*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%* The Apprentices Arcana *%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%* This guide is for the player that has played Cyberspace long enough to get a feel for the basic commands and is ready to move into more complex activity. Cyberspace is a game that holds with in itself, massive potential. In Cyberspace, you become King, ruling your own universe, designing it the way you want it to look. But the program has yet another application. While Cyber space is itself a game, you can create other games within it's boundries. Have you ever played a text adventure like Zork, or read a find your own path book? Have you ever played a color quest adventure like King's quest, or Ultima? Have you ever wanted to be able to write one for the computer, but you never have done more than dream about it, because you are not a programmer... The environment of Cyberspace gives you that ability. To begin, all the computer quest games, whether in color with a figure that you move around the screen, or strictly in text, all were inspired by Role Playing Games. For those who do not know what a Role Playing Game is, let me explain, for those of you who do, please bear with me. Some under standing of the mechanics involved in an RPG will help you to develope really fun adventures. $%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$ A general overview of RPG's RPG's have their start in your childhood with let's pretend. In fact, they have been called let's pretend for grownups. Children are much more innocent with their games than grownups however. They will decide to ride horses, spot a bunch of bad guys, jump off the horses, and capture the bad guys. Adults will argue over every little detail. whether the horse can really run that fast, whether they can actually hold on to the horse when it spots a snake and rears, whether they really do spot the bad guys, whether the bad guys spot them, whether the good guy with the lasso was really good enough with it to actually lasso the bad guy, (get the picture?). So RPG's were born. With a live gaming group, one of the players is the GAME MASTER. this person decides what the world looks like, what certain things do, has the final say on whether what the players are trying to do will work or not. Dice are rolled to keep the players from "cheating" ('I jump the log". "No you don't, you're not that good at jumping" "yes I am, I can jump anything" "no you can't, you've got a broken leg" "well it's healed now" and so on). By writing certain information down on a piece of paper, rolling dice when trying to do something and looking at the information of the paper about that action to see if it worked, the players avoid the bickering. Computers have been used in recent years to take the place of the GAME Master and the dice rolls, and with success. The designer of Ultima is a millionare, and many RPG computer games continue to flood the market. Until now, however, the only one that could determine what the universe looked like and how it behaved was the programmer. Now, because of Cyberspace, anyone can do just as good a job of creating a fun and challenging RPG, without the programming hassles. There are no limits to the amount of quests that can run side by side in the same Cyberspace game, except for the amount of space on the sysops HD. ******* A note to sysops who are running an RPG in the message base on their board Because of the nature of Cyberspace, it makes an ideal 3d map of the game. As the party moves along, they can now go into the map and really explore. The GM of the game would create rooms and objects in those rooms in response to what the party was doing. Instead of just posting "you see a large blue orc." the gm would create a room, create the orc, describe the room and the orc, maybe some other stuff as well. And then when the party had explored it and posted their moves, the GM would go back into the game, change the description of the room to match their posts if needed, create new rooms if needed. The party would never have to ask again what something looked like, they could go and see it for themselves. And if they were lost, the GM could redesign the map so that they were lost in it. No more arguments. $%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$ Designing a Basic Adventure This section will discuss the designing of an adventure. It certianly is not necessary that you even consider designing an adventure, Cyberspace is fun without it, but if you want to, then read on. If you aren't interested feel free to just skip on down to the new commands. This will be a fantasy adventure, because for some reason, that is what usually comes to mind when RPG's are discussed, but please remember that the game is limited only by your imagination. You can create a Cyberpunk universe, with net runners, or an old west town and Billy the kid. Want to send your adventures roaming through the galaxy in a starship, searching planets for the key to the universe? Then go right ahead. This is just a demo, and I do not want you to limit yourself in any way because of it. To begin: The first thing you should do is decide what you want the goal of the adventure to be. On going campaigns are fine around the gaming table, and they work just as well if you are simply building a world in Cyberspace, always adding something new for people to find, but a quest adventure needs a goal. In this demo, we are going to use the very worn out, Rescue the princess scenario. Now that we have a goal, we need to decide what we want to rescue the Princess from. A dragon sounds like a good idea, and we'll throw in a witch to help the adventurer. Now how does our hero find out about the Princess in Peril? We will have her father tell them directly. Next we decide where the adventure will start, ok, since her father is going to be the one to tell the adventurers about her, the obvious place to have the adventure start is in a throne room. It is not a good idea to have the throne room be the room you access when typing /home however, you might want to use it for something else later, so let's /dig one