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<title>Archipelago builder's FAQ</title>
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<center><font color ="#b40000">
<h1><a name="pagetop">A</a> R C H I P E L A G O</h1></font>
<h5><font size=+1>B</font>UILDER'S
<font size=+1>F</font>REQUENTLY
<font size=+1>A</font>SKED
<font size=+1>Q</font>UESTIONS AND
<font size=+1>G</font>UIDEBOOK</h5></center>

<font color="#004080">This guide explains the Archipelago on-line creation
editors for objects, mobs, and zones.  Most commands, listed on the wizhelp,
will be explained, and building tips will be offered.</font><br>
<hr noshade size=1>

<p><b>Table of Contents:</b><br>
<ul>
  <ol type=I>
<b><li></b><a href="#commands">General building commands.</a>
<b><li></b>
  <a href="#objs">Building objects</a>, the guide to the object editor.
<b><li></b><a href="#objnotes">Notes on building certain object types.</a>
<b><li></b><a href="#mobs">Building mobs</a>, the guide to the mob editor.
<b><li></b><a href="#mobnotes">Notes on building mobs.</a>
<b><li></b><a href="#rooms">Building rooms</a>, the guide to the room editor.
<b><li></b><a href="#roomnotes">Notes on building rooms.</a>
<b><li></b><a href="#misctips">Miscellaneous building tips.</a>
<b><li></b><a href="#appendix">Appendix.</a>
  </ol>
</ul><br>
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<p><b><a name="commands">I.</a> General building commands:</b><br>
Usually, you can abbreviate the first few letters.  Anything in &#60; &#62;
is required.  Anything in [ ] is optional.  The | symbol means OR.  Anything
in capitals has to be typed in or abbreviated.
<dl>
  <dt><font size=-1 color="#004080"><b>AT</b></font>
      <dd>remote execution of a command.  <i>e.g.</i>, at postmaster receive.
  <dt><font size=-1 color="#004080"><b>BRB</b></font>
      <dd>be right back!, puts an (away) flag in your title.
  <dt><font size=-1 color="#004080"><b>BUILDING</b></font>
      <dd>building tips, standards.
  <dt><font size=-1 color="#004080"><b>GOTO</b></font>
      <font size=-1 color="#008000">[ name | roomnum ]</font>
      <dd>go to someone, or to a room number.
  <dt><font size=-1 color="#004080"><b>FORCE</b></font>
      <font size=-1 color="#008000"><name> <action></font>
      <dd>force a mob or person to do something.  useful in equiping mobs
      before zsaving them, and useful for roleplaying purposes.
  <dt><font size=-1 color="#004080"><b>HANDBOOK</b></font>
      <dd>immortal rules of conduct.
  <dt><font size=-1 color="#004080"><b>HOLYLIGHT</b></font>
      <dd>toggle this command to see dark rooms.
  <dt><font size=-1 color="#004080"><b>INVIS</b></font>
      <font size=-1 color="#008000">[level]</font>
      <dd>the first command the new builder inevitably uses <tt>:)</tt>
  <dt><font size=-1 color="#004080"><b>LOAD</b></font>
  <font size=-1 color="#008000">&#60; MOB | OBJ &#62; &#60;vnum&#62;</font>
      <dd>load a mob or object.
  <dt><font size=-1 color="#004080"><b>MCLONE</b></font>
      <font size=-1 color="#008000">&#60;vnum&#62;</font>
      <dd>clone an existing mob into your own zone.
  <dt><font size=-1 color="#004080"><b>MCREATE</b></font>
      <dd>create a new mob prototype.
  <dt><font size=-1 color="#004080"><b>MEDIT</b></font>
      <font size=-1 color="#008000">&#60;vnum&#62;</font>
      <dd>edit an existing mob.
  <dt><font size=-1 color="#004080"><b>NOHASSLE</b></font>
      <dd>toggle this command to prevent aggr mobs from bothering you.
  <dt><font size=-1 color="#004080"><b>NOWIZ</b></font>
      <dd>toggle this command to tune out of the wiz channel.
  <dt><font size=-1 color="#004080"><b>OCLONE</b></font>
      <font size=-1 color="#008000">&#60;vnum&#62;</font>
      <dd>clone an existing object into your own zone.
  <dt><font size=-1 color="#004080"><b>OCREATE</b></font>
      <dd>create a new object prototype.
  <dt><font size=-1 color="#004080"><b>OEDIT</b></font>
      <font size=-1 color="#008000">&#60;vnum&#62;</font>
      <dd>edit an existing object.
  <dt><font size=-1 color="#004080"><b>POOFIN, POOFOUT</b></font>
      <dd>set your &#34;entrance&#34; and &#34;exit&#34; when you enter and
          exit via the '<font color="#964b00">go</font>' command.
  <dt><font size=-1 color="#004080"><b>PURGE</b></font>
