Table of Contents

Werjen Builder’s Guide

Table of Contents

Overview

This guide is designed to help builders get started quickly. You’ll be taken through steps to create rooms, things to place in the rooms, non-player characters (NPCs), and much more.

General information

Home

https://www.werjen.com/

History and lore

Descriptions and themes should be appropriate for a fantasy setting. References to existing world lore are highly encouraged.

https://www.werjen.com/explore

Telnet

telnet://werjen.com:6789

Web client

http://www.werjen.com:4000/client.html

Only one of your characters can be a builder. Log in with the designated character. If you lack access to builder’s commands, contact an administrator.

Building rooms

Rooms represent virtually any location or subdivision of space that you can think of. They can be courtyards, open tracts of land, small offices, caves etc. When you create your areas, or groups of rooms, you’ll start from an existing room in the game and expand out from there.

Create the concept

You’ll need to map out the area that you want to create beforehand. If the area is complex, you should vet the map with an administrator before you begin building. You have a lot of creative freedom to design what you like. If you want to build in mountains, plains, cities, or create your own unique setting, you are free to do so. Begin by typing the following command:

create room

You will instantly be transported to a new room with no exits. From this starter room, you may expand your area by building rooms as described below. For now, all areas built will be within the broad swath of the continent Serlista, as defined by the map:

https://www.werjen.com/world/map

Create a room

build room <direction>

Possible compass directions are northwest, north, northeast, east, southeast, south, southwest, west, up, and down. You’ll be moved to the room that you create.

Rename the room

Newly created rooms will receive a default name. Rename it to something specific.

rename room <room name>

The first word of the room name should always be capitalized.

Example:

rename room Inside an ancient temple

Describe the room

Now that the room exists, you can describe it. When describing a room, ensure that you avoid writing lines such as “You feel afraid.” This imposes an emotion on the player, which could easily break the suspension of disbelief. For instance, if your room description contains the statement, “You feel afraid”, and someone is role-playing a courageous warrior, then it makes no sense for you to feel afraid. Room descriptions should be three sentences or less, with each sentence being capitalized and punctuated with a period.

describe room as <room description>

Example:

describe room as A vaulted ceiling lends an openness to this otherwise confined space. The walls are decorated with hastily molded stucco, and the ceiling is covered with a crude mural.

Tag the room as inside

If the room you built is inside a building, or otherwise protected from the weather, label the room as inside.

tag room inside

Weather

In addition to rooms and things to find in rooms, Werjen needs to have some atmospheric messaging, or ambience, to help a player feel like things are happening in the surrounding environment.

See the weather

The weather command by itself gives you the current weather.

weather

Create the weather

Example:

create gentle rain
let article of rain be some
describe rain as A light rain falls gently down from the sky.
weather rain

This rain will be removed from your inventory.

Remove the weather

Determine the area you are in, that defines the weather. Get the object ID of the area.

area

Transport yourself into the area. Yes, you can go into areas, just as you can go into rooms. In fact you can go ‘into’, or become a child of, many objects.

goto <area object ID>
delete <weather>

Example:

delete rain

Return to where you came from.

goto <object ID of room you came from>

Ensure there is no longer any weather

weather

Building objects

You may create many objects in Werjen. Ideally, your imagination should be the only limit. If you ever encounter a situation where you cannot create an object that you can imagine, give it some consideration, and then suggest a method for creating that object using as simple language as you can think of. Send that suggestion to nels@werjen.com.

Create objects to match the room description

Objects of all kinds can be created to bring the room to life, allowing the player to interact with it in numerous ways. In the description for the ancient temple, there were several things mentioned that we should create objects for. The vaulted ceiling, the stucco walls, and the crude mural would all be good candidates to be made into objects.

create vaulted ceiling
describe vaulted ceiling as The ceiling is reinforced by crumbling stone arches. A crude, faded mural covers it.

After you create and describe the vaulted ceiling, it will be in your inventory. Of course, you may get a listing of your inventory with the inventory command.

inventory

You’ll need to drop it in the room.

drop vaulted ceiling

As it is now, anyone can take the ceiling into their own inventory if they wander into this room. You need to lock it down, unless you prefer that the object should be moveable. You have two options to lock it down, scenery and static. Scenery should be used for all objects that are created to match the room description.

The scenery attribute will prevent the object name from appearing in the object list at the bottom of the room description, when one looks around the room using the look command. Tagging something as scenery will also prevent the object from being picked up.

tag <object name> as scenery

Example:

tag vaulted ceiling as scenery

Unlike scenery, static will keep the object name in the object list at the bottom of the room description. However, like scenery, static will prevent the object from being picked up.

tag <object name> as static

Example:

tag weapon rack as static

Clone an appropriate object

Whether you are seeking to create a weapon, a torch, a chair, or anything else, you will make your life much simpler by searching for similar objects and cloning them.

Search by using the find command.

find <object name>

Note the object ID.

inspect <object ID>

Ensure this is the object you want to clone.

clone <object ID>

The copy of the object will now be in your inventory. Rename it.

rename <object name> to <new object name>

You may make further modifications using the other commands described in the guide. Don’t forget to drop the object, if you want it to remain in the room.

Pluralize appropriate objects

From the example above, the vaulted ceiling is a singular noun. It is a single ceiling. When objects are created, they will automatically behave as singular nouns. When a player looks at the ceiling, they will see “a vaulted ceiling”.

