#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).
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0 $~

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