#HELPS

0 !~
&B==================================================================&C
Typing '!' will repeat the last command you typed.
~

0 "KRONOTROSS' TO DO LIST" KRONOTODOLIST~
&R===============&GG&R=&GR&R=&GE&R=&GE&R=&GN&R==&GD&R=&GA&R=&GY&R==&GR&R=&GA&R=&GW&R=&GK&R=&GS&R===========================

&YThis list is primarily for my benefit, as I've told too many people I'd
look into too many things to properly keep track of them all.  Check this
list to see if I added a problem of yours I said I'd look into, if you
wish.  I'd write this on paper but everyone touches my shit, and a help
file really just seemed the most convenient.

&zTo Do:

&R*&GLook into adding more Aura Colors.  &R**&GRemember to ask people what
the hell they are talking about, as most all of the colors are on aura
show.

&R*&GAdd more config +1337 messages when I'm in a more 1337 mood, and fix a
few of the ghey SSJ ones I made.  Gravtrain.  Hiscore boards.

&R*&GLook into Aura-based Attack colors.

&R*&GFind some time to finish my w00tage area. 

&R*&GLook into Sense Levels 1, 2, and 3.

&R*&GLook into why Heart suppresses you when you come out of it.

 &R-=KRONOFICATION REQUIRED=-

&R*&zDemons in General
&R*&WAndroid Hellfighters

&RDarth Shin's Requests
&C-----
&z* Dragon Race
* Ranks for every race(like 2.5 kaio/demon)
~

56 ''IMM AUTH' 'IMM AUTHORIZE'~
&C
Associated help files: authorize

Authorize <player> name -- This is the command used to allow a player to
  continue past DBSOS's pre-auth area, but will make them choose
  a new name prior to entering the Academy.  Use this command if the name
  is questionable, modern, or rude.  If the name is acceptible, but in all
  caps, accept the name, but send them a tell requesting they not use all
  caps for their name in the future. &R DBSOS doesn't use this option yet&C

Authorize <player> yes -- This is used to accept a players name.  Once this
  command is used, the player requires no further Immortal commands to enter
  DBSOS.

Authorize <player> no -- This command is exclusively used to deny players
  with extremely rude or profane names and banned sites.  Use this command
  sparingly.

Levels 51-54 have primary responsibility for character authorization.  All
Immortals should periodically type 'authorize' to assure their are not any
players waiting for authorization.  The new system allows the Immortals a
bit of time to decide if an name is appropriate before accepting or denying
it.  If you are in doubts to a names acceptibilty, but it is not profane or
extremely modern, you should probably accept it.
~

53 AASSIGN~
&C
Syntax: aassign <filename>.are  Example:  aassign edo.are

AASSIGN temporarily assigns all rooms, objects, and mobiles in the area
range to your pfile.  This allows you to use rlist, olist, mlist, and
reset list.  This also means that typing savearea, reset area, or
instazone will affect this area.

To save changes permenantly, type "aassign none" and foldarea.

&rWarning&C!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you.  The personal vnums will overwrite the area file.

In order to assign a proto area to yourself, you must either have that
area bestowed to you by a Greater God or higher.

In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by an Exalted+. Even if you have the area bestowed
only Lesser+ can aassign themselves nonproto areas.
~

0 ABSORB~
&B===============================================================================&C
Androids may not possess any ki of their own but their internal power sources
are more than able to refine it for their use.  By grappling with an
opponent they are able to literally suck their energy right out and use it
themselves.  This also absorbs combat data directly from the enemy, allowing
them to increase their tech level faster than simply fighting.  Using
absorbs costs 4 focus, and - of course - no energy.
~

1 ABSORBEDSIGNATURE ABSORBEDFINISHER 'ABSORBED SIGNATURE' 'ABSORBED FINISHER' GENIEATTACKS~
&B========================================================================-

&WSyntax: 'absorbed signature'
   AND: 'absorbed finisher'

These two skills represent the Signature and Finisher techniques currently
inherent to the Genie's body.  By default, Absorbed Signature activates the
Demon Wave technique while Absorbed Finisher uses Genocide Attack.

After a Genie has absorbed a victim, these two skills change to fit the
race absorbed.  For example, absorbing a Saiyan would change Signature to
Kamehameha, and absorbing a Halfbreed would change Finisher to Super Ghost
Kamikaze Attack.

The energy and focus costs will change depending upon how much the attack
activated costs, so be aware of which form you are in at all times.

&wSEE: ABSORBFORM, ABSORPTION 
~

1 ABSORBFORM ABSORBEDFORM 'ABSORB FORM' 'ABSORBED FORM'~
&B========================================================================-


&WSyntax: transform absorb

Genies possess the amazing ability to capture and assimilate into their
gelatinatious bodies powerful opponents worthy of absorption.  &w(SEE:
ABSORPTION) &WAfter the Genie has successfully absorbed a victim, it may
harness the warrior's innate powers to fuel a powerful body and mind
transformation into a form which takes on the appearance of the person
absorbed.

Having an absorbed victim inside of you changes the Powerlevel and Stat
modifiers for Absorb Form, as well as the aura flags and transformation
message.  The main determining factor in how these will change is the
victim's race.

Also, have it noted that having someone absorbed inside of you modifies
your gains and your "absorbed signature" and "absorbed finisher" attacks. 
All will change to fit the race absorbed.  

NOTE: I've heard a lot of assumptions and questions about this.  No, an
Absorb Form does not simple take the gains of the victim's race like
Bio-Android auras do.  A Bio-Android relies completely on their aura for
power, while Genies are still very much their own power source.  It WILL
change your gains, and since Genies have sub-par gains by default nearly
any victim will increase your gains, but Halfie Form will not give you
Halfie gains.

&wAgain, SEE: ABSORPTION 
~

1 ABSORPTION~
&B========================================================================-


&WSyntax: absorption

This is an techniques Genies have developed over time, an unorthodox attack
involving ripping a part of their gooey body off (usually a limb) and
throwing it at their opponent in the hopes of capturing them.  If
successful (which is rare), the victim is completely absorbed into the
Genie's body, and from there the Genie can harness their powers through
their Absorbed Form transformation.

Absorption on its own is a very weak attack with horrible accuracy, however
if the victim is weak enough (10 Life or lower) and strong enough (their
current PL must be higher than the Genie's) there is a chance -- albeit
slim -- of instant kill and immediate absorption.  Victims may be mobile or
player, although be warned lazy builders and clumsy coding has rendered
mobile absorptions unpredictable as of yet.

Absorption requires 20 Focus and 5000 Energy to attempt.  You will know
when you really succeed.

Mobile Absorption is more likely to hit, but less likely to truly succeed. 
Player Absorption will succeed more often, but will also do more damage and
chance killing the opponent clumsily.  

NOTE: I could have sworn I said this somewhere, but you can't be suppressed
when absorbing a victim.  OOCly, that's really cheap and takes away most
all of the challenge.  ICly, why would you want to absorb something weaker
than your base?  

&wSEE: ABSORBFORM 
~

53 ACTFLAGS MOBFLAGS~
&GMOBFLAG       &W|&GDESCRIPTION&W
&Y--------------&W|&Y--------------------------------------------------------&C
sentinel       Mobile always stays at its post.
scavenger      Mobile picks up items of value.
aggressive     Mobile attacks players.
stayarea       Mobile does not leave its home area.
wimpy          Mobile flees when low in hits.
practice       Players can "practice" at this mobile.
train          Players can "train att this mobile.
immortal       Mobile is immortal (not implemented).
deadly         Mobile has a deadly poison (not implemented).
meta_aggr      Mobile is VERY aggressive (not implemented).
nowander       Mobile doesn't wander unless attacked.
mountable      Mobile can be mounted.
prototype      Mobile is under construction.
running        Mobile is running (moves twice as fast)
noassist       Mobile won't assist other mobs in a fight.
pacifist       Mobile cannot be attacked.
scholar        Mobile can teach languages.
secretive      Mobile will not echo acts. MOBs actions are invisible.
mobinvis       Mobile is invisible to both pc's and non pc's.
noattack       Mobile won't use any physical attacks.
autonomous     Mobile won't switch tanks if hit by someone with higher style.
pet            Mobile can be used in creating a petshop.
&Y--------------&W|&Y--------------------------------------------------------&W
~

0 ACTIVATE~
&B===========================================================================

 &CSyntax: activate #
 (Where # is the number of the dragonball you wish to activate or toggle.)

The Activate skill has two uses: firstly, it is used when a Dragon has acquired
one of the Black Star Dragonballs and wishes to acquire its powers. If one is
strong enough to acquire them (which should always be the case if one has managed
to defeat its lord), typing "activate #" will allow you to toggle the dragonball
on or off at will, which is done again by typing "activate #".

The lower section of a Dragon's "score" card is a handy way of keeping track of which
dragonballs you have activated and which you have toggled.
 *A dragonball's name is gray until it is activated, at which point it turns white.
 *The box below each dragonball name is empty until it is toggled, at which point an X appears.

As well, when a dragonball is initially activated a skill tied to it is added to one's
alist at 10%. Perfecting both the Activate and each tied skill will increase one's
proficiency at activating a specific dragonball.

You can also hit "activate all" to activate all seven dragonballs once all seven have
been acquired. Activating all seven, manually or with all, costs 28,000 Energy.

The lowest level Dragonball costs 1,000 Energy and the highest level 7,000.

&wSee "ACTIVATE2" for a list of mods.
See also: DRAGONS, WHIRLWINDSPIN, DRAGONTHUNDER
~

0 ACTIVATE2~
&B===========================================================================
&CThe following is a list of every Black Star Dragonball and the mods it
gives when "activate"d by a Shadow Dragon. Note that these dragonballs
are NOT found in numerical order, however are listed as such:

 &zOne-Star:   &C+8x &zPL, &C-10 &zStr, &C-10 &zSpd, &C-10 &zInt, &C-10 &zCon
 &zTwo-Star:   &C+2x &zPL,  &C+0 &zStr,  &C+4 &zSpd,  &C+6 &zInt,  &C+1 &zCon
 &zThree-Star: &C+5x &zPL,  &C+6 &zStr,  &C+2 &zSpd,  &C+1 &zInt,  &C+3 &zCon
 &zFour-Star:  &C+5x &zPL,  &C+4 &zStr,  &C+6 &zSpd,  &C+5 &zInt,  &C+4 &zCon
 &zFive-Star:  &C+5x &zPL,  &C+4 &zStr,  &C+6 &zSpd,  &C+5 &zInt,  &C+4 &zCon
 &zSix-Star:   &C+4x &zPL,  &C+1 &zStr,  &C+8 &zSpd,  &C+4 &zInt,  &C+4 &zCon
 &zSeven-Star: &C+2x &zPL,  &C+3 &zStr,  &C-4 &zSpd,  &C+2 &zInt, &C+10 &zCon

&CThis makes the grand total for all seven dragonballs:

 &zAll Seven: &C+32x &zPL,  &C+8 &zStr, &C+12 &zSpd, &C+13 &zInt, &C+16 &zCon

&CAnd the total of the two through seven-stars:

&zAll but One:&C+24x &zPL, &C+18 &zStr, &C+22 &zSpd, &C+23 &zInt, &C+26 &zCon

&wSEE ALSO: ACTIVATE, DRAGONS
~

-1 AD ADS ADVERTISING~
&C
It is against the rules of this mud to advertise another mud either on
public channels (say, chat, ask, answer, shout, yell, music, quest, avatar,
newbiechat, any guild, order, clan or council channel, wartalk or racetalk),
through your title, description, or biography or via leaving a note on any
public, guild, order, clan or council board in the Realms.  If you are
asked to desist and do not do so immediately, your priveleges on this mud
may be restricted or terminated.

~

0 ADMINBUILDER ADMIN_BUILDER~
&B=============================================================================&C

Admin Builders are builders that have been promoted after building
at least one *good* area that has been installed.  They are there
to not only continue to build areas, since they have proved to be
very capable of that, but to also help the newer builders learn how
to successfully build on DBSOS.  They are expected to offer tips and
tricks, explain the glitches and odd points of the building system
on this MUD, and keep an eye out to make sure none of the
lower builders are attempting to pull any tricks in their new areas,
or are simply making a bad area because they don't know any
better or want to help their mortal or their friends.  They also have 
more responsibilites, like patrolling channels and checking for 
botters and other players breaking the rules.  Finally, Admin
Builders are generally involved in the higher operations of the MUD,
helping to decide what areas should go in or should be built
next, as well as helping the Coders and Head Builders with things
like quests, watching certain players/Imms, additions to the 
MUD (races, attacks, etc.), and helping to correct bugs or
additions that have not gone as planned.

~

50 ADMINRULE ADMINRULES IMMRULE IMMRULES~
&B==========================================================================&C
                             ___________________
                           _/-------------------\_
                          | ADMIN CODE OF CONDUCT |
                          +-----------------------+

&WDon't Be An Ass
&Y* &CWe are here to make the mud a better place, and to have fun.  If you're
being an ass, you are part of the problem, not the solution.  Having a
'bad day' is no excuse.  Be nice to everyone!

&WAdmins Are Held At A High Standard Of Conduct
&Y* &CWe are here to set a good example to the players.  We should always be
kind and courteous to ALL players.

&Y* &CWe should respond promptly to all questions asked of us over the admin
channel or on the message boards.

&Y* &CDon't bash or argue with other admins in front of, or with regular
players or over public channels.  Keep it private!

&WDon't Use Admin Powers To Help Players
&Y* &CWe are not allowed to help players in any way that could cause imbalance
in the game.  You may not give players zeni, items, enhancements or
information about an area.  This includes, but is not limited to, renaming
items, buying items, invoking items, or providing information on mobs,
items or rooms.  We are, however, allowed to hold tournaments, quizzes,
and the like and give away prizes, but an advanced builder or higher-level
admin MUST authorize these prizes first.

&WDon't Use Excessive Or Unwarranted Punishments
&Y* &CDo not punish someone just because you don't like him or her.  When
anyone is punished place a comment on that person (&WHELP COMMENT&C).  If
there isn't a comment on a player who has been punished, the punishment
will be considered 'unjust'.  The punishment on the player will be lifted
and will not count against the player in any way, and the admin who
punished the player will have his powers restricted until a head builder
or higher-level admin can interrogate the admin in question.  'I forgot'
is not an acceptable excuse.  It will be assumed you were trying to punish
the player with out just cause, unless you can prove differently.  It is
very likely you will lose your job.  Don't forget to post comments on
players!

&WDon't 'Play' The Mud
&Y* &CAdmins should not be playing the mud.  We are here to do our job, if you
want to play the mud make a regular character.  Admins should not be
sparing, grav training, or killing players or mobs, unless they are doing
testing.

Admins who do not follow our code of conduct will be talked to
and encouraged to reread this code.  If they continue to disobey
the code, a panel of head builders and/or higher-leveled admins
will decide what to do about the admin in question.
~

60 ADVANCE~
&C
Syntax: advance <character> <level>

ADVANCE sets a character's level to the specified value.  It is the
only way to create new immortal characters within the game.  ADVANCE
may also be used to demote characters.
~

52 ADVANCEDEXITS~
&C
SMAUG supports having more than one exit in the same direction, as well as
the special direction 'somewhere', represented by a '?'.

If you already have an exit leading north, and would like another one, use
a plus sign '+' in front of the direction:
  redit exit +n 3001          - Adds another exit north to room 3001

To modify an extra exit like this, or to remove it, you'll have to refer to
it by number:
  redit exit #2 3002          - Change the second exit to go to room 3002
  (to know what number an exit is, do an "rstat")

For someone to be able to use the second north exit, you have to set one of
the extra flags (see EXFLAGS) like CAN_CLIMB.  It's also usually a good idea
to set the HIDDEN flag for any special exit so that it looks nicer to those
with autoexits on.

The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
  redit exit ? 3001           - Create a 'somewhere' exit to 3001
  redit exflags ? auto hidden - Set the proper flags
  redit exname ? swim         - Set the keyword "swim"
  ... here, if a player types 'swim' in the room they will move to room 3001

~

-1 ADVENTURE~
&C
   In our efforts to give credit to everyone who deserves it, we almost
   forgot to give credit to one of the "grandfathers" of computer adventure
   games... David Platt, the author of the original "Adventure" (c)1979.

   Also credit to Ken Wellsch for porting the original Fortran-77 version
   to UNIX-C (over a period of about 3 years) (c)1984.
~

0 AFFECTED 'AFFECTED BY'~
&B===============================================================================&C
The 'affected' and 'affected by' commands tell you what spells/skills are
affecting your character right now.  So far there is not much to affect you,
but in the future the number should increase dramatically.  The 'affected by'
command will tell you what flags are on your character right now.  Such as
flying, kaioken, super saiyan forms, etc.
~

51 AFFECTEDBY AFFECTED_BY~
The following are affect flags that can be used when osetting an item
(with oset <item> affect affected <affect flag>).  These flags can also
be used when msetting a mobile (mset <mob name> affected <affect flag>).
They may additionally be used to mset players if your level allows it.

Blind          Invisible    Detect_evil  Detect_invis  Detect_magic
Detect_hidden  **Hold**     Sanctuary    Faerie_fire   Infrared
Curse          **Flaming**  Poison       Protect       Paralysis
Sneak          Hide         Sleep        Charm         Flying
Pass_door      Floating     Truesight    Detect_traps  Scrying
Fireshield     Shockshield  Iceshield    Aqua_breath   Possess

Note - Hold and Flaming are current not in use.

See also: OSET AFFECTTYPES
~

51 AFFECTTYPES APPLYTYPES~
none        strength    dexterity   intelligence  wisdom       constitution
sex         level       age         height        weight       mana
hit         move        gold        experience    armor        hitroll
damroll     save_para   save_rod    save_poison   save_breath  save_spell
charisma    resistant   immune      susceptible   affected     luck
backstab    pick        track       steal         sneak        hide
detrap      dodge       peek        scan          gouge        search
mount       disarm      kick        parry         bash         stun
punch       climb       grip        scribe        brew

Additionally:
weaponspell <sn>    Will cast a spell on victim with every blow of a weapon
wearspell   <sn>    Will cast a spell on wearer when object is worn
removespell <sn>    Will cast a spell on wearer when object is removed
<skill> <modifier>  Will modifify a player's ability in a skill

See AFFECTEDBY
~

0 AFK~
&C&B==========================================================================&C
Going AFK is an abbreviation for going 'Away From your Keyboard'.
The 'afk' command will place an [AFK] flag beside your name on the who
list when activated, as well as informing those who send tells that you
you are afk.  It can be toggled on or off by typing afk, and will also
go off automatically when you enter any command.

~

0 AGGRESSIVE~
&C&B==========================================================================&C
Typing 'style aggressive' will put you into the aggressive style.
This style of combat allows a fighter to strike more effectively, but
leaves many holes in his defenses as well. Fighters who know this tactic
can strike enemies for more damage, but their enemies' attacks will slip
through their defenses for slightly more damage as well.

See Also:  &WSTYLE EVASIVE DEFENSIVE STANDARD BERSERK
~

0 AID~
&B==============================================================================&C
The aid skill allows you to bring a stunned person back to conscious thought.
This is very useful for spars, as afterwards one of the two participants
will be stunned.  Use 'aid <name>' to aid someone.

See Also:  &WSPAR
~

0 ALIAS MACRO TRIGGER~
&B==========================================================================&C
Aliases:  You are allowed to use single command aliases.  So having
  an alias 'kf' for 'kill fighter' is ok, but if you have an alias 'tg'
  for 'train grav 10, train grav 10' that is not allowed.

Macros:  The same rules for aliases apply to macros.  Single command
  macros are allowed, but multi-command macros are not allowed.

Command Stacking:  This is basicly the same thing as a multi-command
  macro that is activated by the 'enter' key.  Command stacking is
  sending multiple commands at 1 time to the MUD in ANY way.  This
  is not allowed.

Timers:  You are allowed to use a _save_ timer to send the save command to
  the MUD.  This is the only legal timer you may use and it must follow the
  single command rule of aliases.

Speed Walking:  Speed walking is NOT allowed.

Triggers:  Any triggers of ANY kind are NOT allowed.

If you are found to be breaking these rules, you will be punished
based on the following guidlines:

  1st Offense: 30 Day Banning and Deletion of Character.

See also: &WBOTTING RULES
~

52 ALIGNMENT ALIGN ZAPPING~
&B==================================================================================
&C
Your alignment can range from +1000 to -1000. When you are +1000 this
means that you are good aligned, when you are -1000 this means you are
evil aligned, and when you are 0 aligned this means you are neutral.
You can change your alignment by killing good or evil aligned mobs.
This will raise or lower your alignment.

The different alignments will allow you to wear different pieces of
equipment. If you are good aligned and try to wear a piece of equipment
which is antigood, you will be zapped, which means the piece of eq will
fall to the ground. The same occurs when you are evil and you try to
wear an antievil piece of eq, or if you are neutral and try to wear
an antineutral piece of eq. You can also be zapped during battle if you
are fighting a mob opposite of your align.

You can find out what your alignment is by typing SCORE.
~

1 ALLIANCE~
Neutral
-------
Default clan status. Clans can PK but cannot raid or defend. 
  
Friendly
--------
If your clan is friendly towards another clan, you cannot PK members
of that clan. This does not restrict that clan in the same way
unless they are also friendly towards your clan. You cannot raid a
clan that you are friendly towards, but again, this does not apply
both ways.
  
Allied
------
For this to be active, both clans have to set each other as allied,
otherwise it is considered the same as "friendly". If you are allied
with a clan, all attributes of the "friendly" status apply, plus,
you may help that clan defend against raiders and, during a raid,
their guards will not attack you.
  
Hostile
-------
If your clan is hostile towards another clan, you may take part in
raids on that clan. This does not apply the other way around unless
that clan is also hostile towards you.
  
At War
------
For this to be active, both clans have to set each other as "at war",
otherwise it is considered the same as hostile. "At war" status is
open PK mud-wide between the two clans involved. Two leaders from each
clan have to declare 'at war' status. If only one leader has declared
wars so far, the 'clanallies' command will show that leader's name.  
~

58 ALLOW BAN~
&C
ALLOW BAN WARN
Syntax:  allow  site/race/class    <address/race/class>
Syntax:  ban    site/race/class    <address/race/class>   <type>    <duration>
Syntax:  ban    show               <class/site/race>      <number>
Syntax:  warn   <site/class/race>  <number>

BAN site will ban a site from playing the game.
BAN race bans anyone with that race from playing the game.
BAN class bans anyone with that class from playing the game.
BAN site/race/class without any other arguemts will give you a list of
currently banned sites/races/classes.
Type can either be a level or one of the following keywords: all,newbie,mortal,
warn. If you set it to a level everyone equal to that level and below will not
be allowed on.  Warn, sends a warning to the Warn: channel that someone if
logging in from the site, with a certaing class or race.  If you add the
duration, the ban will expire in that many days. Sites can be banned with the *
wildcard as well.  Be carefull however as *.edu would ban everysite from .edu,
or *foo* would ban anysite that had the string foo in it.
BAN show, will print out the reason why that particular site/race or class was
banned and by who.  Number can be a class or race name, a site address or
you can use # followed by the ban number.
WARN will toggle the warn flag on a CURRENTLY banned site/class or race.

ALLOW site/race/class  <address/race/class>  removes a site, class or race from
the ban list.  This also can be allowed by using # syntax.

~

0 ANALYZE~
&B=========================================================================&C
Syntax: analyze <item>

 If an item is in your inventory and you wish to know it's stats, you can
simply type analyze example and it will display them in this fashion:

&zObject: &CExample
&zPL Req: &C0

&zSpecial Properties: &C none

It also shows wear location, armor and any affect data such as +1 to
a stat. This prevents auction channel spam with ridiculous prices and
asking other people your items statistics.
~

0 ANDROID ANDROIDS ANDROIDINFO~
&B==========================================================================&C
Androids are modified humans made by Dr.  Gero.  Due to their creator
they had evil intentions - at least Androids 17 and 18 did.  Another
(Android 16) was good, but he wasn't finished.  In the game this bears no
restriction, with all alignments being available to you.  As opposed to
having Ki energy like other fighters, Androids just have one big power
source inside them.  The downside to this in Dragonball Saga Old School is a lack of Ki dependant moves such as Final Flash and Instant Transmission.  However, it does mean that physical attacks pack more punch. 

See Also: &WUPGRADE UPPERCUT EYEBEAM ABSORB ROCKETPUNCH SELFDESTRUCT&D
          &WELECTRICSHIELD CHIPS HELLSFLASH KIABSORB FINGERBEAM SSDBOMBER
          &WEHB
~

0 ANSI~
&B===========================================================================&C
Ansi on/off will enable to disable ansi color.  This will only work if
your terminal has a compatible mode.

See Also:  &WRIP PCOLORS
~

0 ANTIMATTER 'ANTIMATTER BOMB' ANTIMATTERBOMB ABOMB~
&B===========================================================================
&CUsed as a last result against the Z Warriors, Antimatter Bomb is one of many
names for "Omega" Shenron's ultimate technique. With a single open palm, Omega
Shenron gathered a mass of shadow energy above his head and lobbed it towards
his opponent, creating a massive explosion of dark chi.
It may not be a traditional example of antimatter, but those hit by the technique
seldom argue the point.

Antimatter Bomb costs 50 Focus and 5000 Energy to execute.
~

0 APOCALYPSE~
&B========================================================================-
&CThe demons ultimate destructive technique, they search and find the Makeo
Star, and then call forth energies from it, to form a ball of energy of
pure evil.  They then hurl the ball at their enemy inflicting mental
anguish and physical pain. You wouldn't want to get hit by this technique
more than once. 
It costs 50 focus, and 3750 energy.

&RNote: Apocalypse is no longer on the alist after the Kronofication of
      Demons, but may still pop up when fighting certain mobs.

      While the attack itself is pretty, a better attack (one actually used
      in DBZ: Shatter Plane) was seen to be a better choice.
~

0 APPEALS APPEAL~
&B==========================================================================
&wThe 'Appeal' System is fairly simple. If you feel you've been judged wrong,
send a gnote to Shin through your 'Gboards'. In doing so, he'll formulate
either a response, or a prompt removal of your punishment.

All forms of judgements passed by Shin are final. If you feel that he's
not doing a great job, write a gnote about it, and hope that someone else agrees.

Thank you, and enjoy your time in Hell.
     Enforcement Team of DBSOS
&B==========================================================================
~

0 APPLY~
&B==========================================================================&C
To apply for an administrative position on the MUD you must have
played the MUD for at least 2 weeks before applying.  That way we
can get to know you as well as giving you time to learn how this
MUD works.

To apply after that time, post a message to the 'personal' message
board. A head builder or one of the owners of the MUD will read your
message within 24 hours.  They will then set up a time for an
interview with you.  The interview process must be in the presence
of at least one head builder and one owner, but any administrator
is welcome to take part in the interview.

During the interview you will be asked to describe to the interviewers
what experience you have in the position you are applying for.  If
you are applying for a building position then you will also be asked
to give the interviewers at least 2 ideas you have for new areas that
you could be assigned to build.  You will also be asked other questions
to determine how well you will perform your tasks if you were hired.

The position of a head builder can not be applied for as you did for
the position of a builder.  Before you can even be considered for a
position as a head builder you must have finished at least 2 new areas.
After that, the current head builders will begin to look at your
building skills to see if you might be eligible for a head builder
position.  If they think you would be a good head builder, they will
talk to an owner and then we will all decide if you should be promoted.
*&RDO NOT ASK TO BE A HEAD BUILDER&C*, we will contact you.
~

0 APPRAISE~
&B===========================================================================&C
You can use 'appraise all' or appraise a certain item while at a repair
shop, where the scientist resides.  He'll tell you if it needs repair,
and if so, how much it will cost.

See Also:  &WARMOR REPAIR
~

0 AREA AREAS~
&B===========================================================================&C
The 'areas' command displays an alphabetically sorted list of all areas
within the game, together with the author and suggested level range of
each area.

The 'areas old' command displays an unsorted list of all areas (the old
style), as well as the author and suggested level range of each area.

You can specify a level range to see a list of all areas with suggested
ranges which encompass the argument.  This can be a little awkward as
each area has a low and a high suggested range.  Suffice to say that if
an area's level range matches even one level of the range you request,
it will be displayed.

~

0 ARMOR~
&B=========================================================================&C
Just like in the show, and on most MUDs, you can buy or find armor
on DBSOS.  Based on a system with a max armor rating of ten thousand,
armor will absorb damage for you during fights.  As it does so, it
will take damage and need repairs.

See Also:  &WAPPRAISE REPAIR
~

52 ARMORCLASS~
.
&gThere are two values used with armor class for object type Armor:

&GValue0: Variable amount based on level of item at repop.
Value1: Maximum repairable armor setting for the object.

&gSetting Value0 has no effect. It will re-adjust itself on repop based on
the repop level of the item. Setting Value1 below the expected repop value
for Value0 will result in an item that cannot be repaired until Value0 drops
below Value1's setting. The listing below gives you a rough approximation of
the values returned for Value0 based on level:

&GLevel Invoked   Value0   Level Invoked   Value0   Level Invoked   Value0
-------------   ------   -------------   ------   -------------   ------
      1           1-3         10           3-5         20           6-8
     30           8-10        40          11-13        50          13-15

&gThe amount that Value0 is set to determines the amount the player's A.C. will
be adjusted.

&gSee also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, and OMENU.
~

55 ASET~
&C
Syntax:  aset <area filename> <field> <value>

Aset is used to set the following fields for an individual area:
author    - The name of the area's author
name      - The full "name" of an area... ie: {10 20} Somegod  Some Area
filename  - The filename (ie: somearea.are)
lo_room   - The lowest room vnum
hi_room   - The highest room vnum
lo_obj    - The lowest obj vnum
hi_obj    - The highest obj vnum
lo_mob    - The lowest mob vnum
hi_mob    - The highest mob vnum
low_economy - minumum amount of gold the area will start with at reboot
max_economy - maximum amount of gold the area _can_ start with at reboot
resetmsg  - Message displayed throughout the area at reset
resetfrq  - Number of minutes between area resets
flags     - Area-wide flags:  nopkill

The area must be folded to make these changes permanent.

See ASTAT, ECONOMY, FOLDAREA
~

0 ASSISTANT_HEAD_ENFORCER AHE ASSISTANTHEADENFORCER~
&B============================================================================
&W
&WHead enforcers second hand man. Takes care of immortal - mortal relations
keep the mortals under control, and also the lower immortal staff, make
sure that they are doing their job.

   * Promoting a friendly MUD experience for all players, and immortals alike.
   * Assisting other administrators when they need help.
   * Keeping an eye on Administration and Players alike for cheating.

The AHE is a replacement for the Head Enforcer, when they are not online,
it is AHE's job to do things that Head Enforcers do.

&B============================================================================
~

58 ASSITANT_HEAD_ENFORCER AHE ASSITANTHEADENFORCER~
~

55 ASTAT~
&C
Syntax:  astat                      (area stats for the area you are in)
Syntax:  astat <filename of area>   (area stats for specified area)

Astat displays the vital stats of an area, including the following:
Name:            title of the area
Filename:        filename of the area
Prototype:       If the area is prototype or under construction, will be 'yes'
Max_players:     max # of players in the area as of last reboot
IllegalPks:      number of illegal pkills in the area since last reboot
Gold looted:     total amount of gold looted from the area since last reboot
Area Economy:    current pool of gold for the area (not including player gold)
Mdeaths:         number of players mobs killed in the area since last reboot
Mkills:          number of mobs killed in the area since last reboot
Pdeaths/Pkills:  number of players killed by players in area since reboot
Author:          name of the area's author
Number Players:  current number of players in the area
Area flags:      area-wide flags (such as nopkill)
Low/hi_room:     first/last room vnum of the area
Low/hi_obj       first/last object vnum of the area
Low/hi_mob       first/last mob vnum of the area
Soft range:      level range recommended for the area
Hard range:      level range enforced for area (outside range cannot enter)
Resetmsg:        current reset message for the area at repop
Reset frequency: frequency with which the area resets

See ASET
~

51 AT~
&C
Syntax: at <location> <command>

AT executes the given command (which may have arguments) at the given
location.  The location may be specified as a vnum, as the name of
a mobile or player.

AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

55 ATOBJ~
&C
Syntax: atobj <object> <command>

ATOBJ executes the given command (which may have arguments) at the given
object.

ATOBJ works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

53 ATTACKS~
&C
bite          claws        tail        sting      punch        kick
trip          bash         stun        gouge      backstab     feed
drain         firebreath   frostbreath acidbreath lightnbreath gasbreath
poison        nastypoison  gaze        blindness  causeserious earthquake
causecritical curse        flamestrike harm       fireball     colorspray
weaken

See MSET and DEFENSES  (Some are not implemented).
~

0 AUC AUCTION~
&B===========================================================================&C
The auction command is used for performing auctions.  Simply typing auction
will display the current item being auctioned, if there is one.
If nothing is being auctioned, auction <item name> <starting value> will
begin an auction.  If no starting value is specified, it begins at 0 gold.
If nobody has bid on your auction once it ends, you will be charged 5% of
your starting value, so be careful!

Auction bid <value> will place a bet for the item.
At the present, if the mud crashes in mid auction, you will lose both
your bidded money and the item.  This will at some point be fixed.

You may see your Auction Limit in the Config menu.  Auctions for items with a
powerlevel requirement of less than this number shall be ignored.  You set
this by typing 'auction limit #'.  If you bid on an auction below this PL,
you will see the rest of the auction.  The same will happen if you put an
item up for bid that is below your limit.  However, these actions tend to change
your Auction Limit to match the items being auctioned.

&Y* Auctions will not be stopped for overbidding or misbidding *&C

&CSee Also:  &WAUCTION2 CONFIG
~

0 AUCTION2~
&B==================================================================================&C
Auction will also work with the following arguments:

au bid 20k      - bids 20000 coins
au bid 20k500   - bids 20500 coins (20,000 + 500)
au bid 20k5003  - bids 20500 coins, too (only checks first 3 chars after "k")
au bid 1m       - bids 1 million coins

On an existing bid of 10000:
au bid +10       - adds 10%, making the bet 11000.
au bid +         - adds 25% (the default if no number given), bet is 12500.
au bid x         - multiplies by 2, making the bet 20000.
au bid x5        - multiplies by 5, making the bet 50000.

See Also:  &WAUCTION
~

51 AUCTIONSTOP~
&C
Syntax <auctionstop>

&WAuctionstop is to be used to halt the auctioning of illegal items, ie:
deadly equipment, order/clan/guild items. Auctions are NOT to be
stopped for overbidding, misbidding, or misauctioning.
  Other items the auction can be stopped for are balls of light and
recall scrolls if sold alone. If they are inside a container with other
items, they may be auctioned.
&W
~

0 AUTODELETE~
&B==========================================================================&C
All player files are scaned once a day to determine if they have been
inactive for too long.  The current auto-deletion of 'newbie' players
(those players under 1,000 PL) takes place after 1 week (7 days) of
inactivity.  The auto-deletion of all other players takes place 3 months
(90 days) of inactivity.  Administrators will not be subject to these
auto-deletes.

See Also:  &WDELETE
~

51 AVTALK~
&C
Syntax: avtalk <message>

This allows you to use the avtalk (level 50+) channel.
~

51 BAMFIN BAMFOUT~
&C
Syntax: bamfin  <message>
Syntax: bamfout <message>

The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~

51 'BAN 50'~
&C
Seeking to ban a site above level 1 should be an extremely rare situation. One
in which the actions of one or more key persons from a site are deemed to be
a detriment to the enjoyment of a large portion of the players in the game.
Such person(s) are generally deemed to be beyond rehabilitation at this time.

When seeking to ban a site, make use of the Grub command to both see the impact
of the ban, and to get a list of all character names from the site. You can use
this list to keep an eye out for these characters coming in from other sites,
as it's obvious these days that a site ban may not always cure the situation.

All site bans above level one should be set at level 50 or higher. It should be
a rare instance in which a site is banned at some in between level. Only in the
direst of instances would a site be banned above level 50, as this will affect
immortal level players as well.

See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN DURATION'
~

51 'BAN DURATION'~
&C
The standard set for ban durations are as follows:

Newbie Ban:          1) One week on first instance.
                     2) Two weeks for the second.
                     3) One month at newbie, or level 50 for third.
                     4) Permanent at newbie, or level 50 for 4th offense.

Bans for level 2-50: 1) One month for first instance.
                     2) Two months, or permanent for 2nd.
                     3) Permanent for 3rd offense.

All bans above level 50 should be permanent by their very nature.

&WReminder - Without documenting each time we ban a site, we will have no
           source of history on sites. Always remember to post a note
           detailing the reasons for the ban.&C

See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN 50'
~

51 'BAN NEWBIE'~
&C
Banning a site is a form of last resort, as it not only affects the offending
player or players, but will also affect every other player from that site.
Before seeking to ban a site, even for a temporary level 1 banning, make
sure you have exhausted all other options first.

In the case of newbie bans, most such instances arise through the actions of
one or more abusive players who log in a newbie and begin swearing, spamming,
threatening, etc.. Many times this has developed from an immature player's
frustrations over getting a name authed. If you find a player going through a
series of silly names trying to auth them, make every effort to try and talk
with them first. If this fails, use Fquit to discourage them. If you have
Disconnect, use this instead, as it is less provoking than fquit (makes it
appear as if they simply lost their conneection). If they continue their
efforts, send them warnings to get their attention. Use freeze if you have it
(or if someone else is on who can use it) to get their attention and make sure
received the message. Then, and only then, once you've exhausted all avenues
at being civil, you can use ban in good conscience. You've given the player(s)
every chance to cease their actions and given them fair warning over the fact
that if they continue they risk getting banned.

See also: 'BAN ALLOW' 'BAN 50' 'BAN DURATION'
~

58 BARENUM BARESIZE~
&C
Syntax: mset <mob> barenum <number>
mset <mob> baresize <num>

These mob fields control the mobs ability to fight without weapons.
Barenum is the low end of the damage done and baresize is the multiplier.
For example: barenum 10 and baresize 5 would have the effect of allowing
the mob to hit barehanded for 10-50 damage.

* This field also affects experience gained.
Experience is calculated as follows:
^level 3*5 + max_hit +barenum *baresize +damroll * 50
+hitroll *ch -> level *10
~

1 BASHING~
&B==========================================================================&C
Bashing is loosely defined as: unnecessarily insulting a person or group
of people with intent of doing harm or causing humiliation.  It can also be
defined similarly to harassment if an insult is repeated over and over.  As
with any verbal communication, it is up to the recipient to determine if he
or she has been bashed.  Have a log handy to show the admins when you
report it.

And remember that bashing =/= constructive criciticm.  Admins have the
authority to decide whether or not you have been criticized or bashed.  But
a rule if thumb is that if you're calling someone a name (or other insult),
you're bashing, while if you're telling them to stop doing something,
you're probably criticizing.

Bashing can occur on channels, in private, or on boards.  And it can be
directed at anything relating to the person(s).  Quite common to DBSOS has
been RP-related bashing on the boards and on channels.

Examples of bashing:
"You're a mother f*cker." (This would be compound swearing and bashing.)
"Go suck a big donkey dick you homo." (Bashing, potentially harassment.)

Not examples:
"Your RP really sucks."
"Quit being a bastard."
&D
~

0 BBK 'BIG BANG KAMEHAMEHA'~
&B======================================================================
&C
 A saiyans body, being of a warrior race, is capable of gathering and
storing mass amounts of energy. When controlled correctly and used to
the best of the warriors ability, the unleashed energy can create truly
awe-inspiring attacks. The attack 'big bang kamehameha' spawns from a
fusion of thier two most deadly attacks to create an attack above
that of most others. It takes 47 focus and 3,000 energy to use.
~

0 BERSERK~
&B==========================================================================&C
This tactic is truly powerful, for it causes the fighter to allow pure
rage to flow through him, at the cost of his own judgement and care for
his or her well-being. While the berserked fighter will strike deeper
into an enemies' flesh, his foes will be able to take advantage and bury
their weapons deeper into the berserker.

See Also:  &WSTYLE AGGRESSIVE DEFENSIVE EVASIVE STANDARD
~

60 BESTOW BESTOWMENTS~
&C
Syntax: bestow <victim> command [command] [command] etc
bestow <victim> list
bestow <victim> none

Bestow is used to give a command to a player that the player would not normally
have. Bestow victim command will give the command to the person, bestow victim
list will show all commands corrently bestowed on the person, and bestow victim
none will remove all bestowments.
~

55 BESTOWAREA~
&C
Syntax: bestowarea <victim> <filename>.are

This command allows members of the Area Council to bestow area names
to immortals so that they can engage in group building.

Once an AC member bestows a proto area on a player, that player can
use the aassign command to assign themselves that proto area in order
to help the owner of the proto area.

Examples:

bestowarea joe bob.are           allows joe to work on bob's proto area
bestowarea joe                   lists all of joe's bestowed areas
bestowarea joe list              ditto
bestowarea joe none              removes all of joe's bestowed areas

~

0 BIGBANG BB~
&B=======================================================================&C
A technique as explosive as its namesake, Big Bang creates a very 
large 'bomb' of ki.  Any opponent on the receiving end of this attack 
will rue the day the universe was created.  Big Bang requires 1000 
energy and 20 focus to fire.

See Also:  &WBBK&D
~

0 BIO DESC DESCRIPTION~
&B==========================================================================&C
The 'description' command puts you into an editor to edit your character
description (what people see when they look at you).

The 'bio' command puts you into an editor to edit your personal bio, which is
what people see when they use 'finger' or 'whois' on you.

An Immortal can request you change your description or bio if it contains
inappropriate material.  Do not use profanity, racial slurs, sexual comments,
other players names (without their permission), or off-color remarks.  Refusal
to change your bio, description, or title on Immortal request is grounds for
loss of character privileges.


Bio is short for Biography, which is a glimpse into some part of your
character's life.  This glimpse helps to shed light on why your character
has the personality you're using while roleplaying.

This bio is what others will use as a starting point for "first contact"
when dealing with your character, so it should be crafted to make a good
first impression.

So, what do you need to do to get your Bio authed?

Here are the &Wminimum&C requirements needed to have your bio authed.

* Must be at least 200 words long
* Must be free of misspelled words
* Must be relatively free of grammar mistakes
* Must be well-formatted (use of format command is recommended)
* Fulfils one of the following:
  * Describes your childhood
  * Describes an important event that helped shape your personality
  * Paints a vivid picture of your personality/goals/motives

In addition to these, it is strongly suggested that your bio also fulfill
the following:

* Lists any family members who may take part in roleplaying
* Gives a short description of your character, including age

And here is a list of things to &Wavoid&C in your bio.  Putting them in
doesn't mean your bio won't be authorized, it just means that it'll have to
be extra good before we'll think about it.

* Names of DB/DBZ/DBGT characters
* "My parents were killed by ...."
* "I'm seeking revenge on ..."
* Training with and/or possession of weapons
* Techniques for which there are no skills/abilities currently coded

Once you have written your bio use the 'reqbioauth' command to have it
queued for authorization.  Please do not ask/beg/pester the Admin to look
at your bio, we will do our best to get to it as quickly as possible.

This is not an exhaustive and all-encompassing list, and as such there may
still be things in your bio that will cause us to deny it.  When your bio
is denied you will receive a message stating why it was denied.  Keep in
mind that the message comes through like any other message, and if you're
in the middle of something spammy you'll probably miss it.  Because of that
we'll do our best to notify someone when we're going to review their bio
so that they will be able to reduce their spam and see any messages that
may be sent to them.

Last, and certainly not least, once your bio has been authed please do not
make any changes to it.  If things with your character change then use the
RP board and/or the web site to chronicle the continuing life and times of
your character.
~

-1 BIO-ANDROID BIOANDROID~
&B=============================================================================&C
Another of Dr. Geros creations.  All bio-androids start out like a blank slate.
All that they have been programmed with are some basic fighting techniques and
the knowledge that to become the perfect being they must use their powerful
tail to absorb their victims.

Bio-androids do not learn like the other races.  They must absorb knowledge
from their victims.  When a bio-android absorbs someone learn what their
victim knew.  This is how a bio-android learns skills and abilities.  They
can learn almost all the skills and abilities that the other races have.
The only things they can't learn are racial transformations and the other
races most powerful attacks.  Most skills and abilities will be learned
by killing other players, how ever the basic skills can be absorbed from
some mobs.

While fighting, bio-androids don't gain very much power level because they
were not created to become stronger by fighting.  At the end of each fight
bio-androids will absorb their victims and gain the power level that wasn't
gotten by combat.  As more and more victims are absorbed the more takes on
the abilities of those races.  Even to the point that they can begin to
gain power level at the same rate as other races.

Bio-androids are one of the best pk races, if not the best.

&CSee Also:  &WPERFECTION UPPERCUT KIBURST SUPERNOVA

~

0 BOARD BOARDS ARCHIVES ARCHIVE~
&B===========================================================================&C
Note boards are available throughout the Realms for you to post notes to
that deal with various topics like guild, order, council or clan
communication, announcements from the immortals, and questions for
the immortals or other people on the mud.

Use 'note list' to view the note posted on each board.  Type 'help note'
for detailed information on using the Realms note system.

See Also:  &WGBOARD GNOTE NOTE NOTE2
~

51 BODYBAG~
&C
Syntax: &Wbodybag <name> <bag/yes>
          bodybag <name> will show the status of the corpse.
&C
BODYBAG gets all of <character's> corpses and puts them in your inventory
to do with as you wish.

If you find yourself getting the wrong corpse, post a bug report immediately!
See also TIMER
~

0 BORROW BORROWING~
&B==========================================================================
&w
Borrowing. A common practice done on the game, only to have caused problems.
Borrowing is basically giving someone your equipment/zeni/items temporarily.

Borrowing is not condoned if they decide to screw you over. Equipment is
difficult enough to try and keep up with, without people complaining about
'he-took-she-took' nonsense. In short, Borrow at your own risk.

&B==========================================================================
~

50 BOTCHECK~
&CHere's a helpfile to help while hunting botters. It has every permutation
of possible death messages in CoU, except for clan members. If the person
is in a clan, you must modify what you send to have their clan admin 
instead of the Supreme Kai. You can either copy+paste all of one of these,
or you can use them one line at a time.


&Y**** CONFIG +AUTOLOOT, NON-BIOANDROID ****&w


recho &&RA Newbie Fighter is DEAD!!
recho &&rA Newbie Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Fighter is DEAD!!
recho &&rA Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Better Fighter is DEAD!!
recho &&rA Better Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RAn Advanced Fighter is DEAD!!
recho &&rAn Advanced Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Supreme Fighter is DEAD!!
recho &&rA Supreme Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RAn Ultimate Fighter is DEAD!!
recho &&rAn Ultimate Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Master Fighter is DEAD!!
recho &&rA Master Fighter hits the ground ... DEAD.
recho &&wI see nothing like that in the corpse.
recho &&wI see nothing in the corpse.
recho &&wThe Supreme Kai gives you one zeni for your sacrifice.


&Y**** CONFIG -AUTOLOOT, NON-BIOANDROID ****&w


recho &&RA Newbie Fighter is DEAD!!
recho &&rA Newbie Fighter screams furiously as he falls to the ground in a heap!
recho &&wI see nothing like that in the corpse.
recho &&wThe corpse of A Newbie Fighter holds:
recho &&O     Nothing.
recho &&OThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Fighter is DEAD!!
recho &&rA Fighter screams furiously as he falls to the ground in a heap!
recho &&wI see nothing like that in the corpse.
recho &&wThe corpse of A Fighter holds:
recho &&O     Nothing.
recho &&OThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Better Fighter is DEAD!!
recho &&rA Better Fighter screams furiously as he falls to the ground in a heap!
recho &&wI see nothing like that in the corpse.
recho &&wThe corpse of A Better Fighter holds:
recho &&O     Nothing.
recho &&OThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RAn Advanced Fighter is DEAD!!
recho &&rAn Advanced Fighter screams furiously as he falls to the ground in a heap!
recho &&wI see nothing like that in the corpse.
recho &&wThe corpse of An Advanced Fighter holds:
recho &&O     Nothing.
recho &&OThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RA Supreme Fighter is DEAD!!
recho &&rA Supreme Fighter screams furiously as he falls to the ground in a heap!
recho &&wI see nothing like that in the corpse.
recho &&wThe corpse of A Supreme Fighter holds:
recho &&O     Nothing.
recho &&OThe Supreme Kai gives you one zeni for your sacrifice.

recho &&RAn Ultimate Fighter is DEAD!!
recho &&rAn Ultimate Fighter screams furiously as she falls to the ground in a heap!
recho &&wI see nothing like that in the corpse.
recho &&wThe corpse of An Ultimate Fighter holds:
recho &&O     Nothing.
~

0 BOTTING~
&B========================================================================&C
Botting is when a player is using triggers, scripts, or an external
program to completely automate the actions of his or her character. Players
usually use this technique to gain power level, zeni, or items while he or
she is away from their computer so that they can have an advantage over
legitimate players.  Botting IS a form of cheating, and we punish cheaters
very harshly.

Administrators have many ways to detect if a player is botting.  One of the
most simple ways for admins to detect a botter is to, simply, ask. If you
do not respond to 'tells' by an admin and your character has not turned on
their 'AFK' flag it will be assumed you are botting and you will be
punished.

Note that a player does not necessarily have to be away from his or her
keyboard to be considered a 'bot.' So long as you're using any form of
triggers and/or timers to kill mobs, you are botting.

Also note that we will test for triggers before we punish. So if you have
been punished for botting, then your trigger has been found out, and
whining about claiming to be innocent will get you no where.

For further information about aliases, triggers and such, please read 'HELP
ALIAS'.

See Also: &WALIAS RULES ADMINRULES 
~

0 BOUNTY~
&B==========================================================================&C
Syntax: bounty <amount> <player>
Syntax: bounty all      <player>
Syntax: bounty collect
Syntax: bounty check    <player>
Syntax: bounty check
Syntax: bounty buy
Syntax: bounty who
Syntax: bounty hunt (player) (pay)

Bounty <amount> <player> sets a bounty worth <amount> gold on a players
head to be collected by whomever kills that player. It can not be set
on a fighter in training.

Bounty all <player> sets a bounty worth all of the gold you have on the
head of that player.

Bounty collect is to collect on bounties that you have claimed from the
heads of other players.

Bounty check <player> is to check the value of a players bounty.

Bounty check is the only command that can be used when not in the
presence of a bounty officer. This tells you the value of any bounty
on your head as well as how much bounty you have claimed, and are owed,
if any.

Bounty buy will let you buy the bounty on your head so that no one
can collect it.  This will cost 2x the price of the bounty.

Bounty who will tell you who put the bounty on your head.  This
will cost half the price of the bounty.

Bounty hunt will show you a list of everyone who is online who has
a bounty on them and the reward.

Bounty hunt (player) (pay) is how you accept the hunt for a player.
If you only type the players name then it will tell you how much the
'service fee' is for taking that bounty.  Use 'pay' to confirm.

~

0 BSDB~
&B===========================================================================
&CUpon creation, every Shadow Dragon knows certain truths in their path to
becoming a worthy fighter, the most important of which pertain to the Black
Star Dragonballs.

For each of the seven current Dragon Lords exist a Black Star Dragonball, and
within each of those seven dragonballs exist a sort of spiritual key to the
untapped potential of the Shadow Dragon race.

But the seven Lords have hidden, under some sort of distress. They have left
their lesser brethren to fend for themselves as they combat an evil of their own,
however welcome any challengers that might find them and desire the powers of
their dragonballs.

This much is known about them, in order from weakest to strongest:

 &YRage Shenron is the Dragon of Electricity, and would choose a place to hide
 among much electric power, possibly in a large city.

 &gHaze Shenron is the Dragon of Poison, and finds his home among toxins. As
 toxins are found most commonly in insects, some sort of nest of venomous ones
 would be the most likely place one would find him.

 &BEis Shenron is the Dragon of Ice. He prefers areas of extreme cold, regardless
 of burden or discomfort. Look for him in a frigid place.

 &ONaturon Shenron is the Dragon of Earth, and likes deep and dark places in which
 to hide. He is also fond of destroying large structures for fun, so he may be found
 deep beneath a large building or structur.

 &COceanus Shenron is the Dragon of Wind and Water. She would be most comfortable
 somewhere high above the ground, possibly in a great tower of some sort.

 &RNuova Shenron, the Dragon of Fire, is a selfless individual who would be more
 concerned with other matters than finding a suitable place to hide. Chances are
 he resides somewhere out in the open, focusing on other matters.

 &zAnd finally, Syn Shenron is a mystery to all. Perhaps one of the previous six
 can point a worthy Dragon in the right direction.

&wSEE ALSO: ACTIVATE, DRAGONS
~

58 BSET BSTAT~
&C
Syntax: Bset <board filename> <field> <value>
Syntax: Bstat <board filename> (same room as board needs no args)

BSTAT will show the current setting for the statted board.

BSET will set new values for a given board.
Correct FIELD values for Bset are:
  ovnum, read, post, remove, maxpost, filename, and type
  read_group, post_group, extra_readers, and extra_removers
  All boards will be type 1, except Nerif's mail board (type 2).
Action FIELD values include:
  oremove, otake, olist, oread, ocopy, opost, and postmessg
  These should be followed by the message to be sent to those
  who are at the board, but not performing the action (similar
  to mpechoaround). Postmessg is the only message that will be
  seen by the actor of a Bset action value.
~

0 BUILDER~
&B==========================================================================&C
As a builder you have more responsibilities than a play tester
since you have a higher position on the MUD.  Your responsibilities
are as follows in the order of priority:

&W *&C To Work on the projects assigned to you by a head builder.

 &W* &CTo administer other players by answering questions.

You may always ask a head builder for assistance when you need it.

See Also:  &WAPPLY
~

51 BUILDING GUIDELINES~
&g+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
&cHere are some building guidelines by Koronto. Please follow these when 
building all areas. :)  This has been updated by Gemini.

&YRoom Descs:
&cThe absolute minimum desc size for rooms is four lines. (Only if there are
a bunch of unimportant rooms with all unique descs. Most should have five
lines.)
Rooms of any importance need descs of at least five lines. More is better.
Do not describe mobs in room descs. If the mob isn't there, then the room
desc will make no sense. You may, however, describe "mobs" that aren't
actually mobs. (Like a crowd of people in a busy intersection)
If the player would ever reasonably want to interact with such a "virtual"
mob, then make it a real mob and take it out of the room desc.
Exception to the rule: If the mob is a part of the room, meaning that they
cannot be killed and they cannot move from the room, then they may be used
in the desc SPARINGLY.

&YMob Descs: 
&cThe average mob does not require a description, but unique and rare mobs
should have at least two lines of description. (I'm talking about their
desc, not their longdesc, which should ALWAYS be set.)

&YObj Descs:
&cIf an object is totally unimportant, and it needs no further description
than its short desc, it doesn't need a desc. Otherwise, it needs a desc.
(If the player will not know what the object actually is from the short
desc, it MUST have a desc.) If in doubt, give it a desc.
(To set obj descs, use "oset object ed keyword1 keyword2 keyword3 ..."
All these keywords will view the same desc. You can set more ed's if you want
players to be able to examine specific parts of an object)

&YGeneral desc guidelines:
&cIn descs, do not force actions on the player. Don't describe emotions that
the character is feeling, and don't say what the character wants to do.
Do not tell a 'story' with your descs. The desc should be a static
description. If a player has been sitting in a room for 10 minutes and looks
at the desc, it needs to make sense. To describe events, use progs instead.
If in doubt about whether to give something a desc, or as to the length of
a desc, go for making it longer.
&RIMPORTANT:&cThe word 'you' should be used VERY sparingly, and should only
refer to the universal 'you'.  For example, "You'd need to fly in order to
reach the higher ledge."

&YGeneral mob guidelines:
&cDo not make instarepopping mobs. This includes mobs that can be created by
players at will. (with speech progs, etc) There may be exceptions for certain
quests, but make sure that the mob has good enough stats to make it not
worth fighting for PL.

Set appropriate stats and fight progs on ALL non pacifist mobs! Don't ever
let players fight mobs with the default 10 stats (Unless you're making a
100-pl area ;P) The same goes for progs. Mobs past the pl where melee 
becomes useless MUST have energy attacks. (Or mppldamage attacks)
Otherwise they are no challenge to kill whatsoever. Most mobs should have
extra attacks per round, and anything above 100million pl should have at
least three attacks. (set numAttacks to 2 for three attacks per round)

For hi-pl mobs (or low-pl ones that you want to be especially challenging),
be sure to set the damdie to significant values. (Also possibly the hitdie.)
This lets melee attacks actually hit and actually do damage.

