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
SCORES {options}
STANDINGS {options}
GAMES {GameNumbers}
LIST {GameNumbers}
INFO {Mage/User List}
RULES {Max lines per email}
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
SAY "speech"
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
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
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
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}
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}
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}
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}
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
e.g.
SHOW GameNumber
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
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
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}
or
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
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
Use this command to change the address that the server uses to mail
you reports.
PASSWORD NewPassword
Use this command to change the password for your user.
VACATION Days
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
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
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}
or
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>
Explanation of the options:
challenge <Name list>:
Use this option to list the mages you want to 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.
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
all:
If you want to challenge all mages that are currently available.
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.
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}
or
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.
DECLINE GameNumber Name {CHANGE Number}
or
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
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>
Explanation of the options:
add <Name list>:
To add more mages to be challenged.
Handy if many of those originally challenged declines.
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
Use this command to oppose a change to a game (see
CHANGEGAME command).
WITHDRAW GameNumber Name
Use this command to withdraw a challenge that you have previously
issued. This command completely cancels the game created by
NEWGAME.
GAME GameNumber Name
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
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
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.
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
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
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
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:
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
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
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
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
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.
e.g. NEWUSER Harry grnf
e.g. USER Harry grnf
e.g. CHANGEUSER Osse
e.g. SCORES duel
e.g.GAMES 54 87 109
e.g. INFO Gandalf Froodal Harry
e.g. RULES
or
RULES 500
END MESSAGE
alone on a line will be sent to the owners of the named mages.
MESSAGE Gandalf Froodal Harry
That was a great game! Let's do it again!
END MESSAGE
e.g. SHOW 54
e.g. RESEND3
e.g. DESCRIBE 54
e.g. STATS SpellUse
STATS Info WizActive
e.g. REGISTER Merlyn
e.g. ADDRESS camelot@uk.com
e.g. PASSWORD FroppleBoz
e.g. VACATION 3
e.g. RETIRE Merlyn
e.g. QUIT Sulky
e.g. NEWGAME Merlyn CHALLENGE Froodal Gandalf
NEWGAME Merlyn OPEN, LIMIT 4, COMMENT Looking for a fast battle!
add <Name list>
open {<number>}
closed
exclude <Name list>
all
limit <number>
nolimit
spellbook <name of spellbook>
authoritarian
democratic
comment
add <Name list>:
('add' is a shorthand for '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.
(this is useful only with an 'open' challenge).
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.
This option is default, so you do not have to specify it if you do
not want to.
e.g. ACCEPT 10 Merlyn
ACCEPT 11 Merlyn CHANGE 2
(Both current and all future proposed changes.)
e.g. DECLINE 10 Whimpo
DECLINE 12 Merlyn CHANGE 2
e.g. CHANGEGAME 10 Merlyn START
challenge <Name list>
exclude <Name list>
start
all
open {<number>}
closed
limit <number>
nolimit
spellbook <name of spellbook>
authoritarian
democratic
comment
challenge <Name list>:
('challenge' is a substitute for 'add')
e.g. OPPOSE 11 Merlyn CHANGE 2
e.g. WITHDRAW 10 Merlyn
MOVE GameNumber Name
MAGE Name
e.g. GAME 1 Merlyn
MOVE 1 Merlyn
MAGE Merlyn
e.g. TURN 10
RH Gesture
e.g. LH >
RH P
TARGET LH Froodal
TARGET LH RH:BadGuy
e.g. TARGET RedishGreenGoblin Merlyn
TARGET RH:MyName UglyMage
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
e.g. CHOOSE BH Magic Mirror
e.g. PERMANENT LH
e.g. PARALYZE RH Gandalf
e.g. DIRECT LH P Gandalf