Attribute list

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 Attributes with (*) after them are special, cannot be set by players,
 and may only be visible to wizards or admin. For those attributes, there
 is no @-command, so you can just type 'help <attribute name>' for help.
 For all other attributes, type 'help @<attribute name>' for help.

Standard Attributes: (see @list/attribs for the complete list)
 AAHEAR        ACLONE        ACONNECT      ADEATH        ADESCRIBE
 ADESTROY      ADISCONNECT   ADROP         ADROPFAIL     AEFAIL
 AENTER        AFAILURE      AGIVEFAIL     AGIVESUCC     AHEAR
 AIDESCRIBE    ALEAVE        ALFAIL        ALIAS         AMHEAR
 AMOVE         APAYMENT      ASUCCESS      ATPORT        AUNDESTROY
 AUSE          AWAY          CANCONNECT    CHANNELS *    CHARGES
 COMMENT       COMOPTIONS *  CONFORMAT     COST          DEATH
 DESCRIBE      DROP          DROPFAIL      EALIAS        EFAIL
 EMAIL         ENTER         EXITFORMAT    FAILURE       FILTER
 GIVEFAIL      GIVESUCC      HAVEN         ICLOC *       ICQ
 IDESCRIBE     IDLE          INFILTER      INPERMIT      INPREFIX
 LALIAS        LANGUAGES *   LAST *        LASTFAILED *  LASTPAGED *
 LASTSITE *    LEAVE         LFAIL         LIGHT *       LISTEN
 MONEY *       MOVE          NAMEACCENTS   ODEATH        ODESCRIBE
 ODROP         ODROPFAIL     OEFAIL        OENTER        OFAILURE
 OGIVEFAIL     OGIVESUCC     OIDESCRIBE    OLEAVE        OLFAIL
 OMOVE         OOCCULTURE    OPAYMENT      OSUCCESS      OTPORT
 OUSE          OXENTER       OXLEAVE       OXMOVE        OXTPORT
 PAYMENT       PERMIT        PREFIX        QUEUE *       RQUOTA *
 RUNOUT        SEMAPHORE *   SEX           STARTUP       STATS *
 SUCCESS       TIMEWARP      TPORT         TRAINING *    USE
 WEBPAGE

 An attribute is part of the code on an object that makes it unique. An
 attribute can contain any sort of text -- from a single word, to a long
 paragraph, to a piece of MUSHcode. Some attributes are standard in 
 PennMUSH. That means that their effects are pre-set. 

 Standard attributes can be set using one of the following commands:
   @<attribute name> <object>=<content>
   @set <object>=<attribute name>:<content>
   &<attribute name> <object>=<content>

 It is also possible to have non-standard attributes, which can be named 
 almost anything you like. Please see help NON-STANDARD ATTRIBUTES for more 
 information on those. 

 Any attribute name can be shortened, but a shorter forms run the risk
 of conflicting with other attribute names.  This could result in you
 setting an unwanted attribute. 

For example:
   @adesc me=think %N looks at you.
 will set your ADESCRIBE attribute just as
   @adescribe me=think %N looks at you.
 would.

 To see the attributes that are set on you or on any of the objects you own,
 you should use the "examine" command. This will list all of the attributes
 and their contents. As this can get very spammy for any large object, you
 can also examine specific attributes by using this format:
   examine <object>/<attribute>
   
 Attributes can be owned by someone other than the object they are set on.
 This allows the person to change the content of just that attribute while 
 not the rest of the object. Attributes can also be locked, which prevents
 them from being changed by anyone other than the owner or a wizard.

 In addition to the standard attributes with pre-set effects, there are
 some special attributes that date from the days before you could set
 non-standard attributes with any name you wanted. These are the 
 attributes VA-VZ, WA-WZ, XA-XZ. These attributes have no pre-set effects,
 and were just to allow players to store any text or MUSHcode that they
 wished in those attributes. Now that non-standard attributes are available,
 it is highly recommended that you instead use them, since you can use
 longer and descriptive names for attributes, which makes it much easier
 to examine and work on objects.

 See also: ATTRIB-OWNERSHIP, @set, examine, @atrchown, @atrlock, hasattr(),
 get(), v(), NON-STANDARD ATTRIBUTES, SETTING-ATTRIBUTES
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