Difference between revisions of "OLC Section 1"
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: '''OPTIONS:''' Once in aedit, you can set the following options: | : '''OPTIONS:''' Once in aedit, you can set the following options: | ||
+ | |||
+ | |||
+ | : '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands below, always | ||
+ | : asave list. If you don't, sometimes the alist doesn't match the reality of what | ||
+ | : areas we have, and madness ensues. | ||
+ | |||
+ | : '''Importnat note about linking areas:''' Use the redit 'room' command to make exits to | ||
+ | : rooms from different areas. Otherwise, the exits are likely to randomly disappear. | ||
<b>Name</b>: | <b>Name</b>: | ||
: Syntax: name [area name] | : Syntax: name [area name] | ||
: Name sets the name of your area, as it appears in alist. | : Name sets the name of your area, as it appears in alist. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
<b>File</b>: | <b>File</b>: | ||
Line 36: | Line 39: | ||
: Syntax: unum [upper vnum] | : Syntax: unum [upper vnum] | ||
− | : '''Important note:''' After using the VNUM, LNUM | + | : '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands above, always |
: asave list. If you don't, sometimes the alist doesn't match the reality of what | : asave list. If you don't, sometimes the alist doesn't match the reality of what | ||
: areas we have, and madness ensues. | : areas we have, and madness ensues. | ||
+ | |||
<b>Age</b>: | <b>Age</b>: | ||
Line 70: | Line 74: | ||
: like: | : like: | ||
− | + | [ 1 20] Serachel Clockmaker's Mansion | |
<b>Flags</b>: | <b>Flags</b>: | ||
Line 125: | Line 129: | ||
nru tuber 51 3 protection from cold | nru tuber 51 3 protection from cold | ||
rkala blossom 51 3 protection from fire | rkala blossom 51 3 protection from fire | ||
+ | |||
+ | |||
+ | <b>Founts</b>: | ||
+ | : Syntax: founts [frequency] [order] [positive] | ||
+ | : Order and positive are from 2 to -2, with higher integers being associated with more ordered and more positive energy. Frequency is as follows: | ||
+ | |||
+ | always (highest frequency/numbers) | ||
+ | often | ||
+ | occasionally | ||
+ | rarely | ||
+ | never (no founts in the area) | ||
+ | default (occasionally) | ||
+ | |||
+ | |||
+ | <b>Shades</b>: | ||
+ | : Syntax: shades [density] [power] | ||
+ | : This controls the shade generation settings. | ||
+ | DENSITY POWER | ||
+ | teeming powerful | ||
+ | crowded strong | ||
+ | normal average | ||
+ | uncrowded weak | ||
+ | empty powerless | ||
+ | default default | ||
<b>Reset</b>: | <b>Reset</b>: |
Latest revision as of 20:36, 1 December 2013
AEDIT
"How long, oh Lord, how long shall the wicked endure?"
- Relevant Command: aedit
- The Aedit commands invokes the area editor. If you are in an existing area,
- aedit will bring up the area options. If you want to create a new area, the
- syntax is: aedit create
- OPTIONS: Once in aedit, you can set the following options:
- Important note: After using the NAME, FILE, VNUM, LNUM, or HNUM commands below, always
- asave list. If you don't, sometimes the alist doesn't match the reality of what
- areas we have, and madness ensues.
- Importnat note about linking areas: Use the redit 'room' command to make exits to
- rooms from different areas. Otherwise, the exits are likely to randomly disappear.
Name:
- Syntax: name [area name]
- Name sets the name of your area, as it appears in alist.
File:
- Syntax: file [file name]
- File sets the name of your area's file. The name should be relatively short,
- and easy to remember, as this has to be copied by long-suffering imps whenever
- you want the area updated. If you had an area called "Dungeon of Doom", naming
- it "bunnyrabbit.are" would evoke hate, not love, in the minds of your superiors.
