Dead Souls - Quick Creation System

# Index

- Back to Dead Souls Homepage
- Room Creation
- NPC Creation
- Weapon Creation
- Armor Creation
- Room Resets

# QCS Described

The Quick Creation System (or QCS) is a series of commands and modules that lets you create rooms, objects, exits, and NPCs easily and quickly. Before the QCS, if you wanted to make an orc, you would edit the text file by hand, or copy a template file and use an editor to manually change the lines you needed to modify. This could be a tiresome process, as the standard editor can be a bit awkward, and making dozens of objects this way could be real torture for beginners.

The QCS changes all of that. Rather than use an editor to modify files, the QCS gives you commands that permit you to modify objects on the fly. This means that orc creation, for example, could involve just the following simple steps (please note "NPC" is another word for "Mob"):

- create npc new_orc
- modify npc name orc
- modify orc short a mean-looking orc
- modify orc long A typical orc: nasty, brutish, and short.
- modify orc race orc

And that's it. All your modifications automatically get written to new_orc.c (usually in your area directory), and you now have an npc you can add to a room. Adding things to rooms is just as easy. Creating weapons, armor, and other objects are done the same way. For complete details and examples, read the QCS chapters in the Creators Manual. The QCS section starts in chapter 31.

# Example Log

Below you will find an excerpt from an short building session using Dead Souls. This should be more or less exactly what you'll see by entering the commands hilighted in red.

The first thing we need to do is get back to our personal work room. We can do this using the home command.

home

    /realms/testycre/workroom
    Testycre's workroom [e,d]
    You are standing in the workroom of the mighty Testycre!
    You may return to the Creators' Hall by going down.
    A sample room is east.
    There is a sign here you can read.
    There is a sheet here you can read.
    A wooden chest is here.

Next, we move east to a sample room that is created automatically for us. We'll be experimenting in here.

east

    /realms/testycre/area/room/sample_room
    Sample Room [w]
    This is a room you can use as a template.
    A simple table is here.
    A fighter is standing here.

# Room Creation (Back to Top)

This is the standard sample room. We're about to create a new room to the east of it via the create command.

create room east test1

    It appears you have write access to this area.
    It's a null mapping
    Indenting file...
    "/tmp/indent.1134436511.tmp.dat" 20 lines 330 bytes
    Exit from ed.

    You wave your hand, and a new exit appears.
    You begin uttering a magical incantation.
    Indenting file...
    "/tmp/indent.1134436511.tmp.dat" 27 lines 543 bytes
    Exit from ed.

    Indenting file...
    "/tmp/indent.1134436511.tmp.dat" 27 lines 544 bytes
    Exit from ed.

We can now move east to our new room. Notice how it says it's a copy of our sample room.

e

    /realms/testycre/area/room/test1
    Copy of /realms/testycre/area/room/sample_room.c [w]
    This is a room you can use as a template.
    A simple table is here.
    A fighter is standing here.

Now we'll change the short description to avoid confusion between our original sample room and the newly created one. Note that a room's short description appears as its title or name near the top of the text when a user looks at it.

modify here short Room One

    Indenting file...
    "/tmp/indent.1134436526.tmp.dat" 27 lines 515 bytes
    Exit from ed.

We don't need the fighter from the other room here, so we remove him from this new room's inventory.

delete fighter

    Indenting
    file...
    "/tmp/indent.1134436532.tmp.dat" 26 lines 507 bytes
    Exit from ed.

    /realms/testycre/area/room/test1: Ok
    /realms/testycre/area/room/test1
    Room One [w]
    This is a room you can use as a template.
    A simple table is here.

    SetInventory modification complete.

Now we'll make another room.

create room east test2

    It appears you have write access to this area.
    It's a null mapping
    Indenting file...
    "/tmp/indent.1134436578.tmp.dat" 20 lines 324 bytes
    Exit from ed.

    You wave your hand, and a new exit appears.
    You begin uttering a magical incantation.
    Indenting file...
    "/tmp/indent.1134436578.tmp.dat" 27 lines 557 bytes
    Exit from ed.

