Topic: Houses
Tired of having your conversations interrupted by people running
in and out of the room? Longing for a place to stash that extra
equipment? Visit the 3-K Real Estate Office and purchase a house.
The Real Estate Office is located e/n/e/e/n/n/e from login.
Before you can purchase a house, you need to make deposits into
the "House Saving ATM Machine" till you reach the purchase price
of 500K coins. Then, once you are level 30 or higher, you can buy
your house and proceed to design, decorate, and personalize it.
You can access your house from a number of places in town. Plus,
you can invite your friends to visit or even provide them with a
spare set of keys.
As you develop your house, you can also qualify for one of the
house owner ranks. These ranks highlight those who have put a lot
of work into their house thus making them great places to visit.
So, why wait, head over to the Real Estate Office today!
See also: citymap, milestones.
From Center of Town: <n, 2e, 2n, e>
Return to Center of Town: <w, 2s, 2w, s>
To A quiet cul de sac: <s, 2e, 4s>
Return to Center of Town from cul de sac: <4n, 2w, n>
Houseedit Help
Click on row to expand for more information.
Help File
Cost
houseedit
<houseedit><houseedit help> SYNTAX: <houseedit>
The 'houseedit' command is used for modifying your house.
House Edit topics available:
abandon
adddoor
adddooralias
addexit
addexitalias
additem
additemid
addowner
addportal
addresponse
addroom
addspecial
addthing
addthingid
ansi
boxes
cloneitem
clonething
closecomment
colossalbox
comments
doors
edititem
editlong
editor
editplan
editthing
exitaliases
exits
hideexit
hideowner
hugebox
invite
items
keys
largebox
main
mediumbox
portals
ranks
removedoor
removedooralias
removeexit
removeexitalias
removeitem
removeitemid
removeroom
removespecial
removething
removethingid
review
reviews
rooms
setdoorname
setentrance
setexitname
sethousename
setroomname
setshort
setthingshort
share
showcomments
showexit
showowner
smallbox
specials
things
tinybox
transferhouse
unshare
upgradespecial
abandon
<houseedit help abandon>
Name: Abandon
Base Cost: 0
Syntax: abandon <house_id>
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
Doors allow you to close off part of your house (and cut down on drafts)
They may have one name, but multiple aliases. The doors may be referred
to by name or alias (as in "open door") but the name is what gets
printed when a user commits an action (as in "Ouch! You slam into a
closed door.") The name affects both sides of the door but an alias
affects only one side.
As an example lets say you have two rooms, 'bar' and 'den' with an exit
leading 'west' from 'bar' to 'den' and 'east' from 'den' to 'bar'.
If you commit the following sequence:
houseedit gotoroom bar
houseedit adddoor west east
houseedit setdoorname west gate
houseedit adddooralias west blue gate
west
houseedit adddooralias east red gate
At this point a visitor could close the 'gate' from either 'bar' or 'den',
the 'blue gate' from 'bar', or the 'red gate' from 'den'. If they tried
to walk through the door while closed they would get the message
"Ouch! You slam into a closed gate."
Anyone may open or close doors and owners may lock or unlock them.
The following commands affect doors:
adddoor <dir> <dir back> - creates a new door leading 'dir'
from here and 'dir back' back to here
removedoor <dir> - removes the door headed 'dir' (from
both sides)
setdoorname <dir> <name> - renames the door headed 'dir' to 'name'
adddooralias <dir> <alias> - adds a new alias 'alias' to the door
headed 'dir'
removedooralias <dir> <alias> - removes the alias 'alias' from the
door headed 'dir'
See Also: exits, portals
1000
adddooralias
<houseedit help adddooralias>
Name: Adddooralias
Base Cost: 50
Syntax: adddooralias <direction> <alias name>
Doors allow you to close off part of your house (and cut down on drafts)
They may have one name, but multiple aliases. The doors may be referred
to by name or alias (as in "open door") but the name is what gets
printed when a user commits an action (as in "Ouch! You slam into a
closed door.") The name affects both sides of the door but an alias
affects only one side.
As an example lets say you have two rooms, 'bar' and 'den' with an exit
leading 'west' from 'bar' to 'den' and 'east' from 'den' to 'bar'.
If you commit the following sequence:
houseedit gotoroom bar
houseedit adddoor west east
houseedit setdoorname west gate
houseedit adddooralias west blue gate
west
houseedit adddooralias east red gate
At this point a visitor could close the 'gate' from either 'bar' or 'den',
the 'blue gate' from 'bar', or the 'red gate' from 'den'. If they tried
to walk through the door while closed they would get the message
"Ouch! You slam into a closed gate."
Anyone may open or close doors and owners may lock or unlock them.
