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New Areas

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Posted by Firedraconian   USA  (32 posts)  Bio
Date Fri 30 Jul 2004 04:41 PM (UTC)

Amended on Fri 30 Jul 2004 04:46 PM (UTC) by Firedraconian

Message
Just a quick question. I had been intending to delete the stock areas and make new ones from scratch, but I just read somewhere that you shouldn't delete certain areas because the mud uses them for something.

What would be the best way to get rid of the areas I don't intend to use (as many as possible), so that my mud won't start at vnum 10---, with 9999 rooms that are never used and are just taking up space?

Would it be better to delete the area files directly from the folder, or is there some in-game command that would work?

(Edit - Also, how do I give the players a 'delete' command?)

X. D. Caeruleus
Draconian Industries
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #1 on Fri 30 Jul 2004 05:10 PM (UTC)
Message
Most of your questions would be answered in the Smaug section, I suggest you read that.

http://www.gammon.com.au/smaug/smaug.htm

As for the delete command, either find the snippet for it, or just code your own in.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Buck   USA  (23 posts)  Bio
Date Reply #2 on Fri 30 Jul 2004 05:59 PM (UTC)
Message
Deleting some areas can be bad, but you can modify most of them to make them original, or simply remove them from your 'room matrix'. The necessity for certain areas usually lies around the starting of new players and such, but I am simply rewriting all of newdark.are, etc... and cutting off access to all the other stock areas until I run out of vnums. When that happens, I'll just implement a 2 billion vnum snippet and, voila, I'll never miss the unused vnums in those few stock areas. Hope that made sense? :) Anyway for now, just don't delete:

    newgate.are
    gods.are
    limbo.are
    help.are
    newacad.are
    newdark.are


...and you should be fine.


-Buck.
tbgamecock@yahoo.com
"I am Homer of Borg. Prepare to be assim... ooooo, Doughnuts!"
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