From ba0f5eb860863969e4a0c273a64a405f0f681b8d Mon Sep 17 00:00:00 2001 From: Rick Bird Date: Fri, 25 Mar 2011 13:59:52 -0400 Subject: [PATCH] Helpfile changes from PennMUSH 182p2 --- game/txt/hlp/cobra_attr.hlp | 48 ++- game/txt/hlp/cobra_chat.hlp | 13 +- game/txt/hlp/cobra_cmd.hlp | 193 ++++++------ game/txt/hlp/cobra_conf.hlp | 2 +- game/txt/hlp/cobra_flag.hlp | 50 ++-- game/txt/hlp/cobra_func.hlp | 568 ++++++++++++++++++++---------------- game/txt/hlp/cobra_mail.hlp | 4 +- game/txt/hlp/cobra_pueb.hlp | 6 +- game/txt/hlp/cobratop.hlp | 94 +++--- 9 files changed, 544 insertions(+), 434 deletions(-) diff --git a/game/txt/hlp/cobra_attr.hlp b/game/txt/hlp/cobra_attr.hlp index 3558c62..bb6aceb 100644 --- a/game/txt/hlp/cobra_attr.hlp +++ b/game/txt/hlp/cobra_attr.hlp @@ -1,3 +1,44 @@ +& ATTRIBUTE FLAGS + Attribute flags are set on an object's attributes using @set, or applied + to attributes globally using @attrib. Their names (and, when applicable, + the character used in examine as shorthand for the flag) include: + + no_command ($) Attribute will not be checked for '$' commands and + '^' listen patterns. + visual (v) Attribute can be seen by anyone via get(), eval(), + ufun(), zfun(), and similar functions. + no_inherit (i) Attribute will not be inherited by the children of + this object. + no_clone (c) Attribute will not be copied if the object is @clone'd. + regexp (R) Match $-commands and ^-listens using regular expressions. + See 'help regexps'. + case (C) Match $-commands and ^-listens case sensitively. + safe (S) Attribute may not be modified, without unsetting this flag. + mortal_dark (m) Attribute cannot be seen by mortals. This flag can only + be set by royalty and wizards. "hidden" is a synonym. + + Continued in 'help attribute flags2' +& ATTRIBUTE FLAGS2 + noname (N) Attribute won't show name in @o-* messages. + nospace (s) Attribute won't append a space in @o-* messages. + wizard (w) Attribute can only be set by wizards. + This flag can only be set by royalty and wizards. + veiled (V) Attribute value will not be shown on default examine, + but is still otherwise accessible (for spammy attribs). + debug (b) Show debug output when this attribute is evaluated. + nearby (n) Even if this attribute is visual, it can only be + retrieved if you're co-located with the object. + public (p) This attribute can be evaluated by any object, even + if safer_ufun is in use. DANGEROUS! AVOID! + aahear (A) ^-listens on this attribute match like @aahear + amhear (M) ^-listens on this attribute match like @amhear + + Continued in 'help attribute flags3' +& ATTRIBUTE FLAGS3 + prefixmatch When a user attempts to set an attribute using @, + this attribute will be matched down to its unique + prefixes. This flag is primarily used internally. + ` This attribute is a branch. See: help ATTRIBUTE TREES & ATTRIBUTE TREES & ATTR TREES Attributes can be arranged in a hierarchical tree; these are called @@ -21,7 +62,7 @@ beneath it; a leaf attribute is one that does not. Any attribute may act as a branch. If you try to create an unsupported leaf, branch attributes will be created as needed to support it. -See help attribute trees2 for more information and examples. +See 'help attribute trees2' for more information and examples. & ATTRIBUTE TREES2 & ATTR TREES2 @@ -42,7 +83,7 @@ and displays all attributes. Branch attributes will be displayed with a ` in the attribute flags on examine. -See help attribute trees3 for more information and examples. +See 'help attribute trees3' for more information and examples. & ATTRIBUTE TREES3 & ATTR TREES3 @@ -67,7 +108,8 @@ They're also handy for things like character attributes: &CHAR`SKILLS #30 = coding:3 documentation:1 obfuscation:5 ... -See help attribute trees4 for information about @parent and attribute trees. +See 'help attribute trees4' for information about @parent and attribute trees. + & ATTRIBUTE TREES4 & ATTR TREES4 Attribute trees interact with @parent in several ways. diff --git a/game/txt/hlp/cobra_chat.hlp b/game/txt/hlp/cobra_chat.hlp index 2297965..2d0d308 100644 --- a/game/txt/hlp/cobra_chat.hlp +++ b/game/txt/hlp/cobra_chat.hlp @@ -43,7 +43,7 @@ is not evaluated. This command is intended for use in writing extended chat systems. - See also: chat +See also: chat & @channel @channel/list [] @channel/what [] @@ -67,7 +67,9 @@ @channel/what will show you the channel's name, access information, and a description of the channel's purpose. - More commands are provided in "help @channel2". See also: chat + More commands are provided in "help @channel2". + +See also: chat & @channel2 @channel/who @channel/hide = @@ -136,7 +138,8 @@ @channel/delete removes a channel. You must own