GLOBALS LISTING UTILITY ----------------------- This program lists global commands available on this MUCK. > globals #help -- shows this screen > globals #list -- complete alphabetized global listing > globals #page -- lists pages available > globals #page {n} -- lists indicated page > globals {name} -- shows information for indicated global Pages available: 1 to 8. 1) Informational Globals 2) Player Information Globals 3) Communications Globals 4) Roleplaying Globals 5) Room Building and Maintenance 6) Other Toolkit Globals 7) Travel Globals 8) Miscellaneous Globals COMPLETE GLOBALS LISTING Global Description Help Info --------------------------------------------------------------------------- . set up a private talk session to another player . #help 3who as "WHO", but formatted in 3 columns look 3who @Archive to make archives of constructed areas @archive =help @Backlink make an exit back to current location look @backlink @Bootme boots off duplicate character connections look @bootme @Breaklink remove unwanted links to your character/property @breaklink #help @Bulletin show messages of general importance (none) @Image Shows where to find a .gif of character on 'net. @image #help @Quota shows your building quotas and totals (none) @Recycle! recycle an item or room remotely by dbref # (none) @Relink unlinks, attempts to relink action/room look @relink @Shout for public general-interest announcements @shout #help @Size "@size {item}" calculates memory taken up (none) @Sizeall calculates your entire memory usage (none) @Unparent set parent of room to default (#0) look @unparent Antivirus for detecting "viruses" antivirus #help AutoSweep send your character home when disconnected as Banish to keep out pesky players banish #help Change make small changes to messages/properties change Commands shows locally-available "globals" commands #help Contents show contents of a room look contents Doing set "doing" prop / see what others are doing do #help Eat eat or drink "food" or beverages eat #help Edit edit messages/properties (needs TinyFugue) edit Editaction utility to aid in editing actions editaction #help Editroom utility to aid in editing rooms editroom #help Exits show the exits from a room exits #help Globals lists actions available MUCK-wide globals #help Goband global exit shortcut to Under the Bandstand (none) Gohome global exit shortcut to your home (none) Hand hand an object to someone hand #help Helpstaff shows helpstaff members online (none) Hug hug something or someone hug List displays a list of properties look list Lookat look at objects people are carrying lookat #help Lsedit edit a list of properties look lsedit Map shows a map of area and your position map #help Morph (Poly)morph into different forms morph #help Muckers shows programmers online (none) Mumble garbled "whisper" for roleplaying look mumble Navigate shows path to destination in certain areas nav #help Nexus global exit shortcut to Underground Nexus (none) Page send messages to players wherever they are page #help Pet allows creation of a "pet" to follow you pet #help Pinfo IC/OOC player/character information pinfo #help Pose action message look pose Programs lists publicly usable programs programs #help Propcp copy properties from one object to another propcp #help Propmv move properties from one object to another propmv #help Pupcheck detects any puppets in area pupcheck #help Pwho allows you to maintain a personal "WHO" listing pwho #help Ride for riding other characters to other rooms ride #help Roll to "roll dice" for online gaming look roll Run moves between several rooms quickly look run Say say something sayhelp Show display properties/messages on an object show @help Smell smell something or someone smell #help Spoof anonymous messages for special effects spoof #help Sweep send sleeping characters home sweep #help Taxi take the taxi to various locations (none) Think send customized messages to players in same room think Throw throw something to someone throw #help Watchfor notifies you when a player logs on/off watchfor #help Whatis special information utility whatis #help WhereAre See players located in certain popular rooms wa #help Whereis shows locations of players specified whereis #help Whisper send messages to players in same room whisper #help Who show awake and sleeping players in the same room (none) Whodo "WHO" listing with "doing" entries wd #help Whospe shows the species and gender of players in room ws #help Wizzes shows Wizards online (none) GLOBALS LISTING BY SUBJECT PAGE 1 -- INFORMATIONAL GLOBALS Global Description Help Info --------------------------------------------------------------------------- @Bulletin show messages of general importance (none) Commands shows locally-available "globals" commands #help Globals lists actions available MUCK-wide globals #help Hand hand an object to someone hand #help Helpstaff shows helpstaff members online (none) Muckers shows programmers online (none) Programs lists publicly usable programs programs #help Pupcheck detects any puppets in area pupcheck #help Wizzes shows Wizards online (none) PAGE 2 -- PLAYER INFORMATION GLOBALS Global Description Help Info --------------------------------------------------------------------------- 3who as "WHO", but formatted in 3 columns look 3who @Image Shows where to find a .gif of character on 'net. @image #help Doing set "doing" prop / see what others are doing do #help Pinfo IC/OOC player/character information pinfo #help Pwho allows you to maintain a personal "WHO" listing pwho #help Watchfor notifies you when a player logs on/off watchfor #help Whatis special information utility whatis #help WhereAre See players located in certain popular rooms wa #help Whereis shows locations of players specified whereis #help Who show awake and sleeping players in the same room (none) Whodo "WHO" listing with "doing" entries wd #help Whospe shows the species and gender of players in room ws #help PAGE 3 -- COMMUNICATIONS GLOBALS Global Description Help Info --------------------------------------------------------------------------- . set up a private talk session to another player . #help @Shout for public general-interest announcements @shout #help Page send messages to players wherever they are page #help Say say something sayhelp Think send customized messages to players in same room think Whisper send messages to players in same room whisper #help PAGE 4 -- ROLEPLAYING GLOBALS Global Description Help Info --------------------------------------------------------------------------- Eat eat or drink "food" or beverages eat #help Hug hug something or someone hug Lookat look at objects people are carrying lookat #help Morph (Poly)morph into different forms morph #help Mumble garbled "whisper" for roleplaying look mumble Pet allows creation of a "pet" to follow you pet #help Pose action message look pose Ride for riding other characters to other rooms ride #help Roll to "roll dice" for online gaming look roll Smell smell something or someone smell #help Spoof anonymous messages for special effects spoof #help Throw throw something to someone throw #help PAGE 5 -- ROOM BUILDING AND MAINTENANCE Global Description Help Info --------------------------------------------------------------------------- @Archive to make archives of constructed areas @archive =help @Backlink make an exit back to current location look @backlink @Unparent set parent of room to default (#0) look @unparent Contents show contents of a room look contents Editroom utility to aid in editing rooms editroom #help Exits show the exits from a room exits #help PAGE 6 -- OTHER TOOLKIT GLOBALS Global Description Help Info --------------------------------------------------------------------------- @Breaklink remove unwanted links to your character/property @breaklink #help @Recycle! recycle an item or room remotely by dbref # (none) @Relink unlinks, attempts to relink action/room look @relink Change make small changes to messages/properties change Edit edit messages/properties (needs TinyFugue) edit Editaction utility to aid in editing actions editaction #help List displays a list of properties look list Lsedit edit a list of properties look lsedit Propcp copy properties from one object to another propcp #help Propmv move properties from one object to another propmv #help Show display properties/messages on an object show @help PAGE 7 -- TRAVEL GLOBALS Global Description Help Info --------------------------------------------------------------------------- Goband global exit shortcut to Under the Bandstand (none) Gohome global exit shortcut to your home (none) Map shows a map of area and your position map #help Navigate shows path to destination in certain areas nav #help Nexus global exit shortcut to Underground Nexus (none) Taxi take the taxi to various locations (none) PAGE 8 -- MISCELLANEOUS GLOBALS Global Description Help Info --------------------------------------------------------------------------- @Bootme boots off duplicate character connections look @bootme @Quota shows your building quotas and totals (none) @Size "@size {item}" calculates memory taken up (none) @Sizeall calculates your entire memory usage (none) Antivirus for detecting "viruses" antivirus #help AutoSweep send your character home when disconnected as Banish to keep out pesky players banish #help Run moves between several rooms quickly look run Sweep send sleeping characters home sweep #help . SET UP A PRIVATE TALK SESSION TO ANOTHER PLAYER . #HELP Cross-connect Ver 1.2 by Riss Cross-connect allows for free form communication between any 2 players on Furry. That is this program may be set to allow totally unformatted text to flow between 2 agreeing players. Usage: (Commands may be abbreviated to first 3 characters after the #) . #connect <player's full name> Sends a request to connect to that player. It includes your name. Player should respond with a . #connect <yourname> to connect. . text... - Sends the text to the other player. . #disconnect - Brakes the connection. . #echo - Sets Cross-connect to echo your message back to you. . #!echo - Turns echo off. (default) . #header <your header text> - Changes default line header '}' to your own text. This displays in front player messages. Set header to 'none' to for no header at all. . #!header - Restores the default header '}'. . #name - Display the sender's name before message. . #!name - Turn off name display. (default) . #free - Disables both header and name display. Free text. . #!free - Enables name and header. (default) . #status - Displays the status of your connection. Cross-connect will allow for totally free form communication between two players. This connection is muck-wide, that is both players need not be in the same room for the connection to work. You may choose to display the lines with or without a character header and/or the player's names. When #free is set, you will see exactly what the other player types, no substitutions of any kind take place. You may choose to have your lines echo to you or not, depending on your echo setting. Your #echo, #free, and #name setting will be remembered between connections. You should make sure you #disconnect when you are finished, or you could leave your self open to spoofing by the previous player should you fail to see their connect message. This program has been beta-tested on Furry, and it takes a bit of getting used to when you don't see the familiar name display. Start thinking in terms of 'I' do this, or 'I' say that. Think of talking directly to someone. If there is interest, I could work on a version that will allow for free communication between more than two players. Let me know what you think. Questions and comments to Riss. 3WHO AS "WHO", BUT FORMATTED IN 3 COLUMNS LOOK 3WHO 3who displays the who list in a 3 column format. @ARCHIVE TO MAKE ARCHIVES OF CONSTRUCTED AREAS @ARCHIVE =HELP Syntax: @archive <object>[=1acefil] @archive <object>=1 Archive only that object. @archive <object>=a Archive all, regardless of owner. (wizards only). @archive <object>=c Don't archive contents. @archive <object>=e Archive objects not in this room's environment. @archive <object>=f Don't archive floater child rooms unless linked to. @archive <object>=i Archive, including even globally registered objects. @archive <object>=l Don't follow links or droptos in archiving. NOTE: Turn off your client's wordwrap before logging an @archive output. Also, remove the 'X lines displayed.' line listed at the end of programs. @BACKLINK MAKE AN EXIT BACK TO CURRENT LOCATION LOOK @BACKLINK { #<DB> [,<return_exitname] } Usage: @backlink <exitname> [ = { here } ] { me } { <name> } Follows standard permissions for opening and linking exits. Opens an exit