Version 2.3
Tools Training

General Comments 
The purpose of these powers is to allow Interest Support Volunteers the ability to implement events with less aid from IGMs. These guidelines are intended to help clarify how the powers should be used. If you find yourself in a situation where you are not certain whether or not you should use a power, you should talk to an Ancient (or IGM) and get approval before using the power. All use of the powers should be done in character (IE do not show off and/or obviously use powers that your RPC does not have in character.) 

Please be very careful if you decide to use keyboard macros for these commands. It will look very strange if you accidentally hit one of those macros while playing one of your normal characters and they start saying things like ‘.tp (12,56,0)’ 

The in game training should consist of requiring the volunteers to use each command (With each of the targeting options). In addition it should cover tasks that require the use of several skills to complete (IE find the volunteer named ‘Bubba’ and bring him to the setup area) 

The powers have been organized into various groups (based on their functions) for the purposes of commenting on them. 

Intentional abuse of the tools will result in the immediate dismissal from the Volunteer program, and possibly banning from Ultima Online

“=” also works instead of “.”

Many Volunteers prefer the "=" notation, because it is much easier to see a mistake than when using just the period.  Comma and period are very difficult to tell apart, and beginning a power with a comma will make you "say" the mistyped command, which will also reveal you if you are invisible.

In situations where you need to target a player to use a power and the player is surrounded by enough monsters/players that it might be dangerous to target, you can drag the health bar off of that character and target the power on that character's health bar.
Informational 
These commands are useful for obtaining information needed to use the other powers. There is no need to report the use of these powers, but they should only be used to assist in interest support activities. The information obtained by the use of these powers should never be communicated to players that are not interest volunteers.

powers list (all interest volunteers)
.pl 
This command list the powers that you are able to use as well your spawn/create permission levels and available 

Example output:
Abilities:
transfer, teleport, telestorm, imprison, spawn, create, squelch, setrpc, follow, derobe, invisible, getaccountnumber, gotoobject, makegate, setautotarget, info, playersearch, listvolunteers, setcrier, tell, changename, noplay, ressurectself
Spawn/Create/Become Permission : 5 / 3 / 0
Autotargets:
Target #0: empty
Target #1: empty
Target #2: empty
Target #3: empty
Target #4: empty
Spawn points : 4224 / 4224
Creation points : 1500 / 1500

spawn/creation points 
.pl points 
This only list your available spawn/creation points 

Example output:
Spawn points : 4224 / 4224
Creation points : 1500 / 1500

where (all interest volunteers)
.wh 
This command gives you the coordinates (x, y, z) of your current location in the game. It is useful for telling other volunteers where you are and/or the location of places in the game. 

Example output:
(6040 , 331 , 22)

X = East West
Y = North  South 
Z = Elevation

listvolunteers (all interest volunteers)
.listvolunteer, .lv, lv (# of type), or .lv <syntax name> 
This command lists all volunteers currently logged into the shard (Both Support and Interest) along with their objectID#.  Using the following type numbers or syntax names will display only those types.
Syntax Names:

seers
elders
counselors
companions

Volunteer type Numbers:

1 = Companion
2 = Counselor
3 = Elder
4 = Senior Counselor
5 = Troubador
6 = Seer
7 = Seer Trainer
8 = Ancient
9 = Event Drone
10 = N/A
11 = Arch Elder
12 = Shard Lead Counselor
13 = Senior Companion
Some of the types in this second list may be changed or deleted in the future.

setautotarget [target] (Elders, Seers, Event Drones, and Ancients)
.sa 1
.sa 2
.sa 3 
Set autotarget allows the user to set one of their autotargets slots to point to the target provided to this command. The text field is a number from 1 to 5 that specifies which autotarget slot to use. Until set to another target, this autotarget slot will point to that object when used as a targeting specifier (see targetting).

info [target] (Elders, Seers, and Ancients)
.in <Target Cursor>
.in 'Name' (example: .in 'Seer Euforia')
.in #Object ID (example: .in #1097227574)
.in /Autotarget (example: .in /4) 
This command lists a good deal of information about the target. The objectID# is particularly useful for using the various other powers. (Such as playersearch, transfer, or goobject) 

