Online Creation Help
For general information on how to make many types of items or mobs, see the tips. For step-by-step instruction on using ScryMUD's Online Creation (OLC) to build on the development port, read the walkthroughs below. These detail the steps to creating a mob, rather than the design considerations. All guidelines (for stats, items, design, etc.) are located in the design information page.
Important notes
- To add scripts to mobs, objects and rooms, see the separate scripting help document and type "help add_mob_script" in game to see the help.
- An exclamation mark ('!') means "not" - !pk means "no player-killing."
- The command "help wizhelp" will list the subjects for which very thorough documentation has been created.
- There are 3 types of ticks in Scry's timing system. The only one builders need worry about is the battle tick, which is about 2 seconds. When building a new room, the field asking for the distance between two rooms is measured in these 2-second ticks, and it is the amount of time players will be paused while traveling to that room. Use it wisely.
Making Special Object and Mobs
Special Objects
| Object Type | Flags to Toggle | Fields to Set | Notes |
|---|---|---|---|
| Weapon | obj_flag 57 a flag between obj_flag 41 and 49 |
The obj_flags between 41 and 49 determine the damage messages when the weapon is used. | |
| Armor | flag(s) between obj_flag 22 and 39 | charges or light_count | The charges field determines the number of major (minute-long) ticks for which the light lasts (-1 for infinite). |
| Light Source | obj_flag 58 (light_source) | ||
| Canteen |
obj_flag 54 (container) |
charges bag inventory |
Make contents of container first (onum 7 is water, or make your own with obj_flag 60 (liquid) and effect on thirst). Charges determines number of drinks before the container is empty. For bag inventory, enter the contents object's onum. |
| Fountain | Same as canteen | Same as canteen and charges = -1 |
|
| Constructions | Create the pieces and the final object separately. Then use the "create_construct" command to turn them into a construction. | ||
| Concoctions | Create the pieces and the final object separently. Then use the "create_concoct" command to turn them into a concoction. |
Note: items which aren't armor or aren't weapons should have obj_flag 21 (not worn) and/or obj_flag 40 (not a weapon) toggled.
Special Mobs
Online Creation Walkthroughs
Door Creation in OLC
Comments are marked by three asterisks (***) before and after the comment and are in italics.
The object manual has more detail on generic things like descriptions, so
be sure to read that manual as well.
Which do you wish to create:
(1)object, (2)critter, (3)room, (4)door, (5)quit
***Choose which number you wish to create. In this case, choose 4.***
How about using: 67.
Input the door number:
***Choose the number for the door. You can use the number the system
suggests, or choose your own.***
Input door names, following the example, '~' terminates
Example: east door oak # oak door west ~
^^^^ ^^^^^^^^ ^ ^^^^^^^^ ^^^^
dir names separater names opposite side's dir
***This is the most confusing part of door creation. To enter this, simply
follow the syntax "direction keywords # opposite_side's_keywords
opposite_direction".***
Input the long description, '~', ON LINE BY ITSELF, terminates:
Example: You see a non-descript door.
***This is what you will see if you type "look door". This can and should
be as descriptive as possible.***
Time to set door_flags. The number of the flag will toggle it,
a -1 terminates.
1 mag_lockable, 2 is_closed, 3 is_locked, 4 is_pickable, 5 is_lockable,
6 mag_locked, 7 is_destructable, 8 is_closeable,
11 !open (by pc or mob, used for vehicle doors),
12 is_exit_from_vehicle (to the outside), 13 is_secret
***These control different characteristics of the door, and are basically
self-explanatory.***
Input all of these at once please:
Add these up to get the door's vis_bit:
(1)vis_bit {0 NULL, 1 dark, 2 invis, 4 hidden, 8 god_invis1,
16 god_invis2}
(2) token_number (zero if no token needed, for vehicle doors mostly)
(3) key_number (zero if no key needed)
***Number 1 controls how visible the door is. Normally 0 is good. Number 2
and 3 control the token and key numbers they you need to have to open the
door.***
Door creation completed! To add your door to the room, do a "replace_door
<door number> <direction>". You may also need to do a "flip_door
<direction>" to get the door in the right place. Be sure to read the help
files on both of these commands before using them. Make note, also, that you
need to separately add the door to each of the rooms it will be between
(assuming you want it to be between both rooms).
Mob Creation in OLC
Comments are marked with three asterisks (***) at the beginning and ending
of the comment. The object tutorial goes into more detail on some of the
different steps, so be sure to read the object tutorial also. "Mob" is
short for "mobile", and means the same as "critter", so all three terms are
interchangeable.
