2012-03-07 18:07:23 +00:00
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wMUD TODO file
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2012-03-14 19:02:19 +00:00
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==============
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This file is continuously migrated into the Zim wiki (later it will become
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media or dokuwiki).
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2012-03-25 09:55:57 +00:00
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Legend
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------
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[ ] planned
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[f ] feature request added to flyspray
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[ i] implementation began
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[XX] finished
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2012-03-14 19:02:19 +00:00
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Data storage and code flow
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--------------------------
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ i] * Store EVERYTHING in an SQLite3 database
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2012-03-25 09:55:57 +00:00
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2012-03-27 08:39:33 +00:00
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[ i] * Separate threads for separate jobs. Game thread for accepting players,
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maintenance thread to continuously maintain the database, chat threads
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for different chat protocols, world builder thread for online world
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building.
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * All descriptions should be written in a markup language to support bold,
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underline, colours, and such
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[f ] * Loadable modules for commands, races, classes, etc.
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2012-03-07 18:07:23 +00:00
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2012-03-14 19:02:19 +00:00
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Game world
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----------
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2012-03-27 08:39:33 +00:00
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[ ] * Movement
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2012-03-27 21:07:38 +00:00
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[ i] - Directions are loaded from the database
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[ ] - Rooms may have other exits, like portals, which can be ENTER'ed.
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2012-03-27 08:39:33 +00:00
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[ ] - Doors can be locked or hidden
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[ ] - <mob> arrives from <direction>
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[ i] * Planets/Planes
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[ i] - Rooms are connected to Planets
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[ i] - Planets are connected to Planes
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2012-03-27 21:07:38 +00:00
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[ ] - Rooms may have different descriptions depending on the Plane the
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Character is active on
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2012-03-27 08:39:33 +00:00
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[ ] * Player grouping (AKA Party or formations)
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[ ] - Group leader (can promote others, demoting themselves)
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[ ] - Maximum group size
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[ ] - Following is not grouping
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[ ] * People start in a well-defined start location (randomly selected during
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character generation)
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2012-03-27 21:07:38 +00:00
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[ ] - Races may have at least one possible start locations, so different
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races can start at different locations
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2012-03-27 08:39:33 +00:00
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[ ] - The whole world should have one fallback start location (Tree of
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2012-03-27 21:07:38 +00:00
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Memories?). Characters with no specified starting locations will
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start the game here.
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2012-03-27 08:39:33 +00:00
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[ ] * Housing system should automatically expand towns (this will be fun to
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write). Maybe a better alternative is to check for free housing and
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if the amount goes too low, manually create some new one.
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2012-03-27 21:07:38 +00:00
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[ ] - To make the decision if a town actually needs new houses, some
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statistics are required.
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2012-03-27 08:39:33 +00:00
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[ ] - Housing can be decorated with different objects ('decoration' item
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flag; can not exceed a maximum number, depending on house size).
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[ ] - Houses get untidy over time, so they need to be cleaned
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[ ] - House maids (for cleaning, and maybe basic cooking)
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[ ] - Houses have a fix price
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[ ] - Locks
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[ ] . Locks of houses not visited occasionally get more and more rusty,
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2012-03-27 21:07:38 +00:00
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making it easier to break into them. Burglars can take whatever
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2012-03-27 08:39:33 +00:00
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they want!
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[ ] . Locks decompose after a given time, making the house door openable
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and the house accessible to anyone
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[ ] . Fixing the lock requires Mechanics after a given amount of condition
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loss, otherwise a small amount of oil helps
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[ ] . Unowned houses' locks are maintained regularly
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2012-03-27 21:07:38 +00:00
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[ ] . Players may occupy an abandoned house if the world is configured to
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enable it. Otherwise abandoned houses get occupied by town guards,
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and are sold again after a given time.
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2012-03-27 08:39:33 +00:00
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[ ] * Inn and Tavern system
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[ ] - Characters can set their hometown in an Inn; however, Inns have only a
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limited amount of rooms. Inn rooms cost some amount of gold per day,
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which is pre-paid. If the rent is over, the character's start
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location is set to one of the racial defaults. If the character is
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online when the rent is over, they should get a warning message
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about this. If the player gets an own house, their home location
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should be automatically set to it
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[ ] - Tavern system
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[ ] . Tables and chairs
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[ ] . Tables are private chat rooms with a maximum number of members
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[ ] . Each tavern has a fixed amount of tables and chairs
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2012-03-27 21:28:47 +00:00
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[ ] . Chairs can be moved from one table to another if not occupied
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2012-03-27 08:39:33 +00:00
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[ ] . Tables have a maximum number of chairs (which may vary depending on
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the table's size)
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[ ] * Item disposal methods
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[ ] - Drop (DROP <item>)
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Dropped items don't generate points, nor money. They also get the
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dropped flag, so they loose some (most) of their property bonuses
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unless their original owner picks them up
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[ ] - Donation (DONATE <item>)
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Donated items automatically appear in the nearest donation room (or
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random, maybe). Donations are recorded, and the characters who
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donate in larger amounts and/or more valuable items may get rewards
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for public service. Items dropped in donation centers also count as
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donated
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[ ] - Sacrifice (SACRIFICE <item> [to] <god>)
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Sacrificed items become energy, which the Gods retun as Sacrifice
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Points
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[ ] - Salvage (SALVAGE <item>)
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Most items can be salvaged to get some raw materials back. Of
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course, it is way less than the original amount required to craft
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the item. Salvaging may require tools.
