| 1 |
& FLAGS |
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| 2 |
@set <object>=[!]<flag name> |
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| 3 |
|
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| 4 |
Flags give objects certain abilities or qualities. For example, |
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| 5 |
a wizard player has wiz powers because s/he has the WIZARD flag |
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| 6 |
set. |
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| 7 |
|
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| 8 |
Some flags can only be set on certain types of objects, such as |
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| 9 |
just players or just rooms. Other flags, like VISUAL, can be set |
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on any type of object (player, room, exit, thing). |
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| 11 |
|
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| 12 |
To un-set a flag, use the exclamation point (!) before the flag |
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| 13 |
name. For help on any particular flag, type: help <flag name> |
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| 14 |
|
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| 15 |
A descriptive list of flags is available in: help flag list |
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| 16 |
A complete list of flags is available through: @flag/list |
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| 17 |
|
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| 18 |
(continued in help flags2) |
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| 19 |
& FLAGS2 |
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| 20 |
You can see the list of flags set on an object in several ways. |
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| 21 |
|
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| 22 |
1. If you are allowed to examine the object. The flags are listed in |
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| 23 |
expanded word format on the line just below the object's name, after |
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| 24 |
the word "Flags:". |
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| 25 |
2. Flag abbreviations are also visible after the object's name in the |
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| 26 |
room description (if the object is not set OPAQUE and you are not set |
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| 27 |
MYOPIC). |
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| 28 |
3. The flags() function will also return the object's list of flag |
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| 29 |
abbreviations. |
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| 30 |
|
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| 31 |
Note: ROOM, PLAYER, EXIT, and GARBAGE are special flags which |
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| 32 |
indicate the TYPE of an object. The absence of these four special flags |
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| 33 |
indicates the object is of type THING. |
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| 34 |
|
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| 35 |
See also: examine, flags(), hasflag(), orflags(), andflags(), orlflags(), |
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| 36 |
andlflags(), types of objects, type(), hastype(), @flag |
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| 37 |
& FLAG LIST |
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| 38 |
& FLAGS LIST |
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| 39 |
Flag Title Flag Title Flag Title |
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| 40 |
----------------------------------------------------------------------- |
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| 41 |
A - Abode, Ansi C - Chown_Ok, Color D - Dark |
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| 42 |
E - Exit (type) F - Floating, Fixed G - Going |
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| 43 |
H - Haven I - Trust/Inherit J - Jump_Ok, Judge |
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| 44 |
L - Link_Ok M - Monitor N - No_Tel, No_Leave |
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| 45 |
O - Opaque P - Player (type) Q - Quiet |
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| 46 |
R - Room (type) S - Sticky T - Thing (type) |
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| 47 |
U - Unfindable V - Visual W - Wizard |
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| 48 |
X - Safe Z - Shared, Z_Tel |
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| 49 |
|
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| 50 |
a - Audible b - Debug c - Connected |
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| 51 |
d - Destroy_Ok e - Enter_Ok g - Gagged |
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| 52 |
h - Halt i - Orphan j - Jury_Ok |
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| 53 |
k - Keepalive l - Light m - Myopic, Mistrust |
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| 54 |
n - No_Command o - On-Vacation p - Puppet, Paranoid |
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| 55 |
r - Royalty s - Suspect t - Transparent |
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| 56 |
u - Uninspected v - Verbose w - No_Warn |
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| 57 |
x - Terse, Cloudy ? - Unregistered ^ - Listen_Parent |
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| 58 |
~ - Noaccents " - NoSpoof |
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----------------------------------------------------------------------- |
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Some flags may not be enabled on some MUSHes. @flag/list will show |
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| 61 |
which are available. |
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|
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& ABODE |
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| 64 |
Flag: ABODE (rooms) |
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|
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If a ROOM has the ABODE flag set, any PLAYER can set his home there, |
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| 67 |
and can set the homes of THINGs there. It does not mean that a |
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| 68 |
player can open an exit to that room, only that they can set their |
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| 69 |
home there. This flag should not be set unless you want to make the |
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| 70 |
room a public 'living area'. |
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| 71 |
|
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| 72 |
To make a room your home, type '@link me=here' while standing in the |
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| 73 |
room. |
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|
