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Areas.Rooms History

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December 14, 2006, at 12:02 AM EST by Exxy -
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December 13, 2006, at 11:40 AM EST by Exxy -
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ROOMOLC001, How To Build A Room\\

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December 13, 2006, at 11:40 AM EST by Exxy -
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Note: Currently you cannot create non-cardinal exits through this system yourself. Exxy is the only one with that access.

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Note: Currently you cannot create non-cardinal exits through this system yourself. Exxy is the only one with that access.

December 13, 2006, at 11:11 AM EST by Exxy -
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9. GO-direction Exits

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9.0 GO-direction Exits\\

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9.0 GO-exits\\

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See GO-exits for more details and updated specifications.

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http://www.staff.eaxia.com/images/text_map_1.gif

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http://www.staff.eaxia.com/images/excel_map_1.gif

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Please read changes to GO-exits? for updates to how GO exits need to be created.

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Please read GO-exits for updates to how GO-exits work and further details.

December 11, 2006, at 08:47 PM EST by Exxy -
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0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. This flag is currently under technical development and should not be used yet.
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. This flag is currently under technical development and should not be used yet.
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0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. This flag is currently under technical development and should not be used yet.
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. This flag is currently under technical development and should not be used yet.
December 11, 2006, at 08:46 PM EST by Exxy -
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0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. (This flag is currently under technical development and should not be used yet.)
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. (This flag is currently under technical development and should not be used yet.)
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0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. This flag is currently under technical development and should not be used yet.
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. This flag is currently under technical development and should not be used yet.
December 11, 2006, at 08:39 PM EST by Exxy -
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Please read changes to GO-exits? for updates to how GO exits need to be created.

December 11, 2006, at 08:36 PM EST by Exxy -
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0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. This flag is currently under technical development and should not be used yet.
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. This flag is currently under technical development and should not be used yet.
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0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. (This flag is currently under technical development and should not be used yet.)
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. (This flag is currently under technical development and should not be used yet.)
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Random Room Occurrence:\\

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Random Room Occurrence:

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Maps:

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Maps:\\

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2) Change the width of your columns and rows. Rows are the all the horizontal cells with line numbers and columns are the vertical cells with letters. Highlight the first ten rows by clicking and dragging on the numbers to the far left of the row. Now with the rows highlighted, right-click on the highlighted area and select Row Height. Change the value to 28. Now, highlight the first ten columns (A-J) using the same method but this time clicking and dragging on the letters at the top of the columns. Right-click on the highlighted area, and hit Column Width. Change this value to 5. If you would like to change the entire spreadsheet, click on the empty gray square between the column header "A" and the row header "1". This will select ALL the columns. Then, you can format the width and height as above. So now to review, your Row Height should be 28 and your Column Width should be 5. This should give a more viewer-friendly area for your map.
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2) Change the width of your columns and rows. Rows are the all the horizontal cells with line numbers and columns are the vertical cells with letters. Highlight the first ten rows by clicking and dragging on the numbers to the far left of the row. Now with the rows highlighted, right-click on the highlighted area and select Row Height. Change the value to 28. Now, highlight the first ten columns (A-J) using the same method but this time clicking and dragging on the letters at the top of the columns. Right-click on the highlighted area, and hit Column Width. Change this value to 5. If you would like to change the entire spreadsheet, click on the empty gray square between the column header "A" and the row header "1". This will select ALL the columns. Then, you can format the width and height as above. In review, your Row Height should be 28 and your Column Width should be 5. This should give a more viewer-friendly area for your map.
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  GO-direction exit #9: 'GO FORGE' leads to room 00000056
New GO-direction exit #1: 'GO PORTAL' leads to room 00002790
New GO-direction exit #2: 'GO SHACK' leads to room 00000051
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  GO-direction exit #9: 'GO FORGE' leads to room 00000056
December 11, 2006, at 08:30 PM EST by Exxy -
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(((((text map #1)))))

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http://www.staff.eaxia.com/images/text_map_1.gif

