# Archon Help ## CoffeeMud 5.9
ABILITY_PREREQS ABILITY_SECRET ACCOUNT ACCUSE ADJDISPOSITION ADJSENSES AFFECT AFTER AHELP ANNOUNCE ARCHONSTAFF ARCHON_MATRIX_POSSESS AREAS AS ASSIST ASYNC AT ATOPICS BAN BANISH BEACON BOOT BUG CATALOG CHARGEN CLOAK CMFS COLORCODES COLORLIST COMMAND_JOURNALS COMPONENTS COPY CREATE CRECORD DESTROY DEVIATIONS DUMPFILE EVERY EXPERTISES EXPIRE EXPORT FREEZE GENERATE GMODIFY GOTO HOLIDAYS HUSH I3 I3_ADD I3_CHANNELS I3_DELETE I3_INFO I3_LIST I3_LISTEN I3_LOCATE I3_SILENCE IDEA IMPORT INFECT INJURE INSTANCEDISPLAY JCONSOLE JRUN LINK LIST LIST_ABILITIES LIST_ABILITYCODES LIST_ABILITYDOMAINS LIST_ABILITYFLAGS LIST_ACCOUNTS LIST_ACHIEVEMENTS LIST_ALLQUALIFYS LIST_AREA LIST_AREARESOURCES LIST_AREAS LIST_AREATYPES LIST_ARMOR LIST_ASSISTS LIST_BANKS LIST_BANNED LIST_BEHAVIORS LIST_BUGS LIST_CHANTS LIST_CLANITEMS LIST_CLANS LIST_CLASSES LIST_COMMANDJOURNAL LIST_COMMANDJOURNALS LIST_COMMANDS LIST_COMMON LIST_COMPONENTS LIST_CONQUERED LIST_CONTENTS LIST_CURRENTS LIST_DEBUGFLAG LIST_DISABLEFLAG LIST_DISEASES LIST_ENABLEFLAG LIST_ENVRESOURCES LIST_EXITS LIST_EXPERTISES LIST_EXPIRED LIST_EXPIRES LIST_FACTIONS LIST_FILEUSE LIST_GENSTATS LIST_GOVERNMENTS LIST_HELPFILEREQUESTS LIST_HOLIDAYS LIST_IDEAS LIST_ITEMS LIST_JOURNALS LIST_LANGUAGES LIST_LIBRARIES LIST_LINKAGES LIST_LOCALES LIST_LOG LIST_MAGIC LIST_MANUFACTURERS LIST_MATERIALS LIST_MOBS LIST_NEWS LIST_NOPURGE LIST_OBJCOUNTERS LIST_ONEWAYDOORS LIST_PLANES LIST_PLANETS LIST_POISONS LIST_POLLS LIST_POSTOFFICES LIST_PRAYERS LIST_PROPERTIES LIST_QUESTNAMES LIST_QUESTS LIST_QUESTWINNERS LIST_RACECATS LIST_RACES LIST_REALESTATE LIST_RECIPES LIST_REPORTS LIST_RESOURCES LIST_ROOMS LIST_SCRIPTS LIST_SESSIONS LIST_SKILLS LIST_SOCIALS LIST_SOFTWARE LIST_SONGS LIST_SPACE LIST_SPACESHIPAREAS LIST_SPELLS LIST_STAFF LIST_STATS LIST_SUPERPOWERS LIST_TASKS LIST_TECH LIST_TECHSKILLS LIST_THIEFSKILLS LIST_THREAD LIST_THREADS LIST_TICKS LIST_TIMEZONES LIST_TITLES LIST_TYPOS LIST_UNLINKEDEXITS LIST_USERS LIST_WEAPONS LIST_WORLD LOAD MARKOOC MASKS MATH_FORMULA MERGE MESSAGE_TYPES METACRAFT MODIFY MOTD MPRUN MQL MULTIWATCH NEWS NOPURGE NOWIZINFO NOWIZINV ORDER OUTFIT PAUSE PEACEFULLY PLAYERVERSUSPLAYER POOF POSSESS PURGE PVP QUESTS QUESTWINS RECORD RESET RESTRING SAVE SECURITY SHELL SHUTDOWN SNOOP STAT STINKIFY SYSMSGS TAKE TASK TATTOO TEMPLATE TEST TICKTOCK TRAILTO TRANSFER TYPO UNLINK UNLOAD VFS WANDARCHON WHERE WHO WIZEMOTE WIZINFO WIZINV WRATH XML ZAPPERMASKS | ABILITY_PREREQS
    Ability Prerequisites is a comma delimited list of skills or skill masks that
    describe what skills or set of skills must be learned, and at what optional
    proficiency, before a player of a given class can learn that skill.  The list
    is comma delimited, and each item in the list consists of a valid Ability ID
    (like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to
    select all Ability IDs beginning with Spell_F). Following the Ability_ID is an
    optionally number in parenthesis, which would represent the minimum proficiency
    of the aforementioned Ability that is required.
    Example:
    Skill_Trip(50),Fighter_*(10)
    The above means that the current ability requires that the player have Trip at
    50% proficiency and any Fighter skill at 10% proficiency or better.
ABILITY_SECRET
    Ability secret status is a flag with three states: Public means that characters
    know about the ability, and teachers will normally teach it.  Secret means that
    characters and teachers will not know about the ability, which means a scroll
    or other means is required. Masked means the ability is secret except when the
    Ability mask criteria are met.
ACCOUNT
    Command : ACCOUNT
    Usage   : ACCOUNT [ACCOUNT/PLAYER NAME]
    Example : account bob
    Short(s):
    If this mud supports accounts, this command will show the account name, a list
    of characters, and the account expiration date, if applicable.
ACCUSE
    Skill    : Accuse
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : ACCUSE
    Usage    : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
    Example  : accuse gunther making me mad
    Example  : accuse joe of being joe 7 !
    From anywhere on the map, the player with this skill can cause the target
    player to be accused of a crime in either the area they are currently in, their
    starting area, or the area the accuser is in, depending on what's available
    when the skill is used.  This will cause the law in that area to go after the
    target player.  The default sentence is prison time, but this can be lowered or
    raised by specifying a number from 0 (warning) to 10 (death) at the end.  An
    exclamation mark may be optionally also added to do a worldwide announcement.
ADJDISPOSITION
    isunseen, ishidden, isinvisible, isevil, isgood, issneaking, isbonus, isdark,
    isgolem, issleeping, issitting, isflying, isswimming, isglowing, isclimbing,
    isfalling, islight, isbound, iscloaked, isunsavable, iscataloged,
    isunattackable, iscustom, isunhelpful
ADJSENSES
    cannotsee, canseehidden, canseeinvisible, canseeevil, canseegood,
    canseesneakers, canseebonus, canseedark, canseeinfrared, cannothear,
    cannotmove, cannotsmell, cannottaste, cannotspeak, cannotbreathe, canseevictim,
    canseemetal, cannotthink, cannotwork, cannotautoattack, cannotbecamped,
    canseeitemshidden
AFFECT
    Command : AFFECT
    Usage   : AFFECT ([TARGET])
    Example : affect
    Example : affect room
    Example : affect area
    Example : affect orc
    Short(s): AFF
    List the spell or other affects that your character is currently under the
    influence of.  If targeted, it will show what the given target is affected by.
AFTER
    Command : AFTER
    Usage   : AFTER (EVERY/STOP/LIST) [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
    Example : after list
    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/HERE/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.
ARCHONSTAFF
    The Archon Staff, also known as the Archon`s Staff of Power, or 'a wooden
    staff', is an Archon tool for player aid and abuse.  To use the staff, first
    wield it, then use 'sayto [target] magic words...' .  Use AHELP WANDARCHON to
    see the list of magic words supported by the staff.
ARCHON_MATRIX_POSSESS
    Skill    : Matrix Possess
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MPOSSESS
    Usage    : MPOSSESS [PLAYER NAME]
    Example  : mpossess bob
    This skill will allow you automatically possess a new mob in the same room as
    the target player whenever the target moves to a new room.  Just like possess,
    use QUIT to shut it down.
AREAS
    See the normal HELP AREAS for usage information. The Archon version of this
    command will color the area names based on whether the area is active or
    passive, frozen or stopped.  Also, area names will be in parenthesis if they
    are currently Hidden from normal users.
AS
    Command : AS
    Usage   : AS [PLAYERNAME/MOBNAME]/(PORT X)/PLAYERS (HERE) [COMMAND]
    Example : as "bob" inventory
    Example : as bob here drop all
    Example : as PLAYERS here drop all
    Example : as bob cast fireball monster
    Example : as port 2325 list users
    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. The optional "port x" parameter can be used to execute commands on
    other mud hosts, so long as the admin qualifies as a SysOp on the target port.
ASSIST
    A COMMAND JOURNAL.  See Archon Help (AHELP) on COMMAND JOURNALS
ASYNC
    Command : ASYNC
    Usage   : ASYNC [COMMAND]
    Example : async where mob the
    Short(s):
    A command that allows one to issue other commands on their own separate thread,
    so that you can continue to issue other commands while the other one is ongoing
    and giving you its output.  Be careful not to lock up all of your muds threads
    this way!
AT
    Command : AT
    Usage   : AT [ROOM ID/DESC/MOB/AREA]/PLAYERS [COMMAND]
    Example : at "the greasy pub" smile
    Example : at Midgaard#3001 bow
    Example : at bob cast fireball bob
    Example : at players say hello all!
    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.  See also
    LIST, DESTROY
BANISH
    Skill    : Banish
    Domain   : Archon
    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 not escape magically.  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.
    It is up to the Archon to make sure there are no mundane ways out of the
    prison; Banish will take care of the magical ways of escape.
BEACON
    Command : BEACON
    Usage   : BEACON ([PLAYER TYPE]/[SHIP NAME])
    Example : beacon
    Example : beacon bob
    Short(s):
    A command to change the start room of a player, or the home port of a given
    ship.  If no player or ship is named, this command will change your own start
    room to the room you occupy.  If a player is named, this command changes the
    players start room to the room the player currently occupies.  If a ship is
    named, then the current ships location will become their home port.
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 (FILTER) (STARTING MSG)
    Usage   : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : bug nothing is spelled right in this room!
    Example : bug review
    Example : bug review 7
    Example : bug review bob 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. An optional filter can be given to list only
    messages assigned to a particular user.
CATALOG
    Command  : CATALOG
    Usage    : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK]
    Usage    : CATALOG (DELETE) [ITEM/MOB NAME]
    Usage    : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Usage    : CATALOG EDIT [ITEM NAME]
    Usage    : CATALOG CATEGORY [CATEGORY NAME]
    Usage    : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Usage    : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Example  : catalog list
    Example  : catalog list mobs the st
    Example  : catalog list mob categories
    Example  : catalog the waiter
    Example  : catalog delete the waiter
    Example  : catalog edit the sword
    Example  : catalog room mobs
    Example  : catalog scan area
    Example  : catalog dboverlook area mobs
    Short(s) :
    This command is used to manage your muds global catalog of generic mobs and/or
    items. The catalog is a place where you can store templates of mobs and items
    for reuse, or for quick global modification and analysis.  Mobs and items in
    your catalog can be changed globally simply by creating and then changing any
    instance of one of them.  You can create new instances of a cataloged object
    simply by entering CREATE <cataloged object name>. Your catalog is keyed by
    name, so once the name of a cataloged item or mob is set, it should not be
    changed.

