Helpfile for creating Mobiles for Slanted Reality (4-28-96)
Slanted Reality is a MUD using Circle 3.0.

	This file is to help you learn about making rooms and setting all of the
details just the way you like them.


	Before you can begin editing a room, and zone must be created (if it's
needed) and you must be ZALLOWED to do it. If you have no access to a zone, give
yourself access or ask one of the higher ups to do it.
	Go to your zone and enter the zone editor by typing: ZEDIT
(See REF_ZON.TXT for more details.) Now you will be able to edit the room that
you are in (or any other room in your zone for that matter.)


RSTAT
	This command shows you the detailed information about the room that you
are currently in.

RSET
	This is the command that you will be using to alter all of the
information and specifics about the room.

RSET NAME
	This command will set the NAME (or title) of the room. This is the
first that the PCs will see when they enter.
To set the room NAME type: RSET NAME <rom name> (i.e.: RSET NAME Guildmaster's
Quarters)

RSET DESCRIPTION
	This will set the description of the room. This needs to be colorful and
flashy and impressive and all that good stuff. (Undarius Loremaster told me to
include SSS: Sight, Smell, Sound.) To set the room's description, type: RSET
DESCRIPTION   This will kick you into the description editor. Once you are done
editing, put an ampersand (@) on a line all by itself to exit.

RSET EXIT
	This is function that is used to alter all of the information for an
exit to another room.
The usage for this command is: RSET EXIT <direction> <command> [arguments]
<direction> - A valid direction. (n, s, e, w, u, d)
<command> - A valid command. (listed and explained below.)
[arguments] - Fields of input that are required for some of the commands.

RSET EXIT <dir> KEYWORD - This changes (or sets) the keyword for a door. An
	exit that is not a door (archway, open field, road, etc.) does not need
	to have a keyword set. Once a keyword has been set, there is no way to
	remove it, only change it.You can also have more than one keyword to a
	door. (i.e.: rset exit n keyword gate portcullis)
RSET EXIT <dir> DESCRIPTION - This will create the description of an exit when
	a PC looks that direction (i.e.: RSET EXIT SOUTH DESCRIPTION will be
	displayed when a PC does LOOK SOUTH.)
RSET EXIT <dir> NODOOR - This command will make the exit so that there is no
	door there. This is used for archways, open fields, roads, hallways,
	etc.
RSET EXIT <dir> NORMAL - This used for a door that closes and can be
	locked/unlocked (if you have the key) and can be picked by a thief.
RSET EXIT <dir> PICKPROOF - This makes an exit closeable and lockable, but
	thieves are not able to pick the lock.
RSET EXIT <dir> KEY - If a door resets locked you _need_ to give it a key
	(unless you don't want the PCs to go through the door.) To set the
	key to nothing after it has been set, put the key's VNum to zero (0).
RSET EXIT <dir> DELETE - This command will delete the exit. This is the only
	way to get rid of a keyword on an exit. (Of course, you have remake
	the exit.) Also, if you are deleting a two way connection and want
	_both_ exits deleted you must go to the room that has the other exit
	and delete it as well.
RSET EXIT <dir> CONNECT - This command connects the desired exit to another
	room. The usage of this command is: RSET EXIT <direction> CONNECT
	<1|2> [vnum]  The <1|2> means that either a one-way or a two-way exit
	can be made. Use a 1 for a one-way connection or a 2 for a two-way
	connection. A two-way connection can _not_ be made across zones, and if
	an exit of the opposite direction does not exist in the target room a
	"sister" exit will be made (if it does not already exist.) The [vnum]
	is optional. If you want the exit to go to a room that already exists,
	put the VNum here. If you want to create a new room with this exit, then
	leave this optional parameter out of the input line. The room and sister
	exit will be created.
RSET EXIT <dir> DISCONNECT - This command disconnects exits. The format for
	doing this is: RSET EXIT <direction> DISCONNECT <1|2>  The <1|2> is
	the same as with CONNECT. 1=one-way disconnect 2=two-way disconnect. If
	you do a one-way disconnect, the other side will still arrive to the
	room that you are in (if the other "side" of the exit does that.) On
	the other hand, a two-way disconnect will disconnect both sides of the
	exit. WARNING: Doing a _two-way_ disconnect on a _one-way_ connection
	will __CRASH__ the MUD.

RSET EDESC
	This command is used to add EDESCs (extra descriptions) to a room. These
are things that the PCs can LOOK at, but are not really there as objs or mobs.
RSET EDESC ADD <alias list> - This will add the EDESC to the room. (ie.: RSET
	DESC ADD PICTURE PAINTING).
RSET EDESC SET <one alias> - This will prompt you for input for the EDESC
	(i.e.: RSET EDESC SET PICTURE) Notice, it only takes _one_ keyword to
	set the description. Any more that that will give you the helpfile.
RSET EDESC DEL <one alias> - This will delete the target EDESC. (i.e.: RSET
	EDESC DEL PAINTING) Once again, notice that only one keyword is needed
	here.
RSET EDESC SHOW <one alias> - This will show you the EDESC.

