Command reference
Cell
Command words: cell, room
Permission: Admin
Introduction
This command is used primarily to build cells (also known as "rooms", or "locations"). Almost all uses of this command require you to be editing a cell overlay package. If you are not familiar with these, you should read the section on them below before proceeding with this command.
Cell Overlay Packages
A cell overlay package is used to allow building to take place on the "live" game server, and also permit review, roll-back and multiple versions of room building to exist. All cell-based building begins with a cell overlay package.
While you have a package open, any changes you make to the location are made to an "overlay" of the cell that's stored in the package. It's not until you're done building, the package has been submitted, reviewed and swapped in as the "current" package that any of the building appears to anyone but you.
The key process is as follows: Open a Cell Overlay Package -> Do your building -> Submit the package -> Someone approves the package -> The package is swapped in and becomes live.
Where possible you should prefer to revise existing cell overlay packages instead of creating new ones, as the latest approved version of the package will be used for any swap commands or progs. This is especially true if you have event-based special building where you have multiple versions of a room.
Cell Commands
The following commands do not require you to have adopted an overlay package:
cell show - shows builder-specific info about the location you are in
cell overlay <id> [<revnum>] - temporarily adopt a specific package so you can view the world as if it were live
cell overlay clear - clears your current override for seeing cell packages
cell exit list - lists all exits for the current cell (including in other overlays)
cell exit hide <exit> <prog> - hides a cell exit with a specified prog controlling who can see it
cell exit unhide <exit> - unhides a cell exit
cell set register <varname> <value> - sets the specified prog variable for the current cell to the specified value
cell set register delete <varname> - resets the specified prog variable to its default value for the current cell
cell landmark [<prog>] [<sphere>] - sets your current location as a landmark (with optional applicability prog and sphere)
cell landmark - toggles being a landmark off
cell meeting [<prog>] [<sphere>] - sets your current location as a meeting place landmark (with optional applicability prog and sphere)
cell meeting - toggles being a meeting place off
cell landmarktext - shows all extra texts for a landmark cell
cell landmarktext add <prog> - drops into an editor to create a new extra text
cell landmarktext prog <#> <prog> - replaces the prog of a specific extra text
cell landmarktext text <#> - drops into an editor to replace an extra text
cell landmarktext swap <#> <#> - swaps the order of two extra texts
cell landmarktext delete <#> - deletes a landmark text
cell private property <property> - marks this cell private under a property controller
cell private host <host-type> <host> - marks this cell private under an employment host
cell private show|clear - shows or clears the private-property controller
These are the commands used to work with overlay packages:
cell package list [all|by <who> | mine] - lists all cell packages (optionally filtered)
cell package new "name of your package" - creates a new package with the specified name
cell package open <id>|"name of your package"> - opens an existing unapproved package for further editing
cell package rename <name> - renames your open cell package to something else
cell package revise <id>|"name of your package"> - creates a new revision of an existing package
cell package close - closes the package you are currently editing
cell package show <id>|"name"> - views an existing package
cell package submit - submits the package for review by an appropriate reviewer
cell package review list - shows all packages ready for review
cell package review all - reviews all submitted packages at once
cell package review <id> - reviews a specific package
cell package history <id> - shows the building/review history of a particular cell package
cell package swap <id|"name of your package"> - swaps the package into the affected rooms and makes it live
These commands all require you to have an open overlay package:
cell new - creates a new cell and transports you to it
cell dig <direction - creates a new cell and a two-way exit in the specified direction, and transports you to it
cell ndig <template> <outboundkeyword> <inboundkeyword> "<outbounddescription>" "<inbounddescription>" - creates a new cell with a non cardinal exit, and transports you to it
cell exit add <id> - adds an existing exit from another overlay for this cell to this overlay
cell exit remove <id> - removes an exit from this overlay
cell exit size <id|direction> <size> - sets the maximum size of creatures that can use the exit
cell exit upright <id|direction> <size> - sets the maximum size of creatures that can use the exit in a standing position
cell exit reset <id|direction> - turns a climb/fall exit into a regular exit
cell exit fall <id|direction> - turns an up/down exit into a fall exit or toggles it off
cell exit climb <id|direction> <difficulty> - turns an exit into a climb exit with a specified difficulty
cell exit climb <id|direction> - toggles a climb exit off
cell exit block <id|direction> <layer> - blocks an exit from appearing in a specified layer
cell exit unblock <id|direction> <layer> - removes a block on an exit from appearing in a specified layer
cell link <direction> <cellid**> - creates a new exit in the specified direction to the specified cell
cell nlink <template> <cellid**> <outboundkeyword> <inboundkeyword> "<outbounddescription>" "<inbounddescription>" - creates a non-cardinal exit using a template to a cell
cell set name <name> - sets the name of the cell
cell set desc - drops you into an editor to edit the cell description
cell set terrain <id|name> - sets the terrain of this cell
cell set hearing <id|name> - sets the hearing/noise profile for this cell
cell set lightmultiplier <multiplier> - sets the multiplier for natural light (e.g. from shade etc)
cell set lightlevel <lux> - sets the added light for the location to the specified lux level
cell set type outdoors|indoors|cave|windows|exposed - sets the cell exposure type
cell set door <exit id|direction> clear - clears the exit from accepting doors
cell set door <exit id|direction> <size> - sets the exit to accept doors of the specified size
