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How to Succeed at Building Without Really Trying

by
Miracle (Dreams Mud)
2nd Edition - January 1, 2000

Contents
Prologue
Starting Off
Building the *&#@$% Thing
    Rooms
        Making rooms
        Room Flags
        Sector Flags
        Doors
       Connecting Rooms
    Mobs
        What is a Mob?
        Mob Descriptions
        The Technical Basics of Mob Making
        Mob Values
        ACT special function values
        Spell Affects on Mobs
        Special function values on mobs
        OLC Walkthrough of Building a Mob
    Objects
         The Technical Basics of an Object
         Object Types
         Wear Locations
         Extra Flags
         Adding Stats to Objects
             Adding Stats in MZF
             Adding Stats in OLC
         Various Object Tables
             V0-V3 Values Tables
             Object Balance Table
     Making Resets
         Resetting Mobs/Objects in MZF
         Resetting Mobs/Objects in OLC
         Guidelines for doing RESETS
Troubleshooting Guide
     MZF Problems
     OLC Problems
Frequently Asked Questions (FAQ's)
Epilogue

Prologue: The information given within is intended to help novice and intermediate skill builders with the rougher and more confusing parts of building an area. If you have a bit of experience with building already, there is really no need for you to follow the exact order of sequence described within the text. But, for everyone who is a beginner at building or a little rusty at their skills, I highly recommend following the sequence of events that I describe. If you intend to learn how to write an area in Notepad here, click on the BACK button on your browser and get the hell out of my building guide.

I. Starting Off

A. Write down the basic idea of the area on paper. Be sure to answer the 5 W's:

a. WHAT will the area be about?
b. WHEN will the area's time setting be? (medieval, futuristic, fantasy)
c. WHERE will the area's important parts be?
d. WHO are the major characters? (important mobs)
e. WHY will players enjoy the area? (bells and whistles, mobs, objects, etc.)

B. Discuss your idea with an immortal.

Make sure that your idea will be useful to the mud's theme. At Dreams, mostly any idea will be accepted because of the "fantasy" theme of the MUD, but make sure your area can be used. Nothing's worse than building 200 rooms of an area, then finding out your area won't fit the theme.

C. Map out your area on paper.

Once you have written down a basic idea and gained approval from an immortal now you are ready to start working on your area. The first thing I like to do before anything is to map the area out on graph paper. Doing this beforehand makes building the area A LOT easier and eliminates confusion later on while you're connecting rooms.

DOs and DON'Ts of Mapping

1. DO have some idea of how many rooms total you will have. Make a definite decision. 50, 100, 150, 200. Try and shoot for a multiple of 50.
2. DON'T map out a straight line of rooms. It has been done before, and it's not pretty.
3. DO use a straight edge and a pencil with an eraser to make the map.
4. DON'T use ink and rely on your eyes to make the straight lines.
5. DO write up a small map legend to your area map's major points. (keys, locked doors, portals, death traps, etc.)
6. DON'T just blindly throw everything in later on, it's very sloppy and people WILL be able to tell.
7. DO have a definite BEGINNING and END to the map.
8. DON'T have players guessing where the heck the area begins.
9. DO assign VNUMs to your room beforehand and mark them down.
10. DON'T try and remember every VNUM you used mentally. It's a bitch.

D. Make lists of your mobs and objects
Write down a list of every mob and object you are going to use in the area. You can always add to the list later. After you have done all this you will already have a huge headstart to your area. Organization does pay off in the long run.

II. Building the *&#@$% Thing

With all the preliminaries out of the way, you are now ready to start working on your zone. As you should know by now, an area is divided into FOUR major groups. These groups are ROOMS, MOBS, OBJECTS, and RESETS. I'll discuss each of them separately. To build the actual area, you can use any building program or if you are from the Stone Age, you can attempt to write an area using Notepad, but I wouldn't recommend that. For now, I'll explain the building portions using the most common tools, OLC (On-Line Creation) and MZF (Make Zones Fast). OLC is commonplace on most muds, and if you ask nicely enough, the implementor may allow you to use it. MZF is the most convenient of building programs though, since it doesn't require you to be online, (we can't all stay online 24-7, can we?), and it is also the most "straight-forward" of building programs.

A. ROOMS - Giving your mobs a home to be proud of.

1. What you should NOT do.

Before I tell you what you should do when making rooms, I'll first tell you what you should NOT do when making rooms for your area.

a. You should NOT use the same room description over and over again. Doing this makes the area look "cheaply" and hastily done. Using the same one maybe twice in an area is all right in special cases (i.e. a maze), but try to avoid doing this.

b. You should NOT connect all the rooms in a straight line. Try and add some variation to the exits, this will give the area more of a "nonlinear" feel, which is more fun for the exploring fanatics.

c. You should NOT stray away from your area's theme when writing the rooms. Having 45 rooms of a fantasy medieval castle, then throwing in 5 rooms that are aboard an alien spaceship just looks plain nasty and sloppily done. Unless the space aliens are somehow in cahoots with King Arthur, in that case it's ok, but I highly doubt that.

d. You should NOT start every room description with "You". I myself have been guilty of doing this on occasion. Instead of "You have entered a bathroom", you could instead write "upon entering this pestilent and disgusting washroom, you notice that...". This looks better.