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(((((excel map #1)))))

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http://www.staff.eaxia.com/images/excel_map_1.gif

December 11, 2006, at 08:23 PM EST by Exxy -
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Random Room Occurrence:
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Random Room Occurrence:
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  • [text map #1] ***
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(((((text map #1)))))

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  • [excel map #1] ***
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(((((excel map #1)))))

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December 11, 2006, at 08:21 PM EST by Exxy -
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\\\\

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4.0 Flags

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4.0 Flags\\

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  Room data for room 00000018:
  Script: 0
  Flags: 0 0 1 1 1 0 1 1 0 0 0 1 0
  Name: 'Ancient's Temple'
  LOOK: 'You are in a good-sized chamber where the walls appear to be made of yellow-topaz crystal, glowing brilliantly and casting a pleasant light about the room.  The ground is smooth obsidian and in the corner of the room a sturdy, marble desk is covered with scrolls with ancient writings.'
  Obvious exits: south, northwest, and up.
  Objects/NPCs: 'Natheme's Weiner Roast Shack' ('a' 'weiner' 'shack') [Object], 'a glowing portal leading to Salidar's Rest' ('a' 'glowing' 'portal') [Object], 'a dark passageway leading down into Zavis' personal lair' ('a' 'dark' 'passageway') [Object], 'some white marble double doors' ('some' 'double' 'doors') [Object], 'a tall bookshelf' ('a' 'tall' 'bookshelf') [Object], 'an entrance leading into a small cave' ('a' 'stone' 'entrance') [Object], 'a large tree with a hole in the middle leading to Wren's domain' ('a' 'large' 'tree') [Object], 'the vast trashyard' ('the' 'vast' 'trashyard') [Object], 'a steel door leading into Solice's labratory' ('a' 'steel' 'door') [Object], 'Darkmye's personal room' ('Dar' 'personal' 'room') [Object].
  GO-direction exit #1: 'GO ARCHWAY' leads to room 00000019
  GO-direction exit #2: 'GO ROOM' leads to room 00000043
  GO-direction exit #3: 'GO DOOR' leads to room 00000044
  GO-direction exit #4: 'GO TRASH' leads to room 00000046
  GO-direction exit #5: 'GO PASSAGEWAY' leads to room 00000047
  GO-direction exit #6: 'GO TREE' leads to room 00000048
  GO-direction exit #7: 'GO ENTRANCE' leads to room 00000049
  GO-direction exit #8: 'GO HOLE' leads to room 00000051
  GO-direction exit #9: 'GO FORGE' leads to room 00000056
  New GO-direction exit #1: 'GO PORTAL' leads to room 00002790
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  Room data for room 00000018:
Script: 0
Flags: 0 0 1 1 1 0 1 1 0 0 0 1 0
Name: 'Ancient's Temple'
LOOK: 'You are in a good-sized chamber where the walls appear to be made of yellow-topaz
crystal, glowing brilliantly and casting a pleasant light about the room. The ground is
smooth obsidian and in the corner of the room a sturdy, marble desk is covered with
scrolls with ancient writings.'
Obvious exits: south, northwest, and up.
GO-direction exit #1: 'GO ARCHWAY' leads to room 00000019
GO-direction exit #2: 'GO ROOM' leads to room 00000043
GO-direction exit #3: 'GO DOOR' leads to room 00000044
GO-direction exit #4: 'GO TRASH' leads to room 00000046
GO-direction exit #5: 'GO PASSAGEWAY' leads to room 00000047
GO-direction exit #6: 'GO TREE' leads to room 00000048
GO-direction exit #7: 'GO ENTRANCE' leads to room 00000049
GO-direction exit #8: 'GO HOLE' leads to room 00000051
GO-direction exit #9: 'GO FORGE' leads to room 00000056
New GO-direction exit #1: 'GO PORTAL' leads to room 00002790\\
December 11, 2006, at 08:17 PM EST by Exxy -
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Areas should be submitted to Quality Control (QC) in *.doc format. After QC approval and if someone is installing the rooms for you, then provide that person with a *.txt formatted version. This will allow for easy cut/paste into the game. Typically when you try to cut/paste from Microsoft Word, it will add a line break that will hinder inserting the rooms into the game. Word also inserts special characters that are interpreted by some front end clients as codes that change the screen colors. To avoid these issues, use the "save as" command in Microsoft Word and select the "Text Only (*.txt)" option.