Example output 1: Player
Seer Creation
Loc=<6044,328,22>
ObjectID=662311			<- Unique ID
Notoriety=0
Fame=573
Karma=0
NaturalWC=1d8+0			<- Natural Weapon Class (damage)
Stats=32s 12d 21i  Total=65	<- Str/Dex/Int
StatMods=0s 0d 0i  Total=0	<- Spell/item effects
Skill Total=1000			<- 1000 = 100.0 (newbie = 50+50)
Total skill mods=0		<- Item effects (“accurate”, …)
Value=339				<- Value to NPCs (+- reliable)
Weight=39				<- In stones

Example output 2: Item
platemail
Loc=<6043,323,22>
ObjectID=1074279314		<- Unique ID
Type=5141				<- Object template
Value=214				<- Value in gold
Weight=255
WC=0d0+0				<- Damage (armor has 0!)
AC=30					<- Armor class
HP=(55/55)				<- Durability
Speed=0				<- Speed (for weapons)
Eqpos=13				<- Position on the paperdoll

Example output 3: NPC
a wisp
Loc=<6044,328,22>
ObjectID=537457
Type=58
Value=2505				<- Not really meaningful 
Weight=11

We are NOT to tell players their stats, fame, karma levels or any other information gained by using this command!. As far as they are concerned, we do NOT see that.

playersearch (Elders, Seers, Event Drones, and Ancients)
.ps "Name" (example: .ps "Seer Euforia") 
This command takes a player’s name as its parameter (not in quotes!) and returns their object number and location. This can be used to find the coordinates of a player and then teleport (.tp) to their location.

Example output – Searching by name
Looking for: "Seer Creation"
Found Seer Creation (662311) at 6044, 329, 22

Example output – Searching by ID
Looking for: 662311
Found Twilight (662311) at 5952, 321, 0

	Using the ID method will work against Incognito’ed or renamed players/volunteers
	This will work on the entire shard.

getaccountnumber [target] (Ancients)
.ga 'Name' (.ga 'Seer Euforia')
.ga <Target Cursor>
.ga #Object ID (example: .ga #1097227574)
.ga /Autotarget (Players or volunteers) (example: .ga /2 ) 
This ability outputs the account number of the target. The main use of this is to obtain the account number of a disruptive player for reporting to the GMs 

This should be only for administrative/disciplinary purposes. It must not be given out to players.
An account number is unique for all characters, for all shards.

Movement 
These commands all pertain to moving around in the game. In general it is best to use these commands while invisible. (so you are not seen popping all over the place) There is no need to report the use of these powers. They should Never be used to move another player!!! (Unless you are moving another support volunteer for a support related activity.) 

Teleport ( [z]) (Elders, Seers, Event Drones, and Ancients)
**It is worth considering granting this power to troubadours to aid in their setup and placement for events
.tp (X Y Z)
.tp <Target Cursor>
Teleport takes three coordinates as input, and teleports the user to the location specified by those coordinates. You cannot teleport to the location of a multiobject. 

Teleport with a cursor does not check LOS, and makes no spell effect.
Warning.. Some invalid combinations will take you to (0 0 0) and get you stuck 
Will not allow you to enter player houses or boats.  If the coordinates used put the volunteer inside a multi-object, like a player house, the volunteer will be moved outside the building to the steps, rather than be denied the teleport.

Teleport ( [z]) <facet> (Elders, Seers, Event Drones and Ancients)
.tp (X Y Z) <facet>
.tp <facet> <targeting cursor>
With the addition of the facet variable, it is now possible for volunteers with the teleport command to switch between facets.  Use t for Trammel and f for Felucca.  If you use the facet variable for the facet you are currently on, you will still be brought to those coordinates or the targeted location.

Transfer [target] (Elders, Seers, and Ancients)
.tr /1 /2 /3 /4 /5 (Set with autotarget)
.tr #Object # (example: .tr #1097227574)
.tr 'Name' (example: .tr 'Seer Euforia')
.tr <Target Cursor>
Transfer teleports the selected object to the user. Cannot transfer the target to the location of a multiobject. 

Does not work across sub-servers.

.go (target) (Elders, Seers, and Ancients)
.go /1 /2 /3 /4 /5 (Set with autotarget)
.go 'Player name'
.go #OBJECT ID (example: .go #1097227574) (Get with .info) 
Goobject teleports the user to the target they specify, as long as its not at the same location as a multiobject. 