from a room to a place or person. In the case of opening an exit to another room, it has the option to open an exit back to the location you are opening the first exit from. @BOOTME BOOTS OFF DUPLICATE CHARACTER CONNECTIONS LOOK @BOOTME Usage: @bootme. Boots off all but your newest connection to the MUCK. @BREAKLINK REMOVE UNWANTED LINKS TO YOUR CHARACTER/PROPERTY @BREAKLINK #HELP Usage: @breaklink <object|exit|player> @breaklink is used to break the link of an object, player, or exit which is linked to you (or, in the case of a player, a room which is owned by you), but is not owned by you. If the target object is of type thing, it is relinked to its owner's home. If it is an exit, it is simply unlinked. If it is a player, it is relinked to a default location and sent there. @IMAGE SHOWS WHERE TO FIND A .GIF OF CHARACTER ON 'NET. @IMAGE #HELP @Image ver. 1.1 Copyright 7/10/1994 by Revar ------------------------------------------------------------------- @image <object> To see where to find a gif of the object @image <obj>=<URL> To specify where one can find a gif of that object. The URL is the WWW URL format for specifying where on the net a file is. @image <obj>=clear To clear the image reference. ------------------------------------------------------------------- URL's have the following format: type://machine.name/path/file For 95% of you on Furry, your gifs will be on avatar, available for anonymous ftp. The type for that would be 'file', and the machine name, obviously, would be avatar.snc.edu. So, if I wanted to show that people can find an image of Revar on avatar, I'd just do: @image Revar=file://avatar.snc.edu/pub/furry/images/downloads/r/Revar-1-gw.gif Those of you who have used Mosaic or lynx to access WWW might find this URL format familiar. It's because it's the same exact format. Please keep your info in this format, since it makes it easier, if, sometime in the future, someone were to write a graphical front end for furryMUCK, then they could automatically get a picture of what they looked at. Anyone want to write said client program? @RELINK UNLINKS, ATTEMPTS TO RELINK ACTION/ROOM LOOK @RELINK Relinks an exit. Syntax: @relink <exit> = <newdest> @SHOUT FOR PUBLIC GENERAL-INTEREST ANNOUNCEMENTS @SHOUT #HELP @shout Ver 2.2FB By Riss. For use by folks for general announcements to players who wish to hear. Any player may: @shout #off -To NOT hear the shouts from a Wizard. @shout #on -To hear the Wizard shouts. (default) @shout #pubon -To enable you to hear and make public shouts. @shout #puboff -To disable public shouts. (default) Public may: @shout <message> to be heard by folks who are #pubon Public shouts are limited to 1 every 10 minutes per player. Wizards may: @shout <message> to be heard by folks who are #on @pshout <message> to produce a public type shout. Any shout my be posed with: @shout :<message> or @shout :'s <message> And folks, if you don't care to listen to the public shouts, don't complain to the wizzes, set yourself #puboff. Also, anyone abusing or otherwise making a jerk of themselves, in the opinion of a wizard, can be banned from using @shout. Please do not misuse this privilege. @UNPARENT SET PARENT OF ROOM TO DEFAULT (#0) LOOK @UNPARENT Usage: @unparent {<room> | here}. Sets the parent of a room to be #0. ANTIVIRUS FOR DETECTING "VIRUSES" ANTIVIRUS #HELP Anti-Virus v1.0 help: anti-virus ----------------- check yourself anti-virus <name or #num> -- check the object given anti-virus #help ----------- displays this help message This program simply checks if the object's description, success, fail, or drop messages have been set to the form '@<prognum> message' where the <prognum> is _not_ present in a directory of 'approved' message programs stored on the program. If anti-virus reports an error and the program in question is a personal one the user knows to be safe, then the user should set the object with the property '_anti_virus:no' {@set me = _anti_virus:no for instance} and anti-virus will ignore the object. Alternately, the user should page #mail the owner of the program requesting that the program be added to the approved list of messages. Alternately, you can @lock something to the anti-virus program and it will then automatically check you every time the lock is tested. AUTOSWEEP SEND YOUR CHARACTER HOME WHEN DISCONNECTED AS AutoSweep: Type 'autosweep #help' for help. AutoSweep is used to automatically send you home after a given amount of time when you disconnect. It also gives to the ability to set custom messages to display when you connect or disconnect. AutoSweep Help: #help - This list. #stat - Shows current settings. #on - Turns AutoSweep on. #off - Turns AutoSweep off. #skip - Turns AutoSweep off only for the next disconnect. #fast - Sets AutoSweep to instantly sweep on the next disconnect. #delay=<time> - Sets the sweep delay to <time> seconds. #disc=<msg> - Sets the message displayed when you disconnect. #odisc=<msg> - Sets the alternate message displayed when you disconnect AND you have AutoSweep active. #swept=<msg> - Sets the message displayed when you get swept. #fast=<msg> - Sets the message when you get swept in fast mode. #conn=<msg> - Sets the message displayed when you connect. ( If the <time> or <msg> is blank, value gets set to the default. Each <msg> is automatcally prepended with your name. ) BANISH TO KEEP OUT PESKY PLAYERS BANISH #HELP Banish 1.1 by Riss ------------------------------------------------------------------- This routine will allow an owner of a room or area to banish one or more characters from the area. If a character attempts to enter an area they are banished from they will be swept home. ------------------------------------------------------------------- Banish [#dbref_of_room] chracter_name -Banishes character Unbanish [#dbref_of_room] chracter_name -Unbanishes the character Banlist [#dbref_of_room] -Shows who is banished Banish #help -This text. The #dbref_of_room is optional, and if not provided will use the list of your present location. If the list for an environment room is set, then character will be banned from all daughter rooms. If a character is in a room when they are banished from it, they are swept home. You may only banish characters from rooms you own. Example: Banish #12345 keylime - keylime banished from room #12345 Banish keylime - keylime banished from current room Unbanish #12345 Guest - Sure let the guest come and play. Banlist #12345 - Show me whos on my list there. Another wonderful global by that swishy tail centaur! :) CHANGE MAKE SMALL CHANGES TO MESSAGES/PROPERTIES CHANGE Name: Change v1.04 Written by Tygryss/Revar Last updated 6/15/94 Desc: Lets you replace some text in a message or property with new text. Useful for fixing typos in a long message. Syntax: change <object>=<propname>:/<old>/<new> or change <object>=<mesgtype>;/<old>/<new> <mesgtype> can be name/desc/succ/osucc/fail/ofail/drop/odrop The first character after the : or ; is the delimiter character, in this case a '/'. COMMANDS SHOWS LOCALLY-AVAILABLE "GLOBALS" COMMANDS #HELP Comlist.muf -- #56701 -- last updated 9/29/93 --------------------------------------------- This program displays 'pseudo-globals' in the local environment tree. The main purpose for this is for builders to be able to include information on actions or special programs available in their areas but not truly set up as globals. Examples of this would be various 'put', 'push', 'dig' or other adventure-game type commands to be set up in an adventuring area. To set an action so that it will show up on this list, set the following props: @set {action}=_global?:yes <-- It will be shown in the listing. @set {action}=_global/info: {text} <-- Brief info on program usage. ... It is recommended that the _global/info include a quick example of the format of the command, or else show how to get help with the program, such as typing '{action} #help'. CONTENTS SHOW CONTENTS OF A ROOM LOOK CONTENTS Usage: contents [ #<dbref> or <object-name> ] Purpose: Gives you a one-line list of items in your current location or in the location you specify with [arg]. Will not show you dark objects unless you own the objects. Will show dbref# and flags if you own the object or it is Link_OK, Abode, or Chown_OK. The argument is the location to show. It can be either a player or a room. If it begins with a "#" then it's taken to be a dbref number; you must own the object or it must be in the same location as you. If the argument does not begin with a "#" then it is 'match'ed normally. If you have any problems or comments/suggestions, page darkfox or leave him page #mail. DOING SET "DOING" PROP / SEE WHAT OTHERS ARE DOING DO #HELP Doing Ver 1.1 by Riss ----------------------- This program will allow you to set your 'Im doing this now...' property and display these properties for those players in the same room as you. Usage: do <text...text....text....text...> will set your TEMP Doing to the text. do will display the names and doing property of those around you. do : will clear your TEMP Doing. do s: <text...text....text...> will set your STICKY Doing. do s: will clear your STICKY Doing. A TEMP Doing will automatically clear itself when you move out of a room, and will overide the STICKY Doing while it is available. A STICKY Doing will display in DO or WhoSpe if there is no TEMP Doing. If a player is asleep, the property will display [asleep] If DO interfears with a DOWN command, use DOING as the command. Thanks to Jet for suggesting the TEMP Doing idea. Comments and questions to Riss. Enjoy! EAT EAT OR DRINK "FOOD" OR BEVERAGES EAT #HELP Eat.muf, programmed by Jordan Greywolf and BoingDragon. based on work by Lynx and WhiteUnicorn ---------------- With this command, you may 'eat' or 'drink' virtual food, with accompanying 'special effects'. In its simplest form, you can create a food object by taking an object and setting it _food?:yes To specify it as a drink rather than solid food (i.e. to change the default messages, then set it food/drink?:yes. . For more details, type '@view #47459' to see the program docs. EDIT EDIT MESSAGES/PROPERTIES (NEEDS TINYFUGUE) EDIT Name: Edit v1.00 Written by Tygryss Last updated 6/21/91 Desc: Lets you use the tinyfugue /grab feature to edit a message or property. Requires tinyfugue 1.5.0 or later with this trigger defined: /def -fg -p100 -t"##edit> *" = /grab %-1 Syntax: edit <object>=<propname> or edit <object>=@<mesgtype> <mesgtype> can be name/desc/succ/osucc/fail/ofail/drop/odrop EDITACTION UTILITY TO AID IN EDITING ACTIONS EDITACTION #HELP Action Hammer V1.0 (C) 1994 by Triggur -------------------------------------- This program lets you edit attributes of the actions of the room you are in, provided you own it. Type 'editaction' to use it. EDITROOM UTILITY TO AID IN EDITING ROOMS EDITROOM #HELP Room Hammer V1.4 (C) 1994 by Triggur ------------------------------------ This program lets you edit attributes of the room you are in, provided you own it. Type 'editroom' to use it, or 'editroom <room name>' to create a new room from anywhere. EXITS SHOW THE EXITS FROM A ROOM EXITS #HELP EXITS LISTER V2.0 written 11-03-91 by: Bunny This program is designed to show the exits on an object owned by the player using the program. The Program will show the exit name, database number, destination and its number. It will work on objects, rooms, and yourself. The valid parameters are "here" or "" for the room you are in "me" for yourself, an object name, or partial name. For the name search the object must be in your inventory or in the room. You can also give a database number in the format #<integer> ex: #1234. This will find the exits from that object regardless of where it is. #help will list this help file. CREDITS/SPECIAL THANKS: Lynx, Gazer, and Foxen for code assistance Pleasure, Bruce, and Volan for help debugging the program GLOBALS LISTS ACTIONS AVAILABLE MUCK-WIDE GLOBALS #HELP Globals Listing Utility ----------------------- This program lists global commands available on this MUCK. > globals #help -- shows this screen > globals #list -- complete alphabetized global listing > globals #page -- lists pages available > globals #page {n} -- lists indicated page > globals {name} -- shows information for indicated global Pages available: 1 to 8. HAND HAND AN OBJECT TO SOMEONE HAND #HELP ------------------------------------------------------------------------------ Hand: General Help Page 1 ------------------------------------------------------------------------------ hand #ok To set yourself so people can hand objects to you. hand #!ok To set yourself so people can not hand objects to you. hand #msgok To set yourself so you can use custom messages with objects. hand #!msgok To set yourself