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<html>
<head>
<title>The MUCK Manual: Server Command Reference</title>
</head>
<body bgcolor="#FFFFFF">
<center>
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<p><b>2.6 Server Command Reference</b></p>
<a name="a">
<p><nobr>
[<a href="#a">A</a>
| <a href="#b">B</a>
| <a href="#c">C</a>
| <a href="#d">D</a>
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]</nobr></p>
<a name="@action">
<p><code>@ACTION | @ACT</code><br>
<code>@action <name>=<source> [=<regname>]</code></p>
<p>Creates a new action and attaches it to the thing, room, or player
specified. If a <code><regname></code> is specified, then the
<code>_reg/<regname></code> property on the player is set to the
dbref of the new object. This lets players refer to the object as
<code>$<regname></code> (eg: <code>$mybutton</code>) in
<code>@locks</code>, <code>@sets</code>, etc. You may only attach
actions you control to things you control. Creating an action costs 1
penny. The action can then be linked with the command <a
href="#@link"><code>@link</code></a>. [<a href="#top">top</a>]</p><hr>
<a name="@armegeddon">
<p><code>@ARMEGEDDON</code><br>
<code>@armedeggon</code></p>
<p>Shuts down the <code>MUCK</code> without first doing a save. The
primary purpose is to avoid over-writing the saved database if it
becomes apparent the current database is corrupt, or when someone
(usually a wizard) has done something quite stupid, destroying a large
amount of objects or data. (Wizard only) [<a
href="#top">top</a>]</p><hr>
<a name="@attach">
<p><code>@ATTACH | @ATT</code><br>
@attach <action> = <new source> </p>
<p>Removes the action from where it was and attaches it to the new
source. You must control the action in question. [<a
href="#top">top</a>]</p><hr>
<a name="b">
<p><nobr>
[<a href="#a">A</a>
| <a href="#b">B</a>
| <a href="#c">C</a>
| <a href="#d">D</a>
| <a href="#e">E</a>
| <a href="#f">F</a>
| <a href="#g">G</a>
| <a href="#h">H</a>
| <a href="#i">I</a>
| <a href="#j">J</a>
| <a href="#k">K</a>
| <a href="#l">L</a>
| <a href="#m">M</a>
| <a href="#n">N</a>
| <a href="#o">O</a>
| <a href="#p">P</a>
| <a href="#q">Q</a>
| <a href="#r">R</a>
| <a href="#s">S</a>
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| <a href="#x">X</a>
| <a href="#y">Y</a>
| <a href="#z">Z</a>
]</nobr></p>
<a name="@boot">
<p><code>@BOOT</code><br>
<code>@boot <player></code></p>
<p>Disconnects a player from the game. If a player is connected more
than once it affects the most recent connection. (Wizard only) [<a href="#top">top</a>]</p><hr>
<a name="c">
<p><nobr>
[<a href="#a">A</a>
| <a href="#b">B</a>
| <a href="#c">C</a>
| <a href="#d">D</a>
| <a href="#e">E</a>
| <a href="#f">F</a>
| <a href="#g">G</a>
| <a href="#h">H</a>
| <a href="#i">I</a>
| <a href="#j">J</a>
| <a href="#k">K</a>
| <a href="#l">L</a>
| <a href="#m">M</a>
| <a href="#n">N</a>
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]</nobr></p>
<a name="@chown">
<p><code>@CHOWN</code><br>
<code>@chown <object> [=<player>]</code></p>
<p>Changes the ownership of <code><object></code> to
<code><player></code>, or if no player is given, to yourself. If
the <code>MUCK</code> is compiled with <code>player_chown,</code> all
players are allowed to take possession of objects, rooms, and actions,
provided the <code>Chown_OK</code> flag is set, with the following
exception: mortals may <code>@chown</code> an exit if they own the
object it is attached to, or an object it is linked to. Mortals cannot
take ownership of a room unless they are standing in it, and may not
take ownership of an object unless they are holding it. Wizards have
