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13516 lines
518 KiB
Text
13516 lines
518 KiB
Text
! ^ !
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Use ! to repeat the last command typed #0
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%ASOUND% OASOUND MASOUND WASOUND ASOUND
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%asound% <message>
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The message is sent to all surrounding rooms.
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Trigger Intended Assignment: Rooms
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Trigger Type: Random , Numeric Arg: 10, Arg list: None
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Commands:
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%asound% You hear a blood chilling howl from nearby.
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See Examples: @RTSTAT 7505, 154@n
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#31
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%AT% WAT MAT OAT %MAT% %WAT% %OAT%
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%at% <target> <command>
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Using %at% will perform the command in the room where target is found.
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Example: @RTSTAT 19, 20@n
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#31
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%DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE
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%damage% %victim% amount
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Cause amount points of damage to victim. The amount can be negative, to
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create a healing effect. This requires an actor to damage, so if it is a random
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trigger you must define actor.
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%damage% %actor% -20 - cause 20 points of healing
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%damage% %actor% 20 - cause 20 points damage
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%damage% %actor% %random.20% - cause 1-20 points damage randomly
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set stunned %actor.hitp% - evaluate all hitpoints and then damage
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%damage% %actor% %stunned% - leaving the player stunned, but will recover
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eval random_up_to_stunned %%random.%stunned%%%
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%damage% %actor% %random_up_to_stunned%
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eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage
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%damage% %actor% %num_hitp%
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Example: @RTSTAT 16, 51, 3008, 1600, 1601@n
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See also: DAMAGE, GUNS, DEATH
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#31
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%DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT%
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%door% <vnum> < direction> < field> [value]
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Used for adding, deleting, and modifying doors in room vnum. Direction
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determines which door is being changed, and can be north, south, east, west,
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up, or down. If the door does not exist first, a new door will be created.
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Field is what property of the door is being changed. Valid fields are:
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purge - remove the exit in the direction specified - no value needed
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description - value will become the new exit description
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flags - value will be the new door flags bitvector as defined here:
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a - Exit is a door that can be opened and closed. Default is open
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b - The door is closed.
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c - The door is locked.
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d - The door is pick-proof.
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key - value is the vnum of the key to the door in this direction.
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name - value is the name of the door in the specified direction.
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room - value is the vnum of the room this direction leads to
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Example: @RTSTAT 17, 23603, 53429, 2759@n
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#31
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%ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZONECHO %ZONECHO% ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO
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%echo% <message>
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Message is sent to all characters in the same room that this trigger is executing in.
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%echoaround% <victim> <message>
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Message will be sent to all characters in the room with victim, except for
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the victim.
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%send% <victim> <message>
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Message will be sent to the victim only.
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%zoneecho% <room vnum> <message>
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Zoneecho echoes message to the entire zone. room vnum should be any vnum in
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the zone you wish to echo to. 13400 would echo in zone 134.
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To send a blank line use: %send% %actor% \
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NOTE: When used with mobs make sure the mobs can see the players.
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i.e not blind, set INFRA, DET_INVIS.
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Example: @RTSTAT 18@n
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See also: %ASOUND%
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#31
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%FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW% %MASTER.FOLLOWER% %MASTER.FIGHTING%
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Usage: mfollow <victim>
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The mobile will begin following the victim without the revealing "starts
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following you" message. A silent follow. This sets the %master% variable on the
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mob to the players ID.
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mfollow %actor%
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Examples: @RTSTAT 57508, 39, 26@n
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See also: GROUP
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#31
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%FORCE% OFORCE WFORCE MFORCE TRIGEDIT-FORCE TRIG-FORCE
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%force% <victim> <command>
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Force the victim to perform a particular command. Cannot be made to force
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God and above.
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This little trigger teleports the actor to another place when he enters the
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room. It then makes him look to see the description.
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Trigger Intended Assignment: Rooms
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Trigger Type: Enter , Numeric Arg: 100, Arg list: None
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Commands:
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wait 1 s
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%echo% A powerful force drags you down.
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%teleport% %actor% 3001
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%force% %actor% look
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#31
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%LOAD% OLOAD MLOAD WLOAD
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%load% <obj|mob> <vnum> [name [position]]
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This command loads a mob or object into the game. No-take objects loaded to
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an actor will load to the room. NO_RENT objects can not be loaded.
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load an object to room: %load% obj 1300
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load a mob to room : %load% mob 1300
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load obj to player inv: %load% obj 1300 %actor% inv
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equip obj to player : %load% obj 1300 %actor% waist
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Obj Example: @RTSTAT 94@n
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Mob Example: @RTSTAT 81@n
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See also: POSITIONS, CHAR-VAR
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#31
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%LOG% WLOG MLOG OLOG
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%log% <message>
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This command sends a message to the syslog so all immmortals can see it. It can
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be useful for debugging, or for tracking the frequency of things that shouldn't occur
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very often.
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%log% %actor.name%, a level %actor.level% %actor.class% just typed %cmd% %arg%
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will generate a message that looks like:
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[ Room 57700 :: Fizban, a level 34 Magic-User just typed log example ]
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The part before the :: shows what the script that logged the message was attached to.
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#0
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%MOVE% MOVE-OBJECT MOVE-ALL
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In an object trigger, moves the object to which the trig is attached to the
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specified room. The object can be on the floor, inside another object or in a
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player or mobs inventory (not eq):
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Usage: %move% <room>
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In a room trigger, moves the specified object, or all objects to the specified
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room. The object must be on the floor of the room to which the trig is
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attached:
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Usage: %move% %obj.name% <room>
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%move% all <room>
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The <room> target room should be a VNUM.
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Note: This does not create a copy of the object, but moves the actual object to the floor of the target
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room.
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See also: %TELEPORT%
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#31
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%NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% ACTOR.SEX %ACTOR.HITPOINTS% %ACTOR.HP% %ACTOR.HITP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX%
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See @RHELP CHAR-VAR@n
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#31
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%PURGE% OPURGE MPURGE WPURGE
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%purge% <victim>
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Purge removes objects or mobs from the game. If no argument is given, then
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all objects and mobs in the room will be removed. If there is an argument,
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only that mob or object will be purged. Players can not be purged.
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Examples:
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%purge% %self%
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%purge% %actor.inventory(1300)%
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%purge% %actor.eq(hold)%
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When purging objects make sure the object exists. If it does not the room will
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be purged:
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if %actor.inventory(700)%
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%purge% %actor.inventory(700)%
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end
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Always purge at the end of a trigger. If you purge a mob/obj at the beginning
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you can no longer access that mob/obj variables.
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Example: @RTSTAT 1375, 6300@n
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See also: POSITIONS
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#31
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%ROOM.CONTENTS% ROOM.CONTENTS
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See @RHELP ROOM-VAR@n
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#31
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%TELEPORT% WTELEPORT OTELEPORT MTELEPORT PORTALS %TRANSPORT% TRIG-TELEPORT
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Stock tbaMUD does not have an object type portal. This is instead done with
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trigedit.
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%teleport% <victim> <location>
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Teleport moves the victim to the target. The victim does not need to be in
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the same room as the mob. If the victim is 'all', all the characters in the
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room will be teleported to the target room. No messages are generated by this
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command.
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%teleport% all 17401
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%teleport% %actor% 1300
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PORTAL EXAMPLES:
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OBJ: @RTSTAT 100@n
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ROOM: @RTSTAT 101@n
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MOB: @RTSTAT 102@n
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See also: MGOTO, TELEPORT, %MOVE%
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#31
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%TRANSFORM% MTRANSFORMS OTRANSFORMS TRANSFORMS MORPHS MTRANSFERS TRIG-MOB-TRANSFORM
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%transform% < vnum | -vnum >
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This command causes the executing mob or object to transform into another
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mob or object, based on the vnum argument supplied. The transformation is
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permanent, though additional transformations may be performed. No message
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regarding the transformation is sent to the room. The new mob or object will
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have the same trigger as the original, rather than any trigger normally assigned
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to the new, and no load trigger will be executed.
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Mobs - The hit points, max hit points, position, gold, and experience value
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will remain those of the original mob but all other statistics and descriptions
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will be those of the new mob. (The mob can be made to have all of its normal
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statistics by using a negative vnum.) Only mobiles may use this command (naturally).
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Objects - Based on the vnum argument supplied. The four basic values will
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remain those of the original mob but all other statistics and descriptions will
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be those of the new object. The transformation is permanent, additional
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transformations may be performed. No message regarding the transformation is
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sent to the room. The new object will have the same trigger as the originating
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object, rather than any trigger normally assigned to the new object, and no
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load trigger will be executed.
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Example: @RTSTAT 21, 1370@n
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#31
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<TOPIC> <COMMAND> COMMAND> TOPICS
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You took me too literally. I want you to type help <topic>, as in topic
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being something like newbie. So you should type @RHELP NEWBIE@n to learn more
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about being a newbie here.
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#31
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@@
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The @ character is used as a colorcode. If you see it, try toggling color to
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complete. If this still does not work you must not be able to view colors.
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To print a single @* follow it with the * (asterisk).
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Many people have asked why use the @ as colorcodes while others use &.
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Welcor of TBA changed this because of trigedit. A builder who enters:
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if %actor.is_pc% && %arg% would only see: if %actor.is_pc% & %arg%. No
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big deal, but this could get confusing to newbies when you tell them AND
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needs 2 & and they will only see &. The second problem is that trigedit
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also uses the special character & to denote mob/obj pronoun: IT, YOU,
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HE/SHE: &%obj%. So putting in colorcodes in echos returns garbage itititit
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etc. if done improperly. The fix is to use the escape character \&<colorcode>
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in trigedit.
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See also: COLORCODES
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#31
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ABBREVIATIONS ABBREVS
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We have added abbreviations so you do not have to type everything exactly as
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it appears. This also means that when you enter keywords in OLC you do not have
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to list all forms. i. e. the keyword rumble could be used to cover anyone who
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types <action> rumble rumbl rumb rum ru.
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#31
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AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY
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Your Armor Class (often called AC) is an expression for how good your armor
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is at protecting you. When you don armor, any AC apply that armor has is
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subtracted from your standard (naked) AC value, modified depending on where on
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the body you are wearing the armor. Some items have a special bonus, and
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subtract from the AC directly. Negative AC is better. Modifiers: Body X3,
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head and legs X2.
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See also: MEDIT-AC
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#31
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AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY
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Your Armor Class (often called AC) is an expression for how good your armor
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is at protecting you. When you don armor, any AC apply that armor has is
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subtracted from your standard (naked) AC value, modified depending on where on
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the body you are wearing the armor. Some items have a special bonus, and
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subtract from the AC directly. Negative AC is better.
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See Also: ARMOR-SPELL
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#0
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ACRONYMS TERMINOLOGY VOCABULARY
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Here are some common terms used in building, and TBA zone:
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OLC: On-Line-Creation, the ability to create rooms, mobs, objects, shops,
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and triggers on-line.
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Desc: Short for description.
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Flag: A bit-vector that tells the mud that a particular monster, object, or
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room has a certain quality. (i.e. Dark, Magic, Aggressive) This will
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be explained more later.
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Mob: Mobile. A monster.
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Obj: Object.
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VNUM: An obj, mob, room, shop, or triggers unique identification number.
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@ Stands for Virtual Number.
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Zone: Used synonymously with area.
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Trigger: Used synonymously with script.
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TBA: The Builder Academy.
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PC: Player Character. Not a mob.
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NPC: Non Player Character. Mobs.
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#31
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ACTOR.CLASS ACTOR-CLASS %ACTOR.CLASS%
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This is used in scripts to find the actors class, or to adjust it.
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%actor.class% - return the class of actor (e.g. Cleric)
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%actor.class(<class>)% - set the actor class (returns 1 on success)
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Example:
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if %actor.class% == Cleric
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say I don't like Clerics!
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if %actor.class(Warrior)%
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emote waves his hands frantically at you.
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say I have changed you into a Warrior!
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end
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else
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say Welcome %actor.class% %actor.name%!
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end
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See Also: CHAR-VAR, ADMLEVEL, ACTOR.LEVEL
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#31
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ACTOR.INVENTORY %ACTOR.INVENTORY% %INVENTORY% TRIG-INVENTORY TRIGEDIT-INVENTORY
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%actor.inventory()%
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Returns the id of the first item in the actors inventory or the id of the first
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object with vnum in the subfield. If the actor doesn't have the item an empty
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string is returned. * checks for any inventory.
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Examples: @RTSTAT 155, 94, 19537@n.
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See also: ACTOR.HAS TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR
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#31
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ACTOR.LEVEL ACTOR-LEVEL %ACTOR.LEVEL%
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This is used in scripts to find the mortal level of a player, or to adjust it.
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%actor.level% - return the level of actor
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%actor.level(<val>)% - set the actor to mortal level 'val' (range 1-30)
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Note that the level of a player should never be adjusted in a script unless you
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have a very good reason for it. This simply changes the mortal level and does
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not update any other stats (like max hp or exp).
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See Also: CHAR-VAR
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#31
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ADVANCE DEMOTE
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Usage: advance <player> <level>
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advance <player> admin <level>
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Advance moves a player to a new level. If used to promote a player's admin
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level the wizlist or immlist will automatically be updated.
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Advance can also be used to demote players.
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Example:
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> advance Rumble 30
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> advance Rumble admin 4
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See also: SET, PROMOTION, ADMIN
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#31
|
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AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR
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Syntax: aedit <action>
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Aedit is an online action (social) editor that allows you to create socials
|
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on the fly. Anyone can add new socials just ask a Great God or above to set your
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OLC to 999 and explain how it works. Use astat to see examples.
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Here is the much coveted list of $ codes applicable to socials:
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$e he/she/it person doing social
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$E he/she target of social
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$m him/her person doing social
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$M him/her target of social
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$n char name person doing social (your name)
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$N char name target of social (other persons name)
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$s his/her/its person doing social
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$S his/her target of social
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$t body part of victim
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$p object
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|
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See also: ASTAT, SOCIALS, AUTOSAVE
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||
#31
|
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AFFECTS OEDIT-PERM-AFFECTS PERM-AFFECTS OEDIT-PERMAFFECTS OEDIT-AFFECTS
|
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P) Perm Affects: @cNOBITS@n
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||
The permanent effects are the effects this object will have on you, when
|
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you wear, wield or hold it. Unlike the applies, these are spell effects. Only
|
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set one of these:
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P) Perm Affects: @cNOBITS@n
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1) BLIND DO NOT USE.
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2) INVIS The wearer becomes invisible.
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3) DET-ALIGN The wearer detects alignments.
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4) DET-INVIS The wearer sees invisible objects and players.
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5) DET-MAGIC The wearer sees a magic flag on magical objects.
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6) SENSE-LIFE The wearer sees hidden mobs/players.
|
||
7) WATWALK The wearer can walk on water.
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||
8) SANCT The wearer is protected by sanctuary.
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||
9) GROUP DO NOT USE.
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10) CURSE DO NOT USE.
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11) INFRA The wearer sees in the dark.
|
||
12) POISON The wearer is poisoned.
|
||
13) PROT-EVIL The wearer is protected from evil.
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14) PROT-GOOD The wearer is protected from good.
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15) SLEEP DO NOT USE.
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16) NO_TRACK DO NOT USE.
|
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17) FLYING The wearer can travel through room sector type IN FLIGHT.
|
||
18) SCUBA The wearer can travel through room sector type UNDERWATER.
|
||
19) SNEAK DO NOT USE.
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||
20) HIDE DO NOT USE.
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||
21) UNUSED DO NOT USE.
|
||
22) CHARM DO NOT USE.
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|
||
#31
|
||
AFK
|
||
|
||
Usage : afk
|
||
|
||
Lets other players know you will be away from the keyboard. The (AFK) flag will
|
||
be displayed in your prompt and under who after your name and title. When you
|
||
come back from AFK you will be notified if you have mail waiting.
|
||
|
||
See also: TOGGLE, WHO
|
||
#0
|
||
AGE
|
||
|
||
How old your character is. Your age begins at creation and continues whether
|
||
you are logged in the MUD or not.
|
||
|
||
#0
|
||
ALIASES
|
||
|
||
Usage: alias [alias name] [command]
|
||
|
||
An alias is a single command used to represent one or more other commands.
|
||
The ALIAS command can be used to manipulate your character's aliases. Type
|
||
ALIAS alone to see a list of your currently defined aliases.
|
||
|
||
> alias
|
||
|
||
Type ALIAS <alias name> <command> to create a new alias. The alias name must
|
||
be one word. The command can be any string. Aliases may not be nested or
|
||
used recursively. Any command may be overridden by an alias (other than the
|
||
ALIAS command itself, of course).
|
||
|
||
> alias gbb get bread bag
|
||
> alias gac get all corpse
|
||
|
||
Type ALIAS <alias-name> to delete an alias that has already been defined.
|
||
|
||
> alias gbb
|
||
|
||
A semicolon (";") can be used to define multiple actions to be taken with
|
||
a single alias.
|
||
|
||
> alias eat get bread bag; eat bread
|
||
|
||
Note that the 'eat' contained within the eat alias is interpreted as the MUD's
|
||
internal eat command; aliases may not be nested or used recursively. The
|
||
variables $1, $2, ... $9 may be used to represent arguments given with
|
||
an alias.
|
||
|
||
Examples:
|
||
|
||
> alias killem cast 'fireball' $1; cast 'harm' $2
|
||
> killem fido mage
|
||
|
||
Would cast fireball on fido, followed by casting harm on mage. Variables
|
||
may be used repeatedly and in any order:
|
||
|
||
> alias helpem cast 'heal' $1; cast 'bless' $1; cast 'armor' $1
|
||
|
||
The special variable $* represents the entire input line after an alias:
|
||
|
||
> alias tr tell Rumble $*
|
||
> tr hi there, how are you today?
|
||
You tell Rumble, 'hi there, how are you today?'
|
||
|
||
A quick note on some possible problems with aliases:
|
||
Several MUD client capture semi-colons for their own new-line so they are not
|
||
sent to the MUD. For Zmud click on the computer on the bottom right of the
|
||
screen to disable text-parsing. Here is one of my many aliases. They are a
|
||
life-saver. Everyone should learn how to use them well.
|
||
|
||
all tlist $1;slist $1;olist $1;mlist $1;rlist $1;
|
||
|
||
I would type "all 13" to list everything in zone 13. I use this to check what
|
||
people have done with their zone.
|
||
|
||
See also: ^, RUMBLE-ALIASES
|
||
#0
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
ANIMATE-DEAD
|
||
|
||
Usage: cast 'animate dead' corpse
|
||
|
||
This spell will harness evil necromancy magic and bring life into a
|
||
corpse, creating a zombie. The corpse will do the bidding of its master.
|
||
|
||
#0
|
||
ANTI
|
||
|
||
A flag with anti preceding it means that it cannot be used. Antimage would
|
||
not be useable my mages.
|
||
|
||
#0
|
||
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.
|
||
#31
|
||
APPLICATION APPLY BUILDING LEARNING LESSONS
|
||
|
||
To apply for a building position go to:
|
||
|
||
@Chttp://tbamud.com/@n
|
||
|
||
and fill out the application.
|
||
|
||
@RGOTO 3@n to enter The Builder Academy.
|
||
|
||
See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT
|
||
|
||
#0
|
||
AREAS
|
||
|
||
Usage: areas [level-range]
|
||
|
||
Lists all active zones. Any argument will filter the results by level.
|
||
|
||
areas list all areas
|
||
areas 24 list all areas where level 24 is in the level range
|
||
areas -10 list areas in the level range 0 to 10
|
||
areas 15- list all areas with a level range higher than 15
|
||
areas 5-12 list areas in the level range 5 to 12
|
||
|
||
Any areas that 'overlap' the specified range are shown in red.
|
||
|
||
See Also: ZONES
|
||
#0
|
||
ARMOR-SPELL
|
||
|
||
Usage : cast 'armor' [target]
|
||
Accumulative: No
|
||
Duration : 24 Hours
|
||
Level : Mage level 4, Cleric level 1.
|
||
|
||
The Armor spell will improve your AC by 20 points or up to 10%.
|
||
|
||
See also: AC
|
||
#0
|
||
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
|
||
|
||
______________
|
||
.-- --.
|
||
.-' '-.
|
||
/ \
|
||
/ \
|
||
l __ l
|
||
| | | |\ /| | | | \ |
|
||
| _|_ |_ _ | \/ | | | | | |
|
||
| | | \ _| | | | | | | |
|
||
| l_ |_/ (_| | | \_/| |__/ |
|
||
| Created by The Builder Academy |
|
||
l l
|
||
\ /
|
||
\ /
|
||
'-. .-'
|
||
'--______________--'
|
||
|
||
See also: COLOR, AUTOMAP, TBAMAP, CARTOGRAPHY
|
||
#31
|
||
ASSIST
|
||
|
||
Usage: assist <player>
|
||
|
||
If <player> needs assistance in battle and you feel brave enough to help,
|
||
use this command to join the battle. The monster attacking <player> will keep
|
||
hitting them, unless it decides to switch.
|
||
|
||
> assist tink
|
||
|
||
See also: AUTOASSIST, FLEE, KILL, RESCUE
|
||
#0
|
||
ASTAT
|
||
|
||
Usage : astat <social>
|
||
|
||
Allows you to view a social as written in the social editor. Anybody may submit
|
||
their own socials for use within the mud.
|
||
|
||
See also: AEDIT, SOCIALS
|
||
#0
|
||
ATTACH
|
||
|
||
Builders working on their trial vnum do not need to learn this command, yet.
|
||
|
||
Usage: attach mob {trigger vnum/name} {mob name} [location]
|
||
attach obj {trigger vnum/name} {obj name} [location]
|
||
attach room {trigger vnum/name} {room vnum} [location]
|
||
|
||
Attach lets you attach a trigger to one instance of a mob/obj/room, for
|
||
testing or other purposes. The command only attaches the trigger once,
|
||
and will not last over a reboot (or crash).
|
||
|
||
The 'location' is what number in the triggerlist the trigger will assume.
|
||
It is important to first attach a trigger to test before you manually add it
|
||
through oedit/medit/redit.
|
||
|
||
Examples:
|
||
attach room 14500 14520 - Attaches room trigger 14500 to room 14520.
|
||
attach mob 1332 Santa - Attaches mob trigger 1332 to mob 1308 (Santa).
|
||
attach obj 1480 sword - Attaches obj trigger 1480 to a sword.
|
||
|
||
See also: DETACH, TRIG-ATTACH, TRIG-DETACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS
|
||
#31
|
||
AUCTION GOSSIP GRATS CONGRATULATIONS CONGRATS
|
||
Usage: auction <message>
|
||
gossip <message>
|
||
grats <message>
|
||
|
||
These are channels reserved for specific purposes. Messages on these
|
||
channels reach everyone who is monitoring them. You must be at least level
|
||
three to use these channels.
|
||
|
||
These channels should be used accordingly.
|
||
|
||
Examples:
|
||
|
||
> auction short sword -- minimum bid 100k
|
||
> gossip Hey, is that a short sword on your belt or are you happy to see me?
|
||
> grats GRATS Detta!!!!!!!!
|
||
|
||
See also: TOGGLE, EMOTE, GSAY, HOLLER, NOREPEAT, SAY, SHOUT
|
||
|
||
#0
|
||
AUTOASSIST
|
||
|
||
Usage: toggle autoassist
|
||
|
||
Enables you to automatically assist a fellow group member when they are
|
||
attacked without having to manually type "assist."
|
||
|
||
See Also: TOGGLE, ASSIST
|
||
#0
|
||
AUTODOOR
|
||
|
||
Usage: autodoor
|
||
|
||
When enabled this toggle will automatically find the next available door when
|
||
using the open, close, lock, unlock or pick commands. For example, in a room
|
||
with several closed doors, one door will be opened each time the player types
|
||
open door until all the doors are open. The player can still specify a
|
||
direction to open a particular door.
|
||
|
||
See Also: AUTOKEY, TOGGLE, PREFEDIT
|
||
#0
|
||
AUTOEXITS AUTO-EXITS
|
||
|
||
Usage: autoexits
|
||
|
||
Toggles the automatic display of currently available exits. Not all
|
||
possible exits will be displayed, only those immediately available.
|
||
If a door is closed it will not show up as a possible exit.
|
||
|
||
See also: TOGGLE
|
||
#0
|
||
AUTOGOLD
|
||
|
||
Usage: toggle autogold
|
||
|
||
Enables you to automatically take the gold from any mob you kill. This will
|
||
not take any equipment or objects.
|
||
|
||
See Also: TOGGLE, TAKE
|
||
#0
|
||
AUTOKEY
|
||
|
||
Usage: autokey
|
||
|
||
When enabled this toggle will automatically use a door key (if it's in your
|
||
inventory) when you try to open a locked door. You do not need to use the
|
||
separate unlock command. It can be turned on and off using the autokey
|
||
command, the toggle autokey command, or prefedit.
|
||
|
||
See Also: AUTODOOR, TOGGLE, PREFEDIT
|
||
#0
|
||
AUTOLOOT
|
||
|
||
Usage: toggle autoloot
|
||
|
||
Enables you to automatically "take all corpse" from any mob you kill. You
|
||
will loot everything (including cursed objects) until you can no longer carry
|
||
anymore weight. If this happens and and you also have autosac enabled, the
|
||
items you cannot pick up will be left on the ground.
|
||
|
||
See Also: TOGGLE, TAKE, SPLIT
|
||
#0
|
||
AUTOMAPPING MAPS
|
||
|
||
Usage: map <#31-12>
|
||
|
||
This command prints a text generated map of your current surroundings.
|
||
Including a number allows you to expand or shrink the map to show a wider
|
||
or smaller area.
|
||
|
||
Usage: toggle automap on
|
||
|
||
Toggle automap on will turn on the automap, which shows a mini-map to the
|
||
right of the room descriptions.
|
||
|
||
-tbaMUD Map System-
|
||
.-.__--.,--.__.-.
|
||
| @R+@n Up |
|
||
| @R-@n Down |
|
||
| [@B!@n] You |
|
||
| [@W.@n] Inside |
|
||
| [@wC@n] City |
|
||
| [@g,@n] Field |
|
||
| [@gY@n] Forest |
|
||
| [@mm@n] Hills |
|
||
| [@RM@n] Mountain | @C[@W.@C]@n
|
||
| [@C~@n] Swim | @W| @R+@n
|
||
| [@B=@n] Boat | @C[@W.@C] @W- @C[@B!@C] @W- @C[@W.@C]@n
|
||
| [@W^@n] Flying | @W| @R-@n
|
||
| [@BU@n] Underwater | @C[@W.@C]@n
|
||
#0
|
||
AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS
|
||
|
||
An autoquest is a quest that can be automatically started and completed by
|
||
players on the MUD without the intervention of an immortal. Players simply
|
||
visit a questmaster where they join an available quest, and get rewarded on
|
||
its completion.
|
||
|
||
See Also: QEDIT, QUEST-FLAG
|
||
#31
|
||
AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS
|
||
|
||
An autoquest is a quest that can be automatically started and completed
|
||
without the intervention of an immortal. Simply visit a questmaster and join
|
||
an available quest, and get rewarded on it<69>s completion. Keep an eye out for
|
||
autoquests scattered throughout the World.
|
||
|
||
See Also: QUEST-FLAG, QUESTPOINTS
|
||
#0
|
||
AUTOSACRIFICE SACRIFICE
|
||
|
||
Usage: toggle autosac
|
||
|
||
Enables you to automatically sacrifice any mob you kill. If you do not have
|
||
autoloot enabled the objects and gold will also be sacrificed.
|
||
|
||
See Also: TOGGLE
|
||
#0
|
||
AUTOSPLIT
|
||
|
||
Usage: toggle autosplit
|
||
|
||
Enables you to automatically split the money from any mob you kill with your
|
||
fellow group members.
|
||
|
||
See Also: TOGGLE, GROUP
|
||
#0
|
||
AUTOWIZ
|
||
|
||
This is automatically done whenever someone is advanced to immortal status
|
||
to update the wizlist and immlist unless they have NO_WIZ set.
|
||
|
||
#31
|
||
BACKDOOR HACKING
|
||
|
||
Not a good thing to be searching for help on. Your IP address has been logged
|
||
and we will be contacting your service provider. Just Kidding. tbaMUD is
|
||
actually very stable. I have never heard of one being hacked except via weak or
|
||
compromised passwords.
|
||
|
||
#0
|
||
BACKSTAB
|
||
|
||
Thief only.
|
||
|
||
Backstab is a way to sneak up on a person and attempt to place your dagger
|
||
in his back, at exactly the point where it does most damage. A successful
|
||
backstab gives a damage multiplier, depending on your level:
|
||
|
||
The chance of successfully backstabbing a person depends on how well you
|
||
have practiced backstab at your guild. You can always backstab sleeping
|
||
people.
|
||
|
||
#0
|
||
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
|
||
#31
|
||
BAN UNBAN
|
||
|
||
Usage: ban [<all | new | select> <site>]
|
||
unban <site>
|
||
|
||
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
|
||
#31
|
||
BANKS WITHDRAWING DEPOSITING BALANCES ATM-MACHINES
|
||
|
||
Commands to take money out of the bank, put money in the bank, or see how
|
||
much money you have in the bank. Can be used at any Bank of Ilniyr.
|
||
|
||
Examples:
|
||
|
||
> deposit 400 gold
|
||
|
||
Deposits 400 gold on your account.
|
||
|
||
> withdraw 1000 copper
|
||
|
||
Withdraws 1000 copper pieces from your account.
|
||
|
||
> balance
|
||
|
||
Shows your balance.
|
||
|
||
> deposit all
|
||
> withdraw all
|
||
|
||
Moves all of your money in/out of the bank.
|
||
|
||
See also: GOLD, SCORE
|
||
#0
|
||
BASH
|
||
|
||
Fighters only.
|
||
|
||
The success of a bash depends upon how many times you have practiced. To bash
|
||
someone is to attempt to 'knock' that person over. If you succeed, you will
|
||
inflict minor damage, and cause the victim to fall on its rear. The victim
|
||
will be unable to issue any commands for 2 rounds of violence. If you miss
|
||
you lose your balance and fall.
|
||
|
||
A bash makes you unable to type commands for 2 rounds of violence.
|
||
|
||
Note that hitting a person who is resting/sitting will inflict 1.5 * damage.
|
||
|
||
See also: KICK, RESCUE, WHIRLWIND
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS FIREARMS AMMO
|
||
|
||
See @RTRIG-EXAMPLES@n
|
||
|
||
#31
|
||
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.
|
||
|
||
#31
|
||
BLESS
|
||
|
||
Usage : cast 'bless' <victim | object>
|
||
Accumulative: No
|
||
Duration : 6 Hours, permanent for objects.
|
||
Level : Cleric level 5.
|
||
|
||
Bless on a victim will improve the victims saving throw versus spells
|
||
by 1, and furthermore improve the hitroll by 2.
|
||
|
||
Bless on an item currently has no defined action. It is only possible
|
||
to bless non-evil items, and the object blessed may weigh no more
|
||
than five pounds per level of caster.
|
||
#0
|
||
BLINDED SOMEONE INVISIBLE WIZINVIS
|
||
|
||
There are several conditions that will make you see Someone, the most common
|
||
are a wizinvis immortal, an invisible or hidden mortal or a hidden or invisible
|
||
mob. When everyone is a Someone, you are either blind or in a dark room without
|
||
a light.
|
||
|
||
No one can use communication channels anonymously. Names will always be shown
|
||
instead of "someone."
|
||
|
||
See also: INVIS, VISIBLE
|
||
#0
|
||
BLINDNESS
|
||
|
||
Usage : cast 'blindness' <victim>
|
||
Accumulative: No
|
||
Duration : 2 hours.
|
||
Level : Mage level 9, Cleric level 6.
|
||
|
||
Blindness will blind a victim failing its saving throw.
|
||
A blinded person will have -4 penalties to hitroll and AC.
|
||
|
||
See also: AC
|
||
#0
|
||
BOATS SHIPS FERRY TRANSPORTSS
|
||
|
||
@RTSTAT 13691@n
|
||
|
||
#31
|
||
BOOBS NOASSHOLE TITS IMMORAL
|
||
|
||
YES, people have tried to get help on these things...
|
||
|
||
#0
|
||
BOTTING ROBOTS BOTS
|
||
|
||
The act of using an automated program to play a MUD.
|
||
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
BRIEF
|
||
|
||
Usage: brief
|
||
|
||
Toggle "brief mode". When in brief mode, you don't see the descriptions of
|
||
the room you are in; only the name of the room and the people and objects
|
||
there. Unless you're very familiar with the area in which you're traveling,
|
||
however, it is not advisable to use this command. Frequently, you will find
|
||
small but vital hints in the descriptions of the rooms: An extra peek at your
|
||
surroundings could mean the difference between life and death!
|
||
|
||
If you explicitly type 'look', you will always see the full room description,
|
||
even in BRIEF mode.
|
||
|
||
See also: TOGGLE, COMPACT, LOOK
|
||
#0
|
||
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
|
||
|
||
#31
|
||
BUGS TYPOS IDEAS
|
||
|
||
Usage: bug submit <title of bug>
|
||
idea submit <title of idea>
|
||
typo submit <title of typo>
|
||
|
||
For making useful suggestions and reporting problems to the Powers that Be. You
|
||
must first submit a title for your report after which you will be able to enter
|
||
more detailed information if required.
|
||
|
||
Examples:
|
||
|
||
> bug submit crash bug
|
||
> the entire game crashes when I type 'put bag in bag'
|
||
> /s
|
||
|
||
#0
|
||
BUILDERS IMMORTALS
|
||
|
||
A builder is a term usually used to describe a person who designs MUD zones
|
||
for other characters to explore. Any player with motivation, ideas, and good
|
||
writing style can be a builder as well as a player. As a Builder, your job is
|
||
to create the virtual world in which players can roam around, solve puzzles,
|
||
find treasures, and gain experience. A Builder creates the rooms, objects,
|
||
mobs, shops, and triggers with which players will interact.
|
||
|
||
See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT
|
||
#31
|
||
BUILDWALKING BUILD-WALKING DIGWALK WALKDIG
|
||
|
||
Builders working on their trial vnum do not need to learn this command, yet.
|
||
|
||
Usage: buildwalk
|
||
|
||
BuildWalk is an OLC utility that will allow a builder to enable a
|
||
"buildwalking" mode. In this mode, walking in a direction that doesn't exist
|
||
will find the next free room in the zone, create the room, and make a two-way
|
||
exit between the room the builder was standing in, and the new room. This way
|
||
a builder can create a framework of their zone by walking around.
|
||
Buildwalking can be a little misleading. A builder can not walk n, e, s, w,
|
||
and end up in the same room they started. Buildwalk is not spatially aware of
|
||
other rooms. It will always create a new room if you walk in a direction
|
||
without a current exit. It is often necessary to backtrack to prevent
|
||
overlapping rooms.
|
||
|
||
NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if
|
||
you mess up and want the rooms deleted we can just reboot and wipe them.
|
||
Be careful using buildwalk. If you mess up you will have a lot of rooms
|
||
to delete.
|
||
|
||
See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG
|
||
#31
|
||
BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS POSTING
|
||
|
||
Bulletin boards are the forum of inter-player communication on the MUD.
|
||
There are different bulletin boards for different purposes -- for example,
|
||
a standard mortal board, a board for immortals, a board for fun "social"
|
||
messages, etc. Naturally, not all players may be allowed to read all
|
||
types of boards.
|
||
|
||
Type "LOOK BOARD" to see the messages already posted on a board. Type
|
||
"WRITE <subject>" to post a message to a board; terminate a message with
|
||
a '/s' as the first characters on a line. Type "READ <number>" to read a
|
||
post. Type "REMOVE <number>" to remove your own messages.
|
||
|
||
Examples:
|
||
> look at board
|
||
> write Crash Bug I found!
|
||
[writes the message; terminates with '/s']
|
||
> look at board
|
||
> read 6
|
||
> remove 6
|
||
|
||
Boards are just a normal object with a special procedure attached in the
|
||
MUD's code. Ask your friendly implementor if you need to make one.
|
||
|
||
@uRoom - Board@n
|
||
1204 - Immortal Board
|
||
1290 - Social Board
|
||
|
||
See also: MAIL, READ, WRITE, SPECIALS
|
||
#31
|
||
BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS
|
||
|
||
Bulletin boards are the forum of inter-player communication on the MUD.
|
||
There are different bulletin boards for different purposes -- for example,
|
||
a standard mortal board, a board for immortals, a board for fun "social"
|
||
messages, etc. Naturally, not all players may be allowed to read all
|
||
types of boards.
|
||
|
||
Type "LOOK BOARD" to see the messages already posted on a board. Type
|
||
"WRITE <subject>" to post a message to a board; terminate a message with
|
||
a '/s' as the first characters on a line. Type "READ <number>" to read a
|
||
post. Type "REMOVE <number>" to remove your own messages.
|
||
|
||
Examples:
|
||
> look at board
|
||
> write Crash Bug I found!
|
||
[writes the message; terminates with '/s']
|
||
> look at board
|
||
> read 6
|
||
> remove 6
|
||
|
||
Boards are just a normal object with a special procedure attached in the
|
||
MUD's code. Ask your friendly implementor if you need to make one.
|
||
|
||
@uRoom - Board@n
|
||
1204 - Immortal Board
|
||
1290 - Social Board
|
||
|
||
See also: MAIL, READ, WRITE
|
||
#0
|
||
BURNING-HANDS
|
||
|
||
Usage : cast 'burning hands' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 5.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell is more powerful than the chill touch spell.
|
||
|
||
See also: CHILL-TOUCH
|
||
#0
|
||
BUY
|
||
|
||
Usage: buy <item name>
|
||
buy #<item number>
|
||
buy n.<item name>
|
||
buy n <item name>
|
||
buy n #<item number>
|
||
|
||
If you'd like to purchase an item from a shop and have the money, you can buy
|
||
it. Items can be bought by name, or by their number in the shop listing,
|
||
and can be bought in quantity.
|
||
|
||
Examples:
|
||
|
||
> buy sword (buy the first sword on the list)
|
||
> buy #3 (buy the third item on the list)
|
||
> buy 4.sword (buy the fourth sword on the list)
|
||
> buy 10 bread (buy 10 pieces of bread)
|
||
> buy 10 #2 (buy 10 of the second item on the list)
|
||
|
||
See also: LIST, SELL, SHOPS, VALUE
|
||
#0
|
||
CADAVER UNDEAD CORPSE
|
||
|
||
Corpses are bodies that no longer carry a soul. They are seen after a player
|
||
has made a kill, until the zone either resets, it decomposes, or someone
|
||
sacrifices it. When a spell like Animate Dead is cast upon a corpse they may
|
||
return to the living, but only in an undead form.
|
||
#0
|
||
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
|
||
#31
|
||
CALL-LIGHTNING
|
||
|
||
Usage : cast 'call lightning' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 15.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell will use the "force of nature" to make a lightning
|
||
strike the victim. It is therefore only possible to call lightning
|
||
outside, and it has to be raining (or worse).
|
||
|
||
See also: CONTROL-WEATHER, WEATHER
|
||
#0
|
||
CANBESEEN %CANBESEEN% %ACTOR.CANBESEEN%
|
||
|
||
Trig Usage: %actor.canbeseen%
|
||
|
||
True if the actor can be seen by the mob (always true for non-mob triggers).
|
||
|
||
Example: @RTSTAT 23613@n
|
||
|
||
#31
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
CAST
|
||
|
||
Usage: cast '<spell name>' [target]
|
||
|
||
For "magical" people. If you want to throw a spell at someone or something.
|
||
|
||
Example:
|
||
|
||
> cast 'burning hands' <player>
|
||
Note that the name of the spell must be enclosed by '.
|
||
|
||
See also: help on each individual spell:
|
||
|
||
Examples:
|
||
|
||
> help cure-ligh
|
||
> help fireb
|
||
> help energy-drain
|
||
|
||
#0
|
||
CASTING MAGIC
|
||
|
||
Usage: cast '<spell name>' [target]
|
||
|
||
For "magical" people. If you want to throw a spell at someone or something.
|
||
|
||
Example:
|
||
|
||
> cast 'burning hands' <player>
|
||
Note that the name of the spell must be enclosed by "'"s.
|
||
|
||
See also: help on each individual spell:
|
||
|
||
Examples:
|
||
|
||
> help cure ligh
|
||
> help fireba
|
||
> help energy drain
|
||
#0
|
||
CEDIT CEDIT-MENU
|
||
|
||
Usage: cedit
|
||
|
||
This command is used by the Implementors to modify a range of run-time
|
||
configuration values that control the operation of the MUD.
|
||
|
||
OasisOLC MUD Configuration Editor
|
||
G) Game Play Options @RHELP CEDIT-GAME@n
|
||
C) Crashsave/Rent Options @RHELP CEDIT-SAVE@n
|
||
R) Room Numbers @RHELP CEDIT-ROOM@n
|
||
O) Operation Options @RHELP CEDIT-OPERATION@n
|
||
A) Autowiz Options @RHELP CEDIT-AUTOWIZ@n
|
||
Q) Quit
|
||
#31
|
||
CEDIT-AUTOWIZ
|
||
|
||
A) Use the autowiz : Yes
|
||
B) Minimum wizlist level : 2
|
||
Q) Exit To The Main Menu
|
||
|
||
See also: CEDIT-MENU
|
||
|
||
#31
|
||
CEDIT-GAMES
|
||
|
||
A) Player Killing Allowed : No
|
||
B) Player Thieving Allowed : No
|
||
C) Minimum Level To Shout : 0
|
||
D) Holler Move Cost : 20
|
||
E) Tunnel Size : 2
|
||
F) Maximum Experience Gain : 100000
|
||
G) Maximum Experience Loss : 500000
|
||
H) Max Time for NPC Corpse : 5
|
||
I) Max Time for PC Corpse : 10
|
||
J) Tics before PC sent to void : 1000000
|
||
K) Tics before PC is autosaved : 2000000
|
||
L) Level Immune To IDLE : 35
|
||
M) Death Traps Junk Items : No
|
||
N) Objects Load Into Inventory : Yes
|
||
O) Track Through Doors : Yes
|
||
P) Display Closed Doors : Yes
|
||
R) Mortals Level To Immortal : Yes
|
||
1) OK Message Text : Okay.
|
||
2) NOPERSON Message Text : No-one by that name here.
|
||
3) NOEFFECT Message Text : Nothing seems to happen.
|
||
4) Map/Automap Option : Imm-Only
|
||
5) Default map size : 6
|
||
6) Default minimap size : 2
|
||
7) Scripts on PC's : Yes
|
||
Q) Exit To The Main Menu
|
||
|
||
See also: CEDIT-MENU
|
||
#31
|
||
CEDIT-OPERATIONS
|
||
|
||
A) Default Port : 9091
|
||
B) Default IP : <None>
|
||
C) Default Directory : lib
|
||
D) Logfile Name : <None>
|
||
E) Max Players : 300
|
||
F) Max Filesize : 50000
|
||
G) Max Bad Pws : 3
|
||
H) Site Ok Everyone : YES
|
||
I) Name Server Is Slow : NO
|
||
J) Use new socials file: YES
|
||
K) OLC autosave to disk: YES
|
||
L) Main Menu :
|
||
|
||
Welcome to The Builder's Academy (TBA)!
|
||
0) Exit from TBA.
|
||
1) Enter TBA.
|
||
2) Enter description.
|
||
3) Read the background story.
|
||
4) Change password.
|
||
5) Delete this character.
|
||
|
||
Make your choice:
|
||
M) Welcome Message :
|
||
|
||
Welcome to The Builder's Academy! May your visit here be... Enlightening
|
||
|
||
|
||
N) Start Message :
|
||
Welcome to The Builder's Academy. You can now begin your training.
|
||
If you have not already, please fill out the builders application at:
|
||
|
||
Q) Exit To The Main Menu
|
||
|
||
See also: CEDIT-MENU
|
||
|
||
#31
|
||
CEDIT-ROOMS
|
||
|
||
A) Mortal Start Room : 1498
|
||
B) Immortal Start Room : 1204
|
||
C) Frozen Start Room : 1202
|
||
1) Donation Room #31 : 3063
|
||
2) Donation Room #2 : 5510
|
||
3) Donation Room #3 : 235
|
||
Q) Exit To The Main Menu
|
||
|
||
See also: CEDIT-MENU
|
||
#31
|
||
CEDIT-SAVES
|
||
|
||
A) Free Rent : Yes
|
||
B) Max Objects Saved : 30
|
||
C) Minimum Rent Cost : 100
|
||
D) Auto Save : Yes
|
||
E) Auto Save Time : 5 minute(s)
|
||
F) Crash File Timeout : 10 day(s)
|
||
G) Rent File Timeout : 30 day(s)
|
||
Q) Exit To The Main Menu
|
||
|
||
See also: CEDIT-MENU
|
||
#31
|
||
CHALLENGE
|
||
|
||
That is what you will find here at TBA.
|
||
|
||
#0
|
||
CHANGELOG
|
||
|
||
Usage: changelog <text>
|
||
|
||
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.
|
||
|
||
Changelog: https://github.com/tbamud/tbamud/commits/master
|
||
|
||
See Also: FILE, CHANGES
|
||
#31
|
||
CHANGES
|
||
|
||
Major Changes:
|
||
OasisOLC 2.0.6
|
||
trigedit (DG Scripts) 1.0.14
|
||
ASCII Player Files 3.0.1
|
||
128bit Support
|
||
cedit (configuration editor)
|
||
tedit (text file editor)
|
||
aedit (socials editor) (more than 100 new socials)
|
||
hedit (help editor)
|
||
qedit (quest editor)
|
||
questpoints
|
||
buildwalk
|
||
dig
|
||
tell m-w (an in game dictionary lookup)
|
||
gemote
|
||
history
|
||
file
|
||
zpurge
|
||
zcheck
|
||
checkload
|
||
Copyover
|
||
ANSI Color
|
||
Auto Toggles (loot, sac, gold, assist, split)
|
||
Hidden mob/obj
|
||
mob/obj stacking
|
||
hindex
|
||
helpcheck
|
||
OLC copy and delete options
|
||
exporting of zones
|
||
automap and ascii map generator
|
||
doors visible in exit menu (enable/disable in CEDIT)
|
||
furniture
|
||
new mail notification and mail saved to pfile
|
||
improved toggle (AFK, pagelength, showvnums, screenwidth, automap, etc.)
|
||
180 zones
|
||
unlimited containers
|
||
(hundreds of bugfixes too)
|
||
|
||
See Also: NEWS, CHANGELOG
|
||
#0
|
||
CHAR-VARS TRIGEDIT-VARIABLES-CHARACTERS %TITLE% %ACTOR.TITLE% CHAR-VARIABLES TRIGEDIT-CHAR-VAR %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% %ACTOR% %VICTIM% SELF %SELF% MOBVARS MOB-VARS TRIGEDIT-LEVEL %SELF.ID% SELF.ID NEXT_IN_ROOM ACTOR-VAR
|
||
|
||
The following fields can be used with %actor%. i.e. %actor.<field>%
|
||
Excluding the subfield () returns the value. Adding a subfield adjusts it.
|
||
|
||
@uField@n - @uvariable returns:@n
|
||
|
||
cha/con/dex/int - Checks the stat. @RHELP TRIG-STAT@n. Subfield adjusts.
|
||
str/stradd/wis() () is a subfield and allows a change to the variable.
|
||
alias - The list of aliases of the mob or the player name.
|
||
align() - The actor's alignment @RHELP ALIGN@n. Subfield adjusts.
|
||
affect() - Checks the actor for the affect. @RHELP AFFECT@n
|
||
armor - Checks the actor's armor class.
|
||
canbeseen - Checks if the the mob can see the actor. @RHELP CANBESEEN@n
|
||
class - The actor's class, as a string. @RHELP ACTOR.CLASS@n
|
||
drunk() - The actor's drunkenness. Subfield sets, -1 is off.
|
||
exp() - Checks the actor's XP. Subfield adjusts. @RHELP NOP@n
|
||
eq() - Returns ID of the first object equipped. @RHELP TRIG-EQ@n
|
||
fighting - The unique id of the mob fighting the actor.
|
||
follower(name) - The follower of the actor (as an id) with name supplied.
|
||
gold() - Checks the actor's gold. Subfield adjusts. @RHELP NOP@n
|
||
has_item() - Checks if the actor has an object. @RHELP HAS_ITEM@n
|
||
hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n.
|
||
heshe - Returns the correct pronoun (he/she/it).
|
||
himher - Returns the correct pronoun (him/her/it).
|
||
hisher - Returns the correct pronoun (his/her/its).
|
||
hitp() - The current hit points of the actor. Subfield adjusts.
|
||
hunger() - The actor's hunger. Subfield sets, -1 is off.
|
||
id - The unique id of the actor.
|
||
inventory() - Returns the id of the first item in inv. @RHELP TRIG-INV@n
|
||
is_killer() - Checks if actor is a KILLER. To modify @RHELP NOP@n
|
||
is_pc - Checks if the actor is a player. @RHELP IS_PC@n
|
||
is_thief() - Checks if actor is a THIEF. @RHELP NOP@n
|
||
level - The actor's current level. @RHELP ACTOR.LEVEL@n
|
||
mana() - The current mana points of the actor. Subfield adjusts.
|
||
master - The master of the actor (as an id), or an empty return.
|
||
maxhitp() - The maximum hit points of the actor. Subfield adjusts.
|
||
maxmana() - The maximum mana points of the actor. Subfield adjusts.
|
||
maxmove() - The maximum movement points of the actor. Subfield adjusts.
|
||
move() - The movement points of the actor. Subfield adjusts.
|
||
name - The actor's name (the short description for mobs).
|
||
next_in_room - The next mob/player in the room as a variable (id) nice to
|
||
use for loops, or an empty return @RTSTAT 23@n
|
||
pos() - %actor.pos% returns position. Subfield modifies. Sleeping,
|
||
resting, sitting, fighting, standing. @RTSTAT 1399, 20997@n
|
||
prac() - The actor's number of practices. Subfield adjusts.
|
||
pref() - Checks if actor has PRF flag enabled. @RTSTAT 1210@n
|
||
quest - Returns the current quest (or 0 if there's no current quest).
|
||
questdone(#) - Returns TRUE (1) if the quest vnum (#) has been completed.
|
||
questpoints() - Checks the actor's questpoints. Subfield modifies. @RHELP NOP@n
|
||
room - The room the actor is in as a room variable.
|
||
saving_para() - The actors saving throw for paralysis. Subfield adjusts.
|
||
saving_rod() - The actors saving throw for staffs/wands. Subfield adjusts.
|
||
saving_petri() - The actors saving throw for petrification. Subfield adjusts.
|
||
saving_breath() - The actors saving throw for breath weapons. Subfield adjusts.
|
||
saving_spell() - The actors saving throw for spells. Subfield adjusts.
|
||
sex - The actor's sex, as a string: MALE, FEMALE, or NEUTRAL.
|
||
skill() - The percentage of learnedness in the skill subfield.
|
||
skillset("" #) - Set the actors practiced level any skill or spell (1-100).
|
||
%actor.skillset("magic missile" 95)%.
|
||
thirst() - The actor's thirst. Subfield sets, -1 is off.
|
||
title() - The actor's title. Subfield sets. Not used for mobs.
|
||
varexists() - Returns 1 if global variable in subfield exists, 0 if not.
|
||
Used with remote vars on players. @RHELP VAREXIST@n
|
||
vnum() - The actor's vnum. Equality can now be checked with
|
||
if %self.vnum(#)% not if %self.vnum% == #
|
||
wait() - Adds a # second wait to the actor to allow trigger firing.
|
||
nop %actor.wait(#)%
|
||
weight - The actor's weight.
|
||
|
||
Example: @RTSTAT 27@n
|
||
|
||
See also: VARIABLES, GLOBALS
|
||
#31
|
||
CHARM-PERSON
|
||
|
||
Usage : cast 'charm person' <victim>
|
||
Accumulative: No
|
||
Duration : (432/Intelligence points of person) hours
|
||
Level : Mage level 16.
|
||
|
||
It is not possible to charm anyone that is already charmed, if
|
||
you're charmed yourself, or if the person is higher level than
|
||
yourself. The person will get a saving throw versus "paralysis".
|
||
|
||
A charmed person will follow you, and not be able to attack you, you
|
||
can order the charmed person using the order command.
|
||
|
||
See also: FOLLOW, ORDER
|
||
#0
|
||
CHECKLOAD CHECKOBJ CHECKMOB
|
||
|
||
Usage: checkload <O|M|T> <vnum>
|
||
|
||
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
|
||
#31
|
||
CHILL-TOUCH
|
||
|
||
Usage : cast 'chill touch' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 3.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell is more powerful than the magic missile spell.
|
||
A victim failing its saving throw will get its strength
|
||
reduced by one.
|
||
|
||
See also: MAGIC-MISSILE
|
||
#0
|
||
CHMOD
|
||
|
||
4 stands for "read",
|
||
2 stands for "write",
|
||
1 stands for "execute", and
|
||
0 stands for "no permission."
|
||
So 7 is the combination of permissions 4+2+1 (read, write, and execute), 5 is 4+0+1 (read, no write, and execute), and 4 is 4+0+0 (read, no write, and no execute).
|
||
#31
|
||
CIRCLEMUD CREDITS
|
||
|
||
tbaMUD (formerly known as CircleMUD) was developed from DikuMUD (Gamma 0.0) by
|
||
Jeremy "Ras" Elson at Johns Hopkins University's Department of Computer Science.
|
||
All code unique to CircleMUD is protected under a copyright by the Trustees of
|
||
the Johns Hopkins University.
|
||
|
||
Many, many people contributed to CircleMUD in one way or another throughout
|
||
the course of its development. Although it is impossible for me to remember
|
||
them all, I'd like to extend special thanks to certain people:
|
||
|
||
-- Jeff Fink and George Greer, for submitting a veritable mountain of
|
||
excellent code.
|
||
-- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
|
||
reporting.
|
||
-- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
|
||
-- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
|
||
code and area submissions.
|
||
-- Jean-Jack Riethoven for porting the code to the Amiga, David Carver
|
||
for porting it to OS/2, and Jack Patton and Steffen Haeuser for the
|
||
Amiga port.
|
||
-- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
|
||
-- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin,
|
||
for starting the ball rolling.
|
||
-- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being
|
||
there in the very early days of Circle's development.
|
||
-- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.
|
||
-- Jules (hamotek sheli) for being the greatest.
|
||
|
||
...plus everyone else in the Circle community who has submitted material!
|
||
Thanks everyone!
|
||
|
||
--Jeremy Elson
|
||
|
||
tbaMUD is currently being developed by The Builder Academy. All bugs and
|
||
requests for help should be directed to:
|
||
|
||
Builder Port: tbamud.com 9091
|
||
Player Port: tbamud.com 4000
|
||
Website: http://tbaMUD.com/
|
||
|
||
Thank you to the entire MUDding community for your continued support.
|
||
tbaMUD is currently being developed by: Welcor, Wyld, and Opie.
|
||
|
||
--Rumble
|
||
#0
|
||
CLASSES
|
||
|
||
There are 4 classes on tbaMUD. See the help files on each for details.
|
||
|
||
WARRIOR
|
||
MAGIC USER
|
||
CLERIC
|
||
THIEF
|
||
|
||
#0
|
||
CLEAR CLS
|
||
|
||
Usage: cls
|
||
|
||
Clears the screen.
|
||
|
||
#0
|
||
CLERIC
|
||
|
||
Clerics have an ancient belief in not carrying sharp weapons. Hence, they can
|
||
only wield bludgeoning weapons. This class gives you the wisdom of peace,
|
||
blessing and healing, though it is possible to learn more violent spells.
|
||
|
||
You can improve your spells by using the practice command.
|
||
|
||
See @RHELP SPELLS@n for a list of spells available.
|
||
|
||
See also: PRACTICE, SPELLS
|
||
#0
|
||
CLSOLC
|
||
|
||
Usage: CLSOLC
|
||
|
||
Clears the screen just before you enter the main OLC menu.
|
||
|
||
See Also: TOGGLE
|
||
#31
|
||
CODING C++ PROGRAMMING LINUX UNIX
|
||
|
||
Coding is far more difficult than building, to do it well requires years of
|
||
experience in programming and MUDding. TBA is willing to offer limited help in
|
||
coding and setting up your own MUD. Be warned, it is not quick or easy and will
|
||
take years to create a decent MUD.
|
||
|
||
To begin you first need a server to host the MUD. Since free servers are far
|
||
and few between I recommend new coders start with CYGWIN. Cygwin is a Unix like
|
||
server that runs under Windows on your own computer. To install follow the
|
||
directions under @RHELP CYGWIN@n.
|
||
|
||
If you are serious about coding then you will need to read up on it. I
|
||
recommend the book "The C Programming Language" 2nd edition by Brian W.
|
||
Kernighan and Dennis M. Ritchie. There are also online tools like:
|
||
|
||
http://blog.ted.com/2013/01/29/10-places-where-anyone-can-learn-to-code/
|
||
http://www.gnu.org/software/libc/manual/html_node/index.html
|
||
http://publications.gbdirect.co.uk/c_book/
|
||
http://mindview.net/CDs/ThinkingInC/beta3
|
||
http://www.cprogramming.com/tutorial/
|
||
http://www.free-ed.net/catalog/crsemain.asp?nC=3&nD=2&nO=3
|
||
http://www.iu.hio.no/~mark/CTutorial/CTutorial.html
|
||
|
||
See also: FREE-SERVERS, DOCUMENTATION, DOWNLOADS, CWG
|
||
#31
|
||
COLORCODES ANSI COLOURCODES COLOR-CODES COLOUR-CODES COLOR-LEVEL COLORS COLOURS PCOLORS COLORCODING
|
||
|
||
Usage:
|
||
|
||
If you have a color-capable terminal and wish to see useful color-coding
|
||
of information, use PREFEDIT to set the level of coloring you see.
|
||
The letters for the colors are to be preceded by a single @* sign, where the
|
||
actual code will be @*<letter>. @** = single @*. All use of colorcodes @RMUST@n
|
||
be terminated with @*n to restore normal color to prevent color bleeding.
|
||
|
||
ANSI colors:
|
||
@*n - normal @** - @* Other Codes
|
||
@*d - @dblack@n @*D - @Dgray@n @*@11@n, @*@22@n, @*@33@n MUD primary colors
|
||
@*b - @bblue@n @*B - @Bbright blue@n @*- - @-blink@n @*+ - @+bold@n
|
||
@*g - @ggreen@n @*G - @Gbright green@n @*_ - @_underline@n @*= - @=reverse video@n
|
||
@*c - @ccyan@n @*C - @Cbright cyan@n
|
||
@*r - @rred@n @*R - @Rbright red@n 256 Colors:
|
||
@*m - @mmagenta@n @*M - @Mbright magenta@n @*p - @ppink@n @*P - @Pbright pink@n
|
||
@*y - @yyellow@n @*Y - @Ybright yellow@n @*o - @oorange@n @*O - @Obright orange@n
|
||
@*w - @wwhite@n @*W - @Wbright white@n @*[F###] - @RSHOW COLOUR@n to list all codes.
|
||
|
||
It should be noted that in editors typing /t toggles whether color codes are shown
|
||
or are interpreted as color codes. This can be useful for copying and pasting
|
||
strings that contain color without having to re-insert all the color codes
|
||
manually.
|
||
|
||
See also: @*, OLC-COLOR, MXP, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
|
||
#1
|
||
COLORSPRAY COLOR-SPRAY
|
||
|
||
Usage : cast 'color spray' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 11.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell is more powerful than the lightning bolt spell.
|
||
|
||
See also: LIGHTNING-BOLT
|
||
|
||
For help on actual color, see: ANSI, COLORCODES
|
||
#0
|
||
COMBAT
|
||
|
||
The following commands deal with combat - for more info, @RHELP KEYWORD@n
|
||
|
||
KILL - Initiate combat
|
||
FLEE WIMPY - Leave combat
|
||
ASSIST RESCUE - Assist a friend in battle
|
||
CONSIDER - Take a quick look at your opponent.
|
||
KICK BASH BACKSTAB - Battle skills.
|
||
CAST - Used for spellcasting.
|
||
#0
|
||
COMMANDS MUDCOMMANDS MUD-COMMANDS
|
||
|
||
Usage: commands
|
||
|
||
The COMMANDS command gives a canonical list of all the known verbs.
