What is MUSH? Well... MUSH stands for 'Multi-User Shared Hallucination' but in laymen terms it's like a combination of a chat room, lego blocks, the old zork text adventure games and email. It allows someone to be what they're not, to enjoy others company, and to just have fun. Which, afterall, is it's sole purpose. To have fun.
A list of the commands you can do is available at http://rhost.mybis.com/autohelp/help.html
This will give you the actual help on the commands found on-line on the MUSH itself. Sorry, wizard help is not available by this method. Q: Is it hard to learn MUSH? A: No, not really. People are generally very cordial and will help you with the basics and getting to fit in. They know what it was like to start off new as well. So keep this in mind. Q: Will I lose my character when I quit? A: Nope. You don't have to save periodically. It's totally interactive. Once you do anything, it's 'saved'. Q: This is just so cool! I want to start my own! A: Er. Before you do, I suggest the following: 1. You have been mushing at least a year. 2. During that time, you have been a wizard yourself at least once (and a deserved bit, not just a 'oh, here friend, have a bit' type of bit) 3. That you get in mind what you want to do and get the staff you want to do it before you set up the mush. Without all of these, your chances for a successful mush is slim to none. There's a lot of mushes to compete against so starting a new one isn't as easy or as fun as you may believe. Q: What's a good manual to learn this? A: Actually, Amberyl has a good manual to learn the basics of both being a mortal and a wizard available all over the internet. In fact, you can get a copy here
It covers the basics fairly well and should get you started on the path of what you need to know. Q: Ok, I read the manual. I know this stuff. It's easy! A: Don't believe it. The manual is a good reference, but in mush, that's all it is... a REFERENCE. Nothing beats experience and you'll find a lot of what you find won't be in any manual no matter the skills of the person writing it. Don't believe me? Ask around. Q: Will the RhostMUSH server ever get side effect functions? A: For compatability, we'll be adding it as a side patch but because it causes security issues and (to be blunt) is extreamly stupid to add, it isn't a priority. Update: RhostMUSH now supports side-effects (PENN & MUX) for compatbility, but use at your own risk. They're more secure than normal, but we can't protect against high levels of absolute stupidity. Q: What do you have against side effects? A: Well, a lot of things actually. Side effects in more instances than not are actually slower than the @command it emulates, allows a lot of inexperienced coders the chance to hack wizard objects, and in some instances not very stable. To top it off, if you're used to coding side-effects, then quite bluntly you're not a good coder. Why can I say this? You're skills at mush-coding are limited to a single platform and none of your code can be made to cross platforms. Therefore, you limit yourself with functions that Lydia herself says was a mistake. Besides, a large clumping of side-effect functions tends to be a bit harsh on the mush engine. Q: Well, you can't code completely switchless without side effects. A: Wrong. I've coded totally switchless for over 7 years without the arrival of side effect functions and I can continue to live without them. And when I say switchless I mean no @force, no @trigger, no @switch and no switch() or similiar functionality. Face it. Side effects are the works of evil. Unless the codebase you're using them on has an active way to protect the game from poorly coded side-effects, you should consider avoiding them when possible.