How-To Guide to Build

This is a guide for anyone who is unsure about aspects of building on Depraved, especially necessary aspects. If there's something related to building you don't see here and would like to, simply contact East in game, via page or +request.

Building Checklist

-Are all rooms desced? Do all descs start with %R and end with %R?
-Are all rooms parented to #91?
-Do all exits leading outward have aliases of 'out' and 'o'?
-Have you spell checked your room names and descriptions?
-Do you have excessive rooms? Will they all be RPed in?


Required Building

These are commands that are necessary, especially in any project that consists of more than one room. Learn them, love them. Because if these are not used, then the approval of your project will be delayed.


@dig

This is the command that is used to create a new room and, if used properly, to create an exit both to and from the new room, all at once.

Syntax:
@dig Room Name=Exit To;alias1;alias2,Exit From;alias1;alias2

Things to keep in mind; you MUST put a comma between the aliases for the exit to the new room and the exit from the new room. If you don't, it will view everything after the = as aliases for the exit to your new room. So to create a room called Kitchen, you might use a command like:

@dig Kitchen=Kitchen;k;kit,Out;o;exit;x;leave

This would first create a room called Kitchen, then it would create an exit into the kitchen with aliases of k, kit and kitchen. Lastly, it would create an exit out of the kitchen into your current room with the aliases out, o, exit, x, leave.

Note: There is no need to have multiple aliases that vary only in capitalization. I.E., Out works just as well as out. There is no difference between them.


@parent

This is, without a doubt, the easiest command here. On Depraved creations, all rooms need to be parented to room #91. The first room of a build is automatically parented. For all other rooms you simply need to type:

@parent here=#91

That's it.


Exits

Since @dig creates exits for you, you shouldn't need to create exits. However, if you do, you should use the open command.

Syntax:
@open New Room;alias;alias;alias=#dbrf of destination room

Example:
@open Kitchen;kit;k=#1234

Do note that this command only creates an exit TO the room, it doesn't create an exit leading back.

NOTE: All exits that lead OUT of a project and back towards the main grid, MUST at least have the aliases 'o' and 'out'. Without this, your project approval will be delayed.


Optional Building

These are things that either aren't necessary for approval, or that you may not need.


@name

This can be used to rename either rooms or exits.

Syntax for rooms:
@name here=New name

Example:
@name here=Small House - Kitchen

Syntax for exits:
@name Exit=Exit;alias;alias;alias

Example:
@name Hallway=Kitchen;kit;k


Exit messages

While not necessary, I highly recommend that all exits have messages. These are the messages that you see when either you or someone else uses an exit. I'll go through how to set each one, and an example of what it looks like.

@succ

Syntax:
@succ exit=message

Example:
@succ kitchen=You move into the kitchen.

When you use the exit it displays to YOU:
You move into the kitchen.

@osucc

Syntax:
@osucc exit=message

Example:
@osucc kitchen=moves into the kitchen.
When someone else uses the exit, it displays to others in the current room:
PlayerName moves into the kitchen.

NOTE: There is no need to put a name or %N in front of this. The code automatically puts the player name in front of it.

@odrop

Syntax:
@odrop exit=message

Example:
@odrop kitchen=enters from the hallway.

When someone uses this exit, people in the destination room see:
PlayerName enters from the hallway.

NOTE: There is no need to put a name or %N in front of this. The code automatically puts the player name in front of it.

@fail

Syntax:
@fail exit=message

Example:
@fail exit=That door is locked.

When you use the exit, you see:
That door is locked.

@ofail

Syntax:
@ofail exit=message

Example:
@ofail kitchen=tries to open the door, but it's locked.

This displays to people in the room:
PlayerName tries to open the door, but it's locked.


Places

Places are virtual places to sit, stand or occupy. You never leave the room you're in OOCly, but it allows you to have quiet conversations with people, such as people sitting at a table talking, or in another room ICly. It can help save on building space, by creating rooms via places instead of @dig. I won't be explaining how to USE the places code here, since this is a building tutorial, but +help places on the game can help you there. But if you do use places in your build, please include a message at the end of the description stating so.

There are several steps that need to be taken to set up places in a room. The first is to configure the room for places. This is done with:

Configure # places

Example:
configure 5 places

This would set up 5 places in your current room. But you're not done yet! There are several options that can be set on each place. You do this with:

update Place#/Option=Text

Example:
update 1/describe=A simple round table.

There are several different options that can be set. Each is listed below, with a description of that option, and the default message.

Option Description Default Text
NAME Place Name Table x
MAXPLACES Max number of people allowed at this place Random
CURPLACES Current number of spots at this place Random (Between 1 and the MAXPLACES)
FIXED Fixed fail message NULL
FULL Message given when place is full. That table has no more room.
JOIN Message given when place is joined. You sit down at PlaceName.
OJOIN Message seen by others when place is joined. sits down at PlaceName.
DEPART Message seen when you leave a place. You stand and leave PlaceName.
ODEPART Message given when you leave a place. stands and leaves PlaceName.
PREFIX Message appended to any poses/says at the place. At your table
DESCRIBE Description of place. A table with 4 legs and some chairs.

Views

Views are handy things. They can give extra information about a room, giving OOC notes, or more description about something. +view here lists all the views at the current location, while +view here/ViewName shows a specific view.

To set a view on a room, you would use:

&view-NAME here=Text

Example:
&view-Notes here=This is some additional information.

Simple as that. But do remember to use a hyphen rather than an underscore, or your view will not show up properly. And as with places, if you use views, please include a statement at the end of your room description saying as much.


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