COW v8.14 on localhost - it is 10:37 on Mon
papa (you) starts to read the cask of materials
papa (you) starts to read the coding manual
papa (you) starts to read the coding manual
papa (you) starts to read the coding manual
papa (you) starts to read the scripting introduction
papa (you) starts to read the scripting manual
papa (you) starts to read the scripting manual
papa (you) starts to read the book of construction
papa (you) starts to read the book of construction
You read a book of construction by wolis at edit
You can create and build things in cow using these construction commands.

Things generally cost just one penny to make and you start witll 100 pennies. 

When you run out of money your creations are worth nothing.

If your feeing extravigant you can create some jewels worth 40 pennies.

readall book of construction to see all of these commands

command called bounce

Written by wolis at 13:38 on Sat 18 Dec 2004 edit
bounce {object}

This was trying to be the same as push but does not seem to work properly.

The concept was you may want to bouce a ball.. i think.

This is 7 years, 7 months, 27 days, 20 hours and 59 minutes old

command called build

Written by wolis at some unknown time in the past edit
build {location}
build {doorway} to {location}

Build makes new location as compared to a creating basic objects.

read the command called create to find out how to create basic objects.

Build has two ways of working:build {location} makes a new object called {location} in your current location with an 'exit' back out again.

build {doorway} to {location} makes a new {doorway} object (road,door,gate,path) that takes you to the new {location}.

Inside the {location} is a matching {doorway} returning you to your original location.

Some examples:
build a large kitchen
build a hallway to a large kitchen

read the command called location to change how players appear when viewing the location (eg you are on a cliff or behind a tree) instead of the default 'you are in ..'

You can paint your locations by standing in them and paint location

you can open the doorways and see them open on the other side. likewise lock paint and face effect both sides of the doorway.

All materials and associated material values (matavls) are inherited from your current location. So if you have made a room dark ( read th command called darken ), then build a corner in it.. the corner will also be dark.

Other location based materials are:
read the command called safehouse
read the command called setprivate

Other location base commands:
read the command called open
read the command called lock
read the command called paint
read the command called face
read the command called fortify

Doorways are two object linked together. you could manually create doorways like this:
create an aaa. type create a bbb
link aaa to bbb
get the aaa now go to a new location and drop the aaa and you have a doorway to and from your starting location.

(The build command does all of this hard work for you)

command called color

Written by wolis at 20:48 on Sun 28 Nov 2004 edit
same as paint

This is 7 years, 8 months, 17 days, 13 hours and 49 minutes old

command called colour

Written by wolis at 19:54 on Sun 14 Nov 2004 edit
colour {object} {colour}

You can visually change the colour of objects you have created. eg colour the table orange.

The colour names are the standard web colours.
view here

command called comment

Written by wolis at 15:24 on Sun 07 May 2006 edit
comment {object}

A quick way for you to comment on an object in cow.

It creats a comment and attaches it to the object and gets you into the editor to make your comment.

This is useful for eople viewing cow objects via RSS and they may want to comment on something.. they dont ned to log into cow to do this.

note: comments are not locked so anyone in cow can manpulate bloggers comments if need be.

comment the elephant

Also note, you can comment on any object anywhere in cow.

This is 6 years, 2 months, 8 days, 19 hours and 13 minutes old

command called contribute

Written by wolis at 20:08 on Mon 22 May 2006 edit
contribute {object} to {object}

Allows you to contribute to a book type object.

As you might have noticed, every bject can be considered a book if you feel like it.

You must be in the same location as both objects to use the contribute command.

Here is a little example:
create an elaborate novel
create chapter one
edit it
contribute it to the novel

You can read the novel (notice that read is a bit different to examine the novel).

Note: the read command will work no matter where the book is stored.

This is 6 years, 1 month, 23 days, 14 hours and 29 minutes old

command called copy

Written by wolis at some unknown time in the past edit
copy {object}

Makes a copy of an existing object.

Unlike more or less it makes a seperate objects with the exact same name as the first.

eg:
create a cupcake. paint it as pink
copy the cupcake

read the command called more
read the command called less



scripting notes
Sends the trigger word 'copy'


if reacting to copy then someonecopied;

##someonecopied:
print ''Hay you.. stop copying things'';

command called create

Written by wolis at some unknown time in the past edit
create {object description}

You can create all sorts of things in cow, but read the command called build if you want to build a new location.

