Moved old codebase to old-codebase/
This commit is contained in:
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old-codebase/lib/text/help/commands.hlp
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old-codebase/lib/text/help/commands.hlp
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old-codebase/lib/text/help/index
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old-codebase/lib/text/help/index
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commands.hlp
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info.hlp
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socials.hlp
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spells.hlp
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wizhelp.hlp
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$
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old-codebase/lib/text/help/index.mini
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old-codebase/lib/text/help/index.mini
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commands.hlp
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info.hlp
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socials.hlp
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spells.hlp
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wizhelp.hlp
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$
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421
old-codebase/lib/text/help/info.hlp
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old-codebase/lib/text/help/info.hlp
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AC
|
||||
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"AC" is your armor class. It is a number from -10 to 10, roughly
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defined as follows:
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AC Roughly equivalent to
|
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-----------------------------------------------------------
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10 Naked person
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0 Very Heavily armored (Plate mail, and "two shields")
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-10 Armored battle tank
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The score command displays your armor class as a number such as 78/10;
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this means 78 on a scale from -100 to 100 (i.e., 7.8 on the scale from
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-10 to 10.)
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See also: SCORE
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#
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AREAS
|
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|
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This is a listing of the areas available for exploration on this
|
||||
CircleMUD.
|
||||
|
||||
Limbo -- DikuMud
|
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River Island Of Minos -- Mahatma of HexOynx
|
||||
God Simplex -- CircleMUD, modified by Taz of Tazmania
|
||||
The Straight Path -- Steppin of ChicagoMUD
|
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The High Tower Of Magic -- Skylar of SillyMUD*
|
||||
Midgaard -- DikuMud
|
||||
The Three Of Swords -- C.A.W.
|
||||
Miden'Nir -- Copper II, modified by VampLestat of MercMUD*
|
||||
The Chessboard -- Exxon of SillyMUD
|
||||
Mount Moria -- Redferne of DikuMud*
|
||||
The Great Eastern Desert -- Rorschach
|
||||
The Drow City -- Rorschach
|
||||
The City Of Thalos -- Rorschach
|
||||
The Great Pyramid -- Andersen of HexOynx*
|
||||
New Thalos -- Duke Of SillyMUD*
|
||||
The Haon-Dor Forest -- Quifael of DikuMud, extended by by Derkhil
|
||||
of CircleMUD
|
||||
The Orc Enclave -- C.A.W.
|
||||
Arachnos -- Mahatma of HexOynx
|
||||
Rand's Tower -- C.A.W.
|
||||
The Dwarven Kingdom -- Depeche of DikuMud
|
||||
The Sewers -- Redferne of DikuMud
|
||||
Redferne's Residence -- DikuMud, modified by Cyron of VieMud
|
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Rome -- Onivel of JediMUD
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King Welmar's Castle -- CircleMUD*
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Newbie Zone -- Maynard of StrangeMUD
|
||||
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All those marked with * have been heavily modified by Furry of VieMud
|
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C.A.W. stands for the Curious Areas Workshop. For more information
|
||||
mail <fletchra@qsilver.queensu.ca>.
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|
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See also: CREDITS
|
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#
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BOARDS
|
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|
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Bulletin boards are the forum of inter-player communication on the MUD.
|
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There are different bulletin boards for different purposes -- for example,
|
||||
a standard mortal board, a board for immortals, a board for fun "social"
|
||||
messages, etc. Naturally, not all players may be allowed to read all
|
||||
types of boards.
|
||||
|
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Type "LOOK BOARD" to see the messages already posted on a board. Type
|
||||
"WRITE <subject>" to post a message to a board; terminate a message with
|
||||
a '@' as the first character on a line. Type "READ <number>" to read a
|
||||
post. Type "REMOVE <number>" to remove your own messages.
|
||||
|
||||
Example:
|
||||
|
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> look at board
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> write Am I using these boards correctly?
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||||
[writes the message; terminates with a '@']
|
||||
> look at board
|
||||
> read 6
|
||||
> remove 6
|
||||
|
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See also: MAIL, READ, WRITE
|
||||
#
|
||||
CLERIC
|
||||
|
||||
Clerics have an ancient belief in not carrying sharp weapons. Hence, they can
|
||||
only wield bludgeoning weapons. This class gives you the wisdom of peace,
|
||||
blessing and healing, though it is possible to learn more violent spells.
|
||||
|
||||
You can improve your spells by using the practice command.
|
||||
|
||||
See 'help spells' for a list of spells available.
|
||||
|
||||
See also: PRACTICE, SPELLS
|
||||
#
|
||||
EXPERIENCE XP
|
||||
|
||||
Whenever you kill a monster or a player, you earn experience points. When
|
||||
enough experience points are earned, you raise a level.
|
||||
Things you should know about experience points:
|
||||
|
||||
* When damaging a monster, you get experience points.
|
||||
|
||||
* If you kill a monster of higher level than yourself, you get bonus
|
||||
experience points. If killing a monster of lower level you'll gain
|
||||
less experience points
|
||||
|
||||
See also: GROUP, SCORE
|
||||
#
|
||||
FLAGS
|
||||
|
||||
Players sometimes have FLAGS after their names in the WHO list. These
|
||||
flags are always in parentheses, not brackets or braces.
|
||||
|
||||
FLAG MEANING
|
||||
----------- ---------------------------------------------------------
|
||||
(KILLER) Player is trying to kill other players. That means you
|
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can try to kill him/her without being flagged.
|
||||
(THIEF) Player is trying to steal from other players. Fire away.
|
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(invis) Player is invisible; you can see him/her because you are
|
||||
sensitive to the presence of invisible things.
|
||||
(writing) Player is writing on the board; do not disturb.
|
||||
(mailing) Player is writing mail; do not disturb.
|
||||
(deaf) Player has chosen not to hear shouts.
|
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(notell) Player has chosen not to accept tells.
|
||||
(quest) Player is participating in a quest currently being run by
|
||||
the Gods.
|
||||
|
||||
See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE
|
||||
#
|
||||
GUILD
|
||||
|
||||
The Guildhouse is the place where mortals may go to escape the troubles and
|
||||
perils of a cruel world. Each guild is heavily guarded, so that only members
|
||||
may enter the building. Guilds are also the places where people come to
|
||||
learn and practice the skills of their trade.
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
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HOUSES
|
||||
|
||||
Houses have been implemented as of CircleMUD 3.0. A house entails two things:
|
||||
access control and crash protection. Only you and your guests will be allowed
|
||||
to enter the house. Your house will be crash-saved every five minutes. You
|
||||
can force your house to save by typing 'save' while standing in your house.
|
||||
In the event of a crash, the objects in your house as of the last crash-save
|
||||
will be loaded back into your house when the MUD reboots. Also, if you own
|
||||
a house, and quit from the game while standing in your house, you will be
|
||||
loaded into your house next time you enter the game.
|
||||
|
||||
Guests of your house can be defined using the HOUSE command. See HOUSE for
|
||||
more information.
|
||||
|
||||
Houses are an alternative to renting. You can simply enter your house and
|
||||
quit; your objects will drop to the ground and be crash-saved for when you
|
||||
return. There is currently no limit to the number of objects which can be
|
||||
stored in your house. Of course, players must expect to pay a much higher
|
||||
premium for the convenience of houses; contact your local Implementor for
|
||||
a fee schedule.
|
||||
|
||||
See also: HOUSE
|
||||
#
|
||||
IMPLEMENTOR
|
||||
|
||||
The most powerful being in existence.
|
||||
#
|
||||
INN INNS CRYOGENIC CRYO RECEPTION
|
||||
|
||||
Inns are places where the weary traveler may rest while the innkeeper looks
|
||||
after his equipment and treasure.
|
||||
|
||||
Specifically, the game will save your equipment while you are logged out.
|
||||
There is a daily cost for renting, based on your equipment. Each item has
|
||||
a per diem charge. The per diem charge is calculated to the nearest second,
|
||||
however -- if you rent at the rate of 2400 coins per day, and you come back
|
||||
39 hours later, you will be charged 3900 coins.
