how_to_play
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| how_to_play [2026/06/26 18:22] – appledog | how_to_play [2026/07/04 14:21] (current) – external edit 127.0.0.1 | ||
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| * You're dropped straight into the world. | * You're dropped straight into the world. | ||
| - | The bar at the bottom is your command line. On the right it shows **connected as | + | You can also use **telnet** or a mud client like TinTin++: |
| - | // | + | * not secure: telnet mossworld.ca 4000 (this is insecure because the password is sent in plain-text) |
| - | panel if you' | + | * **secure TLS:** openssl s_client -connect mossworld.ca: |
| + | * **Recommended: | ||
| + | * Mudlet, Mushclient and Blightmud are all good modern clients. I think Mudlet is cross-platform. | ||
| + | |||
| + | Anyways, when you get in to Mossworld, the bar (prompt) | ||
| + | |||
| + | You can change your prompt; try typing "help prompt" | ||
| + | |||
| + | == Creating your character | ||
| + | |||
| + | The first time you enter, Mossworld walks you through making a character — one choice at a time. Just type the letter shown and press Enter: | ||
| + | |||
| + | * a **profession** — Adventurer, Fighter, Wizard, or Woodsman (see [[Classes]]) | ||
| + | * a **race** — Human, Elf, Dwarf, Halfling, or Cat (each starts at a different age) | ||
| + | * an **alignment** — lawful, neutral, or chaotic | ||
| + | * a **parting gift** — a camping knife, a torch, a magic key, a handful of coins, a riverstone jewel pendant (+5 hp), or nothing | ||
| + | |||
| + | Then you step into the world. You can review all of it any time with **stat**. | ||
| + | |||
| + | Had second thoughts? While you are **level 5 or under** you can re-pick your class or race with **setup class** (or **setup profession**) and **setup race** — you'll be walked back through that one choice. It isn't free: re-picking **drops you to level 1** and **wipes your trained skills and ability scores**; your skill points reset to a fresh level-1 pool to spend again. Prefer a clean slate? **setup restart** (also **setup all**) is a complete do-over — back to **level 1** with skills and abilities wiped, then creation again from scratch (same level-5-or-under rule). Either way, **your gear and coins are always kept** and you **stay right where you are** — no relocation, no fuss. After level 5 your class and race are **locked** for good. | ||
| + | |||
| + | You can also swap your **parting gift** with **setup gift** (level 5 or under). Because a fresh gift is free starter kit, it isn't given away twice for nothing: you must either **trade in the gift you still carry** or **pay 5 silver** for a new one. If you have neither, you're told so and keep what you have. (Gender and zodiac can be changed any time with **setup gender** and **setup cz**, at no cost.) | ||
| == Moving around | == Moving around | ||
| - | Rooms join up by the four compass directions. Move with: | + | Rooms join up by the four compass directions: |
| * **north**, **south**, **east**, **west** — or just **n**, **s**, **e**, **w** | * **north**, **south**, **east**, **west** — or just **n**, **s**, **e**, **w** | ||
| - | If there' | + | If there' |
| - | == Looking and talking | + | == Looking |
| + | |||
| + | * **look** (or **l**) — the current room: its name, description, | ||
| + | * **look // | ||
| + | * **exits** (or **ex**) — just the exits | ||
| + | * **glance // | ||
| + | * **who** — who is online right now | ||
| + | * **zones** — the world' | ||
| + | |||
| + | == Things and treasure | ||
| + | |||
| + | Items are the things you find in the world — a coin, a lamp, a sword, a sign. When you | ||
| + | **look**, items on the ground are listed, one inline or several as a list: | ||
| + | |||
| + | {{{ | ||
| + | You see a coin. | ||
| + | }}} | ||
| + | {{{ | ||
| + | You see: | ||
| + | a coin | ||
| + | a sword | ||
| + | a brass lantern | ||
| + | }}} | ||
| + | |||
| + | **Picking up and dropping.** | ||
| + | |||
| + | * **get //item//** (or **take //item//**) — pick something up off the ground | ||
| + | * **drop //item//** — set it down here | ||
| + | * **get all** — scoop up everything on the ground that isn't fixed in place (this skips **fixed** things; to loot a corpse, name it: **get all corpse**) | ||
| + | * **inventory** (or **inv**) — what you're carrying (things you've worn or wielded show under **eq**, not here) | ||
| + | * **coins** — pick up or drop money: **get gold**, **take 3 gold**, **drop 5 silver** (gold, silver, copper) | ||
| + | * **donate //item//** — give an item to the donation room; it poofs onto the floor there for someone else to claim | ||
| + | |||
| + | **Looting containers and corpses.** A slain creature leaves a **corpse** you can rifle, and some props (chests, sacks) hold things too. A corpse stays where it lies, so you loot it in place rather than pick it up: | ||
| + | |||
| + | * **look // | ||
| + | * **get //item// // | ||