RSET FLAGS
	This command is used to toggle the various room flags. If a room flag is
off, then setting it will turn it on. If the flag is on setting it again will
turn it off. Typing: RSET FLAGS will display the list of flags that are
available.
      DARK - A light source will be needed to see in this room.
     DEATH - This room is a death trap. It kills the PC, but does not make the
	     him lose XP or gold. All of his hard earned equipment is gone,
	     though.
     NOMOB - a wandering mob will be unable to wander into a room with this
	     flag.
   INDOORS - This means that the room is indoors, but not neccessarily "inside".
	     In other words, weather changes, and movement of the sun and moon
	     are not displayed to PCs in rooms with this flag.
  PEACEFUL - No aggressive spells or actions can be taken in a room with this
	     flag.
SOUNDPROOF - No communication can happen between someone in a room with this
	     flag and someone outside the room.
   NOTRACK - Wandering mobs and PCs cannot be tracked out of this room.
   NOMAGIC - No magic (or potions, scrolls, etc.) will work in a room with this
	     flag.
    TUNNEL - Only one PC can be in this room at a time.
   PRIVATE - Cannot teleport into a room with this flag.
   GODROOM - PCs cannot goto these rooms, unless they are put there by a god or
	     walk in via an exit.

RSET TYPE
	This sets the TYPE of room. There can only be one type assigned to a
room. To set the type (or change it) type: RSET <type> If you want to view the
available room types, type: RSET TYPE. This affects quite a few things. Such as,
amount of move to enter the room, whether you are on, or under water, or if you
must by flying to enter the room.

    INSIDE - Move cost: 1 You can see weather patterns and such while inside.
    	     The INDOORS FLAG is the thing that blocks that information. No
    	     light source is needed to see unless the room has been give the
    	     DARK FLAG.
      CITY - Move cost: 1 No light source is needed to see unless the room has
      	     been give the DARK FLAG.
     FIELD - Move cost: 2 No affect but on movement. Will be dark unless sun or
     	     moon is shining.
    FOREST - Move cost: 3 No affect but on movement. Will be dark unless sun or
     	     moon is shining.
     HILLS - Move cost: 4 No affect but on movement. Will be dark unless sun or
     	     moon is shining.
  MOUNTAIN - Move cost: 6 No affect but on movement. Will be dark unless sun or
     	     moon is shining.
      SWIM - Move cost: 4 Must be able to swim to enter.
    NOSWIM - Move cost: 1 Must be flying or have a boat to enter.
UNDERWATER - Move cost: 5 Must be a good swimmer and PCs lost HP underwater
	     unless they have waterbreathing. (Waterbreathing not implemented on
	     Slanted Reality at the moment.)
    FLYING - Move cost: 1 Must be flying to enter and fall if you are not. (Not
    	     implemented on Slanted Reality because of the fact that we have no
    	     fly spell at the moment.)


	I discovered a few new things about making rooms while making this file
and I hope that it is a handy reference/learning tool for you.

               /
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    @@@\\\\\\\|======================================--
              +
               \
+---------------------+----------------------------------+
|    John T. Evans    | E-Mail: jtevans@computek.net     |
| 1106 W. Indiana Ave |   Home: 915-570-0197             |
|  Midland, TX 79701  |    BBS: 915-570-7184 (14.4, 8N1) |
+---------------------+----------------------------------+
| You can also find me at the following MUDs as Beosig:  |
| The Edge of Darkness: 128.198.1.70  Port:2001 (Diku)   |
|      Slanted Reality: 205.252.122.1 Port:5000 (Circle) |
+--------------------------------------------------------+
	If you have any suggestions for making this helpfile better, please
do not hesitate to send me E-Mail.
	If you have any questions that this file does not answer, ask someone
else on your MUD. If no one there has the answer or solution, send me some E-
Mail. I'll be more than happy to attempt to help you out.
	If you did not get this file from ftp.clark.net/pub/samedi go check
there for a  more recent copy of the files. (It's OK if you got it from
somewhere else, and I'm perfectly happy if you distribute these yourself, but
please leave the file in it's original form. If any mistakes have been made I
deserve all the credit....er.. blame.)  :)

	This file is part of a series of helpfiles that I have made. Here is a
list of all of the helpfiles and a short synopsis of each:

  REF_MOB.TXT - Helpfile on making Mobiles with Circle type MUDs.
  REF_OBJ.TXT - Helpfile on making Objects with Circle type MUDs.
 REF_ZONE.TXT - Helpfile on making Zones with Circle type MUDs.
 REF_ROOM.TXT - Helpfile on making Rooms with Circle type MUDs.
 
