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