The Help Directory

General

COMMUNICATIONS: say , shout , tell  ,
converse, thank , whisper, emergency 

ATMOSPHERE: applaud, beg, bleed, blush, bounce, bow, burp, cackle, chuckle,
clap, comfort, cough, cringe, cry, cuddle, curtsey, dance, daydream, fart,
flip, fondle, french, frown, fume, gasp, giggle, glare, grin, groan, grope,
grovel, growl, hiccup, hold, hop, hug, kick, kiss, laugh, lick, love, moan,
nibble, nod, nudge, pat, peer, point, poke, ponder, pout, puke, punch, purr,
ruffle, scream, shake, shiver, shrug, sigh, sing, slap, smirk, smile, snap,
snarl, sneeze, snicker, sniff, snore, snuggle, spank, spit, squeeze, stare,
steam, strut, sulk, tackle, taunt, thank, think, twiddle, wave, whine,
whistle, wiggle, wink, worship, yawn, yodel

INFO: score, help, who, i (inventory), describe

FIGHTING: kill , stop (hunting), wear , remove 
(MAGIC): missile, shock, fireball (do "help spell" for these)

OTHER: password , bug , typo , idea , save, quit, brief,
wimpy, give  to , get , put  in , drop 

FOR MORE INFORMATION ON THE GAME: start, concept1, concept2, dying,
alignment, experience, hitpoints, spellpoints, levels, credits, source

alignment

Every player has an alignment.  You start out as neutral.  As you kill
monsters your alignment will change depending on which monsters you decide
to pick on.  If you kill the bad ones, like the troll, orcs, giants, etc.
then you will become honorable, then good, then a crusader, then a paladin,
then a white lord.  If you kill the good ones, like the frog, beggar, guard,
etc. then you will become malicious, then evil, then infamous, then a black
knight, then an evil lord.

Note that it is beneficial to stick with a given alignment, since you get
more of a bonus for killing monsters whose alignment is very different from
yours.  So if you are very good, you get more experience for evil monsters.
Or, of course, you could stay neutral and therefore be able to go after all
of the monsters, instead of limiting yourself to those of a given alignment.

brief

command: brief
no arguments.

Toggle brief mode. If you are in brief mode, you will only see short
descriptions of all rooms. Use the 'look' command to get the long.

Default for a new player is verbose mode.

See also wimpy.

bug

command: bug
argument: a string

Store a bug message. The game master will examine it, eventually.  If it is
really urgent, send mail to a god.

All bug messages are very welcome, so do not hesitate.

If you are in a room created by a wizard, the wizard will also get a copy of
the message in his or her .rep file in /log.

See also 'typo', 'idea'.

concept

IDEA BEHIND THIS GAME.

I played Abermud a lot, and wanted to do something better (who don't).

1. A wizard can extend the game.

2. The game can be extended on fly, without rebooting the mud.

3. There are no difference between objects. Rooms, players and things
   are just objects.

4. All objects are specified in interpreted C. The specifications are
   compiled (loaded) first time they are referenced.

5. There are no player parser. All commands are defined by the objects.
   For example, the knife defines the command 'wield', and the
   leather jacket defines 'wear'. An object defines a command by
   associating it with a local function, defined in the object. When
   the user types that command, the corresponding function will be called.
   If the user types 'wear jacket', then "jacket" will be sent as an
   argument to the wear function in the jacket object. If the user
   types 'wear plate', the jacket wear function will detect that
   "plate" != "jacket", and return false. Then, another 'wear' command
   is tried, untill success. When the user drops the jacket, all commands
   are removed that was associated with that object.

6. The rooms are just objects that defines some commands like 'look',
   'east', 'north' and such things. When the user then types 'north',
   the room function will do something to the player.

7. An object may define a function "heart_beat". It will be called every
   third second. This can be used for automoving monsters, torches burning
   down and time delayed traps...

8. The most complex object is the player object. It defines commands like
   "get", "smile" and "kill".

9. When a player becomes wizard, he will get a small portable castle.
   He can drop this anywhere, and it will grow and become a full scale
   castle. He can then rename it and extend it. It is okey to rename it
   to "entrance to hell" or anything.

10. The language that defines objects are similar to C. It is interpreted.

11. There is a builtin ed-compatible editor for wizards creating objects.
    There is also 'ls' and 'cat'.

concept1

IDEA BEHIND THIS GAME.

