SolSyS
"Dyle's MUD Manual"
1st page: basic command vocabulary
2nd page: locks and beyond
3rd page: groups, flags, etc.
please report disfunctional links
Overview:
Many SolSysters have requested an introduction
to the vocabulary of commands used in this MUD.
This suite of pages intends to provide that tutorial, (and to supplement the
on-line HELP, discussed below).
There is an excellent tutorial on the USE
of these commands, in regards exits at least, behind the DOORS.
Take a peak. While in the neighborhood, make note of the 17 associated Workshops.
This introduction presents the commands
grouped by function, e.g Communicating, Moving About, etc. and these groups
are presented in order of increasing complexity.
KEY: Each entry provides an example for
using the command.
The essential
part of each command is presented in bold,
for instance 'look', and typing the remainder -the 'ook' part-
is optional.
Most of the commands
operate like verbs, and require an 'object' that you, the player, must fill
in.
In the
examples, italics will indicate where you 'fill in text here'.
So, if you type: l thing, the program will respond by showing
you, by printing the description of
the thing you named to look at.
Terms
presented between [ __ | __ ] are optional, and the symbol '|' is read as 'or'.
Getting Connected
connect, @desc me, @set me, @lock me
- Getting Oriented
who, WHO, where, look, examine,
HELP, HOME, QUIT
- Communicating
say | " , whisper, mutter, yell | "" , page
pose | : , emote, spoof | ; , the pedagogical ' , the
pedagogical '' ,
blocking, @wall, @gripe
- Moving About
exits, compass directions
- Getting, and Getting Rid of, Things
get | take, drop | throw, credits, @recycle
- Mail
messages, parcelpost
- Building
@dig, @open, @link, @unlink, exits; strings: @succ, @osucc,
@fail, @ofail; Pronoun substitution; @lock; @set here = home;
Getting Connected
It's likely you will use this group of commands very infrequently,
like once - when you first log in.
- using your client
You client will 'ask' you to enter your playername
and password, also the name of the host machine, dragonmud.org
and the port number 4567 . (Also see:
Connectivity.)
- connect name password
When your client makes contact with the MUD, you will
be asked for this connect command.
Some clients will execute this command automatically
for you, others require you to type it each time
you connect to the MUD.
- @describe me = what another player sees when s/he looks
at you
This program allows you about five lines of text, if
you need that much.
- @set me = male | female | neuter sets your
gender
- @lock me = me
This command protects your autonomy and prevents your
being treated like an object, including other people putting you into arbitrary
groups. Locks and groups will be discussed later.
Getting Oriented
These commands you will use every time you connect, and probably several times during each session.
- who
This command calls up a list of all players logged on.
- WHO
This comand calls up a more detailed list of all players
logged on; compare the two.
- where
This commands calls up a list of where each active player is.
- look name | #nnn of thing ; the 'what?' command
This command shows you the @desc of any player, object, room, exit, or group.
- examine name | #nnn of thing
This command shows you some other information about the thing; compare the two.
- @find name [=option]
Displays the location of anything you control whose name matches
name.
Options include:
- =g to show groups
- =r to show rooms
- =p to show players
- =o to show objects
- =e to show exits
- =n to show newbie players that never returned.
Wizards and Gods can search the entire database.
It is strongly recommended that they be careful to specify
name.
see also: control, locate,
whereis
- when - /will be defined later/
- HELP
Our server has an on-line HELP system; just ask.
- HOME
This command transports you to the room that you have
@set here = home.
- QUIT
This disconnects you from the MUD.
Notes:
Every item in the MUD, - player, object, room, exit, or group - has it's unique number, #nnn, in the database.
Four commands, WHO, HELP, HOME, and
QUIT are cap-sensitive.
Communicating
- say | " your utterance here
Everyone in the room can 'hear' what you 'say', or see
what you type.
- whisper playername = your whisper here
... so only the player(s) named, and in the room, can
hear your whisper.
- mutter player = message
Mutters message to everyone in the same room EXCEPT player.
For example: Dyle types --> mut Jopsy = This is a test.
This is a test.
...and people see: You mutter "This is a test. This is a test." to everyone except Jopsy.
- yell | "" your outrage here
Your yell will be heard in adjacent rooms if they are
@set here = windy.
- page playernames(s) = your message here
This mode will reach your person(s) anywhere.
- pose | : your action here
You type " :drops the anvil on his foot."
and everyone in the rooms sees "Dyle drops the anvil on his foot."
- emote playername(s) = as you describe
The recipient, anywhere, reads, "You sense that (sender/you)
as you describe, a private 'POSE' to someone
wherever they are... e.g. "You sense that Dyle
has just dropped the stone on his foot."
- spoof | ; Begining ... = conclusion
(optional)
Inserts YOUR name where the '=' sign is; let's you imbed
your name in the pose/spoof.
e.g. Everyone in the room sees "The spectrograph falls
slowly toward Dyle's other foot."
- the pedagogical '
Begin a line of typing with a ' , and everyone in the
room will see exactly what you type; great for teaching on-line.
e.g. You see: "Dyle types --> @set me = Dark."
- the pedagogical ''
Echoes command to all players in the same room before performing it.
'' also echoes the entire command output to the other players in the room.
The player using the '' will see "Everyone looks over your shoulder for a moment" as a reminder.
- blocking communication directed at you - /Watch this space./
- @wall = your announcement
Administrators can use this to 'page' everone on-line.
