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This set of docs is tailored for Chaos, which is running TinyMUCK2.1.1.
Generally, though, these commands hold true for any mud.
COMMANDS: drop, examine, get, give, go, gripe, help, inventory, kill, look,
news, OUPUTPREFIX, OUTPUTSUFFIX, page, QUIT, rob, say, score, whisper, WHO,
@action, @attach, @boot, @chown, @create, @describe, @dump, @dig, @drop, @dump,
@fail, @find, @force, @link, @lock, @name, @newpassword, @odrop, @ofail, @open,
@osuccess, @password, @pcreate, @prog, @recycle, @set, @shutdown, @stats,
@success, @teleport, @toad, @unlink, @unlock, @wall
TOPICS: being killed, custom commands, control, costs, dropping, drop-tos,
failure, flags (wizard, sticky, link_ok, dark, temple, haven, chown_ok,
abode, jump_ok, mucker, builder), gender, goal, here, homes, me, money,
robbery, sacrificing, strings, substitutions, success, types, actions,
linking, meta-links, properties, muf.
drop <object>. Drops the <object> if you are holding it. It moves the object
to the room you are in, unless its STICKY flag is set (See
STICKY), or the room has a drop-to (See DROP-TOS).
Dropping a thing in a room with the TEMPLE flag set
sacrifices it (See SACRIFICING). Unlinked exits can only
be dropped in rooms you control (See CONTROL).
'throw' is the same as 'drop'.
examine [object]. Displays all available information about <object>. <object>
can be specified as <name> or #<number>, or as 'me' or 'here'.
You must control (See CONTROL) the object to examine it. If
you do not control the object, you will just be shown the
owner of the object and its description.
Wizards can examine objects in other rooms using #<number>
or *<player>.
get <object>. Picks up <object> if it is in the same room as you, and if
it is not locked (See @lock). <object> can be a thing or an
unlinked exit.
'take' is the same as 'get'.
give <player>=<pennies>. Gives <player> the specified number of pennies. The
only thing you can give is pennies. You can't give someone
pennies if their new total would be greater than 10000.
Wizards can give as many pennies as they wish, even negative
amounts, without affecting their own supply, and can give
pennies to things to change their sacrifice values.
go[to] <direction>; go[to] home.
Goes in the specified direction. 'go home' is a special
command that returns you to your home (See HOMES). The word
'go' may be omitted. (You can 'go east', or simply 'east').
'move' is the same as 'go'.
gripe <message>. Sends <message> to the system maintainer.
help. This displays a short help message.
inventory. Lists what you are carrying. This can usually be abbreviated
to inv.
kill <player> [=<cost>]. Attempts to kill <player>. Killing costs either
<cost> or 10 pennies, whichever is greater. The probability
of success is <cost> percent. Spending 100 pennies always
works (except against Wizards, who can never be killed).
Killing a player sends them to their home (See HOMES), just
as the command 'go home' would (See go). It also gives the
killed player 50 pennies.
Players cannot be killed in rooms which have the HAVEN flag
set (see HAVEN).
look [object]. Displays the description of <object>, or the room you're in
if you don't specify one. <object> can be a thing, player,
exit, or room, specified as <name> or #<number> or 'me' or
'here'. Wizards can look at objects in other rooms using
#<number> or *<player>.
'read' is the same as 'look'.
news. Displays the current news file for the game. Must be typed
in full.
OUTPUTPREFIX [string]. Must be in all capitals, and must be typed in full.
This prints the given string before the output of every
command.
OUTPUTSUFFIX [string]. Must be in all capitals, and must be typed in full.
This prints the given string after the output of every
command.
page <player> [=<message>]. This tells a player that you are looking for them.
They will get a message telling them your name and location.
This costs 1 penny. If you include the '=<message>', it will
tell the player your name and your message, along with your
location. This will not work if the player you're trying to
page is not connected. If a player has the HAVEN flag set
(See HAVEN), you cannot page them, and they will not be
notified that you tried.
pose <action>. The normal abbreviation for this is ':<message>'. This is used
for actions, ex. if your name was Igor, and you typed ':falls
down.', everyone would see "Igor falls down." (See also
whisper).
QUIT. This command logs you out of the game. Must be in all capitals.
rob <player>. Attempts to steal one penny from <player>. The only thing
you can rob are pennies. Being robbed can be prevented (See
ROBBING).
say <message>. Says <message> out loud. You can also use '"<message>'.
score. Displays how many pennies you are carrying.
whisper <player>=<message>. Whispers <message> to <player>, if they are in
the same room as you. No one else can see the message.
