How to Write an Area



Home | Mobiles | Objects | Rooms | Resets | Shops and Specials | Printable Version

Place your mouse over any of the variables for more information.
The format of any reset should look like:

#Resets signifies the start of the reset section.
* denotes a comment. Commenting resets is a good idea, makes them easier to read, understand intent, and debug.
* are comments. World limits must be consistent for each vnum.
* can be used to organize resets as well as comment.
O loads an object in a room. The second value of an O reset will always be 0. This is the vnum of the object you wish to load. World limit is the maximum number of this object there can be in the world. Infinite default is -1. room vnum is the vnum of the room you want to load the object into.Additional comments can follow
P puts an object inside a container. # to load is the number of this object you want loaded into the container. This is the vnum of the object you wish to load. World limit is the maximum number of this object there can be in the world. Infinite default is -1. The container vnum is the vnum of the container you want to load the object into.Additional comments can follow
* can be used to organize resets as well as comment.
M loads a mobile in a room. The second value of a M reset will always be 0. This is the vnum of the mobile you wish to load. World limit is the maximum number of this mobile there can be in the world. This must be a set number, not infinite. room vnum is the vnum of the room you want to load the mobile into.Additional comments can follow
G gives an object to the most recently loaded mobile. # to load is the number of this object you want loaded into the mobile's inventory. This is the vnum of the object you wish to load. World limit is the maximum number of this object there can be in the world. Infinite default is -1.Additional comments can follow
E equips an object on a mobile. # to load is the number of this object you want loaded onto the mobile. This is the vnum of the object you wish to load. World limit is the maximum number of this object there can be in the world. Infinite default is -1. Wear_Location is the slot that the equipment is loaded into on the mobile. Click for more!Additional comments can follow
* can be used to organize resets as well as comment.
D loads a door for a specified direction in a room. The second value of a D reset will always be 0. room vnum is the vnum of the room you want to load the door into. D# is the numerical value of the direction you want the door to be in. Click for more! Door set is the default state of the door. Click for more!Additional comments can follow
R randomizes room exit directions. This is the vnum of the room you wish to randomize. D# indicates the exit directions the room will be randomized up to. Click for more!Additional comments can follow
* can be used to organize resets as well as comment.
S indicates the end of the reset list.

An Example Reset Section:

#Resets
*Dead End
D 0 5021 1 2 Lock East Door
*Old Store Room
D 0 5022 3 2 Lock West Door
* Key discarded in desert
O 0 5000 5 5029 >a bent old key
*
M 0 5029 1 5022 Metallic Dragon
E 1 5006 -1 16 >(bloody dragon claws)
E 1 5017 -1 6 >(dragon skull)
E 1 5020 -1 10 >(metallic scales)
G 1 5027 -1 >(gold ore)
G 1 5028 -1 >(malachite gems)
G 1 5029 -1 >(azurite gems)
G 1 5030 -1 >(turquoise gems)
G 1 5031 -1 >(silver ore)
G 1 5032 -1 >(copper ore)
*
S


Home | Mobiles | Objects | Rooms | Resets | Shops and Specials | Printable Version

Mobile's: Act Flags - Affected Flags - Act2 Flags - Extended Affects Flags - Attack Type - Offensive Flags
Positions - Immune Flags - Resistance Flags - Vulnerable Flags - Sex Flags - Form Flags - Parts Flags - Size Flags

Object's: Item Types - Extra Flags - Wear Flags - Item Values - Condition - Affects-Apply-Type
Attack Type - Container Flags - Spell Numbers - Liquid Type - Weapon Type - Weapon Class

Room's: Flags - Sectors - Doors - Locks
Reset: Wear Locations - Doors - Door Set
Shop: Trade Item Types
Specials: Special Flags