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building:resetedit

RESETS

After you made mobs, objects and rooms, you will want to put them in your
area. Do this with resets. As you will see when understand resets, the order
is very important, so know what you are going to do before you start adding
resets. All the resets will have a number, this number will be the order
they reset in and the number you use to delete the reset.

Seeing and removing resets:

To see the resets in a room, go to that room and type 'rlook'.
To delete a reset, type 'rkill <number>'

Resetting mobiles:

Syntax: 'reset <number> mob <mob_vnum> <area_max> <room_max>'
This will load a mobile in the room. The area_max tells how many there can
be in the area, the room_max tells how many there can be in the room.
If the number of mobs is equal to those numbers, it will not repop anymore.
NOTE: Putting one reset with a 10 room total, will not make 10 mobs reset at
the same time, but will add one mob each reset-sequence until there are 10.

Resetting Objects

Objects repop at a different way than mobs, this because an object can either
be loaded on the ground or on a mob or in a container.
To put an item on a mob, you must first add the reset of the mob. All the
objects that reset after that will be loaded on the mob unless you mark the
reset to load it in the room.
Syntax: 'reset <number> obj <vnum> <location on body>'
This loads the object and puts it on the last mob resetted in the room. To
see the different locations, use '? wear-loc'.
Syntax: 'reset <number> obj <vnum> room'
This will load the object in the room on the ground.
Syntax: 'reset <number> obj <vnum> inside <object>'
This will load the object in the assigned container. Make sure this container
is in the room before trying to add the reset, most likely the reset will not
be added, but it may crash the mud if it's not done right.
NOTE: Resetting in containers is very bugged! Do not do this unless there is
no other way, and even then, if it's important, it may be better to use mprogs
that put the object in the container.

Other reset commands:

'rwhere <keyword>' Shows all resets in the area of objs/mobs with keyword.
'redit reset' Forces the room to reset.

Quick resets:

The following resets are the ones used most. They add the reset and load it at
the same time. This makes it easier because you see what you did. It cannot
always be used though, since there are some problems with it when equiping mobs.
Also, you don't have to type the number, this way of adding reset does that for
you. To use this way of adding resets, you must be in redit. So type redit.

Syntax:
'mreset <vnum> <area_max> <room_max>' See resetting mobiles for info.
'oreset <vnum> <wear_location>' See resetting objects for info.
'oreset <vnum>' Adds reset on the floor.
'oreset <vnum> inside <container>' Adds reset in a container.

building/resetedit.txt · Last modified: 2015/09/26 00:19 by vodur