cell set forage clear - clears an existing forage profile
cell set forage <id|name> - sets the forage profile to the specified profile
cell set atmosphere liquid|gas <id|name> - sets the atmosphere to the specified
cell set atmosphere none - sets the location to have no atmosphere
cell set safequit - toggles whether the current room is a safe quit room
** Note: You can use the alternate syntax @n instead of the room ID for this.
For example, @1 is the most recently created new room, @2 is the 2nd most recently created room etc.
This only works for rooms created since the last reboot.
This command is useful when you write-up a bunch of room creation commands in a text file to paste into the MUD at once, so you can refer to the rooms that you create rather than having to presuppose what the room ID will be.
Working with the Autobuilder
Autobuilder templates allow you to automatically build areas based on some set parameters. They can vary from simply ways to easily kick off pre-linked areas (like large rectangles of rooms with exits between them) from full-blown randomly generated descriptions and properties. Autobuilder templates are created by your MUD's senior designers and each one may have different usage guidelines.
To see a list of all autobuilder templates, you simply use the SHOW AUTOAREAS command.
In order to use an autobuilder template, you must first be editing a cell overlay package, and then use the following command:
cell new <template id|name> ...
Each template has its own required arguments, which you will see if you simply type the command above with no further text.
There is also a universal optional argument which must come first in the form of prog=someprog. This allows you to specify a prog that accepts either a single location or a collection of locations as an argument, and the template will execute that prog on the generated cells. You may specify this option multiple times but they must always be the first arguments in the list, before any template specific ones.
Permission: Admin
Introduction
This command is used primarily to build cells (also known as "rooms", or "locations"). Almost all uses of this command require you to be editing a cell overlay package. If you are not familiar with these, you should read the section on them below before proceeding with this command.
Cell Overlay Packages
A cell overlay package is used to allow building to take place on the "live" game server, and also permit review, roll-back and multiple versions of room building to exist. All cell-based building begins with a cell overlay package.
While you have a package open, any changes you make to the location are made to an "overlay" of the cell that's stored in the package. It's not until you're done building, the package has been submitted, reviewed and swapped in as the "current" package that any of the building appears to anyone but you.
The key process is as follows: Open a Cell Overlay Package -> Do your building -> Submit the package -> Someone approves the package -> The package is swapped in and becomes live.
Where possible you should prefer to revise existing cell overlay packages instead of creating new ones, as the latest approved version of the package will be used for any swap commands or progs. This is especially true if you have event-based special building where you have multiple versions of a room.
