Blobs are used to make things. You can see the list of commands provided by this blob by issuing the command 'blob help' You can configure it with the 'setup' and 'domain' commands.The blob will change it's description based on it's configured state. It remembers the configured state between logins. Shown here is the appearance of a blob that has never been configured at all. C:> blob help
The universal blob is used to make things. The blob provides several commands you use by doing 'blob'Please refer back to 'blob help' if you run into trouble with the commands, and note that 'help blob' gives you different help!To use it you must set up a domain for it to use and a type of object to make. You do this using the 'domain' and 'setup' commands. Available commands are: domain - to configure the domain to use setup - to configure the type of thing to make types - to list the allowable arguments to the 'setup' command status - to show the blob status, also obtained by looking at the blob make - to start making a new item, optionally specifying the file to save to load - to load a previously created item list [all] - to list previously created items without the all argument only lists items for the current setup delete - to remove a previously created item cd - to cd to the working dir for the blob goto - to teleport to an object in 'list' which is a room. clone - to clone an object from the current setup ino your inv. advanced (on|off) - to enter or leave advanced mode. newdomain - to create a new domain (king only). Help can found at http://tharsis.dyndns.org/wizard/blob 'help blob'
Blob is initialising... You have not configured the blobs 'type'. Use blob 'setup'The blob is now configured to use the test domain.
Possible types are: armours containers monsters rooms treasures weaponsWhen you use the blob setup command you must select a type from the above list and type it in exactly. blob setup room WILL NOT WORK C:> blob setup rooms
Blob is initialised for type 'rooms' ... Using domain: DOM_TEST Making things of type: rooms Blob domain dir: /room/areas/develop/test Blob working dir: /room/areas/develop/test/roomsThe blob is now configured with a domain and a type. It is now time to start making.
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:The blob works by presenting you with the list of attributes that you can set. You set the attributes to the values you desire and then you save the object.
Please enter Short Description (Use '~q' to abort and '?' for help):You are able to do a ? at almost any time and be given more information. The help given by the ? command (with some extra examples) can also be found on the web pages for the blob and in help blob. ?
Help: This description is a single line that is seen when the player is in brief mode or when they glance. Format: stringA wet cave
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:Next we set the long attribute. long
Please enter Long Description (Use '~q' to abort, '?' for help and '**' to terminate):Note that some attributes, like short require just a single line. Others, like long, support multiple lines and have to be ended with **. ?
Help: This description is the text that a player sees when they enter a room while in verbose mode or when they do a look. Format: stringSeveral underground tunnels merge here, forming a small natural cave.
Please enter Room exits: Commands 'list', 'delete #', 'addFor any attribute that supports multiple entries you will be presented with this new menu which allows adding entries, deleting entries, clearing the whole list of entries, aborting changes and saving changes. ?', 'clear', 'abort', 'save' >>
Help: The exits from the room that lead to other rooms. Not including doors. Format: direction:room-file >>Take special notice of the format you must enter direction:*room-file*, eg "east:room1" not "east room1". add east:cave_2
Added 'east:cave_2' >>list
0: east:cave_2 >>At this point we could do delete 0 if we wished. add west:cave_3
Added 'west:cave_3' >>save
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:We have just added 2 exits, as per the map at the top of this page. Now we have to make the room indoors rather than outdoors. inside
Please enter Whether the room is enclosed (Use '~q' to abort and '?' for help):?
Help: If this room is 'inside' then set this to 1. If it is outside set this to 0. Format: 1 or 01
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:Lets make our cave lit, not really normal but what the hey! light
Please enter Light level (Use '~q' to abort and '?' for help):?
Help: The light level in the room. 0 is normal night, 1 is normal daylight. Using other values will requires approval. Format: number1
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:In our long description we had several nouns. As per the guidelines we should add, at the least, items for these. A good area builder might also add smell and listen (which you can do if you turn advanced mode on) items
Please enter The non-gettable items in the room: Commands 'list', 'delete #', 'add?', 'clear', 'abort', 'save' >>
Help: Items should be defined to match the set of Nouns defined in the long description, and in other items. They are not things the player can get but they can be looked at. The basic form is 'item_name(s):adjective(s):description(s)' In any section multiple values are entered separated by a | A player is able to look at one of the item_name values, prefix by any combination of the adjectives. What they see will be a randomly chosen description. Adjectives are optional. The description may be the special value of ##item_name, in which case it is the same as looking at 'item_name'. Format: aliases:adjectives:descriptions or aliases:descriptions >>As the help implies you can enter items in many different formats. The simplest is "alias:description", then you can try "alias:adjective:description" and finally the most complicated - multiple aliases, multiple adjectives and multiple descriptions. add tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west
Added 'tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west' >>This is almost the most complicated form: Players can look at tunnels, tunnel, dark tunnel, dark tunnels, gloomy tunnel, gloomy tunnels, dark gloomy tunnel, dark gloomy tunnels, gloomy dark tunnel and gloomy dark tunnels add water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor
Added 'water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor' >>add wall|walls:The walls are a combination of limestone and clay.
