This a very rudimentary guide to editing by hand an area file for Basternae. This won't answer all your questions, but it gives you an Idea of what each bit should do in an unversioned area file. If you have any further questions about hand editing, please feel free to PM me on the forums, talk to me on the mud, or e-mail me at dubar@rasalvatore.com -Dubar NOTE: IF in the ZONE HEADER a version is listed, that means this guide does not apply, different procedures for the bits have been laid out, I will provide info on that at a later time All zones submitted to basternae become immediately upon submission the property of Basternae. How should a zone file (.are) be laid out? #AREADATA Name zonename~ Levels 1 55 Security 1 VNUMs 21200 21499 Builders author~ Recall 3001 Reset You hear strange voices~ END #BASTROOMS #0 #BASTMOBS #0 #BASTOBJECTS #0 #BASTSHOPS #0~ s #BASTRESETS s #QUESTS S #0 #$ What bits when edited do what in an object file? (.obj) example: 10 40 3 0 9 0 4161 8404993 8519680 24 7 50 28 231 40 41 42 43 45 88 0 100 A 5 -5 A 4 -3 [Line 1] (obj type) (material) (?) (?) (craftmanship) (?) (extra flag1) (obj wear flag) (extra flag 2) (anti1) (anti2) [Line 2] (obj val 1 - obj val 8) - this depends on what type of item [Line 3] (weight) (?) (100 means undamaged, you could put in a damaged item if you wanted to) [Line 4] A = affect [Line 5] [object apply what] [object apply value] - stat affect + the amount of affect [Line 6] A = affect [Line 5] [object apply what] [object apply value] - stat affect + the amount of affect What do the individual mob bits mean? (.mob) example: 881332074 2056 2050 0 0 0 S PH 0 0 1 0 0 1d1+1 1d1+1 0.0.0.0 0 8 8 0 (mob action bits: i.e. sentinal etc) (effect 1 magic flags) (effect 2 magic flags) (effect 3 magic flags) (effect 4 magic flags) (alignment) (?) (mob race) (?) (class number) [line 3] (mob level) (?) (?) (hit) (dam) - hit and dam are set by mud but can be changed [line 4] set by mud [line 5] {position 1} {position 2} (sex of mob) Mob reset bits (.zon) heres kinda how it works M 0 21275 1 21418 100 0 0 0 * a deranged surgeon E 1 21216 1 20 100 0 0 0 * a surgeons mask E 1 21251 1 16 100 0 0 0 * a scalpel E 1 21252 1 21 100 0 0 0 * a sliver earring G 1 21253 1 0 100 0 0 0 * the head of the surgeon M = mob E = equipped G = inventory P = put inside O = object on ground example (mob/object type) (0 for mobs, 1 if in inventory or in item) (mob or item vnum) (how many total items) (room its in, 0 if carried, nbr if on ground, nbr of item its inside or each individual equipment slot has a number if its worn there) (100 - condition flag? should always be 100) (0) (0) (0) last three bits, as far as i can tell are always zeros SLOT NUMBERS 1 - ring? 5 - worn on body 6 - worn on head 7 - worn on legs 8 - feet 13 - worn as belt 14 - wrist 16 - wielded 1h 18 - held/shield 20 - worn on face 21 - worn in ear 23 - quiver 27 - worn on back 37 - tail How to edit room bits (.wld) #(room number) (name of room) ~ (dont forget the tilde) (?) (room flags) (room sector type) next it will say D1, D2, D3 etc, that means direction ~ ~ (note the two tildes) (exit bit) (exit bit2) (room its connected to) Next if there is a fall chance, mana affect or current, you'll see something like this F (for fall) 20 (chance of falling) M (mana flag 0-3 depending on who it affect) 40 (mana value) C (for current) 50 (strength of current) A Note on Room direction D0 - north D1 - east D2 - south D3 - west D4 - up D5 - down D6 - northwest D7 - southwest D8 - northeast D9 - south east