Human Telnet Commands

 

Movement Commands

Before you can do much, you need to know how to get around the Jamud. The Jamud supports abbreviated commands, which means that rather than having to enter 'north' to move north, you simply have to enter 'n' and you will go north. The following table has movement related commands and their abbreviations.
 

Command

Action Abbreviation
north Moves your character north n
east Moves your character east e
south Moves your character south s
west Moves your character west w
up Moves your character up u
down Moves your character down d
<Exitname> Moves your character through the <Exitname>  *
go <Exitname> Moves your character through the <Exitname>  *
teleport <area> Teleports your character to the area
teleport <object> Teleports your character to the parent container of any object
teleport <any> <area> Teleports anything into the child container of any area/object
back Teleports your character to the previous location
recall Teleports your character directly to the recall point (your home) reca
If you try to move your character in a direction that isn't available, you will receive a message that tells you that you have made a mistake. To know what exits to the current room are available, you can enter 'exits'.   Teleportation commands are useful for building but can damper the realism.

 

Social Commands

You will need to talk to people quite a lot on the Jamud, either for help or to help others, and during quests you may need to ask questions. It also doesnt hurt to say hello to people as you become a regular. Here is the table for conversation related commands, and their abbreviations. 

Command

Action Abbreviation
gossip Sends your conversation accross the whole Jamud and is the most popular gos
chat Same functionality of gossip, but most people are used to gossip ch
say Allows you to talk to anyone in the same room as you sa
whisper <name> Sends a private message to someone in the same room as you whi
grats Sends a congratulation message across the whole Jamud, use on special occasions like levelling grat
auction Allows you to buy/sell equipment to other players, but is never used as most eq is free au
tell <name> Sends a private message to anyone you specify te
reply Sends a tell to the last person that sent you a tell, useful if someone invisible is talking to you re
shout Allows anyone in the same zone as you to hear you sh
holler Like gossip, but takes 20 move points from you holl
qsay Anyone with the (Qst) flag will hear you if you use qsay qs
cgossip Sends a gossip to everyone in your clan only cg
Hopefully all of these are pretty easy to follow, the only thing I should say is careful about using the 'reply' command. Sometimes you can be typing a response to someone, when another person will send you a private message, and as you are 'replying' to whoever sent you the last message, you may send that message to the wrong person. Surprisingly enough it happens quite often.

 

Object Commands

You will come into using many objects throughout the Jamud, so its best you know what to do with them. Here is the table for object related commands and their abbreviations.
 

Command

Action Abbreviation
inventory Allows you to see what your currently carrying with you i
equipment Allows you to see what your currently wearing eq
examine <object> Gets a more detailed description of an object in your inventory exa <object>
examine <container> Allows you to see what objects are inside a container exa <container>
get <object> Picks up the object from the ground and puts it in your inventory g <object>
get all.<object> Gets all of the objects that have that name and puts them in your inventory g all.<object>
get <object> <container> Gets the object from inside something (bag, corpse) and puts it in your inventory g <object> <containter>
get all.<object> <container> Gets all of the objects, with that name from inside something and puts them in your inventory g all.<object> <container>
get all <container> Gets all objects from inside that container and puts them in your inventory g all <container>
drop <object> Drops the object from your inventory to the ground dro <object>
drop all.<object> Drops all of the objects from your inventory to the ground dro all.<object>
put <object> <container> Puts an object from your inventory into a container p <object> <container>
put all.<object> <container> Puts all of the objects from your inventory into a container p all.<object> <container>
wear <object> Puts that object on your body wea <object>
wear all.<object> Puts all of that type of object on your body wea all.<object>
hold <object> Holds that object ho <object>
wield <object> Wields that object as your weapon wi
give <object> <person> Gives the object to the person you specify gi <object> <person>
give all.<object> <person> Gives all of that type of object to the person you specify gi all.<object> <person>
remove <object> Removes that object from your equipment listing rem <object>
remove all.<object> Removes all of that type of objects from your equipment listing rem all.<object>
donate <object> Donates the object of your inventory to the charity room don <object>
donate all.<object> Donates all of that type of objects of your inventory to the charity room don all.<object>
junk <object> Deletes that object of your inventory from the Jamud j <object>
junk all.<object> Deletes all of that type of objects of your inventory from the Jamud j all.<object>
sacrifice <object> Deletes that object from the ground, in the current room from the Jamud sac <object>
sacrifice all.<object> Deletes all of that type of   objects from the ground, in the current room from the Jamud sac all.<object>
sacrifice all Deletes all of  the objects from the ground, in the current room from the Jamud sac all
Whenever I have mentioned a command like 'get all.<object>' you can actually enter, 'g all.b' and it will get all of the objects that starts with the letter b. Same with junking, the command 'j all.s' will junk all the objects that start with the letter s. Using the 'all' string in your commands is very useful. Whenever you kill a mob, you can do a 'exa corpse' to see what equipment that mob was carrying. If there is anything you want, do a 'g <object> corpse' to get that object, or even enter 'g all corpse' to get all of the equipment from that corpse.

 

3.4 - Combat Commands

During the course of your adventures you will want to kill many, many mobs. As easy as this sounds, there are a couple of ways to start a battle. Here is the table for combat related commands and their abbreviations.
 

Information Commands

There are many, many, many other commands in a Jamud, so it would be tiresome to list them all here, but some very helpful commands that give you information about yourself or others. Here is the table for information related commands and their abbreviations. Some of these I have explained before but belong under a couple of different categories.
 

