Quick bit of legacy engineering with a refresh on the TinyMud generation.
Once the sever is compiled and running will start with the dig command and see how we go from there.
A small diversion:
@list cost Digging a room costs 10 Pennies. Opening a new exit costs 1 Penny. Linking an exit, home, or dropto costs 1 Penny. Creating a new thing costs between 10 and 505 Pennies. Creating a robot costs 1000 Pennies. Killing costs between 10 and 100 Pennies. You must spend 100 Pennies to guarantee success. Computationally expensive commands and functions (ie: @entrances, @find, @search, @stats (with an argument or switch), search(), and stats()) cost 100 Pennies. Each command run from the queue costs 1/64 Penny. A 10 Penny deposit is charged for putting a command on the queue. The deposit is refunded when the command is run or canceled. The value of an object is (After changing currency from Penny to Bit I am ready to start coding the first room.
/ 5) - 1. The default value of cloned objects is 10 Pennies.
The best mush tutorial located to date is from Nick Gammon
And the wizard reference can be found here
The in game help for tiny mush 3 is pretty nice, here is help entry for exits:
Topic: Exits An exit links one location to another location, providing a way to travel on the MUSH. Although normally used to link rooms together, exits can be made to and from players and objects. The location that you are traveling from is the exit's source; the location that you travel to (where the exit is "linked to") is the exit's destination. You can pick up an exit that you control, or which is in a location that you control. You can drop an exit anywhere that you control; if you have the Open_Anywhere power, you can drop an exit anywhere. The source of an exit can also be changed via the @teleport command. If an exit is set DARK it will not show up in the list of obvious exits in a room. Continued in 'help Exits2'.Goodness...
- build wizard and player web frames
- build mapping tool
- add media and text encoding