Okay guys and gals, this is my first real attempt at writing something which I don't have many years experience with. However seeing as how OLC and building for a MUD isn't very difficult I feel I can make an accurate guide for you to help you to get the feel for building, and without having to waste hours looking for something you need help with and just leads you back in circles. But first a little contact information. Many of you already know me as Caldor on the build mud when I want to show myself, and as some of you may or may not know, I have done 3, well 4 actually but the newest one isn't put in at the time of my writing this but soon hopefully. I often hang out at the build port, so if you need some help with someone, even though I am a cursing machine at times over there, feel free to ask me, since nothing brightens my mood usually than someone else showing me they want to help improve AU by asking for help. :) And seeing as how most of the builders want to help, I have seen a few clowns over there as well, you can try to get ahold of me over on the maim mud as well, since I imm over there as Kiradus and am often there a lot as well. If you can't find me in any of the above ways, feel free to get ahold of me via AIM at Caldor2k2, or if you don't use that, send me an email at Cal_96@hotmail.com. Now with all that said and done, lets get this show on the road and so I can see if all my work was not done in vain.
This document and everything contained in it is copyright (C) 2003 to me, David Callander. Please feel free to post this document in its full unaltered state. You may download a copy and print it out if you wish, but you are not to charge anything for it should you wish to distribute it to others who have a similiar interest that we all share, and for which I am writing this. If you wish to alter this document for your own personal use, then feel free to do so, but you may not post it on your web sites, message board, groups or where ever else others will have access to it.
11/08/03
I managed to find a whole slew of errors, such as missing information or out of place material. I also added in the changes to MEdit, which deals mostly with the addition of the new aggression stuff which you can add to mobs. I'll add that in later today when I have a chance to look it all over again when I'm not tired.
7/21/03
Just fixed up a couple errors I have found. Just a little backwards information or otherwise inaccurate. Still looking through the guide again to see if there is other stuff which I have missed and needs to be fixed.
6/29/03
This is when I released the first version to the public. Nothing really special to talk about since this was the original version.
Now this is actually my first version of it, and while I'm sure there are tons of errors in it, I will try to fix these as I come across them. Also note that Ytrewtsu probably won't have a chance to check it for accuracy due to its size, but I'm sure there may be a time when he has a chance to look it over, and then perhaps I can update it again with some new information.
I've tried to divide this into sections, as it is going to be quite large when its finished, so I am going to try to make it much easier to use Ctrl+F for you to find what you need. Here's how it looks so far:
SECTION I | REDIT |
Section 1a | Redit Commands |
Section 1b | Redit Screen |
Section 1c | Redit Sector Flags |
Section 1d | Redit Room Flags |
Section 1e | Redit Raffect Flags |
Section 1f | Redit Exit Flags |
SECTION II | OEDIT |
Section 2a | Oedit Commands |
Section 2b | Oedit Screen |
Section 2c | Oedit Types |
Section 2d | Oedit Extra Flags |
Section 2e | Oedit Wear Flags |
Section 2f | Oedit Material Types |
Section 2g | Oedit Furniture Flags |
Section 2h | Oedit Weapon Flags/Types |
Section 2i | Oedit Damage Types |
Section 2j | Oedit Liquid Types |
SECTION III | MEDIT |
Section 3a | Medit Commands |
Section 3b | Medit Screen |
Section 3c | Medit Act Flags |
Section 3d | Medit Races |
Section 3e | Medit Affect Flags |
Section 3f | Medit Form Flags |
Section 3g | Medit Part Flags |
Section 3h | Medit Imm/Res/Vuln Flags |
Section 3i | Medit Medit Off(ensive) Flags |
Section 3j | Medit Spec(ial) Flags |
Section 3k | Other Helpful Commands |
SECTION IV | RESETS |
Section 4a | Pet Shops |
SECTION V | GUIDELINES |
What exactly is Redit? Well in OLC and building terms, it stands for room edit, in which you, the builder create rooms for players to explore on a MUD. While it can appear to be scary looking at first, its really nothing to be afraid of once you get the hang of it. And don't worry, most Redit functions won't cause the mud to crash, but there are a few others that will. :)
In this section, I will list the various commands which are associated with Redit. To view this list on the actual mud you are building on, you can use the commands command, or you can view the list which is directly below:
commands, raffects, class, create, copy, desc, ed, format, name, show, heal, mana, clan, north, south, east, west, up, down, mreset, oreset, mlist, rlist, olist, mshow, oshow, owner, room, sector, addmprog, delmprog, religion, room_delete, ?, version
And now a brief explanation about each command and what its function is.
Commands: This will just bring up the list of commands I just listed above.
Raffects: Use this command to set room affects to your room. Use ?
raffects to get a listing.
Syntax: raffect <affect name> Example: raffect firetrap
Class: This shouldn't be used but its listed. This sets what class(es)
can enter the room.
Syntax: class <class name> Example: class warrior
Create: Use this command to create a new room. A little note, this new room will not be connected to any of the existing rooms. See <directions a little below for details on how to connect them.> Syntax: create <vnum> Example: create 10000 or redit create 10000 One other note. With create you will have to use the goto command to get to your newly created room, while redit create will take you there automatically.
Copy: Use this command to copy an existing room vnum to an empty one.
To use it use create <see above> and then goto your newly created room
and use copy <vnum of room you want copied>. You will need to change
all of the information from the copied room to what you want the new
one to have.
Syntax: copy <vnum> Example: Be in the blank room you want copied, copy
10000
Desc: This is the command you use to set the desc of your room. Just
make sure you're in redit, and use desc without any arguments, and it
will kick you into the OLC editor.
Syntax/Example: desc
Ed: This is a multiple group of commands within one. Using this will allow you to create extended descs for players to look at, read, or examine. Just typing ed alone will bring up this list: Syntax: ed add [keyword]
ed edit [keyword] ed delete [keyword] ed format [keyword]
Ok now for the breakdown on each. Ed add is what you use to add keywords. If its more than one word put it in quotes. Example ed add blood stains' This will kick you into the OLC editor again. Ed edit is what you use to edit your keywords. The usage is ed edit keyword. If it is more than one, any one of them will work. Ed delete is used for deleting any of the extended descs that you won't need anymore. Like ed edit, you can use any one of the keywords as long as they are together in the same group like the above mentioned blood stains. Ed format is just the same as using .f in the editor. If you happened to forget to do that, just use ed format blood and that will format the blood stains keyword.
Format: This command is the same as using .f while in the desc editor. Just enter format and it will format the room desc text for you.
Name: Use the name command to enter the name of the room that players
will see.
Syntax: name <string> Example: name Dark Passage (you can include
colors if you wish)
Show: Use show to bring up a screen similar to this one:
Description: This is a test room desc. Name: [Test Room] Area: [ 20] Test Area Vnum: [1000] Sector: [mountain] Room flags: [none] Raffects : [none] Classes : [none] Characters: [caldor] Objects: [none] -North to [1001] Key: [ 0] Min Lvl:: [ 1] Max Lvl: [200] Exit: [none] -Down to [1002] Key: [ 0] Min Lvl:: [ 1] Max Lvl: [200] Exit: [none]
You can use the show command, or just hit enter on a blank line.
Heal: Use this to set the heal rate of your rooms. I wouldn't suggest
going beyond 200 for any reason.
Syntax: heal <heal rate> Example: heal 200 (This will set the heal rate
to 200%)
Mana: This is identical to heal, except it is for the mana rate. Just replace heal above with mana and you'll have it made. Syntax: mana <mana rate> Example: mana 200 (This will set the mana rate to 200%)
Clan: Use this to set the clan affiliation of the room. This is not
used on the build port for any reason.
Syntax: clan <clan name> Example: clan virtue (This will set clan to
Virtue. Anyone other than a Virtue member will get an invader flag)
North/East/South/West/Up/Down: Ok these direction commands have a few sub commands attached to them. Use any one of them with a ? at the end will bring up this list: (North ?)
For exits, type the direction (north/s/e/w) followed by:
dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes object the vnum of the key required name <door name> - makes the door's name = given name desc - edit the description of the exit delete - delete this exit <exit-flags> - type ? EXIT for a list
The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed.
-South to [ 3744] Key: [ -1] Exit flaggs: [door CLOSED]
Ok now a breakdown of this new information:
Dig: This is what you use in conjunction with a direction to make a
link between two rooms.
Syntax: direction dig <vnum> Example: north dig 10000
Link: Use this to create a link between two rooms which were not
created using dig.
Syntax: direction link <vnum> Example: north link 10000
Room: Use this to make a oneway exit from the room to a new one. Syntax: direction room <vnum> Example: north room 10000
Key: This will set the object vnum of the key to the door if its
locked.
Syntax: direction key <obj vnum> Example: north key 10000 (10000 here
is the obj vnum)
Min Lvl/Max Lvl: This will set the minimum and maximum level of the doors and/or locks. This will help determine whether a door is easy to smash down or pick, or whether it will be hard. Syntax: direction min <level> or direction max <level> Example: north min 100 or south max 200
Name: This will set the name of the exit. By default it is set as X
opens the door.
Syntax: direction name <string> Example: direction name curtain
Desc: This allows you to set a description of the exit. This is where players use look direction, and will see it, if it is set.
Syntax: direction desc (This will kick you into the editor again)
Delete: This will delete the link between to rooms. Syntax: direction delete Example: north delete
Exit Flags: These are listed above and can be found with ? exit. To set
them merely follow the syntax below.
Syntax: direction exit-flag Example: north door closed nopass locked
(This will set a door to the north, and it will be closed, locked, and
nopass)
Mreset/Oreset: These two commands are used with the resets of a room. I will come back later with more detailed information on resets.
Mlist/Olist/Rlist: These are commands used to show the list of mobs, objects and rooms in your area. Mlist and Olist require arguments while Rlist does not. To see all mobs or objects in the area use, mlist or olist all. To view them by a specific name only use mlist or olist <name>.
Mshow/Oshow: This command will allow you to view any mob or object as
long as you supply a vnum. It should only be used to get a basis for
your mob or object strength from.
Syntax: mshow (or oshow) vnum Example: mshow (or oshow) 10000
Owner: This is only used for setting up the owner flags of a manor and shouldn't be used at all, as only the player who's name appears in the owner field will have access to the room.
Room: This command just sets the room flags (? room) to the room. Just follow the syntax below and you shouldn't have any problems. Syntax: room room flag Example: room dark no_recall indoors (This will make the room indoors, dark and no_recall)
Sector: This command is used for setting the sector of the room. For a full listing of flags, look above for Sector Flags or use (? sector). Syntax: sector sector type Example: sector mountain
Addmprog/Delmpog: This command is used for the adding and deleting of mprogs. Judging by the size of this document and all the different aspects of mprogs, I'll probably have to make a new document dealing with mprogs as not to make it more difficult to find them in this document.
Religion: This command just sets the religion of the room. Since this is only used for temples, it is not needed on the build port.
Room_delete: This command deletes a room. To use it, just make sure
there are no resets in the room, and you are not currently in it. Then
just follow the syntax below.
Syntax: room_delete <vnum> Example: room_delete 10000
?: Using this will bring up a list of topics. You can use ? <topic name> to get a detailed list of flags or others which can be used for a variety of things such as object types, mob act flags, and much more.
Version: This command just brings up the credits listing for OLC and does not have any other use building wise.
Below is an example of how the OLC screen looks when you enter it for Redit. Once you build a new room, it will all be blank, but this gives you an idea on how it should look once you are finished.
Description This is a test room desc. Name: [Test Room] Area: [ 20] Test Area Vnum: [1000] Sector: [mountain] Room flags: [none] Raffects : [none] Classes : [none] Characters: [caldor] Objects: [none] -North to [1001] Key: [ 0] Min Lvl:: [ 1] Max Lvl: [200] Exit: [none] -Down to [1002] Key: [ 0] Min Lvl:: [ 1] Max Lvl: [200] Exit: [none]
This may look a little hard to understand at first, but once you understand what it all means, the rest is no problem. Below is an explanation about all the information listed above.
Description: This is the room description, and is what players will see when the enter a room or use the look command.
Name: This is really obvious, it is the name of the room which players see as they enter.
Area: This is the name of the area where your room is located.
Vnum: This is the vnum of your room.
Sector: This can play an important role in your area. If you have a forest area, then it would be best not to set it as sector city. To view the list of all use ? sector.
Room_Flags: These compliment your room much as Sector does. They make the room Dark, or Indoors. To view the list use ? room.
These are currently only unique to AU:
Raffects: This adds some life to your rooms. There can be a rocktrap room where a player can be bombarded by falling rocks, or an icetrap room where players get frozen due to extreme cold. These can be fun to try out, and make your rooms fit your area better.
Classes: This is one which should not be used, unless there is a guild or leveller in your current area. This is used to assign rooms for certain classes to enter so they can reach their guild to train or practice, while keeping everyone else out. Please consult with your head builder or other high ranking staff members if this will be appropriate to use in your area.
Characters: This field just shows the current players and/or mobs which are in the same room as you are.
Objects: This field shows the current objects which are lying on the ground in the same room with you.
Directions: This field shows which direction the exit leads to, its vnum, the key vnum if there is one, the minimum and maximum level of the locks on the door to check on the pick lock skill, and the exit flags such as if there is a door there and whether its closed or locked. Use ? exit to get a listing of flags which you can for on your exit.
In this section, I will go over the various types of sectors which are available for you to use. But first what is a sector? A sector while building determines the type of terrain that the players will be moving over. While its good to experiment with, I wouldn't suggest using high movement cost sectors if you have a rather low level area, as lower level players will move out of movement rather quickly. To view the list of sectors you can use, use ? sector, or look at the list below:
inside, city, field, forest, hills, mountain, swim, noswim, tundra, air, desert, underground
This is a brief list of how the sectors will look on the automap, and how many movement points it will require. Please note that if a player is affected with 'fly' and possibly 'haste' movement costs are cut in half, while if they are 'sneaking' then it is doubled. If they are 'fly' and 'sneak' at the same time, then the movement cost is what is listed below.
Inside: This shows up as a % on the map, and it requires 1 movement per room.
City: This shows up as # on the map, and it requires 2 movement per room.
Field: This shows up as " on the map, and it requires 2 movement per room.
Forest: This shows up as @ on the map, and it requires 3 movement per room.
Hills: This shows up as ^(green) on the map, and it requires 4 movement per room.
Mountain: This shows up as ^(yellow) on the map, and it requires 6 movement per room.
Swim: This shows up as ~(cyan) on the map, and it requires 4 movement per room.
Noswim: This shows up as ~(blue) on the map, and it requires 1 movement and a boat/flying to move.
Tundra: This shows up as %(bright white) on the map, and it requires 6 movement per room.
Air: This shows up as %(cyan) on the map, and it requires 10 movement per room.
Desert: This shows up as = on the map, and it requires 6 movement per room.
Underground: This shows up as * on the map, and currently is bugged taking 0 movement.
In this section, I will describe about the various room flags. These are different than the sector flags, and really make the rooms what they are. To see the full list, use ? room, or check out the list I have compiled just below.
dark, no_mob, indoors, temple, private, safe, solitary, pet_shop, no_recall, imp_only, gods_only, heroes_only, newbies_only, law, nowhere, underwater, no_aggro, temple_rank2, temple_rank5, temple_rank8, manor, home
You are free to use all of these, but temple, safe, imp_only, gods_only, underwater, temple_rank2, temple_rank5, temple_rank8, manor and home. A couple others I am not sure about is newbies_only and heroes_only. If you have any questions about this, please ask Sainos, or Vallien if you happen to see them, as I don't have the authority to make this call.
Dark: This makes the room dark. Will show up on the map as ? without infravision. Cannot see mobs using scan without farsight. Cannot use the exit command without infravision.
No_mob: Mobs cannot enter this room, including pets or charmies and even other mobs. Use this if you want to make players fight your mobs one-on-one or to encourage grouping.
Indoors: This is the ideal flag for rooms inside something. With the Indoors flag, you cannot see the weather via the weather command, and will not see day change to night and vice versa. It can also be used to keep mobs with act indoors in, and mobs with act outdoors out.
Temple: This flag is used on the main mud for temples. This probably shouldn't be used on the build port for any reason.
Private: This flag can be a royal pain in the backside. With it 2 players or 2 mobs will be allowed to enter the room at any time. Be aware that if mobs get into private rooms, they usually don't come out until a copyover, so try to use it with caution.
Safe: This flag makes attacking anything impossible. This flag should not be used, as Homanu's should be the only safe room in the Mud.
Solitary: This makes a room similar to Private, yet only 1 mob/player is allowed at any time. Again this suffers the same drawbacks as Private, and if you have a Solitary room which leads, to another part of your area and a mob gets in there, then that room becomes impassible till a crash or copyover.
Pet_shop: This room flag is only used when building a pet shop in your area. This has to be used in the room where the shop keeper mob is at, and not where the pets are reset in.
No_recall: We all know what this flag does. Just for those who don't know if any, setting this flag will make the recall skill/spell, gate, portal/nexus, and beaconing useless. I always have loads of fun with this one.
Imp_only: Never use this flag unless you want everyone except for Ytrewtsu to be locked out of the room.
Gods_only: Again this shouldn't be used for area building unless you want everyone except immortals to get in.
Heroes_only: This is similar to imp/gods_only in the fact that it allows for only heroes to enter. Unless you have a highly aggressive hero area and want to keep lowbies out, I wouldn't recommend using this flag.
Newbies_only: By using this flag, the rooms will only be accessible to players level 5 and under. Since the newbie school is the only one that fits into this category, I wouldn't suggest using this flag either.
Law: With this flag, it makes the charm spell useless. Best used in cities or other law abiding areas where you wouldn't want to see charmed mobs walking around.
Nowhere: I haven't exactly found out what this room flag does, but when I do, I'll be sure to update this file.
Underwater: I don't believe that Ytrewtsu has got the code written up for this flag to take affect so I don't think it should be used just yet.
No_aggro: I believe this flag just keeps mobs with act aggressive out of the rooms. I could be mistaken, but I'm pretty sure that's what it is for.
Temple_rank2: This is pretty much a 5k flag. It keeps players who are less than rank 2 in the temples from entering. Perhaps if given permission this might have merit in religious areas.
Temple_rank5: Again this is the same as above, only you need to be rank 5 or higher to enter the room.
Temple_rank8: Look above. This is the same, yet you must have a temple rank of 8 or higher to enter the room.
Manor: This is used for manor homes only and should not be used under any circumstances for an area built on 3030.
Home: This flag is used for players houses. I don't think this flag should be used on 3030 just like the manor flag.
Raffect or room affects are a great group of flags to have and use. :) What they basically are just affects which happen while the players are in the room. Most of them are bad, but it makes players use more caution while traveling through the area. To see the list of raffect flags, use ? raffect or simply look below:
nomagic, manaflare, noheal, healdrain, manadrain, movedrain, firetrap, icetrap, pittrap, rocktrap, salty_water, impure_water
I do believe the only two raffects which aren't currently useable are the salty_water and impure_water. Other than that, I think you can use the rest of them.
Nomagic: This room affect basically prevents anyone from using magic. Great for making key parts of an area harder to complete.
Manaflare: Not too sure what this one does yet, but I'll fix this file once I figure it out or by asking Ytrewtsu about it.
Noheal: This flag basically means that you will not heal naturally through the course of ticks. You will not regain hp, mana or move while in a room flagged as noheal.
Healdrain: This flag will drain your HP through the course of each tick. Instead of healing HP it will drain it.
Manadrain: This is the same as healdrain, except it will take away your mana each tick.
Movedrain: This is the same as the previous two, but it takes away movement each tick.
Firetrap: This affect randomly hits players with the fire breath affect, though much weaker in power than what a mob will cast, though they can still be blinded with it.
Icetrap: This affect randomly freezes the players with intensive frost. It doesn't add any affects like firetrap, but it can still be annoying none the less.
Pittrap: Use this affect to bombard players with rocks causing some damage and no affects.
Rocktrap: I believe this is identical to pittrap, just listed twice, but the effects are the same.
Salty_water: I believe this has something to do with a future plan that Ytrewtsu has in mind, and thus I don't believe it is working yet.
Impure_water: As mentioned above, this raffect is in the works and probably shouldn't be used.
