Zone edit has the following syntax:
zedit - edit zoneinfo (loadinfo) for the room you are in.
You can only do this in your own zone.
zedit <vnum> - edit zoneinfo (loadinfo) for the room with number <vnum>
You can only do this in your own zone.
zedit save <zone> - save your changes to disk - This happens
automagically, so this is only if some strange error
should occur.
olc - To see if you've saved all your work.
show zones [zone] - To list the zones in the mud. The optional argument gives
more exact info about the zone with that number.
The zedit command starts the menu based zone editor which is used to
load objects and mobs into the world. This is the menu as it looks first time in
a new room:
Room number: 1208 Room zone: 12
Z) Zone name : God Simplex
B) Builders : Welcor Zemial Rumble
L) Lifespan : 10 minutes
T) Top of zone : 1299
R) Reset Mode : Never reset
[Command list]
0 - Remove the justice board [100] from room.
1 - Load the justice board [100], Max : 10 (100 pct.)
2 - Set door down as closed.
3 - <END OF LIST>
N) New command.
E) Edit a command.
D) Delete a command.
Q) Quit
Enter your choice :
Here's a step by step walkthrough of the zedit menu:
Room number: 1208 Room zone: 12
Z) Zone name : God Simplex
The zone name is the same for all rooms in the zone. It is used on 'show zone'
and 'areas'.
B) Builders : Welcor Zemial Rumble
A list of builders who have OLC permission in this zone.
This is only editable by GRGODs and IMPLs.
L) Lifespan : 10 minutes
How long will the be between zone 'repops'?
This value decide how often mobs and objects are reloaded into the room.
T) Top of zone : 1299
This defines the top room of the zone - You shouldn't need to change this.
R) Reset Mode : Never reset
The reset mode is one of the following:
0) Never reset - The area wont load until reboot.
1) Reset only when no players in zone - reset when lifespan runs out, and all
players have left.
2) Normal reset - reset when lifespan runs out.
[Command list]
0 - Remove the justice board [100] from room.
1 - Load the justice board [100], Max : 10 (100 pct.)
2 - Set door down as closed.
3 - <END OF LIST>
The command list is where the zone commands will be - the first entry is #0,
which in this case is the removal of 'the justice board'. When this is done, a new board will be put in.
This makes it certain that there will only be one board in this room, even if many more may load (in this case 10 as seen in command #1).
Also, the door downwards is set as closed. If I want to add another command after that it would be #3.
N) New command.
This lets you choose where in the command list you want to put a new command
in - the first is always #0 - it then takes you to the command
menu.
E) Edit a command.
Lets you choose which existing command to change, then takes you to the command
menu.
D) Delete a command.
Lets you choose a command to delete.
Q) Quit
And lastly Q quits the editor. If you've changed anything, it'll ask if you
want to save your changes to disk.
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Command menu:
M) Load Mobile to room O) Load Object to room
E) Equip mobile with object G) Give an object to a mobile
P) Put object in another object D) Open/Close/Lock a Door
R) Remove an object from the room
What sort of command will this be? :
This menu consists of the following parts:
M) Load Mobile to room
Prompts you for the vnum of the mobile and how many may be loaded totally on
the mud.
NOTE: if you, say, make 5 mobs of a type load in your area, but only allow for
3, only the first three will load. On the other hand, if you let 3 load and
allow for 5, two more will load next time the zone is reset.
O) Load Object to room
Prompts you for the vnum of the object and how many may be loaded totally on
the mud.
The same applies for objects as for mobiles above.
E) Equip mobile with object
NOTE: before using this, load a mobile to the room (with the 'M' zone command.) - This command is
dependant on the loading of the mobile.
This lets you equip a mobile with an object of your choice - The code does not
check whether or not it is possible to wear the equipment in the location
specified except preventing wielding of nonweapons. This lets mobs hold keys
players can't, etc.
G) Give an object to a mobile
NOTE: before using this, load a mobile to the room (with the 'M' zone command.) - This command is
dependant on the loading of the mobile.
This puts the item in question in the inventory of the mob.
P) Put object in another object
This command needs a container to be loaded (with the 'O' zone command) before the Put command. The
object will be put in the last container loaded with the vnum you supply.
D) Open/Close/Lock a Door
In REDIT, you may edit exits.
In zedit you manage the opening and closing of these exits.
NOTE: To close/lock a door, it must have an IS_DOOR flag, which
is set in REDIT.
R) Remove an object from the room
Lets you remove an object from the room if it's here when the zone resets.
If you want to be sure an object is only in the room once, but also might
want to have it elsewhere, and thus don't want to set it to max 1, use this
approach:
[Command list]
0 - Remove the immortal board [104] from room.
1 - Load the immortal board [104], Max : 5
2 - <END OF LIST>
This lets you load the object - in this case the immortal board, elsewhere.
In this room there will always be just one.
And the next question is (if this isn't the command #0):
Is this command dependent on the success of the previous one? (y/n)
The answer to this question is dependant on the situation it is used in. If, for instance you're loading a mob, and equipping it with different items, it MUST me dependant on the loading of the mob.
If, for some reason, the mob isn't loaded, but the equipment is, we'll get spammed with errors in the syslog.
'M' command: Only set if the loading of the mobile is dependant on the success of a previous command.
'O' command: Might be used so objects belonging to a certain mob is only loaded if the mob is.
'E' command: ALWAYS dependant on the loading of a mobile.
'G' command: ALWAYS dependant on the loading of a mobile.
'P' command: ALWAYS dependant on the container object being loaded.
'D' command: Might be dependant on the loading of a key/mob/etc, but mostly isn't.
'R' command: Doesn't make much sense here - the object is only removed if it is there.
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