An "object" in the context of SpinDizzy represents a noun of some sort (a person, place, or thing). It has a "physical" existence on the server, with a location and an entry in the database, and often the database ID gets displayed alongside the object name. This contrasts to [[Fake objects]] which exist only as properties in a real object. In commands that take an object name, `me` and `here` work for referring to yourself or to the location you're in, respectively. An object can also be referred to by name, or by database number if you know it. == Creating an object == `@create OBJECT` - creates a new object with a given name, and places it in your inventory. After that happens, you may use `@desc OBJECT=DESCRIPTION` to give it a description. An object has a "home" location, which can be set with `@link OBJECT=LOCATION`. It is important that an object's home be set to the location it is meant to be in, as some commands will send it off to that location. `home` for example will also move all of the items in your inventory into their own homes, so if they're not `@link`'d to you, they will disappear. == Taking ownership of an object == `@claim object` takes ownership of an object that has been given to you. It changes its owner to you, and sets its home to your inventory. == Location == An object has a location, which may be a room of some sort, a person (if the object is in their inventory), or an object in a room (such as a chest or drawers). Even rooms have locations, and usually inherit properties from their parents. For example, the default location for newly created `@dig`'d rooms is set to display weather messages. `get OBJECT` - puts an object into your own inventory. `drop OBJECT` - deposits an object from your inventory into the room. `hand OBJECT to PLAYER` - gives an object to another person in the same room. `throw OBJECT to PLAYER` - gives an object to another person in a different room. `put OBJECT in OBJECT` - puts an object into another object's inventory. `fetch OBJECT from OBJECT` - takes an object out of another object's inventory. `@tel OBJECT = LOCATION` - moves an object from one location to another. For example, `@tel here = #15318` moves the current room to a parent that does not display weather messages. == Properties == Objects contain properties. These can store information that can be retrieved, such as a person's species, or they can alter how a command behaves. `@set OBJECT=PROPERTY:VALUE` - sets a property on an object. `@set OBJECT=PROPERTY:` - removes a property from an object. `ex OBJECT=/` - displays all properties on an object. Note that properties have a file system-like structure, and if a given property in the list is a `dir` it is a directory and you can give a longer path to `ex` to look inside it. == Deleting an object == You can "recycle" and object with `@recycle OBJECT`. If you want to prevent an object from being recycled on accident, you can set the object's `_recproof` property to "yes".