    Cataloged items can be placed into categories by issueing the catalog category
    command before adding or modifying catalog entries.  Mobs and items so
    cataloged must still have a unique global name, but flagging them this way can
    make listing them must easier.

    You may review the objects in your catalog using the catalog list command. You
    can also check the catalog synchronicity of the objects in your live rooms with
    scan, or your saved rooms with dbscan.  You can check for uncataloged objects
    in live rooms with the overlook parameter, or in your saved rooms with
    dboverlook.

    You may delete an object from your catalog to stop using it as a global
    template. Deleting an object from the catalog only detaches instances of a
    cataloged object from all others, but does not destroy any actual instances.

    The catalog is also used to manage a global random item-drop table.  Items can
    be set to randomly appear in the inventories of selected mobs when those mobs
    are brought to life, or at the moment of their death. Use CATALOG EDIT <item
    name> to change drop settings.
CHARGEN
    Skill    : CHARGEN
    Usage    : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL)
    Example  : chargen combat figher 10
    Example  : chargen equip bob
    Example  : chargen weapon ([ARG]=[VALUE] ...)
    Short(s) :
    A little utility designed to give example characters and weapons of various
    levels, for comparison with MOBs of similar level.  It's basically a class
    balancing tool.
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.
COLORCODES
    The following codes are available for channels definitions:
    WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY,
    <FONT COLOR=GREEN>GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE,
    BOLD, UNDERLINE, BLINK, ITALICS, ^~wBGWHITE, ^~gBGGREEN, ^~bBGBLUE, ^~rBGRED,
    <FONT COLOR=#000099>^~yBGYELLOW, ^~cBGCYAN, ^~pBGPURPLE, BGBLACK, BGDEFAULT
COLORLIST
    Below are a list of the standard color codes for CoffeeMud.

    ^N Normal
    ^! Bold
    ^H Highlight
    ^_ Underline
    ^/ 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
    ^~w^~w White Background
    ^~g^~g Green Background
    ^~b^~b Blue Background
    ^~r^~r Red Background
    ^~y^~y Yellow Background
    ^~c^~c Cyan Background
    ^~p^~p Purple Background
    ^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)
    ^##xx 256 foreground (xx = hex number from 00 - ff)
    ^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)
    ^||xx 256 color background (xx = hex number from 00 - ff)

    * Note: when using background colors, the foreground must always come first.
COMMAND_JOURNALS
    Usage      : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER]
    Example    : list ideas
    Example    : idea review 10
    Example    : idea transfer 10 bug
    A command journal is a special kind of command that can be created and modified
    from the MUDGrinder Control Panel or the coffeemud.ini file.  It is a special
    kind of journal that users can write to from the command line with the command
    journal command word, such as BUG, or IDEA, or TYPO.  The Command Journal's
    entries can then be listed by those with the necessary security clearance by
    using the LIST [JOURNALNAME] command.  Entries can also be stepped through
    using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax.  They can be
    transferred from the step-through menu to other journals, or they can be
    transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG
    NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted
    from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].
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
    Example : create news
    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, planes, and exits. Use AHELP QUESTS for more
    information on creating quests.
CRECORD
    Usage    : CRECORD LIST/START [MINS]/STOP/MINLEVEL [LEVEL]/...
    Usage    : .../ADD [PLAYER]/DEL [PLAYER]
    Example  : crecord start 15
    This tool automatically creates a combat log for a player when they gain a
    level, if they are above a minimum level, and if they gained the current level
    within a minimum number of minutes. It will continue to log until the next
    level is gained.  To activate the tool, enter CRECORD START [number of
    minutes]. Players will then start being recorded automatically.  Combat
    recording can also be managed manually using ADD/DEL.  The default minimum
    level is 10, but can be modified with the MINLEVEL command.  Logs are kept in
    the dbfs directory '::/resources/clogs/'.
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, planes, mobs,
    rooms, exits, polls, classes, races, and listed bugs, typos, ideas, and ban.
    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.  This is done by comparing the base
    stats.  Magical ability is applied only to the level of the item.
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.
EVERY
    Command : EVERY
    Usage   : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)
    (<MASK>[ZAPPERMASK]</MASK>) [COMMAND]
    Example : every room inarea look
    Example : every mob cast tourettes *
    Short(s):
    This command allows you to execute a command against every room, item, mob, or
    exit in the same room as the Archon.  The name of the target can be substituted
    in your command with an asterisk *.  The INAREA or INWORLD flag may be given to
    expand the rooms affected.  The +PLAYERS flag will include players when the MOB
    argument is given.  A ZapperMask may be placed between <MASK> and </MASK>
    strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for
    more information on that.
EXPERTISES
    Expertises are flags that modify the effects of the numeric/gradiant aspects of
    spells, skills, prayers etc.  This includes things like range, durations, cost,
    damage, etc.  Players can gain expertises to enhance their skills by spending
    trains using the GAIN command. You can enter LIST EXPERTISE to see current
    definitions, or CREATE EXPERTISE to see how to define a new one.  You can
    DESTROY them too, of course. The list of components is maintained in
    resources/skills/expertises.txt
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) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
    ([FILE]/SCREEN/EMAIL)
    Usage   : EXPORT (CATALOG) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
    ([FILE]/SCREEN/EMAIL)
    Usage   : EXPORT (PLAYER/PLAYERS) (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 catalog mobs
    Example : export world data /exportfiles/
    Example : export player bob
    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
    Domain   : Archon
    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.
GENERATE
    Command : GENERATE
    Usage   : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)
    ([DIRECTION])
    Example : generate area maze_dungeon from randareas/example.xml areasize=50
    "areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south
    Example : generate string list

    This command uses an xml file to generate random content for your mud.  This
    content can be anything from whole areas, to rooms, mobs, items, or simple
    strings. By default, the content is built from the file in
    resources/randareas/example.xml, though the builder may specify his or her own
    xml file path as one of the many arguments.  The arguments, briefly, are:

    OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING.

    ID      : one of the "id" xml attributes defined on any tag in the XML file.
    Use GENERATE STRING LIST for a list of all "id" attributes defined in your
    file.

    FROM "F": An optional argument to specify your own xml file, with the resources
    directory being the default root.

    VAR=VAL : One or more variables and their definitions.  Many tags will have a
    specific set of required variables which must be defined in order for the
    content to be generated.  Failing to specify one of the required variables will
    cause an error message listing the variables which must be defined, and the
    type of data required for the variable.  Variable types which list numbers as
    their data types may also have math expressions values (so you can use random
    numbers).  See the help on MATH EXPRESSION for more information on this.  In
    addition to required variables, you may also use the space to enter one or more
    "override" values.  Many object fields (such as LEVEL for mobs and items, or
    NAME, etc) as well as the XML id tags, can have their "random" values
    overridden by defining them using the generate command.  If you need to use a
    space in a variable value, enclose the ENTIRE definition in quotes, such as
    "areaname=the dungeon" instead of areaname="the dungeon".

    DIRECTION: This applies only to ROOM and AREA object types.  The object, if
    successfully generated, will be linked to the current room that the player is
    standing in, in the direction they specify.

    In closing, the GENERATE command is an interesting way to deliver large amounts
    of dynamic content for your world, though it can never replace the caring touch
    of a real, creative builder.  If anyone is interested in writing their own xml
    content, please open up the /resources/randareas/example.xml file and begin
    reading. Use that file as an example on how to construct your own.
GMODIFY
    Command : GMODIFY
    Usage   : GMODIFY (AREA/ROOM/WORLD/PLAYERS) [FIELD=VAL](&&/||[...])
    Usage   :         (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 world class=[cs]GenItem&&name=a rusty sword
    change=destroy=true
    Example : gmodify players charclass=Fighter
    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.  A special field name "DESTROY", when
    set to true, will obliterate the item in question.  Otherwise, the ordinary
    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.