|
||||
|
||||
A CRYOGENIC CENTER will store your items for a one-time charge of four
|
||||
days rent.
|
||||
|
||||
Rent files are deleted if you run out of money to pay the per diem charges
|
||||
or after 30 days. Cryogenic-rent files are deleted after 60 days.
|
||||
|
||||
See also: OFFER, RENT
|
||||
#
|
||||
LINK
|
||||
|
||||
A lot of players have problems with their links to the game. This can be
|
||||
very hazardous to your health in the middle of a battle, of course.
|
||||
|
||||
I. If your link is broken, you will automatically attempt to flee each
|
||||
time someone attempts to hit you. If you manage to flee, then you
|
||||
will be saved by divine forces, and put in a safe place until you
|
||||
reconnect to the game.
|
||||
|
||||
II. If your link jams (freezes), you have a problem. The only solution we
|
||||
can give is that you break your link as quickly as possible. By
|
||||
breaking the link you can hope that the above procedure is initiated.
|
||||
|
||||
Do not try to get out of a fight by breaking link. You will be not
|
||||
reimbursed for any experience or equipment if you purposefully
|
||||
cut your link.
|
||||
#
|
||||
"MAGIC USER" WIZARD MAGE
|
||||
|
||||
This is the class of powerful and violent magic, but the magic user do not
|
||||
control the nature, and can therefore not bless and such.
|
||||
|
||||
You can improve your spells by using the practice command.
|
||||
|
||||
See 'help spells' for a list of spells available.
|
||||
|
||||
See also: PRACTICE, SPELLS
|
||||
#
|
||||
MANA
|
||||
|
||||
Mana is used when casting spells. You must have a certain amount of mana
|
||||
in order to cast any particular spell. If you do not have enough mana to
|
||||
cast the spell you must rest until you gain enough points to cast.
|
||||
|
||||
See also: SPELLS
|
||||
#
|
||||
MIDGAARD MAP
|
||||
|
||||
Temple Altar
|
||||
|
|
||||
|
|
||||
Reading -- Temple -- Donations
|
||||
Room of
|
||||
Midgaard Post Reception
|
||||
| Office /
|
||||
Cleric | | /
|
||||
Guild----Temple Square----Grunting---Bar
|
||||
(Fountain) Boar Inn
|
||||
Magic |
|
||||
Shop Bakery | Grocer Weaponsmith
|
||||
| | | | | East
|
||||
<---West-----+------+----Market----+--------+--------Gate--->
|
||||
Gate | | Square | | |
|
||||
| Mage Armory | Pet Warrior Wally's
|
||||
(Wall Guild | Shop Guild World of Water
|
||||
Road) |
|
||||
| | Uncle Juans's
|
||||
| | |
|
||||
+-(Poor-Alley)-+----Square----+(Dark-Alley)-------+
|
||||
| | | | | |
|
||||
| Grubby | Thieves Levee Warehouse
|
||||
| Inn | Guild |
|
||||
(Wall Dump |
|
||||
Road) Sewers/ |
|
||||
| |
|
||||
| Midgaard
|
||||
<=== [Bridge] =============================== River =============>
|
||||
|
|
||||
|
|
||||
+(Concourse)+------------+-------------+----------+
|
||||
| | | | |
|
||||
| + +----Cafe +---Penny |
|
||||
| | Park--v | | Lane |
|
||||
| City | +--+--+ | |
|
||||
| Guard----+----+----+--o--+-----+----+---City |
|
||||
| HQ | | Hall |
|
||||
| + +--(Emerald)--+ |
|
||||
(Concourse) | | (Concourse)
|
||||
| +------(Park-+-Road)-------+ |
|
||||
| | | |
|
||||
| +--(Emerald)-+ +---Elm |
|
||||
| | | Street |
|
||||
| + + |
|
||||
| | | |
|
||||
+-----------+------(Concourse)---------+----------+
|
||||
|
|
||||
Graveyard
|
||||
Entrance
|
||||
#
|
||||
SHOPS
|
||||
|
||||
Shops are places where the adventurer may purchase equipment for his quests,
|
||||
and where he may sell his treasure if he should manage to survive the perils
|
||||
with his life and sanity intact. Many shops trade only in a specific type of
|
||||
merchandise. Thus, a baker may well refuse to buy your armor, even if it is
|
||||
of high quality!
|
||||
|
||||
To some people, the prospect of obtaining the entire inventory of a shop by
|
||||
murdering the keeper may appear tempting - but beware: The shopkeepers are
|
||||
often rugged, capable men; roughened by years of trading and, indeed, surviving
|
||||
in a world where the only safe prospect is death in the end.
|
||||
|
||||
See also: BUY, SELL, LIST, VALUE
|
||||
#
|
||||
SPELL SPELLS
|
||||
|
||||
Magic User Cleric
|
||||
|
||||
(1) Magic Missile (1) Armor
|
||||
(1) - (1) Cure Light
|
||||
|
||||
(2) Detect Magic (2) Create Water
|
||||
(2) Detect Invisible (2) Create Food
|
||||
|
||||
(3) Chill Touch (3) Detect Poison
|
||||
(3) Infravision (3) -
|
||||
|
||||
(4) Invisibility (4) Cure Blindness
|
||||
(4) Armor (4) Detect Evil
|
||||
(4) - (4) Detect Alignment
|
||||
|
||||
(5) Burning Hands (5) Bless
|
||||
|
||||
(6) Locate Object (6) Blindness
|
||||
(6) Strength (6) Detect Invisible
|
||||
|
||||
(7) Shocking Grasp (7) Infravision
|
||||
|
||||
(8) Sleep (8) Protection From Evil
|
||||
(8) - (8) Poison
|
||||
|
||||
(9) Lightning Bolt (9) Cure Critical
|
||||
(9) Blindness (9) Group Armor
|
||||
|
||||
(10) Detect Poison (10) Summon
|
||||
(10) - (10) Remove Poison
|
||||
|
||||
(11) Color Spray (11) -
|
||||
|
||||
(12) - (12) Earthquake
|
||||
(12) - (12) Word of Recall
|
||||
|
||||
(13) Energy Drain (13) -
|
||||
|
||||
(14) Curse (14) Detect Evil
|
||||
(14) Poison (14) Detect Good
|
||||
(14) - (14) Dispel Evil
|
||||
(14) - (14) Dispel Good
|
||||
|
||||
(15) Fireball (15) Call Lightning
|
||||
(15) - (15) Sanctuary
|
||||
|
||||
(16) Charm Person (16) Heal
|
||||
|
||||
(17) Sense Life (17) Control Weather
|
||||
|
||||
(19) - (19) Harm
|
||||
|
||||
(22) - (22) Group Heal
|
||||
|
||||
(26) Enchant Weapon (26) Remove Curse
|
||||
#
|
||||
THIEF THIEVES
|
||||
|
||||
Thieves are known to have very special qualities, that no other class offers.
|
||||
Their specialty tends to be in the darker, sneakier art. Many of these
|
||||
qualities can come in handy in many situations, such as picking locks.
|
||||
|
||||
You can improve you skills by using the practice command.
|
||||
|
||||
Skills available to thieves:
|
||||
|
||||
sneak, hide, steal, backstab, pick lock, track
|
||||
|
||||
See the help on each skill for more information.
