[{"pk": 2, "model": "helpsys.helpentry", "fields": {"entrytext": "\"\n\n COMMAND: \"\n\n Says out loud to everyone in your current location (usually a\n room).\n\n Example:\n > \"Where is the movie theater?\n You say, \"Where is the movie theater?\"\n\n Note that the closing double quote is automatically added.\n\n Related Topics: page, pose, say, :, \".\n\n", "topicname": "\"", "staff_only": false}}, {"pk": 3, "model": "helpsys.helpentry", "fields": {"entrytext": "#\n\n COMMAND: # \n\n Forces the object whose database number is to perform .\n Example: '#1033 move north' forces object #1033 to go north (assuming that\n you control it). The same restrictions that apply to @force also apply to\n this command.\n\n Related Topics: @force.\n\n", "topicname": "#", "staff_only": false}}, {"pk": 4, "model": "helpsys.helpentry", "fields": {"entrytext": "$-COMMANDS\n\n These commands are called arbitrary commands, user-defined commands, or\n $-commands (for how they are defined). See 'arbitrary commands' for the\n full description.\n\n Related Topics: arbitrary commands\n\n", "topicname": "$-COMMANDS", "staff_only": false}}, {"pk": 5, "model": "helpsys.helpentry", "fields": {"entrytext": "\n COMMAND: & [=]\n SYNONYM: @set = :[]\n\n Sets the attribute named on to . If\n is not a predefined attribute (like ofail or va), then it is\n created. Attributes so created are called user-named attributes.\n Attribute names may only contain letters, numbers, and the characters\n < -_.@#$^&*~?=+| >, and must start with a letter. The names of user-named\n attributes may not be abbreviated (an attempt to get the value of the\n attribute will fail, and an attempt to set will create a new attribute).\n The & command may be used to set predefined attributes (in this instance,\n '& =' is equivalent to '@ =').\n\n Related Topics: @set.\n\n", "topicname": "&", "staff_only": false}}, {"pk": 6, "model": "helpsys.helpentry", "fields": {"entrytext": ":\n\n COMMAND: :\n\n Displays to everyone in your current room, preceded by your name\n and a space. However, if starts with a space, no space is\n inserted between your name and the pose -- like the ';' command.\n\n Example:\n >:jumps for joy.\n Player jumps for joy.\n >: 's cat meows.\n Player's cat meows.\n\n Related Topics: page, pose, say, whisper, ;, \".\n\n", "topicname": ":", "staff_only": false}}, {"pk": 7, "model": "helpsys.helpentry", "fields": {"entrytext": ";\n\n COMMAND: ;\n\n This command is much like the ':' command, except that no space is inserted\n between your name and the pose. However, can start with its own\n space -- a result similar to using the ':' command.\n\n Example:\n > ;'s watch beeps.\n Player's watch beeps.\n > ; meows.\n Player meows.\n\n Warning: This command does not work in command lists run from an attribute\n because the ';' is treated as the command separator. Use pose/nospace\n instead.\n\n Related Topics: page, pose, say, whisper, :, \".\n\n", "topicname": ";", "staff_only": false}}, {"pk": 8, "model": "helpsys.helpentry", "fields": {"entrytext": "@@\n\n COMMAND: @@ \n\n This command and everything after it (excluding the command-separator\n ';') is not evaluated by the parser. This is useful for adding comments\n in softcode or, more commonly, writing comment headers for softcode\n installers (such as /quotable text files). Note that @@ must be\n followed by a space or it will return an error message.\n\n Always be doubly sure that ()'s and {}'s in the (otherwise ignored)\n arguments are nested correctly, so that any semicolons used to separate it\n from subsequent code in the line are recognized by the parser.\n\n Example:\n > @va me=$foobar *:@fo #1234=%0;@@ This controls my foobar puppet.\n > foobar say Hello World!\n foobar says \"Hello World!\"\n > @@ --- Begin Code ---\n > @emit Hello World!\n > @@ --- End Code ---\n Hello World!\n\n Related Topics: think, @@(), null().\n\n", "topicname": "@@", "staff_only": false}}, {"pk": 9, "model": "helpsys.helpentry", "fields": {"entrytext": "@AAHEAR\n\n COMMAND: @aahear = \n ATTRIBUTE: Aahear\n\n An Aahear on an object is activated whenever the listen pattern\n matches anything done/said by anything else in the room, including\n itself. (The Ahear ignores itself, helpful for keeping machines from\n triggering itself)\n\n Example:\n @aahear listener = \"I heard someone (maybe me?) say the word!\n\n Related Topics: @ahear, @amhear, @listen.\n\n", "topicname": "@AAHEAR", "staff_only": false}}, {"pk": 10, "model": "helpsys.helpentry", "fields": {"entrytext": "@ACLONE\n\n COMMAND: @aclone = \n ATTRIBUTE: Aclone\n\n Sets the actions to be taken by a new object that has just been created\n as the result of a @clone command. The contents of the Aclone attribute\n are run by the new object and not by the old object.