exodus2/
exodus2/area/mobscr/
exodus2/area/mobvoc/
exodus2/bin/
exodus2/clans/
exodus2/gods/
exodus2/player/A/
exodus2/player/B/
exodus2/player/D/
exodus2/player/E/
exodus2/player/L/
exodus2/player/M/
exodus2/player/O/
exodus2/player/R/
exodus2/src/obj/clans/
#HELPS

92 BOATSELLER~
   Boat-sellers are essentially shopkeepers that deal in boats.
You first create a boat object (item type ctransport).  The boat 
must have WearFlags of 'take', as the boat keeper will have to hold
this boat in his or her inventory in order to sell it.  The boat should be
given an appropriate weight, however; players should not be able to pick
up a yacht and walk off with it.  You must also set up a generic room
to be used as the shop, no special flags are needed.  You should
create a shopkeeper mob using the 'shop' commands from the mob editor.
   You also have to create rooms in your area that will serve as piers for the
boats players will buy.  This is done by setting the room flag 'pier'
on the room.  You may have as many piers in your area as you wish, but
each should connect to water and they should be in the same vicinity and not 
more than 5 rooms away from the boat-selling shop in any single direction, 
to facilitate map-drawing that the boat-seller will do automatically.
There should be only one group of piers per area as when a player buys a boat 
in your area, the pier the boat will be docked at is picked somewhat randomly 
from all 'pier' rooms in your area. 
   Once all of these are created, you should reset the mob into the shop room
and reset the ctransport object onto the mob, just as with any other 
shopkeeper.  When the player buys from the shopkeeper, he will 
automatically take care of creating a map to the location the boat will
be put, and the boat will be put there so that the player can go use it.
   Please note: only one boat can exist in the world per boat (ctransport)
object.  So once the boatseller sells a boat, that boat will no longer be
for sale from the boat-keeper until the boat is destroyed or otherwise
taken out of the world.  You may set a boatseller to sell more than one
boat object.

See also: help ITEM_CTRANSPORT
~

92 OLC EDIT~
Syntax: EDIT AREA [create/reset] [vnum]		- Area Creation and Repopping.
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: 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)

     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
All the possible helps for OLC are:
DOORS LOCK_RESET EXIT_RESET RARITY HITDICE MANADICE ADDAFFECT
DAMDICE RESETS MOB_AC ITEM_LIGHT ITEM_PORTAL ITEM_STAFF_WAND
ITEM_SCROLL_POTION_PILL ITEM_ARMOR ITEM_WEAPON WEAPON_DICE
ITEM_CONTAINER ITEM_DRINK ITEM_FOOD ITEM_MONEY SHOPKEEPER
~


92 SUBMIT~
Syntax: SUBMIT

This command allows you to forward MobScripting information to the
Implementors to review and add to the mob.  Upon using the submit
command, you will be presented with a number of prompts where you must
enter the mobile's vnum, the mobile's name and the room vnum of where
the mobile is reset.  You may exit and cancel your submission by simply
hitting return (alone) on one of these lines.  Submissions are mailed
directly to Cailet's Internet e-mail address, so please don't mail her shit.
Thanks.

Examples of good submissions: (all hypothetical)
-> Mob vnum 3452 in room 3512
-> When a female character enters the room, I want mob 3452
-> to pat her on the head. If a male character enters the room,
-> I want mob 3452 to growl at him.
-> In combat, I want mobv 3452 to shout 'Death to %name%!'
-> (name being name of character)

-> Mob vnum 3400 in room 3402
-> #TRIGGER death
-> Type 9
-> Sc
-> emote groans horribly, subjected to the same fate as its similarly incognizant relatives.
-> End

-> Mob vnum 3501 in room 3501
-> When a player in clan LAMER says 'i'm lame', I want mob vnum 3501
-> to open a chest (vnum 3540) and hand him a T-shirt (3508).

~

92 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.
~



92 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
commands            - prints a list of possible commands
creator <name>      - set name of creator (for credits)
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
show                - hitting return, or 'show' shows the area stats
lev <lower> <upper> - set suggested player-levels
llev <lower>        - set the lower suggested player-level
ulev <upper>        - set the upper suggested player-level
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
~



92 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 additional 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>            - terrain of room, type ? SECTOR for a list
<direction>         - see help EXIT, or type <dir> ?
~

92 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
reset <reset flag> - changes reset flag for this door
lock <door flag>   - creates doors, 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]
~

92 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 object
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
~

92 DOORS~

Exodus has two types of door resets (lock and exit) that can be set from the
OLC room editor.  Lock resets define whether exits are doors and if they are,
how locks on these doors are handled.  Exit resets handle whether the door 
should be opened, closed or locked each time the area is reset.

See 'help exit_reset' and 'help lock_reset'
~

92 LOCK_RESET~

Lock resets are set up in the OLC room editor by typing:
<direction> lock [lock flag]

The values for lock flags can be:
door:  This defines the exit as a door that can be opened and closed.
pickproof: Pick skill can not be used to open this door.
nopass: Pass door spell can not be used to pass through this door

Any combination of lock flags may be used, though it doesn't make much 
sense to make an exit pickproof but not a door.

Examples:  north lock door (Sets the exit to the north as a door)
	   east lock door nopass (Sets the exit to the east as nopass door)
~

92 EXIT_RESET~
Exit resets are set up in the OLC room editor by typing:
<direction> reset [exit reset flag]

The values for exit resets can be:
open: This door is opened at each area reset.
closed: This door is closed at each area reset.
locked: This door is closed and locked at each area reset.

Only one exit reset may be used per door, exit resets do nothing unless the
exit is first flagged as a door using lock flags. (See 'help lock_reset')

Examples: north reset open (Door resets to opened at area reset)
          east reset locked (Door resets to closed/locked at area reset)
~

92 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 body parts, 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 behavior, 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

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


92 RARITY~
There are five levels of rarity for objects.  The rarity of an object
changes how often the object will re-pop during area resets.

           	very rare:        1%
                     rare:        2-19%
                 uncommon:        20-45%
          somewhat common:        46-69%
                   common:        70-100%
		   always:        100%

The rarity flags with percent ranges (all except very rare) are also affected
by how many such objects already exist 'in the world'.  If two players 
are online and holding the same 'rare' item, for example, the percent to
re-pop that item would be closer to 2% than 19%.
~

92 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.
~



92 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.
~

92 ADDAFFECT~
Adds an affect to an object so that when a character wears an object
his/her stats are in some way affected.

