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Fiction Help

This manual for the Fiction room has been provided to you by
the most excellent elephant saviour, traces.

Give the kid some props, will ya?


Hallo, this be a guide to livin and buildin stuff in fiction, argh.
For clarity, anything in parenthesis is stuff you need to think of yourself. I think.
Oh, and if you're connecting to fiction from anywhere other than chat
(only difference being is stuff is more colorful), tell the *'s to fuck off and
just skip them entirely. Life's easier that way. As you get towards the more advanced
stuff, i'm gonna assume that you're not using chat anymore, and I wont add the *'s. 
cause pingas. now then:

When you register in fiction, you get a certain amount of drips a day
(think cookies) that you can use to do stuff. 

First things first:
------------------

Join fiction in chat, and type *create (user) (password) to register. 

Now you've registered. 


What to do now:
=====================

Set your Gender:
----------------
Command: *@sex me = (sex)

Explanation: Set your sex, be it m, f, or anything in between, which becomes neuter.

Example: *@sex me = F


Lock yourself down:
------------------
Command: *@lock me = me

Explanation: Locks you so people can't pick you up. One of them noob things. 

Example: Self explanatory.


Give yerself a description:
---------------------------
Command *@desc me = (A description)

Make it as long and fancy as you like. 

Example: *@desc me = I am pingas, hear me roar. 


Put what you're doing atm on the who list (discussed in a moment):
--------------------------------------
Command: *@doing (whatever you're doing)

Explanation: When people check who's online, it will also display what you're doing.
Just a fun thing.

Example: *@doing Working on a guide to fiction.



You are now set to go and explore fiction.
Though here are some commands that can help you along the way.



Elementary Commands (For survival and otherwise)
===============================================

Talking and /me'ing:
--------------------
If you use chat, there's no command to talk. It's just done.

To pose, or /me:
Command: :what you're doing 
(that is semicolon, then what you're doing).

or 

Command: POSE what you're doing. 
shows up as: traces dances. 


Joining rooms:
------------------
Command *(roomname)

Explanation: Very simple, to join a room that isn't locked, just type it's name. 

Example: *public. (joins public)

Looking:
-----------
Command: *look (object)

Explanation: When you look at an object, you see whatever someone set as it's description.
You can also say *look me to look at your own description or
*look here to see the current room's description.
It will also tell you who's in the room, and if you look at a person,
it will tell you what they're carrying.

Examining:
----------
Command: *examine (object)
(also, *exa (object)

Explanation: Just like look, but gives you tons and tons of other info.
Can only be used on objects/rooms you created and yourself.

Entering/Leaving:
-----------
Command: *enter (object)

Explanation: If the object can be entered, say it's a ship or something,
then you'll enter it that way.
The opposite is *leave, which does not need anything after it.

Taking/Dropping:
----------
Command: *take (object)
         *drop (object)

Explanation: Either picks up an object or  

Help:
-----------
Command: *help (command)

Explanation: If you don't understand the usage of a command,
type *help in front of it for a refresher. Can't overstate how 
important this command is. Ignore at your own peril.

Finding out who's online:
-------------------
Command: *who

Explanation: Lists who's online, how long they've been online,
how long they've been idle, and what they're doing.
(Set with @doing).
If you want to know exactly where someone is,
you can buy a finder from lunboks (more on money later),
or just ask traces.


Go home:
-----------
Command: *home

Explanation: Ifyou ever get lost in a cave, get stuck somewhere,
get swallowed by lunboks, etc, you can type this command 
that will send you back to your home (limbo). 

Ex: *home
There's no place like home...


Now you are generally set to live a healthy life in fiction. 
tl;dr, the important commands again:


*@desc me = (description) - gives you a description
*look (object)            - looks at an object
*roomname                 - enter's a room
*who                      - who's online
*home                     - sends you home to safety.


Some final notes: you can talk in fiction from any room.
To do so, join fiction, log in, then join whatever room, like 
public.tv. To talk to fiction, you have to put -" in front of your words.
To do commands, it's just a -.
Basically, replace all your *'s with -'s and you're good.
Confusion breeds chaos and chaos is delicious.


kthxbai. But wait, you want more?


Object Stuffs:
================
So you want to create stuff. I dunno how much of this stuff you can do,
but if you become a builder, you can do all of it.
Becoming a builder is done by poking either of the gods until they
magically 'splode and you become a builder.
Or just ask for it.
Builder is one of the many rights you can have.
But you can read into that on your own if you care.

