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building:roomedit [2015/09/26 00:29] – [Room flags] 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 =====
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 To see a list of sector flags, type '? sector' while in redit. The names should\\ 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>'. 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 =====
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 '<direction> link <vnum>'. This will not only make an exit to room <vnum> in that\\ '<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\\ 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 \\+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\\ 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) already a west exit in room 1001, you will get an error message)
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 tell the players there is a sign in the room. (It will not make an object in the room\\ 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\\ 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\\+be a plaque, some carvings, a writing in the sand… To make a sign type\\
 'ed add <sign_keyword>'\\ 'ed add <sign_keyword>'\\
 You will be put in an editor where you can type what the sign says. You can format the\\ 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\\ 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 \\+work too. After the sign has been made, everyone typing 'look <keyword> will see what\\
 the sign says.\\ the sign says.\\
 To delete a sign, type 'ed delete <keyword>'\\ To delete a sign, type 'ed delete <keyword>'\\
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 To lock a door, set the locked flag to mark it as a locked door, but you need to\\ 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\\ 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, \\ +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 \\+VERY bad things happen! You can add the key later to a locked door in case you\\
 forgot making the key. forgot making the key.
  
building/roomedit.1443227398.txt.gz · Last modified: 2015/09/26 00:29 by vodur