    Indenting file...
    "/tmp/indent.1134436578.tmp.dat" 27 lines 525 bytes
    Exit from ed.

We'll move east into the newly created room.

e

    /realms/testycre/area/room/test2
    Copy of /realms/testycre/area/room/test1.c [w]
    This is a room you can use as a template.
    A simple table is here.

Once again, we'll rename our new room.

modify here short Room 2

    Indenting file...
    "/tmp/indent.1134436590.tmp.dat" 26 lines 499 bytes
    Exit from ed.

We can now set the room's long description. This will show up as the body of the room when a player types look.

modify here long This is the second test room.

    Indenting file...
    "/tmp/indent.1134436608.tmp.dat" 26 lines 487 bytes
    Exit from ed.

We don't need that table here, let's delete it.

delete table

    Indenting file...
    "/tmp/indent.1134436612.tmp.dat" 25 lines 447 bytes
    Exit from ed.

    /realms/testycre/area/room/test2: Ok
    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    SetInventory modification complete.

For the sake of self-assurance, we can look at the room's file to make sure that our modifications are actually being saved.

more here

    #include <lib.h>
    #include "/realms/testycre/customdefs.h"

    inherit LIB_ROOM;

    static void create() {
     room::create();
     SetClimate("indoors");
     SetAmbientLight(30);
     SetShort("Room 2");
     SetLong("This is the second test room.");
     SetExits(([
     "west" : "/realms/testycre/area/room/test1",
     ]));

     SetItems( ([
     "template" : "That's what this is.",
     ]) );

     SetInventory(([
     ]));
    }

    void init(){
     ::init();
    }

# NPC Creation (Back to Top)

Now we'll create a new NPC (Mob) called "guy". The file name will also be "guy".

create npc guy

    I'm going to go with the appropriate area directory:
    /realms/testycre/area/npc/guy.c
    You wave your hand mysteriously and a generic npc materializes!

We can look at our new room and see the NPC standing there.

l

    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    A generic npc is standing here.

The first thing to do is to rename the new NPC in order to avoid confusion. An NPC's name is what the lib refers to the NPC as.

modify npc name guy

    Indenting file...
    "/tmp/indent.1134436801.tmp.dat" 15 lines 417 bytes
    Exit from ed.

We can now set one or more NPC aliases, called "ids". Note that in the following example, we enter three different ones, all of which point to the same NPC. A player could look at any of these IDs and get the NPC.

modify npc id

    This setting takes multiple values. If you have no more values to
    enter, then enter a dot on a blank line. To cancel, enter a single q on a blank
    line.
    You may now enter the next value. So far, it is blank.
    If you're done entering values, enter a dot on a blank line.
    dude
    You may now enter the next value. So far, we have: ({ "dude" })
    If you're done entering values, enter a dot on a blank line.
    fellow
    You may now enter the next value. So far, we have: ({ "dude", "fellow"
    })
    If you're done entering values, enter a dot on a blank line.
    fella
    You may now enter the next value. So far, we have: ({ "dude", "fellow",
    "fella"
    })
    If you're done entering values, enter a dot on a blank line.
    .
    Entries complete. Final array is: ({ "dude", "fellow", "fella" })
    Indenting file...
    "/tmp/indent.1134436831.tmp.dat" 19 lines 442 bytes
    Exit from ed.

    /realms/testycre/tmp/guy1134436805: Ok
    /realms/testycre/area/npc/guy: Ok
    SetId modification complete.

Now we'll set the NPCs short description, or name. Any condition such as "is standing here" is appended to the end of the NPC's short description, so don't end it with a period or any other punctuation.

modify guy short The Dude

    Indenting file...
    "/tmp/indent.1134436855.tmp.dat" 19 lines 437 bytes
    Exit from ed.

We'll set the long description. This is what is shown when someone actually looks directly at the NPC.

modify guy long This is just some

    random guy.
    Indenting file...
    "/tmp/indent.1134436904.tmp.dat" 19 lines 408 bytes
    Exit from ed.

