<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> </head> <body> <center> <table border="1" bordercolor="gray" cellpadding="10" cellspacing="0" width="90%"> <tbody> <tr> <td colspan="2" align="left" bgcolor="#dfdfdf" width="100%"> <h1> CoffeeMud 5.2 Game Builders Guide </h1> </td> </tr> <tr> <td align="left" valign="top" width="20%"> <ul> <li>Introduction</li> <li><a href="#cmfs">CoffeeMud File System</a></li> <li><a href="#ables">Abilities</a></li> <li><a href="#classes">Classes</a></li> <li><a href="#factions">Factions</a></li> <li><a href="#quests">Quests</a></li> <li><a href="#holidays">Holidays</a></li> <li><a href="#socials">Socials</a></li> <li><a href="#polls">Polls</a></li> <li><a href="#clans">Clans</a></li> <span style="text-decoration: underline;"><br> </span> </ul> </td> <td align="left" valign="top"> <p style="text-align: center;" align="left"><strong><img src="images/mug.jpg"></strong></p> <strong style="color: rgb(255, 0, 0);"><font size="5">Introduction</font></strong><br> <br> The purpose of this document is to cover aspects of Archon game creation that are not directly related to Area/Map creation, which is already covered in detail in the <a href="ArchonGuide.html">Archons Guide.</a><br> <br> <p><a name="cmfs"><strong><font color="#008000" size="5"> The CoffeeMud File System (CMFS)</font></strong></a> </p> <p>This is a complicated topic, but one that all builders and Archons should understand. Sooner or later, every CoffeeMud adminstrator is going to want to modify some of the local files in the CoffeeMud folder. This may include the quests, or skill lists, or hopefully the intro.txt file located in resources/text directory! Builders will also want to add files, including MOBPROG script files that run in the Scriptable behavior, item and mob CMARE files for the RandomMobs behavior or for other scripts, Quest scripts, and other things. </p> <p>Pretty soon, your directories are packed with stuff customized to your mud. This can create issues for back-ups, meaning that not only do you have to back-up your database (or your data directory) but you have to backup all those files that have been modified and added, since they play as integral a role in your world as the rooms and areas do. All those files can also create upgrade issues, as modified files can get accidently overwritten when a new version of CoffeeMud is overlayed in your installation directory. Lastly, this can create security issues, as the builders might accidently delete the wrong file, or make a mistake, creating problems for the admins as they try to recover.</p> <p>To help solve these problems, the CoffeeMud engine uses a kind of mirrored file system called <strong>CMFS</strong> to store some files in your local directory (your hard drive), some files in your database, and some files in both at the same time. When the exact same file in the exact same directory is found in BOTH the local file system and in the database, the one in the database is always preferred. That way, should the file in the database (called a <strong>VFS</strong> file) become corrupted or deleted, the one in the local file system will remain safe. Furthermore, since files in the database (VFS files) are always accessed before the same file in the local file system, you can overwrite the files in the local file system with upgrades without worrying about losing your changed files. And lastly, CoffeeMud provides a security system that allows you to grant access to users on a folder level, and also to specify whether the user can access the local file system, or only the database VFS files and folders.</p> <p>The CMFS includes everything in your CoffeeMud installation directory/folder, and all the other folders therein. In fact, CoffeeMud is utterly unable to access any files OUTSIDE of your CoffeeMud installation folder, giving the server administrator an added level of comfort. The CMFS is also able to access the VFS files in the CoffeeMud database, and to give them preference over identically named files in your local file system.</p> <p>CMFS employs the UNIX standard for separating directorys and folders. This means that the forward slash / character is used when separating one folder from another when naming a file. The CMFS path <strong>/resources/text/intro.txt</strong> would, for example, refer to the file called intro.txt inside the text directory, which is inside the resources directory, which is in your CoffeeMud installation folder.</p> <p>If that file had been previously copied into the same directory in the VFS database, then the CMFS would prefer that version over the one that remains in the local file system. You may modify the file <strong>resources/text/intro.txt, </strong>update it, and save it without needing to remember that you are really changing a file in the database. CoffeeMud will always remember to prefer to the one in the VFS to the one on your local hard drive, if it has been copied or saved there. </p> <p>If for some reason you absolutely need to ensure that ONLY the local file system version of a file or ONLY the VFS version of a file is referenced by CoffeeMud, you may do so by prepending a special string to your file paths. The string is double-colon :: to force access of a VFS file, and double-forward-slash // to force access of a local file system file. For instance, if the Scriptable prog resources/progs/myprog.script is located in both your local and VFS file systems, then you can force Scriptable to use the VFS version by using <strong>::resources/progs/myprog.script </strong>as your path name. If you needed to force Scriptable to load the local file system version of the file <strong>//resources/progs/myprog.script </strong>would do the trick. Again, <strong>resources/progs/myprog.script </strong>alone, without any special prepended file, will prefer the VFS file, but will use the local file if a VFS file is unavailable. This is the preferred behavior, so your Scriptable filenames should employ the normal path naming standard except under very extraordinary circumstances.</p> <p>Files can be copied into the VFS from the local file system using the Archon SHELL command. If you were to go into the coffeemud resources folder using this command:</p> <p><strong><font face="Courier New">shell cd /resources</font></strong></p> <p>if you now view the directory</p> <p><strong><font face="Courier New">shell dir</font></strong></p> <p>you'll see all the files in your local filesystem in the resources folder in your coffeemud installation directory. Now, you may copy all of the files in this directory into the *same* directory in the VFS database by entering:</p> <p><strong><font face="Courier New">shell copy * ::/resources</font></strong></p> <p>the copy command here is followed by a wild-card character, the asterisk, to designate ALL files in the resources directory. The next parameter is the destination folder. In this case, we specify our destination as ::/resources, which would be the same directory, but in the VFS system. Notice that we did not have to create a VFS folder called /resources before we did this. The VFS always has a mirror copy of all the local file system folders. However, it requires you to use the SHELL COPY command to create a mirror of the files themselves. Now, look at the directory again:</p> <p><strong><font face="Courier New">shell dir /resources</font></strong></p> <p>We displayed the directory this time using an absolute path name, just to show you the syntax. You are still looking at the same directory you saw when you entered <strong><font face="Courier New">shell dir</font></strong>. In fact, you can enter that command again to prove it. You'll see that all of the files have little "+" marks next to them. This means that the files exist both in your local file system *AND* in the VFS. Now suppose we did something silly, like delete our local file system version of resources/socials.txt. This could be done with the following command:</p> <p><strong><font face="Courier New">shell delete //resources/socials.txt</font></strong></p> <p>Notice that we used the double-slash // to designate that we want to delete the LOCAL version. Had we not put those two slashes in front, it would have preferred the VFS copy of socials.txt and deleted that one instead. Now, look at the directory again:</p> <p><strong><font face="Courier New">shell dir *</font></strong></p> <p>This time we displayed the directory using an * wildcard, just to demonstrate that we can use mask characters when displaying directories. The command is doing the same thing the previous two <strong><font face="Courier New">shell dir</font></strong> commands did, just in a different way. Now, you'll see that most of the files still have the "+" sign in front, but now <strong>socials.txt</strong> only has a "-" character. This means that the file exists only in the VFS database, and not on our local hard drive. We can copy it back to our local file system by doing: </p> <p><strong><font face="Courier New">shell copy ::socials.txt //</font></strong></p> <p>You'll see that I changed the syntax of the copy command around again to demonstrate some of the previous lessons. We use the :: characters in front of the filename socials.txt to specify that we want to copy the VFS version of the file. Since the VFS version is always preferred and accessed first, the copy command would have worked just fine without the two :: characters in front. The last parameter is just two slash marks. When no directory or folder is specified, the default and current directory is used. In this case, we only specified the two slash marks to denote the local file system, and we did not specify a destination folder. This means that the file socials.txt will be copied into the current folder, on the local file system only.</p> <p>There are numerous other shell commands you can make use of, such as <strong><font face="Courier New">makedirectory</font></strong> to create new folders, <strong><font face="Courier New">edit</font></strong> to modify a text file, <strong><font face="Courier New">findfile</font></strong> to hunt down a file with a given name, or <strong><font face="Courier New">searchtext</font></strong> to find a file containing a given text string. The shell command is a useful tool for mirror your local files in your VFS database for safety, convenience, and easy back-ups.</p> <p>The last topic concerning the CMFS is about security. At the top of this Guide, the subject of security codes was discussed. Well, CMFS provides its own security codes to limit access to files and folders in either the local file system, the VFS, or both. </p> <p>By default, a user is not allowed to access any files in either file system, unless they are an Archon or have been given a CMFS security code. The two security codes are <strong>FS: [ABSOLUTE_PATH]</strong> and <strong>VFS: [ABSOLUTE_PATH]. </strong>In cmfs security codes, the [absolute path] is a path name starting from inside your coffeemud directory, with no path-separating slashes except to separate directories or to designate that the last file is really a directory by using a trailing forward slash. </p> <p>For example, to give a user access ONLY to files in the VFS database folder /resources/text/, you would give the user security code <strong>VFS: RESOURCES/TEXT/ </strong>The user would then have permission to view or delete any of the VFS database versions of files that have been copied into that directory from the local file system. The user would also have permission to create new files or create new directories in the VFS inside that folder. Directories and files created by such a user, who only has a VFS security code, would not create ANY files in your local file system. All files would reside only in the VFS database. This user would not even be able to copy existing local file system files into the VFS to modify, since he does not have access. </p> <p>To give the same user access to BOTH the local file system and VFS versions of the resources/text directory, the security code would need to changed to <strong>FS: RESOURCES/TEXT/ </strong>Using FS instead of VFS gives the user access to both local and database versions of those files. </p> Of course, by default, an Archon has access to both versions of the entire coffeemud installation folder. It would be as if the Archon had the security code <strong>FS:</strong> With no directory specified, the Archon has local file system (and implied VFS) access to the root directory and everything underneath it. For that reason, when limiting access to the file system, it is best to use the VFS: security code, and to always designate a limited directory path in which your adminitrative user may play (upload their files, save their scripts, etc). <p style="text-align: center;" align="left"><strong></strong></p> <strong><font color="blue" size="5"><a name="ables">Abilities (Skills/Spells/Chants/etc..)</a></font></strong> <p>In the lexicon of the Archons, the word "Ability" encompasses a great many powers and skills, both natural and man-made. An ability may behave as an Affect, as a Skill, or as Both. </p> <p>An ability behaving as an Affect means that it is acting as a discrete aspect of some existing thing, whether that thing is a room, an exit, an item, or a mob. Such aspects may include the property of great strength, great damaging ability, immunity to certain affects, or simply the garbling of normal speech. An ability taking on this role is both passive and reactionary; passive when it is embueing its host with great strength or damage, and reactionary when it is providing immunity or garbling speech. </p> <p>An ability that is behaving as a Skill means that it allows its host (which is always a MOB in this case) to interact with the world around it, to change it, derive information from it, or beslow Affects upon it. Such interactions can include kicking, making sick, poisoning, identifying, catching on fire, and many other things. An ability taking on this role is entirely active, though once the active interaction ends, that same Ability may either end (as a kick), leave itself behind on its target to remain as an Affect as described above (as catching on fire would).