Difference between revisions of "OLC Section 1"
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(slow cure x is different from 'slow and cure x') |
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Name Level Rarity Spell Effects | Name Level Rarity Spell Effects | ||
− | fela mushroom 1 100 slow cure light | + | fela mushroom 1 100 slow, cure light |
− | tuva bark 1 80 slow cure serious | + | tuva bark 1 80 slow, cure serious |
− | goka tuber 1 75 slow cure critical | + | goka tuber 1 75 slow, cure critical |
qorith leaves 1 80 cure light | qorith leaves 1 80 cure light | ||
nkran blossom 1 75 cure serious | nkran blossom 1 75 cure serious | ||
− | krasa root 1 50 slow cure poison | + | krasa root 1 50 slow, cure poison |
suspirha flower 30 90 cure light | suspirha flower 30 90 cure light | ||
acujira petal 30 85 cure serious | acujira petal 30 85 cure serious | ||
prickly arylaria leaf 30 50 cure critical | prickly arylaria leaf 30 50 cure critical | ||
ssirth vine 30 30 cure poison | ssirth vine 30 30 cure poison | ||
− | ilkra toadstools 30 15 slow cure disease | + | ilkra toadstools 30 15 slow, cure disease |
− | flower of Laeren 30 5 slow heal | + | flower of Laeren 30 5 slow, heal |
llaen root 51 100 cure light | llaen root 51 100 cure light | ||
vin blossom 51 95 cure serious | vin blossom 51 95 cure serious |
Revision as of 21:26, 7 January 2009
= 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.
OLC Section 0 | OLC Section 2 | Leviticus -- Builder Resources Page