Much of the information in Sloth Mud is in the form of flags. The four argument lists of this command allow access to four types of flags: flags on characters, flags on objects, flags on rooms, and flags on on exits from rooms. The first argument is the thing which bears the flag; the final string argument is the name of the flag; and for argument list (4), the first string argument is a direction name ('north', 'south', 'east', 'west', 'up', or 'down'). A complete list of available flag names for each of the four types of flags is given at the end of this page.
To turn off %c's gossip channel,set( flag( %c, 'gossip' ), false )To only issue a message in a dark room,
if ( flag(room(%c),'dark'), msg_room( 'You hear a sinister shuffling noise!' ) )To block movement west with a custom message when the door is closed, set ON_WEST to
if ( flag( room(%a), 'west', 'closed' ), ( msg_character(%a, 'You walk stupidly into the closed door! BONK!' ), msg_everyone_else(%a, '$n smacks into the closed door!' ), return(1) ) )Note the return(1) which prevents Sloth from processing the "west" command normally after the proc is done with it.
Lists of flags:
Flags that apply to players or mobs (form 1):
blind | the character is blind |
chaos | if two PCs both have this flag, they can fight each other |
charm | under the influence of a charm spell, which means that this player will obey orders from the person he is following |
climb | presently climbing something. You can read this flag but never set or unset it. |
curse | does nothing, except to prevent further curses from being laid on this character. |
detect-evil | the character sees a red aura around creatures with an alignment of less than -350 |
detect-invisible | the character can see invisible people and objects |
detect-magic | the character sees a blue aura around magic items |
ethereal | the character is insubstantial, making him difficult to hit and many other inconvenient things |
fear | the character is magically afraid, and will flee at the drop of a hat. Right now this only works on mobs |
flying | the character is capable of flight |
hide | the character is hiding, meaning that he won't be apparent to someone looking around the room |
hold | unused |
invisible | the character is invisible |
mindbar | the character is immune to a wide variety of mind-affecting magic |
on_point | the character is in the point position for his group, meaning that he enters rooms first and checks for hostiles before the rest of the group comes in |
poison | the character is poisoned; this mostly stops him from healing damage, lost mana, or exhaustion |
protect-evil | the character is immune or resistant to a number of spells that invoke the powers of darkness |
resist_magic | unused |
ride | the character is riding. You can read this flag, but never set or unset it. |
sanctuary | the character has a 'sanctuary' spell on him; this reduces damage he takes from most sources by half |
sense-life | the character can detect other beings hiding in the room |
shield_of_faith | the character has a 'shield of faith' spell on him; this reduces damage he takes from most source by a quarter |
sleep | the character is magically asleep, and cannot wake up until whatever is producing this effect is removed |
sneak | the character does not issue messages when he enters a room |
Configuration flags that apply only to players (form 1):
ansi | the player sees things in color, using ANSI color codes |
auction | the player hears messages on the auction channel |
autogroup | the player is automatically grouped |
autokill | the player automatically kills any stunned or mortally wounded mobs, rather than having to explicitly kill them. |
autoloot | the player automatically loots mobs as they corpse |
autosplit | the player automatically splits any gold he picks up among his group |
brief | the player does not see room descriptions automatically when he enters a room |
commas | format numbers with commas |
compact | the player does not receive some trailing linefeeds |
concise | the player sees a digest form of many game messages; this reduces bandwidth usage |
concise_gag | the player doesn't see many incidental strings; equipment changes, etc. |
echo | the Mud does not tell the player what he just said |
fishing | the player is fishing, and has a line in the water |
fish_on | the player is fishing, and has a fish on his line |
gossip | the player hears messages on the gossip channel |
holylite | the player can always see everybody (except Gods) |
holywings | special form of flying for Gods |
lurk | the player is immune to the 'convocation' spell |
msp | turns on MSP |
mxp | turns on MXP |
mxp_channels | allows him to see MXP on channels |
mxp_compass | turns on MXP compass |
