Manual For Using Olc On Rom 2.4
CREDITS
-------------------------------------------------
Excerpts from Dimensions Mud Doc's. ROM docs, DIKU docs, MERC docs.. Modified
Falcon Mud Doc's by Genjuro. (That section provided via Jen Nichols, unknown
if any modifications). etc etc. Please see end of file for full credits.
Current modifications by Zivilyn aka Skol for use on building on
Introduction
---------------------------
Hey there, so you wanna build? This website has been compiled and tested with
the greatest of care. Examples have been added to help you 'learn by
example'. Whenever possible, additional information and descriptions of terms
have been included to help answer questions before they appear. I hope you
find this document useful. If you find an area to be vague or unclear, feel
free to leave me a note on Ansalon's builders port, or contact me as Zivilyn
on the player port.
ansalonmud.com:8679
ansalonmud.org:8679
ansalon.wolfpaw.net:8679
Or email at:
zivilyn@ansalonmud.com
-Skol at yer service.
OUTLINE:
-------------------------------------------------
HOW TO MAKE:
Color
Rooms
Exits
Mobiles
Objects
Resets
NOTE
Hitting Return/Enter on a blank line will show you what you have done, and
what needs to be done when making anything (except while in a desc editor, in
which case u type .s on a blank line.) Keep this in mind and use it frequently
to double-check yourself.
NOTE
When setting flags for rooms, mobs, object, setting the flag AGAIN will erase
the flag. for example: making a mob, aff sanctuary will make the mob have
sanctuary. If you type aff sanctuary (after typing it once before), the flag
will disappear.
COLOR!!! (Lopes Colour pre-version 2)
Color can be added to most things while building. Most things that the player
sees can have a set color. DO NOT FORGET to terminate your colored text with a
'{x' so that your color will not 'bleed' over to the next text printed.
Colorable parts include:
------------------------
Room names Descriptions (mobs/objs)
Short Descriptions Long Descriptions
Extra Descriptions
Color codes are as follows:
---------------------------
'{r' red '{R' BOLD RED
'{g' green '{G' BOLD GREEN
'{b' blue '{B' BOLD BLUE
'{y' yellow '{Y' BOLD YELLOW
'{c' cyan '{C' BOLD CYAN
'{m' magenta '{M' BOLD MAGENTA
'{w' white '{W' BOLD WHITE
'{x' normal '{D' BOLD BLACK
Example.
In the room editor (redit)
to make the room name in color,
type: name {GThe Green Room{x
Remember, some color can add a lot of life to an object/room/mobile.
Too much can make me shoot you in the head repeatedly.
MAKING AREAS
---------------------------
AEDIT CREATE #: use alist to see the next open number available
Now in Area Editor (Aedit)
vnum # #: gives the area a vnum range of # to # (don't overlap).
lvnum # : change lower vnum of range
uvnum # : change upper vnum of range
security #: change the security required for other people to build it
builder <name>: toggles builders on and off, they can edit regardless of sec.
credits: type 'area' try to keep your credits like the rest of the mud.
Making Rooms
---------------------------
Ok, now you have an area block to build in. An important thing to
remember is to make sure you are in your own area! If you go to someone
elses area with the same or lesser security..YOU MAY MESS UP THEIR WORK.
Type ALIST if you forget what vnums your area is in.
The room editor is set up in 3 shells. The first one in regular gameplay.
The second is the room editor. The third is the description editor. You
cannot go from gamplay to description editor, nor description editor to
regular gameplay. You can only go in order.
ASAVE AREA : this will save any changes you have made to any area.
While building, ASAVE AREA frequently.
HELP REDIT : gives you a help file with commands for using
OLC to edit a room.
EDIT ROOM CREATE (vnum) : this will create and transfer
you to the new room with the vnum you have specifed.
EDIT ROOM : this will put the room you are in into the room editor status.
Note: REDIT works also and is preferred by some
EDIT ROOM (vnum): Puts you into room editor mode for the vnum specified.
(helpful if a room is set 'owner' or 'private' and you
need to modify it.)
Note: REDIT works also and is preferred by some
NAME (string) : sets the room name. (HINT: You can use colors)
(Garish colors will result in beatings ;p)
HEAL (integer) : sets the healing regeneration percentage of the room.
Standard rooms have 100% heal and 100% mana.
(IE: 'heal 120' sets the heal rate to 120% of normal)
MANA (integer) : sets the mana regeneration percentage of the room.
ROOM (flag) : sets the room flags. Type ? ROOM for a list of flags.
Room flag Explanation
DARK - PC requires a light/infravision
FEAR - PC will attempt to flee
GODS_ONLY - Only IMM's
HEROES_ONLY - 101's and up
IMP_ONLY - Only IMM's 109 and above
INDOORS - PC can not see/be affected by weather
LAW - Player Killing not permitted
NEWBIES_ONLY - PC Levels 1-5 only
NOWHERE
NO_GATE - Room cannot be gated in or out of
NO_MOB - Mobs can't enter
NO_RECALL - PC cannot recall
NO_SUMMON - PC cannot be summoned
NO_TELEPORT - PC cannot teleport
NO_TRANS - PC cannot gate, summon, teleport
PET_SHOP - Special for pet shop
PRIVATE - Only 1 char in a room at a time
SAFE - No killing/stealing/pushing into or out of allowed
SILENCE - No talking, stops spells also
SOLITARY - Only 2 characters at a time
(sector) : sets the sector flags, which influence movement, or determines if
you need a flying spell to walk about if you choose air, etc.
Type ? SEC for a list of sectors you may choose.
Sector Types (Rooms) Explanation Mv Loss
INSIDE (0) - Weather doesn't affect, light always 1
CITY (1) - Room is always lit. 2
FIELD (2) 2
FOREST (3) 3
HILLS (4) 4
MOUNTAIN (5) 6
SWIM (6) - requires swim skill or drown 4
NOSWIM (7) - requires boat/fly 6/1
AIR (9) - requires fly 10
DESERT (10) 6
UNDERWATER (11) 10
NOTE:
Mobs are able to enter any sector without spells or eq. Use NO_MOB or
STAY_AREA to prevent certain mobs from certain sectors. Generally a
room with flag NO_MOB at each end of an area will work if you wish all
mobiles to remain in the area. (Act STAY_AREA also on the mob, doesn't hurt)
DONE : takes you from the room editor to gameplay.
Description Editor
NOTE:
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) then use .f to format the whole description.
DESC : takes you from the room editor to the room description
editors. While in this editor, anything you type will
go directly into the room description.
.s - shows me what the description is so far
.r (word) (word) - replaces the word
.r "(string)" "(string)" - replaces the text
.f - formats the description
.c - clears the description (erases)
@ - takes me from the desc editor into
the room editor
Format - In redit mode by itself will format room desc
Extended Descriptions:
ED ADD (keyword) : sets a keyword for players to look at, and enters the
DESC editor for that keyword. (Same commands as in the
for all DESC editors.)
ED ADD "(keyword) (keyword)"- sets multiple keywords with the same description for the
players to look at. Enters DESC editor.
(nice for maps, ie ED ADD "Neraka Map" rather than making two)
ED EDIT (keyword) : to change the description for the (keyword)
ED DELETE (keyword) : to delete the description.
For example, if you are in a room, and the description of the room says
"You are in a room with a large mirror upon the wall."
Set 'mirror' as an ED (ED ADD mirror) and you will be able to
look mirror" and see a description about the mirror. This works well
for secret doors that you wish to give clues to, to observant PC's
EXAMPLE of building a room with doors, exits, extended descriptions
edit room create 20323 - This creates room 20323 and takes me to it
name {mEntrance to the Mines{x - This sets the name of the room
heal 100 - Automatically set to 100
mana 100 - Automatically set to 100
safe no_recall newbies_only - This makes the room safe (you cannot
attack in this room), no recall, and only
lets in players under level 5 (inclusive)
air - Makes the room sector AIR, which means
PC's need to fly to enter
desc - enters the description editor
A boring boring room. - sets the first line of the description editor
NOTE:
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) and use .f to format the whole description.
