1155 lines
46 KiB
Plaintext
1155 lines
46 KiB
Plaintext
|
These docs were written with the help of Three, who wrote probably the best
|
||
|
library I've seen. Contained herein are her docs, and some examples that I've
|
||
|
written. -- Chrys
|
||
|
|
||
|
Three's Unabridged Dictionary of Commands
|
||
|
-----------------------------------------
|
||
|
|
||
|
DROP
|
||
|
drop <object>. Drops <object>. Dropping a thing in the temple sacrifices it
|
||
|
(See SACRIFICING in the encyclopedia). Otherwise, a dropped thing is relocated
|
||
|
to the current room, unless its STICKY flag is set (See STICKY), or the room
|
||
|
has a drop-to (See DROP-TOS). Unlinked exits can only be dropped in rooms you
|
||
|
control. 'throw' is the same as 'drop'.
|
||
|
|
||
|
EXAMINE
|
||
|
examine [object]. Displays all available information about <object>. <object>
|
||
|
can be specified as <name> or #<number>, or as 'me' or 'here'. You must
|
||
|
control the object to examine it.
|
||
|
Wizards can examine objects in other rooms using #<number> or *<player>.
|
||
|
|
||
|
GET
|
||
|
get <object>. Picks up <object>. <object> can be a thing or an unlinked exit.
|
||
|
'take' is the same as 'get'.
|
||
|
|
||
|
GIVE
|
||
|
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.
|
||
|
|
||
|
GOTO
|
||
|
go[to] <direction>; go[to] home. Goes in the specified direction. 'go home' is
|
||
|
a special command that returns you to your starting location. The word 'go'
|
||
|
may be omitted. 'move' is the same as 'go'.
|
||
|
|
||
|
GRIPE
|
||
|
gripe <message>. Sends <message> to the system maintainer.
|
||
|
|
||
|
HELP
|
||
|
help. This displays a short help message.
|
||
|
|
||
|
INVENTORY
|
||
|
inventory. Lists what you are carrying. This can usually be abbreviated to inv.
|
||
|
|
||
|
KILL
|
||
|
kill <player> [=<cost>]. Attempts to kill the specified 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).
|
||
|
Players cannot be killed in rooms which have been set HAVEN. (see HAVEN)
|
||
|
|
||
|
LOOK
|
||
|
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'. 'read' is the same as
|
||
|
'look'.
|
||
|
Wizards can look at objects in other rooms using #<number> or *<player>.
|
||
|
|
||
|
MOVE
|
||
|
See GO.
|
||
|
|
||
|
NEWS
|
||
|
news. Displays the current news file for the game. Must be typed in full.
|
||
|
|
||
|
PAGE
|
||
|
page <player>. 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 a player is set HAVEN, you cannot page them, and they will not be notified
|
||
|
that you tried.
|
||
|
|
||
|
QUIT
|
||
|
QUIT. Log out and leave the game. Must be in all capitals.
|
||
|
|
||
|
READ
|
||
|
See LOOK.
|
||
|
|
||
|
ROB
|
||
|
rob <player>. Attempts to steal one penny from <player>. The only thing you can
|
||
|
rob are pennies.
|
||
|
|
||
|
SAY
|
||
|
say <message>. Says <message> out loud. You can also use '"<message>'. Another
|
||
|
command 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.
|
||
|
|
||
|
SCORE
|
||
|
score. Displays how many pennies you are carrying.
|
||
|
|
||
|
TAKE
|
||
|
See GET.
|
||
|
|
||
|
THROW
|
||
|
See DROP.
|
||
|
|
||
|
WHISPER
|
||
|
whisper <player>=<message>. Whispers the message to the named person, 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.
|
||
|
|
||
|
WHO
|
||
|
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.
|
||
|
There are two player flags that pertain to the formatting of WHO, REVERSE_WHO
|
||
|
and TABULAR_WHO. (See their entries under FLAGS).
|
||
|
|
||
|
@BOOT
|
||
|
@boot <player>. Disconnects the player from the game. Only Wizards can use
|
||
|
this command.
|
||
|
|
||
|
@CHOWN
|
||
|
@chown <object>=<player>. Changes the ownership of <object> to <player>.
|
||
|
Only wizards may use this command. Players can't be @chowned; they always
|
||
|
own themselves.
|
||
|
|
||
|
@CREATE
|
||
|
@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
|
||
|
@describe <object> [=<description>l. <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
|
||
|
@dig <name>. Creates a new room with the specified name and displays its
|
||
|
number. This costs 10 pennies.
|
||
|
|
||
|
@DUMP
|
||
|
@dump. Only wizards may use this command. Saves the database from memory to
|
||
|
disk. Automatically occurs every hour, and when @shutdown is used.
|
||
|
|
||
|
@FAIL
|
||
|
@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>. Without
|
||
|
a message argument, it clears the message. See also @OFAIL.
