# Archon Commands Help ## CoffeeMud 5.2
AFTER AHELP ANNOUNCE AS AT ATOPICS BAN BANISH BEACON BOOT BUG CHARGEN CLOAK CMFS COLORLIST COMPONENTS COPY CREATE DESTROY DEVIATIONS DUMPFILE EXPIRE EXPORT FREEZE GMODIFY GOTO HUSH I3 I3_ADD I3_CHANNELS I3_DELETE I3_INFO I3_LIST I3_LISTEN I3_LOCATE I3_SILENCE IDEA IMPORT JRUN LINK LIST LOAD MERGE MESSAGE_TYPES METACRAFT MODIFY MULTIWATCH NOWIZINFO NOWIZINV ORDER PAUSE POOF POSSESS PURGE QUESTS RECORD RESET RESTRING SAVE SECURITY SESSIONS SHELL SHUTDOWN SNOOP STAT SYSMSGS TAKE TASK TATTOO TICKTOCK TRAILTO TRANSFER TYPO UNLINK UNLOAD VFS WHERE WIZEMOTE WIZINFO WIZINV WRATH XML | AFTER
    Command : AFTER
    Usage   : AFTER (EVERY/STOP) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS] [COMMAND]
    Example : after 5 seconds smile
    Example : after every 5 seconds at bob smile
    Example : after 10 minutes shutdown noprompt
    Example : after stop
    Short(s):
    A command to delay the execution of a command.  The every parameter may be used
    to make a command automatically recurring.  after stop should be used to cancel
    commands created with the every parameter.
AHELP
    Command : AHELP
    Usage   : AHELP [TOPICNAME]
    Example : ahelp ahelp
    Short(s):
    A command to view the Administrative help commands.
ANNOUNCE
    Command : ANNOUNCE
    Usage   : ANNOUNCE message
    Usage   : ANNOUNCETO [ALL/PLAYER NAME] message
    Usage   : ANNOUNCEMSG new personalized announce message prefix
    Example : announce A new area is discovered!
    Example : announceto all A new area is discovered!
    Example : announceto bob Hi Bob!
    Example : announcemsg A squeeky voice screeches
    Short(s):
    A command to make annoucements to players -- even those who don't want to be
    announced to.  This command can be used to announce to all players or selected
    players using the announceto syntax.  This is also the command used to personalize
    your announce prefix message by using the announcemsg syntax.
AS
    Command : AS
    Usage   : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND]
    Example : as "bob" inventory
    Example : as bob here drop all
    Example : as bob cast fireball monster
    Short(s):
    A command that allows one to issue other commands as if they were another
    player or mob.  This is the best way to manage a players inventory or bank accounts
    from the command line. The optional "here" parameter should follow the name if the
    command is to be issued with the player in the same room as the archon.
AT
    Command : AT
    Usage   : AT [ROOM ID/DESC/MOB/AREA] [COMMAND]
    Example : at "the greasy pub" smile
    Example : at Midgaard#3001 bow
    Example : at bob cast fireball bob
    Short(s):
    A command that allows one to issue other commands elsewhere in the mud.
ATOPICS
    Command : ATOPICS
    Usage   : ATOPICS [TOPICNAME]
    Example : atopics
    Short(s):
    A command to view the Administrative help topics.
BAN
    Command : BAN
    Usage   : BAN [PLAYER TYPE/IP ADDRESS]
    Example : ban bob
    Example : ban io.com
    Example : ban isp3.io.com
    Example : ban 123.32.23.1
    Example : ban 123.32.23.*
    Example : ban *the great
    Example : ban *penis*
    Short(s):
    A command to ban the given player or ip address from the system.
BANISH
    Skill    : Banish
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BANISH
    Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
    Example  : banish gunther
    Example  : banish gunther Midgaard#3001
    Example  : banish gunther 3 hours
    Example  : banish gunther 14 years
    From anywhere on the map, the player with this skill can send the target
    mob/player to a prison from which they can never escape.  Use this skill again on
    the same player to release them.  The Archon can optionally specify a room on the
    map which this skill will copy and use as the jail.  The Archon can also optionally
    end the command with the number of seconds, ticks, minutes, hours, days, weeks, or
    years in which to keep the player imprisoned.
BEACON
    Command : BEACON
    Usage   : BEACON ([PLAYER TYPE])
    Example : beacon
    Example : beacon bob
    Short(s):
    A command to change the start room of a player.  If no player is named, this
    command will change their own start room to the room they occupy.  If a player is
    named, this command changes the players start room to the room the player currently
    occupies.
BOOT
    Command : BOOT
    Usage   : BOOT [PLAYER NAME/IP ADDRESS]
    Example : boot bob
    Example : boot 192.168.0.1
    Short(s):
    A command to boot off a player.
BUG
    Command : BUG
    Usage   : BUG [MESSAGE]/REVIEW (STARTING MSG)
    Example : bug nothing is spelled right in this room!
    Example : bug review
    Example : bug review 7
    Short(s):
    This command can be used to submit bugs to the system.  When the REVIEW
    parameter is given, the bugs will be iterated through one at a time to give the
    archon a chance to delete, comment on, or email each one.  An optional starting
    number can be given to REVIEW.
CHARGEN
    Skill    : CHARGEN
    Usage    : CHARGEN
    Example  : chargen
    Short(s) :
    A little utility designed to give example characters of various levels, for
    comparison with MOBs of similar level.
CLOAK
    Command  : CLOAK
    Usage    : CLOAK (OFF)
    Example  : cloak
    Example  : cloak off
    Short(s) :
    Cloak makes the player unable to be seen in the WHO list.  They can still be
    seen by players in the same room, however.
CMFS
    CoffeeMud File System
    The CoffeeMud File System is a means of accessing files inside your main
    CoffeeMud folder along side files stored in your CoffeeMud database.  Files in the
    CMFS can be stored either in the local file system, in CoffeeMud's database, or in
    both.  The CMFS sees both sets of files and folders/directories as if they were
    part of a single file system.

    Normally, the files required for operation of CoffeeMud, such as text files,
    class files, help files, images, and other files, are loaded from the appropriate
    directories on your LOCAL file system inside the main CoffeeMud folder.  If you
    installed CoffeeMud into D:\games\engines\coff, for instance, the file intro.txt
    (the intro screen) would be loaded from D:\games\engines\coff\
    resources\text\intro.txt.

    Under the CoffeeMud system, however, you should always think of your CoffeeMud
    folder as a file system unto itself.  The same file discussed above, even when
    referring to the local file system inside CoffeeMud, would be accessed using the
    path:  resources/text/intro.txt. You'll notice that the path separators are forward
    slashes / like in UNIX, instead of the normal back-slashes \ used in DOS.  This is
    the standard for the CMFS.  You'll also notice that the resources directory is
    accessed as if it were at the root of its own drive.  This is also part of the
    CoffeeMud File System.  Because of this, CoffeeMud is utterly unable to access any
    files outside of its installation directory.  Keep this in mind!

    Within this installation directory structure, CoffeeMud is able to store files
    both on your local file system drive, and in your database (VFS Files).  The VFS,
    or Virtual File System, refers specifically to files and folders which are saved in
    your database, and accessible through the MUDGrinder's File Browser, or the MUD's
    SHELL command (see HELP SHELL).  When the CoffeeMud directory structure is viewed
    through those two screens, files in the CoffeeMud database and files in the local
    file system are both viewable as if they were part of a single file system, the
    CMFS.

    The files referenced in CoffeeMud are case-insensitive, except where dealing
    with the local file system, where it may be case-sensitive depending upon your
    operating system.  Any filename or path may be preceded by a :: string to denote
    forced VFS/database access, or // to denote forced local file-system access.  When
    neither is specified for a given file path, the VFS file is always preferred over
    the local one. For instance, the path ::resources/text/intro.txt would refer ONLY
    to a copy of the intro.txt file stored in the database as a VFS file. If that file
    is not in the database when the :: string is used, the file will not be found.  The
    path //resources/text/intro.txt would refer ONLY to the copy of the intro.txt file
    stored in the local file system, even if the same file appears in the VFS.  The
    path resources/text/intro.txt will use the copy of intro.txt stored in the VFS *if*
    it exists there, or the one on the local file system otherwise.

    The / character is always used to separate directory paths and folders, such as
    /resources/text/intro.txt would refer to the file down.txt in the text folder,
    which in turn is in the resources folder, which in turn is located in the root
    directory.

    So, as we've seen, whenever you need to refer to a file in CoffeeMud, you
    should keep this system in mind.  Files which are part of your CMFS may be in the
    VFS database, or in the local file system.  They may even be in both! This system
    provides security for the server in which CoffeeMud is being run, and provides for
    the ability to grant folder-level (or even VFS-folder-level) security to builders
    and other administrative users.
COLORLIST
    Below are a list of the standard color codes for CoffeeMud.

