Difference between revisions of "OLC Section 4"
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<i>twohands:</i> Requires a weapon be wielded be two hands. Note: This is essential for halberds and staves | <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. If used at all, it should be for unique, limit-1 items. | + | 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>sharp:</i> randomly does a +15% bonus to damage. Use very rarely. |
− | <i>poison:</i> Poisons randomly | + | <i>poison:</i> Poisons randomly. Use very rarely. |
− | <i>vampiric:</i> Damages a modest amount and wielder receives half that in hp | + | <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. |
Revision as of 15:21, 23 January 2015
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 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 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.
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 hours - how long you are not hungry after eating the food
- v1: Full hours - how long you are full (and can't eat more).
- v3: Poison
Some 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
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 "setcost" 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.