A Guide to Building an Area on Dawn of the Ages

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