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root/1.8.3/trunk/game/txt/hlp/pennflag.hlp

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1 & FLAGS
2   @set <object>=[!]<flag name>
3
4   Flags give objects certain abilities or qualities. For example,
5   a wizard player has wiz powers because s/he has the WIZARD flag
6   set.
7
8   Some flags can only be set on certain types of objects, such as
9   just players or just rooms. Other flags, like VISUAL, can be set
10   on any type of object (player, room, exit, thing).
11
12   To un-set a flag, use the exclamation point (!) before the flag
13   name. For help on any particular flag, type: help <flag name>
14
15   A descriptive list of flags is available in: help flag list
16   A complete list of flags is available through: @flag/list
17
18 (continued in help flags2)
19 & FLAGS2
20   You can see the list of flags set on an object in several ways.
21
22   1.  If you are allowed to examine the object. The flags are listed in
23   expanded word format on the line just below the object's name, after
24   the word "Flags:".
25   2.  Flag abbreviations are also visible after the object's name in the
26   room description (if the object is not set OPAQUE and you are not set
27   MYOPIC).
28   3.  The flags() function will also return the object's list of flag
29   abbreviations.
30
31   Note: ROOM, PLAYER, EXIT, and GARBAGE are special flags which
32   indicate the TYPE of an object. The absence of these four special flags
33   indicates the object is of type THING.
34
35 See also: examine, flags(), hasflag(), orflags(), andflags(), orlflags(),
36   andlflags(), types of objects, type(), hastype(), @flag
37 & FLAG LIST
38 & FLAGS LIST
39 Flag  Title           Flag  Title              Flag  Title
40 -----------------------------------------------------------------------
41   A - Abode, Ansi       C - Chown_Ok, Color     D - Dark
42   E - Exit (type)       F - Floating, Fixed     G - Going
43   H - Haven             I - Trust/Inherit       J - Jump_Ok, Judge
44   L - Link_Ok           M - Monitor             N - No_Tel, No_Leave
45   O - Opaque            P - Player (type)       Q - Quiet
46   R - Room (type)       S - Sticky              T - Thing (type)
47   U - Unfindable        V - Visual              W - Wizard             
48   X - Safe              Z - Shared, Z_Tel
49  
50   a - Audible           b - Debug               c - Connected
51   d - Destroy_Ok        e - Enter_Ok            g - Gagged
52   h - Halt              i - Orphan              j - Jury_Ok             
53   k - Keepalive         l - Light               m - Myopic, Mistrust
54   n - No_Command        o - On-Vacation         p - Puppet, Paranoid
55   r - Royalty           s - Suspect             t - Transparent
56   u - Uninspected       v - Verbose             w - No_Warn
57   x - Terse, Cloudy     ? - Unregistered        ^ - Listen_Parent
58   ~ - Noaccents         " - NoSpoof
59 -----------------------------------------------------------------------
60 Some flags may not be enabled on some MUSHes. @flag/list will show
61 which are available.
62
63 & ABODE
64  Flag:  ABODE  (rooms)
65
66   If a ROOM has the ABODE flag set, any PLAYER can set his home there,
67   and can set the homes of THINGs there.  It does not mean that a
68   player can open an exit to that room, only that they can set their
69   home there.  This flag should not be set unless you want to make the
70   room a public 'living area'.
71
72   To make a room your home, type '@link me=here' while standing in the
73   room.
74
75 See also: @link
76 & ANSI
77   Flag:  ANSI  (players)
78  
79   When set on a player, this flag bold-hilites the names and owners
80   of attributes when the player "examines" an object. This makes it
81   much easier to pick out where attributes begin and end, when examining
82   complex objects. You must be using a terminal which supports ANSI
83   control codes in order for this to work. Additionally, some MUSHes
84   may not support ANSI. Check @config to see.
85  
86   See also the COLOR flag. If COLOR is not set, and ANSI is, you will
87   see vt100 ANSI codes, but not color ANSI codes.
88
89 See also: COLOR, ansi(), @config
90 & AUDIBLE
91   Flag:  AUDIBLE  (all types)
92
93   Exits that are AUDIBLE propagate sound to their destinations. In
94   other words, any message - emit, say, or pose - that is heard in the
95   source room of the exit is passed on to the contents of the exit's
96   destination room. The message is prepended with the exit's @prefix
97   attribute; if there is no @prefix, the default is used:
98  
99   "From <name of the exit's source room>,"
100  
101   Messages matching a certain pattern may be filtered out by using
102   @filter on an exit; read 'help @filter' for more. If the object
103   has a @forwardlist, sounds that pass the @filter are sent on to
104   the objects in the @forwardlist.
105  
106   In order for exits in a room to propagate sound, the room must also
107   be set AUDIBLE. If the room is audible, exits that are audible show
108   up on a @sweep, even if they are set DARK.
109    
110   See "help AUDIBLE2" for more.
111  
112 & AUDIBLE2
113   This flag is also valid for things. If an object is set AUDIBLE,
114   any messages which originate from its contents will be broadcasted
115   to the outside world. This makes it very simple to program vehicles.
116   Like AUDIBLE on exits, the message is prepended with the thing's
117   @prefix attribute, and messages matching certain patterns may be
118   filtered with @filter. If there is no @prefix, the message will be
119   prepended with "From <name of AUDIBLE object>,"
120   The AUDIBLE object does not receive its own propagated messages.
121  
122   The AUDIBLE flag allows most "emitters" (objects that listen for
123   messages and broadcast them to other rooms) to be eliminated. The
124   message is propagated only to the next room and no farther, so
125   there is no danger of looping.
126 & TRACK_MONEY
127   Flag: TRACK_MONEY (players)
128
129   By setting the TRACK_MONEY flag, a player can determine which
130   objects may be using their money. TRACK_MONEY reports all charges
131   to a player and their objects except the queue deposit.
132
133   > @set me=TRACK_MONEY
134   > give Javelin=50
135   You give 50 pennies to Javelin.
136   GAME: Walker spent 50 pennies!
137   > @create foo
138   GAME: Walker spent 10 pennies!
139   Created: Object #345.
140   > @for foo=@search
141   GAME: foo(#345) spent 100 pennies!
142   (search results)
143   > <a whole buncha commands>
144   GAME: Object Walker(#123) lost a Penny to queue loss.
145
146 See also: no_pay
147 & BUILDER
148   BUILDER
149
150   BUILDER is actually an @power rather than a flag. Some MUSHes choose
151   to limit the building commands (@dig, @open, and sometimes even
152   @create) to registered builders only. If you are on a MUSH that does
153   this, you will not be able to use these commands unless you have the
154   power. Only wizards can grant @powers. To see if building is limited,
155   check @command for the various building commands.
156
157 See also: POWERS, @power, @dig, @open, @create
158 & CHOWN_OK
159   Flag:  CHOWN_OK  (things, rooms, exits)
160
161   You can set this flag on an object you own to allow other players
162   to transfer ownership of the object to themselves (using @chown).
163   You must be carrying the thing, or in the room in order to set the
164   flag, unless you use the DBREF number.
165
166 See also: @chown
167 & CLOUDY
168   Flag:  CLOUDY (exits)
169
170   If this flag is set on a (non-TRANSPARENT) exit, when a player looks
171   at the exit they will see the contents of the destination room
172   following the exit's description.
173
174   If the flag is set on a TRANSPARENT exit, when a player looks at the
175   exit they will see only the description of the destination room
176   following the exit's description, and will not see contents.
177 & COLOR
178   Flag:  COLOR  (players)
179  
180   When set on a player, this flag allows the player to see ANSI color.
181   The ANSI flag must also be set.
182
183 See also: ANSI, ansi()
184 & CONNECTED
185   Flag:  CONNECTED  (players)
186
187   This internal flag applies only to players and it shows if the
188   player is connected or not. Only admin can see this flag. No one
189   can set or reset this flag.
190
191   Mortal code can't use hasflag(<x>,connected) to test if a player is
192   connected. Consider using conn(), lwho(), or mwho() instead.
193
194 See also: conn(), lwho(), mwho()
195 & DARK
196   Flag:  DARK  (all types)
197
198   If a room is DARK, then no items are shown when a person
199   'looks' there. If a thing is DARK, then "look" does not list that
200   object in the room's Contents:, and if an exit is DARK, it doesn't
201   show up in the Obvious Exits: list.  Puppets and audible objects
202   with @forwardlist are not concealed by this flag.  Note that players,
203   puppets, and other "hearing" objects still trigger enter/leave messages
204   when in DARK areas.  There is a config option for "full invisibility":
205   players and objects that are dark will be slightly disguised in
206   speech and poses.  Such actions by these objects will show as being
207   from Someone or Something depending on whether it was an object or
208   wizard player.
209
210   See 'help DARK2' for more.
211
212 & DARK2
213   Players who can hide from the WHO list should use @hide/on and
214   @hide/off to control this, not the DARK flag. While any player can
215   turn off their DARK flag, only Wizards can set their DARK flag.
216
217   Wizards who are DARK "disappear" completely -- they are not on the WHO
218   list, do not announce connects and disconnects, etc.
219 & DEBUG
220   Flag: DEBUG  (all types)
221  
222   The DEBUG flag is used for debugging MUSHcode. It is meant to be used
223   in conjunction with the VERBOSE flag. If an object is set DEBUG, all
224   parser evaluation results will be shown to the object's owner and to
225   any dbrefs in the object's DEBUGFORWARDLIST, in the format:
226  
227   #dbref! <string to evaluate> :
228   #dbref!  recursive evaluation of functions in string
229   #dbref! <string to evaluate> => <evaluated string>
230
231   Note that verbose output is "#obj]" - debug output is "#obj!".
232  
233   Because the parser does recursive evaluations, you will see successive
234   messages evaluating specific parts of an expression. This enables you
235   to pinpoint exactly which evaluation is going wrong.
236
237   To add a target to an object's DEBUGFORWARDLIST, the object must
238   pass the target's @lock/forward, or control the target.
239  
240   See "help DEBUG2" for more.
241 & DEBUG2
242   Objects run under this flag are computationally expensive.  Avoid
243   leaving it set on objects. It can also generate huge amounts of spam
244   from the output.
245  
246   Create test, and set it DEBUG.
247  
248   > @va test=$wc *:"String %0 has [strlen(%0)] letters and [words(%0)] words.
249   > wc This is my test string
250   #14! String %0 has [strlen(%0)] letters and [words(%0)] words. :
251   #14!  strlen(%0) :
252   #14!   %0 => This is my test string
253   #14!  strlen(%0) => 22
254   #14!  words(%0) :
255   #14!   %0 => This is my test string
256   #14!  words(%0) => 5
257   #14! String %0 has [strlen(%0)] letters and [words(%0)] words. =>
258     String This is my test string has 22 letters and 5 words.
259   Test says, "String This is my test string has 22 letters and 5 words."
260 & DESTROY_OK
261   Flag:  DESTROY_OK  (things)
262
263   The DESTROY_OK flag allows anyone to @destroy it. This is good for
264   "temporary" objects like "Can of Cola". If the object has a
265   @lock/destroy set, a player who doesn't control the object
266   must pass this lock in order to destroy it.
267
268   DESTROY_OK takes precedence over SAFE.
269
270 See also: @destroy
271 & ENTER_OK
272   Flag:  ENTER_OK  (all types)
273  
274   If an object or person is ENTER_OK, other players may
275   enter the object or person by using 'enter <object/person>'.
