A Guideline for Making Reset Lists ---------------------------------- This is intended as a set of guidelines to those who are just beginning as Builders. Nothing here is written in stone, this file is based on my experience and the online help files. (Herne the Hunter) Remember that most important command: SAVEAREA The Heart of the System ----------------------- Without a reset list, an area wouldn't refill itself when it came time for "repop". The reset list is the file the MUD uses to set everything in the area back to where it should be, restocks the mobs, and resets all the doors. Making a Reset List ------------------- Every area MUST have a reset list. Whether you use INSTAZONE, INSTAROOM or add the resets manually with RESET ADD is up to you, but an area must have a reset list. Also, any time you make a new mob, object or exit with a door, you must add a reset for it or it will not repop when the area resets itself. The two easy methods of making a reset list; INSTAZONE and INSTAROOM. INSTAZONE (Shortform: INSTAZ) Syntax: instazone instazone nodoors Instazone will write (or rewrite) the resets for the entire area based on the current positions of your mobs and objects. All you have to do is place each mob in its proper room, wearing what it should be wearing, carrying what it should be carrying, and objects in their proper places, or in their proper containers, and doors in their proper states, (open, closed, locked). It's kind of like taking a "snapshot" of your proto area, everything will be set on the reset list as it appears in the area. If you've left a door open, it will always repop as open. If you've forgotten to add a mob, it won't appear unless you either manually add it, or do another Instazone. You may also add the option of "nodoors" and no door resets will be created. **NOTE:** This command will wipe out ALL existing resets! Do not use this command after you have added your own resets with 'reset add'. The recommended procedure is to use instazone, then use the 'RESET' command to add any special resets, and NOT use instazone again. INSTAROOM Syntax: instaroom (Shortform: INSTAR) Functions the same as instazone, but is room-based instead of area-based, this command will write (or rewrite) the resets for the room you are in. This command is most useful for making small modifications to an existing reset list. **WARNING:** Both "Instazone" and "Instaroom" have a problem when it comes to handling nesting objects, ie: objects that repop within containers on the ground. The best way to handle these objects is to add them manually with RESET. RESET RESET Syntax: reset list [start] [end] (Example: reset list 1 10) Syntax: reset delete [number] (Example: reset delete 5) Syntax: reset add <resetcommand> <parameters> Syntax: reset insert <number> <resetcommand> <parameters> Syntax: reset edit <number> <resetcommand> <parameters> Syntax: reset area (will "reset" your area based on the defined resets) **WARNING:** The order that resets are in is VERY important. You cannot equip a mobile with an object before putting the mobile into a room first. Likewise, you cannot put an object into a container until the container is put into a room first. This command is used to display, edit, delete, add and insert resets for your area. RESETCMDS RESETCOMMANDS Syntax: reset edit <number> <commands> Syntax: reset insert <number> <commands> Syntax: reset add <commands> Commands: MOB <mobile vnum> <room vnum> [limit] loads a mobile into a room OBJ <object vnum> <room vnum> [limit] loads an object into a room GIVE <object vnum> [limit] gives obj to last loaded mob EQUIP <object vnum> <position> [limit] equips obj on last loaded mob PUT <object vnum> <object vnum> puts and obj into another obj DOOR <room vnum> <door dir> <state> resets a door to a certain state RAND <room vnum> <last door dir> randomizes a range of exits TRAP <vnum> <type> <charges> <flags> sets a trap HIDE <object vnum> hides an obj (last obj loaded) Examples: reset add mob 1000 1000 1 (Loads mob 1000 into room 1000, limit 1) reset add obj 1200 1000 5 (Loads obj 1200 into room 1000, limit 5) reset add give 1000 (Gives obj 1000 to the last mob loaded) reset add equip 1000 7 (Gives obj 1000 to the last mob loaded and forces it to wear object on legs) reset add put 1000 1200 (Puts obj 1000 into obj 1200 - Obj 1200 must already exist as last obj loaded) reset add door 0 1 (Close the north door - door must exist) reset add rand 3 (Randomize exits n, s, e, w) reset add hide 1000 (Hide object 1000 - defaults to last obj loaded if object not specified) For EQUIP position, see WEARLOCS. For DOOR door dir, see DOORDIRS. For TRAP