Category:ROOMS(BuilderInfo)

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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 CaveSurface CityStreet ClimbableLedge ClimbableSurface 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 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 WaterSurface WaterSurfaceColumn WaterThinSurface WetCaveGrid WetCaveMaze WetCaveRoom Whirlpool WoodenDeck WoodRoom WoodRoomGrid WoodRoomMaze WoodRoomThinGrid Woods WoodsGrid WoodsMaze WoodsThinGrid

An IceRoom is just a cold-climate indoor stone room.

Domain Locales

STONE WOODEN CAVE MAGIC UNDERWATER AIR WATERSURFACE METAL CITY WOODS ROCKY PLAINS UNDERWATER AIR WATERSURFACE JUNGLE SWAMP DESERT HILLS MOUNTAINS SPACEPORT SEAPORT

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.

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.

Special Atmosphere Rooms

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

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.