276   Only objects which are ENTER_OK may be entered, regardless of the
277   enter lock. Players must also have the ENTER_OK flag set if they wish
278   to be able to receive  things given to them by other players via the
279   command 'give <player> = <object>'. 
280
281   This flag has no effect on rooms.
282
283 See also: enter, leave, give, @lock
284 & FIXED
285   Flag: FIXED (players)
286  
287   When this flag is set on a player, it prevents them or any of their
288   objects from using the @tel or home command. The only exception is
289   that a player's objects are permitted to @tel themselves to the
290   player's inventory.
291 & FLOATING
292   Flag:  FLOATING (rooms)
293
294   If a room is set floating, you will not be notified every 10
295   minutes or so that you have a disconnected room.
296   A disconnected room may mean (depending on how the MUSH is
297   configured) a room that can't be reached from room #0, or
298   a room that can't be reached from room #0 and has no exits.
299 & GAGGED
300   Flag: GAGGED (players)
301
302   When set on a player, it disables him from doing anything
303   except moving and looking.  He cannot talk, page, build, pose, get
304   or drop objects. Normally used as a penalty for those who break
305   MUSH rules.
306
307   Only wizards can set this flag.
308 & GOING
309   Flag:  GOING  (all types)
310
311   Used internally for the @destroy command, it is set on things that
312   are scheduled to be destroyed. To prevent a GOING object from being
313   destroyed, use the @undestroy (or @unrecycle) command. You can no
314   longer @set the object !GOING.
315
316 & HALT
317   Flag:  HALT   (all types)
318
319   While this flag is set, the object cannot perform any mush
320   actions, listen, be triggered, evaluate functions or substitutions,
321   etc.
322
323 See also: @halt, @restart
324 & HAVEN
325   Flag:  HAVEN (players, rooms)
326
327   If a player is set HAVEN, she cannot be paged and anyone paging them
328   will be sent a brief notification. You can also set a longer @HAVEN
329   message if you wish. You may prefer to use @lock/page to block out
330   only specific individuals.
331
332   If a room is set HAVEN, the 'kill' command cannot be used in that room.
333
334 See also: @haven, kill
335 & HEAVY
336   Flag:  HEAVY (all types)
337
338   A mortal player can teleport anything between two containers
339   they own, unless the thing to be teleported is set HEAVY.
340   This flag can only be set by royalty or wizards.
341
342 See also: @tel
343 & LOUD
344   Flag:  LOUD (all types)
345
346   A LOUD object overrides speech, channel speech, and interaction
347   locks.  This flag can only be set by royalty or wizards.
348
349 & INHERIT
350 & TRUST
351   Flag:  TRUST  (all types)
352
353   TRUST is a security flag used to prevent objects without authorization
354   from using @force, @set, and @trigger on other objects.
355   Authorization is successful if any of these are true:
356  
357      1. The enactor is WIZARD ("wizards control all").
358      2. The enactor's owner is TRUST ("the player trusts all their objects").
359      3. The enactor is TRUST ("this object is trusted").
360      4. The target is not TRUST ("this object isn't trusted").
361
362   That is, if a non-wizard player is set TRUST, all of their objects
363   may act on each other (case 2). Otherwise, only TRUST objects may act
364   on TRUST objects (case 3) but any of the player's object may act on
365   non-TRUST objects (case 4).
366
367   Only TRUST or WIZARD objects may force their owners.
368   Players can always @force, @set, and @trigger their objects.
369
370   This flag used to be called INHERIT, and INHERIT is still an alias
371   for it, but TRUST better describes its action.
372  
373   Read "help trust2" for more.
374 & TRUST2
375 & INHERIT2
376  
377   Authorization is only denied if the enactor is neither a player nor
378   TRUST, and the target is WIZARD, TRUST, or is a player.
379
380   The TRUST protection against @trigger may be overridden by setting
381   the target object LINK_OK.
382
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
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