Home
PLAY
Donations
Wholist
Clans
Immortals
Stories
Directions
Snippets
Building Guide
Sacred Codebase
Forum


TML can be found at:
www.mageslair.net:7060

Powered by TMLOGS.




Building Guide

RESETS

OLC: Down and Dirty in the MUD


RESETS
Resets are finicky and fickle, if you don't enter them in the right order, everything in the room will load wrong! Fortunatly, resets are really simple once you get the hang of them! Without resets, the objects and mobs you create will not exist on the mud unless you load them all the time. Which of course you can't be there 24-7. Here are the closely guarded reset secrets! Heed them, and all will be well!

THE ORDER OF THINGS
to see if a room has resets in it already, or to check yours, type: resets at your prompt. You do not need to be in an edit mode to work with resets.
the reset syntax is different for different things.
here is the order of resets. (don't get discouraged!! it is a little confusing!!)

1) object in the room
2) container object in the room (in needed)
3) object/objects stored within the container object within the room (if needed)
4) mobs within the room
5) object/objects on the mob in the room
6) container object the mob has (if needed)
7) object/objects stored within a container that the mob has (if needed)

Resets will load in order from 1 to the highest number. Resets occur at different times depending wether or not there are players in the area. If players are in the area, the resets will occurr much slower or not at all, depending on the mud code. If there are no players within the area, then the resets will happen much quicker. By using this order you will not have a problem with things not loading or loading incorrectly.

RESET SYNTAX
Here is the syntax for each kind of reset listed above. They will be in the same order as above and they are labled with the type of reset it is.

object in the room: reset # obj (object's vnum) room
container object in the room: reset # obj (container's vnum) room
objects in the container listed before it: reset # obj (object's vnum) inside (container's vnum)
mob in room: reset # mob (mob's vnum) (max # of mob in area) (minimum # of mob in area)
object on mob: reset # obj (object's vnum) (wear location of obj on the mob)
  type ? wear-loc in redit for the wear location
container obj on mob: reset # obj (container's vnum) (wear location of obj on the mob)
object inside contain on mob: reset # obj (object's vnum) inside (container's vnum)

THE EXAMPLE
here is the object and mob info I am going to use as an example.
obj 101 a large oak table
obj 102 a cookie jar
obj 103 some cookies
mob 104 a little boy
obj 105 a slingshot
obj 106 a small bag
obj 107 a few glass marbles

here are the resets:

reset 1 obj 101 room (this load the table in the room)
reset 2 obj 102 room (this load the cookie jar in the room)
reset 3 obj 103 inside 102 (this loads the cookies inside the cookie jar)
reset 4 mob 104 1 1 (this loads the boy in the room and there will only be one of him in the world.
  He will not load again until he dies)
reset 5 obj 105 hold (this will load the slingshot in the boy's hand)
reset 6 obj 106 none (this will load the small bag into the boy's inventory)
reset 7 obj 107 inside 106 (this will load the marbles inside of the small bag)

DELETING RESETS
type: reset # delete
example: reset 1 delete
this will delete reset # 1 and move all the other resets up to fill the slot. You can always add #1 in again and it will move the resets down again.

DON'T FORGET TO ASAVE CHANGED AND ASAVE AREA!!!!