This is a list of tinymud commands and their equivalents in LambdaMOO. The original list of commands comes from "Three's Unabridged Dictionary of Commands", available from belch.berkeley.edu. This is not a comprehensive document. You must refer to the programmer's manual or the online documentation in LambdaMOO for more information on specific commands. The thing that most sets MOO apart from MUD (and MUSH: the author has not used MUCK or LPmud and so cannot comment on those systems) is the ease of programming. A non-programmer won't see these differences. However, if you want to do some serious building, get a programmer bit. Your constructions will be of ever so much higher quality. Any object, room, or exit that you create can have "verbs" defined that allow players to manipulate those objects in any way you choose, and the standard verbs can be overridden to change your object from the default. These verbs define both user commands and code procedures. The following commands are basically the same in MOO and MUD. DROP(THROW), GET(TAKE), GO, GRIPE, HELP, HOME, INVENTORY, LOOK, NEWS, SAY (",:) The following commands have no equivalent: KILL, ROB, SCORE, @FORCE EXAMINE This verb is @examine in MOO. @examine displays the object's name, number, its owner, and the "obvious verbs" (the commands you could expect to work with this object, which may be arbitrary words defined by the author of the object). GIVE This allows you to give an object to a player. The syntax is give to GOTO This is called "GO". GOTO doesn't exist. MOVE doesn't exist either. KILL This command does not exist. Let's be nice, shall we? Actually, the weapons used in the roleplaying system in LambdaMOO define a KILL verb, to be used on the various monsters that may be encountered on an adventure. However, this KILL doesn't have anything to do with the standard mud KILL. PAGE page [] Basically the same. Unlike MUSH, you don't include an = between player and message. QUIT This has been renamed @quit (any capitalization works), and sends you home before it disconnects you. (Your possessions remain with you.) READ Unlike mud, this is not a synonym for look. Objects which may be read define the verb READ, and don't just print out their description. WHISPER whisper "message in quotes" to player The syntax is changed, but the command does the same. WHO This has been renamed @who (any capitalization works), and gives more information than the standard mud WHO. The WHO flags don't exist. @CHOWN The LambdaMOO Ownership Transfer Station enables players to transfer ownership of objects. @CREATE @create <$predefined-object or objectnumber> named Create a child of an existing object. Predefined objects are: note, container, thing, room, and exit. The rest are accessed by object number. @DESCRIBE This is accessed as DESCRIBE AS "quoted string". @DIG @dig or @dig to An exit description is outboundname[,synonyms]|inboundname[,synonyms] or just outboundname[,synonyms] The forms with exits create those exits as well as the room, and links the exits to the new room (and to the existing room, if an inbound exit is given, and the permissions of the room permit it). When permission is denied to create the inbound exit, it will have to be linked in manually (see the reference under @link in this document). @FAIL @take_failed is "quoted string" defines the failure message for objects. @nogo is "quoted string" defines the failure message for exits. [Aside for programmers: These messages are implemented by properties take_failed_msg and nogo_msg. Other messages that are settable with @ commands are implemented similarly: @foo is "quoted string" sets the foo_msg of .] @FIND @audit is the equivalent on MOO. @LINK Mostly this should be obviated by @dig, see above. You set your home with @sethome. You must be in your proposed home. Drop-tos are an unsupported concept (although can be implemented by programming the appropriate verb, generally :enterfunc or :accept). @add-exit and @add-entrance manipulate links when an exit can't be added because the attempting builder does not own the destination. @LOCK @lock {to | against} {nothing | } A simplified explanation of locking is that when an object(1) is locked TO an object(2), you must be or have that object(2) in order to be allowed to use that object(1). If it is locked AGAINST object(2), you must NOT be etc. Programmers can override the default locking behavior. @NAME @rename is the equivalent verb, syntax is @rename object to new name. @OFAIL @onogo object is "quoted string" is the equivalent command for exits. @otake_failed is "quoted string" is the equivalent command for things. @OPEN No equivalent. Use @dig. @OSUCCESS @oleave is the equivalent for exits, to be printed in the room left. @oarrive is the equivalent for exits, to be printed in the room entered. @odrop_succeeded is the equivalent for things. @PASSWORD @password . Just a syntax change. @SET This doesn't have any one equivalent. @STATS There is no equivalent for this. However, in LambdaMOO a statistics gathering device has been created. @SUCCESS @leave is the equivalent for exits, to be printed before leaving. @arrive is the equivalent for exits, to be printed after arriving. @take_succeeded is the equivalent for things. @TELEPORT Use @move. @UNLINK @fill is the opposite of @dig, but this command is still under development. @UNLOCK Similar syntax to @LOCK. See @LOCK above. Here is an attempt at changes to Three's encyclopaedia of MUD terms. Again, it is not comprehensive. ------------------------------------- BOGUS COMMANDS Do not use exits to make bogus commands! Use verbs! See the LambdaMOO Programmer's manual. DESTROYING Use @recycle DROP-TOs Drop-to's don't exist. However, by judicious use of verbs you can get the same effect. FAILURE Failure is not a generic aspect. Verbs allow a great variety of partial success and failure responses. FLAGS Flags don't really exist in MOO. Instead, objects have properties, arbitrary named slots that may contain values. Some MUD flags don't have any equivalent in MOO. Other MUD flags don't make any sense in MOO. DARK If a room is DARK, then you can't see any of its contents. Only applies to rooms. Currently it can only be set by evaluating programs in the parser (see the programmers manual). GENDER @gender sets your own gender. Genders of objects is trickier, but the Generic Gendered Object has been implemented. MONEY There is no money in LambdaMOO. Instead, there is a building quota system. SUBSTITUTIONS This works just like MUD for the @o versions of messages. You can also get pronoun substitution for programming purposes with the $string_utils:pronoun_sub function. See the manual. SUCCESS Like failure, this doesn't make as much generic sense in MOO as it does in MUD. TYPES OF OBJECTS There are an ENORMOUS number of types of objects. See the programming manual. Also, @classes lists the objects that have been parented. Many of the objects on this list are quite useful as arguments to @create.