ORDERS


Orders can be sent in the body of an e-mail:

To: FM@gamerz.net

with

Subject: FM Orders

An e-mail that you send to the server like this is called an 'orderset'.

There are two type of orders that you can send to the server: 'administration orders' and 'mage commands'.

Hopefully it's fairly obvious that 'administration commands' are used to tell the server about games and players, whereas 'mage commands' are used to tell the server what you want your mage to do.

A summary of the possible administration orders follows:

NEWUSER NewUsername NewPassword

USER Username Password

CHANGEUSER NewUserName

USERS

SCORES {options}

STANDINGS {options}

GAMES {GameNumbers}

LIST {GameNumbers}

CHALLENGES

INFO {Mage/User List}

RULES {Max lines per email}

FAQ

MESSAGE

RESEND

SHOW GameNumber

DESCRIBE GameNumber

STATS {options}

REGISTER MageName

ADDRESS NewAddress

PASSWORD NewPassword

VACATION Days

RETIRE MageName

QUIT MageName

NEWGAME MageName {options}

ACCEPT GameNumber MageName {options}

DECLINE GameNumber MageName {options}

CHANGEGAME GameNumber MageName options

OPPOSE GameNumber MageName options

WITHDRAW GameNumber MageName


And here is a summary of the possible 'mage commands':

MOVE GameNumber MageName

GAME GameNumber MageName

MAGE MageName

TURN TurnNumber

LH Gesture

RH Gesture

TARGET Hand TargetName

TARGET MonsterName VictimName

CHOOSE Hand SpellName

PERMANENT Hand

PARALYZE Hand Name

DIRECT Hand Gesture Name

DELAY Hand

FIRE

SAY "speech"

END


The details of the orders you can send to the server are listed below. All ordersets must begin with a USER command. The exception from this is if you issue a NEWUSER command to register a new user for the first time. No persons are allowed to have more than one user at the Firetop Mountain. Anyone who has that will be considered cheating. You can include blank lines between commands, and anything after a ";" on any line is ignored, except on a line that is part of a SAY or MESSAGE command. Anything after an END command is ignored.

*** USE AN "END" COMMAND TO STOP YOUR SIGNATURE CONFUSING THE SERVER ***

Commands are not case sensitive, except the STATS command. Passwords are case sensitive.
Furthermore, the first character of a Name must be a capital letter (if you don't capitalize it, the server will). Names and passwords can be made of alpha-numeric characters only.

Each orderset should contain only one type of orders: administration orders or mage commands. An orderset that contains mage commands must start with a MOVE, GAME , or MAGE command that specifies the game and/or mage. You can only have one MOVE, GAME, or MAGE command per orderset.

You can only have one challenge-command (NEWGAME, ACCEPT, DECLINE, CHANGEGAME, OPPOSE, WITHDRAW) in each orderset.

Each orderset should end with an END command.

If there are any glaring errors in orders that the server receives, it will return them with an explanation of what is wrong, and you can try again. It will pick up wrong passwords, or nonsense commands. It will not prevent you from stabbing yourself, or curing your opponent, however.

Once a correct orderset containing mage commands for a particular game has been received from you, you cannot submit a different orderset for that game until the round has been completed. Sorcery is not an occupation where you can change you mind halfway through!


Finally, the orders (anything enclosed in braces {} is optional):


NEWUSER NewUserName NewPassword
e.g.

NEWUSER Harry grnf

This command should be used by new users that wish to establish a user at the Firetop Mountain. Passwords _are_ case sensitive.

Note that having more than one user is considered cheating.


USER UserName Password
e.g.

USER Harry grnf

This command must be the first command in all orders that you send to the Firetop Mountain, so that the server knows which user is sending the orders.


CHANGEUSER NewUserName
e.g.

CHANGEUSER Osse

If you do not like your username, you may change it with this command. This command should not be used often.


USERS

This command returns a brief summary of all the users on the server.

It is not necessary to send this command inside an orderset that starts with the USER command - you can send it even if you are not registered as a user.


SCORES {options}
e.g.

