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The following is an example of an area file with all area headers and enders in it but absolutely no information. I call this a 'skeleton'. Your job in coding an area is to fill in the information between the section headers and enders. Take a peek at the file structure, then move on to the explanations below that.
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- #AREA
- You will add some general descriptive data about your area after this header.
- #MOBILES
- Each of your mobiles will be described in this section.
- #0
- (hash-zero, not hash-oh!) ends the #MOBILES section.
- #OBJECTS
- Each of your objects will be described in this section.
- #0
- (hash-zero, not hash-oh!) ends the #OBJECTS section.
- #ROOMS
- Each of your rooms will be described in this section.
- #0
- (hash-zero, not hash-oh!) ends the #ROOMS section.
- #RESETS
- This section gets information about which objects and which mobiles to put into which rooms, which equipment to give them, and which doors to close or lock.
- S
- A plain capital 'S' ends the #RESETS section.
- #SHOPS
- This section is used to tell the game which mobiles are shopkeepers. You only need it (and the following 0) if you have shops in your area.
- 0
- (zero, not oh!) ends the #SHOPS section if there is one. If you have no shops, leave out the #SHOPS section header and this 0 as well!
- #SPECIALS
- The #SPECIALS section is used to tell the game that one or more mobs in your area have special abilities such as 'spec_cast_cleric' or 'spec_janitor'. If your area has no such specially endowed mobs, you do not need this section header and the following 'S'.
- S
- A plain capital 'S' ends the #SPECIALS section. Again, if you have no mobs with special ability procedures, you do not need the #SPECIALS section and you also don't need the 'S'.
- #$
- This sequence (hash-dollar) is very important because it tells the MUD that this is the end of your area file. You need to put at least one blank line after this marker, too. Disastrous things happen if you forget to put this sequence here, or the following blank line(s).
There are at least 4 area sections which I have purposely left undocumented. Here, briefly, is what they are and why I have left them out.
HELP.ARE, ROM.ARE
and GROUP.ARE
by the maintainers of DizzyMUD. The format is obvious to those who work with it,
so I see no need to document it here.
If you feel the urgent need to add to the gamewide HELP information, please
submit your HELP text to the Immortals by e-mail.
SOCIALS.ARE
. The MUD program will not read SOCIALS from other
area files, and indeed crash on the attempt. If you would like to submit
a new social to Dizzy, please read HELP MORESOCIALS to learn about
the required format for SOCIALS submission, and e-mail your submission to
the Immortals.
TOURS.ARE
and maintained there by the Immortals of Dizzy. For those few who ever
deal with it, the structure of these sections is documented inside the
file itself.
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This page was last updated May 15, 2001. |