it or be Wizard. @channel/desc sets the channel's description, shown on @channel/what. - Descriptions are limited to 256 characters. + Descriptions are limited to 256 characters. If there are any commas + in the description, the whole string should be enclosed in {}'s. @channel/rename is used to rename a channel. See "help @channel5" for more. See also "help @clock". @@ -322,7 +325,7 @@ specific indirect lock instead of the default one: With two arguments, sets the lock if you would be able to do so via @clock. - See also: @clock +See also: @clock & CRECALL() crecall([, [, [, [, ]]]]) @@ -331,7 +334,7 @@ specific indirect lock instead of the default one: . If is a true value, the recalled lines will include their timestamps; otherwise, they will not. - See also: @channel3 +See also: @channel3 & Channel functions Channel functions work with the channel system. diff --git a/game/txt/hlp/cobra_cmd.hlp b/game/txt/hlp/cobra_cmd.hlp index e5d6715..9d27074 100644 --- a/game/txt/hlp/cobra_cmd.hlp +++ b/game/txt/hlp/cobra_cmd.hlp @@ -16,6 +16,8 @@ Help is available for the following MUSH commands: @-ATTRIBUTES @-BUILDING @-GENERAL @-Director + Commands that can only be used by connected players are listed in + HELP SOCKET COMMANDS. & @-ATTRIBUTES These '@' commands set standard message/action sets on objects. Each comes in 3 versions: @, @o, and @a. Only the @@ -289,7 +291,7 @@ See also: leave, @lfail, @olfail, ACTION LISTS @alias has no effect on non-players. - See also: @name, alias(), fullalias() +See also: @name, alias(), fullalias() & @allhalt @allhalt @@ -458,7 +460,7 @@ See also: use, @use, ACTION LISTS, @charges, @runout don't like @switch. If is given, it is executed instead of the rest of the commands in the current queue. - @assert does the inverse: stopping execution if evaluse to false. + @assert does the inverse: it stops execution if evaluates to false. Examples: > @va obj=$testme *:@pemit %#=Before break;@break %0;@pemit %#=After break @@ -566,10 +568,10 @@ See also: ZONES, @chzoneall See also: @chzone, ZONES & @clone - @clone [=] - @clone/preserve [=] + @clone [=] + @clone/preserve [=] - For objects, creates an exact duplicate of it and puts it in the + For things, creates an exact duplicate of it and puts it in the current room. For exits, it creates an exact duplicate of that exit, except the clone's source is the current room rather than whatever the original exit's source was. For rooms, creates an @@ -698,7 +700,7 @@ See also: @create through '@conformat here = Contents: [iter(%0,name(##))]', for example. More complex things are, obviously, possible. - See also: @exitformat, @nameformat, @descformat +See also: @exitformat, @nameformat, @descformat & @invformat @invformat [=] @@ -723,7 +725,7 @@ See also: @create This is useful for things like room parents that enforce a consistent "look" for each room's @desc. - See also: @exitformat, @nameformat, @conformat, @idescformat +See also: @exitformat, @nameformat, @conformat, @idescformat & @idescformat @idescformat [=] @@ -735,7 +737,7 @@ See also: @create This is useful for things like object parents that enforce a consistent "look" for each object's @idesc. - See also: @exitformat, @nameformat, @conformat, @descformat +See also: @exitformat, @nameformat, @conformat, @descformat & @nameaccent @nameaccent [=] @@ -749,7 +751,7 @@ See also: @create If a container has both a @nameaccent and a @nameformat, the @nameformat is used. - See also: accent(), @nameformat +See also: accent(), @nameformat & @nameformat @nameformat [=] @@ -763,7 +765,7 @@ See also: @create Example: Show the room's zone after its name. @nameformat here = %1 [if(isdbref(zone(%0)),<[name(zone(%0))]>)] - See also: @exitformat, @conformat, @descformat +See also: @exitformat, @conformat, @descformat & @cost @cost = @@ -812,16 +814,16 @@ See also: ATTRIBUTES, NON-STANDARD ATTRIBUTES & @create @create [=] - Creates a thing with the specified name. Creating an object costs + Creates a thing with the specified name. Creating a thing costs a certain amount of MUSH money, which usually defaults to 10 pennies. You can specify a higher cost if you wish, but not a lower one. - This cost is refunded if you @destroy/@recycle the object. + This cost is refunded if you @destroy/@recycle the thing. - Once you have created an object, you can use it as a PUPPET, to store + Once you have created a thing, you can use it as a PUPPET, to store USER-DEFINED COMMANDS, or just as a prop. Some MUSHes choose to limit the number of objects that players can create by setting a QUOTA. - See also: give, @quota, MONEY +See also: give, @quota, MONEY & @dbck @dbck This is a Director only command. It forces the database