SCORES duel 

Include the complete list of wizards, their scores and their status in your report.

The game keeps two scores for each wizard: a 'duel' score and a 'melee' score. This is because the skills used in duels (2 player games) are rather different to those used in melees (games with more than 2 players).

The options for the SCORES command are 'duel', 'melee' and 'all'. If you don't give any options the server will try to guess which you meant based on your other orders.


STANDINGS

Identical to the SCORES order.


GAMES {GameNumbers}
e.g.

GAMES 54 87 109

If no game numbers are specified, include a complete list of the games in progress, and their current status, and a list of past games for which there are records, in your report. Otherwise gives you the same info for the list of games that you have specified.


LIST {GameNumbers}

Identical to the GAMES order.


CHALLENGES

Include a complete list of the challenges made, whether they are open or closed, and the mages allowed in each game, in your report.


INFO {Mage/User List}
e.g.

INFO Gandalf Froodal Harry

Returns info about the mages and/or users mentioned in the list. If no list is given, it returns info about all the users.


RULES {Max lines per email}
e.g.

RULES
or
RULES 500

Order a copy of these rules: the rules will be emailed to you separately. If you give a numeric option, the server will break the rules up into emails with at most that many lines in them.


HELP

Identical to the RULES order.


FAQ

Order a copy of the Firetop Mountain Frequently Asked Questions file.

(Which includes answers as well!)


MESSAGE Name Recipients

Use this command to send an e-mail message to the owners of one or more mages or users (without having to find their e-mail address yourself).

Any text in your orders after the MESSAGE command and up to the words

  END MESSAGE
alone on a line will be sent to the owners of the named mages.

e.g.

MESSAGE Gandalf  Froodal Harry

That was a great game!   Let's do it again!

END MESSAGE


SHOW GameNumber
e.g.

SHOW 54

This command returns a summary of the specified game - a round-by-round list of all the gestures and spells cast in the game. This terse summary is ideal for analysing a game, once you get used to the format.

If the game has not started, this command returns a summary of the challenge status - all the details of who has accepted and what changes are proposed.


RESEND HowMany
e.g.

RESEND3

This command asks the server to resend the last 'HowMany' emails that it sent you.

If you don't specify HowMany, it sends you the last email that it sent you.

This command will only resend emails that were originally sent to the address that the server knows about for your user. If you submit orders from a different account, replies to those orders will not be resent.


DESCRIBE Game
e.g.

DESCRIBE 54

This command returns a complete list of all the events that occurred in the specified game. This verbose, human readable, format is ideal for reading about what happened in a game without too much effort.


STATS {options}
e.g.

STATS SpellUse

or

STATS Info WizActive

This command returns the requested statistics/information about the Firetop Mountain server. There are a number of groups of statistics: you can list the names of the groups you want to see. If you don't specify which ones you will get them all (this is how to find out what statistics groups are available).


REGISTER MageName
e.g.

REGISTER Merlyn

Use this command to register a new Wizard with the server.

The first character of a Name must be a capital letter (if you don't capitalize it, the server will). Names can be made of alpha-numeric characters only.


ADDRESS NewAddress
e.g.

ADDRESS camelot@uk.com

Use this command to change the address that the server uses to mail you reports.


PASSWORD NewPassword
e.g.

PASSWORD FroppleBoz

Use this command to change the password for your user.


VACATION Days
e.g.

VACATION 3

This command will put all your mages on the vacation list for so many days as you specify. The autonagger will not terminate your mages for being late in any games while you are on vacation. The next time you send orders to the server will assume that you are back from vacation.


RETIRE MageName
e.g.

RETIRE Merlyn

If you decide that your mage no longer wants to participate in battles, you can retire.

If you have a positive score, it will remain in the Honour Roll, but people will no longer be able to challenge you. If at any time you want your mage to come out of retirement, you can simply issue a challenge to someone else or accept a challenge. It is preferable to retire rather than continually decline challenges.

If you retire with zero or negative score, your wizard is deemed to have left Firetop Mountain to go and seek further instruction before returning to try again.

