Help Entries starting with 'H'
@halt
- @halt <object>[=<new_command>]
- @halt/all
The @halt command removes all queued actions for <object>. If <new command> is specified, that new command is placed in the queue for the object instead. If no new command is specified, the object is set HALT.
If <object> is a player, it clears the queue for the player and and all of his objects. You can use "@halt me" to clear your own queue without setting yourself HALT. Only wizards can @halt other players.
Note that halting an object does NOT affect any objects waiting on it as a semaphore.
@halt/all is a synonym for @allhalt and is a wizard-only command.
@haven
- @haven <player>=<message>
This message is sent to a player whose pages you are refusing, either through use of the HAVEN flag or through the use of a page lock, if it evaluates to something non-null.
@hide
This command enables a royalty, wizard, or player with the Hide power to disappear from the WHO list for mortals. "@hide/yes" or "@hide/on" hides the player, "@hide/no" or "@hide/off" unhides the player. Hidden players are marked as "(Hide)" in the privileged WHO listing.
Mortals can not use the CONN(), IDLE(), or LWHO() functions to find hidden players.
@hook
- @hook/<switch> <command>[=<object>,<attribute>]
- @hook/list <command>
@hook tells the command parser to evaluate given attributes at certain points in command evaluation. The possible points, indicated by the proper switch:
@hook/ignore: The attribute is evaluated before the built-in command is run.
If it returns a false value, the command is skipped
(the input is still matched against softcoded commands)
@hook/override: The object/attribute is matched for a $command,
and if it matches, it is run instead of the built-in command,
but with the precedence of the built-in command (thus
overriding not only the built-in command but any local
$commands that might match). If the match fails, normal
built-in command processing continues. Note that all locks
and flags on the object (HALT, etc.) still apply.
@hook/before: The attribute is evaluated before the built-in command is run.
@hook/after: The attribute is evaluated after the built-in command is run.
In all cases, %# is the dbref of the object doing the command, and all hooks share the same set of q-registers. With /before and /after, the results of the evaluated attribute is thrown away like it was wrapped in a call of null(). Also, in cases where a command and function do the same thing (e.g., @pemit and pemit()), only the command gets the hooks.
Leaving out the object and attribute clears an existing hook. Wizards can see existing hooks with @command or @hook/list.
See HELP @HOOK2 for an example.
@hook2
An example of @hook:
Example:
> &top_line #3=pemit(%#, What follows is the results of a look)
> &bottom_line #3=pemit(%#, You're done looking.)
> @hook/before look=#3, top_line
> @hook/after look=#3, bottom_line
> look
What follows is the results of a look
Room Zero
You are in Room Zero. It's very dark here.
You're done looking.
HALT
Flag: HALT (all types)
While this flag is set, the object cannot perform any mush actions, listen, be triggered, evaluate functions or substitutions, etc.
HASATTR()
hasattr(<object>, <attribute name>) hasattrp(<object>, <attribute name>) hasattrval(<object>, <attribute name>) hasattrpval(<object>, <attribute name>)
The hasattr() functions check to see if an object has an attribute. They return #-1 if the object does not exist or the attribute can't be examined by the player. Otherwise, they return 1 if the attribute is present and 0 if it is not.
hasattr() returns 1 if the object has the attribute, 0 if it doesn't.
hasattrp() also checks for attributes inherited from parent objects.
hasattrval() returns 1 if the attribute exists and isn't empty.
hasattrpval() is hasattrval() but checks parents.
HASFLAG()
- hasflag(<object>[/<attrib>], <flag name>)
Returns 1 if the object has the named flag, and 0 if it does not. If the object does not exist, #-1 will be returned. You do not have to control the object.
Example: hasflag(me, opaque) will return "1" or "0".
Unlike orflags() and andflags(), hasflag uses the *flag name*, not the single character abbreviation. Many flag names have shorter abbreviations which will also work (W for Wizard, roy for royalty).
The "flags" ROOM, EXIT, and PLAYER are actually types. If you want to check if an object "has" one of these flags, you must use the HASTYPE() function.
If an attribute is given, checks to see if the attribute has the given attribute flag. See 'help attribute flags' for attribute flag names.
HASPOWER()
- haspower(<object>, <power name>)
Returns 1 if the object has the named power, and 0 if it does not. If the object does not exist, #-1 will be returned.