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| 75 |
See also: @link |
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| 76 |
& ANSI |
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Flag: ANSI (players) |
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|
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When set on a player, this flag bold-hilites the names and owners |
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| 80 |
of attributes when the player "examines" an object. This makes it |
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| 81 |
much easier to pick out where attributes begin and end, when examining |
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complex objects. You must be using a terminal which supports ANSI |
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| 83 |
control codes in order for this to work. Additionally, some MUSHes |
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| 84 |
may not support ANSI. Check @config to see. |
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|
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| 86 |
See also the COLOR flag. If COLOR is not set, and ANSI is, you will |
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see vt100 ANSI codes, but not color ANSI codes. |
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|
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| 89 |
See also: COLOR, ansi(), @config |
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| 90 |
& AUDIBLE |
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| 91 |
Flag: AUDIBLE (all types) |
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|
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Exits that are AUDIBLE propagate sound to their destinations. In |
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| 94 |
other words, any message - emit, say, or pose - that is heard in the |
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| 95 |
source room of the exit is passed on to the contents of the exit's |
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| 96 |
destination room. The message is prepended with the exit's @prefix |
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attribute; if there is no @prefix, the default is used: |
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|
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"From <name of the exit's source room>," |
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|
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| 101 |
Messages matching a certain pattern may be filtered out by using |
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| 102 |
@filter on an exit; read 'help @filter' for more. If the object |
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| 103 |
has a @forwardlist, sounds that pass the @filter are sent on to |
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| 104 |
the objects in the @forwardlist. |
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|
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| 106 |
In order for exits in a room to propagate sound, the room must also |
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| 107 |
be set AUDIBLE. If the room is audible, exits that are audible show |
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up on a @sweep, even if they are set DARK. |
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|
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See "help AUDIBLE2" for more. |
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|
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& AUDIBLE2 |
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This flag is also valid for things. If an object is set AUDIBLE, |
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any messages which originate from its contents will be broadcasted |
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| 115 |
to the outside world. This makes it very simple to program vehicles. |
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| 116 |
Like AUDIBLE on exits, the message is prepended with the thing's |
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| 117 |
@prefix attribute, and messages matching certain patterns may be |
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| 118 |
filtered with @filter. If there is no @prefix, the message will be |
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| 119 |
prepended with "From <name of AUDIBLE object>," |
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The AUDIBLE object does not receive its own propagated messages. |
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|
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| 122 |
The AUDIBLE flag allows most "emitters" (objects that listen for |
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| 123 |
messages and broadcast them to other rooms) to be eliminated. The |
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message is propagated only to the next room and no farther, so |
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| 125 |
there is no danger of looping. |
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| 126 |
& TRACK_MONEY |
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| 127 |
Flag: TRACK_MONEY (players) |
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| 128 |
|
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| 129 |
By setting the TRACK_MONEY flag, a player can determine which |
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| 130 |
objects may be using their money. TRACK_MONEY reports all charges |
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| 131 |
to a player and their objects except the queue deposit. |
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|
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| 133 |
> @set me=TRACK_MONEY |
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| 134 |
> give Javelin=50 |
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You give 50 pennies to Javelin. |
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| 136 |
GAME: Walker spent 50 pennies! |
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| 137 |
> @create foo |
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| 138 |
GAME: Walker spent 10 pennies! |
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| 139 |
Created: Object #345. |
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| 140 |
> @for foo=@search |
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| 141 |
GAME: foo(#345) spent 100 pennies! |
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(search results) |
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| 143 |
> <a whole buncha commands> |
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GAME: Object Walker(#123) lost a Penny to queue loss. |
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|
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| 146 |
See also: no_pay |
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| 147 |
& BUILDER |
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| 148 |
BUILDER |
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|