Cell Commands
The following commands do not require you to have adopted an overlay package:
cell show - shows builder-specific info about the location you are in
cell overlay <id> [<revnum>] - temporarily adopt a specific package so you can view the world as if it were live
cell overlay clear - clears your current override for seeing cell packages
cell exit list - lists all exits for the current cell (including in other overlays)
cell exit hide <exit> <prog> - hides a cell exit with a specified prog controlling who can see it
cell exit unhide <exit> - unhides a cell exit
cell set register <varname> <value> - sets the specified prog variable for the current cell to the specified value
cell set register delete <varname> - resets the specified prog variable to its default value for the current cell
cell landmark [<prog>] [<sphere>] - sets your current location as a landmark (with optional applicability prog and sphere)
cell landmark - toggles being a landmark off
cell meeting [<prog>] [<sphere>] - sets your current location as a meeting place landmark (with optional applicability prog and sphere)
cell meeting - toggles being a meeting place off
cell landmarktext - shows all extra texts for a landmark cell
cell landmarktext add <prog> - drops into an editor to create a new extra text
cell landmarktext prog <#> <prog> - replaces the prog of a specific extra text
cell landmarktext text <#> - drops into an editor to replace an extra text
cell landmarktext swap <#> <#> - swaps the order of two extra texts
cell landmarktext delete <#> - deletes a landmark text
cell private property <property> - marks this cell private under a property controller
cell private host <host-type> <host> - marks this cell private under an employment host
cell private show|clear - shows or clears the private-property controller
These are the commands used to work with overlay packages:
cell package list [all|by <who> | mine] - lists all cell packages (optionally filtered)
cell package new "name of your package" - creates a new package with the specified name
cell package open <id>|"name of your package"> - opens an existing unapproved package for further editing
cell package rename <name> - renames your open cell package to something else
cell package revise <id>|"name of your package"> - creates a new revision of an existing package
cell package close - closes the package you are currently editing
cell package show <id>|"name"> - views an existing package
cell package submit - submits the package for review by an appropriate reviewer
cell package review list - shows all packages ready for review
cell package review all - reviews all submitted packages at once
cell package review <id> - reviews a specific package
cell package history <id> - shows the building/review history of a particular cell package
cell package swap <id|"name of your package"> - swaps the package into the affected rooms and makes it live
These commands all require you to have an open overlay package:
cell new - creates a new cell and transports you to it
cell dig <direction - creates a new cell and a two-way exit in the specified direction, and transports you to it
cell ndig <template> <outboundkeyword> <inboundkeyword> "<outbounddescription>" "<inbounddescription>" - creates a new cell with a non cardinal exit, and transports you to it
cell exit add <id> - adds an existing exit from another overlay for this cell to this overlay
cell exit remove <id> - removes an exit from this overlay
cell exit size <id|direction> <size> - sets the maximum size of creatures that can use the exit
cell exit upright <id|direction> <size> - sets the maximum size of creatures that can use the exit in a standing position
cell exit reset <id|direction> - turns a climb/fall exit into a regular exit
cell exit fall <id|direction> - turns an up/down exit into a fall exit or toggles it off
cell exit climb <id|direction> <difficulty> - turns an exit into a climb exit with a specified difficulty
cell exit climb <id|direction> - toggles a climb exit off
cell exit block <id|direction> <layer> - blocks an exit from appearing in a specified layer
cell exit unblock <id|direction> <layer> - removes a block on an exit from appearing in a specified layer
cell link <direction> <cellid**> - creates a new exit in the specified direction to the specified cell
cell nlink <template> <cellid**> <outboundkeyword> <inboundkeyword> "<outbounddescription>" "<inbounddescription>" - creates a non-cardinal exit using a template to a cell
cell set name <name> - sets the name of the cell
cell set desc - drops you into an editor to edit the cell description
cell set terrain <id|name> - sets the terrain of this cell
cell set hearing <id|name> - sets the hearing/noise profile for this cell
cell set lightmultiplier <multiplier> - sets the multiplier for natural light (e.g. from shade etc)
cell set lightlevel <lux> - sets the added light for the location to the specified lux level
cell set type outdoors|indoors|cave|windows|exposed - sets the cell exposure type
cell set door <exit id|direction> clear - clears the exit from accepting doors
cell set door <exit id|direction> <size> - sets the exit to accept doors of the specified size
cell set forage clear - clears an existing forage profile
cell set forage <id|name> - sets the forage profile to the specified profile
cell set atmosphere liquid|gas <id|name> - sets the atmosphere to the specified
cell set atmosphere none - sets the location to have no atmosphere
cell set safequit - toggles whether the current room is a safe quit room
** Note: You can use the alternate syntax @n instead of the room ID for this.
For example, @1 is the most recently created new room, @2 is the 2nd most recently created room etc.
This only works for rooms created since the last reboot.
This command is useful when you write-up a bunch of room creation commands in a text file to paste into the MUD at once, so you can refer to the rooms that you create rather than having to presuppose what the room ID will be.
Working with the Autobuilder
Autobuilder templates allow you to automatically build areas based on some set parameters. They can vary from simply ways to easily kick off pre-linked areas (like large rectangles of rooms with exits between them) from full-blown randomly generated descriptions and properties. Autobuilder templates are created by your MUD's senior designers and each one may have different usage guidelines.
To see a list of all autobuilder templates, you simply use the SHOW AUTOAREAS command.
In order to use an autobuilder template, you must first be editing a cell overlay package, and then use the following command:
cell new <template id|name> ...
Each template has its own required arguments, which you will see if you simply type the command above with no further text.
There is also a universal optional argument which must come first in the form of prog=someprog. This allows you to specify a prog that accepts either a single location or a collection of locations as an argument, and the template will execute that prog on the generated cells. You may specify this option multiple times but they must always be the first arguments in the list, before any template specific ones.