    ^N Normal
    ^! Bold
    ^H Highlight
    ^_ Underline
    ^* Blink
    ^/ Italics
    ^. Reset (turns off reverse)
    ^^ Generates an untranslated "^" character
    ^? Restores previous color
    ^f You-Fight
    ^e Fight-You
    ^F Fight
    ^S Spell
    ^E Emote
    ^T Talk
    ^Q Channel Background
    ^q Channel Foreground
    ^x Important message 1
    ^X Important message 2
    ^Z Important message 3
    ^O Room Title
    ^L Room Description
    ^D Direction
    ^d Door
    ^I Item
    ^M MOB
    ^w White
    ^g Green
    ^b Blue
    ^r Red
    ^y Yellow
    ^c Cyan
    ^p Purple
    ^W Dark White
    ^G Dark Green
    ^B Dark Blue
    ^R Dark Red
    ^Y Dark Yellow
    ^C Dark Cyan
    ^P Dark Purple
    ^U Unexplored Direction
    ^u Unexplored Door
COMPONENTS
    Components refers to spell components/materials.  This is an optional system in
    CoffeeMud where you can create spell material, equipment, or component requirements
    for the casting of spells, or usage of skills. Archons, mobs, and those with the
    COMPONENTS security flag are exempt. You can enter LIST COMPONENTS to see current
    definitions, or CREATE COMPONENT to see how to define a new one.  You can DESTROY
    them too, of course. The list of components is maintained in
    resources/skills/components.txt
COPY
    Command : COPY
    Usage   : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]
    Example : copy joe
    Example : copy beast sword
    Example : copy Longsword@room
    Example : copy Longsword@an orc
    Example : copy east
    Short(s):
    A command for the creation of items, mobs, and rooms. Enter COPY for more
    information on command usage.
CREATE
    Command : CREATE
    Usage   : CREATE [ITEM TYPE] ...
    Example : create room e StdRoom
    Example : create item Longsword
    Example : create item Longsword@room
    Example : create item Longsword@an orc
    Example : create StdExit east
    Short(s):
    A command for the creation of items, mobs, quests, rooms, polls, exits,
    classes, races, etc. Enter CREATE for more information on command usage on items,
    mobs, components, and exits. Use AHELP QUESTS for more information on creating
    quests.
DESTROY
    Command : DESTROY
    Usage   : DESTROY [ITEM TYPE] ...
    Example : destroy room e
    Example : destroy orc
    Example : destroy item longsword
    Example : destroy item longsword@an orc
    Short(s):
    A command for the destruction of items, quests, components, mobs, rooms, exits,
    polls, classes, races, and listed bugs, typos, and ideas. Enter DESTROY for more
    information on command usage.
DEVIATIONS
    Command : DEVIATIONS
    Usage   : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA
    Example : deviations mobs area
    Short(s):
    A command for showing items in a room or area, and how they deviate from
    established norms for their type and level.
DUMPFILE
    Command  : DUMPFILE
    Usage    : DUMPFILE (RAW) [USER/ALL] [FILENAME]
    Example  : dumpfile all classes.txt
    Short(s) :
    Unloads most resource text and help files for easy refreshing.
EXPIRE
    Command : EXPIRE
    Usage   : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])
    Example : expire bob
    Example : expire bob 15
    Short(s):
    This command sets and displays the amount of active days a user has left.  This
    command is only relevant if the account expiration system is enabled in your
    coffeemud.ini file.
EXPORT
    Command : EXPORT
    Usage   : EXPORT (AREA/ROOM/WORLD/PLAYER) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
    ([FILE]/SCREEN/EMAIL)
    Example : export room myroom
    Example : export area /home/users/myarea
    Example : export area weapons /home/users/myarea
    Example : export area screen
    Example : export area email
    Example : export world data c:\temp
    Short(s):
    The export command will generate the official coffeemud area files, whose
    extension is "*.cmare".  This command may also be used to export individual rooms,
    player data, or unique items or mobs as well.  If the second parameter
    (ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data for
    the scope of the first parameter (AREA, ROOM, or WORLD). If the second parameter IS
    specified, then only the specified data will be generated.
    The results will be written to the file given in the last argument, or to the
    screen if "screen" is given as the last argument, or sent to your email address if
    that is enabled.  The extension need not be included, as coffeemud will add it if
    not present.  If a directory name is given (no file name), the system will
    reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or EXPORT
    WORLD is used. The default directory for this command is the CoffeeMud root.
FREEZE
    Skill    : Freeze
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : FREEZE
    Usage    : FREEZE [PLAYER NAME]
    Example  : freeze gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to move.  Use this skill again on the same player to release
    them.  Magic won't help the player, though the TRANSFER Archon command will still
    work.
GMODIFY
    Command : GMODIFY
    Usage   : GMODIFY (AREA/ROOM) [FIELD=VAL](&&/||[FIELD=VAL])
    (CHANGE=[FIELD=VAL])
    Example : gmodify area class=genmob&&name=the cityguard change=name=the guard
    Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]
    Example : gmodify ?
    Short(s):
    A command to select objects in a given area, room, or the whole world based on
    the specified field values, and optionally change some of those specified fields.

    Searching the entire world is implied, but the first parameter may be the word
    AREA or ROOM to narrow the search.  You may also enter WORLD to make the world
    search explicit.

    The next parameter is the search criteria.  The key phrase WHEN= may optionally
    precede it to make explicit that you are specifying the search criteria.  The
    search criteria fields may be separated by && strings to specify that all of the
    preceding criteria AND the next single criteria must be true.  The criteria fields
    may also be separated by || strings to specify that all of the preceding criteria
    OR the next single criteria may be true.  One of those strings must be present when
    specifying more than one criteria.

    Each field in the search criteria must be of the form FIELD=VALUE,
    FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or
    FIELD<=VALUE.  Where FIELD must be a valid search field.  Enter GMODIFY ? for a
    complete list of all valid fields.  Not all fields will apply to all object types,
    so take this into account especially when using < or != operators.  The
    operators are all normal except for the new one, $, which means that the value is
    really a regular expression. The VALUE portion of the criteria may be prefixed with
    modifiers, which include:
    [ss] to specify that the value refers to a substring of the fields whole value.
    [cs] to specify that the search is case sensitive (case insensitive is
    implied).

    The last parameter is the optional change specifications.  These specifications
    must be prefixed with the key phrase CHANGE=.  If these specifications are not
    included, GMODIFY will display the results of the search.  The change
    specifications are similar to the search criteria in that they consist of groupings
    of FIELD=VALUE separated by && strings.  Unlike search criteria, however, operators
    other than =, and strings other than || have no special meaning.  The fields, like
    in the search criteria, must be valid fields for the options selected by the search
    criteria.  The fields on the object will be changed to the specified value UNLESS
    the following conditions are met: the VALUE portion of a field is prefixed with the
    modifier [ss], and the VALUE portion of an identical field in the search criteria
    was also prefixed with the modifier [ss].  Under those special conditions, instead
    of substituting the entire field value on the object with the new value, ONLY the
    portion of the string selected in the search criteria will be substituted.
GOTO
    Skill    : GOTO
    Usage    : GOTO [ROOM ID/DESC/MOB/AREA] (!)
    Example  : goto Midgaard#3001
    Example  : goto #3001
    Example  : goto north
    Example  : goto hassan
    Example  : goto temple of mota
    Example  : goto midgaard
    Short(s) :
    The invoker and his or her followers will be transported, with very little
    fanfare, to the destination listed.  This ability is not magical in nature, and is
    thus not affected by no-teleport areas and rooms.  Appending an exclaimation point
    to the room will ADD fanfare to the entrance.
HUSH
    Skill    : Hush
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : HUSH
    Usage    : HUSH [PLAYER NAME]
    Example  : hush gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to communicate on any channels, or use the tell command.  Use
    this skill again on the same player to release them.
I3
    This refers to the InterMud3 system, which may or may not be available on your
    system.  Enter I3 by itself for a list of available commands.  For more help, enter
    HELP I3 LIST, HELP I3 CHANNELS, HELP I3 ADD, HELP I3 DELETE, HELP I3 LISTEN, HELP
    I3 LOCATE, HELP I3 SILENCE, or HELP I3 INFO.
I3_ADD
    Command : I3 ADD
    Usage   : I3 ADD [REMOTE CHANNEL NAME]
    Example : i3 add BADCHAN
    Short(s):
    Sends an add-channel message to the InterMud3 router.  The channel listed must
    already appear in your coffeemud.ini file.
I3_CHANNELS
    Command  : I3 CHANNELS
    Usage    : I3 CHANNELS
    Example  : i3 channels
    Short(s) :
    Lists all the channels available on the InterMud3 network, even those which
    your mud does not subscribe to.
I3_DELETE
    Command : I3 DELETE
    Usage   : I3 DELETE [LOCAL CHANNEL NAME]
    Example : i3 delete BADCHAN
    Short(s):
    Sends a remove-channel message to the InterMud3 router.  The channel listed
    must already appear in your coffeemud.ini file.
I3_INFO
    Command : I3 INFO
    Usage   : I3 INFO [MUD NAME]
    Example : i3 info coffeemud
    Short(s):
    Give some special information about the InterMud3 mud listed.
I3_LIST
    Command : I3 LIST
    Usage   : I3 LIST
    Example : i3 list
    Short(s):
    Lists all the muds available on the InterMud3 channels.
I3_LISTEN
    Command : I3 LISTEN
    Usage   : I3 LISTEN [REMOTE CHANNEL NAME]
    Example : i3 listen BADCHAN
    Short(s):
    Sends a listen-channel message to the InterMud3 router.  The channel listed
    must already appear in your coffeemud.ini file.
I3_LOCATE
    Command : I3 LOCATE
    Usage   : I3 LOCATE [NAME]
    Example : i3 locate bob
    Short(s):
    Sends a player locate message to the InterMud3 router, which will hopefully
    respond some day with the name of a mud where a player of the given name is
    located.
I3_SILENCE
    Command : I3 SILENCE
    Usage   : I3 SILENCE [REMOTE CHANNEL NAME]
    Example : i3 silence BADCHAN
    Short(s):
    Sends a no-listen-channel message to the InterMud3 router.  The channel listed
    must already appear in your coffeemud.ini file.  This command will silence all
    traffic to your server from that channel.
IDEA
    Command : IDEA
    Usage   : IDEA [MESSAGE]/REVIEW (STARTING MSG)
    Example : idea nothing is spelled right in this room!
    Example : idea review
    Example : idea review 7
    Short(s):
    This command can be used to submit ideas to the system.  When the REVIEW
    parameter is given, the ideas will be iterated through one at a time to give the
    archon a chance to delete, comment on, or email each one.  An optional starting
    number can be given to REVIEW.
IMPORT
    Command  : IMPORT
    Usage    : IMPORT (NOPROMPT) [COMPLETE PATH AND FILE NAME(S)]
    Example  : import c:areasmyarea.cmare
    Example  : import noprompt c:areasmidgaard.are
    Example  : import c:areasmidgaard.are c:areasschool.are
    Example  : import noprompt c:areasareas.lst
    Example  : import noprompt c:areas\n
    Short(s) :
    The import command will allow you to import official coffeemud area files,
    whose extension is "*.cmare"
    CoffeeMud may also import, with varying levels of success, the "*.are" files
    used by other muds.  Some formats are better supported than others, so be sure to
    carefully examine the imported area afterwards.
    The import command will auto detect, based on the file given, whether the file
    refers to a coffeemud area file, room file, a "*.are" from another mud, or a
    "*.lst" list of other area files.
    The CoffeeMud "resources" directory is the default path.  Remember that all
    paths in CoffeeMud treat the install directory as "root'. This means that the files
    being imported must be copied into a folder underneath your install directory
    before use.  See the help on VFS for more information on this concept.
JRUN
    Command  : JRUN
    Usage    : JRUN [FILENAME] [PARM1] ...
    Example  : jrun resources/myscript.js parm1 parm2
    Short(s) :
    Runs the given file as Javascript.  See the Programming Guide for more
    information on how to write Javascript for CoffeeMud.
LINK
    Command : LINK
    Usage   : LINK [ROOMID] [DIRECTION]
    Example : link midgaard#3001 north
    Short(s):
    A command for the linking of rooms to each other.
LIST
    Command : LIST
    Usage   : LIST ([SHOPKEEPER])
    Example : list
    Short(s):
    The normal player version of this commannd will display the items which a
    particular shopkeeper MOB may be selling, along with the prices being offered to
    your characters.