In this section, I will go through and describe all the exit flags which can be set. Most of these are pretty well known,but some are not. Hopefully after reading this, you'll be able to go through it like its second nature. To see the list of exit flags, use ? exit or look below.
door, closed, locked, pickproof, nopass, easy, hard, infuriating, noclose, nolock, hidden, implausable, improbable, impossible, check_min, check_max, wedged, magic, bashed, climb, oneway, impassable, nopush, small, medium, large, wood, stone, metal
The only thing you need to be aware of is that if you add the closed flag without a door, then the exit will be permanently closed, and you will not be able to open it. I have seen this problem on the main mud a couple of times, and it kept players from getting into their quest locations and such, so it can be a pain. Just be sure to double check your exits and make sure there are door flags if it is closeable. :)
Door: Use this flag to make a door on your exit.
Closed: Use this flag to be able to open or close the exit. If it is closed, then it will reset closed. Under redit show if it is in all caps (CLOSED) that means it is reset open but someone has closed it.
Locked: If you want your door to be locked, flag it as locked. Be sure to include the key vnum once finished.
Pickproof: This will make the door unopenable by the picklock skill, the rap spell, and the smash command. I often tend to use this to hide away valuable items and I want the players to search for the keys to fully enjoy the area.
Nopass: This makes the exit solid, and players with the pass door spell on them won't be able to pass through the exit.
Easy: This is one of the levels of difficulty upon which picklock and rap are based upon. As the name suggests, this is the easiest (lowest) level.
Hard: This is another of the levels of difficulty on picking locks on doors. This is the next step above easy.
Infuriating: This is yet another level for picking doors. This one is higher than hard, but below everything else.
Noclose: This flag just means that the exit cannot be closed.
Nolock: This flags means that the exit cannot be locked.
Hidden: This makes the exit hidden. Players will have to find it by using search direction to find it.
Implausable: This is the middle level of difficulty for an exit. It is higher than easy, hard, and infuriating, yet it is below improbable and impossible.
Improbable: This is the second highest in difficulty that an exit can have just below Impossible, and higher than all the others.
Impossible: This is the most difficult level that an exit can have. Despite its name, exits with this flag CAN be picked though it is difficult. If you want to make a truly impossible exit to pick, use pickproof.
Check_min: I do believe that this flag checks the Min level of an exit. If you want to use this be sure to use direction min_level to set the minimum level.
Check_max: This is the opposite of check_min. This one checks the max level of the exit. Again use direction max_level to set this one.
Wedged: This flag shouldn't be used, as it is set via the wedge command.
Magic: Not too sure what this one is used for, perhaps something in the future.
Bashed: I believe this is the flag that is set when the door is broken down via smash. I wouldn't use this one.
Climb: This flag makes the exit reachable only with the climb command or when flying.
Oneway: This makes for a oneway exit from the current room. Players/mobs will not be able to come back when going through a oneway exit.
Impassible: This makes for a blocked exit, and thus players will not be able to pass through, even if it is an open exit.
Nopush: Players will not be able to push objects or mobs through an exit that is flagged as nopush.
Small: This flag isn't currently used, but I do believe that it may have something to do with race size in the future.
Medium: See above under small.
Large: See above under small.
Wood: This makes the exit made of wood. Wood is the weakest material when it comes to check versus the smash command.
Stone: This makes the exit made of stone. Stone is a stronger material than wood but weaker than metal.
Metal: This is the strongest material that an exit can be made out of and can make smashing a wee bit difficult at times.
IMPORTANT: I was just helping Arila with an exit and it appears that easy, hard, infuriating, improbable, and impossible interfere with hidden exits, making it so you cannot uncover them. If possible try to not to make a hidden exit with any of these flags. If you don't want players to pick the hidden exit, then use pickproof and you shouldn't have any problems.
What is Oedit? Oedit is simply a shorter way of saying object edit. This is where you get to build your objects for the players to find, hold, equip, sell, sac or whatever else than can think of doing with them no I didn't mean that as dirty. Anyhow with any luck and a little bit of time, you'll learn how to start throwing out all types of objects for a player to have fun and sometimes not so much fun with. giggle
To start out the first section of Oedit, I have decided to go with the basics, which are the commands. Most of these are completely different than those found in Redit, but they are pretty easy to learn. Again please feel free to ask if there isn't anything you don't understand while building, and myself or another builder will be glad to help. :) To view your list of commands, just look below or use the commands command while in the Oedit mode.
addaffect, addapply, commands, copy, cost, create, delaffect, ed, long, name, short, oldowner, show, v0, v1, v2, v3, v4, weight, extra, wear, type, material, submaterial, level, condition, quality, max_number, cur_number, mlist, olist, furniture, addmprog, delmprog, mshow, oshow, obj_delete, ?, version
Most of these commands are used, but let me get a little into about the ones that aren't. The ones that are not to be used are oldowner and cur_number. None of these really have an affect on the objects, but can mess them up. Read below to find out what they can and will do.
Addaffect: This is the command that you would use to add positive or
negative stats to your object. The syntax is: addaffect location
number. An example would be: addaffect strength 2 or addaffect hitroll
5. Here is a quick listing of the locations which can be found under ?
apply.
Syntax: addaffect <location> <number> Example: addaffect hp 10
none, strength, dexterity, intelligence, wisdom, constitution, sex, class, level, age, height, weight, mana, hp, move, gold, experience, ac, hitroll, damroll, saves, savingpara, savingrod, savingpetri, savingbreath, savingspell, resist, immune, vulnerable, weapon, object
Most of these everyone knows about so I'll just tell about the ones that I'm sure don't work. I do believe that ones for height, weight, gold, experience, level, class, and saving ones (not saves but the ones past it) don't work. None, resist, immune, vulnerable, weapon, and object don't deal with addaffect but rather with addapply, so I will list these in that area. Do note that if you want to add ac or saves to an object and want them to benefit the player, you will need to make them negative, ie addaffect saves -3 or addaffect ac -5.
Addapply: This command is nearly identical to addaffect, but this one
will allow you to add spell affects to objects. The syntax for addapply
is: addapply <location> (aka ? apply) number <bit vector> (? affect).
Ok for example: addapply dex 3 haste. This will make the object
increase the characters dexterity by 3, and will also give them perm
haste. Another example would be addapply none 0 blind. This will make
the character blind when they wear the object. Please try to use a
little bit of caution and if you add these, please make the items
limited to 3 or less.
Syntax: addapply <location> <modifier> <spell affect> Example: addapply
mana 10 detect_invis (this will give the player 10 mana along with the
detect invis spell)
Commands: This is the command that will bring up the list of all that I
am describing now. So I guess once you learn about this one, you should
already know about everything else. :)
Syntax: commands
Copy: This works exactly the same as it does in redit. Create a new vnum, and then copy the vnum you want your object to be based off. Syntax: copy <vnum> Example: copy 10000
Cost: This is where you set the cost of your object (in silver). Try to look around and base it off other objects of the same level. Remember at lower level, its best to keep your objects lower in cost. Syntax: cost <value> Example: cost 10000
Create: This is the command you use to create new objects. If you are in the oedit mode, you can simple use create <vnum> where the vnum is the new vnum of the object you want to create. In all other modes, you will have to use oedit create <vnum> to get started. Syntax: create <vnum> or oedit create <vnum>. Example: create 10000 or oedit create 10000.
Delaffect: This is the opposite of adding an affect. Its rather easy to use, though it you don't use the show command effectively, then it can cause problems. Below is from a sample object:
Number Modifier Affects Adds [ 0] 75 mana none [ 1] 15 damroll none [ 2] 15 hitroll none
The 0, 1, and 2 are the affect numbers. Say if you wanted to delete the
damroll, you would use delaffect 1. Also if you wanted to delete
another affect, you would have to use show again, as most likely the
hitroll would become the new 1 affect.
Syntax: delaffect <number> Example: delaffect 0, or delaffect 1.
Ed: This is the exact same command as used in redit. To make it easier, I am going to simply copy and paste the part I did in redit down here to save myself some time. :)
This is a multiple group of commands within one. Using this will allow you to create extended descs for players to look at, read, or examine. Just typing ed alone will bring up this list: Syntax: ed add [keyword]
ed edit [keyword] ed delete [keyword] ed format [keyword]
Ok now for the breakdown on each. Ed add is what you use to add keywords. If its more than one word put it in quotes. Example ed add 'blood stains' This will kick you into the OLC editor again. Ed edit is what you use to edit your keywords. The usage is ed edit keyword. If it is more than one, any one of them will work. Ed delete is used for deleting any of the extended descs that you won't need anymore. Like ed edit, you can use any one of the keywords as long as they are together in the same group like the above mentioned blood stains. Ed format is just the same as using .f in the editor. If you happened to forget to do that, just use ed format blood and that will format the blood stains keyword.
Long: This is the long description of the object. This is what players will see when it is lying on the ground, or if it does not have an extended (ed) desc set and they look at it. Please note that all long descriptions must be complete sentences. Syntax: long <desc string> Example: long A sword has been left on the ground here.
Name: This is the field where you enter the keywords for which the players can interact with the object. Its best to include names from both the short and long descriptions, and try to make it as detailed as possible, so players won't have any trouble picking the object up. Syntax: name <string> Example: name sword long glowing sharp
Short: This is the short description of an item. This is what the players will see when they interact with the object such as holding or dropping it, selling it or putting it in a container. Syntax: short <desc string> Example: a glowing sword
Oldowner: While I'm not too sure what good this does as a builder, all I do know that this is mostly dealing with devote and others. When a player uses devote, it will add their name to the oldowner field, and thus no one else will be able to get the use of the holy/unholy flags. So I would guess we don't need to worry about this setting at all.
Show: This is the command to show you what object you are working on. It will show you a screen similar to this one:
Name: [mace elemental markov] Area: [ 58] Murcaste Vnum: [ 292] Type: [weapon] Level: [ 97] Wear flags: [take wield] Extra flags: [hum bless] OldOwner: [] Material: [metal] SubMaterial: [iron] Max People: [ 1] Condition: [ 100] Max Weight: [ 0] Weight: [ 250] Heal Bonus: [ 0] Cost: [15972] Mana bonus: [ 0] Quality: [ 60] Flags: [stand_on] Max Allowed: -1 Num. loaded: 8 (0 is not an accurate number) Short desc: the Elemental Mace of Markov Long desc: A well crafted mace lies humming on the ground. Number Modifier Affects Adds ------ -------- ------------ ---- [ 0] 75 mana none [ 1] 15 damroll none [ 2] 15 hitroll none [v0] Weapon class: mace [v1] Number of dice: [7] [v2] Type of dice: [29] Avg Damage: [105] Craftsmanship: tolerable [v3] Type: wrath [v4] Special type: frost vorpal
V0/V1/V2/V3/V4: Okay these are the settings for your objects, and each type of object is different. Some of them may use all the V flags, and others will use none at all. To be sure what V flags your object uses, you will have to use the show command once you set the type. If you just, refer to the object types above where I have tried to list all the V flags on the objects, and if you still need help, try to ask someone else on the build port in person or via a note on board 1. :) Syntax: <V (number) (value)>
Weight: This is the weight of the object but while building, remember
its in 1/10 pounds. So if you want your object to weight 1 when loaded,
you will need to set this to 10, where as 10 loaded will be 100. Do
note that all weapons must fall into the weight class which I will list
further below.
Syntax: weight <weight value> Example weight 200 (this will make a 20
pound weapon)
Extra: Extra is where you can add your extra flags to your objects.
Again its ? extra to see the list. I can't remember if extra messes up
when using more than one at a time, so you may want to just add them
one at a time to avoid having to recheck the object every time to see if
it went on properly.
Syntax: extra <flag names> Example: extra glow bless (this will add the
bless and glowing flags to the object)
Wear: The wear flags is where your objects will go when the player wears them. Do note that each object if you want players to be able to pick them up will need the take flag at least. Syntax: wear <flag names> Example: wear take wield (this will make a weapon)
Type: This will set the type of object for you. Remember you can use ? type, or look further down to get the list. Do note that as I said before, each type is different so you will have to use show to determine what V flags you can use on the object if any. Syntax: type <type name> Example: type weapon (this will make a weapon type)
Material/Submaterial: Since these two are the same thing, I figured I'd
list them both. Both of these will determine what material your objects
are made from. Do note that all objects must have a material. Use ?
material to get a listing of both the main material and the
submaterial.
Syntax: material <material name> submaterial <submaterial name>
Example: material metal submaterial steel or material mineral
submaterial sapphire
Level: This will set the level of your object. Do remember that mobs
can hold up to 5 levels higher than themselves, but if its any higher
it causes bugs.
Syntax: level <level> Example: level 20 (the object will be level 20)
Condition: This is the condition in which the object is in. Default is 100 which is perfect ({W#). If you want to have rpish objects, perhaps damaged you could set this down a little, but setting it too low will allow players to easily spam their tradeskills in repairing the objects, especially if they can be store bought. Syntax: condition <value> Example: condition 95 (this will set the object to 95%)
Quality: This is the quality of the object. I'm not totally sure on this, but I do believe that it affects how good the object will come out as. The mud auto-assigns this when the object is created and loaded, so its best to leave this alone. Syntax: quality <value> Example: quality 50 (this will set the quality to 50)
Max_number: This is how you make limited objects. To use this, just set the max to however many you want to exist. If its a really good object, I would have to say less than ten. If it has some type of spell affect via addapply I would say less than three. Syntax: max_number (number allowed) Example: max_number 3 (this will allow only 3 of this type of object to exist at any time)
Cur_number: This just shows how many objects are currently loaded. Don't tweak this setting, as it can cause some serious problems with objects.
Mlist/Olist: These are commands used to show the list of mobs, and objects in your area. Mlist and Olist require arguments to see, which is the name and not the vnum. To see all mobs or objects in the area use, mlist or olist all. To view them by a specific name only use mlist or olist <name>.
Furniture: This is the command you use to set up your furniture flags.
To get a list of these flags, use ? furn, or look further down. These
have no affect on the object at all, but can be kind of fun to use.
There are also sub commands as well for furniture. Here is the syntax
on them all.
Syntax: furn <furn flags, heal, mana, people, weight>
Example: furn flags sit_at, rest_at (This will make it so you can sit
and rest at the object)
furn heal 100 (this will set the heal rate of the object to 100%)
furn mana 100 (this will set the mana rate of the object to 100%)
furn people 6 (this will set the max people who can use the object to
6)
furn weight 1000 (this will set the max weight of the object to 1000.
Not real sure what this does.)
Addmprog/Delmprog: This is how you add mprogs to your objects. Due to the increasing size on this document, and the complexity of explaining mprogs, I will put this in an entirely different section to keep it easier to find only the things you need.
Mshow/Oshow: This command will allow you to view any mob or object as
long as you supply a vnum. It should only be used to get a basis for
your mob or object strength from.
Syntax: mshow (or oshow) vnum Example: mshow (or oshow) 10000
Obj_delete: This is the command you would use to delete an object for
good. To use it make sure you are not editing the object you want to
delete. As a precaution, do make sure the object being deleted is not
loaded anywhere. To be sure on this one, it should show up as -1 when
you use ostat on the object.
Syntax: obj_delete <vnum> Example: obj_delete 10000
?: Using this will bring up a list of topics. You can use ? <topic name> to get a detailed list of flags or others which can be used for a variety of things such as object types, mob act flags, and much more.
Version: This command just brings up the credits listing for OLC and does not have any other use building wise.
This pretty much sums out the commands for oedit. If you'll look below, you'll find all the extra stuff pertaining to object types, and flags among other things.
Ok this is basically the first screen you'll see when you get into Oedit. Just like in Redit, the screen will not have any information filled in on it. A little below this line of text, I have wrote up a few lines explaining what each of the names stand for.
Name: [mace elemental markov] Area: [ 58] Murcaste Vnum: [ 292] Type: [weapon] Level: [ 97] Wear flags: [take wield] Extra flags: [hum bless] OldOwner: [] Material: [metal] SubMaterial: [iron] Max People: [ 1] Condition: [ 100] Max Weight: [ 0] Weight: [ 250] Heal Bonus: [ 0] Cost: [15972] Mana bonus: [ 0] Quality: [ 60] Flags: [stand_on] Max Allowed: -1 Num. loaded: 8 (0 is not an accurate number) Short desc: the Elemental Mace of Markov Long desc: A well crafted mace lies humming on the ground. Number Modifier Affects Adds ------ -------- ------------ ---- [ 0] 75 mana none [ 1] 15 damroll none [ 2] 15 hitroll none [v0] Weapon class: mace [v1] Number of dice: [7] [v2] Type of dice: [29] Avg Damage: [105] Craftsmanship: tolerable [v3] Type: wrath [v4] Special type: frost vorpal
Name: In this field these are the keywords which you use to pick up, examine, wield, etc the object. Its best to use keywords from both the short and long descriptions to make it easier on the players.
Area: This is the name of the area in which the object is from.
Vnum: This is the vnum of the object.
Type: This displays the type of the object. To see all types available, use ? type.
Wear flags: These are the flags which determine where the object goes when you try to hold it. Use ? wear to find a list of all available flags. Note: If you want players to be able to pick the object up and nothing else, you MUST be sure that it is at least wear take otherwise they won't be able to pick it up at all.
Extra flags: These are flags which can be added to a weapon for more RP value, or to balance it out. These flags include bless, antigood, noremove, etc. To see the full list, use ? extra.
OldOwner: I do believe this has something to do with the devote skill of paladins and antipaladins and thus it should never be used.
Material/SubMaterial: These two fields are required, they are not optional. To see a full list of the materials, use ? material. This lists both the main material, and submaterials. Say you want a golden sword. First you would set your material as metal, and then the submaterial would be gold.
Max People/Max Weight: These two settings are for furniture type objects. I'll get a little more into deal about these later on when I explain each type individually.
Heal/Mana Bonus: Again these settings are used mainly for furniture. Look below for the furniture type and I'll explain how these work.
Condition: This setting is the condition of the object. While I do tend to use all in mint condition (100) you might want to tweak this a little if you want to have a damaged weapon or armor.
Weight: This is the weight of the object. Note that all weapons must fit within the weight guidelines as listed from the AU webpage. I will list these further below to make this file a one stop info source (I hope).
Cost: This is the cost of the object. While there isn't really a set amount for the cost of objects, try to find an object of equal level in an area you know that is on the main mud, and just copy it and that usually works.
Quality: This is the quality of the object. This has to deal with how high it comes in terms of damage and/or armor class from what it was originally set at. The object is randomly set a quality when created, and thus it shouldn't be altered.
Flags: These are the furniture flags which determine whether you can sleep or rest on an item. Used for furniture only, though all objects you can stand on them. Use ? furn to get a full list of flags.
Max Allowed: This is used to determine if the object is limited or not. If it isn't limited the max allowed should be at -1. If you want to make it limited, look above in a more detailed explanation of each command.
Num. Loaded: This is basically just a number showing how many of this particular vnum is loaded. You can set this, but never do it, as it can mess up the count of objects.
Short descr: This is the short description of the object.
Long descr: This is the long description of the object.
Ok the next part not all objects are going to have this:
Number Modifier Affects Adds [ 0] 75 mana none [ 1] 15 damroll none [ 2] 15 hitroll none
The affects come of the way of addapply and addaffect. I have listed more detailed information about this above in the commands section.
This next part to will vary depending upon the object type. This is how it looks for a weapon:
[v0] Weapon class: mace [v1] Number of dice: [7] [v2] Type of dice: [29] Avg Damage: [105] Craftsmanship: tolerable [v3] Type: wrath [v4] Special type: frost vorpal
I'll list what each type of object will have further down in the document.
In this section I will list all the types of objects which are available for you to make. There are quite a few of them, and to see the full list, use ? type or simply look below.
light, scroll, wand, staff, weapon, treasure, armor, potion, furniture, trash, container, drinkcontainer, key, food, money, boat, npccorpse, fountain, pill, protect, map, portal, warpstone, roomkey, gem, jewelry, jukebox, tinderbox, bounty_chit, window, rune, lockpick, whetstone, hammer, reagent, herb, pipe, beacon, poison, rope, symbol, clanorb, tool, ore, pole, hide, invitation, arrow, bolt, thrown, bomb, rod, bodypart, artifact
Now a lot of these to be honest I have no idea what they do. I'm sure they will have a purpose some day, and I don't know how many are actually going to be used on the build mud. Well anyhow here's the best explaination of the types that I could think up. :)
Light: This is basically just your ordinary everyday light source.
