----- _General_ Your guild must not have lower XP and QP requirements to advance to new levels; call "room/adv_guild"->query_cost_for_level(current_level, current_XP) to get the amount of XP left for the next level. The guild must be documented, and the docs must be placed in the file /guilds/DOC/. Features not documented are illegal. Changes, powers etc. must be approved before being added to the game. The approval is handled by the guild coordinators of the admin. The approval is written in /guilds/permissions/ .per The guild itself must have all files placed under /guilds/ to ease maintenance and future changes in ownership. This will also facilitate the existence of more than one guild owner. There should also be a file called /guilds/ /OWNERS that contains the names of the guild owners. _Guild_doc_ When you create the guild docs, you have to think of some things. 1) Split the doc up into several smaller parts. One for the back- ground, one for the powers and so on. 2) When you're describing powers and spells etc, include minimum, maximum and average damage/whatever, as well as the formula that generates it. 3) Describe each subject in one place. For example, describe all drawbacks under the headline "drawbacks" etc. When the doc has been approved, you should make one file out of it and call it GUILD_ and it should be put in /guilds/DOC/. There is an example on how a finished guild doc may look like, called GUILD_generics. _Guildobject_ The guild object is what marks the player as a member of the guild. It need not be visible, but it must have an id "guild_mark". It must be autoloading and thus have no weight nor be possible to drop. In addition, the guildobject should have the following functions: query_guild() Returning just the guildname in lowercase. e.g. "monk" query_guild_name() Returning the full name of the guild. e.g. "The holy monk order" _Joining_ When a mortal joins a guild, the guild must check if the mortal already is a member of some other guild. If so, the player must not be allowed to join. The environmental variable GUILD should also be set to the name of the guild. If the player isn't a member of any guild, then it has been set to 0. When joining, the mortal must be given the guild object. The object must be possible to clone for the admin, and the same goes for all objects that has anything to do with the guild. _Leaving_the_guild_ The guild must be possible to leave. There might be a punishment for the mortals leaving, but be sure that they know about the price before they join. The punishment must not involve the players stats or money. The environmental variable GUILD should be set to 0. _Balance_ A guild commonly confers advantages upon the members. There must also be disadvantages compensating them. This does not mean that different guilds should have the same abilities and/or powers. The guild coordinators will compare new guilds to existing ones to keep the inflation under control. _Titles_ The guild may have its own titles for different levels and sexes. The title, when viewed, must start with the name of the guild member. No two guilds are allowed to have the same titles, not even subsets. Guide lines ----------- _Advantages_ The guild may have a chat-line. Usually, there are some rooms that can only be accessed by guild members. If you have a pub in this closed area, it will be considered as one of the advantages. talk to the guild coordinator to be sure your guild is unique in its powers. _Disadvantages_ Talk to the guild coordinator to find out what is considered to be disadvantages. To shorten the discussions, here are some things not considered as disadvantages: * Guild restricted to PK/non-PK. * Hard to join the guild. * Long or difficult way to the guild. * Limits on alignments to advance levels and/or stats _Building_a_guild_ The first thing to do is to decide the "feel" and "theme" of the guild. Then you specify the powers and the drawbacks for the guild. Explain how they fit into your guild. Let the guild coordinators have a look at it. They will tell you what is OK and what is not, based on the game, existing powers of other guilds, the powers in your guild etc. Write the guild and documentation with details on how things work. Talk to the guild coordinators to get the final version approved. The docs will then be placed in /guilds/doc/ _Guild_powers_ The guild powers should be in line with the mortals guild level. This could be accomplished by not adding the powers before a certain level has been reached. The powers could also start weak and get stronger as the mortal advance in the guild. A commonly desired guild power is 'teleport to guild'. This will only be approved if backed up by very very good reasons. It must cost at least 30 sp. Talk to the guild coordinator for more information. Healing spells (or abilities) also seem to be in demand. Make them cost; no healing should be free. Read more in the 'healing' and 'spells' sections. _Guild_owner_ The guild owner has to have coding experience. Preferrably a well written area somewhere in NannyMud. The owner of the guild may assign .acl-rights to assistant guildmasters, but only to those who do actual coding for the guild. When the assistant isn't active anymore, his .acl-rights should be withdrawn. There should be a _very_ limited number of assistants. Retired guildheads might be given "honorary" LURX access. _Making_your_own_chat_line_ A modern chat-line consists of a room with statues of the participants on the line. This concept enables the line to use much of the magic in the driver as well as features of the soul. There are some standard files available that can be used to create a chat line: How to create and use a chat line /by Yanir =========================================== This line system was coded by Rohan, if you have any questions or additions you may want then mail him. Line Files ========== They can be found under /obj/line/ line.c is the line itself. send_player.c is the statue that is sent to the send room player. send_room.c is where the statues of the players are kept. send.h is the defines file for the line. Line Rules ========== Guilds can have whatever cost the master wants, but 3sp for sendto is highly recommended. Clubs must have at least 10sp for a regular send and at least 3sp for a sendto. How to install and uninstall the line ===================================== To install add to the club/guild object: #include " /send.h"; #include "/obj/line/line.c"; init() { ...all you had before init_line(); } The function to uninstall is destruct(SP); To configure the behaviour of the line see /obj/line/config.doc - EOT -
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 |
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