40 'RESET EDITTING' REDIT~ Room-based reset editting package by Erwin S. Andreasen, erwin@pip.dknet.dk. <Insert more general info here> Following commands are available: RLOOK See resets in this room. RFIND Find objs/mobs in the current area. RWHERE Find objs/mobs RESETTING in the current area. RMOB Add a mob to a room. RDROP Add an object to a room. RPUT Put an object inside a container. RGIVE Give an object to a mob. RWEAR Equip a mob with an object. RKILL Remove a reset. RDOOR Add a door lock/open/etc reset. RRANDOM Add an exit-randomizing reset. FRESET Force rest of area. RVIEW View resets in 'raw' format. FINDLOCK Find lock belonging to a key. REDIT-EXAMPLE Read HELP on this for a small example. This is version 3, February 96. ~ 40 RLOOK~ Syntax: rlook RLOOK will let you view the resets for the current room. The numbers to the far left can be used as argument to the RKILL command to remove a certain reset. For this command, and all the RXXXX commands, the vnums are written before the item name, inside a pair of square brackets, e.g. [ 5] a thing. Also, the level of the item is given when appropriate, preceeded by an uppercase L (e.g. L40). Note that for P resets, only one level of recursion is supported, meaning that you will see if something is later in the resets Put inside an object, but you will not see an object put inside an object put inside an object. SEE ALSO: RFIND, RWHERE, RKILL, RMOB, RDOOR, RRANDOM, RGIVE, RWEAR, RDROP. For an overall description, see HELP REDIT. ~ 40 RWHERE~ Syntax: rwhere <keyword> RWHERE will look through the resets for the current area, finding all those that involve an item or or mobile that have the keyword you have specified. It is useful for finding answers to questions like: Where are those guards resetting in this area? Which mobs are given that sword? SEE ALSO: RFIND, RLOOK. ~ 40 RFIND~ Syntax: rfind <keyword> RFIND looks through all the mobs and items for the current area ONLY, printing those who have a keyword matching the one you supplied. Note that RFIND does not look through loaded mobs/objs, but rather those which it knows belong to the current area. This output can be then used in commands like RMOB, where you instead remembering a number, can just type RMOB 2.guard to insert a mob reset here. SEE ALSO: RWHERE, RLOOK, RMOB, RDROP. ~ 40 RMOB~ Syntax: rmob <vnum|keyword> [limit|"reboot"] RMOB adds a mob reset (M) to the current room. The reset is insert at the end of the reset list. To supply which mob to reset, you can type the vnum, or instead just a keyword. RMOB guard will insert the reset for the first mob named guard that can be found in the area. You can find mobs/objects in the current area by using the RFIND command. The limit argument controls how many of those mobs can be maximally loaded at one time in the world. If you do not specify anything, that value is set to 1. You can also type reboot (e.g. RMOB executioner reboot) - that will cause the mob to only be loaded when the game starts up. SEE ALSO: RFIND, RGIVE, RWEAR. ~ 40 RGIVE~ Syntax: rgive <vnum|item keyword> <mob keyword> [limit|"reboot"] RGIVE inserts a Give reset (G) after the Mob (M) reset for a certain mob. The reset is added just after the M reset. You can supply the vnum of the item you want to be reset on the mob, or just a keyword. If you supply a keyword, the command will search for the item in the current area (e.g. RGIVE sword guard will make the guard reset with the first sword in the current area). To find a certain item in the current area, use RFIND. Mob keyword is a keyword for the mob you wish to "give" this item to. The mob must be reset in the current room (use RLOOK to find out). You can also specify e.g. 2.guard to give the item to the second guard resetting in the room. The last, optional field, can be set to reboot (e.g. RGIVE gauntlet dog reboot) causing the item only to load at reboot. The default limit value is 0. SEE ALSO: RWEAR, RMOB, RFIND. ~ 40 RWEAR~ Syntax: rwear <vnum|item keyword> <mob keyword> [limit|"reboot"] RWEAR is very much like RGIVE - it adds a Equip (E) reset instead of a Give (G) reset. RWEAR is smart enough to find out what is worn where. You do not have to type the location. Note that if a piece of equipment can be worn 2 places, the place lowest down on the equipment list will be taken, i.e. eyes before ears before wield. Such items should be avoided. For more information about the other parameters, see RGIVE. SEE ALSO: RFIND, RGIVE, RMOB. ~ 40 RDROP~ Syntax: rdrop <item vnum|item keyword> <0|after-vnum|keyword> [limit|"reboot"] This commands adds a Object (O) reset to the current room - simply, an object is placed on the ground when this reset is executed. Due to the way the game handles levels, you have to supply the vnum of a mob resetting in the current area to set the level of the item. E.g. if you know the mob 3423 is level 20, typing RDROP 3401 3423 will place object 3401 on the floor in the current room. Since the reset will be placed after the reset of the mob 3423, the object will get this mob's level. If you do not care about the item of the level, specify 0 as the second argument. This will place the reset at the top of the area, setting level of the item to 0. The last argument can be reboot if you want this item only to be loaded at reboot. Note that it is of no use to place several (O) resets for the same object in the same room - the object will only reset if none of the same type objects are on the ground. SEE ALSO: RLOOK, RGIVE, RFIND. ~ 40 