Welcome to the OLC help manual.
( Volume IV. Updated 7/19/96)
Table of Contents:
A Brief Word from the Author
How Do I begin and How should I start
Chapter 1: The Area File Format
Chapter 2. - Rooms and How much fun they are
Chapter 3- Objects Galore
Chapter 4.- MOBILES. (Monsters that are nasty
Chapter 5.- Mob Guardians. (Those Nasty Guards
Chapter 5.- RESETS; The hidden word for Confusion
Chapter 6.- Shops. Those Fun places where you Buy things
Tables
A Brief Word From the Author.
-----------------------------
I know that OLC can be a big pain in the butt when you have no clue
what the heck you are doing. So I have wrote this manual to help you along
the way. I believe that this manual will aid you in making very beautiful
areas. So sit back, log into the mud with your favorite beverage (mine is a
good beer) and practice as we go along. If you find a bug along the way PLEASE
note it to immortal. Each section is divided into chapters and will guide you
step by step on what to type. Remember that if you have more questions along
the way there is on-line help as well. Thank you for making Aydindril a bigger
and better place.
Beowolf of TSR Administration.
How should I begin and How should I start?
-------------------------------------------
So you think you are ready to build for Aydindril eh? More power to you.
The building process can be long and draining at times...but in the end its
well worth it. Remember that as a builder you have certain power that must
not be abused. So take care brave one...and welcome.
First off I would like to suggest that before you start your area that
you sit down with your ideas and brainstorm them. Do this for about an hour
and write all your ideas down. Then once you know the storyline and plot for
your area, mail your idea to pdp10@sover.net.
Once your idea has been approved then sit down with some graph paper,
I suggest that if you don't have any, to invest in some, and map out your
entire area. Don't forget to include vnums when you map. Once all of this
is complete you will be ready to conquer the world of Building. Once you
have read this manual and feel that you have a grasp of the basic idea then
you will be ready to start.
When you start I have found that the fastest way to use olc to its full
potential is to edit all the room exits first. Don't worry about descripts or
names for the room. Simply pull out your graphed map and do all your exits from
room to room. Generally you will get about 50 rooms done in about 30 mins.
Once all your exits and rooms are linked together take a few mins to
walk around them and see that you created the exits the way you want them. My
next suggestion is also an idea. Code in all your Mobs and when your done with
mobs do all the objects. Save the Room names and Room descripts till the very
end. Your area will move very quickly this way. If you prefer to use your own
method then that is totally up to you.
Well enough of my babbling...I bet you are really itching to begin your
learning of Aydindril's Building. Thank you for your time and your area. Remember
to have fun while you build and don't rush. Now let us begin your teaching...
Chapter 1- The Area File.
-------------------------
(Remember to type what it says in each step.) Also for further reference while
on line you can type commands to see what OLC commands are available or see
help olc. Also to see how your area is coming along at any time simple type
show. To get out of the editor at any time type done.
The first thing you will be exited about is making the first file in what your
area goes into. This is perhaps the easiest thing in OLC. To see a the help
file for editing an area type help aedit.
Below is a look at what it will look like from inside the Area Editor. I have
included Notes inside the *'s of what everything is:
<AEDIT> <1000hp 1000m 1000mv> *The Prompt*
*when you hit return inside the editor this next part will be displayed. I
take this example from the city I am creating*
Name: [ 49] [ ALL ] The City of Shadows.
File: shadow.are
Vnums: [8600-8699]
Age: [0]
Players: [1]
Security: [9]
Builders: [Beowolf]
Flags: [none]
And Now what you have been waiting for...The Step by step introduction to what
this all means...
Step 1.) edit area create
This command does exactly what it is saying. It creates your area. Note that
this must be done...if you simply edit area...it will assume you are
re-entering the current area to edit. Also once your done with this command
you prob won't have to worry about this one again until your ready to start
a new area.
Step 2.) age 0
This sets the age of the area and is really unimportant. just type 0 for the
age of the area.
Step 3.) builder [insert your name here]
example: builder beowolf
This will set it up to show you that "hey damn it! I wrote that area, see!"
Step 4.) filename [name].
example filename city
This will create a brand new file in the area directory. There is no need to
say oh lets call it bubba.are. It will automatically set the .are option for
you. all you need to do is name it.
Step 5.) name [name]
example: name [ ALL ] The City of Majistar.
This next step is a bit tricky. What you will need to do is actually hit the
[ ] keys on your keyboard. Make sure that you insert the level of your
area inside the []'s and make sure that there are 7 spaces in between the
[]'s. This will make the command "area" show the levels of the area.
Step 6.) security [level]
example: security 1
If this is your first area your security will be 1. As you become more trusted
your security level will increase.
Step 7.) vnum # #
example: vnum 400 499
This will set your vnums for the area. These will be assigned to you by
either Drakken or Skylord. DO NOT go over 100 vnums. If you need more
please let one if the IMPS know.
Step 8.) mprog <vnum> title/edit <title>
example mprog 3001 title Fine day MOBprog
This is a very difficult part of area building, and it is NOT necissary. It however
gives your area so much more depth, and intresting things than a normal area. This
emproaches opon something called MOBprogs. If you dont consider youself a expirienced
area builder, skip this for now and come back to it when you are more comfortable.
This command will allow to to create the actual MOBprogram, change its title, or
see the current MOBprogs in the area you are editing. If you want to make a good
area, and include MOBprogs, goto http://www.sover.net/~pdp10/mobprogs.txt and read
the information in that. This commands full syntax can be found by typing
mprog <invalid argument>.
Step 9.) asave area
This will save your area..use this command from any editor to save your work
I suggest you do this pretty frequently.
The last thing you will need to do is set any flags that you want for that
area. For a list of all the flags please type ? AREA to display the flags.
To get a flag in simply type that flag at the prompt. More than likely you will
NOT have to use this option. I am still not sure exactly what it is...cause the
only flags I get are changed and added...So basically don't use it.
Chapter 2. - Rooms and How much fun they are.
--------------------------------------------------------
(Remember to type what it says in each step.) Also for further reference
while on line you can type commands to see what OLC commands are available
or see help olc. Also to see how your area is coming along at any time simple
type show. To get out of the editor at any time type done. In this section
if you need more help see help redit.
Below is a look at what it will look like from inside the Room Editor. I have
included Notes inside the *'s of what everything is:
<REDIT> <1000hp 1000m 1000mv> *Once again that wonderful prompt*
*when you hit return inside the editor or type show this next part will be disp
layed. I
take this example from an immortal room.*
Description:
You are lounging in a quiet cosy parlour, warmed by a gentle magical fire
which twinkles happily in a warm fireplace. This is one of the many rooms
where the heroes and gods come to socialize. It is by far one of the most
comfortable!
Name: [The Chat Room]
Area: [ 11] [151 160] Immortal Zone
Vnum: [ 1200]
Sector: [inside]
Room flags: [indoors private heroes_only]
Mana Rate: [100]
Heal Rate: [100]
Characters: [beowolf] *this will show you who is in the room*
Objects: [none] *if you have a obj in the room it will be displayed here*
-South to [ 8601] Key: [ 0] Exit flags: [none]
Asgard lies to the south.
So now your saying, "what the hell is all that stuff and what does it m
ean?" Well I am glad that you ask. Let me show you what commands you have avail
able inside the <REDIT> <1000hp 1000m 1000mv> promt, or more commonly known, R
OOM EDITOR.
A listing of all the commands follows:
-------------------------------------
commands create desc ed format
name show mana heal north
south east west up down
mreset oreset mlist olist mshow
oshow ? version
----------------------------------------------------------------------------
Now in the previous versions of the OLC manual I have included a step-by-step
method on how to make your rooms. I have came to find out more people like to
know exactly how a command works. So I decided to trash that method and work
with a more logical reference. I have a listing of each command, what it does,
and
how to use it.
I. COMMANDS AND HOW TO USE THEM.
1.) Commands.
Syntax: commands
This command will show you the various commands of the editor that you
are
in. The example of this command is the line above, where all the commands are l
isted.
