#001 * CONTEXT_OEDIT_MAIN_MENU *OEDIT-MENU~ #002 * CONTEXT_OEDIT_EDIT_NAMELIST Enter a list of @ukeywords@n seperated by spaces. The list may not contain color codes and should not contain small words like 'an', 'a', 'the' or 'of'. When making drink containers, do not include the name of the liquid in this list. It will be added automatically. Example: axe wood wooden ~ #003 * CONTEXT_OEDIT_SHORTDESC Enter a @ushort description@n for the object. A short description is used when the name of the object is put into sentences, or is listed in inventories, containers etc. It should contain words like 'a', 'an' or 'the' if needed, but no capitalization or punctuation. Example: a wooden axe When making drink containers, do not include the name of the liquid in this list. It will be added automatically. ~ #004 * CONTEXT_OEDIT_LONGDESC Enter a @ulong description@n for the object. The long description is used when the object is in the room, ie. not in containers. The long description is never put into lists or sentences, and should therefore have correct grammar, capitalization and punctuation. Example: An axe with a wooden shaft has been thrown here. ~ #005 * CONTEXT_OEDIT_ACTDESC Never shown ~ #006 * CONTEXT_OEDIT_TYPE Select a type for the object. Depending on the choice of type, the values have different meaning. The types are: 0) UNDEFINED - not meaningful. Do not use. 1) LIGHT - a lightsource. 2) SCROLL - a scroll with magical spells. 3) WAND - a magical wand; point at target to use. 4) STAFF - a magical staff; hit all in room with spell(s). 5) WEAPON - any kind of damaging weapon. 6) FIRE WEAPON - not implemented. Do not use. 7) MISSILE - not implemented. Do not use. 8) TREASURE - not implemented. Do not use. 9) ARMOR - a piece of armor. 10) POTION - a magical potion. Quaff to use. 11) WORN - worn, but not armor. 12) OTHER - if no other categori applies, use this. 13) TRASH - what it says; taken by scavengers. 14) TRAP - not implemented. Do not use. 15) CONTAINER - something something else can be in. 16) NOTE - can be written on with a PEN. 17) LIQ CONTAINER- for storing liquids. 18) KEY - for opening doors. 19) FOOD - for eating. 20) MONEY - a pile of gold. 21) PEN - can write on NOTEs. 22) BOAT - when carried, one can traverse water. 23) FOUNTAIN - a BIG liquid container. Can fill other liquid conts. ~ #007 * CONTEXT_OEDIT_EXTRAS Select a set of bits from this list: 1) GLOW Item is glowing (cosmetic). 2) HUM Item is humming (cosmetic). 3) NORENT Item cannot be rented. 4) NODONATE Item cannot be donated. 5) NOINVIS Item cannot be made invisible. 6) INVISIBLE Item is invisible. 7) MAGIC Item has a magical aura and cannot be enchanted. 8) NODROP Item is cursed and cannot be dropped. 9) BLESS Item is blessed (cosmetic). 10) ANTI_GOOD Item cannot be used by good-aligned characters. 11) ANTI_EVIL Item cannot be used by evil-aligned characters. 12) ANTI_NEUTRAL Item cannot be used by neutral align characters. 13) ANTI_MAGIC_USER Item cannot be used by the Mage class. 14) ANTI_CLERIC Item cannot be used by the Cleric class. 15) ANTI_THIEF Item cannot be used by the Thief class. 16) ANTI_WARRIOR Item cannot be used by the Warrior class. 17) NOSELL Shopkeepers will not buy or sell the item. Use '0' to quit the menu. Any other number sets or removes the corresponding bit. ~ #008 * CONTEXT_OEDIT_WEAR A list of possible wear locations from this list: 1) TAKE Item can be taken (picked up off the ground). 2) FINGER Item can be worn on the fingers. 3) NECK Item can be worn around the neck. 4) BODY Item can be worn on the body. 5) HEAD Item can be worn on the head. 6) LEGS Item can be worn on the legs. 7) FEET Item can be worn on the feet. 8) HANDS Item can be worn on the hands. 