There are two basic building methods on FurryMUCK SM. The manual method or the editroom method. The editroom method uses a menu driven process. The command to start the editroom method is EDITROOM . After than, just follow the menu items. Note with editroom, you must start in a room that you own.
The manual method is more flexable and will allow you to do things that can not be done with editroom. This process is outlined below.
The results of the command shown here.
The instructions for creating a room assumes that you are going to connect that room to a room that you currently own. For this example, we'll create a room called store room with an exit named SR;store room. Exits may be named with alternate names by seperating the names with a semicolon (;). This will be shown in the @open command below when the exit is created.
store room created with room number #129991.
Parent room set to BD's Environment Room (#15100).
Exit created with number #132349 and linked to store room(#129991RJ).
Now enter the room and create an exit from the store room to orginal room. For this example we'll assume that the starting room has a DBref number of #54321. It is important to note the DBref of the room that you want to connect (or link) the exit to.
store room(#129991RJ)
Exit created with number #132224 and linked to Den(#54321R).
The next step is to describe the room and maybe the exit. And to set the success, osuccess, and odrop for the exit. The success is the message that the user of the exit sees, the osuccess is the message that the rest of the characters in the room sees when the exit is used, and the odrop is the message that someone in the room that is being entered when the exit is used to enter that room.
Description set.
Description set.
Message set.
Message set.
Message set.
Now we'll add in an automatic listing of the exits in the room.
Message set.
And if you have an exit or action on the room that you don't want to show in the obvious exits list do this command.
Flag set.
Now exit this room back into the room you started in. And there describe the exit into the store room and set the success, osuccess, and odrop messages on the exit into the store room.
Description set.
Message set.
Message set.
Message set.
Congradulations, you have just created a basic room with an exit entering it and an exit leaving it.
But you ask, what if I don't own the room that I want to start in. First you get permision from the owner of the room that you want to build in. That character would set his room LinkOK and create an exit attached to his room for you to to @chown and link to your room. Those commands follow.
Owner changed to you.
Linked to store room(#129991RJ).
The rest of the commands shown in the example remain the same.
Feedback: Please send your message to The Webmaster. webmaster@furrymuck.com
Date: Feb. 20, 2012