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| 150 |
BUILDER is actually an @power rather than a flag. Some MUSHes choose |
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| 151 |
to limit the building commands (@dig, @open, and sometimes even |
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| 152 |
@create) to registered builders only. If you are on a MUSH that does |
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| 153 |
this, you will not be able to use these commands unless you have the |
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| 154 |
power. Only wizards can grant @powers. To see if building is limited, |
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check @command for the various building commands. |
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| 156 |
|
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See also: POWERS, @power, @dig, @open, @create |
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| 158 |
& CHOWN_OK |
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| 159 |
Flag: CHOWN_OK (things, rooms, exits) |
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|
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You can set this flag on an object you own to allow other players |
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to transfer ownership of the object to themselves (using @chown). |
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You must be carrying the thing, or in the room in order to set the |
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| 164 |
flag, unless you use the DBREF number. |
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|
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| 166 |
See also: @chown |
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| 167 |
& CLOUDY |
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Flag: CLOUDY (exits) |
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|
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If this flag is set on a (non-TRANSPARENT) exit, when a player looks |
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at the exit they will see the contents of the destination room |
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following the exit's description. |
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|
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If the flag is set on a TRANSPARENT exit, when a player looks at the |
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exit they will see only the description of the destination room |
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following the exit's description, and will not see contents. |
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| 177 |
& COLOR |
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| 178 |
Flag: COLOR (players) |
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|
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| 180 |
When set on a player, this flag allows the player to see ANSI color. |
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The ANSI flag must also be set. |
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|
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See also: ANSI, ansi() |
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| 184 |
& CONNECTED |
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Flag: CONNECTED (players) |
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|
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This internal flag applies only to players and it shows if the |
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player is connected or not. Only admin can see this flag. No one |
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can set or reset this flag. |
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|
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Mortal code can't use hasflag(<x>,connected) to test if a player is |
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| 192 |
connected. Consider using conn(), lwho(), or mwho() instead. |
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|
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| 194 |
See also: conn(), lwho(), mwho() |
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& DARK |
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| 196 |
Flag: DARK (all types) |
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|
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If a room is DARK, then no items are shown when a person |
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'looks' there. If a thing is DARK, then "look" does not list that |
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object in the room's Contents:, and if an exit is DARK, it doesn't |
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show up in the Obvious Exits: list. Puppets and audible objects |
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with @forwardlist are not concealed by this flag. Note that players, |
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puppets, and other "hearing" objects still trigger enter/leave messages |
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when in DARK areas. There is a config option for "full invisibility": |
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players and objects that are dark will be slightly disguised in |
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speech and poses. Such actions by these objects will show as being |
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from Someone or Something depending on whether it was an object or |
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wizard player. |
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|
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See 'help DARK2' for more. |
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|
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& DARK2 |
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Players who can hide from the WHO list should use @hide/on and |
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@hide/off to control this, not the DARK flag. While any player can |
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turn off their DARK flag, only Wizards can set their DARK flag. |
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|
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Wizards who are DARK "disappear" completely -- they are not on the WHO |
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list, do not announce connects and disconnects, etc. |
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& DEBUG |
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Flag: DEBUG (all types) |
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|
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The DEBUG flag is used for debugging MUSHcode. It is meant to be used |
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| 223 |
in conjunction with the VERBOSE flag. If an object is set DEBUG, all |
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| 224 |
parser evaluation results will be shown to the object's owner and to |
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| 225 |
any dbrefs in the object's DEBUGFORWARDLIST, in the format: |
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| 226 |
|
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| 227 |
#dbref! <string to evaluate> : |
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#dbref! recursive evaluation of functions in string |
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#dbref! <string to evaluate> => <evaluated string> |
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| 230 |
|
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| 231 |
Note that verbose output is "#obj]" - debug output is "#obj!". |
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|
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| 233 |
Because the parser does recursive evaluations, you will see successive |
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| 234 |
messages evaluating specific parts of an expression. This enables you |
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| 235 |
to pinpoint exactly which evaluation is going wrong. |
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| 236 |
|
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| 237 |
To add a target to an object's DEBUGFORWARDLIST, the object must |
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| 238 |
pass the target's @lock/forward, or control the target. |
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|
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See "help DEBUG2" for more. |
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| 241 |
& DEBUG2 |
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| 242 |
Objects run under this flag are computationally expensive. Avoid |
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| 243 |
leaving it set on objects. It can also generate huge amounts of spam |
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| 244 |
from the output. |
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|
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Create test, and set it DEBUG. |
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| 247 |
|
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| 248 |
> @va test=$wc *:"String %0 has [strlen(%0)] letters and [words(%0)] words. |
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| 249 |
> wc This is my test string |
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| 250 |
#14! String %0 has [strlen(%0)] letters and [words(%0)] words. : |
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| 251 |
#14! strlen(%0) : |
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| 252 |
#14! %0 => This is my test string |
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| 253 |
#14! strlen(%0) => 22 |
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| 254 |
#14! words(%0) : |
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| 255 |
#14! %0 => This is my test string |
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| 256 |
#14! words(%0) => 5 |
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| 257 |
#14! String %0 has [strlen(%0)] letters and [words(%0)] words. => |
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| 258 |
String This is my test string has 22 letters and 5 words. |
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| 259 |
Test says, "String This is my test string has 22 letters and 5 words." |
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| 260 |
& DESTROY_OK |
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| 261 |
Flag: DESTROY_OK (things) |
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|
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The DESTROY_OK flag allows anyone to @destroy it. This is good for |
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| 264 |
"temporary" objects like "Can of Cola". If the object has a |
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| 265 |
@lock/destroy set, a player who doesn't control the object |
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| 266 |
must pass this lock in order to destroy it. |
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|
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| 268 |
DESTROY_OK takes precedence over SAFE. |
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|
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| 270 |
See also: @destroy |
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| 271 |
& ENTER_OK |
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| 272 |
Flag: ENTER_OK (all types) |
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| 273 |
|
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| 274 |
If an object or person is ENTER_OK, other players may |
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| 275 |
enter the object or person by using 'enter <object/person>'. |
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| 276 |
Only objects which are ENTER_OK may be entered, regardless of the |
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| 277 |
enter lock. Players must also have the ENTER_OK flag set if they wish |
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| 278 |
to be able to receive things given to them by other players via the |
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| 279 |
command 'give <player> = <object>'. |
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| 280 |
|
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| 281 |
This flag has no effect on rooms. |
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| 282 |
|
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| 283 |
See also: enter, leave, give, @lock |
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| 284 |
& FIXED |
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| 285 |
Flag: FIXED (players) |
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| 286 |
|
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| 287 |
When this flag is set on a player, it prevents them or any of their |
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| 288 |
objects from using the @tel or home command. The only exception is |
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| 289 |
that a player's objects are permitted to @tel themselves to the |
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| 290 |
player's inventory. |
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| 291 |
& FLOATING |
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| 292 |
Flag: FLOATING (rooms) |
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| 293 |
|
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| 294 |
If a room is set floating, you will not be notified every 10 |
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| 295 |
minutes or so that you have a disconnected room. |
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| 296 |
A disconnected room may mean (depending on how the MUSH is |
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| 297 |
configured) a room that can't be reached from room #0, or |
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| 298 |
a room that can't be reached from room #0 and has no exits. |