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
WARRIOR FIGHTER
|
||||
|
||||
Warriors are known to have more strength than the average player. This makes
|
||||
them better at hand-to-hand-combat, as they possess skills of violence and
|
||||
fighting unequaled by the members of any other class. However, they lack the
|
||||
ability to use magic of any sort.
|
||||
|
||||
You can improve your skills by using the practice command.
|
||||
|
||||
Skills available to warriors:
|
||||
|
||||
kick, rescue, track, bash
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
CIRCLE CIRCLEMUD CREDITS
|
||||
C I R C L E M U D 3 . 0
|
||||
|
||||
CircleMUD was developed from DikuMud (Gamma 0.0) by Jeremy "Ras" Elson at
|
||||
Johns Hopkins University's Department of Computer Science. All code unique
|
||||
to CircleMUD is protected under a copyright by the Trustees of the Johns
|
||||
Hopkins University.
|
||||
|
||||
Many, many people contributed to CircleMUD in one way or another throughout
|
||||
the course of its development. Although it's impossible for me to remember
|
||||
them all, I'd like to extend special thanks to certain people:
|
||||
|
||||
-- Jeff Fink and George Greer, for submitting a veritable mountain of
|
||||
excellent code.
|
||||
-- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
|
||||
reporting.
|
||||
-- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
|
||||
-- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
|
||||
code and area submissions.
|
||||
-- Jean-Jack Riethoven for porting the code to the Amiga, David Carver
|
||||
for porting it to OS/2, and Jack Patton and Steffen Haeuser for the
|
||||
Amiga port.
|
||||
-- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
|
||||
-- The DikuMud folk, and the good old WhatMUD implementors Dave & Justin,
|
||||
for starting the ball rolling.
|
||||
-- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being
|
||||
there in the very early days of Circle's development.
|
||||
-- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.
|
||||
-- Jules (hamotek sheli) for being the greatest.
|
||||
|
||||
...plus everyone else in the Circle community who has submitted material!
|
||||
Thanks everyone!
|
||||
|
||||
Anonymous FTP: ftp.circlemud.org or ftp2.circlemud.org in pub/CircleMUD
|
||||
To report bugs: bugs@circlemud.org
|
||||
To get help: help@circlemud.org
|
||||
URL: http://www.circlemud.org/
|
||||
Mailing List: listserv@post.queensu.ca
|
||||
(write "subscribe circle <first name> <last name>")
|
||||
|
||||
--Jeremy Elson (jelson@circlemud.org)
|
||||
|
||||
See also: AREAS
|
||||
#
|
||||
$
|
21
old-codebase/lib/text/help/screen
Normal file
21
old-codebase/lib/text/help/screen
Normal file
@@ -0,0 +1,21 @@
|
||||
-------------------------------------------------------------------------------
|
||||
Movement: | Communication:
|
||||
NORTH SOUTH EAST WEST UP DOWN | SAY GSAY SHOUT HOLLER TELL ASK WHISPER
|
||||
LOOK EXITS ENTER LEAVE | MAIL RECEIVE CHECK GOSSIP GRATS AUCTION
|
||||
SLEEP WAKE REST SIT STAND | NOTELL NOSHOUT NOGOSSIP NOGRATS NOAUCTION
|
||||
(LOCK UNLOCK OPEN CLOSE) |
|
||||
-------------------------------------------------------------------------------
|
||||
Objects: | Information:
|
||||
GET DROP JUNK DONATE PUT GIVE WEAR | SCORE HELP INFO WHO NEWS TIME WEATHER
|
||||
GRAB INVENTORY EQUIPMENT REMOVE | WHERE CONSIDER LEVELS WIZLIST IMMLIST
|
||||
EXAMINE EAT DRINK TASTE SIP POUR | CREDITS TOGGLE FLAGS WIZHELP
|
||||
-------------------------------------------------------------------------------
|
||||
Combat: | Utility:
|
||||
KILL WIELD FLEE ASSIST TRACK | ! BUG IDEA TYPO QUIT SAVE BRIEF COMPACT
|
||||
(KICK BASH RESCUE BACKSTAB CAST) | TITLE NOSUMMON COMMANDS SOCIALS DISPLAY
|
||||
-------------------------------------------------------------------------------
|
||||
Further information available by HELP <keyword>, keyword being a command or
|
||||
(for example) one of the following:
|
||||
|
||||
SOCIAL SHOPS INNS CLERIC WARRIOR THIEF MAGIC SPELLS LINK
|
||||
-------------------------------------------------------------------------------
|
35
old-codebase/lib/text/help/socials.hlp
Normal file
35
old-codebase/lib/text/help/socials.hlp
Normal file
@@ -0,0 +1,35 @@
|
||||
FRENCH
|
||||
|
||||
Don't you know how they kiss in France?? -- try it!
|
||||
#
|
||||
KISS
|
||||
|
||||
Well can't you guess?
|
||||
#
|
||||
SMILE
|
||||
|
||||
Whenever you feel like smiling...
|
||||
#
|
||||
SOCIALS
|
||||
|
||||
Usage: <social> [<victim>]
|
||||
|
||||
Socials are commands used to show your affective state to others. The
|
||||
actor, victim and bystanders may receive different messages. Generally,
|
||||
social commands are used only to express emotion and not to take action,
|
||||
but it is possible that some mobs (or players) will take action based on
|
||||
the social. (Slap a dragon lately?)
|
||||
|
||||
Example:
|
||||
|
||||
> shake homer
|
||||
> applaud marge
|
||||
> stare
|
||||
|
||||
The SOCIALS command generates a canonical listing of all available socials.
|
||||
|
||||
> socials
|
||||
|
||||
See also: EMOTE
|
||||
#
|
||||
$
|
557
old-codebase/lib/text/help/spells.hlp
Normal file
557
old-codebase/lib/text/help/spells.hlp
Normal file
@@ -0,0 +1,557 @@
|
||||
ARMOR
|
||||
|
||||
Usage : cast 'armor' [target]
|
||||
Accumulative: No
|
||||
Duration : 24 Hours
|
||||
Level : Mage level 4, Cleric level 1.
|
||||
|
||||
The Armor spell will improve your AC by 2.
|
||||
|
||||
See also: AC
|
||||
#
|
||||
BLESS
|
||||
|
||||
Usage : cast 'bless' <victim | object>
|
||||
Accumulative: No
|
||||
Duration : 6 Hours, permanent for objects.
|
||||
Level : Cleric level 5.
|
||||
|
||||
Bless on a victim will improve the victims saving throw versus spells
|
||||
by 1, and furthermore improve the hitroll by 2.
|
||||
|
||||
Bless on an item currently has no defined action. It is only possible
|
||||
to bless non-evil items, and the object blessed may weigh no more
|
||||
than five pounds per level of caster.
|
||||
#
|
||||
BLINDNESS
|
||||
|
||||
Usage : cast 'blindness' <victim>
|
||||
Accumulative: No
|
||||
Duration : 2 hours.
|
||||
Level : Mage level 9, Cleric level 6.
|
||||
|
||||
Blindness will blind a victim failing its saving throw.
|
||||
A blinded person will have -4 penalty to both hitroll and AC.
|
||||
|
||||
See also: AC
|
||||
#
|
||||
"BURNING HANDS"
|
||||
|
||||
Usage : cast 'burning hands' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 5.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the chill touch spell.
|
||||
|
||||
See also: "CHILL TOUCH"
|
||||
#
|
||||
"CALL LIGHTNING"
|
||||
|
||||
Usage : cast 'call lightning' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 15.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell will use the "force of nature" to make a lightning
|
||||
strike the victim. It is therefore only possible to call lightning
|
||||
outside, and it has to be raining (or worse).
|
||||
|
||||
See also: "CONTROL WEATHER", WEATHER
|
||||
#
|
||||
CAST
|
||||
|
||||
Usage: cast '<spell name>' [target]
|
||||
|
||||
For "magical" people. If you want to throw a spell at someone or something.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'burning hands' <player>
|
||||
Note that the name of the spell must be enclosed by "'"s.
|
||||
|
||||
See also: help on each individual spell:
|
||||
|
||||
Examples:
|
||||
|
||||
> help cure ligh
|
||||
> help ventri
|
||||
> help energy drain
|
||||
#
|
||||
"CHARM PERSON"
|
||||
|
||||
Usage : cast 'charm person' <victim>
|
||||
Accumulative: No
|
||||
Duration : (432/Intelligence points of person) hours
|
||||
Level : Mage level 16.
|
||||
|
||||
Is is not possible to charm anyone that is already charmed, if
|
||||
you're charmed yourself, or if the person is higher level than
|
||||
yourself. The person will get a saving throw versus "paralysation".
|
||||
|
||||
A charmed person will follow you, and not be able to attack you, you
|
||||
can order the charmed person using the order command.