Which do you wish to create:
(1)object, (2)critter, (3)room, (4)door, (5)quit
***Choose which number you wish to create. In this case, choose 2.***
How about using: 201.
Input the critter number:
***Choose the number for the mob. You can use the one the system suggests,
or choose your own.***
Input a name, one word, '~', by itself, terminates.
Example: guard portal ~
***These are the mob's keywords, or the words you can manipulate the mob
with.***
Input the short description.
Example: a portal guard
***This is what you see when you're fighting the mob. For example, "You
miss a portal guard." The short description should be all lowercase
letters, no caps unless it is a proper noun.***
Input the in_room_description, do capitalize:
Example: A portal guard leans against the door.
***This is the description you see when you do a 'look'. The
in-room description should be descriptive but also somewhat generalized if the mob is
capable of moving around. For example, don't use "The portal guard stats in front of the
portal in the Elven forest." if it wanders around. Most mobs can be moved by players, but
there's not much we can do about that so don't worry about it.***
Input the long description, '~', ON LINE BY ITSELF, terminates:
Example:
You see a vague person standing here.
***This is what you see when you type "look mob". It can be descriptive,
but should also be generalized like the in_room_desc.***
Time to set crit_flags. The number of the flag will toggle it,
a -1 terminates.
3 is_flying, 5 can_climb, 6 gos, 7 yell, 8 gratz, 9 auc, 10 shout,
11 say, 12 tell, 13 wiznet, 14 is_paralyzed, 15 is_perm_sleeped,
16 is_dual_wielding, 17 is_sneak, 19 can_dive
***These control different actions that the mob can do. 3 and 5 control
whether the mob can climb or fly without having special equipment. 6
through 13 control what channels the mob can speak on. 14 through
19 are different mob behaviors.***
Enter all these data at once please:
(1)gold (2)exp worth (lev 15 mob ~= 4k, lev 20 ~= 10k)
(3)bank_gold (Zero is normal)
***These control the gold, the bank gold, and the experience the mob has.
The appropriate levels for these three are listed in the builders' docs.***
Enter all 15 of these short_cur_stats at once please:
(1)position {0 stand, 1 prone, 2 sit, 3 rest, 4 sleep, 5 med, 6 stun, 7 dead}
(2)str, (3)int, (4)con, (5)cha, (6)wis, (7)dex, (8)hit, (9)dam, (10)ac,
(11)attacks per round, (12)pause_count {0 is good},
(13)sex {0 female, 1 male, 2 neuter}
(14)class, {1 Warrior, 2 Sage, 3 Wizard, 4 Ranger, 5 Thief, 6 Alchemist,
{7 Cleric, 8 Bard}
(15)race, {1 human, 2 anitre, 3 avintre, 4 darkling, 5 drow,
6 dragon, 7 dwarf, 8 ironclad, 9 ogrue, 10 rocktroll,
11 elf, 12 faerie, 13 entity, 14 sombrian, 15 undead,
16 animal, 17 monster}
***These control different actions and specifics about the mob, and are
basically self-explanatory. The appropriate numbers for these stats are
listed in the builders' docs.***
Enter all 15 of these short_cur_stats at once please:
(1)hp, (2)mana, (3)mov, (4)align, (5)level,
(6)misc { hometowns: which zone is the mob from??}
(7)wimpy (8)practices, (9)hp_max, (10)mana_max, (11)mov_max,
(12)type_of_mob: {2 mob}, (13)damage_received_modifier (100 is normal),
(14)damage_given_modifier (100 is normal), (15)heat_resis
***These control different actions and specifics about the mob, and are
basically self-explanatory. The appropriate numbers for these stats are
listed in the builders' docs.***
Enter all of these short_cur_stats at once please:
{0 is very resistant, 100 not very resistant }
(1)cold_resis, (2)elect_resis, (3)spell_resis
(4)religion { 0 none, 1 fire, 2 ice, 3 air, 4 earth, 5 beast, 6 blade }
(5)NULL, (6)bare_hand_dice_count, (7)bare_hand_dice_sides, (8)hp_regen,
(9)mana_regen, (10)mov_regen, (11)NULL, (12)NULL, (13)NULL,
***These control different actions and specifics about the mob, and are
basically self-explanatory. The appropriate numbers for these stats are
listed in the builders' docs. Remember, you should enter zeros for NULL
fields, they may one day
be defined and zero will be default.***
(1)vis_bit: add these up:
{1 dark, 2 invis, 4 hidden, 8 god_invis1}
(2)see_bit: add these up:
{0 normal, 1 dark, 2 invis, 4 hidden,
8 god_invis1, 16 god_invis2, 32 detect_link_dead}
(3)in_room: 0 is just fine here.
