Game +help

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Contents

Alts

alts
Your alts
alt/register <name>
Shoot a mail with a code to '<name>' (also: alt/request)
alt/accept <input>
Accept that this is a valid code and merge alt lists.

On the staff side:

alts <character>
Their alts

That's all there is to it. This system will be important for moving 'player experience' around between your alts.

Asp(irations)

Listing Your Aspirations

asp
List approved and pitched Aspirations.
asp <number>
List details about that Aspiration.
asp/pitch
List pitched Aspirations.
asp/approve
List approved Aspirations
asp/fulfill
List fulfilled Aspirations

Managing Your Aspirations

asp/pitch <term length>=<aspiration>
Pitch to staff that your character should have an Aspiration. This will create a job.
asp/fulfill <number>=<reason>
Pitch to staff that your Aspiration has been fulfilled, and the reason for it. This will create a job.
asp/drop <number>[=<reason>]
Completely remove an aspiration. If the aspiration is still 'pitched', it will be dropped immediately. If it is 'approved', you will need to add the a reason and wait for staff. Always /drop BEFORE pitching a replacement.

What Do the Inputs Mean?

<term length>
Expected duration to fulfill the Aspiration. Must be one of: 'short-term', 'long-term'
<number>
All Aspirations will have a number. Refer to them this way.
<aspiration>
What is the Aspiration?
<reason>
Reason for a fulfill or drop request.

What To Do About Asps

Stay far away from them. If bit, seek immediate medical attention. If Cleopatra, stop with the drama already.

Staff commands in: MUXhelp:Asp 2

Listing Others' Aspirations

asp <character>
List approved and pitched Aspirations.
asp <character>/<number>
List details about that Aspiration.
asp/pitch <character>
List pitched Aspirations.
asp/approve <character>
List approved Aspirations
asp/fulfill <character>
List fulfilled Aspirations

Managing Their Aspirations

asp/approve <character>/<number>
Moves an Aspiration from being 'pitched' to being 'approved'. Now the character can fulfill it.
asp/deny <character>/<number>
Removes an Aspiration that is 'pitched' or even 'approved', if they requested that it be dropped.
asp/fulfill <character>/<number>=<reason>
Moves an Aspiration from being 'approved' to being 'fulfilled'.

None of the Aspiration management commands approve the jobs or award Beats, so remember to do that as well.

Workflow

The intended workflow follows:

1) Player wants an Aspiration (asp/pitch)
1a) Player may change their mind (asp/drop)
2) Staff completes the job (asp/approve, asp/deny)
3) Player makes headway on the Aspiration
3a) Player requests a job to fullfill the aspiration (asp/fulfill)
3b) Player requests a job to drop the aspiration (asp/drop)
4) Staff processes the Aspiration as requested (asp/fulfill, asp/deny)

BG (Backgrounds)

Commands for Setting Your Background

bg <#>
Read a background section.
bglist
List out sections that have been created
bgadd <#>=<text>
Add to a background section.
bgrem <#>=<text>
Removes text from a background section.
bgrep <#>=<old>/<new>
Replaces text in a background section.
bgclear <#>
Clears a background section.
bglock <#>
Locks a background section when finished.

Background text cannot include ANSI, due to a technical restriction.

Staff Commands

bgview <name>
Shows the number of sections for player.
bgcheck <name>/<#>
Locks a background section when finished.
bgcheckall <name>
Same as 'bgcheck', but views all sections.
bgunlock <name>/<#>
Unlocks a background section.
sbg <name>/<#>
View a background section without locking it.

Bbmisc

  • +bbremove <#>/<list> - Removes a message by you. <list> can be a single number, a group of numbers, or a range (10-14).
  • +bbmove <#>/<#> to <#> - Moves one of your messages to a new group.
  • +bbleave <#> - Unsubscribe from group <#>.
  • +bbjoin <#> - Joins a group you've previously "left".
  • +bblist - Listing of all groups available to you along with their timeout values.
  • +bbsearch <#>/<name> - Shows you a list of <name>'s postings on group <#>.
  • +bbtimeout <#>/<#>=<days> - Changes timeout for a message to <days>.
  • +bbnotify <#>=<on|off> - Turn post notification for group <#> on or off.

For a ".sig", set an attribute on you called BB_SIG, and place your signature in that.

Note: You can use the board's name (or abbreviation) in place of its number.

See also: MUXhelp:bbpost, MUXhelp:bbread, MUXhelp:bbtimeout and MUXhelp:bbchanges.

Bboard

Commands for Myrddin's Bulletin Board 4.0.6

Chargen

The following are the commands for the Chargen process. If you are looking for the complete command list for 'cg', use: MUXhelp:Chargen 2

Chargenning

cg/check
shows you the checklist and informs you of what's done and what isn't.
stat template
List what templates are available.
stat/template <template>
Start or change your template.
stat/wipe
Start completely over. (This is NO LONGER the way to change your template.)
cg/submit
what you type when you're absolutely sure you're done.

Stat Info

stat <stat name>
information about stat
stat *<stat bit>*
Find a list of things that match.
stat <template>/*
List restricted stats that <template> can take
stat merit <template>/*
Ditto, but for merits only

Set Stats

stat/set <stat>=<value>
Set stat to value!
stat/set <stat>+<value>
Add value to current stat!
stat/set <stat>-<value>
I bet you can guess.
stat/set <stat>=<nothing here>
Erases the stat from the sheet.
stat/set <stat> (<type>)=<value>
Hey, some things like 'language' have many types. 'stat <stat name>' will tell you what <type> can be. Only use letters, numbers, and spaces. No commas or hyphens.
stat/set <stat>.<substat>=<value>
What's a substat? Well, specialties are substats. 'stat <stat name>' will tell you what <substat> can be.
example: stat/set medicine.first aid=1
(All Specialties take "1" as their value.)
=, +, - are all allowed for stats that take numbers.
stat/set <stat>=default
Oops, I messed up, get me back to the starting value! (Yes, 'default' is literal.)
  • Do not put dashes in Specialty names or you will not be able to roll them!
  • The '-' will be taken as 'minus the next word'!
  • You have been warned!

See Also: MUXhelp:Chargen 2 and the Character Creation Guide on the wiki. 'cg' is a command that encompasses many of the higher-level character generation feature. Most of these have to do with approving types and their rules.