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[ ] - Auction (AUCTION <item>)
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Items can be auctioned at the Market Squares
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[ ] * Item creation (AKA combining or Professions)
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[ ] - Trainers, who know only specific recipes
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2012-03-27 21:28:47 +00:00
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[ ] - Recipe scrolls (e.g to be dropped by mobs and such) (item flag
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'recipe'; custom fields must be added for Profession ID and recipe
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ID)
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[ ] - Corpse skinning (only corpses of mobs with the 'skinnable' flag)
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[ ] - Corpse butching (only corpses of mobs with the 'butchable' flag)
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[ ] - Fishing (only in rooms with the 'fishing' flag)
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[ ] - Mining (only if the room has an item with the 'minable' flag)
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[ ] - Foraging (only if the room has an item with the 'foragable' flag)
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[ ] - Blacksmithing (only if the room has an item with the 'anvil' flag, and
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the character has an item with the 'blacksmith-hammer' flag)
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[ ] - Alchemy (some recipes may require an item in the room with the
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'alchemytools' flag)
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2012-03-27 08:39:33 +00:00
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[ ] * Companions
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[ ] - Combat/Pack animals
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2012-03-27 21:28:47 +00:00
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[ [ - May be rented
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[ ] - They should also advance in age
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2012-03-27 08:39:33 +00:00
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[ ] - Mounts (may also act as combat/pack animals)
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[ ] - Charming
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[ ] - Servants, pages
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[ ] * Gods
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2012-03-27 21:28:47 +00:00
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[ ] - Gods may be chosen upon character creation. Amount is configurable.
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(for Iminiru, a character MUST have at least two Gods)
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2012-03-27 08:39:33 +00:00
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[ ] - Sacrifices
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[ ] - Prayers
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[ ] * Reputation system
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[ ] * Player Clans
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[ ] - Clan bank
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[ ] - Clan wars (Players from a Guild may PK players from another Guild if
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the two Guilds are in war with each other)
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[ ] * Item types
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[ ] - Armour/Clothing
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[ ] . Shields
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[ ] - Weapon
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[ ] . Ballista
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[ ] . Bashing
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[ ] . Bow
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[ ] . Crossbow
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[ ] . Club
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[ ] . Knuckle
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[ ] . Lash
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[ ] . Net
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[ ] . Piercing
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[ ] . Slashing
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[ ] . Whip
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[ ] - Potion
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[ ] - Poison (appliable to weapons)
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[ ] - Food/Water/Alcohol/Sugar
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[ ] - Light
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[ ] - Spell reagent
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[ ] - Material
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[ ] - Artifacts
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[ ] - Containers
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[ ] . Bags
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[ ] . Chests
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[ ] * Death system, Rebirth
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[ ] * War Machines
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[ ] * Shops
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[ ] - Most shops should open/close depending on the in-game time
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[ ] * Skills/Spells/Talents granted by the Gods
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[ ] - Fear
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[ ] * Magic Profession
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[ ] * Fighting Professions with practicing
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[ ] - Disarm
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[ ] - Dual Wield
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[ ] - Stun
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2012-03-27 21:28:47 +00:00
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[ ] * The whole system should be built with class support, although Iminiru
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will technically have only one "Adventurer" class. Also, multiclassing
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2012-03-27 08:39:33 +00:00
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should be possible
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[ ] * Character aging, with racial maximum age. When a character is too old,
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they can retire (e.g they will become story tellers or such), or die
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2012-03-27 21:28:47 +00:00
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and reborn. Reborn characters have a bonus to their maximum age. Upon
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rebirth they create a totally new character, with all their old data
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remaining in the database. Reborn characters have the possibility to
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regain all their old powers after a few years
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2012-03-27 08:39:33 +00:00
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[ ] * Quests
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[ ] - Quests given by NPCs
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[ ] - Player creatable quests
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[ ] - Character bounty, which can be placed by other characters for a fee
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(should be enabled per world), or NPCs.