&YGeneral object guidelines:
&cObjects gotten from quests should be better than objects dropped from
mobs. Objects dropped from mobs should be better than items sold in stores.
&g+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
~

0 BURNINGATTACK BA~
&B========================================================================&C
This attack is mostly considered a 'distraction', something to shoot
at your enemy while gathering focus to let loose a larger attack.  The 
user thrashes their hands through the air wildy, before firing a small 
ball of 'burning' energy.  It uses only 22 focus and 950 energy.

See Also:  &WBUSTER&D
~

0 BUSTERCANNON BC~
.&B=========================================================================
&C The Buster Cannon technique is one developed exclusively by Halfbreeds,
and has been kept within the 'family'. The technique is similar to the Final
Flash, but is much more focused on quickness in both charging and firing than
complete obliteration.

While it is no Final Flash, Buster Cannon does a respectable amount of damage,
and requires a mere 16 Focus and 650 Energy to execute.
~

0 BUY LIST SELL VALUE~
&B==============================================================================&C
Syntax: buy   <object/#>
Syntax: buy   <# of object> <object/#>
Syntax: list
Syntax: list  <object>
Syntax: sell  <object>
Syntax: value <object>

BUY buys an object from a shop keeper.
BUY <# of object> <object> will allow you to buy up to twenty of a normal
store item at once.

LIST lists the objects the shop keeper will sell you.  LIST <object> lists
just the objects with that name.

SELL sells an object to a shop keeper.

VALUE asks the shop keeper how much he, she, or it will buy the item for.

~

1 CALLSHIP~
Syntax: callship [list/ship name]

This command will call your ship back to you when you've left it
some where else.  You must be at a normal docking port and your
ship has to be docked some where.  The callship command will not
return a ship that flying around somewhere.

A scouter is required to communicate with your ship, unless your
and android as they already have communication systems built in.

'Callship list' will list all the ships you own or can pilot as well
as where they are in the universe.

'Callship <ship name>' will call back the ship you specify.
~

65 CANDYBLASST CB 'CANDY BLAST'~
&B=========================================================================
 &CUsing thier powerful head mounted tentacles, genies can zap thier opponents
with a magical force which swiftly transforms them into candy and halves thier
current powerlevel, during this time they will have a candy aura. After five
rounds of combats pass, the victims power returns to its former state. This
powerful technique can only be used every 45 minutes for 45 focus and 4500
energy.
~

0 CANDYBLAST CB 'CANDY BLAST'~
&B=========================================================================&C
A powerful yet strange attack used by Genies, it is not yet mastered like
Buu's version. This version only turns your opponent to candy for 5 rounds.
This technique takes 4500 energy and 45 focus.  Due to the fact that this
attack is extremely powerful, it can only be used every 45 minutes.
~

61 CEDIT~
&C
Syntax:  cedit save
Syntax:  cedit <command> create [code]
Syntax:  cedit <command> delete
Syntax:  cedit <command> show
Syntax:  cedit <command> [field]

Field being one of:
  level position log code

Cedit create is used to create the entry and name for a new command.
Cedit delete is used to delete a command.
Cedit code is used to assign a defined section of code to a command.
Cedit show displays current statistics on a command.
Cedit level sets the minimum level for usage of a command.
Cedit position sets the min_pos for execution of the command.
Cedit log determines the manner in which the command will be logged.

Use 'cedit save' to save changes permanently.

See RESTRICT
~

-1 CHANGES~
&C
This is a list of all the changes that have been done to the orignal
SMAUG 1.4a code.

&W Date&C
========
04.02.01 ::> Downloaded and Installed SMAUG 1.4a
======== ::> Yeah! Compile errors!
         ::> "Not wanting to deal with MUD" time.
         ::> Fixed Compile errors.
         ::> Run MUD for the first time.
         ::> Fixed PC save "bug".
========
04.03.01 ::> Cleared out stock races and classes.
======== ::> "Removed" class system.
         ::> NEW RACE - Basic Saiyan information.
         ::> Changed SCORE format.
         ::> All races have been setup with their basic info.
========
04.09.01 ::> Got the auth system working. (I didn't want to use mpapply)
======== ::> Got the save system working. (you can save now if your authed)
         ::> Attack Modifier implemented. (needed for PL conversion)
         ::> All major references to exp have been changed to PL.
         ::> Removed movement system and used "max_move" for "current PL".
         ::> Finally finished the conversion from Exp level to Powerlevel .
         ::> Found out that a divide by zero error crashes the mud. So I
                had to set the default PL of mobs to 1 so a builder who wasn't
                thinking wouldn't kill the mud.
         ::> Reformatted the prompt so it displays the "real" information.
         ::> Got lifeforce working as a percent of your total HP.
         ::> Removed hunger and thirst code because it annoys me.
         ::> I think armor will work by preventing a % of damage, but I can't
                test it because mobs can't seem to hit PC's...
         ::> The races can now use their languages.

See also: &WCHANGES2
~

1 CHANGES2~
&W Date&C
========
04.10.01 ::> Fixed bug in gain_exp().  now PC's won't gain 169,084,960 PL every
========        every time they kill a mob.
         ::> attmod = (float) (PL1 / PL2) doesn't really work does it?  Fixed
                that syntax and now the fighting system works with PL's! (Was
                having problems with who ever had the higher PL, even by 1
                point, the lower PL person (mob or pc) would always miss the
                other guy)
         ::> Armor now prevents damage done to you. (tested it and it works!)
         ::> Added "train" code. Now you can train your stats higher. I haven't
                tested it yet because I've got more important stuff to do
                first.
         ::> Added grav training code.
========
04.11.01 ::> Removed almost all code referencing the old "AD&D" classes and
========        races. Only stuff in the spell.c and skill.c still reference
                old guys, but I'll be wiping those files soon so I don't care.
         ::> Sweet! I figured out how to add new fields to the PFile with out
                screwing up the mud.  I added PL, MaxPrac, Train, MaxTrain
                fields. Now current PL is linked to PL and not Max_Move, and
                your training points are linked to Train and not Move.
         ::> "Levels" are now set up so you can gain energy, pracs and trains
                when your pl gets to certain levels.

See also: &WCHANGES3
~

1 CHANGES3~
&W Date&C
========
04.12.01 ::> Immortals can now "die" just like normal PC's.  The only differenc
========        is that imms don't leave corpses.
         ::> All PC's have the dodge and anticipate attack skills. Dodge is
                affected by your dex and anticipate is affected by your int.
         ::> Increased bare hand damage to 2d4 (it was 1d4) it was taking to
                damn long to kill mobs.
         ::> Lowered starting stats from 13 to 5 and gave all races str as
                their prime attribute so str will start at 8.
         ::> Installed a color patch.  Now color's display properly.
         ::> Increased the maximum vnums allowed from 32k to 2bil.
========
04.13.01 ::> Added "GODSET" command because I needed more admin power then
========        "MSET" had.  I will also be adding "GODSTAT" soon.
         ::> Fixed up the "SCORE" command.  I will be adding color to it in the
                next few days.
========
04.17.01 ::> I got practicing working they way I want it to (so imms can't lear
========        everything)
         ::> Added SSJ, SSJ2, SSJ3, and SSJ4 skills!
========
04.18.01 ::> Added 4 Icer transformations, supper Namek and Kaioken.
======== ::> Changed how much PL you gain at high PL ranges.

See also: &WCHANGES4
~

1 CHANGES4~
&W Date&C
========
04.19.01 ::> Tweaked the fighting and PL systems.  They should be more fair now
======== ::> Added enemies life bar to the fighting prompt.
         ::> Added color to the "SCORE" command.
         ::> Set up when PC's gain energy, trains and practices to reasonable
                values.
         ::> I've got practices working even closer to the way I want them to
                work.  Just a few more hours...
========
04.23.01 ::> Added "OOC" channel for non-role-playing chat.
======== ::> Made the "CHAT" and "OOC" channels colorful.
========
04.25.01 ::> Fixed a small bug with practice points.
======== ::> Lot's of help file editing.
         ::> Added color to the ANSI login screen.
========
04.26.01 ::> Added descriptions to players that are powered up with kaioken,
========        ssj, super namek, and icer transforms.
========
04.29.01 ::> Powerlevel's are now using 'long doubles' instead of 'ints'.
======== ::> More tweaks to the fighting system.
         ::> Fixed some problems with high PL fighters attacking low PL
                fighters.

See also: &WCHANGES5
~

1 CHANGES5~
&W Date&C
========
04.30.01 ::> Added num_punct_ld() so all the powerlevel displays won't be so
========        hard to read.
         ::> Finally have skills and abilities working exactly how I want them
                to.
         ::> Fixed a crash bug.  If you tried to practice a skill or ability
                that didn't exist while you were in the presence of a teacher,
                the mud crashes.
========
05.01.01 ::> Added global message boards.
========
========
05.03.01 ::> Uploaded the mud to our server.
======== ::> Fixed a bug with the ssj skills.
         ::> Setup all the races with basic skills.
========
05.04.01 ::> Players can now save if their name isn't authed, but they have to
========        have a powerlevel over 4,000.
========
05.11.01 ::> Fixed a bug while setting mobs races it would spam the log channel
========        with bug comments.

See also: &WCHANGES6
~

1 CHANGES6~
&W Date&C
========
05.14.01 ::> Added moon phases.
======== ::> Added moon phases to the "TIME" command.
         ::> Tweaked the pl gained in combat.
         ::> Changed the enemies life force bar to have more colors.
         ::> Fixed a bug with the random number generators.
========
05.16.01 ::> OPEN BETA TESTING STAGE BEGINNING!
========
========
05.17.01 ::> Fix a bug when talking on channels.
========
========
05.18.01 ::> Fixed lots of bugs that I forgot to document.
========
========
05.19.01 ::> Fixed lots of bugs that I forgot to document.
========
========
05.20.01 ::> Tried a few things to fix the random crash bug.  Now we just get
========        to wait and see...
         ::> Finally pinned down the Oozaru bug.
         ::> Setup 'pretitles' for immortals, so now I can give them their
                "true" title.

See also: &WCHANGES7
~

1 CHANGES7~
&W Date&C
~

1 CHANGESTATUS~
---------------------------------------------------------------------------
Clan leaders change alliance status towards another clan via the
clanadmin command. The syntax is:

       clanadmin status <clan name> <new status>

Clan alliances cannot be changed on a whim. Whenever you change
status towards another clan there is a short pause before that takes
effect, and, a minimum time that status will be in effect before it
can be changed again. For example, clan A cannot quickly declare
themselves hostile, pk someone, then declare themselves friendly
again.

Whenever a clan leader changes status, both clans will receive an
announcement telling them what the status is changing to and when it
will be effective. They will receive another announcement when the
new status becomes effective.

The 'claninfo' command shows, for each clan, their current outlook on
that clan, that clan's outlook towards them, and if applicable what
the next outlook will be and how long until it takes effect. It will
also show any time remaining before the current status can be
changed.

See also: CLANADMIN ALLIES
~

58 CHANNEL~
OOC:  Used for out of character topics, as well as real life topics,
      As always keep the topics clean, and there are limits to clean
      we admins will decide what we consider to be clean, and what isn't
      in other words, if in doubt FOS
Wartalk:
~

0 CHANNELS~
&B===========================================================================&C
Syntax:  channels
Syntax:  channels +<channel|all>
Syntax:  channels -<channel|all>

With no options, CHANNELS show you your current channels.  With a plus or
minus sign and an option, CHANNELS turns that channel on or off.  Using the
'all' option, CHANNELS will turn on/off all normal channels.

Public channels are those that can be seen by everyone, regardless of their
affiliation with clans, guilds, orders or councils.  Private channels are
channels available to those with affiliations of some sort, and also tells.

The first channels you will have as a new player are SAY, TELL, and NEWBIE.

See Also:  &C&WCHAT TELL
~

1 CHANNELS CHANNEL CHAN~
&B=====================================================================================

&BOOC:&C Used for out of character topics, as well as real life topics,
As always keep the topics clean, and there are limits to clean
we admins will decide what we consider to be clean, and what isn't.
In other words, when in doubt, FOS.

&RWartalk:&C This channel is used for topics that would be fighting related,
Obviouslly but things such as player killing, challenges to people
sparring and when coded in clan wars.

&cChat:&C This is the channel that will be used for roleplaying, for more
commands on how to use this channel please look at "Help CHAT"

&OFOS:&C See "help FOS"

These rules are not 100% though they are a temporary for now, you will abide
by these rules for now and you will want to continue to check on this helpfile
for any changes it might have. Thank you and have a nice day :)

&B=====================================================================================
~

1 CHARGE~
&B=============================================================================&C
Syntax: charge <attack>

Charging is a way to channel more energy in to an attack to make it more
affective and damaging to your enemy.  To begin to charge an attack you
must first learn how to charge by practicing 'Charge L1'.  Learning this
skill will allow you to charge an attack 1 time.  Each additional charge
level learned you will be able to charge your attack 1 extra time.

While charging you will stop fighting and be put into a 'charge buffer'.
You will leave the 'charge buffer' when one of the following happens:

* You enter a command (this will cause you to fire your attack at the
  level that it is currently charged up to)
* You fail at charging your attack to the next level (this will cause
  the attack to fire at the level you made it to before failing)
* You successfully charge your attack to your current max charge level

Some energy attacks may even require you to charge them to a certain level
before you can even use them.

Charging attacks takes 50% of the focus cost of the attack you are charging
every time you charge it and the FULL energy requirement.
~

0 CHAT ASK ANSWER SHOUT YELL OOC~
&B===========================================================================&C
These commands send messages through communication channels to other players.

YELL sends a message to all awake players within your area.
SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

CHAT, OOC, MUSIC, and QUESTION and ANSWER also send messages to all interested
players.  '.' is a synonym for CHAT.  The ASK and ANSWER commands
both use the same 'question' channel

Syntax:  chat [option] <message>
the [Chat] channels options and an example of what it looks like
when brodcast are as follows:

chat <message>
[Chat] Goku: 'So you have finaly arrived I see...'
chat * <message>
[Chat] Goku shakes his head.
chat ooc <message>
[Chat:OOC] Goku: 'I played a sweat game today!'
chat ooc * <message>
[Chat:OOC] Goku jumps up and down with excitement!

See Also:  &WCHANNELS TELL
~

58 CHECKVNUM CHECKVNUMS~
&C
Syntax: checkvnums <field> <start vnum> <end vnum>

Checkvnums will allow you to view if any areas conflict with a set
of vnums that you need.
Correct FIELD values include Mob, Object, Room, or All (all three fields).
Starting and ending vnums should not be more than 5k from each other
as you might spam yourself out :)

See Also: AASSIGN, MAASSIGN, OASSIGN, FREEVNUMS, FREEVNUMS2
~

0 CHIPS~
&B===============================================================================&C
Since Androids have no ki to power up their stored combat data -- which
expands their system and adds 'Tech Level' -- and hardware upgrades are what
makes them become more powerful.  The good Doctor has also created special
computer chips that can be installed inside of Androids to multiply their
Tech Level.  There are rumors of a series of prototype chips that Dr. Gero
installed into some of his creations, but few -- if any -- have ever been
recovered.

&WT-4 Chip   -  &Rx4&C -     8,000,000 TL&c  +4 str,  +4 spd,  +4 int,  +4 con
&WT-3 Chip   -  &Rx8&C -    50,000,000 TL&c  +8 str,  +8 spd,  +8 int,  +8 con
&WT-2 Chip   - &Rx12&C -   250,000,000 TL&c +12 str, +12 spd, +12 int, +12 con
&WT-1 Chip   - &Rx16&C -   800,000,000 TL&c +16 str, +16 spd, +16 int, +16 con
&WOmega Chip - &Rx20&C - 2,000,000,000 TL&c +20 str, +20 spd, +20 int, +20 con

&WV-1 Chip   - &Rx?? &C- ?,???,???,??? TL &z+?? str, +?? spd, +?? int, +?? con&D
&WVM-1 Chip  - &Rx?? &C- ?,???,???,??? TL &z+?? str, +?? spd, +?? int, +?? con&D
&WV-2 Chip   - &Rx?? &C- ?,???,???,??? TL &z+?? str, +?? spd, +?? int, +?? con&D
&WVM-2 Chip  - &Rx?? &C- ?,???,???,??? TL &z+?? str, +?? spd, +?? int, +?? con&D

~

0 CLAN CLANS~
&B========================================================================&C
Clans are a group of players following a common theme or goal and are
a very important part of DragonBall Saga Old School. Clans have many 
features not commonly found among other worlds including a clan tax rate to
help clans finance their development, their own recall rooms, their
own jails, their own donation rooms, clan bank accounts into which
members can deposit gold, clan only skills, clan transporters, clan
healing rooms and hospitals, clan ATM machines, clan guards and clan
exits to some of the harder places in the mud to reach.

Joining a clan is not something to be undertaken lightly, once in a
clan the only way to leave is to become an outcast (see help
outcast).

To see more information on each clan, type 'help [clan name]'.

Other clan related commands are:

CLANS      : See a list of all clans.
CLANDEPOSIT: For members to deposit gold into their clan bank account.
CLANADMIN  : Leader's command to recruit/promote/demote members.
CLANINFO   : Show rankings and leaders of a clan.
MEMBERWHERE: Clan leaders can type 'memberwhere' to see location of
             their members.

See Also:  &WALLIES NEWCLAN&D
~

0 CLANALLIES ALLIES ALLIANCES ALLIANCE~
&B===========================================================================&C
DragonBall Saga Old School has a fairly complicated clan alliance system where
every clan may have an 'outlook' towards every other clan. Your
clan's alliance status towards another clan determines what actions
you may perform regarding that clan.

To see the alliance status of your clan, or another clan, use:

      claninfo <clan name>

The outlook you have towards another clan does not necessarily
determine that clan's outlook towards you. For example, clan A can be
hostile towards clan B, while clan B can still be friendly towards
clan A if they so choose (for example, as an act of peace). Some clan
outlooks however have to be mutual before they are fully effective.
The clan alliance status types and what each allows or restricts are:

Neutral
&B--------&C
Default clan status. Clans can PK but cannot raid or defend.

Friendly
&B--------&C
If your clan is friendly towards another clan, you cannot PK members
of that clan. This does not restrict that clan in the same way unless
they are also friendly towards your clan. You cannot raid a clan that
you are friendly towards, but again, this does not apply both ways.

Allied
&B--------&C
For this to be active, both clans have to set each other as allied,
otherwise it is considered the same as "friendly". If you are allied
with a clan, all attributes of the "friendly" status apply, plus, you
may help that clan defend against raiders and, during a raid, their
guards will not attack you.

Hostile
&B--------&C
If your clan is hostile towards another clan, you may take part in
raids on that clan. This does not apply the other way around unless
that clan is also hostile towards you.

At War
&B--------&C
For this to be active, both clans have to set each other as "at war",
otherwise it is considered the same as hostile. "At war" status is
open PK mud-wide between the two clans involved. Two leaders from
each clan have to declare 'at war' status. If only one leader has
declared wars so far, the 'clanallies' command will show that
leader's name.

See Also:  &WCHANGESTATUS&D
~

50 CLANEQ CLANEQUIPMENT CLANITEM~
-----------------------------------------------------------------------
&C
Clan EQ is a clan's special equipment that all the members of a clan
get for free. The quality of a clan's eq is determined by how much zeni
that clan spends on the eq. All clans get one piece of EQ for free, but
it doesn't do anything. Clans must spend zeni to add stat bonuses or armor
to their EQ. The way it works is as follows:

Each stat is bought seperately. The base price for a +1 stat mod is
2.5 million zeni. To add a second +1 to the same stat it costs an
additional 5mil zeni (twice 2.5). To add a third +1 to that stat would
cost an additional 10mil zeni (twice 5) and so on. 
Since each stat is seperate, if you were to buy a +1 to all four stats,
it would cost your clan 10mil zeni. (2.5 * 4)
A +2 to all stats would cost 30mil zeni. ( (2.5 + 5) * 4)

Armor works similarly. The first 10 armor on an item costs 100k. The second
10 armor costs an additional 200k, and the next 10 armor costs an additional
400k. The cap is 100 armor per item (Which would cost about 51mil)

You may upgrade any piece of clan eq at any time, by just paying the
appropriate cost for the additional stat bonus(es). You may not downgrade
EQ after upgrading it.

If you want more that one piece of EQ, it gets slightly more 
complicated. The base price for the second piece of EQ (instead of being
free) is 5mil. The base price for the third piece is 10mil, and it's
20mil for the fourth, etc. The stat prices start over at 2.5mil on a 
new clan item, so there are advantages and disadvantages to having
more than one piece of EQ. Each piece of clan eq must take up a
different slot on the body (such as neck, body, about, etc) and may
not layer with other eq. (as, for example, aura and bio-synth layer)

Prices for clan EQ increase the more people are in a clan. For each member
of the clan (according to the 'clans' command at the time of the purchase)
past 15 members, the price of EQ transactions is increased by 2%.
In other words, if a clan has 65 members, they pay 200% of the base price.

Locations that you may not use for clan eq include the following:
Shield, light, hold, and back.

You may use the "wield" slot, so your item is a weapon, but to do this will
cost an additional 100mil zeni at the time of item creation.

RPP (role-playing points) may be used while purchasing clan EQ. The exchange
rate is 10 RPP = 1mil zeni. (as compared to 25 RPP = 1mil zeni for straight
RPP to cash transactions)
You may pay using a mix of RPP and zeni, but no more than half the price of
the item/upgrade may come from RPP. The other half (or more) must be zeni.

To make any of these changes, contact an immortal ranked "Head Builder"
or higher. The only current active immortal who will be doing this is
Koronto.

~

1 CLANHQ HEADQUARTERS HQ CLANHEADQUARTERS~
&B======================================================================
&CYou asked for them prewipe, and only got one, you've asked for them this
time and haven't got 'em, well here you guys go, here is your chance for you
very own CLAN HEADQUARTERS!! *crowd goes wild!* Anyway, here is what is going
to happen for clan headquarters. We will have a total clan zeni wipe so that
everyone one starts from the same position.

&RFor every 5 rooms:&z 5mil
&RClan Guardians: &z5mil
&RRoom flags;Sparring, Sick, and Gtrain: &z1mil
&RClan Storage Room: &z5mil
&ROne Master(practice guy): &z1mil
&ROne Trainer(upgrade guy): &z500k
&RExtra Room Descriptions: &z50K&C

Prices may very from time to time, so keep checking up on this help file, we
will also have the clan leaders send to us what they want their headquarters
to look like, we will make it and then after that we will add it all up and
send the price to the leaders, after that all you have to do is get the required
amount of zeni and the headquarter is all yours
~

0 CLANLEADER CLANLEADERS CLANADMIN~
---------------------------------------------------------------------------
&B========================================================================&C
Clan leaders in DragonBall Saga Old School have many responsibilities, and thus
have been given commands, described below. Also included are some
notes about clan leaders.

Each clan must have two clan leaders. If the leadership is reduced to
one, this should be remedied asap.

A clan leader can be removed by the vote of the other clan leaders,
or at the request of the leader him/herself. Adding a leader costs
the clan 15,000,000. Removing a leader costs nothing.
Leaders get their own channel. It is called ltalk, and can be used
with ltalk or lt.

Clanadmin
&B-----------&C
Syntax: clanadmin [www|recruit|outcast|promote|demote|taxrate|jail|
                   release|evict|evictrank|status]

www         - Changes the web address in claninfo
recruit     - Recruits a new member in to your clan
outcast     - Outcasts a current member
promote     - Promotes a current member to the next rank
demote      - Demotes a current member.
taxrate     - Changes the clan taxrate *Costs clan 250K
jail        - Sends a member to your clan jail if you have one
release     - Releases a member from your clan jail if you have one
evict       - Used during a raid to keep spying/unhelpful defenders
              out of the hall. See 'HELP RAIDING'.
evictrank   - Determines the ranking a member has to be in order to
              evict defenders from the hall. 1 is a leader, 7 is the
              lowest rank.
status      - See 'HELP CHANGESTATUS'.

Other leader commands:
Memberwhere - to show where all online members are

See Also:  &WALLIES CHANGESTATUS&D
~

0 CLANTALK~
&C
Syntax: clantalk <message>

Provided that you are in a clan, clantalk will send the message to all
current members, as well as the deity.
~

1 CLAN_RELATIONS~
&B=============================================================================&C
&WThe following clan relations (other than neutral) are currently known to
the administration:

&BCoalitions
---------------
None

&CAllies
---------------
None

&WNon-Aggression
---------------
None

&RAt War
---------------
None
&D
~

0 CLEAR~
&C
Syntax: clear

This command clears the screen.

See PAGELENGTH.
~

0 CLEAVER~
&B=======================================================================
&CA technique similar to one Janemba used to cut clean through a large orb
AND Goku's shoulder, Cleaver is the harnessing of energy into a sharp, deadly
form with a chance to "cleave" through any substance... or person.

Unarmed, the technique is significantly weaker and has less of a chance to
instantly kill an opponent, however it only costs 13 focus and 250 Energy.

Armed with any weapon, its chance to instant-kill is doubled and its damage
and cost increased. While its focus cost remains 13, its energy cost is
increased to 350.

&wSee also: DEMONWEAPON, WEAPONSOUL, DARKNESSFLARE, PORTAL, PORTALSTYLE,
          FIENDFORM, INFERNALWILL, DEMONICMEDITATION, FLAMETHROWER, 
          SHATTERPLANE
~

51 CLIMATE~
&C
Syntax climate <field> <name>

This command allows you to view or modify the climate
settings for an area. There are settings for temperature,
precipitation, and wind. In addition, you may specify
neighboring areas who will affect changes in the current
areas weather. Therefore there are four fields to choose
from. Each field has a different range of values available.

Field name:           Values:
temp                  cold, cool, normal, warm, hot
precip                arid, dry, normal, damp, wet
wind                  still, calm, normal, breezy, windy
neighbor              <area name>

Specifying an area name with neighbor which is already on
the list will remove it. Using climate without any arguments
will display the area's current setting. Note that this
command always refers to the area which you are currently in.
~

57 CMDTABLE~
&C
Syntax: cmdtable

Lists all of the commands in the game, and how many times they have been used
since the last startup.
~

51 CODEBUGS~
-Crash Bugs
* double check the instant transmission code for
  "lock ups" in the looping code.  this is one of
  the last "freeze the mud" bugs
* crash proof eof pfile reads.  maybe come up with
  a way to test each pfile to make sure it's complete
  before it's loaded.  code from the pfile_scan might
  help here.
-Other Bugs/Fixes Needed
* silence time to real time not online ticks (easy)
* pDef and eDef (i think the forumulas are there
  they just arn't affecting anything for some reason)
* mppldamage (any non-working mob prog should always
  be fixed ASAP)
* edit buffer replace command (as much as everyone might
  love to annoy viola, this really does need to be fixed)
* stop preservation from droping people in empty rooms
  (may fix the char_to_room error below)

-=Error Messages To Be Fixed=-
ASSIGN_GSN: Skill multi-form not found.
ASSIGN_GSN: Skill tri-form not found.
ASSIGN_GSN: Skill mystic not found.
ASSIGN_GSN: Skill super kamikaze ghost attack not found.
--Should just need to create the skills using sset

Nanny: invalid racial language.
--This pops up every time someone makes a new bio-android i belive.
  so something isn't set up right somewhere.  my guess is their "tongue"
  data hasn't been set up yet.

NULL ROOM: echo_to_room() The turbocar doors close and it speeds out of the station.
--For some reason, this happens after every since reboot/hotboot and never
  happens again.  i'm guessing the turbocar might just need to be loaded
  into the first room in it's travel list or something.

do_train: illegal substate (<player>)
--They probably just entered an edit buffer or went link dead but
  this might as well be looked into because it happens every once
  in awhile.

Edit_buffer: illegal ch->substate (0)
--I'm guessing just link-deads, but should be looked into anyway.

reuniteSplitForms: couldn't clean splits normaly, purging all of <player>'s forms
--This function was just a "catch all" so people wouldn't be running around
  with 50 splits.  however this function is called too often so the code
  related to split, tri, and multi for need to be looked at so that this
  doesn't need to be called so much.

Char_to_room: <player> -> NULL room!  Putting char in limbo (2)
--Who knows what's causing this, could be the space ships or IT, or
  maybe even mptrans.  maybe add some extra logging to this function
  to relay more information to help figure out why this happens
  every once in awhile.

room_is_dark: NULL pRoomIndex
--Hell if i know what's causing this.  more logging is probably needed.

~

55 COINDUCT COOUTCAST COIN COOUT~
COINDUCT COOUTCAST COIN COOUT
&C
Syntax:  coinduct <playername>
         cooutcast <playername>

Coinduct inducts an player into a council.  Cooutcast removes a player
from a council.
This command should only be used if it is your council unless authorized.
~

65 COLORIZE~
&C
Syntax:   colorize
Syntax:   colorize [<LOCATION> <COLOR>]

LOCATION:  Without any arguments will list your current
settings.  Otherwise specify the location you want to change.

COLOR:  This can be the name of the color you want or default
which will set it to the current color in the mud scheme for that
location.

~

51 COLORS~
&C
The ability to color Help and other files is very useful. We ask
that you try to stick to these guidelines for color usage so that
we can have some consistency in their use:

Here are some outlines for using color on a white text file:
  &CHelp (Filename) &Wcolored cyan.
  &GLaws (Law) &WColored green.
  &PAttacker/Killer/Thief &Wcolored pink.
  &GOrder/Guild (Order/Guild) &Wcolored green.
  &RClans (Clan) &Wcolored red.
  &YSyntax  &Wfor sytax references, colored yellow.
  &CDeities (Deity) &Wcolored cyan.
  &RDeadly/Dealies &Wcolored red.
  &YConfig (+/- option) &Wcolored yellow.
&C
If you wish to add other colors to your file, please use good
taste, make sure it is readable and don't get too whacky. If
you follow the above guidelines and stick to using white for
all other text, it will keep the text solid and legible. Should
you choose not to use any colors at all, that is also okay, the
above guidlines are merely for proper use of color, white is
always acceptable.

In addition, please keep in mind that the following topics should
not be colored except by their defaults:
  - Help (area name)
  - Help (skill)
  - Help (spell)
  - Help (class)
~

0 COMBAT~
&B=============================================================================&C
Combat is the basis of this game, as makes sense for something based off the
various Dragon Ball series.  To enter combat, just type 'kill <name>' of the
mob you wish to kill.  To kill a person (PKing/Player Killing) you must type
'kill <name> now'.  Once you have entered combat, you have many options.
You could switch styles to give yourself an advatage, or use various physical
and energy attacks by merely typing out their names.  You could even 'flee',
if you think a fight might not go your way.

There is also the combat command, which works much like the config command.  To
use it either type just combat, or combat {+|-}<option>, to set or remove the
specific toggle.  These toggles affect how your character reacts in combat, to
some extent.

   KIABSORB      (Androids only) When set you'll attempt to absorb Ki Attacks.

See Also:  &WSPAR KILL PKILL ENERGY DAMAGE CONFIG
~

0 COMMANDS SOCIALS~
&C&B============================================================================&C
Syntax:  commands <string>
Syntax:  socials

COMMANDS shows you all the (non-social) commands available to you.  If you
include a string you see all available commands that begin with that string.

SOCIALS shows you all the social commands available to you.

See Also:  &WEMOTE
~

51 COMMENT~
&C
Syntax: comment write
Syntax: comment subject <subject>
Syntax: comment post <player>
Syntax: comment list <player>
Syntax: comment read <player> #

Comment write puts you into a buffer, and the commands work just like writing
a note.  You may only read and post comments on players currently online.

Comments should be used for all disciplinary actions and warnings, on anyone
who makes frequent demands of or troubles for immortals in general even if
the player is not doing something specifically illegal, repeated problems,
after _all_ reimbursements, and any other information you feel would be
important to another Immortal when dealing with the player in the future.

If you have a disciplinary action and the player quits before you are able to
post a comment, please place a copy of the comment on the board located in
hell, room vnum 6.

Steps for using 'comment':
1) Type 'comment write'.  This will put you in an edit buffer.
2) Type in the information you wish to attach to a player.  Type
   '/s' and hit enter when you are finished.
3) Type 'comment subject <short descrption of the comment>'.
4) Type 'comment post <player>' to put the comment on the player.
~

53 COMPASS AUTOCOMPASS~
&B===========================================================================&C
Another function of a scouter is the ability to use its readout as a sort of
computerized map of the area.  This will show you a visual readout of what
directions have exits, as well as any doors you might be able to see.
Doors will show up as '#' signs on the map.  Type 'look compass' to see the
map, or turn on the 'autocompass' function in your 'config'.

See Also:  &WSCOUTER SCAN EXITS
~

-1 COMPLAINT COMPLAINTS~
&C
Concerns and complaints may be emailed to Goku (GokuDBS@hotmail.com).
Details are important, and logs (when not unduly log) are always best.

~

0 CON CONSTITUTION~
&B============================================================================&C
Constitution (CON in your 'score') represents your character's physical
stamina.  Constitution is used for the following things:

* Healing rate for all races
* Energy defence bonus (eDEF)
* Phycial defence bonus (pDEF)
* Determins how many energy points you get for each energy gain
* Heart power level multiplier for humans

See Also:  &WSTR INT SPD LCK
~

1 CONDUCT~
&B=========================================================================&C

See HELP PUNISHMENT for what happens if you break the rules of conduct.

Don't be an ass.  This is being kept as vague as possible, but may be added
onto later if necessary.

Swearing is to be kept to an absolute minimum on public channels, excluding
FOS.  You may use swears that are normally allowed by the filter, but any
attempt at bypassing the filter WILL get you punished.  Also note that
words that shouldn't be filtered (such as 'comfort') will NOT get you
punished for bypassing the filter.

Do not harass players (see HELP HARASSMENT for details).  A related but
seperate topic is racism and discrimination.  Don't do that either, 'cause
it can get you fired in the real world.  (See HELP RACISM)

Mudsex for money and/or equipment, or anything else, is illegal (really
people, have some damn morals).  Punishment for this will be removal of the
'payment' and 3 days in hell for both parties involved.

Do not spam players or channels.  This includes via channels (both public
and private) and via socials and emotes.  This is illegal and you will be
punished for it.

Respect the imms and their decisions.  This means answer honestly when
asked a question, and not being annoying.  This also means don't curse at
us or about us in public or private.  If you don't like a decision made,
see a level 58+ imm for a ruling, but do NOT bitch and moan about it. 
(Little inside info.  If you're well-behaved, we're more likely to believe
you if you ever come into conflict with other players.)

You do, however, have the right to defend yourself.  If an admin initiates
a fight with you, through an insult or other means, you are allowed to
defend yourself so long as you don't go beyond a reasonable defense.  It is
also highly recommended you log this event and have at least two witnesses,
especially if the imm happens to punish you.

But remember that the imm will have YOU logged as well.  Should you falsify
a log in an attempt to get the imm in trouble, expect to be charged with
scamming.

Bashing and insulting players or clans is not permitted.  This includes
both public and private channels.  (See HELP BASHING)

Scamming.  Plain and simple--don't do it.  We don't need any more
con-artists lingering around the mud.

Imms have absolute authority in channel moderation.  If an imm tells you to
drop a subject, all parties involved, and all parties observing, are to
immediately drop it or take it to FOS.  Failure to do so will result in
punishment.  

&WSee also: MISC_RULES, PUNISHMENT, RULES&D 
~

0 CONFIG~
&B===============================================================================&C
Syntax:  config + or - <option>

This command configures some of your character behavior.  Typing CONFIG
alone shows you your current settings.  With a plus or minus sign and
an option, CONFIG turns that option on or off.  The options are:

  AUTOEXIT  You automatically see exits
  AUTOLOOT  You automatically loot corpses (not on pkilled corpses)
  AUTOSAC   You automatically sacrifice corpses
  GAG       Toggle whether you see battle details in full or brief form
  PAGER     Toggle page pausing on long scrolls
  BLANK     You have a blank line before your prompt
  BRIEF     You see brief descriptions only.
  COMBINE   You see object lists in combined format
  NOINTRO   Toggle whether you see the graphic screen at login
  PROMPT    You have a prompt
  TELNTGA   You receive a telnet GA sequence
  ANSI      You receive ANSI color sequences
  RIP       You don't receive RIP graphics
  SWEAR     You can allow yourself to hear swears on various channels.
  WIMPY     You may set at what health you wish to automatically flee.
  AUCTION   Changes the minimum powerlevel of auctions you will see.
  NOFOLLOW  Tooggles whether you can be followed by other players.

See Also: &W PAGER PROMPT PCOLORS AUCTION
~

0 CONSIDER~
&B====================================================================&C

&WSyntax: consider <target>
&C
 There's an old saying "Don't judge a book by it's cover", however
with a well-trained eye one can do just that, gauging a target's
Strength, Dexterity, Constitution, and even general Intelligence with
a combination of physical characteristics, body language, and a bit of
good old-fashioned chi energy.

See Also:  &WSENSE SCOUTER
~

52 CONSTATES~
&C
State | Description
-----------------------------------------------------------
    0 | Player is playing.
    1 | Player is prompted for his or her name.
    2 | Player is prompted for his or her password.
    3 | Player is prompted to confirm his or her name.
    4 | Player is prompted to select a password.
    5 | Player is prompted to confirm the password.
    6 | Player is prompted to select his or her sex.
    7 | Player is prompted to select a class.
    8 | Player is reading the message of the day.
    9 | Player is prompted to select a race.
   10 | Unused.
   11 | Player is in the line editor.
   12 | Player is prompted to select RIP, ANSI or NONE.
   13 | Player is viewing the title screen.
   14 | Player is prompted to PRESS ENTER.
   15 | Player is waiting for authorization (1).
   16 | Player is waiting for authorization (2).
   17 | Player is waiting for authorization (3).
   18 | Player has been authorized.
~

0 CONTAINER CONTAINERS~
&B================================================================================&C
Containers are almost a necessity in DBSOS MUD.  They are used to carry
items, food, and drinks.  They help allow you to sort things, by using two
or more types of containers at once.  Corpses use many of the same commands
as regular containers.

EXAM <container> or LOOK IN <container> allows you to see what it contains.
GET <item> <container> allows you to take one item from a container.
PUT <item> <container> puts an item inside a container.

If there are multiple containers with the same name you can access them by
doing the following:

EXAM #.<container> or LOOK IN #.<container> allows you to see what it contains.
GET <item> #.<container> allows you to take one item from a container.
PUT <item> #.<container> puts an item inside a container.

Where # is the number of the container you wish to access.

See Also:  &WGET
~

53 CONTAINER_FLAGS~
&C
Container flag values:
     Closeable = 1
     Pickproof = 2
     Closed    = 4
     Locked    = 8
~

61 CONTROLS~
&C
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
        dodge_mod - divide dodge chance (% learned) by this (default 2)
        parry_mod - same as above, for parry                (default 2)
        tumble_mod - same as above, for tumble              (default 4)
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        bash_pvp - bash modifier player versus player
        bash_nontank - modifier if basher is not tanking the victim
        gouge_pvp - gouge modifier player versus player
        gouge_nontank - gouge modifier if gouger is not tanking the victim
        dam_pvp - percentage adjustment for player vs. player fighting
        dam_pvm - as above, for player vs. mob
        dam_mvp - as above, for mob vs. player
        dam_mvm - as above, for mob vs. mob
        get_notake - level to pick up notake flagged items
        read_all - level to read all mail
        read_free - level to read mail for free
        write_free - level to write mail for free (no items necessary)
        take_all - level to take all mail
        muse - level to see/use muse channel
        think - level to see/use think channel
        log - level to see log channel
        build - level to see build channel
        proto_modify - level to modify prototype objects
        mset_player - level to allow mset to operate on a player
        override_private - level to override private/solitary rooms
        forcepc - level to force pc's
        guild_overseer - name of the Overseer of Guilds
        guild_advisor - name of the Advisor to Guilds
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
        imc_vnum - vnum for imc board
        ban_site_level -  level able to ban sites
        ban_class_level - level able to ban classes
        ban_race_level -  level able to ban races
        bestow_dif - max lvl dif between bestowed cmd level and char lvl
        checkimmhost - imm host checking on or off

~

-1 COPYRIGHT~
.
SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software.
DragonBall Saga Old School (DBSOS) (c)2001, 2002 RazorZero Software.
~

65 COPYSHIP~
Syntax : copyship <oldshipname> <newfilename> <newshipname>

This command creates a copy of a starships stats ONLY. The rooms must
be made separately and then be set using SETSHIP.

See SETSHIP.
~

1 CORPSE~
Syntax: corpse [retrieve]

If you are at an undertaker, you can use this command to make him
bring your corpse to you.  It costs 100 zeni per rank you are to
get your corpse back.  You can also retreve corpses lost in space
with this command.  You still have to get your corpse back befor
it decays though.
~

52 COUNCILNUMS~
&C
. &r--------------------------------------------------------------------

                     &GNUMBER           COUNCIL

                       &c1              CoE - Council of Elders
                       2              TS  - The Symposium
                       3              NC  - Newbie Council
                       4              Pro - Primordial Circle
                       5              PK  - Pkill Conclave
                       6              QC  - Quest Council
                       7              Neo - Neophyte Council
                       8              CC  - Code Council
                       9              AC  - Area Council

   &r--------------------------------------------------------------------

       &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
                   ITEMVALUES, OBJECTTYPES, VARIABLES,

~

0 CRASH~
&C&B============================================================================&C
Crashes are unforeseen interruptions in the game that cause everyone
to be disconnected. If you type time and look at the system start up
time, you can determine if the game has just rebooted or if it was a
problem with only your character.

99.9% of the time corpses will save over a crash. The game will
start back up with your character at the last place you saved or the
game saved you.

See Also:  &WREIMBURSE SAVE
~

-1 CREDITS~
---------------------------------------------------------------------------
 | o         M A N Y    S P E C I A L    T H A N K S    T O :            o |
 |           ================================================              |
 | Dennis M. Ritchie and Ken Thompson for their creation and development   |
 | of "C" and UNIX; also Bell Laboratories, AT&&T, MIT, and the University  |
 | of Berkeley California for their development and contributions to UNIX  |
 | and C libraries; and thanks also to The Free Software Foundation for    |
 | their GCC compiler, C library and development tools.                    |
 |                                                                         |
 | J.R.R. Tolkien for his huge contribution to the fantasy world and great |
 | many, many inspirations; and of course TSR Hobbies Inc. for their many  |
 | continuing contributions to the world of gaming, including Dungeons &&   |
 | Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson   |
 | and Ian Livingstone for their Fighting Fantasy (tm) games and books.    |
 |                                                                         |
 | The DIKU Mud team for their contributions to the Internet world of MUDS,|
 | and the MERC Mud team for their work and development towards DikuMud.   |
 |                                                                         |
 | And a great many thanks to all the gods, avatars and wonderful players  |
 | of Realms of Despair, as without them this mud could not be what it is. |
 |                                                                         |
 | o                             -Thoric                                 o |
 ---------------------------------------------------------------------------
&YDragon&RBall Saga Old School &CCredits
Thanks to:
 - Sadiq for the &W2 Billion vnums&C snippit.
 - Shadroth for the &WSMAUG 1.4a Color Fix&C snippit.
 - Joe Fabiano for the &WTrain&C snippit.
 - Erwin Andreasen and Kratas for the &WGlobal Message Boards&C snippit.

~

59 CSET~
&C
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
        dodge_mod - divide dodge chance (% learned) by this (default 2)
        parry_mod - same as above, for parry                (default 2)
        tumble_mod - same as above, for tumble              (default 4)
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        bash_pvp - bash modifier player versus player
        bash_nontank - modifier if basher is not tanking the victim
        gouge_pvp - gouge modifier player versus player
        gouge_nontank - gouge modifier if gouger is not tanking the victim
        dam_pvp - percentage adjustment for player vs. player fighting
        dam_pvm - as above, for player vs. mob
        dam_mvp - as above, for mob vs. player
        dam_mvm - as above, for mob vs. mob
        get_notake - level to pick up notake flagged items
        read_all - level to read all mail
        read_free - level to read mail for free
        write_free - level to write mail for free (no items necessary)
        take_all - level to take all mail
        muse - level to see/use muse channel
        think - level to see/use think channel
        log - level to see log channel
        build - level to see build channel
        proto_modify - level to modify prototype objects
        mset_player - level to allow mset to operate on a player
        override_private - level to override private/solitary rooms
        forcepc - level to force pc's
        guild_overseer - name of the Overseer of Guilds
        guild_advisor - name of the Advisor to Guilds
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
        imc_vnum - vnum for imc board

~

0 D00DSPEAK DOODSPEAK~
&RHELO I HAXD U CPU NOWZ I TEL U WTF IZ DOODSPEEK!  111

D00DSPEEK IZ SUPAR FANTASTEEK LIEK TEH POGO CAWK LIEK OMGZ!!  111 TEH
MAGICKZ0R XTREEM POGO CAWK ATTACK!!  111 WTF?  SHUUT MISSULZ @ SUPAR
PANDUH!!  111

2 BEE IN TEH DOOOOOOOODSPEEEEEKZOOOORWAAAAK COUNSIL, U KANT ASKZ!  1111 U
ASKZ?  WE HAX U!  U GET HAXD!  NO CONSIL FOUR U!!  111 ALZO, U HAV TWO BE
TEh d00DLY!  1111 DOODLY DOODLY DOO. WAIR R U?  WEE NEEDZ TEH HELPZ FRUM U
KNOW DOODLY DOODLY D00 WAIR R U?!  WEE NEEDZ TEH WUT TEH FAKZOR

TEH SEXJOOAL HARAZZMENT PANDUH IZ HAX, WEE HAIT!  11 WE SAI WTF WAI U
HAX??!?  WAI U HAX MAI PEEN, PANDUH?!?!  PANDUH SAI NONONONONO PANDUH SAI I
HAX U PEEN SELLZ IT ON EBAYZ MAIK MONEYZ 2 BUY SCAWTLAND!!  111 PANDUH IZ
NEFAYREEUS W.T.F.  PIGZ PUDDIG

&GNOWZ TIEM FUR ROBUTZ SEENG!!!

&zGO GO SUPAR FITE
SEXJOOAL HARAZZMENT PANDUH
FITE FITE SHUUT YUR MISSULZ
SUPAR DINOPEEEEN
"SUPAR EXPLODZOR POGO CAWK!!!"
(GEEEETAAAAR)
AND WE GO FITE FITE
SHUUT YOUR MISSULZ SUPAR PANDUH
(fade to black)

&RWEE HAX U OS AN <3 U PLZ <3 BAK KK HAX UR SAX
~

0 DAMAGE~
&B============================================================================&C
When one character attacks another, the severity of the damage is shown
in the verb used in the damage message.  Damage messages vary depending
on what weapon you use to attack.

See Also:  &WCOMBAT
~

51 DAMPLUS~
&C
.
For those unsure of what damplus is, it is part of the damage
equasion for a mob... ie:  10d6 + 10   (the +10 is the damplus)
This "damplus" is always added, whether or not the mob is barehanded or
wielding a weapon.   This is basically the mob's damroll.

~

0 DAMROLL~
&B============================================================================&C
This represents the amount of damage you inflict on an opponent, although
powerlevel holds more sway in this area.

See Also:  &WHITROLL
~

53 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~
&C
DAMAGE          ACTION       CLASS         POWER       SAVES
none            none         none          none        none
fire            create       lunar         minor       poison_death
cold            destroy      solar         greater     wands
electricity     resist       travel        major       para_petri
energy          suscept      summon                    breath
acid            divinate     life                      spell_staff
poison          obscure      death
drain           change       illusion

~

0 DARKNESSFLARE "DARKNESS FLARE"~
&B=======================================================================
&CAn ability originating from the Chaos Plane, Darkness Flare is the
opposite of Solar Flare, although it achieves pretty much the same
effect. Placing 3 fingers near to both sides of their face, a Demon
releases a burst of dark energy that floods an area with complete and
total darkness. This blinds everyone else in the immediate area, that
isn't able to see in the dark; thus, Darkness Flare has no effect on
other Demons or mechanical Androids. After using this skill, the Demon
can make a quick and effective escape. Darkness Flare costs 1000 energy
and takes 20 focus.

&wSee also: DEMONWEAPON, WEAPONSOUL, CLEAVER, PORTAL, PORTALSTYLE,
          FIENDFORM, INFERNALWILL, DEMONICMEDITATION, FLAMETHROWER, 
          SHATTERPLANE
~

0 DAWNOFCREATION 'DAWN OF CREATION' DOC~
&B========================================================================-
 &CQuite possibly one of the most powerful attacks in the universe, the
kaios have developed a fool proof way to overcharge their attack.  They
hold their hands above their head, charging energy much like a spirit bomb.
When they cannot charge any more energy, they cause the planet's atmosphere
to generate a storm cloud, to have lightning strike the point where the
energy is being harnessed.  This 'overcharges' their attack, which they
then release much like the Saiyans' technique, Final Flash.  If you think
about it, this attack really is a hybrid of several other techniques.  It
costs 48 focus, and 2500 energy.
~

0 DBZNAMES~
&B===============================================================================&C
1) Names from the show MUST have permission from the high-level Admin of the
   game.  Please do not ask the Admin for this permission.  Instead work and
   strive to show that you are an excellent roleplayer as well as a courteous,
   helpful, productive player of the game.  If you can do this then you will
   stand out from the rank and file and may very well be approached by the
   Admin with the prospect of playing one of the "named" characters.

2) No names of fused characters, such as Gotenks or Vegetto, or names that
   sound like they could be fused characters, such as Krillicollo or Gohanku.
   These names will automatically be denied and/or changed.

3) No spin-off or alternate spellings of main character names.  This means that
   names like ssjgoku, chibitrunks, Vegitta, etc. are all illegal.

4) Players who are granted the use of a name from the show will be held to a
   much higher standard than the normal player.  You will be expected to be
   even more vigilant when it comes to following all the rules of the game.
   You will also be expected to roleplay within the bounds of the character as
   they are set out in the show.  This means that you would not do things that
   are obviously "out of character" for a particular personality.  For example,
   if you were playing as Napa you wouldn't start wearing a wig with long hair
   and touting the principles of peace and love.

5) When you are granted a name from the show you will be expected to start the
   character from scratch.  You will not be allowed to rename an existing
   character.  You will also be expected to follow all the setup information
   for said character (i.e., if you get the name Piccolo you wouldn't create
   him as an Icer).  You also can not create the character as a Hardcore
   character.

See Also: &W NAMES&D
~

0 DEATH~
&B===========================================================================&C
When your character dies, you are sent to the next dimension.  Your corpse
is left behind where you were killed, together with all of your equipment.
Your zeni stays with you (the gods want you to have your zeni).

You will also lose a small percentage of your powerlevel whenever you die.
You lose less whenever you are killed by another player, and certain skills
(like Preservation for Nameks) will lower how much powerlevel you lose.

Corpses decay after time.  When this happens the objects inside a corpse
will decay with it.  Player corpses last roughly 30 minutes of real time.
Only the player who died or someone in their group can retrieve objects
from a player's corpse.  The only exceptions are for deadly characters,
who can loot each other's corpses at will.
~

0 DEATHBALL DB~
&B==========================================================================&C
Death Ball is the most powerful attack available to the Icer race,
useful not only for its sheer force.  Pointing a finger at their enemy,
the Icer creates a giant ball of energy that engulfs their foe.  This
attack has a chance to completely disintigrate its victim, no
matter their powerlevels.

This attack costs 1000 energy and 35 focus to properly perform.
~

51 DEBUG DEBUGGING THORIC CODING SOURCE CODE DEVELOPMENT~
.                              @%#$%&&*!@#!?!?!
  .-------------=======[ Debugging / Coding Credits ]=======-------------.
  |                                                                      |
  |    Most of the extensive debugging and coding of Realms of Despair   |
  |    was done by Thoric in what little spare time he could set aside.  |
  |                                                                      |
  |     Other credits go out to Haus for debugging work on the online    |
  |   building, and also to Strahd, Caine and all the gods who reported  |
  |                       nasty bugs and crash causes.                   |
  |									 |
  |	 Nivek has been a crucial part of getting version 1.4 out as	 |
  |			      bug free possible.			 |
  |									 |
  `----------------------------------------------------------------------'
~

53 DEFENSES~
&C
parry        dodge      heal       curelight   cureserious   curecritical
dispelmagic  dispelevil sanctuary  fireshield  shockshield   shield
bless        stoneskin  teleport   monsum1     monsum2       monsum3
monsum4      disarm

See MSET and ATTACKS  (Some are not implemented).
~

0 DEFENSIVE~
&B==========================================================================&C
Type 'style defensive' to assume a defensive style of combat.
This style emphasizes the deflecting of blows from an enemy. It is similar
to the evasive style, except that it focuses on holding ground instead of
dodging. An effective fighter will take less damage from an enemy, but not
as much as one using evasive tactics. A fighter will also do less damage to
enemies, but slightly greater than those who simply evade.

See Also:  &WSTYLE AGGRESSIVE BERSERK EVASIVE STANDARD
~

58 DEITYFIELD2 DEITYFIELDS2~
Flee, flee_npcrace, flee_npcfoe: favor adjustment made when fleeing

Kill, kill_npcrace, kill_npcfoe: favor adjustment made when you kill something

Kill_magic: favor adjustment for each offensive spell cast

Sac: favor adjustment for sacrificing a corpse

Bury_corpse/dig_corpse: Favor adjustments for burying/digging up corpses.

Aid_spell: favor adjustment for helping someone with a spell

Aid: favor adjustment for aiding someone physically (aid, rescue)

Steal: favor adjustment for theft

Backstab: favor adjustment for circling and backstabbing

Die, die_npcrace, die_npcfoe: favor adjustment for dying

spell_aid: favor adjustment for having a help spell cast upon you.
~

58 DEITYFIELDS DEITYFIELD~
Alignment: Deities alignment.  Followers lose favor for all actions when
650 or more out of alignment.

Worshippers: # of followers.

Npcrace: A mob race protected by the deity.  The _npcrace fields only apply
to this race.

Npcfoe: A mob race detested by the deity.  The _npcfoe fields only apply to
this race.

Race: A race the deity is restricted to.
Class: A class the deity is restricted to.

Sex: A sex the deity only accepts.

Element: Resistance deity bestows on followers.

Suscept: Susceptible deity bestows on followers.

Affected: Spell deity bestows on followers.

Object: vnum of deity object

Avatar: vnum of deity avatar

Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for these
for a particular deity.

SEE HELP DEITYFIELDS2
~

58 DELAY~
Syntax: delay <victim> <rounds>

This command will allow an immortal to "pause" a player. All commands
received by the mud from that player will be delayed by the number of
round determined by the delaying immortal. After the rounds have
elapsed, anything input by the victim during the delay will take affect
on the mud.
NOTE: Mobiles cannot be delayed.
~

0 DELETE~
&B===========================================================================&C
This is an easy command, just use 'delete password name'.  Delete will
permanantly delete your character.  Please use this command if you decide
to quit playing the MUD or if you do not wish to play this character anymore.
Inactive players are also deleted on a regualr basis.

See Also:  &WAUTODELETE
~

0 DEMON DEMONS~
&B=======================================================================&-
&C Demons. Diabolical beings from beyond the mortal realm, living in perpetual
chaos in a world that would bring an average person to madness.

 From the inky nothingness that is everything, their Chaos Dimension, the Demon
race lives in anarchy and desolation, feeding off of each others life forces like
soulless parasites. Like rising yeast, a Demon's life is either to devour or to be
devoured. There is no middle ground for these accursed souls.

 But this is all well and good for the mortal realm, blissful in the ignorance of
true suffering. The problems for them arise when a foolish member of their own
dimension decides it might be fun to open a rift, or attempts to summon forth a Demon
in exchange for knowledge or power.

Or, more recently, when the Demons themselves find a way to walk the path between
dimensions; when they develop ways of channeling their wicked chi flow into forms
that can tear the very fabric of reality as we know it.

 And yet curious things happen when Demons are let out of their desolation and
allowed to walk among this alien concept of order and structure. Some may cast off
their shell of wickedness and walk a more neutral or -- dare it be? -- honorable
path.

What shall be the fate of the Demon race?
What shell be our fate?
&w
See also: DEMONWEAPON, CLEAVER, DARKNESSFLARE, PORTAL, PORTALSTYLE,
          FIENDFORM, INFERNALWILL, DEMONICMEDITATION, FLAMETHROWER,
          WEAPONSOUL, SHATTERPLANE

~

0 DEMONICECLIPSE "DEMONIC ECLIPSE"~
&B=======================================================================
&CThe ultimate attack used by demons, its creation was inspired by the
Shadow Earth's black sun. Concentrating an incredible amount of their
evil energy to a space between their palms, they create a small, black
sphere of energy with a red corona that resembles the black sun above.
The demon then lifts the sphere over their head, and hurls it towards
their enemy. The sphere grows in size until it makes contact with their
enemy, briefly consuming their enemy within the ball, inflicting
unspeakable amounts of pain and damage, afterwhich the sphere explodes,
with the enemy still inside it. Demonic Eclipse costs 3000 energy, and
takes 35 focus.

