From fdff4c8aa784c67da17df30978e30ef56a448864 Mon Sep 17 00:00:00 2001 From: Rumble Date: Mon, 4 Jun 2012 23:29:53 +0000 Subject: [PATCH] Commits for the 3.63 release --Rumble --- changelog | 71 +- lib/misc/bugs | 23 + lib/misc/socials.new | 2 +- lib/misc/typos | 10 - lib/text/help/help.hlp | 24950 +++++++++++++++++++-------------------- lib/text/news | 2 +- lib/world/mob/1.mob | 2 +- lib/world/mob/104.mob | 2 +- lib/world/mob/107.mob | 2 +- lib/world/mob/12.mob | 10 +- lib/world/mob/13.mob | 18 - lib/world/mob/2.mob | 23 +- lib/world/mob/257.mob | 2 +- lib/world/mob/30.mob | 2 +- lib/world/mob/315.mob | 2 +- lib/world/obj/12.obj | 16 +- lib/world/obj/2.obj | 41 +- lib/world/obj/5.obj | 56 +- lib/world/trg/0.trg | 2 +- lib/world/trg/1.trg | 14 +- lib/world/trg/12.trg | 66 +- lib/world/trg/2.trg | 15 + lib/world/trg/27.trg | 2 +- lib/world/trg/30.trg | 9 +- lib/world/wld/0.wld | 128 +- lib/world/wld/104.wld | 2 +- lib/world/wld/12.wld | 2 +- lib/world/wld/18.wld | 2 +- lib/world/wld/257.wld | 8 +- lib/world/wld/30.wld | 186 +- lib/world/wld/315.wld | 2 +- lib/world/wld/555.wld | 18 +- lib/world/wld/78.wld | 12 +- 33 files changed, 12295 insertions(+), 13407 deletions(-) diff --git a/changelog b/changelog index 45c5945..8a6f35c 100644 --- a/changelog +++ b/changelog @@ -1,44 +1,14 @@ TbaMUD is currently being developed by The Builder Academy. If you need any help, find any bugs, or have ideas for improvement please stop by TBA at telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble -Major Additions: -OasisOLC 2.0.6 -trigedit (DG Scripts) 1.0.14 -hedit (help editor) -cedit (config editor) -tedit (text file editor) -aedit (socials editor) -qedit (quest editor) -ANSI Color -ASCII Player Files 3.0.1 -128bit Support -Copyover -automap (ASCII map generator) -buildwalk (walk a new zone to link rooms) -tell m-w (an in game dictionary lookup) -gemote (emotes over gossip) -history (of all communications, tells, gossip, etc.) -file (allows imms to view syslog, errors, etc.) -pagelength (custom pagelength setting) -showvnums (roomflags that includes mobs, objs, triggers) -zpurge (purge an entire zone) -zcheck (head builder tool to check balancing) -mob autoroll (standard values set on mob level entry) -checkload (list where a mob/obj/trg is loaded) -Auto Toggles (loot, gold, split, sac, assist, map, door, key) -Hidden mob/obj -mob/obj stacking -hindex -helpcheck -OLC copy and delete options. -export (QQ's a zone into a tarball) -Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist) -(lots of major bugfixes too) @ [May 28 2012] - Vatiken bug: Fixed a MAJOR duping issue. [May 24 2012] - Vatiken improve: prefedit now allows toggling of "this" session protocols +tbaMUD 3.63 +[Apr 04 2012] - Rumble + Updated World and files for 3.63 release. [Mar 31 2012] - Vatiken improve: updated some of the documents. feature: added the 'whirlwind' skill as a event/list template @@ -110,6 +80,7 @@ Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist) [Sep 28 2010] - Rumble Fixed a couple NPC accessing player data errors. Fixed oedit extra desc's from always showing "Set" even if they weren't. (thanks Mirad) +tbaMUD 3.62 [Sep 19 2010] - Rumble Updated World and files for 3.62 release. [Sep 11 2010] - Rumble @@ -1116,8 +1087,42 @@ CircleMUD 3.5 - Added vnum and TRIG tags to everything, showvnums toggles it on/off. - Added keyword seperation when statting extra desc. [desk] [notes papers] - Added buildwalk and dig. +Major Additions: +OasisOLC 2.0.6 +trigedit (DG Scripts) 1.0.14 +hedit (help editor) +cedit (config editor) +tedit (text file editor) +aedit (socials editor) +qedit (quest editor) +ANSI Color +ASCII Player Files 3.0.1 +128bit Support +Copyover +automap (ASCII map generator) +buildwalk (walk a new zone to link rooms) +tell m-w (an in game dictionary lookup) +gemote (emotes over gossip) +history (of all communications, tells, gossip, etc.) +file (allows imms to view syslog, errors, etc.) +pagelength (custom pagelength setting) +showvnums (roomflags that includes mobs, objs, triggers) +zpurge (purge an entire zone) +zcheck (head builder tool to check balancing) +mob autoroll (standard values set on mob level entry) +checkload (list where a mob/obj/trg is loaded) +Auto Toggles (loot, gold, split, sac, assist, map, door, key) +Hidden mob/obj +mob/obj stacking +hindex +helpcheck +OLC copy and delete options. +export (QQ's a zone into a tarball) +Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist) +(lots of major bugfixes too) Release history: +Version 3.63 release: April, 2012 Version 3.62 release: September, 2010 Version 3.61 release: January, 2010 Version 3.60 release: September, 2009 diff --git a/lib/misc/bugs b/lib/misc/bugs index e69de29..c4134d2 100644 --- a/lib/misc/bugs +++ b/lib/misc/bugs @@ -0,0 +1,23 @@ +Text "tell guide help" doesn't do anything~ +Body A newbie tour guide is here to help. "Tell guide help" for assistance. +... however, when I enter that command, I get "No one by that name here." +Trying a few other words to refer to the tour guide, but notably the +one in the description doesn't work! +~ +Name Pinguino~ +IdNum 52 +Dated 1337579156 +Level 1 +Room 3001 +Flags 0 0 0 0 +End +Text the room description here in 'behind the inn' says you can go north or east, but there's no north.~ +Body the room description here in "behind the inn" says you can go north, but thereis no north exit +~ +Name Phil~ +IdNum 53 +Dated 1338163777 +Level 5 +Room 3573 +Flags 0 0 0 0 +End diff --git a/lib/misc/socials.new b/lib/misc/socials.new index d1f340e..61b7e14 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -6973,7 +6973,7 @@ $n waves to your $t. You wave to $p. $n waves to $p. -~wb wb 0 8 8 0 +~wb wb 0 8 0 0 You welcome everyone back. $n welcomes everyone back. You welcome $M back. diff --git a/lib/misc/typos b/lib/misc/typos index e008d7d..e69de29 100644 --- a/lib/misc/typos +++ b/lib/misc/typos @@ -1,10 +0,0 @@ -Text test~ -Body a test -~ -Name Taoth~ -IdNum 3 -Dated 1329779435 -Level 1 -Room 3001 -Flags 0 0 0 0 -End diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 0fcdc17..f266a0c 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -1,13029 +1,11921 @@ -LIMITS ZCHECK STANDARDS OBJ-LIMITS OBJECT-LIMITS ZONE-LIMITS OEDIT-LIMITS OEDIT-STANDARDS - -OBJECT STANDARDS: -|Applies Type |Maximum | Minimum | -|================================================== -|Str, Dex, Int, Wis, Con, Cha | 3 | -5 | -|Class | Do not use. | -|Level | Do not use. | -|Age | 10 | -10 | -|Weight | 50 | 1 | -|Cost | 1000 | 1 | -|Hitpoints, Mana, Movement | 50 | -50 | -|Gold | Do not use. | -|Experience | Do not use. | -|Armor Class Values | 10 | -10 | -|Armor Class Applies^ | 10 | -10 | -|Hitroll & Damroll | 5 | -5 | -|Saving_throws^ | 2 | -2 | -|Weapon Damage | 50 | 1 | -|================================================== -^These applies should be negative to benefit the player. - -MOBILE STANDARDS: See @RMEDIT STANDARDS@n - - Never use outrageously large numbers. This will crash stock OLC. There are -limits on TBA to prevent crashes. But, it is just a waste of time to set large -numbers or applies that unbalance the game. You will be made to fix them if you -want your zone used or approved. - Zcheck (level 31+) checks a zone for these and other standards. - -See also: DAMAGE, POSITIONS -#1 -LEVELS - -Usage: level - level - level - - The level command lists the experience required to attain all levels in the -game. The level command followed by a number shows the required experience for -the level above and below the argument. The level command with a number range -will show experience required within the given range. -#0 -CONTROL-WEATHER - -Usage : cast 'control weather' <'better' | 'worse'> -Accumulative: Yes - -This spell will change the "course" of the current weather. - -Example: - - > cast 'control wea' worse -See also: %WEATHER%, WEATHER -#1 -IS-NPC NPCS IS_NPC ISNPC - -This is short for is non-player-character (mob). - -See also: MEDIT-NPC-FLAGS -#1 -TEDITOR - -Usage: tedit [file] - -Allows editing of text files online. Files available to be edited: - -credits news motd imotd greetings help ihelp -info background handbook policies wizlist immlist - -Perhaps you meant @RHELP TRIGEDIT@n -#1 -CLSOLC - -Usage: CLSOLC - -Clears the screen just before you enter the main OLC menu. - -See Also: TOGGLE -#1 -EDITORS - - Editors are what builders use to create their worlds. - -See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR -#1 -@@ - -The @@ character is used as a colorcode. If you see it, try toggling color to -complete. If this still does not work you must not be able to view colors. - -Many people have asked why use the @@ as colorcodes while others use &. -Welcor of TBA changed this because of trigedit. A builder who enters: -if %actor.is_pc% && %arg% would only see: if %actor.is_pc% & %arg%. No -big deal, but this could get confusing to newbies when you tell them AND -needs 2 & and they will only see &. The second problem is that trigedit -also uses the special character & to denote mob/obj pronoun: IT, YOU, -HE/SHE: &%obj%. So putting in colorcodes in echos returns garbage itititit -etc. if done improperly. The fix is to use the escape character \& -in trigedit. - -See also: COLORCODES -#1 -AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR - -Syntax: aedit - - Aedit is an online action (social) editor that allows you to create socials -on the fly. Anyone can add new socials just ask a level 33 or above to set your -OLC to 999 and explain how it works. Use astat to see examples. - -Here is the much coveted list of $ codes applicable to socials: - -$e he/she/it person doing social -$E he/she target of social -$m him/her person doing social -$M him/her target of social -$n char name person doing social (your name) -$N char name target of social (other persons name) -$s his/her/its person doing social -$S his/her target of social -$t body part of victim -$p object - -See also: ASTAT, SOCIALS, AUTOSAVE -#1 -VNUMS FIND-ITEM VNUM-OBJ VNUM-MOBILES - -Usage: vnum { room | obj | mob | trig } - - Returns a list of the virtual numbers of the room, object, mobile, or trig -which have the specified keyword. - -Examples: - - > vnum obj ring - 1. [ 904] a platinum ring - 2. [ 203] a seashell ring - 3. [ 2588] a small emerald ring - - > vnum mob dragon - 1. [ 1] Puff - 2. [ 908] the dragon turtle - 3. [ 208] the Master of Illusions - -See also: VSTAT, TSTAT, VIRTUAL-NUMBERS, LOAD -#1 -JEWELS GEMSTONES MINERALS DIAMONDS - -Jewels: http://www.allaboutjewels.com/jewel/glossary/ -Gems and Minerals: http://www.minerals.net/index.htm - -#1 -HIDDEN-DOORS . HIDDEN-EXITS HIDDEN-ROOMS HIDDEN-OBJECTS HIDDEN-MOBS SECRETS UNSEEN - - Hidden objects and mobs are not listed in the room descriptions but are still -present and may be acted upon by players. - This is done by starting the l-desc with a period (.). Unless a player has -holylight on they will not be able to see it. To make things easier please -please include the keyword "hidden" on the object or mobile. - -.This is a hidden object/mob. This long description can only be seen with holylight. -This normal description can be seen by anyone. - -To make hidden exits or secret doors use trigedit. - -See also: %DOOR% -#1 -DATE AM PM - -Usage: date - - Shows the current real time. (Not a social) - -#1 -DC - -Usage: dc - - DC (DisConnect) is used to disconnect a socket. If used on a playing socket, -the player will lose his/her link, but, unlike PURGE, will not extract the -player or dump the player's inventory on the ground. DC is also useful for -disconnecting people who have accidentally left themselves at the main menu, -or connections sitting in the "Get name" state. - -See also: USERS -#1 -SPECIALS SPEC-PROC SPECIAL-PROCEDURES SPECPROC SPEC_PROC - - Special procedures are used to allow certain complex functions to rooms, -mobs, and objects. They are written by coders and are normally not created -by builders. If you have something you wish to assign a special procedure to -talk it over with a coder. The most common special procedures include: -Postmasters, banks, guildmasters, pet shops, and boards. If your zone requires -any of the above mudmail your coder after your zone is complete. - Most of the things possible through special procedures can now be done -through trigedit. - -To create a postmaster make a mob, set one of the keywords as "postmaster," set -the NPC flag SPEC, and load it to the room via zedit. Then have your coder add -to spec_assign.c:110: ASSIGNMOB(#, postmaster); NOTE: # = the mob/obj vnum. - -To create a guildmaster make a mob, set one of the keywords as "guildmaster," -set the NPC flag SPEC, and load it to the room via zedit. Then have your coder -add to spec_assign.c:69: ASSIGNMOB(#, guild); A player can practice at any -guildmaster, it is the guildguards that usually limit who can access what -guildmaster. @RTSTAT 133@n - -To create a bank make an object, set it to type OTHER, add keyword "bank" and -load it to the room via zedit. Then have your coder add to spec_assign.c: -138: ASSIGNOBJ(#, bank); - -To create a board make an object, set it to type OTHER, add keyword "board" and -load it to the room via zedit. Then have your coder reference boards.c for the -remaining instructions. - -To create a petshop see: @RHELP PETSHOP@n. - -In all cases special procedures need to be added in by a coder. Once your zone -is complete mudmail your coder for the additions you want including type and -mob or object vnum. - -See also: POSTMASTER, PETSHOPS, BANKS, GUILDMASTER, BOARDS -#1 -WORK - - Most new builders underestimate how much work it takes to build a good zone. -Do not expect to finish everything to perfection in one week. Do not plan a -500 room metropolis as your first zone. The typical new builder will start a -grand project only to find themselves over their head with work after two -weeks with no end in sight. The result is almost always a sloppy, hastily -finished product or a perpetually unfinished one. Either way the builder ends -up discouraged and their zone is unusable. To prevent this from happening all -you have to do is PLAN. The more time you spend planning the easier time you -will have building. There is nothing worse than making half a zone and then -running out of ideas. You then have to start making more ideas up and they -will not fit well into the zone. - -See also: PLANNING -#1 -PLANNING - - There is a wide range of mistakes that builders can make when starting a new -zone. Zones that have had extensive planning before creation avoid most of -these mistakes. - Do you know the MUD? Most MUDs are meant for role-players. Do you know what -the environment of the MUD is? Have you looked at the zones others have built? -I would suggest playing a mortal to at least level 10 before attempting to -build anything to get a feel for the realm. Most importantly, have you read the -background story? I was amazed at how few people read the background story. -MUDs have themes, and it will always benefit you and the MUD to follow them. -The best builders come to a MUD saying "I can build anything, what does the -MUD need?" - The first thing to do when sitting down to build a zone is just that - sit -down and think about it. A zone should always start out on paper long before -it reaches a MUD. Every zone starts with an idea or a spark. From there, -develop it. Pay attention to what kind of zone theme you want to create. Is it -meant to be generic hack and slash experience zone? A wealthy populace to fill -the player's purse with gold? A quest for a special item? The possibilities are -limited only by your imagination. The important thing to remember is that zones -are built for players. Ask yourself, would you want to play in this zone? - To help brainstorm I suggest you check out the many different zones -available on TBA. All zones are required to have a zone description room in -the first vnum of the zone. Goto 1900, 2700, 2900, 20000, 14500, or 15100 for -some good examples. Feel free to look at any of the other zones listed under -show zone. Beware, some may be unfinished and