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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 |
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| 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
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| 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 |
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.
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!
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
Currently I've not tried to link these pages together with anything except a basic index of what's available:
-- FantoM - 02 Apr 2003
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
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 ...
- http://www.thesaurus.com is a fantastic tool for finding the synonyms that makes your descriptions interesting and not repetetive;
- "... is here."
- "... can be seen ..."
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).
- Out of theme
- Modern materials (concrete, plastic)
- Known names (Napoleon, Africa)
- In theme
- Mythical monsters (dragons, fairies)
- Questionable
- Earhlike flora & fauna (daisies, herrings)
- Why? Because this world has its own flora and fauna
There are a lot more things that can go under these categories, they are only there to give some general hints.
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.
- ThiefGuildFaq?
- ThiefGuildGuide
- DruidGuildFaq?
- DruidGuildGuide?
- StormlordGuildFaq?
- StormlordGuildGuide?.
If you are interested in designing new guilds or extending the current guilds please check out the Guilds Web.
-- FantoM - 12 Oct 2003
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, 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...
Lucid's homepage attempt 3 years later ( a work in progress )
HomePage?
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.
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.
- Download lpc.syn to .../textpad/system
- The lpc.syn file for Tharsis is located in /open/lpc.syn and can be downloaded from here. It is generated from the docs in the helpengine and thus includes all efuns and currently about five hundred lfuns from our documented modules.
- There is another one here (the textpad site) but it is not customised for Tharsis.
- Go to Configure in the menu and choose "New Document Class"
- Name the class "LPC".
- Fill in "*.c, *.h" as class members.
- Check syntax highlighting and select the lpc.syn file.
- Press finish and click Ok on the warnings.
- Go to Configure in the menu and choose Preferences...
- Select File in the list and fill in "c" as Default file extension.
- Expand "Document Classes" and select C/C++ in the list.
- In the file class list, select *.C and press delete. Do the same to *.H
- Select LPC in the document class list.
- Check "Strip trailing spaces from lines when saving." and "Create new files as: UNIX".
- Expand the LPC list and select colors. Set them to colors of your liking. Keywords 6 are not used.
- Select Tabulation, set Default tab spacing to 3 or 4.
- Me - I like to kill anyone who uses tabs instead of spaces. This is because it looks shit in the variety of places we view code - IE half the people use 8 space tabs in "ed" and then when they type their own lines they use some tabs and some spaces to line things up and then I open it with my 3 space tabs and their code doesn't line up. Ditto sending code via mail, ditto viewing code in zmud's editor, ditto viewing it in VI on the machine, etc -- FantoM - 12 May 2004
- Check both the convert boxes.
- If you miss this step I kill you, but only after I make you watch me deleting your code :) -- FantoM - 12 May 2004
- The anger... ;) -- PumaN - 18 May 2004
- You're done setting Textpad up to work with LPC files.
- Other things you might want to fix under Preferences...
- Associated Files: Add .c and .h to make those open in Textpad when doubleclicking.
- Backup: Dont lose your work again, autosave it every few minutes.
- Folders: Setup to your liking.
- This file will allow syntax highlighting of words/formatting as you write it. It will help you to avoid some spelling mistakes. Setup the colors under Configure->Preferences->Document Classes->LPC >Colors.
- [Syntax] - some basic formatting rules
- [Preprocessor keywords] - words used by the preprocessor, they are always prepended by #
- [Keywords 1] - Flow controllers
- [Keywords 2] - Variable types and variable/function modifiers
- [Keywords 3] - All efuns and sefuns
- [Keywords 4] - A lot of lfuns, as documented by the autodoccer
- [Keywords 5] - Old functions that should not be used, mark these with some obscure color
- I guess we could use a list of global __DEFINES__ too...those have some use nowaday... -- PumaN - 18 May 2004
-- PumaN - 04 May 2004
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.
- The guild box will hold up to 10 different types of items thru reboot. This doesn't mean that 10 types will make it, every so often nothing makes it thru, but sometimes you do have 10 different items.
- Now, there might be 5 stones of weightlessness, this counts for one item, with multiple numbers of that one item.
- The best thing to do right before reboot is to 'clean out the box'. What this means is that just before reboot, we need to come in and get rid of crap gear and gear that is not worth so much, this includes iron gear, stone daggers, and anything like medallions or steel boots or warriors gauntlets, etc.
- Weapons like tainted knife, glittering dagger, and dragonlance should have a priority, in that order. Certainly stat gear such as black boots (shimmering) and godly armour is right up there also, ring of the ancients is also a priority. Then you have rose gear, cloak of gleeman, black armor, irongrip shield, etc.
- I post this because items like heavenly robe or ring of regeneration or torches may be decent items to use but they is nearly always way more other good gear in our box, and for some reason reboots seem to favor the pure shit gear like torches and burnished longswords and such, and that doesn't allow great items like glittering daggers or rose gear to make it thru boot.