absolute power over all ownership. [<a href="#top">top</a>]</p><hr>
<a name="@chlock">
<p><code>@CHOWN_LOCK | @CHLOCK</code><br>
<code>@chown_lock <object> = <lock expression></code></p>
<p>Locks <code><object></code> such that it may only be chowned by
players for whom <code><lock expression></code> is true. The
object's <code>Chown_OK</code> flag must be set as well. Wizards may
chown any item, regardless of its <code>chown_lock.</code> [<a
href="#top">top</a>]</p><hr>
<a name="@conlock">
<p><code>@CONLOCK</code><br>
<code>@conlock <object> = <lock expression></code></p>
<p>Locks <code><object></code> such that only those for whom
<code><lock expression></code> is true may place things in or
remove things from <code><object></code>. [<a
href="#top">top</a>]</p><hr>
<a name="@contents">
<p><code>@CONTENTS</code><br>
<code>@contents [<object>] [= <flags/types> = [<output
type>]]</code></p>
<p>Searches the given object for items & exits that match the given flag
string.</p>
<p>For an explanation of the flags/types modifiers and the output types,
see the help entry for <a href="#@find">@find</a>.</p> <p>Example:
<code>@contents here = DE = owner</code> will list all Dark Exits
attached to your current location, giving the owner of each one. See
also <a href="#@find">@find</a>, <a href="#@owned">@owned</a>, <a
href="#@entrances">@entrances</a> [<a href="#top">top</a>]</p><hr>
<a name="@create">
<p><code>@CREATE</code><br>
<code>@create <object> [=<cost> [=<regname>]]</code></p>
<p>Creates a new object and places it in your inventory. This costs at
least ten pennies. If <code><cost></code> is specified, you are
charged that many pennies, and in return, the object is endowed with a
value according to the formula: ((cost / 5) - 1). Usually the maximum
value of an object is 100 pennies, which would cost 505 pennies to
create. If a <code><regname></code> is specified, then the
<code>_reg/<regname></code> property on the player is set to the
dbref of the new object. This lets players refer to the object as
<code>$<regname></code> (eg: <code>$mybutton</code>) in
<code>@locks, @sets</code>, etc. Only a builder may use this
command. [<a href="#top">top</a>]</p><hr>
<a name="@credits">
<p><code>@CREDITS</code><br>
<code>@credits</code></p>
<p>Displays a screen listing the names of people and places who have
contributed to TinyMUCK's development. [<a href="#top">top</a>]</p><hr>
<a name="d">
<p><nobr>
[<a href="#a">A</a>
| <a href="#b">B</a>
| <a href="#c">C</a>
| <a href="#d">D</a>
| <a href="#e">E</a>
| <a href="#f">F</a>
| <a href="#g">G</a>
| <a href="#h">H</a>
| <a href="#i">I</a>
| <a href="#j">J</a>
| <a href="#k">K</a>
| <a href="#l">L</a>
| <a href="#m">M</a>
| <a href="#n">N</a>
| <a href="#o">O</a>
| <a href="#p">P</a>
| <a href="#q">Q</a>
| <a href="#r">R</a>
| <a href="#s">S</a>
| <a href="#t">T</a>
| <a href="#u">U</a>
| <a href="#v">V</a>
| <a href="#w">W</a>
| <a href="#x">X</a>
| <a href="#y">Y</a>
| <a href="#z">Z</a>
]</nobr></p>
<a name="@describe">
<p><code>@DESCRIBE | @DESC</code><br>
<code>@describe <object> [=<text>]</code></p>
<p>Sets the description field of <code><object></code> to
<code><text></code>. If <code><text></code> is not
specified, the description field is cleared. This is the same as
<code>@set <object> = _/de:<text></code>. A description is
what is seen when a player looks at something. [<a
href="#top">top</a>]</p><hr>
<a name="@dig">
<p><code>@DIG</code><br>
<code>@dig <room> [=<parent> [=<regname>]]</code></p>
<p>Creates a new room, sets its parent, and gives it a personal
registered name. If no parent is given, it defaults to the first
<code>Abode</code> room down the environment tree from the current room.