poor examples. - Assign VNUMs to your rooms/mobs/objects beforehand and write them down. Do -not try and remember every VNUM you used mentally. Make lists of your mobs and -objects. You can always add to the list later. After you have done all this -you will already have a huge head start on your zone. Planning will pay off in -the long run. - All in all, the best way to make an area interesting is to use variety, -intelligence, and imagination in building. Try to imagine what it would be -like for you to walk through and what you might try looking at or doing, and -then try to incorporate that into your area. Show your area to others and take -their advice. By taking all of this extra effort in creating your area, you -will be rewarded by leaving a lasting memory of your area in the minds of many -players. do not let your area fall by the unfinished wayside! Work on it a -little every day, even if it is only one or two rooms worth of work. Likewise, -do not fill space by just making more of the same mob or duplicate room -descriptions. Take your time and do a thorough job, not one that is only -superficially good. - It is recommended that you write out your descriptions on some kind of text -editor or word processor on your own computer before putting them on a MUD. -You can then cut and paste your descriptions in as needed. The advantage to -this method is that if you accidentally wipe out your work on the MUD you will -have a ready backup. Be careful cutting and pasting to the MUD; if you send too -much text at once you will be disconnected. - -See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS -#1 -CARTOGRAPHY - - The reasons behind mapping are simple. It solidifies what you are planning -to build into MUD terms. Also, though final products rarely are an exact copy -of the map, they provide a concrete reference for you to look at when the -builder's block question rears its ugly head "Hmm, what do I build next?" -Lastly, not all players have nifty clients especially made for MUDding with -automappers, etc. We would not want those poor unfortunate souls to be at -more of a disadvantage than they have to be... and maps are highly important -to knowing a MUD, even if you keep them all in your head as a few players do. - A specific map is required so that the rooms can be linked together in a -way that makes sense geographically. It is the most annoying thing to be -playing a MUD whose rooms are not geographically correct. A very important -aspect of each room is the position of other rooms in relation to it. Great -care should be given to making the rooms link logically. A player who moves -north, east, south, west should find themselves back in the same room from -which they started. Having an area geometrically correct makes it much easier -for a player to visualize it, and thus increases their enjoyment of it. - -See also: AUTOMAP, TBAMAP, ASCII -#1 -LOCATIONS - - It is very important to know where an area is going to fit in with the world -before it is written. This may seem very obvious, but it is a painful truth -that many people make areas without regard for where they will be placed on the -MUD. A character should not be walking around in an idyllic happy forest and -suddenly come upon an arctic wilderness. Likewise a character should not -venture a couple steps outside a main human city and find themselves in an -ancient elven homeland. Plan where your new area is going to go and make sure -it does not grievously conflict with surrounding terrain, climate, politics, -mythology, and races. - The best thing to do, of course, is to integrate your zone seamlessly with -the rest of the world rather than allowing for one connecting point and sealing -the zone off from its surroundings in all other directions. It is not easy to -do this, and it is not always even possible. But it is worth spending some time -working on the rooms that link the zone as you first conceived it. - If it is a city, the main gates probably are going to open out onto an -existing road, not into the middle of a forest. Give some thought to using a -few rooms to link the "main" part of your area to a spot that is already in the -MUD (be creative - as well as roads and pathways, there are waterways and other -means to reach places). If it is more of a wilderness-type area, then the way -it links might be a bit more vague, and it might link in more than one place - -when was the last time you saw a forest, field, or desert that could only be -reached in one way? As important as where the zone should begin is where it -should end. A city or even a village might have walls and a logical "edge," -but if you are working with wilderness or even just the surroundings beyond -the city itself, it is hard to know where and how to draw the boundaries. -Natural formations seem like the perfect answer -- rivers, mountains, and so -on -- BUT (and I think this is a huge but) the problem with these is that they -are extremely prominent geographical features and are not a good "throwaway" -solution. - If you are writing forest room upon forest room and think you will never get -to the end, do not just write in an insurmountable mountain range or a -gratuitous river. That will lead to questions like, "What is on the other -side of the mountains, and why can not I approach them or even see them from -anywhere else?" or "Why did this river suddenly come to an abrupt end as soon -as I left this forest?" Far better is to do something on a smaller scale -- the -trees just get too dense to move on... do not assume that your area has only -one or two points of entry. Try and make your area accessible from at least -two different points, preferably in different directions. Try and leave at -least one possible exit on each "side" of your area in case something needs -to be linked to it later. - TBA allows builders to create whatever their hearts desire and we have no -MUDwide theme. Because of this your zone will be isolated from all others and -should be designed to be added easily into any MUD. For location you should -plan the geographic environment: Forest, tundra, city, port, etc. - -#1 -THEMES - - The theme for an area is its reason to be. A theme can be simple. Like, a -homeland of a few loose-knit families of storm giants. Or, a part of the sea -where a merchant ship from Anon is engaged in battle with a pirate ship. -Themes can, and should be elaborate and include insight into the history of -the zone, how its society and economy work, current plots or conflicts going -on in the area, and how other people in the world view the place. The more -work you put into the theme the better it will be, and the better other areas -will be that build off of it. Discuss your ideas and concepts with others to -help develop them to their fullest. - Zones should be well fleshed out stories that catch the visitors attention -and bring out their curiosity, making them want to stay for more. The -descriptions should be well fleshed out, bringing images into the players -minds, and there should be challenges and tricks that the player will not -expect. - Try and build a mini quest into part of your area so that characters can -do something active rather than feel like aggressive tourists. If you are -building a wilderness area, perhaps include some kind of hidden/trapped -treasure one can find. If you are building a populated area, think about -having some mystery that a player can uncover. Built-in quests make a good -area great. - Another way to make an area interesting is to create some sort of plot line -for it, or a coherent theme, rather than a collection of haphazardly related -rooms. The plot can be complex like infiltrating a castle to garner the war -plans of the evil Lord Zygol, or simple like ridding the caves of goblins, or -anything in between. Often the plot in an area can be advanced by some fairly -simple puzzles or descriptions. This can be done with the help of triggers. - TBA allows you to build anything you would like. Themes could include: -sci-fi, futuristic, medieval, present day, ancient history, Jurassic, western, -Chinese dynasty, etc. - -#1 -ZONE-SIZES SIZES - - Make sure to have some idea of how many rooms total you will use. Make a -definite decision. 20, 40, 80, 100. Try and shoot for a multiple of 20. We -have no minimum amount that we set for a zone in terms of how many rooms. But, -we do limit new builders to only 100 vnums for their first zone. Make a -quality zone and we do not care how many rooms it is. - If this is your first area, keep it small. Even under 50 rooms! You will -soon see this is a fair amount of work and gives you quite a bit of room to -accomplish what you have in mind. Once you have completed something of this -size and are proud of your work, you can always add to it or make another -larger zone later. If this is not your first zone, decide how many rooms you -will need and divide it up into 100 room zones. A cluster of small areas that -get phased in gradually is much better than one gigantic area that is never -completed. Trust us when we tell you a 300-room area will never be finished -without Herculean effort of which most of us are not capable. - -#1 -ALIGNMENTS - - Many good areas stick to a defined level range, such as 10-20 or 25-30. Do -not try and make your new area cover the entire range of levels. Every area -should have its moment in the sun. Conversely, it would be nice if there were -something really unique and challenging to do at every stage in a characters -history. Your area might be the most successful if you can gear it for a range -of levels that people believe is otherwise boring or neglected. - You should always try to match your mobiles to the area and the players you -want to play there. For example, you should make the mobs in the area a -similar level to the players you want to play there since a level X warrior -should be able to kill a level X mobile if the warrior is at full health. Also, -the quality of objects or mobiles should be matched with their level. - Will your area be mostly good, neutral, or evil. If it is mostly good or -mostly evil, is it strongly good or evil or just weakly aligned? In any case -try not to make your area completely homogenous (equal). In neutral -communities there is going to be some evil and good elements, and likewise with -other communities. To some extent this goes along with the question about zone -level, consider what seem to be "gaps" among the zones in the world as far as -good or evil aligned areas for a particular level range, and try to fill those -needs. Everyone's first tendency is to make extremists--The ultimate evil hell -area, or the blindingly good paladin fortress. Keep in mind that there are -many layers in between, and these are often more interesting. - -See also: ALIGN -#1 -PLOTS - -The plot of a zone is the main story of the zone. Such as: hack and slash, -rescue the princess, find a precious stone, kill the dragon, or forging a -special weapon. Most builders do not take the possible ecology or economic -effects of an area into account. By this, I do not mean having a mini-model of -an actual ecological environment, but rather having things that make the area -seem more plausible. The best things to put in to make an area more plausible -are useless objects that actually add atmosphere to the area. Food sources for -the mobiles in your area are always necessary to fleshing things out, as are -creating import and export goods for cities, complete with customs houses. - Your zone should have a strong plot that is incorporated throughout. This -can be done by using the different descriptions available. Mobile look -descriptions and extra descriptions such as: trails, scrapings on the wall, -etc. Trash objects can be created that are notes or maps. - When designing your area and the plots within, you should always consider -what kind of player you want playing in your area. Keep the levels and types -in mind (i.e. role-playing, power-MUDder, etc). In doing so, try to have fun -building the area. Make it well rounded and something that you enjoy looking -through afterwards. If you find something you do not like, edit it and change -it until you like it. It is always best to build when you are not bored of the -area, since building when you are bored almost always turns out uninspired and -boring areas. - If you are having problems developing a plot try visualizing a story that -happens in your zone. For example, say a princess is captured somewhere -and her relatives are looking for her. Next, you drop some clues to her -whereabouts by putting conversations in the looked at description of mobiles. -You can set up some mobs so that when you look at them, you get "You strike up -a conversation with the shopkeeper. He chats with you about the rise and fall -of the price of wheat. Looking at the candy jar he sighs. You ask him why, and -he relates a sad tale of how he has not seen a little girl who used to come -into his store in a long time." Granted, this is not as elegant as a trigger, -but not everyone can write them. - The point is that you interpret the looked at description as something more -than just looking, you can view it as a static conversation. You can then go -around the area and throw in a few room extras leaving a trail to where the -princess is. You can also put some extra descriptions on useless items lying -about to indicate where one may find the princess. Once at the princess, you -could have her relay a story of the location of a secret buried treasure in her -looked at description, a nice reward for the rescuing hero. You can set up the -buried treasure in a hidden container with no long description. Give it a -short description of "the ground" so they get the treasure from the ground, -and only know where this object is by the tale of the princess. When your -players stumble upon something like this, they love it. - -#1 -DESCRIBING - - Writing good descriptions requires inspiration and imagination before all -else. There is nothing particularly difficult about writing for a MUD, but -there are a number of common, fatal mistakes new builders typically make. If -you read through this tutorial, you should be able to avoid the common -pitfalls, and thus insure a long life as a builder. - Remember that your job with descriptions is to create an interactive -environment that the player sees, hears, feels, etc. This means that your -number one goal is to be eloquently descriptive. - Writing for a MUD was once explained to me as writing a story for the -mortals of the realm. As you go through the zone, it unfolds into different -twists in the plot. Try imagining writing a small book when creating your -descriptions. A few builders wing it, which I highly discourage. The best -zones I have ever seen have always had much forethought and planning before -the builder process began. Do what works best for you, everyone has their own -style of building. Use it to your advantage. - Use adjectives. Sad, Angry, Dirty, Nice, Morose, Gleeful, Enraged, Filthy, -Pleasant, Melancholy, Ecstatic, Pestilent, Comfortable, Depressing, Blissful, -Spiteful, Smutty, etc. A thesaurus is great for this. @Chttp://m-w.com/@n - An interesting area will always attract more players than a bland one. -There are many ways to make an area interesting. Try to be as descriptive as -possible. Do not hold back on writing extra descriptions. Players are so -accustomed to not having richly described areas that finding an extra -description can often be a real treat. Also, one oft forgotten thing to -describe is the door exits. Describing all of these can give a feel of -standing out in a field and seeing something like: To the north there appears -to be a plume of smoke. The fields stretch off towards the large hills on the -horizon. - Many players (both experienced and first timers) read the descriptions -carefully the first time they walk through an area, and having many extra -descriptions helps them fill out their idea of what things actually look like. - When