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[ ] * In-game chat (whisper, say, shout, emotes, group/party, guild). Guild
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chat should be accessible without entering the game (from the
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Circle-like main menu), or even via IRC or something like that
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[ ] * Speedwalking?
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[ ] * Arenas
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[ ] * Mercy mob flag: mobs will stop attacking if their enemy is unable to
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fight any more
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[ ] * Mobs should be able to wear/wield items, have an inventory, have Skills,
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Spells and Talents
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[ ] * Sneaking, thieving, robbery
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[ ] - A mob may steal stuff from you, you may detect it, and maybe able to
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catch it and get your stuff back. However, killing them in a city
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may result in punishment by the guards.
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[ ] - Player killing/thieving should be enabled/disabled per world
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Gossips
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2012-03-27 21:28:47 +00:00
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[ ] - Bragging NPCs: if a character gets killed by specific NPCs, those
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2012-03-27 08:39:33 +00:00
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NPCs will humiliate that character for a while
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Weapon USE: wielded weapons may do something (like cast spells or such)
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if a specific attribute is set. The item spell should recharge over
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time, or recharge upon a specific condition
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Money (with the possibility to create several money types, like
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different currencies for different Races or Countries)
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[ ] - Money has weight
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Banks
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[ ] - Money deposit (with interest in some banks)
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[ ] - Storage, for a fee
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[ ] - Loans
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * All looted items should be used in some way or another. Sacrifice is a
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common way, but some items may be milled (e.g bones and herbs) or
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disassembled (e.g Mechanics objects or armour), others may be used as
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raw materials. Extracted body parts (e.g blood or meat) should
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decompose over time, even in an inventory, unless put in a special
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container
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Object affects and attribute modifiers, like an earring which make the
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character deaf. These affects may be hidden, and even delayed (e.g the
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character puts on the earring that gives a high amount of charisma,
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but after wearing it for a specific time, they will become deaf, and
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they will have no idea what caused it. The same object can also be
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cursed, so it cannot be removed except by some professional magicians
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Item modifiers, like sharpening stones
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Item durability. Items must have a Profession and a Profession Level
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associated to them to show who can repair it
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Mob glowing (e.g they will be unable to sneak)
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Polls
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Configurable prompt
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Marriage?
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Character titles, which can be rewards for quests, or be bought for a
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high amount of money
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Spirit world
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[ ] - Some rooms (at least one) should be marked as Spirit World. Upon
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death, characters get the DEAD flag, and get to this room. They must
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find their way to remove the DEAD flag, and/or find a way back to
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the real world.
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Blood may remain on the floor during a fight (even without a kill)
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Special rooms
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[ ] - Death trap rooms
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[ ] - Regeneration rooms
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[ ] - Teleportation objects (portal machines) and rooms (elevators)
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Languages
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Books
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Rivers should have some kind of a current. If you get into a river (even
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on a boat, or by swimming), it will move you automatically somewhere
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Gambling (may be illegal in some towns ;) )
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Guides that can be payed for. E.g in a big city, a guide can lead you to
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the Inn, or something like that for a small fee.
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Automatically hiding/appearing exits (e.g to create mazes or to hide
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stuff)
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Mailing
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Abilities
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[ ] - Rolled upon character creation
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[ ] - May be trained (ability training may be enabled/disabled system wide)
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[ ] - There should be a racial maximum
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[ ] - May be modified by affections and worn items
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[ ] - May increase/decrease with age
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2012-03-07 18:07:23 +00:00
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2012-03-27 08:39:33 +00:00
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[ ] * Tattoes, scars, piercings, etc.
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2012-03-14 19:02:19 +00:00
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2012-03-27 21:28:47 +00:00
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[ ] * Lights that shine on each other and on the world
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2012-03-14 19:02:19 +00:00
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Commands
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--------
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2012-03-27 08:39:33 +00:00
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[ ] * Commands already defined in Zim Wiki:
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[ ] - DROP
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[ ] - GET
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[ ] - PRACISE/PRACTICE
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[ ] - PRAY
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[ ] - RECALL
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Take back the character to their house, or the Inn room they have
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rented. Specific rooms may have a flag so there must be no recall
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from them (this should also mean that upon logout/login, the
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character will get back to this room)
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[ ] - SURVEY
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[ ] - TALE
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[ ] * Commands that should be present
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[ ] - AFFECTS
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Shows all the spells that affects the character (spell name, apply
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count, duration, applier name)
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[ ] - SCORE
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Shows the player's statistics
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[ ] - INVENTORY
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Shows the character's inventory
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[ ] - EQUIPMENT
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Shows the equipped items
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[ ] - LOOK
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[ ] - EXITS
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[ ] - EXAMINE should be an alias to LOOK, except it should work only on objects
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[ ] - CONSIDER
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[ ] - SET
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[ ] . AUTOLOOT [OFF]
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[ ] . AUTOSKIN [OFF]
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[ ] . AUTODRAIN [OFF]
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[ ] . AUTOSPLIT [OFF]
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[ ] . AUTOEXIT [ON ]
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[ ] . COLOR [ON ]
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[ ] . AUTOLOOK [ON ]
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[ ] . WIMPY [OFF]
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[ ] . AUTOCONSUME [OFF]
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(To automatically consume food and drink when hungry/thirsty)
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[ ] . GROUPINV [ON ]
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[ ] . PAGELENGTH [30 ]
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[ ] - BURY/DIG
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[ ] - EQUIP/WIELD
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[ ] - IGNORE/UNIGNORE
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[ ] - WHO/WHOIS
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[ ] - QUIT
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Exits the game
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[ ] - LOGOUT
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Goes back to the intro menu
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[ ] - USE
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Use objects in hand (map, weapons with spells, etc.), or in room
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(buttons, levers, etc.)
