Difference between revisions of "Crafting(CoffeeMUD)"

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==Gathering==
 
==Gathering==
Resources are normally acquired with [[Gathering(Domain)|Gathering skills]], although other methods (such as buying, scrapping or finding them laying around) are possible.  Gathering skills include mining, butchering, foraging and many, many more.
+
Resources used for [[Crafting(CoffeeMUD)|crafting]] are normally acquired with [[Gathering(Domain)|Gathering skills]], although other methods (such as buying, scrapping or finding them laying around) are possible.  Gathering skills include mining, butchering, foraging and many, many more.
 
*[[Natural Resources|Resources]] can be harvested from wilderness rooms, and (very rarely) some indoor rooms.   
 
*[[Natural Resources|Resources]] can be harvested from wilderness rooms, and (very rarely) some indoor rooms.   
 
*There are some tools that improve your overall yield per skill use, but one can gather without any tools at all.   
 
*There are some tools that improve your overall yield per skill use, but one can gather without any tools at all.   
 
*At higher levels, there are master gathering skills, which further increase the yield, but take longer to complete.   
 
*At higher levels, there are master gathering skills, which further increase the yield, but take longer to complete.   
 
*The time spent gathering can be decreased with the [[Quick_Worker(Expertise)|Quick Worker]] expertises.
 
*The time spent gathering can be decreased with the [[Quick_Worker(Expertise)|Quick Worker]] expertises.
 +
 +
===Resource Availability===
 +
The types of resources available are determined by the room type. Most indoor rooms (except caves) do not have available resources for gathering raw materials (aside from butchered bodies or sheep shearing or milking cows (FILL BUCKET COW)). External rooms (and caves) have a listing of different materials that MAY be available in the room, with only 1 material being available at a time. The resources are refreshed every 30 minutes, and have a chance of changing to a different commodity on the list.
 +
*Each resource has a weighted frequency of occurrence, which is factored into the selection process.
 +
**This is why Mithril is difficult to find, but Lead is not.
 +
**Since a room may only contain 1 material at a time, it is possible that there is no valid material with a specific gathering skill in that room
 +
***For example, in a cave with LEAD as a resource, you could [[Mining|Mine]] for the Lead, but you would get no results from [[Foraging|Foraging]].
 +
*Some materials can produce results for multiple skills.
 +
**STONE is available in both [[Mining|Mining]] and [[Digging|Gemdigging]].
 +
**APPLES produce apples for [[Foraging|Foraging]], and APPLEWOOD for [[Chopping|Wood Chopping]].
 +
 +
Rooms and areas may override the default gathering behavior. This can most dramatically be demonstrated when one [[Prayer_PlanarTravel|Planar Travel]]s to the elemental plane of Ash, where all gathering skills will produce Ash as a result.
  
 
===Gathering Skill Commands===
 
===Gathering Skill Commands===
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**A magical item must be disenchanted first before you can LEARN it.
 
**A magical item must be disenchanted first before you can LEARN it.
 
**An item crafted by another craftsman cannot be used to LEARN it.
 
**An item crafted by another craftsman cannot be used to LEARN it.
 +
**Non-"Gen" items cannot be learned. These are known as STD (Standard) items in the code base, and they are hardcoded to be just exactly what they are, with no modifications.
 +
**Items that an area-builder has placed in a CATALOG are non-learnable. These are items that an area-builder has stated must always look a certain way, with no modifications, unless the area-builder modifies the CATALOG entry.
 +
***We try to avoid use of CATALOGs on the main CoffeeMUD.
 
**The level of the crafted item may not be the same as the original item.  The system will calculate the items approximate level value, which may not be the same as the level value assigned by the builder.  This will never result in the recipe being a lower level, but can result in a recipe being significantly higher level than the original item.  Once the recipe is learned, it can be modified by material type and any crafting expertises to create more diversity in the item.
 
**The level of the crafted item may not be the same as the original item.  The system will calculate the items approximate level value, which may not be the same as the level value assigned by the builder.  This will never result in the recipe being a lower level, but can result in a recipe being significantly higher level than the original item.  Once the recipe is learned, it can be modified by material type and any crafting expertises to create more diversity in the item.
 
