DARKOVER 2.0
Builder Documentation for Darkover MUD
WORLD.TXT
Version 1.0BETA
Written by:
Eldritch on Darkover (darkover.revnet.com 6000)
Last Updated: 05/15/96
WORLD.TXT Index:
1.......The World File
2.......Room Archetype
2.1.....Ending the File
3.......Example Room
3.1.....Actual Example
3.2.....VNUM
3.3.....Short desc
3.4.....Long desc
3.5.....Zone/Flags/Sector
3.5.1...Room Flag Values
3.5.2...Sector Type Values
3.6.....Direction Fields
3.6.1...Magic Word Doors
3.6.2...Door Examples
3.7.....Extra Descriptions
4.......Comments and Tips
1.......The World File
----------------------
The .WLD file contains all of the information required for Darkover to
generate all of the rooms for your area and connect rooms together. The file
is a list of rooms in sequential order by their VNUMs and then ends with
a few special lines (see Section 2.1 of this file on how to end the file).
2.......Room Archetype
----------------------
This is the archetype for a general room. The characters '<' and '>' are
simply used to offset a numerical value and should not actually be added into
a file.
#VNUM
Room Title~
Room Description
~
D
exit description field
~
door keyword list~
E
extra description keyword list~
extra description
~
S
2.1.....Ending the File
After the list of rooms in sequential order by VNUM is done, you must add
the following lines to the end of the file:
#99999
$~
This should only be put in after the last room entry and should only be used
once.
3.......Example Room
--------------------
The following is an example of a room and then a breakdown of its
component parts with explanations.
3.1.....Actual Example
#6800
The Example Room~
This is a room used as an example. It's packed to the rim with lots of
information to be used by builders. Perhaps someday this room will be
connected with many other rooms and have mobs and objs all over the place.
There is a blue sign here.
~
68 ^3 0
D0
You see another example room to the north, behind a glass door.
~
door glass~
1 6800 6801
D3
You see a hallway leading to another room.
~
~
0 0 6802
E
sign blue~
The sign reads:
I am just an extra description actually.
~
S
3.2.....VNUM
The room VNUM is a unique number which that room possesses. No other room
in the entire MUD has this VNUM. However, this VNUM may be used by both an
object and a mobile. Sharing a VNUM with a mob or obj implies no form of
connection however.
3.3.....Short desc
This is the short description of the room, the title of the room. Keep
this short (3-6 words), but accurate. Remember, this is what players see when
they list exits or are walking around in brief mode. Remember to end the
desc with a tilde on the same line. Be sure to use conventional punctuation
for titles -- that is, capitalize all words except 'a' 'the' 'an' etc etc.
Treat your room titles like book titles and capitalize accordingly.
3.4.....Long desc
The long desc is what the player sees when typing 'look' in a room. For
Darkover we have some guidelines in place for how this should be done. The
long desc should always start with a indentation of 3 spaces. Do NOT use the
word 'you' in your descriptions. Rooms should have a fairly detailed long
desc, at least four lines. Try not to go over 10 lines though.
Also, a few notes on ANSI for room descs. It's standard practice to have
the short desc one color and the long desc another. It's important to make
sure these colors go together and are appropriate for the type of room you are
making. Blood red doesn't work for a Wooded Glade, but green and tan do. I
suggest wandering around Darkover to get a feel for how color is used and what
colors look good together. Using color is recommended.
Note that the tilde for this entry goes on a separate line. This is
important to keep long desc from running together with mobs and objs.
3.5.....Zone/Flags/Sector
The first number in this line is the zone number of this room. This will
be assigned to you by a god. See section 4.2.2 in INTRO.TXT for more
information. The second number is the flag state of the room (see section
4.2.4 of INTRO.TXT for information and usage of flags). The third number is
the sector type of the room. The sector type is not a flag, you just pick one
and stick with it. Note that sector type affects how much movement it costs
to move through that room.
3.5.1...Room Flag Values
0 No Flags
^0 Dark Player cannot see without a light.
^1 Death Death trap. Player dies instantly.
^2 No Mob No mob can enter this room.
^3 Indoors Player does not see weather messages.
^4 Not Used
^5 Not Used
^6 Not Used
^7 No Magic Players cannot cast magic here.
^8 Not Used
^9 Private Only 2 players may be in this room.
^10 God Room Only Gods may be in this room.
^11 Not Used
^12 Imp Only Only the Imps may be in this room.
^13 No Recall Players cannot magically leave or farsee into this room.
^14 Healing Healing doubled in this room.
^15 No Trans Cannot magically enter this room.
^16 Unused Internal Use Only.
^17 Light Room is always lit
^18 Silent No speaking in this room.
^19 Fog Movement goes in random directions 1/10th of the time.
^20 Tiny Must be shrunk to enter
^21 Limited Limited access room (affects only limited and Nolimited mobs)
Do not use fog in a room with less than 1 visible exit.
3.5.2...Sector Type Values
0 Inside
1 City Streets
2 Field
3 Forest
4 Hills
5 Mountain
6 Water, shallow (able to wade through)
7 Water, need boat
8 No Ground, needs fly
9 Peace Room, combat cannot occur here
10 Underwater, must have breath water
11 Fire Plane, must have protection from fire
12 Ocean (not used yet!)
13 Earth Room, must have move thru earth
14 In Object, for inside enterable objects
15 Arena - Do Not Use
16 Cave, for inside caves and for mountains with no plantlife.
17 Astral, for totally different realities.
18 Cold, player takes damage unless they have Ward Ice
19 Desert, players get thirsty faster
20 Steep mountain, need fly or climb skill or a mount
Right now the elemental rooms fire, earth and underwater are not 100% in,
the characters just take 10 HP damage every 2 second they're in such a room
unless they have the approtiate protection on.
