=== The #ROOMS section

The syntax of this section is:

      #ROOMS
      #<vnum>
      <name>~
      <description>
      ~
	<nighttime description>
	~
	<sector-type>~
	<room-flags>~
      <options?> ( optional: teledelay televnum tunnel )
      D
	<direction>~
      <exit description>
      ~
      <exit keywords>~
	<exit flags>~
      <key> <to_room> <x-coord> <y-coord> <pulltype> <pull>
      E
      <keywords>~
      <description>
      ~
      S
      #<vnum of next room....>
      .
      .
      .
      .
      #0

The <vnum> is the virtual number of the room.

The <name> is the name of the room.

The <description> is the long multi-line description of the room.
This description is the one chosen by default, and during daytime for the room.

The <nighttime description> is the long multi-line description of the room
as it appears at night, assuming you wish to specify one.

The <sector-type> identifies the type of terrain.  This affects movement cost
through the room.  Certain sector types (air and water) require special
capabilities to enter. The following is a list of sector types:

    "indoors", "city", "field", "forest", "hills", "mountain", "water_swim",
    "water_noswim", "air", "underwater", "desert", "river", "oceanfloor",
    "underground", "jungle", "swamp", "tundra", "ice", "ocean", "lava",
    "shore", "tree", "fire", "quicksand", "ether", "glacier",
    "earth"

The <options?> value is used to tell the mud that the room contains
some additional data in it. Enter a 0 if no optional data is being used,
or a 1 if it is. Optional values need to be placed on the same line as the
1 if they are being specified.

The teledelay specifies an optional delay to teleport everyone out of the
room and into the room specified by televnum. Requires the roomflag
'teleport' in order for these values to function.

The tunnel value specifies how many people are allowed to fit inside
a room flagged as a tunnel. Requires the roomflag 'tunnel' in order
to work.

The <room-flags> describe more attributes of the room. 
The following chart lists the valid room flag values:
Separate flag names with a space or the code will not recognize them.

FLAG NAME     | DESCRIPTION
----------------------------------------------------------------------
dark          | Room is always dark 
death         | Room causes instant death (A DT)
nomob         | Mobs cannot wander into this room
indoors       | A small indoor room - area magic will do full
                damage to the caster.
safe          | Room is safe, no violence allowed
nocamp        | Players cannot camp in this room
nosummon      | Player cannot be summoned out of or into this room
nomagic       | Magic cannot be used in this room
tunnel        | Room is a tunnel - x number of players allowed
                (use 'redit tunnel #' to  set the number)
private       | Room is private (restricted to 2 people)
silence       | Room is silent, players cannot speak in the room
nosupplicate  | Players cannot supplicate their deities in this room
arena         | Designates the room as an arena space - get approval
nomissile     | Projectile weapons cannot be used in this room
norecall      | Players cannot recall out of this room
noportal      | Players cannot make portals into or out of this room
noastral      | Players cannot astral walk from this room
chaotic       | Room is oriented to those of chaotic alignment
nodrop        | Nothing can be dropped in this room
neutral       | Room is oriented to those of neutral alignment
lawful        | Room is oriented to those of lawful alignment
teleport      | People in this room will be teleported out
teleshowdesc  | Shows description of target room for a teleport
nofloor       | Room has no floor: exit down + no fly = fall
solitary      | Only 1 person can be in this room at one time
petshop       | Petshop (next vnum must be the storeroom)
donation      | Donation room, player cannot "get all"
nodropall     | Player cannot "drop all" in this room
logspeech     | All speech in this room is logged
proto         | Room is a prototype. Only used by OLC system.
noteleport    | Players cannot teleport to or from this room
noscry        | Players cannot scry or use farsight to see this room
cave          | A medium sized indoor room. Area magic will do half damage to the caster.
cavern        | A large indoor room. Area magic will not damage the caster.
nobeacon      | Players cannot set recall beacons in this room.
auction	  | Room is an auction house. See below.
map		  | Room is part of the overland map system. DONT USE!
forge		  | Room is a forge where players can make things.
clanstoreroom | Room is a storage room for a guild or clan.
guildinn	  | Room is an inn for a guild or clan.
watchtower    | Room is an overland watchtower. Special case.
noquit        | Players cannot quit while in this room.