Player Commands

cg/status [<player>]
Check the status of yourself/<player>. There are many.
cg/log [<player>]
Check your/<player>'s approval log.
cg/submit
Ask staff to be approved.

Staff Commands

Character Approval

cg/approve <name>=<comment>
when done with cgen, full character status
un-unapprove and un-freeze, but not un-kill
cg/npc <name>=<comment>
done with cgen, turned into an NPC (flag set)
cg/storyteller <name>=<comment>
when done with cgen, turned into a Storyteller (flag set)
cg/unapprove <name>=<comment>
removes approval, npc, or storyteller status
does not reinstate cgen ability
(will be used for template transition system)
cg/freeze <name>=<comment>
same as 'unapprove', but also sets frozen
cg/kill <name>=<comment>
same as 'unapprove', but also sets dead
cg/chargen <name>=<comment>
returns character to cgen
un-unapprove and un-freeze, but not un-kill
used to correct xp awards and do-overs
may be used any time by Wizards ONLY

Chargen Locking

cg/lock
which templates are locked?
cg/lock <template>
lock a template from passing 'cg/submit'
cg/unlock <template>
unlock a template so that characters with it can use 'cg/submit'

isapproved()

isaproved( <player>[, <status>] )
isaproved( <player>, status )
isaproved( <player>, log )

Statuses

chargen: never approved
approved: fully approved and RPable character
npc: RPable NPC, may be limited by other systems, 'approved'
storyteller: RPable ST, may be limited by other systems, 'approved'
unapproved: once approved but no more
frozen: 'unapproved', may be limited by other systems
dead: 'unapproved', may be limited by other systems, cannot be undone

Commands

Staff Commands

stat/setvalue <stat>=<value>

stat/settype <stat>=<type>

+idlecheck: Provides a list of inactive players, separated by approved and unapproved.

Cond(itions)

+cond is a command used to access the conditions database and add them to your character for easy tracking of what statuses you suffer.

+cond: Shows list of current statuses set on you

+cond #: Shows the # status on you

+cond <status>: Searches for partial match of statuses in the db and/or shows details of that status

+cond/list: Same thing as +cond *. Lists all in the db

+cond/add <status>=<note>: Adds <status> with <note> to you

+cond/note #=<note>: Adds or replaces the # status's note

+cond/title #=<title>: Changes the displayed title of the # status on your sheet so you can change say Addiction to Addiction(Caffeine).

+cond/rem #: Removes the # status from you

+cond/log: Shows the log of your added and removed conditions.

+cond/history: Shows the full history log of your added and removed conditions.

+cond/show #=<name>: Shows <name> player your # status

For staff commands, see +help cond 2

Staff Commands

+cond/<option> <condition name>=<information>

This is the command used to set the information displayed in the +cond listing. Available options are:

/create: Adds a new Condition to the database.

/delete: Deletes a currently existing condition from the database.

/desc: Adds a description of the condition's effects

/pers: Toggles a condition persistent in the database.

/source: Adds information on how the condition is gained.

/res: Information on how the condition is resolved

/beat: Information on whether the condition gives a beat without being resolved

/ref: A book reference, for comparison

Examples:

+cond/create Test1
+cond/pers Test1=True
+cond/desc Test1=This is a Test condition
+cond/source Test1=Staffers get this condition when Deviant is mean to them.
+cond/beat Test1=This condition awards a beat when Deviant makes staff cry.
+cond/res Test1=This condition is resolved when the affected staffer flips a table.

Dir(ectory)

The Directory System

dir
List all populated locations.
dir/all
List all locations.
dir <name>
List details about location <name>, which may be partially typed.
dir/who <name>
Lists details and who's there, if they are findable.

"Population" depends on who you can see normally. It does not hide 'unfindable' people or rooms. The directory system is intended to find role-play and facilitate the setting.

Some locations will have a "view lock" which will prevent some people from seeing that location or getting details about it. Staff always pass this lock.

  • Planned: personal location lists, "hangouts"

Builder commands listed in: MUXhelp:Dir 2

See Also: MUXhelp:Travel

Directory: Builder Commands

The key concept here is that one location may be made up of many rooms. One room must be the primary.

After each command description is a shortcut for when you're already in the room you want to add.

dir/create <main room dbref>=<location name>
Create a new location based on the a room.
Shortcut: dir/create %L=New Location Name
dir/room <location name>=[!]<room dbref>
Add a new room to the list of rooms in that location.
Delete a room with '!<room dbref>'
Shortcut: dir/room New Location Name=%L
dir/set <location name>/<element>=<value>
Set <element>. Elements are:
  • Name (already set, but can be changed here)
  • Type
  • Availability (in game-terms, the cash needed to go here)
  • Owner (name of the PC or NPC owner; will be changing sometime)
  • Lock (view lock, uses %0 as the viewer)
Shortcut: There is no shortcut for this.
dir/delete <main room dbref>
Deletes the location entirely from the directory. For security, you must use the main room's dbref.
&short-desc <main room dbref>=<a description of the location>
Give people an idea about what that location is for.
The system also pulls the map location of the main room from the main room. It will complain if it hasn't been set.

Events

All players have the ability to create their own PrP Events. Anything created using the +events code will get posted to the Events board, to allow staff to evaluate the PrP and award XP or other things as necessary. Please be sure to submit non-xp requests within the +event by using +event/add. You must have the approved flag set on your bit to view and access events.

+Events

List all upcoming events.

+Events/date

List upcoming events by date.

+Event #

List details about event #.

+Event/signup #

RSVP for event #.

+Event/unsignup #

Remove yourself from the signup list for event #.

+Event/remove #=<Player>

For the storyteller and staff, remove <player> from event #.
(This is aliased to also use +Event/resign or +Event/leave.)

+Event/changedate #=<Mmm Dd YYYY HH:MM>

Change the date event # will take place.

+Event/changesum #=<New Summary>

Change the description for event #.

+Event/addsum #=Thing=<Stuff>/Thing2=<Stuff2>/Thing3=<Stuff3>/...

Create different type of summaries (threat, reward, etc.) to event #.

+Event/timezone #=<three character timezone abbrevation>

Change the timezone for the event. EST, CST, MST, PST, etc.

+Event/cancel #

Cancel event # entirely.

+Event/create <Title>=<Mmm Dd YYYY HH:MM>/<genre>/<summary>

Create a new event with you as the storyteller.

+Events/mine

This command will bring up the events you are signed up for or the ST for.

