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11921 lines
466 KiB
Text
11921 lines
466 KiB
Text
LIMITS ZCHECK STANDARDS OBJ-LIMITS OBJECT-LIMITS ZONE-LIMITS OEDIT-LIMITS OEDIT-STANDARDS
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OBJECT STANDARDS:
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|Applies Type |Maximum | Minimum |
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|==================================================
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|Str, Dex, Int, Wis, Con, Cha | 3 | -5 |
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|Class | Do not use. |
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|Level | Do not use. |
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|Age | 10 | -10 |
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|Weight | 50 | 1 |
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|Cost | 1000 | 1 |
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|Hitpoints, Mana, Movement | 50 | -50 |
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|Gold | Do not use. |
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|Experience | Do not use. |
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|Armor Class Values | 10 | -10 |
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|Armor Class Applies^ | 10 | -10 |
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|Hitroll & Damroll | 5 | -5 |
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|Saving_throws^ | 2 | -2 |
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|Weapon Damage | 50 | 1 |
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|==================================================
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^These applies should be negative to benefit the player.
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MOBILE STANDARDS: See @RMEDIT STANDARDS@n
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Never use outrageously large numbers. This will crash stock OLC. There are
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limits on TBA to prevent crashes. But, it is just a waste of time to set large
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numbers or applies that unbalance the game. You will be made to fix them if you
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want your zone used or approved.
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Zcheck (level 31+) checks a zone for these and other standards.
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See also: DAMAGE, POSITIONS
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#31
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LEVELS
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Usage: level
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level <num>
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level <high low>
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The level command lists the experience required to attain all levels in the
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game. The level command followed by a number shows the required experience for
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the level above and below the argument. The level command with a number range
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will show experience required within the given range.
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#0
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CONTROL-WEATHER
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Usage : cast 'control weather' <'better' | 'worse'>
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Accumulative: Yes
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This spell will change the "course" of the current weather.
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Example:
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> cast 'control wea' worse
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See also: %WEATHER%, WEATHER
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#31
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IS-NPC NPCS IS_NPC ISNPC
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This is short for is non-player-character (mob).
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See also: MEDIT-NPC-FLAGS
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#31
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TEDITOR
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Usage: tedit [file]
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Allows editing of text files online. Files available to be edited:
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credits news motd imotd greetings help ihelp
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info background handbook policies wizlist immlist
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Perhaps you meant @RHELP TRIGEDIT@n
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#31
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CLSOLC
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Usage: CLSOLC
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Clears the screen just before you enter the main OLC menu.
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See Also: TOGGLE
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#31
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EDITORS
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Editors are what builders use to create their worlds.
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See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR
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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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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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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 level 33 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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See also: ASTAT, SOCIALS, AUTOSAVE
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#31
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VNUMS FIND-ITEM VNUM-OBJ VNUM-MOBILES
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Usage: vnum { room | obj | mob | trig } <keyword>
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Returns a list of the virtual numbers of the room, object, mobile, or trig
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which have the specified keyword.
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Examples:
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> vnum obj ring
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1. [ 904] a platinum ring
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2. [ 203] a seashell ring
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3. [ 2588] a small emerald ring
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> vnum mob dragon
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1. [ 1] Puff
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2. [ 908] the dragon turtle
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3. [ 208] the Master of Illusions
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See also: VSTAT, TSTAT, VIRTUAL-NUMBERS, LOAD
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#31
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JEWELS GEMSTONES MINERALS DIAMONDS
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Jewels: http://www.allaboutjewels.com/jewel/glossary/
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Gems and Minerals: http://www.minerals.net/index.htm
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#31
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HIDDEN-DOORS . HIDDEN-EXITS HIDDEN-ROOMS HIDDEN-OBJECTS HIDDEN-MOBS SECRETS UNSEEN
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Hidden objects and mobs are not listed in the room descriptions but are still
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present and may be acted upon by players.
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This is done by starting the l-desc with a period (.). Unless a player has
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holylight on they will not be able to see it. To make things easier please
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please include the keyword "hidden" on the object or mobile.
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.This is a hidden object/mob. This long description can only be seen with holylight.
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This normal description can be seen by anyone.
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To make hidden exits or secret doors use trigedit.
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See also: %DOOR%
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#31
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DATE AM PM
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Usage: date
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Shows the current real time. (Not a social)
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#31
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DC
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Usage: dc <descriptor number>
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DC (DisConnect) is used to disconnect a socket. If used on a playing socket,
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the player will lose his/her link, but, unlike PURGE, will not extract the
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player or dump the player's inventory on the ground. DC is also useful for
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disconnecting people who have accidentally left themselves at the main menu,
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or connections sitting in the "Get name" state.
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See also: USERS
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#31
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SPECIALS SPEC-PROC SPECIAL-PROCEDURES SPECPROC SPEC_PROC
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Special procedures are used to allow certain complex functions to rooms,
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mobs, and objects. They are written by coders and are normally not created
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by builders. If you have something you wish to assign a special procedure to
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talk it over with a coder. The most common special procedures include:
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Postmasters, banks, guildmasters, pet shops, and boards. If your zone requires
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any of the above mudmail your coder after your zone is complete.
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Most of the things possible through special procedures can now be done
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through trigedit.
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To create a postmaster make a mob, set one of the keywords as "postmaster," set
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the NPC flag SPEC, and load it to the room via zedit. Then have your coder add
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to spec_assign.c:110: ASSIGNMOB(#, postmaster); NOTE: # = the mob/obj vnum.
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To create a guildmaster make a mob, set one of the keywords as "guildmaster,"
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set the NPC flag SPEC, and load it to the room via zedit. Then have your coder
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add to spec_assign.c:69: ASSIGNMOB(#, guild); A player can practice at any
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guildmaster, it is the guildguards that usually limit who can access what
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guildmaster. @RTSTAT 133@n
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To create a bank make an object, set it to type OTHER, add keyword "bank" and
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load it to the room via zedit. Then have your coder add to spec_assign.c:
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138: ASSIGNOBJ(#, bank);
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To create a board make an object, set it to type OTHER, add keyword "board" and
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load it to the room via zedit. Then have your coder reference boards.c for the
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remaining instructions.
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To create a petshop see: @RHELP PETSHOP@n.
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In all cases special procedures need to be added in by a coder. Once your zone
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is complete mudmail your coder for the additions you want including type and
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mob or object vnum.
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See also: POSTMASTER, PETSHOPS, BANKS, GUILDMASTER, BOARDS
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#31
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WORK
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Most new builders underestimate how much work it takes to build a good zone.
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Do not expect to finish everything to perfection in one week. Do not plan a
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500 room metropolis as your first zone. The typical new builder will start a
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grand project only to find themselves over their head with work after two
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weeks with no end in sight. The result is almost always a sloppy, hastily
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finished product or a perpetually unfinished one. Either way the builder ends
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up discouraged and their zone is unusable. To prevent this from happening all
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you have to do is PLAN. The more time you spend planning the easier time you
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will have building. There is nothing worse than making half a zone and then
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running out of ideas. You then have to start making more ideas up and they
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will not fit well into the zone.
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See also: PLANNING
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#31
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PLANNING
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There is a wide range of mistakes that builders can make when starting a new
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zone. Zones that have had extensive planning before creation avoid most of
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these mistakes.
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Do you know the MUD? Most MUDs are meant for role-players. Do you know what
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the environment of the MUD is? Have you looked at the zones others have built?
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I would suggest playing a mortal to at least level 10 before attempting to
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build anything to get a feel for the realm. Most importantly, have you read the
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background story? I was amazed at how few people read the background story.
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MUDs have themes, and it will always benefit you and the MUD to follow them.
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The best builders come to a MUD saying "I can build anything, what does the
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MUD need?"
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The first thing to do when sitting down to build a zone is just that - sit
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down and think about it. A zone should always start out on paper long before
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it reaches a MUD. Every zone starts with an idea or a spark. From there,
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develop it. Pay attention to what kind of zone theme you want to create. Is it
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meant to be generic hack and slash experience zone? A wealthy populace to fill
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the player's purse with gold? A quest for a special item? The possibilities are
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limited only by your imagination. The important thing to remember is that zones
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are built for players. Ask yourself, would you want to play in this zone?
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To help brainstorm I suggest you check out the many different zones
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available on TBA. All zones are required to have a zone description room in
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the first vnum of the zone. Goto 1900, 2700, 2900, 20000, 14500, or 15100 for
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some good examples. Feel free to look at any of the other zones listed under
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show zone. Beware, some may be unfinished and poor examples.
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Assign VNUMs to your rooms/mobs/objects beforehand and write them down. Do
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not try and remember every VNUM you used mentally. Make lists of your mobs and
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objects. You can always add to the list later. After you have done all this
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you will already have a huge head start on your zone. Planning will pay off in
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the long run.
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All in all, the best way to make an area interesting is to use variety,
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intelligence, and imagination in building. Try to imagine what it would be
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like for you to walk through and what you might try looking at or doing, and
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then try to incorporate that into your area. Show your area to others and take
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their advice. By taking all of this extra effort in creating your area, you
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will be rewarded by leaving a lasting memory of your area in the minds of many
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players. do not let your area fall by the unfinished wayside! Work on it a
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little every day, even if it is only one or two rooms worth of work. Likewise,
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do not fill space by just making more of the same mob or duplicate room
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descriptions. Take your time and do a thorough job, not one that is only
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superficially good.
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It is recommended that you write out your descriptions on some kind of text
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editor or word processor on your own computer before putting them on a MUD.
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You can then cut and paste your descriptions in as needed. The advantage to
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this method is that if you accidentally wipe out your work on the MUD you will
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have a ready backup. Be careful cutting and pasting to the MUD; if you send too
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much text at once you will be disconnected.
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See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS
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#31
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CARTOGRAPHY
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The reasons behind mapping are simple. It solidifies what you are planning
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to build into MUD terms. Also, though final products rarely are an exact copy
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of the map, they provide a concrete reference for you to look at when the
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builder's block question rears its ugly head "Hmm, what do I build next?"
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Lastly, not all players have nifty clients especially made for MUDding with
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automappers, etc. We would not want those poor unfortunate souls to be at
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more of a disadvantage than they have to be... and maps are highly important
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to knowing a MUD, even if you keep them all in your head as a few players do.
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A specific map is required so that the rooms can be linked together in a
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way that makes sense geographically. It is the most annoying thing to be
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playing a MUD whose rooms are not geographically correct. A very important
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aspect of each room is the position of other rooms in relation to it. Great
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care should be given to making the rooms link logically. A player who moves
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north, east, south, west should find themselves back in the same room from
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which they started. Having an area geometrically correct makes it much easier
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for a player to visualize it, and thus increases their enjoyment of it.
