Manual
The manual for the MUDmaker editor is posted here. If you cannot find the topic you are looking for or were taken to an incorrect section, send us an email at info@mudmaker.com
overview - The options menu will allow you to alter the global settings of your MUD. You can alter the look and feel of how your MUD will play.
options -- global
The global options allow you to setup the main MUD options. >>Admin user/pw: This will be used to login to your MUD as the admin where you will be able to access special commands so you can monitor players and the MUD itself. The username is set as "admin" but you must change your password in order to launch your mud for security reasons. >>Start location: determines the room in which players will enter the MUD. >>Death location: sets the room which players who die will enter. >>Save Player Locations: if set to "yes", players will start in the same room they quit from. If set to "no", players will always start at the start location specified. >>Leveling: may be set to manual, where players must buy or train at a facility, or automatic, which will grant the next level as soon as enough experience is gained. The leveling option affects both player levels and skill levels. >>PK allowed: set your MUD to player killing or non-player killing >>Use endurance: select whether or not your MUDs player will be subject to requiring endurance to move around the realm >>Use alignments: select whether or not alignments will come into play in your MUD >>Max Skill level: you can set the maximum skill level that can be attained per character level. This requires players to level up before increasing their skills to high >>Private: you may decide to have a private MUD. In this case the MUD will not be listed on our website and players must enter a pw to obtain access to the MUD. >>Private Password: private MUDs will require players to know and enter this password before gaining access to the game
levels - The experience and cost required to level can be setup here. >>Level: the level is automatically generated for you >>Experience: you can set the amount of experience needed to reach the next level. Experience is deducted from a player when they reach the next level. >>Cost: input the number of coins needed to advance if your MUD has manual advancement. >>Coin Type: select the coin type required to advance
skill levels - Skill levels allows you to set the experience and cost required to advance each skill level. Skill levels are used to interact with spells and effects. All players are given two skills when they begin: "attack" and "defense". Both of those skills are used in combat. >>Skill level: The skill level is generated for you. >>Experience: you can set the amount of experience needed to reach the next level. If your MUD uses manual leveling, players will have an experience pool which they must use to train their skills and advance their levels. If your MUD uses automatic leveling, each skill generates its own experience and once enough experience is gained, that skill will automatically level up. If the skill is at the maximum possible, it will not gain anymore experience. >>Cost: the number of coins a player must spend to advance this skill if your MUD uses manual leveling, otherwise, cost is not used. >>Coin type: the type of coin that must be spent to advance if your MUD uses manual leveling, otherwise, coin type is not used.
starting equipment - Here you can add the starting gear players will receive when they first enter the MUD after character creation. Simply select the item and click "add start equipment". If you want to remove an item click "delete" next to the item you wish to remove.
armor types - Armor types are used to determine which piece of armor goes in which equipment slot. Just input an armor type in the "armor type" field and select whether or not this will require a hand. >>Example armor type: shield >>Example use hand: yes >>Example armor type: helmet >>Example use hand: no >>Mud output: if a player has a shield equipped, they may not wield a two-handed weapon or two weapons. Once you have created an armor type it will appear in the list. The "move up/move down" options under the armor list are available because the list will be displayed in that order in your MUD. If you wish to have the armor in a specific order you can move items up or down using the links.
weapon types - Weapon types are used to determine if an item is a weapon and wieldable. >>Example: sword >>Mud output: players may refer to any weapons of this type by using "sword" as an alias.
physical damage types - Physical damage types are used to interact with resistances. The damage types will affect players and NPCs differently if you so choose. For example, chainmail is effective against a slashing weapon but lacks defense against a piercing weapon. >>Example: slashing >>Mud output: physical damage types are used to calculate resistances during damage allocation.
magical damage types - Magical damage types are used to interact with resistances. The damage types will affect players and NPCs differently if you so choose. >>Example: fire >>Mud output: if you setup resistances and vulernabilities on NPCs, you may wish to create a flame spirit with 95% fire resistance. In this case, a player using fire damage against this NPC would be almost totally useless.
npc types - NPC types are used to filter for legal spell targets. You may wish to create specific NPCs that can only be attacked with certain spells. >>Example: undead >>Mud output: if an NPC is of the type undead, you can create only certain spells that may target it. Under the spell creation section, you have the option to select which targets are legal. The type "undead" will appear there.
skill generator - The skill generator is a quick and easy way to add the skill levels for each player level you have made. In the global options menu, you can set the maximum skill level per player level. If you had 5 x player level and you have 10 levels created, you would need to create 50 skill levels! >>Example: 5% >>Mud output: All of the skills for your mud will now be generated automatically. As players advance their skills they will become more powerful. *CAUTION* If you generate skill levels, all previously input skill levels will be deleted. You must click on the "generate skills" button twice though, and it warns you before you proceed.
channels - Channels allow you to setup global chat lines for the players in your MUD. You set the channel name, and channel color. The name will be used by players to speak on that line. >>Example Name: helpline >>MUD output: A player typing 'helpline [message]' will have their message shown to all players in the realm.