writing the numerous descriptions of the area, make them interesting -to read! Nobody likes to read room after room of stupid one-line descriptions. -Vary each description as much as possible. One of the greatest joys for most -players is finding new and interesting rooms, items, treasures, and monsters. -For those of you familiar with role-playing games, this creative use of -descriptions and atmosphere should be quite well known to you. Consider -looking over other areas you enjoy before building your own, to use ideas from -that area. Remember: You do not want to bore your players to tears. - There are four types of descriptions a builder can make. Room, Mob, Obj and -extra. Room descriptions are simply what players see when they walk into a room. -Mob and Obj descriptions are what players see when they look at the Mob or Obj. -Extra descriptions are unique because they can be used on either rooms or -objects and can be seen when a player types "look ". - -See also: REDIT-DESC, REDIT-EXTRA, OEDIT-EXTRA, MEDIT-D-DESC -#1 -YOU - - Many head builders prohibit the use of "you" in any descriptions. This is -done because so many new builders use it incorrectly. A builder can and should -describe everything without "you". But, in my opinion telling a writer not to -use certain words is like telling a painter not to use certain colors. - The key problem with using "you" is that it forces a player to think in -your terms, not the players. Do not think for the character. Instead, write -descriptions in such a way that they will cause the reader to think what you -would like all by themselves. Innocent uses of the word "you" are easily -written in other terms, and getting used to writing descriptions without it -means you do not have to constantly be on guard for the incorrect usage. - Do not describe a player's emotions in the room, leave that up to your -descriptive text to evoke the emotions in the player, since that will make -things much more exciting to the player (do this by never using the word -"you"). Some people believe that it is best to describe locations in the third -person all the time (i.e., never reference the player). - Never tell a player how they feel. If you want a sad description, do not -tell someone they are sad, write the description to make them weep. Same goes -for scary, happy, disgusted, etc. You name it, make them feel it. Do not simply -say they are. Thinking for the character is one of the most common mistakes new -and old builders make. Whenever you are tempted to write something that directly -states a character's thoughts, actions, or reasoning ask yourself if it can be -done a different way (it always can). Do not ask questions in any description. -Remember, a player should be able to see what they look at as if they are doing -so in real life. - -Here are some examples of "thinking for the character" descriptions: - -BAD: You shudder in fear as you look upon the evil statue of Marhuk! -GOOD: The massive statue of Marhuk glowers down upon everything with an - awful malicious expression. - -BAD: You proceed cautiously through the tunnel, weapon drawn. -GOOD: The dark tunnel appears empty, but it is impossible to know what - might lurk just beyond the veil of darkness. - -BAD: The dragon is large and looks very angry at you. -GOOD: A massive dragon roars in anger, steam billowing from its nostrils. - -BAD: You stand in a big room, it is very dark. -GOOD: Shadows cower along the tall walls and almost seem to be moving. The - floor is made of heavy stones, which are very dark in color. The - ceiling is quite some distance above the floor, small objects hang - from it, ruining the smoothness that is characteristic of the rest - of the room. - -See also: GRAMMAR -#1 -FAQ FREQUENTLY-ASKED-QUESTIONS - -1. Can I add color to my area? - Yes, you can. Just type in all the color codes. Just remember not to color -mob or obj keywords. @RHELP COLOR-CODES@n. - -2. What the heck is a VNUM? - A VNUM, or Virtual Number, is just a way to keep track of the items in the -game. - -3. I'm building an area, but I don't want to be redundant with words. - Invest in a thesaurus. Makes a world of difference, and if that doesn't -help, just make up your own words for things you create (just be sure to -describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus -and dictionary. You can @Rtell m-w @n to lookup a definition. - -4. Where can I learn Trigedit? - Here! Welcor is now the developer of trigedit. We have extensive help files, -examples and tutorials. @RHELP TRIGEDIT@n and check out all the related help -files. @RHELP EXAMPLES@n for the best examples. - -5. When are you officially dead? - When you reach -11 hit points. Duh, everyone knows that. - -6. I just tried the track command suddenly all my rooms went from NOBITS to *. How can I fix this? - That is normal, it will reset itself. - -#1 -SWORDS - - This help file is designed to remove a few misconceptions concerning swords -and swordplay of ages past. The undertaking will be to discuss what a sword -actually is and is not. As we think of them today, the blade of the sword is -constructed from a varying combination of iron and carbon. When considering -the material to make a blade from, there are two main factors that should come -to mind. The first factor is toughness, as in how resistant the metal is to -change in shape. This factor allows to blade to take and hold a good edge. -The problem with a metal that is excessively tough is that it has a tendency to -be brittle, meaning that when struck tiny pieces of the material break off, or -even have the sword snap. - The next property is the material's resilience or flex. This is the -opposite of toughness in that a material with high flex won't snap and chip. -The problem with a material with excessive flex is that it will dent easily -and can bend if enough pressure is applied to the blade. It is the job of the -blade smith to find a material with the best combination of toughness and flex -so the sword withstands the test of time and battle. I pointed out this fact -to show how some "modern" materials are not good for making swords no matter -how good they seem to be. An example of such material is diamond which is the -toughest material on earth but is extremely brittle so it would not be good to -use as a sword blade. Carbon steel is still the best material to make a sword -from, however there are still many kinds of carbon steel. The ratio of iron -and carbon in the material determines how tough or flexible it will be. - A few other misconceptions about swords that are almost universal: - One is the mass of such weapons as the claymore and other large blades. -In recorded history, there is no sword that was ever intended for use in -battle that weighed over 11 pounds. Claymores were generally 6 to 8 pounds. -For some reason it is thought that knights lugged around 50 pound whoppers that -were a foot thick and other such nonsense. Something people also are not quite -correct about is the ability of swords to easily cut through hard materials -such as wood and metal. A sword will not chop down a large tree in one stroke -or split an anvil, but it will do a great deal of damage to flesh and bone even -if the victim is wearing armor. - - Finally, if you would like to know any more about historical swords, contact -Shamra or visit the international sword forum at http://forums.swordforum.com. - --by Shamra - -See also: WEAPONS DAMAGE -#1 -WEAPONS DAGGERS OEDIT-WEAPON - - When you create weapons, try to help round out the distribution of weapon -types. What I mean by this is that there are tons of swords already in the -game, but not that many pole arms or flails. You are probably going to get a -few groans from the immortals if you create yet another sword while neglecting -the other weapon types. No weapon may ever exceed 20 pounds in weight and do not -forget backstabbing is only possible with piercing weapons. - So often builders always make the biggest and baddest weapons with little -consideration of reality. Before you make a weapon, think about who will be -using it, how much should it weigh, how much damage should it inflict. Use -common sense. A two-handed battleaxe should always do more damage than a -dagger. Otherwise, why would I be a warrior and able to use large weapons if -I can be a thief and use a dagger that does more damage? Warriors should have -the best weapons. Mages should have the weakest. Weight is important enough -to mention again. A weight of 18, means only a player with strength 18 or up -can wield it, perfect to make weapons restricted to only warriors, and it also -makes a mage with the strength spell very important. Each race and class has -their advantages and disadvantages, use them. - Some permanent effects such as sanctuary and armor should be reserved for -armor not weapons, basically weapons would most often benefit the wielder with -some sort of detection spell, not protection. Also remember that some classes -should not use certain weapons, so weapons have to be within limits, or the -game will be unbalanced. - -See also: SWORDS, DAMAGE -#1 -SIGNS - - A sign can be made by creating a room extra description with keyword sign or -by loading a NOTAKE object to the room with an extra description sign. - -Object Example: @RLOAD OBJ 10403@n, @RLOOK SIGN@n. -Room Example: @RGOTO 7318@n, @RLOOK SIGN@n. - -#1 -NUMDICE DAMDICE NUM-DICE DAM-DICE NUMDAMDICE DICE DAMAGE-DICE HITPOINTS MODIFIERS WEAPONS-DAMAGE WEAPON-DAMAGE HP-DICE HP-BONUS DMG - - Different weapons, mobs, spells, and traps cause different damage. 2D5 -means the damage will be calculated by rolling a 5 sided die twice. This is -leftover from such games as D&D. Where a questmaster determined damage by -rolling a die. d. - 3d5 means a five sided die will be rolled 3 times. This could give a range -of results from 3 to 15. An alternate and easier to understand method would be -to think of the worse and best case scenarios. Example: 5d8. The first number is -always the minimum damage: 5. Because worse case scenario would be rolling ones -every time. The best case scenario, or max damage, is simply 5 times 8. Meaning -you roll eights every time: 40. So 5d8 gives 5-40 damage. 6d7 means 6-42. 4d5 -is 4-20 points damage. - The question often comes up as to what damage a weapon should inflict. I -will attempt to explain. To understand damage you first need to know hitpoints. -A player starts with 10 hitpoints. Then they gain a certain amount depending on -their class when they level. Stock tbaMUD uses the following: Magic Users -gain 3-8, Clerics 5-10, Thieves 7-13, Warriors 10-15. So a level 1 Warrior -will have 20-25 hitpoints. Now, let us apply common sense. A weapon that does -25 points of damage could kill a level 1 player in one hit. While a weapon with -a damage of 1-2 points (1d2) would allow for several rounds of combat and a -chance to flee. A level 30 warrior would have 310-460 hitpoints. So a weapon -with damage of 50 would be okay. That is why we suggest 50 as max weapon damage. -To keep things simple I would suggest weapons only do damage equal or double to -the players level. - - Average damage is calculated by this formula: ((DAMDICE + 1)/2) X NUMDICE -4d5 = ((5+1)/2) X 4 = 3 X 4 = 12 points average damage. Which makes sense -since 4d5 would give damage between 4-20. - -See also: STANDARDS, %DAMAGE% -#1 -SPATIAL-ORIENTATION BIAS - - Do not use direction bias. Words such as behind, in front, to the right, etc. -should never be used because you never know which direction a player is facing. -Use cardinal directions; north is always north. Do not assume that characters -have been in this room or surrounding rooms before. For example: "This room is -even colder than the surrounding chambers." If you have not been to all of the -surrounding chambers, or have teleported in somehow, this would make no sense. -Another common problem is "This path continues to climb steeply uphill." If -you were coming from the uphill direction, would not it be climbing downhill? - Do not use movement bias. This means that when writing a description, do not -say "You are walking on a path" because you never know. The player could be -flying, levitating, slithering, crawling, stomping, or anything in between. Do -not use time or season bias. This means that when writing a description, do -not say "The sun shines powerfully through the window". At night, that will not -make sense. - Also take into consideration all the different races and classes. Some -races and classes may not need air, food, or water. Some may not have feet, -clothing, eyes. Pretty much anything is possible, so know the MUD and its -mortals before you start building. - Try to make your area interesting for all the major character classes, not -just warriors or mages. Build in parts where thieves and clerics have a -special part to play. By the same token, do not assume all anyone wants is -+damage equipment. - -#1 -ERRORS SYSERRS INVALID - - There are many common errors new builders cause. To simplify things they -have all been included in this help file along with how to correct them. - -1: Errant Rooms ------------- - 1: [ 1233] Rumble's Room - - The most common are exits to 0 (the void). This happens when a builder -modifies a room exit but does not include an exit room vnum. These errant -rooms are listed by the command 'show error' The fix is simple, remove the -exit by purge exit in redit exit menu or by using 'dig -1' - -2: SYSERR: Object # (oedit-s-desc) doesn't have drink type as last keyword. (oedit-keyword) - - Another common error is caused by how shop code handles drink containers -poorly. In order for shops to display a jug as a jug of they -must have the drink type as the last keyword. It is good practice to put the -drink type as the first and last word of an objects keyword (older versions -of CircleMUD expect it first). -i.e. a shot of whisky should have the keyword: whisky shot whisky - a cup of slime mold juice keyword should be: juice cup slime juice - -3: SYSERR: Mob #5 both Aggressive and Aggressive_to_Alignment. - - Another harmless error. If your mob is aggressive there is no need to also -make it aggressive to certain alignments since AGGR means it will attack any -player it can see. Choose to make it aggressive to an alignment or aggressive -to all. - -4: SYSERR: Object # (oedit-s-desc) has out of range level #. - - A simple one. Limit spell levels to the levels available, on TBA that would -be 1-34. - -5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644). - SYSERR: Object # (oedit-s-desc) has out of range level #2147483647. - - These are really annoying. This happens when you use numbers larger than -necessary. This will actually crash many older versions of CircleMUD. Just do -not do it. Use realistic numbers. - -6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #. - - There is no spell zero. Either select a spell or put -1 for none. - -7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3). - - When making a drink container you will set how much it initially contains -on creation and the max it can hold if a player were to fill it. Common sense -tells us that you can not create a container that initially holds more than -the max you set. To simplify the max must always be greater than or equal to -the initial amount. - -8: Char is already equipped: (medit-s-desc), (oedit-s-desc) - - This happens when someone tries to equip a mob with one or more object in -a single location. HELP ZEDIT-EQUIP for all the possible object equipping -locations. All you have to do to fix this is pick a different equip location -that is not used. - -See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES -#1 -TRIG-ERRORS TRIGEDIT-ERRORS TRIGEDIT-MISTAKES - -These are numerous and I will add them as people ask questions about them. - -Make sure nohassle is OFF. Command triggers (and some other functionality) -will not work for level 32 and above. -For mob triggers make sure the mob can see the actor, set INFRA in DARK rooms. -AFF_CHARM prevents triggers