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See also: AUTOMAP, TBAMAP, ASCII
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#31
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LOCATIONS
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It is very important to know where an area is going to fit in with the world
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before it is written. This may seem very obvious, but it is a painful truth
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that many people make areas without regard for where they will be placed on the
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MUD. A character should not be walking around in an idyllic happy forest and
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suddenly come upon an arctic wilderness. Likewise a character should not
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venture a couple steps outside a main human city and find themselves in an
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ancient elven homeland. Plan where your new area is going to go and make sure
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it does not grievously conflict with surrounding terrain, climate, politics,
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mythology, and races.
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The best thing to do, of course, is to integrate your zone seamlessly with
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the rest of the world rather than allowing for one connecting point and sealing
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the zone off from its surroundings in all other directions. It is not easy to
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do this, and it is not always even possible. But it is worth spending some time
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working on the rooms that link the zone as you first conceived it.
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If it is a city, the main gates probably are going to open out onto an
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existing road, not into the middle of a forest. Give some thought to using a
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few rooms to link the "main" part of your area to a spot that is already in the
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MUD (be creative - as well as roads and pathways, there are waterways and other
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means to reach places). If it is more of a wilderness-type area, then the way
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it links might be a bit more vague, and it might link in more than one place -
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when was the last time you saw a forest, field, or desert that could only be
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reached in one way? As important as where the zone should begin is where it
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should end. A city or even a village might have walls and a logical "edge,"
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but if you are working with wilderness or even just the surroundings beyond
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the city itself, it is hard to know where and how to draw the boundaries.
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Natural formations seem like the perfect answer -- rivers, mountains, and so
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on -- BUT (and I think this is a huge but) the problem with these is that they
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are extremely prominent geographical features and are not a good "throwaway"
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solution.
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If you are writing forest room upon forest room and think you will never get
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to the end, do not just write in an insurmountable mountain range or a
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gratuitous river. That will lead to questions like, "What is on the other
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side of the mountains, and why can not I approach them or even see them from
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anywhere else?" or "Why did this river suddenly come to an abrupt end as soon
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as I left this forest?" Far better is to do something on a smaller scale -- the
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trees just get too dense to move on... do not assume that your area has only
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one or two points of entry. Try and make your area accessible from at least
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two different points, preferably in different directions. Try and leave at
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least one possible exit on each "side" of your area in case something needs
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to be linked to it later.
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TBA allows builders to create whatever their hearts desire and we have no
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MUDwide theme. Because of this your zone will be isolated from all others and
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should be designed to be added easily into any MUD. For location you should
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plan the geographic environment: Forest, tundra, city, port, etc.
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#31
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THEMES
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The theme for an area is its reason to be. A theme can be simple. Like, a
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homeland of a few loose-knit families of storm giants. Or, a part of the sea
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where a merchant ship from Anon is engaged in battle with a pirate ship.
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Themes can, and should be elaborate and include insight into the history of
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the zone, how its society and economy work, current plots or conflicts going
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on in the area, and how other people in the world view the place. The more
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work you put into the theme the better it will be, and the better other areas
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will be that build off of it. Discuss your ideas and concepts with others to
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help develop them to their fullest.
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Zones should be well fleshed out stories that catch the visitors attention
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and bring out their curiosity, making them want to stay for more. The
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descriptions should be well fleshed out, bringing images into the players
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minds, and there should be challenges and tricks that the player will not
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expect.
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Try and build a mini quest into part of your area so that characters can
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do something active rather than feel like aggressive tourists. If you are
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building a wilderness area, perhaps include some kind of hidden/trapped
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treasure one can find. If you are building a populated area, think about
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having some mystery that a player can uncover. Built-in quests make a good
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area great.
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Another way to make an area interesting is to create some sort of plot line
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for it, or a coherent theme, rather than a collection of haphazardly related
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rooms. The plot can be complex like infiltrating a castle to garner the war
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plans of the evil Lord Zygol, or simple like ridding the caves of goblins, or
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anything in between. Often the plot in an area can be advanced by some fairly
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simple puzzles or descriptions. This can be done with the help of triggers.
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TBA allows you to build anything you would like. Themes could include:
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sci-fi, futuristic, medieval, present day, ancient history, Jurassic, western,
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Chinese dynasty, etc.
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#31
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ZONE-SIZES SIZES
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Make sure to have some idea of how many rooms total you will use. Make a
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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,
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we do limit new builders to only 100 vnums for their first zone. Make a
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||
quality zone and we do not care how many rooms it is.
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If this is your first area, keep it small. Even under 50 rooms! You will
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||
soon see this is a fair amount of work and gives you quite a bit of room to
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accomplish what you have in mind. Once you have completed something of this
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size and are proud of your work, you can always add to it or make another
|
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larger zone later. If this is not your first zone, decide how many rooms you
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will need and divide it up into 100 room zones. A cluster of small areas that
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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.
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#31
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ALIGNMENTS
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Many good areas stick to a defined level range, such as 10-20 or 25-30. Do
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||
not try and make your new area cover the entire range of levels. Every area
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||
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
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of levels that people believe is otherwise boring or neglected.
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||
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
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||
should be able to kill a level X mobile if the warrior is at full health. Also,
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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
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||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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 1-34.
|
||
|
||
5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
|
||
SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
|
||
|
||
These are really annoying. This happens when you use numbers larger than
|
||
necessary. This will actually crash many older versions of CircleMUD. Just do
|
||
not do it. Use realistic numbers.
|
||
|
||
6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
|
||
|
||
There is no spell zero. Either select a spell or put -1 for none.
|
||
|
||
7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
|
||
|
||
When making a drink container you will set how much it initially contains
|
||
on creation and the max it can hold if a player were to fill it. Common sense
|
||
tells us that you can not create a container that initially holds more than
|
||
the max you set. To simplify the max must always be greater than or equal to
|
||
the initial amount.
|
||
|
||
8: Char is already equipped: (medit-s-desc), (oedit-s-desc)
|
||
|
||
This happens when someone tries to equip a mob with one or more object in
|
||
a single location. HELP ZEDIT-EQUIP for all the possible object equipping
|
||
locations. All you have to do to fix this is pick a different equip location
|
||
that is not used.
|
||
|
||
See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES
|
||
#31
|
||
TRIG-ERRORS TRIGEDIT-ERRORS TRIGEDIT-MISTAKES
|
||
|
||
These are numerous and I will add them as people ask questions about them.
|
||
|
||
Make sure nohassle is OFF. Command triggers (and some other functionality)
|
||
will not work for level 32 and above.
|
||
For mob triggers make sure the mob can see the actor, set INFRA in DARK rooms.
|
||
AFF_CHARM prevents triggers from firing.
|
||
|
||
As a general rule always use an ID (%actor%) not a name (%actor.name%) unless
|
||
you actually need to display the actors name.
|
||
|
||
GOOD: %send% %actor% Hi there, %actor.name%!
|
||
GOOD: %teleport% %actor% 0
|
||
GOOD: %force% %actor% kneel %self.name%
|
||
GOOD: mkill %actor%
|
||
|
||
BAD: %send% %actor.name% Hi there, %actor.name%!
|
||
BAD: %teleport% %actor.name% 0
|
||
BAD: %force% %actor.name% kneel
|
||
BAD: mkill %actor.name%
|
||
|
||
Another common mistake is the mis-use of set and eval.
|
||
|
||
GOOD: set fruit apple
|
||
GOOD: set num %random.5%
|
||
GOOD: eval num 4 * %random.3%
|
||
GOOD: eval text %%txt[%num%]%%
|
||
GOOD: set num 5
|
||
GOOD: set command %cmd% %arg%
|
||
|
||
BAD: eval num 5
|
||
BAD: eval num %random.4%
|
||
BAD: eval fruit apple
|
||
BAD: eval command %cmd% %arg%
|
||
|
||
See Also: ZEDIT-MISTAKES, SEDIT-MISTAKES
|
||
#31
|
||
CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS
|
||
|
||
http://www.tbamud.com/files/README.CYGWIN
|
||
|
||
See also: CODING, DOWNLOADS
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED MORTALLY-WOUNDED DEATH-TRAPS TRIG-DEATH TRAPS TRIGEDIT-DEATH
|
||
|
||
A player will be in the following state at the listed hitpoints.
|
||
Dead: -11 (dead!)
|
||
Mortally Wounded: -6 (will die)
|
||
Incapacitated: -3 (will slowly die)
|
||
Stunned: 0 (will recover)
|
||
|
||
DEATHTRAPS
|
||
Rooms that will kill mortals on entry. All dropped items may be junked.
|
||
Since many people are not a fan of DT's I suggest a more painful and slow
|
||
near death trap:
|
||
|
||
Example: @RTSTAT 3008, 12000, 6100, 6300, 41004@n
|
||
|
||
See also: TRIGEDIT-MOB-DEATH, ROOMFLAGS, GROUP, SCORE
|
||
#31
|
||
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
|
||
OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS TYPE-NOTE
|
||
|
||
With Object Type NOTE you can then use the A-desc to write what you want
|
||
people to see when they read it. Players will then be able to write on the
|
||
note by holding a PEN. If you want to create a book I suggest using object type
|
||
OTHER. That way players can read/look book but can not overwrite what you put
|
||
in the a-desc.
|
||
To make a long book you have to use the extra descriptions with keywords
|
||
like 1 2 3 etc. Since the buffers can only hold so much text. You would need
|
||
to include instructions, something like this: to read another page type read #.
|
||
The player would type read 1, and would actually read page 1, then type read 2
|
||
and so on.
|
||
|
||
See Also: NOTE, MAP
|
||
#31
|
||
CWG BUDDHA SUNTZU RASPUTIN CIRCLEMUD-WITH-GOODIES
|
||
|
||
CWG is short for CircleMUD with Goodies. It is a customized codebase free
|
||
to download from http://cwg.lazuras.org/. It comes in three versions: Buddha,
|
||
Suntzu, and Rasputin. CWG is also nice enough to host the tbaMUD forums and
|
||
downloads section.
|
||
|
||
See also: RESOURCES
|
||
#31
|
||
SOURCES RESOURCES CODEBASE FTP DOWNLOADS DOCUMENTATION WTFAQ FORUMS GROUPS
|
||
|
||
Source: http://tbamud.com/
|
||
CWG: http://cwg.lazuras.org/
|
||
Trigedit: http://tbamud.com/Oasis_DG_pages/contents/downloads.htm
|
||
GDB: http://www.cs.clemson.edu/~ihcho/courses/cs360/common/gdb.html
|
||
|
||
Documentation:
|
||
http://tbamud.com/
|
||
http://www.circlemud.org/cdp/wtfaq/
|
||
http://developer.circlemud.org/contrib/
|
||
|
||
You should join the following forums and mailing lists. Learn how to search
|
||
them for any problems you have:
|
||
|
||
http://tbamud.com/
|
||
http://cwg.lazuras.org/
|
||
http://groups.yahoo.com/group/circle-newbies/
|
||
http://post.queensu.ca/cgi-bin/listserv/wa?SUBED1=circle&A=1
|
||
http://mudconnector.com/
|
||
|
||
Other stuff:
|
||
http://share1.esd105.wednet.edu/bishopcj/EYES_on_IKE/graph_templates.htm
|
||
http://www.42explore.com/writing.htm
|
||
http://www.pastebin.com/
|
||
|
||
See also: CYGWIN, CODING
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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 redescribe the title
|
||
with the same words. For example, if the room title is 'By a Patch of
|
||
Daisies' there really is little need to add the daisies to the room desc.