See Also: &WDEMON, MALICERAY, DEMONWEAPON, CLEAVER, DARKNESSFLARE,
          EVILBOOST, EVILSURGE, EVILOVERLOAD&D

&RNote: Demonic Eclipse is no longer on the alist after the Kronofication of
      Demons, but may still pop up when fighting certain mobs.

      While the attack itself is pretty, a better attack (Weapon Soul) was
      seen to be a better choice. And prettier.
~

0 DEMONWAVE "DEMON WAVE"~
&B=========================================================================&C
A simple attack which was used several times by Buu in the series. The genie forms a purple ball of energy in their hands and fires a sparkling purple beam at their enemy. This attack takes 16 focus and 450 energy.
~

0 DEMONWEAPON "DEMON WEAPON"~
&B=======================================================================
&CBattle hardened over countless centuries of fighting, the Demons have
created some incredible techniques over the ages; and this is one of
them. Pumping very large amounts of energy into a given section of their
body, usually the arms or legs, or in some instances a dismembered limb,
a demon can create a weapon of metal and bone from their flesh.

Using this skill, a demon can create dual scimitars, a shortsword, a
longsword, a broadsword, a lance, and a maul.

Or, by typing 'demon weapon' remove, one can destroy the demon weapon
wielded. In case one needs the inventory space.

Demon weapon takes your max energy, and 80 life, in order to use.

&wSee also: WEAPONSOUL, CLEAVER, DARKNESSFLARE, PORTAL, PORTALSTYLE,
          FIENDFORM, INFERNALWILL, DEMONICMEDITATION, FLAMETHROWER,
          SHATTERPLANE
~

58 DENY DISCONNECT FREEZE~
Syntax: deny       <character>
Syntax: disconnect <character>
Syntax: freeze     <character>

DENY denies access to a particular player and throws them out of the game.
DENY persists past reboots and crashes and can only be undone by either loading
up the character and doing a 'mset <character name> flags deny', or by editing
the player file offline.

DISCONNECT <character> immediately disconnects that character.

FREEZE <character> is a toggle which prevents a character from issuing any
commands at all.
~

65 DESTROY~
-----------------------------------------------------------

     SYNTAX:  destroy <target>

DESCRIPTION: The DESTROY command does exactly as it suggests:
             destroys player files. Caution, the command
             destroys the pfile in use, leaving only the
             backup of the pfile, if there is one.


-----------------------------------------------------------
~

0 DESTRUCTIVEWAVE DW~
&B========================================================================&C
This is a powerful attack learnable by all races.  The user powers up a
huge energy blast in front of one palm, while holding their arm steady
with their free hand.  It costs 12 focus and 300 energy.
~

0 DESTRUCTODISK DD~
&B==========================================================================&C
Destructo Disk is an attack used many times by Krillin in the various
series.  Kienzen, Cutting Edge, is a large spinning disk of energy that
is thrown at your enemy, hopefully chopping off a limb or two.  It is
used many times to remove the tails of Saiyans, Halfbreeds, and Icers.
Humans originated this attack, then the Icer race also decided it was
quite useful.  The Icers have also perfected a slightly more advanced
version of this technique.  Destructo Disk costs 175 energy and 10
focus to perform.

See Also:  &WDDD MULTIDISK&D
~

0 DEX DEXTERITY~
&B==============================================================================&C
Dexterity is not used any more.  Speed is it's equivilant stat.

See Also:  &WSTR INT CON LCK
~

61 DIAGNOSE~
Syntax:  diagnose of 20

Diagnose of n - object frequency of top "n" objects.  The above example will
return the 20 most numerous object vnums in the game at that time.
~

56 DICEFORMULAS~
To make the special SMAUG spells possible, special dice formula handling
had to be coded in.  (At least to make it nice).  This dice formula code
supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related
operators and variables:

D dice         L level          H hit points      M mana
V movement     S strength       I intelligence    W wisdom
X dexterity    C consitution    A charisma        U luck
Y age

See SMAUGSPELLS and SSET.
~

-1 DIKU~
.         SMAUG was originally based on the Merc 2.1 code which was
              based on the orignal DIKUMud code created by:

                       The Original DIKUMud Team:

          Katja Nyboe               [Superwoman] (katz@freja.diku.dk)
          Tom Madsen              [Stormbringer] (noop@freja.diku.dk)
          Hans Henrik Staerfeldt           [God] (bombman@freja.diku.dk)
          Michael Seifert                 [Papi] (seifert@freja.diku.dk)
          Sebastian Hammer               [Quinn] (quinn@freja.diku.dk)

                     Additional contributions from:

 Michael Curran  - the player title collection and additional locations.
 Bill Wisner     - for being the first to successfully port the game,
                   uncovering several old bugs, uh, inconsistencies,
                   in the process.

         And: Mads Haar and Stephan Dahl for additional locations.

  The Original DIKUMud was Developed at the Department of Computer Science
                     at the University of Copenhagen.
~

0 DISCLAIMER~
&B===============================================================================&C
By continuing to play this MUD you are acknowledging that:
(1)  you are willing to abide by the decisions of the Immortals concerning
all issues involved in the game, and
(2)  conversation and situations may arise during the course of play that
     may not be suitable for young children.

By these acknowledgments you hereby save and except this MUD and it's
Administrators from any and all liability that may arise during gameplay.
~

0 DIVINEFATE "DIVINE FATE"~
&B========================================================================&C
Divine Fate is quite the formidable attack created by Kaios for the sole
purpose of the destruction of their foe.  It is a large ball of energy
which is formed by what looks like the kaio "praying".  The kaio glows and
above them forms a large destructive ball of energy.  This ball drains the
plants and animals around them much like the fabled attack Spirit Bomb. 
They then proceed to fling the ball at their opponent, for pleasing
results. Divine Fate takes 3500 energy and 35 focus.
~

51 DND~
On or off syntax: DND

This command toggles your personal dnd flag.
This command effectively secludes immortals from those of lower level.
Each immortal has a personal dnd flag associated with their pfile. In
addition, each room can have a dnd flag associated with the room.

When your personal dnd flag is set, lower level imms can't 'at', 'goto',
'trans', sight you on 'where' or 'where (name). This does not affect LD
immortals, they can still be transferred, even with the DND flag on. To
see the flag's status, 'mstat self', it will be listed under 'pcflags'.
Syntax for room flag: redit flags DND

The DND room flag effectively blocks any 'at', and 'goto' commands
either to the room, or to a mob/object in the room. NOTE: It is only
in effect if:
a) there is an immortal in the room with their DND flag on.
b) the immortal attempting the commands is of lower level than the
   immortal with the activated DND flag in the room.
~

0 DODONPA DODONRAY DR~
&B========================================================================&C
The Dodon Ray was created and perfected by pracitioners of the
Crane style of martial arts.  This beam is fired from the tip of one
finger, usually while pointing it towards the opponent like a pretend
gun.  Much like a 'finger beam', Dodonpa is able to be fired quickly
and repeatedly.  It costs only 12 focus and 600 energy.

See Also:  &WFB&D
~

0 DOF "DOMINIONS OF FATE"~
&W=====================================================================
&rDominions of Fate - Absolute Balance
&W=====================================================================

&RBalance.  It is what we seek.  A unity between different people with
different aspects on what is evil and what is good.

It is tricky to pinpoint exactly what is evil and what is good.  It all
depends on the situation, and the person interpreting the deed.  If you
feel you are either evil or good, or even inbetween, Dominions of Fate is
for you.  We don't care if you've killed hundreds of people.  We don't care
if you pray to God every night.  Everyone is the same, in this world of
ethereal chaos.  We just want the universe a little more balanced.  And you
could help us.  

We are the total neutrality.  We will make balance, even if we have to kill
to do so.  So, if you feel you could benefit us, join Dominions of Fate.  

&wPowerlevel Requirement: &rNone as long as you can help us.
&wRace: &rEvery race is accepted.
&wAlign: &rAny alignment is allowed, as with any good, there will always be an evil, and an inbetween. 
~

0 DONATE DONATION~
&R********************************************************************
&C Although this mud is not donation ran for the low cost of the server
we do accept donations at &YDBSOS&C, depending on how generous the amount
and how poor Shin is at the time of server billing, there will be unique
or sweet-ass rewards for any donators. Varying greatly. Currently the
best way to donate is through paypal, using the currently broken button
on the homepage. (&chttp://dbsos.wolfpaw.net&C)
&R********************************************************************
~

65 DONUTS~
~

53 DOORDIRS~
Here is the order of the exits, and their corresponding values:

  ---------------------
  | Direction | Value |
  |--------------------
  | NORTH     |   0   |
  | EAST      |   1   |
  | SOUTH     |   2   |
  | WEST      |   3   |
  | UP        |   4   |
  | DOWN      |   5   |
  | NORTHEAST |   6   | Exits 6 - 10 are relatively new, and may not be
  | NORTHWEST |   7   | fully supported by all of the code yet.
  | SOUTHEAST |   8   |
  | SOUTHWEST |   9   |
  | SOMEWHERE |  10   |
  ---------------------

See REDIT, RSTAT and RESETCMDS.
~

0 DRAG~
&B===============================================================================&C
Syntax:  drag  <character> <direction>

Drag will drag the victim in the specified direction if they are not
standing up.

~

0 DRAGONS~
&B===========================================================================
&CShadow Dragons are beings of judgment, sent from a higher plane of existence
to punish those in the mortal realm for their selfishness and sin. They are
beings of untold power, yet also exist in weakened states in this reality by
necessity.

The most powerful and tactical of the Shadow Dragons are the Shadow Dragon
lords, of which now exist only seven, and they only because they represent
the spirits of the Black Star Dragonballs.

Yet when the Shadow Dragons came to this world, they found themselves tempted.
Some began to see selfishness in a brighter light, that it is sometimes all
one can act by to survive.
Others saw other facets of the sins, saw first hand what destruction and
sorrow they caused the victims and bystanders.

And so the Shadow Dragons became divided, and some retreated to the other world
and others remained. Some chose to cast off their ethereal shell and still others
gained a new zeal in their punishment of mortal kind.

The only thing sure in this new world is change.
Change is most certainly on the horizon.

&wSee also: ACTIVATE, BSDB, WHIRLWINDSPIN, DRAGONTHUNDER
See also also: VOLTAICSAP, TOXICHAZE, SUBZERO, TREMORS, HSHIELD
               FLARE, ANTIMATTER
~

0 DRAGONTHUNDER DT~
&B===========================================================================
&CDragon Thunder is the second technique Shadow Dragons can master without
the need for a black star dragonball, mainly because of its unfocused form.
When Dragon Thunder is successfully performed, it manipulates the surrounding
air in such a way as to ionize its chi, causing a great backwash of energy
as the air seeks to neutralize itself through a spiritual shock through the
opponent.

Dragon Thunder costs 1250 Energy and 29 Focus to perform.

 &wSEE ALSO: WHIRLWINDSPIN
~

0 DROP GET GIVE PUT TAKE~
&B===============================================================================&C
Syntax:  drop <object>
         drop <amount>  coins
Syntax:  get  <object>
         get  <object>  <container>
Syntax:  give <object>  <character>
         give <amount>  coins <character>
Syntax:  put  <object>  <container>
Syntax:  get/put/drop   <# amount>  <object>
Syntax:  get/put        <# amount>  <object> <container>

DROP drops an object, or some coins, on the ground.

GET takes an object, either lying on the ground, or from a container, or
even from a corpse (TAKE is a synonym for get).

GIVE gives an object, or some coins, to another character.

PUT puts an object into a container.

Use 'drop/get/put all' to reference all objects present.
Use 'drop/get/put all.<object>' to reference all objects of the same name.

Examples:
 - drop 1000 coins
 - get all.ball backpack
 - get 5 sword
 - put 15 potion backpack

See Also:  &WCONTAINERS
~

0 DUALDESTRUCTODISK DDD~
&B======================================================================&C
After observing Humans using the Destructo Disk technique, Icers
copied it and used it for their own purposes.  Eventually they
perfected a new technique, whereby they could throw twice the number
of spinning energy disks.  This attack is powerful and deadly, with
a chance to instantly slice your enemy in two.  It costs 400 energy
and 18 focus to use.

See Also:  &WDD MULTIDISK&D
~

0 DUALSBC 'DUAL SPECIAL BEAM CANNON'~
&B======================================================================
&C
 When a race has truly perfected a technique, they can advance it further
and manipulate the ki to a point it becomes more lethal than it once was
and more dangerous within the hands of the master. The nameks signature
special beam cannon, already deadly, eventually grew and evolved through
its use by ancient namekian masters and now, true namekian adepts may use
each hand to gather the spiral energy and send the devestating attack
at opponents. This super move takes 48 focus and 4,500 energy to use
due to it's lethal nature.
~

11 EASTKAIS "EAST KAIS"~
&B==========================================================================&C
&RCongratulations!  You have achieved the '&GEast Kai&R' rank!&C

Your reward for reaching this incredible level is:

 * can use the 'restore all' command once every 12 hours

If your ranking drops below the East Kai rank, you will lose this ability
until your rank goes back up to the East Kai rank.

Hardcore characters will also recieve these bonuses, but they will still
be listed under the 'Unknown' rank.

SEE ALSO:  &WKAIRESTORE
~

0 EAT DRINK~
&B===========================================================================&C
Syntax:  drink <object>
Syntax:  eat   <object>

Very simply, these commands let you eat and drink things on the MUD.  Right
now you do not become hungry or thirsty, though eating Senzu beans can fill
anyone up very quickly.
~

52 ECHO RECHO~
Syntax:  echo      <color> <message>
         echo  imm <color> <message>
         echo  pc  <color> <message>
Syntax:  recho     <color> <message>

ECHO sends a message to all players in the game, without any prefix indicating
who sent it.  If 'echo imm <message>' is used, only level 51+ characters will
see the message. If 'echo pc <message>' is used, only player characters will
see the message. Echos should always adhere to the guidelines laid out in the
Realm of Order (vnum 1214).

ECHO done in color should avoid the use of red and dark red unless it is a
Urgent message containing important information related to the game.

RECHO sends a message to all players in your room, without any prefix
indicating who sent it.

See also : COLOR 'IMM ECHO'
~

51 ECONOMY~
Each area will initialize (on bootup of the mud) with a pool of gold based
on the area's range and the wealth of each mob in that area.

The shopkeepers and thieves will automatically deposit gold into the economy
if they are carrying more than a certain amount (the higher the level of the
shopkeeper, the greater they will carry before depositing).

To allow mobprogs to be created to manipulate area economies, making them
interactive and interdependent, there are two mpcommands:  mpdeposit, and
mpwithdraw (see related helpfiles).  There is also an 'if economy' ifcheck.

The aset command can also be used to adjust an area's economy by hand
(example:  aset <area filename> low_economy <amount>, this will give
the specified area a minimum economy at the level you set).

Mobs will not repop with more gold than what they were originally created
with, but if the area economy runs low they will begin to repop with less
until the economy is replenished (as they all share the same gold pool).

Use foldarea to make changes to an area's economy with aset permenent.

See ASET, FOLDAREA
~

0 EDITOR~
&B===========================================================================&C
The SMAUG Editor is used when you're writing mail, notes, your bio,
description or other long bodies of text. The commands in the editor are
(these commands are shown with a space between the / and the command letter.
Omit the space when using the commands in your notes):

/ ?              Displays editor help.
/ l              Lists the current contents of the note.
/ c              Clears the current contents of the note.
/ d [line]       Delete line. If no line number is given, the most
                  recent line is deleted.
/ g <line>       Goto line. This is useful for inserting lines,
                  deleting and fixing lines, etc.
/ i <line>       Insert line. Inserts a new blank line where specified.
/ r <old> <new>  Global replace. '/g' to the line you want to start
                  replacing at first, or no occurences will be found.
/ a              Abort editing. No changes you made are kept.
/ ! <command>    Execute mud command. '/! smile' sends the smile
                  command, without exiting the editor.
/ s              Save buffer, and exit the editor.

See Also:  &WBIO GBOARD
~

0 EHB 'ELECTRIC HELL BALL'~
&B======================================================================
&C
 The move, electric hell ball, is possibly the androids greatest technique
and although some have recently been programmed with it. It was originally
designed through the evil genius of an androids own cognitive processes
although how they learnt to manipulate such power is unknown, it is clear
that the explosion caused by this technique is enough to send any enemy
on a one way trip to see King Yemma himself! It costs 46 focus and an
android must spend 4,000 energy to use it.
~

0 ELECTRICSHIELD~
&B===============================================================================&C
To further reinforce their already solid bodies Dr. Gero created a type of
electric barrier for his Androids.  Turning it on will add to the free 
armor an Android already has and will stay active for a certain amount of
time.  Upgraded versions are available once a higher Tech Level has been
reached.  These stay on longer and add more armor.

Electric Shield    -  +500 ac -  500 Energy Cost
Upgraded Shield L1 -  +750 ac - 1000 Energy Cost
Upgraded Shield L2 - +1000 ac - 2500 Energy Cost
Upgraded Shield L3 - +1500 ac - 7500 Energy Cost
~

0 EMAIL~
&B===========================================================================&C
Syntax: email <address>
Syntax: email clear

Allows you to specify an email address to list with the finger command.
It can be any address you wish to make available for others to see.
To remove your email address, type 'email clear' and it will no longer
be available to users of the finger command.

See Also:  &WFINGER WHOIS HOMEPAGE ICQ
~

0 EMOTE~
&B============================================================================&C
Syntax:  emote <text>

Emote is a customized expression of emotions or actions.  For example:

emote justs smiles and nods.

... displays to everyone in the room:

<Your character's name> just smiles and nods.

See Also:  &WSOCIALS
~

0 EMPTY~
&B===========================================================================&C
Syntax:  empty <container>
Syntax:  empty <container> <container>

This command allows you to empty a container of its contents.

Use 'empty <container>' to dump the contents to the ground.

Use 'empty <container> <container>' will empty the contents of the
first container into the second container.

See Also:  &WCONTAINER
~

0 ENERGY~
&B===========================================================================&C
Almost all martial artists believe in some sort of inner strength, or energy,
that they channel to perform their wonderous feats.  It is sometimes also
referred to as ki or chi.  In the normal world, this is sometimes showed
to increase a fighters strength and speed.  In the worlds of anime,
including the Dragon Ball universe, ki has gone far beyond that.  Now it is
considered common fact that the people in those universes can turn their
inner strength into energy attacks, inhuman speed, or the ability to
defy gravity.  On this MUD, ki is energy, which is what fuels most all
attacks and transformations into different forms.  It is also what powers
the Kaioken.

See Also:  &WKAIOKEN ENERGYGAIN
~

0 ENERGYBALL ENERGY_BALL BALL~
&B=======================================================================&C
Energy Ball is a basic ability that most any fighter learns once
they are strong enough to focus their energy.  It does very low damage,
but only costs 75 energy and 7 focus to use.
~

0 ENERGYGAIN~
&B==========================================================================&C
You gain energy whenever your powerlevel hits certain checkpoints. How
much you gain depends on your constitution attribute, as well as a
certain amount of luck. There is a formula used to find when you will
receive your next energy increase.

(X * X * 5,000) where X is what energy gain you are expecting next.

For example, if you are expecting your third energy gain, you would gain
it at: ( 3 * 3 * 5,000 ) = 45,000 PL. The first few gains are provided
for your convenience:

     (1)      5k    (6)   180k   (11)   605k   (16)  1,280k
     (2)     20k    (7)   245k   (12)   720k   (17)  1,445k
     (3)     45k    (8)   320k   (13)   845k   (18)  1,620k
     (4)     80k    (9)   405k   (14)   980k   (19)  1,805k
     (5)    125k   (10)   500k   (15) 1,125k   (20)     2 m

See Also:  &WENERGY INT

~

0 ENFORCER ENFORCMENTADMINISTRATOR~
&B==========================================================================
&W
The Enforcement Staff. Peacekeepers and whatnot of the game that work
one on one with players and administrators alike to solve problems and
further the game itself. Enforcers have standardized arsenal which includes
many abilities in order to prevent an unfriendly MUD experience.

Enforcers are the voice of authority and will not hesitate to use force
when need be. Their job description includes, but is not limited to,
the following:

   * Promoting a friendly MUD experience for all players.
   * Assisting with other Administrators when asked.
   * Keeping the peace.
   * Preventing bug abuse by isolating and informing other administrators.

In a nutshell, Enforcers are here to promote a better MUD experience
and to prevent any unfair treatment to players and administration alike.

&B==========================================================================
~

0 EQUIPMENT EQ INVENTORY I~
&B=============================================================================&C
Typing equipment (eq) will show you what items you have equipped.
Typing inventory (i) will show what items are still in your inventory.
~

1 EVASION~
&B==========================================================================&C
Punishment evasion is simply defined as:

1) Creating a new character that is not punished with intent other than
playing the game.

2) Loading an alt to continue doing what got you punished in the first
place. 

3) Loading an alt with intent other than playing the game.

~

0 EVASIVE~
&B==========================================================================&C
All you have to do is type 'style evasive' to use this mode of combat.
This style of fighting focuses on the art of dodging and parrying blows.
Less damage will be taken by a fighter using this style, but the damage
a fighter does in battle is also reduced due to the concentration needed
for evading an enemy.

See Also:  &WSTYLE AGGRESSIVE BERSERK DEFENSIVE STANDARD
~

0 EVILBOOST EVILSURGE EVILOVERLOAD "EVIL BOOST" "EVIL SURGE" "EVIL OVERLOAD"~
&B=======================================================================
&CThese three techniques are the primary powerlevel boosting techniques
of the Demon race. Realisticly, they are all pretty much the same skill,
but for the fun of it we decided to split them up.

Evil Boost is a x3-6 variable mod. Evil Surge is a x8-14 variable mod.
Evil Overload is a x18-24 variable mod. Each skill requires 300 energy
multiplied by the mod number. These forms increase your stats in the
following ways: Strength is increased directly by the number of the mod,
and so is constitution. Speed and intelligence are increased by half of
the mod number.

These mods are increased when the Makeo Star comes near to the Orbit of
the Earth; however, the stat increases are not.

See also: &WMAKEOSTAR, DEMON&D

&RNote: None of the Evil forms, nor the Makeo Star remain on the Demon
      alist due to their Kronofication.

      The Evil forms were replaced by more original, DBZ-related forms,
      and the Makeo Star is a Ghetti deal, not a Demon one.
~

1 EVOLVE PERFECTION SEMI-PERFECT PERFECT ULTRA-PERFECT~
&B==========================================================================&C
Syntax: evolve <semi-perfect form/perfect form/ultra-perfect form>

Bio-androids must absorb players to get the energy required for these
forms.  Once they have absorbed enough players they will learn this
ability.

&CSemi-perfect form:
&W Min PL Required - 7.5 million
&W PL Multiplier   - &Rx8&c +8 str, +8 spd, +8 int, +8 con
&CPerfect form:
&W Min PL Required - 75 million
&W PL Multiplier   - &Rx18&c +18 str, +18 spd, +18 int, +18 con
&CUltra-perfect form:
&W Min PL Required - 750 million
&W PL Multiplier   - &Rx27&c +27 str, +27 spd, +27 int, +27 con
~

0 EXAMINE LOOK~
&B============================================================================&C
Syntax: look
Syntax: look    <object>
Syntax: look    <character>
Syntax: look    <direction>
Syntax: look    <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.

See Also:  &WCONTAINER GET
~

51 EXFLAGS~
The redit exflags <dir> [flag] ... command accepts the following flags:

ISDOOR        | There is a door in that direction
CLOSED        | The door is closed
LOCKED        | The door is locked
SECRET        | The door is a secret door
PICKPROOF     | Door is pickproof
FLY           | Must be able to fly to go that way
CLIMB         | Must be able to climb to go that way
DIG           | Passage is blocked and must be dug out
NOPASSDOOR    | Door is resistant to the passdoor spell
HIDDEN        | Door is not "obvious" -- doesn't appear with autoexits
CAN_CLIMB     | Can use the climb command to go this way
CAN_ENTER     | Can use the enter command to go this way
CAN_LEAVE     | Can use the leave command to go this way
AUTO          | Keyword can be typed to go this way
SEARCHABLE    | Searching in this direction can remove the SECRET flag
BASHED        | Denotes a door that has succesfully been bashed open
BASHPROOF     | Cannot bash the door
NOMOB         | Mobs may not pass through this exit
WINDOW        | Points to a destination, but does not allow direct access to it
CAN_LOOK      | Allows a person to view the destination room for a WINDOW exit
PUSHTYPE      | Players will be pushed or pulled by a type of force.
PUSH          | Players will be pushed or pulled with a degree of force.
~

51 EXITMAKING~
The 'redit exit' command is used to create, modify and remove exits in a room.
Currently there can only be one exit in a certain direction.
The syntax of the 'redit exit' command is as follows:
redit exit <direction> [vnum] [exit-type] [key] [keyword(s)]
direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ?
vnum     : the room number in which the exit leads to.
exit-type: a number detailing the exit -- has a door, open/closed/locked etc.
key      : a number corresponding to a key object which can unlock the door.
keywords : keywords used to refer to the door, (or exit).

If only 'redit exit <direction>' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords.  All other fields are
required previous to the field desired.

Examples:
redit exit n 3001           - Creates an exit north to room 3001
redit exit n 3001 3 gate    - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n                - Removes the north exit

See EXITTYPES for generating the exit-type value.
~

0 EXITS~
&B============================================================================&C
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits.  (Try to walk in a
certain direction and see what you bump into).

See Also:  &WCOMPASS NORTH
~

51 EXITTYPES~
These are the currently valid exit-types:
      0 - Plain exit
      1 - Door exists         (Required to be closed or locked)
      2 - Door is Closed
      4 - Door is Locked
      8 - Door is Secret      (Trying to go that way won't reveal door)
     32 - Door is Pickproof   (Door can't be picked by spell or skill)
     64 - Need to be able to fly to go that way
    128 - Need to be able to climb to go that way
   1024 - Door is Passdoor proof

NOTE: You must ADD the values together to generate an exit-type:
        3 = a closed door
        7 = a closed and locked door
       11 = a closed secret door
       15 = a closed, locked and secret door

-- Use the 'redit exflags' command to change these flags, and to set the
   advanced exit flags, most of which are not shown above.

See EXFLAGS and EXITMAKING.
~

1 EXTREME~
&B==========================================================================
&CExtreme is a technique usable only by pure humans. It's full and proper
name is 'Extreme Heart.' Essentially, it is a combination of both the heart
skill and the hyper skill rolled into one. No one knows who created this
skill, though rumors exist that some nameks may have experimented with
drawing forth hidden powers and combining skills. Either way, the skill is
very effective at drawing forth the hidden power within an otherwise weak
race.

&WExtreme: &Rx25 &z +20 str, +15 spd, +12 int, +30 con
~

0 EYEBEAM EB~
&B=======================================================================&C
Several races have the ability to channel their ki through their eyes,
shooting twin beams of deadly energy. At lower levels, this attack is
quite impressive, as the addition of a second energy beam greatly
increases the net damage, however as one's opponents become stronger
it will become increasingly obvious that two weaker beams of energy
are no match for the single, massive beams of energy available at
higher powerlevels.
Eye beam costs 500 Energy and 15 focus to use.
~

0 FB FINGERBEAM~
&B==========================================================================&C
Icers enjoy using many underhanded attacks, hoping to catch their
enemies by surprise and deal them a painful blow.  Not only can they shoot
beams of force from their eyes like Nameks, they have also created
an attack that fires energy from their fingertips.  This attack does
a fair amount of damage, and costs 350 energy to use.  There is a
small confusion on how to fire this attack, you must put the name
between apostrophes, as in 'finger beam'.

Finger beam costs 15 focus and 325 energy to perform.

See Also:  &WEYEBEAM DR SFB&D
~

0 FIENDFORM INFERNALWILL DEMONICMEDITATION~
&B=======================================================================

&C Syntax: fiend
 Syntax: infernal
 Syntax: demonicm # (Where # is between 4 and 10.)

The Demon Transformations are all either lifted from or inspired by something
done in Dragonball Z by either Janemba or Dabura. They are as follows:

        &rF&ziend &rF&zorm: &R+12x &zPL&w, &R+12 &zStr&w, &R+12 &zSpd&w,  &R+9 &zInt&w,  &R+6 &zCon&w
     &rI&znfernal &rW&zill:  &R+4x &zPL&w,  &R+6 &zStr&w,  &R+8 &zSpd&w,  &R+4 &zInt&w,  &R+2 &zCon&w
&rD&zemonic &rM&zeditation: &R+10x &zPL&w,  &R+5 &zStr&w,  &R+5 &zSpd&w, &R+10 &zInt&w, &R+10 &zCon&w

&CFirst one must note the fact that these three transformations stack over
upon each other. Fiend form is a physical transformation, Infernal Will a mental,
and Demonic Meditation a spiritual.
This makes the maximum mods:

         &rA&zll &rT&zhree: &R+26x &zPL&w, &R+23 &zStr&w, &R+25 &zSpd&w, &R+23 &zInt&w, &R+18 &zCon

&COne must also realize that Demonic Meditation is a variable mod, and shown
above is its maximum mods. The stat changes will decrease as the PL mod does.

&wSee also: DEMONWEAPON, WEAPONSOUL, CLEAVER, PORTAL, PORTALSTYLE,
          FLAMETHROWER, SHATTERPLANE

~

0 FINALFLASH FINAL FLASH FF~
&B=========================================================================&C
Final Flash is a very powerful attack that only Saiyans may learn.
It creates a large beam of yellow energy, that does high damage.  The
cost of this technique is 1500 energy and 35 focus.
~

0 FINGER~
&B===========================================================================&C
Syntax: finger <name>

Finger gives you a short list of information about the specified player,
such as his/her title, level, and last time they connected. It also shows
their web homepage and email address if they have chosen to specify one.

You cannot get finger information on someone if they are immortal and
you are not.

See Also:  &WWHOIS EMAIL HOMEPAGE ICQ
~

0 FINISHINGBUSTER BUSTER~
&B=========================================================================&C
This attack is the most powerful usable by Halfbreeds, and is only 
usable by said half-monkeys.  A giant ball of blue energy is gathered 
above the user's head, swiftly tossed towards the unlucky opponent.  
Finishing indeed...this attack costs 37 focus and 1500 energy.
~

51 FIXED~
Syntax:  fixed <message>
         fixed list

This command records your message (250 chars or so max) to a permanent
record file.  All changes made to live areas, made with foldarea, etc.
should have some kind of entry recorded here.

Your name and the roomvnum in which you are standing at the time are
automatically recorded when you use the command.

If you post a note about the change, please make a fast entry pointing
it out.  (The board in 1215 is best for such notes.)

Using 'fixed list' will display the contents of the current fix record.

NOTE:  This file supports color tokens, be careful with them.
~

0 FLAMETHROWER~
&B=========================================================================
&CUtilized by the "Demon King" Dabura on many an occasion, the Flamethrower
technique is simply the ability to convert inhaled air into magical flame,
spitting it back out at one's oppoent like a flamethrower.

To execute the Flamethrower, one must spend 25 Focus and 2000 Energy.
~

0 FLARE~
&B===========================================================================
&CMany a warrior has fallen to Nuova Shenron's mastery over all things flame,
thus the technique acquired from his dragonball is that of Flare.
Simply put, Flare is a big, fiery explosion. There's not much else to say. You
like fiery? You like explosion? You like big? Flare's got all three.

Flare: for when you want an explosion of fire in a big way.
(Flare costs 36 focus and 3500 energy. Void where prohibited.)
~

0 FLEE RESCUE~
&B============================================================================&C
Syntax: flee
Syntax: rescue <character>

Once you start a fight, you can't just walk away from it.  If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.

If you lose your link during a fight, then your character will keep
fighting, and will attempt to FLEE from time to time.

In order to RESCUE successfully, you must practice the appropriate skill.
However, this skill currently doesn't work.
~

0 FLY~
&B===============================================================================&C
Skilled martial artists can use their ki/energy to lift themselves off the
ground, and fly free of the restraints of gravity.  This is helpful when
you need to travel over water or other terrain that is hard to cross on foot.
The skill uses 75 energy.
~

1 FOCUS~
&B=============================================================================&C
Focus is used to determine how quickly you may use skills and abilities while
in battle.  Your focus points will increase during battle and decrease when
you are not in battle.  Any attack that is done in battle will take a set
amount of focus away from you based on which attack you use.

The maximum focus points you can have at one time is determined by your
intelligence.

See also: &WINT
~

56 FOLDAREA~
Syntax:  foldarea <area filename>

This command saves an area file, usually after modification.

&rThis command must be used with extreme care.  If you aren't
exactly and intimately familiar with the changes being made
or what the command does -- don't use it.&w

*NOTE*
Area files have backups that record the file as it was prior to foldarea.
If you folda something and realize there's a mistake, and you've only
folded it once -- don't do anything else.  Post a note or find Blodkai.

Do not fold changes into non-quest areas that are quest related.  If you
must do this, write a note or ensure it's changed back.

Any time an area is folded, document it with the fixed command.
(check 'help fixed')

See ASET, UNFOLDAREA and INSTALLAREA.

~

0 FOLLOW~
&B=============================================================================&C
Follow <name>

You will follow someone around, pretty easy to understand.
To stop following someone, just type 'follow self'.
You can now stop being from following you by changing a config option.

See Also:  &WCONFIG
~

52 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character or mob to execute a command.

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.

Force is restricted to mob use only until level 57.
  *Note.. NEVER force a mob to drop eq and give to a player..lest God
   smite thee down in your very tracks.
~

54 FORCECLOSE~
Syntax: forceclose <descriptor>

This command will force a certain descriptor to close.
This is useful to disconnect connections that aren't really connected
due to a poor TCP connection.

It can also be used to forceclose a connection before a potential
problem player can even get to the authorization state of connection.

See USERS, CONSTATES and DISCONNECT.
~

0 FOS~
&B==========================================================================&C
The 'Freedom of Speech' channel other wise known as 'FOS' is a channel that
is not moderated by admins.  You are completly free to say or do anything
you want on this channel with out fear of being silenced, helled, banned, or
deleted by an admin.

This channel is ONLY for players who are at least 18 years old.  If you are
not at least 18, then you are not allowed to turn on this channel.

If there is someone you don't want to listen to on this channel, but you
still wish to keep the channel on read '&WHELP IGNORE&C' to learn how to
ignore someone. Spamming the channel is legal. Don't like it? Ignore them.

See also: &WIGNORE SWEAR
~

51 FQUIT~
Syntax: fquit <character>

FQUIT forces a level one player to quit.

It is used in case you accidently authorize a bad name.

Please be sure to send a tell to the player explaining why you are
forcing them to quit before using FQUIT.

~

58 FSHOW~
-----------------------------------------------------------

     SYNTAX: fshow <moblog | plevel>

DESCRIPTION: The FSHOW command when used with the MOBLOG
             variable, displays the current log of MPLOG. When
             FSHOW is used with the PLEVEL variable, it will
             display the current log of all character levels
             that have occurred since the last reboot.

-----------------------------------------------------------
~

0 GAINS SHTUPUN00BSOKIDEEDEET~
Here is a basic outline of how different races gain, since you all keep
bitching about how race X gains so fast:

These examples assume that; the target mob and the player both have exactly
1,000,000 powerlevel; the hit did 1 damage; there aren't any external
bonuses or penalties (this isn't a spar or a pk fight).

Race             Gain
---------------------
Saiyan            93
Human            115
Halfbreed        138
Namek             97
Android          104
Icer             104
Bio-Android       79
Kaio             107
Demon            104
Genie            101

Shown Bio-Android gains are base gains, dependant upon how many of each race
said Bio-Android has absorbed, he will almost certainly have better gains.
~

0 GALACTICDONUTS 'GALACTIC DONUTS'~
&B========================================================================-
 &CA simple, yet very effective technique.  This attack was originally used
by Gotenks, on Buu.  The user creates several rings which they then guide
over to their enemy.  The rings expand and then constrict the opponents
movement.  Eventually, the opponent is squeezed into a ball, resembling a
volleyball.  The user then bats the opponent around, finishing with a spike
to the ground, where on impact, the rings explode, causing even more
damage. This attack costs 48 Focus and uses up 4000 energy.
~

0 GALLICGUN GARLICHA GG~
&B========================================================================&C
A technique created by Vegeta and imported to Earth, the Garlic-Ha 
is a powerful attack.  The user charges up an electric, purple aura of 
energy around themself, blasting a large beam directly from this 
menacing field of ki.  It costs 750 energy and 20 focus.

See Also:  &WBB FF&D
~

0 GBOARD GBOARDS~
&B==========================================================================&C
Global boards are subject to strict rules. You are free to use the
personal boards in any way you see fit as long as you obey the rules as
described below. In addition, make sure you post your notes to the right
list, if notes are not posted in the right list, they will be deleted.

RULES:

&W-&C NO SPAM OR ADVERTISING IN ANY WAY
&W-&C NO PROFANITY
&W-&C NO SEXUAL OR ANY OTHER OFFENDING REMARKS
&W-&C NO WHINING, NO DEMANDING, NO IMMATURITY
&W-&C NO POINTLESS POSTS, NO PLAYING/GOOFING
&W-&C ANY POST ON THE BOARDS SHOULD BE DIRECTLY MUD RELATED

You can change the gboard you are currently on by typing:
  &Wgboard <&wname&W>&C

The current gboards are:&R
  General
  Ideas
  Announce
  Bugs
  Personal
&C
See Also: &WGNOTE NOTE NOTE2 BOARD
~

0 GENERALADMINISTRATOR GENERAL_ADMIN~
&B===============================================================================
&W
The General Administrator. The beginning point for all whom attempt the 
administration proceedure here at Dragonball Saga Old School. Those applying for any
position will be set here for the duration seen fit by the higher ups untill
the pre-assigned job is available/understood.

General Administrators assigned tasks are to watch over the game itself
in general, and are to do the following:

   * Assist players when problems arise.
   * Keep a 'friendly' environment for all players.
   * Assist in finding/reporting bugs or related problems.
   * Issue Role-playing points on a 'performance' basis.
   * Assisting other Administrators in care of the game.

General Administrators are not limited to the afformentioned tasks, and
are able to assist in helping other administrators as well.

&B===============================================================================
~

0 GENIE GENIES~
&B=========================================================================&C
The genie race is a magnificent race due to their many abilities, one of 
their natural abilities is to transform into beings of great power and
prestige. Although there original structure may not seem  too threatening
or great their later stages prove this wrong. They go through various stages
of thin, muscularly built and a child-like form. But do not cast this
child-like form aside, for Empire's have fallen because of a childs innocent
nature.

SEE ALSO: CANDYBLAST TRANSFORM VANISHINGBALL DEMONWAVE TENTACLEATTACK
          GENOCIDEATTACK VACUUMWAVE ABSORBFORM ABSORPTION


&RFor Knet and Remmick: Genies are &PBuu&R.
~

0 GENOCIDEATTACK "GENOCIDE ATTACK"~
&B========================================================================-
&C The ultimate attack for Genies, Genocide Attack lives up to it's name.
In the show, Super Buu used this attack to kill every human on earth. This
attack is the Genie's finishing move, and as such it costs 3000 energy and
35 focus. 
~

61 GFIGHTING~
-----------------------------------------------------------

     SYNTAX: gfighting
             gfighting <low> <high>
             gfighting <low> <high> mobs

DESCRIPTION: The GFIGHTING command does a global search
             for the fighting targets specified, where
             <low> <high> indicates the target's level.

    EXAMPLE: gfighting 1 5 would display a list of PCs
             levels one through five that are fighting,
             who they are fighting and their level, what
             vnum/room name they are fighting in, and the
             name of the area they are fighting in. By
             adding the 'mobs' variable, the command
             would display the same information for mobs
             of the levels specified.

-----------------------------------------------------------
~

0 GLANCE~
&B===========================================================================&C
syntax:  glance
syntax:  glance <victim>

Glance alone shows you only the contents of the room you are in,
eliminating the description.  Glance <victim> shows only the health
condition, eliminating their description and equipment from your
screen.

See Also:  &WSCAN SENSE
~

0 GNOTE GNOTES~
&B==========================================================================&C
This is a short summary on how to write notes to the gboards.

Syntax : &Wgnote <&waction&W> <&wextra data&W>&C

&WGboard &CCommands:
&W Gboard&C
   *Lists new messages for each board
&W Gboard <board #>&C
  *Sets you into that board, so that you can compose and read gnotes within it

&WGnote &CCommands:
&W Gnote&C
   Reads all new gnotes in your current board, if there are none, moves to the
   next gnote
&W Gnote <&wmessage #&W>&C
   *Allows you to read the specified Gnote even if its been read before
&W Gnote List&C
   *Lists all gnotes in your current Gboard
&W Gnote Write&C
   *Puts you into a buffer which prompts you for the information required for
   the note
&W Gnote Remove <&wmessage #&W>&C
  *Removes the message corresponding to the # you entered on the current Gboard
   You must be the author of the note to do this

These are the more important of the commands.
If you need more help, please type '&Whelp note&C'

See Also:  &WGBOARD NOTE NOTE2
~

0 GOLD~
&B===========================================================================&C
Syntax:  gold

Displays the current total amount of gold you are carrying.
Yes, we all know the command should be 'zeni'.  Well, all of us but Shin.
Don't fire me, I'll be good!

See Also:  &WWORTH
~

51 GOTO~
Syntax: goto <location>

GOTO takes you to a location.  The location may be specified as a vnum,
as the name of a mobile, or as the name of an object.

If the location is a vnum, and it does not already exist, and it is within
your room vnum range; it shall be created for your to edit further with
REDIT.

You may not GOTO a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present.

You may also "GOTO pk" to go to the site of the most recent illegal pkill.
See REDIT.
~

0 GRAVITY GRAV~
&B==========================================================================&C
Syntax: gravtrain <stat> <minutes>

Gravity training is the only way to push your body past it's normal
limitations.  Everything is harder under intense gravity, even the
most regular tasks can almost become impossable.

You may train in the grav rooms as long as you have room to imporove
your self.  Therefor, you must have at least 1 training point before
you begin.  For every minute you train a stat you gain between 1 and
3 percent to that stat until it becomes 100% and the stat you've been
training goes up by a full point.  Even if you don't have any training
points, sometimes you can still push your self and get very close to
increasing your stats, BUT you still will not gain a full point unless
you have an extra training point.

Setting how many minutes you wish to train for makes you train for
that many MUD minutes.  One in game minute is about one second real
time.  You can train for as long as you wish, but you will have to
take a break eventualy.

See also: &WTRAIN
~

-1 GREETING~
&wWelcome to the &WDragonBall Saga Old School&w.  A MUD based on the 
DragonBall, DragonBall Z, and DragonBall: GT anime and manga universe.

DragonBall Saga Old School(DBSOS) &Wv1.0 &w[SMAUG Code Base]
   DBSOS Code by:&W Horus, Kronotross &w
   DBS Code by:&W  Goku (Warren), Melora, Islvin&w
   Areas by:&W Goku, Ubuu, Melora, Kalia, Viola, Vegeta, Thirteen, 
             Bardock, Islvin, Koronto, Ferrin, Dabura, Slade, Archon,
             Shin, Dachande, Gemini, Rikimaru

            &Y "Old School..Smarter than the average clone."
            
&c==============================================================================&b
Dragon Ball Z and all logos, character names and distinctive likenesses
thereof are trademarks of Toei Animation.  2000 Bird Studio/Shueisha,
Toei Animation.
SMAUG 1.4 written by Thoric (Derek Snider) with Altrag, Blodkai, Haus, Narn,
Scryn, Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and Nivek.
Original MERC 2.1 code by: Hatchet, Furey, and Kahn.  Original DikuMUD code by:
Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert & Sebastian Hammer
&c==============================================================================&b
&w
~

0 GROWTH GIANTSIZE 'GIANT SIZE'~
&B===============================================================================&C
Nameks are masters of their own body.  They know how to use their inner
energy to heal themselves and others, as well as how to manipulate their
form.  Powerful Namekians can not only stretch parts of their bodies, but
also grow to incredible sizes.

This gives a great boost to their physical power, but also reduces their
quickness.  Sometimes the added strength is well worth the slowed movements.

&WGrowth:&C  +10 Str, +5 Con, +5 Int, -10 Spd
&WGiant Size:&C  +25 Str, +15 Con, +10 Int, -25 Spd
~

0 GTELL ; REPLY SAY TELL~
&B===========================================================================&C
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>

All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.

SAY sends a message to all awake players in your room.  The single quote '''
is a synonym for SAY.

TELL sends a message to one awake player anywhere in the world.

REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.

See Also:  &WCHANNELS CHAT
~

63 GWHERE~
-----------------------------------------------------------

     SYNTAX: gwhere
             gwhere <low> <high>
             gwhere <low> <high> mobs

DESCRIPTION: The GWHERE command displays a global location
             list of the targets specified; name of target
             and level, vnum/name of room, and name of area
             are all displayed, where <low><high> indicates
             the level of the players or MOBs. If level
             criterias are note defined, all will be displayed.

-----------------------------------------------------------

SEE ALSO: GFIGHTING
~

-1 HALFBREED HALFBREEDS HALF-BREED HALF-BREEDS HALFBREEDINFO HALF-BREEDINFO~
&B==========================================================================&C
Halfbreeds are not a simple mix of just any two races. They are, more
specifically, half Human and half Saiyan. Halfbreeds, for the most part,
live on Earth. Like Saiyans they are born with a monkey tail. Also, like
their Saiyan parents, they have the ability to become a Super Saiyan.
They also transform into giant beasts known as Oozaru, though this
is only possible if their tails are still attached during a full
moon. Rumor has it that halfbreeds are incapable of attaining as high
a level of Super Saiyan. Though this is hard to prove, since so few
attain such unheard-of power.

See Also:  &WOOZARU TAIL KAIOKEN SSJ MASENKO KAMEHAMEHA BA BUSTER USSJ
           GALACTICDONUTS SGKA
~

0 HARASSMENT~
&B==========================================================================&C
&WWays of Harassment&C:
- Annoying any one persistently.
- Uninvited and unwelcome verbal or physical conduct directed at a player
  for any reason, including but not limited to: sex, race, or religion.
- The victim does not have to be the person harassed but could be anyone
  affected by the offensive conduct.
- The harasser's conduct must be unwelcome.

&WExamples of Harassment&C:
- Continually asking or begging for things from another player or
  administrator.  This includes, asking for items, or zeni, restores, or
  when an admin's project will be completed.
- Spaming public or private channels.
- Constantly complaining about aspects of the game, players, or
  administrators.
- Saying or displaying obscene, inappropriate, or offensive words,
  messages, or links.

Harassment of any kind will not be tolerated on this MUD.  If you are
found to be harassing someone you will be punished immediately.

See Also:  &WRULES IMMRULES
~

0 HC HARDCORE UNKNOWN~
&B==========================================================================&C
Hard Core Mode
--------------
Benefits of HC mode:
* You show up on the who list as an 'Unknown'.  That way nobody
  can tell what your power level is by your rank.
* You will NOT show up on any of the hiscore tables.  That way
  nobody can attempt to guess how strong you might be.
* No alignment restrictions at all. You can spar anyone, wear any
  item, or join any clan, and since the color of your name never
  changes on the who list, no one will know your true align.
* HC players will be the ONLY players allowed to collect bounties
  that have been placed on other players. (when the bounty code is
  turned back on)

The 'Not so Good Things' (TM) about HC mode:
* You can be killed by normal or HC players at any time.  (it's
  like having a permanent red pk flag on)  You are protected
  until you have 100k pl however.

If played right, the hard core character is by far the scariest
character in the game.  The only thing you can ever know for sure
about a hard core player is their name, because, combined with
suppress, they can lie about everything about them selves.  If a
hard core character can role play well (or is just a good liar),
everyone else better watch out...
~

0 HEADENFORCER~
&B============================================================================
&W
The Head Enforcer. Highest amongst the ranking of Enforcement in the game.
Those lucky to attain such a rank are 'Judge, Jury, and Executioner.' as
they see fit. They have absolute authority over lower Enforcement staff and
an even higher requirement of responsibility.

Head Enforcers are meant to be constantly on. Watching and monitoring the game
as a whole. Players and Administrators alike, both are under the careful watch
of this person(s). Responsibilites include, but are not limited to, the following:

   * Maintenance and overall basic work to be done in game.
   * Assisting in lower level administration, be it building or otherwise.
   * Working with higher up administrators to further the game.
   * Isolating and/or fixing bugs in game.
   * All responsibilites included with Enforcer and Builder(*)

*Responsibilities are assigned by Head Builder/Coder as they see fit.
   Head Enforcers don't require building experience, but it is a plus.

&B============================================================================
~

0 HEART~
&B==========================================================================&C
Humans never seem to know quite when to give up, fighting until the bitter
end.  When a Saiyan or Icer may not be able to fight any longer, a Human
will simply use his pain for motivation.  This ability, called heart, lets
Humans compete with the strange alien races through sheer guts and
determination.  Whenever their health drops to a certain amount, this will
slowly start to boost their powerlevel.  If a Human raises their constitution
above 30 this ability will begin to work.  The higher their constitution is
raised, the earlier heart will activate and the more it will boost their
powerlevel.  As with all other things, luck seems to have some effect as well..
~

0 HEAVENLYORBS "HEAVENLY ORBS"~
&B========================================================================&C
Syntax: heavenly <1-45>
This attack used by kaios is in likeness to scatter shot, but it has a
twist. Not only is it more powerful, it's quite a lot more suprising.  The
kaio using the attack flails his arms around like an idiot, confusing the
opponent. This flailing truthfully created a number of deadly energy balls
which surround their opponent. The kaio then converges the Heavenly Orbs
on their opponent, causing massive damage. It costs 50 energy and a little
over half a focus per orb.
~

0 HEAVENSPLITTERCANNON HSC~
&B=========================================================================&C
This feared attack definately lives up to its namesake, splitting the 
heavens - and your opponent - quite well.  Also known as the Chou 
Bakuretsumaha (Super Explosion Demon Blast), this is the most 
powerful single technique posessed by the Namek race.  A huge 
sphere of ki is created between both hands, and then fired at the 
target, where it explodes quite grandly.  This technique uses 1000 
energy and requires 30 focus.
~

51 HEDIT~
Syntax: hedit [help topic]

This command allows you to edit a help topic.  If the specified help topic
does not exist, it will be created for you. The default help page (summary)
will be selected if you do not specify a page.

NOTE - Always, when creating a new help entry, type Help <new entry name>
       prior to creating your entry. A pre-existing help file associated
       with that keyword may already exist.
&Y
Colors &wcan now be added to help files using the same command set that changes
a player's prompt. &bMultiple &Ycolor &wcombinations can be set on a given line
including ^bbackground^x colors. However there are a couple of quirks to take
note of:
&Y
    1) At the very least, the first character of a help file cannot be
       either the symbol '&&' or the symbol '^^'.
    2) Color changes have to be separated by at least one character. ie,
       '&&Y.^^r' will work, '&&Y^^r' will cause problems.
    3) Color codes are imbedded within text and _do_ count in note buffers
       for line length. ie, watch out for <Long Line Trimmed>.
&w
Colors should be used to &Yenhance &wthe help file, or specific parts of the
help file. Tact and restraint should be used if considering the use of colors.


See HSET, PCOLORS.
~

51 HELL UNHELL~
Syntax: hell <character> <number> <hours or days>
Syntax: unhell <character>

The hell command sends a character to hell for a given period of time.  It
automatically releases the character when their time has been served.  Upon
being helled, the character receives the message, "The immortals are not
pleased with your actions.  You shall remain in hell for <time period>".

Hell takes arguments of either hours or days.  To hell someone for 3 hours,
"hell <character> 3 hours".  To hell someone for three days, "hell <character>
3 days".  Hell will default to hours if hours or days is not specified.

You may not hell someone for more than thirty days with the hell command.

To release a player from hell, simply "unhell <character>".
~

0 HELLSFLASH HF~
&B===========================================================================&C
By harnessing their internal energy supplies, Androids can create
incredible fires within their modular bodies.  Nozzles are revealed, 
spraying an inferno that bathes their opponent in scorching hellfire.  
Used at the right time, Hell's Flash can make short work of an 
unwary foe.

This attack uses 800 energy and 25 focus.
~

0 HELLZONEGRENADE HG~
&B=========================================================================&C
Known throughout the universe for their unique combination of 
physical and mental prowess, Nameks have devised a technique that 
unilizes their advanced intellect to surprise their enemies.  After 
performing what seems to be a rather badly aimed scatter shot, 
Nameks will freeze the fired energy balls in mid-air, surrounding their 
opponent.  Next their ki balls are guided towards the trapped target, 
up to fifty of them easily hitting their mark.

Hell's Own Grenades cost 50 energy, and 5 focus for each set of 10.

See Also:  &WSCATTERSHOT SFB&D
~

0 HELP~
&B=============================================================================&C
You must really need Help!

To find help topics available to you, type hlist . This will give you
a very long list of help files. If you'd like a shortened list, type
hlist a for help files that begin with the letter a.

See Also:  &WSTART
~

0 HISCORE~
&B=============================================================================&C
&YSyntax: hiscore [keyword]&w

&CThis command is used to see a hiscore table. Without parameters, it
lists all the tables. If you supply a parameter, it will show you
the chosen table.  If you pick a person's name, it will show you all hiscores
held by that character.
~

65 HISCOSET~
&YSyntax: hiscoset <command> [keyword] [field] [value]\n\r&w

Hiscoset is the command to set and create hiscore tables.

Command can be:
    list                     Lists all hiscore tables.
    show <kwd>               Shows the data for that table.
    create <kwd>             Create new table with that keyword.
    destroy <kwd>            Destroy table with that keyword.
    set <kwd> <field> <val>  Sets data for that table.

Field can be:
    keyword <str>            Set new keyword for the table.
    vnum <num>               Set an object vnum for this table.
    desc <str>               Set the description.
    maxlength <num>          Set Max entries in the table.
    entry <name> <score>     Change the score for a player.

If the 'vnum' field is -1, the table will be accessible via the
'hiscore' command; if it's different from -1, it will be visible
only by looking at the object with that vnum.
If you decrease maxlength, entries at the end will be chopped. If
you increase it, it will slowly fill up.

See also: &YHISCORE&w.
~

51 HITALL~
Syntax: hitall

Hitall is a fighter skill that will start a fight by hitting all the
opponents in the room.  For nondeadly characters, the 'opponents' means
mobs, for deadlies it means all the deadly players in the room.

Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

0 HITROLL~
&B============================================================================&C
This represents how likely you are to hit your opponent, although powerlevel
is still more important.

See Also:  &WDAMROLL

~

0 HLIST~
&B=============================================================================&C
Syntax:  hlist <keyword/letter>

This command will give you a listing of available help files. The list
is in alphabetical order based on the first triggering keyword. While
this command was initially designed as a maintenance tool to help us
track help files, it is also available to players so that they can
capture a listing of the help files available to them.

Note - You may only view help files that are coded for viewing by your
       level or lower.

Note - The list of help files is quite extensive, and the command does
       not as yet have a way to filter/shorten the list. Screen capture
       is, at present, your only recourse.
~

51 HOLYLIGHT INVIS~
Syntax: holylight
Syntax: invis

HOLYLIGHT is a toggle that allows you to see (almost) every character and
mobile in the game.  With holy light, you can see what's in the game more
easily.  Without holy light, you can see what mortal players see.

INVIS is a toggle which makes you completely invisible to all player characters
of lower level than you, and to all mobiles.

When an immortal is INVIS, they will have a flag on the who list which
indicates their level of invisibility, such as (51) for INVIS 51.  A
similar flag will also appear when you 'LOOK' in a room - this flag will
say (Invis 51).

HOLYLIGHT will not allow you to see immortal INVIS characters who are
higher level than you.
~

0 HOMEPAGE~
&B===========================================================================&C
syntax: homepage <url>

example: homepage http://www.idirect.com/test.html

If you have a web page somewhere, you can use the homepage
command to show people a link to that page whenever they
use the finger or whois commands.

To remove your homepage setting, type 'homepage clear'.

See Also:  &WFINGER WHOIS EMAIL ICQ
~

0 HOTPOTATO HOT POTATO 'HOT POTATO'~
&B========================================================================

&CThe age old game of hot potato.  On this mud, we use an item which was
created exactly for this game's purpose.  Players pass the item around, and
after a random elapsed time, the hot potato declares who loses!  We
continue this until one player is left, who is the winner.

Note: Please do not ask for this event.  The staff will decide when to host
it. 
~

1 HOUSE HOUSES APARTMENT APARTMENTS~
&B===========================================================================&C
Now available in wonderful Satan City are apartments for our players to
live in.  A little place to call your own.