The following commands affect doors:
adddoor <dir> <dir back> - creates a new door leading 'dir'
from here and 'dir back' back to here
removedoor <dir> - removes the door headed 'dir' (from
both sides)
setdoorname <dir> <name> - renames the door headed 'dir' to 'name'
adddooralias <dir> <alias> - adds a new alias 'alias' to the door
headed 'dir'
removedooralias <dir> <alias> - removes the alias 'alias' from the
door headed 'dir'
See Also: exits, portals
50
addexit
<houseedit help addexit>
Name: Addexit
Base Cost: 50
Syntax: addexit <direction> <room_name>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
50
addexitalias
<houseedit help addexitalias>
Name: Addexitalias
Base Cost: 100
Syntax: addexitalias <alias> <exit>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
100
additem
<houseedit help additem>
Name: Additem
Base Cost: 50
Syntax: additem <id>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
See Also: things, specials
50
additemid
<houseedit help additemid>
Name: Additemid
Base Cost: 50
Syntax: additem <old_id>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
200000
addportal
<houseedit help addportal>
Name: Addportal
Base Cost: 50000
Syntax: addportal <portal_name> <direction>
A portal allows transportation between your house and the outside world.
The following portals are currently available:
Arundin
Bank
Chaos
Crafting
Fantasy
Guild
Gypsy
Login
Morgue
Newbie
Office
Pound
Pub
Resid
Science
Shop
Smithy
Anyone may leave by a portal from anywhere in your house. Owners may
enter the house from any location a portal is connected (e.g. a portal
to Chaos will allow all owners to enter the house from the Chaos entrance).
Note that entering a Guild portal will only bring a player to their guild
if it is in town. Otherwise, it will bring them to the Reception Hall.
<dir> is the command that you want people to use to enter the portal. It
can be an "ordinary exit" such as north, south, east, west, or a
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
Note: Portal exits are limited to one word and cannot contain ansi
characters or the @ symbol.
The following edit commands affect portals:
addportal <portal> <dir> - adds an exit going <dir> and ending through the
portal <portal>
removeexit <direction> - removes a portal with an exit-name <direction>
setexitname <old> <new> - renames the portal <old> to <new>. This does
not affect where portals lead, just changes what
the exit is called.
showexit <direction> - makes the portal appear in "obvious exits"
hideexit <direction> - makes the portal hidden from "obvious exits"
See Also: exits
50000
addresponse
<houseedit help addresponse>
Name: Addresponse
Base Cost: 0
Syntax: addresponse <note id> <response>
After a review has been completed on your house, the reviewer comments can
be found using the following commands. Comments are problems or suggestions
concerning your house and must be fixed before receiving a promotion.
The following commands affect comments:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
See Also: review
0
addroom
<houseedit help addroom>
Name: Addroom
Base Cost: 1000
Syntax: addroom <room_name>
Rooms are, obviously, the things you walk through in your house.
Rooms have three parts:
name - This is never shown to visitors to your house, but it is
how you refer to your house in all edit code (such as exit
destinations). The room name must be a single word.
short - This is seen when anyone in the room glances
long - this is seen when anyone in the room looks.
The following commands affect rooms:
addroom <name> - adds a new room <room>, you must then add an exit
removeroom <name> - removes the room named <name> from your house
setroomname <name> - changes the name of the current room to <name>
setshort <short> - sets the short of the current room to <short>
editlong - opens an editor to change the long of the current room.
See Also: items, things, exits, doors, specials
1000
addspecial
<houseedit help addspecial>
Name: Addspecial
Base Cost: varies, run command for costs.
Syntax: addspecial <special_name>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
500
addthingid
<houseedit help addthingid>
Name: Addthingid
Base Cost: 50
Syntax: addthingid <existing_id> : <new_id>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
50
ansi
<houseedit help ansi>
Name: House Helpfile Ansi
Base Cost:
Syntax: setcolor house<#> <color>
Houses gives you the ability to modify the colors of ansi that are
displayed in the helpfiles. To see ansi in the files you need to set
each of the following variables: house1, house2, house3,
and house4. If you already have these variables this file will
have color in it.
Viable color names can be found in help ansi and ansi colors.
See Also: help setcolor, help ansi, ansi colors
boxes
<houseedit help boxes>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
cloneitem
<houseedit help cloneitem>
Name: Cloneitem
Base Cost: 100
Syntax: cloneitem <room> <id>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
See Also: things, specials
100
clonething
<houseedit help clonething>
Name: Clonething
Base Cost: 200
Syntax: clonething <room> <id>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
200
closecomment
<houseedit help closecomment>
Name: Closecomment
Base Cost: 0
Syntax: closecomment <comment id>
After a review has been completed on your house, the reviewer comments can
be found using the following commands. Comments are problems or suggestions
concerning your house and must be fixed before receiving a promotion.
The following commands affect comments:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
See Also: review
0
colossalbox
<houseedit help colossalbox>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
comments
<houseedit help comments>
After a review has been completed on your house, the reviewer comments can
be found using the following commands. Comments are problems or suggestions
concerning your house and must be fixed before receiving a promotion.