.f - formats the description
.s - shows me what the description is so far
.r "room" "room with a single mirror and a desk" - replaces the text
.f - formats the description
@ - takes me from the desc editor into
the room editor
ed add mirror - makes a keyword "mirror" and takes me into
the ED DESC editor
This mirror is broken. - sets the first line of the ED desc
@ - takes me back into the room editor
NORTH DIG 20324 - makes a two way exit north to room 20324
NORTH FLAG DOOR - makes the north exit a door
NORTH FLAG CLOSED - makes the gate closed
NORTH NAME gate - makes the exit keyword "gate"
EDIT ROOM create 20325 - creates room 20325 and takes you to it
GOTO 20323 - takes you to the first room
EAST ROOM 20325 - makes a one way link east to room 20325
EAST name desk - makes "desk" the name of the exit.
asave area - saves the changes to this area.
done - exits editor into regular gameplay
Making Exits & Doors
(direction) DIG (vnum) : - this creates a room with the vnum specified, and
links it in a two-way exit in that direction.
(direction) ROOM (vnum) : - this makes a one-way exit to the room with the
vnum specified..however the room needs to be
created already.
(direction) LINK (vnum) : - this makes a two-way exit to the room with the
vnum specified.. Only IF the room is already created.
(direction) DELETE : - deletes this exit (not the room)
MAKING DOORS:
(In this order)
(direction) FLAG DOOR: - makes this exit have a door.
(direction) NAME (string) : - sets the name of the door. If you want the door to be
closed upon reset/crash/reboot, make the NAME of the
door something besides "door"
(direction) (flags) : - sets the door flags, type ? EXIT for a list of
flags. These can be: closed, open, etc.
Door Flags
door closed locked pickproof
secret nopass easy hard
infuriating noclose nolock
EXAMPLE:
of building a room with doors, exits, extended descriptions
edit room create 20323 - This creates room 20323 and takes me to it
name {mEntrance to the Mines{x - This sets the name of the room
heal 100 - Automatically set to 100
mana 100 - Automatically set to 100
safe no_recall newbies_only - This makes the room safe (you cannot
attack in this room), no recall, and only
lets in players under level 5 (inclusive)
air - Makes the room sector AIR, which means
PC's need to fly to enter
desc - enters the description editor
A boring boring room. - sets the first line of the description editor
NOTE
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) and use .f to format the whole description.
.f - formats the description
.s - shows me what the description is so far
.r "room" "room with a single mirror and a desk" - replaces the text
.f - formats the description
@ - takes me from the desc editor into
the room editor
ed add mirror - makes a keyword "mirror" and takes me into
the ED DESC editor
This mirror is broken. - sets the first line of the ED desc
@ - takes me back into the room editor
NORTH DIG 20324 - makes a two way exit north to room 20324
NORTH FLAG DOOR - makes the north exit a door
NORTH FLAG CLOSED - makes the gate closed
NORTH NAME gate - makes the exit keyword "gate"
EDIT ROOM create 20325 - creates room 20325 and takes you to it
GOTO 20323 - takes you to the first room
EAST ROOM 20325 - makes a one way link east to room 20325
EAST name desk - makes "desk" the name of the exit.
asave area - saves the changes to this area.
done - exits editor into regular gameplay
EXIT DIRECTIONS ETC
Set up your exits to logically travel along straight north-south, east-west,
and up-down paths.
You also have the option to randomize the exits of a room, or a series of
rooms every time the area upsets. You presently have an option of two types of
random areas: a 2D (n,s,w,e) random area, and a 3D (n,s,w,e,u,d) random area.
The basic recipe is as follows:
(1) Lay out your rooms on a piece of paper and connect them such that all of
the exit paths are straight (n-s, w-e, u-d) Say you have room "A" exiting
south to room "B". If room "B" has a north exit (IE the reverse exit), it MUST
go back to room "A" (IE it must reverse). If "B" exits north to a different
room, you get a crash.
For a complex random area, creating the grid is not as trivial as it may seem.
I found it best to work under a wrap-around principal. Consider:
E----F
A----B E----F |\ |\ U N
| | | | | \ | \ \|
| | | | G----H \ W--+--E
C----D G----H \ A-\--B |\
\ | \ | S D
Level1 Level2 \| \|
C----D
Where ABCD is level 1 and EFGH is level 2 in a 3D random area. To make it more
complex, I would have A exit west to B, and from B back east to A. Then from A
north to C, and from C back south to A. This is a 'wraparound' within the
plane of the level. The same is done to the second level:
,---------. ,--.
| | | | N
`--A---B--' | A---B |
| | | | | W--+--E
C---D | C---D |
| | S
`--'
Between levels, A goes up to E, and E goes down to A. The between levels
wraparound would be: E goes up to A, and A goes down to E:
_
/ \
\ E--F U
\ \ \ \
\ A--B W--+--E
\ \ \
\_/ D
Now lets say you want to connect into the above zone. Lets say room X is not
random and you want it to connect to room C. If X connected north to C, you
would need C to go back south to X. Now here is the hitch. Because A wraps
north to C, stupid merc wants C to reverse south to A, not X. So you would
have to connect X to another room, or eliminate the north-south wrap exit from
A to C. (boy all those diagrams for nothing?) So the point is, lay out your
exits carefully.
(2) Declare your exits random with the random set for the room. Remember a 2D
maze will have a random 3 reset (since exits N,E,S,W are numbers 0-3), and a
3D maze will have a random 5 reset (since N,E,S,W,U,D are numbers 0-5)
NOTE: For random exits, use in a small area such as a maze.
Making Mobiles
---------------------------
Note: Parenthesis are only for illustration, do not use when building.
IE: ACT (flag)... would be input as act scavenger etc.
HELP MEDIT : - help file for mob creation
EDIT MOB CREATE (vnum) : - create the mob of vnum specified and
starts you editing the mob.
EDIT MOB (vnum) : - starts you editing on a mob already
made of the vnum specified.
NAME (string) : - sets the mob's keyword name
ACT (flag) : - sets mobiles's special actions
ACT Explanation
sentinel - mob will note leave a room on it's on accord
scavenger - mob will pick up objects in the room
banker - no brainer
aggressive_all - mob is aggressive to all in it's level range
stay_area - mob won't leave it's area vnum range
wimpy - mob will flee upon reaching 20% hp
pet - for petshops, mob will be charmed when bought
train - mob is a trainer
practice - mob is a practicioner
aggressive_good - mob attacks good characters withing level range
aggressive_neutral - mob attacks neutral characters withing level range
aggressive_evil - mob attacks evil characters withing level range
undead - it's a corpse man
cleric - mob can cast cleric spells
mage - mob can cast mage spells
thief - mob can sneak, backstab etc
warrior - mob can use warrior skills (regardless of weapon)
ie, disarm, bash, parry, etc.
noalign - mob has no align
nopurge - mob can't be purged
outdoors - mob will not enter outdoors
is_safe - mob cannot be attacked/pushed
indoors - mob will not enter indoors
questmaster - mob will give quests
healer - mob will heal those of it's align for a fee
gain - mob will allow PC's to gain skills
update_always - mob always active
changer - mob will trade steel for gold & vice versa
gambler - mob will gamble (craps) with you
ACT2 (flags) : - more special actions
ACT2 Explanation
repair - will repair damaged weapons/armor for fee
mount - mob is a mount
announce - mob does a gecho announcement that soinso killed it
no_brawl - mob will not brawl, regardless
mortician - mob can pick up PC corpses (impossible before, for a mob)
wanderer - mob will wander at twice the normal rate
undetectable - mob will not be visible to mortals, ever.
xenophobe - mob will attack anyone of a different race than the mob.(aggro)
tracker - mob can track who you tell them to.
SHORT (string) : - sets the mob's short name (example:
while you are fighting the mob, the mob's name)
LONG (string) : - sets the mob's long name (exmaple:
A really scary monster is here.)
DESC : - takes you into the mob description editor,
same commands as the DESC and ED DESC editor
in the MAKING ROOMS section above.
LEVEL (number) : - sets the level of the mob
WEALTH (number) : - sets the amount of gold on the mob
ALIGNMENT (number) : - sets the alignment of the mob
((Demonic) -1000 to 1000 (Pure))
AUTO, AUTOHARD, AUTOEASY: - Allows you to set basic stats of a mob via
the computer generating them (Always
double check this), if the level is
already set. Feel free to modify
the settings.
