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2.6 Server Command Reference

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@ACTION  |  @ACT
@action <name>=<source> [=<regname>]

Creates a new action and attaches it to the thing, room, or player specified. If a <regname> is specified, then the _reg/<regname> property on the player is set to the dbref of the new object. This lets players refer to the object as $<regname> (eg: $mybutton) in @locks, @sets, etc. You may only attach actions you control to things you control. Creating an action costs 1 penny. The action can then be linked with the command @link. [top]


@ARMAGEDDON
@armageddon

Shuts down the MUCK without first doing a save. The primary purpose is to avoid over-writing the saved database if it becomes apparent the current database is corrupt, or when someone (usually a wizard) has done something quite stupid, destroying a large amount of objects or data. (Wizard only) [top]


@ATTACH  |  @ATT
@attach <action> = <new source>

Removes the action from where it was and attaches it to the new source. You must control the action in question. [top]


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@BOOT
@boot <player>

Disconnects a player from the game. If a player is connected more than once it affects the most recent connection. (Wizard only) [top]


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@CHOWN
@chown <object> [=<player>]

Changes the ownership of <object> to <player>, or if no player is given, to yourself. If the MUCK is compiled with player_chown, all players are allowed to take possession of objects, rooms, and actions, provided the Chown_OK flag is set, with the following exception: mortals may @chown an exit if they own the object it is attached to, or an object it is linked to. Mortals cannot take ownership of a room unless they are standing in it, and may not take ownership of an object unless they are holding it. Wizards have absolute power over all ownership. [top]


@CHOWN_LOCK  |  @CHLOCK
@chown_lock <object> = <lock expression>

Locks <object> such that it may only be chowned by players for whom <lock expression> is true. The object's Chown_OK flag must be set as well. Wizards may chown any item, regardless of its chown_lock. [top]


@CONLOCK
@conlock <object> = <lock expression>

Locks <object> such that only those for whom <lock expression> is true may place things in or remove things from <object>. [top]


@CONTENTS
@contents [<object>] [= <flags/types> = [<output type>]]

Searches the given object for items & exits that match the given flag string.

For an explanation of the flags/types modifiers and the output types, see the help entry for @find.

Example: @contents here = DE = owner will list all Dark Exits attached to your current location, giving the owner of each one. See also @find, @owned, @entrances [top]


@CREATE
@create <object> [=<cost> [=<regname>]]

Creates a new object and places it in your inventory. This costs at least ten pennies. If <cost> is specified, you are charged that many pennies, and in return, the object is endowed with a value according to the formula: ((cost / 5) - 1). Usually the maximum value of an object is 100 pennies, which would cost 505 pennies to create. If a <regname> is specified, then the _reg/<regname> property on the player is set to the dbref of the new object. This lets players refer to the object as $<regname> (eg: $mybutton) in @locks, @sets, etc. Only a builder may use this command. [top]


@CREDITS
@credits

Displays a screen listing the names of people and places who have contributed to TinyMUCK's development. [top]


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@DESCRIBE  |  @DESC
@describe <object> [=<text>]

Sets the description field of <object> to <text>. If <text> is not specified, the description field is cleared. This is the same as @set <object> = _/de:<text>. A description is what is seen when a player looks at something. [top]


@DIG
@dig <room> [=<parent> [=<regname>]]

Creates a new room, sets its parent, and gives it a personal registered name. If no parent is given, it defaults to the first Abode room down the environment tree from the current room. If it fails to find one, it sets the parent to the global environment, which is typically room #0. If no regname is given, then it doesn't register the object. If one is given, then the object's dbref is recorded in the player's _reg/<regname> property, so that they can refer to the object later as $<regname>. Digging a room costs 10 pennies, and you must be able to link to the parent room if specified. Only a builder may use this command. [top]


DROP
drop <object>

Drops the <object> if you are holding it. It moves the object to the room you are in, unless its Sticky flag is set (in which case the object will go to its home), or the room has a drop-to (in which case the object will go to the room's drop-to). Programs are much like objects but are not affected by room droptos or Sticky flags. A `drop' message can be set, which will be shown to the player dropping the object, and an `odrop', which will be shown to the other players in the room. See @odrop. [top]