room off of the /home room and call it many paths to adventure. This will be the room that all the quests we design will branch off from. Next we will /dig the starting room for the rescue the princess game. Call it throne room. ROOM 1 We have decided that there will be a king, so describe the throne room and be sure to create a throne, a king, a guard or two, a herald. You can also create the floor, the walls, the ceiling, the tapestries on the walls...it all depends on how much detail you want in your universe. The more detail, the richer your story will be, but don't feel you have to create and describe every single item in the room. In the discription of the room, mention the furnishings and the people, but not the missing princess. Put that in the description of the king. In his description, say something like "the old king looks at you and holds out his hands in a plea for help. "Please rescue my daughter," he asks. "She has been kidnapped by a terrible dragon on the hill". Now /dig a room out of the throne room and call it fork in the road. /take the exit back to the paths to many adventures room. The only way back will be to complete the quest, or type /home and give up. ROOM2 This is the room that the adventurer steps into when he or she leaves the throne room. It is outside, and here the road forks, one fork running to a black tower seen in the distance, the other up a steep hill to a dark cave. Describe the area as such, mentioning how long the adventurer has walked and be sure to say that the castle is no longer in sight. (if you want to get really fancy, you can create several rooms between the throne room and the fork, the first describing the outside of the castle, and each subsequent room describing the journey, with the castle getting further and further away.) Once in the fork room, create a tower, and a cave, describing both as being faraway and not very well seen. (Here again, you can create rooms between the fork in the road and the tower or cave, but for this demo, we are going to leave them out). ROOM 3 We are going to build the witch's tower next, so /dig the tower room off of the fork room, we will /dig the dragons cave later. Call it The Witch's tower, and call the exit from it leave tower. Now describe the inside of the tower, create an old witch, and several different objects that will lend an air of magic to her tower, like a black cat, a crystal ball on a table, and such stuff. It doesn't matter how you describe the rest of the objects, but in the witches description, she should say something about a magic sword, who's name is dragons bane. Now for the first trick. /dig a room off this one and give it exactly the same name. Go into it and describe it exactly the same, put the exact same objects in it, and call the exit from it leave tower, the same as the first. Now go back into Room 3 and /rename the exit to the carbon copy the same as the swords name. Then /dark(en) the exit. Next, go back into the copy, and add to the description of the room, explaining how a brilliant light flashes and the sword appears. Create the sword, and describe it, and for now, keep it with you, you will need it in a little bit. Then change the /go-ok of the exit from this room to the index number of the fork in the path room. This will have the effect of making the sword appear in mid air, the player will never know they've moved. Now change the witch's description so that instead of telling them about the sword, she urges them to go kill the dragon. ROOM 4 After you return to the fork in the road room, /dig dragons cave. Then go to the dragons cave. Describe the room as being a large, roomy, smelly cave, with a big red dragon in the middle of it. Create the dragon and describe him as being awake and watching you. Now we are going to /dig 4 rooms off of the cave. The first will be called Attack dragon. Now type /inv =v and get the number of that sword you made. Next type /key attack dragon = . This will prevent anyone from attacking the dragon without the sword. Now to make it even better, /dig a second room called death. Describe the room as the person being dead and how stupid it is to attack a dragon without a weapon. Now /take the exit so that the only way out is to type /home and start over. Go back to the dragons cave and using one of the new commands, type /key-fail attack dragon = . Now, if they aren't carrying the sword when they attack the dragon, instead of just standing there, they will be eaten. The next exit is called Talk to dragon. The room that this leads to must be a carbon copy of the cave room, except that the dragon's description changes so that he boasts about being invincible to everything except a certain magic sword, and dares the person to attack him. Now look at your inventory. You have taken a couple of exits, now is the time to use one. /rename one of then attack dragon, but instead of /digging a room, you are going to attach this exit to an existing room. After you rename it attack dragon, type /go-ok attack dragon = this will allow them to talk to the dragon and then attack. Now /key this exit to the sword like you did to the other attack dragon, program it with the same /go-fail as you used on the other attack dragon exit and /drop it in the room. Now they can talk to the dragon and then attack him. Next change the /go-ok of the exit from the first cave to the number of the fork in the path room. Now if they leave, they won't wind up still looking at the dragon. Time for the third exit. The exit is called Give up and the room is called simply Giving up. Go into the room, /rename the exit Go Home, change the /go-ok of the exit back to the dragon to room 1, the /home room, and in the description say something about people who give up or some such. Go into the carbon copy cave room now, and either rename an exit in your inventory and change it's /go-ok to match or type /exit go home = 1. And finally, the last exit. /dig a room called fleeing in panic and call the exit to it run away. Go into fleeing in panic, and describe the players flight from the dragon cave, and their return to the king. /take the exit. Now dig another room, and