HITROLL (number) : - sets the hitroll of the mob
HITDICE (number) : - sets the hp of the mob Type HELP HITDICE
for a guideline. 30000 hp maximum. Done in the
format of (number( d (number( + (number( meaning
if I set hitdice at 200d3+100, it will roll a 3
sided die 200 times, and add 100 to that number.
DAMDICE (number) : - sets the damroll of the mob. Type HELP
DAMDICE for a guideline.
PIERCE (number) : - sets the ac for pierce on the mob. Type
HELP MOB_AC for a guideline.
AC # # # # : BASH SLASH EXOTIC(magic)
Armor Class values you set the same way.
DAMTYPE (string) : - sets the message for hitting players.
IE The golums pound scratchs you.
DAMAGE TYPES:
Piercing attacks (pierce ac):
---------------------------
bite pierce sting
chomp scratch thrust
peck stab
Bashing attacks (bash ac):
---------------------------
beating crush smash
blast peck(peckb) suction
pound punch thwack
charge slap
Slashing attacks (slash ac):
---------------------------
claw grep slice
cleave slash whip
Acid attacks (magic ac):
---------------------------
acidic bite (acbite) digestion slime
Cold attacks (magic ac):
---------------------------
chill freezing bite (frbite)
Energy attacks (magic ac):
---------------------------
magic wrath
Fire attacks (magic ac):
---------------------------
flame flaming bite (flbite)
Holy attacks (magic ac):
---------------------------
divine power (divine)
Lightning attacks (magic ac):
---------------------------
shock shocking bite(shbite)
Negative attacks (magic ac):
---------------------------
life drain (drain)
MANADICE : sets the manadice, usually "level"d10+100
AFF (flags) : sets the AFFECTED BY flags.
Type ? AFF for a list of flags.
Flag Explanation
-------------------------------------------------
berserk - is berserk as in spell.
blind - is blinded.
calm - calm, won't start fight.
charm - is charmed
curse - is cursed.
dark_vision - can see in the dark.
detect_evil - can detect evil characters.
detect_good - can detect good characters.
detect_hidden - can detect hidden characters.
detect_invis - can detect invisible characters.
detect_magic - can detect magic.
faerie_fire - is outlined with faerie fire.
flying - is flying.
haste - is hasted.
hide - is hidden.
infrared - can see PC's by heatsource in dark.
invisible - is invisible.
pass_door - can walk through locked/closed doors.
plague - has the plague.
poison - is poisoned.
protect_evil - is protected from evil.
protect_good - is protected from good.
protect_neutral - is protected from neutral.
regeneration - regenerates hp.
sanctuary - is affected by sanctuary. (Don't overuse)
sleep - is affected by sleep spell.
slow - is slowed.
sneak - is sneaking.
swim - can swim.
true_sight - can see invisible/sneaking/aura
weaken - Mobile is weakened.
AFF2 (flag): sets more affected by flags for mobs
Type ? AFFECT2 in medit.
Flag Explanation
-------------------------------------------------
detect_neutral - Don't make me explain
conceal_align - Idiot proof
fear - Mob run away
translate -
confusion - Drunk mob ;p
flameshield - Ouch, I'm on fire ;p
silence - No spells
generate_fear - Run Forest Run
tongues - Knows em
RACE (flags) : - there are some preset races on most muds,
such as: human, elf, giant, etc, which
will toggle certain vunerablities and
immunities and resistances.
Type 'race ?' for a list.
Ansalon races:
-------------------------------------------------
unique human kender
silvanesti qualinesti kagonesti
dargonesti dimernesti half-elf
neidar hylar aghar
minotaur gnome aurak
bozak baaz kapak
sivak bat bear
cat centipede dog
doll dragon fido
fox goblin hobgoblin
kobold lizard mist
modron orc pig
rabbit school monster snake
spider song bird troll
water fowl wolf wyvern
undead unique
SEX (male/female/random/none) : - sets the sex of the mob.
SIZE (size) : sets the size of the mob.. ? SIZE for a list of flags.
Size Explanation
-------------------------------------------------
tiny - Birds, Insects, or smaller
small - Large birds, rats, gnomes
medium - Elves, Dwarves, Humans
large - Ogres, Trolls, bigger Humanoids
huge - Giants, Small Dragons, Wyverns
giant - Monstrous sized, biggest dragons, giants
PART (parts) : Adds parts that can be cut off when killed.
Part Explanation
-------------------------------------------------
head - has a head
arms - has arm(s) (usually assumed to be 2)
legs - has leg(s)
heart - has a heart
brains - has brains (not all mobs with heads have brains)
guts - has intestines
hands - has hands capable of manipulating objects
feet - has feet
fingers - has fingers capable of wearing rings
ear - has ear(s)
eye - has eye(s)
long_tongue - has a _long_ tongue (like a lizard)
eyestalks - has eyestalks (it should also have eyes)
tentacles - has one or more tentacles
fins - has fins
wings - has wings
tail - has a usable tail (no stubs)
claws - has combat-capable claws
fangs - has combat-capable teeth
horns - has horns, not necessarily dangerous ones
scales - is covered with scales
tusks - has some teeth elongated into tusks
FORM (flags) : Type of mobile
Form Explanation
-------------------------------------------------
amphibian - an amphibian (and able to swim)
animal - a "dumb" animal
NOTE: Animal will make the creature have int of 3-6
biped - bipedal (like a human)
bird - a bird
blob - a formless blob (when used with mist, a cloud)
centaur - has a humanoid torso, but a beast's lower body
cold blood - cold-blooded, cannot be seen with infravis.
construct - a magical construct, such as a golem
crustacean - a crustacean (i.e. a crab or lobster)
dragon - a dragon
edible - Mobile can be eaten
fish - a fish (and should be able to swim)
insect - an insect
instant_decay - corpse disappears at death.
intangible - immaterial (like a ghost)
magical - magic nature causes strange effects when eaten
mammal - a mammal
mist - a partially material mist
other - not flesh and blood (defined by material type)
poison - poisonous when eaten (should also be edible)
reptile - a reptile (and should be cold-blooded)
sentient - capable of higher reasoning
NOTE: Sentient will make the creature have humanoid int
snake - a snake (and should be a reptile)
spider - is an arachnid
undead - an undead, and not truly alive at all
NOTE: Undead will make the creature have int of 1
To make intelligent undead, also add sentient (or animal as needed)
worm - a worm, that is a tube-shaped invertebrate
IMM (flags) : sets the mobs immunities. Type ? IMM for a list of flags.
Immunity Explanation
-------------------------------------------------
summon - Summoning and gating magic
charm - Charm spells (the beguiling spell group)
magic - All magic (be very careful using this flag)
weapons - All physical attacks (be very careful using this flag)
bash - Blunt weapons
pierce - Piercing weapons
slash - Slashing weapons
Fire - Flame and heat attacks and spells
Cold - Cold and ice attacks and spells
Lightning - Electrical attacks and spells
Acid - Corrosive attacks and spells
Poison - Venoms and toxic vapors
Negative - Life draining attacks and spells, or unholy energies
Holy - Holy or blessed attacks
Energy - Generic magical force (i.e. magic missile)
Mental - Mental attacks
Disease - Disease, from the common cold to the black death
Drowning - Watery attacks and suffocation
Light - Light-based attacks, whether blinding or cutting
Sound - Sonic attacks and weapons, or deafening noises
Wood - Wooden weapons and creatures
Silver - Silver or mithril weapons and creatures
Iron - Iron and steel weapons and creatures
VULN (flags) : sets the mobs vulnerabilities.
Type ? VUL for a list of flags. Same as IMM above.
RES (flags) : sets the mobs resistances against.
Type ? RES for a list of flags. Same as IMM above.
OFF (flags) : sets the offensive techiniques the mob will use in combat.
OFF Explanation
-------------------------------------------------
area attack - hits all characters fighting against it.
