Sector Type Table
Code | Name | Meaning | Mv loss |
0 | INSIDE |
Room is always lit (even at night) unless expressly flagged with DARK.
| 1 |
1 | CITY |
Room is always lit (even at night) unless expressly flagged with DARK.
Prevents firebuilding.
| 2 |
2 | FIELD | | 2 |
3 | FOREST | | 3 |
4 | HILLS | | 4 |
5 | MOUNTAIN | | 6 |
6 | WATER_SWIM |
Prevents firebuilding.
| 4 |
7 | WATER_NOSWIM |
Room cannot be walked into without FLY affect or a boat in inventory.
Immortals are exempt from this.
Prevents firebuilding.
| 1 |
9 | AIR |
Room cannot be walked into without FLY affect.
Immortals are exempt from this.
Loose objects in this room fall downward as long as there is a downward
exit, as do non-FLYing characters DRAGged into such a room.
Prevents firebuilding.
| 10 |
10 | DESERT |
Prevents firebuilding.
| 6 |
20 | ARENA |
Part of an area designed for interplayer duel combat. Many restrictions
apply to these rooms to prevent players from inadvertently entering the
area or leaving it without being victorious or dead.
| 6 |