Command

Action Abbreviation
look <person>/<mob>/<direction> Gives you detailed information l <person>/<mob>/<direction>
scan Shows your the mobs/players in your immediate N/E/S/W/U/D directions sca
examine <object> Also gives you detailed information, only for objects exa <object>
inventory Displays all the objects your carrying i
equipment Displays what equipment your wearing eq
who Displays a list of who is currently playing wh
score Displays your scoresheet sco
toggle Shows you what settings you have for the Jamud to
where Tells you the other players in your current zone and their room whe
where <mob> Tells you where the <mob> is, and only if they are in the same zone as you whe <mob>
levels Shows you how much XP you need for the next 10 levels lev
affects Typing 'help [topic]' will provide you with more information on almost any subject. af
help Shows you what current spells are cast on you af
show player <name> Shows information about the player you specifiy show p <name>

B1 OLC Commands

This section of the appendix attempts to document the OLC (On Line Creation) system for Labyrinth MUD. It is comprised of three sections: rooms, mobiles, and objects.

This section builds on the available on-line documentation and and adds complete tables for each option, last minute updates, and advice. Some of this material is derived from older sources such as Gabrielle Taylor's rom24.doc building guide.

The OLC commands follow with examples and/or descriptions of their use.

B1.1 CREATE

Syntax:
create room <TID@LID>
create mobile <TID@LID>
create object <TID@LID>

This command creates a new room, mobile or object for further editing. If you create a mobile or object a reset is automatially created in the room where you are standing where that object will "repop" during an area reset. You must be physically in the area you are building or modifying for the "create mob" and "create object" commands to work. The given TID@LID is checked to ensure it lies within the builder's allowed range.

A TID@LID is a number used to represent a distinct object, room, or mob. When you begin building you will be assigned a range of TID@LIDs which will become your area, for example, 11200-11249. This gives you enough TID@LIDs for 50 different rooms, mobiles (monsters), and objects.

B1.2 ROOM

The 'room' command is used to edit a room online. You character has to be in the room you wish to edit. You can check out the settings on a room that you have OLC privileges for with the command "stat room". The room commands are:
 

room clan <clan name>
room description <room description line>
room flags [+-=] <flags>
room heal <heal rate>
room mana <mana rate>
room name <name of room>
room owners <owners>
room sector <sector type>
room resets
room door
room exit
room extra
room purge


<clan name> is the name of a current clan on The Labyrinth.
This command restricts a room to members of a certain clan, and should only be used for clan houses.

<room description line> is a line of text. You can add more than one description line by using a "+", in the same way that multi-line notes can be created. Similarly 'room description -' will remove the last line of a room description. Use 'room description c <line number > <room description line> to replace an existing line of room description with different text. If you wish to clear a room description use 'room description NULL'.

<flags> can be one or more of the following:

 
court Room is a courthouse
dark Room is always dark
indoor Room is inside and impervious to weather. Remember to set this for all indoor rooms!
no_mob Mobiles will not wander into this room
no_recall Room is impervious to recall, summon, gate, and teleport
gods_only Only immortals (gods) can enter this room
imp_only Only the highest level immortals (implementors) can enter this room
heroes_only No mortal under  level 51 can enter this room
newbies_only No mortal over level 5 can enter this room
safe No fighting can take place in this room
private No more than two creature can be in this room
solitary No more than one creature can be in this room
pet_shop This is a room where mortals can buy pets. See appendix B2.
law No charming allowed. Used for ultra-good cities
nowhere The "where" command will not detect creatures in this room
no_scan The "scan" command will not detect creatures in this room.
no_cast_mage No mage spells can be cast in this room
no_cast_cleric No cleric spells can be cast in this room
<heal rate> and <mana rate> are a percentage of how many "normal" hit or mana points a character will heal per tick. 100% is the default.

<name of room> is the title of the room. It's usually a short phrase. See "The Builder's Guide to Style and Long Life" appendix A for the correct format.

<sector type> determines how many movement points it costs to enter this room. The default sector type is city; remember to change this where appropriate. It can be one of the following:

 
inside 1 point
field 2 points
forest 3 points
hills 4 points
mountain 6 points
desert 7 points (will affect thirst and hunger)
air 2 points (must be able to fly)
city 2 points (room is always lit)
water_swim 4 points
water_noswim (boat required)
underwater (usually requires spells)
underwater_bottom (usually requires spells)


ROOM RESETS

This command shows you what objects and mobs "repop" in this room when the area resets.

ROOM DOOR

The room door can be used to add a door to an exit, remove a door from an exit, set a door's key, set the state to which a door resets, and toggle a doors pass-proof and pick-proof flags. Note that you must create an exit with the "room exit" command before you can create a door. The syntax is as follows:

room door <direction> none [oneway]
room door <direction> open [oneway]
room door <direction> closed [oneway]
room door <direction> locked [oneway]
room door <direction> nopass [oneway]
room door <direction> pickproof [oneway]
room door <direction> key <TID@LID> [oneway]
<direction> is either north, south, east, west, up, or down. It represents the side of the room where you want to set door attributes. If for some reason you want a particular door flag to only apply to the current side of the exit then you can specify the 'oneway' switch. This is generally not recommended.

These sub-commands have the following affects:

 
none remove an existing door
open add a door to the exit, its default state will be open
closed add a door to the exit, its default state will be closed
locked add a door to the exit, its default state will be closed and locked
nopass toggles whether or not the door can be bypassed with the "pass door" spell
pickproof toggles whether or not the door can be bypassed by the "pick lock" skill
key <TID@LID> sets the lock key to object <TID@LID>
Note: Passproof doors are magically protected. Make sure there is some reason why they are magically protected. Also don't make doors pickproof arbitrarily; the thieves in the world need something to do.