If it fails to find one, it sets the parent to the global environment,
which is typically room #0. If no regname is given, then it doesn't
register the object. If one is given, then the object's dbref is
recorded in the player's <code>_reg/<regname></code> property, so
that they can refer to the object later as
<code>$<regname></code>. Digging a room costs 10 pennies, and you
must be able to link to the parent room if specified. Only a builder may
use this command. [<a href="#top">top</a>]</p><hr>
<a name="drop">
<p><code>DROP</code><br>
<code>drop <object></code></p>
<p>Drops the <code><object></code> if you are holding it. It moves
the object to the room you are in, unless its Sticky flag is set (in
which case the object will go to its home), or the room has a drop-to
(in which case the object will go to the room's drop-to). Programs are
much like objects but are not affected by room droptos or Sticky flags.
A `drop' message can be set, which will be shown to the player dropping
the object, and an `odrop', which will be shown to the other players in
the room. See <a href="#@drop><code>@drop</code></a>, <a
href="#@odrop"><code>@odrop</code></a>. [<a href="#top">top</a>]</p><hr>
<a name="@drop">
<p><code>@DROP</code><br>
<code>@drop <object> [=<text>]</code></p>
<p>Sets the drop field of <code><object></code> to
<code><text></code>. If <code><text></code> is not specified, the
drop field is cleared. The drop message on an object is displayed when you
drop it. On an exit, it is displayed upon entering the destination room. On a
player it is displayed to whoever kills him or her. On a room, it is displayed
when an object is dropped there. This is the same as <code>@set <object>
= _/dr:<text></code>. [<a href="#top">top</a>]</p><hr>
<a name="@dump">
<p><code>@DUMP</code><br>
<code>@dump [filename]</code></p>
<p>Saves the database from memory to disk. Automatically occurs every
three hours, and when <code>@shutdown</code> is used. On a large
<code>MUCK,</code> this can take a significant amount of time (ten or
more minutes). If a filename is given, it will save the database to that
file, and save any subsequent dumps to it as well. (Wizard only) [<a
href="#top">top</a>]</p><hr>
<a name="e"> <p><nobr> [<a href="#a">A</a>
| <a href="#b">B</a>
| <a href="#c">C</a>
| <a href="#d">D</a>
| <a href="#e">E</a>
| <a href="#f">F</a>
| <a href="#g">G</a>
| <a href="#h">H</a>
| <a href="#i">I</a>
| <a href="#j">J</a>
| <a href="#k">K</a>
| <a href="#l">L</a>
| <a href="#m">M</a>
| <a href="#n">N</a>
| <a href="#o">O</a>
| <a href="#p">P</a>
| <a href="#q">Q</a>
| <a href="#r">R</a>
| <a href="#s">S</a>
| <a href="#t">T</a>
| <a href="#u">U</a>
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| <a href="#w">W</a>
| <a href="#x">X</a>
| <a href="#y">Y</a>
| <a href="#z">Z</a>
]</nobr></p>
<a name="@edit">
<p><code>@EDIT</code><br>
<code>@edit <program></code></p>
<p>Searches for a program and if a match is found, puts the player into
edit mode. Programs must be created with <a
href="#@program"><code>@program</code></a>. [<a href="#top">top</a>]</p><hr>
<a name="@entrances">
<p><code>@ENTRANCES | @ENT</code><br>
<code>@entrances [<object>] [= <flags/types> = [<output type>]]</code></p>
<p>Searches through the database for items that you control linked to
<object>.</p>
<p>For an explanation of the flags/types modifiers and the output types,
see the help entry for <a href="#@find><code>@find</code></a>.</p>
<p>Example: <code>@entrances here = ED = location</code> will list all
Dark Exits that are linked to your current location, giving the location
of each one. See also <a href="#@find"><code>@find</code></a>, <a
href="#@owned"><code>@owned</code></a>, <a
href="#@contents"><code>@contents</code></a>. [<a href="#top">top</a>]</p><hr>
