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==MODIFYING ROOMS==
 
==MODIFYING ROOMS==
.
 
  
 
==Room Class Locale IDs==
 
==Room Class Locale IDs==
CaveGrid                                                          CaveMaze                                                          CaveRoom                                                           
+
<div style="column-count:6;-moz-column-count:6;-webkit-column-count:6">
CaveSurface                                                        CityStreet                                                         ClimbableLedge                                                     
+
*CaveGrid                                                           
ClimbableSurface                                                   Desert                                                            DesertGrid                                                         
+
*CaveMaze                                                           
DesertMaze                                                        DesertThinGrid                                                    EndlessOcean                                                       
+
*CaveRoom
EndlessSky                                                        EndlessThinOcean                                                  EndlessThinSky                                                     
+
*CaveSeaPort                                                            
FrozenMountains                                                    FrozenPlains                                                      GreatLake                                                           
+
*CaveSurface                                                         
GreatThinLake                                                      HideoutShelter                                                    Hills                                                               
+
*[[Rooms/Road|CityStreet]]
HillsGrid                                                          HillsThinGrid                                                      HotRoom                                                             
+
*ClimbableLedge                                                     
IcePlains                                                          IceRoom                                                            IndoorInTheAir                                                     
+
*ClimbableSurface  
IndoorShallowWater                                                IndoorUnderWater                                                  IndoorUnderWaterColumnGrid                                         
+
*DarkStoneRoom                                                 
IndoorUnderWaterGrid                                              IndoorUnderWaterThinGrid                                          IndoorWaterSurface                                                 
+
*Desert                                                             
IndoorWaterSurfaceColumn                                          IndoorWaterThinSurface                                            InTheAir                                                           
+
*DesertGrid                                                         
Jungle                                                            JungleGrid                                                        JungleThinGrid                                                     
+
*DesertMaze                                                         
LargeCaveRoom                                                      LargeStoneRoom                                                    LargeWoodRoom                                                       
+
*DesertThinGrid                                                     
LongerRoad                                                        LongestRoad                                                        LongRoad                                                           
+
*EndlessOcean                                                       
MagicFreeRoom                                                      MagicShelter                                                      MetalRoom                                                           
+
*EndlessSky                                                         
MetalRoomMaze                                                      Mountains                                                          MountainsGrid                                                       
+
*EndlessThinOcean                                                   
MountainsMaze                                                      MountainsThinGrid                                                  MountainSurface                                                     
+
*EndlessThinSky                                                     
MountainSurfaceGrid                                                MountainSurfaceThinGrid                                            OceanGrid                                                           
+
*FrozenMountains                                                     
OceanThinGrid                                                      OverTheLedge                                                      Plains                                                             
+
*FrozenPlains                                                       
PlainsGrid                                                        PlainsThinGrid                                                    Road                                                               
+
*GreatLake                                                           
RoadGrid                                                          RoadThinGrid                                                      SaltWaterSurface                                                   
+
*GreatThinLake                                                       
SaltWaterSurfaceColumn                                            SaltWaterThinSurface                                              SeaPort                                                             
+
*HideoutShelter                                                     
SewerMaze                                                          SewerRoom                                                          ShallowWater                                                      
+
*Hills                                                               
Shore                                                              SpacePort                                                          StdGrid                                                             
+
*HillsGrid                                                           
StdMaze                                                            StdRoom                                                            StdThinGrid                                                         
+
*HillsThinGrid                                                       
StoneGrid                                                          StoneMaze                                                          StoneRoom                                                           
+
*HotRoom                                                             
StoneThinGrid                                                      Swamp                                                              SwampGrid                                                           
+
*IcePlains                                                           
SwampThinGrid                                                      ThinRoom                                                          TreeSurface                                                         
+
*IceRoom                                                             
