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- CMFordham 6s
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- Oberst 21s
- Kisaki 14s Do Re Mi, I Love You
- pferor 4s
- Markyto 3m
- Speccy 11m
- Jade1202 1m
- Guerrillo 0s
- Presencia 7s
- Jameson 30m making the eternal black firmament my side bitch
- Mory 3m http://www.novelupdates.com
- phangsu 17s Friends are like potatoes.
- fujiyamyam 2m
- Mench 19m I do Facebook and Website stuff.
- MrJDucky2 41m I'm actually a Duck in real life. Honest <3
- Baron17 7s
- Atheran 4s
- Grey0 29m
- pfh 2h
- crashdown 4m
- Jonquille 28s
- jsmith225 6h
- SacredWest 7h
j Johnny 6h New Code Written Nightly. Not a GM.
And 21 more hiding and/or disguised
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NOTICE We are back online after the 05/25/18 afternoon outage. We continue to experience some connectivity issues that our host is looking into. We are back online, no RP lost as the last backup was from after the connection issues. However, it's possible we have additional unplanned downtime. We hope not, but fair warning. Don't let it stop you from getting your RP fix!

Help for 'pronouns'

Some kinds of messages are not printed directly to players; they are allowed to contain special characters marking places to include the appropriate pronoun for some player. For example, a builder might have a doorway that's very short, so that people have to crawl to get through it. When they do so, the builder wants a little message like this to be printed:

       Balthazar crawls through the little doorway, bruising his knee.

The problem is the use of 'his' in the message; what if the player in question is female? The correct setting of the 'oleave' message on that doorway is as follows:

       "crawls through the little doorway, bruising %p knee."

The '%p' in the message will be replaced by either 'his', 'her', or 'its', depending upon the gender of the player.

As it happens, you can also refer to elements of the command line (e.g., direct and indirect objects) the object issuing the message, and the location where this is all happening. In addition one can refer to arbitrary string properties on these objects, or get the object numbers themselves.

The complete set of substitutions is as follows:

       %% => `%' (just in case you actually want to talk about percentages).
    Names:
       %n => the player
       %t => this object (i.e., the object issuing the message,... usually)
       %d => the direct object from the command line
       %i => the indirect object from the command line
       %l => the location of the player
    Pronouns:
       %s => subject pronoun:          either `he', `she', or `it'
       %o => object pronoun:          either `him', `her', or `it'
       %p => possessive pronoun (adj): either `his', `her', or `its'
       %q => possessive pronoun (noun): either `his', `hers', or `its'
       %r => reflexive pronoun: either `himself', `herself', or `itself'
    General properties:
       %(foo) => player.foo
       %[tfoo], %[dfoo], %[ifoo], %[lfoo]
               => this.foo, dobj.foo, iobj.foo, and player.location.foo
    Object numbers:
       %# => player's object number
       %[#t], %[#d], %[#i], %[#l]
            => object numbers for this, direct obj, indirect obj, and location.

In addition there is a set of capitalized substitutions for use at the
beginning of sentences. These are, respectively,

   %N, %T, %D, %I, %L for object names,
   %S, %O, %P, %Q, %R for pronouns, and
   %(Foo), %[dFoo] (== %[Dfoo] == %[DFoo]),... for general properties

Note: there is a special exception for player .name's which are assumed to
already be capitalized as desired.

There may be situations where the standard algorithm, i.e., upcasing the first letter, yields something incorrect, in which case a "capitalization" for a particular string property can be specified explicitly. If your object has a ".foo" property that is like this, you need merely add a ".fooc" (in general .(propertyname+"c")) specifying the correct capitalization. This will also work for player .name's if you want to specify a capitalization that is different from your usual .name

Example:
Rog makes a hand-grenade with a customizable explode message.
Suppose someone sets grenade.explode_msg to:

"%N(%#) drops %t on %p foot. %T explodes.
   %L is engulfed in flames."

If the current location happens to be #3443 ("yduJ's Hairdressing Salon"),
the resulting substitution may produce, eg.,

"Rog(#4292) drops grenade on his foot. Grenade explodes.
   YduJ's Hairdressing Salon is engulfed in flames."

which contains an incorrect capitalization.
yduJ may remedy this by setting #3443.namec="yduJ's Hairdressing Salon".

Note for programmers:
In programs, use $string_utils:pronoun_sub().
%n actually calls player:title() while %(name) refers to player.name directly.
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