Adjectives are useful for complementing NPCs and other objects. For example, if our guy is 'oily' or 'hairy' as described in his long description, a player would be able to do a look oily guy and see the guy even if "oily" isn't in his actual name/id.

modify guy adj

    This setting takes multiple values. If you have no more values to
    enter, then enter a dot on a blank line. To cancel, enter a single q on a blank
    line.
    You may now enter the next value. So far, it is blank.
    If you're done entering values, enter a dot on a blank line.
    hairy
    You may now enter the next value. So far, we have: ({ "just some" })
    If you're done entering values, enter a dot on a blank line.
    stinky
    You may now enter the next value. So far, we have: ({ "just some",
    "random" })
    If you're done entering values, enter a dot on a blank line.
    oily
    You may now enter the next value. So far, we have: ({ "just some",
    "random",
    "some" })
    If you're done entering values, enter a dot on a blank line.
    .
    Entries complete. Final array is: ({ "just some", "random", "some" })
    Indenting file...
    "/tmp/indent.1134436924.tmp.dat" 19 lines 402 bytes
    Exit from ed.

    /realms/testycre/tmp/guy1134436912: Ok
    /realms/testycre/area/npc/guy: Ok
    SetAdjectives modification complete.

Let's look at our room and see if the Dude is appearing as expected.

look

    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    The Dude is standing here.

We'll check out the Dude's file and see how QCS has set up the NPC for us.

about dude

    /realms/testycre/area/npc/guy.c

    #include <lib.h>

    inherit LIB_SENTIENT;

    static void create() {
     sentient::create();
     SetKeyName("guy");
     SetAdjectives( ({"just some", "random", "some"}) );
     SetId( ({"dude", "fellow", "fella"}) );
     SetShort("The Dude");
     SetLong("This is just some random guy.");
     SetLevel(1);
     SetRace("human");
     SetClass("explorer");
     SetGender("male");
    }

    void init(){
     ::init();

# Weapon Creation (Back to Top)

Now we'll create a weapon for our NPC. "hammer" is the filename.

create weapon hammer

    I'm going to go with the appropriate area directory:
    /realms/testycre/area/weap/hammer.c
    You wave your hand mysteriously and a generic weapon materializes!

And then set the hammer's ID(s)

modify weapon id hammer

    This setting takes multiple values. If you have no more values to
    enter, then enter a dot on a blank line. To cancel, enter a single q on a blank
    line.
    You may now enter the next value. So far, we have: ({ "hammer" })
    If you're done entering values, enter a dot on a blank line.
    warhammer
    You may now enter the next value. So far, we have: ({ "hammer",
    "warhammer" })
    If you're done entering values, enter a dot on a blank line.
    .
    Entries complete. Final array is: ({ "hammer", "warhammer" })
    Indenting file...
    "/tmp/indent.1134437181.tmp.dat" 19 lines 453 bytes
    Exit from ed.

    /realms/testycre/tmp/hammer1134437165: Ok
    /realms/testycre/area/weap/hammer: Ok
    SetId modification complete.

And now we will set the weapon's name to "hammer".

modify weapon name hammer

    There is no weapon here.
    look
    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    A generic weapon is here.
    The Dude is standing here.

What's happened here is that we changed the weapon's ID before the name. Luckily, this is easy to fix.

modify hammer name hammer

    Indenting file...
    "/tmp/indent.1134437205.tmp.dat" 22 lines 474 bytes
    Exit from ed.

Now we'll look at the hammer's file to see how it looks.

about hammer

    /realms/testycre/area/weap/hammer.c

    #include <lib.h>
    #include <damage_types.h>
    #include <vendor_types.h>

    inherit LIB_ITEM;

    static void create() {
     item::create();
     SetKeyName("hammer");
     SetId( ({"hammer", "warhammer"}) );
     SetAdjectives( ({ "generic" }));
     SetShort("a generic weapon");
     SetLong("A weapon of indeterminate proportions.");
     SetMass(50);
     SetVendorType(VT_WEAPON);
     SetClass(30);
     SetDamageType(BLADE);
     SetWeaponType("blade");

    }
    void init(){
     ::init();
    }

We can now set the hammer's damage type to blunt for a nice crushing effect.

modify hammer damagetype blunt

    Indenting file...
    "/tmp/indent.1134437392.tmp.dat" 22 lines 474 bytes
    Exit from ed.