See Also: &WHOUSECOMMANDS&D 
~

1 HOUSECOMMANDS~
&B===========================================================================&C
The accessories command is used to add furniture and house mobs(if
defined) to existing houses without any immortal interaction.  It's a great
way to have them be able to buy regenerative furniture or guards or maybe
even fountains and the like.  Immortals need to add accessories to this
command for them to buy though.  Apartments are not able to have
accessories.

The homebuy command is the main one used for interaction with the automated
housing system.  This command allows for a mortal to bid on or find more
information on a house on auction and for immortals to control every
feature of a current residence on auction.  New residences can be added to
the auction using this command by immortals, for basically beginning the
circulation of a house through the system.  Sellhouse is the mortal aspect
of adding residences to the auction and will be mentioned in its own
accompanying description.

The house command is used by mortals for manipulation of their house.  They
are able to edit names and descriptions for their housing rooms as well as
add additional rooms by themselves.  Apartments are not able to have extra
rooms added.  The house command also has features for immortals to have
manual control over houses.

The residence command is a simple command to list the relevant information
about current residences.  Residences on it are in alphabetical order.

The sellhouse command is the second command used for interaction with the
automated housing system.  It places a mortal's residence on the housing
auction for the default bid or for the bid the mortal specifies, which has
to be above the default bid.  This command is mostly used for
recirculating houses through the housing auction structure.&D
~

51 HSET~
Syntax: hset  <command> [value] [help topic]
 save                            Saves all help pages (to help.are)
 level <level> <help topic>      Sets help topic to specified level
 keyword <keyword> <help topic>  Sets help keyword to specified keyword
 remove <level.><help topic>     Removes the specified help page

Note:  If you wish to set more than one keyword to a help topic, enclose all
       the keywords, space separated inside quotes.  (Like in spellcasting)
Note:  If you have instances of multiple help files with the same keyname,
       using Hset Remove without a level designation will remove the one with
       the lowest level of access. ie:

       Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58.
       Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY.
       Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'.

Setting a help entry level to -1 prevents the header from showing up
when you view the help with the help command.
See also: HEDIT

~

-1 HUMAN HUMANS HUMANINFO~
&B========================================================================&C
Humans are classifed as almost anything originating on the planet Earth.
Usually what would be a strange race to us - like Tien's, Chaozu's, or
the many animal people - is considered to be a Human in the different
series.  Humans are thought to be the most varied because of this, coming
from many different backgrounds and walks of life.  They may not be the
most powerful race at the beginning, but they have many quirks that give
them advantages.

See Also:  &WHEART KAIOKEN HYPER KAMEHAMEHA DD TRIBEAM SOLARFLARE
         &W  MULTIDISK DR SB EXTREME KAKUSAN-HA
~

0 HURRICANESHIELD HSHIELD~
&B===========================================================================
&CThe "impenetrable defense" of Oceanus Shenron manifests itself in the form of
Hurricane Shield to any Shadow Dragon that can pierce it. While it is activated,
Hurricane Shield reduces all damage taken by an additional 10% alongside armor
and pDef/eDef.

Hurricane Shield costs 5000 energy to activate and fades after a short time.
~

1 HYPER~
&B==========================================================================&C
Hyper is a powerful technique the Great Master Roshi created.  Master Roshi
was never strong enough to fully use the power of this ability though,
and kept it secret until he felt the other humans were ready.

Once learned, this ability allows a person to increase his or her power by
an extreme amount.  The user focuses their energy and pumps it throughout
their body.  This causes their muscles to bulge and reach incredible sizes,
their form burning with inner flame, increasing a human's power level far
beyond what anyone thought possible.

The only down side to Hyper is that the user must force a large amount of
energy into their body and then contain it there.  However, this initial
expenditure of energy is well rewarded by a massive increase in power.

Hyper x16 +18 str, +12 spd, +6 int, +24 con
~

-1 ICER ICERS CHANGELINGS~
&B===========================================================================&C
The Icer homeworld is a bleak planet, whose harsh conditions have given
birth to a heartless race of survivors.  Fighting against extinction
for millions of years, the Icers have grown strong both physically and
mentally.  The cruel inhabitants of this world have learned how to control
the strange workings of their alien bodies, to transform into ever
stronger warriors.  Most Icers leave their homeworld as soon as possible,
much happier to conquer a more habitable planet, and make it their own.

See Also:  &WTRANSFORMATIONS EYEBEAM FINGERBEAM DD DDD DB TAILATTACK
           &WSFB TRAPBALL SAUZERBLADE
~

0 ICQ~
&B===========================================================================&C
Syntax: icq <icq number>
Syntax: icq clear

ICQ is an extremely popular internet chat utility that, well, to
keep it simple, is just plain cool. With this command, you can now
have your icq number listed on your finger display for others to see.
Simply type 'icq' followed by your UIN number, and it will be set.
If you wish to later remove it, type 'icq clear' and it will be removed.

See Also:  &WFINGER WHOIS EMAIL HOMEPAGE
~

0 IDEA IDEAS TYPO BUG BUGS~
&B==========================================================================&C
A 'bug' is an error in the MUD program that causes undesired or unplanned
results.  Some bugs are obvious and others are not.

An example of an obvious bug is, you type 'train grav 10' and you gain 10
PL, but when you type 'train grav 11' you gain 11 million PL.  Another
example of an obvious bug is, you type 'kill fighter' and the MUD
crashes.

If you are unsure if something is a bug or not, then please ask an
administrator.

The 'bug', 'idea', and 'typo' commands will take a message and record it
as feedback to the MUD admins.
~

58 IEM~
~

51 'IFCHECK CANPKILL'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:     &cif canpkill($n)
                  mpechoat 0.$n Your fate awaits, $n.
 &GDESCRIPTION:     &cThe CANPKILL ifcheck is used to determine
                  if the target is a:
                     - Minimum age of 18,
                     - Minimum level of 5, and
                     - pkiller.

&r*-------------------------------------------------------------------*&w

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK CANSEE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif cansee($n)
                          '$n can see just fine!

          &GDESCRIPTION:    &cThe CANSEE ifcheck is used to determine if
                          the target is able to see.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK CHA'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif cha($n) > 18
                         'You're very charismatic, $n!

        &GDESCRIPTION:     &cThe CHA ifcheck is used to direct a command
                         based on the charisma stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CHARCOUNT'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif charcount(21000) > 10

      &GDESCRIPTION:    &cCHARCOUNT ifcheck counts the number of chars
                      in the specified room. This example returns TRUE if
                      there are more than 10 chars in room 21000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      chars in a different room.
                      Note the number of characters is defined as the
                      number of mortals plus the number of mobs.

          &GEXAMPLE:    &cif charcount(0) > 10

      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of chars in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CLAN'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:   &cif clan($n) == inconnu
                 tell 0.$n You're an Inconnu!

  &GDESCRIPTION:   &cThe CLAN ifcheck is used to determine if the
                 target belongs to a Clan or Order.

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CLANTYPE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif clantype($n) == 15
                          '$n belongs to an Order.

          &GDESCRIPTION:    &cThe CLANTYPE is used to determine what
                          type of clan the target belongs to.
&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CLASS'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif class($n) == 0
                     t 0.$n You're a mage!

 &GDESCRIPTION:        &cThe CLASS ifcheck is used to determine the
                     class of the target. (HELP NPCCLASSES)

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK CON'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif con($n) < 5
                         'You're constitution is low, $n.

        &GDESCRIPTION:     &cThe CON ifcheck is used to direct a command
                         based on the constitution stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK COUNCIL~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:   &cif council($n) == 1
                     '$n is from the Council of Elders.

      &GDESCRIPTION:   &cThe COUNCIL ifcheck determines what
                     council the target belongs to.(HELP COUNCILNUMS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK DEITY'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif deity($n) == vl'arescht
                      'May Thoric save your evil soul!

    &GDESCRIPTION:      &cThe DEITY ifcheck is used to determine who
                      the target is devoted to.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK DEX'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif dex($n) > 20
                         'You're pretty nimble, $n

        &GDESCRIPTION:     &cThe DEX ifcheck is used to direct a command
                         based on the dexterity stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK DOINGQUEST'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK ECONOMY'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif economy(21001) > 10000000
                          mpecho DH economy is booming!

          &GDESCRIPTION:    &cThe ECONOMY(rvnum) ifcheck is used to base
                          a command on the economy of the area the
                          checker is in. NOTE: area will be specified
                          by default to area the MOB is in, via rvnum.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK FAVOR'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif favor($n) == 2500
                         'You're well loved by your deity, $n.

        &GDESCRIPTION:     &cThe FAVOR ifcheck is used to determine the
                         amount of favor held by the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK GOLDAMT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif goldamt($i) > 10000
                    'I'm rich!

 &GDESCRIPTION:        &cThe GOLDAMT ifcheck determines the specified
                     amount of coins carried by the target.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK GUILD'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif guild($n) == guild of thieves
                       'You belong to the GoT!

    &GDESCRIPTION:       &cThe GUILD ifcheck is used to determine
                       what guild the target belongs to, if any.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK HITPRCNT'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:   &cif hitprcnt($n) < 10
                         'You're going to dieeeeeee!

          &GDESCRIPTION:   &cThe HITPRCNT ifcheck is used to base a
                         command on the targets current hit points.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK HPS'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif hps($n) > 1900
                         'You're buff, $n!!

        &GDESCRIPTION:     &cThe HPS ifcheck is used to base a command
                         on the target's current hit points.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK INROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:         &cif inroom($i) == 1200
                      'Look at all the notes to read!

 &GDESCRIPTION:         &cThe INROOM(target) ifcheck is used to
                      determine the target's rvnum location.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK INT'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif int($i) == 25
                        'I'm smart!

        &GDESCRIPTION:    &cThe INT ifcheck is used to direct a command
                        based on the intelligence of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISASUPRESSED'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif isasupressed($n) > 10
                          '$n's got a bit of wait ahead of them!

          &GDESCRIPTION:    &cThe ISASUPRESSED ifcheck checks the
                          target's asupress timer.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISATTACKER' 'IFCHECK ISKILLER' 'IFCHECK ISTHIEF'~
-----------------------------------------------------------

     SYNTAX: if isattacker($n)
             say Didn't quite pull it off, did you?

DESCRIPTION: The ISATTACKER, ISTHIEF, and ISKILLER, if
             checks are used to determine if the target
             is flagged as an attacker/killer/thief.

-----------------------------------------------------------

SEE ALSO: MPPARDON, FLAGS, PARDON
~

51 'IFCHECK ISCHARMED'~
&r *-------------------------------------------------------------------*

     &GEXAMPLE:         &cif ischarmed($n)
                      'Wake up!

 &GDESCRIPTION:         &cThe ISCHARMED ifcheck determines if the
                      target is charmed.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISDEVOTED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif isdevoted($n)
                         'I see you have devoted your soul, $n.

        &GDESCRIPTION:     &cThe ISDEVOTED ifcheck is used to determine
                         if the target is devoted to a Deity.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISEVIL'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isevil($n)
                      'Greetings, evil one.

      &GDESCRIPTION:    &cThe ISEVIL ifcheck is used to determine if
                      the targets alignment is lower than -350.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISFIGHT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:         &cif isfight($i)
                      yell Lookie Mom! I'm fighting!

 &GDESCRIPTION:         &cThe ISFIGHT ifcheck determines if the target
                      is fighting.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISFOLLOW'~
EXAMPLE:

DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 'IFCHECK ISGOOD'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isgood($n)
                      'Always a pleasure, $n.

      &GDESCRIPTION:    &cThe ISGOOD ifcheck is used to determine if
                      the target's alignment is +350 or higher.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISIMMORT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif isimmort($n)
                     bow 0.$n

 &GDESCRIPTION:        &cThe ISIMMORT ifcheck determines if the
                     target is an Immortal.

 &r*-------------------------------------------------------------------*

   &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISLEADER'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif isleader($n)
                      '$n is an Order, Guild, or Clan leader.

    &GDESCRIPTION:      &cThe ISLEADER ifcheck is used to determine if the
                      target is a leader of an Order, Guild, or Clan.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISLOCKED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif islocked($n) == 6
                         'The northeast exit is locked.

        &GDESCRIPTION:     &cThe ISLOCKED(dir) ifcheck is used to
                         determine if a specified exit is locked.
                         (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISMORPHED'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif ismorphed($n)
                          '$n is not as they appear!

          &GDESCRIPTION:    &cThe ISMORPHED ifcheck is used to determine
                          if the target is morphed. (HELP MORPHTYPES)

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISMOUNTED'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:        &cif ismounted($n)
                      mpforce 0.$n dismount

  &GDESCRIPTION:        &cThe ISMOUNTED ifcheck determines if the
                      target is mounted.

 &r*-------------------------------------------------------------------*

   &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISNEUTRAL'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isneutral($n)
                      'Make up your mind, $n.

      &GDESCRIPTION:    &cThe ISNEUTRAL ifcheck is used to determine if
                      the target's alignment is:
                      - less than +350 and
                      - greater than -350

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISNPC'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif isnpc($n)
                         '$N is a Non-player character.

        &GDESCRIPTION:     &cThe ISNPC ifcheck is used to determine if
                         the target is a Non-player character. (MOB)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISNUISANCE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif isnuisance($n)
                          '$n is a bit of a pest.

          &GDESCRIPTION:    &cThe ISNUISANCE ifcheck is used to determine
                          if the PC is nuisanced.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISOPEN'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif isopen($n) == 6
                        'The northeast exit is open.

      &GDESCRIPTION:      &cThe ISOPEN ifcheck is used to determine if
                        an exit is open in the specified direction.
                        (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPACIFIST'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispacifist($n)
                         '$n will not fight.

        &GDESCRIPTION:     &cThe ISPACIFIST ifcheck is used to determine
                         if the target is flagged pacifist. (MOB)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPASSAGE'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispassage($n) == 6
                         'There is a passage leading northeast.

        &GDESCRIPTION:     &cThe ISPASSAGE(dir) ifcheck is used to
                         determine if there is an exit in the
                         specified direction. (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPC'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispc($n)
                         '$n is a Player Character.

        &GDESCRIPTION:     &cThe ISPC ifcheck is used to determine if
                         the target is a Player Character. (PC)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPKILL'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispkill($n)
                         '$n is a deadly character.

        &GDESCRIPTION:     &cThe ISPKILL ifcheck is used to determine
                         if the target is a deadly character. (pkiller)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISSHELLED'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif isshelled($n)
                       mpat 0.$n 'Tsk, tsk.

    &GDESCRIPTION:       &cThe ISSHELLED ifcheck is used to determine
                       if the target is helled.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK LCK'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif lck($n) < 5
                         'Betcha don't feel very lucky, $n.

        &GDESCRIPTION:     &cThe LCK ifcheck is used to direct a command
                         based on the luck stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK LEADER'~
EXAMPLE:         if isleader($n)
                 $ is an order, guild, or clan leader
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 'IFCHECK LEVEL'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif level($n) < 5
                      'You're just a wee baby, $n!

    &GDESCRIPTION:      &cThe LEVEL ifcheck is used to determine the
                      level of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MANA'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:   &cif mana($n) > 100
                     'You're low on mana, $n.

      &GDESCRIPTION:   &cThe MANA ifcheck is used to determine the
                     amount of mana the target has.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBCOUNT'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif mobcount(21000) > 10

      &GDESCRIPTION:    &cMOBCOUNT ifcheck counts the number of mobs
                      in the specified room. This example returns TRUE if
                      there are more than 10 mobs in room 21000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      mobs in a different room.


          &GEXAMPLE:    &cif mobcount(0) > 10

      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of mobs in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBINAREA'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif mobinarea(3) == 1
                         'The SuperMob is here working.

    &GDESCRIPTION:         &cThe MOBINAREA(vnum) ifcheck is used to
                         determine if the target is in the area.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBINROOM'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif mobinroom(3) > 1
                         'We only need one SuperMob!

    &GDESCRIPTION:         &cThe MOBINROOM(vnum) ifcheck is used to
                         determine if, and/or how many, of target
                         are present in the room.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MOBINVIS'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif ismobinvis($n)
                          '$N is mobinvis

          &GDESCRIPTION:    &cThe ISMOBINVIS ifcheck determines if the
                          target MOB is flagged mobinvis.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MOBINVISLEVEL'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif mobinvislevel($i) == 50
                       'I'm invisible to all under lvl 50

    &GDESCRIPTION:       &cThe MOBINVISLEVEL is used to determine
                       the level the target is invisible to.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBINWORLD'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif mobinworld(21044) < 1
                         'Who killed Harakiem?

        &GDESCRIPTION:     &cThe MOBINWORLD(vnum) ifcheck is used to
                         determine if the specified MOB is anywhere
                         in the realms.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MORTAL'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif mortal($n)
                         'Greetings Mortal.

        &GDESCRIPTION:     &cThe MORTAL ifcheck is used to determine
                         if the target is level 50 or lower.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MORTCOUNT'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif mortcount(21000) > 10

      &GDESCRIPTION:    &cMORTCOUNT ifcheck counts the number of mortals
                      in the specified room. This example returns TRUE if
                      there are more than 10 mortals in room 21000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      mortals in a different room.


          &GEXAMPLE:    &cif mortcount(0) > 10

      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of mortals in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MORTINROOM'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif mortinroom(Fred)
                          ruffle fred

          &GDESCRIPTION:    &cThe MORTINROOM ifcheck returns true everytime
                          the mortal is in the room. MORTINROOM will
                          work for link dead as well as link live players.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MORTINWORLD'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif mortinworld(Fred)
                          mpat 0.Fred say Hi Fred!

          &GDESCRIPTION:    &cMORTINWORLD ifcheck returns true if the
                          mortal is in the game. MORTINWORLD will
                          work for both link dead as well as link
                          live players.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MULTI'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif multi($n) > 4
                          '$n has more than four characters logged in.

          &GDESCRIPTION:    &cThe MULTI ifcheck is used to determine if/
                          how many PCs the target has logged in. Also
                          applies to MOBs, objects, rooms.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK NAME'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif name($n) == haus
                        bow 0.$n

      &GDESCRIPTION:      &cthe NAME ifcheck is used to determine
                        the name of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK NORECALL'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 'IFCHECK NUISANCE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif nuisance($n)
                          'How much of a pest are you....

          &GDESCRIPTION:    &cThe NUISANCE ifcheck is used to determine
                          at what level the target is nuisanced.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK NUMBER'~
EXAMPLE:

DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OBJTYPE'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif objtype($o) == 19
                      'Yummy! Food!

    &GDESCRIPTION:      &cThe OBJTYPE ifcheck is used to determine the
                      type of object the target is. (HELP OBJTYPENUMS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL0'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($0) = 10
                          (and the object is a drink container)
                          This container has 10 units of fluid in it

          &GDESCRIPTION:    &cThe OBJVAL0(name) ifcheck returns the numeric
                          value of the val0 field of the object referenced
                          by name.  See 'help ITEMVALUES' for what val0
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL1'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($1) == 20
                          (and the object is an armor)
                          The AC of the armor is 20

          &GDESCRIPTION:    &cThe OBJVAL1(name) ifcheck returns the numeric
                          value of the val1 field of the object referenced
                          by name.  See 'help ITEMVALUES' for what val1
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL2'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($2) == 12
                          (And the item is a drinkcon)
                          This container holds coffee

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val2 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val2
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL3'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($3) == 12
                          (And the object is a weapon)
                          This is a suction type weapon

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val3
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL4'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($4) == 135
                          (And the object is a salve)
                          The 1st spell this salve casts is poison

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val4
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL5'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($4) == 135
                          (And the object is a salve)
                          The 2nd spell this salve casts is poison

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val4
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OTYPEHERE'~
EXAMPLE:



DESCRIPTION
The OTYPEHERE(name)/OTYPEHERE(number) ifcheck is used to determine
if an object of the given objecttype is in the room.  See
'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OTYPEINV'~
EXAMPLE:



DESCRIPTION
The OTYPEINV(name)/OTYPEINV(number) ifcheck is used to determine
if an object of the given objecttype is in the checker's inventory.
See 'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OTYPEROOM'~
EXAMPLE:



DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
The OTYPEROOM(name)/OTYPEROOM(number) ifcheck is used to determine
if an object of the given objecttype is in the checker's room.


See 'help OBJECTTYPES.'
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OTYPEWEAR'~
EXAMPLE:



DESCRIPTION
The OTYPEWEAR(name)/OTYPEWEAR(number) ifcheck is used to determine
if an object of the given objecttype is worn by the checker.
See 'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OVNUMCARRY'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:   &cif ovnumcarry(1200) > 1
                 'Why do you have so many general imm boards?

  &GDESCRIPTION:   &cThe OVNUMCARRY(vnum) ifcheck is used to determine
                 if an object with the given vnum is worn OR carried
                 by the CHECKER.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMHERE'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnumhere(1200)
                       'Reading Imm Sam, I see.

  &GDESCRIPTION:         &cThe OVNUMHERE(vnum) ifcheck is used to
                       determine if an object is:
                       - in the room of the checker
                       - in the inventory of the checker
                       - being worn by the checker
                       - carried by the checker

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMINV'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnuminv(1200) < 1
                       'Where's my Imm board?

  &GDESCRIPTION:         &cThe OVNUMINV(vnum) ifcheck is used to
                       determine if an object is in the checker's
                       inventory.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMROOM'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnumroom(1200) > 1
                       'Why are there so many general Imm boards here?

  &GDESCRIPTION:         &cThe OVNUMROOM(vnum) ifcheck is used to determine
                       if an object is in the room the checker is in.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMWEAR'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:   &cif ovnumwear(1200)
                         'Why am I wearing the general imm board?

          &GDESCRIPTION:   &cThe OVNUMWEAR(vnum) ifcheck is used to
                         determine if the specified object is being
                         worn by the checker.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK POSITION'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif position($i) == 6
                         stand

    &GDESCRIPTION:         &cThe POSITION ifcheck is used to determine
                         the position of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK RACE'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:           &cif race($n) == drow
                           ,eyes the Drow suspiciously

    &GDESCRIPTION:           &cThe RACE ifcheck is used to determine the
                           race of the target.(HELP NPCRACES)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK RAND'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif rand(25)
                      'I will say this 25% of the time, or less.

      &GDESCRIPTION:    &cThe RAND ifcheck is used to vary command
                      strings given to the same trigger.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK SEX'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif sex($n) == 2
                        'Greetings M'Lady!

      &GDESCRIPTION:      &cThe SEX ifcheck is used to determine the
                        gender of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK STR'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif str($n) < 5
                        'You need to work out, $n.

        &GDESCRIPTION:    &cThe STR ifcheck is used to direct a command
                        based on the target's strength stat.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK TIME'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif time($n) == 1201
                        'Noon, and all is well.

      &GDESCRIPTION:      &cThe TIME ifcheck is used to determine the
                        time of day in military time. <,>, ! and ==
                        also apply in any combination.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK TIMESKILLED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif timeskilled($n) > 200
                         'Try an easier MUD, $n :)

        &GDESCRIPTION:     &cThe TIMESKILLED(name) ifcheck is used
                         to base a command on the specified number of
                         times the target has been killed.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK WAITSTATE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif waitstate($n) > 5
                          '$n is a bit lagged.

          &GDESCRIPTION:    &cThe WAITSTATE ifcheck is used to check
                          the amount of "wait" a PC has. Does not
                          apply to NPCs.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK WASINROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:   &centry_prog 100
                if ispc($n)
                if wasinroom($n) == 1200
                mpe $n was in room 1200

 &GDESCRIPTION:   &cThe WASINROOM ifcheck is used to determine if the
                target was in a specified room. NOTE: wasinroom checks
                for the 'last' room the target was in only.

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK WIS'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif wis($n) > 20
                        'You're a wise person, $n.

        &GDESCRIPTION:     &cThe WIS ifcheck is used to direct a command
                         based on the wisdom stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 IFCHECKS~
VALUE CHECKS (If check == #/string/vnum)
Ifcheck        Question                      Ifcheck    Question
&r------------   ---------------------------   ---------  ------------------
&GHitprcnt       &cPercentage of hit/max_hit?    &GSex        &cSex?
&GDeity          &cName of deity?  (STRING)      &GName       &cName?  (STRING)
&GLevel          &cExperience level?             &GInroom     &cRoom #?  (VNUM)
&GObjtype        &cType of Object?               &GStr        &c# of strength?
&GObjval#        &cValue# equal to this?         &GInt        &c# of intelligen
&GNumber         &cIs its vnum equal to this?    &GWis        &c# of wisdom?
&GPosition       &cPosition #?                   &GDex        &c# of dexterity?
&GClan           &cClan name?  (STRING)          &GCon        &c# of constituti
&GRace           &cRace name?  (STRING)          &GCha        &c# of charisma?
&GMobinarea      &cIs mob in area?               &GMobinworld &cDoes mob exist?
&GMobinroom      &cHow many of mob?  (VNUM)      &GLck        &c# of luck?
&GGuild          &cGuild name?  (STRING)         &GGoldamt    &c# of gold ya go
&GClass          &cClass name?  (STRING)         &GFavor      &c# of favor?
&GMobinvislevel  &cLevel of invis?               &GEconomy    &c# of economy?
&GCouncil        &cMember of council?            &GHps        &c# of hps?
&GMana           &c# of mana?                    &GMortal      &c*Not In Use*
&r------------   ---------------------------   ---------  ------------------

&wValue checks can use == (equals) > (greater than) < (less than)
and ! (not).  Combine for:  != (not equal) >= (greater than or equal).

&YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount'

&YContinued on: IFCHECKS2, IFCHECKS3
&rSee Also:     MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
              RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
              AFFECTEDBY (for a list of affect types)&w
~

51 IFCHECKS2~
&r----------  ------------------------    -----------  ------------------
&GIsgood      &cAlign +350 or higher?       &GIsdevoted    &ctarget devoted?
&GIsneutral   &cAlign < 350 and > -350?     &GIsimmort     &cImmortal?
&GIsevil      &cAlign -350 or lower?        &GIsmounted    &cMounted?
&GIsfollow    &cFollow master in room?      &GIsnpc        &cMob?
&GRand (#)    &cEqual to or less?           &GIspc         &cPlayer character?
&GIsaffected  &cAffected_by name?           &GIspkill      &cPkill?
&GCanpkill    &cPkill lev>4 and age>17      &GIsfight      &cFighting?
&GIsmobinvis  &cMobinvis? (versus invis)    &GIscharmed    &cCharmed?
&GNorecall    &cIs target's room norecall?  &GIspacifist   &cPacifist?
&GMortinworld &cIs mort anywhere?           &GMortinarea   &cin area?
&GMortinroom  &cIs mort in room?            &GIspassage    &c(DIR)Exit exists?
&GWasInRoom   &cWas target in X room?       &GIsMulti      &cMulti-playing?
&GIsopen      &c(DIR)Exit open?             &GIslocked     &c(DIR)Exit locked?
&GTime        &c(Military)Time of day?      &GWeight       &cTarget's weight?
&GMortCount   &cMortals in room?            &GMobCount     &cNPCs in room?
&GCharCount   &cNPCs + Mortals in room?
&r----------  ------------------------    -----------  ------------------

&wValue checks can use == (equals) > (greater than) < (less than)
and ! (not).  Combine for:  != (not equal) >= (greater than or equal).

&YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount'

&YContinued on: IFCHECKS, IFCHECKS3
&rSee Also:   MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
            RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
            AFFECTEDBY (for a list of affect types)&w

~

51 IFCHECKS3~
.
&GTimesKilled
&c        If timeskilled($* OR vnum) == amount
For character checks only, can use any normal mobprog operator

&GOvnumHere  OvnumRoom  OvnumCarry  OvnumWear  OvnumInv
&c        If ovnum<place>(vnum) == amount
For objects only, counts how many objects of vnum 'vnum' exist in <place>

&GOtypeHere  OtypeRoom  OtypeCarry  OtypeWear  OtypeInv
&c        If otype<place>(type OR value) == amount
For objects only, counts how many objects of type 'value' are in <place>
Will convert the type names (light is 1, for example)

&gDefinitions:
Room  In the room the mobile is in.  Wear   Worn by the mobile as equipment.
Inv   In the mobile's inventory.     Carry  Worn or in inventory
Here  All of the above

&YContinued on: IFCHECKS, IFCHECKS2
&rSee Also:     MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
              RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
              AFFECTEDBY (for a list of affect types)&w
~

54 IFCHECKS4~
&GThe following are ifchecks available to port 4000 immortals only:

&Yifcheck           syntax                 usage
&Wisasupressed      if isasupressed($n)    is the target asupressed?
ismorphed         if ismorphed($n)       Is the target morphed? (not in use)
isnuisance        if isnuisance($n)      Is the target nuisanced?
ishelled          if ishelled($n)        Is the target currently helled?
ismulti           if ismulti($n) (value) Is the target multying?
waitstate         if waitstate($n) (val) Is the target in waitstate?

&YAdditional help on each of these subjects is available through
'IFCHECK (IFCHECK NAME)'.

&WSee Also: IMMPROGS
~

0 IGNORE~
&B============================================================================&C
Syntax:  ignore
Syntax:  ignore <character>
Syntax:  ignore reply/none

Ignore allows you to ignore other characters on DBSOS MUD.  All tells,
says, socials, and emotes from these characters will be blocked (gagged
out).  You will also not see them over public channels.

Simply typing ignore will give you a list of all the characters you are
currently ignoring.

Ignore <character> allows you to add or remove a character from your list
of ignored players.  If the name is already on the list it will be removed.
If the name is not on the list it will be added.  Note that only the names
of actual characters will be accepted and that it is not necessary for
them to be logged on at the time.

Ignore reply will cause you to ignore the last person to send you a tell.
This can be used to prevent invisible people from spamming you.

Ignore none will set you to ignoring no one.

~

1 ILLEGAL_ACTIVITY~
Recently, some players have thought it amusing to evade bans, attack our
server, and harass via other methods. This is to remind all of you that
there are such regulations as Internet Abuse Laws. While we regret having
to resort to this, in defense of this game and in defense of those that
play this game to simply have fun, we can and will press charges against
anyone who violates Saga in such a manner.

And for those that don't know, these are US Federal laws, and have been
applied internationally. Don't think we won't do this simply because it's a
hassle, because I assure you that we will. 
~

51 IMMAUTH AUTH AUTHORIZE~
Associated help file: Authorize

Syntax: authorize <name> <yes|name|no/deny>

Authorize is used to allow a new player to start his or her character.
Names must not be offensive or similar to an existing immortal (within a
letter or two).  Names like "Braveheart" are acceptable even though they
are not normally considered "proper" names.  Players are allowed to use
names of mobs ... but not extremely popular mobs.
Use your best judgement when authorizing a name.

You may use the abbreviation "a" for authorize and the abbreviation "n"
for name.  In addition, you only need to type as much of a name to uniquely
identify it.

So, for example, if Goixetoika is awaiting authorization,

a                shows pending authorizations
a g              allows the name
a g n            requires player to change name
a g no           denies name and forces player off (offensive name)
~

55 IMMHOST~
Syntax:  immhost add    <name> <host>
Syntax:  immhost delete <name> <host>
Syntax:  immhost save
Syntax:  immhost
This command is for setting the hosts allowed for immortals that are added
with this command.  Wildcards are allowed (*), so *edu, would allow any domain
from edu connect and 127*, would allow any local domain to connect.
IMMHOST without arguments will show a list of names and what domains they are
allowed to connect from.
To delete a command you need to provide the name and the host, this allows
for multiple hosts for a certain name.
This file won't be saved until the immhost save command is issued.
~

61 IMMORTALIZE~
syntax: immortalize <char> <position>

Positions:
1 - Level 51 Admin (Trustee)
2 - Level 52 Admin (General Admin) (not a real position)
3 - Level 55 Admin (Builder)
4 - Level 56 Admin (Admin Builder)
5 - Level 58 Admin (Advanced Builder)
6 - Level 61 Admin (Head Builder)
7 - Level 54 Admin (Builder)

use:  immortalize goku 1
Makes Goku a level 51 trustee (heads will roll if anyone ever does
this to me...)
~

54 IMMPROGS~
These mpcommands are restricted knowledge to port 4000 immortals.

&Ympcommand          syntax                  basic description
&Wmpapply/mpapplyb   mpapply 0.$n            For use in pre-auth.
mpbodybag          mpbodybag 0.$n          Not currently in use.
mpfillin           mpfillin <dir>          Closes off exits
mplog              mplog <text>            Logs mob activity
mposet/mpmset      mp$set <field> <value>  Osets and Msets objs mobs.
mpnuisance         mpnuisance $n <val>...  Sets player to nuisance (in use?)
mpscatter          mpscatter $n vnum vnum  Do not use.
mpstrew            unknown                 unknown
mppeace            mppeace <victim>        Performs an immortal peace.
mpasurpess         mpasupress $n val       Not in use.
mpdelay            mpdelay <victim><time>  Delays a victim for * rounds

&WNOTE: &CIf flagged "not in use" or "do not use", then &YDON'T USE &W:P
&WFor more on individual mpcommands, type "Help (mpcommandname)".

&YSee also: &WIFCHECKS4
~

51 IMMPROMPT~
In addition to the normal prompt tokens, the following are available for
immortal use only:

  %r  - 'vnum' of current room           %i  - '(Invis Lv) ' wizinvis
  %R  - '<#vnum> ' of current room       %I  - 'Lv' wizinvis
        (with config +vnum set)

See also PROMPT
~

51 IMMTALK :~
Syntax: immtalk <message>

IMMTALK sends a message to all immortals.  : is a synonym for IMMTALK.
~

50 IMMTALK :~
Syntax: immtalk <message>

IMMTALK sends a message to all avatars.  : is a synonym for IMMTALK.
~

-51 IMOTD~
&B______________________________________________________________________
&C"Kibito..I grow tired of this 'Saga' universe, they've grown to be
 disrespectful and corrupt. Let us fashion a new universe.."

&Y He called it..&BDragon Ball Saga &ROld School

&Whttp://dbsos.wolfpaw.net   |   Website Coming Soon!
&B______________________________________________________________________&D
~

0 INFO INFORMATION~
&B===============================================================================&C
SLIST   - This will list all your skills, and when you may practice them.
ALIST   - This will list all your abilities, and when you may learn them.
AREAS   - Typing AREAS will get you a list of all areas.  You may get more
          information on each area by typing HELP <full area name>.
WIZLIST - This is a list of all Immortals of the game.
COMMANDS- This is a list of all commands available to you.
SOCIALS - This is a list of all socials available.
TIME    - This will tell you the current times inside the Realms, the time
          the Realms was last rebooted, and the current time in Toronto.
WHERE   - Where will give you a list of other players in the same area.
SAVE    - Typing SAVE will save your process.
QUIT    - If you want to leave the game, type QUIT.
WHO     - A list of other players visible to you in the Realms.
TITLE   - Once you reach 5k powerlevel, you may make your own title.
PASSWORD- Your password can be changed with PASSWORD <new> <new>.
DESC    - You may set up a personal description, type DESC to edit.

This is only a brief list of commands that will help you do things with your
character.  More detailed information on each command can be found in the
HELP files.

See Also:  &WSTART
~

59 INSTALLAREA~
Syntax: installarea <area filename> <full area name/title>

Installs a prototype area into the mud as a non-prototype area.
The filename can be fixed with aset, (don't forget to foldarea the new name.)

Currently the builder should quit and have his/her vnums cleared manually.
(This should be fixed soon).
~

0 INSTANTTRANSMISSION "INSTANT TRANSMISSION"~
&B==================================================================&C
Syntax: 'instant transmission' <name>

Instant transmission is an ancient technique that only the oldest
of civilizations know of it's existence.  The only people known to
teach this ability are the Yardrats and the Kais.  There may be
others who know how to instruct people, but it is unknown.

Because of the great power that instant transmission gives a
character, there are limitations to it's power.

* You can't transport to someone who is more than 10 times
  stronger than you.
* You can't transport to someone who can be pked.  That includes
  characters with red and yellow pk flags, hardcore players, and
  players that you are trying to collect a bounty on.

You can transport to mobs as well as players.
~

0 INT INTELLIGENCE~
&B=============================================================================&C
Intelligence (INT in your 'score') represents your character's mental
capacity and focus.  It has the following effects:

* Determins the max focus points you can gain
* Determins the rate that you gain focus points in battle
* Determins how quickly you 'learn' when using skills and abilities

See Also:  &WSTR SPD CON LCK
~

56 IPCOMPARE~
Syntax: ipcompare <name>
        ipcompare <site>
        ipcompare <name or site> <room|area|world> <#>

This takes * as a wild card.
Ipcompare will compare online users to search for multiplayers. A positive
match using ipcompare does not always mean it is a multiplayer..but shows
that there are more than one user from a site on simultaneously.
Ipcompare <field> <#> will limit the output to x number of lines based on #.
* may be used as a wild card, for example ipcompare 207.18.3.* will return
matches from any that begin with the ip prior to the asterisk.
Ipcompare <field> <room|area|world> will limit the search based on that
criteria.  The room|area|world limitation will be judged on the room that
the immortal issued the command in.  So if you are in a different area
than the victim, it will show only players matching the site in the area
you are in.
~

53 ITEMVALUES~
In these values, 'sn' is a spell number;  a negative value means 'no spell'.
Item Type |V0         |V1          |V2         |V3         |V4       |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor     |           |            |           |current AC |orig AC  |
container |capacity   |flags       |key vnum   |condition  |         |
drinkcon  |capacity   |quantity    |liquid #   |poison?    |         |
food      |food value |(condition) |           |poison?    |         |
herb      |           |charges     |herb #     |           |         |
key       |(lock #)   |            |           |           |         |
keyring   |capacity   |            |           |           |         |
lever     |leverflags |vnum/sn     |vnum       |vnum/value |         |
light     |           |            |hours left |           |         |
money     |# of coins |coin type   |           |           |         |
pill      |spell level|sn 1        |sn 2       |sn 3       |food val |
pipe      |capacity   |# of draws  |herb (sn)  |flags **   |         |
potion    |spell level|sn 1        |sn 2       |sn 3       |         |
projectile|           |            |           |           |         |
salve     |spell level|charges     |max charges|delay      |sn       |sn
scroll    |spell level|sn 1        |sn 2       |sn3        |         |
staff     |spell level|max charges |charges    |sn         |         |
switch    |leverflags |vnum/sn     |vnum       |vnum/value |         |
trap      |charges    |type        |level      |flags      |         |
treasure  |(type)     |(condition) |           |           |         |
wand      |level      |max charges |charges    |sn         |         |
weapon    |condition  |num dice    |size dice  |weapontype |         |
missiles  |condition  |            |dam bonus  |weapontype |range    |
quiver    |capacity   |flags       |key vnum   |condition  |         |

** pipe flags : see help pipeflag
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, WEAPONCONDITION and MISSILES.
~

0 KAICREATE 'KAICREATE'~
&B========================================================================&C
syntax: kaicreate <item>

The Kaios, being the mysterious and heavenly race they are, have picked up
a variety of strange techniques over the eons.  Arguably one of the
strangest is their ability to fashion magical items seemingly out of thin
air. While it is as of yet unexplained how this phenomena could be possible
(some suggest the Kaios are not creating, but rather summoning the
celestial matter required for the items and condensing them in the same
action) what has been discovered is that the disposition of the Kaio using
the skill greatly sways which items are available to create.

Good Kaios have been noted to create golden earrings, azure uniforms, and
alabaster amulets.

Neutral Kaios are primarily concerned with the metal Kaching, and use it to
form helmets, boots, and bulky vests.

Evil Kaios, strange as the concept may seem, can create items wearable by
Demons which Good and Neutral Kaio equipment has been notorious for not
cooperating with.  Evil Kaio equipment has been seen to be leather pants,
velvety capes, and scarlet gloves.

Depending on the power held in each of the items, they may restrict rival
alignments or even non-Kaios from wearing.  As well, the more powerful
items have been noted to require unbelievable amounts of energy and be so
complex that most Kaios spend hours just trying to create them.

&wSEE ALSO: MYSTIC, TIMESTOP, KAIHEAL
~

0 KAIHEAL 'KAI HEAL' 'KAIHEAL'~
&B=========================================================================&C
Syntax: 'kai heal' <self/victim>
This supportive technique is one treasured not only by kaios but any warrior
honoured enough to have it save them in battle. It can heal and replenish a
friend to a completely refreshed state but like all great things this technique
isn't beyond limitations. It takes 25,000 energy and can heal the user to
full Lifeforce once every five minutes OR heal to full and restore a friends
energy to maximum once every five minutes.
~

0 KAIO KAIOS~
&B=========================================================================&C
This formiddable race are of both sound mind and amazing physical ability
both of which have come from centuries of peaceful existance on thier small
planets in the After Life(Next Dimension). They lived here perfecting infamous
techniques like timestop and mystic while also enjoying calming activities
like reading and fishing. Although the majority of Kaios chose to watch over
the universe perched upon thier high horses there were those who chose the
path of evil and used thier awe-inspiring techniques against the devout.

SEE ALSO: &WMYSTIC, TIMESTOP, KAICREATE, SHOCKWAVE, TELEPORT
          KAI HEAL, HEAVENLY ORBS, DIVINE FATE&D
         &W DOC
~

0 KAIOKEN~
&C&B==============================================================================&C
The Kaioken Attack was created by King Kai, but he was unable to use
it because of his frail body.  This technique is very risky, as it drains
the user's ki/energy extremely quickly.  However, it increases your
powerlevel so greatly that sometimes the strength you gain is quite
worth the risk.

The higher your base powerlevel, the higher of a multiplier you may
use in Kaioken.  Also, the higher the multiplier, the more energy you
will use up per hit.  This counts for hits you deliver, and hits
the enemy delivers to you.  Be very careful while using it.  For,
if you run out of energy, you will also lose control of the Kaioken.
Even while only sparring, your body will be consumed in a quite
glorious explosion.

 &Y-  &B&B1 mil&Y  -  &Rx2-x4
 &Y-  &B2 mil&Y  -  &Rx5
 &Y-  &B3 mil&Y  -  &Rx6
 &Y-  &B4 mil&Y  -  &Rx7
 &Y-  &B5 mil&Y  -  &Rx8
 &Y-  &B6 mil&Y  -  &Rx9
 &Y-  &B7 mil&Y  -  &Rx10
&B&C

mod     str     spd     int     con
----------------------------------&D&C
2       4       6       0       -1
3       6       8       0       -2
4       8       11      1       -3
5       10      13      1       -3
6       12      16      2       -4
7       14      18      2       -4
8       16      20      3       -5
9       18      22      3       -5
10      20      24      4       -6
&D
~

11 KAIRESTORE~
&B==========================================================================&C
The two commands related to the East Kai commands are kairestore and
setrestoremessage.  Kairestore is used, obviously, to do a restore all.  This
command does not affect you, only everyone around you.  The setrestoremessage
command sets a custom restore message, which is what everyone will see when you
use the kairestore command.  Your restore message must NOT be vulgar or
inappropriate in any way, and it must contain your name.  Anyone found with such
will first receive a warning, and then a more serious punishment, such as a ban
or loss of the command(s).  The setrestoremessage command can accept the $n
token, $n being where your name would be substituted.
~

0 KAKUSANHA KAKUSAN-HA~
&B=====================================================================
&COne of the Human race's more powerful techniques, this technique was used
against the Saibamen by Krillin.  First, you create two beams at your hips,
and then shoot them.  At the last second, they seperate into many smaller
beams which rain down destruction.  This attack costs 30 focus and 2000
energy. 
~

0 KAMEHAMEHA~
&B=======================================================================&C
This technique, developed by the legendary Master Roshi, is an attack
that Humans, Saiyans, and Halfbreeds can aquire.  Roughly translated,
it means 'turtle style blast'.  It is also named after a Hawaiian
king, since most everything in the Dragon Ball universe is some sort of
pun.  The Kamehameha fires a blue beam at the target, causing moderate
damage.  This attack costs 375 energy and 15 focus.&D
~

53 KEYWORD 'BIO DESC DESCRIPTION' BIO~
~

58 KHISTORY~
Syntax: khistory <player>

This command will display a list of mobs recently killed by the
character in question.
This is an imm only command.
~

0 KIABSORB 'KI ABSORB'~
&B===============================================================================&C
Dr. Gero deisgned his creations to be able to combat the massive Ki atatcks that
the fighters on Earth had exhibited.  The way he did this was to give them the
ability to actually absorb some, or all, of what was sent their way.  On top of
that, being the mad genius he was, he also made it so some of the Ki that was
absorbed would be turned into energy that the Android could use.

This ability is another form of defense, for Androids, which tries to kick in
automatically ever time certain Ki attacks are used against an Android.  Certain
Ki attacks, due to their nature, can not be absorbed.

See Also:  &WCOMBAT&D
~

0 KIBURST 'KI BURST'~
&B===============================================================================&C
Bio-Androids have delevoped this move for when you simply need to put some
distance between you and your opponent.  And, of course, punish them for 
daring to fight the eventual addition of their soul to your collection.  By
pushing a large amount of gathered ki energy outwards in a spherical burst
of power, Bio-Androids can send their victims flying, with devastating
results.  This is one of the few moves all Bio-Androids automatically learn,
and is their most powerful attack.  It uses 1000 energy and requires 35
focus.

Be sure to type 'ki burst' to use this move, otherwise the game will default
to kill instead of ki burst.
~

0 KIHEAL 'KI HEAL'~
&B===============================================================================&C
Nameks are well known for their regenerate abilities.  Powerful members of this
race of knowledgable warriors have learned how to impart this healing to other 
races, through transference of ki energy into an injured body.  Placing their 
hands over the injuries, Nameks can heal wounds by giving up some of their own 
energy.  This ability costs 700 energy per point of life healed.

The syntax is: 'ki heal' <target> # or 'ki heal' <target> full.  If you leave 
off the amount of life you wish to heal, it will default to full.
~

0 KILL~
&B==========================================================================&C
Syntax:  kill <character> [now]

KILL starts a fight, and, hopefully, kills something.  If you plan on
killing another player you need to type 'kill <name> now'.  You have to
type 'now' to prevent accidental killings.

See Also:  &WPKILL ROLEPLAY
~

1 KORONTO~
Just how cool is Koronto? The answer:
SO cool!
~

52 LAYERS~
.
&gLayers are currently available on the following wear locations:

&GAbout, Arms, Body, Feet, Hands, Legs, Waist.

&gLayers are set with a numeric value, or combination of values. The lower the
value, the lower the layer, or thinner the item of clothing/armor is. Valid
numeric values are:

&G0, 1, 2, 4, 8, 16, 32, 64, 128.

&gOr any combination of the above. A value of zero means no other items came
be layered with this item. Items of clothing can be layered over one another
as long as their layer values do not overlap. ie, if leather armor were set
to a value of 56 (8, 16, and 32), it could not layer with, say, a set of
heavy chain that is set to a value of 96 (32 and 64), as they overlap on the
layer value of 32.

It is suggested that only those items that will occupy the highest value
slots, or a slot of 0, have any special affects added to them. Underclothing
should only have a.c. settings.

See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU.

~

52 LAYERS2~
.
&gLayer Bit Vectors
&G|1              |       |
|2|6|3|1        |       |
|8|4|2|6|8|4|2|1| Layer | Suggested Armor Type
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
|0 0 0 0 0 0 0 0|   0   | (Default - Nothing Layers)
|0 0 0 0 0 0 0 1|   1   | silk shirt, light cloth tunic (Lowest Layer)
|0 0 0 0 0 0 1 0|   2   | leather vest, heavy cloth
|0 0 0 0 0 1 0 0|   4   | light chainmail, padded gambeson
|0 0 0 0 0 1 1 0|   6   | padded chainmail
|0 0 0 0 1 0 0 0|   8   | leather jacket, reinforced chainmail
|0 0 0 0 1 1 0 0|  12   | platemail, similarly rigid armor
|0 0 0 1 0 0 0 0|  16   | light cloak, loose robes
|0 0 0 1 1 0 0 0|  24   | heavy fur cloak
|0 0 1 0 0 0 0 0|  32   | loose cloaks, surcoats
|0 1 0 0 0 0 0 0|  64   | capes
|1 0 0 0 0 0 0 0| 128   | magical effects (auras, clouds of dust, etc)
|1 1 1 1 1 1 1 1| 255   | (Highest Layer - Nothing Layers)
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
&g* Thick or bulky items may need to occupy more than one layer.
  (example; padded chain covers 2 layers)
* Any items with layer bit(s) should NOT have any/many magical effects
  as they will be overpowerful when mixed with other layered equipment.
* Lower layers (thinner layers) should have a lower AC than higher layers.
* A "body" wear position will have more layers than other positions such
  as "arms", "hands", "legs", and "feet".
  (example for "hands"; silk gloves | leather gloves | chain gauntlets)

See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU.
~

0 LCK LUCK~
&B==============================================================================&C
Luck represents the tendency of a character to succeed or prosper through
chance or good fortune.  As in life, the exact extent of this factor remains
and will always remain shrouded in uncertainty...

Also as in life, however, it can be said with surety that its influence on a
character is pervasive.  Though it affects some aspects of life here in a
very direct manner, it can affect nearly every aspect to at least a degree.

Luck can change day to day, so you will never know how lucky you are until
you go out and see what fortune, or misfortune, the new day brings you.

See Also:  &WSTR INT SPD CON

~

52 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
UP            |          1  |  Trigger is UP
UNLOCK        |          2  |  Trigger unlocks something
LOCK          |          4  |  Trigger locks something
D_NORTH       |          8  |  Affects the north exit
D_SOUTH       |         16  |  Affects the south exit
D_EAST        |         32  |  Affects the east exit
D_WEST        |         64  |  Affects the west exit
D_UP          |        128  |  Affects the exit up
D_DOWN        |        256  |  Affects the exit down
DOOR          |        512  |  Affects a door
CONTAINER    *|       1024  |  Affects a container
OPEN          |       2048  |  Opens something
CLOSE         |       4096  |  Closes something
PASSAGE       |       8192  |  Creates a passage
OLOAD        *|      16384  |  Loads up an object
MLOAD        *|      32768  |  Loads up a mobile
TELEPORT      |      65536  |  Teleports the puller
TELEPORTALL  *|     131072  |  Teleports everyone in the room
TELEPORTPLUS *|     262144  |  Teleports everything in the room
DEATH        *|     524288  |  Causes instant death
CAST         *|    1048567  |  Casts a spell (sn in value1)
FAKEBLADE    *|    2097152  |  Lever is a wax covered sword blade (OUCH)
RAND4         |    4194304  |  Randomizes the exits N, S, E, W
RAND6         |    8388608  |  Randomizes the exits N, S, E, W, U, D
TRAPDOOR     *|   16777216  |  Opens a trap door, everthing falls down

See OSET and ITEMVALUES.  * = not yet implemented.
~

0 LIMBO~
&B============================================================================&C
Limbo is the strange, remote, and extremely boring place mortals go whenever
they have been idle for too long.  It is a well known fact that only
Immortals may travel here of their own volition.

See Also:  &WAFK
~

0 LINKDEAD LD LINK-DEAD 'LINK DEAD'~
&B=========================================================================
&C Link Dead happens when you leave the mud without using the "QUIT" command
if you go LD(Link-Dead) then timers such as PK yellow and PK red will run
down, going LD for the purpose of this is illegal. If you are caught with a
PK Flag and Link Dead then you will be helled at the immortals discretion.

 No Link-Dead, Rules are Rules.
~

52 LIQUIDTYPES~
Value | Liquid Type
------------------------------
  0   | water
  1   | beer
  2   | wine
  3   | ale
  4   | dark ale
  5   | whiskey
  6   | lemonade
  7   | firebreather
  8   | local specialty
  9   | slime mold juice
 10   | milk
 11   | tea
 12   | coffee
 13   | salt water
 14   | cola

See OSET and ITEMVALUES.
~

52 LITTERBUG~
Syntax: litterbug <player>

Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~

65 LOADUP~
Syntax:  loadup <player>

LOADUP allows one to load up a player's character (playing or not), to do
whatever needs be done to the character.  (Modifying a flag, changing a
password... etc).  Use FORCE to make the character do your bidding.

If we make any changes to the char, we comment the char and place a note in
their inventory explaining who loaded them up and what changes were made.
The character is transed to room 99 and forced to quit there (unless they
are going to be left in hell).  If we don't make any changes to the char, we
trans them back from where they came and force quit them there.  Loadup is
used primarily when a player quits to avoid dealing with immortals or if
they quit before you finish writing a comment.  But it is also used to
investigate chars for duping and other allegations made against them.

So... there is actually a wide range of reasons to use loadup and you are
encouraged to use your discretion in this area.

If you load up a character to slay or purge them, you must post in 1205.

See FORCE
~

55 LOG SNOOP~
Syntax: log   <character>
Syntax: log   all
Syntax: snoop <character>

LOG <character> causes all of a character's commands to be logged into
the server's log file.  Like FREEZE, it is a permanent character toggle.

Certain commands (PASSWORD) are protected against LOG.  Conversely, certain
commands (especially immortal commands) are always logged.

LOG ALL logs all character commands.  It is a server-wide toggle; it does not
persist across reboots.

SNOOP shows you a copy of all the input and output going to a character.
The character must have an open channel.  You may snoop more than one
character at a time.
The input from the player will be displayed with a header of the players
name and a percentage sign (i.e. Mudder%)
SNOOP yourself to cancel all outstanding snoops.
-- Do not snoop people being intimate. <i.e. Mudsex, voyeurism, etc...>
-- Do not repeat information learned in snoop casually, especially to mortals
-- Only snoop a person talking to a higher level Immortal with the higher
   Immortals "Express Permission".
-- If a higher level Immortal begins communication with someone you are
     snooping, inform that higher Immortal immediately of the snoop.
-- Any incidental references learned in snoop should be disregarded
    ** For example, you hear someone is having a mud affair, it is not
    ** important to the reason you are snooping.  Do not judge or pass
    ** on information learned in this manner.
-- "Spot check" snooping of lower level Immortals is part of being a higher
   level immortal.  All Immortals may be snooped at any time, for any reason.
-- Do not snoop for the purpose of gaining information for personal reasons.
-- Being an Immortal is a privilege and a job.  Snoop is a tool to assist
   you do your job properly.  Snoop is neither a toy nor a right.

~

54 LOOP~
&B==========================================================================&C
Syntax: loop <command> <start#> <end#> <params>

Loop is a very helpful command for builders to have.  It allows you to
'loop' a command through a range of vnums.

<command> - a command to loop
<start#>  - the beginning vnum
<end#>    - the ending vnum
<params>  - the parameters for <command>

EXAMPLE: LOOP MSET 22000 22100 FLAGS PROTOTYPE

~

50 MAKE~
Syntax:  make <object>

For use by clan, Order or guild leaders only to make one of the three
clan, Order or guild objects.

See SETCLAN
~

61 MAKECLAN~
MAKECLAN
-----------------------------------------------------------

     SYNTAX: makeclan <clan name>

DESCRIPTION: The MAKECLAN command is used to create a
             new clan, order, or guild which may then
             be customized with the SETCLAN command.

-----------------------------------------------------------

SEE ALSO: SETCLAN, SHOWCLAN
~

61 MAKECOUNCIL~
MAKECOUNCIL
-----------------------------------------------------------

     SYNTAX: makecouncil <council name>

DESCRIPTION: The MAKECOUNCIL command creates a new council
             that may then be customized with the SETCOUNCIL
             command.

-----------------------------------------------------------

SEE ALSO: SETCOUNCIL, SHOWCOUNCIL
~

61 MAKEDEITY~
-----------------------------------------------------------

     SYNTAX: makedeity <deity name>

DESCRIPTION: The MAKEDEITY command creates a new deity
             that may then be customized with the SETDEITY
             command.

-----------------------------------------------------------

SEE ALSO: SETDEITY, SHOWDEITY, DEITIES
~

0 MAKEOSTAR~
&B=======================================================================
&CA dark star that passes by the Earth every 12 thousand years. It is
theorized that the energies this star radiates when its near Earth are
responsible for creating rifts in the dimensions that Demons are able to
escape through to the living realm.

But since it would be incredibly ridiculous to have the Makeo Star only
show up every 12 thousand in-game years, it shows up the 15th of each
in-game month, at night time, similar to how the moon shows up for the
same amount of time each month on the 30th.

While the Makeo Star is in orbit near the Earth, all Demons are fed a
substantial boost in power by the star. This gives them a x10 mod,
similar to Oozaru. However, unlike Oozaru, this mod cannot be avoided,
and it cannot be removed, until the Star leaves the Earth's orbit.

The mod from the Makeo Star stacks with all demon transformations.

See also: &WDEMON&D

&RNote: None of the Evil forms, nor the Makeo Star remain on the Demon
      alist due to their Kronofication.

      The Evil forms were replaced by more original, DBZ-related forms,
      and the Makeo Star is a Ghetti deal, not a Demon one.
~

65 MAKEPLANET~
Syntax : makeplanet <planet name>

Creates a planet with stated name, don't forget to use setplanet to set the filename.
~

57 MAKEREPAIR~
Syntax:  makerepair <mobvnum>

Automatically gives the mobile the ability to repair damaged equipment.
Use 'repairset' to set the parameters by which the shop will function.

