Mob Reset

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Multiple Mobs, same vnum, same room, all pop at zone reset


In the editor you would create three resets with a count of three. The resets would look like the below example. This would pop three mobs all at the same time, per zone reset.


The "M" in the below example tells the mud this is a mob reset. "2109" is the mob vnum. The "3" is the mob reset count. "1297" is the room to load the mob in.


M 0 2109 3 1297 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste
M 0 2109 3 1297 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste
M 0 2109 3 1297 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste

The mob would be loaded and it would wield the Huge Spiked Seste.


Multiple Mobs, same vnum, same room, one pops in room per zone reset
In the editor you would create one reset with a count of three. The reset would look like the below example. This would pop three mobs, one mob per zone reset.
M 0 2109 3 1297 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste



Multiple Mobs, same vnum, multiple rooms, three mobs pop per room, per zone reset.
In the editor you would create three resets with a count of nine. This would pop three mobs per room, per reset.

M 0 2109 9 1297 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste
M 0 2109 9 1298 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste
M 0 2109 9 1299 Minotaur ring-keeper
E 1 2161 20 1 7 Huge Spiked Seste


There is also a special 'Q' reset for mobs. The difference between a normal 'M' reset and 'Q' reset is that the 'Q' reset will load a special Quest Mob that matches the name specified with the mob vnum (#MOBILES section). If the Quest Mob has not been created, or the Quest Mob filename does not match the name in the mob template, a mob will not be loaded. The 'M' and 'Q' resets are identical in all other ways.