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BedlamsHomePage  

06 Oct 2003 - 23:38 - r1.4   MikeBedlam

Time: Fri Sep 10 17:39:42 2010
Logged in from: 38.107.191.99

I think the Java applet could use some further tweaking. Some of the players only ever use it, and don't have the option to use a client. And my thoughts for the applet were to have a longer scrollback setting. And when you choose to detach the window, the extra screen space is only improved by about 1% and has a huge ugly border around it that practically tells other class mates or employers that you aren't working. heh 09 Feb 2003
Dagger Logo (for black backgrounds) Told ya i had a crappy art program, laf. What i really see in my head is a knight in shining armour standing in the top left margin of the page with tharsis gate etched into his sword that he holds in front of him. But i have no way of doing that. Also, some cool flash stuff i'd add if i won a million dollars or something.
MikeBedlam - 11 Feb 2003
Right now i'm just reviewing a few plugins. This on in particular looks helpful: http://twiki.org/cgi-bin/view/Plugins/CommentPlugin It allows users to comment on topics without going through the: edit, change, save cycle. And it auto-fills-in their name and the date, from what i understand. Another one for the main page could be: http://twiki.org/cgi-bin/view/Plugins/TodaysVisitorsPlugin which just shows who has been on the twiki for the day, heh
Also, checking out the link: http://twiki.org/cgi-bin/view/Plugins/SkinPackage will show different skin(templates) for the appearence of the twiki, rather than try to fingure out the complexities of things as they are now. Some of them look like regular pages you see whilst browsing the net. Very interesting. One of my favs is the "CopyCat" skin.
MikeBedlam - 06 Oct 2003

 


BlobRoomTutorial  

08 Apr 2003 - 05:04 - r1.3   FantoM

This tutorial is intended to lead new Builders step by step through the process of configuring and using the blob to make a room.

Please follow the steps carefully - they DO work.

In this example I use a map that consists of three rooms joined together as follows

[cave_2]---[cave_1]---[cave_3]

I will be creating cave_1.

Legend:
- Text I typed
- comments
- text appearing in the mud window

Note that my prompt is C:>, yours is probably something else

Before you start please verify that you have a blob, one can be obtained from the dispenser in your workroom.



1: Blob appearance and getting help

C:> look at blob

Blobs are used to make things.  You can see the list of commands provided by this blob by issuing the command 'blob help'
You can configure it with the 'setup' and 'domain' commands.
The blob will change it's description based on it's configured state. It remembers the configured state between logins. Shown here is the appearance of a blob that has never been configured at all.

C:> blob help

The universal blob is used to make things.
The blob provides several commands you use by doing 'blob'  
To use it you must set up a domain for it to use and a type of object to make.
You do this using the 'domain' and 'setup' commands.

Available commands are:
   domain  - to configure the domain to use
   setup   - to configure the type of thing to make
   types        - to list the allowable arguments to the 'setup' command
   status       - to show the blob status, also obtained by looking at the blob
   make    - to start making a new item,
                  optionally specifying the file to save to
   load    - to load a previously created item
   list [all]   - to list previously created items
                  without the all argument only lists items for the current setup
   delete  - to remove a previously created item
   cd           - to cd to the working dir for the blob
   goto    - to teleport to an object in 'list' which is a room.
   clone   - to clone an object from the current setup ino your inv.
   advanced (on|off) - to enter or leave advanced mode.
   newdomain    - to create a new domain (king only).

Help can found at 
   http://tharsis.dyndns.org/wizard/blob
   'help blob'

Please refer back to 'blob help' if you run into trouble with the commands, and note that 'help blob' gives you different help!


2: Configuring the domain

The blob builds every object inside a Domain.
A Domain called test has been created which can be used by anyone when just messing around with the blob.

C:> blob domain test

Blob is initialising...
You have not configured the blobs 'type'.  Use blob 'setup'

The blob is now configured to use the test domain.


3: Configuring the type of object to make

The blob can be used to build several types of object. You must configure it to build the correct type of object. The blob types command can be used to see the types of objects that can be made.

C:> blob types

Possible types are: 
armours      containers   monsters     rooms        treasures    weapons
When you use the blob setup command you must select a type from the above list and type it in exactly. blob setup room WILL NOT WORK

C:> blob setup rooms

Blob is initialised for type 'rooms' ...
Using domain: DOM_TEST
Making things of type: rooms
Blob domain dir: /room/areas/develop/test
Blob working dir: /room/areas/develop/test/rooms

The blob is now configured with a domain and a type. It is now time to start making.
Note that you can change the type as often as you like.


4: Making the cave_1 room

The blob make command is used to start making a new thing, the blob load command is used to load a thing created in the past. The blob list command lists the things created in the past.

C:> blob make

Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

The blob works by presenting you with the list of attributes that you can set. You set the attributes to the values you desire and then you save the object.
The list command can be used to see the values the attributes are set to.

The advon and advoff commands turn advanced mode on and off. When advanced mode is on you can set even more attributes.

First we set the short attribute.

short

Please enter Short Description
   (Use '~q' to abort and '?' for help):

You are able to do a ? at almost any time and be given more information. The help given by the ? command (with some extra examples) can also be found on the web pages for the blob and in help blob.

?

Help: This description is a single line that is seen when the player is in brief mode or when they glance.
Format: string

A wet cave

Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

Next we set the long attribute.

long

Please enter Long Description
   (Use '~q' to abort, '?' for help and '**' to terminate):

Note that some attributes, like short require just a single line. Others, like long, support multiple lines and have to be ended with **.

?

Help: This description is the text that a player sees when they enter a room while in verbose mode or when they do a look.
Format: string

Several underground tunnels merge here, forming a small natural cave.
A small trickle of water runs through cracks in the limestone overhead and down the wall, forming small puddles that cover most of the uneven floor.
**

Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:

Next we add exits linking this room to the other rooms

exits

Please enter Room exits:
   Commands 'list', 'delete #', 'add ', 'clear', 'abort', 'save'
>> 

For any attribute that supports multiple entries you will be presented with this new menu which allows adding entries, deleting entries, clearing the whole list of entries, aborting changes and saving changes.

?

Help: The exits from the room that lead to other rooms.  Not including doors.
Format: direction:room-file
>>

Take special notice of the format you must enter direction:*room-file*, eg "east:room1" not "east room1".

add east:cave_2

Added 'east:cave_2'
>> 
list
 0: east:cave_2
>> 

At this point we could do delete 0 if we wished.

add west:cave_3

Added 'west:cave_3'
>> 
save
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

We have just added 2 exits, as per the map at the top of this page. Now we have to make the room indoors rather than outdoors.

inside

Please enter Whether the room is enclosed
   (Use '~q' to abort and '?' for help):

?

Help: If this room is 'inside' then set this to 1.  If it is outside set this to 0.
Format: 1 or 0

1

Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

Lets make our cave lit, not really normal but what the hey!

light

Please enter Light level
   (Use '~q' to abort and '?' for help):

?

Help: The light level in the room.  0 is normal night, 1 is normal daylight.  Using other values will requires approval.
Format: number

1

Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

In our long description we had several nouns. As per the guidelines we should add, at the least, items for these. A good area builder might also add smell and listen (which you can do if you turn advanced mode on)

items

Please enter The non-gettable items in the room:
   Commands 'list', 'delete #', 'add ', 'clear', 'abort', 'save'
>> 

?

Help: Items should be defined to match the set of Nouns defined in the long description, and in other items. They are not things the player can get but they can be looked at.
The basic form is 'item_name(s):adjective(s):description(s)'
In any section multiple values are entered separated by a |
A player is able to look at one of the item_name values, prefix by any combination of the adjectives.  What they see will be a randomly chosen description.
Adjectives are optional.
The description may be the special value of ##item_name, in which case it is the same as looking at 'item_name'.
Format: aliases:adjectives:descriptions or aliases:descriptions
>>

As the help implies you can enter items in many different formats. The simplest is "alias:description", then you can try "alias:adjective:description" and finally the most complicated - multiple aliases, multiple adjectives and multiple descriptions.

add tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west

Added 'tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west'
>> 

This is almost the most complicated form: Players can look at tunnels, tunnel, dark tunnel, dark tunnels, gloomy tunnel, gloomy tunnels, dark gloomy tunnel, dark gloomy tunnels, gloomy dark tunnel and gloomy dark tunnels

add water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor

Added 'water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor'
>> 

add wall|walls:The walls are a combination of limestone and clay.

Added 'wall|walls:The walls are a combination of limestone and clay.'
>> 

list

 0: tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west
 1: water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor
 2: wall|walls:The walls are a combination of limestone and clay.
>>

save

Note that we just saved changes to the items, not the whole room, next we save the room

Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

save

Specify the filename: 

cave_1

--- Preparing to save /room/areas/develop/test/rooms/cave_1.c ...
Result is
--------
#include 
#include 
#include "../test.h"

inherit ROOM;

void reset(int arg)
{
   ::reset(arg);
   if (arg)
      return;

   set_domain( THIS_DOMAIN );
   set_property("inside", 1);
   set_short("A wet cave");
   set_long("Several underground tunnels merge here, forming a small natural cave. A small trickle of water runs through cracks in the limestone overhead and down the wall, forming small puddles that cover most of the uneven floor.\n");
   set_light(1);   
   add_item( ({"wall","walls"}), "The walls are a combination of limestone and clay." );
   add_item( "water", ({"trickle","trickle of"}), "A thin trickle of clear water that runs down the wall and forms puddles on the floor" );
   add_item( ({"tunnel","tunnels"}), ({"dark","gloomy"}), "Two dark and gloomy tunnels merge here, one from the east and one from the west" );
   
   add_exit( ROOMDIR + "/cave_3", "west" );
   add_exit( ROOMDIR + "/cave_2", "east" );
}
--------
--- Saving to file '/room/areas/develop/test/rooms/cave_1.c' ...
--- Compiling and updating ...
--- Done.