|
||
It is acceptable to do so, but be descriptive in these instances instead
|
||
of repetitive.
|
||
|
||
|
||
@cRules of Practicality@n:
|
||
|
||
1) Make sure the zone has a main goal. Every zone should have one before it is
|
||
built. If it is defeating the necromancer in the tower, setting the prices of
|
||
the local stables, giving someone a realistic role-play environment, or just
|
||
killing everything in sight, make sure you know what it is supposed to be
|
||
before you start building.
|
||
|
||
2) Anything a player can see, he or she should be able to refer to. Be certain
|
||
that your keywords are intuitive.
|
||
|
||
3) If a mob is not humanoid they probably don't have money, and don't go around
|
||
wearing all that much by the way of clothing. It is unrealistic for them to
|
||
have it, so don't give it to them. If you want to reward the player for
|
||
killing them, give them a pelt, teeth, claws or something to be sold. See
|
||
rule #14 for more info.
|
||
|
||
4) There should be between three and eight lines of text in a room desc.
|
||
Proper grammar should be used at all times in said text. Going over 8 lines
|
||
can be a bad idea because of the limit of player scrolling and how daunting
|
||
that amount of information becomes in a single dose. If a description
|
||
stretches too long, don't hesitate to go back and cut points out to make
|
||
into extra descriptions. Extra descriptions improve zones, use them a great
|
||
deal! If a room does not have extra descriptions, it is not a worthwhile
|
||
addition to a zone.
|
||
|
||
5) Do not use direction, movement, time or season bias unless the ability to
|
||
recognize these things is built into the game. If you can write
|
||
descriptions that will only be seen in winter, writing a winter description
|
||
adds to the game. If this isn't possible, writing a winter description
|
||
detracts from the game, even if seasons aren't coded. If they are
|
||
recognized, and you're just too lazy to write descriptions for every
|
||
possibility, do not mention the possibility at all. For a simple reminder:
|
||
|
||
Direction Bias: This means that when writing a description, don't indicate
|
||
or insinuate that a player is going or looking in any one direction. An
|
||
example of a violation of this rule is "The castle lies before you in all
|
||
its glory..." The player may, after all, be leaving the castle, in which
|
||
case it would not be before them, but behind, making the description
|
||
unreal.
|
||
|
||
Movement Bias: when writing a description, don't say "You are walking on a
|
||
path" because you never know, the player could be flying, levitating,
|
||
slithering, crawling, stomping, or anything in between.
|
||
|
||
Time and Season Bias: when writing a description, don't say "The sun
|
||
shines powerfully through the window" unless you can swap day descs for
|
||
night ones. At night, that desc is still the same, so the sun shouldn't be
|
||
shining. Seasonally, the leaves on a tree should not appear autumn reds,
|
||
browns, and yellows unless you can make that description only show during
|
||
that season.
|
||
|
||
@cNOTE:@n If you would like to use this information for your game, you may do so
|
||
so long as you copy the entirety as is, keep Elaseth's copyright label
|
||
at the top of it, and make any corrections as specific to your mud in
|
||
parenthesis. If you wish to use this as a basis for your own building
|
||
stylistics document, please copy-paste this into a text file and
|
||
provide a link or help-keyword to it for those who wish to see the
|
||
original. Thanks!@n
|
||
#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 three months, 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 three months 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 three months 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 donated.
|
||
Once I am positive it is safe to delete their zone I set their OLC to -1.
|
||
"stat file <playername>" to be sure it worked and then delete the zone from the
|
||
server.
|
||
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
ASCII-ART ART
|
||
|
||
@G ___ ____
|
||
/' --;'/ ,-_\ @Y\ | /
|
||
@G/ / --@yo@G\ @yo@G-\ \\ @Y--(_)--
|
||
@G'` ` @y|-|@G `` '
|
||
@y|-|
|
||
|-|@mO
|
||
@y|-@m(\,__
|
||
@Y..@y|-|@m\--@M,\_@Y....
|
||
,;;;;;;;;;;;;;;;;;;;;;;;;,.
|
||
,;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;,
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;,@n
|
||
By Zierk
|
||
|
||
Such art is highly recommended and adds flavor to a zone. Specifically, maps are
|
||
always helpful to players.
|
||
|
||
ASCII Text Generator:
|
||
http://www.network-science.de/ascii/
|
||
http://www.degraeve.com/img2txt.php
|
||
|
||
See also: COLOR, AUTOMAP, TBAMAP, CARTOGRAPHY
|
||
#31
|
||
ABBREVIATIONS ABBREVS
|
||
|
||
We have added abbreviations so you do not have to type everything exactly as
|
||
it appears. This also means that when you enter keywords in OLC you do not have
|
||
to list all forms. i. e. the keyword rumble could be used to cover anyone who
|
||
types <action> rumble rumbl rumb rum ru.
|
||
|
||
#31
|
||
ZONE-DESCRIPTION-ROOM ZONE_DESCRIPTION_ROOM 00 EXAMPLE-PROPOSALS EXAMPLE-ZONE-DESCRIPTIONS ZONE-INFO TEST-ZONE TRIAL-ZONE ZONE-DESCRIPTIONS ZEDIT-DESCRIPTION
|
||
|
||
Your zone proposal should be cut and pasted into your "Zone Description Room",
|
||
which will be in room <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: REPORT, PLANNING, PROPOSAL
|
||
|
||
#31
|
||
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
|
||
LITTERING
|
||
|
||
Do not load mobiles or objects in other people's zones. Especially in TBA zone
|
||
and immortal rooms.
|
||
|
||
#31
|
||
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
|
||
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
|
||
ACRONYMS TERMINOLOGY VOCABULARY
|
||
|
||
Here are some common terms used in building, and TBA zone:
|
||
|
||
OLC: On-Line-Creation, the ability to create rooms, mobs, objects, shops,
|
||
and triggers on-line.
|
||
Desc: Short for description.
|
||
Flag: A bit-vector that tells the mud that a particular monster, object, or
|
||
room has a certain quality. (i.e. Dark, Magic, Aggressive) This will
|
||
be explained more later.
|
||
Mob: Mobile. A monster.
|
||
Obj: Object.
|
||
VNUM: An obj, mob, room, shop, or triggers unique identification number.
|
||
Stands for Virtual Number.
|
||
Zone: Used synonymously with area.
|
||
Trigger: Used synonymously with script.
|
||
TBA: The Builder Academy.
|
||
PC: Player Character. Not a mob.
|
||
NPC: Non Player Character. Mobs.
|
||
|
||
#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 then willing to teach someone, what I am unwilling to do
|
||
is let someone take advantage of me or my MUD which is mostly what I find
|
||
happening with newbie builders. I know I am rambling and I assure you I do
|
||
have a point and here it is: *drum roll please*
|
||
Building is hard work! It is a form of expression and creativity. What kind
|
||
of areas you build generally reflects on what kind of person you are. You
|
||
do not have to be a good speller but you do need a good dictionary/thesaurus.
|
||
@RHELP M-W@n. Sometimes building can seem like a thankless job and sometimes
|
||
building can be a reward in itself. Building a few areas, even a few good
|
||
ones, does not make you an Immortal or an Imp. It takes more than building to
|
||
be one of those and it entails even more work. Respect others and they will
|
||
respect you. The more detailed an area the better it is. Always choose Quality
|
||
over Quantity. Put some pride in your areas, develop a style of your own. Try
|
||
new things keep it interesting, if you become bored with building an area take
|
||
a break and play a mortal or do something else, don't take advantage of builder
|
||
privileges. Treat others as you wish to be treated. One more warning I would
|
||
give to builders before they take things personally or get insulted. Everyone
|
||
has their own ideas on how to run a MUD, what it comes down to is whoever owns
|
||
the MUD makes the final decision, so it does not matter how good you think your
|
||
idea is, it may never be used if the owner does not like it. Plain and simple.
|
||
You see this on every MUD. So please keep the ideas coming, but do not try to
|
||
force them onto anyone. Be constructive, not critical about peoples ideas.
|
||
Everyone is allowed their opinions.
|
||
Be original, finish what you start, have fun, and don't forget to breathe!
|
||
|
||
#31
|
||
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
|
||
FOUNTAINS DRINK-UNITS OEDIT-FOUNTAINS
|
||
|
||
After selecting object type FOUNTAIN you must then select C) Values to set
|
||
the capacity of the fountain. The first number is max drink units (-1 for
|
||
unlimited). The second is the intitial drink units (this must be 1 or greater).
|
||
The 3rd number is liquid type from the following:
|
||
|
||
value 0: Max drink units. -1 for unlimited.
|
||
value 1: Initial drink units. Must be 1 or greater.
|
||
value 2: see below
|
||
value 3: 0 for not poisoned. Otherwise, the number of hours until the poison
|
||
burns off?
|
||
|
||
value 2: The type of liquid in the drink-container, one of:
|
||
|
||
---------------------------------------------------------------
|
||
| Type nr. | Effect of Liquid On: |
|
||
|@u | drunkenness Fullness Thirst @n|
|
||
| WATER 0 | 0 | 1 | 10 |
|
||
| BEER 1 | 3 | 2 | 5 |
|
||
| WINE 2 | 5 | 2 | 5 |
|
||
| ALE 3 | 2 | 2 | 5 |
|
||
| DARK ALE 4 | 1 | 2 | 5 |
|
||
| WHISKY 5 | 6 | 1 | 4 |
|
||
| LEMONADE 6 | 0 | 1 | 8 |
|
||
| FIREBREATHER 7 | 10 | 0 | 0 |
|
||
| LOCAL SPC. 8 | 3 | 3 | 3 |
|
||
| SLIME 9 | 0 | 4 | -8 |
|
||
| MILK 10 | 0 | 3 | 6 |
|
||
| TEA 11 | 0 | 1 | 6 |
|
||
| COFFEE 12 | 0 | 1 | 6 |
|
||
| BLOOD 13 | 0 | 2 | -1 |
|
||
| SALT WATER 14 | 0 | 1 | -2 |
|
||
| CLEAR WATER 15 | 0 | 0 | 13 |
|
||
---------------------------------------------------------------
|
||
The above values for drunkenness/fullness/thirst are in the units of one
|
||
hour of effect per four units of liquid drunk. For example, imagine that
|
||
Dragon drinks an entire bottle (say 7 units) of saltwater. According to the
|
||
table above, saltwater has a drunkenness value of 0, fullness value of 1 and
|
||
thirst value of -2. Therefore:
|
||
His drunkenness is not changed ((7/4)*0)
|
||
His Fullness increases by ((7/4)*1) hours
|
||
His Thirst increases by ((7/4)*-2) hours, thus making him more thirsty.
