StrangeMUD-Builders-Kit---Rev4 Page 1

From: "Peter A. Denitto" <>

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 1

Here is the complete set of building DOCS for STRANGEMUD:


                              Table of Contents

1.0 Introduction
   1.1 Creating the Files

2.0 Area Building
   2.1 Building the World File
   2.2 Building the Mobile File
   2.3 Building the Object File
      2.3.1 Item Types Format
      2.3.2 Spell Table
  Important Notice about Spells
   2.4 Building the Zone File
      2.4.1 A First Look
      2.4.2 A Second Look
   2.5 Building the Shop File

3.0 Misc Tables
   3.1 Weapons and Carrying Capacity (Weight)
   3.2 Mob Standards

4.0 MOBProgs

5.0 Common Questions
   5.1 The World File
   5.2 The Mob File
   5.3 The Object File
   5.4 The Zone File
   5.5 Using MOBProgs
   5.6 Submitting Your Area
   5.7 General (Misc)

6.0 Closings


Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 2

1.0 Introduction
   "So I am now IMMortal, what do I need to know for building cool areas?"

First of all, you must know what goes into each area.

There are FOUR different files that all relate to a certain area:

   WORLD FILE - A world file includes most everything about the rooms. It
                includes such things as a Room Number, a Room Title, a Room
                Description, all the Room flags [Such as: Does the room
                allow mobs to enter it. Or is the room a DT]. It also
                includes exits, doors, and extra descriptions of things
                that might be in the room.

MOB(ile) FILE - This file includes the information about the MOBiles.
                Here you get to develop all those nasty MOBs that give
                mortals such a hard time. This file contains such things as
                the Mob Number, all the mob aliases, the MOB's actual name,
                the Description, how well he is armored, how many Hitpoints
                he has, how much damage he has, the amount of experience and
                gold, the number of attacks, etc.

  OBJECT FILE - This file contains all the cool stuff about Objects. It
                includes the aliases of that object, name, the description,
                flags, where it can be worn, and how it affects the owner.
                Because each object is different--food, verses a weapon, verses
                a container, etc.--there are four settings within each object.
                Those special settings define special things about each type
                of object. You will read more about those later.

    ZONE FILE - This file defines how the Zone is set up. Your area will have
                at least one zone, more depending on it's size. It is most
                easily though of that you will have 1 zone per every 100
                rooms. However, you don't need a separate zone file for every
                zone, unless you wish each zone to act differently. Within a
                zone file it will include, the rooms that is inside of that
                zone, the life of that zone (in ticks before the zone resets
                itself), and special events within that zone. Such events are:
                It will place a MOBile in a certain room. It will place an
                object on that MOBile. It will also place an object in that
                room, as well as an object inside of an object. Another major
                part of the zone is that it sets the status of the doors, open,
                closed, and locked.

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 3

1.1 Creating the files
Oh, this is great, but how do I make an area?

Well, you type it in, in a wordprocessor.

The easiest way to create an area is using a simple wordprocessor.

Remember, when anything goes over 80 columns, it begins to look junky. It is up
to you to make your area look as clean as possible. Take into considerate that
some people might not be able to see what is after 80 columns. The rule of
thumb, Don't make anything over 80 columns.

The MUD doesn't care about extra returns between each room, mob, or object. You
might want to put these in so they are more readable.

You can also use a program for DOS (and UNIX) called DIKUED. I can't remember
where you can get a copy of this program. Also, if you get a copy of this
program the database will have to be fully modified for StrangeMUD. You can get
a copy of the Dikued Database for StrangeMUD if you talk to Rosalinn.



In your files, there are FLAGS which decide how a mob is to act, there is a new
way of posting these flags in the file, that was is called BITSTRING. Instead
of adding the flag values up, you can just use BITSTRING format. It makes it
MUCH easier to debug. If you are confused about this, don't worry, you will
understand it when you continue to read the kit.

You can use the bitstring on following flags:
MOB : action flags, affection flags.
OBJ : wear flags, extra flags.
ROOM: room flags.