to perform a @@ -989,8 +991,8 @@ See also: SAFE, GOING, DESTROY_OK This will do just the same as the above, except it will also create an exit named "Out ;s;south;out;o" coming back from the kitchen to whatever room you are currently in. - -See also: @open, @link, EXITS, @create + +See also: @open, @link, EXITS, @create, DBREF & @doing @doing @doing/header @@ -1043,13 +1045,13 @@ See also: @poll, WHO, DOING @drop [=]. can be a thing, player, exit, or room, specified as or # or 'me' or 'here'. Sets the drop message for . The message is displayed when a - player drops . Without a message argument, it clears the + player drops . Without a message argument, it clears the message. On an exit, this message is sent to a player after they pass through the exit. - See also: drop, @odrop, @adrop. +See also: drop, @odrop, @adrop. & @dump @dump [/paranoid] [check interval] @@ -1073,7 +1075,7 @@ See also: @poll, WHO, DOING If you have a chair, you could "@ealias chair = sit down" and then just type "sit down" instead of "enter chair" - using the object name is not necessary. Note that the enter alias is checked after normal exits. - Like an exit, it may have a semi-colon separated list of words, + Like an exit, it may have a semicolon separated list of words, i.e. sit down;sit;sit on chair & @edit & @gedit @@ -1255,7 +1257,7 @@ See also: @lock, locktypes, @elock One could change the format to 'Exits: Exit1 Exit2 Exit3' through '@exitformat here = Exits: [iter(%0,name(##))]', for example. - See also: TRANSPARENT, @conformat, @nameformat, @descformat +See also: TRANSPARENT, @conformat, @nameformat, @descformat & @failure @failure [=] @@ -1337,6 +1339,13 @@ See also: @search the object (using the 'follow' command). See also: follow, unfollow, followers(), @ofollow, @afollow +& @unfollow + @unfollow = + + Sets the message shown to someone after they stop following + the object (using the 'unfollow' command). + +See also: follow, unfollow, followers(), @ounfollow, @aunfollow & @FORWARDLIST @forwardlist [=] @@ -1368,13 +1377,6 @@ See also: @filter, @prefix, AUDIBLE, PUPPET @lock/forward me=$me) See also: DEBUG -& @unfollow - @unfollow = - - Sets the message shown to someone after they stop following - the object (using the 'unfollow' command). - -See also: follow, unfollow, followers(), @ounfollow, @aunfollow & @force @force[/noeval] = @@ -1395,7 +1397,7 @@ See also: follow, unfollow, followers(), @ounfollow, @aunfollow the forcee runs the command. @force/noeval will only evaluate the command when the forcee runs it. -Example: +Examples: @create Lackey > Created: Object #103 @fo Lackey = go east @@ -1437,7 +1439,7 @@ See also: PUPPET, DBREF flag table. It requires the exact flag name or alias to be used. Be very very careful with this. - See also: help flags. See help @flag2 for information on @flag/add +See also: help flags. See help @flag2 for information on @flag/add & @flag2 @flag/add is used to add a new flag with the given name. Arguments other than the flag name are optional: @@ -1897,56 +1899,40 @@ For example: > Recorder records: Whee! See also: LISTENING, @ahear, @amhear, @aahear -& NEW LOCKS - In PennMUSH 1.7.5, several new features have been added to locks. - - Locks can now be inherited off of parents, just like attributes. - By default, locks are set no_inherit, but this flag can be cleared. - - There are now lock flags including ones to control inheritance, - copying in a @clone, who can set them, and so on. Details are - in HELP @LSET. - - Indirect lock keys (@#1234) can now refer to other lock names on - objects, not just a lock of the same name. See HELP @LOCK4. - - There is a new lock key for testing flags and object types. - See HELP @LOCK9 for more information. & LOCKING & LOCKS & @lock @lock[/] = - This command "locks" the object, specifying (by the key) who or what can - do certain things with the object. There are many different types of locks, - all of which are described in "help locktypes" and which are designated by - the switch. The "basic" lock determines, for players and objects, who can - pick them up. For exits, it determines who can go through the exit. - All other locks can be set the same way as the basic lock. + This command "locks" the object, specifying a key which determines who or + what can do certain things with the object. There are many different types + of locks, all of which are described in "help locktypes" and which are + designated by the switch. The "basic" lock determines, for players and + things, who can pick them up. For exits, it determines who can go through + the exit. All other locks can be set the same way as the basic lock. Whenever you "pass" the basic lock, you