MUCK Reference Guide/Building and Object Creation

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Welcome to the beginers guide to building! Everything you could ever need right here as a handy refrence guide!!!

You need to have a builder's bit to build on Twisted. Please speak to a member of staff for more information.

Room Building and Describing

@dig [roomname]
@open [exit name];[alt name1];[alt name 2]=[room dbref]
@desc [room dbref]=[room description]

To open a new room, simply use the command: @dig [roomname]

Upon opening your new room you will be presented with a dbref number (i.e. #666).

To open an exit to your new room, the command is: @open [exit name displayed];[alternate exit name1];[alt exit 2]=[dbref number of room] (i.e. @open (O)ut;O;o=#666)

To set the room's description simpy use the command: @desc [here or dbref]=[description]

Item Creation

@create [object name]
@desc [object dbref]=[object description]

For more help, look up the help files for @link, @unlink, and flags...


@create [puppet]
@set [puppet]=Z
@set [puppet]=X
@flock [puppet]=me
@action [control action]=me
@link [control action]=$null
@succ [control action]={force:[puppet's dbref],{&arg}}

NPC Waitress Program

Here's how to add an npc waitress, or at the very least a custom message that displays after someone triggers an action.

First, open an exit and link it to null. Remember that this exit won't show in the room your in so you may wish to add the trigger to the room description. In this instance we'll assume the desc includes something about summoning the (W)aitress.

@open W;w=$null
@suc W={otell:{name:me} summons the waitress and politely asks for a cup of water. Glaring coldly she turns her nose to {name:me} and storms off to the kitchen
complaing to herself. After what feels like an eternity she shoves the door open and marches over to the table slaming a glass of water violently down - but not
hard enough to break it. As she goes back to what she was doing she can clearly be heard muttering{lit:,} "I don't get paid enough for this..."}

All the text has to be between the brackets and after the otell:. The part that reads {name:me} displays the name of the person who triggered the text. It's totally optional. {lit:,} is the most important. A comma will break the code and display an error message. {lit:,} is the work around for it as it will display a comma anyways without any problems. So if you get an error, you might want to check for commas first.

Using lsedit for Descriptions

You can use lsedit for a room description and save everything to a text document by setting the desc to {list:name} where name is the title of the file your linking it to. If you don't understand what this means, don't worry about it. It's not that important.

Fake Items

Rather than creating objects for decoration in rooms and having to lock them down to prevent people from stealing them, you can just create a fake object. Fake items, or looktraps as they're actually called, are done very simply using @set and the information is stored in the room itself.

@set here=/_Fake/[Object Name]/Ok?:yes
@set here=/_Fake/[Object Name]/Name:[Object Name]
@set here=/_Fake/[Object Name]/Desc:[Description]
@set here=/_Fake/[Object Name]/ANSIDesc:[ANSI Description]
@set here=/_Fake/[Object Name]/HTMLDesc:[HTML Description]

Deleting/Removing Rooms or Items

So you've made a mistake or you just don't want that extra door to the bathroom in your bedroom. Well, the solution is simple: @rec [#dbref]. While staff can remove anything a player, or player with a build bit (depending on settings), can only remove objects they own.

Let's say for example that we want to remove Johnny's Dread Daggers. This item humorously has the dbref number of #666. All objects you own will show the dbref number in parenthesis after the item name. In this case it's Happy Noodle Daggers(#666). To remove the daggers from the game we'd use the command @rec #666 as long as you own the item.

Alternatively you can @rec [Item Name]. Because of spacing and abbreviating this is not recommended as there is always a greater chance of confusion this way. Using the dbref number is more exact. Just make sure you don't get the number wrong!

Note Note: @rec'ing an object cannot be undone. Also, keep in mind that the next item created will inherit the dbref of the last object recycled.

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