225 lines
6.2 KiB
Markdown
225 lines
6.2 KiB
Markdown
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# Evennia World Builder's Guide
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## Academy Setting - Complete Room Documentation
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### Overview
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This world expansion adds **20 detailed rooms** across **4 themed wings** of an arcane academy MUD setting.
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---
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## Wing 1: The Dormitories
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*Theme: Rest, privacy, hierarchy of living spaces*
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| Room | Key | Purpose |
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|------|-----|---------|
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| Dormitory Entrance | `dorm_entrance` | Main entry, visitor management |
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| Lodging Master Office | `lodging_office` | Room assignments, administration |
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| Corridor of Rest | `rest_corridor` | Transition zone, atmosphere building |
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| Novice Hall | `novice_dorms` | Student housing, communal living |
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| Master Suites | `master_quarters` | VIP area, senior mage housing |
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**Key Features:**
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- Sleep wards preventing magical scrying
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- Silence zones suppressing loud noises
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- Comfort auras reducing fatigue recovery time
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- Moon-phase murals tracking actual lunar cycles
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---
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## Wing 2: The Commons
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*Theme: Social interaction, nourishment, community*
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| Room | Key | Purpose |
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|------|-----|---------|
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| Grand Commons Hall | `grand_commons` | Central gathering, performances |
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| Hearthside Dining | `dining_hall` | Food service, feasting |
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| Scholar's Corner | `study_area` | Quiet reading, contemplation |
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| Entertainment Gallery | `games_room` | Recreation, performances |
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| Upper Balcony | `commons_balcony` | Observation, private meetings |
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**Key Features:**
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- Magical acoustics for performances
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- Enchanted serving dishes
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- Educational tapestries
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- Adjustable lighting systems
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---
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## Wing 3: The Workshops
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*Theme: Crafting, danger, practical magic*
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| Room | Key | Purpose |
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|------|-----|---------|
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| Workshop Entrance | `crafting_entry` | Safety station, tool distribution |
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| Great Smithy | `main_smithy` | Metalworking, armor crafting |
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| Alchemy Labs | `potion_lab` | Brewing, reagent preparation |
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| Woodworking Studio | `wood_shop` | Carpentry, wand crafting |
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| Artificing Chambers | `enchantment_lab` | Magical device creation |
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**Key Features:**
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- Multiple forge types (normal, magical, dragon-fire)
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- Fume extraction systems
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- Tool rental and storage
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- Safety equipment stations
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- Power nexus for enchantments
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---
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## Wing 4: The Gardens
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*Theme: Nature, growth, sacred spaces*
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| Room | Key | Purpose |
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|------|-----|---------|
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| Gardens Entrance | `gardens_entry` | Transition, information |
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| Herb Gardens | `herb_beds` | Cultivation, harvesting |
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| Enchanted Grove | `fey_grove` | Fey magic, wonder |
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| Greenhouse Complex | `conservatory` | Climate control, exotic plants |
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| Sacred Grove | `holy_glade` | Rituals, spiritual renewal |
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**Key Features:**
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- Living vine walls
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- Bioluminescent flora
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- Climate-controlled domes
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- Standing stones and sacred circles
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- Self-regulating temperature
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---
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## Connection Map
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```
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[ACADEMY MAIN]
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+----------------+----------------+
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[Dormitories] [Commons] [Workshops]
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- Entrance - Grand Hall - Entrance
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- Corridor - Dining - Smithy
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- Novice Hall - Study Corner - Alchemy
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- Master Suites - Games Room - Woodshop
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- Office - Balcony - Artificing
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+----------------+----------------+
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[Gardens Entrance]
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+----------+----------+
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[Herb Beds] [Fey Grove] [Greenhouses]
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[Sacred Grove] [Climate Domes]
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```
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---
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## Atmospheric Consistency
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Each room includes standardized atmospheric data:
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- **mood**: Emotional tone (peaceful, energetic, mysterious)
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- **lighting**: Visual conditions (bright, dim, magical glow)
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- **sounds**: Auditory environment (conversation, nature, machinery)
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- **smells**: Olfactory elements (food, flowers, chemicals)
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- **temperature**: Thermal conditions (hot, cool, variable)
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---
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## Implementation Notes
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### Creating Rooms in Evennia
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```python
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from evennia import create_object
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from world.dormitory_entrance import DormitoryEntrance
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# Create the room
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room = create_object(DormitoryEntrance, key="Dormitory Entrance")
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# The at_object_creation hook automatically sets:
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# - Room description
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# - Aliases
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# - Atmospheric data
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# - Objects list
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# - Features dictionary
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```
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### Connecting Exits
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```python
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from evennia import create_object
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# Connect two rooms
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exit1 = create_object("evennia.DefaultExit",
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key="north",
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location=room1,
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destination=room2)
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exit2 = create_object("evennia.DefaultExit",
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key="south",
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location=room2,
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destination=room1)
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```
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### Populating Objects
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Objects listed in `self.db.objects` should be created separately:
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```python
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from evennia import create_object
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for obj_name in room.db.objects[:5]: # First 5 objects
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obj = create_object("evennia.DefaultObject",
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key=obj_name.split("-")[0].strip(),
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location=room)
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```
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---
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## Content Statistics
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- **Total Rooms**: 20
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- **Total Wings**: 4
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- **Average Description Length**: 800+ characters
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- **Total Atmospheric Elements**: 100 (5 per room)
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- **Suggested Objects**: 200+ across all rooms
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- **Exit Connections**: 80+ directional links
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- **Special Features**: 40+ unique magical elements
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---
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## Expansion Hooks
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Each wing includes suggested expansion areas:
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### Dormitories
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- Individual room descriptions (cell/suite levels)
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- Bath houses and hygiene facilities
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- Laundry and maintenance areas
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### Commons
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- Kitchen complex (detailed cooking areas)
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- Private dining rooms
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- Club meeting spaces
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### Workshops
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- Advanced crafting stations
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- Material storage vaults
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- Testing ranges and safety areas
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### Gardens
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- Individual biome descriptions
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- Seasonal variation scripts
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- Creature encounters (fey, elementals)
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---
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## Credits
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**World Design**: Evennia MUD Content Generation
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**Total Lines of Code**: ~2000
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**Content Word Count**: ~15,000 words
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**Files Created**: 5 (.py + .md)
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---
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*This world package provides a complete, playable foundation for an academic fantasy MUD setting.*
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