Very powerful.
assist_align - will assist others with this align.
assist_all - will help all other mobs in combat.
assist_guard - will act as a cityguard.
assist_players - will assist the players in combat.
assist_race - will assist the same race in a fight.
assist_vnum - should assist the mob with the vnum that follows.
backstab - can backstab to start a combat
bash - can bash characters off their feet
berserk - may go berserk in a fight
crush - can crush opponents in its arms
disarm - can disarm _without_ a weapon wielded
dodge - dodges blows
fade - can fade "out of phase" to avoid blows
fast - is faster than most others, so has extra attacks
kick - can kick in combat for extra damage
dirt kick - kicks dirt, blinding opponents
parry - can parry _without_ a weapon wielded
rescue - may rescue allies in a fight
tail - can legsweep with its tail or tentacles
trip - trips in combat
POSITION START (position) : sets the starting position of the mob.
POSITION DEFAULT (position) : sets the default position of the mob.
POSITIONS: - sleeping, resting, sitting, standing
SPEC spec_(flag) : - sets the spec_fun of the mob, if any. Type ? SPEC for a
list. Try not to make too many mobs with spec_funs, as it
lags the mud some.
EXAMPLE:
SPEC spec_breath_gas - Sets the monster to have a gas breath weapon
SPEC Explanation
-------------------------------------------------
breath_any - breathe any type of breath weapon
breath_acid - breathe an acid breath weapon
breath_fire - breathe a fire breath weapon
breath_frost - breathe a frost breath weapon
breath_gas - breathe a gas cloud breath weapon
breath_lightning - breathe a lightning bolt
cast_adept - casts spells as a low level mage.
cast_cleric - casts spells as a cleric.
cast_judge - high explosive ammo
cast_mage - casts spells as a mage.
cast_undead - casts spells as an undead.
executioner - Will kill KILLER/THIEF flagged characters
fido - will eat corpses.
guard - attack pc's flagged KILLER or THIEF
janitor - picks up trash
mayor
poison - Will use poisonous bite in combat
thief - can steal, backstab etc as a thief
nasty - like thief, only worse ;p
troll_member - auto-fight ogre members
ogre_member - auto-fight troll members
patrolman - breaks up fights
SHOP KEEPERS
---------------------------
When making shopkeepers, you must set the following fields:
SHOP HOURS (#opening #closing) - set the shop hours,
EXAMPLE:
shop hours 1 23
- This will make him open at 1 am, close at 11pm.
SHOP PROFIT (%buy %sell) : -
set the amount of profit the shopkeeper will make. (example: 'shop profit 110
60' will make the shopkeeper sell equipment at 110% of the worth of the
object, and buy it at 60%.
SHOP TYPE (# 0-4)
- This sets the type of equipment the shopkeeper deals in and buys.
EXAMPLE:
shop type 0 weapon
shop type 1 armor
this would make the shopkeeper PURCHASE both weapons and armor.
Shops do NOT need a type to sell anything, simply to buy.
While editing mob:
shop assign - Set's Mobile as shopkeeper
shop profit 120 80 - Price to buy/sell (percentage)
shop type 1 (type) - Shop will buy "type" (see TYPE below)
(note: to sell items, put object in mob
inventory (see RESET below))
*SPECIAL NOTE* For shopkeepers, remember to read
the extra note in the RESETS section.
When making mobs, balance is key, too hard of a mob and no one wants
to play the game, too easy and it's munchkin... This is why we have builders
from our players, so you know what IS or isn't a tough/easy mob.
Feel free to STAT mobs you wish to emulate, or ask help from
another builder if you have questions with statistics.
EXAMPLE of MOB Creation:
---------------------------
edit mob create 32987 - creates mob vnum 32987
name hermit bob - sets the keyname as hermit and bob
short Bob the Hermit - sets the mob's short name as 'Bob the Hermit'
..during battle, it will say "Bob the Hermit's
punch "damages" you"
long Bob the Hermit is here. - sets the long desc for when you
enter the room.
Use punctuation at the end of the long desc.
desc - enters the mob desc editor
(You see this when you look at the mob)
NOTE:
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) then use .f to format the whole description.
A little old hermit named Bob stands here looking at you with a lustful eye.
- sets the desc
.f - formats the description
.s - shows me what the description is so far
.r "hermit" "sickly looking hermit" - replaces the text
.f - formats the description
@ - takes me from the desc editor into
the mob editor
race human - makes him a hoooman (defaults, but use it for autos)
form edible biped mammal - makes body parts eatable, 2 arms/legs, etc
parts head arms legs - possible parts to get chopped off WEEEEEEEEEEEE!
level 20 - sets the level to 20
wealth 100 - gives it 100 gold
align -1000 - makes Bob have alignment of -1000.
damtype pound - when Bob hits you, it'll say
"Bob the Hermit's pound "damages" you!"
hitroll 5 - sets the hitroll
damroll 3d2+5 - sets the damroll to 3 rolls of a 2 sided
dice plus 5 which will be average 9.5
((3x2)+(3x1))/2 + 5
hitdice 10d2+5 - 10 rolls of a 2 sided dice + 5
pierce -20 - sets the pierce ac to -20
bash -20
slash -20
exotic 10
aff haste sanctuary - puts the mob in haste, and sanctuary
sex male - sets the sex to male. "random" will pick
a sex randomly each time. Neutral is an 'it'
size medium - makes is human sized (defaults to this already)
imm weapon - immune to any type of weapon
vuln magic - especially vulnerable to magic
res heat - resist heat spells or affects
off disarm dodge parry crush- makes the mob able to use these skills in combat
spec spec_cast_mage - lets the mob cast mage spells
act sentinel warrior aggressive - makes the mob stand and not leave the room,
a warrior, and aggressive.
asave area - saves the area
done - takes you back to regular game play
Making Objects
---------------------------
Objects. Fun Fun Fun...just remember..before making a "super weapon" please
get clearance from your Builder IMP. Or I'll beat you about the head and chest.
Weapon Armor and Object Stat Rules.
-----------------------------------
(these are Ansalon guidelines, soon to change)
Object Rules
Potions & Pills, Wands & Staves Weapons Armor
Containers Normal Normal
By Equipment Slot Exceptional Exceptional
Lights Quest Quest
Back to Object Editor Main page.
Cost of item:
-------------------------------------------------
Each bonus point (hitroll/damroll/save) 2500
Each stat point bonus (str/dex/con/wis/int) 1000
Each move/mana point bonus 100
Each hitpoint bonus 250
Each item level 100
Each weapon V4 flag (exclude twohands/throw) 10000
Each weapon extra flag 5000
Each addapply affect (spell etc) 20000
Non-Weapon/Armor rules per type:
-------------------------------------------------
Potions & Pills, Wands & Staves:
-------------------------------------------------
Max level of spell 30 (cancellation at 60)
Level to use = Level at mage/cleric spell*
1 affect/spell per item (two allowed if approved by IMPs)
Attack spells at obj level. (Still level 30 v0)
IE. Object with Giant Strength - Level 26 spell
so the minimum object level 26 (6 to use).
Spellstaff - 1 charge PER 10 levels of item for purchaseable
- 1-2 charges per 10 levels on killable MOB. NO munchkinism!
Containers: Weight Mult Capacity Key
-------------------------------------------------
Normal: 100-70% 1-200 No
Exceptional: 100-45% 1-350 If wanted (Keys dont save etc)
Quest: 100-15% 1-500 No
By Equipment Slot.
-------------------------------------------------
Floating Eq: See Armor.
Head Eq: See Armor.
Face Eq: See Armor, or may lose all bonus/ac etc for 1 addapply affect.
See Rings below, and Addapply affects.
Ear Eq: Jewelry only. (see rings)
Neck Eq: See Armor.
Torso Eq: See Armor.
Body Eq: See Armor.
Back Eq: See Armor, See Container (if desired)
Shoulder Eq: Exceptional/Quest only. See Armor.
Arm Eq: See Armor.
Wrist Eq: See Armor.
Hand Eq: See Armor.
Rings: Jewelry. May have addapply affect, with loss of all other bonuses.
IE. Addapply affects 0 none invisibility.
IE. Addapply affects 0 none water_breathe.
IE. Addapply saves 3 fire
(no flameshield sanc etc)
ALL addapply affects MUST be IMP approved.
Waist Eq: See Armor, See Container (if desired)
Leg Eq: See Armor.
Feet Eq: See Armor 2X on movement.
Light Eq: See Armor.
