Tychina wrote:3. The extra hidden rooms for shops that no one really enters, do I need to design the temple knowing where they are placed on the (map) or is that something that is taken care of by the coders? And if I do need to account for them on the "map", then do they have to be right next to/touching the shops themselves?
First, you only need "hidden rooms" for pet shops, not for normal shops. (Normal) shops are actually mobs and not rooms since they always require a shopkeeper, but you can have travelling merchants.
For pet shops, you need a hidden room where new pets (that can be bought) are stored. This room should not be accessible (that is, you do not need to have 'exits'/'doors' leading to and from this room).
A few things about VNUMs (it's still easier to talk with the person who is going to code your area if you know what they are more or less). Each room has a "number", which is its vnum. For a 50-room area, the rooms are numbered from 0 up to 49. When you're talking with the coder, it's easier to speak about "Room 27" rather than "You know, the tailor workshop that is just next to the fountain room" because the coder will most likely not know the map of the area as well as you.
Code-wise, the VNUM/number of the hidden room where pets are stocked HAS to be the number right after the VNUM of the room where the pet seller is. That is, if you have your pet seller stay in room 21 ("Entrance to the stables"), room number 22 will have to be used as the hidden storeroom.
Depending on the kind of pet shop / stables you design, you might also need a third room (a second hidden room) for your stables. Such a room is needed to store the pets that have been stabled (and should not be sold). There is no code requirement on the VNUM of that room, but it's easier to remember where it is if you use the next number for it. If you do not want to allow people to stable their pets there, you don't need this room.