CHAPTER 1 Objects: Now that we know about the basics of room coding we can take a step further and create more complex rooms. First of all we'll learn how to clone simple objects into our room. The main thing that keeps Nemesis running are the reset cycles. Every hour (or 2 to 3 hours) in every object in Nemesis the reset function is called with argument 1. Only at creation time reset is called with argument 0. Therefore we have the line if (arg) return; at the beginning of the reset function in our simple room. If a room creates objects in a room that can be taken by players or destructed (see 'help destruct') by a wizard (intendedly or not), those objects should be re-created every reset, that means they have to be cloned into our room if reset is called with arg 1 and if they are not present any more. So we only have to add the following lines before the "if (arg) return;" line if we want a worldmap in our room: if (!present("world map")) move_object(clone_object("lib/obj/worldmap"), this_object()); Changed/modified in August 2016. See also: object/reset, efun/present, efun/move_object, efun/clone_object, efun/this_object, w/destruct