    The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,
    ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,
    CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON, JOURNALS,
    SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS, COMMANDJOURNAL,
    TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES, REPORTS, THREADS,
    RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, FACTIONS, MATERIALS,
    OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS, IDEAS, TASKS, or ASSISTS. depending upon
    the listers security.
LOAD
    Command : LOAD
    Usage   : LOAD [OBJECT TYPE] [PATH/NAME]
    Example : load resource banned.ini
    Example : load ability c:	empblah.class
    Example : load weapon c:	empblah2.class
    Example : load weapon com.planet_ink.coffee_mud.Items.Weapons.Sword.class
    Short(s):
    A command for the loading of resource, race, charclass, ability, behavior,
    item, weapon, armor, area, clan, miscmagic, mob, locale, and exit objects.
MERGE
    Command  : MERGE
    Usage    : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
    (IGNORE=[FIELD,..]) [PATH & FILE NAME]
    Example  : merge c:myitems.cmare
    Example  : merge change=damage,level,ability c:myweapons.cmare
    Example  : merge area change=material ignore=level c:myweapons.cmare
    Example  : merge change=damage on=name c:weapons.cmare
    Short(s) :
    Allows you to selectively modify all instances of a mob or item in the world
    based on the contents of a CMARE file containing items or mobs.  These files are
    generated using the EXPORT (WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first
    parameter specifies whether the items in the text file are to be merged with those
    in the entire world, in your current area, or just the room. The second parameter
    (CHANGE) is implied to be ALL unless specified otherwise. It denotes which fields
    in the existing items may be changed based on what changes are seen to the item
    inside the CMARE file.   The third parameter (ON) is implied to be ALL unless
    specified otherwise.  It denotes how an item in the CMARE file is matched with an
    existing item in your world.  If the listed fields from the CMARE file and the
    existing item are equal, the items will be considered a match for the purposes of
    merging.  The fourth parameter (IGNORE) is implied to be NONE unless specified
    otherwise.  It denotes exceptions to the (ON) parameter, namely which fields are
    allowed to differ between items in the CMARE file and an existing item in cases
    where they would otherwise be considered a match according to the (ON) parameter.
    Matched items in your existing world, in every room, will be modified accordingly,
    and the room will be resaved to your database.  The log will reflect all changes
    made to your world.  Every room in every area in your world will be reloaded from
    the database prior to any evaluations or changes.
MESSAGE_TYPES
    The following are valid message codes in CoffeeMud.  They are usuble as such in
    Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:

    "AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",
    "UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",
    "DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",
    "WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",
    "ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW", "WRITE",
    "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID", "ELECTRIC",
    "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL", "DRINK",
    "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE", "DISEASE", "DEATH",
    "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW", "RETIRE",
    "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK", "PRACTICE",
    "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET", "RELOAD",
    "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL", "EXAMINE",
    "BORROW"

    And here are some general message code types that may also be used:
    "TO

    EYES","MOUTH","SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE"
METACRAFT
    Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME])
    Example  : metacraft wagon oak
    Example  : metacraft wagon
    Example  : metacraft "every sword" bronze
    Example  : metacraft "every sword"
    This skill will allow you to create any item that is craftable from the
    numerous common skills.  The item created may be made of a material specified, or
    automatically crafted by a random material valid to the appropriate skill.
MODIFY
    Command : MODIFY
    Usage   : MODIFY [ITEM TYPE] ...
    Example : modify room name The Grassy Knole
    Example : modify mob orc
    Example : modify item longsword
    Example : modify item "longsword@an orc"
    Example : modify jscript
    Short(s):
    A command for the modification of items, mobs, users, quests, rooms, polls,
    classes, races, and exits. Enter MODIFY for more information on command usage.
MULTIWATCH
    Ability    : Multiwatch
    Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
    Example    : multiwatch add playerone playertwo
    Example    : multiwatch auto
    Example    : multiwatch stop
    Description:
    This is an archon skill to assist in determining if a set of players who are
    connected from the same ip address are the same person.  It does this by tracking
    certain pieces of data which together may be taken as rather circumstantial
    evidence of someone multiplaying.  The definition of the numbers are as follows:
    SYNC - The number of commands entered by more than one member of an IP group
    within a single 4 second period.
    SPEECH - This refers to SAY commands, broken into three sections.  The first
    number represents the number of SAY commands done in the same room with a player
    who has the same IP address.  The second number represents the number of SAY
    commands directed at another player.  The last number is the number of SAY commands
    total.
    SOCIALS - These are also divided into three numbers where, again, the first is
    the number of socials in the same room with a player with the same IP, the second
    being socials directed at another player, and the last being the number of total
    socials.
    CMD - The number of commands entered which are different than the previous
    command entered.
    ORDER - The number of times one of the players in the group gave an ORDER to
    another player in the group.  A sure sign indeed.
NOWIZINFO
    Command : NOWIZINFO
    Usage   : NOWIZINFO
    Example : nowizinfo
    Short(s):
    Turn off the automatic information channel available to admins and area admins.
NOWIZINV
    Command  : WIZARD INVISIBILITY
    Usage    : VISIBLE
    Example  : visible
    Short(s) : nowizinv
    Wizard Invisibility makes the invoker completely undetectable by other mobs or
    players.  This command turns wizard invisibility off.  See WIZINV for more
    information.
ORDER
    Command : ORDER
    Usage   : ORDER [TARGET NAME] [COMMAND(S)]
    Example : order dog flee
    Short(s):
    This command will allow you to force a mob to perform any command listed in the
    COMMANDS or SOCIALS list.
PAUSE
    Command : PAUSE
    Usage   : PAUSE [ROOM/AREA/OBJECTNAME]
    Example : pause
    Example : pause area
    Example : pause orc
    Short(s):
    This very powerful and dangerous command allows you to suspend all thread and
    ticking operations in the entire mud.  It can be a quick and easy way to discern
    locked up threads, or to free up CPU time for other purposes.  Enter PAUSE alone to
    suspend and resume all threads, or specify room, area, or an object name to suspend
    the ticking of just that object.
POOF
    Command : POOF
    Usage   : POOF
    Short(s):
    For players with access to the GOTO command, this command will allow the admin
    to change the messages seen when they leave and enter a room via GOTO.  The S-NAME,
    S-HIM-HER and other codes may be used so that the admins name is properly
    presented.  Remember to surround the codes with the less-than and greater-than tag
    markers!
POSSESS
    Skill    : POSSESS
    Usage    : POSSESS [MOB NAME]
    Example  : possess dragon
    Short(s) :
    This command will allow your character to possess and control any given mob.
    That mob will be controlled as if it were your own character.  Use the QUIT command
    to return to your own characters body.  Should the mob die, you will be returned
    automatically.  POSSESS does not transfer your security levels to the possessed mob
    UNLESS you have turned on your SYSMSGS flag before possessing.
PURGE
    Command : PURGE
    Usage   : PURGE [ITEM TYPE] ...
    Example : purge orc
    Example : purge item longsword
    Example : purge item longsword@an orc
    Short(s):
    This command is a weak form of DESTROY, allowing only items and mobs to be
    destroyed.  Rejuvinating mobs will still rejuvinate when purge is used, unlike
    destroy.
QUESTS
    Quests are defined as a definable tasks which are completed by players for
    prizes. These tasks, the monitoring of their completion and status, as well as
    their availability, can all be automated by CoffeeMud.

    A quest is created using the CREATE QUEST [SCRIPT] command.  Where [SCRIPT] is
    a either a complete quest script, where each command line is terminated by a
    semicolon (;), or a load command of the form LOAD=[SCRIPT PATH].  An example of a
    create script using a load command is as follows: CREATE QUEST
    LOAD=c:/temp/myquest.txt. To load one of the built-in quests, for instance, use
    CREATE QUEST LOAD=quests/robbed/robbed.quest.

    Quests may be started manually, or by making them autoquests using the SET WAIT
    and SET INTERVAL commands below.  Quests may be started manually by using the
    MODIFY QUEST [QUEST NAME] command.  Quests can be listed, to see their status,
    using the LIST QUESTS command.  Quests can be removed from the list using the
    DESTROY QUEST [QUEST NAME] command.  Quests can be saved using the SAVE QUESTS
    command.  Quests saved this way will be restored during the next CoffeeMud reboot.

    When creating a new quest using the CREATE QUEST [SCRIPT] command, whether you
    use the load command to specify an external script, or include the script directly
    into the create command, the quest script commands are as follows:

    SET NAME [QUEST NAME] - the *unique* name of your quest. This is a required
    command!