+Events/st <name>

Lists all events being run by <name>.

+Events/genre <text>

Search events by genre. Will take wildcards. (+events/genre Vamp*)

NOTE: All dates must be in the: Mmm Dd HH:MM format such as: Jul 20 2010 22:04!

  • Notifications: When someone signs up, or unsigns up an @mail is sent to the event ST. If the event ST changes the date of cancels the event an @mail is sent to the attendees.
  • Reminder: The attendees of an event will be sent a reminder @mail the morning of the day before the event.
  • Timezones: You may set your timezone so that all +Events will display with your time, rather than servertime. To do so you need to set the following things:
&event.hours me=<hours> (This should be -/+ the amount of hours you are from servertime, which is EST)
&event.timezone me=<PST/GMT/etc> (The code will not not display more than 3 letters.)
Examples: If you are in the PST timezone you should do: &event.hours me=-3 and &event.timezone me=PST
(Please note that for 'event.timezone' you can put whatever you want, the code will pull whatever is put there. If you want to switch between PST/PDT you may.)

Continued in: Help:Events 2

Examples in: Help:Events 3

Attendee Commands

+events
This command will bring up the list of all current events.
+events/date
Same, but sorted by date. (Warning: May not account for time zone. Keep an eye on that.)
+event #
This command will bring up the summary information, date, and current signups of a specific event.
e.g.: +event 5
+event/signup #
This command will add you to the list of those signed up for an event.
e.g.: +event/signup 5
+event/unsignup #
This command will remove you from the list of those signed up for an event.
e.g.+event/unsignup 5

Examples in: Help:Events 3

Storyteller Commands

  • +Event/create <title>=<Mmm DD YYYY HH:MM:SS>/<genre>/<summary>
This command will create an event. Note: The date /must/ be in the form of "Mmm DD YYYY HH:MM:SS", like in the example.
e.g.: +event/create "Fear"=Aug 20 2010 04:03:02/Horror/This is just an example!
  • +Event/changedate #=<Mmm DD YYYY HH:MM:SS>
This command will change the date of an event. Note: The date /must/ be in the form of "Mmm DD YYYY HH:MM:SS", like in the example.
e.g.: +event/changedate 5=Aug 21 2010 04:03:05)
  • +Event/cancel #
This command will cancel an event. Note: This command can /only/ be used by staff or the Storyteller for the event.
e.g.: +event/cancel 5.)
  • +Event/remove #=<Player>
This command will remove a player from an event. Note: This command can only be used by staff or the Storyteller for the event.
e.g.: +event/remove 5=Derek
  • +Event/changesum #=<New Summary>
This command allows you to change the summary of an already posted event. Note: This will not override things that have been added with +Events/addsum.
e.g.: +Event/changesum 5=This is a sample event.
  • +Event/Timezone #=Timezone
This command will allow you to change the timezone of an event. It defaults to EST which is our in game +time.
e.g.: +event/timezone 5=EST
  • +Event/addsum #=Thing=<Stuff>/Thing2=<Stuff2>/Thing3=<stuff3>/...
This command allows you to add nigh-limitless attributes to an event you have created. Note: This must be one word!
e.g.: +event/addsum 5=Threat=Threat level is low./Reward=Treasure in the form of a token or hedgespinning material.
  • +Event/mail #=<body of the mail>
This command allows you to do @mail the attendees of your event.
e.g.: +event/mail 5=I will be late by at least fifteen minutes to the +event.)

+finger

If you want to know a little more about a specific person, type 'finger' and stand back!

finger
finger <name>

If you want to create your own information to share with everyone, type:

&finger.(title) me=(info)

The title cannot be more than 14 characters if you want it to show cleanly, but you can use the underscore `_` character if you want to include spaces. Finger will only show the first three user-defined finger items you set.

Oh, and no, the finger system doesn't evaluate code. If you want fancy formatting, you're going to have to probably use `@force me=&finger.(title) me=(go crazy)`.

Functions

User-defined functions are currently listed in this file. It's a bit of a mess.

header( <text> ), footer( [<text>] ), divider( [<text>] )
Shows <text> in a pretty manner for outputting. Takes optional <width> as second element.
wheader(), wfooter(), wdivider()
Same as above, but takes <width> from enactor.
width( [<target>] )
Width of <target>'s telnet session (self, if none listed). Allows player to use '&width me=<width>' to override.
say( <target>, <item> )
Output what it would look like if <target> typed <item>. Null and " as 'say', : and ; as 'pose', and | as 'emit'.
crumple( <text>[, <delimiter>] )
Strips spare <delimiter> (default space) so there is only one separating elements, and strips all leading and trailing.
plural( <number>, <text if singular>, <text if plural> )
Does what it looks like.
isstaff( <target>[, <staff type>] )
Is <target> a staffer? <staff type> may be staff, wizard, team lead, or headstaff ... I think.
isic( <location> )
Is <location> an in-character area?
isapproved( <target>[, <approval type>] )
Is <target> approved for RP? Alternatively: guest, staff, approved, npc, storyteller, unapproved, frozen, dead, or chargen.
titlestr( <text>[, <words to override>] )
Tries its best to output a grammatically correct title based on the input. Words can be given specific formatting under the second, optional 'override'.
e.g.: titlestr( mcdonalds is famous, McDonalds )
lmax( <list of numbers>[, <delimiter>] ), lmin( <list of numbers>[, <delimiter>] )
Like max() and min(), only takes an optional <delimiter> (default space).


Items With No Explanations, Yet

  • msg(): A prettifying function, hoping to change this soon
  • slackcol(), transpose(), widthcol(), vtable(): All related.
  • vcolumns(): Like vtable(), only different.
  • zoneinfo(): Not sure yet.
  • numranges(): Something that might be used for calculating 'x to y'.
  • lpmatch(): Also not sure at the moment.
  • places(): See Help:Places
  • getstat(), hastag?(), setstat(), shiftstat(), statname(), statpath(), statvalidate(), roll(): All a part of the nWoDv2 character generation system.

Health

Player Commands

  • hurt: Hurt yourself (one bashing)
  • heal: Heal yourself (one bashing)
  • hurt <type>: Hurt yourself one point of <type>
  • heal <type>: Heal yourself one point of <type>
  • hurt <type>=<amt>: Hurt yourself <amt> points of <type>
  • heal <type>=<amt>: Heal yourself <amt> points of <type>
  • hurt <type>=all: Hurt yourself 99 points of <type> - a suicide switch
  • heal <type>=all: Heals all damage of <type>

Damage type may be shortened as much as you want. Damage penalties will affect all standard dice rolls.