|
||
A player's drunkenness, fullness, and thirst can range from 0 to 24.
|
||
24 is the maximum; 0 means the person is completely sober, hungry,
|
||
or thirsty respectively.
|
||
|
||
See Also: VALUES
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
DESCRIPTORS LOGINS
|
||
|
||
This annoying message happens when someone connects but never logs into the
|
||
MUD and is idled out.
|
||
|
||
#31
|
||
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
|
||
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
|
||
HELPCHECK
|
||
|
||
Usage: helpcheck
|
||
|
||
Checks all commands in interpreter.c to ensure they have an associated help
|
||
file.
|
||
|
||
See also: HEDIT, HINDEX
|
||
#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
|
||
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
|
||
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 5 different files that are located in their own
|
||
directories in lib/world/: <zone_#>.mob .obj .shp .trg .wld .zon
|
||
|
||
#31
|
||
XNAME
|
||
|
||
The xname file is a list of names not allowed for players.
|
||
|
||
#31
|
||
LINKS
|
||
|
||
Usage : links <zone number>
|
||
|
||
Lists all links from the given zone to any other zones.
|
||
|
||
See also: RESOURCES, LINK
|
||
#31
|
||
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
|
||
PEACE %PEACE%
|
||
|
||
Usage : peace
|
||
|
||
Stops all fighting within your current room.
|
||
|
||
#31
|
||
ADVANCE DEMOTE
|
||
|
||
Usage: advance [target] <level>
|
||
|
||
Advance moves a player to a new level. If used to promote a player to an
|
||
immortal level, and if you have the autowiz program installed, the wizlist and
|
||
immlist will automatically be recreated.
|
||
Advance can also be used to demote players.
|
||
|
||
Example:
|
||
> advance Rumble 34
|
||
> advance Rumble 1
|
||
|
||
See also: SET, PROMOTION
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
HANDBOOK WIZHANDBOOK WIZ-HANDBOOK IMMHANDBOOK IMM-HANDBOOK
|
||
|
||
Usage: handbook
|
||
|
||
Guidelines for having an Immortal character -- you should read it.
|
||
#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
|
||
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
|
||
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
|
||
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.
|
||
|
||
See Also: FILE, CHANGES
|
||
#31
|
||
INVIS i30 i31 i32 SPOOFS
|
||
|
||
Usage: invis [level]
|
||
|
||
INVIS sets your invisibility level. With no argument, invis toggles between
|
||
making you fully visible and fully invisible. If you specify a level, only
|
||
people at and above the level you specify will be able to see you. TBA has been
|
||
modified so this can not be abused, any action or communication you take will
|
||
show your name.
|
||
|
||
Examples:
|
||
> invis
|
||
> invis 31
|
||
|
||
See also: MEDIT-AFF, VISIBLE, INVISIBILITY
|
||
#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
|
||
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. Level 31 can not load mobs outside of their zone.
|
||
|
||
Example:
|
||
> load obj 3099
|
||
You create a bulletin board.
|
||
> load mob 3005
|
||
You create the receptionist.
|
||
|
||
See also: VNUM, PURGE, %LOAD%, ZEDIT-NEW, ZRESET
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
PURGE DESTROY SACRIFICE UNLOAD DELETE-MOBILE DISINTEGRATE DECOMPOSE CLEANUP
|
||
|
||
Usage: purge [target]
|
||
|
||
Purge destroys things. If used with no arguments, it will clear a room of all
|
||
mobiles and objects, but will not harm players. If the argument is an object,
|
||
that object (and all of its contents, if any) will be destroyed. If the
|
||
argument is a mobile, the mobile will be destroyed, leaving its inventory and
|
||
equipment lying on the ground.
|
||
|
||
Players can not be purged on TBA. Level 31 immortals can not use the purge
|
||
command outside of their zone.
|
||
|
||
Examples:
|
||
|
||
> purge
|
||
> purge sword
|
||
> purge dragon
|
||
|
||
Corpses decompose after 5 minutes.
|
||
|
||
See also: %PURGE%, DC, LOAD, ZRESET, ZPURGE
|
||
#31
|
||
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
|
||
REROLL
|
||
|
||
Usage: reroll <player>
|
||
|
||
REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha)
|
||
|
||
See also: STAT
|
||
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
SET INVSTART NOWIZLIST
|
||
|
||
Usage: set [ file | player ] <character> <field> <value>
|
||
|
||
SET is an extremely powerful command, capable of setting dozens of aspects of
|
||
characters, both players and mobiles.
|
||
|
||
SET PLAYER forces set to look for a player and not a mobile; useful for
|
||
players with names such as 'guard'.
|
||
|
||
SET FILE lets you change players who are not logged on. If you use SET FILE
|
||
on a player who IS logged on, your change will be lost. If you wish to set
|
||
a player who is in the game but is linkless, use set twice -- once with the
|
||
FILE argument, and once without -- to make sure that the change takes.
|
||
|
||
The following are valid fields:
|
||
|
||
Field Level Required Who Value Type Description
|
||
----------------------------------------------------------------------------
|
||
ac LVL_BUILDER BOTH NUMBER Armor class
|
||
afk LVL_BUILDER BOTH NUMBER AFK flag
|
||
age LVL_GOD BOTH NUMBER Character's age
|
||
align LVL_BUILDER BOTH NUMBER Alignment
|
||
bank LVL_BUILDER PC NUMBER Gold in bank
|
||
brief LVL_GOD PC BINARY Brief mode
|
||
cha LVL_BUILDER BOTH NUMBER Charisma
|
||
class LVL_BUILDER BOTH MISC Class (W/T/C/M)
|
||
color LVL_GOD PC BINARY COLOR flag
|
||
con LVL_BUILDER BOTH NUMBER Constitution
|
||
damroll LVL_BUILDER BOTH NUMBER Damage modifier
|
||
deleted LVL_IMPL PC BINARY DELETED flag
|
||
dex LVL_BUILDER BOTH NUMBER Dexterity
|
||
drunk LVL_BUILDER BOTH MISC Drunkenness
|
||
exp LVL_GOD BOTH NUMBER Experience points
|
||
frozen LVL_FREEZE PC BINARY FROZEN flag
|
||
gold LVL_BUILDER BOTH NUMBER Gold (On hand)
|
||
height LVL_BUILDER BOTH NUMBER Height
|
||
hitpoints LVL_BUILDER BOTH NUMBER Current HP
|
||
hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
|
||
hunger LVL_BUILDER BOTH MISC Hrs to hunger
|
||
int LVL_BUILDER BOTH NUMBER Intelligence
|
||
invis LVL_GOD PC NUMBER Invisible (level)
|
||
invstart LVL_BUILDER PC BINARY Invisible Start
|
||
killer LVL_GOD PC BINARY KILLER flag
|
||
level LVL_GRGOD BOTH NUMBER Level
|
||
loadroom LVL_BUILDER PC MISC Room to load in
|
||
mana LVL_BUILDER BOTH NUMBER Current mana
|
||
maxhit LVL_BUILDER BOTH NUMBER Max HP
|
||
maxmana LVL_BUILDER BOTH NUMBER Max mana
|
||
maxmove LVL_BUILDER BOTH NUMBER Max movement
|
||
move LVL_BUILDER BOTH NUMBER Current movement
|
||
name LVL_IMPL PC MISC To change player names
|
||
nodelete LVL_GOD PC BINARY Undeletable flag
|
||
nohassle LVL_GOD PC BINARY NOHASSLE flag
|
||
nosummon LVL_BUILDER PC BINARY NOSUMMON flag
|
||
nowizlist LVL_GRGOD PC BINARY Not Wizlistable flag
|
||
olc LVL_GRGOD PC MISC Zone to OLC
|
||
password LVL_GRGOD PC MISC Player password
|
||
poofin LVL_IMMORT PC MISC Poofin
|
||
poofout LVL_IMMORT PC MISC Poofout
|
||
practices LVL_GOD PC NUMBER # of practices
|
||
quest LVL_GOD PC BINARY QUEST flag
|
||
questpoints LVL_GOD PC NUMBER Questpoints
|
||
room LVL_BUILDER BOTH NUMBER Move to room
|
||
sex LVL_GOD BOTH MISC Sex
|
||
showvnums LVL_BUILDER PC BINARY ShowVnums
|
||
siteok LVL_GOD PC BINARY SITEOK
|
||
str LVL_BUILDER BOTH NUMBER Strength
|
||
stradd LVL_BUILDER BOTH NUMBER Additional STR (18/xx)
|
||
thief LVL_GOD PC BINARY THIEF flag
|
||
thirst LVL_BUILDER BOTH MISC Hrs to thirst
|
||
title LVL_GOD PC MISC Player's title
|
||
variable LVL_GRGOD PC MISC Trigger variable
|
||
weight LVL_BUILDER BOTH NUMBER Weight
|
||
wis LVL_BUILDER BOTH NUMBER Wisdom
|
||
|
||
See also: TRIG-SET, CLASS, STAT
|
||
#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
|
||
SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES
|
||
|
||
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 <name> will list all zones by <name>.
|
||
death Shows all death traps in the game.
|
||
player Shows player summary information, simply provide a player name.
|
||
godrooms Shows the rooms in the 'god zone'.
|
||
rent Shows the filename and path to a players rent file.
|
||
shops Shows all the shops in the game and their buy/sell parameters.
|
||
stats Shows game status information including players in game, mobs etc.
|
||
houses Shows the houses that are currently defined.
|
||
errors Shows errant rooms.
|
||
snoop Shows all people currently snooping.
|
||
|
||
Examples:
|
||
show zone
|
||
show shop
|
||
|
||
See also: STAT, SLIST, ZRESET
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
UNAFFECT
|
||
|
||
Usage: unaffect [target]
|
||
|
||
Removes all affections (i.e., spell effects) from a player.
|
||
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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.