*** Be sure to add the appropriate keyword to your door by setting the exit description (see ROOM EXTRA).

ROOM EXIT

This command is used to create an exit from one room to another. The syntax is as follows:

room exit <direction> <destination> TID@LID [oneway]
room exit <direction> 0
The direction is specified by using the direction name ("north", "south", etc).

When an exit is created the reverse exit (from the destination room) will be automatically be created. The behavior can be prevented by specifying the "oneway" switch. If this is done any exits created will only be one-way (from the current room to the destination room).

An exit can be removed by specifying "0" as the destination TID@LID.

ROOM EXTRA

This command is used to add an extra description to a room, or to set an exit description. The syntax is as follows:

room extra <key word(s)> <description>
room extra <key word(s)> NULL
For example, "room extra painting The painting shows the likeness of an old man" will create a description that a character can see if they are in the room and type "look painting".

For an extra description that has more than one keyword, put the keywords in single quotes, e.g. "room extra 'mural wall' A hunting scene has been painted on the wall."

If you create a room extra description using a direction (north, south, east, west, up, or down) as the keyword it's called an exit description.

When a door is created it is given the keyword <direction> by default. You can (and should) add a keyword such as "door," "curtain," "gate," "trapdoor," etc. using an exit description. The syntax is:

room extra '<direction> "<keyword 1>" "<keyword(n)>" '   <description>
The direction must come before the keywords. For example, "room extra 'north "palace gate" gate' You see a gate here." will set up an exit description so that the when the player types "look north" they will see: "You see a gate here. The palace gate is locked" (assuming you made the exit a locked door). A player will also be able to use "open gate" as well as "open north."

Multiline exit/extra descriptions can be created in the same way as room descriptions (using "+" to add a line, "-" to remove a line). A room or exit description can be removed using the NULL syntax above.

ROOM PURGE

"room purge" will remove all resets attached to a room. Use "room resets" to see the resets.

B1.3 MOB

This command lets you make changes to all mobs of a given TID@LID. Your builder character has to be standing somewhere within your area for this command to work. You must create a mob with the "create" command before you can edit it with these commands. You can check on the status of your mob at any time by typing "stat mob <TID@LID of your mob>" or "stat mob <name of your mob>" (see <names> below).

MOB has the following sub-commands:

mob <TID@LID> name <names>
mob <TID@LID> short <short description>
mob <TID@LID> long <long description>
mob <TID@LID> description [+] <description>
mob <TID@LID> level <level>
mob <TID@LID> act [+] <act flags>
mob <TID@LID> race <race>
mob <TID@LID> auto
mob <TID@LID> spec <special function>
mob <TID@LID> immune [+] <immune flags>
mob <TID@LID> vuln [+] <vuln flags>
mob <TID@LID> resist [+] <resist flags>
mob <TID@LID> offense [+] <offense flags>
mob <TID@LID> damtype <damage type>
mob <TID@LID> damage <n>d<n>+<n>
mob <TID@LID> hp <n>d<n>+<n>
mob <TID@LID> mana <n>d<n>+<n>
mob <TID@LID> hitroll <hitroll>
mob <TID@LID> sex <gender>
mob <TID@LID> limit <limit>
mob <TID@LID> roomlimit <roomlimit>
mob <TID@LID> clone
mob <TID@LID> purge
mob <TID@LID> resets
mob <TID@LID> alignment <alignment>
mob <TID@LID> wealth <silver>
mob <TID@LID> size <size>
mob <TID@LID> position <position>
mob <TID@LID> aggression [+] <aggression flags>
mob <TID@LID> affect [+] <affected flags>
mob <TID@LID> equip <object TID@LID [location]>
mob <TID@LID> shop
<names> is a list of arbitrary names, or keywords, that will work with the mob.
For example: "mob <TID@LID of your mob> name orc warrior groob" will give your mob three names. Now, if a player types "look orc" "look warrior" or "look groob" they will see the description of your mob. Make sure to give your mob all the names that a player might logically try.

<short description> is the name that players see for this mob in combat and when they interact with it.
For example: "mob <TID@LID of your mob> short Groob the elfslayer" will configure your mob so that if someone pats it on the head they will see "You pat Groob the elfslayer on his head". When they fight this mob they will see messages like "Groob the elfslayer dodges your blow". Short descriptions are typically proper names, proper names with epitephs, or generic phrases like "a marauding orc" or "a green troll". If your mob is unique you can use phrases like "the statue of Marhuk". Do not capitalize the first letter of the short description unless it's a proper name. Never capitalize "a" or "the." The short description should be kept, well, short -- under 20 characters is recommended.

<long description> is the description of this mob that players will see when they enter the room (provided, of course, that the mob is visible to them). It is typically a complete sentence, punctuated appropriately.
For example: "mob <TID@LID of your mob> long A marauding orc brandishes a rusty sword with evil intent." will cause people who walk into the room with your mob to see "A marauding orc brandishes a rusty sword with evil intent." Make sure that you don't set this to something like "The marauding orc turns toward you and says, 'make my day'." since the character walking into the room might be invisible, hidden, or 30 levels higher than the orc. "mob <TID@LID of your mob> long NULL" will create a mob with no long description.

See appendix C "Tips, Tricks, and War Stories" for more on names, short and long descriptions.

<description> is one or more lines of text that give a detailed description of the mob when a character looks at it. Like room descriptions, this should be at least three lines long and conform to the same style rules. This command works similarly to "room description".

After you have created a mob and described it, you can fill in its remaining attributes:

<level> is the numerical level you wish this mob to be. It can be frrom 1 to 60. Always set this before using "mob auto".

