Difference between revisions of "Ships(Builder)"

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This page is for constructing GenSailingShips.  For GenBoats, please see the ITEMS page.
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GenSailingShips are special portals connected to a series of rooms with special SAILING commands.  GenSailingShips can be purchased, sold, and traded like [[Property(CoffeeMUD)]]. GenSailingShips have a unique combat system.
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Ships, Castles and Caravans (and other items in the future) are a special group of items called GenNavigableBoardable. These items, at there base, are a GenPortal connected to a collection of rooms in a specially created area that have a distinct behavioral difference than other areas. These items have their own special combat system (usable against other GenNavigableBoardables.
  
==Creating a GenSailingShip==
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*[[GenSailingShip(Builder)|GenSailingShips]] are special portals connected to a series of rooms with special SAILING commandsGenSailingShips can be purchased, sold, and traded like [[Property(CoffeeMUD)]]. GenSailingShips may only travel over water with an underwater room below the current room, or into port rooms.
As with all things in CoffeeMUD there are two ways to create, through the Command Line (CL) and through the MUD Grinder.
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*[[GenCastle(Builder)|GenCastles]] are special portables connected to a series of rooms. Unlike other GenNavigableBoardables, GenCastles do not have special directions and cannot move. GenCastles may only be created by a clan that controls the area the castle is being built in.
===CL Method===
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*[[GenCaravan(Builder)|GenCaravans]] are special portals connected to a series of rooms with special DRIVING commands. GenCaravans can be purchased, sold, and traded like [[Property(CoffeeMUD)]]. GenCaravans may only travel over plains, roads, ports, and large caves.
Go to a room in which you are creating the shipYou may wish to have FLY, WATERWALKING or some other affect active while modifying the ship.  This room may be a [[updateLinkForCatalogRoom(Builder)|catalog room]].
 
*CREATE ITEM GENSAILINGSHIP
 
*EDIT the item fields:
 
**Name
 
**Display
 
**Description
 
**Price
 
**Base Value
 
**Weight
 
**Moves per Tick
 
*SAVE ROOM
 
*ENTER (shipname)
 
**Modify rooms on the ship.
 
**Make sure you create an exit by using LINK (room number that the ship was created in) PORT.  Most gangplanks are on the PORT side of the ship. You can link to any room outside of the ship, really...it is just creating the dynamic link to exiting the ship.
 
**CREATE ROOM FORE to create a room in front of the exiting room (you are on a ship, so you need to use ship directions).
 
**You can link internal rooms to each other by referencing their room numbers.
 
*EXIT your ship
 
*SAVE ROOM again, just in case.
 
  
===MUD Grinder Method===
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=Notes=
Go to a room in which you are creating the ship.  This room may be a [[updateLinkForCatalogRoom(Builder)|catalog room]] (non-player room, just to contain the inventory which you will use elsewhere later). 
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*A GenNavigableBoardable is not registered as an area until the room containing it is saved or it is generated through a skill.
*Under items, click the NEW button. 
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**If you create a new ship/castle/caravan and give it to a player, it will disappear upon cleanup if unattended, or upon reboot if you do not first save it to a room.
*On the Item Screen, select GenSailingShip.  Modify information and save the item.
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**The internal area of a GenNavigableBoardable is not instantiated after an import until the item is modified by a builder.
*Edit the item, completing the following items:
 
**Name
 
**Display
 
**Description
 
**Price
 
**Base Value
 
**Weight
 
**Moves per Tick
 
**Click EDIT ROOMS button
 
***This will open up a new area editor with the base room.  Ships should generally be laid out in a North-South configuration.  The NORTH exit in the editor is the same as FORE on the ship.
 
***Make sure at least ONE room links to an external area. This will become a gangplank for the ship, and link to the room the ship is currently in.
 
***After you are finished creating and modifying rooms, finish out of the area.
 
**Save the GenSailingShip
 
*Save the Room
 
*You can now add the ship to any other room or shopkeeper inventory for as long as the ship remains in the item queue.
 
 
 
==GenSailingShip fields==
 
*1. Name - Note, using the bracketed [NEWNAME] parameter will allow players to specify the name of the ship.  IE.  SS [NEWNAME] would prompt a player to input a name after they purchase he ship from a shopkeeper.  If they input MINNOW, then the ship name would become the SS MINNOW.
 
*2. Display - This is the short text seen by others in the room of the ship.  Again, using the bracketed [NEWNAME] will allow the ship name to be displayed in the display.
 
*3. Description - This should be the general description for a ship of this class.  Generally, the name of the ship is not used in the description, but using the bracketed [NEWNAME] will allow the ship name to be displayed. 
 
*4. Level - Ship level is only significant for picking up vessels, which is not recommended.
 
*5. Rejuv/Pct - 0 for never, which player ships should not rejuv.  Enemy ships should be set to 100.
 
*6. Capacity - Leave set to 0.  Capacity will be on a room-by-room basis.  Setting this to a higher number would allow players to store things in the ship object itself, which they could only get access to from outside the ship.
 
*7. Can Contain - Leave set to ANYTHING.  Again, true capacity is set on a room-by-room basis.
 
*8. Owner - This field contains the name of the player or clan that owns the ship.  An Owner name that starts with the "#" character denotes a special property that should be treated as owned for certain legal purposes, but not by any real Clan or Player.
 
*9. Price - This is the price of the ship.
 
*10. Has a lid - leave set at FALSE.  This works similar to capacity, and is only significant if capacity is greater than 0.
 
