OLC Section 4
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Revision as of 02:34, 11 September 2010 by Pool-151-199-116-32.roa.east.verizon.net (Talk)
= 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 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:
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. 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.
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] 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 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, 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. 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'
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.
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