2. Making rooms

a. Theme and Description Writing

When building the actual rooms, it's always a good idea to stick with the basic theme of the area. This makes the area's overall feel a lot better. For example, I'll use a room description from my area "Quake". This is the beginning room to the area and shows how you can set the tone of the area right at the start.

A Hollowed Alcove
As you enter from the shadows, you arrive in a dark and
foreboding alcove. From all directions you hear the protruding
screams of the tortured souls that reside here. A dim light
flickers in the distance as you see the silhouettes of large
beastly humanoids stammering silently.

By writing this description, I immediately set the tone as "dark and foreboding" and by using the description of "silhouettes of large beastly humanoids", I also used a degree of foreshadowing to show that dangerous mobs were present in the area.

Ok, we'll look at another example, here is how to build up the theme before you reach an "Area Boss" type mob. Area bosses tend to be the strongest mobs in the area, and as such, they deserve a fitting introduction. I'll use a few examples from the "Shambler Maze" part of Quake to better explain this.

ROOM 1
As you walk down this corridor, your eyes are distracted by
a small radar screen of the ship. You look at the southern
portion and find a blue dot, which you assume is yourself,
and a large red dot, which is jumping around right near your
dot... You gulp and continue forward.

ROOM 2
To your south is a bend in the hallway. Dozens of monitors
on the walls are flashing images from around the ship. You
catch a quick glimpse of a furry back on one.

ROOM 3
Finally, you have come upon the exit of this maze. Another
blistering scream shakes the pipes above you.

ROOM 4
The lights flicker in a strange strobelight pattern as
the room pulsates with a horrid energy from above. In
the middle of this accursed room, you notice a small
dying animal. As you approach the animal, you cautiously
look up towards the sky, as if someone or some thing is
watching you...

I'll discuss how theme was used in each of the four rooms. All 4 of these rooms used a great degree of foreshadowing to show that the Shambler mob was out for your blood.

In ROOM 1, the player observes a radar screen that show a large blue dot leaping around near where you are. This predicts eminent danger nearby. ROOM 2 and ROOM 3 used physical evidence to show that danger was present (hairy back, blistering scream). Finally, in ROOM 4 the player is right below the beast, ready to be leaped upon. Using these techniques allows a degree of excitement to build up, making the "Area Boss" seem more threatening.

Other ways to add theme are through the use of "extra descriptions" in rooms, one of the major ones I have done were for the "Story of Triforce" in Digital Nights 2.

Trinexx's Lair
More Hyrulian fables decorate this chamber, including a large painting in
the corner that depicts the creation of the three Triforces. You may
proceed west or south from here.

LOOK PAINTING
Once up a midnight old, when times were much happier in Hyrule. When a
boy could walk the streets alone without being accosted by chicken or other
fowl beasts.. There lived three wise men. No, not the three wise men we
would normally associate with such a story, but three wise men nonetheless.
The three wise men were regarded as holy by the people of Hyrule, but their
power would not last forever, no matter how powerful their sorcery was, or
how strong and noble the people would make them out to be. So, in order to
insure that the safety of Hyrule would remain forever, they traveled through
the farthest reaches of Hyrule in search of magical ingredients in order to
create a talisman so powerful, that it ward off all evil from Hyrule and
keep the people safe from harm. The wise men found their ingredients and
created three majestic talismans. One being a Triforce of POWER one a
Triforce of WISDOM, and the last being a Triforce of COURAGE. The three
wise men were very pleased at their creation, but they needed to find a man
worthy to guard these treasures. So they searched far and wide until they
found a strong and powerful wizard named Agahnim. Agahnim was rumored to be
the most noble wizard in all of the Hyrulian Kingdom. The three wise men
were greatly impressed and begged Agahnim to return to the Hyland Castle and
guard the talismans for the rest of his mortal days. And Agahnim accepted.
Years passed, the three wise men grew weak and weary, and inevitably as all
men do, they died. Unfortunately, they neglected to let Agahnim know about
the hidden evil embedded inside the triforces. Days grew by, and Agahnim
began to grow nearer to the evil side of the talisman. Unfortunately,
Agahnim grew insane and tossed the triforce into a tizzy, this awoke the beast...
And so our story begins....

Now, by adding an extra description to the room, the players can read a story that explains the storyline of the area better and adds more realism and entertainment value. Now, all extra descriptions don't have to be that long. Here's another example of clever use of extra descriptions. This is from my "X-Files" area.

Mulder's Apartment~
You enter agent Mulder's apartment and find it a complete disaster area.
Piles of clothes have been strewn across the bed in a manner similar to
someone packing hastily for an extended trip. Also, Mulder's answering
machine light is blinking... Surely he wouldn't be upset if you checked his
messages for him. What are friends for?
LOOK MACHINE
machine~
You go over to the answering machine and push the review button.
MESSAGE 1:
Mulder, it's me Scully. I'm sorry that something
came up. You can go check the cornfields by yourself if
you want. I'll be too busy here with paperwork.
Sorry.
MESSAGE 2:
Helloooo Antonio. This is your bestest girl at
1900-FANTASY. I'm dying to talk to you honeybuns.
Sweet dreams sugar.
END OF MESSAGES.
You slowly pick up the phone to call the 1-900 number,
but realize you have work to do. Damn.