Some examples:
create a mouse
create 3 mice
create three blind mice
create some white mice
create a sword called justice
create the leather goves of the badger
create a flower pot which is made of metal
create a rubber boot which is covered in mud
create a golden ring worth 30 pennies
create a brick which looks slightly special worth 3

You can include a description following a 'which' or 'that' or 'for' word.
You can specify its worth following the 'worth' word.
You can specify a material followed the 'made by' words.
If you create 'the something' then it will show as 'the' not a.
If you dont specify a quantity then 'a' is assumed.
If you include a colour name in the objects ame than that is the colour it will be (watch you, recolouring it will change its name!).

These concepts also apply to the build command for building new locations.

Once you have creates somethough you can manipulate it like this:
lock it so no one can modify it
paint it to make it pretty
pose it again to make it pretty
edit it to write in it
describe it to add more text to its description
put it on something to change its position in the room
get it
drop it
and many other fun things commands

If you find you have more or less objects that expected use the more or less commands.

About plurals
A plural 's' is assumed with all objects and both the singular and pulralised versions of the object are stored with your creations.

If you create a brick then more bricks (or more it or more brick) it will become 2 bricks with a 's' tacked on the end.

If you create 2 bricks then less bricks it becomes 'a brick' with the s stripped off.

If you create 2 brick it gets confused and from thence forth will treat purlaised versions of that object as the singular form - so dont o that.

I currently have no way of handling special pulral cases like mice and mouse - this will happen in the fullness of time.

-- slightly technical stuff below --
Conceptually, when you create a mouse you are creating a new object of class 'mouse'. if you create a mouse called fred you again create a mouse classed object but this time it is specifically named.

In general both the class and the name of an object are shown, unless its a command or a player. It woud look a bit less personal seeing 'a player called bob' in the room, instead of just 'bob'.


command called cut

Written by wolis at 10:48 on Mon 11 Sep 2006 edit
cut {object}

You can cut an object in half with the cut command. This is like the copy command, in that it make a duplicate copy object - but both half are only worth half the original value.

create a cake cut the cake



Cowscript notes:

This makes a trigger word 'cuts'

This is 5 years, 10 months, 5 days and 49 minutes old

command called darken

Written by wolis at 01:24 on Tue 06 Feb 2007 edit
darken {object}
darken location


You can darken your locations by either standing in it or beside it and using the darken command.
eg:
build a cave
darken the cave

or
build a door to a kitchen
go to the door
darken location (this will darken the kitchen)

You can only darken a location you have created or is unlocked.

read the info about darkness



cowScript notes:
This sends out the trigger word 'darken' so things can react to a location being made dark.

I suggest any activity that darkens a location (say turning off a light) should send out 'darken' so objects can respond accordingly.

This is 5 years, 5 months, 10 days, 9 hours and 13 minutes old

command called delete

Written by wolis at some unknown time in the past edit
delete {object}
Sends the object to the void so that it is nolonger in your current location. You can not delete players


Scripting notes:

This sends out the trigger word 'delete'

command called denote

Written by wolis at 11:56 on Sun 21 May 2006 edit
denote
denote all

This will randomly find an unlocked and unedited object in your current location and delete it.
denote

Or it will delete all objects that are unlocked and un-edited in your location if you add the all word.
denote all

read the command called delete
read the command called create

scripting notes:

Quite handy if you have coded a roaming object as it can clean up those little objects people have created and not written in or locked.


call ''denote'';


This is 6 years, 1 month, 24 days, 22 hours and 41 minutes old

command called describe

Written by wolis at some unknown time in the past edit
describe {object}
describe {object} as {text}

You can add some extra description to an object.

If you just type in an objects name you can re-edit its current description.
eg describe the mouse

If you use the 'as {text}' method you can type the whole description on the one command line.
eg:describe the mouse as which has gloppy ears

This is useful when using the 'dot space' delmiter between commands on the one line.
eg:create a fig. describe it as bursting with freshness. paint it as green. lock it

Note: usually the description starts with the word 'which' so it looks correct when a player looks at it eg:
a mouse which has floppy ears


if your planning on creating an object and adding a description, you will find that it automatically splits at the words which, that, for and by.
eg:create a mouse which has floppy ears

command called doorway

Written by wolis at some unknown time in the past edit
This is a rather special command.