\n\n This attribute is only meaningful for things, and will never be\n automatically triggered on other object types.\n It is also possible to check the zone object/objects in the zone parent\n room for an @adisconnect. If one is found, it will be executed when a\n player disconnects in that zone.\n\n Example: @aclone Time bomb = @wait 600=@trig me/va;@wait 10=@trig me/vb\n @va time bomb = :EXPLODES with a thundering roar;@destroy me\n @vb time bomb = :ticks.; @wait 10=@trig me/vb\n\n Related Topics: @clone.\n\n", "topicname": "@ACLONE", "staff_only": false}}, {"pk": 11, "model": "helpsys.helpentry", "fields": {"entrytext": "@ACONNECT\n\n COMMAND: @aconnect = \n ATTRIBUTE: Aconnect\n\n Sets the actions to be taken by a player upon connecting to the MUX. The\n following steps occur in the following order whenever a player connects to\n the MUX. Parentage is observed.\n\n - Execute the connecting player's @aconnect.\n - Execute the master room's @aconnect.\n - Execute any @aconnect found on any of the master room's contents.\n - If the location that the player is connecting into belongs to a zone,\n then\n\n a) if the zone object is a thing, execute its @aconnect.\n b) if the zone object is a room, execute any @aconnect found on any of\n that room's contents.\n\n Example:\n > @aconnect me = check.my.mailbox\n\n Related Topics: @adisconnect.\n\n", "topicname": "@ACONNECT", "staff_only": false}}, {"pk": 445, "model": "helpsys.helpentry", "fields": {"entrytext": "@ACREATE\n\n COMMAND: @acreate =\n\n Sets the @acreate attribute on . @acreate is only valid for objects\n within the master room. Upon creation of any object, the @acreate attribute\n on all relevant objects in the master room is invoked. Arguments passed are\n %# as the dbref of the creator, %0 dbref of the object created, and %1 with\n the type of the object created.\n\n Related Topics: @adestroy\n\n", "topicname": "@ACREATE", "staff_only": false}}, {"pk": 443, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADDCOMMAND\n\n COMMAND: @addcommand =/\n\n This command has the capability of adding a softcoded command to the MUX's\n built-in command table. If already exists as a built-in command,\n such as 'look' or 'WHO', it will actually replace the functionality of\n that command, and all aliases that currently point to it. As in look's\n case, the aliases 'l', 'lo', and 'loo', and the main command 'look' will\n all point to these softcoded commands. The syntax of / is\n like any normal $command.\n\n For example:\n\n > &LOOK me=$look:say I looked here!\n > &LOOK_WITH_ARG me=$look *:say I looked at %0!\n > &LOOK_OUTSIDE me=$look/outside *:say I looked outside at %0!\n > @addcommand look=me/look\n > @addcommand look=me/look_with_arg\n > @addcommand look=me/look_outside\n\n{ 'wizhelp @addcommand2' for more }\n\n", "topicname": "@ADDCOMMAND", "staff_only": false}}, {"pk": 444, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADDCOMMAND (continued)\n\n Yes, you can specify more than one attribute to go with . When you\n type 'look' or 'look sofa', the game will execute all attributes that\n match what you have typed in. Aliases like 'l' are expanded to 'look' so\n you don't have to worry about those when you take command matching into\n consideration. If none of the attributes attached match (the attribute\n *must* begin with $ in order to match at all!), no output will\n be generated.\n\n Another use is to speed up use of a particular global command. Just use\n @addcommand to add it to the built-in list, and it will be looked up\n much faster.\n\n Related Topics: @delcommand, @listcommands.\n\n", "topicname": "@ADDCOMMAND2", "staff_only": false}}, {"pk": 12, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADESCRIBE\n\n COMMAND: @adescribe = \n ATTRIBUTE: Adescribe\n\n Sets the actions to be taken when is looked at.\n\n Example: @adesc kitten = :rubs against %n's legs affectionately.\n\n Related Topics: look, @desc, @idesc, @odesc, think\n\n", "topicname": "@ADESCRIBE", "staff_only": false}}, {"pk": 446, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADESTROY\n\n COMMAND: @adestroy =\n\n Sets the @adestroy attribute on . @adestroy is only valid for\n objects within the master room. Upon destruction of any object, the\n @adestroy attribute on all relevant objects in the master room is invoked.\n Arguments passed are %# as the dbref of the destroying object, %0 dbref of\n the object being destroyed, and %1 with the type of the object being\n destroyed.\n\n If the dbref of the destroyer and the destroyed are the same, the ADESTROY\n attribute is not executed.