NexusMud help : building
There are more than one way to build a zone, create rooms and write the
descriptions. When you want to start building a zone you need to get a 58+
to allocate you a zone. Only the administrator and supervisors can modify
rooms in every zone, so you must be the owner of your zone to start
building. When you first receive your zone it will have a single room, its name
will be a number and its description will say empty.
ex:
5600 <-----this gives you your zone's number (i.e. zone 56)
Empty
From now on you will need to be able to create new rooms, up to a 100, fill
them with description, flags or whatever.
Note: Saving your work is important if you don't want to have to start again
every time. You can do it with RSAVE
Some commands allow you to do the same things, like REDIT, which is a
user-friendly way to do the commands EDIT, RFLAG and SLAG.
You can get all the information about a room with the STAT command.
The fastest commands to use (and the updated one) are : REXIT, RFLAG, SFLAG
See also : -
Sometimes you feel like building doors between the different rooms of your
zone. Different types of doors are available, those that stay open or closed,
those that are locked at all time, that cannot be picked by clever thieves, or
bashed by powerful warriors.
There are commands to do that...
CREATION AND DELETION OF A DOOR
rexit <direction> flag door
Example: > rexit n flag door
Creates (or deletes) a door to the north if there was no door
(there was a door) before.
CHANGE THE DOOR'S NAME
rexit <direction> extra
Example: > rexit n extra
enter keywords, 1 line only.
terminate with an @ on the same line.
Enter string. terminate with '@'.
-> woodendoor@
Changes the name of the north door to: woodendoor.
DOOR'S SPECIFICATIONS (DOOR'S FLAGS)
rexit <direction> flag <flag>
Example: > rexit n flag pickproof
The door becomes impossible to pick or to bash when it's locked.
Note: To take off a door's flag, just retype the same command.
COPY OF A DOOR ON THE OTHER SIDE OF THE EXIT
dlink <direction>
Example: > dlink n
Creates in the other room (linked by the north exit) the same door
(door's name, door's flags, key, without exit's description) that
the north door in your room.
Warning: The exit must not to be a one-way.
You must to be in the room where the door is, and not in the room
where you want to copy the door.
See also: BUILD EXIT
When you want to create a room you need to create an exit to go into the new
room, so that you will be allowed to pass from the old to the new one. You can
also have a one-way exit and descriptions for your exits.
There are commands to do that...
CREATION OF AN EXIT THERE AND BACK
rlink <direction> <room number>
Example: > rlink n 1245
Creates a north exit from your room to the room 1245, and a south
exit from the room 1245 to your room.
If the room 1245 doesn't exist, that creates automatically a new
room with the same flags, name and description (no exits) of your room.
You will then find yourself in the newly created room.
CREATION OF A ONE-WAY EXIT
rexit <direction> <room number>
Example: > rexit n 1245
Creates a north exit from your room to the room 1245, but no south exit
from the room 1245 to your room.
DELETION OF AN EXIT
rexit <direction>
Example: > rexit n
Delates the exit to the north, but changes nothing to the exit
(if there was one) from the other room.
EXIT'S DESCRIPTION
rexit <direction> desc
Example: > rexit n desc
Enter text, term. with '@' on a blank lineEnter string.
terminate with '@'.
-> You discover a small wormeaten woodendoor.
-> @
Creates a description to the north. When you do a look north,
you see: You discover a small wormeaten woodendoor.
Warning: Write the @ on a new line, and not at the end of the last
description line.
Note: If you write a description that gives the name of a door, don't forget to
build the door, too.
See also: BUILD DOOR
It is nice to be able to give your room a name, or write a great description
for the room and items that appear in the description.
Here is how it's done...
ROOM'S NAME
edit name <room's name>
Example: > edit name The meeting place of Gods
Changes the room's name to: The meeting place of Gods.
ROOM'S DESCRIPTION
edit desc
Example: > edit desc
Enter string. terminate with '@'.
-> This is the place where Gods meet to speak about the
-> multivers. You are standing in the middle of a pleasant
-> glade. A small river is flowing through it. To the south
-> ( if there was a south in this place ) you can see the
-> entrance of the Gods's vale. A large bulletin board is
-> mounted on a wall here.
-> @
Warning: Write the @ on a new line, and not at the end of the last
description line.
See also: REDIT
(Wizard command)
It's an editor with menus for building.
If you want an user-friendly environement for building use that.
Remark : You can't make all the build's functions with redit ...
But all the most important ...