    SET DURATION [#TICKS] - # of ticks (4 second periods) the quest will last once
    started. This is a required command!

    SET WAIT [#TICKS] - minimum # ticks to wait between auto-starts of the quest.
    Required for auto-quests only!

    SET DATE [#DAY]-[#MONTH] - The real-life start-date of the quest. This is a
    valid substitute for the SET WAIT requirement.

    SET MUDDAY [#DAY]-[#MONTH] - The start mud-date of the quest, according to the
    default global mud calendar. This is a valid substitute for the SET WAIT
    requirement.

    SET INTERVAL [#TICKS] - random # ticks (1-#TICKS) to wait between auto-starting
    the quest, AFTER the WAIT period (see above) is over. Required for auto-quests!

    SET MINPLAYERS [#PLAYERS] - Minimum number of players who must be online for a
    timed quest to automatically start. See SET PLAYERMASK.

    SET PLAYERMASK [MASKSTRING] - If this string is empty or not specified, then
    anyone is considered a player for the purposes of the MINPLAYERS setting above.
    However, you can specify a "zapper mask" to narrow down the definition of a player.
     See HELP Prop_HaveZapper for the list of valid mask values to put here.

    SET RUNLEVEL [#LEVEL] - Normally, a timed quest will always run when its time
    comes up.  Setting a value above -1 will prevent this quest from running when its
    time comes up if another quest is also running at the same or LOWER run level.

    IMPORT MOBS [XML FILE PATH] - this will import a list of custom mobs from a
    .CMARE file generated using the EXPORT ROOM MOBS command. The parameter must be the
    path and file name of the file, using the same format as the LOAD= command
    mentioned above.  This list can then be accessed with the LOAD MOB, or LOAD
    MOBGROUP command.

    IMPORT ITEMS [XML FILE PATH] - this will import a list of custom items from a
    .CMARE file generated using the EXPORT ROOM ITEMS command. The parameter must be
    the path and file name of the file, using the same format as the LOAD= command
    mentioned above.  This list can then be accessed with the LOAD ITEM or LOAD
    ITEMGROUP command.

    SET AREA ([AREA NAME OR NAMES]) - will set the current designated area to the
    area specified. Although this does nothing in itself, it is important for the
    several commands which load mobs and items. The area name ANY may be given to
    choose a random area. Several area names may be specified as choices by setting the
    first area name as ANY, followed by your other area name choices, separated by
    spaces. If no area name is given, this will CLEAR the area designation. This can
    have a profound impact on how subsequent mob or item loading, or room setting
    commands work.

    SET AREA [OBJECT] - serves the same purpose as the above command of the same
    name, but the argument is an object specifier.  See Object Specifiers below this
    command listing.  If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET ROOMGROUP ([ROOM NAME]) - will set the ROOMGROUP to the set specified. If
    an area has been previously designated, and not cleared (see SET AREA), then the
    rooms will be selected from the designated area according to the room name
    criteria. Otherwise, rooms from the whole map will be chosen. If a room name of ANY
    is given, then the rooms will be chosen randomly from the world, or the area if
    designated.  Several room names may be specified as choices by setting the first
    room name as ANY, followed by your other room name choices, separated by spaces.
    If no room name is given, this will effectly clear the ROOMGROUP designation (but
    it will not clear the area designation!).  Valid room names include map room IDs
    such as MyArea#123, or key words from the titles or descriptions of rooms.

    SET ROOMGROUP [OBJECT] - serves the same purpose as the above command of the
    same name, but the argument is an object specifier.  See Object Specifiers below
    this command listing.

    SET ROOM ([ROOM NAME]) - will set the current designated room to the set
    specified. If a room or area has been previously designated, and not cleared (see
    SET AREA), then the room will be selected from the designated area according to the
    room name criteria. Otherwise, a room from the whole map will be chosen. If a room
    name of ANY is given, then the room will be chosen randomly from the world, or the
    area if designated.  Several room names may be specified as choices by setting the
    first room name as ANY, followed by your other room name choices, separated by
    spaces.  If no room name is given, this will effectly clear the room designation
    (but it will not clear the area designation!).   Valid room names include map room
    IDs such as MyArea#123, or key words from the titles or descriptions of rooms.

    SET ROOM [OBJECT] - serves the same purpose as the above command of the same
    name, but the argument is an object specifier.  See Object Specifiers below this
    command listing.   If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET ROOMGROUPAROUND [#RADIUS] ([ROOM NAME])- will set the ROOMGROUP to the set
    of rooms up to RADIUS rooms from the previously set ROOM. The rooms will be
    selected from the set of rooms which are up to RADIUS rooms away from the currently
    set ROOM (see SET ROOM/SET LOCALE). The radius must then be greater than 0.  If the
    following room name of ANY is given, then all rooms in the radius are grouped.
    Several room names may be specified as choices by setting the first room name as
    ANY, followed by your other room name choices, separated by spaces.  If no room
    name is given, this will effectly clear the ROOMGROUP designation (but it will not
    clear the area designation!).     Valid room names include map room IDs such as
    MyArea#123, or key words from the titles or descriptions of rooms.

    SET LOCALEGROUP ([LOCALE]) - will set the ROOMGROUP to the ones with the
    specified class name. If an area has been previously designated, and not cleared
    (see SET AREA), then the rooms will be selected from the designated area according
    to the locale criteria. Otherwise, rooms from the whole map will be chosen. If a
    locale name of ANY is given, then the rooms will be chosen randomly from the world,
    or the area if designated.  Several locale types may be specified as choices by
    setting the first locale type as ANY, followed by your other locale type choices,
    separated by spaces.  If no locale is given, this will effectly clear the ROOMGROUP
    designation (but it will not clear the area designation!).  Valid locale names may
    be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale
    types such as stone, wooden, underwater, mountains, etc.

    SET LOCALEGROUP [OBJECT] - serves the same purpose as the above command of the
    same name, but the argument is an object specifier.  See Object Specifiers below
    this command listing.

    SET LOCALEGROUPAROUND ([#RADIUS] [LOCALE]) - will set the ROOMGROUP to the ones
    with the specified class name. The rooms will be selected from the set of rooms
    which areup to RADIUS rooms away from the currently set ROOM (see SET LOCALE/SET
    ROOM). The radius must then be greater than 0.  If the following locale name of ANY
    is given, then all rooms in the radius are grouped.  Several room names may be
    specified as choices by setting the first locale name as ANY, followed by your
    other locale name choices, separated by spaces.  If no locale name is given, this
    will effectly clear the ROOMGROUP designation (but it will not clear the area
    designation!).   Valid locale names may be Locale class names such as
    MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden,
    underwater, mountains, etc.

    SET LOCALE ([LOCALE]) - will set the current designated room to the one with
    the specified class name. If a room or area has been previously designated, and not
    cleared (see SET AREA), then the room will be selected from the designated area
    according to the locale criteria. Otherwise, a room from the whole map will be
    chosen. If a locale of ANY is given, then the room will be chosen randomly from the
    world, or the area if designated.  Several locale types may be specified as choices
    by setting the first locale type as ANY, followed by your other locale type
    choices, separated by spaces.  If no locale is given, this will effectly clear the
    room designation (but it will not clear the area designation!).   Valid locale
    names may be Locale class names such as MountainSurface, StdRoom, etc, or they may
    be locale types such as stone, wooden, underwater, mountains, etc.

    SET LOCALE [OBJECT] - serves the same purpose as the above command of the same
    name, but the argument is an object specifier.  See Object Specifiers below this
    command listing.   If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET MOBGROUP (RESELECT) ([MOB NAME]) - will designate a set of mobs with the
    given name. If the name ends with MASK=..., then a mask similar in functionality to
    the one described in the Prop_HaveZapper will apply in addition to the name mask
    entered before the MASK= string.  The mobs chosen will be selected from those in
    the designated ROOMGROUP (if one is designated),  AREA (if one is designated) or
    the world. The mobs must exist somewhere in the map for this command to work.
    Normally a mob will not be placed in the mobgroup if the mob has been previously
    set with SET MOB, or SET MOBTYPE.  The RESELECT flag is an optional first flag
    which, if specified, designates that  mobs may be placed in the mobgroup even if
    previously set, so long as the RESELECT flag was also used in the previous SET MOB
    or SET MOBTYPE command.

    SET MOBGROUP [OBJECT] - serves the same purpose as the above command of the
    same name, but the argument is an object specifier.  See Object Specifiers below
    this command listing

    SET MOB  (RESELECT)  ([MOB NAME]) - will set the current mob to one with the
    given mob name. If the name ends with MASK=..., then a mask similar in
    functionality to the one described in the Prop_HaveZapper will apply in addition to
    the mob name entered before the MASK= string. Ths mob chosen will be selected from
    a MOBGROUP if one has been set. Otherwise, the mob chosen will be selected from
    those in the designated ROOMGROUP (if one is designated), or the AREA (if one is
    designated) or finally the world. The mob must exist somewhere one of those groups
    for this command to work. If a room has been previously designated, then this
    command will bring the chosen mob to that room. If a room or area has not been
    designated (or was cleared), then this command will designate a new room and area.
    Normally a mob will not be chosen by this command if the mob has been previously
    set with SET MOB, or SET MOBTYPE.  The RESELECT flag is an optional first flag
    which, if specified, designates that a mob may be chosen if previously chosen, so
    long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE
    command.

    SET MOB [OBJECT] - serves the same purpose as the above command of the same
    name, but the argument is an object specifier.  See Object Specifiers below this
    command listing.   If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET MOBTYPE (RESELECT) ([CLASS]) - will set the current mob to one with the
    given class name. Ths mob chosen will be selected from a MOBGROUP if one has been
    set. Otherwise, the mob chosen will be selected from those in the designated
    ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The mob
    must exist somewhere in the map for this command to work. If a room has been
    previously designated, then this command will bring the mob to that room. If a room
    or area has not been designated (or was cleared), then this command will designate
    a new room and area.  Normally a mob will not be chosen by this command if the mob
    has been previously set with SET MOB, or SET MOBTYPE.  The RESELECT flag is an
    optional first flag which, if specified, designates that a mob may be chosen if
    previously chosen, so long as the RESELECT flag was also used in the previous SET
    MOB or SET MOBTYPE command.