|
||
|
|
||
|
@FIND
|
||
|
@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.
|
||
|
|
||
|
@FORCE
|
||
|
@force <player>=<command>. Only wizards may use this command. Forces the game
|
||
|
to act as though <player> had entered <command>.
|
||
|
|
||
|
@LINK
|
||
|
@link <object>=<number>; @link <object>=here; @link <dir>|<room>=home. Links
|
||
|
<object> to room specified by <number>. For things and players, sets the
|
||
|
home room (See HOMES). For rooms, sets the drop-to room (See DROP-TOS). For
|
||
|
exits, sets the target room; exits must be unlinked, and you must control the
|
||
|
target room unless its LINK_OK flag is set. Linking an exit costs 1 penny.
|
||
|
If the exit was owned by someone else, the former owner is reimbursed 1 penny.
|
||
|
Wizards can @link objects in other rooms using #<number> or *<player>.
|
||
|
|
||
|
@LOCK
|
||
|
@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').
|
||
|
See the example section at the end of these docs.
|
||
|
|
||
|
@NAME
|
||
|
@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
|
||
|
@newpassword <player> [=<password>]. Only wizards may use this command. Changes
|
||
|
<player>'s password, informing <player> that you changed it. Must be typed in
|
||
|
full.
|
||
|
|
||
|
@OFAIL
|
||
|
@ofail <object> [=<message>]. 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. <object> can be specified as <name> or
|
||
|
#<number>, or as 'me' or 'here'. See also @FAIL.
|
||
|
|
||
|
@OPEN
|
||
|
@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
|
||
|
@osuccess <object> [=<message>]. 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 @osuccess message. It can be
|
||
|
abbreviated @osucc. <object> can be specified as <name> or #<number>, or as
|
||
|
'me' or 'here'. See also @SUCCESS.
|
||
|
|
||
|
@PASSWORD
|
||
|
@password <old password>=<new password>. This changes your password.
|
||
|
|
||
|
@SET
|
||
|
@set <object>=<flag>; @set <object>=!<flag>. Sets (or, with '!', unsets) <flag>
|
||
|
on <object>. See FLAGS in the encyclopedia.
|
||
|
|
||
|
@SHUTDOWN
|
||
|
@shutdown. Only wizards may use this command. Shuts down the game. Must be
|
||
|
typed in full.
|
||
|
|
||
|
@STATS
|
||
|
@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
|
||
|
@success <object> [=<message>]. Sets the success message for <object>. The
|
||
|
message is displayed when a player successfully uses <object>. Without a
|
||
|
message argument, it clears the message. It can be abbreviated @succ. <object>
|
||
|
can be specified as <name> or #<number>, or as 'me' or 'here'. See also
|
||
|
@OSUCCESS.
|
||
|
|
||
|
@TELEPORT
|
||
|
@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 the object or its current location. You can
|
||
|
only teleport objects into a room, not into someone's inventory. If the target
|
||
|
room has a drop-to, <object> will go to the drop-to room instead.
|
||
|
Wizards can teleport things into players' inventories.
|
||
|
|
||
|
@TOAD
|
||
|
@toad <player>. Only wizards may use this command. Turns the player into a
|
||
|
slimy toad, destroying their character. Must be typed in full.
|
||
|
|
||
|
@UNLINK
|
||
|
@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
|
||
|
@unlock <object>. Removes the lock on <object>. See @LOCK.
|
||
|
|
||
|
@WALL
|
||
|
@wall <message>. Only wizards may use this command. Shouts something to every
|
||
|
player connected. Must be typed in full.
|
||
|
|
||
|
|
||
|
Three's Encyclopedia of the TinyWorld
|
||
|
-------------------------------------
|
||
|
|
||
|
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.
|
||
|
|
||
|
BOGUS COMMANDS
|
||
|
Bogus commands can be made using exits. 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=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.
|
||
|
|
||
|
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.
|
||
|
|
||
|
COSTS
|
||
|
Costs: kill: 10p (or more, up to 100p). page: 1p. @dig: 10p. @create: 10p (or
|
||
|
more, up to 505p), sacrifice value=(cost/5)-1. @find: 1p. @link: 1p (if you
|
||
|
didn't already own it, +1p to the previous owner). @open: 1p (2p if linked at
|
||
|
the same time).
|
||
|
Wizards don't need money to do anything.
|
||
|
|
||
|
DESTROYING
|
||
|
Nothing can be destroyed. However, everything can be reused. You can give an
|
||
|
object a new name with @name, redescribe it with @describe, and set new success
|
||
|
and fail messages for it. Exits can be @unlink'd and picked up and dropped
|
||
|
elsewhere, so you can pick up an extra exit and use it in another room.
|
||
|
|
||
|
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 it's 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). See STRINGS, and in
|
||
|
the dictionary, @FAIL and @OFAIL.
