Welcome to Ember's OLC Guide.
Version 1.11 (12/3/1997)
Html Version (3/20/99)
What's in here
?
0.
Word from the Author
Hiya dear
builder! You're looking at what one day will (hopefully) be a
complete manual for OLC, as it is used on MUDweiser. All
comments, ideas or bugs can be mailed to boydky@ece.orst.edu and I would like to encourage everyone to
do so. This manual is based on a manual by Ambiorix,
Administrator of Shadow MUD, ambiorix@dark.x.dtu.dk, and if you think something important is
missing, let me know and I'll add it. Thank you for trying to
make MUDweiser an even nicer place!
Note that this
manual won't cover most topics that are discussed in the online
help system of Realms. Help in OLC can be accessed either through
'HELP ' or '? ' depending on what you ask help on. So I
won't be bugging you any longer with this rather boring
introduction, off to the building !
General
notes (readme.1st)
First a little
comment about notation in this manual. When I type some text
between quotes, it means you have to type all what's in between.
When I use <>-brackets, it means that you have to
replace the thing what's in between with the appropriate value.
For example 'HELP BUILDING' and 'HELP '. Buttons you have to press straight
away, I've typed between []. I'll try to use capitals to enhance
readability.
Ok, now let's get
started. First thing you need is your own area. You can't create
this yourself, so you'll need to ask an CRE or IMP. So if you
need a new area just leave me a note or write one an email.
Once someone has
created an area for you (and probably the first room too) he'll
tell you a number. This is the vnum (virtual number) of your area. You'll
need it when you want to travel to your area, or in some other
occasions as well. So let's say your area has vnums 6500-6599, and the first room has vnum 6500.
We'll work further on from this example.
Don't forget to
read 'HELP BUILDING' and *** 'HELP
GUIDELINES' ***, assuming
they exist on your mud. Even when you've read them before, it
won't hurt you to check again if anything has changed. If there
is no help on that, I just have not made the help entries yet.
2.
GUC (or General Useful Commands)
When you have
Builder status you'll have access to a couple of extra commands.
Most of these commands have online help, so I'll be short about
them here.
GOTO:
This command is used to
travel . It takes a room vnum or character name as an argument.
So to go to your area you type ''GOTO
[vnum/char]', where [vnum] is
a vnum in your area. To leave your area you can type 'GOTO 3001'
or 'RECALL', which is the same, or GOTO
anywhere else. Just try not to annoy other builders who are
building.
STAT:
This command can be used on
mobiles, rooms and objects of your own area. The output is like
the 'identify' spell, but STAT will
show ALL the info about the subject. Occasionally, you may need
to specify whether you are stat-ing a mob or an object by using stat obj [obj], or stat
mob [mob], and to stat a room
type stat room.
ALIST:
Try and see what happens.
This command is very useful when you forgot the vnums of
your area.
BEACON:
This sets your recall point
to wherever you are. It's a good idea to set this to the first
room in your area, or to your immortal rooms if you have them.
3.
Areas. (And how little you can change about them*grin*)
Ok, here we are,
ready to have a look at the area configuration. To get into OLC
mode, type 'EDIT AREA' when you're standing in your area or
type 'EDIT AREA [your area vnum
from "alist"]' from
anywhere else in the mud.
One thing to keep
in mind is, that once you are in OLC you can always just press [ENTER] to
get an overview of the subject you're currently editing. When you
do it now, you'll get an overview of some variables of your area.
So if you press [ENTER]
you'll get a list that looks like the following (I took the old
Mud School as an example) :
> Name: [ 2 ]{ 1 5} Hatchet
Mud School
> Filename: [ school.are ]
> Security: [ 9 ] Type [ normal ]
> Builders: [ None ]
> Flags: [ added changed ]
> Age: [ 13 ]
> Players: [ 1 ]
Some of these
fields you can change yourself, others you can't because of
insufficient security. If you can't edit anything, don't bother
trying. You shouldn't really need to. If you really feel that
something in the area data needs changing, ask a IMP or CRE or
note them. What follows is an explaination of the fields you
probably can configure yourself.
*** First the name
***
It's
kinda obvious what the purpose of this field is, but may I draw
your attention to the exact syntax of this field :
{ 1 5} Hatchet Mud School
^^ ^^ ^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
So
first you type the suggested level range, between {}, a
space, then your own name followed by spaces till it counts up to
8, then another blank space, and finally the 'name' of the area.