You may or may not have to be able to examine the object to use this.
HASTYPE()
- hastype(<object>, <type list>)
Returns 1 if the object is of the named type, otherwise 0. Valid types are: ROOM, EXIT, PLAYER, THING, GARBAGE. You can test to see if the object is one of a number of types by using a space- separated list of types. If an invalid type is given, #-1 NO SUCH TYPE is returned.
HAVEN
Flag: HAVEN (players, rooms)
If a player is set HAVEN, she cannot be paged and anyone paging them will be sent a brief notification. You can also set a longer @HAVEN message if you wish. You may prefer to use @lock/page to block out only specific individuals.
If a room is set HAVEN, the 'kill' command cannot be used in that room.
HEAVY
Flag: HEAVY (all types)
A mortal player can teleport anything between two containers they own, unless the thing to be teleported is set HEAVY. This flag can only be set by royalty or wizards.
help
This is the index to the MUSH online help files.
For an explanation of the help system, type: help newbie
For the list of MUSH commands, type: help commands
For the list of MUSH topics, type: help topics
For an alphabetical list of all help entries: help entries
For a list of entries that match a pattern: help <wildcard>
For information about PennMUSH: help code
For a list of flags: help flag list
For a list of functions: help function list
For a list of attributes: help attribute list
To see the configuration of this MUSH: @config
On many MUSHes, list local commands with: +help
If there are any errors in the help text, please notify a wizard in the game, or send mail to pennmush-bugs@pennmush.org, which is the address of the team who develop PennMUSH (and its distributed help files) but probably have no relation to this MUSH in particular.
HERE
The word 'here' refers to the room you are in. For example, to rename the room you're in (if you control it), you could enter "@name here= <new name>".
HIDDEN()
- hidden(<player|descriptor>)
Returns 1 if the player is hidden, otherwise 0. Can only be called by someone privileged to see hidden players. If you're not, #-1 is returned.
HOME()
Returns the object's 'home'. This is the home for a player or thing, the drop-to of a room, or source of an exit.
HOMES
Every thing or player has a home, which is usually the room where it was created. You can reset your home or the home of any object you own with the @link command: @link <me|object>=<location>. You must also control <location>, unless that location (room or thing) is set ABODE or LINK_OK.
When a player types 'home', s/he is sent back to the home room. When a thing with the STICKY flag set on it is dropped, it also goes to its home location. Note that if the FIXED flag is set on a player, he/she cannot use the 'home' command.
You can create an exit that sends players home by doing:
@link <exit name>=home
You can set the drop-to in a room to home by doing:
@link <room dbref or "here">=home
HOST()
- host(<player|descriptor>)
- hostname(<player|descriptor>)
Returns the hostname of a player as indicated by WHO. This may be more reliable that get(<player>/lastsite) if the player has multple connections from different locations, and the function is called with a descriptor argument.
The caller can use the function on himself, but using on any other player requires privileged power such as Wizard, Royalty or SEE_ALL.
HTML
Hyper Text Markup Language (http://www.w3.org)
The only HTML implementation supported by the MUSH is the one supported by Pueblo (See 'Pueblo'). To utilize HTML, use one of the MUSH HTML Functions. (See 'HTML Functions').
HTML tags are stripped when sent to non-HTML capable players.
HTML FUNCTIONS
HTML Functions are used to output HTML tags to HTML capable users. These tags will be stripped by the system for anything non-HTML related. These functions will not be available if the server is compiled without Pueblo support (check @config).
html() tag() endtag() tagwrap()
Examples: [html(A HREF="http://www.pennmush.org")]PennMUSH[html(/A)] [tag(A,HREF="http://www.pennmush.org")]PennMUSH[endtag(A)] [tagwrap(A,HREF="http://www.pennmush.org",PennMUSH)] Each of these produces the HTML output: <A HREF="http://www.pennmush.org">PennMUSH</A>
Mortals are restricted in the tags they may use. Most standard HTML tags are ok; protocol-specific tags like SEND and XCH_CMD can only be sent by Wizards. In addition, the html() function is Wizard-only.
HTML()
Function: html(<string>)
This wizard-only function will output string as a HTML Tag.
Example: think [html(B)]
Will output (in HTML): <B>
Non-wizards should see the tag(), endtag(), and tagwrap() functions.
Generated at Mon Jul 2 00:35:04 2007