command called edit

Written by wolis at some unknown time in the past edit
edit {object}
Write in something so it can be read later. eg create a book. write in the book.
(same as 'write')

To make a secret message for a few users of cow.. inlcude the word to followed by a colon followed by the name/s of users then a = and all remaining text (up to the next 'to' will be displayed just to the named user/s.

include images by prefixing the image address with 'img'. likewise with 'link' for a website.

link http://www.wolispace.com

command called erase

Written by the see-through feeling at 11:17 on Tue 03 Jan 2006 edit
erase {object}

Compeletely erase all traces of the named object. This sends it straight to the void, never to be seen again - it doe not send it to the rubbish bin.

eg:

create a pig. paint it as pink
erase the pig


Use read command called delete if you want to softly delete something with the potential of maybe, if your lucky, getting it back if you change your mind later.. but not much later othewise the janitor will clean it up.

This is 6 years, 6 months, 12 days, 23 hours and 20 minutes old

command called evict

Written by thorn at 06:03 on Wed 22 Nov 2006 edit
evict target

Use this to get rid of locked things put in your locations without your permission. Or use it to get rid of an annoying guest.

Criteria:
- You must own the room.
- The target must be in the room.
- The target must not be owned by you.

For now, evicted objects are placed in the homeless shelter.


This is 5 years, 7 months, 24 days, 4 hours and 34 minutes old

command called export

Written by wolis at 11:15 on Wed 22 Dec 2004 edit
export {object}

You can save you creations (copy and save for posterity or later importing).

eg export the new bridge

When importing you need to edit the object you want to place the objects inside, and paste the export text then save.

All of the exported objects you pasted in, end up inside the containing object.. so make sure its something you can easily get into (I forget if we have a command that transforms an object into an doorway to itself) so for simplicity build an import box. edit it

Notes about the export format: the obj_id number is only used when linking objects, this is just a reference so you can not overwrite existing objects that may have the same id.

The level indicates how far down the tree obj objects it is.. larger numbers live inside the preceeding smaller number.

Note:
If you re-edit and save an object which already has import text pasted in.. you will duplicate everything all over again!

This is 7 years, 7 months, 23 days, 23 hours and 22 minutes old

command called face

Written by wolis at some unknown time in the past edit
face {object} to|to the|towards|leading|facing|heading {direction}

When you face a doorway object its linked doorway (exit) object gets the opposite direction.

face the farm to the north
face the ladder leading down
face the castle west
face the cliff facing east


You can go in the direction you face it just by typing the direction eg up, north, west etc..

Check the exit at the other end of the faced object and it will face back in the opposite direction. (you see a ladder leading up)

command called feed

Written by wolis at 09:30 on Wed 21 Dec 2005 edit
feed {object}
feed {object} with {object}

You can feed one object with another, or just feed an object.

feed the doggy
feed the goat with the cheese

Some objects will react to being fed

This is 6 years, 6 months, 25 days, 1 hour and 7 minutes old

command called feedback

Written by wolis at 09:49 on Wed 24 May 2006 edit
feedback {for object}

A quick and simple way of sending feedback (comment or message) to another player.

When the player next logges on they will have their feedback delivered via the post office.

If you dont specify a players name, it will go to wolis.

feedback for josh

read the command called comment to find out about a similar command.



This is 6 years, 1 month, 22 days and 48 minutes old

command called fixexit

Written by wolis at 17:05 on Sun 07 Nov 2004 edit
fixexit

make sure the exit in the current location correctly exists and is only one (not multiple exits).

See also reexit

command called fortify

Written by thorn at 08:25 on Sat 03 Feb 2007 edit
fortify {exit}

This builds a destructible barricade around both this exit and its linked exit.

In other words, the exits are put inside the barricades.

It also sets the barricades with the 'fortified' material, and sets pointers to each other and the exits they fortify.

Therefore, they can be rammed with an object scripted to say a 'ram' message. If their health goes to 0 then their exits are placed back in their rooms.

They can also be repaired with an object scripted to say a 'repair' message. This causes them to snatch up their exits again.

see also the material called fortified


This is 5 years, 5 months, 13 days, 2 hours and 12 minutes old

command called hide

Written by wolis at 21:13 on Tue 28 Mar 2006 edit
hide {object|all}

Hide an object in your current location if you own it or its it not locked.

If you use the word 'all' all objects you would normaly have control to hide are hidden in one go.