Your mage will be automatically retired after a period of inactivity. Retired mages will be automatically quitted after a longer period of inactivity.


QUIT MageName
e.g.

QUIT Sulky

If you decide that your mage no longer wants to participate in battles, you can quit.

Quitting is more permanent than retire, and in effect will kill off your mage. This is normally only for use if you no longer wish to play Firetop Mountain (but why?? :-) ).


NEWGAME MageName {Options}
e.g.

NEWGAME Merlyn CHALLENGE Froodal Gandalf

or

NEWGAME Merlyn OPEN, LIMIT 4, COMMENT Looking for a fast battle!

Use this command to challenge your opponent(s) to a battle. You give your mage name first, then details of the challenge. The first example challenges the wizards Froodal and Gandalf to a melee. The second example announces a battle that anyone can join (OPEN), that will commence when 3 other mages have joined in (LIMIT 4).

You will be notified when your opponent is ready for battle.

Here is a complete list of the options. Each must be separated by a comma when you submit your orders.

challenge <Name list>
add <Name list>
open {<number>}
closed
exclude <Name list>
all
limit <number>
nolimit
spellbook <name of spellbook>
authoritarian
democratic
comment

Explanation of the options:

challenge <Name list>:
add <Name list>:

Use this option to list the mages you want to challenge.
('add' is a shorthand for 'challenge')

open {<number>}:

This option is to specify that you want the challenge to be open to any mages that want to join. The optional number is a maximum limit of how many mages controlled by a single player that may accept the challenge.
What most players want is usually "open 1", so this is the default if you omit the number. Use "open 0" if you want the number of mages per user to be unlimited.

closed:

The opposite of an open game. Only those that are challenged may join the game. This is the default behavior, so you do not have to specify this option if you do not want to.

exclude <Name list>:

This option is to specify mages you do not want to include in the challenge
(this is useful only with an 'open' challenge).

all:

If you want to challenge all mages that are currently available.
This implies the option "open". If you want it different, you may put a "closed" option after it. If opposite options are specified, the last one always takes effect.

limit <number>:

Set a limit to how many mages are accepted. Must be more than 1. When <number> mages have accepted the challenge (including the challenger), the rest will be excluded and the game begins.

nolimit:

The game will not begin before all mages that have been challenged have accepted to join. If you set this option on an 'open' game, then the game will never start automatically, since it will always be waiting for more players to join. You will be able to start it with the 'start' option to the CHANGEGAME command, though.
This option is default, so you do not have to specify it if you do not want to.

spellbook <name of spell book>:

This will choose which spell book to use during the battle. If the option is omitted, the standard spell book is used. For now <name of spellbook> can be classic or standard.

authoritarian:

Usually if any changes is made to the new game, the other players (those who have accepted the challenge so far) get a chance to say if they accept these new options or not. If this option is set, no such democratic process takes place, and the mage who initially set up the game gets to decide everything.

democratic:

This option is default, and does not need to be specified. If someone want to change some options, the other players are requested to accept or oppose the proposed changes to the game.

comment:

Use this option to attach a comment to the challenge. This comment will be included in any mail that players receive about the challenge. This option must be the last - anything after the 'COMMENT' option is taken as part of the comment.


ACCEPT GameNumber Name {Option}
e.g.

ACCEPT 10 Merlyn

or

ACCEPT 11 Merlyn CHANGE 2

Use this command to accept a challenge. You give the game number first, then your mage name.

This command must be the last in your orderset (any following commands will be ignored).

You can also use this option to accept a proposed change to a game (see CHANGEGAME). The possible options are:

change <number>:

Use this to specify which change you accept.

everything:

Use this to accept all changes ever proposed to the game.
(Both current and all future proposed changes.)


DECLINE GameNumber Name {CHANGE Number}
e.g.

DECLINE 10 Whimpo

or

DECLINE 12 Merlyn CHANGE 2

You use this command to decline a challenge. If you have already accepted a challenge, but want to get out of it now because of some change to the game, you can specify the change that made you want to decline. If you don't specify a change, you will not be allowed to decline.


CHANGEGAME GameNumber Name Options
e.g.

CHANGEGAME 10 Merlyn START

Use this command to change a game, or at least propose a change to a game.

This command must be the last in your orderset (any following commands will be ignored).

Here is a complete list of the options. Each must be separated by a comma when you submit your orders.

add <Name list>
challenge <Name list>
exclude <Name list>
start
all
open {<number>}
closed
limit <number>
nolimit
spellbook <name of spellbook>
authoritarian
democratic
comment

Explanation of the options:

add <Name list>:
challenge <Name list>:

To add more mages to be challenged.

Handy if many of those originally challenged declines.
('challenge' is a substitute for 'add')

exclude <Name list>:

This option is to specify which mages you do not want to include in the challenge if it is an open challenge, or to exclude mages that are challenged in a normal closed challenge that you do not want to challenge after all for some reason.

Those who have already accepted the challenge cannot be excluded.

start:

Use this option to cause the game to start immediately. All mages who have not accepted are excluded from the game, and all proposed (but not accepted) changes are abandoned: the battle commences with the currently accepted mages and conditions.

open {<number>}:

This option is to specify that you want the challenge to be open to any mages that want to join. The optional number is a maximum limit of how many mages controlled by a single player that may accept the challenge. What most players want is usually "open 1", so this is the default if you omit the number. Use "open 0" if you want the number of mages per user to be unlimited.

closed:

The opposite of an open game. Only those that are challenged may join the game.

all:

If you want to add all mages that are currently available to the list of those that are challenged. This also implies a change to "open".

limit <number>:

Set a limit to how many mages is accepted. Must be more than 1, and not less than the number of mages that have already accepted the challenge. When <number> mages have accepted the challenge (including the challenger), the rest will be excluded and the game begins.

nolimit:

Do not set any limit to the number of mages in the game.

spellbook <name of spell book>:

Same as for the NEWGAME command. Change the current choice of which spell book to use during the battle. For now <name of spellbook> can be classic or standard.

authoritarian:

Same as for the NEWGAME command. Note that the one who initiated the game will be in charge, not the one who proposed to set this option.

democratic:

Change from authorative setup to democratic. See the same option for the NEWGAME command.

comment:

Use this option to change the comment attached to the challenge. This comment is included in any mail that players receive about the challenge. This option must be the last - anything after the 'COMMENT' option is taken as part of the comment.

If the game is democratic, each mage will have the chance to vote for or against your change (see the ACCEPT order). When more than 50% of the mages have voted for it, it will be adopted. In case of a draw, the one who started the game has a double vote.

If the game is authoritarian, only the player who started it will be able to make changes using CHANGEGAME.


OPPOSE GameNumber Name CHANGE Number
e.g.

OPPOSE 11 Merlyn CHANGE 2

Use this command to oppose a change to a game (see CHANGEGAME command).


WITHDRAW GameNumber Name
e.g.

WITHDRAW 10 Merlyn 

Use this command to withdraw a challenge that you have previously issued. This command completely cancels the game created by NEWGAME.


GAME GameNumber Name
MOVE GameNumber Name
MAGE Name
e.g.

GAME 1 Merlyn 
MOVE 1 Merlyn 
MAGE Merlyn 

The GAME command is used to begin a normal orderset for each turn of a battle that has actually started.

Orders that start with a GAME command must end with an END command.

If at any time you just want to see the status of your game (to see if its waiting for your orders, for example) you can send in just a GAME command followed by an END command.

The MOVE command is identical to the GAME command in every way and is there as a synonym for historical reasons. With the newer MAGE command there is no need to specify a game number as the server already keeps track of which game your mage is involved in.


The following commands only make sense issued after a GAME command.


TURN TurnNumber
e.g.

TURN 10

The TURN command is an optional command to tell the server what turn the orders are for. When the server receives a TURN command, it checks to see if in fact the game in question is up to the specified turn. If it is not, the orders are rejected. This is great insurance against email problems, and is strongly recommended.


LH Gesture
RH Gesture
e.g.