\n\n Note: The destroyed object may already be GARBAGE upon execution of the\n ADESTROY.\n\n Related Topics: @acreate\n\n", "topicname": "@ADESTROY", "staff_only": false}}, {"pk": 13, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADFAIL\n\n COMMAND: @adfail = \n ATTRIBUTE: Adfail\n\n Sets the action to be taken by an object when someone tries to drop it\n but fails because they didn't pass the object's drop lock.\n\n Example: @adfail sword = @name me=Cursed Sword;:laughs maniacally.\n\n Related Topics: drop, @dfail, @odfail, @lock.\n\n", "topicname": "@ADFAIL", "staff_only": false}}, {"pk": 14, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADISCONNECT\n\n COMMAND: @adisconnect = \n ATTRIBUTE: Adisconnect\n\n Sets the actions to be taken by a player upon disconnecting from the MUX.\n The following steps occur in the following order whenever a player connects\n to the MUX. Parentage is observed.\n\n - Execute the connecting player's @adisconnect.\n - Execute the master room's @adisconnect.\n - Execute any @adisconnect found on any of the master room's contents.\n - If the location that the player is connecting into belongs to a zone,\n then\n\n a) if the zone object is a thing, execute its @adisconnect.\n b) if the zone object is a room, execute any @adisconnect found on any of\n that room's contents.\n\n Example:\n > @adisconnect me = home\n\n Related Topics: @aconnect.\n\n", "topicname": "@ADISCONNECT", "staff_only": false}}, {"pk": 447, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADMIN\n\n COMMAND: @admin =\n\n Sets a TinyMUX configuration parameter to the indicated value. Type\n 'wizhelp config parameters' for a list of the config parameters that\n may be set.\n\n By default, only #1 can use @admin, but like most commands, this can be\n configured with 'access'. The wrinkle is that each has its own\n permissions which would prevent @admin from being useful to anyone but #1\n without also changine the 's permissions with 'config_access'.\n\n Related Topics: access, config_access.\n\n", "topicname": "@ADMIN", "staff_only": false}}, {"pk": 15, "model": "helpsys.helpentry", "fields": {"entrytext": "@ADROP\n\n COMMAND: @adrop = \n ATTRIBUTE: Adrop\n\n Sets the action to be taken by an object when it is dropped, or by an exit\n when it is successfully used.\n\n Example: @adrop plastique = kill %n=100; @destroy me\n\n Related Topics: drop, @drop, @odrop, DROP-TO, EXITS.\n\n", "topicname": "@ADROP", "staff_only": false}}, {"pk": 16, "model": "helpsys.helpentry", "fields": {"entrytext": "@AEFAIL\n\n COMMAND: @aefail = \n ATTRIBUTE: Aefail\n\n Sets the action to be taken by an object when someone tries to enter it\n but fails because the object is not ENTER_OK or the player fails the\n object's enter lock.\n\n The enter lock only affects the 'enter' command and its aliases (set via\n the @ealias command), it does not affect exits that lead to the object or\n teleporting in.\n\n This attribute is meaningful for players and things, and will never be\n automatically triggered on rooms or exits.\n\n Example: @aefail car = @emit ;'s alarm starts wailing when %n tries\n to break in.\n Related Topics: @aenter, @efail, @ealias, @enter, @oefail, @oenter, enter,\n ENTER_OK.\n\n", "topicname": "@AEFAIL", "staff_only": false}}, {"pk": 17, "model": "helpsys.helpentry", "fields": {"entrytext": "@AENTER\n\n COMMAND: @aenter = \n ATTRIBUTE: Aenter\n\n Sets the action to be taken by an object or room when someone enters it,\n whether by using an exit, the enter or leave commands, or by teleporting.\n\n This attribute is meaningful for players, things, and rooms, and will never\n be automatically triggered on exits.\n\n Example: @aenter car = :starts its engine, eagerly awaiting a road trip.;\n \"Beep Beep!\n\n Related Topics: enter, @enter, @oenter, ENTER_OK.\n\n", "topicname": "@AENTER", "staff_only": false}}, {"pk": 18, "model": "helpsys.helpentry", "fields": {"entrytext": "@AFAIL\n\n COMMAND: @afail = \n ATTRIBUTE: Afail\n\n Sets the commands to be performed by when one of these events\n occurs:\n\n - For exits: Someone tries to traverse the exit but cannot because they\n fail the exit's default lock or the exit is not linked.\n - For players and things: Someone tries to pick up the object but cannot\n because they fail the object's default lock.\n - For rooms, players, and things: Someone looks around inside the room,\n player, or thing and fails the object's default lock.\n\n Example:\n > @afail vase = :falls to the floor and smashes to pieces.;@destroy me\n\n Related Topics: @fail, @ofail, FAILURE.