To create a new room type: edit room create <vnum>
To start editing a room, go to the first room vnum you wish to work on.
Type: edit room – which will take you into the room editor for the room you are in.
Type: rlist 1/2/3 – To see a list of all the rooms in the area while in the room editor.
Type: command – To see a list of the commands you can set for your room.
Type: show – to see the current information of the room, which should look like this:
Description: Night Description: Extra Desc Kwds: [none] Name: [Crystal’s Sacred Waterfall] Area: [ 1] Immortal Realms Vnum: [ 102] Sector: [forest] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Characters: [crystal] Objects: [beautiful] | Room TitleThe first step to editing a room is to choose the title of the room. All the main words in the title should be capitalized. In order to add the title of the room, type: name <title> To change the title of the room, just type a different one. |
Description: Night Description: Extra Desc Kwds: [none] Name: [Crystal’s Sacred Waterfall] Area: [ 1] Immortal Realms Vnum: [ 102] Sector: [forest] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Characters: [crystal] Objects: [beautiful] | Room SectorRoom sectors define the type of terrain the room or area is. If you are creating a desert area, you would define the sector as desert. If it is a a large kingdom or city, you’d set the sector as city. To see a list of sectors, type: ? sector To set the sector of your room, type: sector <sector type> You can only set one sector at a time, so to change it just type a different sector. If you want to set all the sectors in your current rooms at once, type: sector <sector type> all. This will only work if the rooms are already made. There are explanations for all room related flags and sectors at: Room Flags |
Description: Night Description: Extra Desc Kwds: [none] Name: [Crystal’s Sacred Waterfall] Area: [ 1] Immortal Realms Vnum: [ 102] Sector: [forest] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Characters: [crystal] Objects: [beautiful] | Room SizeRoom size defines the size of the room, and who can enter it. It is useful for rooms like, holes in trees that belong to a pixie, and a giant obviously can’t enter, etc. The size should be set to anything but all on very rare occasions, so as not to disclude the bigger races. Also, ALL ROADS that span over a long distance should have the room size flag HUGE in order to lengthen walking distance. To see a list of sizes, type: ? size If you want to set all the sizes in your current rooms at once, type: size <size type> all. This will only work if the rooms are already made. All = all races, Huge = Giants, Large = Orc/Aeromi, Medium = human/hydrel/elves/felar/centaur, Small = dwarf/gnome, Tiny = brownies/pixies |
Description: Night Description: Extra Desc Kwds: [none] Name: [ Crystal’s Sacred Waterfall ] Area: [ 1] Immortal Realms Vnum: [ 102] Sector: [forest] Room Size: [all] Room flags: [none ] Health recovery:[100] Mana recovery :[100] Clan : [0] none Characters: [crystal] Objects: [beautiful] | Room FlagsRoom flags help customize the room. You can set a room to prevent people from gating, or teleporting. Use your discretion when flagging a room. In order to add a room flag to your room, type: room <flag> If you want to set all the room flags in all your current rooms at once, type: room <room flag> all. This will only work if the rooms are already made. This is useful if you know you want all your rooms to be no_gate or something. There are explanations for all room related flags at: Room Flags |
Description: Night Description: Extra Desc Kwds: [none] Name: [ Crystal’s Sacred Waterfall ] Area: [ 1] Immortal Realms Vnum: [ 102] Sector: [forest] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Characters: [crystal] Objects: [beautiful] | Room DescriptionSetting room descriptions are a bit more difficult. I suggest having the description written up in a text file and already spell checked before setting them to the room. In order to set the room description, type: desc You also have the option of setting Night Descriptions (not required), which work the same way as descriptions by typing: ndesc *Night Desc Note: You don’t need night descriptions for rooms that are inside, or where the description is exactly the same for the daytime description This will take you into the description editor, which has very strict commands for use. It should look like this: -=======- Entering APPEND Mode -========- If you want to insert or remove a line type the following: And most importantly, to get out of the To see a complete list of different commands you can do while in the editor, type: *h To replace a section or word: Note: You -must- put the old phrase in a set of apostrophes, and the replacement in apostrophes. Also, this will not work on a phrase that is on two lines because it will only do one line at a time, or if the sentence has an apostrophe already in it. In those cases you’ll have to delete and replace the individual lines. Tips on describing rooms: Don’t forget to check out our room guidelines. |