On the other hand, if we created the “stucco walls”, the players would see “a stucco walls” when they looked at the walls, for instance, “You see a stucco walls.” This wouldn’t make sense. To correct this, we let the game know that the noun is plural. This does several things, like make the noun referable by a pronoun (him, her, it), and place the article some before the name instead of the article ‘a’.

make stucco walls pluralname

Now, when one looks at the stucco walls, they will see the message, “You see some stucco walls.” There are some interesting cases, nouns like coffee, rain, and soil. These need to have the word “some” before them, but don’t share any other characteristics of a plural noun. For these interesting cases, they need only to be preceded by the word “some.”

let the article of <object name> be some

If you have questions about how to correctly pluralize a noun, don’t hesitate to contact an administrator. In future releases of Werjen, groups of similarly named objects will be automatically pluralized, and words like soil, coffee, water, and rain, will be flagged so that they are automatically prefaced with the article “some”.

Change the description of the object

Use the describe command in order to modify the description of an object. This description will be what a player sees when looking at it.

describe object as <new description>

The description should be capitalized and punctuated.

Customize the object to behave correctly

Commonly used attributes

Attributes are useful for many things, like making an object a source of light, making the object a container of some kind, and a whole lot more. Since rooms are just another type of object in the game engine, they also have attributes. One of those attributes is inside, and we use it to indicate to the game engine that a room is inside, out of the weather.

As another example, let’s say you cloned a weapon, and wanted the weapon to glow with inner light. You could mention this in the description, for instance, The two handed sword glimmers with inner light. However, you would also want the sword to give off light, so that players in a dark place could see if all they had was the sword.

tag <object name> with <attribute>

Example:

tag sword with light

Another example:

tag pants with clothing

You can get a list of all possible attributes by using the attributes command. Note that the ‘wearable’ attribute does nothing and is not a valid attribute in the system. Tagging something with the clothing attribute lets them be worn.

Removing attributes

Use the untag command to remove attributes.

untag <object> <attribute>

Example:

untag elephant light

Commonly used properties

In addition to attributes, you can also set the properties of objects and rooms. Properties can be used to modify the weight, stats, or race of an NPC. Instructions on creating an NPC are below. The let command indicates to the game engine that you are adding a property. A property may be any key-value pair. For instance, height and 6'1". Here, the key is height, and the value is 6'1".

let <property> of <object name> be <value of the property>

Example:

let the weight of relpinfel be 90 kilograms

(Weight must be given in kilograms, and if it is not, then the system will assume that the units of the value are kilograms.)

Another example:

let race of relpinfel be Human

Yet another example:

let power of relpinfel be 9

You may find it necessary to remove a property.

let <property> of <object name> be nothing

Example:

let the weight of relpinfel be nothing

Create non-player characters (NPCs)

Non-player characters are similar in almost all ways to the characters that players inhabit, but they are controlled by coded logic instead of by a person. Creating NPCs in Werjen is a multistep process.

Clone and rename an existing NPC

There are dozens of unique NPCs already in existence, including dogs, horses, and mortals. Starting from one of the existing NPCs is a highly recommend. It is possible to create a non-player character object from scratch, but it can be tricky because it requires understanding of some more advanced commands.

Use the “daemons” command to list all available player characters and NPCs.

daemons

After identifying the character you want from the list, find them to ascertain the Object ID.

find <daemon name>

Inspect the character to see its description and other important information.

inspect <Object ID>

Make a copy of the existing character. The copy will appear in your inventory. You must drop it to leave it in the room.

clone <Object ID>

Rename the character.

rename <current character name> to <new name>
drop <new name>

Describe the NPC

Remember, sentences in the text description should be capitalized, but non-room object descriptions should typically be limited to a single sentence.

describe <NPC> as <text description>

Changing the properties and attributes of your NPCs

You may want to alter the race, height, weight, stats, skills, or many other aspects of the NPC that you created. This is all possible with builder commands, but is covered later. For now, contact an administrator and let them know the object ID of your NPC, and describe it. You should also specify if you want the NPC to spawn in a room or rooms, and at what intervals.

Deleting objects

While building, you will create objects or clone objects that will need to be deleted. You can do this easily.

delete <object name>

Teleporting from room to room

In order to move instantaneously from one room to another, without navigating using the plain old room exits, use the goto command.

goto <room ID>

Example:

goto 3180

Another example:

goto Entrance to the Tunnel District

Communication with other builders

You can communicate directly with others, without being in the same room as them. You are allowed to use this command only to communicate with other builders or ask questions of administrators about building.

/msg <character name> <your message>

Advanced building

There are many additional ways, not covered in this guide, to create and modify rooms and other objects in the game. Some of the things you can do are listed below.

  • Links and portals
  • Gradation
  • Doors
  • The “secret” attribute
  • Containers and supporters
  • Ambient smells and sounds
  • Liquids
  • Generators
  • Mounts

Todo

Many more commands are available to Builder users. You may explore them using the commands command.

commands

It will be quite a long list, so the game will enter a paging mode to assist your viewing.

Rudimentary help is available for every command. This can help you to understand the supported syntax for a command.

Example:

help examine

That’s all for now! Thanks for building!