#1300 The Builder's Academy~ Congratulations on your new found immortality. Now all you need to know is how to use your new abilities. This zone describes how to create CircleMUD areas. The intended audience is builders interested in creating new worlds. There are a few basic rules to understand while exploring this zone and learning how to build, everything in @RCAPITAL LETTERS@n is something that can be further explored by typing @RCAPITAL LETTERS@n and hitting return. Test this out, @RHELP DISCLAIMER@n. ~ 13 de 0 0 0 0 D1 Seperate hallways branch off to the north from this main hallway. Each covering a different topic. ~ ~ 0 0 1301 S T 1303 #1301 The Beginning~ By simply following the different halls new builders will be taught the basics of building on a Circlemud. If new to immortality and building then I highly recommend the hallway to the north for an overview of immortal commands. For those that have a grasp on all commands listed under @RWIZHELP@n continue to the east. ~ 13 de 0 0 0 0 D0 The hall to the north is labeled "The Basics" and should be browsed by all new builders. ~ ~ 0 0 1314 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1302 D3 The beginning of TBA where all new builders are sent. ~ ~ 0 0 1300 S #1302 The Builder's Academy Implementation~ The room to the north will explain to you everything you need to know about The Builder's Academy. Though we try to not restrict builders with rules and regulations, some are required in order to make this place run smoothly. Please realize we handle alot of newbie builders with a very minimal staff so be patient with us and obey all the rules and explanations that are found within this hallway. Everyone new to The Builder's Academy must go through this hallway, no matter what their prior experience may be. ~ 13 d 0 0 0 0 D0 The hallway on TBA specific information continues. ~ ~ 0 0 1319 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1303 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1301 S #1303 Building~ To the north, you will be taught what it really means to be a builder. The long hallway running west to east is the route you will advance upon after completing each hallway leading off to the north. The first thing all builders need to realize is that their area is not going to be the best, it is not going to have the best equipment or toughest mobs in the game. All new builders want to make a piece of equipment that is better than any other and they all want the large group of players to remember the trials and tribulations they went through while trying to kill a mob that they have created. If you are a veteran of any MUD, you know that the toughest mobs have already been made, and to try to create a mob that is tougher is almost impossible and will only duplicate existing mobs, or throw off the balance of the game. So start out small and do not expect to create a perfect zone the first time around. Do not make anything overly powerful. It will not be allowed and you will have to redo it, wasting both your time and the staffs. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1322 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1304 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1302 S #1304 Writing Good Descriptions~ The hall to the north goes into the lengthy subject of writing good descriptions. This will also cover proper grammar and the use of the text editor that comes with Circlemud. This hallway is dedicated to helping you with the writing aspect of building. We assume that you are reasonably literate and know basic English grammar and spelling. If this does not describe you, we humbly suggest that you take some English classes, get a dictionary, and start learning. Proper grammar should be used at all times. If you can write reasonably well, great! I am sure you will still find this hallway useful. We will discuss some of the issues related to writing specifically for a MUD. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1326 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1305 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1303 S #1305 How to Use Redit~ By exploring to the north you will learn how to use the room editor to make rooms. This includes linking rooms, writing descriptions, extra descriptions and the meaning of all room flags and settings. Room edit, or redit, is how you create, link, and describe the rooms that a player explores. It can be used by simply typing redit in the room you wish to edit. If you get a message that you do not have permission to edit that zone it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your @mOLC[]@n is set to. OLC, or on-line-creation is set to the zone number assigned to you by the staff. The zone number is then divided into VNUM's ##00 to ##99. For example, Zone 13 has VNUM's 1300 to 1399. These numbers are critical; they are the identities of the rooms within the game. They can be used with "goto" to go to that room. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1338 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1306 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1304 S #1306 How to Use Oedit~ The hall to the north will teach you the intricacies of creating objects with the object editor. Please remember that every mud has different ideas of balance and the basics of building you learn here should be universal, but expect limitations on objects from your local mud administration. To further help your training we have added object standards to all values a builder can set. This way you know what values are appropriate and will not have to redo objects because you did not know what values to set. Oedit can be used by typing "oedit <<VNUM>>". A zone is divided into VNUM's ##00 to ##99. For example, Zone 13 has VNUM's 1300 to 1399. These numbers are critical; they are the identities of the objects within the game. It is a good habit to start using all VNUMs from ##00 to ##99 consecutively. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1347 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1307 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1305 S #1307 How to Use Medit~ To the north you will learn how to create mobiles with the mobile editor. Mobs are the non-player characters within the game (NPC's). To the north you will learn how to create a mob, modify all of its stats (statistics), flags, and settings. Mobile edit, or medit, is how you create the monsters a player can interact with. Notice I use the word interact. Every mob should not be made for just killing. There can and should be a variety. For example, one mob could be made for high experience value, another for gold, another for a unique object, another to fill a storyline, another as part of a quest. The options are limitless, especially with triggers, mobs are meant for much more than just killing. Medit can be used by typing "medit <<VNUM>>". A zone is divided into VNUM's ##00 to ##99. For example, Zone 13 has VNUM's 1300 to 1399. These numbers are critical; they are the identities of the mobs within the game. It is a good habit to start using all VNUMs from ##00 to ##99 consecutively. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1364 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1308 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1306 S #1308 How to Use Zedit~ To the north you will be taught how to use the zone editor. Zedit is what is used to load mobiles and objects into rooms. Every zone goes through a zone reset, each one depending on how you set it. Upon a zone reset all rooms, mobs, and objects will reload if they are no longer present. Most new builders think mobs and objects are loaded by the "load" command. This is not how it is done. Instead you use zedit in each room you wish a mob or object to load. This way whenever the zone resets it will execute the zone commands to load all of your mobs and objects. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1377 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1309 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1307 S #1309 How to Use Sedit~ Shops are stores within the mud that players can list the items for sale and then buy or sell from. Shops are one of the more complicated aspects of building and should not be attempted until you are comfortable with the other forms of OLC (except trigedit). When you make a shop I suggest you use the shop vnum that matches the room you wish the shop to be in. For example, say I want a shop in room 1333. I would sedit 1333 to create that shop. Now, let us look at the sedit menu. Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu you will see when you edit a shop. Notice how each important line has an associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with sedit read ALL the help files. ~ 13 d 0 0 0 0 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1310 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1308 S #1310 How to Use Trigedit~ The hall to the north will show you how to use the trigger editor. Specifically the triggers most circleMUD's now use are called dg scripts (dg stands for deathgate, the name of the MUD they originated from). To try to prevent confusion I will always refer to them as triggers. This is the most advanced form of OLC we have to offer. It is the hardest, but also the most rewarding. Are you looking to pour life into your mobs? to enliven your rooms? or just make your objects special? This can all be done with trigedit. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1395 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1311 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1309 S #1311 Planning~ The ideas discussed in the help files below are tried and true. Though they may not work for everyone, they will for the majority. Learn from others mistakes and understand the planning required to make a good zone. Building a great zone takes many things; such as time, patience, good grammar/spelling, knowing how to balance your zone, a lot of work, and most importantly planning. Now this all may sound like a lot to do, but I can assure you that with this zone, and others help, you can do this. @RHELP DICTIONARY@n @RHELP WORK@n @RHELP PLANNING@n @RHELP MAPPING@n @RHELP LOCATION@n @RHELP THEME@n @RHELP PLOT@n @RHELP SIZE@n @RHELP ALIGNMENT@n @RHELP BIAS@n ~ 13 d 0 0 0 0 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1312 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1310 S #1312 Lessons Learned and Advanced Building~ To the north a lengthy hallway lists the lessons that have been passed down from builder to builder through out the years. Take heed to the words within these walls as they have been and done what you are now doing many times over. ~ 13 d 0 0 0 0 D0 ~ ~ 0 0 1411 D1 The hallway continues in this direction covering the more advanced topics of building. ~ ~ 0 0 1313 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1311 S #1313 The End of the Beginning~ For those of you who have read this far and actually made something out of it, Congratulations. You have the patience to become a builder and make CircleMUD zones. If you wimped out or skipped some areas then please MUDmail me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any questions, comments, concerns, or suggestions about this zone. What did I do wrong, forget, mispell, anything! If you have something to add feel free to MUDmail or email me. @RHELP EMAIL@n. This area is a culmination of help files I have come across and my own experiences in the CircleMUD community. I thank all those before who have helped in the creation of this masterpiece. Special Thanks to Welcor, Elaseth, Manivo, Snowlock, and Lance for their additions. Remember, MUDding is fun! Respectfully, Rumble ~ 13 d 0 0 0 0 D3 The hallway continues in this direction to the topics covered earlier about building. ~ ~ 0 0 1312 S #1314 Immortal Commands~ As an immortal you have some new commands available to you. To see all of your immortal commands simply type @RWIZHELP@n. Every command in the game has a help entry. So the best way to learn how to