    * Be very careful with this command! It is wise to try the command WITHOUT
    change= ... first, to make sure you are matching Exactly what you expect,
    before doing a change pass.
GOTO
    Skill    : GOTO
    Usage    : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)
    Example  : goto Midgaard#3001
    Example  : goto #3001
    Example  : goto north
    Example  : goto hassan
    Example  : goto temple of mota
    Example  : goto midgaard
    Example  : goto previous
    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.
HOLIDAYS
    Holidays are a special/reserved quest defined by file
    /resources/quests/holidays/holidays.quest. They are very simple Scriptless
    quests that can be started at random intervals, or on certain mud dates, or
    real-life dates.  The holidays will only impact the areas specified by the
    holiday settings, and only the mobs in those areas specified in the settings,
    and only with the features you specify.  Use LIST HOLIDAYS to see a list of all
    defined holidays and the areas hey are defined for.  By default, 3 special-case
    weather related holidays are included which impact any area that meets their
    criteria.  You can use MODIFY HOLIDAY <name> to change the settings for a
    holiday, DESTROY HOLIDAY <name> to delete one, or CREATE HOLIDAY name to create
    a new one that will automatically apply to the area the creator is standing in.
HUSH
    Skill    : Hush
    Domain   : Archon
    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 (FILTER) (STARTING MSG)
    Usage   : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : idea nothing is spelled right in this room!
    Example : idea review
    Example : idea review 7
    Example : idea review bob 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. An optional filter can be given to list
    only messages assigned to a particular user.
IMPORT
    Command  : IMPORT
    Usage    : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]
    Example  : import /areas/myarea.cmare
    Example  : import noprompt nodelete /areas/midgaard.are
    Example  : import areatype=stdthininstance /areas/midgaard.are
    /areas/school.are
    Example  : import noprompt /areas/areas.lst
    Example  : import noprompt /areas/
    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.
INFECT
    Skill    : Infect
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : INFECT
    Usage    : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
    Example  : infect gunther flu
    The player with this skill can cause the target to become infected with a given
    disease.
INJURE
    Skill    : Injure
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : INJURE
    Usage    : INJURE [PLAYER NAME] [body part]
    Example  : injure gunther left hand
    From anywhere on the map, the player with this skill can cause the target to
    have one of their body parts instantly injured by 20%.
INSTANCEDISPLAY
    Usage    : INSTANCEDISPLAY [INSTANCEID] [PLAYER NAME]
    Example  : instancedisplay triumph bob
    From anywhere on the map, the player with this skill can determine some
    information about the specific instance that would be selected for the given
    player.
JCONSOLE
    Command : JCONSOLE
    Usage   : JCONSOLE [TOPICNAME]
    Example : jconsole ([statement])
    Short(s):
    When entered with a statement, this command will execute the single javascript
    statement and exit.  When entered alone, it will enter a console where the user
    can enter as many javascript statements as they want, and the system will even
    remember any variables or functions they've defined later one (does NOT survive
    reboots!).  All the Scriptable/MOBPROG commands and functions are also
    available, though the commands and functions must be entered in ALL UPPERCASE,
    and commands must have their parameters separated by commas instead of spaces,
    be put into quotes, and surrounded by parenthesis like javascript function
    calls.  Lastly, for entering multi-line data, you can enter multi line mode by
    entering < by itself, and exiting by entering > by itself.
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
    Example : link Smurfy Road east
    Example : link midgaard#3001#(3,2) north
    Short(s):
    A command for the linking of rooms to each other, including grid rooms.
LIST
    Command : LIST
    Usage   : LIST ([SHOPKEEPER])
    Example : list
    Example : list quests
    Example : list reports
    Example : list areas
    Example : list log last 10
    Short(s):
    The normal player version of this command 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, CLANS,
    GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,
    IDEAS, TASKS, NEWS, AREAS, SESSIONS, AREATYPE, REALESTATE, or ASSISTS...
    depending upon the listers security.

    Additional help *may* be available by entering HELP LIST [X] where X is one of
    the above.
LIST_ABILITIES
    Command  : LIST
    Usage    : LIST ABILITIES (DOMAIN/FLAG)
    Example  : list abilities
    Example  : list abilities enchantment/charm
    Example  : list abilities moving
    Shows the list of java classes (ability ids) available to archons. For domain
    options, do LIST ABILITYDOMAINS, and for flags LIST ABILITYFLAGS
LIST_ABILITYCODES
    Command  : LIST
    Usage    : LIST ABILITYCODES
    Example  : list abilitycodes
    Lists the general categories of abilities, sometimes called ACODES.
LIST_ABILITYDOMAINS
    Command  : LIST
    Usage    : LIST ABILITYDOMAINS
    Example  : list abilitydomains
    Shows the list of domains that abilities, skills, spells, chants, etc belong
    to.
LIST_ABILITYFLAGS
    Command  : LIST
    Usage    : LIST ABILITYFLAGS
    Example  : list abilityflags
    Lists the complete set of flags that can be assigned to a general ability id.
LIST_ACCOUNTS
    Command  : LIST
    Usage    : LIST ACCOUNTS ([COLUMN NAME])
    Example  : list accounts
    Example  : list accounts email
    If your mud is using the account system, this will list all the accounts in the
    game, along with their last login date, email address, and all players
    associated with that account. If you specify a column name of NAME, LAST,
    EMAIL, or IP, then that column will be shown if it is not available, and the
    list will be sorted by that column.  You can specify column name
LIST_ACHIEVEMENTS
    Command  : LIST
    Usage    : LIST ACHIEVEMENTS
    Example  : list achievements
    Shows all the achievements available to players.
LIST_ALLQUALIFYS
    Command  : LIST
    Usage    : LIST ALLQUALIFYS
    Example  : list allqualifys
    Lists all the multi-class-qualified skills defined in your All-Qualifies list
    in your game, along with the level of the skill, whether it is auto-gained or
    not, the default proficiency, and a qualifying mask.
LIST_AREA
    Command  : LIST
    Usage    : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK])
    Example  : list area
    Example  : list area mob creeper
    Example  : list area mobmask -race +elf
    Lists all the rooms in the current area, along with the locale type of each
    room. Optionally, a specifier can be added to search for rooms, mobs, items by
    name, or mobs and items by zapper mask using the mobmask/itemmask parameters.
LIST_AREARESOURCES
    Command  : LIST
    Usage    : LIST AREARESOURCES
    Example  : list arearesources
    Lists all the rooms int the current area, along with the locale id, and the
    type of raw resource that can be gathered in that room at this moment.
LIST_AREAS
    Command  : LIST
    Usage    : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example  : list areas
    Example  : list areas sortby name cols name population
    Example  : list areas sortby name
    Lists all the standard areas in your game.  By default, it also shows whether
    the area is Hidden, how many rooms are in the area, whether it is in a passive
    or active state, its current population, and the median level.  If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
     Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS, PIETY.  If the columns parameter is used, then you can follow it
    with columns to substitute in the table.
LIST_AREATYPES
    Command  : LIST
    Usage    : LIST AREATYPES
    Example  : list areatypes
    Shows the list of the area type ids (class ids).
LIST_ARMOR
    Command  : LIST
    Usage    : LIST ARMOR
    Example  : list armor
    Shows the armor java classes (item ids) available to archons.
LIST_ASSISTS
    Command  : LIST
    Usage    : LIST ASSISTS
    Example  : list assists
    Lists the temporary request for assistance from the players.
LIST_BANKS
    Command  : LIST
    Usage    : LIST BANKS
    Example  : list banks
    Lists all the bank mobs in the world.
LIST_BANNED
    Command  : LIST
    Usage    : LIST BANNED
    Example  : list banned
    Lists the player names, ip addresses, or ip masks that are banned from your
    mud.
LIST_BEHAVIORS
    Command  : LIST
    Usage    : LIST BEHAVIORS
    Example  : list behaviors
    Shows the list of behavior java classes (behavior ids) available to archons.
LIST_BUGS
    Command  : LIST
    Usage    : LIST BUGS (TO)
    Example  : list bugs
    Example  : list bugs bob
    Lists all the entries in the SYSTEM_BUGS journal.  An optional name can be
    appended to show entries assign to that name.
LIST_CHANTS
    Command  : LIST
    Usage    : LIST CHANTS (DOMAIN)
    Example  : list chants
    Shows all the chant spell java class names (ability ids) available to your
    archons.
LIST_CLANITEMS
    Command  : LIST
    Usage    : LIST CLANITEMS
    Example  : list clanitems
    Shows the list of clan item java classes (item ids) available to archons.
LIST_CLANS
    Command  : LIST
    Usage    : LIST CLANS
    Example  : list clans
    Lists all the clans in your mud, along with the number of members each clan
    has.
LIST_CLASSES
    Command  : LIST CLASSES
    Usage    : LIST CLASSES (SHORT)
    Example  : list classes
    Example  : list classes short
    Shows the list of char class java classes (charclass ids) available to archons.
    Charclasses will have their base classes shown in () next to the ID.
    Charclasses with an * next to them are Generic.  Adding the short parameter
    will only show a simple list of char class ids.
LIST_COMMANDJOURNAL
    Command  : LIST
    Usage    : LIST COMMANDJOURNAL
    Example  : list commandjournal
    Further help is not yet available. May be unimplemented.
LIST_COMMANDJOURNALS
    Command  : LIST
    Usage    : LIST COMMANDJOURNALS
    Example  : list commandjournals
    Shows the list of all Command Journals (message/note areas) that exist in your
    system, along with the number of entries in each journal in the database.
LIST_COMMANDS
    Command  : LIST
    Usage    : LIST COMMANDS ([PLAYER])
    Example  : list commands
    Example  : list commands bob
    Shows the list of all trigger/command words.  A player may optionally be given
    to change the available commands list.
LIST_COMMON
    Command  : LIST
    Usage    : LIST COMMON (DOMAIN)
    Example  : list common
    Shows the list of common skill java classes (ability ids) available to archons.
LIST_COMPONENTS
    Command  : LIST
    Usage    : LIST COMPONENTS
    Example  : list components
    Lists all the Ability IDs (skills, spells, etc) for which a physical component
    requirement has been defined using the engine's component system.  It will also
    list a friendly description of what those component requirements are.
LIST_CONQUERED
    Command  : LIST
    Usage    : LIST CONQUERED
    Example  : list conqured
    Lists all the areas in the game, along with the names of the clans that control
    them. Areas that list "The Archons" as controllers are un-conquerable (do not
    have the Conquerable behavior on them).  Others are as listed, or blank for
    unconquered-at-present.
LIST_CONTENTS
    Command  : LIST
    Usage    : LIST CONTENTS (AREA/[AREA NAME])
    Example  : list contents
    Lists all the mobs and items in the current room, along with their level and
    alignment. Adding an AREA parameter will do this for the whole current area, or
    you can enter the name of a particular area.
LIST_CURRENTS
    Command  : LIST
    Usage    : LIST CURRENTS
    Example  : list currents
    Lists all the electronic devices receiving electronic current processing in the
    game. This could be groups of computers in a lab, or devices aboard a single
    space ship.
LIST_DEBUGFLAG
    Command  : LIST
    Usage    : LIST DEBUGFLAG
    Example  : list debugflag
    Lists all the debug flags that have been turned on in your system.  These flags
    cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has
    been appropriately set in your coffeemud.ini file.
LIST_DISABLEFLAG
    Command  : LIST
    Usage    : LIST DISABLEFLAG
    Example  : list disableflag
    Lists all the disabled subsystems in your mud.
LIST_DISEASES
    Command  : LIST
    Usage    : LIST DISEASES
    Example  : list diseases
    Shows the list of all diseases (ability ids) available to archons.
LIST_ENABLEFLAG
    Command  : LIST
    Usage    : LIST ENABLEFLAG
    Example  : list enableflag
    Lists all the currently enabled (but normally disabled) subsystems in your mud.
LIST_ENVRESOURCES
    Command  : LIST
    Usage    : LIST ENVRESOURCES (SHORT) (MASK)
    Example  : list envresources
    Example  : list envresources short
    Example  : list envresources Vegetation
    Lists all the raw material resources defined for your mud, along with its
    material type, money value, frequency of occurrence, strength, and what kinds
    of Locales the resource may be gathered from using the appropriate skill.

