! ^ ! Use ! to repeat the last command typed at the keyboard. Use ^ to replace a string from the last command with a new string. The syntax is the same as in csh: "^old-string^replacement" Examples: > tell rasmusse Hi there, how are you? No-one by that name here. > ^rasmusse^Rumble You tell Rumble, 'Hi there, how are you?' > ^you^you doing^ You tell Rumble, 'Hi there, how are you doing?' See also: \t(HELP ALIAS\t) #0 %ASOUND% OASOUND MASOUND WASOUND ASOUND %asound% The message is sent to all surrounding rooms. Trigger Intended Assignment: Rooms Trigger Type: Random , Numeric Arg: 10, Arg list: None Commands: %asound% You hear a blood chilling howl from nearby. See Examples: @RTSTAT 7505, 154@n #31 %AT% WAT MAT OAT %MAT% %WAT% %OAT% %at% Using %at% will perform the command in the room where target is found. Example: @RTSTAT 19, 20@n #31 %DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE %damage% %victim% amount Cause amount points of damage to victim. The amount can be negative, to create a healing effect. This requires an actor to damage, so if it is a random trigger you must define actor. %damage% %actor% -20 - cause 20 points of healing %damage% %actor% 20 - cause 20 points damage %damage% %actor% %random.20% - cause 1-20 points damage randomly eval stunned %actor.hitp% - evaluate all hitpoints and then damage %damage% %actor% %stunned% - leaving the player stunned, but will recover eval random_up_to_stunned %%random.%stunned%%% %damage% %actor %eval random_up_to_stunned% eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage %damage% %actor% %num_hitp% Example: @RTSTAT 16, 51, 3008, 1600, 1601@n See also: DAMAGE, GUNS, DEATH #31 %DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT% %door% < direction> < field> [value] Used for adding, deleting, and modifying doors in room vnum. Direction determines which door is being changed, and can be north, south, east, west, up, or down. If the door does not exist first, a new door will be created. Field is what property of the door is being changed. Valid fields are: purge - remove the exit in the direction specified - no value needed description - value will become the new exit description flags - value will be the new door flags bitvector as defined here: a - Exit is a door that can be opened and closed. Default is open b - The door is closed. c - The door is locked. d - The door is pick-proof. key - value is the vnum of the key to the door in this direction. name - value is the name of the door in the specified direction. room - value is the vnum of the room this direction leads to Example: @RTSTAT 17, 23603, 53429, 2759@n #31 %ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZONECHO %ZONECHO% ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO %echo% Message is sent to all non-sleeping characters in the same room that this trigger is executing in. %echoaround% Message will be sent to all characters in the room with victim, except for the victim. %send% Message will be sent to the victim only. %zoneecho% Zoneecho echoes message to the entire zone. room vnum should be any vnum in the zone you wish to echo to. 13400 would echo in zone 134. To send a blank line use: %send% %actor% \ NOTE: When used with mobs make sure the mobs can see the players. i.e not blind, set INFRA, DET_INVIS. Example: @RTSTAT 18@n See also: %ASOUND% #31 %FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW% %MASTER.FOLLOWER% %MASTER.FIGHTING% Usage: mfollow The mobile will begin following the victim without the revealing "starts following you" message. A silent follow. This sets the %master% variable on the mob to the players ID. mfollow %actor% Examples: @RTSTAT 57508, 39, 26@n See also: GROUP #31 %FORCE% OFORCE WFORCE MFORCE TRIGEDIT-FORCE TRIG-FORCE %force% Force the victim to perform a particular command. Cannot be made to force God and above. This little trigger teleports the actor to another place when he enters the room. It then makes him look to see the description. Trigger Intended Assignment: Rooms Trigger Type: Enter , Numeric Arg: 100, Arg list: None Commands: wait 1 s %echo% A powerful force drags you down. %teleport% %actor% 3001 %force% %actor% look #31 %LOAD% OLOAD MLOAD WLOAD %load% [name [position]] This command loads a mob or object into the game. No-take objects loaded to an actor will load to the room. NO_RENT objects can not be loaded. load an object to room: %load% obj 1300 load a mob to room : %load% mob 1300 load obj to player inv: %load% obj 1300 %actor% inv equip obj to player : %load% obj 1300 %actor% waist Obj Example: @RTSTAT 94@n Mob Example: @RTSTAT 81@n See also: POSITIONS, CHAR-VAR #31 %MOVE% MOVE-OBJECT MOVE-ALL In an object trigger, moves the object to which the trig is attached to the specified room. The object can be on the floor, inside another object or in a player or mobs inventory (not eq): Usage: %move% In a room trigger, moves the specified object, or all objects to the specified room. The object must be on the floor of the room to which the trig is attached: Usage: %move% %obj.name% %move% all The target room should be a VNUM. Note: This does not create a copy of the object, but moves the actual object to the floor of the target room. See also: %TELEPORT% #31 %NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% ACTOR.SEX %ACTOR.HITPOINTS% %ACTOR.HP% %ACTOR.HITP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX% See @RHELP CHAR-VAR@n #31 %PURGE% OPURGE MPURGE WPURGE %purge% Purge removes objects or mobs from the game. If no argument is given, then all objects and mobs in the room will be removed. If there is an argument, only that mob or object will be purged. Players can not be purged. Examples: %purge% %self% %purge% %actor.inventory(1300)% %purge% %actor.eq(hold)% When purging objects make sure the object exists. If it does not the room will be purged: if %actor.inventory(700)% %purge% %actor.inventory(700)% end Always purge at the end of a trigger. If you purge a mob/obj at the beginning you can no longer access that mob/obj variables. Example: @RTSTAT 1375, 6300@n See also: POSITIONS #31 %ROOM.CONTENTS% ROOM.CONTENTS See @RHELP ROOM-VAR@n #31 %TELEPORT% WTELEPORT OTELEPORT MTELEPORT PORTALS %TRANSPORT% TRIG-TELEPORT Stock tbaMUD does not have an object type portal. This is instead done with trigedit. %teleport% Teleport moves the victim to the target. The victim does not need to be in the same room as the mob. If the victim is 'all', all the characters in the room will be teleported to the target room. No messages are generated by this command. %teleport% all 17401 %teleport% %actor% 1300 PORTAL EXAMPLES: OBJ: @RTSTAT 100@n ROOM: @RTSTAT 101@n MOB: @RTSTAT 102@n See also: MGOTO, TELEPORT, %MOVE% #31 %TRANSFORM% MTRANSFORMS OTRANSFORMS TRANSFORMS MORPHS MTRANSFERS TRIG-MOB-TRANSFORM %transform% < vnum | -vnum > This command causes the executing mob or object to transform into another mob or object, based on the vnum argument supplied. The transformation is permanent, though additional transformations may be performed. No message regarding the transformation is sent to the room. The new mob or object will have the same trigger as the original, rather than any trigger normally assigned to the new, and no load trigger will be executed. Mobs - The hit points, max hit points, position, gold, and experience value will remain those of the original mob but all other statistics and descriptions will be those of the new mob. (The mob can be made to have all of its normal statistics by using a negative vnum.) Only mobiles may use this command (naturally). Objects - Based on the vnum argument supplied. The four basic values will remain those of the original mob but all other statistics and descriptions will be those of the new object. The transformation is permanent, additional transformations may be performed. No message regarding the transformation is sent to the room. The new object will have the same trigger as the originating object, rather than any trigger normally assigned to the new object, and no load trigger will be executed. Example: @RTSTAT 21, 1370@n #31 COMMAND> TOPICS You took me too literally. I want you to type help , as in topic being something like newbie. So you should type @RHELP NEWBIE@n to learn more about being a newbie here. #31 @@ The @ character is used as a colorcode. If you see it, try toggling color to complete. If this still does not work you must not be able to view colors. Many people have asked why use the @ as colorcodes while others use &. Welcor of TBA changed this because of trigedit. A builder who enters: if %actor.is_pc% && %arg% would only see: if %actor.is_pc% & %arg%. No big deal, but this could get confusing to newbies when you tell them AND needs 2 & and they will only see &. The second problem is that trigedit also uses the special character & to denote mob/obj pronoun: IT, YOU, HE/SHE: &%obj%. So putting in colorcodes in echos returns garbage itititit etc. if done improperly. The fix is to use the escape character \& in trigedit. See also: COLORCODES #31 ABBREVIATIONS ABBREVS We have added abbreviations so you do not have to type everything exactly as it appears. This also means that when you enter keywords in OLC you do not have to list all forms. i. e. the keyword rumble could be used to cover anyone who types rumble rumbl rumb rum ru. #31 AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY Your Armor Class (often called AC) is an expression for how good your armor is at protecting you. When you don armor, any AC apply that armor has is subtracted from your standard (naked) AC value, modified depending on where on the body you are wearing the armor. Some items have a special bonus, and subtract from the AC directly. Negative AC is better. Modifiers: Body X3, head and legs X2. See also: MEDIT-AC #31 AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY Your Armor Class (often called AC) is an expression for how good your armor is at protecting you. When you don armor, any AC apply that armor has is subtracted from your standard (naked) AC value, modified depending on where on the body you are wearing the armor. Some items have a special bonus, and subtract from the AC directly. Negative AC is better. See Also: ARMOR-SPELL #0 ACRONYMS TERMINOLOGY VOCABULARY Here are some common terms used in building, and TBA zone: OLC: On-Line-Creation, the ability to create rooms, mobs, objects, shops, and triggers on-line. Desc: Short for description. Flag: A bit-vector that tells the mud that a particular monster, object, or room has a certain quality. (i.e. Dark, Magic, Aggressive) This will be explained more later. Mob: Mobile. A monster. Obj: Object. VNUM: An obj, mob, room, shop, or triggers unique identification number. @ Stands for Virtual Number. Zone: Used synonymously with area. Trigger: Used synonymously with script. TBA: The Builder Academy. PC: Player Character. Not a mob. NPC: Non Player Character. Mobs. #31 ACTOR.CLASS ACTOR-CLASS %ACTOR.CLASS% This is used in scripts to find the actors class, or to adjust it. %actor.class% - return the class of actor (e.g. Cleric) %actor.class()% - set the actor class (returns 1 on success) Example: if %actor.class% == Cleric say I don't like Clerics! if %actor.class(Warrior)% emote waves his hands frantically at you. say I have changed you into a Warrior! end else say Welcome %actor.class% %actor.name%! end See Also: CHAR-VAR, ADMLEVEL, ACTOR.LEVEL #31 ACTOR.INVENTORY %ACTOR.INVENTORY% %INVENTORY% TRIG-INVENTORY TRIGEDIT-INVENTORY %actor.inventory()% Returns the id of the first item in the actors inventory or the id of the first object with vnum in the subfield. If the actor doesn't have the item an empty string is returned. * checks for any inventory. Examples: @RTSTAT 94, 19537@n. See also: TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR #31 ACTOR.LEVEL ACTOR-LEVEL %ACTOR.LEVEL% This is used in scripts to find the mortal level of a player, or to adjust it. %actor.level% - return the level of actor %actor.level()% - set the actor to mortal level 'val' (range 1-30) Note that the level of a player should never be adjusted in a script unless you have a very good reason for it. This simply changes the mortal level and does not update any other stats (like max hp or exp). See Also: CHAR-VAR, ADMLEVEL #31 ADVANCE DEMOTE Usage: advance advance admin Advance moves a player to a new level. If used to promote a player's admin level the wizlist or immlist will automatically be updated. Advance can also be used to demote players. Example: > advance Rumble 30 > advance Rumble admin 4 See also: SET, PROMOTION, ADMIN #31 AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR Syntax: aedit Aedit is an online action (social) editor that allows you to create socials on the fly. Anyone can add new socials just ask a Great God or above to set your OLC to 999 and explain how it works. Use astat to see examples. Here is the much coveted list of $ codes applicable to socials: $e he/she/it person doing social $E he/she target of social $m him/her person doing social $M him/her target of social $n char name person doing social (your name) $N char name target of social (other persons name) $s his/her/its person doing social $S his/her target of social $t body part of victim $p object See also: ASTAT, SOCIALS, AUTOSAVE #31 AFFECTS OEDIT-PERM-AFFECTS PERM-AFFECTS OEDIT-PERMAFFECTS OEDIT-AFFECTS P) Perm Affects: @cNOBITS@n The permanent effects are the effects this object will have on you, when you wear, wield or hold it. Unlike the applies, these are spell effects. Only set one of these: P) Perm Affects: @cNOBITS@n 1) BLIND DO NOT USE. 2) INVIS The wearer becomes invisible. 