News Building

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Auto-Rooms: How to get your housing / office space

All of the apartment and business buildings on the grid are part of the "auto-rooms" system. These room are owned by RoomBLDR and come fully desced, with various code (such as door-lock code) already enabled. As a tenant in an auto-room (apartment or business), you have the ability to customize the room's desc, set flags on the room, configure places, create +views, and give other people access to the room, but it does not come out of your quota. What could be better than that?

With the exception of dorm rooms, the kind of apartment or office space you can get is based on your character's Resources level. All of the apartment buildings are rated to reflect a certain type of Resources. If a character has Resources 2, they can't afford to live in a Resources 3 building. However, they /could/ live in a building that was rated 2-3, a building rated 2, or a building rated 1.

To get your auto-room, please review the various options in the NEWS BUILDING HOUSING LIST files, then type:
+AREQUEST <APARTMENT/BUSINESS>=<Name of building & your Resources level>.

This will generate a request for an auto-room to Building staff. If you are a student who wants to live in the University dorms, simply indicate as such. You can, of course, add other details into the request if relevant. Please use this command for all requests that have to do with auto-rooms (including moving, etc.)

Examples:

  • +arequest Apartment=La Luz Housing Estates. I have Resources 3.
  • +arequest Apartment=UNM Dorm Room. I am a student.
  • +arequest Business=Sunrise Office Suites. I have Resources 2.
  • +arequest Business=Lomas Shopping Center. I have Resources 3.
  • +arequest Apartment=I currently live in Budget Arms Apartment #100. My Resources was raised from 2 to 3, and I want to move to La Luz.


Hotels: You can check out any time you like!

A motel or hotel room provides a convenient place to stay while you look for a more permanent abode. There are four motels/hotels in a wide range of locations and Resources levels. You do not need to contact staff to check into a room; the check-in process is fully automated for each motel/hotel.

The Resource rating attached to each of these places simply reflects how "posh" or "run-down" it is. Hotels and motels are $cash-based. As long as you have the $cash, you can stay in any of the motels/hotels, regardless of your Resources level. If you do not have enough $cash to pay for a room, you will not be able to check in. It's as simple as that.

1) Rendezvous Motel (Res 1-2). To read more, type +directory rendezvous.

2) Grants Motel (Res 2) Grants, NM (out of town). To read more, type +directory grants.

3) Enchantment Bed & Breakfast (Res 2-3). To read more, type +directory enchantment.

4) Seraphim (Res 3-4). To read more, type +directory seraphim.

If you are planning to squat in one of the rooms, please contact staff with a +request.


Housing List: The list of available housing options

Interim Housing When you first arrive, there are two free interim housing options. Staying at these places is really simple -- all you have to do is just go there. You do not need to contact staff. However, either the Shelter nor the Hostel are designed for long-term occupancy by PCs who are in a position to move into a real apartment. Obviously, if you are playing a transient derelict wino or someone hitchhiking across the country, that's another story.

1) The City Homeless Shelter. To read more, type +directory homeless.

2) Route 66 Hostel. To read more, type +directory route.


Student Housing

1) Alvarado Hall Dormitory. To read more, type +directory alvarado.


Housing for Resources 0

Note: Higher Resources characters can *not* live in "The Projects" (i.e. you can't go "slumming") as you have to be Res 0 or Res 1 to qualify for "public assistance.

1) Eubank Housing Project. To read more, type +directory eubank.


The following are the auto-room housing & business space options available for various Resources levels.

Housing for Resources 1-2

1) Manzano Mobile Home Park. To read more, type +directory manzano.

2) Sharkbite Pool Hall. To read more, type +directory sharkbite.


Housing for Resources 2

1) Budget Arms Apartments. To read more, type '+directory budget'.

2) River View Apartments. To read more, type +directory river.


Housing for Resources 2 and above

With Resources over 2, you can request a one-room stand-alone suburban auto-room house! Any houses bigger than one room fall under general building projects -- see NEWS BUILDING PERMISSIONS.


