1)
Looking over the list above, you've each got a little snippet of information which is your starting point for this project.
The name of the deity you've asked to work on
Confirmation that it's your task
The canon name (where possible) of the temple or shrine ; how many rooms (ie vnums) it should consist of; and a rough idea of it's location.
A link to the deity in question
And (if I could track one down) a link to a map of the area where it can be found.
Where possible, please use the canon sources and references available to you; though for some deities this is limited, so feel free to improvise; and be sure to take into account the location/surrounding area.
2)
Your submission needs to include descriptions for the rooms, NPCs and items which relate to your temple or shrine.
Taking the example above 3 vnums = 3 rooms, 3 NPCs and 3 items for you to play with.
You DO NOT have to use all of them, if you describe three rooms, elect to have only one NPC in the area and can only think of two items for them to sell or wear - that's fine.
BUT do not submit descriptions for extra rooms, NPCs or items unless you've checked in advance that I can squeeze them in.
a) Rooms
#QQ05
Bilgor's general store~
{30}Built of the same rough wood and cut stone mix as the other buildings in
Triel, this home's interior is somewhat different from the rest. The
store's wood-work is decorated with all manner of trinkets, trash and
things brought home by the owner of the house. Crates and barrels line
the walls and free-standing shelves filled with simple goods stand in
the middle of the store room. A big tree trunk serves as counter and a
sign over the main door reads {90}Bilgor's general store.{30} To your left as
you enter, half hidden behind stacks of cut wood, is a low door leading
outside.
~
0 ROOM_INDOORS SECT_CITY 0 0 0
DDIR_SOUTH
dusty cobblestone road~
~
0 -1 QQ04 0
DDIR_WEST
out the back~
low door~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_XSEARCHABLE -1 QQ06 0
E
low door outside stacks cut wood west~
{80}The handle of this low dark door is obscured by the cut timber stacked
all around it and you may need to search for the latch.
S
This is a fully coded room with extra descriptions and links to the surrounding rooms.
If you are familiar enough with building to use this format, that's great it will save me some work later.
If you don't feel confident enough to do this or are feeling lazy, though, DON'T WORRY!
Just give me the
- room name
- the room description (colorised if you would. See HELP FERALCOLOR)
- some idea of how it links to any other rooms in your submission
so, using the example above
- Bilgor's general store
- {30}Built of the same rough wood and cut stone mix as the other buildings in
Triel, this home's interior is somewhat different from the rest. The
store's wood-work is decorated with all manner of trinkets, trash and
things brought home by the owner of the house. Crates and barrels line
the walls and free-standing shelves filled with simple goods stand in
the middle of the store room. A big tree trunk serves as counter and a
sign over the main door reads {90}Bilgor's general store. {30}To your left as
you enter, half hidden behind stacks of cut wood, is a low door leading
outside.
- The street is to the North and there is a garden to the West
Room descriptions should be limited to less than 70 characters per line and be between 4 and 10 lines long
b) NPCs
#QQ32
Gurt net mender~
{70}Gurt~
{70}Gurt the Net Mender is here.~
{70}He is of average height and a little overweight. His hands are large,
but work nimbly on the nets he mends and makes. His face sports a
stubbly beard and mustache that seem to be roughly trimmed around the
edges. His trousers are cut off at the knee and his shirt looks worn
and faded. His overall appearance suggests that he may have once been
a fisherman as well.
~
S 35 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING DEITY_NONE
ACT_SENTINEL|ACT_NOSHOVE|ACT_CITIZEN
% 10 4 Ropes~
>greet_prog 50~
sayto $n If it's made of rope, I can likely
sayto $n be fixing it for you.
~
|
Again, this is a fully coded mobile, but the novice builders just need to provide
- a short description (usually the name or an adjective style description)
- a long description (what you see when you enter a room or use the look command)
- a full description (what you see when you look at the NPC)
(All of the above should be colorised)
- a brief note on what class and race they are
- what they can train (this is not mandatory)
- if you want them to give a greeting or offer a particular service
- if you want them to sell or wear certain items (Have a look through the
limbo objects list for details of items which can be worn or sold that do not have to be coded in the area)
eg
- {70}Gurt
- {70}Gurt the Net Mender is here.
- {70}He is of average height and a little overweight. His hands are large,
but work nimbly on the nets he mends and makes. His face sports a
stubbly beard and mustache that seem to be roughly trimmed around the
edges. His trousers are cut off at the knee and his shirt looks worn
and faded. His overall appearance suggests that he may have once been
a fisherman as well.
- human warrior
- trains use of ropes
- can repair rope weapons
- sells nets and ropes
The NPCs full description should be limited to less than 70 characters per line and between 4 and 8 lines long.
Your priest or temple guardian does not have to train or sell anything so don't feel that they have to.
c) items
#QQ18
black scalemail hauberk~
{80}a black scalemail hauberk~
{80}A pile of black scalemail armour lies in a bundle here.~
~
ITEM_TYPE_ARMOR
0
CAN_WEAR_TAKE|CAN_WEAR_BODY
ITEM_QUALITY_HIGH MATERIAL_STEEL COND_PERFECT SIZE_MEDIUM
0 0 LAYER_ARMOR ARMOR_TYPE_SCALE_MAIL 0 0
E
black scalemail hauberk~
{80}A knee length hauberk made of many overlapping steel plates, the whole enamelled with a heavy black lacquer.
~
Item creation can be complicated, with different Item Types using different flags and values. So long as you provide the following detail I should be able to code a finished product.
- a short description (what you see if the object is part of a 'doing' command)
- a long description (what you see if the item is on the ground and you enter a room or use look)
- a full description (what you see if you look at or examine the object)
Again, be sure to colorise the descriptions.
- what kind of item it is (jewelery, clothing, armour type, a weapon, a container or sheath etc) and what it is made of
- any ideas for programs on the item (not mandatory)
eg
- {80}a black scalemail hauberk~
- {80}A pile of black scalemail armour lies in a bundle here.~
- {80}A knee length hauberk made of many overlapping steel plates, the whole enamelled with a heavy black lacquer.
- scale mail armour made of steel
If you have just one vnum to play with you will probably want to describe something unique or carrying the symbol of the deity in question.
If you have more than one vnum to play with, try to make any additional items more general. That way I can spread them around the area to add colour and flavor to the other deities' temples
That is:
{30}a {F0}silver-bladed {30}fransisca
or
{70}a sturdy chainmail hauberk
could be worn and sold by different NPCs in several different temples across the area.
Whereas,
{30}a {70}silver-bladed {30}fransisca bearing {e0}Valkur's symbol
or
{70}a sturdy chainmail hauberk emlazoned with {F0}two crossed axes
could only be sold or worn in their respective temples.
Do not feel that you have to create weapons and armour, anything that fits with the deity or which might be present in your or another contributor's temple setting is as good, if not better.
Just to emphasise, I am happy to answer questions on any of the above. Feel free to post to the thread or PM myself with any questions you might have.
3)
Once you are happy with your submission, PM it to me and I'll update the details in the list posted above.
I don't like to give deadlines when I'm asking folk to help out voluntarily, but if you can all aim to have your efforts with me in the next 4 weeks that would be great.
Above all, enjoy the experience