evennia/docs/sphinx/source/wiki/DefaultCommandHelp.rst
2012-05-01 17:37:37 +02:00

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Auto-generated list of default Evennia commands
Commands in Evennia's default command set
=========================================
*Note: This wiki page is auto-generated from the current status of the
code base and should not be edited manually.*
The commands are ordered after their given help category, which should
usually match a module in ``src/commands/default``. So for example, the
code for a command in the "General" category is most likely to be found
in ``src/commands/default/general.py``.
The commands that make up the default `command
set <Commands#Command_Sets.html>`_ are divided into three sub-sets after
which objects they are defined on.
- An *OOC Command* is a command in the OOCCmdset, available only on
Players, not on Objects/Characters. Since Players control Characters,
the OOC and default cmdset are normally merged together and the
difference is not noticeable. Use e.g. the ``@ooc`` command to
disconnect from the current character and see only the OOC cmdset.
Same-keyed command on the Character has higher priority than its OOC
equivalent, allowing to overload the OOC commands on a per-Character
basis.
- An *Unloggedin Command* sits in !UnloggedinCmdset. They are specific
to the login screen, before the session (User) has authenticated.
- All other commands are *On-Character* commands, commands defined in
DefaultCmdset and available in the game.
The full set of available commands (all three sub-sets above) currently
contains 85 commands in 6 categories. More information about how
commands work can be found in the `Command <Commands.html>`_
documentation.
Admin
-----
`Link to Python
module <https://code.google.com/p/evennia/source/browse/src/commands/default/admin.py.html>`_
@ban
~~~~
- ``key`` = ``@ban``
- ``aliases`` = ``@bans``
- `locks <Locks.html>`_ = ``cmd:perm(ban) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
ban a player from the server Usage: @ban [<name or ip> [: reason]] Without any arguments, shows numbered list of active bans. This command bans a user from accessing the game. Supply an optional reason to be able to later remember why the ban was put in place It is often to prefer over deleting a player with @delplayer. If banned by name, that player account can no longer be logged into. IP (Internet Protocol) address banning allows to block all access from a specific address or subnet. Use the asterisk (*) as a wildcard. Examples: @ban thomas - ban account 'thomas' @ban/ip 134.233.2.111 - ban specific ip address @ban/ip 134.233.2.* - ban all in a subnet @ban/ip 134.233.*.* - even wider ban A single IP filter is easy to circumvent by changing the computer (also, some ISPs assign only temporary IPs to their users in the first placer. Widening the IP block filter with wildcards might be tempting, but remember that blocking too much may accidentally also block innocent users connecting from the same country and region.
@boot
~~~~~
- ``key`` = ``@boot``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(boot) or perm(Wizards)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@boot Usage @boot[/switches] <player obj> [: reason] Switches: quiet - Silently boot without informing player port - boot by port number instead of name or dbref Boot a player object from the server. If a reason is supplied it will be echoed to the user unless /quiet is set.
@delplayer (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@delplayer``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(delplayer) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
delplayer - delete player from server Usage: @delplayer[/switch] <name> [: reason] Switch: delobj - also delete the player's currently assigned in-game object. Completely deletes a user from the server database, making their nick and e-mail again available.
@emit
~~~~~
- ``key`` = ``@emit``
- ``aliases`` = ``@pemit, @remit``
- `locks <Locks.html>`_ = ``cmd:perm(emit) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@emit Usage: @emit[/switches] [<obj>, <obj>, ... =] <message> @remit [<obj>, <obj>, ... =] <message> @pemit [<obj>, <obj>, ... =] <message> Switches: room : limit emits to rooms only (default) players : limit emits to players only contents : send to the contents of matched objects too Emits a message to the selected objects or to your immediate surroundings. If the object is a room, send to its contents. @remit and @pemit are just limited forms of @emit, for sending to rooms and to players respectively.
@perm
~~~~~
- ``key`` = ``@perm``
- ``aliases`` = ``@setperm``
- `locks <Locks.html>`_ = ``cmd:perm(perm) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@perm - set permissions Usage: @perm[/switch] <object> [= <permission>[,<permission>,...]] @perm[/switch] *<player> [= <permission>[,<permission>,...]] Switches: del : delete the given permission from <object> or <player>. player : set permission on a player (same as adding * to name) This command sets/clears individual permission strings on an object or player. If no permission is given, list all permissions on <object>.
@unban
~~~~~~
- ``key`` = ``@unban``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(unban) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
remove a ban Usage: @unban <banid> This will clear a player name/ip ban previously set with the @ban command. Use this command without an argument to view a numbered list of bans. Use the numbers in this list to select which one to unban.
