City Hall Building Tutorial
I'm still in the process of hypertexting this document. Until I'm done,
here's the flat ASCII version. -- Telzey
A brass plaque rests upon a heavy wooden base that has been oiled to a shine.
The plaque itself reads, "To learn of FurryMUCK's founding, go northwest. To
go for instruction on how to go about within FurryMUCK itself, go southwest."
You head off to learn more about FurryMUCK.
Tribute Room
The edges of the room are quite dark, the only illumination coming from a wide
flooding light up in the ceiling which shines down upon a gleaming bronze seal
in the floor below.
Contents:
A new looking plaque
This plaque is dedicated to all those who have given their time and effort to
being Wizards on FurryMUCK.
Drew
Shaterri
Centaur
Tugrik
S'a'alis
Lynx
Revar
Riss
Mishael
Ashtoreth(Retired)
BlueMage(Retired)
Erych(Retired)
Abigail(Retired)
Ryuuko(Retired)
Lionman(Retired)
ArchTeryx(Retired)
Siegfried(Retired)
Carelia(Retired)
You leave, feeling knowledgable.
Town Hall Foyer
Looking bright but official, the green slate walls have been smoothed and
polished to a dull finish. The marble floor is slightly slippery with the
smooth coat of wax over its surface, and the two archways leading to the
northwest and southwest branch off into hallways..
A small podium has been set up with a thick brass plaque set upon its top.
Contents:
A small podium with a thick brass plaque
You found a penny!
You walk into the first of the instructional rooms.
Instructional Training Rooms: White Room--Using These Rooms.
The room is made of four blankly white walls.
Signs on the wall give instructions. Better read them.
Contents:
sign: How to move about in these rooms.
sign: What these rooms are all about.
By typing "next", you move to the next room in the series--they are all linked
around in a circle. "prev" will move you one room back. As well, you can go to
any room by specifying its color--every room has a different one.
These rooms are here to help give you some understanding of the basics of
FurryMUCK. Though by no means exhaustive, they are meant to give the beginner
a thorough understanding of the basics of running about a MUCK, and to give
basic examples that show how things are made and used.
Instructional Training Rooms: Red Room--objects
The room is made of four, blankly red walls.
A sign on the wall gives you instructions.
Contents:
A rather large example object
sign
This room has been built to show what objects are like in FurryMUCK. As you
can guess, objects (like the example ones here) are everything that is present
in a room that you can see (and sometimes *can't* see, but more on that
later.) Objects have several features: A description, a value, a home, and six
types of "messages" that can be set. {ype "more" to continue.}
To create an object, you can just type "@create <name of object>". This makes
an object with that name using the minimum amount of pennies needed (more on
that later). To describe your newly made object, type "@describe <name of
object> = <Description>". When anyone looks at the object, by typing "look
<object>", that description is printed. {ype "more2" to continue.}
It costs a minimum of 10 pennies to create an object; however, all objects
have a "value", which is how much a person "sacrificing" an object in a temple
(Again, more on that later.) will receive for their sacrifice. This means that
objects can be "worth" more or less, depending on how many pannies were put
into creating an object. {ype "more3" to continue.}
To use more than the minimum 10 pennies when creating an object, type in
"@create <name of object> = <number of pennies to use>". The amount the person
can receive from sacrificing an object is determined as follows: Take the
amount of pennies you put into the object, and divide it by 5. Then subtract 1
from the result. No item can be sacrificed for more than 100 pennies, so 505
pennies is the most you'll ever need. {ype "more4" to continue.}
As it was just mentioned, people can take other players' things and
"sacrifice" them. This means picking up the object, taking it to a room
specifically built to be a "TEMPLE" (We'll deal with what that means in
another room.), and then dropping the object. When this happens, the player
recieves the value of the object for his/her/its "sacrifice". What then
happens to the object, you ask? {ype "more5" to continue.}
In actuality, nothing..All objects have something called a "home"; when an
item is sacrificed, the item goes to it's home. You can set the home on your
objects by "linking" the object to a room. To do this, you merely type "@link
<object> = <# of the room>". you can only link objects to rooms you own,
however, unless it's stated otherwise. {ype "more6" to continue.}
If you don't want people being able to pick up a particular object, you can
"lock" the object from certain people, or require them to be carrying certain
object(s) to do so. (There's another room that explains creating locks.) When
a person attempts to pick up an item, the first thing that is done is that the
person is checked against the lock. {ype "more7" to continue.}
Whether or not the person succeeds, two messages are printed, one to the
person and one to everyone else in the room. These messages are called the
@succ, @osucc, @fail, and @ofail messages; the @succ and @fail messages are to
the person if he succeeds/fails, and the @osucc/@ofail messages are for
everyone else in the room if the person succeeds/fails. {ype "more8" to
continue.}
You can set any of these four messages by typing "@<type of message> <object>=
<message>". For example, if you wanted someone to see "You pick up the halo,
looking rather angelic." when they picked up an object called "halo", you
would type "@succ halo=You pick up the halo, looking rather angelic." NOTE:
for the @osucc and @ofail messages--The person's name is automatically put in
front of any message you type. {ype "more9" to continue.}
The last two messages you can set are called @drop and @odrop. They are shown
whenever an item is dropped in a room. This lends itself to some pretty neat
effects; for example, for an object called "grenade", imagine what
@drop/@odrop messages you can set..