Syntax: addaffect [location] [#mod]

Valid location values:
strength	dexterity	intelligence	wisdom	
constitution	sex		charisma	mana
hp		move		ac		hitroll
damroll		saving-throw

Example: addaffect dexterity 10

This example will cause any character who wears or wields this object to
get a +10 bonus on their dexterity stat.

~

92 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...)
~

92 RESETS~
Syntax: RESET <number> OBJ <vnum> <location on body> [<max # in world>]    
        * equips last mobile
        RESET <number> OBJ <vnum> inside <obj vnum> [<how many to put in>]
        * store in container
        RESET <number> OBJ <vnum> room [<max # in world>]
        * store in room
        RESET <number> MOB <vnum> [<max # in world> <max # in room>] 
        * 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.  
  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.  
~



92 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.
~

92 ITEM_CTRANSPORT~
.   value 0    Sector types this transport can be used on.
   value 1    Maximum weight this transport can hold at once.
   value 2    The room (vnum) that acts as entrance/exit to this transport.
   value 3    The room (vnum) that acts as 'cockpit' to this transport.
   value 4    The action types that can be used with this transport.
   value 5    Door flags (closeable, closed, locked, pickproof)
              [Works like container and portal flags]
   value 6    Key vnum - can be used to specify a key for close/lockable
              ctransports.  If vnum is set, boatsellers (see help boatseller)
              will give a copy of the key to the buyer when selling.
~

92 ITEM_ELEVATOR~
.   value 0    Elevator holding room (The vnum to the room that will
              act as the inside of the elevator)
   value 1    Maximum people in elevator (at one time)
   value 2    Maximum weight in elevator (at one time)

See also: ITEM_EBUTTON.
~

92 ITEM_EBUTTON~
.    value 0    Vnum of object that will act as the 'outside' of
               the elevator.
    value 1    Button 'floor'.  This number is used to prioritize
               the order the elevator will travel in.  If you have
               an elevator that goes to what is logically the 
               'first' floor of the building, this should be set to 1.
    value 2    The room vnum the elevator object should travel to when
               this button is pushed.

See also: ITEM_ELEVATOR.
~

92 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
~

92 ITEM_PORTAL~
.   value 0    Charges: (How many times a portal can be used; -1 == infinite)
   value 1    Exit Flags: (Like door exit flags, see '? exit' for valid values)
   value 2    Gate Flags: ('? gate' for valid values) If 'transport' type is
              used, Vnum-To (v3; See below) should be set to an object
              vnum.  [Enter|Exit|etc]ing from a transport portal will
              bring you to the room where that object vnum is, or to
	      the room where the character who is carrying that object
              vnum is.
   value 3    Vnum-To: VNUM of room (or object, for transport type) that this
              portal is linked to.
   value 4    Action word for using portal ('? action' for valid values)
	
   Cost: Should be 0 in all cases.
   All Portals should be no_sac & no_purge flagged, except in special 
	circumstances.
   Go to Room 1600 to see an example.
~



92 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]
~


92 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]
~




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




92 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
~



92 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
~



92 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
~



92 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
~



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



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

92 OLCDOC DOC~


** AREA EDITOR **
(See Help aedit)

- To Create an Area 
	1. type edit area create
	2. this will put you in the area editor menu.    
	hit return to see all the current info for that area.  
	3. in _all_ editors, typing 'commands' will show you all the commands 
	you can use at that time.
- To Save an Area 
	1. if you are in any of the editors (area, room, mob, obj),   
	 you can just type asave area. if you don't asave the area,    
	when the mud crashes or gets rebooted, your work will not be there.
	2. you can also asave the number of your area. to obtain this number,          type alist.
- To get Vnums for your Area  
	1. use the math command.
	2. make absolutely sure you dont use vnums that another area has    
	already been allocated. this will break things.
-To set area vnums type vnum <lower limit> <upper limit>,
	these numbers are the ones you will use for all objs, mobs, and
	rooms (one of each type for each vnum).
-Name may be set by typing name <area name>
-Levels: please be reasonable with these, don't make every area a
	super-high level area.
-Filename: please keep it short, Filename <name>
-To reset area: simply type reset within the area editor.

-To exit the editor (or any editor) type done	
	
** ROOM EDITOR **
(See help redit)  
1. To make a new room, type edit room create <the first vnum of your area>  
2. When you create a new room, it will automatically transport you to your 
	new room.  
3. Again, type commands to see what you can do to the room.
4. Give your room a name: name My First Room 
5. Here is a breakdown of what all the special sectors are:     
	To see what all the sectors are, type ? sector.
	Sector determines movement cost, raw materials availability,
        movement possibilities. I'll spare you the obvious sector flags, 
        but please use them logically... don't put a desert next 
	to jungle and a mountain room.    
- City - Usually associated with the Justice Room Flag.    
- Water_Crossable - Water that you dont need to be flying to cross, or a boat.     
- Water_Swim - Water where you need to have a boat or be flying to cross.    
- Underwater - Water that is underwater! 
               You need to aqua_breathe for these rooms.    
- Wasteland - This is a future only sector. 
              For Wasted areas, war stricken places, nuclear dumpzones.	  