from firing. - -As a general rule always use an ID (%actor%) not a name (%actor.name%) unless -you actually need to display the actors name. - -GOOD: %send% %actor% Hi there, %actor.name%! -GOOD: %teleport% %actor% 0 -GOOD: %force% %actor% kneel %self.name% -GOOD: mkill %actor% - -BAD: %send% %actor.name% Hi there, %actor.name%! -BAD: %teleport% %actor.name% 0 -BAD: %force% %actor.name% kneel -BAD: mkill %actor.name% - -Another common mistake is the mis-use of set and eval. - -GOOD: set fruit apple -GOOD: set num %random.5% -GOOD: eval num 4 * %random.3% -GOOD: eval text %%txt[%num%]%% -GOOD: set num 5 -GOOD: set command %cmd% %arg% - -BAD: eval num 5 -BAD: eval num %random.4% -BAD: eval fruit apple -BAD: eval command %cmd% %arg% - -See Also: ZEDIT-MISTAKES, SEDIT-MISTAKES -#1 -CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS - -http://www.tbamud.com/files/README.CYGWIN - -See also: CODING, DOWNLOADS -#1 -TILDES ~ - -On tbaMUD a tilde is used in the world files to denote an end of line. This way -the files can be saved and read. Because of this adding a tilde in any of the -editors on older versions of CircleMUD could make the MUD unbootable. - -See also: WORLD-FILE -#1 -DISCONNECT FLOOD OVERFLOW CUTOFF CUT-OFF ENTERING-TEXT - - This commonly happens to new builders when they try to enter too much text -at once in the text-editor. To prevent this simply enter a sentence or two at -a time. Hit return then enter another sentence then repeat. The MUD prevents -people from entering large strings of text to keep the CPU from getting bogged -down. A return is required at least every 256 characters. If this is not done -the text will simply be cut off and lost. So enter each sentence separately and -when done type /fi to format with indent. - -See also: TEXT-EDITOR - -#1 -BUFFERS DEFINES MAXSIZE MAX_SIZE MAXBUFFERS MAX_BUFFERS - -define MAX_SOCK_BUF (24 * 1024) /* Size of kernel's sock buf */ -define MAX_PROMPT_LENGTH 96 /* Max length of prompt */ -define LARGE_BUFSIZE (MAX_SOCK_BUF - GARBAGE_SPACE - MAX_PROMPT_LENGTH) -define MAX_STRING_LENGTH 49152 -define MAX_INPUT_LENGTH 512 /* Max length per *line* of input */ -define MAX_RAW_INPUT_LENGTH 1024 /* Max size of *raw* input */ -define MAX_MESSAGES 60 -define MAX_NAME_LENGTH 20 -define MAX_PWD_LENGTH 30 -define MAX_TITLE_LENGTH 80 -define HOST_LENGTH 40 -define PLR_DESC_LENGTH 4098 -define MAX_SKILLS 200 -define MAX_AFFECT 32 -define MAX_OBJ_AFFECT 6 /* Used in obj_file_elem */ -define MAX_NOTE_LENGTH 4000 /* arbitrary */ -define MAX_LAST_ENTRIES 6000 /* arbitrary */ -define MAX_HELP_KEYWORDS 256 -define OLC_SCRIPT_EDIT 82766 -define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */ -define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */ -define MAX_CMD_LENGTH 16384 /* 16k should be plenty and then some */ -define MAX_SCRIPT_DEPTH 10 /* maximum depth triggers can */ -define MAX_HOUSES 100 -define MAX_GUESTS 10 -define MAX_MAIL_SIZE 4096 -define MAX_ROOM_NAME 75 -define MAX_MOB_NAME 50 -define MAX_OBJ_NAME 50 -define MAX_ROOM_DESC 2048 -define MAX_EXIT_DESC 256 -define MAX_EXTRA_DESC 512 -define MAX_MOB_DESC 1024 -define MAX_OBJ_DESC 512 -define MAX_ROOM_NAME 75 -define MAX_MOB_NAME 50 -define MAX_OBJ_NAME 50 -define MAX_ROOM_DESC 1024 -define MAX_MOB_DESC 512 -define MAX_OBJ_DESC 512 -define MAX_TRADE 5 /* List maximums for compatibility */ -define MAX_PROD 5 /* with shops before v3.0 */ -define MAX_SHOP_OBJ 100 /* "Soft" maximum for list maximums */ -define MAX_OPER 4 - -#1 -DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED MORTALLY-WOUNDED DEATH-TRAPS TRIG-DEATH TRAPS TRIGEDIT-DEATH - - A player will be in the following state at the listed hitpoints. -Dead: -11 (dead!) -Mortally Wounded: -6 (will die) -Incapacitated: -3 (will slowly die) -Stunned: 0 (will recover) - -DEATHTRAPS - Rooms that will kill mortals on entry. All dropped items may be junked. -Since many people are not a fan of DT's I suggest a more painful and slow -near death trap: - -Example: @RTSTAT 3008, 12000, 6100, 6300, 41004@n - -See also: TRIGEDIT-MOB-DEATH, ROOMFLAGS, GROUP, SCORE -#1 -APOSTROPHES - - The apostrophe is something else that is incorrectly used quite often. Here -are a couple of quick examples to show its uses: - -Fred's sister is Doris. -Correct. This states that Fred has a sister named Doris. -Fred's sisters' dog is named Rover. -Correct. Rover is the dog that belongs to the numerous sisters of Fred. -Fred's sister's dog is named Rover. -Correct. Rover is the dog that belongs to the *single* sister of Fred. - -Fyre asked his writing group about those possessive plurals and here is the -response from his top flight editor who makes her living in Switzerland -doing impressive loads of copyediting. - -"The horses' manes" is correct; the "ess apostrophe ess" form is only used in -proper names: Travis's albums, Maris's pendants - -My source is the Chicago Manual of Style, used in the majority of publishing -houses in the States. - -And another supportive professor of English ... who has won several major -writing awards recently ... - -"the horses' manes" is correct. The possessive form of a plural word -that ends in "S" is formed by adding only an apostrophe. The possessive form -of a plural word that does not end in "S" is formed by adding "apostrophe S," -as in "women's hemlines." - -We rest our case. Now do whatever you want...after all, it is your area. -#1 -OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS TYPE-NOTE - - With Object Type NOTE you can then use the A-desc to write what you want -people to see when they read it. Players will then be able to write on the -note by holding a PEN. If you want to create a book I suggest using object type -OTHER. That way players can read/look book but can not overwrite what you put -in the a-desc. - To make a long book you have to use the extra descriptions with keywords -like 1 2 3 etc. Since the buffers can only hold so much text. You would need -to include instructions, something like this: to read another page type read #. -The player would type read 1, and would actually read page 1, then type read 2 -and so on. - -See Also: NOTE, MAP -#1 -CWG BUDDHA SUNTZU RASPUTIN CIRCLEMUD-WITH-GOODIES - - CWG is short for CircleMUD with Goodies. It is a customized codebase free -to download from http://cwg.lazuras.org/. It comes in three versions: Buddha, -Suntzu, and Rasputin. CWG is also nice enough to host the tbaMUD forums and -downloads section. - -See also: RESOURCES -#1 -SOURCES RESOURCES CODEBASE FTP DOWNLOADS DOCUMENTATION WTFAQ FORUMS GROUPS - -Source: http://tbamud.com/ -CWG: http://cwg.lazuras.org/ -Trigedit: http://tbamud.com/Oasis_DG_pages/contents/downloads.htm -GDB: http://www.cs.clemson.edu/~ihcho/courses/cs360/common/gdb.html - -Documentation: -http://tbamud.com/ -http://www.circlemud.org/cdp/wtfaq/ -http://developer.circlemud.org/contrib/ - - You should join the following forums and mailing lists. Learn how to search -them for any problems you have: - -http://tbamud.com/ -http://cwg.lazuras.org/ -http://groups.yahoo.com/group/circle-newbies/ -http://post.queensu.ca/cgi-bin/listserv/wa?SUBED1=circle&A=1 -http://mudconnector.com/ - -Other stuff: -http://share1.esd105.wednet.edu/bishopcj/EYES_on_IKE/graph_templates.htm -http://www.42explore.com/writing.htm -http://www.pastebin.com/ - -See also: CYGWIN, CODING -#1 -PLR CSH SITEOK LODRM INVST - -KILLER - Player is a player-killer -THIEF - Player is a player-thief -FROZEN - Player is frozen -DONTSET - Don't EVER set (ISNPC bit) -WRITING - Player writing (board/mail/olc) -MAILING - Player is writing mail -CSH - Player needs to be crash-saved -SITEOK - Player has been site-cleared -NOSHOUT - Player in not on the shout channel -NOGOS - Player is not on the gossip channel -NOTITLE - Player not allowed to set title -DELETED - Player deleted - space reusable -LOADRM - Player uses nonstandard loadroom -NO_WIZL - Player shouldn't be on wizlist -NO_DEL - Player shouldn't be deleted -INVST - Player should enter game wizinvis -CRYO - Player is cryo-saved -DEAD - Player being extracted. - -See also: FLAGS, PRF -#1 -PRF CHAR-FLAGS PC-FLAGS NO_TELL PLAYER-FLAGS - -BRIEF - Player has enabled brief mode. -COMPACT - Player has enabled compact mode. -NO_SHOUT - Player can not see shouts. -NO_TELL - Player can not see tells. -D_HP - Player can see their HP. -D_MANA - Player can see their MANA. -D_MOVE - Player can see their MOVE. -AUTOEX - Player can see exits. -NO_HASS - Builder is safe from aggressive mobs, triggers will not work. -QUEST - Player is on a quest. -SUMN - Player can be summoned by other players. -NO_REP - Communications will not be repeated. -LIGHT - Builders can see invis and in the dark. -C1 - Player has color set to brief. -C2 - Player has color set to normal. - BOTH: Player has color on. -NO_WIZ - Builder can not see wiznet. -L1 - Builder has syslog set to brief. -L2 - Builder has syslog set to normal. - BOTH: Builder has syslog set to on and will see ALL logs (spammy). -NO_AUC - Player can not see auctions. -NO_GOS - Player can not see gossips. -NO_GTZ - Player can not see grats. -RMFLG - Builder can see roomflags, mobflags, and objflags. -D_AUTO - Player stats auto displayed. -CLS - Player is due to be saved on next autosave. -BLDWLK - Builder is Buildwalking. -AFK - Player is AFK. -AUTOLOOT - Player has Autoloot enabled. -AUTOGOLD - Player has Autogold enabled. -AUTOSPLIT - Player has Autosplit enabled. -AUTOSAC - Player has Autosac enabled. -AUTOASSIST - Player has Autoassist enabled. - -See also: FLAGS, PLR -#1 -CAPITALIZATION CAPITALISATION CAPITALIZE CAPITALISE - -Do not capitalize everything. Only capitalize the first letter of a full sentence -and proper names. Do not capitalize s-desc unless it is a proper name, like Bill. -Random capitalization is distracting and serves no real purpose. - -See also: REDIT-NAME -#1 -BLEEDING - -This is what happens when you use a color code and do not finish it with @@n -which turns it back to normal color. The term "bleeding" came about when someone -failed to do this and Rumble bashed his head against the wall so many times that -it became a bloody pulp. At least that is the rumor. - -#1 -STYLISTICS ELASETH STYLE - -@nunpublished work © 2000 Elizabeth Hoefling Last Modified: Feb 19th, 2004 - @celaseth@@tbamud.com@n - -@cDisclaimer@n: The opinions herein belong solely to Elizabeth Hoefling. Some -games look for different things when building, but overall any zone made by -these rules should be good for most MUDs. - -@cThe Beginning of a Zone@n: - -The first thing to do when sitting down to build a zone is just that - sit down -and think about it. Every zone starts with an idea or a spark. From there, -develop it. Pay attention to what kind of zone you want to create. Is it to be -an exp zone? Gold/money? Equipment? Quest? A combination of each or something -else entirely? Evaluate the idea. Would you want to play in this zone? - -After you have this part worked out you're ready for the second step, mapping -it. Some really neat people prefer to map with graph paper, but that's not -necessary. Any paper will do. The reasons behind mapping are simple. It -solidifies what you're planning to build into mud terms. Also, though final -products rarely are an exact copy of the map, they provide a concrete reference -for you to look at when the builder's block question rears its ugly head "Hmm, -what do I build next?" Lastly, not all players have nifty clients especially -made for mudding with auto-mappers, etc. We wouldn't want those poor -unfortunate souls to be at more of a disadvantage than they have to be... and -maps are highly important to knowing a mud, even if you keep them all in your -head as a few players do. - -When creating your basic map, it is also a good idea to number the rooms on your -map so you can keep track of vnums by the last two or three digits as well as -know exactly which room is where if you need to go back and change something. -It saves you having to dig through several vnums trying to find that one place -where you have to reconnect an exit. Just create each vnum with the -corresponding map digits and it is smooth sailing. - -Now that you have an idea and a map, it is time to actually start building. And -this is where the term stylistics comes into play. These are the do's and -don'ts of building that surpass simple knowledge of olc. Some of these rules -depend on the kind of mud you play, but most are tried and true for a nice, all -around, every-mud-can-use-it zone. - -@cElements of Style@n: - -Most of us know that many players do not read descriptions, but that the mud -environment would be ever better if people did. As builders, we want them to -read because we're not only putting a lot of work into what we do, but because -these descriptions and the areas they represent intrinsically represent the -virtual world of your game. - -All descriptions should encourage players to read. First, by being well-written -and simply bearing artistic merit. Second, by ensuring that they are absolutely -necessary to achieve the goals of the game! If your game is made for experience -and equipment gathering, and failure to read descriptions directly impedes this -goal, then players will learn to read everything. If your game is made for -exploring or role-play, most of your players probably already read them Â- -because knowing their environment is a basic requirement of play. In any case, -builders exist to ensure that the goals of play are supported by game -descriptions. - -Game environments benefit from complexity, especially complexity that comes in -a palatable form (such as simplicity). There exists a certain pleasure in -discovering depth anywhere, especially if it is truly a discovery. Hiding deep -meaning behind descriptions, areas to find, special items, unique nooks and -crannies to spend time socializing, and hints that point to these things -elsewhere outside of your own zone is an excellent idea. In fact, if you -don't wish to be building descriptions no one will read, you should employ -special secrets Â- most especially on games where knowing one's environment -does deeply affect a character's development. No matter what kind of zone you -are building, keep it interesting throughout! - -Most rooms or things that belong to a zone should play an actual part in the -world. If building a residence does nothing but add rooms, don't bother adding -it. It is entirely possible that small parts of the zone are there entirely for -flavor, or to provide a place of a specific atmosphere to the game for certain -types of play. This is fine, but make certain that your zone fulfills the -game's basic design. Plain and simple, if these elements do not exist, the zone -isn't interesting and is not worth building. - -I suggest having something special every three or so rooms, even if it is only a -minor addition that doesn't even connect to the zone itself. Such as finding a -sigil of office on a door, or old burned bones in a ditch on the side of the -road. - -@cStylistics - Rules and Explanations@n: - -1) Write complexity into your zone. If you don't write well, you probably - shouldn't be the sole builder of your zone. Instead, seek the assistance of - someone who adds creative merit to your descriptions. You can do practically - everything from plot to secrets to minutiae, even write the zone in full and - just ask someone you know who writes well to Â'say it better' and rewrite - what you intended to have there all along. Novels have editors, and so - should any zone. - -2) Add secrets! Reward players for participating in the game that the zone - represents. Always include at least one interesting thing per three or so - rooms. For example, have a bench in the garden or a table loaded to the - room. Many objects don't have to do anything, just break up the sparse - rooms. A good amount of these things should do something to enhance a - player's gaming goals, however, for the sake of forcing the player to read - what you're taking the trouble to write. Don't forget to add difficulty - levels as well. Not all