2.) Create
Syntax: edit room create vnum
Example: edit room create 400
This command will create the room vnum that you wish to make. What else
can I say about this? Any questions? Good.
3.) Desc
Syntax: desc
This command will throw you into the description editor of the room. Fr
om here
you will see the following editor.
-=======- Entering APPEND Mode -========-
Type .h on a new line for help
Terminate with a ~ or @ on a blank line.
-=======================================-
>
The > is the begining of your prompt simply type out your room descript...make
sure its at least 4 lines long...( 3 for Hallways or roads minimim), oh and a
hint...hit return each time you near the end of your screen...it will give you
a new > prompt...and when your done hit the ~ or @ on a line of its own. Then
when your done do a desc again and at the > prompt type .f This will format
the room for you and make it look nice. Here is the .h help file within the
editor.
Sedit help (commands on blank line):
.r 'old' 'new' - replace a substring
(requires '', "")
.h - get help (this info)
.s - show string so far
.f - (word wrap) string
.c - clear string so far
@ - end string
Special note: The above line of help ONLY works from INSIDE the desc editor.
4.) Ed
Syntax: ed add [keyword]
ed edit [keyword]
ed delete [keyword]
ed format [keyword]
Well this is a command that is long overdue for an explaination so let
me give
it to ya. What this command allows you to do is add hidden things in the room t
hat
you just wrote in. Let me rephrase that...lets say when you did a room descript
ion
that you said something about a book. Now if you wanted a player to type look
book to learn more about it this is where this command will come into play. Her
e is
an example of what happens when you type it.
<REDIT> <1000hp 1000m 1000mv> ed add book
-=======- Entering APPEND Mode -========-
Type .h on a new line for help
Terminate with a ~ or @ on a blank line.
-=======================================-
> A fine and dusty looking book lies here.
> @
<REDIT> <1000hp 1000m 1000mv>
Now when you type look book in the room you will see the descript-
A fine and dusty looking book lies here.
I think that the rest of the ed commands are self explainitory and should not n
eed
any other explaination. If you think I should go into detail about this command
please let me know.
5.) Format.
Syntax: format
This command is kind of a time saver. What it does is to alllow you to
format the text of the description that you edited. Your probablly saying "what
the hell is he talking about?" Well lets say your description of the room is re
ally
terrible looking...like this...
You are lounging in a quiet cosy parlour, warmed by a gentle magical fire which
twinkles happily in a warm fireplace. This is one of the many rooms
where the heroes and gods come to socialize.
It is by far one of the most
comfortable!
Ouch! That is really ugly! Now if we were to format it....It would look like th
is...
You are lounging in a quiet cosy parlour, warmed by a gentle magical fire
which twinkles happily in a warm fireplace. This is one of the many rooms
where the heroes and gods come to socialize. It is by far one of the most
comfortable!
6.) Name
Syntax: name [insert name here.]
Example: name The hallway.
This command gives the room its title. What else can I say about it?
7.) Show
Syntax: show
ALSO: [return] (hitting return is an alias for typing show)
This command will show you the room statistics that you have been worki
ng
on. An example of this is at the top of this section.
8.) Mana
Syntax: mana [Amount]
Example: mana 100
Now this command should ONLY be used sparingly! Allanon has yet to put
in the rules about this but watch for the rules soon. Let me explain what this
command
does for now. The default mana recovery rate is 100% (normal). However, you
may adjust recovery of mana up or down to 1% or normal or 200% of normal.
This makes the players recover mana either faster or slower depending on what
you set it to. If it is higher than 100 they get it faster, if it is lower than
100 then
they will recover mana more slowly.
9.) Heal
Syntax: heal [Amount]
Example: heal 100
This command is almost the same as the mana command. Lets repeat
the rules for this. Now this command should ONLY be used sparingly! Allanon
has yet to put in the rules about this but watch for the rules soon. Let me exp
lain
what this command does for now. The default heal recovery rate is 100% (normal)
. However, you may adjust recovery of healing up or down to 1% or normal or 200
%
of normal. This makes the players recover hitpoints either faster or slower dep
ending on
what you set it to. If it is higher than 100 they get it faster, if it is lower
than 100 then
they will recover hitpoints more slowly.
II. *SPECIAL NOTE FROM THE ADMINISTRATION OF AYDINDRIL*
The following commands are discussed elsewhere in this manual. Just
remember to use these commands from INSIDE the ROOM EDITOR.
1.) north, south, east, west, up, down
- These are found in the section that deals with exits.
2.) mreset, oreset, mlist, olist, mshow, oshow
- These commands are found in the section dealing with resets.
III. INFORMATIONAL COMMANDS ABOUT OLC.
The following commands are to give you misc. information about
OLC and/or help files that will help you.
1.) ?
Syntax: ? [command]
Example: ? area
This command is rather simple. It will show you a listing of helps or
flags or information depending on what you type in. Here is a list of everythin
g
you can type ? to.
[command] [description]
Area -Area attributes.
Room -Room attributes.
Sector -Sector types, terrain.
Exit -Exit types.
Type -Types of objects.
Extra -Object attributes.
Wear -Where to wear object.
Spec -Available special programs.
Sex -Sexes.
Act -Mobile attributes.
Affect -Mobile affects.
2affect -More Mobile affects.
Act2 -More Mobile attributes.
Wear-loc -Where mobile wears object.
Spells -Names of current spells.
Weapon -Type of weapon.
Container -Container status.
Liquid -Types of liquids.
Ac -Ac for different attacks.
Form -Mobile body form.
Gate -Portal/Gate types.
Furniture -Furniture flags.
Part -Mobile body parts.
Imm -Mobile immunity.
Res -Mobile resistance.
Vuln -Mobile vlnerability.
Off -Mobile offensive behaviour.
Guard_dir -Mobile guard direction behaviour.
Action -Mobile guard action behaviour.
Size -Mobile size.
Position -Mobile positions.
Material -Material mob/obj is made from.
Wclass -Weapon class.
Wtype -Special weapon type.
2.) Version
Syntax: version
Well...how else can I explain this one..heh. Lets just show you what ha
ppens.
ILAB Online Creation [Beta 1.0, ROM 2.3 modified]
By Jason(jdinkel@mines.colorado.edu)
Modified for use with ROM 2.3
By Hans Birkeland (hansbi@ifi.uio.no)
Modified for use with ROM 2.4
By TSR Administration (realms.mat.net 9000)
Nikki and Beowolf of TSR MUD.
(Apr. 7, 1995 - ROM mod, Apr 16, 1995)
Original by Surreality(cxw197@psu.edu) and Locke(locke@lm.com)
IV. ROOM FLAGS, EXITS, AND SECTORS.
1.) ROOM FLAGS.
Syntax: flag
Example: dark
This next section is the most complex section of the rooms. It deals wi
th
adding room flags and also sectors and exits. To add either a flag or a sector
simply type out the flag or sector name by itself. To see a list of available r
oom
flags type ? room. This will give you a nice list of flags. simply type one or
more
of the flags that you want into the room at the prompt. I have found a printed
manual should contain the flags. Since I got a question about what some of the
flags were for I have included the flag as well as a brief description of it.
dark-----------A light source must be carried to see in this room.
no_mob-------Monsters can not enter this room.
indoors--------Room is inside and is not affected by weather.
private--------Room is limited to just two characters.
safe-----------Safe from pkilling and agressive monsters.
solitary--------One character only can enter this room.
pet_shop------Must be set if the shop sells pets.
no_recall------Players can not use the recall command to leave.
imp_only------Player has to be level 160 to enter the room.
gods_only-----Player must be level 153 or higher to enter the room.
heroes_only---Player must be level 151 or higher to enter the room.
newbies_only--Player must be level 1-5 to enter room.
law------------UNUSED.
nowhere-------UNUSED.
bank-----------Must be set if the room is a bank.
arena-----------Must be set if the area is part of the arena. (do not set).
silence----------Players can not cast spells from this room.
underground----The room is a cave and may cave in on the player.