6. Room Flags. To see a list of all the room flags, 
	       type ? room in the room editor.    
 What they really mean:    
- dark - You can't see in the room without a light.
- solitary - One person room.     
- private - Two person room.    
- stable - It's a stable! You need a stable keeper though if you 
           want to let people board mounts here.    
- nomount - A mount can't go in that square.    
- no_push - Uh, its a no push room.    
- arena, spectator, aregistration - Don't use these. EVER. thanks.    
- bank - Makes the room into a bank.     
- build - Lets Players build off of this room.   
- silent - People cant do spells, talk, emote, say, etc.     
- future - For future world rooms. All and ONLY future rooms should 
           have this flag.
- justice - You can get wanted in these squares.
- no_mob - No mobs can enter these squares.     
- safe - no one can hurt anyone here.
         The -ONLY- safe rooms should be in inns, or temples.

 7. Mana Rate/Heal Rate.	
	The default is 100/100, which means that PC's heal normal.    
	You can set them up or down in special rooms, with the rate command. 
	Please keep in mind this is a percentage, 110 = 110% of normal.

8. Linking Rooms.
	-To make another room, from the room that you are already in,    
	 type <direction> dig.  
	-To link two existent rooms, 
         type <direction> link <vnum of other room>.     
	-To delete a link between rooms type <direction> delete.
 
  9. Description Editor
	-type desc to enter the editor
	-Editor Commands:
	 .c clears desc/ .f formats desc/ .h gives commands/ @ exits editor
	 .r replace command, replaces words or phrases, for example
	    .r 'teh' 'the' or .r 'the blue ske' 'the grey sky'
	-Extra descs may be added (for a poster or painting in the room
	or whatever) by typing ed add <keyword>. see objects for more info.


** DOORS **
(See help door, help exit_reset, help lock_reset)

 * Making exits and linking rooms

   + Connecting two (already-made) rooms

     In order to make a two-way path between two rooms, both of which already 
     exist, you should use the 'link' argument with a directional command:

	edit room (vnum) (if not already in room editor)
        (direction) link (other-vnum)

     For example, if you have two pre-made rooms, vnum 4000 and vnum
     4001 and you want the north exit of 4000 to lead to the southern
     exit of 4001:

	edit room 4000 (if not already editing room 4000)
	north link 4001
	

    If you want to make one-way paths between two rooms, both of which already
    exist, you should use the 'room' argument with a directional command:

	edit room (vnum) (if not already in room editor)
	(direction) room (other-vnum)

     For example, if you have two pre-made rooms, vnum 4000 and vnum
     4001 and you want the north exit of 4000 to lead to the southern
     exit of 4001, but don't want the southern exit of 4001 to lead back
     to 4000:

	edit room 4000 (if not already editing room 4000)
	north room 4001


   + Connecting a room with an unmade room

     If you are working on a room, and know that another room will branch
     off this room in a certain direction, you can use the 'dig' argument
     with a directional command to both create this new room and link it
     to the current room at the same time.  For example, If you are editing 
     a room, and you want to build a new room to the north of the current 
     room, and you want the new room's vnum to be '4444', you would type 
     'north dig 4444'.  If you use dig with no vnum argument ('north dig'), 
     a default (the first unused vnum if your area's vnum range) will be 
     chosen for you.  Please note: 'dig' always creates 'two-way' paths,
     like the 'link' argument.


  + Deleting an exit

     To delete an exit from the current room you are editing, use the
     'delete' argument with a directional command.   For example, to
     get rid of an exit to the north of the room you are currently editing,
     type 'north delete'.  Please note:  If you have a two-way link
     in a logical direction order (north door leads to a room, south
     door of new room leads back to old room), the exit on the reverse side
     in the other room will also be deleted.

  
  + Describing an exit

    If you want the players to see a special message when they 'look'
    in a certain direction, you can describe exits.  Just give the
    'desc' argument to a directional command.  For example, if you want
    to describe the exit to the south in a room currently being edited,
    type 'south desc'.  This will put you into the OLC text editor which
    will allow you to input text describing the exit.  From then on, when
    a player types 'look south' in that room, they will see your exit
    description text.

 * Making and resetting doors

  + Making an exit into a door (that can opened/closed/etc)

    Use 'lock' as an argument to a directional command.  For example,
    to make the exit to the north a door (that can then be opened
    and closed), type 'north lock door'.  To make a door to the north
    pickproof, type 'north lock pickproof'.  To make a door to the north
    nopass (Pass Door spell doesn't work), type 'north lock nopass'.  
    Any and all of these 'lock' flags can be set for each door, though
    the 'pickproof' and 'nopass' flags make no sense if the 'door' flag is
    not also set.

  + Changing the reset state of a door

    Use 'reset' as an argument to a directional command.  For example, 
    to set the door to the north so that it is closed upon reset 
    type 'north reset closed'.  To set the door to the south so that it is
    open upon reset, type 'south reset open', to set the door to the east
    so that it is locked upon reset, type 'east reset locked'.

  + Giving a door a name

    Sometimes it is useful to name a door.  For example, if you 
    tell the player (in the room description) that there is a trap door
    leading down, they should be able to type 'open trap' or 'open trap door'
    to open it.  In order to assign this name, use the 'name' argument with
    a directional command in the OLC room editor.  For example, to give the 
    'down' exit/door in the current room the name of 'trap door', type 
    'down name 'trap door''.

  + Giving a door a key

   To give a door a key, first create an object of item type 'KEY' using
   the object editor functions.  Then use 'key' as an argument to
   a directional command, also supplying the vnum of the key item.
   For example, for item vnum 4555 to act as a key to the door north
   in the room currently being edited, type 'north key 4555'.

  
(resets are a bit difficult, ask an experienced OLCer for help)

** OBJECT EDITOR **
(See help oedit)
- To create an object type edit obj create <desired vnum>
- Hit return, this will show you all the values.
- Name: These aren't seen by the players, it can be a list of words
	representing what players can type to move/use the obj, for ex:
	name chair old wooden big. 
- Short: This is the desc that show's up when a player picks up an
	obj or in his/her inventory. for ex: an old wooden chair
- Long: This is the desc as it is seen in the room, for ex:
	An old wooden chair leans against the wall here. please end
	long descs in a period.
- Extended descs, type ed add <keyword>, the desc editor looks just like
	the room desc editor (see above). The keyword you use is what
	players can type to see the extra desc, so make it something
	obvious. for ex ed add chair (not old or wooden). You can
	edit previous extra descs by typing ed edit <keyword>

- *WEIGHT* is in tenths of pounds, please keep this in mind.