secrets should be highly difficult to discover. In - fact, most zone-defining secrets should be the easiest for a player to - discern and puzzle out, harder enigmas become the reward for replay or truly - deep thought, unnecessary for those of lesser time/intellect/interest to - simply relax and enjoy the game. - - @cNote@n: Remember that gaming goals define a game, so H&S zones will want - to reward with good equipment or experience while RP games may wish to add - something social such as access to a special area their guild can take - over with relative privacy, etc. - - @cRecommendation@n: document these somewhere for easy admin look-up. - -3) Never, ever repeat yourself. Do not clone rooms without a specific reason. - Saving time or energy is not an excuse. Players who play in zones with - multiple copies of a description stop reading the descriptions. The zone - becomes monotonous, and hence the mud based upon it shares that failure. - If a zone bores people, why play it? Much more importantly, why build it? - We're talking about a great deal of work here. Changing a description by - one or two words counts as copying as well. If you feel that a teacher at - school would even consider calling your two descriptions plagiarism when - compared to each other, change them. Repetition is redundancy. Who wants - something they're working on for several weeks to be seen as redundant? - -4) If a builder uses fantasy, they must make the relations necessary for - players to suspend disbelief. Builders, of course, attempt to circumvent - reality and shape it to their will. Properly suspending a player's - disbelief requires acceptable explanations for it to work, ones that allow - them to draw on their own experience and understanding of their environment. - For example, let's say a player walks north and returns to find themselves - in a different place than where they left. Why did that happen? If this - isn't something a player expects as a result of their actions, or a reason - hasn't been offered to explain away the situation, the builder fails in - suspending disbelief. Instead, players think it is broken, or it is an OOC - attempt to screw them over, etc. So, if the physics of your world do not - match the physics in our world, inform your players through your - descriptions as to why their assumptions fail. - -5) If a zone is overly complicated, simplify it. Creating something that has - nothing to do with promoting zone's purpose in which a player must solve to - gain anything from the experience only frustrates players. This does not - mean don't make the zone complicated or difficult, but use good judgment as - to what is overly provoking to a player in a useless manner. A good rule to - follow is that if it is complicated and has nothing to do with a zone's quest - or purpose, don't make it necessary to achieve that purpose. My favorite - example for this "abuse" is adding secrets and failing to leave hints in - descriptions about how to solve or find them, such as a maze without even - telling the player why they're in one or leaving any clue on how to solve - it. If they cannot achieve their goal without solving a puzzle, that puzzle - must be directly related to that goal. - -6) Rely on words to keep it interesting. Don't feel the need to extend a zone - simply for the sake of scale. If you're pressured to write bigger descs or - make more rooms, relax. The best zones are usually very small and a - description's not limited to the number of times someone has to enter 'w' - to go down the road- you can say something's any size you feel like making - it with words alone. Remember, words are the main tool of describing things, - not special code effects, number of rooms, or colors. These things alone - never convey the feeling of a complete zone. - -@cThe Polish @n(I.E. Picky Stuff) - -1) Do not use the word 'is' in descriptions. It is generally accepted by the - literary community that the active voice is more powerful and eloquent. - Dodging the use of this word enriches descriptions in another way as well - as forcing you to use the active voice. It is easy to describe something as - it is red, it is big, it is heavy... and the word 'is' becomes repetitive. - -2) Do not to use the word 'you' in descriptions. It creates almost 90% of - direction bias and movement method errors, as well as the classic "telling - the player how to think or feel". In any case, the small percent of - innocent uses of the word 'you' are easily written with other terms, and - getting used to writing descs without it means you don't have to constantly - be on guard for these three blunders. - -3) Never tell a player how they feel. If you want a sad description, don't tell - someone they're sad, write the description to make them weep. The same goes - for scary, happy, disgusted, etc. You name it, make them feel it. Do not - simply say they are. - -4) Be extremely careful when building with color. Especially if you're adding - it to your room descriptions. Try not to use more than one, and usually you - shouldn't use them in the text at all, only in the room title. On objects - and mobs this rule is more relaxed, but if it is part of what the player - automatically sees when entering a room, it is probably best that it not be - too colorful and should only have 1 alternate color in it. Color is the - hardest thing for many good builders to learn how to use properly. Don't be - disheartened or surprised if asked to change even a minor amount of color. - If you use color, -always- terminate the color correctly according to your - mud's system. - -5) Never put a period at the end of a room title. Write all titles as you would - the title of a book, capitalizing all words except for a, the, and the few - excluded prepositions like 'of'. Short descs on mobs and objects should - always include the article or a measure word like 'some'. Long descs must - have the keyword of the object in it. In fact, it is usually best to write - the keywords -after- writing the short and long descs. A player should - never have to guess what the keyword is to affect an item. If they can see - it, they should be able to refer to it. - -6) Never describe a mob that's loaded into a room in the room description, and - if the mobile is sentient (like a humanoid or race), it simply must be a mob - and cannot appear in the room description. An example such is butterflies - circling a bush. That's fine if the butterflies are not supposed to be - sentient and are not loaded into the room. You should never describe drunks - at a bar in the room description of the bar, instead put them there as mobs. - -7) Always write extra descriptions and ALWAYS add at least one extra desc to - all objects including all of the general keywords so that the player can - look at whatever they pick up. Always. If your game supports a certain type - of description in addition to the typical ones, such as exit descriptions, - use them consistently. - -8) Any noun in the room description that cannot be adequately described should - either have an extra description in the room or outright exist as an object - to represent it. This goes even if the idea of the object being of use is - a mere smokescreen. - -9) When building streets or any other generic structure with a name, give it a - meaningful or fanciful name. The Main Street is boring and overused in - almost all cities. Each city on a mud should have streets with unique names. - Same goes for the "Central Building" or " West Wall". - -10) If you describe an object, mob, or anything else in the room desc, do not - add it to the room and vice versa. This means if I describe a table in the - room desc, it should not be a visible object for the player to see in the - room. The reason for this goes back to the idea that you should never - 'repeat yourself'. - -11) Try not to describe objects that a mob is wearing in their look desc, and - never do it if you're actually going to load the eq onto the mob. The - player will see it twice when looking at the mob. - -12) Do not write about the considerations of a player or thought processes. - Don't ask questions in a room desc. Try to describe the looks of the mob - you're writing about in the look-desc. The trick of making a mob say - something when looked at can be handled with scripts, and a player should - be able to see what they look at as if they're doing so in real life. - Remember that your job with descriptions is to create an interactive - environment that the player sees, hears, etc. This means that your number - one goal is to be eloquently descriptive, but to do it in such a way as to - simulate natural input as well as possible. - -13) Never just describe the important things in a room, always try to describe - the room in its entirety, given the acceptable space. Do not focus only on - the information a player needs to know. Things that are important, like - that special hammer, or the doorway behind the painting should be found not - because they are the only thing the player sees, but because of hints or - thought based on everything they see. For example, if I walk into a room - and see blank walls and a description that simply screams 'This object is - important, more important than anything else at all!', people won't think - on what they're seeing and will lose a great deal of the point of - descriptions in the first place. In addition, do not do the opposite and - make something else seem of importance that is not while trying to hide the - true answer. Such misdirection will lead to player dissatisfaction... the - thing that we are trying to avoid wherever reasonable. - -14) Room titles should be original in nature. This means for the most part, do - not copy room titles. A person should be able to look, and by title alone, - know exactly where they are. There are exceptions (like roads), but try not - to make them too common, and you can break those room titles up with - prepositions, etc, as well. Ex: Thistledon Road by a Willow - -15) Room titles should pick out the most important thing in the room or give - the room a name to go by. For example, 'By a Patch of Daisies' if daisies - are the most prominent thing or a name such as 'The Green Room'. Try not to - describe the title in the description of the room as the only item in the - room. In some cases, if the room has a name, try not redescribe the title - with the same words. For example, if the room title is 'By a Patch of - Daisies' there really is little need to add the daisies to the room desc. - It is acceptable to do so, but be descriptive in these instances instead - of repetitive. - - -@cRules of Practicality@n: - -1) Make sure the zone has a main goal. Every zone should have one before it is - built. If it is defeating the necromancer in the tower, setting the prices of - the local stables, giving someone a realistic role-play environment, or just - killing everything in sight, make sure you know what it is supposed to be - before you start building. - -2) Anything a player can see, he or she should be able to refer to. Be certain - that your keywords are intuitive. - -3) If a mob is not humanoid they probably don't have money, and don't go around - wearing all that much by the way of clothing. It is unrealistic for them to - have it, so don't give it to them. If you want to reward the player for - killing them, give them a pelt, teeth, claws or something to be sold. See - rule #14 for more info. - -4) There should be between three and eight lines of text in a room desc. - Proper grammar should be used at all times in said text. Going over 8 lines - can be a bad idea because of the limit of player scrolling and how daunting - that amount of information becomes in a single dose. If a description - stretches too long, don't hesitate to go back and cut points out to make - into extra descriptions. Extra descriptions improve zones, use them a great - deal! If a room does not have extra descriptions, it is not a worthwhile - addition to a zone. - -5) Do not use direction, movement, time or season bias unless the ability to - recognize these things is built into the game. If you can write - descriptions that will only be seen in winter, writing a winter description - adds to the game. If this isn't possible, writing a winter description - detracts from the game, even if seasons aren't coded. If they are - recognized, and you're just too lazy to write descriptions for every - possibility, do not mention the possibility at all. For a simple reminder: - - Direction Bias: This means that when writing a description, don't indicate - or insinuate that a player is going or looking in any one direction. An - example of a violation of this rule is "The castle lies before you in all - its glory..." The player may, after all, be leaving the castle, in which - case it would not be before them, but behind, making the description - unreal. - - Movement Bias: when writing a description, don't say "You are walking on a - path" because you never know, the player could be flying, levitating, - slithering, crawling, stomping, or anything in between. - - Time and Season Bias: when writing a description, don't say "The sun - shines powerfully through the window" unless you can swap day descs for - night ones. At night, that desc is still the same, so the sun shouldn't be - shining. Seasonally, the leaves on a tree should not appear autumn reds, - browns, and yellows unless you can make that description only show during - that season. - -@cNOTE:@n If you would like to use this information for your game, you may do so - so long as you copy the entirety as is, keep Elaseth's copyright label - at the top of it, and make any corrections as specific to your mud in - parenthesis. If you wish to use this as a basis for your own building - stylistics document, please copy-paste this into a text file and - provide a link or help-keyword to it for those who wish to see the - original. Thanks!