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<html>
<head>
<title>The MUCK Manual: Archiving Your Belonings</title>
</head>
<body bgcolor="#FFFFFF">
<center>
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<table>
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<td>
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<p><b>4.6 Archiving Your Belongings</b></p>
<p>The <code>@archive</code> command (syntax <code>@archive
<object></code>) `decompiles' objects. That is, it examines them, and
then outputs the commands that would be necessary to recreate them. Unless you
simply want to create an epic amount of spam, you need to capture this output
in some way in order to make use of it. The normal way is to use your client
to start a log file, and then issue the <code>@archive</code> command, then
close the log. The resulting file can be used to recreate the object(s) if you
accidently mess them up, or if the <code>MUCK</code> experiences database loss
or corruption, or if you want to move the object to a different
<code>MUCK.</code> To do so, simply quote or paste the file into your client
window on the destination <code>MUCK.</code></p>
<p>The command operates in a recursive fashion: a single <code>@archive</code>
command will decompile the specified object, and any objects contained within
it. This is usually a good thing: you can, for example, <code>@archive</code>
an entire area with a single command by <code>@archiving</code> the area's
parent room. But a minor warning: if you issue the command while you are in
the area, your character object will be archived as well. This isn't a
calamity, but it's probably not the best approach. The resulting archive file
will be much larger than it needs to be, and if you quote it back without
deleting the portions that apply to your character, you will get a great many
error messages. So, if you want to <code>@archive</code> a room or area, do so
by moving to a remote location before issuing the <code>@archive</code>
command. (You can, of course, <code>@archive</code> your character as well...
it's a good idea in fact. You would need the help of a wizard to recreate the
character object, but once this is done, you could use the file to return your
character to a previous state).</p>
<p>In the following example, we <code>@archive</code> the area created in the previous tutorial, using the logging commands for the TinyFugue client. Other clients will have other logging commands.</p>
<p><code>
====================================<br>
> gohome <font color="red">( leave area, so character won't be
archived )</font><br>
ShadowKat's Lair<br>
.<br>
.<br>
.<br>
<br>
> /log amberside<br>
> @archive $ae<br>
.<br>
.<br>
. ( lots of text scrolls by )<br>
.<br>
.<br>
> /log off<br>
====================================
</code></p>
<p>That's all there is to it! Since the <code>@archive</code> command is
recursive, and since the whole area is — directly or indirectly —
contained within the environment room referenced by the registered name
<code>$ae,</code> the whole area will be <code>@archived.</code></p>
To recreate the area, we would simply quote the log file:
<p><code>
====================================<br>
> /quote -S 'amberside<br>
====================================
</code></p>
<p>It is normal to see a few error messages when you recreate something from a
log file. Common causes are exits that cannot be properly relinked because
they led to something not included in the log and restricted properties that
the <code>@archive</code> command could read but that you cannot set when you
quote the file. Other, less obvious problems are sometimes caused by dbrefs
included in properties: if you are moving the object to a different
<code>MUCK,</code> these dbrefs will now be inaccurate. The effects of this
will vary, but regardless you need to examine and test objects recreated from
archive files.</p>
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