If you're not sure you typed the spaces right, you can always do
an 'ALIST' to see if the name is correctly lined
up. If your name is too long, shorten it to 8 letters or just use
one space no matter what.
You shouldn't
have to worry about any other fields, as they will be filled out
automatically or by a high immortal. Don't try to change those other values yourself
please, you would do more harm than good.
As soon as all
these fields are changed to your wishes, you can save the changes
by typing 'ASAVE AREA' when in OLC mode. You can leave OLC mode
by typing 'DONE'.
4.
Rooms. (To be in one or not to be in one)
Before we
continue, let's assume you're now standing in the first room of
your freshly created area. In our example it would be room 6500
of vnums 6500-6599. Again, you can simply enter OLC mode by
typing 'EDIT ROOM'. Pressing [ENTER]
will give you an overview of what you have so far. When you do it
now, it will look like :
> Description:
>
> Name: [ ]
> Area: [ 1] {xx xx} Yourname Area name
> Vnum: [ 6500 ]
> Sector: [ inside ]
> Room flags: [ none ]
> Characters: [ Yourname ]
> Objects: [ none ]
First I'll
explain the use of the flags in this overview, and I'll get to
creating rooms and exits later. The flags 'Area' and
'Vnum' are filled out automatically, so no need
to worry about them. 'Name' is the name of the room, as it will
appear above the room description. Therefor the name should be
short, but very clear. Also, most words in the name start with a
capital etc etc.
Then we have 'Sector'.
Although it doesn't seem to be important to set this flag
correctly to some builders, I must tell you that it is! For
instance otherwise you would see the sun come up in the east when
you're underwater, for instance. Or when you're in a small closed
room, you would be able to 'call
lightning' and so on... So
although it's purpose might not be immediately clear to you, you
better set the 'Sector' flag correctly. Try '? SECTOR'
to get a list of possible flags. If the sector type you're
looking for is not in the list, you should take the type that
comes closest to what you need.
The last flag you
can set is the 'Room flags'. Try '?
ROOM' to get a list of these
flags. Most of them are rather obvious to what they mean. **** WARNING **** Use ONLY following flags for normal room creation
: dark, mo_recall, no_mob, safe,
indoors, solitary, pet_shop or private. Other flags are rather dangerous to tear down
gameplay, and if you're wanting to use any of the others ALWAYS
ASK A HIGHER IMM FIRST. Flags like IMM_ONLY,
HERO_ONLY, GOD_ONLY, IMP_ONLY
and stuff should be only used for rooms in the immortal
zone(usually rooms 1200-1299)
Finally there's
the room description. Enter the description editor by typing 'DESC' when
in Room Edit Mode. On a new line, enter '.h' to get
a list of available options in the editor. Type in your room
description (remember to follow the rules as mentioned in the
GUIDELINES, be imaginative), then try '.s' and
NEVER forget '.f' Leave the editor by typing a '@' on a
new line and your first room is finished.
General rule for
making goods descriptions:
Stay
in the 3rd person. An area looks much better if "you feel as
if...." and "you see...." are replaced with
"most would feel...." and "... is visible
here."
If your area does
not repeat rooms, don't make all your descriptions the same. If
every room desc in your area begins with "Blah is visible
here, with blah to the north, and blah in all other directions. A
feeling of blah is here. blah blah blah...." it gets boring
quick.
Use good grammar
and spelling. Professionally made original areas make a mud look
good. Common grammatical errors such as your/you're,
there/their/they're, it's/its, etc. may sound the same when
you're talking, but they look different. Trust me when I say that
IMPs hate going through area files to correct grammar of lesser
gods.
Don't make a desc
too long or too short. 3 lines is the shortest any good and a
good length to stick to is 5 or 6 lines. More than 8 lines is
excessive and more than 10 lines is too much, except for very
special rooms. Excessive
color causes lag, so avoid it except to emphasize.
********* SAVE OFTEN
****************
Type
'ASAVE AREA' in OLC mode or 'ASAVE '
when in normal mode to save your newly created room, and type 'DONE' to
leave OLC mode. Have a look at your freshly created room...
Pretty neat huh :)
********* EXITS
*********
Now that
your first room is finished, you might want to expand your area.
