#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \CCYBERSPACE REFERENCE MANUAL \CBy Patrick A. Hunlock #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ABOMB Cost : 500 See Also: /BOMB, /REVIEW, /TRAP Description: /ABOMBs belong to the BOMB class of objects in cyberspace. When a user enters a room with an ABOMB the ABOMB will self destruct and send the user flying back to his/her /GO-HOME Link. The users objects will be scattered throughout cyberspace. Shadow Objects the user is carrying will cease to exist. Usage: /Create Atom Bomb /ABomb Atom Bomb Notes: As with all the BOMB types, ABOMBS are disabled when a /REVIEW room has been activated by the sysop. This is necessary to ensure that any keys the sysop gives the user to access the BBS remain intact. Bombs in conjunction with an active transfer area pose to great a security concern to allow them to remain intact. It is recommended that a second cyberspace be set up via @CYBERSPACE to allow bombs to function outside of the main cyberspace data set. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ABANDON Cost : 0 See Also: /JOIN, /MEMBERS, /DISBAND, /GROUP, /GPASS, /SEND GROUP Description: This is part of the /GROUP commands. To allow joint efforts in cyberspace construction projects - the /GROUP commands allow up to ten people to form a group. When a part of a group cyberspace considers anything made by one person in the group to have been made by all the members of the group. Thus cyberspace treats each person in the group as a single person. The /ABANDON command lets you leave a group which you have joined. Usage: /ABANDON Notes: Groups become inactive in cyberspaces with active file systems (/REVIEW) since groups can be used to bypass any security systems set up by the sysop. If groups are encouraged - it is recommended a second cyberspace be set up via the @CYBERSPACE macro (See /DESCRIBE). #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ADVANCED Cost : 0 See Also: /?, /DOCS, /HANDBOOK, /BASICS Description: /ADVANCED is part of a set of instructional text files on cyberspace. When this command is run - the advanced user's handbook is dumped to the screen. Usage: /ADVANCED Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ANIMATE (When Wizard - ROOM, VEHICLES, EXIT, PEOPLE, MBASE, FILES) Cost : 50 See Also: /LOG, /TRIGGER, /KEY Description: Ordinary cyberspace objects are static - that is they exist but don't really do anything until a user decides to do something with the object. The /ANIMATE command allows you to have the animation wander around cyberspace, saying a brief message, even interacting with the user. When you issue the command, you will be asked for a rate (Or how often the animation is run). If you enter a positive number you will be entering the minimum number of seconds between runs. A 15 for instance would indicate 15 seconds between runs, 30 would be 30 seconds. A negative number would indicate a percent chance the animation would be run every time it is checked. -10 would be a 1 in 10 chance of the animation running, -50 would be a 1 in 50 chance. When there are few animations running on a system an animation with a negative rate will execute blindingly fast. As more and more animations are activated - random animations will begin to run slower and slower. You will next be asked to enter a short message. If you just hit return the animations will not say anything. You can enter a message up to 60 characters in length. Finally you will be asked if you want the animation to move. If you answer Y - the animation will wander around cyberspace moving only through unkeyed exits. If you answer N, the animation will stay in place. When /ANIMATE is run on an object which is already animated it will become a regular object once again. Usage: /CREATE Robot /ANIMATE Robot Notes: Wizards can animate anything. Animations will not move through /KEYed exits. Dark animation's will not have their name displayed when they leave a message. /TRIGGERed animations are inactive if the person's /DEBUG mode is on. Animations in room #1 leave no message. If an animation becomes trapped it will teleport to it's /GO-HOME link. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ANSI Cost : 0 See Also: None. Description: /ANSI will toggle the user's ANSI on and off. Usage: /ANSI Notes: Since 1.10 has it's own built in ANSI handlers, the sysop will not usually notice weather a user is using ANSI or not. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ANSIOFF [WIZARD ONLY] Cost : 0 See Also: /ANSION, /VIEW, /UNVIEW, /UPVIEW Description: /ANSIOFF will disallow the seperate graphics description of a room/object in cyberspace. ANSI is a misomer. In reality, /VIEWS can hold ANSI, AVITAR, GETS, and BIG commands. However if space is a major consideration on your system, /ANSIOFF will prohibit new /VIEWS from being uploaded to your system. Usage: /WIZARD (Or F9) /ANSIOFF Notes: Limited to Wizards only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ANSION [WIZARD ONLY] Cost : 0 See Also: /ANSIOFF, /VIEW, /UNVIEW, /UPVIEW Description: /ANSIOFF will allow the seperate graphics description of a room/object in cyberspace. ANSI is a misomer. In reality, /VIEWS can hold ANSI, AVITAR, GETS, and BIG commands. Usage: /WIZARD (Or F9) /ANSION Notes: Limited to Wizards only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /AOFF Cost : 0 See Also: Appendix A (Cyberspace Files) Description: Animations, while a wonderful feature of cyberspace, can become a bit tedious. This command will turn off animations for the duration of the user's session. /AOFF will also turn animations back on if a previous /AOFF command was issued. Usage: /AOFF Notes: Totally subservient to AOK.FLG. If AOK.FLG does not allow animations then /AOFF will not toggle them on. /AOFF has a function key equivelant of F6 on the local keyboard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* APPEAR Cost : 0 See Also: /LIGHT, /DARK, /DESCRIBE Description: If you create an object and make it dark, then key it to another object you can use the /APPEAR command to make the dark object temporarilly visible when the user is carrying the key. If you /describe the dark object with a @SAY7 macro then if the user picks up the key in the same room as the dark object, the dark object will not only appear, but also display the contents of @SAY7. Usage: /Create Secret Entrance /Create Flashlight /Dark Secret Entrance /Key Secret Entrance = /Describe Secret Entrance Regular Description @SAY7 As you turn on the flashlight you notice a secret entrance tucked into the corner of the room. /APPEAR Secret Entrance Notes: This is one of the more powerful cyberspace commands in the construction of adventures. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /AUTOMESSAGE Cost : 0 Description: This command allows you to read and change, if you wish, the logon auto- message from inside cyberspace. Usage: /AUTOMESSAGE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /BESTOW [WIZARD ONLY] Cost : 0 See Also: /GENERATE, /TAX, /GIVE, /DEFUALT, /RATE Description: /BESTOW will give to each person in cyberspace the # of credits you specify. It also sets the amount of credits each new person in cyberspace will start out with. Usage: /WIZARD (Or F9 on the local keyboard) /BESTOW 100 Notes: This command is wizard only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /BIO {Person's Name} Cost : 0 See Also: /MAKEBIO Description: If the sysop has created a /BIO then this command will let you fill one out, and after you have filled one out to find out who else has filled out a BIO as well as to read other people's Biographies. If a biography is available and you have not filled one out yet, you will be asked if you want to fill one out. If you answer "n" you will be returned to the command line. You will not be able to view other people's biographies until you have filled out your own. If you answer "Y" you will be asked to fill out the biography the sysop has created. Once done - /BIO by itself will get you a list of everyone who has filled out a biography. /BIO {Person's Name} will allow you to read a person's biography. Usage: /BIO (Fill out a new bio, or get list of people who have bios on file.) /BIO Shadow Man (View Shadow Man's biography). Notes: This is one of cyberspace's more interesting features. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /BOMB Cost : 500 See Also: /ABOMB, /REVIEW, /TRAP Description: /BOMBs belong to the BOMB class of objects in cyberspace. When a user enters a room with a BOMB the BOMB will self destruct and send the user flying back to his/her /GO-HOME Link. The user's shadow objects will cease to exist. Usage: /Create Bomb /Bomb Bomb Notes: As with all the BOMB types, BOMBS are disabled when a /REVIEW room has been activated by the sysop. This is necessary to ensure that any keys the sysop gives the user to access the BBS remain intact. Bombs in conjunction with an active transfer area pose to great a security concern to allow them to remain intact. It is recommended that a second cyberspace be set up via @CYBERSPACE to allow bombs to function outside of the main cyberspace data set. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /BUY Cost : Depends on the /PRICE of an object See Also: /PRICE, /COST, /EXIT Description: Cyberspace objects may be purchased for sale by the user who created them. The /BUY command will allow you to purchase an object which someone else has created. If you have the credits necessary to buy the object then ownership of the object will be transfered to you and the creator of the object will no longer have permission to modify the object. You will completely own the object. Usage: /Buy Book Notes: These commands are best used to buy /KEYS to other areas of cyberspace. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /CHAT Cost : 10 See Also: Appendix B (Special Keys) Description: This command will attempt to call the sysop into CHAT. Once this command is run an alarm will sound on the sysop's computer. If the sysop is around and in the mood to talk to you, you MIGHT be able to chat with the sysop. Usage: /CHAT Notes: Generally, unless you know the sysop personally, or have something really important to say, you should avoid this command. This varries of course depending on who the sysop is. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /CLOSE Cost : 0 See Also: /OPEN, /GO-DROP, /SHARE Description: /CLOSE when used on an object will make the contents of that object invisible until the object is opened. If the object or exit has links, those links will be unusable until the object is opened. /CLOSE on a room, place, or vehicle will not allow objects to be dropped in that room. Usage: /ROOM Temporal Magic /CLOSE Temporal Magic Notes: This command is best used on rooms and vehicles. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /COST Cost : 0 See Also: /PRICE, /BUY, /EXIT Description: Cyberspace objects may be purchased for sale by the user who created them. The /COST command will show you how many credits the creator of the object wants for the object. If you /BUY the object, cyberspace will consider you the object's owner. Usage: /COST Book Notes: These commands are best used to buy /KEYS to other areas of cyberspace. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /CREATE Cost : 10 See Also: /KILL, /DESCRIBE, /DIG, /EXIT Description: Cyberspace is merely a collection of objects. /CREATE will allow you to create objects to populate cyberspace and to leave your mark upon it. This is one of the most vital commands used in cyebrspace, for without it, cyberspace would stagnate and die. Usage: /CREATE Book Notes: This command should be followed by /DESCRIBE. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /CREDITS Cost : 0 See Also: None. Description: The Vanity Sheet - this will bring up a brief display showing the current cyberspace version number, registration status, and who the important people are in cyberspace's development. Usage: /CREDITS Notes: Ego Trip. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DARK [Wizard - People] Cost : 0 See Also: /LIGHT, /APPEAR Description: When you make an object DARK it becomes invisible to everyone in cyberspace except members of your /GROUP, yourself, the sysop, and if the object is set to /APPEAR - the holder of the key. The object although not visible still exists in cyberspace and can be manipulated as any ordinary object if it is found. Usage: /CREATE Secret Passage /DARK Secret Passage Notes: With this command it is possible for you to make your own cyberspace commands. Simply /create an object, program it, and make it dark. Of course you should also leave some hint that the command actually exists. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DEBUG Cost : 0 See Also: /EXPERT, /EXAMINE, /INFO, /SEEK, /LIST Description: /DEBUG is a special development tool in Cyberspace. When /DEBUG is on then you see the complete item description when you look at an object (@SAY, @PROGRAM, etc) are not processed. You do not need keys to go through exits you created. /TRIGGERED animations do not affect you regardless of who created the animation. Usage: /DEBUG Notes: Most powerfull in debuging an object's description. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DEFAULT [WIZARD ONLY] Cost : 0 See Also: /GENERATE, /TAX, /GIVE, /BESTOW, /RATE Description: /DEFAULT sets the number of credits new cyberspace users receive when they first enter the game. A good setting is around 200 credits. Usage: /WIZARD /DEFAULT 200 Notes: This command is /WIZARD only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DESCRIBE Cost : 0 See Also: /DEBUG, /VIEW, /LOOK Description: Every cyberspace object can be described. A description is what a user sees when they /LOOK at an object. The descriptions can also contain MACROs which will let you describe what a person sees when they use the object a certain way. When you /DESCRIBE an object the first few lines you enter are what the user will see with the /LOOK command. The macro commands are as follows. @SAY1 Text below this macro will only be displayed when the user triggers the /GO-OK link (Exits always have a /GO-OK link, objects only have a /GO-OK link if you create one for them). Even if the /Go-OK link does not go anywhere this message will be displayed. This is how you can describe the transition from one room from another. @SAY2 Text below this macro will only be displayed when the user triggers the /GO-FAIL link (I.E. the exit/object is keyed and the user does not have the key). Again, even if the link doesn't go anywhere - this message will still be displayed if /GO-OK can not be run. @SAY3 If an object is /CLOSED this message will be displayed when a user /LOOKS at the object. @SAY4 Reserved. @SAY5 This text is displayed if an exit has a /PRICE on it. Basically a short message from you telling the user why paying the credits is worth it. @SAY6 If an exit has a /PRICE on it and a user declines the toll this is what the user will see. @SAY7 If a dark object is set to /APPEAR when the key is picked up, and the user is in the same room as the dark object when s/he picks up the key, this message will be displayed. @SAY8 This is a secondary message for /GO-FAIL. If a user HAS a key for an exit but because /RANDOM caused the exit to fail, this message will be displayed. Consider an exit called FIGHT MONSTER. If the user doesn't have a sword s/he is instantly killed (always /GO-FAIL - @SAY2). If the user has the sword but random is set on the exit for a 50-50 chance of winning the fight. Under these conditions if the user wins the 50-50 chance then @SAY1 will be displayed. But the user looses the 50-50 chance @SAY2 is not shown, @SAY8 is - so you can explain that the sword did it's job but the monster got in a lucky blow. [CONTINUED] #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DESCRIBE [CONTINUED] [THE FOLLOWING MACRO'S ARE ONLY AVAILABLE TO WIZARDS AT THE >LOCAL< KEYBOARD] [All of the following commands can be placed under any of the @SAY# macro's ] [so they will only be run when the right conditions are present. ] @CYBERSPACE This macro followed by a path name will let you run a second cyberspace. Basically when this macro is run, cyberspace changes to the new directory and loads in the new cyberspace data files. VERY powerfull. @FILE \ This macro will display any file you want - be it an ANSI work of art, a local bulliten, or game scores. @PROGRAM This macro will call an external program from cyberspace. It's best to have it call a batch file to run your favorite on-liners. Note that you should only run games which have their own built in comm routines since cyberspace provides no modem support to any external programs. When called - this macro automatically writes out a WWIV compatible CHAIN.TXT file. @DORINFO This macro will write out DORINFO1.DEF file in the current directory which is usefull for running on-liners not written to work with CHAIN.TXT. Usage: /DESCRIBE BIG_EXIT 01:This exit leads into a swirling spectrum of light. 02:@SAY1 03:You pass into incandecants. 04:@FILE 05:C:\CYBER\GAMES\TWTRADER.ANS 06:@DORINFO 07:@PROGRAM 08:TW.BAT 09:Welcome Back to Cyberspace! 10:@SAY2 11:Since you don't have the master key you pass into a strange land. 12:@CYBERSPACE 13:C:\CYBER\2NDCSPACE 14:@SAY3 15:You must first open this exit! 16:@SAY5 17:It costs 20 Credits to use this exit - do you pay? 18:@SAY6 19:Since you won't pay, you can't play! 20:@SAY7 21:You pick up the master key and suddenly see a small door tucked in the 22:Corner of the room. 23:@SAY8 24:The master key guides you somewhat through the glare but you loose your 25:footing and fall into.......... [CONTINUED] #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DESCRIBE [CONTINUED] Notes: All of the editors used by cyberspace allow ^P color codes in them. The ^P0 through ^P7 color codes are WWIV compatible. If you unzip a copy of WWIV edit in your cyberspace directory then local users will be able to use WWIVedit to create and edit descriptions. When WWIVedit 2.3 is available cyberspace will automatically sense 2.3 and remote users will be able to use WWIVedit as well. When /DEBUG is on and you created the object the macros will not be processed and you will see everything you have entered. A simple batch file for @PROGRAM would look like this. TW.BAT CD C:\CYBER\GAMES\TW TW2002.EXE -WWIV C:\CYBER\CHAIN.TXT CD C:\CYBER #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DLOG Cost : 0 See Also : /LOG, /ANIMATE Description: This command allows you to see a fairly detailed log of each of your animations including their object number, the number of the room they are in, and what message they are programed to say, if any. Usage: /DLOG Notes: If you are wizard, you will see every a log of every animation in cyberspace otherwize you will only see your animations. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DOCS Cost : 0 See Also: /?, /ADVANCED, /HANDBOOK, /BASICS Description: /DOCS is part of a set of instructional text files on cyberspace. When this command is run - a brief index of commands are dumped to the screen. Usage: /DOCS Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /DROP Cost : 0 See Also: /TAKE, /GO-DROP, /CLOSE Description: /DROP will remove an object you are carrying and put it in the room you are standing in. If the object as a /GO-DROP link it will be teleported to the go-drop link. If the room has a /GO-DROP link, the object you are dropping will be teleported to the room's /GO-DROP link. If the object you are dropping is a shadow object - it will cease to exist. If the room is closed you will not be allowed to drop the object. Usage: /DROP Bunny Rabbit Notes: If the object and the room both have /GO-DROP links the object will be teleported to the object's go-drop link not the room's. The object will teleport only once. If the room the object is teleporting to has a /GO-DROP link on it, the object will not teleport to that room and then teleport to the room's go-drop link, rather it will remain in that room. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /EXAMINE Cost : 0 See Also: /EXPERT, /DEBUG, /INFO, /SEEK, /LIST Description: This command will show you information about the object, specifically it's price, and it's links. Usage: /EXAMINE Blue Book Notes: Only works if you created the object or you are wizard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /EXIT = Cost : 0 See Also: /DIG, /CREATE, /VEHICLE, /VEXIT, /LIST, /LOOK Description: This will allow you create an exit leading to a specific room in cyberspace. Usually exits are automatically created for you when you dig a room. However if you need specific links between rooms this command will let you do it. Your first task is to find the index number of the room you wish to link to. Let's start with the void (room #1 in cyberspace). You can find the index number of the void by going to the void and typing /LOOK = V. The index number will be next to the name of the room. Next type /EXIT To Void = 1. You will now have an exit to the void. Usage: /EXIT To Void = 1 Notes: If you did not create the room you want to link to, it must either be shared, or have been created by a member of your /GROUP. Wizards can make any link they want. /EXIT = 0 will create an exit that doesn't go anywhere. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /EXITS Cost : 0 See Also: /LOOK, /OBJECTS, /INFO, /SEEK, /EXAMINE Description: /EXITS will show you only the exits in the room or place you are in. Usefull when the room has a long description and/or many objects and you merely want a quick escape. Usage: /EXITS Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /EXPERT Cost : 0 See Also: /DEBUG, /LOOK Description: /EXPERT toggles your expert mode on and off. When /EXPERT mode is on you will no longer see any object descriptions. This is usefull if you are very well aquainted with the cyberspace you are in. However when /EXPERT is on - @PROGRAM's, @FILE's, and @CYBERSPACE macro's will not work for you either. Usage: /EXPERT Notes: Use with caution. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /FEEDBACK Cost: 0 See Also: /MAIL, /SEND, /NETMAIL Description: This command allows you to send a letter directly to the sysop. Usage: /FEEDBACK Notes: In large cyberspaces, it is faster to read a letter from the sysop, delete it and then type /feedback rather than replying to the letter #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GENERATE [WIZARD ONLY] Cost : 0 See Also: /BESTOW, /TAX, /GIVE, /DEFUALT, /RATE Description: /GENERATE will give you as many credits as you ask for. (You can carry up to 2 billion credits). Usage: /GENERATE 5000 Notes: Only /WIZARDs can use this command. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GIVE = Cost : 0 See Also: /BESTOW, /TAX, /GIVE, /DEFUALT, /RATE Description: This command will allow you to give some of your credits to another person in cyberspace. Usage: /GIVE MIDIDUDE = 500 Notes: Only the altruistic need apply. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GO-DROP = Cost : 0 See Also: /GO-HOME, /GO-FAIL, /GO-OK, /GO-PUT, /EXIT, /DIG, /CREATE, /LOOK Description: If you place a /GO-DROP on an object - then whenever the object is dropped it will return to it's /GO-DROP link (I.E. you set the /GO-DROP on an object to the void, and in another room /DROP it, the object will teleport to the VOID). If you place a /GO-DROP link on a room, any object dropped in that room (providing the object does not have a /GO-DROP link) will teleport to the room's /GO-DROP link. You can find the index number of the room to link to by going to the room you want to link with and typing /LOOK = V. Usage: /GO-DROP Homing Pidgeon = 1 Notes: You must have created the room you are linking to, or it must be shared, or you must be part of the group that created it, or you must be Wizard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GO-HOME = Cost : 0 See Also: /GO-DROP, /HOME, /GO-FAIL, /GO-OK, /GO-PUT, /EXIT, /DIG, /CREATE Description: The /GO-HOME link is accessed when you type /HOME, or if an animation becomes trapped it will return to it's /HOME location. All object's initial HOME values are the room the object was created in. (All people are created in room #1). Usefull only on yourself, or on animations. Usage: /GO-HOME Homing Pidgeon = 1 Notes: You must have created the room you are linking to, or it must be shared, or you must be part of the group that created it, or you must be Wizard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GO-FAIL = Cost : 0 See Also: /GO-DROP, /GO-HOME, /GO-OK, /GO-PUT, /EXIT, /DIG, /CREATE, /RANDOM, /KEY Description: If an object or exit is /KEYed and the user tries to use the object/exit without the key then the user is teleported to the /GO-FAIL link (the /GO-FAIL link is also used if /RANDOM is set on the object/exit and the /RANDOM selection says that /GO-FAIL should be used). Usage: /GO-FAIL Homing Pigeon = 1 Notes: You must have created the room you are linking to, or it must be shared, or you must be part of the group that created it, or you must be Wizard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GO-OK = Cost : 0 See Also: /GO-DROP, /GO-HOME, /GO-FAIL, /GO-PUT, /EXIT, /DIG, /CREATE Description: All exits have /GO-OK links, objects however only have /GO-OK links if you specifically create one. The /GO-OK link is only run if the user is holding any keys which are required (if /KEYED), and if /RANDOM (if set) succeedes. Usage: /GO-OK Homing Pigeon = 1 Notes: You must have created the room you are linking to, or it must be shared, or you must be part of the group that created it, or you must be Wizard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GO-PUT = Cost : 0 See Also: /GO-DROP, /GO-HOME, /GO-FAIL, /GO-OK, /EXIT, /DIG, /CREATE, /PUT Description: If an object has a /GO-PUT link then anytime something is /PUT in that object it will be teleported to the /GO-PUT link. Usage: /GO-PUT Homing Pigeon = 1 Notes: You must have created the room you are linking to, or it must be shared, or you must be part of the group that created it, or you must be Wizard. /GO-PUT is most usefull for sysops in their file review rooms. This allows you to create links to your file rooms and when you have classified a new upload, merely /PUT the file into the right object and it will be teleported to the correct file room. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GPASS Cost : 0 See Also: /JOIN, /MEMBERS, /DISBAND, /GROUP, /ABANDON, /SEND GROUP Description: This command allows the group leader to change the password needed to join the group. Usage: /GPASS Notes: Only the group leader can issue this command. /GROUPS become inactive in cyberspaces with active file systems. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /GROUP Cost : 0 See Also: /JOIN, /MEMBERS, /DISBAND, /ABANDON, /GPASS, /SEND GROUP Description: This command will allow you to form a GROUP in cyberspace. By running this command you automatically become the group leader of the group you are creating (with the ability to set the entry password, and to kick people out of your group). Normally CYBERSPACE is very protective of your objects. Nothing you create can be manipulated by anyone other than a WIZARD without you issuing commands to allow other people to either buy or manipulate the objects. /GROUPS however lets you share ownership privilages with several people. Anything you create can be manipulated at will by other people in your group as if they created the object. Usage: /GROUP Notes: /GROUPS become inactive in cyberspaces with active file systems. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /HANDBOOK Cost : 0 See Also: /?, /DOCS, /ADVANCED, /BASICS Description: /HANDBOOK is part of a set of instructional text files on cyberspace. When this command is run - the user's handbook is dumped to the screen. Usage: /ADVANCED Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /HIGHSPEED [WIZARD ONLY] Cost : 0 See Also: /ANSION, /ANSIOFF, /RATE, /DEFAULT, /TAX, /BESTOW, /AOFF Description: At the present time, cyberspace uses xon/xoff flow control. If you have a USR high speed modem you may need to issue this command so that cyberspace will pace it's character output so as not to overflow the modem's buffer. The Hayes high speed modems do not need this command. In general if your users are complaining of the screens being distorted - run this command. Usage: /HIGHSPEED Notes: Wizard only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /HOME Cost : 0 See Also: /GO-HOME, /ANIMATE Description: This command will always return you to your /GO-HOME link. If you have not given yourself a /GO-HOME link you will *ALWAYS* return to room #1 (Usually the void unless the sysop has renamed it). Usage: /HOME Notes: When an animation becomes trapped it always teleport's to it's /GO-HOME link. If this link is not set by the creator then the animation's /GO-HOME is *ALWAYS* the room it was created in. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /INFO {Object name} Cost : 0 See Also: /EXAMINE, /LOOK, /LIST, /SEEK Description: Info gives you some brief information about an object in cyberspace. This command, while less powerfull than /EXAMINE, lets you get information about objects which you did not create. Usage: /INFO /INFO Car Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /INV {= V} Cost : 0 See Also: /LOOK Description: This command just looks at yourself so you can see your current description, what objects you are carrying, and how many credits you have. If you add = V to the end the index numbers will be displayed. Usage: /INV /INV = V Notes: This command is equivalant to LOOK {= V} #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /JOIN Cost : 0 See Also: /GROUP, /ABANDON, /DISBAND, /MEMBERS, /GPASS Description: If you decide to join a group and the group leader has sent you the group number and password type /JOIN . Then enter the password. If completed successfully you will be able to be part of the group. Usage: /JOIN 1 Notes: /GROUPS are disallowed in cyberspaces with active file systems. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /KEY = Cost : 0 See Also: /SHADOW, /LOOK, /GO-OK, /GO-FAIL, /APPEAR Description: /KEY will allow you to prevent an object or exit from being used unless the person trying to use the object is carrying the key. To make a key first create an object and find out it's index # by typing Look = V. Next On the object or the exit you want to lock type /KEY = . Once activated - no one can pass through that exit without the key. If you place a /GO-FAIL on the exit then if the user doesn't have the key they will teleport to the /GO-FAIL link. Usage: /KEY NORTH = 874 /CREATE Secret Entrance /LOOK Secret Entrance = V /KEY Secret Entrance = 1023 Notes: /KEY = 0 will remove a lock from an object. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /KILL Cost : 0 See Also: /RENAME Description: This command will allow you to /KILL an object in cyberspace. When an object is killed, the information for the object is deleted and the next item created will occupy that item's index number. It is generally better to /RENAME and object than to kill it. Usage: /KILL Bloodhound Notes: Can only be used on objects. Unless you are wizard you can only /KILL objects you have created. If the /KILLed object is a KEY for something then the exit will still remain keyed and you may very well loose control over access to that object. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /LIGHT Cost : 0 See Also: /DARK, /APPEAR Description: This command will make a previously dark object and make it light (meaning everyone can see it). Usage: /LIGHT Green Arrow Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /LIST {Starting Index #} {= R} Cost : 0 See Also: /EXAMINE, /INFO, /SEEK Description: /LIST will give you a list of everything you have created in cyberspace. Or if you are in Wizard mode, a list of everything in cyberspace. /LIST = R will list only rooms you have created in cyberspace. If you are fairly sure of the index number you want to start at, /LIST will start the list at the specified index number (speeding things up considerably). Usage: /LIST /LIST 600 /LIST = R /LIST 700 = R Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /LOCATE Cost : 0 Description: This command allows you to find objects that you have created in cyberspace. If you are wizard, it will look for every object matching the string that you request located, otherwize it will only look for objects that you own that match the string. Usage: /LOCATE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /LOG Cost : 0 See Also: /AOFF, /ANIMATE Description: /LOG will show you a listing of all your active animations and where they are in cyberspace. If you are WIZARD, /LOG will show you all of the animations in cyberspace. Usage: /LOG Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /LOOK {Object} { = V} Cost : 0 See Also: /OBJECTS, /EXITS, /EXPERT, /DEBUG Description: /LOOK will show you the room you are in in cyberspace as well as the objects in that room and the exits. /LOOK Object Name will show you the description of an object in cyberspace and what the object is carrying. Modified with = V will display the index numbers next to the objects. Usage: /LOOK /LOOK = V /LOOK Object /LOOK Object = V Notes: This is probably the most important command in cyberspace to know about. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /MAIL Cost : 0 See Also: /SEND, /FEEDBACK, /NETMAIL Description: If you have mail waiting, /MAIL will let you read and reply to that mail. Usage: /MAIL Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /MAKEBIO [WIZARD ONLY] Cost : 0 See Also: /BIO Description: This command allows the wizard to make a bio for users to fill in. All biographies immediatly become public information. Creating a BIO is much like describing a regular object as far as the editor goes. However the tildie (~) character indicates points where the user will fill in information. A short bio would look like this. What is your name? ~ What is your age? ~ Usage: /WIZARD /MAKEBIO Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /MBASE [WIZARD ONLY] Cost : 0 See Also: /SCAN, /NEWSCAN Description: /MBASE will take a regular object and make it a message base. When you make a MBASE object it will ask you some questions about how the message base should be structured - the questions are all very straight forward. If you run this command on an object which is already a MBASE it will become a regular object once again and all associated database files will be deleted. Usage: /MBASE On-Line Games Notes: Wizard Only. There is no limit to the number of message bases. Each base can hold up to 65,000 messages (although it's best to keep it around 50-200). #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /NETMAIL <@ System #> Cost : 0 See Also: /SCAN, /NEWSCAN Description: If the system is part of WWIVnet then /NETMAIL will allow you to write email to a user on another system. Usage: /NETMAIL 1 @ 5295 Notes: System must be in WWIVnet or WWIVlink. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /NEWSCAN Cost : 0 See Also: /SCAN, /MBASE, /NETMAIL Description: This command can be issued anywhere in cyberspace and will automatically scan all new messages in the bases to which you have subscribed to. Usage: /NEWSCAN Notes: For a complete synopsis - see /SCAN. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /OBJECTS {Object} Cost : 0 See Also: /LOOK, /EXITS Description: This command is exactly like /LOOK except the description is ignored and only objects and exits are displayed. /OBJECTS automatically shows the index numbers next to the objects. Usage: /OBJECTS /OBJECTS Red Van Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /OPEN {Object} Cost : 0 See Also: /CLOSE, /LOOK, /LIGHT, /DARK Description: /OPEN will "open" an object which has previously been closed - allowing you to execute any code that program contains. /OPEN on a room ensures that people can drop things in that room. Usage: /OPEN Void /OPEN Car Notes: None. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /PASSWORD [WIZARD ONLY] Cost : 0 See Also: /WIZARD Description: This command allows the wizard to set the password needed for remote users to become Wizards. Usage: /WIZARD /PASSWORD Notes: WIZARD only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /PATH {drive:\subdirectory path} [WIZARD ONLY] Cost: 0 See also : /WIZARD Description: This command allows the wizard to assign a dos subdirectory path to any room in cyberspace. This command will not only assing the subdirectory to the room, but will create the necessary subdirectories on the drive and move any files in the room to the named subdirectory. Usage: /WIZARD /PATH Notes: Wizard only. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /PRICE {object} {= number} Cost: 0 See also: /TAKE, /SHADOW, @SAY6 Description: This command allows the creator of the object or exit to put a price on that item that must be paid by someone either attempting to /take the object or go through the exit. Usage: /PRICE Object = Price Notes: This price is always asked for, but is waved for the creator of the object. You can NOT put a price on a person and sell them. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /PUT {object} {= object} Cost: 0 see also: /GO-PUT Description: This allows you to put one object inside another. There is no limit on how many layers deep you can nest objects. Usage: /PUT object = object Notes: This is the command you would use place an item in someone's inventory. Use this command to give a feel of depth and realisim to your cyberspace world. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /QUIT Cost: 0 Description: This is the command to exit cyberspace. Usage: /QUIT Notes: You may also type /q or /o in order to log out of cyberspace. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /RANDOM Cost: 0 See also: /GO-OK, /GO-FAIL, /TRIGGER Description: This command allows you to set a randomness on whether the go-ok or the go-fail on an object will be run. The syntax is /random = and the number is the % chance that the go-ok will run. Usage: /RANDOM = <% CHANCE TO RUN GO-OK> #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /RATE Cost: 0 See also: /WIZARD Description: This is the command that the wizard uses to set how often a user will find a credit. Usage: /RATE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /RECOVER Cost: 0 See also: /WIZARD Description: This command invokes cyberspace's pointer recovery program. It can only be run internaly by someone that is a wizard. If run from in-side cyberspace it is not case sensitive, but if run from outside cyberspace it is run as a switch to maint and must be in caps. Usage: Inside Cyberspace: /recover Outside Cyberspace: maint /RECOVER Notes: When doing nightly maintenence on your system, run maint /RECOVER first, and if it runs smoothly, run cyber and /list all the objects. If there are no corrupted pointers in /list, then do a backup of your *.dat files. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /RENAME Cost: 0 See Also: /DESCRIBE Description: This command allows you to change the name on an object, exit or room. This is much better than just /killing something and making something else. Usage: /RENAME = Notes: If you rename something, be sure you /describe it over again too. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /REVIEW Cost: 0 Description: This command activates, or deactivates your file transfer review room. With out a review room, downloads are permited of any existing files, but no uploads. With a review room, bombs, abombs and traps will not work. Usage: /REVIEW Notes: It is a good idea to make a special room for this and put heavy security on the exit since all uploads will go to this room for you to inspect before becoming available for public download. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /ROOM Cost: 30 See Also: /VEHICLE, /EXIT Description: This command creates a room inside the room that you are standing in, such as a closet in a bedroom, or aisles in a store. You will not make an exit into it, but you will be asked for an exit name FROM it. Usage: /ROOM #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SCAN Cost: 0 See Also: /SUBSCRIBE, /NEWSCAN Description: This command allows you to read, post and otherwise use a message base. Usage: /SCAN #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SEARCH Cost: 0 Description: This command allows you to search a room for the named object, and if it is there you will be told. Usage: /SEARCH Notes: You must know the name of what you want to find. You can't walk into a room and type /search and be told if there is anything hidden in that room. Instead you must type /search like /search knife, and if there is a knife in that room, you will be told. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SEEK Cost: 0 See also: /LOCATE, /WIZARD Description: This is a wizard command that allows you to seek out objects, exits, rooms, anything in cyberspace. It is not necessary you type in the entire name string, just a couple of letters will do. Cyberspace will then print out a description of everything that matches the string you requested it seek for. Usage: /SEEK #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SEND Cost: 0 See also: /MAIL, /FEEDBACK, /NETMAIL, /SEND GROUP Description: This command allows you to send e-mail to other users inside cyberspace. Usage: /SEND #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SEND GROUP Cost : 0 See Also: /SEND, /MAIL, /NETMAIL, /FEEDBACK Description: This command allows you to send mail to everyone in your group. Usage: /SEND GROUP #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SHADOW Cost: 0 See also: /TAKE, /SHARE Description: This command allows you to flag an object in cyberspace so that when someone takes it, they get a copy of it, and not the actual object. Usage: /SHADOW #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SHARE Cost : 0 See Also: /CLOSE, /OPEN, /SHADOW Description: This command allows you to flag an object or room in cyberspace as something that other people can maniuplate it or dig in it. Usage: /SHARE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SUBSCRIBE Cost : 0 See also: /NEWSCAN, /SCAN Description: This command will display the description of every message base in cyberspace that may be subscribed to and will ask you if you want to subscribe or not. If you do, that message base will be added to your newscan. Usage: /SUBSCRIBE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /SYSOP Cost : 0 See also : /WIZARD, /USERS Description: This is a wizard command that will run the cyberspace diagnostics and show you a list of all the users in cyberspace. Usage: /SYSOP Notes: You must be a wizard to use this command. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /TAG Cost : 0 Description: This command allows you to tag someone else. Usage: /TAG Notes: The Wizard may tag as many people as he or she would like, but a normal user must be tagged in order to tag another and may only tag one person. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /TAKE See also : /DROP, /SHADOW, /SHARE, /PUT Description: This command allows you to pick up something and carry it around. You may not pick up a room or person, but you can pick up objects and exits. Usage: /TAKE Notes: You may not pick up something you didn't make, unless it is either shadowed or shared. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /TAX See Also : /BESTOW, /WIZARD, /GENERATE Description: This is a wizard command and allows the sysop to reduce the ammount of credits that everyone has to the specified number. Usage: /TAX #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /TRAP See Also: /BOMB, /ABOMB Description: This command alows you to turn an object into a trap. This object is like a bomb, in that the person entering the room will be blow back to start, but unlike a bomb, it does not go away. Instead, it stays in place and remains a trap for EVERYONE walking into the room, except it's creator and the wizard. Usage: /TRAP #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /TRIGGER Cost : 0 See Also: /RANDOM, /APPEAR, /ANIMATE Description: This command sets a flag on an animated object that causes it to execute internal commands. The flags are: 0 = Animation is not triggered. 