**The resultant recipe will be unique to that LEARNING attempt.   
 
**The resultant recipe will be unique to that LEARNING attempt.   
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===Other Crafting Tips===
 
===Other Crafting Tips===
*Certain resources will produce different affects for certain crafting skills. For example, STEEL will make stronger armor (and increase the level of the armor) from armorsmithing...but will create the same level of necklace from JEWELCRAFTING.
+
====Crafting Expertises====
 +
Each crafting skill may be affected by different Crafting expertises.  See the HELP entry for the specific skill to determine which expertises are applicable.
 +
=====Automatically Applied Expertises=====
 +
*The time spent crafting can be decreased with the [[Quick_Crafting(Expertise)|Quick Crafting]] expertises.
 +
=====Specified Expertises=====
 +
Certain expertises may be applied to crafted items, by adding the appropriate adjective in the crafting skill formula (e.g. armorsmith light reinforced exquisite gauntlet, where LIGHT, REINFORCED and EXQUISITE are available adjectives from your expertises that apply to armorsmithing). Adding an adjective in this manner will also be applied to the item name, so that other players will recognize the difference. You may preceded an adjective with the keyword HIDE to not add the adjective to the final display of the item, if desired.
 +
*All crafted items can benefit from [[Rushed_Crafting(Expertise)|Rushed Crafting]].
 
*Crafted armor can benefit from [[Durable_Crafting(Expertise)|Durable Crafting]], [[Quality_Crafting(Expertise)|Quality Crafting]] and [[Light_Crafting(Expertise)|Light Crafting]] expertises.  Each of these expertises has 3 levels.  Each level allows a different adjective to be prefixed to the armor.  Each armor may have at most one prefix from each of these expertises.
 
*Crafted armor can benefit from [[Durable_Crafting(Expertise)|Durable Crafting]], [[Quality_Crafting(Expertise)|Quality Crafting]] and [[Light_Crafting(Expertise)|Light Crafting]] expertises.  Each of these expertises has 3 levels.  Each level allows a different adjective to be prefixed to the armor.  Each armor may have at most one prefix from each of these expertises.
 
*Crafted weapons can benefit from [[Lethal_Crafting(Expertise)|Lethal Crafting]], [[Quality_Crafting(Expertise)|Quality Crafting]] and [[Light_Crafting(Expertise)|Light Crafting]] expertises.  Each of these expertises has 3 levels.  Each level allows a different adjective to be prefixed to the armor.  Each armor may have at most one prefix from each of these expertises.
 
*Crafted weapons can benefit from [[Lethal_Crafting(Expertise)|Lethal Crafting]], [[Quality_Crafting(Expertise)|Quality Crafting]] and [[Light_Crafting(Expertise)|Light Crafting]] expertises.  Each of these expertises has 3 levels.  Each level allows a different adjective to be prefixed to the armor.  Each armor may have at most one prefix from each of these expertises.
*The time spent crafting can be decreased with the [[Quick_Crafting(Expertise)|Quick Crafting]] expertises.
+
====Other Crafting Modifiers====
*You will have difficulties crafting in a room affected by [[Spell_FaerieFog|Faerie Fog]].
+
*Certain resources will produce different affects for certain crafting skills.  For example, STEEL will make stronger armor (and increase the level of the armor) from armorsmithing...but will create the same level of necklace from JEWELCRAFTING.
*When crafting items to be enchanted, it is often best to craft the basic item, enchant it, then apply any additional affects from dyeing, lacquering, embroidering, engraving or jewelmaking.
+
*Some classes may improve upon items with spells, prayers or chants.
**If you add engraving text, the item will no longer be available for [[Spell_MagicItem|Magic Item]] until you disenchant it.
+
**When crafting items to be enchanted, it is often best to craft the basic item, enchant it, then apply any additional affects from dyeing, lacquering, embroidering, engraving or jewelmaking.
 +
***If you add engraving text, the item will no longer be available for [[Spell_MagicItem|Magic Item]] until you disenchant it.
 +
*Some items, especially Jewelcrafted items, may have socketable items that can provide bonuses.
  
 
===Crafting Troubleshooting===
 
===Crafting Troubleshooting===
 
*If you have multiple items with similar or same names in your crafting list, try using the TAILOR LIST HAT.1 nomenclature to isolate which recipe you want to prepare from your list.
 
*If you have multiple items with similar or same names in your crafting list, try using the TAILOR LIST HAT.1 nomenclature to isolate which recipe you want to prepare from your list.
 
*A crafter may only make items up to their total character level.  If you learn a recipe that is higher level, it will not appear in your LIST for that ability until you reach the appropriate level.
 