</p> <p>CoffeeMud contains over a thousand different java-coded Abilities which fall into numerous other categories and genera of various descriptions. The most important of those categories, however, are their Ability Type. CoffeeMud has numerous different ability types, which include Properties (which always act only as Affects), or Skills, Spells, Prayers, Chants, Diseases, Poisons, etc. (all of which can act purely as Skills, act purely as an Affects, or act as Both depending on the context in which it is used). Whenever you place the name of an ability in the Affects list of a mob, item, room, or exit, you are telling CoffeeMud to use only the Affect/property aspect of that skill. When you place the same ability name in the same mob's Abilities list, you are telling CoffeeMud to reserve the ability for use as a Skill. For example, when you add Spell_GiantStrength to a GenMob's affects list, you are saying that this mob is permanently stronger than normal, but when you place it on the GenMob's abilities list, you are saying that you want the mob to be able to invoke the skill at a later date (by casting the spell).</p> <p>CoffeeMud also allows you to define abilities outside of the java-realm. This can be done from the command line using the CREATE command. If you want to create a new skill called Poke, for instance, you might enter:</p> <p><strong>CREATE ABILITY Skill_Poke</strong></p> <p>And it would be done. The "Skill_Poke" is the abilities Ability ID. The fact that it starts with "Skill_" is merely for descriptive purposes, and is not required. Generally speaking, it is a good idea to give your abilities Ability ID's that start with the general kind of ability it is, for instance "Spell_", "Chant_", "Prayer_", etc.</p> <p>Whenever creating or modifying a new ability, the Archon is presented with a menu of selections and options available to customize the class. Here is a description of those options:</p> <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%"> <tbody> <tr> <td width="25%"><strong>Property</strong></td> <td width="75%"><strong>Description</strong></td> </tr> <tr> <td><em>Skill Name</em></td> <td>the name of the ability. Make this anything you like, but uniqueness is important for making help file entries.</td> </tr> <tr> <td><em>Type, Domain</em></td> <td>the skill type and domain (if any). Enter the type, a comma, and a domain (or nothing). Enter ? to get a list of skill and domain types.</td> </tr> <tr> <td><em>Command Words</em></td> <td>the command invocation word. This need not be unique to your skill! For instance, use CAST for spells, and the command word will automatically require the skills name to be included for invocation. Use commas to seperate different invocation words. This can be blank for Properties.</td> </tr> <tr> <td><em>Minimum Range</em></td> <td>for combat/targeted skills, how far away the invoker must be to use the skill. Use ? to get a list of possible values.</td> </tr> <tr> <td><em>Maximum Range</em></td> <td> <p>for combat/targeted skills, how close the invoker must be to use the skill. Use ? to get a list of possible values. </p> </td> </tr> <tr> <td><em>Affect String</em></td> <td>what is displayed in the Affects list when players and mobs are affected by this ability. Enter nothing, or NULL to show nothing at all.</td> </tr> <tr> <td><em>Is Auto-invoking</em></td> <td>whether this skill is automatically applied to a player as an affect when they learn the skill. If true, the ability will show no casting message, and proceed directly to affecthood.</td> </tr> <tr> <td><em>Skill Flags</em></td> <td>0 or more comma-delimeted flags that describe the affects of your skill to the rest of the mud engine. Use ? to get a list.</td> </tr> <tr> <td><em>Override cost</em></td> <td>designate the cost of using this skill in mana/movement/etc. A value of -1 means to use the default system as defined in your coffeemud.ini file. A value of 0 means its free. A value from 0-99999 means to always use that amount. A value of 2147483647 means to always use all of the mobs mana/move points. A value of 2147483647-100 to 2147483647 means to use that percentage of the mobs mana/move points.</td> </tr> <tr> <td><em>Cost Type</em></td> <td>one or more flags designating the type of mob resource used to invoke the skills, whether it be move, mana, hit points, or some combination. Enter ? for a list.</td> </tr> <tr> <td><em>Can Affect</em></td> <td>the types of objects which, when invoked, this skill will remain on as an affect. The list is comma-delimited. Make sure this is a subset of the Can Target list! Enter ? for a list.</td> </tr> <tr> <td><em>Can Target</em></td> <td>the types of object which, when invoked, this skill will target. If the value is 0, it will target only the invoker. Enter ? for a list.</td> </tr> <tr> <td><em>Quality Code</em></td> <td>whether this skill is malicious (hurts the target), beneficial to self or others (always gives a combat benefit), ok to self or others (sometimes gives a combat benefit under certain circumstances), or indifferent (usually for role-playing skils). Enter ? for a list.</td> </tr> <tr> <td><em>Affect Adjustments</em></td> <td>For skills that affect their targets (see Can Affect), this is the list of affects and their values. It is modelled on the same syntax and format of the property Prop_HereAdjuster, so enter HELP Prop_HereAdjuster for information on the syntax for this field. Entering ? will show you that help.</td> </tr> <tr> <td><em>Caster Mask</em></td> <td>a mask to determine if the invoker is allowed, under the circumstances, to use this skill. Enter ? or help on Prop_HaveZapper for more information on the syntax for CoffeeMud "Zapper" masks.</td> </tr> <tr> <td><em>Scriptable Parm</em></td> <td>a Scriptable-behavior parameter denoting the script that is active during invocation of this skill and during its tenure as an affect. See the Scriptable Guide for detailed information on how to use mobprog scripts. Enter ? for some short help on acceptable parameters here. *special note: during successful invocation of this ability, a special trigger event will occur that can be handled by an IMASK_PROG p <ability id>. Such a script trigger would, for example, be the appropriate place to put damage commands for skills that do damage.</td> </tr> <tr> <td><em>Target Mask</em></td> <td>a mask to determine if the target is allowed, under the circumstances, to be targeted by this skill. Enter ? or help on Prop_HaveZapper for more information on the syntax for CoffeeMud "Zapper" masks.</td> </tr> <tr> <td><em>Fizzle Message</em></td> <td>the message shown when the mob or player fails their profficiency check for this skill. Use <S-NAME> as a substitute for the invoker, and <T-NAME> as a substitute for the name of the target.</td> </tr> <tr> <td><em>Auto-Cast Message</em></td> <td>the message shown when the skill is invoked from a wand, scroll or other automatic means. Use <S-NAME> as a substitute for the invoker, and <T-NAME> as a substitute for the name of the target.</td> </tr> <tr> <td><em>Normal-Cast Message</em></td> <td>the message shown when the skill successfully invoked. Use <S-NAME> as a substitute for the invoker, and <T-NAME> as a substitute for the name of the target.</td> </tr> <tr> <td><em>Post-Cast Message</em></td> <td>the message shown after the skill is invoked, if the target did not make a saving throw against it. Use <S-NAME> as a substitute for the invoker, and <T-NAME> as a substitute for the name of the target.</td> </tr> <tr> <td><em>Attack-Type</em></td> <td>an optional field for malicious skills. this is the secondary type of attack being made, where the primary attack type is determined by the skill type (magic for spells, chants, prayers, etc). for instance, for a flame-shooting spell, FIRE would be an appropriate value. Use ? for a list.</td> </tr> </tbody> </table> <p>As you can tell if you read through the above, most of the meat of the work done by Generic Abilities is </p> <p style="text-align: center;" align="left"></p> <strong><font color="blue" size="5"><a name="classes">Character Classes</a></font></strong> <p>A character class is a designation chosen by players that limits the scope of skills and abilities they will have available to them as they advance in level. </p> <p>CoffeeMud supports several different class-systems through its coffeemud.ini file (the CLASSSYSTEM entry). One such option is the Single-class system, whereby the player can select a single class to play throughout their characters gaming career. Another is the Sub-classing system, whereby the player selects a parent-class to play, but may add/change to any of that parent classes sub-classes to gain a different selection of skills as they go forward in levels. A third is the multi-classing system, whereby the player can select an initial class, but may add/change to any other class to gain a different selection of skills as they go forward in levels. The last option is to disable the class system altogether, which essentially only means that the player is not allowed to choose which class they play, but are secretly forced into a single class that determines their skill selection. See your coffeemud.ini file for more information on this feature.</p> <p>CoffeeMud includes numerous character classes by default that give players access to the hundreds of skills in the CoffeeMud codebase. However, they doesn't mean there isn't room for change, improvement, or addition. </p> <p>Customized player or mob classes can be used as skill templates for mobs created using the Fighterness (or similar) behaviors, or as genuine player classes for your game. Either way, here is how it is done:</p> <p><strong>CREATE CLASS Boxer</strong></p> <p>And it would be done. The name Boxer is just an example. You can enter any non-space string to serve as an official ID for your character class. You can even specify the name of an existing code-base class, such as Fighter or Mage. If you specify your own name, you are creating a new class from scratch. If you specify an existing class name, you are essentially "over-riding" that standard class. This can be a quick and easy way to disable existing standard classes, since you can create a generic character class called Fighter, for instance, then set it so that players can not select it, which effectively disables that character class.</p> <p>After a character class is created using the CREATE CLASS command, it can be deleted or modified later using the DESTROY CLASS or MODIFY CLASS commands.</p> <p>Whenever creating or modifying a new class, the Archon is presented with a menu of selections and options available to customize the class. Here is a description of those options:</p> <p></p> <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%"> <tbody> <tr> <td width="25%"><strong>Property</strong></td> <td width="75%"><strong>Description</strong></td> </tr> <tr> <td><em>Number of Names</em></td> <td>the number of displayable names this class has. Normally just 1.</td> </tr> <tr> <td><em>Name #x</em></td> <td>a displayable name of the class. Each displayable name applies based on a class level.</td> </tr> <tr> <td><em>Name #x Class Level</em></td> <td>a class level at which this displayable name begins to apply.</td> </tr> <tr> <td><em>Base Class</em></td> <td>the base class category into which the class fits. Usually this is the same as the ID you specified when doing CREATE CLASS. However, if you are using a subclass system and you want this class to belong to a set of subclasses under a base class, and this particular class is NOT the base class, then this field should be set to the class ID of the base class it falls under.</td> </tr> <tr> <td><em>Availability</em></td> <td> <p> whether or not players may access this class at creation, in spells, or never. </p> </td> </tr> <tr> <td><em>HP Divisor</em></td> <td>amount by which the players constitution is divided by when calculated hit point gains per level.</td> </tr> <tr> <td><em>HP Dice</em></td> <td>number of dice rolls which the player gets per level for bonus hit points. If this class rolls 2d6 for hit points, this would be the "2" part.</td> </tr> <tr> <td><em>HP Die</em></td> <td>the maximum roll on each die roll made per level for hit points. If this class rolls 2d6 for hit points, this would be the "6" part.</td> </tr> <tr> <td><em>Mana Divisor</em></td> <td>amount by which the players intelligence is divided by when calculated mana gains per level.</td> </tr> <tr> <td><em>Mana Dice</em></td> <td>number of dice rolls which the player gets per level for bonus mana. If this class rolls 2d6 for mana, this would be the "2" part.</td> </tr> <tr> <td><em>Mana Die</em></td> <td>the maximum roll on each die roll made per level for mana. If this class rolls 2d6 for mana, this would be the "6" part.</td> </tr> <tr> <td><em>Practices/Level</em></td> <td>the number of practice points gained by this class per level.</td> </tr> <tr> <td><em>Attack/Level</em></td> <td>the number of attack points, modified by a formula based on the mobs attack attribute, gained per level.</td> </tr> <tr> <td><em>Attack Attribute</em></td> <td>the primary attribute used with the above to determine the number of attack points gained per level.</td> </tr> <tr> <td><em>Practices/1st Level</em></td> <td>the number of practice points received by this class at first level.</td> </tr> <tr> <td><em>Trains/1st Level</em></td> <td>the number of training sessions received by this class at first level.</td> </tr> <tr> <td><em>Level/Dmg Pt</em></td> <td>the number of levels between gains of 1 point of base damage.</td> </tr> <tr> <td><em>Movement/Level</em></td> <td>the number of movement points, modified by a formula based on the mobs strength, gained per level.</td> </tr> <tr> <td><em>Armor Restr.</em></td> <td>the type of armor restrictions for using skills in this class, if any.</td> </tr> <tr> <td><span style="font-style: italic;">Armor Restr Spells</span></td> <td>normally, armor restrictions apply when any class skill is used. If this field is true, however, armor restrictions apply only when a class spell/chant/prayer is cast.</td> </tr> <tr> <td><em>Limitations</em></td> <td>This is an open text field. Mention any special limitations of the class.</td> </tr> <tr> <td><em>Bonuses</em></td> <td>This is an open text field. Mention any special bonuses to being this class.</td> </tr> <tr> <td><em>Qualifications</em></td> <td>This is a mask to determine which players qualify for it. List any racial, or stat requirements to becomming this class. Use ? for more information on the mask.</td> </tr> <tr> <td><em>EStat Adjustments</em></td> <td>adjustments, positive or negative, to attack, defence, and other stats. Use ? for a list.</td> </tr> <tr> <td><em>CharStat Adjustments</em></td> <td>adjustments, positive or negative, to strength, saving throws, and other stats. Use ? for a list.</td> </tr> <tr> <td><em>CharStat Settings</em></td> <td>hard settings for strength, saving throws, and other stats. Use ? for a list.</td> </tr> <tr> <td><em>CharState Adjustments</em></td> <td>adjustments, positive or negative, to hit points, mana, and other stats. Use ? for a list.