mxp_exits | turns on hyperlinked MXP exits |
mxp_items | turns on hyperlinked MXP items |
mxp_prompt | turns on MXP-enabled prompt |
mxp_shops | turns on MXP in shops |
newbie | the player hears messages on the newbie channel |
nobeep | the player cannot be beeped |
noshout | the player may not use any of the public channels, shout, or otherwise communicate in an annoying manner |
notell | the player does not accept tells |
prompt_cr | the player does not receive a linefeed after his prompt |
private | Don't show finger info for this guy |
quest_group | the player is in the quest group |
showexits | when the player enters a room, he sees a list of the immediately obvious exit directions |
Behavior flags that apply only to mobs (form 1):
a-bit-aggressive | the mob is very occasionally aggressive, but usually not |
aggressive | the mob attacks players when it sees them |
aggr_hidden | the mob attacks hidden players |
aggr_nonfemale | the mob attacks all players that aren't female |
aggr_nonmale | the mob attacks all players that aren't male |
alignment | the mob attacks people with an opposite alignment to the mob; for neutral mobs this does nothing |
astral | the mob leaves no corpse when it dies; anything it was carrying is dropped |
charges | the mob charges into nearby rooms to attack players there (if it is also aggressive). This trumps nocharge for some reason |
damaged-by-heals | the mob takes damage from healing magic, rather than being healed. |
day | the mob appears during the day and disappears when the sun goes down |
do-not-displace | this mob cannot be pushed, thrown, teleported, or otherwise moved from the room in any way |
hates | unused |
helps | unused |
homeless | the mob does not walk home if he finds himself out of the room he was born in. This is only meaningful for mobs with the sentinel flag set. |
mount_air | if mounted, this mob can fly when ordered to |
mount_grnd | if mounted, this mob can walk on land when ordered to. If you set mount_water and not mount_grnd, then the mount can't leave the water |
mount_watr | if mounted, this mob can walk on water when ordered to |
nice-thief | the mob doesn't attack people it catches stealing from it, it just yells at them |
night | the mob appears during the night and disappears when the sun rises |
nogrip | the mob is immune to deathgrip |
nostab | the mob cannot be backstabbed, presumably because it doesn't have any vital organs. This is automatically true of mobs that are of certain types, such as plants, oozes, and automata. |
no_charge | the mob doesn't charge into another room even if it's aggressive and there are players there it could attack |
scavenger | the mob loots corpses and picks up stuff on the ground, and uses it if he can |
sentinel | the mob does not wander around. This also means it won't charge to attack unless the 'charges' flag is set. If he does find himself out of his home room, he will walk home. |
stay-zone | if the mob does wander around, he won't ever leave the zone he was born in |
thoughtless | the mob has no thoughts and thus produces nothing for the 'telepathy' spell |
wimpy | the mob flees if badly hurt; also it is aggressive vs. sleeping people |
wounded | suppresses the aggressive flag when the mob is down more than 20% of its hit points |
Object flags indicating where an object can be worn (form 2):
about | worn about the body, like a cloak |
arms | worn on the arms (phylacteries, bracers) |
body | worn as body armor (e.g. a chain shirt) |
feet | worn as shoes |
finger | worn as a ring or other finger adornment |
hands | worn on the hands, like gloves |
head | worn as a hat or helmet |
hold | held in the off-hand, like a torch |
legs | worn on the legs, e.g. pants or greaves |
neck | worn around the neck |
shield | held as a shield |
take | must be set if if the item can be picked up off the ground |
throw | can be thrown |
two-handed | a weapon that is wielded in two hands |
waist | worn about the waist, like a belt |
wield | wielded in one hand |
wrist | worn on the wrist |
Other object flags (form 2):
anti-evil | unused |
anti-good | unused |
anti-neutral | unused |
bless | the item is blessed. This has no automatic game effects but can be used with, for example, MUDL scripts |
can-shapeshift | the item shapeshifts with a druid when the druid changes form, and continues to provide any magic effects it provided before he shifted |
crumble-read | the item crumbles after being studied (for spellbooks) |
doub-40-item | the item can only be used by characters with at least level 40 in their primary and secondary classes |
enchanted | the item has been enchanted and cannot be enchanted again |