.go, unlike .teleport, let’s you use IDs and autotargets.
Does not work across sub-servers.
Will not allow you to enter player houses or boats.

Use of the volunteer teleport command (.tp or =tp) or the go command (.go or =go) causes problems with event and venue structures that are built by Interest Specialists (IGMs). When a volunteer uses =tp or =go to get onto or into an event structure, the parts of that structure on the targeted tile fall. We do not know why this happens as yet, but there is no doubt that it does.

An example is the death vortex on top of the Dark Temple in Trinsic (on top of the meeting hall). If a volunteer uses =tp (or =go) to go to the death vortex on top of the Dark Temple, the death vortex (and volunteer) fall to the inside of the temple. (This has already happened on a couple shards so far.) 

DO NOT use teleport or go to get onto or into any of these types of structures. If not certain, please simply leave the structure alone.

At some point, this will hopefully be fixed. But until hearing specifically otherwise, do not use those commands to get onto or into any event or interest related structures.

Modes 
These powers all involve switching into and out of various modes. There is no need to report the use of these powers. These powers allow support volunteers advantages that normal players do not have. As such these powers should only be used as needed for support related activities. In addition, it is important for RPCs to remain in character when using these powers. (IE since RPCs are normal chars, they are normally subject to attacks, theft, monster attacks and other such unpleasantness.) 

Noplay (Elders, Seers, Event Drones, and Ancients)
.np 
This command toggles noplay mode on and off. When noplay mode is on the volunteer cannot be attacked or stolen from. In addition, when noplay mode is on you can push through other players regardless of your current stamina. However when no play mode is on you cannot use any objects. (doors, etc., including even opening your paper doll) 

monsterignore [target] (all interest volunteers)
**It is worth considering allowing this to target volunteers or giving this ability to troubadours.
.mi (Ignores self) 
This command sets the monster ignore flag as true on the target, which makes monsters ignore their presence. Monsters will still attack if you attack them first. 

.mi will stop guards from killing you in towns if you play a monster. 

invisible (Elders, Seers, Event Drones, and Ancients)
**Maybe wait to grant this power to new Seers. However this would limit their ability to run events.
.iv 
This command toggles invisible mode on and off. You cannot be tracked or revealed and players do not receive a message when they walk through your location. While invisible you may run and use other powers as necessary. Talking or using skills will reveal you as per the hiding skill. 

Note that you can still be hit by area effect spells (chain lightning, Earthquake)
Interactions with some items (ex: ship planks) will reveal you.

Show In List (Elders, Seers, Ancients, Drones and Troubadours)
.setshowinlist <variable> or .sl
This command will toggle your state in the list gathered by list volunteers.  If you set this variable to 1, you will be visible in the .lv list.  If it is set to 0, you will not show in the list to volunteers that are of a lesser permission level than yourself, i.e. If a seer has his state set to 0, Troubadours would not be able to see the seer, however Ancients would.  Currently, this command does not block the playersearch command.

Setrpc (Seers and Ancient Seers)
Used to change from Seer Robes/body to your RPC.  RPC Stats/Skills will be used
.ss (Sets RPC Body)
.sb (Sets SEER Body) 

This command will change your body type, name, and title to those of your RPC. Equipped items do not change and the text on you character scroll does not change. This allows seers to save a character slot by combing the GRC and the RPC into one character.
- It is best to use this command only while invisible.

Multiple Setrpc configurations (Seers, Ancients, Drones)
.setrpc <variable> or .ss <variable>
.saverpc <variable> or .sr <variable>

With the addition of variables, up to three rpc configurations may be saved and utilized.  Saverpc will save the character’s name, body type, skin hue, and hair hues and types (including facial hair).  It does not save skills or stats.  Variable is the name of the rpc being loaded or saved, i.e. .ss Hamilton, or .sr Gabriel.

- Do NOT set more than three configurations.  This is only done with the express consent of a member of the IGM staff.  Setrpc configurations can not be cleared without IGM assistance, but they can be overwritten.  Failure to adhere to these stipulations may result in removal of the offender from the Interest Program.

Miscellaneous 
This is a catch all category for several very useful powers. The use of these powers should be reported to the shard ancients in your regular reports. (Possibly even require the use to be approved in advance, particularly for New Seers and New Elders.) These powers should only be used for support related activities. 

