This is a quickly thrown-together intro to zone editing for olc release .03b. This document is liekly to be made obsolete with later versions. This is meant to be a quickstart guide to learning how to change zone reset commands. We'll start with a clean new zone (note that this step can only be performed by implementors). Create a new zone of whatever number you like. For this walkthrough I'll use zone 85. > zedit zreate 85 <new zone created> > goto 8500 <you're now standing in room 8500> > zedit <you begin editing zone 85> > zflags all <all reset flags are turned on> > zflags <no reset commands exist, so no output> > zset name The Test Zone <zone name changed from "Zone 85" to "The Test Zone"> > zset lifespan 10 <zone will reset every 10 ticks> > zset type 0 <zone will not reset until changed back to 1 or 2> Let's build a default mob, default object, and a simple exit so we have some guinea pigs. > oedit create > osave <object 8500 is created and saved> > medit create > medit save <mob 8500 is created and saved> > rset exit n connect 1 3001 > rset exit n normal > rset exit n keyword door <creates a one-way exit north to room 3001, makes it a door, and gives it the name door> You're now ready to start adding reset commands. We'll start simple with a couple of door commands. > zdoor n closed <the door we just made will close when the zone resets> > zdoor n locked <replaces the above command and makes the door close and lock during resets> Note that if you want a door to be closed and locked, you only need to make it locked. Zload is another easy command to learn. Now we'll load our test mob and our test object. > zload mob 8500 5 > zload obj 8500 Next time the zone resets, it'll load one mob ad one object in this room. Note that once there are 5 copies of the mob in the game, it won't load during a reset. We left off the max_existing field on the object, so those will max out at 10 (the default). What if you want two of those mobs to load here? Just add a second load command. > zload mob 8500 5 Now we'll see what the reset commands look like. > zflags all <all flags are turned on> > zflags Cmd 0 - Mob 8500 - Max 5 - A new mob Cmd 1 - Obj 8500 - Max 10 - a new object Cmd 2 - Mob 8500 - Max 5 - A new mob Cmd 3 - Door North - Closed and locked So far so good. Let's change the object a bit before we go further. > oset weapon take wield > osave <object becomes a takeable and wieldable weapon> Now we'll give one of the new weapons to the first mob, and equip the second mob. > zgive 8500 1 | \ the first mob is reset command number 0 obj vnum / Note: Now is a good time to look at zflags again, because the second mob that was command 2 is now command 3. > zflags Cmd 0 - Mob 8500 - Max 5 - A new mob * Cmd 1 - Give Obj 8500 - Max 10 - a new object Cmd 2 - Obj 8500 - Max 10 - a new object Cmd 3 - Mob 8500 - Max 5 - A new mob Cmd 4 - Door North - Closed and locked The * in the new command means that the if-flag for that command is true, meaning it will only be executed if command 0 is executed. > zequip 8500 3 wield | | \ the position to equip this object obj vnum / \ the second mob is command 3 > zflags Cmd 0 - Mob 8500 - Max 5 - A new mob * Cmd 1 - Give Obj 8500 - Max 10 - a new object Cmd 2 - Obj 8500 - Max 10 - a new object Cmd 3 - Mob 8500 - Max 5 - A new mob * Cmd 4 - Equip Obj 8500 - Max 10 - On Wield - a new object Cmd 5 - Door North - Closed and locked Since both mobs will load with the object, we really don't need another new object lying around on the floor, so next we'll delete the object load command. > zdelete 2 > zflags Cmd 0 - Mob 8500 - Max 5 - A new mob * Cmd 1 - Give Obj 8500 - Max 10 - a new object Cmd 2 - Mob 8500 - Max 5 - A new mob * Cmd 3 - Equip Obj 8500 - Max 10 - On Wield - a new object Cmd 4 - Door North - Closed and locked There's only one command left to try, but first we'll have to make another new object, and make it a container. > oedit create > oset container take hold > osave Now we can load the object, give the object to one of the mobs, or equip one of the mobs with it in the hold position. > zequip 8501 2 hold 1 <the second mob now loads holding the container object, as long as there isn't already another in the game> > zflags Cmd 0 - Mob 8500 - Max 5 - A new mob * Cmd 1 - Give Obj 8500 - Max 10 - a new object Cmd 2 - Mob 8500 - Max 5 - A new mob * Cmd 3 - Equip Obj 8501 - Max 1 - On Hold - a new object * Cmd 4 - Equip Obj 8500 - Max 10 - On Wield - a new object Cmd 5 - Door North - Closed and locked And now put one of the original objects in the container. > zput 8500 3 > zflags Cmd 0 - Mob 8500 - Max 5 - A new mob * Cmd 1 - Give Obj 8500 - Max 10 - a new object Cmd 2 - Mob 8500 - Max 5 - A new mob * Cmd 3 - Equip Obj 8501 - Max 1 - On Hold - a new object * Cmd 4 - Put Obj 8500 In Obj 8501 - Max 10 - a new object * Cmd 5 - Equip Obj 8500 - Max 10 - On Wield - a new object Cmd 6 - Door North - Closed and locked Here's a new option. Let's say you want to work with one mob and look at it without all the distractions. Try this: > zflags 2 5 Cmd 2 - Mob 8500 - Max 5 - A new mob * Cmd 3 - Equip Obj 8501 - Max 1 - On Hold - a new object * Cmd 4 - Put Obj 8500 In Obj 8501 - Max 10 - a new object * Cmd 5 - Equip Obj 8500 - Max 10 - On Wield - a new object Zflags <min> <max> will show you every reset command between <min> and <max>, even if it's in a different room, or you've got certain zflags turned off. You're now ready to start some serious building :) Samedi