The color of the walls swirl a bit..
Instructional Training Rooms: Orange Room--rooms
The room is made of four blankly orange walls.
A sign on the wall give you instructions.
Contents:
sign
This room is basically here to explain the proper procedures for building and
designing a room. Since rooms are the most visual (and most notable) places in
FurryMUCK, knowing what is considered "proper building" becomes important.
{ype "more" to continue.}
To create a room, you must "dig" it. To do this, you type "@dig <name of
room>" It will then give you back a message like "<name of room> created with
number#" Remember that number!--When you link an exit to that room, you link
it to the room's number. {ype "more2" to continue.}
Once inside the room, you can set its description, open exits from it, and
even use it as a home for objects you create. However, some good guidelines to
go by are necessary at this point. Type "guidelines" to list them all out.Once
you've read the guidelines, you really will have a grasp of the work that's
required to really properly "build" a room.
1) Make sure to have all eight compass directions as exits, so that people are
able to see and at least attempt to go in those directions. Also include up
and down.
2) All exits should have a description, and appropriate success/fail messages.
3) Everything mentioned in a room's description should be viewable,
ie. use items in the rooms or 'false exits' to describe everything.
4) All false exits should be locked and linked so that no one can
'steal' exits from a room.
5) Exits should be 'topologically correct'. ie. an exit to go east should
send the person to the room east of where they currently are.
The color of the walls swirl a bit..
Instructional Training Rooms: Yellow Room--exits
The room is made of four blankly yellow walls.
A sign on the wall gives you instructions.
Contents:
candy machine
a candy bar
sign
This room has been built to explain exits, which are how you move from place
to place. Exits link rooms together, and by typing in the name of an exit, you
can move from room to room to room. They can also serve as "actions" (which
will be explained in just a minute), and allow players to create very lifelike
objects, as well as rather realistic (and rather comical) effects inside of
rooms. To create an exit, you type "@open <name of exit>" {ype "more" to
continue.}
Exits are much like objects: they have a description, messages, the ability to
be linked to things, and the ability to be locked. However, exits do not have
a value, like objects. Instead they have the ability to be attached to
players, objects, and programs (programs are-yes, you guessed it-dealt with
elsewhere). {ype "more2" to continue.}
Setting the description, as well as the success/fail/drop messages on exits is
done exactly like objects: "@<thing to set> <name of exit>=<message>". Exits
that are successfully passed through display the @succ/@osucc messages, and
exits that aren't pass the @fail/@ofail on, predictably..However, if you set
the @drop/@odrop messages on an exit, they are displayed when the exit "drops"
you at its destination. {ype "more3" to continue.}
A common construction should be mentioned here--false exits. Exits which have
been locked off from everybody intentionally so that all they do is provide a
message are called "false" exits. By setting the exit's failure messages with
something appropriate, "actions" can be set inside a room. For an example, the
action "giggle" has been set up in this room; type "giggle" to see a false
exit in action. {ype "more4" to continue.}
You giggle a little...