The following commands affect comments:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
See Also: review
doors
<houseedit help doors>
Doors allow you to close off part of your house (and cut down on drafts)
They may have one name, but multiple aliases. The doors may be referred
to by name or alias (as in "open door") but the name is what gets
printed when a user commits an action (as in "Ouch! You slam into a
closed door.") The name affects both sides of the door but an alias
affects only one side.
As an example lets say you have two rooms, 'bar' and 'den' with an exit
leading 'west' from 'bar' to 'den' and 'east' from 'den' to 'bar'.
If you commit the following sequence:
houseedit gotoroom bar
houseedit adddoor west east
houseedit setdoorname west gate
houseedit adddooralias west blue gate
west
houseedit adddooralias east red gate
At this point a visitor could close the 'gate' from either 'bar' or 'den',
the 'blue gate' from 'bar', or the 'red gate' from 'den'. If they tried
to walk through the door while closed they would get the message
"Ouch! You slam into a closed gate."
Anyone may open or close doors and owners may lock or unlock them.
The following commands affect doors:
adddoor <dir> <dir back> - creates a new door leading 'dir'
from here and 'dir back' back to here
removedoor <dir> - removes the door headed 'dir' (from
both sides)
setdoorname <dir> <name> - renames the door headed 'dir' to 'name'
adddooralias <dir> <alias> - adds a new alias 'alias' to the door
headed 'dir'
removedooralias <dir> <alias> - removes the alias 'alias' from the
door headed 'dir'
See Also: exits, portals
edititem
<houseedit help edititem>
Name: Edititem
Base Cost: 100
Syntax: edititem <id>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
See Also: things, specials
100
editlong
<houseedit help editlong>
Name: Editlong
Base Cost: 100
Syntax:editlong
Rooms are, obviously, the things you walk through in your house.
Rooms have three parts:
name - This is never shown to visitors to your house, but it is
how you refer to your house in all edit code (such as exit
destinations). The room name must be a single word.
short - This is seen when anyone in the room glances
long - this is seen when anyone in the room looks.
The following commands affect rooms:
addroom <name> - adds a new room <room>, you must then add an exit
removeroom <name> - removes the room named <name> from your house
setroomname <name> - changes the name of the current room to <name>
setshort <short> - sets the short of the current room to <short>
editlong - opens an editor to change the long of the current room.
See Also: items, things, exits, doors, specials
100
editor
<houseedit help editor>
BASICS
The house editor takes some getting used to. When you're getting
started you might want to print out the BASICS section of this help
file and use it for reference.
When you first go to edit a description you will be put into the
editor. You can tell you're in the editor because your prompt change
to ':'.
The editor has two modes:
insert - has a prompt of '*'. This mode allows you to type
in text that will appear in your description.
command - has a prompt of ':'. This mode allows you to enter commands
to modify your text. Each command is entered on its own line
There are 6 commands you absolutely must know to use the editor:
'.' - When you enter a period on its own line in insert mode it
will return you to command mode (not really a command, but
you still have to know it)
'a' - An 'a' on its own line in command mode will enter insert mode.
'x' - Saves your work and quits
'Q' - Aborts your work and quits
'1,$p' - shows the text currently in the long
'1,$d' - deletes all text currently in the long
'h' - shows basic help on editor commands
There are two more that could be very, very useful:
'1,$s/$/ /' - puts a space at the end of every line (see the next one)
'1,$j' - joins all the current text into a single line.
Depending on your editor either the second of these or the first two in
sequence will allow you to format your text using whatever line length
your editor uses and have the house code reformat it to standard 75
character mud lines. Note that this will destroy any paragraph
boundaries you created.
One other important thing to mention about the editor is that you're
much better off editing your mud descriptions in a standard text editor
(like Wordpad) than a full blown Word Processor (like Word) because the
latter will insert format characters that make no sense on the mud.
INTERMEDIATE
What? You're still reading?
Honestly, there are only 34 ed commands, of which one is help and 6 deal
with saving to other files and can't be used in the house environment.
So with only 27 commands you should be a master in no time.
Most commands accept a prefix indicating which lines to operate on. You
may have noticed a lot of the sequence '1,
in the above examples. That
is the entire file (from '1' to '
, where '
is always the last line).
So if, instead of the entire file, you wanted to delete lines 7-11 then
the command would be '7,11d'. You can also prefix a command with a single
line number, so '7d' would delete only line 7.
Without a prefix all commands operate on the current line. You can see
the current line with either 'l' or 'p' (more on that in a bit) and you
can see which line it is with '='. If you always want 'l' or 'p' to
list line numbers you can do 'n'.
In all the following command descriptions, if I say "specified lines",
what I mean is "either the lines specified by the prefix or, absent a
prefix, the current line."