Wizards can whisper *<player>=<message> to whisper to
players in other rooms. This command will not work if
the player you are trying to whisper to is not connected.
WHO [<player>]. List the name of every player currently logged in, and how
long they have been inactive. If given a player name, it
displays only that name and idle time. Must be in all
capitals.
@action <name>[=<object>]. This sets up an action and attaches it to the
thing, room, or player specified. '@action' alone
will create an action and you can then use '@attach' to
attach it to something (See @attach, ACTIONS).
@attach <name>=<object>. Attaches the named action to <object>.
@boot <player>. Disconnects the player from the game. Only Wizards can use
this command.
@chown <object>[=<player>]. Changes the ownership of <object> to <player>.
Normally, only wizards may use this command. However,
if the object is set CHOWN_OK (see CHOWN_OK), players
can chown it to themselves with 'chown <object>' if they
pick the object up. Players can't be @chowned; they always
own themselves.
@create <name> [=<cost>]. Creates a thing with the specified name. Creation
costs either <cost> pennies or 10 pennies, whichever is
greater. The value of a thing is proportional to its cost.
To be exact, value=(cost/5)-1.
@describe <object> [=<description>]. <object> can be a thing, player, exit, or
room, specified as <name> or #<number> or 'me' or 'here'.
This sets the description a player sees when they use the
command 'look <object>'. Without a description argument, it
clears the message.
It can be abbreviated @desc.
@dig <name>. Creates a new room with the specified name and displays its
number. This costs 10 pennies.
@drop <object>[=<message>]. Sets the drop message on <object>. <object>
can be specified as <name> or #<number> or 'me' or 'here'.
The drop message on a thing is displayed when the
thing is dropped. The drop message on an exit is displayed
when the player first enters the destination room. The drop
message on a player tells whoever killed them how they died.
Without a message argument, it clears the message. (See
@odrop).
@dump. Only Wizards may use this command. Saves the database from
memory to disk. Automatically occurs every hour, and when
@shutdown is used.
@fail <object> [=<message>]. <object> can be a thing, player, exit, or room,
specified as <name> or #<number> or 'me' or 'here'. Sets the
fail message for <object>. The message is displayed when a
player fails to use <object> (See FAILURE). Without a
message argument, it clears the message. (See @ofail).
@find [name]. Displays the name and number of every room, thing, or player
that you control whose name matches <name>. Because the
command is computationally expensive, this costs 1 penny
or more, depending on the MUD.
@force <player>=<command>. Only Wizards may use this command. Forces <player>
to do <command>.
@link <object>=<number>; @link <object>=here; @link <dir>|<room>=home. Links
<object> to room specified by <number>. For things and
players, it sets their home room (See HOMES). For rooms, it
sets the drop-to room (See DROP-TOS). To link to a room,
you must control it, or it must be set LINK_OK (for exits),
or ABODE (for things, players, and rooms). (See LINK_OK and
ABODE). Linking costs 1 penny. If someone else owned the
exit, their penny is reimbursed. You can link exits to any
object, if you own it or it is set LINK_OK. (See LINKING,
HOMES, DROP-TOS).
Wizards can @link objects in other rooms using #<number>
or *<player>.
@lock <object>=<key>. Locks <object> to a specific key(s). <object> can be
specified as <name> or #<number>, or as 'me' or 'here'.
Boolean expressions are allowed, using '&' (and), '|' (or),
'!' (not), and parentheses ('(' and ')') for grouping. To
lock to a player, prefix their name with '*' (ex. '*Igor').
You can lock to a program, in the same manner as locking to
an object (by name or number). You can also lock to a property,
with '@lock <exit>=<property>:<type>'. For example, to lock
a door to anyone that is male, you '@lock <exit>=sex:male'.
Notice that this will allow anyone carrying a male object to
pass the exit as well.
@name <object>=<new name> [<password>]. Changes the name of <object>. <object>
can be a thing, player, exit, or room, specified as <name>
or #<number> or 'me' or 'here'. For a player, it requires
the player's password.
@newpassword <player>=<password>. Only Wizards may use this command. Changes
<player>'s password, informing <player> that you changed it.
Must be typed in full.
@odrop <object>[=<message>]. Sets the odrop message on <object>. <object>
can be specified as <name> or #<number> or 'me' or 'here'.