See REPAIRSET, REPAIRSTAT, REPAIRSHOPS
~

65 MAKESHIP~
Syntax : makeship <filename> <ship name>

This command makes a new ship info file, remember to make the areas that go with it!
~

54 MAKESHOP~
Syntax: makeshop <mobile vnum>

Creates a new shop and assigns it to a mobile.

The levels of the items in the shop are picked randomly based on item type:

--------------------------------------------
|Item Type | Level Range                   |
--------------------------------------------
| default  | 0                             |
| pill     | 0 to 10                       |
| potion   | 0 to 10                       |
| scroll   | value[0] of the scroll object |
| wand     | 10 to 20                      |
| staff    | 15 to 25                      |
| armor    | 5 to 15                       |
| weapon   | 5 to 15                       |
--------------------------------------------

See SHOPSTAT, SHOPSET and SHOPS.
~

65 MAKESTARSYSTEM~
Syntax : makestarsystem <system name>

Creates a starsystem using that name, remember to then use setstarsystem to set the
system's filename or the system won't save.
~

0 MAKOSEN~
&B========================================================================&C
Another 'demonic' maneuver created by Piccolo Daimou, this attack
greatly resembles the traditional Kamehameha technique.  It requires
500 energy and 15 focus.

See Also:  &WMASENKO SBC&D
~

0 MALDORO MLDRO~
&z=====================================================================
&R Maldoro - Reality is relative.
&z=====================================================================&w

What is normal?  Is it relative, open to interpretation?  Or is there a
central definition of everything as a default "normal"?  

If you find yourself asking these sorts of questions, you are of like mind
of the Maldoro.  The answer, of course, is the former: There is no such
thing as "normal".  Everything you see -- everything you think -- has all
been molded by society to conform to their ideals.
In this, one may see a widely-accepted "normal" for everything, but who is
to say what this definition should be?  Society?  Might is not right, and
there is no strength in numbers. Everything in this universe from the
wildest opinion to the simplest blade of grass is relative.  Everything is
open to interpretation, and there is no single, central definition for any
of them.

This is where Maldoro comes in.  There are those in this world who feel it
is their divine right to make definitions for these: to order them, to
classify them, and to conform them to a universal constant. Maldoro seeks
to tear at the very fabric that is "normal": to bring the unexpected as
well as the forbidden.  Nothing is sacred, nothing is protected.
In this, many view Maldoro as "evil".  This is merely another attempt to
classify -- to bring to order and to conform.  There are no such things as
"good" or "evil", only interpretations of each.

Those who are able to fully comprehend this are sure to rise to the highest
ranks.  Those who cannot but still wish to rampage and slaughter
indiscrimnently are welcome to join as well, as your desires are of great
use to us. Some may call it "using" you, but is that as "evil" as it is
made to sound?  You get to slaughter.  You get to kill, maim, and destroy. 
We get your muscle behind us.  Both of us are happy, aren't we?  It's
called a deal.
Join Maldoro because you understand our mission or join Maldoro because you
wish chaos and anarchy.  There is little option any other way if you wish
to live. 

&zPowerlevel:&R All strengths are welcome to bask in anarchy.
&zRace:&R If you live in our reality, you are welcome to fight against it.
&zAlign:&R There is no such thing as "Alignment", but by society's definitions 
we are considered "evil". Go with what is in your heart, not with what you 
are perceived as.&D
~

0 MALICERAY "MALICE RAY"~
&B=======================================================================
&CThis attack never had a name in DBZ. It was used by the demon Ginger in
the movie Deadzone. Aiming at an enemy with ones right arm, and bracing
it with their left, a demon can quickly charge and fire a shimmering
blast of red energy. Malice Ray costs 350 energy, and takes 13 focus.

See Also: &WDEMON, DEMONWEAPON, CLEAVER, DARKNESSFLARE,
          DEMONICECLIPSE, EVILBOOST, EVILSURGE, EVILOVERLOAD&D

&RNote: Malice Ray is no longer on the alist after the Kronofication of
      Demons, but may still pop up when fighting certain mobs.

      It was removed mainly because Ginger is a Ghetti, not a Demon.
~

0 MASENKO~
&B==========================================================================&C
Masenko is a useful attack that both Halfbreeds and Nameks can learn.
The user raises their hands above their heads, and shoots a powerful
blast of yellow energy down to their opponent.  It does moderately
low damage, but only costs 150 energy and 13 focus.
~

1 MCCP MCP COMPRESS COMPRESSION~
Syntax: compress [on/off]

This command enables or disables MCCP (Mud Client Compression Protocol).
If it is typed with out an argument then it displays wether or not you
are currently using MCCP.

MCCP helps by compressing the data stream from the MUD to your computer.
This can decrease lag as well as lower our bandwidth usage.  Most MUD
clients support MCCP (or some call it MCP for Mud Compression Protocol)
and we ask that you please use MCCP at all times.  It's not required but
we would be very happy if you did use it.

If you are having problems turning on MCCP then you may want to double
check to make sure your client supports MCCP and that MCCP support is
active.
~

53 MCREATE OCREATE~
Syntax: mcreate <vnum> <keywords>
Syntax: ocreate <vnum> <keywords>

Create and new mobile / object.
A prototype monster or object will be created with the selected vnum, and
set up with the plainest of default values.  A material image of the magical
prototype will appear before you, for you to futher modify with MSET or OSET.

See MSET or OSET.
~

0 'ME I AM A MORON'~
&B============================================================================&C
Simply type 'who 9 9' and pick out a name at random.  Send them a bunch of
really annoying tells about how stupid you are and how to do this and that.
Heck, I don't care what you say as long as you annoy them.  High and mighty
Trancendents...
~

55 'ME I'M A MORON'~
We all know this, but put up with you anyways!
~

64 'ME LEARN HOW TO CYBER'~
http://www.albinoblacksheep.com/text/cyber.php
http://www.albinoblacksheep.com/text/bloodninja.php
~

61 'ME OBI WAN KENOBI, YOU'RE MY ONLY HOPE'~
Watch Star Wars a few too many times, didja?
~

0 MEANINGOFLIFE~
&RThe Number 42.
~

0 MEDITATE MEDITATION~
&B==========================================================================&C
Syntax: meditate

Meditating will put you into a trance that will allow you to focus your
body and mind.  In this focused state you will gain energy at a very fast
rate.

How much energy you can gain is based on what % you have the skill
learned to.  So if you have practiced meditate to 50% then you can only
gain a max of 50% of your energy back.  How quickly you gain energy back
is also based on how well you have learned meditate.
~

57 MEMORY~
Syntax: memory

MEMORY reports the current counts of objects, mobiles, affects, rooms,
areas, etc, etc.
~

-1 MENTALSTATE MENTALSTATES 'MENTAL STATE' 'MENTAL STATES'~
.
&gYour mental state is your current frame of mind, and how clearly and
realistically you view your surroundings.  Mental states can be affected
by prolonged combat, hunger, thirst, or poison.  If you are affected by
one of the above for a period of time, your mental state will begin to
deteriorate, and you will not view your surroundings as they truly are.
You may begin to hallucinate, or become too lethargic to function, and
your general abilities will be affected.  In extreme cases you may
collapse from exhaustion or enter a delirious coma.

To restore your mental state, you may need to rest (resting and sleeping
will speed your recovery), eat, cure whatever poison afflicts you, etc.
Note that if you are malnourished your state will &wnot&g improve, even with
sleep, until you have fed and/or quenched your thirst.

Your mental state is by the text line in 'score' which describes your state
of mind (You feel great, etc.)  The 'group' display contains a less accurate
reading of your and your group-mates' mentalstates as well.

Note:  Changing your deity now affects your mental state.

See also 'GROUP DISPLAY'
~

-1 MERC FUREY KHAN HATCHET~
SMAUG was originally based on the Merc 2.1 code which was created by Furey,
Hatchet, and Kahn.
This original code base is available as Merc_21.tar.gz via FTP from:
ftp.tcp.com, ftp.math.okstate.edu and ftp.game.org.
E-mail to 'merc-request@kpc.com' to join the merc mailing list.

Merc would like to thank ...
  ... Diku Mud for their code base.
  ... The Free Software Foundation and DJ Delorie for kick-ass tools.
  ... Copper Mud and Alfa Mud for releasing their code and worlds.
  ... Aod of Generic for ... well, everything.  You're a hoopy frood, Aod.
  ... Alander for many ideas and contributions.
  ... John Brothers of Silly for permission to use Silly code and worlds.
  ... Zrin for administering the mailing list.
  ... Abaddon for proofreading our comm.c.
  ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help.
  ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes.
  ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds.
  ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
      of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code,
      and hours of enjoyment.
                                Share and enjoy.
~

51 MFIND OFIND~
Syntax: mfind <name>
Syntax: ofind <name>

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

65 MIND~
~

53 MINPOS~
Minimum Positions affect both spells and skills. For example, if the minimum
position for a spell was 8, it would work while sitting, fighting or any
position higher than that. The same spell would not work in the resting
position as it's ranked at 6.
0 POS_DEAD
1 POS_MORTAL
2 POS_INCAP
3 POS_STUNNED
4 POS_SLEEPING
5 POS_BERSERK
6 POS_RESTING
7 POS_AGGRESSIVE
8 POS_SITTING
9 POS_FIGHTING
10 POS_DEFENSIVE
11 POS_EVASIVE
12 POS_STANDING
13 POS_MOUNTED
14 POS_SHOVE
15 POS_DRAG
See also : Help STYLE
~

54 MINVOKE OINVOKE~
Syntax:  minvoke <vnum>
         minvoke <keyword of mob>
Syntax:  oinvoke <vnum>
         oinvoke <keyword of obj>
         oinvoke <vnum/keyword of obj> <level>

MINVOKE invokes an instance of the mobile specified.

OINVOKE invokes an copy of the object specified.  It accepts an optional
parameter for the level of the object to be invoked.

~

1 MISC_RULES~
&B========================================================================-
=&C Don't be an idiot.  This is being kept intentionally vague, because we
cannot possibly anticipate every issue that may arise.  As necessary, we
will add onto this for major issues.

Do not do anything to 'bend the rules' so that you or another player
benefits from it.

Do not multiplay.  (See HELP MULTIPLAYING)

Do not use namekian splitforms to kill people.  Also do not allow your
splitforms to be killed by players for any reason.  And be warned, in
spars, SPLITFORMS CAN KILL YOUR PARTNER.

Do not deliberately lose link to gain an unfair advantage.  This includes,
but is not limited to, fleeing from a PK, logging a stronger alt on, then
going after the person that PKed you.  Another example is going linkdead,
logging on your namek, and ki healing yourself.

Unless equipment is abandoned on the ground (that is, no one's around), ask
before you pick it up.  Someone may have accidentally dropped it and not
realized it.

Do not allow others to have access to your characters.  Should you do this,
we are not responsible if your character is stolen by a friend.

Do not trade characters.  Character tradings will NOT be supervised by
imms, thus if you get scammed because of it, we will NOT help you.

Do not ask for any favors from imms.  This includes pl, eq, zeni, and
anything else you can think of that'd constitute favortism.  If you believe
an imm is showing favortism, report it to a level 58+ imm.

Respect the decisions of all admins (level 56+ and Enforcers), for their
word (in combination with these help files) is law.  You may debate the
decision with the imm to a degree, but you are NOT to lose your temper, or
you can, and most likely will, be silenced and/or helled.  But when the imm
says the decision is final, drop it.  Pursuing the matter further will only
get you into more trouble.

Do not steal from your clan in any way.

If you are trading equipment for zeni, contact an imm to oversee the trade.
We will respond.  But again, character trading is forbidden, and is thus
not covered.

Trading anything in the game for anything in real life is illegal.

Selling clan items is illegal.  

Using a Save-Timer to lower silences/Pk-timers/any sort of timers is illegal.

If you are aware of a player breaking the rules and you do not turn them
in, and we find out about it, you can expect to be held as an accomplice.
This means that you will be receiving the same punishment as the player
that is breaking the rules.

Giving zeni to someone to prevent the auction charge results in both you
and the other person to be set to 0 zeni. It's avoiding the 'tax' and
cheating the system. Do -not- do it.

If you should trade for a character, despite the illegal nature, you are
hereby accepting any and all punishments placed upon that character. So
choose wisely before you trade. Also, characters that you didn't originally
create can -NOT- get their names and/or sex changed.

Should you feel the need to mislead newbies into 'hostile' or 'aggressive'
territory, such as The Former Guardians of Earth, you will be given the
same treatment they recieved. Meaning, they die to an NPC, you die to an NPC.

&WSee also: CONDUCT, PUNISHMENT, RULES&D 
~

53 MISSILES~
Creating a projectile is basically the same as making any other
weapon. The exception to this are its Values (see ITEMVALUES)
and the need to have missiles which match missileweapons.

&GFollow this basic proceedure to make a set of projectiles&W:
  1) Create a firing mechanism, for instance, a long bow.
  2) Set the itemtype to 'missileweapon'.
  3) Set the wearflags to 'take missile'
  4) Set the projectile values from the HELP ITEMVALUES table.
  5) Set the Value3 (V3) from the table in HELP WEAPONTYPES.

&G Now the wielded weapon is done, but you need something to fire...&W
  1) Create a shootable object, for instance, an arrow.
  2) Set the itemtype to 'projectile'
  3) Set the wearflags to 'take'.
  4) Set the projectile values from the HELP ITEMVALUES table.
  5) Set the V3 to match the V3 on the firing mechanism you created.

Don't forget to finish the items with weight, cost, long, short etc.
You now have two objects in inventory which are ready to fire.
Lastly, you may create a quiver for certain objects. To do this,
set the itemtype to 'quiver', and use v0 to set its capacity.
Be sure not to set the capacity too high, as quivers should be small.

See also: PROJECTILES, ITEMVALUES, WEAPONTYPES and OSET.
~

54 MLIST~
Syntax: mlist
      :	mlist <first mob>
      :	mlist <first mob> <last mob>

This command will list all of the prototype mobs in your area, when used
with no arguments.  When used with a single argument it will list all
mobs including and after the argument, and when used with two arguments,
it will list all mobs including and between the two.
~

-1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.
         The MOBprograms have been contributed by N'Atas-ha.

         Haus hacked together room && obj programs 'cause
          he got sick of failing to add lever bitvectors,
               and cause he thought Carnage was a
                  Trancendentally Cool Mud.
~

51 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]

*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.

For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

0 MOD MINIONSOFDARKNESS~
&B==================================================================&w
Long, long ago, Gods and Demons roamed the mortal realms, constantly
they battled, the Gods and their allies against the Demon hoardes.
The battles continues for Eons, neither side able to finish the other,
the mortal realms were in shambles, the long war taking its toll,
untill a traitorous act turned the tide...

One of the Lesser Demon Kings was swayed to the side of the Gods,
betraying his bretheren and revealing all thier secrets and weaknesses.
With his help the Demon hordes and the other Demon Kings were destroyed,
all but the Dark Lord himself. Beaten and subdued but unable to be killed,
the Gods imprisioned him in the Nether Dimension from which, in his weakened
state he could not escape. For his treachery the Lesser Demon King was rewarded
with the position of gate keeper to the afterlife, a position which he still
fills today, long after the Gods whom he served have left, never to be seen again.

For many Eons the Dark Lord remained a helpless prisoner in the Nether Dimensions,
until the Chaos, Pain, and suffering on the mortal realms reach such a point
that he could begin to exert his influence once more. He first succeded
when he made contact with a young psychic named Noel Xedorac. Xedorac
wanted power, the Dark Lord wanted to increase his influence in the mortal
realm so that he might once again be free, and so Xedorac became the Avatar
of the Dark Lord, bringing Chaos, Pain and Suffering to the mortal realm
and recruiting others to his cause...

Requirements: 1 billion or higher powerlevel, an evil roleplay alignment
an authed bio and a willingness to roleplay.

"We look forward not to your death,
                  but to the long road of suffering that will take you there."
&B==================================================================&w
~

0 MONTH LADDER~
&B=====================================================================&C
A new set of hiscore options have been added to the list.  Each
month, a 'race' of sorts will go on between every single non-
hardcore character that is created.  The monthly 'ladder' hiscore
will track their powerlevels.  Each year as a certain month rolls
around, it will erase the records from last year.
&D
~

51 MORPH UNMORPH~
Syntax:  morph <vnum> <target>
Syntax:  unmorph

Morph is an immortal command used to morph into various
things, while unmorph reverts the effect.

See also:  polymorph, morphcreate, morphdestroy, morphstat
~

51 MORPHCREATE MORPHDESTROY~
These commands are used for the creation or deletion of
polymorph data.

See also:  polymorph, morph, morphstat
~

51 MORPHSTAT~
Syntax:  morphstat <vnum|name> [help|desc]

Stats a morphed target by name or vnum.

See also:  polymorph, morphcreate, morphdestroy, morph
~

-1 MOTD~
&W:: &Gloading &YD&RB&CS}R&R...&D}x^w_&D
&B------------------
&B     ___________________________________________________________________
&B    |              &YDragon&RBall Saga Old School &CMessage of the Day &W(&GMOTD&W)            &B|
&B    |___________________________________________________________________|
&B    |                                                                   |
&B    | &cWelcome to the &YDragon&RBall Saga Old School &cMUD!                               &B|
&B    |                                                                   |
&B    | &RWARNING:  &cThe rules for players and admins have changed.  Please  &B|
&B    |           &cread the new rules by typing the following 'in game':   &B|
&B    |           &CHELP RULES &cand &CHELP ADMINRULES                          &B|
&B    |&C _________________________________________________________________ &B|
&B    |&C(                                                                 )&B|
&B    |&C(                                                                 )&B|
&B    |&C(                                                                 )&B|
&B    |&C(                                                                 )&B|
&B    |&C(                                                                 )&B|
&B    |&C(_________________________________________________________________)&B|
&B    | &RREMEMBER: &cPlease read the '&Cannouncement&c' message board every day! &B|
&B    | _________________________________________________________________ |
&B    | &B_|_ &Wtelnet://dbsos.wolfpaw.net:7777 &B|
&B ___|______________________________|____________________________________|____
&B(____________________________________________________________________________)
~

0 MOVE MOVEMENT~
&B============================================================================&C
This discusses the process of moving your character from one place in the
Realms to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.

At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.

See Also:  &WSLEEP
~

53 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

52 MPAPPLY MPAPPLYB~
Syntax:  mpapply <victim>
Syntax:  mpapplyb <victim>

These commands are used in the pre-auth area to signal a new character's
authorization status.  When a character first enters the game, it will
be targeted by an 'mpapply <victim>' which will inform the immortals that
the character is waiting for authorization.  Once the character is
authorized, a mob will attempt to 'mapplyb <victim>' the character, and
the character will be sent into the actual game.

~

53 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

53 MPAT~
Syntax: MPAT <vnum> <command>

Lets the mobile perform a command at another location.
~

53 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
The following commands can be used for Room, Mob and Object progs.  The
commands listed at the bottom are for mob progs only.  Each command also
has its own help file.  Type HELP <COMMAND>.

MPCOMMAND       PARAMETERS            MPCOMMAND      PARAMETERS
--------------  --------------------  -------------  --------------------
MPASOUND        <phrase>              MPJUNK         <name/var>
MPECHOAROUND    <name/var> <phrase>   MPECHOAT       <name/var> <phrase>
MPECHO          <phrase>              MPMLOAD        <mob vnum>
MPOLOAD         <object vnum>         MPPURGE        <object/mobile name>
MPADVANCE       <player name> <level> MPTRANSFER     <name/all>
MPFORCE         <name/all> <actions>  MPSLAY         <victim>
MPDREAM         <name> <phrase>       MPDAMAGE       <name> <#hps>
MPCLOSEPASSAGE  <room> <direction>    MPOPENPASSAGE  <origin> <dest> <dir>
MPPRACTICE      <victim> (skill|spell) (max_percent)
MPFAVOR         <victim> <favor>

Mobs only:
MPKILL           <name>                 MPGOTO <vnum>
MPAT             <vnum> <command>

See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES.
~

52 MPDAMAGE~
Syntax:  mpdamage <victim> <amount>

This command inflicts a specified amount of damage on the victim.
This damage will be affected by sanctuary, but is not affected by
protect, saving throws or resists.

A mob should _never_ mpdamage itself.
~

52 MPDEPOSIT MPWITHDRAW~
Syntax:  mpdeposit <amount>
Syntax:  mpwithdraw <amount>

This command orders the mobile to deposit or withdraw a specified number
of gold coins from an area.  These can be used in conjunction with mpat
to tell the mob which area to withdraw/deposit money in.

Example:  mpat 21000 mpwithdraw 5000000

This would cause the mob to withdraw 5 million coins from the new Darkhaven
area, as that is the area vnum 21000 is in.

If no mpat is used, the mob will withdraw or deposit the gold from the
area in which it is located at the time.
~

53 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

53 MPECHO~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
~

53 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

53 MPECHOAT~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

51 MPECHOZONE~
-----------------------------------------------------------

     SYNTAX: mpechozone <color> <string>

DESCRIPTION: The MPECHOZONE mpcommand works much like
             the ECHO and RECHO comands do except the
             specified string is only displayed within
             the area.

-----------------------------------------------------------

SEE ALSO: COLOR, MPCOMMANDS
~

55 MPEDIT~
Syntax:  mpedit <mobile> <command> [number]  [program] [arguments]
Syntax:  mpedit <mobile> add       <program> <arguments>
Syntax:  mpedit <mobile> insert    <number>  <program> <arguments>
Syntax:  mpedit <mobile> edit      <number>  [program] [arguments]
Syntax:  mpedit <mobile> delete    <number>
Syntax:  mpedit <mobile> list

Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments
associated with that trigger.

For complete infomation, reference the mob program documentation available
via FTP on realms.game.org:  (building.tar.gz/building.tar.Z/building.zip )

See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

51 MPFAVOR~
-----------------------------------------------------------

     SYNTAX: mpfavor <target> -#
             mpfavor <target> +#
             mpfavor <target> #

DESCRIPTION: The MPFAVOR mpcommand is used to take, give,
             or set a PCs favor by/to the specified amount.

   EXAMPLES:

mpfavor 0.$n -10 -> decrease $n's favor by 10
mpfavor 0.$n +10 -> increase $n's favor by 10
mpfavor 0.$n 10  -> set $n's favor to 10

       NOTE: The current high/low settings for favor
             can not be exceeded: 2500 and -2500

-----------------------------------------------------------

SEE ALSO: MPCOMMANDS, 'IFCHECK FAVOR'
~

65 MPFILLIN~
Syntax: mpfillin <exit>

New mpfillin, this simply sets a closed door bit, so can be used for
several things, quietly closing a door, closing an exit that was dug, etc...
~

65 MPFIND~
.  Display a maxiumu of n lines.

mpfind n mud text
   Search all the mobs in the mud for
   mob progs that contain an occurrence of text.
   Display a maxiumu of n lines.

Example:
mpfind 20 901 969 if isnpc
  Search all mob progs in Olympus (vnums 901 thru 969)
  and display all mob vnums that contain text "if isnpc".
  Display a maximum of 20 lines.
Example:
mpfind 100 mud mpslay
  Search all mob pros in the entire mud
  and display all mob vnums containing text "mpslay".
  Display a maximum of 100 lines.
~

53 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

53 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

52 MPINVIS~
Syntax:  mpinvis
Syntax:  mpinvis <level>

This command controls a mob's ability to use a modified form of wizinvis.

Use 'mpinvis' alone to toggle the invisibility.

Use 'mpinvis <level>' to set the level at which the mob will be invis.

Mortals under the mobinvis level of the mob will be unable to see the mob
when it goes mobinvis; they cannot see it with any spell, it will be
completely invisible to them.

Be warned, however, that its programs will still function as normal, the
mortal will simply see a 'someone' if it performs an action or an echo
that they see, just as if a wizinvis immortal performed the action.

Also be warned that at the present time, area attacks _will_ hit a mobinvis
creature even if it is invisible.
~

53 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

53 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

53 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
        MPOLOAD <vnum> <level> <timer>

Loads a mob or object. In the case of objects, the level must be set, or
supermob will end up setting the level. Timer is optional, and is the decay
timer for objects.
~

53 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction>

Opens a passage to a room (does not affect pre-existing doors)

Syntax: MPCLOSEPASSAGE <room> <direction>

Closes a passage to a room (does not affect pre-existing doors that were
not created with mpopenpassage)
~

51 MPPARDON~
-----------------------------------------------------------

     SYNTAX: mppardon <target> <flag>

DESCRIPTION: The MPPARDON mpcommand works just as the
             immortal PARDON command does.

-----------------------------------------------------------

SEE ALSO: PARDON, FLAGS, 'IFCHECK ISATTACKER', 'IFCHECK
          ISKILLER', 'IFCHECK ISTHEIF'
~

51 MPPEACE~
*-------------------------------------------------------------------*

     SYNTAX:     MPPEACE <name>

DESCRIPTION:     Any target name within the room can be forced
                 to cease all fighting.

*-------------------------------------------------------------------*
See Also:  MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS
~

51 MPPKSET~
-----------------------------------------------------------

     SYNTAX: mppkset <target> yes/no

DESCRIPTION: The MPPKSET mpcommand will set the
             PC to deadly or peaceful based on what is
             specified regardless of their present state.
             No = peaceful Yes = deadly

-----------------------------------------------------------
~

52 MPPRACTICE~
Syntax:  mppractice <victim> <skill/spell/language> <amount>

This command will set the victim's percentage of proficiency in the
specified skill/spell/language to the specified amount.

It cannot train a character in a skill/spell/language the character does
not have as a part of its class and that it does not already have as a
result of its level.  In other words, it cannot train a warrior in
fireball, or a level 1 thief in gouge.
~

51 MPPURGE~
Syntax: MPPURGE <object/mobile>

Purges the room, or a specified object/mobile.
-----------------------------------------------------------

     SYNTAX: mppurge
             mppurge <item name>
             mppurge <mob name>

DESCRIPTION: The MPPURGE mpcommand works much like the
             immortal command PURGE, but for one exception:
             there must be something to purge. If there is
             nothing to be purged, the command will log a bug.

             You may not have a mob purge itself. If you want a
             mob to do this, have it mpgoto 999 and say purge.
             (The room will purge it.)

-----------------------------------------------------------
~

52 MPRESTORE~
Syntax:  mprestore <victim> <amount>

This command restores a specified number of hitpoints to the victim.
~

51 MPSCATTER~
*-------------------------------------------------------------------*

     SYNTAX:     MPSCATTER <target name> <low vnum> <hi vnum>

DESCRIPTION:     This command will send the victim to any one of
                 the rooms specified at random.

Example: mpscatter lascivias 1 50
         Will transfer Lascivias to a room between 1 and 50.
         The numbers you specify are inclusive in the formula.

*-------------------------------------------------------------------*

See also: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS
~

51 MPSLAY~
-----------------------------------------------------------

     SYNTAX: mpslay <target>

DESCRIPTION: The mpcommand MPSLAY works exactly as the
             immortal slay command does, causing the
             PC/NPC target instant death. NOTE: This is
             a mob program command only.

-----------------------------------------------------------

SEE ALSO: MPCOMMANDS
~

53 MPSTAT~
Syntax:  mpstat <mob/mobvnum>

Mpstat will display all of the mobprograms that have been written for the
specified mob.  If an instance of that mob exists in the game, it can be
accessed with its vnum.

See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

58 MPTD~
~

53 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

64 MS~
~

54 MSET~
Syntax: mset <character> <field> <value>
        mset character on

MSET sets the properties of mobiles. If a mobile has the PROTOTYPE flag,
modifying an instance of this mobile will also modify the index mobile, which
all other instances of the mobile are based on.

MSET ON will lock you onto a particular mob/character. Once locked on, all
mset commands will imply 'mset <character>'. Hitting enter while in MSET ON
will give you an mstat of the mob/character you are working on. To get out
of MSET ON, simply type the word DONE. Example:

        mset gracca on
        long A large hulking figure stands here.
        sex 1
        done

See also: ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
          DEFENSES, MCREATE, MMENU and MSTAT.
~

52 MSTAT OSTAT RSTAT~
Syntax:  mstat <character/mob or mobvnum>
Syntax:  ostat <object/object vnum>
Syntax:  rstat
Syntax:  rstat <location>

MSTAT shows you statistics on a character or mobile.  If a copy of the mobile
is present in the game, you can access it using its vnum.

OSTAT shows you statistics on an object.  If a copy of the object is present
in the game, you can acces it using its vnum.

RSTAT shows you statistics on a location.  The location may be specified as
a roomvnum, as the name of a mobile, or as the name of an object.  Rstat
with no argument returns the statistics on your present room.

See MSET OSET and REDIT
~

0 MULING~
&B==========================================================================&C
Muling is the transferring of items between 2 or more of a players
characters.  This is sometimes done by dropping items on the ground for
the other character or by having another player hold on to the items
while you log on one of your alternate characters.

Many things can go wrong during this process that could cause you to lose
your items.  Because of this, if you do end up losing items you will not
receive any reimbursements for the lost items.

The administrative staff does not condone muling.  MULE AT YOUR OWN RISK!

See Also:  &WRULES
~

0 MULTIDISK 'MULTI DISK'~
&B===================================================================&C
By mixing the concepts of Destructo Disk and Scatter Shot, Krillin
unleashed a disk that was able to split itself into several other
spinning ki disks.  His technique has been picked up and further
perfected by those of the Human race, allowing them to unleash
this deadly attack when their opponent least expects it.

Multi Disk costs 100 ki per disk and 12 focus for each 10 disks.
~

0 MULTIPLAYING~
&B==========================================================================&C
Multiplaying is when a player has 2 or more of their characters logged on
to the MUD at the same time.  It is strictly prohibited to multiplay.  If
and when you are caught (and you WILL be caught), you will be asked to
stop.  If you are caught multiplaying a second time, all of the offending
characters will be deleted.  NO QUESTIONS ASKED!

See Also:  &WRULES
~

1 MUSIC~
&B===========================================================================
&w
The music channel is used for open discussion upon lyrics, artists and singing
alike. It is not meant to be used as a way to bypass the filter for 'fun'.
Cursing/Swearing is allowed if it is in a song. If posting lyrics, have it in
the proper syntax, such as the following:

"We're stuck in a place you can hardly see..." - FRGT/10 (Alchemist Ft Chali 2NA)

Using the music channel is fine, but swearing is to be kept to an absolute
minimum. Songs featuring nothing but constant swearing isn't allowed.

Abide by these rules and enjoy happy music discussion.

&B===========================================================================
~

52 MWHERE~
Syntax: mwhere <name>

MWHERE shows you the locations of all mobiles with a particular name.
~

0 MYSTIC~
&B============================================================================
&CSyntax: Mystic <3-27>
The infamous mystic power up or transformation, can only be unlocked from 
either one of the kaioshin bloodline or somebody of mixed bloody posessing
extreme hidden potential - in an age of brute-force warriors such pure heart
is rare. Mystic is awakened by the Elder Supreme Kai after a pain staking
twenty-four hour process, usually the Elder Kai brings reading material in
the form of magazines. When the mystic ability has been unlocked and unleashed
it makes the user a formiddable foe.

Mystic   PL required   STR+   SPD+   INT+   CON+
--------------------------------------------------
03        3 mil         0      1      3       3
04        6.2 mil       1      2      4       4
05        11.1 mil      1      2      5       5
06        17.9 mil      1      3      6       6
07        26.8 mil      1      3      7       7
08        38 mil        2      4      8       8
09        51.7 mil      2      4      9       9
10        68 mil        2      5      10     10
11        87.3 mil      2      5      11     11
12        109.6 mil     3      6      12     12
13        135 mil       3      6      13     13
14        163.8 mil     3      7      14     14
15        196.1 mil     3      7      15     15
16        232.2 mil     4      8      16     16
17        272 mil       4      8      17     17
18        315.8 mil     4      9      18     18
19        363.7 mil     4      9      19     19
20        415.8 mil     5      10     20     20
21        472.3 mil     5      10     21     21
22        533.3 mil     5      11     22     22
23        598.9 mil     5      11     23     23
24        669.3 mil     6      12     24     24
25        744.6 mil     6      12     25     25
26        824.9 mil     6      13     26     26
27        910.3 mil     6      13     27     27

&CFor those of you who don't know, it costs 900 ki to go mystic 3. Working backward from this, the cost of going mystic will be 300 ki times the mod you want. For Example: Mystic 10 will take 3000 ki.
~

-1 M_ADVHERO_~
You suddenly feel a strange surge of power flow through your veins!

You have mastered yourself as far as mortally possible, and now
see immortality within your grasp...

Along with your new position you recieve a new channel, to use this
channel type ': <message>' or 'imm <message>'.
~

-1 M_BALZHUR_~
Suddenly out of nowhere, a hideous beast appears, bringing with it the
horrible smell of brimstone, death and decay!

The demon gives you the most evil and spine tingling sneer that makes you
fall to your knees, and release your bladder...

The next second, the immense mass of slimey muscle and claws is all over you
...shredding you to a bloody mess!

Mercifully, everything goes black as it moves its widening maw towards your
head...
~

-1 M_GODLVL10_~
You are all powerful!
~

-1 M_GODLVL11_~
You suddenly feel much more powerful!
~

-1 M_GODLVL12_~
You suddenly feel much more powerful!
~

-1 M_GODLVL13_~
You suddenly feel much more powerful!
~

-1 M_GODLVL14_~
You suddenly feel much more powerful!
~

-1 M_GODLVL15_~
You suddenly feel much more powerful!
~

-1 M_GODLVL1_~
...Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
indeed much more free than you have ever felt before...

You float high into the heavens... a vortex of ever-changing curved beams
of colored light swirling around you faster and faster...

Your soul is bursting with emotions you can barely conceive...
You feel a burning inside... both cold and hot... a tingle of electricity
grows into a powerful buzzing surge jolting through every inch of your body.

A strange chorus of voices begins to sing indecipherable and long forgotten
words... the singing grows louder and louder... a million voices as one.

You feel yourself losing touch with reality... and all goes quiet.
~

-1 M_GODLVL2_~
...You suddenly feel more confident and sure of yourself and your new
powers...

You feel that you have earned some trust and respect among your peers,
yet you know that your jouney has only just begun.
~

-1 M_GODLVL3_~
...You begin to feel light-headed.

Your hands begin to tingle softly...
The feeling quickly grows into a strange radiating pulse of energy!

The tingle rises up your arms and into your head, filing your mind with
visions of worlds of wonder, far off places, great towers, vast mountains,
oceans, seas, lush valleys, dark caverns and twisted passages...

You sense a feeling of wonderous potential and power in your hands...
Enough power to build and create these visions for yourself!

You feel much more powerful, eager and inspired!
~

-1 M_GODLVL4_~
...You feel slightly faint as your head begins to spin.

Your hands begin to tingle once more...
A vortex of energy starts to swirl throughout your hands, going faster
and faster... becoming almost painful!

Beams of light break through your skin, one at a time, then more and
more until the light is almost to bright to bear...

As your squint your eyes, you perceive a vision of great beasts of wonder,
dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples
of all kinds, ancient forgotten artifacts, weapons of vast untapped powers,
crystal balls, magick rings, staves, wands, rods, arcane tomes of untold
secrets... your mind is bursting with inspiration...

You sense a new, reborn feeling of unlimited potential and power...
In your hands the power to build and create these visions for yourself!

The bright light from your hands fades away... but strange faint glow
remains always.
~

-1 M_GODLVL5_~
You suddenly feel much more powerful!
~

-1 M_GODLVL6_~
You suddenly feel much more powerful!
~

-1 M_GODLVL7_~
You suddenly feel much more powerful!
~

-1 M_GODLVL8_~
You suddenly feel much more powerful!
~

-1 M_GODLVL9_~
You suddenly feel much more powerful!
~

0 NAME NAMES~
&G-------------------------------------------------------------------------------
&CWhen choosing a name, please try to choose one which is both sensible
and unique. Good names help add to gameplay and will allow you to forge
an identity for yourself. This is the most general rule to follow when
choosing your name: Do not make it something stupid, like a handle in
a chatroom. It should be something that a fictional character would
conceivably have as a real name.

Your name should not be found in the dictionary. This is not a constant rule.
If a word found in the dictionary is also a reasonable name, for example,
'Jewel' or 'Chase', then it will be acceptable. Names that fit in with a racial
theme from DBZ are also okay. For example, a namek named 'Viola,' or an icer
named 'Fridge.' If you want to play it safe, and save a possible hassle,
choose a name that is not a real word. It will most likely be legal.
Here are some guidelines as to what your name should &RNOT &Cbe:

 &W- &YUnpronounceable.
 &W- &YProfane or derogatory as interpreted in any language.
 &W- &YSimilar to that of any Immortal, location, major mob, or equipment.
 &W- &YSignificant in history, current events, mythology, or religion.
 &W- &YComprised of ranks or titles, such as 'Lord' or 'Master'.
 &W- &YAny character name from DB/DBZ/DBGT. (See help DBZNAMES)
 &W- &YAny of the above in reverse, i.e., writing Goku as Ukog.

&CPlease keep in mind that names which were authed in the past do
not validate current name authing. Above are the guidelines
which all immortals follow. In addition, they may have their own
reasons for denying your name.

&RThe final determination as to the validity of a name on DBSOS is at the
discretion of the Immortals and is NOT subject to debate or discussion.

&CIf your name is denied, simply follow the guidelines and try a new one.
Do not argue, as it is not going to help you.

This helpfile cannot possibly cover all circumstances. A name which may seem
illegal or legal by a literal reading of this file may be determined to be
otherwise by the administration. The primary rule is that the name be
reasonable.

&CSee Also:  &WDBZNAMES
&G-------------------------------------------------------------------------------
~

-1 NAMEK NAMEKS NAMEKIAN NAMEKIANS~
&B===============================================================================&C
A race of warriors and healers that hail from Planet Namek, they are best
known for their strange green bodies.  They are able to manipulate their
forms in magnificent ways.  Nameks can stretch their arms to attack enemies
from far away, or even split themselves into two identical fighters.  They
can regenerate severed limbs with ease, and thus heal at an increased rate.
When Nameks recover the ancient knowledge of their brethren, the most powerful
of them become Super Nameks.

&CSee Also: &WEYEBEAM MASENKO SBC PRESERVATION SN KIHEAL GROWTH GIANTSIZE
        &W  SPLITFORM HSC HG MAKOSEN DUALSBC
~

0 NC NEWBIECOUNCIL 'NEWBIE COUNCIL'~
&G=====================================================================
&w The newbie council is a group of players with good knowledge of the
mud, how it's played and basic facts like when things are learned and
where to go for certain things. Anyone who knows alot about mudding
and this mud specifically can request to join the newbie council. If
you join the NC(Newbie Council) and do not behave, stay within the
rules and are friendly toward ALL players then you risk being kicked
out of the NC.
~

0 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~
&C&B==================================================================================&C
If you are new to DBSOS, here are a few help files that will help you
get acquainted with our world. Please remember that DBSOS is still in it's
beta test stages so our help system isn't as complete as we want it to be,
but we plan on making these files as detailed as possiable.

RULES -       Will lead you through the rules of DBSOS.
SPAM -        Will explain what spam is, and why you should not do it.
CONFIG -      Will teach you about our configuration menu.
SCORE -       Will tell you about your character's personal score sheet.
MOVEMENT -    Will teach you various commands for moving about DBSOS.
CONTAINER -   Will teach you about using containers to hold belongings.
CHANNELS -    Will teach you about communication with other players.
COMBAT -      Will teach you how to choose, start and stop a fight.
DEATH -       Will tell you about the death experience in the Realms.
PRACTICE -    Will teach you about training skills and abilities.
INFORMATION - Will cover ways to find certain types of information.
BIO -         Will teach you how to get your bio approved.
NAMES -       Will check to make sure your name is not illegal.

To use these files, type HELP <topic>.  Type 'help' for general commands.

Useful but non-compulsory helpfiles:

URL - Will give a list of helpful address such as the forums.
LINKDEAD - Will explain what being Linkdead is and it's consequences.
~

58 NEWBIE~
Newbiechat is a channel created for and use by only low-level new
players.  It is designed to lessen the confusion of their transition
into the Realms, and can be used to gain answers to any questions
or problems the player may have.
~

51 NEWBIESET~
Syntax: newbieset <character>

NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory.  Recipient must be level 5 or lower.
~

0 NEWCLAN~
&B=====================================================================
&C
 To create a new clan, pile some ideas together with friends and send
Shin a completed application form through email(wizinfo) or personal
note. The application must include:

1) A clan name, motto and desc.
2) One/Two Leaders and a Clan Admin(Immortals mortals dont count toward
   the members or leaders needed.
3) A clan helpfile with requirements to join, a short history etc.
4) A list of five other players with authorized bios.

Please avoid:
1) No race specific clans unless you can get at least seven of the
   desired race to join.
2) Bugged admins for clan approval, if it's approved, Shin will contact
   you through the leader(s) or clan admin.

SEE ALSO: &WCLAN
~

50 'NEWCLAN APPLICATIONS'~
In all cases new clan applications would be taken the old way:

 - you find your three leaders (no shared leaders here)

 - you find at least two additional avatars
   ... need five avatars total start clan (3 leaders, 2 more)

 - your theme is approved by the conclave; approval is defined
   here as little more than a straining process for quality.
   If you have a theme you're willing to build on/around and
   play and it's not something like a clan that fights for the
   glory of Metallica you're probably okay

- you find a deity that's willing to help you in upkeeping
   the clan (i.e. be a mediator with other imms, help you get
   changes made, help you keep the theme of your clan going).
   You won't _have_ to have a deity all the time if it just
   really ends up that you can't keep one, but it's necessary
   to get started (though have pondered linking the function
   of certain clan bonuses such as healers, etc. to the clan
   having a deity, but that's a completely different matter)

NOTE:  This isn't to say an imm-created clan or clans may not be
       introduced, but any such clans would have stipulations on
       them and be for specific use, such as any assassin type of
       clan.  This isn't being planned, just covering bases here
~

50 'NEWCLAN EQ2'~
Equipment option 2:  self-created

Created via purchase by the clan.  Either gold or glory or both used
to add affects to the items up to a cap.  Items would start off with
no affects, or perhaps a very, very low set of base stats
 - cap would be raised occasionally to allow more power to be added
   if stock item power overtakes it
   NOTE:  There are new areas coming in that are going to have stock
          items better than existing stock items, and some will have
          items that give unusual rewards.  The difficulty will be
          astronomical, but the value is pretty high

Affects could also be removed and replaced at the will of the clan
(i.e. adjusting the item for a cost, remove hps and add some dr, etc.)
or even stripped completely by the clan I suppose if it really wanted
to screw everyone up who had their stuff.
 -  changes to affects could either be retroactive or new eq only,
    meaning when you change a bracer every bracer out there would
    receive that change, or that change would only affect new items
    made.  This is something that would be decided at inception.

Yes, cost would be high for affects, and we have not decided on a scale
yet.  It's very unlikely that even the existing clans could foot the
bill for a set of eq comparable even to old clan stuff in a short time.
It's meant that it'll be a slower process, though I'm sure someone will
surprise us.  The advantages are a rising cap over time, the control to
adjust stats as you want and can afford, and that the eq will likely
be more powerful when capped than the divinated eq would be.
~

54 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

-1 NEW_DEATH~
...Everything begins to fade to black.  You feel yourself leaving your body.
Rising up into the air, you feel more free than you have ever felt before...

However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...

&CA low voice fills your head with words of advice...
"When your character dies, you are reincarnated at the cathedral of Notre
 Dame de Sioux in New Darkhaven; should you one day become a member of a
 clan, guild or order you will be returned to your own altar."

"Your corpse, however, is left behind where you were killed, together with
 all of your equipment, so that you can attempt to return to the scene and
 loot your corpse.  Your gold stays with you.  Corpses decay after time,
 and when this happens the objects inside will decay with it."

"Once you have chosen a deity and gained sufficient favor, you may be able
 to supplicate to your deity for your corpse.  Type '&Whelp death&C' for more
 information.  This message will appear only on your first two deaths..."
~

0 NMOTD~
.
&C
                            Welcome to the &YDragon&RBall Saga Old School&C!

     This is a MUD for all you DragonBall, DBZ, and DB:GT fans out there.
   DBSOS (&YDragon&RBall Saga Old School&C) will have elements from all 3 series, but will mostly
   focus on the DBZ series.  I want DBSOS to be a pleasant place for every one
   to play, so I would hope that you will be kind, curious, and helpful to
   all players in DBSOS... with, of course, a healthy dose of competition.

     You will begin your journey through the &YDragon&RBall Saga Old chool&C in &WGoku's Pre-Auth
   Battle Nursery&C.  Here you will be taught how to play DBSOS and you will become
   familiar with our rules here on DBSOS.  You will stay here until your name is
   authorized by an immortal.  After that you may choose to contine on and be
   transported to your home world, or stay here in the nursery.

     If you find that you have any questions or need any kind of assistance,
   please don't hesitate to ask any of the members of the Newbie Council.  They
   will be more than happy to help you out.  For more information, type 'help
   newbiecouncil' without the quotes.
~

0 NORTH SOUTH EAST WEST UP DOWN~
&B===========================================================================&C
Syntax: north or n
Syntax: south or s
Syntax: east or e
Syntax: west or w
Syntax: up or u
Syntax: down or d

Use these commands to walk in a particular direction.  You can also go
northeast(ne), southwest(sw), etc.

See Also:  &WCOMPASS EXITS
~

13 NORTHKAIS "NORTH KAIS"~
&B==========================================================================&C
&RCongratulations!  You have achieved the '&YNorth Kai&R' rank!&C

Your rewards for reaching this incredible level is:

 * 'Gift of the Kais'

Hardcore characters will also recieve these bonuses, but they will still
be listed under the 'Unknown' rank.

~

55 NOSUPPLICATE NOSUPP~
Nosupplicate as a room flag is only for use in hell, jails and some immortal
rooms. It should never be used in an area without fair warning given to mortals
and after extensive consideration and approval by the Area council.
~

0 NOTE NOTES~
&B===========================================================================&C
USAGE - 'note (command) [number or text]'
   (command) can be any of the following:
    List, Read, Write, Subject, To, Show, Post, Remove, Take, Date.
   [number or text] can be left blank, be a number, or be words
    depending on what (command) you use.  Usage is explained below.

LIST - Lists the notes you can read. List [number] lists all the notes
 including, and after [number]. You must be at a note board to List.
 example: 'note list'    shows all notes on the board.
          'note list 10' shows notes 10 and later on the board.

READ - Displays the contents of [number]. You must be at a note board to
 Read, and you must specify a [number].
 example: 'note read 5' displays note #5.

WRITE - Puts you in an editor where you can write a note. You must be
 holding a note, and have a quill in your inventory to Write.
 example: 'note write' puts you in the editor. See Help EDITOR.

See Also:  &WGBOARD GNOTE BOARD NOTE2
~

0 NOTE2~
&B===========================================================================&C
SUBJECT - Sets the subject line of a new note to [text]. You must be
 holding a note, and have a quill in your inventory to set the Subject.
 example: 'note subject Hello World!' sets Hello World! as the subject.

TO - Sets the recipient(s) to [text]. ALL means all players. IMMORTAL
 means all immortals. You must be holding a note, and have a quill.
 example: 'note to Harakiem' sets Harakiem as the note's recipient.

SHOW - displays a note you are holding.
 example: 'note show' displays the note you're holding.

POST - takes a note you're holding and posts it to the board you are at,
 so others may read it.
 example: 'note post' puts it on the board.

REMOVE - erases note [number] from a note board. You must be at a note
 board and be the note's author or an immortal to use Remove.
 example: 'note remove 12' removes note #12, if you're its author.

TAKE - similar to 'Remove' but places the note in your inventory, rather
 than completely erasing it.
 example: 'note take 10' moves note 10 to your inventory from the board.

DATE - similar to 'list' but replaces who the message is to with the
 date that the note was written.

See Also:  &WGBOARD GNOTE BOARD NOTE
~

51 NOTELL NOEMOTE NOTITLE SILENCE UNSILENCE~
Syntax: notitle <character>
Syntax: noemote <character>
Syntax: notell  <character>
Syntax: silence <character>
Syntax: unsilence <character>

NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by
preventing them from setting their title, emoting, telling, and using
channels, respectively.  Characters who are notelled will also not recieve
those forms of communication.

Use UNSILENCE to remove a player's silence.  Simple use notell, noemote or
notitle on the character again to remove each of those restrictions.
~

53 NPCCLASSES~
CLASS #      CLASS              CLASS #      CLASS
-------      -----              -------      -----
  0          MAGE                 7          AUGURER
  1          CLERIC               20         BAKER
  2          THIEF                21         BUTCHER
  3          WARRIOR              22         BLACKSMITH
  4          VAMPIRE              23         MAYOR
  5          DRUID                24         KING
  6          RANGER               25         QUEEN

See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCRACES,
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
~

53 NPCRACES NPC_RACES~
.&B==========================================================================&C

NPC RACES to use with 'mset'
----------------------------
    01            02           03            04        05
  +------------------------------------------------------------------+
&C01| saiyan      | human      | halfbreed   | namek   | android       |
&W02| icer        | mutant     | bio-android | r9      | r10           |
&C03| r11         | r12        | r13         | r14     | r15           |
&W04| r16         | r17        | r18         | r19     | r20           |
&C05| ant         | ape        | baboon      | bat     | bear          |
&W06| bee         | beetle     | boar        | bugbear | cat           |
&C07| dog         | dragon     | ferret      | fly     | gargoyle      |
&W08| gelatin     | ghoul      | locust      | mold    | mule          |
&C09| neanderthal | ooze       | rat         | shadow  | shapeshifter  |
&W10| shrew       | skeleton   | slime       | snake   | spider        |
&C11| troglodyte  | undead     | wight       | wolf    | worm          |
&W12| zombie      | bovine     | canine      | feline  | porcine       |
&C13| mammal      | rodent     | avis        | reptile | amphibian     |
&W14| fish        | crustacean | insect      | spirit  | magical       |
&C15| horse       | animal     | humanoid    | monster | god           |
--+------------------------------------------------------------------+

You should be able to just type 'mset <vnum> race <name>' but I added
the numbers so you can reference those too.

See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCCLASSES,
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
~

54 'NUISANCE STAGES'~
Stages of nuisances are the affects that the victim picks up while in
that stage.  As time progresses and the victim progresses through the
stages, they pick up new problems and the old ones gradually strengthen.
So for example if they are in stage 3 and progress to stage 4.  They
will feel more affects from stage 1,2 and 3 and pick up the affects from
stage 4. Power level is how hard they get hit with the affect. So if in stage
1 the affect was 2% of the time at power level 1 it may be 4% of the time
in power level 2.  And in stage 2 the affect in stage 1 may be 4% of the
time at power level 1 and 8% of the time at power level 2.
So with that being said here are the current stages and their affects:
Stage 1:  The Thirst Stage
          This makes them become thirsty quicker.  The formula used is the
following: <current stage>*<power level> for how much more is added to your
following: <current stage>*<power level> for how much more is subtracted from
your thirst each time.  With 100 being not thirsty and 0 being dehydrated.
Stage 2:  The Hunger Stage
          The hunger stage works exactly as above except, the formula
subtracts 1 from the current stage becoming: (<current stage>-1)*<power level>
Stage 3:  The Mentalstate Stage
          In this stage each time your mentalstate worsens nuisance exagerates
the amount you worsen by. The formula used to compute how much more it
adds or subtracts is: .4*(<current stage>-2)*<power level>.
Stage 4:  The Potion Stage
          In this stage you can not stomach as many potions as you normally
could without the nuisance flag.  Normally if your thirst or hunger is above
48 you can't quaf anymore.  Nuisance makes this a much lower number.
The formula used is: (48-(3*<current stage>)+<power level>)
So at power level 10, stage 10 you could only quaf 8 potions on an empty
stomach.
Stage 5:  The Wait Stage
          In this stage commands start taking longer to complete.  A
normal spell for example takes around 8-15 rounds of wait time.  With this
stage more wait time is added with the following formula:
(<current stage> -4 ) + <power level>    So at Stage 6 at power level 5,
each command would have an additionl 7 wait added to it.
Stage 6:  The Offensive Magic Stage
           In this stage you have a chance of targeting yourself with
offensive spells instead of whatever target is specified.  The formula
for the percentage or the time you do it is the following:
(<current stage>-5)*8 + <power_level>*6  So at first stage 6 with a power
level of 5 you would have a 38% chance to target yourself with offensive
spells.
Stage 7:  The Defensive Magic Stage
          In this stage, if you are fighting someone you have a chance to
target them with any defensive spells you cast.  The formula used is the
following:  (<current stage>-6)*8 + <power_level>*6
Continued in help 'NUISANCE STAGES2'
~

54 'NUISANCE STAGES2'~
Stage 8:  The Speech Stage
          In this stage you have a chance to scramble your speech and
scramble other peoples speech (IE what you hear from them).  This works
on a percentage with the following formula:
(<current stage>-7)*10*<power level>  So at stage 9 with power level 2
speech is scrambled 40% of the time.
Stage 9:  The Movement Stage
            In this stage you start moving in random directions like a drunk
does.  This is worked out in a percentage as well. Which works of the
following formula:  (<current stage>-8)*10*<power level>  So in stage 10
with a power level of 4 you would randomly choose an exit 80% of the time.
Stage 10:  The command Stage
           In this stage your commands start failing (Like mentalstate).
This is done on a percentage of the following:
(<current stage>-9)*10*<power level>  So at stage 10, power level 10 the
character becomes utterly useless, as commands will fail 100% of the time.
Soon there will be more options, when they come in the help files you should
see are:  'NUISANCE' 'NUISANCE STAGES' 'NUISANCE OPTIONS'
~

51 NUISANCE UNNUISANCE~
&WSyntax:
      &cunnuisance  <victim>
      &cnuisance    <victim> [options]
&GUnnuisance will remove the nuisance flag from a player.
Nuisance will add a nuisance flag to the player specified by victim.
&wThis only works on pc's.  The optional parameters are as follows:
  &cmaxtime <#> <minutes/days/hours>&w
         &wThe maxstage of nuisance. Default is 8 days.
  &ctime <#>&w:  The time in days that the nuisance flag will stay on the
         player, once the time is expired the flag will automatically be
         removed. If this option is not used it will default to a permenant
         penalty.
  &cpower <#>&w:  A number from 1 to 10, 10 being the worst for the player.

&WNote the words before the options are not optional and must be used.

&RExamples:  &cnuisance mortal maxtime 5 days time 7 power 5
&GThis would nuisance mortal for 7 days with the maximum stage being
reached in 5 days, at a power level of 5.  Also note you can leave options
out:  &cnuisance mortal maxtime 5 days power 5 &Gfor example would set the
maximum time to reach the final stage at a power level 5 and use the default
value for the time.  Also options can be rearranged n like:
&cnuisance mortal power 5 maxtime 5 days time 7 &Gwould be the same as the
first example.
&GTo see info on nuisance level, power and set time of a player, use &WMSTAT.
&WFor information on stages see help 'NUISANCE STAGES'
&G
We are not to give mortals any info about nuisance.
If they notice something is wrong and ask for an explanation just
&Wtrans <name> nuisance &G
MORTS ARE NOT TO BE TOLD WHAT THE FLAG IS OR GIVEN OTHER INFO RE: IT>.
~

51 OBJECTFLAGS~
Flags that objects can have:

Flag        Affect                Flag        Affect
&r====        ======                ====        ======
&Gglow        &cn/a                   &Ghum         &cn/a
&Gdark        &cn/a                   &Gloyal       &cloyalty ('help loyal')
&Gevil        &cglow on det. evil     &Ginvis       &cinvisible
&Gmagic       &cprevents enchant      &Gnodrop      &ccannot drop
&Gbless       &c+20% resist dam.      &Gantigood    &czap if align +350
            &cdbl. duration poison
            &cweapon
&Gantievil    &czap if align -350     &Gantineutral &czap if align -350 to +350
&Gnoremove    &ccannot remove         &Ginventory   &cpurge upon char. death
&Gantimage    &czap if mage           &Gantithief   &czap if thief
&Gantiwarrior &czap if warrior        &Ganticleric  &czap if cleric
&Gantivampire &czap if vampire        &Gantidruid   &czap if druid
&Gorganic     &c+20% suscept. dam.    &Gmetal       &c+20% resist damage
&Gdonation    &cprevents get all      &Gclanobject  &cn/a
&Gclancorpse  &cn/a                   &Gprototype   &cn/a
&Gnolocate    &cnot visible on locate

&YAdditional flags:
&Gcovering      &cItems inside this are 'covered', use 'look under <object>' to
              see 'inside'.  The object does not have to be a container to
              be a covering object.  Use 'reset put' to indicate objects to
              be covered by this object.&w
~

51 OBJECTTYPES~
Object types listed in bit order:

  None        Light     Scroll     Wand        Staff       Weapon
  Fireweapon  Missile   Treasure   Armor       Potion      Worn
  Furniture   Trash     Oldtrap    Container   Note        Drink_con
  Key         Food      Money      Pen         Boat        Corpse_npc
  Corpse_pc   Fountain  Pill       Blood       Bloodstain  Scraps
  Pipe        Herb_con  Herb       Incense     Fire        Book
  Switch      Lever     Pullchain  Button      Dial        Rune
  Runepouch   Match     Trap       Map         Portal      Paper
  Tinder      Lockpick  Spike      Disease     Oil         Fuel
  Short_bow   Long_bow  Crossbow   Projectile  Quiver      Shovel
  Salve

Not all are implemented.

