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These are the standards and policies with regard to building private and
public spaces on the grid of this MUSH. Every Builder is expected to be
familiar with all of these files.
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| [ basics | builder characters | compass | coordinates and domain | exits | gimme | housing | parents | quota | rooms | standards | things | tips] |
Welcome to Building 101 at Los Angeles: A House Divided. A brief summary of our process here is as follows: Most players will be granted use of a single room linked off some central housing area (like a building development or apartment building), though a few will inhabit larger structures, usually with other PCs, which will be owned by a building character. Names of all rooms and exits are expected to follow standard conventions outlined in the other +news Building files. No room is to be linked to the grid without first being inspected by our building staff. This MUSH makes use of dynamic maps that require coordinates, local domain commands that require proper @parenting, and quota restrictions (that determine how much 'stuff' you can own.) We also have available places, +view, +compass and other commands which work to make our built environment more meaningful, and which builders can capitalize on. Finally, there is a +build command (see '+help ooc/build') to assist some portions of building. Please read the rest of the +news Building topics for more information.
Builder Characters are non-Player-Character 'player' objects given out to a player or group of players. They need to be registered with building staff, and must have the words 'BLDR' or 'Builder' in their @name. Generally, builder characters will be used for public buildings and for larger residential buildings. They may be maintained by either staff or private players. Periodically (about every 60 days), a +mail will go out to all Builder characters that have not been logged in in that time period, asking for a return +feedback (see +help ooc/feedback) to verify that the building is still being maintained. If no word is received within a week, the staff reserves the right to @recycle or reassign the builder character, and either @destroy (usually but not always with @decompiles) the building, or hand it over to someone else.
To apply for a Builder Character, please +feedback/request with the following information: who you are, why you feel you should be granted a larger building (elevated resources of 4 or 5, a residence in which many characters are living and/or actively RPing with a need for spacial separation, etc.), exactly what is being requested (we are more likely to grant requests for smaller amounts of rooms), and where on the grid you want it linked (by grid reference). It is essential that your +feedback/requesth have as the subject: Builder Request <Name of Project>, and that the text of your +feedback/request include, towards to the top, a simple sentence with the number of room @quota being requested. Not following these two requests may greatly slow down the ability to process a request.
Your RegArch will work with the Building staff to see that you get set up and assigned a proper amount of @quota. Once your building is complete, please contact the building staff to request an inspection. It is strongly recommended that all builder character objects have a &contacts attribute set on themselves listing several characters to contact (including the primary contact) in the case of a building's possible demise.
This MUSH makes use of a +compass command. This command is useful for getting a quick, visual layout of the exits off a given room. Oftentimes, you will want to heavily customize what a given room 'looks' like. You are therefore encouraged to draw simple ascii art to show the layout of exits in our space, and to incorporate this as the custom compass option for your room. See '+help ic/compass' for details. An example of this might be three doors in a row along the south wall, which you have labelled SW, S, and SE. A custom +compass could be used to show that these really all take one 'wall', but that the different cardinal directions are being used to differentiate them from each other. A visual example might look like this: |____________________________________| / | \ Blue Door (SW) Purple Door (S) Red Door (SE)
Every room should have a series of attributes set on it that make use of the MUSH's dynamic maps. See '+help ic/map' for context. These attributes will link every In Character venue to our +map system. There is &GRID, which should be set the same as the nearest outdoor room's +map coordinate. For example, if you are building a restaurant on the Sunset Strip, which has a +map coordinate of O2, every room in your restaurant would have set '&GRID <room>=O2'. Similarly, a &HOOD attribute would be set in every room of the restaurant. In the case of this example, each room would have set '&HOOD <room>=West Hollywood'. Please do not set a &DOMAIN or &AREA attribute on your rooms; if they are properly parented, these are unnecessary. Please note, setting these attributes is vital for our +map code to function correctly. Any room in which these attributes are not set correctly will be considered OOC and not allowed to connect to the In Character grid.
Exits should show their cardinal direction aliases in parentheses after their name, with the letters in bold (see 'help ansi'); in addition, they should have the following as further aliases: the full name of the exit, the logical initials of that name, the full word for the cardinal direction, and the letter abbreviation for that direction. An example of creating this would be: @name <exit>=Library Doors ([ansi(h,N)]);library doors;library;doors;ld;north;n Which displays like this in game: Library Doors (N) Alternately, it can be created with: @name <exit>=Library Doors (%xhN%xn);library doors;library;doors;ld;north;n For convenience's sake, the above example should also take the 'lib' alias. Use common sense for other exits. Additionally, at least one exit in each room should be designated as 'out', with the following aliases: out;ou;o;back;exit;x;leave. Each building complex should have a path of travel with 'out' that will ultimately lead characters to the nearest outdoor grid room.
Our MUSH also makes use of +door code, which makes the two matching sides of an exit function as a cohesive door. All doors should make use of this code, and are, by default, created with it (@parented to #25), which allows for the globally coded +lock system. The exit parent has a default @succ, @osucc and @odrop, but these do not make sense syntactically in all cases. Please check your doors and individualize them where advisable. All doors should also have a @desc and, if they could logically be locked or blocked in character, a @fail and @ofail. Also note that the @decompile command used on an exit will show any ANSI code used in the name, which the examine command will not. This is very useful when copying and pasting in order to rename the exit or add any missing aliases to it.
