Using <ENTER>

Posted by GregS on Sun 31 Jul 2005 12:37 AM — 8 posts, 29,636 views.

#0
I'm having a bit of trouble here. I want to have an object in a room that the players must use <ENTER> to go into. What would this require?

Example

Town Square
You are in town square.
Exits: north
A small store is here.

---
The players would type <ENTER STORE> to go in.

Any help?

~Greg
USA #1
See help exitmaking in Smaug:
Quote:
Examples:
redit exit n 3001 - Creates an exit north to room 3001
redit exit n 3001 3 gate - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n - Removes the north exit


Shows how to make an exit keyword. Also see helpadvanced exits.
Amended on Sun 31 Jul 2005 02:33 PM by Zeno
#2
ha i've definately used that before. I dont want there to be a direction associated with the object. Using a keyword just masks the direction. I want a completely seperate object in the room that people need to ENTER <object> or GO <object> or whatever.

~Greg
#3
To be more clear about my previous post, here's what I'm envisioning for the basic rooms (what people see from their client or what not):
---------------------------------

[The Old Oak Inn, Foyer]
The entrance to this inn looks much like any other
in Alenia. A constant din of patrons chattering and
mugs clattering emits from the common room ahead.
You also see an alcove, a small box, a broadsword,
object4, etc.
Also here: PlayerCharacter1, PlayerCharacter2
Obvious exits: north

----------------------------------

Now I'd want people to be able to ENTER ALCOVE.
Here's the thing though. Once the person does enter the alcove I dont want there to be a direction associated that becomes obvious say if you were using the HIDDEN or SECRET flag for the exit.

Just so you know where I'm coming from; I've got a linux box right next to me where I've compiled the SMAUG code and have been working on this MUD. I've done most of the formatting and other BS, I'm just now digging into this SMAUG code (which is alot more in depth than the rom stuff I was working with a couple days ago).

Is there any kind of FAQ which explains exactly what each of the .c files (const.c, iced.c, act_wiz.c, etc) do?
Any help is appreciated.

~Greg
Amended on Sun 31 Jul 2005 08:23 AM by GregS
USA #4
For what you want, you'd use the somewhere exit then and if youd don't want the "somewhere" shown up on look, use the hidden/secret flag. And it won't be a normal exit.

All docs are in the /doc/ directory. The closest thing you'll find is code comments.
Canada #5
To actually have them type enter, I beleive that you need the can_enter flag. However, it doesn't specify which one you enter.

For example:

redit exit ? <vnum>
redit exflags ? auto hidden can_enter
redit exname ? alcove

Allows "enter alcove" to enter the room, and it is not seen, since it is hidden. However, with 2 hidden exits with the can_enter flag, you cannot specify which one, as the second word it really just thrown away. This could be changed fairly easily. "enter alcove" is equivelent to "enter".
#6
<< To actually have them type enter, I beleive that you need the can_enter flag. However, it doesn't specify which one you enter.

For example:

redit exit ? <vnum>
redit exflags ? auto hidden can_enter
redit exname ? alcove

Allows "enter alcove" to enter the room, and it is not seen, since it is hidden. However, with 2 hidden exits with the can_enter flag, you cannot specify which one, as the second word it really just thrown away. This could be changed fairly easily. "enter alcove" is equivelent to "enter". >>

How would I go about changing the source code to allow 2 hidden exits?
USA #7
It's not a question of allowing two hidden exits, you can do that already; it's a question of allowing two exits to 'somewhere'. Or, you can change the behavior of 'enter', that is, do not throw away what comes after 'enter' and look it up in the exits matching against keywords.