The #Resets section of the area file is the portion that tells the mud what to load and where to load it. This includes mobiles and objects. This section is not complete at the moment. |
#Resets
M 1 9901 2 9901 a skeleton to Castle Courtyard
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M <number> <mob-vnum> <limit>
<room-vnum> <comment>
O <number> <obj-vnum> <number> <room-vnum> <comment> P <number> <obj-vnum> <number> <obj-vnum> <comment> G <number> <obj-vnum> <number> <comment> E <number> <obj-vnum> <:number> <wear_loc> <comment> D <number> <room-vnum> <door> <state> <comment> R <number> <room-vnum> <last-door> <comment> |
The reset commands are:
* comment
The '*' lines contain comments. The 'S' line is the last line of the section. Every other command contains four numbers (three for the 'G' command). The first number is ignored. The next three (or two) numbers are interpreted as follows: For the 'M' command, the second number is the vnum of a mobile to load.
The third number
For the 'O', 'P', 'G', and 'E' commands, the second number is the vnum
of an object to load.
For the 'O' command, the fourth number is the vnum of the room where
the object is loaded.
For the 'P' command, the fourth number is the vnum of a container object
where the object
For the 'G' command, there is no fourth number. If the most recent
'M' command succeeded
For the 'E' command, the fourth number is an equipment location.
If the most recent 'M'
Equipment wear locations for #Resets
For the 'D' command, the second number is the vnum of a room.
The third number is a
!!!IMPORTANT!!! the reverse direction, that exit must go back to room 1. This doesn't prevent one-way exits; room 2 doesn't HAVE to have an exit in the reverse direction. For the 'R' command, the second number is the vnum of a room.
The third number is a
Use of both the 'D' and 'R' commands on the same room will yield unpredicatable results. Any line (except an 'S' line) may have a comment at the end. |
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