& HELP
HELP

  This is the MUX online help facility.

     Notes on help descriptions:
        [text] - Text enclosed in []'s is optional.  The []'s are never typed
                 in as part of the command.
        <parameter> - Information parameter for a command.  The <>'s are
                      never typed in as part of the command.

  -  Syntax of help command:
       help [<command>]

  -  To get a list of MUX topics:
       help topics

  -  To get a list of Comsystem commands:
       help comsys

  -  To get a list of MUX Commands:
       help commands      (or @list commands)

  Some of the configuration shown in the help.txt might not be the same as
  the configuration of this MUX. If you notice any errors, contact an Admin.

& "
"

  COMMAND: "<message>

  Says <message> out loud to everyone in your current location (usually a
  room).

  Example:
    > "Where is the movie theater?
    You say, "Where is the movie theater?"

  Note that the closing double quote is automatically added.

  Related Topics: page, pose, say, :, ".

& #
#

  COMMAND: #<number> <command>

  Forces the object whose database number is <number> to perform <command>.
  Example: '#1033 move north' forces object #1033 to go north (assuming that
  you control it).  The same restrictions that apply to @force also apply to
  this command.

  Related Topics: @force.

& $-COMMANDS
$-COMMANDS

  These commands are called arbitrary commands, user-defined commands, or
  $-commands (for how they are defined).  See 'arbitrary commands' for the
  full description.

  Related Topics: arbitrary commands

& &

  COMMAND: &<attribute> <object>[=<value>]
  SYNONYM: @set <object> = <attribute>:[<value>]

  Sets the attribute named <attribute> on <object> to <value>.  If
  <attribute> is not a predefined attribute (like ofail or va), then it is
  created.  Attributes so created are called user-named attributes.
  Attribute names may only contain letters, numbers, and the characters
  < -_.@#$^&*~?=+| >, and must start with a letter.  The names of user-named
  attributes may not be abbreviated (an attempt to get the value of the
  attribute will fail, and an attempt to set will create a new attribute).
  The & command may be used to set predefined attributes (in this instance,
  '&<attr> <object>=<value>' is equivalent to '@<attr> <object>=<value>').

  Related Topics: @set.

& :
:

  COMMAND: :<message>

  Displays <message> to everyone in your current room, preceded by your name
  and a space.

  Example:
    >:jumps for joy.
    Player jumps for joy.

  Related Topics: page, pose, say, whisper, ;, ".

& ;
;

  COMMAND: ;<message>

  This command is much like the ':' command, except that no space is inserted
  between your name and the action. 
 
  Example:
    > ;'s watch beeps.
    Player's watch beeps.

  Warning: This command does not work in command lists run from an attribute
  because the ';' is treated as the command separator.  Use pose/nospace
  instead.

  Related Topics: page, pose, say, whisper, :, ".

& @@
@@

  COMMAND: @@ <args>

  This command and everything after it (excluding the command-separator
  ';') is not evaluated by the parser. This is useful for adding comments
  in softcode or, more commonly, writing comment headers for softcode
  installers (such as /quotable text files).  Note that @@ must be
  followed by a space or it will return an error message.

  Always be doubly sure that ()'s and {}'s in the (otherwise ignored)
  arguments are nested correctly, so that any semicolons used to separate it
  from subsequent code in the line are recognized by the parser.

  Example:
     > @va me=$foobar *:@fo #1234=%0;@@ This controls my foobar puppet.
     > foobar say Hello World!
     foobar says "Hello World!"
     > @@ --- Begin Code ---
     > @emit Hello World!
     > @@ --- End Code ---
     Hello World!

  Related Topics: think, @@(), null().

& @@()
@@()

  FUNCTION: @@(<text>)

  The <text> is not evaluated and returns nothing.

  Example:
    > think @@(pemit(me,Hello))
    > think @@(abc)

  Related Topics: @@, null().

& @AAHEAR
@AAHEAR

  COMMAND:   @aahear <object> = <command-list>
  ATTRIBUTE: Aahear

  An Aahear on an object is activated whenever the listen pattern
  matches anything done/said by anything else in the room, including
  itself.  (The Ahear ignores itself, helpful for keeping machines from
  triggering itself)

  Example:
    @aahear listener = "I heard someone (maybe me?) say the word!

  Related Topics: @ahear, @amhear, @listen.

& @ACLONE
@ACLONE

  COMMAND:   @aclone <object> = <command-list>
  ATTRIBUTE: Aclone

  Sets the actions to be taken by a new object that has just been created
  as the result of a @clone command.  The contents of the Aclone attribute
  are run by the new object and not by the old object.

  This attribute is only meaningful for things, and will never be
  automatically triggered on other object types.
  It is also possible to check the zone object/objects in the zone parent
  room for an @adisconnect. If one is found, it will be executed when a
  player disconnects in that zone.

  Example: @aclone Time bomb = @wait 600=@trig me/va;@wait 10=@trig me/vb
           @va time bomb = :EXPLODES with a thundering roar;@destroy me
           @vb time bomb = :ticks.; @wait 10=@trig me/vb

  Related Topics: @clone.

& @ACONNECT
@ACONNECT

  COMMAND:   @aconnect <object> = <command-list>
  ATTRIBUTE: Aconnect

  Sets the actions to be taken by a player upon connecting to the MUX. The
  following steps occur in the following order whenever a player connects to
  the MUX. Parentage is observed.

   - Execute the connecting player's @aconnect.
   - Execute the master room's @aconnect.
   - Execute any @aconnect found on any of the master room's contents.
   - If the location that the player is connecting into belongs to a zone,
     then

     a) if the zone object is a thing, execute its @aconnect.
     b) if the zone object is a room, execute any @aconnect found on any of
        that room's contents.

  Example:
    > @aconnect me = check.my.mailbox

  Related Topics: @adisconnect.

& @ADESCRIBE
@ADESCRIBE

  COMMAND:   @adescribe <object> = <command-list>
  ATTRIBUTE: Adescribe

  Sets the actions to be taken when <object> is looked at.

  Example: @adesc kitten = :rubs against %n's legs affectionately.

  Related Topics: look, @desc, @idesc, @odesc, think

& @ADFAIL
@ADFAIL

  COMMAND:   @adfail <object> = <command-list>
  ATTRIBUTE: Adfail

  Sets the action to be taken by an object when someone tries to drop it
  but fails because they didn't pass the object's drop lock.

  Example: @adfail sword = @name me=Cursed Sword;:laughs maniacally.

  Related Topics: drop, @dfail, @odfail, @lock.

& @ADISCONNECT
@ADISCONNECT

  COMMAND:   @adisconnect <object> = <command-list>
  ATTRIBUTE: Adisconnect

  Sets the actions to be taken by a player upon disconnecting from the MUX.
  The following steps occur in the following order whenever a player connects
  to the MUX. Parentage is observed.

