A brief guide to TinyMUD

Jennifer Stone (aka Chrysalis)
[email protected]

Rusty C. Wright
[email protected]

January 31, 1990

Contents
1 Ordinary commands 1
2 Commands for modifying the dungeon 4
3 Miscellaneous commands 7
4 Money 7
5 TinyMUD concepts 8

5.1 Success and the lack thereof : : : : : : : : : : : : : : : : : : : 8
5.2 Object strings : : : : : : : : : : : : : : : : : : : : : : : : : : : 8
5.3 Object properties : : : : : : : : : : : : : : : : : : : : : : : : : 9
5.4 Control : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 9
5.5 Dropto's : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 10
5.6 Homes : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 10
5.7 Recycling : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 10
5.8 Being killed : : : : : : : : : : : : : : : : : : : : : : : : : : : : 10

6 Examples 11

6.1 Success and failure messages : : : : : : : : : : : : : : : : : : : 11
6.2 Making your home : : : : : : : : : : : : : : : : : : : : : : : : 12
6.3 Lock key boolean examples : : : : : : : : : : : : : : : : : : : 13
6.4 Ersatz commands : : : : : : : : : : : : : : : : : : : : : : : : : 13

A Wizard commands 14

Index 15

i

Much of this is from the TinyMUD source code and the small.db
example.

1 Ordinary commands
drop <object>
throw <object>

Drops the specified object. <object> can be either a thing or exit.

examine <name>
examine #<number >

Prints a detailed description of object specified by <name> or by
<number > giving name, description, owner, keys, pennies, failure message, success message, others failure message, others success message,
and exits. The location will also be displayed if you control the object's
location (that is, if it's not being carried by someone else or in a room you
don't control).

get <object>
take <object>

Gets the specified object. <object> can be either a thing or exit.

give <player > = <amount>
Gives <player > the specified number of pennies.

go <direction>
go home
move <direction>

1

move home
Moves in the specified direction. go home is a special command that
returns you to your home (initially Limbo). If the direction is fully
specified, the go may be omitted.

gripe <message>
Sends <message> to the system maintainer.

help
Prints a short help message.

inventory
Lists what you are carrying.

kill <player > [ = <cost> ]
Kills the specified player. Killing costs either <cost> pennies or 10
pennies, whichever is greater. The probability of success is proportional to
the cost.

look <object>
read <object>

<object> can be a room, thing, player, or direction. Prints a description
of <object>.

2

page <player >
Used to inform an active player that you are looking for them. The
targeted player will get a message telling them your name and location.

rob <player >
Attempt to steal a penny from <player >.

say <message>
"<message>
:<message>

The first two forms display the <message> with the notification that you
said it. For example, if your player's name is Betty the other players in
the same room will see

Betty says "<message>"
The third form poses the message, preceded by your name, with no
quotes, as in

Betty <message>
For both the second and third forms, do not put a space after the double
quotes or colon as it will be included in the message.

score
Prints how many pennies you have.

whisper <player > = <message>
<player > is presented with <message> saying that you whispered it. The
other players only see the message

Betty whispers something to <player >.

3

2 Commands for modifying the dungeon
@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.

@describe <object> = <description>
<object> can be a room, thing, player, or direction. Sets the description
a player sees when they use the command look <object>. If <object> is
here it sets the description for the current room that is displayed when
the room is entered. If <object> is me it sets the description for your
character.

@dig <name>
Creates a new room with the specified name, and prints the room's
number.

@fail <object> [ = <message> ]
Without a message argument, clears the failure message on <object>, otherwise sets it. The failure message is printed when a player unsuccessfully
attempts to use the object.

@find <name>
Prints the name and object number of every room, thing, or player that
you control whose name matches <name>. Because the @find command
is computationally expensive, there is a small charge for using it.

4

@link <direction> = <room number >
@link <thing> = <room number >
@link <room> = <room number >

In the first form links the exit specified by <direction> to the room
specified by <room number >. The exit must be unlinked, and you must
own the target room if its link.ok attribute is not set. If you don't
already own the exit its ownership is transferred to you. The second form
sets the home for <thing>. If <thing> is me it sets your home. The third
form sets the dropto; see section 5.5 for an explanation of dropto's.