And now set the weapon type.

modify hammer weapontype blunt

    Indenting file...
    "/tmp/indent.1134437398.tmp.dat" 22 lines 474 bytes
    Exit from ed.

Similarly, set the mass.

modify hammer mass 700

    Indenting file...
    "/tmp/indent.1134437414.tmp.dat" 22 lines 475 bytes
    Exit from ed.

We will now make the weapon require two hands to use.

modify hammer hands 2

    Indenting file...
    "/tmp/indent.1134437422.tmp.dat" 23 lines 492 bytes
    Exit from ed.

We'll double-check our hammer's file now to see if everything was set.

about hammer

    /realms/testycre/area/weap/hammer.c

    #include <lib.h>
    #include <damage_types.h>
    #include <vendor_types.h>

    inherit LIB_ITEM;

    static void create() {
     item::create();
     SetKeyName("hammer");
     SetId( ({"hammer", "warhammer"}) );
     SetAdjectives( ({ "generic" }));
     SetShort("a generic weapon");
     SetLong("A weapon of indeterminate proportions.");
     SetHands(2);
     SetMass(700);
     SetVendorType(VT_WEAPON);
     SetClass(30);
     SetDamageType(BLUNT);

     SetWeaponType("blunt");
    }

    void init(){
     ::init();
    }

Now we'll set that short description.

modify hammer short a heavy war hammer

    Indenting file...
    "/tmp/indent.1134437450.tmp.dat" 23 lines 494 bytes
    Exit from ed.

And our long description...

modify hammer long This is an extremely large and heavy hammer designed to be wielded in both hands and used to hurt people very badly indeed.

    Indenting file...
    "/tmp/indent.1134437509.tmp.dat" 23 lines 579 bytes
    Exit from ed.

Setting some adjectives.

modify hammer adj

    This setting takes multiple values. If you have no more values to
    enter, then enter a dot on a blank line. To cancel, enter a single q on a blank
    line.
    You may now enter the next value. So far, it is blank.
    If you're done entering values, enter a dot on a blank line.
    large
    You may now enter the next value. So far, we have: ({ "large" })
    If you're done entering values, enter a dot on a blank line.
    heavy
    You may now enter the next value. So far, we have: ({ "large", "heavy"
    })
    If you're done entering values, enter a dot on a blank line.
    war
    You may now enter the next value. So far, we have: ({ "large", "heavy",
    "war" })
    If you're done entering values, enter a dot on a blank line.
    .
    Entries complete. Final array is: ({ "large", "heavy", "war" })
    Indenting file...
    "/tmp/indent.1134437531.tmp.dat" 23 lines 592 bytes
    Exit from ed.

    /realms/testycre/tmp/hammer1134437521: Ok
    /realms/testycre/area/weap/hammer: Ok
    SetAdjectives modification complete.

And finally, look at our hammer file.

about hammer

    /realms/testycre/area/weap/hammer.c

    #include <lib.h>
    #include <damage_types.h>
    #include <vendor_types.h>

    inherit LIB_ITEM;

    static void create() {
     item::create();
     SetKeyName("hammer");
     SetAdjectives( ({"large", "heavy", "war"}) );
     SetId( ({"hammer", "warhammer"}) );
     SetShort("a heavy war hammer");
     SetLong("This is an extremely large and heavy hammer designed to be wielded
      in both hands and used to hurt people very badly indeed.");
     SetHands(2);
     SetMass(700);
     SetVendorType(VT_WEAPON);
     SetClass(30);
     SetDamageType(BLUNT);

     SetWeaponType("blunt");
    }

    void init(){
     ::init();
    }

It's a pretty heavy hammer, so let's make sure our guy can wield it.

modify guy level 10

    Indenting file...
    "/tmp/indent.1134437557.tmp.dat" 19 lines 403 bytes
    Exit from ed.

