Using #1

Submitted by javelin on Thu, 2004-03-18 13:27

God, player #1, is a very special Wizard, and a very useful tool. God can do some things that no other Wizard can, and some commands function differently for God. Because of these powers, it's wise to safegaurd God's password at least as well as you would the MUSH account's password. While the same can be said about any Wizard password, it goes doubly for God.

Making wizards

God is the only thing in the game which can set a WIZARD bit on a player. When you recruit Wizards for your MUSH, you'll have to log in as God to grant them the bit. For that matter, only God can remove a wizard bit or @nuke a wizard player, a definite safety feature.

Malloc stats

If you have MEM_CHECK defined, running @stat/table as God will give you a dump of memory allocation information internal to the game. This can be useful in debugging memory leaks and the like.

@startup for @functions

When the MUSH starts up, the @startup attribs on all objects are triggered, in ascending order of db#. This means that God's @startup is the first one triggered, which makes it ideal for doing @function commands, since later @startup's may rely on your @functions being installed.

Note that if you do your @function calls in a @dolist, they will get queued after all the other @startups run, so you probably want to spell them out explicitly if timing is important to you.


  • Only God can use the @poor and @allquota commands.
  • Only God can use @log/wipe to erase a game log, and this additionally requires the password given in mush.cnf.
  • God may @chown a player, which should only be used if, due to some corruption, a player ends up not owning themselves. God can also @boot players who the game lists as not connected. Don't do it.
  • God can @wipe wizard-only attributes on things. Even wizards can not (using @wipe - they can clear them manually).
  • Only God may @set, @edit, @tel, @force, or @trigger God.
  • Only God can do @mail/nuke and wipe all @mail.