Difference between revisions of "OLC Section 4"

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= OEDIT = <i>"You cannot serve both God and Mammon"</i>
+
=OEDIT=
 +
<i>"You cannot serve both God and Mammon"</i>
 
  <i>"Mmmmm.... Mammon"</i>
 
  <i>"Mmmmm.... Mammon"</i>
  
Oedit allows you to create and edit items.
+
Oedit allows you to create and edit items.  
Syntax: oedit [vnum]
+
Syntax: olist
+
Oedit can create an object, or edit an existing one, provided you specify a vnum.
+
'Olist' lists all the objects in an area. One you are oediting a given object,
+
you can take a look at its properties with the show command, or just by hitting
+
[enter]. The following are attributes which appear when you SHOW.  
+
  
<b>Name:</b>
+
Syntax: oedit [vnum]  
  The name field refers to the keywords that can be used to reference an object.
+
  When setting an objects name, bear in mind that it will be far more convenient
+
  for players if you think of what they might call it beforehand. For instance,
+
  having an item which is a 'breastplate', and which does not have 'plate' in
+
  the name field isn't clever -- it just means you've elected to make players
+
  type more.
+
  Syntax: name [string]
+
  The name string is every word you use to refer to an object, seperated by spaces.
+
  Example: name key sword whore cook wife lover
+
  Important note: You should always have the first entry in the name field be
+
  something which you wouldn't mind the object being called, since in some
+
  obscure places, the object might be called by this. Another Important Note:
+
  Never use the double quote (") character in a name field, as the mud uses
+
  it as a delimiter. Using it is a Bad Thing.
+
  
<b>Area:</b>
+
Syntax: olist
  This tells you what area the object is from.
+
  
<b>Vnum:</b>
+
Oedit can create an object, or edit an existing one, provided you specify a vnum. 'Olist' lists all the objects in an area. One you are oediting a given object, you can take a look at its properties with the show command, or just by hitting [enter]. The following are attributes which appear when you SHOW.  
  This tells you the vnum of the object.  
+
  
<b>Type:</b>
 
  This determines what category the object belongs to.
 
  Syntax: type [object type]
 
  The main affect of an object type, along with what it does (obviously, you can't
 
  use an object of type weapon as furniture, etc.), is that that it can a series
 
  of values with the object, generally referred to as "v0-v4".
 
  The syntax for changing a value (v0-v4) is: v0 [value], v1 [value], etc. The
 
  following list of acceptable object types will also include information about
 
  the associatied values:
 
  
  <b>Armor:</b> Items of type armor can be worn by players to lower their armor
+
<b>Name:</b>
  class (which basically makes it harder from them to be hit).  
+
 
  Associated Values:  
+
Syntax: name [string]
    v0: Armor class versus piercing attacks  
+
 
    v1: Armor class versus bashing attacks  
+
The name field refers to the keywords that can be used to reference an object. When setting an objects name, bear in mind that it will be far more convenient for players if you think of what they might call it beforehand. For instance, having an item which is a 'breastplate', and which does not have 'plate' in the name field isn't clever -- it just means you've elected to make players type more.
    v2: Armor class versus slashing attacks  
+
 
    v3: Armor class versus exotic attacks.  
+
 
 +
The name string is every word you use to refer to an object, seperated by spaces.
 +
 
 +
Example: name blight pitch-black iron sword Blighto
 +
 
 +
Important note: You should always have the first entry in the name field be something which you wouldn't mind the object being called, since in some obscure places, the object might be called by this.
 +
 
 +
Another Important Note:Never use the double quote (") character in a name field, as the mud usesit as a delimiter. Using it is a Bad Thing.
 +
 
 +
 
 +
<b>Area:</b>
 +
 
 +
This tells you what area the object is from.
 +
 
 +
 
 +
<b>Vnum:</b>
 +
 
 +
This tells you the vnum of the object.
 +
 
 +
 
 +
<b>Type:</b>
 +
 
 +
Syntax: type [object type]
 +
 
 +
This determines what category the object belongs to. The main affect of an object type, along with what it does (obviously, you can't use an object of type weapon as furniture, etc.), is that that it can a series of values with the object, generally referred to as "v0-v4".
 +
 
 +
The syntax for changing a value (v0-v4) is: v0 [value], v1 [value], etc.
 +
 
 +
The following list of acceptable object types will also include information about the associatied values:
 +
 
 +
 
 +
<b>Armor:</b> Items of type armor can be worn by players to lower their armor class (which basically makes it harder from them to be hit). Associated Values:  
 +
* v0: Armor class versus piercing attacks  
 +
* v1: Armor class versus bashing attacks  
 +
* v2: Armor class versus slashing attacks  
 +
* v3: Armor class versus exotic attacks.  
 
   
 
   
  Standard Armor Values:
+
Standard Armor Values:
    Level 1  1/1/1/0
+
Level 1  1/1/1/0
    Level 5  3/3/3/0
+
Level 5  3/3/3/0
    Level 10  4/4/4/0
+
Level 10  4/4/4/0
    Level 20  6/6/6/0
+
Level 20  6/6/6/0
    Level 30  8/8/8/0
+
Level 30  8/8/8/0
    Level 40  9/9/9/0
+
Level 40  9/9/9/0
    Level 50  10/10/10/0
+
Level 50  10/10/10/0
    Level 60  15/15/15/0
+
Level 60  15/15/15/0
 +
 
 +
 
 +
<b>Weapon:</b> Items of type weapon can be used by players in combat to inflict damage. Associated Values:
 +
* v0: Weapon class
 +
* v1: Number of dice
 +
* v2: Type of dice
 +
* v3: Weapon Type
 +
* v4: Special weapon type
 +
 
 +
v0 is the weapon class, which determines the type of weapon. Acceptable weapon types include: <i>exotic sword dagger spear mace axe flail whip polearm staff</i>
 +
 
 +
This is the table of acceptable weapon averages, and can be called up in the editor with 'help SUGGESTED' or 'help AVERAGES':
 +
 
 +
Level  Average Dice
 +
  5  10      2d9, 3d6, 4d4, 5d3, 7d2
 +
  10  12      3d7, 4d5, 5d4, 6d3, 8d2
 +
  15  14      4d6, 7d3
 +
  20  16      3d10, 4d7, 8d3, 11d2 (avg 17 = 4d7)???
 +
  25  17      5d6, 7d4
 +
  30  18      3d11, 4d8, 6d5, 9d3, 12d2
 +
  35  19      3d12
 +
  40  20      3d10, 4d9, 5d7, 8d4, 10d3
 +
  43  21      3d13, 6d6, 7d5
 +
  45  22      3d14, 4d10, 5d8, 9d4, 11d3
 +
  47  23      2d22
 +
  50  24      3d15, 4d11, 6d7, 7d6, 8d4, 12d3
 +
  55  25      3d16, 5d9, 10d4
 +
  60  26      4d12
 +
  63  27      3d17, 5d10, 6d8. 9d5, 11d4
 +
  65  28+      3d18, 4d13, 7d7, 8d6
 +
 
 +
NOTE: Due to power creep overall, these dice have been adjusted (as of July 2011). Weapons below an average of 10 will effectively never be used by players. Weapon power for levels 51+ is often gauged by modifiers or progs, rather than solely dice.
  
  <b>Weapon:</b> Items of type weapon can be used by players in combat to inflict
 
  damage. Associated Values:
 
    v0: Weapon class
 
    v1: Number of dice
 
    v2: Type of dice
 
    v3: Weapon Type
 
    v4: Special weapon type
 
  
    v0 is the weapon class, which determines the type of weapon. Acceptable  
+
v3 is the damage type. Acceptable damage types include (and can be seen in-game with "help DAMTYPE"):
    weapon types include: <i>exotic sword dagger spear mace axe flail whip</i>
+
DAM_NONE - - - 0
                          <i>polearm staff knife</i>
+
DAM_BASH      1
 +
DAM_PIERCE - - 2
 +
DAM_SLASH      3
 +
DAM_FIRE - - - 4
 +
DAM_COLD      5
 +
DAM_LIGHTNING- 6
 +
DAM_ACID      7
 +
DAM_POISON - - 8
 +
DAM_NEGATIVE  9
 +
DAM_HOLY  - - 10
 +
DAM_ENERGY    11
 +
DAM_MENTAL -  12
 +
DAM_DISEASE  13
 +
DAM_DROWNING- 14
 +
DAM_LIGHT    15
 +
DAM_OTHER - - 16
 +
DAM_FEAR      17
 +
DAM_CHARM - - 18
 +
DAM_SOUND    19
 +
DAM_ILLUSION  20
 +
DAM_DEFILEMENT21
  
    This is the table of acceptable weapon averages, and can be called up in the
+
v4 Refers to the 'special' flag, which can be used to give the weapon special properties. There is only one regularly used 'special'.
    editor with 'help SUGGESTED:'
+
<i>twohands:</i> Requires a weapon be wielded be two hands. Note: This is essential for halberds and staves
 +
 
 +
There are some v4 flags which are sometimes used, but should generally be avoided as these sorts of special affects better come through class abilities and progs. If used at all, it should be for unique, limit-1 items.
 +
<i>sharp:</i> randomly does a +15% bonus to damage. Use very rarely.
 +
<i>poison:</i> Poisons randomly. Use very rarely.
 +
<i>vampiric:</i> Damages a modest amount and wielder receives half that in hp. For example, lvl 51 weapon averages 6 vampiric damage, with 3 hp returned per successful strike (note that the average damage of such a weapon would be a +6 to the standard damdice values). Use very rarely.
  