The first message shows that there is something important going on at that cornfield, and the second shows that Mulder is a phonesex addict. You can add extra descriptions to anything. So have fun with them.

2. 2. Description Writing

When writing room descriptions it is important to make the player "see" the elements of the room as vividly and concisely as possible. Therefore, make good use of powerful adjectives and nouns to give the room as realistic of a feel as possible. Here are a few examples of good substitutions for "vague" adjectives.

Sad Happy Angry Dirty Nice
Morose Gleeful Enraged Filthy Pleasant
Melancholy Ecstatic Barbaric Pestilent Comfortable
Depressing Blissful Spiteful Smutty Blissful

These adjectives sound better than the plain vague adjectives and exude a better response from the reader. To wrap up the theme and description, just remember these main points.

I. Make sure room descriptions "fit" with the area's theme.
II. Use of foreshadowing before Area Bosses gives rooms a great look.
III. Clever use of extra descriptions adds more realistic detail to rooms.
IV. Try and make your room descriptions as vivid as possible.
V. Use powerful words in place of void "vague" adjectives.

b. The Technical Portion of Making Rooms

1. You've written all the descriptions, now what??

After copying all your notes onto the program, you now have about 50-100 rooms or more, now you are ready to begin working on the technical portion of room making. This is the making of ROOM FLAGS and SECTOR TYPES. This isn't as complicated as it sounds, and after a while of trial and error, you'll be a pro at it.

A. ROOM FLAGS
Room flags are special flags that can be added to a room in order to provide or prevent a certain event from occurring. I'll list all the common ones, and give a brief definition of what each one does.

ARENA:  Able to PKill in these rooms.

CONE OF SILENCE:  No talking or spellcasting in this room.

DARK: You need a light during the day for this one. (Don't use it).

FAST HEAL:  Heals at 1.5 times your nomal healing rate.

FAST MANA:  Restores mana at 1.5 times your normal rate.

HARD TO MOVE/FIGHT: Hinders movement and fighting ability.

HOT/COLD: These either burn or freeze the player once per tick, causing them to take damage.

IMM ONLY: Only immortals are allowed to enter the room.

INDOORS:  Room is always lighted, can't use call lightning spell or see weather conditions.

NO AGGRESSIVE: No aggressive mobs allowed to attack in room.

NO MAGIC: Similar to cone of silence, but allows talking in the room, but no magic.

NO MOB: Mobs cannot walk into the room. Good for making "patrol paths" for roaming mobs.

NO PORTAL: Can't portal to this room.

NO RECALL:  What it says.

PET SHOP: Special flag for buying pet mobs.

POST OFFICE: Allows you to mail items to other players.

PRIVATE:  Only two players, two mobs, or one player and one mob may be in this room.

SAFE:  You can't be summoned out of the room, aggressive mobs can't attack players. Players can't attack mobs.

SOLITARY:  One player or one mob only at a time.

Most of these are self-explanatory and explained by the definition. It is a good idea to use NO_MOB flags to set up "patrol routes" for roving mobs. An example of this would be a castle full of guards. Instead of eventually having the guards "bunch up" into one room. The guards can move freely along their designated routes, providing a better element of realism. Also, SAFE room flags should always be used in healer rooms in order to prevent the mob from being charmed.

B. SECTOR FLAGS

Sector flags are not as complicated to use as room flags. Sector flags are used basically to determine the amount of movement points (MV) used per step through the sector. Here is the list of sector flags and how many movement points are used.

Type Cost (MV)
Inside 1
Noswim (need boat) 1
City 2
Field 2
Forest 3
Hills 4
Swim 4
Mountain 5
Underwater (Envy only) 6
Desert 6
Air (Need Fly Spell) 10

Any of the "outside" sectors require a light when it is "nighttime" on the mud. One good thing about sector flags is that it can be used in conjunction with the stay terrain flag on mobs so that mobs can not wander where they are not supposed to be. (i.e. your dangerous lion mob roaming outside his FIELD and going INSIDE to the castle and eating all the purdy wenches.)

C. Doors
Flags on doors are very easy to set. A door flag is basically a command that sets a certain limitation on a room exit. The basic door flags are as followed.

     Door: Flags the exit as a door.
     Closed:
Flags a DOOR as closed, use in unison with DOOR flag.
     Locked:
Makes the DOOR locked unless a KEY object is found.
     Bashproof:
Door is immune to "BASH DOOR" skill.
     Pickproof:
Door is immune to "PICK LOCK" skill.
     Passproof:
Door is immune to "PASS DOOR" spell.

FOOTNOTE: I'll refer to making keys in the objects section.