      <font size=-1 color="#008000">[name]</font>
      <dd>purge with a name attached will purge that obj/mob.  purge, without
          arguments, will purge the entire room.  purge on players will kick
          a player, sans eq., out of the game and into the main menu.
  <dt><font size=-1 color="#004080"><b>RCLONE</b></font>
      <font size=-1 color="#008000">&#60;roomnum&#62;</font>
      <dd>clone an existing room into your own zone.
  <dt><font size=-1 color="#004080"><b>RCREATE</b></font>
      <dd>create a new room.
  <dt><font size=-1 color="#004080"><b>REDIT</b></font>
      <font size=-1 color="#008000">&#60;roomnum&#62;</font>
      <dd>edit an existing room.
  <dt><font size=-1 color="#004080"><b>ROOMFLAG</b></font>
      <dd>toggle this command to see room flags in addition to room numbers.
  <dt><font size=-1 color="#004080"><b>SAVEOBJ, SAVEMOB, SAVEROOM,
      SAVEZONE</b></font>
      <dd>these commands save your objs, mobs, rooms, zones.  Use the
          '<font color="#964b00">save</font>' command to autosave everything
          automatically.  
  <dt><font size=-1 color="#004080"><b>SHOW</b></font>
      <font size=-1 color="#008000">[infotype]</font>
      <dd>type this alone to see what info type is available to you.
  <dt><font size=-1 color="#004080"><b>SHOW</b></font>
      <font size=-1 color="#008000">&#60; MOB | OBJ | ROOM | ZONE &#62;
      &#60;zonenum&#62;</font>
      <dd>show the mob, objects, rooms, zone commands of the specified zone.
  <dt><font size=-1 color="#004080"><b>STAT</b></font>
      <font size=-1 color="#008000">[ MOB | OBJ ] &#60;name&#62;</font>
      <dd>stat a mob, object, or player that is in the game. this command
          defaults to stating a mob or player, unless you specifically use
          '<font color="#964b00">stat o</font>' for objects.
  <dt><font size=-1 color="#004080"><b>SWITCHZONE</b></font>
      <dd>Bodhisattva+ level command. toggle this to edit another zone if
          you have one.
  <dt><font size=-1 color="#004080"><b>TRANSFER</b></font>
      <font size=-1 color="#008000">&#60;name&#62;</font>
      <dd>transfer a mob/person to you.  
  <dt><font size=-1 color="#004080"><b>VNUM</b></font>
    <font size=-1 color="#008000">&#60; MOB | OBJ &#62; &#60;name&#62;</font>
    <dd>find the vnum of a mob or object.  NOTE: you can specify two keywords
    to describe what you are trying to find, <i>e.g.</i>, vn m black sheep.
  <dt><font size=-1 color="#004080"><b>VSTAT</b></font>
      <font size=-1 color="#008000">&#60;vnum&#62;</font>
      <dd>stat a mob or object prototype not currently loaded in the game.
  <dt><font size=-1 color="#004080"><b>WHERE</b></font>
      <font size=-1 color="#008000">[name]</font>
      <dd>this is not listed as a wizhelp command, but it is a immortal
          command nonetheless.  The command tells you where things and people
          are located. typing this command alone, will show you the location
          of all active players in the game.
  <dt><font size=-1 color="#004080"><b>WIZNET</b>, or <b>;</b></font>
      <dd>the immortal's talk channel.
  <dt><font size=-1 color="#004080"><b>ZSAVE</b></font>
      <font size=-1 color="#008000">&#60; MOB | OBJ | DOOR &#62;
      &#60;name|dir&#62;</font>
      <dd>save the mob, object, or door to the zone file.  For doors, you
          must specify the door's direction.  NOTE: the mob, obj, door has
          to be typed in fully as mob, obj or door, otherwise it will not
          work.  this is unlike the other commands where you can just use
          M for mobs, and O for objects.
  <dt><font size=-1 color="#004080"><b>ZSET</b></font>
      <font size=-1 color="#008000">&#60;resetnumber&#62; &#60;howmany&#62;
      [ IF ]</font>
      <dd>zone commands execute every reset, and will execute a specific
      command until the max number specified is reached.  This max number is
      world dependent, not zone, <i>i.e.</i>, if a zone command says two
      dragons are to be loaded, and on next reset the game finds two dragons
      already loaded in the world, the game will not load another.  The
      &#34;if&#34; option is rarely used, what it does is to execute this
      zone command only if the previous zone command was executed. 
