Help Entries starting with 'N'


@name

Changes the name of <object>, which can be a thing, player, exit, or room. You can refer to object by name, DBREF number, or as "me" or "here".

  When changing a player's name on games that support multi-word player
  names, the name should be enclosed in quotes:
    @name me = "James Bond"

Players can change their name to any name not in use by another player; players may "reserve" a set of names for their use by setting them in their @alias.

Changing the name of <object> will cause object to execute its ONAME and ANAME. The old name will be passed at %0 to these; the new name will be passed as %1.

See also:


@nameaccent

When this attribute holds an accent template that has the same length as the object's name, it is used to change the object's name in some situations (How it shows up in speech, look, and a few other commands). This allows for accented names without having to use the accented characters directly in a name, which can make it harder for people to type.

If a container has both a @nameaccent and a @nameformat, the @nameformat is used.

See also:


@nameformat

Customizes the usual display of the object's name to people who are inside it and 'look'. It is evaluated as if it were a description or similar message on the room. The room's dbref is passed as %0, and the default-formatted name as %1.

@nameformat is not used when people outside the object look at it.

Example:

@nameformat here = %1 [if(isdbref(zone(%0)),<[name(zone(%0))]>)]

See also:


@newpassword

This wizard-only command changes <player>'s password. If <player> is logged in, s/he will be informed that the password was changed.

See also:


@notify

This command notifies a semaphore, allowing commands queued for that semaphore to be executed.

If the /any switch is given, then all semaphores associated with <object> are @notified. Otherwise, only the specified semaphore attribute (or SEMAPHORE if no attribute is specified) is @notified.

If the /all switch is given, then all queue entries associated with the selected semaphore(s) are executed. Otherwise, only the first <number> of queue entries are run. If no <number> is given, then only one queue entry is run.

If the /all switch was not used, and there were not enough queue entries waiting to satisfy the requested <number> (or 1, if no number was given), then subsequent @waits will not block until the requested <number> have been run.

You may not specify both the /any switch and a specific attribute. Similarly, you may not specify both the /all switch and a number.

See also:


@nspemit

These wizard-only commands work like @emit, @lemit, @pemit, @prompt, @remit, @oemit, and @zemit, respectively, but will not include nospoof information. They are meant to be used by commands in the master room where the nospoof information is just useless noise. They take all switches of their respective commands.

See also: @emit, @lemit, @pemit, @prompt, @remit, @oemit, @zemit, nsemit(), nslemit(), nspemit(), nsprompt(), nsremit(), nsoemit(), nszemit(), PROMPT_NEWLINES


NAME()

Name returns the name of object <object>. For exits, name returns the displayed name of the exit.

If function side effects are allowed, this function, given two arguments, acts just like @name <object>=<new name>.

name() with no arguments currently returns nothing. This should be an error, but enough old code has been written that expects this behavior that it will continue to do this for the time being. Don't rely on it.

Related functions: FULLNAME(), ACCNAME(), INAME()


NAMEGRAB()

The namegrab() function, when given a list of dbrefs and a name, returns the first dbref in the list that would match <name> as if you were checking num() or locate(). An exact match has priority over non-exact matches.

namegraball() returns all dbrefs whose names would be matched by<name>.

  eg: @@(#0: Room Zero. #1: One. #2: Master Room)
    > th namegrab(#0 #1 #2,room)
    #0
    > th namegrab(#0 #1 #2,master room)
    #2
    > th namegraball(#0 #1 #2,room)
    #0 #2

NAMELIST()

Namelist takes a list of players of the form used by the page command and returns a corresponding list of dbrefs.

>"[namelist(#1 Javelin "ringo spar" bogus)] You say, "#1 #7 #56 #-1"


NAND()

Returns 1 if at least one of its arguments is false, 0 if all are true. Equivalent to not(and()), but more efficient.


NATTR()

nattr(<object>[/<attribute-pattern>]) nattrp(<object>[/<attribute-pattern>]) attrcnt(<object>[/<attribute-pattern>]) attrpcnt(<object>[/<attribute-pattern>])

This function (known by two names) returns the number of attributes on the object that you are permitted to examine. This function is considerably faster than words(lattr()) and doesn't suffer from buffer length constraints. It's designed primarily for statistical purposes.

nattrp() and attrpcnt() also count matching attributes on the parent.