The basic edit commands are:
'a' - enter insert mode, inserting after the current line
'i' - enter insert mode, inserting before the current line
'A' - enter insert mode, inserting after the current line and indenting
to match the current line on insert
'd' - delete specified lines
'p' - print specified lines
'l' - list specified lines, ending each line with ' to indicate
any trailing whitespace
'c' - delete the specified lines and then enter insert mode to
replace them
'j' - join the specified lines or if a single line this line with the
next one
'n' - print line numbers whenever 'l' or 'p' is used
editplan
<houseedit help editplan>
Name: Editplan
Base Cost: 1000
Syntax: editplan
After working hard to create a house that you are proud to let others
see you may want to request that a house admin review your house.
Houses that meet particular requirements are awarded ranks. Aside from
the prestige of owning more than just a simple hovel, owners of ranked
houses are also awarded titles and discounts. Titles and discounts
vary depending on the rank the house has earned and are tied to a
particular house. For example if you own two houses: a hovel and a
castle you are given a discount of 25% on costs in your Castle
ranked house and a discount of 0% on costs in your Hovel ranked house.
Titles are displayed on 'house who' and correspond with your highest
ranked house. To see a complete list of ranks, requirements and the
benefits received at each rank please read 'houseedit help ranks'.
Note: Discounts do not count toward specials.
Additionally, houses that have earned ranks are given a plan that
appears when someone uses the 'houselist #' function. Plans should be
used to describe your house so that others may want to ask for an
invite and wander through.
Reviews are requested by posting on the House Review Board located
east of the main housing office. If you would like a review please post the
following information:
1. Your name
2. Your house id #
3. The rank you are trying to earn for that particular house
Once a review has been completed, you will be notified by the housing admin
that did the review. Throughout the review, comments will have been made
on your house. These comments include typos, grammatical errors, suggestions
for improvement, and overall impressions. You access these comments
using the showcomments function (see houseedit help comments for more
informaton about using this function). Each comment includes the rank that
may be earned after all comments are approved. Once you have finished
fixing any problems found in the review please post on the review board
that you are ready to have your house re-reviewed.
The following commands affect reviews:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
editplan - opens an editor to describe your house
See Also: ranks, comments, editplan
1000
editthing
<houseedit help editthing>
Name: Editthing
Base Cost: 100
Syntax: editthing <id>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
100
exitaliases
<houseedit help exitaliases>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
exits
<houseedit help exits>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
hideexit
<houseedit help hideexit>
Name: Hideexit
Base Cost: 2000
Syntax: hideexit <direction>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
500
hugebox
<houseedit help hugebox>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
100
items
<houseedit help items>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
See Also: things, specials
keys
<houseedit help keys>
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
largebox
<houseedit help largebox>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
portals
<houseedit help portals>
A portal allows transportation between your house and the outside world.
The following portals are currently available:
Arundin
Bank
Chaos
Crafting
Fantasy
Guild
Gypsy
Login
Morgue
Newbie
Office
Pound
Pub
Resid
Science
Shop
Smithy
Anyone may leave by a portal from anywhere in your house. Owners may
enter the house from any location a portal is connected (e.g. a portal
to Chaos will allow all owners to enter the house from the Chaos entrance).
Note that entering a Guild portal will only bring a player to their guild
if it is in town. Otherwise, it will bring them to the Reception Hall.
<dir> is the command that you want people to use to enter the portal. It
can be an "ordinary exit" such as north, south, east, west, or a
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
Note: Portal exits are limited to one word and cannot contain ansi
characters or the @ symbol.
The following edit commands affect portals:
addportal <portal> <dir> - adds an exit going <dir> and ending through the
portal <portal>
removeexit <direction> - removes a portal with an exit-name <direction>
setexitname <old> <new> - renames the portal <old> to <new>. This does
not affect where portals lead, just changes what
the exit is called.
showexit <direction> - makes the portal appear in "obvious exits"
hideexit <direction> - makes the portal hidden from "obvious exits"
See Also: exits
ranks
<houseedit help ranks>
RANK: Castle
REQUIREMENTS:
- 50+ rooms
- Meet all requirements for Designer status
BENEFITS:
Title: Architect
Discount: 25%
Misc: house plan
RANK: Palace
REQUIREMENTS:
- 30+ rooms
- Advanced area theme
- Full, in-depth, thematic descriptions, items for all nouns
- Things and doors where warranted
- At least one storage box (any size)
BENEFITS:
Title: Decorator
Discount: 20%
Misc: house plan
RANK: Estate
REQUIREMENTS:
- 20+ rooms
- Basic area-like theme
- Decent descriptions, items for all nouns
- Things and doors where warranted
BENEFITS:
Title: Designer
Discount: 15%
Misc: house plan
RANK: Mansion
REQUIREMENTS:
- 10+ rooms
- Simple house theme
- Room descriptions along with items for every noun
BENEFITS:
Title: Craftsman
Discount: 10%
Misc: house plan
RANK: House
REQUIREMENTS:
- 10+ rooms
- Simple house theme
- Room descriptions along with items for 'most' nouns
BENEFITS:
Title: carpenter
Discount: 5%
Misc: house plan
RANK: Hovel
REQUIREMENTS:
- Basic unedited house
BENEFITS:
none
Note: Discounts do not apply to specials
See Also: review, comments, editplan
removedoor
<houseedit help removedoor>
Name: Removedoor
Base Cost: 500
Syntax: removedoor <direction>
Doors allow you to close off part of your house (and cut down on drafts)
They may have one name, but multiple aliases. The doors may be referred
to by name or alias (as in "open door") but the name is what gets
printed when a user commits an action (as in "Ouch! You slam into a
closed door.") The name affects both sides of the door but an alias
affects only one side.