You'll be a bit spammed by that last chunk of text - that is the actual LPC code that the blob generates to make your room. If you are interested you should be able to read through it and see how it matches what you entered above.


5: Going to the room

We've finished our room! Lets go and check it out

C:> blob goto cave_1

You teleport to /room/areas/develop/test/rooms/cave_1.c.
/room/areas/develop/test/rooms/cave_1
Several underground tunnels merge here, forming a small natural cave. A small
trickle of water runs through cracks in the limestone overhead and down the
wall, forming small puddles that cover most of the uneven floor.
Obvious exits: east, west

All looks good. Now test that the items work properly...

C:> look at tunnels

Two dark and gloomy tunnels merge here, one from the east and one from the west.

C:> look at dark gloomy tunnels

Two dark and gloomy tunnels merge here, one from the east and one from the west.

C:> look at puddles

There are no puddles here.

Not good. Your rooms will not pass QC and be put into play if they are missing items. We mention the puddles in the long description so we must have an item for them.


6: Editing an existing room

First we load the old room, then we edit it, then we save it again.

C:> blob load cave_1

Loaded...
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

items

Please enter The non-gettable items in the room:
   Commands 'list', 'delete #', 'add ', 'clear', 'abort', 'save'
>> 

add puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave

Added 'puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave'
>> 

list

 0: tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west
 1: water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor
 2: wall|walls:The walls are a combination of limestone and clay.
 3: puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave
>> 

save

Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:

save

Specify the filename: 

cave_1

/room/areas/develop/test/rooms/cave_1.c exists.  Overwrite? y
--- Preparing to save /room/areas/develop/test/rooms/cave_1.c ...
Result is
--------
#include 
#include 
#include "../test.h"

inherit ROOM;

void reset(int arg)
{
   ::reset(arg);
   if (arg)
      return;

   set_domain( THIS_DOMAIN );
   set_property("inside", 1);
   set_short("A wet cave");
   set_long("Several underground tunnels merge here, forming a small natural cave. A small trickle of water runs through cracks in the limestone overhead and down the wall, forming small puddles that cover most of the uneven floor.\n");
   set_light(1);   
   add_item( ({"puddle","puddles"}), "Shallow puddles of clear water cover most of the floor of the cave" );
   add_item( ({"wall","walls"}), "The walls are a combination of limestone and clay." );
   add_item( "water", ({"trickle","trickle of"}), "A thin trickle of clear water that runs down the wall and forms puddles on the floor" );
   add_item( ({"tunnel","tunnels"}), ({"dark","gloomy"}), "Two dark and gloomy tunnels merge here, one from the east and one from the west" );
   
   add_exit( ROOMDIR + "/cave_3", "west" );
   add_exit( ROOMDIR + "/cave_2", "east" );
}
--------
--- Saving to file '/room/areas/develop/test/rooms/cave_1.c' ...
--- Compiling and updating ...
The room around you flickers.
--- Done.

Notice the "The room around you flickers." message. This is the room being updated with your changes. You do not have to goto the room again.

So check the changes took effect.

C:> look at puddles

Shallow puddles of clear water cover most of the floor of the cave.


And we are all done. Next you would create cave_2 and then cave_3.

Please direct any questions to Fantom.

 


BuilderFaq  

28 Jan 2006 - 22:59 - r1.8   AureleaGu

This twiki page has been created to allow anyone to ask questions about being a builder. Wizards will fill in the answers and over time it can grow to (hopefully) be a useful FAQ.

When asking a question, or answering, please follow the format of other questions and answers above. Add new questions at the bottom of the page.



Q: How do I add a question

A: Simply edit this page, copy this question and answer block to the bottom of the page and replace it with your own question, leaving the answer blank.

Q: What do I do after i've just been made a builder

A: READ THE HELP!

As a builder you are expected to work on an area. You can choose to work on an area of entirely your own design (making sure to propose it properly) or work on a small part of a large areas that is being designed by a wizard (or experienced builder).

We prefer if the first task you undertake is a small area, say up to 10 rooms, with nothing special in it. Several wizards have large areas that they've designed and broken into small sections and are offering to builders to make. It's a good way to get started and get used to the system without too much work. It allows you to get an mini-area in play quickly which you can point at and say "I did that".


Q: How do I write a proposal?

A: Several help files exist to assist you with this. First of all I recommend reading help starting building, followed by help new areas and then finally help sample proposal.


Q: How do I establish a new domain for a new area I wish to work on?

A: Mudmail a wizard and ask for one. You should have a proposal for it on the wiztwiki so that the wizard can get a general idea for the area. They will create one and give you access to it.

 


BuilderPages  

20 Nov 2006 - 11:11 - r1.7   FantoM

Currently I've not tried to link these pages together with anything except a basic index of what's available:

-- FantoM - 02 Apr 2003

Tharsis Gate Builders

 


CreatingRooms  

04 Jun 2004 - 22:42 - r1.3   PumaN

These came to me via Ranma and ultimately originated with Puma I believe. I'm just dumping it here with a little markup for now. -- FantoM - 02 Apr 2003


Table of Contents

Room description guidelines

A typical description:

You walk further along the street. There are shadows everywhere, but nothing for light to shine off. You hear laughter echoing from the walls of the buildings. It almost seems as if you are being mocked by them. The alley continues to the south.

Now whats wrong with this...? Lets look at the rules of design.

RULE OF DESCRIPTIONS 1 - YOU

Never ever use the word YOU or any derative of that.

Doing this will only lead to frustration, cause the quality checking wizard will force you to change it. This rule derives its reason of existance out of rule 2.

RULE OF DESCRIPTIONS 2 - ACTIONS/FEELINGS

Describe the thing in question, NOT the players actions and feelings.

Example Action: You walk further along the street.

The description is displayed each time they type 'look'. Thus will 'You walk...' each time you have a look around be a false statement, because you are not walking.

You can also not know whether the player is limping, flying, riding.

Another Example action: You hear laughter echoing from the walls of the buildings.

There is no exactly good reason this is not logical use of 'you', except for there being better ways of doing it.

Replacement 1: Laughter echoes from the walls of the buildings.

Replacement 2: Make the room 'talk' the message every now and then. (Right now this might not be possible for builders to do but we shall make it so.)

Example feeling: It almost seems as if you are being mocked by them.

Forcing feelings onto a player will not make him feel that way, rather, it will make him feel that the creator has been dumb for trying to force feelings on to him instead of letting him make his own decision. You can also think that two different characters will feel different to the same situation. It is better to carefully describe the situation instead of the players feelings.

By not using the word 'you', you will hopefully not come into situations where you describe the players actions or feelings.

RULE OF DESCRIPTIONS 3 - ITEMS

Things you can look/smell/listen to/read but not pick up are what we call 'items' as opposed to 'objects' which can be taken or interacted with.

All things (identified by nouns) mentioned in the description are items and thus it must be possible to look/smell/listen/read them as applicable.

One Exception: if the description has a sentence like 'There is no TheNoun here.' then the noun TheNoun exists but is not an item.

Example: The cries of peddlers and merchants selling their wares can be heard all around. Crowds fill the square, moving about the shops and looking for the best deals. The flow of people browsing the stalls is interrupted here by groups of adventurers entering and leaving a large stone building to the south. A sign hangs above its door. A road leaves the market to the east and to the northwest.

From this we derive the following: Items (things you can look at): peddlers, merchants,wares, crowds, square, shops, deals, flow, people, stalls, groups, building, sign, door, road, market.

Listens: cries, peddlers, merchants, crowds, people

Smells: none,

Reads: sign

You should also consider supporting listen and smell for items which could be listened to or smelt such as peddlers, merchants, crowds, people, wares, shops, stalls but it is not completely necessary.

Tip: To derive items, read through the description picking out each and every noun. When you have written the items, look for new nouns in the item descriptions.

Tip: To save yourself from having this become an infinite loop of new items, reuse old nouns. Read the help ingame to discover how to do this.

SUB-RULE 3-1 - ITEM PLURALS

If there is a plural item, we also add the singular form.

This adds to the list

Items: peddler, merchant, ware, crowd, shop, deal, stall, group

Listens: cry

Tip: This might seem like becoming a lot of extra, but with clever item descriptions you can have the same description for singular and plural.

Tip: If you feel like being lazy then all the item descriptions for "crowd/crowds/group/groups/people/exotic people/group of people/groups of people/group of exotic people/groups of exotic people" can all point to: "Groups of exotic people wander through the large square"

RULE OF DESCRIPTIONS 4 - ADJECTIVES/EXPANSION

Sometimes you have described everything in the room, and still have a description much too short. There are ways of expanding on that which you have though. Use of adjectives is the key to this.

Eg: This is an intersection. The smell of garlic is intense. To the west there is a church with silver crosses everywhere. To the north and south are alleys.

... to be continued ...

Tips

Phrases frowned upon (add these to continuation)

Anachronisms and out of theme

The theme of the world has been decided as medieval fantasy. This means some things are allowed in the world (like magic and elfs) while others are not (like tanks and smurfs).

There are a lot more things that can go under these categories, they are only there to give some general hints.

 


GuildHelp  

12 Oct 2003 - 12:41 - NEW   FantoM

This page contains links to the FAQ's and guides for the different guilds.