  <dt><font size=-1 color="#004080"><b>ZPURGE</b></font>
      <font size=-1 color="#008000">&#60;resetnumber&#62;</font>
      <dd>purge a command from the zone file.  note: if you zpurge something
          with inventory, then that inventory disappears also.
</dl><br>
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<p><b><a name="objs">II.</a> Building objects,</b><br>
The guide to the object editor.  use the
<font size=-1 color="#964b00">OEDIT</font> command.<br>
<font color="#008000">
<dl>
  <dt><font color="#004080">(<b>T</b>)ext:</font><br>
    <dd><font color="#004080">(<b>N</b>)ame</font>:
      the keywords used to reference the object.  See notes on keywords
      below for additional details.<br>
      <font color="#004080">(<b>S</b>)hortdescr</font>: the object's name.<br>
      <font color="#004080">(<b>D</b>)escription</font>: the object's
      description if its on a floor.<br>
      <font color="#004080">(<b>A</b>)ction description</font>: The action
      description is used for <font size=-1 color="#964b00">FOOD</font> type
      items when eaten, for the <font size=-1 color="#964b00">SCABBARD</font>,
      and <font size=-1 color="#964b00">WEAPON</font> type objects when the
      draw and sheathe commands are used, for the
      <font size=-1 color="#964b00">CANTRIP</font> type objects when they
      are recited, and for the <font size=-1 color="#964b00">FOUNTAIN</font>
      type objects when it they are in a room.<br>
  <dt><font color="#004080">(<b>F</b>)lags</font>:<br>
      <dd><font color="#004080">(<b>W</b>)orn</font>: the slots where the
          object can be worn, wielded, and held.<br>
          <font color="#004080">(<b>A</b>)pply</font>: what this object is
          affected with. also, see notes on building magic items, below.<br>
          <font color="#004080">(<b>E</b>)xtra flags</font>: extra bits
          affecting an object.<br>
  <dt><font color="#004080">(<b>S</b>)tats</font>:<br>
      <dd><font color="#004080">(<b>T</b>)ype</font>: the object's type.
          note: set the object's type before you edit anything else.<br>
          <font color="#004080">(<b>W</b>)eight</font>: the object's weight
          (the unit you enter here is 10*lb, fractions are acceptable,
          e.g., 1lb = 10units, 66lb = 660units, 0.2lb = 2units).<br>
          <font color="#004080">(<b>V</b>)alue</font>: its real value (the
          unit you enter here is 10*money).<br>
          <font color="#004080">(<b>C</b>)ost</font>: the rent cost (the
          unit you enter here is 10*money).<br>
  <dt><font color="#004080">(<b>I</b>)llumination</font>:
      <dd>this number affects the object's influence on light levels.  If its
          a positive number, the object gives off light, if its a negative
          number, the object absorbs light.  To make a permanent light (or
          dark) object, set the illumination number, and set the object's
          extra bit to GLOW and MAGIC.<br>
  <dt><font color="#004080">(<b>V</b>)alues</font>: the object's values
      depending on type.<br>
<dt><font color="#004080">(<b>D</b>)am state</font>: set the obj's damage.<br>
  <dt><font color="#004080">si(<b>Z</b>)e</font>: set the object's physical
      size.<br>
  <dt><font color="#004080">item (<b>L</b>)imit</font>: set the item's
      absolute limit.  The object will not load past this number.  Set this
      to zero if there is no limit.<br>
  <dt><font color="#004080">(<b>A</b>)ffections</font>: optionally apply up
      to four extra values for an object.<br>
  <dt><font color="#004080">(<b>E</b>)xtra</font>: extra descriptions of an
  object used when you '<font color="#964b00">look</font>' at the object.
  it is highly recommended that some sort of extra description is added to
  the object to further enrich Archipelago's world.<br>
  <dt><font color="#004080">(<b>Q</b>)uit</font>: quit object editor.<br>
</dl><br>
</font>
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<p><b><a name="objnotes">III.</a> Notes on building certain object types,</b>
<br>
<dl>
  <dt>
  <dd>An obj flag marked with an asterisk means the flag has either not been
  implemented, or is reserved for internal use.  please do not use it.<br><br>

