Cleft of Dimensions Wiki
Explore
Main Page
Discuss
All Pages
Community
Interactive Maps
Recent Blog Posts
Wiki Content
Recently Changed Pages
Lasacul
Economy
Clans
RP Logs
Custom Item Creation
Player Housing
Yoma
Areas
Shrike
Spirit Temple
Sulfataska Mountains
The Veldt
Tonoe
Truce
Truce Canyon
Player Characters
Seikou
Selrin
Signas
Sisemen
Spider
Stratorius
Sunflash
Community
Help
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Cleft of Dimensions Wiki
363
pages
Explore
Main Page
Discuss
All Pages
Community
Interactive Maps
Recent Blog Posts
Wiki Content
Recently Changed Pages
Lasacul
Economy
Clans
RP Logs
Custom Item Creation
Player Housing
Yoma
Areas
Shrike
Spirit Temple
Sulfataska Mountains
The Veldt
Tonoe
Truce
Truce Canyon
Player Characters
Seikou
Selrin
Signas
Sisemen
Spider
Stratorius
Sunflash
Community
Help
Editing
Building Guide
(section)
Back to page
Edit
Edit source
View history
Talk (0)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==REDIT== Redit is the mode used to create and change rooms and exits between rooms. To enter Redit mode, you can type '''redit''' by itself, but only if you are in an area that you have permission to modify. To see all the rooms in an area and their vnums, type '''rlist'''. To see details about the room you're working on, type '''show''' or just enter a blank line. ===Creating New Rooms=== To create a room from scratch, you '''redit create (new room vnum)''', which will create an empty room with no exits, and simultaneously move you into it. You can also simultaneously create a new room and a two-way exit to it by typing '''(direction) dig (new room vnum)''', where the direction is which way from the current room to link it. A brand-new room will have no name, no description, and no special properties. ===Linking Existing Rooms=== Rooms can have two-way and one-way [[exits]]. To create a two-way exit from a room, type '''(direction) link (other room)''', where direction is which way the exit will be in this room. Two-way exits are always linked opposite of each other EG if Room A has a two-way exit West to Room B, then Room B will have an exit East to Room A. A door on one side of a two-way exit will let people on the other side know that it has been opened. To create a one-way exit from a room, type '''(direction) room (other room)'''. One-way exits don't do anything to the room on the other side, so be careful not to create dead-ends when using one-way exits. When linking rooms from different areas make sure that both areas are edited and saved. The link will not save if you only asave changed. ====Deleting Exits==== Rooms cannot be deleted, but exits can. To delete an exit, type '''(direction) delete'''. Deleting a two-way exit removes both sides. Note that if you delete a one-way exit that leads to a room where the "returning" exit is different, both exits would be deleted. ===Describing Rooms=== To set the name of a room, go to the room to name and type '''name (name)'''. A room's Name is the line of text that players see at the top of the description when they see a room or type 'exits', and the part a builder sees when typing 'rlist'. It's standard procedure in this MUD to include the area name in the room title. Normal formats are 'Area Name - Room Name' and 'Room Name, Area Name', colored however you wish. To edit a room's description, enter the room to be described and just type '''description'''. This enters the description editor, which is identical to the normal note and player desc editor. Type .h if you need help using the editor. A room's description is the block of text that players see when they look at a room, describing its contents and atmosphere. Room descs can be colored, but they should all be one solid color for readability. ====Description Style Tips==== Keeping descriptions to a decent length is important, since players will often avoid reading anything that shows up as one giant wall of words. Five or six lines is usually plenty. If you want to elaborate more on something in the room, you can use an extra desc (see below). Colors are available to help set a mood, but be aware that some colors (particularly blue and dark blue) are difficult to read on a black background. Descriptions can be colored, but should be one solid color for readability unless highlighting specific words. Descs should stay objective in tone, avoiding references to the reader. "The monster terrifies you." is inapplicable if the player is a robot incapable of fear or a hardy warrior who's seen worse. ====Extra Descriptions==== Extra Descriptions are additional descriptions a room can have for curious players who try to look at things mentioned in the main description. IE If a room description mentions that there is a painting on the wall, you could describe the painting in depth using an extra desc for the word 'painting' to avoid cluttering the main room desc. If there is an item or mob in the room with the same name as an extra desc, then the player will see that item or mob instead of the extra desc. To add an extra desc to a room, type '''ed add (keywords)'''. You can add one desc for multiple keywords at once if you enclose them in double quotes. To edit an existing extra desc, type '''ed edit (keyword)'''. To delete an extra desc, type '''ed delete (keyword)'''. Extra descs can be any length, can contain asciiart, break the fourth wall, and ignore all sorts of other description conventions for the sake of an interesting experience. It's good form to add extra descs in every room you can, but it's not strictly necessary. ===Changing Room Properties=== To toggle a room flag, type '''room (flag name)'''. Most room properties exist as flags, which can all be toggled on and off individually. All flags are off in a new room. For a list of room flags and their functions, see [[Flags_Compendium#ROOM_FLAGS]]. To change a room's sector, type '''sector (sector name)'''. A sector has information about the general biome or type of room. A room can only have one sector, and it is set to 'inside' by default. For a list of sectors and their functions, see [[Flags_Compendium#SECTOR]]. To change a room's mana or health regeneration rates, type '''heal (percent)''' or '''mana (percent)'''. These numbers are percentages that regeneration rates are modified by EG 'mana 200' will double MP regeneration for players and monsters alike in the room. Note that setting a negative number won't cause damage, but will floor regeneration rates to their absolute minimum. Rooms can also have specific positions on the weather grid and extra weather modifiers. These are usually set at for the whole area instead of for specific rooms. A room's weather modifiers will override the ones set for the area. Avoid very high weather modifiers unless absolutely necessary (You're in a tornado!). We want the weather modifying spells to be more useful.. To set a room's coordinates, type "xarea #" or "yarea #". ===Changing Exit Properties=== To toggle an exit flag, type '''(direction) (flag name)'''. For a list of exit flags and their functions, see [[Flags_Compendium#EXITS]]. Note that for 'closed', 'locked', etc to work, 'door' must be on. If 'door' is on but 'closed' is not, then the door will open itself when the area is reset and players will likely not even notice it. Applying a flag to one side of a two-way exit will automatically apply it to the other side as well. If a door is locked, you can specify what item a player needs to unlock it by typing '''(direction) key (obj vnum)'''. The player will only need to have the object in their inventory to be able to unlock the door. ====Exit Names and Descs==== Doors can also have special names and descriptions. These can help immerse the player in the area they're exploring. To set an exit's keywords, type '''(direction) name "(names)"''' Note that the double quotes are required. This will allow players to use these names when trying to open or close the door EG 'east name gate' will allow players to type 'open gate' in addition to 'open east' to open the door, as well as allowing them to 'enter gate' in addition to just typing 'east'. Once you've given an exit a special name, you can make the exit hidden and mention 'There is a gate to the east.' in the room's description to reward players that read descs thoroughly. You can use '(direction) name none' to remove all names. To set an exit's description, type '''(direction) desc "(desc)"''' Note that the double quotes are required. A door's description string is cosmetic, and will be shown to people manipulating the door EG 'east desc "the imposing iron gate"' will show players 'You open the imposing iron gate'/'Soandso opens the imposing iron gate', etc. You can use '(direction) desc none' to remove anything and revert the exit to using the default text 'the door'.
Summary:
Please note that all contributions to the Cleft of Dimensions Wiki are considered to be released under the CC-BY-SA
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab