Table of Contents
Using the Website
- The Navigation Bar
- Creating an Account
- Resetting Your Password
- Managing Your Account
- The Landing Page
- Browsing
- Profiles
- Invitations
- Searching
Building
- Room Creation Basics
- Exits & Entrances
- Claimable & Hidden Exits
- Permissions
- Groups
- Areas
- Being a Good Builder
- Creating & Editing Items
- Deleting, Retiring & Restoring Items
IRC Commands
- Login & Logout
- Link
- Expressing Yourself
- Describing Yourself
- Moving Around
- Summon
- Finding Out Where You Are
- Finding Out Where Everyone Else Is
- Inventory Commands
- Help
Using the Website
The Navigation Bar [Top]
The navigation bar is the darker green strip at the top of the page, which has links to different parts of the site. The links, from left to right, are as follows.
- Trees: These will take you back to the beginning of the site. When you're in build or explore mode, that's the landing page (see The Landing Page); in browse mode, it will return you to the central platform.
- If you're logged in, the next thing you see will be your username and links where you can edit your account information or log out. When not logged in, the login form will be here, along with links to create an account or reset a forgotten password.
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The next item after the double bar depends on which site mode you're in:
- When you're in build mode, you'll see the links to edit your rooms (see Room Creation Basics), items (see Creating & Editing Items), or groups (see Groups).
- In browse mode, there's a link to the teleportation hub--a list of all the rooms which you can teleport to. This area will also tell you the name of the room you're browsing, and the owner if it's not you. (See Browsing.)
- This area is empty in explore mode.
- If you're in build mode, logged in or not, there will be another double bar after that, and then a link to the search page (see Searching) and, if your email address is verified, the invitation page (see Invitations).
- On the right side of the navigation bar are the three mode icons. Click on these to select which site mode to use: the hammer for building (creating new things--see Building), the eye for browsing (viewing rooms on the web--see Browsing), or the hand for exploring (using the embedded IRC client to interact with the world in realtime--see IRC Commands). The icon for the mode you're currently in will be brighter, and the other two slightly dimmed. As much as possible, the site will try to keep you in the same place when switching modes--when you're editing a room, for example, you can switch the browse mode to view it, and vice versa (as long as you're browsing a room that you can edit).
- Finally, at the far right is a link to a site overview and another to this help page (see ... nah, just kidding).
Creating an Account [Top]
If this is your first visit to the Forest website, welcome! Getting started as a builder is a piece of cake. Keep in mind that if all you want to do is see other peoples' creations, you don't need to have an account on the website. Click on the eye icon to browse on the web (see Browsing), or the hand icon to get started exploring interactively (see IRC Commands). If you want to add to the world or allow other builders to give you special permission to access their creations, though, go ahead and click "Create" on the navigation bar.
You'll be prompted for a new username, password (twice so you'll know if you mistype it), and an email address. You'll need to verify the email address by responding to an email before you can do any building, so make sure it's correct. Your email address will never be displayed anywhere, sold, or given away. We only ask so that we can use it to reset your password if you ask us to, so you can choose to allow other logged-in builders to message you, or in case of a serious problem with the site.
After you submit the form, you'll be sent an email with a verification code. Until you verify your email address, you'll be able to log in, but not build anything. When you get the email, just click on the link inside and you'll be all set. You can now log in using the form in the navigation bar.
Resetting Your Password [Top]
If you ever forget your password, click on the Reset link and enter your username and the email address you used to sign up. A new, random password will be sent to that email address. Remember to change your password back to something you'll remember the first time you log in (see Managing Your Account).
Managing Your Account [Top]
To change your account settings, log in and then click the Account link next to your username in the navigation bar. You can change your password using the first form; this requires the old password to confirm.
The second form lets you change your email address. Be careful; doing this will require you to verify the new address, and you won't be able to edit rooms and items until you do (just like when you created your account). After you enter the new address and your password, a new box will appear with a button you can click to verify the new address. Click there, follow the link in the verification email as before, and you'll be good to go.
On this page you can also link your web account to an IRC nick. If you haven't clicked the hand icon to use the embedded IRC client or used your own client to connect to the Forest interactively, you can safely ignore this. If you have, though, you can enter your nick here to start linking the two names together. Once you do that and use a similar command in IRC (see Link), you'll be recognized as the owner of your rooms and the inventor of your items.