describe it exactly the same as the throne room, except change the kings description. Have him plead or order or cry. But have him encourage the player to go back and rescue his daughter. /rename the exit from this room to match the only exit from the original throne room and change the /go-ok to the forked path room. THE FINAL VICTORY ROOMS Now go back to the dragons cave and go into the room that will be reached if the player attacks the dragon while carrying the sword. /rename it cave and describe the dead dragon. Also describe a small door that his bulk was hiding. /take the exit back to the dead dragon. Now /dig the princesses room, and dig another carbon copy room to the king. In this new carbon copy room, have the king ask why the player didn't bring his daughter back, and request that they do so immediately. Leave the exit from this room alone. Go back to the dead dragon cave, and go into the princesses room. Take the exit from her room to the dead dragon, then /dig a carbon copy of the dead dragons room, change the description of the room just slightly to include the princess being with you. now dig the final room. This is the throne room again, but it is definately not a carbon copy. The place is covered in flowers, crowds of people are shouting praise, the king is knighting the adventurer. Create whatever objects you want, include the king and the princess. /rename the exit back to the dead dragon to many paths to adventure, change the /go-ok to the path of many adventures room and you are done. Now run through it all the way, trying out everything, look at the exits, add descriptions to them, spruce it up some. then have a friend who has never played it run through it without any instructions from you. If nothing goes wrong for them, you are truly finished and can now turn you talents to creating a really big quest. $%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$%^$ ADVANCED COMMANDS /GO-FAIL = This command is what allows you to teach players that it isn't a good idea to fight dragons with their bare hands, or walk into the middle of a shooting gallery without armor. To use it, you must do two things, dig a room you want the players to go to when they have the right obect,(and if you wish, a room that they get stuck with when they don't have the right object). Then you must /key the object to the exit. If there is no object keyed to the exit the exit will just function normally. If you do not want to send them to a different room when they do not have the key, then be sure to set the /go-fail link to the room the exit is in. For example: in one room, you describe a tall cliff. The exit you want to key is called jump off and it leads to a room called flying in which you describe the sensations of flying. However, in your universe, people can't fly without help, so you make a pair of wings and /key the jump off exit to not work unless the player has the wings in their possession. No problem, but what you really want is for the player to fall to their death if they don't have the wings. This is where /go-fail comes in. /dig a second room and call it die. Find out it's index and then go back to the cliff and take the exit from the cliff to it. Next type /go-fail jump off = . Now, if someone wants to jump without the wings, they will fall off the cliff. @SAY commands These is are part of /describe. You have been describing objects, but with this, you can add text that the player does not see unless they walk through the exit, need a key for an exit that is not keyed, or several different permissions. @say1 This is the description that is displayed when the user goes through the exit to its /go-ok link. @say2 This is the description that is displayed when the user goes through the exit to it's /go-fail link, regardless of whether that link is to a different room or to the room the exit is in. @say3 This will allow you to describe an object that is closed. @say5 This allows you to print a message when someone pays the money required on an exit that has a /price. This message will print out as they go through the exit...just like a regular @say1 for /go-success. @say6 This allows you to print a message when someone refused to pay the money required on an exit that has a /price. This message will print out, and they will not be allowed to pass through the exit. @say7 This is a very subtle command. This will allow you to print a message to the screen that a user will ONLY see if they pick up a key that belongs to a lock that is in the same room. It will NOT print out the message if the key is elsewhere and is brought into the room with the lock. One possible use of this command is to make an object, it doesn't matter what and make another object that is to be it's key. Then have the @say7 be a clue that the user will never receive unless the key is picked up. The best way to hide the fact that the key is an object they want to pick up, is to make it look very ordinary, and have several other objects that are maybe more interesting in the room. @say8 This is a special message that will only print to the user when you have first set a /random = on an object or exit. However this message only prints out when the user fails and the /go-fail is activated. This can be used to describe the fact that the sword they have should have killed the evil wizard, but it hit the table and broke instead...or any other message you don't want the user to see unless the /random chance of failure happens. EXAMPLE OF @SAY1 AND @SAY2: /describe tree 1. This is a tree | The description that is seen with the look com. 2. @say1 | The command to use the following text when the | Following text is used. 3. What do you know! | Text that is displayed when the exit is used 4. You can walk into | 5. a tree! | If it required you to use a /key to walk through the tree, you would type something like this: 1. This is a tree | The LOOK description 2. @say1 | COMMAND: use following text with proper key 3. What do you know! | text 4. You can walk into | text 5. a tree! | text 6. @say2 | COMMAND: use following text without proper key 7. You can't walk through | text 8. wood dummy! | text (to finish this correctly, set the /go-fail of the exit "tree" to the room it is in, so they just stay right there this time, instead of sending them some- where else.) /GO-DROP = This is a very useful command, for something, but it has the potential of confusing people. This will return an object to the room you specify. Let's assume that you have created a magic wishing well, and to use it, you must first have a coin. The actual thing would be set up so that there were two identical wishing wells from the same exit, one that said to go get the coin. The exit to the other would be keyed to the coin. Once the player had the coin, they would automaticly walk into the well where they could drop the coin. At that point, the coin would go away, and the exit out of the room would be keyed to the coin. However the /go-fail on the exit would take them to a fantastic land, so if they walked in with the coin and did not drop it, they would just walk out into the mundane world. BREAKING LINKS : /XX = 0 By entering a 0 in the place where the room index should go, an exit or object that was once linked to another becomes unlinked. You may not really ever need it, but if you make a mistake and link the wrong object as a /key, or the wrong exit, it will be there to solve the problem. Much better than /kill(ing) both the object and the exit. /LIST This allows you to see everything you have created in all of Cyberspace. It will show you the index numbers of those things, where they are located and whether they are objects, rooms, or exits...but it will not show you anything that belongs to anyone else. /LIST = R /LIST /LIST = r This is the /list command...but with a twist. This command will allow you to list only your rooms. This makes it possible to do away with notes to your self. You now can stand anywhere in Cyberspace and even though you don't remember the index number of a room, you can still successfully create a /go-ok link from one of your objects to one of your rooms. If you are fairly certain of the index number, then by typing /list or /list = r you can start the list of your rooms at that index number, instead of having to start the listing at the very beginning and maybe sitting through 15 minutes of rooms to find one near the end of the list. /ANIMATE This is the command that will give the objects in your universe a mind of their own. It is very simple to use...just type /animate . Cyberspace will then ask you to tell it how often the object should be checked...the more often it is checked (every 15 seconds is the minimum) the more often it will do something. You will then be given a chance to enter something for the object to say...this can be something like "Hi, my name is Joe" or "you see the balloon floating high above you". The last thing you will have to decide is whether the object will move or not. If it does, remember that it will roam all over Cyberspace, however you can prevent animations from walking out of an area or someone elses animation from walking into one of your areas by doing this: First make an object to use as a key for all exits you need to prevent animations from walking through. Next, /key the exits to the object, and /go-fail link the exits to the proper room...this will allow people to still walk through those exits but prevent the animations from moving through them. Keep this object and just use it for any more exits you need to lock against animations. /LOG This will allow you to see where all your animations are and how they are moving. /DLOG This is also an animation log, but it is mor detailed. It shows then index number of the object, the index number of the objects location and what message the animation has to say, if it has one. /COST This allows you to see how many credits, if any, an object is worth... /BUY This is the command necessary to purchase an item that has a price. The normal /take will not work on such an item. Since the amount of credits necessary to purchase the item will be deducted from your inventory automaticly, it would be a good idea to count the change in your pocket and see if you have enough. If you don't, it would be a good idea to go exploring and find a few more. /CLOSE This command will allow you to close an exit or object. This means that if you have something hidden in an object, the explorer will have to find a way to open it, as the objects inside a closed object do not show when the object is looked at. /OPEN This is the command to open closed objects and exits. Of course, if the exit is keyed, the explorer will still have to have the key to get through it. /UNVIEW This simple spell allows you to totally wipe out the color from the named thing. To use it, simply type /unview and if there is an ansi picture attached to the thing named, that picture will go away. Very useful when you suddenly realize that you have attached the wrong ansi to the thing. /GIVE = This is mostly useful for teams, when several people are working on an area, and someone is broke, but the team doesn't want them to take a break and go explore long enough to make money. However, it is not restricted to teams. This will subtract the specified number of credits from your inventory and add them to the named person's inventory. /DEBUG Now when you have described an object or an exit, and want to see the hidden descriptions (such as @Say1 or @say2) simply turn /debug on and then look at the item. You will see the entire description. /EXIT = This command is very useful. Lets say you would like a secret entrance from a room to an existing room. For example, you are building a castle, and you have built quite a few rooms. Then you decide you want a secret tunnel. First you dig out several rooms connected in a line to each other, and then you are faced with this problem: the rooms you want the tunnel to connect to already exist. You can't, therefore, just dig them. With /exit..all you do is find out the index number of the room you want the exit from the secret tunnel to connect to and create the exit, linking it to that room. If you then want an exit from that room to the tunnel, you will have to go into that room, and make another