+ MUCK additon
* Wizard only
# Restricted with GOD_PRIV
B Builder command -- may be restricted
P Programmer command -- restricted unless MUCKER_ALL ~ Optional
% Special

@action <name>=<source>. Creates a new action and attaches it to the thing, room, or player specified. You may only attach actions you control to things you control. Creating an action costs 1 penny. The action can then be linked with the command @LINK.

@attach <action>=<new source>. Removes the action from where it was and attaches it to the new source. You must control the action in question.

@BOOT [*]
@boot <player>. Disconnects a player from the game. If a player is connected more than once it affects the most recent connection.

@CHOWN [%]
@chown <object> [=<player>]. Changes the ownership of <object> to <player>, or if no player is given, to yourself. If the MUCK is compiled with PLAYER_CHOWN, all players are allowed to take possession of objects, rooms, and actions, provided the CHOWN_OK flag is set. Mortals cannot take ownership of a room unless they are standing in it, and may not take ownership of an object unless they are holding it. Wizards have absolute power over all ownership.

@create <object> [=<cost>]. Creates a new object and places it in your inventory. This costs at least ten pennies. If <cost> is specified, you are charged that many pennies, and in return, the object is endowed with a value according to the formula ((cost / 5) - 1). Usually the maximum value of an object is 100 pennies, which would cost 505 pennies to create.

@describe <object> [=<text>]. Sets the description field of <object> to <text>. If <text> is not specified, the description field is cleared.

@DIG [B]
@dig <room> [=<parent>]. Creates a new room and sets its parent. If no parent is given it defaults to the global environment which is typically room #0. Digging a room costs 10 pennies, and you must be able to link to the parent room if specified.

@DROP [+]
@drop <object> [=<text>]. Sets the drop field of <object> to <text>. If <text> is not specified, the drop field is cleared. The drop message on an object is displayed when you drop it. On an exit, it is displayed upon entering the destination room. On a player it is displayed to whoever kills them. On a room, it is displayed when an object is dropped there.

@DUMP [*]
@dump. Saves the database to disk. This is done automatically every hour or so, and after an @shutdown.

@EDIT [+P]
@edit <program>. Searches for a program and if a match is found, puts the player into edit mode. Programs must be created with @PROG.

@fail <object> [=<text>]. Sets the fail field of <object> to <text>. If <text> is not specified, the fail field is cleared.

@find [<string>]. Searches through the entire database for rooms, things, players, and programs you control, optionally matching their names to <string> if given. This usually costs at least a penny due to the computing power involved.

@FORCE [*#]
@force <player>=<command>. Causes the game to process <command> as if typed by <player>. With the compile option GOD_PRIV, God cannot be forced by his/her sub-wizards.

@link <object1>=<object2> [; <object3>; ... <objectn> ]. Links <object1> to <object2>, provided you control <object1>, and <object2> is either controlled by you or linkable. Actions may be linked to more than one thing, specified in a list separated by semi-colons.

@list <program> [=[line1] [-] [line2]]. Lists lines in a program, provided you control it or it is LINK_OK. Zero, one, or two line numbers may be specified, denoting the range of lines to list. If no lines are given, the entire program is listed.

@lock <object>=<key>. Sets the key for <object> to that specified by <key>. <key> is a full boolean expression, which may contain any of the characters: ! | & ( ).

@name <object>=<name> [<password>]. Sets the name field of <object> to <name>. <name> cannot be empty; a null name is illegal. <password> must be supplied to rename a player. Wizards can rename any player but still must include the password.

@newpassword <player> [=<password>]. Sets the password field of <player> to <password>. If <password> is not specified, the password field is cleared. A player with no password cannot rename him/herself. If GOD_PRIV was defined, nobody can change God's password.

@ODROP [+]
@odrop <object> [=<text>]. Sets the odrop field of <object> to <text>. If <text> is not specified, the odrop field is cleared. Odrop on an object is displayed prefixed by the player's name when s/he drops that object. On an exit, it is displayed upon a player's arrival to the destination room (or the location of the destination player). On a player, it is displayed after the `name killed victim!' message. On a room, it is displayed when an object is dropped there, prefixed by the object's name.

@ofail <object> [=<text>]. Sets the ofail field of <object> to <text>. If <text> is not specified, the ofail field is cleared.

@open <exit> [=<object> [; <object2>; ... <objectn> ]]. Opens an exit in the current room, optionally attempting to link it simultaneously. Opening an exit costs a penny, and an extra penny to link it, and you must control the room where it is being opened.

@osucc <object> [=<text>]. Sets the osuccess field of <object> to <text>. If <text> is not specified, the osuccess field is cleared.

@owned [<player>]. Lists everything you own, or Wizards may specify a player argument. This list includes exits, unlike @FIND.

@password <old>=<new>. Change your password.

@PCREATE [*#~]
@pcreate <player>=<password>. This command is only used under the compile option REGISTRATION. Create a new player named <player> with <password>.

@PROG [+P]
@prog <program>. Create a new program, or enter edit mode on an existing one. See @EDIT and Programmer's Reference.

