What they mean, what they do, and other random stuff
You can WHEREIS players, as well as rooms.
Displays a full set of object data for a specific object.
Displays a full set of data for the room you are currently in.
For staff members, the THINK command broadcasts a message to all other staff currently online. Players cannot see this message.
Sometimes it is necessary to broadcast messages to the player thought channel, which is what PLAYER_THINK does. This command should be used with extreme discression.
SEND <player> <message>
Allows you to send a private message to a player or staff.
GOTO <room # | player> and QGOTO <room # | player>
Teleports you to a new room, by either the room's number or a player/staff's name. You can also use GOTO HISTORY for a list of the last nine rooms you have been in.
QGOTO functions the same, except it is the quiet version and will not show messaging at all. Likewise, if you are staff-invisible, GOTO will quiet messaging too.
STATUS <code> <ON | OFF>
Adjusts your staff status in one of three ways, depending on <code>.
TELEPORT <player> <room #> and QTELEPORT <playere> <room #>
Relocate a player to the given room #. When you use it, it will display the room # they were previously in as well, in case you need it to relocate them back (for ASSISTs, temporary suspensions, etc.).
QTELEPORT is a quiet version of TELEPORT, working the same way but without any messaging to the player or other players in the room. When combined with a Wizard™ script that makes use of PECHO and PNVECHO, this will allow you make a custom teleport script, like this example from Exxy:
Note that a 's was used to simulate spacing (\n is a code for a "new line").
Tip: QTELEPORT does not show you the previous room # a player was relocated from. Be sure to WHEREIS them first if you need to know this information.
//UTILITY or also ##
This command can be used to show a variety of data. GameMasters and GameDirectors have varying options in what they can do with this command. Examples:
//STANDARDMESSAGE <code> <player>
A list of standardized ("cookie-cutter") messages we can send to players for a variety of reasons. Warnings for scripting, vulgarity, and profanity are in there. Welcome messages for new players, etc.
If you see a new account log in, which will broadcast a message to the High Priority GameMaster Events window with [New Account] in the login announcement, please welcome the player using //STANDARDMESSAGE WELCOME <player> unless someone else is already welcoming them. You may want to wait a few minutes after they've logged in to get familiar with the character management system, Wizard interface, etc. so don't bombard them with the welcome message the instant they log in. This command no longer requires you to be visible or on duty, however if they require help (REPORT or ASSIST), you will still need to be to respond.
Often times, a player will choose an inappropriate name and we will need them to change it. In this event, you would use //STANDARDMESSAGE BADNAME <player>, then wait for them to respond to you. If they don't respond within five minutes or so, send them the message again. If they still don't respond use a direct SEND. Finally, if they still don't respond, you will need to TELEPORT <player> <room #> them to room 17 -- hopefully they'll come to their senses soon. Additionally, if they log out instead of choosing to respond to you about a name-change, please use RELOCATE_OFFLINE_PLAYER <player> <room #> to move them to room 17 so that they can't avoid the problem.
Assuming the player responds, you will need to change their name for them, so you need to find out what they want to change their name to. To change the player's first name, use CHANGE_PLAYER_FIRSTNAME <current first name> <new first name> and to change the player's last name, use CHANGE_PLAYER_LASTNAME <player> <new last name>.
Tip: if you are staff-invisible or off-duty and you send a //STANDARDMESSAGE WELCOME or BADNAME to a player, the player can't see the name of the staff who sent them the message. This is a confusing situation for any player, especially one who's new to our game, so please try to avoid it.
//ACTIVITY <SET | CLEAR> [<activity message>]
Allows you to display activity messages visible on the WHO / STAT list to everyone (players and staff). This text is prefaced with a timestamp of when you set the activity, followed by your name and the word "is". Following your activity message, a period (punctuation) will be displayed automatically. Example:
Note: if an staff member's activity goes without being updated for over 10 hours, any activity message currently set will be deleted as if you had used //ACTIVITY CLEAR.
PECHO and PNVECHO
To use PECHO/PNVECHO, you use both commands, aimed at a single person, to describe a single event to both a target and the other people in the room. Example:
To use that in a Wizard™ script, you would substitute Arementa with %1, like this excerpt from an actual Wizard™ script made for Exxy:
For this script to work, if the scriptname was "customraise.cmd" and I wanted to bring back to life "BillyBob", it would be executed like this:
Note that "BillyBob"'s name would have to be spelled completely, and preserving exact uppercase/lowercase. This is because while PECHO and PNVECHO will accept abbreviations jus tlike any other command, the actual message to everyone else in the room will look really funny if you just type "bil" (i.e.: "A magnificent beam of energy shoots from Exxy's fingertips at bil.").
PECHO and PNVECHO should almost always be used in pairs and should almost always be included in a script or written in a text editor (like Notepad, etc.) first to be copy/pasted into the game. This will keep the environment running smoothly with no lapse in time between the PECHO and the PNVECHO, which could otherwise confuse players.
Utility for listing, adding, and removing custom titles from players and staff.
Utility for clearing the current pre-title a player has.
DELETE_ALL <object> GameDirector only
This command will find all objects matching <object> and delete them, searching through your inventory, containers, and current room contents. This is a dangerous command and should be used with caution.
GET_ALL <search object> IN <container object>
Runs through the process of repeating GET <object> and PUT <object> IN <container object> over and over until it couldn't find any more objects that match the <search object> or until 100 items were sucessfully moved. Will abort on error (hands full because a container was closed or became full, etc.).