BeanEdit is the included GUI-based world editor for BeanMUD. It is designed to help in the development of the game world, objects, items, and mobiles.

The first screen you will see is the main interface:

The File menu will offer the following options:

  • New:
    Creates a blank world file.
  • Load...:
    Opens an existing world file.
  • Save As...:
    Prompts for a name to save the current open world file to.
  • Save:
    Saves the current world file without prompting for a name.
  • Quit:
    Closes BeanEdit.

The Edit menu will offer the following three choices:

  • World:
    Opens the room creation and selection dialouge.
  • Objects:
    Opens the object and item creation and selection dialouge.
  • Mob:
    Opens the mobile creation and selection dialouge.

The Help menu currently openes BeanEdit's "about box".

Each world is made of a series of rooms located at given x,y,z coordinates within the MUD's engine.

The first task will be to enter the coordinates of the first room and click the "New Room" button to create a room entry in the world file. From there you can either create more rooms in the same manner, or edit the contents of the room.

It is usually a good idea to make the first room the one specified as the default starting room in the beanMUD.ini file.

Valid ranges for room numbers are any value between -323276 and 323276. This means that there is a theoretical 281 trillion room limit. Although, chances are that you will develop a full and rich environment well before you reach even a fraction of the room limit.

  • Location:
    The location frame contains a textual identifier of the location being edited, as well as six navigation buttons that can be used to move around the world. If you navigate into an empty location beanEdit will prompt you to create a new empty room automatically.
  • Directions:
    The directions frame handles all of the room's exits: which directions and where they lead to.
    The "Warp to" text fields are used to specify a non-linear destination if you intend the room to attach to one that is not adjacent, but located elsewhere in the world Game Relative will send the player to the specified co-ordinates in the game world if the destination is not located in the current world file The portal is similar in that it can only lead to another room by means of destination.
  • Room Name:
    This is the room's simple title.
  • Description:
    This gives the room some description.
  • Must Fly:
    Toggles a flag so that only characters capable of flight may enter the room.
  • No Flying:
    Toggles a flag to that players cannot fly in the room.
  • Descend:
    Toggles a flag so that players can descent into a domain of the Dark Gods.
  • Ascend:
    Toggles a flag so that players can ascend into a domain of the Light Gods.
  • Save Point:
    Allows players to save their progress in the room.
  • Safe Room:
    Toggles a flag that prevents players or mobiles from attacking one another in the room.
  • No Mobs:
    Disallows mobiles from entering the room.
  • No Magic Entry:
    Disallows players from teleporting to the room.
  • No Magic Exit:
    Disallows players from teleporting out of the room.
  • Water:
    This allows players to drink and fill any item classefied as a water carier.
  • Light:
    • Natural:
      The room will grow lighter and darker depending on the time of day.
    • Artificial:
      The room will remain lit despite the time of day.
    • No Light:
      The room is permanently dark, the players will have to fumble about or bring a light source with them.
  • Music:
    This specifies which file should be run by the client system.
    This is the file's ID number which has been defined in the beanMUD.ini file.
  • Clan:
    The ID of the clan that owns the room.
    Note: Clans are an undocumented feature.
  • Scripts:
    This frame allows the designer to specify which scripts or spells will be run when a player either enters or leaves the room, or is executed each game turn.
    Note: Beancurd's remark on the state of Magic.

The operation of the Object List is much like that of the World Editor. New Objects have to be created before they can be modified.

As Objects have no ID number, they are identified by their name, and therefore the number of objects is limited only by as many as you can create.

