zone_structure.html 2.8 KB

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  7. The NakedMud Tutorial :: Zone Structure
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  11. <div class="head">Zones</div>
  12. <div class="info">
  13. Zones are organizational units for builders. Each zone houses a list of
  14. mobiles, objects, rooms, triggers, reset instructions, and potentially other
  15. additions, henceforth called contents. Each zone can be assigned a list of
  16. builders who have editing access.
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  18. <div class="head">Zone Keys</div>
  19. <div class="info">
  20. Each zone has a unique reference key associated with it. Likewise, each zone
  21. content also has a unique zone-relative key. Most muds accomplish this with use
  22. of a virtual number (vnum) based referencing system. That each, each unique
  23. zone, room, object, mobile, etc... has a unique key number associated with it.
  24. In many DIKU muds, the default start room has a vnum of 1204. Whenever a builder
  25. would want to reference this start room, they would use the number 1204 as a
  26. reference key to access it.
  27. <p></p>
  28. NakedMud uses a string based referencing system. Each content of a zone is
  29. assigned a unique string-based key (e.g., fido, mayor, town_square) instead of
  30. a number. Contents of different types (e.g., mobiles vs. objects) can share the
  31. same unique key. Key reference is context-dependent, and will identify the
  32. correct type of content you are referring to. Zones also have unique keys. When
  33. a content key is referenced, it is implicit that the user means the content key
  34. of the zone they are currently within. For instance, using the command:
  35. <pre class="mud">
  36. > <font class="cmd">goto town_square</font>
  37. </pre>
  38. would attempt to take you to the room with key town_square in city1 if you are
  39. currently in city1, or the room with key town_square in city2 if you are
  40. currently in city2. Keys from other zones may be referenced by following the
  41. content key with an '@' symbol and the relevant zone key. For instance, if you
  42. are currently in city1 but would like to go to the town square of city2, you
  43. could use the command:
  44. <pre class="mud">
  45. > <font class="cmd">goto town_square@city2</font>
  46. </pre>
  47. </div>
  48. <div class="head">Zone contents</div>
  49. <div class="info">
  50. By default, zones support room, object, mobile, and trigger contents. However,
  51. new content types can be added to the game (discussed in C basics). Additional
  52. modules are available for Quest and NPC dialog contents.
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  62. <!--div class="footer">Edit Date: Nov 15, 2008. By Geoff Hollis</div-->
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