    Level  Average Dice
 
      5    6      2d5, 3d3, 4d2
 
      10    8      2d7, 4d3
 
      15  10      2d9, 3d6, 4d4, 5d3, 7d2
 
      20  12      3d7, 4d5, 5d4, 6d3, 8d2
 
      25  14      4d6, 7d3
 
      30  16      3d10, 4d7, 8d3, 11d2 (avg 17 = 4d7)???
 
      33  17      5d6, 7d4
 
      35  18      3d11, 4d8, 6d5, 9d3, 12d2
 
      37  19      3d12
 
      40  20      3d10, 4d9, 5d7, 8d4, 10d3
 
      43  21      3d13, 6d6, 7d5
 
      45  22      3d14, 4d10, 5d8, 9d4, 11d3
 
      47  23      2d22
 
      50  24      3d15, 4d11, 6d7, 7d6, 8d4, 12d3
 
      55  25      3d16, 5d9, 10d4
 
      60  26      4d12
 
      63  27      3d17, 5d10, 6d8. 9d5, 11d4
 
      65  28+      3d18, 4d13, 7d7, 8d6
 
  
    v3 is the damage type. Acceptable damage types include:
+
And there are flags you should not use.
1 bash
+
<i>flaming:</i> burns random (lame stock.. don't use. Prog your effect instead.)
2 pierce
+
<i>frost:</i> freezes randomly (lame stock.. don't use.  Prog your effect instead.)
3 slash
+
<i>shocking:</i> shocks randomly (lame stock rom.. don't use.  Prog your effect instead.)
4 fire
+
<i>vorpal:</i> Randomly lops off opponent's head. (lame stock rom. Don't use, and don't prog your own instakill effects).
5 cold
+
6 lightning
+
7 acid
+
8 poison
+
9 negative
+
10 holy
+
11 energy
+
12 mental
+
13 disease
+
14 drowning
+
15 light
+
16 other
+
17 harm
+
18 charm
+
19 sound
+
20 illusion
+
21 defilement
+
  
    v4 Refers to the 'special' flag, which can be used to give the weapon
 
    special properties.
 
    <i>flaming:</i> burns random (lame stock.. don't use)
 
    <i>frost:</i> freezes randomly (lame stock.. don't use..)
 
    <i>shocking:</i> shocks randomly (lame stock rom.. don't use)
 
    <i>vampiric:</i> Drains hp [note: doesn't do so very well.. lame stock ROM]
 
    <i>sharp:</i> randomly does a +15% bous to damage
 
    <i>vorpal:</i> Randomly lops off opponent's head. Note: use this very
 
      rarely, if ever.
 
    <i>twohands:</i> Requires a weapon be wielded be two hands. Note: This is
 
      essential for halberds and staves
 
    <i>poison:</i> Poisons randomly
 
  
  <b>Treasure:</b>Items of type treasure represent valuable items that one might  
+
<b>Treasure:</b> Items of type treasure represent valuable items that one might find on an adventure. Generally, their only purpose is for their worth in gold or as a background prop, unless used in a prog of some sort. No associated values.
  find on an adventure. Generally, their only purpose is for their worth in gold
+
  or as a background prop, unless used in a prog of some sort. No associated values.
+
 
   
 
   
  <b>light:</b> Items of type light will work as light sources, but they must be
 
  flagged GLOW (see the help on extra, below). Associated Values:
 
  v2: Number of hours light will burn, with 0 representing a permanent light.
 
  
  <b>scroll:</b> Items of type scroll contain spells, which are invoked via the  
+
<b>Light:</b> Items of type light will work as light sources, but they must be flagged GLOW (see the help on extra, below). Associated Values:  
  RECITE command. Scrolls can be recited on other players, as well as on the
+
* v2: Number of hours light will burn, with 0 representing a permanent light.  
  caster, or cast as area spells. Associated Values:  
+
    v0: Level of spells cast
+
    v1: Spell1
+
    v2: Spell2
+
    v3: Spell3
+
    v4: Spell4
+
  Note that for whatever reason, v1-v4 default to 'ghost' as their base spell.
+
  Therefore, you should change the spell slots you aren't using to 'none'. The
+
  spells are referenced by name, rather than vnum.  
+
  
  <b>wand:</b> Items of type wand contain a spell, along with a certain number of
 
  charges. Wands are invoked by the ZAP command, and accept a target. Associated
 
  Values:
 
    v0: Level of spell
 
    v1: Total charges
 
    v2: Charges left
 
    v3: Name of spell
 
  
  <b>Staff:</b> Items of type staff contain a spell, along with a certain number
+
<b>scroll:</b> Items of type scroll contain spells, which are invoked via the RECITE command. Scrolls can be recited on other players, as well as on the caster, or cast as area spells. Associated Values:
  of charges. Staffs are invoked with the BRANDISH command, and affect the caster's
+
* v0: Level of spells cast
  entire group. Associated Values are the same as wands, above.
+
* v1: Spell1
 +
* v2: Spell2
 +
* v3: Spell3
 +
* v4: Spell4
  
  <b>Potion:</b> Items of type potion contain magical spells, which are invoked
+
Note that for whatever reason, v1-v4 default to 'ghost' as their base spell. Therefore, you should change the spell slots you aren't using to 'none'. The spells are referenced by name, rather than vnum.  
  via the QUAFF command. Potions are only good for one use. Spells invoked by
+
  quaffing a potion target on the caster. Associated Values:
+
    v0: Level of spell
+
    v1: Spell1
+
    v2: Spell2
+
    v3: Spell3
+
  
  <b>Furniture:</b> Items of type furniture can be sat or lain upon by players.
 
  Examples include beds, tables, or chairs.
 
  Associated Values:
 
    v0: Max People
 
    v1: Max Weight
 
    v2: Furniture Flags
 
    v3: Heal Bonus
 
    v4: Mana Bonus
 
  
    v0 refers to the maximum number of people who can use a particular
+
<b>wand:</b> Items of type wand contain a spell, along with a certain number of charges. Wands are invoked by the ZAP command, and accept a target. Associated Values:
    piece of furniture.
+
* v0: Level of spell
    v1 refers to the maximum weight the object can support.
+
* v1: Total charges
    v2: The following are acceptable furniture flags:
+
* v2: Charges left
        <i>stand_at  stand_on  stand_in  sit_at</i>
+
* v3: Name of spell
        <i>sit_on    sit_in    rest_at  rest_on</i>
+
        <i>rest_in  sleep_at  sleep_on  sleep_in</i>
+
        <i>put_at    put_on    put_in    put_inside</i>
+
    v3: The heal bonus refers to the bonus to a player's healing rate who is
+
    using the furniture.
+
    v4: The mana bonus refers to the bonus to a player's mana regen rate who
+
    is using the furniture.
+
  
  <b>Trash:</b> Items of type trash are either items that fall into no other
 
  category, or items you have no other use for. No Associated Values.
 
  
  <b>Container:</b> Items of type container are used to contain other items.  
+
<b>Staff:</b> Items of type staff contain a spell, along with a certain number of charges. Staffs are invoked with the BRANDISH command, and affect the caster's entire group. Associated Values are the same as wands, above.
  Associated Values:
+
    v0: Weight
+
    v1: Flags
+
    v2: Key
+
    v3: Capacity
+
    v4: Weight multipler
+
  
    v0 is the maximum weight it will hold.
 
    v1 Flags: <i>closeable pickproof closed locked puton</i>
 
    v2 is the vnum of the key that opens it
 
    v3 is the largest weight item it will hold
 
    v4 is what multiplier the weight of objects in the container use. This is in percent; v4 40 means that objects in the container weight 40% as much.
 
  
  <b>Drinkcontainer:</b> Items of type drinkcontainer are used to hold liquids
+
<b>Potion:</b> Items of type potion contain magical spells, which are invoked via the QUAFF or PITCH command. Potions are only good for one use. Spells invoked by quaffing a potion target on the caster.  Spells invoked by successfully pitching a potion will affect the target.  Associated Values:  
  of various types.  Associated Values:
+
* v0: Level of spell
    v0: liquid total
+
* v1: Spell1
    v1: liquid left
+
* v2: Spell2
    v2: liquid type
+
* v3: Spell3
    v3: poison
+
  
  v0 and v1 both take a numerical value, with a value of 50 being 4 sips of  
+
 
  water, and 100 being about 7.  
+
<b>Pill:</b> As with potions, but invoked by eating and cannot be pitched to trigger an effect.
  v2: Here is the list of liquid types and their various properties. Each one has a number as well:
+
 
 +
 
 +
<b>Furniture:</b> Items of type furniture can be sat or lain upon by players.  Examples include beds, tables, or chairs. Associated Values:
 +
* v0: Max People - the maximum number of people who can use a particular piece of furniture.
 +
* v1: Max Weight - refers to the maximum weight the object can support
 +
* v2: Furniture Flags - <i>stand_at, stand_on, stand_in, sit_at, sit_on, sit_in, rest_at, rest_on, rest_in, sleep_at, sleep_on, sleep_in, put_at, put_on, put_in, put_inside</i>
 +
* v3: Heal Bonus - the healing rate for the person using the furniture (100 is the normal rate)
 +
* v4: Mana Bonus - the mana regen rate
 +
 