@DROP
@drop <object> [=<text>]

Sets the drop field of <object> to <text>. If <text> is not specified, the drop field is cleared. The drop message on an object is displayed when you drop it. On an exit, it is displayed upon entering the destination room. On a player it is displayed to whoever kills him or her. On a room, it is displayed when an object is dropped there. This is the same as @set <object> = _/dr:<text>. [top]


@DUMP
@dump [filename]

Saves the database from memory to disk. Automatically occurs every three hours, and when @shutdown is used. On a large MUCK, this can take a significant amount of time (ten or more minutes). If a filename is given, it will save the database to that file, and save any subsequent dumps to it as well. (Wizard only) [top]


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@EDIT
@edit <program>

Searches for a program and if a match is found, puts the player into edit mode. Programs must be created with @program. [top]


@ENTRANCES  |  @ENT
@entrances [<object>] [= <flags/types> = [<output type>]]

Searches through the database for items that you control linked to <object>.

For an explanation of the flags/types modifiers and the output types, see the help entry for @find, @owned, @contents. [top]


EXAMINE  |  EX
examine <object> [=propdir]

If you control <object>, examine will give you a complete breakdown of all fields, flags, etc., that are associated with the object. If the optional propdir field is supplied, then it instead lists out all the properties directly under that propdir. To list the base propdir of an object, use ex <object>=/. Program-executing fields are displayed as their true text, rather than executing the program in question. If you do not control <object>, however, it prints the owner of the object in question, and, again, displays the true text of the description. [top]


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@FAIL
@fail <object> [=<message>]

<Object> can be a thing, player, exit, or room, specified as <name> or #<number> or `me' or `here'. Sets the fail message for <object>. The message is displayed when a player fails to use <object>. Without a message argument, it clears the message. This is the same as: @set <object>=_/fl:[text]. See also @ofail and @desc. [top]


@FIND
@find [<name>] [= <flags/types> = [<output type>]]

Searches through the database for items that you control matching <name>. Players control only objects they own; wizards control all objects, so @find searches the entire database when they use it.

Flags or types can be specified, to specify that you only want to list objects that have that flag set, or that are of that type. You can also specify to list objects that are not of that specific type, or that do not have that flag. (A ! not operator before the modifier indicates that it is to be inverted.)

The flags that you can specify are: Abode, Builder/Block, Chown_OK, Dark/Debug, Haven, Interactive, Jump_OK, Kill_OK, Link_OK, Mucker, Quell, Sticky/Silent, Vehicle, Wizard, Xforcible, and Zombie (use the initial capitalized letter only).

You can also specify Mucker Levels by the level number: 1, 2, 3, or 4.

The types that you can specify are: Exit, muF program, Garbage, Player, Room, and Thing (use the capitalized letter only).

There are a few other modifiers you can specify:

   
Unlinked
Specifies that you want to list only unlinked objects.
@
Specifies to list objects longer than about 90 days old.
~size
Will match all objs whose current memory usage is greater than or equal to size bytes. This must be the last modifier in the list of modifiers.
^size
Will match all objs whose total memory usage, when fully loaded, is greater than size bytes. To do this, it loads the entire object into memory from disk. This modifier is only available to wizards. For regular players, this acts like ~size. This must be the last modifier in the list of modifiers.

Again, use only the initial capital letter for Unlinked.

The output types that can be given are owners, links, size, count, & location. For output types, use the whole name rather than just the initial letter. You can use only one at a time.

   
owners
Lists who owns each object.
links
Shows what each object is linked to, or *UNLINKED*, or, for exits linked to multiple things, *METALINK*
size
Displays how much memory is currently being used by an object. If this option is used with the ^ modifier, (see above) then this will display the true full size of the object, and not just how much is currently being used.
count
Causes nothing to be shown but how many objects the @find, etc would match. That is, it doesn't display any of the matched objects.
location
shows where the object is located.