With this simple command we add the hammer to the permanent inventory of our guy.

add hammer to guy

    ob2: /realms/testycre/area/npc/guy.c
    ob: /realms/testycre/area/weap/hammer.c
    Please enter a command for the NPC to perform with this item. If you
    have no such command to enter, enter the number of these items you want to add:
    wield hammer
    Indenting file...
    "/tmp/indent.1134437569.tmp.dat" 22 lines 489 bytes
    Exit from ed.

    /realms/testycre/area/npc/guy: Ok
    Guy wields a heavy war hammer.
    SetInventory modification complete.

And now we take a look at our guy.

exa guy

    This is just some random guy.
    The male human is in top condition.
    Guy is carrying:
    A heavy war hammer (wielded in left hand and right hand)

And check the guy's file.

about guy

    /realms/testycre/area/npc/guy.c

    #include <lib.h>

    inherit LIB_SENTIENT;

    static void create() {
     sentient::create();
     SetKeyName("guy");
     SetAdjectives( ({"just some", "random", "some"}) );
     SetId( ({"dude", "fellow", "fella"}) );
     SetShort("The Dude");
     SetLong("This is just some random guy.");
     SetInventory(([
     "/realms/testycre/area/weap/hammer" : "wield hammer",
     ]));
     SetLevel(10);
     SetRace("human");
     SetClass("explorer");
     SetGender("male");
    }

    void init(){
     ::init();
    }

# Armor Creation (Back to Top)

Making armor is just as easy.

create armor helmet

    I'm going to go with the appropriate area directory:
    /realms/testycre/area/armor/helmet.c
    You wave your hand mysteriously and generic armor materializes!
    modify armor name helmet
    Indenting file...
    "/tmp/indent.1134437645.tmp.dat" 18 lines 483 bytes
    Exit from ed.

    modify helmet id
    This setting takes multiple values. If you have no more values to
    enter, then enter a dot on a blank line. To cancel, enter a single q on a blank
    line.
    You may now enter the next value. So far, it is blank.
    If you're done entering values, enter a dot on a blank line.
    helm
    You may now enter the next value. So far, we have: ({ "helm" })
    If you're done entering values, enter a dot on a blank line.
    headgear
    You may now enter the next value. So far, we have: ({ "helm",
    "headgear" })
    If you're done entering values, enter a dot on a blank line.
    cover
    You may now enter the next value. So far, we have: ({ "helm",
    "headgear",
    "cover" })
    If you're done entering values, enter a dot on a blank line.
    .
    Entries complete. Final array is: ({ "helm", "headgear", "cover" })
    Indenting file...
    "/tmp/indent.1134437661.tmp.dat" 22 lines 535 bytes
    Exit from ed.

    /realms/testycre/tmp/helmet1134437649: Ok
    /realms/testycre/area/armor/helmet: Ok
    SetId modification complete.
    modify helmet short a horned viking helmet
    Indenting file...
    "/tmp/indent.1134437692.tmp.dat" 22 lines 544 bytes
    Exit from ed.

    modify helmet long Vikings
    didn't really wear horned helmets into combat, but this one does look
    formidable with its large bull horns and thick iron construction. It
    should prove very protective.
    Indenting file...
    "/tmp/indent.1134437772.tmp.dat" 22 lines 666 bytes
    Exit from ed.

