Getting Started

Before you can get started with the Nightmare Object Library, you naturally must first install it and the driver. For instructions on getting a hold of the software and how to install it, refer to the installation document.

When you first login to your mud with your newly created admin character, you will find yourself in a desert town called Ylsrim. It is intentionally built as a minimalist realm, with the goal of providing you with actual code to see how things work. We assume that you will either wish to remove Ylsrim, or make substantial additions. It is not designed to be enough of an area for players to play the mud.

In order to begin using the object library, you must first understand what you have. If you have no experience with Nightmare IV or later, this library will seem very different to you, even if you have used previous versions of Nightmare. In the end, however, Nightmare is designed to be easier to use and understand. It is simply important not to mistake different for difficult.

The first part of understanding Nightmare is learning how to find things in the library. Since in LPC there is a one-to-one correspondence between files and objects, it is extremely important that you first become familiar with the Nightmare directory structure. That document outlines where you will find objects in the library based on what they do, the access they need, and the protection they needs.

You next will want to have a look at the Nightmare object model which shows how all the objects in the library relate to one another. In addition, the object model has links to the full set of API documents on each Nightmare object.

Finally, you will want to have a look at the Nightmare systems documentation which details how all the various systems in the library work together, as well as how you go about modifying them.

Of course, this is not the only documenation. A whole other set of documentation exists for helping creators learn how to build objects on Nightmare. The main document directory points to the full set of Nightmare documentation.


Adding Other Creators

To make any given player on your mud a creator, use the encre command. For example:

encre descartes
will make Descartes a creator. The player does not need to be logged in in order to become a cre. They do, however, have to have a character. This command does not currently create the home directory or workroom. You need to handle those things manually.

To make someone an admin or add them to some other special access group, add the person's name to /secure/cfg/groups.cfg. Note that a creator by default has write access to their own directory, and read access to a large portion of the mud. You therefore do not need to edit this file for regular creators. The format of the groups file is:

(GROUP) person1:person2:person3
You may have any number of people in a group. The group name should be all upper case. Failure to name groups in all upper case is a security risk.

An admin is someone who is in the SECURE group. An arch is someone in the ASSIST groups. See the security document for more information on how the security system works.

After making changes to any config file like groups.cfg, you must update /secure/daemon/master.c using the update command. The command line looks like:

update /secure/daemon/master.c
If a person you added to one of those groups is logged in when you make a change, they must then log out and log back in before the change will take affect.