#HELPS 53 OLC~ {o*** * ** ***** *** * *** {o * * * * * * * * * * *{x Original code by: {o * * * * * * * * * * {x Surreality {o * * * * * * * * * * {x {o * * * * **** * * * * {x From TheIsles by: {o * * ****** * * * * * * {x Locke {o * * * * * * * * * * {x {o * * * * * * * * * * *{x Envy conversion by: {o*** ***** * * ***** *** ***** *** {x Jason Dinkel Later work for Envy 2.0 conversion was done by Stoked. Later on, the code was severely mutilated by Zen who included it on UE. Tutorial parts are mostly based on Envy 2.2's area.txt which was written by the Farside staff. These commands are used to expand the game world. Use '?' for help. See also: 'OLC COMMANDS' ~ 53 'OLC COMMANDS'~ Syntax: aedit create or: aedit reset These commands are used for area creation and repoping. Syntax: redit create <vnum> or: redit reset or: redit reset <vnum> These commands are used for room creation and editing. Syntax: oedit create <vnum> This command is used for object creation and editing. Syntax: medit create <vnum> This command is used for mobile creation and editing. AEDIT and REDIT default to the current area or room. REDIT RESET resets the current room. Most commands with no arguments display syntax. See also: {oAEDIT REDIT OEDIT MEDIT ALIST ASAVE RESETS{x ~ 53 ASAVE~ Syntax: asave world or: asave area or: asave changed or: asave list This command allows you to save your editing to disk. ~ 51 ALIST~ Syntax: alist This command gives you a listing of all the areas along with their vnum assignments and the builders assigned to editing them. ~ 53 AEDIT~ Syntax: aedit or: aedit <vnum> Use this command to enter the area editor. The following commands are available from within the editor: age builder create done filename name recall reset security show vnum lvnum uvnum flags {oSee also: 'AEDIT TUTORIAL'{x ~ 53 'AEDIT TUTORIAL'~ An area is one piece of the world. Each area is defined in a separate file. All of our area files have the extension '.are'. Areas are what make the game special, sure the gods help, but it is the areas. Please keep your areas original and not too far out. Use good and proper English and try and spell check your area before sending it in. Hatchet and the high up gods will debug if necessary. Remember the world is a magical one, where technology was not really developed. So please keep the machine guns, grenades, lasers, etc out. ~ 53 REDIT~ Syntax: redit Use this command to enter the room editor. The following commands are available from within the editor: create desc done ed format name show oshow mshow flags sector For exit editing use: [direction] See 'help EXITEDIT', or type '[direction] help' {oSee also: 'REDIT TUTORIAL'{x ~ 53 'REDIT TUTORIAL'~ ~ 53 EXITEDIT~ Syntax: [direction] <command> <argument list> For exits, type the direction ( north|south|east|west ) 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 specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit remove <arg> - used to remove keys, names, and descriptions delete - delete this exit <exit-flags> - see '? exit' 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. ~ 53 OEDIT~ Syntax: oedit <vnum> Use this command to enter the object editor. The following commands are available from within the editor: addaffect delaffect cost create done ed long keywords short show v0 v1 v2 v3 v4 weight type extra wear {oSee also: 'OEDIT TUTORIAL'{x ~ 53 'OEDIT TUTORIAL'~ These are the items that the people who journey through you area will keep and use, it is best to think up good descriptions for them. Remember to balance these items with those that already exist. The 'vnum' is the virtual number of the object. The 'keywords' are words which can be used in commands to identify the object. The 'short-description' is the description used by the 'act' function and other functions to identify the object. The first character of the short- description should be lower case, because this description is used in the middle of sentences. The 'short-description' is used with the commands: 'get', 'drop', 'inventory', 'equipment', 'look', etc. The 'long-description' is the description used when a character walks in the room and the object is visible. This string will display when someone types 'look <obj>'. The 'item-type' is the type of the item. (see '? type') The 'extra-flags' describe more attributes of the object. The 'wear-flags' describe whether the item can be picked up, and if so, what bodily locations can wear it. (see '? extra') The 'weight' of the object is just that. ~ 53 MEDIT~ Syntax: medit <vnum> Use this command to enter the mobile editor. The following commands are available from within the editor: alignment create desc done level long keywords shop game short show spec sex act affect {oSee also: 'MEDIT TUTORIAL'{x ~ 53 'MEDIT TUTORIAL'~ These are the mobs in your neighborhood, in your neighborhood.. oh sorry just passed through Lenny's area. Anyways, it is here that a lot of the character of your area comes out. This is the most important section to those players who walk around with brief on. The 'vnum' is the virtual number of the mobile. IE) #654 The 'keywords' are words which can be used in commands to identify the mobile. Most mudders consider the keywords the mobile's name. Separate each keyword you use with a space and make sure at least one of them occurs in the description the player sees when they enter the room for ease of reference if you intention is to have a visible mobile. The 'short-description' is the description used by the 'act' function and other functions to identify the mobile. Do not use a capital letter in the description as it is used from within sentences. The 'long-description' is the description used when a character walks in the room and the mobile is