This is TinyMUCK version 1.1, a user-extendible, multi-user adventure game. Basic commands: move/go <direction> get/take <thing>; drop/throw <thing> look; look <thing>; look <direction> say <message>; whisper <player> = <message> rob <player>; give <player> = <number of pennies>; kill <player> inventory help news @describe me = <description> @password <oldpassword>=<newpassword> page <player> --- tell player that you are looking for them (cost 1 penny) gripe <message> --- complain to the management. home --- go home Other commands are available for extending the universe. Many of these commands cost pennies, which you can obtain in a number of ways. Full names of exits can be used in place of a go or move command. The names "me" and "here" are special; me means the current player, and here means the current player's location. Remember, no matter how bad it gets, you can always go home. ---------------- 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. Type "news" for site-specific modifications. Please read news every time you log on. If you are an absolute novice, send e-mail to lachesis@nyquist.bellcore.com to get a full set of documentation.