</td> </tr> <tr> <td><em>Starting CharState Adjustments</em></td> <td>adjustments, positive or negative, to the default hit points, mana, and other stats for starting players of this class.</td> </tr> <tr> <td><em>Extra Class Flags</em></td> <td>Whether race, level, or the gaining/losing of experience applies to this class. By default, they do.</td> </tr> <tr> <td><em>Weapon Restr.</em></td> <td>This is a list of the weapon classes which players of this class will fumble using.</td> </tr> <tr> <td><span style="font-style: italic;">Weapon Mat. Req.</span></td> <td>A list of the raw materials out of which a players weapon must be made in order to avoid fumbling.</td> </tr> <tr> <td><em>Outfit</em></td> <td>This is a list of any equipment outfitted to players who join this class.</td> </tr> <tr> <td><em>Class Abilities</em></td> <td>a list of abilities available to those who become this class. the proficiency given is the default proficiency which players/mobs of this class start out with. Also listed here is the class level at which the skill becomes available, whether it is automatically gained (true), or merely qualified for (false), whether it is a secret skill or not, and any miscellaneous parameters for this skill.</td> </tr> <tr> <td><em>Number of Security Code Sets</em></td> <td>If this class is intended to administrators or builders, you may specify one or more sets of security codes or security groups (see above section on CoffeeMud Security). Each set begins to apply at a given class level for that set. All previous sets at lower levels continue to apply as well.</td> </tr> <tr> <td><em>Security Codes in Set#x</em></td> <td>The space-delimited list of security codes or groups which applies to this set.</td> </tr> <tr> <td><em>Class Level for Set#x</em></td> <td>The class level at which this set of security codes or groups begins to apply, in addition to any previous sets.</td> </tr> <tr> <td>Stat-Modifying Class</td> <td>the name of a standard character class which will be used for special stat adjustments from java code, such as a thiefs level-based defence bonus, or druids mana bonus at their monument. If you are creating a generic char. class on top of an existing standard one, you will need to use the fully qualified class name of the form: com.planet_ink.coffee_mud.CharClasses.<charclassname> in order to access the standard version.</td> </tr> <tr> <td>Special-Event Class</td> <td>the name of a standard character class which will be used for special event processing from java code, such as a clerics alignement restrictions when praying, or an Artisan's expertience gains while crafting.. If you are creating a generic char. class on top of an existing standard one, you will need to use the fully qualified class name of the form: com.planet_ink.coffee_mud.CharClasses.<charclassname> in order to access the standard version.</td> </tr> </tbody> </table> <p></p> <p><strong><font color="blue" size="5"><a name="factions">Factions</a></font></strong></p> <p>A faction can be viewed very simply as a glorified tattoo with a number value. Normal Tattoos are simply flags which a mob or player can have: either you do or do not have the tattoo. A Faction is a kind of flag a mob or player can have that has a special a numeric value assigned to it. Another way to view a faction is as a relationship between a mob or player and some idea, such as Goodness, Evilness, Orc Affinity, Reputation, or some other idea. For example, in CoffeeMud, a mob or players Alignment is implemented as a Faction. The Alignment can be thought of as having a tattoo called alignment along with a numeric value assigned to it. Alignment can also be thought of as the relationship between the mob or player, and evilness, goodness, or neutrality.</p> <p>The faction system in CoffeeMud is a powerful engine for defining what factions exist, how the factions are assigned, how the value of factions rise or fall in value, how value changes are reflected in other factions, and what impact the value of a faction has on experience gain, ability usage, and ability skill gain. Since the values of factions are available for use in Properties such as Prop_WearZapper, Prop_ReqEntry, and all other features which respect Zapper Masks, factions can also potentially impact which items can be used, which rooms can be entered, the price of goods, the availability of Deities, and many other things as well. As an example, the alignment faction typically impacts all of the things mentioned above and more.</p> <p>Now, as was said before, factions have numeric values. These values can be positive, like 2389473, negative, or even 0. The range of values which are valid for a given faction are defined by the limits of the divisions or Ranges of a faction. </p> <p>A <strong>Range</strong> is a numeric division of a faction you have defined. A Range has a displayable name, a special code name for use in Zapper Masks, and of course a low and high value. A Range can also be tied back to CoffeeMud's built in "virtue meter", which allows you to define a Range as always granting the mob or player whose faction value falls into that range goodness, evilness, or neutrality. The lowest value of the lowest Range, and the highest value of the highest Range define the overall limits of the values of the faction itself. No player or mob may have a value for a faction which falls outside those highest and lowest values of the highest and lowest Ranges. For this reason, ranges are the most important part of a faction.</p> <p>Another important aspect are the range <strong>Change Triggers</strong>. One of the ways factions differ from simple tattoos is that CoffeeMud can manage the rise and fall in the values of the faction on a given mob or player automatically. The way these changes are triggered and managed is first through Change Triggers, which are applied when both the source and target of an action have standing or value in the faction, and when the source and target are different creatures. Each Change Trigger defines 1) What triggers the change (the Trigger), 2) Whether value is gained or lost in the faction when the trigger occurs (the Direction), 3) What percentage of the amount of change (after all other modifiers) is applied to the value (the Amount Factor), 4) several miscellanous flags to define the circumstances under which the trigger is applied (the Flags), and 5) a Zapper mask to determine what criteria the target of the Trigger must meet for this trigger to apply. The valid Triggers include: Murder, Time (a change occurs every 40 seconds or so), a type of skill being used, the domain of a spell being cast, a flag associated with a skill being used, or Add Outsider, which allows the faction to be added to those who do not have the faction, so long as they meet the other requirements. Valid Directions of change include: Up, Down, Opposite (opposite direction of the value of the creature killed and proportional in value to the distance between the faction value in the source and the target), Minimum (automatically gains minimum value), Maximum (automatically gains maximum value), Add (gains the faction if they don't have it -- useful with the Add Outsider trigger), Away (gain if monsters value for this faction is lower, lose if higher), and Towards (gain if monsters value for this faction is higher, lose if lower). Valid Flags include: OUTSIDER, which allows the trigger to apply even if the target of the trigger (not the source) does not have standing in this faction, SELFOK, which allows the trigger to apply even when the source or target are the same person, and JUST100, which overrides the normal modifications of a change (based on experience or other factors) and uses 100 points as a base amount for the change from this trigger.</p> <p>Now, lets discuss how to list existing factions:</p> <p><strong>LIST FACTIONS</strong></p> <p>The list that is shown with this command reflects the list of those factions which have been loaded into CoffeeMuds memory. Factions are loaded into memory when their identifiers/filenames are added to the FACTIONS entry in your "coffeemud.ini" file. Factions may also be loaded if a mob or player is loaded who has a faction which has already been defined. Creating new factions, as you can now guess, is a two part step. One step is to add its identifier/filename to the FACTIONS entry of your "coffeemud.ini" file, after the file has been created. To create the new faction identifier/filename, you must do the following:</p> <p><strong>CREATE FACTION orc_affinity.ini</strong></p> <p>This command will create a new file in your CoffeeMud/resources directory or folder for the new faction. This file will contain the default setting for your brand new faction, whose ID (identifier) will be ORC_AFFINITY.CMVars. You will now be automatically taken into the Faction Editor. If you had wanted simply to modify an existing faction, you might have entered:</p> <p><strong>MODIFY FACTION resources/reputation.ini</strong></p> <p>The modify command will take you into the editor for an existing faction, regardless of whether it appears on the LIST FACTIONS list, so long as the filename/identifier given refers to an existing faction file. The Faction editor contains numerous other complex and interesting fields to change, which we will now describe.</p> <p> <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%"> <tbody> <tr> <td width="25%"><strong>Property</strong></td> <td width="75%"><strong>Description</strong></td> </tr> <tr> <td><em>Name</em></td> <td>the displayable name of the faction, not to be confused with its official identifier, which you may not change.</td> </tr> <tr> <td><em>Division/Ranges List</em></td> <td>the defined ranges for this faction. See the above discussion on ranges for the meaning of the fields.</td> </tr> <tr> <td><em>Show In Score</em></td> <td>whether this faction is listed with the players information when they use the SCORE command. The FACTIONS command is always available for a player to list their factions and values regardless of whether this setting is true or false.</td> </tr> <tr> <td><em>Show In MOB Editor</em></td> <td>whether this faction gets its very own entry in the command-line mob editor, or the MUDGrinder mob editor. The Factions field is always listed in the mob editor for changing the factions and their values on players and mobs regardless of whether this setting is true or false.</td> </tr> <tr> <td><em>Automatic assigned values</em></td> <td>optional field showing which mobs or players will automatically be given this faction and some value in it. This is a semicolon-delimited list, where each entry begins with the value to assign, and is followed by a mask to determine who the value gets assigned to. For example: "100 -race +elf ; 500 -race +dwarf" would mean that all elf players and mobs receive this faction with a value of 100, and all dwarf players and mobs receive this faction with a value of 500. If this field is empty, noone is assigned a value automatically. If this field only contains a number, or if any entry contains only a number (no mask), then everyone will receive this faction.</td> </tr> <tr> <td><em>Other default values</em></td> <td>required field defining the values that mobs or players will be assigned whenever this faction is granted to them by scripts, triggers, or by some other means. The syntax of this field is similar to the "Automatic assigned values" field above. At least one entry, however, must be without a mask, so as to make sure that a default value exists for every possible player or mob.</td> </tr> <tr> <td><em>New player value choice</em></td> <td>an optional list of values, semicolon delimited, which players will get to choose from when they create their characters for the first time. Each value in this list should correspond to, or fall into, a different Division/Range listed above. If this field is empty, players will not be given this faction at creation time.</td> </tr> <tr> <td><em>Choices introduction text</em></td> <td>if the previous field contained entries, then this field will become available. It is the optional filename of a text file in your Coffeemud/resources directory or folder which describes the choices available to the player.</td> </tr> <tr> <td><em>Rate Modifier</em></td> <td>normally 100%, this field is a fudge factor for all instances where some value is gained or lost in this faction. Typically gained values can be halfed, doubled, or changed in any other way by modifying this value.</td> </tr> <tr> <td><em>Affect on Experience</em></td> <td>whether and/or how values in this faction affect the amount of experience gained by players for killing monsters. If the value is None, then this faction does not affect experience gained by players for killing monsters. Otherwise, the amount of faction gained or lost is a function of the base number of experience points earned, and modified by the value of this field: Extreme means the amount gained or lost is always towards one extreme end of this factions Ranges, and always in a direction away from the value that the monster had. Higher means the amount is always gained. Lower means the amount is always lost. Followhigher means the amount is always gained, and in proportion to how high the value of the monsters faction is. Followlower means the amount is always lost, and in proportion to how low the value of the monsters faction is.</td> </tr> <tr> <td><em>Faction Change Adjustments</em></td> <td>like the Rate Modifier above, this field affects the values of gains and losses in this faction. It allows you to change the value of Gains or Losses based on whether the player or mob with the faction matches the given Zapper Mask. Both the Gain and Loss values should be positive, as they reflect a percentage change in the gain, and a percentage change in the loss only.</td> </tr> <tr> <td><em>Cross-Faction Relations</em></td> <td>defines whether and/or how the value of other factions may rise or fall when the value of this faction changes. Each entry is the name of second faction, along with a positive or negative percentage of the value gained or lost in this faction, which will then be applied to the second faction.</td> </tr> <tr> <td><em>Change Triggers</em></td> <td>the events which cause the value of a faction on a player to rise and fall. Usually triggers are applied when an action is performed on a target creature by a source creature, both of whom have standing in the faction. See the description above for more information on the fields defined for each Change Trigger.