Open Bank (Elders, Seers, Ancients, Drones)
.openbank or .ob
Opens the volunteer’s bank chest from any location.  Does not reveal the volunteer, if invisible, or appear as spoken text.

become  (Event Drones)
This one still needs some thinking. More than likely the Elders will not have this power and will require the aid of a Seer if they need their bodies changed.
.bc Orc
.bc 562 (Table) 
This command makes the user the monster they specify in the text field. Like spawning, either the template number or the name of that monster as specified in the spawn permissions spreadsheet may be used to specify the monster type. All items equipped, carried, or in the bank are permanently lost when this command is used, so don’t use this if you’re carrying valuables. Backpacks will always be left visible on the volunteer’s paperdoll.  Using the command ‘=bc myself’ will restore your original graphics. 

makegate [z] and one-way gate (Elders, Seers, and Ancients)
.makegate (X Y Z) or .mg (X, Y, Z)
.onewaygate (X Y Z) or .ow (X Y Z)
addtime <variable>
Makegate creates a gate at the location of the user to a matching gate at the location specified in the text field (like teleport), both of which expire in 5 minutes. One-way gate creates a gate at the volunteer’s location, but does not have a reciprocal gate at the destination coordinates.  The gates can then be renamed using the changename command. Target gate cannot be on a multiobject. This command is very useful for moving players from place to place during events.   Gates will now check for a “walkable” surface for the destination coordinates.  Players will not be able to dispel volunteer created gates.

Addtime <v> will add additional minutes to the created gates, where v is the number of minutes added.  It is on a speech trigger, and will reveal you if invisible.  It is also proximity based, so If there are multiple gates near you, stand close to the one you wish to add time to and say the trigger.  

You should always be very careful when placing gates.  Double-check the coordinates that you typed in, and the actual spot that those coordinates lead to.  If you send players to the wrong part of the map, they may get stuck on an "invalid tile" and a GM will have to rescue them.  Also, if you set the Z-coordinate too high, the players will take damage when they fall out of the other end.

Do NOT make gates to Godlands/Green Acres, Jail, the setup areas, or any unused parts of the map.

changename [target] (Ancients)
.cn New Name <Target Cursor> (example: .cn Seer Euforia)
.cn /Autotarget New name (example: .cn /1 /2 /3 /4 /5 New name)
.cn #Object ID (example: .cn #1097227574 New name)
.cn 'Name' (Example: .cn 'Seer Euforia' Skippy) 
This command allows the volunteer to change the name of a targeted volunteer, or volunteer created objects such as gates (makegate), spawned monsters (spawn), but not objects such as weapons or armor (If possible).  Items with names changed will be labeled with the name of the changer.

It is currently only possible to change the name of an item/monster/gate ONCE. 

resurrect (Self) (Elders, Seers, Event Drones, and Ancients)
** It would be Very useful if this ability could be extended to allow the resurrection of any support volunteer. This would allow us to prevent characters played by troubadours from dying if needed.
.rs (Res self)
This power will resurrect the user. If it is used while you are still alive it will restore all of your hit points.
- It is Very important to remain in character when using this power. 
If in ANY instance you should be left with a material death shroud DO NOT in any case keep, or give away.  Please report the incident to an IGM or Ancient ASAP.  If none are available proceed to the setup area and delete it.

tell 'target' (Elders, Seers, Event Drones, and Ancients)
.tell 'NAME' Text (example: .tl 'Seer Euforia' Hi)
.tl #object # (example: .tl #1097227574)
.tl /autotarget (example: .tl /1)
.tl Text <Target Cursor>
This command sends a message to the target that shows up on their screen in the system message area. This command should only be used as follows:
- To send messages to other support volunteers
- To send messages to players when you are providing support for a player event
- To send warnings to players before using the disciplinary powers 

setcrier [target] (Elders, Seers, Event Drones, and Ancients)
.setcrier Text <Target Cursor>  (example: .sc Hail!) 
This command adds a crier message to the targeted crier, which will erase itself in 20 minutes. This is a useful way to alert players of events.
- Be very careful, if you mistype your message the town crier will be blurting it that way for 20 minutes… 
- Messages can be only 80 characters long, separate sentences will spew out in random order, and can not be used for multi line announcements.
- Any volunteer who can use the makegate command can use the changename command to name the gates they make.