The rules for matching on names are as follows:

  • Individual words can be matched as {word1|word2|...}
  • Individual characters can be matched as [abc...]
  • A ? question mark matches any single character.
  • An * asterix matches any number of characters, including none.
  • Any of these special charcters can be matched by putting a \ backslash before it.

Examples:

@find north = EU = location
Finds all of your unlinked exits named `north' and prints them along with their locations.

@find {big|little} = R!L
Finds all your rooms whose names contain `big' or `little' and are not Link_OK.

@find w[ei]ll
Find everything you control whose name contains `will' or `well'.

@find = E =links
Will list all exits that you control, and display where they are linked to.

@find button == locations
Will list all objects you control with `button' in the name, and it will display where thay are located.

@find = ~2000 = size
Will list all your objects whose current memory usage is 2000 bytes or more, and it will display their size.

@find = ^2000 = size
Will, for a wizard, find all objects in the database that are 2000 or more bytes in total size, when fully loaded, and it will show their sizes. Note that this will load all of each object into memory to make the size determination. On some systems this can take a while, and on all systems this is an abuse to the diskbasing cache. (Wizard only)

See also @owned, @entrances,and @contents [top]


@FORCE
@force <player>=<command>

Causes the game to process <command> as if typed by <player>. With the compile option god_priv, God cannot be forced by his or her sub-wizards. [top]


@FORCE_LOCK  |  @FLOCK
@force_lock <object> = <lock expression>

Locks <object> such that it may only be @forced by players or other object types for whom <lock expression> is true, provided that the XForcible flag is set. Wizards may force any object, except God. [top]


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GET
get <object>

Attempts to pick up <object>. The lock on <object> is checked for a success (true), and the normal path of success/fail is then taken. On success the object is placed in your inventory.

Another variation on this is get <container>=<object>, which attempts to get <object> from the given container. The _/clk lock property on <container> is tested, and if it is true, when it checks to see if the standard _/lok lock property on <object> tests true. If both locks pass, then <object> is moved into the player's inventory. If there is no _/clk property on <container> it defaults to failing. The _/lok property, on <object>, on the other hand, defaults to passing. @succ/@fail messages are not displayed, when fetching something from a container. [top]


GOTO  |  GO
go[to] <direction>; go[to] home

Goes in the specified direction. go home returns you to your starting location. The word goto or go may be (and usually is) omitted. Move is the same as go. [top]


GIVE
give <player> = <# pennies>

Gives <# pennies> to <player>. For mortals, <# pennies> must be a positive number less than or equal to the number of pennies they have. <# pennies> is subtracted from the giving player's inventory. Wizards may give any amount from positive max_integer to negative max_integer. Giving does not affect the wizard's own inventory of pennies. [top]


GRIPE
gripe <message>

Sends <message> to the system maintainer. Gripes are logged for later reference; also, if the system maintainer is connected he will receive the gripe real-time when the gripe is made. [top]


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HELP
help <topic>

Shows an online help document for <topic>. Help with no argument shows a brief list of basic commands. Help help shows a list of index topics.


HOME
home

Sends you home, no matter where you are. You retain your pennies, but any objects you are carrying leave your inventory and return to their own homes. [top]


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@IDESCRIBE  |  @IDESC
@idescribe <object> [=<text>]

Sets the idescription field of <object> to <text>. If <text> is not specified, the description field is cleared. This is the same as @set <object>=_/ide:<text>. An idescription is what is seen on the inside of a vehicle, when a player inside it looks around. [top]


INFORMATION  |  INFO
information <topic>

Shows an online document about <topic>. If no topic is supplied, a list of available topics will be shown. [top]


INVENTORY  |  INV  |  I
inventory

Lists what you are carrying. This can be abbreviated to inv or i. [top]


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KILL
kill <player> [=<cost>]

A successful kill sends the player home, sends all objects in the player's inventory to their respective homes. The probability of killing the player is <cost> percent. Spending 100 pennies always works except against Wizards who cannot be killed. Players cannot be killed in rooms which have the Haven flag set. On systems where the Kill_OK flag is used, you cannot kill someone unless both you and they are set Kill_OK. [top]


@KILL
@kill <processid|playername|programdbref|"all">

If passed a processid (a number without an # octothorpe preceeding it), it will kill the given process, if the player controls it. If passed a player name, it will kill all the processes controlled by that player. If passed a program dbref, it will kill all processes that that program is running in. If the argument passed is all, and the player is a wizard, it will kill all processes on the timequeue. [top]


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LEAVE
leave

Leave the vehicle you are currently inside. [top]


@LINK
@link <object1>=<object2> [; <object3>; ... <objectn> ].