\n\n", "topicname": "@AFAIL", "staff_only": false}}, {"pk": 19, "model": "helpsys.helpentry", "fields": {"entrytext": "@AGFAIL\n\n COMMAND: @agfail = \n ATTRIBUTE: Agfail\n\n Sets the action to be taken by an object when someone tries to give it\n away but fails because they didn't pass the object's give lock.\n\n Example: @agfail sword = @name me=Cursed Sword;:laughs maniacally.\n\n Related Topics: give, @gfail, @ogfail, @lock.\n\n", "topicname": "@AGFAIL", "staff_only": false}}, {"pk": 20, "model": "helpsys.helpentry", "fields": {"entrytext": "@AHEAR\n\n COMMAND: @ahear = \n ATTRIBUTE: Ahear\n\n Sets the actions to be taken after the object hears a string that matches\n the pattern in the Listen attribute which was not produced by the object\n itself. Messages that are produced by the object itself are ignored.\n\n Example: @ahear clock = \"The time is now [time()]. >> BONNNNGGGGG <<\n\n Related Topics: @aahear, @amhear, @listen.\n\n", "topicname": "@AHEAR", "staff_only": false}}, {"pk": 21, "model": "helpsys.helpentry", "fields": {"entrytext": "@AKILL\n\n COMMAND: @akill = \n ATTRIBUTE: Akill\n\n Sets the actions to be taken by an object after it is killed and has\n returned to its home.\n\n This attribute is only meaningful for players and things, and will never be\n automatically triggered on other object types.\n\n Example: @akill lion = south; :leaps onto %n, roaring loudly.;kill %n=100\n\n Related Topics: kill, @kill and @okill, BEING KILLED, IMMORTAL, WIZARD.\n\n", "topicname": "@AKILL", "staff_only": false}}, {"pk": 22, "model": "helpsys.helpentry", "fields": {"entrytext": "@ALEAD\n\n COMMAND: @alead = \n ATTRIBUTE: Alead\n\n Sets the executed when object is lead.\n\n This attribute is only available with --enable-firanmux.\n\n Related Topics: @lead, @olead.\n\n", "topicname": "@ALEAD", "staff_only": false}}, {"pk": 23, "model": "helpsys.helpentry", "fields": {"entrytext": "@ALEAVE\n\n COMMAND: @aleave = \n ATTRIBUTE: Aleave\n\n Sets the action to be taken by an object or room when someone leaves it,\n whether by using an exit, the enter or leave commands, or by teleporting.\n\n This attribute is meaningful for players, things, and rooms, and will never\n be automatically triggered on exits.\n\n Example: @aleave car = :stops to let %n out.;:revs its engine, hoping\n another brave soul would like a ride.\n\n Related Topics: leave, @leave, @oleave.\n\n", "topicname": "@ALEAVE", "staff_only": false}}, {"pk": 24, "model": "helpsys.helpentry", "fields": {"entrytext": "@ALFAIL\n\n COMMAND: @alfail = \n ATTRIBUTE: Alfail\n\n Sets the action to be taken by an object when someone tries to leave it\n but fails because the player fails the object's leave lock.\n\n The leave lock only affects the 'leave' command and its aliases (set via\n the @ealias command), it does not affect going home, using an exit in the\n location, or teleporting out.\n\n This attribute is meaningful for players and things, and will never be\n automatically triggered on rooms or exits.\n\n Example: @alfail box = :rattles around as %n tries to escape.\n\n Related Topics: @aleave, @lalias, @leave, @lfail, @oleave, @olfail, leave.\n\n", "topicname": "@ALFAIL", "staff_only": false}}, {"pk": 25, "model": "helpsys.helpentry", "fields": {"entrytext": "@ALIAS\n\n COMMAND: @alias = \n ATTRIBUTE: Alias\n\n Provides an alternate name by which the player is known. The alternate\n name is only used for players when referenced as '*' or by commands\n that only take playernames (such as page or @stats). You may not set\n an alias on any other object type.\n\n When setting an alias, the alias is checked to see that it is both a legal\n player name and not already in use. Only if both checks succeed is the\n alias set.\n\nRelated Topics: @name.\n\n", "topicname": "@ALIAS", "staff_only": false}}, {"pk": 448, "model": "helpsys.helpentry", "fields": {"entrytext": "@ALLOWANCE\n\n ATTRIBUTE: Allowance\n\n COMMAND: @allowance [=]\n\n Sets the amount of money that the player receives each day he/she connects\n to the MUX. The Allowance attribute overrides the default allowance\n specified by the paycheck config parameter.\n\n This attribute is only visible and settable by wizards. It is only\n meaningful for players, and has no effect on other object types.\n\n", "topicname": "@ALLOWANCE", "staff_only": false}}, {"pk": 26, "model": "helpsys.helpentry", "fields": {"entrytext": "@AMAIL\n\n COMMAND: @amail = \n ATTRIBUTE: Amail\n\n Sets the actions to be taken after a player receives @mail. This should\n *never* @mail another player, as this could cause an infinite loop.\n\n Example: @amail me=@mail/file [mail()]=2\n This would place all incoming messages in folder #2.\n\n Related Topics: @mailsucc, @signature, @mail.\n\n", "topicname": "@AMAIL", "staff_only": false}}, {"pk": 27, "model": "helpsys.helpentry", "fields": {"entrytext": "@AMHEAR\n\n COMMAND: @amhear = \n ATTRIBUTE: Amhear\n\n Sets the actions to be taken after the object hears a string that matches\n the pattern in the Listen attribute which was produced by the object\n itself. Messages that are produced by anything other than the object itself\n are ignored.\n\n Example: @amhear listener = \"Wait a minute. I said the trigger word!\n\n Related Topics: @aahear, @ahear, @listen.\n\n", "topicname": "@AMHEAR", "staff_only": false}}, {"pk": 28, "model": "helpsys.helpentry", "fields": {"entrytext": "@AMOVE\n\n COMMAND: @amove = \n ATTRIBUTE: Amove\n\n Sets the action to be taken by an object whenever it moves from one\n location to another, whether by using an exit, entering or leaving an\n object, teleporting, or going home.\n\n This attribute is meaningful for players, and things and will never be\n automatically triggered on other object types.\n\n Example: @amove car = @vz me=[extract(%vz,1,19)] [loc(me)]\n\n Related Topics: @move, @omove.\n\n", "topicname": "@AMOVE", "staff_only": false}}, {"pk": 30, "model": "helpsys.helpentry", "fields": {"entrytext": "@APARENT\n\n COMMAND: @aparent = \n Attribute: Aparent\n\n Sets the actions to be taken when another object is parented to .\n The action list is executed with the permission of . Several\n arguments are passed during evaluation:\n\n %0 - dbref of the child being added or removed.\n %1 - 0 or 1 indicating if the parent is being removed (1) or added (0).\n %2 - dbref of the object issuing the @parent command.\n\n The @aparent attribute is not inherited or copied during @clone.\n\n Related Topics: @parent\n\n", "topicname": "@APARENT", "staff_only": false}}, {"pk": 29, "model": "helpsys.helpentry", "fields": {"entrytext": "@APAY\n\n COMMAND: @apay = \n ATTRIBUTE: Apay\n\n Sets the actions to be taken after the object is given the number of coins\n specified in its Cost attribute. If the giver tries to give more than that\n number of coins, the excess is refunded, and if less than the necessary\n amount is given then it is all given back and a snide message is sent to\n the giver.\n\n This attribute is only meaningful for players and things, and will never be\n automatically triggered on other object types.\n\n Example: @apay Coke machine = @clone Can of Coke; :drops a can on the\n floor.\n\n Related Topics: give, @cost, @opay, @pay.\n\n", "topicname": "@APAY", "staff_only": false}}, {"pk": 449, "model": "helpsys.helpentry", "fields": {"entrytext": "@APPLY_MARKED\n\n COMMAND: @apply_marked \n\n Performs once for each object in the database that has its MARK\n flag set, substituting the characters ## for the object number of the\n marked object. The command is performed by the player invoking the\n @apply_marked command, not by the marked object. This command may only\n be used when database cleaning is disabled (via @disable cleaning),\n as cleaning uses the MARKED flag to check connectivity.\n\n Related Topics: @mark, @mark_all, MARKED.\n\n", "topicname": "@APPLY_MARKED", "staff_only": false}}, {"pk": 31, "model": "helpsys.helpentry", "fields": {"entrytext": "@ARFAIL\n\n COMMAND: @arfail = \n ATTRIBUTE: Arfail\n\n Sets the action to be taken by an object when someone tries to give it\n something that fails its give lock.\n\n Example: @arfail merchant = \"I don't buy such junk. Begone!;\n @tel %#=cheater_exit\n\n Related Topics: give, @agfail, @gfail, @ogfail, @orfail, @rfail, @lock.\n\n", "topicname": "@ARFAIL", "staff_only": false}}, {"pk": 32, "model": "helpsys.helpentry", "fields": {"entrytext": "@ASSERT\n\n COMMAND: @assert [=]\n\n @assert stops the execution of further commands in the current action\n list if its argument is a false value. It doesn't affect new queue\n entries made by previous commands in the action list. Very useful to\n people who don't like @switch. If is given, they are\n executed instead of the rest of the commands in the current action list.\n\n Examples:\n > @va obj=$testme *:@pemit %#=Before;@assert %0;@pemit %#=After\n > testme 1\n Before\n After\n > testme 0\n Before\n\n > @force me={@switch 1=1,think 3rd;think 1st;@assert 0;think 2nd}\n 1st\n 3rd\n\n In the last example, the @switch is run, which queues 'think 3rd',\n 'think 1st' is run, displaying '1st', command execution is broken\n (so we never 'think 2nd', and then the queued 'think 3rd' is run,\n displaying '3rd'.\n\n If you follow that, you have a very good understanding of the\n TinyMUX queue.\n\n Related Topics: @break, BOOLEAN VALUES\n\n", "topicname": "@ASSERT", "staff_only": false}}, {"pk": 33, "model": "helpsys.helpentry", "fields": {"entrytext": "@ASUCCESS\n\n COMMAND: @asuccess = \n ATTRIBUTE: Asucc\n\n Sets the actions to be taken by an object when someone successfully picks\n it up (because they passed the lock), by an exit when someone passes\n through it, or when someone looks at a room and passes the room's lock.