NOTE: you may want to unhide or push the exit if that gets hidden too!

This command simply poses the object as hidden.

All objects posed as hiding or hidden are invisible to searches and can only be seen when your in the same location as it.

To make something completly dissapear you firsy hide it then put it on itself. Im sure someone will find a use for this.

here is an example:
create a rabbit
hide it
find the rabbit when your not in the same room as it and it wont show.


To un-hide something, you mush push or zap it.. this removes any pose an object had.

This is 6 years, 3 months, 17 days, 13 hours and 24 minutes old

command called imglist

Written by wolis at 02:49 on Thu 07 Apr 2005 edit
imglist {object}

Specify, with a URL, the image to display when a player lists.

If you add the words ' hide text' after the image name then the text name of the object will be hidden.

eg http://wolispace.com/cow/img/bridge.jpg hide text

Only provide one single line of text without new lines.

Your image must be hosted on the web somewhere, Imageshack or one of those other free sites.

read the command called imglook
read the command called imgmap


This is 7 years, 3 months, 9 days, 7 hours and 48 minutes old

command called imgloc

Written by wolis at 02:51 on Thu 07 Apr 2005 edit
imgoc

Identify, with a URL, the image to display as the background image when a player does a map in the curent location.

eg /cow/bridge.jpg

It is assumed that this will be a large image with smaller imgmap images layed over the top.

Only provide one single line of text without new lines

This is 7 years, 3 months, 9 days, 7 hours and 46 minutes old

command called imglook

Written by wolis at 02:49 on Thu 07 Apr 2005 edit
imglook {object}

Specify, with a URL, the image to display when a player looks.

If you add the words ' hide text' after the image name then the text name of the object will be hidden.

eg http://wolispace.com/cow/img/bridge.jpg hide text

Only provide one single line of text without new lines.

Your image must be hosted on the web somewhere, Imageshack or one of those other free sites.

read the command called imglist
read the command called imgmap


This is 7 years, 3 months, 9 days, 7 hours and 48 minutes old

command called imgmap

Written by wolis at 02:50 on Thu 07 Apr 2005 edit
imgmap {object}

Specify, with a URL, the image to display when a player maps.

If you add the words ' hide text' after the image name then the text name of the object will be hidden.

eg http://wolispace.com/cow/img/bridge.jpg hide text

Only provide one single line of text without new lines.

Your image must be hosted on the web somewhere, Imageshack or one of those other free sites.

read the command called imglist
read the command called imglook


This is 7 years, 3 months, 9 days, 7 hours and 47 minutes old

command called less

Written by wolis at 21:58 on Thu 25 May 2006 edit
less {object}

Reduce the quantity of an object. This does not effect the value of the object.

If you create 2 figs worth 10 pennies then less fig or less figs you end up with a fig still worth 10 pennies.

If you reduce it even further it becomes 0 fig which is represented as 'the' fig. Quite useful if you want to create a sword of healing less sword.

Mind you you would have probably typed create the sword of healing in the first place.. but at least you now know how to convert an ordinary object into a special one.

read the book of counting to find out about cow and counting.

read the command called more to find out about increasing the quantity of something.

This is 6 years, 1 month, 20 days, 12 hours and 39 minutes old

command called link

Written by wolis at some unknown time in the past edit
link {object1} to {object2}
Links the two objects together so they act as a doorway or portal. eg link the door to the gate. The you can get the gate, move to a new location and drop the gate. Use the go command to move through the linked object back to your starting location. See open and close

command called location

Written by wolis at 07:47 on Mon 20 Dec 2004 edit
location in|on|beside|under...
change the way the location is describe to someone.

location under will say 'You are under the bridge' instead of the default 'You are in a bridge'

You must be in the location, and own it if its locked, for this command to work.

eg:
build a tree
go to the tree
location hanging from

Players see: 'You are hanging from a tree. Looking around you can see:'

This is 7 years, 7 months, 26 days, 2 hours and 50 minutes old

command called locationadd

Written by wolis at 18:59 on Thu 13 Jan 2005 edit
locationadd
locationadd {object}

Adds the current location to the world map.

The object you specify is the one it will be placed under on the map.

You can nudge an object up,down,left and right in relation to the object you placed it agains on the map.

You can only add a location if you created it or if it is not locked.