3) DET-ALIGN The wearer detects alignments. 4) DET-INVIS The wearer sees invisible objects and players. 5) DET-MAGIC The wearer sees a magic flag on magical objects. 6) SENSE-LIFE The wearer sees hidden mobs/players. 7) WATWALK The wearer can walk on water. 8) SANCT The wearer is protected by sanctuary. 9) GROUP DO NOT USE. 10) CURSE DO NOT USE. 11) INFRA The wearer sees in the dark. 12) POISON The wearer is poisoned. 13) PROT-EVIL The wearer is protected from evil. 14) PROT-GOOD The wearer is protected from good. 15) SLEEP DO NOT USE. 16) NO_TRACK DO NOT USE. 17) FLYING The wearer can travel through room sector type IN FLIGHT. 18) SCUBA The wearer can travel through room sector type UNDERWATER. 19) SNEAK DO NOT USE. 20) HIDE DO NOT USE. 21) UNUSED DO NOT USE. 22) CHARM DO NOT USE. #31 AFK Usage : afk Lets other players know you will be away from the keyboard. The (AFK) flag will be displayed in your prompt and under who after your name and title. When you come back from AFK you will be notified if you have mail waiting. See also: TOGGLE, WHO #0 AGE How old your character is. Your age begins at creation and continues whether you are logged in the MUD or not. #0 ALIASES Usage: alias [alias name] [command] An alias is a single command used to represent one or more other commands. The ALIAS command can be used to manipulate your character's aliases. Type ALIAS alone to see a list of your currently defined aliases. > alias Type ALIAS to create a new alias. The alias name must be one word. The command can be any string. Aliases may not be nested or used recursively. Any command may be overridden by an alias (other than the ALIAS command itself, of course). > alias gbb get bread bag > alias gac get all corpse Type ALIAS to delete an alias that has already been defined. > alias gbb A semicolon (";") can be used to define multiple actions to be taken with a single alias. > alias eat get bread bag; eat bread Note that the 'eat' contained within the eat alias is interpreted as the MUD's internal eat command; aliases may not be nested or used recursively. The variables $1, $2, ... $9 may be used to represent arguments given with an alias. Examples: > alias killem cast 'fireball' $1; cast 'harm' $2 > killem fido mage Would cast fireball on fido, followed by casting harm on mage. Variables may be used repeatedly and in any order: > alias helpem cast 'heal' $1; cast 'bless' $1; cast 'armor' $1 The special variable $* represents the entire input line after an alias: > alias tr tell Rumble $* > tr hi there, how are you today? You tell Rumble, 'hi there, how are you today?' A quick note on some possible problems with aliases: Several MUD client capture semi-colons for their own new-line so they are not sent to the MUD. For Zmud click on the computer on the bottom right of the screen to disable text-parsing. Here is one of my many aliases. They are a life-saver. Everyone should learn how to use them well. all tlist $1;slist $1;olist $1;mlist $1;rlist $1; I would type "all 13" to list everything in zone 13. I use this to check what people have done with their zone. See also: ^, RUMBLE-ALIASES #0 ALIGNMENT GOOD NEUTRAL EVIL %ACTOR.ALIGN% %ALIGN% %ALIGNMENT% Different characters and mobs have different alignments depending upon their way of life. Because of this, they may be aggressive or friendly depending on the mix. Some objects cannot be used by certain alignments. For mobs alignment ranges from: -1000 to -350 Evil -350 to 350 Neutral 350 to 1000 Good See also: ALIGNMENTS #31 ALIGNMENTS Many good areas stick to a defined level range, such as 10-20 or 25-30. Do not try and make your new area cover the entire range of levels. Every area should have its moment in the sun. Conversely, it would be nice if there were something really unique and challenging to do at every stage in a characters history. Your area might be the most successful if you can gear it for a range of levels that people believe is otherwise boring or neglected. You should always try to match your mobiles to the area and the players you want to play there. For example, you should make the mobs in the area a similar level to the players you want to play there since a level X warrior should be able to kill a level X mobile if the warrior is at full health. Also, the quality of objects or mobiles should be matched with their level. Will your area be mostly good, neutral, or evil. If it is mostly good or mostly evil, is it strongly good or evil or just weakly aligned? In any case try not to make your area completely homogenous (equal). In neutral communities there is going to be some evil and good elements, and likewise with other communities. To some extent this goes along with the question about zone level, consider what seem to be "gaps" among the zones in the world as far as good or evil aligned areas for a particular level range, and try to fill those needs. Everyone's first tendency is to make extremists--The ultimate evil hell area, or the blindingly good paladin fortress. Keep in mind that there are many layers in between, and these are often more interesting. See also: ALIGN #31 ANIMATE-DEAD Usage: cast 'animate dead' corpse This spell will harness evil necromancy magic and bring life into a corpse, creating a zombie. The corpse will do the bidding of its master. #0 ANTI A flag with anti preceding it means that it cannot be used. Antimage would not be useable my mages. #0 APOSTROPHES The apostrophe is something else that is incorrectly used quite often. Here are a couple of quick examples to show its uses: Fred's sister is Doris. Correct. This states that Fred has a sister named Doris. Fred's sisters' dog is named Rover. Correct. Rover is the dog that belongs to the numerous sisters of Fred. Fred's sister's dog is named Rover. Correct. Rover is the dog that belongs to the *single* sister of Fred. Fyre asked his writing group about those possessive plurals and here is the response from his top flight editor who makes her living in Switzerland doing impressive loads of copyediting. "The horses' manes" is correct; the "ess apostrophe ess" form is only used in proper names: Travis's albums, Maris's pendants My source is the Chicago Manual of Style, used in the majority of publishing houses in the States. And another supportive professor of English ... who has won several major writing awards recently ... "the horses' manes" is correct. The possessive form of a plural word that ends in "S" is formed by adding only an apostrophe. The possessive form of a plural word that does not end in "S" is formed by adding "apostrophe S," as in "women's hemlines." We rest our case. Now do whatever you want...after all, it is your area. #31 APPLICATION APPLY BUILDING LEARNING LESSONS To apply for a building position go to: @Chttp://tbamud.com/@n and fill out the application. @RGOTO 3@n to enter The Builder Academy. See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT #0 AREAS Usage: areas [level-range] Lists all zones with the GRID flag set and shows the level restrictions for each zone. Players can also restrict the level range. areas lists all areas. areas 24 list all areas where level 24 is in it's level range. areas -10 list areas in the level range 0 to 10 areas 15- lists all areas with a level range higher than 15 areas 5-12 lists areas in the level range 5 to 12 Any areas that 'overlap' the specified range are shown in red. See Also: ZONES #0 ARMOR-SPELL Usage : cast 'armor' [target] Accumulative: No Duration : 24 Hours Level : Mage level 4, Cleric level 1. The Armor spell will improve your AC by 20 points or up to 10%. See also: AC #0 ASCII-ART ART @G ___ ____ /' --;'/ ,-_\ @Y\ | / @G/ / --@yo@G\ @yo@G-\ \\ @Y--(_)-- @G'` ` @y|-|@G `` ' @y|-| |-|@mO @y|-@m(\,__ @Y..@y|-|@m\--@M,\_@Y.... ,;;;;;;;;;;;;;;;;;;;;;;;;,. ,;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;, ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;,@n By Zierk Such art is highly recommended and adds flavor to a zone. Specifically, maps are always helpful to players. ASCII Text Generator: http://www.network-science.de/ascii/ http://www.degraeve.com/img2txt.php ______________ .-- --. .-' '-. / \ / \ l __ l | | | |\ /| | | | \ | | _|_ |_ _ | \/ | | | | | | | | | \ _| | | | | | | | | l_ |_/ (_| | | \_/| |__/ | | Created by The Builder Academy | l l \ / \ / '-. .-' '--______________--' See also: COLOR, AUTOMAP, TBAMAP, CARTOGRAPHY #31 ASSIST Usage: assist If needs assistance in battle and you feel brave enough to help, use this command to join the battle. The monster attacking will keep hitting them, unless it decides to switch. > assist tink See also: AUTOASSIST, FLEE, KILL, RESCUE #0 ASTAT Usage : astat Allows you to view a social as written in the social editor. Anybody may submit their own socials for use within the mud. See also: AEDIT, SOCIALS #0 ATTACH Builders working on their trial vnum do not need to learn this command, yet. Usage: attach mob {trigger vnum/name} {mob name} [location] attach obj {trigger vnum/name} {obj name} [location] attach room {trigger vnum/name} {room vnum} [location] Attach lets you attach a trigger to one instance of a mob/obj/room, for testing or other purposes. The command only attaches the trigger once, and will not last over a reboot (or crash). The 'location' is what number in the triggerlist the trigger will assume. It is important to first attach a trigger to test before you manually add it through oedit/medit/redit. Examples: attach room 14500 14520 - Attaches room trigger 14500 to room 14520. attach mob 1332 Santa - Attaches mob trigger 1332 to mob 1308 (Santa). attach obj 1480 sword - Attaches obj trigger 1480 to a sword. See also: DETACH, TRIG-ATTACH, TRIG-DETACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS #31 AUCTION GOSSIP GRATS CONGRATULATIONS CONGRATS Usage: auction gossip grats These are channels reserved for specific purposes. Messages on these channels reach everyone who is monitoring them. You must be at least level three to use these channels. These channels should be used accordingly. Examples: > auction short sword -- minimum bid 100k > gossip Hey, is that a short sword on your belt or are you happy to see me? > grats GRATS Detta!!!!!!!! See also: TOGGLE, EMOTE, GSAY, HOLLER, NOREPEAT, SAY, SHOUT #0 AUTOASSIST Usage: toggle autoassist Enables you to automatically assist a fellow group member when they are attacked without having to manually type "assist." See Also: TOGGLE, ASSIST #0 AUTODOOR Usage: autodoor When enabled this toggle will automatically find the next available door when using the open, close, lock, unlock or pick commands. For example, in a room with several closed doors, one door will be opened each time the player types open door until all the doors are open. The player can still specify a direction to open a particular door. See Also: AUTOKEY, TOGGLE, PREFEDIT #0 AUTOEXITS AUTO-EXITS Usage: autoexits Toggles the automatic display of currently available exits. Not all possible exits will be displayed, only those immediately available. If a door is closed it will not show up as a possible exit. See also: TOGGLE #0 AUTOGOLD Usage: toggle autogold Enables you to automatically take the gold from any mob you kill. This will not take any equipment or objects. See Also: TOGGLE, TAKE #0 AUTOKEY Usage: autokey When enabled this toggle will automatically use a door key (if it's in your inventory) when you try to open a locked door. You do not need to use the separate unlock command. It can be turned on and off using the autokey command, the toggle autokey command, or prefedit. See Also: AUTODOOR, TOGGLE, PREFEDIT #0 AUTOLOOT Usage: toggle autoloot Enables you to automatically "take all corpse" from any mob you kill. You will loot everything (including cursed objects) until you can no longer carry anymore weight. If this happens and and you also have autosac enabled, the items you cannot pick up will be left on the ground. See Also: TOGGLE, TAKE, SPLIT #0 AUTOMAPPING MAPS Usage: map <#31-12> This command prints a text generated map of your current surroundings. Including a number allows you to expand or shrink the map to show a wider or smaller area. Usage: toggle automap on Toggle automap on will turn on the automap, which shows a mini-map to the right of the room descriptions. -tbaMUD Map System- .