See OSET ITEMVALUES ARMORCLASS.
~

51 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear          <percentage>        [when a player wears the object]
Remove        <percentage>        [when a player removes the object]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Sac           <percentage>        [when a player sacrifices the object]
Zap           <percentage>        [when the player is zapped due to alignment]
Get           <percentage>        [when a player gets the object]
Drop          <percentage>        [when a player drops the object]
Damage        <percentage>        [when the object is damaged]
Repair        <percentage>        [when the object is repaired]
Greet         <percentage>        [when a mob/player enters the room]
Exa           <percentage>        [when the object is Examined or Looked upon]
Look          ** THIS TRIGGER IS NOT CURRENTLY IN USE **
Push          <percentage>        [when a player pushes an object]
Pull          <percentage>        [when a player pulls an object]
Use           <percentage>        [see 'help useprog' for details]

For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES.
~

52 OBJTYPENUMS~
.&r--------------------------------------------------------------------

                   &GNUMBER                 TYPE of OBJECT

                     &c1                       Light
                     2                       Scroll
                     3                       Wand
                     4                       Staff
                     5                       Weapon
                     9                       Armor
                    10                       Potion
                    15                       Container
                    16                       Note
                    18                       Key
                    19                       Food
                    23                       Mcorpse
                    24                       Pcorpse
                    26                       Pill
                    34                       Book

 &r--------------------------------------------------------------------

     &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
                 ITEMVALUES, OBJECTTYPES, VARIABLES,
~

51 OGRUB~
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]

ogrub 20 level<8 avg>12
Display weapons below level 8 that do more than 12 average damage.

ogrub 20 +wear type=armor hp>100 dr>20
Display armor with more than 100 added hp and 20 added dam roll. Sort
by wear location.

ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0
Display all eq from Olympus that is above level 45 and affects hp.
Sort by object type in ascending order. Display only that eq held
by players - ignore any on mobs or on the ground.

ogrub 20 +name name<>gloves
Display all eq with the substring "gloves" in the name field. Sort
by object name. Note that often objects are named with two or three
keywords like "gauntlets steel gloves". The substring operator <>
is used to search fields for substrings.

ogrub 20 +cname np ng type=light int>0
Display lights on mobs that raise intelligence. Sort by character name.
Ignore any lights on players or on the ground.

ogrub 20 -dr np ng luck>0 level>=10 level<=20
Display eq that raises luck and is between levels 10 thru 20. Sort by
object damroll in descending order. Only display eq on mobs.

ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100
Display eq that raises hit roll more than 25 or dam roll more than 25
or hit points more than 100 or mana points more than 100 or lowers
armor class by more than 100 (remember the lower the AC the better)
Sort by object level in ascending order.

ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1
Display equipment that have affects resulting in any saving throws that are
greater than one. Note that positive saving throws are bad for characters
and negative ones are good. The more negative the better. The d2 keyword
requests an alternate form of display which shows the saving throws.

ogrub 20 nm cname=joe type=weapon    Display Joe the player's weapons
ogrub 20 np cname=joe type=armor     Display Joe the mob's armor

See Also: HELP OGRUB DATA

~

52 'OGRUB DATA'~
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]

Here is some reference data you will need in order to use OGRUB.

FIELDS                      TYPES      WEAR     MODIFIERS
cname - chr name          1 light      1 take     or - select any
count - obj count         2 scroll     2 finger  +field - sort up
vnum  - obj vnum          3 wand       3 neck    -field - sort down
type  - obj type          4 staff      4 body     np - no players
name  - obj name          5 weapon     5 head     nm - no mobs
level - obj level         9 armor      6 legs     ng - not on the ground
wear  - obj wear locn    10 potion     7 feet     d2 - display saving throws
avg   - obj avg dam      15 container  8 hands
hr    - obj hit roll     16 note       9 arms     OPERATORS
dr    - ojj dam roll     18 key       10 shield    = equals
hp    - obj hit pts      19 food      11 about    != not equal
mp    - obj mana pts     23 mcorpse   12 waist    >  greater than
ac    - obj armor class  24 pcorpse   13 wrist    >= greater than or equal
str   - obj str affect   26 pill      14 wield    <  less than
dex   - obj dex affect   24 book      15 hold     <= less than or equal
con   - obj con affect                16 dual     <> substring
wis   - obj wis affect                17 ears
int   - obj int affect                18 eyes
luck  - obj luck affect               19 missile
sav0  - save_poison
sav1  - save_rod
sav2  - save_para
sav3  - save_breath
sav4  - save_spell

Don't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26".  ***SMILE***

See also: HELP OGRUB

~

52 OGRUB2~
Syntax: &Wogrub <num of lines> <sort order> [keywords] [operands]
&w
Here is some reference data you will need in order to use OGRUB.
&GFIELDS
&gcname - chr name   wear - obj wear locn  ac  - obj a.c.
count - obj count  avg  - obj avg dam    str - obj str
vnum  - obj vnum   hr   - obj hit roll   dex - obj dex
type  - obj type   dr   - ojj dam roll   con - obj con
name  - obj name   hp   - obj hit pts    wis - obj wis
level - obj level  mp   - obj mana pts   int - obj int
luck  - obj luck
&GTYPES
&g1 light        2 scroll  3 wand  4 staff  5 weapon    9 armor    10 potion
15 container  16 note   18 key  19 food  23 mcorpse  24 pcorpse  26 pill
24 book
&GWEAR
&g 1 take   2 finger   3 neck     4 body    5 head    6 legs    7 feet   8 hand
 9 arms  10 shield  11 about   12 waist  13 wrist  14 wield  15 hold  16 dual
17 ears  18 eyes    19 missile
&GMODIFIERS
&gor - select any.  +field - sort up.  -field - sort down.
np - no players.  nm     - no mobs.  ng     - not on the ground.
&GOPERATORS
&g = equals                   != not equal     > greater than
>= greater than or equal     < less than    <= less than or equal
<> substring
&wDon't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26".  ***SMILE***
~

0 OLD_RULES~
&B==========================================================================&C

Below is a list of basic rules. By entering this MUD you agree that you
have both read them and have AGREED to follow them. DO NOT use the excuse
you have not read the rules, as you claim you have in the Newbie Tutoral
Area.

&WNO BOTTING&C:                       1st Offence - Character botting
(&Bhelp botting&C)                                  will be deleted.

&WNO HARASSING PLAYERS OR ADMINS&C:   1st Offence:
(&Bhelp harassment&C)                     Verbal  - Silenced for 1 - 8 hours.
                                      Phycial - Helled for 1 - 8 hours.
                                  2nd Offence (either):
                                      Helled and silenced for 1 - 8 hours.

&WNO ABUSING BUGS&C:                  Helled until a level 65 admin can rule
(&Bhelp bugs&C)                       on the case.

&WNO MULTIPLAYING&C:                  Deletion of all the offenders characters.
(&Bhelp multiplaying&C)

&WNO CREATING NEW CHARACTERS TO SURCOMVENT PUNISHMENTS&C:
                                  1st Offence:  Deletion of new characters
                                                and the original punishment
                                                will be doubled.
                                  2nd Offence:  IP banning for 1 week.

Muling (&BHELP MULING&C) is not condoned by the administrative staff.
Because of this, any lost items can not and will not be reimbursed to the
player in question.  Mule at your own risk!

You are expected to follow the spirit of the law, as well as the letter.
Please use common sense when playing and interacting with others.
Nothing irritates the administrative staff more than dealing with players
who say things like: "Well... you never SAID it was a bug... So how did i
KNOW it was a bug?"  As stated previously, use common sense, and if
you're unsure about something, ask an administrator... politely.

&WNOTE&C:  You are responsible for your character, the excuse that your
brother, sister, friend, evil voice inside your head, etc... did it, does
not excuse you from punishment if your character violates the rules.
}R
Administrators may decide to give a verbal warning instead of punishing
players.  Deciding to punish a player is ALWAYS at the admins descression.
&R&w
~

53 OLIST~
Syntax: olist
      :	olist <first object>
      :	olist <first object> <last object>

This command will list all of the prototype objects in your area, when used
with no arguments.  When used with a single argument it will list all
objects including and after the argument, and when used with two arguments,
it will list all objects including and between the two.
~

53 OMENU~
Syntax: omenu <object name> [menu page] (defaults to 'a' if none given)

Omenu will bring you into a menu system of editing objects.  To use omenu,
you must be holding the object that you are editing in your inventory.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

0 OOTK 'ORDER OF THE KAIOSHIN'~
.There are seven kaioshins ruling silently over the universe, the
titles of these are: South Kai, East Kai, West Kai, North Kai, Grand
Kai and Supreme Kai. Although they bestow thier titles to mortals
who reach certain powers, they are always there watching with an
unrivalled wisdom. These kaio protectors were each here to watch over
and protect thier galaxies, more specifically - the Universe. But
warriors with fiendish hearts and malice intentions began training
to unheard of powerlevels and so..they started an order.

 The Order of the Kaioshin..

PL Req: 3,000,000 (Subject to Change)
Race: Any race of good align
*Only devout Kaio's may lead the order*
~

0 OOZARU~
&B==========================================================================&C
An ability that runs both in Saiyan and Halfbreed bloodlines is that
of transforming into a large ape-like form, known as Oozaru. This is
the primary transformation for those who have not been able to
turn into a Super Saiyan. The transformation increases the
power level of the player tenfold..

However, Oozaru is only possible during a full moon in which
the player still posseses their tail (tails grow back if you
lose them). While super strong in this form, the tails can be
severed in battle if you are not careful.

See Also:  &WTAIL
~

53 OPEDIT~
Syntax:  opedit <object> <command> [number]  [program] [arguments]
Syntax:  opedit <object> add       <program> <arguments>
Syntax:  opedit <object> insert    <number>  <program> <arguments>
Syntax:  opedit <object> edit      <number>  [program] [arguments]
Syntax:  opedit <object> delete    <number>
Syntax:  opedit <object> list

Add, insert and edit will put you into the line editor to edit your program.
The arguments consist of a trigger, plus any arguments associated with that
trigger.  Object programs are like mobprograms, with trigger differences.

To edit an Objprogram, you must be holding the object in your inventory.

See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

65 OPEN CLOSE LOCK UNLOCK PICK BOLT UNBOLT~
Syntax: open   <object|direction>
Syntax: close  <object|direction>
Syntax: lock   <object|direction>
Syntax: unlock <object|direction>
Syntax: pick   <object|direction>
Syntax: bolt   <direction>
Syntax: unbolt <direction>

OPEN and CLOSE open and close an object or a door.
LOCK and UNLOCK lock and unlock a closed object or door.  You must have
the requisite key to LOCK or UNLOCK.
PICK can open a lock without having the key.  In order to PICK successfully,
you must practice the appropriate skill.

BOLT and UNBOLT bolt and unbolt a closed door.  You must be on the side of
the door that has the bolt to BOLT or UNBOLT the door.
~

53 OPSTAT~
Syntax: opstat <object/object vnum>

Opstat will display all of the objprograms that have been written for the
specified object.  If a copy of the object exists in the game, it can be
accessed by its vnum.

See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES
~

62 ORANGE~
This function is under construction.
~

1 ORDER~
&B===========================================================================&C
Syntax: order <person> <action>

Order is used to control Majins, split/tri/multi-form copies, Juniors, and
pets. It makes the person who is ordered to do the <action> do it just as
if they typed it in themself.

See Also:  &WSPLITFORM&D
~

51 OSET~
Syntax:  oset <object>    <field> <value>
         oset object on

If the copy of the object you are currently modifying has the PROTOTYPE flag,
your modifications will also modify the index of that object, which all other
instances of the object are based on.  In the future, every copy of that obj
will reflect your modifications.

Also be aware that modifications to the object affect list (everything that
is listed after 'object values') will affect _every_ copy of that object in
the game, including old copies (even if they are not online).  Thus if you
change a prototype-flagged copy of a sword to +4 damroll, every copy of that
vnum ever made will reflect that change.  If you add a 'magic' flag to that
sword, however, only copies made after the change will be affected.

If the copy of the object you are modifying does NOT have the PROTOTYPE flag,
your modifications will affect only that copy.

OSET ON will lock you onto a particular object.  Once locked on, all commands
commands will imply 'oset <object>'.  Hitting enter while in OSET ON gives
you an ostat of the object you are working on.  To get out of OSET ON, simply
type the word DONE. Example:

        oset staff on
        long A long gnarled staff of burnished oak lies here.
        type staff
        done

See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU, LAYERS and LAYERS2
~

0 OUTCAST~
&B=======================================================================&C
If you leave a clan, or, are banished from a clan with a good reason, 
you become an 'Outcast'. Outcasts cannot rejoin another clan.  There
should be  little reason to leave a clan, the clan theme and rules
are made clear to  you before you join the clan and you accept those
rules. If the clan is not  being run as stated, this is a different
issue that will be dealt with.  Outcast status *can* be removed but
this will be a very expensive process  costing 75K zeni per rank.

See Also:  &WUNOUTCAST&D
~

53 OWHERE~
Syntax 'Owhere <object/keyword>

This command will allow you to search for a certain item by using its
keyword. This will list the name of the object, its' location, the name
of the player(s) carrying it and the number of the objects currently online.
are currently on-line.

~

0 PAGER~
&B=============================================================================&C
Syntax:  Pager <# of lines per screen>
Syntax:  Config +pager       (turns page pausing on)
Syntax:  Config -pager       (turns page pausing off)
Syntax:  Pager               (toggles pager on/off)

Pager is a configurable item that will pause screen scrollage at the user
specified pager length.  To set it, first set a desired page length using:

Pager <# of lines>

Initially, page length is set to 24 lines.  Once page length is set, use
the Config command to turn it on and off, or simply type 'pager'.

Commands available within the pager are:

(C)ontinue, (R)efresh, (B)ack, (Q)uit.

With 'continue' being the default item.  When the screen pauses, hit the
enter key to continue, or type another choice and hit the enter key.

See Also: &WCONFIG
~

51 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief
Syntax: pardon <character> attacker

PARDON pardons a player for their crimes.
~

53 PART BODYPARTS XFLAGS~
Misc body parts:
HEAD     ARMS    LEGS   HEART        BRAINS      GUTS        HANDS   FEET
FINGERS  EAR     EYE    LONG_TONGUE  EYESTALKS   TENTACLES   FINS    WINGS
TAIL     SCALES  HOOVES FORELEGS     HAUNCHES

Used for attacking:
CLAWS    HORNS   TUSKS  TAILATTACK   SHARPSCALES
~

0 PARTNER~
&B==========================================================================&C
syntax: partner <victim>

The partner command lets you designate someone as your partner for purposes
of the Hyperbolic Time Chamber and sparring.  The person you designate must
be in the same room as you are.  Once someone has been made your partner he
or she is the only person who can spar you or enter the Time Chamber with
you (until you pick a new partner!).

See Also: &W'TIME CHAMBER' TIMECHAMBER HBTC SPARRING
~

0 PASSWORD~
&B============================================================================&C
syntax 'password <old> <new> <again>'

PASSWORD changes your character's password.  You repeat the new password only.
If you do not get it correctly it will not work.  This should end the typo
locking you out of your character.

The PASSWORD command is protected against being snooped or logged; it is
impossible for any immortal to in any way see, find or retrieve it.  It
is the responsibility of the player to ensure that the password of the
character is kept secure.

Passwords can not contain certain characters, or spaces.  We also advise
that you use an alphanumeric password (one containing both numbers and
letters) as they are harder to guess.  We also recommend that you choose
a password that is greater than 6 characters in length.  A good rule of
thumb is if it is in the dictionary, it is probably not a good password.

NOTE:  if you decide to trade a character, you do so at your own risk.
Immortals are not responsible for ensuring fair trades.  You may seek an
immortal to oversee a trade, but it is not their  responsibility.

&CSee Also:  &WPASSWORD_ZMUD
~

0 PASSWORD_ZMUD~
&B============================================================================&C
When you're using zMUD and want to change your password, remember to change
it in the zMUD character settings as well as on the mud.  The MUD's command
for this is:  password <new password> <new password>
In zMUD, click on 'File', then 'Another Character', or 'File', then 'Open'
to access the character settings - and change the password there.
If you have forgotten your character's password but can still log on with
the character, you can still find out what the password is.  Log on with
that character, click on 'View', then 'Preferences' and then click on
General Settings'.  Find the checkbox for 'Gag Password' and make sure the
box is not checked.  Click on 'Ok' to close the dialog box.
Type the command #say %pass [enter].  Your password will be shown on your
screen, but not sent to the mud.  Write it down, for future reference.

For more information, see HELP PASSWORD and the zMUD web site:
http://www.zuggsoft.com

See Also:  &WPASSWORD
~

62 PATH~
~

60 PC~
Wedding renamer
Project list
High scores
~

56 PCLASTRENAME~
Syntax: pclastrename (victim) (new last name)

At the time this help file is written, you can't remove last names. 
However that should be taken care of very, very soon. Then you'll just be
able to not enter a second argument, and they'll have their last name
removed. 
~

0 PCOLOR COLOR COLOUR~
&D&B==========================================================================&C
The following are the tags used for adding color in your text.

Foreground text tag: &&
Tokens for foreground text are:

&C&&x - &VBlack&D&C           &&r - &rDark Red&D&C  &&g - &gDark Green&D
&C&&O - &OOrange (brown)&D&C  &&b - &bDark Blue&D&C &&p - &pPurple&D
&C&&c - &cCyan&D&C            &&w - &wGrey&D&C      &&z - &zDark Grey&D
&C&&R - &RRed&D&C             &&G - &GGreen&D&C     &&Y - &YYellow&D
&C&&B - &BBlue&D&C            &&P - &PPink&D&C      &&C - &CLight Blue&D
&C&&W - &WWhite&D&C
&C&&v or &&V - &vReverse the colors.&D
&C&&u or &&U - &uUnderline the text.&D
&C&&i or &&I - &iItalicize the text.&D
&C&&D - Resets to custom color for whatever is being displayed.
&C&&d - Resets to terminal default color.
&C
Blinking foreground text tag: }}
Tokens for blinking text are:

&C}}x - }x&VBlack&D&C           }}r - }rDark Red&D&C  }}g - }gDark Green&D
&C}}O - }OOrange (brown)&D&C  }}b - }bDark Blue&D&C }}p - }pPurple&D
&C}}c - }cCyan&D&C            }}w - }wGrey&D&C      }}z - }zDark Grey&D
&C}}R - }RRed&D&C             }}G - }GGreen&D&C     }}Y - }YYellow&D
&C}}B - }BBlue&D&C            }}P - }PPink&D&C      }}C - }CLight Blue&D
&C}}W - }WWhite&D&C
&C
When putting color in something, please try to remember to close your
colors with a &&D tag so that anyone viewing it won't have to deal with
color bleeding all over the place. The same holds for italic or underlined
text as well.

The &&d tag should only be used when absolutely necessary.

Background color tag: ^^
Tokens for background color are:

&C^^x - Black&C         ^^r - ^r&WRed&D&C           ^^g - ^g&WGreen&D
&C^^O - ^O&WOrange&D&C        ^^b - ^b&WBlue&D&C          ^^p - ^p&WPurple&D
&C^^c - &x^cCyan&D&C          ^^w - &x^wGrey&D&C
&C
If setting both foreground and background colors. The background must
be used before the foreground color. Also, the last color setting in your
prompt will wash over into the text you type. So, if you want a set
of colors for your typed text, include that at the end of your prompt set.

Example (assuming current h.p.'s of 43 and mana of 23):

Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x = <43/23>
        {A}     {B}       {C}

A) Yellow with blue background.
B) Black with dark red background.
C) Light Grey with black background.

See also: &WPROMPT, ANSI
~

54 PCQUESTING~
This command is for either turning on or off the role play channel, or
for setting the "questing" flag on a player.

Syntax: pcquesting [channel/player]
~

55 PCRENAME~
syntax pcrename <oldname> <newname>

This command permanently changes a players name and should be used
sparingly. It does a check to ensure there is no other player by that
name already in the files.
~

51 PEACE~
Syntax: peace

PEACE causes all characters in a room to stop fighting.
~

51 PIPEFLAG~
The following flags may be used with the item type pipe in the v3 item
value:
PIPE_TAMPEDPipe has been tamped (not really used yet)
PIPE_LITPipe is lit (required for smoking)
PIPE_HOTPipe is hot
PIPE_DIRTYPipe is dirty (not really used yet)
PIPE_FILTHYPipe is REALLY dirty (not used at all yet)
PIPE_GOINGOUTPipe is about to go out
PIPE_BURNTNot used yet.
PIPE_FULLOFASHPipe is full of ashes, and needs to be emptied.

~

0 PK~
&B==========================================================================&C
Syntax: pk <flag/war/off> <yellow/red>

The pk command enables pk mode for your character.  Pk mode lasts
for 1 hour, and may be turned off after that time.

PK FLAG <&Ggreen&C/&Yyellow&C/&Rred&C>
This command turns on your PK flah. A green flag means you can be attacked
by anyone up to 1.5 times stronger than you. A yellow flag allows you
to be attacked by someone no more than 5 times your PL, and the red flag
means anyone can attack you, regardless of PL.

&WPK WAR <yellow/red>&C
This switches your WAR flag color.  The yellow flag is automaticly set
when your clans starts a war with another clan.  You may change this
flag to red if you wish at any time.

&WPK OFF&C
If your pk timer has reached zero, you may turn off your PK flags at
any time after that with this commnad.

See also: CLAN PKILL PKGREEN
~

65 PKGREEN~
&B==========================================================================
&CThe PK flag system is a nice system all things considered, but it often
creates a very limited PK environment. Why ever turn on a PK flag unless
you're at the maximum limit for your victim and ready to strike? 
But PK Green, you see, is an entirely different beast. Without at least PK
Green activated after the rank of Legendary Warrior (1 billion PL) your gains
will start to decrease. Slowly at first, of course, but steadily growing as
your rank continues to increase until it basically halves your PL gain in the 
top ranks.

So you've got a choice: kill, be killed, or gain really friggin slow.

&wSEE ALSO: PK
~

0 PKILL~
&B==========================================================================&C
We have the code enforce pkill rules.  That makes it much easier for
admins and players alike.  The admins can still intervene, but that
is only needed in extreme cases. The list of code enforced rules are as
follows in no particular order:

1) A good person killing another good person is a serious offence.
   You alignment will instantly be turned evil.  How evil you become
   will depend on how good the player was you killed.
2) You should have a decent (rp) reason to kill someone.  However,
   it is not required.
3) You may only kill players with a yellow or red PK or WAR flag.
   Hardcore players are considered to be PK red at all time.
4) Your PK flag timer will always be reset to 1 hour EVERY time
   you attack a player.  It doesn't matter if you can't attack them
   or if they kill you.
5) You don't have to have a PK flag on to kill someone, you will
   automaticly aquire their colored flag when you try to kill them.
6) If you try to attack someone with out a PK or WAR flag on them
   you will automaticly have a yellow PK flag put on you.

See also: &WCLANS ROLEPLAY PK
~

0 PORTAL~
&B============================================================================

&CSyntax: portal <target>

Portal is a technique almost identical to the Kaio's Teleport technique in
ends, but with a completely different set of means. Instead of acting upon
the person using the technique, Portal is a way of focusing the Demon's chi
in such a way as to bend reality itself to his will.

Not only does this give Demons a way to traverse great distances in an instant
(although the need for a target is still required so they have a firm grip on
where they'll be spat out), this gives Demons a great tactical advantage in
combat. (SEE: PORTALSTYLE)

~

0 PORTALSTYLE~
&B==========================================================================
&CAs a Demon over one billion PL, typing "style portal" will cause you to
assume the Portal Style in combat. Portal Style allows for increased
accuracy and evasion in exchange for less offensive and defensive
capabilities, but it has an even greater use at times...

When an energy attack is fired at a Demon in Portal Style, there is a slim
chance the opportunity will allow the Demon to either:

*Evade the attack by use of a portal, teleporting a short distance away.
*Evade the attack by sending it through a portal and harmlessly into the ground.
*Return the attack to the opponent by sending it through a portal and into
 the opponent at point blank range.

All of these cost energy (and in the latter two cases, focus) as per the
attack being evaded, but in none of them does the Demon himself take damage.

&wSEE ALSO: STYLE BERSERK AGGRESSIVE STANDARD DEFENSIVE BERSERK PORTAL
~

0 POWERLEVEL PL~
&C
Your powerlevel is a rating of your over all strength, speed, and
skill level.  The higher your powerlevel the better you get at
fighting.  You can increase your powerlevel by fighting or training
in a gravity chamber.

See also: &WGRAVITY

~

0 POWERUP POWERDOWN~
&B==========================================================================&C
Syntax: 'powerup' - Powers up once
        'powerdown' - Powers down to your base PL

All races possess the ability to powerup, boosting their powerlevel. While
in this state, you will take less damage, be more likely to dodge, and even
hit more often. Please note that you may not count your maxpl (that which
you possess while powered up), when trying to learn skills. For example,
to learn kick or punch, you must have 5000 PL before powering up. Most races
have other ways to increase their max pl. Check your racial file for info
on this. Powerup and racial forms do not work together, if you use a racial
form, powerup will not further increase your PL. You start with the ability
to powerup once, and gain additional powerups when your PL reaches certain
points. These are as follows:

        2       100,000         |       5       1,000,000
        3       250,000         |       6       2,000,000
        4       500,000         |       7       5,000,000

~

1 PRACTICE PRAC~
&B==========================================================================&C
PRACTICE without an argument tells you your current ability level in all
the skills and abilities available to you.  You can check this anywhere.

PRACTICE with an argument practice that skill or ability.  Your learning
percentage starts off at 0% (unlearned), and can be practiced once.
After this initial practice, the skill/spell must be used to develop it
to the level of 'adept' (Adept is not always necessarily 100%)  You must
be at a master to practice.

You do not need practice points to practice skills or abilities.  You
only need the base power level that is required to learn the skill or
abilitiy.

&CSee also: &WALIST SLIST TRAIN ENERGYGAIN
~

0 PRESERVATION~
&B===========================================================================&C
Aliens from the planet Namek reproduce asexually.  That is, without a
partner.  They spit eggs out of their mouths, that then hatch and form new
Nameks.  Sometimes the offspring is more of a clone, that retains all
memories and powers that the progenator had.  This skill has a chance to
take affect whenever a Namek dies, lowering how much PL they lose and
letting them hatch from the egg near their corpse.
~

51 PROJECT~
Syntax: project -- same as project list
        project save
        project list [available]
        project code  --- Lists approved projects with no coders
        project mine -- Lists all projects that you own or are the coder
        project more --- Lists projects as well as coder/log info
        project add <name>
        project <number> coder  --- Assigns you as the coder of a project
        project <number> delete
        project <number> take
        project <number> log write
        project <number> log subject <subject>
        project <number> log post
        project <number> log list
        project <number> log <number> read
        project <number> log <number> delete
        project <number> description --- Buffer to describe the project
        project <number> show -- shows description of the project

You can remove yourself as a coder or owner by repeating the command.
Change status/post on other's projects, 60+, Code council, Vc heads.
List logs/read logs from others projects, 54+
Add/ delete logs  <Level 60+, Code council and VC heads)
~

0 PROMOTE DEMOTE ROSTER~
&B==========================================================================&C
Syntax: promote <name> <leader/number1/number2>
Syntax: demote <name>
Syntax: roster <alpha/kills/deaths>

The promote command allows clan admin's and leader's to do all the in-clan
promotion tasks.  This allows clan leaders to promote and demote players in
a much more promply fasson.  Now you don't have to wait for an admin to do it
for you.

Usage of the promote command is pretty simple.  If you wish to stay in the
clan, but you don't want to be the leader any more, you can use the 'leader'
option.  It will make who ever you chose leader and demote you do a normal
clan member.  The new leader then get's the power to use the promote command.

You can also, as you can guess, demote people.  The last power clan
leaders have is 'roster'.  This will show a list of people who are in your
clan.  You can sort the list by name, kills, or deaths with the arguments.

See Also:  &WCLAN
~

0 PROMPT FPROMPT~
&B================================================================================&C
Syntax:   prompt  <string>
Syntax:   fprompt <string>

Sets your prompt to a given string.  The game automatically sets your prompt
when your character is created, but you can use PROMPT to change your prompt
to more to your liking.  If you type 'default' as the string, your prompt
will be set back to the game default.

The fprompt sets your fighting prompt.  This is the prompt that is displayed
to you while you are fighting.  It follows the same format as the normal
prompt does.
Your prompt can be any string of characters that you wish. You can also embed
special characters and tokens into the string that you set. These special
characters are linked with specific groups of tokens. These tokens will add
specific sets of information to your prompt.

The first special character is:  %
Tokens for % are:
  %h  - current hitpoints                %m  - current mana (0 for vamp)
  %H  - maximum hitpoints                %M  - maximum mana (0 for vamp)
  %b  - current blood (0 for non-vamp)   %v  - current movement
  %B  - maximum blood (0 for non-vamp)   %V  - maximum movement
  %g  - gold held                        %x  - current experience
  %a  - your alignment                   %X  - experience needed to next level
  %A  - invisible/hide/sneak indicator   %S  - your current combat style

The other special characters are:
 &&  - Foreground color                  ^^  - Background color

Examples (assuming current hit points of 43, mana of 23, and movement of 120):
Prompt %h%m%v       =   4323120
Prompt <%h|%m|%v>>> =   <43|23|120>>>
Prompt %h %m %v     =   43 23 120

Please see HELP PCOLORS for a list of the color tokens. If you are immortal,
there are separate prompt options for your use. See HELP IMMPROMPT.
~

1 PROXY~
&B==================================================================================&C
While a proxy itself is of little harm, the ways in which they are used on this mud
requires that we take action. We are now actively searching for users that use proxies
and those that we catch using proxies will have their characters deleted. Should
a proxy be used in mass, it will be banned.

We are also aware that this is a difficult task, and that it is likely the proxy users
will laugh at us, thinking we can't catch them. We can, and we will. Whether a Fighter
in training, or a North Kai, you will eventually be caught, and your character will
be deleted. So before you think about using a proxy, weigh how much you value your
character.
~

0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~
&B================================================================================&C
Levers, switches, pullchains and buttons can do all sorts of interesting
things... open or unlock doors, change exits around, teleport you to another
location, cast a spell, summon a monster... you name it!
~

51 PULLTYPES~
&YSyntax&W: redit pushtype <direction> <type>
&YSyntax&W: redit push <direction> <force>

Where type is equal to Current, Wave, Whirlpool, Geyser, Wind,
Storm, and Vortex, to name a few . These equal the 'pushforce'
Other types include Vacuum, Slip, Coldwind, Sinkhole, Landslide,
Quicksand, Earthquake, Undefined, Lava, Hotair and Breeze (objects only).

The frequency of the push is controlled by the value set in
redit push <force>, and may be anything from -100 to 100. Positive
and negative values represent pulling and pushing, respectively.
The more positive (or negative) the number is, the sooner the force
will push or pull you.
~

0 PUNCH KICK~
&B=========================================================================&C
Anybody can throw a punch, or swing their foot out towards someone.
But to kick or punch someone in a way that does actual damage requires
skill.  At a rather low powerlevel any race can learn how to punch and
kick with more force, thereby giving themselves and extra attack.  All
they have to do is type 'punch' or 'kick' and the attack will be
performed.  Be warned though, that these are not the most powerful or
useful of skills.

Kicking or punching costs only 2 focus and 15 energy.
~

1 PUNISHMENT~
&B==========================================================================&C
Below is a list of common crimes and their punishments on Dragonball Saga Old School.

Filter Evasion: 6 hour silence
Botting: 30 day ban, deletion of character(s) involved
Player Harassment:
        -- if verbal: 24 - 48 hour silence
        -- if physical: 24 - 48 hours in hell

Bug Abuse: depends on severity of bug (see level 60+ imm for ruling)
Ban Evasion: banning of new IP(s), existing bans doubled
Spamming:
        -- if socials and emotes: 7 days noemote and/or 24 - 48 hours in hell
        -- if channels: 12 hour silence
        -- if boards: 21 days nognote

Punishment Evasion: 7 day ban
Disrespecting an Admin: 24 - 48 hour silence and/or 24 - 48 hour hell
Player Bashing: 6 - 24 hour silence
Multiplaying: deletion of characters involved, 30 day ban
Scamming: name placed on the scammer list, 30 day ban
Linkdead Abuse: 24 - 48 hours in hell
Racism or Discrimination: 48 hour silence
Alt Revenge: 1 week helling for both characters
Swearing in gnotes:
        -- if moderate amount and non-abusive: 7 days nognote.
        -- if heavy amount and/or abusive: 14 days nognote.

Punishments not listed here will be up to the admin's own discretion. 
Admin's also have the authority to exceed the punishments stated, though
not beyond reason, if they feel it is appropriate.  In general, the only
reasons the punishments would be more severe are the reasons below.

Repeated offenders can expect their punishments to increase each time.

Criminal record will also be taken into account when punishments are given.
For example, if you have two accounts of player harassment, an account of
admin disrespect, and an account of linkdead abuse, and then you evade
punishment, you can expect the ban to be longer than just seven days.

All punishments are commented in your player file and can only be seen by
imms.  

&WSee also: RULES, CONDUCT, MISC_RULES, EVASION, BASHING, RACISM&D
~

57 PURGE~
Syntax: purge
Syntax: purge <character>

PURGE is used to clean up the world.  PURGE with no arguments removes all the
NPC's and objects in the current room.  PURGE with an argument purges one
character from anywhere in the world.

PURGE will not get rid of PC's.
~

0 PWIPE PWIPES PLAYERWIPE~
&B==========================================================================&C
Past player wipe dates:
---
&WMay 3, 2001&C [pre-opening wipe]
&WJune 1, 2001&C [new pl gain system]
&WFebruary 28, 2002&C [100 point stat system]
---

For those of you who are unaware of what a pwipe is, or what it entails,
it is the general deletion of all current player files. This is usually
done for one or more reasons. Sometimes, new code will be implemented
that requires a slightly different format in player files. Pwipes can
also be initiated to give equal chances to everyone after a change in
the code. Another reason for a pwipe is to eliminate the effects caused
by a bug.  If you find a bug, do not attempt to test it again (or tell
others), do not go around abusing something that might possibly be a bug,
even if the staff has not said it is a bug. We may not have informed you
because we do not know of it ourselves. Please notify us using the global
bug board (HELP GBOARD). This will possibly save you from having to deal
with Pwipes.

As you can see from the pwipe history, they do not happen often here.  We
try very hard to prevent player wipes from having to occur, but some
times there is no other choice.  When pwipes do occur, we can not and
will not give any reimbursements to players.  So don't even bother asking.

~

51 QPSET~
This command is used for giving/taking Glory from players.  The syntax
is as follows:

      qpset <player>  <give|take>  <amount>

Where one of give or take is used, and the amount is always a positive
integer.

Please see HELP GLORYIMM before affecting a player's Glory.
See also: GLORYIMM2, GLORY, GLORY RATES.
~

51 QPSTAT~
syntax ( qpstat target)

This command will show information regarding the amount of glory a
player has. The first number is their current glory, the second is
the amount of glory held over lifetime.

 See also : HELP GLORY, HELP GLORYRATES, HELP QPSET
~

0 QUEST~
&B=============================================================================&C
Syntax: QUEST <message>

The quest channel is one which is typically used when a quest is being
run, to notify players who are involved as to new updates.

Quests are held at the whim of Immortals. If you are using the Quest channel
to ask if there is a quest, you are probably too late to enter. Simply keep
the channel on and wait for an Immortal's announcement, should there be one.
~

52 QUESTIDEAS~
&B================================================================================
&CPlans for the pbase to have a little administrator aided fun.
&B================================================================================
&Y1.&C Occasionaly supermobs, I believe Shin said every other week. I suppose the mobs released will be determined by whomever releases them.
&Y2.&C Quest tokens, various small items, and various amounts of zeni hidden on mobs. A clue or riddle will be given to participating players, regarding the location of said mob. To the most intelligent/quickest thinker go the spoils.
&Y3.&C Russian Roulette. Shin hasn't filled me in on the exact details, so things are still a bit sketchy, but as I understand it, it will be a limited chance transfer program written into an item.
Players pass it amongst themselves, fine if they draw a blank chance, but being ejected from the room when it hits it's 1/6th? chance. Still in the works.
&Y4.&C Tag. It's really quite simple. help tag for the rules, 37 is the number for the center of the arena, 200 for sending players to the cou. 
&Y5.&C Trivia. Questions should be worth rather small amounts of zeni overall, but you should be able to give larger prizes for difficult questions/rounds. Make sure you know what questions you're going to ask before you start.

More ideas, activities, and whatnot will be put in this file in the future, either by myself, Goku, or whoever else is interested and has Shin's approval.
~

0 QUIT~
&B===========================================================================&C
Syntax: QUIT

QUIT leaves the game.  You may QUIT anywhere.  When you re-enter the game
you will be back in the same room, unless that room has a prog that moves
you upon re-entry.

QUIT automatically does a SAVE, so you can safely leave the game with just
one command.  Nevertheless, it's a good idea to SAVE before QUIT.  If you
get into the habit of using QUIT without SAVE, and then you play some other
mud that doesn't save before quitting, you're going to regret it.

There is no RENT here.  Just SAVE and QUIT whenever you want to leave.

See Also:  &WSAVE
~

59 R~
~

0 RACE RACES~
&B===========================================================================
&CThe current races within DragonBall Saga Old School available to you are:
0)  Saiyan
1)  Human
2)  Halfbreed
3)  Namek
4)  Icer
5)  Android
6)  Bio-Android
7)  Kaio
8)  Demon
9)  Genie

See Also:  &WNEWBIE&D
~

0 RACETALK~
&B===========================================================================&C
Syntax:  racetalk <message>

The racetalk channel will send your message to all the members of
your race currently online.  You can use this to get advice from the others
of your chosen race, and this can be very helpful.  Advice from another
Saiyan on how to obtain Super Saiyan, or from Nameks on which skill you should
gain first.

See Also:  &WRACE
~

1 RACISM~
&B========================================================================
&CRacism is not tolerated here in any way, shape, or form.  Any racist
remark that is reported by another player will be investigated.  Any
investigation that yields a positive result will be punished.  This may be
a game, but you all are expected to act with a degree of maturity on public
channels that you must show in a high school cafeteria.

The punishment for anyone being racist is a forty-eight hour silence. 
Should you switch alts after being punished to complain, the punishment
will be extended.  You have absolutely no right to complain after you've
been racist.

It's neither morally right, nor is it legal.  You *can* get fired from a
job for being racist to your co-workers.  And should repeated trends of
racism occur from a particular person, this person will be removed from the
game (ie, banned).  Don't think this to be a joking matter, because it's
not.&D 
~

0 RANKING RANKS RANK~
&B==========================================================================&C
Your ranking on the who list is based off of what your &WBASE &Cpower
level is.  The more PL you've got the higher on the ranking you will
be.  The following is the current list of ranks and what PL you need
to aquire that ranking:

&W    RANKING                     PL REQUIRED
&w+------------------------+-----------------------+
&w| &PFighter in Training&w    |     0 - 5,000 &WBASE PL &w|
&w| &cTrained Fighter&w        | 5,000 - 100 k &WBASE PL &w|
&w| &OSkilled Fighter&w        | 100 k -   1 m &WBASE PL &w|
&w| &wExperienced Fighter&w    |   1 m -  10 m &WBASE PL &w|
&w| &RUltimate Fighter&w       |  10 m - 100 m &WBASE PL &w|
&w| &CVeteran Warrior&w        | 100 m -   1 b &WBASE PL &w|
| &BLegendary Warrior&D      |   1 b -  10 b &WBASE PL&D |
| &WEpic Warrior&D           |  10 b -  50 b &WBASE PL&D |
| &YTranscendent Warrior&D   |  50 b - ????? &WBASE PL&D |
|      &g?????&D             | ????? - ????? &WBASE PL&D |
|      &G?????&D             | ????? - ????? &WBASE PL&D |
|      &B?????&D             | ????? - ????? &WBASE PL&D |
|      &Y?????&D             | ????? - ????? &WBASE PL&D |
&w+------------------------+-----------------------+&C

There are a total of 13 ranks to be earned.

The '&runknown&C' rank, isn't really a rank.  Players who show up as
'unknown' have decided to play a Hardcore character.

Note: The administrator rank is for administrators only.

See Also:  &WHARDCORE
~

51 RAP~
This command allows you to rap on a closed passageway and anyone on the
other side will "hear" it.  The message sent is an act_message, and
act_progs can be trigger by it.
~

58 RAT~
Syntax: rat vnum1 vnum2 command [parameters]

Rat, or 'range at' is the at command with the added parameters of two
room vnums.  Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.

Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~

58 REBOOT SHUTDOWN WIZLOCK~
Syntax: reboot <nosave>
Syntax: shutdown <nosave>
Syntax: wizlock

REBOOT shuts down the server.  When the normal 'startup' script is used
to control the server, a delay of sixty seconds will ensue (to allow
old connections to die), followed by a reboot.

SHUTDOWN shuts down the server and prevents the normal 'startup' script
from restarting it.

WIZLOCK is a toggle command.  When the server is WIZLOCKed, players
below level 51 may not log in.  Players who lose their links, however,
may reconnect.

If nosave is specified for reboot or shutdown, it will not automatically
save all of the players.
~

0 RECORD~
&B==========================================================================
&w
The Record. Something people wish to have very little of. The higher your
record, the more severe your next punishment will be. It's advised that
you attempt to keep a very -LOW- record on the game, otherwise you're subject
to punishments that are very costly...

 - 5 Comments: 2.5 mil Zeni deduction from Pfile.
 - 7 Comments: 5 mil Zeni deduction from Pfile.
 - 10 Comments: 1 -Digit- off your powerlevel.*
 - 12 Comments: Immortal Roulette.**

Long story short, Don't get comments. It's not good for your playing ability...

*Digit means 1 single digit. You have 11 tril base, you'll have 1 tril base.
**Immortal Roulette means they get to decide what happens...

&B==========================================================================
~

53 REDIT~
Syntax: REDIT FIELD [parameter list]
        REDIT ON

FIELD  | PARAMETERS             -- DESCRIPTION / NOTES
---------------------------------------------------------------------
name   | <room name>            -- sets the room name / short description
exit   | <direction> [vnum] [exit-type] [key] [keywords]
bexit  | same as above, but does the exit in both directions
desc   | none                   -- you will be placed into the buffer editor
exdesc | <direction> [text]     -- sets/clears an exit's description
ed     | <keyword(s)>           -- adds/edits an extra description to the room
rmed   | <keyword(s)>           -- removes an extra description from the room
sector | <value>                -- sets the sector type
flags  | <flag> [flag]          -- toggles room flags
exflags| <direction> [flags]    -- displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey  | <direction> <key vnum> -- sets an exit's key vnum/value

Note: Put a '+' before the direction to force ADDing of that exit
      and use a '#' to specify the exit by sequential order.

REDIT ON will lock you into a mode in which 'redit' is implied in each command
sequence, and hitting enter will give you an instant rstat of whichever room
you are in at the time. To get out of REDIT ON, simply type the word DONE.
Example:

        redit on
        name A dark and forboding hallway
        flags dark indoors
        done


See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS.

~

52 REDRAW~
Syntax: redraw

This will redraw the whole screen, and update the menu that is being worked
on if any.

See REFRESH.
~

52 REFRESH~
Syntax: refresh

This will refresh the information in the menu that is being worked on without
redrawing the screen.

See REDRAW.
~

0 REIMBURSE~
&B==========================================================================&C
Since this server is still in development stage, it means that from time
to time, players will be subjected to bugs and malfunctions. So sometimes
people will either lose or gain an awful lot of powerlevel, ki or anything
else.

Immortals will not and do not have to reimburse you at any time, it is
totally up to the immortal whether they will give or take your new pl.
Do NOT expect immortals to reimburse you, this will only get you helled or
banned, depending on how persistant you are.

If an immortal decides to reimburse you, that is a priviledge and should be
treated as such, not a right.

In case you either gain or lose something due to a bug, please report this to
the immortals, if you deal with it in a professional way you are very likely to
get your powerlevel reimburseed or a reward!

See Also:  &WCRASH SAVE
~

0 REPAIR~
&B============================================================================&C
During fights, armor will slowly be damaged by the powerful blows of your
enemies.  Certain shops on the MUD will let you repair your armor, for a
fee of course.  Just type 'repair <item>' to repair a certain item, or
'repair all' to repair everything in your inventory.  A surcharge will be
added on if you use the second option, for the convenience of having
all your armor repaired at the same time.

See Also:  &WARMOR APPRAISE
~

53 REPAIRSET~
Syntax:  repairset <mobile vnum> <field> <value>

This command allows you to set the following fields for repair shops:

-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| fix#   | Types of items the keeper will fix |
|        |  - armor, weapon, wand, staff      |
| profit | Profit on fixing items             |
| type   | Repair shop type                   |
|        |   type 1 = standard                |
|        |   type 2 = recharge                |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of repair shop keeper         |
-----------------------------------------------

See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS
~

53 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

53 REPAIRSTAT~
Syntax: repairstat <mobile vnum>

Shows statistics on a mobile's repair shop.

See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~

51 REPEAT~
Syntax: repeat <letter>

This command will repeat tell messages which you
have already received. If no parameters are given
it will simply produce the last tell you received.
If a single letter is given, then the last tell
sent to you by a character with a name starting
with that letter will be displayed. This is an imm
only command.
~

0 'REPORT' 'TIME' 'WEATHER'~
&B===========================================================================&C
REPORT shows your current statistics to you and also announces them to other
players in the room.

TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.

WEATHER shows the current game weather.  You must be in an outside room
to see the weather.
~

51 RESERVE~
.
The "Reserve" command enables us to specify certain names that are
reserved and cannot be used by players.

We can specify names that we want to reserve because they belong to
former imms (like Narn and Dominus). We can specify names that are
often tried and are a bit of a pain (like Killer or Satan or Seth).

We can specify parts of names by preceding the string with an "*">
e.g.  reserve *goof
This will prevent any name with the substring "goof" ... like ...
"goofface", "biggoof" or "biggoofface".
All deity names should be reserved.

reserve                        list current reserved names
reserve joe                    add joe to the list if he's not on it
reserve joe                    remove joe to the list if he is on it
reserve *goof                  add the substring "goof" to the list

~

53 RESET~
Syntax: reset list   [start] [end]
Syntax: reset delete [number]
Syntax: reset add    <command> <parameters>
Syntax: reset insert <number> <command> <parameters>
Syntax: reset edit   <number> <command> <parameters>
Syntax: reset area   (will "reset" your area based on the defined resets)

WARNING:
  The order that resets are in is VERY important.  You cannot equip
  a mobile with an object before putting the mobile into a room first.
  Likewise, you cannot put an object into a container until the container is
  put into a room first.

This command is used to display, edit, delete, add and insert resets for
your area.
See INSTAZONE and RESETCMDS.
~

53 RESETCMDS RESETCOMMANDS~
Syntax: reset edit   <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add    <commands>

Commands:
MOB   <mobile vnum> <room vnum> [limit]  loads a mobile into a room
OBJ   <object vnum> <room vnum> [limit]  loads an object into a room
GIVE  <object vnum> [limit]              gives object to last loaded mobile
EQUIP <object vnum> <position> [limit]   equips object on last loaded mobile
PUT   <object vnum> <object vnum>        puts and object into another object
DOOR  <room vnum> <door dir> <state>     resets a door to a certain state
RAND  <room vnum> <last door dir>        randomizes a range of exits
TRAP  <vnum> <type> <charges> <flags>    sets a trap
HIDE  <object vnum>                      hides an object

For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.

See RESETS.
~

65 RESETSHIP~
Syntax : resetship <ship name>

Resets all the ships stats(including ownership) and returns it to its
original location.
~

0 REST SLEEP STAND WAKE~
&B============================================================================&C
Syntax:  rest
Syntax:  sleep
Syntax:  stand
Syntax:  wake

These commands change your position.

When you REST or SLEEP, you regenerate hit points, mana points, and movement
points at a much faster rate.  However, you are more vulnerable to attack,
and if you SLEEP you won't hear many things happen.

Use STAND or WAKE to come back to a standing position.  You can also WAKE
other sleeping characters.

See Also:  &WMOVE
~

51 RESTORE~
Syntax: restore <character>
        restore all

RESTORE restores full hit points, mana points, and movement points to the
target character.  RESTORE ALL does this for all mortals except player
killers and any who happen to be in the arena.

A note on RESTORE ALL: This is a gift from the gods, and it is never
planned in advance or done on request.  The best way to ensure that a
restore all will NOT be done is to ask for one.
~

53 RESTORETIME~
Restoretime shows you how much time has passed since you last did a
restore all. All Immortals between the levels of 53 and 56 can do one
restore all per 18 hours of Real Time. Those of level 57+ can restore
all at any given time, upon their discretion.
~

57 RESTRICT~
restrict<command>      -Displays the current level of the command.
restrict <command>          -Displays the current level of the command

Please remember to set the command back to its original level when you
are done with it. Some commands may not be restricted.
~

51 RETELL~
Syntax: retell <message>

The command will send a message to the last character you replied to
or sent a tell to.
~

51 RETIRE~
Syntax: retire <victim>

This command will set or remove the 'retired' flag on the immortal
you use it on.

See also: RETIRED
~

52 RETRAN~
Syntax: retran <player>

This command will return that player or mob to the room from which
you last transferred it from.
~

51 RGRUB~
.

Syntax:

RGRUB st n lo hi  -  list all room vnums between "lo" and "hi" that match
                     sectortype "n"

e.g.

RGRUB st 1 900 969  -  list all sectortype 1 rooms in Olympus
RGRUB st 3          -  list all sectortype 3 rooms in the whole mud

Please use this command with caution. If you're not careful ... you can
get 1,000 lines of output.

~

0 RIP~
&B===========================================================================&C
Rip on/off will enable or disable rip graphics.  These graphics will only
work provided you are using a rip compatible terminal.

See Also:  &WANSI PCOLORS
~

53 RIS RESISTANT IMMUNE SUSCEPTIBLE~
Players and mobiles may have resistance, suceptibility or immunity to
certain types of attack:

FIRE      COLD      ELECTRICITY  ENERGY     BLUNT     PIERCE     SLASH
ACID      POISON    DRAIN        SLEEP      CHARM     HOLD       NONMAGIC
PLUS1     PLUS2     PLUS3        PLUS4      PLUS5     PLUS6      MAGIC
PARALYSIS
~

52 RLIST~
Syntax: rlist
      :	rlist <first room>
      :	rlist <first room> <last room>

This command will list all of the prototype rooms in your area, when used
with no arguments.  When used with a single argument it will list all
rooms including and after the argument, and when used with two arguments,
it will list all rooms including and between the two.
~

0 ROCKETPUNCH~
&B===============================================================================&C
An Android's modular body holds plenty of suprises, one of which
is the ability to use their fists as projectile weapons.  By detaching
their hands at the wrists and firing off small rockets they are able to
smash their foes from afar.  The fired parts automatically return and
reattach themselves.  This is probably the Android's most powerful attack,
reminding their foes that even at a distance they're not safe from the
brutal robotic blows.  This attack costs 275 energy and 15 focus.
~

0 ROLEPLAYING ROLEPLAY RP~
&B==========================================================================&C
We highly encourage role playing on this MUD.  It's not required, but
we would very much like everyone to role play.

When you are role playing, please use the [CHAT] channel.  If you are
not role playing DO NOT use the [CHAT] channel.  It is stricly used
for role playing.

You must have a bio approved to use the [CHAT] channel.

Every once in awhile we hold a major role playing event.  During these
events you will normaly use the [RolePlay] channel.  This channel has
a few special features that the other channels don't have:

Syntax:  roleplay [option] <message>
the [RolePlay] channels options and an example of what it looks like
when brodcast are as follows:

roleplay <message>
[RolePlay] Goku: 'So you have finaly arrived I see...'
roleplay * <message>
[RolePlay] Goku shakes his head.
roleplay ooc <message>
[RolePlay:OOC] Goku: 'I played a sweat game today!'
roleplay ooc * <message>
[RolePlay:OOC] Goku jumps up and down with excitement!

See Also:  &WPKILL PK BIO
~

52 ROOMFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
DARK          |          1  |  Room is always dark
DEATH         |          2  |  Room causes instant death
NOMOB         |          4  |  Mobs cannot wander into this room
INDOORS       |          8  |  Room is indoors - MUST also use sectortype 0
LAWFUL        |         16  |  Room is oriented to those of lawful alignment
NEUTRAL       |         32  |  Room is oriented to those of neutral alignment
CHAOTIC       |         64  |  Room is oriented to those of chaotic alignment
NOMAGIC       |        128  |  Magic cannot be used in this room
TUNNEL        |        256  |  Room is a tunnel - x number of players allowed
                               (use 'redit tunnel #' to  set the number)
PRIVATE       |        512  |  Room is private (restricted to 2 people)
SAFE          |       1024  |  Room is safe... no violence allowed
SOLITARY      |       2048  |  Room is solitary (restricted to 1 person)
PETSHOP       |       4096  |  Petshop (next vnum must be the storeroom)
NORECALL      |       8192  |  Players cannot recall out of this room
DONATION      |      16384  |  Donation room... cannot get all
NODROPALL     |      32768  |  Cannot drop all in this room
SILENCE       |      65536  |  Not a sound can be made or heard in this room
LOGSPEECH     |     131072  |  All speech in this room is logged
NODROP        |     262144  |  Nothing can be dropped in this room
CLANSTOREROOM |     524288  |  Clan storage room
NOSUMMON      |    1048576  |  Player cannot be summoned out of this room
NOASTRAL      |    2097152  |  People cannot astral to this room
TELEPORT      |    4194304  |  People in this room will be teleported out
TELESHOWDESC  |    8388608  |  Players will see the room desc of the dest room
NOFLOOR       |   16777216  |  Room has no floor: exit down + no fly = fall
PROTOTYPE     | 1073741824  |  Room is a prototype, (under construction)
NOMISSILE
~

51 ROOMTRIGGERS RPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from within the room]
Rand          <percentage>        [randomly triggered based on percentile]
Sleep         <percentage>        [when a player sleep within the room]
Rest          <percentage>        [when a player rests within the room]
Entry         <percentage>        [when a mob/player enters the room]
Fight         <percentage>        [when a player is fighting in the room]
Death         <percentage>        [when a player dies in the room]
Leave         <percentage>        [when a player leaves the room]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]

*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.

For rooms, see also: RPSTAT, RPEDIT, TRIGGER, RPCOMMANDS, IFCHECKS, VARIABLES.
~

0 RPCUSTOM CUSTOMSHIPS~
&B-=======================================================================-
&z<addendum to HELP RPREWARDS>

&WCustom Ships are purchasable through your Role-Playing Points as well, but
given they are *Custom* Ships you can't quite set a definitive price on them.

&YDefault Price: &R50 &YRPP

 &WThis is needed to begin your fantastic voyage into the land of Custom
Ships.  It gives you a crappy, one-room ship with no special features
whatsoever.  But that isn't very fun, now is it?  Of course it isn't. 
That's why you continue to waste- I mean spend your RPP on upgrading it!  

&YSecond Room : &R10 &YRPP
Third Room  : &R10 &YRPP
Fourth Room : &R15 &YRPP
Fifth Room  : &R15 &YRPP
Sixth Room  : &R15 &YRPP
Seventh Room: &R20 &YRPP
Eighth Room : &R20 &YRPP
Ninth Room  : &R20 &YRPP
Tenth Room  : &R25 &YRPP

&Y &WAs ten rooms are the maximum -- and ten rooms are plenty anyway --
this marks the price for the maximum of a ten-roomed ship: 200 RPP.  But
just rooms won't get you very far, eh?  Of course not.  That's why you
spend even more of your RPP (You *DO* have RPP, don't you?)  On special
ship accessories!  &Y 

&YGravity Chamber:  &R10 &YRPP
Healing Tanks  :  &R20 &YRPP
Sparring Room  :  &R20 &YRPP
Custom Mob     :  &R50 &YRPP
Skill Master   : &R+25 &YRPP
Droid Upgrader : &R+25 &YRPP

&R*&WA &YCustom Mob &Walone provides a useful Instant Transmission anchor through
which to return to your ship at virtually any moment (if strong enough to
use IT).  Mob Programs may be added to it as one would add Room Programs
(See: HELP CUSTOMSHIPS2), and the mob being a &YSkills Master&W or &YDroid
Upgrader &W(attacks and stats) may be added afterwards.