What You See

You get a detailed explanation of your health track before and after, as well as a warning of any dice penalty you'll be getting due to the damage. (I can't remember if this is part of the dice system yet. It will be.) You'll also see...

What Others In the Room See

A descriptive line of text. The code rules are listed below.

  • For every two points of damage or healing: no, some, significant, extreme, ungodly.
  • Then it will say how damaged you are, for a percentage of your total health bar: fine, lightly, noticeably, badly, and severely if bruised or critically if lethal or agg.
  • Finally, it will also report the types of damage you have, reporting bashing as "bruised", lethal as "bleeding", and aggravated as "mangled". It doesn't differentiate the levels of the types of damage, so if you have 5 bashing and 1 agg, you're still "badly bruised and mangled".

Staff Commands

(Hurting and Healing Someone Else)

Staff can 'hurt <target>/<etc>' and 'heal <target>/<etc>'. The staffer and the player will get the same detailed notification, and others in the target's location will get the same notification as if the player used hurt/heal on himself.

There is no quiet option. Staff are highly discouraged from trying to hand-set anyone. There is no guarantee what might happen if you use this command on someone who doesn't have a template.

Help

The help system is contained entirely on MediaWiki and is referenced by hooks on the game.

+help
See the index from the 'Help:' namespace. Help files without a Category will not be displayed here.
+help <topic>
See the topic. <topic> must be entered completely or the page will not be found; no name-completion here.

Init(iative)

'Init' is short for 'Initiative', the Storytelling RPG system to determine turn order in combat. 'Init' is easier to type and say. It is tracked per location (room).

Basic Init Commands

init: Check turn order.
init/clear: Clear any previous inits.
init/roll: Roll for init.

Rolling for init uses your current 'initiative' stat, which is currently calculated with:

Dexterity + Composure + Fast Reflexes

If you want to add your own modifiers to the roll for powers or items, use + or - <modifier>.

Advanced Init Commands

init/set me=<value>: Put yourself on the roster at <value>.
init/remove me: Remove yourself from the roster.

NPC Init Commands

init/roll <npc name>/<npc's init> [<modifiers>]: Roll for an NPC. e.g., 'init/roll Bob/4' or 'init/roll Mr. Big + 4'
init/set <npc name>/<npc's init>=<value>: Put an NPC on the roster at <value>.
init/remove <npc name>: Remove an NPC from the roster.

Map

If you want to see the overview of the game world, type:

map
The map you are on, or the main map if your location cannot be determined. If there are any layers (sub-maps), they will be listed.
map/list
A list of maps.
map <map name>
Display <map name>. (You don't need to type the whole name.)
map/<layer> [<map name>]
Display <layer> for your current map or <map name>. You may view multiple layers with /<layer>/<layer>.

Staff commands in: Help:map 2

See also Help:travel

Staff Map Commands

The maps are stored on individual objects stored within the map system with the map name the same as the object name, and the main map stored on &map.default. The following commands will help staff maintain these objects.

(Important Note! Except for <item> and <map>, all input is literal. <map> and <item> will auto-complete.)

Command Formats

  • +map/info - Information about the entire system.
  • +map/info <map> - Information about a specific map.
  • +map/set/<item> <map>.<layer>.<element>=<value>

About <item>

  • /location <map>.<layer>.<element>=<list of map locations to hilite for that map>
  • /ansi <map>.<layer>.<element>=<color to hilite those locations>
  • /lock <map>.<layer>=<lock|list to allow someone to see that layer. Setting on the "default" layer locks the entire map.>

About <layer>

  • The <layer> is a sub-map, the information applied to the main +map via ansi. Nightclubs, gangs, packs, etc., are all good layer names.

About the <element>

  • The <layer> can be categorized further into <element>s. That is, a single nightclub type ("strip club"), a single gang, a single pack.

About <lock|list>

  • Enter any mix of the following. If any lock item matches, the lock is passed. If the lock's name starts with ! (i.e., !template), it will mean someone doesn't have
  • template:<template name> - The player is that template.
  • location:<dbref or "ic"> - User is in a specific location, or is "ic".
  • sphere:<sphere name> - Player belongs to a certain sphere.
  • faction:<faction name> - Player belongs to a specific faction from the +faction system
  • bittype:<name or value> - See "help bittype()", also "approved" and "unapproved", staff always pass these locks but it can be used to make a layer staff-only
  • attribute:<attr name> - User has that attribute
  • attribute:<attr name>:<value> - User has that attribute set to a specific value.

Examples of these in: +help Help:map 3

See also +help help:travel, +help help:factions

A Map-Layer Setup Example

Here's how a staffer might create a territory for the werewolf pack "Iron Teeth" in the Shadow.

  • First, check the map's details. Maybe someone's already set this up.
map/info shadow
  • Then add all the map locations for this pack on that map. Remember, the layer name (Packs) and the element for it (Iron Teeth) need to be typed in exactly the same way each time you use it.
map/set/location shadow.Packs.Iron Teeth=sh04 sh06
  • Then add an ansi code for this pack. Don't use the same color as anything else on that layer.
map/set/ansi shadow.Packs.Iron Teeth=hc
  • Finally, make sure that the layer can only be seen by the right people. Once someone has set this you won't need to set it again, but check '+map info' to be sure.
map/set/lock shadow.Packs=sphere:werewolf

Double-check with 'map/info shadow' and see if it looks fine with 'map/packs shadow', and you're set.

Meetme

The following commands allow you to send players requests to meet at locations or have them summon you:

meetme <name>
Sends a request to players to either join or summon you.
mjoin <name>
Upon receiving a 'meetme' request, this command will take you to their location.
msummon <name>
Upon receiving a 'meetme' request, this command will summon that person to your location. Usually considered bad etiquette to do so unless otherwise asked.

MyJob Mail

This command allows you to comment on a shared +myjob and send an @mail about the comment at the same time. This @mail will go to anyone who is listed on the 'source' of the shared +myjob.

+myjob/mail <#>=<content>

Example: +myjob/mail 1=Hey guys! I wanted to let you know that...

See also: +jhelp & Help:Request

Name

name <first part of name>
Find all characters with <first part of name> as either their name or alias.

