Making Exits & Doors



(direction) DIG (vnum) :      - this creates a room with the vnum specified, and
                                links it in a two-way exit in that direction.

(direction) ROOM (vnum) :     - this makes a one-way exit to the room with the
                                vnum specified..however the room needs to be
                                created already.

(direction) LINK (vnum) :     - this makes a two-way exit to the room with the
                                vnum specified.. Only IF the room is already created.

(direction) DELETE :          - deletes this exit (not the room)


MAKING DOORS:

(In this order) (direction) FLAG DOOR: - makes this exit have a door. (direction) NAME (string) : - sets the name of the door. If you want the door to be closed upon reset/crash/reboot, make the NAME of the door something besides "door" (direction) (flags) : - sets the door flags, type ? EXIT for a list of flags. These can be: closed, open, etc. Door Flags door closed locked pickproof secret nopass easy hard infuriating noclose nolock EXAMPLE: of building a room with doors, exits, extended descriptions edit room create 20323 - This creates room 20323 and takes me to it name {mEntrance to the Mines{x - This sets the name of the room heal 100 - Automatically set to 100 mana 100 - Automatically set to 100 safe no_recall newbies_only - This makes the room safe (you cannot attack in this room), no recall, and only lets in players under level 5 (inclusive) air - Makes the room sector AIR, which means PC's need to fly to enter desc - enters the description editor A boring boring room. - sets the first line of the description editor NOTE There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (dont enter in the middle of a word) and use .f to format the whole description. .f - formats the description .s - shows me what the description is so far .r "room" "room with a single mirror and a desk" - replaces the text .f - formats the description @ - takes me from the desc editor into the room editor ed add mirror - makes a keyword "mirror" and takes me into the ED DESC editor This mirror is broken. - sets the first line of the ED desc @ - takes me back into the room editor NORTH DIG 20324 - makes a two way exit north to room 20324 NORTH FLAG DOOR - makes the north exit a door NORTH FLAG CLOSED - makes the gate closed NORTH NAME gate - makes the exit keyword "gate" EDIT ROOM create 20325 - creates room 20325 and takes you to it GOTO 20323 - takes you to the first room EAST ROOM 20325 - makes a one way link east to room 20325 EAST name desk - makes "desk" the name of the exit. asave area - saves the changes to this area. done - exits editor into regular gameplay EXIT DIRECTIONS ETC Set up your exits to logically travel along straight north-south, east-west, and up-down paths. You also have the option to randomize the exits of a room, or a series of rooms every time the area upsets. You presently have an option of two types of random areas: a 2D (n,s,w,e) random area, and a 3D (n,s,w,e,u,d) random area. The basic recipe is as follows: (1) Lay out your rooms on a piece of paper and connect them such that all of the exit paths are straight (n-s, w-e, u-d) Say you have room "A" exiting south to room "B". If room "B" has a north exit (IE the reverse exit), it MUST go back to room "A" (IE it must reverse). If "B" exits north to a different room, you get a crash. For a complex random area, creating the grid is not as trivial as it may seem. I found it best to work under a wrap-around principal. Consider: E----F A----B E----F |\ |\ U N | | | | | \ | \ \| | | | | G----H \ W--+--E C----D G----H \ A-\--B |\ \ | \ | S D Level1 Level2 \| \| C----D Where ABCD is level 1 and EFGH is level 2 in a 3D random area. To make it more complex, I would have A exit west to B, and from B back east to A. Then from A north to C, and from C back south to A. This is a 'wraparound' within the plane of the level. The same is done to the second level: ,---------. ,--. | | | | N `--A---B--' | A---B | | | | | | W--+--E C---D | C---D | | | S `--' Between levels, A goes up to E, and E goes down to A. The between levels wraparound would be: E goes up to A, and A goes down to E: _ / \ \ E--F U \ \ \ \ \ A--B W--+--E \ \ \ \_/ D Now lets say you want to connect into the above zone. Lets say room X is not random and you want it to connect to room C. If X connected north to C, you would need C to go back south to X. Now here is the hitch. Because A wraps north to C, stupid merc wants C to reverse south to A, not X. So you would have to connect X to another room, or eliminate the north-south wrap exit from A to C. (boy all those diagrams for nothing?) So the point is, lay out your exits carefully. (2) Declare your exits random with the random set for the room. Remember a 2D maze will have a random 3 reset (since exits N,E,S,W are numbers 0-3), and a 3D maze will have a random 5 reset (since N,E,S,W,U,D are numbers 0-5) NOTE: For random exits, use in a small area such as a maze.