====== Script Law — Zones ====== Short, on purpose: **zones have no SpecProc table**. There is no ''@zone proc'', no ''@proc zone'', and no dg-style zone script block in Neo-Nilgiri. Hub: [[immortal:scriptlaw|Script Law]]. Building resets: [[immortal:creationlaw:zones|Creation Law — Zones]]. ===== Where scripts actually live ===== A zone only **places** rooms, mobiles, and items on reset (and manages lifespan/weather). Scripted behavior is attached to those entities: * Rooms — [[immortal:scriptlaw:rooms|Script rooms]] (''@proc room'' + ''@room proc'') * Mobiles — [[immortal:scriptlaw:mobiles|Script mobiles]] (''@proc npc'' + ''@npc proc'') * Objects/items — [[immortal:scriptlaw:objects|Script objects]] / [[immortal:scriptlaw:items|Script items]] (''@proc item'' + ''@item proc'') ===== Creator workflow ===== - [ ] Build prototypes ([[immortal:creationlaw:rooms|Rooms]], [[immortal:creationlaw:mobiles|Mobiles]], [[immortal:creationlaw:objects|Objects]]) - [ ] Create and attach SpecProcs on those prototypes (children above) - [ ] Add ''@zone npc'' / ''item'' / ''equip'' / … lines ([[immortal:creationlaw:zones|Zones]]) - [ ] ''@save zone'' then ''zone reset'' so scripted instances load If a scripted mob "does nothing" after a zone edit, check attach+save on the **npc**, then confirm ''zone reset'' loaded a fresh instance — the zone file will never hold the Beanshell text. ===== Related ===== * [[immortal:creationlaw:zones|Creation zones]] — lifespan, resets, approve * [[immortal:scriptlaw|Script Law]] — hub