setting see TRAPSETTING. WEARLOCS Here are the various locations where items may be equipped: Numb| Location Numb| Location Numb| Location ----+------------ ----+------------ ----+------------ 0 | light 1 | finger1 2 | finger2 3 | neck1 4 | neck2 5 | body 6 | head 7 | legs 8 | feet 9 | hands 10 | arms 11 | shield 12 | about 13 | waist 14 | wrist1 15 | wrist2 16 | wield 17 | hold 18 | dual_wield 19 | ears 20 | eyes See RESETS and RESETCMDS. HELP DOORDIRS When making an exit, the direction can be specified numerically or as a character. Here is the order of the exits, and their corresponding bitvector values: Direction | Value | Short Direction | Value | Short ----------+-------+------ ----------+-------+------ North | 0 | N Northeast | 6 | NE East | 1 | E Northwest | 7 | NW South | 2 | S Southeast | 8 | SE West | 3 | W Southwest | 9 | SW Up | 4 | U Somewhere | 10 | ? Down | 5 | D See REDIT, RSTAT and RESETCMDS. Something a bit unusual, Traps ------------------------------ Most of the following trap effects can be duplicated with room programs. The only difference is, room programs can't be disarmed nor do they run out of charges like traps do. HELP TRAPFLAGS Flags to describe a trap and what triggers it: Flag | Description --------+--------------------------------------------- ROOM | Trap is in a room OBJ | Trap is on an object ENTER | Trap is triggered by entering the room LEAVE | Trap is triggered by leaving the room OPEN | Trap is triggered by opening CLOSE | Trap is triggered by closing GET | Trap is triggered by getting the object PUT | Trap is triggered by putting the object EXAMINE | Trap is triggered by examining the object PICK | Trap is triggered by picking the object UNLOCK | Trap is triggered by unlocking the object NORTH | Trap is triggered by moving north SOUTH | Trap is triggered by moving south EAST | Trap is triggered by moving east WEST | Trap is triggered by moving west UP | Trap is triggered by moving up DOWN | Trap is triggered by moving down See RESET, TRAPSETTING and TRAPTYPES. HELP TRAPSETTING Setting a trap is a little tricky. Parameters: <vnum> <type> <charges> <flags> VNUM - The vnum of either the room or object to be trapped. TYPE - The type of trap. (See TRAPTYPES) CHARGES - The number of charges this trap should contain. FLAGS - Flags specifying the characteristics of the trap. (ie: room trap or object trap, what triggers the trap, etc.) See RESETS, TRAPTYPES and TRAPFLAGS. HELP TRAPTYPES Types of traps: Number | Description Number | Description --------+------------------ --------+------------------ 1 | Poison gas 8 | Flame 2 | Poison dart 9 | Explosion 3 | Poison needle 10 | Acid Spray 4 | Poison dagger 11 | Electric Shock 5 | Poison arrow 12 | Blade 6 | Blindness gas 13 | Sex change spell 7 | Sleeping gas See RESETS, TRAPSETTING and TRAPFLAGS. A Final Word ------------ When you've finally completed your area, you will need to provide answers to a few questions, while others will be pre-determined for you, before your area can be installed as a regularly loaded area. Most Builders won't have access to this command, but it's important for all Builders to know the parameters needed to complete an area before it is installed. ASET Syntax: aset <area filename> <field> <value> Aset is used to set the following fields for an individual area: author - The name of the area's author [Builder Name] name - The full "name" of an area... [Builder supplies this] filename - The filename (ie: somearea.are) [Usually depends on name] lo_room - The lowest room vnum [Already assigned] hi_room - The highest room vnum [Already assigned] lo_obj - The lowest obj vnum [Already assigned] hi_obj - The highest obj vnum [Already assigned] lo_mob - The lowest mob vnum [Already assigned] hi_mob - The highest mob vnum [Already assigned] low_economy - minumum amount of gold the area will start with at reboot max_economy - maximum amount of gold the area _can_ start with at reboot softrange - The level range the area is intended for [Ex: 1 - 10] hardrange - The enforced level range (if any) resetmsg - Message displayed throughout the area at reset resetfrq - Number of minutes between area resets [Default is 20] flags - Area-wide flags: nopkill You should be ready to supply the following information when your area is to be installed; The name of the Area (Example: The Castle of Rasputin) The suggested soft level range (Example: 20 - 40) A suggested unique filename (Example: rasputin.are) A resetmsg [70 char limit] (Example: Maniacal laughter echoes through the ancient castle.) [Default is "You hear some squeaking noises"] Your resetfrq [Newbie areas would reset faster than Av areas.]