& help This is the TinyMUSH 3 quick-reference help facility. Type 'help' if you'd like the detailed help entries instead. The available topics and commands in QuickHelp: Building Comsys Exits Objects Permissions Rooms Talking Vehicles @dig @link @lock @open Type 'qhelp <topic or command>' for QuickHelp on something. For example, 'qhelp @dig' will show the QuickHelp on the @dig command. & Building Before you do any building, it'd be a good idea to type 'news' to see if your MUSH has any special policies about building. Many MUSHes have a quota policy, which restricts how much you can build; if you try to build too much stuff, you'll see the message, "Sorry, your building contract has run out." Most MUSHes have a policy restricting large areas, as well. If you do decide to build a large area, you'll probably want to plan it out in advance; graph paper works well for this, using boxes to represent rooms, with the lines that connect the boxes representing exits. Building an area consists of using @dig to create the rooms (and some exits between them), and @open to create additional exits between rooms. Read 'qhelp @dig' and 'qhelp @open' for more information on how to use those commands. You should also read 'qhelp Rooms' for information on describing your room and other useful tricks that you can do with it, as well as 'qhelp Exits' for information on how to name exits, set the appropriate messages on them, and lock and unlock them. & Comsys QuickHelp: ComSys Not all of these commands will work on all MUSHes. Some MUSHes don't enable the comsys (the "communication system'). Others don't have a Public channel. pub <message> Sends a message to the Public channel. 'pub' is called a "channel alias". You can use ':' and ';' to send poses to channels. pub who Lists who is currently listening to the Public channel. pub off Lets you leave the Public channel, temporarily. pub on Lets you join the Public channel, if you previously left it by typing 'pub off'. Continued in 'qhelp Comsys2'. & Comsys2 comlist This lists all the channels that you have joined. @clist This lists all the available channels in the comsys. addcom <channel alias> = <channel name> Lets you join -- i.e., starting listening to -- <channel name> (which is case-sensitive). You use the <channel alias> to talk, to check who's on it, and to get on and off the channel. For example, 'pub' is the default channel alias for the Public channel, so 'pub <message>', 'pub who', 'pub on', and 'pub off' are the commands used for it. The 'addcom' command allows you to join other channels as well. addcom <channel alias> = <channel name>, <title> Lets you join <channel name> using <channel alias>. Anything that you say will be prefixed with <title>. delcom <channel alias> Lets you leave a channel, permanently (until you 'addcom' it again). & Exits QuickHelp: Exits This topic hasn't been written yet. & Objects QuickHelp: Objects look <obj> Shows you the object's description (@desc). You can look at exits, too. get <mobile> Picks up an object in your location, moving it into your inventory. It's usually considered rude to pick up other people's objects without permission. drop <mobile> Drops an object that you're carrying, moving it from your inventory into your location. inventory Lists all the objects that you're carrying. Continued in 'qhelp Objects2'. & Objects2 examine/brief <obj> If you have permissions to examine the object, then this will show you the object's dbref, flags, powers, owner, parent, zone, money, home, location, contents, exits, basic lock ("Key"), and @desc. examine <obj> Like 'examine/brief <obj>', except this also shows you all the attributes on the object. @decompile <obj> Shows you the sequence of commands needed to re-create this object. It's often useful to save, to your local hard drive, the output of this command, so that you can re-create it if anything ever happens to the MUSH you're on. & Permissions QuickHelp: Permissions In order to perform many actions on objects, especially special ones that alter the objects (such as setting attributes on them), you are required to "control" the object. You control all objects that you own. If you set yourself INHERIT, all of your objects control you, as well as each other. If you don't set yourself INHERIT, but you set one of your objects INHERIT, then it controls you, as well as controlling all your other objects. All non-INHERIT objects belonging to you, control each other. Wizards control everything, as does anything with the Control_All power. There are other complications to control, but they're unlikely to be important to you; see 'help Control' if you want the details. Continued in 'qhelp Permissions2'. & Permissions2 