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== Room Creation, Step by Step: == STOP! Before you build any rooms, type: '''''@build-option dig_exit $rp_exit''''' '''''@build-option dig_room $rp_room''''' These will set you up so any new room you make defaults to an rp_room type and the exits to rp_exit types. It will save you so much annoyance. That said! === Making A New Room === You may not have to do too much of this, but it's ok to expand on the existing rooms if you've got good ideas in mind. @dig creates a new room and, potentially, exits to it. review help @dig in-game for details, as you can make a room without exits, a room with one-way exists, etc. But for a short version, '''''@dig direction1,dir1alias|direction2,dir2alias to "New Room Name".'''''<blockquote>''@dig west,w|east,e to "District One - Northwestern Plaza"''<blockquote>District One - Northwestern Plaza (#153) created. Exit from District One - Northeastern Plaza (#147) to District One - Northwestern Plaza (#153) via {"west", "w"} created with id #154. Exit from District One - Northwestern Plaza (#153) to District One - Northeastern Plaza (#147) via {"east", "e"} created with id #155.</blockquote></blockquote>IF for some reason your rooms are not rp_rooms or your exits not rp_exits, you can fix it with: '''''@chparent #roomid to $rp_room''''' '''''@chparent #exitid to $rp_exit''''' '''''@chparent #exit2id to $rp_exit''''' === Set a Room Description: === '''''@describe #roomid as "Description Here"''''' This is pretty easy, huh? If you forget the room ID, you can use: '''''where,''''' if you're there; '''''@kids $rp_room'',''' to see a list of every rproom and name in-game; '''''@addroom <name> #number''''', to remember a room in a list you can see with @rooms; ==== Setting Up Exits: ==== This is largely just done through setting certain properties. Note, if you forget an exit's ID, @exits in a room will show you. Here is exit #142, which appears in the room as: The truly massive dome of District One is accessible via the western airlock ('''west'''). Looking at the properties of it with @show #142, we see the four I set, using '''''@set #exitID.property to "words here"''''': long_description: "The truly massive dome of District One is accessible via %n." begin_move_emote: "%N joins the queue waiting to depart through %t." move_emote: "With a soft hiss of recycled air and a blast of UV decontamination, %N slips through %t." arrive_emote: "%N steps through into the dome of District One." How does this look in game?<blockquote>Silver joins the queue waiting to depart through the western airlock. With a soft hiss of recycled air and a blast of UV decontamination, Silver slips through the western airlock. District One - Southeastern Plaza You can go east ('''east''') from here. You can go north ('''north'''). Silver steps through into the dome of District One. </blockquote> ===== Pronoun Substitution ===== If you're writing exit messages, you're going to want to sub things in. For example, a standard exit message is "%N begins to move toward the %t." '''''help $string_utils:pronoun_sub''''' has a list of all of the pronouns, which is pretty intense. A shorter guide: ===== Names ===== %N for the person doing the action (Like @ on old UD); %t for the target of the action - the exit name, for example; %d for the direct object - not likely to be used in exits but in some potential crafting messages; %i for the indirect object - ditto as above; %l for the location where the action was performed - fills in the room name, if for some reason you need that. ===== Pronouns ===== %s: subject; he/she/they %o: object: him/her/them %p: possessive, dependent: his/her/their. I.e., it's his/her/their <object> %q: possessive, independent: his/hers/theirs. I.e., "the <object> is his/hers/theirs." %r: reflexive: himself/herself/themself ==== Making Items: ==== If you want to put in an item into a room, it's pretty simple too: '''''@create $rp_thing called "name here"''''' You may then want to '''''@addalias <shorter name> to #itemID'''''. For example, @create $rp_thing called "a fossilized leviathan" will need @addalias leviathan to #itemid for 'look leviathan' to work. Drop the item in the room. Describe it using '''''@describe''''' as you please. If you would like this item to have any special coded function, make a note of that to present to Rune. You can do '''''@set #itemID.integrated=1''''' to make it integrated.
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