Building Tutorial

Welcome to the winter's Edge Building Tutorial.

Getting Started:

First, think about what you need. Once you have your vision in mind, send a request for a permit to the building queue. Within this message, we'll need a concise description of what you're proposing, what stats you have to back it up and what benefit this will have for you and the MUSH.

All project costs will be cleared with DMstaff before the project is to commence. If there is anything you want to clarify for how your PC is able to fund the project, please mention that within the initial request.

Building Checklist:


 * 2 * Room Name Format: @name here=Building - Room of Building
 * 2-3 * Exit and Room Desc Format: @desc =
 * 2-6 * Include <<+views and places>> where appropriate.
 * 3 * Coloured Exit Aliases: Exit Name
 * 3 * Exit Out: The exit back should always have a out;o alias.
 * 4 * Exit Attributes: @desc, @succ, @osucc; @fail, @ofail and @odrop
 * 5 * @parent each room to #98 or one of the +parents.
 * 5 * +Tmaps must be installed on every room.

PLEASE NOTE that the project needs to be inspected before it will be linked onto the grid. A short message to the building queue with subject INSPECTION will suffice. All queue mail will be answered within 48 hours. See: +Help Building# for detailed instructions on each item.

Room Naming & Descriptions

Once you're approved to build, head for the Building Nexus off the Waiting room (+OOC), and type 'open '. Bob will set up your room. Head inside!

Syntax= @Name here=Location - Room of the Location:

You'll probably want to rename the room. The new name should reflect the name of the location and which room of that location, such as Happy's Tavern - Lounge. The - separates the information.

Syntax= @Desc Here=%r%tDescription%r

You'll need to set the @Desc on the room using the %r%t at the beginning and a %r at the end. A good description is at least one well-written paragraph and should not scroll off the page. Please proof-read for spelling and grammar.

If you're using places code or +views, you should append the description to note them. Just add a line at the end of the description with: %r[center(<< Places and +Views Available >>,72)]%r

Exit Naming and Descriptions

A basic Out exit was made leading back to the building nexus. You'll probably want to change this...

@Name out=New Name ;alias;alias2 and so on.

Inside exits should be named after the doorway through which the next room is located or after the room to which it leads. It should be a short name, such as Oak Door or Library Door. If this exit leads back to another room or to the street, there should be an out alias added along with the others by using out;o;exit;x on the list of aliases. Outside rooms should be listed as compass directions, such as North, East, South or West, etc.

PLEASE NOTE ansi color codes are used on exit names. You are responsible for adding them, even if you don't have the ansi flag set.

Exit Descriptions:

Exits should have descriptions of what you see when looking in that direction. The format is the same as for a room with %r%tDescription%r (see +help building2), but does not need to be as long. Include any details the person should know about, like an opening hours sign. If it's an exit into a building, you should describe the facade of the building as well as the door.

Exit Attributes

Exits attributes need to be set on each exit. ALL of these attributes, including @fail and @ofail must be set. Here are examples with short explanations for each. You should change 'out' for your exit name and alter the messages as appropriate.

@Succ is the message relayed to the person as they go through the exit. @succ out=You go through the rickety door leading to the road. @Osucc is the message other people in the same room see. @osucc out=goes through the rickety door back leading to the road. @Odrop is the message people on the street see when the person comes out. @odrop out=steps out from the door to the Rod Radisa. @Fail is the message that the person sees if the exit is locked. @fail out=You try the door, but it's locked tight. @Ofail is the message the others in the room see when the exit is locked. @ofail out=pushes at the rickety door, but it appears to be locked. @Desc gives the description when one looks at the exit. @desc out=%r%tThe door is old and rickety.

Useful Info: Help Substitutions2 for his/her usage within messages.

Parents and Tmaps Parents:

Syntax= @parent here=

Every room needs to have a parent set. There are several options depending on what you want in your room.The standard parent is #98. Optional parents are all listed with the +parents command. +Parents returns a list of available parent numbers that allow for variable descriptions for different times of day, weather, etc. If you choose one of these, just look at it to see instructions once the # is set with the @parent command. Use of one of these allows for time and weather messages to be emitted to the room, even if the variable descriptions are not used.

Tactical Maps:

This is a graphical representation in addition to your @desc that allows others to see scale and placement of objects. Colors can be used within this code to add definition. If you need to start over, just re-initialize.

@set here=commands--To enabled commands on your room.

+tmapinit--To initialize the tmapping code.

+tmap--To see the tmap.

+tmapadd =/--To set markers within the grid.

+tlegadd = --To create a legend of symbols used.

+scale <#>--To set each square to equal # of feet.

+Views, Places and Things.

+Views:

&view-carpet here=%tOn closer inspection, you notice what appears to be a trap door.%r

These can be set to give more detailed information about things within the room. Note the %t beginning and %r at the end.

Places:

These are used for areas of a room such as tables or any area where a private conversation might be possible. They can, also, be used for noting rooms without using an actual room object.

To add more rooms, within your project, use:

@dig  - =Exit In %xh%xb<%xcAlias%xb>%xn;aliases,Exit Back %xh%xb<%xcAlias%xb>%xn;aliases;out;o

+qmail building= /

+Check

SYNTAX: +check

+Check is a building tool for checking your current project for all pertinant attributes. The options are either here or the exit name. It does not check for formatting or color on the exits, but it does check for all basic attributes.