  <dt><font color ="#004080">Notes on the use of keywords.</font>
      <dd>It is recommended that the first keyword to an object is its
      primary noun, <i>e.g.</i>, 'vase' in 'a black glass vase'.  See notes
      on building <font color="#964b00">LIQUID CONTAINER</font> types below
      for an exception.<br><br>

  <dt><font color="#004080">Notes on</font>
      <font color="#964b00">god_flagging</font>
      <font color="#004080">of items.</font>
      <dd>to be mortal usuable, all items must not have a god_flag on them.
          To avoid this, the item cannot exceed 125 creation_points.  For
          items costing 20 creation_points or more, the item must have a cash
          value of at least 100*creation_pts., and a rent value of at least
          10*creation_pts. For items costing less than 20 creation_points,
          the item does not need a cash or rent value.  See
          <font color="#964b00">WEAPON</font> and
          <font color="#964b00">CONTAINER</font> types below for additional
          restraints.<br><br>
  
  <dt><font color ="#004080">Notes on building</font>
      <font color ="#964b00">FOOD</font>
      <font color ="#004080">type objects.</font>
      <dd>You can add an (A)ction desc on food items to describe what the
          food tastes like if eaten.<br><br>

  <dt><font color ="#004080">Notes on building</font>
      <font color ="#964b00">SCABBARD</font>
      <font color="#004080">type objects.</font>
      <dd>When you choose (V)alues, you can either specify a weapon that
          belongs to that scabbard.  If you choose 0, you can then choose the
          general type of weapon that will fit inside the scabbard,
          <i>e.g.</i>, dagger, sword, etc.<br><br>
  
          The action description for weapons and scabbard are used in
          conjunction with the draw and sheath commands.  The action
          description is shown to everyone in the room except you.<br><br>
  
          Use the following $ codes in the action desc:  $n to show the name
          of person with the object, $p to show the object name, $s for the
          pronoun (his, her, it), $m for the pronoun (him, her, it), $e for
          the pronoun (he, she, it).<br><br>

          <i>e.g.</i>, a glowing white saber of light (weapon), and a wide
          belt (scabbard).<br>
          - Action desc on the <font size =-1>WEAPON</font>: <tt>$n turns
          off $p with a flick of a switch.</tt><br>
          when the weapon is <font size=-1>SHEATHED</font>, everyone will
          see this:<br>
          
          <font color="#008000">
          <pre>
     Zanth turns off a glowing saber of light with a flick of a switch.
     Zanth slips a glowing white saber of light into a wide belt.</pre>
          </font>
  
          - Action desc on the <font size =-1>SCABBARD</font>: <tt>$n fingers
          something hooked to $p.</tt><br>
          when the weapon is <font size=-1>DRAWN</font>, everyone will see
          this:<br>
         
         <font color="#008000">
         <pre>
     Zanth fingers something hooked to a wide belt.
     Zanth slides a glowing white saber of light from a wide belt.
     Zanth wields a glowing white saber of light.</pre>
         </font><br>

  <dt><font color ="#004080">Notes on building</font>
      <font color ="#964b00">WEAPON</font>
      <font color="#004080">type items.</font>
      <dd>There are rules in building weapons that will be usuable for
          mortals.  The weapon may not exceed 40 points of damage points, it
          may not have more than a total of 7 to their hit and dam rolls, and
          the weapon must weigh 0.7 * max_damage_pts_of_weap.  The rules of
          god_flagging apply here also.<br><br>

  <dt><font color ="#004080">Notes on building</font>
      <font color ="#964b00">CONTAINER</font>
      <font color="#004080">type items.</font>
      <dd>There are two numbers that must be considered in building a
          container, the container's weight, shown in the (S)tats menu, and
          the number listed in (V)alues menu.  The container's weight can be
          anything.  The number shown in the (V)alues menu is the container's
          weight AND the carrying capacity totalled together. <i>e.g.</i>, If
          a bag weights one lb (10units), and you want the bag to carry 10lb
          of stuff (100units), then the number you enter into the (V)alues
          menu is 10units + 100units = 110units.<br><br>
  
         Note: a container cannot have a carrying capacity of greater than
         400lb (4000units), otherwise, it will be god_flagged, unless the
         initial weight of the container is 10000lb or more.<br><br>

          To create an enterable container, set the room number and maximum
      capacity in (V)alues, and how small the entrance is in si(Z)es.<br><br>

  <dt><font color ="#004080">Notes on building</font>
      <font color="#964b00">LIQUID CONTAINER</font>
      <font color="#004080">type items.</font>
      <dd>In the list of keywords, make sure the first keyword reflects the
          initial liquid that is contained in the container, <i>e.g.</i>, if
          you have a wine skin containing wine, then the first keyword is
          wine.  When the liquid container empties out, the mud code will
          automatically remove the first keyword and will replace it with
          another when the container is filled.<br><br>

  <dt><font color="#004080">Notes on building</font>
      <font color="#964b00">PULLABLE</font>
      <font color="#004080">type items.</font>
      <dd>Multiple mobs can be hitched to one cart.  You must type
      '<font color="#964b00">zsave obj &#60;cart&#62;</font>' in order to
      save the cart and mobs hitched to it into the zone file.<br><br>

  <dt><font color="#004080">Notes on building</font>
      <font color="#964b00">KEY</font>
      <font color="#004080">type objects.</font>
      <dd>An object doesn't have to have the KEY type set to be used as a
          key. As long as the vnum of the key object matches the door lock,
          it will work, <i>e.g.</i>, a crowbar (which is a weapon type
          object, but doubles as a key).<br><br>