|
||
|
||
Each command listed should have help available by typing "HELP <command>".
|
||
|
||
See also: SOCIAL, SOCIALS
|
||
#0
|
||
COMMENT *
|
||
|
||
* This is an example of a comment in trigedit. Because of the *'s the lines
|
||
* are not parsed, so the trigger still works even if it has a lot of
|
||
* explanations built in. All triggers should be heavily commented.
|
||
|
||
* The below line sends the text 'Trigger firing' to the room.
|
||
%echo% Trigger firing
|
||
|
||
Comments are useful in triggers to document what is happening, for future
|
||
reference, and for others to see what the trigger does. If you want a * in your
|
||
trigger text try \*.
|
||
|
||
See also: REDIT-ROOM-FLAGS
|
||
#31
|
||
COMMUNICATION
|
||
|
||
The following commands deal with communication - for more info, @RHELP KEYWORD@n
|
||
|
||
SAY ASK WHISPER - Talk to people in the room
|
||
GSAY GTELL REPORT - Talk to a person in the group.
|
||
TELL QSAY REPLY - Talk to a person in the game / the quest.
|
||
SHOUT HOLLER GOSSIP GRATS AUCTION - Send a message on a public channel
|
||
MAIL RECEIVE CHECK - Used to communicate with a postman.
|
||
WRITE READ REMOVE - Used to communicate via boards.
|
||
DEPOSIT WITHDRAW BALANCE - Used to communicate in banks.
|
||
BUY SELL LIST VALUE - Used to communicate in shops.
|
||
PRACTICE - Used to communicate with guilds.
|
||
EMOTE - Send a message to the room.
|
||
NOTELL NOSHOUT NOGOSSIP QUEST
|
||
NOGRATS NOAUCTION - Turn off the corresponding channels.
|
||
ORDER - Make charmed followers do things.
|
||
#0
|
||
COMPACT
|
||
|
||
Usage: compact
|
||
|
||
This command toggles the extra blank line output to your screen after each
|
||
command. Useful if you have a small display.
|
||
|
||
See also: BRIEF
|
||
#0
|
||
CONSIDER
|
||
|
||
Usage: consider [target]
|
||
|
||
This command will compare your Level with the <monsters> level. You will then
|
||
receive a rough estimate, which is by no means exact. Consider does not take
|
||
hitpoints/special attacks/damage into account.
|
||
|
||
Example:
|
||
|
||
> consider chuck norris
|
||
|
||
See also: HIT, KILL
|
||
#0
|
||
CONTAINERS BAGS CHESTS LOCKERS
|
||
|
||
To create a container you must selected object type container and then
|
||
set the following to C) Values:
|
||
|
||
value 0: Capacity (max containable weight) of container
|
||
value 1: Container flag bitvector
|
||
1) CLOSEABLE Container can be closed and locked.
|
||
2) PICKPROOF Lock on container cannot be picked.
|
||
3) CLOSED Container is closed when created.
|
||
4) LOCKED Container is locked when created.
|
||
value 2: The vnum of the key object that opens this container.
|
||
-1 if it has no key.
|
||
value 3: Reserved for internal use -- always set as 0.
|
||
|
||
Container capacity counts towards the total container weight.
|
||
|
||
See also: VALUES
|
||
#31
|
||
CONTEXT %CONTEXT%
|
||
|
||
Usage: context <number>
|
||
|
||
* This little trigger will make sure one %has_said_hello% exist for each player.
|
||
context %actor.id%
|
||
set has_said_hello 1
|
||
global has_said_hello
|
||
* now only triggers running with context = %actor.id% can access this particular
|
||
* variable. however - it is a better idea to use vars set on players: help remote.
|
||
|
||
Changes the "context" of a trigger to this value. When first run, a trigger's
|
||
context is 0. When a variable is made global, it is given the current context.
|
||
When a variable is accessed, if it must be searched for globally, a "found"
|
||
variable must either have context 0 or the current context. The net result of
|
||
this is you may have many global variables in a single trigger, with the same
|
||
name, differing only by context. Players may have variables; this mostly
|
||
removes the need for variable context. Previously, a player's ID could be used
|
||
as variable context to allow a trigger to service multiple players at once.
|
||
|
||
Example: @RTSTAT 23612, 13495@n
|
||
|
||
See also: REMOTE
|
||
#31
|
||
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
|
||
#31
|
||
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
|
||
#0
|
||
CONTROL-WEATHER
|
||
|
||
Usage : cast 'control weather' <'better' | 'worse'>
|
||
Accumulative: Yes
|
||
Duration : -
|
||
Level : Cleric level 17.
|
||
|
||
This spell will change the "course" of the current weather.
|
||
|
||
Example:
|
||
|
||
> cast 'control wea' worse
|
||
#0
|
||
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
|
||
#31
|
||
CRASHES
|
||
|
||
A crash is when the game decides to reboot itself, without the benefit of
|
||
letting us know in advance.
|
||
|
||
See also: REBOOT
|
||
#0
|
||
CREATE-FOOD
|
||
|
||
Usage : cast 'create food'
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 2.
|
||
|
||
This spell instantly creates a fresh waybread. The waybread will be
|
||
filling for the next (5+level) hours, up to a maximum of 24 hours.
|
||
|
||
See also: CREATE-WATER
|
||
#0
|
||
CREATE-WATER
|
||
|
||
Usage : cast 'create water' <drink container>
|
||
Accumulative: No
|
||
Duration : Instantaneous
|
||
Level : Cleric level 2.
|
||
|
||
Expect disastrous results if cast upon a drink container which contains
|
||
another liquid than water. Empty or water containers will be filled
|
||
depending on the level of the caster.
|
||
|
||
Double amount of water will be created if it is raining (or worse).
|
||
|
||
See also: CREATE-FOOD
|
||
#0
|
||
CURE-BLIND
|
||
|
||
Usage : cast 'cure blind' <victim>
|
||
Accumulative: No
|
||
Duration : Instantaneous
|
||
Level : Cleric level 4.
|
||
|
||
This spell will cure a person blinded by the "blindness" spell, it
|
||
can not remove blindness caused by for example cursed items.
|
||
#0
|
||
CURE-CRITIC
|
||
|
||
Usage : cast 'cure critic' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 9.
|
||
|
||
This spell cures 3d8+3 hitpoints of damage.
|
||
#0
|
||
CURE-LIGHT
|
||
|
||
Usage : cast 'cure light' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 1.
|
||
|
||
Cures minor wounds and scratches.
|
||
#0
|
||
CURSE
|
||
|
||
Usage : cast 'curse' <victim | object>
|
||
Accumulative: Yes
|
||
Duration : 7 Days, permanent on objects.
|
||
Level : Mage level 14.
|
||
|
||
Curse cast on a person that fails the saving throw, will reduce their
|
||
hitroll and damage roll both by one. It will also reduce the saving
|
||
throw versus paralysis by one.
|
||
|
||
When cast upon an object, the object will no longer be removable or droppable.
|
||
The object must be uncursed by casting the spell remove curse on it.
|
||
|
||
See also: REMOVE-CURSE
|
||
#0
|
||
CURSED
|
||
|
||
A cursed mob or player will reduce their hitroll and damage roll both by one.
|
||
|
||
When cast upon an object, the object will become undropable.
|
||
|
||
#0
|
||
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 stopped development in 2008.
|
||
|
||
See also: RESOURCES
|
||
#31
|
||
CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS
|
||
|
||
You can view all the documentation files via the github link at www.tbamud.com
|
||
in the /doc directory.
|
||
|
||
https://github.com/tbamud/tbamud/blob/master/doc/README.CYGWIN
|
||
|
||
See also: CODING, DOWNLOADS
|
||
#31
|
||
D-DESC MEDIT-D-DESC MEDIT-EXTRA MEDIT-DESC
|
||
|
||
5) D-Desc:-
|
||
@yIt looks unfinished.@n
|
||
The description displayed for a mobile when a player looks at the mobile by
|
||
typing "look <mobile>." When entering this description you will use the text
|
||
editor. So all commands under /h are once again available to you. As always
|
||
with the text editor use /fi to format and indent your work. Try to liven up
|
||
your mob by writing a creative description.
|
||
Try to tell the player what the mobile looks like, how it is acting, etc...
|
||
Be careful how you word what they are wearing. For example of what not to say:
|
||
"A huge werewolf is wielding a mace of Oblivion." Reason being, if he does not
|
||
load the mace, this would not make any sense.
|
||
|
||
See also: TEXT-EDITOR
|
||
#31
|
||
DAMROLL ROLL DAMAGEROLL DAMAGE-ROLL
|
||
|
||
A bonus added to your armor and weapons that allows your character to hit
|
||
things harder and with a stronger force.
|
||
A player at level fifteen with a Damroll +15 will do more damage to a
|
||
creature, than a level fifteen player would do with a Damroll of +10.
|
||
|
||
See also: HITROLL, AC, STATS
|
||
#0
|
||
DARKNESS
|
||
|
||
Usage : cast 'darkness'
|
||
|
||
Accumulative: No
|
||
Duration : 1
|
||
Level : Cleric level 13.
|
||
|
||
Envelopes the room in a temporary cloak of darkness.
|
||
#0
|
||
DATE AM PM
|
||
|
||
Usage: date
|
||
|
||
Shows the current real time. (Not a social)
|
||
|
||
#31
|
||
DC
|
||
|
||
Usage: dc <descriptor number>
|
||
|
||
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
|
||
#31
|
||
DELETE SUICIDE
|
||
|
||
If you choose to give up then quit the game back to the login screen and
|
||
select the option to delete your character.
|
||
|
||
#0
|
||
DEPENDENT ZEDIT-DEPENDENT DEPENDANT ZEDIT-DEPENDANT
|
||
|
||
One of the most common mistakes by new builders is their misunderstanding
|
||
of: "Is this command dependent on the success of the previous one? (y/n)."
|
||
What this is asking is: does it rely on the command preceding it? Or do you
|
||
only want this to execute when the line prior to it does. For example if you
|
||
are giving an object to a mob, equipping a mob, or putting something inside
|
||
an object, IT MUST BE DEPENDENT on that mob/obj first loading. So you
|
||
should answer yes. IF you are loading a mob, closing a door or loading an
|
||
object to a room it would normally not be. There are too many instances to
|
||
describe every one so try to use common sense. When loading an object to a
|
||
mob maxload should be 99. Since the equip or give option in zedit will be
|
||
dependent on the mob first loading only 1 item will be given when it loads.
|
||
Unlike the load to room command where you should not set a maxload of 99
|
||
because 99 objects will load to that room.
|
||
|
||
See also: MAXLOAD, ZEDIT-ADVANCED
|
||
#31
|
||
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 <keyword>".
|
||
|
||
See also: REDIT-DESC, REDIT-EXTRA, OEDIT-EXTRA, MEDIT-D-DESC
|
||
#31
|
||
DESCRIPTIONS DESCRIBE
|
||
|
||
Use a lot of room/mob/obj/extra descriptions. And more descriptions. And then some.
|
||
|
||
See also: DESCRIBING, REDIT-EXTRA-DESC, OEDIT-EXTRA-DESC, EXTRA
|
||
|
||
#31
|
||
DESCRIPTORS LOGINS
|
||
|
||
This annoying message happens when someone connects but never logs into the
|
||
MUD and is idled out.
|
||
|
||
#31
|
||
DETACH UNATTACH
|
||
|
||
Builders working on their trial vnum do not need to learn this command, yet.
|
||
|
||
Fizban: Usage: detach [mob | obj] {target name} {trigger name/vnum | 'all'}
|
||
>
|
||
Fizban: detach room {target vnum | '.'} {trigger name/vnum | 'all'}
|
||
>
|
||
Fizban: syntax is actually detach room {trig vnum} {room vnum} etc
|
||
|
||
|
||
Usage: detach [mob | obj | target name/vnum] {trig vnum | 'all'}
|
||
detach room {trig vnum | '.'} {room vnum | 'all'}
|
||
|
||
Detach removes a trigger to one instance of a mob/obj/room, for testing or
|
||
other purposes. The command only removes the trigger temporarily, until the
|
||
room/obj/mob is reloaded via reboot, zreset, load.
|
||
|
||
Use the optional arguments 'mob' and 'obj' to differentiate if more entities
|
||
with the same alias are in the room.
|
||
|
||
Examples:
|
||
detach room 14500 14520 - remove trigger 14500 from room 14520.
|
||
detach room all - removes all triggers from a room.
|
||
detach Santa 1332 - detach trigger 1332 from mob 1308 (Santa).
|
||
detach mob Santa all - detach all triggers from Santa.
|
||
detach Santa all - Same as above.
|
||
detach sword 1300 - detach trigger 1300 from sword.
|
||
detach obj sword 1300 - You guessed it - same as above.
|
||
detach sword all - detach all triggers from the sword.
|
||
|
||
See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS
|
||
#31
|
||
DETECT-ALIGNMENT
|
||
|
||
Usage : cast 'detect alignment'
|
||
Accumulative: Yes (Duration)
|
||
Duration : 12 hours + level
|
||
Level : Cleric level 4.
|
||
|
||
Allows the caster to detect the alignment of those around them.
|
||
Evil will show as a red aura, good in a blue aura.
|
||
|
||
See also: "DETECT INVISIBILITY"
|
||
#0
|
||
DETECT-INVISIBILITY
|
||
|
||
Usage : cast 'detect invisibility' [self]
|
||
Accumulative: Yes (Duration)
|
||
Duration : 12 hours + level/4
|
||
Level : Mage level 2, Cleric level 6.
|
||
|
||
This spell enables you to see invisible items and players.
|
||
#0
|
||
DETECT-MAGIC
|
||
|
||
Usage : cast 'detect magic' [self]
|
||
Accumulative: Yes (Duration)
|
||
Duration : 12 hours + level
|
||
Level : Mage level 2.
|
||
|
||
This spell will let you see the magical aura surrounding magical
|
||
objects.
|
||
#0
|
||
DETECT-POISON
|
||
|
||
Usage : cast 'detect poison' <victim | food | drink>
|
||
Accumulative: No
|
||
Duration : Instantaneous
|
||
Level : Mage level 10, Cleric level 3.
|
||
|
||
Cast on food or drinks (drink containers) you will be able to
|
||
sense if it is poisoned.
|
||
|
||
Cast on a person you will be able to see if that person is
|
||
poisoned.
|
||
#0
|
||
DETTA
|
||
|
||
Detta needs help with her spelling and sense of humor. She randomly throws
|
||
in U's in the oddest places and finds the strangest things funny.. like laundry.
|
||
None of this is really her fault, she is British. She is also a very good nurse
|
||
so feel free to ask her about anything health related. If you want to gross her
|
||
out you can pick on her fear of bugs.
|
||
|
||
#0
|
||
DG-SCRIPTS DG_SCRIPTS DGSCRIPTS
|
||
|
||
Stands for Death Gate scripts and are named after the original MUD they came from.
|
||
|
||
See also: TRIGEDIT, TRIGEDIT-MENU
|
||
#31
|
||
DG_AFFECTS DGAFFECT SCRIPT-AFFLICTED AFFLICTED DG-AFFECTS DG-AFFECTS %DG_AFFECT% DG-EFFECT DG_EFFECT DURATIONS TRIG-AFFECTS
|
||
|
||
Usage: dg_affect <target> <property> <value | off> <duration>
|
||
|
||
Modifies an affection or apply on the target. Duration should be in hours and
|
||
must be non-zero.
|
||
|
||
dg_affect %actor% sanct on 20 -- Sets sanctuary on actor for 20 hours.
|
||
dg_affect %actor% maxhit 100 20 -- Sets maxhit on actor +100 for 20 hours.
|
||
|
||
To check to see if an actor has an affection use affect(). i.e. if %affect(blind)%
|
||
|
||
Example: @RTSTAT 1382@n
|
||
|
||
See also: AFFECTS, APPLIES
|
||
#31
|
||
DG_CAST TRIG-CAST TRIGEDIT-CAST TRIGEDIT-SPELLS DG-CASTS %CAST% %SPELLS% %dg_cast%
|
||
|
||
dg_cast 'spellname' [target]
|
||
|
||
This allows the holder of a trigger to cast spells. Spells will work for
|
||
rooms and objects, as well as mobiles. Players and mobs will still be allowed
|
||
saving throws against these spells.
|
||
|
||
This simple example allows the mob to cast poison 10% of the time while fighting.
|
||
Trigger Intended Assignment: Mobiles
|
||
Trigger Type: Fight , Numeric Arg: 10, Arg list: None
|
||
Commands:
|
||
dg_cast 'poison' %actor%
|
||
|
||
Example: @RTSTAT 132, 61@n
|
||
See also: SPELLS
|
||
#31
|
||
DIAGNOSE
|
||
|
||
Usage: diagnose [target]
|
||
|
||
This command will allow you to check the health of a player or mob.
|
||
|
||
Example:
|
||
|
||
> diagnose doctor
|
||
|
||
See also: CONSIDER, HIT, KILL
|
||
#0
|
||
DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER SPELLING WORDS
|
||
|
||
Usage: tell m-w <word>
|
||
|
||
We have a direct link to Merriam Webster. To use the dictionary just
|
||
tell m-w <word>
|
||
|
||
>tell m-w breather
|
||
You get this feedback from Merriam-Webster:
|
||
That means:
|
||
1 : one that breathes
|
||
2 : a break in activity for rest or relief
|
||
3 : a small vent in an otherwise airtight enclosure
|
||
|
||
A few obscure definitions are not available through m-w since they are in the
|
||
unabridged version that requires membership. They also offer a thesaurus at:
|
||
@Chttp://m-w.com/@n
|
||
|
||
#31
|
||
DIG UNDIG RDIG RELINK RLINKS
|
||
|
||
Builders working on their trial vnum do not need to learn this command, yet.
|
||
Usage: dig <direction> <target room>
|
||
This command creates a two-way exit from the room you're currently in to the
|
||
room specified. The direction can be any of north, east, south, west, up and
|
||
down. If the target room does not exist it will be created. If either exit
|
||
already exists, you will receive an error. To purge an exit use: dig <dir> -1.
|
||
Directions can be abbreviated.
|
||
|
||
Examples:
|
||
dig north 1202
|
||
Will make an exit to the north from here to 1202, and an exit from 1202 south
|
||
back here.
|
||
|
||
dig north -1
|
||
Will remove the exit you just made.
|
||
|
||
NOTE: Dig does not autosave on exit. you must type SAVEALL. This way if you
|
||
mess up and want the links deleted we can just reboot and wipe them.
|
||
|
||
See also: SAVEALL, REDIT, OLC, RLIST, BUILDWALK
|
||
#31
|
||
DIKU ROM DBX DBZ SMAUG MUD-HISTORY
|
||
|
||
These are other types of MUD codebases. We only focus on tbaMUD (the codebase
|
||
formerly known as CircleMUD).
|
||
|
||
For a full history of MUDs, check out: http://en.wikipedia.org/wiki/Muds
|
||
|
||
Smaug Building Institute: http://zeno.biyg.org/
|
||
#0
|
||
DISCLAIMER
|
||
|
||
All areas submitted or created on The Builder Academy remain the property
|
||
of the original builder. By creating or submitting an area the builder gives
|
||
the staff of TBA the right to edit, modify, and use the material as we see fit
|
||
on TBA without any penalty, fee, whining, or obligation of any sort. TBA staff
|
||
will not normally modify anyone's work. However, it is sometimes necessary for
|
||
troubleshooting, fixing errors, or game balance.
|
||
A builder can request a copy of their work from us at any time. A builder's
|
||
work will not leave TBA without their explicit permission. The builder will
|
||
always be given public credit for their work. If a builder abandons their work
|
||
without notifying Rumble, they may be deleted and their work will either be
|
||
deleted or donated depending on the quality.
|
||
|
||
#0
|
||
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
|
||
|
||
#31
|
||
DISPEL-EVIL
|
||
|
||
Usage : cast 'dispel evil' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 14.
|
||
Save : Special
|
||
|
||
This spell will only affect evil creatures. An evil person of level
|
||
equal or less than caster will suffer 100 damage points.
|
||
|
||
If the victim is higher level than caster, the spell will inflict
|
||
(caster_level)d4 damage points, saving throw versus half damage.
|
||
|
||
See also: DISPEL-GOOD
|
||
#0
|
||
DISPEL-GOOD
|
||
|
||
Usage : cast 'dispel good' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 14.
|
||
Save : Special
|
||
|
||
This spell will only affect good creatures. A good person of level
|
||
equal or less than caster will suffer 100 damage points.
|
||
|
||
If the victim is higher level than caster, the spell will inflict
|
||
(caster_level)d4 damage points, saving throw versus half damage.
|
||
|
||
See also: DISPEL-EVIL
|
||
#0
|
||
DISPLAYS PROMPTS HIT-PNT-DISPLAY
|
||
|
||
Usage: prompt < H | M | V | all | auto | off >
|
||
|
||
Modify your prompt to show your hit points, mana, and/or movement points.
|
||
|
||
> prompt hv Display hit points and movement points.
|
||
> prompt off Return to no prompt.
|
||
> prompt all Display hit, mana, and movement points.
|
||
|
||
> prompt auto A separate toggle that will only display your selected
|
||
prompt if the values drop below 30% of max.
|
||
See also: TOGGLE
|
||
#0
|
||
DONATE
|
||
|
||
Usage: donate <object>
|
||
donate <number> coins
|
||
|
||
This command takes an object that you no longer want and deposits it in one of
|
||
the MUDs donation rooms.
|
||
|
||
> donate shield
|
||
> donate all.bread
|
||
> donate 500 coins
|
||
|
||
See also: JUNK, GET
|
||
#0
|
||
DROP THROWN
|
||
|
||
Usage: drop <item>
|
||
drop all.<item>
|
||
drop all
|
||
drop <number> coins
|
||
|
||
If you lose interest in a carried item, you can drop it on the ground.
|
||
|
||
> drop bottle
|
||
> drop all.bread
|
||
> drop all
|
||
> drop 1000 coins
|
||
|
||
See also: DONATE, GET, JUNK
|
||
#0
|
||
DRUNK WINE LIQUID-CONTAINERS BEER SPIRITS DRINK-TYPES LIQUOR WHISKEY WHISKY LIQUIDS LIQ-CONTAINERS
|
||
|
||
When selecting object type FOUNTAIN or DRINK CONTAINER you will need to
|
||
choose the type of liquid it contains from the following list:
|
||
|
||
0) water 1) beer
|
||
2) wine 3) ale
|
||
4) dark ale 5) whisky
|
||
6) lemonade 7) firebreather
|
||
8) local speciality 9) slime mold juice
|
||
10) milk 11) tea
|
||
12) coffee 13) blood
|
||
14) salt water 15) clear water
|
||
|
||
See also: VALUES, ZEDIT-REMOVE
|
||
#31
|
||
DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED 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
|
||
#31
|
||
EARTHQUAKE
|
||
|
||
Usage : cast 'earthquake'
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 12.
|
||
Save : -
|
||
|
||
This spell will damage everybody except the caster by
|
||
1d8+level_of_caster hitpoints.
|
||
#0
|
||
EATING DRINKING SIP TASTE HUNGRY HUNGER THIRSTY FOOD NIBBLE
|
||
|
||
Usage: eat <item>
|
||
taste [from] <item>
|
||
drink [from] <item>
|
||
sip [from] <item>
|
||
|
||
If you're hungry or thirsty, these commands are for you!
|
||
|
||
> eat bread
|
||
> taste bread
|
||
> drink from cup
|
||
> sip fountain
|
||
|
||
If you taste or sip, you don't consume large portions and won't be hurt badly
|
||
by poison. But, you also will not quench your thirst or satisfy your hunger.
|
||
|
||
Thirst and Hunger are modified by objects in units of hours. So an object with
|
||
24 drink units will quench thirst for 24 hours. Same for food. Immortals never
|
||
become hungry, thirsty or full.
|
||
#0
|
||
ECHO GECHO QECHO
|
||
|
||
Usage: echo <message>
|
||
gecho <message>
|
||
qecho <message>
|
||
|
||
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%
|
||
#31
|
||
EDIT
|
||
|
||
This is simply a test function and does not actually do anything.
|
||
|
||
See also: OLC
|
||
#31
|
||
EDITORS
|
||
|
||
Editors are what builders use to create their worlds.
|
||
|
||
See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR
|
||
#31
|
||
EMAILS ICQ AIM E-MAILS CONTACTS MSN AOL
|
||
|
||
Name Email
|
||
|
||
Welcor welcor@*tbamud.com
|
||
Rumble rumble@*tbamud.com
|
||
Opie opie@*tbamud.com
|
||
Wyld wyld@*tbamud.com
|
||
Vatiken vatiken@*tbamud.com
|
||
Shamra shamra@*tbamud.com
|
||
Fizban fizban@*tbamud.com
|
||
Amber amber@*tbamud.com
|
||
Detta detta@*tbamud.com
|
||
Elaseth elaseth@*tbamud.com
|
||
Elorien elorien@*tbamud.com
|
||
Ferret ferret@*tbamud.com
|
||
Fyre fyre@*tbamud.com
|
||
Heiach heiach@*tbamud.com
|
||
Random random@*tbamud.com
|
||
Relsqui relsqui@*tbamud.com
|
||
Rhade rhade@*tbamud.com
|
||
#0
|
||
EMOTES : EMOTIONS
|
||
|
||
Usage: emote <message>
|
||
: <message>
|
||
|
||
Show people what you're feeling. The shorthand for emote is ":".
|
||
"emote <string>" will display your name, then the string.
|
||
|
||
Example:
|
||
If your name is "Rhade",
|
||
> emote is feeling very sad today.
|
||
will display:
|
||
Rhade is feeling very sad today.
|
||
|
||
See also: SOCIALS, GEMOTE
|
||
#0
|
||
Empty
|
||
#31
|
||
Empty
|
||
#0
|
||
ENCHANT-WEAPON ENCHANT-ARMOR
|
||
|
||
Usage : cast 'enchant weapon' <weapon>
|
||
Accumulative: No
|
||
Duration : Permanent
|
||
Level : Mage level 26.
|
||
|
||
This spell will enchant non-magical (non-modifying) weapons only.
|
||
By non-modifying weapons we refer to weapons that might alter any
|
||
ability such as for example damage. The only way to know if a weapon
|
||
is suitable for enchantment is to fully identify it.
|
||
|
||
The enchantment will modify the weapon as:
|
||
|
||
Level Hit Roll Damage
|
||
|
||
0..17 +1 +1
|
||
18..19 +2 +1
|
||
20..20+ +2 +2
|
||
#0
|
||
ENERGY-DRAIN
|
||
|
||
Usage : cast 'energy drain' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 13.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell does not give much damage, but victims failing their
|
||
saving throws will loose up to 40,000 XP points. You will gain
|
||
a quarter of this XP.
|
||
|
||
Beware that this spell is evil.
|
||
#0
|
||
ENTER
|
||
|
||
Usage: enter [place]
|
||
|
||
If you type 'enter' while you are outdoors, you'll enter any nearby shelter.
|
||
You can also follow 'enter' with an argument; for example, 'enter hole'.
|
||
|
||
#0
|
||
EQUIPMENT POSITIONS EQUIPMENT-POSITIONS WORN FINGERS NECKS BODY HEADS LEGS FEET HANDS ARMS SHIELDS ABOUT WAIST WRISTS WIELDED HELD TRIG-POSITIONS TRIGEDIT-POSITIONS %POSITIONS% EQ-SLOT %EQ-SLOT%
|
||
|
||
Usage: equipment
|
||
|
||
Gives you a list of all the equipment you're wearing, holding, and wielding.
|
||
|
||
You are using: Trigedit positions
|
||
<used as light> [200] a generic light light 0
|
||
<worn on finger> [201] a generic ring rfinger 1
|
||
<worn on finger> [202] a generic ring lfinger 2
|
||
<worn around neck> [203] a generic necklace neck1 3
|
||
<worn around neck> [204] a generic necklace neck2 4
|
||
<worn on body> [205] a set of generic body armor body 5
|
||
<worn on head> [206] a generic helm head 6
|
||
<worn on legs> [207] a pair of generic leggings legs 7
|
||
<worn on feet> [208] a pair of generic boots feet 8
|
||
<worn on hands> [209] a pair of generic gloves hands 9
|
||
<worn on arms> [210] a pair of generic sleeves arms 10
|
||
<worn as shield> [211] a generic shield shield 11
|
||
<worn about body> [212] a generic cape about 12
|
||
<worn about waist> [213] a generic belt waist 13
|
||
<worn around wrist> [214] a generic wristguard rwrist 14
|
||
<worn around wrist> [215] a generic wristguard lwrist 15
|
||
<wielded> [216] a generic weapon wield 16
|
||
<held> [217] a generic staff hold 17
|
||
<inventory> inv 18
|
||
|
||
AC is modified on some positions as follows: Body X3, Head and Legs X2.
|
||
|
||
See also: INVENTORY, REMOVE, WEAR, %INVENTORY%, %EQ%
|
||
#31
|
||
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 <direction> -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 <drink type> 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 1-30.
|
||
|
||
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.
|
||
|
||
SYSERR: bind: adress is already in use.
|
||
|
||
This means the port you are running the MUD on is already in use. The game
|
||
is probably already running and using that port. The default port is 4000.
|
||
|
||
See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES
|
||
#31
|
||
EVAL EVALUATE TRIG-EVALS EVALS
|
||
|
||
Usage: eval <variable> <expression>
|
||
|
||
* this example immediately evaluates the expression below and stores the result
|
||
* in %result%
|
||
eval result %self.hitp% * 100 / %self.maxhitp%
|
||
say My hitpoint percentage is %result%
|
||
* this result will not change after the evaluation even if %self.hitp% changes.
|
||
|
||
The eval command is used to set (or create) the specified variable equal to
|
||
the result of the immediate evaluation of the provided expression. There also
|
||
exists a "set" command, with the same syntax. Set differs in that the expression
|
||
is not evaluated until the variable is accessed.
|
||
|
||
Example: @RTSTAT 49@n
|
||
|
||
See Also: SET-EXAMPLES
|
||
#31
|
||
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
|
||
#31
|
||
EXAMINE
|
||
|
||
Usage: examine <thing to examine>
|
||
|
||
May give you some valuable information about an item or monster.
|
||
|
||
See also: LOOK
|
||
#0
|
||
EXAMPLE-PROPOSAL PROGRESS-REPORT REPORT-EXAMPLE EXAMPLE-REPORT
|
||
|
||
As a builder on a mud it is important that you are accountable to someone.
|
||
To prepare you for this, and to keep the Builder Academy professional, I
|
||
request (not mandatory) a report from every builder so I can keep track of
|
||
everyone's progress and give help to those who are serious about learning to
|
||
build. These monthly reports are due the 1st of each month. The report will
|
||
include at a minimum the info in the example below. A simple mudmail to
|
||
Rumble with this info is sufficient. Here is an example:
|
||
|
||
Rumble's Building Report.
|
||
Builder : Rumble
|
||
Zone : 13 The Builder Academy
|
||
Began : When you started working on the zone.
|
||
Player Level : 30
|
||
Rooms : 145 complete
|
||
Mobs : 23
|
||
Objects : 42
|
||
Triggers : 129
|
||
Theme : Its purpose, hack & slash, quest, rescue princess, kill ogre...
|
||
Completion : When do you expect to finish it, how is the progress going?
|
||
Notes : Such things as zone alignment, economy, quests, special mobs and
|
||
objs, and anything else I should know about your zone. What
|
||
makes it unique?
|
||
|
||
To submit a report type @RAT POSTMASTER MAIL RUMBLE@n. Do not worry about
|
||
making it look pretty. This is only necessary after you have completed your
|
||
trialroom and if you have your own zone. This proposal is also a good example
|
||
of the Zone Description Room required for all zones. By writing the report you
|
||
can include the same information in the zone description room.
|
||
|
||
See also: REPORT-EXAMPLE, ZONE-DESC
|
||
#0
|
||
EXITS
|
||
|
||
Usage: exits
|
||
|
||
Gives you a list of the obvious exits from your location. Of course, the less
|
||
obvious ones won't show up here - you have to THINK in order to locate those.
|
||
|
||
See also: AUTOEXIT
|
||
#0
|
||
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: <zone #>_<zone name>.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 6 different files that are located in their own
|
||
directories in lib/world/: <zone_#>.mob .obj .shp .trg .qst .wld .zon
|
||
|
||
#31
|
||
EXPRESSIONS TRIG-EXPRESSIONS TRIGEDIT-EXPRESSIONS INCREMENTS MATHEMATICAL NUMBERS TRIGEDIT-NUMBERS != <> LOGIC && /= || \ RNUMBERS + OPERATORS OPERATIONS == EQUAL ADDITION SUBTRACTION
|
||
|
||
A false expression is any expression that evaluates to 0, or an empty string.
|
||
A true expression is any expression that evaluates to anything other than a
|
||
false expression. The following list are the recognized operators. They are
|
||
listed in order of priority higher. Expressions are evaluated from left to
|
||
right. Parenthesis can be used to create priority.
|
||
|
||
|Expr| Name | Common Examples
|
||
-------------------------------------------------------------------------------
|
||
| || | logical or | if %actor.level% == 30 || %actor.name% == Rumble
|
||
| | | (if actor level equals 30 or name equals Rumble)
|
||
| && | logical and | if %actor.is_pc% && %actor.sex% == male
|
||
| | | (if actor is a player and is male)
|
||
| == | equal to | if %actor.hitp% == 1
|
||
| | | (if actor hitpoints is equal to 1)
|
||
| != | not equal to | if %actor.age% != 1
|
||
| | | (if actor age is not equal to 1)
|
||
| < | less than | if %actor.dex% < 16
|
||
| | | (if actor dexterity is less than 16)
|
||
| > | greater than | if %actor.align% > 349
|
||
| | | (if actor alignment is greater than 349)
|
||
| <= | less than or equal | if %actor.exp% <= 2
|
||
| | | (if actor experience is less than or equal to 1)
|
||
| >= | greater than or equal | if %actor.mana% >= 1
|
||
| | | (if actor mana is greater than or equal to 1)
|
||
| /= | contains substring | if wardrobe /= %arg% (will match arg wardrob,
|
||
| | | wardro, wardr, ward, etc. @RHELP MUDCOMMAND@n)
|
||
| - | subtraction | 15 - 10 = 5
|
||
| + | addition | 10 + 15 = 25
|
||
| * | multiplication | 10 * 20 = 200
|
||
| / | division | 100 / 20 = 5
|
||
| ! | negation | if !%actor.is_killer% (if actor is not a killer)
|
||
-------------------------------------------------------------------------------
|
||
|
||
NOTE: += and ++ are not used.
|
||
|
||
Example: @RTSTAT 63@n
|
||
#31
|
||
EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS
|
||
|
||
B) Extra descriptions menu
|
||
Extra descriptions are used to make a room/obj more interesting, and make them
|
||
more interactive. Extra descriptions are accessed by players when they type
|
||
"look <<thing>>," where <thing> is any word you choose. For example, you might
|
||
write a room description, which includes the tantalizing sentence, "The wall
|
||
looks strange here." Using extra descriptions, players could then see
|
||
additional detail by typing "look wall." Choosing this option will bring you
|
||
to the extra descriptions menu:
|
||
|
||
1) Keyword: @y<NONE>@n
|
||
List the words you want people to use to interact with it. Simply the
|
||
<thing>. Do not use a/an/the/look/read in this field.
|
||
|
||
2) Description:
|
||
@y<NONE>@n
|
||
This is the text editor for describing something in the room. Be sure to
|
||
use /fi by typing it into the last line and hitting enter.
|
||
|
||
3) Goto next description: <NOT SET>
|
||
This option will allow you to make as many extra descriptions as you want.
|
||
|
||
To delete an extra description all you have to do is clear the description
|
||
with the "/c" then "/s" and quit.
|
||
|
||
#31
|
||
EXTRACT
|
||
|
||
Usage: extract <variable> <word #> <string>
|
||
|
||
Extract can be used to save individual words in a string separately. For
|
||
example a player saying: "Do you want chicken"
|
||
|
||
extract word1 1 %speech%
|
||
extract word2 2 %speech%
|
||
extract word3 3 %speech%
|
||
extract word4 4 %speech%
|
||
say %word4% %word3% %word2% %word1%?
|
||
|
||
Would say (Yoda-esque) "chicken want you do?"
|
||
|
||
Example: @RTSTAT 208@n
|
||
#31
|
||
FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH BASH.ORG
|
||
|
||
Detta: this might hurt a little going in ;)
|
||
Detta: yeah have been up to my waist in manure before heh, fun stuff :P
|
||
Detta: you know... I normally just think about cute fluffy animals and paradise islands during my naps :)
|
||
|
||
*Alexrain asked Detta if those numbers in her title were her measurements.
|
||
[33 Cl] Detta '19/27/118' - Never get to heaven if you're scared of getting high
|
||
|
||
*Shamra mistakenly gave everyone the wrong URL, then:
|
||
Shamra: 33 Yes it was a PORN site...P-O-R-N...are you happy now! ??
|
||
Shamra: all this chemistry talk is going to give me a serious orgasm :P
|
||
Shamra: except you have all these odd people touching your junk...
|
||
|
||
Manivo: ...it hurts to have a conscience. =(
|
||
Manivo: (And the knowledge that Rumble reads the backlog) :P
|
||
Manivo: Actually I somehow lost a centimeter since I last measured. :P
|
||
Manivo: But Rumble would whip me in ways I would not enjoy. :)
|
||
Manivo: GOD, forget to put on deodorant ONE time, and you never let it go, HUH! >:(
|
||
|
||
*Conversation between Surtur and Fyre
|
||
Surtur: .....i pray you never become a therapist or psychiatrist
|
||
Fyre: i'll keep that in mind for the future
|
||
|
||
Fizban gossips, 'And remember being told what a pretty little girl I was'
|
||
Fizban: You kno what? I just decided I want to be a waitress at Fultons :P
|
||
Fizban gossips, 'Though I've had dreams with Detta in them ;) But those were uhh...different....'
|
||
|
||
Masok: Anyone else think that maybe we should randomly carpet bomb overly populated areas of poor or useless people?
|
||
Masok: You cant. I have metal underwear.
|
||
|
||
*While talking with Rumble*
|
||
Heiach: 15 inches?!.. Oh my.. I'm quite happy with my 2 or 3
|
||
|
||
Ferret: <33> so did you examine the cord?? see if the Moose was chewing on the cable?
|
||
|
||
*When puff took over TBA (everyone turned into puff)
|
||
Puff dragon fractal: boy did I mess something up ;-P (Rumble)
|
||
Puff dragon fractal: hehe now I can say whatever I want and get away with it (Shamra)
|
||
Puff dragon fractal: will bring down the mud, one sec (Rumble)
|
||
|
||
*Conversation between Detta and Heiach (Heiach talking about what he is feeding his pet)
|
||
Detta says, 'what are you having?'
|
||
Detta says, 'I am microwaving some spaghetti myself atm'
|
||
Heiach says, 'entrails, guts, beating hearts, heads, quivering flesh'
|
||
|
||
Gossip: Salem pets Heiach.
|
||
Gossip: Heiach calls down lightning on Salem, leaving a pile of ashes that blows away in the wind.
|
||
Salem gossips, 'you're ment to purr :P'
|
||
Heiach: yeah.. I typoed
|
||
|
||
*Talking about Shamra and her traveling cross country.
|
||
Demorie: and its hard to drive with him on my lap
|
||
|
||
Dysprosic gossips, 'but I think I stained my jeans and now everybody knows that I've been in there.'
|
||
|
||
Five: how do you make a mud?
|
||
Silvanos: add dirt and water :P
|
||
|
||
Alucard: nut press isnt a mudcommand, right?
|
||
|
||
Gossip: Shamra kisses Demorie.
|
||
Demorie: aw :)
|
||
Gossip: Demorie pounces on Shamra, pinning him to the ground.
|
||
Gossip: Demorie kisses Shamra passionately.
|
||
Bulrock gossips, 'Okay okay... get a Vnum for pete's sake'
|
||
|
||
Silvaria: Omg I love reading through these files XD
|
||
|
||
Fade: if (GET_SEXY_NESS(Fade) > VERY)
|
||
Fade: worship(Fade.body);
|
||
Gossip: Fade ducks out of the way.
|
||
Rumble: SYSERROR: GET_SEXY_NESS(fade) returns negative value
|
||
|
||
*A new player logs in and:
|
||
Ghost gossips, 'suck my dick man'
|
||
Ghost gossips, 'oh sorry wrong mud'
|
||
|
||
[ (GC) Shinseiku tried to get help on NOASSHOLE ]
|
||
[ Closing link to: Happythoughts. ]
|
||
[ Closing link to: God. ]
|
||
|
||
Krin gossips, 'my dog turned my computer off...'
|
||
|
||
Elorien: a new builder is logging on in a sex, its an imm from the mud Im building an area to atm
|
||
Shamra: hmm...have something on your mind elorien? :P
|
||
|
||
Danguba: they say man without a stomack is like wait I cant remember the other part
|
||
|
||
Nicodemus: There IS an end to the help files.. right?
|
||
Nicodemus: whew, I found the end
|
||
Nicodemus: That is without a doubt the most complete set of help files I've ever seen on a game..
|
||
Nicodemus: Damn, I found ANOTHER hallway...
|
||
|
||
Elerrina gossips, 'its hailing hard here'
|
||
Elerrina gossips, 'you can tell because in this day and age hail has a different sound than it used to'
|
||
Elerrina gossips, 'used to sound like small pellets of ice bouncing off stuff. now it sounds like car alarms'
|
||
|
||
Dygash gossips, 'hehe how strange is this, someone opened a mud and advertised staff positions then 9hrs later shut the mud down!'
|
||
|
||
Frenze gossips, 'it's like dry humping sandpaper'
|
||
|
||
More Good Stuff: http://www.bash.org/?top
|
||
#0
|
||
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 <word>@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.
|
||
|
||
#31
|
||
FILES FILE-GODCMDS FILE-LEVELS
|
||
|
||
Usage: file <option> <num lines>
|
||
|
||
Displays the first <num lines> of <file>. Possible files include:
|
||
|
||
bug ../lib/misc/bugs
|
||
typo ../lib/misc/typos
|
||
ideas ../lib/misc/ideas
|
||
xnames ../lib/misc/xnames
|
||
levels ../log/levels
|
||
rip ../log/rip
|
||
players ../log/newplayers
|
||
rentgone ../log/rentgone
|
||
errors ../log/errors
|
||
godcmds ../log/godcmds
|
||
syslog ../syslog
|
||
crash ../syslog.CRASH
|
||
help ../log/help
|
||
|
||
#31
|
||
FILL REFILL REPLENISH
|
||
|
||
Usage: fill <liquid container> <object to fill from>
|
||
|
||
If you want to fill a container you're holding with liquid from a fountain
|
||
in the same room as you.
|
||
|
||
Example:
|
||
|
||
> fill canteen fountain
|
||
|
||
See also: POUR
|
||
#0
|
||
FINDOBJ FINDMOB TRIG-FINDOBJ TRIG-FINDMOB %FINDOBJ% %FINDMOB%
|
||
|
||
Usage: findobj.<room vnum>(<obj vnum/id/name>)
|
||
- counts the number of objects in room with this name/id/vnum.
|
||
|
||
Usage: findmob.<room vnum>(<mob vnum>)
|
||
- counts the number of mobs in room with vnum.
|
||
|
||
For example, if you want to check how many fidos are in room 1204
|
||
use %findmob.1204(3062)%. To find out how many objects of vnum 1234
|
||
are in room 453 use %findobj.453(1234)%.
|
||
|
||
Example: @RTSTAT 207, 26102, 50@n
|
||
|
||
See Also: SPEC-VAR
|
||
#31
|
||
FIREBALL
|
||
|
||
Usage : cast 'fireball' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 15.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell is the most powerful spell a magic user can cast.
|
||
|
||
See also: COLOR-SPRAY
|
||
#0
|
||
FIZBAN
|
||
|
||
Unlike Rumble, Fizban actually doesn't want your help. He is already well
|
||
on his way to world domination. Sometimes he pretends to lack powers he
|
||
mastered long ago so to seem feeble, but in actuality he is one of the
|
||
most powerful beings in existence and seeks to destroy the world. He only
|
||
pretends to be the Avatar of Paladine because then no one suspects him.
|
||
The Avatar of Fizban that is here on The Builder Academy is one of his
|
||
feeble essences, where he pretends to not be overly competent and actually
|
||
humble and helpful, but whatever you do...don't be fooled! It should be obvious
|
||
from the fact he's built 4 rooms in that many years that he is spending most
|
||
of his time elsewhere...on much darker motives than building happy zones
|
||
for tbaMUD players.
|
||
|
||
#0
|
||
FLAGS
|
||
|
||
Players sometimes have FLAGS after their names in the WHO list. These
|
||
flags are always in parentheses, not brackets or braces.
|
||
|
||
FLAG MEANING
|
||
----------- ---------------------------------------------------------
|
||
(KILLER) Player is outlawed as a result of trying to kill a VIP.
|
||
(THIEF) Player has been trying to steal from a VIP.
|
||
(invis) Player is invisible; you can see him/her because you are
|
||
sensitive to the presence of invisible things.
|
||
(writing) Player is writing on the board; do not disturb.
|
||
(mailing) Player is writing mail; do not disturb.
|
||
(deaf) Player has chosen not to hear shouts.
|
||
(nogos) Player has chosen not to hear gossips or gemotes.
|
||
(notell) Player has chosen not to accept tells.
|
||
(quest) Player is participating in a quest currently being run by
|
||
the Gods.
|
||
(OLC) Immortals only - The player is currently building online.
|
||
|
||
See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE
|
||
#0
|
||
FLEE
|
||
|
||
Usage: flee
|
||
|
||
If you are in a fight and things are beginning to get a little uncomfortable
|
||
(maybe you are dying), just type 'flee', and presto! You are out of harms way
|
||
- that is, IF there is a suitable exit nearby, and IF that exit doesn't simply
|
||
bring you from the ashes to the fire... but then, who wants to live forever?
|
||
|
||
If you are proficient in the retreat skill you might be able to make a more
|
||
controlled exit, and lose less of your experience points.
|
||
|
||
See also: WIMPY
|
||
#0
|
||
FLY
|
||
|
||
Usage : cast 'fly' [self]
|
||
Accumulative: Yes (Duration)
|
||
Duration : 24 hours
|
||
Level : Magic User level 22.
|
||
|
||
When flying, you are able to enter 'flying' zones. You also become immune to
|
||
the earthquake spell.
|
||
|
||
See also: WATERWALK, EARTHQUAKE
|
||
#0
|
||
FOLLOWERS
|
||
|
||
Usage: follow <leader>
|
||
|
||
Use FOLLOW to automatically follow someone else.
|
||
|
||
Examples:
|
||
> follow Rumble
|
||
> follow self (to stop following someone else)
|
||
|
||
See also: GROUP, SNEAK
|
||
#0
|
||
FORCE
|
||
|
||
Usage: force <victim | all> <command> <arguments>
|
||
|
||
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%
|
||
#31
|
||
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 initial 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
|
||
#31
|
||
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.
|
||
|
||
#31
|
||
FYRE
|
||
|
||
He actually needs no help. He is probably the most qualified of the staff to
|
||
administer help to those who need it. He is training to become a massage therapist
|
||
so helping him may score you a free massage.
|
||
|
||
#0
|
||
GAMBLING SLOTMACHINES GAMBLE GAMES
|
||
|
||
Trigedit can be used to create various games. Feel free to experiment and give
|
||
me more examples.
|
||
|
||
Examples: @RTSTAT 13899, 13420@n
|
||
#31
|
||
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
|
||
|
||
#31
|
||
GDB GENERAL-DEBUGGER DEBUGGING
|
||
|
||
GDB stands for general debugger and is used to troubleshoot programming problems.
|
||
http://tbamud.com/forum/4-development/6-debugging-tutorial-for-gdb
|
||
|
||
From the root directory:
|
||
> gdb bin/circle
|
||
gdb > run (Then crash the MUD on purpose and get the debugging info.)
|
||
gdb > bt
|
||
gdb > info local
|
||
gdb > list
|
||
|
||
#31
|
||
GEMOTES GMOTES EMOTICONS
|
||
|
||
Usage: gemote <social>
|
||
gemote <message>
|
||
|
||
Allows you to perform socials or messages like emote over gossip for everyone
|
||
on the gossip channel to see.
|
||
|
||
Example:
|
||
If your name is "Manivo",
|
||
> gemote spork Shamra
|
||
will display:
|
||
Gossip: Manivo sporks Shamra ruthlessly.
|
||
|
||
See also: SOCIALS, EMOTE
|
||
#0
|
||
GET TAKE-ALL-CORPSE LOOT
|
||
|
||
"Get" and "take" are exactly the same and can be used interchangeably.
|
||
|
||
Usage: get | take <object>
|
||
get | take all [object]
|
||
get | take all all.<object>
|
||
get | take all.<object> all.<object>
|
||
|
||
If you find something interesting on the ground, you may use 'get' to pick
|
||
it up. 'get' can also be used to extract items from containers.
|
||
|
||
Examples:
|
||
|
||
> get sword corpse
|
||
> take all corpse
|
||
> get all all.bag
|
||
> take all.bread all.bag
|
||
> get all 2.corpse (to retrieve items from the second corpse in a room)
|
||
|
||
See also: DROP, PUT, AUTOLOOT, AUTOGOLD
|
||
#0
|
||
GITHUB SVN SUBVERSION
|
||
|
||
Get started: https://help.github.com/articles/set-up-git
|
||
|
||
tbamud repository: https://github.com/tbamud/tbamud
|
||
#0
|
||
GIVE PAY BRIBE
|
||
|
||
Usage: give <object> [target]
|
||
give <number> coins [target]
|
||
|
||
If you feel benevolent, you may give some stuff to someone in need.
|
||
|
||
> give all ras
|
||
> give bread doctor
|
||
> give 40000 coins nia
|
||
|
||
#0
|
||
GLOBALS GLOBAL-VARIABLES GLOBAL-VARS GVARS TRIGEDIT-GLOBALS TRIG-GLOBALS
|
||
|
||
Usage: global <variablename>
|
||
|
||
Global variables allow a room/mob/obj trigger variable to be used by another
|
||
trigger on the same room/mob/obj. i.e. a bribe trigger could global that the mob
|
||
has_been_bribed then when a player tries to leave the mobs leave trigger would
|
||
check the global variable to allow or prevent passage accordingly.
|
||
|
||
* To make a variable 'reachable' from other triggers it has to be made 'global'.
|
||
* In this case I make a local known var %has_bribed_guard% and make it global.
|
||
* It is a good idea to use this in conjunction with context.
|
||
set has_bribed_guard 1
|
||
global has_bribed_guard
|
||
|
||
Globals can be checked by varexists: if %actor.varexists(<variable>)%
|
||
|
||
Global variables should not be used when you want to remember something about a
|
||
player. To save something to a players file for future use always use REMOTE.
|
||
|
||
Examples: @RTSTAT 23612, 23613, 23614@n
|
||
|
||
See also: REMOTE, VARIABLES, CONTEXT
|
||
#31
|
||
GOLD PURSE MONEY PLATINUM SILVER COPPER CASH COINS WEALTH CURRENCY MULTI-CURRENCY ECONOMY TREASURE
|
||
|
||
Usage: gold
|
||
|
||
Displays how many gold coins you are carrying.
|
||
|
||
See also: BALANCE, DEPOSIT, WITHDRAW, MINIMIZE
|
||
#0
|
||
GOTO TRANSFER TRANSPORT TELEPORT
|
||
|
||
Usage: goto <location>
|
||
trans [target]
|
||
teleport [target] <location>
|
||
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%
|
||
#31
|
||
GRAB HOLD
|
||
|
||
Usage: grab <object>
|
||
hold <object>
|
||
|
||
For getting a good grip on something; a torch, for example.
|
||
|
||
Examples:
|
||
|
||
> hold torch
|
||
> grab stone
|
||
|
||
See also: EQUIPMENT, REMOVE, WEAR, WIELD
|
||
#0
|
||
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
|
||
#31
|
||
GREP
|
||
|
||
grep is a shell command. Only imps/gods with shell access can use it from the
|
||
command prompt.
|
||
Stands for 'global regular expression print' searches for strings in text files.
|
||
Examples:
|
||
grep -r 'some_function()' *.c Searches all files with the wildcard match *.c
|
||
(@Wr@necursively through higher directory
|
||
branches) for the term some_function(). This
|
||
would be a case sensitive search.
|
||
grep -in 'foo_bar' *.h Searches all files with the wildcard match *.h
|
||
in the current directory. @Wi@n is a case
|
||
insensitive search, while @Wn@n will return
|
||
results preceded with the line number on which
|
||
they occur.
|
||
grep -c 'bar_foo' * Would search all files in the current
|
||
directory for the term bar_foo and return a
|
||
count of the number of times it occurs.
|
||
In some cases grep switches can be appended to each other, -rin would be a good
|
||
example of combining the first two examples. For more detailed information (from
|
||
the shell prompt), type @Wman grep@n.
|
||
#31
|
||
GROUP
|
||
|
||
Usage: group
|
||
group < list | new | join | leave | options | kick >
|
||
|
||
GROUP with no arguments shows the status of your group. GROUP list will show
|
||
you a listing of all groups within the game, as well as their zone location and
|
||
whether or not they are seeking new members.
|
||
If you are a group member, then you will share experience points for killing
|
||
monsters equally among the group. Experience points will only be shared among
|
||
group members that are in the same location, at the time of the killing
|
||
blow. Sharing is regardless of whether the group members have been
|
||
participating in the fight.
|
||
To join a group, you must target a member of an "open" group (as in accepting
|
||
new members) and use GROUP join <player name>.
|
||
|
||
Example:
|
||
Rumble wishes to join Vatiken's group, so assuming Vatiken has set his group
|
||
to open. Rumble then types:
|
||
> group join Vatiken
|
||
|
||
To make a group, the wannabe "leader" will use the GROUP new command:
|
||
> group new
|
||
|
||
To leave a group, simple use GROUP leave:
|
||
> group leave
|
||
|
||
If the leader leaves the group and one or more members still exists, a new
|
||
leader will be chosen at random, otherwise the group will be disbanded.
|
||
Group Leaders:
|
||
|
||
To edit the options in a group, use the GROUP option <option> commands.
|
||
> group option anonymous : Group information will be hidden/revealed
|
||
> group option open : Group will be open/closed to new members
|
||
|
||
To kick someone from the group, use GROUP kick <player name>
|
||
> group kick rumble
|
||
|
||
See also: FOLLOW, EXPERIENCE, UNGROUP, GSAY, ASSIST, GROUPS, REPORT
|
||
#0
|
||
GROUP-ARMOR
|
||
|
||
Usage : cast 'group armor'
|
||
Accumulative: No
|
||
Duration : 24 Hours
|
||
Level : Cleric level 9.
|
||
|
||
The Group Armor spell will improve the AC of everyone in your group by 20
|
||
points or up to 10%.
|
||
|
||
See also: AC
|
||
#0
|
||
GSAY GTELL
|
||
|
||
Usage: gsay <message>
|
||
gtell <message>
|
||
|
||
Tell something to all the members of your group, even if they're not in the
|
||
room.
|
||
|
||
See also: GROUP, TELL, SAY
|
||
#0
|
||
HALLOWEEN
|
||
|
||
OBJ: 11712, 11713
|
||
MOB: 1313
|
||
|
||
@G.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.i@R
|
||
__, ,____) __, ,____)
|
||
(--| | (--| |
|
||
|__| _, _ _ |__| _ || _ _ _ ,_
|
||
_| |(_||_)|_)(_| _| |(_|||(_)(_|_)(/_(/_| |
|
||
( | | ,_| ( |_,
|
||
@G .:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.@n
|
||
|
||
#31
|
||
HALT TRIGEDIT-HALT TRIG-HALT %ACTOR.LEVEL% %HALT%
|
||
|
||
Usage: halt
|
||
|
||
Halt terminates the trigger execution.
|
||
|
||
* This trigger attacks players of level 20 and above. The reason for the use of
|
||
* halt and return 0 is to make sure other triggers are checked too.
|
||
if %actor.level% < 20
|
||
return 0
|
||
halt
|
||
end
|
||
%echo% %self.name% yells a Battlecry and throws himself at you.
|
||
mkill %actor%
|
||
|
||
#31
|
||
HANDBOOK WIZHANDBOOK WIZ-HANDBOOK IMMHANDBOOK IMM-HANDBOOK
|
||
|
||
Usage: handbook
|
||
|
||
Guidelines for having an Immortal character -- you should read it.
|
||
#31
|
||
HAPPYHOUR
|
||
|
||
Usage: happyhour - show usage (this info)
|
||
happyhour show - display current settings (what mortals see)
|
||
happyhour time <ticks> - set happyhour time and start timer
|
||
happyhour qp <num> - set qp percentage gain
|
||
happyhour exp <num> - set exp percentage gain
|
||
happyhour gold <num> - set gold percentage gain
|
||
happyhour default - sets a default setting for happyhour
|
||
|
||
Configure the happyhour settings and start a happyhour.
|
||
Currently 1 hour IRL = 48 ticks
|
||
If no number is specified, 0 (off) is assumed.
|
||
The command happyhour time will therefore stop the happyhour timer.
|
||
|
||
|
||
#31
|
||
HARM
|
||
|
||
Usage : cast 'harm' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 19.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell removes all but 1d4 hitpoints from the victim. The
|
||
maximum number of damage points is 100. It is not possible to
|
||
kill using this spell (but almost).
|
||
#0
|
||
HAS_ITEM ACTOR.HAS_ITEM %ACTOR.HAS_ITEM% TRIG_HAS_ITEM
|
||
|
||
%actor.has_item()%
|
||
|
||
Checks if actor has item (inventory, equipped and in containers) by subfield name/var/vnum.
|
||
|
||
Examples: @RTSTAT 155, 94, 19537@n.
|
||
|
||
See also: ACTOR.INV TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR
|
||
#31
|
||
HASATTACHED %HASATTACHED% %ACTOR.HASATTACHED% %ROOM.HASATTACHED% %OBJ.HASATTACHED
|
||
|
||
Usage: %actor.hasattached(500)%
|
||
%obj.hasattached(1204)%
|
||
%room.hasattached(8371)%
|
||
@
|
||
Checks to see if the specified trigger vnum is attached to the mob, object or
|
||
room. Returns nothing if no number is specified or used on a PC (player
|
||
character, i.e. non-mobile). Returns 0 if not attached and 1 if attached.
|
||
|
||
See Also: VARIABLES, CHAR-VAR
|
||
#31
|
||
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 <house vnum> <exit dir> <player name>
|
||
hcontrol destroy <house vnum>
|
||
hcontrol pay <house vnum>
|
||
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
|
||
#31
|
||
HEAL
|
||
|
||
Usage : cast 'heal' <victim>
|
||
Accumulative: No
|
||
Duration : Instantaneous
|
||
Level : Cleric level 16.
|
||
|
||
Heal will heal all the hitpoints from a person, except 1d4 points.
|
||
Maximum 100 points can be healed. A victim who is blinded will also
|
||
be cured by the heal spell.
|
||
|
||
See also: CURE-BLIND
|
||
#0
|
||
HEALERS HEALING REGENERATE REGENROOM
|
||
|
||
Healing affects can be created through trigedit.
|
||
|
||
MOB Examples: @RTSTAT 146@n
|
||
Room Examples: @RTSTAT 163@n
|
||
|
||
See also: %DAMAGE%
|
||
|
||
#31
|
||
HEDIT HELP-EDITOR
|
||
|
||
Usage: hedit <keyword>
|
||
|
||
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
|
||
#31
|
||
HEIACH XTBAX
|
||
|
||
Heiach has been a big help with training new builders and has become very adept
|
||
with trigedit. His example zone 359 is very impressive. He is always willing to
|
||
help, especially with trigedit.
|
||
|
||
#0
|
||
HELPCHECK
|
||
|
||
Usage: helpcheck
|
||
|
||
Checks all commands in interpreter.c to ensure they have an associated help
|
||
file.
|
||
|
||
See also: HEDIT, HINDEX
|
||
#31
|
||
HELPFILES HELP-FILES
|
||
|
||
Usage: help [command]
|
||
|
||
Help searches for a partial match of the entered word, including any spaces
|
||
that may follow the word. Help alone will give a list of the most common
|
||
commands in the game.
|
||
|
||
Examples:
|
||
|
||
> help consider
|
||
will find the help text for the consider command.
