Building: Flags and Privs
Flags
In source code these are things like FL_FLYING, in lua they are Flag.FlyingTo 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 Name | Set on | Description |
---|---|---|
Mobile | Mobile | Defines a Mobile |
Fixed | Object | Cannot be picked up |
Container | Object | Can have things put in/taken out of it, if it is open |
CanOpen | Object | Can be open/closed |
Lit | Emits light | |
Dark | Room | Too dark to see without light |
NoBeep | Player | Unbeepable |
Discovered | Found by player, set automatically by a disc/discover attribute | |
CanLock | Object | Can be locked/unlocked, with the right key |
Pit | Object | Will destroy objects dropped in it |
Done | ||
LoggedIn | Player | Set automatically on an authenticated, connected player |
Colour | Player | Player can see coloured text |
NoAChat | Player | Player does not see the AChat commline |
NoACode | Player | Player does not see the ACode commline |
NoAGod | Player | Player does not see the AGod commline |
NoAInfo | Player | Player does not see the AInfo messages |
NoAberChat | Player | Player has aberchat turned off |
NoATell | Player | Player won't received atells |
BannedAberchat | Player | player cannot use any achat commands |
Flee | Person | Player will flee automatically when weak |
Sitting | Person | Person is sitting |
SilentQuit | object | When autoobjct is vanished, it does not generate a message |
Wander | Mobile | Mobile wanders around ranomdly |
ForceLogin | ||
Ranter | Nonplayer | Object performs a rant at regular intervals |
RefuseMove | Mobile | Mobile prevents and persons leaving the room |
Invisible | Object | Object does not show up in room description |
Airless | Room | Room has no air |
Exit | Exit | Defines an Exit |
NoHearBack | ||
Coding | Player | player is marked as coding |
CantSummon | ||
Cold | Room | Room is cold, and hurts unprotected persons in it |
Death | Room | Room kills all mortals who enter it |
Hot | Room | Room is hot, and hurts unprotected persons in it |
Maze | Room | |
NoMobiles | Room | Mobiles will not move into this room |
NoQuit | Room | Player cannot quit from this room |
OnePerson | Room | Only ne player can fit in this room |
OnWater | Room | Room is a water-surface location, and persons who can't swim can't move |
OutDoors | Room | Room is outdoors |
Party | ||
Peaceful | Room | Police may be summoned to deal with combat |
Private | Missions are not available, zones may only be entered by admins/authors | |
TempExtreme | Room | Room is hot in the day, cold at night, and hurts unprotected persons in it |
UnderWater | Room | Room is underwater, and persons without airsupplies or gills will drown |
Blind | Person | Person cannot see |
Deaf | Person | person cannot hear |
Dumb | Person | Person cannot speak |
Boat | Object | Object can be used to travel over water |
SpaceSuit | Clothing | Protects wearer from airless locations |
PushToggle | Object | Pushing object toggles between states 0 and 1 |
Unlocateable | ||
Secret | Exit | Exit is not shown in room description |
ExamFlips | Object | Examining this object changes state |
NoInfo | Senior Officer | Player does not see Info log messages |
NewStyle | Player | |
NoTimeOut | Player | Player will never idle out |
ByWater | Room | Set on beach or riverbank. People can be walking or swimming in this location |
NoLegs | Mobile | Mobile has no legs |
Gills | Mobile/Clothing | Person can breathe underwater indefinitately. Worn object gives same benefit |
Radiation | Room | Room is radioactive, and hurts unprotected persons in it |
RadiationSuit | Mobile/Clothing | Person is not harmed by radioactive rooms. Worn object gives same benefit |
BarSouth | Mobile/Room | |
BarEast | &Mobile/Room | |
BarNorth | Mobile/Room | |
BarUp | Mobile/Room | |
BarWest | Mobile/Room | |
BarDown | Mobile/Room | |
DestroyOnReset | Nonplayer | |
Plural | Object/Mobile | Object is a plural one, which affects naming and actions |
RemortHere | Room | Commanders and captains can remort here |
Commbadge | Room | Allows low level players to use commlines |
NoGive | ||
Store | Room/mobile | Room is a shop, or mobile is an itinerant trader |
Bank | Room | Room is a bank |
MissionsBoard | Object | Object lists missions |
Ship | Object/Room | Object can takeoff, flyto and dockat |
Mission | Object is a minimission brief | |
NoSave | ||
Observed | object | Set automagically by dynreset code |
IsHoloDeck | Room | Room is a holodeck |
IsHoloObject | Object | Item is a virtual, Set automagically by holo code |
IsHoloProgram | Object | Object is a holoprogram template |
IsHoloCrystal | Object | Object is a crystal for use in holodeck slots |
NoSlain | Senior officer | player will not get death log messages |
Sleeping | Person | Person is asleep |
NoReset | Nonplayer | Object is never checked to see if a zone needs resetting |
MagicPass | Old and broken stuff. Don't use. | |
Contraband | Object | Customs officials may finda and confiscate this item and block and fine its owner |
IsHoloSlot | Object | Part of a holodeckm for putting crystals in |
Timer | Set automagically by objects following a plan | |
StartPlan | Nonplayer | Object starts plan immediately upon zone load/reset |
Linked | Room | Set on a room, to see contents of neighbouring linked rooms |
OnFire | Object/Room | Object or room is on fire. The latter may harm unprotected persons, and blocks sight |
NightVision | Object/Mobile | Person can see in the dark and through thick smoke. Worn item also gives this benefit |
NoHeal | Room | |
NoGravity | Room | Room has micrtogravity |
Drink | Object | Object is drinkable |
Fragile | Object | Object is easily destroyed |