  <dt><font color="#004080">Notes on building</font>
      <font color="#964b00">CANTRIP</font>
      <font color="#004080">type objects.</font>
      <dd>You can add an (A)ction desc on cantrip items to describe (to
          everyone in the room, except you) what happens when the cantrip
          is recited, <i>e.g.</i>, the action desc on the cantrip of
          returning: <tt>$p bursts in to flames and vanishes with a
          *POP*!</tt><br><br>

  <dt><font color="#004080">Notes on building magic items.</font>
  <dl>There are several types of magic items currently available,
    <dt><font size =-1 color="#964b00">CANTRIPS</font> are items that can
        be used once by reciting them.
    <dt><font size =-1 color="#964b00">PHILTRES</font> are weak potions,
        they are used once by quaffing them.
    <dt><font size =-1 color="#964b00">ELIXIRS</font> are the strongest
        type of potions you can have.  Note: they are not yet implemented.
    <dt><font size =-1 color="#964b00">RODS</font> are another name for
        wands, and are used as such.  They can contain one to many charges
        before they are rendered useless.
    <dt><font size =-1 color="#964b00">STAVES</font> are the strongest type
        of wands you can have.  Note: they are not yet implemented.
    <dt><font size =-1 color="#964b00">VIS</font> items are to be used with
       the '<font color="#964b00">invoke</font>' command.  They boost spells,
        and once consumed, they disappear.
   <dt>&#34;<font color="#964b00">rechargable</font>&#34; items are wand-like
        objects that can used once, and recharged to be reused again and
        again.  These items can be any object type, but the important thing
        is to set the object's (A)pply bit, which determines what powers
        it has.  For every hour of effect, the rechargable has to have at
        least double the time of recharge.  
  </dl><br>

  <dt><font color="#004080">Notes on building permanent light (and dark)
      objects.</font>
    <dd>These objects permanently provide, or absorb light.  Set the object's
        (I)llumination, and the object's GLOW and MAGIC extra bits.<br><br>

  <dt><font color="#004080">Notes on creating room invisible objects.</font>
      <dd>To hide an object in a room, toggle the DARK extra bit on the
      object, and remove its floor description.  note: The DARK extra bit
      has nothing to do with illumination.<br><br>

  <dt><font color="#004080">Notes on the 2-HANDED extra bit.</font>
    <dd>This flag can be applied on weapons, on shields, and holdable
        objects.  The ability to use 2-handed objects depends on the size of
        the object, and the size of the person handling it, <i>e.g.</i>,
        small 2-handed weapons can be wielded single-handedly by large sized
        people; and large single-handed weapons can only be handled with two
        hands by smaller folk. One disadvantage with this flag involves its
        use in shields.  Mobs and people cannot hit back if wearing a
        2-handed shield.<br>
</dl><br>
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<p><b><a name="mobs">IV.</a> Building mobs,</b><br>
The guide to the mob editor.  use the
<font size=-1 color="#964b00">MEDIT</font> command.<br>
<font color="#008000">
<dl>
  <dt><font color= "#004080">(<b>T</b>)ext</font>:<br>
      <dd><font color="#004080">(<b>N</b>)ame</font>: the keywords used to
          look at the mob.<br>
      <font color="#004080">(<b>S</b>)hortdescr</font>: the mob's name.<br>
          <font color="#004080">(<b>L</b>)ongdescr</font>: the mob's
          description when its in the room.<br>
          <font color="#004080">(<b>D</b>)escription</font>: the mob's full
          description, when it is looked at.  it is highly recommended that
          some sort of description is added to the mob to further enrich
          Archipelago's world.<br>
  <dt><font color="#004080">(<b>M</b>)ob flags</font>: toggle the mob's
      limitations here.<br>
  <dt><font color="#004080">Affect (<b>F</b>)lags</font>: toggle whatever
      spell effects, and special abilities here.
  <dt><font color="#004080">(<b>P</b>)layer stats</font>: individually set
      the mob stats.<br>
  <dt><font color="#004080">(<b>A</b>)rmor class</font>:<br>
      <dd><font color="#004080">(<b>A</b>)rmor</font>: set the mob's armor
    class. numbers range from -100 to 100, where -100 is the best armour.<br>
          <font color="#004080">(<b>S</b>)topping</font>: set the mob's
          stopping class (the number that is first deducted from an enemy
          blow, before armor class calculations).<br>
<font color="#004080">(<b>T</b>)hrows</font>: set the mob's saving throws.<br>
  <dt><font color ="#004080">(<b>S</b>)tats</font>:<br>
      <dd><font color="#004080">(<b>1</b>)</font> set the mob's align, level,
          bonus hitroll, height (in centimeters), weight (the unit you enter
          here is 10*lb)<br>
          <font color="#004080">(<b>2</b>)</font> set the mob's hitpoints,
          damage and bonus damroll, and hitting type.<br>
          <font color="#004080">(<b>3</b>)</font> set the mob's current and
          default position, and gender.<br>
          <font color="#004080">(<b>4</b>)</font> toggle 'yes' if the mob
          has gold, and set its fame value.<br>
          <font color="#004080">(<b>5</b>)</font> set the mob's class
          type.<br>
  <dt><font color="#004080">(<b>Q</b>)uit</font>: quit mob editor.<br>
</dl><br>
</font>
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<p><b><a name="mobnotes">V.</a> Notes on building mobs.</b><br>
<dl>
  <dt>
  <dd>How to equip a basic mob and to save into the zone file: load up a mob,
     and give it some eq.  Force the mob to wear the eq, and when everything
     is in order, type zsave mob <mob name>.  Type show zone, and adjust the
     max number of mobs and eq you want to exist at any one time in the world
     with the zset command.  If a mob can't wear some eq, make sure the eq
     fits, if not, change either the size of the eq or the size of the mob
     (be sure to change it back once you zsaved the mob).<br><br>

