Ship Building 101 ~~~~~~~~~~~~~~~~~ Introduction: ~~~~~~~~~~~~~ Building and operating a ship on the Narnian seas is a fairly simple task. It will require a great deal of work at first, to get the ship ready for its first voyage. Much of it is technical, and it is absolutely essential that is it done properly, but there is nothing difficult that will be asked of the ship builder. The first thing you should do is read this entire set of instructions through, at least briefly, before starting. There will be a quiz on this. Creating your ship: ~~~~~~~~~~~~~~~~~~~ You must create the Ship Hull, the object that represents the ship itself. This is relatively simple: @create Ship Name Note: Do NOT prefix the ship name with 'The'. Then you'll need to type these commands. In place of Ship, put the name of your ship. Things in are where you should customize the ship. @lock Ship=#0 @set Ship=QUIET @set Ship=ENTER_OK @set Ship=MYOPIC &LONGITUDE Ship=0 &LATITUDE Ship=0 &HEADING Ship=east @Listen Ship=* &OARS Ship=stowed &SAILS Ship=furled &CAPTAIN_NAME Ship= &COUNTRY_NAME Ship= @Ealias Ship= &ROWSPEED Ship= &SAILSPEED Ship= &SAIL_COLOR Ship= @Desc Ship= The Helm: ~~~~~~~~~ Once the Hull is laid in, you need to build the rooms which make up the interior of your ship. The FIRST thing you should do is make the Helm Room. This is the room in which the ship's tiller or wheel will be located, often towards the rear of the ship. The room, like all of the ship rooms, should be set FLOATING (appropriate for a ship, isn't it?). Once you have the room dug, you must set an attribute on the Ship Hull that you created way back when: &HELM_NUM Ship= Now, you must make a decision. The ship, when entered, will send you to a certain room on the ship. For something like a small sailboat, this can be the same room as the Helm. A larger ship, like a schooner, would have the gangplank leading amidships, well forward of the tiller. Whatever you decide, this must be set on the Hull as well: &DECK_NUM Ship= The Relay: ~~~~~~~~~~ At this point, you can create the Ship's Relay. @create Ship's Relay @set Ship's Relay=AUDIBLE This must also be recorded on the Hull: &RELAY_NUM Ship= The purpose of the relay is to transmit what the ship sees to the exterior rooms within the ship. If you have rooms 'below deck', or private cabins, you'll want to exclude these. But as you build the ship, compile a list of the rooms, and record this on the Relay, like so: @ForwardList Ship's Relay= At this point, all that is left is to finish up the rest of the ship, get all the rooms built (and into the Ship's Relay @ForwardList), and to get the ship set up to sail. Christening the Ship: ~~~~~~~~~~~~~~~~~~~~~ Send +mail to Reepicheep or Tash with the following information: - The object number of the Ship Hull. - Whether you want a Wheel or Tiller in the Helm room. - The name of the exit off the ship (default is Gangplank). - Any special 'UseLock' you want to limit control of the ship. When the mail is read, the Ship Hull will be inspected. If it is not acceptable, you will receive mail telling you what needs to be fixed. If it is acceptable, the Ship's Hull object will be @chowned away from you. If you wish to change the description at a later date, set in in an attribute on yourself and send +mail to Reepicheep or Tash with the attribute name. The ship will be added to the shiplock, the Ship's Relay will be relocated (but you will retain ownership), and the ship itself will appear at the Port of Cair Paravel, ready for its first voyage.