Help Entries starting with 'O'


@obuy

Sets the message that will be show to others whenever someone buys an item from the object's PRICELIST using the 'buy' command. The name of the person giving the money will be automatically inserted at the beginning of the message. The item purchased is passed in as %0, and the amount paid as %1.

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@odeath

This sets the ODEATH attribute on the player, which contains the message that will be shown to others when s/he is killed. The @odeath message will automatically have the player's name included.

Example:
     @odeath me=falls to the ground and vanishes.
     (if I am killed, others in the room then see:)
     > Cyclonus falls to the ground and vanishes.

If the =<message> part is omitted, the ODEATH attribute will be reset.

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@odescribe

This sets the message that will be shown to others whenever anyone looks at <object>. The name of the person looking will be added to the beginning of the message. Please note that @odescs are often found annoying.

If the =<message> part is omitted, the message will be reset.

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@odrop

This sets the message that will be shown to others whenever anyone drops <object>. The name of the person dropping the object will be added to the beginning of the message automatically.

If set on an exit, the @odrop is shown in the exit's destination room when someone goes through the exit.

If the =<message> part is omitted, the message will be reset.

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@oefail

This sets the message that will be show to others whenever anyone tries to enter <object> and fails, usually because they fail the enter-lock.

If the =<message> part is omitted, the message will be reset.

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@oemit

This command shows <message> to everyone in the location of <object> EXCEPT <object>. The object can be specified by name if in your current location, or by DBREF number. A list of objects can be given, in which case the message is shown in all locations to all except those objects.

If a room is specified (usually via dbref), this command shows <message> to everyone in <room> except for <object> (which may be a list, as above). In this case, object(s) are matched with reference to <room>. Therefore, if you want to send a message to everything but an object called "spy" in #100, you can simply use "@oemit #100/spy=Test"; you don't need to know the dbref of "spy".

  The /noeval switch prevents the MUSH from evaluating the message.
  The /spoof switch causes nospoof notifications to show the enactor's
    dbref instead of the executor's dbref, and requires control over
    the enactor or the Can_nspemit power.

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@oenter

This sets the message that will be show to others whenever anyone enters the object. It will be seen by those already -inside- the object and will automatically add the name of the person entering at the beginning. If you wish to set a message to be seen by those -outside- the object, use @oxenter.

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@ofailure

This sets the message that will be show to others whenever anyone fails to pass <object>'s basic lock. For players and things, this means failing to pick them up. For exits, this means failing to go through the exit. It automatically prefixes the name of the player.

Example: @ofail Locked Door=tries to open the door, but it seems to be locked.

If the =<message> part is omitted, the message will be reset.

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@ofollow

Sets the message shown to others in the room after someone begins following the object (using the 'follow' command). Similar to @omove or @osucc, this command prepends the name of the person doing the following.

If the =<message> part is omitted, the message will be reset.

Ex: @ofollow me=falls into step behind Cyclonus.

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@oleave

This sets the message that will be displayed to the people inside <object> whenever someone leaves <object>. If you want to set a message to be displayed to people outside the object, use @oxleave. This command automatically inserts the name of the person leaving at the start of the message.

If the =<message> part is omitted, the message will be reset.

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@olfail

This sets the message that will be shown to others whenever someone tries to leave <object> and fails (usually if the person fails the leave-lock, or if <object> is set NO_LEAVE). It automatically inserts the name of the person trying to leave at the start of the message.

If the =<message> part is omitted, the message will be reset.

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@omove

Sets the message that will be shown to others whenever <object> moves. It is shown in the destination room or object and automatically inserts the name of the <object> at the beginning. Please note that long @omoves are frequently found annoying.

Example: @omove me=stalks into the room wearing the latest in malevolent expressions.

If the =<message> part is omitted, the message will be reset.

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@opayment

Sets the message that will be show to others whenever someone "pays" <object> (by giving the object a certain amount of MUSH money). The name of the person giving the money will be automatically inserted at the beginning of the message.

If the =<message> part is omitted, the message will be reset.

Ex: @opay Vending Machine=sticks a quarter in the vending machine.

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@open

This command opens an exit in the room you are standing in with the specified name. You can then use the @link command to set the exit's destination, or you can set it automatically by using the DBREF of a destination, which can be a room or thing. (Note that you CANNOT open exits from things.) If you also include the second exit name, an exit from the destination room will be opened back to the room you are in.

NOTE: you can have as many exit aliases as you like by adding more, separated by semicolons. An exit alias allows you to type that instead of the full exit name to go through the exit. Only the exit name appears in the list of Obvious Exits in a room.

Ex: @open Up;u;climb = #255, Down;dow;do;d;fall

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@osuccess

Sets the message that is shown to others whenever someone passes the object's Basic lock. For players and things, this means picking them up. For exits, this means going through the exit, and the osuccess message is shown to those in the room the player has just left. This message automatically inserts the name of the person at the beginning.

@osucc's are very useful for allowing people to follow someone around if the name of the exit is included in the message. It is recommended that you put @osuccs on all exits and all takeable objects.

Ex: @osucc North=heads north into the catacombs.

If the =<message> part is omitted, the message will be reset.

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@otport

Sets the <message>, which will be prefixed by <object>'s name, that will be shown to the others in the room that the <object> is teleported to. If you want to set a message that will be shown to the room that the object is teleported OUT of, use @oxtport.

