Lfun: reset - reset occurrence Synopsis: void reset(int flag) Description: The reset function is called at two occasions. With flag 0, when the object has just been created. With flag 1, every time it is resetted. Normally all 1-2 hours a reset occurs. Notice that when you clone an object for the first, actually two reset(0) are performed: one in the blueprint object, and one in the clone. You should almost always leave a blueprint unitialized as the example below will show. If a room creates things when reset, it should check that these objects are gone before creating new ones. You can use PROVIDE for this purpose. Return value: ignored Examples: reset(a) { if (a || !clonep(ME)) return; set_data(...); } The initialization of an armour could look somewhat like this. The first line leaves the function if reset() is not performing for the first time or this_object is not a clone, but the blueprint. The second line then sets up the item with proper data. See also: object/init, object/clean_up