 +
 
 +
<b>Trash:</b> Items of type trash are either items that fall into no other category, or items you have no other use for. No Associated Values.
 +
 
 +
 
 +
<b>Container:</b> Items of type container are used to contain other items. Associated Values:
 +
* v0: Weight - the maximum weight it will hold, minus the container's own weight
 +
* v1: Flags - <i>closeable, pickproof, closed, locked, puton</i>
 +
* v2: Key - the vnum of the key item that opens it
 +
* v3: Capacity  - the largest weight item it will hold
 +
* v4: Weight multipler - what m ultiplier the weight of objects in the container use. This is in percent; v4 40 means that objects in the container way 40% as much as they would normally weigh.
 +
 
 +
: For example, for a sack that weighs 2kg to hold up to 20kg worth of items (and there is no multiplier),  v0 should be 22.
 +
 
 +
 
 +
<b>Drinkcontainer:</b> Items of type drinkcontainer are used to hold liquids of various types.  Associated Values:
 +
* v0: liquid total
 +
* v1: liquid left
 +
* v2: liquid type
 +
* v3: poison
 +
 
 +
v0 and v1 both take a numerical value, with a value of 50 being 4 sips of water, and 100 being about 7. The amount you drink varies form liquid to liquid. Test your containers yourself to be sure.
 +
 
 +
v2: Here is the list of liquid types and their various properties. Each one has a number as well:
  
 
     #    Name                Color          Proof Full Thirst Food Ssize
 
     #    Name                Color          Proof Full Thirst Food Ssize
Line 259: Line 244:
 
     35    cordial              clear            100    1      5    0    2
 
     35    cordial              clear            100    1      5    0    2
 
   
 
   
  <b>Key:</b> Items of type key are used to unlock containers or doors.
+
<b>Key:</b> Items of type key are used to unlock containers or doors.
  No Associated Values.  
+
No Associated Values.  
  
  <b>Food:</b> Items of type food are consumed by players to avoid the  
+
<b>Food:</b> Items of type food are consumed by players to avoid the debilitating affects of hunger. Associated values:  
  debilitating affects of hunger. Associated values:  
+
* v0: Food ticks
    v0: Food hours
+
* v1: Food Quality
    v1: Full hours
+
* v3: Poison
    v3: Poison
+
  
    v0 refers to how long you are not hungry after eating the food.
+
Food is weirdly complicated in Avendar. The gist is that eating junk food theoretically fills you up faster, while 'healthy' food should fill you up longer. How this is actually determined is a bit weird, though.
    v1 refers to how long you are full (and can't eat more.) For
+
    comparison, Nendorin waybread is about 70 hrs.
+
  
  <b>Money:</b> Items of type money turn into gold when taken.
+
When eaten, food provides nutrition points. When you hit 0, you get hungry. You start starving at -300. How many nutrition points you get from eating is (stay with me, there's math): (v0*1000) / (v1)
  Associated values:  
+
    v0: gold
+
  
  <b>Boat:</b> Items of type boat are used to cross expanses of water. No
+
What this means is all food provides a baseline 1000 nutrition. Raising v0 relative to v1 means it will fill you up more. Raising v1 relative to v0 means it will fill you up less.
  Associated Values.  
+
  
  <b>Npccorpse:</b> Internal flag, not used by builders.  
+
Every race has a maximum amount of food they can eat, and this amount never changes. You're considered full when you reach 95% of this maximum. If a food would overfill you and you're not already at your max, it'll just fill you up. If you eat when full, you're gorged. Every race has a certain metabolism speed. This also never changes. The rate at which you get hungry is the ratio of your metabolism to the average quality of all the food you've ever eaten, multiplied by 10.
  
  <b>Fountain:</b> Items of type fountain are used to make endless sources
+
Characters lose 10 nutrition points per tick, <i>times</i> the race's metabolism speed, and then <i>divided</i> by this average quality.
  of water. Associated Values:
+
    v0: Liquid Total
+
    v1: Liquid left
+
    v2: Liquid Type
+
  
  <b>Pill:</b> Items of type pill contain spells, which are triggered when
+
<pre>RACE MAX HUNGER METABOLISM RATE
  the pills are eaten. The spells in a pill target the person who eats the
+
human 960 100
  pill. Associated Values:
+
alatharya 1920 150
    v0: Level of spell
+
srryn 1080 100
    v1: Spell1
+
kankoran 960 105
    v2: Spell2
+
ch'taren 960 75
    v3: Spell3
+
aelin 880 125
    v4: Spell4
+
shuddeni 800 90
 +
nefortu 560 80
 +
caladaran 960 75
 +
ethron 1200 110
 +
chaja 1337 110</pre>
  
  <b>Protect:</b> Stock ROM, not used
+
So, given this, know that a human being has never eaten anything will lose 10 nutrition per tick. They will get hungry for the first time (after they start losing nutrition at, what, level 5?) after 96 ticks. Most characters only ever eat quality 50 food. From this, we can tell that most humans and srryn will lose 20 hunger per tick, most alatharya will lose 30 hunger per tick, most kankoran will lose 21 hunger per tick, ch'taren and caladaran will lose 15 per tick, aelin will lose 25 per tick, shuddeni will lose 9 per tick, nefortu will lose 8 per tick, and ethron and chaja will lose 11 per tick.
  
  <b>Map:</b> Items of type map can be used as maps, though their chief
+
If you eat better quality food over time, you will lose less nutrition per tick, but this is a reasonable baseline. Knowing how much people lose per tick will help you figure out how to set your v0 and v1 in terms of how full they should make you.
  property is that they vanish when a player logs out. No Associated Values.
+
  
  <b>Portal:</b> Items of type portal will transport a player to another room
+
Tips:
  vnum, should they ENTER the portal. Associated Values:
+
* V0 only matters <i>in relation to</i> v1.
 +
* If you want a food that is very filling, make v0 half again as large as v1.
 +
* If you want a food that is not very filling, make v0 half the size of v1.
 +
* If you want to fill an alatharya, double v1. Every other race is good with half again.
 +
* If you want a food that will slow a character's hunger over time, raise v1.
 +
* If you want a food that will speed a character's hunger over time, lower v1.
  
    v0: Charges
+
Some old notes about food and drink:
    v1: Exit flags
+
* Pills may be eaten when full.  As well, liquids and pills do not provide any nourishment when consumed.
    v2: Portal flags
+
* If you attempt to eat food when 'full', you will become gorged, which increases your movement costs, and causes you to miss more often in combat.
    v3: Destination vnum
+
* Different races can consume different amounts of food before becoming full, and digest food at different rates. This allows for things such as aelin and nefortu to have higher metabolism in order to sustain their flying.
 +
* PCs also have a quality value stored on them, keeping track of the average quality of food they've consumed.
 +
* PCs with hunger set to -2000 will never become hungry
  
  Nota Bene: Portals are kind of stock ROM, and haven't really been modernized.
 
  The use of any exit flags or portal flags on them is deprecated, and will probably
 
  cause strange results.
 
  
  <b>Warpstone:</b> Stock ROM, not used by builders.  
+
<b>Money:</b> Items of type money add to a PC's coins when taken. Associated values:
 +
* v0: value - the number of coins
 +
* v1: type - the coin type (<i>platinum, gold, silver, copper</i>)
  
  <b>Roomkey:</b> A duplicate flag, does the same as key. No Associated Values.
 
  
  <b>Gem:</b> Items of type gem typically represent valuable gems. No  
+
<b>Boat:</b> Items of type boat are used to cross expanses of water. No Associated Values.  
  Associated Values.  
+
  
  <b>Jewelry:</b> This item type is generally used for gems that are worn.
 
  No Associated Values.
 
  
  <b>Jukebox:</b> Stock ROM, not used.  
+
<b>Npccorpse:</b> Internal flag, not used by builders.  
  
  <b>Instrument:</b> Items of type instrument can be used by bards to play
 
  songs. Associated Value:
 
    v0: instrument type
 
    Types are: <i>brass, woodwind, percussion, string</i>
 
  
  <b>Net:</b> Items of type net are used by gladiators, who have various skills
+
<b>Fountain:</b> Items of type fountain are used to make endless sources of water. Associated Values:
  associated with them.
+
* v0: Liquid Total
 +
* v1: Liquid left
 +
* v2: Liquid Type
  
  <b>Writing:</b> Items of type writing are books which can be perused or written by
 
  players. Associated Values:
 
    v0: Number of pages- denotes the number of pages in the book
 
    v1: Characters per page- used only in writable books (?)
 
    v2: Writable- whether or not players can write in the book
 
  In order to put text in a book, you must use exdescs and ensure that v2 is "no" (the
 
  default setting). The syntax of the exdesc must be the first word of the item's name
 
  followed by the page number. For instance, "a rotting book" with name [rotting book]
 
  with three pages would need exdescs for rotting1, rotting2, and rotting3. If its name
 
  were [book rotting], the exdescs would be book1, book2, and book3.
 