so you don't use custom messages with objects. hand #help2 For info on how to set custom messages on objects. hand #help3 For info on how to set personal hand messages on yourself. ------------------------------------------------------------------------------ Hand: Custom hand messages on objects Page 2 ------------------------------------------------------------------------------ Custom handing messages can be set on the objects by using the hand_msg property. Example: @set <object>=hand_msg:<message> @set apple=hand_msg:tosses the %n to %t. String substitution in the message is: %n is the object's name %t is the name of the receiving player %f is the name of the sending player Note: hand_msg is *always* is preceeded by the sending player's name. ------------------------------------------------------------------------------ Hand: Personal hand messages Page 3 ------------------------------------------------------------------------------ Custom handing messages can be set on yourself by using the hand_msg property. Example: @set me=_hand/hand_msg:<message> @set me=_hand/hand_msg:tosses the %n to %t. String substitution in the message is: %n is the object's name %t is the name of the receiving player %f is the name of the sending player Note: hand_msg is *always* is preceeded by the sending player's name. ------------------------------------------------------------------------------ HUG HUG SOMETHING OR SOMEONE HUG Squirrelly's global action program - 7/29/94 Usage: hug <victim> Properties you can set: _act/def/hug: shown to person who does it to you. _act/def/vhug: shown to you when done to you. _act/def/ohug: shown to others in the room. _act/<male|female>/<hug|vhug|ohug>: shown if the person doing is male/female. _act/<name>/<hug|vhug|ohug>: shown if the person doing it has that name. nohug: prevents the action from being used on you. noglobals: prevents all global verbs from being used on you. LIST DISPLAYS A LIST OF PROPERTIES LOOK LIST This command displays a list of the sort created by 'cmd-lsedit' and used by @6800 (longdesc). The syntax for it's use is: list <object>=<listname> LOOKAT LOOK AT OBJECTS PEOPLE ARE CARRYING LOOKAT #HELP MUFlookat v1.30 by Foxen Updated 2/7/94 Page1 ---------------------------------------------------------------------------- Syntax: lookat <player>'s <object> or: lookat <player> <object> Lets you look at an object that a player is carrying, and see its @desc. You can set these properties on objects: _remote_desc:<desc> Shown instead of the objects @desc. If this (or the @desc if this doesn't exist) uses a program like @6800, it will handle it properly. _remote_look?:yes Allows lookat'ing for that object. On a player, allows looking at anything they carry unless the object is set _remote_look?:no ---------------------------------------------------------------------------- LSEDIT EDIT A LIST OF PROPERTIES LOOK LSEDIT This program lets you edit lists that are used for the @6800 longdesc program and a few others. A list is a set of ordered properties that contain strings. ie: mylist1:This is mylist2:an example of mylist3:a simple list. To edit one of these lists, use the syntax: lsedit <object>=<listname> where <object> is the object that you want to edit the property list of, and <listname> is the base name of the list to edit. In the above example, the listname was 'mylist'. You can get more help about how to use the editor itself by entering '.h' on a line by itself while you are in the editor. MAP SHOWS A MAP OF AREA AND YOUR POSITION MAP #HELP *---------------------------------* | CMD-MAP2.MUF | | Created by: Neikrad | | Updated by: Foxx Fox | | Version: 2.1 | | Last update: 6 APR 93 | *---------------------------------* INDEX Page 1: Intro and Example Map Page 2: Properties Page 3: Advice on Making a Map Page 4: Example Property Setup < These help screens are displayed with 'help-pager.muf' by Neikrad > ( Options: (i)ndex (n)ext (c)ontinuous (#)[page] (q)uit (?) ) ---< Page 1: Introduction and Example Map >--- Map is a program which allows you to create an ASCII map which indicates a player's current position with an 'X'. To make your own map, create an ASCII graphic of an area, and place markers in each room. Markers are in the form %A%, %B%, %C%, etc. Only 26 markers %A%-%Z% can be put in a room (no lower case, %a%) > Example ASCII Map Below Player in Engine Room would see.. | Shuttle Craft | Shuttle Craft | >==---. .-----. .---. | >==---. .-----. .---. | ]%A%|==| %B% |=|%C% > | ] X |==| |=| > | >==---' `-----' `---' | >==---' `-----' `---' | Engine rm Dock Bridge | Engine rm Dock Bridge ---< Page 2: Property Usage >--- >> _map/symbol property - This property indicates which '%X%' marker a room should use. - Set this property to a SINGLE CAPITAL letter ( e.g. @set here=_map/symbol:B -- this replaces %B% with ' X ' on a map ) - If this property is not set, then 'map' simply won't show an 'X' anywhere. >> _map/room property - This property is set to the dbref number of a room containing the ASCII map description. ( e.g. @set here=_map/room:12345 ) - The property IS NOT NEEDED if the map is in an environment, or parent room. >> _map/disable property - Set this to: _map/disable:yes in any room which you don't wish a map to be displayed. ( only useful if a map normally would be seen otherwise ) - This property works down the environment tree. If a map is disabled in a parent room, you can re-enable it in a specific child room by setting _map/disable:no >> _map/ref property - This property is mainly for use inside vehicles. It is set to the dbref# of a vehicle object ( @set <vehicle interior>=_map/ref:<db of vehicle> ) - With this property, map will indicate the position of the vehicle, not the user. - This ONLY works if <db> is set to an object. ---< Page 3: Advice on Making a Map >--- 1> Make sure the first character in each line of your map begins with the same number of leading spaces. Some client programs eat leading spaces and your map could end up looking obscured, as below, to some.. >==---. .-----. .---. ] X |==| |=| > >==---' `-----' `---' Engine rm Dock Bridge 2> Try to make maps less than 25 lines long. If you're area is too big to fit in 25 lines.. break it up into multiple maps. (The program will only show the first 100 lines of a map) 3> Use the 'lsedit' list editor to put your ASCII map in your 'map room' This will create the _map# property the program requires. In your map room, type: lsedit here=_map ---< Page 4: Example Property Setup >--- In parent room: (you can use: lsedit here=_map to make this easily) _map#: 5 <<-- Note: This is REQUIRED.. lsedit adds it automatically _map#/1: | Shuttle Craft _map#/2: | >==---. .-----. .---. _map#/3: | ]%A%|==| %B% |=|%C% > _map#/4: | >==---' `-----' `---' _map#/5: | Engine rm Dock Bridge In the Engine room: _map/symbol: A ( the Dock and Bridge would have this set to B and C respectively ) If you didn't build these rooms in a single parent room.. you can choose any of these room as a 'map room'. For example, if you chose the Engine room as your map room (assume Engine room, dbref #1234 ) then set the Dock and Bridge with: _map/room: (string) 1234 MORPH (POLY)MORPH INTO DIFFERENT FORMS MORPH #HELP Morph Hammer V1.2 (C) 1994 by Triggur ------------------------------------- This program lets you easily change your description and other attributes. MORPH #ADD - Add current description as a new morph MORPH #HELP - this text MORPH #LIST - list all the morphs you have and their commands MORPH #REMOVE - Delete one of your morphs MORPH <command> - change to a morph (see morph #list for commands) QMORPH <command> - change to a morph quietly To use this program, edit your current attributes (by hand or with PEDIT) to get exactly the form you want. Type MORPH #ADD and your current description, sex, species, scent, say and osay will be copied as a new morph. You will be expected to answer a few questions. First, the 'command' associated with this morph. This should be one word like '2leg' or 'mwolf' or somesuch. Next the name of the morph. Only you will see this in MORPH #LIST. Finally, the text it should print when you change to that new morph. To add another morph, simply edit your current description again and MORPH #ADD again. Lather, rinse, repeat. :) WARNING: If your description is currently using @$desc (@6800 on Furry), the whole description will be _converted_ to a single MPI list. NOTE: Be aware that when you change to a morph, your description will be overwritten. If you have multiple descriptions you want to make morphs for, be sure to MORPH #ADD them all *before* trying to test one of the new morphs. PLEASE DELETE YOUR OLD MORPHS! Also, please keep the number of morphs you have to under 10. Thank you! MUMBLE GARBLED "WHISPER" FOR ROLEPLAYING LOOK MUMBLE A mumbled whisper to one or more people in a room. Those you whipser to see the clear message, everyone else sees bits. mum <player player ...>=<text> Mumble remembers who you last mumbled to, so mum =<text> mumbles to the last player or group. NAVIGATE SHOWS PATH TO DESTINATION IN CERTAIN AREAS NAV #HELP Navigation System Help Screen ----------------------------- Type 'navigate {searchstring}'. ...where {searchstring} is the name of the desired room, or a fragment of its name. If the path can be found through standard exits, and within 6 steps, the shortest path found will be displayed. For technical information on setting up Nav.muf for your area, or disabling it, type '@view #76780' to see program documents. PAGE SEND MESSAGES TO PLAYERS WHEREVER THEY ARE PAGE #HELP MUFpage v2.35 by Foxen Updated 3/31/92 Index ---------------------------------------------------------------- Aliases 2,A Multimax 2 Changes 1 Oformats 3,A,B Echo 3 Page format A,B Erase 1 Pose format A,B Formatted 3 Paging 1 Formats 3,A Pinging 2 Forwarding 3 Posing 1,B Global aliases 2,A Prepend 3,B Haven 2 Proploc 3,B Help 1,2,3 Repaging 1 Hints 1,A,B Replying 1 Ignoring 2 Sleepmsg 2 Inform 3 Standard 3 Mailing 1 Summoning 1 Mail-checking 3 Version 1 Multi-paging 1 Who 1 -- 1 = page #help 2 = page #help2 3 = page #help3 -- -- A = page #hints B = page #hints2 -- MUFpage v2.35 by Foxen Updated 3/31/92 Page1 -------------------------------------------------------------------------- To give your location to another player: 'page <player>' To send a message to another player: 'page <player> = <message>' To send a pose style page to a player: 'page <player> = :<pose>' To page multiple people: 'page <plyr> <plyr> [= <msg>]' To send another mesg to the last players: 'page = <message>' To send your loc to the last players paged: 'page' To send a message in a different format: 'page !<fmt> <plyrs> = <msg>' To reply to a page sent to you: 'page #r [= <message>]' To reply to all the people in a multi-page: 'page #R [= <message>]' To leave a page-mail message for someone: 'page #mail <players>=<mesg>' To read all page-mail messages left for you: 'page #mail' To erase a message you sent to a player: 'page #erase <players>' To list who you last paged, who last paged you, and who you are ignoring: 'page #who' To display what version this program is: 'page #version' To display the latest program changes: 'page #changes' To show who all helped with this program: 'page #credits' To display an index of commands: 'page #index' To display the next help screen: 'page #help2' -- Words in <> are parameters. Parameters in [] are optional. -- MUFpage v2.35 by Foxen Updated 3/31/92 Page2 ------------------------------------------------------------------------ To test if you can page a player: 'page #ping <players>' To refuse pages from specific players: 'page #ignore <players>' To set the mesg all ignored players see: 'page #ignore [<plyrs>]=<mesg>' To accept pages from a player again: 'page #!ignore <player>' To let players page you despite haven: 'page #priority <players>' To remove players from your priority list: 'page #!priority <players>' To page a group of people in an alias: 'page *<aliasname> = <message>' To set a personal page alias: 'page #alias <alias>=<players>' To clear a personal page alias: 'page #alias <alias>=' To list who is in an alias: 'page #alias <alias>' To list all your personal aliases: 'page #alias' To set an alias to the players last paged: 'page &<aliasname>' To make an alias that everyone can use: 'page #global <alias>=<players>' To clear a global page alias: 'page #global <alias>=' To list all the global aliases: 'page #global' To list all aliases with a player in them: 'page #lookup <playername>' To see the time (useful with %w subs): 'page #time' To set the max# of plyrs in a page to you: 'page #multimax <max#players>' To see your multimax setting: 'page #multimax' To set the your 'Sleeping' message: 'page #sleepmsg <message>' To clear the your 'Sleeping' message: 'page #sleepmsg #clear' To display the third and last help screen: 'page #help3' MUFpage v2.35 by Foxen Updated 3/31/92 Page3 -------------------------------------------------------------------------- To haven yourself so you are unpagable: 'page #haven' To set your 'havened' message: 'page #haven <message>' To clear your 'havened' message: 'page #haven #clear' To unhaven yourself so you can be paged: 'page #!haven' To turn on echoing of your message: 'page #echo' To turn off echoing of your message: 'page #!echo' To be informed when a page to you fails: 'page #inform' To be turn off failed-page informing: 'page #!inform' To see another player's formatted pages: 'page #formatted' To prepend a format string to other's pages: 'page #prepend' To set your prepended format string: 'page #prepend <formatstr>' To force other's pages to a standard format: 'page #standard' To set the standard format you receive in: 'page #standard <formatstr>' To set a format that you see when paging: 'page #format <fmtname>=<fmt>' To set a format that others receive: 'page #oformat <fmtname>=<fmt>' To forward page-mail to another player: 'page #forward <players>' To stop forwarding page-mail: 'page #forward #' To see who page-mail to you is forwarded to: 'page #forward' To see if page-mail is waiting for a player: 'page #check [players]' To use an object for storing page props on: 'page #proploc <object>' MUFpage v2.35 by Foxen Updated 3/31/92 Hints1 -------------------------------------------------------------------------- All page commands can be used abbreviated to unique identifiers. For example: 'page #gl' is the same as 'page #global' If you page to a name it doesn't recognize, it will check to see if it is a personal alias. If it isn't, it checks to see if it is a global alias. For example: If there is a global alias 'tyg' defined as 'Tygryss', then 'page tyg=test' will page 'test' to Tygryss. In format strings, %n will be replaced by the name of the player(s) receiv- ing the page. %m will be replaced by the message. %i will be replaced by your name. %w gets replaced by the time. These messages are what are shown to you when you page to someone. In oformat strings, %n will be replaced by your name, %m by the message, and %l by your location. %t will be replaced with the names of all the people in a multi-page. %w will be replaced with the current time. These messages are what is shown to the player you are paging. If you have a #prepend or #standard format with a %w, it shows you the time when a player paged you. MUFpage v2.35 by Foxen Updated 3/31/92 Hints2 -------------------------------------------------------------------------- There are two standard formats with page: the 'page' format, and the 'pose' format. There are matching #oformats to go with them as well. If you really dislike having your pages that begin with colon's parsed as page-poses, then you can 'page #oformat pose=%n pages: :%m' or alternately, you can simply use 'page ! <players>=<mesg>' One good way to have all the pages to you beeped and hilighted is to do: 'page #prepend ##page>' and then set up the this trigger in tinyfugue: '/def -p15 -fg -t"##page> *" = /beep 3%;/echo %e[7m%-1%e[0m' If you want bold hilites instead, use '%e[1m' instead of '%e[7m' This only works if you have version 1.5.0 or later of tinyfugue and a vt100 terminal type. TinyTalk users, to make your pages always beep, use 'page #standard' Then all pages to you will be in standard page format. You can specify another object to store the properties used by the page program on. To do this, type 'page #proploc <object>' where <object> is either the name (if its in the room) or dbref of the object to use. #proploc will automatically copy all the page props to the new object. PET ALLOWS CREATION OF A "PET" TO FOLLOW YOU PET #HELP PET v2.15 Hacked together by Vision 1/26/93 ------------------------------------------ Table o' Contents: 1) Introduction 2) Usage 3) Commands 4) Message Properties 5) Room Property: pets_allowed? (Room owners read this.) 6) Changes, BugFixes, etc. Please page #mail all bug reports, Suggestions, Comments, and personal rantings to Vision. ( Options: (i)ndex (n)ext (c)ontinuous (#)[page] (q)uit (?) ) Introduction: Simply put, this program sets up an object that will follow you into any room that will allow it. This is useful for pets, bodyguards, robot butlers, slaves, little tykes, or those strange things that stalk you at night. :) Normally, the room you walk into must be JUMP_OK (and STICKY if the room has a drop-to) for the object to follow you. If the room doesn't meet these conditions, and you do not own the room, then the object will be quietly placed into your inventory, you will be told why the check failed, and the pet object will go to sleep. (See Page 5.) The program will also fail if the room is set '_puppet_ok?:no' Usage: Enter 'pmake <object>', object being the object you wish to have follow you. You must own the object, and it must be JUMP_OK. The PetDriver will set up all the necessary props on yourself as well as the object, if they aren't there already. (pmake will also re-activate an already existing pet object.) You may have as many pet objects as you want, but only one can be active at a time. (This may change in the future. Dropping the object, or calling it from home will awaken the pet. Picking it up or sending it home will make it go to sleep. It will also sleep if it is sent to you by a room fail. Commands: pmake <object> : Turns an object into a follower or re-activates one. pcall : Awakens and summons your pet to your location (or your inventory if the room-check fails.) phome : Sends your pet to it's home (_pet/pet_home) and makes it go to sleep. pstat : Current pet name and it's status. preset : Returns your pet status to inactive. pet #help : This here help file! Properties: On the pet object: pet/move : What you see when the object follows you. (default : <objname> bounds in after you.) pet/omove : What everyone sees in the room the object enters. (default : <objname> bounds in after %m.) pet/amove : What everyone sees in the room the object leaves. This message is displayed regardless of success or failure (default : <objname> bounds out after %m.) pet/home :Messages seen when pet is sent home. pet/ohome (default for both: <objname> bounds off to home.) Normal pronoun substitutions work in these messages; also, %p gives the object's name, and %m gives your Username (as opposed to your %n) alias. The object's name is always tacked onto the front of the message. pet/pet_home: This is the location the pet is sent to when you do a 'phome'. It is originally set to your HOME location. This location must be owned by you. Room Properties: pets_allowed?:yes no This is a property Room owners can set on a room if they want to allow/disallow pet objects to follow their owners in, yet do not wish to alter the JUMP_OK/drop-to/STICKY status of the room. Setting this prop to 'yes' allows objects to follow their owners inside a room that would normally cause the program to fail. Setting this prop to 'no' causes the room to not accept pets PERIOD, even if the Room owner and pet owner are the same. This property is optional; it's absence will simply make the program check the JUMP_OK/drop-to/STICKY status of the room. Changes: 2.0 -- initial global release 2.01 - changed propdirs from _pet/ to pet/. ( kept getting permission errors with _pet/ ) 2.02 - couple of bug fixes, pets_allowed?:yes now overrides _puppet_ok?:no for movement. 2.1 -- more bug fixes, added 'preset' command. 2.11 - Made 'preset' a bit more complete, and HOPEFULLY fixed that dreaded 'double message' bug... 2.12 - Bugfixed the bugfix. Should werk now. :) 2.13 - Forgot to put the bugfix in 'phome'. I corrected this. 2.15 - Relaxed some of the checking on pet movement. Now Pets can go anywhere puppets can. :) PINFO IC/OOC PLAYER/CHARACTER INFORMATION PINFO #HELP PLAYER-INFO, programmed by Jordan Greywolf ----- This utility is for players who wish to make information about themselves and/or their characters available for whomever cares to look. It is entirely voluntary -- There is no obligation to even bother providing any of this information, but it could be helpful for email correspondence, finding people with similar interests, or providing information on your character for roleplaying purposes. To see the list of fields, type: . pinfo #fields - To access information on a player, use the command in the format of: pinfo {field} {player} or, pinfo {player} which will list all the fields. - To set information on yourself, use the format of: pinfo #{field}={text} Player-Info Fields Currently Supported: * (c)haracter -- quick summary of your character's history, genre, world, . skills, interests, IC/OOC, etc. * (p)rofile -- major interests, hobbies, etc. Whether you use it for RL . or VL info (or both) is up to you, of course. * (e)mail -- email address * (a)ddress -- mailing address * (r)esidence -- your 'residence' on the MUCK: apartment complex, etc. * (m)isc -- general info about you * (b)irthday -- =) * (t)inyplot -- what are your preferences regarding TinyPlots? . (for further info on this, type 'pinfo #tinyplots') - Player-Info 'TinyPlot' Entries For the 'tinyplots' field, there are various ways of specifying just what you're looking for in roleplaying. The following are suggestions on ways you might do that, though you're of course free to utilize this field however you see fit. * yes = I'd love to participate in a TinyPlot! * no = Please leave me out of TinyPlots. * !violent = No violence, please. * !religion = No religious (or anti-religious) themes, please. * !angst = No angst (heavy melodrama), please. * !magic = No exceedingly complex magical mumbo-jumbo, please. * !hightech = No exceedingly complex high-tech mumbo-jumbo, please. * !toon = No toonish stuff, please. Please don't drop anvils on me. * G = G-rated {...or other 'movie ratings' might be used} * highpower = High-Powered -- Bring on the action! * puzzles = Problem Solver. Preference for mysteries/puzzles. * =) = Silly, light-hearted roleplaying preferred. POSE ACTION MESSAGE LOOK POSE Usage: :message which will generate "Name message". Example: ':hugs a tribble' which generates "Name hugs a tribble" PROGRAMS LISTS PUBLICLY USABLE PROGRAMS PROGRAMS #HELP Public Programs Help The following commands allow access to help on indexed public programs. > programs #(program number) -- shows notes on program. > programs (searchstring) -- shows all programs with name or keywords . containing the searchstring. > programs #list -- shows complete listing of indexed programs. > programs #list (x) -- shows listing of the (x)th indexed program. > programs #list (x)-(y) -- shows partial listing of indexed programs. > programs #page (x) -- shows a 'page' of listing. Programmers can add their programs to this listing. For more information, type 'programs #commands'. Current number of entries: 91 Current number of pages: 7 PROPCP COPY PROPERTIES FROM ONE OBJECT TO ANOTHER PROPCP #HELP PROPMV MOVE PROPERTIES FROM ONE OBJECT TO ANOTHER PROPMV #HELP General info: ( ----- cp/mv: copy/move prop ---- ) cp [origobj][=prop],[destobj][=destprop] Copies prop from origobj to destobj, renaming it to destprop. mv [origobj][=prop],[destobj][=destprop] Moves prop from origobj to destobj, renaming it to destprop. Arguments in []s are optional. if origobj is omitted, it assumes a property on the user. if destobj is omitten, it assumes destobj is the same as origobj. if destprop is omitted, it assumes the same name as prop. if prop is omitted, it prompts for it. if both prop and origobj are omitted, it prompts for both. if both destobj and destprop are omitted, it prompts for them. NOTE1: 'virtual props' such as @desc, @succ, can be copied/moved. NOTE2: 'prop' may be a unix-style pattern. ( See page 1 and 2 ) Page 1: Pattern matching ( * ? [] {} ) Page 2: Virtual properties ( @desc, @succ, @fail... ) Page 3: Using cp and mv in your MUF programs Page 4: More routines usable for MUF programs Page 5: Program bugs and quirks ( Options: (i)ndex (n)ext (c)ontinuous (#)[page] (q)uit (?) ) Page 1: ( ----- Pattern matching ----- ) A pattern matching feature has been added to the program to allow matching unix-style patterns (when copying and moving properties. The unix-style wildcards *, ?, [], and {} are available. Examples should be helpful... Examples: cp me = *hug* , object ---> This copies all properties on the user (me) to an object such as 'malehug' 'hugmesg' 'chuga'. Note this would include all properties in propdirs as well such as 'hug/fox' 'alpha/test/hug3' NOTICE: The DESTINATION property name is NOT pattern matched. mv item = d-* , = desc_* ---> This would take properties such as 'd-cabinet' and rename them to 'desc_*/d-cabinet' so watch out for this. You can however, match items in a propdir and put those items in a different propdir mv thing = tax/o* , widget = irs ---> This will match properties such as 'tax/osucc' and 'tax/over' on "thing" and name them to 'irs/osucc' and 'irs/over' on "widget". cp me = * , storage ---> This will copy EVERY property on the user, (including @desc, @lock, @osucc...) and put them on an object, "storage". If your property contains one of the wildcard characters (e.g. 