|
||||
|
||||
See also: FOLLOW, ORDER
|
||||
#
|
||||
"CHILL TOUCH"
|
||||
|
||||
Usage : cast 'chill touch' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 3.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the magic missile spell.
|
||||
A victim failing its saving throw will get its strength
|
||||
reduced by one.
|
||||
|
||||
See also: "MAGIC MISSILE"
|
||||
#
|
||||
COLORSPRAY "COLOR SPRAY"
|
||||
|
||||
Usage : cast 'color spray' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 11.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the lightning bolt spell.
|
||||
|
||||
See also: "LIGHTNING BOLT"
|
||||
|
||||
For help on actual color, see: ANSI
|
||||
#
|
||||
"CONTROL WEATHER"
|
||||
|
||||
Usage : cast 'control weather' <'better' | 'worse'>
|
||||
Accumulative: Yes
|
||||
Duration : -
|
||||
Level : Cleric level 17.
|
||||
|
||||
This spell will change the "course" of the current weather.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'control wea' worse
|
||||
#
|
||||
"CREATE FOOD"
|
||||
|
||||
Usage : cast 'create food'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 2.
|
||||
|
||||
This spell instantly creates a fresh waybread. The waybread will be
|
||||
filling for the next (5+level) hours, up to a maximum of 24 hours.
|
||||
|
||||
See also: "CREATE WATER"
|
||||
#
|
||||
"CREATE WATER"
|
||||
|
||||
Usage : cast 'create water' <drink container>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 2.
|
||||
|
||||
Expect disastrous results if cast upon a drink container which contains
|
||||
another liquid than water. Empty or water containers will be filled
|
||||
depending on the level of the caster.
|
||||
|
||||
Double amount of water will be created if it is raining (or worse).
|
||||
|
||||
See also: "CREATE FOOD"
|
||||
#
|
||||
"CURE BLIND"
|
||||
|
||||
Usage : cast 'cure blind' <victim>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 4.
|
||||
|
||||
This spell will cure a person blinded by the "blindness" spell, it
|
||||
can not remove blindness caused by for example cursed items.
|
||||
#
|
||||
"CURE CRITIC"
|
||||
|
||||
Usage : cast 'cure critic' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 9.
|
||||
|
||||
This spell cures 3d8+3 hitpoints of damage.
|
||||
#
|
||||
"CURE LIGHT"
|
||||
|
||||
Usage : cast 'cure light' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 1.
|
||||
|
||||
Cures minor wounds and scratches.
|
||||
#
|
||||
CURSE
|
||||
|
||||
Usage : cast 'curse' <victim | object>
|
||||
Accumulative: Yes
|
||||
Duration : 7 Days, permanent on objects.
|
||||
Level : Mage level 14.
|
||||
|
||||
Curse cast on a person that fails the saving throw, will reduce their
|
||||
hitroll and damage roll both by one. It will also reduce the saving
|
||||
throw versus paralysation by one.
|
||||
|
||||
When cast upon an object, the object will become undropable.
|
||||
#
|
||||
"DETECT ALIGNMENT"
|
||||
|
||||
Usage : cast 'detect alignment'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Cleric level 4.
|
||||
|
||||
Allows the caster to detect the alignment of those around them.
|
||||
Evil will show as a red aura, good in a blue aura.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
"DETECT INVISIBILITY"
|
||||
|
||||
Usage : cast 'detect invisibility' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level/4
|
||||
Level : Mage level 2, Cleric level 6.
|
||||
|
||||
This spell enables you to see invisible items and players.
|
||||
#
|
||||
"DETECT MAGIC"
|
||||
|
||||
Usage : cast 'detect magic' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Mage level 2.
|
||||
|
||||
This spell will let you see the magical aura surrounding magical
|
||||
objects.
|
||||
#
|
||||
"DETECT POISON"
|
||||
|
||||
Usage : cast 'detect poison' <victim | food | drink>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 10, Cleric level 3.
|
||||
|
||||
Cast on food or drinks (drink containers) you will be able to
|
||||
sense if it is poisoned.
|
||||
|
||||
Cast on a person you will be able to see if that person is
|
||||
poisoned.
|
||||
#
|
||||
"DISPEL EVIL"
|
||||
|
||||
Usage : cast 'dispel evil' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 14.
|
||||
Save : Special
|
||||
|
||||
This spell will only affect evil creatures. An evil person of level
|
||||
equal or less than caster will suffer 100 damage points.
|
||||
|
||||
If the victim is higher level than caster, the spell will inflict
|
||||
(caster_level)d4 damage points, saving throw versus half damage.
|
||||
|
||||
See also: DISPEL GOOD
|
||||
#
|
||||
"DISPEL GOOD"
|
||||
|
||||
Usage : cast 'dispel good' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 14.
|
||||
Save : Special
|
||||
|
||||
This spell will only affect good creatures. A good person of level
|
||||
equal or less than caster will suffer 100 damage points.
|
||||
|
||||
If the victim is higher level than caster, the spell will inflict
|
||||
(caster_level)d4 damage points, saving throw versus half damage.
|
||||
|
||||
See also: DISPEL EVIL
|
||||
#
|
||||
EARTHQUAKE
|
||||
|
||||
Usage : cast 'earthquake'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 12.
|
||||
Save : -
|
||||
|
||||
This spell will damage everybody except the caster by
|
||||
1d8+level_of_caster hitpoints.
|
||||
#
|
||||
"ENCHANT WEAPON"
|
||||
|
||||
Usage : cast 'enchant weapon' <weapon>
|
||||
Accumulative: No
|
||||
Duration : Permanent
|
||||
Level : Mage level 26.
|
||||
|
||||
This spell will enchant non-magical (non-modifying) weapons only.
|
||||
By non-modifying weapons we refer to weapons that might alter any
|
||||
ability such as for example damage. The only way to know if a weapon
|
||||
is suitable for enchantment is to fully identify it.
|
||||
|
||||
The enchantment will modify the weapon as:
|
||||
|
||||
Level Hit Roll Damage
|
||||
|
||||
0..17 +1 +1
|
||||
18..19 +2 +1
|
||||
20..20+ +2 +2
|
||||
#
|
||||
"ENERGY DRAIN"
|
||||
|
||||
Usage : cast 'energy drain' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 13.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell does not give much damage, but victims failing their
|
||||
saving throws will loose up to 40,000 XP points. You will gain
|
||||
a quarter of this XP.
|
||||
|
||||
Beware that this spell is evil.
|
||||
#
|
||||
FIREBALL
|
||||
|
||||
Usage : cast 'fireball' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 15.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is the most powerful spell a magic user can cast.
|
||||
|
||||
See also: "COLOR SPRAY"
|
||||
#
|
||||
HARM
|
||||
|
||||
Usage : cast 'harm' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 19.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell removes all but 1d4 hitpoints from the victim. The
|
||||
maximum number of damage points are 100. It is not possible to
|
||||
kill using this spell (but almost).
|
||||
#
|
||||
HEAL
|
||||
|
||||
Usage : cast 'heal' <victim>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 16.
|
||||
|
||||
Heal will heal all the hitpoints from a person, except 1d4 points.
|
||||
Maximum 100 points can be healed. A victim who is blinded will also
|
||||
be cured by the heal spell.
|
||||
|
||||
See also: "CURE BLINDNESS"
|
||||
#
|
||||
INFRAVISION
|
||||
|
||||
Usage : cast 'infravision'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Mage level 3, Cleric level 7.
|
||||
|
||||
Allows the caster to detect the heat given off by objects giving them
|
||||
the ability to have much better vision in dark conditions.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
INVISIBILITY
|
||||
|
||||
Usage : cast 'invisibility' <victim | object>
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 24 hours, permanent on objects.
|
||||
Level : Mage level 4.
|
||||
|
||||
Makes the target of the spell invisible to everyone except those who have
|
||||
the "detect invisibility" spell.
|
||||
|
||||
Attacking while invisible will immediately break the spell.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
"LIGHTNING BOLT"
|
||||
|
||||
Usage : cast 'lightning bolt' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 9.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the shocking grasp spell.
