Difference between revisions of "OLC Section 1"

From Immwiki
Jump to: navigation, search
m (*test)
m (AEDIT)
 
(9 intermediate revisions by 3 users not shown)
Line 1: Line 1:
= AEDIT = <i>"How long, oh lord, how long shall the wicked endure?"</i>
+
=AEDIT=
 +
<i>"How long, oh Lord, how long shall the wicked endure?"</i>
  
Relevant Command: aedit
+
: Relevant Command: '''aedit'''
The Aedit commands invokes the area editor. If you are in an existing area,
+
: 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
+
: aedit will bring up the area options. If you want to create a new area, the
syntax is: aedit create  
+
: syntax is: aedit create  
  
OPTIONS: Once in aedit, you can set the following options:
+
: '''OPTIONS:''' Once in aedit, you can set the following options:
  
<b>Name</b>:
 
  Syntax: name [area name]
 
  Name sets the name of your area, as it appears in alist.
 
  
<b>File</b>:
+
: '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands below, always
  Syntax: file [file name]
+
:  asave list. If you don't, sometimes the alist doesn't match the reality of what
  File sets the name of your area's file. The name should be relatively short,
+
:  areas we have, and madness ensues.
  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.
+
  
  <b>Vnums</b>:
+
: '''Importnat note about linking areas:''' Use the redit 'room' command to make exits to
  The vnums options determines what vnums are used by your area. Please ask for
+
: rooms from different areas. Otherwise, the exits are likely to randomly disappear.
  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 VNUM, LNUM, HNUM, NAME, or FILE commands, always
+
<b>Name</b>:
  asave list. If you don't, sometimes the alist doesn't match the reality of what
+
:  Syntax: name [area name]
  areas we have, and madness ensues.  
+
:  Name sets the name of your area, as it appears in alist.
  
<b>Age</b>:
+
<b>File</b>:
  Syntax: age [number]
+
Syntax: file [file name]
  The age command has no actual use. It's just a number you set to get a vaguely
+
:  File sets the name of your area's file. The name should be relatively short,
  satisfied feeling.  
+
:  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.
  
<b>Players</b>:
+
<b>Vnums</b>:
  This just tells you how many players are in your area. It's odd this shows up on
+
:  The vnums options determines what vnums are used by your area. Please ask for
  aedit. Back where I come from, we use the 'where' command.
+
:  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]
  
  <b>Security</b>:
+
: '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands above, always
  You will normally have no reason to change this field. Every character has a
+
:  asave list. If you don't, sometimes the alist doesn't match the reality of what
  'security', which can be altered via SET. If their security is not high enough
+
:  areas we have, and madness ensues.  
  (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]
+
  
<b>Builders</b>:
 
  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.
 
  
  <b>Credits</b>:
+
<b>Age</b>:
  Syntax: credits [credit information]
+
: Syntax: age [number]
  This sets the credits line for your area. The credits line is what is seen when
+
:  The age command has no actual use. It's just a number you set to get a vaguely
  people type "areas". In general, the format of the credits line has to be spaced
+
:  satisfied feeling.
  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  
+
<b>Players</b>:
  like:  
+
:  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.
 +
 
 +
<b>Security</b>:
 +
:  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]
 +
 
 +
<b>Builders</b>:
 +
:  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.
 +
 
 +
<b>Credits</b>:
 +
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
+
   [ 1 20] Serachel  Clockmaker's Mansion
  
<b>Flags</b>:
+
<b>Flags</b>:
  The area flags do nothing. In time, perhaps they will, but not right now.  
+
The area flags do nothing. In time, perhaps they will, but not right now.  
  Asking about it gets you nowhere.  
+
Asking about it gets you nowhere.  
  
<b>Flags2</b>:
+
<b>Flags2</b>:
  These flags may or may not do things. Don't mess with them.
+
:  ''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.
  
<b>Weather</b>:
+
<b>Weather</b>:
  The following items affect the weather of your area:  
+
The following items affect the weather of your area:  
 
   
 
   
  Precipitation
+
Precipitation
  Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
+
Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
  
  Temperature
+
Temperature
  Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
+
Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
 
   
 
   
  Wind Magnitude
+
Wind Magnitude
  Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
+
Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
  
  Wind Direction: Syntax: winddir [direction]
+
Wind Direction: Syntax: winddir [direction]
  
  Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,  
+
Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,  
  mountainous, plains, lowlands, desert, river.  
+
mountainous, plains, lowlands, desert, river.  
  
<b>Herbs</b>:
+
<b>Herbs</b>:
  Syntax: herbs 'name of herb'
+
Syntax: herbs 'name of herb'
  **Be sure to add those single quotes, or it'll just ask you "huh?"**
+
**Be sure to add those single quotes, or it'll just ask you "huh?"**
  
 
   Name                  Level  Rarity  Spell Effects
 
   Name                  Level  Rarity  Spell Effects
   fela mushroom            1    100  slow, cure light
+
   fela mushroom            1    100  slow cure light
   tuva bark                1      80  slow, cure serious
+
   tuva bark                1      80  slow cure serious
   goka tuber                1      75  slow, cure critical
+
   goka tuber                1      75  slow cure critical
 
   qorith leaves            1      80  cure light
 
   qorith leaves            1      80  cure light
 
   nkran blossom            1      75  cure serious
 
   nkran blossom            1      75  cure serious
   krasa root                1      50  slow, cure poison
+
   krasa root                1      50  slow cure poison
 
   suspirha flower          30      90  cure light
 
   suspirha flower          30      90  cure light
 
   acujira petal            30      85  cure serious
 
   acujira petal            30      85  cure serious
 
   prickly arylaria leaf    30      50  cure critical
 
   prickly arylaria leaf    30      50  cure critical
 
   ssirth vine              30      30  cure poison
 
   ssirth vine              30      30  cure poison
   ilkra toadstools        30      15  slow, cure disease
+
   ilkra toadstools        30      15  slow cure disease
   flower of Laeren        30      5  slow, heal
+
   flower of Laeren        30      5  slow heal
 
   llaen root              51    100  cure light
 
   llaen root              51    100  cure light
 
   vin blossom              51      95  cure serious
 
   vin blossom              51      95  cure serious
Line 119: Line 130:
 
   rkala blossom            51      3  protection from fire  
 
   rkala blossom            51      3  protection from fire  
  
<b>Reset</b>:
 
  Syntax: reset
 
  This resets yours area.
 
  
  <b>Danger</b>:
+
<b>Founts</b>:
  Syntax: danger [number]
+
: Syntax: founts [frequency] [order] [positive]
  This assigns the number EP points that each room in the area
+
: Order and positive are from 2 to -2, with higher integers being associated with more ordered and more positive energy. Frequency is as follows:
  will give. The number of EP points can also be raised for a  
+
 
  particular room in redit.
+
  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>:
 +
: Syntax: reset
 +
:  This resets yours area.
 +
 
 +
<b>Danger</b>:
 +
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.
 +
 
 +
<b>Done</b>:
 +
:  Syntax: done
 +
:  Exits aedit.  
  
<b>Done</b>:
+
[[category:Leviticus]]
  Syntax: done
+
  Exits aedit.
+
----
+
[[OLC Section 0]] | [[OLC Section 2]] | [http://http://www.ender.com/~jolinn/avendarbible/wiki.pl?Leviticus Leviticus -- Builder Resources Page]
+

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.