@userpassword (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@userpassword``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(newpassword) or perm(Wizards)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@setpassword Usage: @userpassword <user obj> = <new password> Set a player's password.
@wall
~~~~~
- ``key`` = ``@wall``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(wall) or perm(Wizards)``
- `helpcategory <HelpSystem.html>`_ = ``Admin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@wall Usage: @wall <message> Announces a message to all connected players.
Building
--------
`Link to Python
module <https://code.google.com/p/evennia/source/browse/src/commands/default/building.py.html>`_
@alias
~~~~~~
- ``key`` = ``@alias``
- ``aliases`` = ``@setobjalias``
- `locks <Locks.html>`_ = ``cmd:perm(setobjalias) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Adding permanent aliases Usage: @alias <obj> [= [alias[,alias,alias,...]]] Assigns aliases to an object so it can be referenced by more than one name. Assign empty to remove all aliases from object. Observe that this is not the same thing as aliases created with the 'alias' command! Aliases set with @alias are changing the object in question, making those aliases usable by everyone.
@batchcode
~~~~~~~~~~
- ``key`` = ``@batchcode``
- ``aliases`` = ``@batchcodes``
- `locks <Locks.html>`_ = ``cmd:superuser()``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Build from batch-code file Usage: @batchcode[/interactive] <python path to file> Switch: interactive - this mode will offer more control when executing the batch file, like stepping, skipping, reloading etc. debug - auto-delete all objects that has been marked as deletable in the script file (see example files for syntax). This is useful so as to to not leave multiple object copies behind when testing out the script. Runs batches of commands from a batch-code text file (*.py).
@batchcommands
~~~~~~~~~~~~~~
- ``key`` = ``@batchcommands``
- ``aliases`` = ``@batchcommand, @batchcmd``
- `locks <Locks.html>`_ = ``cmd:perm(batchcommands) or superuser()``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Build from batch-command file Usage: @batchcommands[/interactive] <python.path.to.file> Switch: interactive - this mode will offer more control when executing the batch file, like stepping, skipping, reloading etc. Runs batches of commands from a batch-cmd text file (*.ev).
@cmdsets
~~~~~~~~
- ``key`` = ``@cmdsets``
- ``aliases`` = ``@listcmsets``
- `locks <Locks.html>`_ = ``cmd:perm(listcmdsets) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
list command sets on an object Usage: @cmdsets [obj] This displays all cmdsets assigned to a user. Defaults to yourself.
@copy
~~~~~
- ``key`` = ``@copy``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(copy) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@copy - copy objects Usage: @copy[/reset] <original obj> [= new_name][;alias;alias..][:new_location] [,new_name2 ...] switch: reset - make a 'clean' copy off the object, thus removing any changes that might have been made to the original since it was first created. Create one or more copies of an object. If you don't supply any targets, one exact copy of the original object will be created with the name *_copy.
@cpattr
~~~~~~~
- ``key`` = ``@cpattr``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(cpattr) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cpattr - copy attributes Usage: @cpattr[/switch] <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @cpattr[/switch] <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...] @cpattr[/switch] <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @cpattr[/switch] <attr> = <obj1>[,<obj2>,<obj3>,...] Switches: move - delete the attribute from the source object after copying. Example: @cpattr coolness = Anna/chillout, Anna/nicety, Tom/nicety -> copies the coolness attribute (defined on yourself), to attributes on Anna and Tom. Copy the attribute one object to one or more attributes on another object. If you don't supply a source object, yourself is used.
@create
~~~~~~~
- ``key`` = ``@create``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(create) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@create - create new objects Usage: @create[/drop] objname[;alias;alias...][:typeclass], objname... switch: drop - automatically drop the new object into your current location (this is not echoed) this also sets the new object's home to the current location rather than to you. Creates one or more new objects. If typeclass is given, the object is created as a child of this typeclass. The typeclass script is assumed to be located under game/gamesrc/types and any further directory structure is given in Python notation. So if you have a correct typeclass object defined in game/gamesrc/types/examples/red_button.py, you could create a new object of this type like this: @create button;red : examples.red_button.RedButton
@debug
~~~~~~
- ``key`` = ``@debug``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(debug) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Debug game entities Usage: @debug[/switch] <path to code> Switches: obj - debug an object script - debug a script Examples: @debug/script game.gamesrc.scripts.myscript.MyScript @debug/script myscript.MyScript @debug/obj examples.red_button.RedButton This command helps when debugging the codes of objects and scripts. It creates the given object and runs tests on its hooks.