Required wear flags: Take Hold
V Flags: V2 This is the light timer on the light. It can be set to -1
(infinite) to any number of ticks before it wears out and needs to be
replaced.
Scroll: This object is your ordinary scroll. It can have up to 3 spells
on it max.
Required wear flags: Take
V Flags: V0 Level. This is the level upon which the mud checks for
damage or bases the saves of the mob upon.
V1-V4 Spells. These are the spells which are put onto the scroll.
Thought it lists 4, only the first 3 are used. Try not to put three
spells on any scroll, as it can seriously unbalance an area rather
quickly.
Wand: This is your ordinary wand object type. Nothing special here,
except trying to find a decent spell to put on the wand, that works and
won't unbalance the area can be tricky at times.
Required wear flags: Take Hold
V Flags: V0 Level. This is the level which is used similar to scrolls
which will determine the duration or power of the spell contained in
the wand.
V1 and V2: These are the total charges and charges left. If you don't
want a wand to come fully charged, then set the V2 to lower than V1.
Example: If you wanted a wand with 20 total charges and only wanted it
to initially start with 7, you would set the V1 to 20 and the V2 to 7.
V3: This is the spell which is contained in the wand.
Staff: This is an every day staff, and not the weapon. I have noticed
that the majority of the spells in staves tend to affect all players or
mobs in the same room, so try to use a little caution when designing a
staff.
Required wear flags: Take Hold
V Flags: V0 Level. This the spell level of the single spell contained
within the staff.
V1 and V2: Again these are the total charges and charges left. These
work just like the do in wands, so look above if you need an example.
V3: This is the spell which has been imbued into the staff.
Weapon: This is the basic type of weapon. Through the use of the V
flags will you get to determine its type. A few things about weapons.
You do need to make sure that you always set the V0, otherwise the
weapon will come out as an exotic type which is a no-no. Second of all,
try to keep your average damage, pretty close to the number of the weapon
level. Third, each weapon must fit within the guidelines for weight. I'll
list this all further below so you don't have to waste your time reading
through lots and lots of text to find it. :)
Required wear flags: Take Wield
V Flags: V0 Weapon Class. This is what type of weapon the object will
be. Use ? wclass to get a full listing of all those available. Please
take note that short/long bow and light/heavy crossbows are not useable
yet.
V1 and V2: Damage Dice. These are the two numbers which determine the
damage that the weapon will cause. V1 is the number of dice rolled ie
10 or 12, while V2 is the sides of each dice, ie 8 or 10.
v3 Damage Type: This is the damage noun of the weapon, whether it be
slash, pierce, cleave, etc. To find a noun to use, just use ? weapon
and use the name on the left, like frbite, or flbite to make enter a
type.
V4 Special Type: This is the special type of a weapon whether it is
flaming, freezing or sharp. The specials such as sharp and razor should
be used lightly or not at all. I tend to use flaming, shocking or
freezing on my blunt objects since there is currently no way for these
weapons to get the flags through the use of Runeblade. There is a level
limit on these as well. Look at the further down in this section to
find out what that is.
Treasure: This is just a treasure worth either RP value or gold. Not
much else can come from treasures.
Required wear flags: Take
Optional extra flags: Sellextract
Treasures do not require any V Flags.
Armor: This is much like weapons and how you assign the wear flags
determines what type of armor it will be. Armors do use all the V
flags, where that sets the basic AC values for the armor. Again these
are restricted as to how high they can go, so look at the end of this
section to see what it is.
Required wear flags: Take **
**: You need to use the following wear flags to make armor go where it
is supposed to: shield, body, about, legs, hands, feet, arms, finger,
neck, wearfloat, wrist, waist, head, hold. So if you wanted to make a
shield, the wear flags would be take shield, while a bracer would be
take wrist.
V Flags: V0 AC Pierce. This is the setting for the armors AC vs Pierce.
V1 AC Bash: This is the setting for the armors AC vs Bash.
V2 AC Slash: This is the setting for the AC vs Slash.
V3 AC Magic: This is the setting for the AC vs Magic.
Potion: Potions are much like scrolls when it comes to their settings.
You can have up to 3 spells max, and while I don't really agree with
having 3 beneficial spells inside, you can compensate sort of. One of
my favorite potions is a low level phase potion (good), but in quaffing
it you have to take your chances with the plague and/or cursed (bad),
which offset the potential good point to this spell. Feel free to
experiment and if you want to have some fun with these, use the noid
extra flag grin.
Required wear flags: Take
V Flags: V0 Level. This is the level of the spells inside the potion.
V1 to V4: These are the actual spells contained inside the potion.
Though 4 are listed, only the first 3 are actually used.
Furniture: This is the type of object that allows players to sit on and
sometimes get a good heal from but not always. These are mostly used in
heavily traveled areas but not always. When building furniture try not
to make it so totally unrealistic with the flags, such as allowing 10
people to sit on a chair or adding a huge heal rate to it.
Required wear flags: Take (only if you want the players to be able to
pick it up)
V Flags: Furniture type objects do not use any of the V flags. Instead
they use the furniture flags. Use ? furn to get a full listing of the
flags.
Trash: This type of object doesn't require any settings other than than perhaps a wear take flag, material, submaterial and weight. Trash is commonly used for an RP object or used in making mprogs work. You do not need to set any other flags for trash.
Container: This is the object type where players can actually put their
belongings in and it will hold them. Now I'm not too sure on what
requirements if any exist for containers, but to keep them from making
a pocket outdated, I tend to keep mine low.
Required wear flags: Take (Optional flags: wearfloat, hold, waist)
V Flags: V0 Weight. This is how much weight the container can hold.
Once it reaches the max weight from other objects, it can't hold
anymore.
V1 Flags: There are a couple of flags listed under this part. Use ?
container to see the list of these flags.
V2 Key: This is the key vnum if any used to unlock or lock the
container.
V3 Capacity: This is the number of items that the container can hold
before it is full.
V4 Weight Mult: I have heard various stories about this. I have heard
that it is how much the object loses in terms of weight or how much
extra it gains. I do believe that it is how much it weighs once inside
a container. I try to set this high, as a V4 of 5 or 10 will mean that
objects weighing 100 will weigh 5 to 10.
Drinkcontainer: These are the liquid variants of containers. These hold
various amounts of liquid for players to drink from. Unlike fountains,
these should be set to take so players can carry them around with them.
Required wear flags: Take
V Flags: V0 Max liquid. This setting determines how much liquid the
container can hold when fully filled.
V1 Liquid left: This setting shows how much is remaining of the max set
by V0.
V2 Liquid: This setting determines which liquid is inside the
container. ? Liquid will show all that can be used. Note that Avenade
is not to be used period.
V3 Poisoned: This setting is used to poison the liquid inside the
container if you choose to do so.
Key: Keys are a vital asset to any area. First they can be placed in
well hidden areas where the players have to search for them to proceed,
or they can be used to keep their hands of rare and valuable treasure.
Keys do not use any of the V flags like many of the other objects that
do.
Required wear flags: Take (Optional: Hold)
Food: Food is one of the basic needs of any race living in Tharel. This
can be made in a couple of different ways. First it can either be store
bought or found out in the open. If you want it to be cooked before
eaten you need to add the extra flag, rawfood to it. Food requires very
little in terms of the V flags and even less on the wear flags.
Required wear flags: Take
V Flags: V0 Food hours. I don't know what this one is, but it is my
guess that it is how long the food is good for before it goes bad?
V1: Full hours. I'm not totally sure what this means, but I am guessing
it is how many ticks it adds to your max before becoming full again.
V3: Poisoned? This setting allows you to have your food start off
poisoned should you wish to do so.
V4: Bait type. This setting determines what type of fishing bait that
the food will be. Use ? bait to get a listing of all available types.
Money: This type of object is basically just a large group of coins or
other valuable stuffed into one. When a player picks it up, it
automatically changes itself into gold or silver in their current
pouch.
Required wear flags: Take
V Flags: V0 Gold. This is the value of the coins in silver. So if you
have a setting of 10000, it will give the player 10000 silver.
Boat: This object type allows players to move across the noswim sector types without the use of the fly spell. Nothing special here, just set the basics, material, weight, cost and you'll be set since there are no V flags or others to set with a boat object type. Required wear flags: Take (Optional: Hold)
Npccorpse: This is probably used for mobs when they die since they are NPCs. I wouldn't recommend making an object type of this for any reason. Just sit back and leave it to the code to make these objects.
Fountain: Fountains are the bigger versions of the drinkcontainer. They
should be set to have a very high if not infinite amount of liquid.
These are made to stay in areas and should not be set to take for any
reason. It also shouldn't have any other liquid in it other than water,
or a less filling liquid such as lemonade.
Required wear flags: None
V Flags: V0 Liquid Total. This setting determines how much liquid is
inside the fountain. If you want infinite liquid, set it to -1.
V1: Liquid Left. This is the opposite of V1. Again set this to -1 if
you want an infinite liquid fountain. This should always be set the
same as V1, and never set after, as the code keeps track of how much
liquid remains in the fountain.
V2: Liquid type. This setting allows for you to change the type of
liquid found in the fountain. Again only water should be used, or with
limited usage lemonade.
V3: Poisoned. This setting allows you to set whether or not the
fountain is poisoned or not.
Pill: Pills are similar in nature to both scrolls and potions. They may
have up to 3 spells attached to them. Pills can be melted by fire
breath or by a flaming weapon so if you happen to have these in your
area, be sure to let the players know somehow without actually giving
it away, perhaps through a use of an extended desc.
Required wear flags: Take (Optional: Hold)
V Flags: V0 Level. This is the level of the spells which are in the
pill.
V1-V4: Spells. These are the spells which can be put onto the scroll.
Again with room for four, only the first three spells are actually
used.
Protect: You're guess is as good as mine on this. I can only guess and from what Ytrewtsu has told me, it appears to be something that the coders never got around to finishing, and thus this type of object has no use what-so-ever in AU.
Map: Hmm there isn't really a lot that maps can be used for other than
RP value in an area. I can't say that I have used this type of object
before, but I have seen a few of them around. I have also seen some
good ANSI drawn maps, so if you have a big area and want to make
players look through it by using a map and are good with ANSI, then by
all means use them.
Required wear flags: Take
Portal: These are just portals which players can enter to be taken to a
different location within the same area, or to a new area all together.
Portals are pretty easy to make so I'll just list the flags for them.
Required wear flags: None (Optional: Take) I really don't like to make
portals that players can pick up, seeing as they can use them to escape
from norecall rooms and bypass the PK flags by entering one, so I would
suggest that they don't be able to be picked up.
V Flags: V0 Charges. Set this number if you want the players to be able
to use it only the set amount of times before it disappears. However I
do recommend that you set it to at least 2 charges, so that they have a
chance to bring their charmies in if you have a rough area.
V1: Exit flags. Ok don't ask me why, but you can use the same exit
flags as the exits. I don't believe that this has any impact on the
object, as I believe you can enter it whether its closed or not.
V2: Portal Flags. Now to be honest I don't know what half of these do.
To find out which ones can be used, use ? portal. I'll list these
futher below.
V3: Goes to (vnum). This setting just determines where the exit point
of the portal will take them once they step into it. Please note that
if you have the 'Random' flag listed on V2, it will ignore this
completely.
Warpstone: These nifty little objects are what make the portal and
nexus spells work. Not much on these, other than the fact that they do
have the tendency to be set as nolocate to make the players work at
finding them. They also have no V Flags to worry about so you just need
to set the required wear flags on them, and toss in a few affects if
you want and go onto your next object.
Required wear flags: Take Hold (These have to be here otherwise they
cannot be used.)
Roomkey: Now I'm not 100% sure about this, but I do believe that
roomkey is used in a similar fashion to that of a normal key. However I
think that roomkeys do not poof from a players inventory when they
logout, thus creating a permanent key. I believe that these are used on
the main port only for players houses and I can't really say that they
should be used while building an area. Again these are just like keys,
and do not use any of the V flags.
Required wear flags: Take
Gem: This is just your ordinary everyday gem. While these have no real
uses other than for RP or selling, they aren't too hard to set up. Some
of my favorite flags on these are the extra flag sellextract and
nolocate. All that really needs to be set on gems is the value and if
you want, set the wear flags to maybe hold or wearfloat and the players
can wear them, and if you want to be generous, toss on a couple of
affects to make them happy.
Required wear flags: Take (Optional: Any but wield)
Jewelry: This is much like a gem in many ways, yet totally different at
the same time. The first noticeable change is that jewelry can be
destroyed by lightning, so you might want to use this object type if
you have lightning casting mobs to torment the players a bit grins.
The other thing is that jewelry is now listed with V flags, but don't
set any of these, as I do believe this has to do with the upcoming
jeweler tradeguild.
Required wear flags: Take (Optional: Any but wield)
V Flags: V0 Type. As I noted above, this is not currently in use, and
until it is and if it is to be used with building I'm sure that
Ytrewtsu will let us know. :)
V1-V4: Reserved. These flags are not used and therefore shouldn't be
changed.
Jukebox: Hmm this item type is stock and was mostly used before the music channel was put in. I guess what I'm trying to say is that this type of object is no longer used so you shouldn't have any reason for making an item of this type.
Tinderbox: This little object is used solely for the campfire skill.
While there are some found in Naerlan and in the Gypsy Camp, along with
the Magic Tinderbox available through the questmaster, I don't think
these would be an acceptable type to use. Now don't quote me on this
one, but if you feel that a tinderbox might be useful in your area's
RP, then please ask Sainos or Ytrewtsu if it would be alright for you
to use them.
Required wear flags: Take
V Flags: V1 Sparks. Hmm this could be the same as charges on a wand or
staff, but I guess it could be safe to say this is how many uses a
player will get out of one.
V1-V4: Reserved. Again just like Jewelry these flags are not used and
shouldn't be changed at all.
Bounty_chit: This type of object has no real purpose building wise. It is part of the bounty system which has been coded. This type of object only exists so that the code can create a chit when someone accepts a bounty. Other than that there is no reason for us to use this type of object when building areas.
Window: To be truthful I'm not totally sure what a window is used for.
I do know that you can look at it, and see the room desc of where the
window points to, but other than that I have no clue. Great for making
an object like I did in the Mines of Noal'xyn where I made a looking
glass, (aka telescope) and when players looked through it they could
see the start of the ruins.
Required wear flags: None
V Flags: V0 Room to view. This is the vnum of the room which your
window will show when the players look at it.
V1: Break flag. Hmm I'm not sure if this does anything or not. I'm
pretty sure it will do something in the future, but as of right now it
doesn't do anything.
V2: Window size. Again I'm not sure what this does. I can only guess
that when the code for this part of windows is coded is when I'll
finally figure out what it will be used for.
V3: Partner. Like the rest of the window flags, I don't even know where
to begin or how to guess on what this one does. Perhaps if you have two
window vnums and they form a single window this will be used??? I
probably won't know until the code is finished.
Rune: These are the runes which myrmidons can use to Runeblade weapons
and also to use their runic spells. While only the Arcane type can be
used, it would still be best to ask Sainos or Ytrewtsu if you can make
an Arcane rune in your area.
Required wear flags: Take Hold
V Flags: V0 Rune Type. This determines what type of rune the object
will be. Fire, Frost, and Lightning are off limits, as these are the
types which are randomly spread out for players to find. Arcane runes
can't be used with Runeblade but do work with the Runic spell group, so
these should be ok to use.
V1-V4: These flags are not used with rune type objects.
Lockpick: These objects are used to raise the chances of a thief or
charlatan of picking a lock with the pick skill. Since these can
seriously help in picking doors, it would probably be best to make them
a limited item, or have them with not higher than a 5% increase to the
skill.
Required wear flags: Take Hold
V Flags: V0 Percentage added. This is how much extra percentage that
the lockpick will add to your lockpicking skills. Again this shouldn't
exceed 5% or perhaps 10% if it is limited to only 1.
V1-V4: These flags are not used with lockpicks.
Whetstone: These are stones which are used for the sharpen skill. Nothing special here, but I don't know if Ytrewtsu would want them outside of Naerlan or not. I guess if you want your whetstone special, just spend the 400 qp and restring it.
Hammer: I'm not really sure what this one is. I am guessing that it was perhaps for the original tradeguild code, but I suppose that Ytrewtsu found a better way to do it. I guess I'll have to ask him what this is when I have some free time.
Reageant: Again this is much like hammer above. I have no idea what this does, so until I can get an answer from Ytrewtsu about it, I am not really going to get into detail on this for now.
Herb: I'm pretty sure that this type will come from the herbalist tradeguild. I might be mistaken, but like the previous two I don't think this has any place in standard area building.
Pipe: I don't know what to say about this. It could be tradeguilds or who knows it could be used for smoking cackle. Well anyway I doubt this will be used in areas so I don't really want to get into detail about it, well for now at least.
Beacon: This is the type that you make beacon rods from. While beacons
are not found outside of quest items, they are not to be used in any
shape or form in your area.
Required wear flags: Take Hold
V Flags: V0 Charges. This is just the number of charges that the beacon
currently has before it needs to be reset again.
V1: Set room. This is just the vnum of the room that the beacon is set
to bring you back to with beacon return.
V2: Home. This is the vnum of the home room which players who own
homes/manors will come back to with the beacon home command.
V3 and V4 flags are not used for beacons.
Poison: This is the type which you use to determine if your object is
bloodmoss, tirimic or the others. I can't really say that poison should
be used in your area, unless given permission and it being one of the
weaker two, either vinesap or deepsbreath.
Required wear flags: Take Hold
Required extra flags: Nolocate
V Flags: V0 Poison type. This setting just determines what type of
poison that the object will be. Use ? poison to get a list.
Rope: This type of object is what a charlatan needs to use his or her
rope trick skill. I have seen a couple of these floating around, and so
I'm not sure if they are allowed into circulation or not.
Required wear flags: Take hold
V Flags: V0 Rope type. Not too sure what this one has to deal with
since there are two types of rope (? rope) and the ropes that exist are
neither??
Symbol: These are the symbols that are associated with temples. DO NOT
use these in your area for any reason what so ever. I guess since they
are listed, I could list the wear flags for them but look above and
don't use them ever.
Require wear flags: Take Symbol
V Flags: Symbols do not use any of the V flags for extra settings.
Clanorb: These are mainly used for the creation of new Idols for use during DOR, only when a new clan is created. So I guess what I mean is not no but hell no you can't use this type of object. :)
Tool: The tools are a type of object which is broken down into different types. These are mostly used for tradeguild skills but not all of them like a fireplace. Most of these aren't allowed in areas, with maybe the exception of a fireplace, so be sure you ask for permission to use a tool before actually making it. Required wear flags: Varies. I would suggest probably that a vat, anvil, forge, workbench, trough, fireplace, rack, and sewing table would have no wear flags, while the rest would have: Take Hold. V Flags: V0 Tool type. This just determines what type of tool that the object will be when it is completed.
Ore: This probably what the smelt command makes when you successfully smelt down an object. Again since this deals with tradeguilds, I would say that using this type is off limits.
Pole: This is pretty much what you expected it to be, a fishing pole.
Yes you can use these in your areas if you would like, and might be
even a little rpish at the same time.
Required wear flags: Take Hold
V Flags: V0 Baited. I would go so far and suggest that this is the type
of bait that you have baited on your hook.
V1: Land. Not sure on this, but I would guess that this might be how
much of an extra chance that you have to catch a fish?
Hide: Hides will probably have something to do with the upcoming tradeguilds, and thus I don't think we builders will need to worry about this one.
Invitation: Well this is pretty much what it says. These types of objects are for players on the main mud to give to others so they can enter their manors. Nothing special here, so these won't be needed on the build mud.
Arrow: This is a type for what I can only guess means from the upcoming archery skill. While you may be allowed to build these in the future, I don't think we'll be needing this until the skill is coded and we receive permission to use it. NOTE TO SELF: UPDATE THIS IN THE FUTURE IF NEEDED.
Bolt: This is similar to arrow, but is used for crossbows. Again this is an archery object type, and will probably be along the lines of Arrow points above.
Thrown: This I believe is for the throwing skills. However it is currently not working, and while there are only a couple of thrown objects built on the main mud, I don't know if that means we can make our own once the skill is fixed.
