#HELPS
7 IMMREF~
The Immortal Reference - Table of Contents
EXTRA-FLAGS Each section has information on the bit/type/num
ACT-BITS keywords (the words used with the editor commands)
AFFECT-BITS and also the numeric values and a short phrase
WEAR-BITS description of the bit's meaning. If your unsure,
OBJ-TYPES please don't hesitate to ask one of the other
OBJ-VALUES builders for help! Make sure to read CREATION-RULES!
PET-SHOPS
ROOM-FLAGS AEDIT
LIQUIDS OEDIT
APPLY-TYPES REDIT
PEC-PROCS MEDIT
EXIT-FLAGS ALIST
SPELLS SECTORS
These topics can be viewed using 'HELP <topic>'.
~
7 EXIT-FLAGS~
Current exit flags are:
door - exit is a door
closed - exit is closed
locked - exit is locked (don't forget the key)
bashed - exit is bashed
bashproof - exit cannot be bashed
pickproof - exit cannot be picked (definitely a key)
passproof - exit cannot be walked through
~
7 ROOM-FLAGS~
Currently room flags are:
dark - room is always dark
no_mob - room won't allow mobiles to enter
indoors - room is indoors
private - room allows only 2 people
safe - room won't allow fighting
solitary - room allows only 1 person
pet_shop - room is a pet shop
no_recall - room won't allow recalling
no_teleport - room cannot be teleported to/from
~
7 SECTORS~
Currently sectors are:
inside
city
field
forest
hills
mountain
water_swim
water_noswim
underwater
air
desert
~
7 AFFECT-BITS~
Currently affects are:
blind invisible
detect_evil detect_invis
detect_magic detect_hidden
shadowplane sanctuary
faerie_fire infrared
curse flaming
poison protect
ethereal sneak
hide sleep
charm flying
pass_door shadowsight
rotting coward
~
7 ACT-FLAGS~
Currently act flags are:
is_npc auto set for mobs
sentinel stays in one room
scavenger picks up objects
aggressive attacks pc's
stay_area won't leave area
wimpy flees when hurt
pet auto set for pets
train can train pc's
practice can practice pc's
gamble runs a gambling game
~
7 APPLY-TYPES~
Currently apply types are:
none str
dex int
cha sta
height weight
mana hit
move ac
hit dam
blood_pool blood_potency
~
7 WEAR-BITS~
Currently wear bits are:
take finger
neck body
head legs
feet hands
arms about
waist wrist
hold face
~
7 EXTRA-FLAGS~
Currently extra flags are:
glow hum
invis magic
nodrop anti_good
anti_evil anti_neutral
bless noremove
inventory loyal
shadowplane thrown
keep illusion
~
7 OBJ-TYPES~
Keyword Description
======= ===========
light used as lightsource
scroll can be recited
wand can be zapped
staff can be brandished
weapon can be use in combat (must be wielded)
treasure Can be sold as a worthless item and is not trash
armor Protection (must be worn somewhere)
potion can be quaffed
furniture Currently unused
trash Default item type if given bad keyword (mvnum)
container Can hold items
drink Can hold liquid
key No special qualities
food Can be eaten
money When taken adds to ch->gold
corpse npc corpse
fountain can be drunk from
pill can be eaten but is magical
portal can be used to travel to other rooms
egg hatches into a mob when its timer runs out
stake used for staking vampires
missile/ammo missile weapon/ammo for the missile weapon
~
7 LIQUIDS~
liquid name color alcohol food drink (values)
=========== ===== ======= ==== =====
water "clear" 0 0 10
beer "amber" 3 2 5
wine "rose" 5 2 5
ale "brown" 2 2 5
dark_ale "dark" 1 2 5
whisky "golden" 6 1 4
lemonade "pink" 0 1 8
firebreather "boiling" 10 0 0
local_specialty "everclear" 3 3 3
slime_mold_juice "green" 0 4 -8
milk "white" 0 3 6
tea "tan" 0 1 6
coffee "black" 0 1 6
blood "red" 0 2 -1
salt_water "clear" 0 1 -2
cola "cherry" 0 1 5
~
7 "b_ref item_light"~
01 ITEM_LIGHT
value 1 unused
value 2 unused
value 3 hours of light available, 0 is dead, -1 is infinite
value 4 unused
~
7 "b_ref item_staff_wand"~
03 ITEM_WAND
value 1 level
value 2 max charges
value 3 current charges
value 4 spell name
04 ITEM_STAFF
value 1 level
value 2 max charges
value 3 current charges
value 4 spell name
~
7 "b_ref item_scroll_potion_pill"~
02 ITEM_SCROLL
value 1 level
value 2 spell name 1
value 3 spell name 2
value 4 spell name 3
10 ITEM_POTION
value 1 level
value 2 spell name 1
value 3 spell name 2
value 4 spell name 3
26 ITEM_PILL
value 1 level
value 2 spell name 1
value 3 spell name 2
value 4 spell name 3
~
7 "b_ref item_weapon"~
05 ITEM_WEAPON
value 1 unused
value 2 unused (formerly min damage)
value 3 unused (formerly max damage)
value 4 weapon type:
00 hit
01 slice
02 stab
03 slash
04 whip
05 claw
06 blast
07 pound
08 crush
09 grep
10 bite
11 pierce
12 suction
13 chop
~
7 "b_ref item_drink_con"~
15 ITEM_CONTAINER
value 1 weight capacity
value 2 flags: 1 closeable, 2 pickproof, 4 closed, 8 locked
value 3 key vnum
value 4 unused
~
7 "b_ref item_food"~
19 ITEM_FOOD
value 1 hours of food value
value 2 unused
value 3 unused
value 4 if non-zero, food is poisoned
~
7 "b_ref item_money"~
20 ITEM_MONEY
value 1 value in gold pieces
value 2 unused
value 3 unused
value 4 unused
~
9 HISCOSET~
{ySyntax: hiscoset <command> [keyword] [field] [value]\n\r{n
Hiscoset is the command to set and create hiscore tables.
Command can be:
list Lists all hiscore tables.
show <kwd> Shows the data for that table.
create <kwd> Create new table with that keyword.
destroy <kwd> Destroy table with that keyword.
set <kwd> <field> <val> Sets data for that table.
Field can be:
keyword <str> Set new keyword for the table.
vnum <num> Set an object vnum for this table.
desc <str> Set the description.
maxlength <num> Set Max entries in the table.
entry <name> <score> Change the score for a player.
If the 'vnum' field is -1, the table will be accessible via the
'hiscore' command; if it's different from -1, it will be visible
only by looking at the object with that vnum.
If you decrease maxlength, entries at the end will be chopped. If
you increase it, it will slowly fill up.
See also: {yHISCORE{n.
~
0 HISCORE~
{ySyntax: top [keyword]{n
This command is used to see a hiscore table. Without parameters, it
lists all the tables. If you supply a parameter, it will show you
the table, unless the table is set to be visible only by looking
at the apropriate sign.
~
0 $~
#$