exit. Exits can only be made to rooms you have created or that have been shared. /PRICE There are two uses for this command. The first is /price and the second is /price . /PRICE = This allows you to make an exit that requires the user to pay to go through this might be a toll bridge, or it might be a choice of things to do, such as "bribe guard". If the user does not want to pay the price, they will not be allowed through the exit. /PRICE = This allows you to put a price on an object, perhaps just to make the fruit seller more realistic, perhaps to add a bit of challenge to acquiring the one important key to a quest. The specified will be the amount of credits the explorer must have in order to /buy that item. The credits will automaticly be deducted from the explorers inventory. /APPEAR This command allows you to decide whether or not a dark item will appear when someone enters the room carrying the key to it. Or picks up the key in the same room as it. Thus you can create a dark oracle that stays dark, and only gives out a certain clue when the user picks up the key...or you can create a neat twist to the treasure hunt, by having dark objects in rooms suddenly show up. /RANDOM = <% chance of success> This command truly makes it possible to have a programmed fight that doesn't always come out the same way, or a door that doesn't always lead to the same room, or a trap that doesn't always go off. To use the command, simply type /random = (% chance of success> for example: Assume you have an exit that you don't always want someone to succeed in going through. Perhaps a steep cliff. If you wanted them to fall 25% of the time, that would mean you wanted them to succeed 75% of the time. You would type /random = 75 and then 25% of the time, they would not succeed. Next, you attach a /go-fail room to the exit and then, instead of just not climbing the cliff, they might fall to their death. /LIGHT /DARK These commands allow you to decide whether everyone can see the object you have created, or just you . /LIGHT turns the light on, /DARK turns the light off. One thing that this can be used for is hiding exits. Say you have created a maze, and the object is to find the way out. If you just pick up the exits and put them in your pocket, there won't be any exits to see, but there won;t be any exit to find. It is much better to give the exit an obscure name, leave riddles or hints on signs and in room descriptions that might lead others to eventually guess the exit's name, and then /darken it. /SHARE This allows you to grant others permission to manipulate objects or rooms that you have created. By using /share with a room, as in /share you can dig out the start of a universe, and then sit back and watch it grow. but /share really becomes powerful when you use it with an item. Let's say you want to design a quest. The object will be to set an old king free from the tower dungeon he is locked in. You want them to find a certain key and bring it back to unlock the door. With out /share, the other people in the game can not pick up items you have created, but if you type /share then anyone can come along and pick them up. Next, you need to be able to tell the door to the tower not to let anyone into that room with- out the object. That is where the next command comes in. /Key This command is what makes it possible to send people on a quest for the key to let out the old king. By the use of this command, you can convince an exit not to let anyone in that is not carrying the proper object. The syntax for this command is: /key = . It is important to remember that if you have two exits named too close to the same, that Cyberspace will become confused, so in that case it is best to use the exit's index number instead of the exit's name. /GO-OK = This command gives you the ability really have some fun. This is what changes the room that the exit points to. Basicly, when you /dig a room and name an exit, the program thinks, "if type then room = . This is important because you can make objects become teleporting items simply by typing /go-ok = , or fix it so that the room the person walks out of is not the room he walks back into. For example, let's saw you are building that tower to rescue the king from and you want to put a couple of traps into it. On the first level, you build a normal room, called entrance and /dig a room or two out of it. Now one of these is going to be a trap, perhaps a pit. First, you go into the trap room and describe the pit, and then, because you are feeling nasty, you decide that the only way out of the pit is to start over in room 1. At this point you need to change the room the exit from the pit leads to, so you would type /go-ok = 1. If you really wanted to be nasty, you could type /go-ok = -1. and then they would be dropped in a random room when they walked through it. If you decided you wanted to make an object that was a teleporter, all you would have to do would be type /go-ok = . In order for it to activate, you would then only have to type the objects name. A funny thing to do with this might be thus. In one room you create a bear. You describe the bear as a mean, nasty critter. Then you dig three rooms. The first room is called Bears stomach, the second one is called nothingness and the third is called run away. The exit to bears stomach is called "attack bear", the exit to nothingness is called ignore bear, and the exit to run away is called panic. Now, you /take the only other exit from the place, so that the person walking into the bear room must deal with the bear in one of those three ways. Then go into the room called bears stomach and describe what it's like to be swallowed whole and be inside a bears stomach, /rename the exit something like new quest, and change the /go-ok of new quest to room 1. Next return to the room with the bear (here is where an object with the go ok of that rooms number would be really useful, you could just type it's name, instead of walking back from room one). Go into the second room, and describe what happens when you ignore a bear, and how it feels to be dead. Pick up the exit and take it away. The only way they