MZF Room Help
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Making Rooms
The ROOMS list 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. To enter your zone into MZF, go into the ROOMS list and select Edit|Add to create the first room. When you are finished, click create mode, the direction you want an exit for the second room, and click MAKE. You will then get a dialog for the second room. MAKE always makes a room, if you want to set an exit between two existing rooms select SET. Room properies are as follows:Short Description:The short desc is placed at the top of the room description, and can often be seen even
if the player is in 'brief' mode. Simply put, this is the title of the room. Long Description:The long desc is the full description of the room, which a player will typically see when entering or by typing 'look'. When creating a long desc, please keep in mind to keep each line under 80 characters. ROOM FLAGSDARK A light is needed during the day RANDOMIZE EXITS
SECTOR TYPES
CONTENTS
EXITS
Extras
TIPS and OBSERVATIONSMap it out the rooms on paper first. Be grandiose. As you build, it will usually get smaller anyways! For a working door, the rooms on each side must have matching doors and doorflags. It is ok to have special 'one-way' doors, but if you do, you should not have the room at the far end of the 'one-way' have a door on the wall that would normally be the return door, as Merc gives a warning message. Doors are all initially open, you need to set the initial position if you expect them to start closed or locked. If you want an air zone that players can walk around in, just call it air and make the sector type something else. Good for weird astral adventures and such. You want to put exit descriptions in places like towns where new players will be. Exit descriptions are also handy for warnings before no-exit rooms, and to allow players to look in directions they can't go, like off a cliff (If you want a LOOK direction without exit, specify [none] as the room # in that direction) A "no exit" room is just a room with entrances but no exits. You can have fun with these, try to hint at what is going to happen in the previous room so that if someone gets stuck there you can ask them why they didn't read the warnings... You can also have a no exit room connect to itself like an "endless hallway" where both the N and S doors take you back to the same room.
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