Areas
Posted by Helix
on Wed 26 Jan 2005 11:02 PM
— 13 posts, 41,080 views.
Well, I am new to SMAUG coding though I have some building experience, and I am completely new to running a smaug server though the only way to learn is to run one, so I'm working on one for myself so I can get it down right.
I want to remove all the core areas and start from scratch, building my own academy, cities, etc. Though I am not sure how to do that as well as set a new start location for characters.
Any and all help and constructive critisizm is welcome.
In advance, thank you.
Helix
You can remove all of the stock areas ( at first )except:
ROD | Gods |
RoD | Limbo |
Scarab | Darkhaven Academy |
Brittany | Spectral Gate |
Rennard | New Darkhaven |
You also need to be aware that the mud hardcodes new players to enter into room 100, limbo (when they idle out) room 1, center of the main city 13000 (I think).
What most people do are build replacement areas for all of these zones and just copy them over. What I did was change all of the defaults.
Actually, I stand corrected on those vnums. I did a grep in my old src directory and this is what I found for you:
mud.h:#define ROOM_VNUM_LIMBO 2
mud.h:#define ROOM_VNUM_POLY 3
mud.h:#define ROOM_VNUM_CHAT 1200
mud.h:#define ROOM_VNUM_TEMPLE 21001
mud.h:#define ROOM_VNUM_ALTAR 21194
mud.h:#define ROOM_VNUM_SCHOOL 10300
mud.h:#define ROOM_VNUM_HALLOFFALLEN 21195
mud.h:#define ROOM_VNUM_DEADLY 3009
mud.h:#define ROOM_VNUM_HELL 6
Herne's Smaug Building guide has a full list of what is needed. Google for it, it's easy to find.
I have that whole building section saved to My Documents folder, and you run a good MUD there, I've been there a couple times. You also help with The Dragonball: Lost in Time I believe. I'm finally trying to learn SMAUG building/coding and this is the best way for me to learn is to run one.
I try to edit the areas as one person suggested, and the areas wont save. I dont have a hotboot system for my SMAUG server so it wont save like that.
As well, I dont have the knowledge of how to link areas, I'll have to look through Herne's guide a bit more but I'd like a couple tips if you can spare the time.
To save an installed area, use the foldarea command.
Linking areas isn't hard, just link two rooms of each area.
Ok, so I've found the code under mud.h
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_POLY 3
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 21001
#define ROOM_VNUM_ALTAR 21194
#define ROOM_VNUM_SCHOOL 10300
#define ROOM_AUTH_START 100
#define ROOM_VNUM_HALLOFFALLEN 21195
#define ROOM_VNUM_DEADLY 3009
#define ROOM_VNUM_HELL 6
What I'm wondering is why when I create a basic new character, they start at location VNUM 10300 and not VNUM 100? And I assume that it's ok to mod the original VNUM numbers with my own VNUM numbers, right?
for:
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 21001
#define ROOM_VNUM_ALTAR 21194
#define ROOM_VNUM_SCHOOL 10300
#define ROOM_AUTH_START 100
#define ROOM_VNUM_HALLOFFALLEN 21195
#define ROOM_VNUM_DEADLY 3009
yes. Personally I don't touch the limbo vnums, (you can edit the objects in limbo.are, but if they contain a %s or a %d keep that %s/%d in the same sort of context. %d coins, a head of %s.)
Yes, touching the limbo stuff can be dangerous because a lot of code assumes the existence of limbo. It should still work, I just haven't tried it and there isn't all that much point.
As to your other question, it's possible that #100 is where chars go after finishing the newbie school, which is what I'm assuming your #10300 is. Have you tried going through the process, getting a character authorized, and seeing what happens?
using smaugfuss1.4
No I have not, I think that the version I am using is auto authorizing my new characters. Not sure to tell you the truth.
To clarify,
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_POLY 3
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 21001
#define ROOM_VNUM_ALTAR 21194
#define ROOM_VNUM_SCHOOL 10300
#define ROOM_AUTH_START 100
#define ROOM_VNUM_HALLOFFALLEN 21195
#define ROOM_VNUM_DEADLY 3009
#define ROOM_VNUM_HELL 6
Leave Limbo alone.. got that part.
But I can do something like this for death.
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_POLY 3
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 21001
#define ROOM_VNUM_ALTAR 200<--------- CHANGE
#define ROOM_VNUM_SCHOOL 200 <---------- CHANGE
#define ROOM_AUTH_START 100
#define ROOM_VNUM_HALLOFFALLEN 21195
#define ROOM_VNUM_DEADLY 3009
#define ROOM_VNUM_HELL 6
and on death will go to where the player starts the game. I hope I'm right on this. And cut AUTH_START VNUM Range to 100 to 199, that is all ok correct?
Check the file system/sysdata.dat. If this line is there:
Waitforauth 0
... then it is auto-authorizing.
If auto-authorizing you start in ROOM_VNUM_SCHOOL (10300) otherwise you start in ROOM_AUTH_START (100) - see mud.h.
Awesome, got it! Thanks for your help every one!