3.6.....Direction Fields
Exit direction fields begin with the letter D and then a number indicating
which direction to exit leads to. The numbers for the directions are:
(north)
0 4 (up)
| /
(west) 3-+-1 (east) +
| /
2 5 (down)
(south)
So an exit D2 is a southern exit while exit D4 would be an exit up. This
Dn line is the first part of the exit. The second line consists of a
description of what the player sees when looking in that direction. A tilde
should be placed on the line after this description. The next line is the
keywords list for a door. This should contain all the keywords which the
player can use to do something to this door. The first keyword should be
something acceptable for an action, since this is the word the players will
see when manipulating the door. For example, if the first keyword was blue,
the player would see 'You open the blue.'. Door makes much more sense. If
you are not putting a door here, simply leave a tilde at this line.
The next line contains the door type, key VNUM and which room the exit
leads to. The first value may have the following values:
0 Normal exit; no door.
1 Regular door.
2 Door with unpickable lock.
The second number is the VNUM of the key which unlocks the door. If there is
no door here, the value should be 0. If there is a door but it has no lock,
the value should be -1. Details on how to make keys are in the OBJECT.TXT
file section X.X.X. The third value is the room this room leads to. This can
be any room VNUM in the MUD. Please note that if you make an exit to a room
an exit heading back is not automatic, you must add the exit to that room's
file. Also, you must specify any doors, keys, etc. leading back.
3.6.1...Magic Word Doors
Magic word doors are nifty. To use them you must set-up a few things.
The key VNUM of the door must be set to -2. This will make the door have
no lock. Second, you must make the magic word you wish for this door to
be the last word in the doors keywords list. Finally, you must write at
least one of two extra descriptions for the room. The first has the extra
description field of '##fordooropen'. This is the message shown to the room
when the door opens. If this extra description is not here, the door will
not open. The second extra description is '##fordoorclose'. This is the
text shown when the door closes. If the text is not there, the door may
not be closed.
3.6.2.....Door Examples
For a normal exit, one that has no doors and simply leads to another room,
the entry would look like:
D0
The hallway leads on.
~
~
0 0 123
This exit leads north to room 123. PCs looking north would see 'The hallway
leads on.'
D1
A door leads into another room.
~
door~
1 -1 124
This exit leads east and has a door. The door is pickable and has no key, and
leads to room 124.
D2
A thick iron-bound door blocks the way south.
~
door iron~
2 100 124
This exit leads south and is blocked by the door. The door is NOT pickable,
and can be unlocked with key number 100.
D3
A door with a blue magical aura is there.
~
door blue please~
2 -2 125
E
##fordooropen~
The door swings open to the sound of celestial applause!
~
E
##fordoorclose~
The door swings closed on silent hinges and the world seems a little sadder,
and more silent.
~
This exit leads west and is a keyword door. When 'please' is said and the
door opens, the room gets echoed 'The door swings open to the sound of
celestial applause!' when 'please' is said again, the door swings shut and
the room is echoed the other message.
3.7.....Extra Descriptions
Extra descriptions are is something else which players can look at in a
room. Signs are a common example of these. An extra description begins with
the letter E on the first line. The second line contains the keywords you
wish to assign to the description, followed by a tilde on that line. The last
section is the text the player will see when typing 'examine '. It
should be followed by a tilde on its own line. You may have as many extra
descriptions as you wish, simply start each new one with an E.
4.......Comments and Tips
-------------------------
Note on the Arena: There should be **NO** physical or portal entry made
into an Arena rooms except for Object #1204. This is an ABOSULTE rule.
Again -- try not to use the word 'you' in any of your descriptions. We
discourage the usage of 'xeroxed' room descriptions, but understand that
sometimes it happens -- there's only so much you can say about a tunnel or
hallway. Try to keep it down to less than 10% of your room descriptions.
There is a program available that you can use to make wilderness areas
(e-mail shadowy about it) but the program is still pretty rough (when he
gets a chance shadowy will improve the program so it's usable).
When building a zone:
First, plot the zone out on graph paper. The zone does not HAVE to graph
perfectly on the paper, but it's much nicer to the rest of us (and the mortals)
if it does.
Second, number all the rooms. Start with the number given to you by Rall
and number on through the end of your zone.
Third, write up the .wld file. Start with the first number, write the entire
room out, then write the next consecutive room. For example, if your zone
was #123, with room numbers 12300 - 12399, your first few entries would look
like:
#12300
The First Room~
This is the first room in the zone. There's not a whole lot to see here,
since this is only the first room and this is only an example room. Really,
this room's long description should be longer, but this is good enough for
an example.
~
123 ^3 0
D0
The room before.
~
~
0 0 12299
D2
The next room.
~
~
0 0 12301
D3
A door leads to yet another room.
~
door~
1 -1 12302
S
#12302
Yet Another Room~
This is the room description for Yet Another Room. Blah blah blah blah
etc etc etc.
~
123 ^3 0
D1
~
door~
1 -1 12300
S
etc etc etc so on and so forth, on through the last room in the zone.
When making doors, it's useful if you put your door exits in order -- that
is, list the exits D0, D1, D2, D3, D4, D5 -- just for the sake of clarity.
At the very very end of the zone, use this entry to 'close' the file:
#99999
$~