Difference between revisions of "OLC Section 1"

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= AEDIT = <i>"How long, oh lord, how long shall the wicked endure?"</i>
+
=AEDIT=
 +
<i>"How long, oh Lord, how long shall the wicked endure?"</i>
  
Relevant Command: aedit
+
: Relevant Command: '''aedit'''
The Aedit commands invokes the area editor. If you are in an existing area,
+
: The Aedit commands invokes the area editor. If you are in an existing area,
aedit will bring up the area options. If you want to create a new area, the
+
: aedit will bring up the area options. If you want to create a new area, the
syntax is: aedit create  
+
: syntax is: aedit create  
  
OPTIONS: Once in aedit, you can set the following options:
+
: '''OPTIONS:''' Once in aedit, you can set the following options:
  
<b>Name</b>:
+
<b>Name</b>:
  Syntax: name [area name]
+
Syntax: name [area name]
  Name sets the name of your area, as it appears in alist.
+
Name sets the name of your area, as it appears in alist.
  
<b>File</b>:
+
<b>File</b>:
  Syntax: file [file name]
+
Syntax: file [file name]
  File sets the name of your area's file. The name should be relatively short,
+
File sets the name of your area's file. The name should be relatively short,
  and easy to remember, as this has to be copied by long-suffering imps whenever
+
and easy to remember, as this has to be copied by long-suffering imps whenever
  you want the area updated. If you had an area called "Dungeon of Doom", naming
+
you want the area updated. If you had an area called "Dungeon of Doom", naming
  it "bunnyrabbit.are" would evoke hate, not love, in the minds of your superiors.
+
it "bunnyrabbit.are" would evoke hate, not love, in the minds of your superiors.
  
<b>Vnums</b>:
+
<b>Vnums</b>:
  The vnums options determines what vnums are used by your area. Please ask for
+
The vnums options determines what vnums are used by your area. Please ask for
  vnums to be alloted to you before you just go off and claim a blank block --
+
vnums to be alloted to you before you just go off and claim a blank block --
  Locke's arguments on property do not apply here. There are two ways to set the
+
Locke's arguments on property do not apply here. There are two ways to set the
  vnums of your area. In aedit:
+
vnums of your area. In aedit:
  (1) Use the VNUM command:  
+
(1) Use the VNUM command:  
  Syntax: vnum [lowest vnum] [upper vnum]
+
Syntax: vnum [lowest vnum] [upper vnum]
  (2) Use the UNUM and LNUM commands
+
(2) Use the UNUM and LNUM commands
  Syntax: lnum [lowest vnum]  
+
Syntax: lnum [lowest vnum]  
  Syntax: unum [upper vnum]
+
Syntax: unum [upper vnum]
  
  Important note: After using the VNUM, LNUM, HNUM, NAME, or FILE commands, always
+
:  '''Important note:''' After using the VNUM, LNUM, HNUM, NAME, or FILE commands, always
  asave list. If you don't, sometimes the alist doesn't match the reality of what
+
asave list. If you don't, sometimes the alist doesn't match the reality of what
  areas we have, and madness ensues.  
+
areas we have, and madness ensues.  
  
<b>Age</b>:
+
<b>Age</b>:
  Syntax: age [number]
+
Syntax: age [number]
  The age command has no actual use. It's just a number you set to get a vaguely
+
The age command has no actual use. It's just a number you set to get a vaguely
  satisfied feeling.  
+
satisfied feeling.  
  
<b>Players</b>:
+
<b>Players</b>:
  This just tells you how many players are in your area. It's odd this shows up on
+
This just tells you how many players are in your area. It's odd this shows up on
  aedit. Back where I come from, we use the 'where' command.
+
aedit. Back where I come from, we use the 'where' command.
  