   - Execute the connecting player's @adisconnect.
   - Execute the master room's @adisconnect.
   - Execute any @adisconnect found on any of the master room's contents.
   - If the location that the player is connecting into belongs to a zone,
     then

     a) if the zone object is a thing, execute its @adisconnect.
     b) if the zone object is a room, execute any @adisconnect found on any of
        that room's contents.

  Example:
    > @adisconnect me = home

  Related Topics: @aconnect.

& @ADROP
@ADROP

  COMMAND:   @adrop <object> = <command-list>
  ATTRIBUTE: Adrop

  Sets the action to be taken by an object when it is dropped, or by an exit
  when it is successfully used.

  Example: @adrop plastique = kill %n=100; @destroy me

  Related Topics: drop, @drop, @odrop, DROP-TO, EXITS.

& @AEFAIL
@AEFAIL

  COMMAND:   @aefail <object> = <command-list>
  ATTRIBUTE: Aefail

  Sets the action to be taken by an object when someone tries to enter it
  but fails because the object is not ENTER_OK or the player fails the
  object's enter lock.

  The enter lock only affects the 'enter' command and its aliases (set via
  the @ealias command), it does not affect exits that lead to the object or
  teleporting in.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @aefail car = @emit ;'s alarm starts wailing when %n tries
                         to break in.
  Related Topics: @aenter, @efail, @ealias, @enter, @oefail, @oenter, enter,
      ENTER_OK.

& @AENTER
@AENTER

  COMMAND:   @aenter <object> = <command-list>
  ATTRIBUTE: Aenter

  Sets the action to be taken by an object or room when someone enters it,
  whether by using an exit, the enter or leave commands, or by teleporting.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @aenter car = :starts its engine, eagerly awaiting a road trip.;
                         "Beep Beep!

  Related Topics: enter, @enter, @oenter, ENTER_OK.

& @AFAIL
@AFAIL

  COMMAND:   @afail <object> = <command-list>
  ATTRIBUTE: Afail

  Sets the commands to be performed by <object> when one of these events
  occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Example:
    > @afail vase = :falls to the floor and smashes to pieces.;@destroy me

  Related Topics: @fail, @ofail, FAILURE.

& @AGFAIL
@AGFAIL

  COMMAND:   @agfail <object> = <command-list>
  ATTRIBUTE: Agfail

  Sets the action to be taken by an object when someone tries to give it
  away but fails because they didn't pass the object's give lock.

  Example: @agfail sword = @name me=Cursed Sword;:laughs maniacally.

  Related Topics: give, @gfail, @ogfail, @lock.

& @AHEAR
@AHEAR

  COMMAND:   @ahear <object> = <command-list>
  ATTRIBUTE: Ahear

  Sets the actions to be taken after the object hears a string that matches
  the pattern in the Listen attribute which was not produced by the object
  itself.  Messages that are produced by the object itself are ignored.

  Example: @ahear clock = "The time is now [time()].  >> BONNNNGGGGG <<

  Related Topics: @aahear, @amhear, @listen.

& @AKILL
@AKILL

  COMMAND:   @akill <object> = <command-list>
  ATTRIBUTE: Akill

  Sets the actions to be taken by an object after it is killed and has
  returned to its home.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @akill lion = south; :leaps onto %n, roaring loudly.;kill %n=100

  Related Topics: kill, @kill and @okill, BEING KILLED, IMMORTAL, WIZARD.

& @ALEAVE
@ALEAVE

  COMMAND:   @aleave <object> = <command-list>
  ATTRIBUTE: Aleave

  Sets the action to be taken by an object or room when someone leaves it,
  whether by using an exit, the enter or leave commands, or by teleporting.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @aleave car = :stops to let %n out.;:revs its engine, hoping
                         another brave soul would like a ride.

  Related Topics: leave, @leave, @oleave.

& @ALFAIL
@ALFAIL

  COMMAND:   @alfail <object> = <command-list>
  ATTRIBUTE: Alfail

  Sets the action to be taken by an object when someone tries to leave it
  but fails because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @alfail box = :rattles around as %n tries to escape.

  Related Topics: @aleave, @lalias, @leave, @lfail, @oleave, @olfail, leave.

& @ALIAS
@ALIAS

  COMMAND:   @alias <player> = <name>
  ATTRIBUTE: Alias

  Provides an alternate name by which the player is known.  The alternate
  name is only used for players when referenced as '*<name>' or by commands
  that only take playernames (such as page or @stats).  You may not set
  an alias on any other object type.

  When setting an alias, the alias is checked to see that it is both a legal
  player name and not already in use.  Only if both checks succeed is the
  alias set.

Related Topics: @name.

& @AMAIL
@AMAIL

  COMMAND:   @amail <player> = <command-list>
  ATTRIBUTE: Amail

  Sets the actions to be taken after a player receives @mail. This should
  *never* @mail another player, as this could cause an infinite loop.

  Example: @amail me=@mail/file [mail()]=2
           This would place all incoming messages in folder #2.

  Related Topics: @mailsucc, @signature, @mail.

& @AMHEAR
@AMHEAR

  COMMAND:   @amhear <object> = <command-list>
  ATTRIBUTE: Amhear

  Sets the actions to be taken after the object hears a string that matches
  the pattern in the Listen attribute which was produced by the object
  itself. Messages that are produced by anything other than the object itself
  are ignored.

  Example: @amhear listener = "Wait a minute. I said the trigger word!

  Related Topics: @aahear, @ahear, @listen.

& @AMOVE
@AMOVE

  COMMAND:   @amove <object> = <command-list>
  ATTRIBUTE: Amove

  Sets the action to be taken by an object whenever it moves from one
  location to another, whether by using an exit, entering or leaving an
  object, teleporting, or going home.

  This attribute is meaningful for players, and things and will never be
  automatically triggered on other object types.

  Example: @amove car = @vz me=[extract(%vz,1,19)] [loc(me)]

  Related Topics: @move, @omove.

& @APAY
@APAY

  COMMAND:   @apay <object> = <command-list>
  ATTRIBUTE: Apay

  Sets the actions to be taken after the object is given the number of coins
  specified in its Cost attribute.  If the giver tries to give more than that
  number of coins, the excess is refunded, and if less than the necessary
  amount is given then it is all given back and a snide message is sent to
  the giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @apay Coke machine = @clone Can of Coke; :drops a can on the
                                floor.

  Related Topics: give, @cost, @opay, @pay.

& @ARFAIL
@ARFAIL

  COMMAND:   @arfail <object> = <command-list>
  ATTRIBUTE: Arfail

  Sets the action to be taken by an object when someone tries to give it
  something that fails its give lock.

