Room Flags Reference

Table of Contents

Room Flags

Set with room <flag> in the room editor. Multiple flags can be combined.

Flag Description
dark Room is permanently dark. Characters need a light source to see.
gods_only Only immortals/gods can enter.
imp_only Only implementors can enter.
indoors Room is treated as inside (affects weather, some spells, etc.).
newbies_only Only new characters can enter (level-gated).
no_map Room does not appear on the area map.
no_mob NPCs cannot enter this room (they won’t wander in).
no_recall Characters cannot use the recall command here.
no_wander Wandering mobs won’t wander into this room.
noview Characters cannot look through windows or peek into this room.
pet_shop Enables the pet shop functionality. NPCs present become purchasable pets.
private Only the room owner can enter (plus immortals). Requires owner to be set.
safe No combat is allowed in this room. NPCs won’t attack.
solitary Only one character can be in this room at once.
arena Designates the room as part of the arena. PK combat is freely allowed.
bank Enables banker NPC functionality in this room.
chaotic Marks the room as chaotic aligned.
dark_attack Attackers strike more effectively in the dark.
death_trap Characters who enter this room die instantly.
helm Marks this room as a ship’s helm (for ship navigation).
locker Enables the locker system in this room.
nocomm Communication commands (say, shout, etc.) are blocked here.
nomagic Spellcasting is disabled in this room.
nowhere Room is outside normal world geography (instances, limbo, etc.).
pk PK combat is allowed in this room (without full arena status).
real_estate Room can be purchased as player housing.
rocks Movement through this room costs extra move points (rocky terrain).
ship_shop Enables ship purchasing functionality.
underwater Room is underwater. Characters need water-breathing to survive.
view_wilds Room has a view of the wilderness map.

Room2 Flags

Set with room2 <flag> in the room editor.

Flag Description
alchemy Enables alchemy crafting in this room.
bar Marks the room as a bar — affects drunk mechanics and ambient flavor.
briars Movement causes scratch damage.
citymove Room counts as city terrain for city-movement bonuses.
drain_mana Mana drains slowly while in this room.
hard_magic Spells are more difficult to cast here (harder spell checks).
multiplay Multiple characters from the same account can be in this room.
slow_magic Spells take longer to cast in this room.
toxic_bog Characters take periodic toxic damage while in this room.
virtual_room Marks the room as a virtual room (used in scripted instances).
fire Room contains fire — periodic fire damage.
icy Room is icy — movement penalty, possible slip effects.
no_quest Quest givers will not assign quests that bring players to this room.
no_quit Players cannot quit the game in this room.
post_office Enables mailing system in this room.
underground Room is underground (affects sunlight, some spells).
vis_on_map Room appears on the in-game map display.
no_floor Room has no floor — falling damage may apply, or special movement required.
clone_persist Cloned rooms (instances) keep their state between resets.
blueprint Room was created as part of a blueprint instance.
no_clone This room cannot be cloned by blueprint systems.
no_get_random Random item drops do not appear in this room.
always_update Room always runs its update tick regardless of occupancy.
safe_harbor Ships can anchor safely at this room.
vault Room functions as a secure vault (player housing/org storage).

Sector Types

Set with sector <type>. Affects movement cost, map display, and terrain-related gameplay.

Sector Description
inside Indoor room of a building. Low movement cost.
city City streets or paved urban areas. Low movement cost.
field Open fields and plains. Standard movement cost.
forest Wooded areas. Moderate movement cost.
hills Rolling hills. Moderate-high movement cost.
mountain Rocky mountains. High movement cost.
swim Shallow water — can be entered without swimming ability.
noswim Deep water — requires swimming or water-breathing to survive.
tundra Frozen tundra. Moderate movement cost, cold effects.
air Open sky. Requires flying ability.
desert Hot desert. Higher thirst drain, moderate movement cost.
netherworld Astral/otherworldly space. Special movement rules.
dock Port/dock area. Standard movement. Transition point for ships.
enchanted_forest Magical forest. May have spell effects. Moderate movement cost.
toxic_bog Swampy toxic terrain. Periodic toxin damage.
cursed_sanctum Cursed sacred ground. Special effects.
bramble Dense thorns. High movement cost, possible scratch damage.
swamp Swamp terrain. High movement cost, slow movement.
acid Acid terrain. Periodic acid damage.
lava Molten lava. High fire damage, very high movement cost.
snow Snow-covered ground. Moderate movement cost, cold effects.
ice Icy surface. Slip chance, cold effects.
cave Underground cavern. Moderate movement cost.
underwater Fully submerged underwater. Requires water-breathing.
deep_underwater Deep water. Higher difficulty than underwater.
jungle Dense jungle. High movement cost.
dirt_road Dirt path. Low movement cost.
paved_road Paved road. Minimum movement cost.

Exit Flags

Applied per-direction when creating exits. E.g. north <vnum> door closed.

Flag Description
door Exit has a door that can be opened/closed.
closed Door starts closed (requires door).
nopass Door cannot be passed through magically (no pass door spell).
noclose Door cannot be closed once open.
nolock Door cannot be locked.
hidden Exit is hidden — not shown in room description.
found Hidden exit that has been found (shows after search).
broken Door is broken — stuck open or closed.
nobash Door cannot be bashed open.
walkthrough Characters can walk through this exit despite it appearing closed.
nobar Door cannot be barricaded.
aerial Exit is an aerial passage — requires flying ability.
nohunt Mobs cannot pathfind through this exit.
environment Exit is an environmental boundary (used for instancing).
nounlink Exit cannot be unlinked by scripts or events.
nosearch This exit cannot be found by the search command.
mustsee Character must look at the exit specifically to notice it.

Lock Flags

Set on door exits to configure locking behavior.

Flag Description
locked Door starts locked. Requires a key to open.
magic Door requires magical means to unlock.
snap_key Key breaks after one use.
script Lock is controlled by a script (not standard key).
noremove Key cannot be removed from lock once inserted.
broken Lock is broken — cannot be locked or unlocked normally.
jammed Lock is jammed closed. Requires bashing to break.
nojam Lock cannot be jammed.

Room Flags

dark               gods_only          imp_only           indoors            
newbies_only       no_map             no_mob             no_recall          
no_wander          noview             pet_shop           private            
safe               solitary           arena              bank               
cpk                dark_attack        death_trap         helm               
locker             nocomm             nomagic            nowhere            
pk                 real_estate        rocks              ship_shop          
underwater         view_wilds

Room2 Flags

alchemy            bar                briars             citymove           
drain_mana         hard_magic         multiplay          slow_magic         
toxic_bog          fire               icy                no_quest           
no_quit            post_office        underground        vis_on_map         
no_floor           clone_persist      blueprint          no_clone           
no_get_random      always_update      safe_harbor        

Sector Types

inside             city               field              forest             
hills              mountain           swim               noswim             
tundra             air                desert             netherworld        
dock               enchanted_forest   toxic_bog          cursed_sanctum     
bramble            swamp              acid               lava               
snow               ice                cave               underwater         
deep_underwater    jungle             

Exit Types

door               closed             nopass             noclose            
nolock             hidden             found              broken             
nobash             walkthrough        nobar              aerial             
nohunt             environment        nounlink           nosearch           
mustsee            

Lock Flags

locked             magic              snap_key           script             
noremove           broken             jammed             nojam