|
||||
|
||||
See also: "SHOCKING GRASP"
|
||||
#
|
||||
"LOCATE OBJECT"
|
||||
|
||||
Usage : cast 'locate object' <object>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 6.
|
||||
|
||||
If possible you will know exactly where an object is, or the
|
||||
name of the person using it. If more than one object by the
|
||||
same name exists, you will get a listing of several objects.
|
||||
The maximum number of objects you can simultaneously locate is
|
||||
your level divided by 2.
|
||||
#
|
||||
"MAGIC MISSILE"
|
||||
|
||||
Usage : cast 'magic missile' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 1.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
Causes a bolt of magical energy to be thrown from the casters hands at the
|
||||
victim.
|
||||
#
|
||||
POISON
|
||||
|
||||
Usage : cast 'poison' <victim | food | drink>
|
||||
Accumulative: Yes on persons.
|
||||
Duration : Level hours, or permanent on food and drinks.
|
||||
Level : Cleric Level 8, Mage level 14.
|
||||
|
||||
Casting poison on food or drink (containers) will poison it. Eating
|
||||
poisoned food/drinks will poison the person eating or drinking.
|
||||
|
||||
A person who is poisoned will suffer damage every hour, lose strength, and
|
||||
gain less points than usual.
|
||||
|
||||
See also: "REMOVE POISON", "DETECT POISON"
|
||||
#
|
||||
"PROTECTION FROM EVIL"
|
||||
|
||||
Usage : cast 'protection from evil' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 24 hours
|
||||
Level : Cleric level 8.
|
||||
|
||||
The meaning of this spell is not yet fully defined.
|
||||
#
|
||||
"REMOVE CURSE"
|
||||
|
||||
Usage : cast 'remove curse' <victim | object>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 26.
|
||||
|
||||
Will remove a curse on carried objects or any persons in the room.
|
||||
#
|
||||
"REMOVE POISON"
|
||||
|
||||
Usage : cast 'remove poison' <victim | food | drink>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 10.
|
||||
|
||||
Will remove the affects of poison from a victim or an object.
|
||||
|
||||
See also: POISON
|
||||
#
|
||||
SANCTUARY
|
||||
|
||||
Usage : cast 'sanctuary' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 4 hours
|
||||
Level : Cleric level 15.
|
||||
|
||||
When protected by sanctuary you will only receive 1/2 the normal damage
|
||||
caused by a particular blow.
|
||||
|
||||
See also: ARMOR, BLESS
|
||||
#
|
||||
"SHOCKING GRASP"
|
||||
|
||||
Usage : cast 'shocking grasp' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 7.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the burning hands spell.
|
||||
|
||||
See also: "BURNING HANDS"
|
||||
#
|
||||
"SENSE LIFE"
|
||||
|
||||
Usage : cast 'sense life'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : Level hours.
|
||||
Level : Cleric level 5, Mage level 17.
|
||||
|
||||
Allows the caster to sense the presence of a player or monster in the
|
||||
room which is hiding. The true identity will remain hidden however.
|
||||
Invisible persons are also considered hidden.
|
||||
|
||||
See also: HIDE
|
||||
#
|
||||
STRENGTH
|
||||
|
||||
Usage : cast 'strength' <victim>
|
||||
Accumulative: Yes
|
||||
Duration : Level/2 + 4
|
||||
Level : Mage level 6.
|
||||
|
||||
A person will gain 1 strength point per spell (2 points if level of
|
||||
caster is greater than 18). Maximum strength is 18/100.
|
||||
#
|
||||
SUMMON
|
||||
|
||||
Usage : cast 'summon' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 10.
|
||||
|
||||
Will summon a person of the name spoken. It is not possible to
|
||||
summon someone of three or more levels above yourself.
|
||||
If you attempt to summon a monster, it will get a saving throw.
|
||||
|
||||
See also: NOSUMMON
|
||||
#
|
||||
VENTRILOQUATE
|
||||
|
||||
Usage : cast 'ventriloquate' <victim | object> <text>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 1.
|
||||
Save : Versus spell victim only sees attempted cast.
|
||||
|
||||
For all people in the same room as the caster that fail a saving throw, the
|
||||
spell will make the object or victim appear to say the text written.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'vent' Mirlen I got 399,823 coins, don't even consider killing me!
|
||||
#
|
||||
"WORD OF RECALL"
|
||||
|
||||
Usage : cast 'word of recall'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 12.
|
||||
|
||||
The caster will be transferred back to his hometown sanctuary (usually the
|
||||
Temple of Midgaard).
|
||||
#
|
||||
$
|
728
old-codebase/lib/text/help/wizhelp.hlp
Normal file
728
old-codebase/lib/text/help/wizhelp.hlp
Normal file
@@ -0,0 +1,728 @@
|
||||
ADVANCE
|
||||
|
||||
Usage: advance <victim> <level>
|
||||
|
||||
ADVANCE moves a player to a new level. If used to promote a player to an
|
||||
immortal level, and if you have the autowiz program installed, the wizlist and
|
||||
immlist will automatically be recreated.
|
||||
|
||||
Example:
|
||||
|
||||
> advance rasmussen 34
|
||||
|
||||
See also: SET
|
||||
#
|
||||
WIZAT
|
||||
|
||||
Usage: at <room VNUM | item | mob | player name> <command> <arguments>
|
||||
|
||||
AT can be used to perform an action in a location other than where you are
|
||||
standing. The first argument can be a virtual room number or the name of a
|
||||
character or object. The remainder of the line is passed to the command
|
||||
interpreter.
|
||||
|
||||
Examples:
|
||||
|
||||
> at 3001 look
|
||||
> at fido kill fido
|
||||
> at 3.corpse get all corpse
|
||||
> at catje wave catje
|
||||
|
||||
See also: GOTO
|
||||
#
|
||||
BAN UNBAN
|
||||
|
||||
Usage: ban [<all | new | select> <site>]
|
||||
unban <site>
|
||||
|
||||
These commands prevent anyone from a site with a hostname containing the
|
||||
site substring from logging in to the game. You may ban a site to ALL, NEW
|
||||
or SELECT players. Banning a site to NEW players prevents any new players
|
||||
from registering. Banning a site to ALL players disallows ANY connections
|
||||
from that site. Banning a site SELECTively allows only players with site-ok
|
||||
flags to log in from that site. Ban with no argument returns a list of
|
||||
currently banned sites.
|
||||
|
||||
Unban removes the ban.
|
||||
|
||||
Examples:
|
||||
|
||||
> ban all whitehouse.gov
|
||||
> unban ai.mit.edu
|
||||
|
||||
See also: WIZLOCK
|
||||
#
|
||||
DATE
|
||||
|
||||
Shows the current real time. (Not a social)
|
||||
#
|
||||
DC
|
||||
|
||||
Usage: dc <descriptor number>
|
||||
|
||||
DC (DisConnect) is used to disconnect a socket. If used on a playing socket,
|
||||
the player will lose his/her link, but, unlike PURGE, will not extract the
|
||||
player or dump the player's inventory on the ground.
|
||||
|
||||
DC is also useful for disconnecting people who have accidentally left
|
||||
themselves at the main menu, or connections sitting in the "Get name" state.
|
||||
|
||||
See also: USERS
|
||||
#
|
||||
ECHO GECHO QECHO SEND
|
||||
|
||||
Usage: echo <message>
|
||||
gecho <message>
|
||||
send <victim> <message>
|
||||
qecho <message>
|
||||
|
||||
ECHO displays a string to everyone in your room.
|
||||
GECHO displays the string to everyone in the game.
|
||||
QECHO displays the string to everyone with the QUEST flag.
|
||||
SEND displays the string to a particular person.
|
||||
|
||||
Examples:
|
||||
|
||||
> echo Hi, everyone in the room.
|
||||
> gecho Hi, everyone in the game, isn't this annoying?
|
||||
> send rasmussen You are being watched.
