22.1.7 ROOM PROPERTIES
ROOM PROPERTIES - A listing of all the properties that rooms have Note: Not all properties apply to all types of rooms and some properties are only applicable after setting or clearing another property. If you see a property and do not know what it is, then don't try to change it. -- Strings -- These are strings of letters and numbers of any length. brief_desc : The brief description of the room, ie 'outside the cave'. By default this should not begin with a capital letter except in proper nouns and should not end with any punctuation. The code will handle it. verbose_desc : The verbose description of the room. This should not contain any mention of actual mobiles/items that will be in the room, and there is also no need to put the "You see exits leading north, east, and southwest." tmp_brief_desc : Sets a secondary brief description, this is the one that will show if it is set. Use for temporary changes in place of wiping the original description. Accessible via prog, wipe it to remove it. tmp_verbose_desc : Same as above but for the verbose description. -- Data -- These can have values of about -2 billion to +2 billion stockroom : Stores the room number of a shop's stockroom. shop : Stores the room number of a stockroom's shop. god : Stores the persona number of the god that has marked this room. brief_msg : For rooms with messages stored in the message file, this holds message number for the brief description. verbose_msg : For rooms with messages stored in the message file, this holds the message number for the verbose description. area : Holds what area the room is in. -- Variables -- These can have values of 0-65535 weather : Displays the weather system that sets this room's weather. Will display either the system set on the entire area or the system that has been individually set for this room only. -- Bytes -- These can have values of 0-255. environment : Holds the room's environment type. See HELP ENVIRONMENTS. plane : Holds the plane that the room is on. continent : Holds the continent that the room is on. -- Flags -- These can be set to 0 or 1. 0 means off, 1 means on. indoors : 0=outdoors, 1=indoors. magical_darkness : Means the room is blanketed in magical darkness. newsroom : Allows access to the newsroom. admin/no_mortals : Mortals get sent to OUTCAVE if they execute any commands. no_portals : Disallows creation of rifts, pathways, anchors, or milestones. It stops ascending from the room, and other types of travel (test for the situation you need it for). manse_portal : Used for the Aetherplex-style rooms, access to manses. avatar_nosummon : Used to flag rooms where avatar-strength mobs are to prevent people being able to summon others into them. muffled : Makes says not go through so nobody can speak. Progs should still catch the says (test) but mob possession will not. Player listening skills will not catch says. debate_room : Debating in this room will not apply shattered ego upon loss. underwater : slaughterhouse : demigods_only : exit_<dir>_invis : Set a direction to be invisible. been_foraged : Already been foraged. on_fire : Room is on fire. burnt : Room is burnt out. is_shop : It is a shop. is_stockroom : It is a stockroom, run by a player. stockroom_for_mob : Stockroom run by a mobile. stockroom_for_objectStockroom run by a loyalty-capable object. furniture : Allows building of furniture in the room. allies_shop : safe_room : No hostile actions may be performed. iced_ground : Ground is covered in slippery ice. unchangeable : Stops druid/mage terraining. always_day : It's always day in the room. always_night : It's always night in the room. fogged has_trees : This means that even though it is not a forest or garden location (both of which automatically have trees), the location has trees. This does NOT mean that druids can make groves there, just that people can get up into the trees. post_office : Allows sending of letters. flooded : exclude_random_resetter: Does what it sounds like, prevents things with random_reset from ending up in the flagged room. private : milking_room : shoppable : no_flow : no_confined_wander: This very useful flag tells mobiles who have area_confined set not to wander into this room. It is useful for making sure that mobs don't wander into a part of the same area that you don't want them wandering into (like mobs from Djarrakh level 2 to Djarrakh level 1). guildshop_stockroom : has_rooftops : 0=none, 1=rooftops. stable : Makes the room a stable. choked : shop_directory : Makes the room a directory for the org's shops. caltrops : no_mob_generation : no_exploration : Makes the room not count for Explorers. Use to stop players from sniffing around for your secret rooms. cityshop_stockroom : naturalised : avenger_disabled : is_maze : Hides all GMCP information about the room. no_wander : Stops any mob from wandering into the room. replicasfirst : LOOK will show replicas before furniture with this enabled. no_follow : Will have the entering person lose their entire entourage on entry, both player and NPC. no_ambients : Will disallow certain spammy lines to fire in the room. Support for this is still being implemented. The flag should only be used for rooms where this should exist permanently - fulcruxes and in critical places in godrealm temples (not the realm itself as combat can happen there). For event/roleplay uses, set it via EVENTADMIN so it can expire once the event is over. notrees : Makes trees not grow in the room, even if conditions are right. validexplorationroom : notvalidexplorationroom : noacquisitio : Acquisitio style powers will not work on items in this room. noexhibit : Makes it impossible to exhibit paintings in that room. monolithed : Acts as if a monolith was in the room.