  Example: @arfail merchant = "I don't buy such junk. Begone!;
                              @tel %#=cheater_exit

  Related Topics: give, @agfail, @gfail, @ogfail, @orfail, @rfail, @lock.

& @ASUCCESS
@ASUCCESS

  COMMAND:   @asuccess <object> = <command-list>
  ATTRIBUTE: Asucc

  Sets the actions to be taken by an object when someone successfully picks
  it up (because they passed the lock), by an exit when someone passes
  through it, or when someone looks at a room and passes the room's lock.

  Example: @asucc kitten = :climbs up your sleeve and nuzzles your face.

  Related Topics: @osucc, @success, SUCCESS.

& @ATFAIL
@ATFAIL

  COMMAND:   @atfail <object> = <command-list>
  ATTRIBUTE: Atfail

  Sets the action to be taken by an object when someone tries to teleport
  there but fails.

  Example: @atfail here = @page [owner(me)]=%N tried to teleport here.

  Related Topics: @teleport, @tfail, @otfail, @lock.

& @ATOFAIL
@ATOFAIL

  COMMAND:   @atofail <object> = <command-list>
  ATTRIBUTE: Atofail

  Sets the action to be taken by an object when someone tries to teleport
  out but fails.

  Example: @atofail here = @page [owner(me)]=%N tried to teleport out.

  Related Topics: @teleport, @tofail, @otofail, @lock.

& @ATPORT
@ATPORT

  COMMAND:   @atport <object> = <command-list>
  ATTRIBUTE: Atport

  Sets the actions to be performed by object whenever it teleports.
  The actions are performed after the object moves to its new location.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @atport me = &TEL.COUNT me=add(v(TEL.COUNT),1)

  Related Topics: @otport, @oxtport, @tport, @teleport.

& @AUFAIL
@AUFAIL

  COMMAND:   @aufail <object> = <command-list>
  ATTRIBUTE: Aufail

  Sets the list of commands to be run when someone 'use's the object but
  fails the object's use lock.  Note that the other functions controlled
  by the use lock (paying, listening, and $-commands) do not trigger
  Aufail.

  Example: @aufail robot = "I _told_ you to leave me alone; kill %n=100

  Related Topics: @oufail, @ufail, @use.

& @AUSE
@AUSE

  COMMAND:   @ause <object> = <command-list>
  ATTRIBUTE: Ause

  Sets the actions to be taken when someone uses the object with the use
  command.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @ause grenade = :EXPLODES with a thundering roar; kill %n=100;
                           @destroy me
  Related Topics: use, @ouse, @use.

& @AWAY
@AWAY

  COMMAND:   @away <object> = <message>
  ATTRIBUTE: Away

  This attribute is sent as a message to anyone who tries to page you when
  you are not connected.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @away me = Hey, I'm not even connected.  So why are you paging me?

  Related Topics: @idle, @idletimeout, @reject, page.

& @BREAK
@BREAK

  COMMAND: @break <boolean>

  @break stops the execution of further commands in the current action
  list if its argument is a true value. It doesn't affect new queue
  entries made by previous commands in the action list. Very useful to
  people who don't like @switch.

  Examples:
    > @va obj=$testme *:@pemit %#=Before;@break %0;@pemit %#=After
    > testme 0
    Before
    After
    > testme 1
    Before

    > @force me={@switch 1=1,think 3rd;think 1st;@break 1;think 2nd}
    1st
    3rd

  In the last example, the @switch is run, which queues 'think 3rd',
  'think 1st' is run, displaying '1st', command execution is broken
  (so we never 'think 2nd', and then the queued 'think 3rd' is run,
  displaying '3rd'.

  If you follow that, you have a very good understanding of the
  TinyMUX queue. :)

  Related Topics: BOOLEAN VALUES

& @CBOOT
@CBOOT

  COMMAND: @cboot[/quiet] <channel>=<object>

  Only wizards or the owner of the channel can use this command. It
  forcefully removes an object from that channel.

  You may specify a player name as <object> if you prefix it with an '*'
  (e.g., '*Player1'), otherwise <object> should be a dbref or if you are
  in the same room, the name of an object or player.

  Example:
    > @cboot Public=Player1
    [Public] Staff1 boots Player1 off the channel.
    [Public] Player1 has left this channel.

  Related Topics: comsys commands

& @CCHARGE
@CCHARGE

  COMMAND: @ccharge <channel>=<amount>

  This command imposes a charge of <amount> coins on transmitting over a
  channel. The default fee when a channel is created is 0. All proceeds
  benefit the channel owner.

  Example:
    > @ccharge Public=1
    Set.

  Related Topics: comsys commands

& @CCHOWN
@CCHOWN

  COMMAND: @cchown <channel>=<player>

  Changes ownership of <channel> to <player>. If the player is not in the
  same room, you will need to add a '*' before the name (e.g., '*player1').

  Example:
    >@cchown Public=Staff1
    Set.

  Related Topics: @clist, @cwho.

& @CCREATE
@CCREATE

  COMMAND: @ccreate <channel name>

  Only Wizards can create new channels.

  Creates a new channel with default settings. Once the channel is created,
  it can be associated with a object with the @cset command. That object can
  be used to set locks and descriptions on the channel.

  Example:
    > @ccreate Public
    Channel Public created.

  Related Topics: comsys, @cset, @cdestroy, @clist, @cchown.

& @CDESTROY
@CDESTROY

  COMMAND: @cdestroy <channel>

  Deletes <channel> permanently from the comsystem database. It does not
  destroy all aliases that exist for <channel> -- those are left to the
  owners of those aliases. Players are notified both at login when they   
  own aliases for which a channel no longer exists and when they try to 
  use them. Even if a Channel is destroyed and then recreated, the alias 
  will still be non functioning. The alias must be removed with the 
  'delcom' command and added with the 'addcom' command.

  Example:
    > @cdestroy Staff
    Channel Staff destroyed.

  Related Topics: @clist, @ccreate, @cchown, addcom, delcom.

& @CEMIT
@CEMIT

  COMMAND: @cemit[/<switches>] <channel>=<message>

  Sends <message> over <channel> prefixed by the channel's name. You must own
  or control the channel to do this.

  The following switches are available:

    /noheader - Sends the message to everyone on <channel> without the
                channel's name prefixed.

  Example:
    > @cemit Public=This is a test!
    [Public] This is a test!

    > @cemit/noheader Public=This is a test!
    This is a test.

  Related Topics: comsys commands, alias, addcom, cemit()

& @CHARGES
@CHARGES

  COMMAND:   @charges <object> = <count>
  ATTRIBUTE: Charges

  This attribute allows you to limit the number of times an object can be
  used.  If there is a charges attribute it is decremented each time an
  action on the object is triggered.  Once it reaches zero, normal triggering
  stops and the Runout attribute (if one is present) is run instead.