|
||||
#
|
||||
FORCE
|
||||
|
||||
Usage: force <victim | all> <command> <arguments>
|
||||
|
||||
FORCE forces a character, either monster or player, to perform a certain
|
||||
action. FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in
|
||||
your room.
|
||||
|
||||
Example:
|
||||
|
||||
> force fido drop meat
|
||||
> force all save
|
||||
> force room look fido
|
||||
|
||||
If you are invisible to the one being forced, the force will be performed
|
||||
silently.
|
||||
#
|
||||
FREEZE THAW
|
||||
|
||||
Usage: freeze <victim>
|
||||
thaw <victim>
|
||||
|
||||
FREEZE, originally invented here at CircleMUD (we think), is used to prevent
|
||||
a player from playing. If frozen, the game will ignore all commands entered
|
||||
by the player, including QUIT, until the player is unfrozen with THAW.
|
||||
|
||||
Obviously, this command should only be used in extreme disciplinary
|
||||
circumstances.
|
||||
|
||||
See also: SET -> FROZEN
|
||||
#
|
||||
GOTO TRANS WIZTELEPORT
|
||||
|
||||
Usage: goto <location>
|
||||
trans <victim>
|
||||
teleport <victim> <location>
|
||||
|
||||
These commands are used to transports yourself and others to different rooms.
|
||||
GOTO allows you to go to other rooms; TRANS transports a person from wherever
|
||||
they are to the room YOU are in; TELEPORT transports your victim to some other
|
||||
location.
|
||||
|
||||
For both GOTO and TELEPORT, the location specifier can be either a virtual
|
||||
room number, or the name of a character or object.
|
||||
|
||||
Examples:
|
||||
|
||||
> goto 3001
|
||||
> goto rasmussen
|
||||
> trans fido
|
||||
> teleport fido 3001
|
||||
> teleport fido 2.fido
|
||||
|
||||
See also: POOFIN, POOFOUT, SET -> ROOM, WIZAT
|
||||
#
|
||||
HANDBOOK
|
||||
|
||||
Usage: handbook
|
||||
|
||||
Guidelines for having an Immortal character -- you should read it.
|
||||
#
|
||||
HCONTROL
|
||||
|
||||
Usage: hcontrol build <house vnum> <exit dir> <player name>
|
||||
hcontrol destroy <house vnum>
|
||||
hcontrol pay <house vnum>
|
||||
hcontrol show
|
||||
|
||||
House control, controls the addition, removal, and payments of houses.
|
||||
Hcontrol show will show all the houses currently defined in the game
|
||||
along with their last 'rent' payment date.
|
||||
|
||||
See also: HOUSE, HOUSES
|
||||
#
|
||||
HOLYLIGHT
|
||||
|
||||
Usage: holylight
|
||||
|
||||
A toggle which allows you to see:
|
||||
Invisible people and objects, even if you don't have 'detect invisibility'
|
||||
Hidden people, even if you don't have 'sense life'
|
||||
Dark rooms, even if you don't have a light
|
||||
|
||||
It is expected most immortals will keep HOLYLIGHT on most of the time;
|
||||
it exists so that you have the ability to see what mortals see for
|
||||
debugging purposes.
|
||||
#
|
||||
IMOTD
|
||||
|
||||
Usage: imotd
|
||||
|
||||
Displays the Immortal message of the day. This file usually contains
|
||||
new information on commands recently added, new features and other
|
||||
important information that immortals should be aware of.
|
||||
|
||||
See also: MOTD
|
||||
#
|
||||
INVIS
|
||||
|
||||
Usage: invis [level]
|
||||
|
||||
INVIS sets your invisibility level. With no argument, invis toggles between
|
||||
making you fully visible and fully invisible. If you specify a level, only
|
||||
people at and above the level you specify will be able to see you.
|
||||
|
||||
Examples:
|
||||
|
||||
> invis
|
||||
> invis 31
|
||||
|
||||
See also: VISIBLE
|
||||
#
|
||||
LAST
|
||||
|
||||
Usage: last <player_name>
|
||||
|
||||
For checking the last time a person logged on, their sitename, and their
|
||||
ID number.
|
||||
|
||||
Example:
|
||||
|
||||
> last ras
|
||||
[ 24] [14 Cl] Ras : somesite.edu : Tue May 16 22:07:09 1995
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
LOAD
|
||||
|
||||
Usage: load <mob | obj> <virtual number>
|
||||
|
||||
LOAD is used to create mobiles and objects. The first argument specifies if
|
||||
you are trying to load a mobile or an object; the second is the virtual
|
||||
number.
|
||||
|
||||
Example:
|
||||
|
||||
> load obj 3099
|
||||
You create a bulletin board.
|
||||
|
||||
> load mob 3005
|
||||
You create the receptionist.
|
||||
|
||||
See also: VNUM
|
||||
#
|
||||
MUTE
|
||||
|
||||
Usage: mute <victim>
|
||||
|
||||
MUTE is used to shut a player up. When muted, a player will not be able to
|
||||
use most communication channels until he/she is unmuted.
|
||||
|
||||
See also: FLAGS
|
||||
#
|
||||
NOHASSLE
|
||||
|
||||
Usage: nohassle
|
||||
|
||||
Toggles a flag to prevent aggressive monsters from attacking.
|
||||
#
|
||||
NOTITLE
|
||||
|
||||
Usage: notitle <vicitim>
|
||||
|
||||
Prevent players from being able to set their own titles; i.e., if the
|
||||
player consistently has an offensive title. The definition of offensive
|
||||
is left as an exercise for the reader.
|
||||
|
||||
See also: TITLE
|
||||
#
|
||||
NOWIZ
|
||||
|
||||
Usage: nowiz
|
||||
|
||||
Allows you to hear or ignore messages coming over the wiznet.
|
||||
|
||||
See also: WIZNET
|
||||
#
|
||||
OLC
|
||||
|
||||
Usage: olc { . | set | show | obj | mob | room} [args]
|
||||
|
||||
.: Repeat last modification command
|
||||
set: Set OLC characteristics
|
||||
show: Show OLC characteristics
|
||||
obj: Modify an object
|
||||
mob: Modify a mob
|
||||
room: Modify a room
|
||||
|
||||
OnLine Creation. A feature which will eventually allow the creation
|
||||
of areas ONLINE, without having to reboot the system.
|
||||
|
||||
See also: SHOW->ZONES, ZRESET
|
||||
#
|
||||
PAGE
|
||||
|
||||
Usage: page <player | all> <message>
|
||||
|
||||
PAGE is used to send a message, along with a beep, to another player. Use
|
||||
PAGE ALL to send a message and a beep to everyone in the game.
|
||||
|
||||
Examples:
|
||||
|
||||
> page rasmussen Hey, are you still at the keyboard?
|
||||
> page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES
|
||||
|
||||
Do not abuse this command.
|
||||
#
|
||||
PARDON
|
||||
|
||||
Usage: pardon <victim>
|
||||
|
||||
Removes killer and thief flags from a player.
|
||||
#
|
||||
POOFIN POOFOUT
|
||||
|
||||
Usage: poofin <message>
|
||||
poofout <message>
|
||||
|
||||
Sets the message seen by players when you use GOTO to move to a different
|
||||
room. POOFIN with no argument resets your poofin to the default "appears with
|
||||
an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in
|
||||
a puff of smoke."
|
||||
|
||||
See also: GOTO
|
||||
#
|
||||
PURGE
|
||||
|
||||
Usage: purge [name]
|
||||
|
||||
Purge destroys things. If used with no arguments, it will clear a room of all
|
||||
mobiles and objects, but will not harm players. If the argument is an object,
|
||||
that object (and all of its contents, if any) will be destroyed. If the
|
||||
argument is a mobile, the mobile will be destroyed, leaving its inventory and
|
||||
equipment lying on the ground.
|
||||
|
||||
If the argument is the name of a player, the player's inventory and equipment
|
||||
will drop on the ground and the player will lose his/her connection. For this
|
||||
reason, PURGE should only be used on players in disciplinary situations.