9) ARMS Item can be worn on the arms. 10) SHIELD Item can be used as a shield. 11) ABOUT Item can be worn about the body. 12) WAIST Item can be worn around the waist. 13) WRIST Item can be worn around the wrist. 14) WIELD Item can be wielded; e.g. weapons. 15) HOLD Item can be held (the "hold" command). Most items should be 'TAKE' to be able to pick them up. Use '0' to quit the menu. Any other number sets or removes the corresponding bit. ~ #009 * CONTEXT_OEDIT_WEIGHT Enter the weight of the object in pounds. Weapons over 40 pounds are too heavy to use for most people. Be reasonable. ~ #010 * CONTEXT_OEDIT_COST Enter the cost in gold pieces for this object. This will be the base price used when dealing with shopkeepers. ~ #011 * CONTEXT_OEDIT_COSTPERDAY Enter the rent cost. This is how many gold pieces the object will cost per day when renting. ~ #012 * CONTEXT_OEDIT_TIMER You shouldn't have to alter this setting, except when making objects with otimer triggers attached. This counter will drop by one for each mud hour that passes. Unless there's a trigger attached, nothing more will happen. ~ #013 * CONTEXT_OEDIT_VALUE_1 Depending on the @utype@n of the item this value have different meanings; "Spell level" - the level of the spell cast by the item. "Modifier to hitroll" - the addition the item has to natural hitroll. "Apply to AC" - the apply to AC this item has. This is tripled if worn on body, and doubled on arms and legs. "Max weight to contain" - the weight this container can contain in pounds. "Max drink units" - the number of 'drink units' the container can hold. Note that one drinks some 4-6 drink units per time. "Hours to fill stomach" - the time this food will satiate you. "Number of gold coins" - the size of the money pile. ~ #014 * CONTEXT_OEDIT_VALUE_2 Depending on the @utype@n of the item this value have different meanings; A list of spells - choose one of them to have the item cast the spell. "Max number of charges" - how many charges does it have when fully recharged ? "Number of damage dice" - the number of dice to roll to determine the damage the item causes. This is calculated as xdy (read: x dice of size y) Ie. 1d5 would mean you enter '1' at the prompt. Container flags: 1) CLOSEABLE Container can be closed and locked. 2) PICKPROOF Lock on container cannot be picked. 3) CLOSED Container is closed when created. 4) LOCKED Container is locked when created. Exit the menu with '0'. "Initial drink units" - number of drink units in the item when loaded. This must be equal or less than the max capacity. ~ #015 * CONTEXT_OEDIT_VALUE_3 Depending on the @utype@n of the item this value have different meanings; A list of spells - choose one of them to have the item cast the spell. "Number of hours" - how long will the light burn. Use -1 to get infinate light. These are rare, though. "Number of charges remaining" - the number of charges in the item when loaded. This must be less than or equal to the max. "Size of damage dice" - the size of the dice to roll to determine the damage the item causes. This is calculated as xdy (read: x dice of size y) Ie. 1d5 would mean you enter '5' at the prompt. "Vnum of key to open container" - if the container is locked, you need to set a key to open it. A list of liquid types. Choose one from the list. ~ #016 * CONTEXT_OEDIT_VALUE_4 Depending on the @utype@n of the item this value have different meanings; A list of spells - choose one of them to have the item cast the spell. A list of weapon types - choose one to have the weapon attack with the right sound effects. Only piercing and stabbing can backstab. "Poisoned" - anything besides '0' will make the item poisonous. ~ #017 * CONTEXT_OEDIT_APPLY Select an apply from the list below: 0 NONE No effect - used to quit the menu. 1 STR Apply to strength. 