PKmud - Resets
#RESETS O 0 1102 1 1103 Sign M 0 1118 1 1105 General Store Shopkeeper G 1 1111 999 bags G 1 1112 999 lanterns M 0 1120 1 1107 Blacksmith G 1 1106 10 G 1 1109 10 G 1 1109 10 M 0 1104 2 1108 Nursemaids M 0 1104 2 1108 M 0 1103 6 1108 Toddlers M 0 1103 6 1108 . . M 0 1112 1 1111 Thain E 1 1113 100 16 Long sword E 1 1108 5 13 . . M 0 1128 4 1154 Country bumpkin M 0 1128 4 1155 Country bumpkin S
The above is a portion of the reset section of the shire.
"#RESETS" denotes the beginning of a reset section and is required.
Each line of a reset section is a separate reset command.
Anything beyond the final argument for a command is a comment, and is ignored by the game.
The "S" command denotes the end of the resets section, and is required.
The commands are as follows:
M is the command to load a mobile.
Syntax: "M <dependency> <mobile VNUM> <max number> <room VNUM>"
dependency is unused for mobiles.
mobile VNUM is the VNUM of the mobile the command should load.
max number is unused, but it should be equal to the number of the mob that should ever load of this type.
room VNUM is the room you want the mobile to load.
E/G are commands to equip and or give an object to a mobile.
Syntax: "G <dependency> <object VNUM> <max number>"
Syntax: "E <dependency> <object VNUM> <max number> <wear location>"
dependency is not checked in PKmud, but it should pretty much always be 1 for E/G commands.
object VNUM is the VNUM of the item you want the mobile to have.
max number is unused, but it should be equal to the number of the object that should ever load.
In the case of E commands, the wear location is the location where the item should be equipped on the mobile.
O is the command to load an object in a room.
Syntax: "O <dependency> <object VNUM> <max number> <room VNUM>"
dependency is not checked in PKmud. normally, if it is set to 1, this reset is only carried out if the previous reset was. This allows objects to only load when a mobile loads, or some other condition.
object VNUM is the VNUM for the object you want the command to load.
max number is unused, but should be equal to the max number of this object that can be in the game.
room VNUM is the room you want the object to load in.
P is the command to put an object in another object.
Syntax: "P <dependency> <object VNUM> <max number> <object to VNUM>"
dependency is not checked in PKmud. however, for P reset types, it should always be 1.
object VNUM is the VNUM of the object you are loading.
max number is unused, but should be equal to the max number of this object that can be in the game.
object to VNUM is the VNUM of the object the item is being placed in. It will be placed in the object of this type that was most recently loaded by any means. For this reason, P commands should always be immediately after the O, E, or G commands which load the object it is to be placed in.
D is the command to reset doors.
Syntax: "D <dependency> <room VNUM> <direction number> <lock state>"
dependency is unused in PKmud. it should generally be set to 0.
room VNUM is the VNUM of the room which contains the door to open/close/lock
direction number is the number of the direction which has the door to open/close/lock.
lock state is an integer representing the state you want to the door to have upon reset. 0 = open. 1 = closed, unlocked. 2 = closed and locked.
number | #define |
0 | WEAR_LIGHT |
1 | WEAR_FINGER_L |
2 | WEAR_FINGER_R |
3 | WEAR_NECK_1 |
4 | WEAR_NECK_2 |
5 | WEAR_BODY |
6 | WEAR_HEAD |
7 | WEAR_LEGS |
8 | WEAR_FEET |
9 | WEAR_HANDS |
10 | WEAR_ARMS |
11 | WEAR_SHIELD |
12 | WEAR_ABOUT (cloak) |
13 | WEAR_WAIST |
14 | WEAR_WRIST_L |
15 | WEAR_WRIST_R |
16 | WEAR_WIELD |
17 | WEAR_HOLD |