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building:resetedit

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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.

<font inherit/inherit;;inherit;;inherit>Resetting objects:</font>

<font 14px font-weight: normal; line-height: 1.4;/inherit;;inherit;;inherit>Other reset commands:</font>

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.1443226712.txt.gz · Last modified: 2015/09/25 17:18 by vodur