This set of docs is tailored for Chaos, which is running TinyMUCK2.1.1. Generally, though, these commands hold true for any mud. COMMANDS: drop, examine, get, give, go, gripe, help, inventory, kill, look, news, OUPUTPREFIX, OUTPUTSUFFIX, page, QUIT, rob, say, score, whisper, WHO, @action, @attach, @boot, @chown, @create, @describe, @dump, @dig, @drop, @dump, @fail, @find, @force, @link, @lock, @name, @newpassword, @odrop, @ofail, @open, @osuccess, @password, @pcreate, @prog, @recycle, @set, @shutdown, @stats, @success, @teleport, @toad, @unlink, @unlock, @wall TOPICS: being killed, custom commands, control, costs, dropping, drop-tos, failure, flags (wizard, sticky, link_ok, dark, temple, haven, chown_ok, abode, jump_ok, mucker, builder), gender, goal, here, homes, me, money, robbery, sacrificing, strings, substitutions, success, types, actions, linking, meta-links, properties, muf. 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 (See STICKY), or the room has a drop-to (See DROP-TOS). Dropping a thing in a room with the TEMPLE flag set sacrifices it (See SACRIFICING). Unlinked exits can only be dropped in rooms you control (See CONTROL). 'throw' is the same as 'drop'. examine [object]. Displays all available information about <object>. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. You must control (See CONTROL) the object to examine it. If you do not control the object, you will just be shown the owner of the object and its description. Wizards can examine objects in other rooms using #<number> or *<player>. get <object>. Picks up <object> if it is in the same room as you, and if it is not locked (See @lock). <object> can be a thing or an unlinked exit. 'take' is the same as 'get'. 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. go[to] <direction>; go[to] home. Goes in the specified direction. 'go home' is a special command that returns you to your home (See HOMES). The word 'go' may be omitted. (You can 'go east', or simply 'east'). 'move' is the same as 'go'. gripe <message>. Sends <message> to the system maintainer. help. This displays a short help message. inventory. Lists what you are carrying. This can usually be abbreviated to inv. kill <player> [=<cost>]. Attempts to kill <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). Killing a player sends them to their home (See HOMES), just as the command 'go home' would (See go). It also gives the killed player 50 pennies. Players cannot be killed in rooms which have the HAVEN flag set (see HAVEN). 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'. Wizards can look at objects in other rooms using #<number> or *<player>. 'read' is the same as 'look'. news. Displays the current news file for the game. Must be typed in full. 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 <player> [=<message>]. 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 you include the '=<message>', it will tell the player your name and your message, along with your location. This will not work if the player you're trying to page is not connected. If a player has the HAVEN flag set (See HAVEN), you cannot page them, and they will not be notified that you tried. pose <action>. The normal abbreviation for this 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). QUIT. This command logs you out of the game. Must be in all capitals. rob <player>. Attempts to steal one penny from <player>. The only thing you can rob are pennies. Being robbed can be prevented (See ROBBING). say <message>. Says <message> out loud. You can also use '"<message>'. score. Displays how many pennies you are carrying. whisper <player>=<message>. Whispers <message> to <player>, 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. This command will not work if the player you are trying to whisper to is not connected. 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. @action <name>[=<object>]. This sets up an action and attaches it to the thing, room, or player specified. '@action' alone will create an action and you can then use '@attach' to attach it to something (See @attach, ACTIONS). @attach <name>=<object>. Attaches the named action to <object>. @boot <player>. Disconnects the player from the game. Only Wizards can use this command. @chown <object>[=<player>]. Changes the ownership of <object> to <player>. Normally, only wizards may use this command. However, if the object is set CHOWN_OK (see CHOWN_OK), players can chown it to themselves with 'chown <object>' if they pick the object up. Players can't be @chowned; they always own themselves. @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 <object> [=<description>]. <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 <name>. Creates a new room with the specified name and displays its number. This costs 10 pennies. @drop <object>[=<message>]. Sets the drop message on <object>. <object> can be specified as <name> or #<number> or 'me' or 'here'. The drop message on a thing is displayed when the thing is dropped. The drop message on an exit is displayed when the player first enters the destination room. The drop message on a player tells whoever killed them how they died. Without a message argument, it clears the message. (See @odrop). @dump. Only Wizards may use this command. Saves the database from memory to disk. Automatically occurs every hour, and when @shutdown is used. @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> (See FAILURE). Without a message argument, it clears the message. (See @ofail). @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 or more, depending on the MUD. @force <player>=<command>. Only Wizards may use this command. Forces <player> to do <command>. @link <object>=<number>; @link <object>=here; @link <dir>|<room>=home. Links <object> to room specified by <number>. For things and players, it sets their home room (See HOMES). For rooms, it sets the drop-to room (See DROP-TOS). To link to a room, you must control it, or it must be set LINK_OK (for exits), or ABODE (for things, players, and rooms). (See LINK_OK and ABODE). Linking costs 1 penny. If someone else owned the exit, their penny is reimbursed. You can link exits to any object, if you own it or it is set LINK_OK. (See LINKING, HOMES, DROP-TOS). Wizards can @link objects in other rooms using #<number> or *<player>. @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'). You can lock to a program, in the same manner as locking to an object (by name or number). You can also lock to a property, with '@lock <exit>=<property>:<type>'. For example, to lock a door to anyone that is male, you '@lock <exit>=sex:male'. Notice that this will allow anyone carrying a male object to pass the exit as well. @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 <player>=<password>. Only Wizards may use this command. Changes <player>'s password, informing <player> that you changed it. Must be typed in full. @odrop <object>[=<message>]. Sets the odrop message on <object>. <object> can be specified as <name> or #<number> or 'me' or 'here'. The odrop message on a thing is displayed to everyone else in the room whenthe thing is dropped. The odrop message on an exit is displayed to everyone else in the room when the player first enters the destination room. The odrop message on a player tells everyone else how they died if they are killed. Without a message argument, it clears the message. (See @drop). @ofail <object>[=<message>]. Sets the ofail message on <object>. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. 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. (See @fail, FAILURE). @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 <object>[=<message>]. Sets the osuccess message on <object>. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. 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 message. It can be abbreviated @osucc. (See @success, SUCCESS). @password <old password>=<new password>. This changes your password. @pcreate <name>. On muds with registration, this is a Wizard-only command that creates a character with the given name. @prog. See the MUF programmer's manual. @recycle <object>. This recycles the <object>. <object> can be a thing, room, or exit, but not a player. It changes the object to a garbage object, and its number and space are reused later. @set <object>=<flag>; @set <object>=!<flag>. Sets (or, with '!', unsets) <flag> on <object>. @set can also be used to set properties, with '@set <object>=<property>:[type]' or '@set <object>=:' to unset all properties. (See FLAGS, PROPERTIES). @shutdown. Only Wizards may use this command. Shuts down the game. Must be typed in full. @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 <object> [=<message>]. Sets the success message for <object>. <object> can be specified as <name> or #<number>, or as 'me' or 'here'. The success message is displayed when a player successfully uses <object>. Without a message argument, it clears the message. It can be abbreviated @succ. (See @osuccess, USING OBJECTS). @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 (See CONTROL) the object or its current location. You can only teleport objects into a room, not into someone's inventory, unless you are a Wizard. If the destination room has a drop-to, <object> will go to the drop-to room instead. @toad <player>. Only Wizards may use this command. Turns the player into a slimy toad, destroying their character. Must be typed in full. @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 <object>. Removes the lock on <object>. (See @lock). @wall <message>. Only Wizards may use this command. Shouts something to every player connected. Must be typed in full. 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. CUSTOM COMMANDS: Custom commands can be made one of two ways. You can either use exits, or use programs. Using an exit: 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 sit=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. Using a program: you'd create a MUF program on an appropriate object, like a 'sit' program on a chair. (See MUF). 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. (In other words, never leave unlinked exits lying around unless you *want* someone to get them). COSTS: kill: 10p (or more, up to 100p). page: 1p. @create: 10p (or more, up to 505p), sacrifice value=(cost/5)-1. @dig: 10p. @find: 1p (or more, depending on the MUD). @link: 1p (if you didn't already own it, +1p to the previous owner). @open: 1p (2p if linked at the same time). DROPPING: You see the drop and odrop message on a thing when you drop it. You see the drop and odrop messages on an exit when you go through it. You see the drop and odrop messages on a person when you kill them. Drop and odrop messages have no meaning for rooms. 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 its 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). FLAGS: The flags are displayed as letters following an object's ID number. Flags are set with the @set command. The general flags are: W(izard), S(ticky), L(ink_OK), D(ark), T(emple), H(aven), C(hown_OK), A(bode), J(ump_OK), M(ucker), and B(uilder). See individual flag names. WIZARD: If a person is WIZARD, they are unkillable, subject to fewer restrictions, and able to use wizard commands. It is only meaningful for players. Only wizard #1 can set and unset this flag. In general, WIZARDs can do anything using #<number> or *<player>. 