use all these commands is by simply typing @RHELP <COMMAND>@n. This will bring up some information about the command. For example, this is what you will see if you type @RHELP NOHASSLE@n: @WNOHASSLE -------->> help topic Usage: nohassle ---------->> what you need to type to do it. Toggles a flag to prevent aggressive monsters from attacking and also prevents immortals from firing triggers. If you wish to test triggers you must turn nohassle off. -->> description See Also: HOLYLIGHT, ROOMFLAGS ------->> other related commands in help file. @n Now is the time to practice all of your immortal commands, make sure you understand what they do and how they can be used. Read all the help file entries on every command!!! Do not worry too much about redit, oedit, medit, zedit, sedit, and trigedit. We will get to those later. Know how to use all the commands available to you. ~ 13 d 0 0 0 0 D0 The basics hallway continues to the north. ~ ~ 0 0 1315 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1301 S #1315 Overview of the MUD World~ The first thing you need to build is a good telnet client. Everyone has their preferences. But, some work better than others. A few clients can not color codes and other important special characters like the backslash. I highly recommend ZMUD. It is even worth the 25$ registration fee. If that is too much, download the free version. You can see an indepth list of clients under: @RHELP TELNET@n Once you have a good client you must understand a few basics: @RHELP VIRTUAL-NUMBERS@n @RHELP TERMINOLOGY@n ~ 13 d 0 0 0 0 D0 The basics hallway continues. ~ ~ 0 0 -1 D2 The basics hallway continues. ~ ~ 0 0 1314 S #1319 The Builder's Academy Learning Process~ Read the following help files: @RHELP TRIALROOM@n @RHELP REPORT@n @RHELP LEVEL@n @RHELP ADVERTISING@n ~ 13 d 0 0 0 0 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1302 S #1322 What is a Builder?~ Read the following help files: @RHELP BUILDER HELP PREREQUISITE HELP BALANCE HELP BREATHE@n ~ 13 d 0 0 0 0 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1303 S #1326 Writing for a MUD~ Check these out: @RHELP DESCRIBING HELP YOU HELP BIAS HELP GRAMMAR HELP REDIT-DESCRIPTIONS HELP REDIT-EXTRA HELP OEDIT-EXTRA HELP D-DESC HELP MEDIT-L-DESC HELP TEXT-EDITOR ~ 13 d 0 0 0 0 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1304 S #1338 The Basics of Redit~ Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n That is an example of the redit menu you will see when you edit a room. Notice how each important line has an associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with redit read ALL the help files. ~ 13 d 0 0 0 0 D0 The tutorial hallway continues. ~ ~ 0 0 1339 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1305 S #1339 Your Trial Vnum~ Feel free to continue reading through this zone and the help files or begin working on your trial vnum. @RHELP STYLISTICS@n ~ 13 de 0 0 0 0 D2 The tutorial hallway continues. ~ ~ 0 0 1338 E h help /h~ Editor command formats: /<letter> /a - aborts editor /c - clears buffer /d# - deletes a line # /e# <text> - changes the line at # with <text> /f - formats text /fi - indented formatting of text /h - list text editor commands /i# <text> - inserts <text> before line # /l - lists buffer /n - lists buffer with line numbers /r 'a' 'b' - replace 1st occurance of text <a> in buffer with text /ra 'a' 'b' - replace all occurances of text <a> within buffer with text usage: /r[a] 'pattern' 'replacement' /! <command> - escape the editor and run command usage: /! say I'm busy! /s - saves text ~ S #1347 The Basics of Oedit~ Lets start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n That is an example of the oedit menu you will see when you edit an object. Notice how each important line has an associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with oedit read ALL the help files. ~ 13 d 0 0 0 0 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1306 S #1364 The Basics of Medit~ Lets start off by checking out the medit menu. Type HELP @RMEDIT-MENU@n That is an example of the medit menu you will see when you edit a mobile. Notice how each important line has an associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with medit read ALL the help files. ~ 13 d 0 0 0 0 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1307 S #1377 The Basics of Zedit~ Zone edit, or zedit, is how you control how mobiles and objects are integrated within the zone to create an inhabited world. Using "load obj <VNUM>" does not ensure that the mob will always be there, in fact if someone kills it or the mud reboots it will be gone. So you need to load mobs and objects through zedit. It can be used just like redit, by simply typing zedit while you are in the room you wish to edit or "zedit <<VNUM>>." Now, lets look at the zedit menu. Do the following: @RHELP ZEDIT-MENU@n. That is an example of the zedit menu you will see. Notice how each important line has an associated help topic. To learn more about it just see the appropriate help file. If this is your first experience with zedit read ALL the help files. Zedit contains zone settings, followed by a series of reset commands. Each time a zone is reset, the server executes all the commands in order from beginning to end. All zones are reset when the server first boots, and periodically reset again while the game is running. ~ 13 d 0 0 0 0 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1308 S #1395 Triggers~ Well then, come and read the wonderful scrolls of wisdom at: @C http://welcor.n3.net@n They describe what DG scripts are, what are their uses, and of course, how to make them, and they do it well! Dont forget, for optimal results, Use the pages in conjuction with the help files here: @RHELP TRIGEDIT-MENU@n and the @RTLIST@n and @RTSTAT@n commands. Have fun with the power of (minor)coding! Make sure to disable @RNOHASSLE@n. Triggers will not work on you otherwise. ~ 13 d 0 0 0 0 D0 The tutorial hallway continues. ~ ~ 0 0 1435 D2 The main hallway with its many different topics is to the south. ~ ~ 0 0 1310 S $~