Wld File - torilmud/docs GitHub Wiki
The *.wld file, or the world file, contains all the rooms in your zone. It is loaded once and only once at boot.
Notes:
- First Line: The first line of the file should be: <*> File Version 1 <*>
- Last Line: There must be a blank line at the bottom of the file.
Room Format | Example Room |
---|---|
#room number | #70004 |
room title~ | &+RThe Main Road&N~ |
room description | &+L This road is the vital vein of the community. Wagons |
&+Land packages are carried down this road from the northern | |
&+Lstores on Market Square to the gates towards the south. | |
&+LScores of batiri and hobgoblins traverse this pathway to | |
&+Ltrade with each other. Smoke rises from some chimneys | |
&+Loff to the east, and the bones of dead humans litter the | |
&+Lroadway. A hatch is visible against the side of a building | |
&+Lto the east, and you see a sign at the end of the road.&N | |
~ | ~ |
<zone #> <room flags> <sector type> <Length> <Width> <Height> | 700 1 1 30 75 500 |
Human Readable Fields: | |
(optional) FLAGS: | FLAGS: magic light, heal |
(optional) SECTOR: | SECTOR: city |
(optional) SUBZONE: | SUBZONE: 223 |
direction fields | D0 |
~ | |
~ | |
0 0 70007 | |
trap fields (optional) | door trap trapdoor secret hatch~ |
17 0 70005 1 1 10 100 0 0 100 | |
[extra descriptions] | E |
sign~ | |
&+rA smear of blood covers the name of the town.&N | |
~ | |
S Must be capitalized | S |
- Human Readable Fields: These are new and are completely optional. If used, the flags should be delimited by commas. They can take the place of the additive flags or be used in addition to them.
A unique number for the given room. No two rooms may have the same number. The room number must always increase when browsing down the world file (but increments can be larger than one). Placing rooms in your .wld file out of order or out of your zone's range will lead to bootup errors.
This name is the "title" of the room. Please note that all room titles should be capitalized. i.e. all the major words except ones like, and, the, of, etc need to be capitalized. You can use ANSI here.
This is the general description of the room.
- It must be indented with 3 spaces on the first line (don't use tab) as well as at least 5 lines long.
- Reusing descriptions is discouraged.
- Descriptions should be objective, avoid the use of personal pronouns. Don't assume the player is in the room when writing the description as there are many ways to see into a room from elsewhere. (Example: Clairvoyance)
- Don't put actions or activity into the room description, save these for echoes in the social file.
The number of the zone in which this room is located. This number is used for resetting zones and monster zone movement. The number usually equals the room numbers divided by 100 , i.e. zone 700 would contain rooms 70000-70099.
No Longer Used
The length, width and height of rooms can be set manually or auto-created on by testmud when the files are converted. Make sure you talk to your areas supervisor before manually setting these values as they can affect your zone in very subtle ways, for example: aggro archer's not firing from adjacent rooms, falling damage increasing by too much, rooms becoming single file without the actual flag.
Room Flag | Bit Value | Bit # | Human Readable | Comments |
---|---|---|---|---|
DARK | 1 | 1 | "Dark" | The room is dark, a light must be used to see anything without ultravision. |
NO_MOB | 4 | 3 | "No Mob" | Mobiles will not wander into the room. |
INDOORS | 8 | 4 | "Indoors" | This is inside (a house,cave or dungeon for example). |
ROOM_SILENT | 16 | 5 | "Silent" | No speaking in this room. |
UNDERWATER | 32 | 6 | "Underwater" | Underwater room, need water breathing |
NORECALL | 64 | 7 | "No Recall" | Cannot recall from here |
NO_MAGIC | 128 | 8 | "No Magic" | No magical spells will work here. |
TUNNEL | 256 | 9 | "Tunnel" | Also known as No-Fly rooms |
PRIVATE | 512 | 10 | "Private" | Only two people allowed in here, not recommended. |
ARENA | 1024 | 11 | "Arena" | Flag for arena rooms ONLY. |
SAFE_ZONE | 2048 | 12 | "Safe Zone" | Peace rooms, no combat or stealing of any kind here. Use with care. Note: Aggressive Sentinel mobs loaded in peace rooms will wander in and out randomly. |
NO_PRECIP | 4096 | 13 | "No Precipitation" | If it's outdoors, but there's some sort of covering. |