Normally (and it's still possible) you add the bitvalues together
(1,2,4,8,16,32,etc...) and get a number.. Now you can do this :
use a string of letters.. example : adf  (that simple)..

So this means that:
a = 1, b = 2, c = 4, d = 8, e = 16, f = 32 all the way to z = 33554432. If we
run out of letters, then continue with the CAPITAL LETTERS so A = 67108864,
B = 134217728, etc.

So 'adf' would be : 1+8+32 = 41

Remember!!!! There is a difference between 'a..z' and 'A..Z' Start with the
small letters, and finish with the Captial letters.


Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 4

If an illegal character is in the bitstring, then NOBITS will be set..
(Illegal characters is ofcoz all beside 'a..z,A..Z')


After you print this document out, go through each of the BITSTRINGABLE flags
and mark them in order from 'a to z and A to Z'.

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 5

2.0 Area Building

                     FIGGER THIS DAMN THING OUT.

                          *** NOTICE ***
  Throughout this document, I will use the example of a wedding chapel I have
built--7 simple rooms, but it encompasses just about everything you'll see when
making a real area for StrangeMUD--or, really, any other MUD.

  The biggest thing to remember when building areas is that you really can't
make a good area without thinking it out, mapping it, describing it, and
figgering out what kind of heinous things you're going to do to the people who
are luckless enough to enter it.

  I will define terms that I feel need defining as I go along here, so you
won't feel totally lost. Much of the information here is technical; since I do
my best to distance the builder from the actual chore of building(short of an
online builder, which will hopefully be here soon), I try to make the tables
that you will invariably have to use as simple as posible to understand.

  Above all, remember that the old phrase--KISS(Keep It Simple Stupid) does NOT
apply to area building--that is, MUDS depend on a TEXT adventure--people need
to SEE things to visualise them. Don't be skimpy with room descriptions, etc.

Now, for the meat:
                  A Practical Guide to World Building

Since I can only go by the way I make areas, I'll try to give you a
step-by-step guide on building one. We'll start with the example of my chapel.

The Wedding Chapel is built to make MUD marriages carry a degree of formality.
It isn't meant to be a big mob-killing area, etc, so that eliminates alot of
the buggery that most have to go through in creating areas. However, it's a
good beginning area to look at.

1) The first and foremost thing you should do when making an area is to MAP it.
This should happen even before you actually describe the rooms. I often map
before I even think of what the rooms might be. For me, pattern is necessary
for a good area--though not required.

The map of the wedding chapel is as follows. You'll understand the significance
of the numbers later.

      (0)    (4)
       N    U                         CATHEDRAL
       | ..'                             OF      RECEPTIONARY---KITCHEN
 (3)W --- (1)E                          STARS   '

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 6

    .. |                    BRIDE'S       |  ..'  GROOM'S
   ,   S                    DRESSING----PARLOR----DRESSING
  D   (2)                   ROOM         ..       ROOM
 (5)                                    '
                                    WINE CELLAR

Not much, eh? But, as you can see, every direction Strange allows is utilized.

The map is clear and concise. No descriptions, no extra little things to point
out, just a small map that tells you where each room is in relation to the
area. In fact, I had no room descriptions when I first made the map. Much
like the architect doesn't know how the house s/he is building will be
furnished, the builder of an area should pretend that s/he is the architect,
not of a house, but of a world.

2) Once you have mapped out your area, give the general descriptions of each
room. It is a good idea, especially if each room is different, to write this on
paper where you can look at it at any given time without having to lose your
place. Not only does this save time(in the long run)--it forces you to take
several looks at your area, to edit it, and to look at your area as if it were
a moving book.

3) Now, it's time to think of things like secret doors, one-way traps, etc.
Death traps are especially fun (for you and the gods, not the players. ;) )
And all of these things need to be thought of... this is the "heinous trap"
part, and one of my favourite aspects of the area.

Don't get stuck in a rut--this kind of thing takes time... don't give yourself
a real deadline, and don't rush it. A well-worked area that took 6 months to
build is more satisfying both for the builder and the player than an area that
took 6 weeks and is nothing but 300 rooms of dour repetition.