- ? type shows you all the different types an object can be.
*weapon		*armor	*container	*light		*food		*drink
*money		*wand	*staff		*potion		*scroll		*pill
*furniture	*portal	*innkey		clothing	*fountain	key		
boat		map	warpstone	treasure	jewelry		gem
trash		*saddle	*pack
Those with *'s have special values v0 through v4, usually just typing
	v0 with no args will give you an explanation. The items without
	the v0-v4 are all the same except for purposes of id and shops.
  	- PORTAL: type HELP ITEM_PORTAL.     	
	- SADDLE: are used for mounts, making it hard to be knocked off.
        - WARPSTONE: you can only cast transportation spells if you have 
			this type of item.      	
	- PACK: this is for mounts. works like bags, saddlebags.           
	- INNKEY: will eventually have a rental function.
	   	
- object materials we do class/material armor restrictions, so set these carefully.    
	 ? materials will give you a list of options.

- Level: since we don't have level limits on eq, just set level to
	the level of nearby mobs.

- Wear Flags: If you want someone to be able to pick up the item you
	_must_ toggle on the take flag by typing wear take, other wear
	flags can be obtained by typing ? wear. If only the take flag
	in present players will only be able to hold the item in inventory.

- Extra Flags: 
(Glowing) -glows				(Humming) 	-hums
Dark      -only seen w/ det hidden	Evil		-detects as evil			
Invis	    -only seen w/ det magic	Magic		-detects as magical
Nodrop    -undropable until uncurse	Bless		-detects as blessed
Anti-good -can't be carried by good	Anti-evil	-unusable by evil
Anti-Neutral-unusable by neutrals	Noremove	-unremovable	
Inventory -for shops, not nec (?)	Nopurge 	
Rot_death -has timer after mob dies	Vis_death	-turns vis when mob dies
Nosac	    -cant be sac'd		Nolocate 	-cant be located	
Melt_drop -disappears when dropped	Sell extract-items sells for full $
Burn proof-immune to fire/acid

** MOB EDITOR **
(See help medit)
- TO Make Mobs, type edit mob create <lowest vnum> Type help MEDIT
-name: same as obj, not seen by the player, the keywords they use
-short: desc when interacted with
-long: desc in room
-extended: editor works the same as room editor, desc when looked at

-race: This just quickly sets a number of other mob flags concerning
	parts, offensive behavior, vulnerabilities and immunities, as
	well as having a direct effect on assist_race.

-Act flags (short for "action") determine the in-game behavior of your 
mobile. Toggled on and off by typing Act <flag> 
* sentinel    Mobile doesn't wander   
- scavenger    Mobile picks up items on the floor 
F  aggressive   Mobile attacks any character in the same room
		    (see the section dealing with aggression) 
G  stay area    Mobile will not leave a zone (this should be set) 
H  wimpy        Mobile will fly when badly hurt 
J  pet          Mobile is a pet (and hence safe from attack) 
K  train        Mobile can train statistics 
O  undead       Mobile has special undead powers (i.e. life draining) 
Q  cleric       Mobile has cleric casting powers 
R  mage         Mobile has mage casting powers 
S  thief        Mobile has thief combat skills (backstab, etc.) 
T  warrior      Mobile has warrior combat skills (disarm, parry, etc.) 
U  noalign      Mobile is unaligned (unintelligent animals, golems, etc.)
V  nopurge      Mobile isn't removed by the purge command 
W  outdoors     Mobile will not wander outside a building 
Y  indoors      Mobile will not wander into a building 
a  healer       Mobile can heal characters (i.e. the heal command) 
b  gain         Mobile can grant new skills (i.e. the gain command) 
c  update       Mobile is always updated, even in idle zones
d  changer      Mobile can change coins (i.e. Toho the Money Changer) 
- there is also act_ranger, act_bard

-Affect Flags toggled on and off by typing Aff <flag>
Affect flags are used to assign various spell and spell-like effects to 
a mobile, such as sanctuary, hidden, or detections.  The following list 
contains all usable affect flags:

B  invisible    Mobile is invisible 
C  detect evil  Mobile can sense evil 
D  detect invis Mobile can see invisible. **
E  detect magic Mobile can see magic
F  detect hide  Mobile can see hidden (sneaking/hiding) characters 
G  detect good  Mobile can sense good 
H  sanctuary    Mobile is protected by a sanctuary spell. **
I  faerie fire  Mobile is surrounded by faerie fire (a hindrance) 
J  infravision  Mobile can see heat sources in the dark 
N  protect evil Mobile takes less damage from evil characters 
O  protect good Mobile takes less damage from good characters 
P  sneaking     Mobile is sneaking (hard to detect while moving) 
Q  hiding       Mobile is hiding (cannot be seen without detect hidden) 
T  flying       Mobile is flying 
U  pass door    Mobile can walk through closed doors 
V  haste        Mobile is affected by a haste spell 
Z  dark vision  Mobile can see in the dark without a light source 
b  swimming     Mobile is swimming (or capable of swimming) 
c  regeneration Mobile recovers hit points and mana faster than usual 
- There is also aqua_breathe

** Sanctuary and detect invisible are often overused, so please be 
careful with them. Not every mobile should be able to see invisible, 
or the spell is worthless, and similarly not every hard mobile should 
have a sanctuary spell. 

-Alignment 
Alignment is a number between -1000 and 1000, meant to represent the 
ethos of your creature. -1000 is irredeemably evil, 1000 is saintly.  
All but the most extreme monsters should fall between -500 and 500, 
and in particular it is hard to justify any low-level mobiles having 
extreme alignment. 

-Mobile Group 
The mobile is used to group mobiles into allied groups.  They are 
assigned by XXYY, where XX is your zone number and YY is some increasing 
number.  Any mobile in the same group as another mobile will assist. 
The actual number has no real meaning, but please use the numbering 
system above so that each area keeps unique grouping. 