evil | the item is evil. This has no automatic game effects (other than glowing red if the viewer has a 'detect evil' spell up) but can be used with, for example, MUDL scripts. |
float | the item floats in water, instead of sinking out of sight (and being destroyed) |
glow | the item glows |
hum | the item hums |
invisible | the item is invisible |
magic | the item has a spell on it; it glows blue if a viewer has a 'detect magic' spell up |
nodrop | the item cannot be removed once equipped; used for cursed items. A 'remove curse' spell will remove this flag. |
no_find | the item is obscure, so the 'wealth and glory' song will not help locate it |
no-magic | spells will not work on this item |
poisoned | unused |
restrung | the strings on this item have been changed from the usual item of that vnum, and must be saved separately when a player rents |
sancbuster | damage from this item, if it's a weapon, goes through 'sanctuary' and 'shield of faith' spells unreduced |
shoulder | if the item is set as a "neck" item, it is actually worn about the shoulders instead of around the neck. This just changes the messages, the item still uses a "neck" slot |
temporary | the item cannot be sold, and gets silently destroyed if the bearer rents or enters certain rooms |
tri-40-item | the item can only be used by players who have achieved level 40 in their three most primary classes |
under-2x40 | the item can only be used by players who have not yet achieved level 40 in their primary and secondary classes |
under-3x40 | the item can only be used by players who have not yet achieved level 40 in their three most primary classes |
zap-get | if for some reason you are not able to wear this item (alignment or class restrictions, for example) then it burns you if you touch it |
Room flags (form 3):
arena | experience is awarded differently for fights here, and text sent to this room is also sent to rooms with the 'listen' flag set that are in the same zone |
cavern | the 'enter' command from an adjacent room will take you into this room, and the 'leave' command will take you to an adjacent outdoors room without this flag set |
chaos | players can attack each other in this room |
unapproved | This room is not in-game; players should not go here |
dark | the room is dark (unless someone brings a light source into it) |
freshwater_fishing | you can fish here. You will potentially catch freshwater fish |
indoors | the room is inside, meaning that messages describing the changing weather etc are not visible here. This also has various other game effects |
listen | anything that happens in rooms in the same zone with the 'arena' flag set is visible in this room as well |
no_broadcast | this room does not receive broadcast messages about weather, time of day, etc. |
no_flee | you cannot flee into this room; useful to prevent mobs from fleeing off of cliffs, etc. |
no_gate | you cannot magically get to this room with 'gate', 'teleport', 'relocation', or similar spells |
no_hide | there is nowhere to hide in this room |
no_hunt | Sloth Mud's automatic path building algorithm (the one used by hunt) will not build paths through this room |
no_mob | mobs cannot enter this room |
no_mount | mounts cannot enter this room (while someone is riding them) |
no_recall | you cannot use the 'word of recall' spell from this room |
no_stab | you cannot backstab or ambush in this room |
no_tmp_items | when someone enters this room, any items he has with the temporary flag are silently destroyed |
safezone | you cannot push creatures out of this room, or cast any spells here |
saltwater_fishing | You can fish here. You will potentially catch saltwater fish |
vault | This room is part of a vault |
Room exit flags (form 4):
is-door | the exit is a door and thus can be opened and closed; otherwise it can't |
closed | the exit is closed, and cannot be passed until opened |
locked | the exit is locked, and cannot be opened until unlocked |
no_mob | mobs never go through this exit |
invisible | the game does nothing to give away the existence of this exit when it's closed - in all circumstances (except opening it) it looks just like there's no exit there |
pickproof | the lock cannot be picked |
window | you cannot pass through this exit at all, although you can 'spy' and 'scan' through it |
eat-key | the lock destroys a correct key once the door has unlocked |
hidden | if this exit is closed, it provides messages just like there was no exit in that direction |
narrow | only very small creatures (typically much smaller than players, other than druids shapeshifted into certain forms) can pass through this exit |
silent | everybody passing through this exit is effectively sneaking, and thus sends no message to the room when they enter or leave |
no-sneak | it is impossible to sneak through this exit |