@lock <object> = <key>
Sets a key (another object) for an object. If <key> starts with * then it
must be a player's name. <key> can contain the Boolean operators ! (not
or negation), & (and), and -- (or), and use parentheses for grouping.

In order to use <object> you must satisfy the requirements of <key>. In
the simplest case you must simply have <key>. If <key> is preceded by !
then you must not have <key> in order to use <object>. See section 6.3
for more complicated examples.

@name <object> = <name>
@name <player > = <name> <password >

Changes the name of the specified object. This can also be used to specify
a new direction list for an exit (see for example @open). For a player, it
requires the player's password.

@ofail <object> [ = <message> ]
Without a message argument, clears the others failure message on
<object>, otherwise sets it. The others failure message, prefixed by the
player's name, is shown to others when the player fails to use <object>.

5

@open <direction> [ ; <other-dir > ]\Lambda  [ = <destination> ]
Creates an unlinked exit in the specified direction(s). You can also specify
an exit to link the exit to. Once created, you (or any other player) may
use the @link command to specify the room to which the exit leads. See
also @name.

@osuccess <object> [ = <message> ]
Without a message argument, clears the others success message on
<object>, otherwise sets it. The others success message, prefixed by
the player's name, is shown to others when the player successfully uses
<object>.

@password <old > = <new >
Sets a new password; you must specify your old password to verify your
identity.

@set <object> = <flag>
@set <object> = !<flag>

Sets (first form) or resets (second form) <flag> on <object>. The current
flags are dark, link.ok, sticky, temple, and wizard.

@success <object> = <message>
Without a message argument, clears the success message on <object>,
otherwise sets it. The success message is printed when a player successfully uses <object>. Without <message> it clears the success message.

6

@teleport <object> = <destination>
Teleports the object to the specified destination. You must either control
the object or it's current location, and you must be able to link to the
destination. You can only teleport objects from room to room, not into or
out of someone's hand.

@unlink <direction>
Removes the link on the exit in the specified <direction>. You must own
the exit. The exit may then be relinked by any player using the @link
command and ownership of the exit transfers to that player.

@unlock <object>
Removes the lock on an object.

3 Miscellaneous commands
@stats Shows current total of players, rooms, objects, exits.

4 Money
Some actions have an associated cost:

Action Cost
kill 10 pennies or more
page 1 penny
@open 1 penny
@dig 10 pennies
@create 10 pennies (or more)
@link 1 penny, plus 1 penny to the previous owner if you didn't

already own the exit.

You get money by finding pennies, getting killed, having someone
give you money, or by sacrificing a thing. The sacrifice value of a thing is
(cost of the thing=5) \Gamma  1.

7

5 TinyMUD concepts
An object is either a player, room, thing, or exit.

In addition to the commands listed above there are some built in
words in TinyMUD; me and here. me refers to your character or player,
and here refers to the room you are in. For example, you can use the
@describe command to give yourself a description; as another example, in
order to prevent yourself from being robbed use @lock me = me.

5.1 Success and the lack thereof
When you can take a thing, use an exit, or rob a player you are successfull in using that object. The converse is true for failure. The @success,
@osuccess, @fail, and @ofail commands set the success and failure
messages on objects.

5.2 Object strings
Every object has six strings:

1. Name. This is what you use with drop, examine, get, and so on.

You can also use the object's number (for example, when two
objects have the same name).

2. Description. This is what is given when you use the look command.
3. Success message. This is what you see when you successfully use the

object.

4. Others success message. This is what the other players see when you

successfully use the object.

5. Failure message. This is what you see when you fail to use an

object.

6. Others failure message. This is what the other players see when you

fail to use an object.

The maximum length of each string is 512 characters.