<race> sets the mob's race. Set this next. If you don't see the exact race you want, just choose one that is close. Use your imagination! If you strongly feel there should be a new race post a note to Murgen. Race can be only one of the following:

 
unique Mob is unclassifiable. Not recommended.
human
high-elf
grey-elf
wild-elf
dwarf
hill-giant
fire-giant
storm-giant
frost-giant
centaur
half-elf
gnome
half-orc
cambion
demon
elf Generic. Try and use one of the more specific elf races.
giant Generic. Try and use one of the more specific giant races.
bat
bear
cat
centipede
dog
doll
dragon
fido For old Midgaard fidos - Don't use this.
fox
goblin
hobgoblin
kobold
lizard
modron For old Nirvana modrons - Don't use this.
orc
pig
rabbit
school monster For the academy - Don't use this.
snake
song-bird
troll
water-fowl
wolf
wyvern
cow
horse
deer
goat
spectre
vampire
wraith
ghoul
skeleton
<act flags> are actor flags that specify a mobs behavior. Set these after level and race.
Act flags can be one or more of the following:
 
sentinel Mob does not move.
scavenger Mob will pick up objects from the ground.
mount Mob can be ridden as a mount.
aggressive Mob will automatically attack characters it can see. See "mob aggression" flags below
stay_area Mob will not wander out of its home area. Recommended.
wimpy Mob will try to flee if it is seriously injured. If both wimpy and aggressive flags are set, the mob will only aggress against sleeping characters.
pet Mob is a pet (can't be attacked by players).
train Mob will let players use the train command.
practice Mob will let players use the practice command.
undead Mob is undead. Usually you want to set spec_cast_undead in conjunction with this. (See special functions below)
cleric Mob is a priest.  Usually you want to set spec_cast_cleric in conjunction with this. (See special functions below)
mage Mob is a mage. As with the above commands you should set spec_cast_mage.
thief Mob steals from players it can see. You should set spec_thief or spec_nasty in conjunction with this. (See special functions below)
warrior Mob will fight like a skilled warrior, dodging and parrying when wielding a weapon.
noalign Mob has no alignment. Use this with mobs of very low or no intelligence, such as animals and golems. 
nopurge Mob will survive a purge command. This should be set on "permanent" mobs such as shopkeeper, trainers, and practicers.
outdoors Mob will not wander into rooms with the  indoor flag.
indoors Mob will not wander into rooms without an indoor flag.
healer Mob will heal for money
gain Mob will let players use the gain command.
update_always Mob will reset every three ticks whether there are players in the area or not.
changer Mob can change gold for silver.
banker Mob will let players deposit money to an account.
meta-physician Mob will train heroes. Don't use this without permission.
crier Mob will yell a news item every tick (like Henri).
surrenders Mob will surrender if badly injured
no_scan Mob does not show up on the "scan" command. This flag stats as "act"
MOB AUTO

This command sets up most of the standard settings of a mobile for you. It looks at the mobile level, race, and act flags in determining how to set up the mobile. Use this command after mob level, mob act, and mob race.

<special function> sets special programs associated with a mob. These usually affect combat. <special function> can be only one of the following:

 
spec_breath_any Mob breathes random breath weapon spells.
spec_breath_acid Mob breathes area-affect acid.
spec_breath_fire Mob breathes area-affect fire.
spec_breath_frost Mob breathes area-affect cold.
spec_breath_gas Mob breathes area-affect poison.
spec_breath_lightning Mob breathes lightning.
spec_cast_adept Mob casts beneficial spells on newbies.
spec_cast_cleric Mob casts spells like a priest. (set act cleric flag)
spec_cast_mage Mob casts spells like a mage. (set act mage flag)
spec_cast_undead Mob casts spells associated with the undead. (set act undead flag)
spec_executioner Mob attacks player killers and player stealers.
spec_guard Mob assists based on alignment like a lawful city guard.
spec_janitor Mob picks up and sacrifices trash.
spec_poison Mob has a poisonous bite.
spec_thief Mob steals from players (set act thief flag).
spec_nasty Mob steals from players and flees (set act thief flag).
spec_medusa Mob is a medusa (stone gaze + biting snakes).
spec_stone_gaze Mob can turn players to stone with it's gaze.
<immune flag> <vuln flag> <resist flag>
These flags are all the same but have different effects depending on what command you use to set them. "mob immune" makes a mob completely immune to a certain kind of attack. "mob vuln" makes it vulnerable (takes more damage than usual), and "mob resist" makes it resistant (takes less damage than usual). You can set one or more of these flags with the following arguments:
 
summon summoning spells (includes gate)
charm charm spells
magic all forms of magic (Powerful. Use SPARINGLY)
weapon all weapons (Powerful. Use SPARINGLY)
bash blunt weapons
pierce piercing weapons
slash slashing weapons
fire fire-based attacks
cold cold-based attacks
lightning electrical attacks
acid acid attacks
poison poison
negative negative attacks including energy drain
holy holy (good) attacks.
energy pure energy magics like magic missile
mental mental attacks
disease plague-like spells
drowning water attacks
light light based attacks like color spray spells
sound sound attacks
wood wood
silver silver
iron iron
For example: "set mob <TID@LID of your mob> resist bash charm" will make your mob resistant to blunt weapon attacks and charm spells.