2.) SECTOR:
Syntax: flag
Example: city
To see a list of available sectors type ? sector. This will give you a
list of all possible sector flags. To set this also just type the name of the
sector you want at the prompt. Here is a current list of sector types and
how many movement points it uses. Each should be self expainitory.
Sector Movement points Misc Info
-------- ---------------- ----------
inside 1
city 2
field 2
forest 3
hills 4
mountain 6
swim 4 Swimmable
noswim - Boat required
air - Fly spell required
desert 9 Affects thirst and recovery.
underwater 4 Breathe underwater spell required.
3.) EXITS.
This is perhaps the hardest thing that people seem to mess up. In fact
it is quite simple to understand. You first begin by typing out the direction
in which you want an exit to go. (example: north.) This is followed by
different commands depending on what you want it to do. I will give and
example of each kind, due to the fact that most people get confused here.
A.) Making an exit connect to a room that has not been created yet.
----------------------------------------------------------------
Step 1.) direction dig vnum
example: north dig 401
This creates room 401 as it links the room your working on to it. To be more
precise...what this does is this...It makes a two way exit (north and south
from the example I used) and creates a new room...*note-If the room on
the other side already exists then DO NOT, I repeat, DO NOT use this
command....only do this if the other room you are linking this one to
hasn't been made yet...otherwise you will see the following error...
REdit: Room vnum already exists.
If the command is successful you will get this on a line...
Room created.
Two-way link established.
B.) Making an exit connect to an already existing room.
----------------------------------------------------
Step 1.) direction link vnum
example: north link 401
This will link the room your working on to room 401. For example...lets say
you have already made a room 401 and you are in room 400. All you have to do
is use this command and the rooms will link...
C.) Making a one way ONLY exit to a room. (use with caution.)
--------------------------------------------------------------
Step 1.) direction room vnum
example: north room 401
This will make a one way exit from the room you are working on to room 401.
Be very careful with this one...This should be used sparsely...I will let you
know if you are messing this command up...
D.) Making an exit that can be only exited with a key. (note you must set the r
oom
flag to door and closed. Also you must have created a object that is a ke
y and
have its vnum. All of this is discussed later.)
-------------------------------------------------------------------------
---
Step 1.) direction key [insert object key vnum]
example: north key 400
This will make it so that no one can open the door without key number 400.
E.) Naming a doorway. (This is quite fun).
--------------------------------------
Step 1.) direction name [insert doorname]
example: north name glass doorway.
This gives the door a name. So if you want the players looking for that secret
doorway use this command...For example instead of open door the player
would have to type open glass to open this door...heck this is quite fun
because you can call it anything you want...you could even call it the ground
or something so the player would have to type open ground. Very cool and
fun command...use this all you want...get brownie points with the imms for
using this one :P
F.) Describing the exit.
-------------------
Step 1.) direction desc
example: north desc
This will once again put you into an editor and allow you to describe your
exit. This is a very fun to do and makes your area much more alive. Once again
a big brownie point from the imms here. :P
G.) DELETING an exit.
--------------------
Step 1.) direction delete
example: north delete.
This will delete the directions exit from the room you are currently editing.
F.) Setting EXIT FLAGS.
-----------------------
This is also a place where most people become extremely confused. IN fact it
is quite simple.
Step 1.) direction [insert flag or flags here.]
example: north door closed locked
This will set the door to the north to be closed, locked and a door. You can
have all the flags on or you could have just one flag on. For a list of the
exit flags type ? exit. For more information on exits see help exit.
That concludes the OLC lesson in Room editing.
Chapter 3- Objects Galore.
--------------------------------
(Remember to type what it says in each step.) Also for further reference
while on line you can type commands to see what OLC commands are available
or see help olc. Also to see how your area is coming along at any time simple
type show. To get out of the editor at any time type done. In this section
if you need more help see help oedit.
Below is a look at what it will look like from inside the Object Editor. I
have included Notes inside the *'s of what everything is:
<OEDIT> <1000hp 1000m 1000mv> *Once again that wonderful prompt*
*when you hit return inside the editor or type show this next part will be disp
layed.
I take this example from the city I am creating*
Name: [wicked short sword]
Area: [ 49] [ ALL ] The City of Shadows.
Vnum: [ 8600]
Type: [weapon]
Level: [ 100]
Wear flags: [take wield]
Extra flags: [glow hum]
Material: [unknown]
Condition: [ 100]
Weight: [ 2]
Cost: [ 100]
Short desc: a wicked shortsword
Long desc:
A wicked shortshord lies here.
[v0] Weapon class: sword
[v1] Number of dice: [8]
[v2] Type of dice: [8]
[v3] Type: wrath
[v4] Special type: none
So now your saying it again, "what the hell is all that stuff and what
does it
mean?" Let me show you what commands you have available inside the <OEDIT> <100
0hp 1000m 1000mv> promt, or more commonly known, OBJECT EDITOR.
A listing of all the commands follows:
-------------------------------------
addaffect commands cost create delaffect
ed long name short show
v0 v1 v2 v3 v4
weight extra wear type material
level condition ? version spell
----------------------------------------------------------------------------
I. COMMANDS AND HOW TO USE THEM.
1.) Addaffect & Delaffect
Syntax: addaffect [location] [#mod]
Syntax: delaffect [#affect]
Example: addaffect str +3
Example: delaffect 0
Ok...here are where the modifications come into play...Lets say
you want to make that cool new item a +3 to strength and -1 to inititive...
cool...this is how you do it...Just remember that when using this command
that you have a positive and a negative to it...Remember we are striving for
balance here...
Current listing of things you can affect:
str (Strength) int (Intelligence) con (Constitution)
dex (Dexterity) wis (Wisdom ) sex
Charisma hitroll ac
damroll mana hitpoints
movement
If you goof up and addaffect that you didn't want simply do a show....
(or hit return...) look at the number For example :
Number Modifier Affects
------ -------- -------
[ 0] 1 strength
Would be in the list...to delete this...simply use delaffect....
2.) Commands.
Syntax: commands
This command will show you the various commands of the editor that you
are
in. The example of this command is the line above, where all the commands are l
isted.
3.) Cost
Syntax: cost [gold]
Example: cost 10000
This simply sets the amount of gold that the object is worth. Please do not go
too high when using this.
4.) Create
Syntax: edit object create vnum
Example: edit object create 400
This command will create the room vnum that you wish to make. What else
can I say about this? Any questions? Good.
5.) Ed
Syntax: ed add [keyword]
ed edit [keyword]
ed delete [keyword]
ed format [keyword]
This command is the exact same as the ROOM EDITOR command of ed.
The only difference of this ed is that you set it on objects.
6.) Long
Syntax: long [long desc]
Example: long The longsword is resting on the ground in front of you.
This sets the long description of the item. It is what the players see
if
they walk into a room and it is on the floor.
7.) Name
Syntax: name [names]
Example: name longsword sword
This sets the names of the objects. If you call it just a longsword the
n the
players will have to type the whole word longsword to get it. it is always
best to name it at least two things.
8.) Short
Syntax: short [desc]
Example: short a longsword.
This is what is displayed when you look at a character or look in your
inventory to see what you have. In this example if you were to have this item
in your inventory you would read a longsword. Simple eh?
9.) Show
Syntax: show
ALSO: [return] (hitting return is an alias for typing show)
This command is the same as the one in the ROOM EDITOR.
10.) V0, V1, V2, V3, & V4
Syntax: v0 [number or flag]
Syntax: v1 [number or flag]
Syntax: v2 [number or flag]
Syntax: v3 [number or flag]
Syntax: v4 [number or flag]
Example: v0 12
This command is difficult to explain without all the differernt types
explained in this section as well. So what I have decided to do is to place
the Values of the Object at the bottom of the list in the APPENDIX. If you
type v0 with NO arguments This will show you all the flags values. For example
(this next part is from the header at the top of the objects section)
<OEDIT> <1000hp 1000m 1000mv> v0 *what I typed*
ITEM_WEAPON *what I got...*
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
*Note: each item type should automatically display values (the v0's...) There
are only a few objects that I know of that do NOT display...(one being
furnature) I am planning on getting this fixed though...so if you find an
object that is supposed to have values note it to me a.s.a.p
so that I can add it into the code...*
11.) Weight
Syntax: weight [number]
Example: weight 10
This is really self explanatory. In this example we have set the items
weight to 10.
