indefinite object A syntactic device used in commands where you want to
affect only one of a set of objects
rather than the whole lot actually available to you. 'K a
r' means you want to kill one of the rats in your room, whereas 'k r' would set
you to attacking them all simultaneously. See hang.
noun Halfway up the stairs in the Cottage can be
heard a ghostly voice reciting to itself a poem by A. A.
Milne. Roy Trubshaw put this in as a joke, remembering
that Milne wrote a well-known children's poem called
"Halfway up the stairs". However many BLplayers
were unaware of this and sought out some deeper meaning,
with their confusion compounded upon learning that the
poem Milne wrote was actually called "Halfway down
the stairs" (it's the second verse that starts
"Halfway up the stairs"). Finding the source of
the voice and trying to stop it is now a
self-perpetuating legend (3).
noun An identification number for your account. Like all identification
numbers, it is several orders of magnitude larger than
the number of things it identifies (in this case accounts). It consists of either nine
digits, eg. 012345678, or of a letter followed by eight
digits, eg. A12345678. It doesn't matter if you tell your
account number to anyone, but under no
circumstances reveal any password that goes with it!
Understand? No circumstances! That means no
circumstances!
verb1 The command which causes your persona to appear to perform
some minor action, eg. 'act "adjusts his
tie."'. Act doesn't actually make
any change to the game,
however, and is purely for the benefit of observers. It
is abbreviated in actual usage to colon (':') or
semi-colon (';') followed by an implied string. The command is 'pose' on some MUAs, 'emote' on others. It is
subject to accidental abuse by baloonatics. See ROFL, LOFR.
noun The specification of how to interpret a command in MUDDL. MUDDLactions are the equivalent of MUDDLfunctions, save that all actions
are directly usable by players
whereas functions are
executed indirectly through vocabulary
ties. The only actions that can't be
used directly are demonactions,
which are meant to be time-delays but are often chained
to the end of actions so a command can do more. MUDDL's action
definitions are impressively hairy, consisting of a
number of templates which commands
are matched against in turn until one catches. The basic
template format is:
<vb> is the verb, optionally followed by the name
of a special function <sp> which is to be handled
first when a template matches a command. Anything complex has
to be coded as a <sp>, eg. '.get', '.drop',
'.quit'. Following on is an object
<obj> (or 'null' if the <vb> is intransitive)
then another object
<ins> (or 'null'). Next is a normal function
<fn>, which does more simple things than <sp>
and can be used to change the way objects look or appear. Such
functions act either on <par> or on <obj>
and/or <ins>; some <fn>s are doubled up for
extra functionality, so whereas 'inc null' means
'increment the property of the <obj>', 'destroyinc
second' means 'destroy the <obj> and increment the
property of the <ins>'. <fn>s return either
success or failure, and the text bearing the appropriate
number is printed. If <global> is present, that
text is sent to all players.
If <demon> is present, that demon is invoked.
The above is just the standard model of an action
- some templates have eg. null <obj> but named
<ins>, or room names as <success>, or numeric
parameters to <fn> as <success> and the real
value of <success> in <fail>! Whether an object or class name is used is also
meaningful in strange ways. The best way to figure out
how to add a new command
is to look up the MUDDL for
something similar and use an adaptation of that. The binder is implemented as a
part of the command lookup
process, so there is flexibility in what can be bound to
what, but the nature of the binding is restricted to
certain stylised forms (objects
that are here, objects that
are carried, objects that
are either; global searches for objects
are handled in the code of the <sp>s). Some
<fn>s can affect binding, and even determine the
matching of templates against commands.
For comparison with MUDDLE,
here are the relatively straightforward definitions of
the actions that implement the 'fix
brand in sundial' command:
fix torch time ifprop sundial 0 386
fix torch time ifprop null 0 387
fix torch time destroydec sundial 388 0
The first of these lines says that if the sundial is in
state 0 (it starts in state 1, by the way) then print
message 386 ("It's already got a brand in it,
birdbrain."). The second line says that if the brand is in state 0 (its
'aflame' property), print message 387 ("You can't
put a lit brand in there or you'll burn your
hand!"). If the third line is reached, it means
neither of the two previous lines applied, so the brand should immediately be
destroyed, and the state of the sundial should be
decremented (which will move it from 1 to 0, ie. the
first line would catch it next time). Message 388 is then
printed ("The brand fixes solidly into the sundial,
in fact so solidly that you won't be able to take it out.
It looks like the sundial will work now."), and the action
is complete. Note that in MUDDL,
'fix' is a different command
to 'drop', whereas MUDDLE
has the oomph to combine them. See function.