This brings us to the 'exits' part, a part which I seperated from
the rest because this one is usually a problem for newbie
builders. First thing to do now is, when in room edit mode, type
'HELP EXIT', which will give you a brief summary of
available options.
Note that before
EVERY exit creation command you need to type the direction in
which you want to create/add the exit. Let's first have a closer
look at the DIG command. This command accepts a room vmun as
argument and does actually two things for you : it creates the
room with the given vnum (if it didn't exist already) and then
creates a two-way link to that room. By checking you prompt,
you'll see that you immediately moved to the new room, ready to
edit it. So if you're standing in room 6500 and you wish to
create a room with vnum 6501, north from room one, you type '<DIRECTION> DIG 6501' when standing in room 6500. Be careful, as although you can
delete an exit/link, you can't delete any rooms. Also, olc
commands overwrite normal commands, so most abbreviations for
directions won't work, for instance 'n dig 6501'
will change the name of the room to 'dig 6501'.
This is due to the mud thinking "n" is an abbreviation
for "name" instead of "north." This may vary
between muds.
The LINK
command is rather obvious : it will just create a link between
two existing rooms. ***
WARNING *** If you link a room to itself, you'll create a loop
from which you can't leave.
The link command
is followed by the ROOM command. I can't be clear enough about
this : USE THIS WITH
GREAT CAUTION and NEVER USE IT JUST FOR FUN. The ROOM
command creates a one way link, meaning that the player can go in
that direction, but then can't return that way any more. As you
probably have played some muds yourself, you know how nasty and
frustrating this can be.
Finally, you have
some things to make your exits a little more 'alive'.
You have the option to lock the door with a KEY (make an object
of type 'key', give your door the 'closed'
and 'locked' flag, and try the KEY
command), give the exit a name (useful for doors, for instance
you could name a door in the floor 'Grating' and then you can
'open grating' instead of 'open down'), and give the exit a
description (when a player looks in that direction, he'll see the
desc). Exit descriptions are usually one line and only need to be
used if there is something significant in that direction.
If you mess up,
you can always delete links you've made with the DELETE
command(usage: '<DIRECTION>
DELETE' ). Normally, when you
delete a link from one room to another in the first room, the
exit should be deleted in the second room too, although this is
not always the case. So I can advise you to check both sides of
the link after you deleted it, to ensure you there are no
leftovers of that link.
Once again, all help can be found
in 'HELP EXIT' when in OLC mode, and when editing exits, never
forget that you have to TYPE A DIRECTION IN FRONT OF YOUR EXIT
COMMAND.
5.
Objects. (The tough part)
The tough part
yes, not because of the editing (which is fairly simple), but
because everyone wants HIS equipment to be used over that of
another. I must ensure you that we have the idea that most
objects must be 'casual', like in real life, and that only very
few objects can be 'special'. It's somebody's job to check new
areas, and too often they find too much equipment that is just
too good to be brought in the game. First you have to follow the
rules when creating an object, but this doesn't mean you have to
give ALL your objects extra affects. The same thing goes for
scrolls and potions. There's no need for instance to make a
potion that contains sanctuary, haste and bless, as this will
unbalance the game... Unless, of course, you put it on a level 90
mob. I know this may sound rather awkward, but we know that if
most equipment is 'casual', all this equipment will be used, and
only then.
Enough of my
moralising talks, let's get on with the Objects. I suppose you
already know by now how to create a new object. Just in case, you
can create a new object by typing 'EDIT OBJECT CREATE <VNUM>' or you can edit an existing object by
typing 'EDIT OBJECT <VNUM>'. Pressing [ENTER] will
give you an overview of what you have so far.
Again, there are
lots of fields that you can edit. I won't be discussing every
field here, as most of them are either very clear, or
either have good help in OLC itself (usually it's '? ' to
obtain a list of possible values). I'll discuss here some of the
fields, which I think are the most important.
First I draw your
attention to the linearity that needs to be present in the three
followin fields : name - short desc - long desc. I'll start with
an example. A sword could have as Name 'fighters sword', as Short
Desc 'a Fighter's Sword' and as Long Desc 'A well-crafted sword
lies here on the ground.'. Notice that the MAIN KEYWORD (sword) is present in all three the
fields. The Long description is what you see when you LOOK at
the object, or what you see when the object is lying on the
ground in a room and you LOOK. Short Description is used whenever
you perform an action on the object (take, drop, wield, ...) and
so should be rather short, but also providing enough information
(like 'a sword' would be of no use, as the player won't know
which sword). Finally the name is the name the mud uses to
address the object. Note that a Long description should always
have a verb in it (e.g. blah lies at your feet ... a blah catches
your attention ... someone lost a blah here... use your
imagination!).
