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