-Level 
This is a very important statistic, as it determines the  recommended 
values for your mobile's combat abilities.  Try and make the level 
choice reasonable to believe.  Just as a level 2 Ancient Blue Wyrm 
makes no sense, neither does a level 50 snail.  Look over the 
recommended values.

-Hit Roll
This statistic is normally 0, but in mobiles with exceptional (and I do 
mean exceptional) combat abilities it may be higher. Clumsy mobiles may 
deserve a -1 or -2. 

-Hit dice, help hitdice gives more rec. values.
Type hitdice ndn+n (so many d-whatevers + a bonus).  
i.e. 5d5+5 would give a max value of 30.

-Mana dice
Mana dice are expressed as ndn+n.  This value will determine how many 
spells your mobile can cast in a combat (non-spellcasters have a mana 
value as well)

-Damage
The damaging power of a mobile is expressed as ndn+n, just like hit 
points and mana.  It is very important to stay close to the values 
recommended, in particular where the damage bonus is concerned.

-Damage Types 
A mobile's damage type defines three things: what message is seen when 
it attacks in combat, what armor class is used to defend against the 
attack, and what type of resistance or vulnerability affects the damage 
received from the attack.  The following damage types are supported, 
listed by the type of attack and the damage messaged sent 
piercing attacks (pierce ac): 
bite                    pierce                  sting 
chomp                   scratch                 thrust 
peck                    stab 

bashing attacks (bash ac): 
beating                 crush                   smash 
blast                   peck(peckb)             suction 
pound                   punch                   thwack 
charge                  slap 

slashing attacks (slash ac): 
claw                    grep                    slice 
cleave                  slash                   whip 

acid attacks (magic ac): 
acidic bite (acbite)    digestion               slime    

cold attacks (magic ac): 
chill                   freezing bite (frbite) 

energy attacks (magic ac): 
magic                   wrath 

fire attacks (magic ac): 
flame                   flaming bite (flbite) 

holy attacks (magic ac): 
divine power (divine) 

lightning attacks (magic ac): 
shock                   shocking bite(shbite) 

negative attacks (magic ac): 
life drain (drain) 

-AC, help mob_ac will give some recommended values. 
type ac <pierce ac> <bash ac> <slash ac> <magic ac> to set,
for example, ac -20 -20 -20 0, the magic value should be much worse
(which means a _greater_ number. 

HERES SOME RECOMMENDED VALUES FOR MOBS, use these or the ones in
	the online help, but please play with them a little, and note
	that the ac value here need to be X by 10: 
level  hit pts    ac    damage          level  hit pts    ac    damage 
  1   2d6+10      9     1d4+0            31   6d12+928    -10   4d6+9 
  2   2d7+21      8     1d5+0            32  10d10+1000   -10   6d4+9 
  3   2d6+35      7     1d6+0            33  10d10+1100   -11   6d4+10 
  4   2d7+46      6     1d5+1            34  10d10+1200   -11   4d7+10 
  5   2d6+60      5     1d6+1            35  10d10+1300   -11   4d7+11 

  6   2d7+71      4     1d7+1            36  10d10+1400   -12   3d10+11 
  7   2d6+85      4     1d8+1            37  10d10+1500   -12   3d10+12 
  8   2d7+96      3     1d7+2            38  10d10+1600   -13   5d6+12 
  9   2d6+110     2     1d8+2            39  15d10+1700   -13   5d6+13 
 10   2d7+121     1     2d4+2            40  15d10+1850   -13   4d8+13 

 11   2d8+134     1     1d10+2           41  25d10+2000   -14   4d8+14 
 12   2d10+150    0     1d10+3           42  25d10+2250   -14   3d12+14 
 13   2d10+170   -1     2d5+3            43  25d10+2500   -15   3d12+15 
 14   2d10+190   -1     1d12+3           44  25d10+2750   -15   8d4+15 
 15   3d9+208    -2     2d6+3            45  25d10+3000   -15   8d4+16 

 16   3d9+233    -2     2d6+4            46  25d10+3250   -16   6d6+16 
 17   3d9+258    -3     3d4+4            47  25d10+3500   -17   6d6+17 
 18   3d9+283    -3     2d7+4            48  25d10+3750   -18   6d6+18 
 19   3d9+308    -4     2d7+5            49  50d10+4000   -19   4d10+18 
 20   3d9+333    -4     2d8+5            50  50d10+4500   -20   5d8+19 

 21   4d10+360   -5     4d4+5            51  50d10+5000   -21   5d8+20 
 22   5d10+400   -5     4d4+6            52  50d10+5500   -22   6d7+20 
 23   5d10+450   -6     3d6+6            53  50d10+6000   -23   6d7+21 
 24   5d10+500   -6     2d10+6           54  50d10+6500   -24   7d6+22 
 25   5d10+550   -7     2d10+7           55  50d10+7000   -25   10d4+23 

 26   5d10+600   -7     3d7+7            56  50d10+7500   -26   10d4+24 
 27   5d10+650   -8     5d4+7            57  50d10+8000   -27   6d8+24 
 28   6d12+703   -8     2d12+8           58  50d10+8500   -28   5d10+25 
 29   6d12+778   -9     2d12+8           59  50d10+9000   -29   8d6+26 
 30   6d12+853   -9     4d6+8            60  50d10+9500   -30   8d6+28 



-Offensive Flags 
Offensive flags control mobile behavior in combat -- allowing some 
variety in how your mobiles fight back against players.  
A typical mobile should have a few (2-3) attack abilities and one 
or none defensive abilities, more skilled mobiles may have more, 
but try not to make them too flexible.  