    modify helmet adj
    This setting takes multiple values. If you have no more values to
    enter, then enter a dot on a blank line. To cancel, enter a single q on a blank
    line.
    You may now enter the next value. So far, it is blank.
    If you're done entering values, enter a dot on a blank line.
    iron
    You may now enter the next value. So far, we have: ({ "iron" })
    If you're done entering values, enter a dot on a blank line.
    thick
    You may now enter the next value. So far, we have: ({ "iron", "thick" })
    If you're done entering values, enter a dot on a blank line.
    viking
    You may now enter the next value. So far, we have: ({ "iron", "thick",
    "viking"
    })
    If you're done entering values, enter a dot on a blank line.
    horned
    You may now enter the next value. So far, we have: ({ "iron", "thick",
    "viking",
    "horned" })
    If you're done entering values, enter a dot on a blank line.
    formidable
    You may now enter the next value. So far, we have: ({ "iron", "thick",
    "viking",
    "horned", "formidable" })
    If you're done entering values, enter a dot on a blank line.
    protective
    You may now enter the next value. So far, we have: ({ "iron", "thick",
    "viking",
    "horned", "formidable", "protective" })
    If you're done entering values, enter a dot on a blank line.
    .
    Entries complete. Final array is: ({ "iron", "thick", "viking",
    "horned",
    "formidable", "protective" })
    Indenting file...
    "/tmp/indent.1134437802.tmp.dat" 22 lines 722 bytes
    Exit from ed.

    /realms/testycre/tmp/helmet1134437782: Ok
    /realms/testycre/area/armor/helmet: Ok
    SetAdjectives modification complete.
    about helmet
    /realms/testycre/area/armor/helmet.c

    #include <lib.h>
    #include <armor_types.h>
    #include <damage_types.h>
    inherit LIB_ARMOR;

    static void create(){
     armor::create();
     SetKeyName("helmet");
     SetAdjectives( ({"iron", "thick", "viking",
    "horned", "formidable",
    "protective"}) );
     SetId( ({"helm", "headgear", "cover"}) );
     SetShort("a horned viking helmet");
     SetLong("Vikings didn't really wear horned helmets into combat, but this one
     does look formidable with its large bull horns and thick iron construction. It
     should prove very protective.");
     SetMass(50);
     SetDamagePoints(100);
     SetArmorType(A_BODY_ARMOR);
     SetProtection(BLUNT, 20);
     SetProtection(BLADE, 20);
     SetProtection(KNIFE, 20);
    }

    void init(){
     ::init();
    }
    modify helmet armortype helmet
    Indenting file...
    "/tmp/indent.1134437818.tmp.dat" 22 lines 718 bytes
    Exit from ed.

    modify helmet mass 200
    Indenting file...
    "/tmp/indent.1134437830.tmp.dat" 22 lines 719 bytes
    Exit from ed.

    modify helmet protection
    Your armor can protect against one or more of the following types of
    damage:
    blunt, blade, knife, water, shock, cold, heat, gas, acid, magic, poison,
    disease, trauma, ..

    Please enter which ones your armor should protect from, one at a time.
    When you are done, please type a dot on a blank line.
    blunt
    You may now enter the next value. So far, we have: ({ "blunt" })
    If you're done entering values, enter a dot on a blank line.
    blade
    You may now enter the next value. So far, we have: ({ "blunt", "blade"
    })
    If you're done entering values, enter a dot on a blank line.
    knife
    You may now enter the next value. So far, we have: ({ "blunt", "blade",
    "knife"
    })
    If you're done entering values, enter a dot on a blank line.
    trauma
    You may now enter the next value. So far, we have: ({ "blunt", "blade",
    "knife",
    "trauma" })
    If you're done entering values, enter a dot on a blank line.
    .
    Protections list complete.
    Please enter the protection value for: BLUNT
    15
    Please enter the protection value for: BLADE
    20
    Please enter the protection value for: KNIFE
    25
    Please enter the protection value for: TRAUMA
    10
    This is where the mapping gets sent somewhere.
    ProtectionsMap is: ([ "BLADE" : 20, "BLUNT" : 15, "TRAUMA" : 10,
    "KNIFE" : 25 ])
    Indenting file...
    "/tmp/indent.1134437901.tmp.dat" 23 lines 750 bytes
    Exit from ed.

