Help (Create Location)



For the creation of locations, you will want to familiarize yourself with the |cDIG|n and |cTUNNEL|n commands, referencing: |cHELP DIG|n and |cHELP TUNNEL|n.<br /><br />|cTunneling|n<br />Syntax: |*tunnel sw = house|n<br />Tunneling is the simplest way to create new rooms using pre-defined, cardinal directions.<br /><br />The syntax example would result in a new room ‘house’ with an exit to the southwest from your current location. The ‘house’ room will automatically have an exit to the northeast built to connect back to your original location.<br /><br />|cDigging|n<br />Syntax: |*dig house = large red door;door;in,to the outside;out|n<br />Digging is a different way of creating rooms with more unique/custom exits.<br /><br />The syntax example would result in a new room named ‘house’. An exit called ‘large red door’ would be created in your current location and a corresponding exit named ‘to the outside’ in the house room leading back to Limbo would also be created. ‘Out’ and ‘In’ in the syntax are defining alias for the custom exits. <br /><br />|cCreating Exits|n<br />Syntax: |*open north;n = house|n<br />You can create new exits from where you’re standing to any location in the world, providing you know the location name.<br /><br />In the syntax example, an exit to the north (with alias n) will be created to the location called ‘house’. If there are multiple ‘house’ locations, you will get a list of matches and be able to select the proper one to link to.<br /><br />Generally speaking, exits are easier to deal with just using the |cTUNNEL|n command. It can get messy linking them correctly back and forth to each other when opening them manually, however, they can be edited in the Django Administration Interface using the |cgame location|n and |cdestination|n fields.<br /><br />|cRoom Name|n<br />Syntax: |*set <#room number>/name = Tower of Bells|n<br />The name is a short title for the room. Think of it in terms of where someone else in the world would see you. Example: Senki [At: Tower of Bells], where Tower of Bells is the room name.<br /><br />When creating a new room with |cDIG|n or |cTUNNEL|n, the room name should automatically be created, but you can use the above syntax to modify it.<br /><br />|cRoom Description|n<br />Syntax: |*set <#room number>/desc = This is a pretty tower covered in twinkling bells!|n<br />This is what other players will see when they enter the room. It can be as brief or verbose as you desire, as long as it makes sense in context with surrounding areas. Please note, exits are generated automagically and you do not need to include an exit summary (e.g. You see exits north and south.) in your description. However, you can include references to things that might be in or pointing to adjust locations (like street signs or landmarks in the distance).<br /><br />For enhancing locations, we have created a number of Variance tags that allow for dynamic descriptions that change given certain parameters. Please reference |cHELP VARIES|n for the full list of options and how to use them.<br /><br />|cZone|n<br />Syntax: |*tag here = <zone name>:zone|n<br />The region that this room will be a part of. Use |cZONES|n to see the full list of existing regions.<br />If you are creating a room for a region or zone that does not exist yet, simply supply the name for the new region and it will automatically be added to the |cZONES|n list.<br /><br />|cTags|n<br />Syntax: |*tag here = <location tag>|n<br />Tags are used to add built-in features to a location, for example, it could be a river, indoors, or a shop. The tags will also affect how the location appears on the |cMAP|n. Please reference |cHELP LOCATION TAGS|n for a full list of possible tags.<br /><br />|cBrightness|n<br />Syntax: |*set <#room number>/brightness = <# between -400 and +250>|n<br />Is your location always bathed in an ethereal glow or cast in shadows? <br />By default, rooms will be set to a brightness of 0, but an amount between -400 (Pitch Black) and +250 (Blinding Light) can be supplied for ambient and skill effects.<br /><br />|*Helpful Tips|n<br />- Before writing, create a floor plan or map to decide how your rooms connect: which direction will each exit go, is it hidden, are there doors, is it a one-way exit, or anything else special about it?<br />- Use environments appropriately -- snow in a tropical location without divine interference is not right!<br />- Descriptions as most see them are wrapped at 80 characters. Bear this effect in mind when writing: overly long room descriptions create a sense of fullness, over-saturation, excess; supremely short ones a sense of emptiness, deprivation, speed.