|
||
|
||
> help magic missile
|
||
will find the help text for the magic missile spell.
|
||
|
||
See also: COMMANDS, SOCIALS
|
||
#0
|
||
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%
|
||
#31
|
||
HIDE
|
||
|
||
When you type hide there is a chance that you hide in the room. If hidden
|
||
you can only be "sensed" by the "sense life" spell. Even if sensed your
|
||
identity will remain hidden. Hide is broken by pressing return, regardless
|
||
of whether you typed a command or not.
|
||
|
||
See also: SNEAK
|
||
#0
|
||
HINDEX INDEX
|
||
|
||
USAGE: hindex < letter | phrase >
|
||
|
||
The help index command is a quick reference to help keywords matching the argument
|
||
you provide. For Example:
|
||
|
||
> hindex new
|
||
Help index entries based on 'new':
|
||
newbie-policy newbies news
|
||
|
||
#0
|
||
HISTORY
|
||
|
||
Usage: history < all | say | gossip | wiznet | tell | shout | grats | holler | auction >
|
||
|
||
This command displays what has been said over the channel you input along
|
||
with a time stamp for when it was sent. History all will list the history of
|
||
all channels.
|
||
|
||
See also: CHANNELS, MUD-HISTORY
|
||
#0
|
||
HITROLL
|
||
|
||
A bonus added to your armor and weapons that increases your chances of
|
||
hitting a creature while in battle. This does not affect how hard you hit,
|
||
just how often.
|
||
A player at level fifteen with a Hitroll of +25 will hit a creature more
|
||
often than a level fifteen player would with a Hitroll of +10.
|
||
|
||
See also: DAMROLL, AC, STATS, DAMAGE
|
||
#0
|
||
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
|
||
#31
|
||
HOMEPAGES WEBPAGES WEBSITES ADDRESSES PORT PORTS URLS ADDYS IP-ADDRESSES SITES INTERNET-PROTOCOLS WEBLINKS MUDS ACCOUNTS CONNECTIONS CONNECTING HOSTS WWW PLAYERPORT PLAYER-PORT
|
||
|
||
Builder Academy Homepage:
|
||
@C http://www.tbamud.com@n
|
||
|
||
The address (or IP and port) to TBA:
|
||
TBA : tbamud.com 9091 IP: 206.41.252.202
|
||
Player Port : tbamud.com 4000 IP: 206.41.252.202
|
||
|
||
Internet protocol (IP) is what identifies each computer individually on the internet. The
|
||
Gods can see your IP and report abuse to your provider so behave.
|
||
|
||
#0
|
||
HOMETOWNS
|
||
|
||
Some large MUDs have hometowns to choose from. tbaMUD only has a single mortal
|
||
start room.
|
||
|
||
#0
|
||
HOUSE
|
||
|
||
The HOUSE command is used to add or remove guests from your house's guest
|
||
list. You must be standing in your house to use this command. Only the
|
||
primary owner of a house (not guests) may change the guest list using the
|
||
HOUSE command.
|
||
|
||
Usage: house [<player name>]
|
||
|
||
Typing 'house' with no arguments gives a list of the people currently on
|
||
your house's guest list. Typing 'house' with the name of a player will add
|
||
that player to your guest list if the player is not on the list, or will
|
||
remove the player from the guest list if the player is already on the list.
|
||
The player specified must be in the player database for the MUD, although
|
||
he or she does not necessarily have to be logged on at the time.
|
||
|
||
Guests of your house will be able to enter your house until you remove them
|
||
from the guest list.
|
||
|
||
See also: HOUSES
|
||
#0
|
||
HOUSES
|
||
|
||
A house entails two things:
|
||
Access control and crash protection. Only you and your guests will be allowed
|
||
to enter the house. Your house will be crash-saved every five minutes. You
|
||
can force your house to save by typing 'save' while standing in your house.
|
||
In the event of a crash, the objects in your house as of the last crash-save
|
||
will be loaded back into your house when the MUD reboots. Also, if you own
|
||
a house, and quit from the game while standing in your house, you will be
|
||
loaded into your house next time you enter the game.
|
||
|
||
Guests of your house can be defined using the HOUSE command. See HOUSE for
|
||
more information.
|
||
|
||
Houses are an alternative to renting. You can simply enter your house and
|
||
quit; your objects will drop to the ground and be crash-saved for when you
|
||
return. There is currently no limit to the number of objects which can be
|
||
stored in your house. Of course, players must expect to pay a much higher
|
||
premium for the convenience of houses; contact your local Implementor for
|
||
a fee schedule.
|
||
|
||
See also: HOUSE
|
||
#0
|
||
HSEDIT EDIT-HOUSE HOUSE-EDIT CREATE-HOUSE HOUSE-CREATE BUILD-HOUSE
|
||
HOUSE-BUILD
|
||
|
||
See: HOUSE, HOUSES, HCONTROL
|
||
#31
|
||
HSEDIT-MENU
|
||
|
||
-- House OLC Editor for tbaMUD --
|
||
-- House number : [1300] House zone: [13]
|
||
1) Owner : 65535 -- <Nobody!>
|
||
2) Atrium : <Not Set!>
|
||
3) Direction : north
|
||
4) House Type : PLAYER_OWNED
|
||
5) Built on : Unknown
|
||
6) Payment : None
|
||
7) Guests : <None!>
|
||
8) Flags : NOBITS
|
||
9) Receptionist: [65535] <Not Set!>
|
||
X) Delete this house
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
See Also: HSEDIT, SHOW-HOUSES
|
||
#31
|
||
IDENTIFY
|
||
|
||
Usage : cast 'identify' <target>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 11, Mage level 20.
|
||
|
||
Used to determine important information about a player, mob, or an object.
|
||
|
||
See Also: SHOP-IDENTIFY
|
||
|
||
#0
|
||
IDLE VOID LIMBO
|
||
|
||
If you are idle for an extended amount of time you will be pulled into the
|
||
void until you send a command to the MUD. Then you will be pulled back to where
|
||
you went idle.
|
||
|
||
#0
|
||
IFS ELSEIF END TRIGEDIT-END TRIGEDIT-IF TRIG-END TRIG-IF ENDIF TRIG-ELSE ELSE-IF IF-ELSE NESTING
|
||
|
||
Usage: if (expression)
|
||
...
|
||
elseif (expression)
|
||
...
|
||
else
|
||
...
|
||
end
|
||
if %actor.is_pc%
|
||
%echo% You are a player
|
||
else
|
||
%echo% You are a mob.
|
||
end
|
||
|
||
An 'if' must occur before the other three. If expression evaluates to true
|
||
(@RHELP EXPRESSIONS@n), the statements between the if statement and the next
|
||
elseif, else, or end are executed. If it stopped at an elseif or else, it scans
|
||
for the next end, and continues execution at that point. If the expression
|
||
evaluated to false, it searches for the next elseif, else, or end. If it finds
|
||
an elseif, it checks that expression. If it is true, it executes the statements
|
||
between the elseif and the next elseif, else, or end, and then finds the end of
|
||
the block. If it is false, it continues searching in the same pattern, until a
|
||
true elseif is found, an else is found, or an end is found. There may be 0 or
|
||
1 else statements and 0 or many elseif statements in the block.
|
||
|
||
For anyone having trouble with the format of if/elseif/else/end blocks
|
||
Examples: @RTSTAT 22, 93@n
|
||
|
||
***EVERY IF NEEDS AN END: 2 IF'S NEEDS 2 ENDS....***
|
||
|
||
See also: EXPRESSIONS, NESTED-IFS
|
||
#31
|
||
IMMS WIZLIST IMMORTALS IMMLIST IMMORTALITY DEMIGOD ASSISTANTS LESSER GREATER GODS
|
||
|
||
Usage: wizlist | immlist
|
||
|
||
Lists the most powerful beings on the MUD. These are the people responsible
|
||
for administering the system.
|
||
|
||
See also: IMPLEMENTOR
|
||
#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
|
||
#31
|
||
IMPLEMENTORS IMPS CODERS ADMINISTRATORS
|
||
|
||
Imp's- The friendly folks who run the mud.
|
||
Coders - The people that modify the ANSI C code.
|
||
Administrators - The staff that does the day to day management.
|
||
|
||
#0
|
||
INFORMATION
|
||
|
||
The following commands deal with information - for more info, @RHELP KEYWORD@n
|
||
|
||
RULES POLICY - The rules of the game.
|
||
SCORE AFFECTS GOLD TOGGLE PRACTICE - Info about yourself and your settings.
|
||
HELP INFO NEWS MOTD IMOTD - Info about the game, recent changes.
|
||
WHO WHERE CONSIDER FLAGS TITLE - Info on other players.
|
||
TIME DATE - Info on time.
|
||
WEATHER - Info on the current weather.
|
||
LEVELS - Info on the experience tables.
|
||
WIZLIST IMMLIST CREDITS VERSION - Info on the Implementors and Immortals.
|
||
#0
|
||
INFRAVISION
|
||
|
||
Usage : cast 'infravision'
|
||
Accumulative: Yes (Duration)
|
||
Duration : 12 hours + level
|
||
Level : Mage level 3, Cleric level 7.
|
||
|
||
Allows the caster to detect the heat given off by objects giving them
|
||
the ability to have much better vision in dark conditions.
|
||
|
||
See also: DETECT-INVISIBILITY
|
||
#0
|
||
INNS RECEPTIONS
|
||
|
||
Inns are only required if renting is enabled.
|
||
|
||
See also: OFFER, RENT
|
||
#0
|
||
INVENTORY
|
||
|
||
Usage: inventory
|
||
|
||
If you're uncertain about what you're carrying, or simply want to check
|
||
that no thieves have got to your backpack.
|
||
|
||
See also: EQUIPMENT, GRAB, HOLD, REMOVE, WEAR
|
||
#0
|
||
INVIS 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 30
|
||
|
||
See also: MEDIT-AFF, VISIBLE, INVISIBILITY
|
||
#31
|
||
INVISIBILITY
|
||
|
||
Usage : cast 'invisibility' <victim | object>
|
||
Accumulative: Yes (Duration)
|
||
Duration : 24 hours, permanent on objects.
|
||
Level : Mage level 4.
|
||
|
||
Makes the target of the spell invisible to everyone except those who have
|
||
the "detect invisibility" spell.
|
||
|
||
Attacking while invisible will immediately break the spell.
|
||
|
||
See also: INVIS, DETECT-INVISIBILITY
|
||
#0
|
||
IS-NPC NPCS IS_NPC ISNPC
|
||
|
||
This is short for is non-player-character (mob).
|
||
|
||
See also: MEDIT-NPC-FLAGS
|
||
#31
|
||
IS_PC ACTOR.IS_PC %ACTOR.IS_PC% %IS_PC% ISPC %ISPC% ACTOR_IS_PC %ACTOR_IS_PC% IS_MOB
|
||
|
||
if %actor.is_pc%
|
||
%echo% %actor.name% is a player.
|
||
else
|
||
%echo% %actor.name% is a mob.
|
||
end
|
||
|
||
Checks if actor is a player. Useful when you want a trigger to fire on players
|
||
and not mobs. All Greet triggers should normally fire only on players.
|
||
|
||
Example: @RTSTAT 103, 34@n
|
||
|
||
See Also: CHAR-VARS
|
||
#31
|
||
ITEMS
|
||
|
||
Equipment, objects, scenery, furniture. These can be almost anything and
|
||
everything that you can interact with.
|
||
|
||
See also: OBJECTS
|
||
#0
|
||
JEWELS GEMSTONES MINERALS DIAMONDS
|
||
|
||
Jewels: http://www.allaboutjewels.com/jewel/glossary/
|
||
Gems and Minerals: http://www.minerals.net/index.htm
|
||
|
||
#31
|
||
JUNK
|
||
|
||
Usage: junk <object>
|
||
junk <number> coins
|
||
|
||
Use JUNK instead of DROP if you want to keep the world a little cleaner. If
|
||
you JUNK something, it will disappear and you'll get a few coins or experience
|
||
points, just as if you had dropped it in the dump.
|
||
|
||
Examples:
|
||
|
||
> junk cup
|
||
> junk all.bronze
|
||
> junk 500 coins
|
||
|
||
See also: DONATE, DROP
|
||
#0
|
||
KEY-BASICS KEYS-BASICS OEDIT-KEYS
|
||
|
||
If you want to make a room accessible only by a key you must first make an
|
||
object of type key and then place that objects vnum in the exit menu. To
|
||
prevent a thief from picking the lock you must also set the PICKPROOF flag.
|
||
|
||
Always create a unique name and description for your key and give hints in the
|
||
description about where it should be used.
|
||
|
||
A good practice is to ensure keys load more than one instance since key storage
|
||
in a house is no different from a character always idling with keys to hoard
|
||
them. Single instance keys are a bad idea since if a player dies behind a door
|
||
with the only key in their corpse they have no way to get back. Also, keys
|
||
should always be the first dependent object loaded to a mob so they don't rely
|
||
on other equipment loading to the mob prior to it.
|
||
|
||
See also: KEYS, ZONE-DESC, REDIT-EXIT
|
||
#31
|
||
KEYS DOORS GATES
|
||
|
||
Usage: unlock [door]
|
||
|
||
If you find a locked door use a key to open it. You must have the correct key
|
||
in your inventory to unlock a door.
|
||
|
||
See also: OPEN
|
||
|
||
#0
|
||
KEYWORDS
|
||
|
||
Keywords are what the player will use to interact with the mobs and objects.
|
||
Such as "look Rusty" and "wield bludger" If you have more than one keyword
|
||
separate them with spaces, not commas. They should never include colorcodes or
|
||
the words "look, look at, a, an, the, of, some, etc." Only use keywords a
|
||
player can figure out by the s-desc, l-desc, d-desc, or extra descriptions.
|
||
Always make them unique, there are already plenty of swords and citizens on
|
||
most MUDs.
|
||
|
||
See also: OEDIT-KEYWORD, MEDIT-KEYWORDS, EXTRA, COLORCODES
|
||
#31
|
||
KICK
|
||
|
||
Some fighting classes only.
|
||
|
||
Usage: kick [target]
|
||
|
||
The success of a kick depends upon how well you are learned. The higher
|
||
level you reach the harder you kick. There is one small catch -- whenever
|
||
you kick (or miss) you will be unable to type any command for three
|
||
rounds of 'Violence' -- so be sure that you do not need to flee!
|
||
|
||
See also: BASH, RESCUE
|
||
#0
|
||
KILL HIT FIGHT ATTACK SLAY BATTLES SMITE STRIKE CHOP VIOLENCE
|
||
|
||
Usage: kill [target]
|
||
hit [target]
|
||
|
||
A good way to start a fight. Not a good idea to hit other players.
|
||
|
||
If you are an immortal there is no point in killing anything. You can simply
|
||
purge them. Since you start with no equipment or weapon you will not be able
|
||
to inflict much damage. Learn to use the SET command to change your stats. You
|
||
can take damage and die.
|
||
|
||
See also: FLEE, WIMPY
|
||
#0
|
||
KILLERS PLAYERKILLING PLAYERKILLERS PKILLERS PKILLING
|
||
|
||
The act of slaughtering another player. Not a nice thing to do. If you do
|
||
such a horrible and pointless thing you will need to be pardoned by the staff.
|
||
|
||
See also: FLAGS, PARDON
|
||
#0
|
||
LAG
|
||
|
||
Thanks for the help, but sometimes lag just can not be prevented. We are
|
||
based on a stable server so more than likely the lag is coming from the route
|
||
between your computer and our server. Use http://www.pingtest.net/ to test
|
||
your connection.
|
||
|
||
#0
|
||
LANCE
|
||
|
||
When building, there are some things that separate a great builder from a
|
||
weak builder. Items such as not using "you" in any descriptions, using
|
||
Capitals in title (except for prepositions). For example, "Dracula's Room of
|
||
Horrors" instead of "dracula's room of horrors." Some other common problems are:
|
||
Not putting in Room Extra Descriptions (Command B) and not using /fi to format
|
||
and indent after descriptions (in any of the edits and also in messages). To
|
||
know the commands while writing a description, type /h. It will tell you what
|
||
all the / commands do).
|
||
|
||
#31
|
||
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
|
||
#31
|
||
LEAVE
|
||
|
||
Usage: leave
|
||
|
||
If you feel claustrophobic, typing 'leave' will make you use the nearest
|
||
obvious exit to the outside.
|
||
|
||
#0
|
||
LEVELS ATTAINING-LEVELS LEVEL-REQUIREMENTS
|
||
@n
|
||
Usage: @ylevels [<min>-<max> | <range>]@n
|
||
@n
|
||
The levels command displays the experience points required to attain all levels
|
||
in the game. When followed by a number, it shows the required experience for
|
||
the specified number of levels either side of your current level. You can also
|
||
specify a level range.
|
||
@n
|
||
Examples:
|
||
@clevels @n- shows all levels (1-30)
|
||
@clevels 5 @n- shows 5 levels either side of your current level
|
||
@clevels 10-20 @n- shows level 10 to level 20
|
||
@n
|
||
See Also: EXP TNL
|
||
#0
|
||
LICENSES
|
||
|
||
The CircleMUD License
|
||
CircleMUD was created by:
|
||
|
||
|
||
Jeremy Elson
|
||
Department of Computer Science
|
||
Johns Hopkins University
|
||
Baltimore, MD 21218 USA
|
||
|
||
CircleMUD is licensed software. This file contains the text of the CircleMUD
|
||
license. If you wish to use the CircleMUD system in any way, or use any of its
|
||
source code, you must read this license and are legally bound to comply with it.
|
||
|
||
CircleMUD is a derivative work based on the DikuMUD system written by Hans
|
||
Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian
|
||
Hammer. DikuMUD is also licensed software; you are legally bound to comply with
|
||
the original DikuMUD license as well as the CircleMUD license if you wish to
|
||
use CircleMUD.
|
||
|
||
Use of the CircleMUD code in any capacity implies that you have read,
|
||
understood, and agreed to abide by the terms and conditions set down by this
|
||
license and the DikuMUD license. If you use CircleMUD without complying with
|
||
the license, you are breaking the law.
|
||
|
||
Using CircleMUD legally is easy. In short, the license requires three things:
|
||
|
||
You must not use CircleMUD to make money or be compensated in any way.
|
||
You must give the authors credit for their work.
|
||
You must comply with the DikuMUD license.
|
||
That's it -- those are the main conditions set down by this license.
|
||
Unfortunately, past experience has shown that many people are not willing to
|
||
follow the spirit of the license, so the remainder of this document will
|
||
clearly define those conditions in an attempt to prevent people from
|
||
circumventing them.
|
||
|
||
The first condition says that you must not use CircleMUD to make money in any
|
||
way or be otherwise compensated. CircleMUD was developed in people's
|
||
uncompensated spare time and was given to you free of charge, and you must not
|
||
use it to make money. CircleMUD must not in any way be used to facilitate your
|
||
acceptance of fees, donations, or other compensation. Examples include, but are
|
||
not limited to the following:
|
||
|
||
If you run CircleMUD, you must not require any type of fee or donation in
|
||
exchange for being able to play CircleMUD. You must not solicit, offer or
|
||
accept any kind of donation from your players in exchange for enhanced status
|
||
in the game such as increased levels, character stats, gold, or equipment.
|
||
|
||
You must not solicit or accept money or other donations in exchange for running
|
||
CircleMUD. You must not accept money or other donations from your players for
|
||
purposes such as hardware upgrades for running CircleMUD.
|
||
|
||
You must not sell CircleMUD. You must not accept any type of fee in exchange
|
||
for distributing or copying CircleMUD.
|
||
|
||
If you are a CircleMUD administrator, You must not accept any type of
|
||
reimbursement for money spent out of pocket for running CircleMUD, i.e., for
|
||
equipment expenses or fees incurred from service providers.
|
||
|
||
The second part of the license states that you must give credit to the creators
|
||
of CircleMUD. A great deal of work went into the creation of CircleMUD, and it
|
||
was given to you completely free of charge; claiming that you wrote the MUD
|
||
yourself is a slap in the face to everyone who worked to bring you a high
|
||
quality product while asking for nothing but credit for their work in return.
|
||
Specifically, the following are required:
|
||
|
||
The text in the 'credits' file distributed with CircleMUD must be preserved.
|
||
You may add your own credits to the file, but the existing text must not be
|
||
removed, abridged, truncated, or changed in any way. This file must be
|
||
displayed when the 'credits' command is used from within the MUD.
|
||
|
||
The "CIRCLEMUD" help entry must be maintained intact and unchanged, and
|
||
displayed in its entirety when the 'help circlemud' command is used.
|
||
|
||
The login sequence must contain the names of the DikuMUD and CircleMUD
|
||
creators. The 'login sequence' is defined as the text seen by players between
|
||
the time they connect to the MUD and when they start to play the game itself.
|
||
|
||
This license must be distributed AS IS with all copies or portions of the
|
||
CircleMUD that you distribute, if any, including works derived from CircleMUD.
|
||
|
||
You must not remove, change, or modify any notices of copyright, licensing or
|
||
authorship found in any CircleMUD source code files.
|
||
|
||
Claims that any of the above requirements are inapplicable to a particular MUD
|
||
for reasons such as "our MUD is totally rewritten" or similar are completely
|
||
invalid. If you can write a MUD completely from scratch then you are encouraged
|
||
to do so by all means, but use of any part of the CircleMUD or DikuMUD source
|
||
code requires that their respective licenses be followed, including the
|
||
crediting requirements.
|
||
|
||
The third part of the license simply states that you must comply with the
|
||
DikuMUD license. This is required because CircleMUD is a DikuMUD derivative.
|
||
The DikuMUD license is included below.
|
||
You are allowed to use, modify and redistribute all CircleMUD source code and
|
||
documentation as long as such use does not violate any of the rules set down by
|
||
this license.
|
||
|
||
Jeremy Elson
|
||
|
||
----------------------------------------------------------------------------
|
||
Everything below this line is the original, unmodified DikuMUD license. You
|
||
must comply with the CircleMUD license above, as well as the DikuMUD license
|
||
below.
|
||
----------------------------------------------------------------------------
|
||
|
||
/* ************************************************************************
|
||
* Copyright (C) 1990, 1991 *
|
||
* All Rights Reserved *
|
||
************************************************************************* */
|
||
|
||
DikuMud License
|
||
|
||
Program & Concept created by
|
||
|
||
|
||
Sebastian Hammer
|
||
Prss. Maries Alle 15, 1
|
||
1908 Frb. C.
|
||
DENMARK
|
||
(email quinn@freja.diku.dk)
|
||
|
||
Michael Seifert
|
||
Nr. Soeg. 37C, 1, doer 3
|
||
1370 Copenhagen K.
|
||
DENMARK
|
||
(email seifert@freja.diku.dk)
|
||
|
||
Hans Henrik St{rfeldt
|
||
Langs} 19
|
||
3500 V{rl|se
|
||
DENMARK
|
||
(email bombman@freja.diku.dk)
|
||
|
||
Tom Madsen
|
||
R|de Mellemvej 94B, 64
|
||
2300 Copenhagen S.
|
||
DENMARK
|
||
(email noop@freja.diku.dk)
|
||
|
||
Katja Nyboe
|
||
Kildeg}rdsvej 2
|
||
2900 Hellerup
|
||
31 62 82 84
|
||
DENMARK
|
||
(email katz@freja.diku.dk)
|
||
|
||
|
||
This document contains the rules by which you can use, alter or publish
|
||
parts of DikuMud. DikuMud has been created by the above five listed persons
|
||
in their spare time, at DIKU (Computer Science Institute at Copenhagen
|
||
University). You are legally bound to follow the rules described in this
|
||
document.
|
||
|
||
Rules:
|
||
|
||
!! DikuMud is NOT Public Domain, shareware, careware or the like !!
|
||
|
||
You may under no circumstances make profit on *ANY* part of DikuMud in
|
||
any possible way. You may under no circumstances charge money for
|
||
distributing any part of dikumud - this includes the usual $5 charge
|
||
for "sending the disk" or "just for the disk" etc.
|
||
By breaking these rules you violate the agreement between us and the
|
||
University, and hence will be sued.
|
||
|
||
You may not remove any copyright notices from any of the documents or
|
||
sources given to you.
|
||
|
||
This license must *always* be included "as is" if you copy or give
|
||
away any part of DikuMud (which is to be done as described in this
|
||
document).
|
||
|
||
If you publish *any* part of dikumud, we as creators must appear in the
|
||
article, and the article must be clearly copyrighted subject to this
|
||
license. Before publishing you must first send us a message, by
|
||
snail-mail or e-mail, and inform us what, where and when you are
|
||
publishing (remember to include your address, name etc.)
|
||
|
||
If you wish to setup a version of DikuMud on any computer system, you
|
||
must send us a message , by snail-mail or e-mail, and inform us where
|
||
and when you are running the game. (remember to include
|
||
your address, name etc.)
|
||
|
||
Any running version of DikuMud must include our names in the login
|
||
sequence. Furthermore the "credits" command shall always contain
|
||
our name, addresses, and a notice which states we have created DikuMud.
|
||
|
||
You are allowed to alter DikuMud, source and documentation as long as
|
||
you do not violate any of the above stated rules.
|
||
|
||
Regards,
|
||
|
||
The DikuMud Group
|
||
|
||
Note:
|
||
We hope you will enjoy DikuMud, and encourage you to send us any reports
|
||
on bugs (when you find 'it'). Remember that we are all using our spare
|
||
time to write and improve DikuMud, bugs, etc. - and changes will take their
|
||
time. We have so far put extremely many programming hours into this project.
|
||
If you make any major improvements on DikuMud we would be happy to
|
||
hear from you. As you will naturally honor the above rules, you will receive
|
||
new updates and improvements made to the game.
|
||
|
||
#0
|
||
LIGHTNING-BOLT
|
||
|
||
Usage : cast 'lightning bolt' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 9.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell is more powerful than the shocking grasp spell.
|
||
|
||
See also: HOLYLIGHT, CALL-LIGHTNING, SHOCKING-GRASP
|
||
#0
|
||
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 (Immortal and above) checks a zone for these and other standards.
|
||
|
||
See also: DAMAGE, POSITIONS
|
||
#31
|
||
LINK LINKDEATHS
|
||
|
||
A lot of players have problems with their links to the game. This can be
|
||
very hazardous to your health in the middle of a battle, of course.
|
||
|
||
I. If your link is broken, you will automatically attempt to flee each
|
||
time someone attempts to hit you. If you manage to flee, then you
|
||
will be saved by divine forces, and put in a safe place until you
|
||
reconnect to the game.
|
||
|
||
II. If your link jams (freezes), you have a problem. The only solution we
|
||
can give is that you break your link as quickly as possible. By
|
||
breaking the link you can hope that the above procedure is initiated.
|
||
|
||
Do not try to get out of a fight by breaking link. You will be not
|
||
reimbursed for any experience or equipment if you purposefully
|
||
cut your link.
|
||
|
||
See Also: LINKS
|
||
#0
|
||
LINKLESS
|
||
|
||
The state a character becomes when they lose their connection.
|
||
|
||
People may go linkless for many reasons:
|
||
Their net connection might cut them off suddenly.
|
||
Their computer might think its time for a random reset.
|
||
They might not log off correctly.
|
||
|
||
#0
|
||
LINKS
|
||
|
||
Usage : links <zone number>
|
||
|
||
Lists all links from the given zone to any other zones.
|
||
|
||
See also: RESOURCES, LINK
|
||
#31
|
||
LIST
|
||
|
||
Usage: list [item type]
|
||
|
||
If you'd like to see what items a shop has for sale, take a look at the
|
||
list. The list contains all of the items currently for sale and in
|
||
what quantity. The price for each item is also listed. If you are
|
||
interested in a particular type of item, you can specify which items to
|
||
list.
|
||
|
||
Examples:
|
||
|
||
> list (list all items for sale)
|
||
> list sword (list all swords for sale)
|
||
|
||
See also: BUY, SELL, SHOPS, VALUE
|
||
#0
|
||
LITTERING
|
||
|
||
Do not load mobiles or objects in other people's zones. Especially in TBA zone
|
||
and immortal rooms.
|
||
|
||
#31
|
||
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 <mob | obj> <virtual number>
|
||
|
||
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. Immortals 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
|
||
#31
|
||
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
|
||
#31
|
||
LOCATE-OBJECT
|
||
|
||
Usage : cast 'locate object' <object>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 6.
|
||
|
||
If possible you will know exactly where an object is, or the name of the person
|
||
using it. If more than one object by the same name exists, you will get a
|
||
listing of several objects. The maximum number of objects you can
|
||
simultaneously locate is your level divided by 2.
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
LOOK VIEW LOOK-AROUND
|
||
|
||
Usage: look
|
||
look [in | at] [the] <item>
|
||
look <direction>
|
||
look around
|
||
|
||
For studying your surroundings.
|
||
|
||
Examples:
|
||
|
||
> look
|
||
> look at the angel (in, at, and the are all fillers and do not need to be used)
|
||
> look in the bag ("look bag" will work)
|
||
> look south (May give some information as to what is south)
|
||
> look around (will look at any non-hidden extra descriptions in the room)
|
||
|
||
Note that if you LOOK CORPSE you will not see its inventory.
|
||
To see what's inside a container (i.e. a corpse) use LOOK IN <object>.
|
||
|
||
See also: EXAMINE, GET, READ, TAKE
|
||
#0
|
||
LOVE MARRIAGE WEDDINGS SEX
|
||
|
||
Seek professional counseling if you need help on these topics.
|
||
|
||
#0
|
||
MAGIC-MISSILE
|
||
|
||
Usage : cast 'magic missile' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 1.
|
||
Save : Versus spell for half damage.
|
||
|
||
Causes a bolt of magical energy to be thrown from the casters hands at the
|
||
victim.
|
||
#0
|
||
MAGIC-USER WIZARD MAGE
|
||
|
||
This is the class of powerful and violent magic, but the magic user do not
|
||
control the nature, and can therefore not bless and such.
|
||
|
||
You can improve your spells by using the practice command.
|
||
|
||
See @RHELP SPELLS@n for a list of spells available.
|
||
|
||
See also: PRACTICE, SPELLS
|
||
#0
|
||
MAKEUID UID UNIQUE
|
||
|
||
Usage: makeuid variable id
|
||
|
||
* We have one mob giving a quest. This mob sets the targets id as a global on
|
||
* the player via the 'remote' command, like this:
|
||
eval quest_object %obj.id%
|
||
remote quest_object %actor.id%
|
||
* We then have another mob receiving the quest object, with the following trigger.
|
||
if !(%actor.varexists(quest_object)%)
|
||
return 0
|
||
halt
|
||
end
|
||
* now we know the player has a quest_object variable
|
||
makeuid obj %actor.quest_object%
|
||
say Have you brought me %obj.shortdesc%, %actor.name% ?
|
||
say You must bring it to me to complete your quest, you know.
|
||
|
||
Creates a new variable with the name given, whose contents shall be suitable
|
||
for referring to a character, object, or room whose id is provided.
|
||
|
||
|
||
Example: TSTAT 308
|
||
#31
|
||
MANA
|
||
|
||
Mana is used when casting spells. You must have a certain amount of mana
|
||
in order to cast any particular spell. If you do not have enough mana to
|
||
cast the spell you must rest until you gain enough points to cast.
|
||
|
||
See also: SPELLS
|
||
#0
|
||
MAXLOADED MAX-LOADED ZEDIT-MAXLOADED ZEDIT-MISTAKES
|
||
|
||
A mistake most new builders make is the misunderstanding of "Max allowed"
|
||
on the mud. What it means by max allowed is simply if this many exists on the
|
||
mud, do not load anymore. So if you want 1 shopkeeper. Set it to one. If you
|
||
want 10 Kobolds set it to 10. The same goes for objects. In both cases never
|
||
put a max of over 99. This is just a good practice and prevents 1000's of the
|
||
same mobs or objects making a MUD look generic.
|
||
Actual mob loading gets a little trickier. Because if you set it to 10
|
||
Kobolds in one room, then every time that zone resets another Kobold will be
|
||
loaded until you have 10 within that one room. So you need to disperse them.
|
||
You can do this by setting 5 different load mob commands in 5 different rooms.
|
||
All with a max load of 10. The first time the zone resets. 5 Kobolds will be
|
||
loaded in 5 different rooms. The second time another 5 Kobolds will be loaded
|
||
into those same rooms. So now you would have 5 rooms with 2 Kobolds in each.
|
||
Next zone reset - nothing changes unless some players come along and kills some
|
||
Kobolds. An object in a players rent file does not count as in the game.
|
||
|
||
See also: DEPENDENT, ZEDIT-MENU, ZEDIT-ADVANCED
|
||
#31
|
||
MEDIT MOBILES MOBS MCREATE MOBCREATE CREATE-MOBILE BUILD-MOBILE MOB-CREATE MOBEDIT
|
||
|
||
Mob is short for mobile and are what we call our monsters.
|
||
|
||
Mobile Edit
|
||
|
||
Usage: medit <mob vnum>
|
||
|
||
This command will let you edit (online) any mobile within your designated
|
||
zone. If you specify an unused vnum, a new mob will be created with that
|
||
number.
|
||
|
||
@RGOTO 10@n to enter The Builder Academy hallway on how to use medit.
|
||
|
||
See also: MEDIT-MENU, MLIST, OLC
|
||
#31
|
||
MEDIT-AFF-FLAGS AFFECTIONS AFFECTS
|
||
|
||
M) AFF Flags : @cNOBITS@n
|
||
1) BLIND Mob is blind.
|
||
2) INVIS Mob is invisible.
|
||
3) DET-ALIGN NOT USED.
|
||
4) DET-INVIS Mob can see invisible characters and objects.
|
||
5) DET-MAGIC Mob is sensitive to magical presence.
|
||
6) SENSE-LIFE Mob can sense hidden life.
|
||
7) WATWALK Mob can traverse unswimmable water sectors.
|
||
8) SANCT Mob is protected by sanctuary (takes half damage).
|
||
Adds text ...it glows with a bright light! to l-desc.
|
||
9) GROUP Reserved for internal use. Do not set.
|
||
10) CURSE Mob is cursed.
|
||
11) INFRA Mob can see in dark.
|
||
12) POISON Reserved for internal use. Do not set.
|
||
13) PROT-EVIL Mob is protected from evil characters.
|
||
14) PROT-GOOD Mob is protected from good characters.
|
||
15) SLEEP Reserved for internal use. Do not set.
|
||
16) NO_TRACK Mob cannot be tracked.
|
||
17) FLY Mob is flying.
|
||
18) SCUBA Mob can breathe underwater.
|
||
19) SNEAK Mob can move quietly without room being informed.
|
||
20) HIDE Mob is hidden; can only be seen with sense life.
|
||
21) UNUSED Unused (room for future expansion).
|
||
22) CHARM Reserved for internal use. Do not set.
|
||
|
||
See also: INVIS, MEDIT-NPC-FLAGS, DG_AFFECT, TRIG-AFFECT
|
||
#31
|
||
MEDIT-ARMOR-CLASS MEDIT-AC
|
||
|
||
(A) Armor Class: [#]
|
||
|
||
Armor class is the ability of the monster to avoid damage. Range is from
|
||
-100 to 100, with lower values indicating better armor. Roughly, the scale is:
|
||
|
||
AC 100 Naked person
|
||
AC 0 Very heavily armored person (full plate mail)
|
||
AC -100 Armored Battle Tank (hopefully impossible for players)
|
||
|
||
See Also: MEDIT-MENU
|
||
#31
|
||
MEDIT-ATTACKS
|
||
|
||
K) Attack : @yhit@n
|
||
This controls the description of violence given during battles, in
|
||
messages such as "The builders assistant @Gbites@n you very hard." Attack
|
||
should be one of the following numbers:
|
||
0) hit 6) crush 11) pierce
|
||
1) sting 7) pound 12) blast
|
||
2) whip 8) claw 13) punch
|
||
3) slash 9) maul 14) stab
|
||
4) bite 10) thrash 15) impale
|
||
5) bludgeon
|
||
|
||
#31
|
||
MEDIT-EXPERIENCE MEDIT-XP MEDIT-ALIGNMENT
|
||
|
||
(B) Exp Points: [ 115600] (E) Alignment: [ 1000]
|
||
|
||
Alignment
|
||
A number from -1000 to 1000 representing the mobs initial alignment.
|
||
|
||
Evil -1000 to -350
|
||
Neutral -349 to 349
|
||
Good 350 to 1000
|
||
|
||
The alignment of a mobile is determined entirely by you, depending on
|
||
the type of area you are creating. The alignment can be from -1000
|
||
(extremely evil) to +1000 (divinely good).
|
||
|
||
Experience is simply the number of experience points the mobile is born
|
||
with. This is not the exact number of experience points the player will get
|
||
for killing the mob. A fraction of this experience is given for damaging and
|
||
killing a mob. This is limited by a max experience gain value and will also be
|
||
split between members if grouped. Use the autoroll option if you are unsure of
|
||
what to put here.
|
||
|
||
See Also: MEDIT-MENU
|
||
#31
|
||
MEDIT-GOLD
|
||
|
||
(C) Gold: [ #]
|
||
|
||
Gold is the number of coins the mobile is born with. Do not give gold to
|
||
animals or anything unlikely to need money. For example a pigeon should not
|
||
be carrying 100 gold. Well, maybe it is a carrier pigeon, ;-) be reasonable.
|
||
There are other ways to reward players than with gold or experience. Try
|
||
objects and quests.
|
||
|
||
See also: AUTOROLL
|
||
#31
|
||
MEDIT-HITROLL MEDIT-DAMROLL MEDIT-NUMDAMDICE MEDIT-SIZEDAMDICE MEDIT-BHD
|
||
|
||
(8) DamRoll: [ 5]
|
||
Damroll determines how much damage a mob does per hit when fighting.
|
||
|
||
(D) Hitroll: [ 11]
|
||
Hitroll determines how often a mob lands a direct hit when fighting.
|
||
|
||
Bare Hand Damage (xdy+z):
|
||
(6) BHD NumDice: [ 5]
|
||
(7) BHD SizeDice: [ 5]
|
||
For BHD (bare hand damage), xdy specifies the dice rolls and z is the
|
||
strength bonus added both to BHD and weapon-inflicted damage. For example,
|
||
a monster with a BHD of 1d4+10 will do between 11 and 14 hit points each
|
||
round without a weapon. If the monster picks up and wields a tiny stick
|
||
which gives 1d2 damage, then the monster will do 1d2 + 10 points of damage
|
||
per round with the stick.
|
||
|
||
See also: AUTOROLL
|
||
#31
|
||
MEDIT-KEYWORDS MEDIT-ALIAS MEDIT-SEX MEDITNAME MOB-NAME MEDIT-ALIAS MOB-SEX
|
||
|
||
1) Sex: @yneutral@n
|
||
This is pretty self-explanatory. Male, Female, or Neutral. Remember if the
|
||
mob is too small to determine its sex you should set it as neutral.
|
||
|
||
2) Keywords: @ymob unfinished@n
|
||
A keyword is the word you use to act on a mob. For example the keyword: "Spike
|
||
dog black angry" would allow the following commands to work: kill Spike, look
|
||
black, consider angry, poke dog, etc. So many people get this wrong I will
|
||
rephrase it. It is a list of KEYWORDS which players can use to interact
|
||
with the mobile. @RHELP KEYWORDS@n.
|
||
|
||
Examples: "sparkly golden dragon" "bassett hound fat"
|
||
|
||
#31
|
||
MEDIT-L-DESCRIPTION LDESCRIPTION L-DESCRIPTION LONG-DESCRIPTION
|
||
|
||
4) L-Desc:-
|
||
@yAn unfinished mob stands here.@n
|
||
This is what you see when you look at the room with the mob in it.
|
||
Unlike the Short Description, the long description must end with proper
|
||
punctuation, and be a complete sentence with proper grammar. Remember that
|
||
the long description will follow the room description. For the description,
|
||
try to tell the player what the mobile looks like, how it is acting, etc...
|
||
Do not include items in the mobs description.
|
||
If there is an aggressive mob in the room, do not put something to the effect
|
||
of "The Draconian King rises from his throne as you enter and strikes!" either
|
||
in the room description or the mobs long description. If the mob is really
|
||
that aggressive, the player will not have time to see it. Also, if the player is
|
||
somehow protected or invisible the mob will not attack, it will look pretty
|
||
silly.
|
||
|
||
#31
|
||
MEDIT-LEVEL MOB-STANDARDS MOB-LIMITS AUTOROLL AUTOGENERATE GENERATE MEDIT-STANDARDS MOB-BALANCE
|
||
|
||
(1) Level: [ #]
|
||
(2) Auto Set Stats (based on level)
|
||
|
||
The level of the monster, from 1 to 30. Instead of having to manually
|
||
enter all the data below, you can simply enter the level and then select option
|
||
2 to autoroll all other fields so they will be calculated for you. This is a
|
||
guideline for builders, not a set standard. Feel free to modify any of these
|
||
values. Keep it reasonable. The level of the mob is used in the consider
|
||
command, and when gaining experience.
|
||
|
||
Here is our autoroll standard, entering mob level will calculate the following:
|
||
GET_LEVEL(OLC_MOB(d)) = LIMIT(i, 1, 30);
|
||
GET_BONUS(OLC_MOB(d)) = mob_lev*10; /* hit point bonus */
|
||
GET_HIT(OLC_MOB(d)) = mob_lev/5; /* number of hitpoint dice */
|
||
GET_MANA(OLC_MOB(d)) = mob_lev/5; /* size of hitpoint dice */
|
||
GET_HITROLL(OLC_MOB(d)) = mob_lev/3; /* hitroll 0-10 */
|
||
GET_DAMROLL(OLC_MOB(d)) = mob_lev/6; /* damroll 0-5 */
|
||
GET_AC(OLC_MOB(d)) = (100-(mob_lev*6)); /* AC 94 to -80 */
|
||
GET_NDD(OLC_MOB(d)) = MAX(1, mob_lev/6); /* number damage dice 1-5 */
|
||
GET_SDD(OLC_MOB(d)) = MAX(2, mob_lev/6); /* size of damage dice 2-5 */
|
||
GET_EXP(OLC_MOB(d)) = (mob_lev*mob_lev*100);
|
||
GET_GOLD(OLC_MOB(d)) = (mob_lev*10);
|
||
|
||
See also: STANDARDS
|
||
#31
|
||
MEDIT-MENU MOB-MENU
|
||
|
||
-- Mob Number: [@c1300@n] @RHELP MEDIT-NUMBER@n
|
||
1) Sex: @yneutral@n 2) Keywords: @ymob unfinished@n @RHELP MEDIT-KEYWORDS@n
|
||
3) S-Desc: @ythe unfinished mob@n @RHELP MEDIT-S-DESC@n
|
||
4) L-Desc:-
|
||
@yAn unfinished mob stands here.@n @RHELP MEDIT-L-DESC@n
|
||
5) D-Desc:-
|
||
@yIt looks unfinished.@n @RHELP MEDIT-D-DESC@n
|
||
6) Position : @yStanding@n @RHELP MEDIT-AC@n
|
||
7) Default : @yStanding@n @RHELP MEDIT-POSITION@n
|
||
8) Attack : @yhit@n @RHELP MEDIT-ATTACK@n
|
||
9) Stats Menu... @RHELP MEDIT-STATS@n
|
||
A) NPC Flags : @cISNPC@n @RHELP MEDIT-NPC@n
|
||
B) AFF Flags : @cNOBITS@n @RHELP MEDIT-AFF@n
|
||
S) Script : @cNot Set.@n @RHELP SCRIPT-MENU@n
|
||
W) Copy mob
|
||
X) Delete Mob @RHELP MEDIT-DELETE@n
|
||
Q) Quit
|
||
Enter choice :
|
||
#31
|
||
MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE AGGR_GOOD AGGR_NEU AGGR_EVIL STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER
|
||
|
||
NPC stands for non-player-character (mob)
|
||
|
||
L) NPC Flags : @cISNPC@n
|
||
0) SPEC This flag must be set on mobiles which have special procedures
|
||
written in C. In addition to setting this bit, the specproc
|
||
must be assigned in spec_assign.c, and the specproc itself must
|
||
be written. Instead of using this use scripts. DO NOT SET.
|
||
1) SENTINEL Mob will not leave the room.
|
||
2) SCAVENGER The mob should pick up valuables it finds on the ground. More
|
||
expensive items will be taken first.
|
||
3) ISNPC Default is on, do not change. @RHELP ISNPC@n.
|
||
4) AWARE Set for mobs which cannot be backstabbed.
|
||
5) AGGR Mob will hit all players in the room it can see. See also the
|
||
WIMPY bit.
|
||
6) STAY_ZONE Mob will not leave its zone. All mobs should have this flag or
|
||
the SENTINEL flag. This keeps AGGRESSIVE mobs from wandering
|
||
into a newbie zone.
|
||
7) WIMPY Mob will flee when being attacked if it has less than 20% of
|
||
its hit points. If the WIMPY bit is set in conjunction with
|
||
any of the forms of the AGGRESSIVE bit, the mob will only
|
||
attack mobs that are unconscious (sleeping or incapacitated).
|
||
8) AGGR_EVIL Mob will attack players that are evil-aligned.
|
||
9) AGGR_GOOD Mob will attack players that are good-aligned.
|
||
10) AGGR_NEU Mob will attack players that are neutrally aligned.
|
||
11) MEMORY Mob will remember players that initiate attacks on it, and will
|
||
attack that player if it ever runs into him again.
|
||
12) HELPER The mob will attack any player it sees in the room that is
|
||
fighting with a mobile in the room. Useful for groups of
|
||
mobiles that travel together; i.e. three snakes in a pit, to
|
||
force players to fight all three simultaneously instead of
|
||
picking off one at a time.
|
||
13) NOCHARM Mob cannot be charmed.
|
||
14) NOSUMMON Mob cannot be summoned.
|
||
15) NOSLEEP Sleep spell cannot be cast on mob.
|
||
16) NOBASH Mob cannot be bashed.
|
||
17) NOBLIND Mob cannot be blinded.
|
||
18) NOKILL Mob cannot be attacked.
|
||
19) NOTDEADYET Mob being extracted. CAN NOT BE SET.
|
||
|
||
See also: MEDIT-AFF-FLAGS
|
||
|
||
#31
|
||
MEDIT-NUM-HP-DICE MEDIT-SIZE-HP-DICE MEDIT-HP-BONUS HPBONUS NUM-HP-DICE NUMHPDICE HP-DICE
|
||
|
||
Hit Points (xdy+z):
|
||
(3) HP NumDice: [ #]
|
||
(4) HP SizeDice: [ #]
|
||
(5) HP Addition: [ #]
|
||
(range # to #)
|
||
|
||
Hit Points are calculated by rolling dice. The first value determines
|
||
the number of die, the second the size of the die. This may be confusing
|
||
for some so to make this easier I would suggest to always set the HP
|
||
Bonus: to how many hit points you want the mob to have instead of having
|
||
to figure out the rolls of the dice etc. Or better yet, just enter the mob
|
||
level and let the autoroll settings calculate it for you.
|
||
|
||
See also: AUTOROLL
|
||
#31
|
||
MEDIT-NUMBER
|
||
|
||
-- Mob Number:
|
||
This is the VNUM of the mob you are editing. This number is critical, it
|
||
is the identity of the mobile within the game. It is the number that will
|
||
be used to reference the mobile from zone files and is the number used to
|
||
load mobiles from within the game.
|
||
|
||
Remember, not all mobs have to be designed to be killed, develop them into
|
||
the plot instead. In this way, an area can be made infinitely more exciting by
|
||
having something to do besides killing. Make some quests with triggers. Have
|
||
mobs interact with the players, respond to questions, etc.
|
||
Try to keep mobs realistic. If a mob is not humanoid they probably do not have
|
||
money, and do not go around wearing all that much by the way of clothing.
|
||
Instead of gold reward the player with a pelt, teeth, claws, etc. Always have
|
||
a mob carry *something*. It might be low-grade piece of food, trash, or a bad
|
||
rash. Be creative.
|
||
|
||
#31
|
||
MEDIT-POSITIONS MEDIT-DEFAULT MOB-POSITIONS MOBILE-POSITIONS
|
||
|
||
I) Position : @yStanding@n
|
||
J) Default : @yStanding@n
|
||
Position is the state of the mobile when it is first loaded, which should
|
||
be one of the following numbers:
|
||
|
||
0) Dead - Reserved for internal use. Do not set.
|
||
1) Mortally wounded - Reserved for internal use. Do not set.
|
||
2) Incapacitated - Reserved for internal use. Do not set.
|
||
3) Stunned - Reserved for internal use. Do not set.
|
||
4) Sleeping - The monster is sleeping.
|
||
5) Resting - The monster is resting.
|
||
6) Sitting - The monster is sitting.
|
||
7) Fighting - Reserved for internal use. Do not set.
|
||
8) Standing - The monster is standing (DEFAULT).
|
||
|
||
Default position is the position to which monsters will return after a
|
||
fight, which should be one of the same numbers as given above for Load
|
||
Position. In addition, the Default Position defines when the mobs long
|
||
description is displayed. For example if a mob is sleeping it will not show
|
||
the l-desc, instead it will display "<<s-desc>> is <<position>>."
|
||
Angry mobs can be simulated by loading them sitting and aggressive,
|
||
with a default position of standing. After being attacked, they will
|
||
wander around instead of sitting back down! Other interesting things
|
||
can be done with the position values as well...
|
||
#31
|
||
MEDIT-S-DESC S-DESC SDESC MOB-S-DESC SHORT-DESCRIPTION
|
||
|
||
3) S-Desc: @ythe unfinished mob@n
|
||
The description of the mobile used by the MUD when the mobile takes some
|
||
action. For example, a short description of "the building assistant" would
|
||
result in messages such as "The building assistant leaves south." and "The
|
||
building assistant hits you hard." The Short Description should never end
|
||
with a punctuation mark or be capitalized because it will be inserted into
|
||
the middle of sentences such as those above. For short descriptions, always
|
||
use "the" or "a" unless the mobile has a proper name. Give your mobs
|
||
interesting names and occupations.
|
||
Be inventive with mobs. Most mobs have a boring short description. For
|
||
example, "a dragon" or "a goblin". While "a fierce fire breathing dragon"
|
||
or "an obese yellow goblin" are far more impressive. Name your mobs, or at
|
||
least give them an occupation. Seeing the generic 'a citizen' gets boring.
|
||
As a player, which would you like to say that you killed: 'a citizen' or
|
||
'The Great Speaker of the Land'? Both could easily be the same mob, but
|
||
one sounds more impressive than the other.
|
||
|
||
#31
|
||
MEDIT-STATS
|
||
|
||
-- Mob Number: @c[@y1@c]@n
|
||
(@c1@n) Level: @c[@y 30@c]@n @RHELP MEDIT-LEVEL@n
|
||
(@c2@n) @cAuto Set Stats (based on level)@n
|
||
|
||
Hit Points (xdy+z): Bare Hand Damage (xdy+z): @RHELP MEDIT-HP@n
|
||
(@c3@n) HP NumDice: @c[@y 6@c]@n (@c6@n) BHD NumDice: @c[@y 5@c]@n @RHELP MEDIT-BHD@n
|
||
(@c4@n) HP SizeDice: @c[@y 6@c]@n (@c7@n) BHD SizeDice: @c[@y 5@c]@n
|
||
(@c5@n) HP Addition: @c[@y 340@c]@n (@c8@n) DamRoll: @c[@y 5@c]@n @RHELP MEDIT-DAMROLL@n
|
||
(range @y346@n to @y376@c) (range @y10@n to @y30@n)
|
||
|
||
(@cA@n) Armor Class: @c[@y-100@c]@n (@cD@n) Hitroll: @c[@y 11@c]@n @RHELP MEDIT-ARMOR@n
|
||
(@cB@n) Exp Points: @c[@y 115600@c]@n (@cE@n) Alignment: @c[@y 1000@c]@n @RHELP MEDIT-EXP@n
|
||
(@cC@n) Gold: @c[@y 340@c]@n @RHELP MEDIT-GOLD@n
|
||
|
||
(@cF@n) Str: @c[@y11/ 0@c]@n Saving Throws
|
||
(@cG@n) Int: @c[@y 11@c]@n (@cL) Paralysis @c[@y 0@c]@n
|
||
(@cH@n) Wis: @c[@y 11@c]@n (@cM) Rods/Staves @c[@y 0@c]@n
|
||
(@cI@n) Dex: @c[@y 11@c]@n (@cN) Petrification @c[@y 0@c]@n
|
||
(@cJ@n) Con: @c[@y 11@c]@n (@cO) Breath @c[@y 0@c]@n
|
||
(@cK@n) Cha: @c[@y 11@c]@n (@cP) Spells @c[@y 0@c]@n
|
||
|
||
(@cQ@n) Quit to main menu
|
||
Enter choice :
|
||
|
||
See Also: MEDIT-MENU
|
||
#31
|
||
MERC
|
||
|
||
[Note: this entry may not be removed or altered or you will face legal
|
||
action. See our license.txt.]
|
||
This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Merc 2.2
|
||
is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.2
|
||
is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to
|
||
ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk
|
||
E-mail to 'merc-request@kpc.com' to join the merc mailing list.
|
||
|
||
Thanks to ...
|
||
... Diku Mud for starting it all.
|
||
... The Free Software Foundation and DJ Delorie for kick-ass tools.
|
||
... Copper Mud and Alfa Mud for releasing their code and worlds.
|
||
... Aod of Generic for ... well, everything. You're a hoopy frood, Aod.
|
||
... Alander for many ideas and contributions.
|
||
... John Brothers of Silly for permission to use Silly code and worlds.
|
||
... Zrin for administering the mailing list.
|
||
... Abaddon for proofreading our comm.c.
|
||
... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help.
|
||
... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge,
|
||
The Crew of Salems Lot, and others for code and bug fixes.
|
||
... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar
|
||
for the improvements and ideas to the pager.
|
||
... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds.
|
||
... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric,
|
||
Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing
|
||
constructive input.
|
||
... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
|
||
of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot
|
||
for bug reports, ideas, new code, and hours of enjoyment.
|
||
|
||
Share and enjoy.
|
||
MERC Industries
|
||
#0
|
||
MFORGET MREMEMBER %FORGET% %REMEMBER%
|
||
|
||
mremember <victim> [command]
|
||
|
||
The victim is placed into this mobile's memory list. The next time the
|
||
victim is seen by the mobile, the mobile will perform command if set, or
|
||
execute the memory trigger if no command was provided. When the command is
|
||
carried out or the trigger executed, the victim is forgotten.
|
||
|
||
NOTE: Any mob using the mremeber command MUST have a MEMORY trigger attached.
|
||
It doesn't matter if the Memory trigger is never called (Narg 0).
|
||
Only Mobs may use mremember.
|
||
|
||
mforget <victim>
|
||
Remove victim from this mobile's memory list.
|
||
|
||
Example: @RTSTAT 74, 75, 41@n
|
||
#31
|
||
MGOTO %GOTO% %MTELEPORT% MTELEPORT
|
||
|
||
mgoto <target>
|
||
|
||
This command moves the mob to the given target. The target may be an object,
|
||
room, or character, as long as it is not in a private room occupied with two
|
||
or more characters, or godroom. No message is given.
|
||
|
||
mgoto 1233
|
||
mgoto Rumble
|
||
mgoto fountain
|
||
|
||
#31
|
||
MHUNT %HUNT% HUNT
|
||
|
||
mhunt <victim>
|
||
|
||
The mobile will begin to hunt for the victim, and engage in combat upon finding
|
||
them. Only Mobiles may use this command. Hunting mobs will ignore STAY_ZONE and
|
||
SENTINEL flags. They will also walk through NOMOB rooms. %kill% may be used for
|
||
mobs attacking mobs.
|
||
|
||
Examples: @RTSTAT 19596, 19595, 41@n
|
||
|
||
See also: TRIGEDIT-MOB-BRIBE
|
||
#31
|
||
MJUNK %JUNK%
|
||
|
||
mjunk <object | all>
|
||
|
||
The object in the mobs inventory specified is removed from the game.
|
||
'Mjunk all' removes all of the objects in the mobs inventory. No message
|
||
is sent by this command. Only mobs may use this command.
|
||
|
||
#31
|
||
MKILL WKILL OKILL %KILL%
|
||
|
||
mkill <victim>
|
||
|
||
Mkill will force the mob to attack the victim. It is the same as kill,
|
||
except mkill works for low level mobs attacking PCs, where kill might not.
|
||
|
||
Examples: @RTSTAT 23613@n
|
||
#31
|
||
MLIST MEDIT-LIST MLIST-FLAG MLIST-LEVEL
|
||
|
||
Usage: mlist - list mobs in current zone.
|
||
mlist <range of vnums or zone number> - list mobs in current zone or range of vnums.
|
||
@ mlist level <level> - list all mobs of the specified level in the game.
|
||
mlist flag <number> - list all mobs with the specified mob flag. @RHELP MOBFLAG@n.
|
||
@
|
||
Mlist gives you a list of the mobiles numbered within the parameters, with
|
||
included level of the mob.
|
||
|
||
mlist - lists all mobs of the zone you are in.
|
||
mlist 12 - lists all mobiles defined in zone 12.
|
||
mlist 3001 3022 - lists all existing mobiles from vnum 3001 to 3022.
|
||
mlist level 30 - lists all mobs of level 30 in the game.
|
||
mlist flag 8 - lists all mobs with NPC flag WIMPY set. @RHELP MOBFLAG@n
|
||
See also: MEDIT, OLC
|
||
#31
|
||
MOB-TRIGGERS MOBILE-TRIGGERS TRIGEDIT-MOB-TYPES
|
||
|
||
1) Global @RHELP TRIGEDIT-MOB-GLOBAL@n
|
||
2) Random @RHELP TRIGEDIT-MOB-RANDOM@n
|
||
3) Command @RHELP TRIGEDIT-MOB-COMMAND@n
|
||
4) Speech @RHELP TRIGEDIT-MOB-SPEECH@n
|
||
5) Act @RHELP TRIGEDIT-MOB-ACT@n
|
||
6) Death @RHELP TRIGEDIT-MOB-DEATH@n
|
||
7) Greet @RHELP TRIGEDIT-MOB-GREET@n
|
||
8) Greet-All @RHELP TRIGEDIT-MOB-GREET-ALL@n
|
||
9) Entry @RHELP TRIGEDIT-MOB-ENTRY@n
|
||
10) Receive @RHELP TRIGEDIT-MOB-RECEIVE@n
|
||
11) Fight @RHELP TRIGEDIT-MOB-FIGHT@n
|
||
12) HitPrcnt @RHELP TRIGEDIT-MOB-HITPRCNT@n
|
||
13) Bribe @RHELP TRIGEDIT-MOB-BRIBE@n
|
||
14) Load @RHELP TRIGEDIT-MOB-LOAD@n
|
||
15) Memory @RHELP TRIGEDIT-MOB-MEMORY@n
|
||
16) Cast @RHELP TRIGEDIT-MOB-CAST@n
|
||
17) Leave @RHELP TRIGEDIT-MOB-LEAVE@n
|
||
18) Door @RHELP TRIGEDIT-MOB-DOOR@n
|
||
#31
|
||
MOBILE-FORMATS MOB-FORMATS MOB-FILES
|
||
|
||
@n#<virtual number>
|
||
<keywords>~
|
||
<short description>~
|
||
<long description>
|
||
~
|
||
<detailed description>
|
||
~
|
||
<mob flags> <affect flags> <alignment> <type flag>
|
||
<level> <thaco> <armor class> <hitpoints> <damage>
|
||
<gold> <experience points>
|
||
<load position> <default position> <sex>
|
||
|
||
See also: MEDIT
|
||
#31
|
||
MORTALS
|
||
|
||
Glad to see someone is willing to help others. Mortals are the player
|
||
characters within the game.
|
||
|
||
#0
|
||
MOTD
|
||
|
||
Usage: motd
|
||
|
||
Displays the message of the day. Contains important information regarding the
|
||
status of the MUD. You should be sure to read it when you login. If you miss
|
||
it at login, just use this command!
|
||
|
||
#0
|
||
MOVEMENT
|
||
|
||
The following commands deal with movement - for more info, @RHELP KEYWORD@n
|
||
|
||
NORTH SOUTH EAST WEST UP DOWN - Most world all go one of these ways.
|
||
ENTER LEAVE SNEAK HIDE - Move inside/outside/undetected.