Animation (all interest volunteers)
.animate #
.animate Action (example: .animate Die)
This power allows the use of certain animations. A list of possible animations will need to be provided. 

Reload (all interest volunteers)
.rl
.reload
Reloads your client code, good for in your paper doll has changed, or your client is not working properly (Graphics) after a body change or death.

Light (all interest volunteers)
.light
Same as casting night sight, will allow the volunteer to see as if it were day  in dark areas.

Follow [target] (Ancients)
.fl <Target Cursor>
.fl #ObjectID  (example: .follow #1097227574)
This makes you follow a player, teleporting you to him every few seconds. Use it on yourself to stop the effect.

Lock Down (Ancients)
.lock or .lk <Target Cursor>
Toggles the state of an item between locked down (cannot be moved) or unlocked.

Tweakself (Drones)
.tweakself <attribute> <value> or .tf <attribute> <value>
Allows the Drone to tweak skills and stats on them self only and within the given range.
•	Strength or str (0 to 500)
•	Intelligence or int (0 to 200)
•	Dexterity or dex (0 to 150)
•	Fame (0 to 20000)
•	Karma (-20000 to 20000)
•	HP (0 to 1500)
•	Mana (0 to 1000)
•	Fatigue (0 to 150)
•	Skills <skill number> (0 to 1000).  Skills are tweaked based on the decimal system.  Thus, setting a skill to 10 will actually add a skill at 1.  To set a skill to GM, skill would be set as 1000.

Tweak (Ancients)
.tweak <string> <setting> [Target]
.tweak #ID <string> <setting>
(example: =tweak strength 50)
This command allows Arches to alter other interest volunteers as well as volunteer created NPCs and monsters permanently or until altered again.  Tweak body alters the target’s body type to the one specified, using the list of body types (usable on troub bodies only).  Tweak hue will alter the color of the target’s skin, using the hue ranges 0-999 and 33770-33826 (regular human skin colors).  Setting a target to hue 0 will set the target’s skin color to ‘default’, which is white for human bodies.  Tweak skill alter’s the target’s skill specified using the skill number obtained from the skill list.  Tweaking Hit Points (hp) currently heals the target to full tweaked health.

•	Strength <#setting>		Ex:  .tw str 45
•	Intelligence <#setting>		Ex:  .tw int 15	
•	Dexterity <#setting>		Ex:  .tw dex 10	
•	Skill <#skillnum> <#setting>	Ex:  .tw skill 7 500	
•	Fame <#setting>			Ex:  .tw fame 100	
•	Karma <#setting>		Ex:  .tw karma 10	
•	Skin Color (hue) <hue #setting>	Ex:  .tw hue 192	
•	Body Type <body #setting>	Ex:  .tw body 6	
•	Natural AR (naturalac) <#setting>	Ex:  .tw naturalac 8	
•	Hit Points (hp) <#setting>		Ex:  .tw hp 75	
•	Mana <#setting>			Ex:  .tw mana 50	
•	Fatigue <#setting>		Ex:  .tw fatigue 25	
Creation Commands 
These commands are very powerful and should only be used after checking with an ancient or IGM. In addition, the use of these powers should be reported to your shard ancients in your regular reports. These powers should only be used when needed for events. 

Spawn (all interest volunteers)
.sp Name (example: .sp Orc)
.sp Item # From table (example: .sp 412) 
Spawn lets the user create a monster as specified by the textfield. The input can either be the string representation of that monster template in the spawn permissions spreadsheet, or the actual template number the user wants to spawn. There are some extra limitations to this ability: the user only has so many spawn points they can use each day, each time that user spawns a monster, they use up a certain amount of those points. There is also a list of permissions that designate what kinds of monsters each kind of volunteer can spawn. 

Create (Elders, Seers, and Ancients)
.cr Name (example: .cr ingot)
.cr # From table (example: .cr 565 ) 
This command creates items. It works just like spawn, except for one detail: creating an object requires the user specify a tile number, not a template number. 

Delete Object (Elders, Seers, Ancients, Drones)
.deleteobj or .do
Volunteers can delete objects or monsters spawned or created by themselves.  Ancients can delete any volunteer created or spawned item or monster.