succeed in doing something with the object. This triggers the @success/@osuccess/@asuccess messages and actions. If you fail to pass the basic lock, you trigger the @failure/@ofailure/@afailure messages and actions. Other locktypes - may also have such success/failure messages. + may also have such success/failure messages: see "help failure" for info. You can specify and as either the name of an object in the immediate area, a DBREF number, "me", or "here". - Many new features have recently been added to locks. See HELP NEW LOCKS - for details. - (continued in help @lock2) & @lock2 You can lock an object in several different ways. The simplest lock is to - lock it to one other thing: + lock it to one other object with the '=', signifying a DBRef # match.: @lock My Toy = = me This locks the object "My Toy" to you and you alone. It is recommended that you @lock me == me in order to prevent anyone else from picking - you up. The two = signs are NOT a typo! - - You can lock an object -against- one other object as well, using the '!' - symbol: + you up. The two = signs are NOT a typo! The first is part of the @lock + syntax (as shown at the top of "help @lock") the second is a lock key + that means "exactly this object". + + You can lock an object -against- another object as well, using the '!' + symbol before any other key: @lock Shared Toy = !Vector Sigma This locks the object "Shared Toy" to everyone -except- Vector Sigma. Everyone except Vector will be able to pick up the object. @@ -2087,7 +2073,7 @@ EVALUATION LOCKS @lock =objid^ -See also: locktypes, @clock, objid() +See also: locktypes, @clock, elock(), lock(), objid() & locktypes & locklist & lock types @@ -2123,13 +2109,13 @@ See also: locktypes, @clock, objid() @lock/examine Who can examine this object if it's VISUAL @lock/chzone Who can @chzone to this object if it's a ZMO @lock/forward Who can @forwardlist a message to this object - @lock/control Who can control this object (only if set) - @lock/dropto Who can trigger this container's drop-to. - @lock/destroy Who can destroy this object if it's DESTROY_OK + @lock/control Who can control this object (only if set) + @lock/dropto Who can trigger this container's drop-to. + @lock/destroy Who can destroy this object if it's DESTROY_OK @lock/interact Who can send sound (say/pose/emit/etc) to this object @lock/take Who can get things contained in this object - See also: @lock, @lset, @clock, FAILURE +See also: @lock, @lset, @clock, FAILURE & @lset @lset /=[!] @@ -2152,7 +2138,7 @@ See also: locktypes, @clock, objid() are /check, /cmd, /conn, /err, /trace, and /wiz, specifying which file to log to. /cmd is default. - See also: @logwipe +See also: @logwipe & @logwipe @logwipe/ @@ -2161,7 +2147,7 @@ See also: locktypes, @clock, objid() log wipe password from the MUSH's configuration file to use this command. - See also: @log +See also: @log & @map @map[/delim] [] = @@ -2243,7 +2229,7 @@ See also: go, @omove, @oxmove, @amove ONAME and ANAME. The old name will be passed at %0 to these; the new name will be passed as %1. - See also: @alias +See also: @alias & @newpassword @newpassword = @@ -2461,7 +2447,7 @@ See also: go, @move, @omove, @amove If the = part is omitted, the message will be reset. -Ex: @opay Vending Machine=sticks a quarter in the vending machine. + Ex: @opay Vending Machine=sticks a quarter in the vending machine. See also: give, @cost, @payment, @apayment, MONEY & @open @@ -2472,8 +2458,8 @@ See also: give, @cost, @payment, @apayment, MONEY This command opens an exit in the room you are standing in with the specified name. You can then use the @link command to set the exit's destination, or you can set it automatically by using the DBREF of a - destination, which can be a room or object. (Note that you CANNOT open - exits from objects.) If you also include the second exit name, an exit + destination, which can be a room or thing. (Note that you CANNOT open + exits from things.) If you also include the second exit name, an exit from the destination room will be opened back to the room you are in. NOTE: you can have as many exit aliases as you like by adding more, @@ -2481,7 +2467,7 @@ See also: give, @cost, @payment, @apayment, MONEY the full exit name to go through the exit. Only the exit name appears in the list of Obvious Exits in a room. -Ex: @open Up;u;climb = #255, Down;dow;do;d;fall + Ex: @open Up;u;climb = #255, Down;dow;do;d;fall See also: EXITS, @link, @dig & @osuccess @@ -2497,7 +2483,7 @@ See also: EXITS, @link, @dig if the name of the exit is included in the message. It is recommended that you put @osuccs on all exits and all takeable objects. -Ex: @osucc North=heads north into the