2. Connecting Rooms

Now that you have written all your room descriptions and set all your room and sector flags, dig up that map you scrawled down on graph paper and connect the rooms. I'll explain how to do this in the TWO major programs.

a. Connecting rooms in MZF

    To connect rooms in MZF do the following:

I. Open the ROOM description edit window.
II In Door(s) Section, click on direction you want exit to lead. (NESWUD)
III. Click on (SET) button.
IV. Under (To Room) section, click on drop list button and pick the appropriate room VNUM.
V. Close drop list.
VI. If applicable, pick KEY under the section, and/or set DOOR flags in bottom right corner.
VII. Click on OK.

b. Connecting rooms in OLC

     To connect rooms in OLC do the following:

        I. Type REDIT.
       II. Type <direction> dig/link <VNUM>

I'll show you a brief example of the OLC connecting of rooms here.

redit
Description:
The top floor of this office building belongs to the very rich and very
powerful Sekari Industries. All around you, you hear the tip-tap of typing
fingers, and the hum of Xerox machines.
Name: [Sekari Industries]
Name: [Sekari Industries]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Vnum: [15493]
Sector: [inside]
Room flags: [indoors]
Characters: [miracle]
Objects: [none]
-East to [15495] Key: [ 0] Exit flags: [none]
-West to [15492] Key: [ 0] Exit flags: [door closed]

You say 'Type redit first'.

You say 'this shows you the statistics of the room'.

You say 'hit RETURN if you want to see the redit stuff again'.

Description:
The top floor of this office building belongs to the very rich and very
powerful Sekari Industries. All around you, you hear the tip-tap of typing
fingers, and the hum of Xerox machines.
Name: [Sekari Industries]
Name: [Sekari Industries]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Vnum: [15493]
Sector: [inside]
Room flags: [indoors]
Characters: [miracle]
Objects: [none]
-East to [15495] Key: [ 0] Exit flags: [none]
-West to [15492] Key: [ 0] Exit flags: [door closed]


You say 'ok, to link the room, type <direction> dig <vnum>'.

You say 'now I want to link an exit to the north which is vnum 15493, so I'd type this'.

north dig 15493

REdit: Room vnum already exists.
Two-way link established.

You say 'if I had not already made room 15493, then I would've gotten a "REdit: Room created" message'.

You say 'now hit RETURN to recheck your exit'.

Description:
The top floor of this office building belongs to the very rich and very
powerful Sekari Industries. All around you, you hear the tip-tap of typing
fingers, and the hum of Xerox machines.
Name: [Sekari Industries]
Name: [Sekari Industries]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Vnum: [15493]
Sector: [inside]
Room flags: [indoors]
Characters: [miracle]
Objects: [none]
-North to [15493] Key: [ 0] Exit flags: [none]
-East to [15495] Key: [ 0] Exit flags: [none]
-South to [15493] Key: [ 0] Exit flags: [none]
-West to [15492] Key: [ 0] Exit flags: [door closed]

You say 'now, I want to make the north exit a closed door'.

You say 'this is easy, I'd type NORTH DOOR CLOSED'.

north door closed
Exit flag toggled.

Description:
The top floor of this office building belongs to the very rich and very
powerful Sekari Industries. All around you, you hear the tip-tap of typing
fingers, and the hum of Xerox machines.
Name: [Sekari Industries]
Name: [Sekari Industries]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Vnum: [15493]
Sector: [inside]
Room flags: [indoors]
Characters: [miracle]
Objects: [none]
-North to [15493] Key: [ 0] Exit flags: [door closed]
-East to [15495] Key: [ 0] Exit flags: [none]
-South to [15493] Key: [ 0] Exit flags: [door closed]
-West to [15492] Key: [ 0] Exit flags: [door closed]

You say 'now the NORTH exit is a door'.

open north
You open the door.
The door opens.

close north
You close the door.
The door closes.

In the example I linked an exit and set a door flag. The two methods (MZF and OLC) that I used resulted in a TWO-WAY exit being created. Doing ONE-WAY exits in the two programs is just as easy.

In MZF, when it asks for confirmation after clicking on OK, click NO for a ONE-WAY exit.

In OLC, instead of typing <DIRECTION> dig/link <VNUM>, type <DIR> ROOM <VNUM>.

These two methods will allow one way rooms.

Ok, now that you're done with your room descriptions, flags, and the connecting of rooms, now you are ready to go on to the next section of building your area.

B. Building Mobs and then Killing Them.

1. What is a Mob?

A MOB, which is short for mobile, is any NPC creature or character in a MUD that can be attacked, killed, or stolen from for experience points (XP). A mob can be basically any creature you desire it to be, and I will first explain how to make their descriptions.

2. Mob Descriptions (Is it angry, sad, happy, suicidal?)

Making mob descriptions is similar to writing room descriptions, except that you are describing a person instead of a place. Remember to use powerful adjectives in your descriptions. While making a mob there are THREE descriptions that you must type in:

    SHORT DESCRIPTION: This is the name of the mob that you see while fighting.
    LONG DESCRIPTION:
This is the name you see when you enter the room.
    LOOK DESCRIPTION:
This is a paragraph or so you see when you look at mob.

While writing the look descriptions, take LESS emphasis off the player and put MORE emphasis on how the mob actually looks.

EXAMPLE:
BAD Description:
You chuckle politely as you gaze at this pathetic little gnome worker.
GOOD Description:
The gnome creature whines pathetically as he thrusts his pickax into the salty entrenches of the mine. The 4 foot tall, stout, miserable creature stares blankly with a melancholy glance and begs to be put him out of his misery.

The second description is better because it describes the gnome in detail, using vivid adjectives (stout, pathetic) to better portray the overall misery of the creature. Try to avoid using "you" in look descriptions since the description is describing a creature. Bad mistakes of using "you" are the ever cliche phrase "You look at the creature blah blah and are scared to death", which makes for utter bullshit if you are a level 120 Hero char looking at a level 40 mob.