|
||
|
||
The following wizard commands are implemented with level in the brackets:
|
||
[31]; [31]dig [31]invis [31]olist [31]roomflags [32]tcopy [31]vstat
|
||
[33]advance [31]echo [32]last [32]pardon [31]saveall [33]tedit [31]wiznet
|
||
[32]aedit [34]export [32]links [31]peace [32]scopy [31]teleport [31]wizhelp
|
||
[31]at [32]file [31]load [34]plist [31]sedit [33]thaw [34]wizlock
|
||
[31]attach [32]force [32]mcopy [31]purge [32]send [31]tlist [33]wizupdate
|
||
[33]ban [33]freeze [31]medit [34]qecho [32]set [32]transfer [31]zcheck
|
||
[31]buildwalk [32]gecho [31]mlist [31]qedit [31]show [31]trigedit [31]zedit
|
||
[34]cedit [31]goto [33]mute [31]qlist [34]shutdow [31]tstat [31]zlist
|
||
[34]changelog [31]handbook [31]nohassle [32]rcopy [34]shutdown [32]unaffect [32]zlock
|
||
[32]checkload [33]hcontrol [33]notitle [31]redit [32]skillset [33]unban [31]zpurge
|
||
[33]copyover [32]hedit [31]nowiz [34]reload [31]slist [31]uptime [31]zreset
|
||
[31]date [34]helpcheck [32]ocopy [33]reroll [32]snoop [32]users [32]zunlock
|
||
[32]dc [31]holylight [31]oedit [31]restore [31]stat [32]vdelete
|
||
[31]detach [31]imotd [31]olc [31]rlist [32]switch [31]vnum
|
||
|
||
|
||
@RHELP <any of the above commands>@n
|
||
#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
|
||
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
|
||
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 level 32 and above will see this.
|
||
|
||
See also: NOWIZ
|
||
#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
|
||
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
|
||
IMMS WIZLIST IMMORTALS IMMLIST IMMORTALITY DEMIGOD ASSISTANTS LESSER GREATER GODS ADMINS
|
||
|
||
Usage: wizlist | immlist
|
||
|
||
Lists the most powerful beings on the MUD. These are the people responsible
|
||
for administering the system.
|
||
|
||
See also: IMPLEMENTOR
|
||
#31
|
||
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
|
||
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
|
||
TRACKTHRU
|
||
|
||
Usage: toggle trackthru
|
||
|
||
Sets whether or not players can track through doors.
|
||
|
||
See also: TOGGLE, TRACK
|
||
#31
|
||
WORLD-FORMATS ROOM-FORMATS WLD 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>
|
||
~
|
||
|
||
See also: Redit
|
||
#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
|
||
OBJ-FORMATS OBJECT-FORMATS OBJ-FILES
|
||
|
||
@n#<virtual number>
|
||
<keywords>~
|
||
<short description>~
|
||
<long description>~
|
||
<action description>~
|
||
<type flag> <extra (effects) bitvector> <wear bitvector>
|
||
<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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
PATCHING HOW-TO-PATCH PATCHES
|
||
|
||
A list of patches for tbaMUD:
|
||
http://cwg.lazuras.org/modules.php?name=Forums&file=viewtopic&t=2098
|
||
|
||
How to hand patch:
|
||
http://www.circlemud.org/cdp/wtfaq/handpatch.html
|
||
http://cwg.lazuras.org/modules.php?name=Forums&file=viewtopic&t=757
|
||
|
||
Zizazat's tutorial on how to create a patch:
|
||
http://cwg.lazuras.org/cwg-files/docs/The%20Newbie%20Patching%20Primer.doc
|
||
|
||
See also: CODING, DOWNLOADS
|
||
#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://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
|
||
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
|
||
GREP
|
||
|
||
stands for 'global regular expression print' searches for strings in text files
|
||
|
||
#31
|
||
GDB GENERAL-DEBUGGER DEBUGGING
|
||
|
||
GDB stands for general debugger and is used to troubleshoot programming problems.
|
||
http://cwg.lazuras.org/modules.php?name=Forums&file=viewtopic&t=2067#13761
|
||
http://cwg.lazuras.org/modules.php?name=Forums&file=viewtopic&t=1085
|
||
|
||
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
|
||
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
|
||
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
|
||
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
|
||
TRIG.HLP
|
||
#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-OBJECT-COMMANDS ROOM-COMMANDS OBJECT-COMMANDS TRIG-MOB-COMMAND TRIGEDIT-MUDCOMMANDS
|
||
|
||
See: TRIGEDIT-COMMANDS
|
||
#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
|
||
%DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE
|
||
|
||
%damage% %victim% amount
|
||
|
||
Cause amount points of damage to victim. The amount can be negative, to
|
||
create a healing effect. This requires an actor to damage, so if it is a random
|
||
trigger you must define actor.
|
||
|
||
%damage% %actor% -20 - cause 20 points of healing
|
||
%damage% %actor% 20 - cause 20 points damage
|
||
%damage% %actor% %random.20% - cause 1-20 points damage randomly
|
||
|
||
eval stunned %actor.hitp% - evaluate all hitpoints and then damage
|
||
%damage% %actor% %stunned% - leaving the player stunned, but will recover
|
||
|
||
eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage
|
||
%damage% %actor% %num_hitp%
|
||
|
||
Example: @RTSTAT 16, 51, 3008, 1600, 1601@n
|
||
|
||
See also: DAMAGE, GUNS, DEATH
|
||
#31
|
||
%DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT%
|
||
|
||
%door% <vnum> < direction> < field> [value]
|
||
|
||
Used for adding, deleting, and modifying doors in room vnum. Direction
|
||
determines which door is being changed, and can be north, south, east, west,
|
||
up, or down. If the door does not exist first, a new door will be created.
|
||
Field is what property of the door is being changed. Valid fields are:
|
||
|
||
purge - remove the exit in the direction specified - no value needed
|
||
description - value will become the new exit description
|
||
flags - value will be the new door flags bitvector as defined here:
|
||
a - Exit is a door that can be opened and closed. Default is open
|
||
b - The door is closed.
|
||
c - The door is locked.
|
||
d - The door is pick-proof.
|
||
key - value is the vnum of the key to the door in this direction.
|
||
name - value is the name of the door in the specified direction.
|
||
room - value is the vnum of the room this direction leads to
|
||
|
||
Example: @RTSTAT 17, 23603, 53429, 2759@n
|
||
#31
|
||
%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
|
||
|
||
%echo% <message>
|
||
Message is sent to all non-sleeping characters in the same room that this
|
||
trigger is executing in.
|
||
|
||
%echoaround% <victim> <message>
|
||
Message will be sent to all characters in the room with victim, except for
|
||
the victim.
|
||
|
||
%send% <victim> <message>
|
||
Message will be sent to the victim only.
|
||
|
||
%zoneecho% <room vnum> <message>
|
||
Zoneecho echoes message to the entire zone. room vnum should be any vnum in
|
||
the zone you wish to echo to. 13400 would echo in zone 134.
|
||
|
||
To send a blank line use: %send% %actor% \
|
||
NOTE: When used with mobs make sure the mobs can see the players.
|
||
i.e not blind, set INFRA, DET_INVIS.
|
||
|
||
Example: @RTSTAT 18@n
|
||
|
||
See also: %ASOUND%
|
||
#31
|
||
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
|
||
%FORCE% OFORCE WFORCE MFORCE TRIGEDIT-FORCE TRIG-FORCE
|
||
|
||
%force% <victim> <command>
|
||
|
||
Force the victim to perform a particular command. Cannot be made to force
|
||
level 32 and above.
|
||
|
||
This little trigger teleports the actor to another place when he enters the
|
||
room. It then makes him look to see the description.
|
||
|
||
Trigger Intended Assignment: Rooms
|
||
Trigger Type: Enter , Numeric Arg: 100, Arg list: None
|
||
Commands:
|
||
wait 1 s
|
||
%echo% A powerful force drags you down.
|
||
%teleport% %actor% 3001
|
||
%force% %actor% look
|
||
|
||
#31
|
||
%LOAD% OLOAD MLOAD WLOAD
|
||
|
||
%load% <obj|mob> <vnum> [name [position]]
|
||
|
||
This command loads a mob or object into the game. No-take objects loaded to
|
||
an actor will load to the room. NO_RENT objects can not be loaded.
|
||
|
||
load an object to room: %load% obj 1300
|
||
load a mob to room : %load% mob 1300
|
||
load obj to player inv: %load% obj 1300 %actor% inv
|
||
equip obj to player : %load% obj 1300 %actor% waist
|
||
|
||
Obj Example: @RTSTAT 94@n
|
||
Mob Example: @RTSTAT 81@n
|
||
|
||
See also: POSITIONS, CHAR-VAR
|
||
#31
|
||
%PURGE% OPURGE MPURGE WPURGE
|
||
|
||
%purge% <victim>
|
||
|
||
Purge removes objects or mobs from the game. If no argument is given, then
|
||
all objects and mobs in the room will be removed. If there is an argument,
|
||
only that mob or object will be purged. Players can not be purged.
|
||
|
||
Examples:
|
||
%purge% %self%
|
||
%purge% %actor.inventory(1300)%
|
||
%purge% %actor.eq(hold)%
|
||
|
||
When purging objects make sure the object exists. If it does not the room will
|
||
be purged:
|
||
|
||
if %actor.inventory(700)%
|
||
%purge% %actor.inventory(700)%
|
||
end
|
||
|
||
Alwasy purge at the end of a trigger. If you purge a mob/obj at the beginning
|
||
you can no longer access that mob/obj variables.
|
||
|
||
Example: @RTSTAT 1375, 6300@n
|
||
|
||
See also: POSITIONS
|
||
#31
|
||
%TELEPORT% WTELEPORT OTELEPORT MTELEPORT PORTALS %TRANSPORT% TRIG-TELEPORT
|
||
|
||
Stock tbaMUD does not have an object type portal. This is instead done with
|
||
trigedit.
|
||
|
||
%teleport% <victim> <location>
|
||
|
||
Teleport moves the victim to the target. The victim does not need to be in
|
||
the same room as the mob. If the victim is 'all', all the characters in the
|
||
room will be teleported to the target room. No messages are generated by this
|
||
command.
|
||
|
||
%teleport% all 17401
|
||
%teleport% %actor% 1300
|
||
|
||
PORTAL EXAMPLES:
|
||
OBJ: @RTSTAT 100@n
|
||
ROOM: @RTSTAT 101@n
|
||
MOB: @RTSTAT 102@n
|
||
|
||
See also: MGOTO, TELEPORT, %MOVE%
|
||
#31
|
||
%MOVE% MOVE-OBJECT MOVE-ALL
|
||
|
||
In an object trigger, moves the object to which the trig is attached to the
|
||
specified room. The object can be on the floor, inside another object or in a
|
||
player or mobs inventory (not eq):
|
||
Usage: %move% <room>
|
||
|
||
In a room trigger, moves the specified object, or all objects to the specified
|
||
room. The object must be on the floor of the room to which the trig is
|
||
attached:
|
||
Usage: %move% %obj.name% <room>
|
||
%move% all <room>
|
||
|
||
The <room> target room should be a VNUM.
|
||
|
||
Note: This does not create a copy of the object, but moves the actual object to the floor of the target
|
||
room.
|
||
|
||
See also: %TELEPORT%
|
||
#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
|
||
%ASOUND% OASOUND MASOUND WASOUND ASOUND
|
||
|
||
%asound% <message>
|
||
|
||
The message is sent to all surrounding rooms.
