REdit
(Room Editor)
This is where most builders start once assigned
their vnums. It is usually recommended that you plan your area on
graph paper before hand so you know which rooms are assigned to which vnum.
Starting with your lowest vnum (10000), enter the command redit
create 10000. It is then suggested that you enter the
room name (see below) and then continue to your next room.
This is where mapping out your area comes in handy, if the next room off
of this room (10000) is east, then you would enter the command east
dig 10001. Further explanations of exits are below.
Syntax:
redit create <vnum> - creates a new
room.
redit <vnum> - this allows you to edit
a room that has already been created.
example:
Justice Square
You stand
on the famous Justice Square of Midgaard, the place to where all adventurers
eventually return from time to time. The square is cobbled in smooth
white marble, with no major features except an enormous black monolith
in the center. There is an atrium to the north, a large garden to
the south, and a ladder leading up to the Lunar Eclipse Newbie School.
[Exits: north south
up]
Name
Syntax: name <room name>
This is where you would enter the name of
the room you are currently editing/creating, in our case here, Justice
Square. The name should be fairly short and simple as this
is the name that will be referred to for the location of automated quest
tokens and mobs. It is also sometimes wise not to use a basic room
name repeatedly such as A Small Room.
Desc
(Description)
Syntax: desc
This is where you want to detail what the
player should "see". Try to keep it brief and include a short description
of the exits leading from the room as in our example description above.
Using the command "format" will format (wordwrap) the room description.
Sector:
Syntax: sector <flags>
The sector flags allow you to set where
the room is located. This sometimes determines how various mobs will
act in the room as well as how a player is required to enter. Type
'? sector' to view a list of available sector flags.
This list is also included below:
inside - used with the indoor room flag
(see further below)
air - requires player to have fly
hills - general terrain
swim - requires player to have swim or
fly
desert - general terrain
city - in town
forest - general terrain
mountain - general terrain
field - general terrain
noswim - requires a player to have the
breathe water spell
Room
Flags:
Syntax: room <flags>
The room flags are similar to the sector
flags but allow you to set more specific details. The following flags
are available:
dark - a light source is required by the
player
no_recall - player cannot recall
safe - no fighting
imp_only - implementors allowed only
no_mob - no mobiles can wander in
gods_only - gods allowed only
solitary - one player only
heroes_only - players of hero status allowed
only
indoors - weather messages will not be
shown, use with inside sector
nowhere - cannot locate mobiles or objects
pet_shop - used for marking pet shop location
law -
private - only two players allowed
newbies_only - only level 5 and below allowed
clan - only members of a specified clan
allowed
mark -
no_teleport - a no teleport room
no_magic - no magic allowed
teleport - teleports those who enter
underwater - requires players to have 'breathe
water' spell
mount_shop -
hospital -
arena - arena combatants only
quiet - players can only see says and emotes
Exits:
Here are the various commands associated
with creating room exits.
Where <dir> is direction being north,
south, east, west, up, down.
Syntax:
<dir> link <vnum>
- make a two way link
<dir> dig <vnum>
- creates a new room and makes a two way link
<dir> delete
- removes exit in that dir
<dir> name <keyword>
- names the exit/door
<dir> exit <flag> door
- sets a door using the exit flags listed below
<dir> room <room vnum> - make
a one way link (use with caution)
<dir> key <object vnum>
- makes specified object the vnum of the key
required
<dir> desc
- edit the description of the exit
Doors:
With the Room Editor, doors can be assigned
to existing exits.
It is extremely important that exits with
doors are set properly to avoid fatal errors.
Syntax: <direction> exit
<flag>
The available flags are listed and explained
below:
exit flags
nolock - cannot be locked
nopass - door is not passable by players
using pass door spell
locked - door is locked
noclose - will not close
closed - door is closed
pickproof - cannot be picked open with
the picklock skill
easy, hard, infuriating - sets the difficulty
level to pick the locked door
The exit flags are presented in the following
manner. The capitalized
flags are
ones not included in the reset info. i.e. closed is due to
a player closing the door and not due to
the door being set to be closed.
-South to [ 3744] Key: [ -1]
Exit flags: [door CLOSED bashed pickproof]
Syntax: <direction> name
<name>
Where <name> is the keyword used to
open the door. The name can be set as anything you choose such as
door, cave, grate, trapdoor, flower, etc. Whatever is required to
tie in with the theme of you room.
DOORS MUST BE GIVEN A NAME, ELSE THE
AREA FILE WILL NOT LOAD
Syntax: <direction> exit
closed
All doors should be set as closed when
the area starts.
Closed doors are not seen upon entering
a room.
To set a door locked and/or pickproof, complete
the above 3 steps then:
Syntax: <direction> exit
locked and/or <direction> exit pickproof
For doors that are locked a key is required
by creating an object, type_key (go to OEdit for commands) then:
Syntax: <direction> key <vnum>
where <vnum> is the vnum of the key
created.
NOTE:
If you set a door pickproof, be sure to
set it locked.
If you set a door locked, be sure to assign
it a key.
Failure to do so could cause the area file
to have errors, which would prevent the mud from rebooting.
Heal
Recovery:
Syntax: heal <number value>
This sets how fast (or how slow) hp's will
recover in this room.
Default is normal (100).
Mana
Recovery:
Syntax: mana <number value>
This sets how fast (or how slow) mana will
recover in this room by percent.
Default is normal (100).
Extra
Descriptions:
Syntax: ed add
<keyword>
ed delete <keyword>
ed edit <keyword>
ed format <keyword>
ed rename <keyword>
This command will allow you to add extra
descriptions in the room, such as signs, paintings, etc.
Cleanup:
Syntax: cleanup
Clears room name, desc, flags, sectors,
resets heal/mana to 100.
Does NOT affect resets.
Rlist:
Syntax: rlist
This command will list the rooms already
created in the area.
Commands:
Syntax: commands
This will produce a list of the various
commnads associated and available to REdit.
Done:
Syntax: done
Exists the room editor and returns to normal
play. |