@desc
~~~~~
- ``key`` = ``@desc``
- ``aliases`` = ``@describe``
- `locks <Locks.html>`_ = ``cmd:perm(desc) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@desc - describe an object or room Usage: @desc [<obj> =] >description> Setts the "desc" attribute on an object. If an object is not given, describe the current room.
@destroy
~~~~~~~~
- ``key`` = ``@destroy``
- ``aliases`` = ``@delete, @del``
- `locks <Locks.html>`_ = ``cmd:perm(destroy) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@destroy - remove objects from the game Usage: @destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...] switches: override - The @destroy command will usually avoid accidentally destroying player objects. This switch overrides this safety. examples: @destroy house, roof, door, 44-78 @destroy 5-10, flower, 45 Destroys one or many objects. If dbrefs are used, a range to delete can be given, e.g. 4-10. Also the end points will be deleted.
@dig
~~~~
- ``key`` = ``@dig``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(dig) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@dig - build and connect new rooms to the current one Usage: @dig[/switches] roomname[;alias;alias...][:typeclass] [= exit_to_there[;alias][:typeclass]] [, exit_to_here[;alias][:typeclass]] Switches: tel or teleport - move yourself to the new room Examples: @dig kitchen = north;n, south;s @dig house:myrooms.MyHouseTypeclass @dig sheer cliff;cliff;sheer = climb up, climb down This command is a convenient way to build rooms quickly; it creates the new room and you can optionally set up exits back and forth between your current room and the new one. You can add as many aliases as you like to the name of the room and the exits in question; an example would be 'north;no;n'.
@examine
~~~~~~~~
- ``key`` = ``@examine``
- ``aliases`` = ``@ex, ex, exam, examine``
- `locks <Locks.html>`_ = ``cmd:perm(examine) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
examine - detailed info on objects Usage: examine [<object>[/attrname]] examine [*<player>[/attrname]] Switch: player - examine a Player (same as adding *) raw - don't parse escape codes for data. The examine command shows detailed game info about an object and optionally a specific attribute on it. If object is not specified, the current location is examined. Append a * before the search string to examine a player.
@find
~~~~~
- ``key`` = ``@find``
- ``aliases`` = ``find, @search, search, @locate, locate``
- `locks <Locks.html>`_ = ``cmd:perm(find) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
find objects Usage: @find[/switches] <name or dbref or *player> [= dbrefmin[-dbrefmax]] Switches: room - only look for rooms (location=None) exit - only look for exits (destination!=None) char - only look for characters (BASE_CHARACTER_TYPECLASS) Searches the database for an object of a particular name or dbref. Use *playername to search for a player. The switches allows for limiting object matches to certain game entities. Dbrefmin and dbrefmax limits matches to within the given dbrefs, or above/below if only one is given.
@help
~~~~~
- ``key`` = ``@help``
- ``aliases`` = ``@sethelp``
- `locks <Locks.html>`_ = ``cmd:perm(PlayerHelpers)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@help - edit the help database Usage: @help[/switches] <topic>[,category[,locks]] = <text> Switches: add - add or replace a new topic with text. append - add text to the end of topic with a newline between. merge - As append, but don't add a newline between the old text and the appended text. delete - remove help topic. force - (used with add) create help topic also if the topic already exists. Examples: @sethelp/add throw = This throws something at ... @sethelp/append pickpocketing,Thievery = This steals ... @sethelp/append pickpocketing, ,attr(is_thief) = This steals ... This command manipulates the help database. A help entry can be created, appended/merged to and deleted. If you don't assign a category, the "General" category will be used. If no lockstring is specified, default is to let everyone read the help file.
@home
~~~~~
- ``key`` = ``@home``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(@home) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@home - control an object's home location Usage: @home <obj> [= home_location] The "home" location is a "safety" location for objects; they will be moved there if their current location ceases to exist. All objects should always have a home location for this reason. It is also a convenient target of the "home" command. If no location is given, just view the object's home location.
@link
~~~~~
- ``key`` = ``@link``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(link) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@link - connect objects Usage: @link[/switches] <object> = <target> @link[/switches] <object> = @link[/switches] <object> Switch: twoway - connect two exits. For this to work, BOTH <object> and <target> must be exit objects. If <object> is an exit, set its destination to <target>. Two-way operation instead sets the destination to the *locations* of the respective given arguments. The second form (a lone =) sets the destination to None (same as the @unlink command) and the third form (without =) just shows the currently set destination.
