This page is a full conversion of our 'help' command database from the MUCK. Listed below are all the help entries that can normally be accessed from the MUCK's 'help' command all rolled-up into one convenient HTML file. Be warned, it's very long, and not very light reading.
The way this database is formatted is the easiest possible conversion to HTML from the actual coded text that makes up the helpfile. The boldfaced line at the top of each section lists the command names/triggers/shortcuts for the command or topic. Each section can be access on the MUCK simply by typing 'help <topic>', where topic is one of the keywords in bold for the section. The preformatted text that follows is the actual info you would see by accessing that section through the help command. Any links you see in the page will take you to that help topic heading, though it may take some time for us to put in the links.
TinyMUCK v2.2fb5.55, a user-extendible multi-user virtual environment. Basic commands: <direction> - Move/Go goquad - Global exit to Quad take <thing> - Pick up object drop <thing> - Leave object in room look <thing> - Look at object inventory - Display your inventory say <msg> - Talk to others in room pose <msg> - Pose to others in room news - View news/policies info - View MUCK docs mpi - MPI Help man - MUF Help whisper <player> = <message> @describe me = <description> @password <oldpassword>=<newpassword> page <player> --- tells a player that you are looking for them page <player> = <msg> --- gives a player the message you send gripe <msg> --- Complain to the management For help on a specific command, type 'help <subject>'. For a list of subjects, try 'help index#', where # is a number 1-5. For a brief summary of all commands, try 'help summary'. Spammy. There is also help for PROPDIRS and a PROPDIRS-EXAMPLE section. Remember, no matter how bad it gets, you can always go 'home'.
index There are 5 separate indices:
index1: Admin Commands (@commands) index2: User commands (primitives) index3: Concepts, Terms, and Flags index4: Local @commands and public commands index5: Command Summary (Coming Soon)
For a list of subjects, try 'help index1', 'help index2', etc. For help on a specific command, type 'help <subject>'.
index1 - @commands - admin Public admin commands (@commands) built into FuzzBall v5.55-mndb: @action @armageddon @attach @boot @chown @contents @create @describe @dig @drop @dump @edit @entrances @fail @find @force @idescribe @link @lock @kill @name @newpassword @ofail @open @osuccess @owned @password @pcreate @program @ps @recycle @set @shutdown @stats @success @teleport @toad @uncompile @unlink @unlock @usage @wall @when See 'help index4' for local commands specific to Furotica MUCK.
index2 - primitives - common Public user commands included in FuzzBall v5.55-mndb (aka: primitives): An asterisk (*) donotes a command overridden by a local program. change* cp* drop edit* examine fetch* get give go gripe help home info inventory kill look lsedit* man move* mpi news outputprefix outputsuffix page* pose* put* QUIT read rob say score sweep* take uptime* watchfor* whisper* WHO 3who* See 'help index4' for local commands specific to Furotica MUCK.
index3 - misc Flags: Abode Builder Chown_OK Dark Haven Jump_OK Kill_OK Link_OK Mucker Quell Sticky Wizard Xforce Vehicle Zombie Miscellaneous: bogus commands control costs drop drop-to failure flags gender goal god here homes killing linking me money new number objects robbery strings pronouns success timestamps types Indexes: index1 index2 index3 index4 index5
index4 - local Local admin @commands: @register @archive @check @when @mpi @quota @locate @bootme Local user commands: change distcount edit exitedit fetch gohome helpstaff laston local-do longlook lsedit mapper morph playeredit pose proglist propcp propmv put quickban qmail roomedit smell spoof stepdisk sweep uptime watchfor whospe wixxx wizzes 3who
index5 - summary FuroticaMUCK Command Summary ---------------------------- Coming Soon - A summary file with a two-line explanation for each command on the MUCK.
@action - @act @action <name>=<source> [=<regname>]. Creates a new action and attaches it to the thing, room, or player specified. If a <regname> is specified, then the _reg/<regname> property on the player is set to the dbref of the new object. This lets players refer to the object as $<regname> (ie: $mybutton) in @locks, @sets, etc. You may only attach actions you control to things you control. Creating an action costs 1 penny. The action can then be linked with the command @LINK.
@armageddon Emergency shutdown of MUCK server. Does not dump the database or write a delta file on exit. Only wizards may use this command, and any unauthorized attempts to use this command may result in logging or notification to local wizard authorities. See also @shutdown and @dump.
@attach - @att @attach <action>=<new source>. Removes the action from where it was and attaches it to the new source. You must control the action in question.
@boot @boot <player>. Disconnects a player from the game. If a player is connected more than once it affects the most recent connection. Only a wizard may use this command.
@chown @chown <object> [=<player>]. Changes the ownership of <object> to <player>, or if no player is given, to yourself. If the MUCK is compiled with PLAYER_CHOWN, all players are allowed to take possession of objects, rooms, and actions, provided the CHOWN_OK flag is set. Mortals cannot take ownership of a room unless they are standing in it, and may not take ownership of an object unless they are holding it. Wizards have absolute power over all ownership.
@create @create <object> [=<cost>[=<regname>]]. Creates a new object and places it in your inventory. This costs at least ten pennies. If <cost> is specified, you are charged that many pennies, and in return, the object is endowed with a value according to the formula: ((cost / 5) - 1). Usually the maximum value of an object is 100 pennies, which would cost 505 pennies to create. If a <regname> is specified, then the _reg/<regname> property on the player is set to the dbref of the new object. This lets players refer to the object as $<regname> (ie: $mybutton) in @locks, @sets, etc. Only a builder may use this command.
@idescribe - @idesc @idescribe <object> [=<text>]. Sets the idescription field of <object> to <text>. If <text> is not specified, the description field is cleared. This is the same as '@set <object>=_/ide:[text]' An idescription is what is seen on the inside of a vehicle, when a player inside it looks around.
@describe - @desc @describe <object> [=<text>]. Sets the description field of <object> to <text>. If <text> is not specified, the description field is cleared. This is the same as '@set <object>=_/de:[text]' A description is what is seen when a player looks at something.
@dig @dig <room> [=<parent> [=<regname>]]. Creates a new room, sets its parent, and gives it a personal registered name. If no parent is given, it defaults to the first ABODE room down the environment tree from the current room. If it fails to find one, it sets the parent to the global environment, which is typically room #0. If no regname is given, then it doesn't register the object. If one is given, then the object's dbref is recorded in the player's _reg/<regname> property, so that they can refer to the object later as $<regname>. Digging a room costs 10 pennies, and you must be able to link to the parent room if specified. Only a builder may use this command.