UnderSaltWater                                                    UnderSaltWaterColumnGrid                                          UnderSaltWaterGrid                                                 
+
*IndoorInTheAir                                                     
UnderSaltWaterMaze                                                UnderSaltWaterThinGrid                                            UnderWater                                                         
+
*IndoorShallowWater                                                 
UnderWaterColumnGrid                                              UnderWaterGrid                                                    UnderWaterMaze                                                     
+
*IndoorUnderWater                                                   
UnderWaterThinGrid                                                 WaterSurface                                                      WaterSurfaceColumn                                                 
+
*IndoorUnderWaterColumnGrid                                         
WaterThinSurface                                                  WetCaveGrid                                                        WetCaveMaze                                                         
+
*IndoorUnderWaterGrid                                               
WetCaveRoom                                                        Whirlpool                                                          WoodenDeck                                                        
+
*IndoorUnderWaterThinGrid                                           
WoodRoom                                                          WoodRoomGrid                                                      WoodRoomMaze                                                       
+
*IndoorWaterSurface                                                 
WoodRoomThinGrid                                                  Woods                                                              WoodsGrid                                                           
+
*IndoorWaterSurfaceColumn                                           
WoodsMaze
+
*IndoorWaterThinSurface                                             
WoodsThinGrid
+
*InTheAir                                                           
 +
*Jungle                                                             
 +
*JungleGrid                                                         
 +
*JungleThinGrid                                                     
 +
*LargeCaveRoom                                                       
 +
*LargeStoneRoom                                                     
 +
*LargeWoodRoom                                                       
 +
*[[Rooms/Road|LongerRoad]]                                                          
 +
*[[Rooms/Road|LongestRoad]]                                                        
 +
*[[Rooms/Road|LongRoad]]                                                            
 +
*MagicFreeRoom                                                       
 +
*MagicShelter                                                       
 +
*MetalRoom                                                           
 +
*MetalRoomMaze                                                       
 +
*Mountains                                                           
 +
*MountainsGrid                                                       
 +
*MountainsMaze                                                       
 +
*MountainsThinGrid                                                   
 +
*MountainSurface                                                     
 +
*MountainSurfaceGrid                                                 
 +
*MountainSurfaceThinGrid                                             
 +
*OceanGrid                                                           
 +
*OceanThinGrid                                                       
 +
*OverTheLedge                                                       
 +
*Plains                                                             
 +
*PlainsGrid                                                         
 +
*PlainsThinGrid                                                     
 +
*[[Rooms/Road|Road]]                                                                
 +
*RoadGrid                                                           
 +
*RoadThinGrid                                                       
 +
*SaltWaterSurface                                                   
 +
*SaltWaterSurfaceColumn                                             
 +
*SaltWaterThinSurface                                               
 +
*SeaPort                                                             
 +
*SewerMaze                                                           
 +
*SewerRoom                                                           
 +
*ShallowWater  
 +
*ShipDeck
 +
*ShipHeavyGunDeck
 +
*ShipHold
 +
*ShipLightGunDeck
 +
*ShipMagazine
 +
*ShipMedGunDeck
 +
*ShipQuarter                                                     
 +
*Shore                                                               
 +
*SpacePort                                                           
 +
*StdGrid                                                             
 +
*StdMaze                                                             
 +
*StdRoom                                                             
 +
*StdThinGrid                                                         
 +
*StoneGrid                                                           
 +
*StoneMaze                                                           
 +
*StoneRoom                                                           
 +
*StoneThinGrid                                                       
 +
*Swamp                                                               
 +
*SwampGrid                                                           
 +
*SwampThinGrid                                                       
 +
*ThinRoom                                                           
 +
*TreeSurface                                                         
 +
*UnderSaltWater                                                     
 +
*UnderSaltWaterColumnGrid                                           
 +
*UnderSaltWaterGrid                                                 
 +
*UnderSaltWaterMaze                                                 
 +
*UnderSaltWaterThinGrid                                             
 +
*UnderWater                                                         
 +
*UnderWaterColumnGrid                                               
 +
*UnderWaterGrid                                                     
 +
*UnderWaterMaze                                                     
 +
*UnderWaterThinGrid
 +
*Void                                             
 +
*WaterSurface                                                       
 +
*WaterSurfaceColumn                                                 
 +
*WaterThinSurface                                                   
 +
*WetCaveGrid                                                         
 +
*WetCaveMaze                                                         
 +
*WetCaveRoom                                                         
 +
*Whirlpool                                                           
 +
*WoodenDeck
 +
*WoodenSeaPort                                                     
 +
*WoodRoom                                                           
 +
*WoodRoomGrid                                                       
 +
*WoodRoomMaze                                                       
 +
*WoodRoomThinGrid                                                   
 +
*Woods                                                               
 +
*WoodsGrid                                                           
 +
*WoodsMaze
 +
*WoodsThinGrid
 +
</div>
 +
 