Links <object1> to <object2>, provided you control <object1>, and <object2> is either controlled by you or linkable. Actions may be linked to more than one thing, specified in a list separated by semi-colons. [top]


@LIST
@list <program> [=[line1] [-] [line2]].

Lists lines in a program, provided you control it or it is Link_OK. Zero, one, or two line numbers may be specified, denoting the range of lines to list. If no lines are given, the entire program is listed. [top]


@LOCK
@lock <object> = <key>

Locks <object> to a specific key(s). <Object> can be specified as <name> or #<number>, or as `me' or `here'. Boolean expressions are allowed, using & (and), | (or), ! (not), and parentheses (`(` and `)') for grouping. To lock to a player, prefix their name with `*' (ex. *Igor). A key may be a player, an object, or `property:value'. [top]


LOOK
look <object>

Looks around at the current room, or at <object> if specified. For players, displays their description and inventory, for things, their description, and for rooms, their name, description, succ/fail message, and contents. Also triggers osucc/ofail messages on rooms. Programs are triggered accordingly on desc/succ/fail fields. [top]


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MAN
man [<subject>]

Displays the programmer's manual or a quick reference for MUF. [top]


MOVE  See GOTO. [top]


MPI
mpi [<subject>]

Displays the programmer's manual or a quick reference for MPI. [top]


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@NAME
@name <object>=<name> [<password>]

Sets the name field of <object> to <name>. <Name> cannot be empty; a null name is illegal. <Password> must be supplied to rename a player. Wizards can rename any player but still must include the password. [top]


@NEWPASSWORD
@newpassword <player> [=<password>]

Changes <player>'s password, informing <player> that you changed it. Must be typed in full. If god_priv was defined, nobody can change God's password. (Wizard only) [top]


NEWS
news [<topic>]

Displays the current news file for the game. Must be typed in full. If a topic is given, then it displays the information on that specific topic. [top]


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@ODROP
@odrop <object> [=<text>]

Sets the odrop field of <object> to <text>. If <text> is not specified, the odrop field is cleared. Odrop on an object is displayed prefixed by the player's name when s/he drops that object. On an exit, it is displayed upon a player's arrival to the destination room (or the location of the destination player). On a player, it is displayed after the `name killed victim!' message. On a room, it is displayed when an object is dropped there, prefixed by the object's name. This is the same as: @set <object>=_/odr:<text>. See also @drop. [top]


@OECHO
@oecho <vehicle object> = <echo prepend string>

Sets a string to prepend to messages relayed to the interior of a vehicle in the vehicle's _/oecho property. By default, the name of the vehicle object, followed by a > greater-than character is used to prepend such messages. [top]


@OFAIL
@ofail <object> [=<message>]

The @ofail message, prefixed by the player's name, is shown to others when the player fails to use <object>. Without a message argument, it clears the message. <object> can be specified as <name> or #<number>, or as `me' or `here'. This is the same as: @set <object>=_/ofl:<text>. See also @fail. [top]


@OPEN
@open <exit> [=<object> [; <object2>; ... <objectn> ] [=<regname>]]

Opens an exit in the current room, optionally attempting to link it simultaneously. If a <regname> is specified, then the _reg/<regname> property on the player is set to the dbref of the new object. This lets players refer to the object as $<regname> (eg: $mybutton) in @locks, @sets, etc. Opening an exit costs a penny, and an extra penny to link it, and you must control the room where it is being opened. [top]


OUTPUTPREFIX
OUTPUTPREFIX [string]

