/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/function/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
  Here are the QC guidelines. Please refer back to them whenever looking
  at any area. Remember, there are always exceptions, just have good 
  reasons for them. Ok, here we go ...

  General - code should be wriiten neatly. 

 - In general room desc ...
    * The desc should include at least 3 lines of text. 
    * Usage of "makes you feel strange" and other such blunt feelings
      should be used VERY rarely. Instead use the text to convey feeling.
      ie - (calmness) The grass sways gently below your feet ...
           (fear) The rocks wobble upon the ledge above, threatening to
                  fall at any moment ...
    * Every noun and action listed in the room description needs to be
      defined in some way.
      ie - In the middle of the valley you walk along the fast moving
           river to the south. A huge oak tree looms above you. The ground
           below your feet is very hard and contains prints of some kind.
           items needed are : river, tree, ground, prints
           possible add_action : climb tree (but mention something in text)
    * Room must fit the area. 
      ie - No trees in desert. No shop under rocks.
    * For short descriptions finish sentence : "You are in..."
      ie : a swamp : a cave : a river
    * As for exits use north, ne, east, se, south, sw, west, nw, down or up.
      Other exits should not be listed under obvious exits. Once again, there
      can be exceptions, just have a good reason. Please, give a warning to
      the player if there is a danger. 
      ie : huge footprints disappear into the cave opening to the south.
    * No death traps. Please, no cliffs to fall off or pits to fall into
      unless there is a VERY good reason to.
      - cliffs and pits should use climb stat, perhaps some falling damage.
        climbing/falling can be set for up/down movements.
    * Traps, should be able to be detected, and disarmed by thieves.
      - there is generic trap code for doors, and chests.

  ****
      unless object is unique, ALL equipment/monsters MUST be cloned, and
      moved at EVERY possible RESET when it is absent.
      This is important to replace stolen good by theives.
  ****

 - Weapons
    * Refer back to weapon.doc
    * Check special attacks for typos and/or bugs
    * Values need to be correct : wt/value/etc

 - Armour
    * See weapons

 - Monsters
    * Refer to monster.doc
    * Short desc need to be good. I know many players use brief. There is
      a big differance between animals. Hmm... I"ll give an example
      ie : A bear          (momma bear or baby bear) big diff in fighting       
    * Long desc should be at least 2 lines. 
    * Make sure monsters are balanced. ie ... weapons, armour, etc
    * Make sure they fit the area.
      ie - No horses in trees.

 - Objects
    * Need to have a purpose, otherwise you are just taking up disk space.
      ie - If everyone coded pantyhose it would take up a lot of disk
           space we could put rooms/monsters/etc in.
    * If the object will be special (ie...potions) please check with a God.
    * Make object's value appropriate to the object.
      ie - 1000 coins for a bird's beak and 50 coins for a diamond ... No

- maps
    * Please have a generic type of map for your area. A sample can be
      found under /players/casti/open/Map_example.

 - files
    * I am going to follow marty's idea and will be looking for files like
      the following ...
                   Examples
          Sword of Fire  /players/martryer/objects/sword.c wc16 hit_fun
          ring           /players/martryer/objects/ring.c ac2 

 Welp, that should do it. I used many ideas from Marty's earlier guidelines.
  If you feel that any of there are unjust, mail me and we will work it 
  out. Also on the same token, if you want to see something added to the
  list, let me know.

 Finally ... who does the QC'ing? All of us. First of all, wizards need
  to look over there entire area again, looking for typos, bugs, etc. Then,
  after making sure that their map is ready, they mail their sage. The
  sage looks it over, makes comments, and mails it back to the wizard. Once
  the area is ready to be looked at again, then it is sent to the Lord. The
  same process takes place. Once the Lord finds that the area is good and
  stands upto the following guidelines, please send it to me. Drop me a 
  note in my mailbox and I will QC it asap. I will be working hard to get
  them done within a day or two. Then I will ok it and let the Lord know
  that the area is ready to be put up.

    I think we will all have a lot of fun once this mud goes up and I thank
   you all for your hard work. Please, if you wish to comment upon any of
   this, feel VERY free to mail me. I don't bite ... well, not normally.

                    -*-  Casti  -*-