This is 7 years, 6 months, 2 days, 15 hours and 38 minutes old

command called locationimg

Written by wolis at 02:00 on Sat 15 Jan 2005 edit
locationimg
You can assign an image to an object when viewed on the world map.

Simply type in the objects URL nothing else eg: http://www.host.com/image.jpg

You can only adit a locations image if you created it or if it is unlocked.


This is 7 years, 6 months, 1 day, 8 hours and 37 minutes old

command called locationnudge

Written by wolis at 25:47 on Fri 14 Jan 2005 edit
locationnudge up|down|left|right
Moves the current locaiton on the world map in the specified direction.

You can only move the current location of you created it yourself, or if it is not locked.

eg: locationnudge up

This is 7 years, 6 months, 1 day, 8 hours and 50 minutes old

command called lock

Written by wolis at some unknown time in the past edit
lock {object}
lock {object} with {object}

Simply locking an object makes its display in bold text and prevents anyone other than you from tampering with it (get it, paint it etc..)

You can only lock objects which are unlocked.

eg: lock the elephant

read the command called unlock if you want to unlock your locked objects.

Locking an object with a second (key-type) object imposes restrictions on it. If its a doorway then noone can go through it (except the owner of it). If its a basic object then noone can read it (except the owner of it).

The second key-type object can be something in your inventory inv or in the same location as you.

eg: lock the shed with the spade or lock the magic book with the gold key

read some info about locking and unlocking to remove the restrictions.


Scripting notes
when an object is sucessfully locked with a key-type object the trigger word 'locks' is sent out to the room.

When an object is successfully locked (made bold) it sends out the trigger word 'locksobj'

command called material

Written by wolis at 13:20 on Sun 19 Nov 2006 edit
material {object}
material {object} as ''material string''


You can edit an oject material, which will change what code it inherits form material objects.

eg:
material the frog as _happy_|_jumping_|_edible_

Always seperate materials with a veritcal bar and dont leave leading or trailing bars.

Always wrap the material words in underscores. This makes te matching of material objects exactly on the word, not partial word.

If you create a material called happy, a material called jumping and/or a material called edible, then code them to react in meaningful ways, the frog will inherit all of those reactions.

We will need a materials register so people know what different materials do.. the book of materials is probably the best place. So place all material objects in there and clearly describe all of the rections your material does.

Note: objects can not trigger commands that cause themselves to react. Remember this when coding.

read the info on swap as this is useful for maniuplating string in cowScript.
read the info on inheritance too

This is 5 years, 7 months, 26 days, 21 hours and 17 minutes old

command called more

Written by wolis at 21:53 on Thu 25 May 2006 edit
more {object}

Increase the quantity of an object. This does not effect the value of the object.

If you create a fig worth 10 pennies
then more fig or more figs you end up with 2 figs still worth 10 pennies.

If you then pull one fig or push a fig or push 1 fig or even get one fig you end up with a fig and a fig each worth 5 pennies.

read the book of counting to find out about cow and counting.

read the command called less to find out about reducing the quantity of something.

This is 6 years, 1 month, 20 days, 12 hours and 44 minutes old

command called nudge

Written by wolis at 17:49 on Thu 09 Dec 2004 edit
nudge {object} up|down|left|right
mobe an object on the map view a small distance in the named direction: nudge the cat up

This is 7 years, 8 months, 6 days, 16 hours and 48 minutes old

command called paint

Written by wolis at 19:51 on Sun 14 Nov 2004 edit
paint {object} as|to|with {colour}
You can change the colour of objects you have created.
eg paint the table to orange.
paint the cat with black.

paint location
You can change the colour of your location, if it is not locked.

command called pant

Written by wolis at 13:45 on Tue 25 Apr 2006 edit
pant {object}

Some obsure command superblah wanted.

This is 6 years, 2 months, 20 days, 20 hours and 52 minutes old

command called poke

Written by wolis at 22:10 on Thu 09 Jun 2005 edit
poke {object}
poke {object} with {object}


You can poke an object as you would push an object.

This is useful for getting one object off another eg:
put the cat on the chair
poke the cat

You can optionally use another object to poke the first eg:
poke the slime with the stick

read the command called push
read the command called prod

This is 7 years, 1 month, 6 days, 12 hours and 27 minutes old

command called pose

Written by wolis at some unknown time in the past edit
pose {object} as {verb}
Pose an object eg pose the cat as sleeping

command called press

Written by wolis at 10:17 on Tue 11 Jan 2005 edit
This is a rather special command.


