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CircleMUD's world is divided into distinct sections called zones.
Each zone typically consists of a single, modular, geographically coherent
region of the MUD's virtual world with a consistent storyline. Each zone can
define its own physical space (the world), monsters (usually called
mobiles), objects (such as armor, weapons and treasures), and
shops, in which a mobile in a particular room can buy and sell objects
to players.
A single zone typically contain less than 100 rooms, 100 monster definitions
and 100 object definitions, but a large region can be subdivided into several
zones at the author's discretion. For example, the City of Midgaard is divided
into two zones, one for the main city and one for the southern residential area.
A zone can also use mobiles and objects defined by another zone, but this
practice is discouraged because it makes zones less modular, meaning that it
becomes more difficult to add or remove one zone without affecting another zone.
Each room, mobile and object within a zone is given a unique number called a
Virtual Number or Vnum. The Vnums for the rooms, mobiles and
objects are independent, so there can be both a room number 3001 and an object
number 3001. When defining and referencing parts of a zone, the zone author
always refers to each entity by its Vnum and never by name. Vnums are
normally not seen by players. Each zone itself also has a Vnum. A common
convention is to number the zone with the Vnums of its component rooms, divided
by 100. For example, Midgaard is zone 30, consisting of rooms 3000 to 3099.
Mobile and object numbering follows the same convention.
The author of the zone can define aspects of each room such as the terrain
type, special properties like whether the room has its own light source or is a
death trap, and other parameters. A very important aspect of each room is the
position of other rooms in relation to it; for example, from room 3014, one can
go north to reach room 3005, east to room 3015, etc. Great care should be given
to making the room links logical and consistent. A player who moves east and
then immediately west should find herself back in the same room in which she
started.
Each mobile is given characteristics such as number of hit points, bare hand
damage capability, strength, and special skills and abilities. Objects have
parameters such as weight, value, and magical properties. The author can also
choose how these three pieces of the world are combined to form the initial
state of the zone: for example, the number of each mobile that exist and in
which rooms they stand, the equipment that each mobile uses, objects which might
be on the floor, and the doors which may be initially locked or unlocked.
When the CircleMUD server runs the zone, it sets each zone to its initial
state as defined by the author, and then makes the zone ``come alive'' by
randomly making mobiles wander through the zone and, if desired, attack players.
While the players are using the zone (killing the mobiles and picking up
equipment) the server periodically resets the zone to its initial state (a
zone reset) to prepare the zone for the next group of players.
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