  
<b>Level:</b> The level of an item is used as a rough guage of its power. Typically,
+
<b>Node:</b> Items of type node represent repeatably gatherable resources via the <i>harvest</i> command.  Nodes contain two subsequent vnums: a common drop and a rare drop. The rare drop is checked for limit values while the common one is not. A node can only be harvested when not in cooldown, which is stored as an affect on the node, not on the character themselves.  Associated values:
  it should be proportional to the mob who carries the item, with a few
+
* v0: Common drop vnum
  exceptions.   High level items are more difficult to locate, and items of
+
* v1: Rare drop vnum
  level greater than 51 cannot be located by mortals at all. For weapons, the
+
* v2: Percent chance of rare drop
  player's skill in using the weapon will have a modifier of (level weapon -
+
* v3: Node reuse timer
  level player)/100.
+
  
  Syntax: level [number]
 
  
  <b>Wear Flags:</b>
+
<b>Protect:</b> Stock ROM, not used  
  Wear flags determine how an item can be held, worn, or used.
+
  Syntax: wear [flag]
+
  The following are acceptable wear flags:
+
    <i>take:</i> IMPORTANT: If you want players to be able to pick up an item,
+
    it must have the take flag. Only immobile items, such as fountains, etc.
+
    should not have the flag.
+
    <i>finger, neck, body, head, feet, hands, arms, shield, about, waist,</i>
+
    <i>wrist, wield</i>
+
    <i>hold:</i> Item can be held in hands: Use for lights, wands, held
+
    items, etc.
+
    <i>nosac:</i> Item cannot be sacrificed. Use very rarely.
+
    <i>wearfloat:</i> Item goes in the 'float' slot</i>
+
    <i>sigil:</i> Item is a sigil. Use only on sigils.
+
  
  <b>Extra Flags:</b>
 
  Extra flags give an object variour properties, which determines the way an
 
  item behaves.
 
  Syntax: extra [flag]
 
  <i>glow:</i> Item can function as a light source when worn.
 
  <i>hum:<i>
 
  <i>dark:</i> Item cannot be consecrated or frostbranded.
 
  <i>warm:</i> Item helps prevent effects of extremely cold weather
 
  <i>evil:</i>
 
  <i>invis:</i> Item is invisible. Invisible weapons are harder to parry.
 
  <i>magic:</i>
 
  <i>nodrop:</i> Item cannot be dropped. Remove curse removes this affect.
 
  <i>bless:</i>
 
  <i>antigood:</i> Cannot be used by good-aligned characters.
 
  <i>antievil:</i> Cannot be used by evil-aligned characters.
 
  <i>antineutral:</i> Cannot be used by neutral-aligned characters.
 
  <i>noremove:</i> Cannot be removed. Remove curse removes this affect.
 
  <i>inventory:</i> Used by code for shoppies. Builders should not use.
 
  <i>nopurge:</i> Cannot be purged with the imm 'purge' command. Use sparingly
 
    (fountains and altars are examples of things that should be nopurge)
 
  <i>rotdeath:</i> Object will crumble after the death of its owner
 
  <i>visdeath:</i> Item will be visible only upon the death of the original
 
    owner. (Imms with holy light can see visdeath items.)
 
  <i>affinity:</i> Used by spirit spell. Not for builder use.
 
  <i>nonmetal:</i>
 
  <i>meltdrop:</i> Object will vanish when dropped.
 
  <i>hadtimer:</i>
 
  <i>sellextract:</i> When sold, item will disappear from shopkeeper's
 
    inventory.
 
  <i>burnproof:</i> Item cannot be burned by breath weapons
 
  <i>nouncurse:</i> Remove curse is ineffective on this item.
 
  <i>nodestroy:</i> Item cannot be destroyed by spells such as shatter, etc.
 
  <i>nolong:</i> Item cannot be seen by entering or looking at the room.
 
  <i>wizi:</i> Item is wizinvis--cannot be seen or handled by mortals.
 
  <i>quest:</i> Item is purged from inventory of owner, when the owner quits.
 
  
  <b>Material:</b>
+
<b>Map:</b> Items of type map can be used as maps, though their chief property is that they vanish when a player logs out. No Associated Values.
  The material of the item is the principle material of which it is composed.
+
  Materials have an affect on weapon vulnerability, and will eventually have
+
  various alchemical affects.
+
  Syntax: material [type]
+
  Material types are:
+
    unknown flesh acid adamantite air alcohol amber amethyst aquamarine blood
+
    bloodstone bone brass bronze carrion chitin cloth copper crystal diamond
+
    dirt dragonbone dragonhide dragonscale earth electrum ebony emerald energy
+
    extracts feather feathers fire food gem glass gold herb hide ice iron
+
    ironwood ivory jade lace lead leather maple medicine mercury metal oak
+
    obsidian onyx opal parchment pearl plant platinum poison powder ribbon
+
    ruby sapphire scale shadow silk silver smoke spice steel stone tin tobacco
+
    topaz velvet water wax wood
+
  
  <b>Condition:</b>
 
  This field is currently unused. Leave all items at 100.
 
  
  <b>Weight:</b>
+
<b>Portal:</b> Items of type portal will transport a player to another room vnum, should they ENTER the portal. Associated Values:
  As players have weight limits on objects, and the weight of weapons will  
+
* v0: Charges
  determine who can wield them, and how they can be dual wielded, weight is
+
* v1: Exit flags
  very important.
+
* v2: Portal flags
  Syntax: weight [number * 10]
+
* v3: Destination vnum
  
     Weapon Weights
+
'''Nota Bene:''' Portals are kind of stock ROM, and haven't really been modernized. The use of any exit flags or portal flags on them is deprecated, and may cause strange results.
 +
 
 +
 
 +
<b>Warpstone:</b> Stock ROM, not used by builders.
 +
 
 +
 
 +
<b>Roomkey:</b> A duplicate flag, does the same as key. No Associated Values.
 +
 
 +
 +
<b>Gem:</b> Items of type gem typically represent valuable gems. No Associated Values.
 +
 
 +
 
 +
<b>Jewelry:</b> This item type is generally used for gems that are worn. No Associated Values.
 +
 
 +
 
 +
<b>Jukebox:</b> Stock ROM, not used.
 +
 
 +
 
 +
<b>Instrument:</b> Items of type instrument can be used by bards to play songs. Associated Value:
 +
* v0: instrument type - <i>brass, woodwind, percussion, string</i>
 +
 
 +
 
 +
<b>Net:</b> Items of type net are used by gladiators, who have various skills associated with them.
 +
 
 +
 
 +
<b>Writing:</b> Items of type writing are books which can be perused or written by players. Associated Values:
 +
* v0: Number of pages- denotes the number of pages in the book
 +
* v1: Characters per page- used only in writable books (?)
 +
* v2: Writable- whether or not players can write in the book
 +
 
 +
In order to put text in a book, you must use exdescs and ensure that v2 is "no" (the default setting). The syntax of the exdesc must be the first word of the item's name followed by the page number. For instance, "a rotting book" with name [rotting book] with three pages would need exdescs for rotting1, rotting2, and rotting3. If its name were [book rotting], the exdescs would be book1, book2, and book3.
 +
 
 +
 
 +
<b>Level:</b>
 +
 
 +
Syntax: level [number]
 +
 
 +
The level of an item is used as a rough gauge of its power. Typically, it should be proportional to the mob who carries the item, with a few exceptions. High level items are more difficult to locate, and items of  level greater than 51 cannot be located by mortals at all. For weapons, the player's skill in using the weapon will have a modifier of (level weapon - level player)/100.
 +
 
 +
 
 +
<b>Wear Flags:</b>
 +
 
 +
Syntax: wear [flag]
 +
 
 +
Wear flags determine how an item can be held, worn, or used. The following are acceptable wear flags:
 +
<i>nosac:</i> Item cannot be sacrificed. Use very rarely.
 +
*<i>take:</i> IMPORTANT: If you want players to be able to pick up an item, it must have the take flag. Only immobile items, such as fountains, etc. should not have the flag.
 +
*<i>finger, neck, body, head, feet, hands, arms, shield, about, waist, wrist, wield, hold, wearfloat, sigil, prog</i>  - identifies which "worn item" slot the item uses.
 +
 
 +
Note: For non-weapon items can be held in hands, use "hold" (lights, wands, magical staves, etc). For weapons, use "wield".
 +
 
