[WLD] FORMULA |
|
|
|
[WLD] SAMPLE |
|
|
|
|
|
|
|
|
#<virtual room #> |
|
|
#17000 |
|
This is the room #. All room numbers in a wld file must be in
chronological order (even if numbers are skipped). |
|
<room
title>~ |
|
|
At the island entrance~ |
|
This is the room title.
It is best to keep this field short and simple. |
|
|
|
|
<room description> |
|
|
You are in a large
cave at the bottom of a large stone stairway.
The ocean waves roll in gently from behind you to the south. The floor is covered in tiny granules of
sand. Strange barite formations and
topaz crystals cling to the walls and ceiling of the cave. Some of which have been carved into
horrific demonic images. Two rather
large amethyst gargoyles sit on either side of the path staring at you
intensely. A pebbled granite pathway
begins between the two statues and continues into the darkness off to the
north. |
|
This is the long description
for the room. If this is more than one
screen of data (40 columns by 24 rows) you should consider using Extra
descriptions and shorten the length of the long description. |
|
|
~ |
|
|
|
|
|
<zone number> |
<room flags> |
<sector type> |
|
|
|
|
{ direction fields
(optional) } |
|
|
|
|
|
D<direction
number> |
|
|
|
|
|
<exit description> |
|
|
|
|
|
|
~ |
|
|
~ |
|
|
|
|
{ door
keyword(s) [if door exists] }~ |
|
|
170 adgjkmpr 6 |
|
Zone #, Room Flags and Room Sector. See Reference Tables for info. |
|
|
|
|
<door
flag> |
<key virtual number> |
<exit : virtual
room number> |
|
D0 |
|
Directional field 0 (North). |
|
|
|
|
{ hostile room flag enabled
(optional) } |
|
|
Up a stone path between the statues. |
|
Description of North direction (when 'look north' is used). |
|
|
|
|
H |
|
|
~ |
|
|
|
|
<damage { xdy format (x =
#, y = size) } > |
|
|
~ |
|
Door keywords would go here (if needed). |
|
|
|
|
<message
to victim>~ |
|
|
0 0 17001 |
|
Door flag(s), Key Virtual
Number, To->Room Virtual Number.
See Reference Tables for info. |
|
|
{ tunnel room flag enabled
(optional) } |
|
|
D2 |
|
Directional field 2 (South). |
|
|
|
|
T[1] |
|
|
Back towards the ocean leaving the island through a gaping
cavern. |
|
Description of South direction (when 'look south' is used). |
|
|
|
|
<max
PCs allowed> |
<max NPCs allowed> |
|
|
~ |
|
|
|
|
{ extra description(s)
(optional) } |
|
|
~ |
|
Door keywords would go here (if needed). |
|
|
|
|
E |
|
|
0 0 16964 |
|
Door flag(s), Key Virtual
Number, To->Room Virtual Number.
See Reference Tables for info. |
|
|
<extra
description keyword(s)>~ |
|
|
E |
|
Extra Descripton Field. |
|
|
|
|
<extra description> |
|
|
images carvings~ |
|
Extra description keyword(s). |
|
|
|
|
~ |
|
|
The carvings and
statues hanging from the walls and ceiling abound with demonic figures. In the very center of the ceiling a great
and magnificent ruler sits in a large and mysterious throne. All around the ruler are disciples of his
kingdom. A great armada of warriors
are displayed in the carvings as are the servants and mistresses he
possesses. All of the images are
carved in a circular arrangement which stretches outward from the center of
the ceiling. The king sits in the very
center. The only question you have of
this empire which you see before you is whether or not it still exists and in
what form. Should you continue your
journey upward, you may find out. The
importance in the history of the island cannot be disobeyed and the series of
images beckons for your wanton eye. |
|
Extra description long description. |
S |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
~ |
|
|
|
|
|
|
|
|
S |
|
Required Stopper used to finish checking the room and move to
next room. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|