Building

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This page offers a concise guide to the key steps of building a room or series of rooms on the game.

Check Quota

To begin a build project, make sure you have sufficient building quota by using the quota command. You will need 3 quota per room you wish to build. (This includes 1 quota for the room itself, 1 for the exit leading inside, and 1 for the exit leading back out of the room.) If you need additional quota, you can submit a request to staff. (On the game, use help request for information on this command.) When you've checked your quota, you can proceed to the building area.

Begin a Project

After checking your quota, you should proceed to the room where you wish to build. Generally, this means you should go to the Build Projects room off of the Player Lounge in the game's OOC World. From there, you can use the getroom command to get your first room. From there, you can expand outward using the standard building commands.

Building Conventions

Room names should generally follow the pattern of "Area - Location," for example, "Hill House - First Floor - Library." Exits should be given brief names, as the exit name is what must by typed in order to use the exit. Where possible, these should be compass directions (N S E W, NE, NW, SE, SW) or up/down (U, D). Other exits may follow the initials of the room being entered, for example "HH" for "Hill House." In some cases, the most logical name for the exit is that it leads out, in which case it might simply be named "O." Exits may also carry multiple names by naming them with a semicolon between each string that can be typed to use the exit. For instance, if you name an exit "O;out" then you can type either "o" or "out" to pass through it. These additional names are called "exit aliases." It is a best practice for exits that lead from an inner area of a build project to an outer area to be named with "out" as an alias, so an exit into a room might be named "N;north" while an exit back out might be named "S;south;o;out."

Building Commands

Dig

This command will create a room and let you make exits to go in and out of it. For further details, on game you may use help @dig.

Syntax: @dig ROOM NAME=IN EXIT,OUT EXIT
Example: @dig Hill House - First Floor - Kitchen=E;east,W;west;o;out

Search

This will list all objects, rooms, and exits you own, which will help you find their corresponding numbers. You will need those numbers for some commands. For further details, on game you may use help @search.

Syntax: @search

Open

When you need to create an exit to a room that already exists, use the open command. The ROOM NUMBER should correspond to a room you own, which you can find with the @search command. For further details, on game you may use help @open.

Syntax: @open IN EXIT=#ROOM NUMBER,OUT EXIT
Example: @open E;east=#0000,W;west;o;out

Link

When you need to set or change where an exit leads, use the @link command. The ROOM NUMBER should correspond to a room you own, which you can find with the @search command. For further details, on game you may use help @link.

Syntax: @link EXIT=#ROOM NUMBER
Example: @link e=#0000

Name

When you need to set or change the name of a room or exit, use the @name command. If used, the ROOM NUMBER should correspond to a room you own, which you can find with the @search command. For further details, on game you may use help @name.

Syntax: @name HERE or EXIT NAME=NEW NAME or @name #EXIT OR ROOM NUMBER=NEW NAME
Example: @name e=W;west or @name #0000=W;west or @name here=Hill House - First Floor - Kitchen

Desc

When you need to set or change the description of a room or exit, use the @name command. For further details, on game you may use help @desc.

Syntax: @desc HERE or EXIT=DESCRIPTION or @desc #EXIT OR ROOM NUMBER=DESCRIPTION
Example: @desc e=This is an exit description. or @desc #0000=This is an exit description. or @desc here=This is an exit description.

Nuke

If you need to remove or destroy a room or exit, use the @nuke command. For further details, on game you may use help @nuke. Use this command with caution!

Syntax: @nuke HERE or EXIT NAME or @nuke #EXIT OR ROOM NUMBER
Example: @nuke e or @nuke #0000 or @nuke here

Configuration

Rooms come with various configuration options. On Wilde Adventures MUX, our rooms use custom code to display times of day, weather, and so forth. This varies with a room's parent object. (On game, reference help parent objects.) By default, all rooms are set with a generic parent object, which staff will generally update to represent the region of the game where a room is located. Rooms carry various display options for their contents, and staff can help with setting these. However, there are a few basic options to be aware of:

  • To make a room display an artificial light source, go to that room and use: @set here=light. For indoor-parented rooms, this can then be toggled with the lights command.
  • When a room is lit in the above manner, it will display a special message in the room description. You can customize this message with a variation on the following: &ARTIFICIAL-LIGHT-DESC here=Standing lamps illuminate the room.
  • You can customize the message emitted when you use the lights command by setting variations of the following:
    • &LIGHT-ACTION here=[name(%0)] lights the room's lamps.
    • &LIGHTS-OUT-ACTION here=[name(%0)] douses room's lamps.