    SET MOBTYPE [OBJECT] - serves the same purpose as the above command of the same
    name, but the argument is an object specifier.  See Object Specifiers below this
    command listing.   If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET ITEMGROUP (RESELECT)  ([ITEM NAME]) - will designate a set of items with
    the given name. If the name ends with MASK=..., then a mask similar in
    functionality to the one described in the Prop_HaveZapper will apply in addition to
    the item name entered before the MASK= string. The items chosen will be selected
    from those in the designated ROOMGROUP (if one is designated), the AREA (if one is
    designated) or the world. The items must exist somewhere in the map for this
    command to work.  Normally an item will not be placed in the itemgroup if the item
    has been previously set with SET ITEM, or SET ITEMTYPE.  The RESELECT flag is an
    optional first flag which, if specified, designates that items may be placed in the
    itemgroup even if previously set, so long as the RESELECT flag was also used in the
    previous SET ITEM or SET ITEMTYPE command.

    SET ITEMGROUP [OBJECT] - serves the same purpose as the above command of the
    same name, but the argument is an object specifier.  See Object Specifiers below
    this command listing

    SET ITEM (RESELECT) ([ITEM NAME]) - will set the current item to one with the
    given name. The item chosen will be selected from those in the designated ROOMGROUP
    (if one is designated), AREA (if one is designated) or the world. The item must
    exist somewhere in a room on the map for this command to work. If a room has been
    previously designated, then this command will bring the item to that room. If a
    room or area has not been designated (or was cleared), then this command will
    designate a new room and area.  Normally an item will not be chosen by this command
    if the item has been previously set with SET ITEM, or SET ITEMTYPE.  The RESELECT
    flag is an optional first flag which, if specified, designates that an item may be
    chosen if previously chosen, so long as the RESELECT flag was also used in the
    previous SET ITEM or SET ITEMTYPE command.

    SET ITEM [OBJECT] - serves the same purpose as the above command of the same
    name, but the argument is an object specifier.  See Object Specifiers below this
    command listing.   If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET ITEMTYPE (RESELECT) ([CLASS]) - will set the current item to one with the
    given class name. The item chosen will be selected from those in the designated
    ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The
    item must exist somewhere in a room on the map for this command to work. If a room
    has been previously designated, then this command will bring the item to that room.
    If a room or area has not been designated (or was cleared), then this command will
    designate a new room and area.  Normally an item will not be chosen by this command
    if the item has been previously set with SET ITEM, or SET ITEMTYPE.  The RESELECT
    flag is an optional first flag which, if specified, designates that an item may be
    chosen if previously chosen, so long as the RESELECT flag was also used in the
    previous SET ITEM or SET ITEMTYPE command.

    LOAD MOBGROUP ([#NUMBER]) [MOB NAME] - will instantiate all (or optionally, the
    given number) mobs of the given name from the set of mobs imported using the IMPORT
    MOBS command above. If the mob name ends with MASK=..., then a mask similar in
    functionality to the one described in the Prop_HaveZapper will apply in addition to
    the mob name entered before MASK= string. This selected mobs will be set as the
    current MOBGROUP. If a room, roomgroup, or area has been previously designated,
    then this command will create each mob in that room or random room in the area. If
    a room or area has not been designated (or was cleared), then this command will
    designate a random room and area.  This command will also designate the current mob
    to the last one loaded.

    LOAD MOB [MOB NAME] - will instantiate a mob of the given name from the list of
    mobs imported using the IMPORT MOBS command above. If the name ends with MASK=...,
    then a mask similar in functionality to the one described in the Prop_HaveZapper
    will apply in addition to the name mask entered. This selected mob will be set as
    the current mob. If a room, roomgroup, or area has been previously designated, then
    this command will create the mob in that room. If a room or area has not been
    designated (or was cleared), then this command will designate a random room and
    area.

    LOAD ITEMGROUP ([#NUMBER]) [ITEM NAME] - will instantiate all (or optionally,
    the given number) items of the given name from the list of items imported using the
    IMPORT ITEMS command above. This items will be set as the current ITEMGROUP. If a
    room, roomgroup, or area has been previously designated, then this command will
    create the item in that room. If a room or area has not been designated (or was
    cleared), then this command will designate a random room and area.  This command
    will also designate the current item to the last one loaded.

    LOAD ITEM [ITEM NAME] - will instantiate an item of the given name from the
    list of items imported using the IMPORT ITEMS command above. This item will be set
    as the current item. If a room, roomgroup, or area has been previously designated,
    then this command will create the item in that room. If a room or area has not been
    designated (or was cleared), then this command will designate a random room and
    area.

    GIVE ITEM - will give the currently designated item (designated using the SET
    ITEM, or LOAD ITEM command) to the last designated mob or mobs (designated using
    the SET MOB, SET MOBGROUP, LOAD MOBGROUP, or LOAD MOB commands).

    GIVE BEHAVIOR [BEHAVIOR ID] ([PARAMETERS]) - The behavior ID must be a valid
    behavior class name. The parameters are any parameters you wish to pass to the
    behavior. This command will give the most recently designated mob, item, area, room
    or mobgroup (designated using the set or load commands), itemgroup, or roomgroup
    the above behavior.  The parameters above are optional, and include any text that
    would be valid for the behavior id specified.  The text may also optionally include
    embedded references to other quest objects.  See below Object Specifiers in
    Parameters below for more information on using this feature.

    GIVE ABILITY [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid
    ability class name. The parameters are any parameters you wish to pass to the
    ability. This command will give the currently designated mob, or mobgroup
    (designated using the set or load commands) the above ability. The parameters above
    are optional, and include any text that would be valid for the ability id
    specified.  The text may also optionally include embedded references to other quest
    objects.  See below Object Specifiers in Parameters below for more information on
    using this feature.

    GIVE AFFECT [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid
    ability class name. The parameters are any parameters you wish to pass to the
    ability. This command will give the currently designated mob, item, room, area, or
    mobgroup (designated using the set or load commands), itemgroup, or roomgroup the
    above affect. The parameters above are optional, and include any text that would be
    valid for the ability id specified.  The text may also optionally include embedded
    references to other quest objects.  See below Object Specifiers in Parameters below
    for more information on using this feature.

    GIVE FOLLOWER [MOB NAME] - The mob name is a mob which will be selected from
    the list of previously designated mobs (designated using the LOAD MOB, SET MOB, or
    SET MOBTYPE commands). This mob will be made into a follower of the mob most
    recently designated using the SET MOB, SET MOBTYPE, or LOAD MOB command. This
    command does not change the current mob designation, nor does it change the
    location of either mob.

    TAKE BEHAVIOR [BEHAVIOR ID] - The behavior ID must be a valid behavior class
    name. This command will take from the most recently designated mob, item, area,
    room or mobgroup (designated using the set or load commands), itemgroup, or
    roomgroup the above behavior.

    TAKE ABILITY [ABILITY ID] - The ability ID must be a valid ability class name.
    This command will take from the currently designated mob, or mobgroup (designated
    using the set or load commands) the above ability. The parameters above are
    optional, and include any text that would be valid for the ability id specified.

    TAKE AFFECT [ABILITY ID] - The ability ID must be a valid ability class name.
    This command will take from the currently designated mob, item, room, area, or
    mobgroup (designated using the set or load commands), itemgroup, or roomgroup the
    above affect.

    RESET- If a ROOM has been designated using SET ROOM, or by any other previously
    described method, this command will cause that room to reset, or re-load from the
    database.  If a ROOM is not currently set (or has been unset), but a ROOMGROUP or
    an AREA has been set, this command will cause all rooms in that set (respectively)
    to reload from the database.  Doing either can be somewhat time consuming, and may
    disrupt any players in the rooms affected, as it will cause items to vanish from
    the floor, and make players and mobs unable to move until the process is completed.

    <SCRIPT> - This designates the beginning of embedded Javascript in your
    quest script.  The end is designated by a corresponding </SCRIPT> tag on its own
    line.  See the next section for more details.

    LOAD= ([QUEST FILE]) ([ARGUMENT] ... [ARGUMENT])  - This command will cause the
    specified external quest script file to be loaded and executed as if it were
    embedded at the current point in the script.  The  quest  filename is of the same
    format mentioned above.  When LOAD= is used as a command inside a script, you can
    also specify one or more space-delimited arguments which will be accessible inside
    the target quest script as Object Specifiers.  The first argument given, whether it
    is itself an Object Specifier, or a simple string, will be accessible inside the
    target quest script as ARG1, the second as ARG2, and so forth.  A special case
    exists, however, if one of the arguments evaluates to an Object Specifier which
    represents a group of objects (such as MOBGROUP or ITEMGROUP).  If that case
    occurs, the LOAD= command will execute once for every object inside the group! See
    the discussion of Object Specifiers and Object Spcifiers in Parameters for more
    information.

    <OPTION> ([QUEST SCRIPT COMMANDS]) </OPTION> - Putting quest script
    commands inside of <OPTION> tags means that, for every execution of the quest
    script, only ONE of the <OPTION> tags will be have their script commands
    executed.  The one chosen will be selected at random.  If only one <OPTION> tag
    exists, it will be chosen every time, of course.

    * Note About #.  In a quest script, anywhere the # sign is used above (such as
    [#TICKS] or [#PLAYERS], you may enter a normal old every day number (34) or you may
    enter a valid arithmetic expression using real or integer numbers and any of the
    following operators: + - *  () ?

