building_guide
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building_guide [2010/01/26 03:58] – zobeid | building_guide [2010/01/26 04:03] – zobeid | ||
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If you are a creating a role-playing or puzzle area with hidden exits, you should make them reasonably findable. A good rule of thumb is that the exit name should at least be a word appearing somewhere in the room desc, unless you have prepared some other clue for the players. If you have an exit that is really private and others are not intended to use, it is a very good idea to **'' | If you are a creating a role-playing or puzzle area with hidden exits, you should make them reasonably findable. A good rule of thumb is that the exit name should at least be a word appearing somewhere in the room desc, unless you have prepared some other clue for the players. If you have an exit that is really private and others are not intended to use, it is a very good idea to **'' | ||
- | |||
====== Using @Excavate ====== | ====== Using @Excavate ====== | ||
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@excavate Inside the Hut=Enter Hut; | @excavate Inside the Hut=Enter Hut; | ||
- | It creates a room named " | + | It creates a room named " |
- | + | ||
- | When you are creating new rooms using the R command in Editroom, it will prompt you for the same information: | + | |
+ | When you are creating new rooms using the R command in Editroom, it will prompt you for the same information: | ||
====== Basic Things ====== | ====== Basic Things ====== | ||
- | Most players soon discover that they can @create things. Your basic object of type " | + | Most players soon discover that they can **'' |
A thing can contain other things, and it also can have exits or actions attached to it. That means you could carry around a portable " | A thing can contain other things, and it also can have exits or actions attached to it. That means you could carry around a portable " | ||
- | If you set the STICKY (or S) flag on a thing, it will return to its home location when it is dropped. The home is set using the @link command. This is useful when creating objects that other players may use temporarily. For example, in your spaceship you could have space suits set STICKY and @linked | + | If you set the **STICKY** (or S) flag on a thing, it will return to its home location when it is dropped. The home is set using the **'' |
- | You can also use @lock to control who is able to pick up your thing. To make an object immobile, you could use these commands: | + | You can also use **'' |
@link mything=here | @link mything=here | ||
@lock mything=me | @lock mything=me | ||
- | Now nobody but you can pick it up. (You could also lock it to " | + | Now nobody but you can pick it up. (You could also lock it to " |
====== Containers ====== | ====== Containers ====== | ||
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Please see the section on locks if you aren't sure how they work. | Please see the section on locks if you aren't sure how they work. | ||
- | |||
====== DARK Flag and Fake Contents ====== | ====== DARK Flag and Fake Contents ====== | ||
- | When the DARK (D) flag is set on a room, the description of the room is still shown, but the contents of the room are not visible. When the DARK flag is set on a thing, the thing won't be seen in the content listing of the room, container or player where it's located. When DARK is set on an exit, it will not appear in the obvious exits listing of the room (as shown by $ObvExits). | + | When the **DARK** (D) flag is set on a room, the description of the room is still shown, but the contents of the room are not visible. When the **DARK** flag is set on a thing, the thing won't be seen in the content listing of the room, container or player where it's located. When **DARK** is set on an exit, it will not appear in the obvious exits listing of the room (as shown by **$ObvExits**). |
You can set a property on your container: | You can set a property on your container: |
building_guide.txt · Last modified: 2010/01/26 04:17 by zobeid