SINGLE_FILE | 8192 | 14 | "Single File" | Where people cant go around each other in a room. Room MUST have 2 exits for single_file to work. |
JAIL | 16384 | 15 | "Jail" | This is a jail cell, used only in hometowns! |
NO_TELEPORT | 32768 | 16 | "No Teleport" | Can't teleport/gate to or from these rooms. |
NO_CAMP | 65536 | 17 | "No Camp" | Voiding or camping here will send players to a safe room |
HEAL | 131072 | 18 | "Heal" | You regain stats twice as fast here I call bullshit on psp regen with this flag, go ahead prove me wrong -G |
NO_HEAL | 262144 | 19 | "No Heal" | Inhibits all regeneration. Confirmed for hp regen at least |
DOCKABLE | 1048576 | 21 | "Dockable" | Room is used by ocean going ships to load and unload. |
MAGIC_DARK | 2097152 | 22 | "Magic Dark" | Room has a magic darkness cast on it. |
MAGIC_LIGHT | 4194304 | 23 | "Magic Light" | Room has a magic light spell cast on it. |
NO_SUMMON | 8388608 | 24 | "No Summon" | Cannot summon or be summoned to or from this room |
BURNING | 67108864 | 27 | "Burning" | Room on fire, players take damage unless protected |
ROOM_AIRY_WATER | 536870912 | 30 | "Airy Water" | Breathable underwater room Underwater but you can breath |
ROOM_SOLID_FOG | 1073741824 | 31 | "Solid Fog" | Blocks farsee, archery missiles, pc's track skill, sunblind and scanning. |
MAGIC_OK | 2147483648 | 32 | "Magic Ok" | Magic OK to use if zone is !magic |
PSPREGEN | 34359738368 | 36 | "PSP Regen" | accelerated PSP regeneration rate looks like it works |
ROOM_GLOBE_OF_DARKNESS | 137438953472 | 38 | "Globe of Darkness" | room is under the effect of a globe of darkness, wankers using ultravision wont be blinded |
ROOM_MUD | 2199023255552 | 42 | "Mud" | Affected by rock to mud spell, (can't bash) |
ROOM_ROCK | 4398046511104 | 43 | "Rock" | Affected by mud to rock spell |
ROOM_INN | 17592186044416 | 45 | "Inn" | This flag is required for the storage command to work. |
ROOM_SUN_SHADOW | 35184372088832 | 46 | "Sun Shadow" | Blocks sunblind |
ROOM_EARTH_FOG | 70368744177664 | 47 | "Earth Fog" | Earth Fog Spell, blocks sunblind |
ROOM_FIRE_FOG | 140737488355328 | 48 | "Fire Fog" | Fire Fog Spell, lights up room |
Sector type has an influence on many things, not just movement cost and a mob's ability to leave them (see STAY_SECTOR). We'll try listing some examples below the chart.
-
Use the Bit # to assign a sector in the WLD file. You may only select 1 sector for each room.
-
Use the Bit Value to assign sectors to a Distro Machine. You can add more than one of these together to include multiple sectors in your distro.
Bit Value | Sector Name | Bit # | Human Readable | Brief Description |
---|---|---|---|---|
1 | SECT_INSIDE | 0 | "Inside" | Uses as if walking indoors |
2 | SECT_CITY | 1 | "City" | Uses as if walking in a city |
4 | SECT_FIELD | 2 | "Field" | Uses as if walking in a field |
8 | SECT_FOREST | 3 | "Forest" | Uses as if walking in a forest |
16 | SECT_HILLS | 4 | "Hills" | Uses as if walking in hills |
32 | SECT_MOUNTAIN | 5 | "Mountains" | Uses as if climbing in mountains |
64 | SECT_WATER_SWIM | 6 | "Water Swim" | Uses as if swimming |
128 | SECT_WATER_NOSWIM | 7 | "Water No Swim" | Impossible to swim water - requires a boat |
256 | SECT_NO_GROUND | 8 | "No Ground" | Must be flying/levitating |
512 | SECT_UNDERWATER | 9 | "Underwater" | Need water breathing here |
1024 | SECT_UNDERWATER_GR | 10 | "Underwater Ground" | Underwater, on the bottom, can bash |
2048 | SECT_FIREPLANE | 11 | "Plane of Fire" | Used in the elemental plane of fire. |
4096 | SECT_OCEAN | 12 | "Ocean" | Use if in the ocean or vast seas only! |
8192 | SECT_UNDRWLD_WILD | 13 | "Underdark Wild" | [underworld flags: intended to be used for |
16384 | SECT_UNDRWLD_CITY | 14 | "Underdark City" | underground settings; drow, duergars, mind |
32768 | SECT_UNDRWLD_INSIDE | 15 | "Underdark Inside" | flayers, etc] |
65536 | SECT_UNDRWLD_WATER | 16 | "Underdark Water Swim" | |
131072 | SECT_UNDRWLD_NOSWIM | 17 | "Underdark Water No Swim" | |
262144 | SECT_UNDRWLD_NOGROUND | 18 | "Underdark No Ground" | |
524288 | SECT_AIR_PLANE | 19 | "Plane of Air" | Used in Elemental Plane of Air |
1048576 | SECT_WATER_PLANE | 20 | "Plane of Water" | Used in Elemental Plane of Water |
2097152 | SECT_EARTH_PLANE | 21 | "Plane of Earth" | Used in Elemental Plane of Earth |
4194304 | SECT_ETHEREAL | 22 | "Ethereal Plane" | Used in Ethereal Plane |
8388608 | SECT_ASTRAL | 23 | "Astral Plane" | Used in Astral Plane |