<b>Security</b>:
+
<b>Security</b>:
  You will normally have no reason to change this field. Every character has a
+
You will normally have no reason to change this field. Every character has a
  'security', which can be altered via SET. If their security is not high enough
+
'security', which can be altered via SET. If their security is not high enough
  (and they aren't tagged as a builder), they can't access OLC to change your  
+
(and they aren't tagged as a builder), they can't access OLC to change your  
  area. 9 is the highest security goes, and usually, anyone on dev will have  
+
area. 9 is the highest security goes, and usually, anyone on dev will have  
  security 9. To change the security, for whatever reason:
+
security 9. To change the security, for whatever reason:
  Syntax: security [number]
+
Syntax: security [number]
  
<b>Builders</b>:
+
<b>Builders</b>:
  Syntax: builders [name]  
+
Syntax: builders [name]  
  The builders are the people who have access to change your area via olc. Again,
+
The builders are the people who have access to change your area via olc. Again,
  you'll normally not have to access this feature very often.
+
you'll normally not have to access this feature very often.
  
<b>Credits</b>:
+
<b>Credits</b>:
  Syntax: credits [credit information]
+
Syntax: credits [credit information]
  This sets the credits line for your area. The credits line is what is seen when
+
This sets the credits line for your area. The credits line is what is seen when
  people type "areas". In general, the format of the credits line has to be spaced
+
people type "areas". In general, the format of the credits line has to be spaced
  just right, so it matches what the other areas look like. If it doesn't match,  
+
just right, so it matches what the other areas look like. If it doesn't match,  
  the punishment is summary denial. In particular, it generally looks something  
+
the punishment is summary denial. In particular, it generally looks something  
  like:  
+
like:  
 
    
 
    
 
   { 1 20} Serachel  Clockmaker's Mansion
 
   { 1 20} Serachel  Clockmaker's Mansion
  
<b>Flags</b>:
+
<b>Flags</b>:
  The area flags do nothing. In time, perhaps they will, but not right now.  
+
The area flags do nothing. In time, perhaps they will, but not right now.  
  Asking about it gets you nowhere.  
+
Asking about it gets you nowhere.  
  
<b>Flags2</b>:
+
<b>Flags2</b>:
  These flags may or may not do things. Don't mess with them.
+
These flags may or may not do things. Don't mess with them.
  
<b>Weather</b>:
+
<b>Weather</b>:
  The following items affect the weather of your area:  
+
The following items affect the weather of your area:  
 
   
 
   
  Precipitation
+
Precipitation
  Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
+
Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
  
  Temperature
+
Temperature
  Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
+
Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
 
   
 
   
  Wind Magnitude
+
Wind Magnitude
  Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
+
Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
  
  Wind Direction: Syntax: winddir [direction]
+
Wind Direction: Syntax: winddir [direction]
  
  Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,  
+
Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,  
  mountainous, plains, lowlands, desert, river.  
+
mountainous, plains, lowlands, desert, river.  
  
<b>Herbs</b>:
+
<b>Herbs</b>:
  Syntax: herbs 'name of herb'
+
Syntax: herbs 'name of herb'
  **Be sure to add those single quotes, or it'll just ask you "huh?"**
+
**Be sure to add those single quotes, or it'll just ask you "huh?"**
  
 
   Name                  Level  Rarity  Spell Effects
 
   Name                  Level  Rarity  Spell Effects
Line 119: Line 120:
 
   rkala blossom            51      3  protection from fire  
 
   rkala blossom            51      3  protection from fire  
  
<b>Reset</b>:
+
<b>Reset</b>:
  Syntax: reset
+
Syntax: reset
  This resets yours area.
+
This resets yours area.
  
<b>Danger</b>:
+
<b>Danger</b>:
  Syntax: danger [number]
+
Syntax: danger [number]
  This assigns the number EP points that each room in the area
+
This assigns the number EP points that each room in the area
  will give. The number of EP points can also be raised for a  
+
will give. The number of EP points can also be raised for a  
  particular room in redit.
+
particular room in redit.
  
<b>Done</b>:
+
<b>Done</b>:
  Syntax: done
+
Syntax: done
  Exits aedit.  
+
Exits aedit.  
  
