exist)
obj->value[0] = 6




Example:

See Also:



Topic: LOG
Keywords: LOG

Syntax:



log [name]

- log a player's actions
repeat command to toggle



Example:

See Also:



Topic: MEMORY
Keywords: MEMORY

Syntax:



memory

- get memory information



Example:

See Also:



Topic: MFIND
Keywords: MFIND

Syntax:



mfind [vnum]

- find a actor in the database



Example:

See Also:



Topic: MOB-STATS
Keywords: MOB-STATS

Syntax:



Attribute bonus tables.

Strength Intelligence Wisdom Dexterity Constitution

+Hit +Dam Crr Wei Skill DB SLv DB To-Hit-% Hitp Res Shock
0 -5, -4, 0, 0 0, 72 0, 48 60 -80, 20, 20
1 -5, -4, 3, 1 0, 60 0, 36 50 -70, 25, 25
-3, -2, 3, 2 0, 48 0, 24 50 -60, 30, 30
3 -3, -1, 10, 3 0, 36 0, 12 40 -50, 35, 35
-2, -1, 25, 4 0, 36 0, 12 30 -40, 40, 40
5 -2, -1, 55, 5 1, 24 1, 6 20 -30, 45, 45
-1, 0, 80, 6 1, 24 1, 6 10 -30, 50, 50
-1, 0, 90, 7 2, 12 2, 6 0 -20, 55, 55
0, 0, 100, 8 3, 12 3, 6 0 -20, 60, 60
0, 0, 100, 9 4, 6 4, 3 0 -10, 65, 65
10 0, 0, 115, 10 5, 0 5, 0 0 -10, 70, 70
0, 0, 115, 11 6, 0 6, 0 0 - 5, 75, 75
0, 0, 140, 12 7, 0 7, 0 0 0, 80, 80
13 0, 0, 140, 13 8, 0 8, 0 0 5, 85, 85
0, 1, 170, 14 9, 0 9, 0 0 10, 88, 88
15 1, 1, 170, 15 10, 0 10, 0 - 10 10, 90, 90
1, 2, 195, 16 11, -6 11, -3 - 15 20, 95, 95
2, 3, 220, 22 12, -6 12, -3 - 20 20, 97, 97
18 2, 4, 250, 25 15, -12 15, -6 - 30 30, 99, 99
3, 5, 400, 30 17, -12 17, -6 - 40 30, 99, 99
20 3, 6, 500, 35 20, -12 20, -6 - 50 40, 99, 99
4, 7, 600, 40 23, -12 23, -6 - 60 50, 99, 99
5, 7, 700, 45 26, -12 26, -6 - 75 60, 99, 99
6, 8, 800, 50 30, -24 30, -12 - 90 70, 99, 99
8, 10, 900, 55 35, -48 35, -24 -105 80, 99, 99
25 10, 12, 999, 60 40, -72 40, -36 -120 90, 99, 99



Example:

See Also:



Topic: MSET
Keywords: MSET

Syntax:



Syntax: mset <victim> <field> <value>

Allows you to modify an existing actor or player within the game.

Field being one of:
sex class race
hp move timer
master practice
act affect name
short long description

For Players Only:
str int wis
dex con security
race size thirst
drunk full keywords
constellation

See also: Sset, Oset




Example:

See Also:



Topic: NOEMOTE
Keywords: NOEMOTE

Syntax:



noemote [name]

- take away a player's emote privledge (toggles ANTISOCIAL)



Example:

See Also:



Topic: NOTIFY
Keywords: NOTIFY

Syntax:



notify [option]
- toggles your immortal notification options
type alone to see your options
use "set notify" to activate



Example:

See Also:



Topic: OFIND
Keywords: OFIND

Syntax:



ofind [vnum]

- find an object in the database



Example:

See Also:



Topic: OLOAD
Keywords: OLOAD MLOAD

Syntax:



oload [object vnum]
mload [actor vnum]

oload - load an object
mload - load a actor




Example:

See Also:



Topic: OSET
Keywords: OSET

Syntax:



Syntax: oset <object> <field> <value>

Allows you to modify objects that are placed into the game.

