Room Fact Sheet v1.1 by Kracus This is how rooms are coded in Rom2.4b4 This *.txt file is best if viewed in: MicroSoft Word Font: Courier New Pt: 8, MarginLeft: 1", MarginRight: 1" ...do a select all text by going up in Edit and "select all" ...then set the font and pt. size. Thanks to the people below for the making muds possible! :) Based on ROM Version 2.4 beta (c)1993-96 Russ Taylor Based on Merc 2.1 code by Hatchet, Furey, and Kahn Original DikiMud by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, Micheal Seifert, Sebastian Hammer If you view in a larger font the screen will wrap the text to the next line and it will be a bit confusing. Room Area Code: [-------------snip---------------] <#vnum of the room> ~ ~ <0> <--optional line ~ ~ <--the ~ can be replaced with door keyword: gates~ <--optional Extra descriptions about the room ~ <--optional needed if E-extra line included <--optional needed if E-extra line included ~ <--optional tilde needed for extended description [------------end snip----------] Example: Room1 that has an exit going south to Room2 [-------------snip---------------] #1 Kracus' Room1 heading~ This is a room where you will learn how room area code is done for Rom2.4b4 (c) Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 <--( 0 is unused and must be there, A is the roomflag for Dark, 5 sector mountain) D2 <--( D2 means this room has an exit going south the next 3lines tells which room) You see room2 to the south.~ <--( need a 'look direction' line~ or just a single ~tilde) ~ <--( since we have no door to go south put a tilde here else example: gates~) 0 -1 2 <--( 0 means the exit is open, -1 is no key used, 2 is the vnum of the room2) S <--( S ends the room) [------------end snip----------] Example: Room1 that has an exit going south to Room2 and with extra descriptions. [-------------snip---------------] #1 Kracus' Room1 heading~ This is a room where you will learn how room area code is done for Rom2.4b4 (c)Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 <--( 0 is unused and must be there, A is the roomflag for Dark, 5 sector mountain) D2 <--( D2 means this room has an exit going south the next 3lines tells which room) You see room2 to the south.~ <--( need a 'look direction' line~ or just a single ~tilde) ~ <--( since we have no door to go south put a tilde here else example: gates~) 0 -1 2 <--( 0 means the exit is open, -1 is no key used, 2 is the vnum of the room2) E <--( E stands for lets make an extra description for the room here) Russ~ <--( Russ~ means that if you type look russ you will see the description below) The name of the creator of Rom2.4b4, Russ Taylor, is here. <--(E description) ~ <--( end the description with this tilde on this line) S <--( S ends the room) [------------end snip----------] Example: Room1 that has an exit going south to Room2 Room2 that has an exit going north to Room1 [-------------snip---------------] #1 Kracus' Room1 heading~ This is a room where you will learn how room area code is done for Rom2.4b4 (c)Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 <--( 0 is unused and must be there, A is roomflag for Dark, 5 sector mountain) D2 <--( D2 means this room has an exit going south the next 3lines tells which room) You see room2 to the south.~ <--( need a 'look direction' line~ or just a single ~tilde) ~ <--( since we have no door to go south put a tilde here else example: gates~) 0 -1 2 <--( 0 means the exit is open, -1 is no key used, 2 is the vnum of the room2) S <--( S ends the room) #2 Russ' Room2 heading~ This is a room2 the heads north to room1. Here you will learn how room area code is done for Rom2.4b4 (c) Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 <--( 0 is unused and must be there, A is roomflag for Dark, 5 sector mountain) D0 <--( D0 means this room has an exit going north the next 3lines tells which room) You see room1 to the north.