-.__--.,--.__.-. | @R+@n Up | | @R-@n Down | | [@B!@n] You | | [@W.@n] Inside | | [@wC@n] City | | [@g,@n] Field | | [@gY@n] Forest | | [@mm@n] Hills | | [@RM@n] Mountain | @C[@W.@C]@n | [@C~@n] Swim | @W| @R+@n | [@B=@n] Boat | @C[@W.@C] @W- @C[@B!@C] @W- @C[@W.@C]@n | [@W^@n] Flying | @W| @R-@n | [@BU@n] Underwater | @C[@W.@C]@n #0 AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS An autoquest is a quest that can be automatically started and completed by players on the MUD without the intervention of an immortal. Players simply visit a questmaster where they join an available quest, and get rewarded on completion. See Also: QEDIT, QUEST-FLAG #31 AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS An autoquest is a quest that can be automatically started and completed without the intervention of an immortal. Simply visit a questmaster and join an available quest, and get rewarded on completion. Keep an eye out for autoquests scattered throughout the World. See Also: QUEST-FLAG, QUESTPOINTS #0 AUTOSACRIFICE SACRIFICE Usage: toggle autosac Enables you to automatically sacrifice any mob you kill. If you do not have autoloot and autoloot enabled the objects and gold will also be sacrificed. See Also: TOGGLE #0 AUTOSPLIT Usage: toggle autosplit Enables you to automatically split the money from any mob you kill with your fellow group members. See Also: TOGGLE, GROUP #0 AUTOWIZ This is automatically done whenever someone is advanced to immortal status to update the wizlist and immlist unless they have NO_WIZ set. #31 BACKDOOR HACKING Not a good thing to be searching for help on. Your IP address has been logged and we will be contacting your service provider. Just Kidding. tbaMUD is actually very stable. I have never heard of one being hacked except via weak or compromised passwords. #0 BACKSTAB Thief only. Backstab is a way to sneak up on a person and attempt to place your dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on your level: The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping people. #0 BALANCE BALANCING "Game Balance" is a term that brings a different thing to mind for every person that hears it. What is most important about game balance is to keep in mind what each zone is designed for. For example, high-level players, newbies, or small groups. The objects and monsters found in the area should match the level, abilities, and needs of the players expected to use the area. Most players do not like to be given vast treasure with no difficulty in getting it, but on the other hand, nobody likes to fight the most difficult mob on the MUD and get nothing for doing it. Zones should not be impossibly hard or absurdly easy. Understandably, builders want their zones to be popular, but they sometimes attempt to achieve this goal by purposefully making their zone unbalanced, adding powerful weapons or armor with no harmful side-effects or mobiles that are easy to kill yet give massive numbers of experience points. Such zones are destined both to become very popular and invariably to bring about the death of the mud. Every zone, every room, every object, every mob, will be checked before being implemented into the game. Do not waste everyone's time, (ours for having to recheck your zone, and yours for having to fix any problems we find) keep the balance. See also: STANDARDS #31 BAN UNBAN Usage: ban [ ] unban These commands prevent anyone from a site with a hostname containing the site substring from logging in to the game. You may ban a site to ALL, NEW or SELECT players. Banning a site to NEW players prevents any new players from registering. Banning a site to ALL players disallows ANY connections from that site. Banning a site SELECTively allows only players with site-ok flags to log in from that site. Ban with no argument returns a list of currently banned sites. Unban removes the ban. Examples: > ban all whitehouse.gov > unban ai.mit.edu See also: WIZLOCK #31 BANKS WITHDRAWING DEPOSITING BALANCES ATM-MACHINES Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. Can be used at any Bank of Ilniyr. Examples: > deposit 400 gold Deposits 400 gold on your account. > withdraw 1000 copper Withdraws 1000 copper pieces from your account. > balance Shows your balance. > deposit all > withdraw all Moves all of your money in/out of the bank. See also: GOLD, SCORE #0 BASH Fighters only. The success of a bash depends upon how many times you have practiced. To bash someone is to attempt to 'knock' that person over. If you succeed, you will inflict minor damage, and cause the victim to fall on its rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you lose your balance and fall. A bash makes you unable to type commands for 2 rounds of violence. Note that hitting a person who is resting/sitting will inflict 1.5 * damage. See also: KICK, RESCUE, WHIRLWIND #0 BITVECTORS NOBITS BITS Bitvectors are used within the code to represent certain values or flags. When no flags are set it is displayed as: NOBITS. These flags include such things as DARK PEACEFUL INDOORS etc. NOBITS means no flags are set. #31 BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS FIREARMS AMMO See @RTRIG-EXAMPLES@n #31 BLEEDING This is what happens when you use a color code and do not finish it with @@n which turns it back to normal color. The term "bleeding" came about when someone failed to do this and Rumble bashed his head against the wall so many times that it became a bloody pulp. At least that is the rumor. #31 BLESS Usage : cast 'bless' Accumulative: No Duration : 6 Hours, permanent for objects. Level : Cleric level 5. Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 2. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster. #0 BLINDED SOMEONE INVISIBLE WIZINVIS There are several conditions that will make you see Someone, the most common are a wizinvis immortal, an invisible or hidden mortal or a hidden or invisible mob. When everyone is a Someone, you are either blind or in a dark room without a light. No one can use communication channels anonymously. Names will always be shown instead of "someone." See also: INVIS, VISIBLE #0 BLINDNESS Usage : cast 'blindness' Accumulative: No Duration : 2 hours. Level : Mage level 9, Cleric level 6. Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalties to hitroll and AC. See also: AC #0 BOATS SHIPS FERRY TRANSPORTSS @RTSTAT 13691@n #31 BOOBS NOASSHOLE TITS IMMORAL YES, people have tried to get help on these things... #0 BOTTING ROBOTS BOTS The act of using an automated program to play a MUD. #0 BREATHE BREATHING THINKING My final words to you as a future builder, remember a few basic things. The chances you create the biggest are slim. The chances for creating the best are always there. Finally, this is not a job. This is for your enjoyment and the satisfaction that when you complete your area that hundreds of players will walk through the rooms and enjoy what you have created for them. There is never a rush. Relax, enjoy, learn, and do not forget to breathe. #31 BRIEF Usage: brief Toggle "brief mode". When in brief mode, you don't see the descriptions of the room you are in; only the name of the room and the people and objects there. Unless you're very familiar with the area in which you're traveling, however, it is not advisable to use this command. Frequently, you will find small but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death! If you explicitly type 'look', you will always see the full room description, even in BRIEF mode. See also: TOGGLE, COMPACT, LOOK #0 BUFFERS DEFINES MAXSIZE MAX_SIZE MAXBUFFERS MAX_BUFFERS define MAX_SOCK_BUF (24 * 1024) /* Size of kernel's sock buf */ define MAX_PROMPT_LENGTH 96 /* Max length of prompt */ define LARGE_BUFSIZE (MAX_SOCK_BUF - GARBAGE_SPACE - MAX_PROMPT_LENGTH) define MAX_STRING_LENGTH 49152 define MAX_INPUT_LENGTH 512 /* Max length per *line* of input */ define MAX_RAW_INPUT_LENGTH 1024 /* Max size of *raw* input */ define MAX_MESSAGES 60 define MAX_NAME_LENGTH 20 define MAX_PWD_LENGTH 30 define MAX_TITLE_LENGTH 80 define HOST_LENGTH 40 define PLR_DESC_LENGTH 4098 define MAX_SKILLS 200 define MAX_AFFECT 32 define MAX_OBJ_AFFECT 6 /* Used in obj_file_elem */ define MAX_NOTE_LENGTH 4000 /* arbitrary */ define MAX_LAST_ENTRIES 6000 /* arbitrary */ define MAX_HELP_KEYWORDS 256 define OLC_SCRIPT_EDIT 82766 define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */ define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */ define MAX_CMD_LENGTH 16384 /* 16k should be plenty and then some */ define MAX_SCRIPT_DEPTH 10 /* maximum depth triggers can */ define MAX_HOUSES 100 define MAX_GUESTS 10 define MAX_MAIL_SIZE 4096 define MAX_ROOM_NAME 75 define MAX_MOB_NAME 50 define MAX_OBJ_NAME 50 define MAX_ROOM_DESC 2048 define MAX_EXIT_DESC 256 define MAX_EXTRA_DESC 512 define MAX_MOB_DESC 1024 define MAX_OBJ_DESC 512 define MAX_ROOM_NAME 75 define MAX_MOB_NAME 50 define MAX_OBJ_NAME 50 define MAX_ROOM_DESC 1024 define MAX_MOB_DESC 512 define MAX_OBJ_DESC 512 define MAX_TRADE 5 /* List maximums for compatibility */ define MAX_PROD 5 /* with shops before v3.0 */ define MAX_SHOP_OBJ 100 /* "Soft" maximum for list maximums */ define MAX_OPER 4 #31 BUGS TYPOS IDEAS Usage: bug submit idea submit typo submit For making useful suggestions and reporting problems to the Powers that Be. You must first submit a title for your report after which you will be able to enter more detailed information if required. Examples: > bug submit crash bug > the entire game crashes when I type 'put bag in bag' > /s #0 BUILDERS IMMORTALS A builder is a term usually used to describe a person who designs MUD zones for other characters to explore. Any player with motivation, ideas, and good writing style can be a builder as well as a player. As a Builder, your job is to create the virtual world in which players can roam around, solve puzzles, find treasures, and gain experience. A Builder creates the rooms, objects, mobs, shops, and triggers with which players will interact. See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT #31 BUILDWALKING BUILD-WALKING DIGWALK WALKDIG Builders working on their trial vnum do not need to learn this command, yet. Usage: buildwalk BuildWalk is an OLC utility that will allow a builder to enable a "buildwalking" mode. In this mode, walking in a direction that doesn't exist will find the next free room in the zone, create the room, and make a two-way exit between the room the builder was standing in, and the new room. This way a builder can create a framework of their zone by walking around. Buildwalking can be a little misleading. A builder can not walk n, e, s, w, and end up in the same room they started. Buildwalk is not spatially aware of other rooms. It will always create a new room if you walk in a direction without a current exit. It is often necessary to backtrack to prevent overlapping rooms. NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if you mess up and want the rooms deleted we can just reboot and wipe them. Be careful using buildwalk. If you mess up you will have a lot of rooms to delete. See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG #31 BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS POSTING Bulletin boards are the forum of inter-player communication on the MUD. There are different bulletin boards for different purposes -- for example, a standard mortal board, a board for