  <dt>
  <dd>You can also force mobs to wear items in a wrong body slot.  All you
     have to do is to change the object's (W)orn flag to something else after
     it is worn by the mob and zsaved.  Then you have to wait until the zone
     resets to see your results, or use zreset if you have it.
</dl>

<dl>
  <dt><font color="#004080">General notes:</font>
  <dd>A mob flag marked with an asterisk means the flag has either not been
  implemented, or is reserved for internal use.  please do not use it.<br><br>
  
     A mob can't be tamed if its INT > 10, and/or it can speak.<br><br>

     Hitpoints are computed in the <i>n</i>d<i>s</i>+<i>p</i> format where
     <i>p</i> is the base hp, <i>n</i> and <i>s</i> are dice rolls to add an
     extra amount to "randomize" the mob. <i>n</i>d<i>s</i>, means <i>n</i>
     die of <i>s</i> type, <i>e.g.</i>, 4d5 mean 4 dies each with 5 outcomes.
     <br><br>

     Damage is computed in the <i>n</i>d<i>s</i> format without a base
     damage.  The <i>p</i>, in the mob editor simply is the bonus damroll,
     see below.  So a mob with 4d5 damage will do 4-20 points of damage,
     (with an average of 12). <br><br>

     The bonus hitroll and damroll simply makes a mob more or less tough
     than average.  The bonus hitroll simply increases a mob's ability to
     hit a target, <i>e.g.</i>, a mob with a 15 hitroll is able to hit a
     target more times than a mob with less.  The bonus damroll is a small
     multiplier to a mob's basic damage.  The higher the damroll the more
     its <i>n</i>d<i>s</i> damage will be multiplied.<br><br>

     Mob experience, and gold (if it has any), are automatically calculated
     by the game engine.  They are dependant on the mobile's stats, hp, and
     damage.<br><br>

  <dt><font color="#004080">Notes on mobs helping</font>
      <font color="#964b00">CITIZENS</font>.
      <dd>If ANY of the following is true, then there is a 1 in 4 chance per
          combat round that a mob will assist.
      <ol type=1>
        <li>if both mobs are flagged as citizen and within 200 align pts.
        <li>if mob is flagged as a helper.
        <li>if mob has int > 10 and within 200 align pts.
      </ol><br>

  <dt><font color="#004080">Notes on the</font>
      <font color="#964b00">HAS MOOD</font>
      <font color="#004080">mob flag.</font>
      <dd>If this flag is set, the mob will be affected by moods.  If a
          mob's mood reaches -1000, it will have a random chance of
          attacking anyone.<br><br>
  
  <dt><font color="#004080">Notes on the</font>
      <font color="#964b00">FREE ACTION</font>
      <font color="#004080">mob affect flag.</font>
      <dd>Set this flag and WATER BREATH for mobs who dwell underwater.
      <br><br>

  <dt><font color="#004080">Notes on the mob class type.</font>
      <dd>Most mobs of the same race have features unique to them.  Please
      refer to the appendix at the end of this guide for more details.<br>

