[general] [map] # This section defines the layout of your area [exitnames] # This section defines exit names/doors/etc [specialrooms] # This section manages links to hand-coded rooms [rooms] # This section defines what your rooms look like [specialmonsters] # This section manages hand-coded monsters [monsters] # This section defines monsters for your area |
# 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 |
[exitnames] # define normal directions e=east w=west n=north s=south u=up d=down # define the frontdoor as a normal east exit. In the # future we might define this as an actual door which opens # and closes frontdoor=east |
[specialrooms] outside=thestreet.c |
[specialrooms] outside=rooms/thestreet.c |
[rooms] room: # this is the first room description # and so is this 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. |
[specialmonsters] monster: rabbit # this is the definition for the 'rabbit' monster # and so is this monster: duck # this is the description for the 'duck' monster |
monster: monster_key |
keyword: value |
Keyword | Required | Meaning |
---|---|---|
file | yes | This is the name of the hand-coded file for the monster For example: file: monsters/big_bag_guy |
placement | yes | This controls the placement of the monsters within the area - which room or rooms the monster 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 monster will be randomly placed. For example: placement: kitchen,bedroom* |
count | no | This controls how many of the monster are placed in the area. It defaults to 1. |
repop | no | This controls whether the monster will repopulate. Valid values are "default" and "none". A value of "default" will cause the monster to be recreated (if it is dead) following the normal mud rules. A value of "none" will mean the monster is never recreated after it is killed. This defaults to "default". |
Topic UsingTheAreaEngine . { |
Revision r1.6 - 29 Nov 2006 - 11:07 GMT - FantoM Parents: WebHome > BuilderPages |
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