Files
mudserver/world/town/rooms/ROOMS.md
AI Agent e5e7057650 Add TOML reference docs for all world data types
- world/MANIFEST.md: manifest.toml and directory layout
- world/races/RACES.md: race schema (stats, body, natural, resistances, etc.)
- world/classes/CLASSES.md: class schema (base_stats, growth, hidden, guild)
- world/guilds/GUILDS.md: guild schema and [growth]
- world/spells/SPELLS.md: spell schema and types
- world/town/REGION.md: region.toml
- world/town/rooms/ROOMS.md: room schema and exits
- world/town/npcs/NPCS.md: NPC schema, race/class resolution
- world/town/objects/OBJECTS.md: object schema and [stats]

Made-with: Cursor
2026-03-14 16:40:09 -06:00

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Room TOML Reference

Each file in a regions rooms/ folder (e.g. world/town/rooms/) defines one room. The room ID is "<region>:<filename_stem>" (e.g. town_square.toml in region towntown:town_square). Exits reference these full IDs.

Top-level fields

Field Type Required Default Description
name string Yes Room title shown to players.
description string Yes Room description. Can be a multi-line string ("""...""").
exits table No {} Map of direction → room ID. Direction keys are lowercase (e.g. north, south, east, west, up, down). Values are full room IDs (e.g. "town:tavern").

Example

name = "Town Square"
description = """\
You stand in the heart of Thornwall. A worn stone fountain sits at the \
center, water trickling quietly. Cobblestone paths branch in every \
direction."""

[exits]
north = "town:tavern"
east = "town:market"
west = "town:temple"
south = "town:dark_alley"

Notes

  • NPCs and objects are placed in rooms via their own TOML: NPCs have a room field, objects have a room field. The server builds room contents from those references.
  • Exits can point to rooms in other regions; use the full ID (e.g. "dungeon:entrance").
  • The world manifest.toml must list a valid spawn_room ID that exists.