| + | * **get all // | ||
| + | * **get //coin// // | ||
| + | * **put //item// // | ||
| + | |||
| + | You may write **from** or **in** if you like (**get ring from corpse**, **put ring in chest**); it reads the same. Plain **get all** with no container named only sweeps loose items off the floor, so a fixed corpse must be named. | ||
| + | |||
| + | **Referring to things — keywords.** You never have to type a full name. Any **word** of an | ||
| + | item's name works, and builders can add extra **keywords**. Every word you type must match, | ||
| + | so adjectives disambiguate: | ||
| + | |||
| + | * **get coin**, **get penny**, **get copper** — all find a copper coin | ||
| + | * **get copper coin** — picks the copper coin over a gold one | ||
| + | * exact matches beat partial ones, so **get coin** won't grab a // | ||
| + | |||
| + | **Looking closely.** | ||
| + | |||
| + | * **examine //item//** (or **ex //item//**) — read its description; | ||
| + | * **look //item//** — the same, but the room first (handy when you and the room both have a lamp) | ||
| + | |||
| + | //(On its own, **ex** — like **exits** — shows the room's exits.)// | ||
| + | |||
| + | **Wearing, wielding and holding.** | ||
| + | |||
| + | * **wear //item// [where]** — put on clothing, armour, or a shield. Most items know where they go; you can also say where, e.g. **wear ring neck** to wear a ring on a chain. | ||
| + | * **wield //item//** — wield a weapon in your **main hand**. | ||
| + | * **offhand //item//** — wield a weapon in your **off hand**. | ||
| + | * **hold //item//** — hold a talisman, orb, or trinket. If the item is //only// a light source, **hold** lights it for you instead. | ||
| + | * **light //item//** — hold a light source aloft. It has its own slot, so a torch you //light// stays lit even when you take up a shield, an off-hand weapon, or a held item. | ||
| + | * **remove //item//** (or **rem**) — take anything off and put it away. | ||
| + | |||
| + | //Your **main hand** and your **light** are independent slots. Your off-hand spot holds just **one** of: an off-hand weapon, a held item, or a shield — taking up one frees the others.// | ||
| + | |||
| + | * **equipment** (or **eq**) — everything you're wearing and wielding, by position: | ||
| + | |||
| + | {{{ | ||
| + | You are wearing: | ||
| + | <used as light> | ||
| + | <worn around neck> | ||
| + | <worn on finger> | ||
| + | < | ||
| + | < | ||
| + | }}} | ||
| + | |||
| + | **Self-storage — Bill's lockers.** Off Moss Avenue you'll find **Bill' | ||
| + | |||
| + | * **store //item//** — stash something you're carrying | ||
| + | * **store all** — stash your whole loose inventory at once (worn gear stays on you) | ||
| + | * **find //item//** or **find //#//** — take one thing back out, by name or by its list number | ||
| + | * **find all** — pull everything back out | ||
| + | * **list** (or **list //page//**) — see what's stored, 10 to a page (free to read) | ||
| + | |||
| + | Your locker holds up to **20** items for now, and these commands only work while you're standing in the locker room. | ||
| + | |||
| + | == Fighting | ||
| + | |||
| + | Mossworld has monsters, and not all of them are friendly. Start a fight with **kill // | ||
| + | |||
| + | Whether a blow lands pits the attacker' | ||
| + | |||
| + | Win and you earn the monster' | ||
| + | |||
| + | Tougher foes are easier with friends: form a **party** to fight together, **share the experience**, | ||
| + | |||
| + | == Casting spells | ||
| + | |||
| + | A wizard fights and travels with **spells** rather than steel. Cast one with **cast // | ||
| + | |||
| + | == Resting and recovery | ||
| + | |||
| + | Your **hit points**, **mana**, and **movement** return on their own over time — **1 point of each every 30 seconds** — but only while you are both **fed** and **watered**. Let your food or water run dry and recovery simply stops (there' | ||
| + | |||
| + | == Your character | ||
| + | |||
| + | * **score** (or **sc**) — your character sheet: level, abilities, gold, alignment, equipment and more | ||
| + | * **score l** — your level and experience: how much you need to level up, and the lands where you have earned the most | ||
| + | * **stat** — a quick one-line health check (your hit points and movement) | ||
| + | * **playtime** — how long you've played | ||
| + | |||
| + | == Training and skills | ||
| + | |||
| + | Your character can learn **skills** — profession abilities like a fighter' | ||
| + | |||
| + | Stand with a trainer of your profession and: | ||
| + | |||
| + | * **train** — list what this trainer can teach and its cost, plus the skills you already know and their percentages | ||
| + | * **train //skill//** — spend a point to raise that skill' | ||
| + | * **train // | ||
| + | |||
| + | For example, a Fighter at the warrior' | ||
| + | |||
| + | == Getting around quickly | ||
| + | |||
| + | * **sethome** — make the current room your home (in the main cities, Mossworld and Mosgaard) | ||
