CONCEPT Guilds DESCRIPTION There is no such thing as a 'guild' within a Heaven7 mudlib. There are the following, intended as replacements to be integrated into the mud at a global level. 1) A class - like fighter, thief, cleric, etc 2) A subclass - like ranger is to fighter, like bard is to thief. 3) Player ascociations - These are basically loosely affiliated player groups, designed by creators, but implimented by players. A guild is NOT a player's race. There should be no elf guilds, or vampire guilds, or shape changers guilds. Allowances for such is explained later. So, what is left when a Creator wishes to make a guild? A guild within this mudlib is simply of the form of what would be known in AD&D terms as a 'sub class'. For purposes of example I will use the paladin. GUILD DESIGN 1) A guild, or sub class, offers a player a wider range of skills and spells from multiple classes, with the advantage of only being in one class. With paladin, the player has access to several clerical spheres, and hence spells, as well as fighter skills. Normally, a player would have to spend about x2+ the normal cost for advancing skills in either of the two classes fighter/cleric. Being a paladin, he only has to spend x1, as he only has one class. Belonging to the paladin subclass also offers the ability of specialisation with weapons. That is, that when the player uses weapons that he is a) proficient with, and b) specialised in, he gains extra damage. When you make a player part of your new guild/sub class, remove ALL of his other classes, and set all his skills to ZERO! In essence, the player leaves behind all his old training, and begins anew. Then, add a new class name, like 'paladin'. Make sure the player knows he can not join new classes while he is a paladin, and make sure that he knows that when he becomes a paladin, all his old skills are lost. To make it easier, you may say instead, that while he has other classes, he can not be a paladin. This will force the player to go and leave his other classes himself. This will also make him realise that he will loose his skills in those classes before he is permitted to join up as a paladin. player->add_class("paladin"); 2) A player in a guild or sub class of this design can only have ONE class. That is, he can not go and join up with the mages and be a paladin/mage. As the mud is designed around multi classing, and since monsters also have these abilities, a sub class offers the player more than the standard class offers. This is already seen in the fact that a paladin has both cleric and fighter skills. A paladin also gains further abilities unique to that sub class. When creating such abilities these are really dependant upon the Creators imagination, and material he can find to give him ideas. The AD&D Players Handbook (tm) is an ideal source of information and has been used for the design of the paladin 'guild'. A paladin gains additional abilities of detecting evil/good without the cost of divination spell points, the ability to heal disease every so often dependant upon level. When you create spells or skills, add a new directory under /skills, just as the /skills/fighter and /skills/cleric directories are assigned. Using our paladin example, you would create a /skills/paladin directory. This cuts down the need for (and/or size of) separate 'guild objects'. When a paladin wishes to cast a cure light wounds, a small file or 'daemon' object within the /skills/paladin directory makes a simple call to the /skills/cleric directory in order to cast the spell. This cuts down the need for multiple files, and means that a paladin with healing sphere of 10 heals the SAME as a cleric with healing sphere 10. Each are then directly comparable! 3) All classes have their own weapon and armour restrictions. Thieves don't use heavy armour or shields, and mages wear almost no armour at all. When designing a guild or sub class one must decide what armour/weapons are applicable to that class. A paladin, as it is mainly a fighter-type may not have any weapon or armour penalties. However, literature suggests that certain weapons are preferred by paladin; lance, certain swords, etc. Paladin, like knights, pride themselves upon the armour they wear and would certainly not wear the garb of thieves and peasants! Such would be against their station of honour! Hence, paladins never wear leather armour, and prefer platemail, full plate armours, etc. The /include/skills/armour.dat and weapon.dat files contain a library of data for classes armour/weapon restrictions. When you create a guild your restrictions are added here according to the class name. In this case, paladin. 4) When you add new skills, like weapon specialisation, a file named /include/skills/paladin.h is used. In that dir you will also notice all the .h files for the other classes. Inside each are the individual abilities for fighter, cleric, thief, etc. Design your new stats, and then request it be placed here. This does mean that when you design your new class/guild, it goes into global use! Monsters will then be allowed to use these abilities also. You can even make a paladin monster! The /include/skills/skills.h file has your paladin.h file included into it. This file also contains the number of hit points given to your class. For paladin they get the average of cleric and fighter (simply because those are the types of classes/skills they have). Other special functions can be used through either (a) /obj/shadows/ directory, or (b) through an object with the id 'guild_object'. Actions and abilities should not be coded through these objects, but special combat, and other functions can call upon shadow or guild_objects. This must also be extensively tested and approved before players are allowed to use it. A guild room must also be used. An example of one can be found in /room/city/cleric/paladin.c This inherits the GUILD room file, and has a few alterations which you will simply need to copy. Experience and levels and titles are put here. Also, don't forget the help files. The /functions/help.c object has all the information you require to add help files. Please ask an ELDER before you add help files. 5) Once you have decided upon all the skills, spells, and abilities of the new class, just put the proposal forward to the Creator in charge of class design. He/she should be able to make all the arrangements to include it into the /skills directories for you to further test and apply. DO NOT FORGET to make help and manuals for the class which will be read, and then added. Once the new class goes into operation you should be given access to make new additions, new spells, etc. Classes like cleric and mage always have new spells added to their selections, so there is no reason why a paladin, who has healing sphere, should not also have access to these new spells! OLD DESIGN GUILDS There are many other forms of 'guilds' that players will recognise from older LPmuds. Undead guilds are popular. Players seem to love to be evil and suck peoples blood and drain their life essence. This is not, however, a guild design, but more of a playing tool that can be designed. Within the mudlib there is a potion of 'Lichdom' that is able to be created, making the player 'undead', with new powers and abilities of a Lich, instead of his old race (or perhaps with the bonuses of both!). Lycanthropy is a DISEASE (or perhaps a curse) and not a guild. It is expected that lycanthropy will be an addition to the diseases that players are able to catch. It will have its penalties (perhaps they rip out of their armour and destroy it when they turn into a werewolf when the moon is full...using the weather/day/night system), and its advantages. The AD&D rules suggest that a person is freely able to control their lycanthropy state and change into the form when they choose to after a period of about 3 years. Players inflicted with lycanthropy may have to wait 24 hours of playing before they can perform their shape change. New races can always be added. There is no need to make a deep gnome guild, just make it into a new race. Adding a new race is more difficult than a guild, because it has to be interwoven into many different files; room.c, player.c, and others. But if you have the desire to do so, then there should be no reason why you shouldn't be permitted to. Races do have their advantages and disadvantages. Their maximum stats (strength, intelligence, etc) are typically 22-23, lower than the human average of 25. Yet, they have their own little bonuses here and there, poison saves, magic saves, weapon bonuses and penalties, etc. Think hard about it before you decide to add a new race. HISTORY The Paladin 'guild' was originally designed for GUMBImud, but was suggested that it was too powerful compared to other classical guilds. This is the common problem with guilds; its hard to compare them directly for their power. This system allows direct comparison of skills/spells. A paladin's healing sphere is the same as the clerics healing sphere. AUTHOR Angel, Feb 1995.