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The #ROOMS section consists of the #ROOMS header, one or more
rooms (see below) and the #ROOMS section ender
#0
as shown here:
#ROOMS
room #0
|
A room looks like this:
There is an example at the end of this page.
Here's what the (underlined) terms mean:
#vnum
#
')!
Although the MUD program does not care whether the vnums for rooms are in ascending order and consecutive, your area file will be very difficult to maintain if this is not so. Start with the first vnum you were assigned and number consecutively up to as many as you need for all your rooms.
room name
room description
This description gives a room its atmosphere and uniqueness. Short, one-line room descriptions should be a rare exception. Normally you want the room description to bring across the feelings you want to inspire in the player as he looks around, to describe the geography, landscape, exits, and the style of furnishing, if any.
Remember that the room description is static. You want it to be valid at all times, no matter what happens to the room. Thus, it is a no-no to include in the room description any mention of mobs standing around there or of objects you plan to reset there. For a living quarters, it would be OK to state that so-and-so lives here, but not to say that so-and-so is here. It's quite possible that so-and-so has been killed and your room description is telling a lie.
It is OK to include references to objects in the room if you make sure those objects stay there (by giving the object a NOPURGE flag and no TAKE flag as described in the #OBJECTS section). A LOOK will reveal the object itself, so you should not say anything redundant like "a fountain is here". You may, however say that "people often come here to drink from the fountain standing here."
Another instance in which objects should be included in a room description is if they are 'truly invisible', i.e. coded with no long description. Popular objects of this 'hide and seek' technique are portals and fixed containers. It is practically impossible for a player to guess at the presence of such objects unless at least a hint is given in the room description. If you want to give a strong hint, you may color the name of the object.
When writing the room description, be aware that players may be intrigued by things (i.e. nouns) they see in the description and may wish to LOOK at these things. You can give them the opportunity to do so by including extended descriptions for some or all of the nouns used in your description. It may help to plan ahead for this.
teleport
Some rare rooms in the game are teleport rooms. Entering such a room will cause a player to be teleported to another room. If you really want this to happen, you code either:
roomflags
sectortype
clanname
hitregen
manaregen
H 120 M 130 |
and | H 120 |
owner
directionnumber
0 | 1 | 2 | 3 | 4 | 5 |
north | east | south | west | up | down |
exitdesc
doorname
lockflag
0 | No door |
1 | Normal door |
2 | Pickproof door |
3 | Door not passable with PASS DOOR |
4 | Door neither passable nor pickable |
keynumber
toroomvnum
extended keyword(s)
extended description
ROOM example
#6901 Example Room~ You are standing in the Entrance Hall of the Example House. The floor is covered in a rich persian rug. A wardrobe stands off to the side, and doors lead off to the north, south and west while a corridor leads off to the east. ~ 0 D 0 D0 To the north lies a door leading to the Living Room. ~ living room door~ 1 -1 6902 D1 To the east there is a Corridor. ~ ~ 0 -1 6903 D2 To the south you can leave the Example House. ~ entrance door~ 1 -1 6904 D3 To the west lies a door leading to the Kitchen. ~ kitchen door~ 1 -1 6905 E entrance hall~ You are standing in the middle of the Entrance Hall. Have a look to see your surroundings. ~ E house example~ Well, you are inside of the Example House, so you don't see much of it but for the room you are standing in at the moment. ~ E rug persian~ Your feet sink deeply into the rug. It seems to emanate an air of affluence. ~ E wardrobe~ The wardrobe is not very big, but it looks to be a genuine antique. ~ E corridor~ A spacious corridor leads to some more rooms in the east. ~ E doors~ The door to the north is the living room door, that to the south is the entrance door, and the west one leads to the kitchen. ~ S |
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This page was last updated May 15, 2001. |