|
Each command consists of a letter, identifying the command-type, followed by
three or four arguments. The first argument, common to all the commands, is
called the ``if-flag.'' If the if-flag for a command is 1, that command is only
executed if the command immediately before it was executed as well. If the
if-flag is 0, the command is always executed. If-flags are useful for things
like equipping mobiles--you don't want to try to equip a mobile that has not
been loaded.
Commands that load mobiles and objects also include a ``max existing''
argument. This specifies the maximum number of copies of the mobile or object
that are allowed to exist in the entire world at once. If the number currently
existing is greater than or equal to the ``max existing'' limit, the command is
not executed.
The valid zone-reset commands are M, O, G, E, P, D, and R.
- M: load a mobile
-
Format: M <if-flag> <mob vnum> <max existing> <room
vnum>
Mob vnum is the vnum of the mob to be loaded. Room vnum is the vnum of the
room in which the mob should be placed. The mob will be loaded into the
room.
- O: load an object
-
Format: O <if-flag> <obj vnum> <max existing> <room
vnum>
Obj vnum is the vnum of the obj to be loaded. Room vnum is the vnum of the
room in which the obj should be placed. The object will be loaded and left
lying on the ground.
- G: give object to mobile
-
Format: G <if-flag> <obj vnum> <max existing>
Obj vnum is the vnum of the obj to be given. The object will be loaded and
placed in the inventory of the last mobile loaded with an ``M'' command.
This command will usually be used with an if-flag of 1, since attempting to
give an object to a non-existing mobile will result in an error.
- E: equip mobile with object
-
Format: E <if-flag> <obj vnum> <max existing>
<equipment position>
Obj vnum is the vnum of the obj to be equipped. The object will be loaded
and added to the equipment list of the last mobile loaded with an ``M''
command. Equipment Position should be one of the following:
0 Used as light
1 Worn on right finger
2 Worn on left finger
3 First object worn around neck
4 Second object worn around neck
5 Worn on body
6 Worn on head
7 Worn on legs
8 Worn on feet
9 Worn on hands
10 Worn on arms
11 Worn as shield
12 Worn about body
13 Worn around waist
14 Worn around right wrist
15 Worn around left wrist
16 Wielded as a weapon
17 Held
18 Worn as a quiver
This command will usually be used with an if-flag of 1, since attempting to
give an object to a non-existing mobile will result in an error.
- P: put object in object
-
Format: P <if-flag> <obj vnum 1> <max existing> <obj
vnum 2>
An object with Obj Vnum 1 will be loaded, and placed inside of the copy of
Obj Vnum 2 most recently loaded.
This command will usually be used with an if-flag of 1, since attempting to
put an object inside of a non-existing object will result in an error.
- D: set the state of a door
-
Format: D <if-flag> <room vnum> <exit num>
<state>
Room vnum is the virtual number of the room with the door to be set. Exit
num being one of:
0 North
1 East
2 South
3 West
4 Up
5 Down
6 Northeast
7 Northwest
8 Southeast
9 Southwest
State being one of:
0 Open
1 Closed
2 Closed and locked
Care should be taken to set both sides of a door correctly. Closing the
north exit of one room does not automatically close the south exit of the room
on the other side of the door.
- R: remove object from room
-
Format: R <if-flag> <room vnum> <obj vnum>
If an object with vnum Obj Vnum exists in the room with vnum Room Vnum, it
will be removed from the room and purged.
|