Creating Content
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.
Attaching triggers
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.
N) Add new trigger D) Delete trigger Enter choice, ? [topic] for help, or Q to quit: n Enter key for trigger to attach: dissolve_on_drop@utilities Current triggers: dissolve_on_drop@utilities N) Add new trigger D) Delete trigger Enter choice, ? [topic] for help, or Q to quit:This simple trigger deletes all objects that are dropped into a room. Its script is:
me.send(obj.name + " dissolves after it is dropped.") extract(obj)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.
Extra descriptions
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.
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.
Entries: 0 E) edit entry N) new entry D) delete entry Enter choice, ? [topic] for help, or Q to quit: n 1) Keywords 2) Description Enter choice, ? [topic] for help, or Q to quit: 1 Enter a new list of keywords: wall, brick 1) Keywords wall, brick 2) Description Enter choice, ? [topic] for help, or Q to quit: 2 ========================================================================== Begin editing. /q on a new line to quit, /a to abort. /h for help ========================================================================== ] As you look up at the wall, you see a loose brick about five feet up. ] Taking a closer inspection, you can see it is jutting out a bit from the ] wall. Unlike the other bricks, there doesn't seem to be any mortar holding ] this one in place. It looks like you could just slide it in if you ] pushed on it. ]
Item types
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:
Editable item types: container furniture portal worn E) edit type D) delete type Enter choice, ? [topic] for help, or Q to quit: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.