If you get a "Permission denied." message, it will usually be due to your not having control over something (such as a room that you're trying to @open an exit out of). A few commands do have special rules that have more conditions than just control. Some other commands, like 'examine', have permission checks that are more lenient than control. See the help entry for the command that you're using for the details of exactly what permissions you need, if you run into an unexpected "Permission denied." & Rooms QuickHelp: Rooms This topic hasn't been written yet. & Talking QuickHelp: Talking say <message> Say something out loud, to everyone in your current location. You will see: You say "<message>" Everyone else will see: <your name> says "<message>" "<message> Just like 'say <message>' -- but easier to type. pose <action> Do something out loud, to everyone in your current location. It's similar to 'say', except it allows you to "act out" something. Everyone will see: <your name> <action> For instance, if you type 'pose waves." everyone sees, "<your name> waves." :<action> Just like 'pose <action>' -- but easier to type. Continued in 'qhelp Talking2'. & Talking2 pose/nospace <action> Just like 'pose <action>', except there's no space between your name and the action. For instance, if you type 'pose/nospace 's balloon pops.' then everyone will see, "<your name>'s balloon pops." ;<action> Just like 'pose/nospace <action>' -- but a lot easier to type. : <action> Just like 'pose/nospace <action>'. Basically, if you put a space between the ':' and your action, there's no space between your name and the action... but if you don't put in a space, there's a space between your name and the action. (Yes, it's a little confusing.) Continued in 'qhelp Talking3'. & Talking3 @emit <message> Shows a message to everyone in your location. \\<message> Just like '@emit <message>' -- but easier to type. page <player> = <message> Sends a private message to the named player. You don't have to type the full name, just enough to make it unique. For example, if Joseph and John are both logged on, you could 'page Jos' to get Joseph, and 'page Joh' to get John, but you couldn't 'page Jo' because the "Jo" is not unique. You can also use ':' and ';' to put actions in pages. page <player 1> <player 2> <etc.> = <message> You can send a page to multiple players at the same time. You can also find more information in 'qhelp Comsys'. & Vehicles QuickHelp: Vehicles This topic hasn't been written yet. & @dig QuickHelp: @dig @dig <name> Creates a new room named <name>. @dig/tel <name> Creates a new room named <name>, and teleports you there. @dig <name> = <exit to> Creates a new room named <name>, and opens <exit to> from your current location to the new room. However, this won't create an exit going back (a "backlink") from the new room to your current location. @dig <name> = <exit to>, <exit from> Creates a new room named <name>, and opens <exit to> from your current location to the new room, and opens <exit from> from the new room to your current location. <exit to> and <exit from> are both exit names; see 'qhelp Exits' for information on naming exits. & @link QuickHelp: @link @link <exit> = <dbref> Links <exit> to the room with the dbref <dbref>. This means that anyone going through the exit will go to that room. @unlink <exit> Unlinks <exit>. Unlinked exits don't go anywhere. Also, anyone can do a '@link <exit> = <dbref>' on an unlinked exit, and become the new owner of the exit. Thus, don't @unlink an exit unless you want someone to be able to do that. If an exit is already linked, and you want it to go somewhere else, you don't need to @unlink it; just '@link <exit> = <new dbref>' to link it to a new destination. @link me = here This sets your home (the room where you're teleported when you type 'home') to your current location. @link <mobile> = here This sets the home of <mobile> to your current location. & @lock QuickHelp: @lock & @open QuickHelp: @open @open <exit to> = <room dbref> Opens a new exit named <exit to>, from your current location to the room specified by <room dbref>. However, this won't create an exit going back from that room to your current location. @open <exit to> = <room dbref>, <exit from> Opens a new exit named <exit to>, from your current location to the room specified by <room dbref>. Also opens a return exit ("backlink") named <exit from>, from <room dbref> to your current location. See 'qhelp Exits' for information on naming exits. @open <exit to> Opens an unlinked exit named <exit to>. Anyone can @link an unlinked exit, and become its new owner. Thus, you should not open an unlinked exit unless you want other people to be able to do that.