As part of the new Operation Sandbox, you can expect to use two commands more than any other:
- @dig: The basic “make a new room” command.
- @desc: The description command, which you already use to @desc yourself.
Other basic commands that will come in handy:
- @tel: Allows you to teleport to any room that you own.
- @open: Opens a door from one room you own to another.
- @link: Links a door from one room you own to another.
We’ll cover other commands, such as @parent, in the next installment of this guide.
Let’s dig your first room. The syntax works like this:
@dig Name of New Room Goes Here
Once you @dig the room, you’ll get a response from the MUSH that you’ve created the room and it will list the database reference number (DBREF) for the new room. To visit the room, you’ll need to teleport to it. The syntax works like this:
@tel #DBREF of the New Room
NOTE: If your client crashes, your computer explodes or a Thul kidnaps the DBREF, you can try finding it again by typing @search. This command should bring up a list of rooms and objects that you own.
Once in the room, you can give it a description. The syntax works almost exactly like describing your character:
@desc here=Description goes here.
You may get a warning message about owning an unconnected room. It’s nothing to worry about, but if it really bothers you, type @set here=floating. The problem solves itself, though, if you connect this room to another one that you own.
The syntax gets a little more complicated if you want to try an all-in-one approach. Example:
@dig Name of New Room=Exit Name;Exit Alias,Return Door Name;Return Door Alias
The first semicolon affiliates the exit and exit alias of the door that leads FROM the first room to the second. The comma serves as a threshold – the wall into which the doors are installed. The second semicolon affiliates the return door and its alias in the second room leading back to the first room.
If you want to keep it simpler or worry about making mistakes, you can instead do the following:
@dig Name of New Room
As before, you’ll receive information about the DBREF of the newly created room.
- @open Exit Name;Exit Alias (usually no more than two or three letters)
- @link Exit Alias=#DBREF of newly created room
Go through your newly created exit and type:
- @open Exit Name;Exit Alias
- @link Exit Alias=#DBREF of the first room
Trapped in your grid and can’t get out? Type HOME. This should take you back to the out-of-character area of the MUSH.