Description: Night Description: Extra Desc Kwds: [tapestries cotton] Name: [Pier Fifteen] Area: [ 3] Thelasian Harbor Vnum: [ 300] Sector: [air] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Characters: [crystal] Objects: [none] -East to [ 299] Key: [ 0] Exit flags: [none] | Room Extra DescriptionsExtra descriptions help add quality and depth to a room and area. Builders can get really creative with their extra descriptions. Describing paintings (the scenario behind the painting), hidden objects, etc. They are intended for all nouns in the room description, that someone might look at, to add detail. For example: Displayed along each walls are cotton tapestries depicting arcane runes of honor and chivalry. Someone might possibly wish to see these tapestries in more detail, therefor we add an extra description for it. To add an extra description, type: ed add ‘keywords’ (make sure the keywords are in parenthesis) ed add [keyword] To remove an entire extra description you’ve added, type: ed remove ‘same keywords’ If you just want to change the keywords a bit, if you misspelled something, you can just type: ed rename ‘old keywords’ ‘new keywords’ You can also insert and delete lines into your exit description without having to remove it completely and reenter it by using the ed insert and ed delete commands. To use those, you type: ed + just lets you add another line to the extra description. ed show lets you see what the extra description is so far. ed save saves your exit description to your room or object. ed pretty will format the extra description like all other editors usually do with the pretty command. When looking over your room, if you want to see the extra descriptions, type: stat room_ed |
Description: Night Description: Extra Desc Kwds: [tapestries cotton] Name: [Pier Fifteen] Area: [ 3] Thelasian Harbor Vnum: [ 300] Sector: [air] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Desc Kwds: [ tapestries cotton ] Characters: [crystal] Objects: [none] -East to [ 299] Key: [ 0] Exit flags: [none] The pier leads into the harbor to the east. | Room ExitsCreating exits in a room is a simple procedure, and there are many details you can add to an exit, such as a door, or locks and even an exit description. If you wish to create a generic TWO-way exit into a room, whether the room already exists or not, type: <direction> dig <vnum> or <direction> twoway <vnum> If you wish to create a generic ONE-way exit into a room, whether the room already exists or not, type: <direction> room <vnum> or <direction> oneway <vnum> Note: Always check to make sure the other room does not already have an exit going that direction into it. If it does, you will cause the MUD to crash. If you wish the exit to be made a door, type: <direction> door If you would like the door to reset as closed, type: <direction> closed If you would like to make a name for the door type: <direction> name <name> If you have created a key for a locked door, you would set it by typing: key <key vnum> (be sure to have the object made ahead of time to be used as a key) To see a list of all available exit commands, type: ? exit |
Description: Night Description: Extra Desc Kwds: [tapestries cotton] Name: [Pier Fifteen] Area: [ 3] Thelasian Harbor Vnum: [ 300] Sector: [air] Room Size: [all] Room flags: [none] Health recovery:[100] Mana recovery :[100] Clan : [0] none Desc Kwds: [ tapestries cotton ] Characters: [crystal] Objects: [none] -East to [ 299] Key: [ 0] Exit flags: [none] The pier leads into the harbor to the east. | Room Exit DescriptionsExit descriptions are intended to give someone an idea of what is in that direction when they look in said direction. There must be a small description for each exit in your room. To set an extra description, type: <direction> desc This will take you into the description editor, like above, and you would follow the same commands. Remember all rooms MUST have an exit description for an exit. |
To exit the room editor, type: done
And be sure to -always- save your area by typing: edit area, asave area, done