1.adjective Of players: having a preference
for making their own fun. T-hunters do not sit around
waiting for points to fall
into their lap, they go out and get them. Likewise, killers don't burdle around until they're
attacked, they seek out victims themselves. There are
some optimistic people who actively try
to help other personae, giving them T and the like, but they tend to
become disillusioned after a while because killers will rip them off and T-hunters will exploit them.
See passive, HCDS.
2.adjective Regularly playing the game. Wizzes whose names appear on the wiz list but who haven't
been seen for months are said to be no longer active
(or, occasionally, inactive).
noun Someone who lives, eats, breathes and
sleeps MUD. Not quite the MUD equivalent of a hacker, because although plodders can be addicts
(see real addict) they
certainly would not be classified as hackers. addicts
constitute the core of the MUDding
community. See also true
addict.
noun A puzzle deliberately placed in the game which users of
American English will be unable to solve. For example, in
MUD1 a "voice speaking
inside your head" would tell you "a prize will
open the tomb". As the voice was inside your head,
the spelling of 'prize' was arbitrary, and the solution
was to 'prise tomb'. Americans tend to be ignorant of the
word 'prise', preferring to use 'pry' instead. They were
therefore unable to solve the puzzle.
noun A special wiz
with power over the others. Sometimes spelled archwiz,
or abbreviated to arch. Arch-wizzes
rarely flex their muscles, and are only present because
if there weren't any, they would be needed... It is
impossible to work up an arch-wiz,
since they are appointed directly by the game management
(indeed, the game
management generally consists of all of the arch-wizzes!).
Arch-wizzes are, of course, wizzes, and therefore are
normally included when the term wiz
is used, except for when the context indicates otherwise.
"All wizzes can FOD mortals, but only arch-wizzes
can FOD wizzes, and wizzes can't FOD arch-wizzes".
Sometimes, Thearch-wizzes
is used to mean all the holders of this rank: "You
can try it, but the arch-wizzes will stomp on you".
See ur-wiz.
noun A collection of rooms
with a common theme, setting or puzzle element. Several areas
make up a section (1).
Commonly referred-to areas in The Land are: (for MUD1 rooms) the Cottage,
the Pine Forest, South of the Road, North of the Road,
the Mine, the Dwarf Realm,
the Sea, the Ship, the Dragon
Isle, Under the Yew Tree, Behind the PC, the Goblin Lair, the
Foothills, the Graveyard, the Cave, the Swamp, the Isle of Woe; (for Valley) the Inn, the Evil
Wood, the North Mountain, the Middle Mountain, the South
Mountain, Under the Inn; (for Simon's rooms) the
Olives, "Il Castellare", the Monastery, the
Scriptorium, the (Formal) Gardens, the Keep. There are
two small, disconnected areas: the Sancta and the GFC. NB: as they are proper
nouns, throughout this dictionary the names of areas
are systematically capitalised (as above); however, players don't follow this
convention with quite the same rigour, if at all.
Nevertheless, it does serve as a useful means to
distinguish between areas and rooms in cases where the names
clash, eg. for the swamp.
noun There is a legend
(3) whereby if you collect enough (5?) red objects and take them to the seventh tomb (or the ballroom - it's never clear
which) you can acquire the armour.
Alternatively, it may be something to do with the
forge... BL only (so actually
it's armor).
adjective Of an interpreter,
it means that commands are
assumed to be executed simultaneously (although actually
they are interleaved by the operating system under
timesharing). The advantage of this is that commands which take a long
time to process, eg. 'wh T', don't hold up the other players. The disadvantage is
that the system of signals and waits necessary to protect
critical zones of code add complexity baggage which makes
the interpreter hard
to program and robs the definition languageof
much of its power. Compare synchronous.
noun The emotional impact of the game. MUAs which have atmosphere
evoke powerful mental images among the players, which in turn lead
them to behave in ways which support this vision. The
more atmospheric a MUA is, the more the players will feel that they
are 'in' it. Things which jar against the atmosphere
will remind players that
they are in a mere game, and spoil the illusion. See mystique, baloons, mystique-rending.
noun Playing on auto-pilot is
what arises when a player
becomes skilled enough to play the game without thinking,
and actually does so. Such players'
actions are routine and stereotyped as they trundle along
scooping upT without really paying any
attention to what they're doing. Similar to T-hunting but much less
single-minded - in fact it's pretty well zero-minded.
It's also dangerous, as people on auto-pilot
don't tend to register much information about what else
is going in, like what killers
there are around or the fact they have no protection...