will be able to get out is by typing /home. Now for the final room. Go into this room and either dig a new room off of it or decide on a previously constructed room. If you dig a new room, then take the exit back to the bear. If you decide on a previously constructed room, then change the /go-ok of the exit to that room. Then describe how the person flees in terror from the bear. You might also want to create an exit from the bear room called shoot bear. then create a gun, key it to that exit and drop it somewhere to be found. In that case, you should go into the room that shoot bear leads to and describe what a good shot the hunter is and create an object called dead bear that the victorious person can look at and be proud of themselves for solving the mystery. You might also suggest that they go drop the gun somewhere in Cyberspace so that someone else can have the fun of one day finishing the quest. /ROOM This is an interesting command that allows you to create a room INSIDE a room. Like the reference section in the library. Or any other area you would like someone to see from inside a room. Take the closet in The Narnia Chronicles by C.S. Lewis, for example. It was a magic closet that allowed someone to walk from the earth to the planet of Narnia. In the story, the child who discovered it was hiding from the others, and as she pushed toward the back of the closet, the fur coats around her slowly turned into trees, then she found herself standing in the snow under a brightly lit lamp post, in the middle of a pine forest. To build it, first you would /dig a normal room, and then type /room closet. Go into the closet and type /dig darkness. Go into the darkness and type /dig Narnia. Go into Narnia and /dig other rooms in the regular manner. Then go back and describe the exits from each of the rooms as fur coats, with an @say1 describing how the fur is beginning to feel prickly as you go in the direction of Narnia, and how the prickly pine needles are turning furry as you walk in the direction of the closet. /KILL This permanently deletes objects in Cyberspace, however it is better for the sysops HD if you rename them instead. They cost credits to create, and they can always be reused. Even the exits you take can be renamed, their go-ok links changed and dropped where you need an extra exit instead of creating one. /UPVIEW /VIEW: This is a really neat feature of the game, that unfortunately isn't available to non-ansi users. But for those of us who have ANSI.sys in the config.sys file, it allows you to draw an ansi pic of your rooms, and view any ansi pics that others have also drawn. This takes Cyberspace out of the realm of a text adventure game and gives it more impact. Objects that have /views attached to them will appear as purple lettering in the objects box of the room description. A room or an object that has a /view attached will also have a red /VIEW AVAILABLE indicator on the screen when you type look for the description. /INV: This will show you how many credits you have, and what items you are carrying around in your pocket. If you walk into a room and one of your objects has disappeared, best to check your pocket. You might have forgotten to drop it. /INFO : This will show you certain information that is available on the named thing. This consits of: The creator of the object Who the object belongs to The current location of the object What kind of object it is What permissions the object has /EXAMINE : This is a very detailed list of all the commands and links an object has. You can only /examine an object you own, or created, unless you are the wizard. /Examine shows: The name of the object Whether it is a shadow or not If it has a trigger or not Whether it is light or dark If it set to appear If there are locks If it is toll If it is keyed If it has a /random command What the /go-ok link is (if any) What the fail link is (if any) What the drop link is (if any) What the /home room index number of the object is What the /go-put room link is (if any) If it is tagged If it is a vehicle exit /EXPERT: Don't use this unless you are VERY familiar with your universe. It turns the descriptions of everything off, even if you look right at them. All you ever see are the names of the objects and exits in the rooms and their index numbers. It primarily is used if you don't want to have to wait for the screen to scroll descriptions of the rooms as you walk through them, but should be definately turned off when you go exploring. /BOMB You can now declare an object to be a /BOMB. When a person encounters a bomb in Cyberspace it will explode, sending them flying back to the void and destroying all their shadow objects. Bombs also blow themselves up at the same time and do NOT blow up in room 1. Setting the bomb as a key to an object will prevent the bomb from going off if the user is carrying the key. To make a bomb a regular object again, just type /BOMB a second time. Bombs will not explode in the presence of their creator or the wizard and both of these people can pick up and carry a bomb. Also, bombs can be placed inside of an object, a 'letter bomb' if you will. Since they are triggered to explode when the description of the place of object they are in is displayed, they will sit quietly until someone looks at the item. Bombs cost 200 credits to make. /Trap This is a special type of bomb. It is NOT a one shot. An object that has been declared a /TRAP will NOT look any different from a normal object in the object box and will not go away when it triggers. A person that walks into an area with a /TRAP in it is sent back to room 1 and all their shadow objects are destroyed. This can be quite a useful tool, if used correctly, as a punishment for NOT paying attention to the clues and hints in a game. /keyed traps do not go off at all. Including an @say1 in the /TRAP's description will print a message to the screen when the /TRAP goes off. A /TRAP costs 250 credits. /ABOMB This bomb costs 500 credits and when it goes off, the person that activated it will be blown to room 1 and EVERYTHING (except shadow objects) is scattered into random rooms all through Cyberspace. Shadow