LOCKER
Keywords: LOCKER
=== USER MANUAL ===
Usage: locker
locker put <object> | all | all.<keyword>
locker get <object> | <#>.<keyword> | all | all.<keyword>
locker buy [<count>]
locker info
Description:
Your personal locker is permanent storage for one character. Anything
you leave in it stays there across deaths, quits, and reboots. Nobody else
can reach it -- not even your other characters, who share the stash instead.
You must be standing at a storage terminal to use it. If you are not
at one, the locker will say so.
Subcommands:
locker ........................ List the contents and slots used.
locker put <object> ........... Store one item.
locker put all ................ Store everything you can.
locker put all.<keyword> ...... Store all matching items.
locker get <object> ........... Retrieve one item.
locker get <#>.<keyword> ...... Retrieve the Nth matching item.
locker get all ................ Retrieve everything.
locker buy [<count>] .......... Buy <count> more slots (default 1).
locker info ................... Slots used, the cap, and the next price.
store and take work as synonyms for put and get.
Slots:
Every object occupies one slot, including items inside containers. A crate
holding three magazines costs four slots, not one -- so a container is not a
way to smuggle extra storage past the cap. The listing shows how many items
are nested inside each container.
Lockers start small. Buy more slots with Mission Points; each slot costs
more than the last, and locker info always shows the exact price of the next
one. Slots can also arrive as mission rewards. You are never charged for a
slot that the maximum refuses.
What Cannot Be Stored:
- NORENT -- items that do not survive a quit.
- Mission item -- mission equipment stays with you.
- Persistent -- fixtures anchored to the world by scripts.
- Staff may also bar decaying items; the locker will say so.
Timers:
Stored items are held on disk, not in the world. A decaying item does not
count down while it sits in your locker -- it resumes exactly where it left
off when you take it back out.
Examples:
> locker put rifle
> locker put all.magazine
> locker get 2.magazine
> locker buy 5
Related Helpfiles: STASH, PUT, GET, INVENTORY
=== END MANUAL ===