    Adding the short parameter just shows a raw list of resource names.  Adding a
    mask will limit the list to those things that contain the mask.
LIST_EXITS
    Command  : LIST
    Usage    : LIST EXITS
    Example  : list exits
    Shows the list of exit java classes (exit ids) available to archons.
LIST_EXPERTISES
    Command  : LIST
    Usage    : LIST EXPERTISES
    Example  : list expertises
    Lists all the expertise IDs, along with their friendly names and requirements
    to learn.
LIST_EXPIRED
    Command  : LIST
    Usage    : LIST EXPIRED
    Example  : list expired
    Lists all the accounts which have expired.
LIST_EXPIRES
    Command  : LIST
    Usage    : LIST EXPIRES
    Example  : list expires
    Lists all the rooms in the current area, along with when that room expires (or
    *).
LIST_FACTIONS
    Command  : LIST
    Usage    : LIST FACTIONS
    Example  : list factions
    Lists the friendly names of all the factions defined in your game, along with
    the file/path that defines that faction.
LIST_FILEUSE
    Command  : LIST
    Usage    : LIST FILEUSE [PATH]
    Example  : list fileuse progs/knucklebones.script
    Shows the currently loaded objects in the game that are making use of the given
    script. The path may be a full path, or a partial-resources-path.
LIST_GENSTATS
    Command  : LIST
    Usage    : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME])
    Example  : list genstats GenWeapon
    Example  : list genstats orc
    Example  : list genstats GenItem
    Example  : list genstats door
    Shows the Generic Item stat names for the given class or item.  These names are
    used in scripting, in random area xml, and the gmodify command.
LIST_GOVERNMENTS
    Command  : LIST
    Usage    : LIST GOVERNMENTS
    Example  : list governments
    Lists all the clan governments that have been defined in your mud.
LIST_HELPFILEREQUESTS
    Command  : LIST
    Usage    : LIST HELPFILEREQUESTS
    Example  : list helpfilerequests
    Lists all the entries in your help help log, if your mud is configured to keep
    one.
LIST_HOLIDAYS
    Command  : LIST
    Usage    : LIST HOLIDAYS
    Example  : list holidays
    Lists all the official Holidays defined in your game, along with the areas that
    they are specified to apply in (or *special* if they are multi-area).
LIST_IDEAS
    Command  : LIST
    Usage    : LIST IDEAS (TO)
    Example  : list ideas
    Example  : list ideas bob
    Lists all the entries in the SYSTEM_IDEAS journal.  An optional name can be
    appended to show entries assign to that name.
LIST_ITEMS
    Command  : LIST
    Usage    : LIST ITEMS
    Example  : list items
    Shows the item java classes (item ids) available to archons.
LIST_JOURNALS
    Command  : LIST
    Usage    : LIST JOURNALS
    Example  : list journals
    Shows the list of all Journals (message/note areas) that exist in your
    database, along with the number of entries in each journal.
LIST_LANGUAGES
    Command  : LIST
    Usage    : LIST LANGUAGES
    Example  : list languages
    Shows the list of all languages (ability ids) available to archons.
LIST_LIBRARIES
    Command  : LIST
    Usage    : LIST LIBRARIES
    Example  : list libraries
    Lists all the librarian mobs in the world.
LIST_LINKAGES
    Command  : LIST
    Usage    : LIST LINKAGES (WORLD) (SUBSTATS)
    Example  : list linkages
    This bizarre command will list area rooms, showing number of rooms, number of
    mobs, average mob levels, and average alignment.  It will also show how many
    groups of rooms refer back to other rooms in the area, and which areas rooms in
    this area link to. If you add the WORLD parameter, then all areas are listed.
    If you add the SUBSTATS parameter, then the linking areas stats are shown
    instead of the linking room ids.
LIST_LOCALES
    Command  : LIST
    Usage    : LIST LOCALES
    Example  : list locales
    Shows the list of room java classes (locale ids) available to archons.
LIST_LOG
    Command  : LIST
    Usage    : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER])
    Example  : list log
    Example  : list log first 10
    Example  : list log last 20
    Example  : list log skip 50
    Displays the server log.  If you use the first X param, it will only show the
    first X lines of the log.  If you use the last X param, it will only show the
    last X lines.  If you use the skip X param, it will show the entire log after
    the first X lines.
LIST_MAGIC
    Command  : LIST
    Usage    : LIST MAGIC
    Example  : list magic
    Shows the list of magic item java classes (item ids) available to archons.
LIST_MANUFACTURERS
    Command  : LIST
    Usage    : LIST MANUFACTURERS
    Example  : list manufacturers
    Lists all the tech manufacturers that have been defined in your mud.
LIST_MATERIALS
    Command  : LIST
    Usage    : LIST MATERIALS
    Example  : list materials
    Lists all the base material types.  Use list ENVRESOURCES for what you probably
    want.
LIST_MOBS
    Command  : LIST
    Usage    : LIST MOBS
    Example  : list mobs
    Shows the mob java classes (mob ids) available to archons.
LIST_NEWS
    Command  : LIST
    Usage    : LIST NEWS ([ENTRY NUMBER]/NEW/ALL)
    Example  : list news
    Example  : list news 5
    Example  : list news new
    Example  : list news all
    Lists all the news items currently active in your game (these are the bulletins
    seen at login). If a number is specified, only that full news item will be
    shown.  If the NEW parameter is used, then only NEW news is shown.  If the ALL
    parameter is used, all news is shown.
LIST_NOPURGE
    Command  : LIST
    Usage    : LIST NOPURGE
    Example  : list nopurge
    Lists the names of accounts or players who are exempt from the account/player
    purging rules defined in your coffeemud.ini file.  In short, these users will
    never be deleted, even if they never ever log in again.
LIST_OBJCOUNTERS
    Command  : LIST
    Usage    : LIST OBJCOUNTERS
    Example  : list objcounters
    Deprecated, but may be revived again in the future if I start seeing memory
    consumption issues.
LIST_ONEWAYDOORS
    Command  : LIST
    Usage    : LIST ONEWAYDOORS (LOG)
    Example  : list onewaydoors
    Example  : list onewaydoors log
    Lists all the rooms in your world with at least one direction where it links to
    another room, but that room does NOT link back to it.  Could be indicative of a
    problem?  Adding a log parameter will dump this list to your mud.log.
LIST_PLANES
    Command  : LIST
    Usage    : LIST PLANES
    Example  : list planes
    Lists the planes of existence.
LIST_PLANETS
    Command  : LIST
    Usage    : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example  : list planets
    Example  : list planets sortby name cols name population
    Example  : list planets sortby name
    Lists all the planets in your game.  By default, it also shows whether the
    planet is Hidden, how many rooms are in the planet, whether it is in a passive
    or active state, its current population, and the median level.  If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
     Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS.  If the columns parameter is used, then you can follow it with
    columns to substitute in the table.
LIST_POISONS
    Command  : LIST
    Usage    : LIST POISONS
    Example  : list poisons
    Shows the list of all poisons (ability ids) available to archons.
LIST_POLLS
    Command  : LIST
    Usage    : LIST POLLS
    Example  : list polls
    Lists all the player polls currently defined in the game.
LIST_POSTOFFICES
    Command  : LIST
    Usage    : LIST POSTOFFICES
    Example  : list postoffices
    Lists all the post office mobs in the world.
LIST_PRAYERS
    Command  : LIST
    Usage    : LIST PRAYERS (DOMAIN)
    Example  : list prayers
    Shows the list of prayer java classes (ability ids) available to archons.
LIST_PROPERTIES
    Command  : LIST
    Usage    : LIST PROPERTIES
    Example  : list properties
    Shows the list of property java classes (ability ids) available to archons.
LIST_QUESTNAMES
    Command  : LIST
    Usage    : LIST QUESTNAMES
    Example  : list questNAMEs
    Lists all the quests being managed by the quest manager, along with the display
    name of the quests (if any).
LIST_QUESTS
    Command  : LIST
    Usage    : LIST QUESTS
    Example  : list quests
    Lists all the quests being managed by the quest manager, along with the current
    status of the quest (running, or not), and if it is time-delayed, how long
    until the quest will attempt to start again.
LIST_QUESTWINNERS
    Command  : LIST
    Usage    : LIST QUESTWINNERS (NAME)
    Example  : list questwinners
    Example  : list questwinners myquest