immortals, a board for fun "social" messages, etc. Naturally, not all players may be allowed to read all types of boards. Type "LOOK BOARD" to see the messages already posted on a board. Type "WRITE " to post a message to a board; terminate a message with a '/s' as the first characters on a line. Type "READ " to read a post. Type "REMOVE " to remove your own messages. Examples: > look at board > write Crash Bug I found! [writes the message; terminates with '/s'] > look at board > read 6 > remove 6 Boards are just a normal object with a special procedure attached in the MUD's code. Ask your friendly implementor if you need to make one. @uRoom - Board@n 1204 - Immortal Board 1290 - Social Board See also: MAIL, READ, WRITE, SPECIALS #31 BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS Bulletin boards are the forum of inter-player communication on the MUD. There are different bulletin boards for different purposes -- for example, a standard mortal board, a board for immortals, a board for fun "social" messages, etc. Naturally, not all players may be allowed to read all types of boards. Type "LOOK BOARD" to see the messages already posted on a board. Type "WRITE " to post a message to a board; terminate a message with a '/s' as the first characters on a line. Type "READ " to read a post. Type "REMOVE " to remove your own messages. Examples: > look at board > write Crash Bug I found! [writes the message; terminates with '/s'] > look at board > read 6 > remove 6 Boards are just a normal object with a special procedure attached in the MUD's code. Ask your friendly implementor if you need to make one. @uRoom - Board@n 1204 - Immortal Board 1290 - Social Board See also: MAIL, READ, WRITE #0 BURNING-HANDS Usage : cast 'burning hands' Accumulative: - Duration : Instantaneous Level : Mage level 5. Save : Versus spell for half damage. This spell is more powerful than the chill touch spell. See also: CHILL-TOUCH #0 BUY Usage: buy buy # buy n. buy n buy n # If you'd like to purchase an item from a shop and have the money, you can buy it. Items can be bought by name, or by their number in the shop listing, and can be bought in quantity. Examples: > buy sword (buy the first sword on the list) > buy #3 (buy the third item on the list) > buy 4.sword (buy the fourth sword on the list) > buy 10 bread (buy 10 pieces of bread) > buy 10 #2 (buy 10 of the second item on the list) See also: LIST, SELL, SHOPS, VALUE #0 CADAVER UNDEAD CORPSE Corpses are bodies that no longer carry a soul. They are seen after a player has made a kill, until the zone either resets, it decomposes, or someone sacrifices it. When a spell like Animate Dead is cast upon a corpse they may return to the living, but only in an undead form. #0 CALENDAR CALENDER MONTHS WEEKS DAYS HOURS The tbaMUD calendar consists of 75 seconds per hour, 35 days a month and 17 months a year. Days of the week: the Day of the Moon the Day of the Bull the Day of the Deception the Day of Thunder the Day of Freedom the Day of the Great Gods the Day of the Sun Months of the year: Month of Winter Month of the Winter Wolf Month of the Frost Giant Month of the Old Forces Month of the Grand Struggle Month of the Spring Month of Nature Month of Futility Month of the Dragon Month of the Sun Month of the Heat Month of the Battle Month of the Dark Shades Month of the Shadows Month of the Long Shadows Month of the Ancient Darkness Month of the Great Evil Trigedit example that mimics the TIME command: @RTSTAT 36@n See also: DATE, TIME #31 CALL-LIGHTNING Usage : cast 'call lightning' Accumulative: - Duration : Instantaneous Level : Cleric level 15. Save : Versus spell for half damage. This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse). See also: CONTROL-WEATHER, WEATHER #0 CANBESEEN %CANBESEEN% %ACTOR.CANBESEEN% Trig Usage: %actor.canbeseen% True if the actor can be seen by the mob (always true for non-mob triggers). Example: @RTSTAT 23613@n #31 CAPITAL-LETTERS AT-POSTMASTER-MAIL-RUMBLE GOTO-3 I meant for you to type exactly what is in red not to check the help file ;-) i.e. @RGOTO 3@n not @RHELP GOTO 3@n #31 CAPITALIZATION CAPITALISATION CAPITALIZE CAPITALISE Do not capitalize everything. Only capitalize the first letter of a full sentence and proper names. Do not capitalize s-desc unless it is a proper name, like Bill. Random capitalization is distracting and serves no real purpose. See also: REDIT-NAME #31 CARTOGRAPHY The reasons behind mapping are simple. It solidifies what you are planning to build into MUD terms. Also, though final products rarely are an exact copy of the map, they provide a concrete reference for you to look at when the builder's block question rears its ugly head "Hmm, what do I build next?" Lastly, not all players have nifty clients especially made for MUDding with automappers, etc. We would not want those poor unfortunate souls to be at more of a disadvantage than they have to be... and maps are highly important to knowing a MUD, even if you keep them all in your head as a few players do. A specific map is required so that the rooms can be linked together in a way that makes sense geographically. It is the most annoying thing to be playing a MUD whose rooms are not geographically correct. A very important aspect of each room is the position of other rooms in relation to it. Great care should be given to making the rooms link logically. A player who moves north, east, south, west should find themselves back in the same room from which they started. Having an area geometrically correct makes it much easier for a player to visualize it, and thus increases their enjoyment of it. See also: AUTOMAP, TBAMAP, ASCII #31 CAST Usage: cast '' [target] For "magical" people. If you want to throw a spell at someone or something. Example: > cast 'burning hands' Note that the name of the spell must be enclosed by '. See also: help on each individual spell: Examples: > help cure-ligh > help fireb > help energy-drain #0 CASTING MAGIC Usage: cast '' [target] For "magical" people. If you want to throw a spell at someone or something. Example: > cast 'burning hands' Note that the name of the spell must be enclosed by "'"s. See also: help on each individual spell: Examples: > help cure ligh > help fireba > help energy drain #0 CEDIT CEDIT-MENU Usage: cedit This command is used by the Implementors to modify a range of run-time configuration values that control the operation of the MUD. OasisOLC MUD Configuration Editor G) Game Play Options @RHELP CEDIT-GAME@n C) Crashsave/Rent Options @RHELP CEDIT-SAVE@n R) Room Numbers @RHELP CEDIT-ROOM@n O) Operation Options @RHELP CEDIT-OPERATION@n A) Autowiz Options @RHELP CEDIT-AUTOWIZ@n Q) Quit #31 CEDIT-AUTOWIZ A) Use the autowiz : Yes B) Minimum wizlist level : 2 Q) Exit To The Main Menu See also: CEDIT-MENU #31 CEDIT-GAMES A) Player Killing Allowed : No B) Player Thieving Allowed : No C) Minimum Level To Shout : 0 D) Holler Move Cost : 20 E) Tunnel Size : 2 F) Maximum Experience Gain : 100000 G) Maximum Experience Loss : 500000 H) Max Time for NPC Corpse : 5 I) Max Time for PC Corpse : 10 J) Tics before PC sent to void : 1000000 K) Tics before PC is autosaved : 2000000 L) Level Immune To IDLE : 35 M) Death Traps Junk Items : No N) Objects Load Into Inventory : Yes O) Track Through Doors : Yes P) Display Closed Doors : Yes R) Mortals Level To Immortal : Yes 1) OK Message Text : Okay. 2) NOPERSON Message Text : No-one by that name here. 3) NOEFFECT Message Text : Nothing seems to happen. 4) Map/Automap Option : Imm-Only 5) Default map size : 6 6) Default minimap size : 2 7) Scripts on PC's : Yes Q) Exit To The Main Menu See also: CEDIT-MENU #31 CEDIT-OPERATIONS A) Default Port : 9091 B) Default IP : C) Default Directory : lib D) Logfile Name : E) Max Players : 300 F) Max Filesize : 50000 G) Max Bad Pws : 3 H) Site Ok Everyone : YES I) Name Server Is Slow : NO J) Use new socials file: YES K) OLC autosave to disk: YES L) Main Menu : Welcome to The Builder's Academy (TBA)! 0) Exit from TBA. 1) Enter TBA. 2) Enter description. 3) Read the background story. 4) Change password. 5) Delete this character. Make your choice: M) Welcome Message : Welcome to The Builder's Academy! May your visit here be... Enlightening N) Start Message : Welcome to The Builder's Academy. You can now begin your training. If you have not already, please fill out the builders application at: Q) Exit To The Main Menu See also: CEDIT-MENU #31 CEDIT-ROOMS A) Mortal Start Room : 1498 B) Immortal Start Room : 1204 C) Frozen Start Room : 1202 1) Donation Room #31 : 3063 2) Donation Room #2 : 5510 3) Donation Room #3 : 235 Q) Exit To The Main Menu See also: CEDIT-MENU #31 CEDIT-SAVES A) Free Rent : Yes B) Max Objects Saved : 30 C) Minimum Rent Cost : 100 D) Auto Save : Yes E) Auto Save Time : 5 minute(s) F) Crash File Timeout : 10 day(s) G) Rent File Timeout : 30 day(s) Q) Exit To The Main Menu See also: CEDIT-MENU #31 CHALLENGE That is what you will find here at TBA. #0 CHANGELOG Usage: changelog Allows an in game entry to the MUDs changelog with a date, time stamp, and submitter name. To view the changelog use the file command with argument changelog. Changelog: http://tbamud.com/websvn/filedetails.php?repname=tbaMUD&path=%2Fchangelog See Also: FILE, CHANGES #31 CHANGES Major Changes: OasisOLC 2.0.6 trigedit (DG Scripts) 1.0.14 ASCII Player Files 3.0.1 128bit Support cedit (configuration editor) tedit (text file editor) aedit (socials editor) (more than 100 new socials) hedit (help editor) qedit (quest editor) questpoints buildwalk dig tell m-w (an in game dictionary lookup) gemote history file zpurge zcheck checkload Copyover ANSI Color Auto Toggles (loot, sac, gold, assist, split) Hidden mob/obj mob/obj stacking hindex helpcheck OLC copy and delete options exporting of zones automap and ascii map generator doors visible in exit menu (enable/disable in CEDIT) furniture new mail notification and mail saved to pfile improved toggle (AFK, pagelength, showvnums, screenwidth, automap, etc.) 180 zones unlimited containers (hundreds of bugfixes too) See Also: NEWS, CHANGELOG #0 CHAR-VARS TRIGEDIT-VARIABLES-CHARACTERS %TITLE% %ACTOR.TITLE% CHAR-VARIABLES TRIGEDIT-CHAR-VAR %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% %ACTOR% %VICTIM% SELF %SELF% MOBVARS MOB-VARS TRIGEDIT-LEVEL %SELF.ID% SELF.ID NEXT_IN_ROOM ACTOR-VAR The following fields can be used with %actor%. i.e. %actor.% Excluding the subfield () returns the value. Adding a subfield adjusts it. @uField@n - @uvariable returns:@n cha/con/dex/int - Checks the stat. @RHELP TRIG-STAT@n. Subfield adjusts. str/stradd/wis() () is a subfield and allows a change to the variable. alias - The list of aliases of the mob or the player name. align() - The actor's alignment @RHELP ALIGN@n. Subfield adjusts. affect() - Checks the actor for the affect. @RHELP AFFECT@n armor - Checks the actor's armor class. canbeseen - Checks if the the mob can see the actor. @RHELP CANBESEEN@n class - The actor's class, as a string. @RHELP ACTOR.CLASS@n drunk() - The actor's drunkenness. Subfield sets, -1 is off. exp() - Checks the actor's XP. Subfield adjusts. @RHELP NOP@n eq() - Returns ID of the first object equipped. @RHELP TRIG-EQ@n fighting - The unique id of the mob fighting the actor. follower(name) - The follower of the actor (as an id) with name supplied. gold() - Checks the actor's gold. Subfield adjusts. @RHELP NOP@n has_item() - Checks if the actor has an object. @RHELP HAS_ITEM@n hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n. heshe - Returns the correct pronoun (he/she/it). himher - Returns the correct pronoun (him/her/it). hisher - Returns the correct pronoun (his/her/its). hitp() - The current hit points of the actor. Subfield adjusts. hunger() - The actor's hunger. Subfield sets, -1 is off. id - The unique id of the actor. inventory() - Returns the id of the first item in inv. @RHELP TRIG-INV@n is_killer() - Checks if actor is a KILLER. To modify @RHELP NOP@n is_pc - Checks if the actor is a player. @RHELP IS_PC@n is_thief() - Checks if actor is a THIEF. @RHELP NOP@n level - The actor's current level. @RHELP ACTOR.LEVEL@n mana() - The current mana points of the actor. Subfield adjusts. master - The master of the actor (as an id), or an empty return. maxhitp() - The maximum hit points of the actor. Subfield adjusts. maxmana() - The maximum mana points of the actor. Subfield adjusts. maxmove() - The maximum movement points of the actor. Subfield adjusts. move() - The