mirror of
https://github.com/tbamud/tbamud.git
synced 2026-01-05 17:08:49 +01:00
This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
788 lines
22 KiB
Text
788 lines
22 KiB
Text
#0
|
|
The Void~
|
|
You don't think that you are not floating in nothing. You can see
|
|
a strange portal located above you.
|
|
~
|
|
0 8 0 0 0 1
|
|
D4
|
|
~
|
|
~
|
|
0 0 100
|
|
S
|
|
T 1200
|
|
#1
|
|
Limbo~
|
|
You are floating in a formless void, detached from all sensation of physical
|
|
matter, surrounded by swirling glowing light, which fades into the relative
|
|
darkness around you without any trace of edges or shadow.
|
|
~
|
|
0 8 0 0 0 1
|
|
D5
|
|
A strange portal in the floor is the only exit.
|
|
~
|
|
~
|
|
0 0 100
|
|
S
|
|
#2
|
|
Welcome to the Builder Academy~
|
|
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.
|
|
If this is something you are interested in doing then you have come to the
|
|
right place. Be warned, building is not easy and will require hard work,
|
|
patience, and the ability to take constructive criticism.
|
|
Your first task is to apply for builder status at:
|
|
@Cwww.tbamud.com@n
|
|
When you finish and submit the application tell anyone level 32 or higher
|
|
and they will advance you to begin your training.
|
|
|
|
If would like to check out the tbaMUD World as a player connect to tbamud.com 4000.
|
|
~
|
|
0 24 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 3
|
|
S
|
|
T 199
|
|
#3
|
|
The Builder Academy~
|
|
Congratulations on your new-found immortality. Now all you need to know is
|
|
how to use your new abilities. This zone describes how to create CircleMUD
|
|
areas. The intended audience is builders interested in creating new worlds.
|
|
There are a few basic rules to understand while exploring this zone and
|
|
learning how to build. Everything in @RCAPITAL LETTERS@n is something that
|
|
can be further explored by typing @RCAPITAL LETTERS@n and hitting return.
|
|
|
|
Test this out, @RHELP DISCLAIMER@n.
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 4
|
|
S
|
|
#4
|
|
The Beginning~
|
|
By simply following the different halls new builders will be taught the
|
|
basics of building on a tbaMUD. If new to immortality and building then I
|
|
highly recommend the hallway to the north for an overview of immortal commands.
|
|
For those that have a grasp on all commands listed under @RWIZHELP@n continue to
|
|
the east. TBA is constantly striving to improve upon the training process so
|
|
please use the typo and idea commands liberally.
|
|
~
|
|
0 24 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 16
|
|
D1
|
|
~
|
|
~
|
|
0 0 5
|
|
D3
|
|
~
|
|
~
|
|
0 0 3
|
|
S
|
|
#5
|
|
The Builder Academy Implementation~
|
|
Here at The Builder Academy we try not to restrict builders with rules and
|
|
regulations. But, some are required in order to make this place run smoothly.
|
|
Please realize we handle a lot of newbie builders with a very minimal staff so
|
|
be patient, learn to use the helpfiles and have fun.
|
|
Read the following help files on TBA's training process:
|
|
@RHELP TRIALROOM
|
|
HELP REPORT-EXAMPLE
|
|
HELP LEVEL
|
|
HELP ADVERTISING@n
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 6
|
|
D3
|
|
~
|
|
~
|
|
0 0 4
|
|
S
|
|
#6
|
|
Building~
|
|
This hallway running west to east is the route you will advance after
|
|
completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n.
|
|
The first thing all builders need to realize is that their area is not going
|
|
to be the best, and it is not going to have the best equipment or toughest mobs
|
|
in the game. All new builders want to make a piece of equipment that is better
|
|
than any other and they all want the large group of players to remember the
|
|
trials and tribulations they went through while trying to kill a mob that they
|
|
have created. If you are a veteran of any MUD, you know that the toughest mobs
|
|
have already been made, and to try to create a mob that is tougher is almost
|
|
impossible and will only duplicate existing mobs, or throw off the balance of
|
|
the game. So start out small and do not expect to create a perfect zone the
|
|
first time around. Do not make anything super-powerful. It will not be allowed
|
|
and you will have to redo it, wasting everyone's time, both yours and ours.