12.) Extras
Syntax: extra [flag]
Example: extra glow hum
This commands sets the the extra flag of the object. To see a
complete list of extras type ? extra. So what exactly are extra flags?
I am glad you asked. An extra flag is a visual effect and other controls
on how the object may be used. A listing of extra flags are as follows:
glow hum dark lock
evil invis magic nodrop
bless anti-good anti-evil anti-neutral
noremove inventory nopurge rot-death
vis-death nonmetal no_locate melt_drop
had_timer sell_extract burn_proof nouncurse
13.) Wear
Syntax: wear [flags]
Example: wear take wield
Wear flags determine where an object may be worn. Note that
if you want the item to be able to be picked up that you MUST flag it
as TAKE, as well as having a wear location flagged if the object is to
be worn. Leaving off a take flag but flagging it wearable will make it
impossible to pick up the object if the object is dropped. Also note that
objects can NOT have multiple wear locations. (Take does NOT count
as a wear location, it only determines if the item can be picked up). To
see a complete list of flags for the wear command type ? wear. This will
set the object if it is wearable or not. Here is an up-to-date list:
take finger neck body
head legs feet hands
arms shield about waist
wrist wield hold float
no_sac
14.) Type
Syntax: type [type]
Example: type weapon
The type is what kind of object the thing is. This is very important
and it will determine what Values or (v0-v4) you will use. To see a complete
list of types please type ? type. This will set the type of object it is. Here
is
a current list of types:
light scroll wand staff
weapon treasure armor potion
furniture trash container drink-container
key food money boat
npc corpse fountain pill clothing
protect map jukebox portal
warp_stone room_key gem jewelry
saddle
*note that the jukebox type shouldn't be used...this is changing to bard.
Instead of a jukebox playing you will hear a bard singing :) *
15.) Material
Syntax: material [flag]
Example: material
This sets what the object is made out of .
*Note- Right now there is no material set...so ? material shows none...I will
try and fix this later though this isn't important to the MUD.*
16.) Level
Syntax: level [number]
This command sets the level of the object that you are making. Remember
to set the level at the mobs level you are giving the object to. Also remember
the
7 level rule. A player or a mob may wear eq higher than them by 7 levels.
17.) Condition
Syntax: condition [number]
This part is not fully implemented into the code yet but go ahead and u
se this
field. The number can range from 0 (ruined) to 100 (perfect).
This concludes the Chapter on Objects. I have included a list of Tables at the
end of this manual which contain ALL of the Values of Objects...Now your
ready to tackle Mobs...
18.) spell
Syntax: spell <add/delete> <spell name> <level>
This is a very powerful command, and I dont want you to use it without GREAT
reason, like for eq from a damn level 100 mob. this commands adds a permanent
spell on an item. Be warned: I will strip eq from an area where spelled eq
isn't justified.
Chapter 4.- MOBILES. (Monsters that are nasty.)
-----------------------------------------------------------
(Remember to type what it says in each step.) Also for further reference while
on line you can type commands to see what OLC commands are available or see
help olc. Also to see how your area is coming along at any time simple type
show. To get out of the editor at any time type done. In this section if you
need more help see help medit.
Below is a look at what it will look like from inside the Mobile Editor. I have
included Notes inside the *'s of what everything is:
<MEDIT> <1000hp 1000m 1000mv> *Once again that wonderful prompt*
*when you hit return inside the editor or type show this next part will be
displayed. I take this example from the immortal zone.*
Name: [Heimdall]
Area: [ 11] [151 160] Immortal Zone
Act: [npc sentinel warrior]
Vnum: [ 1200]
Sex: [male]
Race: [human]
Level: [57]
Align: [ 0]
Hitroll: [30]
Hit dice: [ 1d1 +19999]
Damage dice: [ 5d4 + 40]
Mana dice: [ 1d1 + 499]
Affected by: [none]
2 Affected by: [mute]
Armor: [pierce: -200 bash: -200 slash: -200 magic: -100]
Form: [edible poison magical instant_decay other animal sentient undead
c
onstruct mist biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [mental]
Res: [magic weapon]
Vuln: [fire negative]
Off: [area_attack bash berserk disarm dodge fast kick parry rescue trip
crush assist_guard mob_is_guard]
Act2: [mountable]
Guard: [guard_up]
Action: [check_race]
Obj Pass: [4]
Size: [large]
Start pos. [standing]
Default pos [standing]
Gold: [ 0]
Short descr: Heimdall
Long descr:
Heimdall, guardian of Bifrost, stands guard over the Rainbow Bridge.
Description:
Standing over 7 feet tall and muscled as only a god can be, Heimdall keeps
his unsleeping gaze over the Rainbow bridge. His trusty Gjallor-horn never
leaves his side, and shall remain unwinded until the dread ship Naglfar sails
towards Valhalla on the dawn of Ragnarok.
So now your saying it yet again, "what the hell is all that stuff and w
hat does it
mean?" Let me show you what commands you have available inside the <MEDIT> <100
0hp 1000m 1000mv> promt, or more commonly known, MOBILE EDITOR.
A listing of all the commands follows:
-------------------------------------
alignment commands create desc level
long name shop short show
spec sex ac act affect
mprog form part imm
res vuln material off size
hitdice manadice damdice damtype race
position gold hitroll action
? version
----------------------------------------------------------------------------
Ok....Now lets begin the lesson with MOBs...
I. COMMANDS AND HOW TO USE THEM
1.) Alignment
Syntax: alignment [number]
Example: alignment -1000
This is what determines the alignment of the mob. Alignments may
range from -1000 to 1000. Any number in between is fine. Remember that
1000 is a real goody-goody and -1000 is the devil himself...namely me.
*smirk*
2.) Create
Syntax: edit mob create vnum.
Example: edit mob create 400.
This creates the mobile you will be making.
3.) Desc
Syntax: desc.
Simply type this to enter the description editor. This will allow you t
o
make a description of the mob when a player looks at it. Make it at least
2 lines. Use this editor just like editing Room descriptions.
4.) Level
Syntax: level [number]
Example: level 100
This sets the mobs level. Pretty easy to understand I would hope.
5.) Long
Syntax: long [desc]
Example: bo bo fet is standing here looking pissed off.
This is what players see when the enter the room with the monster in
it. Make sure there is a nice flavor here. Don't use so and so is standing her
e,
that gets rather old.
6.) Name
Syntax: name [names]
Example: name bo hunter alcoholic
This command sets the names of the mobile. Make sure you name it
at least the same thing that you see when a player sees its long description in
the
room. This is what the player must type to look at the mob. Please do NOT use
player names or Immortal names. If you are caught doing this you will be given
one warning. If you do it two times you will be deleted.
7.) Shop
*OPTIONAL* If you wish that mob to be a shopkeeper please use
the shop command. just type shop for further details. This is further detailed
in
the Shops section of this manual.
8.) Short
Syntax: short [desc]
Example: short bo bo fet.
This sets the mobs short name. It is what is displayed on the shadow
whisper channel when a player is killed by it.
