From OtherSpace: Encyclopedia Galactica
Jump to: navigation, search
m (Obsolete Formatting Options)
m (Advanced Formatting Options)
Line 136: Line 136:
 
:The format used for each individual exit.
 
:The format used for each individual exit.
  
:NAMEFORMAT
+
*NAMEFORMAT, DESCFORMAT, CONFORMAT, EXITFORMAT
:DESCFORMAT
+
:High-level formatting that determines what order the individual elements are displayed in.
:CONFORMAT
+
:EXITFORMAT
+
 
+
===Obsolete Formatting Options===
+
*DESC`BODY
+
:The text of the description, i.e. the description itself. This is obsolete - it still works (as does &desc1) but the code has been moved into descformat, allowing the room to be [[@DESC]] as normal.
+
*DESC`TAG
+
:The Tag set on the room. Don't change this manually, or you'll break future tags. Use the &tag attribute, or the +tag command instead.
+
  
 +
===Don't Use These===
 +
*DESC1, etc
 +
:The text of the description, i.e. the description itself. For backwards compatability with older versions of the room parent. However, the new version works with @describe, so use that instead.
 +
*ZONENAME
 +
:Functionally identical to ZONE. Included for backwards compatability.
 +
&DESC`BODY, DESC`ZONE, DESC`REGION, DESC`TAG, DESC`NOTE.
 +
:This group of attributes contains code that looks up the individual fields, since they can appear under different attributes in older rooms - for example, DESC`BODY looks for DESCRIBE, then looks for DESC1 if that isn't found.
 
[[Category: Building]]
 
[[Category: Building]]

Revision as of 15:59, 29 February 2012

Otherspace uses a custom room parent with lots of configurable options. These can be changed on a per-room basis by setting attributes directly on the room, or across a group of rooms using parenting chains.

List of Room Parents

  • #3 - Basic Room Parent, which all rooms are parented to by default.
  • #33 - Ancient Expanse Room Parent, currently identical to the basic parent.
  • #34 - Palisade Room Parent, with the Chiarascuro color scheme.
  • #333 - Orion Arm Room Parent, with the NSV1 Color Scheme.

Basic Room Information

  • DESCRIBE
The actual text of the description.
  • REGION
The name of the region of space (or universe) that the room belongs to. i.e. 'Ancient Expanse'
  • ZONE
The name of the zone the room belongs to. i.e. 'Earth'
  • TAGGABLE
Indicates that the room should allow player tags.
  • TAG
The tag currently set on the room.
  • NOTE
The note currently set on the room. Like a tag, but for admin information.

Basic Formatting Options

General Settings

  • DESC`MASK
The room name shown for this room on WHERE. Appropriate for hidden/private rooms and shady locales.
  • DESC`ALIGN
The Alignment that will be used for text in the body of the description. This is LEFT aligned by default; you can change it to RIGHT or CENTER in
  • DESC`SORT
The Sort Type that will be used for the Player, Thing, and Exit lists. By default, this is a NAME sort. Other options are as in help sorting. Regardless of the sort type, the room will show Players first, then Objects.

Borders

Settings for Horizontal (Top, Bottom, Middle) and Vertical (Left, Right) borders.

  • Top Horizontal Border
BORDER`STRING_T - Fill String
BORDER`COLOR_T - Ansi Color
  • Bottom Horizontal Border
BORDER`STRING_B - Fill String
BORDER`COLOR_B - Ansi Color
  • Middle Horizontal Border
BORDER`STRING_M - Fill String
BORDER`COLOR_M - Ansi Color
  • Left Vertical Border
BORDER`STRING_L - Fill String
BORDER`COLOR_L - Ansi Color
  • Right Vertical Border
BORDER`STRING_R - Fill String
BORDER`COLOR_R - Ansi Color

By default, the top and bottom borders will display above and below the main description. The left and right borders will display on either side if they are set.

The middle border will never display unless manually placed in the description. You can place a border string inside the description by calling the BAR function: [u(FUN`BAR,<direction>)].

Colors

All colors must be ANSI codes compatible with the MUSH. It's possible to use MXP colors as well, but that isn't supported by the room parent at this time.

