/
area/city/
area/crypts/
area/guilds/
area/psuedowild/
area/religion/
data/documents/MPDocs/
data/html/
data/mobprogs/
data/quest/
data/world/
data/world/_utilities/
data/world/images/
design/html/
notes/
player/
#HELPS
-1 OLC EDIT~
Syntax: EDIT AREA [create/reset] [vnum]     - Area Creation and Repoping.
Syntax: EDIT ROOM ( [create] [vnum] )       - Room Creation and Editing.
Syntax: EDIT OBJ  [create] <vnum>           - Object Creation and Editing.
Syntax: EDIT MOB  [create] <vnum>           - Mobile Creation and Editing.
Syntax: EDIT MP   [create] <vnum>           - MobProg Creation/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>  (combined arguments)

     The above commands are used to expand the game world.  The original
code 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, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).

     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
~

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: edit area	 -Enters the editor for the current area.
Syntax: edit area <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 (be careful)
name <name>         - change the 'AREAS' name of this area
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: edit room		-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(wordwrap) 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 <type>       - terrain of room, type ? SECTOR for a list
<direction>         - see help EXIT, or type <dir> ?

Also see 'TAGLINE' for more information about
description taglines.

~

0 EXIT~
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
delete             - delete this exit
<exit-flags>       - type ? EXIT for a list(make exit 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 bashed pickproof]
~

0 OEDIT~
Syntax: edit object <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
v4 <num>            - sets the value '4' on the objcet
weight <num>        - sets the weight of the object
type         	    - type of object, type ? TYPE for a list
extra		    - attributes of object, type ? EXTRA for a list
wear                - where object is worn, type ? WEAR for a list
material            - material the object is made from
~

0 MEDIT~
Syntax: medit <vnum>		-Enters the editor for the selected mobile.

The following commands are available from within the MEDITOR:

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
affect              - mobile affects, type ? AFFECT for a list
ac		    - set the mobile's ac, type ? AC for a list
form		    - mobiles body-form, type ? FORM for a list
part		    - mobiles bodyparts, type ? PART for a list
imm		    - mobile is immune to, type ? IMM for a list
res		    - mobile is resistant to, type ? RES for a list
vuln		    - mobile is vulnerable to, type ? VULN for a list
material	    - material mobile is made from, type ? MATERIAL for a list
off		    - offensive behaviour, type ? OFF for a list
size		    - size, type ? SIZE for a list
hitdice		    - dice to toss to get mobile's hitpoints
manadice	    - dice to toss to get mobile's mana
damdice		    - dice to toss to get mobile's hand to hand damage
addmprog        - Attaches a mobprog to mobile
delmprog        - Removes a mobprog from mobile

type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice 
combinations on different levels.
~

0 HITDICE~
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:

       level:     dice         min         max        mean
         1:       1d2+6       7(  7)     8(   8)     8(   8)
	 2:       1d3+15     16( 15)    18(  18)    17(  17)
	 3:       1d6+24     25( 24)    30(  30)    27(  27)
	 5:      1d17+42     43( 42)    59(  59)    51(  51)
	10:      3d22+96     99( 95)   162( 162)   131( 129)
	15:      5d30+161   166(159)   311( 311)   239( 235)
	30:     10d61+416   426(419)  1026(1026)   726( 723)
	50:    10d169+920   930(923)  2610(2610)  1770(1767)

Diff = max - min.  Mean is the arithmetic mean.
The values in parenthesis are the the standard merc values.
~

0 MANADICE~
A high number of dice makes for less variance in mobiles mana.
The values the server generates for merc-type mobs is

  <level> d 10 + 100

where level is the level of the mobile.
~

0 DAMDICE~
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:

       Level      dice       min      min    mean
        1         1d2+0       1        2       2
        2         1d2+1       2        3       3
        3         1d3+2       3        5       4
        5         2d3+2       4        8       6
       10         2d5+5       7       15      11
       15         3d5+8      11       23      17
       20         4d5+10     14       30      22
       30         5d6+15     20       45      33
       50         5d10+25    30       75      53

Mean is the arithmetic mean.  The values in parenthesis are the the
standard merc values.  (Will be put in when there's time to calculate
them...)
~

