commit #45 adjusted constructors for mud.quests.Quest. modifed cmd_questedit(...) to create a quest object with a generic name and description when 'new' is used. modifed cmd_questedit(...) to not place the created quest object in the global quest table. added init() method to mud.quests.Quest to give a new quest a proper one (i.e. if it was saved in the editor for the first time). renamed editor handling functions to more resemble the commands that result in you using them. modified op_listedit(...) to check single letter names for it's commands. added help info to op_lsedit(...) for insert. began implementing save command of quest editor. pulled 'quest' variable out of several commands and just made it function scope (rather than statement scope) variable, also made 'data' (EditorData) var final. made 'locks' field of mud.MUDObject a String instead of an Object, considering it's intent and direct initialization to a String anyway. made mud.MUDObject's getDBRef(...), setDBRef(...) methods final to prevent overriding. made code in mud.utils.Date a little more concise. made the 'issueDate' and 'expireDate' fields of mud.quests.Quest initially null. added getZone(...) method takes a room and getZone(...) methods that takes a player, chiefly to find zone information for quests. added tell(...) method to mud.objects.NPC since the say method sends a message that the whole room sees. made mud.Slot only have a single SlotType since the multiple slot type thing seemed strange. tweaked cmd_equip(...) to remove unnecessary checks. fixed mud.objects.items.Weapon to set an empty set of flags. added example output comment to WhereCommand. misc changes. removed getRoom(...) method that takes in a Client object in favor of one that takes in a Player object. began writing code for sending mail, handleMail(...) method written. added sendMail(...) method to mud.MUDServer to get mail to a player's mailbox. sending mail works. added hasProperty(...) method to MUDObject. modified logic in MailCommand. tweaked output of cmd_list(...). changed methods of Command (abstract class) which access an instance of MUDServer to be protected final. added several more wrapper methods in Command so it's subclasses can access portions of the data in MUDS. made some efficiency adjustments to applyEffect(...) method. made a generic method mkList(...) in mud.util.Utils that will make a list out of any number of objects of any type passed into paramters (variable length parameter array). got rid of the HelpCommand class and moved the code for that back into mud.MUDServer since the help command seems somewhat integral. fixed cmd_pinfo(...) to use the method getAbility(...) in mud.objects.Player instead of getting the player's stat hashmap, since the former takes stat bonuses into account. fixed ObjectDB's getFlagCounts(...) method for the change to using TypeFlag(s) to indicate MUDObject sub-types. fixed applyEffect(...) to work for negative stat effects. wrote function in CastCommand to check validity of the target for the spell being cast. added int field 'target' to Spell in anticipation of using it to store target data later. made spell loading code set allowable targets using primitive form of octal notation. removed ChatCommand class since it was calling cmd_chat(...) itself anyway. removed AdminCommand class since a special privilege elevation command seemed unnecessary and maybe insecure. commented out the bit where AliasCommand and TeleportCommand are mapped, I hardly ever use these so I'll leave resolving access. to Command's MUDServer instance/reference for whenever I decide if I really need those. LGPL license info previously relevant to mud.net package removed from mud.net.Server and mud.net.Client because they were rewritten ground up with minimal functionality