See also:


NEARBY()

Returns 1 if object 1 is "nearby" object 2. "Nearby" is defined as: object 1 is in the same location as object 2, or, object 1 is being carried by object 2, or, object 1 is carrying object 2. You must control at least one of the objects.


NEQ()

Basically the same as [not(eq(<num1>,<num2>))].

See also:


newbie

If you are new to MUSHing, the help files may seem confusing. Most of them are written in a specific style, however, and once you understand it the files are extremely helpful.

The first line of a help file on a command or function will normally be the syntax of the command. "Syntax" means the way the command needs to be typed in. In the help files, when the syntax of a command is described, square brackets [] mean that that part of the command is optional and doesn't have to be typed in. Also, pointy brackets <> mean that that part of the command needs to be replaced with a specific piece of information.

You should not type the [] or <> brackets when entering a command.

(continued in help newbie2 -- type 'help newbie2' without the single quotes)


newbie2

For example, the syntax of the help command is:

help [<topic>]

What this means is that to get help, you would type first the word "help" and then you could optionally type the name of a more specific topic in order to get help on that topic. Just typing "help" will work too (that's why the <topic> part is optional).

Some common commands that you should look at help for are:

    look   say    go    page    pose    take     give    home

Just type help <command> for help. Example: help page

(continued in help newbie3)


newbie3

There is help available on every standard MUSH command. If you see a command or someone mentions one to you that you want to know more about, try just typing: help <command name> -- that will most likely bring up the help file on it.

Please note that just because there is help available on a command does not necessarily mean that the command can be used on this MUSH. The siteadmin of the MUSH can choose to turn off some commands. If there's something that you would like available, and it isn't, please ask a wizard why not.

  It is also highly recommended that any new player read the MUSH manual,
  written by Amberyl. It is available by anonymous FTP from:
     ftp.pennmush.org
  in the directory:
     /pub/PennMUSH/Manuals

news

news [<topic>]

The news system works just like the help system. Many MUSHes use it to provide standard information on the rules, theme, and customized commands of the particular MUSH. It is highly recommended that you read it regularly.


NEXT()

If object is an exit in a room, then next() will return the next non exit in the list of exits for that room. If object is a thing or a player, then next will return the next object in the contents list that the object is in. Otherwise, it returns a '#-1' string. '#-1' is also used to denote that there are no more exits/things/players in the container.

You can get the complete contents of any container you may examine, regardless of whether or not objects are dark. You can get the partial contents (obeying DARK/LIGHT/etc.) of your current location or the enactor (%#). You CANNOT get the contents of anything else, regardless of whether or not you have objects in it. These rules apply to exits, as well.

See also:


NEXTDBREF()

This function returns the next dbref on the free list; when the next object is @created (or @dug, or @opened, or @pcreated, etc.), it will have this dbref.


NMWHO()

This returns a count of all currently connected, non-hidden players. It's exactly the same as nwho() used by a mortal, and is suitable for use on privileged global objects who need an unprivileged count of who's online.

See also:


NO_COMMAND

Flag: NO_COMMAND (all types)

The NO_COMMAND flag disables the checking of $-commands on an object. Most MUSHes will be configured to automatically set this flag on rooms and players. The server runs faster when fewer objects are checked for $-commands; thus, any object which does not have $-commands on it should be set NO_COMMAND. Many MUSHes choose to have all objects initially set NO_COMMAND at creation. The flag has no effect on exits.

See also:


NO_LEAVE

Flag: NO_LEAVE (objects)

When this flag is set on an object, players can not "leave" it. Attempts to leave the object will trigger its @LFAIL, @OLFAIL, and @ALFAIL, if set.

See also:


NO_TEL

Flag: NO_TEL (rooms)

The NO_TEL flag prevents objects in a room from being @teleported; mortals in the room cannot use @teleport, nor can other objects @teleport them out. This flag is checked on the "absolute room" of an object; thus, if you are in a container in a room which is NO_TEL, you cannot use @teleport from that container. There is no way to get out of a NO_TEL room except by exiting in some "normal" manner, or by going "home". Puzzle rooms, prisons, and similar locations would probably benefit from this flag.