@drop @drop <object> [=<text>]. Sets the drop field of <object> to <text>. If <text> is not specified, the drop field is cleared. The drop message on an object is displayed when you drop it. On an exit, it is displayed upon entering the destination room. On a player it is displayed to whoever kills them. On a room, it is displayed when an object is dropped there. This is the same as '@set <object>=_/dr:[text]' See also @SUCC and @FAIL.
@dump @dump [filename]. Only wizards may use this command. Saves the database from memory to disk. Automatically occurs every three hours, and when @shutdown is used. It does slow down the server, so only use if you fear a server crash is iminent. If a filename is given, it will save the db to that file, and save any subsequent dumps to it as well.
@edit @edit <program>. Searches for a program and if a match is found, puts the player into edit mode. Programs must be created with @PROGRAM.
@fail - fail @fail <object> [=<message>]. <object> can be a thing, player, exit, or room, specified as <name> or #<number> or 'me' or 'here'. Sets the fail message for <object>. The message is displayed when a player fails to use <object>. Without a message argument, it clears the message. This is the same as: '@set <object>=_/fl:[text]' See also @OFAIL and @DESC.
@force @force <player>=<command>. Causes the game to process <command> as if typed by <player>. With the compile option GOD_PRIV, God cannot be forced by his/her sub-wizards.
@link @link <object1>=<object2> [; <object3>; ... <objectn> ]. Links <object1> to <object2>, provided you control <object1>, and <object2> is either controlled by you or linkable. Actions may be linked to more than one thing, specified in a list separated by semi-colons.
@list @list <program> [=[line1] [-] [line2]]. Lists lines in a program, provided you control it or it is LINK_OK. Zero, one, or two line numbers may be specified, denoting the range of lines to list. If no lines are given, the entire program is listed.
@lock - locks - lock
@lock <object>=<key>. Locks <object> to a specific key(s). <object> can be
specified as <name> or #<number>, or as 'me' or 'here'. Boolean expressions
are allowed, using '&' (and), ' - ' (or), '!' (not), and parentheses
('(' and ')') for grouping. To lock to a player, prefix their name with '*'
(ex. '*Igor'). A key may be a player, an object, or 'property:value'.
@kill @kill <processid - playername - programdbref - "all"> If passed a processid (a number without a '#' preceeding it), it will kill the given process, if the player controls it. If passed a player name, it will kill all the processes controlled by that player. If passed a program dbref, it will kill all processes that that program is running in. If the argument passed is "all", and the player is a wizard, it will kill all processes on the timequeue.
@name @name <object>=<name> [<password>]. Sets the name field of <object> to <name>. <name> cannot be empty; a null name is illegal. <password> must be supplied to rename a player. Wizards can rename any player but still must include the password.
@newpassword @newpassword <player> [=<password>]. Only wizards may use this command. Changes <player>'s password, informing <player> that you changed it. Must be typed in full. If GOD_PRIV was defined, nobody can change god's password.
@odrop - odrop @odrop <object> [=<text>]. Sets the odrop field of <object> to <text>. If <text> is not specified, the odrop field is cleared. Odrop on an object is displayed prefixed by the player's name when s/he drops that object. On an exit, it is displayed upon a player's arrival to the destination room (or the location of the destination player). On a player, it is displayed after the `name killed victim!' message. On a room, it is displayed when an object is dropped there, prefixed by the object's name. This is the same as: '@set <object>=_/odr:[text]' See also @DROP.
@ofail @ofail <object> [=<message>]. The @ofail message, prefixed by the player's name, is shown to others when the player fails to use <object>. Without a message argument, it clears the message. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. This is the same as: '@set <object>=_/ofl:[text]'. See also @FAIL.
@open @open <exit> [=<object> [; <object2>; ... <objectn> ] [=<regname>]]. Opens an exit in the current room, optionally attempting to link it simultaneously. If a <regname> is specified, then the _reg/<regname> property on the player is set to the dbref of the new object. This lets players refer to the object as $<regname> (ie: $mybutton) in @locks, @sets, etc. Opening an exit costs a penny, and an extra penny to link it, and you must control the room where it is being opened.
@osuccess - @osucc @osuccess <object> [=<message>]. The @osuccess message, prefixed by the player's name, is shown to others when the player successfully uses <object>. Without a message argument, it clears the @osuccess message. It can be abbreviated @osucc. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. This is the same as '@set <object>=_/osc:[text]' See also @SUCCESS.
@password @password <old password>=<new password>. This changes your password.
@pcreate @pcreate <player>=<password>. Only wizards can use this command. This command creates a new player. It may only be used if REGISTRATION is enabled.
@program - @prog @program <program>. Create a new program, or enter edit mode on an existing one. See @EDIT and Programmer's Reference.
@ps @ps. Lists the status of the currently running MUF program processes. This lists all processes for a Wizard. Non-Wizards only see the muf processes that they can @kill. See @KILL.
@recycle - @rec @recycle <object>. Destroy an object and remove all references to it within the database. The object is then added to a free list, and newly created objects are assigned from the pool of recycled objects first. You *must* own the object being recycled, even wizards must use the @chown command to recycle someone else's belongings.
@set @set <object> = [!] <flag> -or- @set <object> = <property> : [ <string> ] -or- @set <object> = :clear @set does one of three things on TinyMUCK, it can modify flags, add properties to an object, or remove properties from an object. Using the first format, you may set flags, which are: WIZARD, LINK_OK, DARK [DEBUG], FILTER, STICKY [SETUID], JUMP_OK, BUILDER [BOUND], QUELL, CHOWN_OK, HAVEN [HARDUID], ABODE [AUTOSTART], VEHICLE, ZOMBIE, or MUCKER. You can also set the MUCKER (or Priority) Level of an object by using 0, 1, 2, or 3 as the flag name. An optional flag which may or may not be on a given site is KILL_OK. The second format sets <property> on <object> to <string>, or if <string> is not given, removes <property>. The third format removes all properties from an object.
@shutdown @shutdown. Only wizards may use this command. Shuts down the game. Must be typed in full.
@stats @stats [<player>]. For mortal players, returns the highest number in the database, which includes garbage that has been generated with @recycle. For Wizards, gives this number as well as a breakdown of each type of object: rooms, exits, things, programs, players, and garbage. Wizards may also specify <player> which returns a similar display limited to the possessions of <player>.