objects simply vanish. Objects will NOT be blown into /closed rooms however. NOTE ON BOMBS: Bombs and traps will ONLY work in a Cyberspace that does NOT have an active filestransfer area. If the file transfers are active, the sysop should make a second Cyberspace for the actual Cyberspace game and reserve the main Cyberspace for his messages, files and online games. /SEARCH This command allows you to search a room for an object or person. With the tag game it is very necessary to be able to find a dark person, in order to tag them, as well as leave letter bombs in their area, or perhaps find a dark object that is part of solving a quest. If the object is dark /SEARCH will find it and leave it dark, however if the object is dark and shared, then /SEARCH will make it light. Say you have a dark shared master key. You drop a hint that the master key might be in the room. /SEARCH MASTER KEY would turn up the master key and make it light. If master key is not shared then the user will know of it's existance but it will still not be light. /VEHICLE /VEXIT These commands allow you to make a vehicle of some sort that can be animated and will drive around Cyberspace. You can ride in it to other rooms, and when Cyberspace finally becomes multi-user, if someone else is online with you, they can ride in the same vehicle at the same time. To make a vehicle, first you must create a room inside the room in which you are standing with the /room command. Then type /vehicle . This will change the room into a vehicle. Next go into the vehicle and type /vexit to turn the exit into a vehicle exit that will change locations as the vehicle moves. /GO-HOME = This command allows you to change the /go-home link on yourself so that instead of returning to room 1 when the command /home is executed, you can go to any room you choose. This allows you to make a 'lair' if you want, it can also be set on one of your objects or animations so that when the sysop types /recover, that object returns to the room you have designated as home and not to room 1. This prevents the objects from escaping from areas in Cyberspace that they are supposed to be locked into. /GO-PUT = . This command allows you to specify a room that objects will be teleported to when they are put inside of the object with the /go-put link. This was originally designed for the sysop to use in shuttleing files around in Cyberspaces that have file transfer areas, but it is open to everyone to use. Ingenious apprentices will probably come up with a number of extra uses. /SHADOW This command allows you to flag an object so that it will cast copies of itself. This means that you can create only one key to an exit or only one magic sword to kill the dragon with, and not have to go back and recreate then every time someone goest through your adventure. The shadow objects will function exactly the same as the original object, but when a shadow object is dropped, it vanishes. Be sure you /drop the object before you shadow it, or you won't be able to drop it. A shadow object makes an ideal teleporter, because only the person carrying the object can speak it's name and teleport to it's /go-ok link. /TRIGGER = You can now declare an animated object to be a /TRIGGER. The usage is /TRIGGER = . This will ÍONLYÍ work on /animate(d) objects. When an /TRIGGER /ANIMATION enters a room with an on-line person the person will automatically execute the code contained in the animated object. There are three flag conditions. 0 = Animation is not triggered. 1 = Animation is triggered if the user is carrying the key. 2 = Animation is triggered automatically. 3 = Animation is triggered randomly. (10% Chance) Triggers are quite powerful. Remember you can program an object to have all the properties (except tolls) of an exit. This means you can assign an object a /key and a /random field. So you can have a wandering monster that when it encounters an adventurer will trigger your code and teleporting the user to another room based on the /key and /random flags you have set on the object. If your /DEBUG is on then you are immune to roving animation triggers even if you did not create the animation. *******************************GROUP COMMANDS******************************** Cyberspace is a very big, lonely place. And sometimes it's nice to have friends. Group commands allow you to choose a party leader, and form a exploration party, or a construction team. The commands for the leader are as follows: /GROUP This is the command that forms the group. The leader MUST be the one to enter it. He or she will be told what the group number is. WRITE THIS DOWN as there is no way to later find out what it is at this time. The leader must also choose a password. Both the group number and the password will be needed for anyone wanting to join the group in the future. /GPASS This is the command that allows the leader to change the password. If you forget what it was, or get an obnoxious member in your group, you can change the password (and kick the obnoxious person out) /DISBAND At this time, this is the only way to get rid of someone. It get's rid of the whole team as well, but the group leader can quickly start another group and send private mail to the members he or she want's to keep in the group with the new number and the new password. Regular users/group leader commands /JOIN This is the command that allows you to join a group. You must know the group number and password. /MEMBERS This is a group leader command and shows all members of a team. This will allow you, as group leader to know who is in your group... /ABANDON With this command, you quit the group. One thing to note about groups, is that everything they create and /dig is shared with the others in the group. When the group is disbanded, or some one abandons the group, the rooms and objects revert to personal property of the creator once again. %#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#% Sneaky Tricks and Fun Things to do COLORS in rooms Colors can be added to Cyberspace. One place that you can add color is when you have dug a room and are entering the exit name, you can also add color