Author Topic: Guide to Atlantis MUD client  (Read 198 times)

CodeMaster

  • Posts: 1046
Guide to Atlantis MUD client
« on: January 19, 2018, 10:30:27 PM »
The future of the Atlantis client is uncertain and the official documentation is incomplete.  At the time of this writing, the forums that served as a kind of ad hoc documentation for Atlantis are gone.  You can still access them on archive.org, but these archives aren’t searchable, which makes it really hard to search for specific help on the Atlantis client.

Nevertheless, Atlantis is still a great client for macOS.  So if you use (or have thought about using) Atlantis, this thread might be for you.  This is the incomplete ArmageddonMUD Atlantis tutorial where we post whatever we can dig up.  We'll add more as we go, and feel free to add to this thread if you find out something.

How to stack directions in Atlantis

Try inputting the following into the game:
Code: [Select]
/sc 1n3eThat will take you 1 room north and 3 rooms east.
 
How to write an Atlantis alias

  • In Atlantis, go to World up there along the top bar and click that.
  • Select "edit current world settings" from the dropdown menu.
  • It will bring up the Address Book window, from which you select the "Aliases" tab, toward the upper right.
  • Press the New Event button.
  • An empty but lightly highlighted line appears.
  • In the column that says alias, write the keyword you want to use (in our case we’ll write ‘jump’)
  • Beneath that large white window area, in the lower right, click "Add Action".
  • From the dropdown menu, select Connection: Send Text.
  • In that send text window write: em jumps up and down!
  • Now back by your alias, click the little box to the left, adding a checkmark.
  • THEN - when you want to activate it in the game, and this here is the special sauce you have to use /.  So in our case we would type /jump

How to write an Atlantis alias that targets people

Recently a couple of us ran into a problem: we wanted to write aliases that you could supply a parameter to.  A simple example of this would be a ‘bow <noble>’ command that would craft you an emote about bowing to the specified noble.

It’s all the same business, essentially.  But in the command send text window we type:

Code: [Select]
em bows to %{command.data}
When you put it into use, you use the normal emote code. So you'd target that with (if your alias to it were bow):
Code: [Select]
/bow ~templar
If you want to save yourself typing ~, you can instead set the sent text to:
Code: [Select]
em bows to ~%{command.data}
« Last Edit: January 19, 2018, 10:31:33 PM by Oryx »
The neat, clean-shaven man sends you a telepathic message:
     "I tried hairy...Im sorry"