 +
===Room Adjectives===
 +
{| style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%" <div class="Left" style="width: auto; Margin-left: auto; margin-right: auto;">
 +
|-
 +
! Modifier
 +
! Affect
 +
! Notes
 +
|-
 +
| ColumnGrid
 +
| This room is a parent room with a matrix of identical child rooms defined in Z settings.
 +
| Z is the depth of the column.  Adjacent ColumnGrid rooms will connect similar Z-level rooms to each other, allowing for underwater swimming from column to column.
 +
|-
 +
| Endless
 +
| This room is a parent room with a matrix of identical child rooms defined in X and Y settings.
 +
| X is the number of rooms East-West, Y is the number of rooms North-South.  Total child rooms=X*Y.  Players don't have access to the parent room.  Instance areas should never be in a Grid Room.  All of the internally connected rooms are open to one another.  Additionally, sky rooms above and water rooms below will link to the adjacent child grid room's sky rooms or water rooms. If there is no connected room in a given direction, it will wrap around to the opposite direction of the same room (e.g. if a 5x5 room only has connections out to the east and west, then the rooms in the south will wrap around to the rooms in the north, and vice versa. If a connection to the north is established, then all of the north rooms will exit to the specified room, but the south rooms will still exit to the northern row of rooms in the grid (rooms in row 4 would wrap around to rooms in row 0)).
 +
|-
 +
| Frozen
 +
| This room has a cold climate.
 +
|
 +
|-
 +
| Great or Grid
 +
| This room is a parent room with a matrix of identical child rooms defined in X and Y settings.
 +
| X is the number of rooms East-West, Y is the number of rooms North-South.  Total child rooms=X*Y.  Players don't have access to the parent room.  Instance areas should never be in a Grid Room.  All of the internally connected rooms are open to one another.
 +
|-
 +
| Hot
 +
| This room has a hot climate.
 +
|
 +
|-
 +
| Ice
 +
| This room has a cold climate, and wet if outdoors.
 +
|
 +
|-
 +
| Large
 +
| This room has an indoor in-the-air room above it.
 +
|
 +
|-
 +
| Long/Longer/Longest
 +
| This room requires more movement than normal.
 +
|
 +
|-
 +
| Maze
 +
| This room is a parent room with a matrix of identical child rooms defined in X and Y settings.
 +
| X is the number of rooms East-West, Y is the number of rooms North-South.  Total child rooms=X*Y.  Players don't have access to the parent room.  Instance areas should never be in a Grid Room.  All of the internally connected rooms have randomly available exits that are set upon area load.  There will always be a path to adjacent external rooms, but the internal rooms will often make players wind about to find it.
 +
|-
 +
| Ocean/Salt
 +
| This room has salt water instead of fresh water.
 +
|
 +
|-
 +
| Ship
 +
| This room is specially designed for use in GenSailingShips.
 +
| Ship rooms have various capacity settings used to balance ship-to-ship construction and combat.
 +
|-
 +
| Surface
 +
| This room is generally above an air or underwater room.  For solid surfaces, the room requires climb.  For liquid surfaces, the room requires swim.
 +
| A failed climb/swim check will result in the player being moved to the room below the existing room.  Water Surfaces that have no room linked beneath them will have an auto generated 3-dimensional tree of underwater rooms generated for this effect.  Solid Surfaces do not auto-generate rooms below them.
 +
|-
 +
| Thin
 +
| This room is unloaded after 15 minutes of inactivity.
 +
| Thin rooms save CPU usage.
 +
|-
 +
| Wet
 +
| This room is treated as having water readily available, but not deep enough to require swimming.
 +
| Swamps and Sewers are implicitly WET.
 +
|}
 +
 
