Rooms Help

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syntax
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Posts: 517
Joined: Tue Jun 02, 2009 10:02 am

Rooms Help

Post by syntax »

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required rooms
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-sysop support - 164/1
-halls of dead - 2189/1
-rhuduar - 2519/2
-khazard - 1249/6
-lostcity - 426/16
-newhaven - 2150/1
-earthen tomb - 142/1
-jail - 540,541,542,543/1
-starting room - 2140/1

(other people have reported needing more/different jail and other room #'s)

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rooms help
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Delay = monster regen time in that specific room.

Min Index = The minimum monster index number that will regen in that room, refers to which Monster Type (see below) youhave the room set for.

Max Index = The maximum monster index number.

Spell = Any spell that is set to cast when someone walks in the room. Such as the sandstorm in the desert, or frenzy near the sysop trainer.

Max Regen = How many monsters regen in that room.

Death Room = A specific death room other than the "Death Rooms" MajorMud has assigned as the default, such as Halls of the Dead, etc. I am only assuming this.

Exit Room = If the user exits the game in this room, the exit room is where they will be when they come back.

Cmd text = A message or text block (not sure which) that a user must do to trigger something in that room. Not for exits like "pull lever", that's in the Exits screen.

Shop# = The number of the shop in the wccshop2.dat, or in the Shops window, if the room is set to be a shop.

Light = Not for sure exactly how its used, but it determines how much light is in the room, weather people will need a torch or not, etc.

Ansi Map = the default here is the ansi map for silvermere. if the user types 'map' in the room it will display the file specified here.

Attributes = 1 Patrollable, 2 Patrollable & Protected (safe room?)

Max Area = How many monsters are allowed in the area, ie rooms 3000-3100. Whatever rooms you have set to follow one specific control room.

Control Room = The one room that is in charge of all other rooms in the area. if you had rooms 3000-3100 as a new area, set them all to have control room 3000, and set the Max Area in room 3000, while being able to leave Max Area at 0 for the rest of the rooms in the area. Also, this is the room you can go into and do a "sys reset area" to reset the regen in the whole area if it dies or something.

Room Type = Pretty self-explanitory with the dropdown menu. Lair is for a monster room.

Monster Type = The Type of monster to regen in that area. All monsters are assigned a Type, such as Group 1, Angel, NPC, etc, and an Index number, which is used in the Min/Max Index. Monster Type is the broader heading, which is broken down into the Min/Max Index.


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room parameter info (this not 100% accurate)
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how to read this:

--[exit type]
para 1. description
para 2. description
1. entering 1 in para 2 would mean...
2. entering 2 in para 2 would mean...
3. entering 3 in para 2 would mean...
para 3. description
para 4. description
1. entering 1 in para 4 would mean...
2. entering 2 in para 4 would mean...


--[spell]
1. Spell to open
2. Type of spell exit-
1. Open
2. Closed
3. Passthrough
4. Permanent Open
5. One Time Closed
3. Message Block
4. Spell to close

--[key]
1. Key required
2. Status - always locked
3. Picklock difficulty
4. Number of 5 minute blocks to stay open

--[item]
1. Item Required
2. Message on failed passage
3. Message on passage

--[toll]
1. Amount in gold which will be charged

-[action]
1. Message displayed

--[hidden]
1. Type of hidden exit-
1. Hidden Passable
2. Hidden Need Search
3. Visible Searched
4. Visible Blocked
5. Blocked - 1 action
6. Blocked - 2 actions
7. Blocked - 3 actions
8. Blocked - 4 actions
9. Blocked - 5 actions
10. Blocked - 6 actions
11. Blocked - 7 actions
12. Blocked - 8 actions
13. Blocked - 9 actions
14. Blocked - 10 actions
15. Hidden Once
16. Permanent Visible
2. rounds remaining
3. What the room sees when the passage opens (message)
4. What you see as the exit when you look