*A crafter may only make items up to their total character level.  If you learn a recipe that is higher level, it will not appear in your LIST for that ability until you reach the appropriate level.
 +
*You will have difficulties crafting in a room affected by [[Spell_FaerieFog|Faerie Fog]].
 +
*Materials that are hidden or invisible will require the crafter to be able to detect them for the entire duration of crafting, or else the recipe will fail.
  
 
===Artisan Bonus Experience===
 
===Artisan Bonus Experience===
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Players who own property may stylize it with a variety of [[Building(Domain)|Building skills]].  Property includes rented rooms, owned rooms, sailing ships, clan rooms, and clan sailing ships.  In order to modify clan property, you must have the appropriate rank within the clan.
 
Players who own property may stylize it with a variety of [[Building(Domain)|Building skills]].  Property includes rented rooms, owned rooms, sailing ships, clan rooms, and clan sailing ships.  In order to modify clan property, you must have the appropriate rank within the clan.
  
===Room Title===
+
===Building Skill Commands===
 +
Building skills have some additional parameters which may assist in skill use.
 +
 
 +
====LIST====
 +
*LIST supports a variety of parameters.  Without any parameters, it displays all recipes you can currently build.
 +
**LIST (item name) - Will show all items with the string provided in (item name).  For example, LIST door would show anything called a door, doorway or wooden door.
 +
**LIST (level range) - Will show all recipes within a particular level range in the format of X-Y, where X is the lower limit and Y is the upper limit.
 +
*LIST will show all recipes from the generic skill list, as well as any recipes you have in your base inventory.
 +
**Recipe books inside containers in your inventory will not be shown on your LIST.
 +
***Some containers may allow you to access contents of the container from your inventory, which would be an exception to the above statement.
 +
**LIST will only list recipes of your level or lower, so if you learn a recipe that is above your level (or have it transcribed, or otherwise added to your recipe book), it will not display that recipe until your level is equal to or greater than the recipe level.
 +
 
 +
====INFO====
 +
*If you desire to see the stats of an item before building it, you can use the command (buildingskillname) INFO (builditem) to get basic information on the item.
 +
 
 +
====HELP====
 +
*Building skills can often take a significant amount of time to complete.  Having other builders who have the appropriate building skill help out can reduce the amount of time required to complete the task.  Builder helpers will not impact the success of the item completion, only the time required to complete it.
 +
 
 +
===Title===
 
When changing the room title (not the ownership paper, but the room name), there are a variety of non-traditional tricks one may use to customize it.
 
When changing the room title (not the ownership paper, but the room name), there are a variety of non-traditional tricks one may use to customize it.
 
*You can add an intentional carriage return using the %0D or \n line breaks.
 
*You can add an intentional carriage return using the %0D or \n line breaks.
 
*You can use any of the [[:Category:Colors|color codes]] within the title.  It is always best to end each color group with a ^? to avoid color bleed.
 
*You can use any of the [[:Category:Colors|color codes]] within the title.  It is always best to end each color group with a ^? to avoid color bleed.
 
*You can use a <VARIES> tag followed by a &lt;code&gt;.&lt;/code&gt;.  See [[Formatting(VARIES)|VARIES]] for more information using this feature.
 
*You can use a <VARIES> tag followed by a &lt;code&gt;.&lt;/code&gt;.  See [[Formatting(VARIES)|VARIES]] for more information using this feature.
 +
 +
===Description===
 +
When changing the room description, there are a variety of non-traditional tricks one may use to customize it.
 +
*You can add an intentional carriage return using the %0D or \n line breaks.
 +
*You can use any of the [[:Category:Colors|color codes]] within the title.  It is always best to end each color group with a ^? to avoid color bleed.
 +
*You can use a <VARIES> tag followed by a &lt;code&gt;.&lt;/code&gt;.  See [[Formatting(VARIES)|VARIES]] for more information using this feature.
 +
 +
===Demolish===
 +
When using a Demolish task on an exit, you will destroy any opening between your current room and the direction specified, which will result in an open pathway.
 +
When using a Demolish task on a room, it will destroy the exit from your current room to the destination room.  This does not remove the room from existence, nor can it be used to disconnect a property from the "street" it was purchased on (unless another unowned street has been attached by a builder).

Latest revision as of 17:21, 14 May 2024

CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Player Information=
Basics Info     Commands     Socials     Combat     Groups Character Stats     Races     Classes     Abilities     Expertises     Achievements
World Deities     Areas     Property     Quests     Clans     Triumphs Items Items     Crafting     Ships

Crafting Basics

CoffeeMUD has a diverse crafting system that covers many aspects of the game. Crafting items generally requires resources that are collected with gathering skills. Once items are crafted, they can be modified from a subset of common skills to provide some aesthetics, or enhanced with a variety of magical abilities. There are three general groupings of skills related to crafting

  • Gathering skills - These skills are required to find raw resources throughout the world.
  • Crafting skills - These skills all produce an item from resources.
  • Building skills - These skills are required to modify player-owned property, and often require resources or money to complete.

Many recipes will have multiple words in the recipe name. It is always best to put quotes around the "item name" when issuing your crafting or building commands.

Crafting Skill Limits

Characters, except Artisans, are normally limited to 2 crafting common skills and 5 non-crafting common skills. This limit may be increased by 1 each for starting as an Apprentice, or adjusted by special rewards from competitions or achievements.

Gathering

Resources used for crafting are normally acquired with Gathering skills, although other methods (such as buying, scrapping or finding them laying around) are possible. Gathering skills include mining, butchering, foraging and many, many more.

  • Resources can be harvested from wilderness rooms, and (very rarely) some indoor rooms.
  • There are some tools that improve your overall yield per skill use, but one can gather without any tools at all.
  • At higher levels, there are master gathering skills, which further increase the yield, but take longer to complete.
  • The time spent gathering can be decreased with the Quick Worker expertises.

Resource Availability

The types of resources available are determined by the room type. Most indoor rooms (except caves) do not have available resources for gathering raw materials (aside from butchered bodies or sheep shearing or milking cows (FILL BUCKET COW)). External rooms (and caves) have a listing of different materials that MAY be available in the room, with only 1 material being available at a time. The resources are refreshed every 30 minutes, and have a chance of changing to a different commodity on the list.

  • Each resource has a weighted frequency of occurrence, which is factored into the selection process.
    • This is why Mithril is difficult to find, but Lead is not.
    • Since a room may only contain 1 material at a time, it is possible that there is no valid material with a specific gathering skill in that room
      • For example, in a cave with LEAD as a resource, you could Mine for the Lead, but you would get no results from Foraging.
  • Some materials can produce results for multiple skills.

Rooms and areas may override the default gathering behavior. This can most dramatically be demonstrated when one Planar Travels to the elemental plane of Ash, where all gathering skills will produce Ash as a result.

Gathering Skill Commands

These commands are common to all crafting skills:

BUNDLE

This handy parameter for gathering skills allows you to create a special type of PACKAGE of resources called a "bundle". Bundle accepts a number parameter and a target parameter. The number may be any integer or the word "ALL". The bundle will fail if any of the following conditions exists:

  • There are fewer resources than the specified number.
  • Two or more resources within the first [NUMBER] range have different properties. For example, if you try to BUNDLE 10 APPLES and the third apple has already gone rotten, you will receive a message that there aren't enough resources here to bundle. If you BUNDLE 2 APPLES, it would work, since the first and second apple are fine. If you SNIFF out the rotten apple and remove it from the room, and then BUNDLE 9 APPLES, your bundle would succeed. There are a broad range of possible reasons resources are different and preventing bundling.

Crafting Items

Items are crafted with Crafting skills. Each skill has a basic list of items that can be crafted, in addition to any LEARNED recipes transcribed to a recipe page or recipe book, or any found recipes from the MUDworld. In order for a learned or found recipe to appear in your skill list, the recipe must be in your inventory, and not inside a container in your inventory.

Crafting Skill Commands

These commands are common to all crafting skills:

LIST

  • LIST supports a variety of parameters. Without any parameters, it displays all recipes you can currently craft.
    • LIST (item name) - Will show all items with the string provided in (item name). For example, LIST VEST would show anything called a vest, hardened vest or vestments.
    • LIST (level range) - Will show all recipes within a particular level range in the format of X-Y, where X is the lower limit and Y is the upper limit.
    • LIST (wear location) - This undocumented feature works MOST of the time. This is useful for identifying everything word in a location, such as HEAD, TORSO, or LEFT WRIST. Use the locations from your EQUIP LONG command.
  • LIST will show all recipes from the generic skill list, as well as any recipes you have in your base inventory.
    • Recipe books inside containers in your inventory will not be shown on your LIST
      • Some containers may allow you to access contents of the container from your inventory, which would be an exception to the above statement.
    • LIST will only list recipes of your level or lower, so if you learn a recipe that is above your level (or have it transcribed, or otherwise added to your recipe book), it will not display that recipe until your level is equal to or greater than the recipe level.

