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-- Currently editing room number : [12.99] 1) Name : An unfinished room 2) Description : You are in an unfinished room. 3) Room flags : NOBITS 4) Sector type : Inside 5) Exit north : None 6) Exit east : 12.5 7) Exit south : None 8) Exit west : None 9) Exit up : None A) Exit down : None B) Exit jump : None C) Weather type: Temperate D) Extra descriptions menu S) Script : Not Set. Q) Quit Enter choice : |
This is the room number you are currently editing. 12 stands for the zone you are in, and 99 stands for the specific room in the zone that you are editing. Unlike all other types of files, rooms use decimals so that we may increase the number available per zone. Example - objects for zone 12 are #1200 - #1299. Rooms for zone 12 are 12.0 - 12.3200. Because zedit is also associated with a room number zedit also uses the decimal based numbering system. This is the name, or 'title' of your room. This is the first thing a character will see when entering a room. It is also what will show up in the list when using the rlist command
This is the bulk of what a character sees while in a room telling them where they are, and what all they see
Flags that can be used to restrict or change a rooms usage, or purpouse
A rooms sector type determines how a character enters/leaves the room, what style of combat they will use while in it, and whether or not there are any special requirements such as vehicles for being in this area
Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 0.0 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 12.5 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 0.0 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 0.0 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 0.0 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 0.0 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- NOTE: special skills or objects are required to leave a room through a jump exit Exits are how a character usually enters or leaves a room. Each exit in a room has a submenu that breaks down as follows: 1) Exit to room: 0.0 2) Description :- 3) Door name : <NONE> 4) Slice # : 0 -the difficulty rating to pick this doors lock- -the key vnum to unlock this door- 6) Door flags : No door -whether or not there is a door, and any restrictions on the doors usage- -this will reset the entire exit- The weather type in a room is what decides the various messages a character will see while they are in a zone. Example: You watch amazed as a sandstorm rips up several boulders. The weather types are as follows: 0) Temperate 1) Tundra Extra description on a room is what a character will see when they 'look' or 'examine' a specifiec keyword in a room example: The room description hints that on the wall in the room hangs a poster keyword: poster There is a nude wall poster of a unknown model with Princess Leia's face The assigned dg scripts or triggers for this object
Quit and leave the editor
The prompt shown at the base of the editor
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