Note that these are written by players and if you have comments please feel free to add or edit as you wish.

If you are interested in designing new guilds or extending the current guilds please check out the Guilds Web.

-- FantoM - 12 Oct 2003

 


NewHomepage  

21 Sep 2006 - 02:06 - r1.9   LuCid

Just a note: Ignore the header and footer for the web - I will get it removed once we put this online

I'll fix that sword on the right later, a bit pixy.


That is shechy (sexy) man. I'd make the sword brown and put some kind of gem in the middle of the bottom part of the blade. I think the links should jump to bright bold white on mouse_over. The inner ontent should be some kind of gate or tolnedra or alternating .login screens in a html window (since java is slow to load, and would be lame on a start page.) I think the words under the main topics would look better centered or indented rather than left margin aligned. I'll try to think of other things. -- LuCid - 28 Dec 2003



Just am image for looking at...

TG_pic.JPG


Lucid's homepage attempt 3 years later ( a work in progress )

HomePage?

 


TextPad  

18 May 2004 - 23:03 - r1.5   FantoM

Textpad

Textpad is a text editor you can download for free from http://www.textpad.com.

Its kind of like notepad except with a lot more functions, but basis is still that you edit basic text files. Which is what we do on the mud whenever we code something.

Setting up textpad

After downloading, installing and starting the program some extra setup is useful. This will make it easier for you to work with LPC documents and code. It will support highlighting of keywords and ensure you adhere to some basic standards.

  1. Download lpc.syn to .../textpad/system
  2. Go to Configure in the menu and choose "New Document Class"
  3. Name the class "LPC".
  4. Fill in "*.c, *.h" as class members.
  5. Check syntax highlighting and select the lpc.syn file.
  6. Press finish and click Ok on the warnings.
  7. Go to Configure in the menu and choose Preferences...
  8. Select File in the list and fill in "c" as Default file extension.
  9. Expand "Document Classes" and select C/C++ in the list.
  10. In the file class list, select *.C and press delete. Do the same to *.H
  11. Select LPC in the document class list.
  12. Check "Strip trailing spaces from lines when saving." and "Create new files as: UNIX".
  13. Expand the LPC list and select colors. Set them to colors of your liking. Keywords 6 are not used.
  14. Select Tabulation, set Default tab spacing to 3 or 4.
  15. Check both the convert boxes.
  16. You're done setting Textpad up to work with LPC files.

Explanation of lpc.syn:

-- PumaN - 04 May 2004

 


ThiefGuildGuide  

20 Oct 2003 - 00:16 - NEW   FantoM


The following was posted to the thief guild board by Minion (Minion - do you have a Twiki name?) and then copied here by FantoM

Please read, especially newbie players.


 


TipsRooms  

04 Apr 2003 - 02:09 - NEW   FantoM

Here are some tips I (Ranma) use that help me make room descriptions, I feel this will be useful to builders

Ok, you're about to make your area and you need 5 to 300 room descriptions. This would be pretty hard to do, unless you have a general idea for your areas.

#1) The first thing I do is look online for pictures that relate to my area…..I'm making forest, I look for pictures of forest…you're making a tomb, or cemetery, look for pictures of a Cemetery. This has provided me with many ideas that I wouldn't have thought of otherwise.

#2) Make a list of all the things that could be found in your area. Using the forest example, I made a list of everything in a forest…..vines, roots, leaves, branches, plants, flowers, rocks, trees, stumps, dry leaves, etc. All of these items can provide details that, if used creatively, can add to your descriptions. Next I thought about different types of forests, Softwood, hardwood, jungle, coniferous (pine trees)….this would affect the styling of my area also. Simple things like determining the style and listing possible items in your area make description making easier.

#3) If you are making an smaller area and are an ok artist, you could make a map of your area. Make a bunch of linked square boxes in the shape of your map on a regular piece of plain white paper. After this is done you can draw out each individual room and use your map to detail where things are located in your descriptions (is that bookshelf in the northeast corner, or the northwest) This can also help you see where you have bare parts in your areas (rooms that have little in them) so you can focus on making those more "full". Using a map will also give you a chance to mention the mountains that can be seen in the distance, or other important landmarks that can be noticed from several rooms away (In the distance is a large statue dedicated to Ranma, a King among wizzes, looms over the buildings?)

#4) The last tip, but the one I most often use, is the imagination. Close your eyes and try to picture that room of the town hall or that section of the plains. What's around? What's nearby? If you have a good imagination and a well thought out plan for your area (By plan I mean "style of, items in, history of" your area) area descriptions might only take you a matter of minutes to come up with.

Remember, you're only describing what's in a room. That is all. Look around where you are sitting now, what do you see? A sink in a counter top to the east…a stove to the north, above the stove is a cabinet made of wood…..to the west of the stove is a microwave, to the south is a large wooden table with decorative chairs pushed underneath it. On the table sits a stack of papers and a few pencils are scattered around on it's surface…..Just by describing the rooms in simple terms can lead to the best descriptions.

-- FantoM - 04 Apr 2003

 


UsingTheAreaEngine  

04 Feb 2008 - 03:08 - r1.18   FantoM

The Area Engine

Overview

The Area Engine is a "device" that allows builders to make areas in an easier fashion - at least that is the idea. Down the track it should even have a graphical interface!

Essentially it is a single "controller" that creates the rooms for you based on an area file. As a builder you write the area file and the area generates itself - no more creating rooms. At this time the area file only controls the rooms, their exits and descriptions, and the placement of externally created objects/monsters. It will soon provide the ability to define objects and monsters. After that, I'm open to suggestions.

File Format

The area file is a normal text file - you can edit the file in notepad, under windows, and using ed inside the mud.

The file is broken into a series of sections, each section having a heading and some content. Headings have the form [heading-name], and a section is all the content from its heading until the heading for the next section. Section headings have to be on a single line of their own.

The following shows you the outline of the file. A complete area file will probably include the sections shown here as well as having lots of content inside each section

[general]

[map]
# This section defines the layout of your area

[exits]
# This section defines special exits - doors/blocking/etc

[rooms]
# This section defines what your rooms look like
# and defines the external rooms (links to other areas)

[objects]
# This section manages hand-coded objects like monsters
# and treasures

Comments

You can put comments anywhere in the area file. Comments are notes that are completely ignored by the Area Engine. Comments are lines beginning with a #

# I am a comment
[general]
I am not a comment.

[map]
# I am another comment
# that goes over multiple lines
I am not a comment

The [general] section

This section is used to define some global variables: constants and rules that apply across the whola area.

Supported constants at this time are:

Name Purpose
domain The numeric id for your domain - ask a wiz. This makes all rooms be in this domain
startroom The roomkey for the room which the player will start in by default

Each constant goes on a line of its own and is assigned a value using the = operator.

For example:

[general]
# Define 'domain' to be 123
domain=123

#define 'startroom' to be 'hallway'
startroom=hallway

The [map] section

The map section is used to define all the rooms in the area and the exits between them.

This section does not define the contents of rooms, nor the room descriptions, just the exits/links between rooms.

Each room is defined on a single line. The line has the format:

room_key : exit = destination , exit = destination ....
So each room has a room_key, which is a unique name for this room. It might be a word, as in the following example, or it might just be a number - maybe you just number your rooms from 1 to 100.

After the ":" are the exits for the room, separated with commas. Each exit is a direction, an "=" sign, and the room_key for the destination.

So - the following map is used to describe a 2 story house with several rooms:

[general]
# Make people start in the lounge
startroom=lounge

[map]
# This comment is just describing the layout below, 
#   the area creator ignores it completely
# The ground floor map looks like:

# kitchen   -  dining  
#    |      \     |
# hallway    lounge - outside
#    |
# hallway - bedroom
#    |
# hallway - bedroom
#    <

# The second story looks like

# bedroom - onsuite
#   |
# landing
#   >

# The "outside" room is not in this area, it's the room for entering this area

# Below here are the actual rooms with their exits
kitchen: e=dining,s=hallway1,se=lounge
dining: w=kitchen,s=lounge
lounge: nw=kitchen,n=dining,frontdoor=outside
hallway1: n=kitchen,s=hallway2
hallway2: n=hallway1,s=hallway3,e=bedroom1
hallway3: n=hallway2,e=bedroom2,u=landing
bedroom1: w=hallway1
bedroom2: w=hallway2
landing: d=hallway3,n=masterbedroom
masterbedroom: s=landing,e=onsuite
onsuite:w=masterbedroom

Note that there is no room with a room_key = "outside". This is because the room is specially coded - it is either a hand-coded room which you want to connect with, or it is a room managed by a different area engine.

The [exits] section

The [exits] section is sort of optional.

In this section you define the details of exits. Details include things like

So, for example, in the map above there are exits described as "e", "w" and so on. By default this means the exits in the rooms will be exactly that: "e" and "w", not "east" and "west".

More interestingly the definition for room "lounge" has an exit called "frontdoor", which leads to the outside. It seems unlikely that we want the player to see that - rather we want them to see an "east" exit, and for it to be a wooden door.

The following shows the configuration for the "frontdoor" exit

[exits]
# define the frontdoor as a normal east exit.  In the
# future we might define this as an actual door which opens
# and closes.  See the 'door' exit module for help on how to do this.
exit: frontdoor
direction: east

The [rooms] section

The [rooms] section defines the appearance of rooms - the description, items, light levels, etc. This section DOES NOT define the exits/connections between rooms - that is done in the [map] section.