Bomb: Not too sure what this is, but I believe that it deals with the tradeguilds or perhaps archery or throwing, or maybe even a new skill in the works. I guess since I don't know what it is, then we won't be needing it will we? :)
Rod: This type of object is for use with the Rod of Destruction quests only. While I have never seen an actual piece of this before, I can't really say what the flags for it are, but since its Ytrewtsu's project only, I guess we won't really need to worry too much.
Bodypart: Now I honestly don't know what this is. My guess is that it would be for the upcoming necromancer code, and maybe perhaps an change to the currently existing ways in which the code loads bodyparts from kills and such.
Artifact: Again I'm not sure what this is. It may have something to do with temples, or tradeguilds, but other than that its up in the air.
Okay, as you may have noticed I have left a lot of blanks in here on things I don't know what they do. I will attempt to update this guide when I find out, or perhaps some of the stuff will be main mud only and thus I'll only update it if Ytrewtsu gives me the okay to do so. :)
This section will deal with the extra flags which are available to be placed upon objects. These are a lot of fun to work with, and came come up with some pretty interesting combinations. To get the extra flag list, use ? extra or just look below.
glow, hum, dark, lock, evil, invis, magic, nodrop, bless, antigood, antievil, antineutral, noremove, inventory, nopurge, rotdeath, visdeath, area_only, nonmetal, nolocate, meltdrop, hadtimer, sellextract, drop_perm, burnproof, nouncurse, noid, persistent, hidden, perm_hidden, perm_cost, noauction, rawfood, skinned, notched, wound, lodged, reforge, worn
Now most of these you can use, except drop_perm, persistent, skinned, notched, wound, lodged, reforge, and worn. I don't believe there is a limit on the number you can use, and hopefully the definitions of them below will save you a little time.
Glow: This flag will make an object glow. It will add the (Glowing) flag to your object. Players will be able to see it or hold it even if they do not have a light.
Hum: This will make an object hum. While there is no practical use on having a humming object, it does add a little deception in making them think it has been enchanted while nothing has been done to it. This will add the (Humming) flag to an object.
Dark: I used to think that this was the opposite of Glow, and now I have come to realize that this is not the case. I really don't know what this one does, as there is nothing on the object even when the flag is added.
Lock: This one I have no idea on either. I only say this, because you can only lock so many types of object (look above in types), so it makes no sense to me why this is here. Perhaps its just one of those things that never did get coded but were planned out.
Evil: This one will make the weapon evil. It wills how up with a (Red Aura) to those with detect evil. It will lower ones alignment by one every couple hits due to its evil power.
Invis: This will add the (Invis) flag to an object, and players will need to have a detect invis spell or racial ability to see it. Can make for a good practical joke if they kill off a mob only to have their spell wear out before they kill it and find an empty corpse grin.
Magic: This will add the (Magic) flag to an object. Players will need to have the detect magic spell to see this. I don't believe this has any affect on an object at all.
Nodrop: The item is cursed, and the players will not be able to drop it once they pick it up, until they find someone to cast remove curse on them. Great for extra for annoying objects especially if they have autoloot on.
Bless: This will make the item blessed, and it will show up with a (Blue Aura) to those with detect good. I do believe this has an affect on objects, but its a secret so I can't tell you what that is though :)
Antigood: This will make the object unwearable to anyone with a good alignment (350 or higher). This is probably more for rp value of the area more than anything seeing as how you wouldn't want the weapon of the main evil bad guy (or any object at that matter), to be useable by everyone.
Antievil: This flag is the same as antigood only it makes it unwearable by anyone with an evil alignment (-350 or lower). Again this should be used like antigood, but its not required.
Antineutral: This flag works the same as antigood and antievil, only it makes it unwearable by anyone who is not neutral alignment (349 to - 349). Again like the previous two, you should try to make the anti flags fit into your area.
Noremove: The noremove flag works almost identical to the nodrop flag. Only this time, the players will be able to drop the item, but if they wear it, then they will have to get a healer or other to cast remove curse on them. This flag can be a lot of fun too, especially if it is noid (look further below) and has really bad stats. cackle
Inventory: Again this is one of the mystery flags. If you pick up an object, it goes into your inventory. What this one does is beyond me.
Nopurge: This will make the objects immune to the 'purge' command. While this is useful for some objects, I don't think that this one should be used, or if so, very little.
Rotdeath: This flag will put a timer upon the object at the time of a players death. In so many ticks, the object will decay and be lost. This flag can be useful if you have limited items and want to keep them down in numbers so others can have a chance to get them, as according to help reforge on the main mud, rotdeath is a nonnormal flag and thus will not be removed by a reforge.
Visdeath: Had to do some research on this one, but it appears that the object will only become visible to players once a mob has died. This could perhaps be fun to use in your area.
Area_only: This flag will keep any objects with it, in the area where they were found. This is a good way to keep keys or other objects which allow players to easily move around in your areas in line, and make them have to work at getting through it even after leaving.
Nonmetal: This flag will make your object nonmetal. This basically means that it will be immune to the heat metal spell. While the materials pretty much do this now, I don't think this flag will be needed anymore, but it does make it look better though. :)
Nolocate: Objects with the nolocate flag will not be found when the player uses the locate object spell. This flag is great for keeping rooms a secret, so that players will have to look harder, instead of casting locate object and then gating if possible to the mob that has the object. Perhaps it should be used on keys and gems or other high valued objects.
Meltdrop: Object with this flag will immediately decay when dropped. The best example of these is most of the newbie gear in the school. This can be useful if you have a limited item set to 1 allowed, and don't want players dropping it just to avoid being killed and loosing it.
Hadtimer: I'm pretty sure that this one was supposed to set a timer on the object, and then when it expired the object would rot. This flag does not work, but it could be fun to freak people out by putting it there.
Sellextract: This extra flag will bypass haggle and thus the shopkeeper will buy or sell the item for the exact value only. This is a good flag to use on treasures found in your area, and don't want players to get more or less for them.
Drop_perm: This is a flag to deal with the issue of the mud crashing and players losing their blankets. Since this will save when the mud crashes, I would have to say that you shouldn't use this since all objects will reset when the mud crashes.
Burnproof: This flag will prevent objects from being ruined by fire and lightning. It will also reduce the chance of heat metal working, but it will not prevent it. If you have limited item such as jewelry or wands or staves, you may want to consider making them burnproof.
Nouncurse: This extra flag is truly annoying. It will not allow the object to be uncursed and the only way to get rid of the object is by dying and not picking it up off your corpse. This could be fun if the item is limited and you don't want to make it meltdrop, so they'll be stuck with it till it poofs on them.
Noid: This flag will make an item immune to the identify spell. Players will have to use lore on it, but they will not be able to see any of the magical affects on it, such as hit/damroll and the works. This is great for masking the benefits of a special object, that you don't want everyone to know, whether it be good or bad.
Persistent: Out of all the extra flags, this one is perhaps the biggest no-no to use. This is that the code uses for saving pits and other key objects. This is not to be used at all anywhere other than for save pits.
Hidden: The hidden flag will make an item hidden where players will have to search for it. You may or may not find it on the first search, so if you use hidden items, try to make a hint of it in your area, perhaps via mprog where the mob says that he lost something in the area, so that players will know to look but not the exact location, as if its hidden and they don't know about it, they'll never find it.
Perm_hidden: This flag is the same as hidden, but players will never find it, no matter how many times they search. If you need to have an mprog which requires a totally invisible mob, perhaps a perm_hidden item and a prog on the object will do the trick.
Perm_cost: This flag will make an item always sell for its value in the value field, regardless of the players alignment I think. This is similar to sellextract but different at the same time.
Noacution: This flag will prevent an object from going up for auction. This could probably be used but only if you don't want certain hard to find items, aka hidden or mprogged items to be sold by heroes or others who didn't find it on their own.
Rawfood: This flag will set the objects to raw. This is mostly used for food, where the players will have to use the cook skill before they can eat it. Don't add this if you want foods to be eaten without being cooked.
Skinned: This is probably for one of the tradeguilds in which you can probably have the ability to skin a mob or other (type hide might help confirm this). Well I doubt this is used yet, so we don't have to worry much on this for now.
Notched: Like skinned this is probably something to do with the tradeguilds or the throwing and archery skills. This one is not used yet, seeing as none of these are available yet. I'll update this once it becomes available if we can use it.
Wound: Ok this one I really can't say. Wound hmm I could see this as a wear location, but not for an object. This could be from perhaps throwing when it gets stuck in the victim, and the flag is automatically set. I'm not sure, but I'll see if I can get this verified ASAP and updated correctly.
Lodged: From what I have seen, this is an after affect of the throwing skill. From time to time, they will lodge themselves in the victims body. Since this only happens after they are thrown, we don't need to use this extra flag on any of the objects we build.
Reforge: This is a flag for the main mud only. Any object with this flag may not be reforged again. We probably won't need to use this one on the build mud at all.
Worn: We don't need to set this flag. This happens when you die and all your eq is set to worn. I'm not totally sure what it does, but we won't need to bother with this one at all.
Okay this basically covers all of the extra flags. You can add as many of these as you like, so feel free to experiment with them.
This section deals with the wear flags which go on objects. When you set one of these, you basically determine where it goes when the player holds it. You may only have two of these set at any given time, one of which is the take flag. There is no reason to have more than 2 wear flags set on your objects at any time. To get the list, use ? wear or just look below.
take, finger, neck, body, head, legs, feet, hands, arms, shield, about, waist, wrist, wield, hold, nosac, wearfloat, belt, symbol
There isn't many wear flags to deal with, so I can make this section quick and simple. If you have any questions about the wear flags or anything else about building, feel free to ask me or any of the others.
Take: This is the basic flag. If you want players to be able to pick up the object, it must have the take flag.
Finger: This is the finger location. Most often associated with rings. Anything worn with this flag will be worn on the finger.
Neck: This is the neck location. This is most often associated with cloaks or necklaces. When worn it will be on the neck.
Body: This is the body location. This is often associated with body armor and other equipment you would wear on your body. The eq screen is a bit messed up, as when you do eq, it lists this as worn on torso.
Head: This is the head location. This is often associated with helmets, hats or others. When you equip an object with this flag, it will go to the head location.
Legs: This is the legs location. This is often associated with greaves, pants, skirts or whatever else you can think of. When worn, these objects will be worn on the legs.
Feet: This is the feet location. This is most often associated with shoes, boots and others. When worn, the objects will be worn on the feet.
Hands: This is the hands location. These are often associated with gloves, gauntlets and others. When worn, the objects will be worn on the hands.
Arms: This is the arms location. These are often associated with armbands, sleeves and others. When worn, the objects will be worn on the arms.
Shield: This is the shield location. These are shields or other types of armor used as shields. When worn, the object will be worn as the shield.
About: This is the about location. These are associated with cloaks, shawls or others which would be worn about your shoulders. Again there is a bug with eq. When worn it lists it as worn about the body, which is often confused with the wear body flag.
Waist: This is the waist location. These are associated with belts, girths, and others. When worn, the objects will be worn around the waist.
Wrist: This is the wrist location. These are associated with bracers, bracelets and others. When worn, the objects will be worn around the wrist.
Wield: This is the wield location. These are associated with any and all weapons. When worn, they will be equipped as a weapon. If you have the dual wield skill, they can also be worn as secondary weapons.
Hold: This is the hold location. These are associated with lights, idols, symbols and others. When held the object will either be worn as a light (if its type light) or held in the hand.
Nosac: This isn't really a flag, but it will prevent the object from being sacrificed. Probably best used on objects which can't be taken and thus shouldn't be able to be sacced.
Wearfloat: This is the wearfloat location. These are associated with spheres, or other magically enchanted objects. When worn, the objects will float next to the character.
Belt: This is the belt location. These are associated with belt
pouches, bags and others. When worn the object will be worn on the
belt. NOTE: THESE ARE INTENDED FOR USE FOR THE NECROMANCER CLASS
ONLY. PLEASE DO NOT USE THIS WEAR FLAG UNLESS YOU HAVE BEEN GIVEN
PERMISSION TO DO SO.
Symbol This is the symbol location. These are associated with temple
symbols. When worn the objects will be worn as the symbol to display
ones faith. NOTE: THESE ARE FOR TEMPLE USE ONLY. DO NOT USE THESE ON
THE BUILD MUD FOR ANY REASON.
Well that pretty much goes over the wear flags. You must have the take flag at all times if you want the object to be picked up, and one of the other flags to show where your object will go when held. For example a weapon would be [take wield], while a helm would be [take head].
This section will deal with the material flags. While these are pretty much up for grabs, they aren't really set except for what you want the object to be made from. Do note however, that all objects are required to have a material. The settings consist of both a main material and a submaterial. To get the list of materials, use ? material. First I'll list the main, and then the submaterials. Here is the list:
Main Material: metal
Sub Material: irlimnite, cold steel, silvite, adamantite, mithril,
meteorite, steel, iron, platinum, bronze, electrum, brass, copper,
silver, pewter, gold, lead
Main Material: mineral
Sub Material: stone, ruby, sapphire, quartz, pyrite, pearl, opal, onyx,
obsidian, marble, jade, ivory, granite, gem, garnet, emerald, ebony,
diamond, clay, glass, amethyst
Main Material: wood
Sub Material: hardwood, softwood, paper
Main Material: clothing
Sub Material: godscloth, hard leather, leather, soft leather, canvas,
thick wool, wool, fine wool, cotton, linen, velvet, satin, fine silk,
felt
Main Material: miscellaneous
Sub Material: time, energy, spirit, magic, air, fire, water, light,
smoke, shadows, ice
Main Material: creature
Sub Material: ream horn, ream bone, ream hide, dragon scale, bone,
needra hide, leathery wings, hide, fang, claws, elf bone, elf hide,
fur, guts, flesh, heart, eye, feathers, hair
Main Material: food
Sub Material: meat, vegetable, breads, fruit, dairy, junk
Okay well there's not much I can do here, but I will try to see if I can find a list somewhere about what all this stuff is and what it might look like, ie color or what not. Until then, I'll have to leave this as it is.
This section will deal mostly with the furniture flags. While none of these directly affect the heal rate or anything else on the object, it does make them a bit more roleplayish. Well anyway, just use ? furniture to get a listing of the flags available which are:
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, private
Now I think most of these are useable, except for private which was recently put on the main mud. I'm sure this one will end up at the build mud sooner or later. Well anyway, private is for booths and such, where players can sit and have a conversation without others being able to listen in. This one could be nifty if you want to use it.
Okay this section deals with both the weapon types, and the special types on the weapons. Not much sense in making two different sections for something that deals with the same thing. :) Okay first off is the weapon types. To get a list of these use ? wclass. This is the list:
exotic, sword, dagger, spear, mace, axe, flail, whip, polearm, staff, short bow, long bow, light crossbow, heavy crossbow
While most of us have played at AU long enough to know what these are, I guess I can pretty much skip the explanation. The only thing I do need to say, is not to use the crossbow or bows yet, as they are not implemented yet. Exotic is also not to be used. If you come up with a strange object, try asking around to for opinions as to what type it should be.
Next up on the list is the special types on weapons. These determine whether it is flaming or shocking. To view this list, use ? wtype. Here is the special weapon type list:
flaming, frost, vampiric, sharp, vorpal, twohands, shocking, poison, razor, imbued
Flaming: This will give the weapon the power of fire and the ability to randomly blind the target.
Frost: This will give the weapon freezing properties, and the ability to inflict the target with chill touch.
Vampiric: This will allow the weapon to drain life (HP) from the target and give it to themselves at the cost of 1 alignment per hit I think.
Sharp: The weapon has been sharpend by a warrior and will inflict more damage.
Vorpal: The weapon will drain the mana from the targer and give it to themselves at a cost of 1 HP per attack that draws mana away.
Twohands: The weapon must be held with two hands so the player cannot use a shield or secondary weapon.
Shocking: The weapon has lightning properties which can shock their target with.
Poison: The weapon is poisoned and can afflict the targer with poison multiple times.
Razor: The weapon has been razorsharpened by a master warrior and will inflict more damage that sharp alone can.
Imbued: The weapon has been imbued by a powerful cleric, and will cause more damage than without it.
Again most of us know what these are, so I won't need to get into detail on these either. The only thing that I would like to point out, is that the sharp or razor flags DO NOT go on any objects with the imbued flag and vice versa. This can create some pretty unbalanced weapons. Sharp and razor go on edged weapons, while imbue is for blunt weapons only.
This section deals mostly with the damage types which go on weapons. These determine what the message on your weapon will be, like pierce or slash, flaming bite, or chill. To see this list use ? weapon. I do get complaints about this all the time, and while it really doesn't matter, but please try to keep your damage types somewhat in order. For example, it really doesn't make much sense to have a dagger with the damtype of bite, or a whip with the damtype of thrust. Again it really doesn't matter, but it does make the weapons look rather odd. :) And this is the list:
Name to use: What you see: Name to use: What you see: slice slice stab stab slash slash whip whip claw claw blast blast pound pound crush crush grep grep bite bite pierce pierce suction suction beating beating digestion digestion charge charge slap slap punch punch wrath wrath magic magic divine divine power cleave cleave scratch scratch peck peck peckb peck chop chop sting sting smash smash shbite shocking bite flbite flaming bite frbite freezing bite acbite acidic bite chomp chomp drain life drain thrust thrust slime slime shock shock thwack thwack flame flame chill chill wind wind spasm spasm combo combo flare flare gleam gleam
I do apologize on that list as it is a little long. You also use this list for the damage type that your mobs will deal, so be sure to keep ? weapon in mind when you do your mobs as well. :)
This section is just the liquid types listed from under ? liquid. It may be easier just to do this on the mud, but for those who just want a formatted quick reference guide here it is.
Name Color Proof Full Thirst Food Size water clear 0 1 10 0 16 beer amber 12 1 8 1 12 red wine burgundy 30 1 8 1 5 ale brown 15 1 8 1 12 dark ale dark 16 1 8 1 12 whisky golden 120 1 5 0 2 lemonade pink 0 1 9 2 12 firebreather boiling 190 0 4 0 2 local specialty clear 151 1 3 0 2 slime mold juice green 0 2 -8 1 2 milk white 0 2 9 3 12 tea tan 0 1 8 0 6 coffee black 0 1 8 0 6 blood red 0 2 -1 2 6 salt water clear 0 1 -2 0 1 giantwash clear 0 1 8 4 5 root beer brown 0 2 9 2 12 elvish wine green 35 2 8 1 5 white wine golden 28 1 8 1 5 champagne golden 32 1 8 1 5 mead honey 34 2 8 2 12 rose wine pink 26 1 8 1 5 benedictine wine burgundy 40 1 8 1 5 vodka clear 130 1 5 0 2 cranberry juice red 0 1 9 2 12 orange juice orange 0 2 9 3 12 absinthe green 200 1 4 0 2 brandy golden 80 1 5 0 4 aquavit clear 140 1 5 0 2 schnapps clear 90 1 5 0 2 icewine purple 50 2 6 1 5 amontillado burgundy 35 2 8 1 5 sherry red 38 2 7 1 5 framboise red 50 1 7 1 5 rum amber 151 1 4 0 2 cordial clear 100 1 5 0 2 avenade milky white 0 60 240 120 2
So there's the liquid list. Everyone should know what the values are, but I guess I'll list them. Proof is how alcoholic the liquid is, and obviously the higher the number, the quicker the characters will get drunk by drinking it. Full is how fast the characters will get from drinking the liquid. Thirst is how much of the characters thirst the liquid will restore. Food is similar to thirst, but this time it restores the characters hunger rather than thist state. Ssize I really have no idea on this one, but after a little experimentation, it appears that this is how much of your V2 on your fountain or drinkcontainer is reduced each time you drink from it. So lets say you have a flask with 50 max on it. That means if you have avenade in it, you could drink from it 25 times, before it would go empty. Well I'm sure this covers all of the liquid stuff.
This is the third area of building an area. And its called mob edit or Medit for short. This is where you get to build the mob(iles) for the players to hunt for experience, gold, equipment or for quests. Out of the previous two modes, its my opinion that building mobs takes longer than rooms and objects. Without any further delays, lets jump right into the Medit commands and learn how to build some mobs. :)
In this section I will go into detail about what all the commands are used for while in Medit. Now hopefully this will answer any questions you might have about Medit, and let you learn something even if you are an experienced builder or are just learning. To view your list of commands, simply enter Medit and use the commands command, or look below.
alignment, commands, copy, create, desc, level, long, name, shop, short, show, spec, sex, act, affect, armor, form, part, imm, res, vuln, material, off, aggline, aggrace, aggclass, aggentitle, aggtemple, size, hitdice, manadice, damdice, race, position, wealth, hitroll, damtype, group, addmprog, delmprog, mlist, olist, mshow, oshow, path, spells, mob_delete, ?, version
Here is the list. Again most of these are different from the other editing modes, and yet most are just toggle flags, like the extra and wear flags in Oedit, or the room and sector flags in Redit. Now on with the descriptions of what each commands does in detail.
