OLC Section 4

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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:

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.

Area:

This tells you what area the object is from.

Vnum:

This tells you the vnum of the object.

Type:

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:

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 knife
This is the table of acceptable weapon averages, and can be called up in the
editor with 'help SUGGESTED:'
    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 15 Jul 2011 update).
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:
1 bash 
2 pierce 
3 slash 
4 fire 
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.
    flaming: burns random (lame stock.. don't use) 
    frost: freezes randomly (lame stock.. don't use..) 
    shocking: shocks randomly (lame stock rom.. don't use) 
    vampiric: Drains hp [note: doesn't do so very well.. lame stock ROM] 
    sharp: randomly does a +15% bous to damage 
    vorpal: Randomly lops off opponent's head. Note: use this very
     rarely, if ever. 
    twohands: Requires a weapon be wielded be two hands. Note: This is 
     essential for halberds and staves
    poison: Poisons randomly 

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 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

Furniture: 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
piece of furniture.
v1 refers to the maximum weight the object can support.
v2: The following are acceptable 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: 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.

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
v1: Flags
v2: Key
v3: Capacity
v4: Weight multipler
v0 is the maximum weight it will hold, minus the container's own weight
v1 Flags: closeable pickproof closed locked puton
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.

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
v1: Full hours
v3: Poison
v0 refers to how long you are not hungry after eating the food.
v1 refers to how long you are full (and can't eat more.) For
comparison, Nendorin waybread is about 70 hrs.

Money: Items of type money turn into gold when taken. Associated values:

v0: gold

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

Pill: Items of type pill contain spells, which are triggered when

the pills are eaten. The spells in a pill target the person who eats the
pill. Associated Values:
v0: Level of spell
v1: Spell1
v2: Spell2
v3
Spell3
v4: Spell4

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 will probably
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
Types are: 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: The level of an item is used as a rough guage 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.
Syntax: level [number]

Wear Flags:

Wear flags determine how an item can be held, worn, or used.
Syntax: wear [flag]
The following are acceptable wear flags:
   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: Item can be held in hands: Use for lights, wands, held
    items, etc. 
   nosac: Item cannot be sacrificed. Use very rarely.
   wearfloat: Item goes in the 'float' slot</i>
   sigil: Item is a sigil. Use only on sigils. 

Extra Flags:

Extra flags give an object variour properties, which determines the way an
item behaves.
Syntax: extra [flag]
  glow: Item can function as a light source when worn.
  hum:<i>
  <i>dark: Item cannot be consecrated or frostbranded.
  warm: Item helps prevent effects of extremely cold weather
  evil:
  invis: Item is invisible. Invisible weapons are harder to parry. 
  magic:
  nodrop: Item cannot be dropped. Remove curse removes this affect. 
  bless:
  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)
  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: 
  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. 

Material:

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

Condition:

This field is currently unused. Leave all items at 100.

Weight:

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.
Syntax: weight [number * 10]
   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 also gives this list.

Cost:

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]

Limit:

The limit factor sets a limit on how many of a given item can be in circulation
at a given time.
Syntax: limit [number]

Typical Limit 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 also: Limit eq will not fit in containers, no matter how hard you
push, or how many alatharya you have sit on it.


Short Desc:

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.
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.

Long Desc:

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.

Affects:

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:
      none, strength, dexterity, intelligence, wisdom, constitution, sex,
      savingpara, savingrod, savingpetri, savingbreath, savingspel, age,
      weight, mana, hp, move, gold 
      class: Do not use 
      level: Affects level: Do not use 
      height: Items that affect a character's size should be very rare 
      experience: Do not use 
      ac: Negative values of this result in a better armor class. 
      hitroll: affects the thac0 of the player who uses this item 
      damroll: affects the damage a player does who uses this item 
      saves: Negative values of saves are better. This field affects
       all saves. Should in general not go below -5. 
      applyhide: Not for builder use 

Extra Descriptions:

You can also add "extra" descriptions to an item, which people who are
holding the item will see when they look at the item. 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.
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'
Lore:
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, 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.
Lore Guideline: 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
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.