The following help files are available for help building ROOMS:
(listed in alphabetical order)
ADVANCEDEXITS
CLIMATE
DOORDIRS
EXFLAGS
EXITMAKING
EXITTYPES
REDIT
RLIST
ROOMFLAGS
SECTORTYPES
SMAUG supports having more than one exit in the same direction, as well as
the special direction 'somewhere', represented by a '?'.
If you already have an exit leading north, and would like another one, use
a plus sign '+' in front of the direction:
redit exit +n 3001 - Adds another exit north to room 3001
To modify an extra exit like this, or to remove it, you'll have to refer to
it by number:
redit exit #2 3002 - Change the second exit to go to room 3002
(to know what number an exit is, do an "rstat")
For someone to be able to use the second north exit, you have to set one of
the extra flags (see EXFLAGS) like CAN_CLIMB. It's also usually a good idea
to set the HIDDEN flag for any special exit so that it looks nicer to those
with autoexits on.
The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
redit exit ? 3001
- Create a 'somewhere' exit to 3001
redit exflags ? auto hidden
- Set the proper flags
redit exname ? swim
- Set the keyword "swim"
... here, if a player types 'swim' in the room they will move to room 3001
Syntax climate <field> <name>
This command allows you to view or modify the climate
settings for an area. There are settings for temperature,
precipitation, and wind. In addition, you may specify
neighboring areas who will affect changes in the current
areas weather. Therefore there are four fields to choose
from. Each field has a different range of values available.
Field name:
Values:
temp
cold, cool, normal, warm, hot
precip
arid, dry, normal, damp, wet
wind
still, calm, normal, breezy, windy
neighbor
<area name>
Specifying an area name with neighbor which is already on
the list will remove it. Using climate without any arguments
will display the area's current setting. Note that this
command always refers to the area which you are currently in.
Here is the order of the exits, and their corresponding values:
|
|
| North |
0 |
| East |
1 |
| South |
2 |
| West |
3 |
| Up |
4 |
| Down |
5 |
| Northeast |
6 |
| Northwest |
7 |
| Southeast |
8 |
| Southwest |
9 |
| Somewhere |
10 |
See REDIT, RSTAT and RESETCMDS.
The redit exflags <dir> [flag] ... command accepts the following flags:
| ISDOOR |
There is a door in that direction |
| CLOSED |
The door is closed |
| LOCKED |
The door is locked |
| SECRET |
The door is a secret door |
| SWIM |
Must be able to swim to go that way (or have a boat or float) |
| PICKPROOF |
Door is pickproof |
| FLY |
Must be able to fly to go that way |
| CLIMB |
Must be able to climb to go that way |
| DIG |
Passage is blocked and must be dug out |
| NOPASSDOOR |
Door is resistant to the passdoor spell |
| HIDDEN |
Door is not "obvious" -- doesn't appear with autoexits |
| CAN_CLIMB |
Can use the climb command to go this way |
| CAN_ENTER |
Can use the enter command to go this way |
| CAN_LEAVE |
Can use the leave command to go this way |
| AUTO |
Keyword can be typed to go this way |
| SEARCHABLE |
Searching in this direction can remove the SECRET flag |
| BASHED |
Denotes a door that has successfully been bashed open |
| BASHPROOF |
Cannot bash the door |
| NOMOB |
Mobs may not pass through this exit |
| WINDOW |
Points to a destination, but does not allow direct access to it |
| CAN_LOOK |
Allows a person to view the destination room for a WINDOW exit |
| PUSHTYPE |
Players will be pushed or pulled by a type of force. |
| PUSH |
Players will be pushed or pulled with a degree of force. |
| EATKEY |
The door will destroy the key after being unlocked. |
The 'redit exit' command is used to create, modify and remove exits in a room.
Currently there can only be one exit in a certain direction.
The syntax of the 'redit exit' command is as follows:
redit exit <direction> [vnum] [exit-type] [key] [keyword(s)]
direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ?
vnum : the room number in which the exit leads to.
exit-type: a number detailing the exit -- has a door, open/closed/locked etc.
key : a number corresponding to a key object which can unlock the door.
keywords : keywords used to refer to the door, (or exit).
If only 'redit exit <direction>' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords. All other fields are
required previous to the field desired.
Examples:
redit exit n 3001 - Creates an exit north to room 3001
redit exit n 3001 3 gate - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n - Removes the north exit
See EXITTYPES for generating the exit-type value.
