Documentation
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Index ¶
- func AddFunctionExporter(f FunctionExporter)
- func Aid(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Alias(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Appraise(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Ask(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Attack(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Backstab(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func BadCommands(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Bank(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Biome(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Break(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Broadcast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Buff(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Build(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Bump(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Bury(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Buy(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Cast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Character(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Command(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Conditions(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Consider(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Cooldowns(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Deafen(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Default(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Disarm(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Drink(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Drop(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func DualWield(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Eat(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Emote(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Enchant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Equip(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Exits(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Experience(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Flee(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Gearup(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Get(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func GetCmdSuggestions(text string, includeAdmin bool) []string
- func GetExportedFunction(fName string) (any, bool)
- func GetHelpSuggestions(text string, includeAdmin bool) []string
- func GetLockRender(sequence string, entered string, viewingUserId int) string
- func Give(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Go(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Grant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Help(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func History(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Inbox(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Inspect(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Inventory(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Item(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Jobs(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func KeyRing(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Killstats(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func List(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Locate(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Lock(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Look(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Macros(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Map(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Mob(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Modify(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Motd(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Mudmail(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Mute(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Noop(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Offer(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Online(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Party(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Password(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Paz(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Peep(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pet(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Picklock(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pickpocket(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Portal(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pray(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Prepare(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Print(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func PrintLine(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Put(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pvp(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func QuestToken(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Quests(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Quit(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Rank(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Read(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Recover(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Redescribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func RegisterCommand(command string, handlerFunc UserCommand, disabledWhenDowned bool, ...)
- func Reload(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Remove(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Rename(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Room(rest string, user *users.UserRecord, liveRoom *rooms.Room, ...) (bool, error)
- func Save(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Say(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Scribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Search(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Sell(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Server(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Set(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Share(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Shoot(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Shout(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Show(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Skills(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Skillset(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Sneak(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Spawn(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Spell(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Spells(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Start(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Stash(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Status(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Storage(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Suicide(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func SysLogs(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Tackle(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Tame(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Teleport(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Throw(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Track(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Train(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Trash(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func TryCommand(cmd string, rest string, userId int, flags events.EventFlag) (bool, error)
- func TryRoomScripts(input, alias, rest string, userId int) (bool, error)
- func UnDeafen(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func UnMute(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Uncurse(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Unenchant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Unlock(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Use(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Whisper(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Who(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Zap(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func ZombieAct(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Zone(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- type CommandAccess
- type CommandHelpItem
- type FunctionExporter
- type SkillsOptions
- type TrainingOption
- type TrainingOptions
- type UserCommand
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AddFunctionExporter ¶
func AddFunctionExporter(f FunctionExporter)
func Aid ¶
func Aid(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Protection Skill Level 1 - Aid (revive) a player Level 3 - Aid (revive) a player, even during combat
func Backstab ¶
func Backstab(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 2 - Backstab
func BadCommands ¶
func BadCommands(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * badcommands (All)
func Broadcast ¶
func Broadcast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Global chat room
func Buff ¶
func Buff(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * buff (All)
func Build ¶
func Build(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * build (All)
func Bump ¶
func Bump(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 3 - Backstab
func Cast ¶
func Cast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Cast Skill Level 1 - You can cast spells Level 2 - Become proficient in a spell at 125% rate Level 3 - Become proficient in a spell at 175% rate Level 4 - Become proficient in a spell at 250% rate
func Command ¶
func Command(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * command (All)
func Conditions ¶
func Deafen ¶
func Deafen(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * deafen (All)
func Default ¶
func Default(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Default is a special command that tries to contextually pick a default action for a room. The failover is to "look"
func Disarm ¶
func Disarm(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 4 - Attempt to disarm an opponent.
func DualWield ¶
func DualWield(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Dual WIeld Level 1 - You can dual wield weapons that you normally couldn't. Attacks use a random weapon. Level 2 - Occasionaly you will attack with both weapons in one round. Level 3 - You will always attack with both weapons when Dual wielding. Level 4 - Dual wielding incurs fewer penalties
func Enchant ¶
func Enchant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Enchant Skill Level 1 - Enchant a weapon with a damage bonus. Level 2 - Enchant equipment with a defensive bonus. Level 3 - Add a stat bonus to a weapon or equipment in addition to the above. Level 4 - Remove the enchantment or curse from any object.
