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Room flags and room sector
The room flags and room sector type are set in the line of six values after the room description, before the exit information. Room Flags describe specific attributes of the room, and your room can have more than one flag. The room can only have one sector type.
In the example below pay particular attention to the line of 6 values after the actual room description and the room description's tilda. Note that our sample room is still a no exit room. Exits will be covered in other room lessons.
#QQ00 A gate to a walled forest~ {70}A stone gateway in the middle of a stone wall is here. Over the top of the wall can be seen the green of tall trees. To the east is the hustle and bustle of the ever busy streets of Waterdeep, but from over the wall can be heard the sounds of birds. ~ 0 ROOM_NO_MOB|ROOM_DARK SECT_CITY 0 0 0 S
Lets look in detail at the line of six values after the room description:
- Value0 - The first value of 0 refers to a now defunct field no longer used by the game so just put a 0 in. You cant ommit it altogther as the game will crash. You need to have a 0 in there as a place marker. The coders may in time decide to use that field again for something new that they might code.
- Value1 -The next value refers to the actual room flags. A room can have more than one room flag and it can even have none. If it has none just put in a 0. This particular room is dark so for those races without infrared vision, will need to have a light to see what is in the room. It is also flagged no mob. This will prevent mobiles from wandering in and out of the room. See the below table for the possible room flags for your room. A room can have more than one room flag.M/li>
- Value2 - The next value refers to the rooms sector type. This refers to the type of terrain the room is and affects how a character moves through that room. Some sectors require special capabilities for a character to move through it (ie to swim or fly). See the Sectors table below for a list of the allowable sectors. A room can have only one sector type.
- Value3 - When a PC enters this room, after the delay time set with this value the PC is teleported out of the room to the vnum set in Value4. The room must have the ROOM_TELEPORT flag set on it for this aspect of the room code to work.
- Value4 - This is the vnum that the PC is teleported to after the delay set with Value3.
- Value5 - This is known as the tunnel value. This can determine how many characters can fit into the room. The solitary and private flags will set the numbers to 1 and 2 respectively, but if you want a different amount of PC's allowed in a room, then you may set this value.
ROOM FLAGS LIST
ROOM_DARK | light is needed in room |
ROOM_DEATH | Do not use |
ROOM_NO_MOB | mobs cannot enter room |
ROOM_INDOORS | not affected by weather |
ROOM_LAWFUL | good aligned chars only |
ROOM_NEUTRAL | neutral aligned characters only |
ROOM_CHAOTIC | evil aligned chars only |
ROOM_NO_MAGIC | players cannot cast spells |
ROOM_NO_TUNNEL | Do not use |
ROOM_PRIVATE | only 2 players may enter room |
ROOM_SAFE | no fighting in this room |
ROOM_SOLITARY | only 1 player may enter room |
ROOM_PET_SHOP | room is a petshop |
ROOM_NO_RECALL | players cannot recall |
ROOM_DONATION | Prevents players from using 'get all' |
ROOM_NODROPALL | stops players doing "drop all", ideal for public squares etc |
ROOM_SILENCE | players may not speak or emote |
ROOM_LOGSPEECH | Do not use without builder admin consultation |
ROOM_NODROP | players may not drop stuff |
ROOM_CLANSTOREROOM | Used for guild storerooms. Ask a builders admin first. |
ROOM_NO_SUMMON | player cannot be summoned from room |
ROOM_NO_ASTRAL | cannot gate or magically transport to or from this room |
ROOM_TELEPORT | will teleport the PC after the delay set in value3 to the vnum set in value4 |
ROOM_TELESHOWDESC | when teleported it shows the PC's the description of the new room |
ROOM_NOFLOOR | players and objects fall to (down) room |
ROOM_PROTOTYPE | used by OLC. Do not use. |
ROOM_INN | allows PC's to heal at a faster rate |
SECTORS LIST
Shown as: value character if seen on world map (numeric value) description
SECT_INSIDE | (0) inside a building or structure etc. It is always lit |
SECT_CITY | (1) typical city street, it is always lit |
SECT_FIELD | p (2) a grassy field |
SECT_FOREST | F (3) heavily wooded forest |
SECT_HILLS | h (4) rolling hills |
SECT_MOUNTAIN | ^ (5) mountainous terrain |
SECT_WATER_SWIM | (6) calm water |
SECT_WATER_NOSWIM | w (7) swimming skill required |
SECT_UNDERWATER | (8) Water-breathing required. Character swims. |
SECT_AIR | (9) flying required |
SECT_DESERT | d (10) dry sandy terrain |
SECT_DUNNO | Do not use. Reserved for future use. |
SECT_OCEANFLOOR | (12) Underwater. Breathwater is required. Character can WALK. |
SECT_UNDERGROUND | (13) underground structure |
SECT_WOODS | f (14) lightly wooded terrain |
SECT_ROAD | \ (15) roads outside of cites |
SECT_TUNDRA | t (16) cold scrub land/frozen wastes |
SECT_BARREN | b (17) barren lands/moors/rocky, treeless plains |
SECT_ABYSS | V (19) an abyss which requires flight to cross (UNDERDARK) |
SECT_FUNGUSFOREST | F (20) a forest which blocks exits randomly (UNDERDARK) |
SECT_CHASM | x (21) must pass climb check or be injured (UNDERDARK) |
SECT_CAVE | C (22) speaks for itself (UNDERDARK) |
SECT_GUARDEDTUNNEL | # (23) Used to confine wandering patrols (UNDERDARK) |
SECT_UNDERGROUND_SEA | W (25) must swim (UNDERDARK) |
SECT_UNDERGROUND_RIVER | r (26) must swim, may get caught in current (UNDERDARK) |
SECT_SIDE_TUNNEL | o (27) regular terrain (UNDERDARK) |
SECT_VOLCANO | ^ (28) burns PC (UNDERDARK) |
SECT_SULPHUR | = (29) burns PC (UNDERDARK) |