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QUICK.TXT
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1994-11-28
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INDUSTRIAL PROSE & MAGIC
QUICK-START DOCUMENTATION
If you haven't read README.1ST yet, read it before reading this!
This file introduces you to the basic world creation commands for
Industrial Prose & Magic. Typing "Commands" from inside the MUD will
get you a list of all commands available. For a more in-depth look at
the product, read the WALKTHRU.TXT file.
Installation
────────────
To load IP&M, first copy all of the files to a single directory, such
as C:\MUD. Then type "MUD ALONE -1". "MUD" is the name of the batch
file. "ALONE" means that you want to run it stand-alone, as opposed to
running it as a door (in which case you'd type "DOOR"). "-1" is the com
port number that you want to use. A negative number indicates a local
session.
To go directly into the MUD, login with the name PRODUCER, password
PRODUCER. (Type "@mypassword" once in the MUD to change your password).
World Creation Basics
─────────────────────
When you get in, you'll be in a one-room MUD. Let's see how a few
basic commands work. Type "@placename", then hit ENTER. This command
changes the name of places. Right now, we're in a place called "Entry
Point". So, at the first prompt (Old Name?), type in "entry point". At
the next prompt (New Name?), type in "bridge". The name has been
changed. Type "L" (for Look), and you'll see the name has been changed
at the top of the description window. Wasn't that easy?
Now, let's describe what the bridge looks like. Type "@placedesc",
then hit ENTER. Type in the following:
"You're standing on the bridge of the USS Enterprise. Glowing" (Press ENTER)
"display stations surround the walls." (Press ENTER)
Or, describe the bridge however you'd like. When you're done, type
"L" to look around again, and you'll see that your description now
appears in the description window.
Now, let's create a new place. Type "@place" and press ENTER. At the
first prompt (Name?), type in "Ready Room". At the second prompt, just
press ENTER. (If you wanted there to be another way to refer to "Ready
Room", you could have entered it there as a synonym).
That's it! The new place has been created. It doesn't appear on the
map yet, however, because the MUD doesn't know how to connect it to your
current location.
To do that, we'll create our first exit. Type "@exit" and press
ENTER. At the first prompt, enter "E", meaning that the new exit leads
east from here. At the next prompt, type in "Ready Room". At the next
exit, type "2". That's the length of the line to be drawn on the map to
represent the exit. At the next prompt, type "door", as the description
for the exit. At the last prompt, type "Y" to create the corresponding
counterpart for this exit (meaning that once in the ready room, an exit
leading west will take you back to the bridge).
The exit now exists. Type "L" to look around, and you'll see the exit
and the new location on the map.
Let's see how the map changes when moving between places. With your
NUMLOCK on, press the 6 on your numeric keypad (which corresponds to
"east"). You'll notice that you've moved to the ready room. Press 4 on
your numeric keypad, and you'll be back on the bridge.
Now, suppose you really meant for that to be an exit to the north to
get to the ready room, not the east. Let's modify it.
Make sure you're back on the bridge. Type "@exitdir" and press ENTER.
At the first prompt, type "E" for east, meaning that's the exit you want
to change. At the next prompt, type "N", meaning that's the direction
you want the exit to lead. Then type "L" to look around, and you'll see
that it's been modified.
Now, let's change the length of the exit. You created it with a
length of 2, making it pretty small. Let's make it longer. Type
"@exitlen" and press ENTER. At the next prompt, type "N", meaning that
it's the north exit you want to modify. At the next prompt, type "3".
Then type "L" to look around, and you'll see that the exit line is
longer than before.
Finally, let's create an object. Go back to the ready room. We'll
create an aquarium that displays a message when you hit it. First, type
"@obj". At the first prompt, type "Aquarium". At the next prompt,
press "N" for neuter. At the next prompt, type "fishtank" for a
synonym. Then press ENTER. The object is created! Type "L" to look
around, and you'll see the aquarium in the status description.
Now, let's create a rule that works with the aquarium. Type
"@objrule" and press ENTER. At the first prompt, type "bump". At the
next prompt, type "aquarium". At the next prompt, type "N" for "No
Modifier". (This prompt allows you to create more detailed rules, like
"hit aquarium with crowbar"). At the next prompt, type "S" for "Say",
meaning that you want the MUD to say something when this rule is
executed. At the next prompt, type: "A delicate-looking fish cringes in
horror." Press ENTER twice. Then press "D" for done.
That's it! Try typing "bump aquarium", or "bump fishtank", and you'll
see that the poor fish does indeed cringe in horror.
Rules can also be created for characters. Read the introduction when
first entering the MUD to see how it's done.