|
||
FOLLOW GROUP UNGROUP - Follow someone, group or ungroup a follower
|
||
LOOK EXITS AUTOEXIT - Look at the room, see the exits,
|
||
TRACK - Look around.
|
||
RECALL - Recall to / set / reset your recall base.
|
||
SLEEP WAKE REST SIT STAND - Change your position (or others').
|
||
LOCK UNLOCK OPEN CLOSE PICK - Doors and containers.
|
||
#0
|
||
MSGEDIT MESSAGE-EDITOR
|
||
|
||
The Message Editor (BETA):
|
||
tbaMUD 3.64
|
||
WARNING: THE NEW MESSAGE EDITOR WILL ALTER THE EXISTING MESSAGE FILE BY CONVERTING
|
||
IT TO A MORE EASILY MACHINE READABLE FORMAT WHEN A MESSAGE IS SUCCESSFULLY EDITED.
|
||
The Message Editor is an OLC style editor for modifying the in-game combat messages.
|
||
Simply typing "msgedit" will bring up a list of all active in-game combat messages,
|
||
along with the skill they are associated with, number of entries, and a name (if
|
||
one exists.)
|
||
========================================
|
||
Message List:
|
||
0 ) [5 ] 1, burning hands 30) [314] 2, Unknown
|
||
1 ) [6 ] 1, call lightning 31) [399] 2, Unknown
|
||
2 ) [8 ] 1, chill touch 32) [33 ] 1, poison
|
||
3 ) [10 ] 1, color spray 33) [202] 1, !UNUSED!
|
||
4 ) [22 ] 1, dispel evil 34) [203] 1, !UNUSED!
|
||
5 ) [23 ] 1, earthquake 35) [204] 1, !UNUSED!
|
||
6 ) [25 ] 1, energy drain 36) [205] 1, !UNUSED!
|
||
7 ) [26 ] 1, fireball 37) [206] 1, !UNUSED!
|
||
=========================================
|
||
MSG #, SKILL NUMBER, NUMBER OF ENTRIES, NAME (if applicable)
|
||
0 ) [5 ] 1, burning hands
|
||
To edit a message, use the command "msgedit" along with the entry # of the message
|
||
you would like to edit. To edit the "burning hands" entry, the correct command would
|
||
be:
|
||
> msgedit 0
|
||
==========================================
|
||
Msg Edit: [0x1] [$n: Attacker | $N: Victim]
|
||
1) Action Type: 5 [burning hands]
|
||
Death Messages:
|
||
A) CHAR : You have burned $N to death!
|
||
B) VICT : You have been burned to death by $n!
|
||
C) ROOM : $n has burned $N to death!
|
||
Miss Messages:
|
||
D) CHAR : You miss $N with your burning hands.
|
||
E) VICT : $n reaches for you with burning hands, but misses!
|
||
F) ROOM : $n tries to burn $N, but $E escapes!
|
||
Hit Messages:
|
||
G) CHAR : You burn $N with your hot little hands!
|
||
H) VICT : You cry out in pain as $n grabs you with burning hands!
|
||
I) ROOM : $N cries out as $n burns $M!
|
||
God Messages:
|
||
J) CHAR : Your attempt to burn $N nears BLASPHEMY!!!
|
||
K) VICT : The pitiful creature before you tries to burn you.
|
||
L) ROOM : Unaware of the risks, $n tries to burn $N.
|
||
N) New Q) Quit
|
||
============================================
|
||
To edit a message, simply enter the applicable letter for the line to which you'd
|
||
like to edit, and an entry prompt will emerge along with an example of use.
|
||
To edit the A), "char death message", simply type from the message editor:
|
||
> a
|
||
============================================
|
||
Enter Selection : a
|
||
Example: You kill $N!
|
||
Enter new string :
|
||
=============================================
|
||
Developed by Joseph Arnusch (Vatiken) for use in tbaMUD 3.64.
|
||
#0
|
||
MUDCOMMAND CMD.MUDCOMMAND %CMD.MUDCOMMAND% %MUDCOMMAND% CMD.MUDCOMMAND
|
||
|
||
Used to match text to existing commands in the MUD. This will also match
|
||
any abbreviations.
|
||
|
||
* check for command sit with arg chair. Also matching any abbreviations.
|
||
if %cmd.mudcommand% == sit && chair /= %arg% && %arg%
|
||
|
||
Examples: @RTSTAT 81, 52, 62
|
||
#31
|
||
MUDCOMMAND %MUDCOMMAND%
|
||
|
||
See @RHELP TEXT-VAR@n
|
||
#31
|
||
MULTIPLAYING MULTIPLAYERS MULTIPLE MULTI-PLAYERS MULTI-PLAYING
|
||
|
||
Multiplaying is allowed.
|
||
|
||
#0
|
||
MURDER
|
||
|
||
Usage: murder [target]
|
||
|
||
Kill command to hit another player. To avoid accidental flagging (i.e.
|
||
trying to type kiss Nia but accidentally typing kill Nia).
|
||
See also: FLAGS
|
||
|
||
#0
|
||
MUTE SQUELCH
|
||
|
||
Usage: mute <player>
|
||
|
||
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
|
||
#31
|
||
MV MOVEPOINTS MOVE-POINTS MOVEMENTPOINTS MOVEMENT-POINTS
|
||
|
||
Depending on the type of terrain your character will tire from too much
|
||
traveling and require some rest to continue.
|
||
|
||
See also: MANA, HITPOINTS
|
||
#0
|
||
MXP PROTOCOLS
|
||
|
||
say Hi this is @R@*RBright Red@n@*n and this is @*r@rdull red@n@*n
|
||
say Hi this is @*[f500]@[f500]Bright Red@n@*n and this is only @*[f400]@[f400]slightly less bright red@n@*n
|
||
say @*1@1This@n@*n is the MUD's primary colour, while @*2@2This@n@*n is our secondary colour.
|
||
say I like @*G@GGreen Apples@n@*n but not as much as I like @*O@OOranges@n@*n
|
||
say If your client is capable, you will see a @*[U9814/Rook]@[U9814/Rook] here.
|
||
|
||
@*<send "look self">look@*</send> = @<send "look self">look@</send> - clickable link to send hidden command
|
||
@*<send "help trial" hint="Click here">How to build your trial@*</send> = @<send "help trial" hint="Click here">How to build your trial@</send>
|
||
@*(HELP CLASS@*) = @(HELP CLASS@) - A clickable link
|
||
|
||
@*[U9814/Rook] = @[U9814/Rook] - Creates a rook icon (requires UTF-8 support), or display the word Rook
|
||
|
||
@*<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/"> =
|
||
@<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/">
|
||
|
||
@*<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND> =
|
||
@<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND> =
|
||
|
||
See Also: http://www.zuggsoft.com/zmud/mxp.htm#Introduction
|
||
#0
|
||
NESTED-IFS
|
||
|
||
A nested if is an if statement contained within another if or if...else
|
||
statement. Nested if's allow the creation of a decision tree or flow chart
|
||
of events with multiple conclusions.
|
||
Always use /f to format and indent your trigger. This will warn you if you
|
||
do not have the correct number of ifs to ends. @RWARNING:@n multiple unmatched
|
||
if/ends will crash us. Make sure everything lines up with /f before you test.
|
||
|
||
Example: @RTSTAT 1490, 41000@n
|
||
#31
|
||
NEW YEARS
|
||
|
||
OBJ 1298, 1963
|
||
CHRISTMAS
|
||
|
||
OBJ: 1299, 1318, 1319, 1336-41
|
||
MOB: 1308
|
||
@R __,_,_,___) _______
|
||
(--| | | (--/ ),_) ,_)
|
||
| | | _ ,_,_ | |_ ,_' , _|_,_,_, _ ,
|
||
__| | | (/_| | (_| | | || |/_)_| | | |(_|/_)___,
|
||
( |___, ,__| \____) |__, |__,@n
|
||
|
||
|
||
,={ }.._,
|
||
_.-"` { } a j-,_
|
||
{}'----.{_}``};_ __/
|
||
`/( `'--.._,_
|
||
/\ `'---;--'-;`
|
||
/ /'. _,\
|
||
| | )-'` _}
|
||
|-\ {_,.-'` \
|
||
`" \_\_, \
|
||
/__/\.-'`}
|
||
{___}',-"`\ .-"\
|
||
/ | `-. \.__.-" /
|
||
- . | / _..-`""` _,`~ ~- `~, -~ ^`-
|
||
~^ jgs `~ _/;-"" , = -~ ~- ^ `
|
||
` ~^ ` ~-"` =~ =~ =~^ ~^ - ~ ~^- ~
|
||
`^ - ` -. ` ^ -
|
||
^- `~,_ ,`==,_ _,~``'` ~, ,=. ^ ~^ -
|
||
~ - ~- ` ~ "~ ~ =~^ `~ ` `,_ , ` ~-^
|
||
` ~^ ~^ -~^ ^~ -~^ -~ `^ ~~ -~
|
||
#31
|
||
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
|
||
#31
|
||
NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-GOLD ACTOR.GOLD %ACTOR.GOLD% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS TRIGEDIT-NOP
|
||
|
||
Almost a no-operation. Certain variable/subfield combinations for characters
|
||
change some attribute about the character. nop allows those changes to be used
|
||
legally on lines that do not need to process the result.
|
||
|
||
* this returns the amount of gold on the actor
|
||
%echo% %actor.name% has %actor.gold% gold coins.
|
||
* this will award the actor with 10 gold
|
||
nop %actor.gold(10)%
|
||
* this takes away 10 experience
|
||
nop %actor.exp(-10)%
|
||
* or you can use a defined variable
|
||
set number %random.40%
|
||
nop %actor.exp(%number%)%
|
||
* Experience can be modified up to 1000 Xp.
|
||
|
||
Can also be used to turn flags on or off:
|
||
nop %actor.is_killer(on)%
|
||
nop %actor.is_thief(off)%
|
||
|
||
Player positions including sleeping, resting, sitting, fighting, and standing
|
||
can be set by:
|
||
nop %self.pos(sleeping)%
|
||
nop %actor.pos(sitting)%
|
||
|
||
Examples: @RTSTAT 1399, 20997@n
|
||
|
||
See also: MEDIT-POSITIONS
|
||
#31
|
||
NOREPEAT REPEAT
|
||
|
||
Usage: norepeat
|
||
|
||
This command toggles whether or not you see your communication echoed
|
||
back to you (i.e., from commands such as SAY, SHOUT, HOLLER, GOSSIP, etc.)
|
||
Useful if you have a slow connection or if it just annoys you.
|
||
|
||
See also: TOGGLE
|
||
#0
|
||
NORTH SOUTH EAST WEST UP DOWN MOVES MOVEMENT DIRECTIONS WALK
|
||
|
||
Usage: north
|
||
south
|
||
east
|
||
west
|
||
up
|
||
down
|
||
|
||
To travel in a given direction.
|
||
|
||
#0
|
||
NOTELL NOAUCTION NOGOSSIP NOGRATS NOSHOUT
|
||
|
||
Usage: notell
|
||
nogossip
|
||
noauction
|
||
nograts
|
||
noshout
|
||
|
||
Use NO<channel> if you wish to stop using and seeing that channel. A
|
||
(no<channel>) flag will appear after your name in the WHO list.
|
||
|
||
See also: TOGGLE, FLAGS, TELL, WHO
|
||
#0
|
||
NOTITLE
|
||
|
||
Usage: notitle <victim>
|
||
|
||
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
|
||
#31
|
||
NOWIZ NO-WIZ
|
||
|
||
Usage: nowiz
|
||
|
||
Allows you to hear or ignore messages coming over the wiznet.
|
||
|
||
See also: TOGGLE, WIZNET
|
||
#31
|
||
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. <times to roll>d<size of die>.
|
||
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%
|
||
#31
|
||
NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS %NUMERIC% TRIGEDIT-NUMARG NUMERICARGUMENT NUMERIC-ARGUMENT
|
||
|
||
4) Numeric Arg : @y100@n
|
||
|
||
Numeric arguments purpose varies depending on the trigger type. For most
|
||
triggers it is the percentage chance of firing. But, it can also be the
|
||
percentage of hitpoints remaining, location of an object, to match a string
|
||
or single word in the argument, or the amount of gold for a bribe. To find
|
||
out what numeric arg does for each trig look up that triggers help file.
|
||
|
||
See Also: TRIG-TYPES
|
||
#31
|
||
OASIS OLC CREATION ONLINE-CREATION ON-LINE-CREATION
|
||
|
||
On-line creation
|
||
|
||
The OLC command will show you any unsaved, edited world files.
|
||
|
||
To use OLC you have to have permission from one of the greater
|
||
gods or implementors. When you are granted the right,
|
||
you will receive further information.
|
||
|
||
To learn more about building check the website (help building)
|
||
|
||
@RGOTO 3@n to enter The Builder Academy.
|
||
|
||
See also: REDIT, OEDIT, MEDIT, SEDIT, ZEDIT, ZRESET,
|
||
RLIST, OLIST, MLIST, SLIST, SHOW-ZONE
|
||
Advanced: TRIGEDIT, TSTAT, TLIST, DIG, XCOPY, BUILDWALK
|
||
#31
|
||
OBJ-FORMATS OBJECT-FORMATS OBJ-FILES
|
||
|
||
@n#<virtual number>
|
||
<keywords>~
|
||
<short description>~
|
||
<long description>~
|
||
<action description>~
|
||
<type flag> <extra (effects) bitvector> <wear bitvector> <perm affects>
|
||
<value 0> <value 1> <value 2> <value 3>
|
||
<weight> <cost> <rent per day>
|
||
{Zero or more Extra Descriptions and/or Affect Fields}
|
||
|
||
See also: OEDIT
|
||
#31
|
||
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: MAP, NOTELL
|
||
#31
|
||
OBJ-TRIGGERS OBJECT-TRIGGERS TRIGEDIT-OBJ-TYPES
|
||
|
||
1) Global @RHELP TRIGEDIT-OBJ-GLOBAL@n
|
||
2) Random @RHELP TRIGEDIT-OBJ-RANDOM@n
|
||
3) Command @RHELP TRIGEDIT-OBJ-COMMAND@n
|
||
6) Timer @RHELP TRIGEDIT-OBJ-TIMER@n
|
||
7) Get @RHELP TRIGEDIT-OBJ-GET@n
|
||
8) Drop @RHELP TRIGEDIT-OBJ-DROP@n
|
||
9) Give @RHELP TRIGEDIT-OBJ-GIVE@n
|
||
10) Wear @RHELP TRIGEDIT-OBJ-WEAR@n
|
||
12) Remove @RHELP TRIGEDIT-OBJ-REMOVE@n
|
||
14) Load @RHELP TRIGEDIT-OBJ-LOAD@n
|
||
17) Leave @RHELP TRIGEDIT-OBJ-LEAVE@n
|
||
#31
|
||
OBJECTS
|
||
|
||
The following commands deal with objects - for more info, @RHELP KEYWORD@n
|
||
|
||
GET DROP TAKE STEAL - For getting/dropping objects.
|
||
PUT GIVE - For manipulating objects.
|
||
INVENTORY EQUIPMENT - Inventory is carried, equipment is worn.
|
||
GRAB HOLD WIELD WEAR REMOVE - Different ways of using equipment.
|
||
EXAMINE LOOK - More or less like a 'look in object'
|
||
EAT TASTE DRINK SIP POUR FILL - All living creatures must eat and drink.
|
||
JUNK DONATE - Get rid of an object.
|
||
USE RECITE QUAFF - For wands, scrolls and potions.
|
||
SPLIT - For dividing gold between party members.
|
||
DEPOSIT WITHDRAW BALANCE - Used to communicate in banks.
|
||
BUY SELL LIST VALUE - Used to communicate in shops.
|
||
#0
|
||
OEDIT OBJECT-CREATION OCREATE OEDIT-CREATE CREATE-OBJECT
|
||
|
||
Usage: oedit <obj vnum>
|
||
|
||
This command will let you edit (online) any object within your designated
|
||
zone. If you specify an unused vnum, a new object will be created with that
|
||
number.
|
||
|
||
@RGOTO 9@n to enter The Builder Academy hallway on how to use oedit.
|
||
|
||
See also: OEDIT-MENU, OLIST, OLC
|
||
#31
|
||
OEDIT-A-DESC A-DESC ADESC ACTION-DESCRIPTION OEDIT-ADESC ACTION_DESCRIPTION
|
||
|
||
4) A-Desc :-
|
||
@ynot set@n
|
||
Action Descriptions are used primarily for magical objects (staves, wands,
|
||
scrolls, and potions) to specify what message displayed to the room when the
|
||
magical item is used. If no Action Description is present, a default message
|
||
will be used:
|
||
Staves: Rumble taps <object> three times on the ground.
|
||
Wands: Rumble points <object> at Zemial.
|
||
Scrolls: Rumble recites <object>.
|
||
Potions: Rumble quaffs <object>.
|
||
|
||
For readable papers, the Action Description contains the text on the paper.
|
||
@RSo unless your object is a staff, wand, scroll, potion, or note; DO NOT USE.@n
|
||
I guess this needs to be repeated once more. A-desc does not normally need
|
||
to be set. Except for the few instances listed above. It is not the object's
|
||
equivalent of the D-desc. If you want someone to see something when they
|
||
look at the object add it in the extra description menu with the same keywords.
|
||
|
||
A-desc is not seen by the person using the object. Only by the victim and other
|
||
players in the room. The following variables can be used with it.
|
||
|
||
$e he/she/it person using staff/wand/scroll/potion
|
||
$E he/she target of staff/wand/scroll/potion
|
||
$m him/her person using staff/wand/scroll/potion
|
||
$M him/her target of staff/wand/scroll/potion
|
||
$n char name person using staff/wand/scroll/potion (your name)
|
||
$N char name target of staff/wand/scroll/potion (other persons name)
|
||
$s his/her/its person using staff/wand/scroll/potion
|
||
$S his/her target of staff/wand/scroll/potion
|
||
|
||
PROPER USAGE: @RVSTAT OBJ 350@n
|
||
#31
|
||
OEDIT-APPLIES-MENU OEDIT-APPLYS AFF-FLAGS HEIGHT SAVESPELL SAVING_PARA SAVING_ROD SAVING_PETRI SAVING_BREATH SAVING_SPELL APPLIES-MENU SAVING-THROWS SAVING_ROLLS ROLLS MAXHITS
|
||
|
||
D) Applies menu
|
||
Applies are the aspects of the character affected by the object. Object
|
||
Affect Fields give objects magical properties. They affect characters when
|
||
the object is worn, not when picked up. An object may have up to 6 different
|
||
applies. Suggested object standards are displayed at the end of each apply
|
||
(min/max).
|
||
|
||
1) NONE No effect - used to quit the menu.
|
||
2) STR Apply to strength.
|
||
3) DEX Apply to dexterity.
|
||
4) INT Apply to intelligence.
|
||
5) WIS Apply to wisdom.
|
||
6) CON Apply to constitution.
|
||
7) CHA Apply to charisma.
|
||
8) CLASS Unimplemented. Do not use.
|
||
9) LEVEL Unimplemented. Do not use.
|
||
10) AGE Apply to character's MUD age, in MUD-years.
|
||
11) CHAR_WEIGHT Apply to weight.
|
||
12) CHAR_HEIGHT Apply to height.
|
||
13) MAXMANA Apply to MAX mana points.
|
||
14) MAXHIT Apply to MAX hit points.
|
||
15) MAXMOVE Apply to MAX movement points.
|
||
16) GOLD Unimplemented. Do not use.
|
||
17) EXP Unimplemented. Do not use.
|
||
18) ARMOR Apply to armor class (AC). negative is better.
|
||
19) HITROLL Apply to hitroll.
|
||
20) DAMROLL Apply to damage roll bonus.
|
||
21) SAVING_PARA Apply to save throw: paralysis. negative is better.
|
||
22) SAVING_ROD Apply to save throw: rods. negative is better.
|
||
23) SAVING_PETRI Apply to save throw: petrify. negative is better.
|
||
24) SAVING_BREATH Apply to save throw: breathe. negative is better.
|
||
25) SAVING_SPELL Apply to save throw: spells. negative is better.
|
||
|
||
See also: STANDARDS
|
||
#31
|
||
OEDIT-COST OEDIT-COST/DAY OEDIT-TIMER OBJECT-TIMER TIMERS COST-DAY
|
||
|
||
9) Cost : @c0@n
|
||
How much is the object worth. Maximum 1000.
|
||
|
||
A) Cost/Day : @c0@n
|
||
NOT USED. This is for MUD's that charge rent.
|
||
|
||
B) Timer : @c0@n
|
||
Should not be set, but may be used in conjunction with a timer trigger.
|
||
|
||
See also: %TIMER%
|
||
#31
|
||
OEDIT-EXTRA-DESCRIPTIONS OEDIT-EXTRAS
|
||
|
||
E) Extra descriptions menu
|
||
When choosing this option you will be sent to the menu explained under
|
||
@RHELP EXTRA@n. This menu is used for both rooms and objects.
|
||
Object Extra Descriptions allow players to examine certain aspects of
|
||
objects defined by the builder, just like Room Extra Descriptions. There can
|
||
be an unlimited number of Extra Descriptions per object.
|
||
Take your time on making your objects and use extra descriptions, please!
|
||
For objects, be very liberal in how you describe them. Remember that a
|
||
player's mental view on an object is based solely on what you tell them
|
||
about it. There is nothing worse than looking at an object and seeing "The
|
||
sword is big." Yes, this tells the player that it is a sword and it is big,
|
||
but what else? What color? Is it sharp, notched, dull...? Make your objects
|
||
interesting. Make your objects personal to the mob that carries them. If you
|
||
make a cloak that loads on the wizard Throm, make it "The Magic Cloak of
|
||
Throm" or even just "the wizard's cloak". Anything but just a plain old cloak.
|
||
Which would you rather have, as a player? When making extra descriptions ensure
|
||
that all the keywords are covered by the description. Extra descriptions can
|
||
add small interesting details to your area and are often remembered by players.
|
||
Please take the time to write extra descriptions. On most MUDs, you can look
|
||
at 100 objects and "You see nothing special..." all 100 times. In an effort to
|
||
make all MUDs different and better, take the time to write an extra description
|
||
for your object. Think of an object's extra description as the same thing as a
|
||
mob's description when you look at it, which it actually is. For the extra
|
||
descriptions keywords, use the same keywords as you did earlier.
|
||
A very easy way to detect lazy builders with bad grammar is when objects
|
||
have no description at all. This causes frustration on the player side, because
|
||
when you have seen "You see nothing special..." once too many, you just do not
|
||
try to look at items anymore.
|
||
One of the most difficult things you will come across when creating an
|
||
object is giving it a good description. We all like descriptions, so take a
|
||
little time to put your signature on the objects you create. Objects can give
|
||
the total sense of being within a certain world. They can also give clues as
|
||
to what may lie ahead or what has happened in the past.
|
||
|
||
See also: TEXT-EDITOR, EXTRA, SWORDS
|
||
#31
|
||
OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP NORENT NO_RENT OFLAGS OBJFLAGS OBJ-FLAGS
|
||
|
||
6) Extra flags : @cNOBITS@n
|
||
|
||
1) GLOW Item is glowing (cosmetic).
|
||
2) HUM Item is humming (cosmetic).
|
||
3) NORENT Item cannot be rented.
|
||
4) NODONATE Item cannot be donated.
|
||
5) NOINVIS Item cannot be made invisible.
|
||
6) INVISIBLE Item is invisible.
|
||
7) MAGIC Item has a magical aura and cannot be enchanted.
|
||
8) NODROP Item is cursed and cannot be removed or dropped.
|
||
9) BLESS Item is blessed (cosmetic).
|
||
10) ANTI_GOOD Item cannot be used by good-aligned characters.
|
||
11) ANTI_EVIL Item cannot be used by evil-aligned characters.
|
||
12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
|
||
13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
|
||
14) ANTI_CLERIC Item cannot be used by the Cleric class.
|
||
15) ANTI_THIEF Item cannot be used by the Thief class.
|
||
16) ANTI_WARRIOR Item cannot be used by the Warrior class.
|
||
17) NOSELL Shopkeepers will not buy or sell the item.
|
||
18) QUEST_ITEM Shopkeepers will only accept questpoints for this item.
|
||
|
||
Always try to promote role-playing. The last thing you should do is have
|
||
Thieves running around wearing dangly bracelets making noise, Clerics and Mages
|
||
wearing large suits of armor and Warriors wearing delicate clothing. None of
|
||
that makes sense! So, use your head a little while creating equipment. If the
|
||
equipment gives addition hitpoints then it should probably be made of metal and
|
||
should be geared for Warrior types. We do not need Mages out there with bonus
|
||
hitpoints on all their eq.
|
||
Class and Race restrictions are very important. Be sure to know what your
|
||
MUD uses for both and build for them. For example, a Minotaur would not wear
|
||
a regular helmet on his head. Minotaurs take pride in their horns, so their
|
||
horns must be showing. Minotaurs also have hooves for feet. It would be tough
|
||
for most to wear regular boots. Use some common sense when creating your
|
||
equipment. Think about each object you create. Think about who you are creating
|
||
it for.
|
||
#31
|
||
OEDIT-ITEM-NUMBER OEDIT-NUMBER
|
||
|
||
-- Item number :
|
||
The first line lists the objects VNUM. This is critical; it is the identity
|
||
of the object within the game. It is the number that will be used to reference
|
||
the object from zone files and is the number used to load objects from within
|
||
the game.
|
||
#31
|
||
OEDIT-KEYWORDS OEDIT-NAMELIST OEDIT-ALIASES OBJ-NAMELIST NAMELIST
|
||
|
||
|
||
1) keywords : @yunfinished object@n
|
||
The list of keywords players can use to interact with the object.
|
||
@RHELP KEYWORD@n.
|
||
|
||
Examples: "excalibur sword" "wooden barrel" "emerald bracelet"
|
||
#31
|
||
OEDIT-L-DESC
|
||
|
||
3) L-Desc :-
|
||
@yAn unfinished object is lying here.@n
|
||
The long description is displayed when the object is seen lying on the
|
||
ground, for example, "A furled umbrella is lying here." Unlike the Short
|
||
Description, the Long Description should end with appropriate punctuation
|
||
and the first letter should be capitalized. Just like a full sentence with
|
||
proper grammar.
|
||
|
||
Examples:
|
||
"Excalibur, the sword of all swords, lies here."
|
||
"A wooden barrel rests in the corner collecting dust."
|
||
"A fine emerald bracelet sparkles magnificently."
|
||
|
||
#31
|
||
OEDIT-MENU OBJ-MENU OBJECT-MENU
|
||
-- Item number : [@c@c1300@n] @RHELP OEDIT-NUMBER@n
|
||
1) keywords : @yunfinished object@n @RHELP OEDIT-KEYWORDS@n
|
||
2) S-Desc : @yan unfinished object@n @RHELP OEDIT-S-DESC@n
|
||
3) L-Desc :-
|
||
@yAn unfinished object is lying here.@n @RHELP OEDIT-L-DESC@n
|
||
4) A-Desc :-
|
||
@y<not set>@n @RHELP OEDIT-A-DESC@n
|
||
5) Type : @cUNDEFINED@n @RHELP OEDIT-TYPE@n
|
||
6) Extra flags : @cNOBITS@n @RHELP OEDIT-EXTRA-FLAGS@n
|
||
7) Wear flags : @cTAKE@n @RHELP OEDIT-WEAR-FLAGS@n
|
||
8) Weight : @c0@n @RHELP OEDIT-WEIGHT@n
|
||
9) Cost : @c0@n @RHELP OEDIT-COST@n
|
||
A) Cost/Day : @c0@n @RHELP OEDIT-COST/DAY@n
|
||
B) Timer : @c0@n @RHELP OEDIT-TIMER@n
|
||
C) Values : @c0 0 0 0@n @RHELP OEDIT-VALUES@n
|
||
D) Applies menu @RHELP OEDIT-APPLIES@n
|
||
E) Extra descriptions menu @RHELP OEDIT-EXTRA@n
|
||
M) Min Level : @c0@n @RHELP OEDIT-MIN-LEVEL@n
|
||
P) Perm Affects: @cNOBITS@n @RHELP OEDIT-PERM-AFFECTS@n
|
||
S) Script : @cNot Set.@n @RHELP SCRIPT-MENU@n
|
||
W) Copy object
|
||
X) Delete object
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
See also: LIMITS, WEAPONS
|
||
#31
|
||
OEDIT-MIN-LEVEL MIN-LEVEL MINIMUM-LEVEL
|
||
|
||
M) Min Level : @c0@n
|
||
The level the player has to be before they can use the object. Should always
|
||
be used.
|
||
|
||
#31
|
||
OEDIT-S-DESCRIPTION
|
||
|
||
2) S-Desc : @yan unfinished object@n
|
||
The short description of an object is used by the MUD when the object is
|
||
acted upon. For example, a short description of "a long, green stick" would
|
||
result in messages such as "The building assistant picks up a long, green
|
||
stick." The Short Description should never end with a punctuation mark or begin
|
||
capitalized because it will be inserted into the middle of sentences. For short
|
||
descriptions, always use "the/a/an/etc." unless the item has a proper name.
|
||
|
||
Examples:
|
||
"Excalibur" "the wooden barrel" "an emerald bracelet"
|
||
|
||
#31
|
||
OEDIT-TYPES OBJECT-TYPES OBJ-TYPES OBJ-WEAPONS TRASH FURNITURE COUCH CHAIRS SEAT
|
||
|
||
5) Type : @cUNDEFINED@n
|
||
This specifies what type an object is defined as and controls the meanings
|
||
of value0 through value4 (option C). The Type Flag must be one of the following:
|
||
|
||
0 UNDEFINED Do not set.
|
||
1 LIGHT Item is a light source.
|
||
2 SCROLL Item is a magical scroll.
|
||
3 WAND Item is a magical wand.
|
||
4 STAFF Item is a magical staff.
|
||
5 WEAPON Must be piercing to backstab.
|
||
6 FURNITURE Item may be sat on.
|
||
7 FREE Do not set.
|
||
8 TREASURE Item is treasure other than gold coins (i.e. gems)
|
||
9 ARMOR Item is armor. Set AC in values, @RHELP OEDIT-VALUES@n.
|
||
10 POTION Item is a magical potion.
|
||
11 WORN Item is worn, but not armor.
|
||
12 OTHER Miscellaneous object with no special properties.
|
||
13 TRASH Trash is not bought by shopkeepers.
|
||
14 FREE2 Do not set.
|
||
15 CONTAINER Item is a container. Be creative, make robes with pockets, etc.
|
||
16 NOTE Item is a note @RHELP OBJ-NOTE@n for more info.
|
||
17 LIQ CONTAINER Item is a drink container. Do not include liquid type in s-desc.
|
||
18 KEY Item is a key.
|
||
19 FOOD Item is food.
|
||
20 MONEY Value set in the C) Applies. Cost not used. Max 1000 coins.
|
||
21 PEN Item is a pen.
|
||
22 BOAT Item is a boat; allows you to traverse water (noswim).
|
||
23 FOUNTAIN Item is a fountain. Set Values to -1 to make it unlimited.
|
||
|
||
Good items should be very rare, and hard to get. Lousy items should require
|
||
much less effort. Give the most powerful items actually to a mob; Thieves and
|
||
Mages can often steal stuff on the ground without even bothering with the mob.
|
||
Useless objects that can be easily obtained (on easy mobs or just sitting in
|
||
the room) should be truly useless! Do not leave equipment that is actually
|
||
beneficial lying around. This may sound obvious, but it has been done.
|
||
Also consider creating objects that are harmful to the owner. Objects that
|
||
lower certain stats, saving throws, or confer weaknesses make the game more
|
||
interesting. Remember that a lot of small items make an area more interesting
|
||
than a few incredibly powerful items, for the most part. Do not limit yourself
|
||
to only armor and weapons. A giant untakeable monolith, and other strange and
|
||
odd items can add a lot of atmosphere to an area. They can also be used to
|
||
distract players. Most of the useless items are often best as trash, but can
|
||
be worn, and do not be afraid of using strange wear flags. After all, who is
|
||
to say that boat you just created can not actually be a ring of water walking?
|
||
All that would be needed for that is to have a boat with a finger wear position
|
||
set.
|
||
You can and should add depth and interest to your area by creating objects
|
||
that do not have any game value. These can be rocks, candlesticks, toys,
|
||
clothing, or anything else you can think of. This makes the truly useful
|
||
objects more challenging to find, and it provides good props for people who
|
||
enjoy role-playing. Useless objects are typically type trash.
|
||
|
||
#31
|
||
OEDIT-VALUES OBJECT-VALUES VALUES OBJ-VALUES
|
||
|
||
C) Values : @c0 0 0 0@n
|
||
The meaning of an object's four values (value 0 through value 3) varies
|
||
depending on the Type Flag of the object. A table listing these values is
|
||
included below. These values are very simple and you do not have to use the
|
||
values below to understand them. When you select C You will be sent to a
|
||
different menu depending on the object type.
|
||
|
||
LIGHT
|
||
value 0: unused
|
||
value 1: unused
|
||
value 2: Capacity of light in hours.
|
||
0: Burned out light.
|
||
-1: Eternal light source.
|
||
value 3: unused
|
||
|
||
SCROLL
|
||
value 0: Level at which scroll's spells are cast.
|
||
value 1: Spell number 1
|
||
value 2: Spell number 2 @RHELP SPELLS@n
|
||
value 3: Spell number 3
|
||
If less than 3 spells are desired, set unused values to -1.
|
||
|
||
WAND
|
||
value 0: Level at which wand's spell is cast.
|
||
value 1: Charge capacity of wand (>= 1)
|
||
value 2: Current number of charges remaining
|
||
value 3: Spell number @RHELP SPELLS@n
|
||
|
||
STAFF
|
||
value 0: Level at which staff's spell is cast.
|
||
value 1: Charge capacity of staff (>= 1)
|
||
value 2: Current number of charges remaining
|
||
value 3: Spell number @RHELP SPELLS@n
|
||
|
||
WEAPON
|
||
value 0: Modifier to Hitroll
|
||
value 1: Number of damage dice
|
||
value 2: Size of damage dice
|
||
value 3: Enter weapon type:
|
||
0) hit 1) sting
|
||
2) whip 3) slash
|
||
4) bite 5) bludgeon
|
||
6) crush 7) pound
|
||
8) claw 9) maul
|
||
10) thrash 11) pierce
|
||
12) blast 13) punch
|
||
14) stab
|
||
|
||
FURNITURE
|
||
value 0: Number of people that can sit on this object.
|
||
|
||
FREE - Not used.
|
||
TREASURE - No values currently used.
|
||
|
||
ARMOR
|
||
value 0: AC-apply of the armor. Note that the effective change to AC is
|
||
this value times a multiplier based on where the armor is worn (Body X3,
|
||
Head and Legs X2). Positive values enhance AC; negative values hurt AC
|
||
(cursed armor for example).
|
||
armor should be consistent with its description, meaning an item such as a
|
||
cloth shirt is not expected to be good armor, therefore it should not be.
|
||
Similarly, a tempered meteoric steel breastplate sounds rather impressive and
|
||
should be.
|
||
|
||
POTION
|
||
value 0: Level at which the potion's spells are cast.
|
||
value 1: Spell number 1
|
||
value 2: Spell number 2 @RHELP SPELLS@n
|
||
value 3: Spell number 3
|
||
If less than 3 spells are desired, set unused values to -1.
|
||
|
||
WORN - No values currently used.
|
||
OTHER - No values currently used.
|
||
TRASH - No values currently used.
|
||
FREE2 - Not used.
|
||
|
||
CONTAINER
|
||
value 0: Capacity (max containable weight) of container. -1 for unlimited.
|
||
value 1: Container flag bitvector
|
||
1) CLOSEABLE Container can be closed and locked.
|
||
2) PICKPROOF Lock on container cannot be picked.
|
||
3) CLOSED Container is closed when created.
|
||
4) LOCKED Container is locked when created.
|
||
value 2: The vnum of the key object that opens this container.
|
||
-1 if it has no key.
|
||
value 3: Reserved for internal use -- always set as 0.
|
||
|
||
NOTE - No values currently used.
|
||
KEY - No values currently used.
|
||
|
||
FOOD
|
||
value 0: The number of hours of hunger satisfied by this food.
|
||
value 1: unused
|
||
value 2: unused
|
||
value 3: Non-zero if the food is poisoned, 0 otherwise.
|
||
|
||
MONEY
|
||
value 0: The number of gold coins in the pile.
|
||
|
||
PEN - No values currently used.
|
||
BOAT - No values currently used.
|
||
|
||
DRINKCON
|
||
FOUNTAIN
|
||
@RHELP FOUNTAIN@n
|
||
|
||
#31
|
||
OEDIT-WEAR-FLAGS WEAR-FLAGS WIELD-FLAG WEAR-FLAG
|
||
|
||
7) Wear flags : @cTAKE@n
|
||
|
||
1) TAKE Item can be taken (picked up off the ground) (DEFAULT).
|
||
2) FINGER Item can be worn on the fingers. (2 positions)
|
||
3) NECK Item can be worn around the neck. (2 positions)
|
||
4) BODY Item can be worn on the body, (AC multiplier = 3).*
|
||
5) HEAD Item can be worn on the head, (AC multiplier = 2).*
|
||
6) LEGS Item can be worn on the legs, (AC multiplier = 2).*
|
||
7) FEET Item can be worn on the feet.
|
||
8) HANDS Item can be worn on the hands.
|
||
9) ARMS Item can be worn on the arms.
|
||
10) SHIELD Item can be used as a shield.
|
||
11) ABOUT Item can be worn about the body.
|
||
12) WAIST Item can be worn around the waist.
|
||
13) WRIST Item can be worn around the wrist. (2 positions)
|
||
14) WIELD Item can be wielded; e.g. weapons.
|
||
15) HOLD Item can be held (the "hold" command).
|
||
|
||
Wear position of body will cause the object to actually affect the
|
||
players armor class by AC of object times 3. Head and Legs are times 2.
|
||
|
||
If you plan to have an object that is not to be taken, you can either remove
|
||
the take flag on it, or give it a large weight (50 max). This way, players
|
||
will not be able to take it. By giving it a large weight this causes the code
|
||
to say it is too heavy for you instead of "You can't take that". Good for
|
||
statues, and funny when you see players dropping all their stuff and stripping
|
||
naked to get the things. Objects without take flags do not require a weight,
|
||
cost, cost/day, applies, min level, and perm affects.
|
||
Note that the TAKE bit controls whether or not an item can be picked up
|
||
using the get or take command, whereas the HOLD bit controls if the object
|
||
can be worn using the hold command. The wear flags determine how you can
|
||
handle the object. Default is TAKE, but to wear armor etc. you need to give
|
||
it a wear location. Note, however, that items without the TAKE cannot be
|
||
picked up. Objects such as fountains or statues should have the take flag
|
||
removed.
|
||
Make sure every object has an extra description, and that they are balanced,
|
||
both by stats, and by wear positions. To do this I would recommend that every
|
||
zone has at least a complete set of equipment. This prevents the typical MUD
|
||
where they have 200 weapons, and 10 that can be worn on the wrist.
|
||
|
||
#31
|
||
OEDIT-WEIGHT WEIGHT
|
||
|
||
8) Weight : @c0@n
|
||
The weight of the object. The weight controls how many strength points a
|
||
character must have to take the object, and is used to calculate when bags
|
||
and other containers become full. Every takeable object should have a weight
|
||
of at least 1. Every object that can be taken should have a weight. Weight
|
||
max for takeable objects is 30 (ex: body armor). Weight min is 1 (ex: ring).
|
||
Everything that has a take flag must have a weight. For weapons a weight of
|
||
18 means only a player with strength 18 or up can wield it.
|
||
If you do not want something to be taken you can remove the TAKE flag.
|
||
|
||
See also: OEDIT-WEAR-FLAGS
|
||
#31
|
||
OFFER RENTING UNRENTING UN-RENTING
|
||
|
||
Usage: offer
|
||
rent
|
||
|
||
For use in the receptions of inns.
|
||
|
||
Offer makes the innkeeper tell you the cost of storing your belongings
|
||
for one day. Rent stores your belongings and exits you from the game.
|
||
When you re-enter, you will start where you rented.
|
||
|
||
However, rent is free here, and you can simply quit.
|
||
|
||
See also: INN, RECEPTION
|
||
#0
|
||
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/
|
||
#31
|
||
OLC-COLOR IMMORTAL-COLORS GOD-COLORS OLC-COLORS
|
||
|
||
While in OLC, color is handled through the '@*' codes, but must be manually
|
||
converted to a tab through the following means:
|
||
> @*RRed@*n
|
||
> /t
|
||
(All @*'s toggled into Tabs)
|
||
> /s
|
||
> /q
|
||
|
||
Usage: @[xRGB]
|
||
|
||
x = [f:foreground or b:background]
|
||
RGB = is red, green, blue
|
||
|
||
Examples:
|
||
@[f500]@*[f500] = foreground full Red
|
||
@[f513]@*[f513] - Foreground color of Red-5, Green-1, and Blue-3@n
|
||
@[b315]@*[b315] - Background color of Red-3, Green-1, and Blue-5@n
|
||
All 256 Color combinations can be seen by "show colour".
|
||
|
||
Advanced Examples:
|
||
@(HELP CLASS@) = A basic MXP link for HELP CLASS
|
||
@[U9814/Rook] = Creates a rook icon, or display the word Rook if the player's
|
||
client doesn't have that functionality
|
||
@<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/">
|
||
= Would play ouch.wav on an MXP/MSP capable client.
|
||
@<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND>
|
||
= Sends an expandable pop-up menu, complete with mouse-over tool tip on an MXP capable client.
|
||
|
||
http://tbamud.com/forum/4-development/167-3-63-colour-code-faq-and-information#167
|
||
|
||
See also: @*, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
|
||
#0
|
||
OLIST
|
||
|
||
Usage: olist <range of vnums or zone number>
|
||
|
||
Olist gives you a list of the objects numbered within the parameters.
|
||
|
||
olist 12 - lists all objects defined in zone 12
|
||
olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
|
||
olist affect <num> - Displays top 100 objects, in order, with the selected affect.
|
||
Type olist affect to see all available fields.
|
||
olist type <num> - Displays objects of the selected type.
|
||
Type olist type to see all available fields.
|
||
|
||
See also: OEDIT, OLC
|
||
#31
|
||
OPEN CLOSED LOCK UNLOCK
|
||
|
||
Usage: open | close | lock | unlock <door> [direction]
|
||
|
||
To open, close, lock, and unlock doors, of course.
|
||
|
||
Examples:
|
||
|
||
> open portal
|
||
> lock door
|
||
> unlock door south
|
||
> close gate
|
||
|
||
See also: KEYS, ENTER, LEAVE
|
||
#0
|
||
ORDER
|
||
|
||
Usage: order <character> <command>
|
||
order followers <command>
|
||
|
||
Used for ordering pets and charmed people to do your evil bidding. You
|
||
can order everyone under your command with order followers.
|
||
|
||
Examples:
|
||
|
||
> order puppy eat bread
|
||
> order cityguard sleep
|
||
|
||
See also: CHARM
|
||
#0
|
||
ORDINAL-DIRECTIONS NORTHWEST NORTHEAST SOUTHWEST SOUTHEAST NW SW SE NE STATLIST GEDIT TRUST ZDELETE MOUNTS RIDE TAME PARALYZE PARALYSE HASTE BLOCKING IGNORE COOK CAMPFIRES HORSES ZONE-DELETE IMC LINKLOAD INTERMUD
|
||
|
||
Not implemented.
|
||
|
||
#0
|
||
OSETVAL %SETVAL% VAL0 VAL1 VAL2 VAL3 %VAL0% %VAL1% %VAL2% %VAL3%
|
||
|
||
osetval <position> <value>
|
||
|
||
Osetval lets you alter the object values of an object. The meaning of the
|
||
values depends on the object type (@RHELP OEDIT-VALUES@n). "osetval 3 50" will
|
||
set the objects 3rd value to 50.
|
||
|
||
Example: @RTSTAT 79, 42@n
|
||
#31
|
||
OTIMER %TIMER% %OTIMER%
|
||
|
||
otimer <value>
|
||
|
||
Set the countdown timer of this object to value. Useful for objects with
|
||
timer triggers. Timers are reset on copyover and reboot.
|
||
|
||
Example: @RTSTAT 82, 11894@n
|
||
|
||
See also: TIMER, TRIGEDIT-OBJ-TIMER
|
||
#31
|
||
PAGELENGTHS PAGE_LENGTHS
|
||
|
||
Usage: toggle pagelength [#]
|
||
|
||
Sets how many lines (5-255) you will receive before getting the page option:
|
||
[ Return to continue, (q)uit, (r)efresh, (b)ack, or page number (1/#) ]
|
||
|
||
See also: TOGGLE, SCREENWIDTH
|
||
#0
|
||
PAGER BEEPER PAGING SEND-PAGE
|
||
|
||
Usage: page <player | all> <message>
|
||
|
||
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.
|
||
|
||
#31
|
||
PARDON
|
||
|
||
Usage: pardon [target]
|
||
|
||
Removes killer and thief flags from a player.
|
||
|
||
#31
|
||
PASSWORDS PW
|
||
|
||
Ideally, your password should be something that nobody could guess. In
|
||
reality, most people choose a password that is easy to remember and they never
|
||
change it. While passwords on most MUDs are encrypted there is no rule that
|
||
they have to be. So please NEVER use a password on a MUD that you use anywhere
|
||
else. Choose a separate MUDding password and change it occasionally.
|
||
|
||
If you forget your password any IMP can reset it for you.
|
||
#0
|
||
PATCHING HOW-TO-PATCH PATCHES
|
||
|
||
A list of patches for tbaMUD:
|
||
http://tbamud.com/downloads
|
||
|
||
How to hand patch:
|
||
http://tbamud.com/forum/4-development/9-patch-file-how-to
|
||
|
||
See also: CODING, DOWNLOADS
|
||
#31
|
||
PATHS
|
||
|
||
When building rooms, try to allow characters some freedom of movement. Do
|
||
not create paths and trails that force you to go a certain way without any
|
||
choices. Try and let characters get from point A to point B in a number of
|
||
different ways, if possible. One suggestion for this is to have one pathway
|
||
through part of your area, using exit, extra, and room descriptions to show
|
||
where the path lies. This way, observant players will be able to find the path
|
||
easily, whereas those players that are not quite as observant will get lost
|
||
much more easily. Such hints can be hidden two or three extra descriptions deep
|
||
and be as small as a scrape on the side of a tree, a thread on a bush, or
|
||
whatever.
|
||
|
||
#31
|
||
PEACE %PEACE%
|
||
|
||
Usage : peace
|
||
|
||
Stops all fighting within your current room.
|
||
|
||
#31
|
||
PERMISSIONS
|
||
|
||
Access to the Oasis commands are controlled through a number of means.
|
||
Of course, the master command list (in interpreter.c) specifies the minimum
|
||
level for a player to call the command. This is typically set to either
|
||
LVL_BUILDER, or LVL_GOD. A few commands are restricted to the implementor.
|
||
|
||
A player can always edit a zone and its contents if their name is in the
|
||
zone builders list (see ZEDIT for more information). Finally, a player
|
||
may be granted OLC rights to a specific zone by means of the "set" command,
|
||
using "set <player> olc <zone>".
|
||
|
||
The implementor has unfettered access to all Oasis commands.
|
||
#31
|
||
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
|
||
#31
|
||
PETS
|
||
|
||
A few stores within the realm will allow you to buy pets. These pets are
|
||
your obedient servants. As such you will be able to order them to do as you
|
||
wish.
|
||
|
||
#0
|
||
PICK-LOCKS PICK LOCKS
|
||
|
||
Thieves only.
|
||
|
||
Usage: pick <lock name> [direction]
|
||
|
||
For picking locks. Not all locks can be picked.
|
||
|
||
Examples:
|
||
|
||
> pick door south
|
||
> pick safe
|
||
|
||
See Also : OPEN, CLOSE, LOCK, UNLOCK
|
||
#0
|
||
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
|
||
#31
|
||
PLAYER-SHOPS PLAYER-OWNED-SHOPS
|
||
|
||
As the name suggests, player-owned shops are shops owned by players. They have
|
||
a shopkeeper and a 'stock-room'.
|
||
|
||
The shop owner simply places his unwanted items into the stock room, and they
|
||
instantly become available to buy in the shop. The shopkeeper works like any
|
||
other shopkeeper, but only sells the contents of the stock room.
|
||
|
||
Unsellable or unrentable items cannot be sold, and simply won't appear on the
|
||
shopkeeper's list.
|
||
|
||
When an item is sold, a small pile of gold will appear in the stock room. The
|
||
shop owner can collect all the gold at their leisure.
|
||
|
||
Like a player-owned house, the stock-room is private, but guests may be added
|
||
by using the house command. The stock-room also crash-saves so that the
|
||
gold or items for sale aren't lost in the event of a MUD crash.
|
||
|
||
See Also: HOUSE
|
||
#0
|
||
PLAYER-VARIABLES TRIGEDIT-MOB-VAR %ACTOR.HISHER% %SELF.NAME% %LEVEL% %PLAYER% %MOB% %ROOM% %CHAR% %HUNGER% %DRUNK% %THIRST% %SELF.ID% DG_SKILLSET %TARGET%
|
||
|
||
See @RHELP CHAR-VAR@n
|
||
#31
|
||
PLAYERBASE PLAYER-FILE PFILE PLAYERFILE PWIPES PLAYERWIPES PLAYER-WIPES
|
||
|
||
All the players that make up a MUD are stored in individual ascii files. When
|
||
these files are erased it is called a pwipe since everyone starts over with a
|
||
clean slate.
|
||
|
||
See Also: PLAYERPORT
|
||
#0
|
||
PLAYERS CHARACTERS NAMES
|
||
|
||
This is who you are. Or at least who you are pretending to be. Put some
|
||
thought into your name, and write a player description. Be creative. If you
|
||
want to change names you must delete and recreate. Passwords can be reset
|
||
by any IMP.
|
||
|
||
#0
|
||
PLIST PLAYERLIST P-LIST PLAYER-LIST
|
||
|
||
Usage: plist [minlev[-maxlev]] [-n name] [-d days] [-h hours] [-i] [-m]
|
||
|
||
This command allows immortals to search through the player files using
|
||
specific criteria.
|
||
|
||
Examples:
|
||
plist 0 - List everyone level 0.
|
||
plist -i -h 2 - List all immortals that have logged in in the past hour.
|
||
|
||
See Also: LAST
|
||
#31
|
||
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.
|
||
|
||
#31
|
||
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
|
||
#31
|
||
POISON
|
||
|
||
Usage : cast 'poison' <victim | food | drink>
|
||
Accumulative: Yes on persons.
|
||
Duration : Level hours, or permanent on food and drinks.
|
||
Level : Cleric Level 8, Mage level 14.
|
||
|
||
Casting poison on food or drink (containers) will poison it. Eating
|
||
poisoned food/drinks will poison the person eating or drinking.
|
||
|
||
A person who is poisoned will suffer damage every hour, lose strength, and
|
||
gain fewer points than usual.
|
||
|
||
|
||
See also: REMOVE-POISON, DETECT-POISON
|
||
#0
|
||
POLICIES INFO NEWS POLICY VERSION UPDATES RULES
|
||
|
||
These commands show you important information about tbaMUD.
|
||
|
||
info - useful information about the game for beginners
|
||
news - latest changes to the code and areas
|
||
policy - policies on topics like player killing
|
||
credits - the people who made tbaMUD possible!
|
||
version - displays the current tbaMUD version number
|
||
|
||
#0
|
||
POOFINS POOFOUTS POOFS POOFINGS SET-POOFS BAMFIN BAMFOUT
|
||
|
||
Usage: set self poofin <message>
|
||
set self poofout <message>
|
||
|
||
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
|
||
#31
|
||
POSTOFFICE POST-OFFICE CHECK PMAIL MAILROOM RECEIVE MUDMAIL POSTMASTER AT-POSTMASTER-MAIL-RUMBLE POSTAL POSTMAN MMS MAILROOM CHECKMAIL CHECK-MAIL
|
||
|
||
Usage: check
|
||
mail <person> (immortals: at postmaster mail <person>)
|
||
receive (immortals: at postmaster receive)
|
||
|
||
The commands used by the tbaMUD Mail System are MAIL, CHECK, and
|
||
RECEIVE. These commands can only be used while in a Post Office.
|
||
There are numerous postmasters throughout the game and in each
|
||
major city. You must be at least second level in order to use
|
||
these commands.
|
||
|
||
Examples:
|
||
|
||
To check and see if you have any mail waiting:
|
||
> check
|
||
|
||
To write mail to Rumble:
|
||
> mail rumble
|
||
|
||
To ask the Postmaster to give you your mail, if you have any waiting:
|
||
> receive
|
||
|
||
#0
|
||
POUR
|
||
|
||
Usage: pour <from container> <to container>
|
||
pour <from container> out
|
||
|
||
If you want to pour some liquid from one container to another, use this
|
||
command. Pouring out the liquid simply empties the contents of the container
|
||
onto the ground and destroys it.
|
||
|
||
Examples:
|
||
|
||
> pour canteen cup
|
||
> pour cup out
|
||
|
||
See also: FILL
|
||
#0
|
||
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).
|
||
|
||
#31
|
||
PRACTICE PRACTISE TRAINING GUILDS GUILDMASTERS PRACTICING EXPERIENCES
|
||
|
||
Usage: practice [skill or spell name]
|
||
|
||
Practice is the way you improve your spells and skills. You can only do
|
||
so in a guild, where a guildmaster can help you train. You learn new skills
|
||
as you gain levels. A guildmaster can be found throughout the realms and will
|
||
charge you for your training.
|
||
|
||
If you type practice anywhere other than with a guildmaster, you will get a
|
||
list of all of the spells and skills you know and your level of proficiency at
|
||
each.
|
||
|
||
See also: SPELLS, SKILLS, LEVELS
|
||
#0
|
||
PRAISE REVIEWS RATINGS
|
||
|
||
Review Submitted By: Detta
|
||
Author Status: Player and staff member
|
||
Started on The Builder Academy: June 2003
|
||
Submission Date: Sep 17, 2003
|
||
|
||
Initially I came to TBA knowing absolutely nothing about any sort of
|
||
building, having wanted to learn but being worried about expectations,
|
||
difficulty etc. However, I eventually put in an application and found
|
||
it an extremely supportive atmosphere. There are extensive help files
|
||
on almost everything, there are no deadlines or pressures, and regular
|
||
staff members to help with any problems.
|
||
|
||
Was given the trial of building one basic room/object/mob first, and
|
||
was then able to work on my own zone in my own time, and learn some
|
||
of the more challenging aspects of building.
|
||
|
||
Thoroughly enjoyed and enjoying the whole experience and am now
|
||
helping out as staff there myself. Regardless of how little or how
|
||
much you know about building, if you'd like to give it a go, or are
|
||
just curious as to what it entails then I wholeheartedly recommend
|
||
coming by :).
|
||
|
||
Review Submitted By: Heiach
|
||
Author Status: Staff member
|
||
Started on The Builder Academy: 2003
|
||
Submission Date: Jan 10, 2004
|
||
TMC Listing: The Builder Academy
|
||
|
||
I entered TBA with the hope of becoming a teacher. I've been building
|
||
for quite some time and my first impression was that of a pleasant
|
||
MUD with a very helpful staff. I filled out an application form and
|
||
was soon on my way. There is wonderful builder tutorial there, and
|
||
despite the fact I thought I knew most of it, I read it all anyway
|
||
and learnt much.
|
||
|
||
I was then issued with a trial vnum, that is 1 room, 1 object and 1
|
||
mobile. And I described them to the best of my abilities. After some
|
||
friendly suggestions my vnum was passed and I was set up with my very
|
||
own zone.
|
||
|
||
The whole reason I came was to help teach Trigedit, but I ended
|
||
up learning many, many things that I had no idea were even possible.
|
||
I am currently working there as a staff member and would definitely
|
||
recommend coming here whether you're an experienced builder and want
|
||
to refine your skills or if you're absolutely new to building and
|
||
have not a clue at all. Be assured, you'll be welcomed with open arms
|
||
and treated politely.
|
||
|
||
Maren
|
||
I'm so glad that you've been such a great resource. The lessons I learned at
|
||
your BA have helped me develop areas for the MUD that I have played for 4 years.
|
||
I can't thank you enough for what you've done.
|
||
|
||
Message 6 : Tue Mar 4 (Chubs) :: Rumble and Friends
|
||
Id like to say your help file on triggers has been an immense help, and that
|
||
the mud altogether has helped, I direct learners to go here if they want to
|
||
learn, thanks for working so hard Rumble, Relsqui, and community! ^. ^
|
||
|
||
Znith
|
||
I feel like this is my training ground. Good work you guys do...I, and the rest
|
||
of the mudding world, should and do appreciate it.
|
||
|
||
Date: Wed Jan 14 18:06:54 2004
|
||
To: rumble
|
||
From: Santa
|
||
|
||
Hey wassup man,
|
||
just thought I'd drop by and say hi!
|
||
|
||
Actually, I came to thank you for all your help
|
||
when I started doing this err zone making, the
|
||
creative writing process I realized has really helped
|
||
me out a lot, and is a skill that not many possess.
|
||
|
||
right now, my friends and I started a new enterprise
|
||
called meal deal.
|
||
|
||
so we're doing a lot of work for restaurants and stuff,
|
||
and I've began to do restaurant reviews and pretty much
|
||
all the copywriting on the entire website and on the sales
|
||
kits and blah blah blah. it is a hell of a lot of writing.
|
||
so er yeah, keep up the good work. and I just wanna say
|
||
thanks.
|
||
|
||
Santa
|
||
|
||
Builder Academy by Robert
|
||
This is a very helpful academy where even the computer illiterate can learn to
|
||
build (like me. It has a group of rooms that teach you all you need to know as
|
||
long as you have patience to read them. There are people on it that help you
|
||
when you need information or tips.
|
||
|
||
Review Submitted By: Elaseth
|
||
Author Status: Staff member
|
||
Started on The Builder Academy: Oct 1999
|
||
Submission Date: Feb 8, 2004
|
||
TMC Listing: The Builder Academy
|
||
|
||
I've been on TBA off and on from the time before Cruel World actually
|
||
had players and TBA was just a building port to the time Cruel World
|
||
shut down for good and TBA was all that was left.
|
||
|
||
When I originally went to TBA, I had just resigned from an admin
|
||
position on a MUD and was floating about. I saw an advertisement for
|
||
TBA and thought I'd see if there was anything to learn - and learn I
|
||
did. It did not take long before I was helping others, and soon after
|
||
that I meandered my way up the ranks to be one of their staff.
|
||
|
||
From a staff perspective, we always attempt to answer all questions
|
||
and feel a commitment to improving the mud community - that of other
|
||
MUDs, not our own. Rumble, who runs TBA's social side, has a strong
|
||
sense of community and a desire to see others succeed. The rest of
|
||
us have bought into his flowers-and-sunshine ideals and are trying
|
||
to do our part... or haven't and are just using Rumble's resources
|
||
for our own vision and enlightenment. In either case, all comers are
|
||
treated with respect by the staff.
|
||
|
||
The intention of TBA is simple - it is all about serving builders. We
|
||
cater to:
|
||
|
||
-- those learning to build
|
||
-- those simply enacting a vision for a zone
|
||
-- those building for another mud
|
||
-- learning to script with DG-scripts
|
||
-- discussing building tips and techniques
|
||
-- trying out pet theories
|
||
-- those seeking to expose themselves to the theories of others
|
||
|
||
|
||
There are no deadlines to work to but your own (though we do
|
||
occasionally overwrite or erase older work for the sake of making
|
||
space for newer work). It is my opinion that the staff is mature,
|
||
service-oriented, and non-judgemental about building abilities.
|
||
|
||
If you wish to participate in any of the above, I believe we uniquely
|
||
suit your needs. The only drawback is that while many building
|
||
techniques are universal, we specifically teach the use of tbaMUD
|
||
3.1 with DG-Scripts 1.0.12 and OasisOLC 2.0.6.
|
||
|
||
Happy Building!
|
||
-Elaseth
|
||
|
||
Review Submitted By: Elorien/Elora2404
|
||
Author Status: Player
|
||
Started on The Builder Academy: Some weeks ago
|
||
Submission Date: Feb 15, 2004
|
||
TMC Listing: The Builder Academy
|
||
|
||
There are a few places out there that are first and foremost
|
||
dedicated to helping out the MUD community. This is one of the
|
||
finest examples of such a place.