    Lists all the quests being managed by the quest manager, along with all the
    winners of the quests.  A name may be optionally given to narrow down which
    quests are shown.
LIST_RACECATS
    Command  : LIST
    Usage    : LIST RACECATS (SHORT)
    Example  : list racecats
    Example  : list racecats short
    Lists the unique racial categories of all the races in coffeemud. Adding the
    short param will just make the list look different.
LIST_RACES
    Command  : LIST
    Usage    : LIST RACES (SHORT) (MASK)
    Example  : list races
    Example  : list races short
    Example  : list races avian
    Shows the list of race java classes (race ids) available to archons. Races will
    have their racial categories shown in () next to the ID. Races with an * next
    to them are Generic.  Adding the short parameter will only show a simple list
    of race ids.  Adding a mask will limit the list to races containing the word.
LIST_REALESTATE
    Command  : LIST
    Usage    : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME])
    Example  : list realestate
    Example  : list realestate world bob
    Example  : list realestate area
    Lists all the rooms for sale in the current area, along with the current name
    of the room, the current owner (if any) and the price.
LIST_RECIPES
    Command  : LIST
    Usage    : LIST RECIPES ([SKILL ID])
    Example  : list recipes
    Example  : list recipes Cooking
    By default, this will list the names of all the common skills (ability ids)
    that have editable recipe lists.  If a valid ability id is specified as a
    parmeter, then it will list all the editable recipes for that common skill.
LIST_REPORTS
    Command  : LIST
    Usage    : LIST REPORTS
    Example  : list reports
    Shows a brief report on resource usage of your mud, such as memory, total cpu
    times, average cpu times for ticking objects, number of tick groups and ticking
    objects, etc. It will also enumerate the several main service threads of the
    mud, and show their status as well.
LIST_RESOURCES
    Command  : LIST
    Usage    : LIST RESOURCES ([MASK])
    Example  : list resources
    Example  : list resources dragons den
    Lists all the cached binary and text data objects in your mud.  This will
    include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help
    files, area statistics, and so forth. Adding a mask parameter will limit the
    view of resources only to those with those keywords.
LIST_ROOMS
    Command  : LIST
    Usage    : LIST ROOMS ([FILTER])
    Example  : list rooms
    Example  : list rooms garden
    Lists all the rooms in the current area, along with the short display name of
    each room.  The room id and display name can be filtered by a given string.
LIST_SCRIPTS
    Command  : LIST
    Usage    : LIST SCRIPTS (AREA) COUNT/DETAILS/CUSTOM
    Example  : list scripts count
    Example  : list scripts details
    Example  : list scripts custom
    Lists all the scripts in use in your game.  The COUNT param will show all the
    scripts, and how many objects are referring to that script.  List scripts
    details will show the first part of the script name, the name of the object
    that it is attached to, and the room where that object is located.  List
    scripts custom will show all the objects with custom scripts, the objects
    location, and a full listing of the custom script (a custom script is simply
    one that is hard coded into the behavior instead of coming from a file).
LIST_SESSIONS
    Command  : LIST
    Usage    : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE)
    Example  : list sessions
    Example  : list sessions name
    Lists the players online, their idle time, status, and ip address.  An optional
    parameter may be given to sort by one of the fields.
LIST_SKILLS
    Command  : LIST
    Usage    : LIST SKILLS (DOMAIN)
    Example  : list skills
    Shows the list of all skills (ability ids) available to archons.
LIST_SOCIALS
    Command  : LIST
    Usage    : LIST SOCIALS
    Example  : list socials
    Shows the list of all base socials.
LIST_SOFTWARE
    Command  : LIST
    Usage    : LIST SOFTWARE
    Example  : list software
    Shows the list of all software (tech item ids) available to archons.
LIST_SONGS
    Command  : LIST
    Usage    : LIST SONGS (DOMAIN)
    Example  : list songs
    Shows the list of song java classes (ability ids) available to archons.
LIST_SPACE
    Command  : LIST
    Usage    : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage    : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage    : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage    : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage    : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL])
    Example  : list planets all sortby name
    Example  : list space around tattooine within 100 ly
    Shows the objects in space, or just the moons, planetary bodies, stars, or
    spaceships.  You can specify to only see the ones within a particular distance
    (in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified
    space object X.  Lastly, you can sort the list by name, coordinates, or
    whatever.
LIST_SPACESHIPAREAS
    Command  : LIST
    Usage    : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example  : list spaceships
    Example  : list spaceships sortby name cols name population
    Example  : list spaceships sortby name
    Lists all the spaceships in your game.  By default, it also shows whether the
    ship is Hidden, how many rooms are in the ship, whether it is in a passive or
    active state, its current population, and the median level.  If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
     Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS.  If the columns parameter is used, then you can follow it with
    columns to substitute in the table.
LIST_SPELLS
    Command  : LIST
    Usage    : LIST SPELLS (DOMAIN)
    Example  : list spells
    Example  : list spells enchantment/charm
    Shows the list of spell java classes (ability ids) available to archons.
LIST_STAFF
    Command  : LIST
    Usage    : LIST STAFF
    Example  : list staff
    Lists all the areas, along with any Area SubOps defined for those areas.
LIST_STATS
    Command  : LIST
    Usage    : LIST STATS [CLASS ID]/[NAME]/HERE/[DIRECTION]
    Example  : list stats GenItem
    Example  : list stats bob
    Example  : list stats sword
    Example  : list stats north
    Example  : list stats here
    Lists the readable and modifiable stat variables for a given class or object.
    These are the keys used in GMODIFY and GSTAT Scriptable command and so forth.
LIST_SUPERPOWERS
    Command  : LIST
    Usage    : LIST POWERS (DOMAIN)
    Example  : list powers
    Shows all the superpower java class names (ability ids) available to your
    archons.
LIST_TASKS
    Command  : LIST
    Usage    : LIST TASKS
    Example  : list tasks
    Lists the entries in the task channel, if it exists.
LIST_TECH
    Command  : LIST
    Usage    : LIST TECH
    Example  : list tech
    Shows the list of tech item java classes (item ids) available to archons.
LIST_TECHSKILLS
    Command  : LIST
    Usage    : LIST TECHSKILLS
    Example  : list techskills
    Shows the list of tech skill java classes (ability ids) available to archons.
LIST_THIEFSKILLS
    Command  : LIST
    Usage    : LIST THIEFSKILLS (DOMAIN)
    Example  : list thiefskills
    Shows the list of thief skill java classes (ability ids) available to archons.
LIST_THREAD
    Command  : LIST
    Usage    : LIST THREAD (NAMED)
    Example  : list thread Worker0#12
    This will just give a stack dump of a thread of the given name.  See LIST
    THREADS for more information.
LIST_THREADS
    Command  : LIST
    Usage    : LIST THREADS (SHORT) (EXTEND)
    Example  : list threads
    Example  : list threads short
    Lists all the threads running in the mud, along with what they are doing, if
    that information is available.  Threads are generally idle, so that should be
    reflected most of the time. The short parameter will filter out those threads
    sleeping, waiting, or parked in an executor. The extend parameter will show a
    little more information about the thread.
LIST_TICKS
    Command  : LIST
    Usage    : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL)
    Example  : list ticks
    Example  : list ticks 7
    Example  : list ticks active
    Example  : list ticks problems
    Shows the list of ticking objects in the game.  A ticking object is simply one
    that may get thread time at some point from the engine.  By default, each entry
    consists of a group id, the name of the object that is ticking, the ID of the
    tick-type, and a status or ! if the object is not ticking.