The odrop message on a thing is displayed to everyone
else in the room whenthe thing is dropped. The odrop message
on an exit is displayed to everyone else in the room when the
player first enters the destination room. The odrop message
on a player tells everyone else how they died if they are
killed. Without a message argument, it clears the message.
(See @drop).
@ofail <object>[=<message>]. Sets the ofail message on <object>. <object>
can be specified as <name> or #<number>, or as 'me' or 'here'.
The ofail message, prefixed by the player's name, is shown
to others when the player fails to use <object>. Without a
message argument, it clears the message.
(See @fail, FAILURE).
@open <dir>[;<other dir>]* [=<number>]. Creates an exit in the specified
direction(s). If <number> is specified, it is linked to that
room. Otherwise, it is created unlinked. You or anyone else
may use the '@link' command to specify where the unlinked
exit leads. Opening an exit costs 1 penny. If you specify
<number>, linking costs 1 more penny.
@osuccess <object>[=<message>]. Sets the osuccess message on <object>.
<object> can be specified as <name> or #<number>, or as
'me' or 'here'. The osuccess message, prefixed by the
player's name, is shown to others when the player
successfully uses <object>. Without a message argument, it
clears the message. It can be abbreviated @osucc.
(See @success, SUCCESS).
@password <old password>=<new password>. This changes your password.
@pcreate <name>. On muds with registration, this is a Wizard-only command
that creates a character with the given name.
@prog. See the MUF programmer's manual.
@recycle <object>. This recycles the <object>. <object> can be a thing,
room, or exit, but not a player. It changes the object
to a garbage object, and its number and space are reused
later.
@set <object>=<flag>; @set <object>=!<flag>. Sets (or, with '!', unsets) <flag>
on <object>. @set can also be used to set properties,
with '@set <object>=<property>:[type]' or '@set <object>=:' to
unset all properties. (See FLAGS, PROPERTIES).
@shutdown. Only Wizards may use this command. Shuts down the game. Must
be typed in full.
@stats [player]. Display the number of objects in the game. For Wizards, also
lists a breakdown by object types. Wizards can supply a player
name to count only objects owned by that player.
@success <object> [=<message>]. Sets the success message for <object>.
<object> can be specified as <name> or #<number>, or as 'me'
or 'here'. The success message is displayed when a player
successfully uses <object>. Without a message argument,
it clears the message. It can be abbreviated @succ.
(See @osuccess, USING OBJECTS).
@teleport [<object>=] <room>. Teleports <object> to <room>. <object> must be a
thing. (Wizards can also teleport players.) You must be able
to link to the destination, and either control (See CONTROL)
the object or its current location. You can only teleport
objects into a room, not into someone's inventory, unless you
are a Wizard. If the destination room has a drop-to, <object>
will go to the drop-to room instead.
@toad <player>. Only Wizards may use this command. Turns the player into a
slimy toad, destroying their character. Must be typed in full.
@unlink <dir>; @unlink here. Removes the link on the exit in the specified
direction, or removes the drop-to on the room. Unlinked exits
may be picked up and dropped elsewhere. Be careful, anyone
can relink an unlinked exit, becoming its new owner (but you
will be reimbursed your 1 penny). (See @link).
@unlock <object>. Removes the lock on <object>. (See @lock).
@wall <message>. Only Wizards may use this command. Shouts something to every
player connected. Must be typed in full.
BEING KILLED:
Getting killed is no big deal. If you are killed, you return to your home, and
all things you carry return to their homes. You also collect 50 pennies in
insurance money (unless you have >= 10000 pennies). See MONEY.
CUSTOM COMMANDS:
Custom commands can be made one of two ways. You can either use exits, or use
programs.
Using an exit: For example, to make a 'sit' command, one could "@open sit",
then "@link sit=here" (because unlinked exits can be stolen),
"@lock sit=me&!me" (impossible to be both at once, therefore always fails),
and "@fail sit=You sit on the chair."; "@ofail sit=sits on the chair.".
Since nobody can go through it, it always fails. The @fail message is displayed
to the player, and the @ofail message (preceded by the player's name) to
everyone else.
Using a program: you'd create a MUF program on an appropriate object, like
a 'sit' program on a chair. (See MUF).
CONTROL:
There are 3 rules to controlling objects: 1) You control anything you own. 2) A
wizard controls everything. 3) Anybody controls an unlinked exit, even if it is
locked. Builders should beware of 3, lest their exits be linked or stolen.