|
||
|
||
Trigger Intended Assignment: Rooms
|
||
Trigger Type: Random , Numeric Arg: 10, Arg list: None
|
||
Commands:
|
||
%asound% You hear a blood chilling howl from nearby.
|
||
|
||
See Examples: @RTSTAT 7505, 154@n
|
||
#31
|
||
%AT% WAT MAT OAT %MAT% %WAT% %OAT%
|
||
|
||
%at% <target> <command>
|
||
|
||
Using %at% will perform the command in the room where target is found.
|
||
|
||
Example: @RTSTAT 19, 20@n
|
||
#31
|
||
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
|
||
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
|
||
%FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW% %MASTER.FOLLOWER% %MASTER.FIGHTING%
|
||
|
||
Usage: mfollow <victim>
|
||
|
||
The mobile will begin following the victim without the revealing "starts
|
||
following you" message. A silent follow. This sets the %master% variable on the
|
||
mob to the players ID.
|
||
|
||
mfollow %actor%
|
||
|
||
Examples: @RTSTAT 57508, 39, 26@n
|
||
|
||
See also: GROUP
|
||
#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
|
||
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
|
||
%TRANSFORM% MTRANSFORMS OTRANSFORMS TRANSFORMS MORPHS MTRANSFERS TRIG-MOB-TRANSFORM
|
||
|
||
%transform% < vnum | -vnum >
|
||
|
||
This command causes the executing mob or object to transform into another
|
||
mob or object, based on the vnum argument supplied. The transformation is
|
||
permanent, though additional transformations may be performed. No message
|
||
regarding the transformation is sent to the room. The new mob or object will
|
||
have the same trigger as the original, rather than any trigger normally assigned
|
||
to the new, and no load trigger will be executed.
|
||
|
||
Mobs - The hit points, max hit points, position, gold, and experience value
|
||
will remain those of the original mob but all other statistics and descriptions
|
||
will be those of the new mob. (The mob can be made to have all of its normal
|
||
statistics by using a negative vnum.) Only mobiles may use this command (naturally).
|
||
|
||
Objects - Based on the vnum argument supplied. The four basic values will
|
||
remain those of the original mob but all other statistics and descriptions will
|
||
be those of the new object. The transformation is permanent, additional
|
||
transformations may be performed. No message regarding the transformation is
|
||
sent to the room. The new object will have the same trigger as the originating
|
||
object, rather than any trigger normally assigned to the new object, and no
|
||
load trigger will be executed.
|
||
|
||
Example: @RTSTAT 21, 1370@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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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: TRIG-SET, EVAL-EXAMPLES
|
||
#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
|
||
SET-EXAMPLES EVAL-EXAMPLES
|
||
|
||
GOOD:
|
||
@Gset maxlength 0
|
||
@n
|
||
|
||
BAD:
|
||
@Reval maxlength 0 * This doesn't need to be evaluated, just set it.
|
||
@n
|
||
|
||
See Also: TRIG-SET, EVAL
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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.
|
||
|
||
#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
|
||
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
|
||
TRIG-RETURN RETURN-0 CONTINUE %RETURN% RETURN-1
|
||
|
||
Usage: return 0
|
||
|
||
Return 0 in a trigger will allow the 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-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
|
||
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
|
||
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@n
|
||
Obj example: @RTSTAT 23@n
|
||
Mob example: @RTSTAT 11858@n
|
||
#31
|
||
WAIT PAUSE TRIGEDIT-TIMING TIMING TRIG-WAIT TRIGEDIT-WAIT
|
||
|
||
Usage: wait <time> [s]
|
||
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 executed it will attempt to execute all commands
|
||
right away. To get small breaks in, and perhaps give the players time to adjust,
|
||
use the wait command.
|
||
|
||
Example: @RTSTAT 103@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
|
||
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
|
||
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
|
||
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% CHARAT
|
||
|
||
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
|
||
|
||
Example: @RTSTAT 30@n
|
||
#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
|
||
%ROOM.CONTENTS% ROOM.CONTENTS
|
||
|
||
See @RHELP ROOM-VAR@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-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
|
||
ACTOR.INVENTORY %ACTOR.INVENTORY% %INVENTORY% TRIG-INVENTORY TRIGEDIT-INVENTORY
|
||
|
||
%actor.inventory()%
|
||
|
||
Returns the id of the first item in the actors inventory or the id of the first
|
||
object with vnum in the subfield. If the actor doesn't have the item an empty
|
||
string is returned. * checks for any inventory.
|
||
|
||
|
||
Examples: @RTSTAT 94, 19537@n.
|
||
|
||
See also: TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR
|
||
#31
|
||
TRIG-EQUIPMENT ACTOR.EQUIPMENT %ACTOR.EQ% %EQ% TRIG_EQUIPMENT
|
||
|
||
%actor.eq()%
|
||
|
||
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, 9116@n
|
||
|
||
See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR
|
||
#31
|
||
%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%
|
||
|
||
See @RHELP CHAR-VAR@n
|
||
#31
|
||
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
|
||
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.
|
||
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.
|
||
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 paralization. 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% == #
|
||
weight - The actor's weight.
|
||
|
||
Example: @RTSTAT 27@n
|
||
|
||
See also: VARIABLES, GLOBALS
|
||
#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% == 34 || %actor.name% == Rumble
|
||
| | | (if actor level equals 34 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
|
||
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
|
||
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
|
||
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
|
||
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-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-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-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-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-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-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-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-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-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-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
|
||
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
|
||
TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING
|
||
|
||
Activates when commands are performed in the room.
|
||
Does not work for level 32 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-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-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-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-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-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-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-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-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.
|
||
|
||
See also: TRIGEDIT-ROOM-GLOBAL, %TIME%
|
||
#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.
|
||
|
||
Numeric Arg : percent chance this trigger will be activated.
|
||
Argument : not used.
|
||
|
||
Variables:
|
||
%self% - the room.
|
||
|
||
Example: @RTSTAT 199@n
|
||
|
||
See also: TRIG-TYPE
|
||
#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-COMMAND TRIG-MOB-COMMAND
|
||
|
||
Activates when commands are performed in the same room as the mobile.
|
||
Does not work for level 32 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-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-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-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-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-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-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-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-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-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, 19580@n
|
||
|
||
See also: MHUNT
|
||
#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-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-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-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-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-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-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-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 level 32 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-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-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-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-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-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
|
||
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
|
||
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-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-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-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
|
||
NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS TRIGEDIT-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
|
||
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-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
|
||
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
|
||
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.
|
||
|
||
12DEC01 - original mob tutorial by Welcor
|
||
02FEB06 - last updated/modified by Rumble
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS FIREARMS AMMO
|
||
|
||
See @RTRIG-EXAMPLES@n
|
||
|
||
#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 1361, 9000, 11840, 13005@n
|
||
|
||
See Also: TSTAT, TRIG-QUESTS, TRIG-GAMES
|
||
#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
|
||
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
|
||
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
|
||
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/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
|
||
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
|
||
BOATS SHIPS FERRY TRANSPORTSS
|
||
|
||
@RTSTAT 13691@n
|
||
|
||
#31
|
||
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
|
||
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
|
||
it<EFBFBD>s completion.
|
||
|
||
See Also: QEDIT, QUEST-FLAG
|
||
#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
|
||
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
|
||
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-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
|
||
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.
|
||
|
||
@RTSTAT 155@n
|
||
#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
|
||
TRIG.HLP END
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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. Ask around for the best examples. Zone 13, 40, 41 is a
|
||
good start.
|
||
|
||
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
|
||
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
|
||
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 34 - lists all mobs of level 34 in the game.
|
||
mlist flag 8 - lists all mobs with NPC flag WIMPY set. @RHELP MOBFLAG@n
|
||
See also: MEDIT, OLC
|
||
#31
|
||
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
|
||
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
|
||
|
||
See also: OEDIT, OLC
|
||
#31
|
||
ZLIST
|
||
|
||
Usage: zlist
|
||
zlist <zone>
|
||
|
||
This command will show the zone information of the zone you are in or the
|
||
zone information of the zone number you provide.
|
||
|
||
See also: OASIS, ZEDIT, SHOW-ZONE
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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, AUTOQUESTS, QUESTPOINTS, QUESTFLAG
|
||
#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 : [ @c34@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-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-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-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-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-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-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
|
||
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-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-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-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-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-LEVELS
|
||
|
||
D) Lower Level : [ @c0@n] E) Upper Level : [ @c34@n]
|
||
|
||
Players below, and above, this level will be unable to join this quest.
|
||
#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-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-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-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-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
|
||
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-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-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
|
||
CEDIT-ROOMS
|
||
|
||
A) Mortal Start Room : 1498
|
||
B) Immortal Start Room : 1204
|
||
C) Frozen Start Room : 1202
|
||
1) Donation Room #1 : 3063
|
||
2) Donation Room #2 : 5510
|
||
3) Donation Room #3 : 235
|
||
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-AUTOWIZ
|
||
|
||
A) Use the autowiz : Yes
|
||
B) Minimum wizlist level : 32
|
||
Q) Exit To The Main Menu
|
||
|
||
See also: CEDIT-MENU
|
||
|
||
#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-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-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-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-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
|
||
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-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-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-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-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
|
||
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-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
|
||
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
|
||
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, ZEDIT-ADVANCED
|
||
#31
|
||
ZEDIT-BUILDERS
|
||
|
||
The name of the builder creating the zone.
|
||
|
||
#31
|
||
ZEDIT-CREATE ZEDIT-CREATION ZONE-CREATE ZONE-CREATION ZCREATE CREATE-ZONE
|
||
|
||
Usage: zedit new <new zone number> <bottom of zone> <top of zone>
|
||
|
||
Only 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
|
||
#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 LEVEL 33
|
||
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-EQUIP, MAXLOAD, ZRESET
|
||
#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-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-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-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
|
||
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-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
|
||
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-STATS
|
||
|
||
-- Mob Number: @c[@y1@c]@n
|
||
(@c1@n) Level: @c[@y 34@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
|
||
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
|
||
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
|
||
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 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-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-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
|
||
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
|
||
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 34. 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, 34);
|
||
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-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-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-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-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-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-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-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) NOKILL Mob cannot be attacked.
|
||
17) NOBLIND Mob cannot be blinded.
|
||
18) NOTDEADYET Mob being extracted. CAN NOT BE SET.
|
||
|
||
See also: MEDIT-AFF-FLAGS
|
||
#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
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
See also: LIMITS, WEAPONS
|
||
#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-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-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-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-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-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.
|
||
|
||
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-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
|
||
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-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-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).