Be sure to set
the wear flags correctly. An item that you want someone to be
able to pick up should for instance have the 'take'
flag. A weapon needs to have the 'wield' flag etc. Also never forget to set the
weight and the cost (rather set these too little than too much,
check the existing objects to have an idea of these values).
Although their purpose might not be immediately clear, they have
one.
Armor values are
not corrently listed in the help files. A good system is to make
ac vs. slash, bash, and pierce equal to 1/2 the level of the
object, and ac vs. magic 1/3 of the level, rounded up. As an
example, a level 15 piece of armor might have values 8 8 8 5.
Special values are OK, for instance a magic robe of level 20
might have values 3 3 3 25 because it's resistant to magic, and a
certain type of armor might have values 9 2 9 5 because it does
not protect well against bashing. Attempt to use common sense.
These standard values may vary between muds. Ask an IMP if you're
not sure. Note: this is for a 100 level mud. If the mud you're on
has 150 mortal levels, for a level 120 piece of gear, ac of 60 60
60 40 may be excessive.
Final thing I
want to discuss about object are the AFFECTS. Before I explain
how to set them, let me make clear that ***** IT IS VERY IMPORTANT THAT
YOU DO NOT MAKE EXCESSIVE AFFECTS ***** There's no need to try to
make big ones, as someone will check every item in a new area
before connecting it. This is not to bug you, but just to keep a
certain balance in gameplay. Same thing goes for the other values
you can set, like damdice for weapons ('HELP WEAPON_DICE'). Ok, so now to add an
apply, you use the command 'ADDAFFECT '. For instance 'ADDAFFECT WISDOM 2'. Again, PLEASE RESPECT
BALANCE FOR THESE KIND OF APPLIES. Note: you have to type out
the affect in full. ADDAFFECT WIS 2 won't work on standard
EmberMUDS.
6.
Mobs. (The little nastly living creatures)(mobiles)(MONSTERS!)
Now let's bring
some life in your new area. Adding mobs is very like adding
objects. Enter Mob Edit Mode as usual by typing 'EDIT MOB CREATE <VNUM>' to create a new mob, or
'EDIT MOB
<VNUM>'
to edit an existing mob. Pressing [ENTER] will give you once again an overview of
what you've got so far. Many of the fields are kinda clear, I'll
just try to explain some of the more difficult stuff about mobs
here. BE CAREFUL
THOUGH NOT TO CREATE A MOB WITH THE NAME OF AN EXISTING PLAYER. This will prevent the
player from loging in. If we find anyone abusing this, he'll
loose his building privileges or more.
*** IMPORTANT ***
For
the values in hitdice, damdice, manadice, ac there are some
helpfiles included with the mud. THESE VALUES ARE NOT
BINDING, meaning that you don't HAVE TO USE THESE, but use them
with only small deviations possible. Please respect these values, as they are
important to keep the balance on Realms. If you are creating mobs
that have a level where values are not given, try to average the
values to the appropriate level.
*** IMPORTANT ***
Furthermore,
you can reread the notes about the use of 'name', 'short description' and 'long description', which I explained earlier in the
paragraph about objects. Note that with mobs you have the
opportunity to type an extra description (using the editor), and
I encourage you to make use of this. Try to type a couple of
lines about what the mobile looks like, what it's doing, even
things like what it smelly like.
Other values
which may need some explaination are align (how good the mob
is... -1000 is satanic, 1000 is angelic), gold (don't load your
mobs with too much gold... try to stay around 20 gold per level
for a normal mob, with a general max of 500 gold or so) and
hitroll (usually you can take the same value as the level of the
mob, with variations for mob type).
*** IMPORTANT ***
Be
very careful when filling out the IMM and RES fields. For
instance making a mob IMMune to weapon and magic makes it
invulnerable. Do not use these flags without any clear reason.
Same thing goes for the affects. Don't use these for no reason.
And for instance a mob with dark_vision hasen't got much sense
either. Avoid this.
*** IMPORTANT ***
So
the only field left that needs some extra info is the 'act' field. With '? ACT' you get a list of
possible flags. Here I'll give some extra info on some of these
flags.