Vnums:
- The vnums options determines what vnums are used by your area. Please ask for
- vnums to be alloted to you before you just go off and claim a blank block --
- Locke's arguments on property do not apply here. There are two ways to set the
- vnums of your area. In aedit:
- (1) Use the VNUM command:
- Syntax: vnum [lowest vnum] [upper vnum]
- (2) Use the UNUM and LNUM commands
- Syntax: lnum [lowest vnum]
- Syntax: unum [upper vnum]
- Important note: After using the NAME, FILE, VNUM, LNUM, or HNUM commands above, always
- asave list. If you don't, sometimes the alist doesn't match the reality of what
- areas we have, and madness ensues.
Age:
- Syntax: age [number]
- The age command has no actual use. It's just a number you set to get a vaguely
- satisfied feeling.
Players:
- This just tells you how many players are in your area. It's odd this shows up on
- aedit. Back where I come from, we use the 'where' command.
Security:
- You will normally have no reason to change this field. Every character has a
- 'security', which can be altered via SET. If their security is not high enough
- (and they aren't tagged as a builder), they can't access OLC to change your
- area. 9 is the highest security goes, and usually, anyone on dev will have
- security 9. To change the security, for whatever reason:
- Syntax: security [number]
Builders:
- Syntax: builders [name]
- The builders are the people who have access to change your area via olc. Again,
- you'll normally not have to access this feature very often.
Credits:
- Syntax: credits [credit information]
- This sets the credits line for your area. The credits line is what is seen when
- people type "areas". In general, the format of the credits line has to be spaced
- just right, so it matches what the other areas look like. If it doesn't match,
- the punishment is summary denial. In particular, it generally looks something
- like:
[ 1 20] Serachel Clockmaker's Mansion
Flags:
- The area flags do nothing. In time, perhaps they will, but not right now.
- Asking about it gets you nowhere.
Flags2:
- invis - determines whether or not your area appears on the list shown by the "areas" command.
- Other flags may or may not do things. Don't mess with them.
Weather:
- The following items affect the weather of your area:
- Precipitation
- Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
- Temperature
- Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
- Wind Magnitude
- Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
- Wind Direction: Syntax: winddir [direction]
- Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,
- mountainous, plains, lowlands, desert, river.
Herbs:
- Syntax: herbs 'name of herb'
- **Be sure to add those single quotes, or it'll just ask you "huh?"**
Name Level Rarity Spell Effects fela mushroom 1 100 slow cure light tuva bark 1 80 slow cure serious goka tuber 1 75 slow cure critical qorith leaves 1 80 cure light nkran blossom 1 75 cure serious krasa root 1 50 slow cure poison suspirha flower 30 90 cure light acujira petal 30 85 cure serious prickly arylaria leaf 30 50 cure critical ssirth vine 30 30 cure poison ilkra toadstools 30 15 slow cure disease flower of Laeren 30 5 slow heal llaen root 51 100 cure light vin blossom 51 95 cure serious xel petals 51 80 cure critical black belidiss blossom 51 50 cure poison soala leaves 51 30 cure disease yala blossom 51 5 heal flower of Caelyra 51 1 haste violet belidiss blossom 51 7 resist poison scarlet belidiss blossom 51 1 protection from poison nru tuber 51 3 protection from cold rkala blossom 51 3 protection from fire
Founts:
- Syntax: founts [frequency] [order] [positive]
- Order and positive are from 2 to -2, with higher integers being associated with more ordered and more positive energy. Frequency is as follows:
always (highest frequency/numbers) often occasionally rarely never (no founts in the area) default (occasionally)
Shades:
- Syntax: shades [density] [power]
- This controls the shade generation settings.
DENSITY POWER teeming powerful crowded strong normal average uncrowded weak empty powerless default default
Reset:
- Syntax: reset
- This resets yours area.
Danger:
- Syntax: danger [number]
- This assigns the number EP points that each room in the area
- will give. The number of EP points can also be raised for a
- particular room in redit.
Done:
- Syntax: done
- Exits aedit.