(In other words, never leave unlinked exits lying around unless you *want*
someone to get them).
COSTS:
kill: 10p (or more, up to 100p).
page: 1p.
@create: 10p (or more, up to 505p), sacrifice value=(cost/5)-1.
@dig: 10p.
@find: 1p (or more, depending on the MUD).
@link: 1p (if you didn't already own it, +1p to the previous owner).
@open: 1p (2p if linked at the same time).
DROPPING:
You see the drop and odrop message on a thing when you drop it. You see
the drop and odrop messages on an exit when you go through it. You see the
drop and odrop messages on a person when you kill them. Drop and odrop
messages have no meaning for rooms.
DROP-TOs:
When the @link command is used on a room, it sets a drop-to location. Any
object dropped in the room (if it isn't STICKY) will go to that location. If
the room is STICKY, the drop-to will be delayed until the last person in the
room has left.
FAILURE:
You fail to use a thing when you cannot take it (because its lock fails). You
fail to use an exit when you cannot go through it (because it's unlinked or
locked). You fail to use a person when you fail to rob them. You fail to use a
room when you fail to look around (because it's locked).
FLAGS:
The flags are displayed as letters following an object's ID number. Flags are
set with the @set command. The general flags are: W(izard), S(ticky),
L(ink_OK), D(ark), T(emple), H(aven), C(hown_OK), A(bode), J(ump_OK),
M(ucker), and B(uilder).
See individual flag names.
WIZARD:
If a person is WIZARD, they are unkillable, subject to fewer restrictions,
and able to use wizard commands. It is only meaningful for players. Only
wizard #1 can set and unset this flag. In general, WIZARDs can do anything
using #<number> or *<player>. No Wizard can turn their own WIZARD flag off.
STICKY:
If a thing is STICKY, it goes home when dropped (See HOMES). If a room is
STICKY, its drop-to is delayed until the last person leaves (See DROP-TOS).
If an action/exit is STICKY, and it is attached to an object, the object
stays there when the action/exit is triggered. (See LINKING).
Not meaningful for players.
LINK_OK:
If something is LINK_OK, anyone can link actions or exits to it (but still
not from it). (See @link, LINKING).
DARK:
If a room is DARK, then when people besides the owner 'look' there, they only
see things they own. If a thing or player is DARK, then "look" does not list
that object in the room's Contents:. Only wizards can set players dark.
TEMPLE:
If a room is TEMPLE, you can sacrifice things for pennies by dropping them
there. It has no meaning for players, things, or exits. Only wizards can set
this flag.
CHOWN_OK:
If a thing is set CHOWN_OK, anyone can chown the object to themselves with
"@chown <thing>". They must pick up the object to do this.
GENDER:
@set me=sex:male|female|neuter. Default unassigned. If a player's gender
is set, %-substitutions will use the appropriate pronoun for that player. Only
meaningful for players. See SUBSTITUTIONS.
HAVEN:
@set here=haven;@set me=haven. If a room is HAVEN, you cannot kill in that
room. If a player is set HAVEN, he cannot be paged.
ABODE:
@set here=abode. If a room is set ABODE, players can set their homes there,
and can set the homes of objects there. (LINK_OK is now used only for exits,
and ABODE is for players and objects.)
JUMP_OK:
@set <object>=jump_ok. If a room is set JUMP_OK, programs can move people
into it. If a player is set JUMP_OK, actions/exits linked to that player
will work (otherwise, they'll fail.) There are several other rules dealing
with JUMP_OK, but they all refer to restrictions on MUF programs. See the
MUF documentation for more details.
BUILDER:
If this flag is in effect, only people who are set BUILDER can create
things. Only Wizards can set this flag. (This flag is not currently in use
on _Chaos_).
MUCKER:
This can only be set by Wizards. This flag allows players to enter @prog
mode, and program in MUF. (See MUF).
GOAL:
There isn't one, except to have fun. If you're not having fun, quit. Have fun.
HERE:
The word 'here' refers to the room you are in. For example, to rename the room
you're in (if you control it), you could enter "@name here=<new name>".
HOMES:
Every thing or player has a home. This is where things go when sacrificed,
players when they go home, or things with the STICKY flag set go when dropped
(See STICKY). Homes are set with the @link command. A thing's home defaults to
the room where it was created, if you control that room, or your home. You can
link an exit to send players home (with their inventory) by "@link <dir>=home".
