COMMAND: @chown <object>[=<player>] @chown <object>/<attr>[=<player>]
The first form changes the ownership of <object> to <player> (default is to yourself). Objects may be things, rooms or exits. Wizards may chown objects by dbref. mortals have a more complex set of rules: Objects must have the CHOWN_OK flag set before they may be @chowned. To chown things, they have to be carrying the thing. To chown rooms or exits, they must be in the room. In a room, the command used must be @chown here = <name>, and for an object, you must be very specific.
The second form changes the ownership of the indicated attribute on <object> to <player> (default is the owner of the object). You may only @chown unlocked attributes. You may @chown unlocked attributes on objects that you own to yourself, and you may also @chown attributes that you own on objects owned by others to the owner of the object. When an object is @chowned, all unlocked attributes on the object are automatically @chowned as well, locked attributes remain owned by their original owners.
The HALTED flag is automatically set on the object after the @chown command is successful. Players can't be @chowned; they always own themselves.
|Note: If the object being @chowned is set INHERIT, that flag will be removed during the process.|