Added 'wall|walls:The walls are a combination of limestone and clay.' >>list
0: tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west 1: water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor 2: wall|walls:The walls are a combination of limestone and clay. >>save Note that we just saved changes to the items, not the whole room, next we save the room
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:save
Specify the filename:cave_1
--- Preparing to save /room/areas/develop/test/rooms/cave_1.c ... Result is -------- #includeYou'll be a bit spammed by that last chunk of text - that is the actual LPC code that the blob generates to make your room. If you are interested you should be able to read through it and see how it matches what you entered above.#include #include "../test.h" inherit ROOM; void reset(int arg) { ::reset(arg); if (arg) return; set_domain( THIS_DOMAIN ); set_property("inside", 1); set_short("A wet cave"); set_long("Several underground tunnels merge here, forming a small natural cave. A small trickle of water runs through cracks in the limestone overhead and down the wall, forming small puddles that cover most of the uneven floor.\n"); set_light(1); add_item( ({"wall","walls"}), "The walls are a combination of limestone and clay." ); add_item( "water", ({"trickle","trickle of"}), "A thin trickle of clear water that runs down the wall and forms puddles on the floor" ); add_item( ({"tunnel","tunnels"}), ({"dark","gloomy"}), "Two dark and gloomy tunnels merge here, one from the east and one from the west" ); add_exit( ROOMDIR + "/cave_3", "west" ); add_exit( ROOMDIR + "/cave_2", "east" ); } -------- --- Saving to file '/room/areas/develop/test/rooms/cave_1.c' ... --- Compiling and updating ... --- Done.
You teleport to /room/areas/develop/test/rooms/cave_1.c. /room/areas/develop/test/rooms/cave_1 Several underground tunnels merge here, forming a small natural cave. A small trickle of water runs through cracks in the limestone overhead and down the wall, forming small puddles that cover most of the uneven floor. Obvious exits: east, westAll looks good. Now test that the items work properly... C:> look at tunnels
Two dark and gloomy tunnels merge here, one from the east and one from the west.C:> look at dark gloomy tunnels
Two dark and gloomy tunnels merge here, one from the east and one from the west.C:> look at puddles
There are no puddles here.Not good. Your rooms will not pass QC and be put into play if they are missing items. We mention the puddles in the long description so we must have an item for them.
Loaded... Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:items
Please enter The non-gettable items in the room: Commands 'list', 'delete #', 'addadd puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave', 'clear', 'abort', 'save' >>
Added 'puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave' >>list
0: tunnel|tunnels:dark|gloomy:Two dark and gloomy tunnels merge here, one from the east and one from the west 1: water:trickle|trickle of:A thin trickle of clear water that runs down the wall and forms puddles on the floor 2: wall|walls:The walls are a combination of limestone and clay. 3: puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave >>save
Commands: exits, inside, items, light, long, objects, short, advon, list, save, abort Enter choice:save
Specify the filename:cave_1
/room/areas/develop/test/rooms/cave_1.c exists. Overwrite? y --- Preparing to save /room/areas/develop/test/rooms/cave_1.c ... Result is -------- #includeNotice the "The room around you flickers." message. This is the room being updated with your changes. You do not have to goto the room again. So check the changes took effect. C:> look at puddles#include #include "../test.h" inherit ROOM; void reset(int arg) { ::reset(arg); if (arg) return; set_domain( THIS_DOMAIN ); set_property("inside", 1); set_short("A wet cave"); set_long("Several underground tunnels merge here, forming a small natural cave. A small trickle of water runs through cracks in the limestone overhead and down the wall, forming small puddles that cover most of the uneven floor.\n"); set_light(1); add_item( ({"puddle","puddles"}), "Shallow puddles of clear water cover most of the floor of the cave" ); add_item( ({"wall","walls"}), "The walls are a combination of limestone and clay." ); add_item( "water", ({"trickle","trickle of"}), "A thin trickle of clear water that runs down the wall and forms puddles on the floor" ); add_item( ({"tunnel","tunnels"}), ({"dark","gloomy"}), "Two dark and gloomy tunnels merge here, one from the east and one from the west" ); add_exit( ROOMDIR + "/cave_3", "west" ); add_exit( ROOMDIR + "/cave_2", "east" ); } -------- --- Saving to file '/room/areas/develop/test/rooms/cave_1.c' ... --- Compiling and updating ... The room around you flickers. --- Done.
Shallow puddles of clear water cover most of the floor of the cave.
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