You can toggle the [?] links all over the site to appear or disappear by pressing the button under "Context-Sensitive Help." (The links will always appear when you're not logged in.) When present, the [?]s provide direct links to the part of the help page relevant to whatever they're next to.
Finally, the big box on the account management page is for editing your user profile. The options in that are are explained under Profiles.
The Landing Page [Top]
When you log in while browsing or after having been logged out due to inactivity, you'll normally stay right where you are. When you log in from the front page or click on the tree icon from anywhere in build or explore mode, though, you'll be taken to the landing page.
The first section on the landing page is a checklist of things you might want to do on the site. They'll check themselves off automatically as you complete them. You can click the link at the end of the list to hide it. It'll stay hidden until you click again to show it. When the checklist is hidden, the activity list will expand to show you more events.
Below that is the recent activity list. These are some things that have happened on the site or in the world recently; they're there just so you can keep an eye on how busy things are and what people are working on. When a room name in the activity list is clickable, it means that it's open for public teleports and you can click through to see what's there. Clicking on a username will show you a profile (see Profiles); clicking on a nick will show you a wanderer page. Clicking an item name will show you the item's information.
Browsing [Top]
To start exploring the Forest on the web, click on the eye icon to enter browse mode. You don't need to have an account on the website to do this, although if you have one, other builders can give you permission to access places that aren't reachable by the general public.
When browsing, you can walk from room to room by clicking on the exit links below each room description. If you follow an offsite link or change the room number in the URL to get to a room which is not accessible from your previous location, you'll be considered to have teleported there. Some rooms may allow you to walk to them, but not teleport to them, or vice versa (see Permissions).
If a room you're in has people or items in it, you can click on their names to examine them. When you're finished, just click the eye in the navigation bar to go right back into the room where you were.
Profiles [Top]
Every user has a public profile, which you can find on the profile page. If a user has not set any profile information, all that will be visible is the number of rooms and items that user has created. You can make yours a little more interesting by updating your profile information on the account management page (see Managing Your Account). Here are the things you can set:
- The birthday field is what it says on the tin. It will only save a complete date, but you can choose whether to display your birthday only, your age only, or your full birthday and age.
- You can tell other users where you're from in the location field. Be as general or specific as you're comfortable with. If you use a Google-parseable location, though (e.g. "City, State" or "City, Country"), you could be on a map of known user locations in the future.
- Select a room and item that you're proud of from the dropdown boxes for "Favorite Room" and "Favorite Item." If you can't decide, pick something you want to show off. You can always change it later.
- You can write anything you want in the big box. It will be printed in your profile under the other information. Use it to leave an open message for other users, talk about yourself, plug your website, or whatever. HTML won't work but blank lines will be converted to paragraph breaks.
- Under the bio box is a checkbox which lets you choose whether to put a link to your IRC wanderer page in your builder profile (and vice versa). In general, this setting is used to mean "when someone is looking at my builder or my wanderer, should he be told who the other one is?" For example, it allows someone using the find command in IRC to see your site username (see Finding Out Where Everyone Else Is).
- The last box lets you allow other users to send you messages from your profile. While your profile can be seen by anyone, the message area will only be displayed to users who are logged into the site. If you check this box, those people will be able to type a message into your profile and it will be delivered to you by email. Your email address will not be shown to the user who is sending you a message. If the sending user elects to use his own email as the reply address, you will be able to respond directly; if you do so, he will be able to see your email address in the reply.
Invitations [Top]
If you really like the Forest and you want to show it to your friends, thank you! You can do so easily using the Invite link on the right side of the navigation bar.
Put the email address or addresses of the people you'd like to send invitations to in the first field. The default invitation message includes a brief description of the site and a link to your profile. If you like it, you can click on "Send Invitations" without further ado; or, if you prefer, you can customize the subject and message body. (The grayed-out part will automatically be appended to whatever you write. No point in sending a site invitation without links to the site in it.)
If any of the email addresses you enter are already in use for Forest accounts or have already been sent invitations, they'll be skipped. All the rest will be sent the invitation and then saved, along with a note saying who referred them. Later, you'll be able to see the tree of users who came from your invitations, and your friends' invitations to their friends, and so on.