catacombs. + Ex: @osucc North=heads north into the catacombs. If the = part is omitted, the message will be reset. @@ -2578,7 +2564,7 @@ See also: PARENTS, parent(), lparent() it a certain amount of MUSH money. If = is omitted, the message is reset to nothing. May be abbreviated @pay. -See also: give, @apay, @opay, and @cost. +See also: give, @apay, @opay, @cost. & @receive & @oreceive & @areceive @@ -2645,7 +2631,7 @@ See also: give Note that page-lock and the HAVEN flag will block @pemits as well, except from Directors or those with the pemit_all power. -See also @emit, @oemit, @remit, NOSPOOF, and SPOOFING. + See also @emit, @oemit, @remit, NOSPOOF, and SPOOFING. & @poll @poll @poll @@ -2755,7 +2741,7 @@ See also: @motd, @list, @listmotd dbref instead of the executor's dbref, and requires control over the enactor or the Can_nspemit power. -See also: @emit, @pemit, @oemit, SPOOFING, NOSPOOF and CONTROL. +See also: @emit, @pemit, @oemit, SPOOFING, NOSPOOF, CONTROL. & @restart @restart or @restart/all @@ -3068,7 +3054,7 @@ See also: GENDER, SUBSTITUTION Example: @sql SHOW TABLES - See also: sql(), sqlescape(), mapsql() +See also: sql(), sqlescape(), mapsql() & @squota @squota [= [+|-] ] @@ -3121,12 +3107,12 @@ See also: @osuccess, @asuccess & @sweep @sweep [connected | here | inventory | exits ] - @sweep gives you a list of all objects/players that are listening in - the room you are currently in, as well as the objects you are - carrying. Most objects only listen for a particular string or - phrase, so they normally do not pose a problem if you need privacy. - You will have to be careful of players and puppets since they will - hear everything you say and do. (And might post the same to r.g.m!) + @sweep gives you a list of all nearby objects that are listening, + including the room you are in and the objects you are carrying. + Most objects only listen for a particular string or phrase, so they + normally do not pose a problem if you need privacy. You will have to be + careful of players and puppets since they will hear everything you say + and do. (And might post the same to r.g.m!) AUDIBLE exits are also shown on an ordinary sweep, if the room is also AUDIBLE. (Audible exits aren't active unless the room is audible). @@ -3202,7 +3188,7 @@ See also: switch wildcards, @select, switch() As a special case, using "home" as the teleports the object to its home. - See also: JUMP_OK, NO_TEL, @oxtport, @tport, @otport, @atport, @lock +See also: JUMP_OK, NO_TEL, @oxtport, @tport, @otport, @atport, @lock & @tport @tport [=] @@ -3214,7 +3200,7 @@ See also: switch wildcards, @select, switch() an object. It can also pass values to that attribute on the stack as %0 - %9. - Example: + Examples: &GREET me=POSE waves hi. @tr me/GREET > Cyclonus waves hi. @@ -3355,7 +3341,7 @@ See also: use, @ouse, @ause, @charges, @runout See "help @verb3" for examples. & @verb3 - Example: + Examples: &VERB_EXAMPLE Test Object=$test:@verb me=%#,TEST,You just tested.,OTEST, just tested the example.,ATEST,%N @@ -3409,14 +3395,15 @@ See also: USER-DEFINED COMMANDS, STACK, @trigger, @select whichever happens first. More forms that support semaphores on arbitrary attributes are described in - help @wait2 - See also the help for: SEMAPHORES, @drain, @notify + "help @wait2". + +See also: SEMAPHORES, @drain, @notify & @wait2 Normally, a semaphore wait depends on the SEMAPHORE attribute of the object in question. However, it is useful to be able to use other attributes as semaphores, so one object can be used as the blocker for multiple different things at once. Possible attribute names aren't completely arbitrary. See - HELP SEMAPHORES5 for details. + "HELP SEMAPHORES5" for details. The syntax for these are: @@ -3703,7 +3690,7 @@ See also: news, help ignores the object's VISUAL flag (but not its attribute flags) The /all switch shows the values of VEILED attributes. - See also: ATTRIBUTE TREES +See also: ATTRIBUTE TREES & follow follow @@ -3714,8 +3701,8 @@ See also: news, help through. This doesn't prevent you from going somewhere else on your own. -See also: unfollow, dismiss, desert, followers(), following(), - @follow, @ofollow, @afollow +See also: unfollow, dismiss, desert, followers(), following(), @follow, + @ofollow, @afollow & dismiss dismiss dismiss @@ -3771,7 +3758,7 @@ See also: @lock, ENTER_OK, give, drop, @success, inventory from PRICELIST. The item purchased is passed in as %0, and the amount paid as %1 - See also: buy, @buy, @obuy, @pricelist, MONEY, ACTION LISTS +See also: buy, @buy, @obuy, @pricelist, MONEY, ACTION LISTS & @buy @buy [=] @@ -3779,7 +3766,7 @@ See also: @lock, ENTER_OK, give, drop, @success, inventory the object, using