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?

  1. 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.
  2. Someone who can work with our existing team of builders without any real problems.
  3. 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.
  4. 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