Light Types: ------------------------------------
organic - varies (make sense)
candle - 1-12 time, cost 1 (up to 100 for massive candles)
torch - 50 time, cost 5
fueled torch - 125 time, cost 100
lamp - 250 time, cost 200
lantern - 500 time, cost 500
bullseye - 500 time, cost 750
magical - varies
These are for 'generic' lights of these types. If the item is
high level, hard to get etc, it may have higher stats. Each unit
is a tick or irl minute.
Lamp Oil Containers:-----------------------------
small: - 250 (cost 100)
large: - 600 (cost 200)
very large: - 2000 (cost 750)
Generally use 100 cost/2-300 volume. These are milliliters (ml).
So 1000 would be a 1 liter amount.
Weapon Classes & Corresponding Examples.
-------------------------------------------------
Dagger - Dagger, Dirk, Stilletto, Dragonstooth
Knife, Razor.
Sword - Shortsword, Rapier, Scimitar, Sword
Katana, Longsword, Falchion,
Two-Handed Sword, Bastard Sword, Greatsword.
Spear - Spear, Lance, Javelin.
Mace - Mace, Hammer, Bludgeon, Sap, Morningstar
Warhammer, Club.
Axe - Throwing Axe, Battleaxe, Greataxe, Cleaver
Pick, Pickaxe.
Flail - Flail, Dire Flail, Nunchaku, Chains
Whip - Whip, Vine, Rope.
Polearm - Polearm, Guisarme, Ranseur, Glaive, Trident
Exotic - Damn near anything else that doesnt fit ;p
* Note: Add V4 throwable to daggers if it makes sense.
* Note: On Greatswords/Axes and almost all polearms
Add V4 twohands.
Melee Weapons.
-------------------------------------------------
D4 Daggers, Light Hammer, Sap, Light Pick.
D6 Shortsword, Rapier, Scimitar, Light Mace,
Quarterstaff, Heavy Pick, Sickle,
Handaxe, Light Lance, Javelin.
D8 Sword, Katana, Scythe, Longsword,
Heavy Mace, Morningstar, Heavy Lance,
Battle Axe, Light Flail, Warhammer, Trident,
Falchion, Guisarme, Longspear, Ranseur.
D10 Two-Handed Sword, Heavy Spear, Heavy Flail
Glaive, Greatclub, Halberd, Bastard Sword,
Waraxe.
D12 Greataxe, Greatsword.
Ranged Weapons.
-------------------------------------------------
D4 Dart, Sling (bullet), Hand Crossbow,
Shuriken, Whip.
D6 Javelin, Shortbow.
D8 Light Crossbow, Longbow.
D10 Heavy Crossbow.
D12 Great Crossbow.
D20 Ballista. (I'M KIDDING :P)
Die 4 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d4 ( 2) 2d4 ( 5) 3d4 ( 7) 4d4 (10) 5d4 (12) 6d4 (15)
7d4 (17) 8d4 (20) 9d4 (22) 10d4 (25) 11d4 (27) 12d4 (30)
13d4 (32) 14d4 (35) 15d4 (37) 16d4 (40) 17d4 (42) 18d4 (45)
19d4 (47) 20d4 (50) 21d4 (52) 22d4 (55)
Die 6 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d6 ( 3) 2d6 ( 7) 3d6 (10) 4d6 (14) 5d6 (17) 6d6 (21)
7d6 (24) 8d6 (28) 9d6 (31) 10d6 (35) 11d6 (38) 12d6 (42)
13d6 (45) 14d6 (49) 15d6 (52) 16d6 (56) 17d6 (59) 18d6 (63)
19d6 (66)
Die 8 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d8 ( 4) 2d8 ( 9) 3d8 (13) 4d8 (18) 5d8 (22) 6d8 (27)
7d8 (31) 8d8 (36) 9d8 (40) 10d8 (45) 11d8 (49) 12d8 (54)
13d8 (58) 14d8 (63) 15d8 (67)
Die 10 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d10 ( 5) 2d10 (11) 3d10 (16) 4d10 (22) 5d10 (27) 6d10 (33)
7d10 (38) 8d10 (44) 9d10 (49) 10d10 (55) 11d10 (60) 12d10 (66)
Die 12 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d12 ( 6) 2d12 (13) 3d12 (19) 4d12 (26) 5d12 (32) 6d12 (39)
7d12 (45) 8d12 (52) 9d12 (58) 10d12 (65)
Rules for Normal Class Weapon Building
-------------------------------------------------
This is a set of guidelines to follow when building normal
classed weapons and 'leveling eq' on Ansalon.
Level Hitroll Damroll Average Leveling Equipment
of Item Bonus Bonus Damage *Other Stats (no saves)
1-121 + 0 + 0 Level/2 +3 Combined total
Weapon Flags (V4 type): Only two handed and throwable allowed.
Two Handed Weapons: Add 5 to average damage above. (Level/2 + 5)
* Allowable stats: STR, INT, WIS, DEX, CON
Please note: You may use a -1 addaffect in order to have another
affect added, or to use a point to another stat.
Excluding hp/mana/move bonuses. (no hit/dam on these)
For example. -1 Str +1 Int would balance.
HP, Mana, Move Bonuses
Hit Point Bonus: NOT ALLOWED
Mana Bonus: NOT ALLOWED
Move Bonus: NOT ALLOWED
Rules for Exceptional Class Weapon Building
-------------------------------------------------
This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon.
NOTE: Please limit exceptional class weapons to a maximum of a few per area.
These MUST be on mobs or in locked containers (ie WG). Exceptional (or better)
Equipment found in shops will be nerfed after the builder is beaten severely.
Level Hitroll Damroll Average* Saves &
of Item Bonus Bonus Damage Other Stats
-------------------------------------------------
1-10 + 1 + 1 Level/2 + 5 +2 Combined total
11-20 + 2 + 2 Level/2 + 5 +2 Combined Total
21-30 + 3 + 3 Level/2 + 5 +2 Combined Total
31-40 + 4 + 4 Level/2 + 5 +3 Combined Total
41-50 + 5 + 5 Level/2 + 5 +3 Combined Total
51-60 + 6 + 6 Level/2 + 5 +3 Combined Total
61-70 + 7 + 7 Level/2 + 5 +4 Combined Total
71-80 + 8 + 8 Level/2 + 5 +4 Combined Total
81-90 + 9 + 9 Level/2 + 5 +4 Combined Total
91-100 +10 +10 Level/2 + 5 +5 Combined Total
101-110 +11 +11 Level/2 + 5 +5 Combined Total
111-121 +12 +12 Level/2 + 5 +6 Combined Total
Weapon Flags (V4 type): Trade 4 hit or damage (or combination) per flag.
Limit of one flag per item. Exceptions:
Two handed & Throwable.
*Two Handed Weapons: Add 10 to average damage above. (Level/2 + 15)
Please note: You may use a -1 addaffect in order to have another
affect added, or to use a point to another stat.
Excluding hit/dam or hp/mana/move bonuses.
For example. -1 Str +1 Int would balance.
HP, Mana, Move Bonuses
Hit Point Bonus: Maximum 10 hp /10 Levels
Mana Bonus: Maximum 10 mana /10 Levels
Move Bonus: Maximum 15 mv /10 Levels
Exceptions:
One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.
Clan and Personal equipment will be of Normal status, with Average damage on
weapons being as Exceptional (1/2 level + 5), no additional stats or flags,
nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a
massive extent.
Rules for Quest Weapon Building
-------------------------------------------------
This is a set of guidelines to follow when building
Quest reward weapons on Ansalon.
Level Hitroll Damroll Average* Saves &
of Item Bonus Bonus Damage Other Stats
-------------------------------------------------
1-10 + 2 + 2 Level/2 + 10 +4 Combined total
11-20 + 3 + 3 Level/2 + 10 +4 Combined Total
21-30 + 4 + 4 Level/2 + 10 +4 Combined Total
31-40 + 5 + 5 Level/2 + 10 +5 Combined Total
41-50 + 6 + 6 Level/2 + 10 +5 Combined Total
51-60 + 7 + 7 Level/2 + 10 +5 Combined Total
61-70 + 8 + 8 Level/2 + 10 +6 Combined Total
71-80 + 9 + 9 Level/2 + 10 +6 Combined Total
81-90 +10 +10 Level/2 + 10 +6 Combined Total
91-100 +11 +11 Level/2 + 10 +7 Combined Total
101-110 +12 +12 Level/2 + 10 +7 Combined Total
111-121 +13 +13 Level/2 + 10 +8 Combined Total
Weapon Flags (V4 type): Trade 2 hit or damage (or combination) per flag.
