-
Notifications
You must be signed in to change notification settings - Fork 0
/
btut2.html
152 lines (137 loc) · 5.64 KB
/
btut2.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
<html>
<head>
<title>The MUCK Manual: Creating Rooms and Areas (cont'd)</title>
</head>
<body bgcolor="#FFFFFF">
<center>
<a href="buildtut.html">prev</a>|
<a href="toc.html">toc</a>|
<a href="btut3.html">next</a>
</center>
<table>
<tr>
<td width="20%"> </tc>
<td>
<!-- BODY CONTENT HERE -->
<p><b>Creating Rooms and Areas (cont'd)</b></p>
<p><em>Creating an Environment Room:</em></p>
<p>If you are building an area, as opposed to one or a few rooms for personal
use, it's a good idea to parent the area to an environment room. Doing so will
allow you to create commands that can be used throughout the area, and will
let you do a backup of your work with a single <code>@archive</code> command.
As discussed in <a href="rooms1.html">Section 2.2</a>, rooms by default have
the same parent room (or environment room) as the room from which they are are
created. A room can be reparented by <code>@teleporting</code> it to a new
environment room. A reasonable approach to building an area is to
<code>@dig</code> an environment room, <code>@dig</code> the first room in the
area with the just-created environment room as its parent, and move to the new
room before creating additional rooms in the area. This way, standard
<code>@dig</code> commands will cause the additional rooms to be parented to
the area's environment room.</p>
<p><code>
====================================<br>
<nobr>
> @dig Amberside Environment Room <font color="red">(create the environment room)</font><br>
</nobr><nobr>
Amberside Environment Room created with room number 4801.<br>
</nobr><nobr>
> @register #4801 = aer <font color="red">(give it a registered name for easy access)</font><br>
</nobr><nobr>
Now registered as _reg/aer:Amberside Environment Room(#4801) on <br>
Shadowkat(#1131PBJ)<br>
</nobr><nobr>
> @set $aer = A <font color="red">(set env room Abode, so it will show up in @trace)</font><br>
</nobr>
Flag set.<br>
> @dig Amberside Inn: Tavern = $aer<br>
Amberside Inn: Tavern created with room number 4802.<br>
Trying to parent...<br>
Parent set to Amberside Environment Room(#4801RA).<br>
<nobr>
> @register #4802 = ai <font color="red">(register this too, since we'll be going there)</font><br>
</nobr>
Now registered as _reg/ai:Amberside Inn: Tavern(#4802) on <br>
Shadowkat(#1131PBJ)<br>
> @tel me = $ai <font color="red">(go there)</font><br>
You feel a wrenching sensation...<br>
Amberside Inn: Tavern(#4802R)<br>
Teleported.<br>
====================================
</code></p>
<p>If system parameters on your <code>MUCK</code> are set such that you cannot
teleport to your new room, it will be worthwhile to create a personal exit
that takes you there, for use while you are building the area. After the area
is built and linked to the rest of the <code>MUCK,</code> you can recycle
it.</p>
<p><code>
====================================<br>
> @act ai = me<br>
Action created with number 4803 and attached.<br>
> @link ai = $ai<br>
Linked to Amberside Inn: Tavern(#4802)<br>
> ai<br>
Amberside Inn: Tavern(#4802R)<br>
> @trace here<br>
Amberside Inn: Tavern(#4802R)<br>
Amberside Environment Room(#4801RA)<br>
Environment: Lowlands(#285RA)<br>
Rainforest Parent Room(#121RWA)<br>
Rainforest: Main Parent(#118RA)<br>
Master Environment(#101RA)<br>
**Missing**<br>
====================================
</code></p>
<p>The Amberside Environment Room is parented to <code>Environment:
Lowlands(#285RA)</code>, because we were under it when we issued the first
<code>@dig</code> command. This may be where we want it when the area is
finished, or there may be some other area of the <code>MUCK</code> that is
more suitable. After the area is finished, you would contact the
<code>MUCK's</code> builder wiz and discuss where to put the area. For now,
the current location should be fine. Additional rooms that we
<code>@dig</code> while under <code>The Amberside Environment
Room(#4801RA)</code> will automatically be parented to there. </p>
<p><code>
====================================<br>
> @dig Amberside Inn: West Wing<br>
Amberside Inn: West Wing created with room number 4804.<br>
> @trace #4804<br>
Amberside Inn: West Wing(#4804R)<br>
Amberside Environment Room(#4801RA)<br>
Environment: Lowlands(#285RA)<br>
Rainforest Parent Room(#121RWA)<br>
Rainforest: Main Parent(#118RA)<br>
Master Environment(#101RA)<br>
**Missing**<br>
====================================
</code></p>
One way we could make use of the enivonment room is to provide a command
available throughout the area we are building, and only in that area. If we
make an action called <code>map;look map;loo map;lo map;l map</code>,
attaching it to the environment room, and setting its <code>@succ</code>
to display a list with and ASCII map of the area, users will be able to
view a map of the area from anywhere within it.
<p><code>
====================================<br>
> @act map;look map;loo map;lo map;l map = $ae<br>
Action created with number 4805 and attached.<br>
> @link map = $nothing<br>
Linked to do-nothing.muf(#97)<br>
> @succ map = {list:the_map,this}<br>
Message set.<br>
> lsedit map = the_map<br>
<br>
( insert map ) <br>
<br>
====================================
</code></p>
<center>
<a href="buildtut.html">prev</a>|
<a href="toc.html">toc</a>|
<a href="#top">top</a>|
<a href="btut3.html">next</a>
</center>
</td>
<td width="20%"> </tc>
</table>
</body>
</html>