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---- Explanation ---- The <vnum> is the virtual
number of a room, its unique identifying number, something like The <name> is the name of the room. Surprised, ain't ya? The <description> is composed of several sentence detailing the room. We recommend not more than 6-7 lines, as after that, it gets quite.. spammy. The <area> number conventionally
was the first 2 or 3 digits of your area (depending on if your room numbers
were 4 or 5 digits). It's unused now, The <room-flags> describe the various attributes of the room. ROOM_DARK
A if no chars in room have light, can't see
<sector type> describes the terrain. It has ramifications on
movement costs and 'bumping'... trying to go in a non-exit direction. Also,
some rooms require equipment to enter.. such as a boat, or the ability
to fly. City rooms (streets, etc) and indoor rooms are considered 'lit'
SECT_INSIDE 0 lit, unless 'A' flagged SECT_CITY 1 lit, unless 'A' flagged SECT_FIELD 2 SECT_FOREST 3 SECT_HILLS 4 SECT_MOUNTAIN 5 SECT_WATER_SWIM 6 SECT_WATER_NOSWIM 7 need a boat to enter, items without 'float' flag or affected by 'bouyancy' spell will sink and vanish. SECT_UNUSED 8 SECT_AIR 9 need to fly to enter SECT_DESERT 10 SECT_OPPRESSIVE 11The order of SECT values here indicates cost of movement over the terrain, INSIDE being the easiest and least costly, MAX being the hardest and most costly.
The next section describes any doors (exits with or without doors) for your room. The links between rooms are 2-way, ie, room X is linked via a D section to room Y, and visa versa. The directions should match, ie, if room X has an exit south that leads to room Y, room Y should have a door north leading to room X. (Note, this is not a RULE, and some tricky stuff can be created by violating this recommendation, but by and large, you should follow this most of the time. ) By default, you should try to use north, south, east, west, up and down for your directions as scan works best with these. Possible support for northeast. etc may also be included soon. A 'D section' for a room is described as follows: D <keywords:string>~ <door string:string>~ <description:string> ~ <entrance_msg:string>~ <exit_msg:string>~ <exit_info:flags> <access_flags:flags> <exclusion_flags> <key:number> <to_room:number> <default_pos:flags>You begin with the 'D' and then the list of keywords that can be used to manipulate the door. If north, south, east, west, up or down is anywhere in this list, the player may type just the direction (ie, "north") and go that direction (to support current functionality). If not, they must type 'go' and one of the keywords. The exits line in autoexit will use the first keyword. The < door string > is the short string for display purposes when the exit is used.. such as when it is opened, or when a mob or player arrives or leaves using that exit. Note that if north, south, east, west, up or down is a keyword, this string may be left blank (ie, '~' on the line by iteself and a fill in will be used (the northern door, eg). The <description> string
is the short sentence that a character will receive if they 'look' in the direction
of the door, or at the keyword. (ie, a door leading north might have 'You see
the passage continue north.') The player will get 'Nothing special there.' if
the description string The < entrance_msg
> and < exit_msg
> can be used to override the default messages used when the exit is being used
(entered or exited). This message must include a $n in the place of where the
character or mob's name should be. You may also use $m for him,her or it, $e
for he, she, and it, and $s for his, her or its. A '$' should not be used anywhere
else in The exit string is seen in the room the character just left, and the entrance string is seen the room she just entered. Thus both strings are used when the exit is used, one in the room they were in, and one in the room the exit leads too. The exit_info flags are used to describe the type of barrier the exit is. Open passway (no door) 0 Normal door (with or without lock) A Closed B (B and C will be overridden by Locked C the default pos if you have one.) Pickproof D Passproof E Secret F (need detect hidden to see, use) Random G (maze exit, randoms with other random exits in the room. Replaces 'R' resets) Undectectable H (cannot be detected at all, good when used in conjunction with G) Hidden I (need detect hidden to see, but can use no matter what) No Scan J can't scan through this exitThe access flags detail some restrictions on characters who wish to use the exit. Currently supported flags: No access flags 0 ACCESS_FLY A (need to be flying to use this exit)The exclusion flags restrict access to mobs/characters. Currently support flags: No exclusions 0 EXCLUDE_SMALL A (small and tiny may not use exit) EXCLUDE_MEDIUM B (medium sized may not use this exit) EXCLUDE_LARGE C (large, huge, and giant may not use)The <key> number is the vnum of the object that works the lock of the door. **NOTE!!** If there is no key, either because there is no door, no lock or just no key, put '-1', **NOT** 0. The <to_room> number is the vnum of the room that the exit leads to. Finally, the < default position > (which replaces 'D' resets) details the default state that the exit should be in when the area resets. Currently, we support 2 states: No door or defaults open 0 POS_CLOSED A POS_LOCKED BYou may (now) have as many exits in a room as you desire.
The E section allows for extended descriptions. The keywords provide the target, and the description is returned to the 'looker'. For example, a room might have the following E sections: E window~ A really nice super looking description describing the view out the window from this high tower. E throne seat~ The room might contain a throne described as a Imperial Seat. Put that description here.A room may have as many E sections as desired. The H, M, or V section allows you to alter the normal regeneration rates for this room. Legal values are 0 - 300. For example, a room with the line: H 200 Would regenerate twice the normal HP they would recieve, NO mana, and regular moves each tick. These are not required, and all rooms without them default to: H 100 M 100 V 100
The room description MUST end with an S.
---- EXAMPLES> ---- #11815
#11801
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