  Example: @charges Fireball wand = 5

  Related Topics: @runout.

& @CHOWN
@CHOWN

  COMMAND: @chown <object>[=<player>]
           @chown <object>/<attr>[=<player>]

  The first form changes the ownership of <object> to <player> (default is
  to yourself).  Objects may be things, rooms or exits. To chown things, you
  have to be carrying the thing. For rooms or exits, you have to be in the
  room. Objects must have the CHOWN_OK flag set before they may be @chowned.
  In a room, the command used must be @chown here = <name>, and for an object,
  you must be very specific.

  The second form changes the ownership of the indicated attribute on <object>
  to <player> (default is the owner of the object).  You may only @chown
  unlocked attributes.  You may @chown unlocked attributes on objects that
  you own to yourself, and you may also @chown attributes that you own on
  objects owned by others to the owner of the object.

  When an object is @chowned, all unlocked attributes on the object are
  automatically @chowned as well, locked attributes remain owned by their
  original owners.

  The HALTED flag is automatically set on the new copy of the object.
  Players can't be @chowned; they always own themselves.

  Related Topics: @lock, @Unlock, CHOWN_OK, ATTRIBUTE OWNERSHIP.

& @CHZONE
@CHZONE

  COMMAND: @chzone <object>=<zone object>.

  Changes the zone of <object> to <zone object>. If <zone object> is "none",
  the zone is reset to NOTHING.

  @chzone'ing a player does not automatically change the zone of their
  objects. Anyone may reset the zone of an object they own; <zone object>
  must either be "none", or must be owned by them. Only wizards may @chzone
  an object to an arbitrary zone object. Players may @chzone themselves to
  an object they own; otherwise, only wizards may @chzone players.
  @chzone'ing resets the WIZARD, ROYALTY, and INHERIT flags on non-player
  objects.

  Related Topics: ZONE OBJECTS

& @CLIST
@CLIST

  COMMAND: @clist[/<option>]

  Without any switches, it will display the list of public channels with
  their owner and description. It will also display all channels you own.

  <option>, if given, may be either of the following:

    full    - @clist will display more detailed information including
              the channel object's dbref.

    headers - Shows the @clist report with the description column
              replaced by the a column of the channel headers.

  Examples:
    >@clist
    *** Channel Owner Description
    --- Public God No description.
    --- Staff God No description.

    >@clist/full
    *** Channel      --Flags--  Obj   Own   Charge  Balance  Users   Messages
    --- Public        JXR/jxr    -1    11        0        0     45        129
    --- Staff         JXR/jxr    -1    11        0        0     10         65

  Related Topics: @ccreate, @cdestroy, @cchown, @coflags, @cpflags.

& @CLONE
@CLONE

  COMMAND: @clone[/<switches>] <object>[=<newname/cost>]

  Creates a almost exact duplicate of <object> that is owned by you and (for
  things and exits) puts it in your current location.  You may have the
  object put in your inventory (or your exitlist in the case of cloning
  exits) by using the /inventory switch.

  The modification and creation times will necessarily be different.  Also,
  depending on the parent lock and permissions, the possibility exists that
  the clone object will be left unparented.

  You may clone your own objects, plus VISUAL objects owned by others.
  The INHERIT and WIZARD bits of the (new) object are cleared when the object
  is cloned.  If <newname> is specified, it is used as the name instead of
  the original name.

  If you clone a linked exit, an attempt is made to link the clone to the
  same location.  Except when using the /inventory switch, you can only clone
  exits when you own your current location.

  If you clone a room with a drop-to, an attempt is made to link the drop-to
  to the same location.

{ 'help @clone2' for more }

& @CLONE2
@CLONE (continued)

  If the original object was owned by you, then the ACLONE attribute is run
  in the new attribute, otherwise the new object is set HALTED.  Exits and
  contents of cloned objects are not cloned, and LOCKED attributes are not
  copied.

  The following switches are available:
     /cost       - Treat the argument after the = as the cost of the new
                   object, not the name.
     /inherit    - Don't reset the INHERIT bit on the new object.
     /inventory  - Create the new object in your inventory (or your exitlist,
                   in the case of cloning exits).
     /location   - Create the new object in your location (default).
     /parent     - Set the new object's parent to be the template object and
                   don't copy the attributes.

  Related Topics: @create, @decompile, @destroy, VISUAL.

& @COFLAGS
@COFLAGS

  COMMAND: @coflags <channel>=[!]flag

  Sets object flags for that channel. The flag can be one of: join, transmit
  or receive.

    transmit   Whether an object can broadcast (speak) over the channel.
    join       Whether an object can join the channel.
    receive    Whether an object can receive messages over the channel.

  NOTE: Flags must be lower case.

  If it is !flag, then that flag is reset. Channel flags ALWAYS override
  locks on channel objects.

  Example:
    > @coflags Public=join
    @coflags: Set.

  Related Topics: @cpflags, @clist, CHANNEL OBJECT.

& @CONFORMAT
@CONFORMAT

  COMMAND: @conformat <object> [=<format>]

  Replaces the usual "Contents:" or "Carrying:" format when an object
  is looked at, by a player-specified contents format. This is evaluated
  as if it were a description or other similar message on the room.
  The objects that the looker would normally be able to see is passed
  as a dbref list in %0; all contents can be acquired through 'lcon(me)'.
  The contents name is passed in %1.

  One could change the format to 'Contents: Object1 Object2 Object3'
  through '@conformat here = %1 [iter(%0,name(##))]',
  for example. More complex things are possible.

  Related Topics: @exitformat, @nameformat

& @COST
@COST

  COMMAND:   @cost <object> = <amount>
  ATTRIBUTE: Cost

  Sets the number of coins that need to be given to an object to trigger the
  Pay, Opay, and Apay attributes.  If the object is given more than this
  amount, the excess is returned to the giver, while if less than this amount
  is given the entire amount is returned, a snide message is sent to the
  giver, and the Apay, Opay, and Pay attributes are not used.

  This attribute is only meaningful for things, and will never be
  automatically triggered on other object types.

  Example: @cost Coke machine = 25

  Related Topics: give, @apay, @opay, @pay.

& @CPATTR
@CPATTR

  @cpattr <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
  @cpattr <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...]
  @cpattr <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
  @cpattr <attr> = <obj1> [,<obj2>,<obj3>,...]

  The first form of this command is used to copy <attr> on <obj> to the
  object-attribute pairs in a comma-separated list. For example:

  @cpattr test/va = test/vb, cube/va, tribble/foo

  would copy the VA attribute from object "test" to VB on "test",
  VA on "cube", and FOO on "tribble".  <objN> is matched as if
  you were performing a @set on it.