- This is just something to think about, it's not like it's a requirement for everyone to clean out the box just before reboot, I know that Poeun and Toy and Tails and I do it, and Twizted did before he wiped. I also figure a lot of you didn't know how the box worked exactly because up till about a month ago I didn't know either, Poeun clued me in.
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
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.
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
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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
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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
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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:
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room_key : exit = destination , exit = destination ....
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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
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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 is sort of optional.
In this section you define the details of exits. Details include things like
- the actual direction of the exit (if you want it to be a different word to the actual exit name),
- a door in the exit.
- special blocks on the door, like the player having to have completed a quest, or be in a guild.
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
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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.
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
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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
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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:
- check to see if there is an external definition in the [rooms] and if so then use that external room.
- assuming no external room can be found then it will get the entire set of room descriptions from the [rooms],
- determine the subset of the descriptions that are possibilities for this room, and
- 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
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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
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- short (brief description)
- long (verbose description)
- light (0 for dark, 1 for daylight)
- inside (0 for outside, 1 for inside)
- chat (a message that displays occassionally in the room). Can have many of these
- item (an item you can look at). Can have many of these.
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)' or 'item_name(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 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"
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:
- domain (optional, defaults to the domain for this area)
- file
When linking to a room which is part of another area-engine controlled area you must specify:
- domain - the name of the domain (optional, defaults to the domain for this area)
- area - the name of the area
- name - the name of the room (from the Map section. Optional, defaults to the default start room)
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
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Each object: line has the format:
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.
Each object description block is a series of lines which have the form
Possible keywords, and their meanings are:
| file |
yes |
This is the name of the hand-coded file for the object
For example:
file: monsters/big_bag_guy
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| 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*
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| count |
no |
This controls how many of the object are placed in the area. It defaults to 1.
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| 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".
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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:
- Exits: Modules might do things like only allow you through if a monster is dead, or give special messages when the player passes through.
- Rooms: Modules can do anything at all to the room, such as making it slowly leach the life from all living things inside it, or they might make it change its description or exits.
- Monsters: Modules can alter the behaviour and everything else for the monster. Such as providing special attacks, or making them pick up items they find.
Modules are applied to a target using a common syntax. Within the target you write
module: MODULE_NAME {
KEY: VALUE
KEY: VALUE
}
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or more simply:
MODULE_NAME {
KEY: VALUE
KEY: VALUE
}
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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.
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.
| 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
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|
| 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
|
| 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.
|
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!
}
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Topics in Website web:
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Changed: now 17:39 GMT
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Changed by:
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WebStatistics
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13 Jul 2010 - 03:01 - NEW
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Main.guest
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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 ...
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UsingTheAreaEngine
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04 Feb 2008 - 03:08 - r1.18
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FantoM
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table.columns { border:1px solid black; } table.columns .header{ border-bottom:1px solid black;\ background-color:grey; } table.columns td { padding-left:5px;\ padding ...
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WizardPages
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24 Jun 2007 - 15:54 - r1.12
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ProdigY
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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 ...
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WebNotify
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19 Mar 2007 - 04:34 - r1.4
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FantoM
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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 ...
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BuilderPages
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20 Nov 2006 - 11:11 - r1.7
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FantoM
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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 ...
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NewHomepage
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21 Sep 2006 - 02:06 - r1.9
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LuCid
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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 ...
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BuilderFaq
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28 Jan 2006 - 22:59 - r1.8
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AureleaGu
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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 ...
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CreatingRooms
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04 Jun 2004 - 22:42 - r1.3
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PumaN
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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 ...
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TextPad
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18 May 2004 - 23:03 - r1.5
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FantoM
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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 ...
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ThiefGuildGuide
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20 Oct 2003 - 00:16 - NEW
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FantoM
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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 ...
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GuildHelp
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12 Oct 2003 - 12:41 - NEW
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FantoM
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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 ...
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WebHome
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12 Oct 2003 - 12:37 - r1.10
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FantoM
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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 ...
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WebPreferences
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07 Oct 2003 - 00:07 - r1.5
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FantoM
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Tharsis.Website Web Preferences The following settings are web preferences of the Tharsis.Website web. These preferences overwrite the site-level preferences in TWIKIWEB ...
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BlobRoomTutorial
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08 Apr 2003 - 05:04 - r1.3
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FantoM
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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 ...
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TipsRooms
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04 Apr 2003 - 02:09 - NEW
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FantoM
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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 ...
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Number of topics: 20
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:
- To add content to many parts of this Web you need to registered and to add yourself to the TWikiRegisteredGroup.
- If you are not familiar with the Tharsis collaboration tool, please visit WelcomeGuest in the Tharsis.TWiki web first.
- You are currently in the Tharsis.Website web. The color code for this web is a (#9999CC) background, so you know where you are.
Maintenance of the Website web
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Topics in Website web:
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Changed: now 17:39 GMT
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Changed by:
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BlobRoomTutorial
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08 Apr 2003 - 05:04 - r1.3
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FantoM
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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 ...
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BuilderFaq
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28 Jan 2006 - 22:59 - r1.8
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AureleaGu
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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) ...