|
||
|
||
When I first entered the TBA, I was greeted by enthusiastic players
|
||
and staff members, who took the time to help me get started, and
|
||
showed me all the patience in the world while I finished the
|
||
application process.
|
||
|
||
The standard on TBA is generally very high, and it keeps getting
|
||
higher. There is a common consensus among both players and staff
|
||
that everyone, including those most experienced and/or most
|
||
talented, has something to learn. Advice and honest opinions are
|
||
given when requested, but at the same time every builder has the
|
||
freedom to both experiment with unconventional building techniques,
|
||
as well as a chance to learn or get better with traditional
|
||
tbaMUD tools.
|
||
|
||
This is a place for builders who love to build, and the building
|
||
happens in the friendliest atmosphere you could possibly imagine. I
|
||
have yet to meet any single person who wasn't open, kind and ready
|
||
to help with whatever you might need. And these people really know
|
||
what they're doing.
|
||
|
||
Before I started at TBA, I was completely drained of creative energy.
|
||
After a longer, rather trying Imm-ship, I felt unappreciated,
|
||
unmotivated and with the exception of a little private doodling in
|
||
Word, I had stopped building altogether. It took no more than a few
|
||
days on TBA to make my mind start dreaming up new plots and
|
||
schemes, planning a huge library meant to be a place that can help
|
||
roleplayers evolve their clerics and mages at a scholarly level. I'm
|
||
thoroughly enjoying every moment in there because, more than
|
||
anything else, TBA remembers that building (and mudding in general)
|
||
before anything else, is supposed to be fun.
|
||
|
||
Thank you for letting me work here at TBA, I've learned a lot of things, I'll
|
||
never forget u guys, for sure. I still have much left to learn, but, in the time
|
||
I was here, you guys helped me a lot. Thank you!!!
|
||
LAGUNA
|
||
|
||
Aight, from past experience with MUDs, and seeing how and what others have
|
||
built on those MUDs that I have played, I have always wanted to learn how to
|
||
build myself and along with that, it is of good experience to have under my belt
|
||
for becoming a game designer. My feedback so for, up till this point, is all
|
||
positives. This is a great place for newbies like myself in the building world
|
||
to come, and even for those that are somewhat trained in the world of building.
|
||
The help files that you supply are great, and are detailed/descriptive in every
|
||
aspect The "higher" immortals/gods like yourself have been a great help also,
|
||
pointing out what I need to fix, which helps me out a lot, there is usually
|
||
always something for a person to improve upon, so any feedback/help for
|
||
correcting my mistakes is always a plus. I like how you set it up for the
|
||
beginner like myself to learn how to edit a vnum before we go about building an
|
||
entire zone get the feel of things before you start, and also have a person such
|
||
as yourself point out the errors, so that I can become better at building in all
|
||
honesty I probably would not have understood as much as I do now in such a little
|
||
time if it wasn't for the staff, the help files, and my passion for building and
|
||
you allowing me to do so you are all doing a good job. Keep it up.
|
||
CRISCAL
|
||
|
||
I think it was a brilliant idea to help get MUDs who need builders.... what they
|
||
need when I came into this mud via friend telling me the site I had absolutely
|
||
no knowledge of how to make rooms/objects/mobs. Now I know a lot more about all
|
||
three of those than I did before. I want to thank all of you guys for what you
|
||
are doing :)
|
||
|
||
Pepper!
|
||
|
||
* * * * tbaMUD Mail System * * * *
|
||
Date: Sun Sep 23 04:41:06 2007
|
||
To : rumble
|
||
From: raven
|
||
|
||
I've wanted to thank you for running all this. Everything at TBA has been very
|
||
helpful to myself and the other builders I've been working with. Your service
|
||
is much appreciated. So, again, thanks for keeping all of this running. I am
|
||
sure everyone else appreciates it as well. Regards
|
||
--Raven
|
||
|
||
Sylaer gossips, 'Just stopping in to see what's here and say that I appreciate a mud theme such as this'
|
||
|
||
Sryth:
|
||
Trigedit is still being actively developed at The Builder Academy (TBAmud),
|
||
their website has pretty good documentation on the feature, and they have a
|
||
full mud set up that does nothing but develop the code and teach people to
|
||
use the OLC and scripting with excellent tutorials. The people are friendly,
|
||
helpful, and knowledgeable.
|
||
|
||
#0
|
||
PREFEDIT PREFERENCE-EDITOR
|
||
|
||
Usage: prefedit
|
||
|
||
An addition to OasisOLC for players! The menu-driven interface allows players
|
||
to change all of their preferences and toggles.
|
||
|
||
See Also: TOGGLE
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
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
|
||
#31
|
||
PROMOTE PROMOTIONS ADVANCEMENTS RAISES LVLS LEVELS GAINS 31 32 33 34 RANKS RANKING HIRING JOBS STAFFING
|
||
|
||
Here at The Builder Academy the level of an immortal generally denotes
|
||
their skill at building. This makes it easier for people to know who is in
|
||
charge, who they can ask for help, and who they should be wary of taking tips
|
||
from. I encourage everyone to help each other. Just realize that if the person
|
||
is not at least a Great God they may have relatively little experience.
|
||
|
||
Level 31 (Immortal) Anyone who is new to TBA and is working on their trial
|
||
vnum or zone.
|
||
Level 32 (God) An experienced builder that has proven their knowledge and is
|
||
willing to teach others. Level 2 and above is considered staff.
|
||
Level 33 (Greater God) An experienced builder that has contributed
|
||
significantly to TBA.
|
||
Level 34 (Implementor) Current developers: Welcor, Wyld, and Opie.
|
||
|
||
Do not bother asking to be advanced, and if that is why you are here, you
|
||
are wasting your time. Note, this does not mean you are not a quality builder,
|
||
but TBA is not your typical MUD. On the contrary, we are here as dedicated
|
||
people to help you learn to build. Because of this the only chance of
|
||
advancement is if you are willing to learn to build and then help teach others.
|
||
If you are willing to give back to the tbaMUD community, and have the
|
||
necessary skills to do so, you will be advanced and given further privileges
|
||
to help teach others. Generally, if you have to ask for a promotion you will be
|
||
less likely to receive it. Performance is everything here.
|
||
|
||
q
|
||
#0
|
||
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
|
||
#31
|
||
PROTECTION-FROM-EVIL PROT-EVIL
|
||
|
||
Usage : cast 'protection from evil' [self]
|
||
Accumulative: Yes (Duration)
|
||
Duration : 24 hours
|
||
Level : Cleric level 8.
|
||
|
||
The meaning of this spell is not yet fully defined.
|
||
#0
|
||
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. 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
|
||
#31
|
||
PUT
|
||
|
||
Usage: put <item> <container>
|
||
put all.<item> <container>
|
||
put all <container>
|
||
|
||
For putting items into containers.
|
||
|
||
Examples:
|
||
|
||
> put bread bag
|
||
> put all.bread bag
|
||
> put all chest
|
||
|
||
See also: GET
|
||
#0
|
||
QEDIT QUESTEDITOR QUEST-EDITOR AUTOQUEST-EDITOR QEDIT-NUMBER
|
||
|
||
Quests are created using the qedit command. Ideally, the quests should be
|
||
created in the same zone number as the questmaster, although some builders may
|
||
prefer to add the quest in the zone where quest completion takes place.
|
||
|
||
Quests use vnums in exactly the same way as mobiles, object and rooms. Each
|
||
zone will normally have 100 vnums available (#00 to #99, where # is the zone
|
||
number). Usually, when creating the first quest in a zone, #00 is used,
|
||
then #01, etc<74>
|
||
|
||
When you qedit <vnum> to create a new quest (or edit an existing one), you will
|
||
see the menu in @RHELP QEDIT-MENU@n
|
||
|
||
See Also: QEDIT-MENU, QUESTPOINTS, QUESTFLAG
|
||
#31
|
||
QEDIT-ACCEPT
|
||
|
||
This is the text that is sent to the player when they start the quest. It
|
||
should describe in detail exactly what is required to complete the quest. The
|
||
text is simply output on the player<65>s screen, so be creative here. An example
|
||
of an accept message text could be something like:
|
||
|
||
The questmaster rummages in a large pile of papers.
|
||
The questmaster says <20>Ah, here it is<69>
|
||
The questmaster says <20>Bob, the local butcher has offered this quest<73>
|
||
The questmaster shows you a hastily scrawled note, that reads:
|
||
|
||
I am willing to offer any plucky adventurer 10 quest points if they bring me a
|
||
large dragon steak. These are normally acquired from the large green dragons
|
||
up on Wyrm Mountain. My normal source got eaten last week, and I have a large
|
||
order to fill. I need these within 24 hours
|
||
|
||
Thanks, Bob the Butcher, Midgaard
|
||
The questmaster sighs.
|
||
The questmaster says <20>A tricky quest, but it<69>ll cost you 5qp to back out now<6F>
|
||
#31
|
||
QEDIT-COMPLETED QEDIT-ABANDONED
|
||
|
||
B) Completed : [ @c0@n] C) Abandoned : [ @c0@n]
|
||
The completed field is the number of quest points awarded to the player when
|
||
they successfully complete the quest. The abandoned field is the number of
|
||
quest points that the player loses when they abandon a quest. Players do not
|
||
lose quest points if a quest timer expires, so this should really be zero for
|
||
all timed quests.
|
||
#31
|
||
QEDIT-COMPLETION
|
||
|
||
Just like the accept message, this is simply text that is output on the
|
||
player<EFBFBD>s screen when they successfully complete the quest. Prizes (quest
|
||
points, gold coins, experience points or an object) are automatically
|
||
announced after this text is shown, so this text does not need to have that
|
||
information in it.
|
||
#31
|
||
QEDIT-DELETE
|
||
|
||
As the name suggests, this will delete this quest from the MUD. You will be
|
||
asked for confirmation, in case you accidentally hit the X key.
|
||
#31
|
||
QEDIT-DESCRIPTION
|
||
|
||
This should be a short description of the quest. It is shown to players
|
||
when they type quest list at the questmaster, and should therefore give some
|
||
indication of what the quest requires.
|
||
#31
|
||
QEDIT-FLAGS
|
||
|
||
These are toggles on and off in a sub-menu. When you select option 6 from
|
||
the main menu, you will see the sub-menu:
|
||
|
||
1) REPEATABLE
|
||
Quest flags: @cNOBITS@n
|
||
Enter quest flags, 0 to quit :
|
||
|
||
Currently, only one flag is available, the REPEATABLE flag. When you have
|
||
finished turning this on or off, select <20>0<EFBFBD> (zero) to return to the main menu.
|
||
#31
|
||
QEDIT-LEVELS
|
||
|
||
D) Lower Level : [ @c0@n] E) Upper Level : [ @c30@n]
|
||
|
||
Players below, and above, this level will be unable to join this quest.
|
||
#31
|
||
QEDIT-MASTER
|
||
|
||
The Quest Master is the mobile who gives out the quest. Players need to
|
||
find the quest master in order to join the quest. Simply enter the mobile vnum
|
||
for the questmaster, and your quest will appear on their quest list. Only one
|
||
questmaster can give out each quest.
|
||
#31
|
||
QEDIT-MENU QUESTEDITOR-MENU
|
||
|
||
-- Quest Number : [ @c100@n] @RHELP QEDIT-NUMBER@n
|
||
1) Quest Name : @yUndefined Quest@n @RHELP QEDIT-NAME@n
|
||
2) Description : @yQuest definition is incomplete.@n @RHELP QEDIT-DESCRIPTION@n
|
||
3) Accept Message @RHELP QEDIT-ACCEPT@n
|
||
@yThere is no information on this quest.@n
|
||
4) Completion Message @RHELP QEDIT-COMPLETION@n
|
||
@yYou have completed the quest.@n
|
||
5) Quit Message @RHELP QEDIT-QUIT@n
|
||
@yYou have abandoned the quest.@n
|
||
6) Quest Flags : @cNOBITS@n @RHELP QEDIT-FLAGS@n
|
||
7) Quest Type : @c(null)@n @RHELP QEDIT-TYPE@n
|
||
8) Quest Master : [ @c-1@n] none @RHELP QEDIT-MASTER@n
|
||
9) Quest Target : [ @c-1@n] Unknown @RHELP QEDIT-TARGET@n
|
||
A) Quantity : [ @c1@n] @RHELP QEDIT-QUANTITY@n
|
||
Quest Point Rewards @RHELP QEDIT-COMPLETED@n
|
||
B) Completed : [ @c0@n] C) Abandoned : [ @c0@n]
|
||
Other Rewards @RHELP QEDIT-REWARDS@n
|
||
G) Gold Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n]
|
||
Level Limits to Accept Quest @RHELP QEDIT-LEVELS@n
|
||
D) Lower Level : [ @c0@n] E) Upper Level : [ @c30@n]
|
||
F) Prerequisite : [ @c-1@n] @RHELP QEDIT-PREREQUISITE@n
|
||
L) Time Limit : [ @c-1@n] @RHELP QEDIT-TIME@n
|
||
N) Next Quest : [ @c-1@n] @RHELP QEDIT-NEXT@n
|
||
P) Previous Quest : [ @c-1@n] @RHELP QEDIT-PREVIOUS@n
|
||
X) Delete Quest @RHELP QEDIT-DELETE@n
|
||
Q) Quit
|
||
Enter Choice:
|
||
#31
|
||
QEDIT-NAME
|
||
|
||
This is simply the name of the quest, shown in qlist. It should be short,
|
||
but descriptive.
|
||
#31
|
||
QEDIT-NEXT
|
||
|
||
This is the quest vnum of next quest in a chain. When a player completes
|
||
the current quest, the next quest will automatically be joined. This allows
|
||
for long quests with a number of <20>steps<70>.
|
||
#31
|
||
QEDIT-PREREQUISITE
|
||
|
||
This is the object vnum for a prerequisite object. The prerequisite object
|
||
should be in the player<65>s inventory in order for them to be able to join the
|
||
quest. It is not taken from the player when the quest starts.
|
||
#31
|
||
QEDIT-PREVIOUS
|
||
|
||
This is a quest prerequisite. The quest vnum entered here must have been
|
||
completed by the player in order to join this quest.
|
||
#31
|
||
QEDIT-QUANTITY
|
||
|
||
This is the number of times the player needs to repeat the quest. For
|
||
example, it could be the number of items the player needs to find in a <20>object<63>
|
||
quest of the number of mobs the player should kill in a <20>kill mob<6F> quest. This
|
||
should be used with caution, however. In an object quest <20>picking up<75> the same
|
||
object 20 times will also complete the quest.
|
||
#31
|
||
QEDIT-QUIT QEDIT-MESSAGE
|
||
|
||
The quit message is sent to the player when they type quest leave. Players
|
||
can lose quest points for abandoning a quest (see <20>Abandoned<65> on the next
|
||
page), so if they lose quest points, this text really should inform them of
|
||
that.
|
||
#31
|
||
QEDIT-REWARDS QEDIT-GOLD QEDIT-EXPERIENCE QEDIT-OBJECT
|
||
|
||
G) Gold Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n]
|
||
|
||
Gold is the number of gold coins awarded to the player when they
|
||
successfully complete the quest.
|
||
|
||
Exp is the number of experience points awarded to the player when they
|
||
successfully complete the quest.
|
||
|
||
Object is the object vnum of a prize object that should be awarded to the
|
||
player when they successfully complete the quest.
|
||
#31
|
||
QEDIT-TARGET
|
||
|
||
The target depends on the quest type. It is the VNUM that should be found
|
||
by the player. The table below shows which vnum type is needed.
|
||
|
||
@uQuest Type Target@n
|
||
Object, Return Object - Object VNUM
|
||
Find Mob, Kill Mob, Save Mob - Mob VNUM
|
||
Room, Clear Room - Room VNUM
|
||
#31
|
||
QEDIT-TIME
|
||
|
||
This is the number of <20>ticks<6B> or game hours that the player has to complete
|
||
the quest. If this is set, then the builder should really try to do the quest
|
||
themselves, and time how long it takes (typing <20>time<6D> before and after the
|
||
attempt), and then giving at least one extra <20>tick<63> for players to complete it.
|
||
#31
|
||
QEDIT-TYPE
|
||
|
||
There are a few different quest types. When you select option <20>7<EFBFBD> from the
|
||
main menu, you will be shown a list to choose from:
|
||
|
||
0) Object - Player needs to find a particular object.
|
||
Ends: When the target object is picked up.
|
||
1) Room - Player needs to find a particular room.
|
||
Ends: When the player enters the target room.
|
||
2) Find mob - Player needs to find a particular mobile.
|
||
Ends: When the player enters the same room as the target mob.
|
||
3) Kill mob - Player needs to kill a particular mobile.
|
||
Ends: When the target mobile dies, if the player lands the
|
||
killing blow.
|
||
4) Save mob - Player needs to protect or save a particular mobile.
|
||
Ends: When every mobile in the same room as the target is
|
||
killed. The target mobile should be the last mobile left
|
||
in the room.
|
||
5) Return object - Player needs to find a particular object, and return it to
|
||
a particular mobile.
|
||
Ends: When the target object is given to the specified mob.
|
||
When you select this quest type, you are automatically asked
|
||
for the mobile vnum to whom the object should be returned.
|
||
6) Clear room - Player needs to kill all mobiles in a particular room.
|
||
Ends: When the last mobile in the target room dies.
|
||
|
||
Enter Quest type :
|
||
#31
|
||
QLIST QUEST-LIST QEDIT-LIST QUESTLIST
|
||
|
||
Usage: qlist <range of vnums or zone number>
|
||
|
||
Qlist gives you a list of the quests within the parameters.
|
||
|
||
qlist - lists all quests of the zone you are in.
|
||
qlist 13 - lists all quests defined in zone 13.
|
||
qlist 1300 1310 - lists all existing quests from vnum 1300 to 1310.
|
||
|
||
See also: QEDIT, OLC
|
||
#31
|
||
QSAY
|
||
|
||
Usage: qsay <message>
|
||
|
||
To tell something to everyone on the current Quest.
|
||
|
||
See also: QUEST
|
||
#0
|
||
QUAFF POTIONS
|
||
|
||
Usage: quaff <potion>
|
||
|
||
Quaff is used to drink a (magical) potion. The magic will take effect
|
||
immediately, for better or for worse...
|
||
|
||
#0
|
||
QUESTIONS
|
||
|
||
Feel free to mudmail any of the staff under the WIZLIST for assistance.
|
||
Boards may be used but generally are considered spamming unless it is of great
|
||
importance to everyone.
|
||
|
||
See also: MUDMAIL, BOARDS
|
||
#0
|
||
QUESTPOINTS
|
||
|
||
A reward for completing autoquests or given out by immortals for completing
|
||
a task. These special points can be redeemed for special equipment.
|
||
|
||
See Also: AUTOQUESTS
|
||
#0
|
||
QUESTS QUEST-LIST QUEST-HISTORY QUEST-PROGRESS QUEST-JOIN QUEST-LEAVE QUEST-STATUS QUEST-FLAG QUESTFLAG
|
||
|
||
Usage: quest [list | join <#> | progress | leave | history]
|
||
|
||
quest - Show usage information for the quest command.
|
||
quest list - Used at the questmaster to see which quests are available.
|
||
quest join # - Used to the questmaster to join the quest listed as number <20>nn<6E> on quest list.
|
||
quest progress - Shows the player which quest they are doing, and their quest progress.
|
||
quest leave - Allows the player to abandon the current quest, taking the quest point penalty.
|
||
quest history - Shows all previously completed non-repeatable quests.
|
||
|
||
See also: AUTOQUESTS
|
||
#0
|
||
QUI SHUTDOW
|
||
|
||
Just to prevent accidental quits and/or shutdowns. This command does not do,
|
||
it simply is.
|
||
|
||
See also: QUIT, SHUTDOWN
|
||
#0
|
||
QUIT LOGOUT
|
||
|
||
When you get tired of playing, you can leave the game by typing 'quit'.
|
||
You can quit anywhere, and you will not lose your EQ when you decide to do so.
|
||
|
||
See also: INN, OFFER, RENT
|
||
#0
|
||
RADIAX
|
||
|
||
He appreciates it, really. But, he can take care of himself.
|
||
|
||
#0
|
||
RANDOM-THOUGHTS BIGGEST EGO
|
||
|
||
Random Thoughts came to us a while back wanting to learn scripts and with
|
||
his unique attitude and years of mudding experience, as well as his limited
|
||
ability to understand the code, he is an asset and a welcome member of the
|
||
TBA community. He is also a part of the CWG community and enjoys spending
|
||
time helping those in need, or just helping to lift the mood of frustrated
|
||
builders with random misquotes.
|
||
He is most known though for the size of his Ego and for his ability to refer
|
||
builders to the helpfiles.
|
||
|
||
@RTSTAT 41095@n
|
||
#0
|
||
RANDOM-TIMING TIMING TRIGEDIT-RANDOM-TIMING TRIG-RANDOM-TIMING TRIG-TIMING TRIGEDIT-TIMING TRIGGER-TIMING
|
||
|
||
Since random triggers fire every 13 seconds you can set how often the trigger
|
||
fires by modifying numeric arg to the following values:
|
||
|
||
1% = 22 minutes
|
||
2% = 11 minutes
|
||
5% = 4 minutes
|
||
10% = 2 minutes
|
||
20% = 1 minute
|
||
50% = 26 seconds
|
||
100% = 13 seconds
|
||
|
||
The actual equation is 100/numeric arg X 13 = time in seconds. 100/20 X 13 = 65 seconds
|
||
|
||
See also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-MOB-RANDOM, TRIGEDIT-ROOM-RANDOM
|
||
#31
|
||
RDELETE
|
||
|
||
Usage: rdelete variable id
|
||
* This is used to remove a variable
|
||
say Thank you, %actor.name% - your quest is completed.
|
||
rdelete quest_object %actor.id%
|
||
|
||
Delete a remote variable from the trigger referred to by the id of its owner.
|
||
|
||
See also: VDELETE, REMOTE
|
||
#31
|
||
READ
|
||
|
||
Usage: read <object>
|
||
read <board message number>
|
||
|
||
When you want to read something.
|
||
|
||
READ is also used to read messages on bulletin boards; type HELP BOARDS
|
||
for more information.
|
||
|
||
Example:
|
||
|
||
> read note
|
||
|
||
See also: BOARDS
|
||
#0
|
||
REBOOT RESTART STARTUP BOOT STARTING
|
||
|
||
A reboot is a scheduled clean-up of the Realms. A reboot can only be done by
|
||
the highest levels of immortals. A reboot disconnects all players and
|
||
immortals from the Realms and reloads the entire World.
|
||
|
||
See also: CRASH, SHUTDOWN
|
||
#0
|
||
RECALL WORD-OF-RECALL
|
||
|
||
Usage : cast 'word of recall'
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 12.
|
||
|
||
The caster will be transferred back to his hometown sanctuary.
|
||
#0
|
||
RECENT
|
||
|
||
Show recent activity such as logins, newplayers, and other info since last
|
||
reboot.
|
||
|
||
SEE ALSO: LAST, PFILE
|
||
#31
|
||
RECITE SCROLLS
|
||
|
||
Usage: recite <scroll> [Target]
|
||
|
||
This command is used to read a magical scroll. The target can be an object
|
||
or character. If the target is not specified it will be used upon yourself.
|
||
|
||
See also: SPELLS
|
||
#0
|
||
RECRUITING ADVERTISING ADVERTISEMENTS ADVERTIZING ADVERTIZEMENTS
|
||
|
||
For those wishing to help spread the word about TBA, thank you! The
|
||
simplest way to help is to write a review at:@C
|
||
http://mudconnector.com/mud-bin/adv_search.cgi?Mode=MUD&mud=The+Builder+Academy
|
||
|
||
@n Also please spread the word to your friends and other MUDs. We provide
|
||
training to anyone who wants it and we even offer up TBA as a builder port for
|
||
other MUDs.
|
||
|
||
To prevent harassment of builders trying to learn we strictly enforce a no
|
||
advertising policy. The only exception is that you may post to the advertising
|
||
board in room 88 and the advertising section in the forums. There are far
|
||
better places to recruit builders such as TMC.
|
||
|
||
For Implementors searching for help to create their MUDs. The staff of TBA
|
||
is flattered, but we have plenty of builders and development to keep us busy
|
||
for years. If you are staff from another MUD here to evaluate a builders work
|
||
before hiring them please contact any staff member. We will vouch for good
|
||
builders that have crossed our threshold and tell you our honest feelings
|
||
about the abilities of each.
|
||
|
||
The harsh truth is that most decent MUDs have been around for a while and do
|
||
not need to advertise. They also usually require new builders to complete a
|
||
zone or provide equivalent proof that you are a good builder. If someone says
|
||
they just started a MUD and need good builders be warned most MUDs fail and
|
||
there is a good chance you will lose your work. It happens to all builders
|
||
eventually. Make sure whatever MUD you build for does regular backups and ask
|
||
if they will provide you a copy of your finished work.
|
||
|
||
See also: TMC, TBA-ADVERTISING
|
||
#0
|
||
REDIT CREATE RCREATE ROOMS REDIT-NEW ROOM-EDIT REDIT-CREATE ROOMEDIT CREATE-ROOM ROOM-CREATE REDIT-COMMAND BUILD-ROOM BUILDROOM MAKING MAKE-ROOM
|
||
|
||
Usage: redit <room vnum>
|
||
|
||
This command will let you edit (online) any room within your designated
|
||
zone. If you specify an unused vnum, a new room will be created with that
|
||
number.
|
||
|
||
If no room number is specified, the current room is used as target.
|
||
|
||
@RGOTO 8@n to enter The Builder Academy hallway on how to use redit.
|
||
|
||
See also: REDIT-MENU, RLIST, DIG, OLC, XCOPY
|
||
#31
|
||
REDIT-DELETE ROOMDELETE ROOM-DELETE ERASE DELETE-ROOM ODELETE OEDIT-DELETE MDELETE MEDIT-DELETE DELETE-OBJECT
|
||
|
||
Deletes the current room, mobile, or object. Be careful and make sure you
|
||
are deleting the right vnum. Do not delete objects in rent files.
|
||
|
||
See also: OLC, AUTOSAVE, PURGE, VDELETE
|
||
#31
|
||
REDIT-DESCRIPTIONS ROOM-DESCRIPTIONS ROOMDESCRIPTIONS
|
||
|
||
2) Description :
|
||
@yYou are in an unfinished room.@n
|
||
The description of the room is seen when players type "look," and when they
|
||
enter. Select 2 to enter the room description while in redit. When you enter
|
||
the room description for the first time make sure to type /c and hit enter to
|
||
clear the current contents (You are in an unfinished room.) You edit the
|
||
room description in what is called the text editor. @RHELP TEXT-EDITOR@n.
|
||
Learn all of the text editor commands, they will be very useful.
|
||
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 does.
|
||
If the MUD is boring, why play it? Why even build it? Changing a description by
|
||
one or two words counts as copying as well. Always keep in mind that the game
|
||
is meant to be fun, so frustration, boredom, and irritation when reading
|
||
something must be avoided at all costs. There are very few exceptions to this
|
||
rule, and believe it or not, building a maze is -not- one of them.
|
||
In the room description itself, you should include the important things in
|
||
the room. The next thing to consider is all of the long extra descriptions of
|
||
things you are going to enter. You were going to enter nice long text
|
||
descriptions of things, right? This is the new millennium and you are the
|
||
culmination of centuries of evolution/creation and we cannot have zones like
|
||
the Sewers where half the rooms are: "This is a long, boring tunnel. This is
|
||
another long, muddy, boring tunnel."
|
||
Some players are evil, some are good, and many are not even human. When
|
||
writing descriptions be sure not to assume the nature of the character reading
|
||
it. For example, do not say "The warrior towers above everyone in the room" when
|
||
the character looking at him might be a giant. Some players may be flying,
|
||
some may be near death, some may be high level and fearless in your zone, others
|
||
low level and easily killed. Do not assume fear, thirst, anxiety, etc.
|
||
Remember mobs can be killed, move, or not load. Objects can be taken or not
|
||
load, so never include them in the room descriptions.
|
||
Room descriptions must be at least 3 lines and no more than 13 lines (if
|
||
you run out of space use extra descriptions). Rooms with less than three lines
|
||
are almost not worth creating in the first place, and more than 13 lines makes
|
||
life difficult for the reader, especially when just passing through.
|
||
If you feel you need a really long road, say the road is really long. A few
|
||
rooms straight of a road or hallway or what not is pretty long. Do not feel the
|
||
need to extend it. 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. These objects do not have to do anything, just break up the sparse rooms.
|
||
If you are pressured to write bigger descs or make more rooms, relax. The best
|
||
zones are usually very small and their size should not be measured by how many
|
||
times someone has to enter w to go down the road, you can say something is any
|
||
size you feel like making it with words alone.
|
||
|
||
See also: TEXT-EDITOR
|
||
#31
|
||
REDIT-EXITS DOORFLAGS REDIT-KEYS PICKPROOF REDIT-EXIT-MENU EXIT-BASICS DOOR-FLAGS EXIT-MENU PURGE-EXITS
|
||
|
||
Choosing to modify an exit will bring you to the exit menu.
|
||
|
||
1) Exit to : @c-1@n
|
||
2) Description :-
|
||
@y<NONE>@n
|
||
3) Door name : @y<NONE>@n
|
||
4) Key : @c0@n
|
||
5) Door flags : @cNo door@n
|
||
6) Purge exit.
|
||
Enter choice, 0 to quit :
|
||
|
||
1) Exit to : @c-1@n
|
||
This displays where the exit leads to. This is a room number.
|
||
NOTE: the room number (0) is illegal. If you make an exit, make sure to
|
||
give it a place to point to. An exit to -1 means it does not exist. This
|
||
will create a one-way exit. To make it two way you also set the exit in
|
||
the opposite direction in the destination room. Thanks to our coders you will
|
||
not normally modify exits this way, instead you would use dig or buildwalk.
|
||
@RHELP DIG @n|@R HELP BUILDWALK@n. Both are excellent time-savers.
|
||
|
||
2) Description :-
|
||
@yNONE@n
|
||
What people see when they look in that direction. i. e. look north.
|
||
These must always be complete sentences. For example, "You see the
|
||
main chamber of the temple." These can really flesh out a zone.
|
||
|
||
3) Door name : @yNONE@n
|
||
This is a keyword field. A keyword is the word you use when you perform
|
||
an action. Such as opening and closing. It can be more than one word, but
|
||
the first word is the only one displayed in the output messages. i.e. Rumble
|
||
opens a <Door name>.
|
||
|
||
4) Key : @c0@n
|
||
If you wish the door to be locked then you must first make an object of
|
||
type key. That object VNUM is then placed in this field. @RHELP KEY-BASICS@n.
|
||
|
||
5) Door flags : @cNo door@n
|
||
Choosing this option will display a third menu to select the door type.
|
||
0) No door -- Default setting
|
||
1) Closeable door -- Door can be opened/closed/locked (pickable)
|
||
2) Pickproof -- Door can only be opened with key (sorry thieves)
|
||
|
||
6) Purge exit.
|
||
This last option is available to set this exit to default.
|
||
This will clear all values and set the Exit to : -1 (nowhere).
|
||
|
||
Instead of having to link rooms manually through olc we have implemented
|
||
Buildwalk and the dig command. See the help files on each for more
|
||
information once you have finished your trialroom and have a zone.
|
||
|
||
Remember that for working two-way doors, the rooms on each side must have
|
||
matching door flags, doors, and zone commands to close them.
|
||
|
||
#31
|
||
REDIT-EXTRA-DESC REDIT-EXTRAS EXTRAS
|
||
|
||
B) Extra descriptions menu
|
||
When choosing this option you will be sent to the menu explained under
|
||
@RHELP EXTRA@n. This menu is used for both rooms and objects.
|
||
If you have a lot to say try to use extended descriptions and/or objects
|
||
to increase the amount of description in the room without bloating the room
|
||
description too much. For doors, exits, and so forth, try to include an extra
|
||
description of the door (for example, one for "door wooden"). For extra
|
||
descriptions, try to make one for each thing that you think a player would look
|
||
at in the room description or in other extra descriptions. If there is one
|
||
word that could mean two or more things, include them all if you like, or
|
||
direct the player to another description for such.
|
||
Any noun in the room description that cannot be adequately described, but
|
||
is hinted to play some sort of role should either outright exist as an object
|
||
or have an extra description in the room representing it. This goes even if
|
||
the idea of the object being of use is a mere smokescreen. Use extra
|
||
descriptions extensively, to flesh out a room, exits, and objects. Hide info,
|
||
hints, tips and tricks in them.
|
||
Of course all rooms have a description. But very few ever have extra
|
||
descriptions. For example, there might be something mentioned in the room
|
||
description but when you type "look <<at what was described>>" it says "You do
|
||
not see that here." If you mention a painting then a player who takes the
|
||
time to type look painting should see something, it does not have to be
|
||
anything spectacular, just a simple painting of a lake and open field etc.
|
||
This is a very important part of building. How would you otherwise convey
|
||
the feeling you have about an area, if you do not put it in writing. People
|
||
cannot read your mind. In the interest of yourselves, the players who are
|
||
going to play your area (and to make the staff here proud :P), use those extra
|
||
descriptions.
|
||
|
||
See also: EXTRA
|
||
#31
|
||
REDIT-MENU MENU ROOM_MENU BUILDINGS CASTLES REDIT-EDITOR ROOM-MENU EDIT-MENU EDIT-ROOM
|
||
|
||
-- Room number : [@c1399@n] Room zone: [@c13@n] @RHELP REDIT-NUMBER@n
|
||
1) Name : @yAn unfinished room@n @RHELP REDIT-NAME@n
|
||
2) Description : @RHELP REDIT-DESC@n
|
||
@yYou are in an unfinished room.@n
|
||
3) Room flags : @cNOBITS@n @RHELP REDIT-ROOM-FLAGS@n
|
||
4) Sector type : @cInside@n @RHELP REDIT-SECTOR-TYPE@n
|
||
5) Exit north : @c-1@n @RHELP REDIT-EXIT@n
|
||
6) Exit east : @c-1@n
|
||
7) Exit south : @c-1@n
|
||
8) Exit west : @c-1@n
|
||
9) Exit up : @c-1@n
|
||
A) Exit down : @c-1@n
|
||
B) Extra descriptions menu @RHELP REDIT-EXTRA@n
|
||
S) Script : @cNot Set.@n @RHELP SCRIPT-MENU@n
|
||
W) Copy Room
|
||
D) Delete Room @RHELP REDIT-DELETE@n
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
#31
|
||
REDIT-NAME ROOM-NAME ROOM-TITLE REDIT-TITLE
|
||
|
||
1) Name : @yAn unfinished room@n
|
||
This line can be edited in redit by typing 1 and hitting return. You may
|
||
then enter the name of the room. The room name is displayed before the room
|
||
description when players look at the room. Room name should be formatted like
|
||
a title of a book. First letter always capitalized. Do not use punctuation in
|
||
the room title. Room title is not a complete sentence but all words except
|
||
prepositions should have their first letter capitalized. For example, "The Clan
|
||
Ranks of the Builder Academy" Think of it as the shortest possible description
|
||
of this room. It should not contain any ending punctuation like a period.
|
||
|
||
Examples:
|
||
"An Empty Dark Tunnel", "The Elcardorian Bakery", "Ms. Celande's Office"
|
||
"The Beginning of the End" "Two Paths Diverge in the Woods" "Jack's Trial Vnum"
|
||
|
||
#31
|
||
REDIT-NUMBER
|
||
|
||
-- Room number : [@c1399@n] Room zone: [@c13@n]
|
||
This line is solely for informational purposes, you edit nothing here. It
|
||
lists the VNUM of the room (1399) and the zone number (13). Notice zone number
|
||
and VNUM have the same first few numbers.
|
||
|
||
#31
|
||
REDIT-SECTOR-TYPE SECTORS SECTOR-TYPE TERRAIN-TYPE FIELDS FORESTS REDIT-SECTOR-FLAGS SCUBA UNDERWATER
|
||
|
||
4) Sector type : @cInside@n
|
||
This defines movement point, light, and boat requirements.
|
||
The following terrains may be selected (only one):
|
||
|
||
Movement Points
|
||
1) Inside Indoors (no light required) 1
|
||
2) City The streets of a city. 1
|
||
3) Field An open field. 2
|
||
4) Forest A dense forest. 3
|
||
5) Hills Low foothills. 4
|
||
6) Mountains Steep mountain regions. 6
|
||
7) Water (Swim) Water (swimmable). 4
|
||
8) Water (No Swim) Unswimmable water. Boat required. 1
|
||
9) In Flight Wheee! Requires AFF_FLYING. 1
|
||
10) Underwater Underwater requires AFF_SCUBA. 5
|
||
|
||
#31
|
||
RELEASES
|
||
|
||
The complete release history of tbaMUD is available at:
|
||
https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
|
||
#0
|
||
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/*)
|
||
|
||
#31
|
||
RELSQUI
|
||
|
||
How do you pronounce your MUD name? It doesn't come up very much, being a
|
||
(usually) silent medium and all, but every once in a while I find myself
|
||
wondering. The only thing people usually mistake about mine is the 'u,' which
|
||
is not silent. Relskwee. ^_^
|
||
|
||
http://members.aol.com/relsqui/me
|
||
http://members.aol.com/elsabett/squoose.gif
|
||
|
||
#0
|
||
REMOTES VSET RSET
|
||
|
||
Usage: remote <variable> <id>
|
||
|
||
Remoting a variable saves that variable to the player file for future access.
|
||
This is used heavily for quests to limit a player to only performing it once.
|
||
Here is a quick example from zone 14. The variable must first be set and then
|
||
saved to the players file via remote, like:
|
||
|
||
* setting the variable to 1 means completed.
|
||
set solved_example_quest_zone_0 1
|
||
remote solved_example_quest_zone_0 %actor.id%
|
||
|
||
Then in future triggers it is checked if that variable already exists in the
|
||
player file. In this example, if it does the player is not allowed to continue.
|
||
<variable> should always be a unique name. I suggest always including zone #.
|
||
<id> can be any value or text you wish to use later.
|
||
|
||
Create a global variable belonging to a character or player whose id is
|
||
specified. The variable must first exist in the trigger that is running.
|
||
|
||
For more examples @RGOTO 13@n to access the trigedit hallway.
|
||
|
||
Examples: @RTSTAT 199, 190-192, 23612-23614@n
|
||
|
||
See also: RDELETE, VDELETE, TRIG-SET, CONTEXT
|
||
#31
|
||
REMOVE
|
||
|
||
Usage: remove <item>
|
||
remove all
|
||
remove all.<keyword>
|
||
|
||
If you want to remove an item that you are wearing, use this command to
|
||
remove it and place it into your inventory.
|
||
|
||
Examples:
|
||
|
||
> remove boots
|
||
> remove sword
|
||
> remove all
|
||
> remove all.bronze
|
||
|
||
See also: GRAB, HOLD, WEAR, WIELD, ZEDIT-REMOVE
|
||
#0
|
||
REMOVE-CURSE
|
||
|
||
Usage : cast 'remove curse' <victim | object>
|
||
Accumulative: No
|
||
Duration : Instantaneous
|
||
Level : Cleric level 26.
|
||
|
||
Will remove a curse on carried objects or any person in the room.
|
||
#0
|
||
REMOVE-POISON
|
||
|
||
Usage : cast 'remove poison' <victim | food | drink>
|
||
Accumulative: No
|
||
Duration : Instantaneous
|
||
Level : Cleric level 10.
|
||
|
||
Will remove the affects of poison from a victim or an object.
|
||
|
||
See also: POISON
|
||
#0
|
||
REPLY
|
||
|
||
Usage: reply <message>
|
||
|
||
This command will send a reply to the last person to send you a message
|
||
using TELL. It works just as if you had typed 'tell <player> <message>'
|
||
but makes it a bit easier. It can also be very useful in case someone
|
||
invisible sends you a message.
|
||
|
||
Example:
|
||
|
||
Ras tells you, 'Hi!'
|
||
> reply hey
|
||
You tell Ras, 'hey'
|
||
>
|
||
Someone tells you, 'I am your secret admirer.'
|
||
> reply Who are you?
|
||
You tell someone, 'Who are you?'
|
||
|
||
See also: TELL, NOTELL
|
||
#0
|
||
REPORT GROUP-REPORT GROUPREPORT
|
||
|
||
Usage: report
|
||
|
||
This command sends a report of your current health to the other people in
|
||
your group. It is very useful, especially during battle as it quickly lets
|
||
everyone in your group know the condition you are in.
|
||
|
||
Example:
|
||
report - Yields "Tink reports: 25/25H, 110/110M, 84/84V"
|
||
|
||
See Also: FOLLOW, GROUP, UNGROUP, GSAY, ASSIST, SPLIT
|
||
#0
|
||
REPORT-EXAMPLE
|
||
|
||
The following is Justo's monthly builder's report update. These are not required,
|
||
but encouraged. Justo's zone is the most in-depth and well planned zone I have
|
||
ever seen. I have never seen anyone put so much work into a zone. Kudos to Justo.
|
||
I am saving this because I would like everyone to use Justo's work as an
|
||
outstanding example of how a builder should develop and plan a full zone.
|
||
|
||
* * * * Midgaard Mail System * * * *
|
||
Date: Sun Oct 13 10:33:59 2002
|
||
To: rumble
|
||
From: justo
|
||
What I've been doing in Zone 151 :
|
||
1) Connected existing street system with Zone 82.
|
||
2) Have been zediting doors to remain closed.
|
||
3) Improved keywords on several mobs.
|
||
4) Added the appropriate extra descs to 15 objects. ( Still wish it would not
|
||
say " A bottle of tequila of whisky." That is annoying.
|
||
5) Fixed up some of the shops...shop 15102 is still a problem...but its
|
||
finally functioning which is an improvement.
|
||
6) Erased old quest triggers that are not in phase with my current concept
|
||
for how the Zone should operate. Built some new ones that do conform
|
||
to the new concept ( I'll explain that shortly. ).
|
||
7) Built a realistic blunderbuss with your appreciated help.
|
||
8) Edited some of the Intro stuff in rooms 15100-15102.
|
||
* My original plan was to create something which people could actually
|
||
use to mud in the classical sense. But, I've rethought that a little.
|
||
Since everyone comments that Tejas 1820 is unique...and maybe a bit
|
||
alien, I've decided to make it into a more educationally-oriented
|
||
environment by setting up "sector guide" mobs which interact with
|
||
players and provide descriptive/directional info. The player asks
|
||
for help and those mobs provide it as best they can.
|
||
I'll also be adding one hack n' slash area for players to do
|
||
their usual thing...a Cantina. I'd initially intended to put
|
||
in some authentic desert wilderness around my San Juan Bautista
|
||
fort where players could go out and interact with the Apache
|
||
there and try to survive, but I'd rather allocate that Zone 82
|
||
space to completing my town. I think that adding wilderness
|
||
( actual frontier wildlands ) is going to require a third Zone
|
||
when I get that far along.
|
||
As for the educational "sector guide" mobs...my big dilemma is
|
||
trying to figure out just what the players might want to know about
|
||
Tejas 1820. I can Speech trigger those mobs...but what would a
|
||
player bother to ask them ? All of them are ICly-justified
|
||
bilinguals or multilinguals in varying degrees of proficiency.
|
||
But, I need more feedback on what players would like to know about
|
||
the Zone environment.
|
||
Maybe the way to go is to set up little instructional Quests for
|
||
the players. I might attempt that again.
|
||
Before we had a Ranger player that went around with a char and
|
||
tested the Zones. What have we got in that regard now ?
|
||
Justo's Monthly Zone report
|
||
|
||
#31
|
||
REROLL
|
||
|
||
Usage: reroll <player>
|
||
|
||
REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha)
|
||
|
||
See also: STAT
|
||
|
||
#31
|
||
RESCUE
|
||
|
||
Some fighting classes only.
|
||
|
||
Usage: rescue [target]
|
||
|
||
This command is useful if you want to try and make an attacker hit you
|
||
instead of your poor friend who is being pummeled. You can only 'turn' one
|
||
monster for each rescue attempt. This is very useful when playing in groups,
|
||
of course.
|
||
|
||
Example:
|
||
|
||
> rescue Yankee
|
||
|
||
#0
|
||
RESTORE REVIVE
|
||
|
||
Usage: restore <player | mobile | all>
|
||
|
||
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%.
|
||
|
||
#31
|
||
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
|
||
#31
|
||
RLIST ROOM-LIST REDIT-LIST
|
||
|
||
Usage: rlist <range of vnums or zone number>
|
||
|
||
Rlist gives you a list of the rooms within the parameters.
|
||
|
||
rlist - lists all rooms of the zone you are in.
|
||
rlist 13 - lists all rooms defined in zone 13.
|
||
rlist 1300 1310 - lists all existing rooms from vnum 1300 to 1310.
|
||
|
||
See also: REDIT, OLC, DIG
|
||
#31
|
||
ROLEPLAYING RP
|
||
|
||
Is highly encouraged.
|
||
|
||
#0
|
||
ROOM-TRIGGERS TRIGEDIT-ROOM-TYPES
|
||
|
||
1) Global @RHELP TRIGEDIT-ROOM-GLOBAL@n
|
||
2) Random @RHELP TRIGEDIT-ROOM-RANDOM@n
|
||
3) Command @RHELP TRIGEDIT-ROOM-COMMAND@n
|
||
4) Speech @RHELP TRIGEDIT-ROOM-SPEECH@n
|
||
6) Zone Reset @RHELP TRIGEDIT-ROOM-ZONE@n
|
||
7) Enter @RHELP TRIGEDIT-ROOM-ENTER@n
|
||
8) Drop @RHELP TRIGEDIT-ROOM-DROP@n
|
||
16) Cast @RHELP TRIGEDIT-ROOM-CAST@n
|
||
17) Leave @RHELP TRIGEDIT-ROOM-LEAVE@n
|
||
18) Door @RHELP TRIGEDIT-ROOM-DOOR@n
|
||
#31
|
||
RUMBLE
|
||
|
||
Thanks, I need all the help I can get.
|
||
|
||
Rumble created The Builder Academy back in 2000 and appreciates any assistance
|
||
in improving the tbaMUD codebase for the community to enjoy: tbamud.com 9091
|
||
|
||
See Also: TBA-ADVERTISING, TBA-STAFF
|
||
#0
|
||
RUMBLE-ALIASES
|
||
|
||
Some examples of aliases I use:
|
||
alias history history all
|
||
alias poofs score
|
||
alias poofin set self poofin $*
|
||
alias poofout set self poofout $*
|
||
alias pg title is here, page me if you need anything.
|
||
alias work title has gone to work.
|
||
alias cheat return
|
||
alias zn zedit new $1 $100 $199
|
||
alias rec at postmaster receive
|
||
alias mail at postmaster mail $*
|
||
alias work title has gone to work.;afk
|
||
alias away title is gone, send a tell to leave a message.
|
||
|
||
See Also: ALIASES, RUMBLE
|
||
#31
|
||
SANCTUARY
|
||
|
||
Usage : cast 'sanctuary' [self]
|
||
Accumulative: Yes (Duration)
|
||
Duration : 4 hours
|
||
Level : Cleric level 15.
|
||
|
||
When protected by sanctuary you will only receive 1/2 the normal damage
|
||
caused by a particular blow.
|
||
|
||
See also: ARMOR, BLESS
|
||
#0
|
||
SAVEALL AUTOSAVE SAVE-ALL REDIT-SAVE ZSAVE
|
||
|
||
All OLC on TBA is saved automatically on exit with the exception of
|
||
buildwalk, dig, and room/mob/obj delete. These are left unsaved in case a new
|
||
builder inadvertently buildwalks, digs, or deletes where they did not want to.
|
||
Unsaved OLC is lost after a shutdown reboot. But, it is autosaved with a
|
||
copyover or shutdown die. All other forms of OLC are saved by quitting and
|
||
saying "yes" to save internally.
|
||
|
||
See also: OLC, BUILDWALK, DIG, ROOMDELETE
|
||
#31
|
||
SAYS TELLS ASKS WHISPERS SHOUTS YELLS HOLLERS ' CHATS TALKS CHANNELS VOICES COMMON SPEAK SPEECH
|
||
|
||
Usage: say | shout | holler <string>
|
||
tell | whisper | ask <player> <string>
|
||
|
||
If you consider communicating with other beings, you might be understood
|
||
better if you start your sentences with either say, tell, whisper or shout.
|
||
|
||
Examples:
|
||
|
||
> say Hey, does anyone know how to get to Oz?
|
||
> tell catje hi, how are you?
|
||
|
||
You can use ' as a shorthand for say, as in:
|
||
|
||
> ' hello there.
|
||
|
||
Shout broadcasts your message to everyone is your geographic zone. Holler
|
||
broadcasts to everyone in the game but costs 20 movement points. You must
|
||
be level 3 before you can use shout and yell.
|
||
|
||
See also: AUCTION, GOSSIP, GSAY, WIZNET, NOREPEAT, QSAY, REPLY
|
||
#0
|
||
SCAN
|
||
|
||
Usage: scan
|
||
|
||
This command looks into adjacent rooms to see what mobs or players are close by.
|
||
|
||
See Also: LOOK
|
||
#0
|
||
SCORE
|
||
|
||
Usage: score
|
||
|
||
Provides useful information on your status such as age, hit points,
|
||
mana, movement points, armor class, alignment, experience points, how long
|
||
you've been playing, and your level. Your money can be viewed with the
|
||
'gold' command.
|
||
|
||
See also: ARMOR-CLASS, EXPERIENCE, GOLD
|
||
#0
|
||
SCREENWIDTHS SCREEN_WIDTHS
|
||
|
||
Usage: toggle screenwidth [#]
|
||
|
||
Sets how many characters your client can see in one line (40-200).
|
||
|
||
See also: TOGGLE, PAGELENGTH
|
||
#0
|
||
SCRIPT-MENU MEDIT-SCRIPT-MENU OEDIT-SCRIPT-MENU REDIT-SCRIPT-MENU REDIT-SCRIPTS OEDIT-SCRIPTS MEDIT-SCRIPTS ROOM-SCRIPTS SCRIPTMENUS
|
||
|
||
S) Script : @cNot Set.@n
|
||
Selecting S within redit will take you to the script attachment menu:
|
||
|
||
Trigger Attachment
|
||
|
||
Trigger List:
|
||
<none>
|
||
The first few lines tell you what triggers, if any, are already attached.
|
||
|
||
N) Attach trigger - Adds a new trigger, select N and then enter its VNUM.
|
||
X) Detach trigger - Detaches the trigger.
|
||
Q) Quit - You figure it out.
|
||
|
||
NOTE: Scripts, also called triggers, are an advanced form of OLC. Do not worry
|
||
too much about these until you are assigned a zone and are comfortable with all
|
||
other forms of OLC.
|
||
|
||
See Also: TRIGEDIT
|
||
#31
|
||
SEDIT SHOPS
|
||
|
||
Usage: sedit <shop vnum>
|
||
|
||
This command will let you edit (online) any shop within your designated
|
||
zone. If you specify an unused vnum, a new shop will be created with that
|
||
number.
|
||
|
||
@RGOTO 12@n to enter The Builder Academy hallway on how to use sedit.
|
||
|
||
See also: SEDIT-MENU, SLIST, OLC
|
||
#31
|
||
SEDIT-ACCEPTS
|
||
|
||
T) Accept Types Menu
|
||
This controls what types of items that the shop will buy. The first
|
||
argument, called "Type" is the Type Flag of items the shop will buy. Numerical
|
||
and English forms are both valid (5 or WEAPON, 9 or ARMOR, etc.).
|
||
The second (optional) argument is called "OBJ-EXTRA FLAGS" and allows you
|
||
to provide optional keywords to define specific keywords that must be present
|
||
on the objects for the shopkeeper to buy or sell it.
|
||
CAPS means flags, lowercase means object keyword.
|
||
|
||
@n## Type OBJ-EXTRA FLAGS
|
||
|
||
A) Add a new entry.
|
||
D) Delete an entry.
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
See also: SEDIT-OBJ-EXTRA
|
||
|
||
#31
|
||
SEDIT-FLAGS SHOPFLAGS SHOP-FLAGS
|
||
|
||
F) Shop flags : @cNOBITS@n
|
||
1) WILL_FIGHT - Players can try to kill shopkeeper.
|
||
2) USES_BANK - Shopkeeper will not carry more than 15000 coins.
|
||
3) UNLIMITED_CASH - Shopkeeper will never run out of money.
|
||
|
||
#31
|
||
SEDIT-KEEPER
|
||
|
||
0) Keeper : -1 @yNone@n
|
||
Virtual number of the shopkeeper mobile, and its name. Shopkeepers should
|
||
be hard (if even possible) to kill. They should always be NO_SUMMON, NO_BLIND,
|
||
NO_CHARM, NO_SLEEP.
|
||
Shopkeepers do not _have_ to buy anything. Or sell anything... On another
|
||
note, you can have two mobiles that look the same, but one is a shopkeeper and
|
||
the other is not. Shop keeping has some tricks to it as well. You can make the
|
||
shopkeeper wander, so players have to track it down to get the object they
|
||
need for the quest. This can be a key he sells, where the key is disguised as
|
||
something else like a ticket.
|
||
Shopkeepers could just be created so that they refuse to trade with any
|
||
player characters. The players will then wonder why the shopkeeper exists.
|
||
Perhaps giving him a jewel will make him friendlier. In this way, an area can
|
||
be made infinitely more exciting by making some triggers. The possibilities
|
||
are endless.
|
||
|
||
#31
|
||
SEDIT-MENU STORES BARTERING TRADE TRADING SHOPPING SHOPKEEPERS BARTENDERS LIBRARIAN
|
||
|
||
-- Shop Number : [@c1300@n] @RHELP SEDIT-NUMBER@n
|
||
0) Keeper : [@c-1@n] @yNone@n @RHELP SEDIT-KEEPER@n
|
||
1) Open 1 : @c0 @n2) Close 1 : @c28@n @RHELP SEDIT-OPEN@n
|
||
3) Open 2 : @c0 @n4) Close 2 : @c0@n
|
||
5) Sell rate : @c1.00 @n6) Buy rate : @c1.00@n @RHELP SEDIT-RATE@n
|
||
7) Keeper no item : @y%s Sorry, I don't stock that item.@n @RHELP SEDIT-REPLIES@n
|
||
8) Player no item : @y%s You don't seem to have that.@n
|
||
9) Keeper no cash : @y%s I can't afford that!@n
|
||
A) Player no cash : @y%s You are too poor!@n
|
||
B) Keeper no buy : @y%s I don't trade in such items.@n
|
||
C) Buy success : @y%s That'll be %d coins, thanks.@n
|
||
D) Sell success : @y%s I'll give you %d coins for that.@n
|
||
E) No Trade With : @cNOBITS@n @RHELP SEDIT-TRADE@n
|
||
F) Shop flags : @cNOBITS@n @RHELP SEDIT-FLAGS@n
|
||
R) Rooms Menu @RHELP SEDIT-ROOMS@n
|
||
P) Products Menu @RHELP SEDIT-PRODUCTS@n
|
||
T) Accept Types Menu @RHELP SEDIT-ACCEPTS@n
|
||
Q) Quit
|
||
Enter Choice :
|
||
|
||
See also: SEDIT-MISTAKES
|
||
#31
|
||
SEDIT-MISTAKES SEDIT-ADVANCED
|
||
|
||
The message "You cannot do that here." could be caused by the following:
|
||
Failure to set the proper room vnum in the room menu, not setting or loading
|
||
the shopkeeper and failing to purge and reset the zone.
|
||
Often new builders will get the message "There is nothing for sale." with
|
||
their first shop. This can be caused by two things. First, you have to give the
|
||
items you wish the mob to sell through zedit and make sure they loaded onto the
|
||
mob. Second, all objects that are for sale must have a cost. Shopkeepers can
|
||
not sell something with a cost of 0.
|
||
Another common problem is that new builders wish a mob to sell an unlimited
|
||
number of an item. To do this the item must be added to the shops product menu.
|
||
Otherwise the number of objects the shopkeeper sells will be the number in his
|
||
inventory.
|
||
You can not use the same shopkeeper or the same room to make multiple shops.
|
||
|
||
See also: OEDIT-COST, SEDIT-PRODUCTS, SEDIT-MENU
|
||
#31
|
||
SEDIT-NUMBER
|
||
|
||
-- Shop Number : [@c1300@n]
|
||
The shop vnum. We suggest you use the shop vnum that matches the room you
|
||
wish the shop to be in.
|
||
|
||
#31
|
||
SEDIT-OBJ-EXTRA OBJ-EXTRA
|
||
|
||
OBJ-EXTRA FLAGS are formed by Boolean expressions. The following operators
|
||
are available: ',^ = Not *, & = And +, | = Or
|
||
|
||
The precedence is Parenthesis, Not, And, Or. An example:
|
||
|
||
WEAPON [sword & long|short | warhammer | ^golden & bow] & magic
|
||
|
||
This shop will buy the following items of type WEAPON:
|
||
1. sword long magic
|
||
2. short magic (the first & is done before the first | )
|
||
3. warhammer magic
|
||
4. ^golden bow magic
|
||
|
||
Note that the ^ in front of golden affects ONLY golden, and nothing else in
|
||
the listing. Basically, the above expression could be written in English as:
|
||
|
||
[(sword and long) or short or warhammer or (not golden and bow)] and magic
|
||
|
||
If you want the shop to only buy ``short magic'' only if they were also swords, you could change the expression to:
|
||
|
||
WEAPON [sword & (long|short) | warhammer | ^golden & bow] & magic
|
||
^-Changes--^
|
||
|
||
You can also include object extra flags. The previous example used "magic"
|
||
as a keyword that had to be on the object. If we wanted to make it so that the
|
||
MAGIC flag had to be set on the item, we would change magic to MAGIC. Similar
|
||
changes could be made to add other flags such as HUM or GLOW. It should be
|
||
noted that these expressions are case sensitive and that all keywords should
|
||
appear in lower-case, while the flag names should be in all caps.
|
||
|
||
#31
|
||
SEDIT-OPEN1 SEDIT-OPEN2 SEDIT-CLOSE1 SEDIT-CLOSE2 SEDIT-OPENS
|
||
|
||
1) Open 1 : @c0 @n2) Close 1 : @c28@n
|
||
3) Open 2 : @c0 @n4) Close 2 : @c0@n
|
||
The times (in MUD-hours) between which the shop is open. Two sets of
|
||
Open/Close pairs are allowed so that the shop can be open twice a day (for
|
||
example, once in the morning and once at night). There are 24 hours in a
|
||
MUD day so setting closed to >24 will ensure the shop is always open. If you
|
||
want the shopkeeper to only be open during normal working hours you can set
|
||
open1 to 9 and close1 to 5.
|
||
|
||
#31
|
||
SEDIT-PRODUCTS PRODUCTS
|
||
|
||
P) Products Menu
|
||
Allows you to add products you wish the shopkeeper to sell. These products
|
||
must be in the shopkeepers inventory in order for them to be sold. Objects that
|
||
do not have a cost will not be listed for sale.
|
||
|
||
@n## VNUM Product
|
||
|
||
A) Add a new product.
|
||
D) Delete a product.
