Building Basics

According to MUSH-code your character, puppets, weapons, keys, rooms and even exits are objects. All objects have a name (sometimes aliases) and DBREF-number that allow you to track them, no matter where they are. You can only see the DBREF-numbers of the objects that you own (or are chowned to you), like your own character, or any object you created. Then, you use various commands to assign attributes, flags, items, powers etc. to these objects, allowing you to specify what you want these objects to be and do.

When you wish to build a place all you really do is create a room-object, and (one-directional) exit-objects that allow you to move from one room to the next.

For example, if you want to build a house with 1 room you need 3 objects that you subsequently link to each other.

  1. The room (created with @dig)
  2. The entrance (mostly called ‘exit’ also) (created with @open that needs to be @linked to the room that you built)
  3. The exit. (created with @open that needs to be @linked to the room that you built from)

Once this skeleton is created, you customize how you want these rooms and exits to look:

  1. Configuration and Formatting: This consists of assigning the right settings (domain, hood, grid, compass etc.) and acquiring the right settings (ansi-colors et.c)
  2. Fleshing out: Creating descriptions, views and places.
  3. Movement-control: Setting locks, keys, handling arrival and depart messages.
  4. Miscellaneous: Like network-coverage, yp’s etc.

Manual and Automated Creation of Rooms and Exits

As mentioned above in order to create a use-able room you need to create 3 objects. The room. The exit to, and the exit back. Subsequently you have to link the exits to their destination-room. Next you have to configure the objects to adhere to the LaMush format. All these commands aren’t all that complicated but they can be tedious.
For this reason LaMush provides ‘gimme’ and ‘build’ commands that automate a good deal of the building and the formatting.

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Original Work is licensed under a CC Attribution-Noncommercial-No Derivative Works 3.0 US License.