nakedmud-mod/
nakedmud-mod/html/tutorials/
nakedmud-mod/html/tutorials/building_extras/
nakedmud-mod/html/tutorials/c/
nakedmud-mod/html/tutorials/reference/
nakedmud-mod/html/tutorials/scripting/
nakedmud-mod/html/tutorials/scripting_extras/
nakedmud-mod/lib/
nakedmud-mod/lib/help/A/
nakedmud-mod/lib/help/B/
nakedmud-mod/lib/help/C/
nakedmud-mod/lib/help/D/
nakedmud-mod/lib/help/G/
nakedmud-mod/lib/help/H/
nakedmud-mod/lib/help/J/
nakedmud-mod/lib/help/L/
nakedmud-mod/lib/help/M/
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nakedmud-mod/lib/help/P/
nakedmud-mod/lib/help/R/
nakedmud-mod/lib/help/S/
nakedmud-mod/lib/help/W/
nakedmud-mod/lib/logs/
nakedmud-mod/lib/misc/
nakedmud-mod/lib/players/
nakedmud-mod/lib/pymodules/polc/
nakedmud-mod/lib/txt/
nakedmud-mod/lib/world/
nakedmud-mod/lib/world/zones/examples/
nakedmud-mod/lib/world/zones/examples/mproto/
nakedmud-mod/lib/world/zones/examples/oproto/
nakedmud-mod/lib/world/zones/examples/reset/
nakedmud-mod/lib/world/zones/examples/rproto/
nakedmud-mod/lib/world/zones/examples/trigger/
nakedmud-mod/lib/world/zones/limbo/
nakedmud-mod/lib/world/zones/limbo/room/
nakedmud-mod/lib/world/zones/limbo/rproto/
nakedmud-mod/src/alias/
nakedmud-mod/src/dyn_vars/
nakedmud-mod/src/editor/
nakedmud-mod/src/example_module/
nakedmud-mod/src/help2/
nakedmud-mod/src/set_val/
nakedmud-mod/src/socials/
nakedmud-mod/src/time/
<html>
<head>
<link href="../tutorial.css" rel="stylesheet" type="text/css">
</head>
<body>

<div class="header">
The NakedMud Tutorial :: Zone Structure
</div>

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<div class="head">Zones</div>
<div class="info">
Zones are organizational units for builders. Each zone houses a list of
mobiles, objects, rooms, triggers, reset instructions, and potentially other
additions, henceforth called contents. Each zone can be assigned a list of 
builders who have editing access.
</div>

<div class="head">Zone Keys</div>
<div class="info">
Each zone has a unique reference key associated with it. Likewise, each zone
content also has a unique zone-relative key. Most muds accomplish this with use
of a virtual number (vnum) based referencing system. That each, each unique
zone, room, object, mobile, etc... has a unique key number associated with it.
In many DIKU muds, the default start room has a vnum of 1204. Whenever a builder
would want to reference this start room, they would use the number 1204 as a
reference key to access it.
<p></p>
NakedMud uses a string based referencing system. Each content of a zone is
assigned a unique string-based key (e.g., fido, mayor, town_square) instead of
a number. Contents of different types (e.g., mobiles vs. objects) can share the
same unique key. Key reference is context-dependent, and will identify the
correct type of content you are referring to. Zones also have unique keys. When
a content key is referenced, it is implicit that the user means the content key
of the zone they are currently within. For instance, using the command:
<pre class="mud">
> <font class="cmd">goto town_square</font>
</pre>
would attempt to take you to the room with key town_square in city1 if you are
currently in city1, or the room with key town_square in city2 if you are
currently in city2. Keys from other zones may be referenced by following the
content key with an '@' symbol and the relevant zone key. For instance, if you 
are  currently in city1 but would like to go to the town square of city2, you 
could use the command:
<pre class="mud">
> <font class="cmd">goto town_square@city2</font>
</pre>
</div>

<div class="head">Zone contents</div>
<div class="info">
By default, zones support room, object, mobile, and trigger contents. However,
new content types can be added to the game (discussed in C basics). Additional
modules are available for Quest and NPC dialog contents.
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<!--div class="footer">Edit Date: Nov 15, 2008. By Geoff Hollis</div-->
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