Linking exits also has some special meanings as well. As it was said earlier,
you can link exits to rooms, objects, and programs. Linking to a room merely
lets someone using the exit go to that room. Linking an exit to a program will
run that program if the exit is successfully used. {ype "more5" to continue.}
Linking exits to OBJECTS, however, is special--it allows a form of "teleport"
between the exit and the object. Whenever the exit is successfully used, the
object is "teleported" to where the exit is. This allows people to make items
seem to appear out of nowhere, or make items replace other items, as will be
explained next. {ype "more6" to continue.}
Earlier, the ability to attach exits to things was mentioned. this is done by
typing "@attach <exit>=<object>". Now, if the object moves, it "carries" the
exit along with it. attached exits can still be linked to other objects; when
an exit, linked and attached like this, is used successfully, the following
occurs: the object the exit is linked to is "teleported" to where the exit is,
and the object the exit is attached to is sent home.{ype "more7" to
continue.}
Such an example is the candy machine in this room. An exit (press button) has
been attached to the machine, and linked to an object (candy bar). Now, when
you "press button", the candy bar, which is linked to the exit, will suddenly
appear in the room. Now you ask--why didn't the machine, which is attached to
the exit, disappear? {ype "more8" to continue.}
The reason the machine didn't disappear also is because it's home is set to
this room; when it went home, it just stayed right in place. Using these sorts
of things, you can have objects which can "produce" other objects; such an
example would be pulling things out of a purse. Using a bit of finesse, you
can also have items, like a gun, that produce "waste" (spent bullets). In all,
with a little experimenting, you'll find what works best.
You press the button on the candy machine..the machine makes a few quiet
sounds and then a small candy bar pops out from the slot at the bottom.
You see a squat, rather heavy-looking vending machine. The word "CANDY" is
done in rather bright letters across the top, and a big red button sits smack
in the middle of the front. A small sign over the button says "Press the
button to get the candy bar." A narrow slot near the bottom seems to indicate
where said candy bar will come out.
The color of the walls swirl a bit..
Instructional Training Rooms: Green Room--locks
The room is made of four blankly green walls.
A sign on the wall give you instructions.
Contents:
sticky gloves
slippery ball
Wedding Ring
sign
This room has been built to explain locks--how they're made, what they do, and
how to use them effectively. Locks are restrictions that can be placed onto
things (objects, players, exits, and rooms) to only permit certain people from
using things. The can shut out people, or force them to be carrying certain
objects to use things. {ype "more" to continue.}
To lock items, you merely type "@lock <item to be locked>=<condition>. Locking
items allows you to select just who can and can't use items. Exits can be done
against people, or locked off against everyone (as in a false exit), or done
so that a "key" is required to use an exit. Even players can have a lock, to
tell who can and can't rob them {ype "more2" to continue.}
All locks have a condition, which is what is required to pass by the lock. The
condition is done Boolean-style, using "&" to mean "and", "|" to mean "or",
and "!" to mean "not". So, if, for example, you want to lock a club so that
Tom, Dick, or Harry cant get the club, you'd type in "@lock
club=!Tom|!Dick|!Harry" {ype "more3" to continue.}
As an example, the ball and gloves are set here...if you just try to take the
ball, you'll find you can't..but if you take the gloves, and *then* try to
pick up the ball, you can! Such an arrangement makes several things rather
lifelike, like requiring a "door key" to pass by an exit. {ype "more4" to
continue.}
The ball slips from your fingers..anything sticky around to help you grab it?
You put on the sticky gloves, feeling much like an NFL pass reciever.
Taken.
With the sticky gloves on, you're able to pick up the ball. Congratulations!
Taken.
Besides players, you can also lock things using objects as their conditions.
To do this, use the # of the object as the lock condition. For example, if you
had a key (#1234), and you wanted to lock the exit to your house so that a
person had to be holding the key to go inside, you would type '@lock <exit> =
#1234'. {ype 'more5' to continue.}
As it was mentioned before, false exits are a common construction. By locking
an exit against everyone, everyone only recieves the @fail/@ofail messages.
This is most commonly done by locking an item against yourself *and* _not_
yourself at the same time, ie @lock <object>=me&!me. Such a condition is
commonly used to exclude everyone from doing something. This is also commonly
used to "lock yourself" from being robbed.
The color of the walls swirl a bit..
Instructional Training Rooms: Blue Room--Flags
The room is made of four blankly blue walls.
A sign on the wall gives you instructions.
Contents:
sign
This room has been built to explain flags, which are certain properties you
can set on objects, exits, rooms, and players. Flags allow people to do things
that are normally not possible, and also sometimes deny people certain
abilities on items as well. {ype "more" to continue.}
All objects have flags; rooms, exits, objects, and players all do. Setting
them is a matter of typing "@set <object>=<flag>". The flags can also be
reset; this is done by typing "@set <object>=!<flag>" Once a flag is set, the
abilites that it confers automatically are set upon the object. {ype "more2"
to continue.}
For example, there is a plaque in this room; however, the DARK flag has been
set on it. THis is why when you look at the room, you can't see it. If you
'look plaque', however--voila! It's presence has been revealed... Try looking
at the plaque to get an idea of how this works; the plaque also gives
information on all of the flags you can set in FurryMUCK.