|
||||
|
||||
Examples:
|
||||
|
||||
> purge
|
||||
> purge Pom
|
||||
> purge sword
|
||||
> purge dragon
|
||||
|
||||
See also: DC
|
||||
#
|
||||
RELOAD
|
||||
|
||||
Usage: reload < '*' | all | file >
|
||||
|
||||
Reload is used to reload text files such as the MOTD from disk into memory.
|
||||
reload * reloads all the text files below.
|
||||
|
||||
Valid files are:
|
||||
|
||||
background (/mud_dir/lib/text/background)
|
||||
credits (/mud_dir/lib/text/credits)
|
||||
greetings (/mud_dir/lib/text/greetings)
|
||||
handbook (/mud_dir/lib/text/handbook)
|
||||
help (/mud_dir/lib/text/help)
|
||||
immlist (/mud_dir/lib/text/immlist)
|
||||
imotd (/mud_dir/lib/text/imotd)
|
||||
news (/mud_dir/lib/text/news)
|
||||
motd (/mud_dir/lib/text/motd)
|
||||
info (/mud_dir/lib/text/info)
|
||||
policy (/mud_dir/lib/text/policies)
|
||||
wizlist (/mud_dir/lib/text/wizlist)
|
||||
xhelp (/mud_dir/lib/text/help/*)
|
||||
#
|
||||
REROLL
|
||||
|
||||
Usage: reroll <player>
|
||||
|
||||
REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha)
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
RESTORE
|
||||
|
||||
Usage: restore <player | mobile>
|
||||
|
||||
RESTORE restores a player or mobile to full hit, mana, and movement points.
|
||||
If used on immortals, it also sets all skill levels to 100%.
|
||||
#
|
||||
RETURN
|
||||
|
||||
Usage: return
|
||||
|
||||
RETURN returns you to your regular body if you are switched into a mob.
|
||||
|
||||
See also: SWITCH
|
||||
#
|
||||
ROOMFLAGS
|
||||
|
||||
Usage: roomflags
|
||||
|
||||
Toggles a flag which causes the virtual room number and room flags, if any,
|
||||
to be displayed next to room names.
|
||||
#
|
||||
SET
|
||||
|
||||
Usage: set [ file | player ] <character> <field> <value>
|
||||
|
||||
SET is an extremely powerful command, capable of setting dozens of aspects of
|
||||
characters, both players and mobiles.
|
||||
|
||||
SET PLAYER forces set to look for a player and not a mobile; useful for
|
||||
players with names such as 'guard'.
|
||||
|
||||
SET FILE lets you change players who are not logged on. If you use SET FILE
|
||||
on a player who IS logged on, your change will be lost. If you wish to set
|
||||
a player who is in the game but is linkless, use set twice -- once with the
|
||||
FILE argument, and once without -- to make sure that the change takes.
|
||||
|
||||
For toggled fields (BINARY), the value must be ON, OFF, YES, or NO.
|
||||
|
||||
The following are valid fields:
|
||||
|
||||
Field Level Required Who Value Type Decription
|
||||
-----------------------------------------------------------------------------
|
||||
age LVL_GRGOD BOTH NUMBER Character's age
|
||||
brief LVL_GOD PC BINARY Brief mode
|
||||
invstart LVL_GOD PC BINARY Invisible @ Start
|
||||
title LVL_GOD PC MISC Player's title
|
||||
nosummon LVL_GRGOD PC BINARY NOSUMMON flag
|
||||
maxhit LVL_GRGOD BOTH NUMBER Max HP
|
||||
maxmana LVL_GRGOD BOTH NUMBER Max mana
|
||||
maxmove LVL_GRGOD BOTH NUMBER Max movement
|
||||
hit LVL_GRGOD BOTH NUMBER Current HP
|
||||
mana LVL_GRGOD BOTH NUMBER Current mana
|
||||
move LVL_GRGOD BOTH NUMBER Current movement
|
||||
align LVL_GOD BOTH NUMBER Alignment
|
||||
str LVL_GRGOD BOTH NUMBER Strength
|
||||
stradd LVL_GRGOD BOTH NUMBER Additional STR (18/xx)
|
||||
int LVL_GRGOD BOTH NUMBER Inteligence
|
||||
wis LVL_GRGOD BOTH NUMBER Wisdom
|
||||
dex LVL_GRGOD BOTH NUMBER Dexterity
|
||||
con LVL_GRGOD BOTH NUMBER Constitution
|
||||
cha LVL_GRGOD BOTH NUMBER Charisma
|
||||
sex LVL_GRGOD BOTH MISC Sex
|
||||
ac LVL_GRGOD BOTH NUMBER Armor class
|
||||
gold LVL_GOD BOTH NUMBER Gold (On hand)
|
||||
bank LVL_GOD PC NUMBER Gold in bank
|
||||
exp LVL_GRGOD BOTH NUMBER Experience points
|
||||
hitroll LVL_GRGOD BOTH NUMBER To-Hit modifier
|
||||
damroll LVL_GRGOD BOTH NUMBER Damage modifier
|
||||
invis LVL_IMPL PC NUMBER Invisible (level)
|
||||
nohassle LVL_GRGOD PC BINARY NOHASSLE flag
|
||||
frozen LVL_FREEZE PC BINARY FROZEN flag
|
||||
practices LVL_GRGOD PC NUMBER # of practices
|
||||
lessons LVL_GRGOD PC NUMBER # of practices
|
||||
drunk LVL_GRGOD BOTH MISC Drunkeness
|
||||
hunger LVL_GRGOD BOTH MISC Hrs to hunger
|
||||
thirst LVL_GRGOD BOTH MISC Hrs to thirst
|
||||
killer LVL_GOD PC BINARY KILLER flag
|
||||
thief LVL_GOD PC BINARY THIEF flag
|
||||
level LVL_IMPL BOTH NUMBER Level
|
||||
room LVL_IMPL BOTH NUMBER Move to room
|
||||
roomflag LVL_GRGOD PC BINARY ROOMFLAGS flag
|
||||
siteok LVL_GRGOD PC BINARY SITEOK flag
|
||||
deleted LVL_IMPL PC BINARY DELETED flag
|
||||
class LVL_GRGOD BOTH MISC Class (W/T/C/M)
|
||||
nowizlist LVL_GOD PC BINARY Not Wizlistable flag
|
||||
quest LVL_GOD PC BINARY QUESTING flag
|
||||
loadroom LVL_GRGOD PC MISC Room to load in (#/off)
|
||||
color LVL_GOD PC BINARY COLOR flag
|
||||
idnum LVL_IMPL PC NUMBER ID Number
|
||||
passwd LVL_IMPL PC MISC Player password
|
||||
nodelete LVL_GOD PC BINARY Undeletable flag
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
SHOW
|
||||
|
||||
Usage: show <mode> [argument]
|
||||
|
||||
Valid Modes:
|
||||
|
||||
death errors godrooms houses
|
||||
player rent shops stats
|
||||
zones
|
||||
|
||||
The SHOW command displays information. Some modes of show require additional
|
||||
information, such as a player name.
|
||||
|
||||
death: Shows all death traps in the game.
|
||||
errors: Shows errant rooms.
|
||||
godrooms: Shows the rooms in the 'god zone'.
|
||||
houses: Shows the houses that are currently defined.
|
||||
player: Shows player summary information, simply provide a player name.
|
||||
rent: Shows the filename and path to a players rent file.
|
||||
shops: Shows all the shops in the game and their buy/sell parameters.
|
||||
stats: Shows game status information including players in game, mobs etc.
|
||||
zones: Shows all the zones in the game and their current reset status.
|
||||
An age of -1 means it is in the 'to be reset next' queue.
|
||||
|
||||
See also: STAT, ZRESET
|
||||
#
|
||||
SHUTDOWN
|
||||
|
||||
Usage: shutdown [reboot | die | pause]
|
||||
|
||||
SHUTDOWN shuts the MUD down. The SHUTDOWN command works in conjunction with
|
||||
CircleMUD's 'autorun' script. If you are not using autorun, the arguments are
|
||||
meaningless. If you are using autorun, the following arguments are available:
|
||||
|
||||
REBOOT Pause only 5 seconds instead of the normal 40 before trying to
|
||||
restart the MUD.