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). If an action/exit is STICKY, and it is attached to an object, the object stays there when the action/exit is triggered. (See LINKING). Not meaningful for players. LINK_OK: If something is LINK_OK, anyone can link actions or exits to it (but still not from it). (See @link, LINKING). 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 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. CHOWN_OK: If a thing is set CHOWN_OK, anyone can chown the object to themselves with "@chown <thing>". They must pick up the object to do this. GENDER: @set me=sex: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.) JUMP_OK: @set <object>=jump_ok. If a room is set JUMP_OK, programs can move people into it. If a player is set JUMP_OK, actions/exits linked to that player will work (otherwise, they'll fail.) There are several other rules dealing with JUMP_OK, but they all refer to restrictions on MUF programs. See the MUF documentation for more details. BUILDER: If this flag is in effect, only people who are set BUILDER can create things. Only Wizards can set this flag. (This flag is not currently in use on _Chaos_). MUCKER: This can only be set by Wizards. This flag allows players to enter @prog mode, and program in MUF. (See MUF). GOAL: There isn't one, except to have fun. If you're not having fun, quit. Have fun. 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, @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=sex:male" or "@set me=sex:female" (or "@set me=sex: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, @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). 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 8 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). 7) a drop message (seen by the player). 8) a odrop 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. If you need a '%', use %%. Ex. '@ofail teapot=burns %p hand on the hot teapot.' (See GENDER). You can also custom set your own substitutions. For example, '@set me=%o:hir', will cause 'hir' to be substituted for %o instead of him, her, or it. 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. TYPES: 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. (Mind you, MUF programming can write its own rules. You can have mobile rooms (vehicles) and containers easily.) ACTIONS: Actions are similar to exits, as you can '@link' them to things, and they can then take you places, or bring things to you. Actions can thus be thought of as moveable exits, as they move with the thing or player that they are attached to. Actions will always work in the owner's rooms and in rooms with the JUMP_OK flag (See JUMP_OK) set. Actions attached to a thing always work whenever the thing is in the room. Actions attached to a player can only work for the player that owns them. LINKING: You can link to something 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 a room if it is set ABODE, and can set the destination of exits to a room if it is LINK_OK. (See LINK_OK and ABODE, and @link). Linking an action/exit to an object means that a successful activation of the exit will bring the object to you, if the action/exit is attached to you or to the room you're in. If that object is with another player, then it disappears from their inventory and is brought to you (either to your inventory, if the action/exit is attached to you, or to your room, if it is attached to the room). If the action/exit is attached to a thing, that thing will go home when the action/exit is triggered, unless the action/exit's STICKY flag is set (See STICKY). In that case, it summons the thing it's linked to as normal. For example: a sticky exit 'press button' attached to a 'candy machine', linked to a 'candy bar', summons the candy bar into the room. a 'eat candy' exit attached to the 'candy bar', linked to a 'half-eaten candy bar', will summon the 'half-eaten candy bar' and remove the 'candy bar'. Linking an action/exit to a player means that a successful activation of the exit will bring you to the player, if the player has their JUMP_OK flag set. Linking an action/exit to a program allows you to use that program. (without carrying it around with you). Linking an action/exit to other actions/exits is a meta-link. (See META-LINKS). META-LINKS: When a meta-link is triggered, all the exits that it was linked to will be triggered at the same time. As a result, all of those exits will occur, moving objects around or many other things. It will not move players to rooms however. For example, if action/exit 'a' is linked to thing #123, when 'a' is triggered, it summons thing #123. If 'b' is linked to thing #456, when 'b' is triggered, it summons thing #456. If 'c' is linked to both 'a' and 'b', (with "@link c=a;b"), when 'c' is triggered, *both* 'a' and 'b' will be triggered, summoning #123 and #456 at the same time. PROPERTIES: Property lists (p-lists) are an extension to flags. Each object will have a p-list that can be checked against in locks and such. p-lists can be anything. To unset properties use "@set thing=property:". To remove all properties use "@set thing=:". MUF: MUF is a FORTH-derived language, in which programs can be written by players with the MUCKER flag. Type 'man' to see a terse summary of MUF commands, or you can ftp the docs from belch.berkeley.edu, in the directory pub/tinymuck. 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=sex: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, it makes it neater if you have a very thorough description. Every thing listed in the description can 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 (only the owner or a WIZARD can do an examine and get this output): 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.