***Number 1 controls how visible the mob is. 0 is normal visibility.
Number 2 controls how well the mob can see. 0 is normal sight.***
Enter eq in (item#, posn) pairs. Negative one terms.
Example: 8 1 -1 Make sure item exists btw.
Positions: 1 head, 2 neck, 3 neck, 4 around body, 5 arms, 6 wrist, 7 wrist,
8 hands, 9 wielded, 10 held, 11 light, 12 body, 13 belt, 14 legs,
15 feet, 16 finger, 17 finger, 18 shield. DO NOT USE ZERO.
***Here you enter the equipment the mob is wearing and where it wears it.
ake sure the item exists, or bad things can happen.***
Enter any spells the mob is to be Affected By:
spell number, followed by duration; -1 for duration is permanent.
A -1 for spell number terminates.
***Enter the spells the mob is affected by. "slist" shows a list of spells.***
Enter the mob's inventory, all at once is fine.
A -1 will terminate. Also, make sure the item exists!
Example: 1 6 5 -1
***Here is where you enter what the mob has in its inventory. Make sure the
item exists or bad things can happen.***
Enter the max number of these mobs to be loaded in the game
simultaneously AND the object number of the skin, if it has one. If
it does not have a skin, enter a zero
Example: 4 0
***Here is where you enter the maximum number of mobs that will be loaded
into the game at any one time. If you have more mobs than the maximum
number that is set here loaded into the game, the game will not load any
more mobs until enough have been killed off to reach a number lower than
the max_to_load. For entering a skin number, it is a normal object with a
"is_skin" flag on it. Make sure the skin exists, by the way.***
Time to set mob_data_flags. The number of the flag will toggle it,
a -1 terminates.
0 has_proc_data, (teacher, shopkeeper, discuss, bow, curse, give procs,
PERSONALITY),
1 scavenge, 2 wander, 16 has_skin
***Flag number 0 if the mob is a teacher or shopkeeper, or else has
discuss/bow/curse/give procs, or a personality. Number 1 means that the mob
will pick up and attempt to wear any equipment it finds. Number 2 means it
will wander throughout the world.***
***NOTE: The following steps are for teacher/shopkeeper/sentinel OLC.***
If mob is to be a sentinel, give direction guarding:
{1 east, 2 west, 3 north, 4 south, 5 southeast, 6 northeast, 7 northwest,
8 southwest, 9 up, 10 down}
***Choose the direction of the exit which the mob will be guarding. A mob
can only guard one exit, and it only guards the exit, not the room.
The mob will not let anyone pass through the door guarded. You can specify
it to let certain classes/races past with the next bitfield.
If it is not a sentinel, enter zero.
So you should enter:
[1] sentinal direction
These next 4 range in value from -10 to 10, they specify the mobs BEHAVIOR!
[2] skill_violence (how often should the mob use skills, -10 never, 10 always)
[3] benevolence (-10 very aggressive, 10 very peaceful)
[4] defensiveness (-10 must hurt others, 10 maximum self preservation)
[5] bad_assedness (-10 super wimp, 10 Snake Pliskin)
[6] social_awareness (-10 who_cares, 10 I'll save the world!)
***Enter the sentinel direction and all the other fields all at once. NOTE:
Zero is default value for all (but you must enter SOMETHING). Note that mob AI can be very powerful
and a level 10 mob can do level 20 damage with the right AI stats!***
Time to set proc_data flags. The number of the flag will toggle it,
a -1 terminates. You don't have to set any flags if you don't want to.
1 is_shopkeeper, 2 is_teacher,
3 let_same_class_pass, 4 let_same_race_pass (these are used with sentinels),
5 has_mob_give_proc, 6 has_mob_say_proc (discuss), 7 has_mob_bow_proc,
8 has_mob_curse_proc, 9 do_procs_with_same_race_only, 10 same_align,
11 same_class
***Here you choose if the mob is a shopkeeper or teacher, choose the
behavior if it is a sentinel, and choose which mob_*_procs it has and who
it uses them with. Pretty much self-explanatory.***
Enter all these at once:
(1)markup_percentage (2)buy_percentage
(For example: 50 would be half, 200 would be twice.)
