This is a list of tinymud commands and their equivalents in LambdaMOO.
The original list of commands comes from "Three's Unabridged
Dictionary of Commands", available from belch.berkeley.edu.  This is
not a comprehensive document.  You must refer to the programmer's
manual or the online documentation in LambdaMOO for more information
on specific commands.

The thing that most sets MOO apart from MUD (and MUSH: the author has
not used MUCK or LPmud and so cannot comment on those systems) is the
ease of programming.  A non-programmer won't see these differences.
However, if you want to do some serious building, get a programmer
bit.  Your constructions will be of ever so much higher quality.  Any
object, room, or exit that you create can have "verbs" defined that
allow players to manipulate those objects in any way you choose, and
the standard verbs can be overridden to change your object from the
default.  These verbs define both user commands and code procedures.

The following commands are basically the same in MOO and MUD.

DROP(THROW), GET(TAKE), GO, GRIPE, HELP, HOME, INVENTORY, LOOK, NEWS, SAY (",:)

The following commands have no equivalent:
KILL, ROB, SCORE, @FORCE


EXAMINE
This verb is @examine in MOO.
@examine displays the object's name, number, its owner, and the
"obvious verbs" (the commands you could expect to work with this
object, which may be arbitrary words defined by the author of the
object).

GIVE
This allows you to give an object to a player.  The syntax is 
give <object> to <player>

GOTO
This is called "GO".  GOTO doesn't exist.  MOVE doesn't exist either.

KILL
This command does not exist.  Let's be nice, shall we?  Actually, the
weapons used in the roleplaying system in LambdaMOO define a KILL
verb, to be used on the various monsters that may be encountered on an
adventure.  However, this KILL doesn't have anything to do with the
standard mud KILL.

PAGE
page <player> [<message>]
Basically the same.  Unlike MUSH, you don't include an = between
player and message.

QUIT
This has been renamed @quit (any capitalization works), and sends you
home before it disconnects you.  (Your possessions remain with you.)

READ
Unlike mud, this is not a synonym for look.  Objects which may be read
define the verb READ, and don't just print out their description.

WHISPER
whisper "message in quotes" to player
The syntax is changed, but the command does the same.

WHO
This has been renamed @who (any capitalization works), and gives
more information than the standard mud WHO.  The WHO flags don't exist.

@CHOWN
The LambdaMOO Ownership Transfer Station enables players to transfer
ownership of objects.

@CREATE
@create <$predefined-object or objectnumber> named <name> Create a
child of an existing object.  Predefined objects are: note, container,
thing, room, and exit.  The rest are accessed by object number.

@DESCRIBE
This is accessed as DESCRIBE <object> AS "quoted string".

@DIG
@dig <new-room-name>
or  @dig <exit-description> to <new-room-name-or-old-room-object-number>
An exit description is outboundname[,synonyms]|inboundname[,synonyms]
or just outboundname[,synonyms] The forms with exits create those
exits as well as the room, and links the exits to the new room (and to
the existing room, if an inbound exit is given, and the permissions of
the room permit it).  When permission is denied to create the inbound
exit, it will have to be linked in manually (see the reference under
@link in this document).

@FAIL
@take_failed <object> is "quoted string" defines the failure message
for objects.
@nogo <object> is "quoted string" defines the failure message for exits.
[Aside for programmers: These messages are implemented by properties
take_failed_msg and nogo_msg.  Other messages that are settable with @
commands are implemented similarly: @foo <object> is "quoted string"
sets the foo_msg of <object>.]

@FIND
@audit is the equivalent on MOO.

@LINK
Mostly this should be obviated by @dig, see above.  
You set your home with @sethome.  You must be in your proposed home.
Drop-tos are an unsupported concept (although can be implemented by
programming the appropriate verb, generally :enterfunc or :accept).
@add-exit and @add-entrance manipulate links when an exit can't be
added because the attempting builder does not own the destination.

@LOCK
@lock <object> {to | against} {nothing | <object>}
A simplified explanation of locking is that when an object(1) is
locked TO an object(2), you must be or have that object(2) in order to
be allowed to use that object(1).  If it is locked AGAINST object(2),
you must NOT be etc.  Programmers can override the default locking
behavior. 

@NAME
@rename is the equivalent verb, syntax is
@rename object to new name.

@OFAIL
@onogo object is "quoted string" is the equivalent command for exits.
@otake_failed is "quoted string" is the equivalent command for things.

@OPEN
No equivalent.  Use @dig.

@OSUCCESS
@oleave is the equivalent for exits, to be printed in the room left.
@oarrive is the equivalent for exits, to be printed in the room entered.
@odrop_succeeded is the equivalent for things.

@PASSWORD
@password <old password> <new password>.  Just a syntax change.

@SET
This doesn't have any one equivalent.

@STATS
There is no equivalent for this.  However, in LambdaMOO a statistics
gathering device has been created.

@SUCCESS
@leave is the equivalent for exits, to be printed before leaving.
@arrive is the equivalent for exits, to be printed after arriving.
@take_succeeded is the equivalent for things.

@TELEPORT
Use @move.

@UNLINK
@fill is the opposite of @dig, but this command is still under development.

@UNLOCK
Similar syntax to @LOCK.  See @LOCK above.


Here is an attempt at changes to Three's encyclopaedia of MUD terms.
Again, it is not comprehensive.
-------------------------------------

BOGUS COMMANDS
Do not use exits to make bogus commands!  Use verbs!  See the
LambdaMOO Programmer's manual.

DESTROYING
Use @recycle

DROP-TOs
Drop-to's don't exist.  However, by judicious use of verbs you can get
the same effect.

FAILURE
Failure is not a generic aspect.  Verbs allow a great variety of
partial success and failure responses.

FLAGS
Flags don't really exist in MOO.  Instead, objects have properties,
arbitrary named slots that may contain values.  Some MUD flags don't
have any equivalent in MOO.  Other MUD flags don't make any sense in
MOO.

DARK
If a room is DARK, then you can't see any of its contents.  Only
applies to rooms.  Currently it can only be set by evaluating programs
in the parser (see the programmers manual).

GENDER
@gender <male|female|neuter> sets your own gender.  Genders of objects
is trickier, but the Generic Gendered Object has been implemented.

MONEY
There is no money in LambdaMOO.  Instead, there is a building quota system.

SUBSTITUTIONS
This works just like MUD for the @o versions of messages.  You can
also get pronoun substitution for programming purposes with the
$string_utils:pronoun_sub function.  See the manual.

SUCCESS
Like failure, this doesn't make as much generic sense in MOO as it
does in MUD.

TYPES OF OBJECTS
There are an ENORMOUS number of types of objects.  See the programming
manual.  Also, @classes lists the objects that have been parented.
Many of the objects on this list are quite useful as arguments to @create.