Searching [Top]
While in build mode, you can search for items, rooms, and even users that you might have seen before and want to find again. Click on the Search link in the navigation bar and you'll have your choice of three forms, one for each category. The user search will only match exact usernames or user IDs. The item and room searches will look through the names of items and rooms and retrieve anything which contains the search string. You can also enter an item or room ID in either of these searches. Please note that that the room search will only return rooms that you are able to teleport to, so you'll usually get more results if you search while logged in. All three searches are case insensitive.
Building
All building, linking, and permission setting happens on the website. Users can browse the created world on the web or in IRC, starting at room #1, the Central Platform. Any room which can be walked to from that point (as opposed to those reachable only by teleporting or direct linking) is considered to be in the "linked world"--the areas that a casual user could wander into. Please make sure that all rooms in the linked world are complete and usable at all times. If you want to hook up a new room to something in the linked world, finish the room and build its exits before connecting it. On the same note, nothing in the linked world and nothing world-teleportable should ever be world-editable. These are the parts of the Forest we show to visitors, and we want to make sure they always look good.
Room Creation Basics [Top]
Click on Rooms in the navigation bar to get to the room management page. This page has two tables: one list of your rooms, and one list of other peoples' rooms which you have permission to edit. If one of your rooms has a "!!" next to it, it means that there's an entrance to that room with no message (see Exits & Entrances). To create a room, click the Create Room button at the bottom of your room list. This will make a room called New Room with no description. Click on the name of that room, or on the Edit link next to it, to get to the room editing page. From here, you can modify the following attributes of your room:
The name is a brief title for a room. It will be displayed in the navigation bar for users who are browsing on the web, and with the info command for users exploring in IRC (see Finding Out Where You Are). It shouldn't contain any information about the room that isn't in the description, but should be a good reminder of what the room is. The description is the content of the room--the Forest, at its most basic, is a series of these descriptions. It should be no more than three lines of 420 characters each, to keep the bot from flooding and from having to break up lines in places you didn't intend. Below the description field is a line where you can assign the room to an area (see Areas)
You can delete a room by clicking on its Delete link on the room management or editing page. This will take you to a confirmation page where you can see the name and description of the room as well as all its incoming and outgoing exits. Be responsible when deleting a room which has incoming links from other peoples' rooms. Do your best to contact the owners of the other rooms so they can make adjustments to their rooms if necessary. After you confirm that you want to delete the room, you will be shown the name and description one more time. This is your last chance to copy and save that information. Room deletion cannot be undone.
Exits & Entrances [Top]
These are the same thing, viewed from different sides. The exit list shows the ways a player can leave this room. it has five fields:
- The hide checkbox lets you flag the exit as hidden (see Claimable & Hidden Exits).
- The name of the exit is what's displayed in the exit list, and what players will need to type part of in order to use the exit. Exit names should be short, clear, and easy to distinguish from one another. They should also contain the word a player is most likely going to want to use to traverse the exit, e.g. "down the twisting stairwell" instead of just "twisting stairwell."
- The exit's destination determines where a player will go when he follows it. The options in the list are all of your rooms and all of the room you have link permission for (see Permissions). Even if another builder has already given you permission to link to his room, it's polite to ask first to make sure your ideas don't conflict with each other. Any room which isn't yours will have the owner's username in the destination list.
- When a player uses an exit, his name and then the exit's message are displayed in the room he's leaving. This is where you put something like "goes across the bridge" or "leaves by the front door." It should be clear from the message that the player has left and which exit he used. When a player enters a room, it should be obvious from the message which exit goes back the way he came from.
- The delete checkbox allows you to remove the exit. There is no confirmation for this, so be sure you want to do it before you check the box and save the room.
Entrances to your room show the name and source room and whether the room is hidden, none of which you can change, and the message which will be displayed when someone enters using it, which you can. Similar to the above, the entrance message should make it clear that someone has come into the room and give an idea of where they came from, or at least how they got there. At the bottom of the entrance list is a dropdown box where you can claim entrances for your room (see Claimable & Hidden Exits).