~ <--( need a 'look direction' line~ or just a single ~tilde) ~ <--( since we have no door to go north put a tilde here else example: gates~) 0 -1 1 <--( 0 means the exit is open, -1 no key used, 2 is the vnum of the room1) S <--( S ends the room) [------------end snip----------] Example with no Comments: Room1 that has an exit going south to Room2 Room2 that has an exit going north to Room1 [-------------snip---------------] #1 Kracus' Room1 heading~ This is a room where you will learn how room area code is done for Rom2.4b4 (c)Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 D2 You see room2 to the south.~ ~ 0 -1 2 S #2 Russ' Room2 heading~ This is a room2 the heads north to room1. Here you will learn how room area code is done for Rom2.4b4 (c) Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 D0 You see room1 to the north.~ ~ 0 -1 1 S [------------end snip----------] Example with no Comments: Room1 that has an exit going south to Room2, and an exit going west to Room3 Room2 that has an exit going north to Room1, and an exit going east to Room4 Room3 that has an exit going east to Room1 Room4 that has an exit going west to Room2 Room3-----Room1 | Room2-----Room4 [-------------snip---------------] #1 Kracus' Room1 heading~ This is a room where you will learn how room area code is done for Rom2.4b4 (c)Russ Taylor. You will see that the description can be very long like this. This room1 heads south to room2 and heads west to room3. This descriptions is already going to be five lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 D2 You see room2 to the south.~ ~ 0 -1 2 D3 You see room3 to the west.~ ~ 0 -1 3 S #2 Russ' Room2 heading~ This is a room2 the heads north to room1 and east to room4. Here you will learn how room area code is done for Rom2.4b4 (c) Russ Taylor. You will see that the description can be very long like this. This descriptions is already going to be four lines long. Well, the description is now done lets end with a tilde on the next line. ~ 0 A 5 D0 You see room1 to the north.~ ~ 0 -1 1 D1 You see room4 to the east.~ ~ 0 -1 4 S #3 Krondor's Room3 heading~ This is room3. This is Krondor's room which leads east to room1. You seem to sense that you are now beginning to get a hang of coding area rooms. Well, now lets end this room description with a tilde on the next line. ~ 0 A 5 D1 You see room1 to the east.~ ~ 0 -1 1 S #4 Aramus's Room4 heading~ This is room4. This is Aramus' room which heads west to room2. You now will be able to code all different types of rooms with many exits. Lets end this description with a tilde on the next line. ~ 0 A 5 D3 You see room2 to the west.~ ~ 0 -1 2 S [------------end snip----------] ************************************************* Well, now you know about rooms and how to code them. Here is a table of the Exit Directions, flags, and sector types. D0- north D1-east D2- south D3- west D4- up D5- down N(D0) | up(D4) w(D3)-------e(D1) / | S(D2) \ down(D5) Room Flags: DARK- A NO_MOB- C INDOORS- D PRIVATE- J SAFE- K SOLITARY- L PET_SHOP- M NO_RECALL- N Sector Types: Inside- 0 (costs 1move pt. ) City- 1 (costs 2move pts.) Field 2 (costs 2move pts.) Forest 3 (costs 3move pts.) Hills 4 (costs 4move pts.) Mountain 5 (costs 6move pts.) Water 6 (swimmable ) Deep Water 7 (boat needed ) Air 9 (fly needed ) Desert 10 (costs 9move pts. affects thirst) ************************************************* To make a room with a key it goes like this... Let's say we got a key vnum 3701 and we want room 3730 leading south to room3731 with a lockeddoor and the key3701 to work to open the door. Roomstates: 1 = isdoor 2 = pickproof 3 = isdoor nopass 4 = isdoor nopass pickproof #3701 key~ a key engraved with wolves~ You see a key with wolves engraved upon it here.~ brass~ key P A 0 0 0 0 0 0 10 0 P #3730 The room leading south~ This is the room leading south to room 3731 that has a door. The door can be unlocked with key3701. ~ 0 (room flags) (sector) D2 You see a room to the south. ~ door~ (roomstate) (keyvum3701) (toroom3731) S #RESETS D (unused) (vnum of room) (door direction) D 0 3730 2 *door in room 3730 leading south-2 Things not explained in this section: keys, doors requiring keys, hp/mana gain rooms, clan rooms Hope this helps to more easily explain how to code rooms for you. JH.