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building:roomedit [2015/09/25 23:57] vodurbuilding:roomedit [2015/10/14 01:09] (current) vodur
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 \\ \\
 This should be the first stap of the actual building of an area.\\ This should be the first stap of the actual building of an area.\\
-Rooms are probably the most important things in an area. \\+Rooms are probably the most important things in an area.\\
 To make a new room, type 'redit create <vnum>'.\\ To make a new room, type 'redit create <vnum>'.\\
 To edit the room you are in, type 'redit'.\\ To edit the room you are in, type 'redit'.\\
 To edit an existing room somewhere else, type 'redit <vnum>'.\\ To edit an existing room somewhere else, type 'redit <vnum>'.\\
-Yeah, this is easy you will think now... Well, it is!\\+Yeah, this is easy you will think now… Well, it is!\\
 To see the room as it is and to see what you can change in a room, just type\\ To see the room as it is and to see what you can change in a room, just type\\
 'show' or press return with an empty line. You will want to leave\\ 'show' or press return with an empty line. You will want to leave\\
 redit too after you're tired of trying to come up with new places, do this\\ redit too after you're tired of trying to come up with new places, do this\\
 by typing 'done'. It IS that hard!\\ by typing 'done'. It IS that hard!\\
-\\ 
 ===== Room names ===== ===== Room names =====
  
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 Try not to give a room name flashing colors or a background color or\\ Try not to give a room name flashing colors or a background color or\\
 something like that, we're making a place for people to walk around in\\ something like that, we're making a place for people to walk around in\\
-without getting blinded.\\ +without getting blinded.
  
 ===== The room description ===== ===== The room description =====
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 Format does a wordwrap on the room, giving all the lines almost the same length so\\ Format does a wordwrap on the room, giving all the lines almost the same length so\\
 it looks better. it looks better.
- 
  
 ===== Room flags ===== ===== Room flags =====
 +
 +Almost every room should have one or more room flags. The room flags tells what kind\\
 +of place the room is and what works and what not. Rooms marked with the 'inside'\\
 +flag for example, will be places like buildings or caves. Messages of the weather or\\
 +night and day will not be given here and skills like forage won't work here.\\
 +For a list of room flags type '? room' while in redit. The names of the room\\
 +flags should explain just what they do.\\
 +Room flags or toggled on or off, do this by typing\\
 +'room <flag1>'.\\
 +To turn off a room flag, simply type 'room <flag>' again.\\
 +More flags can be added at one time just by typing more flags after 'room'.
 +
 +==== Some room flag descriptions: ====
 +
 +<code>
 +-dark         You need a light to see here.
 +-no_mob       Mobiles can't enter the room.
 +-indoors      Room is indoors (cave, house, ...)
 +-private      Only 2 persons or mobs can be in the room at the same time.
 +-safe         You cannot kill or use any offensive spells=skills here.
 +-solitary     Only one person/mob at the same time. (make sure no mob gets here)
 +-pet_shop     Marks the room as a pet shop! LOOK 2REDIT!
 +-no_recall    Recall, gate, summon or similar spells will not work.
 +-imp_only     Only implementors can go here.
 +-gods_only    Only immortals can go here (including savants).
 +-heroes_only  Only players with highest level can go here.
 +-newbies_only Only players with level below 5 can go here.
 +-law          KILLER and THIEF flag will be active here.
 +-donation     Donation room...
 +-nowhere      Don't know if that works with farsight, where doesn't exist.
 +-snare        Trap in room? *shrug*
 +-blacksmith   Don't use this.
 +-jail         Jail for naughty players, won't need this.
 +</code>
  
 ===== Sector flags ===== ===== Sector flags =====
 +
 +Each room MUST have one sector flag, so try and make sure the sector flag is right. The\\
 +sector flag is similar to the room flag, but there is only one type of sector in a room.\\
 +Sector flags make the room a mountain, or somewhere in the air or underwater or whatever.\\
 +To see a list of sector flags, type '? sector' while in redit. The names should\\
 +explain what they do. To change the sector flag simply type 'sector <flag>'.
 +
 +==== Some sector flag descriptions: ====
 +
 +<code>
 +- inside      The room is inside (cave, building)
 +- city        The room is outside, but skills like forage and the like still won't work.
 +- field       A field... ehm... you know
 +- forest      A forest, you can call snakes and forage and use woodland combat.
 +- hills       Increases moves used.
 +- mountain    Also increases moves used, but more.
 +- shallow     Shallow water, increase moves used, don't need swim yet.
 +- deep        Deep water, need swim to move around unless you have fly.
 +- underwater  Underwater, need swim and breathe water.
 +- air         Need fly to move in, out and around.
 +- desert      Increases moves used and makes thirst go faster.
 +</code>
  
 ===== Exits ===== ===== Exits =====
 +
 +When you arrive in a room, there will most likely be a place where you just came from\\
 +or where the room leads to. There are 3 ways of doing something like that.
  