Drop-tos can also be set to 'home' (See DROP-TOS, @link).
ME:
The word 'me' refers to yourself. Some things to do when starting out: 1) give
yourself a description with "@describe me=<description>", then look at yourself
with "look me". 2) prevent anyone else from robbing you with "@lock me=me". 3)
set your gender, if you wish it known, with "@set me=sex:male" or
"@set me=sex:female" (or "@set me=sex:neuter" to be an 'it').
MONEY:
Building and some other actions cost money. How to get money: 1) find pennies.
2) sacrifice (drop) things in the temple. 3) get killed. 4) be given money. 5)
rob someone. Once you reach 10000 pennies, it becomes difficult to acquire
more. (See COSTS and SACRIFICING).
Wizards don't need money to do anything.
ROBBERY:
When you rob someone, you succeed or fail to use them (See SUCCESS and
FAILURE). You can protect yourself from being robbed by entering "@lock me=me"
(See ME, and, @lock). If you lock yourself to yourself, you
can rob yourself and set off your @success and @osuccess messages. Try
entering "@osucc me=is goofy." and robbing yourself in a crowd. (See rob).
SACRIFICING:
You sacrifice a thing by dropping it in the temple. Sacrificing an object
gives you the value of an object. You can't sacrifice something you own.
If you have >= 10000 pennies, all sacrifices are worth only 1 penny. The
sacrifice value of a thing is set at creation by "@create frob=cost", by
the formula value=(cost/5)-1. Only a wizard can change the value of an
object, once created.
STRINGS:
Objects have 8 strings: 1) a name. 2) a description. 3) a success message
(seen by the player). 4) a fail message (seen by the player). 5) an
osuccess message (seen by others). 6) an ofail message (seen by others).
7) a drop message (seen by the player). 8) a odrop message (seen by others).
SUBSTITUTIONS:
@osuccess and @ofail messages may contain %-substitutions, which evaluate to
gender-specific pronouns if the player's gender is set. They are: %s
(subjective) = Name, he, she, it. %o (objective) = Name, him, her, it. %p
(possessive) = Name's, his, her, its. %n (player's name) = Name. If you need a
'%', use %%. Ex. '@ofail teapot=burns %p hand on the hot teapot.' (See GENDER).
You can also custom set your own substitutions. For example, '@set me=%o:hir',
will cause 'hir' to be substituted for %o instead of him, her, or it.
SUCCESS:
You successfully use an object when you take it. You use an exit successfully
when you go through it. You successfully use a person successfully when you
successfully rob them. You successfully use a room when you look around.
TYPES:
There are 4 types of objects: things, players, exits, and rooms. The first
letter following an object's ID number indicates the type: P(layer), E(xit),
R(oom), otherwise, thing. Things are inanimate objects that can be carried.
Players are animate objects that can move and carry. Exits are the means by
which objects move. Rooms are locations that contain objects and linked
exits. (Mind you, MUF programming can write its own rules. You can have
mobile rooms (vehicles) and containers easily.)
ACTIONS:
Actions are similar to exits, as you can '@link' them to things, and they can
then take you places, or bring things to you. Actions can thus be thought of
as moveable exits, as they move with the thing or player that they are attached
to. Actions will always work in the owner's rooms and in rooms with the JUMP_OK
flag (See JUMP_OK) set. Actions attached to a thing always work whenever the
thing is in the room. Actions attached to a player can only work for the player
that owns them.
LINKING:
You can link to something if you control it, or if it is set LINK_OK (or
ABODE). Being able to link means you can set the homes of objects or yourself
to a room if it is set ABODE, and can set the destination of exits to a room
if it is LINK_OK. (See LINK_OK and ABODE, and @link).
Linking an action/exit to an object means that a successful activation of the
exit will bring the object to you, if the action/exit is attached to you or to
the room you're in. If that object is with another player, then it disappears
from their inventory and is brought to you (either to your inventory, if the
action/exit is attached to you, or to your room, if it is attached to the
room). If the action/exit is attached to a thing, that thing will go home
when the action/exit is triggered, unless the action/exit's STICKY flag is
set (See STICKY). In that case, it summons the thing it's linked to as normal.
For example: a sticky exit 'press button' attached to a 'candy machine', linked
to a 'candy bar', summons the candy bar into the room. a 'eat candy' exit
attached to the 'candy bar', linked to a 'half-eaten candy bar', will summon
the 'half-eaten candy bar' and remove the 'candy bar'.