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
#31
|
||
SEDIT-RATES SEDIT-SELL-RATES SEDIT-BUY-RATES SEDIT-PRICE PRICES PRICING SEDIT-SELLRATE SELLRATE SEDIT-MENU-SELLRATE SELL-RATE
|
||
|
||
5) Sell rate : @c1.00 @n6) Buy rate : @c1.00@n
|
||
The price of an object when a shopkeeper sells it is the object's value
|
||
times Profit When Selling. It must be >= 1.0.
|
||
The amount of money a shopkeeper will offer when buying an object is the
|
||
object's value times Profit When Buying. It must be <= 1.0.
|
||
A pawn shop could: Sell at: [2.00], Buy at: [0.50]. Meaning it would sell
|
||
items at twice as much as their worth and buy them at half price.
|
||
|
||
#31
|
||
SEDIT-REPLIES
|
||
|
||
7) Keeper no item : @y%s Sorry, I do not stock that item.@n
|
||
The message given to a player if he tries to buy an item that the
|
||
shopkeeper does not have in his inventory.
|
||
8) Player no item : @y%s You do not seem to have that.@n
|
||
The message given to a player if he tries to sell an item that the
|
||
player does not have in his inventory.
|
||
9) Keeper no cash : @y%s I can not afford that!@n
|
||
The message given to a player if he tries to sell an item to a shop,
|
||
but the shopkeeper does not have enough money to buy it.
|
||
A) Player no cash : @y%s You are too poor!@n
|
||
The message given to a player if he tries to buy an item from a
|
||
shop but does not have enough money.
|
||
B) Keeper no buy : @y%s I do not trade in such items.@n
|
||
The message given to a player if he tries to sell an item that the
|
||
shopkeeper does not want to buy (controlled by the Buy Types and Buy
|
||
Name lists.)
|
||
C) Buy success : @y%s That will be %d coins, thanks.@n
|
||
The message given to a player when he successfully buys an item from a
|
||
shop. The expression %d can be used in place of the cost of the item.
|
||
D) Sell success : @y%s I'll give you %d coins for that.@n
|
||
The message given to a player when he successfully sells an item to a
|
||
shop. The expression %d can be used in place of the cost of the item.
|
||
|
||
Any of these strings of text can, and should, be modified or replaced. Just
|
||
be sure to follow the same format and remember to look at it from a players
|
||
perspective.
|
||
|
||
#31
|
||
SEDIT-ROOMS
|
||
|
||
R) Rooms Menu
|
||
The virtual numbers the mobile must be in for the shop to be effective. (So
|
||
transferred shopkeepers can not sell in the desert). The list can be arbitrarily
|
||
long.
|
||
|
||
@n## VNUM Room
|
||
|
||
A) Add a new room.
|
||
D) Delete a room.
|
||
C) Compact Display.
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
#31
|
||
SEDIT-TRADE
|
||
|
||
E) No Trade With : @cNOBITS@n
|
||
Designates certain alignments or classes that the shop will not trade with:
|
||
|
||
1) Good 2) Evil
|
||
3) Neutral 4) Magic User
|
||
5) Cleric 6) Thief
|
||
7) Warrior
|
||
|
||
Currently will not trade with: @cNOBITS@n
|
||
Enter choice (-1 for none):
|
||
|
||
#31
|
||
SELL
|
||
|
||
Usage: sell [#] <item>
|
||
sell <#>.<item>
|
||
|
||
If you'd like to sell an item to a shopkeeper, trying selling it to them.
|
||
Most shops specialize in what they will buy, so you may have to look around
|
||
to find a buyer for your items.
|
||
|
||
Examples:
|
||
|
||
> sell sword (sell the first sword in your inventory)
|
||
> sell 3 sword (sell the first three swords in your inventory)
|
||
> sell 3.sword (sell the third sword in your inventory)
|
||
|
||
See also: BUY, LIST, SHOPS, VALUE
|
||
#0
|
||
SEND
|
||
|
||
Usage: send [target] <message>
|
||
|
||
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 <message>. 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
|
||
#31
|
||
SENSE-LIFE DETECT-LIFE
|
||
|
||
Usage : cast 'sense life'
|
||
Accumulative: Yes (Duration)
|
||
Duration : Level hours.
|
||
Level : Cleric level 18.
|
||
|
||
Allows the caster to sense the presence of a player or monster in the
|
||
room which is hiding. The true identity will remain hidden however.
|
||
Invisible persons are also considered hidden.
|
||
|
||
See also: HIDE
|
||
#0
|
||
SERVERS FREE-SERVERS HOSTINGS FREE-HOSTS
|
||
|
||
https://www.funcity.org/ - hosted by Jason "Opie" Babo
|
||
|
||
If you have any additions or deletions please mudmail rumble.
|
||
|
||
See Also: CODING
|
||
#0
|
||
SET DO_SET INVSTART NOWIZLIST
|
||
|
||
Usage: set [ file | player ] <character> <field> <value>
|
||
set help
|
||
@
|
||
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:
|
||
|
||
Command Lvl Who? Type
|
||
ac Imm BOTH NUMBER
|
||
admlevel GrGod PC NUMBER
|
||
afk Imm PC BINARY
|
||
age God BOTH NUMBER
|
||
align Imm BOTH NUMBER
|
||
bank Imm PC NUMBER
|
||
brief God PC BINARY
|
||
cha Imm BOTH NUMBER
|
||
class Imm BOTH MISC
|
||
color God PC BINARY
|
||
con Imm BOTH NUMBER
|
||
damroll Imm BOTH NUMBER
|
||
deleted IMP PC BINARY
|
||
dex Imm BOTH NUMBER
|
||
drunk Imm BOTH MISC
|
||
exp God BOTH NUMBER
|
||
frozen GrGod PC BINARY
|
||
gold Imm BOTH NUMBER
|
||
height Imm BOTH NUMBER
|
||
hitpoints Imm BOTH NUMBER
|
||
hitroll Imm BOTH NUMBER
|
||
hunger Imm BOTH MISC
|
||
int Imm BOTH NUMBER
|
||
invis God PC NUMBER
|
||
invstart Imm PC BINARY
|
||
killer God PC BINARY
|
||
level GrGod BOTH NUMBER
|
||
loadroom Imm PC MISC
|
||
mana Imm BOTH NUMBER
|
||
maxhit Imm BOTH NUMBER
|
||
maxmana Imm BOTH NUMBER
|
||
maxmove Imm BOTH NUMBER
|
||
move Imm BOTH NUMBER
|
||
name Imm PC MISC
|
||
nodelete God PC BINARY
|
||
nohassle God PC BINARY
|
||
nosummon Imm PC BINARY
|
||
nowizlist GrGod PC BINARY
|
||
olc GrGod PC MISC
|
||
password GrGod PC MISC
|
||
poofin Imm PC MISC
|
||
poofout Imm PC MISC
|
||
practices God PC NUMBER
|
||
quest God PC BINARY
|
||
questhistory God PC NUMBER
|
||
questpoints God PC NUMBER
|
||
room Imm BOTH NUMBER
|
||
screenwidth God PC NUMBER
|
||
sex God BOTH MISC
|
||
showvnums Imm PC BINARY
|
||
siteok God PC BINARY
|
||
str Imm BOTH NUMBER
|
||
stradd Imm BOTH NUMBER
|
||
thief God PC BINARY
|
||
thirst Imm BOTH MISC
|
||
title God PC MISC
|
||
variable GrGod PC MISC
|
||
weight Imm BOTH NUMBER
|
||
wis Imm BOTH NUMBER
|
||
|
||
See also: TRIG-SET, CLASS, STAT
|
||
#31
|
||
SET-EXAMPLES EVAL-EXAMPLES
|
||
|
||
Good: set num %random.3%
|
||
Bad: eval num %random.3%
|
||
Good: set numcheck %findmob.5000(%mobvnum%)%
|
||
Bad: eval numcheck %findmob.5000(%mobvnum%)%
|
||
Good: eval numcheck %%findmob.%self.vnum%(%mobvnum%)%%
|
||
Bad: set numcheck %%findmob.%self.vnum%(%mobvnum%)%%
|
||
Good: eval product 3 * 4
|
||
Bad: set product 3 * 4
|
||
Good: set maxlength 0
|
||
Bad: eval maxlength 0 * This doesn't need to be evaluated, just set it.
|
||
|
||
See Also: TRIG-SET, EVAL
|
||
#31
|
||
SET-OLC
|
||
|
||
Usage: set <player> OLC <#>
|
||
|
||
Valid numbers include zone numbers 0-655 and the following:
|
||
|
||
AEDIT: 999
|
||
HEDIT: 888
|
||
ALL: 666
|
||
|
||
See Also: SET, ZEDIT-CREATE, AEDIT, HEDIT
|
||
#31
|
||
SHAMRA
|
||
|
||
First and foremost, repeat after me "Shamra is God". Think it, know it,
|
||
drink it into your soul and make it a part of your very being. My two favorite
|
||
hobbies are swords and killing, and it is even better when I am killing people
|
||
with swords. From the time I was a lowly immortal I have always defied the
|
||
supposed bounds of my power and I will never be satisfied until it is absolute!
|
||
Now all that aside, I'm happy to help anyone who is willing to help themselves.
|
||
I am currently working on zones 89 and 327, both works in progress but 89 is a
|
||
bit further along. I am oftentimes in another window or near my computer so
|
||
page me if you really need something, if I don't respond I'm probably sleeping
|
||
or in class or just don't want to be bothered :-)
|
||
|
||
#0
|
||
SHOCKING-GRASP
|
||
|
||
Usage : cast 'shocking grasp' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Mage level 7.
|
||
Save : Versus spell for half damage.
|
||
|
||
This spell is more powerful than the burning hands spell.
|
||
|
||
See also: BURNING-HANDS
|
||
#0
|
||
SHOP-IDENTIFY
|
||
|
||
Usage: identify <item name>
|
||
identify #<item number>
|
||
|
||
To check what stats an item has before you buy it, use the identify command.
|
||
Items can be identified by name, or by their number in the shop listing.
|
||
|
||
Example:
|
||
> identify sword (identify the first sword on the list)
|
||
> identify #3 (identify the third item on the list)
|
||
> identify 4.sword (identify the fourth sword on the list)
|
||
|
||
SEE ALSO: SHOPS, BUY, SELL
|
||
#0
|
||
SHOW-HOUSES
|
||
|
||
Usage: show houses - Display a list of all houses
|
||
show houses <vnum> - Display stats for a single house
|
||
|
||
See Also; SHOW
|
||
#31
|
||
SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES SHOW-COLOUR SHOW-COLOR
|
||
|
||
Usage: show <mode> [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 <author> will list all zones by <author>.
|
||
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.
|
||
colour Shows all 256 colors
|
||
|
||
Examples:
|
||
show zone
|
||
show shop
|
||
|
||
See also: STAT, SLIST, ZRESET, SHOW-HOUSES
|
||
#31
|
||
SHOWVNUMS ROOMFLAGS RMFLG REDIT-ROOMFLAGS ROOM_FLAGS REDIT-ROOM-FLAGS ROOM-FLAGS GODROOMS TUNNELS NOMOB NO_MOB PEACEFUL INDOORS NO_TRACK NO-TRACK NO_MAGIC PRIVATE SOUNDPROOF HCRSH ATRIUM REDIT-FLAGS NO-MOBS
|
||
|
||
Usage: showvnums
|
||
|
||
Toggles a flag which causes the virtual numbers for all room/mob/obj flags
|
||
to be displayed. Also now shows if a trigger is attached.
|
||
|
||
3) Room flags : @cNOBITS@n
|
||
The following room flags can be selected:
|
||
|
||
1) DARK - The room is dark, players need a light source, or infravision.
|
||
2) DEATH - Players die on entry. All dropped items will be junked.
|
||
3) NO_MOB - Mobs will not enter this room. This can be used to define the
|
||
zone where any mob can wander. For example, lower level mobs
|
||
can be set so that only they can wander on the first level of
|
||
a dungeon by making the stairwells NO_MOB. A NO_MOB room will
|
||
not prevent pets and charmed mobs from following players. A
|
||
mob can flee into a NO_MOB room.
|
||
4) INDOORS - Weather messages will not be sent to room, always lighted.
|
||
Call lightning will not work.
|
||
5) PEACEFUL - No violence will work here. Use sparingly.
|
||
6) SOUNDPROOF - Tell, gossip, shout, holler will not be heard here. This flag
|
||
should be used sparingly also, it is very annoying IMHO.
|
||
7) NO_TRACK - Track will never find a path through this room.
|
||
8) NO_MAGIC - No magic will work here.
|
||
9) TUNNEL - Only one person allowed at one time.
|
||
10) PRIVATE - Only room for 2 players/mobs i.e. a tunnel or small space.
|
||
11) GODROOM - Only allows Great God or above to goto.
|
||
12) HOUSE - DO NOT USE. Room is a house. \ automatically
|
||
13) HCRSH - DO NOT USE. House needs saving. > set by
|
||
14) ATRIUM - DO NOT USE. The door to a house. / hcontrol
|
||
15) OLC - DO NOT USE. Is room modifiable.
|
||
16) * - DO NOT USE. Breadth-first search mark used by track and hunt.
|
||
17) WORLDMAP - DO NOT USE. World Map style maps.
|
||
|
||
Never set UNUSED or DO NOT USE bits, if you find them anywhere. If you
|
||
do not know what a flag does, DO NOT SET IT!
|
||
|
||
This requires repeating since it is so often ignored:
|
||
@YIf a flag says UNUSED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n
|
||
|
||
See Also: TOGGLE
|
||
#31
|
||
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
|
||
#31
|
||
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.
|
||
|
||
#31
|
||
SKILLS
|
||
|
||
| Warrior level | Thief level |
|
||
--------------------------------------------------
|
||
| Kick 1 | Sneak 1 |
|
||
| Rescue 3 | Pick Lock 2 |
|
||
| Track 9 | Backstab 3 |
|
||
| Bash 12 | Steal 4 |
|
||
| Whirlwind 16 | Hide 5 |
|
||
| | Track 6 |
|
||
--------------------------------------------------
|
||
|
||
#0
|
||
SKILLSET SETSKILL
|
||
|
||
Usage: skillset <name> '<skill>' <value>
|
||
|
||
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
|
||
#31
|
||
SLEEP
|
||
|
||
SLEEP is both a command and the name of a spell.
|
||
|
||
The SLEEP command puts you to sleep, allowing you to regain your health more
|
||
quickly. You will be largely unaware of your surroundings while asleep.
|
||
You can awaken yourself with the WAKE command.
|
||
|
||
The SLEEP spell forces the victim into a magical sleep such that they cannot
|
||
be awakened until the spell wears off.
|
||
|
||
Usage : cast 'sleep' [target]
|
||
Accumulative: Yes (Duration)
|
||
Duration : 4 hours + level/4
|
||
Level : Mage level 8.
|
||
|
||
If failing saving throw versus spell, the person will fall asleep.
|
||
A person who is affected by sleep can only be awakened if attacked.
|
||
|
||
See also: WAKE
|
||
#0
|
||
SLIST SEDIT-LIST
|
||
|
||
Usage: slist <zone number>
|
||
|
||
Slist gives you a list of the shops within a zone.
|
||
|
||
slist - lists all shops of the zone you are in
|
||
slist 12 - lists all shops defined in zone 12
|
||
slist 3001 3022 - lists all shops from vnum 3001 to 3022
|
||
|
||
Once you have the list of shops you can "show shop <vnum>" to get more info on that
|
||
shop.
|
||
|
||
See also: SHOW-SHOP, SEDIT, OLC
|
||
#31
|
||
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
|
||
#31
|
||
SNEAK
|
||
|
||
Thieves Only.
|
||
|
||
Usage: sneak
|
||
|
||
Used for sneaking (moving in and out of rooms without anyone taking notice).
|
||
When you type sneak, there is no way to know if you're actually sneaking.
|
||
If you successfully sneak, then you'll continue to sneak for a little while.
|
||
|
||
See also: HIDE
|
||
#0
|
||
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 <your name> or just snoop to stop snooping.
|
||
|
||
See also: SEND
|
||
#31
|
||
SNOWLOCK
|
||
|
||
Not everything present in my zone was in my original plan. I got a lot of
|
||
ideas from everyday life, unexpectedly, rather than from a quest for a certain
|
||
style or taste. The only thing significant that I think I've done, which most
|
||
builders do not realize, is to keep my eyes open all the time, and look at
|
||
ordinary things with a stranger's eyes, as if seeing them for the first time.
|
||
Thus the descriptions do not end up as a list of boring details, but rather,
|
||
exclamations of wonderful, magical, and perhaps even horrible things yet to be
|
||
noticed.
|
||
|
||
#31
|
||
SOCIALS ALIST
|
||
|
||
Usage: socials
|
||
|
||
The SOCIALS command generates a canonical listing of all available socials.
|
||
|
||
Usage: <social> [target] <body part>
|
||
|
||
Socials are commands used to show your affective state to others. The
|
||
actor, victim and bystanders may receive different messages. Generally,
|
||
social commands are used only to express emotion and not to take action,
|
||
but it is possible that some mobs (or players) will take action based on
|
||
the social. (Slap a dragon lately?)
|
||
|
||
Examples:
|
||
|
||
> shake homer
|
||
> applaud marge
|
||
> kiss rumble foot
|
||
|
||
See also: EMOTE, GEMOTE
|
||
#0
|
||
SOURCES RESOURCES CODEBASE FTP DOWNLOADS DOCUMENTATION WTFAQ FORUMS GROUPS
|
||
|
||
Source: http://tbamud.com/
|
||
CWG: http://cwg.lazuras.org/
|
||
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
|
||
#31
|
||
SPAM
|
||
|
||
Spam is the repeated use of a command, or series of commands, that cause
|
||
excessive screen scroll for other players. This means repeating yourself
|
||
over and over on any channel, putting a lot of things in a container at a
|
||
populated room, and a series of socials used in quick succession.
|
||
|
||
All spamming should be reported and will be dealt with by the staff.
|
||
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
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
|
||
#31
|
||
SPELLS
|
||
|
||
1) armor 2) teleport 3) bless
|
||
4) blindness 5) burning hands 6) call lightning
|
||
7) charm person 8) chill touch 9) clone
|
||
10) color spray 11) control weather 12) create food
|
||
13) create water 14) cure blind 15) cure critic
|
||
16) cure light 17) curse 18) detect alignment
|
||
19) detect invisibility 20) detect magic 21) detect poison
|
||
22) dispel evil 23) earthquake 24) enchant weapon
|
||
25) energy drain 26) fireball 27) harm
|
||
28) heal 29) invisibility 30) lightning bolt
|
||
31) locate object 32) magic missile 33) poison
|
||
34) protection from evil 35) remove curse 36) sanctuary
|
||
37) shocking grasp 38) sleep 39) strength
|
||
40) summon 41) !UNUSED! 42) word of recall
|
||
43) remove poison 44) sense life 45) animate dead
|
||
46) dispel good 47) group armor 48) group heal
|
||
49) !UNUSED! 50) infravision 51) waterwalk
|
||
52) identify
|
||
|
||
#31
|
||
SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST
|
||
|
||
| Mage level | Cleric level |
|
||
----------------------------------------------------------
|
||
| Magic Missile 1 | Cure Light 1 |
|
||
| Detect Invisibility 2 | Armor 1 |
|
||
| Detect Magic 2 | Create Food 2 |
|
||
| Chill Touch 3 | Create Water 2 |
|
||
| Infravision 3 | Detect Poison 3 |
|
||
| Invisibility 4 | Detect Alignment 4 |
|
||
| Armor 4 | Cure Blind 4 |
|
||
| Burning Hands 5 | Bless 5 |
|
||
| Locate Object 6 | Detect Invisibility 6 |
|
||
| Strength 6 | Blindness 6 |
|
||
| Shocking Grasp 7 | Infravision 7 |
|
||
| Sleep 8 | Protection from Evil 8 |
|
||
| Lightning Bolt 9 | Poison 8 |
|
||
| Blindness 9 | Group Armor 9 |
|
||
| Detect Poison 10 | Cure Crit 9 |
|
||
| Color Spray 11 | Summon 10 |
|
||
| Energy Drain 13 | Remove Poison 10 |
|
||
| Curse 14 | Identify 11 |
|
||
| Poison 14 | Word of Recall 12 |
|
||
| Fireball 15 | Earthquake 12 |
|
||
| Charm 16 | Darkness 13 |
|
||
| Identify 20 | Dispel Evil 14 |
|
||
| Enchant Weapon 26 | Dispel Good 14 |
|
||
| Clone 30 | Sanctuary 15 |
|
||
| | Call Lightning 15 |
|
||
| | Heal 16 |
|
||
| | Control Weather 17 |
|
||
| | Sense Life 18 |
|
||
| | Harm 19 |
|
||
| | Group Heal 22 |
|
||
| | Remove Curse 26 |
|
||
----------------------------------------------------------
|
||
|
||
See also: SKILLS
|
||
#0
|
||
SPLITTING
|
||
|
||
Usage: split <amount to split>
|
||
|
||
Split is used to divide money equally amongst players in your group who are in
|
||
the same room as you. If you are in a group with four other people, all of
|
||
whom are in the same room with you, and you type SPLIT 100, you will give each
|
||
of the other four group members twenty coins each. (100 coins is split five
|
||
ways; you keep your share and give everyone else their share).
|
||
|
||
See also: AUTOSPLIT, FOLLOW, GROUP
|
||
#0
|
||
STAFF DUTY DUTIES STAFF-DUTIES TBA-STAFF-DUTIES TBASTAFF
|
||
|
||
This is how we handle new arrivals on TBA. Read the helpfiles on send/snoop.
|
||
|
||
1. Have them fill out the application at: @Chttp://tbamud.com/@n
|
||
They must submit the application before being advanced.
|
||
2. Advance them to Immortal. <advance Rumble 31>
|
||
3. Transfer or teleport them to 3, Socrates will greet them with instructions.
|
||
4. Tell them to read through the entire zone and follow its instructions.
|
||
Remind them that if they get confused they can ask for help over wiznet.
|
||
5. The entire zone should take well over an hour to read. A trigger will tell
|
||
them at the end of the redit hallway that they can begin working on their
|
||
trial vnum. Great God's and Implementors will assign trial vnums and zones.
|
||
6. Be available for questions, but don't hand feed them everything. If you do
|
||
you will get burnt out or become suicidal. Help <X>edit, shows the room
|
||
number for each hallway. I have compiled an extensive help system so the
|
||
majority of the questions can be answered by directing them to a help file.
|
||
7. Once they complete their one room/mob/obj look it over. Check everything.
|
||
Anything you miss will be repeated up to 100 more times with their new zone.
|
||
Any corrections now will save us (and them) major headaches later!
|
||
STAT ROOM/MOB/OBJ to be sure everything is correct.
|
||
8. After the trial vnum is approved tell them to read HELP PROPOSAL. A zone
|
||
proposal is required before they will be given a zone.
|
||
9. Finally, make sure to have fun. If you don't want to deal with newbie's go
|
||
invis. Everybody gets tired of training eventually. I know it gets hectic
|
||
at times, just do your best, keep your cool, and remember to breathe ;-)
|
||
|
||
Feel free to submit contact info to rumble for the HELP EMAIL entry.
|
||
|
||
Great God's:
|
||
Use any free trial vnum in the zone listed in imotd. Set their trial vnum
|
||
in their title "set rumble title has trial vnum #" "set rumble olc #." Put
|
||
their name in their trial vnum room title. Use the assigner to limit them
|
||
to their single vnum. HELP ASSIGNER. In the rare occasion that I am absent
|
||
@HHELP STAFF-ZONES explains how I setup new zones.
|
||
|
||
Rumble
|
||
|
||
See Also: TBA-ADMIN
|
||
#31
|
||
STAFF-ZONES
|
||
|
||
Ensure their trial vnum is complete and they have submitted a zone proposal.
|
||
In my absence they can mudmail it to you directly. SHOW ZONES and then search
|
||
for a "free zone" I usually save zones <100 for people I know will complete
|
||
them. Don't waste them on a typical newbie. Next redit #00 and enter the room
|
||
name "Rumble's Zone Description Room" and cut and paste the zone proposal into
|
||
it. It may require a little cleaning up and if it is extremely long use the
|
||
extra desc. Next zedit #00 and put their name under Builders and Name Me -
|
||
Rumble for the zone name. Then set olc, title, nohassle on and purge the
|
||
assigner (or have them junk it).
|
||
|
||
I use the following ZMUD trigger. It fires off me typing aaz # <builder>:
|
||
|
||
redit [%1]00
|
||
1
|
||
%2's Zone Description Room
|
||
q
|
||
y
|
||
zedit [%1]00
|
||
1
|
||
%2
|
||
z
|
||
Name Me - %2
|
||
q
|
||
y
|
||
set file %2 olc %1
|
||
set %2 olc %1
|
||
set file %3 title has zone %1
|
||
set %2 title has zone %1
|
||
set file %2 loadroom [%1]00
|
||
set %2 loadroom [%1]00
|
||
wiznet Okay %2. You have zone %1 vnum's [%1]00 to [%1]99. Help buildwalk and help dig to learn how to create and link your rooms. If you have any questions just ask.
|
||
mortal
|
||
nohassle
|
||
tbalim %2 purge
|
||
return
|
||
nohassle
|
||
redit [%1]00
|
||
2
|
||
|
||
"show zone none" to see free zones
|
||
|
||
See also: STAFF, ASSIGNER
|
||
#0
|
||
STARTS NEWBIES NEWBIE-POLICY ALL TUTORIALS TBA-ZONE SCHOOL
|
||
|
||
Your first task is to apply for builder status at:
|
||
|
||
@Chttp://tbamud.com/@n
|
||
|
||
When you finish and submit the application tell anyone God or higher
|
||
and they will advance you to begin your training.
|
||
|
||
Once promoted @RGOTO 3@n and read through the Builder Academy's tutorial
|
||
zone. Your third task as a builder is explained under @RHELP TRIAL@n.
|
||
|
||
See also: BACKGROUND
|
||
#0
|
||
STAT STAT-SELF
|
||
|
||
Usage: stat [player | object | mobile | file] <name>
|
||
|
||
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 <YOUR NAME>.
|
||
|
||
Examples:
|
||
> stat fido
|
||
> stat player Welcor
|
||
> stat mobile Fade
|
||
> stat file Rumble
|
||
> stat object thunderbolt
|
||
> stat self
|
||
|
||
See also: VSTAT, TSTAT, DETACH
|
||
#31
|
||
STATISTICS STATS STRENGTH INTELLIGENCE WISDOM CONSTITUTION DEXTERITY CHARISMA
|
||
|
||
Statistics (Stats)- How your character measures up mentally and physically.
|
||
A list is below:
|
||
|
||
Wisdom - How wise you are. Helps in combat, and when regaining mana.
|
||
Constitution - How healthy and robust you are. Determines how many hit points
|
||
you gain per level, and how well you heal.
|
||
Dexterity - How agile you are. How many movement points you gain per level,
|
||
and how well you dodge attacks, pick locks, and kick without
|
||
falling over.
|
||
Charisma - How personable your character is. This can affect shop prices
|
||
and charm spells involving the living.
|
||
Strength - How physically mighty your character is. Determines how much
|
||
stuff you can carry, how heavy a weapon you can wield, and what
|
||
kind of bonus is added when you hit things.
|
||
Intelligence - How smart you are. Determines how much mana you gain per level,
|
||
and how much you regain per hour, if you can outsmart your
|
||
opponent and hit him more often, and if you're undead, helps
|
||
control your followers.
|
||
|
||
See also: HITROLL, DAMROLL, AC
|
||
#0
|
||
STEAL
|
||
|
||
Thief Only.
|
||
|
||
Usage: steal <item> [target]
|
||
|
||
Use steal to steal gold or items from people. The chance of not getting
|
||
caught depends on how well you have practiced steal, and if the person
|
||
is asleep.
|
||
|
||
Examples:
|
||
|
||
> steal gold drunk
|
||
> steal sword mercenary
|
||
(If it is wielded, only possible if he is sleeping)
|
||
|
||
See also: FLAGS
|
||
#0
|
||
STOCK
|
||
|
||
This is a listing of stock areas.
|
||
|
||
0 Limbo -- DikuMud
|
||
9 River Island Of Minos -- Mahatma of HexOynx
|
||
12 God Simplex -- CircleMUD, modified by Taz of Tazmania
|
||
120 Rome -- Onivel of JediMUD
|
||
15 The Straight Path -- Steppin
|
||
150 King Welmar's Castle -- CircleMUD*
|
||
186 Newbie Zone -- Maynard of StrangeMUD
|
||
25 The High Tower of Magic -- Skylar of SillyMUD*
|
||
26 The High Tower Of Magic -- Skylar of SillyMUD*
|
||
30 Northern Midgaard Main City -- DikuMUD
|
||
31 Southern Part of Midgaard -- DikuMUD
|
||
33 The Three Of Swords -- C.A.W.
|
||
35 Miden'Nir -- Copper II, modified by VampLestat of MercMUD*
|
||
36 The Chessboard of Midgaard -- Exxon of SillyMUD
|
||
40 Mines of Moria -- Redferne of DikuMUD*
|
||
41 Mines of Moria -- Redferne of DikuMUD*
|
||
50 The Great Eastern Desert -- Rorschach
|
||
51 The Drow City -- Rorschach
|
||
52 The City Of Thalos -- Rorschach
|
||
53 The Great Pyramid -- Andersen of HexOynx*
|
||
54 New Thalos -- Duke Of SillyMUD*
|
||
55 New Thalos -- Duke Of SillyMUD*
|
||
56 New Thalos -- Duke Of SillyMUD*
|
||
60 The Haon-Dor Forest -- Quifael of DikuMUD, extended by Derkhil of CircleMUD
|
||
61 The Haon-Dor Forest -- Quifael of DikuMUD, extended by Derkhil of CircleMUD
|
||
62 The Orc Enclave -- C.A.W.
|
||
63 Arachnos -- Mahatma of HexOynx
|
||
64 Rand's Tower -- C.A.W.
|
||
65 The Dwarven Kingdom -- Depeche DikuMUD
|
||
70 The Sewer, First Level -- Redferne of DikuMUD
|
||
71 The Second Sewer -- Redferne of DikuMUD
|
||
72 The Sewer Maze -- Redferne of DikuMUD
|
||
73 The Tunnels In The Sewer -- Redferne of DikuMUD
|
||
79 Redferne's Residence -- DikuMUD, modified by Cyron of VieMUD
|
||
|
||
All those marked with * have been heavily modified by Furry of VieMud C.A.W.
|
||
stands for the Curious Areas Workshop. All zones have been modified by Rumble.
|
||
|
||
See also: AREAS
|
||
#0
|
||
STRENGTH
|
||
|
||
Usage : cast 'strength' <victim>
|
||
Accumulative: Yes
|
||
Duration : Level/2 + 4
|
||
Level : Mage level 6.
|
||
|
||
A person will gain 1 strength point per spell (2 points if level of
|
||
caster is greater than 18). Maximum strength is 18/100.
|
||
#0
|
||
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 <20>-
|
||
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 <20>- 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 <20>'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 to 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 #314 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
|
||
#31
|
||
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 than 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!
|
||
|
||
#31
|
||
SUMMON
|
||
|
||
Usage : cast 'summon' <victim>
|
||
|
||
Will summon a person of the name spoken.
|
||
|
||
See also: NOSUMMON
|
||
#0
|
||
SUMMON
|
||
|
||
Usage : cast 'summon' <victim>
|
||
Accumulative: -
|
||
Duration : Instantaneous
|
||
Level : Cleric level 10.
|
||
|
||
Will summon a person of the name spoken. It is not possible to
|
||
summon someone of three or more levels above yourself.
|
||
If you attempt to summon a monster, it will get a saving throw.
|
||
|
||
See also: NOSUMMON
|
||
#0
|
||
SUMMONABLE NOSUMMON SUMMON-PROTECTION
|
||
|
||
Usage: nosummon
|
||
|
||
Prevents people from summoning you. If you want to let someone summon you
|
||
type NOSUMMON to turn off summon protection. You can then type NOSUMMON
|
||
again to turn protection back on.
|
||
|
||
See also: TOGGLE
|
||
#0
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
TANK LEAD
|
||
|
||
This individual is the leader of the group and takes the brunt of all
|
||
attacks.
|
||
|
||
See also: GROUP
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
TBA TBAMUD PROJECT BACKGROUND STORY HISTORY INTRODUCTION ACADEMY COMMUNITY OVERVIEW VISION TBA-VISION
|
||
|
||
TBA stands for The Builder Academy.
|
||
@RGOTO 3@n to enter the Builder Academy tutorial.
|
||
|
||
The Builder Academy (TBA) was created in October of 2000 on the MUD Cruel World. It began
|
||
with a combination of my own MUDding experience and the work of numerous others from the
|
||
MUDding community and evolved into an extensive tutorial zone, help files, and examples.
|
||
|
||
|
||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone
|
||
willing to learn or teach how to create your own text-based World. 1,000's of builder's have
|
||
gone through our training and many MUDs require new builders to complete training at TBA before
|
||
they can apply to their MUD. TBA's other mission is the development of the codebase formerly
|
||
known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under
|
||
the name tbaMUD and we have been updating it tirelessly for over 10 years.
|
||
|
||
TBA is a low stress, no deadline, training environment where anyone with motivation can work at
|
||
their own pace to learn as much or as little as they wish. Numerous people are available to answer
|
||
questions and give advice.
|
||
|
||
1000's of builders served and counting.
|
||
|
||
The most challenging aspect of running a MUD is finding good builders. You will hear this from the
|
||
admin of every MUD that has ever been. In the past it has always been up to each individual MUD to
|
||
find and usually train their own builders. This works, but I think the MUDding community can come up
|
||
with something better. That is why we created The Builder's Academy. No pressure, no deadline, just
|
||
come and learn or help teach. Give something back to the community we have all taken so much from.
|
||
TBA is a MUDding community resource, please submit any lessons learned or building tips and tricks
|
||
so we can improve our codebase and training.
|
||
|
||
TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders. We will
|
||
teach them and then you can have them back with the zones they built.
|
||
|
||
We are always open to anyone willing to learn or help teach so we can continue to improve the tbaMUD
|
||
codebase.
|
||
|
||
- Rumble
|
||
The Builder Academy
|
||
tbamud.com 9091
|
||
|
||
See also: NEWBIE
|
||
#0
|
||
TBA-ADMIN
|
||
|
||
Help and World files are the "master" versions. Before a release I copy the help file and World files to /tbamud
|
||
Only difference from stock is do_cheat, help files viewable by any level, do_advance is LVL_GOD, and 600+ zones.
|
||
tbamud.com is the latest Joomla version with Kunena as our forums. Download section is Google Drive.
|
||
Builder Applications can be viewed here: goo.gl/0FBsys
|
||
Backups are done monthly of /tba and using the Akeeba component in Joomla, I keep an archive. Github is our version control system but I like backups of backups. Please do reasonable backups of your own.
|
||
|
||
To setup a trial vnum (in this case test for 61165:
|
||
advance test 31
|
||
set test nohassle off
|
||
set test olc 611
|
||
set test title has trial vnum 61165
|
||
set test loadroom 3
|
||
set test gold 1000000
|
||
restore test
|
||
redit 61165
|
||
1
|
||
test's Trial Vnum
|
||
q
|
||
y
|
||
toggle nohassle off
|
||
load obj 1332
|
||
set self level 32
|
||
tbalim test 61165
|
||
return
|
||
toggle nohassle on
|
||
|
||
To setup test with zone 348
|
||
return
|
||
saveall
|
||
set test olc 348
|
||
set file test olc 348
|
||
set test title has zone 348
|
||
set file test title has zone 348
|
||
set test loadroom 348
|
||
set file test loadroom 348
|
||
set test gold 1000000
|
||
wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how to create and link your rooms. If you have any questions just ask.
|
||
toggle nohassle off
|
||
load obj 1332
|
||
set self level 32
|
||
tbalim test purge
|
||
return
|
||
restore test
|
||
toggle nohassle on
|
||
redit 34800
|
||
1
|
||
test's Zone Description Room
|
||
q
|
||
y
|
||
zedit 34800
|
||
1
|
||
test
|
||
z
|
||
Name Me - test
|
||
q
|
||
y
|
||
redit 34800
|
||
2
|
||
return
|
||
saveall
|
||
set test olc 348
|
||
set test title has zone 348
|
||
set test loadroom 348
|
||
set test gold 1000000
|
||
wiznet Okay test, you have zone 348 vnum's 34800 to 34899. Help buildwalk and help dig to learn how
|
||
to create and link your rooms. If you have any questions just ask.
|
||
toggle nohassle off
|
||
load obj 1332
|
||
set self level 32
|
||
tbalim test purge
|
||
return
|
||
restore test
|
||
toggle nohassle on
|
||
redit 34800
|
||
1
|
||
test's Zone Description Room
|
||
q
|
||
y
|
||
zedit 34800
|
||
1
|
||
test
|
||
z
|
||
Name Me - test
|
||
q
|
||
y
|
||
redit 34800
|
||
2
|
||
<paste zone proposal here>
|
||
q
|
||
y
|
||
See Also: TBA-STAFF, TBA-ZONES
|
||
#32
|
||
TBA-ADVERTISING
|
||
|
||
Mud Created: 2000
|
||
The Builder Academy
|
||
Code Base: [tbaMUD] the latest version
|
||
Site: tbamud.com 9091 [206.41.252.202]
|
||
Admin Email: rumble@*tbamud.com
|
||
Theme: Teaching Builders and tbaMUD Codebase Development
|
||
http://www.tbamud.com/
|
||
telnet://tbamud.com:9091
|
||
|
||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began
|
||
with a combination of my own MUDding experience and the work of numerous others from the
|
||
MUDding community into an extensive tutorial zone, help files, and examples
|
||
|
||
|
||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone
|
||
willing to learn or teach how to create your own text-based World. 1,000's of builder's
|
||
have gone through our training and many MUDs require new builders to complete training at
|
||
TBA before they can apply to their MUD. TBA's other mission is the development of the
|
||
codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to
|
||
release our codebase under the name tbaMUD and we have been updating it tirelessly for
|
||
over 10 years.
|
||
|
||
TBA is a low stress, no deadline, training environment where anyone with motivation can
|
||
work at their own pace to learn as much or as little as they wish. Numerous people are
|
||
available to answer questions and give advice.
|
||
|
||
1000's of builders served and counting.
|
||
|
||
The most challenging aspect of running a MUD is finding good builders. You will hear this
|
||
from the admin of every MUD that has ever been. In the past it has always been up to each
|
||
individual MUD to find and usually train their own builders. This works, but I think the
|
||
MUDing community can come up with something better. That is why we created The Builder's
|
||
Academy. No pressure, no deadline, just come and learn or help teach. Give something back
|
||
to the community we have all taken so much from. TBA is a MUDing community resource,
|
||
please submit any lessons learned or building tips and tricks so we can improve our
|
||
codebase and training.
|
||
|
||
TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders.
|
||
We will teach them and then you can have them back with the zones they built.
|
||
|
||
We are always open to anyone willing to learn or help teach so we can continue to improve
|
||
the tbaMUD codebase.
|
||
|
||
- Rumble
|
||
The Builder Academy
|
||
tbamud.com 9091
|
||
http://tbamud.com
|
||
rumble@*tbamud.com
|
||
#0
|
||
TBAMAPS TBA-MAPS
|
||
|
||
| |
|
||
3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 - 98
|
||
|
||
|
||
3 - TBA Beginning 10 - How to Use Medit
|
||
4 - Immortal Basics 11 - How to Use Zedit
|
||
5 - TBA Implementation 12 - How to Use Sedit
|
||
6 - Building Basics 13 - How to Use Trigedit
|
||
7 - Writing Descriptions 14 - Planning
|
||
8 - How to Use Redit 15 - Lessons Learned
|
||
9 - How to Use Oedit
|
||
|
||
@RGOTO #@n to teleport to any of the room numbers above.
|
||
|
||
See also: CARTOGRAPHY, ASCII
|
||
#31
|
||
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
|
||
#31
|
||
TELEPORTERS
|
||
|
||
Usage: teleport <zone>
|
||
|
||
The teleporter is used to transfer players between zones. Accessible zones
|
||
are listed under HELP ZONES by being CAPITALIZED. For example to teleport to:
|
||
74 Newbie GRAVEyard -- Jojen 3- 5
|
||
type: teleport grave
|
||
The teleporter may also be used to recall back to Midgaard at any time.
|
||
|
||
Uncapitalized zones are linked through a capitalized zone.
|
||
|
||
See also: ZONES
|
||
#0
|
||
TELNET CLIENTS ZMUD GMUD TINTIN MUSH PARSING TERMINALS CMUD MUDLET
|
||
|
||
Below is a list of specialty telnet programs for connecting to MUDs.
|
||
|
||
Mudlet (all) - http://www.mudlet.org/download/
|
||
CMUD $ (Win) - http://www.zuggsoft.com/cmud/
|
||
ZMud $ (Win) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=65
|
||
ZMud Free (Win) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=18
|
||
Portal (Win) - http://gameaxle.com/
|
||
TinTin (all) - http://tintin.sourceforge.net/
|
||
Mushclient (Win) - http://www.gammon.com.au/mushclient/mushclient.htm
|
||
PuTTY (Win) - http://www.chiark.greenend.org.uk/
|
||
Atlantis (Mac) - http://riverdark.net/atlantis/
|
||
BlowTorch (android)
|
||
JuiceSSH (android)
|
||
|
||
$ = not free
|
||
Warning: Some clients will give you problems since they use special characters.
|
||
If you are getting weird behavior disable all triggers and parsing.
|
||
#0
|
||
TESTS
|
||
|
||
Test all you like and please be brutal with the bug, idea, and typo
|
||
commands.
|
||
|
||
See also: BUG, TYPO, IDEA
|
||
#0
|
||
TEXT-EDITOR TEXTEDITOR /d /i /h /s /a /c /ra /l /fi /d1 /p WORDWRAP WORD-WRAP FORMATTING REPLACE /e# DELETE-LINE REMOVE-LINE LINES INDENT
|
||
|
||
The text editor is what you use to write room/mob/obj/extra descriptions,
|
||
mudmails, and even boards. It allows you more commands than the typical entry.
|
||
To learn the commands while using the text editor, type /h. It will tell you
|
||
what all the / commands do. Always use /fi to format, indent, and word wrap.
|
||
It looks much better to see writing that is formatted than one that runs all
|
||
over the place wrapping around etc. Just simply type /fi on a new line and hit
|
||
enter. Before you save type /l to list the buffer and see for yourself how it
|
||
looks. Fix as needed.
|
||
When entering the text editor for the first time make sure to use /c to clear
|
||
the current contents. Indent and format all descriptions by typing /fi (format
|
||
with indent) in the text editor. This includes all forms of OLC, mudmails,
|
||
boards, and anywhere else you use the text editor. This will indent the line
|
||
by 3 spaces and wrap your text at less than 80 characters so telnet users can
|
||
read it.
|
||
|
||
Editor command formats: /<letter>
|
||
|
||
@n/t - converts @* color codes into color. Use prior to /s.
|
||
@n/a - aborts the editor and changes are lost.
|
||
@n/c - clears the buffer.
|
||
@n/d# - deletes line #, or a range #-#.
|
||
@n/e# <text> - changes the line at # with <text>.
|
||
@n/f - formats text.
|
||
@n/fi - indented formatting of text (highly recommended for all desc's).
|
||
paragraphs can be formatted by /f 1-4 (first from lines 1-4,
|
||
and /f 5-9 (second from lines 5-9).
|
||
@n/h - list text editor commands.
|
||
@n/i# <text> - inserts <text> before line #.
|
||
@n/l - lists buffer.
|
||
@n/n - lists buffer with line numbers, or a range #-#.
|
||
@n/r 'a' 'b' - replace 1st occurence of text <a> in buffer with text.
|
||
@n/ra 'a' 'b'- replace all occurences of text <a> within buffer with text.
|
||
usage: /ra 'pattern' 'replacement'
|
||
@n/s - saves the text and exits the editor.
|
||
|
||
NOTE: /f and /fi in trigedit will auto indent your trigger. PLEASE USE IT.
|
||
|
||
Commands such as /r, /n, /e#, /i#, /d# are invaluable and will make your job
|
||
much easier. For example, say you mistype "the" with "teh" in a 10 line
|
||
description. Instead of /c (clearing) the text you can /r 'teh' 'the' or if it
|
||
was on line 5 you can type /e5 <line with teh spelled correctly> or /d5. Learn
|
||
all these options.
|
||
|
||
Warning: Some clients will give you problems since they use special characters
|
||
like the / character (MUDMaster 2k, Avplay, Mush, and SimpleMU).
|
||
|
||
#31
|
||
THANKSGIVING
|
||
|
||
OBJ: 1331
|
||
MOB: 1322
|
||
|
||
@Y.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.i@G
|
||
@| | | | __ _ _ __ _ __ _ _
|
||
@| |_| |/ _` | '_ \| '_ \| | | |
|
||
@| _ | (_| | |_) | |_) | |_| |
|
||
@|_| |_|\__,_| .__/| .__/ \__, |
|
||
@ |_| |_| |___/
|
||
@ _____ _ _ _ _
|
||
@|_ _| |__ __ _ _ __ | | _____ __ _(_)_ _(_)_ __ __ _
|
||
@ | | | '_ \ / _` | '_ \| |/ / __|/ _` | \ \ / / | '_ \ / _` |
|
||
@ | | | | | | (_| | | | | <\__ \ (_| | |\ V /| | | | | (_| |
|
||
@ |_| |_| |_|\__,_|_| |_|_|\_\___/\__, |_| \_/ |_|_| |_|\__, |
|
||
@ |___/ |___/
|
||
@Y .:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.@n
|
||
|
||
,+*^^*+___+++_
|
||
,*^^^^ )
|
||
_+* ^**+_
|
||
+^ _ _++*+_+++_, )
|
||
_+^^*+_ ( ,+*^ ^ \+_ )
|
||
{ ) ( ,( ,_+--+--, ^) ^\
|
||
{ (@) } f ,( ,+-^ __*_*_ ^^\_ ^\ )
|
||
{:;-/ (_+*-+^^^^^+*+*<_ _++_)_ ) ) /
|
||
( / ( ( ,___ ^*+_+* ) < < \
|
||
U _/ ) *--< ) ^\-----++__) ) ) )
|
||
( ) _(^)^^)) ) )\^^^^^))^*+/ / /
|
||
( / (_))_^)) ) ) ))^^^^^))^^^)__/ +^^
|
||
( ,/ (^))^)) ) ) ))^^^^^^^))^^) _)
|
||
*+__+* (_))^) ) ) ))^^^^^^))^^^^^)____*^
|
||
\ )_)) ))^^^^^^^^^^))^^^^)
|
||
(_ ^\__^^^^^^^^^^^^))^^^^^^^)
|
||
^\___ ^\__^^^^^^))^^^^^^^^)\\
|
||
^^^^^\uuu/^^\uuu/^^^^\^\^\^\^\^\^\^\
|
||
___) >____) >___ ^\_\_\_\_\_\_\)
|
||
^^^//\\_^^//\\_^ ^(\_\_\_\)
|
||
^^^ ^^ ^^^ ^^
|
||
#31
|
||
THE-MUD-CONNECTOR TMC MUD-CONNECTOR MUDCONNECTOR
|
||
|
||
Most of our traffic comes through word of mouth or TMC reviews. If you are so
|
||
inclined please leave a review about your experience with TBA at:
|
||
http://mudconnector.com/mud-bin/adv_search.cgi?Mode=MUD&mud=The+Builder+Academy
|
||
|
||
The most challenging aspect of running a mud is finding good
|
||
builders. You will hear this from the admin of every MUD that has ever
|
||
been. In the past it has always been up to each individual MUD to find
|
||
and usually train their own builders. This works, but I think the
|
||
MUDding community can come up with something better. That is why I
|
||
created The Builder Academy.
|
||
|
||
We have been open to anyone interested in learning or teaching how
|
||
to build using Oasis OLC with dg scripts since 2000. TBA has expanded
|
||
to also be used to develop stock zones for CircleMUD.
|
||
|
||
TBA has trained 1000's of builders and has an extensive tutorial
|
||
and help file system. No pressure, no deadline, just come learn,
|
||
teach, or help develop CircleMUD. Give back to the community we have
|
||
all taken so much from. TBA is a MUDding resource. Take advantage of
|
||
it so we can improve the entire MUDding community.
|
||
|
||
TBA can also be used by other MUDs as a builder's port. Just send
|
||
us your newbie builders. We will teach them and then you can have
|
||
them back with the zones they built.
|
||
|
||
We are always open to anyone willing to learn, teach, or help
|
||
develop our newly released tbaMUD codebase (the codebase formerly
|
||
known as CircleMUD).
|
||
|
||
See also: REVIEWS
|
||
#0
|
||
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.
|
||
|
||
#31
|
||
THIEF THIEVES
|
||
|
||
Thieves are known to have very special qualities, that no other class offers.
|
||
Their specialty tends to be in the darker, sneakier art. Many of these
|
||
qualities can come in handy in many situations, such as picking locks.
|
||
|
||
You can improve you skills by using the practice command.
|
||
|
||
Skills available to thieves: sneak, hide, steal, backstab, pick lock, track
|
||
|
||
See the help on each skill for more information.
|
||
|
||
See also: PRACTICE, FLAGS
|
||
#0
|
||
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
|
||
#31
|
||
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%
|
||
#31
|
||
TITLES
|
||
|
||
Usage: title <new title>
|
||
|
||
Sets the title people see on the WHO list and when you're in the room with
|
||
them. You can't use parentheses (the ( and ) characters) because those
|
||
are reserved for flags.
|
||
|
||
Do not create offensive titles or your title will be set for you.
|
||
|
||
See also: FLAGS, WHO, NOTITLE
|
||
#0
|
||
TLIST TRIGLIST TRIG-LIST TRIGEDIT-LIST TRIGGERLIST TRIGGER-LIST
|
||
|
||
Usage: tlist <range of vnums or zone number>
|
||
|
||
Tlist gives you a list of the triggers numbered within the parameters.
|
||
Be warned that all the triggers on TBA may not work since anyone could
|
||
have made them. Examples of zones with good triggers include:
|
||
Zones: 0, 1, 2, 3, 11, 12, 13, 19, 27, 118 to name a few.
|
||
|
||
tlist 13 - lists all triggers defined in zone 13
|
||
tlist 4000 4099 - lists all existing triggers from vnum 4000 to 4099
|
||
|
||
See also: TSTAT, TRIGEDIT, OLC
|
||
#31
|
||
TNL
|
||
|
||
An acronym for to next level. The amount of experience required before you
|
||
can attain the next level.
|
||
|
||
#0
|
||
TOGGLES CONFIGURE SETTINGS
|
||
|
||
Usage: toggle
|
||
toggle <option> <argument>
|
||
|
||
TOGGLE shows you the current values of various toggles available on the MUD.
|
||
This command can also be used to change these values, if used with the correct
|
||
argument. When a toggle is set, it will be saved in that state until the next
|
||
time you change it. Level IMP toggle includes:
|
||
|
||
SlowNameserver: OFF Trackthru Doors: ON
|
||
Buildwalk: OFF NoWiz: OFF ClsOLC: OFF
|
||
NoHassle: ON Holylight: ON ShowVnums: ON
|
||
Syslog: normal
|
||
Hit Pnt Display: OFF Brief: OFF Summonable: OFF
|
||
Move Display: OFF Compact: ON Quest: OFF
|
||
Mana Display: OFF NoTell: OFF NoRepeat: OFF
|
||
AutoExits: OFF NoShout: OFF Wimpy: OFF
|
||
NoGossip: OFF NoAuction: OFF NoGrats: OFF
|
||
AutoLoot: ON AutoGold: ON AutoSplit: ON
|
||
AutoSac: ON AutoAssist: ON AutoMap: ON
|
||
Pagelength: 32 Screenwidth: 80 AFK: OFF
|
||
Autokey: OFF Autodoor: OFF Color: on
|
||
|
||
See also: DISPLAY, NOSHOUT, NOSUMM, NOTELL, QUEST, REPEAT, WIMP
|
||
#0
|
||
TOGGLES CONFIGURE SETTINGS
|
||
|
||
Usage: toggle
|
||
toggle <option> <argument>
|
||
|
||
TOGGLE shows you the current values of various toggles available on the MUD.
|
||
This command can also be used to change these values, if used with the correct
|
||
argument. When a toggle is set, it will be saved in that state until the next
|
||
time you change it.
|
||
|
||
Hit Pnt Display: OFF Brief: OFF Summonable: OFF
|
||
Move Display: OFF Compact: ON Quest: OFF
|
||
Mana Display: OFF NoTell: OFF NoRepeat: OFF
|
||
AutoExits: OFF NoShout: OFF Wimpy: OFF
|
||
NoGossip: OFF NoAuction: OFF NoGrats: OFF
|
||
AutoLoot: ON AutoGold: ON AutoSplit: ON
|
||
AutoSac: ON AutoAssist: ON AFK: OFF
|
||
Pagelength: 23 Color: off
|
||
|
||
See also: DISPLAY, NOSHOUT, NOSUMM, NOTELL, QUEST, REPEAT, WIMP
|
||
#0
|
||
TRACK TRAIL
|
||
|
||
Usage: track [target]
|
||
|
||
Used for finding the first step on the shortest route to a monster.
|
||
|
||
Example:
|
||
|
||
> track fido
|
||
You sense a trail south from here!
|
||
|
||
#0
|
||
TRACKTHRU
|
||
|
||
Usage: toggle trackthru
|
||
|
||
Sets whether or not players can track through doors.
|
||
|
||
See also: TOGGLE, TRACK
|
||
#31
|
||
TRIAL-ROOM TRIAL-VNUM TRIALVNUM INTRO TRIALROOM TRIALS TRAILROOM APPROVAL VNUM-APPROVAL TRAIL-VNUM TESTROOMS WIZNUMBER TRAINING-VNUM TEST-ROOM TRAIL-ROOM TRAILROOM AUTHORIZE
|
||
|
||
During your initial training you will be able to edit a single trial Vnum.
|
||
@RHELP VIRTUAL-NUMBER@n. As you learn the different building commands feel free
|
||
to goto <your Vnum> and test them out. Your Vnum (look at your title to see
|
||
what Vnum you were assigned) includes your trial room/mob/object. For example,
|
||
if your title says: Rumble has trial Vnum 13900, this means I will make one
|
||
room, one mob, and one object by editing that Vnum (i.e. redit 13900). Both the
|
||
mob and object must load in the room through zedit. Do not make a shop, quest,
|
||
or trigger with your Vnum, those are more advanced and should only be attempted
|
||
when the first four forms of OLC are well understood. Your Trial Vnum must have
|
||
your name in the room title.
|
||
This one Vnum is your chance to show off your building abilities. Every
|
||
builder makes one room/mob/obj here. It is also a chance for you to learn and
|
||
improve your building before being assigned a zone. Be creative. Make something
|
||
impressive and unique, not another "Ultimate Weapon" or "invincible mob" with
|
||
every affection and stat possible. They have already been made and impress
|
||
nobody. By monitoring this one trial Vnum the trainers can catch most of your
|
||
mistakes and prevent you from repeating them throughout an entire zone. Once
|
||
you finish your one room/mob/obj you must have it checked for any errors. Ask
|
||
any God or above to do this for you. Once all errors are corrected and
|
||
you have proven you know the basics of building you can submit a zone proposal.
|
||
@RHELP PROPOSAL@n for more information. Once your proposal is approved you will
|
||
be assigned your own zone, consisting of 100 Vnum's. If you have not been
|
||
assigned a Vnum or zone please be patient and mudmail Rumble. Once you are
|
||
assigned either of these do not remove them from your title. Your title should
|
||
always have your trial vnum or your zone somewhere in it.
|
||
|
||
The best examples: 13593, 13700
|
||
#0
|
||
TRIAL-VNUM-ASSIGNER ASSIGNER TRIAL-VNUM-LIMITER TBALIM JUNK-ASSIGNER LIMITER VNUM-ASSIGNER TASKS
|
||
|
||
This object was created to help new builders follow the directions under
|
||
HELP TRIAL. It will limit them to a single vnum so they can not edit other
|
||
trial vnums in their zone. The assigner is loaded to every player in the
|
||
mortal greet room.
|
||
|
||
This is what I do to setup a new builder:
|
||
In MUDlet I use an alias "atv # <name>" (matches2 = vnum, matches3 = name)
|
||
|
||
send("advance " .. matches[3] .. " 31")
|
||
send("set " .. matches[3] .. " nohassle off")
|
||
send("set " .. matches[3] .. " olc 611")
|
||
send("set file " .. matches[3] .. " olc 611")
|
||
send("set " .. matches[3] .. " title has trial vnum " .. matches[2])
|
||
send("set file " .. matches[3] .. " title has trial vnum " .. matches[2])
|
||
send("set " .. matches[3] .. " loadroom 3")
|
||
send("set file " .. matches[3] .. " loadroom 3")
|
||
send("set " .. matches[3] .. " gold 1000000")
|
||
send("restore " .. matches[3])
|
||
send("redit " .. matches[2])
|
||
send("1")
|
||
send(matches[3] .. "'s Trial Vnum")
|
||
send("q")
|
||
send("y")
|
||
send("toggle nohassle off")
|
||
send("load obj 1332")
|
||
send("set self level 32")
|
||
send("tbalim " .. matches[3] .. " " .. matches[2])
|
||
send("return")
|
||
send("toggle nohassle on")
|
||
|
||
@RTSTAT 1306, 1365, 1366@n
|
||
|
||
See Also: TRIAL
|
||
#31
|
||
TRIG-AFFECTS TRIGEDIT-AFFECTS %ACTOR.AFFECT%
|
||
|
||
Trig Usage: %actor.affect(<affect>)%
|
||
|
||
Checks the actor for the affect in the subfield.
|
||
|
||
Example: @RTSTAT 166@n
|
||
|
||
See also: AFFECTS, DG_AFFECT
|
||
#31
|
||
TRIG-ATTACH %ATTACH% DG_ATTACH TRIG_ATTACH
|
||
|
||
Usage: attach vnum id
|
||
* This small trigger will attach a trigger to the carrier this can for instance
|
||
* be used if you want the mob to change attitude by adding another trigger
|
||
* (ie - mob was mad - mob got apple - mob gets a 'nicer' trigger attached
|
||
attach 3001 %self.id%
|
||
|
||
This command allows a trigger to attach a trigger (referenced by vnum) to
|
||
anything capable of receiving triggers, by id number. (%self.id%, %object.id%,
|
||
and %actor.id% are examples of id numbers, for use with this command.)
|
||
|
||
Example: @RTSTAT 1345@n
|
||
|
||
See also: ATTACH, DETACH, TRIG-DETACH
|
||
#31
|
||
TRIG-DETACH %DETACH%
|
||
|
||
Usage: detach <vnum | all> id
|
||
* if we - as described in the attach example, want our mob/obj/room to behave
|
||
* differently, it is not always enough to just add another trigger with attach.
|
||
* it might be necessary to remove some old ones :
|
||
detach 3000 %self.id%
|
||
or
|
||
detach all %self.id%
|
||
|
||
The opposite of attach, this removes triggers from the specified target.
|
||
|
||
Example: @RTSTAT 45@n
|
||
|
||
See also: ATTACH, DETACH, TRIG-ATTACH
|
||
#31
|
||
TRIG-EQUIPMENT ACTOR.EQUIPMENT %ACTOR.EQ% %EQ% TRIG_EQUIPMENT
|
||
|
||
%actor.eq(wield)%
|
||
%actor.eq(wield).vnum%
|
||
if %actor.eq(wield).vnum(6719)%
|
||
|
||
Returns the identifier for the object equipped in the subfield position, if
|
||
if any. The specified position may be either a position number (0-18) or the
|
||
name of the location. @RHELP POSITIONS. * checks all positions.
|
||
|
||
Examples: @RTSTAT 94, 2700@n
|
||
|
||
See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR
|
||
#31
|
||
TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH WEAVE ASSEDIT FORGE SMOKE SMOKING CIGARS CIGARETTES PIPES SHOTGUN TRIGEDIT-EXAMPLES
|
||
|
||
The above list of skills are not implemented since the same thing can be done with trigedit.
|
||
|
||
Assemblies: @RTSTAT 38, 48, 335@n
|
||
Smokables: @RTSTAT 159@n
|
||
Furniture: @RTSTAT 1399@n
|
||
Weapons: @RTSTAT 45, 9000, 11840, 13005@n
|
||
|
||
See Also: TSTAT, TRIG-QUESTS, TRIG-GAMES
|
||
#31
|
||
TRIG-QUESTS TRIGEDIT-QUESTS QUESTSHOP
|
||
|
||
Many zones have their own quests and examples within them, such as:
|
||
|
||
Questmaster Example: @RTSTAT 138-144, GOTO 113@n
|
||
Assembly Examples: @RTSTAT 38, 48, 335, GOTO 366@n
|
||
Questshop Example: @RTSTAT 167 in room 265, 57735@n
|
||
Fizban's Questshop Example: @RTSTAT 57705-57707@n
|
||
|
||
See Also Examples: QUESTS, QEDIT, TRIG-EXAMPLES, BOATS, PORTALS, GUNS, ASSASSINS
|
||
#31
|
||
TRIG-RETURN RETURN-0 CONTINUE %RETURN% RETURN-1
|
||
|
||
Usage: return 0
|
||
|
||
Return 0 in a trigger will allow certain triggers added flexibility. This
|
||
is dependent on the trigger type and is explained in each trigger help file under
|
||
@RHELP TRIG-TYPE@n. The only way to make two triggers of the same type to both
|
||
fire is to have the first one return 0. Other Examples:
|
||
|
||
Get, Give, Drop, Wear, Leave, and Consume trigs with return 0 prevents the action.