|
|
Read the following help files:
|
|
@RHELP BUILDER
|
|
HELP PREREQUISITE
|
|
HELP BALANCE
|
|
HELP BREATHE@n
|
|
~
|
|
0 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 24
|
|
D1
|
|
~
|
|
~
|
|
0 0 7
|
|
D2
|
|
~
|
|
~
|
|
0 0 25
|
|
D3
|
|
~
|
|
~
|
|
0 0 5
|
|
D4
|
|
~
|
|
~
|
|
0 0 26
|
|
S
|
|
#7
|
|
Writing Good Descriptions~
|
|
The following help files go into the lengthy subject of writing good
|
|
descriptions. This will also cover proper grammar and the use of the text
|
|
editor where you enter all of your long descriptions.
|
|
The hardest part for most new builders is writing descriptions. We assume
|
|
that you are reasonably literate and know basic grammar and spelling. If
|
|
this does not describe you, we humbly suggest that you take some classes,
|
|
get a dictionary, and start learning. Proper grammar should be used at all
|
|
times. If you can write reasonably well, great! I am sure you will still
|
|
find this hallway useful. We will discuss some of the issues related to
|
|
writing specifically for a MUD, such as:
|
|
@RHELP DESCRIBING
|
|
HELP YOU
|
|
HELP BIAS
|
|
HELP GRAMMAR
|
|
HELP REDIT-DESCRIPTIONS
|
|
HELP REDIT-EXTRA
|
|
HELP OEDIT-EXTRA
|
|
HELP D-DESC
|
|
HELP MEDIT-L-DESC
|
|
HELP TEXT-EDITOR@n
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 8
|
|
D3
|
|
~
|
|
~
|
|
0 0 6
|
|
S
|
|
#8
|
|
How to Use Redit~
|
|
Room edit, or redit, is how you create, link, and describe the rooms that a
|
|
player explores. It can be used by simply typing redit in the room you wish to
|
|
edit. If you get a message that you do not have permission to edit that zone
|
|
it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your
|
|
@MOLC[]@n is set to. OLC, or on-line-creation is set to the zone number
|
|
assigned to you by the staff. The zone number is then divided into VNUM's ##00
|
|
to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers are
|
|
critical; they are the identities of the rooms within the game. They can be
|
|
used with "goto" to go to that room.
|
|
Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n
|
|
That is an example of the redit menu you will see when you edit a room.
|
|
Notice how each important line has an associated help topic. To learn more
|
|
about it just see the appropriate help file. If this is your first experience
|
|
with redit read ALL the help files. @RHELP STYLISTICS@n
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 9
|
|
D3
|
|
~
|
|
~
|
|
0 0 7
|
|
D4
|
|
~
|
|
~
|
|
0 0 27
|
|
S
|
|
#9
|
|
How to Use Oedit~
|
|
Now you will learn the intricacies of creating objects with the object editor.
|
|
Please remember that every MUD has different ideas of balance and the basics of
|
|
building you learn here should be universal, but expect limitations on objects
|
|
from your MUD administration. To further help your training we have added object
|
|
standards to all values a builder can set. This way you know what values are
|
|
appropriate and will not have to redo objects because you did not know what
|
|
values to set.
|
|
Oedit can be used by typing "oedit <<VNUM>>". A zone is divided into VNUM's
|
|
##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers
|
|
are critical; they are the identities of the objects within the game. It is
|
|
a good habit to start using all VNUMs from ##00 to ##99 consecutively.
|
|
Start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n
|
|
That is an example of the oedit menu you will see when you edit an object.
|
|
Notice how each important line has an associated help topic. To learn more
|
|
about it just see the appropriate help file. If this is your first experience
|
|
with oedit read ALL the help files.
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 10
|
|
D3
|
|
~
|
|
~
|
|
0 0 8
|
|
S
|
|
#10
|
|
How to Use Medit~
|
|
Next you will learn how to create mobiles with the mobile editor. Mobs are
|
|
the non-player characters within the game (NPC's). With medit you will be able
|
|
to create a mob and modify all of its stats (statistics), flags, and settings.
|
|
Mobile edit, or medit, is how you create the monsters a player can interact
|
|
with. Notice I use the word interact. Every mob should not be made for just
|
|
killing. There can and should be a variety. For example, one mob could be
|
|
made for high experience value, another for gold, another for a unique object,
|
|
another to fill a storyline, another as part of a quest. The options are
|
|
limitless, especially with triggers, mobs are meant for much more than just
|
|
killing. Medit can be used by typing "medit <VNUM>".
|
|
Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see
|
|
when you edit a mobile. Each line has its own help topic you should also read.