|
||
|
||
0 NONE No effect - used to quit the menu.
|
||
1 STR Apply to strength.
|
||
2 DEX Apply to dexterity.
|
||
3 INT Apply to intelligence.
|
||
4 WIS Apply to wisdom.
|
||
5 CON Apply to constitution.
|
||
6 CHA Apply to charisma.
|
||
7 CLASS Unimplemented. Do not use.
|
||
8 LEVEL Unimplemented. Do not use.
|
||
9 AGE Apply to character's MUD age, in MUD-years.
|
||
10 CHAR_WEIGHT Apply to weight.
|
||
11 CHAR_HEIGHT Apply to height.
|
||
12 MAXMANA Apply to MAX mana points.
|
||
13 MAXHIT Apply to MAX hit points.
|
||
14 MAXMOVE Apply to MAX movement points.
|
||
15 GOLD Unimplemented. Do not use.
|
||
16 EXP Unimplemented. Do not use.
|
||
17 ARMOR Apply to armor class (AC). negative is better.
|
||
18 HITROLL Apply to hitroll.
|
||
19 DAMROLL Apply to damage roll bonus.
|
||
20 SAVING_PARA Apply to save throw: paralysis. negative is better.
|
||
21 SAVING_ROD Apply to save throw: rods. negative is better.
|
||
22 SAVING_PETRI Apply to save throw: petrify. negative is better.
|
||
23 SAVING_BREATH Apply to save throw: breathe. negative is better.
|
||
24 SAVING_SPELL Apply to save throw: spells. negative is better.
|
||
|
||
See also: STANDARDS
|
||
#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
|
||
AFFECTS OEDIT-PERM-AFFECTS PERM-AFFECTS OEDIT-PERMAFFECTS OEDIT-AFFECTS
|
||
|
||
P) Perm Affects: @cNOBITS@n
|
||
The permanent effects are the effects this object will have on you, when
|
||
you wear, wield or hold it. Unlike the applies, these are spell effects. Only
|
||
set one of these:
|
||
|
||
P) Perm Affects: @cNOBITS@n
|
||
1) BLIND DO NOT USE.
|
||
2) INVIS The wearer becomes invisible.
|
||
3) DET-ALIGN The wearer detects alignments.
|
||
4) DET-INVIS The wearer sees invisible objects and players.
|
||
5) DET-MAGIC The wearer sees a magic flag on magical objects.
|
||
6) SENSE-LIFE The wearer sees hidden mobs/players.
|
||
7) WATWALK The wearer can walk on water.
|
||
8) SANCT The wearer is protected by sanctuary.
|
||
9) GROUP DO NOT USE.
|
||
10) CURSE DO NOT USE.
|
||
11) INFRA The wearer sees in the dark.
|
||
12) POISON The wearer is poisoned.
|
||
13) PROT-EVIL The wearer is protected from evil.
|
||
14) PROT-GOOD The wearer is protected from good.
|
||
15) SLEEP DO NOT USE.
|
||
16) NO_TRACK DO NOT USE.
|
||
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.
|
||
20) HIDE DO NOT USE.
|
||
21) UNUSED DO NOT USE.
|
||
22) CHARM DO NOT USE.
|
||
|
||
#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
|
||
D) Delete Room @RHELP REDIT-DELETE@n
|
||
S) Script : @cNot Set.@n @RHELP SCRIPT-MENU@n
|
||
Q) Quit
|
||
Enter choice :
|
||
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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.
|
||
|
||
See also: KEYS, ZONE-DESC, REDIT-EXIT
|
||
#31
|
||
REDIT-SECTOR-TYPE SECTORS SECTOR-TYPE TERRAIN-TYPE FIELDS FORESTS FLYING 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
|
||
0 INSIDE Indoors (no light required) 1
|
||
1 CITY The streets of a city. 1
|
||
2 FIELD An open field. 2
|
||
3 FOREST A dense forest. 3
|
||
4 HILLS Low foothills. 4
|
||
5 MOUNTAIN Steep mountain regions. 6
|
||
6 WATER_SWIM Water (swimmable). 4
|
||
7 WATER_NOSWIM Unswimmable water. Boat required. 1
|
||
8 FLYING Wheee! Requires AFF_FLYING. 1
|
||
9 UNDERWATER Underwater requires AFF_SCUBA. 5
|
||
|
||
#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 GODS of level 33 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
|
||
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
|
||
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-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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
EDIT
|
||
|
||
This is simply a test function and does not actually do anything.
|
||
|
||
See also: OLC
|
||
#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
|
||
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
|
||
<TOPIC> <COMMAND> COMMAND> TOPICS
|
||
|
||
You took me too literally. I want you to type help <topic>, as in topic
|
||
being something like newbie. So you should type @RHELP NEWBIE@n to learn more
|
||
about being a newbie here.
|
||
|
||
#31
|
||
RUMBLE-ALIASES
|
||
|
||
To set up aliases to use older tbaMUD building commands:
|
||
history history all
|
||
poofout set self poofout $*
|
||
poofin set self poofin $*
|
||
poofs score
|
||
cheat return
|
||
clsolc toggle clsolc
|
||
|
||
And other good examples:
|
||
receive at postmaster receive
|
||
all tlist $1;slist $1;olist $1;mlist $1;rlist $1;
|
||
mail at postmaster mail $*
|
||
pg title is here, page me if you need anything.
|
||
work title has gone to work.;afk
|
||
zn zedit new $1 $100 $199
|
||
ea title is eating and can't type with his mouth full.
|
||
away title is gone, send a tell to leave a message.
|
||
|
||
See also: ALIASES
|
||
#31
|
||
AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY
|
||
|
||
Your Armor Class (often called AC) is an expression for how good your armor
|
||
is at protecting you. When you don armor, any AC apply that armor has is
|
||
subtracted from your standard (naked) AC value, modified depending on where on
|
||
the body you are wearing the armor. Some items have a special bonus, and
|
||
subtract from the AC directly. Negative AC is better. Modifiers: Body X3,
|
||
head and legs X2.
|
||
|
||
See also: MEDIT-AC
|
||
#31
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
AUTOMAPPING MAPS
|
||
|
||
Usage: map <#1-12>
|
||
|
||
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
|
||
TELEPORTERS
|
||
|
||
Usage: teleport <zone>
|
||
|
||
Any part of a zones name that is CAPITALIZED can be accessed by the teleporter.
|
||
i.e. "teleport sanctus"
|
||
Uncapitalized zones are linked through a capitalized zone.
|
||
|
||
See also: ZONES
|
||
#0
|
||
AREAS
|
||
|
||
Usage: areas [level-range]
|
||
|
||
Lists all zones with the GRID flag set and shows the level restrictions for
|
||
each zone. Players can also restrict the level range.
|
||
|
||
areas lists all areas.
|
||
areas 24 list all areas where level 24 is in it's level range.
|
||
areas -10 list areas in the level range 0 to 10
|
||
areas 15- lists all areas with a level range higher than 15
|
||
areas 5-12 lists areas in the level range 5 to 12
|
||
|
||
Any areas that 'overlap' the specified range are shown in red.
|
||
|
||
See Also: ZONES
|
||
#0
|
||
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 Parna 20-30
|
||
9 River Island Of Minos -- Mahatma 4-25
|
||
12 God Simplex -- CircleMUD all
|
||
15 Straight Path -- Steppin 13-30
|
||
16 CAMELOT II -- Lok Parna 20-30
|
||
17 CAMELOT III -- Lok Parna 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
|
||
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 -- Unknown Parna 1-30
|
||
556 Ultima II -- Unknown Parna 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
|
||
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
|
||
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
|
||
ROLEPLAYING RP
|
||
|
||
Is highly encouraged.
|
||
|
||
#0
|
||
TESTS
|
||
|
||
Test all you like and please be brutal with the bug, idea, and typo
|
||
commands.
|
||
|
||
See also: BUG, TYPO, IDEA
|
||
#0
|
||
CLASSES
|
||
|
||
There are 4 classes on tbaMUD. See the help files on each for details.
|
||
|
||
WARRIOR
|
||
MAGIC USER
|
||
CLERIC
|
||
THIEF
|
||
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
SKILLS
|
||
|
||
| Warrior level | Thief level |
|
||
--------------------------------------------------
|
||
| Kick 1 | Sneak 1 |
|
||
| Rescue 3 | Pick Lock 2 |
|
||
| Track 9 | Backstab 3 |
|
||
| Bash 12 | Steal 4 |
|
||
| | Hide 5 |
|
||
| | Track 6 |
|
||
--------------------------------------------------
|
||
|
||
#0
|
||
CONTROL-WEATHER
|
||
|
||
Usage : cast 'control weather' <'better' | 'worse'>
|
||
Accumulative: Yes
|
||
|
||
This spell will change the "course" of the current weather.
|
||
|
||
Example:
|
||
|
||
> cast 'control wea' worse
|
||
#0
|
||
BOTTING ROBOTS BOTS
|
||
|
||
The act of using an automated program to play a MUD.
|
||
|
||
#0
|
||
HOMETOWNS
|
||
|
||
Some large MUDs have hometowns to choose from.
|
||
|
||
#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
|
||
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
|
||
#0
|
||
ANTI
|
||
|
||
A flag with anti preceding it means that it cannot be used. Antimage would
|
||
not be useable my mages.
|
||
|
||
#0
|
||
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 | Word of Recall 12 |
|
||
| Poison 14 | Earthquake 12 |
|
||
| Fireball 15 | Dispel Evil 14 |
|
||
| Charm 16 | Dispel Good 14 |
|
||
| Enchant Weapon 26 | Sanctuary 15 |
|
||
| Clone 30 | Call Lightning 15 |
|
||
| | Heal 16 |
|
||
| | Control Weather 17 |
|
||
| | Sense Life 18 |
|
||
| | Harm 19 |
|
||
| | Group Heal 22 |
|
||
| | Remove Curse 26 |
|
||
----------------------------------------------------------
|
||
|
||
See also: SKILLS
|
||
#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
|
||
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
|
||
SUMMON
|
||
|
||
Usage : cast 'summon' <victim>
|
||
|
||
Will summon a person of the name spoken.
|
||
|
||
See also: NOSUMMON
|
||
#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
|
||
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
|
||
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
|
||
TELNET CLIENTS ZMUD GMUD TINYFUGUE TINTIN PUEBLO MUDMASTER MUSH PARSING TERMINALS CMUD
|
||
|
||
Below is a list of specialty telnet programs for connecting to MUDs.
|
||
|
||
ZMud (PC) - @Chttp://www.zuggsoft.com/zmud/down.asp#zMUD@n
|
||
ZMud Free (PC) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=18
|
||
CMUD (PC) - http://www.zuggsoft.com/cmud/
|
||
Portal (PC) - http://gameaxle.com/
|
||
GMud (PC) - http://sourceforge.net/projects/gmud/ (fits on a floppy).