Crowd Control 
-	It is NOT the role of the interest support program to ‘police’ the game. (ie If you see someone using racist or foul language towards another player at the bank it is NOT your place to intervene. You should bring such situations to the attention of the Support group by paging and/or talking to them in irc).
-	Please bear in mind that any use of these powers will likely result in the player paging a counselor or GM. Therefore using them will add more work for the support program to deal with as well as bring your actions under very close scrutiny.
-	These powers should only be used when an event is being severely disrupted and even then they should only be used as a last resort (ie just because someone is annoying you asking if they can ‘have ur robe’ while you are trying to run an event is not sufficient cause to use these powers)
-	They should never be used on a player unless they have been warned (via the =tell power) first and still persist in the disruptive activity they were warned to stop
-	Any use of these commands should be cleared with an ancient first, or immediately reported to an ancient if there is no time to talk to one before hand.
-	Any use of these powers should be reported to the shard ancient in your regular reports. 
-	In general, if you are a character in an event, you should NOT use these powers yourself.  Squelch and Imprison will tell the offending player the name of who used the power on them.  Always call another volunteer to come use these powers for you, so that you can continue with the event while the robed volunteer can take the time to talk with the offending player.

Squelch [target] (Elders, Seers, and Ancients)
.sq <Target Cursor>
.sq 'Name' (example: .sq 'Seer Euforia')
.sq Object # (example: .sq #1097227574)
.sq Autotarget (example: .sq /1 /2 /3 /4 /5) 
Squelch relieves the target of the ability to talk for five minutes. Using squelch on a target again restores their ability to talk immediately. This power can be a useful tool for situations when a player is harassing and disrupting a volunteer while they are in the process of running events. It is the least invasive of the disciplinary powers, but still should not be used except as a last resort.
- This power should only be used if a player’s language has become harassing (sexually explicit, racist, swearing excessively). If in doubt DO NOT use this power.
- This power should NOT be used on a player unless they are warned (via the .tl command) and still persist in the harassing behavior 

Telestorm [target] (Ancients)
.ts 'Name' (example: .ts 'Seer Euforia')
.ts #Object ID (example: .ts #1097227574)
.ts <Target Cursor>
.ts /Autotarget (example: .ts /2) 
Telestorm teleports the target to any one of a set of coordinates. This is especially helpful for dispersing groups of troublemakers. This power can be used to relocate characters that are disrupting an event by their actions. It teleports them to a random location. Although it does run the risk of placing the character in a hostile environment (ie a group of pks might be walking by just as they pop up) it is the preferred method of dealing with such situations because it does not prevent the player from continuing their game play.
-	This power should only be used if player’s actions are intentionally severely disrupting an event
-	This power should NOT be used on a player unless they are warned (via the .tl command) and still persist  in the harassing behavior. If in doubt Do Not use this power

Question: A group of PKs are attacking the players that are participating in a quest. Can I use this power to intervene and stop the attack? (Likely answer: We are not to interfere with conflicts between players in any way) 

Question: A group of players are trying to kill an event char that is needed for the event to continue. Can I use this power to intervene and stop the attack? (Likely answer: If there is no other alternative, yes) 

Question: If I take the time to warn them first, it will be too late. The event char will die unless I act immediately. (Likely answer: Use your judgment and be prepared to justify your action when the player complains) 

imprison [target] [text] (Seers, and Ancients)
.imprison <Target Cursor>
.imprison <cell #> <Target Cursor>
.imprison 'Name' <cell #> (example: .imprison 'Seer Eufoira')
.imprison #Object # <cell #> (example: .imprison #1097227574)
.imprison Autotarget (Only players) (example: .imprison /5) 
The text field of imprison is actually optional, the user can tell the target why they were imprisoned when they do it. This ability simply teleports the target to a jail cell where the volunteer can talk to them on a more... personal level. Opting not to will just give them a default message. Using imprison on an already imprisoned player will release them. All this does is teleport the player to the jail, use it on yourself to go meet them there. This power should only be used if the =ts has proven ineffective to stop disruptive behavior during an event (IE They came back and are still trying to intentionally disrupt an event).  If a cell number is added to the string, the target will be sent to the specified cell.  If no number is added to the string, the target will be sent to the default cell, which is number 7.
- Always warn them first
- If at all possible you should immediately go to jail to talk to the player about why they were jailed. Since this will not usually be possible during an event, the .ts command is preferable.