02 Aug, 2011, kink wrote in the 1st comment:
Votes: 0
I'd like to tinker with the SWR base a bit, but the stock arrangement of various areas' vnums drives me nuts. Does anyone know offhand what areas can be deleted outright without buggering up the mud's ability to run? This tends to be common knowledge with Smaug but I've not been able to find comparable information for SWR.
02 Aug, 2011, Zeno wrote in the 2nd comment:
Votes: 0
Just check mud.h for any vnum references and don't delete any areas those vnums are in.
02 Aug, 2011, kink wrote in the 3rd comment:
Votes: 0
That makes sense. Are there any particular string fragments I could search for that would be used in these specific references or do I manually peruse the entirety of the file and look for vnums?
02 Aug, 2011, kink wrote in the 4th comment:
Votes: 0
Actually, I just happened upon the section of mud.h that lists the referenced vnums which I believe should be it. Thanks for your help.
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