This is valiantly helpful for finding people whose names may contain unusual characters or numbers.

Note

The notes system is a pared down, portable version of the +help and news systems complete with categories. For all commands, you may use 'note' or 'notes'. Staff is able to set invisible (dark) notes that you shouldn't be able to access.

Player Commands

notes
See your notes.
note <note>
See that specific note.
note/add <title>/<note>
Set up a <note> with the name <title> in the 'general' category.
note/add [<object>/]<category>=<title>/<note>
Set up a <note> with the name <title>, in the <category> listed. Notes of the same name are overwritten unless approved (therefore locked) by a staffer. Notes can be set to locations or objects you own by using the objects name or 'here'. Notes on locations and objects must include a category.
note/delete [<object>/]<note>
Delete a note of yours or at a location you own. Use only if you mean it. You won't be able to delete notes that have been approved by staff and locked.
note here
List notes in your current location. Read a specific note with+note here/<name>
note/show <note name>=<player name>
Show your <note name> to <player name>
note/move [<object>/]<note>=<new category>[/<new name>]
Move a note unless it's been approved by staff.


Staff Commands

note <target>[/<title>]
note/view <target>[/<title>]
View <target>'s notes, or view a specific <title>. Note names surrounded by [..] are dark to the player.
note/add <target>/<category>=<title>/<note>
Set up a <note> with the name <title>, if <category> is not given it will go under the 'general' category. Notes of the same name are overwritten.
note/[!]approve <target>/<note>
Sets a note approved or unapproved. Approved notes are locked from being deleted or re-added by the player.
note/delete <target>/<note>
Delete a note.
note/[!]dark <target>/<note>
Sets a note dark (invisible to the player) or sets it visible again.
note/staffnote <target>/<category>=<title>/<note>
Exactly like 'note/add', but immediately sets the note dark. Does not bother approving it.
note/move <target>/<note>=<new category>[/<new name>]
Move a note even if it's been approved.

OOC

Go IC and OOC With a Travel Command

+ic
Go IC. If you've been IC before, it will return you to the last place you were before you used +ooc.
+ooc
Go to the OOC Nexus.
+ooc/quiet
Go to the OOC Quiet Room
+ooc/rp
Go to the OOC RP Nexus
&oocansi me=<stuff>
If you want to see <stuff> instead of [OOC], use this. Nobody else will see it this way, just you.

Talking OOCly

ooc <stuff>
'<stuff>
Where <stuff> is:
<stuff>: Say <stuff>
"<stuff>: Say <stuff>
 :<stuff>: Pose
 ;<stuff>: Pose with no preceeding space
|<stuff>: Emit <stuff> with your name not attached. Do not abuse this.

Definitions

IC: In Character, speaking and acting as the character, role-playing OOC: Out of Character, no longer role-playing

See Also: help pose, help say, help @emit

Phone

pp <target>=<talk talk talk it's only talk>
Phone Page someone else, and let everyone else at your location see what you're saying. Honors page locks.
pp <comments, cliches, commentary, controversy>
Phone Page the last person you targeted.
pp
See who you last targeted.
txt <target>=<chatter, chit-chat, chit-chat, chit-chat>
Texts someone else from your cellular phone. Does not honor page locks. Don't make me code that into this.

Places

"Places" are virtual places to sit, stand or occupy. You remain in the same room, but join a group of people within that room who may or may not be having a quiet conversation only with others placed with them. This may be different than the places code you're used to (from AmberMUSH), but all attempts have been made to keep it similar while updating.

In all instances, the 's' on 'places' is optional.

Basic Commands

To use the system, you need to learn only these commands.

places
Who's here
place <num or name>
Information about that place.
join <num or place name or player name>
Go to a certain place.
join at <num or name>
Go to a specific place.
join with <player>
Go to where they are.
depart
Leave your current place
tt <say/pose/emit>
Say or pose so only your place can hear. Can use '|<text>' as a tt @emit.
tto <say/pose>
OOC say or pose for your place. 'ttooc' also works.
place/cleanup [<location>]
Clean up disconnected and left players. Cleaning up remotely is staff-only.

Legacy Commands

These commands are to help people familiar with the older 'places' system.

  • plook: Same as 'places'.
  • plook <num or name>: Same as 'place <num or name>
  • sit: Same as 'join'
  • stand, leave: Same as 'depart'


For configuration, see: Places 2 (+help Places 2). For examples, see: Places 5 (+help Places 5)

see also: help pose, help say, help @emit, OOC (+help OOC) For the setup and administration of places which may only be done by the room owner or staff. In all instances, the 's' on 'places' is optional.

WARNING: Places uses @startup and @aleave on a room. If there is other code for those attributes, it will need to be re-set after using places/setup and setup/breakdown. If the room is set HALT, the following commands or switches won't work: places/setup, join, depart, tt

Creating & Configuring Places

places/configure <location>[/<number of places>]
Set places up in this location. If <number of places> isn't set, it sets up a single place. For most people, use the <location> of 'here'.
places/breakdown <location>
Remove places from this location.
places/newplace [<location>, <placenum>, <location>=<placenum>, or nothing]
Set up a new place, optionally as <placenum>. If <location> is not used, assumes 'here'.
places/delplace [<location>=]<placenum>
Removes place <num>. Place '1' cannot be deleted. If <location> is not used, assumes 'here'.
places/compress [<location>]
Removes any gaps in the list of place numbers. Using <location> is staff-only.
places/set [<location>] <num>/<item>=<value>
Set an <item> of a particular place. If <location> is not used, assumes 'here'.

Continued in Places 3 (+help Places 3).

For the the places() function, see: Places 4 (+help Places 4). For examples, see: Places 5 (+help Places 5) The following are used with 'places/set' (see Places 2, +help Places 2).

Items

For 'places/set', the following items can be set. Partial names can be used, so 'desc' and 'say' are both valid. None of these items may be empty.

Name
The name of the place, better if lower-case except for proper nouns or Victorianization. (default: a table)
Spaces
The number of spaces at a place. If set to '0', there is no limitation. (default: 4)
Description
The description of the place. (default: A table with a couple of chairs.)
Say_Prefix
What's added to the use of 'tt' or 'tto' at that place. A comma is automatically added. (default: At your table)
Join
What a player sees when they join the place. (default: You join #NAME.)
Ojoin
What people not at that place when someone joins, prefixed by the joiner's name. (default: joins #NAME (##LOC).)
Depart
What a player sees when they depart the place. (default: You depart #NAME.)
Odepart
What people not at that place when someone departs, prefixed by the departer's name. (default: departs #NAME (##LOC).)