RPUT~ Syntax: rput <item vnum|item keyword> <container-keyword> [limit|"reboot"] This command inserts a Put (P) reset just after the an Equip, Give or Object reset (E, G and O). When executed, the item will be put inside the specified container. The level of the reset will always be the same as the level of the container it is put in. Note that due to certain limitations of the server, the item you want to Put will be put inside the FIRST AVAILABLE object that has the same vnum as the container - meaning that if the container resets some other place in the area, it will be put in that place. If you want to have several containers with different contents, you will have to create several different containers with different vnums. Only one level of recursion is supported: you can put objects inside objects that are worn (E reset) given to (G) a mob or lying down, but you cannot put objects inside objects that are already inside of something. SEE ALSO: RGIVE, RDROP. ~ 40 RDOOR~ Syntax: rdoor <direction> <state|"remove"> State is one of: open, close, lock, magicclose, magiclock. This command inserts (or replaces) a Door (D) reset in the current room in the specified direction. Simpy specify the direction (i.e. N or north) and one of the above states. The door's state will be set to that at each reset. Magicclose doors will be closed and magically locked (but will not require a key). Magiclock doors will be closed, locked and then magically locked. Note that this command does not automatically change the reset state of the door in the othe room this exit leads to. To remove a (D) reset, type RDOOR <direction> remove, e.g. RDOOR south remove. SEE ALSO: RLOOK, RRANDOM. ~ 40 RRANDOM~ Syntax: rrandom <1-6|"remove"> This command inserts a Randomize (R) reset in the current room. This reset, when executed swaps randomly a certain number of doors starting at position 1 - North. If a (R) reset already exists for this room, it will be replaced with the new reset. To remove it completely, type RRANDOM remove. Two-dimensional mazes are accomplished by randomizing the first 4 exits (NSEW), three-dimemsional ones are possible if you enter 6 as number. Please notice that using (R) resets with (D) exits may have unpredicatable results. SEE ALSO: RLOOK, RDOOR. ~ 40 RKILL~ Syntax: rkill <number> ["confirm" ["all"]] This command will remove the number-th reset in the room. You can see the number of a reset by typing RLOOK - it is on the far left. You cannot remove mobs, if they are wearing/holding any thing (G/E resets). In that case, use the argument ALL to also remove those resets. (i.e. rkill 1 CONFIRM ALL). If you just type rkill 1 CONFIRM, the mob will be removed, but NOT any of its equipment. If you try to remove an object, the server will check if any objects are reset inside it later in the area (using the P reset). Note that removing mob resets may change level of items resetting on the ground. You should be warned of it though. ~ 40 FINDLOCK~ Syntax: findlock <item keyword|item vnum> FINDLOCK is a utility command used for finding locks belonging through a certain object. You can either give it a vnum of the key, or a keyword (if you carry it in your inventory). FINDLOCK will output a list of all exits that are locked by that key, and after that a list of all containers. Note that even if a container needs a key, it is not necessary locked when created. User OINDEX to check. SEE ALSO: OFIND, OINDEX. ~ 40 FRESET~ Syntax freset ["all"] FRESET will force the current area you stand in to reset. No warning nor message is given to others in the area. FRESET ALL will reset all the areas on the MUD. This command should only be used for testing of resets and alike. ~ 40 REDIT-EXAMPLE~ EXAMPLE SESSION: You decide to add a few extra cityguard in Midgaard. You find the room you want them to start in and type "rlook" to check what is already here. You think the room is OK, so check on what guards are available in Midgaard: > rfind guard There are 4 kinds of cityguard. You decide on just the first. > rmob guard 15 This will cause the first guard to reset in the room you are in. 15 is the mud-wide limit of number of those guards, if there are more than 15, the reset will NOT be executed. You decide to give him some standard issue equipment. Now.. what are the vnums for that ? You use rfind to find some pieces you want: > rfind sword You notice that the standard issue sword you want is the second on the list, so you make your new guard reset with it: > rwear guard 2.sword rwear automatically finds out if the mob can use the weapon and if it already has one. You continue using rfind to find equipment in the current area, and adding it by using rwear. You also decide that the guard should carry a bottle of ale: > rgive guard ale After some further consideration, you decide that he should not have the ale after all. You type rlook to see what reset number the ale has and find out it is number 8. > rkill 8 You remove the ale reset. Then, a split second later, you decide you really do not need another guard reset after all. You discovered the "rwhere guard" output and found that there are plenty of them already! Typing rlook you see that the mob reset is number 1. > rkill 1 This gives you an error message though: this mob resets with some equipment, and just removing the mob reset will produce strange results. You decide to remove the mob AND all of its equipment. > rkill 1 CONFIRM ALL Just typing "rkill confirm" would remove the guard - but NOT his objects. ~