How do I determine experience points, hit points, and damage for my mobs?
Our mobile converter automatically assigns experience point values as well
as hit points, size, weight, etc depending on the mobs' level and race. All
you need do is set the mob to the approapriate level, race, and AFF/ACT flags
(detailed below). The converter will do the rest.
What about equipment stats (weapon damages and such)?
These you do have to stat. Have some of our gods stat a few objects for
you. Not to worry, if your object stats are off, we will help you adjust
them once the preliminary version of your zone is in for testing.
Will I receive a god for my area?
Yes. *IF* the area is well done and we use it, you will receive a
MAKER status god (level 51). This god is good for approximately three
months time per area you make. If you want to keep the god or move up
in level, further contributions of areas or code are required.
Can my player character enter my own zone when it's added to the mainmud?
You may not enter your own zone for 2 real-world months, and you may
never ever lead it. Also, you should refrain from completing any of
your own quests. It all smacks of cheating, and we'd rather you didn't
cheat! ;)
Can I choose where my area goes in the mud?
Probably. We like to sit down with the area designers and have
them work with us on the best place for the zone's placement. The
area designer does have first say as to where it will go, and 99% of
the time they are granted permission to put it in one of their
selected places. Rarely we suggest a better place, usually in support
of another zone that will hopefully be going into the world at the
same time.
What's the general process of getting a zone approved and put in?
The first thing you need to do get your idea approved by the areas
forger (email addresses provided at end of this file), then you go at
it with either a MUD editor or word processor. Once your zone is done,
you email it to the forger, and he will send you a vnum range, allowing
you to finalize it for uploading on our testmud. Once there, you need
to stat every room, object, mob, go over every door exit state, and
test all of your quests and soc entries. Once your zone is generally
debugged, a "quality control" areas god will go over your zone with you
to ensure that it is playable and that your equipment and mobs are
balanced. Once that's done, and usually after a playtest has been run,
one of the major gods will move the files over to mainmud and you're
officially a success! This entire process usually takes about a month,
so beware!
Is everything for one zone included in one file?
No, each zone has a group of files including the world file which
gives room names, descriptions, and flags; the mob file which contains the
mob names, descriptions, and actions/affects; the object file which contains
the object names, descriptions, and types/affects; the quest file; the shop
file; the social file; and finally the zone file which places all objects and
mobs in their appropriate places.
In what order should I make my files?
The editors will make all of your files at once as your creative juices
flow onto the page, but if you insist on using a word processor,start with
the .wld file, then .mob, then .obj, .zon, .shp, then .qst and soc. To
that end, the doc files are placed in that order. Please note that there is
quite a bit of repetition in these documents. This is in part due to the fact
that different people have written different sections over years, but also
serves to stress important points.
How do I distribute a mob throughout the entire mud?
We are currently setting up a a global distribution system. To load
mobs randomly into mountain/hills/fields/forest rooms currently in the mud,
have them load into room 7940 from within your own .zon file. They will
automatically be sent to a room with one of those sector types. More rooms
with different sector types will be created soon and listed here.
Feel free to ask *any* of our gods for help with your area. We are glad to help in any way possible.