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.


Links define the exit points where this section connects to other sections in a blueprint.

link list

Lists all defined links.

link add

Adds a new link. A link index is assigned automatically.

link <#> name <text>

Sets a name for this link point (for identification in the blueprint editor).

link <#> room <widevnum>

Sets which room in the section is the connection point for this link.

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

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