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