func Experience ¶
func GetCmdSuggestions ¶
Returns a list of close match commands
func GetExportedFunction ¶
func GetHelpSuggestions ¶
func Grant ¶
func Grant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * grant (All)
func Inspect ¶
func Inspect(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Peep Skill Level 1 - Reveals the type and value of items. Level 2 - Reveals weapon damage or uses an item has left. Level 3 - Reveals any stat modifiers an item has. Level 4 - Reveals special magical properties like elemental effects.
func Item ¶
func Item(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * item (All) * item.create (Create a new item) * item.spawn (Spawn a new item in the room)
func Locate ¶
func Locate(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * locate (All)
func Map ¶
func Map(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Skill Map Level 1 - Map a 5x5 area Level 2 - Map a 9x7 area Level 3 - Map a 13x9 area Level 4 - Map a 17x9 area, and enables the "wide" version.
func Mob ¶
func Mob(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * mob (All) * mob.create (Create new mobs) * mob.spawn (Spawn a mob in the room)
func Modify ¶
func Modify(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * modify (All) * modify.role (Change user roles)
func Mudmail ¶
func Mudmail(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * mudmail (All)
func Mute ¶
func Mute(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * mute (All)
func Noop ¶
func Noop(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
This is a no-op, does nothing
func Paz ¶
func Paz(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * paz (All)
func Peep ¶
func Peep(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Peep Skill Level 1 - Always visibly see the health % of an NPC Level 2 - Reveals detailed stats of a player or mob. Level 3 - Reveals detailed stats of the player or mob, plus equipment and items Level 4 - eveals detailed stats of the player or mob, plus equipment and items, and tells you the % chance of dropping items.
func Pickpocket ¶
func Pickpocket(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 4 - Pickpocket
func Portal ¶
func Portal(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Portal Skill Level 1 - Teleport back to town square Level 2 - Teleport back to the root of the area you are in Level 3 - Set a new destination for your portal teleportation Level 4 - Create a physical portal that you can share with players, or return through.
func Pray ¶
func Pray(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Protection Skill Level 4 - Pray to gods for a blessing
func Prepare ¶
func Prepare(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * prepare (All)
func Print ¶
func Print(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Prints message to screen
func PrintLine ¶
func PrintLine(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
PrintLine (command `printline`) is just a simple measuring tool/ruler for layout purposes
func QuestToken ¶
func QuestToken(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * questtoken (All)
func Rank ¶
func Rank(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Protection Skill Level 2 - Front/Backrank
func Recover ¶
func Recover(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 1 - Enter a state of rest where health is recovered more quickly
func Redescribe ¶
func Redescribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * redescribe (All)
func RegisterCommand ¶
func RegisterCommand(command string, handlerFunc UserCommand, disabledWhenDowned bool, isAdminOnly bool)
Register mob commands from outside of the package
func Reload ¶
func Reload(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * reload (All)
func Rename ¶
func Rename(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * rename (All)
func Room ¶
func Room(rest string, user *users.UserRecord, liveRoom *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * room (All) * room.edit (All edit commands) * room.edit.container (Edit containers) * room.edit.exits (Edit exits) * room.edit.mutators (Edit mutators) * room.edit.nouns (Edit nouns) * room.copy (Copy room properties from one room to another) * room.info (See a room summary) * room.set (Set properties of the room)
func Scribe ¶
func Scribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Scribe Skill Level 1 - Scribe to a scrap of paper Level 2 - Scribe to a sign Level 3 - Scribe a hidden rune Level 4 - TODO
func Search ¶
func Search(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Searcg Skill Level 1 - Find secret exits or hidden players/mobs Level 2 - Find objects stashed in the area Level 3 - ??? Level 4 - You are always aware of hidden players/mobs in the area
(Lvl 1) <ansi fg="skill">search</ansi> Search for secret exits or hidden players/mobs. (Lvl 2) <ansi fg="skill">search</ansi> Finds objects that may be hidden in the area. (Lvl 3) <ansi fg="skill">search</ansi> Finds special/unknown "things of interest" in the area. (Lvl 4) <ansi fg="skill">search</ansi> Doubles your chance of success when searching.