</td> </tr> <tr> <td><em>Ability Allowances</em></td> <td>this defines the circumstances under which a player may always use a particular time of skill, spell, or whatever, unimpeded and with full privileges. Each entry contains a list of flags to determine which skills, spells, chants, etc are being selected along with the range into which a players value in this faction must fall for the ability to be used unimpeded and with full privileges. Requirements defined by Ability Allowances will typically determine whether proficiency is every gained in a skill, and whether certain class restrictions are overridden.</td> </tr> </tbody> </table> </p> <br> <p align="left"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"><span class="453251818-08032003"></span></span></span></span></span></span></span></span></span><strong><font color="green" size="5"><a name="quests">Quests</a></font></strong></p> <p>Quests are tasks which can be completed by players for prizes, typically quest points, experience, money, or all three. Quest tasks, the monitoring of their completion and status, as well as their availability, can all be automated by CoffeeMud.</p> <p>The built-in Quest system in CoffeeMud allows you to automatic all of the following processes: </p> <ul> <li>scheduling of quests by a variety of means, and managing a quest "duration"</li> <li>setting special quest-start criteria based on the players currently online</li> <li>the selection of random mobs, items, rooms, and areas from the map by various criteria</li> <li>the introduction of new mobs and/or items from saved text files, and thier automatic removal when the quest is done</li> <li>adding various skills, affects, behaviors to any of the aforementioned objects and their automatic removal when the quest is done</li> <li>adding scripts to any of the aforementioned objects and having those scripts removed when the quest is done</li> <li>special variables and designation for making your own logic problem quests (mysteries)</li> </ul> <p>A quest is designated by a long set of definitions and pseudo-commands called a <span style="color: rgb(204, 0, 0);">QUEST-SCRIPT</span>. The quests are created by an Archon using the <strong>CREATE QUEST</strong> [SCRIPT] command from the command line. Where [SCRIPT] is a either a complete quest script, where each command line is terminated by a semicolon (;), or a load command of the form LOAD=[SCRIPT PATH]. If you enter a complete quest script, make sure that any embedded semicolons are escaped like "\;". An example of a create script using a load command (the more common case) is as follows:</p> <p><strong>CREATE QUEST</strong> LOAD=quests/murdermystery/murdermystery.quest</p> <p>All LOAD commands use the resources directory inside your coffeemud install directory as the default path. Therefore, if you installed coffeemud in C:\CoffeeMud, the above LOAD command will look for the file in C:\CoffeeMud\resources\quests\murdermystery\murdermystery.quest.</p> <p>Quests may be started automatically (autoquests) from inside the quest script by including the SET WAIT and SET INTERVAL commands, or they may be started manually by using the <strong>MODIFY QUEST</strong> [QUEST NAME] command. </p> <p>Quests can be listed, to see their status, using the <strong>LIST QUESTS</strong> command. </p> <p>Quests can be removed from the list using the <strong>DESTROY QUEST</strong> [QUEST NAME] command.</p> <p>Quests can be saved using the <strong>SAVE QUESTS</strong> command. Quests saved this way will be restored during the next CoffeeMud reboot. Any time the CREATE QUEST command is used, you will need to follow it with a SAVE QUESTS if you want your quest to remain. </p> <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>Quest Scripts</strong></font></p> <p>When creating a new quest using the <strong>CREATE QUEST</strong> [SCRIPT] command, whether you use the load command to specify an external script, or include the script directly into the create command, the quest script commands are as follows:</p> <p><span style="color: rgb(51, 102, 102);">SET NAME</span> <span style="color: rgb(102, 51, 102);">[QUEST NAME] </span>- the *unique* name of your quest. This is a required command! </p> <p><span style="color: rgb(51, 102, 102);">SET DURATION</span> <span style="color: rgb(102, 51, 102);">[#TICKS]</span> - # of ticks (4 second periods) the quest will last once started. This is a required command! </p> <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET WAIT</span><span style="color: rgb(102, 51, 102);"> [#TICKS]</span> - minimum # ticks to wait between auto-starts of the quest. Required for auto-quests only!</p> <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET SPAWNABLE <span style="color: rgb(102, 51, 102);">[TRUE/ALL]</span></span> - whether this quest will, when started, spawn a copy of itself and run the copy instead. This allows the same quest to run more than once at the same time, though it will share its name as well as its list of winners. If the ALL flag is given, the quest manager will attempt to spawn off every single STEP of the quest all at once. This can create chaos unless STEP BREAK is used instead of STEP. See information on the STEP and SET PRESERVE commands below.</p> <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET DATE</span> <span style="color: rgb(102, 51, 102);">[#DAY]-[#MONTH] </span>- The real-life start-date of the quest. This is a valid substitute for the SET WAIT requirement.</p> <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET MUDDAY</span> <span style="color: rgb(102, 51, 102);">[#DAY]-[#MONTH]</span> - The start mud-date of the quest, according to the default global mud calendar. This is a valid substitute for the SET WAIT requirement.</p> <p><span style="color: rgb(51, 102, 102);">SET INTERVAL</span><span style="color: rgb(102, 51, 102);"> [#TICKS]</span> - random # ticks (1-#TICKS) to wait between auto-starting the quest, AFTER the WAIT period (see above) is over. Required for auto-quests! </p> <p><span style="color: rgb(51, 102, 102);">SET MINPLAYERS</span><span style="color: rgb(102, 51, 102);"> [#PLAYERS]</span> - Minimum number of players who must be online for a timed quest to automatically start. See SET PLAYERMASK.</p> <p><span style="color: rgb(51, 102, 102);">SET PLAYERMASK</span> <span style="color: rgb(102, 51, 102);">[MASKSTRING]</span> - If this string is empty or not specified, then anyone is considered a player for the purposes of the MINPLAYERS setting above. However, you can specify a "zapper mask" to narrow down the definition of a player. See HELP Prop_HaveZapper for the list of valid mask values to put here.</p> <p><span style="color: rgb(51, 102, 102);">SET RUNLEVEL</span><span style="color: rgb(102, 51, 102);"> [#LEVEL]</span> - Normally, a timed quest will always run when its time comes up. Setting a value above -1 will prevent this quest from running when its time comes up if another quest is also running at the same or LOWER run level. This does not affect spawned quest copies, which will always run even when another of the same name (and runlevel) is active.</p> <p><span style="color: rgb(51, 102, 102);">SET PRESERVE</span><span style="color: rgb(102, 51, 102);"> [#STEPS]</span>- If a number greater than 0 is issued, then when a STEP command is encountered and the commands following it are executed due to a MPSTEPQUEST Scriptable command, then any objects, behaviors, abilities, or affects which are specified after the SET PRESERVE, but BEFORE the STEP command will not be cleaned up by the quest manager until the specified number of STEPS have been encountered and executed. This allows, for instance, a mob, once appropriated and specified by a quest, to continue being used in subsequent steps without being restored by the quest manager to a natural state. An MPSTOPQUEST command, or an expired duration, will always cause the entire quest to cease executing and all objects to be cleaned up.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">STEP </span>- The purpose of this command is to allow your quest to run in several different steps or stages. Placing this command in your quest script will cause the script to end execution when it is encountered. The quest will run normally until it is ordered to proceed with the next step using the Scriptable command MPSTEPQUEST. When the MPSTEPQUEST command is issued, the quest script will clean up any objects or data defined by statements prior to this STEP command, and begin processing new quest script commands which follow it. A SET DURATION command must follow a STEP command in order to ensure that the quest will continue to run following execution of the post-STEP commands, otherwise any duration settings from previous steps will be re-used. Numerous STEP commands may be places in your quest scripts. An MPSTOPQUEST command, or an expired duration, however, will always cause the entire quest to cease executing and all objects to be cleaned up. See also SET PRESERVE. </p> <p><span style="color: rgb(51, 102, 102);">STEP <span style="color: rgb(102, 51, 102);">BREAK</span></span><span style="color: rgb(102, 51, 102);">-</span> This command will cause the quest script to stop evaluating any further settings. Statements after a STEP BREAK, including any SETS, LOADS, or any other statements, will not be executed. This is used in conjunction with SET SPAWNABLE ANY to allow quest scripts which have been broken into several descrete steps to run independently. A SET SPAWNABLE ANY quest is considered successfully run when this command is encountered.</p> <p><span style="color: rgb(51, 102, 102);">IMPORT MOBS</span><span style="color: rgb(102, 51, 102);"> [XML FILE PATH]</span> - this will import a list of custom mobs from a .CMARE file generated using the EXPORT ROOM MOBS command. The parameter must be the path and file name of the file, using the same format as the LOAD= command mentioned above. This list can then be accessed with the LOAD MOB, or LOAD MOBGROUP command. </p> <p><span style="color: rgb(51, 102, 102);">IMPORT ITEMS</span><span style="color: rgb(102, 51, 102);"> [XML FILE PATH] </span>- this will import a list of custom items from a .CMARE file generated using the EXPORT ROOM ITEMS command. The parameter must be the path and file name of the file, using the same format as the LOAD= command mentioned above. This list can then be accessed with the LOAD ITEM or LOAD ITEMGROUP command. </p> <p><span style="color: rgb(51, 102, 102);">SET AREA</span> <span style="color: rgb(102, 51, 102);">([AREA NAME OR NAMES]) </span>- will set the current designated area to the area specified. Although this does nothing in itself, it is important for the several commands which load mobs and items. The area name ANY may be given to choose a random area. Several area names may be specified as choices by setting the first area name as ANY, followed by your other area name choices, separated by spaces. If no area name is given, this will CLEAR the area designation. This can have a profound impact on how subsequent mob or item loading, or room setting commands work.</p> <p><span style="color: rgb(51, 102, 102);">SET AREA</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET AREAGROUP</span> <span style="color: rgb(102, 51, 102);">([AREA NAME OR NAMES]) </span>- essentially the same as set ROOMGROUP below, this will set the current designated roomgroup to the rooms in the area(s) specified. Although this does nothing in itself, it is important for the several commands which load mobs and items. The area name ANY may be given to choose a random area. Several area names may be specified, separated by spaces and word-grouped with double-quotes. If no area name is given, this will CLEAR the ROOMGROUP designation. This can have a profound impact on how subsequent mob or item loading, or room setting commands work. This command will automatically clear the AREA setting.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET ROOMGROUP</span> <span style="color: rgb(102, 51, 102);">([ROOM NAME])</span> - will set the ROOMGROUP to the set specified. If an area has been previously designated, and not cleared (see SET AREA), then the rooms will be selected from the designated area according to the room name criteria. Otherwise, rooms from the whole map will be chosen. If a room name of ANY is given, then the rooms will be chosen randomly from the world, or the area if designated. Several room names may be specified as choices by setting the first room name as ANY, followed by your other room name choices, separated by spaces. If no room name is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid room names include map room IDs such as MyArea#123, or key words from the titles or descriptions of rooms.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">ROOMGROUP</span> <span style="color: rgb(102, 51, 102);"></span><span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing.<span style="color: rgb(102, 51, 102);"></span> </p> <p><span style="color: rgb(51, 102, 102);">SET ROOM</span> <span style="color: rgb(102, 51, 102);">([ROOM NAME]) </span>- will set the current designated room to the set specified. If a room or area has been previously designated, and not cleared (see SET AREA), then the room will be selected from the designated area according to the room name criteria. Otherwise, a room from the whole map will be chosen. If a room name of ANY is given, then the room will be chosen randomly from the world, or the area if designated. Several room names may be specified as choices by setting the first room name as ANY, followed by your other room name choices, separated by spaces. If no room name is given, this will effectly clear the room designation (but it will not clear the area designation!). Valid room names include map room IDs such as MyArea#123, or key words from the titles or descriptions of rooms.</p> <p><span style="color: rgb(51, 102, 102);">SET ROOM</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET ROOMGROUPAROUND</span> <span style="color: rgb(102, 51, 102);">[#RADIUS] ([ROOM NAME])</span>- will set the ROOMGROUP to the set of rooms up to RADIUS rooms from the previously set ROOM. The rooms will be selected from the set of rooms which are up to RADIUS rooms away from the currently set ROOM (see SET ROOM/SET LOCALE). The radius must then be greater than 0. If the following room name of ANY is given, then all rooms in the radius are grouped. Several room names may be specified as choices by setting the first room name as ANY, followed by your other room name choices, separated by spaces. If no room name is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid room names include map room IDs such as MyArea#123, or key words from the titles or descriptions of rooms.