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  1. <html>
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  5. <body>
  6. <div class="header">
  7. The NakedMud Tutorial :: Creating Content
  8. </div>
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  10. <div class="content-wrap"><div class="content-body-wrap"><div class="content">
  11. <div class="head">Creating Content</div>
  12. <div class="info">
  13. Rooms, objects, and mobiles all have editing functions (redit, oedit, medit).
  14. If a key is specified, that content's information is brought up in the online
  15. editing tool. If the key does not exist, new content is created for the key.
  16. All content share some generic fields: inheritants, names, keywords, and
  17. descriptions. Most fields should be straightforward, and so will not be
  18. explained in detail. Inheritance
  19. and abstractness are covered in the "extras" tutorial. A few of the finer
  20. points of content creation will be covered here: extra descriptions, item
  21. types, and attaching triggers.
  22. </div>
  23. <div class="head">Attaching triggers</div>
  24. <div class="info">
  25. Rooms, mobiles, and objects can have scripts attach to them that are run when
  26. certain events occur -- entering rooms, wearing removing, or picking up an
  27. item, resetting a zone, hearing something said, and so on. Each content editing
  28. interface should have a T option. When the option is entered, a new interface
  29. for attaching and detaching triggers will become visible.
  30. <pre class="mud">
  31. N) Add new trigger
  32. D) Delete trigger
  33. Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">n</font>
  34. Enter key for trigger to attach: <font class="cmd">dissolve_on_drop@utilities</font>
  35. <font class="highlight">Current triggers:
  36. dissolve_on_drop@utilities</font>
  37. N) Add new trigger
  38. D) Delete trigger
  39. Enter choice, ? [topic] for help, or Q to quit:
  40. </pre>
  41. This simple trigger deletes all objects that are dropped into a room. Its script is:
  42. <pre class="code">
  43. me.send(obj.name + " dissolves after it is dropped.")
  44. extract(obj)
  45. </pre>
  46. Triggers are extremely flexible, and allow for scripted behavior in a wide
  47. variety of circumstances. Their creation is covered in the tutorials on
  48. scripting. For now, suffice to say they can be attached to mobiles, objects,
  49. and rooms through their respective OLC interfaces.
  50. </div>
  51. <div class="head">Extra descriptions</div>
  52. <div class="info">
  53. Rooms and objects can have extra descriptions attached to them. Extra
  54. descriptions are additional blocks of text about the content that can be
  55. accessed when particular aspects of the object or room are looked at. The Extra
  56. description editor is accessed via the X option in OLC.
  57. <p></p>
  58. When an extra description is created or edited, two fields can be changed. Its
  59. keywords, and its description. The description is what is seen when viewed, and
  60. the keywords are what can be looked at to present the description.
  61. <pre class="mud">
  62. Entries: 0
  63. E) edit entry
  64. N) new entry
  65. D) delete entry
  66. Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">n</font>
  67. 1) Keywords
  68. 2) Description
  69. Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">1</font>
  70. Enter a new list of keywords: wall, brick
  71. 1) Keywords
  72. <font class="highlight">wall, brick</font>
  73. 2) Description
  74. Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">2</font>
  75. ==========================================================================
  76. Begin editing. /q on a new line to quit, /a to abort. /h for help
  77. ==========================================================================
  78. ] <font class="cmd">As you look up at the wall, you see a loose brick about five feet up.</font>
  79. ] <font class="cmd">Taking a closer inspection, you can see it is jutting out a bit from the</font>
  80. ] <font class="cmd">wall. Unlike the other bricks, there doesn't seem to be any mortar holding</font>
  81. ] <font class="cmd">this one in place. It looks like you could just slide it in if you</font>
  82. ] <font class="cmd">pushed on it.</font>
  83. ]
  84. </pre>
  85. </div>
  86. <div class="head">Item types</div>
  87. <div class="info">
  88. When an item is first created, it is just a descriptive lump. Objects have no
  89. inherent functionality, only appearance. However, objects can be given
  90. (multiple) types. When an item gains a type, it gains functionality. Portals,
  91. weapons, wands, clothing. In the object OLC, the type menu can be brought up
  92. with the 'I' option. When this happens, a list of item types will appear:
  93. <pre class="mud">
  94. Editable item types:
  95. container furniture portal worn
  96. E) edit type
  97. D) delete type
  98. Enter choice, ? [topic] for help, or Q to quit:
  99. </pre>
  100. Each item type will have its own options to edit when selected. Note that each
  101. item can have multiple types. Your throne can be a piece of furniture, but it
  102. might also have a hidden compartment and act as a container for small objects.
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  112. <!--div class="footer">Edit Date: Nov 15, 2008. By Geoff Hollis</div-->
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