Tokens

There are some tokens which the system will replace for the <value> of Say_Prefix, Join, Ojoin, Depart, and Odepart. More tokens can be added by player request.

#NAME: The name of the place.
#LCNAME: The name, forced lower-case.
#LOC: The number of the place.

For the the places() function, see: Places 4 (+help Places 4). For examples, see: Places 5 (+help Places 5)

places()

There is a single function, places(), that gives access to most of this in a raw form. Because of its privileged nature, it will be locked down to limitations such as only being usable in the room or by the owner. Staff is given the ability to bypass all limitations.

I know that I've been meaning to write something more complete for about a year, but trust me, it's really cool. For example:

places( <location>, <action>, [<optional stuff>] )
Look at that! Imagine what you could do with forcing people to join locations, or using a function for table-talk! How insanely cool is that! You can do it if you can figure it out.

In the meantime, see: Places 5

Usage Examples

Basics
  • places: When you first enter a room that announces it has places.
  • join 3: I want to join the place numbered '3'
  • join Anderson: I want to join wherever Anderson is.
  • tt Hello!: Say "Hello!" to everyone at that place.
  • tto Is this going to turn into combat?: Say "Is this going to turn into combat?" OOCly at that place.
  • depart: Leave that place
Frills
  • tt |Someones knee jams up against the table.: Emit "Someones knee jams up against the table." to everyone at that place.
  • places/cleanup: Make sure that the only people you see when you type 'places' are people who are actually there.

Administration Examples

Configuring Places
  • places/configure here/5: Set up 5 places here, all with the defaults.
  • places/set 1/name=merry-go-round: Place #1 will be named 'merry-go-round'.
  • places/set 1/say=On the #NAME: Someone using 'tt <text>' there will say it as: On the merry-go-round, <name> says "<text>"
  • places/breakdown: Remove the places system from this room.
Altering Places
  • places/delplace 4: Delete place #4.
  • places/compress: Compress it so Place #5 is now Place #4.
  • place/newplace: Create a new place to the next available place (#5 in this example).
  • place/newplace 10: Create a new place numbered '10' at your current location.
Staff Frills
  • places/configure <dbref>/5: Set up 5 places at <dbref>.
  • places/breakdown <dbref>: Remove the places system from <dbref>.
  • places/newplace <dbref>: Create a new place to the next available place at <dbref>.

Posebreak

This command allows you to insert a linebreak or text, with or without code.

Basic Usage

  • posebreak - Returns if it's off or on, or on with a special divider of your choice.
  • posebreak on - Turns posebreak on
  • posebreak off - Turns posebreak off
  • posebreak <text> - Uses <text> as your posebreak text, and turns it on
  • posebreak clear all - Clears your posebreak text

By default, posebreak works before poses, but can be turned on in other ways:

  • posebreak before - Turns posebreak on, before poses (this is the default)
  • posebreak after - Turns posebreak on, after poses
  • posebreak both - Turns posebreak on, both before and after poses

It can be further fine-tuned:

  • posebreak before|after|both <text> - Uses <text> as your "before" posebreak text, and turns it on
  • posebreak clear before|after|both - Clears your posebreak text

Advanced Usage

Posebreak text is stored openly on your character in the attributes &posebreak-before, &posebreak-after, and the default &posebreak. If you want to set these yourself, you can. The text will be parsed. Use percent-# for them and percent-! for you.

Request

Request contacts staff in an organized way. It interfaces with the Anomaly Jobs system, and we assume you have some passing knowledge of it. At the very least, we hope that staff does!

req <title>=<contents>
A general request that will go to all staff. Use this as a last recourse, if the request type below can't be found.

Game Role-Play

req/<sphere>: Like 'vampire', 'demon', or 'werewolf'
(ghouls, stigmatics, and wolf-blooded use the above options.)
req/city
req/society
req/crime
req/law: 'law' and 'crime' are the same
req/xp: For xp requests.

Game Infrastructure

req/bug: A bug in the code, gets higher priority
req/code
req/build
req/wiki: For all your wiki related needs. To request a wiki account, please include your preferred account name and your e-mail address.

See also: +jhelp

How to add request switches in: Request 2 Staffers may want to add a /switch to this system. Well, it's pretty easy.

1) Find the object. On the game, you can use '@whence request', or read here that it's currently on #321.

2) Add at least '&d.<switchname>.bucket' and '&d.<switchname>.jgroup'.

3) Optionally add ...

.msg: Message to send to the enactor to say the request has been made. There is a default.
.prefix: If you want the job to be prefixed, like 'BUG: ', add the word before the : here.
.level: 1 (green), 2 (yellow), or 3 (red).
.staff-only: The beginnings of an access system. A request type may be staff-only.

An example .msg, used by 'req/bug':

You have notified production staff of the 
[u( display.msg.job_title, %0 )] bug with the details 
'[secure( u( %va/FN_STRTRUNC, trim( %1 ), get( %va/BUFFER )))]'. 
Staff will need the EXACT command(s) used to create this bug and, 
if possible, how the result differs from what you were expecting to happen. 
If you did not enter this information, please do so now.

Roll

Basic Roll Commands

roll <num dice>: Roll some dice.
roll <stat> +|- <stat> [... +|- <stat-n>]: Roll some stats. '<skill>.<spec>' will add to the skill. Untrained and wound penalties will be applied.
roll <roll>=<target list>
roll <roll>=job <job number>

Roll Switches

Active Switches:

/again=<again type>: roll different types of n-again
/<number>[-again]: same as 'again=<num>'
/no[-again]: same as 'again=no'
/willpower[=<dice>]: spend a willpower for +3 or <dice>; also /wp
/weakness: Roll with 'weakness'. (1s cancel, 10s don't explode.)

'Weakness' is a term half made-up from the Vampire book, indicating some clans' weaknesses reminiscent of oWoD's success counter: After counting successes, subtract 1s. 'Weakness' is also always 'no-again' and cannot dramatically fail.

