room building detail (Room Building)



(This is the walkthrough. Command references: help @dig,
            help @describe, help @detail, help @roomstate,
            help +weather, help +tp. Builder permissions required.)

            Building a room, start to finish:

            1. Dig it. From the room it should connect to:

                @dig North Bowl;bowl = north;n, south;s

            One command makes the room plus both exits - the exit out,
            then the exit back, each with ;aliases. @tunnel n = <name>
            is a shortcut that knows the compass pairs; @open <exit> =
            <room> adds an exit between existing rooms; @teleport gets
            you around while working. Every new room is an extended room
            on Pern time - everything below works out of the box.

            2. Describe it.

                @describe <text>         (@describe/edit opens the editor)

            That's the year-round look, and for interior rooms it is
            usually all you need. Where the setting breathes with the
            year, add seasonal variants:

                @describe/winter <text>

            Winter, spring, summer and autumn swap in on their own with
            the Pern calendar, following the room's region (step 4). For
            a line that shifts with the time of day (morning, afternoon,
            evening, night) or with a room state, use $state inlines
            inside any desc:

                $state(morning, Dawn light creeps down the east rim.)
                $state(on_fire, Flames roar along the roofline!)

            (Seasons don't work in $state - for season-shifting text,
            use the @describe/<season> descs.)

            3. Detail it. Things worth a look that don't need to be
            objects - walls, carvings, the view:

                @detail walls;wall = The walls are covered in ...
                @detail/del walls

            4. Bind its weather.

                +weather/here = <region org>

            This ties the room to a region (a Weyr, Hold or area org)
            and drives the +weather command, which season the descs
            follow, local IC time (+time) and the IC date stamped on
            scenes recorded there. The org itself needs a real-world
            weather equivalent (+org/weather) and possibly a timezone
            (+org/timezone) - normally already set for your area; if
            +weather complains, that's what's missing.

            5. Walk it. look at it, check +weather and +time, try the
            exits both ways, look at your details. Seasonal descs can
            be previewed by pinning: @roomstate winter forces winter
            until you toggle it off again.

            # subtopics

            ## room states

            Beyond seasons, rooms can be in arbitrary states - a fire, a
            gather, flood damage:

                @describe/on_fire <text>     (write the state's look)
                @roomstate on_fire           (toggle it on/off)

            A state desc wins over the seasonal one while active, and
            $state(on_fire, ...) inlines light up in any desc. @roomstate
            alone lists the room's current states.

            Some states are structural - the game reads them:

                @roomstate sky         open air; dragons must be in one
                                      to learn jump points and go
                                      between (help between)
                @roomstate inside      under a roof: +weather stops
                                      reading the sky, and a dragon
                                      here is not told about it
                @roomstate no_dragons  too small for a dragon to enter

            outside and dragon_ok undo those last two. Both are what a
            room already is if you say nothing, so you only need them to
            change your mind. Setting one of a contradicting pair clears
            the other, and the command tells you when it did.

            ## tp rooms

            A TP room is a stage: players redress it from a shared
            library of saved locations (+tp <location>) instead of new
            rooms being built for every plot. Staff make one by digging
            with the typeclass:

                @dig The Clearing:typeclasses.rooms.TPRoom = <exits>

            Dress its default look with the tools above, then
            +tp/default captures it (it also auto-captures on first
            use). Any nicely-dressed room - TP or grid - can be saved
            into the library with +tp/save <name>. See help +tp.

            ## room images

            A room can carry a web image (its profile portrait) - shown
            with the room in published scene logs and saved into TP
            library entries. Staff attach these via the web admin.
Building