Object Creation:
-----------
Command: *@create (objectname)

Explanation: Creates an object by that name.
You now own this object, and if you *examine it, you'll see that the owner is you.
You may want to *@lock (object) = me, or lock the object to yourself so people
don't go around picking your stuff up and dropping it elsewhere.
*DROP YOUR OBJECTS ONCE YOU MAKE THEM. DO IT! SRS. else you'll baw. (fo'realz)

Description:
----------
Command: *@desc (object) = (description)

Explanation: Give your baby a description.
When people *look at it, they'll see your message.

Locking:
---------
Command: *@lock (object) = me

Explanation: Lock the object to yourself.
The lock command has a million other uses too, like locking rooms, setting up 
different kinds of keys to open the locks, and oodles of other stuff.
Read up on that if you care by typing *help @lock. 
and at http://www.tinymux.org/wiki/index.php/Key.

Success:
-----------
Command: *@success (objectname) = (message)

Explanation: If someone manages to *use or *take you, or an object you made, the message
will appear. Works the same with locks.
If they pass a lock, they get the success message, they fail it, they get the fail message.

Failure:
-----------
Command: *@fail (objectname) = (message)

Explanation: See above, but with moar fail.

If you're not going to be building rooms,
you might want to continue to the commands section below it. 

Room stuffs:

Creating Rooms:
-----------------------

Command: *@dig (roomname)

Explanation: Makes a room with that name.
It's now floating in mid air, so you gotta link it to wherever you are.
You'll be given a room number, the "dbref".
Remember this number, else your room is kinda lost. 


Opening doors to Rooms:
-----------------------

Command: *@open (doorname;othernames) = (room #)

Explanation: Opens a door to a room with that number.
Now you can go in through that door and end up in that room. 

Example: *@open Door to Hell;Door;Hell;d;h = #188

as you can see, the other names are just shorteners.
I can type *door to hell, or *d to get through that door.


Your own commands:
==========================================

Consider the following: You want to make your own commands.
Possible? Yes. And here's how. (lawl)

The easy way, using listening and hearing:
------------------------------------

Command: @listen (object) = (*what to listen for*)  
the word is surrounded by asterisks, which signify wildcards.
don't worry bout that for now.

Command: @ahear (object) = ("what it will say)
Has to start with a quote if you want it to say something. 

Explanation: The object will listen for someone to say or pose that word,
and it will execute the @ahear portion.
if it don't work, you forgot to drop the object after you made it. 

Examples:
@create Bird (bird is created)

@listen Bird = *Look a birdie!*
(you'll now get a message that it grew ears or something)

@ahear Bird = "tweet tweet. 

Now, you'll say the words "look a birdie!", and the bird will say tweet tweet.
if it don't work, *drop the bird.
Easiest mistake to make.

The more complicated but more satisfying way, using $'s. (no not cash lulz)
--------------------------------------------------------

Command: &VA (object) = $(command) : (commands to do). 
looks confusing huh. 

Explanation. &va is an attribute you're setting on the object.
If you want to add more, you'd say &vb, &vc, and so on.
If you want to be a nonconformist, call it whatever you want.
It can be &PINGAS. These attributes can be seen when you
*examine an object. 

Examples:

@create Gun

&VA Gun = $shoot gun:"BANG BANG

when you type *shoot gun, gun will say "bang bang".
And remember, items can do whatever you can.
If instead of "BANG BANG you type say Public, the gun will fly into public.
example of that:

&VA BUS = $Drive *:%0

The * is a wildcard. It can be anything.
The %0 is whatever the wildcard was. If your wildcard was public, your %0 is 
public. Confusing. here's an example:

I'm in a room and there's an exit called "public".
When i type *drive public, the bus will go to public.
If there's an exit called Dining room, and i type *drive dining room,
the bus will go there.
More examples:

&Va Spatula = $Flip: POSE flips.

The spatula will do a /me and flip. easy stuff.




Trivial Extra shit that you'll probably never use
and will discover on your own if you ever find the need to use it:
(or TESTYPNUAWDOYOIYEFTNTUI for short)
======================================================================================

Expanded Descriptions:
------------------
These are pretty trivial, but can add to the experience.
Most descriptive elements have an 'A' type, an 'O' type, and some 
have an 'I' or an 'OX' type and many other rarer types. 

'O' types:
----------
Command: *@odesc, *@ofail, *@osucc, *@ouse, *@odrop (object)= (description)

Explanation: Take @odesc for example.
This is what is shown to people when you look at the object, prefixed by your name. 

Example: @odesc cat = looks at the cat.

What others in the room see when "shi" *looks at the cat: shi looks at the cat. 
Simple amirite? It puts your name infront, and everyone else sees that message.

*@odrop: When you drop the object, everyone else will see the message
except for you, and it is prefixed by your name. 

Example: @odrop cat = puts the kitty down on the ground. 

Everyone else will see: traces puts the kitty down on the ground. 

*@ofail: When you fail to pass a lock or use something, everyone else sees this message.

Example: @ofail dungeon door = bangs on the doors but can't get out.

Everyone in the room sees: pingas bangs on the doors but can't get out.

The rest follow the same pattern. check *help if you need clarification. 

'A' types:
-----------
Command: *@adesc, *@afail, etc etc etc (object) = (commands)

Everything is exactly the same as above, but this is the stuff the OBJECT
does when looked at, or dropped, or taken, or failed, etc.

Come to think of it, those are the only two common ones. ox, al, i,
and the rest are really rare. You can look for them in help if you care.

more random nonsense to follow here. or not. 

====================================================================================
Moving further into the rabbit hole and into the realm of wet_ratio's perverted dreams.
-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=


K so you're still interested. Go download a copy of SimpleMU, and stop torturing yourself with chat. If you're 'fraid of downloads, go to 

"http://fiction.wetgenes.com", which works almost as well cept it's a bit slow, and java. eh. 
either way, i'm ignoring the *'s that chat makes you use from now on. If you're this interested and you're still using chat, gtfo.

Btw, started a client or fiction.wetgenes.com and can't talk? TRY PUTTING A QUOTATION MARK BEFORE YOUR WORDS. "pingas. like that.
in exchange for getting to lose all those pesky *'s, you get to use lots of "'s whenever you want to say something. It'll become second nature.
REMEMBER REMEMBER the fifth of november, and that you can type help commandname if there's something you see that you don't understand.


Have a seat or something, there's gonna be a whole lot of 'splainin here. so bear with me. 
======
Facts: 
=======
1. Everything has a reference number. Objects, exits, people, gods. everything. A ref number (or dbref# for short) looks like "#129". You'll see these    everywhere, especially when creating stuff.
===================================
2. You're gonna hear a lot about substitutions. The major ones are: 

 %#   - DBREF# of person using command.
 %n   - Name of person using command.
 %0-9 - Whatever the hell was in the asterisk.

You can learn all the other wonderful ones by typing "help substitution" and "help substitutions2".

Just putting these out, you'll get them in a sec.
===================================
3. Every time you wanna use a comma, backslash, or percent sign, something or other will fuck up. That's because you have to escape it. That means put a    backslash in front of it. , becomes \,  \ becomes \\, % becomes \%. 


Now, there are many different elements in fiction that fit together. An object that you create can use:

1. built in commands, 
2. custom commands, 

3. functions, custom functions, 
4. system attributes, 
5. custom attributes, 
6. flags, powers, maybe even a zone.

The fuck does that all mean? Let's cover one at a time with as 

many examples as we can, cause examplez is gewd. And lots of sidetracked bull that I thought was important or gave me hell when I was trying to learn it so I thought i'd try explaining it myself:

==================
BUILT-IN COMMANDS!
==================

This being all your commands that are built into the mush, like examine, who, look, take.

1. A simple teleporter. (taking advantage of @aenter, which executes your commands when you enter an object).
This one in particular takes the person entering it and teleports them to room #130.

   @aenter teleporter=@teleport %#=#130

%# is a substitution. It grabs the user's dbref#, and inserts that in there (har). That way it can teleport anything.
When the computer sees that command, it says to itself: traces entered this teleporter. Make %# equal to trace's dbref (#119). Then teleport traces to room #130. It will be just like if you said: @teleport #119=#130.

2. An pet that gets lonely when you fail to pick it up and goes home (har rakiro).

   @afail pet=SAY I'm feeling kind of lonely;home

The semicolon seperates two commands. More on SAY later.

====================================
CUSTOM COMMANDS: REVIEW AND BEYONDDD
====================================
Commands that you or someone else creates. For example, the Order command in Mcdonalds can get you some food, but it wont work anywhere else.
How to create these is already mentioned above, but here's a refresher.

    &commandname_cmd object = $command:action1;action2;action3

The & creates a custom attribute, the $command is what the user types to run it, and the actions are, well actions. the _cmd part is just a formality, but it 

does a bit to help make your code a bit easier to read.

here's some examples:

1. Make a rabbit hop.

    &hop_cmd rabbit=$hop:POSE jumps up and down. 

when someone types "hop", the rabbit will jump up and down. note: this does not mean SAYING hop. just using the command. 

2. Make a puppy fetch a bone from a room called "hall" then come home. (always same item)

    &fetch_cmd puppy=$fetch:hall;take bone;home

The puppy joins room hall, takes the bone and goes home (probably whatever room it was created in).

