ED

Syntax: redit ed <keyword(s)>

Adds or edits an extra description to the room by using one or more keywords from the room desc. This is very useful for describing objects in the room that are not physical objects in the game. This will place you into the text editor where you will describe the keyword(s). When a player looks at or examines a keyword they will be given a description of that keyword.

First we need to know which key word or words we will use. In the example of a room description below, I will select some ed keywords. (I will only redit one though)

Example of a room description:

You are in a musty, dirty entrance hall. You can tell that at one time it must have been grand, but now has fallen into ruin. There is a corridor, leading into the west wing, to your left. To the right, a staircase leads up to a balcony that overlooks this hall. A hall on the right leads to the east wing. Straight ahead a hall leads to the rear of the house.

The walls are bare and no furniture is present other than a small pile of wood against the left wall.

 

Ok I want three ed's in this room: one for the staircase, one for the balcony, and one for the pile of wood. Be careful not to use the same keywords in the same room.

Ex. redit ed staircase stairs

Notice I actually used two different keywords. This is because I want the players to be able to get the description whether they look at stairs or staircase, either of which will give the description. (click HERE for more on Keywords) 

Now I enter a description for the staircase in the text editor.

Example of ed text:

The stairs look rickety, but still climbable. A few of the risers are missing and the banister is in pretty bad shape. Remnants of the carpeting that once covered the stairs are still present in some areas.

(It is possible to also add ed keywords to the ed text)

 

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