By Thalen

Syntax:

reset <command>
<command> can be:

list
+ <reset code add>
- <reset code remove>

NOTE: The use of the reset command MUST be done with the building docs right in front of you. The use of the reset command without knowing the full implications of your actions may result in the Mud being disabled.

reset list will give you a listing of all resets in the area you're standing in. This can get to be quite a large list, and the listing will be in the order that the resets take place when an area loads or repops. This can be an important fact when determining which mobs will load where if you've got several groups of the same mob loading in different rooms. Under those conditions, the first resets lister will always load first, assuming the max number of that mob don't already exist in the area.

<reset code add> can be one of the following:

M <mob-vnum> <limit> <room-vnum>
O <obj-vnum> <room-vnum>
P <obj-vnum <reset-#> <obj(container)-vnum>
G <obj-vnum> <mob-vnum>
E <obj-vnum> <wear-loc> <mob-vnum>
D <room-vnum> <direction> <state>

<limit> is the max number of mobs that can be loaded into the AREA at any given time. If you load 2 of the same mob in an area, but have a limit of 8, they will continue to reload 2 at a time until the max is reached. Se the note at the end of this page for a better explaination of how this works.

<reset-#> Use 0 for normal repops.

<wear-loc> can be found in the building docs, or in flist 11

<state> for doors, is:

0 = open
1 = closed
2 = closed, locked
3 = closed, magic
4 = closed, locked, magic

About E and G

The items given or equipped will be given to the FIRST mob corresponding to the vnum you specified. If you do a reset list the E or G lines will be added right after the first M line that loads a mob with the vnum you specified. Therefor, using reset, add each mob's equipment after resetting the mob, one at a time. If you have to add/remove equipment from the third mob on the list with the same vnum), you'll be removing and re-adding a lot of resets.

About P

To put an item in another requires the presence of an O type reset that loads a container. As above, the first O reset found in reset list will be used.

<reset code remove> can be one of the following:

M <mob-vnum> <room-vnum>
O <obj-vnum> <room-vnum>
P <obj-vnum> <obj(container)-vnum>
G <obj-vnum>
E <obj-vnum>
D <room-vnum> <direction>

About ALL remove codes:

The code will delete the first occurrence of any matching reset, starting from the top of the reset list. This is the only way for now to work with them.

More on reset limits:

Lets say you have a mob that loads in 3 different rooms. If you reset the mob in each of those rooms with a command like

reset + m <vnum> 3 <room_vnum>

there will be at most 3 of those mobs in the area. If one is killed, and the area resets, one additional mob of that type will load...and it will load in the FIRST room listed (as in the reset list command). This can easily lead to more than one mob loading in a room that you have only one reset for. There is, unfortunately, no easy way around this...if you set the <limit> value to 1 in each of these resets, the first reset will load a mob, and the others, seeing that there is a max reset of 1, will not load them. You can play with setting the <limit> differently for each reset, but unless you know what mobs are going to be killed first, it can be touchy. Plus, the reset highest on the list (the one that will load first) is generally the latest one added, so a lot of careful planning is needed if you're going to attemt this. Generally it's not that big a deal, but if problems arise with mobs not popping where you really NEED them to be popping, this is the place to start looking.

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