<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>