#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 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. ~ 7 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: show - hitting return, or 'show' shows the area stats done - exits the area editor and returns to normal play create - create a brand new area and switch to it reset - resets the current area name <name> - change the 'AREAS' name of this area filename <filename> - change the file name for the area (be careful) age <number> - set the age of the area recall <room vnum> - set the room to recall to security <rating> - set the security rating for this area builder <player> - toggle that builder's access lvnum <number> - set the lower vnum of the area uvnum <number> - set the upper vnum of the area vnum <lower> <upper>- set both lower and upper vnum's ~ 7 REDIT~ Syntax: redit -Enters the editor for the current room. Syntax: redit <vnum> -Enters the editor for the selected room. The following commands are available from within the REDITOR: show - hitting return, or 'show' shows the room stats done - exists the room editor and returns to normal play create <vnum> - creates a room with a certain vnum name <room title> - changes the room title ed - type this command for additonal extra-description help desc - edit description of room You may also type the room flags found in ROOM-FLAGS, or the sector names found in SECTORS. For exits, type the direction (north/s/e/w) followed by: delete - delete this exit 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 door - makes exit a door You may also set the exit as a particular type found in EXIT-FLAGS. ~ 7 OEDIT~ Syntax: oedit -Enters the editor for the default object. Syntax: oedit <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: show - hitting return, or 'show' shows the object stats done - exits the object editor and returns to normal play name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) long - edit long description (the one in the room) value0 <num> - sets the value '0' on the object (also abbrev.d to 'v0') value1 <num> - sets the value '1' on the object (also abbrev.d to 'v1') value2 <num> - sets the value '2' on the object (also abbrev.d to 'v2') value3 <num> - sets the value '3' on the object (also abbrev.d to 'v3') weight <stones> - sets the weight of the object cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum ed - type this for info on adding/editing extended descripts You may also type the name of the object type (see OBJ-TYPES) or you can type the name of the extra bit you want to toggle (EXTRA-FLAGS). ~ 7 MEDIT~ Syntax: medit -Enters the editor for the default mobile. Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the OEDITOR: show - hitting return, or 'show' shows the mobile stats done - exits the mobile editor and returns to normal play name <keywords> - sets the keywords on an mobile short <desc> - sets the 'name' of an mobile (a sword, a fish etc) long - edit long description (the one in the room) descr - edit the mobile's description (when looked at) shop - type this command for further information create <vnum> - creates mobile with specified vnum male/female/neuter - set the mobile's sex level <level> - set the mobile's level alignment <value> - set the mobile's alignment You may also type the name of the act bits to toggle (see ACT-BITS), or you can type the name of the affect you want the mob to have (see the help on AFFECT-BITS) AND you can also type the name of the spec function you want (see SPEC-PROCS). ~ 7 SPEC-PROCS~ Special procedures are hard-coded 'script' that allow mobs to attain certain properties/intelligence et cetera. Spec name Description breath_any can use any breath on players breath_acid breaths acid on players - dissolving items sometimes breath_fire breaths fire on players - melting some items sometimes breath_frost breaths frost on players - cracking some items sometimes breath_gas breaths gas on players breath_lightning breaths lightning on players (strange concept..) cast_adept casts 'helpful healing' spells cast_cleric casts damaging spells during combat cast_judge strange combat magic here cast_mage casts fireball and other mage spells cast_undead gates things in executioner creates guards during combat, attacks thieves/killers fido eats corpses guard attacks thieves/killers janitor picks up trash, sometimes eats it / drinks it etc. mayor no longer needed - will produce strange effects, DONT USE poison bites players in combat, causing poison thief steals money from players eater eats its opponent - need a 'stomach' room of same vnum rogue picks up equipment and uses it zombie_lord you know what this is :) ~ 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 total_darkness - room is in total darkness head_quarters - room is made a head quarters ~ 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 ~ 0 $~ #$