  • Object:
    This lists the object's identifier.
    It cannot be changed unless you edit the world file directly.
  • Cost:
    How much is the item worth at a shop.
    Even if the item is never intended to be sold to a player it can still be sold to a shop.
  • Level:
    This is the minimum level a player must be before they can wield or hold the item.
  • Name:
    This is the shortest description field.
    The name is also the string used when someone wants to pick up or purchase an item, so it should be an intuitive version of the object's regular description.
  • Look:
    This is the regular description field used when looking at the object.
  • Readable:
    This toggles an extended item description which is useful for making plaques and books.
    As mentioned, the read field is not currently utilised by the server engine.
  • Armor / Hitroll:
    If the item is a type of armour this is the armour class of the item, and how well it can absorb damage
    If the item is a weapon this is the to-hit bonus used for determining whether or not you actually hit a mobile.
  • Min. Damage:
    This is the minimum damage the weapon can cause.
    This value will be combined with the player's innate minimum damage rating.
  • Max. Damage:
    This is the maximum damage the weapon can cause
    This value will be combined with the player's innate maximum damage rating
  • Auto-Stats:
    This button will generate appropriate values for any item depending on the level requirements of the item.
  • Weapon Type:
    There are three types of weapons in BeanMUD:
    1. Bladed
    2. Blunt
    3. Ranged
  • Damage table:
    Each type has it's own damage descriptions, and this number determines what type of descriptor is used
  • Edibility:
    This is how many hunger points will be relieved if you eat the item.
  • Water:
    This is the amount of water the item contains when it first spawns.
  • Water Max:
    This is the maximum amount of water the item can contain when it's filled
  • Fixed:
    The item cannot be moved or removed
    This is useful for items like signs or plaques you want to be items, but not be removed by players
  • Light Source:
    The object radiates light for use in dark rooms.
  • Indestructible:
    This object cannot be destroyed by conventional means
  • No Decay:
    This object will not decay if dropped by a player or mobile
  • Backswing:
    The item is so heavy that it carries through with a backswing
    This means that the weapon attacks more slowly, but that it causes slightly more damage.
  • On Use:
    What spell is used when the item is.
  • On Hit:
    What spell is used when the item connects with something during combat.
  • Bonuses:
    • Str.:
      While holding the item the player will receive the following bonus to their strength.
    • Con.:
      While holding the item the player will receive the following bonus to their constitution.
    • Dex.:
      While holding the item the player will receive the following bonus to their dexterity.
    • Int.:
      While holding the item the player will receive the following bonus to their intelligence.
    • Wis.:
      While holding the item the player will receive the following bonus to their wisdom.
    • Cha.:
      While holding the item the player will receive the following bonus to their charisma.
  • Equipability:
    • None:
      This object cannot be held, only kept in inventory.
    • Weapon:
      This object is a weapon of some sort.
    • Helm:
      This object is a hat or helmet.
    • Torso:
      This object is a piece of body armour.
    • Feet:
      This object is a form of footwear.
    • Neck:
      This object is a collar or gorget.
    • Ring:
      This object is a ring.
    • Shield / Held:
      This object is either a shield or a portable light source

The Mobile's list works in exactly the same way as the Object's list.
Mobiles are called by ID in the same way as objects, so it is possible to create a nearly unlimited number of them.

  • Mob:
    This is the mobile's identifier.
    Once set this cannot be changed unless you edit the world file directly
  • Name:
    The in-game name of the mobile.
  • Look:
    A simple description of the mobile.
  • Agression Percentages:
    These are the chances that the mobile will either attack the player or another mobile, or enter combat in aid of the player or another mobile.
    • Aggy:
      This is the chance that the mobile has of attacking either the player or another mobile.
    • Defend:
      This is the chance the mobile has of joining a battle in the defence of either the player or another mobile.
    • Grudge:
      This is the chance that the mobile will continue to hunt you after you have been killed by it.
      Mobiles can also hold a grudge if they flee from you in combat and you do not pursue and kill them.
  • Wander:
    The chance a mobile will move in a random direction every game turn.
    If the mobile is holding a grudge against you, this is the chance that it will move towards you
  • Flee:
    This is the chance that a mobile will flee from combat.
  • AC:
    This is the mobile's innate Armour Class.
  • Hit Roll:
    This is the mobile's innate chance-to-hit modifier.
  • Gold:
    The amount of gold the mobile will drop when killed.
  • Min. Damage:
    The lowest amount of damage the mobile is capable of inflicting.
  • Max. Damage:
    The highest amount of damage the mobile is capable of inflicting.
  • HP:
    The number of Hit Points the mobile has.
  • Mana:
    The amount of manna the mobile has available for casting spells.
  • MV:
    The number of Movement Points the mobile has available for moving about.
  • Flying:
    This toggles whether or not the mobile is airborne or terrestrial.
  • No Regen:
    This toggles whether or not the mobile can regenerate HP like the player can.
  • Align:
    This is a positive or negative numeric value ranging +/- 1000 that designates how good or evil the mobile is.
  • Clan:
    Designates which clan the mobile belongs to.
    Mobiles of the same clan as a player should never attack that player.
  • Objects:
    This is a list of objects the mobile is carrying.
    This operates much in the same way that adding an object to a room or vendor does
  • Exp:
    This is the amount of Experience Points the mobile will give the player or group when it dies.
  • Damage Table:
    Like weapons, this references what damage type the mobile will use in combat.
  • Scripts:
    Every game turn the mobile will use the following spell.