\n\n Example: @asucc kitten = :climbs up your sleeve and nuzzles your face.\n\n Related Topics: @osucc, @success, SUCCESS.\n\n", "topicname": "@ASUCCESS", "staff_only": false}}, {"pk": 34, "model": "helpsys.helpentry", "fields": {"entrytext": "@ATFAIL\n\n COMMAND: @atfail = \n ATTRIBUTE: Atfail\n\n Sets the action to be taken by an object when someone tries to teleport\n there but fails.\n\n Example: @atfail here = @page [owner(me)]=%N tried to teleport here.\n\n Related Topics: @teleport, @tfail, @otfail, @lock.\n\n", "topicname": "@ATFAIL", "staff_only": false}}, {"pk": 35, "model": "helpsys.helpentry", "fields": {"entrytext": "@ATOFAIL\n\n COMMAND: @atofail = \n ATTRIBUTE: Atofail\n\n Sets the action to be taken by an object when someone tries to teleport\n out but fails.\n\n Example: @atofail here = @page [owner(me)]=%N tried to teleport out.\n\n Related Topics: @teleport, @tofail, @otofail, @lock.\n\n", "topicname": "@ATOFAIL", "staff_only": false}}, {"pk": 36, "model": "helpsys.helpentry", "fields": {"entrytext": "@ATPORT\n\n COMMAND: @atport = \n ATTRIBUTE: Atport\n\n Sets the actions to be performed by object whenever it teleports.\n The actions are performed after the object moves to its new location.\n\n This attribute is only meaningful for players and things, and will never be\n automatically triggered on other object types.\n\n Example: @atport me = &TEL.COUNT me=add(v(TEL.COUNT),1)\n\n Related Topics: @otport, @oxtport, @tport, @teleport.\n\n", "topicname": "@ATPORT", "staff_only": false}}, {"pk": 450, "model": "helpsys.helpentry", "fields": {"entrytext": "@ATTRIBUTE\n\n COMMAND: @attribute[/] [=]\n\n Performs operations on user-named attributes depending on the switch used.\n The following switches are available:\n\n /access - Changes the access to the named attribute. is a\n space-separated list of permissions to add or remove from\n the attribute's access permissions. For a list of possible\n values, see the related topic given below.\n\n /delete - Removes the named attribute from the attribute table.\n This switch does not remove instances of the attribute from\n objects, and any that remain will be renamed to the\n user-named attribute that re-uses the attribute number\n of the deleted attribute.\n\n /rename - Changes the name of the named attribute to .\n\n Note that changes to user-named attributes performed by this command\n are permanent and do not need to be performed each time the MUX is\n restarted. Further this also only affects user-named attributes.\n\n Related Topics: attribute permissions, attr_access\n\n", "topicname": "@ATTRIBUTE", "staff_only": false}}, {"pk": 37, "model": "helpsys.helpentry", "fields": {"entrytext": "@AUFAIL\n\n COMMAND: @aufail = \n ATTRIBUTE: Aufail\n\n Sets the list of commands to be run when someone 'use's the object but\n fails the object's use lock. Note that the other functions controlled\n by the use lock (paying, listening, and $-commands) do not trigger\n Aufail.\n\n Example: @aufail robot = \"I _told_ you to leave me alone; kill %n=100\n\n Related Topics: @oufail, @ufail, @use.\n\n", "topicname": "@AUFAIL", "staff_only": false}}, {"pk": 38, "model": "helpsys.helpentry", "fields": {"entrytext": "@AUSE\n\n COMMAND: @ause = \n ATTRIBUTE: Ause\n\n Sets the actions to be taken when someone uses the object with the use\n command.\n\n This attribute is only meaningful for players and things, and will never be\n automatically triggered on other object types.\n\n Example: @ause grenade = :EXPLODES with a thundering roar; kill %n=100;\n @destroy me\n Related Topics: use, @ouse, @use.\n\n", "topicname": "@AUSE", "staff_only": false}}, {"pk": 39, "model": "helpsys.helpentry", "fields": {"entrytext": "@AWAY\n\n COMMAND: @away = \n ATTRIBUTE: Away\n\n This attribute is sent as a message to anyone who tries to page you when\n you are not connected.\n\n This attribute is only meaningful for players, and will never be\n automatically referenced on other object types.\n\n Example: @away me = Hey, I'm not even connected. So why are you paging me?\n\n Related Topics: @idle, @idletimeout, @reject, page.\n\n", "topicname": "@AWAY", "staff_only": false}}, {"pk": 451, "model": "helpsys.helpentry", "fields": {"entrytext": "@BACKUP\n\n COMMAND: @backup\n\n This command will dump a flatfile of the database to the data directory.\n The flatfile will be named dump..tgz. IE, dump.0219-1613.tgz where\n 0219-1613 stands for February 19, 4:13pm.