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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 10000It 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.

page created by:
Siouxsie and Domino of Lunar Eclipse
© 2000, 2001
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