Difference between revisions of "MOO Command Glossary"
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Revision as of 07:52, 10 April 2022
The following page is a master list of commands for SRTMOO, sorted by category, with instructions. It will be updated as staff are able. Thank you to Stormreign for starting this list.
Unit and Weapon Commands
Unit Library
* allows partial matching
+unitlibrary
Displays list of units you have access to.
+unitlibrary <name*|uid#>
Displays either a specific unit or a list of units matching partial name.
+unitlibrary group=<group>
Displays list of units available to group. The group needs to be the full Faction name as seen in people's +fingers. Ie: '+unitlibrary group=AEU Forces' instead of '+unitlibrary group=AEU'
+hangar & +uid are shortcuts for +unitlibrary
Weapon Library
* allows partial matching
+weaponlibrary
Displays list of your personal weapons.
+weaponlibrary standard
Displays list of weapons you have access to.
+weaponlibrary <name*|wid#>
Displays either a specific weapon or a list of weapons matching partial name.
+wid is a shortcut for +weaponlibrary
Hangar
Can only be used in the Personal Hangar room that is in the OOC area.
loadouts
List existing loadouts
load <slot> for <unit>
Unit is a deployable unit, slot is a loadout number between 1 and 5. Loads either an existing loadout, or prepares to customize a new one in the specified slot.
add <weapon name*|wid#> to weapons
Add a weapon to the currently loaded slot. Partial matching will give you a list of matches if there are more than one.
After you have chosen a weapon to add, it asks you to type in a name to use or @abort. This lets you apply a different name to weapons when you add them to your machine. Don't get abusive with this like naming your Super Heavy Missiles as Vulcans.
add <partname*> to parts
Similar to above, adds specified part to your loadout. Partial matching will give you a list of matches if there are more than one.
remove <part_number|weapon_number> from <weapons|parts>
Remove weapon or part.
set name to <name>
Set the name of this loadout.
save
Save this loadout.
view
View currently editing loadout.
loadouts
List saved loadouts.
delete <unit_id>,<slot>
Delete a saved layout from the specified unit.
Combat
* allows partial matching
+reset
Resets combat in the room. Do not use in a room where combat is ongoing.
Stage & Field
A stage is a list of fields which a scene takes place on. You can think of the stage like the entire map in an SRW game. A field is a section of the map which contains one or two terrain types. You can think of fields like a collection of grid cells that cover a certain part of the map. Eg: A string of fields over a river that have the terrain Ground/Water to represent a shallow river ground units can walk through easily, while water units might have some trouble operating in. Right now, stage/field customization are not yet fully implemented.
+stage
Displays a list of stages currently available.
+stage <id>
Make a stage active for the room you are currently in.
+field
List the fields that are available for the selected stage, along with who's in what field. This only works after you have deployed in a unit (see Unit section).
+field <id>
Changes you into that field. Field changes don't cost anything, though you should only do a field change using this method (there are others) once per your turn and on your turn. This only works after you have deployed in a unit (see Unit section).
+terrain to <ground|water|air|lowg|space>[, <second terrain>]
An alternative form of staging. This lets you set the terrain for the room to one or two terrains (separated by comma). This is used as the default terrain if there is no stage currently set. You can remove a stage using +reset.
Deploying
+deploy <unit name*|uid#>
Deploys you in your unit. At the moment, it is recommended to do this AFTER the +stage has been set.
+loadout
Lists available loadouts for your units. (You don't have to be deployed)
+loadout <slot #>
Sets your unit to use the specified loadout. (You do have to be deployed)
+mode <unit name*|uid#>
Let's you change the mode your unit is in. Only for transformable units. If you are using a loadout, you will need to use the loadout commands above to set it again after changing mode. Note that this is temporary and later the modes should remember loadouts.
+subdeploy <player*> / +subpilot <player*>
These commands both do the same thing. They set you as the subpilot of the specified player. Being a subpilot means you can:
- Use Spirit Commands
- Use Command Abilities
- Use non-damaging Special Techniques
- Receive SP at the same time your main pilot does.
- Receive EN when you use a Command Ability
You get the same amount of Command Ability attacks as the player you are piloting with.
You do NOT get to use attacks that do any damage.
Parts
+use <part name>
Uses the specified part name. In the case of a toggle part like the Barrier Generator, this toggles it between on and off.
Barrier
+barrier <on|off>
This lets you turn on/off an EN Barrier or Will Barrier ability for a unit. Note that by default, it starts off. For Barrier Generator part, see Parts section.