As an example lets say you have two rooms, 'bar' and 'den' with an exit
leading 'west' from 'bar' to 'den' and 'east' from 'den' to 'bar'.
If you commit the following sequence:
houseedit gotoroom bar
houseedit adddoor west east
houseedit setdoorname west gate
houseedit adddooralias west blue gate
west
houseedit adddooralias east red gate
At this point a visitor could close the 'gate' from either 'bar' or 'den',
the 'blue gate' from 'bar', or the 'red gate' from 'den'. If they tried
to walk through the door while closed they would get the message
"Ouch! You slam into a closed gate."
Anyone may open or close doors and owners may lock or unlock them.
The following commands affect doors:
adddoor <dir> <dir back> - creates a new door leading 'dir'
from here and 'dir back' back to here
removedoor <dir> - removes the door headed 'dir' (from
both sides)
setdoorname <dir> <name> - renames the door headed 'dir' to 'name'
adddooralias <dir> <alias> - adds a new alias 'alias' to the door
headed 'dir'
removedooralias <dir> <alias> - removes the alias 'alias' from the
door headed 'dir'
See Also: exits, portals
500
removedooralias
<houseedit help removedooralias>
Name: Removedooralias
Base Cost: 50
Syntax: removedooralias <direction> <alias name>
Doors allow you to close off part of your house (and cut down on drafts)
They may have one name, but multiple aliases. The doors may be referred
to by name or alias (as in "open door") but the name is what gets
printed when a user commits an action (as in "Ouch! You slam into a
closed door.") The name affects both sides of the door but an alias
affects only one side.
As an example lets say you have two rooms, 'bar' and 'den' with an exit
leading 'west' from 'bar' to 'den' and 'east' from 'den' to 'bar'.
If you commit the following sequence:
houseedit gotoroom bar
houseedit adddoor west east
houseedit setdoorname west gate
houseedit adddooralias west blue gate
west
houseedit adddooralias east red gate
At this point a visitor could close the 'gate' from either 'bar' or 'den',
the 'blue gate' from 'bar', or the 'red gate' from 'den'. If they tried
to walk through the door while closed they would get the message
"Ouch! You slam into a closed gate."
Anyone may open or close doors and owners may lock or unlock them.
The following commands affect doors:
adddoor <dir> <dir back> - creates a new door leading 'dir'
from here and 'dir back' back to here
removedoor <dir> - removes the door headed 'dir' (from
both sides)
setdoorname <dir> <name> - renames the door headed 'dir' to 'name'
adddooralias <dir> <alias> - adds a new alias 'alias' to the door
headed 'dir'
removedooralias <dir> <alias> - removes the alias 'alias' from the
door headed 'dir'
See Also: exits, portals
50
removeexit
<houseedit help removeexit>
Name: Removeexit
Base Cost: 250
Syntax: removeexit <direction>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
250
removeexitalias
<houseedit help removeexitalias>
Name: Removeexitalias
Base Cost: 50
Syntax: removeexitalias <direction>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
50
removeitem
<houseedit help removeitem>
Name: Removeitem
Base Cost: 1000
Syntax: removeitem <id>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
See Also: things, specials
1000
removeitemid
<houseedit help removeitemid>
Name: Removeitemid
Base Cost: 500
Syntax: removeitemid <old_id>
Items allow you to describe things about a room. Almost anything you
look at in the room is an item. The two exceptions are specials
and things. Items may have multiple ids which allow a user to see
the text associated with an item. An id may be one or more words.
Note that you may add the same id to more than one item. If this happens
then which item resolves to that id is undefined, but will remain the same
while the room is loaded. This means if you have two items with the id cat
and you look at cat, then houseedit removeitemid cat will remove the
id from the item cat that you just looked at but leave the other item
cat.
The following edit commands affect items:
additem <id> - adds a new item with the initial id <id> to
this room and opens an editor for inputing
the description
removeitem <id> - removes the item <id> from this room
edititem <id> - opens an editor for editing the description
of the item with id <id>
additemid <old> : <new> - adds an additional id to the item with id <old>
removeitemid <id> - removes the id <id> from its associated item
cloneitem <room> <id> - Takes the item in room <room> with id <id>
and copies the item (including the description
and all ids) to this room.