I played Abermud a lot, and wanted to do something better (who don't).

1. A wizard can extend the game.

2. The game can be extended on fly, without rebooting the mud.

3. There are no difference between objects. Rooms, players and things
   are just objects.

4. All objects are specified in interpreted C. The specifications are
   compiled (loaded) first time they are referenced.

5. There are no player parser. All commands are defined by the objects.
   For example, the knife defines the command 'wield', and the
   leather jacket defines 'wear'. An object defines a command by
   associating it with a local function, defined in the object. When
   the user types that command, the corresponding function will be called.
   If the user types 'wear jacket', then "jacket" will be sent as an
   argument to the wear function in the jacket object. If the user
   types 'wear plate', the jacket wear function will detect that
   "plate" != "jacket", and return false. Then, another 'wear' command
   is tried, untill success. When the user drops the jacket, all commands
   are removed that was associated with that object.

concept2

6. The rooms are just objects that defines some commands like 'look',
   'east', 'north' and such things. When the user then types 'north',
   the room function will do something to the player.

7. An object may define a function "heart_beat". It will be called every
   third second. This can be used for automoving monsters, torches burning
   down and time delayed traps...

8. The most complex object is the player object. It defines commands like
   "get", "smile" and "kill".

9. When a player becomes wizard, he will get a small portable castle.
   He can drop this anywhere, and it will grow and become a full scale
   castle. He can then rename it and extend it. It is okey to rename it
   to "entrance to hell" or anything.

10. The language that defines objects are similar to C. It is interpreted.

11. There is a builtin ed-compatible editor for wizards creating objects.
    There is also 'ls' and 'cat'.

converse

command: converse
no arguments.

Stay in conversation mode until stopped by '**'.  It is the equivalent of
preceding each line you type with "say ".

See also 'say'.

credits

The program was written originally by

Lars Pensj|, April 1990 (lars@myab.se).

Versions 1.4.0-A and 1.4.1-A were written (based on Pensj|'s 1.3.3) by
James Seidman (a.k.a. Drax, jseidman@jarthur.claremont.edu) and Jon Krause
(a.k.a. Blackstone, jon@jarthur.claremont.edu).

Versions 2.1.x-W were written (more appropriately, synthesized) by
Mark Nagel (a.k.a. Mirex, nagel@ics.uci.edu).  This version was
based originally on 1.4.1-A, then updated by merging it with 2.1
from Lars Pensj| and 2.1-A from Moonchilde and Wulkwa.

Versions 2.1.x-A and 2.2.x-A were synthesized and enlarged by
Joseph Traub (a.k.a. Moonchilde, moon@mahogany.cis.pitt.edu). These
versions were based on 2.1.x-W and 2.2 from Lars Pensj|.

Other credits:
The regexp package was written made by Henry Spencer.
The soul was based on the one written by Tommy Finsen.
The generic weapon object and monster object were written by
    Jan Herder and Carl Halle'n.

describe

Command: describe
argument: a string

This command lets you give a one-line description of yourself which other
players will see when they look at you.  Your name will automatically be
prepended and a period appended.  For example, if Fred typed:

> describe is a strong, rugged adventurer

people looking at him would see

Fred is a strong, rugged adventurer.

drop

command: drop
argument: an object

Drop something.  Examples are "drop bottle" and "drop all".

See also 'get' and 'put'.

dying

DYING:

Dying occurs when you go below 0 hit points.  When this happens you leave
your body and become a ghost.  You must then go back to the endoplasmatorium
and regenerate.  When you regenerate you will still be the same level, but
will have lost 1/4 of your experience, all of your money, and all of your
possessions.  The money and possessions will still be carried by your
corpse, which (if it hasn't been picked up by another player) will be
wherever you got killed.  When you regenerate you are automatically raised
back up to your maximum number of hit points, and you are put at the
appropriate level for the amount of experience you have.

emergency

Command: emergency
argument: a string

This gives the message to *everyone*, including all wizards who have
messages turned off.  You should only do this in real emergencies, and
the wizards may fine you, imprison you, or do similar things if you
abuse it.

experience

EXPERIENCE

You get experience mostly from killing monsters.  You can also get
experience from solving some puzzles, and you'll usually be told when you've
received experience this way.  Note that while you get a little experience
for just fighting the monster (1 point per h.p. of damage you do) you get
most of your experience for the actual kill.  Please note that you do *not*
get any significant experience for killing other players!

