CM-CDEF-Summary

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 Help Keywords : CM-CDEF-Summary.
 Help Category : Clan Defense.
 Last Updated  : 2016-03-03 11:54:41.
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 Rooms
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 * Rooms, Objects, and Mobs must have visible descriptions. (cdef-info)

 * You may have up to 15 defense rooms, including prison traps. A buffer 
 room does not count toward the total. (cdef-rooms)

 * The buffer can be PK or not PK.

 * Maze rooms must be colored @R and must be PK.

 Objects
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 * Objects cannot be created that have descriptions that duplicate a clan's
 maze guards. (eq-info)

 * The only objects which may reset inside a Clan Maze are portals and 
 keys. (cdef-objects)

 * Nothing may reset in the buffer.

 Mobs
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 * There can only be 7 guards in one room. (cdef-mobs)

 * Max of 55 mobs allowed in closed hall.

 * At least one keyword of a mob in the defense must be located in the 
 mob's long and short description. (cdef-info)

 * The only mobs you can have in a defense are clanguards of level 1 or
 level 230. For a guard to hold a key it must be level 230. (cdef-mobs)

 * Guards must have world max set to 1, clan set, and mprog set, and all
 keys equipped to the hold position.

 * Maximum 4 keywords per mob. Each keyword 3 characters long minimum.
 (cdef-mobs)

 Exits
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 * The path through a maze must be linear in nature (it can't force a 
 raiding party to be split up in order to walk the path). (cdef-info)

 * You can have one way exits into the defense from the clan hall 
 watchtower. This watchtower cannot be located in the path from clan recall
 to any shop. (cdef-exits)

 * The exit or portal destination from clan maze to clan hall must 
 terminate at the clan recall. There can only be one exit from the maze to 
 the clan hall proper. (cdef-exits)

 * There may be only one exit from the buffer room into the maze, one 
 two-way exit out to the rest of the mud. (cdef-buffer)

 * Random rooms may not have doors.

 * Every door must have a key assigned to it but every key does not need to
 be assigned a door.

 * A room may have a two-way exit to itself providing it complies with all 
 other requirements for an exit.

 * No door should have a hidden flag.

 * All appropriate flags must be used for doors: door, closed, locked, 
 pickproof, nopass, noscan, noclose.

 * All two-way exits must link to the logically opposite direction in the 
 connected room.

 * All doors must be identical on each side of the door. A single key must 
 open both sides of any given door. Doors can only be set on two-way exits. 
 (cdef-exits)

 * All locked doors must have a key that resets on a guard in the maze.
  (cdef-exits)

 Portals
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 * Maximum of 4 portal resets per room. (cdef-portals)

 * Maximum of 40 portals in the entire maze. (cdef-portals)

 * The portal must lead to another room in the maze or to clan recall. 
 (cdef-portals)

 * Portals can only be reset once per room. They can be reset more than 
 once if each reset is in a seperate room. (cdef-portals)

 * Portals must contain the keyword 'cportal'. (cdef-portals)

 Keys
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 * Keys can only reset on level 230 guards. (cdef-keys)

 * Keys cannot reset on the floor of rooms. (cdef-keys)

 * Maximum of one key per guard. (cdef-keys)

 * A key vnum may reset on multiple guards in the same room.

 Clan Hall
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 * All PK clans must have their clan hall fully accessible to raiders, it 
 can not be blocked off entirely. (cdef-info)

 * Once in clan recall, there must be only one exit from the maze(a door OR
 a portal). The shops must be accessible from clan recall. Guards are 
 permitted but keys are not. Also, equipment + shopkeeper + guard resets 
 may only add up to 21 or less.

 * A clan may only have one leader-only room.  A path must exist from
 clan-recall to each shop that does not traverse the watchtower or the 
 leader-only room.

 * The Main Clan Hall cannot, in any way, act as an extension of the maze. 
 (ch-rules)

 * Guard mobs are not allowed in any part of the clan hall, except with 
 shopkeepers who sell a minimum of 7 clan objects. (ch-rules)

 Shops
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 * A clan must have a viable shopkeeper with at least one item of value 
 (wearable, maximum-point) equipment. (clanraidrules)

 * You can have guards in shops that sell 7 or more items. Guards cannot be 
 reset in any other portion of the clan hall proper. (cdef-mobs)

 * Making the equipment completely undesirable (adding flags and setting 
 stats that are undesirable in the eyes of the general MUD populace) will 
 not be allowed as an alternative to removing unwanted gear. (eq-clanremove)
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