    Valid parameters include a tick group number, the word "active" to only show
    ticks that are currently receiving thread time, "problems" to receive a list of
    the ticks that have consumed the most average thread time, or a string mask to
    filter by object name.

    The last column of each report may be replaced by adding a valid column name to
    the end of the list command.  Valid columns include: tickername, tickerid,
    tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,
    tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,
    tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,
    tickerlastduration, tickersuspended
LIST_TIMEZONES
    Command  : LIST
    Usage    : LIST TIMEZONES
    Example  : list timezones
    Lists all areas grouped by their shared calendar/time.
LIST_TITLES
    Command  : LIST
    Usage    : LIST TITLES
    Example  : list titles
    Lists all the auto-applied player titles defined in your game, along with the
    requirements, that is, the trigger, that will make them available.
LIST_TYPOS
    Command  : LIST
    Usage    : LIST TYPOS (TO)
    Example  : list typos
    Example  : list typos bob
    Lists all the entries in the SYSTEM_TYPOS journal.  An optional name can be
    appended to show entries assign to that name.
LIST_UNLINKEDEXITS
    Command  : LIST
    Usage    : LIST UNLINKEDEXITS (LOG)
    Example  : list unlinkedexits
    Example  : list unlinkedexits log
    Lists all the rooms which have directions for which an exit has been defined,
    but does not link to any room. Adding the log parameter will dump all that
    stuff to your mud.log
LIST_USERS
    Command  : LIST
    Usage    : LIST USERS (LOADED) (COLUMN NAME)
    Example  : list users
    Example  : list users ip
    Lists all the players in your game database, showing by default their race,
    current class, level, hours played, last login time/date, and name.  If you
    specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,
    then that column will be shown if it is not available, and the list will be
    sorted by that column.  The LOADED argument may be prefixed to show only the
    users cached in memory.
LIST_WEAPONS
    Command  : LIST
    Usage    : LIST WEAPONS
    Example  : list weapons
    Shows the weapon java classes (item ids) available to archons.
LIST_WORLD
    Command  : LIST
    Usage    : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example  : list world
    Example  : list world sortby name cols name population
    Example  : list world sortby name
    Lists all the areas in your current world, meaning areas that share the same
    time zone.  By default, it also shows whether the area is Hidden, how many
    rooms are in the area, whether it is in a passive or active state, its current
    population, and the median level.  If the sortby parameter is used, then you
    can follow it with the order of columns to sort by.  Valid columns include:
    NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,
    MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,
    TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS.  If the columns
    parameter is used, then you can follow it with columns to substitute in the
    table.
LOAD
    Command : LOAD
    Usage   : LOAD [OBJECT TYPE] [PATH/NAME]
    Example : load resource banned.ini
    Example : load ability /myclasses/blah.class
    Example : load weapon /myclasses/blah2.class
    Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class
    Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java
    Short(s):
    A command for the loading of resources, faction ini files, unloaded areas, or
    class files of java or javascript.

    Use LIST RESOURCES to see a list of resources.

    Use LOAD AREA area name re-load areas in the database that have been unloaded.

    For class files, the LIST command can also show whats already loaded.  This
    command will automatically attempt to unload a class if it is already loaded.
    If the specified class is a java source file or javascript, it will attempt to
    compile it first.  For loading classes, the second parameter may be the word
    "class" and the system will attempt to correct your ambiguity.  If it is unable
    to determine the type of class being loaded, however, you may get an error.  It
    is therefore better just to use the load [CLASS-TYPE] syntax instead.
MARKOOC
    Usage    : MARKOOC [PLAYER NAME]
    Example  : MARKOOC gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to receive any further RolePlay experience.  Use this skill
    again on the same player to release them.
MASKS
    In numerous parameters, places, and input fields, CoffeeMud will ask you for
    something called a "Zapper Mask".  The mask is used to help select particular
    mobs, items, etc from the universe of available selections by "filtering out"
    those you don't want. For example, if you wanted to only select mobs named Bob,
    you would compose a mask that Disallows non-mobs, and Disallows things that
    dont have the name Bob.  This is done using the Zapper Mask syntax, shown
    below:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    +OR/-OR to separate conditions.  -OR negates the following condition(s)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)
    +HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)
    /+-WEEK(OFYEAR)/+-YEAR  ( ... also supports "Xnd Y" and "X of Y"
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
MATH_FORMULA
    In certain fields and specifications, CoffeeMud will allow you to enter a
    mathematical formula in place of a simple number in order to calculate a number
    at run-time.  This is useful for occasions where you want the number to have a
    random element, or where the value of the number is calculated based on certain
    variables only available at run-time.

    The formulas can be anything from a simple number, to numbers combined with
    mathematical operators + - \ *, grouped with parenthesis ( ), and may also
    include certain special operators.

    One special operator, ? , is for generating a random number (ex: 2?5 refers to
    a random number between 2 and 5).  Another special operator, >, is for bounding
    the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10
    or 5 * 10.  The < operator does the opposite.
MERGE
    Command  : MERGE
    Usage    : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
    (IGNORE=[FIELD,..]) [PATH & FILE NAME]
    Usage    : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]
    DBSERVICE=[DB SERVICE URL]
    :        :       DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])
    (MASK=[ZAPPERMASK])
    Example  : merge /myfiles/myitems.cmare
    Example  : merge change=damage,level,ability /myfiles/myweapons.cmare
    Example  : merge area change=material ignore=level /myfiles/myweapons.cmare
    Example  : merge change=damage on=name /myfiles/weapons.cmare
    Example  : merge area database dbclass=com.mysql.jdbc.Driver
    dbservice=jdbc:mysql://localhost:3306/db
    :        :            dbuser=username dbpass=password ignore="IMG,ATTACK"
    MASK="-NAMES +Bob"
    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, or another
    CoffeeMud database.

    When using CMARE files, the files must be 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.

    When using a database as a source, the merge command will compare and match the
    database version of the room contents with the local world.  The user is then
    given the opportunity to make changes to the local world depending on
    differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS
    parameters be set.  The IGNORE parameters is a comma delimited list of fields
    to ignore when displaying differences.  To mask the types of objects checked,
    the user can specify mobs, items, or the whole rooms after the word database,
    and a zappermask can be included after the mask parameters.
MESSAGE_TYPES
    The following are valid message codes in CoffeeMud.  They are usable 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", "HUH",
    "LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".

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

    SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"
METACRAFT
    Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Usage    : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Example  : metacraft wagon oak
    Example  : metacraft wagon
    Example  : metacraft "every sword" bronze
    Example  : metacraft "every sword"
    Example  : metacraft "every sword" iron to file /items.cmare
    Example  : metacraft "all carpentry"
    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.
    You can also specify the destination of the items, whether it be the room, your
    inventory, or an xml file.
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
    Example : modify news
    Short(s):
    A command for the modification of items, mobs, users, quests, rooms, polls,
    classes, races, news, areas, components, planes, and exits. Enter MODIFY for
    more information on command usage.
MOTD
    Command : MOTD
    Usage   : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN/SET)
    Example : motd
    Example : motd again
    Example : motd set
    Short(s):
    Allows the admin to review the news and daily message, or set a new daily
    message.  Using ON and OFF, you can also set whether or not you see the message
    of the day when you log in to the mud.  Using AGAIN will re-show the current
    new daily message, while PREVIOUS will show all the old daily messages, with an
    optional limit. Use SET to set the MOTD.txt file.
MPRUN
    Command  : MPRUN
    Usage    : MPRUN ([USER]:[PASS]) [SCRIPT]
    Example  : mprun once_prog;mpecho hello!;~;
    Example  : mprun load=mine.script
    Example  : mprun archons:password once_prog;mpecho hello!;~;
    Short(s) :
    Runs the given script as per the Scriptable behavor.  Since Scriptable scripts
    are event-triggered, any commands executed must be in a ONCE_PROG trigger (or
    perhaps a RAND_PROG).

    For use as part of automated testing, MPRUN can also be executed by
    unauthorized users so long as they know the username and password of an
    authorized user.  Any failed attempts to use this command will cause the user
    to be marked as unable to use this command for two minutes.
MQL
    MQL Stands for MUD Query Language.  It's purpose is to allow the Archon, or a
    random quest xml document, to select existing objects in the game, or the
    properties of existing objects.

    The structure of MQL is similar to SQL in that all MQL statements are of this
    structure:

    SELECT: [property, property, ..] FROM [object set]  WHERE [object comparison,
    object comparison]
    * note the colon : after the word SELECT above.

    The SELECT clause defines the properties you wish to be returned from the MQL
    statement.
    The FROM clause defines the set of objects that you might want to return the
    properties of.
    The WHERE clause defines the conditions under which any member of the set in
    the FROM clause may be included in the final results.

    A FROM clause can be a simple world set term, such as one of the following:

    * A CMFS file path to a CMARE file, such as ::/resources/map/plains.cmare
    * AREAS to use the set of all world areas
    * ROOMS to use the set of all existing world rooms
    * MOBS to use the set of all existing world mobs
    * ITEMS to use the set of all existing world items
    * In case where a qualifying object is implied, AREA can be used to refer to
    that specific area.
    * Another SELECT: statement in parenthesis, such as: SELECT: name from (SELECT
    * from AREA)

    The FROM clause can also include narrowing suffixes.  A narrowing suffix comes
    after the simple term, and is separated from it by a backslash \.   For
    example, if your from clause looks like SELECT * FROM AREAS\ROOM  , then the
    ROOM portion is the narrowing suffix of the AREAS term.  You can also continue
    adding more narrowing suffixes as needed.  For example: SELECT * FROM
    AREAS\MOBS\EQUIPMENT  .  Each suffix narrows or alters the term immediate
    before it, and the entire FROM clause will end up reflecting the type of object
    described by the final term, whether it be simple, or a narrowing term.