 +
===Special Room Types===
 +
*An IceRoom is just a cold-climate indoor stone room.
 +
*A Shore room is a land-based room that boats can move into, and that can be fished from.
 +
*A Seaport room is a land-based room that boats and ships can move into, and that can be fished from.
  
 
==Domain Locales==
 
==Domain Locales==
STONE                                                              WOODEN                                                            CAVE                                                              
+
{| style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%" <div class="Left" style="width: auto; Margin-left: auto; margin-right: auto;">
MAGIC                                                             UNDERWATER                                                        AIR                                                               
+
|-
WATERSURFACE                                                      METAL                                                             CITY                                                             
+
! Locale
WOODS                                                              ROCKY                                                             PLAINS                                                           
+
! Indoors?
UNDERWATER                                                         AIR                                                                WATERSURFACE                                                      
+
! Dark?
JUNGLE                                                            SWAMP                                                              DESERT                                                           
+
! Applicable Room Types
HILLS                                                              MOUNTAINS                                                          SPACEPORT                                                         
+
! Notes
SEAPORT
+
|-
 +
| AIR
 +
| NO
 +
| TIME/WEATHER
 +
| EndlessSky, EndlessThinSky, InTheAir, OverTheLedge, Void
 +
|
 +
|- 
 +
| CAVE
 +
| YES
 +
| YES
 +
| CaveGrid, CaveRoom, CaveSurface, LargeCaveRoom, SewerMaze, SewerRoom, WetCaveGrid, WetCaveMaze, WetCaveRoom
 +
| Sewers are similar to WetCaves, but fewer available resources.  May cause diseases.
 +
|- 
 +
| CAVELAKESURFACE
 +
| YES
 +
| NO
 +
| IndoorShallowWater, IndoorWaterSurface, IndoorWaterSurfaceColumn, IndoorWaterThinSurface
 +
|
 +
|- 
 +
| CAVESEAPORT
 +
| YES
 +
| YES
 +
| CaveSeaPort
 +
|
 +
|- 
 +
| CITY
 +
| NO
 +
| TIME/WEATHER
 +
| CityStreet, ShipDeck, ShipHeavyGunDeck, ShipLightGunDeck, ShipMedGunDeck, StdGrid, StdMaze, StdRoom, StdThinGrid, ThinRoom, WoodenDeck
 +
|
 +
|- 
 +
| DESERT
 +
| NO
 +
| TIME/WEATHER
 +
| Desert, DesertGrid, DesertMaze, DesertThinGrid, Shore
 +
| Increases Thirst
 +
|- 
 +
| GAP
 +
| YES
 +
| NO
 +
| IndoorInTheAir
 +
| Includes the IndoorInTheAir rooms autogenerated by Large- rooms.
 +
|- 
 +
| HILLS
 +
| NO
 +
| TIME/WEATHER
 +
| Hills, HillsGrid, HillsThinGrid
 +
|
 +
|-                                         
 +
| IN_UNDERWATER
 +
| YES
 +
| NO
 +
| IndoorUnderWater, IndoorUnderWaterColumnGrid, IndoorUnderWaterGrid, IndoorUnderWaterThinGrid
 +
|
 +
|-                                     
 +
| INNERSEAPORT
 +
| YES
 +
| NO
 +
| WoodenSeaPort
 +
|
 +
|-                                   
 +
| JUNGLE
 +
| NO
 +
| TIME/WEATHER
 +
| Jungle, JungleGrid, JungleThinGrid
 +
| May cause diseases.
 +
|-                                     
 +
| MAGIC
 +
| YES
 +
| TIME/WEATHER
 +
| MagicShelter
 +
|
 +
|-                                           
 +
| METAL
 +
| YES
 +
| NO
 +
| MetalRoom, MetalRoomMaze
 +
|
 +
|-                                       
 +
| MOUNTAINS
 +
| NO
 +
| TIME/WEATHER
 +
| FrozenMountains, Mountains, MountainsGrid, MountainsMaze, MountainsThinGrid, MountainSurface, MountainSurfaceGrid, MountainSurfaceThinGrid
 +
|
 +
|-                           
 +
| PLAINS
 +
| NO
 +
| TIME/WEATHER
 +
| FrozenPlains, IcePlains, LongerRoad, LongestRoad, LongRoad, Plains, PlainsGrid, PlainsThinGrid, Road, RoadGrid, RoadThinGrid
 +
|
 +
|-                             
 +
| ROCKY
 +
| NO
 +
| TIME/WEATHER
 +
| ClimbableLedge, ClimbableSurface
 +
|
 +
|-                                                 
 +
| SEAPORT
 +
| NO
 +
| TIME/WEATHER
 +
| Seaport
 +
|
 +
|-                                             
 +
| SPACEPORT
 +
| NO
 +
| TIME/WEATHER
 +
| Spaceport
 +
|
 +
|-                                                 
 +
| STONE
 +
| YES
 +
| NO
 +
| DarkStoneRoom, HotRoom, IceRoom, LargeStoneRoom, MagicFreeRoom, StoneGrid, StoneMaze,StoneRoom, StoneThinRoom
 +
|
 +
|-                                                 
 +
| SWAMP
 +
| YES
 +
| NO
 +
| Swamp, SwampGrid, SwampThinGrid
 +
| These are Wet rooms.  May cause diseases.
 +
|-                                         
 +
| UNDERWATER
 +
| NO
 +
| TIME/WEATHER
 +
| UnderSaltWater, UnderSaltWaterColumnGrid, UnderSaltWaterGrid, UnderSaltWaterMaze, UnderSaltWaterThinGrid, UnderWater, UnderWaterColumnGrid, UnderWaterGrid, UnderWaterMaze, UnderWaterThinGrid
 +
|
 +
|-                                         
 +
| WATERSURFACE
 +
| NO
 +
| TIME/WEATHER
 +
| EndlessOcean, EndlessThinOcean, GreatLake, GreatThinLake, OceanGrid, OceanThinGrid, SaltWaterSurface, SaltWaterSurfaceColumn, SaltWaterThinSurface, Whirlpool
 +
|
 +
|-                                         
 +
| WOODEN
 +
| YES
 +
| NO
 +
| HideoutShelter, LargeWoodRoom, ShipHold, ShipMagazine, ShipQuarter, WoodRoom, WoodRoomGrid, WoodRoomMaze, WoodRoomThinGrid
 +
|
 +
|-                                         
 +
| WOODS
 +
| NO
 +
| TIME/WEATHER
 +
| TreeSurface, Woods, WoodsGrid, WoodsMaze, WoodsThinGrid
 +
|
 +
|}
 +
 