@lock
~~~~~
- ``key`` = ``@lock``
- ``aliases`` = ``@locks, lock, locks``
- `locks <Locks.html>`_ = ``cmd: perm(@locks) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
lock - assign a lock definition to an object Usage: @lock <object>[ = <lockstring>] or @lock[/switch] object/<access_type> Switch: del - delete given access type view - view lock associated with given access type (default) If no lockstring is given, shows all locks on object. Lockstring is on the form 'access_type:[NOT] func1(args)[ AND|OR][ NOT] func2(args) ...] Where func1, func2 ... valid lockfuncs with or without arguments. Separator expressions need not be capitalized. For example: 'get: id(25) or perm(Wizards)' The 'get' access_type is checked by the get command and will an object locked with this string will only be possible to pick up by Wizards or by object with id 25. You can add several access_types after oneanother by separating them by ';', i.e: 'get:id(25);delete:perm(Builders)'
@mvattr
~~~~~~~
- ``key`` = ``@mvattr``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(mvattr) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@mvattr - move attributes Usage: @mvattr[/switch] <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @mvattr[/switch] <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...] @mvattr[/switch] <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @mvattr[/switch] <attr> = <obj1>[,<obj2>,<obj3>,...] Switches: copy - Don't delete the original after moving. Move an attribute from one object to one or more attributes on another object. If you don't supply a source object, yourself is used.
@name
~~~~~
- ``key`` = ``@name``
- ``aliases`` = ``@rename``
- `locks <Locks.html>`_ = ``cmd:perm(rename) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
cname - change the name and/or aliases of an object Usage: @name obj = name;alias1;alias2 Rename an object to something new.
@open
~~~~~
- ``key`` = ``@open``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(open) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@open - create new exit Usage: @open <new exit>[;alias;alias..][:typeclass] [,<return exit>[;alias;..][:typeclass]]] = <destination> Handles the creation of exits. If a destination is given, the exit will point there. The <return exit> argument sets up an exit at the destination leading back to the current room. Destination name can be given both as a #dbref and a name, if that name is globally unique.
@script
~~~~~~~
- ``key`` = ``@script``
- ``aliases`` = ``@addscript``
- `locks <Locks.html>`_ = ``cmd:perm(script) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
attach scripts Usage: @script[/switch] <obj> [= <script.path or scriptkey>] Switches: start - start all non-running scripts on object, or a given script only stop - stop all scripts on objects, or a given script only If no script path/key is given, lists all scripts active on the given object. Script path can be given from the base location for scripts as given in settings. If adding a new script, it will be started automatically (no /start switch is needed). Using the /start or /stop switches on an object without specifying a script key/path will start/stop ALL scripts on the object.
@set
~~~~
- ``key`` = ``@set``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(set) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@set - set attributes Usage: @set <obj>/<attr> = <value> @set <obj>/<attr> = @set <obj>/<attr> Sets attributes on objects. The second form clears a previously set attribute while the last form inspects the current value of the attribute (if any). The most common data to save with this command are strings and numbers. You can however also set Python primities such as lists, dictionaries and tuples on objects (this might be important for the functionality of certain custom objects). This is indicated by you starting your value with one of c'n, c"n, c(n, c[n or c n. Note that you should leave a space after starting a dictionary (' ') so as to not confuse the dictionary start with a colour code like \g. Remember that if you use Python primitives like this, you must write proper Python syntax too - notably you must include quotes around your strings or you will get an error.
@tel
~~~~
- ``key`` = ``@tel``
- ``aliases`` = ``@teleport``
- `locks <Locks.html>`_ = ``cmd:perm(teleport) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
teleport Usage: @tel/switch [<object> =] <location> Switches: quiet - don't echo leave/arrive messages to the source/target locations for the move. intoexit - if target is an exit, teleport INTO the exit object instead of to its destination Teleports an object or yourself somewhere.
@tunnel
~~~~~~~
- ``key`` = ``@tunnel``
- ``aliases`` = ``@tun``
- `locks <Locks.html>`_ = ``cmd: perm(tunnel) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
dig in often-used directions Usage: @tunnel[/switch] <direction> [= roomname[;alias;alias;...][:typeclass]] Switches: oneway - do not create an exit back to the current location tel - teleport to the newly created room Example: @tunnel n @tunnel n = house;mike's place;green building This is a simple way to build using pre-defined directions: wn,ne,e,se,s,sw,w,nwn (north, northeast etc) wu,dn (up and down) wi,on (in and out) The full names (north, in, southwest, etc) will always be put as main name for the exit, using the abbreviation as an alias (so an exit will always be able to be used with both "north" as well as "n" for example). Opposite directions will automatically be created back from the new room unless the /oneway switch is given. For more flexibility and power in creating rooms, use @dig.