The [rooms] section is broken up into a series of individual room descriptions. Each room description can apply to one or more of the rooms which are defined in the [map] section. This is deliberately done to allow you to use a generic room description for multiple rooms in your area.

The [rooms] section also identifies rooms that are outside your area, or have been specially hand-coded by a wizard. You need to identify these rooms and tell the Area Engine how to find them so that your rooms can link to the rest of the mud.

Rooms that are part of your area

Each such room description starts with a line that begins with room: All subsequent lines until the next room: (or external ) are considered to be part of the room description.

[rooms]
room:
# this is the first room description
# and so is this

room:
# this is the description for the next room

Rooms that are outside your area or are hand coded

In our example map above the "outside" room is such an example. It is not to be created by the area engine, but we want the "lounge" to be able to connect to it.

Each external room description starts with a line that begins with external: . All subsequent lines until the next room: or external are considered to be part of identification of the external room.

[rooms]
room:
# this is the first room description
# and so is this

external: outside
# this is the 'outside' room and is a room that is probably a room in an adjoining area.
# The Area Engine will expect to be told where to find the file/map for the external room.

room:
# this is the description for the next room

Understanding how room descriptions are allocated

The Area Engine uses room descriptions whenever it needs to create a room - it does not use this process when linking to external rooms.

Putting a room in the [rooms] section doesn't cause the room to be created, the actual rooms that get created are controlled by the [map] section. The Area Engine examines the [map] section to work out which rooms should exist.

When a room is to be created the Area Engine will:

  1. check to see if there is an external definition in the [rooms] and if so then use that external room.
  2. assuming no external room can be found then it will get the entire set of room descriptions from the [rooms],
  3. determine the subset of the descriptions that are possibilities for this room, and
  4. randomly choose one of these.

The important thing to understand is how the Area Engine performs the third step - the process of working out which room descriptions can apply to a given room. It is possible for you to create an area with a single room description which can apply to all rooms, it is also possible to create an area in which each room has only a single applicable room description (in which case you have as many room descriptions as you do rooms in your [map]), and anywhere in-between.

The Area Engine works out which room descriptions can be applied to a room using the room: line.

The room: line has the form:

room: room_key_pattern,room_key_pattern,room_key_pattern,etc

The room_key_pattern is a string which indicates which of the room_keys from the [map] the room description can apply to. The pattern can include an "*" to match any characters. As shown it is possible to specify multiple patterns by separating them with commas.

A special circumstance applies if you specify NO room_key_patterns. Rooms descriptions with no room_key_patterns may be used for rooms which match no other room descriptions.

For example, presuming we have the map of the house from above we can use the following descriptions:

[rooms]
# This description applies to only the kitchen
room: kitchen
short: The kitchen
long: This is the kitchen, it is full of cooking stuff.

# This description can apply to any bedroom.
# Note that there are other descriptions below which have the 
# room_key_patterns that match the bedrooms, and thus the
# Area Engine will randomly choose one of these when assigning
# a description to each bedroom
room: *bedroom*
short: A bedroom
long: A room with a messy bed in it, someone has slept here recently.

# This description can apply to any bedroom, but is specified
# using commas instead of a * wildcard.
room: bedroom1, bedroom2, masterbedroom
short: A bedroom
long: A room with a very neat and tidy bed in it.

# This description will apply to any room that does not match
# any of the other descriptions (IE all non-bedrooms and non-kitchens)
room:
short: A room
long: This room is completely bare.

# This description can also apply to any room that does not
# match the other definitions with room_key_patterns.  
# Thus the Area Engine will randomly choose either this description 
# or the one immediately above when describing all non-bedroom
# and non-kitchen rooms.
room:
short: A room
long: This room is tastefully furnished.

# This tells the Area Engine where to find the 'outside' room.
# It tells it that it is the 'street1' room in the 'town' domain.
external: outside
domain: DOM_TOWN
file: street1

What can go in a room description block

Format is "itemname":description. You can have the itemname several times and the user will get a randomly chosen one of the descriptions You can have a description of ##otheritemname, then the item is considered to be using the description of the "otheritem"

What can go into an external room identification block

An external room block is used to tell the area engine about a room which exists outside the current area.

Examples include rooms that have been hand-coded by a wizard and rooms within other areas controlled by the area engine.

When linking to a room which has been hand coded by a wizard (or builder) you must specify:

When linking to a room which is part of another area-engine controlled area you must specify:

The [objects] section

The [objects] section is used to manage the placement of objects that are not defined within the area file; like hand-coded, or specially-coded monsters and treasures, perhaps created with the Blob.

The [objects] section is is broken up into a series of individual objectdefinitions. Each description starts with a line that begins with object:

All subsequent lines until the next object: are considered to be part of the same object definition.

[objects]
object: rabbit
# this is the definition for the 'rabbit' monster
# and so is this

object: table
# this is the definition for the 'table' treasure

Each object: line has the format:

object: object_key

The object_key is a unique keyword used to identify the object in other parts of the area file. You can use any keyword you like.

What can go in a object description block

Each object description block is a series of lines which have the form
keyword: value

Possible keywords, and their meanings are:

KeywordRequiredMeaning
file yes This is the name of the hand-coded file for the object

For example: file: monsters/big_bag_guy

placement yes This controls the placement of the object within the area - which room or rooms the object can be placed in.

At least one room_key must be specified. The room_key can include wildcards. Multiple keys can be specified by separating them with commas. If the specified room_keys match more than one room then the object will be randomly placed.

For example: placement: kitchen,bedroom*

count no This controls how many of the object are placed in the area. It defaults to 1.
repop no This controls whether the object will repopulate.

Valid values are "default" and "none".

A value of "default" will cause the object to be recreated (if it is destroyed) following the normal mud rules. A value of "none" will mean the object is never recreated after it is destroyed. This defaults to "default".

Advanced stuff

Sometimes, or probably reguarly, you want to do more than just make a map and put some monsters and objects in it.

For example you might want exits to only be traversable if a certain monster is dead, or you might want a weapon to have a certain special attack, or ability when wielded.

This advanced functionality is provided through the use of extension modules .

Extension modules are things that you can use on almost anything facet in the Area Engine to make it behave in new and exciting ways.

Possible "targets" for extension modules are:

Modules are applied to a target using a common syntax. Within the target you write

   module: MODULE_NAME {
      KEY: VALUE
      KEY: VALUE
   }

or more simply:

   MODULE_NAME {
      KEY: VALUE
      KEY: VALUE
   }

The specified MODULE_NAME is the most important bit - it determines which module you are using, and thus what advanced effect you are applying. The next most important things is the pair of braces {}. The opening brace MUST appear on the end of the line containing the MODULE_NAME, and the closing brace MUST appear on a line of its own.

The KEY/VALUE pairs are used to configure the module. For example in the "exit" module called "guild_block", there is a keys which indicate which guild you have to be in to be able to use the exit, and in the "exit" module called "door" there is a key to indicate whether the door is lockable.

Available Modules

The actual modules available will grow over time, and this page is likely to fall out of date. But at the time of writing the following modules exist.

Monster Modules

Module: appearance
Desc: Allows you to configure the appearance of the monster.
Keys:
  • clear_ids: if given then clears all aliases and adjectives. Dangerous to use after other modules
  • race: sets the race of the being
  • long: sets the long desc
  • first_alias: adds this as the first alias, and thus the one that drives the short desc
  • alias: adds this an alias
  • first_adj: adds this as the first adjective and thus the one that drives the short desc
  • adj: adds this as an adjective
  • unique: if given then flags the item as 'appearing unique', thus stopping the short being prefixed with a/an/the/etc
  • no_prefix: if given then flags the item as not wanting a prefix. not certain of the diff with unique

Module: stats
Desc: Used to alter the stats/skills/level/abilities of the monster.
Each key takes a value from 1 to 5, with 1 being the least amount of change and 5 being the most.
  • unskilled: decreases level and thus all skills and stats, happens first
  • skilled: increases level and thus all skills and stats, happens first
  • old: increases wis, decreases all other stats,
  • young: decreases all stats
  • slow: decreases dex and co.de.dodge
  • agile: increases dex and co.de.dodge
  • smart: increases int and wis
  • stupid: decreases int and wis
  • pretty: increases cha
  • ugly: decreases cha
  • monk: increases unarmed skills
  • warrior: increases combat skills
  • thief: increases stealth skills
  • mage: increases magic skills
  • priest: increases faith skills
  • healthy: increases ot.st & thus hp
  • large: increases str, block, ot.st. decreases dodge.
  • small: decreases str, block, ot.st. increases dodge.
  • aggressive: increases auto-attack chance
  • hoarder: sets likelihood of collecting items
  • rich: increases money
  • poor: decreases money

Exit Modules

Module: appearance
Desc: Allows you to configure the appearance of the exit.
Be very careful in using this with doors. You should probably define the module AFTER the door module. You should also be careful altering the messages.
Keys:
  • hidden : (optional) If given then the exit will be hidden.
  • exit_msg : (optional) Sets the message the person will see, before leaving the room.
  • exit_others_msg : (optional) Sets the message the message others will see as the person leaves the room. Defaults to the exit_msg.
  • enter_msg : (optional) Sets the message the message the person will see upon arriving at the next room.
  • enter_others_msg : (optional) Sets the message others will see as the person arrives in the next room. Defaults to the enter_msg.

Module: guild_block
Desc: Blocks the exit unless the user is a member of the correct guild.
Keys:
  • guild : (mandatory) The id of the guild to let through. Eg: WarriorGuildId?, ThiefGuildId?.
  • message : (optional) A message to show to players who are not in the guild.