 +
==Grid Room considerations==
 +
*If you mismatch gridrooms adjacent to each other (like a 2x3 gridroom west of a 5x4 gridroom) you can make some non-Euclidean areas, which has the effect of confusing player maps.  This is actually useful if you are trying to make a large area that is traditionally difficult to map due to lack of landmarks, such as deserts or oceans.
 +
*If you place an item in the base gridroom (such as, in the grinder), the item will NOT flow down into any of the specific grids, and will not generally be accessible to players.  Instead, consider giving the items to mobile MOBs in the room.
 +
*If you add a MOB to a gridroom, make sure that they are mobile so they can leave the parent room into the individual grid rooms.
 +
*When creating a link between a non-grid room and a grid room in the grinder, select the grid room's exit first, then the non-grid room's exit.  Doing the converse results in some unusual behavior.
 +
[[File:Grid-NonGrid_mismatch.png|thumb|alt=Example of a broken link when linking from a non-gridroom to a gridroom.|Grid-NonGrid Mismatch in MUD Grinder.]]
 +
*From the command line, it is possible to alter the exits of individual grid rooms or link to individual grid rooms.  Notice the grid room number will be something like MyArea#15#(2,3) on a 5 x 5 grid room.  You may issue a command to LINK MyArea#45 WEST to override the normal exit.  Similarly, you could go to room MyArea#45 and LINK MyArea$15#(2,3) EAST to create an entry inside the grid room.
 +
 
 +
==Special Room Designs==
 +
===Bridge Rooms===
 +
When designing a room (Room#A) that goes over another room (Room#B), that a player cannot easily travel DOWN to (no path) but should be able to jump off a ledge to get down:
 +
*Make sure there is no DOWN exit in Room#A (DESTROY DOWN)
 +
*Create a new room below (CREATE ROOM DOWN OVERTHELEDGE) which we will call Room#C.
 +
*Modify Room#C and provide it with a title, description and Prop_ReqNoMob (so your mobs won't randomly jump to their deaths). 
 +
**NOTE:  If doing this via the command line, you might want to make sure you are flying before entering Room#C.
 +
*Link Room#C to Room#B below (LINK Room#B DOWN).
 +
*Make sure Room#B links UP to Room#A (this will allow players with a jumping ability to potentially reach Room#A).
 +
**If Room#B already has a defined UP exit, you may need to DESTROY UP, and then LINK Room#A UP.
 +
 
 +
===Recall Rooms===
 +
Rooms which have alot of player traffic from various player levels (such as recall rooms) should probably have the following properties to avoid non-PK abuse:
 +
*Prop_RestrictSpells(Spell_Silence)
 +
 
 +
===Special Atmosphere Rooms===
 +
In the command line, you can change the atmosphere of a room with the command MODIFY ROOM ATMOSPHERE <atmosphere type>.
 +
 
 +
===Restricted Rooms===
 +
Rooms which are not intended to be explored (Admin rooms, rooms with special inventory, etc) should have the following properties on them to restrict entry and desirability to enter:
 +
*prop_noteleport
 +
*prop_reqentry(-PLAYER +SUBOP NOSNEAK)
 +
*prop_roomunmappable(NOEXPLORE)
 +
*prop_restrictspells(spell_wish;spell_limitedwish)
 +
 
 +
===Player- or Clan-Owned Property===
 +
There are many options to creating player-ownable or clan-ownable property.  See the [[:CATEGORY:ROOMS(PlayerOwned)|Player Owned Rooms]] page for information on setting up purchasable property.
 +
 
 +
===Trainer or Guildmaster Rooms===
 +
Rooms where players may train up their abilities, change classes or practice skills may require some additional adjustments to prevent undesirable results.
 +
*prop_peacemaker to avoid inadvertent attacks from the trainer or hostile players from preying upon players trying to gain new abilities.
 +
*prop_restrictspells for abilities that are a nuisance to players, such as Chant_CharmArea or Song_PirateShanty.

