Furnishing a Room
A room is more than its description. This page adds the things in it: an object to look at, a lock so it stays where it is, and the messages people see when they try it. It uses only commands every SharpMUSH game has.
The examples follow Marrow, who owns the Lantern Shop (#46), and Tamsin, who is visiting. To dig
the room itself, see Letting Your Players Build.
Describing the room
Section titled “Describing the room”Stand in the room and set its description:
> @desc here=Brass lanterns hang from every beam. A counter runs along the back wall.Lantern Shop/DESCRIBE - Set.Adding an object
Section titled “Adding an object”@create makes a thing and puts it in your hands. Describe it, then drop it to leave it in the
room:
> @create Brass lanternCreated: Object #48.> @desc Brass lantern=A small lantern with a green glass chimney.Brass lantern/DESCRIBE - Set.> drop Brass lanternYou drop Brass lantern.> look=< Lantern Shop(#46Rn) >======================================================Brass lanterns hang from every beam. A counter runs along the back wall.Contents:Brass lanternObvious exits:Back Room <B>Each object takes one slot of your building quota, like a room or an exit.
Locking it in place
Section titled “Locking it in place”Anyone can pick up an unlocked object. A lock says who may. me lets only you:
> @lock Brass lantern=meBrass lantern(#48) - Basic locked.A lock can name a character, an object someone must carry, a flag, or several of these joined with
& (and) and | (or). help @lock lists them all.
Messages for success and failure
Section titled “Messages for success and failure”Four attributes say what happens when someone tries the lantern. The ones starting with o are
seen by everyone else in the room, after the person’s name.
> @succ Brass lantern=You lift the lantern off its hook.> @fail Brass lantern=It is chained to the counter.> @ofail Brass lantern=tugs at the lantern, but it is chained down.When Tamsin tries to take it:
> get Brass lanternIt is chained to the counter.and Marrow, in the same room, sees Tamsin tugs at the lantern, but it is chained down. When Marrow
takes it, Marrow sees You lift the lantern off its hook. Without an @osucc, the room sees the
game’s own Marrow takes Brass lantern.
Exits work the same way
Section titled “Exits work the same way”An exit takes the same lock and messages. Here the back room’s curtain only lets Marrow through:
> @lock back=me> @succ back=You duck under the curtain.> @osucc back=ducks under the curtain into the back room.> @fail back=The curtain is pinned shut.> @ofail back=tries the curtain, but it is pinned shut.When Tamsin tries it, Tamsin gets The curtain is pinned shut. and Marrow sees Tamsin tries the curtain, but it is pinned shut. When Marrow goes back:
> backYou duck under the curtain.=< Back Room(#49Rn) >=========================================================and Tamsin, left in the shop, sees Marrow ducks under the curtain into the back room.
@odrop on an exit is what the room on the far side sees when someone comes through:
> @odrop back=comes in from the shop, brushing past the curtain.Anyone already in the back room sees Marrow comes in from the shop, brushing past the curtain.
A command on an object
Section titled “A command on an object”An object can carry its own commands. A new object has the NO_COMMAND flag, which turns them
off, so clear it first:
> @set Brass lantern=!no_commandBrass lantern - NO_COMMAND reset.> &CMD`LIGHT Brass lantern=$light lantern:@emit The lantern flares green.Brass lantern/CMD`LIGHT - Set.> light lanternThe lantern flares green.Anyone in the room can now type light lantern.
@lock/use Brass lantern=me keeps the command to you. Your first softcode
command goes further.
Next steps
Section titled “Next steps”- Mapping Your Rooms shows how your rooms connect.
- Letting Your Players Build covers quotas and joining an area to the grid.
help @lock,help @succandhelp @createin the game.