2 DEX Apply to dexterity. 3 INT Apply to intelligence. 4 WIS Apply to wisdom. 5 CON Apply to constitution. 6 CHA Apply to charisma. 7 CLASS DO NOT USE! 8 LEVEL DO NOT USE! 9 AGE Apply to character's MUD age, in MUD-years. 10 CHAR_WEIGHT Apply to weight. 11 CHAR_HEIGHT Apply to height. 12 MANA Apply to MAX mana points. 13 HIT Apply to MAX hit points. 14 MOVE Apply to MAX movement points. 15 GOLD DO NOT USE! 16 EXP DO NOT USE! 17 AC Apply to armor class (AC). 18 HITROLL Apply to hitroll. 19 DAMROLL Apply to damage roll bonus. 20 SAVING_PARA Apply to save throw: paralyze 21 SAVING_ROD Apply to save throw: rods 22 SAVING_PETRI Apply to save throw: petrif 23 SAVING_BREATH Apply to save throw: breath 24 SAVING_SPELL Apply to save throw: spells ~ #018 * CONTEXT_OEDIT_APPLYMOD Decide how this apply has effect by typing a number. The number may be negative, and this helps in some situations: Good when positive: STR, DEX, INT, WIS, CON, CHA, MANA, HIT, MOVE, HITROLL, DAMROLL Good when negative: AGE, AC, SAVING_* ~ #019 * CONTEXT_OEDIT_EXTRADESC_KEY Enter the keywordlist seperated by spaces, which is needed to see the description. Example: table desk ~ #020 * CONTEXT_OEDIT_CONFIRM_SAVEDB Not used ? ~ #021 * CONTEXT_OEDIT_CONFIRM_SAVESTRING If you type 'y', the object is saved to disk right away. 'n' will let you quit without saving, while 'a' will abort the quit. ~ #022 * CONTEXT_OEDIT_PROMPT_APPLY Enter a number from the list to the left to alter one of the applies. This is how you alter the effect on hitroll, damroll, saving throws, AC, age, height, weight or stats. ~ #023 * CONTEXT_OEDIT_EXTRADESC_DESCRIPTION Never shown ~ #024 * CONTEXT_OEDIT_EXTRADESC_MENU Select an option to the left. '1' to change the keyword list for this description. '2' to change the description shown. '3' to go to next description in this room. If no such description exists, and this one is used, make a new one. '0' to leave the menu. ~ #025 * CONTEXT_OEDIT_LEVEL Enter the minimum level one must be to wield/hold/wear the object. ~ #026 * CONTEXT_OEDIT_PERM Enter the effects this item has on people using it. These are permanent bits which are set when the object is worn/wielded/held. When wearing an object with this flag, 1) BLIND The wearer goes blind 2) INVIS The wearer becomes invisible 3) DET-ALIGN The wearer detects alignments 4) DET-INVIS The wearer sees invisible objects and players. 5) DET-MAGIC The wearer sees magic on objects 6) SENSE-LIFE The wearer sees hidden mobs/players 7) WATWALK The wearer can walk on water 8) SANCT The wearer is protected by sanctuary 9) GROUP DO NOT USE - reserved for internal use 10) CURSE The wearer is influenced by a curse 11) INFRA The wearer sees in the dark 12) POISON The wearer is poisoned 13) PROT-EVIL The wearer is protected from evil 14) PROT-GOOD The wearer is protected from good 15) SLEEP The wearer is magically put to sleep 16) !TRACK The wearer cannot be tracked 17) UNUSED DO NOT USE 18) UNUSED DO NOT USE 19) SNEAK The wearer moves silently 20) HIDE The wearer is hidden - use with caution 21) UNUSED DO NOT USE 22) CHARM DO NOT USE - reserved for internal use ~ /* this line should not give any problems */ #027 * CONTEXT_REDIT_MAIN_MENU test ~ #028 * CONTEXT_REDIT_NAME test ~ #029 * CONTEXT_REDIT_DESC Never shown ~ #030 * CONTEXT_REDIT_FLAGS test ~ #031 * CONTEXT_REDIT_SECTOR test ~ #032 * CONTEXT_REDIT_EXIT_MENU test ~ #033 * CONTEXT_REDIT_CONFIRM_SAVEDB test ~ #034 * CONTEXT_REDIT_CONFIRM_SAVESTRING test ~ #035 * CONTEXT_REDIT_EXIT_NUMBER test ~ #036 * CONTEXT_REDIT_EXIT_DESCRIPTION Never shown ~ #037 * CONTEXT_REDIT_EXIT_KEYWORD test ~ #038 * CONTEXT_REDIT_EXIT_KEY test ~ #039 * CONTEXT_REDIT_EXIT_DOORFLAGS test ~ #040 * CONTEXT_REDIT_EXTRADESC_MENU test ~ #041 * CONTEXT_REDIT_EXTRADESC_KEY test ~ #042 * CONTEXT_REDIT_EXTRADESC_DESCRIPTION Never shown ~ #043 * CONTEXT_ZEDIT_MAIN_MENU test ~ #044 * CONTEXT_ZEDIT_DELETE_ENTRY test ~ #045 * CONTEXT_ZEDIT_NEW_ENTRY test ~ #046 * CONTEXT_ZEDIT_CHANGE_ENTRY test ~ #047 * CONTEXT_ZEDIT_COMMAND_TYPE test ~ #048 * CONTEXT_ZEDIT_IF_FLAG test ~ #049 * CONTEXT_ZEDIT_ARG1 test ~ #050 * CONTEXT_ZEDIT_ARG2 test ~ #051 * CONTEXT_ZEDIT_ARG3 test ~ #052 * CONTEXT_ZEDIT_ZONE_NAME test ~ #053 * CONTEXT_ZEDIT_ZONE_LIFE test ~ #054 * CONTEXT_ZEDIT_ZONE_BOT test ~ #055 * CONTEXT_ZEDIT_ZONE_TOP test ~ #056 * CONTEXT_ZEDIT_ZONE_RESET test ~ #057 * CONTEXT_ZEDIT_CONFIRM_SAVESTRING test ~ #058 * CONTEXT_ZEDIT_SARG1 test ~ #059 * CONTEXT_ZEDIT_SARG2 test ~ #060 * CONTEXT_MEDIT_MAIN_MENU test ~ #061 * CONTEXT_MEDIT_ALIAS test ~ #062 * CONTEXT_MEDIT_S_DESC test ~ #063 * CONTEXT_MEDIT_L_DESC test ~ #064 * CONTEXT_MEDIT_D_DESC Never shown ~ #065 * CONTEXT_MEDIT_NPC_FLAGS test ~ #066 * CONTEXT_MEDIT_AFF_FLAGS test ~ #067 * CONTEXT_MEDIT_CONFIRM_SAVESTRING test ~ #068 * CONTEXT_MEDIT_SEX test ~ #069 * CONTEXT_MEDIT_HITROLL test ~ #070 * CONTEXT_MEDIT_DAMROLL test ~ #071 * CONTEXT_MEDIT_NDD test ~ #072 * CONTEXT_MEDIT_SDD test ~ #073 * CONTEXT_MEDIT_NUM_HP_DICE test ~ #074 * CONTEXT_MEDIT_SIZE_HP_DICE test ~ #075 * CONTEXT_MEDIT_ADD_HP test ~ #076 * CONTEXT_MEDIT_AC test ~ #077 * CONTEXT_MEDIT_EXP test ~ #078 * CONTEXT_MEDIT_GOLD test ~ #079 * CONTEXT_MEDIT_POS test ~ #080 * CONTEXT_MEDIT_DEFAULT_POS test ~ #081 * CONTEXT_MEDIT_ATTACK test ~ #082 * CONTEXT_MEDIT_LEVEL test ~ #083 * CONTEXT_MEDIT_ALIGNMENT test ~ #084 * CONTEXT_SEDIT_MAIN_MENU test ~ #085 * CONTEXT_SEDIT_CONFIRM_SAVESTRING test ~ #086 * CONTEXT_SEDIT_NOITEM1 test ~ #087 * CONTEXT_SEDIT_NOITEM2 test ~ #088 * CONTEXT_SEDIT_NOCASH1 test ~ #089 * CONTEXT_SEDIT_NOCASH2 test ~ #090 * CONTEXT_SEDIT_NOBUY test ~ #091 * CONTEXT_SEDIT_BUY test ~ #092 * CONTEXT_SEDIT_SELL test ~ #093 * CONTEXT_SEDIT_PRODUCTS_MENU test ~ #094 * CONTEXT_SEDIT_ROOMS_MENU test ~ #095 * CONTEXT_SEDIT_NAMELIST_MENU test ~ #096 * CONTEXT_SEDIT_NAMELIST test ~ #097 * CONTEXT_SEDIT_OPEN1 test ~ #098 * CONTEXT_SEDIT_OPEN2 test ~ #099 * CONTEXT_SEDIT_CLOSE1 test ~ #100 * CONTEXT_SEDIT_CLOSE2 test ~ #101 * CONTEXT_SEDIT_KEEPER test ~ #102 * CONTEXT_SEDIT_BUY_PROFIT test ~ #103 * CONTEXT_SEDIT_SELL_PROFIT test ~ #104 * CONTEXT_SEDIT_TYPE_MENU test ~ #105 * CONTEXT_SEDIT_DELETE_TYPE test ~ #106 * CONTEXT_SEDIT_DELETE_PRODUCT test ~ #107 * CONTEXT_SEDIT_NEW_PRODUCT test ~ #108 * CONTEXT_SEDIT_DELETE_ROOM test ~ #109 * CONTEXT_SEDIT_NEW_ROOM test ~ #110 * CONTEXT_SEDIT_SHOP_FLAGS test ~ #111 * CONTEXT_SEDIT_NOTRADE test ~ #112 * CONTEXT_TRIGEDIT_MAIN_MENU This is the Trigger edit page. From here you have access to all the options needed to create a script. The page is divided into two sections; One describing the triggers' type and arguments, and one showing the command list (point 6). ~ #113 * CONTEXT_TRIGEDIT_TRIGTYPE test ~ #114 * CONTEXT_TRIGEDIT_CONFIRM_SAVESTRING If you type 'y', the trigger is saved to disk right away. 'n' will let you quit without saving, while 'a' will abort the quit ~ #115 * CONTEXT_TRIGEDIT_NAME This will let you decide on the name of the trigger. Anything will go, but it is recommended you keep it short and to the point. ~ #116 * CONTEXT_TRIGEDIT_INTENDED Here you decide on the type of thing this trigger is made for. You can attach it to other types later, but this decides which list of types you will get when you get to that point. ~ #117 * CONTEXT_TRIGEDIT_TYPES test ~ #118 * CONTEXT_TRIGEDIT_COMMANDS test ~ #119 * CONTEXT_TRIGEDIT_NARG test ~ #120 * CONTEXT_TRIGEDIT_ARGUMENT test ~ #121 * CONTEXT_SCRIPT_MAIN_MENU test ~ #122 * CONTEXT_SCRIPT_NEW_TRIGGER test ~ #123 * CONTEXT_SCRIPT_DEL_TRIGGER ~