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Documentation Area
Document Path: /doc/build/RULES
These are the rules for a wizard.
1. You may not help other players, even if they lost points due to
lost connection. They have to go to the post office and ask one
of the Archwizards or even better, use 'mail admin'.
Sometimes it happens that players shout for help. Usually they shout
before they really think about what to do. They think they are trapped
but usually this is not true, because we do not allow such traps
and have a close look at the code of wizards.
So don't teleport players only because they think they are trapped.
2. Never attack a player or kill him. If a player behaves badly, ignore him
or mail the complaint to 'admin'.
3. Do not make deadly traps. A player must never die because he didn't
know what happens in the next room. If some room is very dangerous,
make some hint (like the giant footprints beside the giant lair).
4. Never initialize the destination of an object outside your castle. If you
make a monster that can walk out of the castle, be sure that it is a
very nice monster. In any case, if you plan to move objects outside your
castle, ask for permission first (again via mail to admin).
5. Never generate messages that looks like something it isn't (good and precise
rule :-). That is, don't try to fool the player that someone says something
when it isn't true etc.
6. If you want to have a "test" character, send a mail to an highlevel
Archwizard. They will create one for you. You can not use just an
usual player, because you can not set the level,title, quest etc.
A special test player can be modified by you.
NEVER use usual players as test-players, as it is strictly forbidden to
transfer players to areas not yet approved.
7. Try to avoid making devices or situations which makes the players loose
experience if they are adventuring or examining objects. Players should be
rewarded for adventuring and discovering things. If they get killed...
Well, they will then loose some experience, but this is a special case!
8. The game is mostly supposed to be in the "long distant past", and thus
modern things should be avoided. If you want some kind of airplane, use a
flying horse in stead etc. Too many modern things will ruin the game.
If you feel there is an absolute need to create modern things, give a
logical explanation for them like "You have passed the gate to a strange
world now" or " You just passed the time machine.." or something like that.
If too powerful modern weapons exist in this world be sure that they cannot
leave to the ancient world (cannot leave your castle).
9. If you make available some kind of restaurant that sells food or drinks that
heal, then the healing must cost on average 4 gc/hp (or more). The amount
of healing must also be limited per reset. Generating healing items for
free is only allowed if they heal at most 20 points, and are destructed.
Not more than one such item may be generated per room and reset.
More about this in /doc/build/pubs.
10.Teleporting items should be VERY restricted, and very rare. They must
not allow teleportations to anywhere, never to a specific player or to
another island. If a teleport device exists it must cost at least 50
spell points to use it each time. Don't make it possible to move drinks
out of pubs by such a device. IN ANY CASE you have to obtain special
permission of an Archwizard to install such a device.
11.Logs of rooms or things are NOT allowed except for debugging or special
permission of the Archwizards.
12.Shops NEVER pay more than 1000 coins for any item.
13.Special rooms like pubs, shops, guilds etc. have to be approved by an
archwizard. See /doc/build/guilds, /doc/build/pubs for general rules.
14.Before any item created by you may be reachable for players, it has to be
approved. So don't clone things and let them lie around somewhere.
15.Avoid making unnecessary autoloading objects.
You can easily store data in a player by using the built-in storage system.
So you need a special permission to create an autoloading object.
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