How to Write an Area



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Place your mouse over any of the variables for more information.
Text in red indicates optional code, a place holder is not needed if not used.
Default is 0 for values.
The format of any room should look like:

#Rooms signifies the start of the room section.
#VNUM is virtual number for the room. If you do not have vnums assigned, talk to Allexia or Oidhche.
Room Title is the name of the room, and what you see when you check exits.
The room description is multi-line unique text describing what is seen in the room.
The tilde ends all strings, but is on a line by itself after long descriptions.
The area number is obsolete, but need to put a value here still, use the first two digits of your vnum here. Room-Flags define the properties of a room, multiple flags can be used. Click for more, use 0 for none! Sector-Type defines the amount of movement it takes to cross a room, if certain spells or equipment is needed, and is useful for some mobile-act-flags. Click for more!
D# indicates a room exit, and the direction of it is dependent on the # value. Multiple D# sections are allowed. Click for more!
Text is optional, but you must include a tilde. This is an description for an exit if you were to look in a certain direction, or at a door.
These are the keywords to look in a direction, or to manipulate a door.
Locks Number indicates whether an exit has a door, and if so what kind. Click for more! Key number is the vnum of the key that opens a door in this direction. If there is no door, or no key for it, the default is -1. To room vnum is the vnum of the room connected to this one in this direction.
E indicates an extra description, this is optional and there can be multiple extra descriptions.
Keywords of an extra description are what's used to see the description.
Extra description is what is seen when you look at a specific part of a room.
The tilde ends all strings, but is on a line by itself after long descriptions.
S indicates the end of an individual room.
#0 signifies the end of this section.

An Example Room:

#Rooms
#483
Misty Swamp~
Thin pools of black water cover the soft dank muck of the swamp.
Streamers of mist finger over the water like ghostly hands, obscuring
vision all around. The trunks of skeletal cypress trees bell out at
the water line, and taper upwards into the gloom, with small knees just
breaking the surface like armies about them. The ghastly stench of the
swamp bubbles up from the endless depths of mud, carrying the promise
of death with it.
~
0 AN 6
D0
~
~
0 -1 492
D1
~
~
0 -1 483
D2
~
~
0 -1 484
D3
~
~
0 -1 482
S
#0


Home | Mobiles | Objects | Rooms | Resets | Shops and Specials | Printable Version

Mobile's: Act Flags - Affected Flags - Act2 Flags - Extended Affects Flags - Attack Type - Offensive Flags
Positions - Immune Flags - Resistance Flags - Vulnerable Flags - Sex Flags - Form Flags - Parts Flags - Size Flags

Object's: Item Types - Extra Flags - Wear Flags - Item Values - Condition - Affects-Apply-Type
Attack Type - Container Flags - Spell Numbers - Liquid Type - Weapon Type - Weapon Class

Room's: Flags - Sectors - Doors - Locks
Reset: Wear Locations - Doors - Door Set
Shop: Trade Item Types
Specials: Special Flags