103 lines
3.7 KiB
Plaintext
103 lines
3.7 KiB
Plaintext
chapter 1 "QCS and Builder Commands"
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"QCS" is the Dead Souls Quick Creation system, similar in function
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to what other codebases refer to as OLC, or On-Line Creation.
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What with muds being text only, QCS has no fancy windowing system.
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Using a menu-driven creation system was ruled out quickly due to the
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vast complexity of the menus that would be required. Instead, QCS
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relies on a few powerful commands.
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BUILDER COMMANDS
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----------------
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home
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----
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This command magically teleports you to your workroom.
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arealist
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--------
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This lets you see a list of the things you have created. To see
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a list of NPC's (or mobs) you've created, type: arealist npc
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Other valid categories are: room, object, weapon, armor
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areagoto
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--------
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You can travel directly to rooms you've created. If one of
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your rooms' file is, for example, ogre_room1, you can: areagoto ogre_room1
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areaclone
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---------
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This allows you to bring into existence a copy of a thing you've
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created. For example, one of the weapons you've made has a file name of golden_sword,
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you can make one appear by typing: areaclone golden_sword
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dest
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----
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This destroys one of your created objects. If you're done playing
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with a sword, for example, you can: dest sword
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Note that this does not delete the file, it just destroys the cloned
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copy. Also, it only works on items cloned from files in your area. You
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aren't allowed to dest other people's stuff!
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reload
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------
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This destroys the current object and reloads it with its current
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code. For example, if your workroom is full of junk and you want to
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reset it to its base status, type: reload here
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And the room will reset to its default, with the junk gone.
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QCS COMMANDS
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------------
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create
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------
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This is the command that gets the ball rolling. This command
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is what lets you bring a new thing into existence. The things you can
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create can be seen by typing "help create". Examples are rooms, weapons,
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doors, and so on. We will be reviewing each of those in later chapters.
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When you issue this command a generic version of the item you
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wish to create appears (or, in the case of a room, appears in the
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direction you specify). Once that generic copy materializes, you can
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change it to suit your needs using the "modify" command.
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modify
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------
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I tend to regard this command as the heart and soul of QCS. It's
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this tool that lets you make your world your own. Your new generic
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things are not useful or fun until you modify them. A "generic weapon"
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isn't very interesting, but a "mithrilite poleaxe" might be just the
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thing to deal with a pesky dragon.
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add
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---
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Creatures, rooms, and containers are capable of storing other
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things. Once you make an ogre, you may want to give him a hammer to
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wield. After you make that hammer, you use the add command to let
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the ogre have that wepon in his permanent inventory.
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delete
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------
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On the other hand, you may be tired of that ogre after a while. If
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he is a part of the permanent inventory of a room, you can use the
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delete command to remove him permanently. Or if you'd rather he have
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a Kill-O-Zap Frogstar blaster rather than a hammer, get rid of the
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hammer in his inventory with this command.
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copy
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----
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This is a room-specific command. Rather than write multiple,
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nearly identical rooms for large areas, you can use the copy command to
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make the room you are almost exactly like any other room you choose,
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except for the exits, which remain the same. Handy for big forests,
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cell-blocks, twisty mazes of little passages, etc.
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initfix
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-------
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If a thing isn't working right, try to initfix it. "init()" is
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an object function that many items need in order to work properly. If
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you've run into something that is behaving unexpectedly, run initfix on
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it. The trouble just might clear up.
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