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 11
|
|
D3
|
|
~
|
|
~
|
|
0 0 9
|
|
S
|
|
#11
|
|
How to Use Zedit~
|
|
Zedit is what is used to load mobiles and objects into rooms. Every zone
|
|
goes through a zone reset, each one depending on how you set it. Upon a zone
|
|
reset all rooms, mobs, and objects will reload if they are no longer present.
|
|
Most new builders think mobs and objects are loaded by the "load" command.
|
|
This is not how it is done. Instead you use zedit in each room you wish a
|
|
mob or object to load. This way whenever the zone resets it will execute the
|
|
zone commands to load all of your mobs and objects.
|
|
Zone edit, or zedit, is how you control how mobiles and objects are
|
|
integrated within the zone to create an inhabited world. Using "load obj
|
|
<VNUM>" does not ensure that the mob will always be there, in fact if someone
|
|
kills it or the mud reboots it will be gone. So you need to load mobs and
|
|
objects through zedit.
|
|
It can be used just like redit, by simply typing zedit while you are in the
|
|
room you wish to edit or "zedit <<VNUM>>." Now, lets look at the zedit menu.
|
|
@RHELP ZEDIT-MENU@n. That is an example of the zedit menu, be sure to read
|
|
the related helpfiles on each menu option.
|
|
Zedit contains zone settings, followed by a series of reset commands. Each
|
|
time a zone is reset, the server executes all the commands in order from
|
|
beginning to end. All zones are reset when the server first boots, and
|
|
periodically reset again while the game is running.
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 12
|
|
D3
|
|
~
|
|
~
|
|
0 0 10
|
|
S
|
|
#12
|
|
How to Use Sedit~
|
|
Shops are stores within the mud that players can list the items for sale
|
|
and then buy or sell from. Shops are one of the more complicated aspects of
|
|
building and should not be attempted until you are comfortable with the other
|
|
forms of OLC (except trigedit).
|
|
When you make a shop I suggest you use the shop vnum that matches the room
|
|
you wish the shop to be in. For example, say I want a shop in room 1333. I
|
|
would sedit 1333 to create that shop. Now, let us look at the sedit menu.
|
|
Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu
|
|
you will see when you edit a shop. Notice how each important line has an
|
|
associated help topic. To learn more about it just see the appropriate help
|
|
file. If this is your first experience with sedit read ALL the help files.
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 13
|
|
D3
|
|
~
|
|
~
|
|
0 0 11
|
|
S
|
|
#13
|
|
How to Use Trigedit~
|
|
The hall to the north will show you how to use the trigger editor. Trigedit
|
|
is the most advanced form of OLC we have to offer. It is the hardest, but also
|
|
the most rewarding. If you are looking to pour life into your mobs, enliven
|
|
your rooms or just make your objects special? This can all be done with
|
|
trigedit. Have fun with the power of (minor) coding!
|
|
Like all the hallways before use this hallway in conjunction with the help
|
|
files: @RHELP TRIGEDIT-MENU@n and the commands @RTLIST@n and @RTSTAT@n commands.
|
|
Do not attempt to use trigedit until you complete your trial vnum and are
|
|
assigned a zone. Remember you must disable @RNOHASSLE@n. Triggers will not work
|
|
on you otherwise.
|
|
~
|
|
0 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 18
|
|
D1
|
|
~
|
|
~
|
|
0 0 14
|
|
D3
|
|
~
|
|
~
|
|
0 0 12
|
|
S
|
|
#14
|
|
Planning~
|
|
The ideas discussed in the help files below are tried and true. Though they
|
|
may not work for everyone, they will for the majority. Learn from others
|
|
mistakes and understand the planning required to make a good zone. Building a
|
|
great zone takes many things; such as time, patience, good grammar/spelling,
|
|
knowing how to balance your zone, a lot of work, and most importantly
|
|
planning. Now this all may sound like a lot to do, but I can assure you that
|
|
with this zone, and the help of others, you can do this.