  The second form copies <attr> to the list of objects, with the name
  <attr>. The third form copies <attr> from the object that executes the
  @cpattr, to the object-attribute pairs in the list. Finally, the fourth
  form copies <attr> from the object that executes the @cpattr to the
  objects in the list, with the name <attr>.

& @CPFLAGS
@CPFLAGS

  COMMAND: @cpflags <channel>=[!]flag

  Sets player flags for that channel. The flag can be one of: join, transmit
  or receive.

    transmit   Whether a player can broadcast (speak) over the channel.
    join       Whether a player can join the channel.
    receive    Whether a player can receive messages over the channel.

  NOTE: Flags must be lower case.

  If it is !flag, then that flag is reset. Channel flags ALWAYS override
  locks on channel objects.

  Example:
    > @cpflags Public=join
    @coflags: Set.

  Related Topics: @coflags, @clist, CHANNEL OBJECT.

& @CREATE
@CREATE

  COMMAND: @create <name> [=<cost>]

  Creates a thing with the specified name.  Creation costs either <cost>
  or 10 coins, whichever is greater. The value of a thing is proportional
  to its cost, specifically, value=(cost/5)-1.  The value may not be greater
  than 100, values that would be greater than 100 are rounded down to 100.

  Related Topics: @destroy, OBJECT TYPES

& @CSET
@CSET

  COMMAND: @cset/<option> <channel>[=<value>]

  Changes the way a channel behaves. <option> can be one of the
  following:

    public  - channel is listed in everyone's @clist.
    private - channel is hidden from the @clist.
    loud    - channel announces player connects/disconnects.
    mute    - shuts connects/disconnects off.
    quiet   - same as mute.
    spoof   - allows the comtitle to replace the player's name.
    anon    - same as spoof.
    nospoof - channel will append the player's name to the comtitle.
    header  - Changes the prefix text used to announce a channel emit to
              <value>. <value> may contain color.
    object  - Sets the channel object to <value>. You must create an object
              before associating a channel with it.
    log     - Sets the maximum number of channel messages to log. 
              The channel must have an object.

  You can set a description for the channel by changing the description
  of the channel object. Also, the channel object's lock will be used
  to check to see if people should be able to join the channel or not.

  Examples:
    > @cset/public Public
    @cset: Channel Public placed on the public listings.
    > @cset/object Public=#5
    Channel Public is now using Garou Channel Object(#5) as channel object.

  Related Topics: CHANNEL OBJECT, @ccreate, @create

& @CWHO
@CWHO

  COMMAND: @cwho <channel>[/all]

  For channels that you own, identifies all connected players on the channel
  and their stats for the channel. If switch is /all, then it also displays
  unconnected players.

  Example:
    > @cwho Public/all
    Name Status Player
    Beowulf on yes
    Ronan on yes

  Related Topics: @clist.

& @DAILY
@DAILY

  COMMAND:   @daily <object>=<command-list>
  ATTRIBUTE: Daily

  This attribute is automatically triggered once per day. No guarantees are
  made as to what time it will execute.

& @DECOMPILE
@DECOMPILE

  COMMAND: @decompile[/dbref] <thing>[/attr] [=<newname>]

  Dumps the sequence of commands you would have to type to clone <thing>.
  This is handy for saving your objects in a text file in case the MUX dies
  a horrible death, or for moving your pride-and-joy creation from one MUX
  to another.  @decompile works on all object types.
  If you specify <newname>, then the commands emitted will set attributes,
  locks, and flags on an object named <newname> and will omit the command
  to create the object.
  If you specify <thing>/<attr>, <attr> accepts wildcards.
  If you specify the /dbref switch, you will get output using the dbref
  number instead of the object name.

  Related Topics: examine, look.

& @DESCRIBE
@DESCRIBE

  COMMAND:   @describe <object> = <description>
  ATTRIBUTE: Desc

  Sets the description for <object>, which others see when they look at the
  object.  Giving all your objects, rooms, and exits good descriptions is
  considered to be good building practice.

  Function references and %-substitutions are allowed in descriptions, and
  are evaluated when someone looks at the object.  In function references,
  'me' refers to the object being looked at, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the looker.

  Examples:
    <object> @desc vase = You see a delicate Ming vase.
    <exit>   @desc elevator = There is an elevator to the east.

  Related Topics: look, @adescribe, @odescribe.

& @DESCFORMAT
@DESCFORMAT

  COMMAND: @descformat <object> [=<format>]

  Normally, the description of an object is controlled by the content and
  formatting found in the DESCRIBE attribute.  With the WOD_REALMS package
  enabled, DESCRIBE can be substituted in favor of other attributes.

  However, in all cases, @descformat provides one final pass over the
  appearance of an object.  The evaluated description text is passed as %0,
  and the attribute name where this text can be found is passed as %1.  The
  unevaluated description can be acquired using v(%1).

  This is useful to achieve a consistent 'look' using room parents.

  Related Topics: @conformat, @exitformat, @nameformat.

& @DESTROY
@DESTROY

  COMMAND: @destroy[/<switches>] <object>

  This command destroys <object> and refunds its cost of creation to its
  owner.  You must own <object> in order to @destroy it, unless its
  DESTROY_OK flag is set, in which case anyone holding it may @destroy it.
  Rooms, exits, and objects may be destroyed, although the actual
  destruction of rooms is delayed for up to ten minutes and the GOING flag
  is set on the victim room.  Clearing the GOING flag on the room spares it
  from destruction.

  If a thing OR its owner is set DESTROY_OK, the thing will be destroyed
  with no delay. This can also be performed with the /instant switch.

  The @destroy command will not destroy objects with the SAFE flag set unless
  the /override switch is specified.  The DESTROY_OK flag overrides the
  protection given by the SAFE flag.

  The following switches are available:
    /override  - Negate protection offered by the SAFE flag.
    /instant   - Destroy with no delay.

  Related Topics: DESTROY_OK, SAFE.

& @DFAIL
@DFAIL

  COMMAND:   @dfail <object> = <message>
  ATTRIBUTE: Dfail

  Sets the message that a player sees when he tries to drop the object but
  fails because he didn't pass the object's drop lock.

  Function references and %-substitutions are allowed in drop failure
  messages, and are evaluated when someone drops the object.  In function
  references, 'me' refers to the object being dropped, while %-substitutions
  that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @dfail sword = The sword has welded itself to your hand.

  Related Topics: drop, @adfail, @odfail, @lock.