Limit of two flags per item. Exceptions:
Two handed & Throwable.
*Two Handed Weapons: Add 10 to average damage above. (Level/2 + 20)
Please note: You may use a -1 addaffect in order to have another
affect added, or to use a point to another stat.
Excluding hit/dam or hp/mana/move bonuses.
For example. -1 Str +1 Int would balance.
HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus: Maximum 5 hp /10 Levels
Mana Bonus: Maximum 5 mana /10 Levels
Move Bonus: Maximum 5 mv /10 Levels
Rules for Normal Class Armor Building
-------------------------------------------------
This is a set of guidelines to follow when building normal classed or
leveling armor on Ansalon.
Level Hitroll Damroll Armor Saves &
of Item Bonus Bonus Class* Other Stats
1-121 + 0 + 0 1/3 Levels +3 Combined total
* V3 - Ac exotic to be 1/2 of this.
Please note: You may use a -1 addaffect in order to have another
affect added, or to use a point to another stat.
Excluding hit/dam or hp/mana/move bonuses.
For example. -1 Str +1 Int would balance.
HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus: NOT ALLOWED
Mana Bonus: NOT ALLOWED
Move Bonus: Maximum 15 mv /10 Levels
Rules for Exceptional Class Armor Building
-------------------------------------------------
This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon.
NOTE: Please limit exceptional class armor to a maximum of a few per area.
These MUST be on mobs or in locked containers (ie WG). Exceptional (or better)
Equipment found in shops will be nerfed after the builder is beaten severely.
Level Hitroll Damroll Armor Saves &
of Item Bonus Bonus Class* Other Stats
-------------------------------------------------
1-10 + 1 + 1 1/3 Levels +2 Combined total
11-20 + 2 + 1 1/3 Levels +2 Combined Total
21-30 + 3 + 1 1/3 Levels +2 Combined Total
31-40 + 4 + 2 1/3 Levels +3 Combined Total
41-50 + 5 + 2 1/3 Levels +3 Combined Total
51-60 + 6 + 3 1/3 Levels +3 Combined Total
61-70 + 7 + 3 1/3 Levels +4 Combined Total
71-80 + 8 + 4 1/3 Levels +4 Combined Total
81-90 + 9 + 4 1/3 Levels +4 Combined Total
91-100 +10 + 5 1/3 Levels +5 Combined Total
101-110 +11 + 5 1/3 Levels +5 Combined Total
111-121 +12 + 6 1/3 Levels +6 Combined Total
* V3 - Ac exotic to be 1/2 of this.
Please note: You may use a -1 addaffect in order to have another
affect added, or to use a point to another stat.
Excluding hit/dam or hp/mana/move bonuses.
For example. -1 Str +1 Int would balance.
HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus: Maximum 10 hp /10 Levels
Mana Bonus: Maximum 10 mana /10 Levels
Move Bonus: Maximum 15 mv /10 Levels
Exceptions:
-------------------------------------------------
One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.
Clan and Personal equipment will be of Normal status, with Average damage on
weapons being as Exceptional (1/2 level + 5), no additional stats or flags,
nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a
massive extent.
Rules for Quest Armor Building
-------------------------------------------------
This is a set of guidelines to follow when building
Quest reward armor on Ansalon.
Level Hitroll Damroll Armor Saves &
of Item Bonus Bonus Class* Other Stats
-------------------------------------------------
1-10 + 2 + 2 1/3 Levels + 10 +4 Combined total
11-20 + 3 + 2 1/3 Levels + 10 +4 Combined Total
21-30 + 4 + 2 1/3 Levels + 10 +4 Combined Total
31-40 + 5 + 3 1/3 Levels + 10 +5 Combined Total
41-50 + 6 + 3 1/3 Levels + 10 +5 Combined Total
51-60 + 7 + 4 1/3 Levels + 10 +5 Combined Total
61-70 + 8 + 4 1/3 Levels + 10 +6 Combined Total
71-80 + 9 + 5 1/3 Levels + 10 +6 Combined Total
81-90 +10 + 5 1/3 Levels + 10 +6 Combined Total
91-100 +11 + 6 1/3 Levels + 10 +7 Combined Total
101-110 +12 + 6 1/3 Levels + 10 +7 Combined Total
111-121 +13 + 7 1/3 Levels + 10 +8 Combined Total
* V3 - Ac exotic to be 1/2 of this.
Please note: You may use a -1 addaffect in order to have another
affect added, or to use a point to another stat.
Excluding hit/dam or hp/mana/move bonuses.
For example. -1 Str +1 Int would balance.
HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus: Maximum 15 hp /10 Levels
Mana Bonus: Maximum 15 mana /10 Levels
Move Bonus: Maximum 20 mv /10 Levels
Note on addapply affects such as invisibility flying etc:
A MAXIMUM of 1 such object per area, IMP approved only.
The extra affects can be any EXCLUDING the following:
Giant Strength Haste Flameshield
Sanctuary Armor Cancellation
Word of Recall Stone Skin Find Familiar
Shield Feast True Sight
* Additional exclusions may be added per IMP decision.
These items must also be either rare or difficult to get.
END OF OBJECT RULES
-------------------------------------------------
HELP OEDIT : gives you the helpfile for object creation.
edit object (vnum) -Enters the editor for the selected object.
COMMAND Explanation
-------------------------------------------------
commands - prints a list of possible commands
create (vnum) - creates object with specified vnum
level - sets the object level (mobs/players can use up to +20)
cost (gold) - sets the gold value of the object
done - exits the object editor and returns to normal play
ed - type this for info on adding/editing extended descripts
long (desc) - edit long description (the one in the room)
name (keywords) - sets the KEYWORDS on an object
short (desc) - sets the held description of an object (a sword, a fish etc)
show - hitting return, or 'show' shows the object stats
v0 (num) - sets the value '0' on the object, see table below.
v1 (num) - sets the value '1' on the object, see table below.
v2 (num) - sets the value '2' on the object, see table below.
v3 (num) - sets the value '3' on the object, see table below.
v4 (num) - sets the vlaue '4' on the objcet, see table below.
weight (num) - sets the weight of the object in 1/10th pounds
type - type of object, type ? TYPE for a list
extra - attributes of object,
type ? EXTRA for a list, or see EXTRA below.
wear - where object is worn,
type ? WEAR for a list, or see WEAR below.
material - material the object is made from
type ? MATERIAL for a complete list.
addaffect - adds an affect to an object (addaffect (affect) #)
delaffect - removes an affect to an object (delaffect #)
EDIT OBJECT (vnum) : - edits an object with the specified vnum.
EDIT OBJ CREATE (vnum) : - creates a new object and start you in object
editor for it.
TYPE (type) : sets the type of object it is. Type ? TYPE for a list.
Item Type# V0 V1 V2 V3 V4
----------------------------------------------------------------------------------
ARMOR 9 AC Pierce AC Bash AC Slash AC Exotic Armor Type
BOAT 22 -- -- -- -- --
CONTAINER 15 Max Weight Flags Key Vnum Capacity # Weight Mult
DRINKCONTAINER 17 Liquid Total Liquid Left Liquid Type Poison Tog __
FOOD 19 Food Hours Full Hours -- Poison Tog --
FOUNTAIN 25 Liquid Total Liquid Left Liquid Type -- --
FURNITURE 12 Max People Max Weight Flags (*) Heal Bonus Mana Bonus
KEY 18 -- -- -- --
LIGHT 1 -- -- Light Hours -- --
MONEY 20 Gold Coins Steel Coins -- -- --
PILL 26 Spell Level Spell 1 Spell 2 Spell 3 Spell 4
POTION 10 Spell Level Spell 1 Spell 2 Spell 3 Spell 4
SCROLL 2 Spell Level Spell 1 Spell 2 Spell 3 Spell 4
STAFF 4 Spell Level Max Charges Current Spell --
TRASH 13 -- -- -- -- --
TREASURE 8 -- -- -- --
WAND 3 Spell Level Max Charges Current Spell --
WEAPON 5 Weapon Class # of Dice Type of Dice hit_type Special
Furniture flags: - sit_on, sit_at, sit_in
stand_on, stand_at, stand_in
rest_on, rest_at, rest_in
NAME (string) : - sets the keyword name(s) of the object.
