123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139 |
- <html>
- <head>
- <link href="../tutorial.css" rel="stylesheet" type="text/css">
- </head>
- <body>
- <div class="header">
- The NakedMud Tutorial :: Creating Content
- </div>
- <!-- content starts here -->
- <div class="content-wrap"><div class="content-body-wrap"><div class="content">
- <div class="head">Creating Content</div>
- <div class="info">
- Rooms, objects, and mobiles all have editing functions (redit, oedit, medit).
- If a key is specified, that content's information is brought up in the online
- editing tool. If the key does not exist, new content is created for the key.
- All content share some generic fields: inheritants, names, keywords, and
- descriptions. Most fields should be straightforward, and so will not be
- explained in detail. Inheritance
- and abstractness are covered in the "extras" tutorial. A few of the finer
- points of content creation will be covered here: extra descriptions, item
- types, and attaching triggers.
- </div>
- <div class="head">Attaching triggers</div>
- <div class="info">
- Rooms, mobiles, and objects can have scripts attach to them that are run when
- certain events occur -- entering rooms, wearing removing, or picking up an
- item, resetting a zone, hearing something said, and so on. Each content editing
- interface should have a T option. When the option is entered, a new interface
- for attaching and detaching triggers will become visible.
- <pre class="mud">
- N) Add new trigger
- D) Delete trigger
- Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">n</font>
- Enter key for trigger to attach: <font class="cmd">dissolve_on_drop@utilities</font>
- <font class="highlight">Current triggers:
- dissolve_on_drop@utilities</font>
- N) Add new trigger
- D) Delete trigger
- Enter choice, ? [topic] for help, or Q to quit:
- </pre>
- This simple trigger deletes all objects that are dropped into a room. Its script is:
- <pre class="code">
- me.send(obj.name + " dissolves after it is dropped.")
- extract(obj)
- </pre>
- Triggers are extremely flexible, and allow for scripted behavior in a wide
- variety of circumstances. Their creation is covered in the tutorials on
- scripting. For now, suffice to say they can be attached to mobiles, objects,
- and rooms through their respective OLC interfaces.
- </div>
- <div class="head">Extra descriptions</div>
- <div class="info">
- Rooms and objects can have extra descriptions attached to them. Extra
- descriptions are additional blocks of text about the content that can be
- accessed when particular aspects of the object or room are looked at. The Extra
- description editor is accessed via the X option in OLC.
- <p></p>
- When an extra description is created or edited, two fields can be changed. Its
- keywords, and its description. The description is what is seen when viewed, and
- the keywords are what can be looked at to present the description.
- <pre class="mud">
- Entries: 0
- E) edit entry
- N) new entry
- D) delete entry
- Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">n</font>
- 1) Keywords
- 2) Description
- Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">1</font>
- Enter a new list of keywords: wall, brick
- 1) Keywords
- <font class="highlight">wall, brick</font>
- 2) Description
- Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">2</font>
- ==========================================================================
- Begin editing. /q on a new line to quit, /a to abort. /h for help
- ==========================================================================
- ] <font class="cmd">As you look up at the wall, you see a loose brick about five feet up.</font>
- ] <font class="cmd">Taking a closer inspection, you can see it is jutting out a bit from the</font>
- ] <font class="cmd">wall. Unlike the other bricks, there doesn't seem to be any mortar holding</font>
- ] <font class="cmd">this one in place. It looks like you could just slide it in if you</font>
- ] <font class="cmd">pushed on it.</font>
- ]
- </pre>
- </div>
- <div class="head">Item types</div>
- <div class="info">
- When an item is first created, it is just a descriptive lump. Objects have no
- inherent functionality, only appearance. However, objects can be given
- (multiple) types. When an item gains a type, it gains functionality. Portals,
- weapons, wands, clothing. In the object OLC, the type menu can be brought up
- with the 'I' option. When this happens, a list of item types will appear:
- <pre class="mud">
- Editable item types:
- container furniture portal worn
- E) edit type
- D) delete type
- Enter choice, ? [topic] for help, or Q to quit:
- </pre>
- Each item type will have its own options to edit when selected. Note that each
- item can have multiple types. Your throne can be a piece of furniture, but it
- might also have a hidden compartment and act as a container for small objects.
- </div>
- <!-- content ends here-->
- </div></div></div>
- <!-- navigation starts here -->
- <div class="nav-wrap"><div class="nav">
- <iframe src="nav.html" height="100%" width="100%" scrolling=no frameborder=0>
- </iframe>
- <!-- navigation ends here -->
- </div></div>
- <!--div class="footer">Edit Date: Nov 15, 2008. By Geoff Hollis</div-->
- </body>
- </html>
|