@success - @succ @success <object> [=<message>]. Sets the success message for <object>. The message is displayed when a player successfully uses <object>. Without a message argument, it clears the message. It can be abbreviated @succ. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. This is the same as '@set <object>=_/dr:[text]' See also @OSUCC.
@teleport - @tel @teleport <arg1> [=<destination>]. Moves <arg1> to <destination>, if <destination> is not given, moves you to <arg1>. Wizards may teleport anything to anywhere, provided it makes sense, and mortals are allowed to do two things: teleport rooms to change their parent fields, and the may teleport things to a room they can link to, provided they control either the thing or its location.
@toad @toad <player1> = <player2>. Only wizards may use this command. Turns <player1> into a slimy toad, destroying their character. All possessions of <player1> are @chowned to <player2>. Must be typed in full.
@trace @trace <object> [=<depth>]. Starts with <object> and traces all location fields, until the global-environment room is reached or the optional <depth> is specified. This is generally useful for finding which rooms are parents in your heirarchy. If you cannot link to a particular location its name is replaced by stars ***.
@uncompile @uncompile <program>. Uncompiles MUF program specified. If no program is specified, will uncompile ALL currently compiled MUF programs on the server. This is a wiz-only command.
@unlink @unlink <dir>; @unlink here. Removes the link on the exit in the specified direction, or removes the drop-to on the room. Unlinked exits may be picked up and dropped elsewhere. Be careful, anyone can relink an unlinked exit, becoming its new owner (but you will be reimbursed your 1 penny). See @LINK.
@unlock @unlock <object>. Removes the lock on <object>. See @LOCK.
@usage @usage. A Wizard only command that gives system resource usage stats for the muck server process.
@wall @wall <message>. Only wizards may use this command. Shouts something to every player connected. Must be typed in full.
abode_ok - abode - a @set here=abode. If a room is set ABODE, players can set their homes there, and can set the homes of objects there. (LINK_OK is now used only for exits, and ABODE is for players and objects.) When set on a program, it means AUTOSTART. This means that when the game is first started up, the program will automatically be run with a trigger of #-1 and a 'me @' of the owner of the program. This is useful to restart processes that run in the background periodically.
bogus - pseudo Bogus commands can be made using exits. For example, to make a 'sit' command, one could "@open sit", then "@link sit=here" (because unlinked exits can be stolen), "@lock sit=me&!me" (impossible to be both at once, therefore always fails), and "@fail sit=You sit on the chair."; "@ofail=sits on the chair.". Since nobody can go through it, it always fails. The @fail message is displayed to the player, and the @ofail message (preceded by the player's name) to everyone else.
builder Some mud restrict building commands to players whose builder flag is set. The builder flag, BUILDER, is only meaningful for players. On such systems, only builders can @create, @dig, @link, @open, or pick up unlinked exits. Only a wizard can set this flag. When BUILDER is set on a program, it is called "BOUND" and it causes any functions within the program to run in preempt mode, regardless of the multitasking mode that the process had before calling this program. When the execution exits this program, the multitasking mode returns to what it was before the function was called. This lets libraries of atomic functions be written.
chown_ok - chown When set, this flag indicates that any player may use the @chown command to claim ownership of the item. (see @chown)
commands All sorts of commands are available to players. Common ones are listed by typing 'help'; you can get a listing of all commands by typing 'help index' and learn about each one with 'help <command>' as needed. Since exits can be given the same name as commands, this can be confusing to beginners. All @ commands are caught before exits are checked, however, as well as WHO, QUIT, OUTPUTPREFIX, OUTPUTSUFFIX, and home. Also, some areas may have more commands available in them. See BOGUS.
control There are 3 rules to controlling objects: 1) You control anything you own. 2) A wizard or God controls everything. 3) If Realms_Control is @tuned on in the server, then if a player owns an environmental room, and that room has it's Wizard bit set, then the owner of that environment room has control over anything contained in that env- ironment room. This includes things inside of rooms that are inside of that environment room, and so forth. Everything in that Wizbit environ- ment can be controlled by the environment's owner. There are a few things to keep in mind, in relation to the above: a) Anybody can @chown an unlinked exit to themselves, even if it is locked. Builders should beware of this, lest their exits be linked or stolen. Once the object has been chowned, then it will be controlled by the owner, as per rule 1. b) Players can @chown to themselves any exits which are linked to an object they own. Note Rule #1. c) Players can @chown to themselves any exits which are attached to an object that they own. Note Rule #1. d) If an object is set CHOWN_OK, anyone may "@chown <object>=me" and gain ownership and control of the object. (see chown_ok)
costs Costs: kill: 10p (or more, up to 100p). @dig: 10p. @create: 10p (or more, up to 505p), sacrifice value=(cost-5)/5. @find, @owned: 100p. @link: 1p (if you didn't already own it, +1p to the previous owner). @open: 1p (2p if linked at the same time). Wizards don't need money to do anything.
dark If a room is DARK, then when people besides the owner 'look' there, they only see things they own. If a thing or player is DARK, then "look" does not list that object in the room's Contents:. Players can set rooms they own dark, and may also set objects they own dark, but they cannot drop dark objects in rooms they don't control. Wizards can set players dark. When a program is set DARK, it is called DEBUG, and a running stack trace is printed out to any users of the program for each instruction executes.
drop drop <object>. Drops the <object> if you are holding it. It moves the object to the room you are in, unless its STICKY flag is set, or the room has a drop-to. Programs are much like objects but are not affected by room droptos or STICKY flags. A 'drop' message can be set, which will be shown to the player dropping the object, and an 'odrop', which will be shown to the other players in the room. (See also @drop, @odrop and drop-to)
drop-tos - drop-to When the @link command is used on a room, it sets a drop-to location. Any object dropped in the room (if it isn't STICKY) will go to that location. If the room is STICKY, the drop-to will be delayed until the last person in the room has left.
examine - ex examine <object>[=propdir]. If you control <object>, examine will give you a complete breakdown of all fields, flags, &c that are associated with the object. If the optional propdir field is supplied, then it instead lists out all the properties directly under that propdir. To list the base propdir of an object, use 'ex <object>=/'. Program-executing fields are displayed as their true text, rather than executing the program in question. If you do not control <object>, however, it prints the owner of the object in question, and, again, displays the true text of the description.
failure You fail to use a thing when you cannot take it (because it's lock fails). You fail to use an exit when you cannot go through it (because it's unlinked or locked). You fail to use a person when you fail to rob them. You fail to use a room when you fail to look around (because it's locked). See STRINGS, @FAIL and @OFAIL.
flags The flags are displayed as letters following an object's ID number. Flags are set with the @set command. The flags are: W(izard), S(ticky), L(ink_OK), D(ark), J(ump_OK), K(ill_OK), C(hown_OK), H(aven), A(bode), B(uilder), V(ehicle), Z(ombie), and The flags R(oom), E(xit), and P(layer) are also used. Debug is the same flag as Dark, Silent as Sticky, and Bound as Builder. F refers to a Muck Forth program. An M followed by a 1, 2, or 3 gives the Mucker Level. (Priority Level for exits.) See TYPES, GENDER, and individual flag names.
get - take get <object>. Attempts to pick up <object>. The lock on <object> is checked for a success (true), and the normal path of success/fail is then taken. On success the object is placed in your inventory. Another variation on this is: get <container>=<object> Attempts to get <object> from the given container. The _/clk lock property on <container> is tested, and if it is true, then it checks to see if the standard _/lok lock property on <object> tests true. If both locks pass, then <object> is moved into the player's inventory. If there is no _/clk property on <container> it defaults to failing. The _/lok property, on <object>, on the other hand, defaults to passing. @succ/@fail messages are not displayed, when fetching something from a container.
give give <player - object>=<amount>. Gives <amount> pennies from your supply to <player>. Mortals may only give positive amounts and may not cause a player to have more than 10000 pennies. Wizards do not affect their penny supplies by giving to others, and may also give pennies to objects, changing that object's value.
go - move go[to] <direction>; go[to] home. Goes in the specified direction. 'go home' is a special command that returns you to your starting location. The word 'go' may be omitted. 'move' is the same as 'go'.
goal - winning - losing There is no ultimate goal to this game, except to have fun. There are puzzles to solve, scenery to visit, and people to meet. There are no winners or losers, only fellow players. Enjoy.
god On most MU*s, #1 is the system maintainer and God. Only #1 can set a player Wizard. Wizards cannot affect #1. See WIZARD.
gripe gripe <message>. Sends <message> to the system maintainer. Gripes are logged for later reference; also, if the system maintainer is connected he will receive the gripe real-time when the gripe is made.
haven @set here=haven;@set me=haven. If a room is HAVEN, you cannot kill in that room. If a player is set HAVEN, he cannot be paged. (see page) HAVEN, when set on a program is called HARDUID, and causes that program to run with the permissions of the owner of the trigger, rather than with the permissions of the user of the program. When this is set in conjunction with the STICKY (SETUID) flag on a program, and the program is owned by a wizard, then it will run with the effective mucker level and permissions of the calling program. If the caller was not a program, or the current program is NOT owned by a wizard, then it runs with SETUID permissions.
help help [<subject>]. With no arguments, this command returns a brief summary of basic commands on using the server. When <subject> is specified, it returns detailed informaion on that topic. Lists of topics are available by typing help index1, help index2, help index3, help index4 and help index5. Seeing as you are reading this, you probably already understand how this works.
here The word 'here' refers to the room you are in, esp when dealing with commands and programs. For example, to rename the room you're in (if you control it), you could enter "@name here=<new name>". See also ME and THIS.
home Sends you home, no matter where you are. You retain your pennies, but any objects you are carrying leave your inventory and return to their own homes. See also HOMES and GOHOME.
homes Every thing or player has a home. This is where things go when sacrificed, players when they go home, or things with the STICKY flag set go when dropped (See STICKY). Homes are set with the @link command. A thing's home defaults to the room where it was created, if you control that room, or your home. You can link an exit to send players home (with their inventory) by "@link <dir>=home". Drop-tos can also be set to 'home' (See DROP-TOS). @teleport accepts home as an argument, so you can @teleport things (and players if you are a wizard) to their home. See @TELEPORT and @LINK.
inventory - invent - inv Lists what you are carrying and your current number of pennies. This can usually be abbreviated to inv or i.
jump_ok - jump The Jump_OK flag is used in several ways. Unprivileged programs cannot use MOVETO on an object unless the player either controls the object, the room it's being moved from, and the room it's being moved to, or else they are set Jump_OK. A player cannot use an action that is linked to another player unless the other player is set Jump_OK. On some systems, where SECURE_TELEPORTing is set up, you cannot use an action to leave a room, unless the action is either attached to that room, or the room is JUMP_OK.
kill - kill_ok kill <player> [=<cost>]. A successful kill sends the player home, sends all objects in the player's inventory to their respective homes. The probability of killing the player is <cost> percent. Spending 100 pennies always works except against Wizards who cannot be killed. Players cannot be killed in rooms which have the HAVEN flag set. On systems where the KILL_OK flag is used, you cannot kill someone unless both you and they are set Kill_OK.
killing Getting killed is no big deal. If you are killed, you return to your home, and all things you carry return to their homes. You also collect 50 pennies in insurance money (unless you have >= 10000 pennies). See KILL and MONEY.
link_ok - link If a room is LINK_OK, anyone can link exits to it (but still not from it). It has no meaning for people, things, or exits. See @LINK in the dictionary. A program that is link_ok can be called by any other program, and can be run from actions and propqueues not owned by the owner of the program.
linking You can link to a room if you control it, or if it is set LINK_OK or ABODE. Being able to link means you can set the homes of objects or yourself to that room if it is set ABODE, and can set the destination of exits to that room if it is LINK_OK. See LINK_OK, ABODE, and @LINK.
look - read look <object>. Looks around at the current room, or at <object> if specified. For players, displays their description and inventory, for things, their description, and for rooms, their name, description, succ/fail message, and contents. Also triggers osucc/ofail messages on rooms. Programs are triggered accordingly on desc/succ/fail fields.
man man [<subject>]. Displays the MUF programmer's manual or a quick reference.
me The word 'me' refers to yourself. Some things to do when starting out: 1) give yourself a description with "@describe me=<description>", then look at yourself with "look me". 2) prevent anyone else from robbing you with "@lock me=me". 3) set your gender, if you wish it known, with "@set me=gender:Male" or "@set me=gender:Female" (or "@set me=gender:Neuter" to be an 'it').
money Building and some other actions cost money. How to get money: 1) find pennies. 2) sacrifice (drop) things in the temple. 3) get killed. 4) be given money. 5) rob someone. Once you reach 10000 pennies, it becomes difficult to acquire more. See COSTS and SACRIFICING. Wizards don't need money to do anything.