    The following are useful narrowing terms:

    * AREAS to use the unique set of areas in which the prior term is located
    * ROOMS to use the unique set of rooms in which the prior term is located, or
    which the prior term contains
    * MOBS, MOB to use the set of all mobs contained in the prior term
    * ITEMS, ITEM to use the set of all items contained in the prior term
    * OWNER to use the set of all item owners of the prior term, if it was items
    * EQUIPMENT to use the set of all  worn items of the prior term

    Be careful when using narrowing terms to make sure they make sense for the term
    prior to them.  For example, if importing mobs from a cmare file, AREAS will
    not likely resolve to anything, since the mobs aren't in the world yet.

    The SELECT: clause can include one or more comma-delimited properties of  the
    objects in the from clause, or it can be an asterisk *, or a period ., to refer
    simply to the from objects themselves.  It can also be a string or numeric
    literal, or an XML tag when embedding MQL in a random quest document.
    Different kinds of objects have different kinds of properties, so it is tricky
    to define precisely what a legal and illegal object property might be.
    Choosing incorrectly will usually just result in an empty string "".

    An example of a legal property might be the property CLASS, since it applies to
    everything from areas and rooms, to mobs, and items.  NAME is also a property
    that almost all objects have.  Beyond this. using the GMODIFY command might be
    the simplest way to get a list of valid properties for a specific type of world
    object, or objects imported from cmare files.

    As mentioned previously, SELECT: clause properties can be separated by commas
    in order to select more than one.  For example: SELECT: class, name FROM
    areas\mobs would show the class id and name of every mob in your game.

    SELECT: clauses can also include an AS qualifier for each property selected.
    This has only the effect of changing the apparent name of the property for
    other parts of the system.  For an example using the WHERE command to issue
    MQL: WHERE AREA SELECT: class as classid, name as mob_name FROM areas\mobs
    would show the same results as the previous example statement, but with
    different name tags for the class and name properties.  This might be important
    when using an embedded SELECT: statement as your FROM clause, since you can
    only select properties that the embedded clause has returned, by the names they
    were given.

    SELECT: clauses, similar to FROM clauses above, can include narrowing terms.
    Like FROM clauses, these narrowing terms are separated by backslashes \.
    SELECT clauses, at the moment, only support one narrowing term: COUNT.  The
    purpose of the COUNT term is to report the number of times the value of the
    previous terms appears in the rest of the FROM: clause.  For example, suppose
    you wanted to know the number of times each mob name is used, to do that, you
    might enter SELECT: name, name\count FROM areas\mobs

    Lastly, SELECT: clause can contain aggregating prefixes before a property term,
    which will transform the final result set in some way by aggregating the rows
    according to the prefix.  Prefixes, like suffixes, are separated from the
    property term by a backslash \.  The value aggregating prefixes are:

    * MEDIAN to return only the median value of all the property terms in the
    existing result set
    * MEAN to return the mean value of all the property terms in the existing
    result set
    * COUNT to return the count of the number of  items in the result set
    * UNIQUE to include only one row where the property is of any given value

    For example, to quickly count the mobs in your game, you might enter SELECT:
    COUNT\* from AREAS\MOBS

    The WHERE clause contains one or more conditions, which you can further compare
    using connectors like AND, OR, or parenthesis to group conditions together.
    Each condition consists of  two terms separated by a comparator.  Value
    comparitors include = (equal to), <> (not equal to), > (greater than), < (less
    than), >= (greater or equal), <= (less or equal), IN (in a set or object group,
    or a substring of), or LIKE (matching a ZAPPERMASK).

    A condition consists of two property terms, similar to those described in the
    SELECT: clause above, except that condition terms can not use aggregating
    prefixes.  Narrowing suffixes, however, are permitted.  For example NAME =
    'Bob' is checking whether the NAME property of an item in the FROM clause is
    equal to the string literal "BOB".  If it is, when that condition is true.
    Putting it together then, to show the mobs in your game whose names are EXACTLY
    "BOB", you might do SELECT: * FROM areas\mobs WHERE name="BOB". This works
    because NAME is a property of every mob in the AREAS\MOBS from set, and can be
    compared with the word "BOB".

    Condition statements are grouped together into conditions using AND or OR.  For
    example, changing the above condition to WHERE name="BOB" OR name="JOE" would
    expand the number of possible results by one name.
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.
NEWS
    The channel where logon news is shown.  Try LIST NEWS and MODIFY NEWS.
NOPURGE
    Command : NOPURGE
    Usage   : NOPURGE [PLAYER NAME]
    Example : nopurge bob
    Short(s):
    Makes a player inelligible for purging by the autopurge system.  Use LIST
    NOPURGE, or DESTROY NOPURGE for maintaining the list.
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.
OUTFIT
    Command : OUTFIT
    Usage   : OUTFIT (([LEVEL]) [NAME])
    Example : outfit
    Example : outfit 15 bob
    Example : outfit bob
    Short(s):
    Should your character or the targeted character ever be without clothing or
    weapon (usually due to death), this command will give your character some
    newbie equipment to get by with, or level appropriate equipment when a player
    or mob is targeted by name by the builder.  The mundane player version of this
    only gives level 1 equipment to the player using the command.
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 services 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 objects, or specify room, area, or an object
    name to suspend the ticking of just that object.
PEACEFULLY
    Skill    : Peacefully
    Domain   : Archon
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch - Range 10
    Commands : PEACEFULLY
    Usage    : PEACEFULLY [COMMAND]
    Example  : peacefully kill bob
    Allows the player to issue a command that would start combat, but then
    immediately end combat before things get out of control.
PLAYERVERSUSPLAYER
    PLAYERKILL
POOF
    Command : POOF
    Usage   : POOF
    Short(s):
    For those 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!  You can also change your death poof. as per the
    non-archon version of this command.
POSSESS
    Command  : POSSESS
    Usage    : POSSESS [MOB NAME]
    Example  : possess dragon
    Example  : possess dragon@MyArea#23
    Example  : possess dragon@MyArea
    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 rejuvenate when purge is used, unlike
    destroy.
PVP
    PLAYERKILL
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.  For help on the archon
    QUESTS command, do AHELP QUESTWINS.

    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=/resources/quests/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. 0=eternal. 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 ZAPPERMASKS 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 AREAGROUP ([AREA NAME OR NAMES]) - will set the current designated
    ROOMGROUP to the areas 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. The area name ALL may be given to choose
    all world areas. 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 ROOMGROUP designation.
    This can have a profound impact on how subsequent mob or item loading, or room
    setting commands work.

    SET ROOMGROUP ([ROOM NAME]) - will set the ROOMGROUP to the set specified. If
    an area has been previously designated, and not cleared (see SET ROOMGROUP),
    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.  The room name of ALL will choose all rooms.  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 as described by the
    help entry for ZAPPERMASKS will apply in addition to the name mask entered
    before the MASK= string.  A mob name of ALL will select all appropriate mobs.
    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 as described by the
    help entry for ZAPPERMASKS 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 as described by the
    help entry for ZAPPERMASKS will apply in addition to the item name entered
    before the MASK= string. A mob name of ALL will select all appropriate mobs.
    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 as
    described by the help entry for ZAPPERMASKS 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 as described by the help entry for ZAPPERMASKS 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 ITEMS - will give all currently designated items (designated using the
    SET/LOAD ITEM/ITEMGROUP 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 script 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!.
QUESTWINS
    Command : QUESTS
    Usage   : QUESTS (WON/[QUEST NAME]/[PLAYER NAME])
    Example : quests
    Example : quests won
    Example : quests bob
    Short(s):
    This command is for listing quests one is either involved in, or were involved
    in. The admin version of this command allows a player name to be specified when
    retreiving information, or if the quest name is supplied, the winners of the
    quest.  Enter HELP QUESTS for more information on the mundane use of the
    command.
RECORD
    Skill    : Record
    Domain   : Archon
    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
    Usage    : RESET (REJUV) ROOM/AREA (ITEMS/MOBS)
    Usage    : RESET MOBCOMBATSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
    Usage    : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
    Usage    : RESET INIFILE
    Usage    : RESET PASSWORD [NAME]
    Usage    : RESET RELEVEL
    Example  : reset room
    Example  : reset area
    Example  : reset rejuv area items
    Example  : reset mobcombatstats world
    Example  : reset itemstats catalog nosave midgaard
    Example  : reset password krogon
    Short(s) :
    The reset room or area command will revive any wandered or dead mobs whose
    location is the same as the invokers.  Any removed items which are resettable
    will also return.  Any items or mobs which do not belong in the location will
    be returned to their proper homes.

    The reset rejuv room or area command will revive any dead mobs or resettable
    items at the location of the invoker.  Mobs that have wandered away will not be
    returned.  No other mobs or items in the room will be affected.

    The reset itemstats and reset mobstats commands serve a similar purpose.  Both
    will modify the vital statistics of all the mobs or items in the room, area,
    world, or catalog specified.  The statistics will be "normalizations" of vital
    combat scores based on the mob or items level, and the game engine's definition
    of nominal ratings for that level.  They will allow a "preview" of changes to
    be made by specifying the "nosave" parameter on the command line, which
    prevents permanent changes.  Area names may also be specified on the command
    line to cause the command to skip certain areas (for use with WORLD parameter
    only).