- gripe your complaint here
This command registers a complaint; please limit its
use to technical matters. Gripes are logged and emailed nightly to most of
the admins. If player #1 is connected he will receive the gripe as it's made,
otherwise allow several days before receiving a reply to your gripe. If your
gripe is regarding one of the admins, E-mail the DrR directly at Reed.Riner@nau.edu.
Moving about
- exit names
The names of exits appear at the bottom of a room's description; typing the name of the exit
will move you through that exit.
The name of the exit may be written with aliases, e.g.
Red Door;red;door;RD;rd; , only the first term will
be visible, but typing any of the aliases will move you through the exit.
- compass directions
Exits may be named with compass directions, N, NE, E, etc., and up and down.
Getting, and Getting Rid of, Things
- get | take object
You Pick up the object. The object
can be a thing or an unlinked exit.
Successfully picking up a thing displays its @SUCCESS
message.
Other players in the same room see the thing's @OSUCCESS
message.
If the thing is locked, and the player attempts to pick
it up but can't,
then they receive the thing's FAIL message
or a default "You can't do that." if no @FAIL is defined.
Other players in the same room see the thing's @OFAIL
message.
- drop | throw object
Drops object.
Puts the object down in the room as the player.
Object can be either a (thing) or an (exit).
The dropped object immediately returns to its home,
IF:
- it's STICKY object,
- it's COPY object, or
- dropped in a temple (ie: the wishing well),
- dropped in a room with a Drop-To.
(If the room with the drop-to is sticky, the
object goes home when the last player leaves.)
You can only drop unlinked exits in rooms you control.
You can only drop dark objects in rooms you control.
- credits
- @RECycle object
If you control the object, @RECycle turns the object into
garbage.
@RECycle on a thing/exit removes the object from where
it is.
@RECycling a room sends its contents HOME
if possible; if not, to #0.
@RECycle recycles all of the room's entrances and exits.
Players and Owner-Groups can
not be recycled as they own objects.
They must be @TOADed
first which turns them into objects.
see also: @find, @owned,
@purge,
Mail
Building
- @dig roomname
Creates a new room with the specified name and displays
the new room's number. Only builders may dig rooms.
see also: @link, @recycle,
exits, targets
- @open direction [; direction; direction] [= #nnn]
Creates an exit in the specified direction(s).
If #nnn is specified, it is automatically @LINKed
to that room.
Otherwise, the exit is created unlinked.
Anyone may use the @LINK command to specify where the
unlinked exit leads.
- @link object|direction = #nnn|HERE|HOME|BACK|RETURN
Links an object to a room or links a direction
to a destination.
For things and players, sets the 'home' room.
For rooms, sets the 'drop-to' room.
For exits, sets the destination room;
exits must be unlinked and you must
control the target room or it must be link_ok.
Wizards can link objects in other rooms using #nnn
or *player.
see also: back, costs, drop-to,
here, home, link_ok, return, targets, there
- @UNLInk ( (exit) | HERE | #nnnn )
If a room is specified, @unlink removes the drop-to, otherwise it removes
(exit)'s destination, making the exit unusable. Unlinked exits can be picked
up and carried off by builders.
Anyone can link an unlinked exit to a destination and doing so @chowns
the exit to the player that linked it.
see also: @link, @open
Topic: Exits
Exits are created with @OPEN.
Exits are given destinations with @LINK.
Exits have the following attributes:
name, description, succ,
fail, osucc, ofail,
use-lock, see-lock,
cost (in crowns), groups
to toggle, and destination.
The following flags are
meaningful on exits:
bot, dark, hush, quell,
sticky, tattle, unwanted
(Direction) shows up on the room's [Commands:]
or [Exits:] line,
depending on its destination,
@LOCKs and DARK flag.
Exits can be linked to Rooms, or the keywords
HERE, BACK, HOME or RETURN.
Sticky exits are actually groups; the group-members
are players who've used it.
see also: groups, bogus,
locks, targets,
visibility, dark, flags
|
CONVENTIONS for Naming Exits:
North to the (Destination Room);north;nor;no;n;(destination)
(ie: North into the Closet;north;nor;no;n;closet;cl)
East through the (type of exit);east;ea;e;(type of exit)
(ie: East through the Red Door;east;ea;e;red door;red;rd)
(Verb) (target) with (object);(Enough to make it unique);(unique
abbv)
Sit on the Chair;sit;chair;sitchair1
The 'Unique Abbv' comes in handy with multiple identical
actions.
see also: bogus, costs, exits, @link
- The command is @set here = HOME
- strings:
In addition to the name, @name and
description, @desc, every item - player, object, room,
exit, and group - may also have the following, which show the consequences
of a user's attemp to use it ...
- @success = message you see when you
use, or take, the thing
- @osuccess = message others see when
you use, or take, the thing
- @fail = message you see when you are
blocked from using, or taking, the thing
- @ofail message others see when you
are blocked from using, or taking, the thing
see also: bogus, costs, exits,
@link
- Topic: Pronoun 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 %%.
For example, '@ofail teapot=burns %p hand on the hot teapot.'
see also: gender, @osuccess,
@ofail
1st page: basic command vocabulary
2nd page: locks and beyond
3rd page: groups, flags, etc.
please report disfunctional links
Connectivity ||
MUD Tutorial ||
MOO Resources
EduMU*s ||
MU* Research
SolSyS
SolSyS FAQ ||
Guide to Teams ||
Adjunct Faculty
last updated 03.02.01
This page is maintained by:
Reed D. Riner
Prof / Anthro
Northern Arizona University
Flagstaff -- on Rt66
email: Reed.Riner@NAU.edu