The .wld File

The .wld file contains all the information necessary for the mud to make all the rooms of your area, link the exits together, and all the other little things concerned with the 'where's of an area. The file simply consists of all the rooms in sequential order by their virtual number. Here is a sample room for this section's example:


#2200
The First Room~
You are standing in the first room of this area. Many rooms are sure to follow, soon to be chock-filled with adventure, danger, romance, and Giant Green Photosynthetic Death Gerbils from Morovia. There is a sign hanging from the east wall here, and a large steel grate bars the way to the north.
~

22 8 0
D0
You spot the Second Room to the north, behind a large steel grate.
~

grate steel~
1 2200 2201
E
sign~
The sign says:

WELCOME TO THE FIRST ROOM!

~

S

Now to explain what each part means, line by line:

#2200
The virtual number of this room. Totally unique; no other room in the db will have this number.
The First Room~
Short description: the 'title' of the room. This is typically not more than 5-6 words long. Note the tilde marking the end of this field.
You are standing...
~
The long description of the room. This is what a player sees if he or she types 'look' in that room. What is in this section is up to your own, personal taste. More about the various description types can be found below.
Note that a tilde follows on a line by itself. This is important, so that the mobs and obj in the room won't be jumbled all into one line.
22 8 0
The first number is the zone number of this room; what zone should the mud consider this room to be in for game purposes. Please see zone numbers in the Basics section of this handbook.
The second number is the room flag value. Please see flags in the Basics section and Room Flags below.
The Third number is sector type. Please see Sector Types below.
D0
An exit to direction 0. The Exits section below will shed more light on this subject.
You spot the Second Room...
~
Direction description; what a player would see if he/she typed 'look north'. Note the tilde on its own line afterwards.
grate steel~
What words can be used to manipulate the door. These two words can be used in conjunction with open, close, pick, and look commands, etc.
1 2200 2201
The first number is the door value, 1 being open/close/pick/lock and unlockable. This and the other numbers will be explained more fully below.
The second number is the key number... the virtual number of the object that can be used to lock or unlock this door.
The third number is the vnum of what room this exit leads to.
E
Tells the mud there is an extra description coming.
sign~
The words that can be used to look at the extra description. (i.e. 'look sign') Note the tilde ending the field.
The sign says:...
~
The text of the extra description. Again, note the placement of the tilde on its own line.
S
End-of-Room character.

Now, for more explanations...


Descriptions

Descriptions are fairly self explanatory. However, the placement of tildes are very important.


Room Flags

Please consult the section on flags in the Basics section for how bitvectors are added and used. Briefly, add each flag's corresponding values that you want for a particular room to find your room flag number. A zero signifies no flags.

   0   No Flag
   1   Dark         - character cannot see without a light source.
   2   Death        - death trap
   4   No_mob       - monsters cannot enter this room.
   8   Indoors      - players in this room will not get weather messages.
   16  * Lawful     - not implemented in some versions
   32  * Neutral    - not implemented in some versions
   64  * Chaotic    - not implemented in some versions
   128 * No_magic   - not implemented in some versions
   256 * Tunnel     - not implemented in some versions
   512 Private      - only 2 player may be in this room at a time.

Ask your implementor about other flags that may be on your particular mud.


Sector Types

The 'sector type' of a room controls how many movement points it costs to enter that room. This is not a flag type item: choose one, and use the value...

        0 Inside
        1 City Streets
        2 Field
        3 Forest
        4 Hills
        5 Mountain
        6 Water, swimmable
        7 Water, not swimmable (need boat-type item to cross)

Exits

Exits use the letter D and a number, compass, rather than the letter abbreviations that most mudders are used to for compass directions. Hence:

              (north)
                 0   4 (up)
                 | /
        (west) 3-+-1 (east)
               / |
      5 (down)   2
              (south)

Thus, an exit D4 is an upward direction, while D2 would be to the south. Each exit starts with its own direction field, and contains a exit description and door keyword list (both of which can be left blank with a tilde), and a fourth line containing a door type, key number, and exit-to-room number. Rooms without exits need no direction fields and the etc... this section may be safely ignored.

The exit description is used for when a player types look <direction>. This should in most cases be a vague description of what the next room might be, and is followed by a tilde on a line by itself. Each exit starts with its own direction field, and contains the following:

Please note that adding a description for the door itself is usually done under the 'extra descriptions' part of the room db.


Room Archetype

#vnum
Room Title~
Room's Description
~
<zone number> <room flag> <sector type>
D<direction number>
exit description field
~
door keyword list~
<door type> <key vnum> <exit-to-room vnum>
<more exits here, if needed>
E
extra description keyword list~
extra description
~
<more extra descriptions here, if needed>
S

Tips And Observations


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Alex Fletcher
Last modified: June 24th, 1996