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Documentation Area

Document Path: /doc/build/NEMESIS


Disclaimer:

    In this file the specialities of Nemesis are described. It should not
    be acessible by players. The information displayed in this file is
    already available somewhere in the game, but it is collected here.

Game:

    Nemesis should play in the distant past, but this is not realized fully.
    There are still some "modern" objects in the game, and it is not sure,
    that these will be removed, because they give Nemesis a special touch.
    Generally it is allowed to build a future world, but only under the
    restriction, that it is not allowed to transfer any object from one
    world into the other.

Help and Documentation:

    Help for wizards can be obtained with the commands 'help' and 'man' (see
    'help help; or 'help man' to see what's the difference) for quick help.
    All documentation is collected in the directory /doc/ - see 'help cd' and
    'help ls'. Help for new wizards to start coding in LPC are the example
    rooms (accessible via /room/workroom - see 'help goto').

Rules:

    The rules for wizards can be viewed by 'man RULES'. You should have done
    this before reading this document. If not, read it immediately after you
    finished this document.

Soul and Emote:

    Players shouldn't have the emote command (see: 'help emote'), therefore
    they have a big list of adverbs they can use to express their feelings.
    They can extend it by writing an idea soul. Exception: in pubs players
    are allowed to emote.

Islands and Domains:

    At the moment, the islands consist out of moved castles, but we are
    looking forward to give every island a special theme. Perhaps some wizards
    may get maintainers (Lords) of one island then.
    The ship files can be found in /lib/ships.

File access:

    Normal wizards can write into their own directory and can read all
    other files except those in /secure and of other wizards. But wizards
    can give each other file access (see: man chmod). Higher level
    wizards have greater access (see 'man wizlevels').

Special functions:

    This is a list of special external functions wizards may use in Nemesis:
    See: man xxx

    a_or_an, file_date, in_ed, clonep, ladjust, neat_file, real_file, 
    set_prompt, slash_neat_file, rename.

Special commands:

    This is a list of special commands wizards have in Nemesis:
    See: help xxx

    accept, align, cp, echo, ls, man, mv, prompt, reject, reload,
    title, yell.  

Abbreviations for commands:

    Many commands can be abbreviated even without a quicktyper.
    See 'help abbreviations' for details and a list of commands.

Generic objects:

    This is a list of special generic objects that can be inherited for easier
    programming:

    obj/board, obj/book, obj/guild, obj/pub, obj/ship, obj/shop, obj/text

    You should use these objects if you want to build a pub, shop...
    If you don't like something in them, mail an archwizard.
    Further objects can be found in /lib. A complete list will follow. 

Mail:

    Wizards in Nemesis don't need to visit the post office nor a portable
    mailbox. The commands 'from' and 'mail' are standard commands for them.

Boards:

    Wizards can re-edit their board notes from within the game by directly
    editing the note-file. The files are stored in /obj/boards.

Guilds:

    There is special support for guilds (see: man guilds and /obj/guild.c).
    But only trusted and skilled wizards may open a guild.

New Combat, New Stats, Races:

    These things have been implemented but they are not fully tested and are
    therefore not in the game, yet.

Tools:

    Wizard tools can be obtained from the tool dispenser in /room/workroom.
    You should not write such tools by yourself but tell the owning wizards
    about your ideas with wizards tools. We are looking forward to generalise
    all existing tools in one wiztool.

New Castles:

    New castles have to be aprroved by an archwizard and may be announced
    on the construction board near the castle parking area.

Quests:

    New quests have to be approved by an archwizard. There is no need to
    write an quest_obj, but you have to prepare a long documentation of
    your quest, 2 shorter descriptions for the guild and name the object,
    that does the set_quest call.


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