*SEE ALSO: RPCUSTOM2 / CUSTOMSHIPS2*
&B-=======================================================================-&D
~

0 RPCUSTOM2 CUSTOMSHIPS2~
&B-=======================================================================-
 &W Alright, so now you have a hawt spaceship with ten rooms and various
accessories.  But your ship is still missing something, isn't it?  Of
course it is.  You need room programs!  (And mob programs if you bought an
IT Anchor, but you already bought one or two or five of them, right? 
Right?)  

Your first program of any sort costs a measly 10 RPP, but every program
after that adds an extra +10 RPP to the price, so your second program will
cost 20 RPP, your third 30 RPP, etc etc etc.  Your programs can't do
anything cheap or unbalancing (No restores or free items, basically) but
they could greet you upon entry (or insult people other than you) as well
as just random messages for atmosphere, speech programs, random things that
happen while sparring...  The sky is the limit.  Unless we deem the sky
unbalancing, in which case the sky won't quite be the limit, but will be in
close proximity of the limit nevertheless.

Once you have bought any of the above items, editing them after the
immortal has finished and folded the area will cost between 5 and 20 RPP,
depending on the severity of the edit needed.

Because of this, it is important that you make sure everything is EXACTLY
the way you want it before telling the immortal to save and fold the area. 
Also, the immortal should make sure it works perfectly without any bugs.  

Editing jobs that need to be done because of a bug or mis-program are free,
but typoes are your responsibility to catch on the original programming. 
You can also edit the program into something entirely new, but will rarely
be less than 15 RPP.  :b

*SEE ALSO: RPCUSTOM / CUSTOMSHIPS* 
&B-=======================================================================-
~

53 RPEDIT~
Syntax:  rpedit <command> [number]  [program] [arguments]
Syntax:  rpedit add       <program> <arguments>
Syntax:  rpedit insert    <number>  <program> <arguments>
Syntax:  rpedit edit      <number>  [program] [arguments]
Syntax:  rpedit delete    <number>
Syntax:  rpedit list

Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments
ssociated with that trigger.

To edit a toomprogram you must be in the room.

See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

65 RPFIND~
.  for room progs that contain an occurrence of text.
   Display a maxiumu of n lines.

rpfind n mud text
   Search all the rooms in the mud for
   room progs that contain an occurrence of text.
   Display a maxiumu of n lines.

Example:
rpfind 20 901 969 if isnpc
   Search all room progs in Olympus (vnums 901 thru 969)
   and display all vnums that contain the text "if isnpc".
   Display a maximum of 20 lines.

Example:
rpfind 100 mud mpslay
   Search all room progs in the entire mud
   and display all vnums that contain the text "mpslay".
   Display a maximum of 100 lines.
~

1 RPFUSION~
&B================================================================================&C

1. Both people who want to fuse should be at least at or above 200k base.
2. Both fused people will post after their fusion partner posts twice.
3. The two fusioned can make decisions of how or what to post, as if having one personality. The personality of the fused character, too will be decided on the two people fused.
4. The character resulting from the fusion will have the base that comes from the formula (base+base)*compabilitymod (see below)
5. The fusion can only last for fifteen posts.
6. Everyone must do the original fusion dance, no exceptions.
7. All races can fuse, but there are compability issues involved, explained in more detail below.
8. Fusions cannot be instant, there must be the original dance involved to fuse.
9. Both who want to fuse must each execute one post of the dance with each other to fuse.
10. The dance too can be executed swiftly with skill, as to avoid being hit during the dance.
11. You must have earned at least 35 RPP to fuse. You can still fuse if you spend RPP that you have earned and gone below 35, you just need to have had at least 35 RPP awarded to you overall.
12. The fusion can have any variation of physical appearance or clothing.  However, everything MUST logically result from the two people who fuse.  This means two light skinned humans with blue hair will not result in a dark skinned
fusion with yellow hair.
13. After the fusion time alotted, the two who want to fuse must wait for twenty posts.
14. The fusioned name is chosen by the two characters who want to fuse regardless of pl bases, and must be easily discernable as a combination of their names.
15. Posts must be executed as such 'chat *Gokilsai grins with overexuberant confidence.'
16. If a post is too big to fit in the writing buffer, you may continue it in a second message, but it may only be one or two lines long. Any longer and it will count as a seperate note toward your total.
17. Fusioned characters can mix and match moves, though the transformations for the character will always come from the stronger person in the fusion.  Example : stronger Human + weaker Saiyan = can use Hyper and BBK, 
but only if the weaker one is strong enough to use their contributing moves while unfused.
18. You must have an immortal roll dice before fusing to see if you fail or not, by using: rp *dice 10.
19. 1-9 you fuse succesfully, 10 you don't.
20. Fusion rules and facts subject to change...
21. Contact Brolly with any suggestions/problems regarding RP fusion so as that we may make it better.
22. Fusion is cool. 


RP fusion compability chart:
Human/Saiyan/Halfbreed/Android
Bio/Namek/Icer/Android


A normal fusion with someone in your category : (base + base) * 3 = fusion base
A fusion with one not in your category would be : (base + base) * 2 = fusion base
For a failed fusion, equal chance to get the old, skinny version or fat version : (base + base) * .25 = fusion base


See Also: &WRP CHAT&D

~

1 RPHELP RPTIPS ROLEPLAYS~
&B===============================================================================&C
This helpfile will help people better understand what can and cannot
be done in roleplays.  There are a lot of confusion about how much damage
one can do to the planet earth.  Most believe "oh you can't destroy
suchandsuch city" Well people you gotta realize this is Dragon
Ball/DBZ/DBGT There is going to be planet damage.  You can expect a 100bil
base character to not be able to destory a city.  Of course this is for the
evil people who want to destroy and conquer planets.  But for good guys you
can use the Dragon Balls to wish back planets/cities/people and more, which
will be talked about later 

Some guidelines people should follow while roleplaying;
&G
 &G*Destroying planets/cities; You may destroy cities that are on planet earth
  but in the case that you do you most one, post a note on the roleplay board
  with the name of the city/planet you destroyed, so that people who survived
  are able to wish others back with use of other Planets dragon balls

 *Wishes; Wishes are allowed, though they can not meet certain extreme's such as
  You cannot wish for more then a 5% powerlevel increase, this will only affect
  in roleplay powerlevel, and will not go up as your in game PL increases for example
  if you are at 100 pl and wish for a 5% pl gain you would go from 100 to 105, but
  When you get to 5000, your pl would not increase by 5%, so its only a temporary
  increase

 *God Roleplaying; Do not do this, an example of God RPing would be if you forced
  another player to do something. For example if Goku had thrown a punch at Bardock
  and Bardock decided to dodge the attack and grab Goku's arm. That would be
  unacceptable. He could lunge forward and attempt to grab it, unless you ask the
  other player for permission.

&CDragonBball Saga Old School, is held shortly after the end of the Dragon Ball Z saga, about 3
to 5 years after the end of DBZ. Immortals were formed after long training in the
afterlife, Eventually their power came so huge that they obtained immortality. They
rule over the Universe, and the several planets. There power is undescripable but
they have limits and are not allowed to kill mortals.

These guidelines are subjected to changes and could be changed at any time, so keep
a check up on this helpfile, among the other one's you should, Have fun roleplaying
Any idea's you have you can either gnote to us (when they are up) Or email me, at
Ben_waff@hotmail.com
~

0 RPP~
&B==========================================================================
&C"Role-Playing Points" (RPP) can be gained via Good RP and encouraging
others to take place and involving them in your RP.  RPP is usually
awarded by multiples of 5.  RPP points are given by the discretion of the
immortal, some immortals give out points easier than others.  If you RPed
and are frustrated that you did not receive any points post a log of the
RP and we may credit you with the points you should have received.  RPP
points can also be gained by immortal run quests or contests.  The awards
for them are never set either and they vary from immortal to immortal.

When cashing in RPP points for prizes, if you get a custom item, it must
stay on the character than received the prize.  You may not trade off your
points to someone else.  Trying to gain RPP points for the same RP twice
will automatically result in a loss of 1/2 your RP points.  RPP is stored
as glory and can be viewed in score or worth.

See Also: &WRPREWARDS &R&w
~

55 RPPEDIT~
Syntax: rppedit (victim) +/-(5 or 10)

Slight confusing, so I'll elaborate.  First, you must be in the same room
as you target, just to make sure you didn't typo.  Second, you can only
increase or decrease in units of 5 or 10.  If you want to do more, just do
it repeatedly.  Below are examples.

rppedit victim +5 -- adds 5 RPPs to 'victim'

rppedit victim -10 -- takes 10 RPPs from 'victim' 

You can also view how many RPPs someone has by simply typing the following:
rppedit (victim)

One final note.  If you have to remove RPPs from someone, whether for
punishment or they traded them in, please post on the admin board.  
~

0 RPREWARDS RPREWARD~
&B==========================================================================

&W0005 RPP ........... A halo &B(&WDisappears upon death&B)&W
0010 RPP ........... One Quest Token
0020 RPP ........... Character Rename
0025 RPP ........... Item Rename
0025 RPP ........... +1 to any stat on any item
0050 RPP ........... Custom Aura
0075 RPP ........... Item Restrung
XXXX RPP ........... Custom Ship
&RFor Custom Ships SEE: RPCUSTOM / CUSTOMSHIPS.

&wAlso make sure to look at: HELP TOKEN
10 RPP = 1 Token, mind you.
~

0 RPRULES~
&B====================================================================
&wDue to popular complaint, Role-playing rules have now been put into a
helpfile. Not all rules are listed here, but those that are obvious shall.

1. Your not Invincible, you cannot survive/dodge/counter/block
   absorb every attack thrown at you. RP Realistically
2. You cannot have weapons unless authorized by Administration.
3. Do -Not- blow up cities and/or Landmarks that would result in changes
   to the world itself as a whole or part. Minor destruction is enough
   to get people's attention.
4. Refrain from 'god-rping'. Similar to rule number 1, but more vague.
5. Don't use 'Mythical-Magical-Powerlevel/Techlevel Enhancing *stuff*'
   that would cause you to become godly powerful, such as a 'Virus' or 'Soul'.
   Keep it in the realm of DB/DBZ/DBGT at all costs please.

Finally, the most important rule of all...
6. Have fun.

Failure to comply with the request of the administration, and rules stated
above will result in either a prompt removal of your 'Roleplaying' ability,
or a short term silence, based upon the administration's discretion.
&B====================================================================
~

53 RPSTAT~
Syntax:  rpstat

Rpstat will display all of the roomprograms that have been written for a
room.  You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).

See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

0 RPTIMELINE~
&B===========================================================================
&w
Roleplaying. Everyone does it. There has been a bit of confusion about the
timeline of the game in general roleplaying wise. This helpfile is made
to set that straight so people can have a better idea of what's going on.

It's a long, long time after the events of GT. All races have begun to
florish and prosper. Saiyans and halfbloods rarely get along, due to the
'lineage' and 'weak' blood. Humans are striving to keep alive by dwindling
numbers, and Icers have taken it upon themselves to create a new Freezar.

Humans continue to produce machines and Android lookalikes, still bent
on waging wars that are used without firearms, and the operation of 'drones'.
Bio-androids are becoming more plentiful, gathering in numbers behind
the scenes, ever steadily rising to power. There is an 'unclaimed'
government, but no one seems to mind. Order remains.

Briefly, fighting happens nearly everywhere. "Police" are Androids and 
specialy trained force members from different races, set to hold situations.
Peace happens in small spurts, just like fighting. Usually there are compromises.

King Yemma and the Afterlife remain. In-Game areas are unaltered, and able
to be used to roleplay as you please. Keep in mind, death is usually permanant.

Any questions can be referred to RolePlaying Admins or otherwise.

~

1 RULES~
&B==========================================================================&C
Many players have started to believe that they run the mud.  This is an
illusion that we are going to quickly disband.  Players do not run the mud,
we do.  We make the rules, and we interpret the rules.

Players do not have the right to interpret the rules as they see fit.  Like
it or not, if you're going to be playing our game, you will abide by the
rules we have set down.  If you don't like it, you know how to log off.

But because we do want players to play the mud, and because we want to
provide a comfortable environment for them to play the game in, the rules
will be kept fair, as will punishments.

You are expected to follow the spirit of the law, as well as the letter.
Please use common sense when playing and interacting with others.  Nothing
irritates the administrative staff more than dealing with players who say
things like: "Well...  You never SAID it was a bug...  So how did I KNOW it
was a bug?"  As stated previously, use common sense, and if you're unsure
about something, ask an administrator...  Politely.  

You are responsible for your character, the excuse that your brother,
sister, friend, evil voice inside your head, etc...  Did it, does not
excuse you from punishment if your character violates the rules.

}RAdministrators may decide to give a verbal warning instead of punishing;
players.  Deciding to punish a player is ALWAYS at the admins
discretion.
&D
See Also: PUNISHMENT, CONDUCT, MISC_RULES, TRIGGER
~

0 SACRIFICE~
&B===========================================================================&C
Syntax:  sacrifice <object>

You may sacrifice corpses and other objects to the Supreme Kai, and he will
usually reward you with a small amount of zeni.

You can also set up an option in your config to automatically sacrifice
corpses whenever you kill a mob.

See Also:  &WCONFIG
~

0 SAIYA-JIN_EMPIRE SAIYA-JINEMPIRE SAIYAJINEMPIRE SAIYANEMPIRE SJE~
.The saiya-jin empire once the most feared force in the known universe
was lead by King Vegeta, it was run with extreme efficiency and much
malice. When the saiyan homeworld, Planet Vegeta, was destroyed the
empire fell into disarray and disbanded. Saiyans could only look back
and remember the empires glory days as few were brave enough to oppose
the universes greater forces. Until the Legendary Super Saiyan came
along.

 Brolly had grown only stronger in his years of roaming the four galaxies
but he had also gained thousands of enemies, clans and planets hunted him
as well as weaker bounty hunters and radical individuals trying to do what
no one man or woman could, assassinate Brolly. After a titanic clash with
the supreme kai, Shin, Brolly was trapped in a void and was forced to pay
homage to his ancient blood line and once again form his races great army.
He did not care of blood and so if his men were as strong and evil as he
was, he'd hire them.

Races: Any
PL Requirment: 5,000,000 - Subject to change
~

-1 SAIYAN SAIYANS SAIYA-JIN SAIYA-JINS SAIYANINFO~
&B==========================================================================&C
A brutal, primitive people, the Saiya-jins were a race of bandits on
Planet Plant. Their long-time rivals, the Tsufuru-jin, managed to keep
the physically strong race in check with their technology. However, the
Saiya-jins took over the planet when Plant had its first full moon in a
very long time. The planet was renamed Vegeta, and the Saiya-jins adopted
Tsufuru-jin machines for themselves. Ignorance brought the downfall of
their race when they refused to heed Bardock's warning about Freezer.
Their homeworld was smashed to bits, and only a handful of Saiya-jins
survived. All members of their race (even halfbreeds) possess the
ability to become an Oozaru, though few reach the level of Super Saiyan.

&CSee Also:  &WOOZARU TAIL SSJ KAIOKEN KAMEHAMEHA FF BB GG BBK USSJ
~

0 SAUZERBLADE 'SAUZER BLADE'~
&B========================================================================-
&CThis is an attack created by Sauzer, one of Cooler's henchmen.  He
focuses ki into his arm, causing pure energy to flow around it.  This
energy turns solid, forming a blade which can cause havoc on his opponents.
This attack costs 46 focus and 3000 energy.
~

0 SAVE~
&B=================================================================================&C
SAVE saves your character and its inventory.  The system automatically saves
approximately one character every minute, but with the high number of players
usually online it may take hours before your own is auto-saved.  For this
reason, you should not rely on auto-save to keep your character updated.

Type SAVE immediately after recovering your corpse, gaining experience or
a level in battle, getting new items, making purchases or repairs, etc.

Some objects (such as keys) may not be saved.  You cannot SAVE and QUIT
with objects of a higher level than your own, as they will vanish when
you log out.  Every character is auto-saved at reboot.

See Also:  &WCRASH REIMBURSE
~

61 SAVE SM~
~

52 SAVEAREA LOADAREA~
Syntax: savearea
        loadarea

Savearea and loadarea will save or load your prototype area.
~

53 SAVINGTHROWS~
Saving throws:
  sav1 - Saving vs. poison or death
  sav2 - Saving vs. wands
  sav3 - Saving vs. paralysis or petrification
  sav4 - Saving vs. breath
  sav5 - Saving vs. spells or staves

See MSET or type MSET by itself.
~

0 SCAN~
&B==========================================================================&C
Once you have put on a scouter, you can use the 'scan' command.  This
lets you check the powerlevel of mobs and players.  If you scan a person,
it will read off the powerlevel or explode.  Certain scouters have a max
PL they can scan up to, which is why there are different grades of scouters.
You can also scan in a certain direction to see the powerlevl of mobs or
characters in that direction.

See Also:  &WSCOUTER
~

0 SCATTEREDFINGERBEAM SFB~
&B=======================================================================&C
Icers seem to be a very creative race.  At least, when creating ways 
to kill others.  Scattered Finger Beam is simply a stunningly quick 
barrage of tiny finger beams, staggering the victim back under their 
force, if not killing them outright.

Each finger beam costs 100 energy, and 12 focus for each group of 
ten quick finger beams.

See Also:  &WSCATTERSHOT HG&D
~

0 SCATTERSHOT SCATTER_SHOT~
&B===========================================================================&C
Scatter shot launches a barrage of energy balls at your victim.  This is a
very chaotic attack, and has a tendancy to use up large amounts of energy.
You choose how many energy balls you wish to fire, between one and fifty,
and then type 'scatter #' to fire off the number you selected.  The amount
of energy drained is affected directly by how many energy balls are shot.

Scatter Shot costs 20 ki per energy ball, and 4 focus for each group
of 10 energy balls.

See Also:  &WHG SFB&D
~

0 SCORE~
&B===========================================================================&C
Syntax: score

SCORE is a sheet filled with your characters statistics.  When you type
score, only you can see what is listed there.  Should you want to let
others see your characters health, you can type REPORT.

See Also:  &WREPORT
~

0 SCOUTER SCOUTERS~
&B=========================================================================&C
Scouters have always been associated with DBZ, and they are an
important part of this MUD as well.  When you wear a scouter on your
eyes, you gain access to the 'scan' and 'schedule' commands.  Using
the latter will allow you to link up with the Home World Transport Ship
and check its...um...schedule.

See Also:  &WSCAN SHIP COMPASS
~

0 SECOND_ATTACK SECONDATTACK THIRD_ATTACK THIRDATTACK TAIL_ATTACK TAILATTACK TENTACLE_ATTACK TENTACLEATTACK~
&B=======================================================================&C
Once fighters have trained for quite a while, they become skilled enough
to attack more than once during a round of combat. Most races get a second
and third attack. The Icer race also gains an extra attack because of
their long, prehensile tails. Genies also gain an extra attack due to
their controllable tentacle which is located on the top of their head. 
~

52 SECTORTYPES~
INSIDE              0
CITY                1
FIELD               2
FOREST              3
HILLS               4
MOUNTAIN            5
WATER_SWIM          6
WATER_NOSWIM        7
UNDERWATER          8
AIR                 9
DESERT             10
UNKNOWN            11
OCEANFLOOR         12
UNDERGROUND        13
LAVA               14
SWAMP              15
SPACE              16
~

51 SEDIT~
View, create, edit or delete socials online.
Sytanx:  sedit <social>
Syntax:  sedit <social> [field]
Syntax:  sedit <social> create
Syntax:  sedit <social> delete
Syntax:  sedit <save>

Use sedit <social> to view the current settings of an existing social.
Use sedit <social> [field] to set one of the fields:
  CNoArg: response to character if no argument given
  ONoArg: response to room if no argument given
  CFound: Response to character if target is someone else
  OFound: Response to room if target is someone else
  VFound: Response to target if target is someone else
  CAuto : Response to character if target is self
  OAuto : Response to room if target is self

Variables you can use are:
  $n - Name of the user of the social.
  $N - Name of the target of the social.
  $m - him/her/it for the user the social.
  $M - him/her/it for the target of the social.
  $s - his/her/its for the user of the social.
  $S - his/her/its for the targt of the social.
  $e - he/she/it for the user of the social.
  $E - he/she/it for the target of the social.

Use sedit <social> create to create a new social, then edit with sedit field.
Use sedit <social> delete to delete an existing social.
Use sedit save to save the new social or changes to existing socials.

~

0 SELFDESTRUCT SELF DESTRUCT~
&B===============================================================================&C
The great equalizer.  All of Dr. Gero's Androids are built with an extremely
powerful explosive inside of them, just in case.  Usable only in extreme
situations, the bomb lies dormant until certain conditions are met, and no
choices are left.  Gaining combat data from fallen enemies of higher
powerlevel will advance you towards being able to active the device.  This
suicidal tactic uses up 5000 energy and will take out anyone.  No questions
asked.  Of course the Android does wind up dead as well...
~

0 SENSE~
&B==========================================================================&C
Syntax: sense <victim>

Sense, like it's name suggests, allows you to sense the power level of
another person.  Sense isn't as accurate as a scouter is, but your head
won't explode like a scouter does.

Sense works by telling you how much weaker or stronger another person
is compared to your own power level.  You may use sense on anyone, no
mater how much stronger or weaker they are compared to yourself.

At lower levels, Sense may be intentionally vague, and your ability to
accurately compare your powerlevel to others will be limited. Once a
powerlevel of one billion is acquired, the technique's power is greatly
increase, and you will find its results much more tangible.

 &wSEE: CONSIDER
~

0 SETAGE AGE~
&B==========================================================================&C
Syntax: setage <age>

Your age represents how old your character is.  You may change your age at
any time, since age is only used as a role playing aid.

The valid age ranges are 4 - 150.

See Also:  &WSETWEIGHT SETHEIGHT PCONFIG
~

57 SETBOOT~
Syntax: setboot time <hour> <minute>
 	setboot manual <0|1>

The setboot command is useful for planning a reboot, (to save you from
the trouble of all those echos :) ) and for the daily boot.  The manual
bit is used by the mud to determine whether the boot time was set by
hand.  When the mud starts up, the boot time is set to 0600hrs (6am)
and the manual bit to 0.  If 'setboot time' is used, the mud sets the
manual bit to 1.  When it comes time to do the reboot, the mud checks
how long it has been running.  If it has been running less than 18
hours and the reboot time has not been set manually, the reboot does
not take place (nor do the automatic warning echoes).

Echoes: when a scheduled reboot is coming up, the mud will send out
echoes to that effect.  The echoes start 30 minutes before the reboot
and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s).
~

65 SETCLAN~
Usage: setclan <clan> <field> <deity|leader|number1|number2> <player>
Field being one of:
 deity leader number1 number2
 members board recall storage guard1 guard2
 align (not functional) memlimit obj1 obj2 obj3 obj4 obj5
 name filename motto desc
 favour strikes type class
 pkill1-7 pdeath1-7
ex: to set a new person in the number 1 spot of guild of warriors..
setclan 'guild of warriors' number1 <name>
~

0 SETHEIGHT HEIGHT~
&B==========================================================================&C
Syntax: setheight <height>

Your characters height is a value in inches.  You may change your height
at any time, since height is only used as a role playing aid.

The vaild height ranges are 36 - 96 (3 feet - 8 feet)

See Also:  &WSETAGE SETWEIGHT PCONFIG
~

101 SETPLANET~
Syntax : setplanet <planet> <field> [value]

Field being one of:
 base_value  - Planet's base value
 flags       - planet flags : permanent
 name        - planet name
 filename    - filename
 starsystem  - starsystem of planet
 governed_by - government
~

51 SETRACE~
.&w
Syntax: Setrace <racename> <field>

Setrace &g<name> &wwill name your newly created race
Setrace <name> &gsave&w will save the creation and changes.

Setrace <name> &g<language> &wdetermines the races native language.
Field &gclasses&w  will set the allowed classes. IE.. setrace elf classes
cleric paladin would allow those classes for the race. This is a toggle feature
that will disallow the same classes if repeated.

Field(s) &gstrplus dexplus wisplus intplus conplus chaplus lckplus &w apply
the set modifier to the race.(setrace elf str 2 gives elves +2 bonus to str).
Setrace <race> &ghit &wor &gmana  &wwill determine the amnt of hps or mana
gained by leveling. Example: Setrace drow hit 5 would yield a 5pnt hp gain with
each level.

Setrace &galign &wdetermines the alignment default for the race.
(Setrace mage align 500 sets the mage default alignment to 500)

Setrace <racename> &g minalign&w/&gmaxalign &w sets min and maxs  from
 -1000  to 1000 to determine if a penalty will be applied.  If the max align is
500 - character would suffer a mental state penalty for straying above 500.

See also &ghelp showrace &wand &ghelp setrace2 &w
~

51 SETRACE2~
.&W
.&w
&wSetrace racename &gaffected /attack/resist/suscept/defense&w are similar
to msetting mobs. Setrace elf affected resist poison would make the race
resistant to poison attacks

Setrace <racename> &gheight/weight &w<value> do not have  affects..yet.

Setrace with a field of  &ghungermod/thirstmod &w will determine the rate of
thirst or hunger  is affected by upon each round.

Setrace  <racename> &gexpmultiplier &w determines the rate of experience
acquired from leveling, adepting or successfully using skills and spells .
Example: If a race with an experience modifier of 80 , the race would gain 80 %
of the exp.that a human would by having completed the same task.

Setrace <racename> &gacplus &w <variable> sets the armor class for the race
without any equipment or spells. See also &ghelp AC &w

Setrace <race> <save>
&gsaving_poison,death,saving_wand,saving_,para_petri,saving_breath,
saving_spell_staff &wwill modify the races saving throw capabilities.

See also &ghelp showrace   &wand &g help setrace1 &w
.&w
~

65 SETSHIP~
Syntax : setship <ship> <field> <values>

Field being one of:
filename    - file name               rockets     - No of rockets
name        - Ship's name             torpedos    - No of torpedos
owner       - Ship's owner            class       - ship class
copilot     - extra pilot             comm        - unknown to me!
pilot       - ditto                   astroarray  - ditto
description - ship description        sensor      - ditto
home        - home starsystem         chaff       - No of chaffs
cockpit     - cockpit vnum            energy      - fuel
entrance    - hatch vnum              hull        - hull strength
turret1     - turret vnum             shield      - shield strength
turret2     - ditto                   missiles    - No of missiles
hanger      - hanger vnum             lasers      - No of lasers
engineroom  - engine room vnum        tractorbeam - not in use
pilotseat   - pilot seat vnum         hyperspeed  - hyperspace speed
coseat      - copilot seat vnum       speed       - realspace speed
gunseat     - gunnery seat vnum       manuever    - manueverability
navseat     - navigation seat vnum    shipyard    - vnum of shipyard
firstroom   - first vnum              lastroom    - last vnum

~

65 SETSTARSYSTEM~
Syntax : setstarsystem <starsystem> <field> <values>

Field being one of:
name filename xpos ypos,
star1 s1x s1y s1z gravitys1
star2 s2x s2y s2z gravitys2
planet1 p1x p1y p1z gravityp1
planet2 p2x p2y p2z gravityp2
planet3 p3x p3y p3z gravityp3
location1a location1b location1c doc1a doc1b doc1c
location2a location2b location2c doc2a doc2b doc2c
location3a location3b location3c doc3a doc3b doc3c
~

0 SETWEIGHT WEIGHT~
&B==========================================================================&C
Syntax: setweight <weight>

Your character's weight is a value in pounds.  You may change your weight
at any time, since weight is only used as a role playing aid.

The valid weight ranges are 50 - 300.

See Also:  &WSETAGE SETHEIGHT PCONFIG
~

0 SGKA "SUPER GHOST KAMIKAZE ATTACK"~
&B========================================================================-

&WSyntax: super-ghost <1-5>
For Genies: 'absorbed finisher' <1-5>

The Super Ghost Kamikaze Attack was developed by the fused Halfbreed
"Gotenks" after extended training in the Hyperbolic Time Chamber.  It
entails breathing a variable amount of hyper-volatile ghosts out one by one
-- each with an astounding resemblance to the user -- which then chase down
and tackle the intended target head-on.  

Any contact will cause them to explode almost immediately, and in fact even
simply extended contact to air pressure can make them go off.  As such, the
ghosts are literally hit-or-miss, as once the opponent evades them they are
sure to erupt soon after.

While a powerful technique, the Super Ghost Kamikaze Attack is also
amazingly dangerous, as one can be damaged even just attempting to execute
it.  Also, if you are facing a cunning opponent, you are liable to be
damaged by your own ghosts in the likely scenario that they are outsmarted
and sent right back in your face.

Each Kamikaze Ghost costs 6 Focus and 2000 Energy to produce, making a
"super-ghost 5" a grand total of 30 Focus and 10,000 Energy.

&wSEE: MASENKO, KAMEHAMEHA, GALACTICDONUTS, FINISHINGBUSTER 
~

0 SHATTERPLANE~
&B===========================================================================
&CAlso referred to as "Lightning Shower Rain" in smaller incarnations, Shatter
Plane is the manipulation of planar energies in such a way that a new plane of
reality is actually created from a Demon's chi energy, then shattered into
countless shards towards any one opponent.

The damage this attack can inflict is fearsome to say the least, as are its costs:
a single execution of the Shatter Plane technique requires 5000 Energy and 46 Focus.

Pity upon any who taste its wrath.

&wSee also: DEMONWEAPON, WEAPONSOUL, CLEAVER, PORTAL, PORTALSTYLE,
          FIENDFORM, INFERNALWILL, DEMONICMEDITATION, FLAMETHROWER 
~

0 SHOCKWAVE~
&B=========================================================================&C
Shockwave is a very basic technique most kaios learn early on in thier
journey to power. It's an invisible wave of ki energy that's released
from throwing thier arms forward. It takes 15 focus and 400 energy.
~

53 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See MAKESHOP, SHOPSET and SHOPSTAT.
~

53 SHOPSET~
Syntax: shopset <mobile vnum> <field> <value>

-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| buy#   | Types of items the keeper will buy |
| buy    | Profit on buying items             |
| sell   | Profit on selling items            |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of shop keeper                |
-----------------------------------------------

Lets you set certain stats on a shop.

See MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES.
~

53 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET and SHOPS.
~

51 SHOPVALUES~
Syntax: shopset <mobile vnum> buy# <value>

1  - light               21 - pen                41 - rune
2  - scroll              22 - boat               42 - runepouch
3  - wand                23 - corpse             43 - match
4  - staff               24 - corpse_pc          44 - trap
5  - weapon              25 - fountain           45 - map
6  - _fireweapon         26 - pill               46 - portal
7  - _missile            27 - blood              47 - paper
8  - treasure            28 - bloodstain         48 - tinder
9  - armor               29 - scraps             49 - lockpick
10 - potion              30 - pipe               50 - spike
11 - _worn               31 - herbcon            51 - disease
12 - furniture           32 - herb               52 - oil
13 - trash               33 - incense            53 - fuel
14 - _oldtrap            34 - fire               54 - shortbow
15 - container           35 - book               55 - longbow
16 - _note               36 - switch             56 - crossbow
17 - drinkcon            37 - lever              57 - projectile
18 - key                 38 - pullchain          58 - quiver
19 - food                39 - button             59 - shovel
20 - money               40 - dial               60 - salve
~

0 SHOVE~
&B===========================================================================&C
Syntax:  shove <character> <direction>

Deadly characters can shove other deadly characters in the direction
specified if the victim is standing up.

Characters who have been in a safe room for longer than 30 seconds
will be unable to be shoved or dragged out of that room until they
either leave of their own choice or they shove/drag another player.

See Also:  &WPK PKILL DRAG
~

51 SHOWCLAN~
Syntax: showclan <clan name>

Displays statistics on a clan.
~

65 SHOWCOUNCIL~
Syntax: showcouncil '<name> council'

Shows the statistics on the council.
~

51 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'

Displays the statistics on a guild.
~

65 SHOWLAYERS~
Syntax: showlayers <number of lines>

Example: showlayers 100   (lists a maximum of 100 lines)

This command is used by builders to show all equipment in the game
that is layerable.

It is used by builders to help decide what eq should be made layerable
and what kind of stats to give the eq.

We don't want players to be able to wear 10 pieces of eq on the same
wear location and get huge stats as a result.
~

51 SHOWRACE~
Syntax: Showrace <name of race>

This will give vital statistics on pc races. IE.. showrace lizardmen
would net the following:

Disallowed Classes:Mage Cleric Thief Vampire Druid Augurer
Paladin Nephandi
Allowed Classes:Warrior Ranger
Str Plus: 002   Dex Plus: -003  Wis Plus: -006  Int Plus: -006
Con Plus: 002   Cha Plus: -002  Lck Plus: -004
Hit Pts:  002   Mana: 000       Align:0 AC: 0
Min Align:  -1000       Max Align: 500  XP Mult:91%
Height:  78 in. Weight: 215 lbs.         HungerMod: 0    ThirstMod: 0
Affected by:aqua_breath
Resistant to:slash
Susceptible to:
Saves: (P/D) 0 (W) 0 (P/P) 0 (B) 0 (S/S) 0
Innate Attacks:tail
Innate Defenses:

See also help &WSETRACE
&w
~

65 SHOWSHIP~
Syntax : showship <ship name>

Shows the stats of the ship.
~

65 SHOWSTARSYSTEM~
Syntax : showstarsystem <system name>

Shows the systems stats.
~

0 SIT~
&B==========================================================================&C
This makes you sit down.  If you need more help...then you really need
more help.

See Also:  &WSLEEP
~

0 SKILLS~
&B============================================================================&C
Type 'practice' to get a list of skills currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all skills available to your race, and 'alist' for all
abilities you can gain.

See Also:  &WALIST PRACTICE
~

51 SLACKER~
&B==========================================================================&C

Being an administrator is a privilege, not a right.  There for you
have responsibilities that you must attend to.  If you fail to do
so for an extended amount of time, action must be taken by higher
up administrators.  We do not tolerate people being administrators
with out actually doing something to help out this MUD.

First off, we do not care what your power level is.  If you are
reading this then you have other responsibilities to tend to.
Those responsibilities are your priority, not training.  We ask that
you please train in your free time.

If one (1) week has passed and you have not been attending to your
responsibilities with out a good reason, you will be asked to read
this file and warned that if you continue slacking, you will be
demoted to a position with less responsibility.

If two (2) weeks have passed with continued slacking, you will be
demoted to a position with less responsibility.  The demotion
scale is as follows:
&WHead Builder -> Builder _-> Regular Player
&W           Play Tester /&C
To regain your previous position you must reapply for it as per
'&WHELP APPLY&C'.

Every week after the second week you will continue to be demoted

To see what your responsibilities are see: &WHEAD_BUILDER, BUILDER,
PLAY_TESTER
~

55 SLAY~
Syntax: slay <victim> [immolate/shatter/demon]

SLAY kills a character in cold blood, no saving throw.

The optional parameters cause different messages to be sent to the actor,
the victim and the room, just for a bit of variety.

Slay bypasses auto actions such as autoloot and autosac.
~

0 SLIST ALIST~
&B===========================================================================&C
The commands 'slist' and 'alist' show you what attacks and other skills you
may learn.  The skills on slist are usable by all races, while some of the
abilities on alist will be only for your race.

See Also:  &WPRACTICE TRAIN RACE
~

52 SLOOKUP~
Syntax: slookup <skill-or-spell>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell.  The 'sn' is used for OSET and OSTAT.  The 'slot' is used for area
files.  Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.

SLOOKUP ALL shows this information for all skills and spells.
~

0 SM SM SUPERMOB SUPER_MOB~
&B==========================================================================
&CHere's a list of all the current Super Mobs in the Game.



&GPerfect Cell
Powerlevel: 250,000,000,000
Powerlevel to get the item: 875,000,000,000 or under.
Item dropped: Bio-Synth Armor




&PMajin Buu
Powerlevel: 3,500,000,000,000
Powerlevel to get the item: 12,250,000,000,000 or under.
Item droped: Sparkling Golden Aura




&RSSJ4 Vegeta
Powerlevel: 10,000,000,000,000
Powerlevel to get the item: 35,000,000,000,000 or under.
Item dropped: A Quest Token




&GPiccolo
Powerlevel: 100,000,000,000
Powerlevel to get the item: 400,000,000,000
Item dropped: &gP&Gi&gc&Gc&go&Gl&go&G'&gs &GC&ga&Gp&ge




&pMeta King Cold
Powerlevel: 50,000,000,000
Powerlevel to get the item: 175,000,000,000 or under.
Item dropped: Royal Icerian Armor




&WJanemba
Powerlevel: 5,000,000,000,000
Powerlevel to get the item: 15,000,000,000,000 or under.
&WItem dropped: &PJ&panemba's &rS&Ww&ro&Wr&rd




&BAndroid 13
Powerlevel: 500,000,000,000
Powerlevel to get the item: 1,250,000,000,000 or under.
Item dropped: &RA&gndroid &R13&g's &RR&ged &RR&gibbon &RV&gest




&CAndroid 14
Powerlevel: 400,000,000,000
Powerlevel to get item: 1,000,000,000,000 or under.
Item dropped: &cA&Cndroid &c14&C's &cP&Conytail




&gAndroid 15
&gPowerlevel: 300,000,000,000
Powerlevel to get the item: 750,000,000,000 or under.
Item dropped: &gA&Gndroid &g15&G's &gG&Green &gS&Gombrero




&RSuper Android 13
Powerlevel: 2,000,000,000,000
Powerlevel to get the item: 5,000,000,000,000 or under.
&RItem dropped: &rS&Ouper &r13&O's &RC&Orimson &rG&Oloves



&GLord Slug
Powerlevel: 3,500,000,000,000
Powerlevel to get item: 10,000,000,000,000 or under.
Item dropped: &gAncient Namekian Robes

&WSee Also: SMRULES
&B
==========================================================================
~

56 SMAUGSPELLS~
SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.

damtype   the class of damage done (see DAMTYPES)
acttype   the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag      special extra flags this spell has (see SPELLFLAGS)
hit       Message displayed when spell is successful
miss      Message displayed when spell misses or fails
die       Message sent if spell causes death
imm       Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice      a dice formula used for rolling things like damage (see DICEFORMULAS)
saves     saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTED_BY, the bitvector applied by the spell, if any
affects   see AFFECTTYPES, the effect the spell has, if any
value     an extra field reserved for things like the vnum used in spells
          that create objects, or summon monsters to the caster's aid.

~

0 SMRULES~
&B==========================================================================
&COk, here are the rules for when an SM has been released.

1. Do not IT to the SM.
2. Do not use a sword against the SM.
3. Do not PK while an SM is released, please wait atleast 5 minutes.

If any of these rules are broken, suvere punishments will be dished
out.

&WSee Also: SM
&B==========================================================================
~

0 SN SUPERNAMEK SNAMEK SUPER_NAMEK~
&B=======================================================================&C
An old race, with a pround tradition of fine warriors, the Nameks have
passed down their wisdom through the generations.  When a Namekian
reaches a certain powerlevel, they are able to receive the first blessing
of their ancestors' knowledge.  They become Super Nameks, with the
ability to raise their powerlevel by many times.  At first they can not
comprehend the full knowledge that has been left for them, but over time
-as they gain more powerlevel- they are able to increase their power
manyfold.

Super Namek goes from 1-26 times modification, although you start out with
a max of five.  You simply type 'super #' to tranform into a Super Namek
with that many times your base powerlevel.

The power requirement for each SN level listed here is but an approximation.
While it is not entirely 100% accurate, it is relatively close.  Kudos to
Triangle for making the chart.

SN level   PL required   STR+   SPD+   INT+   CON+
--------------------------------------------------
01         5 mil         0      1      1      0
02         5 mil         0      1      2      0
03         5 mil         0      2      3      0
04         5 mil         1      2      4      1
05         5 mil         1      3      5      1
06         9.7 mil       1      3      6      1
07         42.7 mil      1      3      7      1
08         60.7 mil      2      4      8      2
09         83.7 mil      2      4      9      2
10         110.7 mil     2      5      10     2
11         143.7 mil     2      5      11     2
12         180.7 mil     3      6      12     3
13         223.7 mil     3      6      13     3
14         273.7 mil     3      7      14     3
15         327.7 mil     3      7      15     3
16         390.7 mil     4      8      16     4
17         458 mil       4      9      17     4
18         535 mil       4      9      18     4
19         617 mil       4      10     19     4
20         707 mil       5      10     20     5
21         815 mil       5      11     21     5
22         916 mil       5      11     22     5
23         1.030 bil     5      11     23     5
24         1.160 bil     6      12     24     6
25         1.330 bil     6      12     25     6
26         1.560 bil     7      13     26     7

See Also: &WNAMEKS
~

51 SOBER~
syntax 'Sober <player>'
This command can be used to Sober a player or your self when they/you
are in a drunken state.

~

51 SOCIAL~
The following information is needed to create a social:
Use sedit <social> [field] to set one of the fields:
  CNoArg: response to character if no argument given
  ONoArg: response to room if no argument given
  CFound: Response to character if target is someone else
  OFound: Response to room if target is someone else
  VFound: Response to target if target is someone else
  CAuto : Response to character if target is self
  OAuto : Response to room if target is self
Variables you can use are:
  $n - Name of the user of the social.
  $N - Name of the target of the social.
  $m - him/her/it for the user the social.
  $M - him/her/it for the target of the social.
  $s - his/her/its for the user of the social.
  $S - his/her/its for the targt of the social.
  $e - he/she/it for the user of the social.
  $E - he/she/it for the target of the social.

~

0 SOLARFLARE 'SOLAR FLARE'~
&B=======================================================================&C
Solar Flare is performed by gathering energy and releasing it
in one wide, weak burst of light, instead of the usual compact,
concentrated beams seen in most ki attacks.

This move will blind your opponent, and anyone in the area who
doesn't know when to look away or close their eyes at the proper
moment.  It costs 20 focus and 1000 energy.
~

0 SOUTHCITY "SOUTH CITY"~
.                      ----   ----
                     |^c  &W^c1 &C^c>=<&w^c    ^x|
                      ----   -&C^cvv^x&w-
                             -&C^c^^^^^x&w-
                            |^c    ^x|
                             -&C^cvv^x&w-
        ----   ----   ----   -&C^c^^^^^x&w-   ----   ----   ----
       |^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    ^x|
        -&C^cvv^x&w-   ----   ----   -&C^cvv^x&w-   ----   ----   -&Cvv&w-
        -&C^c^^^^^x&w-          ----   -&C^c^^^^^x&w-   ----   ----   -&C^^^^&w-
       |^c    ^x|        |^c  &W^c2 &C^c>=<&w^c    ^x| |^c  &W^c6 ^x| |^c  &W^c7 ^x| |^c    ^x|
        -&C^cvv^x&w-          ----   -&C^cvv^x&w-   -&C^cvv^x&w-   -&C^cvv^x&w-   -&C^cvv^x&w-
        -&C^c^^^^^x&w-   ----          -&C^c^^^^^x&w-   -&C^c^^^^^x&w-   -&C^c^^^^^x&w-   -&C^c^^^^^x&w-
       |^c    ^x| |^c  &W^c3 ^x|        |^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    ^x|
        -&C^cvv^x&w-   -&C^cvv^x&w-          -&C^cvv^x&w-   ----   ----   -&C^cvv^x&w-
 ----   -&C^c^^^^^x&w-   -&C^c^^^^^x&w-   ----   -&C^c^^^^^x&w-                 -&C^c^^^^^x&w-   ----
|^c    &C^c>=<&w^c    ^x| |^c  &W^c4 &C^c>=<&w^c    &C^c>=<&w^c    ^x|               |^c    &C^c>=<&w^c    ^x|
 ----   -&C^cvv^x&w-   -&C^cvv^x&w-   ----   -&C^cvv^x&w-                 -&C^cvv^x&w-   ----
        -&C^c^^^^^x&w-   -&C^c^^^^^x&w-   ----   -&C^c^^^^^x&w-                 -&C^c^^^^^x&w-
       |^c    ^x| |^c  &W^c5 ^x| |^c  &W^c8 ^x| |^c    ^x|               |^c    ^x|
        -&C^cvv^x&w-   ----   -&C^cvv^x&w-   -&C^cvv^x&w-                 -&C^cvv^x&w-
        -&C^c^^^^^x&w-   ----   -&C^c^^^^^x&w-   -&C^c^^^^^x&w-   ----   ----   -&C^c^^^^^x&w-
       |^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    &C^c>=<&w^c    ^x|
        ----   ----   ----   -&C^cvv^x&w-   ----   ----   ----
                             -&C^c^^^^^x&w-
                            |^c  &W^c9 ^x|
                             -&C^cvv^x&w-

1) &WSpace Port Delta&w:  The space transport ship lands here.
2) &WSouth City Hospital&w:  A good place to rest in between battles.
3) &WThe Trainers Room&w:  Use training points here.
4) &WMain Demonstration Floor&w:  Spar with other players here.
5) &WPracticing Arena&w:  The master here will teach you skills and abilities.
6) &WClothing Store&w:  Buy and sell items here.
7) &WShoe Store&w:  Buy and sell items here.
8) &WBenny's Tech Shop&w:  Buy and sell items here.
9) &WExit to the Bunny Forest&w:  The bunny forest is a newbie area.
~

10 SOUTHKAIS "SOUTH KAIS"~
&B========================================================================-
&RCongratulations!  You have achieved the '&gSouth Kai&R' rank!  &C

Your rewards for reaching this incredible level is:

* +5 to strength
* +5 to speed
* +5 to intelligence
* +5 to constitution
* +5 to luck

These are permanent bonuses to your stats and they can never be lost.

Hardcore characters will also recieve these bonuses, but they will still be
listed under the 'Unknown' rank.
~

1 SPACE SHIP SHIPS PILOTING FLIGHT SPACECRAFT~
&B==========================================================================&C
The following commands are used to control spacecraft in DragonBall Saga Old School:

SHIPS                   Shows list of ships that are for sale or rent.
BOARD <shipname>        Enters a ship.
LEAVESHIP               Leaves a ship.
LAUNCH                  Launches a ship .. make sure you wait till finished
                        before doing anything else.
LAND <location>         Lands at specified dock.
SPEED <newspeed>        Accelerates to specified speed.
COURSE <x y z>          Stears ship towards vector x y z.
STATUS                  Shows ships status.
INFO <ship>             Gives info on a ship.
RADAR                   Scans the surrounding system.
LIGHTSPEED              Preforms hyperspce jump to system set with calculate.
CALCULATE <system>      Calculates hyperspace jump to system.
BUYSHIP                 Used to purchas a ship.
SELLSHIP                Sells the ship to the local shipyard.
SHIELDS [ON|OFF|IDLE]   Turns shields on or off (idle leaves shields on but
                        they do not recharge and eventually drain away).
RECHARGE                Recharges shields faster.
OPENHATCH <ship>        Opens ships hatch.
CLOSEHATCH <ship>       Closes ships hatch.
TARGET <ship>           Aims weapons or turret at specified target.
FIRE [missile|rocket|torpedo] Fires lasers or specified missile.
REPAIRSHIP [shipsystem] Preforms repairs to ships hull or specified system.
ADDPILOT <name>         Allows a character to pilot your ship.
REMPILOT <name>         Removes a character from your ships pilot list.
AUTOTRACK Automaticly adjusts you course to follow your target.
CLANBUYSHIP Buys a ship for your organization.

SCHEDULE       Show's you where the Home World Transport ship is and where
               it is heading.
CALLSHIP Recalls your ship to your current location
~

1 SPACEPODTEST~
This is a test of DBSOS's space travel system.  5 space ships will be sold so
that they can be tested out.  This test doesn't involve the weapon systems
so these ships have no weapons on board.  The ships that are purchased
become your ships, you can do what every you want with them.  You can sell
them or crash them, I really don't care :)  but no reimbursements will be
given for lost ships/items/pl/zeni or what ever else you might lose due to
using the space ships unless it is due to a bug. All I ask is that if you
see any weird bugs or "oddities" to write a personal gnote to me (Goku). 
Also if you think I should make anything more clear or readable like
readouts/displays/messages or anything else you think i should change I'd
like you to also write me about.

The 5 ships will be auctioned off over the auction channel with a starting
bid of 10,000 zeni (their normal price is 500k zeni). I will be selling
"proofs of purchase" that can be traded in (to me, Goku) and I will
transfer ownership of the spaceship to you.  Normally ships can not be sold
like this, they are more like buying and selling stuff at a store they
can't be auctioned.

If you buy a ship you can learn how to use it by typing "help space"

The space ship system has been ported from SWR to DBS so if you have
experience flying ships in SWR based MUDs you should be good to go.  Even
without SWR experience, you should be able to use the ships without to much
of a problem :)  I figured it out and I've never played a SWR MUD :)
~

0 SPAM~
&B===============================================================================&C
No, we are not talking about a luncheon meat here.  Spam is the repeated use
of a phrase, command, or channel that causes screen scroll for others.  Not
only is spam considered rude, but excessive screen scroll can interfere with
the game play of anyone seeing it (not to mention combat situations).  The
game will also tell you to PUT A LID ON IT and force-quit you after the 20th
repeat of a single command

It is also considered spam to use the same phrase over several different
channels.  The use of all-caps can also be considered spam.  Only use
capitals to add emphasis to key words in a sentence.

Moving a large number of items into and out of a container in a crowded,
non-store room is considered spam. ANYTHING that causes excessive
or irritating screen scroll can be considered spam.

See Also:  &WRULES
~

0 SPARRING SPARING SPAR STOPSPAR~
&B==========================================================================&C
Syntax: spar <player>
        stopspar

To spar with a friendly player only need to use the spar command.
While in sparing mode, you will not kill your training partner. You
will only fight until he or she is unconscious then you will stop the
combat.

You can only spar some one who is the same alignment as your self.
Hardcore characters, of course, are the exception to this rule.

To end a spar just type 'stopspar' you will then stop sparing with
your partener.

See Also:  &WPK PKILL COMBAT HARDCORE
~

0 SPD SPEED~
&B=============================================================================&C
Speed (spd in your 'score') represents your characters raw speed.  It has
the following effects:

* Determines your base 'to hit' rate

See Also:  &WSTR INT CON LCK
~

53 SPECFUNCS~
These special functions are available to assign to mobiles.
Use them sparingly:

To add spec:  mset <mob> spec <function> (ex. mset guard spec spec_guard)
To remove:    mset <mob> spec none

spec_breath_any          Mobiles breathes one of the four breaths randomly.
spec_breath_acid         Mobile has breath of acid.
spec_breath_fire         Mobile has breath of fire.
spec_breath_frost        Mobile has breath of frost
spec_breath_gas          Mobile has gas breath.
spec_breath_lightning    Mobile has lightning breath.
spec_cast_adept          Mobile casts helpful spells.
spec_cast_cleric         Mobile casts healing spells.
spec_cast_mage           Mobile casts offensive spells during battle.
spec_cast_undead         Mobile casts offensive spells during battle.
spec_guard               Mobile attacks KILLERS and THIEVES.
spec_executioner         Same as above except summons guards to help.
spec_fido                Mobile eats corpses.
spec_janitor             Mobile picks up trash.
spec_mayor               Reserved for the mayor... don't use.
spec_poison              Mobile poisons during battle.
spec_thief               Mobile steals gold from players.
~

0 SPECIALBEAMCANNON SBC~
&B========================================================================&C
The Mankankousappou means something like Devil's Penetrating
Energy Blast, but is better known to us as the Special Beam Cannon.
This attack was created by Piccolo to kill Goku, and did accomplish
its goal.  Only Nameks may learn this move, which is one of
their most effective.  It costs 350 energy and 13 focus to fire this
deadly corkscrew beam.
~

57 SPELLCOMPARE~
.Det Mag          Aug   Dru   Cle   Mag   Ran   Pal
 Cr food         Aug         Cle         Ran   Pal
 cont light      Aug         Cle   Mag   Ran   Pal
 Det Mag         Aug   Dru   Cle   Mag   Ran   Pal
 Det invis       Aug   Dru   Cle   Mag   Ran   Pal
 Dis Magic       Aug   Dru   Cle   Mag   Ran
 Dream                 Dru   Cle   Mag   Ran
 Enchant         Aug   Dru         Mag
 Ener Dra        Aug   Dru         Mag
 Faerie Fir      Aug   Dru   Cle   Mag   Ran
 Float           Aug   Dru   Cle   Mag   Ran   Pal
 Fly             Aug   Dru   Cle   Mag
 harm            Aug   Dru   Cle
 ident           Aug   Dru   Cle   Mag   Ran   Pal
 infravision     Aug   Dru         Mag   Ran
 Invis           Aug   Dru         Mag   Ran
 Know align            Dru   Cle   Mag   Ran   Pal
 lightning bolt  Aug   Dru         Mag
 locate          Aug   Dru   Cle   Mag
 recall          Aug   Dru   Cle   Mag   Ran   Pal
 stone skin      Aug   Dru         Mag   Ran   Pal
 shock gras      Aug   Dru         Mag
 shield          Aug   Dru         Mag   Ran   Pal
 scry                  Dru   Cle   Mag
 Sanct           Aug   Dru   Cle
 Rem Trap              Dru   Cle   Mag
 Rem Invis       Aug   Dru         Mag   Ran
 Rem Curse             Dru   Cle               Pal
 Refresh         Aug   Dru   Cle   Mag   Ran   Pal
 Poison          Aug   Dru   Cle         Ran
 Passdoor        Aug   Dru         Mag   Ran
 Massinvis             Dru   Cle   Mag

~

56 SPELLCOMPONENTS~
T###         check for item of type ###
V#####       check for item of vnum #####
Kword        check for item with keyword 'word'
G#####       check if player has ##### amount of gold
H####        check if player has #### amount of hitpoints

Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
decrease component's value[4], and extract if it reaches 0
decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.

Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101.  The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.

With the decremental operators (@#$%), the object must have at least
a value of 1 in the respective location for the spell to succeed.

~

56 SPELLFLAGS~
water           water based (create water, ice spells)
earth           interracts with nature (earthquake)
air             involve the air or winds
astral          involve the astral plane (astral walk)
area            an "area spell"... affects everyone in the room
distant         affects something far away
reverse         has a reverse affect
save_half_dam   victim can save for half damage
save_negates    victim can save for no effect
accumulative    can be cast repeatedly to have an increased effect
recastable      can be cast again to refresh the spell
nobrew          cannot be brewed into a potion
noscribe        cannot be scribed onto a scroll
group           affects everyone in the caster's group (same room only)
object          specifically affects an object (for target 'ignore')
character       specifically affect a character (for target 'ignore')
pksensitive     affects target as if they were double your level
~

56 SPELLSAVES~
Here are the saving throws you can set for use in SMAUG spells:
none            victim doesn't get a saving throw
poison_death    save vs. poison or death
wands           save vs. wands
para_petri      save vs. paralysis or petrification
breath          save vs. (dragon) breath
spell_staff     save vs. spells or staves

~

0 SPIRITBALL SB~
&B=========================================================================&C
Yamcha perfected the usage of hand gestures and energy control to 
guide his ki blasts through the air.  The Sokidan is the culmination of 
many years of effort, an extremely powerful explosion contained 
within a tiny, manueverable ball of white light.  Spirit Ball takes 22 
focus and 800 energy to perform.
~

0 SPIRITBOMB GENKIDAMA~
&B======================================================================&C
The Genki Dama is arguably the most powerful attack ever used in 
Dragonball Z.  Some might say the Dragon Fist surpasses its 
power in Dragonball GT, but the Spirit Bomb seems much more 
useful.  Indeed, this move finishes almost all Dragonball villians.  
The user draws in power from everything around them...plants, 
animals, inanimate objects, people, the planets and stars 
themselves...

On the Dragonball Saga Old School MUD, Spirit Bomb is a Saiyan-only 
attack.  It requires 2,500 energy and anywhere from 1-100 focus.  
You type 'spirit #', and it will cost the amount of focus you type in 
(from 1-99, max for 100) and do increasing amounts of damage.  
Also, energy will be leeched from mobs and players nearby you to 
increase the amount of damage dealt.

&CSee Also: &WKAIOKEN

&CAt this time, Spirit Bomb is removed due to bug issues.
~

1 SPLITFORM SPLIT-FORM~
&B===============================================================================&C
Syntax : split-form

The split form technique is a very powerful and very useful ability.
When used it creates a double of the user who is just about as strong
and skilled as the original.  The double will follow the user, fight
with the user and mimic any skills or abilities used in combat.

