ROOM SECTORS

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Room sectors are set with the RSET command.

Room sectors are becoming more and more important. With that in mind, it is increasingly more important that proper sectors be set on rooms. Because of this, we've created some new sector types to help set them more properly.

New areas will not be approved until the sectors are properly set.

Room sectors are as follows:

INSIDE          1 movement point required to leave
CITY            1 movement point required to leave
FIELD           2 movement points required to leave
FOREST          3 movement points required to leave
HILLS           4 movement points required to leave
MOUNTAINS       6 movement points required to leave
SWIM            4 movement points required to leave
NOSWIM          1 movement point required to leave, boat required
UNDERWATER      5 movement point loss, waterbreathe spell or similar required
FLYING          5 movement loss, fly spell or similar required
ROAD            2 movement loss, intended for paths and roads OUTSIDE a hometown
DESERT          3 movement loss, dry, desert, you know!
ROCK_MOUNTAIN   7 movement loss, harsher then normal mountains
SNOW_MOUNTAIN   7 movement loss, harsher then normal mountains
SWAMP           3 movement loss, swampland
JUNGLE          3 movement loss, jungle, thicker then a forest
RUINS           2 movement loss
ENTER           1 movement loss, (depreciated, don't use)
PATH            2 movement loss, intended for 'small paths' through the woods that don't qualify as roads.
BEACH           2 movement loss, beach... sand... gets everywhere...
GRAVEYARD       1 movement loss, uhm, room is in a graveyard... 
CAVE            2 movement loss, room is a cave
UNDERGROUND     3 movement loss, room is underground (does not necessarily qualify as a cave)

When setting the flags UNDERGROUND, CAVE, and INSIDE, the room is automatically given an INDOORS flag. If you REALLY think it is necessary, you can go back and remove that flag.

SEE ALSO: RSET, REDIT, ROOM_FLAGS