@n -#1 -ZONE-COMPLETION COMPLETED-ZONE COMPLETION - - Spell-check your zone before you submit it for the final walk-through. If -there are a million spelling errors, we will not look at the zone until those -are fixed. - Make sure your Zone Description Room in 00 is complete. It should list -absolutely everything of importance about your zone. @RHELP ZONE-DESC@n for the -requirements. You can also use the extra description 'credits' if you wish. - Be sure all your mobs have been auto-rolled by setting the level in medit. -This is required for balancing. Also be sure everything meets the standards -under @RHELP STANDARDS@n. - One last thing you could do to ensure you have built a quality zone is to -read or re-read TBA zone. It is too much info to absorb the first time through -and I guarantee it will give you new ideas and help you fix common problems. We -have to review a lot of zones with a limited staff so any help you can give us -by double-checking your own zone is greatly appreciated. - Upon completion of a zone notify any of the staff and MUDmail Rumble. Your -zone will be looked over and corrections will be MUDmailed or emailed to you. -Do not take this personally. Everyone makes mistakes and everything we do is -meant as constructive criticism. - -#1 -ZONE-DELETION DELETION - - To prevent accidentally deleting someone's zone and causing conflicting OLC -access I have made the following guide. If someone does not login to the mud -for over a year, and does not mudmail me (Rumble) to let me know of an -expected absence their zone may be deleted. I use show areas to list all zones -and then go through one by one using "last ". If they have not -logged in for over a year I then "stat file " and check that -they have the proper OLC set, and that they do not have the NO_DEL flag (I set -no_delete on players that tell me they are going to be absent for a while). If -they have not been on for over a year and do not have NO_DEL set I then "show -zone #" to double-check the zone and builder assigned. I then use r/m/o/s/tlist -to check if they made anything of value that could be saved and donated. - Once I am positive it is safe to delete their zone I set their OLC to off. -"set file olc off" then "stat file " to be sure it -worked and then delete the zone from the server withe the RemoveWorld script. - -#1 -BITVECTORS NOBITS BITS - - Bitvectors are used within the code to represent certain values or flags. -When no flags are set it is displayed as: NOBITS. These flags include such -things as DARK PEACEFUL INDOORS etc. - - NOBITS means no flags are set. - -#1 -GRAMMAR GRAMMER TIPS - - Love thy dictionary. Be sure to check the spelling of your work. Medieval -words can be particularly tricky and elude electronic spell checkers. A good -dictionary, however, will help you spell archaic words. Whenever I am building -I use our Merriam Webster dictionary link on TBA to check any tough words for -proper spelling. Test it out @RTELL M-W DEFINITION@n. We hope to add a thesaurus -soon! Goto @Chttp://m-w.com/@n until then. - I have found that a good principle to make is to avoid the use of all -contractions. For example, if you mean to say "it is", do not use "it's", spell -it out. This will help differentiate between "its" (which means 'belonging to -it') and "it is". Another set of problem words to take note of is the -"they're", "there", and "their". The first can be avoided because it is a -contraction, the second is not here, but there, and the final one means that -it belongs to them. One final instance to take note of are "to", "too", and -"two". The first is used when you want to say something like 'the passage -leads to there', the second should be used in situations where there is an -excess of something, such as 'too much red paint was used to cover the walls -there'. The final one is the number 2 (two). - As far as obscenity in descriptions is concerned, we have no problem with -using it in humor or description. If your description involves the use of -some slang or 'bad' words, no biggie. Just don't abuse the use of any words. -We don't want the MUD filthy, just fun! - -See also: APOSTROPHE, YOU -#1 -BREATHE BREATHING THINKING - - My final words to you as a future builder, remember a few basic things. The -chances you create the biggest are slim. The chances for creating the best are -always there. Finally, this is not a job. This is for your enjoyment and the -satisfaction that when you complete your area that hundreds of players will -walk through the rooms and enjoy what you have created for them. There is never -a rush. Relax, enjoy, learn, and do not forget to breathe. - -#1 -BALANCE BALANCING - - "Game Balance" is a term that brings a different thing to mind for every -person that hears it. What is most important about game balance is to keep in -mind what each zone is designed for. For example, high-level players, newbies, -or small groups. The objects and monsters found in the area should match the -level, abilities, and needs of the players expected to use the area. Most -players do not like to be given vast treasure with no difficulty in getting -it, but on the other hand, nobody likes to fight the most difficult mob on the -MUD and get nothing for doing it. Zones should not be impossibly hard or -absurdly easy. - Understandably, builders want their zones to be popular, but they sometimes -attempt to achieve this goal by purposefully making their zone unbalanced, -adding powerful weapons or armor with no harmful side-effects or mobiles that -are easy to kill yet give massive numbers of experience points. Such zones are -destined both to become very popular and invariably to bring about the death of -the mud. Every zone, every room, every object, every mob, will be checked -before being implemented into the game. Do not waste everyone's time, (ours for -having to recheck your zone, and yours for having to fix any problems we find) -keep the balance. - -See also: STANDARDS -#1 -PREREQUISITES CONSTRUCTIVE-CRITICISM - - Do you own a dictionary? Can you write in complete sentences? Builders -are expected to be able to write decent descriptions. Good MUDs will not use -zones that are grammatical nightmares. The goal of the Builder Academy is to -develop great builders, part of this requires a grasp on the English language. -We understand English is not the first language for most people, but that is no -excuse if you wish to be a builder. Most MUDs are not going to spend the time -to teach you proper English. At the Builder Academy we will try. But, it -will take more effort on your part than ours. - Once you start your zone we will review it and make suggestions to redo or -fix parts. This is perfectly normal and should not in any way be interpreted -as an insult. The comments you receive may include a lot of nit-picky details -but once you are an experienced builder and have gained our trust and respect -we will not be going over your work as closely. Try and learn as much as you -can from this test and review process. Keep it in mind as you work on future -projects. It is the most direct and concrete way for us to teach you how to -build. Everyone wants builders, but they want quality work more. We would -rather have one good zone than ten mediocre ones. - -#1 -SNOOP - -Usage: snoop [player] - -Snoop allows you to see everything another player types or can see. This will -be displayed on your terminal preceded by a '%'. To prevent abuse snooping -someone is logged in the system files. - -Snoop is meant to assist teachers in helping builders and to ensure players do -not cheat. With builders it allows you to see what they are doing wrong and -correct them. It should be used in conjunction with the send command. Snoop -shall only be used to assist people when building and enforcing rules. It is -not meant as a tool for spying. - -Type snoop or just snoop to stop snooping. - -See also: SEND -#1 -SEND - -Usage: send [target] - - SEND displays the message to a particular person. This is meant to be used -by teachers to send text to builders while in OLC. Combined with the snoop -command this allows a teacher to see and tell builders what to do. Here is a -little shortcut alias I use. - -alias sa send alambil @M@@MRumble sends you:@n@@n $* - -With this I just type: sa . This will use color to catch his attention -and will list my name since send does not automatically show who the send is -from. - -Wiznet is now viewable while in OLC so if the MUD isn't too crowded you can use -that as well, but do not spam other builders. - -See also: TRIG-SEND -#1 -EVERYTHING ANYTHING - -When I help people I usually ask them what they need help with. All too often -they tell me: everything. I can not teach people everything. It is up to each -individual to learn what they can and then ask informed questions. The help -files here are extensive and are continuously being developed. Read through -all of the TBA zone starting at room 3. Inform yourself and then ask an -informed question in which I or the other staff members will be able to help -with. - -See also: NEWBIE -#1 -ASCII-ART ART - - @G ___ ____ - /' --;'/ ,-_\ @Y\ | / - @G/ / --@yo@G\ @yo@G-\ \\ @Y--(_)-- - @G'` ` @y|-|@G `` ' - @y|-| - |-|@mO - @y|-@m(\,__ - @Y..@y|-|@m\--@M,\_@Y.... - ,;;;;;;;;;;;;;;;;;;;;;;;;,. - ,;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;, - ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;,@n -By Zierk - -Such art is highly recommended and adds flavor to a zone. Specifically, maps are -always helpful to players. - -ASCII Text Generator: -http://www.network-science.de/ascii/ -http://www.degraeve.com/img2txt.php - -See also: COLOR, AUTOMAP, TBAMAP, CARTOGRAPHY -#1 -ABBREVIATIONS ABBREVS - - We have added abbreviations so you do not have to type everything exactly as -it appears. This also means that when you enter keywords in OLC you do not have -to list all forms. i. e. the keyword rumble could be used to cover anyone who -types rumble rumbl rumb rum ru. - -#1 -ZONE-DESCRIPTION-ROOM ZONE_DESCRIPTION_ROOM 00 EXAMPLE-PROPOSALS EXAMPLE-ZONE-DESCRIPTIONS ZONE-INFO TEST-ZONE TRIAL-ZONE ZONE-DESCRIPTIONS ZEDIT-DESCRIPTION - -Your zone proposal should be cut and pasted into your "Zone Description Room", -which will be in room 00 (first room in your zone). In this credit room you -should update your zone proposal as required to keep a summary of any important -information about your zone. This room will have no exits and should only be -accessible by immortals. It is there for you and the immortals that come after -you to get a basic idea of the zone without having to explore the whole thing. -If you have any planned links or possible exits or entrances to another zone, -make sure that you list them there. For examples goto the following rooms: -8600, 10600, 20000. Add anything to this room that you think would make it -easier to administer the zone on a MUD. - -See also: REPORT, PLANNING, PROPOSAL - -#1 -PROPOSALS GUIDELINES ZONE-PROPOSALS PROPOSITIONS PROPOSE REQUESTS CRITERIA - -Congratulations, you must have completed your first trial of building one -room/mob/obj. Your next task is to submit a zone proposal to prove you have -what it takes to properly plan out your first zone. It is extremely important -that you put some forethought into what you will be creating. Remember, zones -are built for others to play. Be sure to make it something a player will enjoy. -A zone proposal consists of an informal MUDmail to your Head Builder. It should -contain: the location, level, alignment, theme, plot, size, and any other -important notes about the zone. Detailed descriptions and help files are -available in the hallways starting from room 14 and 15. - -One last word. No one here is being rushed to finish their zone, we have no -deadlines, so take the time to give your zone character. - -Required Reading: @RHELP PLANNING, HELP STYLISTICS@n - -See also: EXAMPLE-PROPOSAL -#1 -LITTERING - -Do not load mobiles or objects in other people's zones. Especially in TBA zone -and immortal rooms. - -#1 -OFFLINE-EDITOR CIRCEDIT CWC - - A few builders prefer building on their home computer instead of on a MUD. -I DO NOT recommend this since there are no good offline programs. But if you -do not have Internet access and want to still work on your zones feel free to -try them out. I have used CircEdit and the newest CWC seems to be even better. - -Old editors: ftp://ftp.circlemud.org/pub/CircleMUD/contrib/olc/offline/ -#1 -CAPITAL-LETTERS AT-POSTMASTER-MAIL-RUMBLE GOTO-3 - -I meant for you to type exactly what is in red not to check the help file ;-) - -i.e. @RGOTO 3@n not @RHELP GOTO 3@n -#1 -ACRONYMS TERMINOLOGY VOCABULARY - -Here are some common terms used in building, and TBA zone: - -OLC: On-Line-Creation, the ability to create rooms, mobs, objects, shops, - and triggers on-line. -Desc: Short for description. -Flag: A bit-vector that tells the mud that a particular monster, object, or - room has a certain quality. (i.e. Dark, Magic, Aggressive) This will - be explained more later. -Mob: Mobile. A monster. -Obj: Object. -VNUM: An obj, mob, room, shop, or triggers unique identification number. - Stands for Virtual Number. -Zone: Used synonymously with area. -Trigger: Used synonymously with script. -TBA: The Builder Academy. -PC: Player Character. Not a mob. -NPC: Non Player Character. Mobs. - -#1 -SUGGESTIONS - - I have been MUDding for many years, I then became a builder, then an -immortal, then an imp, and finally a coder. I am writing this because I -am tired of seeing the same problems with the majority of newbie builders. -First of all I'd like to say that while building can be fun it is also -hard work, a lot of people who have never built do not seem to realize it. -I have taught numerous people how to build. They start on one small area -usually 50 rooms or less, they are all excited and gung-ho and get off to a -good start but then somewhere along the line they realize: "hey, building is -not as glamorous as I thought, it doesn't pay, and it is actually very hard -work." - Then they quit, which I respect more than the ones who I teach how to build, -give them an area, and they sit around making a "special room for themselves" -or take advantage of the builder commands and equip themselves to the hilt or -they sit around and complain because they are not promoted in the first week. I -do not ask for much from builders, I let them build anything they want, if -there is something special they want that is not in the code we will put it in -(as long as it is reasonable of course) I don't ask for long hours and I don't -sit looking over anyone's shoulders, I don't even require a builder to have -experience, I am more then willing to teach someone, what I am unwilling to do -is let someone take advantage of me or my MUD which is mostly what I find -happening with newbie builders. I know I am rambling and I assure you I do -have a point and here it is: *drum roll please* - Building is hard work! It is a form of expression and creativity. What kind -of areas you build generally reflects on what kind of person you are. You -do not have to be a good speller but you do need a good dictionary/thesaurus. -@RHELP M-W@n. Sometimes building can seem like a thankless job and sometimes -building can be a reward in itself. Building a few areas, even a few good -ones, does not make you an Immortal or an Imp. It takes more than building to -be one of those and it entails even more work. Respect others and they will -respect you. The more detailed an area the better it is. Always choose Quality -over Quantity. Put some pride in your areas, develop a style of your own. Try -new things keep it interesting, if you become bored with building an area take -a break and play a mortal or do something else, don't take advantage of builder -privileges. Treat others as you wish to be treated. One more warning I would -give to builders before they take things personally or get insulted. Everyone -has their own ideas on how to run a MUD, what it comes down to is whoever owns -the MUD makes the final decision, so it does not matter how good you think your -idea is, it may never be used if the owner does not like it. Plain and simple. -You see this on every MUD. So please keep the ideas coming, but do not try to -force them onto anyone. Be constructive, not critical about peoples ideas. -Everyone is allowed their opinions. -Be original, finish what you start, have fun, and don't forget to breathe! - -#1 -CALENDAR CALENDER MONTHS WEEKS DAYS HOURS - -The tbaMUD calendar consists of 75 seconds per hour, 35 days a month and -17 months a year. - -Days of the week: - the Day of the Moon - the Day of the Bull - the Day of the Deception - the Day of Thunder - the Day of Freedom - the Day of the Great Gods - the Day of the Sun - -Months of the year: - Month of Winter - Month of the Winter Wolf - Month of the Frost Giant - Month of the Old Forces - Month of the Grand Struggle - Month of the Spring - Month of Nature - Month of Futility - Month of the Dragon - Month of the Sun - Month of the Heat - Month of the Battle - Month of the Dark Shades - Month of the Shadows - Month of the Long Shadows - Month of the Ancient Darkness - Month of the Great Evil - -Trigedit example that mimics the TIME command: @RTSTAT 36@n - -See also: DATE, TIME -#1 -FOUNTAINS DRINK-UNITS OEDIT-FOUNTAINS - - After selecting object type FOUNTAIN you must then select C) Values to set -the capacity of the fountain. The first number is max drink units (-1 for -unlimited). The second is the intitial drink units (this must be 1 or greater). -The 3rd number is liquid type from the following: - - value 0: Max drink units. -1 for unlimited. - value 1: Initial drink units. Must be 1 or greater. - value 2: see below - value 3: 0 for not poisoned. Otherwise, the number of hours until the poison - burns off? - - value 2: The type of liquid in the drink-container, one of: - - --------------------------------------------------------------- - | Type nr. | Effect of Liquid On: | - |@u | drunkenness Fullness Thirst @n| - | WATER 0 | 0 | 1 | 10 | - | BEER 1 | 3 | 2 | 5 | - | WINE 2 | 5 | 2 | 5 | - | ALE 3 | 