Must be in all capitals, and typed in full. Prints the given line before the output of every command, setting them apart from other messages. [top]


OUTPUTSUFFIX
OUTPUTSUFFIX [string]

Must be in all capitals, and typed in full. Prints the given line after the output of every command, setting them apart from other messages. [top]


@OSUCCESS  |  @OSUCC
@osuccess <object> [=<message>]

The @osuccess message, prefixed by the player's name, is shown to others when the player successfully uses <object>. Without a message argument, it clears the @osuccess message. It can be abbreviated @osucc. <Object> can be specified as <name> or #<number>, or as `me' or `here'. This is the same as @set <object>=_/osc:<text>. See also @success. [top]


@OWNED
@owned <name> [= <flags/types> = [<output type>]]

Searches through the database for items that <name> controls.

For an explanation of the flags/types modifiers and the output types, see the entry for @find.

Example: @owned Revar=F!L3=location will list all Mucker Level 3 (3) programs (F) owned by Revar, that are not set Link_OK (!L), and it will show the location of each one.

Note that only wizards can do an @owned on other people. See also @entrances, @find, and @contents. [top]


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PAGE
page <player> [= <message>]

This tells a player that you are looking for them. They will get a message in the form of `You sense <pager> is looking for you in <location>.' A <message> is optional, and is delivered in the form of <pager> pages: <message>. Your location is not revealed in message pages. If a player is set Haven, you cannot page them, and they will not be notified that you tried. You will instead be told, `That player does not wish to be disturbed.' (Note: Most systems use a user-created program with a global page action, which takes the place of the built-in page command, and has more features.) [top]


@PASSWORD
@password <old password> = <new password>

This changes your password. [top]


@PCREATE
@pcreate <player> = <password>

This command creates a new player. It may only be used if registration is enabled. (Wizard only) [top]


@PECHO
@pecho <puppet object> = <echo prepend string>

Sets a string to prepend to messages relayed from a puppet in the puppet's _/pecho property. By default, the name of the puppet object, followed by a > greater than character is used to prepend such messages. [top]


POSE
pose <message> or :<message>

Causes <message> to be displayed to the room, prepended by your name. [top]


@PROGRAM
@program <program>

Create a new program, or enter edit mode on an existing one. See also @edit. [top]


@PROPSET
@propset <object> = <data type> : <property> : <value>

Sets <object's> <property> to <value>, with <value> stored as data type <data type>. You must control <object>. [top]


@PS
@ps

Lists the status of the currently running MUF program processes. This lists all processes for a Wizard. Non-Wizards only see the muf processes that they can @kill. See @kill. [top]


PUT
server: put <object>
user-created: put <object> in <container>

The server version of put is an alias of drop. The standard start-up database supplies a user created command that moves <object> into <container>, provided that you are holding both <object> and <container> and that <container> is not @conlocked against you. [top]


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QUIT
QUIT

Must be in all capitals, and typed in full. Logs out of your character and leaves the game. Your character remains at the location you are in when you log out, although it might be moved elsewhere while you are `asleep.' [top]


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READ
read [<object>]

An alias for look. The standard start-up dbase supplies a bulletin board program for which read is a command to read bulletins. [top]


@RECYCLE  |  @REC
@recycle <object>

Destroy an object and remove all references to it within the database. The object is then added to a free list, and newly created objects are assigned from the pool of recycled objects first. You must own the object being recycled: even wizards must use the @chown command to recycle someone else's belongings. [top]


@RESTRICT
@restrict <on|off>

Turning restriction on allows only wizards to log onto the MUCK. Turning it off returns to unrestricted access. [top]


ROB
rob <player>

Attempts to steal one penny from <player>. The only thing you can steal are pennies. [top]


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SAY
say <message> or "<message>

Says <message> out loud. See also pose, page, and whisper.


SCORE
score

Displays how many pennies you are carrying. [top]


@SET
@set <object> = [!] <flag> -or-
@set <object> = <property> : [ <string> ] -or-
@set <object> = :

@set does one of three things on TinyMUCK: it can modify flags, add properties to an object, or remove properties from an object.