|
||
Command trigs with return 0 allow the command to continue to the MUD and not be
|
||
stopped by the trigger.
|
||
|
||
Return does not end the triggers execution. It is returned after all commands have
|
||
been executed, or a wait or halt command is called.
|
||
|
||
Return 1 is rarely used since it just means normal termination of the trigger.
|
||
|
||
Example: @RTSTAT 25, 13F@n
|
||
|
||
See also: TRIG-TYPE, HALT, WAIT
|
||
#31
|
||
TRIG-SET %SET% MSET
|
||
|
||
Usage: set <variable> <value>
|
||
|
||
Set creates a variable without evaluating it. For example:
|
||
set foobar 15 - 5
|
||
Sets the variable foobar to the string "15 - 5"
|
||
|
||
* this example sets the value of result to '%self.hitp% * 100 / %self.maxhitp%'
|
||
set result %self.hitp% * 100 / %self.maxhitp%
|
||
* The %result% var now works as a 'function' every time it is accessed.
|
||
say My hitpoint percentage is %result%
|
||
%damage% %self% 30
|
||
say My hitpoint percentage is %result%
|
||
|
||
The set command is used to set (or create) the specified variable equal to
|
||
the provided expression, which will be evaluated when the variable is accessed.
|
||
There also exists an "eval" command, with the same syntax. Eval differs in that
|
||
the expression is evaluated immediately.
|
||
|
||
Example: @RTSTAT 49, 41005@n
|
||
|
||
See also: SET-EXAMPLES, EVAL, OSETVAL, UNSET
|
||
#31
|
||
TRIG-STATISTICS TRIGEDIT-STATISTICS TRIG-STATS %ACTOR.STR% %ACTOR.INT% STRADD
|
||
|
||
Trig Usage: %actor.<stat>(<#>)%
|
||
%actor.str% returns the value
|
||
%actor.str(18) sets it to 18
|
||
|
||
Checks the actor's stat. A number in the subfield sets.
|
||
Stats include: cha, con, dex, int, str, stradd (only if str is 18).
|
||
|
||
See also: STATS
|
||
#31
|
||
TRIG-SWITCH TRIGEDIT-SWITCH CASE TRIG-CASE DEFAULT BREAK %SWITCH%
|
||
|
||
Usage:
|
||
|
||
switch %random.3%
|
||
case 1
|
||
%echo% This case has a 33% (1 in 3) chance of firing.
|
||
break
|
||
case 2
|
||
%echo% This case has a 33% (1 in 3) chance of firing.
|
||
break
|
||
default
|
||
%echo% default case covers any unmatched cases. In this case 3
|
||
@%echo% so it also has a 33% (1 in 3) chance of firing.
|
||
break
|
||
done
|
||
|
||
Switch evaluates an expression and looks for a match amongst the case
|
||
statements that follow. If none of the following case statements are a match,
|
||
and a default statement exists, the default statement is considered a match.
|
||
If a match is found, the commands that follow it, up until a break or done
|
||
command, are executed.
|
||
|
||
Break is used to terminate commands in a switch or to stop a loop @RHELP WHILE@n.
|
||
Case is used to begin a new conditional group in a switch block.
|
||
Default is similar to case but matches any condition not met.
|
||
Done is used to terminate a while or switch block.
|
||
|
||
Example: @RTSTAT 35, 18, 6, 153, 132@n
|
||
#31
|
||
TRIGEDIT TRIGS TRIGEDITOR TRIGGEREDIT TRIGGER-EDIT TRIGGERS DG-SCRIPTS TRIG-HELP SCRIPTS MOBPROGS MPROGS PROGS SCRIPTING TRIGMENU
|
||
|
||
Builders working on their trial vnum do not need to learn this command, yet.
|
||
|
||
Usage: trigedit <trigger vnum>
|
||
|
||
This command will let you edit a trigger within your designated zone. If you
|
||
specify an unused vnum, a new script will be created with that number.
|
||
|
||
trigedit 3001 -- make a trigger in zone 30, with the vnum 3001
|
||
|
||
Join the mailing list at: http://groups.yahoo.com/group/dg_scripts/
|
||
|
||
@RNOTE: You must disable NOHASSLE to test triggers.@n
|
||
|
||
@RGOTO 13@n to enter the trigedit hallway.
|
||
|
||
See also: TRIGEDIT-MENU, TSTAT, TLIST, OLC
|
||
#31
|
||
TRIGEDIT-ADVANCED-EXAMPLES
|
||
|
||
To add life to the worlds tbaMUD uses something called triggers. There are
|
||
three things in game that can have triggers attached to them: mobiles, objects,
|
||
and rooms. Examples of common triggers include:
|
||
|
||
Cityguards screaming 'PROTECT THE INNOCENT! BANZAI! CHARGE!', (a mob trigger).
|
||
A portal that teleports players when they enter it (an object trigger).
|
||
A room that creates a new exit when a player pulls a lever (a room trigger).
|
||
|
||
Every room, mobile, and object can have one or multiple triggers attached to it.
|
||
These triggers are activated by an event such as room entry, speech, commands,
|
||
etc.
|
||
|
||
There are several different types of triggers. Each trigger type determines
|
||
when the trigger will be checked. For example, a mob speech trigger is checked
|
||
every time a character who is in the same room as the mob with the trigger uses
|
||
the 'say' command. A room enter trigger is checked every time a character
|
||
enters the room. There are two parts of the trigger used to determine if the
|
||
trigger's commands are executed when it is checked, the argument and numerical
|
||
argument (NArg). Some triggers use both; some may use only one of the two; and
|
||
some may use neither. The interpretation of these two fields is dependant on
|
||
the type, and is described in more detail with each triggers help file. @RHELP
|
||
TRIG-TYPE@n for a listing of all the trigger type help files.
|
||
|
||
When an event in the game occurs, each trigger in the room where the event
|
||
occurred is checked to see if there are any triggers which are supposed to
|
||
react to that event. Only one trigger of each trigger will be run by a single
|
||
event. For example, if there are two triggers on a trigger, and both are the
|
||
same type with the same arguments, the second trigger will only be run if the
|
||
first one is already running.
|
||
|
||
Triggers can be of more than one type. For example, to simulate a cursed item,
|
||
a trigger on the object could be of types drop, give, and remove. A more common
|
||
combined trigger would have both random and global types, so the random trigger
|
||
would be checked even when the zone was empty. Combined triggers must have the
|
||
same argument and numerical argument.
|
||
|
||
The other component of a trigger is the command list. This is a series of
|
||
commands that are executed when the trigger is run. Commands are chosen from
|
||
two groups of commands, trigger specific commands and game commands. Triggers
|
||
specific commands are those commands that only the trigger interpreter can
|
||
recognize. These include flow control commands (such as if, elseif, else, end,
|
||
halt, wait, and return), and commands to manipulate variables (such as set,
|
||
eval, unset, and global). Game commands are those commands that a player could
|
||
issue from their command line as well as special commands added for mobiles,
|
||
objects, and rooms such as wake, east, sit, etc.
|
||
|
||
See also: @RTRIGEDIT-MOB-TUTORIAL@n, @RTRIGEDIT-ADVANCED-TUTORIAL@n
|
||
#31
|
||
TRIGEDIT-ADVANCED-TUTORIAL TRIG-ADVANCED-TUTORIAL
|
||
|
||
If you haven't already refer to @RHELP TRIGEDIT-MOB-TUTORIAL@n. The process is
|
||
the same:
|
||
1. Decide what you want the trigger to do.
|
||
2. Make the mobs, objects, and rooms.
|
||
3. Split up the quest into simple sections.
|
||
4. Decide what trigger types you need.
|
||
5. Write the triggers.
|
||
6. Attach the triggers - permanently
|
||
7. Done ?
|
||
|
||
Decide what you want the trigger to do.
|
||
First determine the type of trigger you want: Room, Mobile, or Object.
|
||
Then decide what action you want to activate the trigger. Doing this before
|
||
worrying what can be done prevents you from limiting yourself to what you have
|
||
seen other triggers do, and allows you to produce a more interesting trigger.
|
||
|
||
For this example, I want to create a gate guard for a small walled town. The
|
||
ruler of the town has decided that each group of people will be charged ten
|
||
coins to enter his domain. The gate guard must notify travelers of the cost to
|
||
enter, collect the money, allow people who have paid to enter the city, and
|
||
close the gate after them. This will be a mob trigger.
|
||
|
||
Make the mobs, objects, and rooms.
|
||
Split up the quest into simple sections.
|
||
Decide what trigger types you need. @RHELP TRIG-TYPE@n
|
||
Our gate guard needs to react to four different events. These events are what
|
||
will cause the triggers to fire. Remember: a trigger requires a "triggering"
|
||
action. i.e. speech, command, greet, etc.
|
||
|
||
1. A character entering the room from the south needs to be told the price for
|
||
entrance. This will be a mobile greet trigger. @RHELP TRIG-MOB-GREET@n
|
||
2. When the guard is given ten or more coins, the guard must open the gate. This
|
||
is done by a mobile bribe trigger. @RHELP TRIGEDIT-MOB-BRIBE@n I also want
|
||
the guard to give change and refuse entry for those without the money.
|
||
3. When someone passes through the gate, the guard must close and lock the gate
|
||
behind them. This is done with a mobile act trigger. @RHELP TRIG-MOB-ACT@n
|
||
4. When the gate is opened from the other side, the guard must eventually close
|
||
it. This will be another act trigger.
|
||
|
||
Determine the arguments and the numerical arguments of the triggers from the help
|
||
files. For the bribe trigger, the guard must respond whenever someone gives him
|
||
some coins, so Numeric Arg should be 1. The Act triggers should fire off "leaves
|
||
north" and "the gate is opened from the other side."
|
||
|
||
Write the body of the trigger.
|
||
This is the most complex and time consuming part. The valid commands and
|
||
variables are explained in the help files @RHELP TRIG-COMMANDS@n and @RHELP
|
||
VARIABLES@n. Expressions are also used: @RHELP EXPRESSIONS@n
|
||
|
||
For the greet trigger, I want the guard to inform anyone entering from the
|
||
south how to get into the city. First, I must check if the character is
|
||
entering from the south. If they are then the guard should tell the actor the
|
||
cost of entry. @RTSTAT 4@n
|
||
|
||
Under @RHELP TRIG-MOB-GREET@n we see that the variable %direction% is set to
|
||
the direction that the character entered. The percent signs around any word
|
||
means it is a variable and it can be found in @RHELP VARIABLES@n. The two equal
|
||
signs together compares the value of the variable to the word "south" if these
|
||
are equal the lines in the body of the if will be executed. The "wait 1 sec"
|
||
pauses the trigger for 1 second to allow the character to enter the room. (The
|
||
greet trigger is actually checked before the character enters the room. After
|
||
another brief pause, the guard announces the cost to enter the town. The
|
||
indentations are not needed, but make it easier to read. You can auto-indent a
|
||
trigger by using /f or /fi. This is HIGHLY encouraged. Remember, every if needs
|
||
an end!
|
||
|
||
The guard must open the gate if ten or more coins were given to him. @RTSTAT 5@n
|
||
After a brief wait (so everything doesn't happen at once), the guard unlocks
|
||
the gate and opens it. The guard will close the gate after 10 seconds, even if
|
||
no one passes through it. For the line "give %amount% coins %actor.name%", the
|
||
variables amount and actor are both set when the bribe trigger is called, these
|
||
variables are automatically substituted.
|
||
|
||
For the first act trigger, I want the guard to close and lock the gate after
|
||
someone passes through the gate. The guard should wait briefly so he isn't
|
||
shutting the gate on the character's back, then close and lock the gate. @RTSTAT 7@n
|
||
|
||
For the last act trigger we want the guard to close and lock the gate when it
|
||
is opened from the other side. @RTSTAT 8@n The "wait 5 sec" gives time for
|
||
someone on the other side to get through the gate. Next decide the order of the
|
||
triggers. The triggers are checked from first to last. If there are two
|
||
triggers of the same type, the first one run will be the only one run.
|
||
|
||
There are is one set of triggers which are the same type, the act triggers.
|
||
Since both have arguments that will not occur together the order does not
|
||
matter.
|
||
|
||
Write the trigger.
|
||
Simply use trigedit to create your trigger and they will be auto-saved for you
|
||
when you exit the editor. @RHELP TRIGEDIT@n, @RHELP TRIGEDIT-MENU@n for help
|
||
|
||
Attach the triggers.
|
||
In the OasisOLC medit, redit, oedit menus, use menu option S to enter the
|
||
trigger menu. Then select the triggers that will be part of your trigger. Note,
|
||
that order is important! If there are two possible triggers that could both be
|
||
executed at the same time, only the first one found in the list will be
|
||
activated. In this example. If you require two of the same trigger types to work
|
||
you must use a return 0. @RHELP RETURN-0@n
|
||
|
||
Test the trigger.
|
||
You should see how the trigger actually works in the game, and watch other
|
||
people interact with it. Often you will see ways you can improve it.
|
||
|
||
@RGOTO 13@n and work your way north to test these out. Triggers 4, 5, 7, 8
|
||
|
||
See Also: TRIG-EXAMPLES, TRIG-GAMES
|
||
#31
|
||
TRIGEDIT-ARGUMENTS ARGUMENTS ARGLISTS TRIG-ARG ARGUMENTS TRIG-ARGUMENTS
|
||
|
||
Argument: This describes the text argument, if any, which can be used to
|
||
filter out matches to the trigger.
|
||
|
||
See also: TRIGEDIT-MENU
|
||
#31
|
||
TRIGEDIT-ARRAYS ARRAYS TRIG-ARRAYS
|
||
|
||
Trigedit can use arrays to store information. An array is a variable that
|
||
can hold more than one piece of information at a time. Arrays are used to store
|
||
a list of variables.
|
||
|
||
For Example: set textarray[1] a string of text.
|
||
Would store "a string of text." in textarray position 1. You can have numerous
|
||
positions to an array. See the examples below.
|
||
|
||
@RTSTAT 150, 41005, 1325, 57715@n
|
||
#31
|
||
TRIGEDIT-COMMANDLISTS TRIG-COMMANDLIST
|
||
|
||
6) Commands:
|
||
@csay My trigger commandlist is not complete!@n
|
||
This is the command list, which contains the actions which take place, when the
|
||
trigger is executed. The command list makes use of the @RHELP TEXT-EDITOR@n.
|
||
This is often called the 'trigger', and is actually a small program, executed
|
||
step by step. In it, you can use different types of commands: trigger - specific
|
||
commands, flow control commands - if this is a mobile trigger, you can use
|
||
standard mud commands like say or give.
|
||
#31
|
||
TRIGEDIT-COMMANDS TRIG-COMMANDS TRIGGER-COMMANDS TRIGEDIT-COMMANDLISTS %COMMANDS% MUD-COMMANDS TRIGEDIT-COMMANDLIST TRIGEDIT-COMMAND-LIST TRIGEDIT-MENU-COMMANDS TRIGEDIT-MOBILE-COMMANDS TRIGEDIT-MOB-COMMANDS TRIG-COMMANDLIST TRIGEDIT_COMMANDS
|
||
|
||
| Trigger Commands | Mobile Commands | Object Commands | Room Commands |
|
||
=============================================================================
|
||
| * (comment) | %send% | %send% | %send% |
|
||
| nop | %echo% | %echo% | %echo% |
|
||
| attach | %echoaround% | %echoaround% | %echoaround% |
|
||
| global | %door% | %door% | %door% |
|
||
| context | %force% | %force% | %force% |
|
||
| eval | %load% | %load% | %load% |
|
||
| set | %purge% | %purge% | %purge% |
|
||
| unset | %teleport% | %teleport% | %teleport% |
|
||
| detach | %damage% | %damage% | %damage% |
|
||
| extract | %zoneecho% | %zoneecho% | %zoneecho% |
|
||
| if | %asound% | %asound% | %asound% |
|
||
| halt | dg_affect | dg_affect | dg_affect |
|
||
wait | dg_cast | dg_cast | dg_cast |
|
||
| makeuid | %at% | %at% | %at% |
|
||
| rdelete | %transform% | %transform% | move |
|
||
| remote | mhunt | otimer |==================|
|
||
| return | mremember | osetval |
|
||
| switch | mforget | move |
|
||
| case | %goto% |===================|
|
||
| break | mkill |
|
||
| done | %junk% | Further help can be accessed by
|
||
| while | %follow% | typing: @RHELP <COMMAND>@n.
|
||
=======================================|
|
||
See also: TRIG-TYPES, VARIABLES, EXPRESSIONS
|
||
#31
|
||
TRIGEDIT-COPY
|
||
|
||
Allows you to copy an existing trigger into a new trigger. First create a new
|
||
trigger, then choose copy and type in the vnum of the trigger you want to copy.
|
||
|
||
See Also: TRIGEDIT-MENU
|
||
#31
|
||
TRIGEDIT-GAMES TRIG-GAMES
|
||
|
||
Examples of complex game triggers:
|
||
@RTSTAT 47901@n - Connect Four
|
||
@RTSTAT 47905@n - Hearts
|
||
|
||
See Also: TRIG-EXAMPLES, TRIG-ADVANCED
|
||
#31
|
||
TRIGEDIT-INTENDED
|
||
|
||
2) Intended for : @yMobiles@n
|
||
This is either Mobiles (the default), Objects or Rooms. While in most cases it
|
||
is possible to make a trigger work for either one, it is highly recommended to
|
||
only use the correct type.
|
||
|
||
0: Mobiles, 1: Objects, 2: Rooms:
|
||
|
||
#31
|
||
TRIGEDIT-MENU TRIG-MENU TRIG-EDIT TRIGEDIT-EDITOR SCRIPT-EDITOR TRIGGER-MENU TREDITOR DG-MENU
|
||
|
||
Trigger Editor [1300] @RHELP TRIGEDIT-EDITOR@n
|
||
|
||
1) Name : @ynew trigger@n @RHELP TRIGEDIT-NAME@n
|
||
2) Intended for : @yMobiles@n @RHELP TRIGEDIT-INTENDED@n
|
||
3) Trigger types: @yGreet@n @RHELP TRIGEDIT-TYPES@n
|
||
4) Numeric Arg : @y100@n @RHELP TRIGEDIT-NUMERIC@n
|
||
5) Arguments : @RHELP TRIGEDIT-ARG@n
|
||
6) Commands: @RHELP TRIGEDIT-COMMANDLIST@n
|
||
@csay My trigger commandlist is not complete!@n
|
||
|
||
W) Copy Trigger @RHELP TRIGEDIT-COPY@n
|
||
Q) Quit
|
||
Enter Choice :
|
||
|
||
See also: TRIGEDIT-TYPES, TRIGEDIT-COMMANDS, VARIABLES, TRIGEDIT-MOB-TUTORIAL,
|
||
TRIGEDIT-ADVANCED-TUTORIAL, TRIGEDIT-ADVANCED
|
||
#31
|
||
TRIGEDIT-MOB-ACTION TRIG-MOB-ACT ACTIONS TRIGEDIT-ACTIONS TRIG-ACTIONS MOB-ACT
|
||
|
||
This trigger type should be set when a matching action is performed by a
|
||
mobile or player in the room. Actions are any text output via the act()
|
||
function, and include most output from the MUD. Notable exclusions are
|
||
character speech and Immortal echoes.
|
||
|
||
Numeric Arg : 0 - argument is a substring that must be found in the text to cause a
|
||
match.
|
||
1 - argument is a list of words, any of which found in the text will
|
||
activate the trigger.
|
||
Argument : a phrase or wordlist to be matched.
|
||
|
||
Variables:
|
||
%actor% - the character causing the trigger to activate.
|
||
%victim% - the character, if any, on the receiving end of the action .
|
||
%object% - the object, if any, used in the action.
|
||
%target% - the target of the action, if any.
|
||
%arg% - the entire phrase.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 127, 64, 1372@n
|
||
#31
|
||
TRIGEDIT-MOB-BRIBE TRIGEDIT-BRIBE TRIG-MOB-BRIBE ASSASSINS
|
||
|
||
Activated when a character gives a specified amount of gold to the mobile.
|
||
|
||
Numeric Arg : minimum number of gold pieces required to activate this trigger.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character providing gold to the mobile.
|
||
%amount% - number of coins given.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 130, 72, 8308, 23612@n
|
||
|
||
See also: MHUNT
|
||
#31
|
||
TRIGEDIT-MOB-CAST
|
||
|
||
Activated when the mob is targeted by a spell.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Used with return 0 will cause the spell not to be cast.
|
||
|
||
Variables:
|
||
%actor% - the caster of the spell.
|
||
%spell% - the number of the spell.
|
||
%spellname% - the name of the spell.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 76@n
|
||
#31
|
||
TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND
|
||
|
||
Activates when commands are performed in the same room as the mobile.
|
||
Does not work for Greater God and above.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : text which must be part of the command typed to filter out
|
||
uninteresting commands.
|
||
|
||
If 0 is returned by the trigger, character will receive the same message as
|
||
if the trigger did not exist, and any other command triggers will be checked.
|
||
|
||
Variables:
|
||
%actor% - the character issuing the command.
|
||
%cmd% - the exact command (without arguments) issued.
|
||
%arg% - the arguments, if any, following the command.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 153, 1371, 62, 2721, 167@n
|
||
#31
|
||
TRIGEDIT-MOB-DEATH TRIG-MOB-DEATH MOB-DEATH MOBDEATH MDEATH
|
||
|
||
Activated when this mobile dies just before the death cry. You can not %purge%
|
||
%self% or use waits. You can %teleport% %self%.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated upon the mobile's death.
|
||
Argument : not used.
|
||
|
||
If used with a return 0 no death cry will be heard from the mobile.
|
||
|
||
Variables:
|
||
%actor% - the character killing this mob, if any.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 2, 44, 65, 19537@n
|
||
#31
|
||
TRIGEDIT-MOB-DOOR
|
||
|
||
Activated when the mobile is in the same room as someone using the door specific
|
||
commands 'close, open, pick, lock, unlock' on a door.
|
||
|
||
Used with return 0 will prevent the command from executing.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character using the command.
|
||
%direction% - the direction the command is used on.
|
||
%cmd% - the specific command activating the trigger.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 78, 33809@n
|
||
#31
|
||
TRIGEDIT-MOB-ENTRY ENTRY TRIGEDIT-ENTRY TRIGGER-ENTRY TRIG-MOB-ENTER TRIGEDIT-MOB-ENTER TRIGEDIT-MOBILE-ENTRY TRIG-MOB-ENTRY TRIGEDIT-MOBILE-ENTER
|
||
|
||
Activated each time the mobile it is attached to enters a room.
|
||
Return 0 will prevent the mob from entering the room.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 68, 206@n
|
||
|
||
See also: TRIGEDIT-ROOM-ENTER
|
||
#31
|
||
TRIGEDIT-MOB-FIGHTING TRIG-MOB-FIGHTING TRIGEDIT-MOB-ATTACK TRIG-MOB-ATTACK
|
||
|
||
Activated each round of fighting, after the mobile has had all of its attacks.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character this mobile is fighting.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 70@n
|
||
#31
|
||
TRIGEDIT-MOB-GLOBAL TRIG-MOB-GLOBAL
|
||
|
||
Not a trigger type by itself; used in conjunction with Random @RHELP
|
||
TRIGEDIT-MOB-RANDOM@n. While Random triggers only trigger if players
|
||
are in the same zone, Global Random triggers will trigger regardless.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : not used.
|
||
|
||
Example: @RTSTAT 60@n
|
||
#31
|
||
TRIGEDIT-MOB-GREET GREET TRIGEDIT-GREET TRIG-MOB-GREET GREETINGS GREETERS
|
||
|
||
Activated when a player attempts to enter the room and the character is visible
|
||
to the mobile with this trigger. Return 0 prevents the player from entering the
|
||
room. Does not work for poofins.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character entering the room.
|
||
%direction% - the direction the character came from.
|
||
%self% - the mobile.
|
||
Example: @RTSTAT 1305, 66, 101, 162@n
|
||
|
||
See also: TRIG-MOB-GREET-ALL
|
||
#31
|
||
TRIGEDIT-MOB-GREET-ALL GREET-ALL TRIGEDIT-MOB-GREETALL TRIG-MOB-GREET-ALL TRIGEDIT-MOBILE-GREET-ALL TRIG-MOB-GREET-ALL
|
||
|
||
Identical to greet except the mobile does not have to see the entering character
|
||
for this trigger to activate. Does not work for poofins.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character entering the room.
|
||
%direction% - the direction the character came from.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 67@n
|
||
|
||
See also: TRIG-MOB-GREET
|
||
#31
|
||
TRIGEDIT-MOB-HITPERCENT TRIGEDIT-MOB-HITPRCNT
|
||
|
||
Activated during combat when the mobiles hit point percentage drops below a
|
||
specified percentage.
|
||
|
||
Numeric Arg : percentage of hitpoints at the threshold of allowing this trigger to
|
||
activate.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character this mobile is fighting.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 71@n
|
||
#31
|
||
TRIGEDIT-MOB-LEAVE TRIG-MOB-LEAVE TRIGEDIT-MOB-EXIT TRIG-MOB-EXIT
|
||
|
||
Activated when someone leaves the room the mob is in if the mob can see the person.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Used with return 0 will prevent the player from leaving the room.
|
||
|
||
Variables:
|
||
%actor% - the character leaving the room.
|
||
%direction% - the direction the character is leaving to.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 77, 133-136, 3000-3003@n
|
||
#31
|
||
TRIGEDIT-MOB-LOAD TRIGEDIT-LOAD TRIG-LOAD
|
||
|
||
Activated when this mobile is created, either by manual load, zreset or
|
||
regular zone lifespan reset.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 73@n
|
||
#31
|
||
TRIGEDIT-MOB-MEMORY TRIG-MOB-MEMORY MEMORY REMEMBERING
|
||
|
||
Activated when the mobile encounters a character in its memory (mremember)
|
||
list and there is no over-riding command. Any mobile making use of mremember
|
||
MUST have a memory trigger, even if it will never be called.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated..
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character being remembered.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 74, 75, 41@n
|
||
|
||
See also: NPC-FLAGS
|
||
#31
|
||
TRIGEDIT-MOB-RANDOM TRIGEDIT-RANDOM TRIG-MOB-RANDOM TRIG-RANDOM
|
||
|
||
No specific event needs to occur for this trigger to be activated. Every 13
|
||
seconds this trigger has a chance to run. A player must be in the zone for this
|
||
trigger to fire.
|
||
|
||
Numeric Arg : 0-100: percentage chance this trigger will run when its time
|
||
comes due.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 61@n
|
||
|
||
See also: RANDOM-TIMING
|
||
#31
|
||
TRIGEDIT-MOB-RECEIVE TRIG-MOB-RECEIVE RECEIVE %RECEIVE% TRIG-MOB-RECEIVE TRIGEDIT-RECEIVE TRIG-RECEIVE TRIGEDIT-MOBILE-RECEIVE TRIG-RECEIVES TRIGEDIT-MOB-RECIEVES TRIGEDIT-MOBILE-RECIEVES TRI-RECIEVE TRIGEDIT-MOB-GIVE TRIG-MOB-GIVE
|
||
|
||
Activated any time an object is given to the mobile.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
With a return 0 the object is not transferred to the mobile. This will not work
|
||
if a wait is before the return 0.
|
||
|
||
Variables:
|
||
%actor% - the character handing the object to the mobile.
|
||
%object% - the object being handed over.
|
||
%self% - the mobile.
|
||
|
||
Examples: @RTSTAT 69, 38, 152@n
|
||
#31
|
||
TRIGEDIT-MOB-SPEECH TRIG-MOB-SPEECH TRIGEDIT-SPEECH TRIG-SPEECH
|
||
|
||
Activates when matching text is spoken by a character in the same room as the
|
||
mobile. This does not work for tells, gossip, etc.
|
||
|
||
Numeric Arg : 0: argument is a substring that must be found in the speech to cause a
|
||
match.
|
||
1: argument is a list of words, any of which found in the speech will
|
||
activate the trigger.
|
||
Argument : a phrase or wordlist to be matched.
|
||
|
||
Variables:
|
||
%actor% - the character whose speech activated the trigger.
|
||
%speech% - the entire phrase spoken.
|
||
%self% - the mobile.
|
||
|
||
Example: @RTSTAT 53, 2776, 63, 153, 1354, 139@n
|
||
|
||
See also: TRIGEDIT-ROOM-SPEECH
|
||
#31
|
||
TRIGEDIT-MOB-TIME TRIG-MOB-TIME
|
||
|
||
Activated by MUD hour listed in Numeric Arg.
|
||
|
||
Numeric Arg : MUD hour to trigger off (0-23).
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%time% - MUD hour trigger fires off.
|
||
%self% - the mob.
|
||
|
||
See also: %TIME%
|
||
#31
|
||
TRIGEDIT-MOB-TUTORIAL TRIGEDIT-TUTORIAL MOB-TUTORIAL
|
||
|
||
This mini-quest is setup in TBA as an example. @RGOTO 13@n and work your way
|
||
north with nohassle off. Be sure you know how to use the @RTSTAT@n and @RSTAT@n
|
||
commands.
|
||
|
||
The following 7 steps should give you a general idea about what to do, and how
|
||
to go about making small quests with trigedit. This example concentrates on
|
||
quests involving mobs.
|
||
|
||
The process can be broken down to the following:
|
||
1. Decide what you want the trigger to do.
|
||
2. Make corresponding mobs, objects, and rooms.
|
||
3. Split up the quest into simple sections.
|
||
4. Decide which trigger types you need.
|
||
5. Write the triggers.
|
||
6. Attach the triggers - permanently
|
||
7. Done ?
|
||
|
||
1. Decide what you want the trigger to do.
|
||
In this example, we want to make a small mini quest in an area. The quest
|
||
will work like this: When you enter the room with the questmaster it will start
|
||
to tell a tale. In this tale, you are instructed to perform a task. In this
|
||
case kill an ogre that lives nearby. As proof of the kill, you must bring back
|
||
the ogre's wings and give them to the questmaster.
|
||
|
||
2. Make corresponding objects and mobs.
|
||
1 Questgiver mob - I've chosen 'the questmaster' - vnum 14
|
||
1 Target mob - In this case 'a quest ogre' - vnum 16
|
||
1 Quest object - 'a pair of wings' - vnum 14
|
||
|
||
3. Split up the quest.
|
||
Next thing to do is look at the different steps involved with the quest. In
|
||
this example, we have three steps:
|
||
Player entering room -> tell story
|
||
Player finds and kills ogre -> load object
|
||
Player gives questmaster the wings -> reward player
|
||
|
||
4. Find corresponding trigger types.
|
||
Having split the quest up it makes it easy to decide which triggers to use
|
||
from @RHELP TRIG-TYPE@n:
|
||
mob GREET trigger (attached to questmaster) @RHELP TRIGEDIT-MOB-GREET@n
|
||
mob DEATH trigger (attached to ogre) @RHELP TRIGEDIT-MOB-DEATH@n
|
||
mob RECEIVE trigger (attached to questmaster) @RHELP TRIGEDIT-MOB-RECEIVE@n
|
||
|
||
5. Write the triggers.
|
||
Up to this point trigedit should not have been used. Most people struggle
|
||
with triggers because they have not planned what they want to happen or do not
|
||
know what trigedit is capable of. Read the help files of each type and ask for
|
||
help if you need it. Remember, most of the work required with triggers is
|
||
planning! You must know exactly what you want to do before you do it. Now that
|
||
we know exactly what we want to do we can use trigedit.
|
||
|
||
> trigedit 1
|
||
Trigger Editor [1]
|
||
|
||
1) Name : @yMob Tutorial Example Quest Offer - 14@n
|
||
2) Intended for : @yMobiles@n
|
||
3) Trigger types: @yGreet @n
|
||
4) Numeric Arg : @y100@n
|
||
5) Arguments :
|
||
6) Commands:
|
||
@c* we don't want him to tell this to mobs. Check if actor is a player.
|
||
if %actor.is_pc%
|
||
* only greet players coming from the south.
|
||
if %direction% == south
|
||
* wait 1 second, always give the player time before you start sending text.
|
||
wait 1 sec
|
||
say Can you help me, %actor.name%?
|
||
wait 1 sec
|
||
say An ogre has something of mine.
|
||
wait 1 sec
|
||
say If you slay him I'll give you all the coins I can spare.
|
||
wait 1 sec
|
||
say Please, bring me the wings he has stolen.
|
||
end
|
||
end@n
|
||
|
||
The trigger above will fire when a player enters the room from the south. If a
|
||
mobile enters the if check at the beginning will be false and the trigger will
|
||
not execute. Note how I named the trigger. ALWAYS include the VNUM of where you
|
||
plan on attaching the trigger. Also, give it a name so it is easy to understand
|
||
where it is used. Now for the second trigger:
|
||
|
||
> trigedit 2
|
||
Trigger Editor [2]
|
||
|
||
1) Name : @yMob Tutorial Example Kill Ogre - 16@n
|
||
2) Intended for : @yMobiles@n
|
||
3) Trigger types: @yDeath@n
|
||
4) Numeric Arg : @y100@n
|
||
5) Arguments :
|
||
6) Commands:
|
||
@csay you got the best of me %actor.name%.
|
||
* load the wings
|
||
%load% obj 1
|
||
* reload the mob for the next questor
|
||
%load% mob 16@n
|
||
|
||
The above trigger will be executed when the mob is killed - just before the
|
||
death cry. The last trigger just needs to check if the object handed over is
|
||
the correct one. Let's see it, here with vnum 2:
|
||
|
||
> trigedit 3
|
||
Trigger Editor [3]
|
||
|
||
1) Name : @yMob Tutorial Example Completion - 14@n
|
||
2) Intended for : @yMobiles@n
|
||
3) Trigger types: @yReceive@n
|
||
4) Numeric Arg : @y100@n
|
||
5) Arguments :
|
||
6) Commands:
|
||
@c* check if this was indeed the right object
|
||
if %object.vnum% == 1
|
||
wait 1 sec
|
||
say Thank you, %actor.name%
|
||
%send% %actor% %self.name% gives you a gold piece.
|
||
%echoaround% %actor% %actor.name% is rewarded for his valor.
|
||
nop %actor.gold(1)%
|
||
wait 5 sec
|
||
%purge% obj 1
|
||
else
|
||
* this wasn't the right object - don't accept it
|
||
say I don't want that - bring me back my wings.
|
||
return 0
|
||
end@n
|
||
|
||
First check if the object is the correct vnum, then give the reward, and send
|
||
messages to the player and others in the room. If it wasn't the object, reject
|
||
it, and use return 0 to prevent the object from leaving the players inventory.
|
||
Lastly, and very importantly, 'end' the if. Every if must have an end.
|
||
|
||
6. Attach the triggers - permanently
|
||
Proceed and add the triggers to the two mobiles through medit:
|
||
|
||
> medit 14
|
||
[medit menu]
|
||
Enter choice ? S
|
||
Script Editor
|
||
|
||
Trigger List:
|
||
<none>
|
||
|
||
N) New trigger for this script
|
||
D) Delete a trigger in this script
|
||
X) Exit Script Editor
|
||
|
||
Enter choice :
|
||
Here, add the scripts by typing N, then the trigger vnum:
|
||
Enter choice : n
|
||
Please enter position, vnum (ex: 1, 200): 1
|
||
Enter choice ? n
|
||
Please enter position, vnum (ex: 1, 200): 3
|
||
Enter choice ? x
|
||
|
||
And add the trigger (vnum 2) to the ogre (vnum 16) in a similar manner.
|
||
|
||
7. Done ?
|
||
The triggers are now attached to the correct mobs, and the players of your
|
||
mud can now take the quest whenever they wish. This is a great time for
|
||
considering improvements to the little quest:
|
||
|
||
Balance issues:
|
||
Should players get a smaller reward if they perform the quest many times ?
|
||
Should it be limited to 1 quest per player or 1 per reboot ?
|
||
Gameplay issues:
|
||
Perhaps other mobs in town should tell the player to go see the questmaster ?
|
||
Should the ogre always load the object, or only when people know he has it ?
|
||
Are there other mobs who would like to pay for that object ?
|
||
|
||
The above list is just a few examples. All of them could be implemented, but
|
||
it is beyond the scope of this tutorial.
|
||
|
||
Original mob tutorial by Welcor
|
||
#31
|
||
TRIGEDIT-NAMES TRIG-NAMES TRIGGER-NAMES
|
||
|
||
1) Name : @ynew trigger@n
|
||
|
||
Always use names that explain your trigger and include the VNUM for the
|
||
mob/obj/room that the trigger is going to be attached to. It is important to
|
||
give your trigger a name you and others can understand. This way others can
|
||
search "vnum trig <keyword>." This will also make it easier when using
|
||
tlist and tstat, allowing others to quickly comprehend what the trigger does.
|
||
Here are some good examples:
|
||
|
||
Princess Shout for Help - M2229 --> Trigger 2204 attached to mob 2229.
|
||
Tutorial Example Quest Offer - M14 --> Trigger 1 attached to mob 14.
|
||
No Recall - R10 --> Trigger 1201 attached to room 10.
|
||
|
||
#31
|
||
TRIGEDIT-OBJ-ACT TRANSLATE DODGE SEARCH PEEK OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING CLONES CLONING ZCLONE BERSERK CLANS MUSIC RACES IMC
|
||
|
||
Not implemented.
|
||
Translation engine: http://babelfish.yahoo.com/
|
||
#0
|
||
TRIGEDIT-OBJ-CAST %SPELLNAME% TRIG-OBJ-CAST
|
||
|
||
Activated when the obj is targeted by a spell.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Used with return 0 will cause the spell not to be cast.
|
||
|
||
Variables:
|
||
%actor% - the caster of the spell.
|
||
%spell% - the number of the spell.
|
||
%spellname% - the name of the spell.
|
||
%self% - the object.
|
||
|
||
Example: @RTSTAT 90@n
|
||
#31
|
||
TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS
|
||
|
||
Activates when a command is performed near this object.
|
||
Command triggers do not work for Greater God and above.
|
||
|
||
Numeric Arg : a bitfield to indicate where the object must be in order to cause
|
||
the trigger to activate.
|
||
Bits: 1: In character's worn equipment.
|
||
2: In character's carried inventory.
|
||
4: In same room with the character.
|
||
These bits can be set at once by adding the values.
|
||
7= worn, inv, room. 3 = worn, inv. 5 = worn, room.
|
||
Argument : A single word which must be typed to activate the trigger. Look at
|
||
the examples for how to use multiple word arguments.
|
||
|
||
If a return 0 is used the character will receive the same message as if the
|
||
trigger did not exist, and any other command triggers will be checked.
|
||
|
||
Variables:
|
||
%actor% - the character issuing the command.
|
||
%cmd% - the exact command (without arguments) issued.
|
||
%arg% - the arguments, if any, following the command.
|
||
%self% - the object.
|
||
|
||
Example: @RTSTAT 81, 154, 6, 9800, 11859@n
|
||
#31
|
||
TRIGEDIT-OBJ-CONSUME CONSUME TRIG-OBJ-CONSUME TRIGEDIT-CONSUME
|
||
|
||
Activated any time a character attempts to consume (eat, drink, or quaff) this
|
||
object. If used with a return 0 the character will fail to consume the object.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character attempting to consume the object.
|
||
%self% - the object being consumed.
|
||
%command% - either eat, drink, or consume.
|
||
|
||
Example: @RTSTAT 164, 1374@n
|
||
#31
|
||
TRIGEDIT-OBJ-DROP DROP-TRIGGER TRIG-OBJ-DROP TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT
|
||
|
||
Activated any time a character attempts to drop this object. This includes
|
||
junking, donating, putting the object into a container, and dying.
|
||
|
||
If used with a return 0 the character will fail to drop the object.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character attempting to drop the object.
|
||
%self% - the object being dropped.
|
||
|
||
Example: @RTSTAT 84, 1366@n
|
||
#31
|
||
TRIGEDIT-OBJ-GET TRIG-OBJ-GET TRIGEDIT-OBJ-TAKE TRIG-OBJ-TAKE
|
||
|
||
Activated any time a character attempts to pick up this object or takes it from
|
||
a container. Does not work with waits.
|
||
|
||
Numeric Arg : percentage chance this trigger will activate.
|
||
Argument : not used.
|
||
|
||
If used with a return 0 the character will fail to pick the object up.
|
||
|
||
Variables:
|
||
%actor% - the character trying to get the object.
|
||
%self% - the object being picked up.
|
||
|
||
Example: @RTSTAT 83@n
|
||
#31
|
||
TRIGEDIT-OBJ-GIVE TRIGEDIT-OBJ-RECEIVE TRIG-OBJ-GIVE TRIG-OBJ-RECEIVE %PUT% TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT
|
||
|
||
Activated when a player attempts to give this object away or put it inside a
|
||
container.
|
||
|
||
If used with a return 0 the character will fail to give the object.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character giving away the object.
|
||
%victim% - the potential recipient of the object.
|
||
%self% - the object being given.
|
||
|
||
Example: @RTSTAT 85, 1366@n
|
||
#31
|
||
TRIGEDIT-OBJ-GLOBAL TRIG-OBJ-GLOBAL
|
||
|
||
Not a trigger type by itself; used in conjunction with a random trigger.
|
||
This will allow random triggers to fire even if a player is not in
|
||
the same room.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the object.
|
||
|
||
Example: @RTSTAT 79@n
|
||
|
||
See Also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-OBJ-LOAD
|
||
#31
|
||
TRIGEDIT-OBJ-LEAVE
|
||
|
||
Activated when someone leaves the room the obj is in.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Used with return 0 will prevent the player from leaving the room.
|
||
|
||
Variables:
|
||
%actor% - the character leaving the room.
|
||
%direction% - the direction the character is leaving to.
|
||
%self% - the object.
|
||
|
||
Example: @RTSTAT 89, 27108@n
|
||
#31
|
||
TRIGEDIT-OBJ-LOAD TRIGEDIT-OBJECT-LOAD TRIG-OBJ-LOAD TRIGEDIT-TYPE-LOAD
|
||
|
||
Activated when the object is created. Can be used with the global trigger.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the object being created.
|
||
|
||
Example: @RTSTAT 88@n
|
||
#31
|
||
TRIGEDIT-OBJ-RANDOM TRIGEDIT-OBJECT-RANDOM TRIG-OBJ-RANDOM
|
||
|
||
No specific event needs to occur for this trigger to be activated. Every 13
|
||
seconds this trigger has a chance to run. A player must be in the zone for this
|
||
trigger to fire.
|
||
|
||
Numeric Arg : 0-100: percentage chance this trigger will run when its time
|
||
comes due.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the object.
|
||
|
||
Example: @RTSTAT 80, 55005@n
|
||
|
||
See also: RANDOM-TIMING
|
||
#31
|
||
TRIGEDIT-OBJ-REMOVE TRIG-OBJ-REMOVE
|
||
|
||
Activated each time a character tries to remove the object.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : not used.
|
||
|
||
With a return 0 the object is not removed.
|
||
|
||
Variables:
|
||
%actor% - the character attempting to remove the object.
|
||
%self% - the object the character is attempting to remove.
|
||
|
||
Example: @RTSTAT 87@n
|
||
#31
|
||
TRIGEDIT-OBJ-TIMER TRIGEDIT-TIMER TRIG-TIMER TRIGEDIT-OBJECT-TIMER
|
||
|
||
Activated when the timer for this object has expired. The otimer command may
|
||
be used in a trigger to set the object's timer. Timer value of 1 equals about
|
||
1 minute.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the object.
|
||
|
||
Example: @RTSTAT 82@n
|
||
|
||
See also: TIMER, %TIMER%, %TIME%
|
||
#31
|
||
TRIGEDIT-OBJ-WEAR TRIG-OBJ-WEAR TRIGEDIT-OBJECT-WEAR TRIG-OBJECT-WEAR
|
||
|
||
Activated each time a character attempts to wear the object.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character attempting to wear the object.
|
||
%self% - the object the character is attempting to wear.
|
||
|
||
Example: @RTSTAT 86, 1202@n
|
||
#31
|
||
TRIGEDIT-OBJECT-COMMANDS ROOM-COMMANDS OBJECT-COMMANDS TRIG-MOB-COMMAND TRIGEDIT-MUDCOMMANDS
|
||
|
||
See: TRIGEDIT-COMMANDS
|
||
#31
|
||
TRIGEDIT-ROOM-CAST TRIG-ROOM-CAST
|
||
|
||
Activated if a spell is cast in the room.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Used with return 0 will cause the spell not to be cast.
|
||
|
||
Variables:
|
||
%actor% - the caster of the spell.
|
||
%spell% - the number of the spell.
|
||
%spellname% - the name of the spell.
|
||
%vict% - the target (mob/player) of the spell, if any.
|
||
%obj% - the target (object) of the spell, if any.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 57@n
|
||
#31
|
||
TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING
|
||
|
||
Activates when commands are performed in the room.
|
||
Does not work for Greater God and above.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : text which must be part of the command typed to filter out
|
||
uninteresting commands.
|
||
|
||
If 0 is returned by the trigger, character will receive the same message as
|
||
if the trigger did not exist, and any other command triggers will be checked.
|
||
|
||
Variables:
|
||
%actor% - the character issuing the command.
|
||
%cmd% - the exact command (without arguments) issued.
|
||
%arg% - the arguments, if any, following the command.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 52@n
|
||
#31
|
||
TRIGEDIT-ROOM-DOOR TRIGEDIT-DOOR TRIG-ROOM-DOOR
|
||
|
||
Activated when a player uses the door specific commands:
|
||
'close, open, pick, lock, unlock' on a door.
|
||
|
||
Used with return 0 will prevent the command from executing.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character using the command.
|
||
%direction% - the direction the command is used on.
|
||
%cmd% - the specific command activating the trigger
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 59@n
|
||
#31
|
||
TRIGEDIT-ROOM-DROP TRIGEDIT-DROP TRIG-DROP TRIG-ROOM-DROP DROP-TRIG DROP_TRIG
|
||
|
||
Activated any time a character attempts to drop an item in this room.
|
||
|
||
If used with a return 0 the character will fail to drop anything.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%actor% - the character attempting to drop the object.
|
||
%object% - the object the character is attempting to drop.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 56@n
|
||
#31
|
||
TRIGEDIT-ROOM-ENTER TRIGEDIT-ROOM-ENTRY TRIGEDIT-ENTRY TRIG-ROOM-ENTRY TRIGEDIT-ENTER TRIG-ENTER TRIG-ROOM-ENTER ENTER-TRIG
|
||
|
||
This trigger is checked whenever someone enters the room (including GOTO).
|
||
The trigger will fire before the player enters the room, so if you want the
|
||
actor to see the trigger in the room you must use a wait. This trigger fires
|
||
on mobs too so use if %actor.is_pc% to make sure it only fires on players.
|
||
This trigger will not fire for people %teleport%'d into the room.
|
||
|
||
Numeric Arg : percentage chance this trigger will activate.
|
||
Argument : not used.
|
||
|
||
If used with a return 0 the character will fail to enter the room. But you can
|
||
not use a wait.
|
||
|
||
Variables:
|
||
%actor% - the character entering the room.
|
||
%direction% - the direction the character came from.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 55, 133@n
|
||
|
||
See also: TRIGEDIT-MOB-ENTRY
|
||
#31
|
||
TRIGEDIT-ROOM-GLOBAL TRIG-ROOM-GLOBAL
|
||
|
||
Not a trigger type by itself; used in conjunction with Random @RHELP
|
||
TRIGEDIT-ROOM-RANDOM@n and @RHELP TRIGEDIT-ROOM-TIME@n. While Random
|
||
and Time only trigger if players are in the same zone, Global Random
|
||
and Global Time will trigger regardless.
|
||
|
||
Numeric Arg : not used.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 50@n
|
||
#31
|
||
TRIGEDIT-ROOM-LEAVE TRIG-ROOM-LEAVE TRIG-ROOM-EXIT TRIGEDIT-ROOM-EXIT TRIG-LEAVE TRIG-LEAVE LEAVE-TRIG
|
||
|
||
Activated when someone leaves the room.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Used with return 0 will prevent the player from leaving the room.
|
||
|
||
Variables:
|
||
%actor% - the character leaving the room.
|
||
%direction% - the direction the character is leaving to.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 58, 1233@n
|
||
#31
|
||
TRIGEDIT-ROOM-LOGIN TRIGEDIT-LOGIN TRIG-ROOM-LOGIN
|
||
|
||
Activated if a player enters the game in the room the trigger is attached to.
|
||
Note: New players enter the game at level 0, not level 1. Use a wait 1 sec to
|
||
allow the player to actually enter the game before the trig fires.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 3017, 199@n
|
||
|
||
See also: TRIG-TYPE
|
||
#31
|
||
TRIGEDIT-ROOM-RANDOM TRIGEDIT-ROOM-WEATHER TRIG-ROOM-RANDOM
|
||
|
||
No specific event needs to occur for this trigger to be activated. Every 13
|
||
seconds this trigger has a chance to run. This trigger is good to add weather,
|
||
noise, and other ambience into your zone. A player must be in the zone for
|
||
this trigger to fire.
|
||
|
||
Numeric Arg : 0-100: percentage chance this trigger will run.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 51, 2202, 2201@n
|
||
|
||
See also: RANDOM-TIMING, TRIGEDIT-ROOM-GLOBAL
|
||
#31
|
||
TRIGEDIT-ROOM-SPEECH TRIGSPEECH TRIG-SPEECH TRIGEDIT-SPEECH TRIG-ROOM-SPEECH
|
||
|
||
Activates when matching text is spoken by a character in the room
|
||
|
||
Numeric Arg : 0: argument is a substring that must be found in the speech to cause a
|
||
match.
|
||
1-100: argument is a list of words, any of which found in the speech will
|
||
activate the trigger.
|
||
Argument : a phrase or wordlist to be matched.
|
||
|
||
Variables:
|
||
%actor% - the character whose speech activated the trigger.
|
||
%speech% - the entire phrase spoken.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 53, 2776, 63, 153, 1354, 139@n
|
||
|
||
See also: TRIGEDIT-MOB-SPEECH
|
||
#31
|
||
TRIGEDIT-ROOM-TIME TRIGEDIT-TIME TRIG-ROOM-TIME
|
||
|
||
Activated by MUD hour listed in Numeric Arg. A player must be in the zone for
|
||
it to work unless you use it in conjunction with @RTRIGEDIT-ROOM-GLOBAL@n.
|
||
|
||
Numeric Arg : MUD hour to trigger off (0-23).
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%time% - MUD hour trigger fires off.
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 211@n
|
||
|
||
See also: TRIGEDIT-ROOM-GLOBAL, %TIME%
|
||
#31
|
||
TRIGEDIT-ROOM-ZONE-RESET TRIGEDIT-ROOM-ZRESET TRIGEDIT-ROOM-LOAD
|
||
|
||
Activated when the zone this room belongs to is reset. A player does not have
|
||
to be in the zone for this trigger to fire.
|
||
|
||
Numeric Arg : percentage chance this trigger will activate.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 54@n
|
||
#31
|
||
TRIGEDIT-TRIGGER-TYPES
|
||
|
||
3) Trigger types: @yGreet@n
|
||
This is a bitvector of which kind of events this trigger is triggered by. This
|
||
is the most important part of the trigger. It is here you decide if you want the
|
||
trigger to react on people dying in the room, dropping objects, saying stuff,
|
||
entering, jumping insanely up and down or whatever else you might think of.
|
||
|
||
This part is also the most important, in the sense that the rest of the triggers'
|
||
info means different things, depending on what trigger type the trigger has.
|
||
|
||
For a full listing of types see: @RHELP TRIGEDIT-TYPES@n
|
||
#31
|
||
TRIGEDIT-TYPES TYPES TRIGGER-LIST TRIGGER-TYPES TRIG-TYPES OBJ-TRIG-TYPES TRIGEDIT-ROOMS TRIGTYPES TRIGEDIT-VALUES TRIGEDIT-NUMERICARG TRIGEDIT-MOBILE-TYPES TRIGEDIT-OBJECTS TRIGEDIT-OBJECT-TYPES TRIG_TYPES
|
||
|
||
Triggers are broken up into three types by what they are attached to:
|
||
|
||
| ROOMS | OBJECTS | MOBS |
|
||
=============================================================================
|
||
| TRIGEDIT-ROOM-GLOBAL | TRIGEDIT-OBJ-GLOBAL | TRIGEDIT-MOB-GLOBAL |
|
||
| TRIGEDIT-ROOM-RANDOM | TRIGEDIT-OBJ-RANDOM | TRIGEDIT-MOB-RANDOM |
|
||
| TRIGEDIT-ROOM-COMMAND | TRIGEDIT-OBJ-COMMAND | TRIGEDIT-MOB-COMMAND |
|
||
| TRIGEDIT-ROOM-SPEECH | TRIGEDIT-OBJ-TIMER | TRIGEDIT-MOB-SPEECH |
|
||
| TRIGEDIT-ROOM-ZONE | TRIGEDIT-OBJ-GET | TRIGEDIT-MOB-ACT |
|
||
| TRIGEDIT-ROOM-ENTER | TRIGEDIT-OBJ-DROP | TRIGEDIT-MOB-DEATH |
|
||
| TRIGEDIT-ROOM-DROP | TRIGEDIT-OBJ-GIVE | TRIGEDIT-MOB-GREET |
|
||
| TRIGEDIT-ROOM-CAST | TRIGEDIT-OBJ-WEAR | TRIGEDIT-MOB-GREET-ALL |
|
||
| TRIGEDIT-ROOM-LEAVE | TRIGEDIT-OBJ-REMOVE | TRIGEDIT-MOB-ENTRY |
|
||
| TRIGEDIT-ROOM-DOOR | TRIGEDIT-OBJ-LOAD | TRIGEDIT-MOB-RECEIVE |
|
||
| TRIGEDIT-ROOM-TIME | TRIGEDIT-OBJ-CAST | TRIGEDIT-MOB-FIGHT |
|
||
| TRIGEDIT-ROOM-LOGIN | TRIGEDIT-OBJ-LEAVE | TRIGEDIT-MOB-HITPRCNT |
|
||
|========================| TRIGEDIT-OBJ-CONSUME | TRIGEDIT-MOB-BRIBE |
|
||
Further help can be |=========================| TRIGEDIT-MOB-LOAD |
|
||
accessed by typing: | TRIGEDIT-MOB-MEMORY |
|
||
@RHELP <TYPE>@n. | TRIGEDIT-MOB-CAST |
|
||
i.e. @RHELP TRIGEDIT-MOB-ACT@n | TRIGEDIT-MOB-LEAVE |
|
||
| TRIGEDIT-MOB-DOOR |
|
||
| TRIGEDIT-MOB-TIME |
|
||
See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS |=========================|
|
||
#31
|
||
TRIGEDIT-VARIABLES VARIABLES TRIG-VARS TRIG-VARIABLES TRIGGER-VARIABLES VARS %VARIABLES% %VARIABLE% %% %TRIGGER% %TRIGGERS% %COMMAND% %WORD% VARIABLES-REFERENCE REFERENCES %VAR% DG-VARIABLES TRIGEDIT-VARS %VARIABLE%
|
||
|
||
Variables appear as a name surrounded by '%'s, such as %actor%
|
||
|
||
Before a command is processed, the line is scanned and any variables are
|
||
replaced. First the list of local variables are checked to see if the variable
|
||
is there. If not, the global variables are checked. A proper global match must
|
||
have a zero context or the current context of the trigger. (When a trigger starts
|
||
running, its context is 0. The trigger context command may be used to change
|
||
context.) If a match is still not found, a list of 'built in' variables (ones
|
||
not declared by the trigger) are checked. If no match is found, the variable is
|
||
replaced with an empty string (the variable is removed from the line, and
|
||
nothing added in its place).
|
||
|
||
There are two types of variables, local and global. All local variables are
|
||
deleted when a trigger finishes executing, and can only be used by the trigger.
|
||
Global variables remain until removed with unset, the MUD is rebooted, or the
|
||
trigger is removed.
|
||
|
||
Global variables also have a context associated with them. By default, the
|
||
context is 0. Any global being referenced with a context of zero will be seen.
|
||
Through the 'context <value>' command, a trigger may set its context to any
|
||
integer; Globals created are always assigned the current trigger context. When a
|
||
global is referenced, if its context is not 0 or the current context of the
|
||
trigger, it will not be seen. This technique allows, among other things, arrays
|
||
of globals to be created by using a series of contexts as indexes. Also, it
|
||
allows globals to be associated with a specific character, room, or object in
|
||
the game, by using the id of the target as the context.
|
||
|
||
Variable Fields
|
||
|
||
A field of a variable can also be retrieved, based on their type. To get a
|
||
field, a notation of %variable.field% is used. The valid fields are listed in
|
||
the help files below.
|
||
|
||
@RCHAR-VAR@n - Variables for characters. @RTSTAT 27@n
|
||
@ROBJ-VAR@n - Variables for objects. @RTSTAT 28@n
|
||
@RROOM-VAR@n - Variables for rooms. @RTSTAT 29@n
|
||
@RTEXT-VAR@n - Variables for text. @RTSTAT 30@n
|
||
@RSPEC-VAR@n - variables for special stuff. @Rtstat 31@n
|
||
|
||
See also: GLOBAL
|
||
#31
|
||
TRIGEDIT-VARIABLES-OBJECTS OBJ-VAR %SHORTDESC% TRIGEDIT-OBJ-VAR VAL0 VAL1 VAL2 VAL3 %ITEM% %OBJECT% OBJVARS OBJ-VARS %NEXT_IN_LIST% %OBJ% OBJ-COMMAND IS_INROOM WORN_BY NEXT_IN_LIST CARRIED_BY OBJECT-VARIABLES HAS_IN
|
||
|
||
Objects When using field - The variable returns:
|
||
|
||
affects() - Checks if flag exists. @RHELP OEDIT-AFFECT@n @RTSTAT 1205@n
|
||
carried_by - The id of the character carrying the object, or an empty return. @RTSTAT 55005@n
|
||
contents - Gives the first object in a container. @RTSTAT 32@n
|
||
cost() - The cost (not rent cost) of the object. Subfield sets.
|
||
cost_per_day - The rent cost of the object
|
||
count - The number of the same object.
|
||
has_in - True if the container holds the item.
|
||
hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n.
|
||
id - The unique id of the object.
|
||
is_inroom - Returns true if object is in room.
|
||
name - The list of key words of the object.
|
||
next_in_list - The id of the next object in the characters inventory, or an
|
||
empty return
|
||
room - Returns the room id the object is in.
|
||
shortdesc - The name of the object that players see.
|
||
timer - The timer of the object.
|
||
type - The type of object, such as WAND, ARMOR, or KEY.
|
||
val0 - Returns the current value in the objects 0 value position.
|
||
val1 - Returns the current value in the objects 1st value position.
|
||
val2 - Returns the current value in the objects 2nd value position.
|
||
val3 - Returns the current value in the objects 3rd value position.
|
||
vnum() - The object's vnum. Equality can now be checked with
|
||
if %self.vnum(#)% not if %self.vnum% == #
|
||
wearflag() - Checks if the object has a wearflag. @RHELP EQ, TSTAT 3011@n.
|
||
weight() - The weight of the object. Subfield sets.
|
||
worn_by - The id of the character wearing the object, or an empty return
|
||
|
||
Example: @RTSTAT 28@n
|
||
#31
|
||
TRIGEDIT-VARIABLES-ROOMS ROOM-VARIABLES %WEATHER% %ID% %NAME% %DIRECTION% %ACTOR.ROOM% TRIGEDIT-ROOM-VAR %VNUM% CONTENTS %CONTENTS% %ROOMS% ROOM-VARS PEOPLE %PEOPLE% %ROOM% %ROOM.DIR% ROOM.ID ROOM.PEOPLE %ROOM.PEOPLE% ROOM.VNUM RANDOM.DIR %RANDOM.DIR%
|
||
|
||
Rooms When using field - The variable returns:
|
||
|
||
contents - The id of the first obj in the room.