<offense flags> typically describe warrior-like kinds of behavior in combat. <offense flags> can be one or more of the following:

 
area_attack Mob can attack more than one character at a time (Powerful. Use SPARINGLY).
backstab Mob can backstab.
bash Mob will try to bash in combat.
berserk Mob will try to berserk in combat.
disarm Mob can disarm.
dodge Mob can dodge.
fade Mob can fade in and out of existance. Generally only weapons flagged "magic" are effective against it. (Powerful.)
fast Mob can attack many times in one round.
kick Mob can kick in combat.
dirt_kick Mob can kick eye-blinding dirt in combat.
parry Mob can parry blows, even without a weapon.
rescue Mob can use the rescue command. (Not yet implemented, but feel free to use it)
tail Mob can perform a tail sweep attack.
trip Mob can trip in combat
crush Mob can crush in combat
assist_all Mob will help all other mobs in combat
assist_align Mob will assist other mobs of similar alignment.
assist_race Mob will assist other mobs of its exact race.
assist_players Mob will assist a fighting player.
assist_guard Mob will assist the combatant with the most "good" alignment.
assist_TID@LID Mob will assist other mobs of its own type.
hunter Mob will pursue fleeing characters. If mob is immobile it will still remember the player  and will agress upon the player's return. 
unmount Mob can unmount mounted opponents.
<damtype> both determines the kind of damage the mob's natural attack does in combat and what it looks like from the player's point of view. It can be only one of the following:
 
slice slashing attack
stab piercing attack
slash slashing attack
whip slashing attack
claw slashing attack
blast bashing attack
pound bashing attack
crush bashing attack
grep slashing attack
bite piercing attack
pierce piercing attack
suction bashing attack
beating bashing attack
digestion acid attack
charge bashing attack
slap bashing attack
punch bashing hand-to-hand attack
wrath energy attack
magic energy attack
divine holy attack
cleave slashing attack
scratch piercing attack
peck piercing attack
peckb bashing attack
chop slashing attack
sting piercing attack
smash bashing attack
shbite lightning attack
flbite fire attack
frbite cold attack
acbite acid attack
chomp bashing attack
drain negative attack
thrust piercing attack
slime acid attack
shock lightning attack
thwack bashing attack
flame fire attack
chill cold attack
damage <n>d<n>+<n>, hp <n>d<n>+<n>, mana <n>d<n>+<n>
These commands set the mob's base damage per hit, total number of hit points, and total number of mana points respectively.

The syntax for these commands is derived from the old Dungeons&Dragons notion of using combinations of dice to yield random numbers in a certain range. The syntax means:"<number of dice to roll> d <highest value any one die can yield (number of sides to the die)> + <integer added to the result>". For example "mob damage 5d5+10" will configure the mob so that every time it successfully hits it will do between 15 and 35 points of damage before being modified for things like strength, armor class, etc.

These values are automatically set by the "mob auto" command. Unless you really know what you're doing it's best not to mess with them. Changing these values can upset game balance (read B3 "Game Balance  Policies & Rules"). Having said this, it may be appropriate to give tough spell casting mobs a little more mana than normal.

<hitroll> is a number representing the mob's bonus to its chance to hit in combat. This is automatically set by "mob auto". Adjust this value up or down only to reflect truly exceptional fighting ability or clumsiness, and even then only a couple points.

<gender> sets the mobs gender. It can be only one of the following:

 
none Mob is a "it" (is neither male nor female -- use sparingly)
male Mob is male.
female Mob is female.
either Mob will randomly be set to male or female when reset.
<limit> sets how many mobs of this TID@LID can exist in the game at any time. If you set this at more than one, a new mob of this type will pop up in your area every time the area resets until the limit has been reached.

<roomlimit> sets how many mobs of this TID@LID can exist in the same room at any time. Once this limit has been reached, new mobs of this TID@LID will not longer reset into the room even if their <limit> hasn't been reached yet. They will try to pop up in other rooms where this mob has a reset, or if they have also reached their <roomlimit> in those rooms they will not pop up at all. This setting is highly recommended to prevent too many resetting mobs from piling up on top of each other.

MOB <TID@LID> CLONE

This commands creates a new reset is the room you're standing in for the mob whose TID@LID you specify. It will also automatically load the mob into the room.

Note: Use the command "load mob <TID@LID>" to create a mob in the room temporarily. It will only last until the next reboot or room purge.

MOB PURGE

Syntax:

mob <TID@LID> purge
mob <TID@LID> purge room
mob <TID@LID> purge all
This command is used to remove mob resets. All equip resets applying to the removed mob resets are also removed.

The command "mob <TID@LID purge>" removes the most recently added reset of that mob in the room. Specifying "room" removes all mob resets with the given TID@LID for the current room; specifying "all" removes all resets of this mob in the current area.

Note: Use the command "purge <name of mob>" to remove a mob from the room temporarily. Unless you also remove the mob reset, it will repop the next time the area resets. The "purge" command by itself will purge everything in the room (mobs and objects).

MOB <TID@LID> RESETS

This command will tell you the TID@LIDs of the rooms where this mobile has resets and the equipment that resets with it.

<alignment> is an integer value from -1000 (evil) to 1000 (good). Most alignments should be from -500 to 500, with a good amount in the neutral range around zero. You should only set mobs with extreme alignments SPARINGLY. Remember that non-intelligent creatures often use  the "noalign" act flag.

<silver> is the number of silver pieces the mob typically carries. Keep this low if you set it at all. Be VERY careful not to add lots of money to your mobs and contribute to "game inflation". Note: Not all builder will be able to use this command.

<size> is a very important attribute to set! Do not forget to set the size, as it has many far reaching effects. The size can be set to only one of the following:

 
tiny insects, small birds
small small animals, small halflings
medium most humanoids
large horses, giant races, ogres, things of this sort
huge very large creatures, small dragons, wyverns
giant VERY large creatures - leviathans, dragons, titans
<position> is not yet implemented. In the future it will set a mob's position such as sleeping, sitting, standing.

<aggression> flags specifies the kinds of characters this mob will automatically attack. The aggressive "mob act" flag has to be set in order for this to work. If no aggression flag are set the mob will typically aggress against all characters less 5 levels over its own level.