</p> <p><span style="color: rgb(51, 102, 102);">SET LOCALEGROUP</span> <span style="color: rgb(102, 51, 102);">([LOCALE])</span> - will set the ROOMGROUP to the ones with the specified class name. If an area has been previously designated, and not cleared (see SET AREA), then the rooms will be selected from the designated area according to the locale criteria. Otherwise, rooms from the whole map will be chosen. If a locale name of ANY is given, then the rooms will be chosen randomly from the world, or the area if designated. Several locale types may be specified as choices by setting the first locale type as ANY, followed by your other locale type choices, separated by spaces. If no locale is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid locale names may be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden, underwater, mountains, etc.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">LOCALEGROUP</span> <span style="color: rgb(102, 51, 102);"></span><span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. </p> <p><span style="color: rgb(51, 102, 102);">SET LOCALEGROUPAROUND</span> <span style="color: rgb(102, 51, 102);">([#RADIUS] [LOCALE])</span> - will set the ROOMGROUP to the ones with the specified class name. The rooms will be selected from the set of rooms which areup to RADIUS rooms away from the currently set ROOM (see SET LOCALE/SET ROOM). The radius must then be greater than 0. If the following locale name of ANY is given, then all rooms in the radius are grouped. Several room names may be specified as choices by setting the first locale name as ANY, followed by your other locale name choices, separated by spaces. If no locale name is given, this will effectly clear the ROOMGROUP designation (but it will not clear the area designation!). Valid locale names may be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden, underwater, mountains, etc.</p> <p><span style="color: rgb(51, 102, 102);">SET LOCALE</span><span style="color: rgb(102, 51, 102);"> ([LOCALE])</span> - will set the current designated room to the one with the specified class name. If a room or area has been previously designated, and not cleared (see SET AREA), then the room will be selected from the designated area according to the locale criteria. Otherwise, a room from the whole map will be chosen. If a locale of ANY is given, then the room will be chosen randomly from the world, or the area if designated. Several locale types may be specified as choices by setting the first locale type as ANY, followed by your other locale type choices, separated by spaces. If no locale is given, this will effectly clear the room designation (but it will not clear the area designation!). Valid locale names may be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden, underwater, mountains, etc.</p> <p><span style="color: rgb(51, 102, 102);">SET LOCALE</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen. </p> <p><span style="color: rgb(51, 102, 102);">SET MOBGROUP</span> <span style="color: rgb(102, 51, 102);">(RESELECT) ([MOB NAME]) </span>- will designate a set of mobs with the given name. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the name mask entered before the MASK= string. The mobs chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The mobs must exist somewhere in the map for this command to work. Normally a mob will not be placed in the mobgroup if the mob has been previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first flag which, if specified, designates that mobs may be placed in the mobgroup even if previously set, so long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">MOBGROUP</span> <span style="color: rgb(102, 51, 102);"></span><span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing </p> <p><span style="color: rgb(51, 102, 102);">SET MOB</span><span style="color: rgb(102, 51, 102);"> </span> <span style="color: rgb(102, 51, 102);">(RESELECT) </span><span style="color: rgb(102, 51, 102);">([MOB NAME])</span> - will set the current mob to one with the given mob name. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the mob name entered before the MASK= string. Ths mob chosen will be selected from a MOBGROUP if one has been set. Otherwise, the mob chosen will be selected from those in the designated ROOMGROUP (if one is designated), or the AREA (if one is designated) or finally the world. The mob must exist somewhere one of those groups for this command to work. If a room has been previously designated, then this command will bring the chosen mob to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally a mob will not be chosen by this command if the mob has been previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first flag which, if specified, designates that a mob may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.</p> <p><span style="color: rgb(51, 102, 102);">SET MOB</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen. </p> <p><span style="color: rgb(51, 102, 102);">SET MOBTYPE</span><span style="color: rgb(102, 51, 102);"> (RESELECT) ([CLASS])</span> - will set the current mob to one with the given class name. Ths mob chosen will be selected from a MOBGROUP if one has been set. Otherwise, the mob chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The mob must exist somewhere in the map for this command to work. If a room has been previously designated, then this command will bring the mob to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally a mob will not be chosen by this command if the mob has been previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first flag which, if specified, designates that a mob may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.</p> <p><span style="color: rgb(51, 102, 102);">SET MOBTYPE</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen. </p> <p><span style="color: rgb(51, 102, 102);">SET ITEMGROUP</span> <span style="color: rgb(102, 51, 102);">(RESELECT) </span><span style="color: rgb(102, 51, 102);">([ITEM NAME]) </span>- will designate a set of items with the given name. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the item name entered before the MASK= string. The items chosen will be selected from those in the designated ROOMGROUP (if one is designated), the AREA (if one is designated) or the world. The items must exist somewhere in the map for this command to work. Normally an item will not be placed in the itemgroup if the item has been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified, designates that items may be placed in the itemgroup even if previously set, so long as the RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">ITEMGROUP</span> <span style="color: rgb(102, 51, 102);"></span><span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing</p> <p><span style="color: rgb(51, 102, 102);">SET ITEM</span> <span style="color: rgb(102, 51, 102);">(RESELECT) </span><span style="color: rgb(102, 51, 102);">([ITEM NAME])</span> - will set the current item to one with the given name. The item chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The item must exist somewhere in a room on the map for this command to work. If a room has been previously designated, then this command will bring the item to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally an item will not be chosen by this command if the item has been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified, designates that an item may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.</p> <p><span style="color: rgb(51, 102, 102);">SET ITEM</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- serves the same purpose as the above command of the same name, but the argument is an object specifier. See Object Specifiers below this command listing. If the object resolves to a group of objects, a random one from the group will be chosen. </p> <p><span style="color: rgb(51, 102, 102);">SET ITEMTYPE</span> <span style="color: rgb(102, 51, 102);">(RESELECT) </span><span style="color: rgb(102, 51, 102);">([CLASS])</span> - will set the current item to one with the given class name. The item chosen will be selected from those in the designated ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The item must exist somewhere in a room on the map for this command to work. If a room has been previously designated, then this command will bring the item to that room. If a room or area has not been designated (or was cleared), then this command will designate a new room and area. Normally an item will not be chosen by this command if the item has been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified, designates that an item may be chosen if previously chosen, so long as the RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command. </p> <p><span style="color: rgb(51, 102, 102);">LOAD MOBGROUP</span> <span style="color: rgb(102, 51, 102);">([#NUMBER]) [MOB NAME] </span>- will instantiate all (or optionally, the given number) mobs of the given name from the set of mobs imported using the IMPORT MOBS command above. If the mob name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the mob name entered before MASK= string. This selected mobs will be set as the current MOBGROUP. If a room, roomgroup, or area has been previously designated, then this command will create each mob in that room or random room in the area. If a room or area has not been designated (or was cleared), then this command will designate a random room and area. This command will also designate the current mob to the last one loaded. </p> <p><span style="color: rgb(51, 102, 102);">LOAD MOB</span> <span style="color: rgb(102, 51, 102);">[MOB NAME]</span> - will instantiate a mob of the given name from the list of mobs imported using the IMPORT MOBS command above. If the name ends with MASK=..., then a mask similar in functionality to the one described in the Prop_HaveZapper will apply in addition to the name mask entered. This selected mob will be set as the current mob. If a room, roomgroup, or area has been previously designated, then this command will create the mob in that room. If a room or area has not been designated (or was cleared), then this command will designate a random room and area. </p> <p><span style="color: rgb(51, 102, 102);">LOAD ITEMGROUP</span><span style="color: rgb(51, 102, 102);"></span> <span style="color: rgb(102, 51, 102);">([#NUMBER])</span> <span style="color: rgb(102, 51, 102);">[ITEM NAME] </span>- will instantiate all (or optionally, the given number) items of the given name from the list of items imported using the IMPORT ITEMS command above. This items will be set as the current ITEMGROUP. If a room, roomgroup, or area has been previously designated, then this command will create the item in that room. If a room or area has not been designated (or was cleared), then this command will designate a random room and area. This command will also designate the current item to the last one loaded.</p> <p><span style="color: rgb(51, 102, 102);">LOAD ITEM</span> <span style="color: rgb(102, 51, 102);">[ITEM NAME]</span> - will instantiate an item of the given name from the list of items imported using the IMPORT ITEMS command above. This item will be set as the current item. If a room, roomgroup, or area has been previously designated, then this command will create the item in that room. If a room or area has not been designated (or was cleared), then this command will designate a random room and area. </p> <p><span style="color: rgb(51, 102, 102);">GIVE ITEM</span> - will give the currently designated item (designated using the SET ITEM, or LOAD ITEM command) to the last designated mob or mobs (designated using the SET MOB, SET MOBGROUP, LOAD MOBGROUP, or LOAD MOB commands).</p> <p><span style="color: rgb(51, 102, 102);">GIVE STAT<span style="color: rgb(102, 51, 102);"> [STAT ID] [VALUE]</span></span><span style="color: rgb(102, 51, 102);"> </span>- will give the currently designated object (designated using the SET ITEM/MOB/ROOM/AREA, or LOAD ITEM/MOB command) a new value for their internal stat designated by the STAT ID. This is an advanced coding feature; use it wisely.. </p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">GIVE BEHAVIOR</span> <span style="color: rgb(102, 51, 102);">[BEHAVIOR ID] ([PARAMETERS]) </span>- The behavior ID must be a valid behavior class name. The parameters are any parameters you wish to pass to the behavior. This command will give the most recently designated mob, item, area, room or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above behavior. The parameters above are optional, and include any text that would be valid for the behavior id specified. The text may also optionally include embedded references to other quest objects. See below Object Specifiers in Parameters below for more information on using this feature.</p> <p><span style="color: rgb(51, 102, 102);"> GIVE ABILITY</span><span style="color: rgb(102, 51, 102);"> [ABILITY ID] ([PARAMETERS]) </span>- The ability ID must be a valid ability class name. The parameters are any parameters you wish to pass to the ability. This command will give the currently designated mob, or mobgroup (designated using the set or load commands) the above ability. The parameters above are optional, and include any text that would be valid for the ability id specified. The text may also optionally include embedded references to other quest objects. See below Object Specifiers in Parameters below for more information on using this feature. </p> <p><span style="color: rgb(51, 102, 102);">GIVE AFFECT</span> <span style="color: rgb(102, 51, 102);">[ABILITY ID] ([PARAMETERS]</span>) - The ability ID must be a valid ability class name. The parameters are any parameters you wish to pass to the ability. This command will give the currently designated mob, item, room, area, or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above affect. The parameters above are optional, and include any text that would be valid for the ability id specified. The text may also optionally include embedded references to other quest objects. See below Object Specifiers in Parameters below for more information on using this feature. </p> <p><span style="color: rgb(51, 102, 102);">GIVE FOLLOWER</span> <span style="color: rgb(102, 51, 102);">[MOB NAME]</span> - The mob name is a mob which will be selected from the list of previously designated mobs (designated using the LOAD MOB, SET MOB, or SET MOBTYPE commands). This mob will be made into a follower of the mob most recently designated using the SET MOB, SET MOBTYPE, or LOAD MOB command. This command does not change the current mob designation, nor does it change the location of either mob.