movement points of the actor. Subfield adjusts. name - The actor's name (the short description for mobs). next_in_room - The next mob/player in the room as a variable (id) nice to use for loops, or an empty return @RTSTAT 23@n pos() - %actor.pos% returns position. Subfield modifies. Sleeping, resting, sitting, fighting, standing. @RTSTAT 1399, 20997@n prac() - The actor's number of practices. Subfield adjusts. pref() - Checks if actor has PRF flag enabled. @RTSTAT 1210@n quest - Returns the current quest (or 0 if there's no current quest). questdone(#) - Returns TRUE (1) if the quest vnum (#) has been completed. questpoints() - Checks the actor's questpoints. Subfield modifies. @RHELP NOP@n room - The room the actor is in as a room variable. saving_para() - The actors saving throw for paralysis. Subfield adjusts. saving_rod() - The actors saving throw for staffs/wands. Subfield adjusts. saving_petri() - The actors saving throw for petrification. Subfield adjusts. saving_breath() - The actors saving throw for breath weapons. Subfield adjusts. saving_spell() - The actors saving throw for spells. Subfield adjusts. sex - The actor's sex, as a string: MALE, FEMALE, or NEUTRAL. skill() - The percentage of learnedness in the skill subfield. skillset("" #) - Set the actors practiced level any skill or spell (1-100). %actor.skillset("magic missile" 95)%. thirst() - The actor's thirst. Subfield sets, -1 is off. title() - The actor's title. Subfield sets. Not used for mobs. varexists() - Returns 1 if global variable in subfield exists, 0 if not. Used with remote vars on players. @RHELP VAREXIST@n vnum() - The actor's vnum. Equality can now be checked with if %self.vnum(#)% not if %self.vnum% == # weight - The actor's weight. Example: @RTSTAT 27@n See also: VARIABLES, GLOBALS #31 CHARM-PERSON Usage : cast 'charm person' Accumulative: No Duration : (432/Intelligence points of person) hours Level : Mage level 16. It is not possible to charm anyone that is already charmed, if you're charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralysis". A charmed person will follow you, and not be able to attack you, you can order the charmed person using the order command. See also: FOLLOW, ORDER #0 CHECKLOAD CHECKOBJ CHECKMOB Usage: checkload Checkload will scan the zone information and tell you where any given mob, obj, or trig loads. We recommend you use this in conjunction with the lists to ensure everything created in your zone is actually used. > checkload o 15004 Checking load info for a golden apple... [15017] By The Throne In The Great Hall (Equipped to King Welmar [15001][100% Load, 1 Max]) > checkload m 3062 Checking load info for the beastly fido... [ 3024] The Eastern End Of Poor Alley (15 Max.) [ 3025] The Common Square (15 Max.) [ 3016] Main Street (15 Max.) [ 3012] Main Street (15 Max.) > checkload t 100 Checking load info for the object trigger 'Portal to Midgaard - 100': (obj) [ 100] the portal See also: LINKS, RLIST, OLIST, MLIST, SLIST #31 CHILL-TOUCH Usage : cast 'chill touch' Accumulative: - Duration : Instantaneous Level : Mage level 3. Save : Versus spell for half damage. This spell is more powerful than the magic missile spell. A victim failing its saving throw will get its strength reduced by one. See also: MAGIC-MISSILE #0 CIRCLEMUD CREDITS t b a M U D 3 . 5 1 tbaMUD (formerly known as CircleMUD) was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at Johns Hopkins University's Department of Computer Science. All code unique to tbaMUD is protected under a copyright by the Trustees of the Johns Hopkins University. Many, many people contributed to tbaMUD in one way or another throughout the course of its development. Although it is impossible for me to remember them all, I'd like to extend special thanks to certain people: -- Jeff Fink and George Greer, for submitting a veritable mountain of excellent code. -- Chris Epler and Chris Herringshaw for extensive beta-testing and bug reporting. -- Furry (Alex Fletcher), for single-handedly managing Circle's world files. -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other code and area submissions. -- Jean-Jack Riethoven for porting the code to the Amiga, David Carver for porting it to OS/2, and Jack Patton and Steffen Haeuser for the Amiga port. -- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU. -- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin, for starting the ball rolling. -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being there in the very early days of Circle's development. -- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane. -- Jules (hamotek sheli) for being the greatest. ...plus everyone else in the Circle community who has submitted material! Thanks everyone! Bugs and Help: tbamud.com 9091 URL: http://tbaMUD.com/ --Jeremy Elson tbaMUD (formerly known as CircleMUD) is currently being developed by The Builder Academy. All bugs and requests for help should be directed to: tbamud.com 9091 --Rumble #0 CLASSES There are 4 classes on tbaMUD. See the help files on each for details. WARRIOR MAGIC USER CLERIC THIEF #0 CLEAR CLS Usage: cls Clears the screen. #0 CLERIC Clerics have an ancient belief in not carrying sharp weapons. Hence, they can only wield bludgeoning weapons. This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells. You can improve your spells by using the practice command. See @RHELP SPELLS@n for a list of spells available. See also: PRACTICE, SPELLS #0 CLSOLC Usage: CLSOLC Clears the screen just before you enter the main OLC menu. See Also: TOGGLE #31 CODING C++ PROGRAMMING LINUX UNIX Coding is far more difficult than building, to do it well requires years of experience in programming and MUDding. TBA is willing to offer limited help in coding and setting up your own MUD. Be warned, it is not quick or easy and will take years to create a decent MUD. To begin you first need a server to host the MUD. Since free servers are far and few between I recommend new coders start with CYGWIN. Cygwin is a Unix like server that runs under Windows on your own computer. To install follow the directions under @RHELP CYGWIN@n. If you are serious about coding then you will need to read up on it. I recommend the book "The C Programming Language" 2nd edition by Brian W. Kernighan and Dennis M. Ritchie. There are also online tools like: http://www.gnu.org/software/libc/manual/html_node/index.html http://publications.gbdirect.co.uk/c_book/ http://mindview.net/CDs/ThinkingInC/beta3 http://www.cprogramming.com/tutorial/ http://www.free-ed.net/catalog/crsemain.asp?nC=3&nD=2&nO=3 http://www.iu.hio.no/~mark/CTutorial/CTutorial.html See also: FREE-SERVERS, DOCUMENTATION, DOWNLOADS, CWG #31 COLORCODES ANSI COLOURCODES COLOR-CODES COLOUR-CODES COLOR-LEVEL COLORS COLOURS PCOLORS COLORCODING Usage: If you have a color-capable terminal and wish to see useful color-coding of information, use PREFEDIT to set the level of coloring you see. The letters for the colors are to be preceded by a single @* sign, where the actual code will be @*. @** = single @*. All use of colorcodes @RMUST@n be terminated with @*n to restore normal color to prevent color bleeding. ANSI colors: n - normal @dd - black@n @DD - gray@n @bb - blue@n @BB - bright blue@n @gg - green@n @GG - bright green@n @cc - cyan@n @CC - bright cyan@n @rr - red@n @RR - bright red@n @mm - magenta@n @MM - bright magenta@n @yy - yellow@n @YY - bright yellow@n @ww - white@n @WW - bright white@n 256 Colors: @pp - pink@n @PP - bright pink@n @oo - orange@n @OO - bright orange@n Other Color Codes: @*1, @*2, @*3 are MUD primary colors @*- - blink@n @*+ - bold@n @*_ - underline@n @*? - reverse video@n Other codes: @-- - blink@n @++ - bold@n @__ - underline@n @== - reverse video@n @11 - Mud Color 1@n @33 - Mud Color 3@n * Can be redefined in protocol.c @22 - Mud Color 2@n * - The '@*' Symbol@n See also: @*, OLC-COLOR, ANSI, PROMPT, TOGGLE, SHOW-COLOUR #1 COLORSPRAY COLOR-SPRAY Usage : cast 'color spray' Accumulative: - Duration : Instantaneous Level : Mage level 11. Save : Versus spell for half damage. This spell is more powerful than the lightning bolt spell. See also: LIGHTNING-BOLT For help on actual color, see: ANSI, COLORCODES #0 COMBAT The following commands deal with combat - for more info, @RHELP KEYWORD@n KILL - Initiate combat FLEE WIMPY - Leave combat ASSIST RESCUE - Assist a friend in battle CONSIDER - Take a quick look at your opponent. KICK BASH BACKSTAB - Battle skills. CAST - Used for spellcasting. #0 COMMANDS MUDCOMMANDS MUD-COMMANDS Usage: commands The COMMANDS command gives a canonical list of all the known verbs. Each command listed should have help available by typing "HELP ". See also: SOCIAL, SOCIALS #0 COMMENT * * This is an example of a comment in trigedit. Because of the *'s the lines * are not parsed, so the trigger still works even if it has a lot of * explanations built in. All triggers should be heavily commented. * The below line sends the text 'Trigger firing' to the room. %echo% Trigger firing Comments are useful in triggers to document what is happening, for future reference, and for others to see what the trigger does. If you want a * in your trigger text try \*. See also: REDIT-ROOM-FLAGS #31 COMMUNICATION The following commands deal with communication - for more info, @RHELP KEYWORD@n SAY ASK WHISPER - Talk to people in the room GSAY GTELL REPORT - Talk to a person in the group. TELL QSAY REPLY - Talk to a person in the game / the quest. SHOUT HOLLER GOSSIP GRATS AUCTION - Send a message on a public channel MAIL RECEIVE CHECK - Used to communicate with a postman. WRITE READ REMOVE - Used to communicate via boards. DEPOSIT WITHDRAW BALANCE - Used to communicate in banks. BUY SELL LIST VALUE - Used to communicate in shops. PRACTICE - Used to communicate with guilds. EMOTE - Send a message to the room. NOTELL NOSHOUT NOGOSSIP QUEST NOGRATS NOAUCTION - Turn off the corresponding channels. ORDER - Make charmed followers do things. #0 COMPACT Usage: compact This command toggles the extra blank line output to your screen after each command. Useful if you have a small display. See also: BRIEF #0 CONSIDER Usage: consider [target] This command will compare your Level with the level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage into account. Example: > consider chuck norris See also: HIT, KILL #0 CONTAINERS BAGS CHESTS LOCKERS To create a container you must selected object type container and then set the following to C) Values: value 0: Capacity (max containable weight) of container value 1: Container flag bitvector 1) CLOSEABLE Container can be closed and locked. 2) PICKPROOF Lock on container cannot be picked. 3) CLOSED Container is closed when created. 