& @DIG
@DIG

  COMMAND: @dig[/<switches>] <name> [= <exitlist> [, <exitlist>] ]

  Creates a new room with the specified name and displays its number. This
  command costs 10 coins. If the [= <exitlist>] option is used, an exit will
  be opened from the current room to the new room automatically.  If the
  second <exitlist> option (after the comma) is specified, an exit from the
  new room back to the current room with the specified [Exits] name is
  opened.  Either exit creation may fail if you do not have sufficient
  rights to the current room to open or link the new exit.
  Example: The command

     @dig Kitchen = Kitchen;k;north;n,south;s

  will dig a room called Kitchen, and open an exit called 'Kitchen' in your
  current room.  The ; symbol means that you may enter the exit by typing
  'k', 'north' or 'n' also.  This command also opens the exit 'south;s' from
  'Kitchen' back to where you are.  Only the first Exit name is displayed in
  the Obvious exits list.

  If you specify the /teleport switch, then you are @teleported to the
  room after it is created and any exits are opened.

  Related Topics: @destroy, @link, @open, LINKING, OBJECT TYPES.

& @DOING
@DOING

  COMMAND: @doing[/<switches>] [<message>]

  Sets your DOING message, which appears after your name in the WHO
  report.

  The following switches are available:

    /poll             - Displays the current poll message from the WHO report.
    /header <message> - Sets a new poll message in the WHO report.
    /unique           - Only set DOING message for the current connection.
    /quiet            - Suppress 'Set.' notification message.

  Related Topics: WHO, @poll.

& @DOLIST
@DOLIST

  COMMAND: @dolist[/<switch>] [<delimiter>] <list>=<action>

  <list> is a list of strings, which can be object numbers, attributes, or
  arbitrary words.  <action> is a command to perform once for each item in
  <list>, replacing the special symbol ## with the corresponding item from
  <list>, and the symbol #@ with the position in the list, starting with
  one. By default, @dolist considers each item in <list> to be separated
  with spaces. If you specify the /delimit switch, then each item is
  considered to be separated by <delimiter>. <delimiter> must be a single
  character.

  If present, <switch> can be any of:
    /space   - (Default) List elements are separated by spaces.
    /delimit - List elements are separated by <delimiter>.
    /notify  - Queues an '@notify' after all commands in the list.

  This command is particularly handy with lcon() and lexits(). A few examples:

    @dolist [lcon(here)] = "[name(##)](##)
    @dolist [lcon(here)] = @switch [get(##/last)]=*1990*,"[name(##)]
    @va me = va vb vc
    @dolist [get(me/va)] = @emit [get(me/##)]
    @dolist Frodo Bilbo Gandalf = page ## = HELP!!!!  I've fallen into a pit.
    @dolist/delimit , {Frodo, Bilbo Baggins, Gandalf} = page ## = HELP!!!!
    @wait me="This is a semaphore.
    @dolist/notify lnum(3)=say ##
    > You say, "This is a semaphore."
    > You say, "0"
    > You say, "1"
    > You say, "2"

  Related Topics: iter(), parse(), @notify, SEMAPHORES.

& @DRAIN
@DRAIN

  COMMAND: @drain <object>

  Discards all commands waiting on the semaphore <object> and resets the
  semaphore to its initial state.

  Related Topics: @notify, @ps, SEMAPHORES

& @DROP
@DROP

  COMMAND:   @drop <object> = <message>
  ATTRIBUTE: Drop

  Sets the message that a player sees when he drops the object, or after he
  goes through the exit.

  Function references and %-substitutions are allowed in drop messages, and
  are evaluated when someone drops the object.  In function references,
  'me' refers to the object being dropped, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the dropper.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Examples: <object> @drop vase = You gently put down the delicate vase.
            <exit>   @drop elevator = The elevator doors close behind you.

  Related Topics: drop, @adrop, @odrop, DROP-TO, EXITS.

& @EALIAS
@EALIAS

  COMMAND:   @ealias <object> = <entrance-list>
  ATTRIBUTE: Ealias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'enter <object>' when you are in the same location as the object.
  The alternate commands are separated by semicolons just like in exit names.

  Entry aliases are checked for after exitnames, builtin MUX commands, and
  leave aliases for the current location, but before $-commands.  If more than
  one object has an entry alias that matches a player's command, the one on
  the object that occurs first in the location contents list is used.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @ealias car = get in car; car; climb in; go for a ride

  Related Topics: @lalias, enter, leave.

& @EDIT
@EDIT

  COMMAND: @edit <object>/<wild-attr> = <search>,<replace>
           @edit <object>/<wild-attr> = ^,<text>
           @edit <object>/<wild-attr> = $,<text>

  This command edits the contents of one or more attributes of an object,
  eliminating the need to retype a long attribute in order to make a simple
  change.  In the first form, all occurrences of <search> in the specified
  attribute of the named object are replaced with <replace>.  Use curly
  braces ({ and }) around <search> or <replace> if they contain commas.
  The second and third form prepend and append <text> to the selected
  attributes, respectively.

  If <wild-attr> contains wildcard characters, then all attributes that
  match are edited.

& @EFAIL
@EFAIL

  COMMAND:   @efail <object> = <command-list>
  ATTRIBUTE: Efail

  Sets the message that a player sees when he tries to enter the object but
  fails because the object is not ENTER_OK or the player fails the
  object's enter lock.

  Function references and %-substitutions are allowed in efail messages, and
  are evaluated when someone fails to enter the object.  In function
  references, 'me' refers to the object that the enactor tried to enter, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to
  the player who tried (and failed) to enter.

  The enter lock only affects the 'enter' command and its aliases (set via
  the @ealias command), it does not affect exits that lead to the object or
  teleporting in.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @efail car = The car's door is locked.

  Related Topics: @aefail, @aenter, @ealias, @enter, @oefail, @oenter, enter,
      ENTER_OK.

& @EMIT
@EMIT

  COMMAND: @emit[/<switches>] <message>

  Sends <message> to everyone in your current location without prefixing it by
  your character name.  You can also send the message to everyone in the room
  that contains the object you are inside with the /room switch.

  The following switches are available:

     /here  - Sends the message to everyone in the same location as you.
     /html  - Sends the message to HTML-flags players.
     /room  - Sends the message to everyone in the room that contains the
             object you are in.  Starting from your location, this switch
             'leaves' objects until it reaches a room, and @emits the message
             there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @femit, @oemit, @pemit, @npemit, @remit, SPOOFING.

& @ENTER
@ENTER

  COMMAND:   @enter <object> = <message>
  ATTRIBUTE: Enter

  Sets the message that a player sees when entering an object or room,
  whether by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to the object being given away, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer
  to the (attempted) giver.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @gfail sword = You can't give away a cursed sword!

  Related Topics: give, @agfail, @ogfail, @lock.

& @HALT
@HALT

  COMMAND: @halt [<object>]

  Halts all commands being run by <object>, or by the object running the
  command if no <object> is given.  If the object to be halted is a player,
  then all commands being run by objects owned by that player are halted.
  Use this command to stop runaway objects and infinite loops.
  The process of halting an object involves removing all commands waiting
  to be run by the object from the queue and refunding the queue deposit.
  Halting an object does not affect commands waiting on it as a semaphore.

  Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES.

& @IDESC
@IDESC

  COMMAND:   @idesc <object> = <message>
  ATTRIBUTE: Idesc

  Sets the internal description for <object>.  The internal description of an
  object will be shown to any player entering it.  If not set, the regular
  description in the Desc attribute is shown instead.

  Function references and %-substitutions are allowed in inside descriptions,
  and are evaluated when someone fails to get or look at the object.  In
  function references, 'me' refers to the object being looked at, while
  %-substitutions that refer to the enactor (such as %n, %#, %p, etc)
  refer to the player doing the looking.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Example: @idesc car = You are sitting in the driver's seat of a Volkswagen
                        Beetle.

  Related Topics: enter, @describe, ENTER_OK.

& @IDLE
@IDLE

  COMMAND:   @idle <object> = <message>
  ATTRIBUTE: Idle

  This attribute is sent as a message to anyone who successfully pages you.
  It can be used to tell someone who pages you when you will return
  (if you are going to be away for a while).

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  If an @idletimeout is set on the person being paged, you will only see
  the @idle message if that person is more idle than the specified amount
  of time.

  Example: @idle me = At dinner.  Back about 7PM.

  Related Topics: @away, @idletimeout, @reject, page.

& @IDLETIMEOUT
@IDLETIMEOUT

  COMMAND:   @idletimeout <object> = <seconds>
  ATTRIBUTE: IdleTimeout

  This attribute is used to determine if your @idle message is sent to
  a player who successfully pages you.
  If you're online and working at the same time, you can set the minimum
  idle time to allow your message to show. so whilst you're not idle your
  @idle message will not show without you having to delete it to hide it.

  This attribute is only meaningful for players, and will never be
  automatically referenced on other object types.

  Example: @idle me = Working IRL. Monitoring this window from time to time.
           @idletimeout me = 60

  Related Topics: @away, @idle, @reject, page.

& @IFELSE
@IF

  COMMAND: @if <string>=<true>[,<false>]

  Checks if <string> evaluates to a true value. If so, the command <true>
  is performed. If not, <false> is (if present).
  This command can also be called as @ifelse.

  Examples:
    > think money(me)
    150
    > @if [gte(money(me),1)]=say I have money., say I'm broke!
    You say, "I have money."

  Related topics: @switch, ifelse(), switch().

& @INFILTER
@INFILTER

  COMMAND:   @infilter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Infilter

  This attribute specifies a series of patterns to be used to suppress
  text normally sent to the contents of <object> by @listen.  If the desired
  pattern contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @infilter sports = *waves*
    > :waves.
    Wizard waves.
    > :knocks on the window.
    test> Wizard knocks on the window.
    Wizard knocks on the window.

  Related Topics: @filter, @inprefix, @listen, @prefix.

& @INPREFIX
@INPREFIX

  COMMAND:   @inprefix <object> = <prefix text>
  ATTRIBUTE: Inprefix

  This attribute, when set, will prefix all text that is sent to the contents
  of <object> by @listen.  The default is to have no prefix, the text is
  forwarded unadorned.

  Example:
    > @listen sports car=*
    > @fo test=enter sports car
    test has left.
    test> Sports Car(#383Q)
    > :waves.
    test> Wizard waves.
    Wizard waves.
    > @inprefix sports car = In the mundane world outside,
    test> In the mundane world outside, Wizard waves some more.
    Wizard waves some more.

  Related Topics: @filter, @infilter, @listen, @prefix.

& @KILL
@KILL

  COMMAND:   @kill <object> = <message>
  ATTRIBUTE: Kill

  This command sets the message that is shown to anyone who kills <object>.

  This attribute is only meaningful for players and things, and will never be
  automatically triggered on other object types.

  Function references and %-substitutions are allowed in kill messages, and
  are evaluated when someone kills the object.  In function references, 'me'
  refers to the object that was killed, while %-substitutions that refer to
  the enactor (such as %n, %#, %p, etc) refer to the player doing the killing.

  Example: @kill guard = The guard says "I'll get.. you... for... this... %n"
                         as he falls down and dies.

  Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD.

& @LALIAS
@LALIAS

  COMMAND:   @lalias <object> = <entrance-list>
  ATTRIBUTE: Lalias

  Sets up a set of alternate commands that may be used as synonyms for the
  command 'leave' when you are inside a player or a thing.  The alternate
  commands are separated by semicolons just like in exit names.

  Leave aliases are checked for after exitnames and builtin MUX commands, but
  before enter aliases and $-commands.

  This attribute is meaningful for players and things, and will never be
  automatically looked at on rooms or exits.

  Example: @lalias car = get out;climb out;out;open door;outside

  Related Topics: @ealias, enter, leave.

& @LAST
@LAST

  COMMAND: @last <player>

  This command displays a short 'connection history' for <player>, showing
  recent successful and failed connection attempts, as well as the total
  number of successful and failed connections.
  You can only display information about yourself.

& @LEAVE
@LEAVE

  COMMAND:   @leave <object> = <message>
  ATTRIBUTE: Leave

  Sets the message that a player sees when leaving an object or room, whether
  by using an exit, the enter or leave commands, or by teleporting.

  Function references and %-substitutions are allowed in leave messages, and
  are evaluated when someone leaves the object.  In function references,
  'me' refers to the object being left, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player leaving the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @leave car = You unbuckle your seatbelt and climb out of the car.

  Related Topics: leave, @aleave, @oleave.

& @LFAIL
@LFAIL

  COMMAND:   @lfail <object> = <command-list>
  ATTRIBUTE: Lfail

  Sets the message that a player sees when he tries to leave it but fails
  because the player fails the object's leave lock.

  The leave lock only affects the 'leave' command and its aliases (set via
  the @ealias command), it does not affect going home, using an exit in the
  location, or teleporting out.

  This attribute is meaningful for players and things, and will never be
  automatically triggered on rooms or exits.

  Example: @lfail plane = You don't have a parachute!

  Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave.

& @LINK
@LINK

  COMMAND: @link <object>=#<number>/here/s, anction references and %-substitutions are allowed in enter messages, and
  are evaluated when someone enters the object.  In function references,
  'me' refers to the object being entered, while %-substitutions that refer
  to the enactor (such as %n, %#, %p, etc) refer to the player entering the
  object.

  This attribute is meaningful for players, things, and rooms, and will never
  be automatically triggered on exits.

  Example: @enter car = You climb into the car and buckle your seatbelt.

  Related Topics: enter, @aenter, @oenter, ENTER_OK.

