Zone Resolutions

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Zones usually contain one or more room, mobiles, and items. Following are the zone fields that can currently be retrieved and set via the resolution operator. Each description is prefixed with either [G] gettable, [S] settable, or [G,S] gettable and settable. Resolutions are case sensitive.

General Information
Various fields to retrieve and set zone information.
@zone->id [G] The integer ID of the zone.
@zone->uniqueId [G] The unique ID for a particular instance of the zone loaded into the game. This will change when the zone is reloaded.
@zone->name [G] The name of the zone.
@zone->ticksLifespan [G] The number of ticks allowed to pass before the zone is queued for reset. This is influence by the reset mode which may be never, no PCs, or always.
@zone->ticksAge [G] The current age of the zone in ticks. This may be greater than the configured ticksLifespan if the zone cannot reset due to the reset mode.
@zone->type [G] The type of zone command system used. This may be one of the following: classic, carnage, or blobbieScript.
@zone->typeId [G] The integer ID of the zone type. This is as follows: 1 => carnage, 2 => blobbieScript, 3 (or unrecognized): classic.
@zone->resetMode [G] The reset system mode used. This may be one of the following: never, noPcs, always.
@zone->resetModeId [G] The integer ID of the zone system mode. This is as follows: 1 => noPcs, 2 => always, 3 (or unrecognized) => Never.
@zone->continentId [G] The ID of the continent in which the zone resides. Continents at this time have an influence over summon and gate spells since you can't jump between them using these spells. You should never store the continent ID or compare against a a literal integer value since it could change. It is better to store/compare against the key value.
@zone->continentPtr [G] A unique pointer to the continent data structure that can be used with continent specific resolutions.
@zone->continentKey [G] The simplified name of the continent which will consist of only alphabetic characters and underscores. If you need to store a continent identifier of compare against an explicit value then you should use this value. Example: western_islands
@zone->continent [G] The name of the continent as might be displayed to a player. Example: Western Islands
@zone->areaId [G] The ID of the area in which the zone resides. You should never store the area ID or compare against a a literal integer value since it could change. It is better to store/compare against the key value.
@zone->areaPtr [G] A unique pointer to the area data structure that can be used with area specific resolutions.
@zone->areaKey [G] The simplified name of the area which will consist of only alphanumeric characters and underscores. If you need to store a area identifier of compare against an explicit value then you should use this value. Example: esa_isle
@zone->area [G] The name of the area as might be displayed to a player. Example: Esa Isle

Rooms
Fields for retrieving information about any rooms in the zone.
@zone->rooms [G] Returns an array of room pointers currently in the zone. Entries are indexed sequentially from 1 onward.
@zone->rooms->total [G] Returns the number of rooms in the zone.
@zone->rooms->count [G] An alias for @zone->rooms->total
@zone->rooms->first [G] Returns a pointer to the first room in the zone.
@zone->rooms->last [G] Returns a pointer to the last room in the zone.
@zone->rooms->head [G] An alias for @zone->rooms->first
@zone->rooms->tail [G] An alias for @zone->rooms->last

Mobiles
Fields for retrieving information about any mobiles in the zone.
@zone->mobiles [G] Returns an array of mobile pointers currently in the zone. Entries are indexed sequentially from 1 onward.
@zone->mobiles->total [G] Returns the number of mobiles in the zone.
@zone->mobiles->count [G] An alias for @zone->mobiles->total
@zone->mobiles->first [G] Returns a pointer to the first mobile in the zone.
@zone->mobiles->last [G] Returns a pointer to the last mobile in the zone.
@zone->mobiles->head [G] An alias for @zone->mobiles->first
@zone->mobiles->tail [G] An alias for @zone->mobiles->last

Mobiles (PC)
Fields for retrieving information about any PCs in the zone.
@zone->pcs [G] Returns an array of PC pointers currently in the zone. Entries are indexed sequentially from 1 onward.
@zone->pcs->total [G] Returns the number of PCs in the zone.
@zone->pcs->count [G] An alias for @zone->pcs->total
@zone->pcs->first [G] Returns a pointer to the first PC in the zone.
@zone->pcs->last [G] Returns a pointer to the last PC in the zone.
@zone->pcs->head [G] An alias for @zone->pcs->first
@zone->pcs->tail [G] An alias for @zone->pcs->last

Mobiles (NPC)
Fields for retrieving information about any NPCs in the zone.
@zone->npcs [G] Returns an array of NPC pointers currently in the zone. Entries are indexed sequentially from 1 onward.
@zone->npcs->total [G] Returns the number of NPCs in the zone.
@zone->npcs->count [G] An alias for @zone->npcs->total
@zone->npcs->first [G] Returns a pointer to the first NPC in the zone.
@zone->npcs->last [G] Returns a pointer to the last NPC in the zone.
@zone->npcs->head [G] An alias for @zone->npcs->first
@zone->npcs->tail [G] An alias for @zone->npcs->last

Items
Fields for retrieving information about any items in the zone.
@zone->items [G] Returns an array of item pointers currently in the zone. Entries are indexed sequentially from 1 onward.
@zone->items->total [G] Returns the number of items in the zone.
@zone->items->count [G] An alias for @zone->items->total
@zone->items->first [G] Returns a pointer to the first item in the zone.
@zone->items->last [G] Returns a pointer to the last item in the zone.
@zone->items->head [G] Alias for @zone->items->first
@zone->items->tail [G] Alias for @zone->items->last

Items (deprecated aliases)
Fields for retrieving information about any items in the zone. This style is deprecated since the term "object" can be confused with object oriented programming terminology.
@zone->objects [G] DEPRECATED. Alias for @zone->items
@zone->objects->total [G] DEPRECATED. Alias for @zone->items->total
@zone->objects->count [G] DEPRECATED. Alias for @zone->items->count
@zone->objects->first [G] DEPRECATED. Alias for @zone->items->first
@zone->objects->last [G] DEPRECATED. Alias for @zone->items->last
@zone->objects->head [G] DEPRECATED. Alias for @zone->items->head
@zone->objects->tail [G] DEPRECATED. Alias for @zone->items->tail

Inventory (mobiles and objects)
These fields are used to retrieve the zone's contents with respect to mobiles and objects. Using these fields for retrieval provides an aggregation of the mobiles and objects found in the zone with mobiles taking precedence in any returned results. Additionally, using these meta fields allows indiscriminate movement of items and mobiles into the zone.
@zone->inventory [G] Returns an aggregate array of mobile and item pointers currently in the zone. Entries are indexed sequentially from 1 onward. mobiles are listed first.
@zone->inventory->total [G] Returns the combined total number of mobiles and items in the zone.
@zone->inventory->count [G] An alias for @zone->inventory->total
@zone->inventory->first [G] Returns the first mobile in the zone, or if there are none, then the first object.
@zone->inventory->last [G] Returns the last object in the zone, or if there are none, then the last mobile.
@zone->inventory->head [G] Alias for @zone->inventory->first
@zone->inventory->tail [G] Alias for @zone->inventory->last

Inventory (mobiles and objects -- short alias)
Exactly the same as the inventory field counterparts except less typing is involved :)
@zone->inv [G] Alias for @zone->inventory
@zone->inv->total [G] An alias for @zone->inventory->total
@zone->inv->count [G] An alias for @zone->inventory->count
@zone->inv->first [G] Alias for @zone->inventory->first
@zone->inv->last [G] Alias for @zone->inventory->last
@zone->inv->head [G] Alias for @zone->inventory->head
@zone->inv->tail [G] Alias for @zone->inventory->tail