--[door]
1. State - always locked
1. Locked
2. Chance to picklock/bash
3. Number of 5 minute blocks to stay open
4. Key required

--[map change]
1. New Map number

--[trap]
1. Max Damage
2. Type of Trap-
1. Active
2. Inactive
3. Hidden
4. Active mov
5. Inactive m
3. Message on passage
4. Message on fail

--[text]
1. Move through exit string one
2. Message #-
-(line 1) What the user sees
-(line 2) What the room left from sees
-(line 3) What the room entered into sees
3. Description for exit

--[gate]
1. State - always locked-
1. Locked
2. Chance to picklock/bash
3. Number of 5 minute blocks to stay open
4. Key required

--[remote action]
1. message #-
-(line 1) Remote Action word one
-(line 2) Remote Action word two
-(line 3) Remote Action word three
2. # of rounds
3. message #-
-(line 1) What the user sees when they do the action
-(line 2) What the room sees (UN)
4. item required

--[class]
1. Class Allowed
2. Class not allowed
3. Message on failure
-(line 1) What the user sees when stopped
-(line 2) What the room sees

--[race]
1. race Allowed
2. race not allowed
3. Message on failure
-(line 1) What the user sees when stopped
-(line 2) What the room sees

--[level]
1. Minimum Level
2. Maximum Level
3. Message on failure
-(line 1) What the user sees when stopped
-(line 2) What the room sees

--[timed]
1. message #-
-(line 1) What the room sees on opening (%%s)=(direction)
-(line 2) What the room sees on closing (%%s)=(direction)
-(line 3) Msg to user when moving into closed exit (%%s)=(direction)
2. Number of 5 minute cycles
3. Status (open=0/closed=1)

-[ticket]
1. Item Required
2. Message on failed passage
3. Message on passage

-[users]
1. Max Users allowed through
2. Current count of users

-[block guard]
1. Minimum Alignment Required
2. Maximum Alignment Allowed

-[delay]


-[cast]
1. Spell before move
2. Spell after move
3. Message on passage
4. Can you look?

-[ability]
1. Ability Required
2. Minimum value
3. Maximum Value
4. Message on Failure

-[spell trap]
1. Spell Number
2. Type of Trap-
1. Active
2. Inactive
3. Hidden
4. Active mov
5. Inactive m
3. Message on passage
4. Message on fail


Kraklaha
Posts: 35
Joined: Sun Dec 30, 2012 12:36 am

Re: Rooms Help

Post by Kraklaha »

Could I suggest including into this help file for NMR for remote actions:

There is a popup context menu when you hover over that explains:
# = the exit number (0 to 9 for North through Down) that this action effects.

-if there are 2 or more actions needed then add 10 starting with the first action to each remote action's para2.

-so a room that needed 3 remote actions on the South (1) edit would have in para2: 11 for the first action, 21 for the second, and 31 for the third.

-a room that needed only one action on the NE (5) exit would just need a 5 in the para2 field.


So we know that you have to use 0-9 and i've deduced that
North = 0
South = 1
East = 2
West = 3
Northeast = 4 (process of elimination)
Northwest = 5 (from crimson fort 15/1075 but is different than your context menu)
Southeast = 6 (from crimson fort 15/1077)
Southwest = 7
Up = 8 (process of elimination)
Down = 9 (used in 1/1442)


User avatar
BearFather
Posts: 652
Joined: Sun Feb 09, 2014 6:27 pm
Location: Portland, OR
Contact:

Re: Rooms Help

Post by BearFather »

The 0-9 matches what's in the exit panel on a room. Also good idea to have an example on how to do a remote action might be nice.


Kraklaha2
Posts: 1
Joined: Wed Jan 22, 2020 12:56 am

Re: Rooms Help

Post by Kraklaha2 »

context menu.PNG
context menu.PNG (8.55 KiB) Viewed 12342 times

Makes it difficult when you step away for a bit and then come back and have to re-remember it all LOL


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