If a room has entrances without messages, a "!!" will appear next to its name in the room management list so you know you have a new incoming link. You should always put some kind of message there, and use the convenient Browse link (which appears if you have permission to teleport to that room) to check out where the link came from. Unless you have a good reason not to, make a link back. One-way exits are confusing and irritating and should be used sparingly.
Claimable & Hidden Exits [Top]
At the end of the entrances list for each room is a dropdown box which may contain some more exits from other rooms. These are claimable exits--exits without destinations that the room's owner has set up to allow other people to expand off it. For an exit to be claimed, the owner of the new destination room must have link permission for the source room.
To make an exit available for claiming--for example, a fork in a tunnel or a door off a hallway which you don't have a destination in mind for--make the exit as usual in your own room, but do not select a destination dropdown box. Make sure that someone has link permissions on the room and save it. Be wary of making rooms with claimable exits world-linkable unless you really don't care where those exits end up going.
To claim an available exit, edit the room you want the exit to connect to. Select the claimable exit from the dropdown below the entrances list. Don't forget to make a return exit! Write entrance and exit messages, as normal, and save the room. The exit will now point to your room. Unlike the rest of the entrances, the claimable exit dropdown includes the source room ID and outgoing message, to help you decide whether it's appropriate to claim the exit. A claimed exit cannot be undone without the source room owner deleting the exit, so please choose claims carefully.
Another special type of exit is the hidden exit. Hidden exits can be traversed normally using any word from their names, but will not be shown in the exit list. Because the name will never be visible, you can just make it a keyword list. If you want the user to type a specific word in order to use the hidden exit, just make that word the exit name.
Permissions [Top]
There are five types of permission which can be granted for a room. Each permission type can be set individually for either a single user, or a predetermined group of users. Permissions are set using web usernames; in order for the permissions to apply to someone exploring the world in IRC, that person must have used the link command to connect his web account to his nick (see Link). The five permission types are as follows:
- If a user has link permission for a room, that means he can create exits which go to it from his own rooms, as well as claim its available exits (see Claimable Exits).
- Home permissions allows users who have it to set the room as their home and then teleport back to it from anywhere.
- A user with teleport permission for a room can teleport to it from any other room, as well as find it in room searches. Note that this is independent of the above. A user who has home but not teleport permission for a room can only reach it remotely by setting it as his home. A user with teleport but not home permission cannot set the room as his home, but can teleport there any time anyway. Rooms which can be teleported to by everyone will be listed on the public teleport hub.
- By default, every user has walk permission for a new room, which allows them to traverse exits which lead to it. Almost all rooms should keep this permission on for everyone. Note, again, that this is independent of teleport permission, so a user who can't walk into a room might still be able to teleport there, and vice versa.
- Edit permission should almost always be off for everyone. It allows other users than the owner to edit the name, description, and exits of a room (but not the room's permissions). This should NEVER be on for the "everybody" group for any room in the linked world.
At the bottom of the room editing page are two tables, one for user permissions and one for group permissions. To change the permissions for a given user, select the user's name from the dropdown box in that table and then toggle the boxes beside it until they show the permissions you want to grant. Once you save the room, a permission line will be added for that user. You can edit existing permission lines by changing the checked boxes next to them and saving the room. You can do the same thing to change permissions for any custom groups you might have defined.
Permissions are additive. That is to say, if there is more than one permission line which affects a user for a given room--say, one for that specific user, and another for a group which includes him--those lines are combined in the most permissive way possible. If any of the lines affecting a user grants him teleport permission for a room, he has teleport permission for that room, even if another line does not give him that permission.
The group called "everybody" is special. All rooms have a permission line for it, and that line cannot be removed. Any permissions granted to this group are granted to all users, including the ones who aren't linked to a web account and therefore can't have any other permissions granted to them. If you want anyone to have no permissions at all on a room--to not even be able to walk into it--then the everybody group must have no permissions on it, and exceptions granted for everyone else. Doing that will also cut off all unlinked IRC users from accessing the room. In short, unless you have a very good reason, leave at least walk permissions on for everybody.
Groups [Top]
You can easily grant permissions to a specific set of people for multiple rooms by making a user group. To do this, click on Groups in the navigation bar to get to the group management page. You can create a new group by clicking the Create Group button and edit a group by clicking on its name in the list.