|
||
|
|
||
|
FLAGS
|
||
|
The flags are displayed as letters following an object's ID number. Flags are
|
||
|
set with the @set command. The flags are: W(izard), S(ticky), L(ink_OK),
|
||
|
D(ark), T(emple), C(hown), H(aven), A(bode), and the gender flags M(ale),
|
||
|
F(emale), and N(euter). The WHO list also uses REVERSE_WHO and TABULAR_WHO,
|
||
|
but they do not show up in the ID number. Some systems also use B(uilder). See
|
||
|
TYPES, GENDER, and individual flag names.
|
||
|
|
||
|
WIZARD
|
||
|
If a person is WIZARD, they are a wizard, unkillable, subject to fewer
|
||
|
restrictions, and able to use wizard commands. It is only meaningful for
|
||
|
players. Only another wizard can set this flag. In general, WIZARDs can do
|
||
|
anything using #<number> or *<player>.
|
||
|
Only player #1 can set and unset the WIZARD flag of other players. 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).
|
||
|
Only meaningful for things and rooms.
|
||
|
|
||
|
LINK_OK
|
||
|
If a room is LINK_OK, anyone can link exits to it (but still not from it).
|
||
|
It has no meaning for people, things, or exits. See @LINK in the dictionary.
|
||
|
|
||
|
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 or things
|
||
|
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.
|
||
|
|
||
|
GENDER
|
||
|
@set me=unassigned|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.)
|
||
|
|
||
|
REVERSE_WHO
|
||
|
@set me=reverse_who. If this flag is set, the WHO list will be displayed in
|
||
|
reverse order, with newest players listed last. This flag can only be set on
|
||
|
players.
|
||
|
|
||
|
TABULAR_WHO
|
||
|
@set me=tabular_who. If this flag is set, the WHO list will be displayed in a
|
||
|
tabular form. This flag can only be set on players.
|
||
|
|
||
|
GOAL
|
||
|
There is no ultimate goal to this game, except to have fun. There are puzzles
|
||
|
to solve, scenery to visit, and people to meet. There are no winners or losers,
|
||
|
only fellow players. Enjoy.
|
||
|
|
||
|
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). See @LINK.
|
||
|
|
||
|
LINKING
|
||
|
You can link to a room 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 that
|
||
|
room if it is set ABODE, and can set the destination of exits to that room if
|
||
|
it is LINK_OK. See LINK_OK and ABODE, and in the dictionary, @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=male" or "@set me=female"
|
||
|
(or "@set me=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 in the dictionary, @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 in the
|
||
|
dictionary.
|
||
|
|
||
|
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 6 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).
|
||
|
|
||
|
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. Capitalized
|
||
|
pronouns are also available with %S, %O, and %P. If you need a '%', use %%. Ex.
|
||
|
'@ofail teapot=burns %p hand on the hot teapot.' See GENDER.
|
||
|
|
||
|
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. See
|
||
|
STRINGS, and in the dictionary, @SUCCESS and @OSUCCESS.
|
||
|
|
||
|
TYPES OF OBJECTS
|
||
|
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.
|
||
|
|
||
|
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=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, you should have a very thorough description. Every
|
||
|
thing listed in the description should 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:
|
||
|
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.
|
||
|
|
||
|
|
||
|
|
||
|
---------------- TinyMUCK mods ----------------
|
||
|
This document describes the differences between TinyMUCK and TinyMUD
|
||
|
v1.5.2. It is *not* an introduction to TinyMUD, nor a tutorial on
|
||
|
TinyMUCK. It is a reference guide to the changes which have been
|
||
|
made.
|
||
|
|
||
|
The main additions in TinyMUCK are object-local and player-local
|
||
|
commands, multi-destination links and player @chown.
|
||
|
|
||
|
Object-Local and Player-local Commands
|
||
|
======================================
|
||
|
|
||
|
In order to allow players to do interesting things with objects,
|
||
|
TinyMUCK adds the ability to attach 'actions' to them. Actions
|
||
|
are much like 'exits' on a room, and in fact use the same type in the
|
||
|
database (TYPE_EXIT). In order to use these actions, an object
|
||
|
must either be in the room, or in the player's possession.
|
||
|
|
||
|
Player-local commands can only be used by the player who owns them.
|
||
|
|
||
|
The two new commands, @action and @attach, are used as follows:
|
||
|
|
||
|
@action <action-name>=<source-object>
|
||
|
@attach <existing-action-name>=<source-object>
|
||
|
|
||
|
@action creates a new action named <action-name>, and attaches it
|
||
|
to <source-object>. <source-object> can also be 'here' or 'me'.
|
||
|
|
||
|
@attach re-attaches an existing action to a new source object.
|
||
|
|
||
|
To get an action to do something, you link it like a regular exit.
|
||
|
|
||
|
Notes: Exits and actions are interchangeable, so @action foo=here
|
||
|
is equivalent to @open foo.
