evennia/docs/sphinx/source/wiki/DefaultCommandHelp.rst

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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 [Commands#Command\_Sets command
set] 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>`_
@ban
~~~~
- ``key`` = ``@ban``
- ``aliases`` = ``@bans``
- `locks <Locks.html>`_ = ``cmd:perm(ban) or perm(Immortals)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Admin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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>`_
@alias
~~~~~~
- ``key`` = ``@alias``
- ``aliases`` = ``@setobjalias``
- `locks <Locks.html>`_ = ``cmd:perm(setobjalias) or perm(Builders)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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,nw{n (north, northeast etc)
{wu,d{n (up and down)
{wi,o{n (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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Building``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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>`_
@cboot (OOC command)
~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@cboot``
- ``aliases`` = ``<None>``
- `locks <Locks.html>`_ = ``cmd: not pperm(channel_banned)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``Comms``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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>`_
@encoding (OOC command)
~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``@encoding``
- ``aliases`` = ``@encode``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__doc__ string``) =
::
quit
Usage:
@quit
Gracefully disconnect from the game.
access
~~~~~~
- ``key`` = ``access``
- ``aliases`` = ``groups, hierarchy``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__doc__ string``) =
::
home
Usage:
home
Teleports you to your home location.
inventory
~~~~~~~~~
- ``key`` = ``inventory``
- ``aliases`` = ``inv, i``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__doc__ string``) =
::
inventory
Usage:
inventory
inv
Shows your inventory.
look
~~~~
- ``key`` = ``look``
- ``aliases`` = ``l, ls``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__doc__ string``) =
::
say
Usage:
say <message>
Talk to those in your current location.
who
~~~
- ``key`` = ``who``
- ``aliases`` = ``doing``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``General``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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>`_
@about
~~~~~~
- ``key`` = ``@about``
- ``aliases`` = ``@version``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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 load{n 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 memory{n displays the total memory used by
the server process.
Evennia {wcaches{n 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,
{wAttributes{n 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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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)``
- `help\_category <HelpSystem.html>`_ = ``System``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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>`_
\_\_unloggedin\_look\_command (Unloggedin command)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ``key`` = ``__unloggedin_look_command``
- ``aliases`` = ``look, l``
- `locks <Locks.html>`_ = ``cmd:all()``
- `help\_category <HelpSystem.html>`_ = ``Unloggedin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``Unloggedin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``Unloggedin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``Unloggedin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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()``
- `help\_category <HelpSystem.html>`_ = ``Unloggedin``
- [`HelpSystem <HelpSystem.html>`_\ #Auto-help\_system Auto-help]
(``__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.