Rooms and objects are all well, but without descriptions on any of them, they will all have a description of "You see nothing special." This would make things rather boring if all were the same. Its now down to a number of things you can do which will make your objects, rooms and so on, different, and lifelike. There are a number of things you can set which can perform a number of functions as you will see.
| desc | sets the description for an object, exit, room, person for when you 'look' at them |
| succ | sets the message the person taking the object, looking at the room, robbing a player or going through an exit will see. |
| osucc | sets the message anyone else in the room will see if a person takes an object, looks at the room, robs a player or goes through an exit. |
| fail | sets the message the person failing to take an object, looking at a room but the room is locked against them, failed to rob a player or failed to go through an exit |
| ofail | sets the message anyone else in the room sees when someone fails to take an object, looks at the room but the room is locked against them,, failed to rob another player or failed to go out through an exit. |
| lock | sets what differentiates between success and failure, ie you may want to stop someone entering your room. |
| drop | sets the message someone sees on dropping an object, they drop something in the room, they arrive in a room having gone through an exit |
| odrop | sets the message everyone else sees when someone drops a specific object, someone drops something in the room, or someone arrives through an exit into the room they are in. |
Each of these items is set with '@xxxx <item>=<message>' where xxxx is the column on the left, and the message is what you want people to see. With the osucc, ofail and odrop messages its automatically started with the name of the player who triggered the action - you cannot remove it. To unset a message you can do '@xxxx <item>=' With this knowledge you can achieve a lot.
There are two names of things which are special..
me = this applies to you the player - you can use your name, but this
is quicker
here = this applies to your current location, such as your home, its
quicker to type here than the name of the room - or find its dbref.
Examples:
@desc twig=A pointy thawny twig.
@lock twig=me
@fail twig=You get a splinter from the twig.
To obtain the list of exits at the bottom of the description, (any exits you dont want shown should be dark or locked) type the following - NB: This is specific to CamelotMuck.
@set here=_/el:yes