'star*time') you can escape ANY wildcard by preceeding it with a backslash ('star\*time') You can escape a backslash by using 2 backslashes. Page 2: ( ----- Virtual properties ----- ) Virtual properties ( @desc, @succ, @osucc, @fail, @ofail, @drop, @odrop ) are supported by this program. NEW FEATURE: @LOCK and @IDESC have recently been added ) These only work if pattern matching ISN'T being used. Example: cp push=succ-list5,=@succ Copy the property 'succ-list5' to the @succ on 'push'. In FB Muck, what we see as '@desc', '@succ'... is really stored as standard properties '_/de', '_/su'... Keep this in mind if you try something silly like copying an entire propdir to '@succ'. In addition to the 9 virtual props mentioned, you can copy all of the virtual props by specifying '@all' (this copies the propdir '_/') This also copies/moves anything else that happens to be in the propdir '_/' as well. Page 3: ( ----- Using cp and mv in your MUF programs ----- ) The routines used for cp and mv have been made public. cp-prop ( d1 s1 d2 s2 -- count ) Copies prop/propdir 's1' from item d1 to item 'd2' renaming it to 's2'. mv-prop ( d1 s1 d2 s2 -- count ) Moves prop/propdir from item d1 to item 'd2' renaming it to 's2'. For both of these, 'count' the number of properties moved (integer). Virtual properties and pattern matching can be used with both routines. For further info on these features, see pages 1 - 2 These routines are set 'public'. If this program isn't @registerd, ask the owner for the dbref# so you can use 'call' or '$include.' Page 4: ( ----- More routines usable for MUF programs ----- ) cp-1 ( d1 s1 d2 s2 -- b ) Copy one property 's1' from 'd1' to 'd2' naming it 's2'. mv-1 ( d1 s1 d2 s2 -- b ) Move one property 's1' from 'd1' to 'd2' naming it 's2'. For both of these routines, 'b'=1 if successful, 0 if not. These routines are designed to be MUCH quicker than 'cp-prop' or 'mv-prop' and are good if you're only copying or moving one property with no pattern matching or propdir copying. To increase speed, these routines don't check the validity of the objects or property names. confirm-cpmv ( d1 s1 d2 s2 -- d1 s1 d2 s2 b ) Confirm existance of 'd1' and 'd2' ( print error message if bad ) and clean up 's1' and 's2' ( remove extra '/'s and spaces. Also turn a blank string into '/' {root} ). b = 1 if 'd1' and 'd2' are okay, 0 if not. This routine can be used immediatly before a cp-1 or mv-1 like this. [ .... confirm-cpmv if cp-1 then ] Page 5: ( ----- Bugs and other Quirks ----- ) Pattern matching doesn't work in the destination property (think about it.. how CAN it). Something like> cp me=a*,object=b* will simply copy all properties on you beginning with 'a' into a propdir 'b*' on 'object' This is stated on page 1, but restated here because I've heard of this happening to too many people. The recursive bug where if you put a directory in one of its subdirectories ( eg. cp me = dir , me = dir/alpha ) has been fixed. YAY :) If you find any bugs in this program, please contact me (Foxx Fox) via page #mail or e-mail (firmiss@cae.wisc.edu) if I'm not around. PLEASE tell me as much about the situation as possible, especially the exact thing you typed to get the error. This will greatly improve bug-detection. ----- /\ ----- signed .-o_ \ ----- `-/ / Foxx Fox ----- / \ PUPCHECK DETECTS ANY PUPPETS IN AREA PUPCHECK #HELP Auto Puppet Check 1.3 by Riss This program will automatically inform you if you enter a room that contains any objets with the _puppet? property set on them. This is common of remotely controlled puppets or objects. To disable the automatic warning you may: pupcheck #off To enable the warning: pupcheck #on Pupcheck #check will manually run the check. Ver 1.3: Will NOT automatically tell you of puppets you own. The WhoSpecies (ws) program has also been modified to show puppets. PWHO ALLOWS YOU TO MAINTAIN A PERSONAL "WHO" LISTING PWHO #HELP You have been set with a default value of 4 columns. You have been set with a default value of a column length of 17. Setting to standard output format. This program has changed since you last used it. Use the "#changes" command for details. 'pwho <list> runs the personal-who program on the specified list. * 'pwho #list <list>' gives a full listing of the specified list. * 'pwho #newlist <list>' creates a new list. * (This asks to overwrite an existing list if necessary. 'pwho #lists' gives a listing of all your lists. 'pwho #add <player> <list>' adds the player to the list. * 'pwho #delete <player> <list>' deletes the player from the list. * 'pwho #edit' edits your main list. 'pwho #ledit <list>' edits the specified list. * 'pwho #dellist <list>' deletes the specified list. * 'pwho #alias <player> = <string>' associates an alias with a player. 'pwho #alias #ok' allows you to be aliased (default). 'pwho #alias #!ok' removes your ability to be aliased. 'pwho #whois <player>' looks up an alias for the player. 'pwho #erase <player>' removes the alias for the player. Commands followed by a * indicate that if <list> is not specified, it defaults to the main list. Use 'pwho #help2' for more help. 'pwho #format <format>' sets your list to output in the specified format. (Use pwho #help format to see valid formats.) 'pwho #setidle <n>' specifies that idle times show up only after <n> seconds while set on 'idle' format. 'pwho #ontime <n>' specifies that ontimes stop showing up after <n> minutes. A reading of 0 means that ontimes are always shown. 'pwho #columns <x>' sets you to <x> columns. (A non-positive <x> implies no limit on columns.) 'pwho #length <n>' sets your column width to <n> spaces. (<n> must be greater than 9.) 'pwho #hide on' hides you from pwho lists. 'pwho #hide off' turns off hiding from pwho lists. 'pwho #rename <oldname> <newname>' renames a list. 'pwho #info' gives you a list of your current pwho settings. 'pwho #changes' tells of recent changes to the program. 'pwho #feep' ... well, you find out. <'grin> RIDE FOR RIDING OTHER CHARACTERS TO OTHER ROOMS RIDE #HELP RIDE 3.7FB by Riss Command Function Handup | carry <name> Enables you to carry the named character. Hopon | ride <name> Accepts the offer to be carried by <name>. Hopoff | dismount Leave the ride. Dropoff | doff <name> Drop the named player from your ride. Carrywho | cwho Shows who is being carried by you. Ridewho | rwho Shows who you are riding. Rideend | rend Disables riding and cleans up. Example: Riss wants to carry Lynx. Riss would: HANDUP LYNX. This would notify Lynx that Riss offers to carry him. He can accept the offer with: HOPON RISS. When Riss moves to another location, Lynx will move with him. Lynx can leave the ride at any time, cleanly by a: HOPOFF, or simply by moving away from Riss by using any normal exit. RIDE does check Locks on exits passed through, and will not allow someone who is locked out from entering. Page #mail Riss with comments and such. RIDE Custom setups - RIDE can be made to display custom messages for most functions. You can set your own custom messages in your RIDE/ props directory. You may have as many different modes of messages as you like. Set each group in a different sub directory. MESSAGE PROP NAMES: ('taur' refers to carrier, 'rider' to rider.) _HANDUP: Message taur sees when using handup command. _OOHANDUP: Message rider sees when taur offers to carry. _OHANDUP: Message the rest of the room sees. _HOPON: Message the rider sees when hopping on. _OOHOPON: Message the taur sees confirming the rider hopped on. _OHOPON: What the rest of the room sees. _XHOPON: The fail message to rider when they cant get on the taur. _OOXHOPON: The fail message to the taur. _OXHOPON: What the rest of the room sees. _HOPOFF: Message to the rider when they hopoff. _OOHOPOFF: Message to the taur when the rider hops off. _OHOPOFF: What the rest of the room sees. _DROPOFF: Message to the taur when they drop a rider. _OODROPOFF: Message to the rider when they are dropped by the taur. _ODROPOFF: Ditto the rest of the room. In all the messages, %n will substitute to the taur's name, along with the gender substitutions %o, %p, and %s. The substitution for the rider's name is %l. Any message prop beginning with _O will have the name of the actioner appended to the front automatically. You create the messages in a subdirectory of RIDE/ named for the mode you want to call it. Examples: @set me=ride/carry/_handup:You offer to carry %l. @set me=ride/carry/_oohandup:offers to carry you in %p hand. @set me=ride/carry/_ohandup:offers to carry %l in %p hand. And so on.. You would then set your RIDE/_MODE prop to CARRY to use the messages from that directory. @set me=ride/_mode:carry If you do not provide messages, or a _mode, or a bad directory name for _mode, then the default RIDE messages will be used. There are 4 build in modes. RIDE, HAND, WALK, and FLY. RIDE is the default if your mode is not set, and is used for riding on ones back. HAND is holding hands to show around. WALK is just walking with, and FLY is used for flying type messages. Feel free to use these, or customize your own. ------------ There's more! Those are just the messages for the actions, there are also the messages for the movements themselves!... Messages used by the RIDE engine - Different substitutions apply here. _RIDERMSG - What the rider sees when moved. Taur's name prepended and pronoun subs refer to the taur. _NEWROOM - Tells the room entered by the taur and riders what's going on. %l is the list of riders. Taur's name prepended w/ pronoun subs. _OLDROOM - Tells the room just left. Like _NEWROOM. There is no specific message for the taur, as you see the _NEWROOM message. There are other error messages, they begin with RIDE: and are not alterable. Set the props in the subdirectory you named in your _MODE property. ------- One last prop... RIDE does check exits passed through for locks against your riders. If they are locked out, they fall off. If in your RIDE/ directory, you @set me=ride/_ridercheck:YES then your riders will be checked just after you move to a new place, and if any are locked out, you will automatically be yoyo'ed back to the place you just left, and get a warning message. Version 3.5 --- Worked on the lock checking routines to help them work with folks using the Driveto.muf program for transportation. Should work now. And beefed lock checking up some. You may now set 2 new properties on ROOMS: _yesride:yes will allow riders in to a room NO MATTER IF OTHER LOCKS TRY TO KEEP THEM OUT. _noride:yes will lock out all riders from a room. Version 3.6 --- Minor Lock change... You can now carry riders in to a room if you own it, even if you passed through an exit to which the riders are locked out. This allows you to not have to unlock exits to say, your front door, every time you want to carry someone in. This also bypasses _noride LookStatus Added - A way to display your RIDE status when someone looks at you. Add this to the end of your @6800 desc: %sub[RIDE/LOOKSTAT] The property RIDE/LOOKSTAT will be set on you to display either who you are carrying or who you are riding. This message comes from: _LSTATTAUR: is carrying %l with %o. <- for the 'taur -or- _LSTATRIDER: is being carryed by %n. <- for the rider. These props can be set in the same _mode directory with the other custom messages. Pronoun subs refer to the taur, and name is prepended. %l is the list of riders. %n is the taur's name. RIDE/LOOKSTAT will _NOT_ be set until after the first move by the 'taur If RIDE/LOOKSTAT gets stuck showing something wrong, do a RIDEEND. Ver 3.7 -Zombies should work. ROLL TO "ROLL DICE" FOR ONLINE GAMING LOOK ROLL Usage: roll (number)d(sides)+(modifier) i.e. roll 3d6 to roll three six-sided dice or roll 2d4+8 to roll two four-sided dice and then add eight to the results total. RUN MOVES BETWEEN SEVERAL ROOMS QUICKLY LOOK RUN Ever wanted to go somewhere with Ride, but didn't like all the lag and spam involved in moving someone 5 or 6 exits away? Or having to go back because lag burned someone from showing up at the required room when you moved again? Well, now you can Run! Simply pile up the exit names separated by commas: run north,left,up,south Exits like `nexus' work as well. Though, the exits MUST be attached to a room, and can ALSO be personal exits. 