BUYHOME NAMEHOME SELLHOME DESCHOME HOME HOMES HOUSE

Homes on LotJ are easy to customize. These are the four commands you will
need to know.

BUYHOME <name> Buy the home you are in.
NAMEHOME <name> Rename your home.
SELLHOME Sell your home.
DESCHOME Write description of the room in a buffer.

Homes cost upwards of 100,000 credits depending on size, and these
credits must be in your possession when you try to buy the home.

Homes named with inappropriate names will be subject to removal with no
compensation to the mortal who owns the house.

Also, it is illegal to possess homes in clan bases that are not your own.
Homes should NOT be used as a jail cell.

Inactivity will result in a loss of the phome.

See also: HELP RESIDENT, BUZZ, INVITE

BUYVENDOR COLLECTGOLD NAMESHOP PLACEVENDOR PRICEVENDOR SELLVENDOR

.
These commands can be used by players to run NPC manned shops to sell goods.

For more information on the Player Vendor system, see HELP VENDOR

LASTNAME

[:: Legends of the Jedi ::]


Syntax: lastname <name>
surname <name>

This command will set your last name, with a few conditions. Firstly, the name
must not be reserved from being used. This is to prevent unwanted `siblings` or
other relations from cropping up. Secondly, you must not have a last name
already.

A character's last name is used primarily for the purpose of marriage. For more
details read HELP COURT or HELP MARRY.

NAME NAMES


If an immortal informs you that your name is not congruent with the Star
wars theme you will be asked to select a new one. Please do not request
frivolous name changes, and if you DO ask for one please do not supply a
name that would not be appropriate. Renaming your character does not
affect levels, stats or anything else aside from your name.

Taking names from aspects of pop culture (novels, movies, television, anime,
video games) is against the rules. Be original please.

NAMES

.
The name of your character is very important. As we are trying
to keep this a Role Play Mud please pick reasonable names.
Names of wee known start wars characters are frownd upon
and names with profanity or just plain stupid will be denied.

i.e. Luke, Vader, Han are well known names.
i.e Fish Head, Supermanguy, are just plain stupid.

NAMESHIPROOM DESCSHIP DECORATESHIP

Syntax: nameshiproom <new name>
descship (will put you in a buffer)
decorateship (will put you in a buffer

Players have the luxury option of customizing both the internal room names and
descriptions of their ships, as well as the description of their ship itself
that shows up on the 'info' command.

If your descriptions are troll-y or just overall bad, we reserve the right to
reset your ship to its default state. If they're abusive/harassing/downright
inappropriate we may just delete your ship. You've been warned.

Please note: A ship requires the 'customizable' flag in order to use these
commands. Not all ships have that flag.

NAMESTRUCTROOM

[:: Legends of the Jedi ::]

General Structure Command

Syntax: namestructroom <new name>

Required Item(s): 5,000 credits

This command will change the name of a room in a structure that you own, or
that your clan owns (if you have the proper bestowment). Naming a room in a
structure costs 5,000 credits, and you must be standing in the room you wish to
rename.

Warning: If your structure's room names are deemed inappropriate, your
structure will be removed from the game.
Tip: If you see a structure with an unacceptable room name, inform the staff.

See also: HELP STRUCTURES

NEWNAME

[:: Legends of the Jedi ::]

Syntax: newname <new name>

If you have been informed that you must change your name, this will allow
you to set your new name. If you have any questions, please use RPC or IMMCHAT.

REALNAME

[:: Legends of the Jedi ::]

This command is for use by Firrerreos alone. It will allow you to
specify your birth name, or your `real` name. The name is significant to the
firrerreo, as they will follow any order given to them by anyone who knows
and speaks their real name.

This command means that you may all use your character's name as the name
they call themselves by, and not the name they were given by their parents
at birth. This of course allows firrerreo to greet like the rest of the races.

RENAMEDROID

Usage: renamedroid <name>

Droid names must include at least one number.

This command allows you to rename your droid. Please keep in mind when
renaming your droid that it is a DROID, and should be named as such. Any
droids found to be not keeping to this standard will either be renamed or
destroyed.

Remember: Your droid has to look like a CANON droid. This means no & colors.
This means no droids with the same name as you. This means, in the sharpest
sense, YOUR DROID HAS TO LOOK LIKE A CANON DROID. Again, this will be enforced
by the staff, and you are encouraged to use your best judgment. Be in the
line, don't toe it!

Warning: If your droid is found to have a name identical to a player's title,
the owner, and the person who did the renaming (if different) will both be
subject to SEVERE punishment.

Related Helpfiles: MAKEDROID, DROIDSTAT, UPGRADEDROID, TRADEDROID

RENAMESHIP

[:: Legends of the Jedi ::]

Syntax: renameship <ship> <new name>

This command will change the name of a ship that you own, or are a defined
pilot of, to the name that you specify. Renaming a ship costs 1000 credits,
and you must be standing on the same landing platform as the ship that you
wish to rename.

WARNING:
- Your ships name is at the mercy of immortals. If deemed inappropriate
your ship will be removed from the game. If you see a ship with an
unacceptable name, inform the RPC or immortals.