\n\n This file is tarred and gziped. It includes the game flatfile, and the\n mail and comsys databases. It does not include any of the text files, the\n .conf files or the mux.config file. Those would need to be backed up\n separately.\n\n Related Topics:\n\n", "topicname": "@BACKUP", "staff_only": false}}, {"pk": 452, "model": "helpsys.helpentry", "fields": {"entrytext": "@BOOT\n\n COMMAND: @boot[/quiet] \n @boot/port \n\n Severs the named player's connection to the game. The player is given a\n notice that they have been booted. If the player is connected to the game\n more than once, then all connections to that player are severed.\n\n The following switches are available:\n\n /quiet - Don't give the booted player any special notice.\n\n /port - Disconnects only a specific port. In this case, must\n be the port number obtained from the SESSION command.\n\n Related Topics: @destroy, @toad, SESSION.\n\n", "topicname": "@BOOT", "staff_only": false}}, {"pk": 40, "model": "helpsys.helpentry", "fields": {"entrytext": "@BREAK\n\n COMMAND: @break [=]\n\n @break stops the execution of further commands in the current action\n list if its argument is a true value. It doesn't affect new queue\n entries made by previous commands in the action list. Very useful to\n people who don't like @switch. If is given, they are\n executed instead of the rest of the commands in the current action list.\n\n Examples:\n > @va obj=$testme *:@pemit %#=Before;@break %0;@pemit %#=After\n > testme 0\n Before\n After\n > testme 1\n Before\n\n > @force me={@switch 1=1,think 3rd;think 1st;@break 1;think 2nd}\n 1st\n 3rd\n\n In the last example, the @switch is run, which queues 'think 3rd',\n 'think 1st' is run, displaying '1st', command execution is broken\n (so we never 'think 2nd', and then the queued 'think 3rd' is run,\n displaying '3rd'.\n\n If you follow that, you have a very good understanding of the\n TinyMUX queue.\n\n Related Topics: @assert, BOOLEAN VALUES\n\n", "topicname": "@BREAK", "staff_only": false}}, {"pk": 41, "model": "helpsys.helpentry", "fields": {"entrytext": "@CBOOT\n\n COMMAND: @cboot[/quiet] =\n\n Only wizards or the owner of the channel can use this command. It\n forcefully removes an object from that channel.\n\n You may specify a player name as if you prefix it with an '*'\n (e.g., '*Player1'), otherwise should be a dbref or if you are\n in the same room, the name of an object or player.\n\n Example:\n > @cboot Public=Player1\n [Public] Staff1 boots Player1 off the channel.\n [Public] Player1 has left this channel.\n\n Related Topics: comsys commands\n\n", "topicname": "@CBOOT", "staff_only": false}}, {"pk": 42, "model": "helpsys.helpentry", "fields": {"entrytext": "@CCHARGE\n\n COMMAND: @ccharge =\n\n This command imposes a charge of coins on transmitting over a\n channel. The default fee when a channel is created is 0. All proceeds\n benefit the channel owner.\n\n Example:\n > @ccharge Public=1\n Set.\n\n Related Topics: comsys commands\n\n", "topicname": "@CCHARGE", "staff_only": false}}, {"pk": 43, "model": "helpsys.helpentry", "fields": {"entrytext": "@CCHOWN\n\n COMMAND: @cchown =\n\n Changes ownership of to . If the player is not in the\n same room, you will need to add a '*' before the name (e.g., '*player1').\n\n Example:\n >@cchown Public=Staff1\n Set.\n\n Related Topics: @clist, @cwho.\n\n", "topicname": "@CCHOWN", "staff_only": false}}, {"pk": 44, "model": "helpsys.helpentry", "fields": {"entrytext": "@CCREATE\n\n COMMAND: @ccreate \n\n Only Wizards can create new channels.\n\n Creates a new channel with default settings. Once the channel is created,\n it can be associated with a object with the @cset command. That object can\n be used to set locks and descriptions on the channel.\n\n Example:\n > @ccreate Public\n Channel Public created.\n\n Related Topics: comsys, @cset, @cdestroy, @clist, @cchown.\n\n", "topicname": "@CCREATE", "staff_only": false}}, {"pk": 45, "model": "helpsys.helpentry", "fields": {"entrytext": "@CDESTROY\n\n COMMAND: @cdestroy \n\n Deletes permanently from the comsystem database. It does not\n destroy all aliases that exist for -- those are left to the\n owners of those aliases. Players are notified both at login when they\n own aliases for which a channel no longer exists and when they try to\n use them. Even if a Channel is destroyed and then recreated, the alias\n will still be non functioning. The alias must be removed with the\n 'delcom' command and added with the 'addcom' command.\n\n Example:\n > @cdestroy Staff\n Channel Staff destroyed.\n\n Related Topics: @clist, @ccreate, @cchown, addcom, delcom.