8

5.3 Object properties
As listed in the @set command, objects can have any of the following
properties:

dark When a room has its dark flag set you can't see things in it with the

look command. When a thing or player has its dark flag set it can't
be seen. Only a wizard can set the dark flag on a thing or player.
Setting the dark flag on exits currently has no effect.

link.ok You can link to a room if you control it, or if the room has its

link.ok flag set. Being able to link to a room means that you can
set the homes of things (or yourself) to that room, and you can set
the destination of exits to that room. See also the @link command
for additional information on linking and section 5.5 for droptos.
Setting the link.ok flag on players, things, and exits currently has
no effect.

sticky When an object that has its sticky flag set is dropped it immediately goes home. When a room has its sticky flag set its dropto
is delayed until the last person leaves the room. Setting the sticky
flag on players and exits currently has no effect.

temple When a room has its temple flag set you can sacrifice things there

and receive pennies for your sacrifices. (See section 4 for how many
pennies you receive for your sacrifices.) Only a wizard can set this
flag. Setting this flag on players, things, and exits currently has no
effect.

wizard When a player has its wizard flag set they are a wizard. Only a

wizard can set this flag. Setting this flag on things, rooms, and exits
currently has no effect.

The flags player, room, and exit are set automatically when a player,
room, or exit is created. They cannot be subsequently unset or set with
the @set command.

5.4 Control
There are three rules for determining control:

1. You can control anything you own.

9

2. A wizard can control anything.
3. Anybody can control an unlinked exit (even if it is locked).
Builders should watch out for item 3.

5.5 Dropto's
When the @link command is used on a room, it sets a dropto location
for that room. Any thing dropped in the room (if it is not sticky; see
above) will go to that location. If the room has its sticky flag set the
effect of the dropto will be delayed until the last player leaves the room.
The special location home may be used as a dropto, as in @link here =
home; in that case things dropped in the room will go to their homes. To
remove the dropto on a room go into that room and use @unlink here.

5.6 Homes
Every thing or player has a home. For things, this is the location the
thing returns to when sacrificed, when a player carrying it goes home, or
when (if its sticky flag is set) it is dropped. For players, this is where
the player goes when they issue the home command. Homes may be set
using the @link command; for example, @link donut = <room-number >
or @link me = <room-number >. Exits may also be linked to the special
location home; for example, @link north = home.

5.7 Recycling
Nothing can be destroyed in TinyMUD, but it is possible to recycle just
about anything. The @name command can be used to rename objects,
making it easy to turn a silk purse into a sow's ear or vice versa. Extra
exits can be unlinked and picked up by their owner using the get command, and dropped like things using the drop command in any room
controlled by the dropper.

5.8 Being killed
When you are killed you return to your home and any items you were
carrying return to their homes. As a consolation you receive 50 pennies
from the TinyMUD Total Life Indemnity insurance company.

10

6 Examples
Here we present examples to demonstrate some of the features of
TinyMUD.

6.1 Success and failure messages
Success and failure messages are fairly straightforward. Just remember
that for the messages set with @osuccess and @ofail the player's name is
prefixed onto the message when it is printed, while the messages set with
@success and @fail are printed as-is.

Previously we saw that you can use say, ", and : to display messages.
An older method for posing non sequiturs is to set the others success
message on yourself and then rob yourself. For example, if your character
is Betty and you do

@osuccess me = starts picking her nose.
rob me

on your screen you'll see
You stole a penny.
Betty stole one of your pennies!

while the other players will see
Betty starts picking her nose.
An easier way to accomplish this is to simply do
:starts picking her nose.
then both you and the others see
Betty starts picking her nose.
When using " and : don't follow them with a space because it will be
included in the output; put the message right up against the quotes or
colon.

11

6.2 Making your home
The minimal steps for making your home are

1. Make the room for your home with the @dig command. Write down

the room number in case the following step takes a long time.

2. Make or acquire an exit. In order to use the @open command you

must own the room that you are doing the @open in. The alternative
is to find a room with an exit that isn't linked and use it.

3. Make a link to your home. Once you've made or found an unlinked

exit simply use the @link command to link the exit to your room.