the 'buy' command. The item purchased is passed in as %0, and the amount paid as %1. - See also: buy, @abuy, @obuy, @pricelist, MONEY +See also: buy, @abuy, @obuy, @pricelist, MONEY & @obuy @obuy [=] @@ -3789,7 +3776,7 @@ See also: @lock, ENTER_OK, give, drop, @success, inventory the beginning of the message. The item purchased is passed in as %0, and the amount paid as %1. - See also: buy, @abuy, @obuy, @pricelist, MONEY +See also: buy, @abuy, @obuy, @pricelist, MONEY & @pricelist @pricelist =:[,][ :...] @@ -3805,7 +3792,7 @@ See also: @lock, ENTER_OK, give, drop, @success, inventory ex: @PRICELIST vendor=mansion:1000+ large_house:100-200 house:20,30,50 - See also: buy, @abuy, @buy, @obuy, MONEY +See also: buy, @abuy, @buy, @obuy, MONEY & buy buy [ from ][ for ] @@ -3825,7 +3812,7 @@ See also: @lock, ENTER_OK, give, drop, @success, inventory > buy coke You enjoy a delicious coke. - See also: @ABUY, @BUY, @PRICELIST +See also: @ABUY, @BUY, @PRICELIST & give give[/silent] = give[/silent] to @@ -4042,7 +4029,7 @@ See also: @lock, @alias, pose, :, ;, HAVEN, NOSPOOF, FLAGS of the message, and is handy when you want to say things that use special characters like % or []'s. - See also: whisper, pose +See also: pose, whisper & score score @@ -4130,3 +4117,15 @@ See also: @doing, @poll, DOING are checked for commands as if it was a master room. See 'help USER-DEFINED COMMANDS'. +& socket commands + These commands can only be entered by a connected player through their + client. They generally do things that only affect a specific connection + and would be meaningless if run by an object or disconnected player. + + DOING IDLE LOGOUT OUTPUTPREFIX OUTPUTSUFFIX QUIT + SESSION WHO + + In addition, the following commands can only be used at the login + screen: + + cd ch connect create \ No newline at end of file diff --git a/game/txt/hlp/cobra_conf.hlp b/game/txt/hlp/cobra_conf.hlp index abf43eb..b0ad370 100644 --- a/game/txt/hlp/cobra_conf.hlp +++ b/game/txt/hlp/cobra_conf.hlp @@ -223,7 +223,7 @@ Continued in help @config limits3 considered a 0? tiny_booleans=: Use Tiny-style boolean values where only non-zero numbers are true. - tiny_trim_func=: Are the second and third arguments to trim() + tiny_trim_fun=: Are the second and third arguments to trim() reversed? tiny_math=: Is a string where a number is expected considered a 0? diff --git a/game/txt/hlp/cobra_flag.hlp b/game/txt/hlp/cobra_flag.hlp index b572a4c..3ea1042 100644 --- a/game/txt/hlp/cobra_flag.hlp +++ b/game/txt/hlp/cobra_flag.hlp @@ -31,8 +31,8 @@ indicate the TYPE of an object. The absence of these four special flags indicates the object is of type THING. - See also: examine, flags(), hasflag(), orflags(), andflags(), - orlflags(), andlflags(), types of objects, type(), hastype(), @flag +See also: examine, flags(), hasflag(), orflags(), andflags(), orlflags(), + andlflags(), types of objects, type(), hastype(), @flag & FLAG LIST & FLAGS LIST Flag Title Flag Title Flag Title @@ -81,7 +81,7 @@ which are available. To make a room your home, type '@link me=here' while standing in the room. - See also: @link +See also: @link & ANSI Flag: ANSI (players) @@ -95,7 +95,7 @@ which are available. See also the COLOR flag. If COLOR is not set, and ANSI is, you will see vt100 ANSI codes, but not color ANSI codes. - See also: COLOR, ansi(), @config +See also: COLOR, ansi(), @config & AUDIBLE Flag: AUDIBLE (all types) @@ -152,7 +152,7 @@ which are available. > GAME: Object Walker(#123) lost a Penny to queue loss. - See also: no_pay +See also: no_pay & BUILDER BUILDER @@ -169,7 +169,7 @@ which are available. You must be carrying the thing, or in the room in order to set the flag, unless you use the DBREF number. - See also: @chown +See also: @chown & CLOUDY Flag: CLOUDY (exits) @@ -186,7 +186,7 @@ which are available. When set on a player, this flag allows the player to see ANSI color. The ANSI flag must also be set. - See also: ANSI, ansi() +See also: ANSI, ansi() & CONNECTED Flag: CONNECTED (players) @@ -197,7 +197,7 @@ which are available. Mortal code can't use hasflag(,connected) to test if a player is connected. Consider using conn(), lwho(), or mwho() instead. - See also: conn(), lwho(), mwho() +See also: conn(), lwho(), mwho() & DARK Flag: DARK (all types) @@ -273,7 +273,7 @@ which are available. DESTROY_OK takes precedence over SAFE. - See also: @destroy +See also: @destroy & ENTER_OK Flag: ENTER_OK (all types) @@ -286,7 +286,7 @@ which are available. This flag has no effect on rooms. - See also: enter, leave, give, @lock +See also: enter, leave, give, @lock & FIXED Flag: FIXED (players) @@ -326,7 +326,7 @@ which are available. actions, listen, be triggered, evaluate