Field being one of:
value1, 2, 3, 4
extra wear level weight
cost type timer size
name short long

See also: Mset, Sset




Example:

See Also:



Topic: OTHER_IMMORTAL_COMMANDS
Keywords: 'OTHER IMMORTAL COMMANDS'

Syntax:



at [ 8] echo [ 8] return [ 8] snoop [ 8] switch [ 8]
comlist [ 8] sedit [ 7] bounty [ 7] peace [ 7] recho [ 7]
system [ 7] cload [ 7] resets [ 5] redit [ 5] oedit [ 5]
medit [ 5] actor [ 5] object [ 5] room [ 5] mload [ 5]
oload [ 5] stat [ 5] astat [ 5] asave [ 5] rfind [ 5]
ofind [ 5] mfind [ 5] pfind [ 5] purge [ 5] slookup [ 5]
areas [ 5] script [ 5] tables [ 5] memory [ 5] users [ 4]
restore [ 4] transfer [ 4] wizify [ 4] bamfin [ 4] bamfout [ 4]
goto [ 4] holylight [ 4] invis [ 4] notify [ 4] immtalk [ 3]
] [ 3] wizhelp [ 3] where [ 3]




Example:

See Also:



Topic: PARDON
Keywords: PARDON

Syntax:



pardon [name] [value]

- modify a player's bounty



Example:

See Also:



Topic: PEACE
Keywords: PEACE

Syntax:



peace

- stop all combat in the room



Example:

See Also:



Topic: POINTERS
Keywords: POINTERS

Syntax:



Some variables return pointers (such as the default %actor% variable)
and not strings. These variables are dereferenced by the interpreter
as "1" for not null and "0" for null. Due to the dynamic nature of the
server environment, interpreted scripts using pointers coinciding with
wait states (using wait() or autowait functions) is highly discouraged.

These "pointers" are tagged as either Objects, Rooms or Actors, which
includes players, and may include objects, actors or players that
have left the game, been purged or have "died" without notifying a
script of this state change. Because of this, the feature is
diminished.

When you stat a actor, object or room that has a running script, a
list of variables states their values, and also their reference type
using str for string, actor for actor, obj for object and room for room.



Example:

See Also:



Topic: PURGE
Keywords: PURGE

Syntax:



purge [object/actor]

- purge alone purges the room's contents
- purge [object/actor] purges a specific item or actor



Example:

See Also:



Topic: REBOOT
Keywords: REBOOT

Syntax:



reboot [minutes]

- reboot the mud
or set the reboot time (if you supply minutes)



Example:

See Also:



Topic: RECHO
Keywords: RECHO

Syntax:



recho

- "echo" message to just the room



Example:

See Also:



Topic: REMAINING_COMMANDS
Keywords: 'REMAINING COMMANDS'

Syntax:



flee rescue retreat
peek hide hitch learn practice
steal track
train unhitch enter leave



Example:

See Also:



Topic: RESETS
Keywords: RESETS RESET

Syntax:



Syntax: RESET <number> OBJ <vnum> <location> [chance] [num to load]
RESET <number> MOB <vnum> [<max #> <chance> <num to load>]
RESET <number> DELETE

FOR PROPS
where location is one of "HELP WEAR-LOC" or "room" or "in"/"on"



Example:

See Also:



Topic: RESTORE
Keywords: RESTORE

Syntax:



restore [name]

- restore the stats of a player or actor (heal)



Example:

See Also:



Topic: SCRIPT
Keywords: SCRIPT

Syntax:



script - show the script of a actor (if any)

not yet implemented



Example:

See Also:



Topic: SEDIT
Keywords: SEDIT 'IREF SEDIT'

