Creating a Room
This guide walks through creating your first room using the in-game Room Editor (redit). By the end you’ll have a fully described room with exits, flags, and a reset mob.
Table of Contents
- Prerequisites
- Step 1: Enter the Room Editor
- Step 2: Set the Room Name
- Step 3: Write a Description
- Step 4: Set the Sector
- Step 5: Add Room Flags
- Step 6: Create Exits
- Step 7: Add Extra Descriptions
- Step 8: Set Regen Rates (Optional)
- Step 9: Add Mob Resets
- Step 10: Check Your Work
- Step 11: Save and Exit
- Complete Example
- Next Steps
Prerequisites
- You must have building access and be in the area you want to build in (use
goto <area_vnum>oraedit <area_name>thengoto). - Reserve a vnum range for your area first (see the Area Editor guide).
Step 1: Enter the Room Editor
Open a room for editing with a widevnum. If your area has UID 5 and you want to create room 100:
redit 5#100
Or, if you are already inside your area’s vnum range, you can use just the vnum:
redit 100
If the room doesn’t exist yet, redit will ask you to confirm creation. Type yes.
Step 2: Set the Room Name
name The Thornwood Hollow
Room names appear in the header when players look at a room. Keep them evocative and location-appropriate.
Step 3: Write a Description
description
This opens the string editor. Type your description and end with @ on a blank line:
A hollow in the heart of the Thornwood, where ancient oaks twist their
roots around mossy stones. Pale shafts of moonlight filter through the
canopy above, casting silver patterns on the leaf-strewn floor. To the
north, the trees thin and a worn path leads deeper into the forest.
@
Good room descriptions are 2–5 sentences. Describe what the player can see, not abstract game information.
Step 4: Set the Sector
The sector type determines movement cost, map appearance, and some gameplay mechanics:
sector forest
See Sector Types for all options.
Step 5: Add Room Flags
Flags control gameplay behavior. Add them with the room command:
room indoors
For multiple flags at once:
room safe no_mob
Some flags require room2:
room2 vis_on_map
See the Flags Reference for all available flags and their effects.
Step 6: Create Exits
Exits link rooms together. Use the cardinal directions as commands:
north 5#101
south 5#099
This creates double-linked exits — room 5#101 will automatically show a matching south exit back to this room.
To create a door on an exit, add door flags after the destination:
north 5#101 door
To add a lockable door:
north 5#101 door locked
The full syntax for a complex exit:
north <destination_vnum> [exit_flags] [key_vnum] [description]
Step 7: Add Extra Descriptions
Extra descriptions are shown when a player looks at specific objects or features in the room (not objects in their inventory — this is room-level scenery):
ed mossy stones
These ancient stones are covered in soft green moss, worn smooth by
centuries of rain and wind.
@
Players can then type look mossy stones or look stones to see this description.
Step 8: Set Regen Rates (Optional)
Control how fast players regenerate in this room:
heal 150
mana 150
move 100
Default is 100 (100%). Higher values increase regen speed.
Step 9: Add Mob Resets
Mob resets cause a mob to respawn here after an area reset:
mreset 5#200 1 1
Format: mreset <mob_widevnum> <max_in_room> <min_to_load>
- max_in_room — Maximum number of this mob that can be in the room at once.
- min_to_load — Won’t load if fewer than this many still exist. Usually
1.
Step 10: Check Your Work
Type show (or press Enter) to see the full room state:
show
You’ll see:
- Name and description
- Room and room2 flags
- Sector type
- Exits and their flags
- Mob and object resets
- Attached room progs
Step 11: Save and Exit
done
Rooms save automatically when you use done. You can also use asave area to save everything in the area at once.
Complete Example
redit 5#100
name The Thornwood Hollow
description
A hollow in the heart of the Thornwood, where ancient oaks twist their
roots around mossy stones. Pale shafts of moonlight filter through the
canopy above, casting silver patterns on the leaf-strewn floor. To the
north, the trees thin and a worn path leads deeper into the forest.
@
sector forest
heal 120
north 5#101
south 5#099
ed mossy stones
These ancient stones are covered in soft green moss, worn smooth by
centuries of rain and wind.
@
mreset 5#200 2 1
show
done
Next Steps
- Link your room to an existing area exit
- Add conditional descriptions with
addcdesc - Attach room scripts with
addrprog - See the full Command Reference