4. Find a room to which you can make a link in order to have an exit

from your room (this is a room with the link.ok flag set). For the
sake of example we'll pretend the number of this room is 711; we'll
be using it in step 6. Without this you'd be able to go to your home
but you wouldn't have any way to get out of it.

5. Set the link from you to your home. Go into your room and do

@link me = here
6. Make the exit and link it to the destination

@open out
@link out = #711

(The # isn't mandatory.)
Of course there are probably various details that you would want
to take care of in addition to the above steps. For example, if you're
antisocial and want to prevent other people from using your home room
you'd do

@lock down = me
assuming that down is the exit you made in step 2. Along a similar vein
you might not want other people linking to your room in which case
you'd turn off the link.ok flag on your room. You might also set the
description of your home room. If you own the exit you could also set
the success, others success, fail, and others fail messages on the exit to
your home. Without the descriptions places and things are boring and
uninteresting.

12

6.3 Lock key boolean examples
When using the @lock command the key is either another object or some
boolean combination of other objects. If the key starts with a * then that
object must be a player.

For example, if a room has a direction out and you want to prevent
players from carrying the object xyz when they go out, you would use

@lock out = !xyz
or if you want to prevent the player Julia from using the out exit you
would use

@lock out = !*Julia
If you want to prevent only Julia from going out with xyz you would use
@lock out = ( *Julia & !xyz )

6.4 Ersatz commands
You can make new commands by making an exit and then locking it to
something impossible to have and then assigning the failure and others
failure messages to it. For example, assume the following commands have
been used

@open eat
@link eat = here
@lock eat = something.impossible
@fail eat = You try to eat but only gag
@ofail eat = tries to eat but instead gags

Then when you use the command eat the others in the room will see
Betty tries to eat but instead gags and you'll see You try to eat
but only gag.

Note that this "new command" will only work in the room that you
made it in.

13

Appendix
A Wizard commands
@chown <object> = <player >
Changes the ownership of <object> to <player >.

@dump
Forces a dump of the database. This command isn't really necessary since
@shutdown does one as well as the regular periodic dumps.

examine <name>
examine #<number >

Print a detailed description of object specified by <name> or by
<number >. All six strings listed in section 5.2 are printed.

When <name> is a room or here it lists the owner, key, number of
pennies, the description, contents, and exits. When <name> is a direction
lists the direction number, owner, key, pennies, and destination.

@force <victim> = <command >
@newpassword <player > = <password >
Changes the password for <player >.

@shutdown
Shuts down the TinyMUD server.

14

@stats
Lists the total number of objects, which is the sum of the rooms, exits,
things, and players, giving the count for each one.

@teleport [ <victim> = ] <destination>
Teleports the object to the specified destination. Object can also be me.

@toad <player >
Turns <player > into an object.

@wall <message>
Send <message> to all players.

15

Index
", 3, 11
:, 3, 11

@chown, 14
@create, 4, 7

dark, 9
@describe, 4
@dig, 4, 7
drop, 1
droptos, 10
@dump, 14

examine, 1, 14
@fail, 4, 8, 11
@find, 4
@force, 14

get, 1
give, 1
go, 2
gripe, 2

help, 2
here, 4, 8, 10, 12, 14
home, 5, 9, 10, 12
home, 2, 10

inventory, 2
kill, 2, 7
@link, 5, 7, 12
link.ok, 5, 9
@lock, 5, 12
look, 2

me, 4, 5, 8, 10, 15

move, 2
@name, 5
@newpassword, 14

@ofail, 5, 8, 11
@open, 6, 7
@osuccess, 6, 8, 11

page, 3, 7
@password, 6

read, 2
rob, 3

say, 3, 11
score, 3
@set, 6
@shutdown, 14
@stats, 7, 15
sticky, 9
@success, 6, 8, 11

take, 1
@teleport, 7, 15
temple, 9
throw, 1
@toad, 15

@unlink, 7
@unlock, 7

@wall, 15
whisper, 3
wizard, 9

16