<a name="examine">
<p><code>EXAMINE | EX</code><br>
<code>examine <object> [=propdir]</code></p>
<p>If you control <code><object></code>, <code>examine</code> will
give you a complete breakdown of all fields, flags, etc., that are
associated with the object. If the optional propdir field is supplied,
then it instead lists out all the properties directly under that
propdir. To list the base propdir of an object, use <code>ex
<object>=/</code>. Program-executing fields are displayed as their
true text, rather than executing the program in question. If you do not
control <code><object></code>, however, it prints the owner of the
object in question, and, again, displays the true text of the
description. [<a href="#top">top</a>]</p><hr>
<a name="f">
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<a name="@fail">
<p><code>@FAIL</code><br>
<code>@fail <object> [=<message>]</code></p>
<p><code><Object></code> can be a thing, player, exit, or room,
specified as <code><name></code> or <code>#<number></code>
or `me' or `here'. Sets the fail message for
<code><object></code>. The message is displayed when a player
fails to use <code><object></code>. Without a message argument, it
clears the message. This is the same as: <code>@set
<object>=_/fl:[text]</code>. See also <a
href="#@ofail"><code>@ofail</code></a> and <a
href="#@desc"><code>@desc</code></a>. [<a href="#top">top</a>]</p><hr>
<a name="@find">
<p><code>@FIND</code><br>
<code>@find [<name>] [= <flags/types> = [<output
type>]]</code></p>
<p>Searches through the database for items that you control matching
<code><name></code>. Players control only objects they own;
wizards control all objects, so <code>@find</code> searches the entire
database when they use it.</p>
<p>Flags or types can be specified, to specify that you only want to
list objects that have that flag set, or that are of that type. You can
also specify to list objects that are <em>not</em> of that specific
type, or that do <em>not</em> have that flag. (A ! not operator before
the modifier indicates that it is to be inverted.)</p>
<p>The flags that you can specify are: <code>Abode, Builder/Block,
Chown_OK, Dark/Debug, Haven, Interactive, Jump_OK, Kill_OK, Link_OK,
Mucker, Quell, Sticky/Silent, Vehicle, Wizard, Xforcible</code>, and
<code>Zombie</code> (use the initial capitalized letter only). </p>
<p>You can also specify Mucker Levels by the level number: 1, 2, 3, or
4.</p>
<p>The types that you can specify are: <code>Exit, muF program, Garbage,
Player, Room,</code> and <code>Thing</code> (use the capitalized letter
only).</p>
<p>There are a few other modifiers you can specify:</p>
<p><table>
<tr><td> </td><td>
<dl>
<dt><code>Unlinked</code><dd>Specifies that you want to list only
unlinked objects.
<dt><code>@</code><dd>Specifies to list objects longer than about 90
days old.
<dt><code>~size</code><dd>Will match all objs whose current memory usage
is greater than or equal to size bytes. This must be the last modifier
in the list of modifiers.
<dt><code>^size</code><dd>Will match all objs whose total memory usage,
when fully loaded, is greater than size bytes. To do this, it loads the
entire object into memory from disk. This modifier is only available to
wizards. For regular players, this acts like <code>~size.</code> This
must be the last modifier in the list of modifiers. </dl>
</td>
</tr>
</table></p>
<p>Again, use only the initial capital letter for <code>Unlinked.</code>
<p>The output types that can be given are owners, links, size, count, &
location. For output types, use the whole name rather than just the
initial letter. You can use only one at a time.</p>
<table>
<tr><td> </td><td>
<dl>
<dt><code>owners</code><dd>Lists who owns each object.
