game/bin/
game/data/
Using multiple guests is easy, and after you set it up, you'll never have to
worry about it again. Here are the steps needed to implement multiple
guests:

1. @pcreate a prototype guest character. Name it whatever you want (altho
you should use a descriptive name like 'Guest'), and use any password you
want (it doesn't really matter, as the prototype guest can never connect).
Set guest_char_num to the database number of the prototype guest character.

2. You may want to set the following things on the prototype guest
character, which are inherited by every guest character: the amount of
money, the zone, the parent, the basic lock, the enter lock, and all
attributes. (NOTE: Guests always start off in the room specified by the
player_starting_room).

3. Set the config parameter 'guest_prefix' to whatever you want your guests
to be named (this defaults to 'Guest'). MUX keeps track of multiple guests
by naming them using a numbering system: <prefix><number>. For example,
Guest1, Guest2, Guest3, etc. People who wish to connect as a guest will have
to use this prefix, for example, if 'guest_prefix' was set to 'Visitor', one
would have to type 'connect visitor' to log in as a guest.

4. Set 'number_guests' to the maximum number of guests you wish to support.
This number can be as small or as large as you wish.

5. Optionally, set 'guest_nuker' to a wizard's database number, if you wish
to have a wizard other than #1 to nuke the guests.


Miscellaneous information:
-------------------------

The file specified by the config parameter 'guest_file' is shown to every
guest when they connect. You may wish to use the 'access' config parameter
to bar guests from using certain commands, using the 'no_guest' permission.
All guests have the 'Guest' power, which is a marker you may use to test
whether a player is a guest or not. Guests are also set ANSI and NO_COMMAND.