The following offensive flags are available, although not all are
 currently active (please use them anyway if they are appropriate)
A  area attack  Mobile hits all characters fighting against it powerful. 
B  backstab     Mobile can backstab to start a combat 
C  bash         Mobile can bash characters off their feet 
D  berserk      Mobile may go berserk in a fight 
E  disarm       Mobile can disarm _without_ a weapon wielded** 
F  dodge        Mobile dodges blows 
G  fade*        Mobile can fade "out of phase" to avoid blows 
H  fast         Mobile is faster than most others, so has extra attacks 
I  kick         Mobile can kick in combat for extra damage 
J  kick dirt    Mobile kicks dirt, blinding opponents 
K  parry        Mobile can parry _without_ a weapon wielded** 
L  rescue*      Mobile may rescue allies in a fight 
M  tail*        Mobile can legsweep with its tail or tentacles 
N  trip         Mobile trips in combat 
O  crush*       Mobile can crush opponents in its arms 
A number of different assist flags are also present,
Assisting by race and vnum are by the far the most common assist types. 
Mobiles also assist mobiles in the same group, as defined by the group 
number.
Notes: The area attack and fast flags are quite powerful, and mustn't be 
    overused. Only the most powerful mobiles should be capable of area  
    attack, and only mobiles that really are faster than most should be 
    fast.  Proper assist flag setting can greatly enhance the
    cooperation within an area. 

-Immunities, resistances, and vulnerabilities 
Mobiles have differing immunities, resistances, and vulnerabilites both 
to better explain certain creatures (i.e. dragons) and to make fighting 
them take a little more strategy than just mindlessly pumping out damage
Most normal mobiles probably won't have much in the way of these flags, 
so don't add flags without sound reason.  It's important to make 
shopkeeper-type mobiles (as well as guild masters, healers, et cetera) 
immune to summon, charm).  Similarly, weak, low-level mobiles 
(goblins, for example) might be made vulnerable to magic just to 
accent their weakness. All three flags share the same fields, 
which are as follows: 
A  summon       Summoning and gating magic 
B  charm        Charm spells (the beguiling spell group) 
C  magic        All magic (be very careful using this flag) 
D  weapons      All physical attacks (be very careful using this flag) 
E  bash         Blunt weapons 
F  pierce       Piercing weapons 
G  slash        Slashing weapons 
H  Fire         Flame and heat attacks and spells 
I  Cold         Cold and ice attacks and spells 
J  Lightning    Electrical attacks and spells 
K  Acid         Corrosive attacks and spells 
L  Poison       Venoms and toxic vapors 
M  Negative     Life draining attacks and spells, or unholy energies 
N  Holy         Holy or blessed attacks 
O  Energy       Generic magical force (i.e. magic missile) 
P  Mental       Mental attacks (such as a mind flayer's mind blasts) 
Q  Disease      Disease, from the common cold to the black death 
R  Drowning     Watery attacks and suffocation 
S  Light        Light-based attacks, whether blinding or cutting 
T  Sound        Sonic attacks and weapons, or deafening noises 
X  Wood         Wooden weapons and creatures 
Y  Silver       Silver or mithril weapons and creatures 
Z  Iron         Iron and steel weapons and creatures 
Note: Resist the temptation to make "Achilles Heel" style mobiles, that 
is creatures that are immune (or almost immune) to all but a single 
attack type. Such mobiles are extremely boring to fight, and ultimately 
not very hard to defeat.  Strive to make a balanced mobile, with no flags that 
aren't explainable by its nature. 
Important Note: the two generic categories (weapon and magic) are merged 
with more specific flags, so that a mobile which is (for example) immune 
to magic but vulnerable to fire will take normal damage from fire. 

-wealth 
The average treasure carried by the mobile, in silver pieces.  Most 
mobiles should carry no more than 100 coins per level, and usually 
much less unless they are supposed to be wealthy.  Non-intelligent 
mobiles should usually have no treasure. 

-Form flags 
The forms flag is used to define a body form for your mobile

-parts flags 
The body parts flag is used to detail what limbs and organs a creature 
has, and currently has no game effect beyond determining what 
hits the ground when you kill a monster.  

-size 
The size of the mobile has many game effects, and should be chosen 
carefully. 
The acceptable sizes are as follows: 
tiny: small birds and anything smaller 
small: large birds (ducks and up) to halflings 
medium: elves and dwarves to humans 
large: ogres, gnolls, and other large humanoids 
huge: giants, small dragons, and wyverns 
giant: for VERY large critters, i.e. dragons, titans. 

-material 
The material type for mobiles is not currently supported. It should be 
left blank (0) for flesh-and-blood creatures, or spirits, but golems and 
other animated beings should have a material appropriate to their body 
construction (i.e. stone, iron, diamond). 


** RETURNING TO EDIT ALREADY CREATED OBJ/MOBS/ROOMS **
- Once you have created these, you can edit them again by typing
  edit [obj/room/area/mob] [vnum]. vnum is optional for room/area,
  if you are in the appropriate room.

** RESETS **
(See help reset) 
-You must be in the room editor (type edit room) for resets to work.
-To reset an object type oreset <obj vnum>, this will reset 1 of the
	object into the current room after each reset or after the item
	is removed by a player. To reset items multiple times just
	repeat the same reset line.
-To reset an object onto a mob type:
	oreset <objvnum> <mobNAME, not vnum> <wear-location>
	for example, oreset 1111 guard rfinger, would load the item
	onto the right finger, provided the item had that wear flag
	set.
-To reset a mob type mreset <mobvnum> <max#>, where max# is the
	maximum number of the mob that will reset in the _world_,
	not just the room.
-PLEASE NOTE: resets must be placed in a logical order, don't reset
	objects onto mobs before the resets for the mobs or you'll
	screw it up.
-To get a list of resets, just type reset in room editor
-To delete a reset type reset <reset #> delete
~
92 SHOPKEEPER~

 * Making shops (including pet shops and stables)