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| 299 |
& GAGGED |
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| 300 |
Flag: GAGGED (players) |
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| 301 |
|
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| 302 |
When set on a player, it disables him from doing anything |
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| 303 |
except moving and looking. He cannot talk, page, build, pose, get |
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| 304 |
or drop objects. Normally used as a penalty for those who break |
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| 305 |
MUSH rules. |
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| 306 |
|
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| 307 |
Only wizards can set this flag. |
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| 308 |
& GOING |
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| 309 |
Flag: GOING (all types) |
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| 310 |
|
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| 311 |
Used internally for the @destroy command, it is set on things that |
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| 312 |
are scheduled to be destroyed. To prevent a GOING object from being |
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| 313 |
destroyed, use the @undestroy (or @unrecycle) command. You can no |
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| 314 |
longer @set the object !GOING. |
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| 315 |
|
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| 316 |
& HALT |
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| 317 |
Flag: HALT (all types) |
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| 318 |
|
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| 319 |
While this flag is set, the object cannot perform any mush |
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| 320 |
actions, listen, be triggered, evaluate functions or substitutions, |
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| 321 |
etc. |
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| 322 |
|
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| 323 |
See also: @halt, @restart |
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| 324 |
& HAVEN |
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| 325 |
Flag: HAVEN (players, rooms) |
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| 326 |
|
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| 327 |
If a player is set HAVEN, she cannot be paged and anyone paging them |
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| 328 |
will be sent a brief notification. You can also set a longer @HAVEN |
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| 329 |
message if you wish. You may prefer to use @lock/page to block out |
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| 330 |
only specific individuals. |
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| 331 |
|
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| 332 |
If a room is set HAVEN, the 'kill' command cannot be used in that room. |
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| 333 |
|
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| 334 |
See also: @haven, kill |
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| 335 |
& HEAVY |
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| 336 |
Flag: HEAVY (all types) |
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| 337 |
|
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| 338 |
A mortal player can teleport anything between two containers |
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| 339 |
they own, unless the thing to be teleported is set HEAVY. |
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| 340 |
This flag can only be set by royalty or wizards. |
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| 341 |
|
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| 342 |
See also: @tel |
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| 343 |
& LOUD |
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| 344 |
Flag: LOUD (all types) |
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| 345 |
|
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| 346 |
A LOUD object overrides speech, channel speech, and interaction |
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| 347 |
locks. This flag can only be set by royalty or wizards. |
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| 348 |
|
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| 349 |
& INHERIT |
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| 350 |
& TRUST |
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| 351 |
Flag: TRUST (all types) |
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| 352 |
|
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| 353 |
TRUST is a security flag used to prevent objects without authorization |
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| 354 |
from using @force, @set, and @trigger on other objects. |
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| 355 |
Authorization is successful if any of these are true: |
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| 356 |
|
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| 357 |
1. The enactor is WIZARD ("wizards control all"). |
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| 358 |
2. The enactor's owner is TRUST ("the player trusts all their objects"). |
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| 359 |
3. The enactor is TRUST ("this object is trusted"). |
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| 360 |
4. The target is not TRUST ("this object isn't trusted"). |
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| 361 |
|
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| 362 |
That is, if a non-wizard player is set TRUST, all of their objects |
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| 363 |
may act on each other (case 2). Otherwise, only TRUST objects may act |
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| 364 |
on TRUST objects (case 3) but any of the player's object may act on |
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| 365 |
non-TRUST objects (case 4). |
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| 366 |
|
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| 367 |
Only TRUST or WIZARD objects may force their owners. |
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| 368 |
Players can always @force, @set, and @trigger their objects. |
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| 369 |
|
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| 370 |
This flag used to be called INHERIT, and INHERIT is still an alias |
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| 371 |
for it, but TRUST better describes its action. |
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| 372 |
|
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| 373 |
Read "help trust2" for more. |
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| 374 |
& TRUST2 |