Latest revision as of 17:05, 12 July 2023

CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Builder Information=
Basics Praetor     Player Support     Commands     Zapper Masks Advanced Races     Classes     Abilities     Socials     Scripting    
Building Behaviors     Properties     Areas     Rooms     Exits     Items     Mobs Systems Achievements     Crafting     Help Info     Ships     Planes of Existence     Quests     Triumphs    

Rooms are the places MOBs go to in the MUD. A room can be indoors or outdoors, large or small.

MODIFYING ROOMS

Room Class Locale IDs

  • CaveGrid
  • CaveMaze
  • CaveRoom
  • CaveSeaPort
  • CaveSurface
  • CityStreet
  • ClimbableLedge
  • ClimbableSurface
  • DarkStoneRoom
  • Desert
  • DesertGrid
  • DesertMaze
  • DesertThinGrid
  • EndlessOcean
  • EndlessSky
  • EndlessThinOcean
  • EndlessThinSky
  • FrozenMountains
  • FrozenPlains
  • GreatLake
  • GreatThinLake
  • HideoutShelter
  • Hills
  • HillsGrid
  • HillsThinGrid
  • HotRoom
  • IcePlains
  • IceRoom
  • IndoorInTheAir
  • IndoorShallowWater
  • IndoorUnderWater
  • IndoorUnderWaterColumnGrid
  • IndoorUnderWaterGrid
  • IndoorUnderWaterThinGrid
  • IndoorWaterSurface
  • IndoorWaterSurfaceColumn
  • IndoorWaterThinSurface
  • InTheAir
  • Jungle
  • JungleGrid
  • JungleThinGrid
  • LargeCaveRoom
  • LargeStoneRoom
  • LargeWoodRoom
  • LongerRoad
  • LongestRoad
  • LongRoad
  • MagicFreeRoom
  • MagicShelter
  • MetalRoom
  • MetalRoomMaze
  • Mountains
  • MountainsGrid
  • MountainsMaze
  • MountainsThinGrid
  • MountainSurface
  • MountainSurfaceGrid
  • MountainSurfaceThinGrid
  • OceanGrid
  • OceanThinGrid
  • OverTheLedge
  • Plains
  • PlainsGrid
  • PlainsThinGrid
  • Road
  • RoadGrid
  • RoadThinGrid
  • SaltWaterSurface
  • SaltWaterSurfaceColumn
  • SaltWaterThinSurface
  • SeaPort
  • SewerMaze
  • SewerRoom
  • ShallowWater
  • ShipDeck
  • ShipHeavyGunDeck
  • ShipHold
  • ShipLightGunDeck
  • ShipMagazine
  • ShipMedGunDeck
  • ShipQuarter
  • Shore
  • SpacePort
  • StdGrid
  • StdMaze
  • StdRoom
  • StdThinGrid
  • StoneGrid
  • StoneMaze
  • StoneRoom
  • StoneThinGrid
  • Swamp
  • SwampGrid
  • SwampThinGrid
  • ThinRoom
  • TreeSurface
  • UnderSaltWater
  • UnderSaltWaterColumnGrid
  • UnderSaltWaterGrid
  • UnderSaltWaterMaze
  • UnderSaltWaterThinGrid
  • UnderWater
  • UnderWaterColumnGrid
  • UnderWaterGrid
  • UnderWaterMaze
  • UnderWaterThinGrid
  • Void
  • WaterSurface
  • WaterSurfaceColumn
  • WaterThinSurface
  • WetCaveGrid
  • WetCaveMaze
  • WetCaveRoom
  • Whirlpool
  • WoodenDeck
  • WoodenSeaPort
  • WoodRoom
  • WoodRoomGrid
  • WoodRoomMaze
  • WoodRoomThinGrid
  • Woods
  • WoodsGrid
  • WoodsMaze
  • WoodsThinGrid