3. This Old Mob: The Technical Basics of Mob Making

    a. When designing the mob itself there are many values to set on the mob:

        Name: Mob name
        Act: Special Act functions of mob (See section 3b)
        Vnum: Virtual NUMber of mob (automatically set by MZF)
        Sex:: Gender of mob (male, female, neuter)
        Level: Mob's level
        Align: Mob's alignment
        Gold: automatically set in envy code
        Affected by: Spell affects of mob (see section 3c)
        Spec: Special functions of mob (see section 3d)
        Short descr: Name of mob as it appears in fights.
        Long descr: Name of mob as it appears in room.
        Look Description: Description when the mob is looked at.
        Shop: special instructions for shopkeepers (see section 3e)

    b. ACT special function values

The ACT functions in ENVY as are follows:

Sentinel Mob will stay in the room.
Scavenger Mob will pick up objects off ground.
Aggressive Mob will attack all PCs its level or below.
Stay_area Mob will not wander out of its area.
Wimpy Mob will flee at low hit points.
Pet Mob can be sold as a pet.
Train Mob can train players.
Practice Players can practice skills at mob.
Gamble Mob can do card games.
Healer Mob can heal players.
Caster Mob can spell up players (BSPELL)
Is_nice Mob copies player's socials.
Banker Players can do banking here.
Safe Mob can not be killed by players.
Uncurser Mob can rid cursed items.

    c. Spell Affects on Mobs.

Here are all the spells that mobs can be affected by:
Spells are self-explanatory unless otherwise noted.

Blind  
Invisible  
Detect-evil  
Detect-invis  
Detect-magic  
Detect-hidden  
Hold Mob has trouble attacking.
Sanctuary Mob takes half damage.
Faerie-fire Mob takes more damage.
Infrared Mob can see in the dark.
Curse  
Poison  
Protect Mob takes one-quarter damage.
Sneak  
Hide  
Sleep  
Charm  
Flying  
Pass-door  
Waterwalk Mob can walk over water without a boat.
Summoned  
Mute Mob can not cast spells.
Gills Mob can breathe underwater.
Flaming Mob is affected by "Flaming Shield" spell.
Plague Mob has a plague, which can be transmitted to players in the room with it.

    d. Special function values on mobs.

        The spec_triggers give the mob a special skill to use in combat or out of combat. Here are the values for that.

Breath_any
Breath_acid
Breath_fire
Breath_frost
Breath_gas
Breath_lightning
Normally used for dragons, but can be used by any mob with really caustic breath. Some of these will rust/burn the armor right off a player.
Cast_adept Like mud school and the healer; don't use outside Midgaard.
Cast_cleric e.g. nanny
Cast_judge nasty guys in Mega City 1
Cast_mage try to kill the wizard shopkeeper in Midgaard...
Cast_undead nasty--can summon vampires at high level
Executioner Don't use outside Midgaard
Fido Eats corpses
Guard This makes cityguards try to guard the city...
Janitor Picks up trash
Mayor CANNOT BE USED OUTSIDE MIDGAARD
Poison poisons player, like Moria snakes
Thief Any mob that steals... Smurfs, etc
Ghost Only comes out at night (EnvyMud only)
Psionicist Casts 'psionic' type spells  (EnvyMud only)
Repairman Fixes doors (EnvyMud only)
Flower_girl Sells flowers containing spells, which players can cast on themselves by smelling the flower.

     OLC NOTE: Remember to precede all spec functions with SPEC_ when setting the values in OLC, (i.e. spec spec_thief, spec spec_breath_any)

    e. Making Shops

Making shops isn't as difficult as it sounds, I'll cover it in more detail when I get to the RESETS section of the guide. But, for now, here are the values you need to set in OLC. (I'm not really sure if you can do these easily in MZF)

OLC Shop Values: Precede all values with SHOP

Shop hours (#opening) (#closing) - Value of 0 to 23, hours shop is open.
Shop type [#0-4] <item-type> - First shop is always #0, followed by item type being sold.
Shop profit (#buying %) (#selling %) - Cost of buying items opposed to selling them back to the shopkeeper.
Shop delete [#0-4] - Used to remove shops.

4. OLC Walkthrough of Building a Mob

For those of you with the added luxury of using OLC, here is a basic walkthrough of building a mob.

_________________________________________________________________________
You say 'When you want to build a mob in OLC, you must first find a free VNUM for the mob'.

You say 'type REDIT, then type MLIST ALL'.

