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Mail Message Number 7 (Message ID #: 5406)
FROM: Gwartad - Fri Apr 20 09:15:10 2007
SUBJECT: Set up a cubicle, explained
TO: (Valley) Gwartad
MESSAGE:
Heya, folks,
After several requests and questions about this subject, I've decided to explain how to set up and desc a cubicle some more. If it's still not enough, type chelp, when in the cubicle room. Here are the steps I take when doing this.
1)Join the player in the room where you want the thing, and together decide on a name. For the name, choose one that starts with the character's name, followed by Room, Abode, Den, whatever you fancy. For player Gwartad it would be Gwartad's Office, Gwartad's Corner, and so on. Spaces are possible.
IMPORTANT: Note the abbreviation that this name implies. So, in our example, Gwartad's Abode would be GA. *If that already exists in the room, DON'T USE IT. Use another name. Also, don't use CC or MR, which are often used for Central Chamber and Main Room. We need an abbreviation that is UNIQUE.*
2)Determine the player dbref with +finger or num(), and remember that.
3)Now create the cubicle, using
addcubicle <cubiclename>,<playerdbref>,<exitname>.
In our case:
addcubicle Gwartad's Abode,#30349,GA.
We are now ready to desc this thing. Here's what I tell the player to do:
1)Have them type "&cubicle me=Blah blah." When necessary, explain that is an attribute that is now set on themselves
2)Have them type "@set me/cubicle=vis", and explain, if you want, what that does. It doesn't hurt to understand these things. Also, when "redescing" the cubicle in the future, this step is no longer necessary if they leave the cubicle attribute on their players. Up to you how much you tell - it depends on the player.
3)Now we copy the attribute CUBICLE that's on the player to the cubicle itself: have them type
cubdesc <exitname> <attribname>. In our case:
cubdesc GA cubicle.
Confirm, by walking into the cubicle, that everything has worked. The cubicle desc should read "Blah blah."
The player should now know enough to tinker away, so leave him to it. Note also that this attribute thingie is explained extensively in
CHELP ATTRIBUTES, which is often overlooked.
The same system applies to inspects, so with the help files in hand, the player should be able to do this on his/her own.
Spammingly,
~~ Thing.
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