Alignment: This will allow you to set the alignment of your mob.
Remember that 1000 to 350 is good, 349 to -349 is neutral and -350 to
-1000 is evil. You can actually set thhhhe mobs alignment higher, but
since 1000 or -1000 is as high/low that players can get, it wouldn't be
a good idea to go lower than that.
Syntax: alignment <value> Example alignment 1000 (this will make the
mob have a 1000 alignment)
Commands: This is the command you enter to see everything I am describing now. So I guess that means there isn't much to enter anything really useful about this one. :)
Copy: The copy command works exactly the same as in Redit and Oedit.
First create a blank mob, then edit it if you're not there already.
Next you simply find the vnum of the mob you want to copy, and then
copy its vnum.
Syntax: copy <vnum> Example: copy 10000
Create: This is the command you use to create new mobs. If you are
already in Medit, you can simply use create <vnum>. If you're not in an
edit mode or in another but Medit, you'll have to use medit create
<vnum>. Once you have done this, you will automatically be editing your
new, blank mob.
Syntax: create <vnum> or medit create <vnum> Example: create 10000 or
medit create 10000
Desc: This is the command to enter the description of your mob. It works
the same as the desc command in Redit. Simply use desc, then follow the
procedure as notes and room descs. If you get into trouble, there is
always .h for you to look at.
Syntax/Example: desc
Level: This command will set the level of your mob. Try to be sure you stay within the level limits of your area, and feel free to have a various range of levels to make some mobs harder and easier for players of the level range which come to your area to hunt. Syntax: level <value> Example: level 20 (this will make your mob level 20)
Long: This will set the long description of your mob. Again, this is
the description you see when you enter the same room with them, such
as: A guard is here keeping the town safe from invaders. As with the
long desc of objects, do try to make sure that the long on the mobs
does form a complete sentence.
Syntax: long <desc string> Example: long A guard is here keeping the
town safe from invaders.
Name: This will set the keywords for players to look at, attack, sayto, give, and basically interact with the mob. Like in objects, its best to use words from both the long and short descs on them to make it easier on the players. I have seen mobs which had neither of these in them before, and it makes them a complete <expletive> to try to figure out what I need to use to attack them or whatever else there is to do. Syntax: name <name string> Example: town guard man patrolling
Shop: The shop command actually consists of a couple of sub commands as well. The main purpose of the shop command, is to assign the mob as a shopkeeper. Here are the shop commands.
Shop assign: This will make your mob a shopkeeper and will show up with
a S on the map.
Shop remove: This will remove the shopkeeper status from your mob.
Shop hours: This will set the hours when your shop is open and closed.
The mud uses 0 to 95 as the hours. The first number is the opening
hour, while the second is the closing. If you want a 24 hour shop, just
keep it as 0 to 95. Here is a quick list as to what each hours are so
you won't have to fight with it.
0-4: 12:00 am-1:00 am 49-52: 12:15 pm-1:00 pm 5-8: 1:15 am-2:00 am 53-56: 1:15 pm-2:00 pm 9-12: 2:15 am-3:00 am 57-60: 2:15 pm-3:00 pm 13-16: 3:15 am-4:00 am 61-64: 3:15 pm-4:00 pm 17-20: 4:15 am-5:00 am 65-68: 4:15 pm-5:00 pm 21-24: 5:15 am-6:00 am 69-72: 5:15 pm-6:00 pm 25-28: 6:15 am-7:00 am 73-76: 6:15 pm-7:00 pm 29-32: 7:15 am-8:00 am 77-80: 7:15 pm-8:00 pm 33-36: 8:15 am-9:00 am 81-84: 8:15 pm-9:00 pm 37-40: 9:15 am-10:00 am 85-88: 9:15 pm-10:00 pm 41-44: 10:15 am-11:00 am 89-92: 10:15 pm-11:00 pm 45-48: 11:15 am-12:00 pm 93-0: 11:15 pm-12:00 am
Shop type: This is where you can assign what types of objects your mob will buy. There can be 5 different types of object (0-4). To use this, simply use, shop type 0 weapon. In this case the mob will buy weapons. If you want to add more, use shop type 1 to add a new one, and if you want more still beyond this, use shop type 2 and up to 4. Shop profit: This is the amount that the mob will buy your objects for and how much will raise the price when reselling them. To use this, simple use shop profit 60 120. This will set the mob to buy objects for 60% of their cost in the value field, while reselling them at 120% of their value. Example I have an object worth 100. The mob might buy it for 60 and then resell it for 120.
Okay back to the regular Medit commands now.
Short: This is the short desc of the mob. This is what players will see
when they look at the mob, example so and so is in perfect condition.
It is also what they'll see when it moves from room to room, or says
things. One thing on shorts, is that the first word should be in lower
case, unless its a proper noun. This causes problems both good and bad,
but it does look better in lowercase.
Syntax: short <short string> Example: short a town guard
Show: This is the command to show you what your current mob looks like. It will open up a window similar to this one.
Name: [large black shadow demon] Area: [ 150] Monk Temple 2 Vnum: [20100] Act: [npc sentinel aggressive stay_area noquest] Sex: [neutral] Size: [medium] Race: [hobgoblin] Level: [20] Align: [-1000] Hitroll: [30] Dam Type: [pierce] Hit dice: [10d10 + 750] Ave [ 800] Damage dice: [ 3d10 + 6] Ave [ 21] Mana dice: [ 1d99 + 101] Ave [ 151] Affected by: [infrared protect_good] Armor: [pierce: 0 bash: 0 slash: 0 magic: 40] Form: [edible sentient biped mammal] Parts: [head arms legs heart brains guts hands feet] Imm: [summon charm] Res: [fire cold lightning poison negative disease] Vuln: [light holy] Off: [bash berserk dirt_kick] Aggressssions Saying:(null) Racial:[] Class:[] Entitle:[] Temple:[] Start pos. [standing] Default pos [standing] Wealth: [ 0] Short descr: a large shadow demon Long descr: A large black demon becomes one with the shadows. Description: This large demon fades in and out of the shadows, almost as if it was a living part of them. Its large claws are capable of piercing the strongest of protective gear an adventurer might be wearing. Its red eyes pierce the darkness of its confinement area, as it gets ready to lash out at those who disturb its slumber. MOBPrograms for [20100]: Number Vnum Trigger Phrase [ 0] 20106 DEATH 100
Not all will look like this, but others might. I will explain what all these mean in the next section, which is Section 3b: Medit screen.
Spec: This is the command to set up the special functions of the mob.
Do note that each mob may only have one special function attached to
it. To view a list of specials, use ? spec. For a more detailed list,
see Section 3j: Medit spec(ial) flags.
Syntax: spec spec_<spec function> Example: spec spec_cast_cleric
Sex: This will determine whether your mob is male, female, none, or
random. If you choose to use random, it would be best not to include a
specific sex name in their descs, as it would be rather strange to see
it say him when the mob is female. :)
Syntax: sex <flag> Example: sex male (this will make your mob male)
Act: These are your act flags. They determine how a mob will act,
whether it will be aggressive or wimpy, a healer or a banker. To get a
complete list, use ? act. To view my list, please refer to Section 3c:
Medit act flags.
Syntax: act <act flag> Example: act aggressive (this will make the mob
aggressive)
Affect: These are your affected by flags. They will determine whether your mob is affected with haste or sanctuary, and if its hidden or invisible. To see all available affect flags, use ? affect or simply head to Section 3e: Medit affect flags. Syntax: affect <affect flag> Example: affect haste (this will give the mob the haste spell upon it)
Armor: This is where you set armor class of your mob. It takes 4
numbers, one for pierce, slash, bash, and exotic acs. Try not to worry
too much about this setting, as its the mob testers like myself who
decide on the final value of the mobs when doing the testing on the
area before it goes in.
Syntax: armor <value, value, value value> Example: armor 10 10 10 80
(this will set the mobs ac to 10 10 10 and 80)
Form: This setting is where you can set the form of your mobs. These
can have various affects though I'm not sure if many of them are in
use. To get a list you can use ? form, or you can view my list below
in Section 3f: Medit form flags.
Syntax: form <form flag> Example: form cold_blood (this will make your
mob become cold blooded)
Part: This setting is where you can set the parts of your mobs. You can add or remove parts, yet I don't think this really does anything, except maybe determine what comes off them when slain. To get a full list use ? part, or refer to Section 3g: Medit part flags. Syntax: part <part flag> Example: part tail (this will make your mob have a tail)
Imm: This is where you can set your mobs immunities. You can make them
immune to all, or selective groups such as acid or lightning. If you
want them immune to gate, then make the immune to summon. To get a
full list, use either ? imm, or ? res, or vuln as they all list the
same things. Also refer to Section 3h: Medit immune/resist/vulnerable
flags.
Syntax: imm <flags> Example imm charm (this will make your mob immune
to charm)
Res: This is where you can set your mobs resistances. While this does
not make them completely immune to damage, it will reduce the damage
done to them by the attacks. While I do encourage some resistances, I
have to say go with res weapon on any mobs under level 20. I have
killed several quest mobs and others in 3 or 4 hits at low level, by
doing 40 damage or more on a single hit. While this makes it easy for
me, it kinda takes the fun out if there is nothing to really make me
work for the kill. Res weapon will reduce that damage a little and
make the mob still killable though a but tougher to do. :) To see the
list of flags, again use ? res/imm/vuln or see Section 3h: Medit
immune/resist/ vulnerable flags.
Syntax: res <flags> Example: res weapon (this will make the mob
resistant to all weapon types)
Vuln: The vuln(erable) setting is the same as imm and res. This time it
makes the mobs vulnerable to certain attacks, thus increase the damage
that they take. While some vulnerabilities are good, its generally not
a good idea to make them vulnerable to weapon or magic, as that will
be all types and not just one. You may also consider making them
vulnerable to what they are. An example would be you might have a
being of fire. It wouldn't make much sense to have it vulnerable to
fire as it is made from fire, but vulnerable to cold would be a better
choice. Use ? res/imm/vuln to get the list, or see Section 3h: Medit
immune/resist/vulnerable flags.
Syntax: vuln <flags> Example: vuln slash (this will make the mob
vulnerable to slashing attacks)
Material: This appears to be a carry over from the old stock days of AU. This has nothing to do with the materials that we set as builders on objects, so I wouldn't worry too much.
Off: This is the settings for your mobs off(ensive) abilities. This
will set them up to kick you, or disarm you, go berserk or whatever
else mobs do while fighting. To get a full list, use ? off or see
Section 3i: Medit off(ensive) flags.
Syntax: off <flags> Example off kick (this will give the mob the kick
skill)
Aggline: This is what your mob will say to the players that they are aggressive to using either, aggtemple, aggrace, aggentitle, or aggclass. This one is pretty easy to set and use. You will need to have one of the aggressions listed above to notice this one. Syntax: aggline <message> Example: aggline You suck. I shall now kill you.
Aggrace: This is one of the four settings which you can toggle on/off
to make your mob aggressive to the players with. This will set what
race(s) the mob will attack while leaving the others alone. Pretty
easy to set and look at. Taken straight from the help aggressions
file that I wrote for the build port is the valid list of races which
you can set just to save myself some time. :)
Valid races: human, sylvan elf, drow, dwarf, giant, frost giant,
duergar, pixie, heishan elf, goblin, gnome, halfling, orc, river troll,
titan, quickling
Syntax: aggrace <race name> Example: aggrace giant (This will make your
mob aggressive to giants only but not frost giants)
Aggclass: This will set up what class(es) if any that you would want
your mobs to attack on sight. This one will ignore the race if you set
it. Aggclass will only work with the current classes and while I'm sure
that everyone knows what they are by now I'll list it anyway.
Valid classes: warrior, thief, mage, cleric, paladin, antipaladin,
charlatan, myrmidon, monk
Syntax: aggclass <class name> Example: aggclass warrior (This will make
your mob aggressive to warriors only)
Aggentitle: This setting will allow you to specify which entitlement
ranks that your mob will hate and thus be aggressive to them. One note
on this is that you have to use the male entitlement names such as
count rather than countess, but it will work for both its just the
entitlement number that counts even though we don't set the number. As
with the first two I'll list all the valid entitlements that you can
use for aggentitle.
Valid entitlement names: citizen, watcher, master, seneschal, lord,
baron, count, marquis, duke, mayor, sheriff, deputy mayor
Syntax: aggentitle <entitle name> Example: aggentitle lord (This will
make the mob aggressive to anyone who holds a Lord/Lady entitlement)
Aggtemple: Out of all the aggression setting this one has to be the
worst but also allows for a wider range of fun. This will make the
mob aggressive to your temple rather than your class, race or
entitlement status. If possible I would suggest using this one over
the previous three due to the fact that almost everyone joins a
temple but picking at certain ones could be fun too. Now you need to
include the color code and all that good stuff when using aggtemple
so I'll save you some trouble and list it here so if you wanna have
a quick and easy place to copy/paste from it will be easier.
Valid temple names: {WCrifus{x, {wCylad{x, {rYtrewtsu{x, {yMarkov{x,
{GMentmacro{x, {DJirah{x, {wVallien{x, {CAsteri{x, {cElbar{x,
{YBarbades{x, {RVyrul{x, {mSainos{x, {MMahrina{x, {cKiradus{x,
{BSylune{x, {yGedria{x, {CKiara{x
Syntax: aggtemple <temple code> Example: aggtemple {cElbar{x (This
will make your mob aggressive against those who belong to Elbar's
temple.
Size: This will determine the size of your mob. While I'm not totally sure what size will do, I'm sure it determines your success rate of bashing them and vice versa. There are a couple of sizes, and use ? size to get a full list.
Hitdice: This is where you set the hitdice (hp or life) of your mob.
The format is pretty simple its xdx +bonus. The x is the number of
dice rolled, while the dx is the number of sides it has. The bonus is
how much base hp you could say is added to the number that comes out
on the dice. I wouldn't worry too much on this, as being a mob tester I
usually change it to higher or lower depending on how hard or easy the
mob is for players to deal with. For more information on setting
hitdice, look down to Section 3k: Other helpful commands, for a couple
other commands to use.
Syntax: number d type + bonus Example: 15d10 +1000
Manadice: This is where you set the manadice (mana) of your mob. The format is the same as hitdice. So I guess I won't need to go into much detail on this one then, only with the syntax and example. :) Syntax: number d type + bonus Example 99d1 +301
Damdice: This is where you set the damdice (damage) of your mob. The
format is the same as hitdice and manadice, so I won't need to go much
into this one as well. Again look for the Section 3k: Other helpful
commands which will help you decide on what damage to set for your
mobs. I also set this one personally after you do it yourself, as part
of the mob balancing.
Syntax: number d type + bonus Example: 8d5 +20
Race: This is where you set the race of your mob. There are several to
choose from, and each start out with their preset parts, forms,
imm/res/vuln flags, and off flags. The default starts out at human,
but nothing is set, so if you want human, be sure you set it anyway.
If you want a full listing, use race ?. I will also include a list
of the player races which lists their resistances, immunities, and
vulnerabilities so you can find one to use without having to spend a
lot of time tweaking them just to get something that a race might have
already on it.
Syntax: race <race> Example: race gnome (this will make your mob a
gnome)
Position: This is the position in which your mob will start out in. This really isn't used much and isn't needed, so I guess I can pretty much bypass this part.
Wealth: This is how much wealth your mob has in silver. To avoid giving
your mobs too much gold, I tend to give them about half or less their
level in wealth. For example a level a level 20 I might set to 750
wealth. If the mob is tougher, such as a special function, sanctuary,
and other spells, I might give it 1000 wealth again which is about
half its level. Do note that at times the actual value will be more or
less than what you set for it.
Syntax: wealth <number> Example: wealth 2000 (this will set your mob to
2000 silver)
Hitroll: This is the hitroll of the mob. This will help the mob in
hitting players, as the hitroll for players does vs mobs. I tend to
set this higher for all mobs, but not much higher. For example I might
give a level 35 mob a 50 hitroll to help it hit those with higher
skill levels in parry or dodge. I also set this one when I do my mob
testing before the area goes in.
Syntax: hitroll <value> Example: hitroll 50 (this will give your mob a
base hitroll of 50)
Damtype: This is the same thing you used previously in Oedit. It will
set the damage type of your mob, whether it be slashing or biting. Do
note that if your mob has a weapon, the weapons damtype will show up
first. The mobs will only show up if it does not have a weapon
wielded. Use ? weapon to get a list of the messages, or look above at
Section 2i: Oedit damage types.
Syntax: damtype <type> Example: damtype bite (this will make your mob
use the bite damage type)
Group: I'm not totally sure what this one does. I'm sure it has to do with grouping mobs, but I've never seen it used before. It has something to do with groups, but other than that I have no idea. Best to leave this one alone then. giggle
Addmprog/Delmprog: Yes mprogs are here too. I will list these in the mprog section as not to create a bunch of confusion.
Mlist/Olist: These are commands used to show the list of mobs, and objects in your area. Mlist and Olist require arguments to see, which is the name and not the vnum. To see all mobs or objects in the area use, mlist or olist all. To view them by a specific name only use mlist or olist <name>.
Mshow/Oshow: This command will allow you to view any mob or object as
long as you supply a vnum. It should only be used to get a basis for
your mob or object strength from.
Syntax: mshow (or oshow) vnum Example: mshow (or oshow) 10000
Path: This will make the mobs walk in a certain path. I don't believe this one works either, but I could be mistaken. I often just let them roam around and go about their business, so I don't think I should mess with this one yet.
Spells: This one can be rather tricky. This will let you set what spells the mob will cast. However, they will cast the same spell each round of combat, regardless of whether the mob is the proper level or not. It is suggested that you don't use this, but rather use one of the special functions to have mobs attack with spells instead.
Mob_delete: This will delete the vnum of the given mob. Like Redit and
Oedit, be sure that you are not editing the mob you wish to delete.
Also be sure to check that the mob to be deleted has no resets anywhere
in the area.
Syntax: mob_delete <vnum> Example: mob_delete 10000
?: Using this will bring up a list of topics. You can use ? <topic name> to get a detailed list of flags or others which can be used for a variety of things such as object types, mob act flags, and much more.
Version: This command just brings up the credits listing for OLC and does not have any other use building wise.
Okay that finishes off all the commands. I haven't lost anyone yet have I? If I have, just go back and review the commands, and hopefully I can get you back on the same page with us.
Next up is a brief example of how the Medit screen looks.
Name: [large black shadow demon] Area: [ 150] Monk Temple 2 Vnum: [20100] Act: [npc sentinel aggressive stay_area noquest] Sex: [neutral] Size: [medium] Race: [hobgoblin] Level: [20] Align: [-1000] Hitroll: [30] Dam Type: [pierce] Hit dice: [10d10 + 750] Ave [ 800] Damage dice: [ 3d10 + 6] Ave [ 21] Mana dice: [ 1d99 + 101] Ave [ 151] Affected by: [infrared protect_good] Armor: [pierce: 0 bash: 0 slash: 0 magic: 40] Form: [edible sentient biped mammal] Parts: [head arms legs heart brains guts hands feet] Imm: [summon charm] Res: [fire cold lightning poison negative disease] Vuln: [light holy] Off: [bash berserk dirt_kick] Aggressssions Saying:(null) Racial:[] Class:[] Entitle:[] Temple:[] Start pos. [standing] Default pos [standing] Wealth: [ 0] Short descr: a large shadow demon Long descr: A large black demon becomes one with the shadows. Description: This large demon fades in and out of the shadows, almost as if it was a living part of them. Its large claws are capable of piercing the strongest of protective gear an adventurer might be wearing. Its red eyes pierce the darkness of its confinement area, as it gets ready to lash out at those who disturb its slumber. MOBPrograms for [20100]: Number Vnum Trigger Phrase [ 0] 20106 DEATH 100
Now comes the break down of what all these values mean.
Name: These are the keywords of the mob in which players use to interact with it.
