#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
~
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 $~
#$