Module: door
Desc: Makes the exit a door. You must make BOTH sides of the exit a door for it to work properly.
Keys:
  • id : (mandatory) The id the door, which must be the same on both sides of the exit. It is used to keep the two sides in sync.
  • type : (optional) By default you have a wooden_door. Other types include wooden_gate, steel_door,steel_gate,iron_gate and trapdoor
  • auto_close : (optional) If set to 0 then the door will not automatically shut.
  • key : (optional) If given the door becomes lockable and requires a key with the given id
  • locked : (optional) By default lockable doors are locked, if set to 0 the door will not be initially locked.

Module example

The following is an example of using the "guild_block" module to stop non-thieves from using the exit going "east" from "room1" to "room2", and the "door" module to make the exit a steel gate.

[map]
# Just two rooms, and we give the exit from room1 to 2 a special name.
room1: blockedExit=room2
room2: west=room1

[exits]
# configure the exit called 'blockedExit'
exit: blockedExit
# make it go east
direction: east
# use 'door' module to add a gate
door {
   id: mydoor
   type: steel_gate
}
# use 'guild_block' module to stop non-thieves.  Note the use of the optional 'module:' prefix
module: guild_block {
   guild: ThiefGuildId
   message: You have to be a thief to go east!
}

 


WebChanges  

16 Aug 2001 - 19:58 - NEW   PeterThoeny

Topics in Website web: Changed: now 17:39 GMT Changed by:
WebStatistics 13 Jul 2010 - 03:01 - NEW Main.guest
Statistics for Tharsis.Website Web Month: Topic views: Topic saves: File uploads: Most popular topic views: Top contributors for topic save and uploads: Jul 2010 ...  
UsingTheAreaEngine 04 Feb 2008 - 03:08 - r1.18 FantoM
table.columns { border:1px solid black; } table.columns .header{ border-bottom:1px solid black;\ background-color:grey; } table.columns td { padding-left:5px;\ padding ...  
WizardPages 24 Jun 2007 - 15:54 - r1.12 ProdigY
Right now this is just a scratchpad of useful links and comments. Main.FantoM 02 Apr 2003 TextPad Useful tool for editing files, used by several admins. Links ...  
WebNotify 19 Mar 2007 - 04:34 - r1.4 FantoM
NOTIFYTOPIC is a subscription service to be automatically notified by email when topics change in the Tharsis.Website web. This is a convenient service, so you do ...  
BuilderPages 20 Nov 2006 - 11:11 - r1.7 FantoM
Currently I've not tried to link these pages together with anything except a basic index of what's available: Main.FantoM 02 Apr 2003 Tharsis Gate Builders BuilderFaq ...  
NewHomepage 21 Sep 2006 - 02:06 - r1.9 LuCid
Just a note: Ignore the header and footer for the web I will get it removed once we put this online Pyro's Home page attempt: I'll fix that sword on the right later ...  
BuilderFaq 28 Jan 2006 - 22:59 - r1.8 AureleaGu
This twiki page has been created to allow anyone to ask questions about being a builder. Wizards will fill in the answers and over time it can grow to (hopefully ...  
CreatingRooms 04 Jun 2004 - 22:42 - r1.3 PumaN
These came to me via Ranma and ultimately originated with Puma I believe. I'm just dumping it here with a little markup for now. Main.FantoM 02 Apr 2003 Table of ...  
TextPad 18 May 2004 - 23:03 - r1.5 FantoM
Textpad Textpad is a text editor you can download for free from http://www.textpad.com. Its kind of like notepad except with a lot more functions, but basis is still ...  
ThiefGuildGuide 20 Oct 2003 - 00:16 - NEW FantoM
The following was posted to the http://tharsis-gate.org:8766/boards?board guild.thief thief guild board by Minion (Minion do you have a Twiki name?) and then copied ...  
GuildHelp 12 Oct 2003 - 12:41 - NEW FantoM
This page contains links to the FAQ's and guides for the different guilds. Note that these are written by players and if you have comments please feel free to add ...  
WebHome 12 Oct 2003 - 12:37 - r1.10 FantoM
Welcome to the Tharsis.Website web. This Web is devoted to designing a new look for the Tharsis Gate home page, located at http://tharsis-gate.org If you want to ...  
WebPreferences 07 Oct 2003 - 00:07 - r1.5 FantoM
Tharsis.Website Web Preferences The following settings are web preferences of the Tharsis.Website web. These preferences overwrite the site-level preferences in TWIKIWEB ...  
BedlamsHomePage 06 Oct 2003 - 23:38 - r1.4 MikeBedlam
Time: GMTIME Logged in from: REMOTE ADDR I think the Java applet could use some further tweaking. Some of the players only ever use it, and don't have the option ...  
BlobRoomTutorial 08 Apr 2003 - 05:04 - r1.3 FantoM
This tutorial is intended to lead new Builders step by step through the process of configuring and using the blob to make a room. Please follow the steps carefully ...  
TipsRooms 04 Apr 2003 - 02:09 - NEW FantoM
Here are some tips I (Ranma) use that help me make room descriptions, I feel this will be useful to builders Ok, you're about to make your area and you need 5 to ...  
WebIndex 24 Nov 2001 - 11:41 - r1.2 PeterThoeny
SEARCH{"\. " scope "topic" regex "on" nosearch "on"} See also the faster WebTopicList  
WebTopicList 24 Nov 2001 - 11:40 - NEW PeterThoeny
TOPICLIST{" $name "} See also the verbose WebIndex.  
WebChanges 16 Aug 2001 - 19:58 - NEW PeterThoeny
INCLUDE{" TWIKIWEB .WebChanges"}  
WebSearch 08 Aug 2001 - 05:26 - NEW PeterThoeny
INCLUDE{" TWIKIWEB .WebSearch"}  

Number of topics: 20

 


WebHome  

12 Oct 2003 - 12:37 - r1.10   FantoM

Welcome to the Tharsis.Website web.

This Web is devoted to designing a new look for the Tharsis Gate home page, located at http://tharsis-gate.org

If you want to have a bash at it just add your attempt below and start designing. To help keep everyone's attempts separate I suggest that you prefix all topics with your twiki name or something similiar.

At this point we're mainly after a good look and layout, without worrying TOOO much about the content.

Thus far the following alternative looks are available:


Notes:

Maintenance of the Website web

 


WebIndex  

24 Nov 2001 - 11:41 - r1.2   PeterThoeny

Topics in Website web: Changed: now 17:39 GMT Changed by:
BedlamsHomePage 06 Oct 2003 - 23:38 - r1.4 MikeBedlam
Time: GMTIME Logged in from: REMOTE ADDR I think the Java applet could use some further tweaking. Some of the players only ever use it, and don't have the option ...  
BlobRoomTutorial 08 Apr 2003 - 05:04 - r1.3 FantoM
This tutorial is intended to lead new Builders step by step through the process of configuring and using the blob to make a room. Please follow the steps carefully ...  
BuilderFaq 28 Jan 2006 - 22:59 - r1.8 AureleaGu
This twiki page has been created to allow anyone to ask questions about being a builder. Wizards will fill in the answers and over time it can grow to (hopefully) ...  
BuilderPages 20 Nov 2006 - 11:11 - r1.7 FantoM
Currently I've not tried to link these pages together with anything except a basic index of what's available: Main.FantoM 02 Apr 2003 Tharsis Gate Builders BuilderFaq ...  
CreatingRooms 04 Jun 2004 - 22:42 - r1.3 PumaN
These came to me via Ranma and ultimately originated with Puma I believe. I'm just dumping it here with a little markup for now. Main.FantoM 02 Apr 2003 Table of ...  
GuildHelp 12 Oct 2003 - 12:41 - NEW FantoM
This page contains links to the FAQ's and guides for the different guilds. Note that these are written by players and if you have comments please feel free to add ...  
NewHomepage 21 Sep 2006 - 02:06 - r1.9 LuCid
Just a note: Ignore the header and footer for the web I will get it removed once we put this online Pyro's Home page attempt: I'll fix that sword on the right later ...  
TextPad 18 May 2004 - 23:03 - r1.5 FantoM
Textpad Textpad is a text editor you can download for free from http://www.textpad.com. Its kind of like notepad except with a lot more functions, but basis is still ...  
ThiefGuildGuide 20 Oct 2003 - 00:16 - NEW FantoM
The following was posted to the http://tharsis-gate.org:8766/boards?board guild.thief thief guild board by Minion (Minion do you have a Twiki name?) and then copied ...  
TipsRooms 04 Apr 2003 - 02:09 - NEW FantoM
Here are some tips I (Ranma) use that help me make room descriptions, I feel this will be useful to builders Ok, you're about to make your area and you need 5 to 300 ...  
UsingTheAreaEngine 04 Feb 2008 - 03:08 - r1.18 FantoM
table.columns { border:1px solid black; } table.columns .header{ border-bottom:1px solid black;\ background-color:grey; } table.columns td { padding-left:5px;\ padding ...  
WebChanges 16 Aug 2001 - 19:58 - NEW PeterThoeny
INCLUDE{" TWIKIWEB .WebChanges"}  
WebHome 12 Oct 2003 - 12:37 - r1.10 FantoM
Welcome to the Tharsis.Website web. This Web is devoted to designing a new look for the Tharsis Gate home page, located at http://tharsis-gate.org If you want to ...  
WebIndex 24 Nov 2001 - 11:41 - r1.2 PeterThoeny
SEARCH{"\. " scope "topic" regex "on" nosearch "on"} See also the faster WebTopicList  
WebNotify 19 Mar 2007 - 04:34 - r1.4 FantoM
NOTIFYTOPIC is a subscription service to be automatically notified by email when topics change in the Tharsis.Website web. This is a convenient service, so you do ...  
WebPreferences 07 Oct 2003 - 00:07 - r1.5 FantoM
Tharsis.Website Web Preferences The following settings are web preferences of the Tharsis.Website web. These preferences overwrite the site-level preferences in TWIKIWEB ...  
WebSearch 08 Aug 2001 - 05:26 - NEW PeterThoeny
INCLUDE{" TWIKIWEB .WebSearch"}  
WebStatistics 13 Jul 2010 - 03:01 - NEW Main.guest
Statistics for Tharsis.Website Web Month: Topic views: Topic saves: File uploads: Most popular topic views: Top contributors for topic save and uploads: Jul 2010 ...  
WebTopicList 24 Nov 2001 - 11:40 - NEW PeterThoeny
TOPICLIST{" $name "} See also the verbose WebIndex.  
WizardPages 24 Jun 2007 - 15:54 - r1.12 ProdigY
Right now this is just a scratchpad of useful links and comments. Main.FantoM 02 Apr 2003 TextPad Useful tool for editing files, used by several admins. Links for ...  

