FurryMUCK SM Basic Building Methods

There are two basic building methods on FurryMUCK SM. The manual method or the editroom method. The editroom method uses a menu driven process. The command to start the editroom method is EDITROOM . After than, just follow the menu items. Note with editroom, you must start in a room that you own.

The manual method is more flexable and will allow you to do things that can not be done with editroom. This process is outlined below.


The results of the command shown here.

The instructions for creating a room assumes that you are going to connect that room to a room that you currently own. For this example, we'll create a room called store room with an exit named SR;store room. Exits may be named with alternate names by seperating the names with a semicolon (;). This will be shown in the @open command below when the exit is created.

@dig store room

store room created with room number #129991.

Parent room set to BD's Environment Room (#15100).

@open SR;store room=#129991

Exit created with number #132349 and linked to store room(#129991RJ).

Now enter the room and create an exit from the store room to orginal room. For this example we'll assume that the starting room has a DBref number of #54321. It is important to note the DBref of the room that you want to connect (or link) the exit to.


store room(#129991RJ)

@open out=#54321

Exit created with number #132224 and linked to Den(#54321R).

The next step is to describe the room and maybe the exit. And to set the success, osuccess, and odrop for the exit. The success is the message that the user of the exit sees, the osuccess is the message that the rest of the characters in the room sees when the exit is used, and the odrop is the message that someone in the room that is being entered when the exit is used to enter that room.

@desc here=The store room is dimly light by the light in the ceiling. The walls are lined with woodend shelves packed with dust covered bottles and boxes. It is apparent that the room is seldom entered. The wooden ceiling is blackened by the years and the stone floor has been worn smooth by the passage of feet in the past. Near the center of the back wall at floor level there is a mouse hole.

Description set.

@desc out=The dark oak door stands ajar letting a beam of light enter the room.

Description set.

@succ out=You leave the store room and enter the den.

Message set.

@osucc out=leaves the store room heading into the den.

Message set.

@odrop out=enters from the store room.

Message set.

Now we'll add in an automatic listing of the exits in the room.

@succ here=@$ObvExits

Message set.

And if you have an exit or action on the room that you don't want to show in the obvious exits list do this command.

@set exit or action name=d

Flag set.

Now exit this room back into the room you started in. And there describe the exit into the store room and set the success, osuccess, and odrop messages on the exit into the store room.

@desc sr=The dark oak door stands ajar allowing you to see into the dimly light store room.

Description set.

@succ sr=You leave the den and enter the store room.

Message set.

@osucc sr=leaves the den heading into the store room.

Message set.

@odrop sr=enters from the den.

Message set.

Congradulations, you have just created a basic room with an exit entering it and an exit leaving it.

But you ask, what if I don't own the room that I want to start in. First you get permision from the owner of the room that you want to build in. That character would set his room LinkOK and create an exit attached to his room for you to to @chown and link to your room. Those commands follow.

@chown sr

Owner changed to you.

@link sr=#129991

Linked to store room(#129991RJ).

The rest of the commands shown in the example remain the same.


Feedback: Please send your message to The Webmaster. webmaster@furrymuck.com

                                                                                Date: Feb. 20, 2012