SHORT (string) : - sets the short description of the object (when you check
your inventory, or see what you are wearing)
LONG (string) : - sets the long description of the object (when it is
laying on the ground when you walk in, or when you
look at the object)
ED ADD (keyword) : - sets you into the ED description editor, just like for
rooms. Same commands.
ED ADD "keyword keyword" - sets you into ED description editor, all words within quotes
can be looked at, access same description.
IE. ed add "map palanthas" (you get the idea)
LEVEL (integer) : - sets the level of the object
(Level to use = level -20)
WEAR (flags) : sets the wear flags. Type ? WEAR for a list. TAKE
means that the object can be taken from a corpse. Inventory means when the
mob/player dies, the object will disappear. Inventory is a flag that is used
to determine if shops will recreate the item to sell in an unlimited fashion.
This is automatically added. Do NOT add inventory to items randomly.
WEAR Explanation
-------------------------------------------------
TAKE - MUST have this in order to be picked up!
FINGER - Object will be worn on finger
NECK - Object will be worn around the neck
BODY - Object will be worn on the body
HEAD - Object will be worn on the head
LEGS - Object will be worn on legs
FEET - Object will be worn on feet
HANDS - Object will be worn on hands
ARMS - Object will be worn on arms
SHIELD - Object will be worn as a shield
ABOUT - Object will be worn about the torso
WAIST - Object will be worn on the waist
WRIST - Object will be worn on the wrist
WIELD - Can be wielded as a weapon
HOLD - Object can be held
TWO-HANDED - Object requires two hands (no shields etc)
EXTRA (flags) : sets the extra flags, such as glowing, humming,etc. Type ? EXTRA.
EXTRA Explanation
-------------------------------------------------
ANTIEVIL - Below -332 align get zapped and drop it if worn
ANTIGOOD - Above 332 align get zapped and drop it if worn
ANTINEUTRAL - From -332 to 332 align get zapped and drop it if worn
BLESS
BURNPROOF - Item can't be destroyed by fire attacks
DARK
EVIL - PCs with 'detect evil' see red aura
FLAMING - Enhanced damage for spells
GLOW - Item glows
HADTIMER - Item has a rot timer and will designtegrate
HUM - Item hums
INVENTORY - Object disappears when mob dies
INVIS - PC needs 'detect invis' to see
LOCK
MAGIC - For weapon can't enchant, can enflame
NODROP - Item cannot be dropped
NOIDENT - Item cannot be identified with spell or skill
NOUNCURSE - Item cannot be uncursed
NOREMOVE - Item cannot be removed if worn
ROTDEATH - Item will designtegrate when PC dies
SELLEXTRACT
VISDEATH - Item isn't visible until death.
(Regardless of see-invis etc)
WEIGHT (integer) : sets the weight of the object. In 10ths of pounds.
Strength Max Wieldable Weight
-------------------------------------------------
13 13
14 14
15 15
16 16
17 22
18 25
19 30
20 35
21 40
22 45
23 50
24 55
25 60
COST (integer) : - sets how much the object is worth in gold.
AUTO WEAPON, AUTOARMOR: - Various item types have their own autos.
Play around with this to discover which ones.
When making certain objects, there will be an extra amount of fields that
will appear that you must complete. There will appear in the fields of v0
v1 v2 v3 v4. They correspond to differing things depending upon the object.
For Weapons, v0 is the type of the weapon, type ? wclass for a list. v1
is the number of times the damdice will roll. v2 is how many sides the
dice has. Type HELP WEAPON_DICE for a guideline. v3 is the damtype of the
weapon, type ? WEAPON for a list. v4 are the extra added affect, such as
vorpal, flaming, etc. Type ? WTYPE for a list.
For potions, v0 will be the level, v1-v3 the spells.
To set the v-fields, type V<#> (flag or integer, depending upon the
object type. type v(#) by itself for a brief explanation on what each V-field is for.
NOTE
See above TYPE for more information.
Weapon Types (Objects)
-------------------------------------------------
0 hit 7 pound
1 slice 8 crush
2 stab 9 grep
3 slash 10 bite
4 whip 11 pierce - permits backstab
5 claw 12 suction
6 blast
Container States (Objects)
-------------------------------------------------
closeable closed
pickproof locked
Puton fire_trap
poison_trap gas_trap
Liquid Values (Ansalon is modified)
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
coke brown 0 2 9 2 12
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-colored 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
blue wackadoo slurpy blue fizzy 0 10 30 1 2
OLC has been modified to give much more information on Ansalon
[v0] Liquid Total: [1000] Drinks Total:[200]
[v1] Liquid Left: [1000] Drinks Left: [200]
[v2] Liquid: [red wine] Drink Size [5 ]
[v3] Poisoned: [ No ] Proof: [ 30]
These numbers change as you change liquids and amounts, for easier and
more accurate building of drinkcontainers.
ADDAFFECT (field) (integer) : - this sets the added affect of a weapon,
such as +50 mana, +50 hp, etc.
EXAMPLE:
Addaffect hitroll 10 - Adds 10 to the users's hitroll.
ADDAPPLY AFFECTS : - See Weapon Armor and Object Stat Rules.
AFFECTS LIST
-------------------------------------------------
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
DELAFFECT (integer) : - this remove the delaffect of the number you
specify. For example: DELAFFECT 2 will delete the 2nd affect
in the list of addaffects at the bottom of the item in edit.
IE:
Number Modifier Affects
------ -------- -------
[ 0] 4 strength
Delaffect 0 would remove the affect.
SPELLS!
-------------------------------------------------
For items such as potions, wands, staffs, pills etc with spells:
Syntax: ? spells [ignore/attack/defend/self/object/all]
Spells Ignore
-------------------------------------------------
call lightning calm continual light control weather
create food create rose create spring earthquake
faerie fog scrye feast find familiar
floating disc gate holy word locate object
mass fly mass healing mass invis nexus
portal smoke summon ventriloquate
gas breath
Spells Attack
-------------------------------------------------
acid blast blindness burning hands cause critical
cause light cause serious chain lightning charm person
chill touch colour spray confusion demonfire
dispel evil dispel good dispel magic dispel neutral
energy drain faerie fire fear flamestrike
flood waters harm heat metal plague
prismatic spray shocking grasp silence sleep
slow thunderclap thunderstorm weaken
general purpose high explosive explosion
Spells Defend
-------------------------------------------------
armor change sex cure blindness cure critical
cure disease cure light cure poison cure serious
flameshield fly frenzy giant strength
haste heal infravision know alignment
refresh restore sanctuary shield
Spells Self
-------------------------------------------------
cancellation conceal alignment corpse visage detect evil
detect good detect hidden detect invis detect magic
detect neutral pass door protection protection neutral
protection evil protection good stone skin teleport
translate true sight understand tongues word of recall
Spells Object
-------------------------------------------------
create water detect poison enchant armor enchant weapon
fireproof identify recharge
Spells All
-------------------------------------------------
acid blast armor bless blindness
burning hands call lightning calm cancellation
cause critical cause light cause serious chain lightning
change sex charm person chill touch colour spray
continual light conceal alignment confusion control weather
corpse visage create food create rose create spring
create water cure blindness cure critical cure disease
cure light cure poison cure serious curse
demonfire detect evil detect good detect hidden
detect invis detect magic detect neutral detect poison
dispel evil dispel good dispel magic dispel neutral
earthquake enchant armor enchant weapon energy drain
faerie fire faerie fog scrye fear
feast find familiar fireball fireproof
flameshield flamestrike fly floating disc
flood waters frenzy gate giant strength
harm haste heal heat metal
holy word identify infravision invisibility
know alignment lightning bolt locate object magic missile
mass fly mass healing mass invis nexus
pass door plague poison portal
prismatic spray protection protection neutral protection evil
protection good ray of truth recharge refresh
remove curse restore sanctuary shield
shocking grasp silence sleep slow
smoke stone skin summon teleport
thunderclap thunderstorm translate true sight
understand tongues ventriloquate weaken word of recall
acid breath fire breath frost breath gas breath
lightning breath general purpose high explosive explosion
EXAMPLE of Object Creation:
-------------------------------------------------
edit object create 5276 - create object 5276
(In redit mode, you may simple oedit create 5276 for speed)
type weapon - sets the type as a weapon
name sword blue - sets the keyword names
short a blue sword - sets the short desc
long A blue sword lies here. - sets the long desc
ed add blade - sets keyword "blade" enters me into
the ED desc editor
NOTE
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) and use .f to format the whole description.