INFO

  • If you desire to see the stats of an item before crafting it, you can use the command (craftingskillname) INFO (crafteditem) to get basic information on the item assuming normal quality materials.
  • You may use other parameters, such as modifiers from expertises or the FROM parameter, to provide information on a specified recipe with those parameters.

SCAN

  • You can quickly view what items you can repair on a target with the (craftingskillname) SCAN (targetname, or no targetname for self).

MEND

  • A crafting skill can be used to fix any damaged (but not completely ruined) of the appropriate type (IE, metal armor can be repaired with armorsmithing, leather armor with leatherworking).
    • This command is only available with crafting skills that produce items that can be damaged (weapons and armor).

REFIT

  • A crafting skill can be used to resize armor of the appropriate type.
    • This command is only available with crafting skills that produce items that can be worn.

LEARN

  • A crafting skill can be used to LEARN how to make any existing item in the MUDworld with the (craftingskillname) LEARN (targetitem) command.
    • This will deconstruct (destroy) the item, provided you have a blank recipe page or recipe book with available space in your inventory.
    • A magical item must be disenchanted first before you can LEARN it.
    • An item crafted by another craftsman cannot be used to LEARN it.
    • Non-"Gen" items cannot be learned. These are known as STD (Standard) items in the code base, and they are hardcoded to be just exactly what they are, with no modifications.
    • Items that an area-builder has placed in a CATALOG are non-learnable. These are items that an area-builder has stated must always look a certain way, with no modifications, unless the area-builder modifies the CATALOG entry.
      • We try to avoid use of CATALOGs on the main CoffeeMUD.
    • The level of the crafted item may not be the same as the original item. The system will calculate the items approximate level value, which may not be the same as the level value assigned by the builder. This will never result in the recipe being a lower level, but can result in a recipe being significantly higher level than the original item. Once the recipe is learned, it can be modified by material type and any crafting expertises to create more diversity in the item.
    • The resultant recipe will be unique to that LEARNING attempt.
      • You must be holding the completed learned recipe to craft a new item.
      • You could pass your copy of the recipe to another artisan, and they could recreate the item using that recipe.
        • If you drop that recipe, and re-LEARN the item onto a different recipe page, you may get different material requirements.
  • A learned crafting recipe of an item that the crafter cannot see will result in the crafter failing to craft the final product (which they can't see to finish crafting).

FROM

  • Many crafting skills now have the ability to specify a material type to use that is available in the room.
    • Without specifying this parameter, crafting skills will normally accept the first valid material type in the room as your default material to craft from, even if there is not enough of that material to make your specified item.
  • Some special materials, especially uncommmon smelted or textiled materials, may not be available with the FROM parameter.
  • This parameter may be used in conjunction with the INFO parameter.

Other Crafting Tips

Crafting Expertises

Each crafting skill may be affected by different Crafting expertises. See the HELP entry for the specific skill to determine which expertises are applicable.

Automatically Applied Expertises
  • The time spent crafting can be decreased with the Quick Crafting expertises.
Specified Expertises

Certain expertises may be applied to crafted items, by adding the appropriate adjective in the crafting skill formula (e.g. armorsmith light reinforced exquisite gauntlet, where LIGHT, REINFORCED and EXQUISITE are available adjectives from your expertises that apply to armorsmithing). Adding an adjective in this manner will also be applied to the item name, so that other players will recognize the difference. You may preceded an adjective with the keyword HIDE to not add the adjective to the final display of the item, if desired.

  • All crafted items can benefit from Rushed Crafting.
  • Crafted armor can benefit from Durable Crafting, Quality Crafting and Light Crafting expertises. Each of these expertises has 3 levels. Each level allows a different adjective to be prefixed to the armor. Each armor may have at most one prefix from each of these expertises.
  • Crafted weapons can benefit from Lethal Crafting, Quality Crafting and Light Crafting expertises. Each of these expertises has 3 levels. Each level allows a different adjective to be prefixed to the armor. Each armor may have at most one prefix from each of these expertises.