& @ENTRANCES
@ENTRANCES

  COMMAND: @entrances [[<object>][,<low>[,<high>]]]

  Lists links from elsewhere to the specified object (default: your current
  room).  For rooms, exits and drop-to's, leading to the room and players
  and objects whose home is in the room are listed.  For players and objects,
  lists exits leading to them.  Because this command is computationally
  expensive, it costs 100 coins.  <low> and <high> can be used to indicate
  where to start and stop the search, respectively.

  Examples:
    > @entrances             <- all links to here
    > @entrances object      <- all links to object
    > @entrances ,100,200    <- all links to here from #100 to #200
    > @entrances me,1000     <- all links to me from #1000 and above.

  Related Topics: @link, @unlink.

& @EXITFORMAT
@EXITFORMAT

  COMMAND: @exitformat <object> [=<format>]

  Replaces the usual "Obvious Exits:" format when an object is looked
  at, by a player-specified exits format. This is evaluated as if it
  were a description or similar message on the room.  The objects that
  the looker would normally be able to see is passed as a dbref list
  in %0; all exits can be acquired through 'lexits(me)'.

  One could change the format to 'Exits: Exit1 Exit2 Exit3' through
  '@exitformat here = Exits: [iter(%0,name(##))]', for example.

  Related Topics: @conformat, @nameformat

& @EXITTO
@EXITTO

  COMMAND:   @exitto <object> = <dbref function>
  ATTRIBUTE: Exitto

  This attribute is used to create variable exits.  If an @exitto is present
  on an exit, and the <dbref function> returns a number or a dbref, the exit
  behaves as if the returned dbref is the exit's destination.

  Because this can be used to go anywhere, @exitto is a wizard-only
  attribute.

  Even though @exitto take precendence over the static destination of an exit,
  don't forget to @link all exits anyway.  Anyone can @link an unlinked exit
  and therefore 'own' and @destroy it.

  Example:
    > @open FooExit
    Opened.
    > @exitto FooExit=#123
    Set.
    > FooExit
    Room123(#123)

  Related Topics: EXITS.

& @FAIL
@FAIL

  COMMAND:   @fail <object> = <message>
  ATTRIBUTE: Fail

  Sets the failure message for <object>.  This message is seen by the actor
  when one of these events occurs:

    - For exits: Someone tries to traverse the exit but cannot because they
      fail the exit's default lock or the exit is not linked.
    - For players and things: Someone tries to pick up the object but cannot
      because they fail the object's default lock.
    - For rooms, players, and things: Someone looks around inside the room,
      player, or thing and fails the object's default lock.

  Substitution and evaluation is performed on the message before it is shown.

  Example:
    > @fail table = It's too heavy to lift!                            <thing>
    > @fail doorway = The doorknob does not turn.                       <exit>

  Related Topics: get, @afail, @ofail, FAILURE.

& @FEMIT
@FEMIT

  COMMAND: @femit[/<switches>] <object>=<message>

  Forces <object> to emit <message>.  This command is similar to the command
  '@force <object> = @emit <message>', except that it will work so long as
  you own the object, whereas @force may fail if the object has its INHERIT
  flag set and the object performing the @force does not.

  The following switches are available:
     /here  - Sends the message to everyone in the same location as <object>.
     /room  - Sends the message to everyone in the room that contains the
              object that <object> is in.  Starting from your location, this
              switch 'leaves' objects until it reaches a room, and @emits the
              message there.

  If both switches are specified, the message is sent to both places.  If
  neither is specified, /here is assumed.

  Some MUXes may restrict the use of this command.

  Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING.

& @FILTER
@FILTER

  COMMAND:   @filter <object> = <pattern>[, <pattern>...]
  ATTRIBUTE: Filter

  This attribute specifies a series of patterns to be used to suppress
  text normally forwarded by the AUDIBLE flag.  If the desired pattern
  contains a comma, the pattern may be enclosed in curly braces {}.

  Example:
    > @fo test=out
    > @set #378=puppet
    test> test grows ears and can now hear.
    > @filter out = {* has arrived.},{* has left.}
    Set.
    > :has not arrived.
    Wizard has not arrived.
    test> From a distance, Wizard has not arrived.
    > :has arrived.
    Wizard has arrived.

  Related Topics:  AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix.

& @FIND
@FIND

  COMMAND: @find <name>[,<low>[,<high>]]

  Displays the name and number of every room, thing, or player that you
  control whose name matches <name>. Because the command is computationally
  expensive, it costs 100 coins.

  <low> and <high> may be used to restrict the range of objects that are
  searched, if they are given then the search starts at object #<low> and ends
  at object #<high>.

  Examples:
    > @find Lost Room
    > @find Secret Device,12000,14000

  Related Topics: @search.

& @FORCE
@FORCE

  COMMAND: @force <player/object>=<command>

  Forces the game to act as though <player/object> had entered <command>.
  You may only force objects that you control.  Objects may not force players
  unless either the object or the player has their INHERIT flag set, and
  objects that do not have their INHERIT flag set may not force objects that
  do.  If the victim is specified by number, you may use an alternate form
  of the command, '#<number> <command>'.

  Related Topics: puppets.

& @FORWARDLIST
@FORWARDLIST

  COMMAND:   @forwardlist <object> = <dbref-list>
  ATTRIBUTE: Forwardlist

  Specifies a list of locations (specified by their db numbers) that are to
  receive messages heard by <object> (filtered by the @filter attribute and
  prefixed by the @prefix attribute).  The messages are only forwarded if
  <object> has its AUDIBLE flag set.

  Related Topics: @filter, @prefix, AUDIBLE.

& @FPOSE
@FPOSE

  COMMAND: @fpose[/<switches>] <object>=<message>

  Forces <object> to pose <message>.  This command is similar to the command
  '@force <object> = :<message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  The following switches are available:
     /default - (default) Put a space between the name of the object and
                the message (ie, send '<name> <message>').
     /nospace - Don't put a space between the name of the object and the
                message (ie, send '<name><message>').

  Related Topics: @femit, @fsay, pose, :, ;, INHERIT.

& @FSAY
@FSAY

  COMMAND: @fsay <object>=<message>

  Forces <object> to say <message>.  This command is similar to the command
  '@force <object> = say <message>', except that it will work so long as you
  own the object, whereas @force may fail if the object has its INHERIT flag
  set and the object performing the @force does not.

  Related Topics: @femit, @fpose, INHERIT, say.

& @GFAIL
@GFAIL

  COMMAND:   @gfail <object> = <message>
  ATTRIBUTE: Gfail

  Sets the message that a player sees when he tries to give away the object
  but fails because he didn't pass the object's give lock.

  Function references and %-substitutions are allowed in give failure
  messages, and are evaluated when someone tries to give away the object.
  In function references, 'me' refers to                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         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