NO_WARN

Flag: NO_WARN (all types)

This flag is enabled with the MUSH building warning system.

When this flag is set on an object, its owner will not receive any building warnings from that object. When it is set on a player, that player will not receive any building warnings at all.

See also 'help warnings', 'help @warnings', and 'help @wcheck'


NOACCENTS

Flag: NOACCENTS (players)

This flag causes all accented characters to be converted to non-accented before being sent to a connection. See HELP STRIPACCENTS() for caveats.

See also:


NON-STANDARD ATTRIBUTES

While there are many standard attributes in MUSH, objects can also have an unlimited number of attributes, with any name you wish to use. In the past, you were limited to attributes named VA-VZ, WA-WZ, XA-XZ; these are still available as standard attributes. However, it is strongly recommended that you use non-standard attributes and meaningful names in order to make maintaining your MUSHCode easier.

  To set a non-standard attribute, you can use these formats:
      &<attribute name> <obj> = <value>  OR
      @_<attribute_name> <obj> = <value> OR
      @set <obj> = <attribute_name>:<value>

You can get the value of attributes using the functions v(), get(), and xget(). You can evaluate attributes using u(), eval(), and get_eval(). All attributes can be used in attribute locks and can be 'owned' independent of object ownership.

See also:


NONAME

@o-* Attributes set NONAME will not prepend the enactor's name to their message. Similarily, attributes set NOSPACE will not append a space to the enactor's name in their message.

Example:

> @create anvil
> @lock anvil=#false
> @ofailure anvil=s strength is not enough to pick up the anvil.
> @set anvil/ofailure=nospace
> get anvil
(spectators see:)
Walkers strength is not enough to pick up the anvil.

Example:

> @ofailure anvil=The anvil is too heavy for %N to pick up.
> @set anvil/ofailure=noname
> get anvil
(spectators see:)
The anvil is too heavy for Walker to pick up.

NOR()

Returns 1 if all its arguments are false, 0 if one is true. Equivalent to not(or()), but more efficient.

See also:


NOSPOOF

Flag: NOSPOOF (players)

If a player is set NOSPOOF, @emits of all sorts will be tagged with the name of the person/object making them. This prevents spoofing and lets you see where such messages originated. Objects belonging to NOSPOOF players are automatically considered NOSPOOF.

Note that NOSPOOF output can be spammy and that the output format of NOSPOOF can mess up @listen and ^ patterns, giving unexpected results.

  Sample output:
    @set me=nospoof
    > Flag set.
    @pemit me=Testing
    > [Cyclonus->Cyclonus] Testing

See PARANOID, SPOOFING, @emit, @pemit, @remit, and @oemit.


NOT()

Takes a boolean value, and returns its inverse. I.E. if the input is equivalent to true(1), it returns a 0, and if the input is equivalent to false(0), it returns a 1.

The definition of truth and falsehood depends on configuration settings; see 'BOOLEAN VALUES' for details.

See also:


NSLEMIT()

Sends a message to the outermost room, as per @lemit.

nslemit() is a wizard-only variation that works like @nslemit.


NUM()

Returns the dbref number of the object, which must be in the same room as the object executing num.


NVCON()

These functions return a count of the contents in a container.

ncon(<object>) is identical to words(lcon(<object>)) nvcon(<object>) is identical to words(lvcon(<object>))

See also:


NVEXITS()

These functions return a count of the exits in a room.

nexits(<room>) is identical to words(lexits(<room>)) nvexits(<room>) is identical to words(lvexits(<room>))

See also:


NVPLAYERS()

These functions return a count of the players in a container.

nplayers(<object>) is identical to words(lplayers(<object>)) nvplayers(<object>) is identical to words(lvplayers(<object>))

See also:


NVTHINGS()

These functions return a count of the things in a container.

nthings(<object>) is identical to words(lthings(<object>)) nvthings(<object>) is identical to words(lvthings(<object>))

See also:


NWHO()

This returns a count of all currently-connected players. When mortals use this function, DARK wizards or royalty are NOT counted.

See also:


Generated at Mon Jul 2 00:35:04 2007