[general] [map] # This section defines the layout of your area [exits] # This section defines special exits - doors/blocking/etc [rooms] # This section defines what your rooms look like # and defines the external rooms (links to other areas) [specialobjects] # This section manages hand-coded objects like monsters # and treasures |
# I am a comment [general] I am not a comment. [map] # I am another comment # that goes over multiple lines I am not a comment |
Name | Purpose |
---|---|
domain | The numeric id for your domain - ask a wiz. This makes all rooms be in this domain |
startroom | The roomkey for the room which the player will start in by default |
[general] # Define 'domain' to be 123 domain=123 #define 'startroom' to be 'hallway' startroom=hallway |
room_key : exit = destination , exit = destination .... |
[general] # Make people start in the lounge startroom=lounge [map] # This comment is just describing the layout below, # the area creator ignores it completely # The ground floor map looks like: # kitchen - dining # | \ | # hallway lounge - outside # | # hallway - bedroom # | # hallway - bedroom # < # The second story looks like # bedroom - onsuite # | # landing # > # The "outside" room is not in this area, it's the room for entering this area # Below here are the actual rooms with their exits kitchen: e=dining,s=hallway1,se=lounge dining: w=kitchen,s=lounge lounge: nw=kitchen,n=dining,frontdoor=outside hallway1: n=kitchen,s=hallway2 hallway2: n=hallway1,s=hallway3,e=bedroom1 hallway3: n=hallway2,e=bedroom2,u=landing bedroom1: w=hallway1 bedroom2: w=hallway2 landing: d=hallway3,n=masterbedroom masterbedroom: s=landing,e=onsuite onsuite:w=masterbedroom |
[exits] # define the frontdoor as a normal east exit. In the # future we might define this as an actual door which opens # and closes. See the 'door' exit module for help on how to do this. exit: frontdoor direction: east |
[rooms] room: # this is the first room description # and so is this room: # this is the description for the next room |
[rooms] room: # this is the first room description # and so is this external: outside # this is the 'outside' room and is a room that is probably a room in an adjoining area. # The Area Engine will expect to be told where to find the file/map for the external room. room: # this is the description for the next room |
room: room_key_pattern,room_key_pattern,room_key_pattern,etc |
[rooms] # This description applies to only the kitchen room: kitchen short: The kitchen long: This is the kitchen, it is full of cooking stuff. # This description can apply to any bedroom. # Note that there are other descriptions below which have the # room_key_patterns that match the bedrooms, and thus the # Area Engine will randomly choose one of these when assigning # a description to each bedroom room: *bedroom* short: A bedroom long: A room with a messy bed in it, someone has slept here recently. # This description can apply to any bedroom, but is specified # using commas instead of a * wildcard. room: bedroom1, bedroom2, masterbedroom short: A bedroom long: A room with a very neat and tidy bed in it. # This description will apply to any room that does not match # any of the other descriptions (IE all non-bedrooms and non-kitchens) room: short: A room long: This room is completely bare. # This description can also apply to any room that does not # match the other definitions with room_key_patterns. # Thus the Area Engine will randomly choose either this description # or the one immediately above when describing all non-bedroom # and non-kitchen rooms. room: short: A room long: This room is tastefully furnished. # This tells the Area Engine where to find the 'outside' room. # It tells it that it is the 'street1' room in the 'town' domain. external: outside domain: DOM_TOWN file: street1 |
[specialobjects] object: rabbit # this is the definition for the 'rabbit' monster # and so is this object: table # this is the definition for the 'table' treasure |
object: object_key |
keyword: value |
Keyword | Required | Meaning |
---|---|---|
file | yes | This is the name of the hand-coded file for the object For example: file: monsters/big_bag_guy |
placement | yes | This controls the placement of the object within the area - which room or rooms the object can be placed in. At least one room_key must be specified. The room_key can include wildcards. Multiple keys can be specified by separating them with commas. If the specified room_keys match more than one room then the object will be randomly placed. For example: placement: kitchen,bedroom* |
count | no | This controls how many of the object are placed in the area. It defaults to 1. |
repop | no | This controls whether the object will repopulate. Valid values are "default" and "none". A value of "default" will cause the object to be recreated (if it is destroyed) following the normal mud rules. A value of "none" will mean the object is never recreated after it is destroyed. This defaults to "default". |
module: MODULE_NAME { KEY: VALUE KEY: VALUE } |
MODULE_NAME { KEY: VALUE KEY: VALUE } |
Module: appearance |
Desc: Allows you to configure the appearance of the exit. Be very careful in using this with doors. You should probably define the module AFTER the door module. You should also be careful altering the messages. |
Keys:
|
Module: guild_block |
Desc: Blocks the exit unless the user is a member of the correct guild. |
Keys: |
Module: door |
Desc: Makes the exit a door. You must make BOTH sides of the exit a door for it to work properly. |
Keys:
|
[map] # Just two rooms, and we give the exit from room1 to 2 a special name. room1: blockedExit=room2 room2: west=room1 [exits] # configure the exit called 'blockedExit' exit: blockedExit # make it go east direction: east # use 'door' module to add a gate door { id: mydoor type: steel_gate } # use 'guild_block' module to stop non-thieves. Note the use of the optional 'module:' prefix module: guild_block { guild: ThiefGuildId message: You have to be a thief to go east! } |
Topic UsingTheAreaEngine . { |
Revision r1.16 - 10 Apr 2007 - 12:37 GMT - FantoM Parents: WebHome > BuilderPages |
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