Passive Switches:

/tr[ained]: ignore untrained modifiers (doesn't seem to be working)
/now[ound]: ignore wound penalties
/rote: roll as a rote (failures re-rolled once)
/blind: roller doesn't see the result; they are rolling blind

Extended Switches

/extended[=<rolls>]: roll either pool- or <rolls>-number-of-times
/target=<target>: roll until <target> successes are reached

You can use both /extended and /target at the same time. This will roll until the first is reached:

roll/extended[=<num>]/target=<num> <roll>

Selfboot

selfboot
This command will remove any extra connections you have to the game under the same character as the one using this command. All but the least idle connection is removed. This is usually used when your connection has been disrupted.
selfboot/quiet
Like 'selfboot', but it will not give you any feedback. You can use this to make sure you're only connected once if you have troubles staying connected by putting it in your @aconnect attribute.
e.g.
@aconnect me=selfboot/quiet

(note: For expectations across various games, can use @selfboot, +selfboot, or selfboot.)

Sheet

Sheet Viewing

sheet
Lists your sheet.
sheet <character>
Lists someone else's sheet.

There is no way to show a single stat or a sheet section. Well, not yet at least.

Sheet Changing

Wizards, and wizards only, can use the following code:

&_special.sheet_location me=<#dbref>

This will cause the wizard to have an object, or even another player, as their character sheet. These are the same sheets in all ways except for one:

The Experience system does not know which "skin" you are wearing, and will record you, not your skin, as the item that was set. This may be changed in the future.

Spend

Spending to/Regaining from a Pool

spend <pool name>[=<amt>][ for <reason>]
Whether you need to spend an amount depends on the pool. Willpower, for example, ignores '<amt>' and will always spend one point. However, Vitae can be spent up to a limit based on a vampire's Blood Potency.
regain <pool name>[=<amt>] for <reason>
At the moment, you may regain any amount including 'all'. A reason is never optional.
Willpower: Also takes 'rest'.

That's it for now!

Staff

staff
List all on-line staff, their idle time, and their &position attribute.
Please note, as an experiment, dark staff will be listed.

DO NOT PAGE THEM.

duty
For staff to toggle themselves on- or off-duty.
Please also respect a staffer's duty status.

Staff bboard

Staff BBoard Commands

+bbnewgroup <title> - Creates a new group.

+bbcleargroup <#> - Clears group <#> and all it's messages.

+bblock <#>=<lock>/<key> - Locks group <#>. Lock can be 'flag' or an attribute name.

Examples: +bblock 4=flag/wizard
+bblock 5=race/were

+bbwritelock <#>=<lock>/<key> - Same as above, but controls who may write to the group.

+bbconfig - Shows values of all config parameters. Notes about locking BB Groups

The +bblock/+bbwritelock commands are only meant to take care of the simplest of locks.

Each Group has its own object. Each Group object has a pair of attributes that control who may read and who may write to that Group. The attributes are named CANREAD and CANWRITE, respectively. The dbref of the player attempting to read/write is passed to the appropriate attribute as %0. As long as the attribute returns a non-zero result, the player can read/write.

CANREAD Examples:

CANREAD: 1 Anyone can read
CANREAD: hasflag(%%0,wizard) Only wizards can read
CANREAD: strmatch(name(%%0),*z*) Only characters with a 'z' in their name can read

Type +bbinfo <#> to get the DB# of the board and see its CANREAD/CANWRITE locks.

Type +help staff bbconfig for help on BBoard configurations.

Temproom

"Temprooms" are on-grid temporary RP rooms. You don't have to go OOC to use them, and in fact we encourage you use them as a temporary extension of the grid.

As well as the basic commands listed below, temprooms have an assortment of commands available inside them.

+temproom <room name>
Creates a temporary room anywhere on the grid. (Staff can create temporary rooms anywhere.) Exit names are based upon the name of the room name you've created and are by default visible and unlocked, rooms findable (but not jump_ok). Additional instructions are available within the room itself.
Empty rooms are cleared out every thirty minutes, unless excluded by a staffer.
+temproom/destroy
Destroys a temproom you are in, if you are the creator or a staffer, and if the room is otherwise empty of connected players. Temprooms set "permanent" by staff may not be destroyed in this manner, either.
+temproom/list
Staff only. List all registered temprooms and their dbref. If they are permanent, this will be noted as well.
Any "Lost Rooms" are linked to the Temproom ZMO but are not in the temproom database and will not be removed at the time-out. Information about these rooms has been lost and must have the room, exit and entrance deleted by hand.
+here/help
When inside the room, you can see what other commands are available.

Thingness

MUXhelp:Thingness

Time

+time
Returns a command showing the current time and weather.
+weather
Returns a command showing the current time, the current weather and the weather forecast for today and tomorrow based on a Maine forecast from Yahoo Weather.
+weather/file
The raw data.
+weather/override <text>
Sets a "special forecast", overriding the file. If <text> is left blank, the special forecast is removed and the actual weather is used instead. Staff only.

Travel

In order to move around the main grid, use the following format:

travel <grid coordinates>

'map' displays show the travel coordinates usable by the system. You can also use +travel to go to the following locations: 'ooc' (same as +ooc), 'quiet' (go directly to the quiet room).

See also: MUXhelp:Map

View

The view system enables players to set public notes that anyone can see and read.

Note: Notes and staff notes are handled by a different system. For help with these, please see '+help note'.

Viewing

view
The primary command, 'view' displays all Views in the room, including notes attached to characters and other objects in the room.
view <target>
This shows all Views the target object that is in the same room as you. Staff may type '*<character>' if the target is a character, or '#<dbref>' to see views in other rooms.
view <target>/<title>
Show the details of that specific View. If you are in a room, please use: view here/<title>

Examples:

  • View here/German Shepherd Painting

Setting

The owner of the object in question or a member of staff has access to a few more commands to edit notes on the object:

  • view me/<title>=<text> - Creates and sets a view on yourself. Using this again will overwrite the existing view text.
  • view <object>/<title>=<text> - The basic editing command overwrites the specified View. Editing a note that doesn't exist creates it. Note that editing an approved view will unapprove it.
  • view/append <object>/<title>=<text> - Instead of overwriting the existing note, this command appends the new text to the end.
  • view/rename <object>/<title>=<new title> - As long as there isn't another View with the same name, this command changes the note's title.
  • view/transfer <object>/<title>=<new permission level> - The note in question may be "shown"/"hidden" by having its permission level changed. Note that you can set things to permission levels you can't actually see, though you will have no more access. Please do not use this.
  • view/clone <object>/<title>=<new permission level> - This command is the same as above, except that it maintains a copy of the note at the original level.
  • view/prove <title>=<player> - This command proves a View set on you to another player. It shouldn't be necessary, but sometimes you just need to.
  • view/delete <object>/<title> - Deletes the view. Do this again to delete it from archival.