    * Object Specifiers.  Many of the SET ... commands, such as SET MOBGROUP, SET
    MOB, SET ITEMGROUP, SET ROOM, etc, have forms which allow you to designate their
    value using an [OBJECT] string.  An [OBJECT] string is one of the following basic
    quest-script values: "LOADEDMOBS", "LOADEDITEMS", "AREA", "ROOM", "MOBGROUP",
    "ITEMGROUP", "ROOMGROUP", "ITEM", "ENVOBJ", "STUFF", "MOB", or one of the following
    mystery quest-script values:  "FACTION", "FACTIONGROUP", "AGENT", "AGENTGROUP",
    "ACTION", "ACTIONGROUP", "TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP",
    "WHEREHAPPENED", "WHEREHAPPENEDGROUP", "WHEREAT", "WHEREATGROUP", "WHENHAPPENED",
    "WHENHAPPENEDGROUP", "WHENAT", "WHENATGROUP", "TOOL", "TOOLGROUP".  Using the SET
    command in this way allows you to either COPY an objects value, or re-designate it
    for the purposes of one of the GIVE ... commands.  If the quest script was executed
    from inside of another using the LOAD= script command, and arguments were specified
    from the above objects, you may also have access to argument object specifiers,
    such as ARG1, ARG2, ... ARGN.  There will be one such object specifier available
    for each argument passed to the script.  Please note that some object specifiers
    return single objects (such as MOB, ITEM, ROOM) and some return collections of
    objects (such as ROOMGROUP, MOBGROUP, ITEMGROUP).  Object specifiers can also be
    combined using + and - characters.  For instance, MOBGROUP-MOB would return the
    group of mobs in the MOBGROUP minus the specified MOB while the specifier MOB+ITEM
    would refer to an object group containing both the specified MOB and the specified
    ITEM.

    * Object Specifiers in Parameters. When specifing parameters for the GIVE
    BEHAVIOR, GIVE ABILITY, or GIVE AFFECT command, you may embed the names of one or
    more of the Object Specifiers by prefixing the Object Specifier code string with a
    $ character, and concluding it with a space or other non-alphanumeric character.
    For instance, the command: "GIVE BEHAVIOR Scriptable GREET_PROG 100; say I love
    $MOB!!!;~;" would embed the name string for the MOB object specifier inside the
    in-line script.   In addition to this capability, you may also put a special
    character after the $ and before the object specifier to manipulate how the name of
    the object is generated.  Special characters are: '_' (to make the name in
    uppercase), '&' to remove any prefixed english article words from the name, or '|'
    to replace all spaces in the name with | characters (which is very useful for
    QuestChat parameters).

    Mystery Objects in Quest scripts:

    In addition to the normal quest objects mentioned above, such as MOB, ITEM,
    ROOM and so forth, there are also extranous objects and groups intended for use
    when building logic problem mysteries.  The commands for setting these are as
    follows:

    SET AGENT [OBJECT] - Sets the AGENT variable to the [OBJECT].  Will also set
    the MOB object.  See Object Specifiers above this command listing.   If the object
    resolves to a group of objects, a random one from the group will be chosen.

    SET AGENTGROUP [OBJECT] - Sets the AGENTGROUP variable to the [OBJECT].  Will
    also set the MOBGROUP object to the same, as well as designate one random mob from
    the group as the AGENT and the MOB.  See Object Specifiers above this command
    listing.

    SET AGENTGROUP [#NUMBER] - Sets the AGENTGROUP variable to the currently set
    MOBGROUP, selecting at most NUMBER mobs randomly from that list.  Will also set the
    MOBGROUP object to the same, as well as designate one random mob from the group as
    the AGENT and the MOB.  See Object Specifiers above this command listing.

    SET WHEREHAPPENED [OBJECT] - Sets the WHEREHAPPENED variable to the [OBJECT].
    Will also set the ROOM object.  See Object Specifiers above this command listing.
    If the object resolves to a group of objects, a random one from the group will be
    chosen.

    SET WHEREHAPPENEDGROUP [OBJECT] - Sets the WHEREHAPPENEDGROUP variable to the
    [OBJECT].  Will also set the ROOMGROUP object to the same, as well as designate one
    random room from the group as the WHEREHAPPENED and the ROOM.  See Object
    Specifiers above this command listing.

    SET WHEREHAPPENEDGROUP [#NUMBER] - Sets the WHEREHAPPENEDGROUP variable to the
    currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that list.
    Will also set the ROOMGROUP object to the same, as well as designate one random
    room from the group as the WHEREHAPPENED and the ROOM.  See Object Specifiers above
    this command listing.

    SET WHEREAT [OBJECT] - Sets the WHEREAT variable to the [OBJECT].  Will also
    set the ROOM object.  See Object Specifiers above this command listing.   If the
    object resolves to a group of objects, a random one from the group will be chosen.

    SET WHEREATGROUP [OBJECT] - Sets the WHEREATGROUP variable to the [OBJECT].
    Will also set the ROOMGROUP object to the same, as well as designate one random
    room from the group as the WHEREAT and the ROOM.  See Object Specifiers above this
    command listing.

    SET WHEREATGROUP [#NUMBER] - Sets the WHEREATGROUP variable to the currently
    set ROOMGROUP, selecting at most NUMBER rooms randomly from that list.  Will also
    set the ROOMGROUP object to the same, as well as designate one random room from the
    group as the WHEREAT and the ROOM.  See Object Specifiers above this command
    listing.

    SET WHENHAPPENED [OBJECT] - Sets the WHENHAPPENED variable to the timeclock
    [OBJECT].  See Object Specifiers above this command listing.   If the object
    resolves to a group of objects, a random one from the group will be chosen.

    SET WHENHAPPENED [#HOURS-DIFFERENCE] - Sets the WHENHAPPENED variable to the
    current time plus or minus the hours difference specified.  See Object Specifiers
    above this command listing.   If the object resolves to a group of objects, a
    random one from the group will be chosen.

    SET WHENHAPPENEDGROUP [OBJECT] - Sets the WHENHAPPENEDGROUP variable to the
    [OBJECT].  Will also designate one random time from the group as the WHENHAPPENED.
    See Object Specifiers above this command listing.

    SET WHENHAPPENEDGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the
    WHENHAPPENEDGROUP list to the current time plus or minus the list of
    hours-differences given.  Will also designate one random time from the group as the
    WHENHAPPENED.  See Object Specifiers above this command listing.

    SET WHENAT [OBJECT] - Sets the WHENHAPPENED variable to the timeclock [OBJECT].
     See Object Specifiers above this command listing.   If the object resolves to a
    group of objects, a random one from the group will be chosen.

    SET WHENAT [#HOURS-DIFFERENCE] - Sets the WHENAT variable to the current time
    plus or minus the hours difference specified.  See Object Specifiers above this
    command listing.   If the object resolves to a group of objects, a random one from
    the group will be chosen.

    SET WHENATGROUP [OBJECT] - Sets the WHENATGROUP variable to the [OBJECT].  Will
    also designate one random time from the group as the WHENAT.  See Object Specifiers
    above this command listing.

    SET WHENATGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the
    WHENATGROUP list to the current time plus or minus the list of hours-differences
    given.  Will also designate one random time from the group as the WHENAT.  See
    Object Specifiers above this command listing.

    SET FACTION [OBJECT] - Sets the FACTION variable to the faction string
    [OBJECT].  See Object Specifiers above this command listing.   If the object
    resolves to a group of objects, a random one from the group will be chosen.

    SET FACTION [FACTION NAME] - Sets the FACTION variable to one of the given name
    or ANY to choose a random one.

    SET FACTIONGROUP [OBJECT] - Sets the FACTIONGROUP variable to the [OBJECT].
    Will also designate one random faction from the group as the FACTION.  See Object
    Specifiers above this command listing.

    SET FACTIONGROUP [#NUMBER] - Sets the FACTIONGROUP variable to NUMBER random
    factions, or ALL to set it to all of them.  Will also designate one random faction
    from the group as the FACTION.  See Object Specifiers above this command listing.

    SET FACTIONGROUP [FACTION NAME] ... [FACTION NAME] - Sets the FACTIONGROUP
    variable to the set of factions designated by the faction names.  Will also
    designate one random faction from the group as the FACTION.  The faction names are
    space delimited, and names grouped with double-quotes.

    SET TARGET [OBJECT] - Sets the TARGET variable to the [OBJECT].  Will also set
    the MOB or ITEM object depending on what gets designated.  See Object Specifiers
    above this command listing.   If the object resolves to a group of objects, a
    random one from the group will be chosen.

    SET TARGETGROUP [OBJECT] - Sets the TARGETGROUP variable to the [OBJECT].  Will
    also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of
    group is designated), as well as designate one random object from the group as the
    TARGET, and either the MOB or ITEM.  See Object Specifiers above this command
    listing.

    SET TARGETGROUP [#NUMBER] - Sets the TARGETGROUP variable to the currently set
    MOBGROUP (if one is currently set) or ITEMGROUP if not.  It will select at most
    NUMBER objects randomly from that list.  Will also re-set the MOBGROUP or ITEMGROUP
    object to the same, as well as designate one random mob or item from the group as
    the TARGET and either the MOB or ITEM.  See Object Specifiers above this command
    listing.

    SET TOOL [OBJECT] - Sets the TOOL variable to the [OBJECT].  Will also set the
    MOB or ITEM object depending on what gets designated.  See Object Specifiers above
    this command listing.   If the object resolves to a group of objects, a random one
    from the group will be chosen.

    SET TOOLGROUP [OBJECT] - Sets the TOOLGROUP variable to the [OBJECT].  Will
    also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of
    group is designated), as well as designate one random object from the group as the
    TOOL, and either the MOB or ITEM.  See Object Specifiers above this command
    listing.

    SET TOOLGROUP [#NUMBER] - Sets the TOOLGROUP variable to the currently set
    MOBGROUP (if one is currently set) or ITEMGROUP if not.  It will select at most
    NUMBER objects randomly from that list.  Will also re-set the MOBGROUP or ITEMGROUP
    object to the same, as well as designate one random mob or item from the group as
    the TOOL and either the MOB or ITEM.  See Object Specifiers above this command
    listing.