    about helmet
    /realms/testycre/area/armor/helmet.c

    #include <lib.h>
    #include <armor_types.h>
    #include <damage_types.h>
    inherit LIB_ARMOR;

    static void create(){
     armor::create();
     SetKeyName("helmet");
     SetAdjectives( ({"iron", "thick", "viking",
     "horned", "formidable",
     "protective"}) );
     SetId( ({"helm", "headgear", "cover"}) );
     SetShort("a horned viking helmet");
     SetLong("Vikings didn't really wear horned helmets into combat, but this one
     does look formidable with its large bull horns and thick iron construction.
     It should prove very protective.");
     SetMass(200);
     SetDamagePoints(100);
     SetArmorType(A_HELMET);
     SetProtection(BLADE, 20);
     SetProtection(BLUNT, 15);
     SetProtection(TRAUMA, 10);

     SetProtection(KNIFE, 25);
    }

    void init(){
     ::init();
    }
    l
    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    A horned viking helmet and a heavy war hammer are here.
    The Dude is standing here.

    exa dude
    This is just some random guy.
    The male human is in top condition.
    Guy is carrying:
    A heavy war hammer (wielded in left hand and right hand)

    add helmet to dude
    ob2: /realms/testycre/area/npc/guy.c
    ob: /realms/testycre/area/armor/helmet.c
    Please enter a command for the NPC to perform with this item. If you have no
    such command to enter, enter the number of these items you want to add:
    wear helmet
    Indenting file...
    "/tmp/indent.1134437927.tmp.dat" 23 lines 544 bytes
    Exit from ed.

    /realms/testycre/area/npc/guy: Ok
    Guy wields a heavy war hammer.
    Guy wears a horned viking helmet.
    SetInventory modification complete.
    exa dude
    This is just some random guy.
    The male human is in top condition.
    Guy is carrying:
    A heavy war hammer (wielded in left hand and right hand)
    A horned viking helmet (worn)

# Adding Room Resets (Back to Top)

Ok our dude is done. Let's clean up the room by updating it.

update

    Updating environment
    /realms/testycre/area/room/test2: Ok
    look
    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    pwd
    /realms/testycre:
    cd area/npc
    /realms/testycre/area/npc:

We need to have the guy present in order to add him to the room:

clone guy

    Guy wields a heavy war hammer.
    Guy wears a horned viking helmet.
    You clone The Dude (/realms/testycre/area/npc/guy.c).
    add guy to room
    ob2: /realms/testycre/area/room/test2.c
    ob: /realms/testycre/area/npc/guy.c
    Please enter the number of these that you want to add:
    1ook
    Indenting file...
    "/tmp/indent.1134437999.tmp.dat" 26 lines 485 bytes
    Exit from ed.

    /realms/testycre/area/room/test2: Ok
    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    The Dude is standing here.

    SetInventory modification complete.
    update
    Updating environment
    /realms/testycre/area/room/test2: Ok

That's it. Easy, huh? Think of how much slogging through ed this would save you when making a large area.

look

    /realms/testycre/area/room/test2
    Room 2 [w]
    This is the second test room.
    The Dude is standing here.

    exa dude
    This is just some random guy.
    The male human is in top condition.
    Guy is carrying:
    A heavy war hammer (wielded in left hand and right hand)
    A horned viking helmet (worn)

    more here
    #include <lib.h>
    #include "/realms/testycre/customdefs.h"

    inherit LIB_ROOM;

    static void create() {
     room::create();
     SetClimate("indoors");
     SetAmbientLight(30);
     SetShort("Room 2");
     SetLong("This is the second test room.");
     SetExits(([
     "west" : "/realms/testycre/area/room/test1",
     ]));

     SetItems( ([
     "template" : "That's what this is.",
     ]) );

     SetInventory(([
     "/realms/testycre/area/npc/guy" : 1,
     ]));
    }

    void init(){
     ::init();
    }

    quit
    Please come back another time!

# The End (Back to Top)

Obviously you still need to code some LPC in ed for complex stuff. But knocking out rooms and NPC's and objects quickly helps you avoid getting bogged down in mechanics when what you really want to do is build.

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