Examples:

  • view here/German Shepherd Painting=This painting of a German Shepherd has a smug aura that seems to haunt you.
  • view/append here/German Shepherd Painting= It's evil.

Staff Commands

Staff functions for note are as follows:

  • view/approve <object>/<title> - Members of staff may set a View as approved or unapprove it with /unapprove. This marks the view was "official" but does not prevent a player from editing it.
  • view/lock <object>/<title> - Locks the view. Players will not be able to edit it. The /unlock switch reverses it.
  • view/delete <thing>/<title> - Deletes and archives the view as a Staffnote. Applying this twice deletes the archive as well, removing the note completely.

WantRP

If you are seeking out role-play, here's your command.

wantrp
list all people who are also seeking rp
wantrp/on
turn on your 'seeking rp' flag; this is erased automatically at logout
wantrp/off
turn off your 'seeking rp' flag

You may also be interested in our 'Discuss role-play and plots, big and small' channel, RP Chat.

To join for the first time, type: addcom rp=RP Chat

See Also: help comsys

Watch

General Watch Commands

  • watch: shows you who is connected that you are watching
  • watch/on: turns on the watch code after it has been turned off
  • watch/off: turns off the Watch without removing your list

Watching Specific People

  • watch/who: displays everyone on your watch list and connect status
  • watch/add: adds <name> to your watch list
  • watch/del: removes <name> from your watch list
  • watch/page: sends <text> as a page to those on your watch list
  • watch/where: gives a where list that includes only people on your watch list
  • watch/cleanup: clears your watch list of frozen players

Being Watched, Or Not

  • watch/hide: hides you from the +watch
  • watch/unhide: allows others to watch your logins and disconnects
  • watch/per <name>: permits <name> to see you while hiding
  • watch/rem <name>: removes <name> from seeing you while hiding

Watchnotes

  • watch/note: lists watchnotes you've set
  • watch/note <name>: lists the watchnote for <name>
  • watch/note <name>=<note>: adds (or if empty, removes) a watchnote for <name>

You can set the format by which you see logins and disconnects. To do this, set &WATCHFMT me=%n has %0. Other useful commands you might add could be [time()], %# or whatever.

You can also set an &AWATCH attribute on yourself that will be triggered when someone logs in.

'watch' was coded by Alton/Cedric@Tir Rauhd and Watchman@Haven and modified by Pennance@DenverMUSH and Thenomain. It may be copied freely.

Whence

The @whence command shows you matches for a potential command line, to help determine what object/attribute is matching. This is mostly useful for mush coders, but can help if you're trying to figure out what you may have overridden, and where it's sitting.

Unlike normal command matching, it keeps going and shows all matches. Normal matching stops after hitting any sequence of matches in some location.

Examples:

@whence +who
@whence +bgcheck foo/1
@whence +roll 5

The output will report any matches, including MUX builtins (which may be disabled or modified by hooks). For non-builtin matches, the columns are DBref, Object name (flags), Attribute name (flags), match text. For REGEXP commands (attribute flag R), the match string will be a regular expression.

(Many thanks to Chime for this indispensable coding tool.)

Who

The +who command works similar to the hardcode WHO command. This is one of the few commands that must start with the '+'.

+who - List of online users.
+who <name> - List of users matching the partial name.

Flag letters show by person:

~ - Player, seeking role play
* - Staff, on-duty
x - Staff, off-duty
! - Staff, super-idle
D - Dark, probably staff

XP

A very, very simple help file. 'xp' is used mostly after chargen, but can be used at the end of it.

For Players ...

  • xp : how much do I have?
  • xp/log : what's been going on with me lately?
  • xp/log <entry num> : give me detail about this log entry
  • xp/log <type> : what about <xp type>?
  • xp/log/<logtype> : what about the various <logtypes>?
  • xp/cost <trait> : How much to raise <trait> to its next level?
  • xp/cost <trait>=<value> : How much to raise <trait> to <value>?
  • xp/convert <beats> from <alt> : Hey, give me Player Experience from <alt>. (must be registered with the alts system, <alt> can be 'me', will not be refunded to a different character once converted, check with your doctor if xp/convert is right for you)
  • xp/convert <value> xp from <alt>: I don't like math, so move over Experience.
  • req/xp <title>=<spend> : hey, can I have this?

Experience Types

Used with xp/log and sometimes with xp/spend and xp/freebie:

  • Normal (default)
  • Player (you can spend alts' player experience!)
  • Cover (Demons only)

Log Action Types

Also used optionally with xp/log:

  • Gain (awards)
  • Spend (un...awards?)
  • Freebie (things that come from other stats)
  • Auto (daily auto gains)
  • Unspend (when staff messes up an xp/spend or xp/freebie)

Staff commands continued in: XP 2 (+help XP 2)

See Also: Alts (+help Alts), Chargen (+help Chargen)

For Staff ...

  • xp <player> : how much do they have?
  • xp/log <player> : tell me about their 'normal' xp gains and spends
  • xp/log <entry num> : give me detail about this spend
  • xp/log <player>/<type> : same thing, but for <xp type>
  • xp/log/<logtype> : Staff can check <logtype> as well.

For Normal XP awards

  • xp/award <player>=<beats> for <reason> : adds beats, logs reason
(xp/award <player>=35 for Chargen)
(xp/award <player>=50 for Chargen w/BG)

For Player or Cover XP awards

  • xp/award <player>/<type>=<beats> for <reason>
  • xp/cost <player>/<trait>[=<value>] : see above
  • xp/spend <player>/<trait>[=<value>] : gives <trait>, removes experience, logs it
  • xp/freebie <player>/<trait>[=<value>] for <reason> : gives <trait>, does not remove experience, logs it; to be used only for stats that gives another stat, such as Rank.
  • xp/unspend <entry num> for <reason> : someone screwed up a spend or freebie; reverse it -- Wizards Only
  • xp/unaward <entry num> for <reason> : someone screwed up a reward; reverse it -- Wizards Only

Where <value> is optional, the system will figure out what the next level is. Don't leave it blank if someone is buying several levels at chargen!

See Also: Alts (+help Alts), Chargen (+help Chargen)