<dt><code>links<dd>Shows what each object is linked to, or
<code>*UNLINKED*,</code> or, for exits linked to multiple things,
<code>*METALINK*</code>
<dt>size</code><dd>Displays how much memory is currently being used by
an object. If this option is used with the ^ modifier, (see above)
then this will display the true full size of the object, and not just
how much is currently being used.
<dt><code>count</code><dd>Causes nothing to be shown but how many
objects the <code>@find</code>, etc would match. That is, it doesn't
display any of the matched objects.
<dt><code>location</code><dd>shows where the object is located.
</dl>
</td></tr>
</table>
<p>The rules for matching on names are as follows:</p>
<p><ul>
<li>Individual words can be matched as <code>{word1|word2|...}</code>
<li>Individual characters can be matched as <code>[abc...]</code>
<li>A ? question mark matches any single character.
<li>An * asterix matches any number of characters, including none.
<li>Any of these special charcters can be matched by putting a \
backslash before it.
</ul></p>
<p>Examples:</p>
<p><code>@find north = EU = location</code><br>
Finds all of your unlinked exits named `north' and prints them along
with their locations.</p>
<p><code>@find {big|little} = R!L</code><br>
Finds all your rooms whose names contain `big' or `little' and are not
Link_OK.</p>
<p><code>@find w[ei]ll</code><br>
Find everything you control whose name contains `will' or `well'.</p>
<p><code>@find = E =links</code><br>
Will list all exits that you control, and display where they are linked
to.</p>
<p><code>@find button == locations</code><br>
Will list all objects you control with `button' in the name, and it will
display where thay are located.</p>
<p><code>@find = ~2000 = size</code><br>
Will list all your objects whose current memory usage is 2000 bytes or
more, and it will display their size.</p>
<p><code>@find = ^2000 = size</code><br>
Will, for a wizard, find all objects in the database that are 2000 or
more bytes in total size, when fully loaded, and it will show their
sizes. Note that this will load all of each object into memory to make
the size determination. On some systems this can take a while, and on
all systems this is an abuse to the diskbasing cache. (Wizard only)</p>
<p>See also <a href="#@owned"><code>@owned</code></a>, <a
href="#@entrances"><code>@entrances</code></a>,and <a
href="#@contents"><code>@contents</code></a> [<a href="#top">top</a>]</p><hr>
<a name="@force">
<p><code>@FORCE</code><br>
<code>@force <player>=<command></code></p>
<p>Causes the game to process <code><command></code> as if typed
by <code><player></code>. With the compile option
<code>god_priv,</code> God cannot be forced by his or her
sub-wizards. [<a href="#top">top</a>]</p><hr>
<a name="@flock">
<p><code>@FORCE_LOCK | @FLOCK</code><br>
<code>@force_lock</code> <object> = <lock expression></code></p>
<p>Locks <code><object></code> such that it may only be
<code>@forced</code> by players or other object types for whom
<code><lock expression></code> is true, provided that the
<code>XForcible</code> flag is set. Wizards may force any object, except
God. [<a href="#top">top</a>]</p><hr>
<a name="g">
<p><nobr>
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<a name="get">
<p><code>GET</code><br>
<code>get <object></code></p>
<p>Attempts to pick up <code><object>.</code> The lock on
<code><object></code> is checked for a success (true), and the
normal path of success/fail is then taken. On success the object is
placed in your inventory.</p>
<p>Another variation on this is <code>get
<container>=<object></code>, which attempts to get
<code><object></code> from the given container. The
<code>_/clk</code> lock property on <code><container></code> is
tested, and if it is true, when it checks to see if the standard
<code>_/lok</code> lock property on <code><object></code> tests
true. If both locks pass, then <code><object></code> is moved into
the player's inventory. If there is no <code>_/clk</code> property on
<code><container></code> it defaults to failing. The
<code>_/lok</code> property, on <code><object>,</code> on the
other hand, defaults to passing. <code>@succ/@fail</code> messages are
not displayed, when fetching something from a container. [<a href="#top">top</a>]</p><hr>