Area: This is the area number and name in which your mob is located.
Vnum: This is the vnum of your mob which you are currently editing.
Act: These are the act flags that the mob has been set with. Look further below to see what each one of them does.
Sex: This is the sex of your mob.
Race: This is the race that your mob currently is set as.
Level: This is the level of the mob.
Align: This is the alignment at which the mob has been set to.
Hitroll: This is the hitroll of the mob as you set.
Damtype: This is the damage type that the mob has when fighting unarmed. Use ? weapon or goto Section 2h: Oedit weapon flags/types
Hitdice: This is the amount of hitdice (hp) that your mob will have.
Damage dice: This is the amount of damage that the mob will be able to inflict.
Mana dice: This is the amount of mana that the mob will have.
Affected by: These are the spells which the mob will have on it once loaded. Use ? aff to get a full listing or goto Section 3e: Medit affect flags.
Armor: This is the base armor class values the mob will have before it is loaded.
Form: This is the form on your mob. While some of these do nothing, others have an affect. Use ? form and see Section 3f: Medit form flags for a description on them, I hope.
Parts: These are the parts which your mob has. Try to set them as close as you can, ie try not to have a dog with hands or a fish with feet. :) Use ? part or goto Section 3g: Medit part flags for the list.
Imm: This is what attacks and magics the mob is immune to. Use ? imm or goto Section 3h: Medit immune/resist/vulnerable flags for the list.
Res: This is what attacks and magics the mob is resistant to. Use ? res or goto Section 3h: Medit immune/resist/vulnerable flags for the list.
Vuln: This is what attacks and magics the mob is vulnerable to. Use ? vuln or goto Section 3h: Medit immune/resist/vulnerable flags for the list.
Off: This is what offensive abilities your mob has set. Use ? off or goto Section 3i: Medit off(ensive) flags for the list.
Saying: This is what your mob will say when it comes across someone who meets the additional aggression requirements below. For more information on this look above in the commands section or if you are on the build mud see help aggressions.
Racial: This is what race(s) your mob will react to and attack. You can use more than one if you want to.
Class: This is what class(es) your mob doesn't like. Like racial you can use more than one of these if you so desire.
Entitle: This is what entitlement rank(s) that your mob won't like. Like the previous two, you can have more than one of these set up, even the office holders aren't safe from it. grin
Temple: This is what temples(s) that your mob will hate. You will need to double check this since with the color codes needed for each temple, there is quite a large place for error. Like the others you can have more than one of these set.
Size: This is the size of your mob. Use ? size for a list.
Start pos: This is what position your mob will start out in.
Default pos: This is the default position for your mob.
Wealth: This is how much wealth your mob might have when it is defeated.
Spec_fun: This is the special function on your mob. Use ? spec or goto Section 3j: Medit spec(ial) flags for the list.
Short descr: This is the short desc of the mob.
Long descr: This is the long desc of the mob.
Description: This is the description of the mob you'll see when you look at it.
MobPrograms: This will list the vnum of the mob, as well as the Mprogs vnums on it. I will talk about these in the next section.
I think that pretty much covers all there is to see when building a mob. So I guess its time for the next section.
In this section, I will talk about the act flags. These determine how a mob will act, and where it might be limited to going. Again to see the list of act flags use ? act or just look below.
sentinel, scavenger, titler, tither, aggressive, stay_area, wimpy, pet, train, practice, soulcatcher, leveller, mortician, undead, templar, cleric, mage, thief, warrior, noalign, nopurge, outdoors, taxcollector, indoors, bounty_giver, healer, gain, temple_master, changer, linguist, noquest, nospellaggro, trademaster, noxp
Alright here goes my attempt at describing what these flags do.
Sentinel: If your mob is set as sentinel, it will not move from the room in which it is reset to. Also note that the mob will not hunt players down. It will remember them if they reenter the room, but it will not chase them around.
Scavenger: If the mob is set as a scavenger, it will attempt to pick up things off the ground. Great for annoying players who happen to get disarmed or zapped by equipment only to have the mob pick it up.
Titler: This is a main mud function only. A mob with this act flag, will entitle the characters. This one shouldn't be used at all while building areas.
Tither: This too is a main mud function. A mob with this flag, will accept tithing for the players temple. This one shouldn't be used either.
Aggressive: We all know what this one is all about. Setting this flag on a mob will cause the mob to attack the players on sight if they can see them, or until they get so many levels above them (players).
Stay_area: With this flag, the mob will only be able to wander about in its own area vnums. This should be set if you have aggressive mobs, so they don't end up chasing players out of the area into potential newbie walking areas.
Wimpy: This flag will cause the mob to flee randomly when it starts to get low on HP. For those of you who have heroes, this is what those damned Wathcers of Tharel are in Arthmore, and while it is amusing at times, it does get old trying to chase down a mob which flees from you every time it sees you.
Pet: This is the flag you must have for making pets. A pet is just an ordinary mob, but it must have this flag on it for it to work.
Train: This is mostly a main mud only flag. If the mob has the train flag set, they will be able to let players train their stats.
Practice: This one like train is mostly main mud only. If a mob is set with the practice flag, they will be able to let players practice their skills.
Soulcatcher: This is what the limbo mobs are. If the mob has the soulcatcher flag, they will allow players to retrieve their souls if defeated in a pk fight. This one is also main mud only.
Leveller: This one again is main mud only. If a mob has this flag, they will be able to level them via the level command.
Mortician: This is probably a main mud only flag. With this flag, the players will be able to use their corpse retrevial certificates, or the 200 quest points in order to get their corpse back.
Undead: This flag will make the mob undead. While I'm not totally sure what this does, I do know that it makes the mob immune to sleep and charm. Great flag if you have one of those undead type areas or others running around.
Templar: This is the mob at which you convert to a new temple at. At least I think that's what is it. So with that being said, this is a main mud only flag and not to be used.
Cleric: This will set the mobs class to cleric. Nothing really special by doing so, but the mob will gain some extra wisdom.
Mage: This will set the mobs class to mage. Again nothing really special by doing this, but the mob gains some extra intelligence.
Thief: This will set the mobs class to thief. This will raise the mobs dex, and it will also allow them an extra attack if the level is high enough. It also allows for skills like circle to be used. You also need to have spec_thief set for circle. Do note that if these two are set, the mob will be able to use off circle regardless of level and only if it has a weapon wielded.
Warrior: This will set the mobs class to warrior. This will raise the mobs strength, as well as adding extra attacks. I also do believe warrior will allow mobs to automatically pick up and re-wield their weapons if disarmed while not blind. Warrior must be set for skills such as counter to work.
Noalign: This flag will set the mob to no alignment. This is different from the alignment setting. I'm not totally sure what this does other than that though.
Nopurge: This flag will make the mob immune to the immortal command 'purge.' There isn't really much of a reason to use this one at all.
Outdoors: This flag will keep the mobs in rooms that are outdoors only. If a room has the room flag indoors set, the mob cannot enter. Very useful in keeping mobs which are supposed to be outside where they belong.
Taxcollector: This is another main mud only flag. It will allow the Mayor to collect his fair share of the taxes, where as the other players can pay theirs at a mob with this flag.
Indoors: This is just the opposite of outdoors. The mob will not be able to move to any room that does not have the indoors room flag set. This is good for keeping mobs where they belong.
Bounty_giver: This is a main mud flag only as well. This flag allows for the mob to be set up as a bounty hunter, where players can go to accept and collect on bounties.
Healer: This act flag will set the mob to healer, where it shows up as the H on the map. If you wish to make the mob heal players for free until level 11 you must add spec_cast_adept to the mob as well.
Gain: This is a main mud flag also. With this, mobs will be able to allow players to use the gain command.
Temple_master: This is the flag which will let players in temples to repent in order to get their symbols back. Since this deals with temples, this is a main mud only flag.
Changer: This flag will allow the mob to change silver into gold. While I'm not totally sure on this one, but I do believe that flag also turns them into a banker mob. I will have to look into this one.
Linguist: This is a main mud flag only too. With this flag, players will be able to go to the mob to learn new languages.
Noquest: Use this flag to set your mobs so that they will not be targeted for quests. This is best used on shopkeepers, healers, and other mobs which are immune to everything which are mostly used for mprogs and other features.
Nospellaggro: This flag will keep the mobs from attacking the players when they spell up in front of them.
Trademaster: This is the flag for dealing with the tradeguilds. This flag is not to be used on the build mud at all.
Noxp: This flag will set the mob to zero experience when killed, regardless of the players level. I don't know if this one should be used, seeing as it was made on the main mud originally.
Well that's it for the act flags. Some of these can be nifty, and can create some interesting combinations. One note is that you have to enter them individually, otherwise it comes out with some rather strange combos.
In this section I'll try to list as many of the races starting stats as I can. To view the complete list of useable races use, race ?. I don't know what makes it different from the others which require a question mark, but this one requires it after race rather than ? race. I have also listed the races which can be used below.
unique, human, sylvan elf, dwarf, duergar, gnome, goblin, giant, halfling, orc, pixie, quickling, drow, river troll, titan, heishan elf, frost giant, bat, bear, cat, centipede, dog, doll, dragon, fido, fox, hobgoblin, kobold, lizard, modron, pig, rabbit, school monster, snake, song bird, troll, water fowl, wolf, wyvern, demon, sl'zzt, drider
There is not much difference between the races other than the starting parts, form, resistances etc. They can be somewhat fun to experiment with, but it can also be time consuming. So below I've listed at least the player races which can be used with their base resistances, immunities, vulnerabilites so you can save a bit of time. If you want to tweak them futher by adding or removing parts I can't help you out there. :)
Human Duergar Imm: None Imm: None Res: None Res: Cold, Poison Vuln: None Vuln: Drowning, Light Giant Halfling Imm: None Imm: None Res: Fire, Cold Res: Magic Vuln: Lightning, Mental Vuln: Bash Sylvan Elf Gnome Imm: None Imm: None Res: Charm Res: Bash, Disease Vuln: Iron Vuln: Slash, Holy Dwarf Goblin Imm: None Imm: None Res: Poison, Diease Res: Diease Vuln: Drowning Vuln: Magic Pixie Quickling Imm: None Imm: None Res: Magic Res: Slash, Cold Vuln: Fire, Lightning Vuln: Fire, Bash River Troll Titan Imm: None Imm: None Res: Bash, Poison Res: Fire, Poison Vuln: Fire, Acid Vuln: Lightning, Mental Frost Giant Orc Imm: None Imm: None Res: Bash, Cold Res: Disease Vuln: Fire, Iron Vuln: Light Drow Heishan Elf Imm: None Imm: None Res: Charm, Negative Res: Charm Vuln: Light Vuln: Iron
Well I hope this gives you an idea of what each player race gets without having to set them all yourself. It does seem like a bit of work, but considering how long it will take to set each race and then check the show screen to see what has changed, its not all that bad at all.
In this section I will describe what each of the affect flags do. Please note that some of them are not in use yet, so I will try to point that out as I go along. To see the full list of affect flags, simply use ? affect or look below.
blind, invisible, detect_evil, detect_invis, detect_magic, detect_hidden, detect_good, sanctuary, faerie_fire, infrared, curse, plr_hide, poison, protect_evil, protect_good, shadowwalk, sneak, hide, sleep, charm, flying, pass_door, haste, calm, plague, weaken, dark_vision, berserk, swim, regeneration, slow, phase, flame_sphere, silence, translate, manabind, soulless, dark_ritual, web, farsight, stone_hands, flame_hands, iron_hands, sprit_hands, steel_hands, harden, life_cloak, cloak_of_divinity, rope trick, levy, lockdown, tax1, tax2, tax3, invader, trespasser
As you can see there are quite a few of them. First off let me list the ones which are not to be used. These are, shadowwalk, manabind, soulless, dark_ritual, web, stone_hands, flame_hands, iron_hands, spirit_hands, steel_hands, harden, life_cloak, rope trick, levy, lockdown, tax1, tax2, tax3, invader or traspasser. All of these are code affects, and some like manabind cause the mobs to become invincible. Well anyway lets get onto the affects that do work.
Blind: This will will render the mob blind and unable to see or do anything. I would have to say not to use this, as being affected with it permantly does not carry the penalty to hitroll as a player casting the spell on the mob would.
Invisible: This will make the mob invisible. The players will need to have the detect invis spell to see it. Great for making ambushes for unsuspecting players.
Detect_evil: I don't think this has must use for mobs, but it will allow them to see which players have an evil alignment.
Detect_invis: This is also a great one for mobs to have. This will allow the mob to see players who think they are slick and trying to sneak through the area while invisible.
Detect_magic: Again this is pretty useless for mobs. However it will allow them to see the extra affects on the players such as charm, sanctuary, pass door and others.
Detect_hidden: This affect will allow the mobs to see players who are using the sneak skill to move around through the area unseen. This one can also be a lot of fun.
Detect_good: This spell will allow the mob or player to see who has a good alignment.
Sanctuary: This one can be good for making a mob with a low total of hp last longer. Any damage done to a mob with sanctuary is reduced by one half.
Faerie_fire: I can't really suggest using this one on your mobs. While a permanent faerie fire has no affect to the target's armor class, it also prevents the players from casting it to help them in the fight.
Infrared: This is the same affect as the spell infravision. Mobs will only be able to see the players if they carry a light with them I think. I don't know because I always pass this one up for dark vision. :)
Curse: This will have the same affect as the curse spell, in the fact that the mob will not be able to recall. I also suggest not using this one, as the players won't be able to cast their own stat lowering curse spell against the target.
Plr_hide: This is the same affect as when the players use the hide command. If the mob is plr_hide, and you happen to walk into it, you will see you find so and so hidden in the shadows. If you want real results, use the normal hide affect.
Poison: This is another affect I can't suggest using. This will make the mob always poisoned, and thus the spell and possible even poisons on weapons ineffective.
Protect_evil: This spell will reduce the damage done to the mob when attacked by evil aligned characters only.
Protect_good: This spell will reduce the damage done to the mob when attacked by good aligned characters only.
Sneak: This will allow the mob to sneak. If the level is low, the players maybe able to see it without detect hidden. Sneaking mobs cannot be seen leaving or entering the room. This one can be fun to use for surprise attacks too.
Hide: This is the mob variant of hide. Unlike the player's hide, this one will not disappear when moving from room to room. You will also need to have the detect hidden spell to see hidden mobs.
Sleep: This affect will make the mobs always sleep, I think. I wouldn't suggest this one as well, as it will make the sleep spell, the knock and round skills useless if it is already sleeping.
Charm: This will set the mob to affected by charm. Like the others, this will prevent the players from charming the mob, and may also cause some other problems as well. If you want them immune to charm, set them as imm charm.
Flying: This will make the mob fly. This will allow them to evade the earthquake spell. Unfortunately it will not keep mobs from crossing water or air sectors even if they don't have it.
Pass_door: This will make the mob translucent and able to pass through closed exits as long as the nopass flag is not in effect. Great for spirits and others to use.
Haste: This will allow the mob to attack with greater speed. The haste spell may add an extra attack to the mob. This could be useful for lowbie mobs, as I said beforehand, they get easily slaughtered, even with bad weapons.
Calm: This will affect the mob with the calm spell. Again this one is one that will block out the players attempts at casting the same spell on the mob. Can't really suggest this one either for use.
Plague: This will affect the mob with a permanent plague. This one will not only work, but I'm pretty sure it will slowly kill off the mob, allowing for an easy kill sooner or later, I would have to say skip using this one as well.
Weaken: This one will set the mob to permanent weaken. This spell will have no affect on the mob, and will prevent others from casting a status lowering spell on it at the same time. I would have to say pass on this one too.
Dark_vision: This is the ultimate in vision affects for mobs. This will allow mobs to see players even if they do not have a light source in dark areas. If you want mobs to be aggressive and do not carry their own lights, then this is the way to go.
Berserk: This will add the berserk affect to mobs. While they do not gain any bonuses from it, they will automatically take less damage from attacks. This could be fun to use as players probably won't be able to see it, even with spell lore.
Swim: I'm pretty sure this one isn't coded, and even if it is, it probably has no use. I'm sure its from the stock code, and Ytrewtsu just hasn't gotten around to using it or deleting it yet.
Regeneration: This spell will increase the rate at which mobs heal from tick to tick. A pretty good spell to have on higher up mobs, but I would have to say to leave it alone on the lower level ones.
Slow: This spell is pretty much the opposite of haste. While a permanent slow would cost the mob attacks, it would probably be best to leave this one off. While the less attacks would be nice, the negative dex bonus to a player cast slow spell would be more worthwhile, to the player at least.
Phase: This spell will make the mob phase in and out of existence. In theory it should make them harder to hit, but I think this spell is broken. Ytrewtsu might have to look into it to see if he can make it work like it does for players. :)
Flame_sphere: This is the after affect of the flame sphere spell. From time to time, you get engulfed in flames by flame sphere. You take a little bit of damage and lose some hitroll from it. I would have to say you don't use this one, as if the mob is always affected by it, then paladins and clerics can't use the spell at all against the target.
Silence: This spell is actually one that will work against the mob. If the mob is silenced it will not be able to cast any spells, regardless of whether is started like that or was silenced by a player.
Translate: Not much use in putting this affect on mobs, as they can understand all languages already.
Farsight: I'm not sure what this will do for mobs. Since it allows for players to see through doors when they scan, I can only guess that it will do the same for mobs.
Cloak of divinity: Hmm this spell will make the mob resistant to holy, light, fire and disease if they aren't already. I suppose you could set this yourself, but if you want a holy type mob without having to tweak a lot of things, then this should be ok.
Well I think that covers useable affects. Do note that what I have listed here will also work for players, so you have something to go one if you make potions or scrolls in your area. With any luck you can find some pretty nasty combinations of affects to add to your mobs so they can have their way with the players.
In this section I will try to list the form flags, and what they do if anything. To view the list, use ? form or simply look below.
edible, poison, magical, instant_decay, other, animal, sentient, undead, construct, mist, intangible, biped, centaur, insect, spider, crustacean, worm, blob, mammal, bird, reptile, snake, dragon, amphibian, fish, cold_blood
Okay out of this list there are only 3 which I know what they do. Well I suppose I should get on and list what I think I know about.
Edible: With this form flag set, players will be able to eat the body parts, that are dropped. Do note that some will be poisoned regardless of whether this is set or not.
Poison: I'm almost pretty sure that if players try to eat body parts from mobs with this flag, anyone that is dropped will be poisoned.
Cold_blood: I'm sure that this will prevent players from seeing the mob without a light source in the dark, even with infravision, since there is not any heat emanating from their bodies.
Now I do believe that instant_decay is what spirits are made from, so that they die and do not leave a corpse when they are killed. Now other than this, I don't know if the form flags have anything to do with mobs or not. I'll have to update this if I happen to find out anything new.
This section deals with the parts of mobs which can be changed. I'm sure this is what you can design your mob to have, despite its race. While I don't believe this changes anything, you can pretty much custom design any mob in the way you want with this. Well to see the list just use ? part or look below.
head, arms, legs, heart, brains, guts, hands, feet, fingers, ear, eye, long_tongue, eyestalks, tentacles, fins, wings, tail, claws, fangs, horns, scales, tusks
Again like I said, this probably doesn't have anything to do with your mobs or their abilities, but you can make some pretty cool looking mobs, even if you're the only one that ever gets to see them. :) The only thing I think this might change, is what is cut off from the mob if any when it is defeated.
I have decided to put the immune, resist, and vulnerable flags all into the same area. Since they are all the same, the only difference being the command you have to enter to add them, this will make it easier on me and you. To check out the list of flags you can use for any one of the three you can use ? imm, ? res or ? vuln and they will all list the same thing. You can also check out the list below.
summon, charm, magic, weapon, bash, pierce, slash, fire, cold, light, lightning, acid, poison, negative, holy, energy, mental, disease, drowning, sound, wood, silver, iron, earth, all, monk, arrow, bolt, thrown
As you have noticed there isn't really much to deal with here, so here I go on describing these.
Summon: This will make the mob immune to the summon spell. It will also make them immune to gate. I don't believe there are any affects of res or vuln summon other than perhaps making it harder or easier to get them.
Charm: This will make the mob immune to the charm spell. If it is set to res charm, players can still charm them but it will be more difficult. I believe if the mob is vuln to charm they may be easier to charm.
