#HELPS -1 OLC~ Syntax: AEDIT [create/reset] - Area Creation and Repoping. Syntax: REDIT [create/reset] [vnum] - Room Creation and Editing. Syntax: OEDIT [create] <vnum> - Object Creation and Editing. Syntax: MEDIT [create] <vnum> - Mobile Creation and Editing. Syntax: MPEDIT [create] <vnum> [svnum] - Mobprog Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> The above commands are used to expand the game world. The original code it is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT MPEDIT ~ 0 ALIST~ Syntax: ALIST This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ 0 AEDIT~ Syntax: aedit -Enters the editor for the current area. Syntax: aedit <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area. '.are' is appended. name <name> - change the 'AREAS' name of this area recall <room vnum> - set the room to recall to reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum <flags> - area flags, type ? AREA for a list ~ 0 REDIT~ Syntax: redit -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(word-wrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. <room-flags> - room attributes, type ? ROOM for a list <sector> - terrain of room, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? walk <direction> - use the walk command to move in a direction ~ 0 EXIT~ Syntax: <dir> <command> <argument(s)> For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes 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> - type ? EXIT for a list(door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED pickproof] ~ 0 OEDIT~ Syntax: oedit <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' 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 v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object weight <num> - sets the weight of the object <obj-type> - type of object, type ? TYPE for a list <extra-flags> - attributes of object, type ? EXTRA for a list <wear-flags> - where object is worn, type ? WEAR for a list ~ 0 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the OEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list <sex> - set the mobile's sex, type ? SEX for a list <act> - mobiles actions, type ? ACT for a list <affected-by> - mobile affects, type ? AFFECT for a list ~ 0 RESETS~ Syntax: 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 equipping a mobile, don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. ~ 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 is infinite value 3 unused ~ 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 0 ITEM_WEAPON~ . value 0 unused value 1 unused (formerly min damage) value 2 unused (formerly max damage) value 3 weapon type: hit, slice, stab, slash, whip, claw, blast, pound, crush, grep, bite, pierce, suction, chop An up-to-date list of weapon types can be obtained by typing ? WEAPON ~ 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused An up-to-date list of flags can be obtained by typing ? CONTAINER ~ 0 ITEM_DRINK~ . value0 capacity value1 current quantity value2 liquid type: water, beer, wine, ale, dark-ale, whisky, lemonade, firebreather, local-specialty, slime-mold-juice, milk, tea, coffee, blood, salt-water, cola value3 poisoned? An up-to-date list of liquids can be obtained by typing ? LIQUID ~ 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? ~ 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused ~ 0 ITEM_FURNITURE~ . value 0 max users of object value 1 unused value 2 object usage bits (sit on/at/in, rest on/at/in, etc) value 3 unused ~ 0 MPEDIT~ Syntax: mpedit <vnum> [#num] - Enters the mobprog editor for the selected mobile. If a prog-num is specified (#num) and the mobile has that many rograms, you will edit that program, otherwise you will be editing the first mobprog. Syntax: mpedit create <vnum> [svnum] - Creates a mob-program for mobile <vnum> if that mobile currently has no mobprogs. If [svnum] is specified, the mob-programs from the mob 'svnum' will be copied to <vnum>. The MPEDITor works by letting you edit ONE mob-program at a time. The way you invoke the MPEDIT command determines which program you'll be editing. If the mobile has more than one program and you want, for example, to edit the third, you would type: EDIT MPROG <mob-vnum> 3 If you don't supply the program number (3 in this case) you will automatically be entered into the mobprog editor for the first program. If no programs exist for the given mobile you will be informed and will have to use the 'EDIT MPROG create' invocation. * Setting the Type of the Mob Program This is done by simply typing the name of the program. The current mob-prog types that are recognized are: in_file_prog, act_prog, speech_prog, rand_prog, fight_prog, hitprcnt_prog, death_prog, entry_prog, greet_prog, all_greet_prog, give_prog and bribe_prog. * Supplying the Argument/Trigger to the Program This is done by using the 'trigger' command and giving it an argument. For example, if the program type is 'rand_prog' and you want to give it an argument of 50 (a random program that will activate 50% of the time), you will type: trigger 50 If you have a speech_prog, for example, that you wish to be triggered on the phrase 'can you help?', you will need to type: trigger p can you help? * Coding the Program Itself To type the commands for the program, simply type 'program': program This will put you into an editor similar to the note editor and to the 'description' editor for rooms. Here you will type the code for the actual mob-program content. NOTE: You do NOT need to type any tildes in! The editor will put those in the right places for you. * Brief Summary of Commands The following commands are available from within the MPROG editor: <prog-type> - set the type of the currently edited mobprog. trigger <value> - set the trigger for the currently edited mobprog. program - enter the editor for the content of the mob-program. add - add a mob program to the end of the current list of programs. create <vnum> [svnum] - creates a mobprog for mob vnum [optionally copies from svnum]. show [#num,all] - display a mobprog. Without arguments will display the current one. delete [#num,all] - delete a mobprog. Without arguments will delete the current one. done - exits the mobprog editor and returns to normal play. commands - prints a list of possible commands. * Default Values When creating or adding a mob program, it will have default values set for the program type and for the trigger and content. These are necessary in order to prevent crashes caused by empty mobprogs. These values can be changed by just replacing them with the correct value (see above Summary of Commands). ~ 0 $~ #$