|
||
<dir> - The list of flags affecting the exit in the specified direction:
|
||
north Usage: %<dir>(<subfield>)% Possible subfields include:
|
||
south subfield, (vnum) - vnum of room in direction.
|
||
east subfield, (key) - vnum of key to use. %self.north(key)%
|
||
west subfield, (bits) - CLOSED LOCKED, etc.
|
||
up subfield, (room) - room variable for room in direction.
|
||
down no subfield: same as (bits).
|
||
hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n.
|
||
id - The unique id of the room.
|
||
name - The name of the room.
|
||
people - The id of the first mob or player in the room, or an empty return.
|
||
random.dir - Chooses a random valid direction.
|
||
roomflag() - Checks if roomflag exists. @RHELP ROOMFLAGS@n @RTSTAT 1220@n
|
||
sector - The sector type of the room.
|
||
vnum() - The room's vnum. Equality can now be checked with if %self.vnum(#)%
|
||
not if %self.vnum% == #
|
||
weather - current weather: sunny, cloudy, rainy, or lightning @RTSTAT 41098@n.
|
||
zonename - The name of the zone.
|
||
zonenumber - The zone number.
|
||
|
||
Example: @RTSTAT 29@n
|
||
|
||
See also: VARIABLES
|
||
#31
|
||
TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS %HOUR% SPEECH-VAR
|
||
|
||
Special Variables When using field - The variable returns:
|
||
|
||
<global> - @RHELP GLOBAL@n
|
||
asound - @RHELP %ASOUND%@n
|
||
at - @RHELP %AT%@n
|
||
damage - @RHELP %DAMAGE%@n
|
||
door - @RHELP %DOOR%@n
|
||
echo - @RHELP %ECHO%@n
|
||
echoaround - @RHELP %ECHOAROUND%@n
|
||
findobj.#() - Counts the number of objects in a room. @RHELP %FINDOBJ%@N
|
||
findmob.#() - Counts the number of mobs in a room. @RHELP %FINDMOB%@N
|
||
force - @RHELP %FORCE%@n
|
||
load - @RHELP %LOAD%@n
|
||
people.<vnum> - This variable returns the number of people in the room
|
||
specified via vnum.
|
||
purge - @RHELP %PURGE%@n
|
||
random.<#> - This returns a number between 1 and the field value.
|
||
%random.10% would return a number between 1 and 10.
|
||
random.char - This returns a random character in the room.
|
||
self - The mob, item, or room running the trigger. Normal fields may be
|
||
used with this.
|
||
send - @RHELP %SEND%@n
|
||
speech - This variable is set to the complete phrase spoken by an actor
|
||
that triggers a speech trigger.
|
||
teleport - @RHELP %TELEPORT%@n
|
||
time.<field> - Field may be hour, day, month, or year. The returned value will
|
||
be the current hour in the mud (0-23), day of the month (1-35),
|
||
month (1-17), or year respectively. @RTSTAT 36@n
|
||
zoneecho - @RHELP %ZONEECHO%@n
|
||
transform - @RHELP %TRANSFORM%@n
|
||
|
||
|%var% - name's, someone's, your
|
||
~%var% - name, someone, you
|
||
&%var% - it, you, he/she Example: @RTSTAT 91@n
|
||
*%var% - it, you, him/her
|
||
^%var% - its, your, his/her
|
||
|
||
Use \ for do not parse, or %% for %.
|
||
|
||
Example: @RTSTAT 31@n
|
||
|
||
See also: TRIGEDIT-RANDOM
|
||
#31
|
||
TRIGEDIT-VARIABLES-TEXTS TEXT-VAR %ARG% CDR CAR ARG.CDR %ARG.CDR% %CMD.CDR% CMD.CDR ARG.CAR CMD.CAR CAR %ARG.CAR% %CMD.CAR% %TEXT% PUSH CMD %CMD% %CDR% %CAR% %TRIM% TRIGEDIT-TEXT-VAR %STRLEN% CDR STRLEN STRING-LENGTH STRINGLENGTH CONTAINS %CONTAINS% CHAR
|
||
T
|
||
|
||
Text Variable Fields
|
||
|
||
These fields pertain to any variable that contains a string of text. These
|
||
are often the variables, such as %speech%, which are provided to a trigger, but
|
||
can also be variables that have been created by the trigger, such as
|
||
%room.north%
|
||
|
||
When using field - The variable returns
|
||
|
||
strlen - Returns the number of characters in the string.
|
||
trim - Returns the string without any leading or trailing whitespace.
|
||
This is used to trim extra spaces from the beginning or end of a
|
||
string.
|
||
car - Returns the first word of the string. For %text%="this is the
|
||
string"; %text.car% will yield "this". @RTSTAT 53@n
|
||
cdr - Returns all but the first word of the string, trimmed. For %text%=
|
||
"this is the string"; %text.cdr% will yield "is the string".
|
||
contains() - Used to check if a string contains the subfield text.
|
||
mudcommand - Returns the mud command the string is shorthand for. Used to make
|
||
sure the command you react to is the one you want: For %text%="o"
|
||
%text.mudcommand% will yield "open". @RHELP MUDCOMMAND@n
|
||
charat - set new variable %text/var.charat(index)% i.e. set phrase testing,
|
||
set var1 %phrase.charat(2)% now %var1% == e
|
||
|
||
toupper - Returns the string with the first letter of it capitalized.
|
||
Example: @RTSTAT 30@n
|
||
#31
|
||
TRIGGER-EDITORS
|
||
|
||
A trigger consists of the type, information on when to execute it, a list of
|
||
commands, and a list of variables. Each mobile, object, and room have their
|
||
own set of triggers.
|
||
|
||
#31
|
||
TRIGGER-FORMATS TRG-FILES TRIG-FILES TRIG-FORMATS TRG-FORMATS
|
||
|
||
@n#<virtual number>
|
||
<trig name>~
|
||
<attach type> <trig type> <numeric arg>
|
||
<trig arg>~
|
||
<command list>
|
||
~
|
||
|
||
See Also: TRIGEDIT
|
||
#31
|
||
TRIGGER-TESTING TRIGEDIT-TESTING
|
||
|
||
There are numerous reasons a trigger may not fire.
|
||
|
||
1. Nohassle - Ensure you have nohassle off. Simply toggle it by typing "nohassle"
|
||
or stat self to see if the PRF flag NO_HASS is set (enabled).
|
||
|
||
2. %echo% - Make sure the trigger is doing what you expect. Add an "%echo% firing"
|
||
in the first line to make sure it is working. Also echo any variables you are
|
||
using in the trigger to make sure they contain what you expect.
|
||
|
||
3. Mobs - If a mob can not see the player a trigger may not fire. Be wary of blind
|
||
mobs, dark rooms, invis/sneaking players. Also switch into the mob to test the
|
||
trigger and you will see the mob try to execute the trigger commands to help you
|
||
troubleshoot. If you see a "Huh?" or a "that person is not here" it can help fix
|
||
your problem.
|
||
|
||
4. Command Triggers - Arguments: * means all commands. This is an easy way to
|
||
freeze yourself (all commands you enter are captured by the trigger). To protect
|
||
against this and other possibly malicious uses of triggers level 32 and above may
|
||
not be able to fully test some triggers (specifically damage and command come to
|
||
mind). So either create a mortal character or set your level to 31 to fully test
|
||
all triggers. The return command can be setup to allow you to restore your level
|
||
back to original, ask your coder to add your ID.
|
||
|
||
See Also: TRIGEDIT-ADVANCED
|
||
#0
|
||
TRIGGER-TESTING
|
||
|
||
There are numerous reasons a trigger would not fire.
|
||
|
||
1. Nohassle - Ensure you have nohassle off. Simply toggle it by typing "nohassle" or stat self to see if the PRF flag NO_HASS is set (enabled).
|
||
|
||
2. %echo% - Make sure the trigger is doing what you expect. Add an "%echo% firing" in the first line to make sure it is working. Also echo any variables you are using in the trigger to make sure they contain what you expect.
|
||
|
||
3. Mobs - If a mob can not see the player a trigger may not fire. Be wary of blind mobs, dark rooms, invis/sneaking players. Also switch into the mob to test the trigger and you will see the mob try to execute the trigger commands to help you troubleshoo
|
||
. If you see a "Huh?" or a "that person is not here" it can help you fix your problem.
|
||
|
||
4. Command Triggers - Arguments: * means all commands. This is an easy way to freeze yourself (all commands you enter are captured by the trigger). To protect against this and other possibly malicious uses of triggers level 32 and above may not be able t
|
||
fully test some triggers (specifically damage and command come to mind). So either create a mortal character or set your level to 31 to fully test all triggers. The return command can be setup to allow you to restore your level back to original, ask you
|
||
|
||
|
||
|
||
See also: TRIGEDIT-MOB-TUTORIAL, TRIGEDIT-ADVANCED-TUTORIAL
|
||
#0
|
||
TSTAT EXAMPLES TRIGSTAT TRIGGERSTAT
|
||
|
||
Usage: tstat <trigger vnum>
|
||
|
||
Tstat lets you learn more about a specific trigger.
|
||
Be warned that all the triggers on TBA may not work since anyone could have
|
||
made them. Ask around for the best examples. Zone 0 are the basic examples. For
|
||
more examples check out zones 0, 1, 2, 3, 13, 14, 19, 27, 29, 30, 77, 236 and
|
||
237. There are numerous others.
|
||
|
||
To learn more about any of these just tlist <zone #> then tstat each
|
||
trigger individually. You can always ask Rumble to find you an example.
|
||
|
||
See also: TLIST, TRIGEDIT, OLC
|
||
|
||
Other Examples: TRIG-EXAMPLES
|
||
#31
|
||
UNAFFECT
|
||
|
||
Usage: unaffect [target]
|
||
|
||
Removes all affections (i.e., spell effects) from a player.
|
||
|
||
#31
|
||
UNGROUP DISBAND
|
||
|
||
Usage: ungroup [group member]
|
||
|
||
UNGROUP can be used by group leaders to disband the entire group, or
|
||
to kick a specific group member out of the group (and stop him/her from
|
||
following the leader).
|
||
|
||
Examples:
|
||
|
||
> ungroup
|
||
> ungroup homer
|
||
|
||
See also: GROUP
|
||
#0
|
||
UNSET
|
||
|
||
Usage: unset <variable>
|
||
|
||
* in this example we have a var %testvar% we no longer need:
|
||
|
||
set testvar hops happily along
|
||
global testvar
|
||
%echo% %self.name% %testvar%
|
||
unset testvar
|
||
|
||
Unset removes the variable from the global variables of this trigger, or if not
|
||
found there, from the trigger.
|
||
|
||
Example: @RTSTAT 70@n
|
||
|
||
See also: SET, EVAL
|
||
#31
|
||
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
|
||
|
||
#31
|
||
USAGE
|
||
|
||
Record high number of players:
|
||
|
||
Jan 31 19:52:54 :: nusage: 16 sockets connected, 16 sockets playing
|
||
|
||
Players
|
||
-------
|
||
[33 Cl] Shamra Rahl
|
||
[ 1 Mu] Omethyn the Apprentice of Magic
|
||
[31 Cl] Mystere has trial vnum 13499 (OLC) (Room Edit)
|
||
[31 Wa] Demorie Isabeau Cullanie-Cartier
|
||
[31 Mu] Tranek has trial vnum 13611
|
||
[33 Cl] Heiach the red wizard
|
||
[34 Wa] Rumble
|
||
[31 Mu] Myrlin
|
||
[31 Wa] Boomer has trial vnum 13875
|
||
[33 Mu] Detta '19/27/118' - Even the very wise cannot see all ends
|
||
[31 Cl] Elorien has zone 407
|
||
[31 Th] Stump has trial vnum 13767
|
||
[31 Wa] Dysprosic *404* Rides with his Pheonix (OLC) (Object Edit)
|
||
[31 Th] Dayce vnum 13498 be on late. (AFK)
|
||
[33 Th] Ferret has gone to bed (i33) (AFK)
|
||
[31 Cl] Santiago has zone 403 (AFK)
|
||
|
||
16 characters displayed.
|
||
#0
|
||
USE WAND STAFF STAFFS WANDS OBJ-WANDS STAVES
|
||
|
||
Usage: use <staff>
|
||
use <wand> <Target>
|
||
|
||
Using a staff will automatically target everybody (or everything) in a room,
|
||
except yourself. Therefore, staves are naturally very powerful and may be very
|
||
dangerous to use around other players so use them with caution.
|
||
|
||
Using wands requires that you point it at a target, which can be either a
|
||
character (player) or an object.
|
||
|
||
Please note: Both staffs and wands must be held in the hand prior to use!
|
||
You must still supply the name of the staff or wand to avoid confusion.
|
||
|
||
See also: RECITE
|
||
#0
|
||
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 <name> Show the socket with <name> associated with it.
|
||
-h <host> Show all sockets from <host>.
|
||
-c list Show only sockets whose characters' classes are in list.
|
||
|
||
See also: DC, SLOWNS
|
||
|
||
#31
|
||
UTILITIES SCREENS
|
||
|
||
The following commands deal with utilities - for more info, @RHELP KEYWORD@n
|
||
|
||
VISIBLE - Break an invisibility spell.
|
||
CLS CLEAR - Clears screen.
|
||
HOUSE - Set your guests.
|
||
COLOR ANSI BRIEF COMPACT - Change the way the mud displays.
|
||
PROMPT DISPLAY - Alter your prompt.
|
||
SOCIALS - Act nice!
|
||
BUG IDEA TYPO - Tell us what YOU think!
|
||
! ^ ALIAS - Alias commands.
|
||
WIZHELP COMMANDS SOCIALS - See what you can do.
|
||
QUIT SAVE - If you decide to leave us.
|
||
#0
|
||
VALENTINES
|
||
|
||
OBJ: 1342, 1304
|
||
|
||
#31
|
||
VALUE
|
||
|
||
Usage: value <item>
|
||
|
||
Before selling an item to a shop, you can ask the shopkeeper how much
|
||
he or she is willing to pay for it.
|
||
|
||
Example:
|
||
|
||
> value bread
|
||
|
||
See also: BUY, LIST, SELL, SHOPS
|
||
#0
|
||
VAREXISTS %VAREXISTS% %EXISTS% EXISTS
|
||
|
||
Usage: if %actor.varexists(on_quest_zone_1)%
|
||
|
||
The above usage checks if the variable on_quest_zone_1 has been saved to the
|
||
player file or to a mob (does not work for objects). It can also be used with
|
||
!%actor.varexists(on_quest_zone_1)% to mean does not exist. This is useful on
|
||
quests or other complex triggers that need to save variables to a player file
|
||
by using remote.
|
||
|
||
Example: @RTSTAT 138, 139@n
|
||
|
||
See Also: REMOTE
|
||
#30
|
||
VDELETE DELVAR DELETE-VARIABLE IDNUM REMOVE-VARIABLES
|
||
|
||
Usage: vdelete < variablename | all | * > <id>
|
||
|
||
Use this to remove a Variable (or all variables) from a mob, room, obj, or player.
|
||
When using with a player <id> is the UID or IDNum listed when you stat them.
|
||
|
||
Examples:
|
||
vdelete has_solved_quest 3531
|
||
vdelete all 1
|
||
|
||
To determine the player ID stat player
|
||
> stat file Rumble
|
||
male PC 'Rumble' IDNum: [ @R1@n], In room [ 0]
|
||
|
||
See also: REMOTE, RDELETE, UID, ZEDIT-REMOVE
|
||
#31
|
||
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
|
||
#31
|
||
VISIBLE
|
||
|
||
Usage: visible
|
||
|
||
Use this command to break your spell of invisibility before it expires.
|
||
|
||
See also: INVISIBILITY
|
||
#0
|
||
VNUMS FIND-ITEM VNUM-OBJ VNUM-MOBILES
|
||
|
||
Usage: vnum { room | obj | mob | trig } <keyword>
|
||
|
||
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
|
||
#31
|
||
VOTE VOTING
|
||
|
||
Please feel free to provide feedback of your TBA experience:
|
||
|
||
http://www.mudconnect.com/mud-bin/vote_rank.cgi?mud=The+Builder+Academy
|
||
http://mudgamers.com/2009/01/01/the-builder-academy/
|
||
http://www.topmudsites.com/vote-tbamud.html
|
||
http://www.themudslide.com/do_poll.html
|
||
http://www.mudlists.com/cgi-bin/exchange/vote.pl?member=519
|
||
#31
|
||
VSTATS MSTATS OSTATS RSTATS ROOM-STAT
|
||
|
||
Usage: vstat < m | o | r | t | s | z > <virtual number>
|
||
|
||
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
|
||
#31
|
||
WAIT PAUSE TRIGEDIT-TIMING TIMING TRIG-WAIT TRIGEDIT-WAIT
|
||
|
||
Usage: wait <time> [s | c]
|
||
wait until <mudtime>
|
||
|
||
* This trigger gives the actor 10 seconds to get out.
|
||
say GET OUT! NOW!
|
||
wait 10 s
|
||
mkill %actor%
|
||
|
||
The wait statement is used to 'pause' the trigger execution for a period of
|
||
time. When a trigger is being activated it will execute all commands immediately.
|
||
To create a pause during trigger execution use the wait command. A wait can
|
||
use seconds or cycles (1/20th of a second).
|
||
|
||
Example: @RTSTAT 103, 43, 79@n
|
||
|
||
See also: RANDOM-TIMING, WAIT-UNTIL
|
||
#31
|
||
WAITUNTIL WAIT-UNTIL
|
||
|
||
The wait until command allows a trigger to fire at a specific time.
|
||
|
||
* This trigger wakes the mob up at 8 and puts him to sleep at 9.
|
||
wait until 8:00
|
||
wake
|
||
stand
|
||
wait until 21:00
|
||
sleep
|
||
|
||
Examples: Mob @RTSTAT 43@n
|
||
Obj @RTSTAT 79@n
|
||
Room @R @n
|
||
See also: WAIT, RANDOM-TIMING
|
||
#31
|
||
WAKE SLEEPING RESTING SITTING STANDING
|
||
|
||
Use these commands to change your position. If you feel weary, it
|
||
is a good idea to sit and rest for a while, or maybe even sleep. A
|
||
player recovers hitpoints faster when resting or sleeping.
|
||
|
||
#0
|
||
WARRIOR FIGHTER
|
||
|
||
Warriors are known to have more strength than the average player. This makes
|
||
them better at hand-to-hand-combat, as they possess skills of violence and
|
||
fighting unequaled by the members of any other class. However, they lack the
|
||
ability to use magic of any sort.
|
||
|
||
You can improve your skills by using the practice command.
|
||
|
||
Skills available to warriors: kick, rescue, track, bash
|
||
|
||
See also: PRACTICE
|
||
#0
|
||
WATERWALK WATWALK
|
||
|
||
Usage: cast 'waterwalk' [target]
|
||
|
||
Enable yourself and others to traverse over water as if it was solid ground.
|
||
|
||
#0
|
||
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
|
||
#31
|
||
WEAR
|
||
|
||
Usage: wear <item> [location]
|
||
|
||
If you want to wear some clothes, armor or the likes.
|
||
|
||
Also, to wear everything in your inventory (or at least try to, as wearing
|
||
things like loaves of bread is not a good way to win friends and influence
|
||
people) you can type "wear all".
|
||
|
||
Optionally, you can specify what part of your body to wear the equipment on.
|
||
|
||
Examples:
|
||
|
||
> wear boots
|
||
> wear all.bronze
|
||
> wear all
|
||
> wear ring finger
|
||
|
||
See also: EQUIPMENT, REMOVE
|
||
#0
|
||
WEATHER
|
||
|
||
Usage: weather
|
||
|
||
If you're uncertain whether the sun is shining or the rain is pouring down you
|
||
can use this command to check. You have to be outside for it to work.
|
||
|
||
Weather is generated randomly and can be any of the following:
|
||
|
||
The sky starts to get cloudy
|
||
It starts to rain
|
||
The clouds disappear
|
||
Lightning starts to show in the sky
|
||
The rain stops
|
||
The lightning stops
|
||
|
||
Feel free to make your own weather messages with trigedit, just make sure to
|
||
set the roomflag INDOORS so you don't receive the default weather messages.
|
||
|
||
See also: CONTROL-WEATHER, SUNRISE
|
||
#0
|
||
WELCOR
|
||
|
||
Welcor is the head coder of The Builder Academy and uses TBA to develop
|
||
the tbaMUD codebase.
|
||
|
||
#0
|
||
WHERE
|
||
|
||
Usage: where <monster | player>
|
||
|
||
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
|
||
|
||
#31
|
||
WHILE DONE %NEXT% NEXT LOOPS TRIG-LOOPS TRIG-WHILE TRIG-DONE FOR-LOOP COUNT
|
||
|
||
Usage: while expression
|
||
|
||
The while command starts a loop, running until the expression becomes zero,
|
||
negative, or a break is used. The while loop must be terminated by a done.
|
||
While loops are disabled after looping 100 times.
|
||
|
||
Room example: @RTSTAT 24, 2201, 18@n
|
||
Obj example: @RTSTAT 23@n
|
||
Mob example: @RTSTAT 11858@n
|
||
#31
|
||
WHIRLWIND
|
||
|
||
Whirlwind is a warrior skill available at level 16. It is a melee multi-target
|
||
damage attack.
|
||
|
||
See also: KICK, RESCUE, BASH
|
||
#0
|
||
WHO WHOINVIS
|
||
|
||
Usage: who [minlev[-maxlev]] [-n name] [-c classlist] [-k] [-l] [-n] [-q] [-r] [-s] [-z]
|
||
|
||
Lists the people currently in the game. Some people may be invisible.
|
||
Command-line options can be used to limit the listing. The parameters
|
||
can be specified on the command-line in any order.
|
||
|
||
-c : List names of people of the following classes: Cleric, Warrior, Mage, Thief.
|
||
-g : List names of people who are grouped.
|
||
-k : List names of people who are flagged as killers or thieves.
|
||
-l : List names of group leaders.
|
||
-n : List only people whose names or titles contain this word.
|
||
-q : List only people who are on the Quest.
|
||
-r : List only people who are in your room.
|
||
-s : List names in the short form (4 columns of names, without titles or flags).
|
||
-z : List only people in your zone.
|
||
|
||
Examples:
|
||
> who -c Wa List all Warriors in game.
|
||
> who -s List, in short form, all characters connected.
|
||
> who -k -z List all outlaws who are in your zone.
|
||
> who 4-10 Lists all players level 4-10.
|
||
#0
|
||
WHOAMI
|
||
|
||
Usage: whoami
|
||
|
||
Displays your character's name, if you want to be sure you are who you think
|
||
you are.
|
||
|
||
#0
|
||
WHOIS
|
||
|
||
Usage: whois <player name>
|
||
|
||
Lists basic information about the player specified.
|
||
|
||
See Also: WHO
|
||
#0
|
||
WIELD
|
||
|
||
Usage: wield <weapon>
|
||
|
||
When you get tired of bashing monsters with your fists, you might consider
|
||
wielding a weapon.
|
||
|
||
Examples:
|
||
|
||
> wield sword
|
||
> wield 3.sword (Wields the third sword in your inventory)
|
||
|
||
See also: EQUIPMENT, REMOVE, WEAR
|
||
#0
|
||
WIMPY
|
||
|
||
Usage: toggle wimpy [#hp]
|
||
|
||
Use the WIMPY command to automatically flee once your health drops below
|
||
a certain level.
|
||
|
||
Examples:
|
||
|
||
> toggle wimpy 35 will make your character automatically flee a fight
|
||
if you have less than 35 hit points.
|
||
> toggle wimpy 0 will turn off wimpy mode.
|
||
> toggle wimpy will show you your current wimp status.
|
||
|
||
See also: FLEE, TOGGLE
|
||
#0
|
||
WIZAT AT
|
||
|
||
Usage: at <room VNUM | item | mob | player name> <command> <arguments>
|
||
|
||
AT can be used to perform an action in a location other than where you are
|
||
standing. The first argument can be a virtual room number or the name of a
|
||
character or object. The remainder of the line is passed to the command
|
||
interpreter.
|
||
|
||
Examples:
|
||
> at 3001 look
|
||
> at fido kill fido
|
||
> at 3.corpse get all corpse
|
||
> at catje wave catje
|
||
|
||
See also: GOTO, %AT%
|
||
#31
|
||
WIZHELP WIZCOMMANDS WIZ-COMMANDS WIZ-MENU IMMCOMMANDS
|
||
|
||
Usage: wizhelp <name>
|
||
|
||
Gives a list of the special commands available to you or the name you provide.
|
||
Disabled commands will be gray.
|
||
|
||
Level 34 (Implementor):
|
||
cedit changelog export reload shutdow shutdown
|
||
wizlock
|
||
|
||
Level 33 (Great God):
|
||
ban copyover freeze hcontrol reroll skillset
|
||
thaw unban wizupdate
|
||
|
||
Level 32 (God):
|
||
advance aedit checkload dc file force
|
||
gecho hedit helpcheck hsedit last links
|
||
mcopy mute notitle ocopy pardon plist
|
||
qecho rcopy restore scopy send snoop
|
||
switch tcopy tedit transfer unaffect uptime
|
||
users zlock zunlock
|
||
|
||
Level 31 (Immortal):
|
||
; at attach buildwalk date
|
||
detach dig echo handbook holylight imotd
|
||
invis load medit mlist nohassle nowiz
|
||
oedit olc olist peace purge qedit
|
||
qlist recent redit rlist roomflags saveall
|
||
sedit set show slist stat teleport
|
||
tlist trigedit tstat vdelete vnum vstat
|
||
wiznet wizhelp zcheck zedit zlist zpurge
|
||
zreset
|
||
|
||
@RHELP <any of the above commands>@n
|
||
#31
|
||
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
|
||
#31
|
||
WIZNET ; WIZTALK WIZTELL WIZCHAT WIZLINE SEMICOLON IMMCHAT
|
||
|
||
The immortal communication channel which is the only channel visible in OLC.
|
||
|
||
Usage: wiznet [ #<level> ] [ <text> | *<emotetext> | @ ]
|
||
|
||
Examples:
|
||
|
||
>wiznet <text> - just sends text.
|
||
>; <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.
|
||
>;#<level> <text> - sends text to everyone <level> and above.
|
||
- ;#32 only God and above will see this.
|
||
|
||
See also: NOWIZ
|
||
#31
|
||
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
|
||
#31
|
||
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
|
||
#31
|
||
WORLD-FORMATS ROOM-FORMATS WLD WLD-FORMAT WORLD-FILES
|
||
|
||
@n#<virtual number>
|
||
<room name>~
|
||
<room description>
|
||
~
|
||
<zone number> <room bitvector> <sector type>
|
||
{zero or more direction fields and/or extra descriptions}
|
||
S
|
||
D<direction number>
|
||
<general description>
|
||
~
|
||
<keyword list>~
|
||
<door flag> <key number> <room linked>
|
||
E
|
||
<keyword list>~
|
||
<description text>
|
||
~
|
||
|
||
http://www.circlemud.org/cdp/building/building-3.html#ss3.1
|
||
|
||
See also: MOB-FORMAT, OBJ-FORMAT, SHP-FORMAT, ZON-FORMAT, TRG-FORMAT, Redit
|
||
#31
|
||
WRITE WRITING POSTING MESSAGES
|
||
|
||
Usage: write <object>
|
||
write <title of board note>
|
||
|
||
In order to write a note, you need a piece of blank paper (or similar), and
|
||
a pen of some sort. You can then type something like "write on the paper with
|
||
the pen", whereupon you'll be asked to type in your note at the keyboard.
|
||
WRITE is also used to post messages to bulletin boards. Type HELP BOARDS
|
||
for more information.
|
||
|
||
See also: BOARDS, MAIL
|
||
#0
|
||
XCOPY RCOPY RCLONE OCOPY MCOPY SCOPY TCOPY COPYROOM ROOMCOPY TCLONE OCLONE MCLONE XCLONES OCOPY MCOPY ZCOPY
|
||
|
||
Usage: <r | o | m | s | t>copy <target vnum> <new vnum>
|
||
|
||
This command will let you copy the target vnum to a new vnum for rooms,
|
||
mobs, objs, shops, and triggers. It cannot be made to copy into already
|
||
existing vnums.
|
||
|
||
Note: Only GODS and above can use this command.
|
||
|
||
> rcopy 33 1233 - copies room 33 to 1233.
|
||
|
||
See also: REDIT, DIG, OLC, RLIST
|
||
#31
|
||
XEDIT XEDIT-COMMANDS
|
||
|
||
By Xedit I mean any form of OLC: redit, medit, oedit, zedit, sedit,
|
||
trigedit, or qedit.
|
||
|
||
i.e. Help Xedit means: help redit, help medit, help oedit, etc.
|
||
|
||
#31
|
||
XLIST %LIST%
|
||
|
||
By Xlist I meant to for you to replace the X with the type of list you want
|
||
to see. i.e. olist, mlist, rlist, zlist, slist, or qlist.
|
||
|
||
See also: OLIST, MLIST, RLIST, TLIST, ZLIST, SLIST, QLIST
|
||
#31
|
||
XNAME
|
||
|
||
The xname file is a list of names not allowed for players.
|
||
|
||
#31
|
||
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
|
||
#31
|
||
ZEDIT
|
||
|
||
Usage: zedit [room vnum]
|
||
|
||
Zedit lets you edit (online) the zone files for your particular zone.
|
||
Within zedit you can alter the loading of monsters and objects and the
|
||
closing/locking of doors etc.
|
||
|
||
If no room number is specified, the current room is used as target.
|
||
|
||
@RGOTO 11@n to enter The Builder Academy hallway on how to use zedit.
|
||
|
||
Implementors wanting to create zones, see: @R HELP ZONE-CREATE@n
|
||
See also: ZEDIT-MENU, ZEDIT-NEW, CREATE-ZONE, OLC, SHOW-ZONES
|
||
#31
|
||
ZEDIT-ADVANCED ADVANCED
|
||
|
||
Let us say you want there to be a single rose loaded in a garden. But, you
|
||
want to have a max of 50 in the mud. You would simply go to the command options
|
||
menu and tell the zone file to load an object into the room. However, the object
|
||
will continue to load into the room, until it is maxed. To prevent 50 roses
|
||
from loading into the room, simply hit N for new command. It will ask you where
|
||
the command should be placed. Use the SAME number as the command which loads
|
||
the rose. This will bump the command, which loads the rose down. Then you will
|
||
be at a command options menu. Enter R for remove an object from a room. If no
|
||
one comes along and gets the rose, the game will remove it and load another
|
||
one. This will prevent build up.
|
||
Zedit can not currently give a container to a mob and then load an object to
|
||
that container. A workaround for this is to load the object to the room before
|
||
loading the mob. Then attach a load trigger to the mob that will force it to
|
||
pick up the loaded container.
|
||
Zedit is one of the tougher forms of OLC, and allows builders to cause
|
||
errors. Use common sense. DO NOT equip doors with objects. DO NOT close a
|
||
door then lock it (just setting it locked makes it closed). DO NOT equip
|
||
objects. DO NOT put an object inside a mob. I can go on and on. But I would
|
||
hope you can see the sense in all this. If you have a question ask. The
|
||
documentation is all here, help is available. Just ask someone. PLEASE!
|
||
When loading mobs and objs through zedit the first loaded (zedit command 0)
|
||
will be the last listed in a room when it is looked at.
|
||
|
||
Mob loading through zedit is very limited in flexibility. Zone loading commands
|
||
are saved in order by room number and the resulting list is simply run through
|
||
line by line on zone reset. The problem with this is if you want to load 4 mobs
|
||
in separate rooms there is no way to check if the mobs exist and where they are.
|
||
This results in the common problem of having towns with all the gateguards at
|
||
one gate. This can get complex, but say 4 guards are loading at the 4
|
||
cardinal gates: north, east, south, and west with a maxload of 4 in world. The
|
||
load commands are also saved in the zone file in that order. On the first
|
||
zreset you would have 4 guards at the 4 gates loading in order N, E, S, W. Then
|
||
say a player kills the guards at the E, S, W, gates, next zreset a guard
|
||
loads at the N, E, S gates (2 now at the N gate). The same player kills the
|
||
guards at the E and S gates. Next zreset mobs load at the N and E gates, and so
|
||
on. There is no "good" solution to this. It is simply a tradeoff in the code
|
||
due to the desire for simplicity. Most builders never need to worry about this.
|
||
But, if you do want more control on mob loading you can do it several ways.
|
||
Make each mob unique, don't reuse the same mob for each gate, and load only 1
|
||
of each. Or you can use trigedit to load the mob on zreset, checking if they
|
||
already exist. Both can be very time consuming.
|
||
|
||
See Also: FOUNTAIN
|
||
#31
|
||
ZEDIT-BUILDERS
|
||
|
||
The name of the builder creating the zone.
|
||
|
||
#31
|
||
ZEDIT-COMMANDS ZONE-COMMANDS ZEDITCOMMANDS ZEDIT-COMMANDLISTS COMMANDLISTS COMMAND-LISTS
|
||
|
||
<Command list>
|
||
0 - END OF LIST
|
||
Zone commands are what load mobiles and objects. This includes a 'max
|
||
existing' argument. This specifies the maximum number of copies of the mobile
|
||
or object that are allowed to exist in the entire world at once. If the
|
||
number currently existing is greater than or equal to the 'max existing'
|
||
limit, the command is not executed.
|
||
Zone commands are listed from 0 and on. If creating a new command always
|
||
choose 0 as its number. The only exception to this is if you are making a
|
||
command that relies on the success of the other command. Choose 1 for those.
|
||
|
||
N) New command.
|
||
E) Edit a command.
|
||
D) Delete a command.
|
||
Q) Quit
|
||
Enter your choice :
|
||
|
||
All of these are pretty self-explanatory by this point I'd hope. The only
|
||
one we need to go over is adding and editing a command. Both are similar all
|
||
options will be explained under @RHELP ZEDIT-NEW@n.
|
||
|
||
See also: ZEDIT-NEW, ZEDIT-MISTAKES
|
||
#31
|
||
ZEDIT-CREATE ZEDIT-CREATION ZONE-CREATE ZONE-CREATION ZCREATE CREATE-ZONE
|
||
|
||
Usage: zedit new <new zone number> <bottom of zone> <top of zone>
|
||
|
||
@OOnly Implementors can create new zones. Zones can be any size but must
|
||
consist of consecutive vnums. tbaMUD supports 0-655 zones. That means vnums
|
||
0 -> 65500. So to create zone 350 you would type: zedit new 350 35000 35099
|
||
for a 100 vnum zone. Which I find the easiest to manage. But, in reality you
|
||
can create a zone of any size you want. It is my experience that most builders
|
||
rarely finish a 50 room zone so giving them over 100 is a waste of resources.
|
||
I force most builders to start small to prove themselves before giving them
|
||
more. When they do build a full zone of 50+ rooms, mobs, objects, etc.
|
||
I then give them another 100.
|
||
|
||
Examples:
|
||
zedit new 1 100 199 - Creates zone 1 vnums 100 to 199.
|
||
zedit new 123 12300 12499 - Creates zone 123 vnums 12300 to 12499
|
||
|
||
Max zone number is 655. Max vnum is 65534. 65535 is reserved for corpses.
|
||
|
||
See Also: ZEDIT, ZEDIT-NEW, ZEDIT-DELETE
|
||
#31
|
||
ZEDIT-DELETE
|
||
|
||
To remove a single zone you will need server access and then remove
|
||
the references to the zone in the World directory index files. For
|
||
example if I want to remove zone 123 I edit the following files and
|
||
remove the line 123.<file type>:
|
||
lib/world/zon/index --Remove line of text 123.zon
|
||
lib/world/wld/index --Remove line of text 123.wld
|
||
lib/world/mob/index --Remove line of text 123.mob
|
||
lib/world/obj/index --Remove line of text 123.obj
|
||
lib/world/trg/index --Remove line of text 123.trg
|
||
lib/world/shp/index --Remove line of text 123.shp
|
||
lib/world/qst/index --Remove line of text 123.qst
|
||
One done reboot to reload the World files
|
||
You may not have index references to all of the above files.
|
||
One last note of caution if you delete a zone reference that is used
|
||
in the code for say mortal loadroom the MUD will not boot. So make
|
||
sure that zone is not used anywhere in the code.
|
||
|
||
See Also: ZEDIT-CREATE
|
||
#0
|
||
ZEDIT-EQUIP
|
||
|
||
Choosing this option brings up the menu:
|
||
|
||
0) Used as light 1) Worn on right finger
|
||
2) Worn on left finger 3) First worn around Neck
|
||
4) Second worn around Neck 5) Worn on body
|
||
6) Worn on head 7) Worn on legs
|
||
8) Worn on feet 9) Worn on hands
|
||
10) Worn on arms 11) Worn as shield
|
||
12) Worn about body 13) Worn around waist
|
||
14) Worn around right wrist 15) Worn around left wrist
|
||
16) Wielded 17) Held
|
||
Location to equip :
|
||
|
||
Choose the appropriate number. A mob may be equipped anywhere with anything
|
||
regardless of where the object flags say it should be worn. Be careful not to
|
||
equip the same position with more than one object.
|
||
|
||
#31
|
||
ZEDIT-FLAGS ZONEFLAGS ZONE-FLAGS
|
||
|
||
These flags are set in zedit, and are global for the whole zone.
|
||
|
||
CLOSED - Players cannot enter the zone.
|
||
NO_IMMORT - Immortals (below LVL_GRGOD) cannot enter the zone.
|
||
QUEST - Currently unimplemented.
|
||
GRID - Only zones 'on-the-grid' are shown on the areas command
|
||
NOBUILD - Locks the zone so that it cannot be edited. Can be unlocked only by
|
||
a GRGOD, IMPL, or someone in the zone's builders list.
|
||
NOASTRAL - Prevents teleportation magic from working to or from this zone.
|
||
|
||
See Also: ZLOCK, ZUNLOCK, ZEDIT-MENU
|
||
#31
|
||
ZEDIT-LEVELS ZONE-LEVELS
|
||
|
||
A player is unable to enter the zone if their level is outside of the specified
|
||
range. Summoning someone outside the range is not blocked, however. The level
|
||
restrictions are shown on the areas command.
|
||
|
||
See Also: ZEDIT-MENU, AREAS
|
||
#31
|
||
ZEDIT-LIFESPAN LIFESPAN ZEDITAGE ZEDIT-AGE TOP-OF-ZONE BOTTOM-OF-ZONE ZEDIT-TOP ZEDIT-BOTTOM ZONEAGE ZONE-AGE
|
||
|
||
L) Lifespan : @y30 minutes@n
|
||
The number of real-time minutes between zone resets for this zone. When the
|
||
age of the zone (measured in minutes since the last time that zone has been
|
||
reset) reaches the zones lifespan the zone is then reset when the conditions
|
||
of the Reset Mode are satisfied.
|
||
|
||
B) Bottom of zone : @y1300@n
|
||
The lowest numbered room belonging to this zone. This defines the bottom room
|
||
of the zone - You should not change this.
|
||
|
||
T) Top of zone : @y1399@n
|
||
The highest numbered room belonging to this zone. This defines the top room
|
||
of the zone - You should not change this.
|
||
|
||
#31
|
||
ZEDIT-MENU ZONE-EDIT ZONE-MENU
|
||
|
||
Room number: @c1300@n Room zone: @c13 @RHELP ZEDIT-ROOM@n
|
||
1) Builders : @yNone @RHELP ZEDIT-BUILDERS@n
|
||
Z) Zone name : @yNew Zone @RHELP ZEDIT-NAME@n
|
||
L) Lifespan : @y30 minutes @RHELP ZEDIT-LIFESPAN@n
|
||
B) Bottom of zone : @y1300 @RHELP ZEDIT-BOTTOM@n
|
||
T) Top of zone : @y1399 @RHELP ZEDIT-TOP@n
|
||
R) Reset Mode : @yNormal reset. @RHELP ZEDIT-RESET@n
|
||
F) Zone Flags : @cNOBITS @RHELP ZEDIT-FLAGS@n
|
||
M) Level Range : @y<Not Set!> @RHELP ZEDIT-LEVEL@n
|
||
|
||
[Command list] @RHELP ZEDIT-COMMANDS@n
|
||
0 - <END OF LIST>
|
||
N) New command. @RHELP ZEDIT-NEW@n
|
||
E) Edit a command.
|
||
D) Delete a command.
|
||
Q) Quit
|
||
Enter your choice :
|
||
|
||
See also: ZEDIT-EQUIP, MAXLOAD, DEPENDENT, ZRESET, ZEDIT-ADVANCED
|
||
#31
|
||
ZEDIT-NAME ZONE-NAME
|
||
|
||
Z) Zone name : @yNew Zone@n
|
||
The zone name is a label given to the zone so that it can be identified in
|
||
system logs. As soon as you are assigned a zone give it a name. Zone names
|
||
will not normally be viewable by mortals.
|
||
Do not name zones like "Rumble's Zone" it is not a descriptive title.
|
||
Use your imagination, Give your zone a proper name. It will help us figure
|
||
out what it is meant to be, and it will add to the game. Add your name to the
|
||
end of the zone name to help us identify who it belongs too. If your name is
|
||
not in your zone name or zone description room it may be deleted.
|
||
|
||
#31
|
||
ZEDIT-NEW-COMMAND ZEDIT-DOOR MOB-LOAD MOB-INVENTORY ZEDIT-NEWCOMMAND ZEDIT-LOADING ZLOADING ZEDIT-DOORS ZEDIT-REMOVE
|
||
|
||
The number 1 mistake new builders make is not knowing what to do when they
|
||
first enter zedit. All you do is type N for new and then 0 to add the new
|
||
command to the top of the list. Then follow the menu which is explained below.
|
||
|
||
M) Load Mobile to room
|
||
Loads a mobile to the room.
|
||
O) Load Object to room
|
||
Loads an object to a room.
|
||
E) Equip mobile with object
|
||
This command should always be dependent on the mob load command before it.
|
||
Equipping a non-existing mob will result in an error. @RHELP DEPENDENT@n.
|
||
You do not need to load an object before equipping it to a mob.
|
||
G) Give an object to a mobile
|
||
This command should always be dependent on the mob load command before it.
|
||
You do not need to load an object before giving it to a mob. The giving
|
||
assumes you want it loaded. Giving an object to a non-existing mob will
|
||
result in an error.
|
||
P) Put object in another object
|
||
Again make sure the object exists before putting another object inside it
|
||
There is no limit to the number of objects you can put inside.
|
||
D) Open/Close/Lock a Door
|
||
Set the state of a door. State being one of: 0 Open, 1 Closed, 2 Closed
|
||
and locked. Care should be taken to set both sides of a door correctly.
|
||
Closing the north exit of one room does not automatically close the south
|
||
exit of the room on the other side of the door. When setting a door locked,
|
||
use option 2). This will close and lock a door. It is not necessary to close
|
||
it with one command, then lock it with another. @RHELP REDIT-EXIT@n.
|
||
R) Remove an object from the room
|
||
Important for reloading containers that a player may have emptied and to load
|
||
a single instance of an object with a maxload greater than 1. @RHELP FOUNTAIN@n,
|
||
@RHELP ZEDIT-ADVANCED@n. You can not remove items inside a container. You must
|
||
remove the container and then reload the container and all items
|
||
T) Assign a trigger (Advanced builders only)
|
||
Attach a trigger to a mob, obj, or room. Usually done through REDIT, MEDIT,
|
||
or OEDIT. DO NOT USE THIS OPTION WITHOUT FIRST CLEARING IT WITH A GREAT GOD
|
||
OR ABOVE.
|
||
V) Set a global variable (Advanced builders only)
|
||
Set a global variable to be used by triggers. @RHELP GLOBAL@n.
|
||
|
||
See also: ZEDIT-CREATE, ZEDIT-EQUIP, MAXLOAD, ZRESET
|
||
#31
|
||
ZEDIT-RESETS RESET-MODES
|
||
|
||
R) Reset Mode : @yNormal reset.@n
|
||
Can take one of three values:
|
||
0) Never reset
|
||
The age of the zone is never updated, and it will never be reset. Thus,
|
||
the value of the Lifespan is effectively ignored.
|
||
1) Reset only when no players in zone
|
||
Reset the zone only after it reaches its Lifespan and after the zone
|
||
becomes deserted, i.e. as soon as there are no players located within
|
||
the zone (checked once every minute). This can make a zone more "fair"
|
||
because it will keep the hard mobs from reappearing in the zone until
|
||
everyone leaves, but on a busy MUD it can prevent a zone from ever being
|
||
reset since the zone may never stay empty for more than one minute.
|
||
@ NOTE: Immortals are ignored if they have nohassle on.
|
||
2) Normal reset (DEFAULT)
|
||
Reset the zone as soon as it reaches its Lifespan, regardless of who or
|
||
what is in it. This is the most commonly used Reset Mode.
|
||
|
||
#31
|
||
ZEDIT-ROOM ZEDIT-NUMBER
|
||
|
||
Room number: @c1300@n Room zone: @c13@n
|
||
The room number is the room you are using zedit on. It must be within your
|
||
zone. The room zone is to identify the zone. Zone numbers are the room numbers
|
||
of the zone divided by 100; for example, The Builder Academy, which consists
|
||
of rooms 1300 through 1399, is zone 13.
|
||
|
||
#31
|
||
ZLIST
|
||
|
||
Usage: @yzlist @n- List all zones
|
||
@y zlist <zone> @n- Show info for one zone
|
||
@y zlist . @n- Show info for the current zone
|
||
@y zlist <zone> <zone> @n- List a range of zones
|
||
@y zlist <builder> @n- List zones by one builder
|
||
|
||
This command will show a list of zones, the zone information of the zone you
|
||
are in or the zone information of the zone number you provide.
|
||
|
||
The zone list may be limited to show a range of zones, or only show zones that
|
||
have a particular builder name in the builder list.
|
||
|
||
See also: OASIS, ZEDIT, SHOW-ZONE
|
||
#31
|
||
ZLOCK
|
||
|
||
Usage: zlock <zone number>
|
||
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
|
||
#31
|
||
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 <zone #>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.
|
||
|
||
#31
|
||
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 <playername>". If they have not
|
||
logged in for over a year I then "stat file <playername>" 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 <playername> olc off" then "stat file <playername>" to be sure it
|
||
worked and then delete the zone from the server withe the RemoveWorld script.
|
||
|
||
#31
|
||
ZONE-DESCRIPTION-ROOM ZONE_DESCRIPTION_ROOM 00 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 <zone #>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: EXAMPLE-REPORT, PLANNING, PROPOSAL
|
||
|
||
#31
|
||
ZONE-FORMATS ZON-FILES
|
||
|
||
@n#<virtual number>
|
||
<builder name>~
|
||
<zone name>~
|
||
<bottom room number> <top room number> <lifespan> <reset mode>
|
||
{zero or more zone commands}
|
||
|
||
See also: ZEDIT
|
||
#31
|
||
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.
|
||
|
||
#31
|
||
ZONES
|
||
|
||
These zones are maintained in the latest tbaMUD format with DG Scripts on
|
||
The Builder Academy (TBA) telnet://tbamud.com:9091/
|
||
|
||
These areas include all donated areas from tbaMUD. We are always looking for
|
||
new submissions or help on improving the current zones. Please report any bugs,
|
||
typos, ideas, or submissions to:
|
||
|
||
Rumble
|
||
The Builder Academy
|
||
tbamud.com 9091
|
||
rumble@*tbamud.com
|
||
|
||
This is a listing of the current areas available:
|
||
|
||
Area Creator Levels
|
||
1 SANCTUS -- Rumble 1-34
|
||
2 SANCTUS II -- Rumble 1-34
|
||
3 SANCTUS III -- Rumble 1-34
|
||
4 JADE Forest -- Unknown 10-25
|
||
5 NEWBIE Farm -- Unknown 1-10
|
||
6 SEA of Souls -- Unknown 10-25
|
||
7 CAMELOT -- Lok 20-30
|
||
9 River Island Of Minos -- Mahatma 4-25
|
||
11 Frozen Castle -- Detta 25-30
|
||
12 God Simplex -- CircleMUD all
|
||
15 Straight Path -- Steppin 13-30
|
||
16 CAMELOT II -- Lok 20-30
|
||
17 CAMELOT III -- Lok 20-30
|
||
18 NUCLEAR Wasteland -- Rumble 35-40
|
||
19 SPIDER Swamp -- Detta 15-20
|
||
20 ARENA -- Rumble 10-20
|
||
22 TOWER of the Undead -- Rumble 30-35
|
||
25 High Tower of Magic -- Skylar 1-30
|
||
26 High Tower Of Magic II -- Skylar 1-30
|
||
27 MEMLIN Caves -- Detta 17-25
|
||
28 MUDSCHOOL -- Welcor 1- 3
|
||
30 Northern MIDGAARD -- DikuMUD 1-33
|
||
31 Southern MIDGAARD -- DikuMUD 1-33
|
||
32 MIDGAARD -- DikuMUD 1-33
|
||
33 Three Of Swords -- C.A.W. 5-30
|
||
35 Miden'Nir -- Copper II 4-10
|
||
36 Chessboard of Midgaard -- Exxon 6-30
|
||
37 CAPITAL Sewer System -- Welcor 3- 7
|
||
38 CAPITAL Sewer System II -- Welcor 7-14
|
||
39 HAVEN -- Nivan 3-14
|
||
40 Mines of Moria -- Redferne 3-13
|
||
41 Mines of Moria II -- Redferne 3-13
|
||
42 Dragon CHASM -- Guldane 22-30
|
||
43 ARCTIC Zone -- Walrus 14-18
|
||
44 ORC Camp -- Welcor 3- 7
|
||
45 Woodland MONASTERY -- Gnoff 12-15
|
||
46 ANT Hill -- Garrison 3- 7
|
||
50 Great Eastern Desert -- Rorschach 3-24
|
||
51 Drow City -- Rorschach 1-25
|
||
52 City Of Thalos -- Rorschach 3-25
|
||
53 Great Pyramid -- Andersen 5-30
|
||
54 New Thalos -- Duke 1-30
|
||
55 New Thalos II -- Duke 1-30
|
||
56 New Thalos Wilderness -- Duke 1-30
|
||
57 ZODIAC -- Gatia 10-14
|
||
60 Haon-Dor, Light Forest -- Quifael 1- 8
|
||
61 Haon-Dor, Light Forest II -- Quifael 5-30
|
||
62 Orc Enclave -- C.A.W. 1-15
|
||
63 Arachnos -- Mahatma 2-26
|
||
64 Rand's Tower -- C.A.W. 8-19
|
||
65 Dwarven Kingdom -- Depeche 3-33
|
||
70 Sewer, First Level -- Redferne 1-19
|
||
71 Second Sewer -- Redferne 1-19
|
||
72 Sewer Maze -- Redferne 1-19
|
||
73 Tunnels in the Sewer -- Redferne 1-19
|
||
74 Newbie GRAVEyard -- Jojen 3- 5
|
||
75 ZAMBA -- Shimmer 14-18
|
||
78 GIDEON -- Arina 7-14
|
||
79 Redferne's Residence -- DikuMUD 12-26
|
||
83 GLUMGOLD's Sea -- Meyekul 10-30
|
||
86 DUKE Kalithorn's Keep -- Destiny 3-14
|
||
90 OASIS -- Rumble 6- 8
|
||
96 DOMIAE -- Kas 7-10
|
||
100 NORTHERN Highway -- Rumble 3- 7
|
||
101 SOUTH Road -- Unknown 6- 8
|
||
103 DBZ World -- Taylor 1-34
|
||
104 Land of ORCHAN -- Taylor 4-34
|
||
106 ELCARDO -- Daiko 7-14
|
||
107 Realms of IUEL -- Rumble Santa 3-26
|
||
115 Monestary OMEGA -- Polar 3- 7
|
||
117 Los TORRES -- Dysprosic 10-15
|
||
118 DOLLHOUSE -- Detta 5-10
|
||
120 Rome -- Onivel 4-34
|
||
125 HANNAH -- Rhunter 7-10
|
||
130 Mist MAZE -- Random 20-30
|
||
140 WYVERN City -- Balm 7-26
|
||
150 King Welmar's Castle -- CircleMUD 1-33
|
||
169 Gibberling CAVES -- Tanto 3-10
|
||
175 CARDINAL Wizards -- Unknown 18-22
|
||
186 Newbie Zone -- Maynard 1- 7
|
||
187 CIRCUS -- Wolfgaar Arina 2- 4
|
||
200 WESTERN Highway -- Talandra 3- 7
|
||
201 SAPPHIRE Islands -- Elixias all
|
||
211 TAROT -- Parnassus 1-30
|
||
220 The Enchanted KITCHEN -- Exa 10-20
|
||
232 TERRINGHAM -- Ferret 21-24
|
||
233 DRAGON Plains -- Unknown 15-17
|
||
234 Newbie SCHOOL -- Ferret 1- 4
|
||
235 Dwarven MINES -- Unknown 10-14
|
||
236 ALDIN -- Welcor 10-14
|
||
237 Dwarven Trade Route -- Welcor 3-10
|
||
238 CRYSTAL Castle -- Polar Higgins 22-26
|
||
239 South PASS -- Crysanthia 16-21
|
||
240 Dun MAURA -- Rumble 7-10
|
||
241 Starship ENTERPRISE -- Crazyman 26-30
|
||
242 NEW Midgaard -- Crazyman 3- 7
|
||
243 Snowy VALLEY -- Crazyman 7-10
|
||
244 Cooland PRISON -- Crazyman 30
|
||
245 The NETHER -- Kaan 20
|
||
246 The NETHER II -- Kaan 20
|
||
247 GraveYARD -- Rasta 20-24
|
||
248 ELVEN Woods -- Gbetz 15-17
|
||
249 JEDI Clan House -- G.Threepwood 30
|
||
250 DRAGONSPYRE -- Unknown 28-30
|
||
251 APE Village -- Crazyman 18-22
|
||
252 Castle of the VAMPYRE -- Kaan 20-30
|
||
253 WINDMILL -- Kaan 15-17
|
||
254 Mordecai's VILLAGE -- Kaan 6-30
|
||
255 SHIPWRECK -- Kaan 8-30
|
||
256 Lord's KEEP -- Kaan 6-29
|
||
257 JARETH Main City -- Kaan 1-33
|
||
258 LIGHT Forest -- Kaan 20
|
||
259 Haunted MANSION -- Kaan 25-30
|
||
260 GRASSLANDS -- Kaan 13-16
|
||
261 Inna & IGOR'S Castle -- Kaan 18-30
|
||
262 FOREST Trails -- Kaan 7-15
|
||
263 FARMLANDS -- Kaan 1- 7
|
||
264 BANSHIDE -- Kaan 30-34
|
||
265 BEACH and Lighthouse -- Kaan 20-30
|
||
266 The Realm of Lord ANKOU -- Kaan 25-34
|
||
267 VICE Island -- Questor 20-25
|
||
268 VICE Island II -- Questor 20-25
|
||
269 The Southern DESERT -- Freak 17-20
|
||
270 WASTELAND -- AsA 12-15
|
||
271 SUNDHAVEN -- Mercy 1-10
|
||
272 SUNDHAVEN II -- Mercy 1-10
|
||
273 Space STATION Alpha -- Magnus 25-30
|
||
274 SMURFVILLE -- Brett & Andy 4- 8
|
||
275 New SPARTA -- Naved 1-10
|
||
276 New SPARTA II -- Naved 1-10
|
||
277 SHIRE -- Unknown 14-18
|
||
278 OCEANIA -- Questor 21-24
|
||
279 NOTRE Dame -- Apollo 10-15
|
||
280 Living MOTHERBOARD -- Kinesthesia 28-30
|
||
281 Forest of KHANJAR -- Methem 1- 8
|
||
282 Infernal Pit of KERJIM -- Raf Blizzard 30-33
|
||
283 HAUNTED House -- Matt 20-30
|
||
284 GHENNA -- Nosferatu 30-33
|
||
285 Descent to Hell II -- Strahd 20-30
|
||
286 Descent to HELL -- Strahd 20-30
|
||
287 Ofingia and the GOBLIN Town -- Pippin 1-33
|
||
288 GALAXY -- Doctor 28-34
|
||
289 WERITH'S Wayhouse -- Builder_5 of C.A.W. 5-15
|
||
290 LIZARD Lair Safari -- Matrix of C.A.W. 10-15
|
||
291 BLACK Forest -- SilverAngel 10-30
|
||
292 KEROFK -- Amanda Builder_5 of C.A.W. 5-25
|
||
293 KEROFK II -- Amanda Builder_5 of C.A.W. 5-25
|
||
294 TRADE Road -- C.A.W 1-18
|
||
295 Makira's JUNGLE zone -- Martin 5-20
|
||
296 FROBOZ Factory -- C.A.W 1- 6
|
||
298 Castle Of DESIRE -- HoneyBear 1-30
|
||
299 Abandoned CATHEDRAL -- Matrix of C.A.W. 30-34
|
||
300 ANCALADOR -- Mercutio of C.A.W. 6-20
|
||
301 CAMPUS -- Matrix of C.A.W. 1-15
|
||
302 CAMPUS II -- Matrix of C.A.W. 1-15
|
||
303 CAMPUS III -- Matrix of C.A.W. 1-15
|
||
304 Temple of the BULL -- Aten 10-15
|
||
305 CHESSBOARD -- Aten 2-10
|
||
306 Newbie TREE -- Kaan 1- 9
|
||
307 CASTLE -- Kaan 21-27
|
||
308 BARON Cailveh -- Kaan 25-34
|
||
309 Keep of Baron WESTLAWN -- Kaan 26-30
|
||
310 GRAYE Area -- Aten 12-30
|
||
311 Dragon's TEETH -- Kaan 20-30
|
||
312 LEPER Island -- Kaan 25-30
|
||
313 Farmlands of OFINGIA -- Kaan 8-15
|
||
314 X'Raantra's ALTAR of Sacrifice -- Kaan 7-34
|
||
315 MCGINTEY Business District -- Kaan 1-34
|
||
316 MCGINTEY Guild Area -- Kaan 25-30
|
||
317 WHARF -- Kaan 1-34
|
||
318 DOCK Area -- Kaan 1-34
|
||
319 YLLYNTHAD Sea -- Kaan 20-34
|
||
320 Yllynthad Sea II -- Kaan 20-34
|
||
321 Yllynthad Sea III -- Kaan 20-34
|
||
322 McGintey BAY -- Kaan 20-30
|
||
323 Caverns of the PALE Man -- Kaan 20-30
|
||
324 ARMY Encampment -- Kaan 12-23
|
||
325 REVELRY -- Kaan 6-30
|
||
326 Army PERIMETER -- Kaan 8-30
|
||
345 ASYLUM for the Insane -- Duluth 6-10
|
||
555 ULTIMA -- Casret 1-30
|
||
556 Ultima II -- Casret 1-30
|
||
|
||
Zone names CAPITALIZED are accessed by teleporter. i.e. "teleport sanctus"
|
||
Uncapitalized zones are linked through a capitalized zone.
|
||
Teleporter Trigger: 99
|
||
|
||
The above world includes: (as of 2010):
|
||
7181 mobiles 3674 prototypes
|
||
7847 objects 4593 prototypes
|
||
12179 rooms 184 zones
|
||
1445 triggers 318 shops
|
||
|
||
If you wish to see what standards we have used to balance these zones just stop
|
||
by TBA or see the help files on OBJ-LIMITS, MOB-LIMITS.
|
||
|
||
Thanks to everyone who has donated their time and effort.
|
||
|
||
See also: AREAS, STOCK, TELEPORTER
|
||
#0
|
||
ZPURGES
|
||
|
||
Usage: zpurge <zone #>
|
||
|
||
Allows a builder to purge a zone of all mobs and objects. If used once all mobs
|
||
and objs lying in the room will be purged. But, all objs carried by mobs will
|
||
be dropped to the ground. To completely wipe a zone use it twice.
|
||
|
||
#31
|
||
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
|
||
#31
|
||
ZUNLOCK
|
||
|
||
Usage: zunlock <zone number>
|
||
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
|
||
#31
|
||
ZUNLOCK ZLOCK
|
||
|
||
Zone locking and unlocking prevents any OLC from being used in the zone. Only
|
||
an IMPL or GRGOD can lock/unlock all zones. A builder can lock and unlock their
|
||
own zone if their name is in the zone's builders list.
|
||
|
||
zlock - Locks one or all zones. Type zlock for usage.
|
||
zunlock - Locks one or all zones. Type zunlock for usage.
|
||
|
||
#31
|
||
$~
|