9.) Spec
Syntax: spec spec_[type]
Example: spec spec_guard
To see a list of spec types type ? spec. I have also included with this
version of the OLC manual a detailed listing of what each spec is for. Here are
a current list of spec types:
Make sure to preceed special functions with 'spec_'
breath_any---------Monster can use any breath spell.
nasty---------------Monster attacks, robs, and runs (set act thief flag for thi
s too)
troll_member-------Monster attacks ogre gang members
ogre_member------Monster attacks troll gang members
patrolman----------Monster will break up gang fights
questmaster--------Monster will give quests
breath_acid--------Monster breathes acid in combat.
breath_fire---------Monster breathes fire in combat.
breath_frost--------Monster breathes frost in combat.
breath_gas---------Monster breathes poison gas in combat.
breath_lightning----Monster breathes lightning in combat.
cast_adept--------Monster casts helpful spells on low level players.
cast_cleric---------Mob casts cleric spells (set act cleric)
cast_judge---------Mob fires blasts of bullet type spells.
cast_mage---------mob casts mage spells (set act mage)
cast_undead-------mob casts undead spells.
executioner--------Mob attacks players will KILLER and THIEF flags
fido----------------Mob will eat corpses
guard--------------Mob will protect good-aligned players from attack.
janitor--------------Mob picks up items on ground.
mayor--------------Mob will do mayor type things.
poison-------------Mob has poison attacks.
thief ---------------Mob steals gold (set act thief)
sect_guard---------Mob guards rooms (see the Mob guardian section)
*Note that spec_questmaster will not be used by anyone but Beowolf...also
DO NOT set any mobs with spec_mayor. These two are unique to the Main city.*
10.) Sex
Syntax: sex [male, female]
Example: sex male
This sets the sex of the mob. Self explanatory.
11.) Ac
Syntax: ac [# # # # ]
Example: ac 9 9 9 9
This sets the mobs ac. See help Mob_ac for a list of ac's We want
you to stick with. Also this is listed on a Table in the back of this manual.
12.) Act
Syntax: act [flags]
Example: act practice
This sets what the mob is. For a list of flags type ? act for a list. I
have
decided yet again to explain what eact flag does. This is a current list of act
flags and what they do:
sentinel---------------Mob will not wonder. will stay in one room.
scavenger------------Mob picks up items off the ground.
aggressive------------Mob will attack any character who enters.
stay_area-------------Mob will not leave the zone.
wimpy----------------Mob will flee when hurt.
pet-------------------Mob is a pet.
train------------------Mob can train a player's trains
practice--------------Mob can practice a players stats.
undead--------------Mob has special undead powers.
cleric----------------Mob has clerical powers
mage----------------Mob has mage powers.
thief------------------Mob has thief powers.
warrior---------------Mob has warrior powers.
noalign---------------Mob is unaligned.
nopurge--------------Mob is not removed by purge or clean command.
outdoors-------------Mob will not wonder outside a building.
indoors---------------Mob will not wonder into a building.
healer----------------Mob can heal players.
gain------------------Mob can grant new skills.
update_always-------Mob is always updated. (rarely needed)
changer--------------Mob can change coins.
banker---------------Mob runs a bank.
13.) Affect
Syntax: affect [affect flags]
Example: affect sanc
This sets what the mob is affected by. I still did not see a reason
to explain these flags. If you are still confused what these flags do then
please recomend that I write what each ones does for Volume V of the
OLC manual. For example you can have the mob all sanced and spelled
up :). Use these with caution. Type ? affect for a list. Below is a current lis
t
of affects:
blind invisible detect_evil detect_invis
detect_magic detect_hidden detect_good sanctuary
faerie_fire infrared curse poison
protect_evil protect_good sneak hide
sleep charm flying pass_door
haste calm plague weaken
dark_vision berserk swim regeneration
slow
*Note that to make a more realistic MUD...sometimes its fun to place bad
spells on mobs. If you do sanc up a mob at least have a reason to do it*
14.) Form
Syntax: form [flags]
Example: form reptile
This sets the form flags. For a list of these type ? form Here is a
updated list:
edible poison magical instant_decay
other animal sentient undead
construct mist intangible biped
centaur insect spider crustacean
worm blob mammal bird
reptile snake dragon amphibian
fish cold_blood
15.) Part
Syntax: part [flags]
Example: part head arms legs heart brains guts hands feet fingers ear ey
e
This sets what body parts the mob has. For a list type ? part. Here is
an
updated list:
head arms legs heart
brains guts hands feet
fingers ear eye long_tongue
eyestalks tentacles fins wings
tail claws fangs horns
scales tusks
16.) Imm
Syntax: imm [flags]
Example: imm magic
This determines what the mob is immune to. For a list type ? imm
Here is a list:
summon charm magic weapon
bash pierce slash fire
cold lightning acid poison
negative holy energy mental
disease drowning light sound
wood silver iron
17.) Res
Syntax: res [flags]
Example: res magic
This determines what the mob is resistant to. For a list type ? res
Same flags as imm...vuln is the same way too..
18.) Vuln
Syntax: vuln [flags]
Example: vuln weapon
This determines what a mob is vulnerable to. For a list type ? vuln.
19.) Material
Syntax: material [material flag.]
Example: material none
This is not yet implemented into Aydindril code.
20.) Off
Syntax: off [flags]
Example: off bash
This sets what happens when a mob attacks. For a list type ? off
Here is a list and what they mean:
area_attack-------------------Mob hits ALL characters fighting against it.
backstab---------------------Mob can backstab to start combat.
bash--------------------------Mob can bash characters off thier feet.
berserk-----------------------Mob may go beserk in a fight.
disarm------------------------Mob can disarm _without_ a weapon wielded.
dodge------------------------Mob will dodge blows.
fade--------------------------Mob can fade out of phase to avoid blows.
fast---------------------------Mob is fater than most others, so has extra atta
cks.
kick--------------------------Mob can kick in combat for extra damage.
dirt_kick---------------------Mob kicks dirt, blinding opponent.
parry------------------------Mob can parry _without_ a weapon wielded.
rescue----------------------Mob may rescue allies in a fight.
tail--------------------------Mob can legsweep with its tail.
trip-------------------------Mob trips in combat. (not the acid eating kind eit
her :P)
crush-----------------------Mob can crush opponents in its arms.
assist_all--------------------Mob will help all other mobs in combat.
assist_align------------------Mob will assist mobs of the same alignment.
assist_race-------------------Mob will assist mobs of the same race.
assist_players----------------Mob will assist players with same race and alignm
ent.
assist_guard------------------Mob will assist like a cityguard.
assist_vnum------------------Mob assists other mobs of the same vnum only.
mob_is_guard----------------Needed for Mob Guardian.
21.) Size
Syntax: size [size]
Example: size small
This sets how big the mobile is. Here is a listing of the current flags
:
small medium large huge
giant
22.) Hitdice
Syntax: hitdice [#d#+#]
Example: hitdice 1d2+6
This sets the hitdice of the mobile. A high number of dice makes
for less variance in the mobs hitpoints. For a suggested list please see help
hitdice. Try and use the values there. There is a table list at the end of this
manual.
23.) Manadice
Syntax: manadice <level> d 10 + 100
Example: manadice 100d10+100
All you need to know for this is to put the level in and type the rest
out...
pretty simple eh?
24.) Damdice
Syntax: damdice [#d#+#]
Example: damdice 2d3+2
This is how much damage that a mob will inflict to a player. please rea
d
help Damdice for a suggested list. Table at the end of this Manual.
25.) Verb
Syntax: verb <damage verb>
Example: verb acidic-bite
A mobiles 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
also what type of resistance or vulnerability affects the damage received from
the attack.
The following damage types are supported.
hit slice stab slash
whip claw blast pound
crush grep bite pierce
suction beating digestion charge
slap punch wrath magic
divine-power cleave scratch peck-pierce
peck-bash chop sting smash
shocking-bite flaming-bite freezing-bite acidic-bite
chomp
26.) Race
Syntax:
Example:
This command will set what race the mob is. Here is a listing of the Ra
ces:
Available races are:
unique human elf
dwarf giant demon
sprite vampre bodak
sithid bat bear
cat centipede dog
doll dragon fido
fox goblin hobgoblin
kobold lizard modron
orc pig rabbit
school monster snake song bird
troll water fowl wolf
wyvern unique
29.) Position
Syntax:
Example:
This will set the position that the mob is loaded into the room as. The
default is standing. So unless you don't want the mob to be standing up You
will not have to set this. Here are the positions for the mobs.
sleeping resting sitting standing
30.) Gold
Syntax:
Example:
This sets how much trasure is carried by the monster. Most mobs will
carry no more than 100 coins per level, and usually much less unless they are
supposed to be wealthy. Non-intelligent mobs should have 0 gold.