@typeclass
~~~~~~~~~~
- ``key`` = ``@typeclass``
- ``aliases`` = ``@type, @parent``
- `locks <Locks.html>`_ = ``cmd:perm(typeclass) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@typeclass - set object typeclass Usage: @typclass[/switch] <object> [= <typeclass.path>] @type '' @parent '' Switch: reset - clean out *all* the attributes on the object - basically making this a new clean object. force - change to the typeclass also if the object already has a typeclass of the same name. Example: @type button = examples.red_button.RedButton View or set an object's typeclass. If setting, the creation hooks of the new typeclass will be run on the object. If you have clashing properties on the old class, use /reset. By default you are protected from changing to a typeclass of the same name as the one you already have, use /force to override this protection. The given typeclass must be identified by its location using python dot-notation pointing to the correct module and class. If no typeclass is given (or a wrong typeclass is given). Errors in the path or new typeclass will lead to the old typeclass being kept. The location of the typeclass module is searched from the default typeclass directory, as defined in the server settings.
@unlink
~~~~~~~
- ``key`` = ``@unlink``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(unlink) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@unlink - unconnect objects Usage: @unlink <Object> Unlinks an object, for example an exit, disconnecting it from whatever it was connected to.
@wipe
~~~~~
- ``key`` = ``@wipe``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(wipe) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``Building``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@wipe - clears attributes Usage: @wipe <object>[/attribute[/attribute...]] Example: @wipe box @wipe box/colour Wipes all of an object's attributes, or optionally only those matching the given attribute-wildcard search string.
Comms
-----
`Link to Python
module <https://code.google.com/p/evennia/source/browse/src/commands/default/comms.py.html>`_
@cboot (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cboot``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cboot Usage: @cboot[/quiet] <channel> = <player> [:reason] Switches: quiet - don't notify the channel Kicks a player or object from a channel you control.
@ccreate (OOC command)
~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@ccreate``
- ``aliases`` = ``channelcreate``
- `locks <Locks.html>`_ = ``cmd:not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@ccreate channelcreate Usage: @ccreate <new channel>[;alias;alias...] = description Creates a new channel owned by you.
@cdesc (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cdesc``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cdesc - set channel description Usage: @cdesc <channel> = <description> Changes the description of the channel as shown in channel lists.
@cdestroy (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cdestroy``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cdestroy Usage: @cdestroy <channel> Destroys a channel that you control.
@cemit (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cemit``
- ``aliases`` = ``@cmsg``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cemit - send a message to channel Usage: @cemit[/switches] <channel> = <message> Switches: noheader - don't show the [channel] header before the message sendername - attach the sender's name before the message quiet - don't echo the message back to sender Allows the user to broadcast a message over a channel as long as they control it. It does not show the user's name unless they provide the /sendername switch.
@channels (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@channels``
- ``aliases`` =
``@clist, channels, comlist, chanlist, channellist, all channels``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@clist Usage: @channels @clist comlist Lists all channels available to you, wether you listen to them or not. Use 'comlist" to only view your current channel subscriptions.
@cset (OOC command)
~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cset``
- ``aliases`` = ``@cclock``
- `locks <Locks.html>`_ = ``cmd:not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cset - changes channel access restrictions Usage: @cset <channel> [= <lockstring>] Changes the lock access restrictions of a channel. If no lockstring was given, view the current lock definitions.
@cwho (OOC command)
~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cwho``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@cwho Usage: @cwho <channel> List who is connected to a given channel you have access to.
@imc2chan (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@imc2chan``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ =
``cmd:serversetting(IMC2_ENABLED) and pperm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
imc2chan - link an evennia channel to imc2 Usage: @imc2chan[/switches] <evennia_channel> = <imc2_channel> Switches: /disconnect - this clear the imc2 connection to the channel. /remove - " /list - show all imc2<->evennia mappings Example: @imc2chan myimcchan = ievennia Connect an existing evennia channel to a channel on an IMC2 network. The network contact information is defined in settings and should already be accessed at this point. Use @imcchanlist to see available IMC channels.
@imcinfo (OOC command)
~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@imcinfo``
- ``aliases`` = ``@imcchanlist, @imclist, @imcwhois``
- `locks <Locks.html>`_ =
``cmd: serversetting(IMC2_ENABLED) and pperm(Wizards)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
imcinfo - package of imc info commands Usage: @imcinfo[/switches] @imcchanlist - list imc2 channels @imclist - list connected muds @imcwhois <playername> - whois info about a remote player Switches for @imcinfo: channels - as @imcchanlist (default) games or muds - as @imclist whois - as @imcwhois (requires an additional argument) update - force an update of all lists Shows lists of games or channels on the IMC2 network.
@irc2chan (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@irc2chan``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ =
``cmd:serversetting(IRC_ENABLED) and pperm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@irc2chan - link evennia channel to an IRC channel Usage: @irc2chan[/switches] <evennia_channel> = <ircnetwork> <port> <#irchannel> <botname> Switches: /disconnect - this will delete the bot and remove the irc connection to the channel. /remove - " /list - show all irc<->evennia mappings Example: @irc2chan myircchan = irc.dalnet.net 6667 myevennia-channel evennia-bot This creates an IRC bot that connects to a given IRC network and channel. It will relay everything said in the evennia channel to the IRC channel and vice versa. The bot will automatically connect at server start, so this comman need only be given once. The /disconnect switch will permanently delete the bot. To only temporarily deactivate it, use the @services command instead.
@rss2chan (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@rss2chan``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ =
``cmd:serversetting(RSS_ENABLED) and pperm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@rss2chan - link evennia channel to an RSS feed Usage: @rss2chan[/switches] <evennia_channel> = <rss_url> Switches: /disconnect - this will stop the feed and remove the connection to the channel. /remove - " /list - show all rss->evennia mappings Example: @rss2chan rsschan = http://code.google.com/feeds/p/evennia/updates/basic This creates an RSS reader that connects to a given RSS feed url. Updates will be echoed as a title and news link to the given channel. The rate of updating is set with the RSS_UPDATE_INTERVAL variable in settings (default is every 10 minutes). When disconnecting you need to supply both the channel and url again so as to identify the connection uniquely.
addcom (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``addcom``
- ``aliases`` = ``aliaschan, chanalias``
- `locks <Locks.html>`_ = ``cmd:not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
addcom - subscribe to a channel with optional alias Usage: addcom [alias=] <channel> Joins a given channel. If alias is given, this will allow you to refer to the channel by this alias rather than the full channel name. Subsequent calls of this command can be used to add multiple aliases to an already joined channel.
allcom (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``allcom``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
allcom - operate on all channels Usage: allcom [on | off | who | destroy] Allows the user to universally turn off or on all channels they are on, as well as perform a 'who' for all channels they are on. Destroy deletes all channels that you control. Without argument, works like comlist.
delcom (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``delcom``
- ``aliases`` = ``delaliaschan, delchanalias``
- `locks <Locks.html>`_ = ``cmd:not perm(channel_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
delcom - unsubscribe from channel or remove channel alias Usage: delcom <alias or channel> If the full channel name is given, unsubscribe from the channel. If an alias is given, remove the alias but don't unsubscribe.
imctell (OOC command)
~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``imctell``
- ``aliases`` = ``imcpage, imc2tell, imc2page``
- `locks <Locks.html>`_ = ``cmd: serversetting(IMC2_ENABLED)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
imctell - send a page to a remote IMC player Usage: imctell User@MUD = <msg> imcpage " Sends a page to a user on a remote MUD, connected over IMC2.
page (OOC command)
~~~~~~~~~~~~~~~~~~
- ``key`` = ``page``
- ``aliases`` = ``tell``
- `locks <Locks.html>`_ = ``cmd:not pperm(page_banned)``
- `helpcategory <HelpSystem.html>`_ = ``Comms``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
page - send private message Usage: page[/switches] [<player>,<player>,... = <message>] tell '' page <number> Switch: last - shows who you last messaged list - show your last <number> of tells/pages (default) Send a message to target user (if online). If no argument is given, you will get a list of your latest messages.
General
-------
`Link to Python
module <https://code.google.com/p/evennia/source/browse/src/commands/default/general.py.html>`_
@encoding (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@encoding``
- ``aliases`` = ``@encode``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
encoding - set a custom text encoding Usage: @encoding/switches [<encoding>] Switches: clear - clear your custom encoding This sets the text encoding for communicating with Evennia. This is mostly an issue only if you want to use non-ASCII characters (i.e. letters/symbols not found in English). If you see that your characters look strange (or you get encoding errors), you should use this command to set the server encoding to be the same used in your client program. Common encodings are utf-8 (default), latin-1, ISO-8859-1 etc. If you don't submit an encoding, the current encoding will be displayed instead.
@ic (OOC command)
~~~~~~~~~~~~~~~~~
- ``key`` = ``@ic``
- ``aliases`` = ``@puppet``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Switch control to an object Usage: @ic <character> Go in-character (IC) as a given Character. This will attempt to "become" a different object assuming you have the right to do so. You cannot become an object that is already controlled by another player. In principle <character> can be any in-game object as long as you have access right to puppet it.