On the group editing page, you'll see the name field and two lists of users: everyone who is not already in the group, on the left, and everyone who is, on the right. To change the group's name, edit the name field and click on Rename. To move users into the group, select them from the list of nonmembers and click on Add to Group. To take users out of the group, select them from the list of members and click Remove from Group. (You can select multiple users from either list by using the control, shift, or command key on your keyboard.) Note that these are three separate forms; even if you select users from both lists, only the operation whose button you clicked on will be performed.
When you create or change a group, it takes immediate effect on room permissions. New groups are instantly added to the list of groups you can set permissions for when editing a room. When you change the membership of a group, anyone who is removed will immediately lose any permissions granted to them by that group, and anyone you add will immediately gain them.
The group called "everybody" is special. It belongs to no one but has a permissions line in every room. This permissions line represents the permissions which are granted to unlinked IRC users, people exploring on the web who are not logged into building accounts, and anyone else who does not have permissions explicitly set for that room--which will usually be almost everyone. By default, everybody only has permission to walk into a room, but you can change that in the room editor just like any other group. Please do not give everybody permission to edit a room which is connected to the linked world.
Areas [Top]
Similar to making groups of users, you can collect your rooms into areas. Unlike with user groups, each room can only be in one area at a time. To create an area, simply edit one of the rooms you want to be in it, type the area name into the "create area" box immediately below the room description, and save the room. You can also select an existing area from the dropdown box to move the room into that area. If a room is already assigned to an area and you want to remove it, select the empty entry from the dropdown and save the room.
On the room management page, your rooms will be listed in sections by area. You can change whether they're sorted by ID (newest first) or by name (alphabetically) by clicking the link at the top-right of the room list; both the areas and the rooms within each area will be sorted according to the criterion you choose, and it will be remembered until you change it. You can change the name of an area by selecting its name, typing something new, and then clicking "Rename" next to it. To remove an area, clear its name field and click "Rename." Any rooms that were in that area will be moved to the "Unassigned" section.
Being a Good Builder [Top]
If you've never done any world building before, start small. What seems like a modest idea can be overwhelming when it actually comes to writing out every room. Try mapping out a little area, no more than ten rooms, on paper. Make sure each room will be distinctive! You really don't want to write more than one, maybe two rooms of the same passageway, field, stairwell, or whatever. Instead, make one such room with exits in several directions. When your map is all done, write the rooms one at a time. Each time you finish one, make the exits to and from what you've already built and write all the exit messages before continuing.
When writing room descriptions, don't tell a story; describe a place. Don't refer to the player's position in a room, his orientation, or his direction of travel. Don't tell him what he's doing or how he's feeling. Just tell him where he is. You can tell when you're doing this right because you won't use any form of the word "you" in your room descriptions.
You don't need to include every little visible detail of the room in the main description. It's great that you can imagine it so vividly, but it's much more important to get at the brief essence of the room so a player walking into it will know immediately where he is and what it's like. Resist the urge to be florid and poetic. If you give the player a page and a half to read, he's just going to skim and then fill in the rest in his own mind. You may as well just tell him the important parts and allow him to examine parts of the room to see the details.
There are no required or forbidden themes for rooms. If you have a good idea for an area, build it! You can always leave it as a self-contained area to be teleported into and explored that way. If you want it to be linked to the main world, build a path to it. Justify its connection to the main area by describing, room by room, the places one would have to go through to get from something that's already in the linked world to your area. Each step should be smooth and logical--someone going from one room to another should never find himself in a startlingly different landscape.
Think carefully before creating a new exit to another room. Never link to something which is obviously incomplete or in progress. Finish the other room first and then connect the two. Imagine being a new user exploring the world; it would be jarring to go from a rich, detailed environment to a blank wall with a "Coming Soon!" sign tacked to it.
You are not technically prevented from linking to someone else's room without asking first, but ask first anyway. It helps you coordinate the exits and messages properly. Similarly, when you link to someone's room, make sure they have teleport permission to it, if only temporarily. That way they can see where the link is from and decide what a good entrance message should be, as well as whether they should reciprocate the link.