2 | 2 | 5 | - | DARK ALE 4 | 1 | 2 | 5 | - | WHISKY 5 | 6 | 1 | 4 | - | LEMONADE 6 | 0 | 1 | 8 | - | FIREBREATHER 7 | 10 | 0 | 0 | - | LOCAL SPC. 8 | 3 | 3 | 3 | - | SLIME 9 | 0 | 4 | -8 | - | MILK 10 | 0 | 3 | 6 | - | TEA 11 | 0 | 1 | 6 | - | COFFEE 12 | 0 | 1 | 6 | - | BLOOD 13 | 0 | 2 | -1 | - | SALT WATER 14 | 0 | 1 | -2 | - | CLEAR WATER 15 | 0 | 0 | 13 | - --------------------------------------------------------------- - The above values for drunkenness/fullness/thirst are in the units of one -hour of effect per four units of liquid drunk. For example, imagine that -Dragon drinks an entire bottle (say 7 units) of saltwater. According to the -table above, saltwater has a drunkenness value of 0, fullness value of 1 and -thirst value of -2. Therefore: -His drunkenness is not changed ((7/4)*0) -His Fullness increases by ((7/4)*1) hours -His Thirst increases by ((7/4)*-2) hours, thus making him more thirsty. -A player's drunkenness, fullness, and thirst can range from 0 to 24. -24 is the maximum; 0 means the person is completely sober, hungry, -or thirsty respectively. - -See Also: VALUES -#1 -ALIGNMENT GOOD NEUTRAL EVIL %ACTOR.ALIGN% %ALIGN% %ALIGNMENT% - - Different characters and mobs have different alignments depending upon their -way of life. Because of this, they may be aggressive or friendly depending on -the mix. Some objects cannot be used by certain alignments. For mobs alignment -ranges from: - - -1000 to -350 Evil - -350 to 350 Neutral - 350 to 1000 Good - -See also: ALIGNMENTS -#1 -TARGET - - Target is used often within these help files, normally as [target]. This can -be an object a mobile or a player. Usually used in conjunction with another -command. - -#1 -HEALERS HEALING REGENERATE REGENROOM - -Healing affects can be created through trigedit. - -MOB Examples: @RTSTAT 146@n -Room Examples: @RTSTAT 163@n - -See also: %DAMAGE% - -#1 -LOADROOM - -An entry in the player file that can be set to load players to a specific -room when they enter the game. - -See Also: SET -#1 -DESCRIPTORS LOGINS - -This annoying message happens when someone connects but never logs into the -MUD and is idled out. - -#1 -STAT STAT-SELF - -Usage: stat [player | object | mobile | file] - -Gives information about players, monsters, and objects in the game. The type -argument is optional. - -STAT PLAYER will search only for players; useful for statting people with -names such as Red or Cityguard. - -STAT OBJECT will search only for objects. - -STAT MOBILE will search only for monsters. - -STAT FILE is used to stat players who are not logged in; the information -displayed comes from the players file. - -STAT SELF will do the same thing as typing STAT . - -Examples: - > stat fido - > stat player Welcor - > stat mobile Fade - > stat file Rumble - > stat object thunderbolt - > stat self - -See also: VSTAT, TSTAT, DETACH -#1 -BAN UNBAN - -Usage: ban [ ] - unban - - These commands prevent anyone from a site with a hostname containing the -site substring from logging in to the game. You may ban a site to ALL, NEW -or SELECT players. Banning a site to NEW players prevents any new players -from registering. Banning a site to ALL players disallows ANY connections -from that site. Banning a site SELECTively allows only players with site-ok -flags to log in from that site. Ban with no argument returns a list of -currently banned sites. Unban removes the ban. - -Examples: - > ban all whitehouse.gov - > unban ai.mit.edu - -See also: WIZLOCK -#1 -HELPCHECK - -Usage: helpcheck - -Checks all commands in interpreter.c to ensure they have an associated help -file. - -See also: HEDIT, HINDEX -#1 -HEDIT HELP-EDITOR - -Usage: hedit - -This command allows online editing of help files. Hedit OLC permission is 888. -When editing a help file entry the first line must list all keywords. Do not -use /fi in hedit. Also, when editing an existing entry make sure to modify the -first keyword or it will not be saved. - -See also: HINDEX, HELPCHECK -#1 -PET-SHOPS PETSHOPS PET_SHOPS - - We are getting away from standard stock special procedures. Instead we are -using a more flexible trigger to create petshops. @RTSTAT 338@n for an example -of a petshop trigger. - -The OLD way: Make two rooms and some pets. The rooms MUST be sequential. if the -first room is 315 then the second must be 316. The second room is known as the -storeroom. All that is required in the storeroom is to load one of each mob you -wish to be a pet. This room can not have any exits and will never be used by -mortals. Although a pet shopkeeper is not required it is recommended. After -all of this is done ask your coder to implement the petshop. It will not work -until the code is changed and the MUD is rebooted. The cost of pets is 300 -times their level. - -See also: SHOPS, SPECIALS -#1 -EXPORT - - Used by the IMP's to export a zone for other MUD's. This command replaces -the zone number with QQ's. This allows any decent text-editor to "find and -replace" the QQ's with a zone number of your choice. The zone will be saved -into a compressed file as: _.tgz i.e. 1_Sanctus.tgz - Use your preferred client to unpack and then a text editor to find and -replace the QQ's with your zone number. If you want to keep the existing zone -number make sure to say so when you ask for an export. The easiest way to add -a new zone is to first create the new zone and then overwrite the created -files. A zone consist of up to 5 different files that are located in their own -directories in lib/world/: .mob .obj .shp .trg .wld .zon - -#1 -XNAME - - The xname file is a list of names not allowed for players. - -#1 -LINKS - -Usage : links - - Lists all links from the given zone to any other zones. - -See also: RESOURCES, LINK -#1 -CHECKLOAD CHECKOBJ CHECKMOB - -Usage: checkload - - Checkload will scan the zone information and tell you where any given mob, -obj, or trig loads. We recommend you use this in conjunction with the lists to -ensure everything created in your zone is actually used. - -> checkload o 15004 -Checking load info for a golden apple... - [15017] By The Throne In The Great Hall (Equipped to King Welmar [15001][100% Load, 1 Max]) - -> checkload m 3062 -Checking load info for the beastly fido... - [ 3024] The Eastern End Of Poor Alley (15 Max.) - [ 3025] The Common Square (15 Max.) - [ 3016] Main Street (15 Max.) - [ 3012] Main Street (15 Max.) - -> checkload t 100 -Checking load info for the object trigger 'Portal to Midgaard - 100': -(obj) [ 100] the portal - -See also: LINKS, RLIST, OLIST, MLIST, SLIST -#1 -PEACE %PEACE% - -Usage : peace - - Stops all fighting within your current room. - -#1 -ADVANCE DEMOTE - -Usage: advance [target] - - Advance moves a player to a new level. If used to promote a player to an -immortal level, and if you have the autowiz program installed, the wizlist and -immlist will automatically be recreated. - Advance can also be used to demote players. - -Example: - > advance Rumble 34 - > advance Rumble 1 - -See also: SET, PROMOTION -#1 -ECHO GECHO QECHO - -Usage: echo - gecho - qecho - -ECHO displays a string to everyone in your room. -GECHO displays the string to everyone in the game. -QECHO displays the string to everyone with the QUEST flag. - -Examples: - > echo Hi, everyone in the room. - > gecho Hi, everyone in the game, isn't this annoying? - -See also: %ECHO% -#1 -FORCE - -Usage: force - - Forces a monster to perform a certain action. FORCE ALL forces everyone in -the game; FORCE ROOM forces everyone in your room. If you are invisible to the -one being forced, the force will be performed silently. - -Example: - > force fido drop meat - > force all save - > force room look fido - -See also: %FORCE% -#1 -FREEZE THAW FREEZING FROZEN - -Usage: freeze [target] - thaw [target] - - FREEZE is used to prevent a player from playing. If frozen, the game will -ignore all commands entered by the player, including QUIT, until the player is -unfrozen with THAW. Obviously, this command should only be used in extreme -disciplinary circumstances. - -#1 -GOTO TRANSFER TRANSPORT TELEPORT - -Usage: goto - trans [target] - teleport [target] - These commands are used to transports yourself and others to different -rooms. GOTO allows you to go to other rooms; TRANS transports a person from -wherever they are to the room YOU are in; TELEPORT transports your victim to -some other location. For both GOTO and TELEPORT, the location specified can -be either a virtual room number or the name of a character or object. - -Examples: - > goto 3001 - > goto Rumble - > trans fido - > teleport fido 3001 - > teleport fido 2.fido - -See also: POOFIN, POOFOUT, WIZAT, %TELEPORT% -#1 -HANDBOOK WIZHANDBOOK WIZ-HANDBOOK IMMHANDBOOK IMM-HANDBOOK - -Usage: handbook - - Guidelines for having an Immortal character -- you should read it. -#1 -HCONTROL - - Some major misconceptions about houses. You do not set any flags for a -house. Just use hcontrol to build the house, that is it. All the flags House, -House_control and Atrium are for internal use only. When the house is created -they will be set. Currently we do not use houses here. - -Usage: hcontrol build - hcontrol destroy - hcontrol pay - hcontrol show - - House control, controls the addition, removal, and payments of houses. -Hcontrol show will show all the houses currently defined in the game along -with their last 'rent' payment date. - -See also: HOUSE, HOUSES -#1 -HOLYLIGHT LIGHTING LIGHTS TORCHES HOLY-LIGHTING - -Usage: holylight - - A toggle which allows you to see invisible or hidden people, objects, and -dark rooms even if you don't have a light. It is expected most immortals will -keep HOLYLIGHT on most of the time; it exists so that you have the ability to -see what mortals see for debugging purposes. - -See Also: TOGGLE -#1 -IMOTD - -Usage: imotd - - Displays the Immortal message of the day. This file usually contains new -information on commands recently added, new features and other important -information that immortals should be aware of. - -See also: MOTD -#1 -CHANGELOG - -Usage: changelog - - Allows an in game entry to the MUDs changelog with a date, time stamp, and -submitter name. To view the changelog use the file command with argument -changelog. - -See Also: FILE, CHANGES -#1 -INVIS i30 i31 i32 SPOOFS - -Usage: invis [level] - - INVIS sets your invisibility level. With no argument, invis toggles between -making you fully visible and fully invisible. If you specify a level, only -people at and above the level you specify will be able to see you. TBA has been -modified so this can not be abused, any action or communication you take will -show your name. - -Examples: - > invis - > invis 31 - -See also: MEDIT-AFF, VISIBLE, INVISIBILITY -#1 -LAST LASTLISTS - -Usage: last [player_name | all] [#] - -For checking the last time(s) a person logged on, their sitename, and their -ID number. This now works similar to the unix version of 'last'. This will -display where the player connected from, how long they connected, and how -they disconnected. - - last without arguments displays the last 10 entries. - last with a name only displays the 'stock' last entry. - last with a number displays that many entries (combines with name) - - -Examples: - -> last Rumble -[ 2] [34 Wa] Rumble : localhost : Tue Sep 9 06:13:52 2003 - -> last 4 Rumble -Last log - Rumble localhost Mon Sep 8 18:19 - 17:00 (23:40) Connect - Rumble localhost Mon Sep 8 14:59 - 17:00 (03:00) Connect - Rumble localhost Mon Sep 8 14:50 - 14:59 (00:08) Disconnect - Rumble localhost Mon Sep 8 12:03 - 17:00 (05:56) Connect - -> last 8 -Last log - Tatsumaki IP-ADDRESS Tue Sep 9 07:04 - 07:09 (00:05) Quit - Detta IP-ADDRESS Tue Sep 9 07:03 - Still Playing - Manivo IP-ADDRESS Tue Sep 9 06:39 - 07:00 (00:20) Disconnect - Neo IP-ADDRESS Tue Sep 9 06:38 - 06:48 (00:10) Quit - Shizuma IP-ADDRESS Tue Sep 9 04:09 - 04:15 (00:05) Quit - Relsqui IP-ADDRESS Tue Sep 9 04:07 - 04:16 (00:09) Quit - Walter IP-ADDRESS Tue Sep 9 01:28 - 01:32 (00:04) Disconnect - Liku mudconnector.com Mon Sep 8 20:10 - 21:01 (00:51) Disconnect - -See also: STAT, LAST -#1 -LOADING MOBLOAD OBJLOAD MOB-LOADING OBJECT-LOADING LOAD-MOBILE LOAD-OBJECT OBJ-LOAD - -Load only temporarily loads the mob/obj. It should NOT be used except for testing -purposes. Use zedit to load a mob/obj to your zone. - -Usage: load - - LOAD is used to create mobiles and objects. The first argument specifies if -you are trying to load a mobile or an object; the second is the virtual number. -LOAD has been modified on TBA. Level 31 can not load mobs outside of their zone. - -Example: - > load obj 3099 - You create a bulletin board. - > load mob 3005 - You create the receptionist. - -See also: VNUM, PURGE, %LOAD%, ZEDIT-NEW, ZRESET -#1 -MUTE SQUELCH - -Usage: mute - - MUTE is used to prevent a player from using global communication channels. -It is a toggle that can be turned on and off by the same command. - -See also: FLAGS -#1 -NOHASSLE HASSLE DARK NO_HASSLE DISABLE NOHASSEL HASSEL NO-HASSLE - -Usage: nohassle - - Toggles a flag to give immortals special protection and privileges. Such as: -Prevents aggressive mobs from attacking and triggers from targetting the player. -Allows you to walk through closed doors, and interact (look, put, take) with -closed and locked containers. - -See also: TOGGLE, HOLYLIGHT, ROOMFLAGS, REDIT-ROOM -#1 -NOTITLE - -Usage: notitle - - Prevent players from being able to set their own titles; i.e., if the player -consistently has an offensive title. The definition of offensive is left as an -exercise for the reader. - -See also: TITLE -#1 -NOWIZ NO-WIZ - -Usage: nowiz - - Allows you to hear or ignore messages coming over the wiznet. - -See also: TOGGLE, WIZNET -#1 -PAGER BEEPER PAGING SEND-PAGE - -Usage: page - -PAGE is used to send a message, along with a beep, to another player. Use -PAGE ALL to send a message and a beep to everyone in the game. - -Examples: - - > page Rumble Hey, are you still at the keyboard? - > page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES - -Do not abuse this command. - -#1 -PARDON - -Usage: pardon [target] - -Removes killer and thief flags from a player. - -#1 -POOFINS POOFOUTS POOFS POOFINGS SET-POOFS BAMFIN BAMFOUT - -Usage: set self poofin - set self poofout - -Sets the message seen by players when you use GOTO to move to a different room. -POOFIN with no argument resets your poofin to the default "appears with an ear- -splitting bang"; POOFOUT with no argument defaults to "disappears in a puff of -smoke." Your current poofs can be viewed under the score command. - -See also: GOTO -#1 -PURGE DESTROY SACRIFICE UNLOAD DELETE-MOBILE DISINTEGRATE DECOMPOSE CLEANUP - -Usage: purge [target] - -Purge destroys things. If used with no arguments, it will clear a room of all -mobiles and objects, but will not harm players. If the argument is an object, -that object (and all of its contents, if any) will be destroyed. If the -argument is a mobile, the mobile will be destroyed, leaving its inventory and -equipment lying on the ground. - -Players can not be purged on TBA. Level 31 immortals can not use the purge -command outside of their zone. - -Examples: - - > purge - > purge sword - > purge dragon - -Corpses decompose after 5 minutes. - -See also: %PURGE%, DC, LOAD, ZRESET, ZPURGE -#1 -RELOAD - -Usage: reload < '*' | all | file > - -Reload is used to reload text files such as the MOTD from disk into memory. -reload * reloads all the text files below. - -Valid files are: - background (/mud_dir/lib/text/background) - credits (/mud_dir/lib/text/credits) - greetings (/mud_dir/lib/text/greetings) - handbook (/mud_dir/lib/text/handbook) - help (/mud_dir/lib/text/help/help) - ihelp (/mud_dir/lib/text/help/ihelp) - immlist (/mud_dir/lib/text/immlist) - imotd (/mud_dir/lib/text/imotd) - news (/mud_dir/lib/text/news) - motd (/mud_dir/lib/text/motd) - info (/mud_dir/lib/text/info) - policy (/mud_dir/lib/text/policies) - wizlist (/mud_dir/lib/text/wizlist) - xhelp (/mud_dir/lib/text/help/*) - -#1 -REROLL - -Usage: reroll - -REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha) - -See also: STAT - -#1 -RESTORE REVIVE - -Usage: restore - - RESTORE restores a player or mobile to full hit, mana, and movement points. -Restore all will restore all players in the game. If used on immortals, it -also sets all skill levels to 100%. - -#1 -RETURN CHEATING CHEATS - -Usage: return - - Returns immortals to their regular body if switched into a mob. If not -switched into a mob it will advance them to their original level. This is -used by staff so they can test triggers as mortals. - -See also: SWITCH, TRIG-RETURN -#1 -SUNRISE SUNSET DAYLIGHT NIGHTTIME DAWN DUSK - -If you are outdoors you will see weather messages for the following times: - - 0500 The sun rises in the east. - 0600 The day has begun. - 2100 The sun slowly disappears in the west. - 2200 The night has begun. - -If you want to make your own messages use trigedit and set the INDOORS roomflag -so you don't receive the default messages. - -See also: WAITUNTIL, WEATHER -#1 -WHERE - -Usage: where - -Tells you the location of a monster, a player or an object. - -Mortals can only where monsters or players, and only from their own -zone. - -Immortals may type 'where' without arguments to see where everybody is. - -Example: - - > where - > where torch - > where dragon - -#1 -TIME TICKS - -Usage: time - -Gives you the current game time. tbaMUD uses zulu time 0-24 hours. There are -75 seconds per hour, 35 days per month, and 17 months per year. 1 MUD year -takes about 12 days. - -/** Number of real life seconds per mud hour. -@#define SECS_PER_MUD_HOUR 75 -/** Real life seconds in one mud day. - * Current calculation = 30 real life minutes. */ -@#define SECS_PER_MUD_DAY (24*SECS_PER_MUD_HOUR) -/** Real life seconds per mud month. - * Current calculation = 17.5 real life hours */ -@#define SECS_PER_MUD_MONTH (35*SECS_PER_MUD_DAY) -/** Real life seconds per mud month. - * Current calculation ~= 12.4 real life days */ -@#define SECS_PER_MUD_YEAR (17*SECS_PER_MUD_MONTH) - -/* real-life time (remember Real Life?) */ -@n#define SECS_PER_REAL_MIN 60 -@n#define SECS_PER_REAL_HOUR (60*SECS_PER_REAL_MIN) -@n#define SECS_PER_REAL_DAY (24*SECS_PER_REAL_HOUR) -@n#define SECS_PER_REAL_YEAR (365*SECS_PER_REAL_DAY) - -See also: DATE, %TIME% -#1 -WIZUPDATE - -Usage: wizupdate - - This command forces the wizlist to be updated and will add everyone that -does not have the flag NOWIZLIST set. - -See Also: NOWIZLIST -#1 -SET INVSTART NOWIZLIST - -Usage: set [ file | player ] - -SET is an extremely powerful command, capable of setting dozens of aspects of -characters, both players and mobiles. - -SET PLAYER forces set to look for a player and not a mobile; useful for -players with names such as 'guard'. - -SET FILE lets you change players who are not logged on. If you use SET FILE -on a player who IS logged on, your change will be lost. If you wish to set -a player who is in the game but is linkless, use set twice -- once with the -FILE argument, and once without -- to make sure that the change takes. - -The following are valid fields: - -Field Level Required Who Value Type Description ----------------------------------------------------------------------------- -ac LVL_BUILDER BOTH NUMBER Armor class -afk LVL_BUILDER BOTH NUMBER AFK flag -age LVL_GOD BOTH NUMBER Character's age -align LVL_BUILDER BOTH NUMBER Alignment -bank LVL_BUILDER PC NUMBER Gold in bank -brief LVL_GOD PC BINARY Brief mode -cha LVL_BUILDER BOTH NUMBER Charisma -class LVL_BUILDER BOTH MISC Class (W/T/C/M) -color LVL_GOD PC BINARY COLOR flag -con LVL_BUILDER BOTH NUMBER Constitution -damroll LVL_BUILDER BOTH NUMBER Damage modifier -deleted LVL_IMPL PC BINARY DELETED flag -dex LVL_BUILDER BOTH NUMBER Dexterity -drunk LVL_BUILDER BOTH MISC Drunkenness -exp LVL_GOD BOTH NUMBER Experience points -frozen LVL_FREEZE PC BINARY FROZEN flag -gold LVL_BUILDER BOTH NUMBER Gold (On hand) -height LVL_BUILDER BOTH NUMBER Height -hitpoints LVL_BUILDER BOTH NUMBER Current HP -hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier -hunger LVL_BUILDER BOTH MISC Hrs to hunger -int LVL_BUILDER BOTH NUMBER Intelligence -invis LVL_GOD PC NUMBER Invisible (level) -invstart LVL_BUILDER PC BINARY Invisible Start -killer LVL_GOD PC BINARY KILLER flag -level LVL_GRGOD BOTH NUMBER Level -loadroom LVL_BUILDER PC MISC Room to load in -mana LVL_BUILDER BOTH NUMBER Current mana -maxhit LVL_BUILDER BOTH NUMBER Max HP -maxmana LVL_BUILDER BOTH NUMBER Max mana -maxmove LVL_BUILDER BOTH NUMBER Max movement -move LVL_BUILDER BOTH NUMBER Current movement -name LVL_IMPL PC MISC To change player names -nodelete LVL_GOD PC BINARY Undeletable flag -nohassle LVL_GOD PC BINARY NOHASSLE flag -nosummon LVL_BUILDER PC BINARY NOSUMMON flag -nowizlist LVL_GRGOD PC BINARY Not Wizlistable flag -olc LVL_GRGOD PC MISC Zone to OLC -password LVL_GRGOD PC MISC Player password -poofin LVL_IMMORT PC MISC Poofin -poofout LVL_IMMORT PC MISC Poofout -practices LVL_GOD PC NUMBER # of practices -quest LVL_GOD PC BINARY QUEST flag -questpoints LVL_GOD PC NUMBER Questpoints -room LVL_BUILDER BOTH NUMBER Move to room -sex LVL_GOD BOTH MISC Sex -showvnums LVL_BUILDER PC BINARY ShowVnums -siteok LVL_GOD PC BINARY SITEOK -str LVL_BUILDER BOTH NUMBER Strength -stradd LVL_BUILDER BOTH NUMBER Additional STR (18/xx) -thief LVL_GOD PC BINARY THIEF flag -thirst LVL_BUILDER BOTH MISC Hrs to thirst -title LVL_GOD PC MISC Player's title -variable LVL_GRGOD PC MISC Trigger variable -weight LVL_BUILDER BOTH NUMBER Weight -wis LVL_BUILDER BOTH NUMBER Wisdom - -See also: TRIG-SET, CLASS, STAT -#1 -SET-OLC - -Usage: set OLC <#> - -Valid numbers include zone numbers 0-655 and the following: - -AEDIT: 999 -HEDIT: 888 -ALL: 666 - -See Also: SET, ZEDIT-CREATE, AEDIT, HEDIT -#1 -SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES - -Usage: show [argument] - -Show options: -zones player rent stats errors -death godrooms shops houses snoop - -The SHOW command displays information. Some modes of show require additional -information, such as a player name. - -zones Shows all the zones in the game and their current reset status. - An age of -1 means it is in the 'to be reset next' queue. - Show Zone # will list specific information about that zone. - Show Zone will list all zones by . -death Shows all death traps in the game. -player Shows player summary information, simply provide a player name. -godrooms Shows the rooms in the 'god zone'. -rent Shows the filename and path to a players rent file. -shops Shows all the shops in the game and their buy/sell parameters. -stats Shows game status information including players in game, mobs etc. -houses Shows the houses that are currently defined. -errors Shows errant rooms. -snoop Shows all people currently snooping. - -Examples: - show zone - show shop - -See also: STAT, SLIST, ZRESET -#1 -COPYOVERS - -Usage: copyover - -COPYOVER is a warm reboot of a mud without having to logout and then log back -in. You can stay connected and you will be automatically relogged in after a -successful copyover. OLC is not autosaved for copyovers. WARNING: All objects -dropped on the ground will get lost and aggro mobs will reappear just like -any other zone reset or reboot. - -See Also: SHUTDOWN, AUTOSAVE -#1 -SHUTDOWNS - -Usage: shutdown [reboot | die | pause] [time] - -SHUTDOWN shuts the MUD down with the following different arguments. - -REBOOT Pause only 5 seconds instead of the normal 40 before trying to - restart the MUD. OLC is auto-saved. - -DIE Kills the autorun script; the MUD will not reboot until autorun is - explicitly run again. - -PAUSE Create a file called 'paused' in the root directory; do not - try to restart the MUD until 'paused' is removed. - -TIME Time until reboot/shutdown. Omit to reboot/shutdown right away. - -See Also: COPYOVER, AUTOSAVE -#1 -SLOWNS SLOWNAMESERVER - -Usage: toggle slown - -The slowns command is deprecated after adding asynchronous host lookup. - -Huh? Slowns toggles whether or not IP addresses are resolved into readable -site names. If slow nameserver is enabled, USERS will show only IP -addresses. i.e. 128.123.222.111 and not ip.hr.hr.cox.net. - -See also: TOGGLE, USERS -#1 -SWITCH - -Usage: switch [target] - -SWITCH is used to take over the body of mobiles; useful for interactive -adventures. If the monster in which you are switched is killed you will be -returned to your own body. - -See also: RETURN, TRIG-SWITCH -#1 -SYSLOG SYSLOG-OFF LOGS SYSLOG-BRIEF SYSLOG-NORMAL NORMAL SYSLOG-COMPLETE AUTOLOG - -Usage: toggle syslog [ Off | Brief | Normal | On ] - -The SYSLOG command controls how detailed of an on-line system log you see. -Messages surrounded by '[' and ']' are syslog messages and are in green -if you have color on. - -The messages you receive are level dependent. - -Examples: - > toggle syslog on - You will see all logs, spammy. - > toggle syslog normal - You will see all the important stuff. - > toggle syslog brief - You will see few logs. - > toggle syslog off - You will see no logs. - > toggle syslog - lets you know what your current setting is. - -See also: TOGGLE, COLOR, PRF -#1 -UNAFFECT - -Usage: unaffect [target] - -Removes all affections (i.e., spell effects) from a player. - -#1 -UPTIME - -Usage: uptime - -Displays when the game was booted and calculates how long ago that was. - -Record uptime: - -tbaMUD 3.51 from crackwhip.com: -Up since Fri Jun 27 07:04:55 2008: 209 days, 2:45 - -#1 -USERS STATUS - -Usage: users [switches] - -USERS gives a list of all sockets (i.e., connections) currently active on the -MUD. The multi-column display shows the socket number (used by DC), class, -level, and name of the player connected, connection state, idle time, and -hostname. - -The following switches are available: - --k or -o Show only outlaws (killers and thieves). --p Show only sockets in the playing sockets. --d Show only non-playing (deadweight) sockets. --l min-max Show only sockets whose characters are from level min to max. --n Show the socket with associated with it. --h Show all sockets from . --c list Show only sockets whose characters' classes are in list. - -See also: DC, SLOWNS - -#1 -VIRTUAL-NUMBERS RNUM - - Each room, mob, object, shop, and trigger within a zone is given a unique -number called a Virtual Number or Vnum. These Vnums are independent, so there -can be both a room number 1300, an object 1300, a mob, a shop, and a trigger. -When defining and referencing parts of a zone builders always refers to each -entity by its Vnum. Vnums are not seen by mortal players. Each zone also has -a Vnum. The zone Vnum for any zone is simply the room, mob, object, shop, or -trigger Vnum divided by 100. For example, The Builder Academy is zone 13, -consisting of Vnums 1300 to 1399. - tbaMUD worlds are divided into distinct sections called zones. Each -zone typically consists of a single region of the MUD's virtual world with a -consistent storyline. Each zone can define its own rooms, mobs, objects, -shops, and triggers. A single zone typically contains 100 rooms, 100 mobs, 100 -objects, 100 shops, and 100 triggers. - If I made the Sword of Cheezy Destruction, I may decide to make it object -vnum 1300 of my zone. The first two digits are the zone number of my area, -the second two identify which item it is in that area. It would be zone 13, -object 00 of 100 possible objects. However, never use any VNUM from someone -else's zone without the permission of that person and the staff. - -See also: TERMINOLOGY, VNUM, SHOW-ZONES, AREAS -#1 -GCC - -Several people have problems with configuring tbaMUD in cygwin the first -time. They will get an error saying "GCC could not be found" This means a C -compiler was not installed because you failed to follow the directions under -HELP CYGWIN. Reread them and add the compiler to the default download. - -See also: CYGWIN, README.CYGWIN - -#1 -VSTATS MSTATS OSTATS RSTATS ROOM-STAT - -Usage: vstat < m | o | r | t | s | z > - -Used to stat a mobile or object by its virtual number. - -Examples: - - > vstat o 27 - > vstat m 27 - > vstat z 1 - -See also: LOAD, STAT, VNUM, TSTAT -#1 -WIZHELP WIZCOMMANDS WIZ-COMMANDS WIZ-MENU IMMCOMMANDS - -Usage: wizhelp - -Gives a list of the special commands available to you or the name you provide. - -The following wizard commands are implemented with level in the brackets: -[31]; [31]dig [31]invis [31]olist [31]roomflags [32]tcopy [31]vstat -[33]advance [31]echo [32]last [32]pardon [31]saveall [33]tedit [31]wiznet -[32]aedit [34]export [32]links [31]peace [32]scopy [31]teleport [31]wizhelp -[31]at [32]file [31]load [34]plist [31]sedit [33]thaw [34]wizlock -[31]attach [32]force [32]mcopy [31]purge [32]send [31]tlist [33]wizupdate -[33]ban [33]freeze [31]medit [34]qecho [32]set [32]transfer [31]zcheck -[31]buildwalk [32]gecho [31]mlist [31]qedit [31]show [31]trigedit [31]zedit -[34]cedit [31]goto [33]mute [31]qlist [34]shutdow [31]tstat [31]zlist -[34]changelog [31]handbook [31]nohassle [32]rcopy [34]shutdown [32]unaffect [32]zlock -[32]checkload [33]hcontrol [33]notitle [31]redit [32]skillset [33]unban [31]zpurge -[33]copyover [32]hedit [31]nowiz [34]reload [31]slist [31]uptime [31]zreset -[31]date [34]helpcheck [32]ocopy [33]reroll [32]snoop [32]users [32]zunlock -[32]dc [31]holylight [31]oedit [31]restore [31]stat [32]vdelete -[31]detach [31]imotd [31]olc [31]rlist [32]switch [31]vnum - - -@RHELP @n -#1 -ZLOCK - -Usage: zlock - zlock list - -Locks a zone so that building or editing is not possible. -The 'list' shows all currently locked zones. -'zlock all' will lock every zone with the GRID flag set. -'zlock all all' will lock every zone in the MUD. - -See also: ZUNLOCK -#1 -ZUNLOCK - -Usage: zunlock - zunlock list - -Unlocks a 'locked' zone to allow building or editing. -The 'list' shows all currently unlocked zones. -'zunlock all' will unlock every zone in the MUD. - -See also: ZLOCK -#1 -WIZLOCK - -Usage: wizlock [value] - -WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters -from being created. WIZLOCK n, 2 <= n <= 0, prevents new characters and -allows only characters level n and above to log on. WIZLOCK with no argument -displays the current WIZLOCK level. - -See also: BAN -#1 -WIZNET ; WIZTALK WIZTELL WIZCHAT WIZLINE SEMICOLON IMMCHAT - -The immortal communication channel which is the only channel visible in OLC. - -Usage: wiznet [ # ] [ | * | @@ ] - -Examples: - ->wiznet - just sends text. ->; - ; is short for wiznet. ->; @@ - shows all gods that are on and visible to you. - - also shows if the gods who are visible to you are writing. ->;# - sends text to everyone and above. - - ;#32 only level 32 and above will see this. - -See also: NOWIZ -#1 -ZRESETS RESETS ZONE-RESETS ZONERESETS POPS REPOPS SPAWN RE-POPS ZONEREBOOTS REFRESH ZONE-LOADS ZEDIT_RESET ZONE_RESET LOAD-ZONE LOADZONE LOAD_ZONE - -Usage: zreset - - This command is used to execute all zedit commands in a zone. Such as loading -mobs, objects, and closing doors. This is normally done once a zone reaches its -lifespan (set in zedit) but can be done manually with this command. - -See also: ZPURGE, SHOW ZONES -#1 -POWER GOD-EQUIPMENT GODEQUIPMENT IMMWEAPON ULTIMATE UBER - - The majority of new builders begin by creating themselves the ultimate -weapon and armor. Go ahead if you must but it is pointless. As an immortal -you no longer need them. Creating the perfect items with every affection is -a complete waste of everyone's time. It will not be allowed into a balanced -game and will have to be redone. This is typical of people who are power -hungry and are building for themselves and not for others. That is not a -sign of a good builder (see @RHELP BUILDER@n). - -#1 -IMMS WIZLIST IMMORTALS IMMLIST IMMORTALITY DEMIGOD ASSISTANTS LESSER GREATER GODS ADMINS - -Usage: wizlist | immlist - -Lists the most powerful beings on the MUD. These are the people responsible -for administering the system. - -See also: IMPLEMENTOR -#1 -SKILLSET SETSKILL - -Usage: skillset '' - - This command sets the specified skill or spell to a percentage learned value -1-100%. Skills and spells are based on class and level. - -skillset rumble 'magic missile' 100 - -See also: SET, SKILLS, SPELLS -#1 -FILES FILE-GODCMDS FILE-LEVELS - -Usage: file