|
||
|
You can no longer 'get' and 'drop' actions. Use @attach foo=me
|
||
|
and @attach foo=here, respectively.
|
||
|
|
||
|
TinyMUCK Links
|
||
|
==============
|
||
|
|
||
|
The @link command in TinyMUCK works a little differently than in TinyMUD.
|
||
|
The format is:
|
||
|
|
||
|
@link <action-name>=<dest1> <dest2> <dest3> ...
|
||
|
|
||
|
Where <action-name> can also be an exit name, and <destn> are the
|
||
|
numbers of the objects to link to.
|
||
|
|
||
|
If you @link an action to an object, using that action will summon the
|
||
|
indicated object. If someone else is holding the object, it will
|
||
|
immediately disappear from their inventory.
|
||
|
|
||
|
In the case of an action attached to an object, an object-summon will
|
||
|
also send the source object home. To prevent this, set the action
|
||
|
STICKY. Room destinations on things and players teleport the player
|
||
|
to that room.
|
||
|
|
||
|
If TinyMUCK is compiled with #define TELEPORT_TO_PLAYERS, <destn> can
|
||
|
also be another player, provided that they are LINK_OK. Using this
|
||
|
action will cause you to teleport to that player's location.
|
||
|
To provide some degree of privacy, that player must also be JUMP_OK
|
||
|
for the action to work. The default for new players is !JUMP_OK.
|
||
|
Summary: player must be LINK_OK at link-time, and JUMP_OK at use-time.
|
||
|
|
||
|
You can also link an action to a room you control (like a regular
|
||
|
exit), or another action. The latter I have termed a _meta-link_.
|
||
|
Note that meta-links override the locks on all actions below the
|
||
|
initial one. A recursive check is performed to make sure that
|
||
|
an action destination does not cause a loop. Room or player
|
||
|
destinations in actions which are linked to will be ignored
|
||
|
in a meta-link.
|
||
|
|
||
|
Meta-links can be used, for example, to restore the objects
|
||
|
in an adventure to their starting places, or to move objects
|
||
|
around in rooms other than the one that the player is in.
|
||
|
|
||
|
The JUMP_OK Flag
|
||
|
================
|
||
|
|
||
|
In order to restrict the use of teleport-to-player and teleport-
|
||
|
to-room destinations on movable things (like players and objects),
|
||
|
TinyMUCK has the JUMP_OK flag. If you create an action on an
|
||
|
object or yourself, it will always work in rooms that you own.
|
||
|
|
||
|
You can only use these actions in other rooms if the other
|
||
|
rooms are JUMP_OK.
|
||
|
|
||
|
When new rooms are created, their JUMP_OK flag is set to whatever
|
||
|
the player's JUMP_OK flag is. This allows the puzzle builder
|
||
|
(for example) to create a set of rooms which are !JUMP_OK,
|
||
|
or a social-area-builder to create a set of JUMP_OK rooms.
|
||
|
|
||
|
JUMP_OK also serves the purpose (as mentioned above) of stopping
|
||
|
players from teleporting to you.
|
||
|
|
||
|
Player @chown
|
||
|
=============
|
||
|
In TinyMUD, the @chown command allows Wizards to change ownership
|
||
|
of objects. In TinyMUCK, the @chown can be used by players to
|
||
|
transfer ownership of other players objects to themselves. The object
|
||
|
to be transferred must be a THING, it have the CHOWN_OK flag set,
|
||
|
and it must be in the player's inventory.
|
||
|
|
||
|
The format of the player @chown command is:
|
||
|
|
||
|
@chown <thing>
|
||
|
|
||
|
This allows two things:
|
||
|
|
||
|
1) Players can give each other gifts.
|
||
|
2) Players can trash old objects, and put them in public-accessible
|
||
|
places for re-use (until real recycling is implemented).
|
||
|
|
||
|
For example, a player might create a note, lock it to the appropriate
|
||
|
player, do @set note=CHOWN_OK, and then leave it in their mailbox.
|
||
|
The receiving player could then @chown note, transferring ownership
|
||
|
to themselves, and use it to reply, or leave it CHOWN_OK and drop
|
||
|
it to a junkpile someplace.
|
||
|
|
||
|
The #ifdef PLAYER_CHOWN must be used when compiling to allow this feature
|
||
|
to be implemented.
|
||
|
|
||
|
Miscellaneous
|
||
|
=============
|
||
|
|
||
|
#ifdef VERBOSE_EXAMINE
|
||
|
|
||
|
This causes the examine command to print a verbose list of the flags
|
||
|
on an object (for those who can't remember what PWDLSJ stands for).
|
||
|
|
||
|
--------------------------
|
||
|
My own mods
|
||
|
|
||
|
These two fields are similar to @succ, @osucc, @fail, and
|
||
|
@ofail. When applied to things, it gives the message when a person
|
||
|
drops something. When applied to links, the @drop tells the player
|
||
|
entering, and the @odrop tells others that he has entered. When
|
||
|
applied to people, the @odrop tells others how you died, and the @drop
|
||
|
tells the person who killed you how you died.