functions or substitutions, etc. - See also: @halt, @restart +See also: @halt, @restart & HAVEN Flag: HAVEN (players, rooms) @@ -379,7 +379,7 @@ which are available. Objects, players, and exits which have the LIGHT flag set on them (and are not also set DARK) appear in the contents of DARK rooms. - See also: DARK +See also: DARK & LINK_OK Flag: LINK_OK (rooms, things) @@ -414,7 +414,7 @@ which are available. object numbers. This flag is only valid for players; objects belonging to MYOPIC players are automatically considered to be MYOPIC. - See also: DBREF +See also: DBREF & MISTRUST Flag: MISTRUST (things, rooms, exits) @@ -429,14 +429,14 @@ which are available. and don't want those objects to be able to affect your objects. - See also: control +See also: control & NOACCENTS Flag: NOACCENTS (players) This flag causes all accented characters to be converted to non-accented before being sent to a connection. See HELP STRIPACCENTS() for caveats. - See also: i18n, accent(), stripaccents() +See also: i18n, accent(), stripaccents() & NO_COMMAND Flag: NO_COMMAND (all types) @@ -447,7 +447,7 @@ which are available. be set NO_COMMAND. Many MUSHes choose to have all objects initially set NO_COMMAND at creation. The flag has no effect on exits. - See also: USER-DEFINED COMMANDS +See also: USER-DEFINED COMMANDS & NO_LEAVE & NOLEAVE Flag: NO_LEAVE (objects) @@ -456,7 +456,7 @@ which are available. Attempts to leave the object will trigger its @LFAIL, @OLFAIL, and @ALFAIL, if set. - See also: leave +See also: leave & NO_TEL Flag: NO_TEL (rooms) @@ -530,7 +530,7 @@ which are available. Meaningless for rooms. - See also: TRANSPARENT, look +See also: TRANSPARENT, look & ORPHAN Flag: ORPHAN (all types) @@ -539,7 +539,7 @@ which are available. retrieved from the ancestor. It has no effect on the object's true @parents, only on its use of the ancestor. - See also: @parent, ancestors +See also: @parent, ancestors & PLAYER Flag: PLAYER (player) @@ -637,7 +637,7 @@ See: @force, PUPPETS the exit's description. The exit list and succ/fail messages of the room will NOT be displayed. See also CLOUDY. - See also: CLOUDY, OPAQUE, EXITS, @exitformat +See also: CLOUDY, OPAQUE, EXITS, @exitformat & UNFINDABLE Flag: UNFINDABLE (all types) @@ -673,7 +673,7 @@ See: @force, PUPPETS "#] ". Something like "#1300] @trigger me/test" is a good example of typical VERBOSE output. - See also: PUPPET, DEBUG +See also: PUPPET, DEBUG & VISUAL Flag: VISUAL (all types) @@ -682,7 +682,7 @@ See: @force, PUPPETS It does not enable them to make changes to the object. Very useful for getting help with code. - See also: examine, brief +See also: examine, brief & WIZARD Flag: WIZARD (all types) @@ -701,7 +701,7 @@ See: @force, PUPPETS rooms zoned to it. Like NO_TEL, the "home" command will still work. This flag is intended for use in puzzle rooms and IC areas. - See also: ZONES, ZONE MASTERS, @chzone, ZONE MASTER ROOMS +See also: ZONES, ZONE MASTERS, @chzone, ZONE MASTER ROOMS & SHARED & ZONE Flag: SHARED (players) @@ -710,7 +710,7 @@ See: @force, PUPPETS Objects owned by a Zone Master are controlled by anyone who passes the player's zone lock. - See also: ZONE MASTERS +See also: ZONE MASTERS & LISTEN_PARENT Flag: LISTEN_PARENT (things, rooms) @@ -718,5 +718,5 @@ See: @force, PUPPETS flag causes ^ listen patterns to be checked on the object's parents as well as on the object. - See also: MONITOR, LISTENING +See also: MONITOR, LISTENING diff --git a/game/txt/hlp/cobra_func.hlp b/game/txt/hlp/cobra_func.hlp index 3e2474b..7e03d5b 100644 --- a/game/txt/hlp/cobra_func.hlp +++ b/game/txt/hlp/cobra_func.hlp @@ -1,7 +1,7 @@ & FUNCTIONS Functions are specialized commands used to manipulate strings and other input. Function take the general form: [FUNCTION()] - + The brackets are used to delimit and force evaluation of the function (or nested functions). The brackets can also be used to group functions for the purposes of string concatenation. In general, more than one pair @@ -55,22 +55,22 @@ String functions: string manipulation (ESCAPE, FLIP) Time functions: Formatting and display of time (TIME, CONVSECS) Utility functions: general utilities (ISINT, COMP) - + The command "@config/functions" lists all of the game's built-in functions. The command "@function" lists all of the game's custom global functions defined via the @function command. - + & Attribute functions The primary purpose of these functions is to access information stored in attributes on objects. - + aposs() attrib_set() default() edefault() eval() get() grep() grepi() lattr() nattr() obj() poss() regrep() regrepi() subj() udefault() ufun() uldefault() ulocal() v-function wildgrep() wildgrepi() xget() zfun() - See