SPECIALS IN AREAS Latest update: April 1999 Introduction This file describes how to implement certain advanced features in your areas. These include stables, pet shops, shipyards, coaching inns, river barges, banks, trainers and arenas. Stables For stables, you need two rooms with adjacent vnums (e.g. 3000 and 3001). The first room (with the lowest vnum) is the place where players enter the stables. Here should be the stable-boy. You do not have to set a flag on the stable-boy, however, you should make him a shopkeeper. Make sure the stable-boy has no items in his inventory. The room itself must have the STABLES flag. The system notices this flag and checks for a shopkeeper in the room. The first shopkeeper it finds is considered to be the stable-boy. The second room is a technical room with no exits or entries (make sure it has the ROOM_NO_ALL flag). Here you must load the mounts you want the stable- boy to be able to sell. All other things are done automatically. However, the code depends on the specific, declared VNUMS for mounts. Use the predefined horses, if you want others, contact Fletchez. If allowed, you will receive a vnum for the more specific mount. Possible suggestions are for example camels, dragons, giant spiders etc. Technical explanation: the horses in the "back-room" act as a list of horses the stable-boy will sell. When a player buys a mount, a new mount is instantly created. You thus only need to load one mount of each type in the back-room. Example: #ROOMS #11001 The Stables~ You are in the stables. Here you can buy horses, or leave yours safely. The stables are in bad repair and a thick, filthy layer of hay covers the ground. South from here lies a dirty street. ~ 65536 0 0 D 2 You see a dirty street. ~ ~ 1 0 11003 S #11002 Stables Virtual Room~ This is a technical room to store the horses of the stables. It ought to be only accessible by Immortals. ~ 65536|32514048 0 0 S #RESETS M 1000 1 11002 load horse --> stables virtual room M 1001 1 11002 load pony --> stables virtual room M 1002 1 11002 load warhorse --> stables virtual room M 11004 1 11001 load stable-boy --> stables S #SHOPS 11004 0 0 0 0 0 100 65 0 23 stable-boy selling horses 0 Pet Shop A pet shop works very much like stables. Two adjacent vnums, the first one being the shop, the second one being inaccessible and used to store the pet mobiles. These mobiles are no longer restricted to predefined ones. Area writers may use their own creations as pet mobiles, this is fully supported by the system. First room should be given the PET_SHOP flag, make the pet shop owner a shopkeeper, with absolutely no items in his inventory. The owner requires no specific flags. Shipyard A shipyard works a bit different from stables and pet shops. Again you need two rooms with adjacent vnums. The lowest vnum must be a land room (DOCKS is also acceptible) and should contain the ship seller mobile. The ship seller must be a shopkeeper, with absolutely no items in its inventory. The ship seller requires no specific flags. The highest vnum is the room in which the players can actually find the ship they bought. It must be ROOM_DOCKS, and as mentioned should have a vnum one higher than the ship shop room. Note that area writers are not allowed to put in ships' repairers. This will be done by the Staff. Again something you don't have to worry over. Coaching Inn & River Barges Do discuss the validity of a coaching line or river barge with Fletchez first, he is in charge of the entire transportation network. Mr. Railroad Tycoon. CEO of the Fifth Wheel Company. Banks For the bank you need one room, which should be given the flag ROOM_ IS_BANK. You also need a bank clerk. This mobile does not require a flag, however it should be a shopkeeper, with absolutely no items in its inventory. Trainers Create the mobile and mention its VNUM in the area description at the end of your area file. Don't forget to include which classes/skills/spells and attributes such a trainer should be able to practice or train. At some point Fletchez will then judge your proposal (for those interested, exact format can be found in AREAFILE) and decide whether or not to add the trainer. Arena For a working arena you need 3 rooms with consecutive vnums (e.g. 3000, 3001 and 3002). The first vnum is given the flag ROOM_COMBAT_ARENA, this is where the fighting will take place. The second vnum is where opponents can be bought. In this room must be placed a shopkeeper mobile, which is going to serve as an Arena Master. The mobile may have no objects in its inventory. There normally is a connection between the second and the first vnum, to allow players to buy an opponent mobile and then move into the arena, though this is not obligatory. The third vnum is used as a virtual room, in which are stored the opponent mobiles the arena master sells. (c) 1997 by Randall and Fletchez Comments to: fletchez@panic.et.tudelft.nl