Dynamic Descriptions Example Three

A room that appears differently depending on how one arrives there.

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One of the most common "mistakes" in area building is the assumption that
the reader has come from a particular direction.  For example:

As you get closer to the mountain peak it is getting much hotter.

What if the person is going down the mountain, or has teleported in?

This problem can be cured by using Dynamic Descriptions:

In MCF (Make Continents Fast) a part of room long description section would be: #D[{dir.from} == {dir.down}] As you [{position.flying}=={false}] climb | [{position.flying} get | closer to the mountain peak it is getting much hotter. | [{dir.from} == {dir.up}] Things are cooler here as you move away from the mountain peak. | [{dir.from} == {dir.other}] There is a great deal of heat coming the mountain peak above you. | and depending on how you arrived in this room the result would be: Moving up the mountain:
Path Up the Mountain [Exits: up down ] As you climb closer to the mountain peak it is getting much hotter. Flying up the mountain:
Path Up the Mountain [Exits: up down ] As you get closer to the mountain peak it is getting much hotter. Moving down the mountain:
Path Up the Mountain [Exits: up down ] Things are cooler here as you move away from the mountain peak. Arriving in the room by teleport, or summon, etc.:
Path Up the Mountain [Exits: up down ] There is a great deal of heat coming the mountain peak above you.

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