|
||
TinTin++ - http://tintin.sourceforge.net/
|
||
Mushclient - http://www.gammon.com.au/mushclient/mushclient.htm
|
||
Atlantis (Mac) - http://riverdark.net/atlantis/
|
||
Pueblo - http://pueblo.sf.net/
|
||
Fireclient (PC) - http://www.firebolt.com/download.php
|
||
Tinyfugue (Many platforms) - http://tinyfugue.sourceforge.net/
|
||
MCL (Linux) - http://www.andreasen.org/mcl/
|
||
MudMaster (DOS) - http://www.mud-master.com/index.html
|
||
CRT (PC) - http://www.vandyke.com
|
||
BetterTelnet (Mac) - http://www.cstone.net/~rbraun/mac/telnet/
|
||
PuTTY (PC) - http://www.chiark.greenend.org.uk/~sgtatham/putty/
|
||
Cantrip (Mac OS 10) - http://code.google.com/p/cantrip/
|
||
Savitar (Mac OS 10) - http://www.heynow.com/Savitar/
|
||
RoAClient - http://rware.ncmp.net/roaclient/
|
||
|
||
Warning: Some clients will give you problems since they use special characters
|
||
like the / character (Avplay, Mush, and SimpleMU) if you are getting weird
|
||
behavior disable all triggers and parsing.
|
||
#0
|
||
MORTALS
|
||
|
||
Glad to see someone is willing to help others. Mortals are the player
|
||
characters within the game.
|
||
|
||
#0
|
||
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
|
||
NORTH SOUTH EAST WEST UP DOWN MOVES MOVEMENT DIRECTIONS WALK
|
||
|
||
Usage: north
|
||
south
|
||
east
|
||
west
|
||
up
|
||
down
|
||
|
||
To travel in a given direction.
|
||
|
||
#0
|
||
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 Midgaard Mail System (MMS) are MAIL, CHECK, and
|
||
RECEIVE. These commands can only be used while in an Official MMS Post
|
||
Office. You must be at least second level in order to use the MMS.
|
||
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY
|
||
|
||
Your Armor Class (often called AC) is an expression for how good your armor
|
||
is at protecting you. When you don armor, any AC apply that armor has is
|
||
subtracted from your standard (naked) AC value, modified depending on where on
|
||
the body you are wearing the armor. Some items have a special bonus, and
|
||
subtract from the AC directly. Negative AC is better.
|
||
|
||
#0
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
INNS RECEPTIONS
|
||
|
||
Inns are only required if renting is enabled.
|
||
|
||
See also: OFFER, RENT
|
||
#0
|
||
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
|
||
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
|
||
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
|
||
CIRCLEMUD CREDITS
|
||
|
||
t b a M U D 3 . 5 1
|
||
|
||
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 tbaMUD is protected under a copyright by the Trustees of
|
||
the Johns Hopkins University.
|
||
|
||
Many, many people contributed to tbaMUD 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!
|
||
|
||
Bugs and Help: tbamud.com 9091
|
||
URL: http://tbaMUD.com/
|
||
Mailing List: http://cwg.lazuras.org/
|
||
|
||
--Jeremy Elson
|
||
|
||
tbaMUD (formerly known as CircleMUD) is currently being developed by The
|
||
Builder Academy. All bugs and requests for help should be directed to:
|
||
tbamud.com 9091
|
||
|
||
--Rumble
|
||
#0
|
||
! ^ !
|
||
|
||
Use ! to repeat the last command typed at the keyboard.
|
||
|
||
Use ^ to replace a string from the last command with a new string. The
|
||
syntax is the same as in csh: "^old-string^replacement"
|
||
|
||
Examples:
|
||
|
||
> tell rasmusse Hi there, how are you?
|
||
No-one by that name here.
|
||
|
||
> ^rasmusse^Rumble
|
||
You tell Rumble, 'Hi there, how are you?'
|
||
|
||
> ^you^you doing^
|
||
You tell Rumble, 'Hi there, how are you doing?'
|
||
|
||
See also: ALIAS
|
||
#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
|
||
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
|
||
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
|
||
AUCTION GOSSIP GRATS CONGRATULATIONS
|
||
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
|
||
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
|
||
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
|
||
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
|
||
BUGS TYPOS IDEAS
|
||
|
||
Usage: bug submit <bug report>
|
||
idea submit <your new idea>
|
||
typo submit <that nasty 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
|
||
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
|
||
CLEAR CLS
|
||
|
||
Usage: cls
|
||
|
||
Clears the screen.
|
||
|
||
#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
|
||
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
|
||
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
|
||
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.
|
||
Level 31 builders can not drop objects outside of their assigned zone.
|
||
|
||
> drop bottle
|
||
> drop all.bread
|
||
> drop all
|
||
> drop 1000 coins
|
||
|
||
See also: DONATE, GET, JUNK
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
EXAMINE
|
||
|
||
Usage: examine <thing to examine>
|
||
|
||
May give you some valuable information about an item or monster.
|
||
|
||
See also: LOOK
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
CRASHES
|
||
|
||
A crash is when the game decides to reboot itself, without the benefit of
|
||
letting us know in advance.
|
||
|
||
See also: REBOOT
|
||
#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
|
||
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
|
||
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
|
||
ARMOR
|
||
|
||
Usage : cast 'armor' [target]
|
||
Accumulative: No
|
||
Duration : 24 Hours
|
||
Level : Mage level 4, Cleric level 1.
|
||
|
||
The Armor spell will improve your AC by 2.
|
||
|
||
See also: AC
|
||
#0
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
SENSE-LIFE DETECT-LIFE
|
||
|
||
Usage : cast 'sense life'
|
||
Accumulative: Yes (Duration)
|
||
Duration : Level hours.
|
||
Level : Cleric level 5, Mage level 17.
|
||
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
GROUP
|
||
|
||
Usage: group [player]
|
||
group all
|
||
|
||
GROUP with no arguments shows the status of your group. GROUP <player>
|
||
adds or removes <player> from your group. GROUP ALL adds everyone who is
|
||
following you to your group.
|
||
|
||
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 make a group, a "leader" must be selected. All members of the group
|
||
must then "follow" the leader using the follow command. The leader should
|
||
NOT follow anyone! The leader can now toggle group membership for each player
|
||
in the group, by using "group <player_name>" or "group all"
|
||
|
||
Example:
|
||
|
||
Quifael and Redferne wish to group with Dragon.
|
||
|
||
Quifael : follow dragon
|
||
Redferne: follow dragon
|
||
(Dragon should be following no one but himself)
|
||
Dragon : group dragon
|
||
Dragon : group redferne
|
||
Dragon : group quifael
|
||
or
|
||
Dragon : group all
|
||
|
||
Later when Dragon gets upset at Quifael (because he is sleeping all the time)
|
||
he types : "ungroup Quifael" to kick Quifael out of the group.
|
||
|
||
See also: FOLLOW, EXPERIENCE, UNGROUP, GSAY, ASSIST, GROUPS, REPORT
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
LEAVE
|
||
|
||
Usage: leave
|
||
|
||
If you feel claustrophobic, typing 'leave' will make you use the nearest
|
||
obvious exit to the outside.
|
||
|
||
#0
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
AUTOSACRIFICE SACRIFICE
|
||
|
||
Usage: toggle autosac
|
||
|
||
Enables you to automatically sacrifice any mob you kill. If you do not have
|
||
autoloot and autoloot enabled the objects and gold will also be sacrificed.
|
||
|
||
See Also: TOGGLE
|
||
#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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
VISIBLE
|
||
|
||
Usage: visible
|
||
|
||
Use this command to break your spell of invisibility before it expires.
|
||
|
||
See also: INVISIBILITY
|
||
#0
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
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
|
||
WHOIS
|
||
|
||
Usage: whois <player name>
|
||
|
||
Lists basic information about the player specified.
|
||
|
||
See Also: WHO
|
||
#0
|
||
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
|
||
SCAN
|
||
|
||
Usage: scan
|
||
|
||
This command looks into adjacent rooms to see what mobs or players are close by.
|
||
|
||
See Also: LOOK
|
||
#0
|
||
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
|
||
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
|
||
TANK LEAD
|
||
|
||
This individual is the leader of the group and takes the brunt of all
|
||
attacks.
|
||
|
||
See also: GROUP
|
||
#0
|
||
ITEMS
|
||
|
||
Equipment, objects, scenery, furniture. These can be almost anything and
|
||
everything that you can interact with.
|
||
|
||
See also: OBJECTS
|
||
#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
|
||
LOVE MARRIAGE WEDDINGS SEX
|
||
|
||
Seek professional counseling if you need help on these topics.
|
||
|
||
#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
|
||
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
|
||
SCREENWIDTHS SCREEN_WIDTHS
|
||
|
||
Usage: toggle screenwidth [#]
|
||
|
||
Sets how many characters your client can see in one line (40-200).
|
||
|
||
See also: TOGGLE, PAGELENGTH
|
||
#0
|
||
TNL
|
||
|
||
An acronym for to next level. The amount of experience required before you
|
||
can attain the next level.
|
||
|
||
#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
|
||
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
|
||
MULTIPLAYING MULTIPLAYERS MULTIPLE MULTI-PLAYERS MULTI-PLAYING
|
||
|
||
Multiplaying is allowed.
|
||
|
||
#0
|
||
WATERWALK WATWALK
|
||
|
||
Usage: cast 'waterwalk' [target]
|
||
|
||
Enable yourself and others to traverse over water as if it was solid ground.
|
||
|
||
#0
|
||
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
|
||
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
|
||
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
|
||
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
|
||
COLORCODES ANSI COLOURCODES COLOR-CODES COLOUR-CODES COLOR-LEVEL COLORS COLOURS PCOLORS COLORCODING
|
||
|
||
Usage: prefedit
|
||
|
||
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>. Double @@@@ = single @@. All use of colorcodes
|
||
@RMUST@n be terminated with @@n to restore normal color to prevent color bleeding.
|
||
|
||
The colors are:
|
||
n - normal
|
||
@dd - black@n @DD - gray@n @00 - background black@n
|
||
@bb - blue@n @BB - bright blue@n @11 - background blue@n
|
||
@gg - green@n @GG - bright green@n @22 - background green@n
|
||
@cc - cyan@n @CC - bright cyan@n @33 - background cyan@n
|
||
@rr - red@n @RR - bright red@n @44 - background red@n
|
||
@mm - magenta@n @MM - bright magenta@n @55 - background magenta@n
|
||
@yy - yellow@n @YY - bright yellow@n @66 - background yellow@n
|
||
@ww - white@n @WW - bright white@n @77 - background white@n
|
||
|
||
Extra codes:
|
||
@ll - blink@n @oo - bold@n
|
||
@uu - underline@n @ee - reverse video@n
|
||
|
||
See also: @@, ANSI, PROMPT, TOGGLE
|
||
#0
|
||
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
|
||
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 level 32 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 32 and above is considered staff.
|
||
Level 33 (Greater God) An experienced builder that has contributed significantly
|
||
to TBA.
|
||
Level 34 (Implementor) Welcor and I (Rumble). Welcor codes, I administrate.
|
||
|
||
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.
|
||
|
||
#0
|
||
$
|