4) There are 4-5 files that you will be working with: The World file, the
Mobile file, the Object file, and the Zone file, and perhaps the Shop file.
   The world file is where all your rooms are described.
   The mobile file is where you make the mobiles for your area.
   The object file is where you make the objects for your area.
   The zone file is where you define what goes where in your area.
   The shop file helps to make shops in your area.

I will first cover the world file, and will go in the order listed above. This
is a very detailed help manual, and goes right down the formats. Since this is
my first time in writing docs, any help in pointing out typos or mistakes would
be greatly appreciated.

    Thanks, Questor.

Now you're ready to actually BUILD your area. This is TOUGH, but it's the
necessary evil when dealing with text-based, stupid computers. As we say on
strange, "Live with it--or fuck off."

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 7

2.1 Building the WORLD file
"O no! what do I do now?"  STARTING WITH THE BASICS   "Is this where I begin?
"This is a file, right?"       THE WORLD FILE          Where DO I begin?"

The first thing, inevitably, that you have to have, is a general idea of what
the text file looks like. So, here it is:

 Zone: the first two numbers of your room. It's a good thing at this point to
help your imp out by giving it a nondescript number, or a % or something like
that, because the imp will invariably change the number you choose.
 Flags: these are numbers that, when added up, form the "room flags" or other
type flags that define special characteristics about a room.
 Tilde(~): This character signifies the new should be typed exactly
as it looks on the general file and descriptions.

Anything in the <> brackets is meant to be substituted by the appopriate
item it describes. The <> are not to be put in. Anything outside of these
brackets is to be put in. Anything with the {} brackets is meant to be a
comment, and should be omitted as well.

                   GENERAL ROOM FORMAT:

            #<Room number>
            <name of the room>~
            <room description>
            <zone number> <room flags> <room type>
            {direction fields come next}
            D<direction number>
            <description when people look that direction>
            <keywords for door/gate, etc, if any>~
            <door flags> <key object number> <what room exits to>
            {there is a maximum of six exits per room(of course); each
             direction may appear only once.}
            {extra descriptions come next}
            <keyword(s) for when they look at that word>~
            <description when keyword is triggered>
            {any new extra descriptions must begin with the "E"...there
             is no real limit on extra descriptions, save memory requirements.}

I realise that this is a confused mess, but it should become clearer as you
read on. I'll try to make each one understandable.

Ok. From the first line:  #<room number>
This is the room number of your room. Seems simple enough, right?

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 8

Well, there's still some simple rules to remember:
1) The first two or three numbers must always be your zone, whatever it is.
Since I am the one that puts the files into Strange, I usually ask that you
use either a % sign or something like that.
2) The bottom two numbers can be any number from 00 to 99. As in all computers,
space is limited by numbers. GO IN CHRONOLOGICAL ORDER, DO NOT SKIP NUMBERS,
AND START WITH 00. That is all I ask.

SO, you would type:
for your first room. This goes for objects and mobiles as well. This is called
<room title>~

The next line is what people see when they are in BRIEF MODE, or type EXITS, or
simply want to know the title of the room. This can be of any length, but 3 or
4 concise words is usually quite enough. For example:
Temple Square~
Queen Spider's Lair~
Big Bird's House~
The Entrance to the Ethereal Web~
The Parlor~
Notice that the tilde always follows text that is to be seen by the player. For
things like the virtual number, this is not necessary(and will cause an
annoying error when I start to load it. Never forget the tilde, or put it in
the wrong places.)
<desc of the room>

After that is the room description. This is what people see when they really
look at a room. This should be quite detailed, and should give a really sharp
pictoral image to the reader. Be sure as you are writing this that you are
thinking of key words that can be used later in extra descriptions, to add a
state of realism to your room. The tilde is always followed on the next line of
this section.
<zone number> <room flags> <room/sector type>
Now comes the three-number part of the room that really defines how it operates
in the game. I'll outline each one for you:

Zone number: put in a %, and I'll give it its zone number as i need it. This
should save you a little effort. ;)