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2012-03-11 14:09:50 +00:00
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Materia Magica command list
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2012-03-14 19:02:19 +00:00
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---------------------------
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2012-03-11 14:09:50 +00:00
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$ = gold
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. = shout
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/ = chat
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; = formtalk
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? = help
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2012-03-14 19:02:19 +00:00
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away affects affected auction align alias alliance bury build backstab bash
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breathe bank cast channels combat ctf clear cls commands consider chat clan
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clantalk ct close charge chess changes credits class challenge description
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donate dream dig drink drop disarm dismount effects evoke equipment examine
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enter extinguish emote eat empty equip fill feed flee friends faction formation
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ft feign get gold give grab grapple guide gohome hitch help hold herald hint
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hide history home inventory invoke ignore kill kick knock look light levels
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lock locker lay mix memorize mail marks mount news novice notify order open
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practice pktalk pray pick put pull push play protocols page quest quit rest
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read report rules relay reply remove run recall rewardunit religion raise snare
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sit stand sweep score socials skills scan survey say sayto shop shout search
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sacrifice set sleep sneak ship steal shift slit strike tell tag time termreset
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typo title turn take throw track train unhitch use unequip unlock vendor
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visible version wield who whisper weather wimpy wear write wake where yell
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2012-03-11 14:09:50 +00:00
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CircleMUD commands
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2012-03-14 19:02:19 +00:00
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------------------
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2012-03-27 21:07:38 +00:00
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POS_DEAD
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; advance alias at autodrain autoexit autoloot ban brief bug clear cls color
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commands compact credits date dc display freeze gecho handbook hcontrol help
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holylight idea immlist imotd inventory invis last levels load motd mute
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noauction nogossip nograts nohassle norepeat nosummon notell notitle nowiz olc
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page pardon policy poofin poofout prompt purge qecho quest qui quit reload
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reroll restore return roomflags score set show shutdow shutdown slowns snoop
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socials stat switch syslog teleport tell thaw time title toggle trackthru typo
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unaffect unban ungroup uptime users version vnum vstat who whoami wimpy wizlist
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wizlock wiznet zreset
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POS_FIGHTING
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assist bash flee hit kick kill murder rescue
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POS_RESTING
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: ' applaud ask beg bleed blush brb burp cackle chuckle clap comb comfort
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consider cough cringe cry cuddle curse diagnose donate drink drool drop eat
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emote exits fart flirt follow fondle french frown fume gasp get giggle give
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glare gold grab greet grin groan grope group grovel growl hiccup hide hold
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holler hop house hug insult junk kiss laugh lick look love massage moan nibble
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nod nudge nuzzle order pat peer point poke ponder pout practice puke punch purr
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put qsay quaff read recite remove report rest roll say scream shake shiver
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shout shrug sigh sing sip sit slap smile smirk snap snarl sneeze snicker sniff
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snuggle spank squeeze stand stare steam stroke sulk tackle take taste taunt
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thank think tickle twiddle visible wave wear weather where whine whisper
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whistle wield wink worship yawn yodel
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POS_SITTING
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accuse cast close examine lock open pray split unlock use
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POS_SLEEPING
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auction daydream echo equipment force gossip goto grats gsay gtell info news
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noshout reply save send skillset sleep snore transfer wake wizhelp
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POS_STANDING
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backstab balance bounce bow bury buy check curtsey dance deposit dig down drain
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east embrace enter fill flip leave list mail north offer pick pour receive rent
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ruffle sell sneak snowball south spit steal strut tango track up value west
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wiggle withdraw write
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Fill-in words:
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in from with the on at to
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Reserved words:
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a an self me all room someone something
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