Room Components:
Rooms have these primary components:
1. Room Number
2. Area Index
3. Script
4. Flags
5. Elevation, Climate, & Forage Data
6. Name
7. Description
8. Cardinal Exits ("obvious exits")\\
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1.0 Room Number The room number is automatically assigned when it is created in game. Those room numbers will follow consist of eight digits.

Example: 00000058.

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\\\\

1.0 Room Number
The room number is automatically assigned when it is created in game. Those room numbers will follow consist of eight digits.

Example: 00000058.
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2.0 Area Index
All rooms belong to an area, which are indexed by numbers. For instance, Semanri and its buildings and streets are all in one area. This allows us to generalize information about a room without each room having specific information. For instance, everyone in Semanri can THINK messages to each other but may not be able to THINK messages to people on the Istiilian Islands (too far away). To determine how far a room is from another room, we rely on the room's area index.

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3.0 Scripts
Scripts are a driving force in Eaxia that allow us to change or add to the behavior of almost anything and are indexed according to script ID number. "Room scripts" are scripts that are attached to rooms, allowing players to perform new actions or existing differently.

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4.0 Flags

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4.0 Flags

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Here are each of the existing room flags, a description of what each one does, and when it's generally reasonable to use them:

0, Dark: The dark flag is used for rooms where players cannot see each other (or NPCs, objects, etc.). The description of the room changes to reflect a darkened state (so dark that all you see is black, this is done automatically by the game engine). When someone speaks, his or her voice is unidentifiable ("Someone says, "xyz"). If any player or NPC is in possession of an object that emits light or there is an object on the ground in the room that emits light, then this flag is ignored and the room is treated otherwise normally for the duration that the object continues to radiate light. This flag is currently under technical development and should not be used yet.
1, Underwater: This flag indicates that the room is in a state of complete underwater. Many verbs and mechanics work differently underwater. The use of this flag is not yet realized as we have no plans for underwater areas anytime soon so it is reserved for future use only. This flag is currently under technical development and should not be used yet.
2, Anti-NPC: Use of this flag prevents NPCs from recognizing this area as an area that they are allowed to enter, either through physical means (wandering) or magical (animal companion summoning, necromancy, etc.). NPCs that have been loaded to a room with this flag are not affected unless they leave the room (and will then find that they cannot re-enter). The term "loaded" refers to direct creation, either from traps (like the "gnome box") or through GameMaster creation.
3, Indoors: When a room is intended to be shielded from the elements (such as weather) and activities that cannot be done indoors, use this flag. This flag causes weather elements to not function, very large NPCs to have restricted movement and attacks,




6.0 Name
Each room must have a name that follows a very strict format. The room name must be two or three parts, each subsequent part giving further detail to its prior. Every word in the room name should be capitalized and commas should separate the sections. For example: Semanri Township, Tegaht's Weapons. The name can of any length, but preferably no longer than 75 or so . Try to keep room names vaguely unique to a general area.

The name should be submitted in the form: [Game Area, Specific Room Name]

Example: [Ruined Temple, South Yard Entrance]




7.0 Description\\

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1. Never assume the player will be traveling in or from a certain direction.
2. Try to avoid excessive use of cardinal directions in your description. It is fine to note that while the mountains may be seen far to the east, try to leave out the door to the east, arch to the south, and a crack in the ceiling to the north. Not only does this get boring and repetitive to the players, but it also becomes redundant since the room exits (including doors, arches, and the such) are listed after the room description.
3. Try to tap into all of the senses wherever possible. In a textual game, there are visual boundaries that we need to represent to the player. We need to tell the player what it feels like to brush against the bushes as they press through a forest; what it sounds like near a volcano, etc.
4. Try to avoid excessive use of the phrases "here is" or "is here". Also try to avoid exclamatory statements which lead a player into an emotional state or draw a conclusion for them. Such as: "The massive carnage in the area strikes fear into your very soul!" OR... "Only the gods could have caused such destruction

A room description can also be of any length, but preferably no longer than 600-700 or so characters.

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  <ROOM 00000145>
[Semanri, South Town Square] [#145] [Ter 2] [Elv 0] [Crd 6,0]
Set beneath the protective cover and shade of a silk awning, the South Town Square
doubles as the courtyard of a hulking conglomeration of buildings and businesses
huddled into a single entity at the south side of the street. Lining the building's
facade are entrances to the shops, the largest belonging to the Bank of Semanri in
the form of a silvered arch, next to which the doorway of Bartle's Armor stands open.




8.0 Cardinal Exits
Visualize how your rooms will flow together and record your exits. In the above example you see: "Obvious paths: northeast, northwest, out". This is but the first step of creating exits, which link the rooms together. It is very helpful to draw a map as you go through the development stages (see step 7.0 Maps).

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9.0 GO-direction Exits
The next step in creating exits is defining the code mechanics for "object-cardinal exits". Object exits are non-cardinal directions, such as using a door, stairs, portal, etc. to be the link between rooms. These exits can be keyed off the room description or an actual object in the room. The benefit to using objects is to provide the player with a richer feel in that they have something to <look> at or <open/close>. Object Exits may have descriptors just like any other weapon/container/fluff object. Example: A wooden door. The link coding should be structured in the following format:

(from room #)->(to room #):(object name)*(what the player sees)*(what others see in the room the player exits)*(what others see in the room the player arrives)

(Note: the parenthesis are not included in the code)

Examples:
  00000058->00000065:door*You walk through the temple's massive double doors.*$n just
entered the temple.*$n just arrived. 00000065->00000058:door*You walk through the temple's massive double doors.*$n just
went through the massive double doors.*$n just came out of the temple.

Where: $n = the player's name, $s = player's gender his/her, $S = him/her (so for himself you would use $Sself).

The exit descriptions cannot be longer than 80 characters per part.


5.0 Room Objects:\\

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These items are also used for exits. They will appear at the bottom of the screen above the "Obvious Paths" line.

Example: "You also see a marble arch, a weathered door"
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  <Look Temple> (invisible to room)
The steep spires of the temple stretch skyward in dedication to their respective gods.
Though faded from time, the tiles of the spires display their elegance as traces of
gold inlay glint against the blue slate. The granite walls of the temple have been
eroded from the desert winds, smoothing its once chiseled blocks and lancet style arches.
Two large statues flank the doors of the temple at the end of the wide stone path. <Look Door/Doors> (invisible to room)
The dark weathered doors stand nearly fifteen foot high and half as wide. Each door
is intricately carved to form the clawed paws of a lion. The claws of each are designed
to interlace as the doors shut, providing a tight seal. <Look Statue> (invisible to room)
Both statues have been carved from white marble to form a majestic lion. The lions
sit on their haunches in a stern visage as they flank either side of the temple doors.
Towering above any that would enter, the statues are imposing sentinels.

The information between < > is what the player types to see the description. The notation of (invisible to room) denotes that it will NOT appear in the "You also see" line. Thus, it will either be hidden completely from view OR cued from the room description.

If it were a secret passage, which players must first perform an action to find. Then you would want it to NOT be in the room description and have it invisible so that it doesn't show up in the "You also see" line. This will be discussed in more detail under step 6.0 Scripts. \\\\

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6.0 Scripts:
This can be random timer event, non-combat NPCs, or special action triggered events. Include the object's description, room messaging, and note any special player action required.

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Random Room Occurrence: The trail of water begins to slowly increase and decrease in speed, as small lights zip through it like blazing fireflies.

NPC Descriptions: Short Description: An old mage Full Description: Pale blue eyes glance back at you from under wispy strands of silver hair. The old mage is carrying a tattered scroll in his right hand, his eyes quickly darting from line to line, reciting words to himself.

Random NPC Action: The old mage starts to speak in an ancient tongue, his eyes glued to a tattered scroll. He gestures towards the air in front of him, a cloud of smoke appears obscuring the area. The smoke clears and nothing else appears to have happened, the old mage appears disappointed as he mutters to himself about incantations.

Player NPC Interaction: <Ask mage about guild/leader/join> "You want to know about the Mage's Guild, eh? Well you won't find too much around here," he says with a chuckle. "What I really mean is, the Leader doesn't reside here." The old mage points at a maple door with his tattered scroll. "In there is a magic circle.. the elemental pillars upstairs act as a..," he blinks tiredly. "I won't bore you with the mechanics. Tis something you'll have go discover for yourself, if you're clever enough."

to:
Random Room Occurrence:
The trail of water begins to slowly increase and decrease in speed, as small lights zip through it like blazing fireflies.
NPC Descriptions:
Short Description: An old mage
Full Description: Pale blue eyes glance back at you from under wispy strands of silver hair. The old mage is carrying a tattered scroll in his right hand, his eyes quickly darting from line to line, reciting words to himself.
Random NPC Action:
The old mage starts to speak in an ancient tongue, his eyes glued to a tattered scroll. He gestures towards the air in front of him, a cloud of smoke appears obscuring the area. The smoke clears and nothing else appears to have happened, the old mage appears disappointed as he mutters to himself about incantations.
Player NPC Interaction:
<Ask mage about guild/leader/join>
"You want to know about the Mage's Guild, eh? Well you won't find too much around here," he says with a chuckle. "What I really mean is, the Leader doesn't reside here." The old mage points at a maple door with his tattered scroll. "In there is a magic circle.. the elemental pillars upstairs act as a..," he blinks tiredly. "I won't bore you with the mechanics. Tis something you'll have go discover for yourself, if you're clever enough."

\\\\

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Now lets combine steps 1 through 6 together...

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00000058 [Ruined Temple, South Yard Entrance] Twisted trees struggling to survive grow scattered in this expansive front yard. A smooth stone path leads from the gate northward to the temple's massive doors. Prairie grass grows in clumps close to the structures and trees as they seek a shady haven from the heat. Large scavenger birds perched on the temple's spires, keep a watchful eye on those who enter. Obvious paths: Northeast, Northwest, Out

	Go Door / Go Doors leads to room #00000065
	Go Out leads to room #00000032
	NE leads to room #00000026
	NW leads to room #00000017
to:
  <ROOM 00000058>
[Ruined Temple, South Yard Entrance] [#58] [Ter 17] [Elv 0] [Crd 13,0]
Twisted trees struggling to survive grow scattered in this expansive front yard. A
smooth stone path leads from the gate northward to the temple's massive doors. Prairie
grass grows in clumps close to the structures and trees as they seek a shady haven
from the heat. Large scavenger birds perched on the temple's spires, keep a watchful
eye on those who enter.
Obvious paths: northeast, northwest, and out.
GO DOOR/DOORS leads to room #00000065
OUT leads to room #00000032
NE leads to room #00000026
NW leads to room #00000017
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<Look Temple> (invisible to room) The steep spires of the temple stretch skyward in dedication to their respective gods. Though faded from time, the tiles of the spires display their elegance as traces of gold inlay glint against the blue slate. The granite walls of the temple have been eroded from the desert winds, smoothing its once chiseled blocks and lancet style arches. Two large statues flank the doors of the temple at the end of the wide stone path.

<Look Door/Doors> (invisible to room) The dark weathered doors stand nearly fifteen foot high and half as wide. Each door is intricately carved to form the clawed paws of a lion. The claws of each are designed to interlace as the doors shut, providing a tight seal.