mucker levels - mucker - 0 - 1 - 2 - 3 - M0 - M1 - M2 - M3 - Priority Levels The mucker level of a player or program specifies whether or not a player can make MUF programs, and what permissions they will have when the programs are run. (See 'man mucker levels') Only a wizard may set the mucker level of a player, and a normal player may only set the mucker level of programs they own to less than their current mucker level. A program cannot be set to mucker level 0, since it doesn't mean anything. When the mucker level of an exit is set, is it called the exit's priority level. The priority levels let you specify that certain exits are not overidable by local actions. When an exit is searched for, in the matching routines, it will match like it used to, except that if it finds an exit, later in the search order, that has a higher priority level, it will choose that exit instead. You can set the priority level of an exit by setting its Mucker Level. (ie: @set exit=2) A level of 0 is the lowest priority, and a level of 3 is the highest priority. Only a Wizard can set the priority level of an action or exit. When the server looks for the standard "connect", "disconnect", or "look" actions, it will ignore any actions with a priority Level of 0. When an action is @attached to another object, @named to something else, or @unlinked, its Priority Level is reset to 0. If COMPATIBLE_PRIORITIES is #defined on your system, then exits that are on room or player objects will never act as if they have an effective priority level of less than 1.
newbie - new The word 'me' refers to yourself. Some things to do when starting out: 1) give yourself a description with "@describe me=<description>", then look at yourself with "look me". 2) prevent anyone else from robbing you with "@lock me=me". 3) set your gender, if you wish it known, with "@set me=sex:male" or "@set me=sex:female" (or "@set me=sex:neuter" to be an 'it').
news news [<topic>] Displays the current news file for the game. Must be typed in full. If a topic is given, then it displays the information on that specific topic.
number - dbref - objref - db# - dbref# Each object has an ID number (the 'dbref'), which appears after the name of an object, and is followed by any flags on the object; i.e. foo(#3672PM) is a Player, Male, named foo, with #3672. This number is a database reference, and is used to specify objects at a distance; i.e. ex #<room ID number>. You will only see the ID number of objects you own, or which are set LINK_OK, ABODE, or CHOWN_OK. Wizards can see the numbers and flags on all objects. See also FLAGS.
objects You can specify objects (things, players, exits, and rooms) by name if they're in your inventory or in the same room as you. You need only type enough letters of the name to be unambiguous. You can also specify objects anywhere by their ID numbers, in the form #<number>. Players in other rooms may be specified in the form *<player name>. The keywords 'me' can be used for yourself, and 'here' for the room you're in. See also TYPES.
outputprefix OUTPUTPREFIX [string]. Must be in all capitals, and typed in full. Prints the given line before the output of every command, setting them apart from other messages. See also OUTPUTSUFFIX.
outputsuffix OUTPUTSUFFIX [string]. Must be in all capitals, and typed in full. Prints the given line after the output of every command, setting them apart from other messages. Only robots may use this command. See also OUTPUTPREFIX.
page page <player> [=<message>]. This tells a player that you are looking for them. They will get a message in the form of 'You sense <pager> is looking for you in <location>.' A <message> is optional, and is delivered in the form of '<pager> pages: <message>.' Your location is not revealed in message pages. If a player is set HAVEN, you cannot page them, and they will not be notified that you tried. You will instead be told, 'That player does not wish to be disturbed.' (Note: Most systems use a 'program' with a global 'page' action, which takes the place of the built-in 'page' command, and has more features.) See 'page #help' for additional info.
quell A wizard set QUELL is effectively a normal player with no wizardly powers. Programs that test to see if a player is wizard will get a false response from '"wizard" flag?' when the player is QUELLed. Wiz-bitted programs will still act wizbitted whether or not the owner is QUELLED.
quit QUIT. Must be in all capitals, and typed in full. Logs out of your character and leaves the game. Your character remains at the location you are in when you log out, although it might be moved elsewhere while you are 'asleep.'
rob rob <player>. Attempts to steal one penny from <player>. The only thing you can rob are pennies. See ROBBERY.
robbery When you rob someone, you succeed or fail to use them (See SUCCESS and FAILURE). You can protect yourself from being robbed by entering "@lock me=me" (See ME and @LOCK). If you lock yourself to yourself, you can rob yourself and set off your @success and @osuccess messages. See ROB.
say say <message>. Says <message> out loud. You can also use '"<message>'. Another command is ':<message>'. This is used for actions, ex. if your name was Igor, and you typed ':falls down.', everyone would see "Igor falls down." For more help, type 'say #help'. (See also WHISPER and PAGE.)
score Displays how many pennies you are carrying.
sex - gender @set me=sex:male - female - herm - neuter. Default sex is 'unknown'. If a player's sex is set, %-substitutions will use the appropriate pronoun for that player. Only meaningful for players. See SUBSTITUTIONS.
silent A player can set themselves "SILENT" and not see all the dbrefs and dark objects that they own. They won't see objects in a dark room either. They still control the objects though. Silent is the same flag as STICKY.
sticky If a thing is STICKY, it goes home when dropped (See HOMES). If a room is STICKY, its drop-to is delayed until the last person leaves (See DROP-TO). If a player is STICKY (SILENT), they don't see the dbrefs on things they own, and they do not see dark objects. If an exit is linked to a Thing, and it is located on another Thing, then if the exit is not STICKY, the Thing the exit is located on will go home when the exit is triggered. If a program is STICKY (SETUID) it runs with the permissions of the owner of the program, not the perms of the user.
strings - string Objects have several standard strings: 1) a name. 2) a description. (stored in _/de property) 2) an inside description (for vehicles). (stored in _/ide property) 3) a success message (seen by the player). (stored in _/sc property) 4) a fail message (seen by the player). (stored in _/fl property) 5) an osuccess message (seen by others). (stored in _/osc property) 6) an ofail message (seen by others). (stored in _/ofl property) 7) a drop message (seen by the player). (stored in _/dr property) 8) an odrop message (seen by others). (stored in _/ofl property) See also PROPERTIES and @SET.
substitutions - subs - pronouns - pronoun_subs - pronoun substitution - %a - %s - %o - %p - %r - %n @osuccess, @ofail, and @odrop messages may contain %-substitutions, which evaluate to gender-specific pronouns if the player's sex is set. They are: %a (absolute) = Name's, his, hers, its. %s (subjective) = Name, he, she, it. %o (objective) = Name, him, her, it. %p (possessive) = Name's, his, her, its. %r (reflexive) = Name, himself, herself, itself. %n (player's name) = Name. Capitalized pronouns are also available with %A, %S, %O, %P, and %R. If you need a '%', use %%. Hermaproditic pronouns are currently not available, but may be installed soon. Ex. '@ofail teapot=burns %p hand on the hot teapot.' See also GENDER.