 +
 
 +
<b>Extra Flags:</b>
 +
 
 +
Syntax: extra [flag]
 +
 
 +
Extra flags give an object variour properties, which determines the way an item behaves.
 +
* <i>glow:</i> Item can function as a light source when worn.
 +
* <i>hum:</i>
 +
* <i>dark:</i> Item cannot be consecrated or frostbranded.
 +
* <i>warm:</i> Item helps prevent effects of extremely cold weather
 +
* <i>evil:</i> Item shown with an aura 'detect align' effects
 +
* <i>invis:</i> Item is invisible. Invisible weapons are harder to parry.
 +
* <i>magic:</i> Item is shown with an aura in 'detect magic' effects
 +
* <i>nodrop:</i> Item cannot be dropped. Remove curse removes this affect.
 +
* <i>bless:</i> Item gets a +1 to hit
 +
* <i>antigood:</i> Cannot be used by good-aligned characters.
 +
* <i>antievil:</i> Cannot be used by evil-aligned characters.
 +
* <i>antineutral:</i> Cannot be used by neutral-aligned characters.
 +
* <i>noremove:</i> Cannot be removed. Remove curse removes this affect.
 +
* <i>inventory:</i> Used by code for shoppies. Builders should not use.
 +
* <i>nopurge:</i> Cannot be purged with the imm 'purge' command. Use sparingly (fountains and altars are examples of things that should be nopurge). Nopurge items can still be removed if needed by changing the item's flags with the "set" command.
 +
* <i>rotdeath:</i> Object will crumble after the death of its owner
 +
* <i>visdeath:</i> Item will be visible only upon the death of the original owner. (Imms with holy light can see visdeath items.)
 +
* <i>affinity:</i> Used by spirit spell. Not for builder use.
 +
* <i>nonmetal:</i> Item not affected by metal-only affects such as "heat metal"
 +
* <i>meltdrop:</i> Object will vanish when dropped.
 +
* <i>hadtimer:</i>
 +
* <i>sellextract:</i> When sold, item will disappear from shopkeeper's inventory.
 +
* <i>burnproof:</i> Item cannot be burned by breath weapons
 +
* <i>nouncurse:</i> Remove curse is ineffective on this item.
 +
* <i>nodestroy:</i> Item cannot be destroyed by spells such as shatter, etc.
 +
* <i>nolong:</i> Item cannot be seen by entering or looking at the room.
 +
* <i>wizi:</i> Item is wizinvis--cannot be seen or handled by mortals.
 +
* <i>quest:</i> Item is purged from inventory of owner when the owner quits.
 +
* <i>nodisarm:</i> Item cannot be disarmed. Use very sparingly if at all, and only if there is a Very Good Reason for the weapon to have this special trait.
 +
* <i>fire:</i> Item reveals PC locations for "cinder scry"
 +
* <i>nomortal:</i>
 +
* <i>quintessence:</i> Item restores mana of a PC who sacrifices or destroys it.
 +
* <i>incense:</i> Item used for "fugue"
 +
* <i>annointingoil:</i> Item used for "ordain sanctum"
 +
* <i>windfall:</i> Item used for "beckon windfall".  Limited items should not have this flag. Most nonlimited items should.
 +
* <i>nomirror:</i> Item cannot be mirrored via the "illusion" spell.
 +
 
 +
 
 +
<b>Material:</b>
 +
 
 +
Syntax: material [type]
 +
 
 +
The material of the item is the principle material of which it is composed. Materials have an affect on weapon vulnerability and have various alchemical affects.
 +
 
 +
Type "materials" to see an up to date list of available materials. The list (as of Fall 2014) is:
 +
 
 +
unknown flesh acid air alcohol amber amethyst aquamarine blood bloodstone bone brass bronze carrion
 +
chitin ch'lonin cloth copper crystal diamond dirt dragonbone dragonhide dragonscale earth electrum
 +
elirium ebony emerald energy extracts feather fire food fur gem glass gold herb hide ice iron
 +
ironwood ivory jade lace lead leather maple medicine mei'tzec mercury metal oak obsidian onyx opal
 +
parchment pearl plant platinum poison powder ribbon ruby sapphire scale shadow silk silver smoke
 +
spice steel stone sulphur tin tobacco topaz velvet water wax wood granite marble shale sandstone
 +
quartz
 +
 
 +
 
 +
<b>Condition:</b> - This field is currently unused. Leave all items at 100.
 +
 
 +
 
 +
<b>Weight:</b>
 +
 
 +
Syntax: weight [number * 10]
 +
 
 +
As players have weight limits on objects, and the weight of weapons will determine who can wield them, and how they can be dual wielded, weight is very important.
 +
 
 +
     '''Weapon Weights'''
 
     Whip        4- 8      Mace      16-22
 
     Whip        4- 8      Mace      16-22
 
     Dagger      4- 9      Axe        18-22
 
     Dagger      4- 9      Axe        18-22
Line 438: Line 462:
 
     Long sword  16-18
 
     Long sword  16-18
  
    In the editor, help SUGGESTED also gives this list.
+
In the editor, help SUGGESTED and help AVERAGES also gives this list.
 +
 
 +
 
 +
<b>Cost:</b>
 +
 
 +
Syntax:cost [number]
 +
 
 +
The cost of an item determines how much a shopkeeper will sell it for, as well as how much as a shopkeeper will buy it for. Be reasonable with item costs, and err on the low side. This cost functions as the base cost of the item in copper pieces, modified by the shopkeeper's profit margins.
 +
 
 +
Use "'''autoprice'''" to get a rough initial cost level. Note that this is very rough. For simple items it works well and may need no further adjustment. But for more specialized items with many modifiers (especially items that have negative modifiers or drawbacks) it is likely to need fine-tuning.
 +
 
 +
 
 +
<b>Limit:</b>
 +
 
 +
Syntax: limit [number]
 +
 
 +
The limit factor sets a limit on how many of a given item can be in circulation at a given time. Typical Limit Values ([http://avendar.com/phpBB/viewtopic.php?f=8&t=4637&hilit=limited adjusted in July 2013 from weighting to fixed values]):
 +
* 1 - unique / lored, top-tier
 +
* 3 - highly unusual, very good
 +
* 5-7 - unusual, good
 +
* 10-12 - somewhat unusual
 +
* no limit -  usual / standard / mediocre
 +
 
 +
Note: If you change limits, the change will not be effected until a reboot.
 +
 
 +
Note the 2nd: Limited eq <i>will not</i> fit in containers, no matter how hard you push, or how many alatharya you have sit on it.
 +
 
 +
 
 +
<b>Short Desc:</b>
 +
 
 +
Syntax: short [name]
 +
 
 +
The short desc is the name that people see when an item is picked up or used, as well as what people see when they look at a player wearing  an item.
 +
 
 +
Omitting the article will make the object look silly. For instance, if you called the item "staff", you would see "You pick up staff" when you take it, etc.
 +
 
 +
 
 +
<b>Long Desc:</b>
 +
 
 +
Syntax: long [string]
 +
 
 +
The long description is what a player sees when the item is on the ground, or when they look at the item (assuming there are no extra descriptions).
 +
 
 +
The long desc should be a complete sentence, properly punctuated and capitalized.
 +
 
 +
 
 +
<b>Affects:</b>
 +
 
 +
Syntax: addaffect [affect flag] [value]
 +
 
 +
Syntax: delaffect [affect flag]
 +
 
 +
You can add affects to items, which alter the stats of the players who wear the item, or of the item itself. 
 +
 
 +
The following are acceptable affect names: <i>none, strength, dexterity, intelligence, wisdom, constitution, sex, savingpara, savingrod, savingpetri, savingbreath, savingspel, age, weight, mana, hp, move, gold, ac, damroll, hitroll, saves.
 +
 
 +
Note: for saves and ac, negative is better. Use saves sparingly.
 +
 
 +
Do not use these affects: <i>class, experience, level, height, applyhide</i>
 +
 
 +
 
 +
<b>Extra Descriptions:</b>
 +
 
 +
Syntax: ed add [keyword]
 +
 
 +
Syntax: ed add 'keyword1 keyword2 keyword3'
 +
 
 +
You can also add "extra" descriptions to an item, which people who are holding the item will see when they look at the item. The 'ed' command brings up an editor identical to the redit description editor. To add multiple keywords that will all use the same desc, simply put the keywords in single quotes.
 +
 
 +
Extra descs should  be used if the long desc references the ground in any way ("You see a sword lying on the ground.") and is recommended in general if the item is unusual or noteworthy. Limited items should be described with exdescs.
 +
 
  
  <b>Cost:</b>
+
<b>Lore:</b>
  The cost of an item determines how much a shopkeeper will sell it for, as
+
  well as how much as a shopkeeper will buy it for. Be reasonable with item
+
  costs, and err on the low side. This cost functions as the base cost of the
+
  item in copper pieces, modified by the shopkeeper's profit margins.
+
  Syntax:cost [number]
+
  
  <b>Limit:</b>
+
Syntax: lore
  The limit factor sets a limit on how many of a given item can be in circulation
+
  at a given time.
+
  Syntax: limit [number]
+
  Limit factors of 1-10 represent items which have a fixed value, equal to
+
  their limit factor. The most powerful items should have this property.
+
  Values of greater than 10 represent values which will be proportional to
+
  the total number of player levels.
+
  
  Note: If you change limits, the change will not be effected until a reboot.
 
  Note also: Limit eq <i>will not</i> fit in containers, no matter how hard you
 
              push, or how many alatharya you have sit on it.
 
  
  <b>Short Desc:</b>
+
This will bring up the editor, as per usual.
  The short desc is the name that people see when an item is picked up,
+
  used,, as well as what people see when they look at a player wearing
+
  an item.
+
  Syntax: short [name]
+
  Omitting the article will make the object look silly. For instance, if you
+
  called the item "staff", you would see "You pick up staff" when you take
+
  it, etc.  
+
  
  <b>Long Desc:</b>
+
Lore helps make every item more cohesive, by giving it a history and origin.  It also makes bards more interesting, and boy do they need it! This information will only show up when someone uses the LORE skill on an item (or in certain other situations, eg demon abilities), but it's also helpful for other immortals to learn more about things you have created, should they ever need to.
  The long description is what a player sees when the item is on the ground,
+
  or when they look at the item (assuming there are no extra descriptions)
+
  Syntax: long [string]
+
  The long desc should be a complete sentence, properly punctuated and
+
  capitalized.  
+
  