(3) open_time (4)close_time (military)
***This can be slightly confusing. For markup and buy percentage, 100% is
normal. For markup_percentage, 150 would mean it sell an object at 150%
of the object's price as set by object OLC. For buy_percentage, 75 would
mean it would buy items at 75% of their price as set by object OLC.
Shopkeepers in large cities should have a markup percentage between 150
and 175 and a buy percentage of 70-80. Shopkeepers in smaller cities should
have a markup percentage between 185 and 222 and a buy percentage between 50
and 65. Traders and shopkeepers way far out in lonely places should have a markup
percentage of between 300 and 500 and a buy percentage between 35 and 45.
Wandering traders selling exotic 'goods' should have a markup between 500 and
1500 and a buy percentage between 10 and 20.***
Time to set shop_data flags. The number of the flag will toggle it,
a -1 terminates.
Choose what type of eq it trades in:
46 dart_thrower, 47 bow, 48 dart, 49 arrow,
50 junk, 51 wands, 52 potions, 53 scrolls, 54 containers,
56 armor, 57 weapons, 58 lights, 59 canteens, 61 foods, 62 boats,
64 toolbox, 65 cauldron, 66 pen, 67 construct_component,
68 concoct_component, 69 parchment(blank for scribing).
Flags 46 through 69 toggle what items
the shopkeeper deals in. Note: You can choose more than one, but try to
make it realistic.***
Now enter any items (numbers) that the shopkeeper will ALWAYS be selling.
A negative one terminates.
Example: 8 -1
***This sets what items the shopkeeper will always have when you do a
"list", no matter how many of them are bought. Don't give the shopkeeper any items that
are extremely powerful or anything. These can be added later via add_perm_inv.***
Time to set teach_data flags. The number of the flag will toggle it,
a -1 terminates. Choose what classes it will teach to:
1 Warrior, 2 Sage, 3 Wizard, 4 Ranger, 5 Thief, 6 Alchemist, 7 Cleric, 8 Bard
***This toggles what class a teacher will teach to. If a class isn't
toggled, they won't teach to it. Note: You can choose more than one.***
Mob creation completed! Your mob can now be found in your current room.
Object Creation in OLC
**********ONLINE CREATION OBJECT WALKTHROUGH********** All comments are marked by three asterisks (***) on either side of the
comment. Your screen may not look like this. This walkthrough is consensed
to make reading it easier. The object walkthrough was the first walkthrough
I wrote, so it's the most detailed and comprehensive. Which do you wish to create: (1)object, (2)critter, (3)room, (4)door, (5)quit, (6) vehicle ***Choose which you'd like to create. In this case, choose number 1.*** How about using: 204. Input the object_num: If you don't know, guess, the system will suggest one. ***You can use the object the system suggests, or else choose your own.*** Input a name, one word, '~', by itself, terminates.
Example: garland rose ~
demo_object demo object ~ ***These are the object's "keywords", or the names the object can be
manipulated with. For example, with this object you could do a "get
demo_object", "get demo", or "get object" and the object would be picked
up. Here you add a tilde (~) on the same line as the keywords.*** Input the short description.
Example: a garland
a demo object ***This is the short description of the object, or the description you see
when the object is in your inventory. If you did a "inventory", it would
show up as "a demo object". Short descriptions should not be capitalized,
unless the object's name is a proper noun. For example, "The Sword of the
Ancients" would be capitalized, but "A shiny, yellow submarine" would not.
There also shouldn't be a period after the short description or else you'll get
messages like "You put a sword. in a bag..".*** Input the in_room_description, do capitalize:
Example: A short sword sits here rusting.
A demo object sits on the ground.
***This is what you see when you type "look" or walk into a room. The
in_room_desc should be descriptive, but also generalized. For example, if
you make a gem that sits in an ocean and have the description be "A shiny
gem glitters when the light reflects off its surface as it lies on the
bottom of the ocean." is great if you can't "get" the object, but it's not
great if it can be picked up and dropped elsewhere. The aforementioned
description would not work if it were, say, dropped in a marketplace in
Garland, because Garland certainly isn't underwater, much less at the
bottom of an ocean.*** Input the long description, '~', ON LINE BY ITSELF, terminates:
Example: You see a sparsely descripted object lying here.
~
You see a demo object which will help you to learn OLC.