4) LOCKED Container is locked when created. value 2: The vnum of the key object that opens this container. -1 if it has no key. value 3: Reserved for internal use -- always set as 0. Container capacity counts towards the total container weight. See also: VALUES #31 CONTEXT %CONTEXT% Usage: context * This little trigger will make sure one %has_said_hello% exist for each player. context %actor.id% set has_said_hello 1 global has_said_hello * now only triggers running with context = %actor.id% can access this particular * variable. however - it is a better idea to use vars set on players: help remote. Changes the "context" of a trigger to this value. When first run, a trigger's context is 0. When a variable is made global, it is given the current context. When a variable is accessed, if it must be searched for globally, a "found" variable must either have context 0 or the current context. The net result of this is you may have many global variables in a single trigger, with the same name, differing only by context. Players may have variables; this mostly removes the need for variable context. Previously, a player's ID could be used as variable context to allow a trigger to service multiple players at once. Example: @RTSTAT 23612, 13495@n See also: REMOTE #31 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> Accumulative: Yes This spell will change the "course" of the current weather. Example: > cast 'control wea' worse See also: %WEATHER%, WEATHER #31 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> Accumulative: Yes This spell will change the "course" of the current weather. Example: > cast 'control wea' worse #0 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> Accumulative: Yes Duration : - Level : Cleric level 17. This spell will change the "course" of the current weather. Example: > cast 'control wea' worse #0 COPYOVERS Usage: copyover COPYOVER is a warm reboot of a mud without having to logout and then log back in. You can stay connected and you will be automatically relogged in after a successful copyover. OLC is not autosaved for copyovers. WARNING: All objects dropped on the ground will get lost and aggro mobs will reappear just like any other zone reset or reboot. See Also: SHUTDOWN, AUTOSAVE #31 CRASHES A crash is when the game decides to reboot itself, without the benefit of letting us know in advance. See also: REBOOT #0 CREATE-FOOD Usage : cast 'create food' Accumulative: - Duration : Instantaneous Level : Cleric level 2. This spell instantly creates a fresh waybread. The waybread will be filling for the next (5+level) hours, up to a maximum of 24 hours. See also: CREATE-WATER #0 CREATE-WATER Usage : cast 'create water' Accumulative: No Duration : Instantaneous Level : Cleric level 2. Expect disastrous results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster. Double amount of water will be created if it is raining (or worse). See also: CREATE-FOOD #0 CURE-BLIND Usage : cast 'cure blind' Accumulative: No Duration : Instantaneous Level : Cleric level 4. This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items. #0 CURE-CRITIC Usage : cast 'cure critic' Accumulative: - Duration : Instantaneous Level : Cleric level 9. This spell cures 3d8+3 hitpoints of damage. #0 CURE-LIGHT Usage : cast 'cure light' Accumulative: - Duration : Instantaneous Level : Cleric level 1. Cures minor wounds and scratches. #0 CURSE Usage : cast 'curse' Accumulative: Yes Duration : 7 Days, permanent on objects. Level : Mage level 14. Curse cast on a person that fails the saving throw, will reduce their hitroll and damage roll both by one. It will also reduce the saving throw versus paralysis by one. When cast upon an object, the object will no longer be removable or droppable. The object must be uncursed by casting the spell remove curse on it. See also: REMOVE-CURSE #0 CURSED A cursed mob or player will reduce their hitroll and damage roll both by one. When cast upon an object, the object will become undropable. #0 CWG BUDDHA SUNTZU RASPUTIN CIRCLEMUD-WITH-GOODIES CWG is short for CircleMUD with Goodies. It is a customized codebase free to download from http://cwg.lazuras.org/. It comes in three versions: Buddha, Suntzu, and Rasputin. CWG stopped development in 2008. See also: RESOURCES #31 CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS You can view all the documentation files via the websvn link at www.tbamud.com in the /doc directory. http://tbamud.com/websvn/filedetails.php?repname=tbaMUD&path=%2Fdoc%2FREADME.CYGWIN See also: CODING, DOWNLOADS #31 D-DESC MEDIT-D-DESC MEDIT-EXTRA MEDIT-DESC 5) D-Desc:- @yIt looks unfinished.@n The description displayed for a mobile when a player looks at the mobile by typing "look ." When entering this description you will use the text editor. So all commands under /h are once again available to you. As always with the text editor use /fi to format and indent your work. Try to liven up your mob by writing a creative description. Try to tell the player what the mobile looks like, how it is acting, etc... Be careful how you word what they are wearing. For example of what not to say: "A huge werewolf is wielding a mace of Oblivion." Reason being, if he does not load the mace, this would not make any sense. See also: TEXT-EDITOR #31 DAMROLL ROLL DAMAGEROLL DAMAGE-ROLL A bonus added to your armor and weapons that allows your character to hit things harder and with a stronger force. A player at level fifteen with a Damroll +15 will do more damage to a creature, than a level fifteen player would do with a Damroll of +10. See also: HITROLL, AC, STATS #0 DARKNESS Usage : cast 'darkness' Accumulative: No Duration : 1 Level : Cleric level 13. Envelopes the room in a temporary cloak of darkness. #0 DATE AM PM Usage: date Shows the current real time. (Not a social) #31 DC Usage: dc DC (DisConnect) is used to disconnect a socket. If used on a playing socket, the player will lose his/her link, but, unlike PURGE, will not extract the player or dump the player's inventory on the ground. DC is also useful for disconnecting people who have accidentally left themselves at the main menu, or connections sitting in the "Get name" state. See also: USERS #31 DELETE SUICIDE If you choose to give up then quit the game back to the login screen and select the option to delete your character. #0 DEPENDENT ZEDIT-DEPENDENT DEPENDANT ZEDIT-DEPENDANT One of the most common mistakes by new builders is their misunderstanding of: "Is this command dependent on the success of the previous one? (y/n)." What this is asking is: does it rely on the command preceding it? Or do you only want this to execute when the line prior to it does. For example if you are giving an object to a mob, equipping a mob, or putting something inside an object, IT MUST BE DEPENDENT on that mob/obj first loading. So you should answer yes. IF you are loading a mob, closing a door or loading an object to a room it would normally not be. There are too many instances to describe every one so try to use common sense. When loading an object to a mob maxload should be 99. Since the equip or give option in zedit will be dependent on the mob first loading only 1 item will be given when it loads. Unlike the load to room command where you should not set a maxload of 99 because 99 objects will load to that room. See also: MAXLOAD, ZEDIT-ADVANCED #31 DESCRIBING Writing good descriptions requires inspiration and imagination before all else. There is nothing particularly difficult about writing for a MUD, but there are a number of common, fatal mistakes new builders typically make. If you read through this tutorial, you should be able to avoid the common pitfalls, and thus insure a long life as a builder. Remember that your job with descriptions is to create an interactive environment that the player sees, hears, feels, etc. This means that your number one goal is to be eloquently descriptive. Writing for a MUD was once explained to me as writing a story for the mortals of the realm. As you go through the zone, it unfolds into different twists in the plot. Try imagining writing a small book when creating your descriptions. A few builders wing it, which I highly discourage. The best zones I have ever seen have always had much forethought and planning before the builder process began. Do what works best for you, everyone has their own style of building. Use it to your advantage. Use adjectives. Sad, Angry, Dirty, Nice, Morose, Gleeful, Enraged, Filthy, Pleasant, Melancholy, Ecstatic, Pestilent, Comfortable, Depressing, Blissful, Spiteful, Smutty, etc. A thesaurus is great for this. @Chttp://m-w.com/@n An interesting area will always attract more players than a bland one. There are many ways to make an area interesting. Try to be as descriptive as possible. Do not hold back on writing extra descriptions. Players are so accustomed to not having richly described areas that finding an extra description can often be a real treat. Also, one oft forgotten thing to describe is the door exits. Describing all of these can give a feel of standing out in a field and seeing something like: To the north there appears to be a plume of smoke. The fields stretch off towards the large hills on the horizon. Many players (both experienced and first timers) read the descriptions carefully the first time they walk through an area, and having many extra descriptions helps them fill out their idea of what things actually look like. When writing the numerous descriptions of the area, make them interesting to read! Nobody likes to read room after room of stupid one-line descriptions. Vary each description as much as possible. One of the greatest joys for most players is finding new and interesting rooms, items, treasures, and monsters. For those of you familiar with role-playing games, this creative use of descriptions and atmosphere should be quite well known to you. Consider looking over other areas you enjoy before building your own, to use ideas from that area. Remember: You do not want to bore your players to tears. There are four types of descriptions a builder can make. Room, Mob, Obj and extra. Room descriptions are simply what players see when they walk into a room. Mob and Obj descriptions are what players see when they look at the Mob or Obj. Extra descriptions are unique because they can be used on either rooms or objects and can be seen when a player types "look ". See also: REDIT-DESC, REDIT-EXTRA, OEDIT-EXTRA, MEDIT-D-DESC #31 DESCRIPTIONS DESCRIBE Use a lot of room/mob/obj/extra descriptions. And more descriptions. And then some. See also: DESCRIBING, REDIT-EXTRA-DESC, OEDIT-EXTRA-DESC, EXTRA #31 DESCRIPTORS LOGINS This annoying message happens when someone connects but never logs into the MUD and is idled out. #31 DETACH UNATTACH Builders working on their trial vnum do not need to learn this command, yet. Fizban: Usage: detach [mob | obj] {target name} {trigger name/vnum | 'all'} > Fizban: detach room {target vnum | '.'} {trigger name/vnum | 'all'} > Fizban: syntax is actually detach room {trig vnum} {room vnum} etc Usage: detach [mob | obj | target name/vnum] {trig vnum | 'all'} detach room {trig vnum | '.'} {room vnum | 'all'} Detach removes a trigger to one instance of a mob/obj/room, for testing or other purposes. The command only removes the trigger temporarily, until the room/obj/mob is reloaded via reboot, zreset, load. Use the optional arguments 'mob' and 'obj' to differentiate if more entities with the same alias are in the room. Examples: detach room 14500 14520 - remove trigger 14500 from room 14520. detach room all - removes all triggers from a room. detach Santa 1332 - detach trigger 1332 from mob 1308 (Santa). detach mob Santa all - detach all triggers from Santa. detach Santa all - Same as above. detach sword 1300 - detach trigger 1300 from sword. detach obj sword 1300 - You guessed it - same as above. detach sword all - detach all triggers from the sword. See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS #31 DETECT-ALIGNMENT Usage : cast 'detect alignment' Accumulative: Yes (Duration) Duration : 12 hours + level Level : Cleric level 4. Allows the caster to detect the alignment of those around them. Evil will show as a red aura, good in a blue aura. See also: "DETECT INVISIBILITY" #0 DETECT-INVISIBILITY Usage : cast 'detect invisibility' [self] Accumulative: Yes (Duration) Duration : 12 hours + level/4 Level : Mage level 2, Cleric level 6. This spell enables you to see invisible items and players. #0 DETECT-MAGIC Usage : cast 'detect magic' [self] Accumulative: Yes (Duration) Duration : 12 hours + level Level : Mage level 2. This spell will let you see the magical aura surrounding magical objects. #0 DETECT-POISON Usage : cast 'detect poison' Accumulative: No Duration : Instantaneous Level : Mage level 10, Cleric level 3. Cast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast on a person you will be able to see if that person is poisoned. #0 DETTA Detta needs help with her spelling and sense of humor. She randomly throws in U's in the oddest places and finds the strangest things funny.. like laundry. None of this is really her fault, she is British. She is also a very good nurse so feel free to ask her about anything health related. If you want to gross her out you can pick on her fear of bugs. #0 DG-SCRIPTS DG_SCRIPTS DGSCRIPTS Stands for Death Gate scripts and are named after the original MUD they came from. See also: TRIGEDIT, TRIGEDIT-MENU #31 DG_AFFECTS DGAFFECT SCRIPT-AFFLICTED AFFLICTED DG-AFFECTS DG-AFFECTS %DG_AFFECT% DG-EFFECT DG_EFFECT DURATIONS TRIG-AFFECTS Usage: dg_affect Modifies an affection or apply on the target. Duration should be in hours and must be non-zero. dg_affect %actor% sanct on 20 -- Sets sanctuary on actor for 20 hours. dg_affect %actor% maxhit 100 20 -- Sets maxhit on actor +100 for 20 hours. To check to see if an actor has an affection use affect(). i.e. if %affect(blind)% Example: @RTSTAT 1382@n See also: AFFECTS, APPLIES #31 DG_CAST TRIG-CAST TRIGEDIT-CAST TRIGEDIT-SPELLS DG-CASTS %CAST% %SPELLS% %dg_cast% dg_cast 'spellname' [target] This allows the holder of a trigger to cast spells. Spells will work for rooms and objects, as well as