A Guide to Building an Area on Dawn of the Ages
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- Last modification date
- Credits
- Basic Format
- Organization
- Area Headers
- Numbering
- Mailing
- Potential Errata
- An Explanation of the Area Headers
- The area format breakdown
- #AREA
The area header
- <help>
Special helps for your Area
- #MOBILES
- #[vnum]
- name list~
- short description~
- long description~
- look description~
- race~
- [act flags] [affect flags] [alignment] [mobile group]
- [level] [+ to hit] [hit dice] [mana dice] [damage] [damage type]
- [pierce ac] [bash ac] [slash ac] [magic ac]
- [offensive flags] [immunities] [resistances] [vulnerabilities]
- [start position] [default position] [sex] [treasure]
- [form flags] [part flags] [size] [material]
- T [trigger] [program vnum] [argument]~
- C [clanname]
- App [appearance value]
- D [deathmessage]~
- Appendix A: Recommended Values
- Appendix B: Removing Flags
- Hints for creating mobiles
- #OBJECTS
- #[vnum]
- name list~
- short description~
- long description~
- material~
- [item type] [extra flags] [wear flags]
- [V0] [V1] [V2] [V3] [V4]
- [level] [weight] [cost] [condition]
- A [location] [modifier]
- R [wear flag] [applies] [modifier]
- F [affect immune resist vulnerability] [location] [modifier] [bits]
- I [damagetype] [modifier]
- T [trigger] [program vnum] [argument]~
- C message~
- [extended object description keyword]~
- [extended object description text]
~
- Hints for creating objects
- #ROOMS
#[vnum]
room header~
room description
~
[room flags]
[exit direction]
[extended description of what is seen in that direction]
~
[door keyword]
~
[door state] [key vnum] [exit vnum]
[extra]
[extended room description keywords]~
[extended room description data]~
[mana recovery adjust] [healing recovery adjust]
[damage [damtype] [damdice]]
[encounters nr]
[encounter name]
[populate name]
[clan clanName]
S
#RESETS
- M load a mobile into a room
- O load an object into a room
- P put an object in an object (gold in a safe, etc.)
- G give an object to mobile
- E equip an object to mobile
- D set state of door
- R random exits
- S stop (END OF LIST)
- Hints for Resets
#POPULATE
#[vnum]
populator name~
[percentage] [count] [table]
[sector-types]
#ENCOUNTERS
#[vnum]
encounter name~
[percentage] [minLevel] [maxLevel] [count] [table]
[sector-types]
[day | night | time]
#ENCOUNTERTABLES
- M load a mobile into a room
- G give an object to mobile
- E equip an object to mobile (gold in a safe, etc.)
- R create a random object
- O load an object into a room or table
- P put an object in an object (pizza in an oven, etc.)
- D execute a mobprog after a player enters the room
- X execute a mobprog before a player enters the room
- T choose from another encounter table
- A choose from another encounter table - all entries checked
- Hints for Encounter Tables
#SHOPS
[mob#] [items] [profit-buy] [profit-sell] [open-hours] [closed-hours]
Hints for creating shopkeepers
#SPECIALS
M [mobvnum] [special]
Hints for adding specials
#MOBPROGS
- Variables
- Control Flow Syntax
- Operators
- If_Checks in Control Flow
- Mobcommands
- Loading Mobiles and Objects
- Examples
#SCRIPTS
- Introduction
- Syntax of Scripts
- Examples
- Conclusion
#$ -- Closing the area file
Definitions
- Vnum
- Warpstone
- Trash
- Pickproof
- Dice
- Mobile
- Jukebox
Closing notes
Addendum
Afterword
An example file: Shamrock's Cafe
Useful Tables