Description:
The top floor of this office building belongs to the very rich and very
powerful Sekari Industries. All around you, you hear the tip-tap of typing
fingers, and the hum of Xerox machines.
Name: [Sekari Industries]
Name: [Sekari Industries]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Vnum: [15493]
Sector: [inside]
Room flags: [indoors]
Characters: [miracle]
Objects: [none]
-North to [15494] Key: [ 0] Exit flags: [none]
-East to [15495] Key: [ 0] Exit flags: [none]
-West to [15492] Key: [ 0] Exit flags: [door closed]


[15400] Jerry schnow [15401] Melvin frohike [15402] Langly
[15403] John byers [15404] Skinner [15405] Fox mulder
[15406] Dana scully [15407] The cigarette sm [15408] Mr. x
[15409] Duane barry [15410] Agent krycek [15411] Erik van blundt
[15412] Bill mulder [15413] Samantha mulder [15414] Crewcut man
[15415] Well-manicured m [15416] Hispanic man [15417] Eugene victor to
[15418] The father [15419] The son [15420] The holy spirit
[15421] A swarm of kille [15422] Gung bitouen [15423] Alien bounty hun
[15424] Kazaro sekari [15425] Hepcat helm [15426] Chester banton
[15427] Robert patrick m [15428] The goatsucker [15429] Dana scully ii (
[15430] The cigarette sm [15431] Napoleon "neech" [15432] A vile flesheati
[15433] A disgusting pud [15434] An armed guard [15435] Bernard goetz
[15436] A bank teller [15437] A frightened ban [15438] A busy secretary
[15439] A well-dressed b

You say 'this shows you all the used vnums, I'm going to use VNUM 15440 for my mob'.

You say 'so I'd type MEDIT CREATE 15440'.

Mobile Created.
Name: [no name]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Act: [npc]
Vnum: [15440]
Sex: [neutral]
Level: [ 0]
Align: [ 0]
Gold: [ 0]
Affected by: [none]
Short descr: (no short description)
Short descr: (no short description)
Long descr:
(no long description)
Long descr:
(no long description)
Description:

You say 'this gives me the blank shell of the mob, now I will set my mob's name'.

name alien creature
Name set.

You say 'now I will set my mob's sex, I want my alien to be male'.

male
Sex set.

You say 'I want the mob to be level 50, so I type LEVEL 50'.

level 50
Level set.

You say 'hit ENTER to see what you have done so far'.

Name: [alien creature]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Act: [npc]
Vnum: [15440]
Sex: [male]
Level: [50]
Align: [ 0]
Gold: [ 0]
Affected by: [none]
Short descr: (no short description)
Short descr: (no short description)
Long descr:
(no long description)
Long descr:
(no long description)
Description:

 You say 'I want the mob to be satanic so I would type ALIGN -1000'.

align 1000
Align set.

You say 'gold I don't have to worry about, so I won't bother to set that'.

Affect flag toggled.

Affect flag toggled.

You say 'for other possible affects you can add, type ? Affect'.

blind                  invisible            detect-evil      detect-invis
detect-magic   detect-hidden   hold                sanctuary
faerie-fire          infrared              curse               poison
protect             sneak                  hide                 sleep
charm                flying                  pass-door      waterwalk
summoned       mute                   gills                 flaming

You say 'I also want the mob to be invisible.'

invisible
Affect flag toggled.

Name: [alien creature]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Act: [npc]
Vnum: [15440]
Sex: [male]
Level: [50]
Align: [-1000]
Gold: [ 0]
Affected by: [invisible sanctuary]
Short descr: (no short description)
Short descr: (no short description)
Long descr:
(no long description)
Long descr:
(no long description)
Description:

You say 'I want its short description to be an Alien Creature'.

short Alien Creature
Short description set.

say then I set the long desc
You say 'then I set the long desc'.

long An Alien Creature screams at your approach.
Long description set.

Name: [alien creature]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Act: [npc]
Vnum: [15440]
Sex: [male]
Level: [50]
Align: [-1000]
Gold: [ 0]
Affected by: [invisible sanctuary]
Short descr: Alien Creature
Short descr: Alien Creature
Long descr:
An Alien Creature screams at your approach.
Long descr:
An Alien Creature screams at your approach.
Description:

You say 'now I set the mob's look desc'.

You say 'type DESC to enter the editor'.

-=======- Entering APPEND Mode -========-
Type .h on a new line for help
Terminate with a ~ or @ on a blank line.
-=======================================-
> The creature skulks here, drooling its acid spittle onto the metal floor.
> Its back is armored in charcoal colored scales and its claws are razor
> sharp.
> .f
String formatted.
> @

You say 'now I recheck what I did'.

Name: [alien creature]
Area: [ 9] [40 50] Miracle X-Files : Talitha Cumi
Act: [npc]
Vnum: [15440]
Sex: [male]
Level: [50]
Align: [-1000]
Gold: [ 0]
Affected by: [invisible sanctuary]
Short descr: Alien Creature
Short descr: Alien Creature
Long descr:
An Alien Creature screams at your approach.
Long descr:
An Alien Creature screams at your approach.
Description:
The creature skulks here, drooling its acid spittle onto the metal floor.
Its back is armored in charcoal colored scales and its claws are razor sharp

You say 'I want the mob to be aggro, so I type AGGRESSIVE'

aggressive
Act flag toggled.

You say 'finally, I want it to breath acid, so I type spec spec_breath_acid'.

spec spec_breath_acid
Spec set.

done

You say 'and now I'm done'.

____________________________________________________________________

D. Building Objects

      I. The Technical Basics of an Object.

Building objects is probly the simplest part of building an area. Here is the backbone of an object and what all the values mean.