Magic: This will make the mob immune to all magics, including some damage types on weapons. This one can be fun to use, but it can also be annoying which is more the reason to try it out at least once. :) If the mob is resistant to magic, they will only take part damage from every kind of spell. If a mob is vulnerable to magic, every spell a player has will most likely cause more damage to it.
Weapon: This setting includes all weapon types and not just bash, pierce, and slash individually. If you make a mob immune to weapons, no weapon can hurt it unless it uses one of the magic based damage types. If a mob is resistant to weapons, it can be hurt but will only suffer reduced damage. If a mob is vulnerable to weapons, it will take more damage from all types, except the magic based ones.
Bash: This setting will make the mob totally immune to bashing. One thing to note that this just doesn't include weapons like clubs and such. It includes all weapons with bash damage types, so it can be all weapon types if it has the proper damage type. If a mob is resistant to bash, they will only take partial damage. If the mob is vulnerable to bashing, they will receive more damage.
Pierce: This will make your mob immune to piercing. Again like slash and bash, this is based upon the weapon's damage type. This can mean any weapon can fall into the piercing group if the damage type is right. If your mob is resistant to pierce, it will take less damage, and if it is vulnerable, it will take more damage.
Slash: This setting will make your mob immune to slashing. As with bash, this isn't exactly based upon weapons, but more or less the damage type. If your mob is resistant to slash, they only take less damage, while vulnerable they will take more.
Fire: This will make your mob immune to all fire based attacks. This will also include a couple of damage types. If your mob is resistant to fire it will take less damage from fire based attacks, while if its vulnerable, it will take more.
Cold: This will make your mob immune to all cold based attacks. There are also a couple of cold damage types which the mob will also be immune to. If they are resistant to cold, they will suffer reduced damage, while if they are vulnerable the damage is increased.
Light: This will make your mob immune to all light based attacks. Do note that this is light and not lighting. While there are 2 or 3 attacks that fall into this category, I would suggest using it since it can be a lot of fun and make the players think a bit on how to defeat a mob with this one it.
Lightning: This will make your mob immune to lightning based attacks. There are a couple of damage types which are lightning based as well. Like the others if you set your mob up to resist lightning, it will take reduced damage, and if its vuln, it will take more damage.
Acid: This will make your mob immune to acid based attacks. There are a couple of damage types which are based on acid as well. If your mob is resistant to acid, it will take less damage, while vulnerable will increase the damage done to it.
Poison: This will make your mob immune to poison attacks. While there are no poisoned based damage types, I do believe that if your mob is immune to poison, it will not be poisoned through the use of the spell or if its on a weapon. If your mob is resistant to poison, it can still be poisoned, though not as easily. If your mob is vulnerable to poison, it may be poisoned easier.
Negative: This will make your mobs immune to negative energy based attacks. There are also negative damage types out there, so this will make them immune to it as well. If set to resist, the mob will take reduced damage, while vulnerable will increase that damage.
Holy: This will make your mob immune to holy attacks. There are also holy attacks floating around in damage types, and this will affect those as well. If your mob is resistant to holy, it will suffer reduced damage, while vulnerable will have increased damage.
Energy: This will make your mob immune to energy attacks. I don't know if there are any energy damage types around, but I could be mistaken, but if there are, this will affect them too. If your mob is resistant to energy it will take less damage where as vulnerable will cause it to take more damage.
Mental: This will make your mob immune to mental attacks. I am not sure if there are mental damage types, so you probably won't have to worry about this. If your mob is resistant to mental, it will suffer less damage, while if it is vulnerable, it will take more damage.
Disease: This will make your mob immune to disease. I am sure this will make them immune to the plague spell. If your mob is resistant, it will resist the affects, but can still be plagued. If your mob is vulnerable, it will probably become plagued much easier.
Drowning/Sound/Wood/Silver/Iron: I don't think that any of these have an affect yet. While I'm sure they will some day, I just don't think they have been coded yet, so it really wouldn't be good or bad to add these, so I would have to suggest looking else where for other flags to use.
Earth: This will make your mob immune to earth based attacks. There currently are no damage types which use this, so there is no need to worry. If your mob is resistant to earth, it will take less damage while if it is vulnerable it will take more.
All: Okay this one is basically a shortcut setting. This will make your mob immune to everything. I suggest only using this if you want the mob to be used for mprogs. Again if you use this, I would also suggest that the mob be set as act noquest, since players will not be able to kill it otherwise. If you set it to res all, it will suffer less damage from all attacks. If it is vulnerable to all, it will suffer more damage from all attacks.
Monk: This will make your mobs immune to those belonging to the 'monk' class. Monks do not suffer the penalties that other classes do, so if you want to make a mob that is challenging for all, you need to add this one too. If your mob is resistant to monks, it will suffer less damage. If your mob is vulnerable to monks, it will suffer more damage.
Arrow/Bolt/Thrown: These three aren't currently in place yet. They have to deal with the throwing and archery skills. If your mob is immune to anyone of the three, they will not be affected by it. If your mob is resistant to any of the three, they will take less damage. If your mob is vulnerable to anyone of the three, they will take more damage. Again this is only if they are imm/res/vuln to the type that they are hit with.
Well that pretty much covers the imm/res/vuln flags. Do note that all in this section, I listed it as if you set the imm flag first. I decided it would be quicker to do it like this, and then just list the res and vuln below it. I hope this doesn't cause anyone too much confusion now. :)
In this section I will go into detail about the offensive abilities which you can outfit your mobs with. Most of these will work alone, but there are some which need to be set with act flags or spec(ial) flags to work. But for now here is the list of off flags which you can use on your mobs. You can also use ? off to see the list while online.
area_attack, backstab, bash, berserk, disarm, dodge, fade, fast, kick, dirt_kick, parry, rescue, tail, trip, crush, assist_all, assist_align, assist_race, assist_players, assist_guard, assist_vnum, circle, hunt, counter, critstrike, caltrops, hamstring
There are a few of these, and while most of them are useable by the players on the mud, it shouldn't be too hard for me to list what these all do.
Area_attack: This one can be nasty at times. This one will allow the mob you're fighting to attack all players at the same time. Tired of having groups of tough heroes or questng players attacking your mobs with no threat to themselves? Off area_attack is the answer. Simply set this and watch as all those attacking the mob get attacked, even if the pets and charmies rescue them. :)
Backstab: This skill will allow your mob to backstab players, only if it has a weapon wielded. I do believe that you must have spec_assassin on the mob as well to make this one work.
Bash: This skill will allow your mob to bash similar to what players do. This one can be fun to use for those warrior types that don't like players fleeing or casting spells.
Berserk: This skill will make your mobs go berserk. If you're not familiar with it, this will raise their hit and damroll, and also their armor class but will reduce the damage done to them, and will also lower their saves, making magic less effective. I do believe that you must have act warrior set for mobs to be able to berserk. You must also set the mob to have mana for the berserk skill to work as well.
Disarm: This will give your mobs the disarm skill. This will allow them to attempt to disarm players. Do note it works exactly the same as players in determining whether or not they lose the weapon. Do note that disarm will not work for the mob if it becomes blind.
Dodge: This will give the mobs the dodge skill, making them harder to hit. I do believe that dodge is partial to the mob's dex, so if you want to make them harder to hit, try adding act thief and/or haste to them to increase their dex.
Fade: I'm not sure if this one works or not. At first it seems to be similar to phase, but that may not be the case. It could perhaps be something close to invis, but I don't really know.
Fast: This is identical to haste. The only difference with fast is that it is permanent, and cannot be dispelled. If you want a mob to raise a ruckus and not lose its extra attack, choose fast over aff haste.
Kick: This will give your mob the kicking skill. This is just like what the players get, and allows them to get in an extra attack. Do try to use a little caution with this, as I have noticed over the years that kick rarely misses unless you severely out level the mob.
Dirt_kick: This will allow your mob to kick dirt at players in an attempt to blind them. This one is fun to use, especially in conjunction with disarm and act scavenger where there is a chance it might disarm you and then pick up your weapon. cackle
Parry: This will give your mob the parry skill. This will allow them to better defend themselves. I do believe this works similar to dodge, but the mob will need to have a weapon wielded before parry will work.
Rescue: I have no idea how this one works. I do know that rescue is a player and pet skill, but I don't know how mobs you build for killing would be able to use this. Anyone have any suggestions???
Tail: This is a skill similar to kick. It will allow a mob to strike you with its tail. I'm not sure if you'll need to have the part tail on the mob to make this work or not, but it would make a little bit of sense to use this if your mob is an animal over any of the player races we have.
Trip: This skill which will allow your mob to trip the players causing damage to them and preventing them from fleeing. This is a fun skill to have especially if they have to fight multiple mobs. As with mobs, those with the fly spell affecting them are not able to be tripped.
Crush: This is another skill which only mobs can take advantage of. I guess they attempt to crush the players due to their large size. I'm guessing the larger the size of the mob on this one, the more damage it might cause. But then again a larger size might mean less of a chance to hit as well. ponder
Assist_all: I'm not really sure how this assist skill works. I do know that others are specific, so I'm not totally sure how this one will work. Perhaps the mob will assist the defender against the attacker, but then again it might assist the attacker in attacking the defender. I really don't know.
Assist_align: This will make the mob assist players or other mobs if the alignment is the same. Do note that this is just general alignment, good or evil, not a numerical value. I'm not really too sure what would happen if both parties fighting are the same alignment though. :(
Assist_race: This will make the mob assist players or other mobs if their race is the same. Again like on assist_align, I'm not totally sure what happens if the player and the mob fighting are the same race.
Assist_players: This will allow the mobs to assist players in their fight against other mobs. I do believe this one is general, so if you want them to help out in other ways, you may have to assign assist_race or assist_align to the mob as well.
Assist_guard: This will allow the mobs to assist the guards if they are attacked. This works just like the other assists, but I do believe that the guard mob must have spec_guard set to have this assist work.
Assist_vnum: This assist is kinda mean, but also really fun at the same time. It will allow the mob to only assist mobs which have the same vnum. This means that you may have 5 non-aggro mobs in the same room, but if they are assist_vnum then the player will end up fighting all 5 of them if they attack one. pgrin
Circle: This will allow your mobs to have the circle skill. In order to make this work, you will need to have act thief, and spec_thief set. The mob will also need to have a weapon wielded for it to work as well. Do try to use caution with this one, as mobs will be able to use the circle skill regardless of level.
Hunt: This skill will allow your mobs to hunt players that attack them and flee at a faster rate than normal. This can make for some pretty interesting situations, and if you have a highly aggro area, I would suggest using this on all your mobs. I'm pretty sure this works as a stand alone, and you won't need anything else to go with it.
Counter: This skill will allow your mobs to counterattack players fighting them. It works just like the player's counter skill. To use it, the mob must have act warrior set, and a weapon wielded. Do note that counter will not work for mobs if it becomes blind.
Critstrike/Caltrops/Hamstring: Despite all my attempts to try these out, it has come to my conclusion that they do not work. I have set mobs up with these and then used switch over on the build mud before the command was disabled to see what was going on to no avail. The mobs even if set to act warrior wouldn't critstrike, and act thief would not use caltrops or hamstring. All it kept telling me was you don't know how to do that. Maybe if Ytrewtsu ever gets a chance he could take a look at this, since I do remember that once upon a time that critstrike did would but it doesn't anymore. pout
That is all there is to the offensive flags. I don't think there is a limit as to how many of these you can use, so feel free to experiment with them, and see what kind of nifty mobs that you can create for players to try to tackle. :)
In this section I will tell what I know about the special function flags which can be assigned to mobs. Most of these are useable, but some are not, so I'll list the non useable ones first. One last note, you can only have one special assigned at any given time, so you may have to do a little planning ahead on your mobs. To see the list, use ? spec, or just look below.
breath_any, breath_acid, breath_fire, breath_frost, breath_gas, breath_lightning, cast_adept, cast_cleric, cast_judge, cast_mage, cast_undead, executioner, fido, guard, janitor, mayor, poison, thief, nasty, assassin, questmaster, cast_smart, blacksmith, quaestor, broker, wheelmaster, cast_archmage, miner, weaponsmith, armorsmith, jeweler, herbalist, manor_guard, lottery, seamstress, trade_weapons, trade_armors, trade_tailors, trade_jewelers, trade_miners, trade_artisans, trade_herbalists
There are quite a few of specials, but first I'll list the ones that aren't to be used.
Cast_judge: Back in the stock days of Rom, and I can assume even to this day they probably have it based on real life stuff. I am guessing this one came about from the influence that Judge Dread had on them. Its probably too much work to remove old specials like this out of the code.
Mayor: This is an old special from when the mayor of Midgaard would work around, or Sam Tucker (in Naerlan for AU terms) and randomly say things and open the gates. This is a stock special as well, and I don't think we really need it anymore, and hence shouldn't use it.
Questmaster: This special will make your mob into a questmaster. I'm pretty somewhere in the code there is a vnum check to see if the questmaster is properly set up to hand out quests, so this one is off limits.
Quaestor: This will make your mob into that of a quaestor. It will constantly harass people for not paying their taxes and will throw them in jail if they are far enough behind on them. I really can't say we should use them on the build port since they are for Naerlan only as far as I know. Perhaps if something comes up and one or more of the other major cities are affected by changes to the tax code in the future we maybe able to use this on the build port but for now its off limits.
Cast_smart: This will turn the mob into a smart healer. This is for clans only, and thus shouldn't be used anywhere but on the main mud in clan halls.
Blacksmith/broker/miner/weaponsmith/armorsmith/jeweler/herbalist/ seamstress: These specials deal with the tradeguilds. I doubt we will ever build any of the guilds over on 3030, but rather just make them on the main mud as the need arises. So I guess that makes these specials off limits too.
Wheelmaster: This special will allow your mob to let players to play the wheel of fate. While there is only the one out there right now, perhaps someday we'll be able to build another casino where we may be able to use this function on the build mud, but for now its a no-no.
Manor_guard: Well this one appears to be broken, and since it seems to have been meant to be used for manors, it has no use on the build mud, since manors aren't built over on that side at all.
Lottery: This special will allow the players to participate in the lottery. This is for quests only on the main mud, so I don't suppose we'll need to use this one on the build mud either.
Trade_weapons/trade_armors/trade_tailors/trade_jewelers/trade_miners/ trade_artisans/trade_herbalists: Ok this is another part dealing with the tradeguilds. While I'm not sure what its for other than that, I guess since we don't need to use it on the build mud I won't need to ask. :)
Ok now the list of specials that will work and can be used. :)
Breath_any: Ok this one can be nasty at times. This will allow your mob to cast any of the breath spells randomly while fighting. Do note that this one should be used with a little bit of caution, seeing as how they will be able to cast the spell, even if they are a low level. For example that scaled basilisk being level 13 and able to cast any of the high level damaging spells.
Breath_acid: This special will allow your mob to breath acid at players. Again try to use this with caution, as unlike a couple of the other specials, it is not level based and if you set a level 1 up with this, it would be able to use it.
Breath_fire: This special will allow your mob to breath fire. This one is a little different than breath_acid in the fact that it usually hits all players, pets, or charmies. Again, do note that there is no level check for this, so try to use it carefully.
Breath_frost: This special will allow your mob to breath ice. This is just like breath_acid in the fact that it only hits only player or charmie. Again try to be cautious with this one.
Breath_gas: This special will allow your mob to breath poison gas. This is more like breath_fire and will usually hit everyone in the group. This one is rather nasty, and should be used with caution.
Breath_lightning: This special will allow your mob to breath lightning. This is a single target only, but the damage on it is quite high. Again try to use this one with caution.
Now on these breath specials, what I mean use with caution is to try to think of the level of your mob. There here is a quick list of what level the mages learn these spells at.
acid breath 40, fire breath 50, frost breath 44, gas breath 52, lightning breath 49.
Now as I mentioned before, there is no level check for the mobs, so they could be using these at level 1. I have often encountered this, but even if you have the sanctuary spell and are not a questing character, if any of the mobs have these attacks below level 20, they will most likely kill you in one hit, even with the reduced damage. I guess if your mobs are higher in level than what I have listed above, there shouldn't be much trouble with it then. :)
Cast_adept: This special will make your mob into a semi-smart healer. This best goes with act healer. Mobs with this special will heal, bless, armor and a couple of other things to a player up until level 10 or maybe 11. If you have a healer in your area and would like for them to give away the free spells for a while, this is the function to add.
Cast_cleric: This special will make your mobs cast clerical spells while fighting. Unlike the breath_ specials, these ones are based upon level. For example the mob might cast a cause light spell at a certain level, then if its level is increased it might start casting harm. Some other examples of cast_cleric are poison and plague.
Cast_mage: This special will make your mobs cast mage spells while fighting. This is like cast_cleric being in the fact that it is level based on what spells the mob can cast. A couple of examples of cast_mage include fireball and lightning bolt.
Cast_undead: This special is like the previous two cast_ specials. This one deals more with the maladiction side of things, with spells such as energy drain and weaken I think. Again this is level based, so just because you give the mob the special doesn't mean that it will always have all the spells associated with it. :)
Executioner: I'm not totally sure on this one, but I do believe this will cause the mob to attack you on sight if you have a pk flag. Could be fun to have a norecall area and have a buff guard blocking the exit for any pkers who want to fight in the area. grin
Fido: This special will cause the mob to eat the corpses of mobs when they die. This one is fun and can also be annoying at the same time. I try to set this up as animals, seeing as how a man or woman doing it would be rather strange to say the least.
Guard: This special I'm not really sure about. I do know that this will cause the guards to scream and attack evil players or maybe good if the mob itself is evil. Other than that I'm not real sure how it works or what the requirements to make it work are.
Janitor: This special will turn the mob into a 'janitor'. This mob will pick up stuff that is dropped, and get other trash off the ground. This includes quest items as well. While this makes perfect sense, it may be best not to have a lot of these types of mobs wandering around, as things could get lost very easily.
Poison: This special will allow your mob to poison players by biting them. Again this will probably look better on an animal then on a person, but you never know, could be rabies or something like it. :)
Thief: This is sort of a sub special. Mobs will need to have this to use off circle I believe. I also do believe that with this the mobs will attempt to steal coins from the players from time to time.
Nasty: This is one of my favorites. Mobs with this special will rip open the coin pouches of the players all the time, and they will end up losing gold from it. A fun special to use if you like to just annoy players to no end lol. :)
Assassin: This one is rather fun too. It will allow the mob to backstab players as they enter the room. I do believe you must have off backstab set, and a weapon wielded for this one to work. It can be a lot of fun to use too.
Cast_archmage: I do believe this is a stronger version of cast_mage. I'm not too sure what spells go with this one, but I would have to recommend that it be used for higher level mobs only.
Well that pretty much all there is about special functions on mobs. I hope this helps you out when it comes to deciding on how to do up some really bad and mean mobs. :)
Ok there is nothing really set in stone here, but this is some other useful commands that I feel you should now about that are more immortal commands then they are building commands. These should help out I hope in finding objects or mobs of equal level without much trouble, so you can base your objects and mobs on them, thus saving you time without having to do a lot of guess work. Ok here I go with the commands, and they will probably be out of order, but that's ok I guess.
Otype: This is an immortal command which will list all objects with a given type. Here is what the help file on it says:
Syntax: otype [itemtype]
otype weapon [weapontype]
otype armor [armortype]
Otype will show all objects of the type specified currently on the mud. This is just object prototypes, and not the actual items themselves.
Item type is a valid type used in OLC creation, ie container, light. Weapon type is the type of weapon: sword, dagger.. Armor type is where the armor is worn: head, shield..
An example would be otype light, and it will list every light on the mud similar to this:
Area [ 17] Lvl[ 0] [ 21] a bright ball of light Area [ 38] Lvl[ 15] [ 146] a Mirror Shard Area [ 37] Lvl[ 38] [ 412] a large cigar Area [ 37] Lvl[ 47] [ 452] a candelabra of brass
Now it gives you the area number which isn't really important, the level and vnum of the object. If you have a level 47 light and would like to compare it to the candelabra of brass, it would be much easier than using olevel 47 where it lists all the objects of level 47 not just the type. If you have any questions on this one, please feel free to ask. :)
Olevel: This command will show all objects with the given level. This
is useful if you want to try to locate an object within the given level
range to base your own objects off.