|
||||
|
||||
DIE Kill the autorun script; the MUD will not reboot until autorun is
|
||||
explicitly run again.
|
||||
|
||||
PAUSE Create a file called 'paused' in Circle's root directory; do not
|
||||
try to restart the MUD until 'paused' is removed.
|
||||
#
|
||||
SKILLSET
|
||||
|
||||
Usage: skillset <name> '<skill>' <value>
|
||||
|
||||
Sets the specified skill to the specified value.
|
||||
|
||||
See also: SET
|
||||
#
|
||||
SLOWNS
|
||||
|
||||
Usage: slowns
|
||||
|
||||
Toggles whether or not IP addresses are resolved into readable site names.
|
||||
If slow nameserver is enabled, USERS will show only IP addresses.
|
||||
(128.123.222.111 etc).
|
||||
|
||||
See also: USERS
|
||||
#
|
||||
SNOOP
|
||||
|
||||
Usage: snoop [player]
|
||||
|
||||
Snoop allows you to listen in on another player's session; everything the
|
||||
player sees or types will be displayed on your terminal preceded by a '%'.
|
||||
|
||||
Obviously, there are many ethical considerations to the use of this command;
|
||||
snoop should be used minimally, and only for disciplinary purposes.
|
||||
|
||||
Type snoop <your name> or just snoop to stop snooping.
|
||||
#
|
||||
SNOWBALL
|
||||
|
||||
Snowball is just a social -- it prints a funny message, and nothing more.
|
||||
#
|
||||
STAT
|
||||
|
||||
Usage: stat [player | object | mobile | file] <name>
|
||||
|
||||
Gives information about players, monsters, and objects in the game. The type
|
||||
argument is optional.
|
||||
|
||||
STAT PLAYER will search only for players; useful for statting people with
|
||||
names such as Red or Cityguard.
|
||||
|
||||
STAT OBJECT will search only for objects.
|
||||
|
||||
STAT MOBILE will search only for monsters.
|
||||
|
||||
STAT FILE is used to stat players who are not logged in; the information
|
||||
displayed comes from the playerfile.
|
||||
|
||||
Examples:
|
||||
|
||||
> stat fido
|
||||
> stat player red
|
||||
> stat mobile red
|
||||
> stat file niandra
|
||||
> stat object thunderbolt
|
||||
|
||||
See also: VSTAT
|
||||
#
|
||||
STRING
|
||||
|
||||
Usage: string <type> <name> <field> [<string> | <keyword>]
|
||||
|
||||
For changing the text-strings associated with objects and characters. The
|
||||
format is:
|
||||
|
||||
Type is either 'obj' or 'char'.
|
||||
|
||||
Field is one of the following(the names may be abbreviated):
|
||||
|
||||
Name (the call-name of an obj/char - kill giant)
|
||||
Short (for inventory lists (obj's) and actions (char's))
|
||||
Long (for when obj/character is seen in room)
|
||||
Title (for players)
|
||||
Description (For look at. For obj's, must be followed by a keyword)
|
||||
Delete-description (only for obj's. Must be followed by keyword)
|
||||
|
||||
Where a string is expected as the last argument, a newline will make you enter
|
||||
a string mode, and the game will prompt you for new lines to the string until
|
||||
you exceed the maximum length for the string or you end a line with a '@'.
|
||||
|
||||
Mobiles and objects currently cannot be strung.
|
||||
#
|
||||
SWITCH
|
||||
|
||||
Usage: switch <monster>
|
||||
|
||||
SWITCH is used to take over the body of mobiles; useful for interactive
|
||||
adventures. If the monster in which you are switched is killed you will be
|
||||
returned to your own body.
|
||||
|
||||
See also: RETURN
|
||||
#
|
||||
SYSLOG
|
||||
|
||||
Usage: syslog [off | brief | normal | complete]
|
||||
|
||||
The SYSLOG command controls how detailed of an on-line system log you see.
|
||||
Messages surrounded by '[' and ']' are syslog messages and are in green
|
||||
if you have color on.
|
||||
|
||||
The messages you receive are level dependent.
|
||||
|
||||
Examples:
|
||||
|
||||
> syslog complete
|
||||
> syslog off
|
||||
|
||||
See also: COLOR
|
||||
#
|
||||
UNAFFECT
|
||||
|
||||
Usage: unaffect <victim>
|
||||
|
||||
Removes all affections (i.e., spell effects) from a player.
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
UPTIME
|
||||
|
||||
Usage: uptime
|
||||
|
||||
Displays when the game was booted and calculates how long ago that was.
|
||||
#
|
||||
USERS
|
||||
|
||||
Usage: users [switches]
|
||||
|
||||
USERS gives a list of all sockets (i.e., connections) currently active on the
|
||||
MUD. The multi-column display shows the socket number (used by DC), class,
|
||||
level, and name of the player connected, connection state, idle time, and
|
||||
hostname.
|
||||
|
||||
The following switches are available:
|
||||
|
||||
-k or -o Show only outlaws (killers and thieves).
|
||||
-p Show only sockets in the playing sockets.
|
||||
-d Show only non-playing (deadweight) sockets.
|
||||
-l min-max Show only sockets whose characters are from level min to max.
|
||||
-n <name> Show the socket with <name> associated with it.
|
||||
-h <host> Show all sockets from <host>.
|
||||
-c list Show only sockets whose characters' classes are in list.
|
||||
|
||||
See also: DC, SLOWNS
|
||||
#
|
||||
VNUM
|
||||
|
||||
Usage: vnum <mob | obj> <name>
|
||||
|
||||
Gives a list of the virtual numbers of objects or mobiles which have the
|
||||
specified name.
|
||||
|
||||
Examples:
|
||||
|
||||
> vnum obj ring
|
||||
1. [ 904] a platinum ring
|
||||
2. [ 2543] a seashell ring
|
||||
3. [ 2588] a small emerald ring
|
||||
|
||||
> vnum mob dragon
|
||||
1. [ 1] Puff
|
||||
2. [ 908] the dragon turtle
|
||||
3. [ 2548] the Master of Illusions
|
||||
#
|
||||
VSTAT
|
||||
|
||||
Usage: vstat < mob | obj > <virtual number>
|
||||
|
||||
Used to stat a prototypical mobile or object by virtual number.
|
||||
|
||||
Examples:
|
||||
|
||||
> vstat obj 3000
|
||||
> vstat mob 3001
|
||||
|
||||
See also: LOAD, STAT, VNUM
|
||||
#
|
||||
WIZHELP
|
||||
|
||||
Usage: wizhelp
|
||||
|
||||
Gives a list of the special commands available at your level.
|
||||
#
|
||||
WIZLOCK
|
||||
|
||||
Usage: wizlock [value]
|
||||
|
||||
WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters
|
||||
from being created. WIZLOCK n, 2 <= n <= 34, prevents new characters and
|
||||
allows only characters level n and above to log on. WIZLOCK with no argument
|
||||
displays the current WIZLOCK level.
|
||||
|
||||
See also: BAN
|
||||
#
|
||||
WIZNET ;
|
||||
|
||||
The immortal communication channel.
|
||||
|
||||
Usage: wiznet [ '@' | '+' | '-' | '#' ] [<text>]
|
||||
|
||||
Examples:
|
||||
|
||||
>; <text> - just sends text
|
||||
>; @ - shows all gods that are on and visible to you
|
||||
- also shows if the gods who are visible to you are writing
|
||||
|
||||
This code was provided by Gnort.
|
||||
|
||||
See also: NOWIZ
|
||||
#
|
||||
ZRESET
|
||||
|
||||
Usage: zreset < zone | '*' | '.' >
|
||||
|
||||
Used to force a zone to reset. '*' forces all zones to reset. '.' forces
|
||||
the zone you are in to reset.
|
||||
|
||||
See also: SHOW -> ZONES
|
||||
#
|
||||
$
|
Reference in New Issue
Block a user