also: ATTRIBUTES, NON-STANDARD ATTRIBUTES +See also: ATTRIBUTES, NON-STANDARD ATTRIBUTES & Bitwise functions These functions treat integers as a sequence of binary bits (Either 0 or 1) and manipulate them. @@ -90,12 +90,12 @@ are all considered "true" when passed to these functions. Alternatively, your MUSH may be using TinyMUSH 2.2 booleans, in which case only non-zero numbers are "true". - + and() cand() cor() eq() gt() gte() lt() lte() nand() neq() nor() not() or() t() xor() - - See also: BOOLEAN VALUES, @config + +See also: BOOLEAN VALUES, @config & Communication functions Communication functions are side-effect functions that send a message to an object or objects. @@ -116,18 +116,18 @@ & Dbref functions Dbref functions return a dbref or list of dbrefs related to some value on an object. - + children() con() entrances() exit() followers() following() home() lcon() lexits() loc() locate() lparent() lplayers() lsearch() lvcon() lvexits() lvplayers() namelist() next() nextdbref() num() owner() parent() pmatch() rloc() rnum() room() where() zone() - - See also: DBREF + +See also: DBREF & Information functions Information functions return values related to objects or the game. - + alias() andflags() andlflags() config() controls() ctime() elock() findable() flags() fullalias() fullname() hasattr() hasattrp() hasflag() haspower() @@ -152,8 +152,8 @@ setunion() shuffle() sort() sortby() sortkey() splice() step() table() unique() wordpos() words() - - See also: LISTS + +See also: LISTS & Math functions Math functions take one or more floating point numbers and return a numeric value. @@ -165,7 +165,7 @@ mul() pi() power() root() round() sign() sin() sqrt() stddev() sub() tan() trunc() val() - + These functions operate only on integers (if passed floating point numbers, they will return an error or misbehave): dec() div() floordiv() inc() mod() @@ -178,13 +178,13 @@ & Regular expression functions These functions take a regular expression (regexp, or re) and match it against assorted things. - + regedit() regeditall() regeditalli() regediti() regmatch() regmatchi() regrab() regraball() regraballi() regrabi() regrep() regrepi() reswitch() reswitchall() reswitchalli() reswitchi() - - See also: string functions, regexp + +See also: string functions, regexp & SQL functions These functions perform queries or other operations on an SQL database to which the MUSH is connected, if SQL support is @@ -195,31 +195,31 @@ & String functions String functions take at least one string and return a transformed string, parts of a string, or a value related to the string(s). - - accent() after() alphamin() alphamax() art() - before() brackets() capstr() case() caseall() - cat() center() comp() chr() decrypt() - delete() digest() edit() encrypt() escape() - if() ifelse() foreach() lcstr() left() - lit() ljust() merge() mid() ord() - ordinal() pos() regedit() lpos() regmatch() - repeat() reverse() right() rjust() scramble() - secure() sha0() space() spellnum() squish() - strcat() strinsert() stripaccents()stripansi() strlen() - strmatch() strreplace() switch() trim() ucstr() - wrap() - - See also: STRINGS + + accent() after() align() alphamin() alphamax() + art() before() brackets() capstr() case() + caseall() cat() center() comp() chr() + decompose() decrypt() delete() digest() edit() + encrypt() escape() if() ifelse() foreach() + lcstr() left() lit() ljust() merge() + mid() ord() ordinal() pos() regedit() + lpos() regmatch() repeat() reverse() right() + rjust() scramble() secure() sha0() space() + spellnum() squish() strcat() strinsert() stripaccents() + stripansi() strlen() strmatch() strreplace() switch() + trim() ucstr() wrap() + +See also: STRINGS & Time functions These functions return times or format times. - + convsecs() convutcsecs() convtime() ctime() etimefmt() isdaylight() mtime() restarttime() secs() starttime() stringsecs() time() timefmt() timestring() utctime() & Utility functions These functions don't quite fit into any other category. - + allof() ansi() atrlock() beep() checkpass() clone() create() die() dig() firstof() functions() isdbref() isint() isnum() isword() @@ -242,7 +242,7 @@ output of functions when you don't use that output. & ABS() abs() - + Returns the absolute value of a number. i.e. ABS(-4) returns 4; ABS(2) returns 2, etc. & ACCENT() @@ -257,9 +257,9 @@ the one assumes (ISO 8859-1), and some clients strip these 8-bit characters. - See HELP ACCENT2 for a description of the template argument. + See 'HELP ACCENT2' for a description of the template argument. - See also: stripaccents(), NOACCENTS +See also: stripaccents(), NOACCENTS & ACCENT2 For each character in , the corresponding character of