~ ***This is what you see when you type "look object". This can be
descriptive and tell lots of things about the object, but it should also
apply to the same rules that the in_room_description does about
generalizing the description.*** Time to set obj_flags. The number of the flag will toggle it,
a -1 terminates.
0 no_rest, 1 !evil, 2 !neutral, 3 !good, 4 !donate, 5 !drop, 6 !remove,
7 !mortal, 8 !imm, 9 !demi, 10 !god, 11 !Warrior, 12 !sage, 13 !wizard,
14 !ranger, 15 !thief, 16 !alchemist, 17 !cleric, 18 !bard, 19 !mob, 20 !pc
21 not worn, 22 head, 23 neck, 24 neck, 25 around body, 26 arms, 27 wrist1,
28 wrist2, 29 hands, 30 wielded, 31 held, 32 light, 33 body, 34 belt,
35 legs, 36 feet, 37 finger1, 38 finger2, 39 shield,
40 not a weapon, 41 slash, 42 smash, 43 pierce, 44 whip, 45 needs_ammo,
46 dart_thrower, 47 bow, 48 dart, 49 arrow, 50 junk, 51 wand, 52 potion,
53 scroll, 54 container, 55 coins, 56 armor, 57 weapon, 58 light_source,
59 canteen, 60 liquid, 61 food, 62 boat,
63 has_spec_proc_data { flag for scrolls, potions, components, wands...}
64 toolbox, 65 cauldron, 66 pen, 67 construct_component
68 concoct_component, 69 parchment (for scribing), 71 speaker,
72 vid_screen, 73 vend_machine, 74 bulitin_board ***This is where you set the various flags that control what the object is
and what it does. Some flags are toggled on by default, and those should be
left toggled on. Also, if you're making a weapon, choosing a flag between
41 and 49 is required. This will help determine damage messages. Remember
to flag 63 if you want spec_procs or it is a component.*** Enter all these extras at once please:
(1)charges or light_count, (2)times rechargeable (wands),
(3)load percentage, (4)max_in_game,
(5)weight(lbs), (6)dice_sides,
(7)dice_count, (8)level
Example: 0 0 25 15 5 3 2 5 ***All of these extras must be entered at once, in sequence. For example: 0
0 100 1 1 0 0 1, and then hit enter. Extra number 1 is how many charges
(staffs) or light_count (in ticks, used for objects that have a
"is_light_source" flag). Number 2 is how many times it is rechargeable if
it is a wand. Number 3 is the percent change that the object will load when
the zone resets (normally 100, except with rare items). Number 4 is the
maximum number of copies of the object that will load in the game (one load
per reset). Number 5 is how much the object weighs. For large objects that
can't be picked up, something in the 1000 range should be okay. Number 6
and 7 are the dice counts and dice sides, for if the object is a weapon
(see the builder docs for more info on this). And number 8 is the level
that the player needs to be to wear the object.*** Enter all these cur_stats at once please:
vis_bit (To calculate add flags up:
{2 invis, 4 hidden, 8 god_invis1},
price, (for comparison: a good sword 4d4 should be around 3k)
***The vis_bit is how hard it is to see the object. Zero is normal for most
objects. There is no chart for what to set the price to, but normally
things should be relatively low unless they have some special value or they
are rare items.*** Enter any spells the item is to be Affected By:
spell number, followed by duration; -1 for duration is permanent.
A -1 for spell number terminates.
***"slist" gives a list of spells that you can add. To add a spell to an
object, look at "slist", choose the number, and then enter the number with
the duration (in ticks) that you want the object to have the spell before
it dissipates, all on one line.*** Now for the Stat Affects:
stat number, followed by the change; A -1 for stat number terminates.
Example: 2 3 -1
Here are the stats you can fiddle with:
1 str, 2 int, 3 con, 4 cha, 5 wis, 6 dex, 7 hit, 8 dam, 9 ac, 10 attacks,
11 pause_count, 15 hp, 16 mana, 17 mov, 18 align, 19 level, 23 hp_max,
24 mana_max, 25 mov_max, 27 damage_received_modifier, 28
damage_given_modifier,
29 heat_resis, 30 cold_resis, 31 elect_resis, 32 spell_resis, 35
bare_hand_dice_count,
36 bare_hand_dice_sides, 37 hp_regen, 38 mana_regen, 39 mov_regen,
100 hunger, 101 thirst, 102 drugged. ***Here you enter the effects that the object will have on the player who
wears it. Moderation is needed; if the object is too powerful it will be
changed or deleted. This is NOT a TWINK MUD!***
Object creation completed! You can now find the object in your inventory.
