#AREADATA Name {IMMS} Builder's School Arch/Grunt~ Levels 0 0 Builders Grunt~ VNUMs 667 699 Security 1 Recall 25001 Flags 16 Color 6 Sounds &WA voice tells you '&gOload item &G667 &gand &pLEARN&W'~ End #MOBILES #667 Teacher~ A teacher~ The Room Building Teacher stands here to help you learn. ~ He's not much to look at, but he knows his stuff. ~ 3 128 0 0 S 103 0 0 33333d0+0 0d0+0 0 0 0 0 0 0 0 15 0 0 >act_prog p looks at you.~ Say Hello, $n say one Room builders guide coming up! mpoload 667 give guide1 $n say look guide1 to get started smile ~ | #0 #OBJECTS #667 food hours reference book~ the Food Hours Reference Book~ The Food Hours Reference Book for Builders is here.~ ~ 13 0 0 0 1 107 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E value miscellaneous~ &YGENERAL COST VALUE FOR FOODS 1 copper per food hour. Anything over 10 hours is 1 silver per food hour. &p**&YExotics and rare dishes are expensive. Most food in castles or manors will be over-priced.&p** &YI'm sure that there are many food types and dishes that I have missed in this book. However, use your good judgement, and/or take the max from something in this book that is Like what you have. Don't make things with too little or too many food hours. &WHappy building and stay creative! Sherf Falconhand. &B[CREATION HEAD]&W July '97 ~ E rations~ &YRATIONS FOOD HOURS REFERENCE GUIDE COPY Bethaven vnums &p25045&Y and/or &p25046&Y. These are described as various dried fruits, veggies, nuts, spices (survival food) and is the best deal, but not very RP to eat all the time. I don't want to see these everywhere so &pPLEASE USE ONLY IN LARGE TOWNS &Ythat will have a general, grocery or travel store. ~ E food hours book contents~ &YCONTENTS BAKED GOODS SOUPS VEGETABLES and FRUITS MEATS RATIONS VALUE and MISCELLANEOUS &WThis reference book created by Sherf Falconhand. ~ E meats~ &YMEATS FOOD HOURS REFERENCE GUIDE &pDRIED &Ymax 4-6 food hours. &pSTEAKS &Ymax 8-10 food hours. &pPASTA w/MEAT dishes&Y max 12 food hours. &pCHICKEN WINGS &Ymax 5 food hours. &pROASTS&Y &Ymax 10-12 food hours. &pPOULTRY &Ymaxes 8-10 food hours. &pEGGS &Ymax 3 food hours. &p**&YI want to see almost ALL raw meats with a poison flag (v1)&p** ~ E vegetables fruits~ &YVEGETABLES and FRUITS FOOD HOURS REFERENCE GUIDE &pFRESH FRUIT&Y maxes 2-4 food hours. &pFRESH VEGETABLES&Y max 4 food hours. &pCOOKED VEGETABLES&Y max 6 food hours. &pBEANS and LENTILS&Y max 5 food hours. &pSALADS&Y max 3 food hours. &pSALADS w/MEAT&Y max 6 food hours. &pPASTA SALADS &Ymax 5 food hours. ~ E soups~ &YSOUPS FOOD HOURS REFERENCE GUIDE &pVEGETABLE&Y soup maxes 5 food hours. &pMEAT&Y soup maxes 6 food hours. &pVEGETABLE/PASTA&Y maxes 6 food hours. &pMEAT/PASTA&Y maxes 7 food hours. &pMEAT/VEGETABLE/PASTA &Ymaxes out at 9 food hours. &pBROTHS&Y max at 3 food hours. ~ E baked goods~ &YBAKED GOODS FOOD HOURS REFERENCE GUIDE &pPASTRIES&Y,&pCAKES&Y and the like max 2-4 food hours. &pROLLS&Y,&pBAGELS&Y,&pPITAS&Y,&pMUFFINS&Y,&pTOAST&Y max out at 4-6 food hours. &pLOAVES&Y max at 6-10 food hours. &pPASTA&Y maxes out at 8-10 food hours. &pCEREALS&Y max out at 5 food hours. ~ #0 #ROOMDATA #667 Entrance to Builders University~ Welcome to the School for new builders. As you travel through each room, carefully study the lessons taught within. The final room will have an exam, which you must send me a note with the answers. If you pass, you will be allowed to build, if you fail, you go back to school until you learn. Building is not for everybody, and I wish to be selective in who I choose. &zArch Shaldyr &z-<&CHead of Creation&z>- ~ 0 402436 0 Rd 0 D0 ~ ~ 0 0 668 S #668 &WHOW TO DO RESETS~ The syntax is: &RMreset &P(mob vnum) &B(Max in AREA) &w-resets a mob to CURRENT ROOM &ROreset &P(obj vnum) &B(Mob name) &W(wear-loc)&w-resets an obj to mob in room. &ROreset &P(obj vnum) -resets an obj in room on floor/ground &YUse common sense when doing resets. There's a certain order which works: Mob. Items on mob. Items on floor. If there's more than one mob, make sure they don't have the same name, or things will get screwy. Also, make the mob SENTINEL while you type in the resets, then remove it. The mud needs the mob in the room to do the resets correctly. If there's more than one mob, make sure you FINISH EQUIPPING The FIRST MOB before moving on to the next one! Only reset mobs/objs from the vnums you were given.. don't reset stuff from other areas. If there's more than one of the SAME MOB (same vnum): set the max that should be in entire area.. (so if the same mob apears once in 2 different rooms.. max is 2) equip only one mob in each room. simple. ~ 0 1032 0 Rd 0 E sign~ Ok first you need to create a room. REDIT create (vnum) (our examples will use 1234) you should use one of the vnums assigned to you for this. You will get a Room Created message. (Hint: ALWAYS watch the replies you get) Next Up: Short desc. this is the NAME of the room The name of the room you are in is 'A lesson in ROOM editting' for example. After you have set the name, the next part is the Long Description. This is what people will see, your chance to give information about the room itself. You can edit the room desc. by typing desc and enter (Note after typing in the description, always .f (format) and .s (show this allows you to proofread your work and make it look neat.) You now have a room. With a description. What next? Exits! People may want to leave occasionally.. The syntax is: dir (dig/link/room) vnum Dir is for north,south,east,west,up,down dig= Digs a 2 way exit and creates the vnum room specified link= links this room to another existing room with a 2 way exit. room= makes a one way exit (Use only in RARE instances) Want a door? make one! the syntax is direction (flag) available flags are: door: makes a door closed: defaults the door closed locked: the door is locked. you need a key to open it, the thing to do is make an object and use it's vnum as the key so if the door is locked, south key vnum sets the obj vnum as the key. other flags to add are: pickproof: picklock always fails. bashproof: You hit the door hard, but it wont budge NOTE: Make sure BOTH sides of the door have a key flag, unless it is a one-way locking door (coffin lid, secret passage) ALSO: if it's a door, make sure it is named that the door flag does not name the exit a door, just makes a door there. use dir name exitname ex: south exit door or north exit gate ~ D2 ~ ~ 0 0 667 S #669 ~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 670 S #670 ~ ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 669 S #0 #SPECIALS S #RESETS S #SHOPS 0 #$