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| 375 |
& INHERIT2 |
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| 376 |
|
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| 377 |
Authorization is only denied if the enactor is neither a player nor |
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| 378 |
TRUST, and the target is WIZARD, TRUST, or is a player. |
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| 379 |
|
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| 380 |
The TRUST protection against @trigger may be overridden by setting |
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| 381 |
the target object LINK_OK. |
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| 382 |
|
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| 383 |
Objects which are WIZARD are not subject to any special criterion, |
|---|
| 384 |
although they are automatically considered to be TRUST. |
|---|
| 385 |
The normal criteria for object control still apply. |
|---|
| 386 |
|
|---|
| 387 |
The TRUST flag protects against an object from being controlled by |
|---|
| 388 |
anything not owned by its owner. This prevents someone who controls a |
|---|
| 389 |
zone master from doing things like @forcing an TRUST object to @force its |
|---|
| 390 |
owner. |
|---|
| 391 |
& JUDGE |
|---|
| 392 |
& JURY_OK |
|---|
| 393 |
Flags: JUDGE and JURY_OK (players) |
|---|
| 394 |
|
|---|
| 395 |
These flags may be used by the MUSH to support some form of Judged |
|---|
| 396 |
RP system. Or they may not be compiled in. See @config for more |
|---|
| 397 |
information. |
|---|
| 398 |
& JUMP_OK |
|---|
| 399 |
& TEL_OK |
|---|
| 400 |
Flag: JUMP_OK (or TEL_OK) (rooms) |
|---|
| 401 |
|
|---|
| 402 |
When a room is set JUMP_OK, then that room can be teleported into |
|---|
| 403 |
by anyone. See @teleport. |
|---|
| 404 |
& KEEPALIVE |
|---|
| 405 |
Flag: KEEPALIVE (players) |
|---|
| 406 |
|
|---|
| 407 |
When this flag is set on a player with a telnet-capable connection, |
|---|
| 408 |
a telnet NOP (no-operation) is sent after there's been no activity |
|---|
| 409 |
on the connection for a minute, to generate socket activity without |
|---|
| 410 |
generating any output. In a way, it's the opposite of the IDLE |
|---|
| 411 |
command. IDLE is sent by clients to keep a connection open, while |
|---|
| 412 |
KEEPALIVE tells the server to send a message. Both are intended for |
|---|
| 413 |
use by people going through home router/NAT appliances with short |
|---|
| 414 |
inactivity timeouts. |
|---|
| 415 |
|
|---|
| 416 |
See also: IDLE, terminfo() |
|---|
| 417 |
& LIGHT |
|---|
| 418 |
Flag: LIGHT (all types) |
|---|
| 419 |
|
|---|
| 420 |
Objects, players, and exits which have the LIGHT flag set on them |
|---|
| 421 |
(and are not also set DARK) appear in the contents of DARK rooms. |
|---|
| 422 |
|
|---|
| 423 |
See also: DARK |
|---|
| 424 |
& LINK_OK |
|---|
| 425 |
Flag: LINK_OK (rooms, things) |
|---|
| 426 |
|
|---|
| 427 |
If a room or object is LINK_OK, anyone can link exits to it (but |
|---|
| 428 |
still not from it). Also, LINK_OK overrides the TRUST protection |
|---|
| 429 |
against @trigger (although not @force or @set). This also allows |
|---|
| 430 |
others to @parent their objects to the thing set LINK_OK. |
|---|
| 431 |
|
|---|
| 432 |
See @link, TRUST, @parent, PARENTS |
|---|
| 433 |
& MONITOR |
|---|
| 434 |
Flag: MONITOR (players) |
|---|
| 435 |
|
|---|
| 436 |
When set on a player, this flag notifies that player when anyone connects |
|---|
| 437 |
to or disconnects from the MUSH. It is valid only for players, and must be |
|---|
| 438 |
set by a wizard (although royalty may set themselves MONITOR). |
|---|
| 439 |
|
|---|
| 440 |
Flag: MONITOR (things, rooms) |
|---|
| 441 |
|
|---|
| 442 |
When set on a thing or room, this flag activates the ^ listen patterns on |
|---|
| 443 |
the object. Objects which have ^ listen patterns but are not set MONITOR |
|---|
| 444 |
do not check those patterns. |
|---|
| 445 |
|
|---|
| 446 |
When using the LISTEN Attribute Tree, you must set the Root Attribute |
|---|
| 447 |
!NO_COMMAND. By default this Attribute/Attribute Root has been set |
|---|
| 448 |
NO_COMMAND by the system. Attributes which are set HALT or NO_COMMAND |
|---|
| 449 |
will not be evaluated for purposes of the ^ listen patterns |
|---|
| 450 |
& MORTAL |
|---|
| 451 |
The MORTAL flag is no longer available in PennMUSH. Please see help |
|---|
| 452 |
changes for more information. |
|---|
| 453 |
& MYOPIC |
|---|
| 454 |
Flag: MYOPIC (players) |
|---|
| 455 |
|
|---|
| 456 |
Myopic is a flag which suppresses the printing of an object's dbref |
|---|
| 457 |
number and abbreviated list of flags when it is looked at. It makes |
|---|
| 458 |
the world appear like you don't control any of it, even if you're a |
|---|
| 459 |
wizard or royalty. It's useful if you don't like to see object numbers. |
|---|
| 460 |
This flag is only valid for players; objects belonging to MYOPIC |
|---|
| 461 |
players are automatically considered to be MYOPIC. |
|---|
| 462 |
|
|---|
| 463 |
See also: DBREF |
|---|
| 464 |
& MISTRUST |
|---|
| 465 |
Flag: MISTRUST (things, rooms, exits) |
|---|
| 466 |
|
|---|
| 467 |
Mistrust prevents an object from controlling anything but |
|---|
| 468 |
itself. This will also usually prevent it from examining anything else |
|---|
| 469 |
non-VISUAL owned by the same player. It also prevents the object |
|---|
| 470 |
from benefitting from its owner's no_pay, no_kill, and no_quota |
|---|
| 471 |
powers, if any. |
|---|
| 472 |
|
|---|
| 473 |
This flag can be used when you wish a single player to retain ownership |
|---|
| 474 |
of objects that other players will use to run arbitrary commands, |
|---|
| 475 |
and don't want those objects to be able to affect your objects. |
|---|
| 476 |
|
|---|
| 477 |
(Note, however, that a Wizard object will ignore this flag, a see_all |
|---|
| 478 |
object will still be able to examine anything, a no_pay object will |
|---|
| 479 |
still have unlimited money, etc. This flag works best when no other |
|---|
| 480 |
privileges are granted to the object.) |
|---|
| 481 |
|
|---|
| 482 |
See also: control |
|---|
| 483 |
& NOACCENTS |
|---|
| 484 |
Flag: NOACCENTS (players) |
|---|
| 485 |
|
|---|
| 486 |
This flag causes all accented characters to be converted to non-accented |
|---|
| 487 |
before being sent to a connection. See HELP STRIPACCENTS() for caveats. |
|---|
| 488 |
|
|---|
| 489 |
See also: i18n, accent(), stripaccents() |
|---|
| 490 |
& NO_COMMAND |
|---|
| 491 |
Flag: NO_COMMAND (all types) |
|---|
| 492 |
|
|---|
| 493 |
The NO_COMMAND flag disables the checking of $-commands on an object. |
|---|
| 494 |
Most MUSHes will be configured to automatically set this flag on rooms |
|---|
| 495 |
and players. The server runs faster when fewer objects are checked for |
|---|
| 496 |
$-commands; thus, any object which does not have $-commands on it should |
|---|
| 497 |
be set NO_COMMAND. Many MUSHes choose to have all objects initially set |
|---|
| 498 |
NO_COMMAND at creation. The flag has no effect on exits. |
|---|
| 499 |
|
|---|
| 500 |
See also: USER-DEFINED COMMANDS |