This is 7 years, 6 months, 5 days and 20 minutes old

command called prod

Written by wolis at 21:46 on Sun 10 Sep 2006 edit
prod {object}
prod {object} with {object}


You can prod an object, to see if it does anything.

prod the jellyfish

If there is a handy object lying around.. you can prod an object with another:
prod the jellyfish with the broken twig



Scripting notes:

This makes a trigger word of 'push' as it acts jist like a push.

This is 5 years, 10 months, 5 days, 12 hours and 51 minutes old

command called publish

Written by wolis at 19:32 on Sat 03 Jun 2006 edit
publish {object}

A quick and simple way of publishing an article in the Daily COW.

eg:
create some facinating news. edit it
publish it

You can read the Daily COW with the news command.

This is 6 years, 1 month, 12 days, 15 hours and 5 minutes old

command called pull

Written by wolis at 21:31 on Thu 22 Dec 2005 edit
pull {object}
Pull an object in your current location off what it was put on. eg if there is a cat on a mat you can pull the cat and the cat will no longer be on the mat. Pull also removes an objects pose eg if the cat was sleeping, it will not be any more.



Scripting notes:

Sends out trigger word 'pull' so make your objects react like this:

if target of pull then iwaspulled;


This is 6 years, 6 months, 23 days, 13 hours and 6 minutes old

command called push

Written by wolis at some unknown time in the past edit
push {object}

Push an object in your current location off what it was put on (or undr or behind etc..)
eg:
create a small cat
create a gigantic elehant
put the cat on the elephant
pose it as riding

If you dont want the car riding that elephant any more just push the cat - you may hear a gentle thud as a result.

Notice that the cat is no longer on the elephant and has also lost its pose.


Scripting notes
Sample reaction:
if target of push then iwaspushed;
##iwaspushed:
print ''[$actor] noticed that [$init_obj] pushed it'';

command called put

Written by wolis at some unknown time in the past edit
put {object1} {relationship} {object2}
Puts the first object on, in, beside, under.. the second object. eg put the mouse on the cat. The relationship is not litteral so putting an object in another is not the same as the get command which puts objects you get inside you, or the into command.

command called rename

Written by wolis at some unknown time in the past edit
rename {object} to {text}

Changes the name of an object.

This is an objects basic name eg rename the cat to dog.

You can not change its quantity or anything else during this process so you can not rename the cat to some apples. read the command called more f you want to change quantities of objects.

read the book of counting for more info on quantities of objects.



CowScript notes:

The objects name is actually its 'class' as in you can have a 'cat' and a 'cat called Frank'. In this example 'Frank' is the 'name' of he object of class 'cat'

When thre are multiple of the class of object the content of the 'pclass' attribue is shown eg 'cats' and the cowscript statement:
fixplural $object; will take the class name and work out what the plural name (pclass) should be, and set it for you.

Renaming an object sends out the 'change' trigger word.

command called script

Written by wolis at 01:13 on Sat 24 Jun 2006 edit
script {object}

You can script an object to react to things happening around it, like somone arriving o it being pushed etc..

read the scripting manual to learn how to script objects.

Scripts can not contain these cowmands:
- set, msg, save, get, code, mode, export, include, delete.

Any lines containing these will be deleted from the script before saving.


Scripts can only changes these elements of an object:
- pose, colour, extra, slot.


This is 6 years, 22 days, 9 hours and 24 minutes old

command called setzone

Written by thorn at 05:11 on Wed 24 Jan 2007 edit
synopsis:
setzone {object} as {zonename}
or
setzone {zonename} (to change the location's zone)

If there is no zone set, and the object is unlocked (or was locked by you):

- add's the zone material.
- sets the zonename into the zone materials value.

If there was a zone already set:

- tells you the current zone name and doesn't change it.

But if you do it nicely:
- tells you the current zone name (if such exists) and changes it anyway.

see also:
read the material called zone
read the command called roam


This is 5 years, 5 months, 22 days, 5 hours and 26 minutes old

command called shake

Written by wolis at 18:11 on Sat 07 Jul 2007 edit
shake {object}

Shake an object. If the object. If the object is on another, it will come off. it will also loose any pose it may have had.

shake the rattle
shake the tree


Scripting notes

This sends out the trigger word shake so you objects can react to this.