  <b>Affects:</b>
+
<b>Lore Guideline:</b> Bards, with their training in the traditional songs and tales of Avendar, will be familiar with the artifacts and talismans which feature in history and legend. They may also have deductive insight into an item's details (and should be about as perceptive as, say, Sherlock Holmes, if he had a comprehensive knowledge of Avendar--he won't know everything about the item, but he will have an astonishing eye for detail and ability to deduce facts about the item's history). Thus, lore can reveal information either (or both) legendary and mundane.
  You can add affects to items, which alter the stats of the players who
+
  wear the item, or of the item itself.
+
    Syntax: addaffect [affect flag] [value]
+
    Syntax: delaffect [affect flag]
+
    The following are acceptable affect names:
+
      <i>none, strength, dexterity, intelligence, wisdom, constitution, sex,</i>
+
      <i>savingpara, savingrod, savingpetri, savingbreath, savingspel, age,</i>
+
      <i>weight, mana, hp, move, gold</i>
+
      <i>class:</i> Do not use
+
      <i>level:</i> Affects level: Do not use
+
      <i>height:</i> Items that affect a character's size should be very rare
+
      <i>experience:</i> Do not use
+
      <i>ac:</i> Negative values of this result in a better armor class.
+
      <i>hitroll:</i> affects the thac0 of the player who uses this item  
+
      <i>damroll:</i> affects the damage a player does who uses this item  
+
      <i>saves:</i> Negative values of saves are better. This field affects
+
        all saves. Should in general not go below -5.
+
      <i>applyhide:</i> Not for builder use
+
  
  <b>Extra Descriptions:</b>
+
Examples:
  You can also add "extra" descriptions to an item, which people who are
+
  holding the item will see when they look at the item. This is vital, if
+
  you don't want people to see "You see a sword lying on the ground." when
+
  they look at your sword.
+
    Syntax: ed add [keyword]
+
  This brings up an editor identical to the redit description editor (see
+
  above for details on use).  To add multiple keywords that will all uset
+
  the same desc, simply put the keywords in single quotes.
+
    Syntax: ed add 'keyword1 keyword2 keyword3'
+
  
  <b>Lore:</b>
+
These spectacles were crafted by Earendam artisans, and purchased by a
  Lore helps make every item more cohesive, by giving it a history and
+
local nobleman. They fell onto the ground and were trod upon by a horse, and thereafter
  origin. It also makes bards more interesting, and boy do they need it!
+
discarded. They were plucked from the gutter by a wretched urchin, and treasured as
  This information will only show up when someone uses the LORE skill on
+
a favorite toy.
  an item, but it's also helpful for other immortals to learn more about
+
  things you have created, should they ever need to.
+
    Syntax: lore
+
  This will bring up the editor, as per usual.
+
  <b>Lore Guideline:</b> A bard using lore on an item should be about as
+
  perceptive as, say, Sherlock Holmes, if he had a comprehensive knowledge
+
  of Avendar. He won't know everything about the item, but he will have an
+
  astonishing eye for detail and ability to deduce facts about the item's history.
+
  
  Example: These spectacles were crafted by Earendam artisans, and purchased by a
+
A minor work of the ancient alatharya, Cerya has been passed down through many hands
  local nobleman. They fell onto the ground and were trod upon by a horse, and thereafter
+
through the centuries. It spent eons in the treasure-horde of the Onyx dragon Ytber,
  discarded. They were plucked from the gutter by a wretched urchin, and treasured as
+
being finally stolen by Barlonde, jester to the titans.  It has continued to change
  a favorite toy.
+
hands since.
  
  
 
[[Category:Leviticus]]
 
[[Category:Leviticus]]

Latest revision as of 21:00, 12 March 2019

OEDIT

"You cannot serve both God and Mammon"
"Mmmmm.... Mammon"

Oedit allows you to create and edit items.

Syntax: oedit [vnum]

Syntax: olist

Oedit can create an object, or edit an existing one, provided you specify a vnum. 'Olist' lists all the objects in an area. One you are oediting a given object, you can take a look at its properties with the show command, or just by hitting [enter]. The following are attributes which appear when you SHOW.


Name:

Syntax: name [string]

The name field refers to the keywords that can be used to reference an object. When setting an objects name, bear in mind that it will be far more convenient for players if you think of what they might call it beforehand. For instance, having an item which is a 'breastplate', and which does not have 'plate' in the name field isn't clever -- it just means you've elected to make players type more.


The name string is every word you use to refer to an object, seperated by spaces.

Example: name blight pitch-black iron sword Blighto 

Important note: You should always have the first entry in the name field be something which you wouldn't mind the object being called, since in some obscure places, the object might be called by this.

Another Important Note:Never use the double quote (") character in a name field, as the mud usesit as a delimiter. Using it is a Bad Thing.


Area:

This tells you what area the object is from.


Vnum:

This tells you the vnum of the object.


Type:

Syntax: type [object type]

This determines what category the object belongs to. The main affect of an object type, along with what it does (obviously, you can't use an object of type weapon as furniture, etc.), is that that it can a series of values with the object, generally referred to as "v0-v4".

The syntax for changing a value (v0-v4) is: v0 [value], v1 [value], etc.

The following list of acceptable object types will also include information about the associatied values:


Armor: Items of type armor can be worn by players to lower their armor class (which basically makes it harder from them to be hit). Associated Values:

  • v0: Armor class versus piercing attacks
  • v1: Armor class versus bashing attacks
  • v2: Armor class versus slashing attacks
  • v3: Armor class versus exotic attacks.
Standard Armor Values:
Level 1   1/1/1/0
Level 5   3/3/3/0
Level 10  4/4/4/0
Level 20  6/6/6/0
Level 30  8/8/8/0
Level 40  9/9/9/0
Level 50  10/10/10/0
Level 60  15/15/15/0	


Weapon: Items of type weapon can be used by players in combat to inflict damage. Associated Values:

  • v0: Weapon class
  • v1: Number of dice
  • v2: Type of dice
  • v3: Weapon Type
  • v4: Special weapon type

v0 is the weapon class, which determines the type of weapon. Acceptable weapon types include: exotic sword dagger spear mace axe flail whip polearm staff

This is the table of acceptable weapon averages, and can be called up in the editor with 'help SUGGESTED' or 'help AVERAGES':

Level  Average Dice	
  5   10       2d9, 3d6, 4d4, 5d3, 7d2
 10   12       3d7, 4d5, 5d4, 6d3, 8d2
 15   14       4d6, 7d3
 20   16       3d10, 4d7, 8d3, 11d2 (avg 17 = 4d7)???
 25   17       5d6, 7d4
 30   18       3d11, 4d8, 6d5, 9d3, 12d2
 35   19       3d12
 40   20       3d10, 4d9, 5d7, 8d4, 10d3	
 43   21       3d13, 6d6, 7d5
 45   22       3d14, 4d10, 5d8, 9d4, 11d3 	
 47   23       2d22
 50   24       3d15, 4d11, 6d7, 7d6, 8d4, 12d3
 55   25       3d16, 5d9, 10d4
 60   26       4d12
 63   27       3d17, 5d10, 6d8. 9d5, 11d4
 65   28+      3d18, 4d13, 7d7, 8d6 

NOTE: Due to power creep overall, these dice have been adjusted (as of July 2011). Weapons below an average of 10 will effectively never be used by players. Weapon power for levels 51+ is often gauged by modifiers or progs, rather than solely dice.


v3 is the damage type. Acceptable damage types include (and can be seen in-game with "help DAMTYPE"):

DAM_NONE - - - 0
DAM_BASH       1
DAM_PIERCE - - 2
DAM_SLASH      3
DAM_FIRE - - - 4
DAM_COLD       5
DAM_LIGHTNING- 6
DAM_ACID       7
DAM_POISON - - 8
DAM_NEGATIVE   9
DAM_HOLY  - - 10
DAM_ENERGY    11
DAM_MENTAL -  12
DAM_DISEASE   13
DAM_DROWNING- 14
DAM_LIGHT     15
DAM_OTHER - - 16
DAM_FEAR      17
DAM_CHARM - - 18
DAM_SOUND     19
DAM_ILLUSION  20
DAM_DEFILEMENT21 

v4 Refers to the 'special' flag, which can be used to give the weapon special properties. There is only one regularly used 'special'.

twohands: Requires a weapon be wielded be two hands. Note: This is essential for halberds and staves
 

There are some v4 flags which are sometimes used, but should generally be avoided as these sorts of special affects better come through class abilities and progs. If used at all, it should be for unique, limit-1 items.

sharp: randomly does a +15% bonus to damage. Use very rarely.
poison: Poisons randomly. Use very rarely.
vampiric: Damages a modest amount and wielder receives half that in hp. For example, lvl 51 weapon averages 6 vampiric damage, with 3 hp returned per successful strike (note that the average damage of such a weapon would be a +6 to the standard damdice values). Use very rarely.


And there are flags you should not use.

flaming: burns random (lame stock.. don't use. Prog your effect instead.) 
frost: freezes randomly (lame stock.. don't use.  Prog your effect instead.) 
shocking: shocks randomly (lame stock rom.. don't use.  Prog your effect instead.) 
vorpal: Randomly lops off opponent's head. (lame stock rom. Don't use, and don't prog your own instakill effects).


Treasure: Items of type treasure represent valuable items that one might find on an adventure. Generally, their only purpose is for their worth in gold or as a background prop, unless used in a prog of some sort. No associated values.


Light: Items of type light will work as light sources, but they must be flagged GLOW (see the help on extra, below). Associated Values:

  • v2: Number of hours light will burn, with 0 representing a permanent light.


scroll: Items of type scroll contain spells, which are invoked via the RECITE command. Scrolls can be recited on other players, as well as on the caster, or cast as area spells. Associated Values:

  • v0: Level of spells cast
  • v1: Spell1
  • v2: Spell2
  • v3: Spell3
  • v4: Spell4

Note that for whatever reason, v1-v4 default to 'ghost' as their base spell. Therefore, you should change the spell slots you aren't using to 'none'. The spells are referenced by name, rather than vnum.


wand: Items of type wand contain a spell, along with a certain number of charges. Wands are invoked by the ZAP command, and accept a target. Associated Values:

  • v0: Level of spell
  • v1: Total charges
  • v2: Charges left
  • v3: Name of spell


Staff: Items of type staff contain a spell, along with a certain number of charges. Staffs are invoked with the BRANDISH command, and affect the caster's entire group. Associated Values are the same as wands, above.