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 equiping a mobile don't load a container in the room
and fill it with some objects and then continue equiping 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 MOB_AC~
The values ROM generates for a merc format mob is:

   level      pierce    bash    slash   exotic
     1          95       95       95      95
     5          70       70       70      85
    10          40       40       40      70
    15           5        5        5      55
    20         -25      -25      -25      40
    25         -55      -55      -55      20
    30         -90      -90      -90       5
    35        -120     -120     -120     -10
    40        -150     -150     -150     -25
    45        -180     -180     -180     -40
    50        -215     -215     -215     -55
    55        -245     -245     -245     -70
    60        -275     -275     -275     -90
    65        -305     -305     -305    -105
    70        -340     -340     -340    -120
    80        -400     -400     -400    -150

These values are 10 times what you would put in an area file. This
is because the server multiplies what it reads from file with 10.
~

0 ITEM_LIGHT~
.   value 0    unused
   value 1    unused
   value 2    hours of light available, 0 is dead, -1 or 999 is infinite            
   value 3    unused
   value 4    unused
~

0 ITEM_STAFF_WAND~
.   value 0    level
   value 1    max charges
   value 2    current charges
   value 3    spell name
   value 4    unused


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
   value 4    unused

An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
~

0 ITEM_ARMOR~
.   value 0    ac pierce
   value 1    ac bash
   value 2    ac slash
   value 3    ac exotic (magic)
   value 4    unused
~

0 ITEM_WEAPON~
.   value 0    weapon class.
   value 1    number of dice to roll.
   value 2    type of dice to roll.
   value 3    weapon type.
   value 4    special weapon type.

An up-to-date list of values can be obtained by typing
? WCLASS
help WEAPON_DICE
? WEAPON
? WTYPE
~

0 WEAPON_DICE~
These are the values the server generates automatically when
converting a merc-format mobile to ROM format.  A higher
number of dice gives less variance in damage.  There is no
dice-bonus on weapon dice.

      level:   dice 
        1:     1d8
        2:     2d5
        3:     2d5
        5:     2d6
       10:     4d5
       20:     5d5
       30:     5d7
       50:     5d11
~

1 SEDIT~
Syntax:

sedit delete         <social>
sedit new            <social>
sedit show           <social>
sedit <string-name>  <social> [string]

SEDIT allows online creation, deletion and editting of socials.

SEDIT DELETE <social> deletes that social. The deletion is irrecoverable,
save for restoring a backup file, so use this command with great care!

SEDIT NEW <social> creates a new, empty social.

SEDIT SHOW <social> shows all of the strings for that social.

SEDIT <string-name> <social> [string] changes a certain of the 7 strings that
make up a social. If you leave out the string, no message will be sent to
the involved characters.

There are 7 strings that make up a social:

cnoarg: Sent to character when no argument typed. E.g. X types HUG and sees:

Hug whom?

onoarg: Sent to others in the room when no argument is given. In the case of
HUG, it is an empty string, so that nothing is shown if a player types HUG
by itself.

cfound: Sent to the character if a target is found. E.g. X types HUG Y:

You hug Y.

vfound: Sent to the victim. E.g. X types HUG Y, and Y sees:

X hugs you.

ofound: Sent to others in room, if target is found. E.g. X types HUG Y.
Everyoune but X and Y see:

X hugs Y.

cself: Sent to the character if she uses the social on herself. E.g. X types
HUG X :

You hug yourself.

oself: Sent to others in room when a player uses a social on herself:

X hugs herself in a vain attempt to get friendship.

To get the player names and sexes correct, you need to use those macros:

$n - name of player
$e - he, she or it, depending on sex of player
$m - him, her or it, depending on sex of player
$s - his, her or its, depending on sex of player.

For the victim, just use the uppercase version. E.g. $N is the name of the
victim, $E is he, she or it depending on victim's sex etc.


So, to make a new social called 'epoke' which would poke eyes out, you would
do the following:

SEDIT NEW epoke
SEDIT cnoarg epoke Poke whose eyes out? (message sent to player)
SEDIT cfound epoke You poke $N's eyes out!
SEDIT vfound epoke $n pokes your eyes out! Ouch..
SEDIT ofound epoke $n pokes $N's eyes out!
SEDIT cself  epoke Being bored, you poke your own eyes out.
SEDIT oself  epoke $n pokes $s eyes out!

To get more examples, type SEDIT SHOW <social-name> to see one of the
existing socials.

The socials are stored in a file called socials.txt. Manual editting of
that file is not advised. A frequent back-up is recommended. The social
file is updated by the server as soon as anything changes.

Online social editting - (c) 1996 Erwin S. Andreasen <erwin@pip.dknet.dk>

~


0 ITEM_CONTAINER~
.   value 0    weight capacity
   value 1    flags: closeable, pickproof, closed, locked            
   value 2    key vnum
   value 3    unused
   value 4    unused

An up-to-date list of flags can be obtained by typing
? CONTAINTER
~

0 ITEM_DRINK~
.   value0    capacity
   value 1    current quantity
   value 2    liquid type
   value 3    poisoned?
   value 4    unused

An up-to-date list of liquid types can be obtained by typing
? LIQUID
~

0 ITEM_FOOD~
.   value 0    hours of food value
   value 1    unused
   value 2    unused
   value 3    poisoned?
   value 4    unused
~

0 ITEM_MONEY~
.   value 0    value in gold pieces
   value 1    unused
   value 2    unused
   value 3    unused
   value 4    unused
~

106 TAGLINE~
Rooms:
[#weather rainy: Rain drips from overhangings and clotheslines.]
[#weather lightning: Bolts of lightning periodically strike treetops.]
[#weather sunny: A mysterious figure shades their face from the sun beneath a cowl.]
[#wis > 14: You sense something unusual about the oakwood ahead.]
[#sex female: You catch several men staring at you with interest.]
[#name: Your guild is to the north $.]
[#time = 19: The sun is setting above the rooftops.]
[#class thief: Wealthy shoppers are practically begging to be robbed.]
[#class cleric: A crowd of cripples stare at you with desperate hope.]

Mobs:
[#int > 14: You notice rune tattoos on their skin.]
[#class warrior: It looks like a rough match-up with this creature.]
[#sex male: She doesn't look like the sweep-me-off-my-feet type.]
[#weather rainy: Rain cleans the filth from this troll's hide.]
[#align evil: This looks like your kind of rotten guy!]

Objects:
[#name: This degree is for $ as a Graduate of Mud School.]
[#str < 10: This sword appears too heavy for you to use effectively.]
[#weather sunny: Sunlight gleams off of the well polished mace head.]
[#name: A small tag on the side says 'Made for $'.]


Tag Name                        Usage
-----------                     ---------------
str                             [#str < 9: You're a weakling!]
int                             [#int > 15: You're a smart cookie.]
wis                             [#wis = 10: You're no wiser than normal.]
dex                             [#dex < 9: You stumble over your own feet.]
con                             [#con > 17: You've never been sick once.]
age                             [#age < 21: This bar is not open to minors.]
sun                             [#sun sunset: The sunset through the leaves is nice.]
time                            [#time > 19: Thieves come out with the night.]
day                             [#day = 20: Today is Ribbon Day!]
month                           [#month = 12: It is the depths of winter.]
weather                         [#weather rainy: Rain drips from the rooflines.]
gold                            [#gold > 40: You draw the eye of every thief here.]
silver                          [#silver > 90: Beggars look at you hopefully.]
level                           [#level < 50: These creatures look too hard for you.]
sex                             [#sex female: The bartender hurries to fill your order.]
race                            [#race human: Humans are not welcome in the village.]
class                           [#class thief: The bodies of failed thieves rot here.]
align                           [#align evil: This place stinks of holiness.]
name                            [#name: Your guild is to the north $.]


Tag Name                        Arguments
------------                    --------------
All Stats                       >  <  =
Age                             >  <  =
Sun                             sunrise, sunset, day, night
Time                            >  <  =  (Time is in hours, from 1 - 24)
Day                             >  <  =  (There are 35 days to a month)
Month                           >  <  =  (There are 17 months in a year)
Weather                         sunny, cloudy, rainy, lightning
Platinum                        >  <  =
Gold                            >  <  =
Silver                          >  <  =
Level                           >  <  =
Alignment                       good, evil, nuetral
Sex                             male, female, none, either
Race                            (any race name you have)
Class                           (any class name you have)
Name                            (no arguments)
~

-1 $~

#$