You can also "buy" experience.  When you go to the guild to advance, you
have the option of making up any difference between the needed experience
and the experience you have with cash.  If you have the amount of experience
you need, then you can advance for free.

get

command: get
argument: an object

Get an item.  You can also "get all".  If the thing you want is in something
else, type "get  from " such as "get knife from bag".
Similarly if you're getting something from a corpse.  You would type
something like "get coins from corpse" or "get knife from corpse".

See also 'drop', 'give', and 'put'.


give

command: give
first argument: An item
second argument 'to'
third argument: A player

Give an item to a living object.
Example: "give bottle to Harry"

grin

command: grin
no arguments.

Show an evil grin to other players in the same room.

See also 'say', 'smile'.

help

command: help
argument: any command.

Show verbose information about any command.

hitpoints

HIT POINTS:
This determines how strong you are.  When someone hits you, your hit points
go down.  If you go below zero, you die (see the help on dying).  Your spell
points regenerate with time.  They regenerate faster when drunk, and the
very act of drinking some potent drinks will (in addition to making you
drunk) restore some points immediately.

hug

command: hug
argument: a player

Give a player a hug.

See also 'thank'.

idea

command: idea
argument: a string

Store a message describing a change or enhancement to the game.
The game master will examine it.

All messages are very welcome, so do not hesitate.

If you are in a room created by a wizard, they will also get a copy of the
message in his or her .rep file in /log.

See also 'bug', 'typo'.

kill

command: kill
argument: a player

Start attacking a player. It is possible to run away anytime from a fight.
If you catch up with a fleeing person, you will get one attack for free.

See also 'stop'.

laugh

command: laugh
no arguments.

Show a good laugh to other players in the same room.

See also 'say', 'grin'.

levels

LEVELS:
Number	Experience	Title
 1	      0		the utter novice
 2	   1015		the simple novice
 3	   1522		the lowrank beginner
 4	   2284		the medium beginner
 5	   3425		the small adventurer	
 6	   5138		the experienced adventurer
 7	   7707		the expert adventurer
 8	  11561		the great adventurer
 9	  17342		the myrmidon
10	  26012		the champion
11	  39018		the great champion
12	  58528		apprentice magician
13	  87791		the journeyman magician
14	 131687		the master magician
15	 197531		the lesser sorcerer
16	 296296		the sorcerer
17	 444444		the master sorcerer
18	 666667		the necromancer
19	1000000		the greater necromancer
20	1500000		the apprentice Wizard

password

command: password
argument: The old password

Change to a new password. The old password must be given correctly.

put

command: put
arguments: object, preposition, object

Put something in or on something else.  Such as "put bottle in bag."

See also 'drop', 'give', and 'get'.

quit

command: quit
no arguments.

Immediately quit the game.  Your items will be saved with
you, and you will return to where you left off, in most cases.

Wizards can arrange to have you return to the church when you
quit from inside areas of their castle.  Also, wizards can create
items that won't be saved with you; you will drop them when you
quit.  If either of these is in effect you will be warned when
you try to quit, and asked if you really want to.

If you get stuck, you can use "realquit" to quit in the old way;
it will ask you if you're sure.  All items will be dropped, and
you will come back to the church when you return.

See also 'save' and 'realquit'.

realquit

command: realquit
no arguments.

Immediately quit the game. All objects are dropped. When you enter
the game again, you will start at the village church.  You
will be asked to confirm that this is really what you want to do.

The stats about your character will be saved.

See also 'save' and 'quit'.

save

command: save
no arguments.

Save all data about your character.  This is also done
automatically when quiting the game, and periodically while
you're playing.  Thus, 'save' is only for paranoid players.  This
will save the statistics about your character such as hit points
and experience, as well as all the items you're carrying, and
your current location..

A restore is done when you log into the game, and only then.

See also 'quit'.

say

command: say
argument: a string

The argument will be displayed to all players in the same room.
You can use either ' or " as an abbreviation, for example:
> "Do you want to help me kill the giants?

See also 'converse', 'shout'.

score

command: score
no arguments.

Show current experience points, hit points and spell points.

shout

command: shout
argument: a string

The argument will be displayed to all players everywhere.  This costs 20
spell points.

