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At this time i've just pasted this in - I'll come back and annotate it shortly

C:> la blob
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.
C:> blob help
The universal blob is used to make things.
The blob provides several commands you use by doing 'blob'  
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'
C:> blob domain test
Blob is initialising...
You have not configured the blobs 'type'.  Use blob 'setup'
C:> blob types
Possible types are: 
armours      containers   monsters     rooms        treasures    weapons
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/rooms
C:> la blob
Blobs are used to make things.  You can see the list of commands provided by this blob by issuing the command 'blob help'
Using domain: DOM_TEST
Making things of type: rooms
Blob domain dir: /room/areas/develop/test
Blob working dir: /room/areas/develop/test/rooms
C:> blob make
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:
short
Please enter Short Description
   (Use '~q' to abort and '?' for help):
?
Help: This description is a single line that is seen when the player is in brief mode or when they glance.
Format: string
A wet cave
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:
long
Please enter Long Description
   (Use '~q' to abort, '?' for help and '**' to terminate):
?
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: string
[ Alexander has gone net-dead. ]
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.
**
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:
exits
Please enter Room exits:
   Commands 'list', 'delete #', 'add ', 'clear', 'abort', 'save'
>> ?
Help: The exits from the room that lead to other rooms.  Not including doors.
Format: direction:room-file
>> east:cave_2
What?
>> add east:cave_2
Added 'east:cave_2'
>> list
 0: east:cave_2
>> add west:cave_3
Added 'west:cave_3'
>> save
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:
inside 1
Please enter Whether the room is enclosed
   (Use '~q' to abort and '?' for help):
 --> 1
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:
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 0
1
Commands: 
   exits, inside, items, light, long, objects, short, advon, list, save, abort
Enter choice:
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: number
0
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 #', '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
>> Ranma tells you: did you read the bboard
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'
>> !tell ranma not yet
You tell Ranma: not yet
Ranma tells you: I put the clan prop there
Ranma tells you: the revised one after taking into account all of the
                 suggestions on the first one
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'
>> [ Benny has gone net-dead. ]
[ Alexander re-enters Tharsis Gate. (ip68-99-132-182.ph.ph.cox.net) ]
[ Guest1 has entered Tharsis Gate. (pool-68-161-150-76.ny325.east.verizon.net) ]
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
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
--------
#include 
#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(0);   
   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.
C:> blob goto cave_1

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, west
/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, west
C:> la 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.
C:> blob load cave_1
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 #', 'add ', 'clear', 'abort', 'save'
>> add puddle|puddles:Shallow puddles of clear water cover most of the floor of the cave
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
--------
#include 
#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(0);   
   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.
C:> la puddles
Shallow puddles of clear water cover most of the floor of the cave.
C:> [ Guest1 has left Tharsis Gate. (pool-68-161-150-76.ny325.east.verizon.net) ]
[ Ged has entered Tharsis Gate. (pool-68-161-150-76.ny325.east.verizon.net) ]

-- FantoM - 08 Apr 2003

Topic BlobRoomTutorial . { Edit | Attach | Ref-By | Printable | Diffs | r1.3 | > | r1.2 | > | r1.1 | More }
Revision r1.1 - 08 Apr 2003 - 00:21 GMT - FantoM
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