|
|
@RHELP DICTIONARY@n
|
|
@RHELP WORK@n
|
|
@RHELP PLANNING@n
|
|
@RHELP CARTOGRAPHY@n
|
|
@RHELP LOCATION@n
|
|
@RHELP THEME@n
|
|
@RHELP PLOT@n
|
|
@RHELP ZONE-SIZE@n
|
|
@RHELP ALIGNMENT@n
|
|
@RHELP BIAS@n
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 15
|
|
D3
|
|
~
|
|
~
|
|
0 0 13
|
|
S
|
|
#15
|
|
Lessons Learned and Advanced Building~
|
|
Here are a few lessons that have been passed down from builder to builder
|
|
through out the years. Take heed to these words as they have been and done
|
|
what you are now doing many times over.
|
|
@RHELP LANCE
|
|
HELP SNOWLOCK
|
|
HELP ELASETH
|
|
HELP PATHS@n
|
|
There are numerous resources out there for MUDs. Here are a few I have used
|
|
in the past: Please mudmail me any good links to add.
|
|
@RHELP DOCUMENTATION
|
|
HELP OFFLINE
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 98
|
|
D3
|
|
~
|
|
~
|
|
0 0 14
|
|
S
|
|
#16
|
|
Immortal Commands~
|
|
As an immortal you have some new commands available to you. To see all
|
|
of your immortal commands simply type @RWIZHELP@n. Every command in the game
|
|
has a help entry. So the best way to learn how to use all these commands is
|
|
by simply typing @RHELP <COMMAND>@n. This will bring up some information
|
|
about the command. For example, this is what you will see if you type
|
|
@RHELP NOHASSLE@n:
|
|
|
|
@WNOHASSLE -------->> help topic
|
|
|
|
Usage: nohassle ---------->> what you need to type to do it.
|
|
|
|
Toggles a flag to prevent aggressive monsters from attacking and also prevents
|
|
immortals from firing triggers. If you wish to test triggers you must turn
|
|
nohassle off. -->> description
|
|
|
|
See Also: HOLYLIGHT, ROOMFLAGS ------->> other related commands in help file.
|
|
@n
|
|
Now is the time to practice all of your immortal commands, make sure you
|
|
understand what they do and how they can be used. Read all the help file
|
|
entries on every command!!! Do not worry too much about redit, oedit, medit,
|
|
zedit, sedit, and trigedit. We will get to those later. Know how to use all
|
|
the commands available to you.
|
|
~
|
|
0 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 17
|
|
D2
|
|
~
|
|
~
|
|
0 0 4
|
|
S
|
|
#17
|
|
Overview of the MUD World~
|
|
The first thing you need to build is a good telnet client.
|
|
@RHELP TELNET@n for a list.
|
|
|
|
Once you have a good client you must understand a few basics:
|
|
@RHELP VIRTUAL-NUMBERS@n
|
|
@RHELP TERMINOLOGY@n
|
|
~
|
|
0 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 16
|
|
S
|
|
#18
|
|
A Quick Mob Quest Tutorial~
|
|
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
|
|
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n.
|
|
~
|
|
0 24 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 20
|
|
D1
|
|
~
|
|
~
|
|
0 0 19
|
|
D2
|
|
~
|
|
~
|
|
0 0 13
|
|
S
|
|
#19
|
|
A Quest Room~
|
|
In this room you may be able to finish the Mob Quest Tutorial.
|
|
~
|
|
0 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 18
|
|
S
|
|
#20
|
|
Advanced Trigedit Example~
|
|
Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what
|
|
they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n.
|
|
Including triggers 4, 5, 7, 8.
|
|
To pay the gateguard: @RGIVE 10 COINS GUARD@n.
|
|
~
|
|
0 24 0 0 0 0
|
|
D0
|
|
The tutorial hallway continues.
|
|
~
|
|
gateway~
|
|
2 46 21
|
|
D2
|
|
~
|
|
~
|
|
0 0 18
|
|
S
|
|
#21
|
|
Another Example With Quest Variables~
|
|
These triggers are a little more complex. The complexity gives the builder
|
|
more flexibility. By setting a variable on a player you can later call on
|
|
these variables. The most basic usage is to set a quest as completed when the
|
|
player is done. Another use would be to set something else like
|
|
player_can_breathe_water and prevent a player from entering a certain room
|
|
unless they have this variable set. To see what variables are set on a player
|
|
simply stat that player. @RSTAT SELF@n.