success - succ You successfully use an object when you take it. You use an exit successfully when you go through it. You use a person successfully when you successfully rob them. You successfully use a room when you look around. See also STRINGS, @SUCC and @OSUCC.
this Specifically refers to the item which runs a piece of MPI code or on which an action is set. THIS is rarely used, but can sometimes be useful. See also ME and HERE.
timestamps Every object has a timestamp, which includes the time last used, the time last modified, the time the object was created, and the number of times that that object has been used by a player. They are shown by using EXAMINE. 'Usage' is defined as follows: Players-when they are connected, Rooms-when entered or 'look'd at, Exits-when invoked (by a 'go' command) or 'look'd at, Things-when 'look'd at or 'take'n/'drop'd, Programs-when run by a player. Examining an object does not count as looking at them.
types There are 5 types of objects: things, players, exits, rooms, and programs. The first letter following an object's ID number indicates the type: P(layer), E(xit), R(oom), otherwise, thing. Things are inanimate objects that can be carried. Players are animate objects that can move and carry. Exits are the means by which objects move. Rooms are locations that contain objects and linked exits. Programs are player-written extensions to the game.
vehicle @set <thing>=vehicle Objects of TYPE_THING, that have the VEHICLE flag set, can contain players. To enter a vehicle, you can either use a MUF program to teleport you to it via MOVETO, you can get a wizard to @teleport you into it, or else you an use an action that is both attached and linked to the vehicle to enter it. This means that you can only enter a vehicle from the same room that it is in, and you cannot use far links to enter it. This prevents the use of vehicles to get around locks. Inside the vehicle, you will see it's @idesc, instead of it's @desc, and you will not be shown it's @succ or @fail. Objects dropped in a vehicle will not go away to the their homes, as a vehicle cannot have a dropto set in it. Things with the VEHICLE flag set cannot enter rooms or use exits that have the VEHICLE flag set. This allows a way to prevent vehicles from entering areas where it would be illogical for them to be.
whisper - whisp - wh whisper <player>=<message>. Whispers the message to the named person, if they are in the same room as you. No one else can see the message. Wizards can whisper *<player>=<message> to whisper to players in other rooms. (note: Some systems use a program in place of the built in whisper command. These programs generally provide many more useful features.) Type 'whisper #help' for more info.
who WHO [<player>]. Must be in all capitals, and typed in full. Lists the name of every player currently logged in, and how long they have been inactive. If given a player name, it displays only the matching names and idle times. Wizards also get a display of the host the player is connected from.
wizard If a person is WIZARD, they are a wizard, unkillable, subject to fewer restrictions, and able to use wizard commands. It is only meaningful for players and programs. In general, WIZARDs can do anything using #<number> or *<player>. Only player #1 can set and unset the WIZARD flag of other players if GOD_PRIV is used.
xforce - xforcible The X flag needs to be set on objects in order to make them operable. Such objects that may require an Xforce flag are zombies, vehicles, and animated objects. See also the topics zombie, @flock and flags.
zombie - puppet @force and the FORCE muf primitive can be used on objects of type THING, if they have the ZOMBIE flag set. Objects act as if they have the permissions of their owner. If an object is locked against a player, it will also be locked against anything that that player owns, that tries to test the lock. Things with the ZOMBIE flag set cannot enter rooms or use exits that have the ZOMBIE flag set. This allows a way to prevent zombies from entering areas where they are not wanted. If you try to run a program that you control, that has its ZOMBIE flag set, it will drop you into the MUF debugger. This lets you step line by line, or instruction by instruction through a muf program, setting breakpoints to stop at, and other nice things. There is help available within the debugger, via the 'help' command.
PROPDIRS - propdir - props - prop - property Properties are stored in AVL trees, and organized into directories of properties. This speeds things up, and keeps you from being spammed on examines. To examine the properties on an object, use 'ex <obj>=<propdir>'. where to examine the base properties in an object, <propdir> would be '/'. You can see the value of a single property with 'ex <object>=<propname>'. Propdirs are a method of storing and organizing properties to speed access and to provide a sort of built-in organization. The basic idea is to make something similar to a 'filesystem' for properties. In this analogy, each person would be a filesystem, with a root directory and up to 4096 properties and/or propdirectories beneath that. A property has been expanded with the idea that each property may now contain a new property list -- the 'propdir'. Propdirss can both have a value (either integer or string as before) _and_ contain other properties. The actual directory entries may ALSO contain data. Propdirs' only real 'visible' changes are in the names of properties -- '/' is used as the property directory separator, and so will not appear in the names of the properties when listed through 'examine' or MUF programs. Property protections have also been expanded -- the . and _ may appear either at the beginning of the property name or immediately following a '/', and that property will have the appropriate protections. For example, the property '/mail/.inbox/mesg/#' would have the same protections as '.mesg#' would now. There are two ways to remove a property list (propdir): * First, and most straight forward, is to remove the property that contains it. so, in the previous example, removing the property '/mail/.inbox' would (recursively) remove all properties under .inbox before removing .inbox itself. * The second way is to remove all properties within the property list yourself. When the last property is removed, the parent property (the one that contained the property list) is examined to see if contains data. If it does, then the property list only is removed. If the property doesn't contain data then it is removed also. Because of the first method of removing propdirs, the ability to have a property list and value in the same property should be used sparingly. If you try to access a property ending in '/', in MUF, it will give a programmer error, except in NEXTPROP, in which it will give the name of the first property in that propdir. The last visible, non-MUF change that propdirs bring is that 'examine' will no longer show properties _directly_. Instead, where the properties would normally be shown, it will say: "[ Use 'examine <object>=/' to list root properties. ]" Examine now can take an argument which is the property or propdir to view. If the property name given ends with a '/', all properties in that propdir will be listed, otherwise the single property named will be shown. Internally, a few things changed. Property lists are now stored as AVL trees instead of straight lists, so there is a speed increase even if propdirs are not directly used. This also means properties are kept in sorted order and will be displayed that way. 'addprop' will no longer allow a ":" in the property name. To clear a propdir's value without deleting the proptree below it, from MUF do a '"" 0 addprop' to it. A property can *not* have both a string and integer stored at the same time anymore. The old property.c was lax and allowed this, even though the integer value would be lost on dbload. See also PROPDIRS-EXAMPLE.