@ooc (OOC command)
~~~~~~~~~~~~~~~~~~
- ``key`` = ``@ooc``
- ``aliases`` = ``@unpuppet``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@ooc - go ooc Usage: @ooc Go out-of-character (OOC). This will leave your current character and put you in a incorporeal OOC state.
@password (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@password``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@password - set your password Usage: @password <old password> = <new password> Changes your password. Make sure to pick a safe one.
@quit (OOC command)
~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@quit``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
quit Usage: @quit Gracefully disconnect from the game.
access
~~~~~~
- ``key`` = ``access``
- ``aliases`` = ``groups, hierarchy``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
access - show access groups Usage: access This command shows you the permission hierarchy and which permission groups you are a member of.
drop
~~~~
- ``key`` = ``drop``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
drop Usage: drop <obj> Lets you drop an object from your inventory into the location you are currently in.
get
~~~
- ``key`` = ``get``
- ``aliases`` = ``grab``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
get Usage: get <obj> Picks up an object from your location and puts it in your inventory.
help
~~~~
- ``key`` = ``help``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
The main help command Usage: help <topic or command> help list help all This will search for help on commands and other topics related to the game.
help (OOC command)
~~~~~~~~~~~~~~~~~~
- ``key`` = ``help``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
The main help command Usage: help <topic or command> help list help all This will search for help on commands and other topics related to the game.
home
~~~~
- ``key`` = ``home``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(home) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
home Usage: home Teleports you to your home location.
inventory
~~~~~~~~~
- ``key`` = ``inventory``
- ``aliases`` = ``inv, i``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
inventory Usage: inventory inv Shows your inventory.
look
~~~~
- ``key`` = ``look``
- ``aliases`` = ``l, ls``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
look Usage: look look <obj> look *<player> Observes your location or objects in your vicinity.
look (OOC command)
~~~~~~~~~~~~~~~~~~
- ``key`` = ``look``
- ``aliases`` = ``l, ls``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
ooc look Usage: look This is an OOC version of the look command. Since a Player doesn't have an in-game existence, there is no concept of location or "self". If we are controlling a character, pass control over to normal look.
nick
~~~~
- ``key`` = ``nick``
- ``aliases`` = ``nickname, nicks, @nick, alias``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Define a personal alias/nick Usage: nick[/switches] <nickname> = [<string>] alias '' Switches: object - alias an object player - alias a player clearall - clear all your aliases list - show all defined aliases (also "nicks" works) Examples: nick hi = say Hello, I'm Sarah! nick/object tom = the tall man A 'nick' is a personal shortcut you create for your own use. When you enter the nick, the alternative string will be sent instead. The switches control in which situations the substitution will happen. The default is that it will happen when you enter a command. The 'object' and 'player' nick-types kick in only when you use commands that requires an object or player as a target - you can then use the nick to refer to them. Note that no objects are actually renamed or changed by this command - the nick is only available to you. If you want to permanently add keywords to an object for everyone to use, you need build privileges and to use the @alias command.
pose
~~~~
- ``key`` = ``pose``
- ``aliases`` = ``:, emote``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
pose - strike a pose Usage: pose <pose text> pose's <pose text> Example: pose is standing by the wall, smiling. -> others will see: Tom is standing by the wall, smiling. Describe an action being taken. The pose text will automatically begin with your name.
say
~~~
- ``key`` = ``say``
- ``aliases`` = ``", '``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
say Usage: say <message> Talk to those in your current location.
who
~~~
- ``key`` = ``who``
- ``aliases`` = ``doing``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``General``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
who Usage: who doing Shows who is currently online. Doing is an alias that limits info also for those with all permissions.
System
------
`Link to Python
module <https://code.google.com/p/evennia/source/browse/src/commands/default/system.py.html>`_
@about
~~~~~~
- ``key`` = ``@about``
- ``aliases`` = ``@version``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@about - game engine info Usage: @about Display info about the game engine.
@objects
~~~~~~~~
- ``key`` = ``@objects``
- ``aliases`` = ``@listobjects, @listobjs, @stats, @db``
- `locks <Locks.html>`_ = ``cmd:perm(listobjects) or perm(Builders)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Give a summary of object types in database Usage: @objects [<nr>] Gives statictics on objects in database as well as a list of <nr> latest objects in database. If not given, <nr> defaults to 10.
@py
~~~
- ``key`` = ``@py``
- ``aliases`` = ``!``
- `locks <Locks.html>`_ = ``cmd:perm(py) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Execute a snippet of python code Usage: @py <cmd> Separate multiple commands by ';'. A few variables are made available for convenience in order to offer access to the system (you can import more at execution time). Available variables in @py environment: self, me : caller here : caller.location ev : the evennia API inherits_from(obj, parent) : check object inheritance rNote: In the wrong hands this command is a severe security risk. It should only be accessible by trusted server admins/superusers.n
@reload (OOC command)
~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@reload``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(reload) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Reload the system Usage: @reload This restarts the server. The Portal is not affected. Non-persistent scripts will survive a @reload (use @reset to purge) and at_reload() hooks will be called.