Auction houses require that the next vnum used be set aside to use as a storage
room for the items, much like a petshop. Be sure and flag the storage room so that
nobody can get in. There must also be a mob in the room with the AUCTION flag that
has an AUCTION flag of its own for this to work.

Unlike mobiles and objects, rooms don't have any keywords associated with them.
One may not manipulate a room in the same way one manipulates a mobile or
object.

The optional 'D' sections and 'E' sections come after the main data.
A 'D' section contains a 'door', chosen from the following list:

DIRECTION
---------------
north
east
south
west
up
down
northeast
northwest
southeast
southwest
somewhere ( usually a portal type exit )
  
A 'D' command also contains an <exit description> for that direction, 
and <exit keywords> for manipulating the door. Doors include not just 
real doors, but any kind of exit from the room.

<exit flags> describe additional properties of the exit.
Separate exit flags with a space or the code will not recognize them.

NAME        | DESCRIPTION OF TYPE              
---------------------------------------------------
isdoor      | There is a door in that direction ( required if it's actually intended to be a door )
closed      | The door is closed
locked      | The door is locked
isbolt      | Door a bolt on it
bolted      | Door has been bolted shut
secret      | Door is Secret, Trying to go that way won't reveal door
searchable  | Searching in this direction can remove the SECRET flag
swim        | Must be able to swim to go that way (or have a boat or float)
pickproof   | Door is Pickproof (Door can't be picked by spell or skill)
bashproof   | Door cannot be bashed down
fly         | Must be able to fly to go that way
climb       | Must be able to climb to go that way
dig         | Passage is blocked and must be dug out
eatkey      | Door will eat the key used to open it
nopassdoor  | Door is impervious to the passdoor spell
hidden      | Door is not "obvious" -- doesn't appear with autoexits
overland    | Exit leads out to the overland map ( see below )
nomob       | Mobs cannot travel out this exit - recommended to use with the OVERLAND flag
arrowslit   | Exit is an arrowslit, can see through, fire arrows, but otherwise acts as a wall
window      | Can see through this exit, otherwise acts as a wall
fortified   | A heavily fortified wall - can be attacked
heavy       | A fortified wall - can be attacked*
medium      | A sturdy wall - can be attacked*
light       | An ordinary wall - can be attacked*
crumbling   | A wall on its last legs, one more attack destroys it*
can_climb   | Can use the climb command to go this way
can_enter   | Can use the enter command to go this way
can_leave   | Can use the leave command to go this way
can_look    | Can look into this exit
auto        | Keyword can be typed to go this way
noflee      | Players and mobs cannot flee through this exit

Note: Swim exit flag has not been implemented yet.

* Attackable walls can only be damaged by siege engines - which don't yet exist in game.
  Each grade of wall is stronger than the one below it. When setting wall flags, only
  use one flag, combining them will only result in the greatest flag being acknowleged.

You must specify two 'D' sections, one for each side of the door. If you
specify just one then you'll get a one-way exit.

Exits with the OVERLAND flag need to have a set of coordinates added to them.
These coordinates are determined by the location on the map where the area
is supposed to exit out. Check with your KL to get these. Your KL is also
responsible for adding the overland link into your area.

The <key> value is the vnum of an object which locks and unlocks the door.
A value of -1 signifies the door does not have a key.

<to_room> is the vnum of the room to which this door leads.

<x-coord> and <y-coord> specify the coordinates on the overland map that this
exit leads out to.

<pulltype> and <pull> will be further explained when more is known about them.
In the meantime, leave them out.

An 'E' section (extended description) contains a <keywords> string and a
<description> string. As you might guess, looking at one of the words in
'keywords' yields the 'description' string.

The 'S' at the end marks the end of the room.  It is not optional.

#0

The #0 is to be placed on a new line at the end of your LAST room in the area.