Room Adjectives

Modifier Affect Notes
ColumnGrid This room is a parent room with a matrix of identical child rooms defined in Z settings. Z is the depth of the column. Adjacent ColumnGrid rooms will connect similar Z-level rooms to each other, allowing for underwater swimming from column to column.
Endless This room is a parent room with a matrix of identical child rooms defined in X and Y settings. X is the number of rooms East-West, Y is the number of rooms North-South. Total child rooms=X*Y. Players don't have access to the parent room. Instance areas should never be in a Grid Room. All of the internally connected rooms are open to one another. Additionally, sky rooms above and water rooms below will link to the adjacent child grid room's sky rooms or water rooms. If there is no connected room in a given direction, it will wrap around to the opposite direction of the same room (e.g. if a 5x5 room only has connections out to the east and west, then the rooms in the south will wrap around to the rooms in the north, and vice versa. If a connection to the north is established, then all of the north rooms will exit to the specified room, but the south rooms will still exit to the northern row of rooms in the grid (rooms in row 4 would wrap around to rooms in row 0)).
Frozen This room has a cold climate.
Great or Grid This room is a parent room with a matrix of identical child rooms defined in X and Y settings. X is the number of rooms East-West, Y is the number of rooms North-South. Total child rooms=X*Y. Players don't have access to the parent room. Instance areas should never be in a Grid Room. All of the internally connected rooms are open to one another.
Hot This room has a hot climate.
Ice This room has a cold climate, and wet if outdoors.
Large This room has an indoor in-the-air room above it.
Long/Longer/Longest This room requires more movement than normal.
Maze This room is a parent room with a matrix of identical child rooms defined in X and Y settings. X is the number of rooms East-West, Y is the number of rooms North-South. Total child rooms=X*Y. Players don't have access to the parent room. Instance areas should never be in a Grid Room. All of the internally connected rooms have randomly available exits that are set upon area load. There will always be a path to adjacent external rooms, but the internal rooms will often make players wind about to find it.
Ocean/Salt This room has salt water instead of fresh water.
Ship This room is specially designed for use in GenSailingShips. Ship rooms have various capacity settings used to balance ship-to-ship construction and combat.
Surface This room is generally above an air or underwater room. For solid surfaces, the room requires climb. For liquid surfaces, the room requires swim. A failed climb/swim check will result in the player being moved to the room below the existing room. Water Surfaces that have no room linked beneath them will have an auto generated 3-dimensional tree of underwater rooms generated for this effect. Solid Surfaces do not auto-generate rooms below them.
Thin This room is unloaded after 15 minutes of inactivity. Thin rooms save CPU usage.
Wet This room is treated as having water readily available, but not deep enough to require swimming. Swamps and Sewers are implicitly WET.

Special Room Types

  • An IceRoom is just a cold-climate indoor stone room.
  • A Shore room is a land-based room that boats can move into, and that can be fished from.
  • A Seaport room is a land-based room that boats and ships can move into, and that can be fished from.

Domain Locales

Locale Indoors? Dark? Applicable Room Types Notes
AIR NO TIME/WEATHER EndlessSky, EndlessThinSky, InTheAir, OverTheLedge, Void
CAVE YES YES CaveGrid, CaveRoom, CaveSurface, LargeCaveRoom, SewerMaze, SewerRoom, WetCaveGrid, WetCaveMaze, WetCaveRoom Sewers are similar to WetCaves, but fewer available resources. May cause diseases.
CAVELAKESURFACE YES NO IndoorShallowWater, IndoorWaterSurface, IndoorWaterSurfaceColumn, IndoorWaterThinSurface
CAVESEAPORT YES YES CaveSeaPort
CITY NO TIME/WEATHER CityStreet, ShipDeck, ShipHeavyGunDeck, ShipLightGunDeck, ShipMedGunDeck, StdGrid, StdMaze, StdRoom, StdThinGrid, ThinRoom, WoodenDeck
DESERT NO TIME/WEATHER Desert, DesertGrid, DesertMaze, DesertThinGrid, Shore Increases Thirst
GAP YES NO IndoorInTheAir Includes the IndoorInTheAir rooms autogenerated by Large- rooms.
HILLS NO TIME/WEATHER Hills, HillsGrid, HillsThinGrid
IN_UNDERWATER YES NO IndoorUnderWater, IndoorUnderWaterColumnGrid, IndoorUnderWaterGrid, IndoorUnderWaterThinGrid
INNERSEAPORT YES NO WoodenSeaPort
JUNGLE NO TIME/WEATHER Jungle, JungleGrid, JungleThinGrid May cause diseases.
MAGIC YES TIME/WEATHER MagicShelter
METAL YES NO MetalRoom, MetalRoomMaze
MOUNTAINS NO TIME/WEATHER FrozenMountains, Mountains, MountainsGrid, MountainsMaze, MountainsThinGrid, MountainSurface, MountainSurfaceGrid, MountainSurfaceThinGrid
PLAINS NO TIME/WEATHER FrozenPlains, IcePlains, LongerRoad, LongestRoad, LongRoad, Plains, PlainsGrid, PlainsThinGrid, Road, RoadGrid, RoadThinGrid
ROCKY NO TIME/WEATHER ClimbableLedge, ClimbableSurface
SEAPORT NO TIME/WEATHER Seaport
SPACEPORT NO TIME/WEATHER Spaceport
STONE YES NO DarkStoneRoom, HotRoom, IceRoom, LargeStoneRoom, MagicFreeRoom, StoneGrid, StoneMaze,StoneRoom, StoneThinRoom
SWAMP YES NO Swamp, SwampGrid, SwampThinGrid These are Wet rooms. May cause diseases.
UNDERWATER NO TIME/WEATHER UnderSaltWater, UnderSaltWaterColumnGrid, UnderSaltWaterGrid, UnderSaltWaterMaze, UnderSaltWaterThinGrid, UnderWater, UnderWaterColumnGrid, UnderWaterGrid, UnderWaterMaze, UnderWaterThinGrid
WATERSURFACE NO TIME/WEATHER EndlessOcean, EndlessThinOcean, GreatLake, GreatThinLake, OceanGrid, OceanThinGrid, SaltWaterSurface, SaltWaterSurfaceColumn, SaltWaterThinSurface, Whirlpool
WOODEN YES NO HideoutShelter, LargeWoodRoom, ShipHold, ShipMagazine, ShipQuarter, WoodRoom, WoodRoomGrid, WoodRoomMaze, WoodRoomThinGrid
WOODS NO TIME/WEATHER TreeSurface, Woods, WoodsGrid, WoodsMaze, WoodsThinGrid

