Builder Commands
A better formatted version of this page can be found on the
HelpGuide page under
HelpGuide#D_Digging_Rooms.
Digging Rooms
Rooms are created with the
@dig
command.
@dig roomname=exit to room;alias 1;alias 2,exit from room;alias 1;alias 2
You will be notified of the ID# assigned to the new room. The exit arguments are optional, but any room that has no entrance will periodically alert you that it is unconnected. When naming exits, you should state the door and then the direction in angled brackets (<>). You can include as many aliases as you want, but generally all you need is the direction. Try not to alias exits to built-in commands (it once baffled me for quite some time when pressing
l
for look pushed me into another room). Example names:
Window <E>;window;east;e, Outdoors <S>;out;o;south;s, Park <N>;park;north;n
Rooms are not controlled by any sort of geographical grid. There can be spatial inconsistencies, and the only thing that defines position is the name of the exit. If you want to rename an exit, simply
@name
it. To add aliases, you can either
@name
or
@alias
it, the only difference being that with
@alias
you can\x92t change the part the player sees, which is the actual name itself.
To reconnect an exit to another existing room:
@link <exit>=<room ID#>
To disconnect an exit from a room:
@unlink <exit>
To create a new exit:
@open <exit name>=<room ID#>
Any unlinked exit will always fail when someone tries to use it.
When a person passes the
@lock
, the
@succ
attribute set is activated, just as objects in the previous section did. Likewise,
@fail
is triggered when a person doesn\x92t pass the lock. In addition, a
@drop
set is activated in the destination room of an exit, after the
@succ
is triggered in the source room. Remember that exits do not necessarily have to have a counterpart taking the person back to the previous room.
There is a preferred exit order - arrange the directions of a compass, and list them from left to right, starting on the top. W NW SW N S NE SE E. You can
@push
an exit to the front of the obvious exits list. Try to arrange them in this order to make them easily readable.
@push <object>
@push
can also be used on objects in a room, to bump them to the top of the contents list.
Quick definitions and examples created by Workaphobia
--
SluggyKira - 27 Jul 2005
--
SluggyQBFreak - 04 Aug 2005
Formatting added