</p> <p><span style="color: rgb(51, 102, 102);">TAKE BEHAVIOR</span> <span style="color: rgb(102, 51, 102);">[BEHAVIOR ID]</span>- The behavior ID must be a valid behavior class name. This command will take from the most recently designated mob, item, area, room or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above behavior. </p> <p> <span style="color: rgb(51, 102, 102);">TAKE</span><span style="color: rgb(51, 102, 102);"> ABILITY</span><span style="color: rgb(102, 51, 102);"> [ABILITY ID] </span>- The ability ID must be a valid ability class name. This command will take from the currently designated mob, or mobgroup (designated using the set or load commands) the above ability. </p> <p> <span style="color: rgb(51, 102, 102);">TAKE</span><span style="color: rgb(51, 102, 102);"> AFFECT</span> <span style="color: rgb(102, 51, 102);">[ABILITY ID] </span> - The ability ID must be a valid ability class name. This command will take from the currently designated mob, item, room, area, or mobgroup (designated using the set or load commands), itemgroup, or roomgroup the above affect. </p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">RESET</span><span style="color: rgb(102, 51, 102);"></span>- If a ROOM has been designated using SET ROOM, or by any other previously described method, this command will cause that room to reset, or re-load from the database. If a ROOM is not currently set (or has been unset), but a ROOMGROUP or an AREA has been set, this command will cause all rooms in that set (respectively) to reload from the database. Doing either can be somewhat time consuming, and may disrupt any players in the rooms affected, as it will cause items to vanish from the floor, and make players and mobs unable to move until the process is completed.</p> <p><span style="color: rgb(51, 102, 102);"><SCRIPT></span> - This designates the beginning of embedded Javascript in your quest script. The end is designated by a corresponding </SCRIPT> tag on its own line. See the next section for more details.</p> <p><span style="color: rgb(51, 102, 102);">LOAD= <span style="color: rgb(102, 51, 102);">([QUEST FILE]) ([ARGUMENT] ... [ARGUMENT]) </span></span>- This command will cause the specified external quest script file to be loaded and executed as if it were embedded at the current point in the script. The quest filename is of the same format mentioned above. When LOAD= is used as a command inside a script, you can also specify one or more space-delimited arguments which will be accessible inside the target quest script as Object Specifiers. The first argument given, whether it is itself an Object Specifier, or a simple string, will be accessible inside the target quest script as ARG1, the second as ARG2, and so forth. A special case exists, however, if one of the arguments evaluates to an Object Specifier which represents a group of objects (such as MOBGROUP or ITEMGROUP). If that case occurs, the LOAD= command will execute once for every object inside the group! See the discussion of Object Specifiers and Object Spcifiers in Parameters for more information.</p> <p><span style="color: rgb(51, 102, 102);"><OPTION> <span style="color: rgb(102, 51, 102);">([QUEST SCRIPT COMMANDS]) <span style="color: rgb(51, 102, 102);"></OPTION></span></span></span><span style="color: rgb(51, 102, 102);"><span style="color: rgb(102, 51, 102);"> </span></span>- Putting quest script commands inside of <OPTION> tags means that, for every execution of the quest script, only ONE of the <OPTION> tags will be have their script commands executed. The one chosen will be selected at random. If only one <OPTION> tag exists, it will be chosen every time, of course. <span style="color: rgb(102, 51, 102);"></span></p> <p><span style="color: rgb(102, 0, 0); font-weight: bold;">* Note About #</span><span style="font-weight: bold;">. </span> In a quest script, anywhere the # sign is used above (such as [#TICKS] or [#PLAYERS], you may enter a normal old every day number (34) or you may enter a valid arithmetic expression using real or integer numbers and any of the following operators: + - * \ () ?</p> <p><span style="color: rgb(102, 0, 0); font-weight: bold;"><a name="questcrobjsp"></a>* Object Specifiers</span><span style="font-weight: bold;">. </span> Many of the SET ... commands, such as SET MOBGROUP, SET MOB, SET ITEMGROUP, SET ROOM, etc, have forms which allow you to designate their value using an [OBJECT] string. An [OBJECT] string is one of the following basic quest-script values: "LOADEDMOBS", "LOADEDITEMS", "AREA", "ROOM", "MOBGROUP", "ITEMGROUP", "ROOMGROUP", "ITEM", "ENVOBJ", "STUFF", "MOB", or one of the following mystery quest-script values: "FACTION", "FACTIONGROUP", "AGENT", "AGENTGROUP", "ACTION", "ACTIONGROUP", "TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP", "WHEREHAPPENED", "WHEREHAPPENEDGROUP", "WHEREAT", "WHEREATGROUP", "WHENHAPPENED", "WHENHAPPENEDGROUP", "WHENAT", "WHENATGROUP", "TOOL", "TOOLGROUP". Using the SET command in this way allows you to either COPY an objects value, or re-designate it for the purposes of one of the GIVE ... commands. If the quest script was executed from inside of another using the LOAD= script command, and arguments were specified from the above objects, you may also have access to argument object specifiers, such as ARG1, ARG2, ... ARGN. There will be one such object specifier available for each argument passed to the script. Please note that some object specifiers return single objects (such as MOB, ITEM, ROOM) and some return collections of objects (such as ROOMGROUP, MOBGROUP, ITEMGROUP). Object specifiers can also be combined using + and - characters. For instance, MOBGROUP-MOB would return the group of mobs in the MOBGROUP minus the specified MOB while the specifier MOB+ITEM would refer to an object group containing both the specified MOB and the specified ITEM.</p> <p><span style="color: rgb(102, 0, 0); font-weight: bold;">* Object Specifiers in Parameters</span><span style="font-weight: bold;">. </span>When specifing parameters for the GIVE BEHAVIOR, GIVE ABILITY, or GIVE AFFECT command, you may embed the names of one or more of the Object Specifiers by prefixing the Object Specifier code string with a $ character, and concluding it with a space or other non-alphanumeric character. For instance, the command: "GIVE BEHAVIOR Scriptable GREET_PROG 100\; say I love $MOB!!!\;~\;" would embed the name string for the MOB object specifier inside the in-line script. In addition to this capability, you may also put a special character after the $ and before the object specifier to manipulate how the name of the object is generated. Special characters are: '_' (to make the name in uppercase), '&' to remove any prefixed english article words from the name, or '|' to replace all spaces in the name with | characters (which is very useful for QuestChat parameters).</p> <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>Mystery Objects in Quest scripts:</strong></font></p> <p>In addition to the normal quest objects mentioned above, such as MOB, ITEM, ROOM and so forth, there are also extranous objects and groups intended for use when building logic problem mysteries. The commands for setting these are as follows:</p> <p><span style="color: rgb(51, 102, 102);">SET AGENT</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the AGENT variable to the [OBJECT]. Will also set the MOB object. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET AGENTGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the AGENTGROUP variable to the [OBJECT]. Will also set the MOBGROUP object to the same, as well as designate one random mob from the group as the AGENT and the MOB. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET AGENTGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER] </span>- Sets the AGENTGROUP variable to the currently set MOBGROUP, selecting at most NUMBER mobs randomly from that list. Will also set the MOBGROUP object to the same, as well as designate one random mob from the group as the AGENT and the MOB. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHEREHAPPENED</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHEREHAPPENED variable to the [OBJECT]. Will also set the ROOM object. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET WHEREHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHEREHAPPENEDGROUP variable to the [OBJECT]. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREHAPPENED and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHEREHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER] </span>- Sets the WHEREHAPPENEDGROUP variable to the currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that list. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREHAPPENED and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHEREAT</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHEREAT variable to the [OBJECT]. Will also set the ROOM object. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">WHEREATGROUP</span> <span style="color: rgb(102, 51, 102);">[</span><span style="color: rgb(102, 51, 102);">OBJECT] </span>- Sets the WHEREATGROUP variable to the [OBJECT]. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREAT and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">WHEREATGROUP</span> <span style="color: rgb(102, 51, 102);">[</span><span style="color: rgb(102, 51, 102);">#NUMBER] </span>- Sets the WHEREATGROUP variable to the currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that list. Will also set the ROOMGROUP object to the same, as well as designate one random room from the group as the WHEREAT and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENED</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHENHAPPENED variable to the timeclock [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENED</span> <span style="color: rgb(102, 51, 102);">[#HOURS-DIFFERENCE] </span>- Sets the WHENHAPPENED variable to the current time plus or minus the hours difference specified. See<a href="ArchonTome.html#questcrobjsp"> Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHENHAPPENEDGROUP variable to the [OBJECT]. Will also designate one random time from the group as the WHENHAPPENED. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">] ... </span><span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">] </span>- Sets the WHENHAPPENEDGROUP list to the current time plus or minus the list of hours-differences given. Will also designate one random time from the group as the WHENHAPPENED. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHENAT</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHENHAPPENED variable to the timeclock [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET WHENAT</span> <span style="color: rgb(102, 51, 102);">[#HOURS-DIFFERENCE] </span>- Sets the WHENAT variable to the current time plus or minus the hours difference specified. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET WHENATGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the WHENATGROUP variable to the [OBJECT]. Will also designate one random time from the group as the WHENAT. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET WHENATGROUP</span> <span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">] ... </span><span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">] </span>- Sets the WHENATGROUP list to the current time plus or minus the list of hours-differences given. Will also designate one random time from the group as the WHENAT. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET FACTION</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the FACTION variable to the faction string [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET FACTION</span> <span style="color: rgb(102, 51, 102);">[FACTION NAME] </span>- Sets the FACTION variable to one of the given name or ANY to choose a random one.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET FACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the FACTIONGROUP variable to the [OBJECT]. Will also designate one random faction from the group as the FACTION. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET FACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER] </span>- Sets the FACTIONGROUP variable to NUMBER random factions, or ALL to set it to all of them. Will also designate one random faction from the group as the FACTION. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET FACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[FACTION NAME] ... [FACTION NAME] </span>- Sets the FACTIONGROUP variable to the set of factions designated by the faction names. Will also designate one random faction from the group as the FACTION. The faction names are space delimited, and names grouped with double-quotes. </p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET TARGET </span><span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the TARGET variable to the [OBJECT]. Will also set the MOB or ITEM object depending on what gets designated. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET TARGETGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the TARGETGROUP variable to the [OBJECT]. Will also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of group is designated), as well as designate one random object from the group as the TARGET, and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET TARGETGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER] </span>- Sets the TARGETGROUP variable to the currently set MOBGROUP (if one is currently set) or ITEMGROUP if not. It will select at most NUMBER objects randomly from that list. Will also re-set the MOBGROUP or ITEMGROUP object to the same, as well as designate one random mob or item from the group as the TARGET and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET TOOL </span><span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the TOOL variable to the [OBJECT]. Will also set the MOB or ITEM object depending on what gets designated. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET TOOLGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the TOOLGROUP variable to the [OBJECT]. Will also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of group is designated), as well as designate one random object from the group as the TOOL, and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET TOOLGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER] </span>- Sets the TOOLGROUP variable to the currently set MOBGROUP (if one is currently set) or ITEMGROUP if not. It will select at most NUMBER objects randomly from that list. Will also re-set the MOBGROUP or ITEMGROUP object to the same, as well as designate one random mob or item from the group as the TOOL and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <p><span style="color: rgb(51, 102, 102);">SET MOTIVE</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the MOTIVE variable to the string [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">MOTIVE</span> <span style="color: rgb(102, 51, 102);">[STRING] </span>- Sets the MOTIVE variable to the string.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">MOTIVE</span><span style="color: rgb(51, 102, 102);">GROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the MOTIVEGROUP variable to the [OBJECT]. Will also designate one random string from the group as the MOTIVE. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <span style="color: rgb(51, 102, 102);"></span><span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">MOTIVEGROUP</span> <span style="color: rgb(102, 51, 102);">[STRING] .. [STRING] </span>- Sets the MOTIVEGROUP to the set of strings specified. Will also designate one random string from the group as the MOTIVE. The strings are space delimited, and words grouped with double-quotes.</p> <span style="color: rgb(51, 102, 102);"></span><span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET ACTION</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the ACTION variable to the string [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">ACTION</span> <span style="color: rgb(102, 51, 102);">[STRING] </span>- Sets the ACTION variable to the string.</p> <span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">ACTION</span><span style="color: rgb(51, 102, 102);">GROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT] </span>- Sets the ACTIONGROUP variable to the [OBJECT]. Will also designate one random string from the group as the ACTION. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p> <span style="color: rgb(51, 102, 102);"></span><span style="color: rgb(51, 102, 102);"></span> <p><span style="color: rgb(51, 102, 102);">SET </span><span style="color: rgb(51, 102, 102);">ACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[STRING] .. [STRING] </span>- Sets the ACTIONGROUP to the set of strings specified. Will also designate one random string from the group as the ACTION. The strings are space delimited, and words grouped with double-quotes.</p> <span style="color: rgb(51, 102, 102);"></span><span style="color: rgb(51, 102, 102);"></span> <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>JavaScripting in Quest scripts:</strong></font></p> <p>The CoffeeMud quest manager engine will allow you embed Javascript into your quest scripts for the purpose of assisting in setting up your quests. The Javascript must be located between the <SCRIPT> and </SCRIPT> quest script commands to be recognized. </p> <p class="MsoNormal"><span style="font-size: 14pt; color: blue;"><font color="#000000"><font size="3">Javascript is a wholly different language than the standard Scriptable/MOBPROG language OR the quest script language described in this document. You should read the JavaScripting section of the CoffeeMud </font><a href="Programming.html"><font size="3">Programming Guide</font></a><font size="3"> for more information, as well as the following web sites which discuss the usage and syntax of the Javascript language itself: </font><a href="http://www.mozilla.org/js/"><font size="3">http://www.mozilla.org/js/</font></a><font size="3"> and </font><a href="http://www.mozilla.org/rhino/"><font size="3">http://www.mozilla.org/rhino/</font></a><font size="3"> .</font></font></span></p> <p class="MsoNormal"><span style="font-size: 14pt; color: blue;"><font color="#000000" size="3"><span style="font-size: 14pt; color: blue;"><font color="#000000" size="3">Aside from the above information about JavaScripting in CoffeeMud, there are still a few more details to learn about JavaScripting in your quest scripts. Although</font></span><span style="font-size: 14pt; color: blue;"><font color="#000000" size="3"> Javascript does not require semicolon line delimeters and it will not likely cause problems, you should be aware that the quest manager engine will strip out all semicolons as part of its command parsing process. For this reason, if you absolutely must keep a semicolon ANYWHERE in your javascript, whether as part of a displayable string, or a line delimeter, it must first be escaped: \;</font></span></font></span></p> <p>The quest manager engine will also make a couple of useful methods available to your Javascript for assisting in setting up your quests. One is the <font face="Courier New"><font size="2">Quest quest() </font></font><font face="Times New Roman">method, which, as you can see, returns a Quest object which represents to the current quest script. The Quest object returned has numerous useful methods on them for doing things like determining which mobs and items were selected by the SET commands as described above (<font face="Courier New" size="2">isQuestObject, getQuestObject, getQuestMob, getQuestItem</font>). There are also methods for properly adding other such mobs and items to your quest (<font face="Courier New" size="2">runtimeRegisterObject</font>), or for adding abilities, behaviors, or effects to existing objects ( <font face="Courier New" size="2">runtimeRegisterAbility, runtimeRegisterEffect, runtimeRegisterBehavior</font>). You should check out the Quest interface for more information on these methods; they are located in the file Quest.java, which is in the com/planet_ink/coffee_mud/interfaces package.</font></p> <p>Another method provided to Javascript by the quest manager is the <font face="Courier New" size="2">QuestState setupState() <font face="Times New Roman" size="3">method. The QuestState object made available by this method contains information on the current state of your quest Script. There are several useful properties of the object, such as <font face="Courier New" size="2">area, room, mob, mobGroup, item,</font> and <font face="Courier New" size="2">envObject</font> which will refer to the last such objects SET by your quest script before Javascript was executed. The Vectors </font></font><font size="2"><font size="3"><span style="font-family: monospace;">loadedMobs</span></font></font><font face="Courier New" size="2"><font face="Times New Roman" size="3"> and </font></font><font size="2"><font size="3"><span style="font-family: monospace;">loadedItems</span></font></font><font face="Courier New" size="2"><font face="Times New Roman" size="3"> are available with any items or mobs gained from the IMPORT command, regardless of whether they were LOADed. There is also the </font></font><font size="2"><font size="3"><span style="font-family: monospace;">mysteryData</span></font></font><font face="Courier New" size="2"><font face="Times New Roman" size="3"> object with all the objects and Vectors SET for building logic problem mysteries.</font></font></p> <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>Final Quest Notes:</strong></font></p> <p>This stuff may seem complicated, but just make sure you carefully examine the sample quests found in the CoffeeMud resources directory! Also, remember that quest script errors are always sent out to your mud.log, so check their often when starting up a new quest! </p> <p class="MsoNormal"><a name="holidays"><strong><font color="#008000" size="5">Holidays</font></strong></a></p> Holidays are a special/reserved quest defined by file /resources/quests/holidays/holidays.quest. <br> <br> They are very simple Scriptless quests that can be started at random intervals, or on certain mud dates, or real-life dates. The holidays will only impact the areas specified by the holiday settings, and only the mobs in those areas specified in the settings, and only with the features you specify. <br> <br> Use LIST HOLIDAYS to see a list of all defined holidays and the areas hey are defined for. By default, 3 special-case weather related holidays are included which impact any area that meets their special criteria. <br> <br> You can use MODIFY HOLIDAY <name> to change the settings for a holiday, DESTROY HOLIDAY <name> to delete one, or CREATE HOLIDAY name to create a new one that will automatically apply to the area the creator is standing in when it is created.<br> <br> Here are the standard settings for holidays:<br> <br> <br> <table style="text-align: left; background-color: rgb(255, 255, 153); width: 100%;" border="1" cellpadding="2" cellspacing="2"> <tbody> <tr> <td><span style="font-weight: bold;">Property</span></td> <td><span style="font-weight: bold;">Description</span></td> </tr> <tr> <td style="font-style: italic;">Holiday Name</td> <td>A unique name for your holiday. It should be unique not only among holidays, but also among quests.</td> </tr> <tr> <td style="font-style: italic;">Schedule Type</td> <td>The type of time-trigger for the holiday, whether a random interval, a mud-date, or a real-life date.</td> </tr> <tr> <td style="font-style: italic;">Interval Ticks</td> <td>If the time trigger is a random interval, this is the math expression to derive that interval. You may use normal math operators like +-/*(), as well as the special ? operator to generate a random number. 1?5 would mean a random number between 1-5.</td> </tr> <tr> <td style="font-style: italic;">Mud-Day</td> <td>If the time trigger is a mud-date, this is that date in month-day numeric format (like 1-30).</td> </tr> <tr> <td style="font-style: italic;">Real Life Date</td> <td>If the time trigger is a real-life date, this is that date in month-day numeric format (like 12-31).</td> </tr> <tr> <td style="font-style: italic;">Duration Ticks</td> <td>The number of ticks (4 second periods) that the changes specified below will be in effect once the holiday triggers.</td> </tr> <tr> <td style="font-style: italic;">Areas List</td> <td>The list of areas to apply the holiday to. Area names are space separated, with multiple words grouped in double quotes.</td> </tr> <tr> <td style="font-style: italic;">Mask for mobs that apply</td> <td>A zapper-mask that determines which mobs inside the designated area will benefit from the changes specified below. See Prop_HaveZapper for an example of a zapper mask, or just hit ? at the prompt here.</td> </tr> <tr> <td style="font-style: italic;">Mood setting</td> <td>If this entry is blank, it has no effect. Otherwise, it is the name of the MOOD to force all the mobs to be in during your holiday. Use ? for a list.</td> </tr> <tr> <td style="font-style: italic;">Aggressive Setting</td> <td>If this entry is blank, it has no effect. Otherwise, it makes all the mobs aggressive during your holiday. Use ? to get a list of valid parameters. Remember that this field must not be blank if you want it to work!</td> </tr> <tr> <td style="font-style: italic;">Price Factor</td> <td>This change will only apply to mob shopkeepers. It is a list of price-changes to make to specified items during the holiday. See help on GenShopKeeper for more information on Price Factors. You can specify as many different price-factors for as many different types of items as you need to.</td> </tr> <tr> <td style="font-style: italic;">MudChat for words...</td> <td>This is a list of trigger words that mobs will respond to when spoken to, and what they will respond. You can have as many trigger words groupings as you like, with as many responses to those trigger words as you need. Each response begins with a single digit weight, to show how often that selection should be chosen among the others.</td> </tr> <tr> <td style="font-style: italic;">MOB Behavior</td> <td>A list of Behaviors to apply to mobs during your holiday. See the Archon's Guide under GenMOB for more information on this, as it works the exact same way. Use ? for a list, and ? will also work in the parameters for help.</td> </tr> <tr> <td style="font-style: italic;">MOB Property</td> <td>A list of Affects/Effects to apply to mobs during your holiday. Again, see the Archon's Guide for more information on how this works. Use ? for a list, and ? will also work in the parameters for help.</td> </tr> </tbody> </table> <p class="MsoNormal"><a name="socials"><strong><font color="#008000" size="5">Socials</font></strong></a></p> <p>Socials are those miscellaneous and happy little emoting blurbs that help make muds a more fun and realistic place for players to interact. Without them, players couldn't smile, roll their eyes, or flip anyone off without considerable typing. The command line includes a social creator and editor:</p> <p><strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE</font></strong><br> <br> This starts the creation process for a social called TWIGGLE. There are actually four different kinds of TWIGGLE we will make: TWIGGLE (no parameters), TWIGGLE SELF, TWIGGLE ALL, and TWIGGLE (to a target). This is type 1 of 4.<br> <br> <em>You wave your arms...<br> Social name 'TWIGGLE' Enter new.<br> : <br> </em><br> This is here in case you want to change the social name before you create it. Doubtful, so just hit ENTER and skip it.<br> <br> <em>(No change)<br> Target=NONE<br> Change T)arget, S)elf, A)ll, or N)one: </em><br> <br> This is where you choose the social type. For type1 socials, this would be None.<br> <br> <em>(No change)<br> You see 'null'. Enter new.<br> : <br> </em><br> This is what you as a player would see when you perform the social.<br> <br> <strong>You wiggle your toes.</strong><br> <br> <em>Your action type=MOVEMENT<br> Change W)ords, M)ovement (small), S)ound, L)arge Movement <br> </em><br> This is the requirement of the social. Small movement just needs hands, fingers, toes, lips, and other small body movements, while large movements require legs, and often moving the entire body. I tend to not use the Words one, and I leave sounds for, well, yelling and such. This particular social involves toes, thus it's a M)ovement. Type "<strong>M</strong>" for that.</p> <p><em>Others see 'null'. Enter new.<br> : <br> </em><br> This is what the people in the room see when you perform a social.<br> <br> <strong><S-NAME> wiggles <S-HIS-HER> toes.</strong><br> <br> <S-NAME> means Source Name. Character performing the social is the source. I'll have a list of usable tags at the end of this tutorial for you.<br> <br> <strong>Others Effect type=HANDS<br> Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands: <br> </strong><br> This is what others in the room need to be able to know you're performing a social. This social involves toe wiggling, so I would recommend Visual. If you're curious about Hands, that would be left for handshakes, highfives, etc. </p> <p>And that concludes the creation of our TWIGGLE social, type 1.