The following is an example of a completed room:

#1203
Samson's Moongate Chamber~
You are standing in the chamber of Samson, immortal Avatar of the lands of
Britannia, and Titan of Ether. As you gaze about, you notice several large
tapestries depicting realms you have never seen before, and are unlikely to
ever see. One such tapestry depicts Samson's homeland of Britannia. 
A large, shimmering red moongate stands in the center of the chamber,
emanating a reddish glow in all directions. This must be the gateway
Samson uses to travel between the many realms of the Universe. In the corner,
on a large dark ebony desk, are several items that Samson brought with him
from other realms, all very powerful, and all very strange. A large green
suit of magical armor hangs on a wall near the tapestries, and a large glowing
globe sits in a corner of the chamber, crackling with magical energy.
~
~
indoors~
nomob indoors~
0
D
north~
A shimmering portal opens onto Bywater Plaza
~
~
~
-1 7077 -1 -1
D
east~
A small archway leads into the next room.
~
~
~
-1 1293 -1 -1
D
south~
~
door~
isdoor closed nopassdoor~
-1 1343 -1 -1
D
west~
A shimmering portal opens onto the Green Dragon Inn.
~
~
~
-1 7042 -1 -1
D
down~
A trapdoor in the floor conceals a hidden passage.....
~
trapdoor~
isdoor closed secret~
-1 2386 -1 -1
D
somewhere~
~
portal~
can_enter~
-1 1292 -1 -1
E
tapestry~
This tapestry, made from fine silk gathered in Graecia, depicts the
capitol city of Samson's homeland of Britannia. The sprawling city of Britain
is laid out, showing all the major shops, inns, taverns, and houses in
perfect detail. Even the streets are clearly visible. The most prominent
feature is the large castle, in the center of town. Presumably, this is
the castle of Lord British, ruler of the lands of Britannia.
~
E
ebony desk~
This desk is made from a material known only as Blackrock. It has many
drawers, all seemingly not locked, tho you cannot open any of them. Several
artifacts of unknown origin are arranged on the top of the desk, the most
notable of which is a large golden ankh.
~
E
suit armor~
The armor hanging here on the wall is made up of many tiny chain links,
alternating in color between silver and green. On the front is a black
symbol, of a serpent wrapped around a staff, depicting the forces of Order.
On the back, is a similar serpent, wrapped around the opposite side of the
staff, depicting the forces of Chaos. The armor emits a faint magical glow.
~
E
golden ankh~
As you examine the Ankh closely, you realize it is made from the purest
Halfling gold. Judging by its weight, it would be worth a fortune!
The Ankh is of the same design as that which is found on Samson's clothing,
as well as on the flag in the center of The Cartographers' Guild courtyard.
An inscription is carved into the base of the Ankh.
~
E
inscription~
In service to Lord British, and the fair lands of Britannia.
          May the virtues guide and protect you on your journeys.

~
E
globe~
Upon closer inspection the globe reveals itself to be an exact duplicate
of the world of Alsherok, tho obviously smaller than the real thing. As the globe
spins, you can see night and day passing over the lands. Several regions on the
globe have been marked with tiny flags, each bearing the symbol of the region
they represent. Each of these regions you guess are the known areas of the
world. Though you quickly notice there are also a great many regions yet to
be marked, perhaps new areas yet await the adventurous explorer?
~
E
moongate~
As you peer into the mist of the moongate, a faint vision slowly forms.
You see a world, far different from your own. Teeming with life, and
seemingly peaceful, this world is not without its problems. The vision
fades out, then refocuses on a large castle in the center of a town.
Strange..... the town in the portal is identical to that of the tapestry
hanging in the room here! As the meaning of this all sinks in some, the
vision again fades as the moongate pulses onward. As the moongate
reaches the low end of its cycle, a faint voice in your head speaks:
"Go forth Avatar, seek ye the secrets of immortality in the world
beyond......"
~
S

This concludes the #ROOMS section. Refer to Resets.txt to complete
your area file.