[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: 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 r1.14 - 14 Mar 2007 - 11:19 GMT - FantoM Parents: WebHome > BuilderPages |
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