@reset (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@reset``
- ``aliases`` = ``@reboot``
- `locks <Locks.html>`_ = ``cmd:perm(reload) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Reset and reboot the system Usage: @reset A cold reboot. This works like a mixture of @reload and @shutdown, - all shutdown hooks will be called and non-persistent scrips will be purged. But the Portal will not be affected and the server will automatically restart again.
@scripts
~~~~~~~~
- ``key`` = ``@scripts``
- ``aliases`` = ``@globalscript, @listscripts``
- `locks <Locks.html>`_ = ``cmd:perm(listscripts) or perm(Wizards)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Operate and list global scripts, list all scrips. Usage: @scripts[/switches] [<obj or scriptid or script.path>] Switches: start - start a script (must supply a script path) stop - stops an existing script kill - kills a script - without running its cleanup hooks validate - run a validation on the script(s) If no switches are given, this command just views all active scripts. The argument can be either an object, at which point it will be searched for all scripts defined on it, or an script name or dbref. For using the /stop switch, a unique script dbref is required since whole classes of scripts often have the same name. Use @script for managing commands on objects.
@server
~~~~~~~
- ``key`` = ``@server``
- ``aliases`` = ``@serverload, @serverprocess``
- `locks <Locks.html>`_ = ``cmd:perm(list) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
server load and memory statistics Usage: @serverload This command shows server load statistics and dynamic memory usage. Some Important statistics in the table: wServer loadn is an average of processor usage. It's usually between 0 (no usage) and 1 (100% usage), but may also be temporarily higher if your computer has multiple CPU cores. The wResident/Virtual memoryn displays the total memory used by the server process. Evennia wcachesn all retrieved database entities when they are loaded by use of the idmapper functionality. This allows Evennia to maintain the same instances of an entity and allowing non-persistent storage schemes. The total amount of cached objects are displayed plus a breakdown of database object types. Finally, wAttributesn are cached on-demand for speed. The total amount of memory used for this type of cache is also displayed.
@service
~~~~~~~~
- ``key`` = ``@service``
- ``aliases`` = ``@services``
- `locks <Locks.html>`_ = ``cmd:perm(service) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@service - manage services Usage: @service[/switch] <service> Switches: list - shows all available services (default) start - activates a service stop - stops a service Service management system. Allows for the listing, starting, and stopping of services. If no switches are given, services will be listed.
@shutdown (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@shutdown``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd:perm(shutdown) or perm(Immortals)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@shutdown Usage: @shutdown [announcement] Gracefully shut down both Server and Portal.
@time
~~~~~
- ``key`` = ``@time``
- ``aliases`` = ``@uptime``
- `locks <Locks.html>`_ = ``cmd:perm(time) or perm(Players)``
- `helpcategory <HelpSystem.html>`_ = ``System``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
@time Usage: @time Server local time.
Unloggedin
----------
`Link to Python
module <https://code.google.com/p/evennia/source/browse/src/commands/default/unloggedin.py.html>`_
**\ unloggedin\ *look*\ command (Unloggedin command)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``__unloggedin_look_command``
- ``aliases`` = ``look, l``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``Unloggedin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
This is an unconnected version of the look command for simplicity. This is called by the server and kicks everything in gear. All it does is display the connect screen.
connect (Unloggedin command)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``connect``
- ``aliases`` = ``conn, con, co``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``Unloggedin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Connect to the game. Usage (at login screen): connect <email> <password> Use the create command to first create an account before logging in.
create (Unloggedin command)
~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``create``
- ``aliases`` = ``cre, cr``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``Unloggedin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
Create a new account. Usage (at login screen): create "playername" <email> <password> This creates a new player account.
help (Unloggedin command)
~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``help``
- ``aliases`` = ``h, ?``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``Unloggedin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
This is an unconnected version of the help command, for simplicity. It shows a pane of info.
quit (Unloggedin command)
~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``quit``
- ``aliases`` = ``q, qu``
- `locks <Locks.html>`_ = ``cmd:all()``
- `helpcategory <HelpSystem.html>`_ = ``Unloggedin``
- `Auto-help <HelpSystem#Auto-help</i>system.html>`_
(``__doc__ string``) =
::
We maintain a different version of the quit command here for unconnected players for the sake of simplicity. The logged in version is a bit more complicated.