If the split form technique is executed incorrectly a double will
still most likely be created, however this failed double will not be
as powerful as one created by doing this technique correctly.

Even with an ability as strong as split form, there are still some
limitations.  Since these doubles are not "true" living beings, their
life force isn't as great as a normal person (20 instead of 100). The
doubles ki energy comes mostly from the user when it is created (half
of your energy is channeled into the double to give it life). Doubles
also can not power up because it would drain to much energy from
their bodies to do so.  The user must be at the power level he or she
wishes their double to have when using the split form technique.

Note: To interact specificaly with the double use the name
'split<name>'.  So Piccolo's double would be 'splitPiccolo'.  It is
one word to prevent tells and other actions going to the double instead
of the player.


See Also: &WORDER&D
~

59 SPLITFORMS~
~

0 SSDBOMBER SSD BOMBER~
&B==================================================================================
&CThe SSD Bomber or "Special Skill Deadly Bomber" is an attack used by
the revered Android 13 in "The Three Super Saiya-Jin" or Movie 7.
It is an advanced form of attack that uses the most advanced technology
to date. Compressing a normal ball of energy to tremendous proportions,
the user can encompass the ball with a magnetic field that chases after
it's target, leaving little to no room for escape from such an advanced
technique.

The attack uses 35 Focus and 5,000 energy to charge through the androids
form just to compress such tremendous power. It can be one of the most
deadly attacks if used right...
~

55 SSET~
Syntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset <sn>     <field> <value>

name          the name of the skill or spell
code          for spells, the code executed when the spell is cast
target        for spells, the target of the spell (see TARGETTYPES)
minpos        the minimum position required to use this skill/spell
slot          for spells, the slot number used in area files
mana          for spells, the amount of mana consumed by the spell
beats         how long this skill takes to be used (in 1/4 seconds)
dammsg        a word to describe the damage done by this skill or spell
wearoff       for spells, the message given when the spell wears off
type          the type of skill (Spell, Skill, Weapon, Tongue)
difficulty    how difficult the spell/skill is to learn and/or use
damtype       for spells, the class of damage it does
components    the components required for this spell (see SPELLCOMPONENTS)
teachers      will restrict the teaching of this skill to these mob vnums
participants  the minimum number of required participants (for spells)

For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS
~

0 SSJ SSJ2 SSJ3 SSJ4 SUPER_SAIYAN~
&B==========================================================================&C
Saiyans and halfbreeds can turn into Super Saiyans.  Since a Halfbreed
isn't a full blooded Saiyan they cannot go beyond Super Saiyan Level 3.
The powerlevel modifiers for turning into a Super Saiyan are as follows:

 &Y-&W Super Saiyan 1 &Cx &R10&c  +8 str,  +5 spd, +3 int,  +5 con
 &Y-&W Super Saiyan 2 &Cx &R16&c +16 str,  +8 spd, +4 int,  +8 con
 &Y-&W Super Saiyan 3 &Cx &R24&c +24 str, +12 spd, +6 int, +12 con
 &Y-&W Super Saiyan 4 &Cx &R30&c +30 str, +15 spd, +8 int, +15 con

&CNormally Super Saiyans find it easiest to gradually power up through the
multiple stages of their transformations.  However, by expending extra
energy they can switch between different forms without going
through every other stage.  Each stage skipped adds half the energy
needed to use the chosen form to the final cost.
&D&C
And while it is true the halfbreed nature of a "Halfbreed"'s blood restricts
them from Super Saiyan 4, that is not to say their Human halves are completely
useless. The naturally tranquil nature of Humans allows a Halfbreed to gain a
much firmer grasp on their Super Saiyan powers, and the powerful emotions
experienced by the same Humans give them increased fury to draw from.
As such, Halfbreed Super Saiyan levels 1-3 and the two USSJ levels have PL Mods
two greater than their Saiyan counterparts, with minorly boosted stats to boot.

&CSee Also:  &WUSSJ&D
~

0 STANDARD~
&B==========================================================================&C
To resume using the standard style of comabt, type 'style standard'.
This style is both a balance of offense and defense, giving neither a
fighter nor his enemy an advantage in battle.

See Also:  &WSTYLE AGGRESSIVE BERSERK DEFENSIVE EVASIVE
~

0 STORAGE BASEMENT ANDROIDSTORAGE ANCIENTLABBASEMENT~
&B============================================================================&C
This hidden area is part of a quest designed solely for Androids.  It is
different from all the other areas in DBSOS.  It will be assumed you 
have read this helpfile before entering.  Several rules and helpful 
guidelines will be given.

&W1.  Once you enter, you CANNOT leave until you finish the quest.
2.  There are no mobs that you can conveniently gain Techlevel off of.
3.  The western path requires a max TL of around 10 billion.
3.  The eastern path requires a max TL of around 125 billion.
4.  A sizable amount of zeni is required to complete the quest.  Don't 
enter if you're poor.
5.  If you get stuck inside, you're stuck inside.  Healing tanks and 
arena rooms have been added in case you are locked inside for long 
amounts of time.  You will not be transferred out.
6.  You won't be given hints.  You are not allowed to talk about this 
quest on any channel, including FOS.  Don't lead people through 
this quest.  Selling/giving away items you find is the only way someone 
who can't finish the quest will get them.
7.  Do not sell any of the non-reward items, or in any way take them out 
of the area.  You will understand when you enter the area.  That means, 
do not put any of the items into any container.  Leave them in your inventory.
8.  If you are an asshole in this area, or do anything else stupid not 
covered in this helpfile, prepare to be punished.
9.  There's a bug in how some numbers show up after about 2.1 billion.  
The TL needed to wear the item that shows up bugged is 5 billion.&D

&RAmendments to Rules 1 and 5: If you get stuck, Kronotross will transfer you out.
Be it noted that this only applies if you are completely and utterly stuck without
hope. If you can't figure out what to do next, tough luck. If you accidently lost
one of the items required to go further, your lucky day.
You're welcome. :b

~

0 STR STRENGTH~
&B==============================================================================&C
Strength (STR in your 'score') represents your character's physical power.

Strength effects the following things:

* Dammage bonus (DAM+)
* Phycial defense bonus (pDEF)
* Max items you can carry
* Max Weight you can carry

See Also:  &WINT SPD CON LCK

~

61 STRIP~
Syntax 'strip <victim>

Silently transfers their entire inventory and clothing to yours.
~

0 STYLE STYLES~
&B===========================================================================&C
Styles are used by typing style and then the name of the style you wish.
Styles, when effectively used, can change the tide of battle. The more
experienced one is in a particular style, the better the chances that it
will work for the fighter's advantage. There are five different known
styles. Styles can be changed within combat to better ones advantage
and knowledge of each of the different forms of combat.

See Also:  &WAGGRESSIVE BERSERK DEFENSIVE EVASIVE STANDARD
~

0 SUBZERO~
&B===========================================================================
&CA representation of Eis Shenron's mastery over freezing temperature, Subzero
allows a Shadow Dragon to send a wave of subzero energy towards the opponent,
freezing and shattering simultaneously upon impact.
This technique does increased damage against airborne opponents, as the brief
frozen state it places upon them is often enough to send them spiraling to the
ground.

Subzero requires 25 Focus and 1000 Energy to successfully use.
~

0 SUMMARY SUMMARYOFRULES~
&B==============================================================================
&C
The Administration of Dragonball Saga has taken it upon themselves to simplify
what should be expected of both you, the player, and us, the administration.
A simple set of Five, yes count them, Five rules each for both parties.

Players-
  1. Players must respect each other and administrations Wishes.
  2. Players must attempt to help each other, newbies alike.
  3. Players are entitled to their opinions towards others but must
     keep them within the rules.
  4. Players are to use common sense when playing a game. If it's not
     able to be done in reality, don't do it here.
  5. Players must learn to tell when they are getting constructive criticism,
     and when someone is attempting to 'bash' on them. Many players willingly
     offer advice to many others, learn to tell when it happens.
  6. The most important rule of all:  Players are to have fun.

Administration-
  1. The Administration are to comply with needs/necessities of the Game and
     players alike.
  2. The Administration is to be attentitive and ready to help with any problems
     that arise, be it in-game, player-vs-player or otherwise.
  3. The Administration is in charge of the game. They are in control of
     what happens to the player and future of everything alike.
  4. The Administration has word over everything related in-game; meaning 
     power must be used wisely and responsibly.
  5. The Administration is to respect all players and other administration alike.
  6. No Administrator, is to overturn the rulings of another Administrator. If
     a problem arises with a decision, kindly and calmly discuss it with the one
     who set the punishment into effect.

Both players and Administration must agree to have fun and follow the rules.

See Also: RULES, PUNISHMENT, CONDUCT, MISC_RULES
~

1 SUPERNOVA 'SUPER NOVA'~
&B========================================================================-

&WSyntax: supernova

As with all Bio-Android Ultimate attacks, usage of it requires you have the
appropriate aura of the race who has the Ultimate attack.  (You know, like
Saiyans have BBK, so you'd need a Saiyan Aura to make BBK work.) So then,
an intelligent player might wonder which race has Supernova, as that is the
race which will allow one to use it.  And which race has Supernova on their
alist?  Bio-Androids.

Yes, this reality-warping, physics defying attack requires an aura of
Bio-Android souls, and in fact uses both their souls and the souls they had
absorbed to execute.

Once the prerequisite souls are acquired, Supernova takes an additional 47
Focus and 5000 Energy to even attempt to use.  If successful, your target
will be trapped in a barrier-like gravimetric field similar to a star
collapsing in upon itself. Within seconds, the energy you have constructed
to simulate a star's collapse will "go supernova", trapping your victim in
a tight, concentrated explosion with the force of "a thousand suns", so to
speak.

&wSEE: KIBURST 
~

0 SUPPRESS~
&B=========================================================================&C
Powerful fighters can use this skill to lower their current powerlevel
to below their base powerlevel.  This trick is useful for fighting weaker
opponents, or tricking foes into underestimating you.

To select the level you wish to suppress to, use suppress <powerlevel>.
To suppress to that powerlevel, use suppress with no arguments.  You can
change your suppress level any time at will.  Every time you attempt
to suppress your power you will expend fifty energy.
~

0 SWEAR~
&B==========================================================================&C
We do allow swearing on public channels to a certain degree.  You
must abide by the following rules if you wish to swear on public
channels:

&W1)&C Do not make any discriminating racial or sexual comments.

&W2)&C Do not swear at administrators.  Doing so is a punishable
     offence.

&W3)&C The following are 'swear' words allowed on public channels:
      Ass, bastard, bitch, shit, and damn.

&W4)&C If a player tells you to stop swearing, do so immediately.
     Even if what you are saying is on the acceptable 'swear'
     list.  If you continue swearing after they ask you to stop
     that is considered harassment, and you will be punished
     accordingly.

&W5)&C Please do not "bypass the filter".  Bypassing the filter is
     defined as doing things that allow you to use a swear word on
     a channel without it being caught by the filter code.  An
     example would be as follows: say the word "blarg" was a swear
     word.  If you typed "b l a r g" you could be considered
     bypassing the filter.  Blocking out half of the letters, or
     more, does NOT count as bypassing the filter.  For example,
     typing "!@#$%^ you" would NOT be considered bypassing the
     filter.

Bypassing the filter is punishable with 10 minutes to 8 hours of
silence, depending on severity and how many times you've been
punished for bypassing the filter in the past.


See Also:  &WFOS
~

52 SWITCH RETURN~
Syntax: switch <character>
Syntax: return

SWITCH switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC).

RETURN returns you to your original body.
~

0 TAG ELIMINATIONTAG ET~
&B===========================================================================&w
Tag, or Elimination Tag, is a small quest head off and on by immortals. It
will be held when an immortal feels fit to play it, and it will not be
played if asked. (Most of the time &B;)&w)

Upon an immortal's announcement that tag will be hosted, you are to say

tag over the quest channel if you wish to play. You will then be transferred
to the specialy built arena.

The object of the game, is to not be the person to be tagged at the end of
each round. To tag someone, type &Btag <person>&w. After than, run as fast
as you can throughout the arena, and try and avoid being tagged. The host will
then announce the end of the round, and whoever is it will be eliminated. If
you are it at the end of the round, then you are too report to the host and
tag them. You will then be escorted out of the arena.

This will keep going until we have only a single person remaining. We may
choose to add various twists to the game to make it more interesting, and
these changes will be announced at the start of the game.
&B===========================================================================
~

0 TAIL TAILS~
&B==========================================================================&C
Halbreeds and Saiyans are both born with monkey tails.  This is the
source of their power, but also what changes them into the fearsome
beast known as an Oozaru.  You can pull your tail off yourself, to
prevent this transformation, with the 'pull tail' command.  Also, in
battle your tail might be at risk...

See Also:  &WOOZARU
~

55 TARGETTYPES~
Target                Function
--------------------------------------------------------------------
ignore                Spell affect relies on the casting argument
offensive             Spell will initiate combat
defensive             Can be cast on anyone safely
self                  Spell only affects the caster
objinv                Casted onto an object in the caster's inventory

~

0 TELEPORT~
&B============================================================================&C
Syntax: teleport <player>
This skill works much like the 'Instant Transmission' technique but after
years of perfection from the Kaio masters, it is no longer limited by distance
or power signature. This skill means a kaio doesn't need to suppress to an
appropriate power level before instantly appearing at thier chosen destination.
It is learned at 800m and costs 5000 energy.
~

0 THE_PANEL~
&B==========================================================================
&wThe Panel of Dragonball Saga Old School consists of The Enforcement Team alone. Any questions, comments, things to say that are relevant and not exploding anger fits shall be listened to accordingly. The word of the Enforcement team is final. Thank you, and Good Luck.
&B==========================================================================
~

0 TICK~
&B============================================================================&C
Many of the actions in DBSOS MUD are based upon interval timers, including
combat, most autonomous monster actions, and hp/energy regeneration.

Of these timers, the hp/energy regeneration timer is popularly called the
'tick'.  Ticks on this MUD average 60 seconds of real time, but the
actual amount varies randomly from 45 seconds to 75 seconds.

~

0 TIMECHAMBER 'TIME CHAMBER' HBTC~
&B==========================================================================&C
The Hyperbolic Time Chamber (also known as the Room of Spirit and Time) is a
place where time flows differently that the real world.  In this other 
dimension the passage of time moves more swiftly than it does in the real
universe, allowing warriors to train at a greatly accelerated rate.

For game purposes, the Time Chamber is a combination Sparring Arena, Gravity
Training Room and Healing Tanks.  This means you can either spar with someone
or gravity train while getting increased health gains.  For sparring purposes
one can only fight with a designated &Wpartner&C.

Anyone who can spar or gravity train can use the Time Chamber with the
following restrictions placed upon its use:
  * It can only be used for 15 minutes at a time
  * Once the 15 minutes are up it can not be used for another 48 RL hours

See Also: &WPARTNER SPAR GRAV&D
~

51 TIMER~
Associated help files: help corpse, help imm cr, help bodybag

31 to 40                "is lying here."
23 to 30                "is buzzing with flies."
15 to 22                "fills the air with a foul stench."
07 to 14                "is crawling with vermin."
01 to 06                "is in the last stages of decay."

Since a corpse now lasts from 40 to 60 minutes, we are requested to wait
until the corpse has reached below a timer of 23 or has hit the
"fills the air with a foul stench." stage in decay.

You can see what stage of decay a corpse is in by either typing:
ostat <player name>       (i.e. ostat Brittany)    OR
at 'corpse <name>' look   (i.e. at 'corpse Brittany' look)
~

0 TIMESTOP~
&B============================================================================&C
Syntax: timestop
As seen in one of the episodes of Dragon Ball Z, kaios who chose to
learn the arts of combat can gain the ability to stop thier opponent
for moving for quite sometime. This leaves them completely vunerable
to the Kaios will. The skill takes 23 focus and 7000 energy to use but
freezes the opponent for five rounds of combat, due to the strain it
puts on the kaios mind it's only safe to use once every 90 minutes.
~

0 TIMETRAVEL TIMEMACHINE 'TIME TRAVEL'~
&B=========================================================================
&C
 Time Travel..Such a thing is a ridiculous concept, but not here!, Trunks
did it to save his friends and family(got to see his fathers pink shirt too)
and it is soon to be a reality for the mortals of &RDragon Ball Saga Old School
&Cthere will be a Time Machine added which will randomly be moved to various
locations throughout the area's available to mortals. If a player knows the
correct numerical passcode to use the time machine and finds it, then they
can enter it in the time machine and get transported to either the past or
the future. Because of the delicate nature of time travel, restrictions must
be applied:

&W1)&C If you know a secret passcode, You are forbidden to tell any other 
   if you are found to be giving out YOUR passcode. You will be heavily
   punished at the admins discretion.
&W2)&C To make sure the timezone isn't too disrupted, three mortals a time.

 Passcodes will be given out for exceptional roleplay or through future
trivia and quests. This project is a work in progress started by Slade
and Shin and is subject to extreme or minor changes in the near future and
any builder may decide to build an area for time travel.

NOTE: Apparently, The helpfile isn't clear, The time machine let's
you goto any SECRET/HIDDEN area based in the past or future. These
areas will be kept off the area list and only accessible through
selective time travel trips. Kind of like Super Mobs but better.

&cPlanned Areas:&C
Alternate Future Trunks Area: Android #17/#18 Mobs, A one-armed
Gohan and more!
Alternate Past Majin Buu Area: The kaios failed to seal Majin
Buu and he took over the North Galaxy!

&RTHIS IS AN ON-GOING PROJECT: FEEDBACK IS NEEDED
~

0 TITLE~
&B==============================================================================&C
Syntax:  title <string>

This command allows you to set your title the text of your choice.  The
game supplies a title when your character is created and each time you
advance a level.

You cannot set your title until you have a powerlevel of 5000.  You are not
allowed to use any obscene or offensive words/phrases in your titles.  Also,
do not mention any groups or fake 'clans'.  This takes away from the few
players who worked hard enough to get their own clan started.

See Also:  &WCLAN
~

1 TOKEN~
&B========================================================================-

&WBasically the first act of the Kronotross regime was to enact weekly
quests, no questions asked.  Every weekend -- if not Saturday than Sunday
-- at least one quest is to be held.  From this, Kibito made a ripe
suggestion that Quest Tokens actually do something for once rather than
just being some retarded, unbalanced list of mixed useful and useless
prizes with tokens not only damn near impossible to get but rarely ever
offered.

A Quest Token will be given each weekend as the grand prize for the quest
and as well you can use 10 RPP to trade in for a single Token, meaning you
can basically buy any of these prizes for 10x the Token number in RPP.

Tokens        Prize                         Note Number&B
---------     -------------------------     -----------&W
1 (One)       One Million Zeni                  &z---&W
2 (Two)       A Small Crab Egg                  &z---&W
2 (Two)       Mermaid Tear Pearl Earrings       &z---&W
3 (Three)     Backpack Extension (to 500)       &z---&W
5 (Five)      Supermob Release                   &R1&W
5 (Five)      Explore an area being built        &R2&W
10 (Ten)      Any Supermob Item                 &z---&W
10 (Ten)      10% Increase in PL                 &R3&W
15 (Fifteen)  Ruby Orb                          &z---&W 
15 (Fifteen)  Ring of Ages                       &R4&w
&B---------     -------------------------     -----------&w

Note 1:
While you are able to choose which supermob will be released, it is up to
the discretion of the imm you cash the tokens into when and where the
supermob will appear. Only the person who purchased the release is allowed
information on when the mob is to be released.

Note 2:
The area chosen must be at least half built and the builder must agree to
supervise you.  You are not allowed to do anything in the area the builder
warns you not to do, however you will be able to keep any items you find. 

Note 3:
Ten percent increase in PL rounded up to nearest important decimal.
133,713,371,337 * 1.1 = 147,084,708,470
Rounded to: 147,000,000,000

Note 4:
Ring of Ages = +20 to all stats, no armor.
One per person. Period. 
Do not let us find you with more than one.
~

51 TONGUE TONGUES~
The different PC languages include common, elvish, dwarven, pixie, ogre,
orcish, trollese, goblin, halfling and gith.

NPC languages include rodent, insectoid, mammal, reptile, dragon,
spiritual, magical, god, and ancient.
~

1 TOURNAMENT~
&B================================================================================
                             &CBudokai&B &CTournament&B
&B================================================================================&C
&CThe Tournament will play out like any World Championship. Players will be seeded according to the times they're available to play, and as time permits. (exceptions might be made, or they might not be)
There will be various prizes (including some for just participating.) that will be detailed later.
Also, there are rules to be followed. If you break them, &REXPECT PUNISHMENT.
&B--------------------------------------------------------------------------------
                                &RGeneral Rules
&B--------------------------------------------------------------------------------
&R1.&Y Any player with an authorized bio may participate, as previously mentioned. When we say all players, we mean it, no races are excluded, though some of the newer players to RP may be outmatched.

&R2.&Y Though Powerlevel matters very little in actual roleplay, the most you can be during a Budokai battle is 10,000,000 (ten million). The simple reason for this rule being the saftey of the spectators.
It isn't acceptable to slaughter fans.

&R3. &YAlong with the Powerlevel cap, there is also a skill cap. Participants may use any skills/attacks on their respective a/slists up to the point of again, 10,000,000 (ten million). This rule is for the interest of equality, ex: smaller players.&R*
&B--------------------------------------------------------------------------------
&CFor the moment, those are the only rules. However, they are subject to possible change in the future.
ANYONE caught breaking these rules, or just generally causing trouble for other players, will be immediately disqualified from competition...and you want to compete, the grand prize is more than worth it.
&R*&C = If you use custom attacks in roleplay, the attacks should still be in the same class as those under the 10million limit.
&B================================================================================
&CSee Also:&W  tournament_registration, tournament_prizes
~

1 TOURNAMENT_PRIZES~
&R1st Prize: &Y Super Secret, Awesomely Cool, Never seen before best
            item ever Grand Prize award.  + 2million zeni
&R2nd Prize: &Y Aura + 1.5million zeni
&R3rd Prize: &Y Bio-Synth + 1million zeni
&R4th Prize: &Y Ruby Orb

&cThese prizes are all subject to extreme revision at the RP admins discretion
and there will also be additional prizes of RPP awarded for entry, successful
completion and exemplar RP ability displayed.

See Also: &W tournament, tournament_registration
~

1 TOURNAMENT_REGISTRATION~
&B================================================================================&C
                            Tournament Registration
&B================================================================================
&CDue to the nature of the Budokai Tournament, administrators have decided that it would be easiest to have participants register before the event begins. This way we can set the matches up in most sensible order.
If you would like to participate in the Tournament please wait until it is announced to the player base, then place a note on the chat/roleplay gboard detailing the hours you're available, your powerlevel, and anything else that might be of importance.
That's about it really. Once you've posted your note, please wait for us to get back to you, and have fun.
&B--------------------------------------------------------------------------------
&CSee Also:&W  tournament, tournament_prizes
~

0 TOXICHAZE~
&B===========================================================================
&CUsed primarily by Haze Shenron, Toxic Haze is a choking cloud of poison
that corrodes flesh and metal alike. It has also been known to greatly
weaken its victims at times, reducing transformed victims to powered
down forms, which often spells instant death.

Toxic Haze requires 20 Focus and 750 Energy to execute.
~

0 TRADE TRADING~
&B==========================================================================
&w
Trading. Something everyone likes to do. Benefiting both parties most times.
Other times, one ends up screwed. Yes, it has become apparent and thus this
was made. The rules for Trading go as follows:

 - You can trade items, zeni, equipment, and respect.
 - An Administrator can be present at the time. If not, at own risk.
 - Character trading isn't legal, and can't be condoned.
 - If you are scammed, and an administrator wasn't present, log it and
      send it in. Otherwise, you are out of luck.

&B==========================================================================
~

0 TRAFFIC~
&B============================================================================&C
Syntax:  traffic <message>

Traffic is akin to the old auction channel, meaning it is a
simple channel on which to offer to buy or sell whatever it is
you wish to buy or sell.

Please do not spam other channels with offers to buy or sell
goods.  Use the traffic channel.

Traffic is for the exchange of equipment, not for discussion.

See Also:  &WAUCTION CHANNELS
~

0 TRAIN~
&B==========================================================================&C
Attribute Trains are special points gained at certain powerlevels,
that allow you to increase your base attributes. You may spend points
wherever you wish, but you should carefully consider your choices, and
consult with other players before you do so.  Each character begins
with five (5) trains, and trains are gained in sets of five (5) as your
power level increases.

The formula to gain training points does not calculate the power level
requirement 'cleanly'.  There for you gain training points at very
weird power levels.  The approximate values for all of the trains have
been provided for your convenience:

 (1)        10,000      (25)     195,738,306      (49)   1,544,905,664
 (2)        83,977      (26)     220,784,295      (50)   1,643,758,127
 (3)       291,583      (27)     247,905,839      (51)   1,746,788,968
 (4)       705,219      (28)     277,188,466      (52)   1,854,087,666
 (5)     1,399,065      (29)     308,717,929      (53)   1,965,743,823
 (6)     2,448,636      (30)     342,580,194      (54)   2,081,847,161
 (7)     3,930,528      (31)     378,861,435      (55)   2,202,487,522
 (8)     5,922,243      (32)     417,648,026      (56)   2,327,754,864
 (9)     8,502,066      (33)     459,026,539      (57)   2,457,739,259
(10)    11,748,975      (34)     503,083,733      (58)   2,592,530,893
(11)    15,742,566      (35)     549,906,554      (59)   2,732,220,060
(12)    20,562,997      (36)     599,582,125      (60)   2,876,897,167
(13)    26,290,938      (37)     652,197,745      (61)   3,026,652,726
(14)    33,007,533      (38)     707,840,881      (62)   3,181,577,354
(15)    40,794,363      (39)     766,599,167      (63)   3,341,761,773
(16)    49,733,422      (40)     828,560,400      (64)   3,507,296,809
(17)    59,907,085      (41)     893,812,533      (65)   3,678,273,386
(18)    71,398,089      (42)     962,443,672      (66)   3,854,782,530
(19)    84,289,515      (43)   1,034,542,076      (67)   4,036,915,363
(20)    98,664,765      (44)   1,110,196,149      (68)   4,224,763,107
(21)   114,607,551      (45)   1,189,494,442      (69)   4,418,417,075
(22)   132,201,879      (46)   1,272,525,644      (70)   4,617,968,677
(23)   151,532,035      (47)   1,359,378,584      (71)   4,823,509,415
(24)   172,682,573      (48)   1,450,142,225      

There are a total of 72 training point sets to learn, including the set
you get when you first create.

If you were wondering, here is the formula used to calculate when you
get training point sets:
(&w(X^3.07) * 10,000&C) = PL Requirement
where X is what training point set you are expecting next.

See Also:  &WGRAVITY PRACTICE RACE ENERGYGAIN
~

52 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all         <location>

TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~

0 TRANSFORM "KID TRANSFORMATION" "THIN TRANSFORMATION" "SUPER TRANSFORMATION"~
&B=========================================================================&C
Syntax: transform <thin/super/kid>
As Genies grow in power, so do their bodies. They are able to transform
into more powerful forms as they get stronger. In the show they had to
absorb certain people to do so, but on this mud we allow you go the
transformation as soon as the reach the required powerlevel.

&WThin Transformation   &Rx12  &c+9 STR,   +6 SPD,   +6 INT,   +9 CON
&WSuper Transformation  &Rx20  &c+18 STR,  +12 SPD,  +12 INT,  +18 CON
&WKid Transformation    &Rx25  &z+20 STR,  +15 SPD,  +15 INT,  +20 CON
&WAbsorbed Form         &RxXX  &z+XX STR,  +XX SPD,  +XX INT, +XX CON

&wSEE: ABSORPTION, ABSORBFORM
~

0 TRANSFORMATIONS TF~
&B==========================================================================&C
On the Icer homeworld, only the strong survive.  They learn how to control
the power contained inside themselves, transforming their bodies slightly
and creating strange auras of extreme cold around themselves.  Some
think this might be because of the conditions on their home planet,
or that their bodies are like living deep freezers.  No matter how they
came about their mysterious powers, they become much more powerful when
they transform into one of their four later forms.

&WSecond Form &R    x7&c  +4 str,  +4 spd, +2 int,  +7 con
&WThird Form &R    x14&c  +7 str,  +7 spd, +4 int, +14 con
&WFourth Form &R   x20&c +10 str, +10 spd, +5 int, +20 con
&WFifth Form     &Rx26 &c+13 str, +13 spd, +7 int, +26 con

~

0 TRANSPORT~
&B=========================================================================&C
The Home World Transport Ship takes you between the Center of the
Universe and Earth.  You enter it by using the command 'board ship' and
leave it with 'leaveship'.  If you are wearing a scouter, you may then
use the 'schedule' command to check the status and location of the ship.
~

0 TRAPBALL~
&B=======================================================================&C
This is yet another dirty trick the Icers have come up with.  The 
unfortunate opponent is trapped inside a ball of energy, and batted 
around like a plaything by the Icer.  However, whenever the energy 
ball touches anything but its creator, it explodes...

This costs 1000 energy and 25 focus to perform.
~

53 TRAPFLAGS~
Flags to describe a trap and what triggers it:

ROOM    - Trap is in a room
OBJ     - Trap is on an object
ENTER   - Trap is triggered by entering the room
LEAVE   - Trap is triggered by leaving the room
OPEN    - Trap is triggered by opening
CLOSE   - Trap is triggered by closing
GET     - Trap is triggered by getting the object
PUT     - Trap is triggered by putting the object
EXAMINE - Trap is triggered by examining the object
PICK    - Trap is triggered by picking the object
UNLOCK  - Trap is triggered by unlocking the object
NORTH   - Trap is triggered by moving north
SOUTH   - Trap is triggered by moving south
EAST    - Trap is triggered by moving east
WEST    - Trap is triggered by moving west
UP      - Trap is triggered by moving up
DOWN    - Trap is triggered by moving down

See RESET, TRAPSETTING and TRAPTYPES.
~

52 TRAPSETTING~
Setting a trap is a little tricky.

Parameters: <vnum> <type> <charges> <flags>
VNUM    - The vnum of either the room or object to be trapped.
TYPE    - The type of trap.  (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS   - Flags specifying the characteristics of the trap.
          (ie: room trap or object trap, what triggers the trap, etc.)

See RESETS, TRAPTYPES and TRAPFLAGS.
~

52 TRAPTYPES~
Types of traps:

 --------------------------------------------------------------------
 | Number | Description             | Number | Description          |
 --------------------------------------------------------------------
 |    1   | Poison gas              |    8   | Flame                |
 |    2   | Poison dart             |    9   | Explosion            |
 |    3   | Poison needle           |   10   | Acid Spray           |
 |    4   | Poison dagger           |   11   | Electric Shock       |
 |    5   | Poison arrow            |   12   | Blade                |
 |    6   | Blindness gas           |   13   | Sex change spell     |
 |    7   | Sleeping gas            |        |                      |
 --------------------------------------------------------------------

See RESET, TRAPSETTING and TRAPFLAGS.
~

0 TREMORS~
&B===========================================================================
&CNaturon Shenron was famous for his tendency to cause great earthquakes while
digging underground, so it is only fitting that the technique acquired from his
dragonball is Tremors: the ability to create great earthquakes underground.
While Tremors can often affect an airborne opponent, it is most useful against
grounded ones, as it allows for maximum manipulation and capitalization therein
of their balance.

25 Focus and 1100 Energy is required to perform Tremors.
~

0 TRIBEAM TRI-BEAM~
&B=====================================================================&C
Created and perfected by Tien, this attack has since been copied 
by many other human warriors.  However, usually only members of
his three-eyed racial subset can truly master it.  Proper balance in
energy must be maintained in each corner of the diamond created by
placing the thumbs and fingers of both hands against their partners.
Then the energy is collected and shot out in a blast that is more
powerful than its size suggests.  This is one of the best attacks
humans may learn, costing 2500 energy and 47 focus to use.
~

53 TRIGGER~
A trigger is an action, phrase, or game event that causes a program
held within a room, mob or object, to begin playing out its commands.

Triggers can be anything from a player or mob entering a room, to a
player stating a particular phrase within a room, or to a mob or an
object.

For detailed information on triggers, see:

RPTRIGGERS, MPTRIGGERS, OPTRIGGERS
~

60 TRUST~
Syntax: trust <character> <level>

TRUST sets a character's trust to the specified level.  This is similar to
advancing the character for accessing immortal commands, but has no effect
on combat strength, et cetera.  You can give more trust to mortal (or
immortal) characters to give them access to more power without messing up
the character.  You can also restrict a player's trust to less than their
natural level.

A trust of 0 means to use the character's natural level again.
~

59 UNFOLDAREA~
Syntax:  unfoldarea <area filename>

This command will load up an area file.

NOTE:  It could be quite dangerous to unfold an area that is already
       loaded, or one that has not been tested.

~

0 UNOUTCAST~
&B=======================================================================&C
An outcast who has saved enough zeni to remove the flag simply types 
'unoutcast'. The flag will be removed and the appropriate fee taken 
from them (see help outcast for charge).

See Also:  &WOUTCAST&D
~

0 UPGRADE~
&B===============================================================================&C
Androids gain no benefit from training in higher gravity, since their
solid forms were already meant to withstand such forces.  Instead they
periodically are rewarded with hardware upgrades that can be installed
to raise their stats.  These are received at the same times as the
other races receive trains.
~

0 UPPERCUT~
&B==========================================================================&C
Performing an uppercut takes a bit of concentration and energy but has
results that can be quite devastating.  Whether it's performed by first
crouching and then springing up in an explosive attack or merely bringing
one's fist from about hip-level straight up this attack is something to
watch out for.

Uppercutting costs 25 energy and 4 focus.
~

0 URL LINKS SITE WEBSITE FORUMS~
&R==================================================================
Web address: dbsos.wolfpaw.net
Telnet: telnet://dbsos.wolfpaw.net:7777
Forums: http://s6.invisionfree.com/dbsos/
How-to Build: http://webhome.idirect.com/-helspawn/smaug.html
Web comics/Humour: http://www.geocities.com/kronocomics
MSN Group/User pics: groups.msn.com/DBSOldschool/
To vote for us on TMC:
http://www.mudconnector.com/mud-bin/vote_rank.cgi?mud=DragonBall+Saga+Old+School
&BThe DBS Codebase Community at AudioScrobbler:
http://www.audioscrobbler.com/group/DBSC+Community
~

54 USEPROG~
Syntax: opedit <object> <command> [number] [use_prog] [percentage]

The use_prog is an objtrigger that can be used in object programs.  The
use_prog will be executed when the item is used.  To define what will
trigger the use_prog, here is a list:

* Wands - when you zap
* Staves - when you brandish
* Food/pills - when you eat
* Blood/fountains/drink containers - when you drink
* Lights/armour/weapons - when you wear/wield/hold
* Potions - when you quaff
* Pipes - when you smoke

When the use_prog is executed you will not see the standard 'use message'
(ie You quaff a violet potion). What you will will be any mpechoes placed
in the program.  Also, any mobprog commands can be used in use_prog (see
MPCOMMANDS).

**NOTE** The use_progs on lights, armour, and weapons are executed BEFORE
the player wears/holds/wields any item. Therefore, a mpforce to remove the
item will not work in the use_prog.  You will have to use a wear trigger
to accomplish this.
~

54 USERS~
Syntax: users <host ip>
Syntax: users <playername>

USERS reports all of the visible users connected to the server, including users
in the process of logging in.
If used with an argument, it will show all users from that host ip.
Shortforms of host will work -- e.x. 205, or 205.113, etc.
Shortened names will also work.  e.x., users fre would show
Fredrick and Fred if they were on at the time.
The first number, (desc), is the descriptor number that this user is on.
The second number is the user's connected state.  (See CONSTATES)
The third number is the number of seconds the user has been idle.
The fourth number is the remote TCP port on the user's host machine.
Next is the user's character name, then the user's host address.
(Usually the IP number as name resolving is normally disabled.)

The FORCECLOSE command can be used to force a connect to close by its
descriptor number.
~

0 USSJ USSJ2 ULTIMATESUPERSAIYAN~
&B=======================================================================&C
While in training, some Super Saiyans have discovered how to
ascend beyond their normal limits.  These Ultimate Super Saiyans
quickly discovered drawbacks to their techniques, however.
By concentrating large amounts of energy within their bodies, they
are able to increase their powerlevels and strength much higher
than any regular Super Saiyan could ever hope to acheive.
This improved strength also increases body mass, causing their
speed to lower considerably, making the 'perfected' version of
this technique not so perfect after all...

 &W- &YUltimate Super Saiyan  &Rx12  +16 str,  +5 spd, +3 int, +5 con
 &W- &YUltimate Super Saiyan 2  &Rx14 +24 str, -15 spd, +5 int, +8 con

&wNote that Halfbreeds experience slightly stronger variations of the
Ultimate Super Saiyan forms, as explained in HELP SSJ.

&CSee Also:  &WSSJ HYPER&D
~

0 VACUUMWAVE 'VACUUM WAVE'~
&B========================================================================-
 &CA very simple, but effective attack created by the Genies.  First, they
suck in an almost unbelievable amount of air, and then focus while it is
inside them.  They then spit it out at their opponent.  Although this
attack sounds extremely stupid and weak, the key point is where they focus
while the air is inside them.  Each molecule of air is infused with a
little bit of your ki, and when it is spit out it explodes on the first
thing it contacts, hopefully being your opponent. This attack costs 48
focus and 4000 energy. 
~

0 VANISHINGBALL "VANISHING BALL"~
&B========================================================================-&C
This attack was originally used by Kid Buu to aid him in destroying the
planet Earth in its entirety.  It consists of forming a volatile ball of
energy above one's head and using ones innate ki energy to send it flying
towards the opponent.
In concept, this is quite similar to the Death Ball technique developed by
the Icer Frieza.

Vanishing Ball requires 1000 Energy and 24 Focus to use, and has a minimal
chance of instantly killing the opponent by way of vaporization, almost as
if they had vanished. 

&wSEE: DEMONWAVE VACUUMWAVE GENOCIDEATTACK
~

53 VARIABLE VARIABLES~
This is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.

VARIABLE         MOBILE  ACTOR  VICTIM  RANDOM  OBJECT  2ND_OBJECT
---------------  ------  -----  ------  ------  ------  ----------
Name               $i     $n      $t      $r      $o        $p
shrt_desc/title    $I     $N      $T      $R      $O        $P
he/she/it          $j     $e      $E      $J      --        --
him/her/it         $k     $m      $M      $K      --        --
his/her/its        $l     $s      $S      $L      --        --

See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS.
~

58 VASSIGN RASSIGN MASSIGN OASSIGN~
&B==========================================================================&C

Syntax: vassign <builder> <low_vnum> <hi_vnum>

 Steps for creating a new area from scratch;
 1. checkvnum rooms   low_vnum hi_vnum
    checkvnum objects low_vnum hi_vnum
    checkvnum mobs    low_vnum hi_vnum
     (make sure the vnums don't overlap another area)
 2. vassign <builder> <low_vnum> <hi_vnum>
 3. force <builder> savearea
 4. force <builder> save

This should create a new area listed as '{PROTO} (Person)'s area in
progress', with the file name '(person).are' and it should load up after
rebooting the MUD with 'loadarea' or 'loadarea (person).are' if it's not
your area.

You should always assign areas out in blocks of 100 vnums.  This gives
the new area space for additions later on, as well as makes everything
look pretty.  An example of what is ment by this is as follows:
vassign <builder> 2000 2099

NEVER do this to someone who has an area assigned to them. This would
change the range for the area they have assigned and wipe out the area.
~

0 VIOLAEQ~
&B==========================================================================
&CThis is the order of the infamous Viola EQ. for certain reasons, we shall
not disclose the where, only the what.




&PStand Your Ground
&CNobody's Fool
&wHands of Steel
(Glowing) &OEye of the Storm
&WThe Test
&OB&Yen&Od
&OB&Yen&Od
&w(Humming) &RPower
&WWh&gat &wit &gTak&Wes
&YFighter
&YFighter
&GBreak
&GBreak
&PM&po&Pv&pe&Ps
&PM&po&Pv&pe&Ps
&w(Glowing) (Humming) &RH&re&Ra&rr&Rt
&BMo&Cti&Won
&YBack &Wto &Ythe &WWall
&RB&Wl&Ro&Wo&Rd
&rWill
&w(Glowing) (Humming) &BT&Ch&Be &CT&Bo&Cu&Bc&Ch
&w(Glowing) &BMat&Cri&Yx of Le&Cader&Bship
~

55 VNUMS~
Syntax: vnums [low] [high]

Lists the vnum range for rooms/mobs/objects in all prototype areas.
~

0 VOLTAICSAP VS~
&B===========================================================================
&CVoltaic Sap is an attack used extensively by Rage Shenron to drain a
victim of their energy while boosting his own power. As such, when Voltaic
Sap is successfully performed it will diminish its victim's Ki reserves
while giving you twice as much PL for the hit.

Voltaic Sap costs 250 Energy and 6 Focus to perform.
~

58 VSEARCH~
Syntax: Vsearch <vnum>

This command will list all instances of an object with that vnum that
are currently in the game.
~

0 WAR WARTALK~
&B============================================================================&C
Syntax:  war <message>

Wartalk is a channel created as a haven for those players who like to openly
discuss their exploits in combat - and brag against their opponents.  It is
most often used for those who declare war on other deadlies and is desirable
for those who like to invite others to battles in player versus player
whether it be in the arena or around DBSOS MUD.

Wartalk can be seen by all players in the game, and has the same
rules as other channels.  No harassment, profanity, spamming, or
inappropriate subject matter.

See Also:  &WCHANNELS
~

58 WARN ~
Syntax: warn class <field>
Syntax: warn race  <field>
Syntax: warn site  <field>
Field is either #(ban_number) or the site/class/race.
Example:  warn class #1
~

51 WATCH~
. &w
&W Syntax: &G watch                  &W Shows you a help screen
&W Syntax: &G watch size             &W Shows the size of your watch file
&W Syntax: &G watch clear            &W Deletes your watch file
&W Syntax: &G watch show             &W Shows all your active watches
&W Syntax: &G watch player <name>    &W Starts watching a player
&W Syntax: &G watch site <site>      &W Starts watching all players from site
&W Syntax: &G watch delete <number>  &W Stops a watch
&W Syntax: &G watch print 1          &W Shows file starting at line 1
&W Syntax: &G watch print 500        &W Shows file starting at line 500
&W Syntax: &G watch print 500 100    &W Shows 100 lines starting at line 500

Watch will work 24 hours a day from the time you put a watch on a player until
you take it off. You can also watch all players from a specific site.

We need you to be real careful about the size of your watch file. If you
are watching a number of players or sites, please do not just forget about
your watches and allow your watch file to grow to outrageous sizes. You
should never have more than 5,000 or 10,000 lines in your watch file.
If you are doing some watching, be sure you check your watch file daily
and either print it, display it, copy it to your hard drive or do whatever
you need to do with it but then ... please ... please ... be sure you
clear it so that it don't grow huge and eat up all our hard drive space.
If you clear your watch file daily ... there should be no problem. If you
aren't watching anyone ... you don't have to worry about this. But if you
start a watch, it is your responsibility to know how big your watch file
is and to stop the watch when you no longer need it. The command
&G"watch size" &W tells you how many lines are in your watch file.
The command &G"watch clear"&W clears (deletes) your watch file.
For the time being the maximum number of lines you can display at one time
is 1000. So ... even if you have 5,000 lines in your watch file ... you can
only display 1,000 at a time.

~

53 WEAPONCONDITION WEAPONCONDITIONS~
Value0  Condition
------  ---------
  12    in superb condition.
  11    in excellent condition.
  10    in very good condition.
   9    in good shape.
   8    showing a bit of wear.
   7    a little run down.
   6    in need of repair.
   5    in great need of repair.
   4    in dire need of repair.
   3    very badly worn.
   2    practically worthless.
   1    almost broken.
   0    broken.

See also OSET, OBJECTTYPES, WEAPONTYPES, ITEMVALUES and OMENU.
~

0 WEAPONSOUL~
&B===========================================================================
&CDemon Weapons are formed and sustained by a fragment of a Demon's own soul,
which provides them with a bounty of external energy from which to pull forth
unique chi energy. This is called the Weapon Soul technique.

Obviously, then, Weapon Soul's result will differ greatly depending on what type
of Demon Weapon you have equipped. The differences are as follows:

 &zThe Shortsword: &RReliable, medium damage. Small chance for Instant Kill.
 &zThe Longsword: &RLighter damage. Bigger chance for Instant Kill.
 &zThe Broadsword: &RGreat damage. Small chance for Instant Kill.
 &zThe Scimitars: &RReliable, lighter damage. Triple damage done to Armor.
 &zThe Maul: &RUnreliable damage: very high max, very low minimum.
           Bonus to grounded opponents.
 &zThe Lance: &RMedium damage. Bonus to flying opponents.

&CNote also that the technique can be performed unarmed, although its damage is slight
and a fraction of what damage you do will be felt by you as well, as you will be
pulling from your own reserves.

As well, when a sword type weapon Instant Kills, the weapon in question shatters, as
you will have had pulled forth the extent of the blade's energy.
The only exception to this lies in non-Demon sword weapons (of which few exist). They
will use the Longsword attack, however will have a very small chance for an Instant
Kill and will not shatter upon Instant Kill.

The Energy requirement varies greatly among weapons, but the Focus is always 35.

&wSee also: DEMONWEAPON, LEAVER, PORTAL, PORTALSTYLE, FIENDFORM, 
          INFERNALWILL, DEMONICMEDITATION, FLAMETHROWER, SHATTERPLANE
~

53 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:

Value3 | Type     | Weapons     | Skill
-------------------------------------------------------------
   0   | hit      | general     |pugilism
   1   | slice    | knife/sword |long blades
   2   | stab     | dagger      |short blades
   3   | slash    | sword       |long blades
   4   | whip     | whip        |flexible arms
   5   | claw     | claw        |talonous arms
   6   | blast    | magical     |pugilism
   7   | pound    | club/hammer |bludgeons
   8   | crush    | club/hammer |bludgeons
   9   | grep     |             |
  10   | bite     |             |pugilism
  11   | pierce   | dagger      |short blades
  12   | suction  |             |pugilism
  13   | bolt     | crossbow    |missile weapons
  14   | arrow    | bow         |missile weapons
  15   | dart     | pipe        |missile weapons
  16   | stone    | sling       |missile weapons
  17   | pea      | peashooter  |missile weapons

See OSET, MISSILES, WEAPONCONDITION and ITEMVALUES.
~

53 WEARFLAGS~
These flags should be self explanatory:

 take   finger   neck    body    head   legs
 feet   hands    arms    shield  about  waist
 wrist  wield    hold    ears    eyes

See OSET, RESETCMDS, and ARMORCLASS.
~

53 WEARLOCS~
Here are the various locations where items may be equipped:

 ---------------------------------------------------------
 |  0 | light       |  1 | finger1     |  2 | finger2    |
 |  3 | neck1       |  4 | neck2       |  5 | body       |
 |  6 | head        |  7 | legs        |  8 | feet       |
 |  9 | hands       | 10 | arms        | 11 | shield     |
 | 12 | about       | 13 | waist       | 14 | wrist1     |
 | 15 | wrist2      | 16 | wield       | 17 | hold       |
 | 18 | dual_wield  | 19 | ears        | 20 | eyes       |
 ---------------------------------------------------------

See RESETS and RESETCMDS.
~

12 WESTKAIS "WEST KAIS"~
&B==========================================================================&C
&RCongratulations!  You have achieved the '&BWest Kai&R' rank!&C

Your rewards for reaching this incredible level is:

* An additional +5 to strength
* An additional +5 to speed
* An additional +5 to intelligence
* An additional +5 to constitution
* An additional +5 to luck

Much like at South Kai level, these stats will remain with you forever.

Hardcore characters will also recieve these bonuses, but they will still
be listed under the 'Unknown' rank.
~

0 WFF WOLFFANGFIST 'WOLF FANG FIST'~
&B======================================================================= -
&WSyntax: wolf # (with # being a number from 1-5)
    or: wolf

The legendary Wolf Fang Fist was originally developed by the warrior Yamcha
during his thieving days.  The attack alone is potent enough, however it is
also an excellent attack combination starter.

It is originally learned at 250 million powerlevel -- by Humans only -- and
costs a mere 12 Focus and 500 Energy.  At this point, it can only be used
as "wolf" or "wolf 1", and combos cannot be started.

Once one has achieved a powerlevel of 750 million, their experience allows
them to add in one to three extra attacks after the initial Wolf Fang Fist.
"wolf 2", "wolf 3", and "wolf 4" can be used, however the follow-up attacks
are little more than physical attacks.  They are generally cheap in the
ways of Focus and Energy, however, as a "wolf 4" can cost anywhere from
1100 Energy and 18 Focus to 1400 Energy and 30 Focus.

At 1.75 billion PL, the true potential of the Wolf Fang Fist technique is
revealed as a final, finishing attack can be added to the end of the combo
with the use of "wolf 5". This attack can either be a flying cross chop
that does formidable damage to your opponent's armor (costing 400 Energy
and 7 Focus) or a second, charged Wolf Fang Fist that has the potential to
kill instantly.
The second Wolf Fang Fist costs a wopping 1600 Energy and 15 Focus on top
of the cost already spent on the first four hits.

&GAs every situation is different, which attacks are executed after the
initial Wolf Fang Fist vary greatly.  A five-hit Wolf Fang Fist combo can
cost anywhere from 1500 Energy and 25 Focus to 3000 Energy and 45 Focus, so
be aware of this before using the attack.

&wSEE: DODONRAY, SPIRITBALL, TRIBEAM
~

0 WHERE~
&B============================================================================&C
Syntax: where
Syntax: where <character>

WHERE without an argument tells you the location of visible players in the same
area as you are.

WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~

0 WHIRLWINDSPIN WWS~
&B===========================================================================
&CThe Whirlwind Spin technique is a Shadow Dragon technique involving the
amateurish manipulation of wind energy through focused chi. It is one of
only two techniques Shadow Dragons can learn without the need for a black
star dragonball, and this one really shows it.

Doing a fair amount of damage for the cost, Whirlwind Spin costs only 400
Energy and 14 Focus.

&wSEE ALSO: DRAGONTHUNDER
~

0 WHISPER~
&B============================================================================&C
whisper <name> msg

To whisper to another, you must be in the same room as the recipient
of the whisper.

See Also:  &WCHANNELS TELL
~

0 WHO~
&B============================================================================&C
Immortals with Invis or Incognito set will not be shown on the WHO list.

Syntax:  who
Syntax:  who <race>
Syntax:  who <rank> <rank>
Syntax:  who <'clan'>
Syntax:  who pk
Syntax:  who leader
Syntax:  who imm

This command shows you who is on the MUD.  With different arguements after
it, you can see certain specific types of people.

See Also:  &WCLAN
~

0 WHOIS~
&B===========================================================================&C
Syntax: whois <player>

The WHOIS command will tell you a bit of information about a player
who is online.

See Also:  &WFINGER EMAIL HOMEPAGE ICQ
~

0 WIMPY~
&B============================================================================&C
Syntax:  wimpy
Syntax:  wimpy <value>
Syntax:  wimpy max

This command sets your wimpy value.  When your character takes damage that
reduces your hit points below your wimpy value, you will automatically
attempt to flee.

'Wimpy' by itself sets your wimpy to about 20% your maximum hitpoints.
'Wimpy <value>' allows you to set your wimpy at a level you determine,
but it cannot exceed about 75% of your maximum hitpoints.
'Wimpy max' sets your wimpy at its maximum level for you.
Some monsters are wimpy.

See Also:  &WCONFIG FLEE
~

51 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.
~

51 WIZINVIS~
All immortals have the responsibility to be available to others whenever
possible, be they mortal or immortal.  When the use of wizinvis is called
for, the following are parameters for its use:

 - Immortals level 51 through 54 should be visible at all times, save
   for when snooping, running a quest or some similar circumstance.

 - Immortals level 55 and up may invis to any level at their discretion.

Guidelines for use of wizinvis by 55 and higher:
It is considered mandatory to be visible to all other immortals whenever
reasonably able to do so.  Using wizinvis beyond 51 to facilitate work on
a project, allow concentration on something, avoid excessive tells or the
like is fine, but it should only be used while necessary.

Guidelines for use of wizinvis beyond 51 in immortal channels:
Sightings of Someones in immortal channels should be kept to a minimum.
If you are free enough to be able to use an immortal channel, you should
be visible to the lowest immortal in that channel; no higher than 54 in
Muse, no higher than 51 in immtalk, etc.  Being a Someone to anyone on
an immortal channel should only occur if you're too tied up to go
visible but need to make a comment.

The same applies to all situations using channels, tells or actions.
Avoid being a Someone to mortals and immortals alike unless you have
a good reason to do otherwise.
~

0 WIZLIST~
&B========================================================================-
&W syntax: wizlist

Typing "wizlist" will show you the list of Administrators on this MUD,
their positions, and the hierarchy of command therein. The list updates
every reboot or whenever a high-level Administrator decides to refresh it,
so there is never a chance of it being outdated.

At worst, immortals hired may not appear on it until after the reboot.

&B========================================================================-
~

-1 WORTH~
&B===========================================================================&C
WORTH shows a simple, easy-to-read table of important and widely used
statistics. This command is for the character itself and cannot be used
on others. The Statistics that follow have been included in the table:
Level, Favor, Alignment, Experience, Glory, Weight, Style, and Gold.

This command isn't very well set up for the new DBSOS interface, but it is
still usable.

See Also:  &WGOLD
~

59 WSS WEAPONSOULSEPPUKU "WEAPON SOUL SEPPUKU"~
&B=======================================================================
&CWeapon Soul Seppuku, aka Weapon Soul Suicide. A highly coveted fighting
technique among Demons. It is only taught to those who hold high Demon
ranks, and can only be performed by them. Charging a high amount of
energy into a Demon weapon they have created, the Demon launches their
weapon at their enemy, sometimes causing considerable damages, sometimes
missing altogether, and sometimes instantly killing their opponent. Using
this technique destroys the weapon, however. Because of this, compounded
with the fact that a Demon may only have 2 demon weapons in its
inventory, aside from the one it is wielding, this leaves a maximum total
of 3 times that this technique can be used in a fight. Weapon Soul
Seppuku has a powerlevel requirement of 10 billion, costs 2500 energy to
use, 1 demon weapon, and 25 focus.

(this skill is learned at 95% when practiced, by the way)
~

0 ZFIGHT 'Z FIGHTERS' Z-FIGHTERS ZFIGHTERS~
&B=====================================================================
&YZ-Fighters - The only clan for devout heroes and heroines!
&B=====================================================================&C

 The Earth due to its housing the dragon balls was often subject to attacks
from evil forces ranging from icers to demons. The Earthlings needed help and
this came in the form of the universes greatest heroes, many races and powers
would eventually defend the universe in the name of "&YThe Z-Fighters&C" but
the original few brave enough to defeat the victimizing forces greedily after
dragon balls. 

 The clan always seeks worthy warriors, pure of heart and noble of manner.
They do not select by race and they respect minor powers will grow if given
faith.


&cRace: &CAny
&cAlign: &CYou must be good align. No nuetrals, evils or otherwise nasty!
&cPowerlevel:&C 10,000+ (Never too small to help the little guy!)
~

52 ZONES~
Syntax: zones [low] [high]

Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
~

-1 _ANDROID_DIEMSG_~
.

..Everything begins to fade to black, as your systems shutdown.

**SYSTEM DATA TRANSMIT**

Instantly all data you have gathered is transmitted back to the main
computer inside Gero's lab so that it can rebuild you.

~

-1 _DIEMSG_~
...Everything begins to fade to black.&w


You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...

However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
~

1 _HELL_~
&WHell
&gAs if picked up by the scruff of your neck by a mighty hand, you find
yourself unceremoniously dumped at a strange gateway.  Here is the
place which will determine your fate.  Whether you will be sent back
to life as you once knew it, or proceed onto a far yet bleaker pathway.
The time has come for you to plead your case and await judgement for the
crimes that have been placed upon your head.  Speak wisely and choose
your words carefully, for your testimony will be written in the ledgers
of the Gods, and will determine the path you will ultimately travel.
                L|J(_)
            )    | (")      (
            ,(.  |`/ \- y  (,`)
           )' (' | \ /\/  ) (.
          (' ),) | _W_   (,)' ).
&WExits: none.
&BA mystical spring flows majestically from a glowing circle of blue.
&OA sign providing you with information stands here.
&cA demon imp hovers nearby...drooling constantly with a fiendish grin.
The immortals are not pleased with your actions.
You shall remain in hell for 30000 hours
~

0 $~


#$
