World File field description: ============================= Main structure notes: --------------------- #<virtual number> is: A number for the given room. No two rooms may have the same number. The <virtual number> must always increase when browsing down the world file (but increments can be larger than one). <name>~<NL>: This name is the "title" of the room. This title is also used in special procedures like: "exits" "brief mode" <description>~<NL>: This is the general description of the room. <zone nr> is: The number of the zone in which this room is located. This number is used for resetting zones and monster zone movement. See the zone file. <room_flags> are: A bitvector consisting of the room conditions as: DARK 1 Light must be used to see anything. DEATH 2 A player 'dies' (no xp lost) when entering. It is a good idea to: *Have these rooms light, because then EXITS will show the room title, for example "In Boiling Water". *Make exits to all rooms from which one can enter the death_room, then the "death cry" will be heard by other members of the group considering following... NO_MOB 4 No monsters may walk around in here INDOORS 8 This is inside (a house,cave or dungeon for example) LAWFULL 16 ??? NEUTRAL 32 ??? CHAOTIC 64 ??? NO_MAGIC 128 Not implemented. TUNNEL 256 ??? PRIVATE 512 It is impossible to teleport to this room if it already contains two characters. Also the 'teleport' spell will never teleport a player into this room. ??? means that the flag isn't used yet (and you Shouldn't use it either!) <sector_type> is: This determines how many movement points are used when moving through a location of the type - use one of the numbers 0..7 (they are NOT the movement-points used - merely indexes to a lookup-table): SECT_INSIDE 0 Uses as if walking indoors SECT_CITY 1 Uses as if walking in a city SECT_FIELD 2 Uses as if walking in a field SECT_FOREST 3 Uses as if walking in a forest SECT_HILLS 4 Uses as if walking in hills SECT_MOUNTAIN 5 Uses as if climbing in mountains SECT_WATER_SWIM 6 Uses as if swimming SECT_WATER_NOSWIM 7 Impossible to swim water - requires a boat Direction fields: ----------------- <Exit number> is one of: 0 = North 1 = East 2 = South 3 = West 4 = Up 5 = Down <general description><NL>~<NL>: What a player will see if he types 'look <direction>' <keyword list>~<NL>: used for commands like 'open', 'close', etc. should be 'door' for ordinary doors. Example: An exit from a given room leads through a cupboard. The keyword list for this exit might look like this: "cupboard door~" <Door flag> [NL]: See the exit flags in exit.h The state of the doors after reset may be controlled by a command in the reset-command table (see rstfile.doc) <Key Number> [NL]: The number of the object which can unlock/lock the door (in the direction given). If a player carries/holds this object, he can lock/unlock. <Key Number> == -1 means no keyhole. If <Door flag> is 0, the value of this field is ignored. <to_room> <NL>: The virtual number of the room to which the exit leads. If this number is -1 (NOWHERE), the exit doesn't lead anywhere. This might be useful for adding an exit-description in a direction which doesn't actually lead anywhere. ** Note about doors. You must make a door in both rooms that the door is set between. Extra descriptions: ------------------- <blank separated keyword list>~<NL> is: A list of the keywords that will allow the extra description to be displayed. The keywords must must be seperated by blanks. <description><NL>~<NL>: The description that is show when a player types 'look at <keyword>' and keyword matches one of the above. Example of a room entry is the database: ---------------------------------------- #100 The Lego temple~ You stand in a tiny, red temple; built entirely from Lego bricks. It is, sadly, not a very interesting place, and perhaps you should leave through the portal which leads south to a sunny garden. ~ 1 12 0 D2 You see the grand portal of the Lego church. Beyond is an inviting garden. ~ portal grand~ 1 2 107 E portal~ The portal is high and arched, built out of lego bricks of the finest quality. ~ E brick~ The bricks are all in bright different colours. ~ S #101 . . . Facts about this room is: Room number 100 Zone number 1 Room Flags (8+4=12) INDOORS and NO_MOB Sector Type Inside (movement loss calc only) One exit (D2) to the south with 'look south' description Door Flag 1 Key no. 2 Leads to room 107 Extra description for the portal and bricks. -------------------------------------------------------------------------