The B resets are designed to allow you to either set, reset, or toggle bits in either:
- The exit_info of a door
- The room_flags of a room
- The extra_flags of an object
- The affected_by of a mob
Whether you want or need this level of control seems to be up to you. (I think 99.5% of cases don't need this degree of control). But who knows, when you are making an automated quest and you want to kill every possible player exploit/abuse, then such control seems worthwhile.
Say you want a bolted door. A player unbolts the door and then quits. When the area resets, the B reset would rebolt the door.
Say you wanted an invisible sentinel mob. A player casts dispel magic and then flees without killing the mob. That mob would remain visible forever until someone killed it. The B reset could re-apply the "AFF_INVISIBLE" bit.
Say you wanted a buried treasure. Someone digs it up, but doesn't take it. The B reset could re-apply the "ITEM_BURIED" bit.
I admit, these examples may seem strained, but I know from experience that sometimes a builder wants or needs things to be 'just so' and gets frustrated when SMAUG's default actions don't quite do what is wanted. For this reason, I would recommend leaving the capability of doing 'B' resets intact. Besides, removing it doesn't save you anything.
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