<Look Statue> (invisible to room) Both statues have been carved from white marble to form a majestic lion. The lions sit on their haunches in a stern visage as they flank either side of the temple doors. Towering above any that would enter, the statues are imposing sentinels.

Random Room Occurrence: The iron gate slowly creaks in the wind like a solitary survivor among a battlefield of dead.

to:
  <Look Temple> (invisible to room)
The steep spires of the temple stretch skyward in dedication to their respective gods.
Though faded from time, the tiles of the spires display their elegance as traces of
gold inlay glint against the blue slate. The granite walls of the temple have been
eroded from the desert winds, smoothing its once chiseled blocks and lancet style arches.
Two large statues flank the doors of the temple at the end of the wide stone path. <Look Door/Doors> (invisible to room)
The dark weathered doors stand nearly fifteen foot high and half as wide. Each door
is intricately carved to form the clawed paws of a lion. The claws of each are designed
to interlace as the doors shut, providing a tight seal. <Look Statue> (invisible to room)
Both statues have been carved from white marble to form a majestic lion. The lions
sit on their haunches in a stern visage as they flank either side of the temple doors.
Towering above any that would enter, the statues are imposing sentinels.

Random Room Occurrence:
-->The iron gate slowly creaks in the wind like a solitary survivor among a battlefield of dead.


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Draw a rough layout of how you want your rooms to fit together. Draw lines between rooms to show cardinal exits (north, east, south, west, northeast, northwest, southeast, southwest) and arrows to show up and down movement. Make notes elsewhere for movement "out" of a room and other custom room exits.

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The preferred method is Microsoft Visio. However, we know this is a rather expensive software package to purchase. Efforts will be made to assist you in having access to the program. A standard "stencil" will be issued to those developers who wish to use Visio. Visio maps should follow the format as the current maps published on the website.

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For those submitting their map in a *.txt file. Please use something similar to the follow:

to:

For those submitting their map in a *.txt file. Please use something similar to the following:

  • [text map #1] ***

\\\\

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Excel map files should be constructed in the follow manner...

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Use the "draw line" command located on your draw-tool bar to connect the rooms OR you can use a several cells with a diagonal format line as mention above. To open your toolbar click "Tools" menu: select "Customize", click on the "Tool Bar" tab, and check the box beside "Drawings".

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  • [excel map #1] ***




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Creation Steps: 1. Creating the Room 2. Defining the Room Properties

1.0 Creating The Room:

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Creation Steps:
1. Creating the Room
2. Defining the Room Properties




1.0 Creating The Room:\\

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Now change the room name using the CHANGE_ROOM_NAME command. For instance, if your room name were to be "Semanri Township, Tegaht's Weapons", you would type CHANGE_ROOM_NAME Semanri Township, Tegaht's Weapons.

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Now, suppose you need to join a room to this. If you have a room to the east that you need to create, you will want to first create the room (CREATE_ROOM) and then CREATE_EXIT. CREATE_EXIT takes two parameters: the first is the cardinal direction the exit from this new room will be and the second parameter is the room number that this exit should lead you to. In our example, we would CREATE_EXIT west roomnumber. This command accepts only the full or standard abbreviation for cardinal directions (NW or NORTHWEST, not somewhere in between). Note that when you create an exit, it will change the destination room's exit in the opposite direction to match. This example will create an EAST exit in the destination (roomnumber) that leads to the new room you just created. This is called "reverse-linking" rooms. If the room already had a reverse link, it will be overwritten during this process.

Optionally, you may create one-way rooms by first creating the exit and then manually removing one of the exits with the REMOVE_EXIT command. This command takes only one parameter: the direction of the exit you'd like to remove. This command does not affect the reverse-linked room.

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2.0 Defining Room Properties
Every room has support for extra flags and data that means additional things. For instance, you can flag a room to be "non-NPC" and that will restrict any NPC (creature or otherwise) from entering the room on its own accord (without a member of staff specifically planting the NPC in that room).

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December 11, 2006, at 07:57 PM EST by Exxy -
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