<a name="goto">
<p><code>GOTO | GO</code><br>
<code>go[to] <direction>; go[to] home</code><br>
<p>Goes in the specified direction. <code>go home</code> returns you to
your starting location. The word <code>goto</code> or <code>go</code>
may be (and usually is) omitted. <code>Move</code> is the same as
<code>go</code>. [<a href="#top">top</a>]</p><hr>
<a name="give">
<p><code>GIVE</code><br>
<code>give <player> = <# pennies></code></p>
<p>Gives <code><# pennies> to <player></code>. For mortals,
<code><# pennies></code> must be a positive number less than or
equal to the number of pennies they have. <code><# pennies></code>
is subtracted from the giving player's inventory. Wizards may give any
amount from positive <code>max_integer</code> to negative
<code>max_integer.</code> Giving does not affect the wizard's own
inventory of pennies. [<a href="#top">top</a>]</p><hr>
<a name="gripe">
<p><code>GRIPE</code><br>
<code>gripe <message></code></p>
<p>Sends <code><message></code> to the system maintainer. Gripes
are logged for later reference; also, if the system maintainer is
connected he will receive the gripe real-time when the gripe is
made. [<a href="#top">top</a>]</p><hr>
<a name="h">
<p><nobr>
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<a name="help">
<p><code>HELP</code><br>
<code>help <topic></code></p>
<p>Shows an online help document for <code><topic>.</code>
<code>Help</code> with no argument shows a brief list of basic commands.
<code>Help help</code> shows a list of index topics.</p><hr>
<a name="home">
<p><code>HOME</code><br>
<code>home</code></p>
<p>Sends you home, no matter where you are. You retain your pennies, but
any objects you are carrying leave your inventory and return to their
own homes. [<a href="#top">top</a>]</p><hr>
<a name="i">
<p><nobr>
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<a name="@idescribe">
<p><code>@IDESCRIBE | @IDESC</code><br>
<code>@idescribe <object> [=<text>]</code></p>
<p>Sets the <code>idescription</code> field of
<code><object></code> to <code><text>.</code> If
<code><text></code> is not specified, the description field is
cleared. This is the same as <code>@set
<object>=_/ide:<text></code>. An idescription is what is seen
on the inside of a vehicle, when a player inside it looks
around. [<a href="#top">top</a>]</p><hr>
<a name="info">
<p><code>INFORMATION | INFO</code><br>
<code>information <topic></code></p>
<p>Shows an online document about <code><topic>.</code> If no
topic is supplied, a list of available topics will be shown. [<a
href="#top">top</a>]</p><hr>
<p>INVENTORY | INV | I<br>
<code>inventory</code></p>
<p>Lists what you are carrying. This can be abbreviated to
<code>inv</code> or <code>i</code>. [<a href="#top">top</a>]</p><hr>
<a name="j">
<a name="k">
<p><nobr>
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<a name="kill">
<p><code>KILL</code><br>
<code>kill <player> [=<cost>]</code><br>
<p>A successful kill sends the player home, sends all objects in the
player's inventory to their respective homes. The probability of killing
the player is <code><cost></code> percent. Spending 100 pennies
always works except against Wizards who cannot be killed. Players cannot
be killed in rooms which have the <code>Haven</code> flag set. On
systems where the <code>Kill_OK</code> flag is used, you cannot kill
someone unless both you and they are set <code>Kill_OK</code>. [<a
href="#top">top</a>]</p><hr>
<a name="@kill">
<p><code>@KILL</code><br>
<code>@kill <processid|playername|programdbref|"all"></code></p>
<p>If passed a processid (a number without an # octothorpe preceeding it), it
will kill the given process, if the player controls it. If passed a player
name, it will kill all the processes controlled by that player. If passed a
program dbref, it will kill all processes that that program is running in. If
the argument passed is <code>all,</code> and the player is a wizard, it will
kill all processes on the timequeue. [<a href="#top">top</a>]</p><hr>
<a name="l">
<p><nobr>
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<a name="leave">
<p><code>LEAVE</code><br>
<code>leave</code></p>
<p>Leave the vehicle you are currently inside. [<a
href="#top">top</a>]</p><hr>
<a name="@link">
<p><code>@LINK</code><br>
<code>@link <object1>=<object2> [; <object3>; ...