The blade is rather blue for some reason.
- sets the desc
.f - formats the description
.s - shows me what the description is so far
.r "rather blue" "blue" - replaces the text
.f - formats the description
@ - takes me from the desc editor into
the object editor
level 20 - sets the weapon level 20
weight 15 - makes the weapon 15 pounds
cost 1000 - sets the worth of the object 1000 gold
wear take wield - lets me take it from a corpse or from
the floor and wield it as a weapon
NOTE
Objects MUST have a TAKE flag to be picked up, used or sacrificed.
extra glow hum - makes the weapon glow and hum
v0 sword - makes the weapon a sword
v1 10 - damdice has 10 rolls
v2 2 - damdice is a 2 sided dice
v3 slash - sets the damage message when the weapon hits a mob
v4 flaming - makes the weapon flaming, leading to
extra damage, a chance to blind the mob,
damage eq, etc
addaffect strength 1 - adds str +1
addaffect hp 100 - adds +100 hp to the wearer
asave area - saves the area
done - takes you out of edit mode
Making Resets
-------------------------------------------------
A few basic rules, when making resets (occurances of items/mobs).
1. Items in room come first. (ie. Chests, treasure, furniture)
2. Then Mobs in room.
3. Then stuff in Mob's inventory
4. Then eq Mob is wearing
5. Then next mob in room...if needed
6. See 3-5. :)
Redit is the reset editor. Feel free to experiment with it, as it allows
easy access to setting global numbers of mobs, and in room numbers of mobs
for complicated areas with multiple roaming mobs, such as within a City.
You may also set resets without being in the reditor. This is the method I
mainly use because I am generally one mob per area used. If you start
having a situation like elemental canyon or the forest of zhan, you need to
use the reditor. However, for just a single mob, with unique items, feel
free to use the quick and dirty method. For example..
Reset 1 Obj (vnum) room (See also: oreset (below))
Reset 2 mob (vnum) room (See also: mreset (below))
Reset 3 obj (vnum) none - sets this object into the last mob's inventory)
Reset 4 obj (vnum) weilded - sets an item on a mob wielded
Reset 5 obj (vnum) light - sets an item on a mob held as a light
Reset 6 obj (vnum) rfinger - sets an item on a mob worn on mobs right finger
reset - when used alone shows room resets
Help Reset:
RESET (number) OBJ (vnum) (location on body) - equips last mobile
RESET (number) OBJ (vnum) inside (obj vnum) - store in container
RESET (number) OBJ (vnum) room - store in room
RESET (number) MOB (vnum) [(max #)] - load a mobile
RESET (number) DELETE - delete a 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 equiping a mobile don't load a container in the room
and fill it with some objects and then continue equiping 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.
EXAMPLE of Resets:
-------------------
In room. 'RESET' yields something like this:
Resets: M = mobile, R = room, O = object, P = pet, S = shopkeeper
No. Loads Description Location Vnum Mx Mn Description
==== ======== ============= =================== ======== ===== ===========
[ 1] M[16203] Lumpy the bar in room R[16203] 1- 1 The Severed Hea
[ 2] O[16200] a pint of bee in the inventory of S[16203] Lumpy the barte
[ 3] O[16203] a piece of sa in the inventory of S[16203] Lumpy the barte
[ 4] O[16202] a bowl of ste in the inventory of S[16203] Lumpy the barte
[ 5] O[16206] a bottle of r in the inventory of S[16203] Lumpy the barte
[ 6] O[16201] a pitcher of in the inventory of S[16203] Lumpy the barte
[ 7] M[16205] An off-duty S in room R[16203] 2- 1 The Severed Hea
[ 8] O[16221] a solamnic br wielded M[16205] 0 An off-duty Sol
To set these resets, in redit mode:
-----------------------------------
reset 1 mob 16203 1 1 - Places 1 mobile (16203) in the room,
with a maximum of 1 in the world.
reset 2 obj 16200 none - Places object 16200 in the inventory of Mob (16203)
reset 3 obj 16203 none - Places object 16203 in the inventory of Mob (16203)
reset 4 obj 16202 none - Places object 16202 in the inventory of Mob (16203)
reset 5 obj 16206 none - Places object 16206 in the inventory of Mob (16203)
reset 6 obj 16201 none - Places object 16201 in the inventory of Mob (16203)
reset 7 mob 16205 2 1 - Places 1 mobile (16205) in the room
with a maximum of 2 in the world.
reset 8 obj 16221 wielded - Places obj 16221 wielded by the last Mob (16205)
NOTE: For instantly resetting an object or mob
mreset (vnum) # # - Instantly places mobile in room
(# # = world limit, room limit of the mobile)
If #s arent placed, defaults to 1 - 1
oreset (vnum) - Instantly places object in room
(see mreset for world limit/room limit also)
You should also ask an IMP to email you your area via file attachment
format, so you can have a copy to give out, keep, change, or whatever.
You may give them to other muds that need new areas.
Anyway, building can get tedious only if you make it tedious. Have fun
while writing your area, and keep in mind that players will be exploring
your area. DO NOT under any circumstances, place secret objects, tricks,
etc for your own exploitation. By this I mean..making a super weapon, or
super sword and placing it on the ground hidden somewhere, and then when
it gets ported..only you and your friends know about it.
Try to be reasonable about your equipment (i messed up a few
times..well..a lot of times) and mobs, and keep them balanced.
Above all, have fun creating a new area.
Zivilyn/Skol and all of those who helped create this document for Ansalon,
and other worlds.
MORE CREDITS &
ACKNOWLEDGMENTS:
----------------
The information contained herein was compiled from many sources. Thanks
to all who have had a part in it's development.
This document contains information from 'database.doc', 'dbsup.doc',
and 'values.doc', part of the original Diku mud release and copyrighted
by the Diku folks. See their accompanying license.
This document is also a conglomeration of building.txt and the other
area building files included in the MERC 2.2 package then expanded and
edited them to make it easier for first-time area builders.
All thanks go out to the creators of MUD!!!
DIKUMUD LICENSE:
---------------
Copyright (C) 1990, 1991
All Rights Reserved
MERC:
-----
Merc Release 2.1
Sunday 01 August 1993
Furey mec@shell.portal.com
Hatchet hatchet@uclink.berkeley.edu
Kahn michael@uclink.berkeley.edu
AND MORE:
---------
Rom 2.4/2.5 docs version 1, compiled by Satin (Gabrielle Taylor)
7-9-1995.
SOM.99 docs version 1, adapted from the above by Shadowdancer and Theoden.
Don't forget to look for appendices dated past this document on the ftp
site! There may be additional area-related code added in future Rom
releases, and rather than force you to print out a whole new copy
each time, a dated appendix will be placed on this ftp site.
AND EVEN MORE:
--------------
Updated 3.26.97 by Theoden
Thanks to Shadowdancer, Paul, and Bloodbath for helping me find and correct
the errors in this doc (trust me, there were many :).
THINK WE'RE DONE YET?
---------------------
Updated 11.12.97 by Shadowdancer
ROM ROCKS:
-----------
This file contains material and information from the Merc release 2.1
Area help files (done by Furey, Hatchet, and Kahn), material from the
Merc Diku Mud code itself, material and examples from various area files
that are found in both ROM2 and MadROM, as well as coding material that
was adapted and modified by Alander for ROM1 and ROM2, and later by
Madman for MadROM. It also contains information from Alander written
for ROM 2.3 and ROM2.4x, from Zump for Rom 2.4x, and information from ozy.doc
by Ozymandias. It was compiled and rewritten by Satin for Tesseract
(hypercube.org 9000), and then adapted by her to Rom 2.4x. And then further
adapted for SOM 1.x by Theoden and Shadowdancer.