This is a list of all the flags settable in FurryMUCK, as well as descriptions
of what each flag does. Type "flags" for a list of all the flags, or the name
of the particular flag you care to get more information about.
--------- The current list of flags that can be set is the following:---------
DARK, HAVEN, ABODE, TEMPLE, WIZARD, BUILDER, MUCKER, LINK_OK, CHOWN_OK,
KILL_OK, and JUMP_OK
When the DARK flag is set on an object, it "vanishes" from the contents
section of the room's description..people can still look at the item, but will
just not see it by just looking at the room. Setting the DARK flag on a room
completely blanks out everything present in the room, ie. only the room's
description is shown. Players who are set DARK (only wizards can set this
flag) are invisible to everyone.
When the HAVEN flag is set on a room, you cannot kill anyone in that room.
This is especially helpful for areas in which people might get angry enough to
want to kill each other. Setting the HAVEN flag on a player has a special
function; it disables you from recieving pages--this is helpful when you don't
want to be disturbed by people paging you.
The ABODE flag is a flag that's specifically tailored to rooms; when it is
set, people may link themselves to that room, making it their home.
The TEMPLE flag was specifically built to be set on rooms. It is a flag only
settable by wizards. When a room is set as TEMPLE, all items dropped in the
room that are not your own are "sacrificed", and you recieve the value of the
item for your sacrifice.
The WIZARD flag is pretty self-explanatory; with it set, a player is granted
special abilities far above and beyond normal players. Such powers include the
ability to do just about anythig to everything in FurryMUCK, with no cost for
doing so.
The Builder flag must be set by a wizard; when it is set, you are allowed to
"build", ie. you must have the BUILDER flag set for you to be able to @create
objects, rooms, and exits.
The MUCKER bit must be set by a wizard; when it is set, you are then able to
create, write, and modify programs. If you request a MUCKER bit, you will be
informed of how to use it.
The LINK_OK flag is built specifically for rooms. Whe nthe LINK_OK flag is set
on a room, people are allowed to link their exits to that room; normally, you
must own the room you link your exits to, but with the LINK_OK flag, this fact
is overlooked.
When the CHOWN_OK flag is set on anything, it allows other players to "claim
ownership" over the item by typing "@chown <number of object to affect>". This
is a handy feature for things like notes and other "disposable items", since a
player merely has to @chown the item, and then @recycle it to clean it away.
When the KILL_OK flag is set on a player, it allows the player to be killed by
other players; "dying" involves dropping all of your item, and being sent
home. By resetting this flag, you disable the ability for people to kill you.
JUMP_OK, when set upon an object, room, or player, makes that object/player a
'jump site'. Exits can be linked to a JUMP_OK player or object, and using the
exit will teleport you to the player/object's location.
The color of the walls swirl a bit..
Instructional Training Rooms: Violet Room--Programs
A sign on the wall gives you instructions.
Contents:
sign
This room has been built to just brush over programs. To learn about programs,
you first must ask your local wizard to set your MUCKER flag--if you are new
to FurryMUCK, they will probably ask you for proof that you deserve to have
your MUCKER flag set; please do not take offense at this, for the reason for
this will be explained next. {ype "more" to continue.}
Being able to create and write programs is a powerful tool, for in FurryMUCK,
just about any action can be duplicated by a powerful-enough
program--including actions only wizards are allowed to do. This makes having
the MUCKER flag set something for the wizards to take very seriously. {ype
"more2" to continue.}
If you request for your MUCKER flag to be set by a wizard, s/he will give you
1) a copy of the MUF manual, which is a guide for programming in MUCK Forth,
the language all programs for FurryMUCK are written in, 2) an abbreviated list
of all commands allowed, and 3) a file of sample examples of MUF programs.
They will also request a sample program, probably the one you want to first
write..{ype "more3" to continue.}
The policy for MUF programs is as follows: *NO* wizard emulation programs are
allowed in FurryMUCK, ie. no scanners, and no personal teleporters. Upon
conception of a program, a MUCKER must contact a Wizard to review the MUCKER's
code before he/she is allowed to compile it, after receiving permission to do
so, the program is then compiled. The program will be checked on occasion.
Deviation from these rules will involve revocation of a MUCKER bit.
this page is referred to by multiple places, so please select:
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Page created by Telzey, and maintained by Tugrik d'Itichi.
Comments/Questions/Flames
to: FMPages@furry.com