Sample reaction:
if target of shake then iwasshook;
##iwasshook:
print ''[$actor] noticed that [$init_obj] shook it'';


This is 5 years, 8 days, 16 hours and 26 minutes old

command called shove

Written by wolis at 17:51 on Thu 09 Dec 2004 edit
shove {object} position
shove {object} to the position


Moves and object on the map view to the position specified.

Position can be center, middle, up, down, left, right, noth, east, south, west, top and bottom.

eg shove the house to the west or shove the house to the center or shove the house up

This is 7 years, 8 months, 6 days, 16 hours and 46 minutes old

command called sit

Written by wolis at 16:00 on Sun 06 Mar 2005 edit
site on|in|etc.. {object}

Causes you to site on or in or beside etc.. the the object eg:

sit on the sofa



Scripting info

This sends out the trigger word 'moves' as you are simply moving from one position to another.

if target of moves then saton

#saton:
print [$target] fees sat upon by [$init_obj]


This is 7 years, 4 months, 9 days, 18 hours and 37 minutes old

command called stick

Written by wolis at 13:35 on Sun 24 Sep 2006 edit
stick {object} on {object}

Use this command hen you want to stick one object on another.

eg: stick the note on the door

This is similar to put with the added advantege of posing the object as 'stuck' (save you putting it on then poseing it as stuck).



scripting note:
This sends out the trigger word of 'sticks'

This is 5 years, 9 months, 21 days, 21 hours and 2 minutes old

command called unlink

Written by omenofdoom at 12:31 on Sat 28 Apr 2007 edit
This command is basically the opposite of link. It allows you to end the link from the object to it's original destination. The other linked object, however, still allows you to travel through it. You could use this to make one-way doors and portals!

read the command called link
read 75710

This is 5 years, 2 months, 17 days, 22 hours and 6 minutes old

command called unlock

Written by wolis at some unknown time in the past edit
unlock {object}
unlock {object} with {object}

Simply unlocking an object makes its display in un-bold text and allows anyone to tamper with it (get it, paint it etc..)

You can only unlock objects which were locked by you.

eg: unlock the elephant

read the command called lock if you want to lock objects.

Unlocking an object with a second (key-type) object removes any restrictions imposed on the locked object, so long as you use te exact same key-type object that was used to lock it in the first place.

The second key-type object can be something in your inventory inv or in the same location as you.

eg: unlock the shed with the spade
In this example, you will be able to go into the shed once it has been unlocked with the spade, so long as the spade was the exact object used to lock the shed in the first place.

read some info about locking and unlocking


Scripting notes
when an object is sucessfully unlocked with a key-type object the trigger word 'unlocks' is sent out to the room.

When an object is successfully unlocked (made un-bold) it sends out the trigger word 'unlocksobj'

command called unwrap

Written by wolis at 13:20 on Sat 24 Dec 2005 edit
unwrap {object}

Unwrap an object and get the things which were wrapped up inside it.

eg: unwrap the present

If the object you are unwrapping contained nothing, then nothing happens.

If the object you are unwrapping contains something then the contaniing object is deleted (discarded old wrappings.. who needs them)

You can not unwrap something if it is locked.


This is 6 years, 6 months, 21 days, 21 hours and 17 minutes old

command called wrap

Written by wolis at 12:54 on Sat 24 Dec 2005 edit
wrap {object}

When you want to give someone a wrapped present you can wrap it up in a parcel.

Use the unwrap command to unwrap a parcel.

eg: create a ball. paint it as orange. wrap it

You can now rename, describe, paint etc your parcel ready for giving and a nice present.

eg: rename the parcel to present. paint it as white. describe it as for wolis. post it

If you want to put more than one thing in a parcel just keep on wrapping before you rename your parcel eg:
create a fig. wrap it. create a horse. wrap it You now have a fig and a horder in the one parcel.


This is 6 years, 6 months, 21 days, 21 hours and 43 minutes old

command called write

Written by wolis at some unknown time in the past edit
write in {object}
Write in something so it can be read later. eg create a book. write in the book.
(same as 'edit')

To make a secret message for a few users of cow.. inlcude the word to followed by a colon followed by the name/s of users then a = and all remaining text (up to the next 'to' will be displayed just to the named user/s.

include images by prefixing the image address with 'img'. likewise with 'link' for a website.

link http://www.wolispace.com
Cmd:Say: !

currently logged in
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