rename.html 2.9 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970
  1. <html>
  2. <head>
  3. <link href="../tutorial.css" rel="stylesheet" type="text/css">
  4. </head>
  5. <body>
  6. <div class="header">
  7. The NakedMud Tutorial :: Changing content keys
  8. </div>
  9. <!-- content starts here -->
  10. <div class="content-wrap"><div class="content-body-wrap"><div class="content">
  11. <div class="head">Changing content keys</div>
  12. <div class="info">
  13. It is not uncommon for a builder to have to change the keys for various zone
  14. contents. Perhaps a spelling mistake is made, or on a larger scale, a builder
  15. has made mainstreet01 to mainstreet09, but has decided they would like to
  16. add an extra five rooms in the middle. Or maybe, a better key for content
  17. has simply come to mind. For these circumstances, it is possible to change the
  18. key of a zone content. Rooms, objects, mobiles, and triggers can have their
  19. keys changed with the rrename, orename, mrename, and trename commands,
  20. respectively. To change a key, you must first specify its current key and then
  21. the new key you would like to use. For instance:
  22. <pre class="mud">
  23. > <font class="cmd">rrename town_square old_town_square</font>
  24. town_square rproto renamed to old_town_square.
  25. town_square reset does not exist.
  26. </pre>
  27. Rooms, objects, mobiles, and triggers will all display the first line of this
  28. command. Additionally, rooms will automatically try to carry over their reset
  29. commands with them (if available). Now, the content that was previously
  30. referenced by town_square is referenced by old_town_square
  31. <pre class="mud">
  32. > <font class="cmd">goto old_town_square</font>
  33. [old_town_square@moonhaven] [City] Town Square
  34. Town square is actually more circular than anything. The street is composed of
  35. fine cobblestones, in a spiral pattern. In the center of the square is a large
  36. fountain. The streets are surprisingly busy, even at night. People are
  37. milling about, with the occasional friendly duel gathering a crowd.
  38. north :: [merchant_street01@moonhaven] Merchant Street
  39. east :: [mainstreet04@moonhaven] Main Street
  40. south :: [merchant_street04@moonhaven] Merchant Street
  41. west :: [mainstreet01@moonhaven] Main Street
  42. A large fountain is here, bubbling in the center of the square.
  43. </pre>
  44. </div>
  45. <div class="head">Deleting content keys</div>
  46. <div class="info">
  47. Sometimes zone content is no longer needed. In such cases, it can be deleted.
  48. Each type of content has its own delete function. You guessed it: rdelete,
  49. mdelete, odelete, and tdelete. Notably, zones <i>cannot</i> be deleted from
  50. within the mud. A player with shell access must edit the mud's lib/world/
  51. directory and delete the zone folder manually.
  52. </div>
  53. <!-- content ends here-->
  54. </div></div></div>
  55. <!-- navigation starts here -->
  56. <div class="nav-wrap"><div class="nav">
  57. <iframe src="nav.html" height="100%" width="100%" scrolling=no frameborder=0>
  58. </iframe>
  59. <!-- navigation ends here -->
  60. </div></div>
  61. <!--div class="footer">Edit Date: Nov 15, 2008. By Geoff Hollis</div-->
  62. </body>
  63. </html>