home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Special: Spiele Hits
/
Hits-CD.iso
/
aminet
/
spiele
/
ammud1_1.lha
/
AmigaMUD
/
Doc
/
Playing.txt
< prev
next >
Wrap
Text File
|
1997-06-10
|
36KB
|
829 lines
AmigaMUD, Copyright 1997 by Chris Gray
Playing in the Standard Scenario
This document provides information on how to get the most from the
standard scenario. It doesn't give away any clues on how to solve the
quests in the scenario, however. Also, another document provides
information on using the building facility in the scenario. The
information provided here is by no means complete - figuring out what
to do is often part of solving quests. This document covers:
- basic commands
- communication
- basic navigation
- the special places around the mall
- the mail system and bulletin boards
- quests
- usenet mail and news
- combat in the Proving Grounds
Basic Commands
There are many commands available in the standard scenario. Some are
only operational in certain locations, and many are only applicable to
certain situations. For reference, the complete list of standard
commands (but not how to use them or what they do) can be obtained
from the game using the "words" command.
Many commands have several alternative forms, often including
abbreviations and optional parts. For example, all of the following do
the same thing:
n
north
go north
walk to north
Jump to the north.
The parser in AmigaMUD takes care of things like capitalization, some
punctuation, words like "the" and "a", etc. so they are usually not
specific to any commands. Most verbs, especially common ones which
deal with objects, can work with several objects at once. E.g.
entering:
look at the vase, the lamp and the table
is the same as entering:
look at the vase. look at the lamp. look at the table
Always keep in mind that the AmigaMUD scenario does not "understand"
the commands you type - it is just responding to them in a way that
has been chosen. So, you do not have to worry about getting the
grammar right all the time, but you do have to spell things correctly,
or at least spell them the same way as is done in the scenario!
In some situations there may be more than one object with the same
name in the room, in an inventory or in a container. When you try to
refer to any of them, the scenario may complain that your reference is
ambiguous. In such situations you must specify by number which of the
similar items you mean. For example, if you have purchased a couple of
sacks in the proving grounds, and the second one contains two apples,
then you can use:
take apple #1 from sack #2
to take one of the apples from the sack. This numbering system can
also be used to disambiguate among items which are similar but not
identical. For example, if you have both a short sword and a long
sword, you can refer to them as "sword #1" and "sword #2". In all
cases, the order is that which appears when the inventory, contents
list, or whatever is printed. Beware that items added to a list always
go to the end of the list, so that item numbers do not stay fixed when
you remove and then re-add something in a list.
Most of the information in this section will be trival to people who
have played other MUDs or computer adventure games, but it is included
for completeness. Some of the basic commands available in the standard
scenario are:
- movement commands:
n, north
s, south
e, east
w, west
ne, northeast, north-east
nw, northwest, north-west
se, southeast, south-east
sw, southwest, south-west
u, up
d, down
enter, in, into, inside, take entrance
exit, out, outside, leave, take exit
follow, unfollow
- information commands:
look around - show the current room and its obvious contents.
If you are using the AmigaMUD client program, you can use
the '5' key on the numeric keypad to do a "look around".
look all - look at all obvious objects in the room
look at <object> - look at the object
look <direction> - look in the given direction
look in <container> - show what is in something
examine and l are synonyms for look
exits - show the obvious exits in this room
inventory, inv, i, take inventory - show what you are carrying
shop, prices - show what is for sale in a store
- manipulation commands:
get <object>, take <object>, pick up <object>,
pick <object> up - pick up something from this room - it
is added to your inventory
get all - try to take all obvious objects in the room
drop <object>, put down <object>, put <object> down - remove
something from your inventory, and leave it in the room
drop all - try to drop everything you are carrying
give <object> to <character> - give something to someone else
give <n> blutos to <character> - transfer money
put <object> in <container>
insert <object> into <container>
take <object> from <container>
fill <container> from <object>, fill <container> with <object>
empty <object>
unlock/lock <object> with <object>
buy <object>, purchase <object> - buy something in a store
play, erase, eat, use, activate, deactivate, light,
extinguish, wear, read, touch, smell, listen, open, close,
push, pull, turn, lift, lower
- player environment commands:
quit, bye, off - leave the game
time, date - show the time at the server
verbose, terse, brief, superterse, superbrief - control the
level of detail produced when descriptions are given when
you enter a room
echo - control whether or not you will explicitly see things
you say, whisper or pose
ats - control whether or not "unsafe" output has '@'s put in
front of it. "Unsafe" output is output produced by
apprentices, rather than by full-fledged wizards.
wizard, hide, who - miscellaneous
password - change your password
prompt - change your default prompt
name - change your character name
width <n> - set your output display width in characters
height <n> - set your output display height in characters
[these are automatic if you are using the "MUD" client]
volume {sound | voice} <n> - control default volume
brightgold, normalgold, dimgold, brightgrey, normalgrey,
dimgrey, bluegrey, reversegrey, textcolours - set colours
of the AmigaMUD client text window. This facility is not
available in some display modes.
cursor <colour> - set the colour of your graphics cursor
icon <colour> - set the colour of graphic icons that you see
aliases - list command aliases
alias <word> - delete a command alias
alias <word> <words> - define a command alias
- some special commands:
register, r - trigger any special action for this room
hint - ask for a hint in this room
info - ask for information in this room
with <object> do <command> - available for wizards
Hint: the background colour used in room images and graphics will
vary. This makes the choice of a colour to use for your cursor and
icons difficult. The simple solution is to change their colour
whenever they are not showing up very well. It is especially important
to have icons show up well when you are in combat regions.
Communication
To many MUD players, communication is the most important part of the
game. A MUD can be a social environment, where people get together to
play out roles, share ideas and opinions, etc. Thus, many MUDs have
very extensive communication facilities. The standard AmigaMUD
scenario doesn't have as many as some MUDs, but it does have most of
the basic facilities.
The most important communication ability in a MUD is speech. Anything
that a character (or non-player character) says out loud can be
"heard" by everyone in the same room. The basic command for speaking
is the "say" (or "tell") command. Everything on the command line after
the "say" is spoken out loud. Other players in the same room will see
it, prefixed by "XXX says: ", where 'XXX' is the name of the speaking
character. As a shortcut, any line which starts with a double-quote
(") is a speech request. E.g. if character Fred types:
"Hi folks!
then other characters in the same room would all see:
Fred says: Hi folks!
One special case is recognized here. The form "tell XXX to YYY"
results in:
Fred says: XXX YYY
i.e., the 'to' is removed. This allows a more natural form for
commands which attempt to get someone or something to do something.
When y