|Administrator Builder Player|
|=CoffeeMUD Builder Information=|
|Praetor Player Support Scripting Races Commands Classes Abilities Socials Achievements Behaviors Properties Areas Rooms Exits Items Mobs Crafting Ships Quests Zapper Masks|
Rooms are the places MOBs go to in the MUD. A room can be indoors or outdoors, large or small.
Room Class Locale IDs
|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.|
|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.|
|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.|
|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.|
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.
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
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.
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: