BrutusMUD help

OBSOLETECLAN

!!! This help is for finished recoded clan system !!!
current system has no functions instead of prestige points and clan gold

========CLANS CONTENTS=========

1. BASIC INFORMATION

2. CREATING

2.1 CURRENT STATE
2.2 FINAL VERSION
2.3 MEMBERS

3. MANAGEMENT

3.1 INFO
3.2 MANUAL
3.2.1 RESOURCES
3.2.2 LABORATORY
3.2.2.1 ALCHEMISTS
3.2.2.2 RESEARCH
3.2.2.2.1 RESEARCH ELEMENT
3.2.3 WORKSHOP
3.2.4 BARRACKS
3.2.4.1 HIRING
3.2.4.1.1 MERCENARY SELECTING

4. TERMINATION

5. INDEX & NOTIONS

5.1.1 RANKS
5.1.2 PRESTIGE
5.1.3 EXPERIENCE
5.1.4 LEVEL
5.1.5 TAX
5.1.6 FEE
5.1.7 RESOURCES
5.1.7.1 GETTING RESOURCES
5.1.8 ADVANTAGES
5.1.8.1 GOLD
5.1.8.2 RESEARCH
5.1.8.3 WORKSHOP
5.1.8.4 BONUSES
5.1.8.5 CASTLE
5.1.8.5.1 ROOMS
5.1.8.5.1 ROOM SPECIALITIES
5.1.8.5.2 MERCENARIES
5.1.5.2.1 MERCENARY COST
5.1.8.5.3 ANIMALS
5.1.8.5.4 BATTLES
5.1.9 WEB PAGE

========================

2. CREATING

2.1 CURRENT STATE

You must be at least 4 to create clan and ask an immortal who can
edits clans to create yours.
Clan is created after paying 150M gold.

2.2 FINAL VERSION

You must apply on city hall and wait till your request is executed.
It can be of long duration and you will be informed.
Request must include list of all 4 founders, name of owner and clan.

2.3 MEMBERS

After creating the clan the owner's rank is set up on RULER (most
powerful rank with all rights).
If anyone can be accepted into clan must use order
'clan apply <number of clan>'. You have no rights while being applying.
To enlist him use order 'clan enlist' and if he has gold enough (depends
on clan fee) he is accepted and his rank is set up on SOLDIER.
To disband somebody use order 'clan kick <name>'.
To disband self use order 'clan resign'.

3. MANAGEMENT

There's an easy way how to manage your clan thanks to clan manager
called by order 'clan manager'.
Only clan ruler can call him. The other ranks can
use order 'clan info <number of clan>' to get informations.
If you type no number you gain complete info about your clan, but if
you wanna be informed about the other one you get only short info.
To see clan manager manual go down the text.

3.1 INFO

type 'clan info <number>' to get informations about clans

Owner - who owns the clan (no effect)
Name - clan name
Level - clan level (xx from yy prestige points needed to advance) -
Prestige - amount of prestige points
Gold - clan treasury Experience - clan experience
Tax - how much gold goes to clan after gaining gold Fee - cost of enlistment
Exp bonus - (not used)
You have xx alchemist from yy maximum.
Residence - how many NPC can be in clan castle (alchemists+mobs)
Wood, Water, Metal, Soil, Life essence, Death essence
- amount of resources
Material storage - how much fysical (instead of water) resources you
can have in clan (e.g. wood+metal+soil)
Water storage - -"- for water
Essence Storage - -"- for essence flasks
Current production - which item does your clan currently producing
Count of worked items - amount of already produced items (no effect)
Type of research - a kind of element your alchemists are searching in
Research - total time needed to research item
(Production - -"- to produce item)
Elapsed Time - how long have the alchemists researched till now
Count of research - amount of already researched items
Stat sum - amount points gained by advancing clan level
Hitroll, Damroll, Hitpoints, Mana, Move
- real increment of char's stats
Count of hired mercenaries
Your mercenaries has been trained for xx till now.

Members currently online xx
Total number of members xx

3.2 MANUAL

type 'clan manager' to call him

will be shown:

1.1 R) Resource Storage
1.2 L) Laboratory
1.3 W) Workshop
1.4 B) Barracks
Q) Leave the manager

3.2.1 RESOURCE STORAGE

Current trasury: xx
Current storage: xx

1) Clan Wood: xx
2) Clan Water: xx
3) Clan Metal: xx
4) Clan Soil: xx
5) Clan Life essence: xx
6) Clan Death essence: xx

Q) Return to main menu

What will you haggle with:

if you choose the one of items, it'll be shown:

Current trasury: xx
Current <material> storage: xx

You can by max. xx ounces(pints) of <material> now.
You can gain xx coins selling all your <material>.

B) Buy some <material> (xx coins per ounce(pints))
S) Sell some <material> (xx coins per ounce(pints))

Q) Return to material menu

Would you buy or sell it?