2 properties you can set on yourself to customize your Run!, are: @set me=_running/stop:%n pants heavily from %p long run. @set me=_running/in:%n runs out of the room, kicking up a dust storm. %n must be there, or it'll look rather funny. @set here=_run/stop:y to stop runners in that room. Useful with Banishers. @set here=_run/off:y to stop anyone from using run FROM that room. SAY SAY SOMETHING SAYHELP SayHelp screen 1: Basic information ------------------------------------------------------------------------------- To say something: "something. [or 'say something.'] To say something in two bits: "something,,in two bits. To set your 'says' verb (seen/others): sayset def barks, To set your 'say' verb (seen by you): sayset +def bark, To set your normal quoting pattern: sayset quotes def <<%m>> [or "%m" etc] ` To say something with an ad-hoc verb: "Hullo there,,squeaks,,How are you? or "Yeeargh!!,,noisily %n shouts,, To enable [disable] ad-hoc verbs: sayset adhoc [sayset !adhoc] To make spilt says look unsplit: sayset normal [sayset !normal] ` To see if someone is awake and present: "?player [or "?player,,?player etc] To speak iff someone is awake: "?player,,what to say [to player] To enable [disable] player-query: sayset query [sayset !query] To [un]set Out-Of-Character mode: sayset ooc [sayset !ooc] ` To show all your say settings: sayset ` For more help, type 'sayhelp 2'. For LONG tutorial, type 'sayhelp 99' (#64370): SayHelp screen 99: Long tutorial -------------------------------- ` Right, someone surprised me by saying that the sayhelp documentation was confusing. I suppose that one of the problems with developing a program is over-familiarity. Believe me, the documentation on previous versions were far worse. I'd better not take up technical writing as a career. ` Things you type appear as: > "Type from after the '>' character Example computer output as: - Warwick says, "This is an example" ` I will not echo the 'I've done that' reports from the computer. ` -------------------- SIMPLE VERBS ` I originally wrote say because I wanted to provide a way of switching verbs quickly. This works as follows: ` A 'verb' is defined as the text that forms the verb after which your speech appears. The normal (or 'default') verbs are 'says' or 'say'. If you want to change those to 'purrs', for example: ` > sayset def purrs, [This sets the 'Warwick purrs' verb others see] > sayset +def purr, [This sets the 'You purr' verb which only you see] ` The verb switching facility works by looking at the first character of the message you give say, and seeing if it knows to associate that character with a verb. The character is called the macro character. ` > "%It's a green Wombat! [Would normally produce..] - Warwick says, "%It's a green Wombat!" ` > sayset % gasps, [But after this 'sayset'..] > "%It's a green Wombat! - Warwick gasps, "It's a green Wombat!" ` If you want to see a 'You gasp' type message, you'll need to tell say about that verb too. Put a '+' before the '%', the macro character. ` > sayset +% gasp, > "%It's a green Wombat! - You gasp, "It's a green Wombat!" ` Of course, you're not limited to the macro '%'. You may use any other single character. '~' and '@' no longer cause errors. If you want to set space as a macro, you must type ` > sayset sp squeaks, > sayset +sp squeak, ` To see your current state, type 'sayset' on its own. ` You can clear verbs by putting a blank verb: > sayset def > sayset +def ` You can clear *everything* (verbs, quotes and filters) from a macro with ` > sayset clear def > sayset clear % ..and so on. ` -------------------- QUOTES ` You can also set customised quotes for 'def' or a given macro character. ` > sayset quotes def <<%m>> > "I'm hungry. - Warwick says, <<I'm hungry>> ` If a macro doesn't have its own quotes, it will use those for 'def'. ` To set quotes to 'default', miss the %m bit out: > sayset quotes & ` -------------------- SPLIT SPEECH AND ADHOC VERBS ` After I had written the verb macro code, I decided to allow verbs to appear in the middle of speech. This is not universally popular, and so a player may request only to see speech once it has been forced into the normal style, like Warwick says, "Whatever". ` > sayset normal [Forces others' speech into non-split format] > sayset !normal [You can see the split style speech] ` To utter spech in a split format, type ',,' where the verb should go. ` > "This is,,split style speech. - "This is," Warwick says, "split style speech." ` > "This is split too,, - "This is split too," Warwick says. ` > "%You can also,,use macros. - "You can also," Warwick gasps, "use macros." ` If you want to, you may use a verb without setting a macro, by allowing 'ad-hoc' verbs. ` > sayset !adhoc [Disallows 'adhoc' verbs] > sayset adhoc [Allows 'adhoc' verbs] > "This,,complains,,is getting confusing. - "This," complains Warwick, "is getting confusing." ` > "You wouldn't dare!,,growls %n, looking all fierce,, - "You wouldn't dare!" growls Warwick, looking all fierce. ` The trailing commas here distinguish a simple split say from an adhoc verb. Otherwise, you'd get: ` > "You wouldn't dare!,,growls %n, looking all fierce. - "You wouldn't dare!" says Warwick, "growls %n, looking all fierce." ` ` A detail here is that in split speech, the name usually appears after the verb. Putting a comma at the end of a verb makes say put the name before the verb. ` > "Look,,squeaks,, - "Look," squeaks Warwick. > "Look,,squeaks,,, - "Look," Warwick squeaks. ` This also happens to verbs set with sayset. A trailing comma has no effect on non-split style speech. ` ` Two special verb styles are available and both influence split speech. ` There is an old form which disables you from using split speech for a macro: ` > sayset ! says, "%m" ` > "!This,,is,,split,,not,,at,,all - Warwick says, "This,,is,,split,,not,,at,,all" ` A second form allows you to put text after the second half of a split message: ` > sayset ! says%2 and growls. ` > "!Shut up! - Warwick says, "Shut up!" and growls. > "!It's mine.,,bog off! - "It's mine." Warwick says, "Bog off!" and growls. ` ---------------- QUERY ` After writing split speech, I decided to do something about saying 'bye' to people who had just left, but whose departure the lag had hidden. ` > sayset !query [Disables this facility] > sayset query [Enables this facility] > "?Riss,,Bye! - Warwick says, "Bye!" to Riss. or - Riss is here but asleep. or - I don't see that here. ` > "?Riss,,?Kimi,,?Fuzz,,Aaargh! - Warwick says, "Aaargh!" to Fuzz, Riss and Kimi (This only works if Riss, Kimi *and* Fuzz are all present and awake.) ` If you don't put a message at the end, you will just get a status report. ` > "?Riss - Riss is here and awake. or - Riss is here but asleep ` Note, if you're using this, you can't use the macro '?' ` --------------- OOC (Out Of Character) MODE ` This was requested by Riss. ` The intention here is to distinguish between a character who can answer techincal questions and ones who are capable of asking questions like 'What is a Florida?' ` The flag _ooc is changed from _ooc:yes to nonexistence. Hopefully, pose and other programs will support it sometime. ` > sayset !ooc [Unsets OOC mode] > sayset ooc > "Type @link ba = #2 - Warwick says (OOC), (Type @link bs = #2) ` You can customise OOC mode by typing 'ooc' where you could type 'def'. ` --------------- FILTERS ` This was the other major introduction to speech. A filter is a program, seperate from the say program, which is called by say to modify text or perform some other function. If you are familiar with pipes in Unix, then this is similar. ` To see a brief description of what sort of filters are available, type ` > sayfilter ` Name | Description, For more help, type 'sayhelp <filtername>' -------------+---------------------------------------------------------- $RandomVerbs | Not a filter. Selects random verbs. Reverse | Reverses speech character by character Replace | Standard text replacing filter -------------+---------------------------------------------------------- ` Because filters have help on them, I can only give general help here. ` Filter help from > sayhelp <filtername> ` A 'filter' which begins with '$' is a verb-program and supplies verbs via a program rather than reading fixed properties. ` > sayhelp $RandomVerbs - .... > sayset def $RandomVerbs ` If a verb program takes commands, they are issued with ` > ",,<command> ` See the verb-program helps for more information. eg > sayhelp $RandomVerbs ` A normal filter modifies spoken text. You add a filter to a macro with ` > sayfilter def fadd <Filtername> ['def' can also be '%' etc] ` List which filters are on a macro with ` > sayfilter def flist - def/1 : Replace - def/2 : Jumble - def/3 : Quotation ` And remove a filter with > sayfilter def ftake <filtername> or > sayfilter def ftake.<position-in-flist-list> ` To send a command to a filter on a macro, eg 'def', ` > sayfilter def <command> ` If you wanted to send the command 'foo bar 5' to the filter 'Quotation' (number 3 on the list), but you thought 'Replace' might know about it too, you can type: ` > sayfilter def foo.3 bar 5 ` This also works in taking fliters off macros. ` > sayfilter def ftake.2 but also: > sayfilter def ftake Jumble ` ------------------------------------------------------------------------------- Sorry, this is scruffy at the end, but I'm tired and this should get you to the stage of being able to read sayhelp 1-11. . Err, sorry. I said it was late. 3-10 ------------------------------------------------------------------------------- SHOW DISPLAY PROPERTIES/MESSAGES ON AN OBJECT SHOW @HELP Help for show: -------------- Format: show <object> <proptery name> The following additional commands are available using this format: show <object> <command> @desc - display the object's desc @succ, @fail, @ofail, @osucc, @drop, @odrop - display the appropriate message. @help - help information. This message. @link - display what the object is linked to. This has different meanings depending on what the object is. @loc - the location of the object. @name - the object's name. @num - the object's database number. @version - show version number. SMELL SMELL SOMETHING OR SOMEONE SMELL #HELP Smell v2.01, by Lynn_Bionyx of P.A.N.D.A. Labs [Last update 03/25/92] -===================================================================- To set a _scent on something: @set <object> = _scent : <what it smells like> The _scent property is evaluated with %substitutions, using the program gen-desc v2.0 (#11632). To be notified when something is smelled: @set <object> = _smell_notify : <notify-format string> A notify-format string should include %n, which evaluates to the smeller's name; normal pronoun_subs are performed on the format- string. If a non-player with a _smell_notify is sniffed, the object's owner is notified. For information on room _scent's, type 'smell #rooms' For examples of _scent and _smell_notify, type 'smell #examples' Smell v2.01, by Lynn_Bionyx of P.A.N.D.A. Labs [Last update 03/25/92] -===================================================================- Room Scents: Rooms are handled a little differently from other objects by the smell program. If a room has a _scent, then that is what is shown to someone smelling the room. If the room has no _scent, then 'You smell a number of scents, mingled together.' is given, and the _scent's of every object in the room, besides the person doing the smelling, are displayed, prefaced by the name of the object. Exits with _scent's are not displayed in this manner. The 'You smell...mingled together.' message can be changed, by setting the _room_scent property on the room. Setting a _room_scent on an object will let that property be used instead of the _scent when someone smells a room containing it. For examples of _scent and _room_scent, type 'smell #examples' Smell v2.01, by Lynn_Bionyx of P.A.N.D.A. Labs [Last update 03/25/92] -===================================================================- Simple _scent on an object: @set me = _scent : %n smells like elderberries! Simple _scent on a room: @set here = _scent : There is an overwhelming smell of bamboo here Simple _smell_notify: @set me = _smell_notify : %n just smelled you! Simple _room_scent on a room: @set here = _room_scent : A faint odor of freshly-baked donuts permates the room; mixed in with the bakery-smells, you can detect... Simple _room_scent on an object: @set me = _room_scent : You get a faint whiff of berries from %n -- perhaps if you smelled %s, it would be clearer what type. SPOOF ANONYMOUS MESSAGES FOR SPECIAL EFFECTS SPOOF #HELP Spoof v2.5 usage: spoof <message> anonymously show message to all in the room. Note: to spoof a message beginning with #, you must double the #. spoof ## This is a message beginning with one #. Type 'spoof #install' for help on installing spoof exits in rooms. Type 'spoof #examples' for examples of how you might install spoofs. Type 'spoof #commands' for a list of additional #keywords. Type 'spoof #changes' to see new changes in spoof. Spoof v2.4 installation: Exits may be linked to the spoof program ($spoof) from a player, object, or room, by doing this: @action spoof = <object> @link spoof = $spoof Unless a spoof action is on a room, it is always restricted. A restricted spoof can never begin with the name of a player and is enclosed in parentheses. A spoof exit on a room can be set as follows: spoof #free spoof #restricted spoof #message (some message with %m) A free spoof lets the players spoof whatever they like, whether or not it is the name of a player. A restricted spoof is like a free spoof except that it will not let people spoof other people's names. And a message spoof, which is any string with %m in it, will substitute the spoofed message for %m. Action Spoof: Type 'spoof #action' to format your spoof to allow free-style actions. The spoof must be on a room, and you must own the spoof to set it. A free-style action will let you have your name in it anywhere, or %n, and will perform pronoun substitutions. (use %%n for your %n property) Example: spoof In a flash of fur, Lynx disappears. Puppet Spoof: Type 'spoof #puppet' to format your spoof to allow puppet actions. The spoof must be on an object, and you must own the spoof to set it. Also, the room or an environment of the room must be set _puppet_ok?:yes to allow you to use puppets. A puppet spoof will put the name of the object in front of all spoofs, allowing you to simulate a puppet. Example: @action spoof = fire-lizard @link spoof = $spoof spoof #puppet spoof chirps and looks around hopefully for food. fire-lizard chirps and looks around hopefully for food. You may set a spoof to reveal who spoofed to a few select people. They will be told only if they are in the same room. spoof #tattletale player1 (this will tell them even if they change names later) You may prevent certain people from using your spoof program. spoof #lock player1 (this will work even if they change names later) For examples, type 'spoof #examples' Spoof v2.3 examples: Example of a spoof message on yourself: > @action spoof = me > @link spoof = $spoof > spoof This is a test. ( This is a test. ) > spoof Wizard jumps up and down. Error: spoofs cannot begin with player names! > @recycle spoof Example of spoof formats on a room: > @open spoof = $spoof > spoof This is the default restricted form. ( This is the default restricted form. > spoof #message On the stage, %m > spoof Romeo carols praises to Juliet's virtues. On the stage, Romeo carols praises to Juliet's virtues. > spoof #free > spoof Wizard toads you. Wizard toads you. Examples of spoof tattletale: > spoof #tattletale Lynx > @set spoof = _spoof:free > spoof You have been booted off the system! You have been booted off the system! # spoofed by Lynx # Note that only Lynx sees the line in #'s. Examples of spoof locks: > spoof #lock Lynx > spoof This is a test. Error: you are not allowed to spoof here! Spoof v2.5 commands: Type 'spoof #free' to let people spoof any message. Type 'spoof #restricted' to prevent people from spoofing messages starting with player names. Type 'spoof #action' to allow people to make free-style spoofs. Type 'spoof #puppet' to make an NPC object. Type 'spoof #message <format> to set a special format with %m for the message. Type 'spoof #tattletale <name>' to add someone to the spoof's tattletale. Type 'spoof #lock <name>' to add someone to the spoof's lock list. Type 'spoof #check' to see who is on the spoof's tattletale and lock lists. The above commands all require you to own the spoof. #tattletale and #lock let you type !name to remove a name. Type 'spoof #feep' to... Well, it's a feep. Find out for yourself. *'gryn* Spoof v2.5 changes: Owners may now set _spoof_tattletale:(list of names and numbers) on rooms to allow them to see who did *all* spoofs including personal spoofs or puppets. The same applies to _spoof_lock. However this must be done manually. spoof #check will now work for any spoof and will tell you what tattletales and locks there are on the spoof, the room or its environments, and the global spoof tattletale and locks. Also, set an environment _puppet_ok?:no if you do not want puppets to be used in it. SWEEP SEND SLEEPING CHARACTERS HOME SWEEP #HELP __Propname_________ _where_ _What_it_does____________________________________ _sweep you message shown when you sweep a room. _swept or _osweep you message shown when you are swept. _sweep_player you message shown if you sweep an individual player. _sweep_to room dbref of where players swept in the room go to. _sweep_authorized room space seperated dbrefs of players allowed to sweep the room. ex. #1234 #465 #12 #8 _sweep_immune room space seperated dbrefs of players who are immune to being swept from here. ex. #567 #12 #8 _sweep_public? room if 'yes' means this room in sweepable by anyone. _sweep_immune? item If 'yes', means this THING doesn't get sent home when the player holding it is swept. @/sweepable? player If 'yes', player is sweepable by anyone, and gets sent home always when swept. _____________________________________________________________________________ _sweep, _swept, and _sweep_player messages can also be set on a room, as the default messages if a player sweeping there does not have them set. different formats for specific player sweeps can be had by setting props with the prefix '_sweep_', containing the format, then specifying them at sweep time. ie: if you have a _sweep_nasty format set, you can use it by typing 'sweep <player>=nasty' THINK SEND CUSTOMIZED MESSAGES TO PLAYERS IN SAME ROOM THINK : Usage: think message -- sends to all psionic receivers : think all = message -- sends to all (must be blaster) : think name [name ...] = message -- sends to specified : think = message -- same recipients as last send : For more information, type "think help" : Usage: : think message -- broadcasts a message to all psionically : active players in the room : think all = message -- if you are a 'blaster', broadcasts to all : players in the room regardless of their : individual talents; otherwise defaults to : the previous case : think name [name ...] = message -- broadcasts a message to the : players listed; only : 'blasters' can send to non- : psionic players : think = message -- broadcasts a message to the same group as you : specified last time : Properties: : _psi: sensitive, active, or blaster : _psi_format: any string : last_psi: set by this program, last group you sent to : Notes: : Sensitive players may not transmit messages to other players : or hear them. When psionics are used in the room around them, : they will see their own special string. Example: : @set me = _psi:sensitive : @set me = _psi_format:You sense psionic activity from %n. : [then someone uses psionics] : You sense psionic activity from Tygryss. : Active players may transmit only to other active players or to : blasters. Their messages are sent using their special strings; : these should contain \"%m\", which will be replaced with the message : to be sent. Example: : @set me = _psi:active : @set me = _psi_format:thinks, << %m >> : think Hello, everyone? : [You and everyone who is eligible in the room sees this] : Tygryss thinks, << Hello, everyone? >> : Blasters normally transmit as active players do, but may also : transmit to all players regardless of their psionic abilities by : using \"think all= message\". This works much as shown above. : You can only send to people in the same room, but you can use just : the leading characters in their name as long as that's unambiguous. THROW THROW SOMETHING TO SOMEONE THROW #HELP throw <object> to/at <player> @set me/object=_throw_ok:n stops anyone from throw something to you. You cannot throw any object @set <object>=_throw_ok:n. @set me=Jump_OK, @set object=Jump_OK AND the receiver must be set Jump_OK or the throw will fail. throw #ok sets you so you can receive throws. throw #!ok sets you so you can't receive throws. @view $throw for more help. Command to view: @list $throw=2-95 Run this command? (y/n) Hand/Throw by Mystique@AlteredStates July 10, 1994 Use but don't Abuse! @set me/object=_hand/succ:You hand %obj to &n. @set me/object=_hand/osucc:%n hands %obj to &n. @set me/object=_hand/drop:%n hands %obj to you. @set me/object=_hand/odrop:%n hands %obj over to &n. @set me/object=_throw/succ:You throw %obj off to see &n. @set me/object=_throw/osucc:%n throws %obj off to see &n. @set me/object=_throw/drop:%n threw %obj to you. @set me/object=_throw/odrop:%n threw %obj to &n. @set me/object=_throw/osame:%n throws %obj to &n. Pronoun substitutions using %'s are for the hand/thrower, &'s are used for the target [who's getting the object]. %obj is the object name. Objects setup with the above messages [all or any], they're used instead of the person's messages. @set me/object=_hand_ok:n disallows that player/object of being involved in a throw. @set me/object=_throw_ok:n same as above, but for throws. Wizards can have extra messages [succ, osucc, etc] by merely adding `-player' onto them, where you can have messages for moving players. ----------------------------------------------------------------------------- This version has been updated to support the old FurryMUCK throw functions, listed from the original docs by Darkfox for the props to be set are: Restrictions: <object> must be jump_ok ** NO Zombie objects! ** <person> must be jump_ok <person> must have a property "_receive_ok?:" set to "yes" <person> must not be haven the room /environment must not have a property "_throw_allowed?" set to "no" <person> may also have a "_sleep_throw" property that contains a list of player names or dbrefs of people who can throw to you, while you're asleep. <person> may have a "_throw_allowed" property that contains a list of player names or dbrefs, and only those players will be allowed to throw to <person>. If the first character of _throw_allowed is "!" only players *not* contained in the list will be allowed to throw to <person>. If <person> is not in the same room as the thrower, then: <object> must not have a property "_throw_far?" set to "no". the room / environment must not have a property "_throw_far?" set to "no". the trigger must not be set STICKY. Messages: Messages may be both on the object and on the trigger; and may be general or action-specific; the action- specific messages will have "_" and the first name in the action preceding the general message names. The messages are put through pronoun substitution for both the catcher and the thrower, in that order. So, for a pronoun_sub on the thrower, you must double the '%' in the message. [See the default messages below for examples of this.] In addition to the normal pronoun substitutions, a '%t' or '%T' will be replaced by the true name of the thrower, a '%c' or '%C' will be replaced by the true name of the catcher, and a '%w' or '%W' will be replaced by the name of the object being thrown. _same This is the message that is given when both the thrower and the catcher are in the same room. DEFAULT: %%n throws %w to %n. [%%n == name of thrower, %n = name of catcher] _throw This is the message given to the thrower when the thrower and the catcher are in different rooms. DEFAULT: %%n throws %w into the air towards %c. _catch This is the message given to the catcher when the thrower and the catcher are in different rooms. DEFAULT: %w flies into the room from %T and is caught by %n. 94 lines displayed. WATCHFOR NOTIFIES YOU WHEN A PLAYER LOGS ON/OFF WATCHFOR #HELP watchfor -- warns you when given players log in or out. --------------------------------------------------------------------------- watchfor #on Turns on login/logoff watching. watchfor #off Turns off login/logoff watching. watchfor #help Gives this help screen. watchfor #list Lists all players being watched for. watchfor Lists all watched players currently online. watchfor <player> Adds the given player to your watch list. watchfor !<player> Removes the given player from your watch list. watchfor Lists the players temporarily being watched for. watchfor #temp <plyr> Adds the given player to the temporary watch list. watchfor #temp !<plyr> Removes the given player from the temp. watch list. watchfor #hidefrom <plyr> Prevents <plyr> from being told of your logins. watchfor #hidefrom !<plyr> Lets <plyr> be told of your logins again. watchfor #hidefrom #all Lets no one be informed of your logins/logouts. watchfor #hidefrom !