1 = Animation is triggered if the user is carrying the key. 2 = Animation is triggered automatically. 3 = Animation is triggered randomly. (10% Chance) Usage: /TRIGGER = #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /UNVIEW See Also: /UPVIEW, /VIEW Cost: 0 Description: This command allows you to remove an ansi that has been attached to an object, ect. There are various reasons for removing ansis. The bytes used will remain however untill maint is run to clear them. Usage: /UNVIEW #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /UPLOAD Cost : 0 See Also : /DOWNLOAD, /REVIEW Descripton: This command allows you to upload a file into cyberspace. If used by a remote user, you will be asked for an upload protocal. If the upload is from the local keyboard, you will be asked for the full path and file name of the file and given a choice of copying it to the upload subdirctory or moving it there. Usage: /UPLOAD #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /UPVIEW Cost : 0 See Also : /UNVIEW, /VIEW Description: This command is used to attach a graphic picture (Ansi, Gets, Big, ect) to an object, ect. in cyberspace. If used from remote, you need to use ASCII upload only. If used from local, you will need to enter the entire path and file name of the picture that is being attached to the description. Usage: /UPVIEW #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /VEHICLE Cost : 50 See Also : /ROOM, /VEXIT Description : This command allows you to turn a /room into a vehicle that you or anyone else can get into and drive around cyberspace in. You will need to use the /room command to make the room first, then use the /vehicle command to transfor the /room into the vehicle, then go into the vehilce and use the /vexit command on the exit from the vehicle so that the exit's go-ok will move as the vehicle does. Vehicles can be animated to move on their own. Usage: /VEHICLE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /VEXIT Cost: 0 See Also : /VEHICLE, /ROOM, /EXIT Description: This command allows you to turn an exit that is in a vehicle into an exit whos go-ok will change as the vehicle changes room. If you do not use this on the exit of the vehicle, when you leave the vehicle, you will return to the room that the exit was created in, instead of stepping out into the room that the vehicle is in. Usage: /VEXIT #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /VIEW Cost : 0 See also : /UPVIEW, /UNVIEW Description: This command allows you to look at an ansi picture that is attached to an object, ect. in cyberspace. To tell if there is an ansi picture avaiable to look at, type look and look at the line under the objects description. If there is an ansi picture avaiable, the words /VIEW AVAILABLE will appear on the right hand side of the screen. Also, for those who have ansi color turned on, objects that have a view available will have purple lettering for their names instead of white. Usage: /VIEW #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /WIZARD Cost : 0 See also : /SYSOP, /SEEK, /GENERATE, /BESTOW, /PASSWORD, /RATE, /TAX, @FILE, @PROGRAM, @CYBERSPACE, /REVIEW Description: This command is what allows any user to become the wizard and gives them absolute power over all of cyberspace. From the remote side it requires a password to activate this, from the local keyboard it is automatic. Usage: /WIZARD Note: There are some commands that can only be used by a wizard from the local keyboard. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* /WWIVFILE Cost : 0 See Also : /REVIEW, /UPLOAD, /WIZARD Description: This command allows a wwiv sysop to bring an entire transfer section of files into cyberspace at once, instead of having to /upload them one at a time. Usage: /WWIVFILE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* @CYBERSPACE Cost : 0 See also : /WIZARD Description: This command allows you to call another set of cyberspace data files from an exit or object inside the first one. Usage: /DESCRIBE @SAY1 @CYBERSPACE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* @FILE Cost : 0 See also : /WIZARD Description: This command allows you to describe an object inside cyberspace with a refrence to a file on your hard drive instead of typing in a text description. Usage: /DESCRIBE @FILE #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* @PROGRAM Cost : 0 See Also : /WIZARD Description: This command allows you to call a program from inside cyberspace, such as an online game. Usage: /DESCRIBE @SAY1 @PROGRAM Notes: Make sure you have the batch file in the cyberspace subdirectory. #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* \P #%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%*#%* @SAY Cost : 0 See Also : /GO-OK, /GO-FAIL, /PRICE, /CLOSE, /OPEN Description: There are a number of @say commands, they are as follows: @say1 This is the description that is displayed when the user goes through the exit to its /go-ok link. @say2 This is the description that is displayed when the user goes through the exit to it's /go-fail link, regardless of whether that link is to a different room or to the room the exit is in. @say3 This will allow you to describe an object that is closed. @say5 This allows you to print a message when someone pays the money required on an exit that has a /price. @say6 This allows you to print a message when someone refused to pay the money required on an exit that has a /price. @say7 This is a very subtle command. This will allow you to print a message to the screen that a user will ONLY see if they pick up a key that belongs to a lock that is in the same room. It will NOT print out the message if the key is elsewhere and is brought into the room with the lock. @say8 This is a special message that will only print to the user when you have first set a /random = on an object or exit. However this message only prints out when the user fails and the /go-fail is activated.