The 81 commands below are attached to #3, so every character
inherits them. What you may actually use depends on your
level — the middle column. Without it, a command
answers Do what?, exactly as if it did not exist.
Where a short form is given in brackets, that is the fewest letters that will
match: @art reaches @article, and anything longer
works too.
Looking at things
Command
Level
Does
+show
gm1
A quick summary of an object: its number, name, parent and location.
@examine(@ex)
gm3
Everything about an object — properties, verbs, tags, flags.
+props(+prop)
gm3
List an object's properties. /all walks the inheritance chain, /val shows each value.
+verbs
gm3
List the commands attached to an object.
+decompile(+dec)
gm3
Print a verb's code exactly as stored — the ground truth for what is running.
@list
gm3
List objects in a range of numbers.
+pron
gm2
Show the substitution tokens for messages (&S, &d and the rest).
@find
gm2
Find objects anywhere in the database by name.
@vfind
gm3
Find which objects define a command.
@kids
gm2
List the objects that inherit from another.
@grep
gm3
Search the source of every command for a string.
Rooms and exits
Command
Level
Does
@dig
gm2
Create a room. @dig/types lists the types, @dig/tel puts you in it.
@vopen
gm2
A compass exit with no object behind it. The usual choice.
@open
gm2
A compass exit as a real object, which can carry behaviour.
@gopen
gm2
A named exit you walk through — a gate, an arch. A trailing direction (@gopen door east) is what lets the map draw it.
@dopen
gm2
A door: it opens, closes and locks.
@copen
gm2
A climbable exit — stairs, a ladder.
@jopen
gm2
A jumpable exit — a gap or chasm.
@rmexit(@rme)
gm2
Remove an exit.
@virtualize(@virt)
gm2
Turn an exit object into a virtual one, keeping its messages.
@coord
gm2
Say where a room is, so the map draws it there rather than deriving it. @coord/fill works outward from one room to the rest.
Making and moving objects
Command
Level
Does
@make
gm3
Create an object from a prototype: @make $item = sword.
@delete(@del)
gm2
Recycle an object.
@move
gm2
Move an object somewhere else.
@parent(@par)
gm3
Change what an object is built from.
@renumber
gm5
Give an object a different number.
@copy
gm3
Duplicate an object: same parent, name parts and local properties.
@dump
gm3
Write an object out as text, to move or keep it.
@load
gm3
Build an object from a file written by @dump.
Naming and describing
Command
Level
Does
@name
gm2
Set the noun.
@article(@art)
gm2
Set the article — a, an or the.
@adjective(@adj)
gm2
Set up to three adjectives. Give no value to clear them.
@trailer(@trai)
gm2
Set the text that follows the noun.
@title
gm2
Rebuild the display name from its parts.
@desc
gm2
Set what players read when they look at it.
Action messages
Command
Level
Does
@success(@succ)
gm2
What the person doing it sees.
@osuccess(@osucc)
gm2
What everyone else in the room sees.
@odrop
gm2
What the destination room sees on arrival.
@failure(@fail)
gm2
What the person sees when it does not work.
@ofailure(@ofail)
gm2
What everyone else sees when it does not work.
@drop
gm2
What the person sees on dropping it.
Properties and tags
Command
Level
Does
@adprop(@adp)
gm3
Add a property that does not exist yet.
@set(@s)
gm3
Change a property that already exists. Also @val.
@unset(@u)
gm3
Clear a property's value.
@rmprop(@rmp)
gm3
Remove a property.
@remprop
gm3
Remove an override, falling back to what is inherited.
@clear
gm3
Clear a property or a verb's body.
@adtag
gm3
Add a tag: @adtag room = zone/haven.
@rmtag
gm3
Remove a tag.
Commands
Command
Level
Does
@adverb(@adv)
gm3
Create a command. /hidden makes it unreachable by typing.
@program(@pro)
gm3
Open the editor for a command's code. Also @prog, @code.
@rmverb(@rmv)
gm3
Delete a command.
@reload(@rel)
gm3
Load a command from its file on disk.
@min
gm3
Set how few letters will match the name.
@verbauth(@verba)
gm3
Set or read the level a command requires.
@hideverb(@hidev)
gm3
Hide a command so nobody can type it.
@unhideverb(@unhidev)
gm3
Reverse that.
@alias(@ali)
gm3
Show a command's names, or add one: @alias #13.look = observe(3).
@rmalias(@rmal)
gm3
Remove one of those names, leaving the command itself.
Object numbers
Command
Level
Does
@fon
gm3
Release your reserved block, or with /set, /list, /clear manage it. Also @freeon.
@foff
gm3
Reserve the unused numbers in your block. Also @freeoff.
@reserve(@res)
gm5
Reserve a block outright; /free and /list too.
People and access
Command
Level
Does
@auth
gm5
Show what a player is authorised for, or grant it.
@rmauth
gm5
Take an auth away, by `#obj = auth` or `auth from #obj`.
@initchar
gm3
Give a character the full set of properties the game expects.
@delplayer
gm4
Remove a player account.
@tel
gm1
Teleport. Also @telq.
hold(hol)
gm1
Hold an object in a specific hand.
unhold(unh)
gm1
Stop holding it.
@color
gm1
Show the colour palette.
@rname
gm5
Rename an account, moving its login name with it.
@audit
gm2
List everything a player owns.
@quota
gm2
Report how much of the database a player has built.
Running the server
Command
Level
Does
@version(@ver)
gm1
What the engine is, and what this world says it is. @version/server and @version/db ask separately.
eval
gm3
Run Python against the live world. Also /.
@restart
gm5
Restart in place.
@shutdown
gm5
Stop the server.
@ps
gm3
List the tasks the server is running.
@kill
gm3
Abort a running or suspended task.
@checkpoint
gm4
Take a database snapshot now, flushing memory to disk first.
@port
gm3
Translate pasted MOO code into Python.
Getting help on any of them
Typing help <command> in the game prints that
command's own documentation, which is the same text its author wrote —
see The Help System. This page is the map; the
game itself has the detail.