Syntax:



SEDIT alone enters the ROOM editor.
SEDIT RESET resets the room you are in.
The following commands are available from within the SEDITOR:

show - hitting return, or 'show' shows the room stats
done - exists the room editor and returns to normal play
create <vnum> - creates a room with a certain vnum
name <room title> - changes the room title
ed - type this command for additonal extra-description help
desc - edit description of room

For exits, type the direction (north/s/e/w) followed by:
delete - delete this exit
link <room vnum> - make a two way link
room <room vnum> - make a one way link (use with caution)
key <object vnum> - makes specified object the vnum of the key required
name <door name> - makes the door's name/keywords = to the given name
desc - edit the description of the exit
door - makes exit a door
closed - defaults exit to closed
locked - defaults exit to locked
eat_key - makes exit eat keys after being unlocked
pickproof - lockpicks/pick command dont work on this door
secret - note shown when bumped/exits list

Ex: east delete
east link 3034
east name oaken door

Remember: you can always type the name of ANY bit relevant to the editor
you are in at any time in the editor. Ex: typing 'indoors' in the Redit
will toggle the indoor flag.
redit reset -- resets the room you are in



Example:

See Also:



Topic: SHELL
Keywords: SHELL

Syntax:



Syntax: shell <command>

This highly dangerous command runs an external shell and executes a given
unix command. Scary.




Example:

See Also:



Topic: SHUTDOWN
Keywords: SHUTDOWN

Syntax:



Syntax: shutdown

This command shuts down the mud without a reboot.

See also: Reboot




Example:

See Also:



Topic: SIZE
Keywords: SIZE SIZES

Syntax:



The size ratings can be found using the "table race" command --
sizes are in "halfspans" (about 6 inches). When an object's size
is set to, say 20, anyone with a size of 16 to 24 can wear that
item. For most purposes, a size rating of 24 is best, since only
two races can wear that one, or a size rating of 16. In the future,
these size ratings might shift their active range from +4 -4 to +2 -2.

It is also of note that a size of 0 means an adjustable object, such
as a looped belt with a buckle or a shoulder strap on a mandolin.
Most objects that aren't normally worn should have a size of 0 (weapons,
etc).




Example:

See Also:



Topic: SLAY
Keywords: SLAY

Syntax:



slay [name]

- kill a player w/o combat (or actor)



Example:

See Also:



Topic: SLOOKUP
Keywords: SLOOKUP

Syntax:



slookup [skill name]

- look up the skillnumber of a particular slot



Example:

See Also:



Topic: SNOOP
Keywords: SNOOP

Syntax:



snoop [player]

- snoop a player's session



Example:

See Also:



Topic: SOCKETS
Keywords: SOCKETS

Syntax:



Syntax: sockets

Shows a list of all loaded players in the game.




Example:

See Also:



Topic: SPEDIT
Keywords: SPEDIT

Syntax:
spedit [name] create
spedit [name] delete
spedit [name] [proc] [group] [mana cost] [level]



Add spells to the master spell table.
Delete spells from the master spell table.
Modify existing spells in the spell table.
Make sure your proc's exist before you enter the spell.

Also, make sure you use a correct group gsn.. these things, if done
incorrectly, may crash the MUD!

spedit [name] [proc-vnum] [group name] [mana cost] [level] [beats] [target] [position]
target #'s - 0 ignor, 1 offense, 2 defense, 3 self, 4 obj_inv



Example:

See Also:



Topic: SSET
Keywords: SSET

Syntax:



Syntax: sset <victim> <skill> <value|max>
sset <victim> all <value|max>

Allows you to bestow characters with skills.

