ROOM SECTORS: Difference between revisions

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New page: 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. ...
 
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Room sectors are as follows:
Room sectors are as follows:


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


SEE ALSO: [[RSET]], [[REDIT]], [[ROOM_FLAGS]]
SEE ALSO: [[RSET]], [[REDIT]], [[ROOM_FLAGS]]


[[CATEGORY:OLC]]
[[CATEGORY:OLC]]

Revision as of 17:23, 29 November 2008

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)

SEE ALSO: RSET, REDIT, ROOM_FLAGS