Syntax: olevel <level> or olevel <level> <name>
Example: olevel 35 (this will list all objects with the level set to
35)
Example: olevel 35 dagger (this will list all objects with the level
set to 35 and with the name dagger set in the name field)
Mlevel: This command will show all mobs with the given level. It is
identical to olevel, only it doesn't give you the option of using a
level and name to search for mobs. It is still a useful command none
the less.
Syntax: mlevel <level> Example: mlevel 30 (this will show all mobs that
are level 30)
Ostat: This command is similar to oshow, but it will show you the stats on any given object. This is useful in seeing the stats on an object that you don't know the vnum on. When you use it you will get a screen like this:
Name: [black blood stained dagger] Vnum: [ 6] Format: [new] Level: [ 1] Cost: [0] Condition: [ 100] Timer: [0] Type: [ weapon] Resets: [0] Owner: [] Wear Flags: [take wield] Extra Flags: [glow hum] Number: [1/1] Weight: [120/120/120] Count Data: [-1/18] Non limited In Room: [ 0] In Object: [none] Wear Loc: [-1] Carried by: [Kiradus] Old owner: [] Craftedby: [(null)] Material: [miscellaneous] Quality: [ 43] Submaterial: [magic] Max People: [ 1] Max Weight: [ 0] Heal Bonus: [ 0] Mana Bonus: [ 0] Flags: [stand_on] Short desc: a black, blood stained dagger Long desc: A black blood stained dagger awaits the next person to fall prey to it. Number Modifier Affects Adds [ 0] 300 hitroll none [v0] Weapon class: dagger [v1] Number of dice: [100] [v2] Type of dice: [100] Avg Damage: [5050] [v3] Type: pierce [v4] Special type: sharp razor imbued
As you can see its not so different from oshow. However this is a current up to date stats on the object, so if you want to see how your weapons and armors or other objects might vary when actually loaded, this will be the command you want to use.
Syntax: ostat <object name> Example: ostat steel dirk (this will bring up the stats on the first steel dirk the mud finds) For best results, do make sure it has your name in the carried by field. :)
Mstat: This is identical to ostat, but it works for mobs. This will show your mobs current stats, including updated hitroll/damroll/ac and such from str or dex bonuses, haste or others. When you use mstat you'll get a screen like this one:
Name : greedy gnome small agreadan Str: 28(25) HP : 299/299(299) Vnum : 223 Int: 25(25) Mana : 299/299(299) Format: new Wis: 24(24) Move : 100/100(100) Race : gnome Dex: 28(25) Pracs : 0 Group : 0 Con: 27(25) Trains: 0 Sex : male Room : 295 Level : 100 AC: pierce: -1120 Hit: 156 Class : mobile bash: -1120 Dam: 209 Align : -1000 slash: -1120 Saves: 0 Exp : 0 (0 ) magic: -1120 Size: medium Gold : 1096 Position: standing Silver: 2496 Wimpy: 0 Spec : spec_assassin Damage : 20d10 Message: slash Fighting: (none) Master : (none) Leader: (none) Pet: (none) Act : npc sentinel thief warrior noquest Comm : noshout notell nochannels Off : disarm kick dirt_kick trip hamstring Imm : summon charm Res : magic bash disease Vuln : slash holy Form : edible sentient biped mammal Parts: head arms legs heart brains guts hands feet wings Affected by detect_invis detect_hidden infrared flying Short description: Agreadan Long description: Agreadan roams around the area, looking for wealth to collect for Kiradus. MOBPrograms for [ 223]: Number Vnum Trigger Phrase [ 0] 234 GIVE 18543 [ 1] 233 GIVE 18544 [ 2] 231 GIVE 18545 [ 3] 229 FIGHT 100
Syntax: mstat <mob name> Example: mstat phil tufi (this will bring up the screen for phil tufi)
As I mentioned above, this will show any changes to your mob's hp, armor class, stats and other due to equipment change or affects. If you don't like how your mob loads with hp or other using mshow, then feel free to alter it and then load it a few times and use mstat to get it where you like it. :)
Reslist: This command will show resets in your current area, up to the first 150 of them or so, so that you won't have to go through and search every room for resets. To use reslist, just be within the vnums of your area, and use reslist. You should get a screen similar to this one:
M[21300] a huge bouncer in room 21300 [ 1/ 1 ] O[21317] a statue of Sam Tucker in room 21301 [ 0/ ] M[21312] the Hotel Security Guard in room 21301 [ 6/ 1 ]
Natually this is not a full list, but I didn't need a full list, only something for an example.
Well I'll be sure to update this section if I happen to find any other commands which will be useful for you.
Ok in this section I will explain resets, which are a vital asset to your area. Once you have built your objects and mobs, you will need to tell the area where they will start out in and will reset to once they are slain. This might sound a little complicated, and it can be at first, but once you get it all down, there's really nothing to worry about. Ok first thing on the list is the help file on resets which is:
Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mob
RESET <number> OBJ <vnum> inside <obj vnum> - store inside RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - deletes reset
RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equipping a mobile don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered.
If you wish to reset the room then use EDIT ROOM RESET.
Now here is a quick break down on what each of these means. The first one is reset on a mob. As you can see the syntax above, it will tell you how to reset the objects onto it. That looks a little confusing, so I will try to explain it. The first thing you will need to become familiar with is the wear locations. This can be found under ? wearloc or below.
none, light, lfinger, rfinger, neck1, neck2, body, head, legs, feet, hands, arms, shield, about, waist, lwrist, rwrist, wielded, hold, floating, dualwield, belt, sheathed, sheathed2, symbol, lodge_left_leg, lodge_left_arm, lodge_chest, lodge_right_leg, lodge_right_arm, lodge_body
Ok I'll try to be brief on this. You are not to use the wear locations that are lodged, belt, or symbol. The others you are free to use. Here is the quick rundown on each.
None: If you set this, the objects will be reset into the mobs inventory. Do note that if your mob is a shopkeeper, all the resets for objects will have to be none.
Light: You will use this location for the mob to wear the object as a light.
Lfinger/Rfinger: Use these locations to equip objects on the mobs fingers. Do note that if you want to equip two rings on the mob, you will have to use two resets, one as lfinger and the other as rfinger.
Neck1/Neck2: These two work exactly like the finger resets. These are the cloak type objects which you can wear two of around your neck. Again, if you want the mob to have two of them, you need to use two resets, one for neck1 and the other for neck2.
Body: This will reset the object to the body of the mob.
Head: This will reset the object to be worn on the head of the mob.
Legs: This will reset the object to be worn on the legs of the mob.
Feet: This will reset the object to be worn on the feet of the mob.
Hands: This will reset the object to be worn on the hands of the mob.
Arms: This will reset the object to be worn on the arms of the mob.
Shield: This will reset the object to be used as a shield by the mob.
About: This will reset the object to be worn around the shoulders of the mob.
Waist: This will reset the object to be worn around the waist of the mob.
Lwrist/Rwrist: These work just like the finger and neck locations. This will set the objects to be worn around the wrist of the mob. Again, if you want the mob to have both worn, you must use two resets, one for lwrist the other for rwrist.
Wielded: This location will make the mob wield the weapon which you have set up.
Hold: This will reset the object to the held location by the mob.
Floating: This will reset the object to the float location of the mob.
Dualwield: This will allow the mob to use dual weapons. I don't believe this works while fighting, but its cool to see mobs doing this though. :)
Sheathed/Sheathed2: I don't know if these work, but I'm guessing that sheathed will work for the primary weapon, while sheathed2 will work for dual weapons.
Ok now onto the reset. The syntax for a reset with a mob equipped is this:
reset <number> obj <vnum> <wear location>
Here is a quick example. Lets say that our mob is reset 1. And we have 3 objects 100 which is a weapon, 101 which is a shield, and 102 which is some body armor. It would look like this.
reset 1 mob 100 room reset 2 obj 100 wield reset 3 obj 101 shield reset 4 obj 102 body
Now here's the breakdown. Reset 1 is our mob. If you wish to equip mobs, it must be done in order. Your mob will always be a lower reset number than your objects, otherwise it won't work. While the resets on equipment could be in any order, its best to keep them in an order where you'll remember what you've added and what else needs to be done.
Here is a brief example of how the screen would look taken from the Mines of Noal'xyn.
No. Loads Description Location Vnum Mx Mn Desc. [ 1] M[10009] A miner in room R[10016] 5- 1 Cave [ 2] O[10000] a padded vest on the body M[10009] A miner [ 3] O[10001] padded leathe on the legs M[10009] A miner [ 4] O[10002] padded leathe on the feet M[10009] A miner [ 5] O[10003] a mithril pic wielded M[10009] A miner [ 6] O[10004] a large mithr over the he M[10009] A miner [ 7] O[10005] a magical tor as a light M[10009] A miner
Ok are we clear on this part of it? If not please feel free to ask around on the build mud since there's quite a few others over there who are experienced with resets, or leave a note and you'll be answered rather quickly I must add over there. :)
The next reset on the list is for objects to be loaded inside a container. To do this the syntax would be:
reset <number> obj <vnum> inside <container vnum> <max allowed> <min allowed>
This one is a little more confusing than equipping mobs. First it deals with two groups of vnums. The first one is your object vnum that you wish to have inside the container, while the second would be container object vnum. Here's a quick example. Our object is vnum 110, while our container is vnum 109.
reset 1 obj 109 room reset 2 obj 110 inside 109 10 10
Now the quick breakdown. Reset 1 is our container, which is loaded into the room. Reset 2 is the objects which we wish to have loaded inside it. The 10 10 just means that 10 max will be loaded at most, while the second 10 means that 10 is the minimum number which will be loaded. If you use reset without any arguments for this type of reset, you should see something like this:
[ 1] O[21308] a box of f in room R[21310] Cigar Room [ 2] O[21309] a fine cig inside O[21308] -1-10 a box of fine
Have I lost you yet? I certainly hope not. Anyway onto the next reset area is resetting objects to just the room. This could be anywhere from furniture to containers to hidden objects just lying on the ground. The syntax on this type is very simple and it is:
reset <number> obj <vnum> room
They don't come much easier than this. The room argument will mean that only one of the object type will be loaded into the room. If you wish to use multiple objects in the room, I do believe you'll have to use separate vnums for it, as using this for example, reset 1 obj 1000 2 2 doesn't seem to work. ok a quick example. Lets say we are in a house, and we want a couch and a table to be reset into the room. Our couch is reset 1200 and the table is 1201.
reset 1 obj 1200 room reset 2 obj 1201 room
This will reset both objects to the room. There is nothing left to do after this, so you will be able to go onto your next group of resets.
Okay this is the last section of resets, and it deals with resetting the mobs. This is basically the same as the others with a couple of exceptions. Anyway the syntax for resetting mobs is:
reset <number> mob <vnum> <max> <min>
Most of this you should be familiar with already. However the max and min are different. The max will tell how many will be allowed in the area at any given time, while the min is how many will reset in this room. Here is a quick example. In this example our mob vnum is 500. Say we want to have 5 max in the area, with 1 min in the room.
reset 1 mob 500 5 1
Okay this will allow 5 mobs with the vnum 500 in the area. However, since you only specified 1 to be reset in the room, no more will repop until this one has been defeated. Therefore you could also set up 4 more rests in the same exact way in the area, which would assure that the 5 mobs will reset each time. Another thing to watch for, is when you assign them in groups like this example. Again our mob is vnum 500.
reset 1 mob 500 6 3
In this example 3 mobs will reset in the same room, with 6 allowed in the area. The only problem I have noticed is that not all 3 of them will load at the same time, rather it will take 3 resets of the area to fully get them out. Other than that this could be a good way to go. Do note that in the example, you could have another reset out for another reset with all 3 mobs in it, or 3 resets with 1 each or one with 2 and the other with 1, its really up to you how you want it.
One last way to go on doing resets for mobs, is that the room argument will work. This probably takes the same amount of time as doing 1 1 but then again, less room for error. :)
Okay here's a quick examples of combined resets from all listed above.
Lets say we have a guard that is vnum 100, with a sword wielded at 101,
shield worn at 102, and body armor at 103. He is currently dragging
backpack full of flasks at 104, while the flask is at 105. How would
we go about doing this?
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Okay here's the answer:
reset 1 mob 100 room reset 2 obj 101 wielded reset 3 obj 102 shield reset 4 obj 103 body reset 5 obj 104 about reset 5 obj 105 inside 104
Okay here's another quick example. This time we have a guard, who has
two rings with vnum 200, 2 cloaks with vnum 201, and 2 bracers with
vnum 202 worn. How would we go about doing this one?
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Okay here's the answer:
reset 1 mob 200 room reset 2 obj 200 lfinger reset 3 obj 200 rfinger reset 4 obj 201 neck1 reset 5 obj 201 neck2 reset 6 obj 202 rwrist reset 7 obj 202 lwrist
Now with any luck I haven't totally confused anyone with this. That was not my intention seeing as how resets are difficult to explain, though easy once you get the hang of it. If you have any questions, please don't hesitate to ask and myself or someone else will do our best to help you out. :)
The last part in the Resets section is just how to delete a reset. This is pretty easy. Just make sure you use the reset command with no argument, and then reset <number> delete . Lets use the mines reset again:
No. Loads Description Location Vnum Mx Mn Desc. [ 1] M[10009] A miner in room R[10016] 5- 1 Cave [ 2] O[10000] a padded vest on the body M[10009] A miner [ 3] O[10001] padded leathe on the legs M[10009] A miner [ 4] O[10002] padded leathe on the feet M[10009] A miner [ 5] O[10003] a mithril pic wielded M[10009] A miner [ 6] O[10004] a large mithr over the he M[10009] A miner [ 7] O[10005] a magical tor as a light M[10009] A miner
If you wanted to take out the vest, you would simply use reset 2 delete. Do note that all other resets would move up a number, so if you needed to delete more, it would be wise to check the list again before deleting any other resets.
The last thing on the list is the Edit room reset command. This will basically force the room to reset itself. This will reset the mobs and any equipment they may be wearing. Do note that containers and other types of objects which reset into the room will not reset. You will have to leave the area and go somewhere else until the area automatically resets itself for objects to load.
This is just a brief rundown on how to do a petshop. First your pet shop room has to be one vnum lower than where you reset your pets at. In the example below it is from my pet shop that I built in Mirage City. This means that the pet shop is vnum 26949. I usually tend to just have the storage rooms floating out in the middle of nowhere so players can't enter and possible mess things up. Do note that the room where your mob is that sells the pets must be set as room pet_shop as shown below:
Name: [Venomous Pets] Area: [ 102] Mirage City Vnum: [26948] Sector: [inside] Room flags: [indoors pet_shop] Raffects : [none] Classes : [none] Characters: [kiradus ethydon] Objects: [none] -West to [26947] Key: [ 0] Min Lvl: [ 1] Max Lvl: [200] Exit: [door closed]
Now the next room is where the storage area for the pets is. All this basically means that is where the resets for the mobs go which is this:
[P1] M[26901] a cobra in room R[26949] 1000- 1 Pet Storage [P2] M[26902] a scorp in room R[26949] 1000- 1 Pet Storage [P3] M[26909] a taran in room R[26949] 1000- 1 Pet Storage [P4] M[26913] a vultu in room R[26949] 1000- 1 Pet Storage
Do note that the 1000 means that 1000 of the mob can be loaded at at time, since if its 1-1 and someone buys the pet, then the shopkeeper won't have any others to sell.
Anyway I think that's about as easy an explanation you can get on pet shops. If you have any questions, just shoot them away on the build mud, and someone will get back with you on them.
This is the section which will deal with guidelines and such concerning objects. I am pretty sure this will be accurate, as I will pull most of it off the AU page for a quick reference guide. But first I will list what I do know for certain.
The first set of guidelines will deal in the form of scrolls pills and potions. The spell level on these object types may not exceed the actual level of the object by more than 5. For example, a level 35 object of this type, may at most have the spell level set to 40. Its still not best to use it at max, since that can kind of ruin the balance of the area.
Next up is for wands, and staves. Much like the scrolls, pills, and potions, these may have a spell level of up to 5 higher than the actual level. They also may have 1/5 of their level in charges. This means that if you have a level 40 object, the max number of charges it could have would be 8 or less. Again this shouldn't be set to max, but if you would like it to have that many, be sure to set the V2 setting which is current charges to below the V1 which is max charges. This way on a successful recharge spell, the object will have max charges, but it won't when players first get it.
Next up is the AC values on armor. The first three values for slash, bash, and pierce can be at most 1/5 of the objects level. This means that a level 45 armor could at best be AC 9, 9, 9 for slash, bash, and pierce ACs. For exotic damage, the value can be at most 1/10 of the objects level. So in the example above, a level 45 armor could at best be 4 for the magic ac setting.
The next item on the list is average damage. This is determined by the V1 and V2 setting on your weapon type objects. You should try to keep V1 and V2 within a point or two apart if possible. The formula for determining max average damage is weapon level * 1.10. So for example, a level 30 weapon, could have an average damage of 33. I tend to go over a bit, if I can't hit 33 exactly, and I try to give the players the benefit of the doubt. If you can't get it with a point, ie 33 max and end up with 34, then you'll have to stick with the lower value.
Okay next I will deal with the budget. Each object will have its level in base points. So if you have a level 20 object, you will have 20 points to use for attributes. There are certain situations that might grant you more points, and they are listed as follows:
Budget=((obj? level)(1+ modifiers)(level modifiers)
Here is first the basic modifiers:
Bonus Requirements .50 Object has two anti flags, is antigood AND antievil .25 Object has one anti flag, is antigood OR antievil .25 The mob which has it has more hp than normal, or is affected by sanctuary, etc .25 The object is in a hard to find place or could possibly be hidden. 1.50 The object is between levels 50 and 75. 2.00 The object is between levels 76 and 90. 3.00 The object is higher than level 90.
So lets say we have a level 20 object that is antigood. We would look at our list and the formula would come out like this:
Obj level is 20 times 1.25 which would equal 25 base points. Now to find what you could use these 25 points on, simple look below at the following chart:
Affect How much it costs (each point) Hitroll 4 Damroll 7 Bonus stats 7 HP 1 Mana 1 Move (per 10) 1 -1 AC 3 -1 Saves 5
So lets say we decided to add 3 hitroll. That would be 3*4 which would be 12/25 points expended on the object. I don't suggest fully using the entire budget on all your objects, since that would make looking for eq rather dull and boring.
Next on the list is weapon flags. These are things like flaming and freezing. If your object is level 1 to 25, you may have one flag, while 26 to 50 would be allowed 2, 51 to 75 could have 4 and finally 76 to hero could have 4. I don't see a need to have that many flags on any object, but 2 flags could be good. I am not sure on this, but twohands is a weapon flag, so I don't know if I had a level 20 weapon if I could put twohands and freezing on it or not.
Now in this section, I will try to list the weight which all weapon classes must fall into. While I don't know about any other types of objects, I do know these one for sure. Do note that this is the build weight, so I will list it as 10 to 100 or 1 min and 10 max once it is loaded.
Weapon Type Minimum Weight Maximum Weight Axe 100 450 Dagger 10 200 Flail 100 350 Mace 100 300 Polearm 150 500 Spear 100 300 Sword 100 350 Whip 10 150 Staff 100 300
Now this is the weight guidelines for your armors.
This is a list of the weights armor should fall into. Note that this is irregardless of materials used. Make lighter materials tend to the low side of the scale, and heavier ones, to the high.
Armor Type Minimum Weight Maximum Weight Lights 10 150 Rings 10 50 Neck 10 200 About 10 200 Head 10 250 Legs 10 200 Feet 10 70 Arms 10 150 Shield 30 200 Body 30 300 Waist 10 250 Wrist 10 200
Well this seems to be the end of the object balancing. I hope this is everything, but if not I'll always be able to come back up and update it as needed. I hope that this guide will prove to be useful for all those who use it. :)
This appears to be the end of this guide. While I left out the section for MPEdit for now, rest assured that I will get that done as well. I guess this is where I go for the thanks section. First of all, I'd like to personally thank Ytrewtsu and Jirah for giving me a place to call my second home for the past 4 1/2 years. Its been a fun ride for me the whole time. :) I'd also like to thank Sainos for giving me a chance to build for Adventures Unlimited, and since given that chance I have contributed 3 areas (well 4 but the newest isn't ready to go in yet pout) at which players die at constantly. I'd also like to thank Asteri for setting up the forums for myself and many others to use, at where a lot of my spamming it up for requests about this guide would not have been heard, and thus it would have taken me even longer to get this guide done. :)