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Customizable .draw Properties
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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:

 
   
  Use the @set command to set the value of a property. The syntax is as follows:  
  @set <object.property> to <value>  
  Alternatively, you can use BrightMOO's MacMoose browser to edit property values.  
   
  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.  
  To set an object's .draw_title property, use the following command:  
  @set <object.draw_title> to <"value">  
  For example, if you want to set the .draw_title property of an object named sign to read "Welcome to BrightMOO" you should type:  
  @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:  
 
  • .draw_default_verb
  • .draw_default_cursor
 
  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:  
       @set <object.draw_default_verb> to <"verb name">  
  For instance, to set the default verb on your player to "get", type:  
       @set me.draw_default_verb to "get"  
     
  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:  
  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:  
 
  • "glass" = the magnifying glass cursor
  • "hand" = the hand cursor
  • "move" = the arrow cursor
  • "activate" = the lightning bolt cursor.
 
  To set the .draw_default_cursor option on an object, use the following syntax:  
       @set <object>.draw_default_cursor to <"cursor type">  
  For instance, if you want the BrightMOO client to display a hand cursor when the mouse passes over your player, you would type:  
       @set me.draw_default_cursor to "hand"  
 

 

 
  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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     The .draw_menu_verbs property  
  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:  
       @show me.draw_menu_verbs  
  The server should return something like the following:  
 
  #240.draw_menu_verbs
Owner: OoglyBooglyBoo (#240)
Permissions: rc
Value: {"look", "get"}
 
  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:  
       @set <object>.draw_menu_verbs to {<"verb name">,<"verb name">,<"verb name">}  
  For instance, to add the verb "approach" to the list of verbs your player's context menu shows, type:  
       @set me.draw_menu_verbs to {"look","get","approach"}  
  Now, if you type @show me.draw_menu_verbs, the server will show that the verb approach has been added:  
 
  #240.draw_menu_verbs
Owner: OoglyBooglyBoo (#240)
Permissions: rc
Value: {"look", "get", "approach"}
 
  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.  
     
  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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