Code

Rooms which are automatically updated to show the snow lying thick upon the ground. A short command which shows you where other characters are roleplaying. A buffet table laden with good things to eat. Thanks to the players on SouCon who are interested in coding, SouCon possesses a level of nuance and detail it otherwise could now. Code is the infrastructure which makes MUSHing possible.

QuickHelp ('qhelp') is available online for those who want help in some of the basic MUSH commands, namely building, exits, @dig etc. The full MUSH manual, the definitive guide to coding, can also be accessed by typing 'MAN'.

The 'version' command will tell you what version of TinyMUSH is actually running at any given moment.

Coding is generally unrestricted here, with a few important exceptions:

1. Any coding involving the lwho() function. Any global commands, or 'page-all-the-game' type commands are forbidden and any code implementing such functions will be destroyed. If you are unsure if a command you have is okay, please contact the Code Wizard, Merryweather, who would be happy to help you out.

2. Any code which would generate database bloat. This includes, but is not limited to, machines which 'log' conversation into the game's database and objects which replicate on their own such as 'realistic' plants or animals, which would 'breed' on their own without specific commands being issued by a player. Again, if in doubt contact a Wizard.

3. Any object that runs a 'timer', that is it perpetually triggers itself, is prohibited without permission from a Wizard. The exceptions to this are 'timer' objects that run for a limited period only, such as Threadfall emitters, and Harper instruments. If a Wizard finds an object, that is not one of these running, they will halt that object from the queue, and you will be +mailed to correct the problem.

4. If you own a parentable object that other people, other than yourself, use, then you need to +mail the Code Wizard and let them know so they may inspect it and approve it. Copying the object still, in this case, counts as a parent.

5. Players are asked not to run macros, or other methods, to prevent themselves from timing out on the game. These macros keep connection ports tied up unnecessarily, and although it may be fun to rack up huge connection times on a social MUSH, it is inappropriate on a Roleplaying MUSH. Those suspected of running an idle macro, will be asked to stop. If the use of such a macro continues after that request, the character risks getting @booted. At this time, we have no policy against idle macros, and we appreciate your voluntary compliance to prevent us from having to do so.

6. Players are subject to a 75K size limit. No Size limit is imposed on builders, but it is expected that they do not intentionally bloat the database. Players who own 'game code', like the Dragon hatcher, Firelizard hatcher etc, are encouraged to either @chown to the game or to your area builder, use the ones the game has, or, if there are good reasons for you to keep it, then the Code Wizards needs to be mailed with the reason why. If considered appropriate, this quota will be essentially ignored from player allowance.

7. This game does not restrict the creation of robots. However, be advised that robots are subject to idledesting as the idledest code picks them up as players. Robots count as 'new players', in that they are idledested after 30 days of not being connected. If you absolutely need a robot, feel free to create one, however, most needs can be met by using a puppet.