Stats
Stats can be view in a variety of ways:
+pstats
View your pilot stats.
+pstats <player*>
Views someone else's pilot stats.
+ustats
View your unit stats. This is either the unit you're deployed in, or if you aren't deployed in a unit, the last unit you deployed
+ustats <player*>
Views someone else's unit stats. Same behaviour as above.
+health
Displays some pretty detailed information about your health. Probably the most detailed of all the stats viewing.
+health <player*>
Displays +health stats of someone else.
+stats
Displays a combination of +pstats and +ustats.
+pot
Displays a summary of health, EN, Will and SP for the room.
+scan <player*>
Yet another way of viewing stats of another player.
Attacking
+attacks
List all available attacks for you. This includes Command Abilities (which are represented as attacks) and the Pass action.
+attack <player*> with <attack name*|attack #>
Puts the specified attack in the other player's queue.
+map <attack name*|attack #> on <player*>, <player*>, [<player*> ...]
This lets you target multiple people with a MAP attack, including Command Abilities attacks.
While there is no limit for regular damaging attacks, you can only target up to three people with Command Abilities attacks.
+health
Displays list of any attacks you have Outgoing that haven't been resolved yet.
Defending
+queue
Lists incoming attacks.
+health
Lists incoming attacks with a tad bit more detail (it includes the Power of the attack)
+defend <player*|queue #> with <reaction>
Defends against either the attack launched by player, or the attack that is the # in your queue. If defending out of queue order, Defends with whatever reaction you choose. See Reacting on the SRTMOO Wiki for more details.
Spirit Commands
+spirit
Lists the spirit commands available to you along with their details. Note that the listed SP costs do NOT take pilot Command Ability discounts into consideration.
+spirit <spirit>
Activates self-targeting spirits on yourself.
+spirit <spirit> on <player*>
Activates other-targeting spirits on target player. This can also be yourself.
Command Abilities
Command Abilities, such as work just like attacks. So see the Attacking section above.
Debug
+debug <true|false>
Enables showing debugging information of the combat system. Note that this command is applied to a room, not people. So someone can turn it on, leave, then someone else come in and get spammed by debug info.
@ic
Go to the last room you were in on the IC grid. If you have not been IC before, you will go to the IC Nexus.
@ic nexus
Go the the IC Nexus room.
@ooc
Return to the OOC Room.
@join <player*>
Teleports you to that player.
@roomlist
Shows you a list of rooms on the grid you can teleport to.
@go <room name*|room #>
Teleport to a room on the room list.
Scene
+pot
Displays: How long someone has been idle. How long ago their last pose was. And if they are underlined, that means they are set +observe.
+observe
Toggles you between being an observer to the scene or not. Note that observer status is reset when you leave the room. When observer, you will be underlined in +pot.
+pot/last
Displays everyone's last pose.
+pot/last <player>
Displays last pose for specified player.
+scene
Displays scene calendar.
+scene #
Displays information about a specific scene using the number on the very right of the calendar.
+scene/add
Brings up prompts to add a scene to the calendar.
+scene/del #
Deletes scene you created from the calendar.
Channels
@chanlist
List all channels and their aliases. Channels with a * next to their names are ones you have joined. Channels with 'Gag' next to their names are channels you are currently gagging. Channels are ungagged when you disconnect/reconnect.
@chanjoin <channel>
Joins the specified channel.
@chanleave <channel>
Leaves the specified channel.
@changag <channel>
Gags the specified channel.
@chanungag <channel>
Ungags the specified channel.
+<channel> <text>
Talks on that channel. Eg: +pub Hello World!
=channel <text>
Poses to that channel. Eg: =pub waves hello.
+<channel> `<player> <text>
Talks on that channel, specifically citing a player's name to indicate you are talking/replying to them. Eg: +pub `Bob I totally agree with you Bob.
Note that the character is a back-quote, which is the non-shift use of the tilde key. The key at the top left of your keyboard, next to the 1.
=<channel> `<player> <text>
Combination of the above replying with posing.
@whochan <channel>
Sees who is on a channel.
@chanwho <player>
Sees which channels a player is on.
@history <channel>
Recalls the last 15 lines of talk for the specified channel.
@history/all <channel>
Recalls the last 150 lines of talk for the specified channel.
Groups
@roster <group>
Provides a list of players (and occasionally others) for a specific group. This requires use of the full group name and case matching at present, i.e. @roster Shuffle Alliance instead of @roster shuffle.
Multi-Descer
See 'help me:+desc'