Sentinel :makes the mob always stay in the room it
resets.
Scavenger :makes the mob pick up things it finds
lying around.
aggressive: mob will attack everyone near him of
lower level.
wimpy : mob will flee when it drops below certain
hp level.
stay_area : mob will never leave the area it resets
in. YOU MUST EITHER SET THIS FLAG
OR HAVE A NO_MOB ROOM AT ALL EXITS TO YOUR AREA, UNLESS YOU ASK
AN IMP TO DO OTHERWISE!
pet : mob will be a pet (see section about Pet Shops)
undead : mob won't be able to be resurrected
The other flags
are either not in use, or either are you not supposed to use
them. These flags include train,
gain, practice, is_healer and killable_shopkeeper. If you absolutely wish to use one of
these flags, ask me first.
Appendix
A : Resets. (Or How bad Can it Get ?)
Now that you have
object, mobiles and rooms, it's time to populate your area with
all these nice thingies. Making resets is not difficult at all,
just read this section very carefully, and once you'll get the
hang of it, it will be very easy.
First thing to
know is that resetting stuff should happen WHEN IN ROOM EDIT
MODE. Go stand in a room in which you want to reset a certain
thing and then type 'EDIT ROOM'.
Syntax:
RESET <number> OBJ
<vnum> <wear_loc>
RESET <number> OBJ <vnum> in <vnum>
RESET <number> OBJ <vnum> room
RESET <number> MOB <vnum> [<max #>]
RESET <number> DELETE
RESET <number> MOB <vnum> [<max #>]
Is probably what you want to
do first, to your entire area, so you can put objects on the mobs
later. Set max # to the highest number of mobs you want in
the ENTIRE area. Otherwise only one of each will reset. The <number> field will matter more in the objects
section. The <number> is the order of what is reset first in
that room.
RESET <number> OBJ
<vnum>
Room just stick an object on
the ground. Simple. Watch out, if there is a scavenger mob reset
into the same room, it won't be on the ground long.....
RESET <number> OBJ
<vnum> <wear_loc>
Puts an object onto a mob. A
list of wear locations can be found with ? wear, or just use
'none' to put it in inventory. The <number> field is very important, as it determines
which mob loads that specific object. If you're not sure you did
it right, type RESET to see resets for that room.
RESET <number> OBJ
<vnum> in <vnum>
Puts an object inside another
(i.e. a ring into a jewlery case, a sword into a chest...).
Again, the number field is important. You can get a list of
current resets in the room by typing 'RESET'
with no arguments, and you can delete unwanted resets by the
command 'RESET <number>
DELETE'.
More online help can be found at 'HELP
RESET'.
*** IMPORTANT NOTE
***
It
is very important that you enter the resets very tidy and
logical. First reset the mob, then its equipment, and only after
that reset the next mob in the room. If you would reset the two
mobs first, it is very likely that all the objects will reset on
only the last mob. It's always good to check with 'RESETS' after you finished all
resets in the room to see if everything resets as desired.
Appendix
B : Shops. (Let's think business!)
Shops can be
added when in MOB EDIT MODE. If, for instance, you want to make
the existing mobile with vnum 6506 a shopkeeper, try 'MOB EDIT 6506'. The one and only
command for shops is 'SHOP' (don't be so surprised!). Simply typing
'SHOP' when in Mob Edit Mode
will give you a list of possible options.
This is fairly
simple, so I'll just try to give you an idea on how it works by
following example. Let's say I want to make the existing mob with
vnum 6506 a shopkeeper, and he
sells item 6501 (food), item 6502 (food), and item 6503 (which is a
drink-container). All these objects you make first as discussed
in previous chapters. The commands to accomplish this are :
EDIT MOB 6506
SHOP TYPE 0 FOOD
SHOP TYPE 1 DRINK-CONTAINER
SHOP HOURS 0 23
[makes him open all day...
use 8 17 to make him open 8 am to 5 pm etc....]
SHOP PROFIT 120 80
[makes him charge 120% of
cost to buy, and he pays you 80% to buy it from you }
[goto the room where the shopkeeper is supposed to reset]
EDIT ROOM
RESET 1 mob 6506
RESET 2 obj 6501 none
RESET 3 obj 6502 none
RESET 4 obj 6503 none
As you can see,
you first reset the shopkeeper, and then all the items he's
supposed to sell in his inventory. Note that the items you reset
on the shopkeeper need to be OF THE EXACT SAME TYPE as the
type(s) defined in the SHOP LIST. If this is not the case, the
item will simply reset in the shopkeeper's inventory, without him
offering to sell it.
