Difference between revisions of "User:Isibot/Sandbox"

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'''User:Isibot/Sandbox'''
 
'''User:Isibot/Sandbox'''
  
To make an item or a mob stay in the zone when the mud crashes or reboots,
+
The following info is for Builders. Players had better check HELP EXITS.
  
you have to RESET it. This is done in ZEDIT.
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* The exits from a room can only be set AFTER the new rooms are created.
 +
* Exits must be set from BOTH sides, unless you want them to be one-way
 +
First in Redit, chose one of the directions under 6-B.
  
The reset on the top of the list will show up in the bottom of the room.
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This takes you to the Exit Editor:
  
Objects always show up above mobs, regardless of the reset order.
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* Choose 1 and set the vnum of the room the exit goes to.
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* Under 2 type in the exit desc (obligatory!)
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* If the exit is a door, set the door name under 3. Example: Door west
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* If you want a key for the door, type in the vnum of it under 4.
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(You have to make the key as an object first)
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* Under 5 set the Door Flags, 1) Closeable door or 2) Pickproof
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Make the doors similar from both sides, or they won't work properly.
  
If you reset an object directly in a room and the max allowed is more than
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A door set as pickproof from one side and just closeable from the other
  
1, you have to remove it from the room first, or a new one will pop up
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side will not open and close automatically on both sides as it should.
  
every time the zone resets, until the max is reached.
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Doors must also be set in Zedit, as well as in Redit.
  
If you equip a mob or give it something, this reset must always come directly
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* In zedit, type N, D and choose one of the directions 1-5
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* Then chose one of the five options:  0) open, 1) closed, 2) locked,
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3) closed, hidden, 4) closed, hidden, locked.
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This must be done from both sides in Zedit too.
  
after the reset of the mob in the list.
 
  
The same goes for objects that you put into containers.
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See also: EXITS, BUILDRULES, BUILDPOLICY, BUILDAWARDS, COLOURLIST
  
Below is an example of what a correct reset should look like:
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See also: REDIT, MEDIT, OEDIT, ZEDIT, RESET, SEDIT, OLC, TRIGEDIT
 
 
------------
 
 
 
0 - Remove a drawer [7566] from room.
 
 
 
1 - Load a drawer [7566], Chance 100%, Max : 100
 
 
 
2 -  then Put a vial  [7541] in a drawer [7566], Chance 100%, Max : 100
 
 
 
3 - Load Angela [7535], Chance 100% , Max : 1
 
 
 
4 -  then Equip with a skirt [7513], Worn on hips, Chance 100%, Max : 50
 
 
 
5 -  then Give it a vial  [7533], Chance 100%, Max : 100
 
 
 
For more info about resets, type HELP ZEDIT
 
 
 
 
 
See also HELP REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, DOORS, COLOURLIST, OLC,  
 
 
 
TRIGEDIT, BUILDRULES, BUILDPOLICY, BUILDAWARDS
 

Latest revision as of 13:19, 24 November 2015

User:Isibot/Sandbox

The following info is for Builders. Players had better check HELP EXITS.

  • The exits from a room can only be set AFTER the new rooms are created.
  • Exits must be set from BOTH sides, unless you want them to be one-way

First in Redit, chose one of the directions under 6-B.

This takes you to the Exit Editor:

  • Choose 1 and set the vnum of the room the exit goes to.
  • Under 2 type in the exit desc (obligatory!)
  • If the exit is a door, set the door name under 3. Example: Door west
  • If you want a key for the door, type in the vnum of it under 4.

(You have to make the key as an object first)

  • Under 5 set the Door Flags, 1) Closeable door or 2) Pickproof

Make the doors similar from both sides, or they won't work properly.

A door set as pickproof from one side and just closeable from the other

side will not open and close automatically on both sides as it should.

Doors must also be set in Zedit, as well as in Redit.

  • In zedit, type N, D and choose one of the directions 1-5
  • Then chose one of the five options: 0) open, 1) closed, 2) locked,

3) closed, hidden, 4) closed, hidden, locked. This must be done from both sides in Zedit too.


See also: EXITS, BUILDRULES, BUILDPOLICY, BUILDAWARDS, COLOURLIST

See also: REDIT, MEDIT, OEDIT, ZEDIT, RESET, SEDIT, OLC, TRIGEDIT