The agression flags can be one or more of the following:

 
cast_mage characters that cast mage spells
cast_cleric characters that cast priest spells
non_caster characters that do not cast spells (monks)
semi_caster characters that cast some spells (thieves with spells, warriors with spells)
pure_caster characters who are straight clerics or mages
male characters who are male
female charasters who are female
eunich character who have no gender
good characters of good alignment
neutral characters of neutral alignment
evil characters of evil alignment
human characters who are human
elf characters who are some kind of elf
dwarf characters who are dwarves
giant characters who are some kind of giant
centaur characters who are centaurs
gnome characters who are gnomes
orc characters who are half-orc
cambion characters who are cambions
everyone all characters
chicken only characters lower than the mob's level
psycho only characters higher than the mob's level
non-ruler characters who are not of ruler social status
noble characters who are of noble social status
peasant characters who are of peasant social status
Note: Specifying more than one aggression flag will result in the mob aggressing against EACH flag that you specify. For example, "mob agg elf" and "mob agg dwarf" will make your mob aggressive to both elves and dwarved. The exception to this are the chicken and psycho flags. These flags will limit the scope of the other flags. For example, a mob with aggression flags "elf" "dwarf" and "psycho" will only go after elves and dwarves of a higher level than the mob.

<affected> flags are spells and or spell effects that are permanently applied to the mob. These should be used SPARINGLY. Make sure to read the OLC abuse section. Note: not all of these are implemented, but are included for completeness. <affected> flags can be one or more of the following:

 
blind Mob is blind.
invisible Mob is invisible.
detect_evil Mob can detect evil alignment.
detect_invis Mob can detect invisible creatures.
detect_magic Mob can detect magic.
detect_hidden Mob can detect hidden creatures.
detect_good Mob can detect good alignment.
sanctuary Mob has a permanent sanctuary.
faerie_fire Mob has a permanent faerie fire.
infrared Mob can see warm-blooded creatures in the dark.
curse Mob is affected by curse.
paralysis Mob is affected by paralysis. Not Recommended.
poison Mob is affected by poison.
protect_evil Mob is affected by "protection from evil" spell.
protect_good Mob is affected by "protection from good" spell.
sneak Mob sneaks.
hide Mob is hidden.
sleep Mob is affected by sleep.
flying Mob flies.
pass_door Mob can pass through closed doors.
haste Mob is affected by the haste spell.
calm Mob is affected by the calm spell.
plague Mob is affected by the plague spell.
dark_vision Mob can see in the dark.
berserk Mob is permanently berserk (frenzy spell).
swim Mob can swim.
regeneration Mob regenerates quickly.
slow Mob is affected by the slow spell.
detect_traps Mob can detect traps.
water_speach Mob can speak underwater.
water_breathing Mob can breathe underwater.
water_ways Mob can fight well underwater.
smoke_parasite Mob is affected by a smoke parasite. Not recommended.
stabilize_mana Mob is affected by "Mana Stabilization". Not recommended.
hallucination Mob is affected by hallucination. Not yet implemented
detect_illusion Mob can detect illusions.
pacifist Mob cannot instigate combat
delude Mob is under the effect of the "delude" spell
improved_invis Mob can remain invisible while fighting.
death_trance Mob is under the effect of the "death trance" spell
corpse_form Mob is under the effect of the "corpse form" spell
MOB EQUIP

Syntax:

mob <TID@LID> equip <obj_TID@LID> [inventory|left|right] [all]
This mobile sub-command is used to equip or give an object to a mobile. If "inventory" is specified then the object will be given to the mobile in question for it to carry, but not wear. Otherwise the object will be equiped on the mobile(s) in the appropriate slot. If "left" or "right" is specifiedthen the object will be equipped on the appropriate side of the mobile. If "all" is specified then the object will be equipped on all mobiles of the given TID@LID; otherwise it will be equipped on the first mobile in the room only.

MOB SHOP

This mobile sub-command allows you to make a shopkeeper. As soon as one of these commands is used the mob will automatically start functioning as a shopkeeper. The following fields can be specified:

mob <TID@LID> shop buy [+] <item types>
mob <TID@LID> shop hours <open hour> <close hour>
mob <TID@LID> shop margin <buy_margin> <sell_margin>
mob <TID@LID> shop purge
<item types> are one or more object types that the mob will do business with. See the "obj type" command for a list of valid types. Usually a shopkeeper will not trade in more than one or two types of objects.

<open hour> and <close hour> set the hours that the mob will sell to players. The hours are specified as integers from 0 (midnight) to 23 (11:00 PM).

<buy_margin> and <sell_margin> specify the markup and/or overhead involved in the purchaser's buying and selling activity, respectively. These fields are specified as percentages of the item's actual value. The buy_margin is usually around 120, and the sell margin is usually around 80. Note that the overhead involved in both buying and selling can be greatly exaggerated for magical items such as potions, scrolls, and the like.

mob <TID@LID> shop purge
This use of this command will stop the mob from being a shopkeeper.

B1.4 OBJECT

This command lets you make changes to all objects of a given TID@LID. Before a TID@LID can be edited it must be first created with the "create" command while your builder character is standing in a room where you have OLC privileges. You can check the status of your object with the command "stat obj <TID@LID of your object>" or "stat obj <name of your object>".