| + | * **home** — recall to your home | ||
| + | * **recall** — teleport to the fountain | ||
| + | |||
| + | **sethome**, | ||
| + | |||
| + | A **wizard** has ways of his own. **cast blink //dir//** darts him in a straight line up to ten rooms (handy for skipping a long corridor or the monsters in it), and **cast teleport // | ||
| + | |||
| + | == Talking to others | ||
| - | * **look** (or **l**) — show the current room again: its name, description, | ||
| * **say // | * **say // | ||
| - | * **who** — list who is online right now | + | * **shout // |
| + | * **tell //player// // | ||
| + | * **emote //name//** — act something out: **emote wave** shows "// | ||
| + | * **who** — who is online right now | ||
| + | |||
| + | **Channels** are named chat rooms you opt into. Type **channels** to see what's available, **join //name//** to start listening, and **leave //name//** to drop one. You talk on a channel by its **number** — **1 Hello!** sends to your channel 1 (often // | ||
| + | |||
| + | **Parties.** Band together with **party invite // | ||
| + | |||
| + | **Chat mode.** In the browser, press **Tab** or **Esc** to flip between //command mode// and //chat mode//. In command mode you type commands the usual way. In **chat mode**, plain text goes straight to whoever you last spoke to — your last **say**, **tell //who//**, or channel — so you can just talk without prefixes. A line starting with **/** still runs one command (so **/look** looks, and **/1 Hello** chats on channel 1). Flip back any time, or use **/chat** and **/ | ||
| + | |||
| + | |||
| + | == Settings | ||
| + | |||
| + | Set with the **set** command: | ||
| + | |||
| + | * **set desc //text//** — a short line others see when they look at you | ||
| + | * **set verbose on** / **off** — show or hide tutorial/ | ||
| + | * **set glance on** / **off** — in combat, a one-line condition read on your foes at the end of each round (off by default; recolour it below) | ||
| + | * **set armor modern** / **traditional** — how armour reads on your score sheet (a plain bonus, or classic descending armour class) | ||
| + | * (To recolour the game's text, see **Colors** just below.) | ||
| + | |||
| + | == Colors | ||
| + | |||
| + | Recolour the game's text with **setcolor**. Colors apply in the browser //and// over | ||
| + | telnet, and are saved to your character. | ||
| + | |||
| + | A color can be a **name** (// | ||
| + | // | ||
| + | //r,g,b// (// | ||
| + | |||
| + | * **setcolor // | ||
| + | * **setcolor // | ||
| + | * **setcolor** — list every category and its current colour | ||
| + | * **setcolor list** — print your scheme as **/ | ||
| + | * **setcolor save //name//** / **setcolor load //name//** — save your scheme under a name and switch back to it later (either with no name lists your saved schemes) | ||
| + | * **setcolor remove //name//** — delete a saved scheme (your active colours are left alone) | ||
| + | |||
| + | Every element in the room view has its own slot, so // | ||
| - | == Comfort settings | + | ^ Category ^ What it colours ^ Default ^ |
| + | | **roomname** | the room's title line | springgreen | | ||
| + | | **roomdesc** | the room description (and floor coins) | steelblue | | ||
| + | | **exits** | the exits list (**exits** and the auto-exits line) | cadetblue | | ||
| + | | **playernames** | other players' | ||
| + | | **playerhere** | the "is here" after a player' | ||
| + | | **mobs** | creatures, e.g. "A goblin is here." | lightgreen | | ||
| + | | **items** | objects lying on the ground | lightgray | | ||
| + | | **system** | most game messages | gray | | ||
| + | | **combat** | fight messages — hits, misses, experience | lightblue | | ||
| + | | **glance** | the end-of-round condition read (**set glance**) | lightsteelblue | | ||
| + | | **chat** | channel chat | gray | | ||
| + | | **tell** | private tells | gray | | ||
| + | | **help** | help text | gray | | ||
| - | * **verbose on** / **verbose off** — show or hide tutorial/ | + | For example: **setcolor roomname yellow** then **setcolor roomdesc medicalplum**. |
| - | * **colormode tea** / **colormode pc** — recolour the client: **tea** (Tea Green) or **pc** (grey on black). Your choice is remembered in your browser. | + | |
| - | * **stats** — how many bytes the server has sent you, grouped by kind (just a curiosity) | + | |
| == Getting help | == Getting help | ||
| * **help** — the basic command list | * **help** — the basic command list | ||
| - | * **help topics** — any extra help topics available to you | + | * **help topics** — extra help topics available to you |
| - | * **quit** (or **q**) — disconnect | + | * **quit** |
| == Want to build? | == Want to build? | ||
| - | Shaping | + | Shaping new rooms and zones needs a builder role. See **[[How to Build]]**, **[[All about Items]]**, and **[[All about Mobiles]]**. |
| - | See **[[How to Build]]**. | + | |
how_to_play.1782498178.txt.gz · Last modified: by appledog