3.2.2 LABORATORY

3.2.2.1 A) Alchemists' administration
3.2.2.2 R) Research (you need at least one alchmeist to research)

Q) Leave the laboratory

Where you wanna go:

3.2.2.1 ALCHEMISTS' ADMINISTRATION HALL

Current trasury: xx
Current count of alchemists: xx

Upkeeps per one alchemist (in coins/tick):
xx idling
xx working
xx researching

H) Hire an alchemist for xx coins.
Q) Leave the hall

Where you wanna go:

3.2.2.2 RESEARCH LAB

Alchemists are researching something just now.
Alchemists are working on something just now and don't have time to research!
Alchemists are prepared for reseach.

Current Element of research: <type of element>

3.2.2.2.1 E) Choose the element of your research
S) Start or stop research
Q) Leave the research lab

What you want to do:


3.2.2.2.1

F) Fire element
W) Water element
A) Air element
E) Earth element

Choosing the different element than current will restart whole research!

Select the element of research:

3.2.2 WORKSHOP

Alchemists are working on something new just now.
Alchemists are researching for something new just now and have no time to work!
Alchemists are prepared to work.

Current production: <name of item>

<list of researched items>

D) Disable production
Q) Leave the clan workshop

Enter the number of item to produce:

if you type <number>. it'll be shown:

Resources: Wood: xx Water: xx Metal: xx Soil: xx Life: xx Death: xx

Name: <name of item>

Needed: Wood: xx Water: xx Metal: xx Soil: xx Life: xx Death: xx

Element: <type of element>
Production: <time of production>
Alchemists: xx of xx necessary

P) Produce item
Q) Select another item

what's your decision:

3.2.4 BARRACKS

Order some of your mercenaries:

<list of current hired mercenaries>

3.2.4.1 H) Hire new mercenaries
Q) Leave the barracks

what would you go:

3.2.4.1 MERCENARIES' INN

<list of all available mercenaries you can hire>

3.2.4.1.1 #) Select mercenary to hire
Q) Leave the mercenary inn

What would you do:
3.2.4.1.1 PLACE YOUR MERCENARY

<list of your clan castle rooms>

#) Select mercenary's room
Q) Abort hiring

What would you choose:


4. TERMINATION

There are two ways how terminate the clan. The first one is order
'clan terminate' which completely deletes it.
The second you will probabaly never want to happen. If clan prestige
is 0 the clan is terminated itself. All will be lost.

5. INDEX & NOTIONS

5.1 INDEX

5.1.1 RANKS

There are four ranks in clan.
Every clan can set the names of them itself.
Loosing of prestige:
SOLDIER = -1 pp (pp means prestige points)
SARGEANT = -2 pp
CAPTAIN = -3 pp
RULER = -4 pp

Use order 'clan promote <name>' to increase clan rank or
use order 'clan degrade <name>' to lower clan rank.

5.1.2 PRESTIGE

Main thing in clan system is gaining prestige. The higher prestige you
have higher level and more advantages you have.
You can gain pp by killing HIGH PRESTIGE mob or by paying gold and
transfering some experience (use order 'clan prestige <number>').
Prestige points gained from a mob are divided evenly among all members
of group. If some member is not member of a clan, his prestige points
are lost.

5.1.3 EXPERIENCE

If char gains some experience, it's multiplied by coeficienf depending
on clan rank and transfered into clan experiences (it means it's taken
from your experience).
You can use clan exp to get pp.

5.1.4 LEVEL

If clan has pp enough is authomatically advanced.
Level influences count of alchemists.
For every advance you get stat points to distribute them into your
stats.

5.1.5 TAX

Using order 'clan tax' set up how much gold id transfered into
clan treasury room after killing the mobs.

5.1.6 FEE

Using order 'clan fee' set up how much new recruit must have if he
wanna be enlisted into clan.

5.1.7 RESOURCES

To allow producing items clan need resources, in fact every item
need different count of resources.
You can store them in storing rooms: material store for
wood, metal and soil , water store for water of course and
essence store for life and death essences.

Use order 'clan manager' to buy or sell your materials.

5.1.7.1 GETTING RESOURCES

There are mostly three ways how to get new resources:
You can buy them or get them in two - clan or natural - way.
resource natural clan
------------------------------------
wood forest castle's seed-plot.
water river reseivoir
metal mountains
soil anywhere

essences X special rooms

Life essence:
There must be cleric class member sitting in MEDITATION ROOM
and holding special water flask.

Death essence:
There must be magic user class member sitting in MAGIC ROOM
and holding special water flask.

5.1.8 ADVANTAGES

5.1.8.1 GOLD

If clan is created one treasury room exists and clan can (mostly
must) deposit money there.
Use order 'clan deposit <gold>' to deposit gold or
use or order 'clan withdraw <gold>' to get gold from trasury room
(only rank RULER can do it).
More gold you wanna have in clan more treasury rooms you need.
Many clan operations need to have gold deposited there.

