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<div class="header">
The NakedMud Tutorial :: Linking rooms
</div>

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<div class="content-wrap"><div class="content-body-wrap"><div class="content">
<div class="head">dig</div>
<div class="info">
There are numerous ways to set up connections between rooms. Like most muds,
NakedMud supports the four cardinal directions, up and down, northeast, 
southeast, southwest, and northwest. In addition, NakedMud also provides the
ability to open-endedly define your own movement commands on a per-room basis.
Dive, jump, enter, flee -- whatever you want.
<p></p>
The most basic way to link rooms is through the dig command. Dig allows you to
connect your current room to another room, via a specified direction. Let us
look at a basic example of dig:
<pre class="mud">
> <font class="cmd">look</font>
[mainstreet03@moonhaven] [City] Main Street
The street is nicely kept cobblestone.  Buildings of various sizes dot the 
north and south sides of the street.  The doors and windows on most are shut, 
suggesting the town has gone to bed for the night.  Flames flicker at the tops 
of tall polls lining either side of the streeet.  They give the street basic 
illumination.  A large tavern can be seen on the north side of the street.
Silhouettes of moving people are projected against the smoky windows of the 
tavern from inside lights.  The sound of music emits from within.

> <font class="cmd">dig mainstreet02 south</font>
You link mainstreet03@moonhaven [south] to mainstreet02@moonhaven [north].

> <font class="cmd">look</font>
[mainstreet03@moonhaven] [City] Main Street
The street is nicely kept cobblestone.  Buildings of various sizes dot the 
north and south sides of the street.  The doors and windows on most are shut, 
suggesting the town has gone to bed for the night.  Flames flicker at the tops 
of tall polls lining either side of the streeet.  They give the street basic 
illumination.  A large tavern can be seen on the north side of the street.
Silhouettes of moving people are projected against the smoky windows of the 
tavern from inside lights.  The sound of music emits from within.
<font class="highlight">  south      :: [mainstreet02@moonhaven] Main Street</font>

>
</pre>
The dig command will automatically attempt to re-link the destination room to
the source room, by setting up a returning path in the opposite direction.
However, if you provide a unique direction command, the destination room will
not be re-linked to the source room because it is not obvious what the return
direction would be. This can be made explicit by supplying a return direction
at the end of the dig command.
<pre class="mud">
> <font class="cmd">dig tavern enter leave</font>
You link mainstreet03@moonhaven [enter] to tavern@moonhaven [leave].
</pre>
In principle, any word can be used as a movement command. If a return direction
is not supplied, a returning link is simply not added.
</div>

<div class="head">Fill</div>
<div class="info">
In addition to being able to dig exits, you can also fill exits. Fill will
attempt to close off an exit in the specified direction, and the returning
exit as well, if possible. For example:
<pre class="mud">
> <font class="cmd">fill north</font>
You unlink mainstreet03@moonhaven [north] and mainstreet02@moonhaven [south].
</pre>
You can similarly fill exits with unique names by specifying the direction name
(and a returning direction, if you want to fill that as well).
</div>

<div class="head">redit</div>
<div class="info">
Exits can also be created and deleted through the room edit interface. In the
redit interface, there are two commands: E and F, for editing and filling exits.
In addition, this method of working with exits allows builders to manipulate
custom properties of the exit.
<pre class="mud">
> <font class="cmd">redit mainstreet03</font>
[mainstreet03@moonhaven]
1) Abstract: no
2) Inherits from prototypes:
mainstreet
3) Name

4) Description
A large tavern can be seen on the west side of the street.  [if is_evening() 
or is_night()] Silhouettes of moving people are projected against the smoky 
windows of the tavern from inside lights.[/if] The sound of music emits from 
within.
L) Land type [leave unchanged]
B) Set Bits: 
Z) Room can be reset: no
R) Room reset menu
X) Extra descriptions menu
T) Trigger menu
E) Edit exit
F) Fill exit
   north      : nowhere                   east       : nowhere
   south      : nowhere                   west       : nowhere
   up         : nowhere                   down       : nowhere             
   northeast  : nowhere                   southeast  : nowhere             
   southwest  : nowhere                   northwest  : nowhere             

C) Extra code

Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">e</font>
What is the name of the exit you wish to edit: <font class="cmd">north</font>
</pre>
Built-in exits can be specified by their aliases (n, w, s, e, u, d, nw, sw, se,
ne) or their full names. Unique exits must, of course, have a full name 
provided. Specifying an exit to edit brings you to a new menu, where you can
edit various properties of the exit, including the message it sends the room
when a character leaves or enters through it, as well as descriptions when
the exit is looked at, and keywords for interacting with it. For now, let us
simply link the exit back to the other part of main street
<pre class="mud">
1) Door name
<NONE>
2) Door keywords
<NONE>
3) Leave message
<DEFAULT>
4) Enter message
<DEFAULT>
5) Description

6) Exits to    : 
8) Key         : 
7) Closable    : [    No]
9) Pick diff   : [     0]
0) Spot diff   : [     0]
O) Opposite dir: <DEFAULT>

Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">6</font>
Enter a new destination: <font class="cmd">mainstreet02</font>
</pre>
</div>
<div class="head">Extra exit customization</div>
<div class="info">
You may have noticed that exits seem to support the ability to be closed, 
locked, picked, and hidden. Currently, exits can only be closed, opened, locked,
or unlocked. The ability to pick or hide exits is not built in, but variables
have been put in place so developers can implement this functionality as needed.
If an exit has a key specified, a player must have that item in their inventory
to lock or unlock that exit. The exit must also be closable to be (un)lockable.
Here is an example:
<pre class="mud">
1) Door name

2) Door keywords

3) Leave message

4) Enter message

5) Description

6) Exits to    : mainstreet02
8) Key         : 
7) Closable    : [    No]
9) Pick diff   : [     0]
0) Spot diff   : [     0]
O) Opposite dir: 

Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">7</font>

1) Door name

2) Door keywords

3) Leave message

4) Enter message

5) Description

6) Exits to    : mainstreet02
8) Key         : 
7) Closable    : [   <font class="highlight">Yes</font>]
9) Pick diff   : [     0]
0) Spot diff   : [     0]
O) Opposite dir: 

Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">8</font>
Enter a new key name: <font class="cmd">iron_gate_key</font>
</pre>

<p></p>
Custom enter and leave messages can be specified on exits. Player names are
referenced with use of the $n symbol. This symbol will crop up over and over
in scripting. Its relevance will be explained in scripting tutorials. Suffice
to know for now, $n is a proxy for an acting character's name.
<pre class="mud">
1) Door name

2) Door keywords

3) Leave message

4) Enter message

5) Description

6) Exits to    : mainstreet02
8) Key         : iron_gate_key
7) Closable    : [   Yes]
9) Pick diff   : [     0]
0) Spot diff   : [     0]
O) Opposite dir: 

Enter choice, ? [topic] for help, or Q to quit: <font class="cmd">3</font>
Enter a new leave message: <font class="cmd">$n swaggers down the street.</font>
</pre>
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<!--div class="footer">Edit Date: Nov 15, 2008. By Geoff Hollis</div-->
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