|
|
~
|
|
0 24 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 23
|
|
D1
|
|
~
|
|
~
|
|
0 0 22
|
|
D2
|
|
~
|
|
gateway~
|
|
1 -1 20
|
|
S
|
|
#22
|
|
Quest Variables Example~
|
|
I used triggers 190 thru 192 to setup this example. Simply tstat each to see
|
|
what they do.
|
|
~
|
|
0 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 21
|
|
S
|
|
T 189
|
|
#23
|
|
Trigger Help Files~
|
|
I have added extensive help files on every type of trigger. Please use them
|
|
and give feedback. The easiest way to get to them all is through:
|
|
@RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n.
|
|
There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n
|
|
for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones.
|
|
@RGOTO 14@n to access the next hallway.
|
|
~
|
|
0 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 21
|
|
S
|
|
#33
|
|
Rumble's Room~
|
|
War is an ugly thing, but not the ugliest of things. The decayed and
|
|
degraded state of moral and patriotic feeling which thinks that nothing is
|
|
worth war is much worse. The person who has nothing for which he is willing to
|
|
fight, nothing which is more important than his own personal safety, is a
|
|
miserable creature and has no chance of being free unless made and kept so by
|
|
the exertions of better men than himself.
|
|
John Stuart Mill
|
|
@(HELP QUOTE@)
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
#34
|
|
Pool of Images~
|
|
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
|
room. Three large chandeliers are suspended from the domed ceiling and their
|
|
sparkling light dances on the surface of the bubbling hotsprings. As you peer
|
|
into the water images begin to form from out of the depths, coalescing into a
|
|
vivid scene. Your heart begins to pound and your breathing becomes deeper as
|
|
you watch the images taking shape in the turbulent liquid. Your mouth becomes
|
|
dry as you see yourself in the watery panorama ... And time stands still for
|
|
just one moment ... As you see your future in the depths ...
|
|
~
|
|
0 520 0 0 0 0
|
|
S
|
|
#35
|
|
@[f511]Elora's@[f412] Den@[f313] of @[f214]Dreams@n~
|
|
Shadows form and dissipate, creating fluid, illogical images, which seem to
|
|
come to life one minute, only to disappear as wisps of smoke the next. Around
|
|
them, sharp brush strokes of iridescence twist into crooked, ever-changing
|
|
patterns. The warble of a songbird becomes the maniacal laughter of a dancing
|
|
clown, which in turn dissolves into a prancing pony. The only constant here
|
|
appears to be a faint scent of jasmine.
|
|
~
|
|
0 24 0 0 0 0
|
|
S
|
|
#71
|
|
The Vault Of The Programancer~
|
|
The walls, furniture and other decor that animate Vatiken's vault are
|
|
comprised of nothing more then floating ones and zeros.
|
|
~
|
|
0 1024 0 0 0 9
|
|
S
|
|
#88
|
|
Advertising Room~
|
|
Feel free to use this board to advertise for your own MUD. DO NOT advertise
|
|
on any channel or board besides this one. A single post on this board is the
|
|
only advertising allowed. The quality of your post reflects on the quality of
|
|
your MUD so please review and format your work before saving. Do not format the
|
|
MUD address with /f. Since TBA uses the @@ as a colorcode you must use 2 @@@@ with
|
|
your email address. Posts may be deleted if done poorly or if the MUD is no
|
|
longer online.
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
#89
|
|
The Prison Cell Corridor~
|
|
This long hallway is barely wide enough for two people to walk abreast.
|
|
Along the Northern wall are steel doors spaced a few feet apart while the
|
|
southern wall is of cinder block construction.
|
|
~
|
|
0 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 89
|
|
D3
|
|
~
|
|
~
|
|
0 0 89
|
|
D4
|
|
~
|
|
trapdoor~
|
|
1 68 130
|
|
S
|
|
#90
|
|
Epictetus' Prison Cell~
|
|
This shower stall remodeled into a prison cell is not yet completed. While
|
|
the shower head has been removed and cemented a drain still exists in the floor.
|
|
Unintelligible voices can be heard whispering through the piping in the drain
|
|
below.
|
|
~
|
|
0 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 89
|
|
E
|
|
drain floor~
|
|
The metal drain is covered with years of hair and grime. Several screws
|
|
holding the drain in place seem to be missing.
