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Adding Rot area files

 
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Stoicwatchman



Joined: 20 Sep 2003
Posts: 94
Location: Washington, United States

PostPosted: Wed Feb 18, 2004 4:31 pm    Post subject: Adding Rot area files Reply with quote

I have been trying to migrate a ROT 1.4 area file into Dawn, and am having a load of trouble. I have seen the topics regarding porting stock ROM areas, but it doesn't seem to be working the same. Is there anything anyone can suggest to make this go smoother. Right now, all I am doing is going through vnum by vnum and rewriting the area file into dawn format using a dawn area file as a guide. I don't even know if that is going to work. Again, if there is an easier way, I would love to see it. Thanks.



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Kalahn
Codebase Developer


Joined: 18 Jan 2003
Posts: 710
Location: New Zealand

PostPosted: Thu Feb 19, 2004 7:34 am    Post subject: Reply with quote

How different is the ROT area file format from ROM?

I am happy to adapt it to support ROT if they are very similar... I will need specifics regarding the differences though.

- Kal


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Stoicwatchman



Joined: 20 Sep 2003
Posts: 94
Location: Washington, United States

PostPosted: Thu Feb 19, 2004 1:46 pm    Post subject: Reply with quote

To be quite honest, I have no idea how different they are. What I can do is post a few segments of it, as I know that you know what ROM looks like.

Quote:
#AREA
ROT v1.2 format~
tohell.are~
Hell~
{63 99} Strahd Descent to Hell~
10400 10599

#MOBILES
#10401
oldstyle Guardian guard~
the Guardian of Hell~
A Guardian of Hell stands here, keeping you the Hell out.
~
The guardian is a stone devil, a hideous creation from the dark laboratories
of Hell. Its black eyes stare into your soul with a hunger that makes you
shiver. The guardian stands motionless before you. Its rough grey skin
looks impervious to normal weapons.
~
human~
ABF DFJ 0 -900 0
89 0 25d10+3000 22d9+100 8d4+16 none
-15 -15 -15 4
EFNU 0 0 0
stand stand none 5000
0 0 medium 0
#10402
oldstyle pile coins~
the pile of gold coins~
A pile of gold coins lies on the ground.
~
A large sparkly pile of gold coins.
~
human~
ABS DFJ 0 -800 0
59 0 6d12+778 15d9+100 2d12+8 none
-9 -9 -9 4
BEFJNU 0 0 0
stand stand none 5000
0 0 medium 0


That includes the area header and 2 mobs.

Quote:
#OBJECTS
#10401
wicked trident two-handed~
a wicked-looking trident~
A wicked-looking trident is stuck into the ground.~
oldstyle~
weapon AEGJ AN
staff 4 10 stab F
89 70 3100 P
A
19 2
A
18 2
A
2 1
#10402
black leather whip~
a black leather whip~
A black leather whip lies on the ground.~
oldstyle~
weapon BEJ AN
whip 5 6 whip 0
69 70 2100 P
A
18 2


Obviously the object section.

Quote:
~
#0

#ROOMS
#10401
Stone Archway~
This is a ancient stone archway. Various faces of demons and other grim
pictures are painted onto it. Stone gargoyles and demons glare down at
you from atop the arch.
There is a bronze plaque above the archway.
~
0 AD 0
D2
The air seems cleaner to the south.
~
~
0 -1 3472
D3
It's too dark to see.
~
~
0 -1 10402
E
plaque~
***************
Descent to Hell
***************

You just GO TO HELL!!!!
*chuckle*

Made for levels 59-100

Brought to you by Strahd
~
S
#10402
Ancient Room~
You are standing in a large stone room - feels like a crypt. Ancient murals
of Hell and punishment cover the walls. In the middle of the room are stairs
that lead down into the darkness. From the stairway you can smell brimstone
and sulfur.
To the west, there appears to be a shrine.
~
0 AD 0
D1
It is too dark to see.
~
~
0 -1 10401
D3
You see an ancient shrine.
~
~
0 -1 10418
D5
You see a dark stairway.
~
~
0 -1 10403
S

This is the end of the object file and the first 2 vnums of the room files.

Quote:
#RESETS
M 0 10401 2 10405 2 * the Guardian of Hell
E 1 10401 80 16 * a wicked looking trident
M 0 10401 2 10405 2 * the Guardian of Hell
E 1 10401 80 16 * a wicked looking trident
M 0 10402 1 10416 1 * the pile of gold coins
M 0 10405 1 10416 1 * the gold bar
M 0 10403 1 10417 1 * the male Dee
E 1 10402 80 16 * a black leather whip
M 0 10404 1 10417 1 * the female Dee
E 1 10403 80 16 * a hickey maker
M 0 10406 1 10415 1 * a scrumptious chicken pot pie
M 0 10407 1 10415 1 * a yummy beef pot pie
M 0 10408 1 10415 1 * a yummy vegetable pot pie
M 0 10409 6 10406 2 * a damned soul
M 0 10409 6 10408 2 * a damned soul
M 0 10409 6 10410 2 * a damned soul
M 0 10410 2 10413 2 * a tortured soul
M 0 10411 1 10414 1 * the half-eaten person
M 0 10412 2 10412 1 * the living wall
G 1 10405 8 * the angel's skull


Some of the resets.

Quote:
#SHOPS
10451 0 0 0 0 0 110 75 0 23 * bastard hiramoto
10454 2 3 4 10 0 225 15 0 23 * the Stanley
0

#SPECIALS
M 10401 spec_cast_judge * the Guardian of Hell
M 10402 spec_thief * the pile of gold coins
M 10403 spec_breath_fire * the male Dee
M 10405 spec_thief * the gold bar
M 10406 spec_poison * pie
M 10407 spec_cast_judge * pie
M 10408 spec_cast_cleric * pie
M 10409 spec_cast_cleric * a damned soul


the shops and mob specials.

Quote:
M 10470 spec_fido * guard dog
S

#$


and the end of file indicator. I apologize for the length, but I wanted to make sure you had enough information to go off of.



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Stoicwatchman



Joined: 20 Sep 2003
Posts: 94
Location: Washington, United States

PostPosted: Thu Feb 26, 2004 8:06 am    Post subject: Adding ROT areas Reply with quote

I am still running into errors. If anyone has managed to do this, I would appreciate the help. I have gone through the whole area file and changed the information from the ROT format into DOT format using wordpad. When I try to load the area, I get an unrecognized race (set to Race human~) and it terminates the program. I just don't know if it is the fact that I am using wordpad, or if it just can't read it. Any info would be welcomed. Thanks.



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