The OBJECT editing command has the following sub-commands:

obj <TID@LID> name <names>
obj <TID@LID> short <short description>
obj <TID@LID> long <long description>
obj <TID@LID> desc [+] <description>
obj <TID@LID> level <level>
obj <TID@LID> extra <extra flags>
obj <TID@LID> cost <cost>
obj <TID@LID> weight <weight>
obj <TID@LID> wear <wear flags>
obj <TID@LID> type <item type>
obj <TID@LID> food
obj <TID@LID> liquid
obj <TID@LID> furniture
obj <TID@LID> use
obj <TID@LID> spell
obj <TID@LID> container
obj <TID@LID> light
obj <TID@LID> focus
obj <TID@LID> weapon
obj <TID@LID> armor
obj <TID@LID> money
obj <TID@LID> portal
obj <TID@LID> auto
obj <TID@LID> apply <apply location> <modifier>
obj <TID@LID> affect <affect flags>
obj <TID@LID> fit <body type>
obj <TID@LID> restrict <restrict type>
obj <TID@LID> messages
obj <TID@LID> clone
obj <TID@LID> purge
obj <TID@LID> put <container TID@LID>
<name> is one or more keywords which characters can use to refer to this object. For example: "obj <your object's TID@LID name spear iron bloody" configures an object so that it can be called either "spear" "iron" or "strong". You should include any words which a character would be likely to try.

<short> is a word or phrase that will be what object looks like while in someone's inventory or equipment. For example: "obj <your obj's TID@LID> short a heavy iron spear" will configure an object so that if you look at someone wearing it you will see: "<wielded a heavy iron spear". Do not capitalize the first letter of the short description unless it's a proper name. Never capitalize "a" or "the." Short descriptions should be under 20 characters.

<long> is a complete sentence that describes what an object looks like when lying in a room. For example: "obj <your obj's TID@LID> long A heavy iron spear with a worn leather grip leans against the wall."

OBJ DESC
This command can be used to give an object a "looked at" description. The default description is the same as the long description and should almost always be replaced using "object <TID@LID> desc." The descriptions should be at least three lines long; Characters who take the time to look at objects should be rewarded! The "obj desc" command has similar syntax to the "mob description" command and works as follows:

obj <TID@LID of your object> desc [+] description
The description can be edited like a note, with the option "+" signifying that this line should add this line to the previous description. For example:
"obj <TID@LID of your object> desc This spear is made of a heavy wood stained darkly with ash. The blade is of sharp"
"obj <TID@LID of your object> desc + iron, but it has been dented and chipped on some prior occasions."
This will create a two line description for an iron spear object that would work if a character typed "look iron" "look spear" or "look heavy", provided that you have named the object  "iron", "spear", and "heavy" with the "obj name" command. You can clear a botched description with the syntax "obj <TID@LID of your obj> NULL".

<level> is the minimum level of character who can use the object. Objects should be of a level that falls within the level range defined in your area proposal. In general useful objects should be guarded in some way, either by a maze, secret doors, locked doors, or one or more mobs. It's customary to keep an object's level within 5 levels of the mob that owns/guards it.

<extra> is a space-separated list of one or more flags that give the object certain qualities. The flags can be one or more of the following:

 
glow Item glows and can be seen in the dark.
hum Objects hums.
dark Object is very difficult to see.
lock (unimplemented)
evil Item is inherently evil.
invis Item is invisible.
magic Item is inherently magical. Magical weapons should have this set.
nodrop Item is cursed so that it cannot be dropped by a character.
bless Item is holy, improves its saving throws.
mirror Item can be used as a mirror (to reflect gaze attacks).
anti_good Item is aligned against good creatures. (Old, use obj restr instead)
anti_evil Item is aligned against evil creatures. (Old, use obj restr instead)
anti_neutral Item is aligned against neutral creatures. (Old, use obj restr instead)
noremove Item is cursed so that once worn, it cannot be removed.
inventory Use this for shopkeepers only!! Gives mob an unlimited number of each equipped item in its inventory. (Old, automatically set by shopkeepers)
nopurge Object will persist through a purge command.
rot_death Item will disappear (rot away) soon after its owner dies.
vis_death Item will only become visible after its owner dies.
nonmetal USE THIS FOR ALL NON-METAL ARMOR ITEMS.
nolocate Item cannot be found with "locate object" (good for quests).
melt_drop Item will be destroyed when dropped.
had_timer Item's timer has expired. Do not use this.
sell_extract Item's price is fixed, no markup (use for certain gems).
burn_proof Item cannot be magically destroyed. USE SPARINGLY.
nouncurse Sets a nodrop or noremove object so that it cannot be uncursed with the "remove curse" spell. NOT RECOMMENDED.
nosac Item is not suitable for a sacrifice.
Use common sense when setting extra flags. Be logically consistent.

<cost> is a number representing this item's value in silver pieces. Remember that 100 silver is equal to 1 gold piece. Do not overvalue your objects! Try and keep "found" objects cost low while objects to be purchased in a shop should cost more.

<weight> is the weight of your object in 1/10ths of an english pound. Weapons and armor will be given an automatic weight by the "obj auto" command, but be sure to double check that the value is rational. Try and be accurate as to the weight of your objects.

<wear> flags are a list of flags describing if an object can be picked up, and if so where it can be worn on one's body. The flags can be one or more of the following:

 
take Item can be picked up
finger Item can be worn on one's finger
neck Item can be worn around the neck
body Item can be worn on one's torso
head Item can be worn on the head
legs Item can be worn on one's legs
feet Item can be worn on one's feet
hands Item can be worn on one's hands
arms Item can be worn on one's arms
shield Item can be strapped to the arm as a shield
about Item is worn over other clothing, like a cloak
waist Item is worn around the waist like a belt
wrist Item can be worn around one's wrist
wield Item can be wielded as a weapon
hold Item can be held in one's hand
no_sac Item cannot be sacrificed (OLD, Use obj extra flag instead)
float Item hovers or floats nearby
hair Item can be worn in one's hair
face Item can be worn on the face, like a mask
ears Item can be worn on the ears, like an earring
Usually you only want to specify one specific body location in addition to take.

