Blueprint Sections (bsedit)
Blueprint sections are the building blocks of instanced content. A section defines a set of rooms that can be placed as a unit inside a blueprint. Sections can be static (a hand-crafted room layout) or procedurally generated mazes.
Instancing is an advanced feature. Sections, blueprints, and dungeons work together to create instanced content. Make sure you understand all three editors before building instanced areas.
Concepts
| Term | Description |
|---|---|
| Section | A defined set of rooms with connection points (links) |
| Link | An exit point on a section that can connect to another section |
| Blueprint | An assembly of sections into a complete instance layout |
| Dungeon | A definition for how a blueprint is presented to players |
A section’s rooms must already exist in redit before being added to a section. The section then references that room range.
Entering the Editor
bsedit create <widevnum>
bsedit <widevnum>
Example:
bsedit create 5#700
bsedit 5#700
Type show at any time to see the current state.
Commands
name
name <text>
Sets the section name used for identification in the blueprint editor.
description
description
Opens the string editor for a description of this section. End input with ~.
comments
comments
Internal builder notes. Not visible to players.
type
type <static|maze>
| Value | Description |
|---|---|
static | A hand-crafted set of rooms. Room layout is fixed. |
maze | The section generates a random maze when instantiated. Configure with maze. |
flags
flags <flag>
Toggle section flags. Currently available: no_rotate
| Flag | Description |
|---|---|
no_rotate | Prevents the section from being rotated when placed in a blueprint. By default sections may be rotated to fit. |
rooms
rooms <lower_widevnum> <upper_widevnum>
Defines the room range this section uses. Both vnums must be in the same area.
Example: rooms 5#100 5#120
Tip: Rooms must be created in redit first. The section references them by vnum range — all rooms in that range belong to the section.
recall
recall <widevnum>
Sets the designated recall/safe room within this section. Used when players are sent to the safe point of the instance.
link
Links define the exit points where this section connects to other sections in a blueprint.
link list
link list
Lists all defined links.
link add
link add
Adds a new link. A link index is assigned automatically.
link # name
link <#> name <text>
Sets a name for this link point (for identification in the blueprint editor).
link # room
link <#> room <widevnum>
Sets which room in the section is the connection point for this link.
link # exit
link <#> exit <north|south|east|west|ne|nw|se|sw|up|down>
Sets which direction the link exits from its room. The exit must be an ENVIRONMENT flagged exit in redit.
link # delete
link <#> delete
Removes a link.
maze
For type maze sections. Controls how the maze is generated.
maze size
maze size <width> <height>
Sets the grid dimensions of the maze. Both must be between 1 and 100. Example: maze size 5 5
maze templates add
maze templates add <weight> <room_widevnum> [exit_count]
Adds a room template to the maze generator. Optional exit_count: 0=any, 1=dead end, 2=tunnel, 3=T-junction, 4=crossroads.
maze templates remove
maze templates remove <#>
maze templates exit
Configure exit template properties:
maze templates exit <#> flags <exit_flags>
maze templates exit <#> keyword <word>
maze templates exit <#> strength <value>
maze templates exit <#> material <name>
maze templates exit <#> key <obj_widevnum>
maze templates exit <#> pick <chance 0-100>
maze templates exit <#> lockflags <flags>
maze templates exit <#> clear
Example: Static Section
bsedit create 5#700
bsedit 5#700
name Cellar West Wing
type static
rooms 5#100 5#110
link add
link 1 name West Entry
link 1 room 5#100
link 1 exit north
link add
link 2 name East Exit
link 2 room 5#110
link 2 exit east
recall 5#105
show
done