 ==== An exit to a room that doesn't exist yet ==== ==== An exit to a room that doesn't exist yet ====
 +
 +To create an exit to a room that isn't there yet, you will have to create the exit\\
 +and in the same time make the new room. Do this by typing\\
 +'<direction> dig <vnum>'\\
 +This will not only make an exit to the <direction> in the room you were making, it will\\
 +also create a new room with <vnum> as vnum, put you in the redit for that room, and make\\
 +an exit in the new room back to the room you started in.\\
 +So suppose you're in room 1000 and type north dig 1001, room 1000 will get an exit north,\\
 +room 1001 will get created and will get an exit south, and you will be editting room\\
 +1001.
  
 ==== An exit to a room that already exists ==== ==== An exit to a room that already exists ====
 +
 +To create this exit, make sure the room you want to create an exit to doesn't already\\
 +have an exit in the direction leading back to this room. To make this exit, type\\
 +'<direction> link <vnum>'. This will not only make an exit to room <vnum> in that\\
 +direction, it will also make an exit back to this room in the other room. So if you're\\
 +in room 1000 and type 'east link 1001' an east exit to room 1001 will be made in the\\
 +room you're in, and a west exit to this room will be made in room 1001. (If there was\\
 +already a west exit in room 1001, you will get an error message)
  
 ==== One way exits ==== ==== One way exits ====
 +
 +One way exits will (as the name says) make an exit in the room you're working on, but\\
 +won't make an exit back to the room. To make a one way exit, type\\
 +'<direction> room <vnum>'.\\
 +So if you would be in room 1000 and type 'south room 1001', there will be a south exit\\
 +to room 1001, but room 1001 would not have a way back, and another north exit can\\
 +be made in room 1001 to a totally different room.
  
 ===== Signs ===== ===== Signs =====
 +
 +When you add a sign in the room, be sure you put something in the room description to\\
 +tell the players there is a sign in the room. (It will not make an object in the room\\
 +saying 'a sign stands here'.) The sign doesn't have to be called a sign neither, it can\\
 +be a plaque, some carvings, a writing in the sand… To make a sign type\\
 +'ed add <sign_keyword>'\\
 +You will be put in an editor where you can type what the sign says. You can format the\\
 +sign by typing ed format <keyword>. The keywords in the description editor will still\\
 +work too. After the sign has been made, everyone typing 'look <keyword> will see what\\
 +the sign says.\\
 +To delete a sign, type 'ed delete <keyword>'\\
 +To edit a sign, type 'ed edit <keyword>'
  
 ===== Doors ===== ===== Doors =====
 +
 +After making an exit to a certain direction, you can add a door to that exit.\\
 +Syntax: '<direction> door <door flag(s)>'\\
 +To see the different door flags, type '? exit', the names explain what they\\
 +do to the door, the difficulty flags say how hard the door is to pick.
 +
 +==== Locked Doors ====
 +
 +To lock a door, set the locked flag to mark it as a locked door, but you need to\\
 +add a key to the door too. BEFORE YOU ASSIGN A KEY TO A DOOR MAKE SURE YOU MAKE\\
 +THE KEY FIRST! If the object you assign as key doesn't exist or isn't a key,\\
 +VERY bad things happen! You can add the key later to a locked door in case you\\
 +forgot making the key.
  
 ===== Shops ===== ===== Shops =====
 +
 +A shop is nothing more than a room with a shopkeeper mob in it. So make a normal\\
 +room and put a shopkeeper mob there. (more in medit)\\
 +There is one shop that doesn't work that way though.\\
 +Petshops need to be flagged with the petshop room flag.\\
 +The next vnum will automaticly be marked as a pet shop storage room. All the mobs\\
 +resetting here should be marked as pet, and the room should be gods_only and\\
 +have no entrances or exits.
  
building/roomedit.1443225448.txt.gz · Last modified: 2015/09/25 23:57 by vodur