  • COLOR`BASE
The Background / Default Ansi Color used for the entire room description. Background colors might not work consistently for all players, depending on their client and settings.
  • COLOR`BORDER
Color used for all borders which do not have a specific color set using BORDER`_COLOR_X. Useful if you want all borders to be the same color, since you don't have to set each one individually.
  • COLOR`ROOMNAME
Color used for the name of the Room, in the first line of the description.
  • COLOR`ZONENAME
Color used for the name of the Zone, in the first line of the description.
  • COLOR`DBREF
Color used for the room's DBREF, which is shown to staffer characters.
  • COLOR`DESC
Color used for the text Description of the room.
  • COLOR`TAG
Color used for any Tag set on the room.
  • COLOR`NOTE
Color used for any Note set on the room.
  • COLOR`TIME
Color used for the Time display, immediately below the body of the description.
  • COLOR`LABELS
Color used for the Objects: and Exits: labels in the room content list.
  • COLOR`PLAYERNAME
Color used for the names of players in the room.
  • COLOR`PLAYERTITLE
Color used for the title of players; by default, will be the same as the name color.
  • COLOR`THINGNAME
Color used for the name of objects in the room.
  • COLOR`THINGTITLE
Color used for the Title of objects in the room (if they have any).
  • COLOR`ADDON
Color used for the Addon of any players/objects.
  • COLOR`EXITNAME
Color used for the name of exits in the room.
  • COLOR`EXITALIAS
Color used for the alias of exits in the room; by default, same as the name.
  • COLOR`EXITBRACKET
Color used for the Bracket <> characters on either side of the alias.
  • COLOR`MODE_RP
Color used for the tag when characters are IC.
  • COLOR`MODE_NEW
Color used for the <NEW> tag on guests and unregistered characters.
  • COLOR`MODE_ADMIN
Color used for the <ADM> tag on staffer characters.
  • COLOR`MODE_DARK
Color used for the <DK> tag on dark players / objects / exits. Only visible to staffers.

Time

  • TIME`ZONE
Time Zone relative to the MUSH clock; this number of hours is added/subtracted when displaying.
  • TIME`YEAR
Current Year for the room.
  • TIME`CALENDAR
The Calendar being used in the room; i.e. AD, BC, or ATA.

Advanced Formatting Options

These attributes store the actual formatting of the different sections. You can edit these if you wish to make more radical changes; for example, changing the order of individual elements, changing how zone name is displayed, or implementing a custom clock like the Fastheld zone has.

  • FORMAT`HEADER
The first line of the description, containing the room's name, the zone name, and the dbref.
  • FORMAT`NAME
The format used for the room's name.
  • FORMAT`ZONE
The format used for displaying the zone.
  • FORMAT`DBREF
The format used for displaying the dbref (only seen by admins)
  • FORMAT`BODY
The main body of the description, containing the description text, tag, note, and side bars if applicable.
  • FORMAT`TIME
The format used for displaying the time in the room.
  • FORMAT`VOBJ
The format used for displaying each individual vobject.
  • FORMAT`VOBJ
The format used for displaying all vobjects.
  • FORMAT`CONTENTS
The format used for displaying players and things in the room.
  • FORMAT`PLAYER
The format used for each individual player.
  • FORMAT`THING
The format used for each individual thing.
  • FORMAT`EXIT
The format used for each individual exit.
  • NAMEFORMAT, DESCFORMAT, CONFORMAT, EXITFORMAT
High-level formatting that determines what order the individual elements are displayed in.

Don't Use These

  • DESC1, etc
The text of the description, i.e. the description itself. For backwards compatability with older versions of the room parent. However, the new version works with @describe, so use that instead.
  • ZONENAME
Functionally identical to ZONE. Included for backwards compatability.

&DESC`BODY, DESC`ZONE, DESC`REGION, DESC`TAG, DESC`NOTE.

This group of attributes contains code that looks up the individual fields, since they can appear under different attributes in older rooms - for example, DESC`BODY looks for DESCRIBE, then looks for DESC1 if that isn't found.