Using the first format, you may set flags, which are: Wizard, Link_OK, Dark [Debug], Filter, Sticky [SetUID], Jump_OK, Builder [Bound], Quell, Chown_OK, Havan [HardUID], Abode [Autostart], Vehicle, Zombie, or Mucker. You can also set the Mucker (or Priority) Level of an object by using 0, 1, 2, or 3 as the flag name. An optional flag which may or may not be on a given site is Kill_OK.

The second format sets <property> on <object> to <string>, or if <string> is not given, removes <property>.

The third format removes all properties from an object. [top]


@SHUTDOWN
@shutdown

Shuts down the game. Must be typed in full. (Wizard only) [top]


@STATS
@stats [<player>]

For mortal players, returns the highest number in the database, which includes garbage that has been generated with @recycle. For Wizards, gives this number as well as a breakdown of each type of object: rooms, exits, things, programs, players, and garbage. Wizards may also specify <player> which returns a similar display limited to the possessions of <player>. [top]


@SUCCESS  |  @SUCC
@success <object> [=<message>]

Sets the success message for <object>. The message is displayed when a player successfully uses <object>. Without a message argument, it clears the message. It can be abbreviated @succ. <object> can be specified as <name> or #<number>, or as `me' or `here'. This is the same as @set <object>=_/dr:<text>. See also @osuccess. [top]


@SWEEP
@sweep [<object>]

Returns a list of objects that are listening to <object>. <Object> defaults to `here'. [top]


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TAKE    See GET. [top]


@TELEPORT  |  @TEL
@teleport <arg1> [=<destination>]

Moves <arg1> to <destination>, if <destination> is not given, moves you to <arg1>. Wizards may teleport anything to anywhere, provided it makes sense, and mortals are allowed to do two things: teleport rooms to change their parent fields, and the may teleport things to a room they can link to, provided they control either the thing or its location. [top]


THROW
server: put <object>
user-created: throw <object> to <player>

The server version of throw is an alias of drop. Most MUCKs have a user-created program that moves <object> to <player>, announcing the move, provided that you are holding <object> and that you, <object>, and <player> are each configured in such a way as to allow the throw. [top]


@TOAD
@toad <player1> [= <player2>]

Turns <player1> into a slimy toad, destroying their character. All possessions of <player1> are @chowned to <player2>. If no owning player is specified, objects will be @chowned to the wizard who is executing @toad. Must be typed in full. (Wizard only) [top]


@TRACE
@trace <object> [=<depth>]

Starts with <object> and traces all location fields, until the global-environment room is reached or the optional <depth> is specified. This is generally useful for finding which rooms are parents in your heirarchy. If you cannot link to a particular location its name is replaced by **MISSING**. [top]


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@UNCOMPILE
@uncompile <program>

Uncompiles all programs in the database. (Wizard only) [top]


@UNLINK
@unlink <exit>; @unlink here

Removes the link on the exit in the specified direction, or removes the drop-to on the room. Unlinked exits may be picked up and dropped elsewhere. Be careful, anyone can relink an unlinked exit, becoming its new owner (but you will be reimbursed your 1 penny). See @link. [top]


@UNLOCK
@unlock <object>

Removes the lock on <object>. See @lock. [top]


@USAGE
@usage

Displays system resource usage stats for the muck server process. (Wizard only) [top]


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@WALL
@wall <message>

Only wizards may use this command. Shouts something to every player connected. Must be typed in full. [top]


WHISPER
whisper <player>=<message>

Whispers the message to the named person, if they are in the same room as you. No one else can see the message. Wizards can whisper *<player>=<message> to whisper to players in other rooms. (Note: Most systems use a user-created program in place of the built in whisper command. These programs generally provide many more useful features.) [top]


WHO
WHO [<player>]

Must be in all capitals, and typed in full. Lists the name of every player currently logged in, and how long they have been inactive. If given a player name, it displays only the matching names and idle times. By typing WHO* wizards also get a display of the host the player is connected from. [top]


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