Room Name: Testroom Number: 1000 Sector Type: Inside
Menu:
1) Name 2) Description
3) Flags 4) Sector Type
5) Exits
-->
See also: EDIT
RFLAG
Room Edit Information
flag number
DARK 1
DEATH 2 Death trap (mortals)
NO_MOB 4 No mobiles
INDOORS 8 Light, no weather, no tracking, no riding,
no casting of outdoors spells
PEACEFUL 16 No fighting
NOSTEAL 32 No thieving
NO_SUM 64 No summoning of creatures (mobiles and players)
NO_MAGIC 128 No casting of spells
TUNNEL 256 Only X people in room (X set by edit tunn)
PRIVATE 512 No teleport to this room (no goto under lev 58+)
SILENCE 1024 No saying, no telling, no shouting, no whispering
LARGE 2048 Light, no weather
NO_DEATH 4096
SAVE_ROOM 8192 All objects are saving (support crash and reboot)
See also: SFLAG and (without help) RFLAG
Sets up a particular sort of room: teleport room, in other words room that
teleport players automatically in other rooms after a delay. You can
specify the delay before the player is teleported with a value or random.
Beside you have the option to turn off the look done when entering a new
room, so the teleported player will not be aware of the teleport.
Usage: edit tele <time> <room> <flags> [<countdown>]
flags = 1 LOOK (do a look when you get teleported
2 COUNT (this is a countdown room)
4 RANDOM (after the first teleport, this room will
teleport in random time)
8 SPIN (Not implemented yet)
Some things to note:
If you are going to set the COUNT flag, then leave the <time> = 0
COUNT, RANDOM and SPIN are more or less mutually exclusive.
examples
edit tele 30 1000 1 : teleport fires every 30 ticks, goes to room
1000, does a look
edit tele 0 1000 3 30 : 30 ticks after players enter this room,
they will be teleported to room 1000, and
they will do a look.
edit tele 0 1000 2 30 : 30 ticks after players enter this room,
they will be teleported to room 1000, and
they will NOT do a look
The random time is between 10 and 100 (a multiple of 10), roughly between
2.5 seconds and 25 seconds.
See also: (without help) RFLAG
SFLAG
The sector type defines the movement points that we loose.
Edit Sector Information
number type
0 inside indoors
1 city city, village, road, interplane free-way (I am joking!)
2 fields
3 forest
4 hills
5 mountain
6 swim * water (swimmable)
7 noswim river (non-swimmable)
8 air * (mortals can fall down and die)
9 water in water (mortals can drown oneself and die)
10 desert
11 tree * in plant (tree, alga)
- flow
"*": There are spells or a skill for this sector type.
See also: EDIT, REDIT and (without help) SFLAG
Edit allows you to edit rooms. The room you are currently in is
the one that is edited. You can edit any room, but the changes will
not be permanent. However, using the rsave, and rload commands, you
can save your changes into a file, and reload them later into the
game, if you need it.
Note: As said before you need to have an area, before you can start editing it.
If you don't have an area and want one, contact a 58+ god, who will give
you one.
If you are lev 53, starting to build and have questions, please contact
Polynya.
The command works as follows:
edit <field> <attributes>
field is one of the following:
name : changes the name of the room.
desc : changes the room description.
exit : adds, deletes or modifies a room's exits
fs : changes the Flags, and Sector type.
exdsc : adds, changes or deletes an exit description
extra : adds an extra description to a room.
riv : adds special parameters for rivers.
tele : makes the room a teleport room.
tunn : makes the room a tunnel room.
attributes:
name <name of room>
desc <enter> (it will prompt you for text)
exit <dir> <door flags> <key> <to_room>
fs <flags> <sector_type>
exdsc <dir> <enter> (prompts you for text)
extra <keywords> <enter> (prompts you for text)
riv <speed> <dir>
tele <time> <to_room> <look-flag>
tunn <mob_lim>
<dir> 0 = n, 1 = e, 2 = s, 3 = w, 4 = u, 5= d.
<door flags> 0 = no door. (just exit). 1 = door, 2 = pickproof door.
<key> item # that opens door, (if no key, use -1)
<to_room> The room # that the exit goes to.
<flags> type help room flag.
<sector_type> Type help sector flag.
<time> The time interval between teleports. Must be a multiple of 10
10 is very fast. 60 is much slower.
<look-flag> whether to do a look when the characters are teleported.
if this number is 0, they won't konw they've been teleported
unless they look on their own. if the number is not 0, each
time they are teleported, they are forced to look.
<keywords> which things will trigger info.. for example if the keyword is case
then if you type look at case, the text will be displayed.
<speed> must be a multiple of 15. if you do not want the river to flow
speed should be 0.
<mob_lim> A number, indicating the number of mobiles that can be in the
room at one time. The TUNNEL roomflag must be set, although
use of edit tunn X automatically sets the flag.
See also: ROOM, TELEPORT, (without help) RFLAG SFLAG, and INTRO
[ Help Index ] [ building Index ]
Copyright © 1995 CohProg and Yann Stettler. All rights reserved.