31.) Hitroll
Syntax:
Example:
This statistic is normally 0, but with mobs with exceptional combat
abilities it may be higher. Clumsy mobs may deserve a -1 or lower. If you
do not wish to set this then don't worry about it. It will automatically set
this to 0 for you.
32.) MOBprog
Syntax: mprog <#> <vnum> add/delete <trigger> <argument>
Example: mprog 1 3001 add speech fine day
This is amother part of the ever complex MOBprogs. This command
will link an existing MOBprog to a mobile. This is all explained in the
MOBprog docs. (http://www.sover.net/~pdp10/mobprogs.txt)
Chapter 5.- RESETS; is This the hidden word for Confusion?
------------------------------------------------------------------------
Well here we are in the tricky section of OLC...So you got your mobs and
objects done eh? congratulations! Now your ready for resets and I am
telling you these things are confusing...I will do my best to explain
these things...
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.
I. How the hell do I use these reset commands anyways and what are they?
A listing of all the commands follows:
-------------------------------------
reset mreset oreset mlist olist mshow oshow
----------------------------------------------------------------------------
Before you begin you should remember that you should be inside your
room and also in the room editor. You will need to get familiar with all of the
se
commands.
1.) Reset
Syntax: reset
This command doesn't need to be done inside the room editor. You can
check your rooms resets with this command. You will see something very simular
to this:
Resets: M = mobile, R = room, O = object, P = pet, S = shopkeeper
No. Loads Description Location Vnum Max Min Description
==== ======== ============= ============= ======= ===== ===== ============
[ 1] M[10001] Goldmoon in room R[10002] [ 1] [ 1] Small Grove
[ 2] O[10003] a blue crysta none M[10001] Goldmoon
[ 3] O[10013] leather armor on the body M[10001] Goldmoon
[ 4] M[10003] Riverwind in room R[10002] [ 1] [ 1] Small Grove
[ 5] O[10008] silver longsw wielded M[10003] Riverwind
[ 6] O[10013] leather armor on the body M[10003] Riverwind
Your probably wondering what all that stuff means...well you will come to
understand as we move through each command.
2.) Mreset
Syntax: mreset <vnum> <max #> <min #>
Example: mreset 400 4 2
Ok. This command will load your mob into the room. You type it
in the order of mob vnum, how many can be in the mud at once, and finally
how many will be loaded into the room. If you will be giving your mob any
equipment make sure to do oreset next and then do your next mob.
3.) Oreset
Syntax: oreset <vnum> <args>
-no_args = into room
-<obj_name> <number> = into obj
-<mob_name> <wear_loc> = into mob
This next bit is a bit tricky. Just make sure that if you are wanting
objects loaded onto a mob that you do it in a logical order. Load the mob
first then the equipment that the mob is to have. Then move to the next mob
and use this command again. Hopefully the syntax should be good enough
to get you going. So I will not go into great detail exept to give examples.
EXAMPLES OF ORESET:
A.) Loading a object into a room (ie. on the floor)
Syntax: oreset vnum
Example: oreset 400
B.) Loading a object into an object (ie. Gold into a chest)
Syntax: oreset vnum objectname number
Example: oreset 400 chest 2
This one needed to be explained a little. First off before you
can use this command you have to load the object into the room.
once the object is loaded into the room you can use this command.
The number stands for how many items you are loading into the
object. In the example I am loading object 400 (gold) into the
chest. There will be 2 sets of gold (obj 400) in the chest to get.
C.) Loading an object on a mob.
Syntax: oreset vnum mobname wear_location.
Example: oreset 400 beavis none
This command can only be used if you have added a mob into
the room with the mreset command FIRST. A following is a listing of
wear_location flags you may use:
none light lfinger rfinger
neck1 neck2 body head
legs feet hands arms
shield about waist lwrist
rwrist wielded hold float
Simply type the none wear_location flag if you want the mob to have
the item in its inventory. All other wear_locations will load the object
to that part of the mob.
4.) Mlist
Syntax: mlist <all/name>
Example: mlist all
Example: mlist puff
This command will show you what mobs you have created inside
your area. If you type mlist all it will show you the name of every mob
that you have made in your area. This is very helpful if you forget about
some of your mobs. You will also need this to tell you what that mobs
vnum is so you can get the reset right. Here is an example of what mlist
all would look like:
[10001] Goldmoon [10002] Fewmaster toede [10003] Riverwind
[10004] Baaz draconian [10005] The farmer [10006] Farm worker
[10007] Barracuda [10008] Turtle dragon [10009] Farmers guarddog
[10010] Strange fish [10011] Hobgoblin [10012] The white stag
[10013] Old pooh bear [10014] A large rat [10015] A field mouse
5.) Olist
Syntax: olist <all/name/item_type>
Example: olist all
Example: olist sword
Example: olist weapon
This command is very simular to the mlist command. It basically
is the same thing and is used the same way except if you need to locate
an item by what type it is you can do that as well.
6.) Mshow & Oshow
Syntax: mshow <vnum>
Syntax: oshow <vnum>
Example: mshow 300
Example: oshow 300
This command is also a bit helpful if you don't feel like re-entering t
he
object and mobile editors to find out what a mob or object is. These commands
will quickly show you what you need to know. Here is an example of what one
of these commands looks like (Hopefully it will look familiar to you):
Name: [Heimdall]
Area: [ 11] [151 160] Immortal Zone
Act: [npc sentinel warrior]
Vnum: [ 1200]
Sex: [male]
Race: [human]
Level: [57]
Align: [ 0]
Hitroll: [30]
Hit dice: [ 1d1 +19999]
Damage dice: [ 5d4 + 40]
Mana dice: [ 1d1 + 499]
Affected by: [none]
2 Affected by: [mute]
Armor: [pierce: -200 bash: -200 slash: -200 magic: -100]
Form: [edible poison magical instant_decay other animal sentient undead
c
onstruct mist biped mammal]
Parts: [head arms legs heart brains guts hands feet fingers ear eye]
Imm: [mental]
Res: [magic weapon]
Vuln: [fire negative]
Off: [area_attack bash berserk disarm dodge fast kick parry rescue trip
crush assist_guard mob_is_guard]
Act2: [mountable]
Guard: [guard_up]
Action: [check_race]
Obj Pass: [4]
Size: [large]
Start pos. [standing]
Default pos [standing]
Gold: [ 0]
Short descr: Heimdall
Long descr:
Heimdall, guardian of Bifrost, stands guard over the Rainbow Bridge.
Description:
Standing over 7 feet tall and muscled as only a god can be, Heimdall keeps
his unsleeping gaze over the Rainbow bridge. His trusty Gjallor-horn never
leaves his side, and shall remain unwinded until the dread ship Naglfar sails
towards Valhalla on the dawn of Ragnarok.
Well congradulations. You made it through the hairy things known as resets!
The next sections have not changed. I decided that they looked good as
they were. If you think I should change the way these next two are written
be sure to let me know.
Chapter 6.- Shops. Those Fun places where you Buy things.
----------------------------------------------------------------------
Now this section really isn't hard at all...it is done within the Mob editor...
So turn it on and lets go....
Step 1.) edit mob <vnum>
example: edit mob 8600
make sure that this is the mob that you want to be the shopkeeper.
step 2.) shop hours [#opening] [#closing]
example: shop hours 1 24
This sets the shops hours. If you want the shop to only be open 1 hour a day
it is possible...just set the time...a 1 24 shop is open 24 hours.
step 3.) shop profit [#buying%] [#selling%]
example: shop profit 10 100
This shopkeeper would sell things at 100% markup and buy things at 10% of
thier price.
step 4.) shop type [#0-4] [item type]
example: shop type 0 weapon
This would place the shop to buy weapons. You can set up to 5 of these. Same
flags as object type. see ? type inside the editor.
That is all there is to it...Make sure that you have the resets done right...
You MUST have loaded the mob with the items you want it to sell into its
inventory.
example: oreset 8600 puff none
This places object 8600 into puff's inventory...and thus if he is a shopkeeper
will sell it.
