Decking Commands

From Cybersphere Wiki
Jump to: navigation, search

Physical-world commands (before jacking in):

dir*ectory on (deckname)

Allows you to check the directory on your deck, without jacking into it.

insert (ramcard) into (deckname)

If you have one, this will insert the specified ramcard (computer disk) into your deck.

eject (ramcard) from (deckname)

If there is a ramcard in your deck, this will take it out of the deck, putting it in your inventory.

install (program) on (deckname)

If there happens to be a program on a ramcard in your deck, this command will move the program from the ramcard to your deck's storage area.

archive (program) on (deckname)

Will move a program from your deck's storage area to a ramcard in your deck, if you have one.

vol*ume (deckname) is (name)

Names your deck, and allows the name to be used as an alias for that deck. It's useful in that it allows you to name multiple decks of the same types (e.g. trailblazers), and move programs among them without confusion.

label (ramcard) as (name)

Allows you to label ramcards, making it easier to figure out which ramcard is which, when you have multiple ramcards. T he label can be used in place of "first ramcard" when identifying the card.

jack into (deckname)

If you have the proper hardware installed in your head and have access to an active matrix network connection, this will plunge your character's consciousness into the Net.

Virtual-world commands (after jacking in):

stats

This displays the stats on your deck and its matrix connection session.

map

This displays a map of the matrix in your vicinity.

dir*ectory

Brings up the current directory listing of your deck, showing you what programs you have.

info (program name)

If information exists about the program, this will display it. Information is usually what the program is, what it does, and the syntax to run it. Some programs lack this sort of information, though.

run (program name)

Will run any program you have, if it's stand alone. Most programs require a bit more complex run commands. Some require targets, some don't, some require specific rooms in nodes to run in, some don't...etc. It's best to refer to the info on programs in these matters, or better yet, other deckers.

enter here/(nodename)

When you type map on the matrix, and you (*) are placed beside a node (o) like this " :*o:::", you will be able to enter that node by typing enter here or enter (nodename). This will connect your icon to the login port on the node, where you will be in an environment at least partially similar to the meatside.

disc*onnect

Disconnects your icon from the node you're in, if you are in one. If you aren't in a node, and are just on the regular matrix, it does jack shit.

jack out

THIS IS VERY IMPORTANT. It's how your character wakes up from the matrix, as it were. Without it, you're pretty well stuck on the matrix. Well, there are other ways to get off...not necessarily GOOD ways...

install (program name)

Moves a program from your ramcard to your deck's storage.

archive (program name)

Moves a program from your deck's storage onto a ramcard in your deck.

download (file #)

Assuming you've managed to find a searching program, and you've made your way into a datavault in a node, and have found a list of files there by running the search program, you can retrieve files from the datavault. Remember, though, you MUST use the download number listed, NOT the name of the program. It likes the number, and the number only, for some reason.

upload (file name)

If you're in a datavault that supports uploading, this will move a program from your deck to the datavault. Not every datavault supports this.