<objectn> ].</code><br>
<p>Links <code><object1></code> to <code><object2>,</code>
provided you control <code><object1>,</code> and
<code><object2></code> is either controlled by you or linkable.
Actions may be linked to more than one thing, specified in a list
separated by semi-colons. [<a href="#top">top</a>]</p><hr>
<a name="@list">
<p><code>@LIST</code><br>
<code>@list <program> [=[line1] [-] [line2]].</code></p>
<p>Lists lines in a program, provided you control it or it is
<code>Link_OK.</code> Zero, one, or two line numbers may be specified,
denoting the range of lines to list. If no lines are given, the entire
program is listed. [<a href="#top">top</a>]</p><hr>
<a name="@lock">
<p><code>@LOCK</code><br>
<code>@lock <object> = <key></code></p>
<p>Locks <code><object></code> to a specific key(s).
<code><Object></code> can be specified as
<code><name></code> or <code>#<number>,</code> or as `me' or
`here'. Boolean expressions are allowed, using <code>&</code> (and),
<code>|</code> (or), <code>!</code> (not), and parentheses (`(` and `)')
for grouping. To lock to a player, prefix their name with `*' (ex.
<code>*Igor</code>). A key may be a player, an object, or
`property:value'. [<a href="#top">top</a>]</p><hr>
<a name="look">
<p><code>LOOK</code><br>
<code>look <object></code></p>
<p>Looks around at the current room, or at <code><object></code>
if specified. For players, displays their description and inventory, for
things, their description, and for rooms, their name, description,
succ/fail message, and contents. Also triggers osucc/ofail messages on
rooms. Programs are triggered accordingly on desc/succ/fail
fields. [<a href="#top">top</a>]</p><hr>
<a name="m">
<p><nobr>
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<a name="man">
<p><code>MAN</code><br>
<code>man [<subject>]</code></p>
<p>Displays the programmer's manual or a quick reference for
<code>MUF.</code> [<a href="#top">top</a>]</p><hr>
<a name="move">
<p><code>MOVE</code> See <a href="#goto"><code>GOTO</code></a>. [<a
href="#top">top</a>]</p><hr>
<a name="mpi">
<p><code>MPI</code><br>
<code>mpi [<subject>]</code></p>
<p>Displays the programmer's manual or a quick reference for
<code>MPI.</code> [<a href="#top">top</a>]</p><hr>
<a name="n">
<p><nobr>
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]</nobr></p>
<a name="@name">
<p><code>@NAME</code><br>
<code>@name <object>=<name> [<password>]</code></p>
<p>Sets the name field of <code><object></code> to
<code><name>.</code> <code><Name></code> cannot be empty; a
null name is illegal. <code><Password></code> must be supplied to
rename a player. Wizards can rename any player but still must include
the password. [<a href="#top">top</a>]</p><hr>
<a name="@newpassword">
<p><code>@NEWPASSWORD</code><br>
<code>@newpassword <player> [=<password>]</code></p>
<p>Changes <code><player>'s</code> password, informing
<code><player></code> that you changed it. Must be typed in full.
If <code>god_priv</code> was defined, nobody can change God's password.
(Wizard only) [<a href="#top">top</a>]</p><hr>
<a name="news">
<p><code>NEWS</code><br>
<code>news [<topic>]</code></p>
<p>Displays the current news file for the game. Must be typed in full.
If a topic is given, then it displays the information on that specific
topic. [<a href="#top">top</a>]</p><hr>
<a name="o">
<p><nobr>
[<a href="#a">A</a>
| <a href="#b">B</a>
| <a href="#c">C</a>