|
||
|
|
||
|
For instance. A thing called "desk"
|
||
|
|
||
|
@drop desk=You drop the desk with a sigh.
|
||
|
@odrop desk=drops the desk with a sigh.
|
||
|
|
||
|
drop desk
|
||
|
|
||
|
(you see)
|
||
|
You drop the desk with a sigh.
|
||
|
(others see)
|
||
|
Whoever drops the desk with a sigh.
|
||
|
|
||
|
A link/exit.
|
||
|
@drop out=You slide down the chute and end up in a dark place.
|
||
|
@odrop out=slides down the shute and enters from above, looking
|
||
|
surprised.
|
||
|
|
||
|
When you enter the room, you see..
|
||
|
You slide down the chute and end up in a dark place.
|
||
|
(others see)
|
||
|
Whoever slides down the shute and enters from above, looking
|
||
|
surprised.
|
||
|
|
||
|
For people.
|
||
|
|
||
|
@drop me=Whoever drops over, flops, and dies.
|
||
|
@odrop me=Whoever drops over, flops, and dies, with blood sprouting
|
||
|
from all over.
|
||
|
|
||
|
Wizard types, kill Whoever=100
|
||
|
|
||
|
(He sees:)
|
||
|
Whoever drops over, flops, and dies.
|
||
|
(Everone else except you)
|
||
|
Wizard killed Whoever! Whoever drops over, flops, and dies, with
|
||
|
blood sprouting from all over.
|
||
|
|
||
|
(You yourself will see the usual messages..)
|
||
|
|
||
|
4/21/90 --- Entering beta-test for property lists.
|
||
|
|
||
|
Property lists (p-lists) are an extension to objects, players and
|
||
|
rooms for TinyMUCK. Each object will now have a p-list that can be
|
||
|
checked against in locks and the like. p-lists are basically string
|
||
|
pairs, and can be anything.
|
||
|
|
||
|
The GENDER flag will now be a part of p-lists instead of being part of
|
||
|
the flags.
|
||
|
|
||
|
Syntax for setting properties:
|
||
|
|
||
|
@set <thing>=property:type
|
||
|
|
||
|
For instance,
|
||
|
@set me=sex:male
|
||
|
@set me=hair:red
|
||
|
|
||
|
Locks use the same syntax
|
||
|
|
||
|
@lock out=me | sex:male
|
||
|
|
||
|
Locks check the person's properties and the properties of everything
|
||
|
she's carrying at the moment.
|
||
|
|
||
|
To unset properties, simply use:
|
||
|
@set <thing>=property:
|
||
|
|
||
|
To remove all properties, type:
|
||
|
@set <thing>=:
|
||
|
|
||
|
Properties stay on until removed, and an object can have as many
|
||
|
properties as it likes.
|
||
|
|
||
|
Page can now include a message. To include a message with page, just
|
||
|
type:
|
||
|
|
||
|
page <person>=message.
|
||
|
|
||
|
The ABODE and HAVEN flags are optional and may change from game to
|
||
|
game depending on the player.
|
||
|
|
||
|
Abode is independent from link, so you can set home to here even
|
||
|
though it's not link_ok.
|
||
|
|
||
|
Examine now shows you the owner of a place if you don't control it.
|
||
|
COMMANDS
|
||
|
--------
|
||
|
|
||
|
Terminology:
|
||
|
|
||
|
+ MUCK additon
|
||
|
* Wizard only
|
||
|
# Restricted with GOD_PRIV
|
||
|
B Builder command -- may be restricted
|
||
|
P Programmer command -- restricted unless MUCKER_ALL
|
||
|
~ Optional
|
||
|
% Special
|
||
|
|
||
|
@ACTION [+B]
|
||
|
@action <name>=<source>. Creates a new action and attaches it to the
|
||
|
thing, room, or player specified. You may only attach actions you
|
||
|
control to things you control. Creating an action costs 1 penny. The
|
||
|
action can then be linked with the command @LINK.
|
||
|
|
||
|
@ATTACH [+B]
|
||
|
@attach <action>=<new source>. Removes the action from where it was
|
||
|
and attaches it to the new source. You must control the action in
|
||
|
question.
|
||
|
|
||
|
@BOOT [*]
|
||
|
@boot <player>. Disconnects a player from the game. If a player is
|
||
|
connected more than once it affects the most recent connection.
|
||
|
|
||
|
@CHOWN [%]
|
||
|
@chown <object> [=<player>]. Changes the ownership of <object> to
|
||
|
<player>, or if no player is given, to yourself. If the MUCK is
|
||
|
compiled with PLAYER_CHOWN, all players are allowed to take possession
|
||
|
of objects, rooms, and actions, provided the CHOWN_OK flag is set.