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BuilderPages
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20 Nov 2006 - 11:11 - r1.7
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FantoM
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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 ...
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CreatingRooms
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04 Jun 2004 - 22:42 - r1.3
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PumaN
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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 ...
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GuildHelp
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12 Oct 2003 - 12:41 - NEW
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FantoM
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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 ...
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NewHomepage
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21 Sep 2006 - 02:06 - r1.9
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LuCid
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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 ...
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TextPad
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18 May 2004 - 23:03 - r1.5
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FantoM
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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 ...
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ThiefGuildGuide
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20 Oct 2003 - 00:16 - NEW
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FantoM
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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 ...
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TipsRooms
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04 Apr 2003 - 02:09 - NEW
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FantoM
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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 ...
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UsingTheAreaEngine
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04 Feb 2008 - 03:08 - r1.18
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FantoM
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table.columns { border:1px solid black; } table.columns .header{ border-bottom:1px solid black;\ background-color:grey; } table.columns td { padding-left:5px;\ padding ...
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WebHome
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12 Oct 2003 - 12:37 - r1.10
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FantoM
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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 ...
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WebNotify
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19 Mar 2007 - 04:34 - r1.4
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FantoM
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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 ...
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WebPreferences
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07 Oct 2003 - 00:07 - r1.5
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FantoM
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Tharsis.Website Web Preferences The following settings are web preferences of the Tharsis.Website web. These preferences overwrite the site-level preferences in TWIKIWEB ...
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WebStatistics
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13 Jul 2010 - 03:01 - NEW
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Main.guest
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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 ...
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WizardPages
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24 Jun 2007 - 15:54 - r1.12
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ProdigY
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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 ...
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Number of topics: 20
See also the faster WebTopicList
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
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:
- List of topics of the Tharsis.Website web:
- Web specific background color: (Pick a lighter one of the StandardColors)
- Exclude web from a
web="all" search: (Set to on for hidden webs)
- Default template for new topics and form(s) for this web:
- WebTopicEditTemplate?: Default template for new topics in this web. (Site-level is used if topic does not exist)
- TWiki.WebTopicEditTemplate: Site-level default template
- TWikiForms: How to enable form(s)
- Set WEBFORMS =
- Users or groups who are not / are allowed to view / change / rename topics in the Website web: (See TWikiAccessControl)
- Set DENYWEBVIEW =
- Set ALLOWWEBVIEW =
- Set DENYWEBCHANGE =
- Set ALLOWWEBCHANGE =
- Set DENYWEBRENAME =
- Set ALLOWWEBRENAME =
- Users or groups allowed to change or rename this WebPreferences topic: (I.e. TWikiAdminGroup)
- Set ALLOWTOPICCHANGE =
- Set ALLOWTOPICRENAME =
- Web preferences that are not allowed to be overridden by user preferences:
- Set FINALPREFERENCES = WEBTOPICLIST, DENYWEBVIEW, ALLOWWEBVIEW, DENYWEBCHANGE, ALLOWWEBCHANGE, DENYWEBRENAME, ALLOWWEBRENAME
- Set NOSKIN = cc-movabletype
- Set CCSTYLE = mt-gettysburg
- Set TAGLINE = The Tharsis Gate Design Twiki
Notes:
- A preference is defined as:
6 spaces * Set NAME = value
Example:
- Preferences are used as TWikiVariables by enclosing the name in percent signs. Example:
- When you write variable
%WEBBGCOLOR% , it gets expanded to #9999CC .
- The sequential order of the preference settings is significant. Define preferences that use other preferences first, i.e. set
WEBCOPYRIGHT before WIKIWEBMASTER since %WEBCOPYRIGHT% uses the %WIKIWEBMASTER% variable.
- You can introduce new preferences variables and use them in your topics and templates. There is no need to change the Tharsis engine (Perl scripts).
Related Topics:
- Jump to topic: If you already know the name of the topic, enter the name of the topic at the second line of this page.
- WebChanges : Find out what topics in Tharsis.Website have changed recently.
Notes:
- Do not edit this topic, it is updated automatically. (You can also force an update)
- TWikiDocumentation tells you how to enable the automatic updates of the statistics.
- Suggestion: You could archive this topic once a year and delete the previous year's statistics from the table.
See also the verbose WebIndex.
Right now this is just a scratchpad of useful links and comments.
-- FantoM - 02 Apr 2003
- TextPad - Useful tool for editing files, used by several admins.
Links for learning to code:
- http://www.lysator.liu.se/nanny/wiz/lpc/ - I've yet to view those other links, but this has a basic and intermediate listing of instructions. (I, myself have learned nothing from there, laf. I need to start smaller.)
- the beginner instructions for this are the same as the phantasmal url.... and I might add that the only links that actually work anymore are these two and the phantasmal one -- AureleaGu - 18 Dec 2005
- http://www.lysator.liu.se/mud/lpc.html - is the html version I would guess.
-- AureleaGu - 06 Jan 2006
Number of topics: 20
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