PROPDIRS-EXAMPLE - props-example - property-example - properties-example Property and Propdir Usage Examples: Lines indented only 2 spaces are what the user is typing. Lines indented 6 spaces are what the MUCK is returning to the user. Lines in []'s are comments on what's going on. [first, lets set up a bunch of properties] @set me=first:a property. @set me=second:another property. @set me=first/one:A property in a propdir @set me=first/two:Another property in a propdir @set me=third/prime:three [Okay, now lets see what properties we have. We use the examine command to do that, with a second argument, to tell it what we want to list in the way of properties. In this case, since we want to list the base level properties, we use '/'.] ex me=/ first/: (string) a property. second: (string) another property. third/: (no value) [Okay, it has a few properties with the first part of the names of the properties that we set. The /'s at the end of some of the property names means that there are sub-properties that we can list. When we set a property like 'first/one', it's actually creating a sub-property named 'one' beneath a property named 'first'. If 'first' doesn't already exist, then it will create that property. Let's list what sub-properties we created under 'first'.] ex me=first/ first/one: (string) A property in a propdir. first/two: (string) Another property in a propdir. [Here we see the properties that we set as sub-properties under 'first'. We examined for 'first/' to list the sub-properties. The / at the end of the name tells the game that we want it to list the sub-properties of that property, and not that property's value itself. Lets see what value the property 'first' has, itself. To do this we leave off the '/'] ex me=first first/: (string) a property. [Okay, lets say that we just want to see the value of the sub-property named 'one', under the property 'first'. We can list it as follows:] ex me=first/one first/one: (string) A property in a propdir. [If the property or sub-property that you specify does not exist, it will complain about it.] ex me=first/three No property found. [if a property was created to contain a sub-property, but was never given a value itself, it is listed as having no value. It has sub-properties, however.] ex me=third third/: (no value) [Let's list those sub-properties.] ex me=third/ third/prime: (string) three [Okay, let's delete the sub-property 'prime', from under the property 'third'. To do this, we act like we are setting the variable again, except that we are giving it no value this time.] @set me=third/prime: ex me=third/ No properties listed. [There. It's gone. Now let's list the bottom level properties again.] ex me=/ first/: (string) a property. second: (string) another property. [Whoops! The property 'third' is gone too! This is because properties with no values are automatically deleted when their last sub-property is deleted. Let's delete a subproperty from 'first', now.] @set me=first/one: ex me=/ first/: (string) a property. second: (string) another property. [The property 'first' still exists, with it's string value, and it still has sub-properties. Lets list those.] ex me=first/ first/two: (string) Another property in a propdir. [Here we see that the sub-property 'one' is gone, as we expected. Let's see what happens when you erase a property that has sub-properties.] @set me=first: ex me=/ second: (string) another property. [The property 'first' is gone.] ex me=first/ No properties listed. [And the subproperty it had is gone too! Let's remake the 'first' prop.] @set me=first:again, a property. ex me=/ first: (string) again, a property. second: (string) another property. [We have two properties again, and no sub-properties. It should be noted that sub-properties can have sub-sub-properties, and they can contain even subbier properties, and so on and so forth.] @set me=first/one:uno @set me=first/one/example:dos @set me=first/two/example:tres @set me=first/one/example/cat:meow ex me=first/ first/one/: (string) uno first/two/: (no value) ex me=first/one/ first/one/example/: (string) dos ex me=first/one/example/ first/one/example/cat: (string) meow [There is a special case in examine to let us list ALL the properties and sub-properties of a prop. To use it, we just specify '**' as a propdir. For example, to list all sub-properties and sub-sub-properties, etc., under 'first', you would do the following:] ex me=first/** first/one/: (string) uno first/one/example/: (string) dos first/one/example/cat: (string) meow first/two/: (no value) first/two/example/: (string) tres [Let's delete all the properties on the object, now. To do that, we specify no property name or value when we use @set. Nothing but a colon.] @set me=: ex me=/ No properties listed. [All gone!]
@FIND
@find [<name>] [= <flags/types> = [<output type>]]
Searches through the database for items that you control matching <name>.
Players control only objects they own; wizards control all objects, so @find
searches the entire database when they use it. Because the command is
computationally expensive, this costs 100 pennies.
Flags or types can be specified, to specify that you only want to list objects
that have that flag set, or that are of that type. You can also specify to
list objects that are NOT of that specific type, or that do NOT have that flag.
(A "!" before the modifier indicates that it is to be inverted.)
The flags that you can specify are: (use the initial capitalized letter only)
Abode, Builder/Block, Chown_ok, Dark/Debug, Haven, Interactive, Jump_ok,
Kill_ok, Link_ok, Mucker, Quell, Sticky/Silent, Vehicle, Wizard, Xforcible,
and Zombie.
You can also specify Mucker Levels by the level number: 1, 2, 3, or 4.
The types that you can specify are: (use the capitalized letter only)
Exit, muF program, Garbage, Player, Room, and Thing.
There are a few other modifiers you can specify: (use only initial character)
Unlinked will specify that you want to list only unlinked objects.
@ specifies to list objects longer than about 90 days old.
~size will match all objs whose current memory usage is greater than
or equal to size bytes. This must be the last modifier in the
list of modifiers.
^size will match all objs whose total memory usage, when fully loaded,
is greater than size bytes. To do this, it loads the entire
object into memory from disk. This modifier is only available
to wizards. For regular players, this acts like ~size. This
must be the last modifier in the list of modifiers.
The output types that can be given are owners, links, size, count, & location.
(You use the whole name for output type, and you can use only one at a time.)
owners lists who owns each object.
links shows what each object is linked to, or *UNLINKED*, or, for exits
linked to multiple things, *METALINK*
size displays how much memory is currently being used by an object. If
this option is used with the ^ modifier, (see above) then this
will display the true full size of the object, and not just how
much is currently being used.
count causes nothing to be shown but how many objects the @find/etc would
match. ie: it doesn't display any of the matched objects.
location shows where the object is located at.
The matching on names is as follows:
Individual words can be matched as {word1 - word2 - ...}
Individual characters can be matched as [abc...]
A ? matches any character.
A * matches any number of characters, including none.
Any of these special charcters can be matched by putting a \ before it.
Examples of use:
"@find north = EU = location" will find all of your unlinked exits named
"north" and print them along with their locations.
"@find {big - little} = R!L" finds all your rooms whose names contain "big"
or "little" and are not LINK_OK.
"@find w[ei]ll" will find everything you control whose name contains "will"
or "well."
"@find =E=links" will list all exits that you control, and display where
they are linked to.
