Builder Commands

IDEA! 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

This topic: SluggyMARE > WebHome > BuilderCommands
Topic revision: 04 Aug 2005, SluggyQBFreak
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