daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
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.TH DALEKEN 6 "29th May, 2000" "The DalekenMUD Group" "Daleken Gamer's Manual"

.SH NAME

daleken \- a MUD server, tentatively based on Envy 2.2

.SH SYNOPSIS

\fBdaleken\fR [#port]

.SH COPYRIGHT

\fBDaleken\fP is Copyright (C) 1998,1999,2000 by Martin Thomson, Lee Brooks,
Ken Herbert; also Copyright (C) 1998 by David Jacques.

.SH DESCRIPTION

\fBDaleken\fP is an Envy/Diku based MUD server with heavy modifications
making it into a completely different gaming system.  This includes new
levelling systems as well as an initiative based combat system.  New formats
for area files combined with \fIOnLine Creation\fP and \fIMud Programs\fP
makes Daleken a completely easy MUD to code and play.

.SH OPTIONS

.IP \fB[#port]\fP
Specify which port to run Daleken on.  If no option is given, Daleken will
run on port 12345.

.SH PLAYING THE GAME

Since \fBDaleken\fP is a multiplayer game, the server runs as a separate
process, once the server is running it runs silently, quietly logging to
files without disturbing you.  In order to play the game you must open a
telnet connection to the server.  You can do this any number of ways, the
easiest being via the \fItelnet\fP program supplied with most systems.
Unlike a telnet connection to another computer, connecting to \fBDaleken\fP
requires naming the port of the server as well as the computer name or IP
address.
.RS
.PP
\fItelnet [computer] [port]\fP
.RE
.PP
This command connects to the computer you specify (``localhost'' is the name
of your computer if you don't have any other name) and the port specifies the
program, in this case the port will normally be ``12345'' - the \fBDaleken\fP
server.

.H "Command Structure"

Commands are interpreted in much the same manner as most familiar shells.  A
main command is followed by a series of arguments separated by spaces:
.RS
.PP
\fI<command> [arg1] [arg2] ...\fP
.RE
.PP
Most commands require only a few arguments, but where more than one argument
is required, the first argument may be quoted to preserve any spaces.  For
example \fIcast 'cure blindness' joe\fP uses the quotes to show that ``cure
blindness'' is to be interpreted as the first argument.

.H "Online Help"

\fBDaleken\fP has a complete help system online and that is where you will
have to get all the necessary helps, help is invoked by \fI"help
[subject]"\fP.  This help system leads you through a number of topics on how
to play the game, as well as giving hints, maps and complete helps on all the
commands available.

.SH HOW TO CREATE AN IMMORTAL

If you think that this sounds like the definitive guide to cheating on a
grand scale, you are pretty damn close, but it isn't really cheating so...

.IP 1.
Start the game as a regular character, I've found that a Human Warrior
is quick and easy to get to the next level, you can change your race
and class later.

.IP 2.
Play until you get to level two so you can save, then quit the game.

.IP 3.
Go to the \fIDalekenMUD/player/\fP directory and locate your
player file, it will be in a sub directory corresponding to the initial
letter of your character's name.

.IP 4.
Edit the file with a text editor and change the line that has your level
as described below:
.RS
.PP
\fI #Level 2\fP
.RE
becomes
.RS
.PP
\fI #Level 1000\fP
.RE

.IP 5.
Add the following lines:
.RS
.PP
\fI#Trust 1000
.br
$Immskill imtlset~\fP
.RE

.IP 6.
Log back into the game, there are a few commands you need to enter
to get your character into an optimal setup:
.RS
.PP
\fIimtlset self + all
.br
sset self all 100
.br
nolag
.br 
mset self security 10
.br
wiznet\fP (you need to play around with this a bit)
.RE

.IP 7.
Now you have an immortal character you can play around with
all the commands, use the \fIwizhelp\fP command to get a list of
immortal commands, try all the helps and play around with all the
commands.

.IP 8.
Play around a bit, it really is the only way to find out how to use
your immortal. Obey the urge to make yourself a 1000/1000 sword,
kill a few mobs (explore how many ways you can kill mobs, there are
plenty), try out all the skills (there are heaps so this can be an
ongoing thing) and just generally have fun mucking about with your new-found
powers. Now you know how immortals on all those MUDs you play have
it, and you have it even better!

.SH BUGS

Oh boy! There are too many to list here, the main problem being that none of
them are known at the moment, this means that crashes are pretty likely.
While we continually uncover and squash as many bugs as we can, unfortunately
we aren't omniscient and as a result problems still exist.
.PP
Portability has become an issue.  There exists a reliance on unix/POSIX
standard functions that limit the features on other systems.

.SH AUTHORS

Martin Thomson (\fPmwt02@uow.edu.au\fP)
.br
Lee Brooks (\fPaddress pending\fP)
.br
Ken Herbert (\fP??\fP)

.SH "SEE ALSO"

telnet(1)