"@find button==locations" will list all objects you control with 'button'
in the name, and it will display where thay are located at.
"@find =~2000=size" will list all your objects whose current memory usage
is 2000 bytes or more, and it will display their size.
"@find =^2000=size" will, for a wizard, find all objects in the db that are
2000 or more bytes in total size, when fully loaded, and it will show
their sizes. Note that this will load all of each object into memory
to make the size determination. On some systems this can take a while,
and on all systems this is an abuse to the diskbasing cache. Only
Wizards may use this search feature.
See also @OWNED, @ENTRANCES, and @CONTENTS.
@OWNED @owned <name> [= <flags/types> = [<output type>]] Searches through the database for items that <name> controls. For an explanation of the flags/types modifiers and the output types, see the help entry for @FIND. Example: @owned Revar=F!L3=location Will list all Mucker Level 3 (3) programs (F) owned by revar, that are NOT set Link_OK (!L), and it will show the location of each one. Note that only wizards can do an @owned on other people. See also @ENTRANCES, @FIND, @CONTENTS
@ENTRANCES @entrances [<object>] [= <flags/types> = [<output type>]] Searches through the database for items that you control linked to <object>. For an explanation of the flags/types modifiers and the output types, see the help entry for @FIND. Example: @entrances here=ED=location Will list all Dark Exits that are linked to your current location, giving the location of each one. See also @FIND, @OWNED, @CONTENTS
@CONTENTS @contents [<object>] [= <flags/types> = [<output type>]] Searches the given object for items & exits that match the given flag string. For an explanation of the flags/types modifiers and the output types, see the help entry for @FIND. Example: @contents here=DE=owner Will list all Dark Exits who's source is your current location, giving the owner of each one. See also @FIND, @OWNED, @ENTRANCES
@when @when <object>. If you control the object, this will display the flags, ownership, and timestamps associated with that object. If you do not control it, you are only told the object type and ownership information. This command works with either a dbref or an object name.
@purge @purge <player>=yes. Recycles all objects owned by that player, but leaves the player. You must specify 'yes' in order for this to take. WARNING: Make sure the player owns no public rooms or areas. Only a wizard may use this command.
obj-check - @obj-check - @objc - @oc @obj-check is a program written to aid builders and staffers in finding holes in the completion of certain types of objects. Some of what the program finds are errors that break mandatory policies, and others are merely things that could be done to make the object more complete. Below are listed some of the things obj-check will look for: On PLAYERS: Verifies player has an @desc, sex and species set. Warns user if they are Link_OK, Abode_OK, Chown_OK or XForcable. Warns user if they are NOT Jump_OK or Builder. Warns user if NO wixxx flags, long desc or scent is set. On ROOMS: Makes sure the @desc is set and that there is at least one exit to and from the room. Warns if there are duplicate exits/actions, unowned exits/actions or unlinked exits/actions. Warns if the room is Chown_OK, Abode_OK, Link_OK or Temple. Warns if the room is NOT Jump_OK. On EXITS: Verifies that the exit is properly linked, that an @desc is set, that the @succ, @osucc and @odrop are set, and that the exit is Dark. Warns if the exit is Chown_OK or Link_OK. Warns if there is NO backlink from the room it's connected to or if the link crosses sub-plots. On ACTIONS: More to come. On PROGRAMS: More to come.
@archive - @archiv - @archi - @arch - @arc No current help record for this subject. Try '<topic> #help'.
@bootme - @bm No current help record for this subject. Try '<topic> #help'.
@check No current help record for this subject. Try '<topic> #help'.
@mpi No current help record for this subject. Try '<topic> #help'.
@locate - @loc No current help record for this subject. Try '<topic> #help'.
@quota No current help record for this subject. Try '<topic> #help'.
@register - @registe - @regist - @regis - @regi - @reg No current help record for this subject. Try '<topic> #help'.
change No current help record for this subject. Try '<topic> #help'.
dc - dist_count - distcount - discount - dis - dist - whereare - wa - lc - whc No current help record for this subject. Try '<topic> #help'.
edit No current help record for this subject. Try '<topic> #help'.
exitedit - exited - editexit - edexit No current help record for this subject. Try '<topic> #help'.
fetch - retrieve - grab No current help record for this subject. Try '<topic> #help'.
gohome - GOHOME No current help record for this subject. Try '<topic> #help'.
helpstaff - staff - hstaff - hs - helpers No current help record for this subject. Try '<topic> #help'.
laston - last No current help record for this subject. Try '<topic> #help'.
local-do - ldo - ld No current help record for this subject. Try '<topic> #help'.
longlook - looklong - llook - llong - ll No current help record for this subject. Try '<topic> #help'.
lsedit - lsedi - lsed - lse No current help record for this subject. Try '<topic> #help'.
mapper - map No current help record for this subject. Try '<topic> #help'.
morph No current help record for this subject. Try '<topic> #help'.
playeredit - editplayer - playered - edplayer - played - edplay - pedit - ped No current help record for this subject. Try '<topic> #help'.
pose - pos - po - : No current help record for this subject. Try '<topic> #help'.
proglist - plist - progl - plib No current help record for this subject. Try '<topic> #help'.
cp - propcp No current help record for this subject. Try '<topic> #help'.
mv - propmv No current help record for this subject. Try '<topic> #help'.
put - replace - stuff No current help record for this subject. Try '<topic> #help'.
quickban - qban - qb - banish - ban No current help record for this subject. Try '<topic> #help'.
quick-mail - quickmail - qmail - quickm - qm No current help record for this subject. Try '<topic> #help'.
roomedit - editroom - edroom - roomed No current help record for this subject. Try '<topic> #help'.
smell - sm No current help record for this subject. Try '<topic> #help'.
spoof - sp No current help record for this subject. Try '<topic> #help'.
stepd - sdisk - step - disk - sd - stepdisk No current help record for this subject. Try '<topic> #help'.
sweep No current help record for this subject. Try '<topic> #help'.
uptime No current help record for this subject. Try '<topic> #help'.
watchfor - wf No current help record for this subject. Try '<topic> #help'.
whospe - ws No current help record for this subject. Try '<topic> #help'.
wixxx - wix - wi No current help record for this subject. Try '<topic> #help'.
wizzes - wiz - wizz - wizards No current help record for this subject. Try '<topic> #help'.
3who - 3w No current help record for this subject. Try '<topic> #help'.
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Last update: September 11, 1998 - Contact FuroticaMUCK at: furotica@aye.net