*11. Material Type - This determines what materials will be received if the ship is scrapped.  Setting to NOTHING will effectively prevent the ship from being scrapped (great for ghost-ships).
 
*12. Secret Identity - Not generally used.
 
*13. Base Value - This is the price shopkeepers will sell the ship at.
 
*14. Uses Remaining - This is how damaged the ship is (percentage).
 
*15. Weight - I recommend at least 2000 pounds per room.  This is significant for clever players who scrap the ship (what a waste!). 
 
*16. Dispositions - Set these dispositions as desired to make invisible, hidden, etc.  Do not set IS FLYING, IS CLIMBING, IS SWIMMING = TRUE.
 
*17.
 
**IS GETTABLE - Leave set to FALSE for normal use.  It is not a good idea to enable the ship to be picked up (lots of potential unexplored conflicts with players in rooms in other players inventories), although builders may wish to temporarily allow this so they can put ships in specific locations and then modify the flag again to disable GET.
 
**IS DROPPABLE - Leave set to TRUE
 
**IS REMOVABLE - Leave set to TRUE
 
**NON-LOCATABLE - Set to TRUE if you desire the ship to avoid detection (such as scrying).
 
**BLEND DISPLAY - Set to TRUE if you desire the ship to not show up in the room (perhaps police frigates or some such).  Normally leave as FALSE.
 
**CONTENTS ACCESS - Leave set to FALSE.  This field would allow access to items stored inside the ship's capacity (6) to be usable by a character holding the ship (like a key ring allows keys to be accessed).  Has no effect if 6 is set to zero OR IS GETTABLE is set to FALSE.
 
*18. There is no 18.  Don't modify.
 
*19. Assigned Room IDs - This is autogenerated.  Do not modify, as unexpected results WILL occur.
 
*20. Behaviors - Any behaviors you wish applied to the ship object.  Normally, you will want the behaviors on the mobs inside the ships.
 
*21. Effects - Any effects you wish applied to the ship itself.
 
*22. Rideable Type - Leave set as ENTER-IN (otherwise there are different items that you desire)
 
*23. Number of MOBs held - Leave set at 1.  This would be significant if you modified the RIDEABLE TYPE to be something else, but really makes no sense.
 
*24. Exit Direction - The title of the door used to enter/leave the ship.
 
*25. Exit Closed Text - normally left blank, but could be set if you were creating a ship like an ironside.
 
*26. Mount Strings - A list of slash(/) delimited descriptors for entering/exiting the ship.
 
*27. Moves per Tick - This is the combat speed of the ship.  A value of 1-5 is recommended.  Having too large of a value will make ship-to-ship combat too unpredictable.
 
*28. MXP Image filename - The filename of the MXP graphic.
 
 
 
==Sailing Ship Guidelines==
 
These guidelines are specific to the Original CoffeeMUD server.  Other administrators may use different values.
 
*Sailing ships should be designed in a north-south fashion.  The bow of the ship should be the northern most room, the stern of the ship the southern-most room.
 
*Sailing ships should be longer north-south than they are wide east-west.
 
*Sailing ships should have at least 1 deck room, since all current siege weapons require an open deck to shoot from.
 
*Deck rooms should have weight limits, to control how many siege weapons can be placed on them.
 
**Non-weapon deck rooms should have prop_reqcapacity(items=100 weight=200)
 
**Light-Weapon deck rooms should have prop_reqcapacity(items=100 weight=400)
 
**Normal Weapon deck rooms should have prop_reqcapacity(items=100 weight=600)
 
**Heavy Weapon deck rooms should have prop_reqcapacity(items=100 weight=1100)
 
*Any Cargo hold rooms (woodroom or stoneroom, generally below deck) should have prop_req(items=1000 weight=10000).  This creates a large hold, but helps limit the overall carry capacity of the ship, making larger ships more useful for hauling big cargos.
 
*Any other wood/stone rooms should have prop_reqcapacity(items=100).  This allows players to create a variety of rooms without worrying directly about weight.
 
*Ship Moves per Tick should be between 1 and 5 inclusive.  Larger values will make combat between two very fast ships too random.
 

Latest revision as of 19:54, 12 August 2022

CoffeeMUD
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=Ships and Other Navigable Boardables=
Airships     Castles     Caravans     Sailing Ships     Submersibles    

Ships, Castles and Caravans (and other items in the future) are a special group of items called GenNavigableBoardable. These items, at there base, are a GenPortal connected to a collection of rooms in a specially created area that have a distinct behavioral difference than other areas. These items have their own special combat system (usable against other GenNavigableBoardables.

  • GenSailingShips are special portals connected to a series of rooms with special SAILING commands. GenSailingShips can be purchased, sold, and traded like Property(CoffeeMUD). GenSailingShips may only travel over water with an underwater room below the current room, or into port rooms.
  • GenCastles are special portables connected to a series of rooms. Unlike other GenNavigableBoardables, GenCastles do not have special directions and cannot move. GenCastles may only be created by a clan that controls the area the castle is being built in.
  • GenCaravans are special portals connected to a series of rooms with special DRIVING commands. GenCaravans can be purchased, sold, and traded like Property(CoffeeMUD). GenCaravans may only travel over plains, roads, ports, and large caves.

Notes

  • A GenNavigableBoardable is not registered as an area until the room containing it is saved or it is generated through a skill.
    • If you create a new ship/castle/caravan and give it to a player, it will disappear upon cleanup if unattended, or upon reboot if you do not first save it to a room.
    • The internal area of a GenNavigableBoardable is not instantiated after an import until the item is modified by a builder.