Potion: Items of type potion contain magical spells, which are invoked via the QUAFF or PITCH command. Potions are only good for one use. Spells invoked by quaffing a potion target on the caster. Spells invoked by successfully pitching a potion will affect the target. Associated Values:

  • v0: Level of spell
  • v1: Spell1
  • v2: Spell2
  • v3: Spell3


Pill: As with potions, but invoked by eating and cannot be pitched to trigger an effect.


Furniture: Items of type furniture can be sat or lain upon by players. Examples include beds, tables, or chairs. Associated Values:

  • v0: Max People - the maximum number of people who can use a particular piece of furniture.
  • v1: Max Weight - refers to the maximum weight the object can support
  • v2: Furniture Flags - stand_at, stand_on, stand_in, sit_at, sit_on, sit_in, rest_at, rest_on, rest_in, sleep_at, sleep_on, sleep_in, put_at, put_on, put_in, put_inside
  • v3: Heal Bonus - the healing rate for the person using the furniture (100 is the normal rate)
  • v4: Mana Bonus - the mana regen rate


Trash: Items of type trash are either items that fall into no other category, or items you have no other use for. No Associated Values.


Container: Items of type container are used to contain other items. Associated Values:

  • v0: Weight - the maximum weight it will hold, minus the container's own weight
  • v1: Flags - closeable, pickproof, closed, locked, puton
  • v2: Key - the vnum of the key item that opens it
  • v3: Capacity - the largest weight item it will hold
  • v4: Weight multipler - what m ultiplier the weight of objects in the container use. This is in percent; v4 40 means that objects in the container way 40% as much as they would normally weigh.
For example, for a sack that weighs 2kg to hold up to 20kg worth of items (and there is no multiplier), v0 should be 22.


Drinkcontainer: Items of type drinkcontainer are used to hold liquids of various types. Associated Values:

  • v0: liquid total
  • v1: liquid left
  • v2: liquid type
  • v3: poison

v0 and v1 both take a numerical value, with a value of 50 being 4 sips of water, and 100 being about 7. The amount you drink varies form liquid to liquid. Test your containers yourself to be sure.

v2: Here is the list of liquid types and their various properties. Each one has a number as well:

   #     Name                 Color          Proof Full Thirst Food Ssize
   0     water                clear              0    1     20    0    16
   1     beer                 amber             12    1      8    1    12
   2     red wine             burgundy          30    1      8    1     5
   3     ale                  brown             15    1      8    1    12
   4     dark ale             dark              16    1      8    1    12
   5     whisky               golden           120    1      5    0     2
   6     lemonade             pink               0    1      9    2    12
   7     firebreather         boiling          190    0      4    0     2
   8     local specialty      clear            151    1      3    0     2
   9     slime mold juice     green              0    2     -8    1     2
   10    milk                 white              0    2      9    3    12
   11    tea                  tan                0    1      8    0     6
   12    coffee               black              0    1      8    0     6
   13    blood                red                0    2     -1    2     6
   14    salt water           clear              0    1     -2    0     1
   15    coke                 brown              0    2      9    2    12
   16    root beer            brown              0    2      9    2    12
   17    aelin wine           green             35    2      8    1     5
   18    white wine           golden            28    1      8    1     5
   19    champagne            golden            32    1      8    1     5
   20    mead                 honey-colored     34    2      8    2    12
   21    rose wine            pink              26    1      8    1     5
   22    benedictine wine     burgundy          40    1      8    1     5
   23    vodka                clear            130    1      5    0     2
   24    cranberry juice      red                0    1      9    2    12
   25    orange juice         orange             0    2      9    3    12
   26    absinthe             green            200    1      4    0     2
   27    brandy               golden            80    1      5    0     4
   28    aquavit              clear            140    1      5    0     2
   29    schnapps             clear             90    1      5    0     2
   30    icewine              purple            50    2      6    1     5
   31    amontillado          burgundy          35    2      8    1     5
   32    sherry               red               38    2      7    1     5
   33    framboise            red               50    1      7    1     5
   34    rum                  amber            151    1      4    0     2
   35    cordial              clear            100    1      5    0     2

Key: Items of type key are used to unlock containers or doors.

No Associated Values.

Food: Items of type food are consumed by players to avoid the debilitating affects of hunger. Associated values:

  • v0: Food ticks
  • v1: Food Quality
  • v3: Poison

Food is weirdly complicated in Avendar. The gist is that eating junk food theoretically fills you up faster, while 'healthy' food should fill you up longer. How this is actually determined is a bit weird, though.

When eaten, food provides nutrition points. When you hit 0, you get hungry. You start starving at -300. How many nutrition points you get from eating is (stay with me, there's math): (v0*1000) / (v1)

What this means is all food provides a baseline 1000 nutrition. Raising v0 relative to v1 means it will fill you up more. Raising v1 relative to v0 means it will fill you up less.

Every race has a maximum amount of food they can eat, and this amount never changes. You're considered full when you reach 95% of this maximum. If a food would overfill you and you're not already at your max, it'll just fill you up. If you eat when full, you're gorged. Every race has a certain metabolism speed. This also never changes. The rate at which you get hungry is the ratio of your metabolism to the average quality of all the food you've ever eaten, multiplied by 10.

Characters lose 10 nutrition points per tick, times the race's metabolism speed, and then divided by this average quality.

RACE		MAX HUNGER	METABOLISM RATE
human		960		100
alatharya	1920		150
srryn		1080		100
kankoran	960		105
ch'taren	960		75
aelin		880		125
shuddeni	800		90
nefortu		560		80
caladaran	960		75
ethron		1200		110
chaja		1337		110

So, given this, know that a human being has never eaten anything will lose 10 nutrition per tick. They will get hungry for the first time (after they start losing nutrition at, what, level 5?) after 96 ticks. Most characters only ever eat quality 50 food. From this, we can tell that most humans and srryn will lose 20 hunger per tick, most alatharya will lose 30 hunger per tick, most kankoran will lose 21 hunger per tick, ch'taren and caladaran will lose 15 per tick, aelin will lose 25 per tick, shuddeni will lose 9 per tick, nefortu will lose 8 per tick, and ethron and chaja will lose 11 per tick.

If you eat better quality food over time, you will lose less nutrition per tick, but this is a reasonable baseline. Knowing how much people lose per tick will help you figure out how to set your v0 and v1 in terms of how full they should make you.

Tips:

  • V0 only matters in relation to v1.
  • If you want a food that is very filling, make v0 half again as large as v1.
  • If you want a food that is not very filling, make v0 half the size of v1.
  • If you want to fill an alatharya, double v1. Every other race is good with half again.
  • If you want a food that will slow a character's hunger over time, raise v1.
  • If you want a food that will speed a character's hunger over time, lower v1.

Some old notes about food and drink:

  • Pills may be eaten when full. As well, liquids and pills do not provide any nourishment when consumed.
  • If you attempt to eat food when 'full', you will become gorged, which increases your movement costs, and causes you to miss more often in combat.
  • Different races can consume different amounts of food before becoming full, and digest food at different rates. This allows for things such as aelin and nefortu to have higher metabolism in order to sustain their flying.
  • PCs also have a quality value stored on them, keeping track of the average quality of food they've consumed.
  • PCs with hunger set to -2000 will never become hungry


Money: Items of type money add to a PC's coins when taken. Associated values:

  • v0: value - the number of coins
  • v1: type - the coin type (platinum, gold, silver, copper)


Boat: Items of type boat are used to cross expanses of water. No Associated Values.


Npccorpse: Internal flag, not used by builders.


Fountain: Items of type fountain are used to make endless sources of water. Associated Values:

  • v0: Liquid Total
  • v1: Liquid left
  • v2: Liquid Type


Node: Items of type node represent repeatably gatherable resources via the harvest command. Nodes contain two subsequent vnums: a common drop and a rare drop. The rare drop is checked for limit values while the common one is not. A node can only be harvested when not in cooldown, which is stored as an affect on the node, not on the character themselves. Associated values:

  • v0: Common drop vnum
  • v1: Rare drop vnum
  • v2: Percent chance of rare drop
  • v3: Node reuse timer


Protect: Stock ROM, not used


Map: Items of type map can be used as maps, though their chief property is that they vanish when a player logs out. No Associated Values.


Portal: Items of type portal will transport a player to another room vnum, should they ENTER the portal. Associated Values:

  • v0: Charges
  • v1: Exit flags
  • v2: Portal flags
  • v3: Destination vnum

Nota Bene: Portals are kind of stock ROM, and haven't really been modernized. The use of any exit flags or portal flags on them is deprecated, and may cause strange results.


Warpstone: Stock ROM, not used by builders.


Roomkey: A duplicate flag, does the same as key. No Associated Values.


Gem: Items of type gem typically represent valuable gems. No Associated Values.


Jewelry: This item type is generally used for gems that are worn. No Associated Values.


Jukebox: Stock ROM, not used.