Housing for Resources 3

1) Atrium Apartments. To read more, type +directory atrium.

2) Gatewood Court. To read more, type +directory gatewood.


Housing for Resources 3-4

1) Desert Skyline Suites. To read more, type +directory desert skyline.

2) La Luz Housing Estates. To read more, type +directory la luz.


Housing & Office Space for Resources 3-5

1) Pinnacle Tower. To read more, type +directory pinnacle.


Business Space for Resources 2-3

1) Sunrise Office Suites. To read more, type +directory sunrise.

2) Lomas Shopping Center. To read more, type +directory lomas shopping.


Permissions: For projects requiring a BLDR

All other building projects, including larger private homes and stand-alone public businesses/hangouts, must be created with special builder characters (BLDRs) and need to be approved in advance by staff. Please be sure to read all the NEWS BUILDING files, especially NEWS BUILDING RULES, and feel free to page staff with questions.

Generally speaking, the default size for private homes will be one public "shared room" and one private room per character living within the house. The default size for businesses will depend on the nature of the business. For instance, the default for a bar/restaurant might be one public room and one private room (i.e. office). Anything else will have to be discussed with Building staff.

To get started on your building project, simply type:

+AREQUEST <BLDR REQUEST>=<Details about your project, including the desired name of your BLDR, what you would like to build, the amount of quota/rooms you will need, whether you want any of your structure to be set unfindable, and the desired location for the building>. This will create a job in the system that will be used to track the progress of your build.


Examples:

  • +arequest BLDR REQUEST=I would like to build an Indian restaurant, comprised of two rooms, a front room and banquet hall. The ideal location would be 1100 East Montgomery. BLDR name = FoodBLDR.
  • +arequest BLDR REQUEST=I would like to create a private house so that my PC, Archie, can move in together with PCs Betty and Veronica. Betty and Veronica will share a bedroom, so we only need 3 rooms total. The ideal location would be 100 South Yale. BLDR name = HomeBLDR.

Once your building project is approved, you will gain access to your BLDR, which will be given a starter room in the Building Nexus. When you are done working on your project, use the open job to notify staff. Building staff will inspect your building and link it to the grid if it passes the +buildcheck (+help buildcheck). If you don't have a desired grid location, staff will pick one for you.


Rules: Basic rules for Public Building

In order to provide an enjoyable role-playing environment and prevent database bloat, we ask that your building projects conform to the guidelines below. If you have any questions, please feel free to chat with Building staff.

GENERAL GUIDELINES:

  • Use your common sense! Before you build something, ask yourself: is this room really going to see much RP?
  • Read +help buildcheck on building checks.
  • Every room needs to have an UMBRADESC attribute, which is the description of the room as seen by shifters in the Umbral Realm. For most indoor rooms, that description is going to be very similar. If you want the generic umbradesc for your room, simply type @parent here=#1959. That will set a standard umbral description on the room. If you want to read this description or set it locally, type ex #1959/umbradesc. If you want to create a special UMBRADESC for your room, you can set that attribute by typing &umbradesc here=<Umbral description>. Contact shifter staff if you need help.
  • Every exit should have several "aliases" -- for example, instead of naming the exit "Joe's Room", name it "Joe's Room <JR>;joesroom;joe;j;jr" if you want to be thorough. Cardinal directions such as "north" and "southwest" must offer aliases such as "n" and "sw"; "up" and "down" must also provide "u" and "d".
  • Every room should have an "out" exit, which should lead towards the main entrance, unless there's a very good reason for it not to. Just add `out;o;exit;back;leave' to the name of one of your exits.
  • Proofread your work. Use the @edit command to clear up any errors. (help @edit)
  • Please, please, PLEASE do not use "h", "r", "i", or "l" in your alias list. These four are vital to proper MUSHing, and are used in the base MU* code. It's very frustrating to try to see where you are, and end up in the next room.
  • All true exits are required to have a desc, a succ message, an osucc message, and an odrop message (The attributes are explained in help @succ, @osucc, @odrop and @desc). Unless the room is forwarding information, (help @forwardlist, @prefix, and AUDIBLE') in which case either the osucc or the odrop is removed, the existence of the four are requirements for passing inspections. If an exit can be locked or otherwise barred, then you also need a fail and ofail message (See help @fail and help ofail).
  • Maps should make logical sense. If you go east to get into a room, you should be able to go west to get out of it. Because back-linking is very easy using the modified @dig command (help @dig), there is no excuse for having a room with no exits out.
  • RESOURCES: You are going to need to have the Resources stat for most auto-room housing and to create any building projects. Please make sure you take this stat in Chargen!
  • QUOTA: The standard @quota given to players is 5. Since auto-rooms and weapons do not count against your quota, you should have plenty of @quota for your various objects. If for some reason you think you need more quota, put in an +Arequest and explain why you need it. (+Arequest QUOTA RAISE=Reason)
  • ALT CHARS: As mentioned in NEWS AUP, your alt characters can not be roommates, nor can they pool Resources to create a new public hangout.
  • EXISTING BUILDINGS: If you want to purchase an existing building or hangout IC, it may be available! Talk to Building staff to find out.