#all Lets people see your logins/logouts again. watchfor #hidefrom Lists who you are hiding from. For more detailed information on this program, type '@view $con/announce' Command to view: @list $con/announce=1-42 Run this command? (y/n) ( CON-Announce 2.00 -- announces logins/logouts to interested players. Also known as cmd-watchfor ver. 2.00 If you "@set me=_prefs/con_announce?:yes", then when any player listed by name in your "_prefs/con_announce_list" property logs in or out, you will be notified. You will not be informed if the connecting player is in the same room as you, unless the room is set DARK; it is assumed that you already know that they are connecting/disconnecting. When a person logs in, they have a half minute grace period in which they can rename themselves, or log back off, before it is announced that they have logged on. This is for privacy purposes. Wizards are told of player logins immediately, however. This is for possible security reasons. Properties: _prefs/con_announce? If set "yes" on yourself, then you will be told when people log in. _prefs/con_announce_list Contains a list of space seperated case- insensitive names. When one of these people connects or disconnects, you will see a message telling you so. Wizards may also use dbrefs in the form #1234 in place of names. If this property is not set, then you will not be informed when anyone logs in or out. Wizards, however, are informed of ALL logins/logouts when this prop is not set. _prefs/con_announce_once Same as _prefs/con_announce_list, except that as soon as it announces a player connecting/ disconnecting, it clears their name from the property. DBrefs are not usable in this prop. _prefs/con_announce_fmt Contains a format string for the announcement message you see when another player connects/ disconnects. %n subs to the player's name; %t to the current time; %v to the verb "connected", "disconnected", or "reconnected". %l subs to the players location for a wizard's format string. The default format string is: "Somewhere on the Muck, %n has %v." 42 lines displayed. WHATIS SPECIAL INFORMATION UTILITY WHATIS #HELP DIRECTORYFLAGS v1.5 Cinnibar 1993 A yellow-pages program that allows characters to specify attributes for themselves and to look-up online characters who might have specified attributes. OPTIONS: #help -- This help screen #wizhelp -- Wizard-command help screen #vers -- Displays version information #dirflag <attrib> -- Displays long name of a single attribute #list -- Lists all available attributes #set <dirflag> -- Sets your attributes to those in dirflag, in default order #force <dirflag> -- Same as #set, but specifies print sequence when displayed #mod <dirflag> -- Modifies your attributes to include those in argument <name> -- Displays attributes of player <nothing> -- Displays attributes of all players in room #search <dirflags> -- Shows all online characters matching search dirflag list #wizzes <attrib> -- Lists all wizards for a dirflag #all -- Lists the attributes for all online players, if set <dirflag> can be any continuous sequence of valid attributes, prepending any by a '!' will specify a *removal* of the attribute <<>> <<>> y)young &A)artistic &s)shy &I)immortal &u)ugly &T)tricky c)cute f)fluffy &p)poetic &P)psionic p)pure &d)dark j)jaded &f)flirtatious l)lecherous +)huggable 1)lonely m)mischievous &e)evil &g)good s)sociable w)magical Q)quick n)nimble J)jumping u)undead G)gigantic i)itsy-bitsy &i)innocent &F)fantastical P)primitive H)hi-tech O)obstinate &m)mechanical N)newbie })silly W)winged X)crazy &?)chaotic &=)lawful v)vampire a)aquatic &n)non-morphic A)avian C)canine E)equine F)feline &l)lapine &R)raccoon &O)otter &S)skunk &M)marsupial e)elf h)human K)kangaroo I)insect L)lupine M)mustelid R)reptilian U)ursine D)dragon r)rodent S)silkie V)vulpine ')'taur ")demonic 0)angelic ?)shapeshifting T)toon k)killer d)dominant b)submissive =)switch g)games-fan &w)M:TG-addicted x)xxx-rated \)male-biased |)female-biased t)t|d-fan &t)t|d-hater o)ohug-hater &a)anime &U)unavailable &h)mostly-harmless WHEREARE SEE PLAYERS LOCATED IN CERTAIN POPULAR ROOMS WA #HELP WhereAre ver. 1.3 by Riss of FurryMuck. Another (W)acky global. WhereAre will display the number of awake characters in rooms set with the _WhereAre:<comments> property. Removal of that property will remove the room from possible inclusion in the list. Example: @set here=_whereare:T|D games nightly might be good for a room that has T|D games in it often so others can see if there are people using the room. Directions to the room can be placed in the property _wherearedir: for display with WA #dir WA - Displays enabled rooms with 2 or more people awake. WA n - n = MINIMUM number of people awake to display the room. WA [n] #name - Display names of folks awake in rooms. WA [n] #dir - Displays Directions to rooms if avaliable (70 char max) WA #never - to HIDE your name from the WhereAre #name list. WA #always - to include your name regardless of WhereIs setting. WA #reset - to use the basic default settings from WhereIs. WA #whereis - Same as WA #reset. WA #def [com] - Set command to be the default command for WhereAre. WhereAre will default to using the basic settings you selected for WhereIs. If you have your WhereIs program #OK and you are NOT #UNFIND then you can be included in the name display. WhereAre does not use WhereIs' #ignore or #priority functions. If you never wish to be included in a WhereAre name display set WA #never. WHEREIS SHOWS LOCATIONS OF PLAYERS SPECIFIED WHEREIS #HELP Help screen 1 - Whereis program. Version: 3.1 ----------------------------------------------------------------------------- To locate a single player: 'whereis <name>' To locate everyone in your name list: 'whereis' To add a name to your name list: 'whereis #name <name>' To remove a name from your name list: 'whereis #!name <name>' To show everyone in your name list: 'whereis #name' To set yourself unfindable: 'whereis #unfind' To clear your unfindable flag: 'whereis #!unfind' To set yourself Haven: 'whereis #haven' To clear your Haven flag: 'whereis #!haven' To set everyone in a room unfindable: 'whereis #room' To clear the room's unfindable flag: 'whereis #!room' ----------------------------------------------------------------------------- Items in <> are parameters. Items in [] are optional. Help screen 2 - Whereis program. Version: 3.1 ----------------------------------------------------------------------------- To turn off notification of messages: 'whereis #quiet [haven] [room] . [unfindable] [findable] [ignore]' To reset your notification messages: 'whereis #!quiet [haven] [room] . [unfindable] [findable] [ignore]' To show your current settings: 'whereis #who' To set your findable message: 'whereis #message find=[<text>]' To clear your findable message: 'whereis #message find=' To set your unfindable message: 'whereis #message unfind=[<text>]' To clear your unfindable message: 'whereis #message unfind=' Add a name to your ignore list: 'whereis #ignore <name>' Remove a name from your ignore list: 'whereis #!ignore <name>' See who you are ignoring: 'whereis #ignore' ----------------------------------------------------------------------------- Items in <> are parameters. Items in [] are optional. Help screen 3 - Whereis program. Version: 3.1 ----------------------------------------------------------------------------- Find everyone on a pwho <list>: 'whereis #list <listname>' Add a name to your priority list: 'whereis #priority <name>' Remove a name from your priority list: 'whereis #!priority <name>' See who you are prioritizing: 'whereis #priority' View possible changes to this program: 'whereis #view' Start writing to the prog's author: 'whereis #write <subject>' Set yourself active user of @whereis: 'whereis #ok' Shut off all access to @whereis: 'whereis #!ok' Set value for crowd viewing on you: 'whereis #crowd me=[on|off|default]' Set value for crowd viewing on room: 'whereis #crowd here=[on|off|default]' ----------------------------------------------------------------------------- Items in <> are parameters. Items in [] are optional. WHISPER SEND MESSAGES TO PLAYERS IN SAME ROOM WHISPER #HELP MUFwhisper v1.03 by Tygryss Updated 3/31/92 Page1 -------------------------------------------------------------------------- To whisper a message to another player: 'whisp <plyr> = <mesg>' To do a pose style whisper to a player: 'whisp <player> = :<pose>' To whisper to multiple people: 'whisp <plyr> <plyr> = <msg>' To whisper again to the last players: 'whisp = <message>' To reply to a whisper to you: 'whisp #r = <message>' To reply to everyone in a multi-whisper: 'whisp #R = <message>' To display what version this program is: 'whisp #version' To display the latest program changes: 'whisp #changes' To list who you last whispereed to, and who last whispereed to you: 'whisp #who' ---------------------- Words in <> are parameters. ----------------------- WHODO "WHO" LISTING WITH "DOING" ENTRIES WD #HELP WhoDo 1.8 by Riss WD -Shows the name, times, and Doings of on line folks. WD [name pattern] -Shows info only for those names starting in pattern. WD #pwho [altlist] -Scans your main or alternate Pwho list of players. WD #room -Scans awake players in the room. WD #conn [minutes] -Scans only players connected after you or minutes. WD #watc -Scans your WatchFor list. WD #spec [namepat] -Like WD, but shows Sex and Species. WD s:<text...text> -Set the Sticky Doing to <text> WD s: -Clears the Sticky Doing WD t:<text...text> -Set the Temp Doing to <text> WD t: -Clears the Temp Doing. (Moving to a new room also clears) WD #def [command] -Sets or clears the default command WD will execute. WD #temp on | off -WD will(on) | will not(off) display Temp Doing remotely. The Sticky Doing is the property that remains until changed by you. The Temp Doing clears itself when you move to a new room. The Temp Doing will only display to others in the same room as you, unless you 'WD #temp on' which will make your Temp Doing available to be looked at by folks outside the room. '>' displays before a Temp Doing. Viewing of your sex and species may be disabled with @set me=_wsobjector:far To get a normal full WD list when you have a default set: WD #norm WHOSPE SHOWS THE SPECIES AND GENDER OF PLAYERS IN ROOM WS #HELP WhoSpecies Ver 1.9 by Riss Displays the name, sex, species, and doing propertys of players. If called by whospe <playername> then will only show information on that one player in the room. ------------------------------------- Props you set: species: Brief description of your species species_prop: Name of prop to read species from if different from species. Set the props on yourself. No need to set species if species_prop is used. Examples: If you have @set me=species:Centaur then Centaur will display in list. If you have @set me=species_prop:current then the list will display the value of your property called current. This could be used with some morphing programs and the @6800 general-desc program. The sex is taken from the Gender or Sex props, with Sex overriding Gender. [asleep] will be displayed next to the names of sleeping players. More commands available. Enter 'whospe #morehelp' to display. For comments or more information page #mail Riss. WhoSpe will now look at a remote players species. This is done with: whospe #far <player's full name> If you @set me=_wsobjector:far then #far will not work on you. --------------------------------- WhoSpe can now be set to display an extra line that can be used for a 'doing' action. In other words, you can let others who use WhoSpe know what you are doing. You set your doing by: whospe doing: <the text of what you are doing> (or whospe do: <text.......> will do the same thing.) Note - There must be a space after the doing: or do: Example: I could set myself to say: Sitting quietly in the park. and when someone ran WhoSpe they would see my infomation plus the line: Doing: Sitting quietly in the park. To be able to see these lines if they are available from players, you must do: whospe #doing. To ignore these lines (default) do: whospe #!doing. To clear your doing line, just enter: whospe doing: with no text. WhoSpe will display your TEMP Doing if available, otherwize it will display your STICKY Doing. WhoSpe sets _ONLY_ your STICKY doing. For more info on TEMP and STICKY Doings, see the DOING global command. ----------------------------------- Idle time display: Defaults to players idle for more than 120 seconds. You may set a prop on yourself _WSIDLE with the number of seconds before you see the idle flag next to player's names. Ver 1.9 will display objects with _puppet? or Zombie flag set. Enjoy! -Riss