Number of topics: 20

See also the faster WebTopicList

 


WebNotify  

19 Mar 2007 - 04:34 - r1.4   FantoM

WebNotify is a subscription service to be automatically notified by email when topics change in the Tharsis.Website web. This is a convenient service, so you do not have to come back and check all the time if something has changed. To subscribe to the service, please put yourself on the list below. The format is: 3 spaces * Main.yourWikiName - yourEmailAddress

Note: It is helpful to insert your name in alphabetical order (by first name -- ignore the "Main.") -- then you can find your name (or not) more easily if you wish to remove it or confirm that you are on the list.

Related topics: TWikiUsers, TWikiRegistration

 


WebPreferences  

07 Oct 2003 - 00:07 - r1.5   FantoM

Tharsis.Website Web Preferences

The following settings are web preferences of the Tharsis.Website web. These preferences overwrite the site-level preferences in TWikiPreferences, and can be overwritten by user preferences (your personal topic, i.e. TWikiGuest in the Tharsis.Main web)

Preferences:

Notes:

Related Topics:

 


WebSearch  

08 Aug 2001 - 05:26 - NEW   PeterThoeny

 


WebStatistics  

13 Jul 2010 - 03:01 - NEW   Main.guest

Statistics for Tharsis.Website Web

Month: Topic
views:
Topic
saves:
File
uploads:
Most popular
topic views:
Top contributors for
topic save and uploads:
Jul 2010 145 0 0  20 WebHome
 17 UsingTheAreaEngine
 16 WizardPages
 15 WebStatistics
 12 BlobRoomTutorial
  9 WebPreferences
  9 WebNotify
  8 TextPad
  7 WebSearch
  7 BedlamsHomePage
  5 TipsRooms
 
Feb 2010 745 0 0 413 WebStatistics
 44 WebHome
 34 BuilderPages
 33 WizardPages
 25 UsingTheAreaEngine
 23 BedlamsHomePage
 22 TextPad
 21 WebNotify
 20 CreatingRooms
 20 BuilderFaq
 16 WebPreferences
 
Jan 2010 902 0 0 161 WebHome
118 WebStatistics
 84 UsingTheAreaEngine
 61 NewHomepage
 59 WizardPages
 53 BuilderFaq
 45 BuilderPages
 44 TextPad
 42 WebPreferences
 37 WebNotify
 35 BedlamsHomePage
 
Dec 2009 52 0 0  10 WebHome
  6 TextPad
  6 BedlamsHomePage
  4 ThiefGuildGuide
  4 BuilderPages
  3 WebIndex
  3 GuildHelp
  3 BlobRoomTutorial
  2 WebStatistics
  2 WebSearch
  2 WebChanges
 
Nov 2009 81 0 0  12 WebHome
  9 WizardPages
  8 BedlamsHomePage
  7 WebIndex
  5 WebSearch
  5 TextPad
  4 WebStatistics
  4 WebPreferences
  4 WebNotify
  3 TipsRooms
  3 NewHomepage
 
Oct 2009 1419 0 0 695 WebStatistics
130 WebHome
119 UsingTheAreaEngine
 62 TextPad
 60 WizardPages
 51 BuilderFaq
 47 NewHomepage
 36 WebPreferences
 35 BuilderPages
 27 BedlamsHomePage
 26 WebNotify
 
Sep 2009 1053 0 0 545 WebStatistics
 86 WebHome
 54 TextPad
 50 WizardPages
 40 WebPreferences
 37 NewHomepage
 29 WebIndex
 29 BuilderFaq
 26 BlobRoomTutorial
 25 BuilderPages
 23 UsingTheAreaEngine
 
Aug 2009 1243 0 0 706 WebStatistics
142 UsingTheAreaEngine
 84 WebHome
 49 NewHomepage
 43 TextPad
 40 WizardPages
 27 WebPreferences
 27 BedlamsHomePage
 22 BuilderFaq
 21 BuilderPages
 19 WebIndex
 
Jul 2009 1318 0 0 757 WebStatistics
122 UsingTheAreaEngine
100 WebHome
 46 NewHomepage
 34 WizardPages
 34 BuilderFaq
 30 CreatingRooms
 29 BuilderPages
 29 BedlamsHomePage
 27 TextPad
 24 WebPreferences
 
Jun 2009 1408 0 0 696 WebStatistics
138 WebHome
 86 UsingTheAreaEngine
 61 NewHomepage
 59 WizardPages
 54 BuilderFaq
 45 TextPad
 38 WebNotify
 38 BuilderPages
 33 WebPreferences
 25 BedlamsHomePage
 
May 2009 736 0 0 401 WebStatistics
 95 WebHome
 51 UsingTheAreaEngine
 27 TextPad
 24 WizardPages
 21 BuilderFaq
 20 WebNotify
 18 BuilderPages
 14 BedlamsHomePage
 11 NewHomepage
 10 WebPreferences
 
Apr 2009 1627 0 0 962 WebStatistics
123 WebHome
101 UsingTheAreaEngine
 80 WizardPages
 43 TextPad
 38 WebNotify
 38 BuilderPages
 36 BuilderFaq
 29 WebPreferences
 28 NewHomepage
 24 WebIndex
 
Mar 2009 928 0 0 513 WebStatistics
 87 WebHome
 62 UsingTheAreaEngine
 40 WizardPages
 40 TextPad
 31 NewHomepage
 29 WebNotify
 20 BuilderFaq
 18 BuilderPages
 17 WebPreferences
 17 WebIndex
 
Feb 2009 398 0 0 254 WebStatistics
 42 WebHome
 26 UsingTheAreaEngine
 20 TextPad
 15 BedlamsHomePage
  8 WebSearch
  8 WebIndex
  5 WebChanges
  4 WebPreferences
  4 NewHomepage
  4 BuilderPages
 
Jan 2009 1505 0 0 717 WebStatistics
162 WebHome
 97 UsingTheAreaEngine
 80 WizardPages
 62 TextPad
 55 BuilderFaq
 45 NewHomepage
 40 BuilderPages
 37 WebPreferences
 30 BedlamsHomePage
 27 WebIndex
 
Nov 2008 1292 0 0 350 WebStatistics
269 WebHome
 99 UsingTheAreaEngine
 96 WizardPages
 62 NewHomepage
 50 TextPad
 49 BuilderPages
 43 WebPreferences
 43 BuilderFaq
 39 WebNotify
 31 BlobRoomTutorial
 
Oct 2008 1132 0 0 408 WebStatistics
206 WebHome
 64 TextPad
 52 UsingTheAreaEngine
 49 NewHomepage
 40 WizardPages
 39 BuilderFaq
 38 BuilderPages
 35 BedlamsHomePage
 31 CreatingRooms
 24 WebPreferences
 
Sep 2008 928 0 0 473 WebStatistics
173 WebHome
 57 UsingTheAreaEngine
 35 WizardPages
 28 TextPad
 24 BuilderFaq
 20 WebIndex
 20 BuilderPages
 15 WebPreferences
 15 BedlamsHomePage
 14 CreatingRooms
 
Aug 2008 676 0 0 252 WebStatistics
141 WebHome
 31 UsingTheAreaEngine
 26 TextPad
 21 BuilderFaq
 21 BedlamsHomePage
 20 WizardPages
 18 WebPreferences
 18 WebNotify
 17 NewHomepage
 16 WebIndex
 
Jul 2008 534 0 0 191 WebHome
 83 WebStatistics
 30 WizardPages
 27 TextPad
 23 UsingTheAreaEngine
 21 WebIndex
 20 NewHomepage
 19 WebPreferences
 15 BuilderPages
 15 BedlamsHomePage
 14 WebNotify
 
Jun 2008 986 0 0 391 WebStatistics
260 WebHome
 50 UsingTheAreaEngine
 43 TextPad
 41 WizardPages
 30 NewHomepage
 26 BuilderFaq
 21 BuilderPages
 17 WebPreferences
 17 BedlamsHomePage
 15 CreatingRooms
 
May 2008 1243 0 0 697 WebStatistics
178 WebHome
 59 UsingTheAreaEngine
 44 TextPad
 37 NewHomepage
 31 WizardPages
 26 BuilderFaq
 25 WebPreferences
 24 BuilderPages
 20 BedlamsHomePage
 18 CreatingRooms
 