@recycle <object>. Destroy an object and remove all references to it within the database. The object is then added to a free list, and newly created objects are assigned from the pool of recycled objects first. You *must* own the object being recycled, even wizards must use the @chown command to recycle someone else's belongings.

@set <object> = [!] <flag> -or-
@set <object> = <property> : [ <string> ] -or- @set <object> = :
@set does one of three things on TinyMUCK, it can modify flags, add properties to an object, or remove properties from an object. Using the first format, you may set flags, which are: WIZARD,

        Optional flags which may or may not be on a given site are:
The second format sets <property> on <object> to <string>, or if <string>
        is not given, removes <property>.

The third format removes all properties from an object.

@shutdown. Dumps the database and shuts the game down.

@stats [<player>]. For mortal players, returns the highest number in the database, which includes garbage that has been generated with @recycle. For Wizards, gives this number as well as a breakdown of each type of object: rooms, exits, things, programs, players, and garbage. Wizards may also specify <player> which returns a similar display limited to the possessions of <player>.

@succ <object> [=<text>]. Sets the success field of <object> to <text>. If <text> is not specified, the success field is cleared.

@teleport <arg1> [=<destination>]. Moves <arg1> to <destination>, if <destination> is not given, moves you to <arg1>. Wizards may teleport anything to anywhere, provided it makes sense, and mortals are allowed to do two things: teleport rooms to change their parent fields, and the may teleport things to a room they can link to, provided they control either the thing or its location.

@TOAD [*]
@toad <player>. Turns <player> into a slimy toad, destroying his/her character and disconnecting him/her from the game.

@TRACE [+]
@trace <object> [=<depth>]. Starts with <object> and traces all location fields, until the global-environment room is reached or the optional <depth> is specified. This is generally useful for finding which rooms are parents in your heirarchy. If you cannot link to a particular location its name is replaced by stars ***.

@unlink <action>. Removes any and all destination fields of the specified <action>.

@unlock <object>. Removes any and all locks on the specified <object>.

@WALL [*]
@wall <message>. Shouts a message to every player in the game.

drop <object>. Drops the <object> if you are holding it. It moves the object to the room you are in, unless its STICKY flag is set, or the room has a drop-to. Programs are much like objects but are not affected by room droptos or STICKY flags.

EXAMINE examine <object>. If you control <object>, a complete breakdown of all fields, flags, properties, etc. associated with the object is displayed. Program-executing fields are displayed as their true text, rather than executing the program in question. If you do not control <object>, however, it prints the owner of the object in question, and, again, displays the true text of the description.

get <object>. Attempts to pick up <object>. The lock on <object> is checked for a success (true), and the normal path of success/fail is then taken. On success the object is placed in your inventory.

give <player|object>=<amount>. Gives <amount> pennies from your supply to <player>. Mortals may only give positive amounts and may not cause a player to have more than 10000 pennies. Wizards do not affect their penny supplies by giving to others, and may also give pennies to objects, changing that object's value.

goto <direction>. Attempts to find an exit by that name. Goto is unnecessary and much like LET in Basic (read: silly).

gripe <message>. Sends <message> to the system maintainer.

help. Displays the help file.

inventory. Lists the objects you are carrying, as well as how many pennies you have.

kill <player> [=<cost>]. A successful kill sends the player home, sends all objects in the player's inventory to their respective homes. The probability of killing the player is <cost> percent. Spending 100 pennies always works except against Wizards who cannot be killed. Players cannot be killed in rooms which have the HAVEN flag set.

look <object>. Looks around at the current room, or at <object> if specified. For players, displays their description and inventory, for things, their description, and for rooms, their name, description, succ/fail message, and contents. Also triggers osucc/ofail messages on rooms. Programs are triggered accordingly on desc/succ/fail fields.

move <direction>. See GOTO.

MAN [+]
man. Displays the programmer's manual or a quick reference.

news. Displays the game's news file.

OUTPUTPREFIX [string]. Must be in all capitals, and must be typed in full. This prints the given string before the output of every command.

OUTPUTSUFFIX [string]. Must be in all capitals, and must be typed in full. This prints the given string after the output of every command.

page <player> [=<message>]. Costs a penny, and sends your name and location to <player>, optionally passing them <message> as well. A player who is set HAVEN cannot be paged, and will not be notified that you tried.

POSE or :
:<text>. Displays your name, followed by <text>.

put <object>. See DROP.

QUIT. Logs you off the game. Must be typed all capitals.

read [<object>]. Synonym for LOOK.

rob <player>. Attempts to steal a penny from <player>. The lock on <player> is checked, and you succeed or fail appropriately. If you succeed, the message `You stole a penny.' is always displayed.

SAY or "
"<text>. Displays the message, <player> says, "<text>".

score. Displays how many pennies you have.

take <object>. Synonym for GET.

throw <object>. Synonym for DROP.

whisper <player>=<message>. Gives <player> a private message, undetectable by others in the same room.

WHO [<match>]. List names of the players logged in, and their idle times. If <match> is specified, only names that start with <match> are displayed. Must be typed in all capitals.