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Room Editing
The redit
command is used to create and modify rooms in the OLC system. There are two forms of syntax for this command; redit
on its own edits the room you are currently standing in, and redit <room_number>
edits the room with the given identification number. If the given number has no associated room, a room will be created with that number as its identifier.
To make exits between rooms, it's easiest to use the dig
command-- just dig <direction> <vnum>
to create an exit to the targeted room. The targeted room will also have a linked exit pointing back at the room you dug from.
This is the title of the room. We prefer that this is in sentence case, like A room with a view
instead of A Room with a View
.
This is the room's description- it's what you see when you type LOOK. This is overridden during the night by the night description (if one is set). We recommend 3-6 lines here.
This description overrides the room's main description at night. This is an optional field.
Room Flags are flags that can be toggled to control the room's behavior in code. Examples of room flags are GARAGE, STORAGE, SOUNDPROOF, etc. For more details, see [Room Flags].
The Domain Type of a room is the Shamanic domain this room is located in. For more details, see [Domains].
Exits are displayed as the vnum they connect to if they exist. Selecting one of these will put you into the exit editing menu where you can configure it to be a door, etc (more on this below).
This is the vnum that this exit connects to. If you select a vnum that doesn't exist, the exit will either not exist when you look, or will lead to A Bright Light (0).
This is the description of the exit, seen when you LOOK in the exit's direction.
These are the aliases of the exit. The first name is important- it shows up in the interaction messages. Example: I open an exit with the namelist 'doors door double'. The message printed is "You open the doors."
This is the vnum of the item that serves as the key. If you don't specify a key vnum or leave it at 0, the door will have no electronic lock and cannot be bypassed. If you want a bypassable door with no player-usable key (must be bypassed or broken), use vnum 998.
This lets you select the flags that apply to this exit. The flags are as follows:
- No door
-
Standard door
: Clears all other flags. It's just a door. -
Pickproof
: Whether or not the door can be bypassed. -
Warded
: Blocks astral projections if on. -
Glass Window
: Can be looked through ("Through the window to the east, you see...") -
Barred Window
: Can be looked through ("Through the bars to the east, you see...") -
No Shooting Through
: Prevents firing through. Don't set this unless Vile or Lucien tells you to. -
Strict Key Requirement
: You can only pass if you have the key and it's soulbound to you.
Make sure you set the same flags on BOTH SIDES unless you have a good reason not to.
Note that if you want a door to start as closed, you must set that with zone commands. You only need one zone command per door -- no need to close both sides.
This is the target number required to bypass the door. Higher is harder.
This allows you to select the material the door is made of. This is used in breakage tests.
This allows you to select the barrier rating of the door. This is used in breakage tests.
This is the TN to notice the exit. Zero means the door is not hidden.
These allow you to specify custom strings to display when someone moves through the exit. For example, if the exit is a small hole in the eastern wall, you can put "You contort yourself and squeeze through the hole in the wall."
, "$n contorts $mself and squeezes through the hole in the eastern wall."
, and "$n squeezes $mself out of the hole in the western wall."
respectively.
DESTROYS THE EXIT (but only this side of it). Always use this to leave the menu if you do not want to keep the exit. Failing to do so will result in an exit leading to 'A Bright Light'.
This controls the Matrix connectivity of a room. The default is no jackpoint; consequentially, this can be safely ignored unless the room has a reason to have a Matrix jackpoint in it. If you do need to edit it, these are the fields:
This is the vnum of the host that the jackpoint connects to.
Not currently implemented.
Not currently implemented.
This is the transfer speed of the jackpoint. The following values can be used here:
0: Unlimited.
-1: Capped at MPCP * 50.
Anything else: Capped at that number.
Not currently implemented.
The vnum of the RTG this jack connects you to when you execute the logon RTG
command.
The phone number that is displayed on caller ID if the decker uses this jackpoint to place a call.
A short string with the location of the jackpoint.
Allows you to set the light-level of the room. The list is not sorted in any particular manner.
Allows you to set the smoke level. Smoke shows up when you LOOK and can obscure vision / modify target numbers for actions performed in the room.
Allows you to configure various combat behaviors. Most of these have no real effect, except for Z-height, which should always be set.
Crowd has very little effect; this field adds to the TNs of Puma shamans if it is greater than 4. This value also shows up in SURVEY.
This field has no effect, other than showing up in SURVEY.
This field has no effect.
These three fields combine to form the dimensions of a room. Z is used for slouch penalties.
Background Count modifies TNs for spellcasting and magic use in the area. Background Count is covered in detail on Page 83 of 'Magic in the Shadows'.
Extra Descriptions are hidden descriptions that can be LOOKed at if you know the keyword. These keywords are generally hinted to within the room's description.
This field only appears if a room is set up as a water room OR the room is flagged as a falling room. This number is the TN to swim / stop from falling in the room.
Should not be set. This is primarily used to create areas that only staff should be in, e.g. the game administration annex at 10000.