Usage: +builder/gimme This command will make it so a room will be dug for you in the building nexus. You can only use this command once.
Most characters will inhabit apartments or residential buildings that take up a single room for @quota purposes and which are are pre-built and provided by building staff. Please check the Housing +bboard for available rooms and contact the staffer listed. Generally, code will be provided for maintaining these spaces. In some cases, where In Character resources and/or Role-Play needs permit, a player or group of players may be granted a building character to own a larger structure comprising more rooms. These building characters will be permitted to build custom dwellings and Role-Play venues. See '+news Building/builder characters' for details.
If you are not familiar with the concept of room @parenting, please refer to 'help parent objects' and 'help @parent'. Each domain has an indoor parent and an outdoor parent room, and every room on the grid should be @parented to one of these rooms. It is okay to "nest" parents -- in other words, to make a local parent room (if @quota allows) and then to @parent that room to the appropriate domain parent; however, it is recommended that you make use of a zone (see 'help zone') for this instead, so that you can encompass both indoor and outdoor space in your local area without conflicting with the domain parents. The Master/Parent rooms to use are: Downtown Indoor Master - #1063 Downtown Outdoor Master - #144 Santa Monica Indoor Master - #1064 Santa Monica Outdoor Master - #221 South Central Indoor Master - #1065 South Central Outdoor Master - #222.
In general, any room where weather or the outdoor environment might be a consideration should be set to the outdoor parent, i.e. parks, gardens, courtyards, etc. Any room or area which is fully enclosed and roofed should be set to the indoor parent. Note that while we do not have code distinguishing between indoor and outdoor rooms at this time, we may in future, and thus we ask all builders to pay attention to and abide by these parenting guidelines.
In order to save on database bloat, we have restricted the amount of personal quota to which each player character has access. If you feel you have a legitimate need for more, please appeal to your RegArch, who may choose to work out an increase with the building staff.
All building on the MUSH should be @named using the ansi() function. (Please see 'help ansi'). This should be according to the following color code established to distinguish domains and OOC areas: Green - Offstage (built by staff only) Red - Santa Monica Magenta - Downtown Cyan - South Central In other words, the name of an individual room should be in color-coded highlight (bold), followed by its general area without highlight (if applicable), followed by its neighborhood. This would be written out as: @name here=[ansi(gh,Green)] [ansi(g,- Offstage)]
For areas that have sub-areas, please only bold the individually named room, like this: Pretty's Room - Pretentious Manor - Hollywood Please see +help ooc/build for a tool that will assist in automating this.
DESCRIPTIONS In this version of Los Angeles, dark things are a little darker, strange things are a little stranger, and all the sharp, odd angles of the real world are highlighted, with the hidden, ugly truths brought into focus. This is true thematically, and it should be borne out in the way we describe our space. A room's @description should not be so long that it takes too long to read it, nor so long that it scrolls off the screen. Usually about 8-12 solid lines of text (with an 80 character width) is sufficient to say all that needs saying. THERE IS AN ABSOLUTE LIMIT OF 13 LINES FOR THE DESCRIPTION OF ANY ROOM INTENDED FOR PUBLIC USE. Additional flavor and detail can and should be added to a room by making use of our +view code. Please see '+help ic/view' for more.
FORMAT We generally follow the format of a %r (line break) at the beginning and end of a room's description and a %t or [space(8)] (eight-space tab indent) at the beginning of each paragraph. Departures from this convention should be used sparingly, and for a punctuated reason. We reserve the right not to approve an inspection if we feel the format is sloppy. PLACES Places code (See +help ic/places) can be used to distinguish sub-areas or tables within a larger space. Examples might be different exhibit areas inside a museum gallery, or different tables inside a restaurant. Some people may use this to delineate space in their private rooms as well, such as distinguishing a bathroom from a living room from a kitchen. Note that any room in which places have been installed should be @set !halt so that the code can function properly. Please also note that the existence of places and +views will be noted in a room's default @success attribute (see 'help @success').
DAY/NIGHT This MUSH does not use day/night code for the simple reason that, for RP purposes, it is always night, and this should be reflected in @descriptions. If you are building a space designed for private, mortal-oriented daytime RP, please seek your RegArch's blessing first.
Please be sparing in the @creation of 'thing' objects. It is understandable that players may want one to hold personal code, and one for each statted ghoul or other retainer to which they are entitled, but please refrain from the creation of things to represent objects such as beds or musical instruments. Weapons will be represented by coded objects made and owned and issued by the Weapons staff only. Please do not @create objects on your own that are meant to represent weapons of any kind. See +news combat/weapons. Also note that vehicles such as cars and motorcycles should not be @created. They should be emulated by use of the +drive command. See +help ic/drive.
HANGOUTS A room can be designated as a hangout for the purposes of the +hangouts command by setting '&public here=1' on the room. See '+help ooc/hangouts' for more information on this command. NETWORK STRENGTH A room's network strength can be set using +phone/networkstrength <0 - 100> , with 0 meaning no reception at all. Rooms such as underground vaults should almost certainly lack reception. See '+help ic/phone' for more info.