\n\n", "topicname": "@CDESTROY", "staff_only": false}}, {"pk": 46, "model": "helpsys.helpentry", "fields": {"entrytext": "@CEMIT\n\n COMMAND: @cemit[/] =\n\n Sends over prefixed by the channel's name. You must own\n or control the channel to do this.\n\n The following switches are available:\n\n /noheader - Sends the message to everyone on without the\n channel's name prefixed.\n\n Example:\n > @cemit Public=This is a test!\n [Public] This is a test!\n\n > @cemit/noheader Public=This is a test!\n This is a test.\n\n Related Topics: comsys commands, alias, addcom, cemit()\n\n", "topicname": "@CEMIT", "staff_only": false}}, {"pk": 47, "model": "helpsys.helpentry", "fields": {"entrytext": "@CHARGES\n\n COMMAND: @charges = \n ATTRIBUTE: Charges\n\n This attribute allows you to limit the number of times an object can be\n used. If there is a charges attribute it is decremented each time an\n action on the object is triggered. Once it reaches zero, normal triggering\n stops and the Runout attribute (if one is present) is run instead.\n\n Example: @charges Fireball wand = 5\n\n Related Topics: @runout.\n\n", "topicname": "@CHARGES", "staff_only": false}}, {"pk": 48, "model": "helpsys.helpentry", "fields": {"entrytext": "@CHOWN\n\n COMMAND: @chown[/nostrip] [=]\n @chown /[=]\n\n The first form changes the ownership of to . By default,\n this is yourself. Objects may be things, rooms or exits. To @chown things,\n you have to be carrying the thing. For rooms or exits, you have to be in\n the room. Objects must have the CHOWN_OK flag set before they may be\n @chowned. In a room, the command used must be @chown here=, and for\n an object, you must be very specific. Players can't be @chowned; they\n always own themselves.\n\n When an object is @chowned, all unlocked attributes on the object are\n automatically @chowned as well. Locked attributes remain owned by their\n original owners.\n\n Without the /nostrip switch, CHOWN_OK, all flags specified in the\n stripped_flags configuration option, and all @powers are stripped. Also,\n HALT is set. With /nostrip, ROYALTY and INHERIT are preserved (albeit with\n warnings). #1 can use /nostrip to further preserve WIZARD and @powers.\n\n By default, stripped_flags includes: BLIND, CONNECTED, GAGGED, HEAD_FLAG,\n IMMORTAL, INHERIT, ROYALTY, SLAVE, STAFF, SUSPECT, UNINSPECTED, and WIZARD.\n\n{ 'help @chown2' for more }\n\n", "topicname": "@CHOWN", "staff_only": false}}, {"pk": 49, "model": "helpsys.helpentry", "fields": {"entrytext": "@CHOWN (continued)\n\n The second form changes the ownership of the indicated attribute on \n to . The default is the owner of the object. You may only @chown\n unlocked attributes. You may @chown unlocked attributes on objects that you\n own to yourself, and you may also @chown attributes that you own on objects\n owned by others to the owner of the object.\n\n Related Topics: ATTRIBUTE OWNERSHIP, CHOWN_OK, @lock, stripped_flags, and\n @unlock.\n\n", "topicname": "@CHOWN2", "staff_only": false}}, {"pk": 453, "model": "helpsys.helpentry", "fields": {"entrytext": "@CHOWNALL\n\n COMMAND: @chownall[/nostrip] [=]\n\n Changes the ownership of all of the victim's objects, rooms, and exits to\n the indicated recipient (or to the wizard performing the @chownall if\n no recipient is specified). All objects, rooms, and exits are set HALTED.\n\n Without the /nostrip switch, CHOWN_OK, all flags specified in the\n stripped_flags configuration option, and all @powers are stripped. Also,\n HALT is set. With /nostrip, ROYALTY and INHERIT are preserved. #1 can use\n /nostrip to further preserve WIZARD and @powers.\n\n By default, stripped_flags includes: BLIND, CONNECTED, GAGGED, HEAD_FLAG,\n IMMORTAL, INHERIT, ROYALTY, SLAVE, STAFF, SUSPECT, UNINSPECTED, and WIZARD.\n\n Related Topics: @chown.\n\n", "topicname": "@CHOWNALL", "staff_only": false}}, {"pk": 50, "model": "helpsys.helpentry", "fields": {"entrytext": "@CHZONE\n\n COMMAND: @chzone =.\n\n Changes the zone of to . If is \"none\",\n the zone is reset to NOTHING.\n\n @chzone'ing a player does not automatically change the zone of their\n objects. Anyone may reset the zone of an object they own; \n must either be \"none\", or must be owned by them. Only wizards may @chzone\n an object to an arbitrary zone object. Players may @chzone themselves to\n an object they own; otherwise, only wizards may @chzone players. For\n non-player objects, @chzone'ing strips all flags in the stripped_flags.\n\n By default, stripped_flags includes: BLIND, CONNECTED, GAGGED, HEAD_FLAG,\n IMMORTAL, INHERIT, ROYALTY, SLAVE, STAFF, SUSPECT, UNINSPECTED, and WIZARD.\n\n Related Topics: stripped_flags, ZONE OBJECTS\n\n", "topicname": "@CHZONE", "staff_only": false}}, {"pk": 51, "model": "helpsys.helpentry", "fields": {"entrytext": "@CLIST\n\n COMMAND: @clist[/