ZONES - luxembourg/muxcode-clm GitHub Wiki

ZONES (continued)

Anyone who can pass the Enter lock of the ZMO has control over all objects in that zone. This, in essence, gives that player wizard powers within that zone. For this reason, one must be extremely careful with the enter locks of ZMOs!

Also, $commands on a ZMO are treated as global within that zone. The game attempts to match $commands for the ZMO of the player's location, as well as $commands for the player's own zone. For some suggestions on how to use zones, see "help ZONES3".

{ 'help zones3' for more }

ZONES (continued)

Some suggested uses of zones:

  1. If you are working on a building project with several people, it may be useful to create a zone object and @elock it to all of you, and ask a wizard to @chzone the players involved to the zone object. That way, all of the players working on the project will be able to modify the building.

  2. On a similar thread, if several players are working on a project involving only a few objects, it may be simpler to create a zone object and @chzone those few objects to the ZMO instead of resetting the zones of the players. Note that a player does not have to belong to a zone in order to change objects in that zone; all is merely required to pass the ZMO's enter lock.

{ 'help zones4' for more }

ZONES (continued)

More possible uses for zones:

  1. If local wizards are desired, a zone object may be created and enter locked to the local wizard. Players building within that zone should be @chzone'd to that ZMO. The local wizard will then be able to control anything within that domain.

  2. If you want restricted global commands defined over only a small area, you can define that area to be part of a zone, and place the desired $commands upon the ZMO.

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