|
|
~
|
|
S
|
|
#91
|
|
Aristotle's Prison Cell~
|
|
What used to be a shower stall has been turned into a cell complete with a
|
|
pungent waste bucket. The old shower head is still sticking out of the wall
|
|
with a steel door opposite.
|
|
~
|
|
0 8 0 0 0 0
|
|
E
|
|
shower head cap~
|
|
The metal shower head has a plastic variable setting cap complete with a
|
|
massage setting. The cap looks a bit damaged like someone may have opened it
|
|
before.
|
|
~
|
|
S
|
|
T 171
|
|
T 172
|
|
#92
|
|
Plato's Prison Cell~
|
|
The now familiar cell is cast in strange movement and shadows as the single
|
|
light bulb above flickers randomly as if it is about to burn out. The
|
|
alternating bright and pitch black environment makes the eyes ache.
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
T 171
|
|
T 172
|
|
#93
|
|
Friedrich Nietzsche's Prison Cell~
|
|
The stale, uncirculated air reeks from the prior occupants of this small
|
|
cell. The silence is broken only by the occasional footsteps in the corridor
|
|
outside or a fellow prisoner tapping on the cell wall.
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
T 171
|
|
T 172
|
|
#94
|
|
Socrates' Prison Cell~
|
|
The small prison cell is stifling and claustrophobic. A single glaring bulb
|
|
in the plywood ceiling is out of reach. The only break in the block walls is a
|
|
steel door that is closed and locked.
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
T 172
|
|
T 171
|
|
#95
|
|
Confucius' Prison Cell~
|
|
The musty stall is somehow cleaner than the others. A hole in the North wall
|
|
and another in the floor has been cemented over. They must have once been a
|
|
shower head and a drain before this stall was converted into a prison cell.
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
T 171
|
|
T 172
|
|
#96
|
|
James Stockdale's Prison Cell~
|
|
The small stall turned confinement cell is covered in dust. The dirty floor
|
|
has various words and designs scratched into the dirt. The ceiling consists of
|
|
a single sheet of unpainted plywood.
|
|
~
|
|
0 8 0 0 0 0
|
|
S
|
|
T 171
|
|
T 172
|
|
#97
|
|
A Prison Cell~
|
|
What used to be a shower stall has been converted into a solitary confinement
|
|
cell complete with iron shackles. A single steel door that is closed and locked
|
|
is the only exit. The walls are constructed of unpainted cinder blocks.
|
|
~
|
|
0 8 0 0 0 0
|
|
D2
|
|
~
|
|
lock~
|
|
2 0 89
|
|
S
|
|
T 170
|
|
T 171
|
|
T 172
|
|
#98
|
|
The End of the Beginning~
|
|
For those of you who have read this far and actually made something out of
|
|
it, Congratulations. You have the patience to become a builder and make
|
|
CircleMUD zones. If you wimped out or skipped some areas then please MUDmail
|
|
me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any
|
|
questions, comments, concerns, or suggestions about this zone. What did I do
|
|
wrong, forget, misspell, anything! If you have something to add feel free to
|
|
MUDmail or email me. @RHELP EMAIL@n.
|
|
|
|
This area is a culmination of help files I have come across and my own
|
|
experiences in the CircleMUD community. I thank all those before who have
|
|
helped in the creation of this masterpiece. Special Thanks to Welcor,
|
|
Elaseth, Manivo, Snowlock, and Lance for their additions.
|
|
|
|
Remember, MUDding is fun!
|
|
|
|
Respectfully,
|
|
|
|
Rumble
|
|
~
|
|
0 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 99
|
|
D3
|
|
~
|
|
~
|
|
0 0 15
|
|
S
|
|
#99
|
|
TBA Cafe 99~
|
|
Welcome to TBA Cafe 99, the hangout of builders and implementors. So pull up
|
|
a pew and have a nice drink! If you want to have a social chat or lurk in order
|
|
to help newer builders, this is the place to be!
|
|
~
|
|
0 24 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 98
|
|
E
|
|
floor~
|
|
The stone floor is the same shade of grey as the sky and is completely plain
|
|
and unscratched. It is probably too hard for anything to leave as much as a
|
|
scratch on it.
|
|
~
|
|
E
|
|
sky winds~
|
|
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
|
~
|
|
S
|
|
$~
|