These are the currently valid exit-types:
| 0 |
Plain exit |
| 1 |
Door exists (Required to be closed or locked) |
| 2 |
Door is Closed |
| 4 |
Door is Locked |
| 8 |
Door is Secret (Trying to go that way won't reveal door) |
| 32 |
Door is Pickproof (Door can't be picked by spell or skill) |
| 64 |
Need to be able to fly to go that way |
| 128 |
Need to be able to climb to go that way |
| 1024 |
Door is Passdoor proof |
NOTE: You must ADD the values together to generate an exit-type:
3 = a closed door
7 = a closed and locked door
11 = a closed secret door
15 = a closed, locked and secret door
-- Use the 'redit exflags' command to change these flags, and to set the
advanced exit flags, most of which are not shown above.
See EXFLAGS and EXITMAKING.
Syntax: REDIT FIELD [parameter list]
REDIT ON
FIELD | PARAMETERS --
DESCRIPTION / NOTES
---------------------------------------------------------------------
name | <room name>
-- sets the room name / short description
exit | <direction> [vnum] [exit-type] [key]
[keywords]
bexit | same as above, but does the exit in both
directions
desc | none
-- you will be placed into the buffer editor
exdesc | <direction> [text] --
sets/clears an exit's description
ed | <keyword(s)>
-- adds/edits an extra description to the room
rmed | <keyword(s)>
-- removes an extra description from the room
sector | <value>
-- sets the sector type
flags | <flag> [flag]
-- toggles room flags
exflags | <direction> [flags] --
displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey | <direction> <key vnum> -- sets an exit's key
vnum/value
Note: Put a '+' before the direction to force ADDing of that exit
and use a '#' to specify the exit by sequential order.
REDIT ON will lock you into a mode in which 'redit' is implied in each command
sequence, and hitting enter will give you an instant rstat of whichever room
you are in at the time. To get out of REDIT ON, simply type the word DONE.
Example:
redit on
name A dark and forboding hallway
flags dark indoors
done
See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS.
Syntax: rlist
: rlist <first room>
: rlist <first room> <last room>
This command will list all of the prototype rooms in your area, when used
with no arguments. When used with a single argument it will list all
rooms including and after the argument, and when used with two arguments,
it will list all rooms including and between the two.
FLAG NAME
| BITVECTOR
| DESCRIPTION
----------------------------------------------------------------------
DARK
| 1
| Room is always dark
DEATH
| 2
| Room causes instant death
NOMOB
| 4
| Mobs cannot wander into this room
INDOORS
| 8
| Room is indoors - MUST also use sectortype 0
LAWFUL
| 16
| Room is oriented to those of lawful alignment
NEUTRAL
| 32
| Room is oriented to those of neutral alignment
CHAOTIC
| 64
| Room is oriented to those of chaotic alignment
NOMAGIC
| 128
| Magic cannot be used in this room
TUNNEL
| 256
| Room is a tunnel - x number of players allowed
(use 'redit tunnel #' to set the number)
PRIVATE
| 512
| Room is private (restricted to 2 people)
SAFE
| 1024
| Room is safe... no violence allowed
SOLITARY
| 2048
| Room is solitary (restricted to 1 person)
PETSHOP
| 4096
| Petshop (next vnum must be the storeroom)
NORECALL
| 8192
| Players cannot recall out of this room
DONATION
| 16384
| Donation room... cannot get all
NODROPALL
| 32768
| Cannot drop all in this room
SILENCE
| 65536
| Not a sound can be made or heard in this room
LOGSPEECH
| 131072
| All speech in this room is logged
NODROP
| 262144
| Nothing can be dropped in this room
CLANSTOREROOM | 524288
| Clan storage room
NOSUMMON
| 1048576
| Player cannot be summoned out of this room
NOASTRAL
| 2097152
| People cannot astral to this room
TELEPORT
| 4194304
| People in this room will be teleported out
TELESHOWDESC | 8388608
| Players will see the room desc of the dest room
NOFLOOR
| 16777216
| Room has no floor: exit down + no fly = fall
NOFLEE
| 33554432
| Room is a bank. Bank commands can be used.
ARENA
| 67108864
| Room acts like an arena.
LIT_OUTDOORS |
134217728
| Room is outside, but not affected by daylight
NOSUPPLICATE |
268435456
| Players cannot supplicate here
NOMISSILE
| 536870912
| Cannot use missile weapons in this room
PROTOTYPE
| 1073741824
| Room is a prototype, (under construction)
IMP_ONLY
| 2147483648
| Must be level 115 to enter room.
INSIDE - 0
CITY - 1
FIELD - 2
FOREST - 3
HILLS - 4
MOUNTAIN - 5
WATER_SWIM - 6
WATER_NOSWIM - 7
UNDERWATER - 8
AIR - 9
DESERT - 10
UNKNOWN - 11
OCEANFLOOR - 12
UNDERGROUND - 13
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