Apr 2008 612 0 0 317 WebStatistics
 42 UsingTheAreaEngine
 37 WebHome
 28 WizardPages
 24 BuilderFaq
 22 TextPad
 22 NewHomepage
 22 BuilderPages
 16 WebPreferences
 16 BedlamsHomePage
 15 WebNotify
 
Mar 2008 96 0 0  13 WebHome
 13 TextPad
  9 WizardPages
  7 BuilderPages
  7 BlobRoomTutorial
  7 BedlamsHomePage
  5 WebNotify
  5 UsingTheAreaEngine
  4 WebPreferences
  4 WebIndex
  3 WebStatistics
 
Feb 2008 459 2 0  50 WebHome
 40 UsingTheAreaEngine
 36 WebStatistics
 34 WizardPages
 32 BuilderFaq
 29 TextPad
 27 NewHomepage
 26 WebPreferences
 26 BedlamsHomePage
 24 WebNotify
 22 BlobRoomTutorial
  2 FantoM
Jan 2008 292 0 0  57 WebStatistics
 34 WebHome
 26 UsingTheAreaEngine
 18 NewHomepage
 17 BuilderPages
 15 BuilderFaq
 15 BedlamsHomePage
 14 WebNotify
 14 TextPad
 14 BlobRoomTutorial
 10 WebIndex
 
Dec 2007 376 0 0  55 WebStatistics
 44 WebHome
 24 BuilderFaq
 23 NewHomepage
 22 WebChanges
 21 WizardPages
 21 WebIndex
 19 TextPad
 18 UsingTheAreaEngine
 18 BuilderPages
 17 BedlamsHomePage
 
Nov 2007 288 0 0  79 WebStatistics
 37 WebHome
 18 WizardPages
 16 BuilderFaq
 13 WebIndex
 13 TextPad
 12 UsingTheAreaEngine
 12 BuilderPages
 11 NewHomepage
 10 WebNotify
 10 WebChanges
 
Oct 2007 963 0 0 713 WebStatistics
 47 WebHome
 31 UsingTheAreaEngine
 30 BuilderPages
 17 NewHomepage
 15 BedlamsHomePage
 14 WebNotify
 12 TextPad
 11 WebIndex
 10 WebSearch
  9 BlobRoomTutorial
 
Sep 2007 206 0 0  79 WebStatistics
 19 WizardPages
 16 WebHome
 13 TextPad
 10 UsingTheAreaEngine
  7 WebNotify
  7 NewHomepage
  6 WebIndex
  6 WebChanges
  6 BlobRoomTutorial
  5 WebSearch
 
Aug 2007 487 0 0 139 WebStatistics
 40 WizardPages
 37 TextPad
 30 UsingTheAreaEngine
 27 WebHome
 27 BuilderPages
 23 BedlamsHomePage
 22 WebPreferences
 21 NewHomepage
 20 WebNotify
 18 BuilderFaq
 
Jul 2007 852 0 0 225 WebStatistics
 76 TextPad
 71 WebHome
 57 BuilderFaq
 56 WizardPages
 55 UsingTheAreaEngine
 44 WebPreferences
 39 NewHomepage
 30 BuilderPages
 28 WebIndex
 26 CreatingRooms
 
Jun 2007 413 3 0  57 WebStatistics
 57 UsingTheAreaEngine
 46 WebHome
 33 TextPad
 23 WizardPages
 22 BuilderPages
 21 NewHomepage
 20 WebIndex
 15 WebNotify
 15 BedlamsHomePage
 14 WebPreferences
  2 ProdigY
  1 ZohaR
May 2007 593 0 0 198 WebStatistics
 43 UsingTheAreaEngine
 39 TextPad
 34 WebHome
 27 BuilderFaq
 23 WizardPages
 23 NewHomepage
 22 WebIndex
 22 BuilderPages
 22 BedlamsHomePage
 19 WebSearch
 
Apr 2007 1179 1 0 499 WebStatistics
 90 UsingTheAreaEngine
 75 WebHome
 63 WizardPages
 59 TextPad
 55 NewHomepage
 42 BuilderPages
 40 BuilderFaq
 35 BedlamsHomePage
 28 WebNotify
 28 WebIndex
  1 FantoM
Mar 2007 743 6 0 208 WebStatistics
103 UsingTheAreaEngine
 63 WebHome
 37 TextPad
 33 BuilderPages
 32 WebNotify
 31 NewHomepage
 29 WebPreferences
 24 WizardPages
 20 WebIndex
 20 WebChanges
  6 FantoM
Feb 2007 224 0 0  73 WebStatistics
 22 NewHomepage
 19 WebHome
 11 UsingTheAreaEngine
 10 WebPreferences
 10 TextPad
  9 WizardPages
  9 WebNotify
  8 BuilderPages
  7 WebIndex
  6 GuildHelp
 
Jan 2007 827 3 0 259 WebStatistics
 57 UsingTheAreaEngine
 57 TextPad
 54 WebHome
 43 BuilderPages
 39 NewHomepage
 36 WizardPages
 35 WebPreferences
 34 BlobRoomTutorial
 32 BedlamsHomePage
 31 BuilderFaq
  3 FantoM
Dec 2006 357 0 0 103 WebStatistics
 39 UsingTheAreaEngine
 30 TextPad
 25 WebHome
 17 BuilderPages
 16 WizardPages
 14 WebIndex
 14 NewHomepage
 13 WebNotify
 13 BedlamsHomePage
 12 BuilderFaq
 
Nov 2006 456 10 0 159 WebStatistics
 39 TextPad
 35 WebHome
 30 WizardPages
 25 BuilderPages
 18 NewHomepage
 18 BedlamsHomePage
 16 BuilderFaq
 15 UsingTheAreaEngine
 13 WebPreferences
 11 WebNotify
 10 FantoM
Oct 2006 536 0 0 205 WebStatistics
 46 WebHome
 36 TextPad
 33 BuilderPages
 30 NewHomepage
 23 BuilderFaq
 20 WebPreferences
 19 BlobRoomTutorial
 18 WizardPages
 16 BedlamsHomePage
 15 WebIndex
 
Sep 2006 37 0 0   6 BuilderPages
  6 BlobRoomTutorial
  5 TextPad
  5 BuilderFaq
  4 WebHome
  2 WizardPages
  2 WebStatistics
  2 WebChanges
  1 WebIndex
  1 TipsRooms
  1 NewHomepage
 
Aug 2006 452 0 0 224 WebStatistics
 33 WebHome
 26 WizardPages
 23 TextPad
 18 BuilderPages
 18 BedlamsHomePage
 17 BuilderFaq
 16 BlobRoomTutorial
 10 WebPreferences
 10 NewHomepage
  9 WebChanges
 
Jul 2006 589 0 0 170 WebStatistics
 58 WizardPages
 48 TextPad
 43 WebHome
 43 BuilderFaq
 33 NewHomepage
 27 BuilderPages
 22 BedlamsHomePage
 21 WebPreferences
 20 BlobRoomTutorial
 18 WebIndex
 
Jun 2006 470 0 0 100 WebStatistics
 48 WebHome
 40 TextPad
 33 NewHomepage
 30 BuilderFaq
 27 WebIndex
 21 WizardPages
 19 BuilderPages
 18 WebChanges
 18 BedlamsHomePage
 17 WebNotify
 
May 2006 277 0 0  32 WebStatistics
 27 WebHome
 27 BuilderPages
 24 TextPad
 19 WebIndex
 19 WebChanges
 15 BlobRoomTutorial
 13 NewHomepage
 13 CreatingRooms
 12 WizardPages
 12 BedlamsHomePage
 
Apr 2006 166 0 0  30 WebStatistics
 16 TextPad
 13 WebHome
 12 NewHomepage
 10 WizardPages
 10 WebIndex
 10 BuilderPages
  8 BedlamsHomePage
  7 WebSearch
  7 WebNotify
  7 WebChanges
 
Mar 2006 296 0 0  98 WebStatistics
 23 TextPad
 21 BuilderPages
 20 WizardPages
 16 WebHome
 13 BedlamsHomePage
 11 WebPreferences
 11 WebChanges
 10 WebNotify
  9 WebSearch
  9 WebIndex
 
Feb 2006 96 0 0  18 WebHome
  9 BuilderPages
  7 WebIndex
  6 WebSearch
  6 WebChanges
  6 BlobRoomTutorial
  5 TipsRooms
  5 CreatingRooms
  4 WizardPages
  4 WebNotify
  4 TextPad
 
Jan 2006 90 1 0  12 WebStatistics
 10 WebHome
  8 WebChanges
  6 WebIndex
  5 WizardPages
  5 WebNotify
  5 TextPad
  5 GuildHelp
  5 BuilderPages
  4 WebTopicList
  4 ThiefGuildGuide
  1 AureleaGu
Dec 2005 194 2 0  41 WebStatistics
 22 WebHome
 19 WizardPages
 14 NewHomepage
 11 WebPreferences
  9 WebChanges
  9 TextPad
  9 BuilderFaq
  9 BlobRoomTutorial
  9 BedlamsHomePage
  6 WebIndex
  2 AureleaGu
Nov 2005 195 0 0  29 WebHome
 15 NewHomepage
 12 WebStatistics
 12 WebPreferences
 12 WebIndex
 11 WebSearch
 11 WebNotify
 11 WebChanges
 11 BuilderPages
 10 WizardPages
  9 WebTopicList
 
Oct 2005 344 0 0  51 WebHome
 45 WebStatistics
 26 WebPreferences
 23 WizardPages
 20 NewHomepage
 18 WebNotify
 18 BedlamsHomePage
 16 BuilderPages
 15 TextPad
 15 BuilderFaq
 12 WebTopicList
 
