91 lines
2.8 KiB
Plaintext
91 lines
2.8 KiB
Plaintext
chapter 39 "QCS: Final notes"
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* Remember that QCS commands work on objects, not files. To
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load a file into memory, use the update command. To reload an
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already existing object, like a cloned orc or a book, use
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the reload command. To use modify, delete, and add, you have
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to specify a cloned object that is on you or in your environment.
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I think you're getting the idea of how this works. Here's
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an example of armor creation:
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%^GREEN%^create armor jeans%^RESET%^
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%^GREEN%^modify jeans id%^RESET%^
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%^GREEN%^pants%^RESET%^
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%^GREEN%^trousers%^RESET%^
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%^GREEN%^.%^RESET%^
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%^GREEN%^modify jeans short a pair of denim jeans%^RESET%^
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%^GREEN%^modify jeans long Worn jeans, frayed and stained.%^RESET%^
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%^GREEN%^modify jeans adj%^RESET%^
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%^GREEN%^pair of%^RESET%^
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%^GREEN%^denim%^RESET%^
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%^GREEN%^frayed%^RESET%^
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%^GREEN%^worn%^RESET%^
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%^GREEN%^stained%^RESET%^
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%^GREEN%^.%^RESET%^
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To know what directives QCS can change on an object, type:
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%^GREEN%^help modify%^RESET%^
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This provides a list of modifiable things and the directives
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that can be modified on them.
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Ultimately the Quick Creation System generates LPC code, so
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you'll want to review the earlier chapters of this handbook to
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get a base of understanding of the code that comprises your new
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creations.
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Some notes and tips:
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* The SetNoCondition directive makes it so an item does not report
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its physical status when examined. Weapons and armor wear down in
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combat, and most objects let you know their condition when you
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examine them. However, in some cases (a sandwich for example)
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this is inappropriate, so the SetNoCondition directive may be
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useful.
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* Doors aren't like normal objects. They have to be modified *twice*.
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Once for each side of the door. If this sounds unnecessarily
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tedious, remember that a door leading south is also a door
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leading north from the other room.
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* Doors generally are not visible in the same way that regular
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objects are. To make a door especially obvious and noticeable,
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do something like:
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%^GREEN%^modify door sethiddendoor 0%^RESET%^
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* SetCurrency is for adding money to NPC's. SetMoney is for adding
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money to non-living containers (bags, etc).
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* Item subtypes are listed in /include. To know what kinds of vendors
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are available, for example, look in /include/vendor_types.h
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* Books need a "source directory", which must contain one file per
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chapter. The SetSource for this manual, for example, is /doc/manual
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The first line of each file must follow the same format as
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the files you see in /doc/manual
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* SetObviousExits is usually no longer needed: rooms report
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obvious exits automatically. However, if you don't want an exit
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to show up by default, use the SetObviousExits directive
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to specify only those that you want seen. This will override the
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room's default exit display.
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