|
||
|
Mortals cannot take ownership of a room unless they are standing in
|
||
|
it, and may not take ownership of an object unless they are holding
|
||
|
it. Wizards have absolute power over all ownership.
|
||
|
|
||
|
@CREATE [B]
|
||
|
@create <object> [=<cost>]. Creates a new object and places it in
|
||
|
your inventory. This costs at least ten pennies. If <cost> is
|
||
|
specified, you are charged that many pennies, and in return, the
|
||
|
object is endowed with a value according to the formula ((cost / 5) -
|
||
|
1). Usually the maximum value of an object is 100 pennies, which
|
||
|
would cost 505 pennies to create.
|
||
|
|
||
|
@DESCRIBE
|
||
|
@describe <object> [=<text>]. Sets the description field of <object>
|
||
|
to <text>. If <text> is not specified, the description field is
|
||
|
cleared.
|
||
|
|
||
|
@DIG [B]
|
||
|
@dig <room> [=<parent>]. Creates a new room and sets its parent. If
|
||
|
no parent is given it defaults to the global environment which is
|
||
|
typically room #0. Digging a room costs 10 pennies, and you must be
|
||
|
able to link to the parent room if specified.
|
||
|
|
||
|
@DROP [+]
|
||
|
@drop <object> [=<text>]. Sets the drop field of <object> to <text>.
|
||
|
If <text> is not specified, the drop field is cleared. The drop
|
||
|
message on an object is displayed when you drop it. On an exit, it is
|
||
|
displayed upon entering the destination room. On a player it is
|
||
|
displayed to whoever kills them. On a room, it is displayed when an
|
||
|
object is dropped there.
|
||
|
|
||
|
@DUMP [*]
|
||
|
@dump. Saves the database to disk. This is done automatically every
|
||
|
hour or so, and after an @shutdown.
|
||
|
|
||
|
@EDIT [+P]
|
||
|
@edit <program>. Searches for a program and if a match is found, puts
|
||
|
the player into edit mode. Programs must be created with @PROG.
|
||
|
|
||
|
@FAIL
|
||
|
@fail <object> [=<text>]. Sets the fail field of <object> to <text>.
|
||
|
If <text> is not specified, the fail field is cleared.
|
||
|
|
||
|
@FIND
|
||
|
@find [<string>]. Searches through the entire database for rooms,
|
||
|
things, players, and programs you control, optionally matching their
|
||
|
names to <string> if given. This usually costs at least a penny due
|
||
|
to the computing power involved.
|
||
|
|
||
|
@FORCE [*#]
|
||
|
@force <player>=<command>. Causes the game to process <command> as if
|
||
|
typed by <player>. With the compile option GOD_PRIV, God cannot be
|
||
|
forced by his/her sub-wizards.
|
||
|
|
||
|
@LINK
|
||
|
@link <object1>=<object2> [; <object3>; ... <objectn> ]. Links
|
||
|
<object1> to <object2>, provided you control <object1>, and <object2>
|
||
|
is either controlled by you or linkable. Actions may be linked to
|
||
|
more than one thing, specified in a list separated by semi-colons.
|
||
|
|
||
|
@LIST
|
||
|
@list <program> [=[line1] [-] [line2]]. Lists lines in a program,
|
||
|
provided you control it or it is LINK_OK. Zero, one, or two line
|
||
|
numbers may be specified, denoting the range of lines to list. If no
|
||
|
lines are given, the entire program is listed.
|
||
|
|
||
|
@LOCK
|
||
|
@lock <object>=<key>. Sets the key for <object> to that specified by
|
||
|
<key>. <key> is a full boolean expression, which may contain any of
|
||
|
the characters: ! | & ( ).
|
||
|
|
||
|
@NAME
|
||
|
@name <object>=<name> [<password>]. Sets the name field of <object>
|
||
|
to <name>. <name> cannot be empty; a null name is illegal.
|
||
|
<password> must be supplied to rename a player. Wizards can rename
|
||
|
any player but still must include the password.
|
||
|
|
||
|
@NEWPASSWORD [*#]
|
||
|
@newpassword <player> [=<password>]. Sets the password field of
|
||
|
<player> to <password>. If <password> is not specified, the password
|
||
|
field is cleared. A player with no password cannot rename
|
||
|
him/herself. If GOD_PRIV was defined, nobody can change God's
|
||
|
password.
|
||
|
|
||
|
@ODROP [+]
|
||
|
@odrop <object> [=<text>]. Sets the odrop field of <object> to
|
||
|
<text>. If <text> is not specified, the odrop field is cleared.
|
||
|
Odrop on an object is displayed prefixed by the player's name when
|
||
|
s/he drops that object. On an exit, it is displayed upon a player's
|
||
|
arrival to the destination room (or the location of the destination
|
||
|
player). On a player, it is displayed after the `name killed victim!'