|---|
| 501 |
& NO_LEAVE |
|---|
| 502 |
& NOLEAVE |
|---|
| 503 |
Flag: NO_LEAVE (objects) |
|---|
| 504 |
|
|---|
| 505 |
When this flag is set on an object, players can not "leave" it. |
|---|
| 506 |
Attempts to leave the object will trigger its @LFAIL, @OLFAIL, |
|---|
| 507 |
and @ALFAIL, if set. |
|---|
| 508 |
|
|---|
| 509 |
See also: leave |
|---|
| 510 |
& NO_TEL |
|---|
| 511 |
Flag: NO_TEL (rooms) |
|---|
| 512 |
|
|---|
| 513 |
The NO_TEL flag prevents objects in a room from being @teleported; |
|---|
| 514 |
mortals in the room cannot use @teleport, nor can other objects |
|---|
| 515 |
@teleport them out. This flag is checked on the "absolute room" of an |
|---|
| 516 |
object; thus, if you are in a container in a room which is NO_TEL, |
|---|
| 517 |
you cannot use @teleport from that container. There is no way to |
|---|
| 518 |
get out of a NO_TEL room except by exiting in some "normal" manner, |
|---|
| 519 |
or by going "home". Puzzle rooms, prisons, and similar locations would |
|---|
| 520 |
probably benefit from this flag. |
|---|
| 521 |
& NO_WARN |
|---|
| 522 |
& NOWARN |
|---|
| 523 |
Flag: NO_WARN (all types) |
|---|
| 524 |
|
|---|
| 525 |
This flag is enabled with the MUSH building warning system. |
|---|
| 526 |
|
|---|
| 527 |
When this flag is set on an object, its owner will not receive |
|---|
| 528 |
any building warnings from that object. When it is set on a player, |
|---|
| 529 |
that player will not receive any building warnings at all. |
|---|
| 530 |
|
|---|
| 531 |
See also 'help warnings', 'help @warnings', and 'help @wcheck' |
|---|
| 532 |
|
|---|
| 533 |
& NOSPOOF |
|---|
| 534 |
Flag: NOSPOOF (players) |
|---|
| 535 |
|
|---|
| 536 |
If a player is set NOSPOOF, @emits of all sorts will be tagged with the |
|---|
| 537 |
name of the person/object making them. This prevents spoofing and lets |
|---|
| 538 |
you see where such messages originated. Objects belonging to NOSPOOF |
|---|
| 539 |
players are automatically considered NOSPOOF. |
|---|
| 540 |
|
|---|
| 541 |
Note that NOSPOOF output can be spammy and that the output format of |
|---|
| 542 |
NOSPOOF can mess up @listen and ^ patterns, giving unexpected results. |
|---|
| 543 |
|
|---|
| 544 |
Sample output: |
|---|
| 545 |
@set me=nospoof |
|---|
| 546 |
> Flag set. |
|---|
| 547 |
@pemit me=Testing |
|---|
| 548 |
> [Cyclonus->Cyclonus] Testing |
|---|
| 549 |
|
|---|
| 550 |
See PARANOID, SPOOFING, @emit, @pemit, @remit, and @oemit. |
|---|
| 551 |
& PARANOID |
|---|
| 552 |
Flag: PARANOID (players) |
|---|
| 553 |
|
|---|
| 554 |
Used in conjunction with the NOSPOOF flag. If a player is set |
|---|
| 555 |
PARANOID and NOSPOOF, @emits of all sorts are tagged with the |
|---|
| 556 |
name and dbref of the person/object making them and the name of |
|---|
| 557 |
the object's owner, if the emit was not from a player. |
|---|
| 558 |
|
|---|
| 559 |
See NOSPOOF, SPOOFING, @emit, @pemit, @remit, and @oemit. |
|---|
| 560 |
& ON-VACATION |
|---|
| 561 |
Flag: ON-VACATION (players) |
|---|
| 562 |
|
|---|
| 563 |
This flag may be used by the MUSH to allow players to indicate when |
|---|
| 564 |
they have left for vacation, to prevent themselves from being purged |
|---|
| 565 |
for inactivity. Its usefulness depends on game policy. |
|---|
| 566 |
|
|---|
| 567 |
You will be notified (periodically and on connect) if you leave this flag |
|---|
| 568 |
set, to remind you to unset it when you return from vacation. |
|---|
| 569 |
& OPAQUE |
|---|
| 570 |
Flag: OPAQUE (all types) |
|---|
| 571 |
|
|---|
| 572 |
When set on yourself, it prevents other players from seeing what you are |
|---|
| 573 |
carrying in your inventory. This applies to everyone and everything, |
|---|
| 574 |
even wizards and royalty, or to stuff that you own. It works the same |
|---|
| 575 |
way on objects. This flag also prevents people inside an object |
|---|
| 576 |
from using look/outside. |
|---|
| 577 |
|
|---|
| 578 |
When set on an exit in a TRANSPARENT room, the exit is displayed |
|---|
| 579 |
as if the room weren't TRANSPARENT. |
|---|
| 580 |
|
|---|
| 581 |
Meaningless for rooms. |
|---|
| 582 |
|
|---|
| 583 |
See also: TRANSPARENT, look |
|---|
| 584 |
& ORPHAN |
|---|
| 585 |
Flag: ORPHAN (all types) |
|---|
| 586 |
|
|---|
| 587 |
The ORPHAN flag severs the connection between an object and its |
|---|
| 588 |
type ancestor, and prevents attributes from being |
|---|
| 589 |
retrieved from the ancestor. It has no effect on the object's |
|---|
| 590 |
true @parents, only on its use of the ancestor. |
|---|
| 591 |
|
|---|
| 592 |
See also: @parent, ancestors |
|---|
| 593 |
& PLAYER |
|---|
| 594 |
Flag: PLAYER (player) |
|---|
| 595 |
|
|---|
| 596 |
The PLAYER flag identifies you as a player. This flag cannot |
|---|
| 597 |
be reset by any player, not even a Wizard. It is used by hardcode to |
|---|
| 598 |
identify your commands, check for validity of commands or locks, etc. |
|---|
| 599 |
You can just pretend it isn't there. |
|---|
| 600 |
& PUPPET |
|---|
| 601 |
Flag: PUPPET (things) |
|---|
| 602 |
|
|---|
| 603 |
Setting this flag on a thing turns it into a sort of extension of its |
|---|
| 604 |
owner, making it grow eyes and ears. It then relays everything sees |
|---|
| 605 |
and hears back to its owner, unless the owner is in the same room. |
|---|
| 606 |
(If you set a puppet VERBOSE as well, it will relay even when the |
|---|
| 607 |
owner is in the same room). |
|---|
| 608 |
|
|---|
| 609 |
See: @force, PUPPETS |
|---|
| 610 |
& QUIET |
|---|
| 611 |
Flag: QUIET (all types) |
|---|
| 612 |
|
|---|
| 613 |
This flag when set on yourself prevents you from hearing |
|---|
| 614 |
the 'set', 'triggered', 'Teleported.', and several other messages |
|---|
| 615 |
from any objects you own. When set on an object, only that object |
|---|
| 616 |
will not relay its messages. |
|---|
| 617 |
& ROOM |
|---|
| 618 |
Flag: ROOM (rooms) |
|---|
| 619 |
|
|---|
| 620 |
This flag is automatically set on rooms when you @dig a new |
|---|
| 621 |
room. It cannot be changed. |
|---|
| 622 |
& ROYALTY |
|---|
| 623 |
Flag: ROYALTY (all types) |
|---|
| 624 |
|
|---|
| 625 |
If this flag is set on any type of object, then that object will be |
|---|
| 626 |
able to @tel and examine as if it was a wizard. Royalty players are |
|---|
| 627 |
not affected by quotas or restricted building. Royalty is not able to |
|---|
| 628 |
change things like a wizard could. Only wizards may set it on players, |
|---|
| 629 |
although players who are ROYALTY may set their objects ROYALTY. |
|---|
| 630 |
& SAFE |
|---|
| 631 |
Flag: SAFE (all types) |
|---|
| 632 |
|
|---|
| 633 |
The SAFE flag protects objects from destruction. If the REALLY_SAFE |
|---|
| 634 |
option was set when the MUSH was compiled (see @config), the only |
|---|
| 635 |
way to destroy an object set SAFE is to explicitly reset the SAFE |
|---|
| 636 |
flag and then @dest it. If the REALLY_SAFE option is not set, |
|---|
| 637 |
@destroy/override (or @nuke) will override the SAFE flag and destroy |
|---|
| 638 |
the object. |
|---|
| 639 |
& STICKY |
|---|
| 640 |
Flag: STICKY (all types) |
|---|
| 641 |
|
|---|
| 642 |