See also: Mset, Oset




Example:

See Also:



Topic: STAT
Keywords: STAT

Syntax:



stat [vnum]
stat [actor/object/player]

- stat [vnum] views a proc (use pfind)
- stat [actor/obj] gives you the status of a created actor or object



Example:

See Also:



Topic: SWITCH
Keywords: SWITCH RETURN

Syntax:



switch [name]

- switch into a actor (use return)

return

- return from being switched



Example:

See Also:



Topic: TERRAIN
Keywords: TERRAIN

Syntax:



Syntax:

terrain list
terrain new
terrain <terrain vnum> <field> <value>

where field is: map, name, winter, summer, fall, winter, sector

Terrain is made up of four descriptions which are copied to rooms when
a player "looks" -- terrain names are copied to room names when generate
is called in an area.

The "map" field sets the corresponding ascii character that refers to the
terrain type when an area of landscape is generated.

The "sector" field is the sector value which the terrain represents,
and the four other strings (winter, summer, fall, spring) are the
corresponding terrain descriptions during each of the four seasons.



Example:

See Also:



Topic: TIP3-
Keywords: TIP3-

Syntax:






Example:

See Also:



Topic: TRANSFER
Keywords: TRANSFER

Syntax:



transfer [player]

- teleport a player/monster



Example:

See Also:



Topic: TRUST
Keywords: TRUST

Syntax:



trust [name] [trust level]

- trust players to higher level

set trust level of player to that of a higher level player



Example:

See Also:



Topic: USERS
Keywords: USERS

Syntax:



users

- show users and sites currently logged on



Example:

See Also:



Topic: WEAR-LOC
Keywords: WEAR-LOC 'IREF WEAR-LOC'

Syntax:



lfinger rfinger neck1 neck2
body head legs feet
hands arms shield about
waist lwrist rwrist floating
belt1 belt2 belt3 belt4
belt5 hold1 hold2 lshoulder
rshoulder lear rear lankle
rankle shirt pants back
nose forehead stockings face
none loin wield1 wield2




Example:

See Also:



Topic: WHERE
Keywords: WHERE

Syntax:



where [who/what]

- find an object/actor/player in the mud



Example:

See Also:



Topic: WIZIFY
Keywords: WIZIFY

Syntax:



wizify [player]

- set a wiz bit so players can log in during wizlock



Example:

See Also:



Topic: WIZLOCK
Keywords: WIZLOCK

Syntax:



wizlock

- lock the mud for immortal/wizified logins only



Example:

See Also:



Topic: ZEDIT
Keywords: ZEDIT 'IREF ZEDIT'

Syntax:



ZEDIT alone enters the AREA editor.

The follow commands are available from within the ZEDITOR:

show - hitting return, or 'show' shows the area stats
done - exits the area editor and returns to normal play
create - create a brand new area and switch to it
name <name> - change the 'AREAS' name of this area
filename <filename> - change the file name for the area (be careful)
age <number> - set the age of the area
repop - set the repop string (shown when a room is reset)
security <rating> - set the security rating for this area
builder <player> - toggle that builder's access
vnum <low> <high> - sets the vnum range
generate - generates a landscape (lvnum-hvnum, see GENERATE)




Example:

See Also:



Topic: ZEDIT_GENERATE
Keywords: 'ZEDIT GENERATE' GENERATE

Syntax:



If you type 'generate' while in the aeditor, one of two things happen:

a) your area, based on the map contained in the description of room one,
is filled with rooms according to the terrain specifications of the mud's
terrain list.

b) your area is filled with a bad map and must be regenerated

This command is available only in the aeditor. The first room of your area
should be a map room. Its description is an ascii rendition of the area
based on the legend of terrain found in the terrain list. The rooms
are generated with terrain descriptions and exits created for you, then
you are to go back and fill in additional descriptions where needed.

Typing 'generate overwrite' will overwrite an incorrectly generated area.

Use with caution. The default maximum map size for a single generation is
400 by 400 characters.

See TERRAIN for terrain information.



Example:

See Also:

NiM5: Multi-user gaming software.
Copyright (c) 1992-2004 Herb Gilliland. All Rights reserved.