in the description of things. To do this, hold the control-p key combination down, then let them go and type a number or letter from the following list: Bright cyan : 1 dark cyan : 8 flashing bright cyan : 9 Flashing dark cyan : a Yellow : 2 Brown : b Flashing yelow : c Flashing brown : d Bright magenta : 3 dark magenta : e Flashing bright mag. : f Dark flashing mag. : g dark mag. on Cyan bkg : q Dark mag. on blue bkg : C Bright white on blue : 4 Bright green : 5 Dark green : h Flashing bright green : i Flashing dark green : j Green on red backgrnd : w Bright red : 6 Dark red : k Flashing bright red : l Flashing dark red : m Bright blue : 7 dark blue : n Flashing bright blue : o Flashing dark blue : p Blue on cyan : y Blue on brown : z Blue on green : A Blue on magenta : B Black on green : x Flashing dark grey : r Dark grey : v Black on white : D Bright white : s Flashing bright white : t Flashing bright grey : u bright grey : 0 The color will last for that line only, or until you change it again, which- ever comes first. MOVEMENT HELP To make movement easier, if you name an exit North, South, East, or West, the first letter will work. TYPING COMMANDS Control-a will allow you to retype the last command. Control-l will jump you to a new line Control-g will cause a beep ANIMATION SUGGESTIONS 1. A host to your universe. Create an object named host and describe it as a man or woman. Be detailed because the more detail you put into something, the more enjoyable it is for anyone playing, including yourself. Next, /drop the host, and /animate it. Set it to animate every 15 seconds, have it say something like "Welcome to " and the name of your area or "Beware the " horrible creature... Do not let it move...for this robot, it is necessary that it stay in one place. 2. Scary monster Create a monster, maybe a vampire or a werewolf... describe it in detail and have it animate every 15 or 20 seconds...give it something like "GRRRRRRRR!" or "You VILL be mine!" Now place it in a forboding set of rooms, key the exits out of them (there should be at least 2 rooms in the set for it to walk back and forth in) to an object and then /go-fail link those exits to the rooms they would normally go to. This will keep your monster in it's haunt. 3. Traffic Create a few rooms linked together with a bunch of shops attached to them. /key the exits to the shops (and the exit from the area) and /go-fail link the exits to the shops (and the area) so that the animations can not leave the 3 or four rooms that will be your main street. Now create 15 or 20 cars..red car, blue sedan, station wagon...etc.. Describe each car and then animate it and set it to move from 15 to 50 seconds...try to not have any more than 2 or 3 cars animate at the same rate of speed. Have them say things like "screech!" "BEEP BEEP" "whine, clatter, clatter" and other such car noises. %%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$ SNEAKY TRICKS There are many different sneaky things that can be done with in the environment of Cyberspace, these two are suggested to get you thinking. TELEPORT TRAP Wouldn't it be nice to zap someone sometimes? Maybe lay a teleport trap? This is made possible with the use of the /go-ok = command. to use it, first find out the number of the room you want the victim to teleport to. This is done by first going to that room and then typing look = v . This will show you the numbers of the room, the numbers of all the exits from the room, and the numbers of every item in the room. Next go to the room you want to use as a trap. type: /go-ok = Now when ever someone types the exit name to leave the room, they will instead be standing in the other room, somewhere else in Cyberspace. You can not do this to an exit you did not create, but if you can find an area in someone elses world where they have granted digging priviledges to all by typing /share,you can lay the trap by /digging the room there. It is also possible to make an object a teleport trap by typing: /go-ok = , but the object name must be typed by itself for it to work, not with a command such as look or /describe. It's not nearly as likely that someone will see an object and type just it's name, but they HAVE to type the exit's name to use it. SECRET ENTRANCES AND SECRET ROOMS This will allow you to create a room that can not be easily gotten into. First /dig the room as normal, go inside and find out the number of the room, then go back out and: /take the exit that leads into it! Now there is no way in. Next create an object and type /go-ok = . Now there is a way in...by typing the name of the object. You can create a castle, and cover it with secret rooms, then create objects scattered around the castle, or the rest of your world that is the only way into those rooms. You can also use the same thing to create an object linked to a safe room that you carry with you. If you ever get into a really tight spot, all you have to do is say the name of the item and you will be in the safe spot. %%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$ A final word: remember, you can not create such a bad warping of Cyberspace that you can not fix it. If you suddenly find that you have rooms pointing to the wrong places, and no exits in others, type /home, and take a breath, then walk into the first room and see what needs to be fixed there. Do the same with all the rest. It would be a good idea if you were to look = v at each room as you created it and write the index number down. That way, if you ever find you can not get back into one of your rooms, you can create an object and give it a /go-ok link to that room. Cyberspace is a huge place and no piece of written work could hope to cover all the possibilities. It is my hope that the suggestions in this volume will spark your imagination in a way that no ordinary game can, and will allow you the pleasure of rediscovering creative thinking, dulled in so many of us by that nefarious box in the living room. Remember, the sky's the limit (or the space on your drive) Crystal Wizard Sysop of Territory Headquarters WWIVnet address 1@5296 $%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$$%%%$$