NoShip | Player | Player sees no ship messages at a dock |
Quest | Object | Object is a quest brief |
NoMiss | Player | Player does not see combat messages where any party misses a hit |
Lift | Room | Room is a lift |
CantTalk | Mobile | |
Transient | Object | Created automagically by wilderness code |
Wilderness | Room | Created automagically by wilderness code |
IsHoloPanel | Object | In a holodeck, contains a holoslot |
PartExit | Exit/Object | Defines something which is an object or room and an exit. Used for ships and other vehicles |
LandVehicle | Room/Object | Set on trains and the like |
Tampered | Set automagically by dynreset code | |
DeepSpace | Room | Ships arriving here will not open their doors |
LeaveShip | Player | Player automatically leaves ship/vehicle at its destination |
Stated | Nonplayer | Object has states, but shouldn't show open/closed/locked text |
MoDOnly | Room/Object | Military restrictions |
CivOnly | Room/Object | Non-military restrictions |
StickyRoom | Room | Players may save here and return following quit/login |
AlwaysObserved | Nonplayer | Item will block dynresets |
ClrStyle | Player | Player newline style |
Quarters | Room | Autoobjects stored here will persist through resets/reboots |
CanSitOn | Object | Object is a seat |
CanSleepOn | Object | object is a bed |
HandsTied | Person | Person has restricted use of hands |
Police | Mobile | Mobile can arrest |
NoTellSpam | Senior Officer | player does not get 'telldefault triggered' log messages |
NeverObserved | Nonperson | Object will never hold up a dynreset |
WanderZone | Mobile | Wandering mobile will only wander into rooms of its own zone |
TiedToRoom | Object | Object cannot be removed from the room it is in |
Unpeaceful | Room | In a peaceful zone, assaults can be committed here without police being summoned |
Cash | Object | Object is cash |
Mount | Object/Mobile | Object/mobile may be mounted |
CanFloat | Object | Object does not sink in water |
Brief | Player | |
CanLatch | Object | Object can be locked without the need for a key |
WaterTight | Object | Object can hold water |
Swimming | Person | Person is swimming |
CantWalk | Mobile | Mobile can't walk on land |
CanIgnite | Object | Object can be set on fire |
NoExamText | Object | |
Room | Room | Defines a room |
NoBugs | Senior Officer | Player sees no buglog messages |
CanLeader | Mobile | Mobile can be followed like a player |
NoSaddle | Mount | Mount has no saddle, so different mount/dismount text |
Transparent | Container | Contents of container can be seen even when it is closed |
NoInvWorn | ||
ColdProtect | Mobile/Clothing | |
HeatProtect | Mobile/Clothing | |
Broken | ||
Flying | Person | Person is flying |
Floor | Object | Floor object |
Sanctuary | Room | Combat can never occur here |
BugBanned | Player | Player cannot submit bugs/typos/ideas |
NoBuffer | ||
Table | Object | Object can have other objects placed upon it |
HasMail | Player | Player has unread mail |
TwoPerson | Room | Rooms is limited to two players only |
Aloof | Person | Person cannot use or be targetted by actions |
LogTime | Senior Officer | Player sees logmessages marked with a timestamp |
Glowing | Object | Object cannot be seen in the dark, but may be targetted |
Idling | Player | Player is idle. Set automagically |
NSEW | Player | |
NoNaws | Player | |
Arable | Room | Room makes use of Yoru's evil farming stuff |
CanFly | Person | Person can fly and land |
CantPuntTo | Room | People canot be punted to this room |
AirTight | Object | Object can hold a gas without leaking |
QuietAlias | Player | Player is not informed when they use an alias |
CanSwim | Person | Person can swim in water |
DontHideHoloEq | Holoprogram | Holos usually vanish player items when they start. This prevents this. |
Vacuum | Room | Lethal to enter unprotected |
System | Object | Cannot be booted. Flag cannot be modified except by top level admins. |
Unpackaged | Object | Doesn't work yet |
Board | Object | |
Danger | Object | Mobiles won't pick this up, or accept it when it is given to them |
SeeEditSpam | Senior Officer/td> | Player sees fiddle log messages |
Gagged | Person | Person's speech is muffled |
WillExec | Set automagically by the timed effects system | |
Priority | Don't use this | |
InAir | Room | Location is far above ground level in the air |
LighterThanAir | Object | |
Stunned | Person | Partially implemented. Don't use this |
Surrendered | Person | Does nothing yet |
Persistent | Nonplayer | Does nothing yet |
DontMatchName | Object | Prevent the matcher matching on the name of this object |
DontMatchShort | Object | Prevent the matcher matching on the short of this object |
Jetpack | Clothing | In zero G, allows a person to manoever |
Handrails | Room | In zero G, allows a person to manoever |
AirSupply | Clothing | Allows wearer to breathe in an airless or underwater location |
HazardSuit | Object | Protects 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 | |
CantSleep | Person | Prevents person from sleeping. |
Bulky | Object | Prevents item being taken into a Confined room. |
Confined | Room | Prevents bulky items being brought in here. |
Persist | Object/Mobile | If object is in a foreign zone, and that zone resets, stop this object being vanished to empty. (see note below) |
CanHover | Object/Mobile | Object does not touch the ground. |
NoWearAll | Object | Don't wear this item of clothing when its holder does a wear all |
Door | Object | This object is a door; state 0 means open, state 1 means closed, state 2 means locked. |
Abstract | Object | This 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.