It's easy to create a maze by making several similar rooms and exits and linking them together pseudorandomly. Don't. That's a frustration, not a challenge. If you want to build a good maze, map it out on paper first, and give the rooms distinguishing features and clear exits. You'd be surprised how difficult it still is to find your way around a new area (especially if it doesn't use cardinal directions for exits), and this way the player has a chance to solve it by using brainpower instead of being forced to guess.
Creating & Editing Items [Top]
To edit your items or create a new one, click on the Items link in the navigation bar. This will take you to the item management page, which lists the names and short descriptions of your items. You can create a new item in one of two ways: click the "Create Item" button, or click the "Copy" button next to an existing item. Click on the name of an item to enter the item editor. (If the Edit link is struck out, it means that there are instances of it in the world that you don't control and it cannot be changed. See Retiring Items. You can still use the link to view the item's details.)
The first field in the editor is the item's name. Because item names will often be listed with many on the same line, the length of the name is capped at 32 characters. The description is limited to 420 characters, the maximum length of a single line. No formatting or special characters will be interpreted in it. Below those fields are five options:
- Max/World is the number of this item which can exist in the world at the same time. If there are already this many and someone tries to create a new one, the item will not be created. Leave it blank to remove the limit. No limit is the default.
- Max/Person is the number of this item which a single person can carry at a time. If a player is already holding this number of this item, he won't be able to pick up another. Leave it blank to remove the limit. No limit is the default.
- If May Carry is checked, this item can be picked up from the floor. Note that if you are both the inventor of an item and the creator of the given instance, you can always pick that item up. The owner of the room an item is in can always use
cleanto destroy non-carryable items on the floor (see Inventory Commands). - If May Drop is checked, this item can be dropped. Even if you can't drop an item, you can always use
destroyto get rid of it from your inventory (see Inventory Commands). - The Equip on selector determines which slot the item can be equipped in, if any. Select the blank option to create an item which cannot be equipped, which is the default; otherwise, choose a slot from the dropdown list.
After you save your item, you'll be able to create instances of it using spawn (see Inventory Commands).
Deleting, Retiring, & Restoring Items [Top]
If you don't want an item any more, there are two ways of getting rid of it. Both will cause the item to disappear from your item management page and prevent any more of the item from being spawned. Deleting an item will remove it from the database entirely; to do this, click on the Delete link, check and make sure the item name it asks you to verify is the one you want to delete, and then click on the confirmation link. This cannot be undone, so if you merely want to set an item aside for later, retire it instead.
If some of an item already exist in the world, and not all of them are in your inventory or in rooms you own, the item cannot be deleted or edited. This is indicated by struck-through editing and deletion links. If you own or control all the instances of the item, you can destroy them and then delete the item. If not, you can retire it. This hides the item from your list and prevents any more from being created. When you have retired items, a line will appear at the bottom of your item management page telling you how many and giving you a link to show them. When retired items are being shown, they have a Restore link which allows you to remove them from retirement.
Room & Item Details [Top]
At the bottom of the edit pages for both rooms and items is a table of information about that room or item's usage in the world. At a minimum, this will be the ID for teleportation or spawning purposes. If a room is occupied, the details table will show who is in it (logged in and logged out) and what items are present. If there are instances of an item, the details table will show where those instances are and who is carrying or wearing them, if applicable. This is useful for tracking down copies when you're trying to delete something.
IRC Commands
To connect to the Forest, click on the hand icon in the navigation bar. This will take you to the embedded Mibbit IRC client. Enter the nick you want to use and click to join. (You'll be able to change your visible name later, but you should still pick a unique nick for chatting with.) After it connects to the server (which may take a moment), you'll see two tabs appear: ForestRanger (where you'll enter commands to move around the world) and #theforest (where you'll verify your identity and can chat with other players). Make sure #theforest is on top. If you haven't connected before, you will need to register your nick with the network by doing:
/msg nickserv register <password> <email>
(Everywhere in this documentation, something in <pointy brackets> indicates a value you should fill in. Do not include the brackets in the command.) Follow the instructions from NickServ to complete the registration. Once your nick is registered, after connecting, all you have to do is identify yourself using:
/msg nickserv identify <password>
You must have a registered nick in order to explore the Forest via IRC. This is to prevent impersonation and protect your player information. Once you're identified and ready, switch to the ForestRanger tab and get started with ...