Room flags:
The room flags operate off of what is called a BIT system: that is, each number
is a factor of two, and these numbers when added up allow one number to
represent several different things. Here is the table, with extensive
descriptions of what we know each room to do. We have omitted those numbers
that you are not to modify as of now.

         |         |  A light must be held by at least one character, or all

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 9

         |         |  the person will see will be "It is pitch black", there
  DARK   |    1(a) |  will be noone in the "Who" listing, the player can only
         |         |  use the public channels, find exits, light something, or
         |         |  shout for help.
         |         |  This room is a death trap. Players entering it will lose
         |         |  all their equipment, but no gold or experience. BEWARE:
         |         |  if you make a room a death trap, provide exits to the
         |         |  rooms leading to the death trap, and do NOT set the room
  DEATH  |    2(b) |  as Dark unless you have made more than adequate warning
         |         |  in room descriptions, direction descriptions, etc.
         |         |  StrangeMUD will NOT accept dts that have not been
         |         |  properly marked.
         |         |  This room will not let any mobiles(non player characters,
         |         |  otherwise known as NPCs) wander into it. IF YOU HAVE A
         |         |  into death traps, and WILL DIE if they do. It is is NOT
         |         |  good building practice to allow this to happen.
         |         |  This is simply inside. Its reasoning is unclear, but use
 INDOORS |    8(d) |  it if it's inside a cave, or house, or building of some
         |         |  sort.
         |         |  This room will cause a 10-point-per-tick loss of mana,
 HOSTILE |    16(e)|  move, and hit. The message "This place feels really
         |         |  unhealthy!" is printed every tick someone is in the room.
         |         |
NO_RECALL|    32(f)|  A person may not recall out of this type of room.
         |         |
NO_SUMMON|    64(g)|  One may not be summoned to this room.
         |         |
NO_MAGIC |  128(h) |  No magic is allowed in this room. (spells, scrolls,
         |         |  staffs, POTIONS ARE ALLOWED)
         |         |
 TUNNEL  |  256(i) |  The room is a tunnel -- room for only 1 person in this
         |         |  room!
         |         |  This room is impossible to teleport into by way of the
         |         |  mage spell Teleport...also, an immortal would not be able
 PRIVATE |   512(j)|  to GOTO this room if 2 or more people were in it. IF YOU
         |         |  HAVE A ROOM THAT IS A DT, SET THIS FLAG AS WELL. You do
         |         |  NOT want a poor mage to teleport into a DT.
         |         |
 GODROOM |  1024(k)|  Only the important people are allowed in these rooms =)
         |         |
 NO_CAMP |  4096(l)| You are not allowed to go camping in this room.
         |         |
ROOM_HOT |  8192(n)|  This room causes the person to get damage from the heat

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 10
         |         |  in it. Soon to have "protection from heat" spell
         |         |
ROOM_COLD| 16384(o)|  This room causes the person to get damage from the COLD
         |         |  in it.
         |         |
ROOM_TP  | 32768(p)|  (Not yet implemented)
         |         |  Ask an IMP for INFO if you want to use this flag.
         |         |
ROOM_NO_ | 65536(q)|  You are not allow to kill in this type of room (no
KILL     |         |  violence)
For example, if you wanted to make a dt, you would choose the flags
DEATH+NO MOB+PRIVATE (2+4+512)=518. This is a common number.
If there are no room flags, use the number 0.
<room/sector type>
Choose one of the following, whichever most applies to your room:

FLAG             Index Number(choose only one)

INSIDE                       0
CITY                         1
FIELD                        2
FOREST                       3
HILLS                        4
MOUNTAINS                    5
WATER_SWIM                   6
WATER_NOSWIM                 7
UNDERWATER                   8
FLYING                       9

These should be self-explanatory. If not, ask one of the imps, or another
An example line altogether would look like this for a dt in the water where
you might need a boat:

% 518 7
You should now have your basic room, minus extra descriptions and direction
    as you remember, the format for a direction is:
     D<exit number>
     <desc of exit>
     <door keywords>~
     <door flag> <virtual number of key> <leads to this room>