See Also: things, specials
500
removeroom
<houseedit help removeroom>
Name: Removeroom
Base Cost: 500
Syntax: removeroom <room_name>
Rooms are, obviously, the things you walk through in your house.
Rooms have three parts:
name - This is never shown to visitors to your house, but it is
how you refer to your house in all edit code (such as exit
destinations). The room name must be a single word.
short - This is seen when anyone in the room glances
long - this is seen when anyone in the room looks.
The following commands affect rooms:
addroom <name> - adds a new room <room>, you must then add an exit
removeroom <name> - removes the room named <name> from your house
setroomname <name> - changes the name of the current room to <name>
setshort <short> - sets the short of the current room to <short>
editlong - opens an editor to change the long of the current room.
See Also: items, things, exits, doors, specials
500
removespecial
<houseedit help removespecial>
Name: Removespecial
Base Cost: 2500
Syntax: removespecial <special_name>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
2500
removething
<houseedit help removething>
Name: Removething
Base Cost: 1000
Syntax: removething <id>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
1000
removethingid
<houseedit help removethingid>
Name: Removethingid
Base Cost: 500
Syntax: removethingid <existing_id>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
500
review
<houseedit help review>
After working hard to create a house that you are proud to let others
see you may want to request that a house admin review your house.
Houses that meet particular requirements are awarded ranks. Aside from
the prestige of owning more than just a simple hovel, owners of ranked
houses are also awarded titles and discounts. Titles and discounts
vary depending on the rank the house has earned and are tied to a
particular house. For example if you own two houses: a hovel and a
castle you are given a discount of 25% on costs in your Castle
ranked house and a discount of 0% on costs in your Hovel ranked house.
Titles are displayed on 'house who' and correspond with your highest
ranked house. To see a complete list of ranks, requirements and the
benefits received at each rank please read 'houseedit help ranks'.
Note: Discounts do not count toward specials.
Additionally, houses that have earned ranks are given a plan that
appears when someone uses the 'houselist #' function. Plans should be
used to describe your house so that others may want to ask for an
invite and wander through.
Reviews are requested by posting on the House Review Board located
east of the main housing office. If you would like a review please post the
following information:
1. Your name
2. Your house id #
3. The rank you are trying to earn for that particular house
Once a review has been completed, you will be notified by the housing admin
that did the review. Throughout the review, comments will have been made
on your house. These comments include typos, grammatical errors, suggestions
for improvement, and overall impressions. You access these comments
using the showcomments function (see houseedit help comments for more
informaton about using this function). Each comment includes the rank that
may be earned after all comments are approved. Once you have finished
fixing any problems found in the review please post on the review board
that you are ready to have your house re-reviewed.
The following commands affect reviews:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
editplan - opens an editor to describe your house
See Also: ranks, comments, editplan
reviews
<houseedit help reviews>
After working hard to create a house that you are proud to let others
see you may want to request that a house admin review your house.
Houses that meet particular requirements are awarded ranks. Aside from
the prestige of owning more than just a simple hovel, owners of ranked
houses are also awarded titles and discounts. Titles and discounts
vary depending on the rank the house has earned and are tied to a
particular house. For example if you own two houses: a hovel and a
castle you are given a discount of 25% on costs in your Castle
ranked house and a discount of 0% on costs in your Hovel ranked house.
Titles are displayed on 'house who' and correspond with your highest
ranked house. To see a complete list of ranks, requirements and the
benefits received at each rank please read 'houseedit help ranks'.
Note: Discounts do not count toward specials.
Additionally, houses that have earned ranks are given a plan that
appears when someone uses the 'houselist #' function. Plans should be
used to describe your house so that others may want to ask for an
invite and wander through.
Reviews are requested by posting on the House Review Board located
east of the main housing office. If you would like a review please post the
following information:
1. Your name
2. Your house id #
3. The rank you are trying to earn for that particular house
Once a review has been completed, you will be notified by the housing admin
that did the review. Throughout the review, comments will have been made
on your house. These comments include typos, grammatical errors, suggestions
for improvement, and overall impressions. You access these comments
using the showcomments function (see houseedit help comments for more
informaton about using this function). Each comment includes the rank that
may be earned after all comments are approved. Once you have finished
fixing any problems found in the review please post on the review board
that you are ready to have your house re-reviewed.
The following commands affect reviews:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
editplan - opens an editor to describe your house
See Also: ranks, comments, editplan
rooms
<houseedit help rooms>
Rooms are, obviously, the things you walk through in your house.
Rooms have three parts:
name - This is never shown to visitors to your house, but it is
how you refer to your house in all edit code (such as exit
destinations). The room name must be a single word.
short - This is seen when anyone in the room glances
long - this is seen when anyone in the room looks.