Sep 2005 154 0 0  24 WebHome
 15 WizardPages
 15 WebPreferences
 14 BedlamsHomePage
 10 WebIndex
  8 NewHomepage
  7 WebNotify
  7 TextPad
  7 BuilderFaq
  6 WebStatistics
  6 WebChanges
 
Aug 2005 402 0 0 144 WebStatistics
 41 WebHome
 34 WizardPages
 19 BuilderFaq
 17 TextPad
 17 BedlamsHomePage
 16 WebNotify
 14 NewHomepage
 14 CreatingRooms
 13 BuilderPages
 12 BlobRoomTutorial
 
Jul 2005 176 0 0  24 WebHome
 22 BlobRoomTutorial
 21 WebStatistics
 19 WizardPages
 17 BuilderPages
 11 WebPreferences
  9 WebIndex
  7 WebChanges
  7 BedlamsHomePage
  6 WebSearch
  6 TipsRooms
 
Jun 2005 137 0 0  72 WebStatistics
 29 WebHome
  9 BuilderFaq
  7 WebIndex
  5 WizardPages
  2 WebNotify
  2 NewHomepage
  2 GuildHelp
  1 ftp?
  1 WebTopicList
  1 WebSearch
 
May 2005 84 0 0  41 WebHome
  6 WebSearch
  5 BuilderFaq
  4 WebIndex
  4 WebChanges
  3 WizardPages
  3 WebNotify
  3 NewHomepage
  3 CreatingRooms
  3 BuilderPages
  2 WebTopicList
 
Apr 2005 257 0 0  78 WebStatistics
 35 WebHome
 20 BuilderPages
 20 BuilderFaq
 15 BedlamsHomePage
 12 WebPreferences
  9 BlobRoomTutorial
  8 WizardPages
  8 TextPad
  7 GuildHelp
  6 WebChanges
 
Mar 2005 144 3 0  29 WebHome
 17 BuilderPages
 14 WizardPages
 14 BuilderFaq
 13 TextPad
  8 WebPreferences
  8 BlobRoomTutorial
  7 BedlamsHomePage
  5 WebSearch
  5 NewHomepage
  4 WebStatistics
  2 ProdigY
  1 PumaN
Feb 2005 176 0 0  37 WebHome
 17 BuilderPages
 13 BuilderFaq
 12 BlobRoomTutorial
 10 BedlamsHomePage
  9 WebNotify
  9 TipsRooms
  9 TextPad
  9 CreatingRooms
  8 WebPreferences
  7 WizardPages
 
Jan 2005 89 0 0  32 WebHome
 12 BuilderPages
 11 BuilderFaq
  7 WebChanges
  4 TipsRooms
  4 CreatingRooms
  4 BlobRoomTutorial
  3 WebNotify
  3 TextPad
  2 WizardPages
  2 WebSearch
 
Dec 2004 51 0 0  15 WebHome
  8 BuilderPages
  6 WizardPages
  5 BuilderFaq
  4 BlobRoomTutorial
  3 TipsRooms
  3 CreatingRooms
  2 WebChanges
  1 WebSearch
  1 WebNotify
  1 WebIndex
 
Nov 2004 15 0 0   9 WebHome
  3 NewHomepage
  1 WebStatistics
  1 WebSearch
  1 WebChanges
 
Sep 2004 142 0 0  20 BedlamsHomePage
 16 WebHome
 15 BuilderPages
 13 WebIndex
 12 BlobRoomTutorial
  9 WizardPages
  9 CreatingRooms
  8 WebNotify
  7 NewHomepage
  4 WebStatistics
  4 TipsRooms
 
Aug 2004 7 0 0   2 WizardPages
  2 TextPad
  1 WebHome
  1 NewHomepage
  1 BedlamsHomePage
 
Jun 2004 503 3 0 114 WebStatistics
 55 WizardPages
 51 WebHome
 37 BuilderPages
 31 NewHomepage
 27 TextPad
 27 BuilderFaq
 22 WebPreferences
 19 WebIndex
 18 CreatingRooms
 17 BlobRoomTutorial
  1 PumaN
  1 ProdigY
  1 FantoM
May 2004 62 8 0  12 TextPad
  8 WebHome
  6 WizardPages
  6 WebStatistics
  3 WebTopicList
  3 WebIndex
  3 WebChanges
  3 NewHomepage
  3 BuilderPages
  3 BuilderFaq
  2 GuildHelp
  6 PumaN
  2 FantoM
Apr 2004 64 0 0  10 BuilderFaq
  9 WebHome
  8 WebPreferences
  5 BlobRoomTutorial
  5 BedlamsHomePage
  4 CreatingRooms
  4 BuilderPages
  3 WebStatistics
  3 WebIndex
  2 WizardPages
  2 WebTopicList
 
Mar 2004 181 0 0  23 WebHome
 14 WebStatistics
 14 WebIndex
 13 WizardPages
 13 NewHomepage
 13 BuilderPages
 11 BedlamsHomePage
 10 TipsRooms
 10 BuilderFaq
  9 WebNotify
  9 WebChanges
 
Feb 2004 57 0 0  13 WebChanges
 11 WebHome
 10 WebSearch
 10 WebIndex
  5 WebStatistics
  3 BuilderFaq
  2 NewHomepage
  1 WizardPages
  1 BlobRoomTutorial
  1 BedlamsHomePage
 
Jan 2004 133 0 0  20 WebHome
 16 WebStatistics
 16 WebChanges
 13 WebIndex
 12 WebSearch
  7 WebNotify
  7 BuilderPages
  7 BuilderFaq
  7 BlobRoomTutorial
  5 WebTopicList
  5 CreatingRooms
 
Dec 2003 205 8 1  26 NewHomepage
 25 WebHome
 24 WebStatistics
 15 WizardPages
 14 WebChanges
 13 WebIndex
 13 BuilderPages
 13 BuilderFaq
  9 WebSearch
  9 CreatingRooms
  8 BlobRoomTutorial
  3 PyrO
  3 FantoM
  2 AntonioMontana
  1 LuCid
Nov 2003 185 0 0  28 WebHome
 15 WebChanges
 14 WebStatistics
 13 CreatingRooms
 13 BuilderPages
 12 WebIndex
 11 BuilderFaq
 10 WebNotify
  9 WizardPages
  9 BedlamsHomePage
  8 WebSearch
 
Oct 2003 334 50 3  56 WebHome
 44 BedlamsHomePage
 33 WebStatistics
 32 NewHomepage
 31 WebPreferences
 25 BuilderFaq
 17 BuilderPages
 15 WizardPages
 13 WebIndex
 11 CreatingRooms
 10 WebNotify
 22 MikeBedlam
 14 EmbeR
 12 FantoM
  3 DevonScarfe
  2 PumaN
Sep 2003 213 6 0  46 WebHome
 35 WebStatistics
 35 BuilderPages
 19 WebNotify
 19 BuilderFaq
 12 BlobRoomTutorial
  9 WebPreferences
  9 WebIndex
  9 BedlamsHomePage
  4 WebSearch
  4 WebChanges
  6 FantoM
Aug 2003 88 0 0  14 WebNotify
 11 WebStatistics
 10 BlobRoomTutorial
  9 BuilderPages
  8 WebHome
  6 WebPreferences
  6 BuilderFaq
  5 CreatingRooms
  4 WizardPages
  4 WebChanges
  3 WebTopicList
 
Jul 2003 169 0 0  53 WebStatistics
 26 WebHome
 16 BuilderPages
 11 WebPreferences
 10 WebNotify
  8 WebIndex
  8 BlobRoomTutorial
  7 BuilderFaq
  6 TipsRooms
  5 WebSearch
  5 WebChanges
 
Jun 2003 219 0 0  38 WebStatistics
 34 WebHome
 24 BuilderPages
 18 BlobRoomTutorial
 17 WebPreferences
 15 WebNotify
 13 BuilderFaq
 12 WebIndex
 10 WizardPages
  8 WebTopicList
  8 WebChanges
 
May 2003 125 2 0  20 WebHome
 17 BuilderPages
 16 WebStatistics
 11 WebNotify
 10 WebIndex
 10 BuilderFaq
  9 WebPreferences
  6 BlobRoomTutorial
  5 WebTopicList
  5 WebChanges
  5 TipsRooms
  1 FantoM
  1 EmbeR
Apr 2003 218 34 0  47 WebHome
 29 BuilderPages
 21 BlobRoomTutorial
 18 CreatingRooms
 16 WebStatistics
 14 WebChanges
 13 WebNotify
 12 WizardPages
 12 WebIndex
 10 WebPreferences
  8 TipsRooms
 33 FantoM
  1 PumaN
Mar 2003 60 0 0  14 WebHome
  9 WebPreferences
  9 WebIndex
  8 WebChanges
  6 WebNotify
  5 WebTopicList
  5 WebSearch
  4 WebStatistics
 

Notes:

 


WebTopicList  

24 Nov 2001 - 11:40 - NEW   PeterThoeny

See also the verbose WebIndex.

 


WizardPages  

24 Jun 2007 - 15:54 - r1.12   ProdigY

Right now this is just a scratchpad of useful links and comments. -- FantoM - 02 Apr 2003

Links for learning to code:

-- AureleaGu - 06 Jan 2006

 



Number of topics: 20

Topic WebHome . { }
  Copyright © 2001 by the contributing authors. All material on this collaboration tool is the property of the contributing authors.
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