LH >
RH P

Use these commands to indicate what you want to do with each hand. If the server is expecting you to submit any orders, it will be expecting you to submit orders for both hands. Orders which omit one hand will be rejected. "LH" is used to indicate the left hand, and "RH" to indicate the right. The gestures are as described in the first section.


TARGET Hand TargetName

e.g.

TARGET LH Froodal

Use this command to indicate where you want any actions associated with a particular hand to go. Valid hands are LH, RH, and BH. "BH" means "both hands" and is that target that is used if a spell is being activated as a result of a gesture requiring both hands.

It is vital to note that all actions have a target whether you want them to or not, and the target for a given hand will be the default target for the spell for that hand unless you explicitly say otherwise.

You can use any name that you see printed in the Status section of your report, as a valid target. You can also target a monster that you think your opponent is about to create. You do this by saying

TARGET LH RH:BadGuy

This says that you want to aim your Left Hand spell at the monster that BadGuy is about to create with his Right Hand.


TARGET MonsterName VictimName
e.g.

TARGET RedishGreenGoblin Merlyn

This variation of the TARGET command is used to change the target of a monster. Obviously it will only succeed if you are the controller of the monster. "no_one" is a valid target for a monster.

You can attempt to set the target of a monster that you are going to gain control of via Charm Monster. If your charm succeeds, the monster will attack the target you specify.

You can attempt also to set the target of a monster that is going to be created in the coming round. You do this by saying

TARGET RH:MyName UglyMage

This says that you want the monster you are about to create with your Right Hand to attack UglyMage.

(Note that this is very different to saying "TARGET RH UglyMage". The latter command aims your Right Hand spell at UglyMage. If it is a summon spell, this would mean giving away your monster.)

This means that you can actually charm and direct a monster that your opponent is going to create this round. If you cast the Charm Monster with your Right Hand, and your opponent is casting Summon Goblin with his Left Hand. the commands might look like this:

CHOOSE RH Charm Monster

TARGET RH LH:BadGuy        ; we want to charm BadGuy's Left Hand monster

TARGET LH:BadGuy GreenOgre ; we want his monster to attack GreenOgre

Of course, he could cast Counter Spell at the monster he is about to create - this would thwart your Charm, and the monster would remain under his control!


CHOOSE Hand SpellName
e.g. CHOOSE BH Magic Mirror

As mentioned earlier, sometimes a given set of gestures could invoke more than one spell. In this case, the wizard gets to choose which spell is to be cast - the CHOOSE order is used for this. If your gestures result in a choice you were not expecting, you will receive an e-mail asking you to choose. However, if you know that a choice will result, you can include the CHOOSE order in the same mail as the GESTURE orders after both GESTURE orders. This saves the exchange of an e-mail with the server.


PERMANENT Hand
e.g. PERMANENT LH

The Permanency spell allows you to cast a spell with permanent effect. Use this order to specify that the given hand is completing the spell which you would like to be permanent.


PARALYZE Hand Name
e.g. PARALYZE RH Gandalf

The Paralyze spell allows you to freeze one of your opponent's hands. Use this order in the turn after you cast a Paralyze spell to specify which hand will be paralyzed.


DIRECT Hand Gesture Name
e.g. DIRECT LH P Gandalf

The Charm Person spell allows you to take control of one of your opponent's hands. Use this order in the turn after you cast a Charm Person to specify which of their hands you want to do what. Note that you do not get to specify the target of that hand.


DELAY Hand

Use this command to indicate that the spell completed by Hand is to be saved up instead of cast immediately. (You can only do this if you have cast Delay Effect in the previous three rounds). The spell and its target are saved at this time.


FIRE

Use this command to cast the spell that you saved up using DELAY.


SAY
e.g.

SAY "Ouch!  I goofed that time!"

Use this command to make your wizard say something on the next battle report. Because spellcasting involves high concentration and incantation accompanying the gestures, a wizard can only say one thing to the opponent per round!


END

You must end your orders with "END" if you start them with "GAME". The server does not look at anything after the END command.