Room Creation in OLC
**********ONLINE CREATION ROOM TUTORIAL********** Which do you wish to create:
(1)object, (2)critter, (3)room, (4)door, (5)quit ***Choose which number you wish to create. In this case, choose number 3.*** Input the room number: 933
Input a name, one word, '~' terminates. Note: This will rarely be seen.
Example: temple ~ ***This never shows up in the game, so it can be whatever you wish.*** Input the short description, you SHOULD capitalize:
Example: The temple of Garland ***This should be a few words, with capitals, telling what the room is or where you are. "Market Square of River City", "In a dense forest", and "A dense forest" are all fine. Input the long description, '~', ON LINE BY ITSELF, terminates:
Example: You see a non-descript room. ***The long description is the most important part of any room. The description of a room should be descriptive, hence the name. The description should also have correct grammar, punctuation, and spelling, to make it seem as lifelike as possible for the player. In real life, a tree is a tree, not a tre or a tere or a rtee or some other concoction, and it doesn't seem real if you spell the darn words wrong! ;) Now, nobody is perfect and we all make mistakes, but it helps to have a dictionary and a thesaurus around just in case. Lastly, try to make the description as lively as possible. For example, the description "You are in a forest. There are lots of trees. The trees are very think. The trees block out a lot of the light. The canopy is very high above you." isn't too exciting. However, the description "You are in a lush, dark forest. The air feels damp and cold, a result of the canopy which reaches high above you into the sky, blocking out the light and the warmth and holding in the cold, murky air." is pretty spiffy. Also, remember that we value quality just as much as quantity. We'd rather have five good descriptions than twenty almost-identical ones. Also keep in mind that before your zone is added to the realm, it'll have to be checked for typos and whatnot, and it won't be added until the mistakes are fixed. A typo here and there isn't a big deal, but lots of typos is!*** Time to set room_flags. The number of the flag will toggle it,
a -1 terminates.
0 no_rest, 1 !imm, 2 !god, 3 is_perm_dark, 4 weather, 5 !shout, 6 !summon,
7 is_haven, 8 !pk, 9 !magic, 10 !mob, 11 !potions, 12 !staffs, 13 !mort
14 normally_dark, 15 river/small lake, 16 ocean/big lake, 17 swamp,
18 need_fly, 19 need_boat, 20 need_climb, 24 is_vehicle,
25 !vehicles (vehicles can't drive here), 26 is_cramped (!HUGE),
27 !ranged combat, 28 need_dive_ability ***These flags control who can enter the room,
what you can do in the room,
and what the room is. All of these flags should make sense when you're
flagging them, and should possibly have something in the room's description
the explains why you can't shout, or you can't pkill, or you can't use
magic. Flagging something with no rhyme or reason tends to take away from
the realism of the game.*** Enter all these data at once please:
(1)vis_bit {0 NORMAL, 1 dark, 2 invis, 4 hidden, 8 god_invis1,
16 god_invis2}
(2)movement cost(in movement points) ***The vis_bit is how visible the room is. You probably don't want to go beyond dark or else it's impossible for anyone except imms to see (in) the room. The movement cost is how many movement points it takes to move into and out of the room. The appropriate movement costs are listed in the builders' docs.*** Enter any spells the room is to be Affected By:
spell number, followed by duration; -1 for duration is permanent.
A -1 for spell number terminates. No spells yet, choose -1. ***This controls what spells the room will have cast in it, and how long they will last for. Good for things like having a spell that burns you as you enter a room if you're building Hell or a volcano or something.*** Enter the room's inventory, all at once is fine.
A -1 will terminate. Also, make sure the item exists!
Example: 1 6 5 -1 ***The room inventory is any objects the room will always have in it. These
can be added later via oload and aosave.*** Enter the distance, and the direction of the exit TO this new room.
Do not abbreviate, example: 0 north or 2 northwest or 1 up...
NOTE: distance is a unit of battle rounds. This lasts about 2 seconds.
For each distance unit you give, the mover will be paused for this amount
of time, just as the skill 'bash' works on this and other muds. ***This is how long it takes to move through the room, measured in units of battle rounds. See the builders' docs for acceptable movement points.*** Room creation completed! Your room is now a part of the game. Be sure to
save it via "asave".
Copyright © 2006, Edward Roper. All rights reserved.
