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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.
-------------------------------------------------------------------- room parameter info (this not 100% accurate) -------------------------------------------------------------------- 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