|
||
|
message. On a room, it is displayed when an object is dropped there,
|
||
|
prefixed by the object's name.
|
||
|
|
||
|
@OFAIL
|
||
|
@ofail <object> [=<text>]. Sets the ofail field of <object> to
|
||
|
<text>. If <text> is not specified, the ofail field is cleared.
|
||
|
|
||
|
@OPEN [B]
|
||
|
@open <exit> [=<object> [; <object2>; ... <objectn> ]]. Opens an exit
|
||
|
in the current room, optionally attempting to link it simultaneously.
|
||
|
Opening an exit costs a penny, and an extra penny to link it, and you
|
||
|
must control the room where it is being opened.
|
||
|
|
||
|
@OSUCCESS
|
||
|
@osucc <object> [=<text>]. Sets the osuccess field of <object> to
|
||
|
<text>. If <text> is not specified, the osuccess field is cleared.
|
||
|
|
||
|
@OWNED
|
||
|
@owned [<player>]. Lists everything you own, or Wizards may specify a
|
||
|
player argument. This list includes exits, unlike @FIND.
|
||
|
|
||
|
@PASSWORD
|
||
|
@password <old>=<new>. Change your password.
|
||
|
|
||
|
@PCREATE [*#~]
|
||
|
@pcreate <player>=<password>. This command is only used under the
|
||
|
compile option REGISTRATION. Create a new player named <player> with
|
||
|
<password>.
|
||
|
|
||
|
@PROG [+P]
|
||
|
@prog <program>. Create a new program, or enter edit mode on an
|
||
|
existing one. See @EDIT and Programmer's Reference.
|
||
|
|
||
|
@RECYCLE [+~]
|
||
|
@recycle <object>. Destroy an object and remove all references to it
|
||
|
within the database. The object is then added to a free list, and
|
||
|
newly created objects are assigned from the pool of recycled objects
|
||
|
first. You *must* own the object being recycled, even wizards must
|
||
|
use the @chown command to recycle someone else's belongings.
|
||
|
|
||
|
@SET
|
||
|
@set <object> = [!] <flag> -or-
|
||
|
@set <object> = <property> : [ <string> ] -or-
|
||
|
@set <object> = :
|
||
|
@set does one of three things on TinyMUCK, it can modify flags, add
|
||
|
properties to an object, or remove properties from an object.
|
||
|
Using the first format, you may set flags, which are: WIZARD,
|
||
|
LINK_OK, DARK [DEBUG], FILTER, STICKY [SETUID], or JUMP_OK.
|
||
|
Optional flags which may or may not be on a given site are:
|
||
|
BUILDER, CHOWN_OK, HAVEN, ABODE, or MUCKER.
|
||
|
The second format sets <property> on <object> to <string>, or if <string>
|
||
|
is not given, removes <property>.
|
||
|
The third format removes all properties from an object.
|
||
|
|
||
|
@SHUTDOWN [*]
|
||
|
@shutdown. Dumps the database and shuts the game down.
|
||
|
|
||
|
@STATS
|
||
|
@stats [<player>]. For mortal players, returns the highest number in
|
||
|
the database, which includes garbage that has been generated with
|
||
|
@recycle. For Wizards, gives this number as well as a breakdown of
|
||
|
each type of object: rooms, exits, things, programs, players, and
|
||
|
garbage. Wizards may also specify <player> which returns a similar
|
||
|
display limited to the possessions of <player>.
|
||
|
|
||
|
@SUCCESS
|
||
|
@succ <object> [=<text>]. Sets the success field of <object> to
|
||
|
<text>. If <text> is not specified, the success field is cleared.
|
||
|
|
||
|
@TELEPORT
|
||
|
@teleport <arg1> [=<destination>]. Moves <arg1> to <destination>, if
|
||
|
<destination> is not given, moves you to <arg1>. Wizards may teleport
|
||
|
anything to anywhere, provided it makes sense, and mortals are allowed
|
||
|
to do two things: teleport rooms to change their parent fields, and
|
||
|
the may teleport things to a room they can link to, provided they
|
||
|
control either the thing or its location.
|
||
|
|
||
|
@TOAD [*]
|
||
|
@toad <player>. Turns <player> into a slimy toad, destroying his/her
|
||
|
character and disconnecting him/her from the game.
|
||
|
|
||
|
@TRACE [+]
|
||
|
@trace <object> [=<depth>]. Starts with <object> and traces all
|
||
|
location fields, until the global-environment room is reached or the
|
||
|
optional <depth> is specified. This is generally useful for finding
|
||
|
which rooms are parents in your heirarchy. If you cannot link to a
|
||
|
particular location its name is replaced by stars ***.
|
||
|
|
||
|
@UNLINK [B]
|
||
|
@unlink <action>. Removes any and all destination fields of the
|
||
|
specified <action>.