Variation: You tell it what to fetch:

    &gofetch_cmd puppy=$Gofetch *:hall;take %0;home

This is a variable substitution. %0 will equal whatever was in your * is. If you said Gofetch ball, the %0 now equals "ball". If you say Gofetch ferret, %0 equals ferret. And so on. Also notice that multiple actions are separated by semicolons. 

Variation: Where does it go to fetch?:

    &SUPERFETCH_cmd puppy=$fetch * *:%1;take %0;home

You'd run that command like this: fetch bone public
See the numbering scheme? Every * becomes one bigger number. The next * would be %3. In this case, puppy will go to public and fetch bone.

======================================
@PEMIT AND @OEMIT, A FGT'S BEST FRIEND
======================================

In most cases, having your objects use SAY or @emit is bad. bad bad bad. Bad.
Use @pemit/@oemit instead. It seems like extra work, but it'll work no matter what, whereas you may run into trouble with SAY/POSE/emit.

@pemit sends a message to a person. @oemit sends a message to everyone BUT a person. Combine and conquer.
The usage for @pemit is: @pemit name=message
The usage for @oemit is: @oemit name=message

with @pemit, only name will get the message. with @oemit, everyone BUT name will get it. ya dig?

Let's start simple. I've got a cat that purrs when you pet it. But it only purrs to the person who pets it.

   &pet_cmd cat=$pet:@pemit %#=Cat purrs loudly...

When you pet it, it pemits and sends "cat purrs loudly..." only to whoever petted it. 

   &turn_cmd wheel=$turn:@pemit %#=The wheel turns.
   &drive_cmd car=$drive:@pemit %#=You step on the gas pedal and fly into space.
   &smash_cmd guitar=$smash:@pemit %#=You've smashed your guiter ohoes.


Here's an example of using the pemit/oemit combo in action.

   &SLAP_CMD puppy=$slap:@pemit %#=Stop slapping me!;@oemit %#=Puppy doesn't like getting slapped.

As usual, the %# means whoever did the command. Puppy tells you to stop slapping, and bawws to the rest of the room.

Take just the spoken portion of the ban command:

   &BAN_cmd room=$ban *:@pemit %0=You got banned!;@oemit %0=%0 got banned by %n!

When you use the ban command, you will type "ban name".
%0 now equals that name, so you're sending the personal emit (pemit) to them. (@pemit %0). The @oemit sends to the rest of the room. %n is the same as %#, cept it equals a name, not just a dbref number. %#=#122, and %n=trace. I want it to say, "lunboks got banned by trace", not "lunboks got banned by #119". That's just stupid.

============================
BONUS ROUND: SPOKEN COMMANDS
============================

Spoken commands are the the icing on the cake. You say these commands out loud. Litterally say them. And they happen.
Way these are done is a bit different. But you'll get it. These are mainly used for pets. So if you want a companion, keep these in mind.

Before you can use these, you have to set your item to MONITOR. Monitor is a flag that allows an item to listen for these spoken commands. 
@set item=monitor. it'll grow ears. srs lul. To turn monitor off, @set item=!monitor.

So how do I make my own spoken command, now that my item is monitoring:

Syntax: &commandname_cmd object=^* says, "What needs to be said":action1;action2;action3;action4 etc

Appart from the way the command is worded (^* says instead of $command), everything is the same.
* is still a *. That means that IT TAKES THE PLACE OF %0. Just keep that in mind.

1. A puppy that barks when you tell it to:

  &BARK_CMD puppy=^* says, "Puppy, bark!":POSE barks.

To use this command, you'd say "Puppy, bark!". Not command it, but "say it.

2. A guard dog that bites people you want bitten. omnomnom. (with oemit/pemit, cause those are good rite)

  &Bite_cmd Dog=^* says, "Dog, bite *!":@pemit %1=The guard dog goes wild tearing at your clothes and trying to get at your soft meat;@oemit %1=The guard dog goes into a wild rage and attacks %1.

Simple substitutions. You say Dog, bite trace! and it will tear me to shreads. easy enough. btw, don't do that lol.

3. You tell the vaccum what to clean up, it goes and picks it up:

  &Suck_cmd vaccuum=^* says, "Vaccuum, clean that * up!:@pemit %#=Yessir;@oemit %#=Zips around and picks up a %1;TAKE %1

  &Empty_cmd dog=^* says, "Dog, spit that * out!:@pemit %#=Dog spits %1 out;@oemit %#=The dog coughs and hacks and spits up a %1;DROP %1

*'s can be lulzy sometimes.

=====================================
@SWITCH! EVERYONE'S FAVORITE COMMAND!
=====================================

More on this later. 
Recent Changes (All) | Edit SideBar Page last modified on August 18, 2009, at 06:41 AM Edit Page | Page History
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