mobiles. Players and mobs will still be allowed saving throws against these spells. This simple example allows the mob to cast poison 10% of the time while fighting. Trigger Intended Assignment: Mobiles Trigger Type: Fight , Numeric Arg: 10, Arg list: None Commands: dg_cast 'poison' %actor% Example: @RTSTAT 132, 61@n See also: SPELLS #31 DIAGNOSE Usage: diagnose [target] This command will allow you to check the health of a player or mob. Example: > diagnose doctor See also: CONSIDER, HIT, KILL #0 DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER SPELLING WORDS Usage: tell m-w We have a direct link to Merriam Webster. To use the dictionary just tell m-w >tell m-w breather You get this feedback from Merriam-Webster: That means: 1 : one that breathes 2 : a break in activity for rest or relief 3 : a small vent in an otherwise airtight enclosure A few obscure definitions are not available through m-w since they are in the unabridged version that requires membership. They also offer a thesaurus at: @Chttp://m-w.com/@n #31 DIG UNDIG RDIG RELINK RLINKS Builders working on their trial vnum do not need to learn this command, yet. Usage: dig This command creates a two-way exit from the room you're currently in to the room specified. The direction can be any of north, east, south, west, up and down. If the target room does not exist it will be created. If either exit already exists, you will receive an error. To purge an exit use: dig -1. Directions can be abbreviated. Examples: dig north 1202 Will make an exit to the north from here to 1202, and an exit from 1202 south back here. dig north -1 Will remove the exit you just made. NOTE: Dig does not autosave on exit. you must type SAVEALL. This way if you mess up and want the links deleted we can just reboot and wipe them. See also: SAVEALL, REDIT, OLC, RLIST, BUILDWALK #31 DIKU ROM DBX DBZ SMAUG MUD-HISTORY These are other types of MUD codebases. We only focus on tbaMUD (the codebase formerly known as CircleMUD). For a full history of MUDs, check out: http://en.wikipedia.org/wiki/Muds Smaug Building Institute: http://zeno.biyg.org/ #0 DISCLAIMER All areas submitted or created on The Builder Academy remain the property of the original builder. By creating or submitting an area the builder gives the staff of TBA the right to edit, modify, and use the material as we see fit on TBA without any penalty, fee, whining, or obligation of any sort. TBA staff will not normally modify anyone's work. However, it is sometimes necessary for troubleshooting, fixing errors, or game balance. A builder can request a copy of their work from us at any time. A builder's work will not leave TBA without their explicit permission. The builder will always be given public credit for their work. If a builder abandons their work without notifying Rumble, they may be deleted and their work will either be deleted or donated depending on the quality. #0 DISCONNECT FLOOD OVERFLOW CUTOFF CUT-OFF ENTERING-TEXT This commonly happens to new builders when they try to enter too much text at once in the text-editor. To prevent this simply enter a sentence or two at a time. Hit return then enter another sentence then repeat. The MUD prevents people from entering large strings of text to keep the CPU from getting bogged down. A return is required at least every 256 characters. If this is not done the text will simply be cut off and lost. So enter each sentence separately and when done type /fi to format with indent. See also: TEXT-EDITOR #31 DISPEL-EVIL Usage : cast 'dispel evil' Accumulative: - Duration : Instantaneous Level : Cleric level 14. Save : Special This spell will only affect evil creatures. An evil person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict (caster_level)d4 damage points, saving throw versus half damage. See also: DISPEL-GOOD #0 DISPEL-GOOD Usage : cast 'dispel good' Accumulative: - Duration : Instantaneous Level : Cleric level 14. Save : Special This spell will only affect good creatures. A good person of level equal or less than caster will suffer 100 damage points. If the victim is higher level than caster, the spell will inflict (caster_level)d4 damage points, saving throw versus half damage. See also: DISPEL-EVIL #0 DISPLAYS PROMPTS HIT-PNT-DISPLAY Usage: prompt < H | M | V | all | auto | off > Modify your prompt to show your hit points, mana, and/or movement points. > prompt hv Display hit points and movement points. > prompt off Return to no prompt. > prompt all Display hit, mana, and movement points. > prompt auto A separate toggle that will only display your selected prompt if the values drop below 30% of max. See also: TOGGLE #0 DONATE Usage: donate donate coins This command takes an object that you no longer want and deposits it in one of the MUDs donation rooms. > donate shield > donate all.bread > donate 500 coins See also: JUNK, GET #0 DROP THROWN Usage: drop drop all. drop all drop coins If you lose interest in a carried item, you can drop it on the ground. > drop bottle > drop all.bread > drop all > drop 1000 coins See also: DONATE, GET, JUNK #0 DRUNK WINE LIQUID-CONTAINERS BEER SPIRITS DRINK-TYPES LIQUOR WHISKEY WHISKY LIQUIDS LIQ-CONTAINERS When selecting object type FOUNTAIN or DRINK CONTAINER you will need to choose the type of liquid it contains from the following list: 0) water 1) beer 2) wine 3) ale 4) dark ale 5) whisky 6) lemonade 7) firebreather 8) local speciality 9) slime mold juice 10) milk 11) tea 12) coffee 13) blood 14) salt water 15) clear water See also: VALUES, ZEDIT-REMOVE #31 DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED DEATH-TRAPS TRIG-DEATH TRAPS TRIGEDIT-DEATH A player will be in the following state at the listed hitpoints. Dead: -11 (dead!) Mortally Wounded: -6 (will die) Incapacitated: -3 (will slowly die) Stunned: 0 (will recover) DEATHTRAPS Rooms that will kill mortals on entry. All dropped items may be junked. Since many people are not a fan of DT's I suggest a more painful and slow near death trap: Example: @RTSTAT 3008, 12000, 6100, 6300, 41004@n See also: TRIGEDIT-MOB-DEATH, ROOMFLAGS, GROUP, SCORE #31 EARTHQUAKE Usage : cast 'earthquake' Accumulative: - Duration : Instantaneous Level : Cleric level 12. Save : - This spell will damage everybody except the caster by 1d8+level_of_caster hitpoints. #0 EATING DRINKING SIP TASTE HUNGRY HUNGER THIRSTY FOOD NIBBLE Usage: eat taste [from] drink [from] sip [from] If you're hungry or thirsty, these commands are for you! > eat bread > taste bread > drink from cup > sip fountain If you taste or sip, you don't consume large portions and won't be hurt badly by poison. But, you also will not quench your thirst or satisfy your hunger. Thirst and Hunger are modified by objects in units of hours. So an object with 24 drink units will quench thirst for 24 hours. Same for food. Immortals never become hungry, thirsty or full. #0 ECHO GECHO QECHO Usage: echo gecho qecho ECHO displays a string to everyone in your room. GECHO displays the string to everyone in the game. QECHO displays the string to everyone with the QUEST flag. Examples: > echo Hi, everyone in the room. > gecho Hi, everyone in the game, isn't this annoying? See also: %ECHO% #31 EDIT This is simply a test function and does not actually do anything. See also: OLC #31 EDITORS Editors are what builders use to create their worlds. See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR #31 EMAILS ICQ AIM E-MAILS CONTACTS MSN AOL Name Email Welcor welcor@tbamud.com Rumble rumble@tbamud.com Vatiken joseph.arnusch@gmail.com Shamra shamra@tbamud.com Fizban fizban@tbamud.com Amber amber@tbamud.com Detta detta@tbamud.com Elaseth elaseth@tbamud.com Elorien elorien@tbamud.com Ferret ferret@tbamud.com Fyre fyre@tbamud.com Heiach heiach@tbamud.com Random random@tbamud.com Relsqui relsqui@tbamud.com Rhade rhade@tbamud.com #0 EMOTES : EMOTIONS Usage: emote : Show people what you're feeling. The shorthand for emote is ":". "emote " will display your name, then the string. Example: If your name is "Rhade", > emote is feeling very sad today. will display: Rhade is feeling very sad today. See also: SOCIALS, GEMOTE #0 Empty #31 ENCHANT-WEAPON ENCHANT-ARMOR Usage : cast 'enchant weapon' Accumulative: No Duration : Permanent Level : Mage level 26. This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitable for enchantment is to fully identify it. The enchantment will modify the weapon as: Level Hit Roll Damage 0..17 +1 +1 18..19 +2 +1 20..20+ +2 +2 #0 ENERGY-DRAIN Usage : cast 'energy drain' Accumulative: - Duration : Instantaneous Level : Mage level 13. Save : Versus spell for half damage. This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. You will gain a quarter of this XP. Beware that this spell is evil. #0 ENTER Usage: enter [place] If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter hole'. #0 EQUIPMENT POSITIONS EQUIPMENT-POSITIONS WORN FINGERS NECKS BODY HEADS LEGS FEET HANDS ARMS SHIELDS ABOUT WAIST WRISTS WIELDED HELD TRIG-POSITIONS TRIGEDIT-POSITIONS %POSITIONS% EQ-SLOT %EQ-SLOT% Usage: equipment Gives you a list of all the equipment you're wearing, holding, and wielding. You are using: Trigedit positions [200] a generic light light 0 [201] a generic ring rfinger 1 [202] a generic ring lfinger 2 [203] a generic necklace neck1 3 [204] a generic necklace neck2 4 [205] a set of generic body armor body 5 [206] a generic helm head 6 [207] a pair of generic leggings legs 7 [208] a pair of generic boots feet 8 [209] a pair of generic gloves hands 9 [210] a pair of generic sleeves arms 10 [211] a generic shield shield 11 [212] a generic cape about 12 [213] a generic belt waist 13 [214] a generic wristguard rwrist 14 [215] a generic wristguard lwrist 15 [216] a generic weapon wield 16 [217] a generic staff hold 17 inv 18 AC is modified on some positions as follows: Body X3, Head and Legs X2. See also: INVENTORY, REMOVE, WEAR, %INVENTORY%, %EQ% #31 ERRORS SYSERRS INVALID There are many common errors new builders cause. To simplify things they have all been included in this help file along with how to correct them. 1: Errant Rooms ------------ 1: [ 1233] Rumble's Room The most common are exits to 0 (the void). This happens when a builder modifies a room exit but does not include an exit room vnum. These errant rooms are listed by the command 'show error' The fix is simple, remove the exit by purge exit in redit exit menu or by using 'dig -1' 2: SYSERR: Object # (oedit-s-desc) doesn't have drink type as last keyword. (oedit-keyword) Another common error is caused by how shop code handles drink containers poorly. In order for shops to display a jug as a jug of they must have the drink type as the last keyword. It is good practice to put the drink type as the first and last word of an objects keyword (older versions of CircleMUD expect it first). i.e. a shot of whisky should have the keyword: whisky shot whisky a cup of slime mold juice keyword should be: juice cup slime juice 3: SYSERR: Mob #5 both Aggressive and Aggressive_to_Alignment. Another harmless error. If your mob is aggressive there is no need to also make it aggressive to certain alignments since AGGR means it will attack any player it can see. Choose to make it aggressive to an alignment or aggressive to all. 4: SYSERR: Object # (oedit-s-desc) has out of range level #. A simple one. Limit spell levels to the levels available, on TBA that would be 1-30. 5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644). SYSERR: Object # (oedit-s-desc) has out of range level #2147483647. These are really annoying. This happens when you use numbers larger than necessary. This will actually crash many older versions of CircleMUD. Just do not do it. Use realistic numbers. 6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #. There is no spell zero. Either select a spell or put -1 for none. 7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3). When making a drink container you will set how much it initially contains on creation and the max it can hold if a player were to fill it. Common sense tells us that you can not create a container that initially holds more than the max you set. To simplify the max must always be greater than or equal to the initial amount. 