Perhaps a last
warning about shopkeepers : NEVER (I repeat NEVER) make a shopkeeper with the
intention of having him die. Although a baker doesn't seem to have
much money for instance, he can gather a fortune when everybody
starts selling all kinds of food to him. It would be a spoiler if
you could get rich like that in a couple of seconds. A good way
to do this is to make him level 100 with 30000 hit points and
affected by sancturary and have hitroll of 200 and things like
that. Making shopkeepers immune to weapons and magic is OK if
they truly must not be killed, such as if you make a jewler who
buys stuff for millions and you have to put that much gold on
him.
Appendix
C : Pet Shops. (Try to understand it at first reading!)
Pet Shops are
kinda annoying to get started with, but once you've done it, it's
rather simple, as it is with so many things. First things first.
Start with the room which you want to make the pet shop. First
thing you need to do, after you've finished making the room, is
to give the room the 'pet_shop' flag.
Then reset a mob
in this room which will be the pet shopkeeper. Notice that you
DON'T have to use the SHOP command on this mob. Then the tricky
thing is that you have to create a dummy room with vnum exactly
one higher than the pet shop room vnum. There shouldn't be any
exits in this room, and it shouldn't be part of your area
actually. It's just a dummy room, solemly created to reset the
pets in. Create pets in exactly the same way as you created mobs,
and then add the 'pet' flag. Make these pets
reset in the dummy room.
Hint: use as name for the dummy room 'pet reset room' and type a short description about the fact
that the room is not part of the game. That way, you'll always
know the purpose of the room (and so will we) :)
I think this
covers it. If something's not to clear, try and experiment, it's
not as hard as it seems.
I have not
actually tried to make a pet shop. This is all based on help
files and the like.
Appendix
D : Commonly Asked Questions (CAQ's) -- AND answers!
Additional Help
You
can find additional help in many ways. First, there's always the
online help. In OLC you can type 'COMMANDS' to get a list of possible commands, and
then you can type 'HELP' to get more help on almost any of these
commands. Try '?' in OLC to get a list of
extra help files. 'HELP OLC' works too, and for the specific editors,
try 'HELP REDIT' 'HELP OEDIT' 'HELP MEDIT' 'HELP AEDIT' If nothing else works,
you can send a note to Kyle, or email me.
Zmud Special Keys
I've
got lots of questions from people who had some problems with the
.x commands inside the editor. This is usually due to the fact
that they're using Zmud as Mud Client. In Zmud, the dot '.' is a special character, reserved for
speedwalking. So all you have to do to fix the problem is to
either replace that special key in Zmud or switch them off. This
can be done by going through some menu opions in Zmud itself.(I
believe that in some versions there are 2 icons in the bottom
right corner, a gun and a computer. I think clicking on the
computer fixes this problem. Either that or turn off parsing from
the menus or something weird like that.)
Deleting Stuff
In OLC it's
not possible to delete items, mobs or rooms. Instead, you can just
change all the fields of the thing you don't need any more, and
re-use it. Like if you want to get rid of a certain item you
made, just make it into another item you do need. If you just
made too many items, change everything to "none" "0" "trash" or whatever seems right for that
field.
Appendix
E: Recent Additions(add stuff specific to your mud here!)
Random object
loading:
To
have your mobs load objects of a certain type, use the "chance", "number", and "types" commands to define
these, and use ?
randobj to
see valid arguments for the "types" command.
Anti-class flags:
____Anti-class flags: In the
"extra" section of
objects, you can add flags so an object can not be worn by
certain classes. PLEASE do this wherever it makes sense... i.e.
Full plate mail should be definately anti-mage, and maybe
anti-cleric, anti-thief, or anti-nightblade too.
Additions changes to original builder's help guide by:
Kyle Boyd
boyd1@proaxis.com
Edited for HTLM by:
Tristan Coysh
thealphamatrix@hotmail.com
MUDweiser @ :
mudweiser.mudservices.com 9000
(may change, if you can't
connect, try www.mudconnect.com to see if the
address there has changed.)