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building_guide [2010/01/26 03:59] zobeidbuilding_guide [2010/01/26 04:03] zobeid
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 When you are creating new rooms using the R command in Editroom, it will prompt you for the same information: first the name of the new room, then the name of an exit leading into the room, and then the name of an exit leading back out. So, you can do exactly the same kind of building as you would with **''@excavate''**. When you are creating new rooms using the R command in Editroom, it will prompt you for the same information: first the name of the new room, then the name of an exit leading into the room, and then the name of an exit leading back out. So, you can do exactly the same kind of building as you would with **''@excavate''**.
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 ====== Basic Things ====== ====== Basic Things ======
  
-Most players soon discover that they can @create things. Your basic object of type "thing" can be carried around by players in their inventory, or dropped in a room. You can use @desc to add a description and look at it just as you would look at a player. This is fine for simple props, but you can also do more sophisticated things with things.+Most players soon discover that they can **''@create''** things. Your basic object of type "thing" can be carried around by players in their inventory, or dropped in a room. You can use @desc to add a description and look at it just as you would look at a player. This is fine for simple props, but you can also do more sophisticated things with things.
  
 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 "doorway" leading to another room, or you could carry a thing with a MUF action attached. The action is usuable when you are carrying the thing or when the thing is in the same room with you. 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 "doorway" leading to another room, or you could carry a thing with a MUF action attached. The action is usuable when you are carrying the thing or when the thing is in the same room with you.
  
-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 to the airlock. Other players could take and wear them, but as soon as they drop the suit it would come back to your ship.+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 **''@link''**ed to the airlock. Other players could take and wear them, but as soon as they drop the suit it would come back to your ship.
  
-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 **''@lock''** to control who is able to pick up your thing. To make an object immobile, you could use these commands:
  
   @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 "me&!me" -- me and not me -- a conditon that can never be met, which would even prevent you from accidentally picking it up.) However, you or a wizard could still move it using @teleport. Linking your thing to the room means if it ever does somehow get moved, it ought to eventually be swept back home where it belongs.+Now nobody but you can pick it up. (You could also lock it to "me&!me" -- me and not me -- a conditon that can never be met, which would even prevent you from accidentally picking it up.) However, you or a wizard could still move it using **''@teleport''**. Linking your thing to the room means if it ever does somehow get moved, it ought to eventually be swept back home where it belongs.
  
 ====== 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.
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 ====== 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