Login & Logout [Top]
To log in with ForestRanger, use:
login
When you're logged in, other players will see you in the Forest, and you can see people come and go and what they say and do in the room you're in. No password is required, but your nick must already be registered with NickServ (see above or /msg nickserv help register if you don't know how to do that). To hide yourself and stop receiving Forest messages without disconnecting from the server, you can log out by typing:
logout
When using Mibbit on this website, you can also just close the window when you're finished. Note that unless you explicitly log out, you won't have to log in again unless your hostmask changes (which would usually correspond to a change of location). Both logins and logouts are announced in #theforest by ForestRanger.
Link [Top]
The link command allows you to connect your IRC nick with your website username. You're not required to do this--or even to have both--but it allows other users to grant you special permissions for their rooms. Without linking an account, you can only access areas that are reachable by everyone. To link a nick with a web account, you first have to go to the Account page on the website and enter your nick under "Link IRC Nick." Then, in IRC, use the command link <username> to complete the link.
Expressing Yourself [Top]
There are two ways of communicating with other players in the same room as you. To speak, use say, or begin a line with a single or double quote. All of these are valid:
say Has anybody seen my parrot?
'I swear she was here just a minute ago.
"Heeere, Polly!
You can also perform actions by using the emote command, which can be abbreviated to em or me. The IRC syntax /me also works:
emote flaps her arms enthusiastically.
em looks around the room.
me notices that everyone is staring at her.
/me shuffles and looks embarrassed.
That's all well and good when your action begins with just your name. When you need an "'s" on the end of it, you can use emotes, ems, or mes, which is what you would use in the following cases:
emotes face lights up.
ems fist tightens involuntarily.
mes shoulders sag and he looks dejected.
For all of these commands, if the message you send doesn't end with punctuation, a period will be appended to it.
Describing Yourself [Top]
You can change your visible name in the Forest world by using the name command. It works like this:
name Rumply Stiltskin
Thereafter, when someone sees you in a room, looks at you, etc. they'll see your display name (in this case Rumply Stiltskin) rather than your nick. People can refer to you using the nick, the name, or the first part of a word from either one, and the find and whois commands will display both the nick and the name. Name changes are announced in the #forest channel the same way that logins and logouts are.
You can also set your gender with gender, which takes as arguments m (or male), f (female), n (neuter), i (intergender), or nothing (clear). Gender is only displayed when it is the only descriptive information available; its main purpose is to determine which pronouns are used to refer to you in emotes.
The description command sets the description which will be shown to other players when they look at you (see Finding Out Where You Are). Your new description will be everything after the command on the same line. Just like when writing room descriptions, remember not to tell players how they feel about you, just what they can see and otherwise sense. You don't need to include what you're wearing; that will be done automatically. The length limit of a description is the maximum length of a line minus the command itself, or 409 characters. Look at yourself after setting one to make sure it all got through. You can clear your description by sending just the command with no arguments.
With the position command, you can indicate where in a room you are and what you're doing. When you change your position, everyone in the room will see what you're now doing, and someone who walks in can see at a glance where everyone in the room is. Here are some examples:
position hanging upside-down from the swing
pos leaning on the side of the bridge and looking down at the river
These would display, respectively, the following:
relsqui is hanging upside-down from the swing.
relsqui is leaning on the side of the bridge and looking down at the river.
When you leave the room by any means, your position will clear itself. You can also clear it manually by using the position command by itself with no arguments, which will tell everyone in the room that you're no longer doing whatever it was you were doing. You can also clear your position by using the command stand.
Moving Around [Top]
To go into an adjacent room, type the full or partial name of an exit, optionally preceded by the command go (You can find out what exits are available using the exits command. See Finding Out Where You Are). The following examples assume that the current room has an exit called a big black iron door, and all of them would take you through it.
go big black iron door
iron door
door
go door
Using a partial exit name only works when it's clear which exit you mean to refer to. If that same room also had an exit called a small wooden door, the last two examples would be too ambiguous.
Use teleport with the ID of a room when you want to move to somewhere that's not nearby. For example:
teleport 56
You can use the info command (see Finding Out Where You Are) to get the ID number of the room you're in so you can teleport back to it later.
Finally, you can use home set to mark the room you're in as your home, and then home to teleport back to it from anywhere. If you just want to check what your current home location is, use home check.