<type> sets the item's fundamental type. This determines many things, not least of which is what shop keepers will buy and sell this item. Type can be only one of the following:

 
key Item is destroyed if a player carries it when he logs out. This is usually used for keys so that at any given time one of them will exist in the game. However, you can make objects of other types act as keys, and items of type "key" can be described as something other than a key that just happens to disappear on logout. See appendix C for examples.
room_key Item is a permanent key. It will not disappear on logout.
boat Item can be used to cross deep water
jewelry Item is a piece of jewelry
map Item is a map
gem Item is a gem
clothing Item is a piece of clothing
symbol Item is a holy symbol
treasure Item is a treasure
warp_stone Item is a spell component for nexus or portal spells
instrument Item can be used to play bard songs
trash Item is unimportant and useless
food Item can be eaten (see "obj food" below)
drink Item can be imbibed (see "obj liquid" below)
fountain Item is a fountain (see "obj liquid" below)
furniture Item is furniture (see "obj furniture" below)
wand Item is a wand (see "obj use" below)
staff Item is a staff (see "obj use" below)
potion Item is a potion (see "obj spell" below)
scroll Item is a scroll (see "obj spell" below)
pill Item is a magic pill (see "obj spell" below)
container Item is a container (see "obj container" below)
light Item is a light (see "obj light" below)
focus Item is a focus (see "obj focus" below)
weapon Item is a weapon (see "obj weapon" below)
armor Item is a piece of armor (see "obj armor" below)
money Item is a pile of money (see "obj money" below)
portal Item is a portal (see "obj portal" below)
trap Item is a trap (see seperate TRAPS section in appendix B2)
poison Item is a poison (see "obj poison" below)
OBJ FOOD

The object food sub-command allows a food object to be created. It has the following syntax:

obj <TID@LID> food fullness <n>
obj <TID@LID> food hunger <n>
obj <TID@LID> food poison
Fullness determines how filling the food is. Its value is the number of 10-minute increments it will keep the eater full. Hunger is the number of increments it will keep the eater free from hunger. Very extraordinary foods and dry rations will have a higher hunger than fullness value. Most "wet" foods have a fullness value slightly greater than the hunger value. Poison toggles whether or not the food is poisonous.

OBJ LIQUID

The object liquid sub-command allows you to specify charactieristics of drink and fountain objects. It has the following syntax:

obj <TID@LID> liquid type <liquid name>
obj <TID@LID> liquid capacity <capacity>
obj <TID@LID> liquid contains <contains>
obj <TID@LID> liquid poison
<liquid name> can be only one of the following:
 
name color proof
water  clear  0
beer  amber  12
red wine  burgundy  30
ale  brown  15
dark ale  dark  16
whisky  golden  120
lemonade  pink  0
firebreather  boiling  190
local specialty  clear  151
slime mold juice  green  0
milk  white  0
tea  tan  0
coffee  tan  0
blood  red  0
salt water  clear  0
coke  brown  0
root beer  brown  0
elvish wine  green  35
white wine  golden  28
champagne  golden  32
mead  honey-colored  34
rose wine  pink  26
benedictine wine  burgundy  40
vodka  clear  130
cranberry juice  red  0
orange juice  orange  0
absinthe  green  200
brandy  golden  80
aquavit  clear  140
schnapps  clear  90
icewine  purple  50
amontillado  burgundy  35
sherry  red  38
framboise  red  50
rum  amber  150
cordial  clear  100
hot chocolate  brown  0
blackberry juice  purple  0
dragon blood  boiling red  199
Please keep and mind that not all liquid types are equally thirst quenching. Generally water is best. Salt water and a couple others actually make you more thirsty.

<capacity> is a measure of how much liquid the object can hold when full. A negative capacity will never run out.

<contains> is a measure of how much liquid the object holds when brought into the game.
Note: You do not need to set capacity or contains values for fountains.

<poison> toggles whether the liquid is poisonous or not.

OBJ FURNITURE

The object furniture sub-command allows pieces of furniture to be created. It has the following syntax:

obj <TID@LID> furniture people <number of people it can hold>
obj <TID@LID> furniture weight <maximum weight it can hold in 1/10 pounds>
obj <TID@LID> furniture heal <percentage of normal hp regeneration rate>
obj <TID@LID> furniture mana <percentage of normal mana regeneration rate>
obj <TID@LID> furniture flags [+] <furniture flags>
"obj <TID@LID> furniture heal" and "obj <TID@LID> furniture mana" should not be abused! 100% is the normal default argument. For example, "obj <your object's TID@LID> furniture heal 110" will make your object heal a player 10% faster than usual when they are sitting/standing/etc. in it.

<furniture flags> determine ways in which the piece of furniture can be used and affect the messages that appear when a character uses them. They can be one or more of the following:

stand_at
stand_on
stand_in
sit_at
sit_on
sit_in
rest_at
rest_on
rest_in
sleep_at
sleep_on
sleep_in
put_at
put_on
put_in
put_inside
Choose only one flag per catagory (stand,sit,rest,sleep,put) for your furniture.

OBJ USE

The object use sub-command is used to create wand and staff objects. The syntax is:

obj <TID@LID> use spell <spell name>
obj <TID@LID> use charges <current charges>
obj <TID@LID> use maximum <maximum charges>
obj <TID@LID> use level <spell level>
<spell name> can be one of the following. Note: Wands typically affect only one target, Staves have an area affect.
*** Game Balance Note: As a general rule we *do not* want to give powerful spell-like ability t