See also 'converse', 'say', 'emergency.'

sigh

command: sigh
no arguments.

Show a deep sigh to other players in the same room.

See also 'say', 'grin', 'smile', 'laugh'.

smile

command: smile
no arguments.

Show a good smile to other players in the same room.

See also 'say', 'grin'.

source

Sources for this version of LPmud will generally be available from
either wintermute.ics.uci.edu or fenris.claremont.edu via anonymous
ftp.
The files will be named as follows:
lpmud-2.x.y-{W,A} where x.y is the current release version, and -W indicates
a release by Mirex (nagel@wintermute.ics.uci.edu) and -A indicates a release
by Moonchilde (jt1o@andrew.cmu.edu)

Please feel free to send either (or both) of us ideas, suggestions, bug fixes,
enhancements, or problems.

We will try to get back to you as soon as possible.

spell

command: any spell
argument: optional name of a player

Cast a spell. If no argument, then cast spell on current fighting opponent.

Spell		Cost (in spell points)	Damage  Required level to cast
missile			10		 1-20		 5
shock			15		 1-30		10
fireball		20		 1-40		15

You have to have enough experience points to be able to use the spells,
but then they will work 100 %.

If you cast a spell on an idle player, a fight will start.

See also 'kill'.

spellpoints

SPELL POINTS:  Spell points are used up as you cast spells or use the "tell"
and "shout" commands.  They regenerate with time, and some magic potions,
items, etc. may restore them faster (but normal alcohol does not).  When
using tell and shout, spell points *can* go negative, however you can't use
those commands if you have negative spell points.

Here are the costs in spell points for certain actions (see also the help
file "spell"):

missile		10
shock		15
fireball	20
tell		 5
pose		15
shout		20

spells

command: any spell
argument: optional name of a player

Cast a spell. If no argument, then cast spell on current fighting opponent.

Spell		Cost (in spell points)	Damage  Required level to cast
missile			10		 1-20		 5
shock			15		 1-30		10
fireball		20		 1-40		15

You have to have enough experience points to be able to use the spells,
but then they will work 100 %.

If you cast a spell on an idle player, a fight will start.

See also 'kill'.

start

Starting out in LP-mud:

OK, basically what you want to do is get experience and gold coins.  You do
this by solving puzzles, killing monsters, and selling (after finding)
treasures.

You can move around with normal "e,w,n,s,u,d" types of commands.  There are
also longer commands, like "get shield", "wear shield", "wield axe", and
commands that are for specific places or objects like "push button", "open
safe", "eat cake" and so on.

Killing monsters is a lot easier with a weapon and some armor (and realize
that you must wield and wear those, respectively).  If the monster doesn't
attack you first, you can type something like "kill orc" and you'll start
fighting.

If you get killed, you lose a quarter of your experience, and must go to the
endoplasmatorium to regenerate.  Try not to have this happen.  Type "help
wimpy" to get an idea on how to avoid this, and "help dying" for details. Also,
"score" will tell you how you're doing as far as health, intoxication, etc.

type "help" for a basic list of commands.  Have fun!

stop

command: stop
no arguments

Stop hunting a fleeing player. You can not stop being hunted though.

See also: 'kill'.

syntax

When referencing to items, a number can be used to pick one item of
a number of similar items.

For example:

sell knife 3
exa corpse 2
get axe from corpse 2

etc.

tell

command: tell
first argument: a player (one word)
second argument: a message

Send a message to a specific player only. He can be anywhere in the game.
This costs 5 spell points.
Example: "tell Bob Help me with the giant!"

See also 'say'.

thank

command: thank
argument: a player

Personally thank a player.

See also 'thank'.

typo

command: typo
argument: a string

Store a message describing a spelling error. The game master will examine it.

All messages are very welcome, so do not hesitate.

If you are in a room created by a wizard, they will also get a copy of the
message in his or her .rep file in /log.

See also 'bug', 'idea'.

who

command: who
no arguments.

Show all current players.

wimpy

command: wimpy
no arguments.

Toggle wimpy mode. If you are in wimpy mode, your legs will run away
if your hit points goes below one fifth of max.

Default for a new player is brave mode.

This is no secure thing. It might save you, if you have a slow connection,
or slow fingers. Some monsters hack away more than 1/5 of your HP, and you
might find yourself dead without warning. And some monsters run as fast as
your legs.

See also 'brief'.