Chapter 2: Room Edit


(Remember to type what it says in each step.) Also for further reference while on line you can type
commands to see what OLC commands are available or see help olc. Also to see how your area is
coming along at any time simple type show. To get out of the editor at any time type done. In this
section if you need more help see help redit.

Below is a look at what it will look like from inside the Room Editor. I have included Notes inside
the *'s of what everything is:

<1000hp 1000m 1000mv> *Once again that wonderful prompt*

*when you hit return inside the editor this next part will be displayed. I take this example from
the city I am creating*

Description:
Name: [The Temple Gates.]
Area: [ 49] [ ALL ] The City of Asturia.
Vnum: [ 8600]
Sector: [inside]
Room flags: [none]
Characters: [Annakin Town Crier] *this will show you who is in the room, Mobs and Charaters*
Objects: [none] *if you have a obj in the room it will be displayed here*
-North to [ 5405] Key: [ 0] Exit flags: [none]
-East to [ 8732] Key: [ 0] Exit flags: [none]
-South to [ 8601] Key: [ 0] Exit flags: [none]
-West to [ 8637] Key: [ 0] Exit flags: [none]

Now let us begin with Rooms...Once again in a nice step-by-step method if that is what you like...

Step 1.) REDIT CREATE [enter vnum here]
example: redit create 400

This is the first critical step when creating a new room. Just enter the first vnum in of your first
room. Stay inside the editor and once your room is complete you can exit the room and move to
the next...more will be explained when I get to exits...

Step 2.) DESC

This command will suddenly do this:

-=======- Entering APPEND Mode -========-
Type .h on a new line for help
Terminate with a ~ or @ on a blank line.
-=======================================-

>

The > is the begining of your prompt simply type out your room descript...make sure its at least 4
lines long...( 3 for Hallways or roads minimim), oh and a hint...hit return each time you near the
end of your screen...it will give you a new > prompt...and when your done hit the ~ or @ on a line
of its own. Then when your done do a desc again and at the > prompt type .f This will format the
room for you and make it look nice. Here is the .h help file within the editor.

Sedit help (commands on blank line):
.r 'old' 'new' - replace a substring
(requires '', "")
.h - get help (this info)
.s - show string so far
.f - (word wrap) string
.c - clear string so far
@ - end string

Step 3.)NAME [insert name here]
example: name The hallway.

This command gives the room its title.

This next section is the most complex section of the rooms. It deals with adding room flags and
also sectors and exits. To add either a flag or a sector simply type out the flag or sector name by
itself.

Example: dark

which would set a room flag of dark.

ROOM FLAGS:

To see a list of available room flags type ? room. This will give you a nice list of flags. simply type
one or more of the flags that you want into the room at the prompt. I have found a printed
manual should contain the flags. so here they are....

dark no_mob indoors underground
arena private safe solitary
pet_shop no_recall no_magic cone_of_silence
imp_only gods_only heroes_only newbies_only
no_teleport fast_regen sap_mana sap_hp
sap_mv

Each flag should be self explainitory, and the list may not be current as new flags get added...

SECTOR:

To see a list of available sectors type ? sector. This will give you a list of all possible sector flags.
To set this also just type the name of the sector you want at the prompt. Here is a current list of
sector types:

inside city field forest
hills mountain swim noswim
underwater air desert swamp

EXITS:

This is perhaps the hardest thing that people seem to mess up. In fact it is quite simple to
understand. You first begin by typing out the direction in which you want an exit to go. (example:
north.) This is followed by different commands depending on what you want it to do. I will give
and example of each kind, due to the fact that most people get confused here.

Making an exit connect to a room that has not been created yet.
--------------------------------------------------------------------------
Step 1.) DIRECTION DIG VNUM
example: north dig 401

This creates room 401 as it links the room your working on to it. To be more precise...what this
does is this...It makes a two way exit (north and south from the example I used) and creates a new
room...*note-If the room on the other side already exists then DO NOT, I repeat, DO NOT use
this command....only do this if the other room you are linking this one to hasn't been made
yet...otherwise you will see the following error...

REdit: Room vnum already exists.

If the command is successful you will get this on a line...

Room created.
Two-way link established.

Making an exit connect to an already existing room.
-------------------------------------------------------------

Step 1.) DIRECTION LINK VNUM
example: north link 401

This will link the room your working on to room 401. For example...lets say you have already
made a room 401 and you are in room 400. All you have to do is use this command and the rooms
will link...

Making a one way ONLY exit to a room. (use with caution.)
-----------------------------------------------------------------------

Step 1.) DIRECTION ROOM VNUM
example: north room 401

This will make a one way exit from the room you are working on to room 401. Be very careful
with this one...This should be used sparsely...I will let you know if you are messing this command
up...

Making an exit that can be only exited with a key. (note you must set the room flag to door and
closed. Also you must have created a object that is a key and have its vnum. All of this is
discussed later.)
----------------------------------------------------------------------------

Step 1.) DIRECTION KEY [Insert object key Vnum]
example: north key 400

This will make it so that no one can open the door without key number 400.

Naming a doorway. (This is quite fun).
--------------------------------------

Step 1.) DIRECTION NAME [Insert dorname]
example: north name glass doorway.

This gives the door a name. So if you want the players looking for that secret doorway use this
command...For example instead of open door the player would have to type open glass to open
this door...heck this is quite fun because you can call it anything you want...you could even call it
the ground or something so the player would have to type open ground. Very cool and fun
command...use this all you want...get brownie points with the imms for using this one :P

Describing the exit.
-------------------

Step 1.)DIRECTION DESC
example: north desc

This will once again put you into an editor and allow you to describe your exit. This is a very fun
to do and makes your area much more alive. Once again a big brownie point from the imms here.


DELETING an exit.
--------------------

Step 1.) DIRECTION DELETE
example: north delete.

This will delete the directions exit from the room you are currently editing.

Setting EXIT FLAGS.
-----------------------

This is also a place where most people become extremely confused. IN fact it is quite simple.

Step 1.)DIRECTION [Insert flag or flags here]
example: north door

Other flags are: closed locked pickproof bashproof passproof melt_key

This will set the door to the north to be closed, locked and a door. You can have all the flags on
or you could have just one flag on. For a list of the exit flags type ? exit. For more information on
exits see help exit.

That concludes the OLC lesson in Room editing.