<br> <br> <strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE SELF</font></strong><br> <br> Ahh. Part 2, the SELF portion.<br> <br> <em>You wave your arms...<br> Social name 'TWIGGLE' Enter new.<br> : <br> </em><br> Like the above, you don't need to change the name.<br> <br> <em>(No change)<br> Target=NONE<br> Change T)arget, S)elf, A)ll, or N)one: <br> </em><br> Because this portion is the SELF portion, choose "<strong>S</strong>". <br> <br> <em>You see 'null'. Enter new.<br> : <br> </em><br> This is what you see when you perform the social TWIGGLE SELF.<br> <br> <strong>You glaze over while you try to wiggle your toes at yourself.</strong><br> <br> <em>Your action type=MOVEMENT<br> Change W)ords, M)ovement (small), S)ound, L)arge Movement<br> </em><br> You need toes to wiggle them, right? <strong>M</strong>)ovement for that. <br> <br> <em>Others see 'null'. Enter new.<br> :<br> </em><br> What the others in the room see when you perform the social.<br> <br> <strong><S-NAME> wiggles <S-HIS-HER> toes at <S-HIM-HERSELF>. Very odd.<br> </strong><br> <em>Others Effect type=HANDS<br> Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br> </em><br> They need to see it happen, right? I would guess it's a <strong>V</strong>)isual requirement.</p> <p>And that concludes the creation of our type 2 TWIGGLE social.</p> <p><strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE ALL</font><br> </strong><br> Yay! Type 3! The ALL is the Target Name.<br> <br> <em>You wave your arms...<br> Social name 'TWIGGLE' Enter new.<br> : <br> </em><br> I doubt you would still need to change the name. You have type one and two. Why make 3 different?<br> <br> <em>(No change)<br> Target=NONE<br> Change T)arget, S)elf, A)ll, or N)one:<br> </em><br> It's the ALL portion of social creation, so choose "<strong>A</strong>".<br> <br> <em>You see 'null'. Enter new.<br> :<br> </em><br> What you would see when you perform TWIGGLE [Target] (ex: TWIGGLE VIRAX).<br> <br> <strong>You wiggle your toes at everyone. How wierd.</strong><br> <br> The display would replace the tag with the appropriate name, and in this example it would be Virax.<br> <br> <em>Your action type=MOVEMENT<br> Change W)ords, M)ovement (small), S)ound, L)arge Movement<br> </em><br> We have toes we'll need to wiggle. <strong>M</strong>)ovement.<br> <br> <em>Others see 'null'. Enter new.<br> :<br> </em><br> What those twiggled at people witness.<br> <br> <strong><S-NAME> wiggles <S-HIS-HER> toes at everyone. Very strange.</strong><br> <br> <em>Others Effect type=HANDS<br> Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br> </em><br> I'd say another thing they would have to see. Don't you? <strong>V</strong>)isual.<br> <br> <strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE <T-NAME></font><br> <br> </strong>Yay! Type 4! The TARGET! <T-NAME> is the Target Name.<br> <br> <em>You wave your arms...<br> Social name 'TWIGGLE' Enter new.<br> : <br> </em><br> I doubt you would still need to change the name. You have type one, two, and three. Why make 4 different?<br> <br> <em>(No change)<br> Target=NONE<br> Change T)arget, S)elf, A)ll, or N)one:<br> </em><br> It's the TARGET portion of social creation, so choose "<strong>T</strong>".<br> <br> <em>You see 'null'. Enter new.<br> :<br> </em><br> What you would see when you perform TWIGGLE [Target] (ex: TWIGGLE VIRAX).<br> <br> <strong>You wiggle your toes at <T-NAME>. How cute.</strong><br> <br> The display would replace the tag with the appropriate name, and in this example it would be Virax.<br> <br> <em>Your action type=MOVEMENT<br> Change W)ords, M)ovement (small), S)ound, L)arge Movement<br> </em><br> We have toes we'll need to wiggle. <strong>M</strong>)ovement.<br> <br> <em>Others see 'null'. Enter new.<br> :<br> </em><br> What those bystanders witness.<br> <br> <strong><S-NAME> wiggles <S-HIS-HER> toes at <T-NAME>. Very strange.</strong><br> <br> <em>Others Effect type=HANDS<br> Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br> </em><br> I'd say another thing they would have to see. Don't you? <strong>V</strong>)isual.<br> <br> <em>Target sees 'null'. Enter new.<br> :<br> </em><br> If you were the unfortunate victim, this is what you would see.<br> <br> <strong><S-NAME> wiggles <S-HIS-HER> toes at you.</strong><br> <br> <em>Target Effect type=HEARING NOISE<br> Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br> </em><br> You see them wiggling their toes, so this would also be <strong>V</strong>)isual.<br> <br> <em>You see when no target 'null'. Enter new.<br> :<br> </em><br> This is what you would see if the target you want to use the social against isn't there.<br> <br> <strong>Sorry. They aren't here for that lovely toe wiggle.</strong><br> <br> This concludes the social creation process. Enjoy creating your own socials, folks! To modify an existing social, purely use MODIFY SOCIAL [NAME] (i.e. MODIFY SOCIAL BONK, MODIFY SOCIAL HIGHFIVE <T-NAME>) or even MODIFY SOCIAL PAT SELF) What this does is it goes through the command list like you are creating that particular social, but with the information that is already stored on it. What you can do is just hit ENTER until you get to the part of the social you want to change and change it accordingly.</p> <p><font style="background-color: moccasin;">======= AND NOW FOR THE LIST OF TAGS =======</font> <br> <S-HIS-HER> Outputs 'Your' if Observer=Source, otherwise 'His'/'Her'. <br> <S-HIM-HER> Outputs 'You' if Observer=Source, otherwise 'Him'/'Her'. <br> <S-NAME> Outputs 'You' if Observer=Source, otherwise the Name. <br> <S-NAMESELF> Outputs 'Yourself' if Observer=Source, otherwise the Name <br> <S-HE-SHE> Outputs 'You' if Observer=Source, otherwise 'He'/'She' <br> <S-SIRMADAM> Outputs 'Sir'/'Madam' <br> <S-IS-ARE> Outputs 'Are' if Observer=Source, otherwise 'Is'. <br> <S-HAS-HAVE> Outputs 'Have' if Observer=Source, otherwise 'Has'. <br> <S-YOUPOSS> Outputs 'Your' if Observer=Source, otherwise the Name`s <br> <S-HIM-HERSELF> Outputs 'Yourself' if Observer=Source, otherwise the 'Himself'/'Herself' <br> <S-HIS-HERSELF> Outputs 'Yourself' if Observer=Source, otherwise the 'Hisself'/'Herself' <br> <T-HIS-HER> Outputs 'You' if Observer=Target, otherwise 'His'/'Her'. <br> <T-HIM-HER> Outputs 'You' if Observer=Target, otherwise 'Him'/'Her'. <br> <T-NAME> Outputs 'You' if Observer=Target, otherwise the Name. <br> <T-NAMESELF> Outputs 'Yourself' if Observer=Target, otherwise the Name <br> <T-HE-SHE> Outputs 'You' if Observer=Target, otherwise 'He'/'She' <br> <T-SIRMADAM> Outputs 'Sir'/'Madam' <br> <T-IS-ARE> Outputs 'Are' if Observer=Target, otherwise 'Is'. <br> <T-HAS-HAVE> Outputs 'Have' if Observer=Target, otherwise 'Has'. <br> <T-YOUPOSS> Outputs 'Your' if Observer=Target, otherwise the Name with an '`s' <br> <T-HIM-HERSELF> Outputs 'Yourself' if Observer=Source, otherwise the 'Himself'/'Herself' <br> <T-HIS-HERSELF> Outputs 'Yourself' if Observer=Source, otherwise the 'Hisself'/'Herself'</p> <p class="MsoNormal"><a name="polls"><strong><font color="#008000" size="5">Polls</font></strong></a></p> <p>Polls can be an entertaining and sometimes amusing way to measure the thoughts of players. CoffeeMud supports single-selection voting among options which you can designate. Polls are created with the CREATE command, reviewed with the LIST command, modified with the MODIFY command, removed with the DELETE command, and participated during the login process and/or via the use of the POLL command.</p> <p><strong>CREATE POLL</strong></p> <p>This command will create a new blank poll. When a poll is created or modified, you are presented with a list of properties to fill in. Pressing enter will leave the property unchanged. The properties include:</p> <p> <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%"> <tbody> <tr> <td width="25%"><strong>Property</strong></td> <td width="75%"><strong>Description</strong></td> </tr> <tr> <td><em>Name</em></td> <td>the internal name of the poll. This is just to tell them apart when LISTing your polls.</td> </tr> <tr> <td><em>Introduction</em></td> <td>the text that is displayed to the user when they participate in the poll.</td> </tr> <tr> <td><em>Results Header</em></td> <td>a short line of text to designate the results for the poll.</td> </tr> <tr> <td><em>Qual Mask</em></td> <td>a mask to limit the participants in your poll. This string is similar in functionality to the one described in the Prop_HaveZapper. Enter HELP Prop_HaveZapper for information on masking your poll participants.</td> </tr> <tr> <td><em>Poll Active</em></td> <td>whether the poll is presently available for participation, or is closed to participation. This flag is automatically set to false if an expiration date (below) is used and passes. Normally a poll must be made inactive before results can be viewed.</td> </tr> <tr> <td><em>Preview Results</em></td> <td>whether the participant can see the results immediately after voting, or must wait until the poll is made inactive.</td> </tr> <tr> <td><em>Allow Abstentions</em></td> <td>whether participants can abstain from selecting one of your options by choosing not to vote.</td> </tr> <tr> <td><em>Use IP Addresses</em></td> <td>whether a single ip address can designate a vote. Helps prevent multi-playing users from getting multiple votes.</td> </tr> <tr> <td><em>Hide Results</em></td> <td>whether anyone other than Archons or those with the POLLS security flag can ever view the results of this poll.</td> </tr> <tr> <td><em>POLL CMD Only</em></td> <td>whereas normally one can participate in a poll either at login, or via the POLL command, this flag will make it so that the POLL command must be used.</td> </tr> <tr> <td><em>Expiration Date</em></td> <td>optional field designating the date/time when the poll will be automatically set to inactive. If this field is empty or NA, the poll must be made manually inactive using the MODIFY POLL command.</td> </tr> <tr> <td><em>New Vote Options</em></td> <td>the list of options the participants may choose between.</td> </tr> </tbody> </table> </p> <br> <p class="MsoNormal"><a name="clans"><strong><font color="#008000" size="5">Clans</font></strong></a></p> <p>Clans serve many purposes in the CoffeeMud engine. They provide a way for multiple players to own property, conquer areas, and exert control. They also provide a means of expressing politics between themselves and other groups, or even with each other. Clans can allow ranking players to order each other around, to create special magical items, to keep a collective treasury, to collect taxes from other players, and to override normal PK (playerkill) settings. Clans can be tyrannical, run by a select few, run by elected members, or run collectively. Clans can even be used as an alternative means of learning new Classes.<br> </p> <p>By default, clans can be created and managed entirely by players. This ability can be removed by disabling the several clan creation and management commands from the coffeemud.ini file using the DISABLE= field. Regardless, there is also an Archon mechanism for creating and managing clans.</p> <p><strong>CREATE CLAN <clanname></strong></p> <p>This command will create a clan with the given name. You can then enter the following commands at any time:<br> </p> <p><strong>DESTROY CLAN <clanname> </strong></p> <p><strong>MODIFY CLAN <clanname></strong></p> <p>When a clan modified, you are presented with a list of properties to fill in. Pressing enter will leave the property unchanged. The properties include:</p> <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%"> <tbody> <tr> <td width="25%"><strong>Property</strong></td> <td width="75%"><strong>Description</strong></td> </tr> <tr> <td><em>Name</em></td> <td>the name of the clan can never be changed. It can only be destroyed. Name your clans carefully!<br> </td> </tr> <tr> <td><em>Government Type</em></td> <td>how the players rule the clan -- as a tyranny (Clan), a oligarchy (Guild), a republic (Union), a theocracy, or a democracy (Fellowship)<br> </td> </tr> <tr> <td><em>Clan Premise</em><br> </td> <td>a description of the clan for all to read</td> </tr> <tr> <td><em>Clan Experience</em><br> </td> <td>the number of experience points the clan has earned, usually through taxation<br> </td> </tr> <tr> <td><em>Morgue RoomID</em><br> </td> <td>the room ID of the room where the bodies of the members of the clan appear when they die. This room must be properly owned by the Clan using a property like Prop_RoomForSale.<br> </td> </tr> <tr> <td><em>Clan Home RoomID</em></td> <td>the room ID of the room where the members of the clan appear when they cast Clan Home spell. This room must be properly owned by the Clan using a property like Prop_RoomForSale.<br> </td> </tr> <tr> <td><em>Clan Donation RoomID</em><br> </td> <td>the room ID of the room where items appear when a member of the clan casts the Clan Donate spell. This room must be properly owned by the Clan using a property like Prop_RoomForSale.</td> </tr> <tr> <td><em>Clan Qualifications</em><br> </td> <td>this is a mask describing what sort of people are allowed to apply and join the clan using the CLANAPPLY command. The mask is a standard CoffeeMud ZapperMask. You can use ? for a description at the prompt.<br> </td> </tr> <tr> <td><em>Clan Auto-Class</em><br> </td> <td>the name of a character class which all players who join the clan also gain for free. Normally not used, this field can be filled in when the Archon wishes to have clan based classes.<br> </td> </tr> <tr> <td><em></em>Clan Auto-Role<br> </td> <td>the role (rank/position) of the player who enters the CLANAPPLY command. Normally this is set to Applicant, meaning that the clan must approve all new members. Setting this value to something else can override that behavior.<br> </td> </tr> <tr> <td><em>Clan Status</em><br> </td> <td>depending upon your coffeemud.ini settings, clans can be in a state of pending (awaiting a sufficient number of players to become active), a state of Active, or a state of Fading (because an insufficient number of members has logged in lately, again settable in the coffeemud.ini file). This state is changed automatically by CoffeeMud, but can be altered here.<br> </td> </tr> <tr> <td><em>Clan Members</em></td> <td>the list of all current members and their position/rank/role within the clan. This list can be altered manually here.</td> </tr> </tbody> </table> <p><br> </p> <p style="text-align: left;"><strong></strong></p> <p style="text-align: left;"><strong> </strong></p> </td> </tr> </tbody> </table> </center> </body> </html>