Name: Keyword name of object.
Type:
Type of object (see section 1a).
Wear flags:
Wear location of object (see section 1b).
Extra flags:
Extra flags on object (see section 1c).
Weight:
Weight of object.
Cost:
Gold value of object (essential for SHOPS).
Extra Desc:
Extra description on object (i.e. Maps on Dreams).
Short Desc:
Short desc of object (what it says in your inventory).
Long Desc:
Room desc of object (when it's lying on the ground).
V0-V3 Values:
(Refer to TABLES chapter)
Affects:
+/- Affects of object.

    a. Object Types

Light Scroll Wand Staff
Weapon Treasure Armor Potion
Furniture Trash Container Drink-Container
Key Food Money Boat
NPC Corpse Fountain Pill Portal

    b. Wear Locations

None Light Finger Neck
Body Head Legs Feet
Hands Arms Shield About (body)
Waist Wrist Wielded Hold
Eyes* Ears* Float* Back*
Ankle*

(*Not available in MZF)

    c. Extra Flags

Glow Hum Dark Lock
Evil Invis Magic NoDrop
Bless Anti-Good Anti-Evil Anti-Neutral
NoRemove Inventory Poisoned Enflamed
No-Identify No-Destroy No-Locate

    d. Adding Stats to Objects

        1. Adding Stats in MZF

I Open the Object Edit window.
II. Click on the Applies section.
III. Click on "Add", and choose which stat you wish to modify.
IV. Click on "OK".
V. Click on the "By" box to the right of the stat and type in a value

 

        2. Adding Stats in OLC

I. OEDIT the object you wish to modify.
II. Type ADDAFFECT <stat> <value> (USE the FULL word for the stat name!!!!!)
III. Hit ENTER to check your changes.

II. Various Object Tables

1. V0-V3 Values Tables

(*Not available in MZF)

    c. Extra Flags

Glow Hum Dark Lock
Evil Invis Magic NoDrop
Bless Anti-Good Anti-Evil Anti-Neutral
NoRemove Inventory Poisoned Enflamed
No-Identify No-Destroy No-Locate

    d. Adding Stats to Objects

        1. Adding Stats in MZF

I Open the Object Edit window.
II. Click on the Applies section.
III. Click on "Add", and choose which stat you wish to modify.
IV. Click on "OK".
V. Click on the "By" box to the right of the stat and type in a value

 

        2. Adding Stats in OLC

I. OEDIT the object you wish to modify.
II. Type ADDAFFECT <stat> <value> (USE the FULL word for the stat name!!!!!)
III. Hit ENTER to check your changes.

II. Various Object Tables

1. V0-V3 Values Tables

Item Type v0 v1 v2 v3
Light     Light Hours  
Scroll Spell Lvl Spell1 Spell2 Spell3
Wand Spell Lvl Total Charges Charges Left Spell
Staves Spell Lvl Total Charges Charges Left Spell
Weapon Min. Dam Max. Dam. Type  
Potion Spell Lvl Spell1 Spell2 Spell3
Container Max. Weight Flags Key  
Drink-Cntner Liquid Ttl Liquid Lft Liquid Type Poison? Y/N
Food Food Hours Poison? Y/N    
Money # of Coins      
Pill Spell Lvl Spell1 Spell2 Spell3
Portal to (Room VNUM)         

    2. Object Balance Table

These values are just a suggestion, if you're not sure what stats to set on an object, either question an immortal online, or do a comparison with equipment of the same level.

(all suggested values are maximums)

Level Damroll Hitroll Weapon HR/DR HP/Mana/Mv
1-10 +1 +1 +2/+2 +10
11-20 +2 +3 +4/+4 +20
21-30 +4 +5 +6/+6 +25
31-40 +5 +7 +8/+8 +30
41-50 +5 +8 +9/+9 +50
51-60 +5 +9 +11/+11 +60
61-70 +5 +10 +12/+12 +70
71-80 +6 +11 +13/+13 +80
81-90 +6 +12 +15/+15 +85
91-100 +7 +13 +15/+15 +90
101-110 +7 +13 +15/+15 +90
111-120 +7 +15 +15/+15 +90
121-130 +8 +20 +20/+20 +90
131-140 +8 +22 +25/+25 +95
141-149 +9 +22 +27/+27 +100
150 +15 +25 +40/+40 +250

Note: The level 150 equipment stats should set based on hp, so make the better stuff harder to get, as always, make the item as worthwhile as the mob that carries it.

E. Making Resets

So, you've finally built your area in MZF or OLC, and now you're ready to place all the mobs and objects where you want them. I'll make this sound as simple as possible.

        I. Resetting Mobs/Objects in MZF

a. Open the Room editor window, and pick the room where you want to place the MOB or OBJECT.
b. For a MOB go to the Mob Resets section of the Room editor window and click on "ADD'.
c. Use the MOB drop down list and select the mob you wish you reset.
d. If your MOB has equipment, pick the appropriate gear from the slot drop down lists.
e. If your MOB needs stuff in its inventory, pick the appropriate item from the INV box.
f. Click on "OK".

        II. Resetting Mobs/Objects in OLC

a. Type REDIT.
b. Type MRESET <vnum of mob> <*maximum number in room>
c. For its equipment, type ORESET <vnum of object> <name of mob> <**wear-location>
d. Type ASAVE CHANGED to save your changes.