The following commands affect rooms:
addroom <name> - adds a new room <room>, you must then add an exit
removeroom <name> - removes the room named <name> from your house
setroomname <name> - changes the name of the current room to <name>
setshort <short> - sets the short of the current room to <short>
editlong - opens an editor to change the long of the current room.
See Also: items, things, exits, doors, specials
setdoorname
<houseedit help setdoorname>
Name: Setdoorname
Base Cost: 500
Syntax: setdoorname <direction> <new_name>
Doors allow you to close off part of your house (and cut down on drafts)
They may have one name, but multiple aliases. The doors may be referred
to by name or alias (as in "open door") but the name is what gets
printed when a user commits an action (as in "Ouch! You slam into a
closed door.") The name affects both sides of the door but an alias
affects only one side.
As an example lets say you have two rooms, 'bar' and 'den' with an exit
leading 'west' from 'bar' to 'den' and 'east' from 'den' to 'bar'.
If you commit the following sequence:
houseedit gotoroom bar
houseedit adddoor west east
houseedit setdoorname west gate
houseedit adddooralias west blue gate
west
houseedit adddooralias east red gate
At this point a visitor could close the 'gate' from either 'bar' or 'den',
the 'blue gate' from 'bar', or the 'red gate' from 'den'. If they tried
to walk through the door while closed they would get the message
"Ouch! You slam into a closed gate."
Anyone may open or close doors and owners may lock or unlock them.
The following commands affect doors:
adddoor <dir> <dir back> - creates a new door leading 'dir'
from here and 'dir back' back to here
removedoor <dir> - removes the door headed 'dir' (from
both sides)
setdoorname <dir> <name> - renames the door headed 'dir' to 'name'
adddooralias <dir> <alias> - adds a new alias 'alias' to the door
headed 'dir'
removedooralias <dir> <alias> - removes the alias 'alias' from the
door headed 'dir'
See Also: exits, portals
500
setentrance
<houseedit help setentrance>
Name: Setentrance
Base Cost: 1000
Syntax: setentrance
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
1000
setexitname
<houseedit help setexitname>
Name: Setexitname
Base Cost: 1000
Syntax: setexitname <old_name> <new_name>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
1000
sethousename
<houseedit help sethousename>
Name: Sethousename
Base Cost: 500
Syntax: sethousename <name>
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
500
setroomname
<houseedit help setroomname>
Name: Setroomname
Base Cost: 1000
Syntax: setroomname <name>
Rooms are, obviously, the things you walk through in your house.
Rooms have three parts:
name - This is never shown to visitors to your house, but it is
how you refer to your house in all edit code (such as exit
destinations). The room name must be a single word.
short - This is seen when anyone in the room glances
long - this is seen when anyone in the room looks.
The following commands affect rooms:
addroom <name> - adds a new room <room>, you must then add an exit
removeroom <name> - removes the room named <name> from your house
setroomname <name> - changes the name of the current room to <name>
setshort <short> - sets the short of the current room to <short>
editlong - opens an editor to change the long of the current room.
See Also: items, things, exits, doors, specials
1000
setshort
<houseedit help setshort>
Name: Setshort
Base Cost: 1000
Syntax: setshort <text>
Rooms are, obviously, the things you walk through in your house.
Rooms have three parts:
name - This is never shown to visitors to your house, but it is
how you refer to your house in all edit code (such as exit
destinations). The room name must be a single word.
short - This is seen when anyone in the room glances
long - this is seen when anyone in the room looks.
The following commands affect rooms:
addroom <name> - adds a new room <room>, you must then add an exit
removeroom <name> - removes the room named <name> from your house
setroomname <name> - changes the name of the current room to <name>
setshort <short> - sets the short of the current room to <short>
editlong - opens an editor to change the long of the current room.
See Also: items, things, exits, doors, specials
1000
setthingshort
<houseedit help setthingshort>
Name: Setthingshort
Base Cost: 100
Syntax: setthingshort <existing_id> : <short_description>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
After a review has been completed on your house, the reviewer comments can
be found using the following commands. Comments are problems or suggestions
concerning your house and must be fixed before receiving a promotion.
The following commands affect comments:
showcomments <unapproved|all|#|> - shows comments for the current room.
- with no option shows all comments with
status OPEN
- with the option "unapproved" shows
comments that have not been approved by
the house admin
- with the option "all" shows all comments,
even approved
- with a number shows all responses to that
particular comment
addresponse <#> <response> - file a response to comment #. This can
either be how you fixed it or why the
comment was wrong.
closecomment <#> - mark comment <#> as closed, either because
you met it or because your comment
indicates why you did something else
See Also: review
0
showexit
<houseedit help showexit>
Name: Showexit
Base Cost: 1000
Syntax: showexit <direction>
Exits, obviously, are ways to get from one room to another. Available
rooms to add exits too are listed in houseinfo.
<direction> is the command that you want people to use to exit the room.