If the =<message> part is omitted, the message will be reset.

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@ounfollow

Sets the message shown to others in the room after someone stops following the object (using the 'unfollow' command). Similar to @omove or @osucc, this command prepends the name of the person doing the unfollowing.

If the =<message> part is omitted, the message will be reset.

Ex: @ounfollow me=stops following [name(me)].

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@ouse

Sets the message that will be shown to others whenever someone successfully uses <object>. The name of the person using the object will automatically be inserted at the beginning.

If the =<message> part is omitted, the message will be reset.

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@oxenter

Sets the message that will be shown to others outside the object whenever someone enters the object. The name of the person entering will be inserted at the beginning of the message automatically. If you want to show a message to everyone inside the object, use @oenter.

If the =<message> part is omitted, the message will be reset.

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@oxleave

This message is shown to everyone in the room that a person enters when doing a 'leave' command. This will be shown in addition to the enter messages of the room, not instead of.

If the =<message> part is omitted, the message will be reset.

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@oxmove

Sets the message shown to others in the source room whenever <object> moves elsewhere. <object>'s name is automatically inserted at the beginning of this message. Note that long @oxmoves are annoying.

Example:

@oxmove me=stalks away, glaring.

If the =<message> is omitted, the message is cleared.

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@oxtport

Sets the <message>, which will be prefixed by <object>'s name, that will be shown to those in the room that the object has left via @teleport. If you want to show a message to the room the object has arrived in, use @otport.

If the =<message> part is omitted, the message will be reset.

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OBJ()

Returns the objective pronoun - him/her/it - for an object.


OBJEVAL()

Allows you to evaluate <expression> from the viewpoint of <object>. If side-effect functions are enabled, you must control <object>; if not, you must either control <object> or have the see_all power. If <object> does not exist or you don't meet one of the criterion, the function evaluates with your privileges.

This function is useful for securing objects which need to evaluate attributes on things owned by others.


OBJID()

This function returns the object id, a value which uniquely identifies it for the life of the MUSH. The object id is the object's dbref, a colon character, and the object's creation time, in seconds since the epoch.

The object id can be used nearly anywhere the dbref can, and ensures that if an object's dbref is recycled, the new object won't be mistaken for the old object.

The substitution %: returns the object id of the enacting object.


OBJMEM()

This function returns the amount of memory, in bytes, being used by the object. It can only be used by players with Search powers.

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OEMIT()

Sends <message> to all objects in <room> (default is the location of <object>(s)) except <object>(s), as per @oemit.

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


ON-VACATION

Flag: ON-VACATION (players)

This flag may be used by the MUSH to allow players to indicate when they have left for vacation, to prevent themselves from being purged for inactivity. Its usefulness depends on game policy.

You will be notified (periodically and on connect) if you leave this flag set, to remind you to unset it when you return from vacation.


OPAQUE

Flag: OPAQUE (all types)

When set on yourself, it prevents other players from seeing what you are carrying in your inventory. This applies to everyone and everything, even wizards and royalty, or to stuff that you own. It works the same way on objects. This flag also prevents people inside an object from using look/outside.

When set on an exit in a TRANSPARENT room, the exit is displayed as if the room weren't TRANSPARENT.

Meaningless for rooms.

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OPEN()

This function opens an exit called <exit name> and links it to <room>, which must be a dbref number. It returns the dbref number of the new exit.


OR()

Takes boolean values, and returns a 1 if at least one of the inputs is equivalent to true(1). or() always evaluates all arguments (including side effects), while cor() stops evaluation after the first argument that evaluates to true.

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ORDINAL()

Given an integer, return its written-out ordinal representation in words.

Example:

> think ordinal(1)
first

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ORFLAGS()

This function returns 1 if <object> has at least one of the flags in a specified string, and 0 if it does not. The string is specified with a single letter standing for each flag, like the output of the FLAGS() function. A '!' preceding a flag letter means "not flag".

Thus, ORFLAGS(me,Wr) would return 1 if I am set WIZARD or ROYALTY. ORFLAGS(me,D!c) would return 1 if I am DARK or not CONNECTED.

If a letter does not correspond to any flag, <object> doesn't have it, so it is simply ignored. There can be an arbitrary number of flags. Do not put spaces between flag letters.


ORLFLAGS()

This function returns 1 if <object> has at least one of the flags in a specified list, and 0 if it does not. The list is a space-separated list of flag names. A '!' preceding a flag name means "not flag".

Thus, ORLFLAGS(me,wizard royalty) would return 1 if I am set WIZARD or ROYALTY. ORLFLAGS(me,dark !connected) would return 1 if I am DARK or not CONNECTED.

If a name does not correspond to any flag, <object> doesn't have it, so it is simply ignored. There can be an arbitrary number of flags.


ORPHAN
  Flag:  ORPHAN   (all types)

The ORPHAN flag severs the connection between an object and its type ancestor, and prevents attributes from being retrieved from the ancestor. It has no effect on the object's true @parents, only on its use of the ancestor.

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OUTPUTPREFIX

Sets your output prefix or suffix. These strings will be shown before and after the output of any command that you initiate, respectively. They are primarily useful for bots and the like.


OWNER()

Given just an object, it returns the owner of the object. Given an object/attribute pair, it returns the owner of that attribute.


Generated at Mon Jul 2 00:35:04 2007