                     (*for ENVY OLC, default maximum is 1)
                     (**refer to OBJECTS section 1c of guide for a list of wear locations)

         III. Guidelines for doing RESETS

1. Remember to follow the correct order when doing resets. The best order to do them is to:

                         First, reset any mobs you want into the room.
                         Second, reset any equipment you want on those mobs.
                         Third, reset any PUT containers you have, if any.
                         Fourth, reset any object furniture or signs.

                     2. Delete your resets in the OPPOSITE order as above.
                     3. NEVER reset a container inside a container.
                     4. NEVER reset more than 100 of the same vnum in one room.
                     5. Be humane when resetting aggressive mobs, no more than 10 in a room...

F. Holy Crap, I Screwed Up!!! (Troubleshooting Guide)

Here is a list of possible problems you may get, and a suggestion for fixing it.

        I. MZF 

Problem Solution
a. The door won't reset correctly Delete the exit, redo the door
b. This area file won't open correctly Click on Format under File menu, try a different format.
c. Help! How do you add mobs/objects/rooms! Click on the + sign on the toolbar
d. How can I renumber my zone? Click on the eyeglasses on the tolbar, then go down to "Control Panel", from there go down to the bottom and click on "Renumber Zone".
e. How can I easily raise mob levels? Follow above, except click on  "Make Mobs 10% stronger"
f. How do I name my zone? Go to Control Panel, erase the default name (M.Z.F. Protype), and type in the new name.
g. Can I write mob programs? Not in MZF, you have to manually edit the .ARE file in Notepad.
h. How do I delete resets? Go to the Room editor, click on the reset you wish to get rid of, then click "Del".
i. How do I delete extra rooms/mobs/objects? Click on the item, go to "Edit" Menu, then click on "Delete".
j. How do I save? Click on the "Disk" on the toolbar.
k. I have my own mud, how do I add my area to it? Go to your "AREA" directory, find the AREA.LST file, open that with notepad, then type in your new area's filename. Also, make sure that the VNUMS you selected aren't used. And compare your area's header with your other areas in the directory to make sure it'll run smoothly.

    II. OLC 

Problem Solution
a. M/O/R/Edit: Object/Mob/Room vnum already in use. Pick an unused VNUM.
b. REdit: Remote side's exit exists. Connect the room in a different direction.
c. -Down to [ 0] Key: [ 0] Exit flags: [door] Make the link first, then create the door. Delete the old exit.
d. REdit: Exit does not exist. You attempted to delete a nonexistent exit.
e. REdit: Invalid wear_loc. '? wear-loc' You typoed while doing the reset or picked an invalid location.
f. How do I save my changes? Type ASAVE CHANGED.
g. I typed ASAVE WORLD. Uh oh. Shouldn't do that.

 

 

III. Frequently Asked Questions (FAQ's)

1. Can I add color to my area? 
Yes, you can. Just type in all the color codes. It's a lot easier to do in OLC than it is in MZF. Just remember not to color Mob short descriptions and NEVER color in the NAME part of anything.

2. I have some ROM area files, can I convert these to Envy?
Yes, open the file in MZF, then go to "File Format" and pick Envy 1.0 or 2.0. Then, click on any random room, change a letter of the text, then save. This works for me 75% of the time, so I'm not guaranteeing it'll work for you.

3. How do I submit areas to Dreams MUD?
Send them to my email at nmcnultey@yahoo.com and I'll look at them.

4. What the heck is a VNUM?
A VNUM, or Virtual NUMber, is just a way for mud code bases to keep track of the items in areas. There is really no limit on the amount of VNUMs a mud can have.

5. I'm building an area, but I don't want to be redundant with words.
Invest in a thesaurus. Makes a world of difference, and it that doesn't help, just make up your own words for things. Hell, it's a fantasy world.

6. Where can I download MZF?
MZF, or Make Zones Fast, is an offline area creation utility built by Erik Snible (Slash), you can download the MZF file at his webpage OR you can download it from the Dreams website at www.dreamsmud.com.  Hint, if you're reading this online you're already on the Dreams website.

7. I want to learn how to write areas in Notepad.
For the more masochistic of you, Notepad is an EXTREMELY difficult way to build, but if you're serious, there's a few builder guides available in the Resources section of Mudconnector. (www.mudconnect.com). Don't say I didn't warn you.

8. Where can I learn Mob Programs (MProgs)?
For mob programs, DizzyMud has a very nice guide in their Builder's Guide. The address is as follows: http://members.aol.com/dizzymud2/abmp.htm.

9. How do coding and building differ?
It's really like comparing apples to oranges, think of it in terms of an automobile. The Builders of a mud are the ones who paint the car, put on pinstriping, pick out hubcaps, and hang up the fuzzy dice. But, the Coders of a mud are the ones that make the car run. Most builders don't know how to code, and a lot of coders stink at building. Some lines just shouldn't be crossed.

10. Where can I find a sample area file to look at?
Mudconntector has a lot of nice ones available for download at their webpage, and I'll put one on the Dreams webpage for you all to look at. If you're reading this guide online, just rightclick here to download a sample area file.

G. Epilogue

For those of you who have read this far and actually made something out of it, Congratulations. You have the patience to be a builder. For any other questions, concerns,  or comments, please email me at nmcnultey@yahoo.com or visit Dreams at mud.dreamsmud.com:3000 and ask Miracle. If you'd like to download a copy of this guide in Word format, rightclick here.

Have fun everyone!