</dl><br>
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<p><b><a name="rooms">VI.</a> Building rooms,</b><br>
The guide to the room editor.  use the
<font size=-1 color="#964b00">REDIT</font> command.<br>
<font color="#008000">
<dl>
  <dt><font color="#004080">(<b>T</b>)ext</font>:
      <dd><font color="#004080">(<b>T</b>)itle</font>: the room name.<br>
          <font color="#004080">(<b>D</b>)esc</font>: the room's full
          description.<br>
  <dt><font color="#004080">te(<b>L</b>)eport</font>:
      <dd><font color="#004080">(<b>T</b>)o room</font>: set the teleport's
          destination.<br>
          <font color="#004080">(<b>D</b>)elay</font>: set the teleport's
          delay.<br>
          <font color="#004080">(<b>1</b>) Message to char</font>: what the
          char sees when teleport activates.<br>
          <font color="#004080">(<b>2</b>) Message to room</font>: what the
          room sees when teleport activates.<br>
          <font color="#004080">(<b>3</b>) Message to destination</font>:
          what the next room sees when teleport activates.<br>
          note: $codes, such as $n to represent the player's name, can be
          used inside teleport messages.<br>
  <dt><font color="#004080">(<b>R</b>)oom flags</font>: set any room flags.
  <dt><font color="#004080">se(<b>C</b>)tor flag</font>: set the room's
      sector type.
  <dt><font color="#004080">(<b>N</b>)orth, (<b>E</b>)ast, (<b>S</b>)outh,
      (<b>W</b>)est, (<b>U</b>)p, (<b>D</b>)own</font>: 
      <dd><font color="#004080">(<b>T</b>)o room</font>: what room number
          this room is connected to.<br>
          <font color="#004080">(<b>D</b>)esc</font>: the desc that is shown
          when one looks in this direction.  A desc can also be placed on a
          null exit (exit without a room link), in which case, the desc will
          only be shown when one looks, or moves into the null exit.<br>
          <font color="#004080">(<b>K</b>)eywords</font>: the keywords used
          to reference a door, if set.<br>
          <font color="#004080">(<b>E</b>)xit bits</font>: set extra bits, as
          well as creating a door for this exit.<br>
        <font color="#004080">Ke(<b>Y</b>)</font>: the vnum of the object
        used as the &#34;key&#34;. note: the key doesn't have to be a KEY
        obj type, just as long as the object vnum matches the door's lock.<br>
          <font color="#004080">(<b>P</b>)urge exit</font>: purge this exit,
          can be used to create one-way exits.<br>
  <dt><font color="#004080">e(<b>X</b>)tra desc</font>:
      <dd>note: if you already have a room extra desc, and want to (C)reate
          another, you must first create it, then immediately type (Q), then
          reenter to edit the (now null) extra desc.  If, instead, you
          (C)reate a new extra, and immediately edit the desc, you will be,
          in actuality, editing a previous extra desc, and will destroy it.
          this is a bug.<br>
  <dt><font color="#004080">(<b>Q</b>)uit</font>: quit room editor.
</dl><br>
</font>
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<p><b><a name="roomnotes">VII.</a> Notes on building rooms,</b><br>
<dl>
  <ul type=square>
    <li>All hitched mobs and mounts will not enter an room marked with an
        INSIDE sector type.<br><br>

    <li>A room with a GODROOM flag means that no immortal, except for
        Djinn+ level gods, can enter that room via the
        '<font color="#964b00">go</font>' command.  Anyone can still enter
        by walking into the room.<br><br>
  
    <li>The Archipelago room editor automatically formats a room desc.
        So what you type in, may not have the same margins when the room
        desc is '<font color="#964b00">look</font>'ed at.  However, the
        NO_AUTOFORMAT flag can be toggled in the room, this will prevent
        any autoformatting of text.<br><br>
  </ul>
  
  <dt><font color="#004080">Notes on building petshops and stables.</font>
      <dd>To set up a petshop, you must have a shopkeeper mob, and an empty
          and unaccessible storage room containing the mobs the shopkeeper
          will sell. A coder will then be able to set the shopkeeper to sell
          whatever mobs are loading in that storage room.  You can, at
          anytime, alter what mobs the shopkeeper will sell by changing what
          mobs load in that storage room. <i>e.g.</i>, in room 11173, Drinth
          sells horses, the mounts load in room 11348.<br><br>

  <dt><font color="#004080">Notes on room illumination.</font>
  <dd>&#34;Parts of room descriptions can be made dependant on the light
    level in the room&#34; -dc.  In front of the text you wish to be light
    sensitive, add a '<tt><font size=+1 color="#964b00">%</font>#</tt>' code,
    and end the text with '<tt><font size=+1 color="#964b00">%</font></tt>',
    <i>e.g.</i>, &#34;<tt>%2A dusty trapdoor can barely be seen on the
    floor.%</tt>&#34;.  Valid #'s range from 0 to 4.  %0 sentences will show
    up in &#34;quite dark&#34; light conditions, %1 in "gloomy", %2 in normal
    light, %3 in &#34;bright&#34;, and %4 in &#34;very bright&#34; light.
    For additional examples, stat these rooms 1880, 2001.<br><br>

