RULES ----- There are only a few simple rules you _must_ keep in mind when you want to open an area. 1) The area shouldn't bug (Naturally it's almost impossible to make sure the area is completely bug-free, but you should have tested it before you allow it to open. Don't use mortals to test it, since it's illegal to move mortals into unopened areas. Do it yourself and/or with a testchar). 2) The area shouldn't contain any illegal objects. All objects not following the rules must be approved by admin and be written into your permissions file. 3) If you use items from other areas, you have to check first if that area is open. Use the area daemon (area_d) for this purpose. See the documentation on area_d for how to do it. 4) Use the newest lib files whenever possible. At the last update of this file, this means using files from the /std/ dir. Documentation on these files can be found under the topic 'std'. However, you should NOT use files from /std/rfc, since these files are not yet tested thoroughly and might be removed or changed without prior notice. Or at least, if you do use things from /std/rfc, don't open that part of the area until the files you use are moved to /std. 5) Use properties wherever applicable, including terrain properties. If properties are a mystery to you, there is a lot of help on it (try the topic 'properties'), or ask your sponsor/your friendly neighbourhood admin. The topics 'terrain' and 'damage_types' might be of interest as well. A sixth thing that is not a rule per se, but more something to keep in mind, is that the better area you make, the better locations it will be allowed - and what constitutes a 'good' area is, finally, up to the admin. However, some tips will be presented under guidelines, below. GUIDELINES ---------- _Things_that_make_the_admin_happy_ 1) When you get an idea for a wonderful new area of 250+ rooms, discuss it with an admin before you set about coding it all. Often it is better to open an area step by step rather than everything at once - especially since you'll learn a lot about LPC while coding it. 2) Start coding the inner parts of the area, and leave the 'edges' of it until last. This way, it'll be more flexible and much easier to find a suitable place for it in the game. 3) Balance the area. Don't create hordes of alignment -1000 level 1 monsters running around everywhere. Don't only make level 19-20 monsters. 4) This is just a thing that makes it easier for admins, again - if your area has several parts, don't have one separate dir of monsters, armour, weapons etc for each area part. It's much easier to keep track of your items if all your weapons reside in a directory like ~leowon/weapons/ than if you have four different directories of weapons depending on where in your area they can be found. This is absolutely nothing necessary, it's just convenient for the admin. If you have a very large about of files, it might also be idea to divide them among several dirs... But generally, it isn't. 5) If your area connects to another wizard's area as opposed to the /room area, you must use the area_d (area daemon) to make sure that area is open, before letting players enter it. For more info on how to do this, see the help on area_d. _Things_that_make_your_area_appreciated_by_everyone_ 1) Use add_item(), so players can examine things in the rooms (note that in the /std lib, you can also use add_item() in non-room objects, which is a very nice feature allowing much more interesting items). 2) Try to make the area interesting. Don't code endless expanses of rooms without monsters or items in them. Don't code 40 exactly lookalike monsters with only some value differing them from each other (unless you're coding an army of course :). Detail is always interesting. Note that interesting is NOT the same thing as 'lots of easy xp/money/eq to find here'. 3) Try not to make too many typos. This is naturally varying from person to person, but the less there are, the more players can concentrate on what your descriptions say, instead of their grammar. 4) Puzzles are fun, and if you don't feel up to coding a whole quest puzzles are a good way to make people snoop around in your area and explore it thoroughly. 5) If you do have grand treasures in the area, don't let them just lie around for the players to find. Make them work for it! Many players appreciate 'questing for gold and xp', as Mats once put it. Protect them with guardians and ingenious traps. 6) Don't make instakilling traps/monsters. If you have a truly lethal feature in your area, make sure players get ample warning before running into it. 7) If a room or an item description hints that it would be possible to do an unusual command in the room (but you haven't intended the command to be possible), like moving a boulder, swimming in a lake, climbing a cliff, etc, it looks nice if you allow some other message than 'What?' when a player attempts it. In /std, it's easy to do with add_command() or add_item_cmd(). See help on 'std' for more information on this. Also see the rooms in /examples/. _After_the_area_has_opened_ 1) Make a habit of checking your .rep file regularly. Players appreciate it when their reports are fixed quickly. 2) When an area bugs somehow, you can find the errors in the runtime.log file. 3) Don't leave odd ends like, 'This part of the area is not ready yet, but will soon be expanded upon' visible to players, if you don't realize the plans for a long time. Better to just remove any hints to upcoming additions to the area.
Help topics available:
README | area.r | armour.r | behave.r | clubs.r |
container.r | debug.r | general.r | guilds.r | heal.r |
monster.r | paragon.r | pub.r | puzzles.r | quests.r |
room.r | shop.r | spells.r | testplaying.r | weapon.r |
word_list |
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