Creating Ships and Vehicles (version 1) by Veygoth (veygoth@stax.net) --------------------------------------------------------------------- With the addition of the ship/vehicle values to DE should come some form of explanation. Here's my first attempt. As always, if you're not clear on how something works, or whether it will fit into the game theme, ask! Ship code is not finalized and things are subject to change, so always make sure you have the most recent version of this guide. It can be found at http://basternae.venom.org/builders.htm The ship and vehicle values mean the following: Vnum of Key: This is the vnum of the key required to be considered the "owner" of the boat. This should correspond the the vnum of any keys needed to get into the ship (i.e. a locked door in the entry room if any) Leave zero if no key is required to board and operate the ship. If you want nobody to be able to operate the ship, just create a key that doesn't load and set the value to that key. Vnum of Boarding Room: This is the room that someone will end up in when they board the ship or vehicle. Essentially the starting room and the room from which they can disembark. Vnum of Control Room: This is the vnum of the room where the control panel displaying things like hull points, speed, direction, and firepower is located, and also the only room from which the room can be controlled. If you don't want anyone to be able to look at a control panel, leave this set to zero. Maximum Occupants: The maximum number of people that can be on the ship at the same time. Max Speed: The maximum speed of the ship in a range of 1 to 100. If set at zero the ship cannot move. Your average frigate should move at about 40-50. Canoe-caliber boats should be 10-20 and fast galleons should be 60-80. Hull Points: Essentially the hitpoints of the ship. A standard canoe or raft has 100, a sloop has 500, a frigate 1000, a galleon 1500. Things with 10000 should be the size of small planets. Firepower: The maximum number of hull points damage that can be done in a round of ship combat (if everything hits for full damage). Set depending upon how heavily armed the ship should be. Some good values are 50 for sloops, 100 for frigates, and 150 for galleons. Things with 500 should be able to take out small planets. Movement Script Number: This corresponds to the movement script for the ship. If you want automated ship movement (usually used when the "vnum of key" value is set to a key that doesen't load), you assign it here. Just make it a nonzero number so we know there is a script assigned. If you were really smooth you'd ask veygoth what the next available ship script number was before filling this out. Creating Movement Scripts: -------------------------- Basically you just create a text file in notepad that looks something like this: nnn...eeeeeesssesese........swswswswswswswwwwwww...neeeeeennneee The characters usable in the script: n Move ship north w Move ship west e Move ship east s Move ship south u Move ship up (I would suggest not using unless you have a very good reason) d Move ship down (I would suggest not using unless you have a very good reason) . Pause until next game hour Save it as something like Movement_Script_1.txt (the kind of name that would tell us what the heck it is) and include it when you send your zone. The mud will read this file when it boots and move the ship according to the pattern. ----------------------------- Questions to veygoth@stax.net