5.1.8.2 RESEARCH

One of basic pillar of clan system is researching.
Clan can hire alchemist(s) and set up research to get information
about unknown things to produce them later.
You cannot have alchemists withnout gold deposited because
there is upkeep. No gold in treasury rooms means dead alchemist(s)
later.
If you break research (e.g. by changing into production) you
must research from the beginning.

Use order 'clan manager' to set up research.

5.1.8.3 WORKSHOP

The second main pillar is producing of researched items.
If your alchemists discovered something you can now produce it.
Resources are taken away immediatly after starting production,
so stopping it may cause grat loss.

Use 'clan manager' to set up workshop.

5.1.8.4 BONUSES

If you advance you get stat points to distribute them among
stats. You cannot put all those points into one stat.
You have hp, mana, move, hitroll and damroll where to distribute
those points. (e.g. you get 100 points and distribute them:
50 into hp, 25 into mana, 10 into move, 8 into damroll and 7
into hitroll)
It doesn't mean that your stat increases by those points,
but in fact you need e.g. 15 points to get 1 hitroll (be sure
that you cannot distribute more than 8 points per level into hitroll
so you need advance at least 2 levels to get 1 hitroll).
That was only an example!
You can increase those max on battle academy room.


5.1.8.5 CASTLE

The third main pillar of clan system is building clan castle.
You can buy several different rooms.
You can hire mercenaries to protect your castle and train them
of course.
If you kill somebody (you both must be in any clan) in any clan
castle, your clan gains prestige from the opponent's one.
If clan is created, main hall, one treasury hall are included
and stocks.

5.1.8.5.1 ROOMS

If clan wanna use special functions of clan system needs
specialized room for it.

name of room affect price
-----------------------------------------------------------
MAIN HALL NONE none
TREASURY ROOM +store 500M gold 75M
RESIDENCE +hire 10 NPCs 50M
ARMORY to storage equips 500M
LABORATORY to research or produce 1000M
STOCKS +store 40 ounces of materials 30M
WATER SPRING +store 50 litres of water 25M
POOL OF ESSENCES +store 20 flasks of essences 180M
BATTLE ACADEMY +increase stats 1600M
STABLE +store 2 animals 2000M
ROOM NONE 10M

needed resources | time
wood water metal soil life death | to build
----------------------------------------------------------
TREASURY ROOM 7 - 15 23 22 20
RESIDENCE 65 15 34 13 2 -
ARMORY 32 - 36 31 13 11
LABORATORY 29 23 56 12 7 4
STOCKS 21 - 5 7 - -
WATER SPRING 8 - - 26 - -
POOL OF ESSENCES - 67 34 14 - -
BATTLE ACADEMY 78 43 51 63 2 5
STABLE 36 18 12 - - -
ROOM 1 - 1 1 - -

You cannot have more than 100 rooms.

5.1.8.5.1.1 ROOM SPECIALITIES

You can also buy better doors to hide your secret stores
or simply make it more complicated.

type of door price (in M)
---------------------------
hidden 20
secret 100
pickproof 50
nobash 30
with key 5

5.1.8.5.2 MERCENARIES

You can hire mercenarie to protect your castle and you can
also train them later.

Use order 'clan manager' to set up them.

5.1.8.5.2.1 MERCENARY COST (only EXAMPLE!!!)

type of stat prise(in k)
----------------------------
level 1 000
hitroll 1 500
damroll 2 000
damdice 100
hpdice 100
hp 1
ac -10

class
fighter 100 000
sorcerer 150 000
necromancer 250 000
psionic 370 000
attr 3 000
resist 10 000
hitbonus 100

5.1.8.5.3 ANIMALS

You can buy mountable animals and you need place for them of
course. So there are stables for them.
They are same for all clans.
There are three moving types of animals:

animal price upkeep
--------------------------------
ground:

snail
horse
elephant

water:

seahorese
shark
kraken

air:

vulture
paegas
dragon

Use order 'clan manager' to set up them.

5.1.8.5.4 BATTLES

Noone can imagine clans without battles, co there are also
some information:

You must find the castle entrance at first.
In that castle you can meet enemy mercenaries which all
are helpers and callers (it means if you attack one of them,
everyone will come to help). Be sure that they attack only
at you (not at castle's lords).
If you kill castle's lord, some of clan's prestige is
transfered to you.

Highness of transfered prestige depends on your clan ranks:
MAX(1, clan rank of opponent - your clan rank) so
the more lower is your rank and the more higher is opponent's
one the better prestige you gain.

You can also summon member of the other clan into your castle
(if he has nosummon off) and attack him.

Summoning non-clan char into any castle is prohibited!!!
If you omit it your clan wil be immediatly DELETED without
any compensation!!!

5.1.9 WEB PAGE

Every clan can have web page on brutus server.

appendix (prices)

MATERIAL PRICES
name prise amount
-------------------------------
wood 1M ounce
water 0.5M pint
metal 10M ounce
soil 0.1M ounce
life essence 20M flask
death essense 30M flask

if you sell something it is divided by 2

ALCHEMIST PRICES

alchemist 50M
upkeep
---------
idling 25
researching 100
producing 50

 

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