Remember to have fun with your project and don't be afraid to get help from staff!


Tutorial: How To Build -- Tutorial for Beginners

Let's assume for the purposes of this Tutorial that you will be building a private home that consists of a Living Room and a Bedroom.


STEP 1:

Dig the first room of your home, the room that you enter as you step in the front door.

Type: @dig Living Room

You will be sent a message that gives you the DB (Database) number of the Living Room.

Type: @link <the name of your exit in the Building Nexus>=#<Living Room's DB number> to link your home to the Nexus.

You can now enter your project from the Nexus via your exit.


STEP 2:

Now that you are in the room, you will want to describe it.

Type: @desc here= Room Description.

You can be as creative as you wish with the room description. You can edit this description later by using the edit command. Type: @edit here/desc={oldtext},{newtext}


STEP 2.5:

Your room needs to have an UMBRADESC, which is the description of the room as seen by shifters in the Umbral Realm. For most indoor rooms, that description is going to be very similar. If you want the generic umbradesc for your room, simply type @parent here=#1959. If you want to create a special UMBRADESC for your room, you can set that attribute with &umbradesc here=<Umbral description>. Contact shifter staff if you need help.


STEP 3:

Digging the Bedroom from the Living Room. The syntax is as follows:

@dig Room Name=(exit name);(alias1);(alias2),(return exit);(alias1);(alias2)

Type: @dig Bedroom=Bedroom <b>;b;bedroom,Living Room <lr>;lr;living room;out;o


STEP 4:

EXITS. You are required to assign the following attributes to your exits: @succ, @osucc, and @odrop. You must also describe your exits. Now to describe your exits:

Type: @desc Bedroom <b>=exit description

The @succ is the message that YOU see when you enter a room.

Type @succ Bedroom <b>=You enter the bedroom.

The @osucc is the message that OTHERS see when you leave the room. Note: you do NOT put a name or a %N or anything before the word enters.

Type: @osucc Bedroom <b>=enters the bedroom.


STEP 5:

Finally, you must set the @odrop on the exit. The @odrop is what people in the room that you are walking into see as you arrive. It should be set on the opposite side of the exit that the message will show on.

Type: @odrop Bedroom <b>=enters the bedroom from the living room.

Once again there is no name, or %N before the word enters.


Well you have completed your first room, the Living Room of your apartment. You can now enter the bedroom, describe it, and enter the succ, osucc, and odrops on its exits.

You can also add additional "virtual" rooms using places code (+help places). You can describe the tables as other rooms, and add more depth to your home.

If you have any more questions about how to build, staff is always happy to help. If no building staff are online, you can get in contact with them by typing:

+request Building Help=<text> and sending them your questions. :)