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:
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
You spot the Second Room to the north, behind a large
1 2200 2201
The sign says:
WELCOME TO THE FIRST ROOM!
Now to explain what each part means, line by line:
- 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
- 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
- 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
- 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
- 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.
- Tells the mud there is an extra description coming.
- 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.
- End-of-Room character.
Now, for more explanations...
Descriptions are fairly self explanatory. However, the
placement of tildes are very important.
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
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...
1 City Streets
6 Water, swimmable
7 Water, not swimmable (need boat-type item to cross)
Exits use the letter D and a number, compass, rather than the
letter abbreviations that most mudders are used to for compass
0 4 (up)
(west) 3-+-1 (east)
5 (down) 2
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
- The next field is the door keyword list, used for manipulative
door actions, such as open, close, pick, etc. These words are
separated by a space, and are followed by a tilde on the same line.
- The door type can be 1 (normal door), 2(unpickable door), or 0
(no door, or special door).
- The key number is simply the vnum of the key that can open the
door. A door without a keyhole is represented by a -1 in this spot,
while a 0 will simply be ignored (used for exits without doors).
- The exit-to-room number is the vnum of the room where the exit
leads to. Use a -1 for the room number if you wish to merely have
a description in the direction but no door.
Please note that adding a description for the door itself is
usually done under the 'extra descriptions' part of the room
<zone number> <room flag> <sector type>
exit description field
door keyword list~
<door type> <key vnum> <exit-to-room vnum>
<more exits here, if needed>
extra description keyword list~
<more extra descriptions here, if needed>
- Map it out the rooms on paper first. Be grandiose. As you build, it
will usually get smaller anyways!
- When making a DT (deathtrap -- a room with a death flag) make exits
back to the rooms that lead to it... so people in those rooms can hear
the scream. Likewise, it is usually not good to make a death room
- For a working door, the rooms on each side must have matching doors
- Capitalize the name of the room, and do not end with punctuation
unless you feel it is absolutely necessary. Also, try to make it
a coherent name.
- For the room description, try to include obvious exits and important
things in the room. Do not put mobs, objs, or otherwise in the room
description. Finally, try to line up the right-most column as best
you are able.
- For doors, exits, and so forth, try to include an extra description
of the door (for example, one for 'door wooden'), as well as a short
description when looking in the direction of the door. This description
usually works best when it is similar to the door's description.
- For extra descriptions, try to make one for each thing that you would
think to look at the the room description or in other extra descriptions.
If there is one word that could mean two or more things, include them
all in if you like, or direct the player to another description for
- Do not use extra descriptions for direction descriptions, instead lay
out a new door that exits to the room '-1' since the mud will default
to checking the direction over the extra description.
- Make sure that you make your descriptions interesting to read, after
all, noone likes to read the same thing over and over again.
On to the next section
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Last modified: June 24th, 1996