    SET MOTIVE [OBJECT] - Sets the MOTIVE variable to the string [OBJECT].  See
    Object Specifiers above this command listing.   If the object resolves to a group
    of objects, a random one from the group will be chosen.

    SET MOTIVE [STRING] - Sets the MOTIVE variable to the string.

    SET MOTIVEGROUP [OBJECT] - Sets the MOTIVEGROUP variable to the [OBJECT].  Will
    also designate one random string from the group as the MOTIVE.  See Object
    Specifiers above this command listing.

    SET MOTIVEGROUP [STRING] .. [STRING] - Sets the MOTIVEGROUP to the set of
    strings specified.  Will also designate one random string from the group as the
    MOTIVE.  The strings are space delimited, and words grouped with double-quotes.

    SET ACTION [OBJECT] - Sets the ACTION variable to the string [OBJECT].  See
    Object Specifiers above this command listing.   If the object resolves to a group
    of objects, a random one from the group will be chosen.

    SET ACTION [STRING] - Sets the ACTION variable to the string.

    SET ACTIONGROUP [OBJECT] - Sets the ACTIONGROUP variable to the [OBJECT].  Will
    also designate one random string from the group as the ACTION.  See Object
    Specifiers above this command listing.

    SET ACTIONGROUP [STRING] .. [STRING] - Sets the ACTIONGROUP to the set of
    strings specified.  Will also designate one random string from the group as the
    ACTION.  The strings are space delimited, and words grouped with double-quotes.

    Final notes: This stuff may seem complicated, but just make sure you carefully
    examine the sample quests found in the CoffeeMud resources directory!  Also,
    remember that quest script errors are always sent out to your mud.log, so check
    their often when starting up a new quest!.
RECORD
    Skill    : Record
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : RECORD
    Usage    : RECORD [PLAYER NAME]
    Example  : record gunther
    From anywhere on the map, the player with this skill can begin recording all
    activity of the target to a file in the local file system as if they were snooping
    them.
RESET
    Command  : RESET ROOM
    Usage    : RESET ROOM
    Example  : reset room
    Short(s) :
    This command will revive any wandered or dead mobs whose home is the same as
    the invokers room.  Any removed items which are resettable will also return.
RESTRING
    Command : RESTRING
    Usage   : RESTRING [ITEM NAME]
    Example : restring longsword
    Example : restring "longsword@an orc"
    Short(s):
    This command is a weak for of MODIFY.  It allows you to modify an items name,
    display text, and description.
SAVE
    Command : SAVE
    Usage   : SAVE [ROOM, QUESTS, MOBS, ITEMS, USERS]
    Example : save room
    Short(s):
    A command to permanently save the contents of a room, the mobs in the room, the
    current quests list, or the users who are logged in.  The command will apply to the
    room in which your Character is located.
SECURITY
    SECURITY in CoffeeMud is on a player by player basis.
    SYSOP status is defined as the ultimate security to do anything, anywhere, at
    any time.  Access to all commands in all areas will be available.  SYSOP status is
    defined in the CoffeeMud ini file entry SYSOPMASK which establishes the player
    characteristics that designate SYSOPS. All players who meet the requirements of the
    mask are automatically SYSOPS.

    Players who are not SYSOPS may also be granted specific privileges.  Each of
    the privileges may be limited to specific areas, or available globally. Privileges
    are defined in the Security section of a players settings.  Each security code
    listed for a player may be either a list of security Groups, or a specific security
    code.

    Security GROUPS are also defined in the ini file.  A Security GROUP consists of
    a group name, and a set of strings or codes representing privileges for that group.
     Each group is prefixed in the INI file with the "GROUP_".  However, you should not
    use the "GROUP_" when adding group priviledges to the Security field of a player.
    For instance, if you have "GROUP_BUILDER" defined in the INI file, then you would
    add "BUILDER" to Security when modifying a player in order to make that user part
    of the BUILDER group.  The security codes which make up each group are implicitly
    global, but can be qualified as area-only using the keyword "AREA".

    The following are the default strings or codes which, when found in a players
    security settings or in a group definition, confer the listed privileges. Each of
    these settings may be entered as listed below, or prefixed with the word "AREA"
    followed by a space, followed by the key.  This has the effect of making that
    privilege only available in or at areas where the Player is listed in the areas
    "Staff" setting.  For example, the security code "ANNOUNCE" by itself confers the
    global ability to use the ANNOUNCE command.  The security code "AREA ANNOUNCE"
    means that the ANNOUNCE command can only be used inside areas where the player is
    listed as Staff.

    ABOVELAW=Immunity to the Arrest behavior.
    AFTER=The ability to use the command of the same name.
    AHELP=The ability to access administrative help files.
    ANNOUNCE=The ability to use the command of the same name.
    AS=The ability to use the command of the same name.
    AT=The ability to use the command of the same name.
    BAN=The ability to use the command of the same name, as well as DESTROY BAN,
    LIST BAN, and access the BAN MUDGrinder feature.
    BEACON=The ability to use the command of the same name.
    BOOT=The ability to use the command of the same name.
    CHARGEN=The ability to use the command of the same name.
    CLOAK=The ability to use the command of the same name, as well as see those who
    are cloaked.
    CMDAREAS=The ability to Create, Modify, and Destroy areas.  Also gains access
    to the MUDGrinder area tool.
    CMDCLANS=The ability to Modify or Destroy clans.
    CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.
    CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.
    CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.
    CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms.  This code also
    prevents Mobile mobs from wandering away and confers other similar priviledges.
    CMDPLAYERS=The Ability to Modify or Destroy players.  Also has the ability to
    view Player settings in the MUDGrinder.
    CMDQUESTS=The Ability to Create, Modify, Destroy quests.  Also has the ability
    to access the quests and file editors in the MUDGrinder.
    CMDRACES=The Ability to Create, Modify, Destroy custom races.
    CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.
    CMDROOMS=The ability to Create, Modify, and Destroy rooms.  Also gains access
    to the MUDGrinder area tool.
    CMDSOCIALS=The Ability to Create, Modify, Destroy socials.
    COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.
    CARRYALL=Overrides item carrying restrictions.
    COPYITEMS=The Ability to copy existing items.
    COPYMOBS=The Ability to copy existing items.
    COPYROOMS=The ability to copy existing rooms.
    DUMPFILE=The ability to use the command of the same name.
    EXPORT=The ability to export mobs, items, or rooms.
    EXPORTFILE=The ability to export to a file.  Requires EXPORT or EXPORTPLAYERS.
    EXPORTPLAYERS=The ability to export player data.
    FS: <path>=The ability to read/write files in the local path given. No
    preceding / chars!
    GOTO=The ability to use the command of the same name, as well as walk through
    doors.
    I3=The ability to manage the CHANNELS aspect of I3.
    IMMORT=Players with this code never ever die.
    IMPORTITEMS=The ability to import items into a room.
    IMPORTMOBS=The ability to import mobs into a room.
    IMPORTPLAYERS=The ability to import players from a file.
    IMPORTROOMS=The ability to import rooms or areas from a file.
    JOURNALS=The ability to administer all journals.
    JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.
    KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.
    KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.
    KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'
    KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.
    KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.
    LISTADMIN=The ability to LIST ticks, the log, reports, or threads.
    LOADUNLOAD=The ability to load and unload resources.  Also gains access to
    resource manager in MUDGrinder.
    MERGE=The ability to merge mob or item changes from a file.
    MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
    NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.
    ORDER=The ability to order mobs around.  Also grants the ability to GIVE
    without failure, and use Take and Dress without failure.  The global version of
    this code also allows ordering players.
    PKILL=The ability to override PKILL flag settings.
    POSSESS=The ability to use the command of the same name.
    PURGE=The ability to use the command of the same name.
    RESET=The ability to use the command of the same name as it applies to rooms or
    areas.
    RESETUTILS=The ability to use the command of the same name as it applies to the
    miscellaneous RESET tools.
    RESTRING=The ability to use the command of the same name.
    GMODIFY=The ability to use the command of the same name.
    SESSIONS=The ability to use the command of the same name.
    SHUTDOWN=The ability to use the command of the same name.
    SNOOP=The ability to use the command of the same name.
    STAT=The ability to use the command of the same name.
    SUPERSKILL=This code makes it impossible for the player to fumble a spell or
    skill that they have.
    ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
    at their next login.
    SYSMSGS=The ability to use the command of the same name.
    TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.
    TICKTOCK=The ability to use the command of the same name.
    TRAILTO=The ability to use the command of the same name.
    TRANSFER=The ability to use the command of the same name.
    VFS: <path>=The ability to read/write files in the vfs path given. No
    preceding / chars!
    WHERE=The ability to use the command of the same name.
    WIZINV=The ability to use the command of the same name, as well as see those
    who are WIZINV.

    Here is an example Security setting for a player:
    Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/
    The above would give a player access to the BUILDER group defined by
    GROUP_BUILDER in your INI file.  It would also give access to the GOTO command, but
    only insofar as it relates to areas where the player is listed as Staff.  Lastly,
    it gives global access to the Snoop command.
SESSIONS
    Skill    : SESSIONS
    Usage    : SESSIONS (STATUS/VALID/NAME/IP/IDLE)
    Available:
    Example  : sessions
    Example  : sessions name
    Short(s) :
    Lists the players online, their idle time, status, and ip address.  An optional
    parameter may be given to sort by one of the fields.
SHELL
    Command : SHELL
    Usage   : SHELL [COMMAND] [PARAMETERS]
    Example : shell
    Example : shell ?
    Example : shell directory
    Example : shell cd /resources/text
    Example : shell copy thisfile.txt ::
    Example : shell del ::thisfile.txt
    Example : shell edit thisfile.txt
    Short(s): .
    This command allows the archon, and users with appropriate FS: and/or VFS:
    security flags to access the file system and/or the virtual file system.  See help
    on CMFS or VFS for the difference between the two.