8: Char is already equipped: (medit-s-desc), (oedit-s-desc) This happens when someone tries to equip a mob with one or more object in a single location. HELP ZEDIT-EQUIP for all the possible object equipping locations. All you have to do to fix this is pick a different equip location that is not used. See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES #31 EVALUATE TRIG-EVALS EVALS Usage: eval * this example immediately evaluates the expression below and stores the result * in %result% eval result %self.hitp% * 100 / %self.maxhitp% say My hitpoint percentage is %result% * this result will not change after the evaluation even if %self.hitp% changes. The eval command is used to set (or create) the specified variable equal to the result of the immediate evaluation of the provided expression. There also exists a "set" command, with the same syntax. Set differs in that the expression is not evaluated until the variable is accessed. Example: @RTSTAT 49@n See also: TRIG-SET, EVAL-EXAMPLES #31 EVERYTHING ANYTHING When I help people I usually ask them what they need help with. All too often they tell me: everything. I can not teach people everything. It is up to each individual to learn what they can and then ask informed questions. The help files here are extensive and are continuously being developed. Read through all of the TBA zone starting at room 3. Inform yourself and then ask an informed question in which I or the other staff members will be able to help with. See also: NEWBIE #31 EXAMINE Usage: examine May give you some valuable information about an item or monster. See also: LOOK #0 EXAMPLE-PROPOSAL PROGRESS-REPORT REPORT-EXAMPLE EXAMPLE-REPORT As a builder on a mud it is important that you are accountable to someone. To prepare you for this, and to keep the Builder Academy professional, I request (not mandatory) a report from every builder so I can keep track of everyones progress and give help to those who are serious about learning to build. These monthly reports are due the 1st of each month. The report will include at a minimum the info in the example below. A simple mudmail to Rumble with this info is sufficient. Here is an example: Rumble's Building Report. Builder : Rumble Zone : 13 The Builder Academy Began : When you started working on the zone. Player Level : 30 Rooms : 145 complete Mobs : 23 Objects : 42 Triggers : 129 Theme : Its purpose, hack & slash, quest, rescue princess, kill ogre... Completion : When do you expect to finish it, how is the progress going? Notes : Such things as zone alignment, economy, quests, special mobs and objs, and anything else I should know about your zone. What makes it unique? To submit a report type @RAT POSTMASTER MAIL RUMBLE@n. Do not worry about making it look pretty. This is only necessary after you have completed your trialroom and if you have your own zone. This proposal is also a good example of the Zone Description Room required for all zones. By writing the report you can include the same information in the zone description room. See also: REPORT-EXAMPLE, ZONE-DESC #0 EXITS Usage: exits Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those. See also: AUTOEXIT #0 EXPORT Used by the IMP's to export a zone for other MUD's. This command replaces the zone number with QQ's. This allows any decent text-editor to "find and replace" the QQ's with a zone number of your choice. The zone will be saved into a compressed file as: _.tgz i.e. 1_Sanctus.tgz Use your preferred client to unpack and then a text editor to find and replace the QQ's with your zone number. If you want to keep the existing zone number make sure to say so when you ask for an export. The easiest way to add a new zone is to first create the new zone and then overwrite the created files. A zone consist of up to 5 different files that are located in their own directories in lib/world/: .mob .obj .shp .trg .wld .zon #31 EXPRESSIONS TRIG-EXPRESSIONS TRIGEDIT-EXPRESSIONS INCREMENTS MATHEMATICAL NUMBERS TRIGEDIT-NUMBERS != <> LOGIC && /= || \ RNUMBERS + OPERATORS OPERATIONS == EQUAL ADDITION SUBTRACTION A false expression is any expression that evaluates to 0, or an empty string. A true expression is any expression that evaluates to anything other than a false expression. The following list are the recognized operators. They are listed in order of priority higher. Expressions are evaluated from left to right. Parenthesis can be used to create priority. |Expr| Name | Common Examples ------------------------------------------------------------------------------- | || | logical or | if %actor.level% == 30 || %actor.name% == Rumble | | | (if actor level equals 30 or name equals Rumble) | && | logical and | if %actor.is_pc% && %actor.sex% == male | | | (if actor is a player and is male) | == | equal to | if %actor.hitp% == 1 | | | (if actor hitpoints is equal to 1) | != | not equal to | if %actor.age% != 1 | | | (if actor age is not equal to 1) | < | less than | if %actor.dex% < 16 | | | (if actor dexterity is less than 16) | > | greater than | if %actor.align% > 349 | | | (if actor alignment is greater than 349) | <= | less than or equal | if %actor.exp% <= 2 | | | (if actor experience is less than or equal to 1) | >= | greater than or equal | if %actor.mana% >= 1 | | | (if actor mana is greater than or equal to 1) | /= | contains substring | if wardrobe /= %arg% (will match arg wardrob, | | | wardro, wardr, ward, etc. @RHELP MUDCOMMAND@n) | - | subtraction | 15 - 10 = 5 | + | addition | 10 + 15 = 25 | * | multiplication | 10 * 20 = 200 | / | division | 100 / 20 = 5 | ! | negation | if !%actor.is_killer% (if actor is not a killer) ------------------------------------------------------------------------------- NOTE: += and ++ are not used. Example: @RTSTAT 63@n #31 EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS B) Extra descriptions menu Extra descriptions are used to make a room/obj more interesting, and make them more interactive. Extra descriptions are accessed by players when they type "look <>," where is any word you choose. For example, you might write a room description, which includes the tantalizing sentence, "The wall looks strange here." Using extra descriptions, players could then see additional detail by typing "look wall." Choosing this option will bring you to the extra descriptions menu: 1) Keyword: @y@n List the words you want people to use to interact with it. Simply the . Do not use a/an/the/look/read in this field. 2) Description: @y@n This is the text editor for describing something in the room. Be sure to use /fi by typing it into the last line and hitting enter. 3) Goto next description: This option will allow you to make as many extra descriptions as you want. To delete an extra description all you have to do is clear the description with the "/c" then "/s" and quit. #31 EXTRACT Usage: extract Extract can be used to save individual words in a string separately. For example a player saying: "Do you want chicken" extract word1 1 %speech% extract word2 2 %speech% extract word3 3 %speech% extract word4 4 %speech% say %word4% %word3% %word2% %word1%? Would say (Yoda-esque) "chicken want you do?" Example: @RTSTAT 208@n #31 FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH BASH.ORG Detta: this might hurt a little going in ;) Detta: yeah have been up to my waist in manure before heh, fun stuff :P Detta: you know... I normally just think about cute fluffy animals and paradise islands during my naps :) *Alexrain asked Detta if those numbers in her title were her measurements. [33 Cl] Detta '19/27/118' - Never get to heaven if you're scared of getting high *Shamra mistakenly gave everyone the wrong URL, then: Shamra: 33 Yes it was a PORN site...P-O-R-N...are you happy now! ?? Shamra: all this chemistry talk is going to give me a serious orgasm :P Shamra: except you have all these odd people touching your junk... Manivo: ...it hurts to have a conscience. =( Manivo: (And the knowledge that Rumble reads the backlog) :P Manivo: Actually I somehow lost a centimeter since I last measured. :P Manivo: But Rumble would whip me in ways I would not enjoy. :) Manivo: GOD, forget to put on deodorant ONE time, and you never let it go, HUH! >:( *Conversation between Surtur and Fyre Surtur: .....i pray you never become a therapist or psychiatrist Fyre: i'll keep that in mind for the future Fizban gossips, 'And remember being told what a pretty little girl I was' Fizban: You kno what? I just decided I want to be a waitress at Fultons :P Fizban gossips, 'Though I've had dreams with Detta in them ;) But those were uhh...different....' Masok: Anyone else think that maybe we should randomly carpet bomb overly populated areas of poor or useless people? Masok: You cant. I have metal underwear. *While talking with Rumble* Heiach: 15 inches?!.. Oh my.. I'm quite happy with my 2 or 3 Ferret: <33> so did you examine the cord?? see if the Moose was chewing on the cable? *When puff took over TBA (everyone turned into puff) Puff dragon fractal: boy did I mess something up ;-P (Rumble) Puff dragon fractal: hehe now I can say whatever I want and get away with it (Shamra) Puff dragon fractal: will bring down the mud, one sec (Rumble) *Conversation between Detta and Heiach (Heiach talking about what he is feeding his pet) Detta says, 'what are you having?' Detta says, 'I am microwaving some spaghetti myself atm' Heiach says, 'entrails, guts, beating hearts, heads, quivering flesh' Gossip: Salem pets Heiach. Gossip: Heiach calls down lightning on Salem, leaving a pile of ashes that blows away in the wind. Salem gossips, 'you're ment to purr :P' Heiach: yeah.. I typoed *Talking about Shamra and her traveling cross country. Demorie: and its hard to drive with him on my lap Dysprosic gossips, 'but I think I stained my jeans and now everybody knows that I've been in there.' Five: how do you make a mud? Silvanos: add dirt and water :P Alucard: nut press isnt a mudcommand, right? Gossip: Shamra kisses Demorie. Demorie: aw :) Gossip: Demorie pounces on Shamra, pinning him to the ground. Gossip: Demorie kisses Shamra passionately. Bulrock gossips, 'Okay okay... get a Vnum for pete's sake' Silvaria: Omg I love reading through these files XD Fade: if (GET_SEXY_NESS(Fade) > VERY) Fade: worship(Fade.body); Gossip: Fade ducks out of the way. Rumble: SYSERROR: GET_SEXY_NESS(fade) returns negative value *A new player logs in and: Ghost gossips, 'suck my dick man' Ghost gossips, 'oh sorry wrong mud' [ (GC) Shinseiku tried to get help on NOASSHOLE ] [ Closing link to: Happythoughts. ] [ Closing link to: God. ] Krin gossips, 'my dog turned my computer off...' Elorien: a new builder is logging on in a sex, its an imm from the mud Im building an area to atm Shamra: hmm...have something on your mind elorien? :P Danguba: they say man without a stomack is like wait I cant remember the other part Nicodemus: There IS an end to the help files.. right? Nicodemus: whew, I found the end Nicodemus: That is without a doubt the most complete set of help files I've ever seen on a game.. Nicodemus: Damn, I found ANOTHER hallway... Elerrina gossips, 'its hailing hard here' Elerrina gossips, 'you can tell because in this day and age hail has a different sound than it used to' Elerrina gossips, 'used to sound like small pellets of ice bouncing off stuff. now it sounds like car alarms' Dygash gossips, 'hehe how strange is this, someone opened a mud and advertised staff positions then 9hrs later shut the mud down!' Frenze gossips, 'it's like dry humping sandpaper' More Good Stuff: http://www.bash.org/?top #0 FAQ FREQUENTLY-ASKED-QUESTIONS 1. Can I add color to my area? Yes, you can. Just type in all the color codes. Just remember not to color mob or obj keywords. @RHELP COLOR-CODES@n. 2. What the heck is a VNUM? A VNUM, or Virtual Number, is just a way to keep track of the items in the game. 3. I'm building an area, but I don't want to be redundant with words. Invest in a thesaurus. Makes a world of difference, and if that doesn't help, just make up your own words for things you create (just be sure to describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus and dictionary. You can @Rtell m-w @n to lookup a definition. 4. Where can I learn Trigedit? Here! Welcor is now the developer of trigedit. We have extensive help files, examples and tutorials. @RHELP TRIGEDIT@n and check out all the related help files. @RHELP EXAMPLES@n for the best examples. 5. When are you officially dead? When you reach -11 hit points. Duh, everyone knows that. 6. I just tried the track command suddenly all my rooms went from NOBITS to *. How can I fix this? That is normal, it will reset itself. #31 FILES FILE-GODCMDS FILE-LEVELS Usage: file