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how_to_build [2026/06/26 18:27] appledoghow_to_build [2026/07/04 00:19] (current) – external edit 127.0.0.1
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 Building is how the world grows: you **dig** new rooms, **describe** them, and Building is how the world grows: you **dig** new rooms, **describe** them, and
-**commit** them to make them permanent. These commands need the **worldbuilder** +**open** them to players. These commands need a builder role: **worldbuilder** or 
-or **implementor** role; ask an admin to grant it.+**implementor** (build anywhere), or **zonebuilder** (build only in zones you've 
 +been assigned). Ask an admin to grant one.
  
 In-game, the authoritative lists are always **help room** and **help zone** (and In-game, the authoritative lists are always **help room** and **help zone** (and
 **help topics** shows which topics you can see). This page mirrors them. **help topics** shows which topics you can see). This page mirrors them.
  
-== Drafts and committing+== Closed and open rooms
  
-When you dig a room it starts as a **draft**: it exists and you can walk into it, +A newly dug room is born **closed** — under construction. A closed room can't be 
-but it's flagged unfinished until you commit it. Its //look// shows a +entered by players through its exits, and its //look// carries a **[closed]** note. 
-**[draft room]** note. Run **room commit** once you're happy with it, and the +Builders who can edit a room may simply **walk into** it (and reach it with **goto**) 
-room, together with its exits and the way back, becomes permanent.+to keep working. When it's ready**room open** (alias **room commit**) opens it to 
 +players; **room close** (alias **room draft**) closes it again for maintenance.
  
 == Digging rooms == Digging rooms
  
-* **dig //dir//** — dig a new room to the //north/south/east/west// and step into it.+* **dig //dir//** — dig a new, unnamed room to the //north/south/east/west// and step in. 
 +* **dig //dir// //name//** — open a passage to an existing room called //name//, or dig a **new** one with that name and step in. 
 +* **dig //dir// //id//** — open a passage to the existing room with that //id//. 
 +* **dig new //name//** — a room with **no** exits (also: **dig -** / **dig .** / **dig noexit**).
  
-When you dig, a **two-way** passage is made automatically: the way back is dug for +Digging a **new** room makes a **two-way** passage (the way back is dug for you) and 
-you, so the exits work in both directions. The new room also inherits the **zone** +steps you through; the room inherits the **zone** you dug from. Linking to an 
-of the room you dug from. It opens with a placeholder name and description. You can set +**existing** room leaves you put and only adds the exit (the return exit too, if that 
-those next.+room's facing slot is free).
  
 == Editing the current room == Editing the current room
  
 * **room name //name//** — name the room * **room name //name//** — name the room
-* **room desc //text//** — set the room'description (what players read on //look//) +* **room desc //text//** — set the description (what players read on //look//) 
-* **room info** — show the room'id, zone, exits (with their target room ids), and draft/committed state +* **room keywords //words//** — alternate names for the room, so **goto //word//** reaches it 
-* **room commit** — make the room and its exits permanent+* **room info** — its id, zone, exits (with target ids), and open/closed state 
 +* **room open** / **room close** — open to players, or close for maintenance 
 +* **room delete //id//** — delete a **closed** room (asks you to confirm; it goes to trash and inbound exits are stripped) 
 + 
 +== Editing exits directly 
 + 
 +**dig** always makes a //two-way// passage. To set or clear a //single// (one-way) 
 +exit, edit it directly — like every **room** command, on the room you stand in: 
 + 
 +* **room exit //dir// //id|name//** — point this room's //dir// exit at a room 
 +* **room noexit //dir//** — remove this room's //dir// exit 
 + 
 +These are one-way, so the far room is untouched. To fix the matching exit, **goto** 
 +that room and edit it there. 
 + 
 +An exit can also be **unlisted**: a **secret** exit you can still walk if you know to, 
 +or a **hidden** exit sealed until a lever opens it. Both are set with room-data flags -- 
 +see **[[Advanced Building]]** (//Hidden exits// and //Secret exits//). 
 + 
 +== Getting around 
 + 
 +**goto** teleports you straight to a room — handy for editing the far end of a 
 +one-way exit, or any room you can build in. 
 + 
 +* **goto //id//** — by number 
 +* **goto //name//** — by name (or a room **keyword**), preferring your current zone 
 +* **goto //name// //zone//** — prefer a given zone (by name or id) 
 + 
 +You can only **goto** (and walk into closed) rooms in zones you're allowed to build in.
  
 == Zones == Zones
  
 Zones group rooms into areas — a town, a forest, a dungeon. Every room belongs to Zones group rooms into areas — a town, a forest, a dungeon. Every room belongs to
-exactly one zone.+exactly one zone. A zone has an **internal name** (used in commands) and optional 
 +**display** info shown to players. 
 + 
 +* **zone create //name//** — create a new zone (internal name; tells you its id) 
 +* **zone list** (or the **zones** command) — list all zones 
 +* **rooms //[zone]//** — list rooms in the current zone, or a named/numbered one 
 +* **room zone //id|name//** — move the current room into a zone 
 +* **zone name //display//** — set the zone's display name (shown as //internal - Display//
 +* **zone desc //text//** — set the zone's description 
 +* **zone suggested //lo// //hi//** — set the zone's suggested level range 
 + 
 +The **zones** list reads: //#id internal - Display name - Description (lo-hi)// — each 
 +part shown only once you've set it. 
 + 
 +== Items and creatures 
 + 
 +Builders also stock the world with **items** (a sword, a lamp, a sign) and 
 +**mobiles** (creatures and NPCs). Those have their own guides: 
 + 
 +* **[[All about Items]]** — create, describe, keyword, equip, and blueprint items (the item factory) 
 +* **[[All about Mobiles]]** — create creatures, give them data, and simple reactions 
 +* **[[Shops]]** — turn a mobile into a shopkeeper that buys and sells
  
-* **zone create //name//** — create a new zone (it tells you the new zone's id) +Zones also **reset** about once an hour, repopulating any registered spawns; the 
-* **zone list** — list every zone and how many rooms it holds +//zone setspawn// (mobiles) and //zone setitem// (items) commands live in those two guides.
-* **room zone //id|name//** — move the current room into a zone, by id or by name+
  
-=== Example+== A worked example
  
 {{{ {{{
 dig north dig north
 room name Kitchen room name Kitchen
-room desc A cramped kitchen. A fan turns slowly on the ceiling and the linoleum floor squeaks underfoot.+room desc A cramped kitchen. A fan turns slowly on the ceiling and the linoleum squeaks underfoot. 
 +room keywords kitchen cook
 room info room info
-room commit+room open
 }}} }}}
  
-You dug a room to the north, named and described it, checked it over, and made it +You dug a room north, nameddescribed and keyworded it, checked it over, and opened 
-permanent. Walk **south** to come backthat return exit was created for you.+it to players. Walk **south** to come back — that return exit was made for you.
  
 == Builder help topics == Builder help topics
  
-* **help room** ... the dig / room commands +* **help room** — dig / room / exit / goto 
-* **help zone** ... the zone commands +* **help zone** — the zone commands 
-* **help worldbuilder** //and// **help implementor** — your role's overview (each gated by that role)+* **help item** // and // **help mob** — items and creatures 
 +* **help worldbuilder** // and // **help implementor** — your role's overview
  
how_to_build.1782498477.txt.gz · Last modified: by appledog

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