The directions are found as on a compass rose, which I provide for you on the
first few pages:

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 11

NORTH  0           Each of these numbers goes in the place of <exit number>...
EAST   1           For example, if you were to have an exit to the north, you
SOUTH  2           would begin it with:
WEST   3           D0
UP     4
DOWN   5
Next, you have the description of the exit. This would be something like "You
see a green glob to the north." or "There's a pulsing red light to your north."
or something equally descriptive. If you leave this field empty(that is, just
put a tilde there without describing the direction, when the person looks in
that direction they will see a phrase like "You see nothing special there..."
This becomes monotonus, so I beg of you, whenever given the chance, describe
each exit carefully.
Here are the keywords, should you have a door. This is what the person uses
when they operate the door, such as "close door" or "open grate" or "lock
leaves"...remember that each side of a door has to be defined--if you make a
door in one room, you also have to make it in the opposite direction in the
next room.
grate mound~
This person would type in "open grate" or "close mound" or vice versa or any
combination of them, and the door would respond. This is NECESSARY if you are
going to have a door.
once again, you have a 3-number line you have to work with. I'll go through
each one carefully:

<door flags>

  0   |  nothing can be done to the door.
  1   |  door can be locked/unlocked/opened/closed/picked
  2   |  door cannot be picked;all other commands work.

<key number>

This is the virtual number of an object you will have made; if the door flag is
0, this field is ignored, so just type a -1 for convention's sake.
Of course, you'll continually use % as the zone number, so the key number might
look something like this:

<leads to room>
This is the virtual number of the room that the exit leads to. This is, of
course, necessary.

So, to summarize it all up, this line looks like this:
<door flag> <key number> <leads to room>

Some examples:

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 12

0 -1 3001 (no door, no key, leads to temple of midgaard)
1 %07 %11 (anything-goes door, key object #%07, goes to room number #%11)
etc, etc.
As a final summary of descriptions, I'll use a little example:
D1 (leads east)
There's a brittle smell, as of cyanide, to the east. Perhaps you shouldn't go
in there. It looks very like a gas room or execution chambre of some sort.
~                  (notice that this is probably a death trap. cyanide,
                    execution, etc.)
black door metal~  (can use any of these three words to access the door)
2 5532 5509        (unpickable, key #5532, goes to room #5509)
you must have an E before each extra description.

the format for Extra Descriptions is as follows:

keyword(S)~      --   This is what the person will use to "look at <keyword>".

description is what the person will see when they "look at <keyword>"

rather straightforward, no?

Some Things(tm):
o Don't make too many DT' per every 50 rooms or so is more than enough.
o Don't make the area so impossible to map that people can't find their way
around. Remember, this area isn't for's for the players on Strange.
---ed. Don't make movenment unrealistic. Remember, North, East, South,
West, etc mean just that. IT does not mean that those directions are
suppose to transport you all over. You should really lay your area out in
"city block" form. That way each movement is of equal distance, hence,
more realistic. 1 movement west should not allow you to cross an ocean
and it should not place you in some room that is actually to the east.

The following is the parlor from the Wedding has one of
just about everything I've discussed above. Look to it often for an example
of how to use everything.

  You stand in a comfortable room just outside the cathedral. Soft music wafts
from the main room. Plush scarlet carpet softens your footfalls. A beautifully
marbelled wall glints in the light of a spectacular, huge chandelier. A
mirrored, tiled ceiling reflects the glint of the chandelier, transforming a
hundred candles into thousands. The architectury here is truely amazing--and

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 13

43 520 0
   ^^^--------------------------INSERT THE BITSTRING FORMAT HERE!!!!
                                (THIS IS A COMMENT, DON'T INSERT THIS =)
You look through the entrance to a beautiful cathedral.
1 -1 4305
You look into a sparsely furnished dressing room.
1 -1 4304
To your south is the promenade.
2 4303 3102
You see the bride's dressing room.
1 -1 4303
Up the stairs you make out the reception room.
0 -1 4306
You barely make out the tops of several barrels of booze.
0 -1 4302
  The ceiling is formed from hundreds of mirrored tiles, each angled so that
they catch a portion of the chandelier's light.
The chandelier hangs from the ceiling; thousands of shards of glass twinkle in
the glint of hundreds of candles.


Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 14

2.2 Building the MOB file.
"Okay, I have a world. Now    MOVING ON     "What the hell is thac0?"
 how do I make things to                    "What _is_ bare hand damage?"
 aimlessly kill?"          THE MOBILE FILE  "What is a 'detailed' description?"

After the world file is done, you of course need things for the players to
kill. Fact is, many people think of DIKUmuds as hack'n' your job
is to both keep the MUD from being that kind of place while still allowing
a lot of killing. :)

 Zone: the first two numbers of your room. It's a good thing at this point to
help your imp out by giving it a nondescript number, or a % or something like
that, because the imp will invariably change the number you choose.
 Flags: these are numbers that, when added up, form the "room flags" or other
type flags that define special characteristics about a room.
 Tilde(~): This character signifies the new should be typed exactly
as it looks on the general file and descriptions.

Anything in the <> brackets is meant to be substituted by the appopriate=20
item it describes. The <> are not to be put in. Anything outside of these
brackets is to be put in. Anything with the {} brackets is meant to be a
comment, and should be omitted as well.

    LAZYMOB, LEVELED MOB, GENERAL MOB FORMAT (simple, what you'll usually use)

           #<mobile number>
           <keywords for the mobile>~
           <short description of the mobile>~
           <long description of themob>
           <mobile description>
           <action flags> <affection flags> <alignment> L
           <LEVEL> <GOLD> <position> <default position> <sex>

            ^^----USE THIS FORMAT ABOVE!!!------------------^^^


If you use LAZY Mobs (And you SHOULD!!!), put the 'L' after <alignment>.
Enter the <Level> at the proper place.


This makes it MUCH MUCH easier to deal with. If you care to know how it is
figure, the MOB GUIDELINES are elsewhere in this KIT.

USE LAZY MOBS AS MUCH AS POSSIBLE. But, remember, mobs that have VERY good

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 15

equiptment, should NOT use the LAZY MOB format. The reason for this is because
LAZYMOB does not take in account the equiptment. People
who kill mobs should not be rewarded good equiptment and exprience so you
should lessen the expirence considerablly.

             (This is used if you have GOOD equiptment on this mob.)

           #<mobile number>
           <keywords for the mobile>~
           <short description of the mobile>~
           <long description of themob>
           <mobile description>
           <action flags> <affection flags> <alignment> S
           <Level> <Thac0> <AC> <Hit Points> <Damage>
           <Gold> <Exp>
           <position> <default position> <sex>


We'll discuss simple first, as it's the one most everyone uses. If you have a
real need to use Detailed, you can use it in place, but most of the time the
simple is the mob format of choice.

Simple mobs have most of their stats determined for them.
Their stats are as follows:

          |               FOR THOSE THAT CARE:                  |
          |               ~~~~~~~~~~~~~~~~~~~~                  |
          |                                                     |
          |      INT, STR, DEX, CON, and WIS are all 11.        |
          |               hitroll =3D 20 - Thac0                |
          |                 armor =3D 10 x AC                   |
          |                   hit =3D adb+c                     |
          |                   mana =3D 10                       |
          |                   move =3D 50                       |
          |          bare hand damage(bhd) =3D adb+c            |
          |                  weight =3D 200                     |
          |                  height =3D 198                     |
          |  saving[x]=3D20-mob level or 2, whichever is higher.|

Of course, you don't need to know any of that. It's just for those of you who
have curious minds. :)

Okay, I'll define all these strange things later on.

You can be fairly sure though that the regular every-day mob won't have any
need whatsoever for int, str, or the like...what really matters are the
hitroll, damroll, armor, hit, bare hand damage, and saving throws of the mobs.

Jan 15 02:12 1995  StrangeMUD-Builders-Kit---Rev4 Page 16

Now down to the nasties.

Отредактировано Mortis (25.06.13 15:33:44)