Instrument: Items of type instrument can be used by bards to play songs. Associated Value:

  • v0: instrument type - brass, woodwind, percussion, string


Net: Items of type net are used by gladiators, who have various skills associated with them.


Writing: Items of type writing are books which can be perused or written by players. Associated Values:

  • v0: Number of pages- denotes the number of pages in the book
  • v1: Characters per page- used only in writable books (?)
  • v2: Writable- whether or not players can write in the book

In order to put text in a book, you must use exdescs and ensure that v2 is "no" (the default setting). The syntax of the exdesc must be the first word of the item's name followed by the page number. For instance, "a rotting book" with name [rotting book] with three pages would need exdescs for rotting1, rotting2, and rotting3. If its name were [book rotting], the exdescs would be book1, book2, and book3.


Level:

Syntax: level [number]

The level of an item is used as a rough gauge of its power. Typically, it should be proportional to the mob who carries the item, with a few exceptions. High level items are more difficult to locate, and items of level greater than 51 cannot be located by mortals at all. For weapons, the player's skill in using the weapon will have a modifier of (level weapon - level player)/100.


Wear Flags:

Syntax: wear [flag]

Wear flags determine how an item can be held, worn, or used. The following are acceptable wear flags: nosac: Item cannot be sacrificed. Use very rarely.

  • take: IMPORTANT: If you want players to be able to pick up an item, it must have the take flag. Only immobile items, such as fountains, etc. should not have the flag.
  • finger, neck, body, head, feet, hands, arms, shield, about, waist, wrist, wield, hold, wearfloat, sigil, prog - identifies which "worn item" slot the item uses.

Note: For non-weapon items can be held in hands, use "hold" (lights, wands, magical staves, etc). For weapons, use "wield".


Extra Flags:

Syntax: extra [flag]

Extra flags give an object variour properties, which determines the way an item behaves.

  • glow: Item can function as a light source when worn.
  • hum:
  • dark: Item cannot be consecrated or frostbranded.
  • warm: Item helps prevent effects of extremely cold weather
  • evil: Item shown with an aura 'detect align' effects
  • invis: Item is invisible. Invisible weapons are harder to parry.
  • magic: Item is shown with an aura in 'detect magic' effects
  • nodrop: Item cannot be dropped. Remove curse removes this affect.
  • bless: Item gets a +1 to hit
  • antigood: Cannot be used by good-aligned characters.
  • antievil: Cannot be used by evil-aligned characters.
  • antineutral: Cannot be used by neutral-aligned characters.
  • noremove: Cannot be removed. Remove curse removes this affect.
  • inventory: Used by code for shoppies. Builders should not use.
  • nopurge: Cannot be purged with the imm 'purge' command. Use sparingly (fountains and altars are examples of things that should be nopurge). Nopurge items can still be removed if needed by changing the item's flags with the "set" command.
  • rotdeath: Object will crumble after the death of its owner
  • visdeath: Item will be visible only upon the death of the original owner. (Imms with holy light can see visdeath items.)
  • affinity: Used by spirit spell. Not for builder use.
  • nonmetal: Item not affected by metal-only affects such as "heat metal"
  • meltdrop: Object will vanish when dropped.
  • hadtimer:
  • sellextract: When sold, item will disappear from shopkeeper's inventory.
  • burnproof: Item cannot be burned by breath weapons
  • nouncurse: Remove curse is ineffective on this item.
  • nodestroy: Item cannot be destroyed by spells such as shatter, etc.
  • nolong: Item cannot be seen by entering or looking at the room.
  • wizi: Item is wizinvis--cannot be seen or handled by mortals.
  • quest: Item is purged from inventory of owner when the owner quits.
  • nodisarm: Item cannot be disarmed. Use very sparingly if at all, and only if there is a Very Good Reason for the weapon to have this special trait.
  • fire: Item reveals PC locations for "cinder scry"
  • nomortal:
  • quintessence: Item restores mana of a PC who sacrifices or destroys it.
  • incense: Item used for "fugue"
  • annointingoil: Item used for "ordain sanctum"
  • windfall: Item used for "beckon windfall". Limited items should not have this flag. Most nonlimited items should.
  • nomirror: Item cannot be mirrored via the "illusion" spell.


Material:

Syntax: material [type]

The material of the item is the principle material of which it is composed. Materials have an affect on weapon vulnerability and have various alchemical affects.

Type "materials" to see an up to date list of available materials. The list (as of Fall 2014) is:

unknown flesh acid air alcohol amber amethyst aquamarine blood bloodstone bone brass bronze carrion 
chitin ch'lonin cloth copper crystal diamond dirt dragonbone dragonhide dragonscale earth electrum 
elirium ebony emerald energy extracts feather fire food fur gem glass gold herb hide ice iron 
ironwood ivory jade lace lead leather maple medicine mei'tzec mercury metal oak obsidian onyx opal 
parchment pearl plant platinum poison powder ribbon ruby sapphire scale shadow silk silver smoke 
spice steel stone sulphur tin tobacco topaz velvet water wax wood granite marble shale sandstone 
quartz 


Condition: - This field is currently unused. Leave all items at 100.


Weight:

Syntax: weight [number * 10]

As players have weight limits on objects, and the weight of weapons will determine who can wield them, and how they can be dual wielded, weight is very important.

   Weapon Weights
    Whip         4- 8      Mace       16-22
    Dagger       4- 9      Axe        18-22
    Flail        7-15      Polearm    18-30
    Staff        8-15      Great mace 22-30  
    Short sword 10-12      Claymore   22-30
    Hand axe    14-17      Battleaxe  24-28
    Spear       14-22      Great axe  30-35
    Long sword  16-18

In the editor, help SUGGESTED and help AVERAGES also gives this list.


Cost:

Syntax:cost [number]

The cost of an item determines how much a shopkeeper will sell it for, as well as how much as a shopkeeper will buy it for. Be reasonable with item costs, and err on the low side. This cost functions as the base cost of the item in copper pieces, modified by the shopkeeper's profit margins.

Use "autoprice" to get a rough initial cost level. Note that this is very rough. For simple items it works well and may need no further adjustment. But for more specialized items with many modifiers (especially items that have negative modifiers or drawbacks) it is likely to need fine-tuning.


Limit:

Syntax: limit [number]

The limit factor sets a limit on how many of a given item can be in circulation at a given time. Typical Limit Values (adjusted in July 2013 from weighting to fixed values):

  • 1 - unique / lored, top-tier
  • 3 - highly unusual, very good
  • 5-7 - unusual, good
  • 10-12 - somewhat unusual
  • no limit - usual / standard / mediocre

Note: If you change limits, the change will not be effected until a reboot.

Note the 2nd: Limited eq will not fit in containers, no matter how hard you push, or how many alatharya you have sit on it.


Short Desc:

Syntax: short [name]

The short desc is the name that people see when an item is picked up or used, as well as what people see when they look at a player wearing an item.

Omitting the article will make the object look silly. For instance, if you called the item "staff", you would see "You pick up staff" when you take it, etc.


Long Desc:

Syntax: long [string]

The long description is what a player sees when the item is on the ground, or when they look at the item (assuming there are no extra descriptions).

The long desc should be a complete sentence, properly punctuated and capitalized.


Affects:

Syntax: addaffect [affect flag] [value]

Syntax: delaffect [affect flag]

You can add affects to items, which alter the stats of the players who wear the item, or of the item itself.

The following are acceptable affect names: none, strength, dexterity, intelligence, wisdom, constitution, sex, savingpara, savingrod, savingpetri, savingbreath, savingspel, age, weight, mana, hp, move, gold, ac, damroll, hitroll, saves.

Note: for saves and ac, negative is better. Use saves sparingly.

Do not use these affects: <i>class, experience, level, height, applyhide


Extra Descriptions:

Syntax: ed add [keyword]

Syntax: ed add 'keyword1 keyword2 keyword3'

You can also add "extra" descriptions to an item, which people who are holding the item will see when they look at the item. The 'ed' command brings up an editor identical to the redit description editor. To add multiple keywords that will all use the same desc, simply put the keywords in single quotes.

Extra descs should be used if the long desc references the ground in any way ("You see a sword lying on the ground.") and is recommended in general if the item is unusual or noteworthy. Limited items should be described with exdescs.


Lore:

Syntax: lore


This will bring up the editor, as per usual.

Lore helps make every item more cohesive, by giving it a history and origin. It also makes bards more interesting, and boy do they need it! This information will only show up when someone uses the LORE skill on an item (or in certain other situations, eg demon abilities), but it's also helpful for other immortals to learn more about things you have created, should they ever need to.

Lore Guideline: Bards, with their training in the traditional songs and tales of Avendar, will be familiar with the artifacts and talismans which feature in history and legend. They may also have deductive insight into an item's details (and should be about as perceptive as, say, Sherlock Holmes, if he had a comprehensive knowledge of Avendar--he won't know everything about the item, but he will have an astonishing eye for detail and ability to deduce facts about the item's history). Thus, lore can reveal information either (or both) legendary and mundane.

Examples:

These spectacles were crafted by Earendam artisans, and purchased by a
local nobleman. They fell onto the ground and were trod upon by a horse, and thereafter
discarded. They were plucked from the gutter by a wretched urchin, and treasured as
a favorite toy.
A minor work of the ancient alatharya, Cerya has been passed down through many hands
through the centuries.  It spent eons in the treasure-horde of the Onyx dragon Ytber,
being finally stolen by Barlonde, jester to the titans.  It has continued to change
hands since.