RENAMESTRUCTURE

[:: Legends of the Jedi ::]

General Structure Command

Syntax: renamestructure <old name> <new name>

Required Item(s): 5,000 credits

This command will change the name of a structure that you own, or that your
clan owns (if you have the proper bestowment). Naming a structure costs 5,000
credits, and you must be standing in the room of the structure you wish to
describe.

Warning: If your structure's name is deemed inappropriate, your structure will
be removed from the game.
Tip: If you see a structure with an unacceptable name, inform the staff.

See also: HELP STRUCTURES

Recent In-Game News

Arkania Space Holosimulator Complex Opens
After several years of development and speculation, the Arkania franchise of a chain of Space Holosimulators has announced its grand opening. A representative from the business mentioned that members of the public are welcome to tour the facility, located on the south side of Adascopolis, and experience the very latest in immersive space combat simulation technology. Features are reported to include four separate holosimulator pods and integrated leaderboard tracking, so repeat visitors and hotshot pilots can duke it out for the top standing in each scenario. Each pod comes with a monitoring system so onlookers can cheer on their friends or keep an eye on their rivals. The franchise owner was quick to point out that the company is not liable for any injury or death related to fights over leaderboard standings. At the time of opening, only one simulation scenario was reported to be functional, with representatives of the parent company indicating that more are planned for future development.

(8 years ago) Fight for Freedom halts Cybernetic Advancements
Despite the Trade Federation's victory over the &061O&093uter &061R&093im &061C&093oalition and Jedi Master Seela, the Twi'leks of Ryloth remained dissatisfied. They rose up and began a campaign of liberation shortly thereafter, including Tatooine and Naboo. A series of skirmishes began, which included several bombardments and full-scale assaults. However, once the dust settled and the &060T&103h&244e &060Ga&103l&102ac&244ti&250c &060Em&103p&102i&244r&250e decided not to bother with that quadrant of space, the residents began to pick up the pieces. As they cannot live on the surface, most of the damage to Ryloth's infrastructure was insignificant. However, an industry-leading enhancement laboratory was reduced to rubble by a 'lucky' rocket. Unfortunately, this has disrupted the cybernetic supply line, leaving the galaxy left only with what was already in circulation. In a stunning development, the Worlport General Hospital on Ord Mantell was able to collaborate with some of their industrial partners to reverse-engineer and reproduce some of the more application-specific cybernetics for sale.

Recent Changes

Various Space Updates
- You can now add or remove squadron ships for a landed ship, and you can remove ships from a squadron even if they're not currently on the ship. - In space combat, being in sustained action actually caused you to receive 0 experience from destroying the target, and that's been fixed. You'll receive experience based on the value of the target ship shown on "info". - All automated squadron ship actions now depend on autopilot being enabled, so when using them in a fight, you'll generally want to ensure autopilot is on. It is still enabled automatically when scrambling any squadron. - Autopilot logic now kicks in even when a ship has players onboard. - There's a new autopilot config: useion. Rather than using only lasers or only ions, you can now toggle each one separately using this. - Squadron ships will now honor these weapon settings when engaging targets. Be sure to update the settings on your existing squadron ships. - Squadron recall now takes precedence over engaging their target. - When you add a ship to your squadrons, it will automatically enable all three weapon types and turn on autorecharge. - Autopilot and squadron ships will now fire weapons at the same ranges players can. This mostly just means they'll be firing projectiles from farther away than they currently do. - Autopilot and squadron ships can now miss based on all the factors affecting whether players miss, such as relative ship size, target speed, and distance. Previously, they'd only miss due to ship dodging. - Autotrack will no longer cause you to re-course toward your target due to "evading collision" - When any ship in a battlegroup is attacked, all of the ships in the system from the same battlegroup are now marked as fighting, meaning they will stop regenerating fuel/projectiles. - Autopiloted ships with CLANPOST enabled will now attack any ship which they see bombarding that clan's worlds, regardless of the bombarding ship's affiliation. (As long as it's not owned by the same clan as the planet; your own orbitals will not attack you for bombing your own planets using your own fleet, but they will currently attack a ship piloted by a clan member but not owned by the clan.) - Orbitals will now switch to the closest invading pirate, no longer considering target ship size as a factor in prioritizing pirate targets.

Standardizing Mob Stats and Experience
We've introduced standardized mob "difficulty levels". This will allow us to ensure that easy/medium/hard/very hard mobs are set up consistently, controlling things like their hp, attacks, and attributes in one setting. This change will largely be transparent to players, with a few exceptions: Experience gain calculations have been revised for ground combat. Fighting the same mob repeatedly will no longer reduce experience gains from it, but the number of mobs you'll need to kill in order to level has been increased toward higher levels. Our combat gyms will soon feature mobs from the first half of the difficulty scale, with the higher-end ones being tougher than they historically have been. It'll still be pretty quick to level combat there up to the low-100s, but as you approach the top end of the level range you may find that our long-ignored combat class quests will help you level faster. And also: - Fixed output of score level to actually give you a gauge of progress from your current level to the next.

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