   + Making a basic shop


     Though shops are thought of as the rooms they are in, all of
     the true shop information is linked to the mobile that acts
     as shop keeper, not the room the keeper appears in.  Thus, in order
     to set up a room as a shop, you must create a mobile that will
     act as shopkeeper.  In the mobile editor (medit), there is a command
     'shop' that lets you set values that will determine how the shop
     will function.  The shop command has four arguments: hours,
     profit, type and delete.  Using the 'hours' argument with shop
     allows you to set what type the shop opens and closes.  
     The syntax is: 'shop hours [open-hour] [close-hour]'.  The times here
     are in 24-hour format.  So for a shop to open at 9 am and close at
     5 pm, the command would be 'shop hours 9 17'.  For a shop that is 
     always open, use 'shop hours 0 23'.  Using the 'profit' argument with
     shop allows you to set the markups on object cost for buying and 
     selling.  To buy and sell products at-cost, these markup values
     should be set to 100 (100% of cost).  The syntax is:
     'shop profit [buy-profit] [sell-profit]'.  If you wanted to create
     a shopkeeper that would sell object at 120% of cost (20% more than
     their actual cost value) and buy objects at-cost, the command used
     would be 'shop profit 120 100'.  Using the 'type' argument with
     the shop command allows you to set which types of objects this
     shop keeper will buy and sell.  Up to 5 (0-4) different object types
     can be traded.   The syntax is: shop type [0-4] [item type].
     So, for a shop that would be trading weapons and armor, two commands
     would be used:  'shop type 0 weapon', 'shop type 1 armor'.  Valid
     object types for this command are: Light, Scroll, Wand, Staff, Weapon
     Treasure, Armor, Potion, Clothing, Furniture, Container, Drink Container,
     Boat, Pill, Map, Portal, Warpstone, Gem, Jewelry.
     The 'delete' argument for shop allows you delete item types you
     have previously set.  For example, to convert the previous shop to
     armor-only, the command would be 'shop delete 0'.  
     

  + Stocking the shop

     In order to give the shop items, you must reset these item into
     the shop keeper's inventory.  (Please see the RESETS section of this 
     document for more information.)


  + Creating a pet shop or a stable

     Pet shops and stables are special shop types.  In order to create
     these kinds of shops you must have two consecutive vnum-ed rooms free.
     If you wanted to use room vnum '5000' as a pet shop or a stable, then
     room vnum '5001' would have to be created.  '5001' acts as a 
     'back room' for the pet shop or stable, and it's where all the animals
     are held.  Back rooms for pet shops or stables should _not_ 
     be linked to other rooms under normal circumstances.
     The store-front room (5000, here) should be flagged as either
      'pet_shop' or 'stable' using the 'room' command from the room editor.
     Example: edit room 5000
              room pet_shop
     Once this room is created, a shopkeeper mob should be created as normal
     (see above).  This shopkeeper should then be set to reset into the
     store-front room (5000 in this example).  All the pets or mounts
     this shopkeeper can sell should then be set up with mob resets in 
     the back-room (5001, here.).
~
92 VOCABULARY~

To enter the vocabulary file editor, type 'edit vocab'.

Using the vocabulary file editor:

    A. Creating new vocabulary files.
    B. Editing existing vocabulary files.
    C. Deleting vocabulary files.
    D. Getting a list of current vocabulary files.


A.  Creating new vocabulary files

    In order to create a brand new vocabulary file, simply type 
"create <filename>" from the vocabulary file editor's main menu.
A filename extention of '.voc' is a useful convention, but is not
required.  The create command creates the file with you as it's owner
and then puts you into the editing menu so that you can make changes
to this new vocabulary file (See B.  Editing existing vocabulary files).


B.  Editing existing vocabulary files.

    In order to edit a vocabulary file that already exists, type
"edit <filename>" from the vocabulary file editor's main menu.  You
must be the original creator of the vocabulary file (or an extremely
high level immortal) in order to make changes.  Once the command
to edit this file has been entered, you will be placed in the editing
sub-menu, which allows you to list the lines in the file, delete lines
from the file and add new lines to the file.

    1.  Adding new vocabulary entries into this file.

	To add a new vocabulary trigger, type "add" from the editing
        sub-menu.  You will be asked for four pieces of information,
        on at a time.  The first thing you will be asked for is a list
        of trigger words that will set off this trigger.  The list
        can be any number of words, seperated by '&' (AND) or '|' (OR).
	These logical operators determine which word(s) are needed
        in a say or tell to the mobile.  For example, if you entered
        'who&are&you' here, the words who AND are AND you would all
        have to appear in the text for this trigger to be activated.
        If you entered 'who|what&are&you' then the words who OR what
        AND are AND you would have to appear ('who are you' would trigger
        this text, and 'what are you' would also trigger this text.
        Or operators ('|') are resolved before ang operators ('&')
	so "what&this|that&is" would be triggered by "what is that" and
        "what is this", but not by "what this that" or "is that", etc.
	After you enter this list of words, you will be prompted for
        a value representing the mood(s) in which this trigger
	should work (see: help moods).  There are 7 moods, though
        0 is reserved for non-smart-mobs.  Generally 4 is a neutral mood,
	lower than 4 is progressively more unhappy and greater than 4
 	is progressively more happy.  Valid values for this entry include
	things like '3' (if mood is 3, this trigger is valid),
	'>4' (if mood is greater than (but NOT equal to) 4, than this 
	trigger is valud), '<7' (if mood is less than 7, this trigger
	is valid).  The next value you must enter represents how the
	mob's mood should be offset if this trigger is hit.  This
	value can be a number, such as '6' (if this trigger is hit,
	automatically set mob's mood to 6), an increment, such
	as '+2' (if this trigger is hit, add 2 to the mob's mood),
	a decrement, such as '-1' (if this trigger is hit, subtract 1
	from the mob's mood), or '-' which signifies that this trigger
	should not affect the mob's mood at all.
	The last piece of information you need to supply is what the 
	mob should say and do when this trigger is hit.  If the mob
	sees this text in a say, it will respond in a say; if it sees
	it in a tell, it will respond in a tell.  Multiple lines
	may be seperated by the semicolon (;).  A special keyword,
	CMD, may be used to make the mob enter regular mud commands.
	For example, entering "Hi, I am a mob!" would cause the mob
	to say "Hi, I am a mob!" when this trigger is met.
	Entering "I am really mad; CMD frown" would cause the
	mob to say "I am really mad" and then execute the command
	'frown'.
	There are a number of special variables (that represent information
	about the character that tripped the trigger) that may appear in this
	text, they are:

		$name   - Replace with character's name
		$area   - Replace with area name of area character is in
		$room   - Replace with room name of room character is in
		$level  - Replace with character's current level
		$race   - Replace with character's race name
		$clan   - Replace with character's clan name
		$class  - Replace with character's class name
		$time   - Replace with current (game) time
	
	For example, if you created a trigger text of "what&time&is&it",
	you may want to make a respond test of "Thanks for asking $name,
	it is $time!"  Assuming character "Bob" said "what time is it?"
	to the mobile using this vocabulary entry at 7 pm (game time), 
	the mobile would respond "Thanks for asking, Bob, it is 7 o'clock pm!"
	These variables can be used with the CMD commands too, so
	a valid response text could be "I have had enough of you.; CMD kill
	$name".  