Other Crafting Modifiers

  • Certain resources will produce different affects for certain crafting skills. For example, STEEL will make stronger armor (and increase the level of the armor) from armorsmithing...but will create the same level of necklace from JEWELCRAFTING.
  • Some classes may improve upon items with spells, prayers or chants.
    • When crafting items to be enchanted, it is often best to craft the basic item, enchant it, then apply any additional affects from dyeing, lacquering, embroidering, engraving or jewelmaking.
      • If you add engraving text, the item will no longer be available for Magic Item until you disenchant it.
  • Some items, especially Jewelcrafted items, may have socketable items that can provide bonuses.

Crafting Troubleshooting

  • If you have multiple items with similar or same names in your crafting list, try using the TAILOR LIST HAT.1 nomenclature to isolate which recipe you want to prepare from your list.
  • A crafter may only make items up to their total character level. If you learn a recipe that is higher level, it will not appear in your LIST for that ability until you reach the appropriate level.
  • You will have difficulties crafting in a room affected by Faerie Fog.
  • Materials that are hidden or invisible will require the crafter to be able to detect them for the entire duration of crafting, or else the recipe will fail.

Artisan Bonus Experience

The Artisan class gains experience for crafting items based on the final level of the item crafted, and the base time required to craft the item.

  • Final level of crafted items may be modified by the material type of the item, depending upon crafting skill.
  • Final level of crafted items may be modified by the Advanced Crafting expertise (or Advanced Cooking in the case of food).
  • The base time required to craft an item is affected by the recipe and any expertise which modifies the name of the item, such as Quality Crafting type expertises, but not by the Quick Worker type of expertises.
  • Abilities which reduce crafting time, such as Tempo, do not reduce the XP an artisan earns for crafting the item.
  • The number of times the artisan has recently produced a particular item reduces the XP gained by 25% per item of that base type in the past 6 crafting successful items in that skill.

Building

Players who own property may stylize it with a variety of Building skills. Property includes rented rooms, owned rooms, sailing ships, clan rooms, and clan sailing ships. In order to modify clan property, you must have the appropriate rank within the clan.

Building Skill Commands

Building skills have some additional parameters which may assist in skill use.

LIST

  • LIST supports a variety of parameters. Without any parameters, it displays all recipes you can currently build.
    • LIST (item name) - Will show all items with the string provided in (item name). For example, LIST door would show anything called a door, doorway or wooden door.
    • LIST (level range) - Will show all recipes within a particular level range in the format of X-Y, where X is the lower limit and Y is the upper limit.
  • LIST will show all recipes from the generic skill list, as well as any recipes you have in your base inventory.
    • Recipe books inside containers in your inventory will not be shown on your LIST.
      • Some containers may allow you to access contents of the container from your inventory, which would be an exception to the above statement.
    • LIST will only list recipes of your level or lower, so if you learn a recipe that is above your level (or have it transcribed, or otherwise added to your recipe book), it will not display that recipe until your level is equal to or greater than the recipe level.

INFO

  • If you desire to see the stats of an item before building it, you can use the command (buildingskillname) INFO (builditem) to get basic information on the item.

HELP

  • Building skills can often take a significant amount of time to complete. Having other builders who have the appropriate building skill help out can reduce the amount of time required to complete the task. Builder helpers will not impact the success of the item completion, only the time required to complete it.

Title

When changing the room title (not the ownership paper, but the room name), there are a variety of non-traditional tricks one may use to customize it.

  • You can add an intentional carriage return using the %0D or \n line breaks.
  • You can use any of the color codes within the title. It is always best to end each color group with a ^? to avoid color bleed.
  • You can use a <VARIES> tag followed by a <code>.</code>. See VARIES for more information using this feature.

Description

When changing the room description, there are a variety of non-traditional tricks one may use to customize it.

  • You can add an intentional carriage return using the %0D or \n line breaks.
  • You can use any of the color codes within the title. It is always best to end each color group with a ^? to avoid color bleed.
  • You can use a <VARIES> tag followed by a <code>.</code>. See VARIES for more information using this feature.

Demolish

When using a Demolish task on an exit, you will destroy any opening between your current room and the direction specified, which will result in an open pathway. When using a Demolish task on a room, it will destroy the exit from your current room to the destination room. This does not remove the room from existence, nor can it be used to disconnect a property from the "street" it was purchased on (unless another unowned street has been attached by a builder).