    Reset relevel is a dangerous but potentially time saving command to change the
    levels of all mobs and items in the same area as the user from falling within
    its current range of levels to a new range.  See help [areaname] to see the
    existing minimum and maximum levels of the area.
    The reset password command will let you generate a random password for the
    given player or account and email it to their address on file, or change it to
    a neutral word when no email address is on file.

    You can also reload your ini settings, or the lists.ini file using reset
    inifile.
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, MOBS, ITEMS, QUESTS, FACTION, USERS]
    Example : save room
    Example : save users
    Example : save quests
    Example : save faction area_my_area
    Short(s):
    A command to permanently save the contents of a room, the mobs in the room, the
    current quests list, a specific faction, 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.
    ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
    at their next login.
    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.
    CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.
    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.

    CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.
    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.
    EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.
    TITLES=The Ability to Create, Modify, Destroy player auto-titles.
    CARRYALL=Overrides item carrying restrictions.
    CATALOG=The ability to use the catalog command of mobs and items.
    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!
    GMODIFY=The ability to use the command of the same name.
    GOTO=The ability to use the command of the same name, as well as walk through
    doors.
    IDLEOK=This code makes the player exempt from any idletimer settings from the
    coffeemud.ini file.
    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 or database.
    MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
    NOEXPIRE=This character never expires, but always remains active.
    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.
    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.
    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.
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 (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)
    Example : shutdown
    Example : shutdown noprompt
    Example : shutdown in 10 minutes restart
    Example : shutdown at 11:00 pm restart
    Short(s):
    With no argument, this command will bring down the CoffeeMud server. With the
    restart argument, it will "bounce" (restart) the server. You can also specify
    how long before the shutdown will begin.  This will also cause periodic
    warnings to your players.
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/STAT TYPE) [TARGET NAME])/([NUMBER]
    [DAYS/WEEKS/MONTHS/YEARS]
    Usage   : ... (/SKILLUSE/QUEST/AREA/CRIME))
    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 titles bob
    Example : stat scripts bob
    Example : stat charstats bob
    Example : stat roomsexplored bob
    Example : stat factions bob
    Example : stat spell bob
    Example : stat skill hassan
    Example : stat chant hassan
    Example : stat prayer hassan
    Example : stat area midgaard
    Example : stat item my longsword
    Example : stat clan bob
    Example : stat fountain
    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 retrieve basic stat information on a player, mob,
    item, room, or exit in the game.  Entering STAT and the objects name brings up
    the most basic information.  Specifying AREA, MOB, ITEM, ROOM, or EXIT before
    the name will make the search more specific. Including a skill type before a
    mob or player 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,
    STINK, DEITY, QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED,
    AREASEXPLORED, ROOMSEXPLORED, ALIGNMENT, INCLINATION, FACTIONS, FACTIONID,
    FACTIONAMT, MATTRIB, OBJATTRIB, CLAN, CLANROLE, LEVELTIMES, and CHARSTATS.  As
    per the player version of this command, you can also use basic stats, such as:
    HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
    MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
    CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
    MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
    TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
    MAXCHARISMA, MAXWISDOM, AGE, DETECTION, DOUBT, FAITH, WEIGHTADJ, LEVEL, SENSES,
    ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP
    (experience), XPFNL (experience for next level), and XPTNL (experience to next
    level), QUESTPOINTS, TRAINS, PRACTICES, and any factions shown in the score
    command, such as ALIGNMENT.  Many of the basic character stats, such as
    INTELLIGENCE, etc, can also be prefixed like CURRENT_INTELLIGENCE to ensure you
    are getting the fully adjusted value.
STINKIFY
    Skill    : Stinkify
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : STINKIFY
    Usage    : STINKIFY [PLAYER NAME]
    Example  : stinkify gunther
    From anywhere on the map, the player with this skill can cause the target to
    become 1 level stinkier than they were before.
SYSMSGS
    Command : SYSMSGS
    Usage   : SYSMSGS
    Example : sysmsgs
    Short(s):
    A command to toggle debug mode, or extended messages.  A mobile NPC will not be
    able to enter or leave a room if a player in this mode is present.
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 retrieved 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 (FILTER) (STARTING MSG)
    Usage   : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : task nothing is spelled right in this room!
    Example : task review
    Example : task review 7
    Example : task review bob 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. An optional filter can be
    given to list only messages assigned to a particular user. 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.  If the
    common account system is used, accounts can also have tattoos on them as well.

    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.
TEMPLATE
    Command : TEMPLATE
    Usage   : TEMPLATE LIST (MOBS/ITEMS/EXITS/ROOMS) (MASK)
    Usage   : TEMPLATE TEMPLATE ADD [NEW ID] [mob/item name/exit direction/here or
    room id]
    Usage   : TEMPLATE DELETE [ID]
    Usage   : TEMPLATE TOGGLE [ID]
    Example : template list mobs myswords
    Example : template list
    Example : template add myroomid here
    Example : template add myswordid the greatest longsword ever
    Example : template delete myswordid
    Short(s):
    The template command allows builders to maintain a personal favorites
    collection of items, rooms, mobs, or exit objects for quick duplication using
    the create command.  Each object must have a unique id, which is typically a
    short friendly word.  Objects in your templates can also be shared with other
    builders, and you will be able to access objects shared by others.  Sharing
    status is toggled using the template toggle syntax.
TEST
    Command  : TEST
    Usage    : TEST ALL/[TEST NAME]
    Example  : test all
    Short(s) :
    Runs a series of internal tests.  This command is only for code developers, and
    takes a lot of time and resources to complete, so use it only if you know why
    you are doing it.
TICKTOCK
    Command : TickTock
    Usage   : [NUM HOURS]/CLANTICK/[THREAD NAME]
    Example : ticktock 10
    Example : ticktock -4
    Example : ticktock CLANTICK
    Example : ticktock THPLAYERS0
    Advance the time by specified number of hours, or cause one of the specified
    maintenance threads to immediately go through a cycle.  Use LIST REPORTS to get
    a list of maintenance threads.  The CLANTICK argument forces the timed clan
    maintenance.
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. You can end the areas with 'areanames',
    'ignorerooms=', and 'confirm!' flags.  You can also include one of these flags:
    NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,
    NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,
    NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the
    minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse
    order until a trail is found. RADIUS changes the width of the space to look for
    trails in.
TRANSFER
    Skill    : TRANSFER
    Usage    : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM/DESC/MOB/AREA/SRVR]
    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
    Example  : transfer "item sword" north
    Example  : transfer "all item sword" north
    Example  : transfer "all items" north
    Example  : transfer "item sword" midgaard#3001@user$password$server:port
    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 or item 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.  If
    the word items is used, then an item can also be transported to a room
    destination, though the word INVENTORY is also a valid destination to move the
    item into your inventory.
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 CLASS/HELP/USER/AREA/FACTION/ALL/FILE
    Usage    : UNLOAD RESOURCE/INIFILE/ACHIEVEMENTS/[FILENAME]
    Usage    : UNLOAD VFS/[RESOURCE NAME]
    Example  : unload help
    Example  : unload all
    Example  : unload armorsmith
    Example  : unload class Thief_Search
    Example  : unload user joe
    Short(s) :
    Unloads most resource text, cached users, class objects, areas, coffeemud.ini,
    lists.ini, library caches, 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.
WANDARCHON
    The Archon Wand, also known as 'a flashy wand' is an Archon's tool for player
    aid and abuse.  To use the wand, first hold it, then use 'sayto [target] magic
    words...'

    The supported magic words and phrases include:
    REFRESH - Restore the targets mana, health, hunger, thirst, fatigue, and
    removing bleeding effects.
    REWIND - If the target has used any skills that cannot be used again for a
    time, this will reset those timers
    BLAST - Set the target to 1 hp, 1 mana, 1 movement.
    LEVEL x UP - The target gains x levels.
    LEVEL x DOWN - the target loses x levels.
    BURN - Do some fire damage to the target.
    RESTORE - Cure diseases, poisons, injuries, amuputations, and broken limbs.
    GAIN x UP - Give the target a skill whose id is x (Prayer_Heal), at 100%
    proficiency.
    GAIN ALL UP - Give the target all skills they qualify for, at 100% proficiency.

    GAIN UP - Set all of the targets existing skills to 100% proficiency.
WHERE
    Command : WHERE
    Usage   : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
    Usage   : WHERE (AREA) SELECT: [REST OF MQL STATEMENT]
    Example : where
    Example : where dog
    Example : where area item knife
    Example : where area mobmask -race +orc -levels +>=10
    Example: where area select: * from areamobs where 'farmer' in name
    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 ZAPPERMASKS). With the SELECT:
    prefix, it will show the results of an MQL query (see AHELP MQL. 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.
WHO
    Command : WHO
    Usage   : WHO ([OPTIONAL PARAMETER])
    Example : who
    Example : who @CoffeeMud
    Example : who friends
    Example : who account
    Example : who playerkill
    Short(s):
    This command will list all of the characters presently online, regardless of
    where they are.  If an @ sign is used, this command will list all the players
    at a particular MUD.  If "friends" is given, then the list will consist only of
    those from the players friends list (see the FRIENDS command). If "Playerkill"
    is given, then the list will consist only of those players who have their
    playerkill flags on. If account is given, then a list of players with the
    account they belong to is shown.
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
    Domain   : Archon
    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.
ZAPPERMASKS
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    +OR/-OR to separate conditions.  -OR negates the following condition(s)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)
    +HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)
    /+-WEEK(OFYEAR)/+-YEAR  ( ... also supports "Xnd Y" and "X of Y"
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)