All three of these commands require you to have permission to use the destination room that way. go requires walk permission (which everyone has by default for a new room), teleport requires teleport permission, and setting or using home requires home permission. This means that there might be rooms you can't teleport to unless you set your home there, and rooms you can teleport to but can't set your home to. If the owner of a room changes its permission settings, you might be able to set your home there once and then later not be able to use the home command to get back there. See Permissions for more information.
Summon [Top]
The summon command lets you quickly bring someone to the room you're in. If you don't own the room, the owner must have given your target permission to teleport to it; if the room is yours, you can summon anyone without granting them permission first. This is useful if you want to show something off or talk about it, but won't always want someone else to have access to your room. You summon someone using their name, as follows:
summon zigdon
zigdon would then receive a notice that he is being summoned by, for example, relsqui, and see the location she would like to summon him to. He can choose whether or not to accept the summons by using the accept or reject command and her name:
accept relsqui
reject relsqui
If zigdon accepts the summons, he will be teleported to relsqui's location. If he rejects it, nothing happens and the pending summons goes away. The pending summons will also go away if relsqui moves before zigdon accepts it (you cannot summon someone into a room you are no longer in or to a room other than the one that was displayed to the target).
Finding Out Where You Are [Top]
The command look with no arguments shows you the full description of the room as well as its exits and contents. exits just shows you the exits, and here just shows you the people and items which are present. If you don't need to see the whole description of a room, use one of the latter commands instead of the former. That way ForestRanger only has to return one line, reducing lag and keeping it from flooding.
Similarly, if all you want to do is be reminded of where you are, instead of look, use info. That will tell you the ID, name, and owner of the room you're in. You can also use this to get an ID for teleport (see Moving Around).
look can also be used with a player or item name to show you information about the target. With an item name or partial item name, it will show you the item's description. With a player, if the player has a description or position set, looking at him will display those; if not, but his gender is set, you will see that; if no descriptive information has been set, you'll merely see that he's here. (See Describing Yourself.)
Finding Out Where Everyone Else Is [Top]
who displays a list of all the currently logged-in users, regardless of their location. If you want to know who's in the same room with you, use here (see Finding Out Where You Are).
where shows the top five most populated rooms at the moment. The display includes room numbers, so you can teleport to a more happening room (if you have permission to do so; see Permissions).
find <name> lets you see the location of another user, whether that user is logged in, and how long it's been since he entered a command. You can use the user's nick, name, or the first part of a word in either. If the user's name is not the same as his nick, you will see that; if he has a linked username and has turned on the profile setting to display wanderer information, you will also see his web username.
Inventory Commands [Top]
Items in the world can either be on the floor of a room or in someone's possession. Some items have limits on how many can exist in a single person's inventory or at all; if one of those limits has been reached, some of the commands below may fail. The "inventor" of an item is the person who created it on the website and wrote its description. The "prototype" of an item is the design itself, as opposed to an "instance" of the item, which is a copy of it someone created in the world.
- The command
spawn <item>creates an instance of an item. You can refer to the item by an unambiguous portion of its name, or get its ID from the editing page (see Creating & Editing Items) and use that. You must be the inventor of an item in order to spawn a copy of it. The item will appear in your inventory. inventorylists the items which you are currently carrying and their quantities.get <item>anddrop <item>allow you to take something from the room into your inventory, and put something from your inventory into the room, respectively. You can abbreviate the item name to any word or words which are unambiguous. There are some items you cannot pick up or cannot drop (see Creating & Editing Items).- Using
give <item> to <name>, you can hand an item that's in your inventory directly to another person. The item name can be abbreviated as above. You can use the other player's nick, display name, or the beginning of a word from either. destroyremoves an item from your inventory permanently. The item name can be abbreviated as above.- In a room that you own,
cleanwill destroy all the items on the ground which are flagged as carryable (see Creating & Editing Items). If you useclean allinstead, it will destroy even the items which couldn't have been picked up. To get rid of just one item without picking it up, useclean <item>with the name of the item or a word from the name.
Help [Top]
help can be used by itself to get basic starting help for using ForestRanger, or as help <command> to get help for a specific command. help commands gives the list of commands.