If a thing or player is STICKY, it goes home when dropped (See HOMES). |
|---|
| 643 |
It also goes home when an object carrying it teleports or goes home, |
|---|
| 644 |
unless the object controls it. |
|---|
| 645 |
If a room is STICKY, its drop-to is delayed until the last person leaves |
|---|
| 646 |
(See DROP-TOs). This flag is meaningless for exits. |
|---|
| 647 |
& SUSPECT |
|---|
| 648 |
Flag: SUSPECT (all types) |
|---|
| 649 |
|
|---|
| 650 |
This flag is only settable by wizards. Players with this flag have |
|---|
| 651 |
their connects, disconnects, name changes, and kills reported to |
|---|
| 652 |
all connected wizards. Actions by any object with this flag are |
|---|
| 653 |
also logged to the MUSH log files. |
|---|
| 654 |
& TEMPLE |
|---|
| 655 |
The TEMPLE flag is no longer available in PennMUSH. Please see help |
|---|
| 656 |
changes for more information. |
|---|
| 657 |
& TERSE |
|---|
| 658 |
Flag: TERSE (players, things) |
|---|
| 659 |
|
|---|
| 660 |
When an object is set TERSE, it does not see the descriptions or |
|---|
| 661 |
success/failure messages in rooms. This is a useful flag if you're |
|---|
| 662 |
on a slow connection or you're moving through a familiar area and |
|---|
| 663 |
don't want to see tons of text. |
|---|
| 664 |
|
|---|
| 665 |
When a player is TERSE, all of their objects are considered to be TERSE. |
|---|
| 666 |
& TRANSPARENT |
|---|
| 667 |
Flag: TRANSPARENT (all types) |
|---|
| 668 |
|
|---|
| 669 |
If this flag is set on a room, it will display exits in "long" format. |
|---|
| 670 |
Instead of putting all the exits on one line under "Obvious exits:" |
|---|
| 671 |
it prints each exit on a line by itself, in the format: |
|---|
| 672 |
<Exit Name> leads to <Exit Destination>. |
|---|
| 673 |
Thus, you might have: |
|---|
| 674 |
Obvious exits: |
|---|
| 675 |
South leads to Joe's Room. |
|---|
| 676 |
East leads to City Park. |
|---|
| 677 |
instead of |
|---|
| 678 |
Obvious exits: |
|---|
| 679 |
South East |
|---|
| 680 |
|
|---|
| 681 |
Exits set OPAQUE are still shown in the short format, so you can mix |
|---|
| 682 |
the two. |
|---|
| 683 |
|
|---|
| 684 |
(continued in help transparent2) |
|---|
| 685 |
& TRANSPARENT2 |
|---|
| 686 |
|
|---|
| 687 |
If this flag is set on an exit, when a player looks at the exit they |
|---|
| 688 |
will see the description and contents of the destination room following |
|---|
| 689 |
the exit's description. The exit list and succ/fail messages of the |
|---|
| 690 |
room will NOT be displayed. See also CLOUDY. |
|---|
| 691 |
|
|---|
| 692 |
See also: CLOUDY, OPAQUE, EXITS, @exitformat |
|---|
| 693 |
& UNFINDABLE |
|---|
| 694 |
Flag: UNFINDABLE (all types) |
|---|
| 695 |
|
|---|
| 696 |
If a player is set UNFINDABLE, he cannot be found by the @whereis |
|---|
| 697 |
command. You also cannot use loc(), locate(), and similar functions |
|---|
| 698 |
to find his location, unless you have the see_all power or equivalent. |
|---|
| 699 |
|
|---|
| 700 |
If a room is set UNFINDABLE, you cannot locate any of its contents |
|---|
| 701 |
via any means (@whereis, the loc() function, etc.) unless you are |
|---|
| 702 |
see_all or equivalent. |
|---|
| 703 |
|
|---|
| 704 |
If a player who can @hide and idle is set UNFINDABLE, and he is idle past |
|---|
| 705 |
the allowable maximum idle time, he will be hidden automatically. |
|---|
| 706 |
& UNINSPECTED |
|---|
| 707 |
Flag: UNINSPECTED (rooms) |
|---|
| 708 |
|
|---|
| 709 |
This flag may be used by the MUSH to indicate rooms which have not been |
|---|
| 710 |
inspected by the Building Council, Administration, etc. |
|---|
| 711 |
& UNREGISTERED |
|---|
| 712 |
Flag: UNREGISTERED (players) |
|---|
| 713 |
|
|---|
| 714 |
This flag may be used by the MUSH to support on-line registration. |
|---|
| 715 |
The only restriction on UNREGISTERED players is that they may not |
|---|
| 716 |
be granted @powers. |
|---|
| 717 |
& VERBOSE |
|---|
| 718 |
Flag: VERBOSE (all types) |
|---|
| 719 |
|
|---|
| 720 |
An object set VERBOSE echoes the commands it executes to its owner |
|---|
| 721 |
before executing them. This differs from the PUPPET flag in that the |
|---|
| 722 |
owner sees the command itself, rather than the output from the command. |
|---|
| 723 |
This flag is extremely useful in debugging, especially if used in |
|---|
| 724 |
conjunction with the PUPPET flag. VERBOSE output follows the format |
|---|
| 725 |
"#<object>] <command>". Something like "#1300] @trigger me/test" is a |
|---|
| 726 |
good example of typical VERBOSE output. |
|---|
| 727 |
|
|---|
| 728 |
See also: PUPPET, DEBUG |
|---|
| 729 |
& VISUAL |
|---|
| 730 |
Flag: VISUAL (all types) |
|---|
| 731 |
|
|---|
| 732 |
When this flag is set on an object, it allows any other player to |
|---|
| 733 |
examine it and see all the object's attributes as if they owned it. |
|---|
| 734 |
It does not enable them to make changes to the object. Very useful |
|---|
| 735 |
for getting help with code. |
|---|
| 736 |
|
|---|
| 737 |
See also: examine, brief |
|---|
| 738 |
& WIZARD |
|---|
| 739 |
Flag: WIZARD (all types) |
|---|
| 740 |
|
|---|
| 741 |
If a person is WIZARD, they are a wizard, unkillable, |
|---|
| 742 |
subject to fewer restrictions, and able to use wizard commands. |
|---|
| 743 |
In general, WIZARDs can do anything using #<number> or *<player>. |
|---|
| 744 |
Only player #1 can set and unset the WIZARD flag of other players. |
|---|
| 745 |
No WIZARD can turn their own WIZARD flag off. |
|---|
| 746 |
|
|---|
| 747 |
Other objects may also be set WIZARD, and they then have all the |
|---|
| 748 |
powers of a Wizard except that they cannot @nuke players. |
|---|
| 749 |
Only Wizards may set the WIZARD flag on objects. |
|---|
| 750 |
|
|---|
| 751 |
See also: ROYALTY, @power |
|---|
| 752 |
& Z_TEL |
|---|
| 753 |
Flag: Z_TEL (things, rooms) |
|---|
| 754 |
|
|---|
| 755 |
The Z_TEL flag, when set on a zoned room or on the ZMO of a room, |
|---|
| 756 |
prevents objects in the room from being @teleported out of the |
|---|
| 757 |
zone - that is, objects can only be @teleported to a room which |
|---|
| 758 |
is zoned to the same ZMO. Setting this flag on the ZMO affects all |
|---|
| 759 |
rooms zoned to it. Like NO_TEL, the "home" command will still work. |
|---|
| 760 |
This flag is intended for use in puzzle rooms and IC areas. |
|---|
| 761 |
|
|---|
| 762 |
See also: ZONES, ZONE MASTERS, @chzone, ZONE MASTER ROOMS |
|---|
| 763 |
& SHARED |
|---|
| 764 |
& ZONE |
|---|
| 765 |
Flag: SHARED (players) |
|---|
| 766 |
|
|---|
| 767 |
The SHARED flag is used to designate a player as a Zone Master. |
|---|
| 768 |
Objects owned by a Zone Master are controlled by anyone who passes the |
|---|
| 769 |
player's zone lock. |
|---|
| 770 |
|
|---|
| 771 |
See also: ZONE MASTERS |
|---|
| 772 |
& LISTEN_PARENT |
|---|
| 773 |
Flag: LISTEN_PARENT (things, rooms) |
|---|
| 774 |
|
|---|
| 775 |
When set on a thing or room which also has the MONITOR flag set, this |
|---|
| 776 |
flag causes ^ listen patterns to be checked on the object's parents as |
|---|
| 777 |
well as on the object. |
|---|
| 778 |
|
|---|
| 779 |
See also: MONITOR, LISTENING |
|---|
| 780 |
|
|---|