  <dt><font color="#004080">Notes on room teleports.</font>
      <dd>Teleports can teleport into the same room.  This will create a
      "room echo" that can liven up a room, <i>e.g.</i>, A fire crackles in
      the fireplace.<br>
</dl><br>
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<p><b><a name="misctips">VIII.</a> Miscellaneous building tips:</b><br>
<dl>
  <dt>
    <dd>Use cut and paste if and where possible, and try to build offline
        if you are comfortable with that idea.  Building offline has it
        advantages,<br>
        - 1. you can employ a spell checker to check for errors,<br>
        - 2. you can build unmolested from distractions in the game,<br>
        - 3. you have a copy of the work on your hard drive to peruse and
           edit.<br><br>
  
  If you are without cut and paste abilities, try the ascii protocol option
  on your terminal program.  ascii protocol uploads text in the same manner
  as typing in stuff on your keyboard and seeing it on your screen, but
  only faster (like cut and paste).  note, if you have problems with extra
  carriage returns, or missing text, you may need to speed, or slow down
  the upload by a few tenths of a second, or use tintin or similar client
  to help buffer input into the mud.<br><br>

  <dt>The KEY obj type is not necessary, you can make keys out of any
    object, just as long as the key object matches the door's lock.<br><br>

  <dt>Cursed items can be gotten rid of by placing the item in a bag and
      junking it, if you cannot '<font color="#964b00">eat</font>' the
      item in the first place.<br><br>

  <dt>Where are all the boards located?
    <dl>
      <dt>the <font size=-1 color="#008000">IMMORTAL BOARD</font> in 1204
        (no mortal can read this board).
      <dt>the <font size=-1 color="#008000">MORTAL BOARD</font> in 1205.
      <dt>the <font size=-1 color="#008000">BUILDER'S BOARD</font> in 1207.
      <dt>the <font size=-1 color="#008000">BUG BOARD</font> in 1208
        (please put all game crash bugs on the imm board).
      <dt>the <font size=-1 color="#008000">BUILDER'S PROPOSAL BOARD</font>
        in 1220.
      <dt>the <font size=-1 color="#008000">MEETING/MISCELLANEOUS BOARD</font>
        in 1221.
      <dt>the <font size=-1 color="#008000">UPDATE BOARD</font> in 1222
        (notices on code changes, and updates).
    </dl><br>
  
  <dt>What's a useful prompt?
      <dl>
          <dt>I use this prompt:
              '<tt><font size=+1 color="#008000">%iR:%R&#62; </font></tt>'.
              It tells me my wizinvis and roomnum.
      </dl><br>

  <dt>See the <a href="archfaq0.html">Archipelago faq</a> for game features.

  <dt>See Magnifico's
      <a href="http://ruby.ils.unc.edu/~czecd/archjump.html">Archipelago Web
      Jump Page</a> for additional builder resources and style guides.

  <dt>Here's a page about
  <a href="http://www.vuw.ac.nz/~jamie/mud/mud.html">MU*S and some articles
  on designing and building areas</a>.

</dl><br>
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<p><b><a name="appendix">IX.</a> Appendix:</b><br>
<dl>
  <dt><b>Sizes:</b>
      <dd>(6) TINY   &#60; 100 cm<br>
          (5) VERY SMALL &#60; 135 cm<br>
          (4) SMALL  &#60; 170 cm<br>
          (3) NORMAL &#60; 190 cm<br>
          (2) LARGE  &#60; 220 cm<br>
          (1) HUGE   &#62;=220 cm<br><br>

  <dt><b>Poison levels:</b>
      <dd>Mild       1-12  pts per tick<br>
          Mild       6-24  pts per tick<br>
          Moderate  12-48  pts per tick<br>
          Strong    24-96  pts per tick<br>
          V Strong  48-192 pts per tick<br>
          Deadly   200-500 pts per tick<br><br>

  <dt><b>Mob class type:</b>
      <dd>Undead - produce a pile of dust instead of a corpse when killed.
          undead are also affected by the skill 'turn undead'.<br>
          Other<br>
          Humanoid<br>
          Animal<br>
          Dragon - breath only when the spell_caster mob flag is set, and a
          special -- post on the board to request a special -- is assigned.
          The types of breath the dragon can breath are fire, frost, gas,
          lightning, and halitosis.<br>
          Giant<br>
          Plant<br>
          Equine<br>
          Ichthyoid<br>
          Arthopod<br><br>
</dl><br>
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<hr noshade size=1>
&#169; Copyright 1995-1996 by
<a href="mailto:rkchin@dorsai.org">
<img src ="rchin990.gif" align=top border=0 alt="Robert K. Chin"></a>.
All rights reserved.<br>
Last revised June 6, 1996.<br>
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