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Running An Alterer

So, you'd like to run an alterer? Great! Here is all the information you need to get started. First of all, you should not begin this process without letting your department's Game Director know about it. Second, PLEASE be sure that either you or they tell Exxy your rooms are all set up and ready to go before you open your list. There's a quick update he must make before you do. After you get GD approval, you may go ahead and create your 2 rooms, set the script number on these rooms, and drop the altererdata object in your first room, though. More information about these steps below. ;)

First of all, you should have a clear understanding of our description policies. Click here for a copy of what players read when they go to claim an alteration on their account.

Now, regarding the actual process of altering. You should know that when we run an alterer, we have some automated scripts to help make the process easier for you.

When you run your alterer, you will be taking an item from someone, SHOW_OBJECT_DATA on it, copying and pasting the text into the OLC Helper, making changes to it, generating the commands for it, and then entering the commands to make the changes to the object in game. It might feel a bit nerve-wracking at first but just remember to take your time, and do not feel rushed. :)

You can close your list when you have as many people as you want to work on, or when you're getting tired of working. They may continue to trickle in over a long period of time.


For this script, you must set up 2 rooms. One will be the waiting room where the list exists, and the other will be the room you carry players to in order to actually do the alterations. You must set room script 544 in both rooms. Here is an example:

[All That Glitters, Back Room] [#1638] [Ter 0] [Elv 0] [Crd 5,0]
Rather cozy for a makeshift work room, this portion of the tent is spacious enough to accommodate just a couple of people at a time. Fragrant candles burn from atop the worktable, providing ample light for the most delicate of work.
Other life here: none.
You also see: an intricately carved rosewood workbench, a silk curtain, and an ornate handcarved rosewood chair.
You are inside.
Obvious exits: out.

>show_room
Room data for room 00001638:
Script: 544

>go curt
You step past the curtain and back into the waiting room.

[All That Glitters, Waiting Room] [#1637] [Ter 0] [Elv 0] [Crd 5,0]
Ample lengths of hanging silk cordon off this back corner of the tent, creating an air of privacy for those patrons awaiting their turn in the "back room", the simple nickname given to that area where Yvonna creates and alters her magnificent creations. A thin silk curtain, just thick enough to obscure the view beyond, separates the waiting area from that very room; fear of not being served the only security needed to insure that no patrons pass beyond without permission.
Other life here: none.
You also see: a silver cart with tarts, altererdata for All that Glitters (invisible), an alterations list, an elegant sign, a silk curtain, and an ornate handcarved rosewood chair.
You are inside.
Obvious exits: out.

>show_room
Room data for room 00001637:
Script: 544


You must create the Altererdata object and drop it in your front room. It should look like this, but change the shop name, and change the look to whatever you're altering, of course:

>show_object_data altererdata
Object data for altererdata for All that Glitters:
Object ID: 82260
Ar/Ds/Nm: ' ' 'altererdata'
Script: 0
There are no items inside of it.
Data1: 0 0 0 264 14 0 0 0
Data2: 0 0 0 0 0 0 0 0
Data3: 0 0 0 0 0 0 0 0
Data4: 0 0 0 0 0 0 0 0 0 0
Data5: 0 0 0 0 0 0 0 0 0 0
LOOK: 'armor and weapons'
READ: ''


As you may have noticed in my rooms' descriptions, you also need to have a sign and a list in your front room which look something like this (your sign doesn't have to be elegant *grins*):

>show_ob list
Object data for an alterations list:
Object ID: 82174
Ar/Ds/Nm: 'an' 'alterations' 'list'
Script: 0
There are no items inside of it.
Data1: 0 0 0 0 14 0 0 0
Data2: 0 0 0 0 0 0 0 0
Data3: 0 0 0 0 0 0 0 0
Data4: 0 0 0 0 0 0 0 0 0 0
Data5: 0 0 0 0 0 0 0 0 0 0
LOOK: 'There is something there you could READ.'
READ: ''

>show_ob sign
Object data for an elegant sign:
Object ID: 82044
Ar/Ds/Nm: 'an' 'elegant' 'sign'
Script: 0
There are no items inside of it.
Data1: 0 0 0 0 14 0 0 0
Data2: 0 0 0 0 0 0 0 0
Data3: 0 0 0 0 0 0 0 0
Data4: 0 0 0 0 0 0 0 0 0 0
Data5: 0 0 0 0 0 0 0 0 0 0
LOOK: 'There is something written on the sign that you could READ.'
READ: ''


The first room must have an OUT exit to leave the area.

The first room should have both a sign and a list object as well as an invisible "- - altererdata" item with the full descripton set as the type of item you will work on. No item will result in the sign saying you will work on anything.

Examples of what you work on would be "armor only" or "clothing only", or "items from (a shop name) only."

You must be in the first room to use the list (a list of commands to use on the list are below).


You can use these commands in your room which give automated text to the player:

//open will open your list for people to join!

//list -
Usage: //list Arementa, Exxy, and Liss.
reads a list of who's in line and says, "Arementa, Exxy, and Liss." Please don't leave the room if you don't want to lose your place in line."

//lookread (asks if they want a look or read)

//begin (item) (an emote saying you have started working on whatever you enter after the command)
For example: //begin a backpack (You begin working on a backpack.)

//finish (emote saying you are finished with your work)

//ask (amount) (how much gold to ask for work) (article - leather) (item name - backpack)

//bankrun (amount) (sends a runner to the bank and gives this amount to the person from their bank account... not to you!)

//getnext - bumps up the list of names and gets the next one in line

//update - (Your name) quickly takes a moment and updates the list.

//close (closes the list, prevents from joining)

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Page last modified on December 13, 2006, at 12:39 PM EST
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