PETSHOPS
--------------
These are done in the same fashion...only one difference...you DO NOT load
the mobs onto the shopkeeper...you MUST make a room 1 vnum higher than
the petshops room. DO NOT connect this room to the shop or to any room in
the MUD.
So for example if you have a petshop with the vnum of 6400 the petshop
must have a backroom to keep the pets in...so 6401 would do it...just
load the pets into room 6401 and you will be set....Also make sure you flag
the room as pet_shop. Otherwise it won' work. Its as easy as that to make a
petshop :).
Oooops, I don't want the shop to buy those anymore....
simple just do this step...
step 1.) shop delete [#0-4]
example: shop delete 0
Its as easy as that...Now you should know everything you need to know about OLC
.
If you find anything that I have left out let me know at once!
TABLES
-----------
OBJECT VALUES TABLES
-----------------------------------
In these tables only the appropriate values are given...ALL other values
are assumed to be 0 (zero).
Light-
v2----------hours available, 0 dead, -1 infinite
Weapons-
v0----------weapon class. (see ? wclass )
v1----------number of dice to roll. (see help weapon_dice)
v2----------type of dice to roll. (see help weapon_dice)
v3----------weapon type. (see ? weapon)
v4----------special weapon type. (see ? wtype)
Furniture-
V0 is the number of people that can fit onto the piece of furniture
(in the case of the couch, 2 people). V1 is the total weight the
piece of furniture can support (200 pounds here, meaning while in
theory 2 people can sit on the couch, the people sitting on it can't
weigh more than a total of 200 pounds). V2 is furniture flags, which
determine the message to the room when the person uses the furniture
in various different ways. The couch can be sat on, rested on, slept
on, stood on, and have things put on it. However, a bathtub might be
sit in, rest in, have no setting for sleep (sleeping in a bathtub is
a bad idea) and allow things to be put in it -- hence the configurability
on the messages. You can only flag the furniture with one of each type
of message -- one sit, one rest, one sleep, one stand and one put --
and you don't have to use all of them, like I said in my bathtub
example. V3 determines how much of a healing bonus or penalty the person
receives for using the furniture -- V4 determines the mana recovery bonus
or penalty. 100 is normal heal/mana recovery.
A list of furniture flags for V2 follows:
A Stand at F Sit in K Sleep on P Put Inside
B Stand on G Rest at L Seep in
C Stand in H Rest on M Put at
D Sit at I Rest in N Put on
E Sit on J Sleep at O Put in
(Note that the Put flags in furniture are not yet enabled, but please design yo
ur furniture using them anyhow, so that when the code is written, your area wil
l be current to it.)
Scolls, Potions, Pills-
v0--------level
v1--------spell name 1
v2--------spell name 2
v3--------spell name 3
v4--------unused
An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
Food-
v0----------hours of food value
v1----------0
v2----------0
v3----------poisoned?
v4----------0
Staff or wands.-
v0----------level of staff or wand
v1----------max charges
v2----------current charges
v3----------spell names
v4----------0
An up to date list of the spells can be found typing ? spells with the
argument [ignore/attack/defend/self/object/all]
Example: ? spells all
This would list all the spells available.
Armor-
v0----------ac pierce
v1----------ac bash
v2----------ac slash
v3----------ac exotic (magic)
v4----------0
Container-
v0----------weight compacity
v1----------flags: closeable, pickproof, closed, locked
v2----------key vnum
v3----------0
v4----------0
Money-
*NOTE this isn't working right now...will be working on getting fixed soon*
v0----------value in Silver.
v1----------Value in Gold.
v2----------0
v3----------0
v4----------0
Drinks.-
v0----------capacity
v1----------current quantity
v2----------liquid type (to see the list type ? liquid)
v3----------poisoned?
v4----------0
A list of liquids:
water beer wine ale
dark-ale whisky lemonade firebreather
local-specialty slime-mold-juice milk tea
coffee blood salt-water cola
Portals.-
V0 is the number of charges the portal has (for limited use portals) --
similar to how a wand or staff has charges. Set it to -1 for a permanent
portal. V1 is exit flags -- see the section of #ROOMS dealing with doors for a
listing of usable exit flags. V2 is gate flags, a listing of which is at
the end of this example. V3 is the vnum of the room that the portal goes to.
V4 is unused, and held with a zero.
Gate flags:
A Normal exit (should be set if no other portal flags are used)
B No curse (can't be used by people who are cursed)
C Go with (portal entrance moves with the person using it)
D Gate buggy (chance it will teleport the person to a random room)
E Random (will always teleport the person to a random room)
Fountains-
V0 and V1 for fountains are technically set the same as drink containers
(max capacity and current capacity) but since a fountain holds an
endless supply of liquid, usually V0 and V1 are set to some arbitrarily
large number. Any number above zero should work fine. :) V2
is the type of liquid the fountain holds. Any liquid in the table
associated with drink containers will work in a fountain. V3
and V4 are held with zeroes.
(And yes, you can have fountains of wine, or fountains of coffee :)
----------------------------------------------------------------------------
MOB TABLES
***********************************************************************
| Below are the Values you need to use for setting a mobs HITDICE: |
***********************************************************************
| Lvl | Dice | Lvl | Dice | Lvl | Dice |
***********************************************************************
| 1 | 1d2+6 | 51 | 10d176+905 | 101 | 12d573+2775 |
| 2 | 1d3+15 | 52 | 10d183+980 | 102 | 12d584+2815 |
| 3 | 1d6+24 | 53 | 10d190+1010 | 103 | 12d596+2860 |
| 4 | 1d13+33 | 54 | 11d179+1040 | 104 | 12d607+2905 |
| 5 | 1d17+42 | 55 | 11d186+1070 | 105 | 12d619+2950 |
