Building on Feudal Realms
This page is under constuction
Builder Information
Information for New Builders
Introduction
Thank you for expressing interest in building on FR. We hope to keep Feudal
Realms an ever-changing world with new additions and changes going in for
its lifetime. We hope we have is to maintain a cohesive world that is as
seamless appearing as possible. Now, what does that really mean? It means
that we have certain standards to which we want things done when built
for us. We don't want to have 45 great areas, and 10 crappy ones that no
one ever goes in, nor do we want it to be possible to reach the maximum
level and only ever go into five or six areas. We are striving to
have a world with completely new areas that are nowhere else unless we
gave them a copy of those areas...
So, what exactly do we want?
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We want builders who are actually there to help build and be productive;
not people who log on for a day just to play with the neat immortal skills
and then leave.
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Someone who can work with our existing team of builders without any real
problems.
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We ask that any prospective builders read our documentation, and web pages
(what you are reading now) and follow any rules we have on style or theme.
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A 25 room area completed by each builder as a test or try out (or a previous
sample) so we can get an idea of that particular builder's style.
Once a 25 room area is completed, the staff will evaluate the area, and
then give the author any hints or tips (if needed). If the builder is asked
to continue on other projects, we ask that each builder choose an area
to work in.
Practical Information for Builders of Feudal Realms
Because of some major coding changes, using stock areas or standard code
just isn’t possible on FR. Most every existing class is being modified
in some way, and most mobs and objects will need to be modified as well,
so to save time in building, quite a few things can simply be omitted as
you build. Mobs can now be
completed with a series of commands; autoset, autohard, and autoeasy.
Weapons can, and should be, finished with the autoweapon command. If areas
are found with mob or items people are making simply to play with and serve
no real purpose, e. g., 100d100 swords, we will most likely simply delete
the area, in other words, don't mess around if you become a builder.
Mobs only need the following
Name, Acts (if necessary), Level, Race, Short & Long, Description,
and then autoset/autoeasy/autohard will do the rest.
Objects only need the following
Name, Type, Level, Wearbits (if necessary), Short, Long, Weight
& Cost (if necessary), Variables 0-4 (in some cases), Weapons simply
need the level and v0 bit set, and then autoweapon will assign the average
damage, hitroll/damroll and weight.
Builder Port Etiquette
Policy
Documents
On Line Creation (OLC) Commands
Mobprograms documentation
Maps
Links
Bartle's Paper