func Server ¶
func Server(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * server (All)
func Skillset ¶
func Skillset(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * skillset (All)
func Sneak ¶
func Sneak(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 1 - Sneak
func Spawn ¶
func Spawn(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * spawn (All)
func Spell ¶
func Spell(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * spell (All) * spell.create (Create new spells) * spell.list (List all spells)
func SysLogs ¶
func SysLogs(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * syslogs (All)
func Tackle ¶
func Tackle(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 3 - Attempt to tackle an opponent, making them miss a round.
func Tame ¶
func Tame(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Skill Tame Level 1 - Tame up to 2 creatures Level 2 - Tame up to 3 creatures Level 3 - Tame up to 4 creatures Level 4 - Tame up to 5 creatures
func Teleport ¶
func Teleport(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * teleport (All) * teleport.direction (Teleport through walls in a direction) * teleport.playername (Teleport to a player name) * teleport.roomid (Teleport to a roomId)
func Throw ¶
func Throw(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 2 - You can throw objects at NPCs or other rooms.
func Track ¶
func Track(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Skill Track Level 1 - Display the last player or mob to walk through here (not the currently player or current mobs) Level 2 - Display all players and mobs to recently walk through here Level 3 - Shows exit information for all tracked players or mobs Level 4 - Specify a mob or username and every room you enter will tell you what exit they took.
func TryCommand ¶
func TryRoomScripts ¶
TryRoomScripts is called to try both the onCommand_X direct route and also onCommand with a 'cmd' parameter. Returns true if a script handled it. False if not.
func Zap ¶
func Zap(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * zap (All)
Types ¶
type CommandAccess ¶
type CommandAccess struct { Func UserCommand AllowedWhenDowned bool AdminOnly bool }
type CommandHelpItem ¶
type FunctionExporter ¶
type SkillsOptions ¶
type TrainingOption ¶
type TrainingOptions ¶
type TrainingOptions struct { TrainingPoints int Options []TrainingOption }
Source Files
¶
- admin.badcommands.go
- admin.buff.go
- admin.build.go
- admin.command.go
- admin.deafen.go
- admin.grant.go
- admin.item.go
- admin.locate.go
- admin.mob.go
- admin.modify.go
- admin.mudmail.go
- admin.mute.go
- admin.paz.go
- admin.prepare.go
- admin.questtoken.go
- admin.redescribe.go
- admin.reload.go
- admin.rename.go
- admin.room.go
- admin.server.go
- admin.skillset.go
- admin.spawn.go
- admin.spell.go
- admin.syslogs.go
- admin.teleport.go
- admin.zap.go
- admin.zone.go
- alias.go
- appraise.go
- ask.go
- attack.go
- bank.go
- biome.go
- break.go
- broadcast.go
- bury.go
- buy.go
- character.go
- conditions.go
- consider.go
- cooldowns.go
- default.go
- drink.go
- drop.go
- eat.go
- emote.go
- equip.go
- exits.go
- experience.go
- flee.go
- gearup.go
- get.go
- give.go
- go.go
- help.go
- history.go
- inbox.go
- inventory.go
- jobs.go
- keyring.go
- killstats.go
- list.go
- lock.go
- look.go
- macros.go
- motd.go
- noop.go
- offer.go
- online.go
- party.go
- password.go
- pet.go
- picklock.go
- print.go
- put.go
- pvp.go
- quests.go
- quit.go
- read.go
- remove.go
- save.go
- say.go
- sell.go
- set.go
- share.go
- shoot.go
- shout.go
- show.go
- skill.brawling.disarm.go
- skill.brawling.recover.go
- skill.brawling.tackle.go
- skill.brawling.throw.go
- skill.cast.go
- skill.dualwield.go
- skill.enchant.go
- skill.inspect.go
- skill.map.go
- skill.peep.go
- skill.portal.go
- skill.protection.aid.go
- skill.protection.pray.go
- skill.protection.rank.go
- skill.scribe.go
- skill.search.go
- skill.skulduggery.backstab.go
- skill.skulduggery.bump.go
- skill.skulduggery.pickpocket.go
- skill.skulduggery.sneak.go
- skill.tame.go
- skill.track.go
- skills.go
- spells.go
- start.go
- stash.go
- status.go
- storage.go
- suicide.go
- train.go
- trash.go
- unlock.go
- use.go
- usercommands.go
- whisper.go
- who.go
- zombieact.go