    The commands are case-insensitive, except where dealing with the local file
    system, where it may be case-sensitive depending upon the host system.  As
    mentioned in the CMFS docs, filenames and paths may be preceded by a :: string to
    denote forced VFS access, or // to denote forced local file-system access.  When
    neither is specified for a given shell command, the VFS file is always preferred.
    The / character is always used to separate directory paths and folders, such as
    /resources/text/down.txt would refer to the file down.txt in the text folder, which
    in turn is in the resources folder, which in turn is located in the root directory.

    The shell command may be entered with no parameter to see the players current
    directory. When viewing directories, a "-" character will precede a file which
    exists only in the VFS system.  A "+" character will precede a file which exists in
    both the local file system and the VFS system.  Since folders always exist in the
    VFS, they will always be seen with the "+" character preceding them.

    The shell command can be used to create directories, delete files or
    directories, copy files, search for files with given names, search inside text
    files for a text string, display a text file, or edit a text file.  Many commands
    support a mask to limit the files displayed. The mask may include "*" characters
    anywhere in the string to match 0 or more unknown characters in the filenames.  A
    "?" character always matches a single unknown character in a filename.

    See HELP CMFS for more information on CoffeeMuds file system.
SHUTDOWN
    Command : SHUTDOWN
    Usage   : SHUTDOWN (RESTART) (NOPROMPT)
    Example : shutdown
    Short(s):
    With no argument, this command will bring down the CoffeeMud server. With the
    restart argument, it will "bounce" (restart) the server.
SNOOP
    Command : SNOOP
    Usage   : SNOOP [TARGET NAME]
    Example : snoop player
    Short(s):
    This command will allow you to watch a player play -- seeing everything they
    type in, and everything they read on their screen.
STAT
    Command : STAT
    Usage   : STAT ((SKILL TYPE) [TARGET NAME])/([NUMBER]
    [DAYS/WEEKS/MONTHS/YEARS)]
    Example : stat
    Example : stat 2 weeks
    Example : stat tom
    Example : stat equipment bob
    Example : stat combat bob
    Example : stat inventory bob
    Example : stat questwins bob
    Example : stat tattoos bob
    Example : stat spell bob
    Example : stat skill hassan
    Example : stat chant hassan
    Example : stat prayer hassan
    Short(s):
    This command serves two purposes.  The first is to allow you to view a usage
    statistics report on your mud.  Entering STAT alone allows you to see information
    gathered since midnight.  You may also enter a number and a scale (days, weeks,
    months, or years) to view information going farther back.

    STAT will also allow you to retreive basic stat information on a player or mob
    in the game.  Entering STAT and the players name brings up the most basic SCORE
    information.  Including a skill type before the name will list their abilities of
    that type.  Valid skill types include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY,
    "THIEF SKILL", LANGUAGE, CHANT, "COMMON SKILL", DISEASE, POISON.  You can also get
    special reports by entering one of the following before the name: EQUIPMENT,
    COMBAT, INVENTORY, QUESTWINS, TATTOOS
SYSMSGS
    Command : SYSMSGS
    Usage   : SYSMSGS
    Example : sysmsgs
    Short(s):
    A command to toggle debug mode, or extended messages.
TAKE
    Command : TAKE
    Usage   : TAKE (ALL) [ITEM NAME] ([MOB NAME])
    Example : take all dagger Horice
    Example : take qp Horice
    Example : take all Horice
    Example : take pie Horice
    Short(s):
    This is A command that forces the specified mob or character to give item that
    is in his or her inventory or equipment to you.  If the item is inside a specified
    container, it will be retreived from the container.  The very special item name
    "qp" may be used to take Quest Points from players using this command.
TASK
    Command : TASK
    Usage   : TASK [MESSAGE]/REVIEW (STARTING MSG)
    Example : task nothing is spelled right in this room!
    Example : task review
    Example : task review 7
    Short(s):
    This command can be used to submit builder tasks to the system.  When the
    REVIEW parameter is given, the tasks will be iterated through one at a time to give
    the builder a chance to delete, comment on, or email each one.  An optional
    starting number can be given to REVIEW. The player must be either an Archon, or a
    player with the TASKS security string to use this feature.
TATTOO
    Tattoo's are intended to act as miscellaneous flags which players may obtain,
    not unlike a quest point.  These tattoo's can then be checked for as requirements
    to enter rooms or exits, or to possess certain items.
    An example would be like this:  The completion of a specific quest occurs when
    Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where all
    the treasure is hidden).  Entering this inner chamber automatically grants Gunther
    a Tatto called "NUNDERKILLER".  Now, elsewhere in the realm is the second quest
    where Nunder's apprentice has escaped with an ancient artifact and is up to no
    good.  However, to even ENTER the area where Nunder's apprentice is operating, the
    system (via the Prop_ReqTattoo property on this other Area) requires that Gunther
    already have the "NUNDERKILLER" Tattoo.  If Gunther had not defeated Nunder and
    obtained the "NUNDERKILLER" Tattoo, he would not be allowed into the realm of
    Nunder's apprentice.
TICKTOCK
    Ability    : TickTock
    Parameters :
    Example    :
    Description:
    Advance the time by one hour.
TRAILTO
    Command : TRAILTO
    Usage   : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]
    /[ROOM ID] /EVERYROOM /EVERYAREA
    Example : trailto MyArea#394
    Example : trailto everyarea
    Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea
    Short(s):
    This command shows the directions one must travel to get from their current
    position to the destination given.
TRANSFER
    Skill    : TRANSFER
    Usage    : TRANSFER [ALL/MOB NAME] [ROOM ID/DESC/MOB/AREA]
    Example  : transfer all Midgaard#3001
    Example  : transfer all midgaard
    Example  : transfer all north
    Example  : transfer bob #3001
    Example  : transfer smurf hassan
    Example  : transfer bobbyjoe temple of mota
    Short(s) :
    The targets and their followers will be transported, with very little fanfare,
    to the destination listed.  This ability is not magical in nature, and is thus not
    affected by no-teleport areas and rooms.  If all is used, it will refer only to
    those in the same room as the admin.  Otherwise, the admins present area will be
    checked for all instances of the name and transfers all of them.  If none are found
    in the same area, the whole world will be checked.
TYPO
    Command : TYPO
    Usage   : TYPO [MESSAGE]/REVIEW (STARTING MSG)
    Example : typo nothing is spelled right in this room!
    Example : typo review
    Example : typo review 7
    Short(s):
    This command can be used to submit typos to the system.  When the REVIEW
    parameter is given, the typos will be iterated through one at a time to give the
    archon a chance to delete, comment on, or email each one.  An optional starting
    number can be given to REVIEW.
UNLINK
    Command : UNLINK
    Usage   : UNLINK [DIRECTION]
    Example : unlink north
    Short(s):
    A command for the unlinking of rooms from each other.
UNLOAD
    Command  : UNLOAD
    Usage    : UNLOAD HELP/CLASS/ALL/[RESOURCE NAME]
    Example  : unload help
    Example  : unload all
    Example  : unload armorsmith
    Example  : unload class Thief_Search
    Short(s) :
    Unloads most resource text, class objects, and help files for easy refreshing.
VFS
    VFS Refers specifically to those files in the CMFS (CoffeeMud File System)
    which are stored in your database, as opposed to directly in your local file system
    (hard drive).  VFS files are also mentioned to distinguish between local files,
    although VFS files appear to CoffeeMud to be right along side, or even on top of,
    your local files in your local directories.  VFS can even include its own
    directories which are not in your local file system.  See HELP CMFS for more
    information on this topic.
WHERE
    Command : WHERE
    Usage   : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
    Example : where
    Example : where dog
    Example : where area item knife
    Example : where area mobmask -race +orc -levels +>=10
    Example : where !
    Short(s):
    Without an argument, this command displays the names and locations of all
    players online.  With the ROOM, MOB, ITEM, or no argument, it will show all mobs,
    rooms, and/or items the match the given key words in the mask, along with room
    locations.  With the MOBMASK, ITEMMASK arguments, it will show all mobs or items
    that match the given Zapper Mask (See Prop_HaveZapper). The arguments may be
    qualified with AREA to show only the Archons current area. The argument ! will show
    the mundane/player version of the WHERE command.
WIZEMOTE
    Command : WIZEMOTE
    Usage   : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message
    Example : wizemote all You are having fun!
    Example : wizemote here We are having fun!
    Example : wizemote bob You are having more fun though.
    Example : wizemote "Death Area" Something bad happened here!
    Example : wizemote "Death Area#5320" Something bad happened there!
    Example : wizemote "The Artisans" Something bad happened to your clan!
    Short(s):
    A command to send emote-type messages to everyone in an area, a room, a clan,
    or to a specific player, or to everyone everywhere.
WIZINFO
    Command : WIZINFO
    Short(s):
    The automatic information channel available to admins and area admins. Turned
    off with NOWIZINFO
WIZINV
    Skill    : WIZARD INVISIBILITY
    Usage    : WIZINV (OFF/NOCLOAK)
    Example  : wizinv
    Example  : wizinv nocloak
    Short(s) :
    Wizard Invisibility makes the invoker completely undetectable by other mobs or
    players.  In addition, the invoker will not hunger or thirst, may pass through any
    terrain unhindered (except doors), and is invulnerable to sleep spells.  Lastly,
    unless the nocloak parameter is specified, the Archon is completely cloaked as per
    the CLOAK command.
WRATH
    Skill    : Wrath
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : WRATH
    Usage    : WRATH [PLAYER NAME] (!)
    Example  : wrath gunther
    Example  : wrath gunther !
    From anywhere on the map, the player with this skill can immediately knock
    another mob out of their shoes, depriving them of half of their hit points, mana,
    and movement in the process. If the "!" flag is added, an announcement of the wrath
    will also be made.
XML
    Command  :
    Usage    : By MUDGrinder only
    Example  :
    Short(s) :
    This command exist to fascillitate the transfer of information between
    MUDGrinder and CoffeeMud.  Do not use this command for any reason.