        SPECIAL TRIGGER TEXT:  When you are adding vocabulary
        triggers, rather than input a list of words at the first prompt
	you may also enter one of two special triiger texts.  The first
	is 'DEFAULT' (note: Unlike most of the vocabulary trigger
	words, DEFAULT is case-sensitive and must always be entered
	in uppercase).  You may have as many 'DEFAULT' lines in a 
	vocabulary file as you want, and these lines are used when someone
	talks to a mob but the mob finds no regular matches within
	it's vocabulary list.  If you have more than one DEFAULT, one
        will be chosen randomly when a character speaks to a mobile using
        words it doesn't understand.  You may want to bait the character into
	a conversational topic of your choosing by using DEFAULT entries
	that greet the character, and leak some information that the
	mob is prepared to talk about.  The second special trigger text
	is 'INCLUDE' (also uppercase-only).  INCLUDE allows you to
	'stack' vocabulary files on top of each other.  When you enter
	the INCLUDE trigger text, you will only be asked for the filename
	of a vocabulary file to stack into the one you are editing.  
	Nested includes (INCLUDE a file that also INCLUDES another file)
	are allowed, up to 5 levels.  After 5 levels, nesting is halted
	to avoid any possible infinite recursion loops (one file INCLUDEs
	another, which INCLUDEs the first, etc.)  When the vocabulary
        files are stacked, the mob will go through the word lists in 
	each trying to find matches.


    2. Listing currently defined vocabulary entries

	To list the vocabulary entries you have already added to this
	particular vocabulary file, type "list", and a list (with line
	numbers) will be given.

    3.  Deleting vocabulary entries

        To delete a specific vocabulary entry, type "delete <line#>"
	to delete the "<line#>" line.  Line numbers may be determined
	by using the list command and using the number that appears
	on the far left.

C.  Deleting  existing vocabulary files.

	To delete a vocabulary file that you own, simply type
	"delete <filename>" from the main vocabulary file editing menu.

D. Getting a list of current vocabulary files.

	In order to get a list of current vocabulary files, type
	"list" at the main vocabulary file editing menu.
 

~
1 EXITMSG ENTERMSG~
The exitmsg and entermsg commands allow you to set strings to be used
when a player enters or exits a room.  There are a number of special
variables in the form of '$x' that you can use that will automatically
be substituted with appropriate values by the mud.  Please note that
these variables _are_ case-sensitive, $T is not the same as $t.

Here are all the '$' sequences supported by enter and exit messages:

    $T
	The direction the character has moved (exit only)

    $n
	The name of the character who has moved

    $e
	Result is 'he', 'she', or 'it', depending on the sex of character.

    $m
	Result is 'him', 'her', or 'it', depending on the sex of character.

    $s
	Result is 'his', 'her', or 'its', depending on the sex of character.
~

92 ACT_HUNT ACT_SMART_HUNT ACT_REMEMBER~
Mobiles can hunt players.  There are three act flags that may be set:
remember, hunt and smart_hunt.  When a player attacks a mobile, or a mobile
attacks a player, if any of these three flags are set the mobile will remember
the player.  If the mobile is flagged to 'remember' only, it will not
hunt the player down, but will attack the player if he or she crosses
the mobile's path again.  If the mobile is flagged 'hunt' the mobile will
actively try to hunt the player (if the player is in the same area) down,
using the player's scents as a guide.  When the mobile finds the player, or
the player is unlucky enough to cross the mobile's path again, the mobile
will attack the player.  If the mobile is flagged 'smart_hunt' it will
act the same as if it were set to 'hunt' but the mobile will be able
to open doors (and unlock locked doors, if it has the key) that stand
between itself and the player it is hunting.  The mobile will also
track the player to safe rooms, and attempt to push and/or drag the
player out of the safe room.  As these flags are generic ACT flags,
you may set all three of them (or any combination of the three of them)
on any mob.  However, since smart_hunt encorporates the functionality
of remember and hunt, and hunt encorporates the functionality of remember,
you really need only set one flag per mobile, using an appropriate flag
for the mobile (for example, 'dumb' mobiles like snakes should _not_
be set smart_hunt and probably should not be set to hunt unless they
are somehow magically intelligent.
~

92 MOOD MOODS~
Mobs have moods.
Here they are:
0 - Default	Normal, Dumb mobs.
1 - Bellicose   Aggressive, Will attack you. Very upset.
2 - Agitated    Uhm, the mob is agitated. Stressed. Unhappy.
3 - Wary        Are you friend or foe?
4 - Neutral     The mob is generally unbiased.
5 - Amiable     The mob is rather friendly towards you.
6 - Helpful     Maybe it will offer you advice or do your laundry.
7 - Extremely Accomodating Might group with you, really really digs you.

8 - Stuck
Mood 8 is a special mood, once a mood is set to 8, it will not
drift back to the mobs default mood as normally happens over time.
The mood will stay at 8 until the mob is killed and reset, the system
is rebooted or a specific vocabulary file entry that is set to trigger
at 8 changes it to another mood.  Note: When checking moods in vocabulary 
files, if you do a check for >1, >2, etc. 8 will not match, even though
math-wise it is obviously greater than 1.  8 is special!

~

0 $~


#$