Linking an action/exit to a player means that a successful activation of the
exit will bring you to the player, if the player has their JUMP_OK flag set.
Linking an action/exit to a program allows you to use that program. (without
carrying it around with you).
Linking an action/exit to other actions/exits is a meta-link. (See META-LINKS).
META-LINKS:
When a meta-link is triggered, all the exits that it was linked to will be
triggered at the same time. As a result, all of those exits will occur, moving
objects around or many other things. It will not move players to rooms however.
For example, if action/exit 'a' is linked to thing #123, when 'a' is
triggered, it summons thing #123. If 'b' is linked to thing #456, when 'b'
is triggered, it summons thing #456. If 'c' is linked to both 'a' and 'b',
(with "@link c=a;b"), when 'c' is triggered, *both* 'a' and 'b' will be
triggered, summoning #123 and #456 at the same time.
PROPERTIES:
Property lists (p-lists) are an extension to flags. Each object will have a
p-list that can be checked against in locks and such. p-lists can be anything.
To unset properties use "@set thing=property:". To remove all properties use
"@set thing=:".
MUF:
MUF is a FORTH-derived language, in which programs can be written by players
with the MUCKER flag. Type 'man' to see a terse summary of MUF commands,
or you can ftp the docs from belch.berkeley.edu, in the directory pub/tinymuck.
Examples
--------
Igor is a new player. He sets his description by typing:
@desc me=Igor is a ferret with an evil glint in his eye.
He has guarded himself from being robbed, and set some fail messages on
himself that people will see when they try to rob him. He typed:
@lock me=me
@fail me=Igor chomps you on the knee with his little sharp teeth.
@ofail me=howls in pain as Igor bites them.
Now, here is what happens if Murf tries to rob Igor:
Murf types: rob igor
Murf sees: Igor chomps you on the knee with his little sharp teeth.
all else see: Murf howls in pain as Igor bites them.
'them' as a pronoun isn't to specific, and so Igor should do this:
@ofail me=howls in pain as Igor bites %o.
So if Murf robs Igor, this is what everyone else will see:
Murf howls in pain as Igor bites him.
This is assuming that Murf did a '@set me=sex:male'. If not, it would have
printed:
Murf howls in pain as Igor bites Murf.
Igor wants to set a message that he will use a lot, so he sets his @osucc:
@osucc me=runs around the room nipping at everyone's heels.
Now, if he wants to display that message:
Igor types: rob me
Igor sees: You stole a penny.
Igor stole one of your pennies!
all else see: Igor runs around the room nipping at everyone's heels.
Igor wants to make an object called 'Ferret chow'. He types:
@create Ferret Chow
@desc Ferret Chow=This is a big bag full of yummy ferret chow.
@succ Ferret Chow=You tear into the end of the bag, stuffing yourself.
@osucc Ferret Chow=tears into the Ferret Chow bag, eating greedily.
Now Igor decides that he wants to be the only one who can pick up the bag.
@lock Ferret Chow=me
@fail Ferret Chow=It's icky Ferret Chow. It would probably taste gross.
@ofail Ferret Chow=decides Ferret Chow is icky.
If Igor picks up the bag:
Igor types: get Ferret Chow
Igor sees: You tear into the end of the bag, stuffing yourself.
all else see: Igor tears into the Ferret Chow bag, eating greedily.
Igor is now carrying the bag. He must drop it if he wants to see the messages
again. If Murf picks up the bag:
Murf types: get Ferret Chow
Murf sees: It's icky Ferret Chow. It would probably taste gross.
all else see: Murf decides Ferret Chow is icky.
Because the bag was locked to Igor, Murf cannot get the bag.
Igor wants to build a few rooms. He can only build off of a place where he
can get a link. He needs to ask around to find one of these if he is just
starting to build. Murf is going to give Igor a link named 'n;north'. That
means that both 'n' and 'north' activate that exit. Igor digs a room, and
links the exit to it. He types:
@dig Igor's House
At this point, the program will respond "Igor's House created with room number
xxxx". We'll pretend it gave the room number as 1234.
@link n;north=1234
The program will respond with "Linked." Now Igor sets a few messages on the
exit. He types:
@desc n=North is Igor's House.
@succ n=You crawl into Igor's House.
@osucc n=crawls into Igor's House.
These messages work just the same way they work on object, like the Ferret Chow.
