Difference between revisions of "OLC Section 1"

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:  '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands below, always
 
:  '''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
 
:  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.
 +
 
 +
:  '''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>:
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:  like:  
 
:  like:  
 
    
 
    
   { 1 20} Serachel  Clockmaker's Mansion
+
   [ 1 20] Serachel  Clockmaker's Mansion
  
 
<b>Flags</b>:
 
<b>Flags</b>:
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   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.