Grid Room considerations

  • If you mismatch gridrooms adjacent to each other (like a 2x3 gridroom west of a 5x4 gridroom) you can make some non-Euclidean areas, which has the effect of confusing player maps. This is actually useful if you are trying to make a large area that is traditionally difficult to map due to lack of landmarks, such as deserts or oceans.
  • If you place an item in the base gridroom (such as, in the grinder), the item will NOT flow down into any of the specific grids, and will not generally be accessible to players. Instead, consider giving the items to mobile MOBs in the room.
  • If you add a MOB to a gridroom, make sure that they are mobile so they can leave the parent room into the individual grid rooms.
  • When creating a link between a non-grid room and a grid room in the grinder, select the grid room's exit first, then the non-grid room's exit. Doing the converse results in some unusual behavior.
Example of a broken link when linking from a non-gridroom to a gridroom.
Grid-NonGrid Mismatch in MUD Grinder.
  • From the command line, it is possible to alter the exits of individual grid rooms or link to individual grid rooms. Notice the grid room number will be something like MyArea#15#(2,3) on a 5 x 5 grid room. You may issue a command to LINK MyArea#45 WEST to override the normal exit. Similarly, you could go to room MyArea#45 and LINK MyArea$15#(2,3) EAST to create an entry inside the grid room.

Special Room Designs

Bridge Rooms

When designing a room (Room#A) that goes over another room (Room#B), that a player cannot easily travel DOWN to (no path) but should be able to jump off a ledge to get down:

  • Make sure there is no DOWN exit in Room#A (DESTROY DOWN)
  • Create a new room below (CREATE ROOM DOWN OVERTHELEDGE) which we will call Room#C.
  • Modify Room#C and provide it with a title, description and Prop_ReqNoMob (so your mobs won't randomly jump to their deaths).
    • NOTE: If doing this via the command line, you might want to make sure you are flying before entering Room#C.
  • Link Room#C to Room#B below (LINK Room#B DOWN).
  • Make sure Room#B links UP to Room#A (this will allow players with a jumping ability to potentially reach Room#A).
    • If Room#B already has a defined UP exit, you may need to DESTROY UP, and then LINK Room#A UP.

Recall Rooms

Rooms which have alot of player traffic from various player levels (such as recall rooms) should probably have the following properties to avoid non-PK abuse:

  • Prop_RestrictSpells(Spell_Silence)

Special Atmosphere Rooms

In the command line, you can change the atmosphere of a room with the command MODIFY ROOM ATMOSPHERE <atmosphere type>.

Restricted Rooms

Rooms which are not intended to be explored (Admin rooms, rooms with special inventory, etc) should have the following properties on them to restrict entry and desirability to enter:

  • prop_noteleport
  • prop_reqentry(-PLAYER +SUBOP NOSNEAK)
  • prop_roomunmappable(NOEXPLORE)
  • prop_restrictspells(spell_wish;spell_limitedwish)

Player- or Clan-Owned Property

There are many options to creating player-ownable or clan-ownable property. See the Player Owned Rooms page for information on setting up purchasable property.

Trainer or Guildmaster Rooms

Rooms where players may train up their abilities, change classes or practice skills may require some additional adjustments to prevent undesirable results.

  • prop_peacemaker to avoid inadvertent attacks from the trainer or hostile players from preying upon players trying to gain new abilities.
  • prop_restrictspells for abilities that are a nuisance to players, such as Chant_CharmArea or Song_PirateShanty.

Subcategories

This category has only the following subcategory.

R

Pages in category "ROOMS(BuilderInfo)"

The following 102 pages are in this category, out of 102 total.