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All objects on brightMOO
have four properties that effect what happens when the mouse passes
over the object, or when the object is left- or right-clicked on:
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Use
the @set command to set the value
of a property. The syntax is as follows: |
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@set
<object.property> to <value> |
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Alternatively,
you can use BrightMOO's MacMoose browser to edit property values. |
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Setting
the .draw_title property of an
object allows you to customize the message that is displayed a user
moved the cursor over the object. If the .draw_title
property is set to 0, the name of the object is displayed
when the mouse moves over it. While this is the default, there are
some cases when you might want the object's label to be different
than its name. |
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To
set an object's .draw_title property, use the following command: |
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@set
<object.draw_title> to <"value"> |
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For
example, if you want to set the .draw_title property of an object
named sign to read "Welcome to BrightMOO" you should type:
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@set
sign.draw_title to "Welcome to BrightMOO" |
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You
might have noticed that BrightMOO's cursor changes when it passes
over objects in the room, and that left-clicking on different objects
causes different things to happen. All of this is controlled with
two properties: |
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- .draw_default_verb
-
.draw_default_cursor
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The
.draw_default_verb property determines the verb the BrightMOO client
calls when an object is left-clicked. To set the default verb on an
object type: |
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@set
<object.draw_default_verb> to <"verb name"> |
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For
instance, to set the default verb on your player to "get",
type: |
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@set
me.draw_default_verb to "get" |
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Note:
the verb you point an object's .draw_default_verb property to must
be intransitive (i.e. no indirect
object). |
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The
.draw_default_cursor property
determines the icon that the BrightMOO client displays when the mouse
moves over an object. As detailed in the cursor
tutorial, the BrightMOO client represents actions in the MOO with
four main types of cursors: |
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- "glass"
= the magnifying glass cursor
- "hand"
= the hand cursor
- "move"
= the arrow cursor
- "activate"
= the lightning bolt cursor.
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To
set the .draw_default_cursor option on an object, use the following
syntax: |
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@set
<object>.draw_default_cursor to <"cursor type">
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For
instance, if you want the BrightMOO client to display a hand cursor
when the mouse passes over your player, you would type: |
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@set
me.draw_default_cursor to "hand" |
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Note:
you must specify
one of the four cursor types listed above. If you do not, the client
defaults to the magnifying glass cursor ("glass");
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Right-clicking
on an object raises a context
menu. You can specify the verbs displayed in the verb field of
an object's context menu by modifying the object's .draw_menu_verbs
property. Unlike the properties detailed above, however,
the .draw_menu_verbs property is comprised of a list of verb names.
To see what this list looks like, type: |
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@show
me.draw_menu_verbs |
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The
server should return something like the following: |
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#240.draw_menu_verbs
Owner: OoglyBooglyBoo (#240)
Permissions: rc
Value: {"look", "get"} |
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Notice
that the value field above contains two entries, "look",
and "get", and that both are enclosed by brackets. To add
a verb to the list contained in an object's .draw_menu_verbs property,
you simply insert the name of the verb into the list in quotation
marks. The syntax for this command is: |
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@set
<object>.draw_menu_verbs to {<"verb name">,<"verb
name">,<"verb name">} |
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For
instance, to add the verb "approach" to the list of verbs
your player's context menu shows, type: |
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@set
me.draw_menu_verbs to {"look","get","approach"}
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Now,
if you type @show me.draw_menu_verbs,
the server will show that the verb approach has been added: |
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#240.draw_menu_verbs
Owner: OoglyBooglyBoo (#240)
Permissions: rc
Value: {"look", "get", "approach"}
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If
you right click on your player, you'll notice that the verbs are displayed
in the context menu in the order they appear in the property's list. |
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Note:
the verbs listed in an object's .draw_menu_verbs property must also
be intransitive (i.e. no indirect
object). |
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