16777216 | SECT_ICE_PLANE | 24 | "Ice" | Used in Elemental Plane of Ice |
33554432 | SECT_UD_UNDERWATER | 25 | "Underdark Underwater" | Underworld Underwater |
67108864 | SECT_UD_UNDERWATER_GR | 26 | "Underdark Underwater Ground" | Underworld Underwater with Ground |
1073741824 | SECT_SMOKE_PLANE | 30 | "Plane of Smoke" | Used in the Plane of Smoke |
2147483648 | SECT_MAGMA_PLANE | 31 | "Plane of Magma" | Used in the Plane of Magma |
4294967296 | SECT_TOXIC | 32 | "Toxic" | Players can not breathe - need prot gas |
8589934592 | SECT_ICEPLANE | 33 | "Plane of Ice" | Used in the Plane of Ice (need prot cold or take damage) |
17179869184 | SECT_FREEZING_WATER | 34 | "Underwater Freezing" | Need both prot cold AND waterbreathing |
- Setting a sector related to the planes will cause the room to be ignored when gating prime/planeshifting prime, the reverse is not however, true. Setting your zone with the sector FIRE_PLANE will not make portals to your zone open upon gating fire/planeshifting fire.
- Using Sector NO_GROUND with no down exit equals a death trap, players who are not flying will die with no warning.
- Using the UNDRWLD sectors will mean that only evil races will be able to relocate/open portals to that room.
- Many of these sectors restrict camping, some of them have very unique messages.
Sub zones are a new way or expressing arbitrary sections inside of a zone. Each room can be tagged with a subzone number from 1 to 32,768. Mobs with the new STAY_SUBZONE flag will respect their subzone boundaries just as they do with zone boundaries - they won't hunt or move outside of their subzone for any reason. We can use this to set up sections inside of zones where patrols and hunters will not leave. This also works nicely with the new AUTO_HUNT flag.
Note: Subzones are exclusive to each zone, so even if two zones connect to each other, and both rooms in zone A and zone B are marked with the same sub zone number, the mob will not cross over.
Note 2: With the addition of the new .config and .tpl files, this option has been depreciated in favor of subzones created in the .config file.
#70004
&+RThe Main Road&N~
&+L This road is the vital vein of the community. Wagons
&+Land packages are carried down this road from the northern
&+Lstores on Market Square to the gates towards the south.
&+LScores of batiri and hobgoblins traverse this pathway to
&+Ltrade with each other. Smoke rises from some chimneys
&+Loff to the east, and the bones of dead humans litter the
&+Lroadway. A hatch is visible against the side of a building
&+Lto the east, and you see a sign at the end of the road.&N
~
700 1 1 30 75 500
FLAGS: magic light, heal
SECTOR: city
SUBZONE: 23
D0
~
~
0 0 70007
E
sign~
&+rA smear of blood covers the name of the town.&N
~
S
Format:
D[exit number]
[exit description, (*optional*)]
~
[keyword list]~
[Door flag][key number][to_room][trap fields (optional)]
The direction the exit leads to. It is one of:
North | 0 |
East | 1 |
South | 2 |
West | 3 |
Up | 4 |
Down | 5 |
Exit descriptions are currently not visible thanks to the "scan" command.
Used for commands like open and close. Should be 'door' for ordinary doors but can have multiple entries, like door, secret, entrance, trapdoor - all separated by spaces....
These first four values are not additive, pick only one. | |
0 | There is no door leading that way, just a passageway |
1 | The exit can be opened/closed only |
2 | The exit can be locked/unlocked/opened/closed/picked w/ lockpick |
3 | Then same as 2, but un-pickable/un-doorbashable |
The next three are additive, so add their values to your above choice. | |
4 | For secret doors. The search command will be required before the door can be found |
8 | For blocked exits. A switch item will be needed to open the exit ask a god for help if you wish to make blocked exits. |
16 | For trapped exits, will require the disarm skill before the door can be opened |
The state of the doors after reset may be controlled by a command in the .zon or .tpl files (see the zon file or Zone Commands). The default state of a door is open (0).
The number of the object which can unlock/lock the door. If [Door flag] is 0, the value of this field is ignored.
- To make the door magical and open only when a special word is spoken (like the magic gate east of WD), make this field -2. The last word in the door [keyword list] will be the triggering word.
The virtual number of the room to which the exit leads.