Next, Igor goes in the room, and creates an out exit. Murf has been nice enough
to not only give Igor the n;north exit, but to set his room to L(ink_ok). Murf's
room number is 623. Igor types 'n' or 'north' to go in the room, then types:
@open out;back;s;south=623
The program will respond with "Opened. Trying to link... Linked." Igor now
has a south exit back to Murf's room. Murf can now set his room to !link_ok,
so no one else can link to it. Igor puts some messages on the south link as
well. He decides he wants to describe the room, so he types:
@desc here=This is Igor's home. It is a small room, lined with paper shreds.
Over in the corner is a small hole.
Now Igor wants to dig a small room that the hole connects to. He types:
@dig Igor's Hidden Room
The program tells him that the room is number 1250. He then types:
@open hole=1250
@lock hole=me
@desc hole=This is a small hole, just the size of Igor.
@fail hole=You can't fit.
@ofail hole=can't fit through the hole.
@succ hole=You slip into the hole.
@osucc hole=slips into the hole.
This creates and links the exit called 'hole' to Igor's Hidden Room. He locks
the exit to him, so only he can go through the exit. When he uses the exit,
the success and osuccess messages will be displayed. When someone else tries to
use the exit, the fail and ofail messages will be displayed. Since Igor owned
the room that he was linking from, he had to use @open to create the link first.
He now types 'hole' to go in the room, and types '@open out=1234' to create
and link an exit called 'out' that leads to his House.
If Igor wants everyone BUT Murf to be able to go 'hole', he types:
@lock hole=!*murf
This locks the hole against the player Murf. If he wants a person to be able to
go through 'hole' only if they have the bag of Ferret Chow, he types:
@lock hole=Ferret Chow
If he wants himself to be able to go in the hole, even if he doesn't have the
Ferret Chow, he types:
@lock hole=Ferret Chow | me
If he wants to lock everyone out except for himself and Murf if Murf has the bag
of Ferret Chow, he types:
@lock hole=(*murf & Ferret Chow) | me
You can get more and more complicated with locks this way.
Igor is done building his home, and wants to set his home to it, so when he
types 'home' he will go there instead of Limbo(#0RDLA). He goes in his house,
and types:
@link me=here
The program will respond with "Home set." Now Igor can go 'home', and QUIT
and not worry about his inactive body cluttering up the landscape.
Creating whole houses and adventures can be easy if you understand the way
the @ commands work.
When you build a room, it makes it neater if you have a very thorough
description. Every thing listed in the description can be given a bogus
exit (see entry) to detail the place. For example, here is the description
of a room built by Three.
Three's flat(#5400)
Red wall-to-wall carpeting covers the floor. A cushy brown leather
couch sits across from a wide-screen TV with a VCR and video disc
player stacked on top. Escher prints hang on the walls, hilited by
track lighting. Papers protrude from a roll-top desk to one side,
adjoining an imposing stereo whose controls rival those of 747 cockpits.
The kitchen lies north, the foyer south, and the bedroom beyond a
short passage east.
Contents:
Flitterby Award for Comprehensive Building
Now, you noticed the desk in the room. A 'look desk' will show:
Every drawer and cubby is overflowing with papers, envelopes, flyers,
leaflets, folders, booklets, binders, quick reference cards, and
other paper products. A Compaq luggable sits in a small canyon of
paper. Atop the desk stands a framed photo. Under the desk sits a
back stool.
Now, since this was done with a exit to create a bogus command, you might
try going through the exit, so you will get the fail message. A 'desk' will
show:
You rummage thru the desk drawers, finding nothing of interest.
Here is an examine of the bogus command, to show you how it was done (only
the owner or a WIZARD can do an examine and get this output):
desk(#5395E)
Owner: Three Key: Three(#5370PTF)&!Three(#5370PTF) Pennies: 0
Every drawer and cubby is overflowing with papers, envelopes, flyers,
leaflets, folders, booklets, binders, quick reference cards, and
other paper products. A Compaq luggable sits in a small canyon of
paper. Atop the desk stands a framed photo. Under the desk sits a
back stool.
Fail: You rummage thru the desk drawers, finding nothing of interest.
Ofail: rummages thru the desk drawers.
Destination: Three's flat(#5400R)
In this way, a highly detailed room can be built, and greatly increase the
atmosphere of the place. Take a walk around and look at the place first,
before deciding to build. Then sit down and think carefully about what you
want to build. Careful planning has made several very interesting places.