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Building: Flags and Privs

Flags

In source code these are things like FL_FLYING, in lua they are Flag.Flying

To check or set the Flags of an object use the 'flags' command, also use it with no arguments to list all possible flags.

How to add a new Flag

Add the flag name to the end of data/flags and then do a full recompile (type 'make' from src/).

Reset Flags

The 'rflag' value is what the actual Flag will get set back to, when the object is reset.

Temporary Flags

The 'tflag' value represents a flag which has been temporarily set on an object, and will be removed when the object quits or is reset.

Telling them apart

When the 'flags' command is used on an object, the output will be a list of flags in one of 3 forms. Any flag marked like +[blah] is a tflag but not an rflag, so it will disappear next reset/login. Any flag marked as [blah] is both a tflag and an rflag: this is the usual state for most flags. Any flag marked as -(blah) is an rflag but not a tflag: this means it is currently switched off but will be switched back on again next reset/login.

Privilege Flags

In-game these are viewed with the pflags command.
In source code these are things like PFL_BECOME, in lua they are Priv.Become

To check or set the PFlags of an object use the 'plfags' command.

How to add a new PFlag

Add the PFlag name to the bottom of data/pflags, then a full recompile as for new flags above.

We will be grateful for any more info on flags that anyone knows, I am just putting stuff as I find it out

nb. this will be autogenerated from the list in data/flags at some point.

List of Flags

Flag NameSet onDescription
MobileMobileDefines a Mobile
FixedObjectCannot be picked up
ContainerObjectCan have things put in/taken out of it, if it is open
CanOpenObjectCan be open/closed
Lit Emits light
DarkRoomToo dark to see without light
NoBeepPlayerUnbeepable
Discovered Found by player, set automatically by a disc/discover attribute
CanLockObjectCan be locked/unlocked, with the right key
PitObjectWill destroy objects dropped in it
Done  
LoggedInPlayerSet automatically on an authenticated, connected player
ColourPlayerPlayer can see coloured text
NoAChatPlayerPlayer does not see the AChat commline
NoACodePlayerPlayer does not see the ACode commline
NoAGodPlayerPlayer does not see the AGod commline
NoAInfoPlayerPlayer does not see the AInfo messages
NoAberChatPlayerPlayer has aberchat turned off
NoATellPlayerPlayer won't received atells
BannedAberchatPlayerplayer cannot use any achat commands
FleePersonPlayer will flee automatically when weak
SittingPersonPerson is sitting
SilentQuitobjectWhen autoobjct is vanished, it does not generate a message
WanderMobileMobile wanders around ranomdly
ForceLogin  
RanterNonplayerObject performs a rant at regular intervals
RefuseMoveMobileMobile prevents and persons leaving the room
InvisibleObjectObject does not show up in room description
AirlessRoomRoom has no air
ExitExitDefines an Exit
NoHearBack  
CodingPlayerplayer is marked as coding
CantSummon  
ColdRoomRoom is cold, and hurts unprotected persons in it
DeathRoomRoom kills all mortals who enter it
HotRoomRoom is hot, and hurts unprotected persons in it
MazeRoom 
NoMobilesRoomMobiles will not move into this room
NoQuitRoomPlayer cannot quit from this room
OnePersonRoomOnly ne player can fit in this room
OnWaterRoomRoom is a water-surface location, and persons who can't swim can't move
OutDoorsRoomRoom is outdoors
Party  
PeacefulRoomPolice may be summoned to deal with combat
Private Missions are not available, zones may only be entered by admins/authors
TempExtremeRoomRoom is hot in the day, cold at night, and hurts unprotected persons in it
UnderWaterRoomRoom is underwater, and persons without airsupplies or gills will drown
BlindPersonPerson cannot see
DeafPersonperson cannot hear
DumbPersonPerson cannot speak
BoatObjectObject can be used to travel over water
SpaceSuitClothingProtects wearer from airless locations
PushToggleObjectPushing object toggles between states 0 and 1
Unlocateable  
SecretExitExit is not shown in room description
ExamFlipsObjectExamining this object changes state
NoInfoSenior OfficerPlayer does not see Info log messages
NewStylePlayer 
NoTimeOutPlayerPlayer will never idle out
ByWaterRoomSet on beach or riverbank. People can be walking or swimming in this location
NoLegsMobileMobile has no legs
GillsMobile/ClothingPerson can breathe underwater indefinitately. Worn object gives same benefit
RadiationRoomRoom is radioactive, and hurts unprotected persons in it
RadiationSuitMobile/ClothingPerson is not harmed by radioactive rooms. Worn object gives same benefit
BarSouthMobile/Room 
BarEast&Mobile/Room 
BarNorthMobile/Room 
BarUpMobile/Room 
BarWestMobile/Room 
BarDownMobile/Room 
DestroyOnResetNonplayer 
PluralObject/MobileObject is a plural one, which affects naming and actions
RemortHereRoomCommanders and captains can remort here
CommbadgeRoomAllows low level players to use commlines
NoGive  
StoreRoom/mobileRoom is a shop, or mobile is an itinerant trader
BankRoomRoom is a bank
MissionsBoardObjectObject lists missions
ShipObject/RoomObject can takeoff, flyto and dockat
Mission Object is a minimission brief
NoSave  
ObservedobjectSet automagically by dynreset code
IsHoloDeckRoomRoom is a holodeck
IsHoloObjectObjectItem is a virtual, Set automagically by holo code
IsHoloProgramObjectObject is a holoprogram template
IsHoloCrystalObjectObject is a crystal for use in holodeck slots
NoSlainSenior officerplayer will not get death log messages
SleepingPersonPerson is asleep
NoResetNonplayerObject is never checked to see if a zone needs resetting
MagicPass Old and broken stuff. Don't use.
ContrabandObjectCustoms officials may finda and confiscate this item and block and fine its owner
IsHoloSlotObjectPart of a holodeckm for putting crystals in
Timer Set automagically by objects following a plan
StartPlanNonplayerObject starts plan immediately upon zone load/reset
LinkedRoomSet on a room, to see contents of neighbouring linked rooms
OnFireObject/RoomObject or room is on fire. The latter may harm unprotected persons, and blocks sight
NightVisionObject/MobilePerson can see in the dark and through thick smoke. Worn item also gives this benefit
NoHealRoom 
NoGravityRoomRoom has micrtogravity
DrinkObjectObject is drinkable
FragileObjectObject is easily destroyed
NoShipPlayerPlayer sees no ship messages at a dock
QuestObjectObject is a quest brief
NoMissPlayerPlayer does not see combat messages where any party misses a hit
LiftRoomRoom is a lift
CantTalkMobile
TransientObjectCreated automagically by wilderness code
WildernessRoomCreated automagically by wilderness code