It can be an "ordinary exit" such as north, south, east, west, or an
unusual exit (wander, escape, jump, etc.) limited only by your
imagination.
It is also possible to alias the exit name so that other words can be
used to send the user out an exisiting exit.
Note: There are some caveats to exit aliases:
- exitaliases may alias exits or portals
- exitaliases are always hidden
- exits with exitaliases may not be removed
- exits with exitaliases may be renamed
- If a door is on an exit then the same door affects all aliases to
that door.
- If door commands are run on an exitalias they will automatically
affect the exit to which the alias points
Note: Room exits are limited to one word and cannot contain ansi
commands or the @ character.
The following commands affect exits:
addexit <direction> <name> - adds an exit going in <direction>
and ending in the room named <name>
addexitalias <alias> <exit> - adds an alias named <alias> to the
exit going <exit>
removeexitalias <direction> - removes an alias named <direction>
removeexit <direction> - removes an exit named <direction>
also removes portals
setexitname <old> <new> - renames the exit <old> to <new> also
renames portals and exitaliases
showexit <direction> - makes the exit appear in "obvious exits"
also affects portals
hideexit <direction> - makes the exit hidden from "obvious exits"
also affects portals
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
500
smallbox
<houseedit help smallbox>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
specials
<houseedit help specials>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
things
<houseedit help things>
Things are objects which sit in the room. They are seen in the room's
contents just like items (equipment, etc) that have been dropped.
There are three parts to a thing:
short - how it appears when you look at the room
ids - the words or phrases you can look at to see its
long description. An id can be multiple words.
description - how it looks when you look at it
You may have more than one thing in a room with the same id. You may
also have items with the same ids as things. If two items and two things
all have the id 'foo', then the first item can be referenced with 'foo',
the second item cannot be accessed at all, the first thing can be
referenced with 'foo 1' and the second thing can be referenced with
'foo 2'.
The following commands affect things:
addthing <id> : <short> - adds a new thing with the initial
id <id> to this room and short <short>
and opens an editor for inputing the
description
removething <id> - removes the thing <id> from this room
editthing <id> - edits the description of the thing with
id <id> and opens an editor for editing
the description
addthingid <old> : <new> - adds an additional id to the thing with id <old>
removethingid <id> - removes the id <id> from its associated thing
setthingshort <id> : <short> - changes the short of the thing with id <id>
to <short>
clonething <room> <id> - Takes the thing in room <room> with id <id>
and copies the thing (including the description,
short, and all ids) to this room.
See Also: items
tinybox
<houseedit help tinybox>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
There are two types of keys: owner keys and guest keys. Guests may
enter your house from the residence area in Pinnacle, visit all areas
of your house, use your boxes, and exit from your portals. Owners may
additionally enter via portals, lock and unlock doors and boxes, ban
items from boxes, and make changes to the house.
You may also give out also invites, which aren't really keys, just the
ability to visit the house once. Unlike keys, invites must be given to a
person who is currently logged on, used within the same login they are given.
Invites give roughly the same abilities as guest keys.
Anyone who has a key must get a keyring from Antonio in the housing office
to be able to access your house.
You are also able to set the name of your house to something other than
"Dunroamin" using the sethousename command. This name will be displayed
in houselist for all players to see. Standard mud ansi can be
used in this command (@ansicolor:housename@).
If you want to sell your house to a different player you can do this
using the transferhouse command. This will remove you as an
owner and set <new player> as the owner.
Note: Transferhouse command has two caveats. The first is that
there can be only one owner when the command is executed. The
second is that the command causes the initial owner to abandon
the property and makes <player> as the sole owner.
The following commands affect keys:
addowner <house #> <player> - make <player> an owner of <house #>
hideowner <house #> <player> - make <player> hidden from houselist
showowner <house #> <player> - make <player> shown on houselist
abandon <house #> - gives up ownership of <house #>
transferhouse <house #> <player> - transfers ownership of <house #> to
<player>. Only works with one current owner.
share <house #> <player> - give guest keys for <house #> to <player>
unshare <house #> <player> - take guest keys for <house #> from <player>
invite <house #> <player> - send a one time invitation to <player>
setentrance - makes the current room where guests go
when they enter your house.
sethousename <name> - sets the name your house is
listed as in houselist.
50000
upgradespecial
<houseedit help upgradespecial>
Name: Upgradespecial
Base Cost: 0
Syntax: upgradespecial <special_name>
Specials are interactive objects in the room. The most common type
of special is the box, but there are other types.
Boxes allow you to store stuff, generally for an entire boot. There are
6 sizes of boxes you can buy, and you can upgrade between them for the
difference in cost between the upgraded box and the one you already have.
Other types of specials are games and novelty items. To view
the other available specials type houseedit addspecial when you are in
a house room.
The following commands affect specials:
addspecial <type> - adds a new special to the room
removespecial <type> - removes a special from the room
upgradespecial <type> - given an upgradable special in the room,
changes it to the next level of that special