|
||
|
|
||
|
@UNLOCK
|
||
|
@unlock <object>. Removes any and all locks on the specified
|
||
|
<object>.
|
||
|
|
||
|
@WALL [*]
|
||
|
@wall <message>. Shouts a message to every player in the game.
|
||
|
|
||
|
DROP
|
||
|
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, or
|
||
|
the room has a drop-to. Programs are much like objects but are not
|
||
|
affected by room droptos or STICKY flags.
|
||
|
|
||
|
EXAMINE examine <object>. If you control <object>, a complete
|
||
|
breakdown of all fields, flags, properties, etc. associated with the
|
||
|
object is displayed. Program-executing fields are displayed as their
|
||
|
true text, rather than executing the program in question. If you do
|
||
|
not control <object>, however, it prints the owner of the object in
|
||
|
question, and, again, displays the true text of the description.
|
||
|
|
||
|
GET
|
||
|
get <object>. Attempts to pick up <object>. The lock on <object> is
|
||
|
checked for a success (true), and the normal path of success/fail is
|
||
|
then taken. On success the object is placed in your inventory.
|
||
|
|
||
|
GIVE
|
||
|
give <player|object>=<amount>. Gives <amount> pennies from your
|
||
|
supply to <player>. Mortals may only give positive amounts and may
|
||
|
not cause a player to have more than 10000 pennies. Wizards do not
|
||
|
affect their penny supplies by giving to others, and may also give
|
||
|
pennies to objects, changing that object's value.
|
||
|
|
||
|
GOTO
|
||
|
goto <direction>. Attempts to find an exit by that name. Goto is
|
||
|
unnecessary and much like LET in Basic (read: silly).
|
||
|
|
||
|
GRIPE
|
||
|
gripe <message>. Sends <message> to the system maintainer.
|
||
|
|
||
|
HELP
|
||
|
help. Displays the help file.
|
||
|
|
||
|
INVENTORY
|
||
|
inventory. Lists the objects you are carrying, as well as how many
|
||
|
pennies you have.
|
||
|
|
||
|
KILL
|
||
|
kill <player> [=<cost>]. A successful kill sends the player home,
|
||
|
sends all objects in the player's inventory to their respective homes.
|
||
|
The probability of killing the player is <cost> percent. Spending 100
|
||
|
pennies always works except against Wizards who cannot be killed.
|
||
|
Players cannot be killed in rooms which have the HAVEN flag set.
|
||
|
|
||
|
LOOK
|
||
|
look <object>. Looks around at the current room, or at <object> if
|
||
|
specified. For players, displays their description and inventory, for
|
||
|
things, their description, and for rooms, their name, description,
|
||
|
succ/fail message, and contents. Also triggers osucc/ofail messages
|
||
|
on rooms. Programs are triggered accordingly on desc/succ/fail
|
||
|
fields.
|
||
|
|
||
|
MOVE
|
||
|
move <direction>. See GOTO.
|
||
|
|
||
|
MAN [+]
|
||
|
man. Displays the programmer's manual or a quick reference.
|
||
|
|
||
|
NEWS
|
||
|
news. Displays the game's news file.
|
||
|
|
||
|
OUTPUTPREFIX
|
||
|
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
|
||
|
page <player> [=<message>]. Costs a penny, and sends your name and
|
||
|
location to <player>, optionally passing them <message> as well. A
|
||
|
player who is set HAVEN cannot be paged, and will not be notified that
|
||
|
you tried.
|
||
|
|
||
|
POSE or :
|
||
|
:<text>. Displays your name, followed by <text>.
|
||
|
|
||
|
PUT
|
||
|
put <object>. See DROP.
|
||
|
|
||
|
QUIT
|
||
|
QUIT. Logs you off the game. Must be typed all capitals.
|
||
|
|
||
|
READ
|
||
|
read [<object>]. Synonym for LOOK.
|
||
|
|
||
|
ROB
|
||
|
rob <player>. Attempts to steal a penny from <player>. The lock on
|
||
|
<player> is checked, and you succeed or fail appropriately. If you
|
||
|
succeed, the message `You stole a penny.' is always displayed.
|
||
|
|
||
|
SAY or "
|
||
|
"<text>. Displays the message, <player> says, "<text>".
|
||
|
|
||
|
SCORE
|
||
|
score. Displays how many pennies you have.
|
||
|
|
||
|
TAKE
|
||
|
take <object>. Synonym for GET.
|
||
|
|
||
|
THROW
|
||
|
throw <object>. Synonym for DROP.
|
||
|
|
||
|
WHISPER
|
||
|
whisper <player>=<message>. Gives <player> a private message,
|
||
|
undetectable by others in the same room.
|
||
|
|
||
|
WHO
|
||
|
WHO [<match>]. List names of the players logged in, and their idle
|
||
|
times. If <match> is specified, only names that start with <match>
|
||
|
are displayed. Must be typed in all capitals.
|