IsHoloPanelObjectIn a holodeck, contains a holoslot
PartExitExit/ObjectDefines something which is an object or room and an exit. Used for ships and other vehicles
LandVehicleRoom/ObjectSet on trains and the like
Tampered Set automagically by dynreset code
DeepSpaceRoomShips arriving here will not open their doors
LeaveShipPlayerPlayer automatically leaves ship/vehicle at its destination
StatedNonplayerObject has states, but shouldn't show open/closed/locked text
MoDOnlyRoom/ObjectMilitary restrictions
CivOnlyRoom/ObjectNon-military restrictions
StickyRoomRoomPlayers may save here and return following quit/login
AlwaysObservedNonplayerItem will block dynresets
ClrStylePlayerPlayer newline style
QuartersRoomAutoobjects stored here will persist through resets/reboots
CanSitOnObjectObject is a seat
CanSleepOnObjectobject is a bed
HandsTiedPersonPerson has restricted use of hands
PoliceMobileMobile can arrest
NoTellSpamSenior Officerplayer does not get 'telldefault triggered' log messages
NeverObservedNonpersonObject will never hold up a dynreset
WanderZoneMobileWandering mobile will only wander into rooms of its own zone
TiedToRoomObjectObject cannot be removed from the room it is in
UnpeacefulRoomIn a peaceful zone, assaults can be committed here without police being summoned
CashObjectObject is cash
MountObject/MobileObject/mobile may be mounted
CanFloatObjectObject does not sink in water
BriefPlayer 
CanLatchObjectObject can be locked without the need for a key
WaterTightObjectObject can hold water
SwimmingPersonPerson is swimming
CantWalkMobileMobile can't walk on land
CanIgniteObjectObject can be set on fire
NoExamTextObject 
RoomRoomDefines a room
NoBugsSenior OfficerPlayer sees no buglog messages
CanLeaderMobileMobile can be followed like a player
NoSaddleMountMount has no saddle, so different mount/dismount text
TransparentContainerContents of container can be seen even when it is closed
NoInvWorn  
ColdProtectMobile/Clothing 
HeatProtectMobile/Clothing 
Broken  
FlyingPersonPerson is flying
FloorObjectFloor object
SanctuaryRoomCombat can never occur here
BugBannedPlayerPlayer cannot submit bugs/typos/ideas
NoBuffer  
TableObjectObject can have other objects placed upon it
HasMailPlayerPlayer has unread mail
TwoPersonRoomRooms is limited to two players only
AloofPersonPerson cannot use or be targetted by actions
LogTimeSenior OfficerPlayer sees logmessages marked with a timestamp
GlowingObjectObject cannot be seen in the dark, but may be targetted
IdlingPlayerPlayer is idle. Set automagically
NSEWPlayer 
NoNawsPlayer 
ArableRoomRoom makes use of Yoru's evil farming stuff
CanFlyPersonPerson can fly and land
CantPuntToRoomPeople canot be punted to this room
AirTightObjectObject can hold a gas without leaking
QuietAliasPlayerPlayer is not informed when they use an alias
CanSwimPersonPerson can swim in water
DontHideHoloEqHoloprogramHolos usually vanish player items when they start. This prevents this.
VacuumRoomLethal to enter unprotected
SystemObjectCannot be booted. Flag cannot be modified except by top level admins.
UnpackagedObjectDoesn't work yet
BoardObject 
DangerObjectMobiles won't pick this up, or accept it when it is given to them
SeeEditSpamSenior Officer/td>Player sees fiddle log messages
GaggedPersonPerson's speech is muffled
WillExec Set automagically by the timed effects system
Priority Don't use this
InAirRoomLocation is far above ground level in the air
LighterThanAirObject 
StunnedPersonPartially implemented. Don't use this
SurrenderedPersonDoes nothing yet
PersistentNonplayerDoes nothing yet
DontMatchNameObjectPrevent the matcher matching on the name of this object
DontMatchShortObjectPrevent the matcher matching on the short of this object
JetpackClothingIn zero G, allows a person to manoever
HandrailsRoomIn zero G, allows a person to manoever
AirSupplyClothingAllows wearer to breathe in an airless or underwater location
HazardSuitObjectProtects wearer from biohazards
PermZone Authorises a lua script to be able to affect objects in the same zone as the object which contains it.
PermVerb Authorises a lua script to inherit permissions from the person triggering it
PermAdmin Authorises a lua script to have full access to entire mud
CantSleepPersonPrevents person from sleeping.
BulkyObjectPrevents item being taken into a Confined room.
ConfinedRoomPrevents bulky items being brought in here.
PersistObject/MobileIf object is in a foreign zone, and that zone resets, stop this object being vanished to empty. (see note below)
CanHoverObject/MobileObject does not touch the ground.
NoWearAllObjectDon't wear this item of clothing when its holder does a wear all
DoorObjectThis object is a door; state 0 means open, state 1 means closed, state 2 means locked.
AbstractObjectThis isn't a real item... it is a script holder or meta or verb object or whatever. It cannot be cloned, and certain checklists are not run against it, amongst other things.

NB: The Persist flag behaviour is shared by any objects with the Ship, Wander, Quest, Mission, IsHoloProgram and Quarters flags.