 
[[category:Leviticus]]
 
[[category:Leviticus]]

Revision as of 03:01, 5 May 2011

AEDIT

"How long, oh Lord, how long shall the wicked endure?"
Relevant Command: aedit
The Aedit commands invokes the area editor. If you are in an existing area,
aedit will bring up the area options. If you want to create a new area, the
syntax is: aedit create
OPTIONS: Once in aedit, you can set the following options:

Name:

Syntax: name [area name]
Name sets the name of your area, as it appears in alist.

File:

Syntax: file [file name]
File sets the name of your area's file. The name should be relatively short,
and easy to remember, as this has to be copied by long-suffering imps whenever
you want the area updated. If you had an area called "Dungeon of Doom", naming
it "bunnyrabbit.are" would evoke hate, not love, in the minds of your superiors.

Vnums:

The vnums options determines what vnums are used by your area. Please ask for
vnums to be alloted to you before you just go off and claim a blank block --
Locke's arguments on property do not apply here. There are two ways to set the
vnums of your area. In aedit:
(1) Use the VNUM command:
Syntax: vnum [lowest vnum] [upper vnum]
(2) Use the UNUM and LNUM commands
Syntax: lnum [lowest vnum]
Syntax: unum [upper vnum]
Important note: After using the VNUM, LNUM, HNUM, NAME, or FILE commands, always
asave list. If you don't, sometimes the alist doesn't match the reality of what
areas we have, and madness ensues.

Age:

Syntax: age [number]
The age command has no actual use. It's just a number you set to get a vaguely
satisfied feeling.

Players:

This just tells you how many players are in your area. It's odd this shows up on
aedit. Back where I come from, we use the 'where' command.

Security:

You will normally have no reason to change this field. Every character has a
'security', which can be altered via SET. If their security is not high enough
(and they aren't tagged as a builder), they can't access OLC to change your
area. 9 is the highest security goes, and usually, anyone on dev will have
security 9. To change the security, for whatever reason:
Syntax: security [number]

Builders:

Syntax: builders [name]
The builders are the people who have access to change your area via olc. Again,
you'll normally not have to access this feature very often.

Credits:

Syntax: credits [credit information]
This sets the credits line for your area. The credits line is what is seen when
people type "areas". In general, the format of the credits line has to be spaced
just right, so it matches what the other areas look like. If it doesn't match,
the punishment is summary denial. In particular, it generally looks something
like:
 { 1 20} Serachel  Clockmaker's Mansion

Flags:

The area flags do nothing. In time, perhaps they will, but not right now.
Asking about it gets you nowhere.

Flags2:

These flags may or may not do things. Don't mess with them.

Weather:

The following items affect the weather of your area:
Precipitation
Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
Temperature
Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
Wind Magnitude
Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
Wind Direction: Syntax: winddir [direction]
Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,
mountainous, plains, lowlands, desert, river.

Herbs:

Syntax: herbs 'name of herb'
**Be sure to add those single quotes, or it'll just ask you "huh?"**
  Name                  Level  Rarity  Spell Effects	
  fela mushroom             1     100  slow cure light
  tuva bark                 1      80  slow cure serious	
  goka tuber                1      75  slow cure critical	
  qorith leaves             1      80  cure light
  nkran blossom             1      75  cure serious	
  krasa root                1      50  slow cure poison	
  suspirha flower          30      90  cure light
  acujira petal            30      85  cure serious
  prickly arylaria leaf    30      50  cure critical
  ssirth vine              30      30  cure poison
  ilkra toadstools         30      15  slow cure disease
  flower of Laeren         30       5  slow heal
  llaen root               51     100  cure light
  vin blossom              51      95  cure serious
  xel petals               51      80  cure critical
  black belidiss blossom   51      50  cure poison
  soala leaves             51      30  cure disease
  yala blossom             51       5  heal
  flower of Caelyra        51       1  haste
  violet belidiss blossom  51       7  resist poison
  scarlet belidiss blossom 51       1  protection from poison
  nru tuber                51       3  protection from cold
  rkala blossom            51       3  protection from fire 

Reset:

Syntax: reset
This resets yours area.

Danger:

Syntax: danger [number]
This assigns the number EP points that each room in the area
will give. The number of EP points can also be raised for a
particular room in redit.

Done:

Syntax: done
Exits aedit.