Difference between revisions of "Object Reset"
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F: Commonly, this comment would say the object's name and the room name it was loaded into. | F: Commonly, this comment would say the object's name and the room name it was loaded into. | ||
[[Category:Area Development]] |
Revision as of 10:38, 2 April 2011
This reset loads an object into a room, leaving it on the ground.
A B C D E F
A: This must be a O.
B: This is a 1 or a 0. 1 signifies that the MUD should run this reset every reset cycle, a 0 signifies that the MUD should run this reset only if the area is deserted. In theory anyhow. Merc tends to ignore the setting and resets according to its own built in methods. Use the specs, though, when writing the resets - it makes them easier for me to debug.
C: This is the vnum of the object to load.
D: This is the TOTAL number of this object type allowed in THE GAME. Object type is defined as "unique object vnum" for our purposes. If this type of object totals more than or equal to the number, none will load. If there is less, one will load ONLY if there is no other object with the same vnum already loaded to the room. In other words, and as an example, if you want two desks to load in the room, EACH must have a separate vnum.
E: This is the vnum of the room the object will load into.
F: Commonly, this comment would say the object's name and the room name it was loaded into.