Lunar
Eclipse
OLC
Menu

OLC Main

AEdit

REdit

OEdit

MEdit

SKEdit

GEdit

CMDEdit

RAEdit

HEdit

CEdit

Resets

Builders
Application

Lunar Eclipse
Main Page
 

Resets



There are two ways to do resets for mobiles and objects.  One is through the oreset/mreset commands, and the other is with the regular ‘reset’ command.  The first is much easier and user-friendlier. Except in certain circumstances it's the one that I recommend you use.
 

MReset
First get in room edit mode (while in the room, type “edit room”).  Then the syntax is “mreset <vnum> <maximum>” where <vnum> is the vnum of the mob you want to set and <maximum> is the maximum number of copies of that mobile you want to load in the room.  The number doesn't have to be the same for all rooms where a particular mob resets.  For example, if you want to reset guard mobs in both a barracks and a guardpost, but want more in the barracks, you could put a higher maximum in the barracks than the guardpost.  Keep in mind, though, that such a situation may result in a bunch of guards hanging out at their cots while no one's guarding the city gates.
If you don't give a maximum, the default max is one.
 

OReset
OReset works similarly to MReset.  Once you've created the object to your satisfaction, the syntax (again while in room edit) is “oreset <object vnum> <mob to wear the item> <wear location> <maximum>”.  Giving no mob name (it's the mob NAME, not its vnum) will load the item on the ground in the room, and of course you don't need a wear location if that's what you're doing.  The mob must be present in the room when you load up its equipment this way, so if you're dealing with a wandering monster, make it sit, rest or sleep while you're clothing it.  The maximum is the maximum number of that object in the game, not just the area.  For example, if you set the maximum number on a voodoo talisman worn by a witch doctor to one, and the area resets while Bob the Cleric, elsewhere on the mud, is holding one, the doctor will load without a talisman.  If you don't give a maximum, the default is no limit.

Valid wear locations are:
Head  Feet  Neck2  Light  Rfinger  None
Arms  Legs  Hold  About  Lwrist
Hands  Neck1  Float  Body  Rwrist
Waist  Shoulder Wielded  Lfinger  Light

Other locations are listed in the options, but they are used by code functions and should not be used for resets.  Putting anything but a quiver in the shoulder slot is bad news.

Note that if you're resetting more than one mob in a room and you're trying to equip them, you must put equipment resets immediately following the reset for the critter you want to wear it.  If you try to reset all of the mobs and then their equipment, everything will end up on the last mobile in the list.  So, if you have a warrior with an axe and a wizard with a wand in a room, you should do the resets in this order:
Reset warrior
Reset axe
Reset wizard
Reset wand

Of course, you can do the wizard and wand first, but you get the idea.  If you goof and need to redo the order, or decide later that you want that warrior to also have a shield, delete all the resets below where you want to insert the new one (see below), and go from there.
Objects can be reset inside containers with oreset as well.  It's done similarly to equipping a mob, but instead use the container name and ignore the wear-location.  This reset must immediately follow the reset for the container.
One limitation of the OReset code is that you cannot use it to put more than one item in a given “wear location”.  This becomes a problem when you want to make a shopkeeper or any other mob that needs to have a bunch of stuff in it's non-worn inventory.  Use the general reset command, described below, for those cases.
 

Reset
The simplest use of the Reset command is without arguments.  This will list the resets for the room you're currently standing in, in the order that they will be processed.

The next simplest use is to delete a reset.  Type “reset <number> delete”, where <number> is the slot occupied by the offending reset in the list for the room.  Notice that the first reset in the list is zero, not one.

Next up the complexity ladder is resetting mobiles.  For mobs, your syntax is “Reset <number> mob <vnum> <maximum>”, where the arguments have their usual meanings.

To reset an object on the ground, the syntax is “reset <number> obj <vnum>”.

To reset the object to be worn by a mobile, it's “reset <number> obj <vnum> <mob name> <wear location>”.  The valid wear locations are the same as for oreset, but doing the reset this way you can put more than one item in the mob's inventory.

To reset your object inside a container, type “reset <number> obj <vnum> <container name>”.  As with OReset, object resets must immediately follow the reset for the mob to wear the equipment or the container to hold it.

page created by:
Siouxsie and Domino of Lunar Eclipse
© 2000, 2001
Back to Top of Page