Island Building 201 ~~~~~~~~~~~~~~~~~~~ Introduction ~~~~~~~~~~~~ You've sailed, you've quested, now you want to make one of your own. Surprise! Its not that tough. For the most part, islands are just like any other building. Because they must be connected to the Ocean to be accessable to ships, however, there are certain additional things that must be done before you island can be linked up. Any questions, +mail, or help with linking should be directed to Reepicheep, though The Hermit should be able to help with some stuff. Basic Islands ~~~~~~~~~~~~~ The following diagram illustrates the special work that must be done to make an island acceptable: | a _______ c | |---->|Docking|---->| Eastern Ocean | | Room | | Island Proper |<----|_______|<----| | b d | What does this mean? The arrows represent exits, which are always only one way. The Eastern Ocean belongs to the Sea God, and is where ships sail. The Island Proper is what you will be building, and which must be approved by the Building Inspector. The Docking Room is simply a room on (or off) the Island for which it makes logical sense for both ships and people to coexist - for example, a dock, quay, pier, shallow bay, etc. This is where people may come on and off of ships. The only special feature that this room must have is a BLURB. This completes the sentence "The ship is currently _____ ." For example: &BLURB here=in port at Some Island Exits ~~~~~ In order to stop people from wandering out into the ocean, and ships from sailing across the land, all exits to and from the Docking Room must be properly locked, named, and in some cases, information put on them. For Succ and Fail messages, please remember that the people who see the message are people on board the ship, not "You". A succ of "The %N sails out to sea." is acceptable. One of "You sail out to sea." is not. d) This is a normal exit, nothing special must be done to it. b) This is the exit from the Island to the Ocean. It should be named "Ocean;oc;o;set sail;ss;;", and must be locked with the command "@Lock Ocean=@#323". This means "ships only". It should have a Succ, Osucc, and may NOT have an Odrop. It should also have a Desc, and it can be Transparent so that you can look out over the ocean. It should also have a Fail, telling people that they must be on a ship to travel the ocean. c) This is an otherwise normal exit, but it must be locked with "@Lock exit=!@#323" which stops ships from sailing up onto the land. It should also have a fail, something akin to the ship grinding up against the pier. a) This exit is owned by the Sea God. However, you must supply some information when your exit will be linked up: DOCK_MSG - What passengers on a ship will see when it is close enough to dock with the island. SUCC - What the passengers will see when a ship sails into the island's dock. ODROP - What people in the port see when the ship sails in. COORDS - The desired Longitude and Latitude coordinates of your island. These range from 0E to 25E, and 12N to 12S, with Cair Paravel being at 0N 0E. Note: you might not get the coordinates you want, for various reasons. In general, however, they will be good reasons. What do you do with all of this information? You must send it via +mail to Reepicheep, who'll be the one linking your island in. This format works well, and will get you brownie points: +mail Reepicheep=Some Island - Finished! -Some Island passed the Building Inspector's inspection, and its - ready to be linked up. Here is the information you need for the - ocean exit. - -DOCK_MSG = The open port of 'Some Island' looks rather inviting. -SUCC = The %%N sails into the port of Some Island. -ODROP = sails into port, and draws up to the docks. -COORDS = 15E, 6.5N +send Advanced Islands and Ports ~~~~~~~~~~~~~~~~~~~~~~~~~~ In some cases, the above will not be sufficient. What if you want to do a river that winds inland before the port is reached, or a cluster of islands? The solution is Channel Rooms. Channel Rooms are rooms which lay between the Ocean and the Docking Rooms. They are completely optional, and are most useful when you wish to have more than one Docking Room per island (for example, a cluster of islands) or just want to spread things out. | a _________ c _______ e | |---->| Channel |---->|Docking|---->| Eastern Ocean | | Rooms | | Room1 | | Island Proper |<----|_________|<----|_______|<----| | b d f | A Channel Room may either be for Ships Only, or be a Docking Room as well. The only difference in the room itself is that &SHIPS_ONLY here=1 will stop people from leaving a ship in that room. Channel Rooms must also contain an &BLURB (see above). All exits should be locked appropriately. The exit to the Ocean from the final Channel Room should be configured exactly as above. Exits through which only ships can pass should be @locked to @#323. Exits for people only should be locked to !@#323. Final Notes ~~~~~~~~~~~ Don't be afraid to be creative. Have people entering and leaving your Docking Room be taken by a small rowboat to the Island, either with actual objects, or with carefully coordinated emits and other messages. A navigable river system, with many ports, is also possible. The worst that can happen is that Reepicheep will find exits that you forgot to lock, or loopholes that you forgot to cover. And this lecture will end with a warning. If, for some strange reason, you change or add exits to your Channel/Docking Rooms once your island has been linked to the ocean, be sure that they are locked properly. Should Reepicheep find mistakes (eg, if his ship manages to sail up a tree) the exits will be locked for you, or the island may be unlinked from the ocean completly until the problems are corrected.