visible. It is suggested to not use more than one line for the 'long-description'. The 'description' is the longest description. It is used when a character explicitly looks at the mobile. This may contain as many lines as you wish. This can even include a fake listing of what it is wearing. The 'act-flags' define how the mobile acts. (see '? act') The 'affected-flags' define more attributes of the mobile. (see '? affect') The 'alignment' of the mobile ranges from -1000 to +1000. Keep in mind that certain spells ('protection' and 'dispel evil') give characters fighting evil monsters an advantage, and that experience earned is influenced by alignment. The 'level' is a number from 1 to 50. Race name consists of one of these many races built into Envy. (see '? race') ~ 53 MPEDIT~ Syntax: mpedit <vnum> Use this command to enter the mobprograms editor. The following commands are available from within the editor: add copy delete done program show trigger {oSee also: 'MPEDIT TUTORIAL'{x ~ 53 'MPEDIT TUTORIAL'~ MOBprogram quick reference to triggers/variables/ifchecks/mobcommands trigger argument and what must happen to activate trigger ----------------------------------------------------------------------------- act_prog WORDLIST or P WORD_PHRASE to match from act() to mobile bribe_prog INTEGER amount of miminum gold amount given to mobile entry_prog PERCENT chance to check when mobile moves to a new room give_prog FULL OBJECT NAME or ALL to match when obj given to mobile greet_prog PERCENT chance to check if visable char enters mobile's room all_greet_prog PERCENT chance to check when any char enters mobile's room fight_prog PERCENT chance to check at fight_pulse if mobile is fighting hitprcnt_prog PERCENT lower than mobiles hit/max_hit if mobile is fighting death_prog PERCENT chance to check after mobile has been slain rand_prog PERCENT chance to check whenever a PC is in the mobiles zone speech_prog WORDLIST or P WORD_PHRASE to match in dialogue to mobile variable mobile actor victim random object 2nd_object ----------------------------------------------------------------------------- name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- '$'symbol=$$ him/her/it $l $m $M $L -- -- his/hers/its $k $s $S $K -- -- a/an -- -- -- -- $a $A ifcheck argument? meaning ----------------------------------------------------------------------------- rand(num) Is a random percentage less than or equal to num isnpc($*) Is $* an NPC ispc($*) Is $* a PC isgood($*) Does $* have a good alignment isfight($*) Is $* fighting isimmort($*) Is the level of $* greater than max_mortal ischarmed($*) Is $* affected by charm isfollow($*) Is $* a follower with their master in the room isaffected($*) & integer Is ($*->affected_by & integer) true (person only) hitprcnt($*) == percent Is the hit/max_hit of $* equal to percent inroom($*) == integer Is the room of $* equal to integer (person only) sex($*) == integer Is the sex of $* equal to integer position($*) == integer Is the position of $* equal to integer level($*) == integer Is the level of $* equal to integer class($*) == integer Is the class of $* equal to integer goldamt($*) == integer Does $* have a gold total equal to integer objtype($*) == integer Is the type of $* equal to integer (armor,boat,etc) objval#($*) == integer Is $*->value[#] equal to integer (# from 0-4) number($*) == integer Is the vnum of $* equal to integer name($*) == string Is the name of $* equal to string MOBcommand argument_list MOBcommand argument_list ----------------------------------------------------------------------------- MPSTAT <mobile> MPASOUND <text_string> MPJUNK <object> MPECHO <text_string> MPMLOAD <mobile> MPECHOAT <victim> <text_string> MPOLOAD <object> <level> MPECHOAROUND <victim> <text_string> MPKILL <victim> MPPURGE [argument] MPGOTO <dest> MPAT <dest> <command> MPTRANSFER <dest> [location] MPFORCE <victim> <command> ~ 53 RESETS~ Syntax: resets <number> obj <vnum> <location on body> - equips last mobile or: resets <number> obj <vnum> inside <obj vnum> - store in container or: resets <number> obj <vnum> room - store in room or: resets <number> mob <vnum> [<max #>] - load a mobile or: resets <number> delete - delete a reset RESETS alone will display the resets in the current room. The <number> will be displayed with this list. See '? wear_loc' for 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 'REDIT RESET'. ~ 53 ITEM_LIGHT~ . value[0] unused value[1] unused value[2] hours of light available, 0 is dead, -1 is infinite value[3] unused value[4] unused ~ 53 ITEM_STAFF_WAND~ . value[0] level value[1] max charges value[2] current charges value[3] spell name (see '? spells') value[4] unused ~ 53 ITEM_SCROLL_POTION_PILL~ . value[0] level value[1] spell name 1 (see '? spells') value[2] spell name 2 (see '? spells') value[3] spell name 3 (see '? spells') value[4] spell name 4 (see '? spells') ~ 53 ITEM_WEAPON~ . value[0] unused value[1] unused (formerly min damage) value[2] unused (formerly max damage) value[3] weapon type (see '? weapon') value[4] unused ~ 53 ITEM_CONTAINER~ . value[0] weight capacity value[1] flags (see '? container') value[2] key vnum value[3] unused value[4] unused ~ 53 ITEM_DRINK_CON~ . value[0] capacity value[1] current quantity value[2] liquid (see '? liquid') value[3] if non-zero, drink is poisoned value[4] unused ~ 53 ITEM_FOOD~ . value[0] hours of food value value[1] unused value[2] unused value[3] if non-zero, food is poisoned value[4] unused ~ 53 ITEM_MONEY~ . value[0] value in gold pieces value[1] unused value[2] unused value[3] unused value[4] unused ~ 53 ITEM_PORTAL~ . value[0] current charges value[1] flags (see '? portal') value[2] key vnum value[3] flags (see '? portal_door') value[4] destination vnum ~ 0 $~ #$