| 6 | 1d25+45 | 56 | 11d192+1100 | 106 | 12d631+2990 |
| 7 | 2d17+57 | 57 | 11d199+1130 | 107 | 12d643+3035 |
| 8 | 2d22+69 | 58 | 11d206+1160 | 108 | 12d655+3080 |
| 9 | 3d19+82 | 59 | 11d214+1195 | 109 | 12d667+3125 |
| 10 | 3d22+96 | 60 | 11d221+1225 | 110 | 12d679+3175 |
| 11 | 3d28+111 | 61 | 11d228+1255 | 111 | 12d692+3220 |
| 12 | 4d25+124 | 62 | 11d236+1290 | 112 | 12d704+3265 |
| 13 | 4d29+137 | 63 | 11d243+1325 | 113 | 12d717+3310 |
| 14 | 5d27+151 | 64 | 11d251+1351 | 114 | 12d730+3355 |
| 15 | 5d30+161 | 65 | 11d259+1390 | 115 | 12d743+3405 |
| 16 | 5d35+180 | 66 | 11d267+1425 | 116 | 12d755+3450 |
| 17 | 6d33+195 | 67 | 11d275+1455 | 117 | 12d769+3500 |
| 18 | 6d37+211 | 68 | 11d284+1490 | 118 | 12d782+3545 |
| 19 | 6d41+227 | 69 | 11d292+1525 | 119 | 12d795+3595 |
| 20 | 6d45+244 | 70 | 11d300+1560 | 120 | 12d808+3640 |
| 21 | 7d43+261 | 71 | 11d309+1595 | 121 | 12d822+3690 |
| 22 | 7d47+278 | 72 | 11d318+1630 | 122 | 12d836+3740 |
| 23 | 7d51+296 | 73 | 11d327+1665 | 123 | 12d849+3785 |
| 24 | 7d56+315 | 74 | 11d336+1700 | 124 | 12d863+3835 |
| 25 | 8d53+334 | 75 | 11d345+1735 | 125 | 12d877+3885 |
| 26 | 8d57+353 | 76 | 11d354+1775 | 126 | 12d891+3935 |
| 27 | 8d62+373 | 77 | 11d363+1810 | 127 | 12d905+3985 |
| 28 | 8d66+393 | 78 | 11d373+1845 | 128 | 12d920+4035 |
| 29 | 8d71+414 | 79 | 12d351+1885 | 129 | 12d934+4085 |
| 30 | 9d61+416 | 80 | 12d360+1920 | 130 | 12d949+4135 |
| 31 | 9d72+431 | 81 | 12d369+1960 | 131 | 12d963+4185 |
| 32 | 9d77+453 | 82 | 12d378+2000 | 132 | 12d978+4235 |
| 33 | 9d82+485 | 83 | 12d387+2035 | 133 | 12d993+4265 |
| 34 | 9d87+518 | 84 | 12d396+2075 | 134 | 12d1008+4335 |
| 35 | 9d92+541 | 85 | 12d406+2115 | 135 | 12d1023+4390 |
| 36 | 9d97+564 | 86 | 12d415+2150 | 136 | 13d958+4440 |
| 37 | 9d103+588 | 87 | 12d425+2190 | 137 | 13d972+4490 |
| 38 | 9d108+612 | 88 | 12d435+2230 | 138 | 13d987+4545 |
| 39 | 9d114+637 | 89 | 12d445+2270 | 139 | 13d1001+4600 |
| 40 | 10d108+662 | 90 | 12d455+2310 | 140 | 13d1015+4650 |
| 41 | 10d114+687 | 91 | 12d465+2350 | 141 | 13d1030+4700 |
| 42 | 10d119+712 | 92 | 12d475+2395 | 142 | 13d1045+4755 |
| 43 | 10d125+738 | 93 | 12d486+2435 | 143 | 13d1059+4810 |
| 44 | 10d131+765 | 94 | 12d496+2475 | 144 | 13d1074+4860 |
| 45 | 10d137+891 | 95 | 12d507+2515 | 145 | 13d1089+4915 |
| 46 | 10d143+818 | 96 | 12d518+2560 | 146 | 13d1104+4970 |
| 47 | 10d149+846 | 97 | 12d528+2600 | 147 | 13d1119+5025 |
| 48 | 10d156+873 | 98 | 12d539+2645 | 148 | 13d1135+5080 |
| 49 | 10d162+901 | 99 | 12d550+2685 | 149 | 13d1150+5135 |
| 50 | 10d169+920 | 100 | 12d562+2730 | 150 | 13d1166+5190 |
***********************************************************************
-----------------------------------------------------------------------------
***********************************************************************
| Below are the Values you need to use for setting a mobs DAMDICE: |
***********************************************************************
| Lvl | Dice | Lvl | Dice | Lvl | Dice |
***********************************************************************
| 1 | 1d2+0 | 51 | 5d10+25 | 101 | 5d20+50 |
| 2 | 1d2+1 | 52 | 5d10+26 | 102 | 5d20+51 |
| 3 | 1d3+2 | 53 | 5d11+26 | 103 | 5d21+51 |
| 4 | 1d4+2 | 54 | 5d11+27 | 104 | 5d21+52 |
| 5 | 2d3+2 | 55 | 5d11+27 | 105 | 5d21+52 |
| 6 | 2d3+3 | 56 | 5d11+28 | 106 | 6d18+53 |
| 7 | 2d4+3 | 57 | 5d12+28 | 107 | 6d18+53 |
| 8 | 2d4+4 | 58 | 5d12+29 | 108 | 6d18+54 |
| 9 | 2d5+4 | 59 | 5d12+29 | 109 | 6d18+54 |
| 10 | 2d5+5 | 60 | 5d12+30 | 110 | 6d18+55 |
| 11 | 3d4+5 | 61 | 5d12+30 | 111 | 6d19+55 |
| 12 | 3d4+6 | 62 | 5d12+31 | 112 | 6d19+56 |
| 13 | 3d5+6 | 63 | 5d13+31 | 113 | 6d19+56 |
| 14 | 3d5+7 | 64 | 5d13+32 | 114 | 6d19+57 |
| 15 | 3d5+8 | 65 | 5d13+32 | 115 | 6d19+57 |
| 16 | 3d5+9 | 66 | 5d13+33 | 116 | 6d19+58 |
| 17 | 4d4+8 | 67 | 5d14+33 | 117 | 6d20+58 |
| 18 | 4d5+9 | 68 | 5d14+34 | 118 | 6d20+59 |
| 19 | 4d5+9 | 69 | 5d14+34 | 119 | 6d20+59 |
| 20 | 4d5+10 | 70 | 5d14+35 | 120 | 6d20+60 |
| 21 | 4d5+10 | 71 | 5d14+35 | 121 | 6d20+60 |
| 22 | 4d6+11 | 72 | 5d14+36 | 122 | 6d20+61 |
| 23 | 4d6+11 | 73 | 5d15+36 | 123 | 6d21+61 |
| 24 | 4d6+12 | 74 | 5d15+37 | 124 | 6d21+62 |
| 25 | 4d6+12 | 75 | 5d15+37 | 125 | 6d21+62 |
| 26 | 4d6+13 | 76 | 5d15+38 | 126 | 6d21+63 |
| 27 | 4d6+13 | 77 | 5d15+38 | 127 | 6d21+63 |
| 28 | 4d7+14 | 78 | 5d16+39 | 128 | 6d21+64 |
| 29 | 4d7+14 | 79 | 5d16+39 | 129 | 6d22+64 |
| 30 | 5d6+15 | 80 | 5d16+40 | 130 | 6d22+65 |
| 31 | 5d6+15 | 81 | 5d16+40 | 131 | 6d22+65 |
| 32 | 5d6+16 | 82 | 5d16+41 | 132 | 6d22+66 |
| 33 | 5d6+16 | 83 | 5d17+41 | 133 | 6d22+66 |
| 34 | 5d7+17 | 84 | 5d17+42 | 134 | 6d22+67 |
| 35 | 5d7+17 | 85 | 5d17+42 | 135 | 6d23+67 |
| 36 | 5d7+18 | 86 | 5d17+43 | 136 | 6d23+68 |
| 37 | 5d7+18 | 87 | 5d18+43 | 137 | 6d23+68 |
| 38 | 5d8+19 | 88 | 5d18+44 | 138 | 6d23+69 |
| 39 | 5d8+19 | 89 | 5d18+44 | 139 | 6d23+69 |
| 40 | 5d8+20 | 90 | 5d18+45 | 140 | 6d23+70 |
| 41 | 5d8+20 | 91 | 5d18+45 | 141 | 6d24+70 |
| 42 | 5d8+21 | 92 | 5d18+46 | 142 | 6d24+71 |
| 43 | 5d9+21 | 93 | 5d19+46 | 143 | 6d24+71 |
| 44 | 5d9+22 | 94 | 5d19+47 | 144 | 6d24+72 |
| 45 | 5d9+22 | 95 | 5d19+47 | 145 | 6d24+72 |
| 46 | 5d9+23 | 96 | 5d19+48 | 146 | 6d24+73 |
| 47 | 5d10+23 | 97 | 5d20+48 | 147 | 6d25+73 |
| 48 | 5d10+24 | 98 | 5d20+49 | 148 | 6d25+74 |
| 49 | 5d10+24 | 99 | 5d20+49 | 149 | 6d25+74 |
| 50 | 5d10+25 | 100 | 5d20+50 | 150 | 6d25+75 |
***********************************************************************
-----------------------------------------------------------------------------
Below is a list of MOB Armor Class. Please Follow this when making mobs:
******************************************************************
| Lvl | pierce | bash | slash | exotic |
******************************************************************
| 1 | 95 | 95 | 95 | 95 |
| 2 | 88 | 88 | 88 | 94 |
| 3 | 81 | 81 | 81 | 94 |
| 4 | 75 | 75 | 75 | 88 |
| 5 | 70 | 70 | 70 | 85 |
| 6 | 63 | 63 | 63 | 81 |
| 7 | 56 | 56 | 56 | 81 |
| 8 | 50 | 50 | 50 | 75 |
| 9 | 44 | 44 | 44 | 75 |
| 10 | 40 | 40 | 40 | 70 |
| 11 | 31 | 31 | 31 | 69 |
| 12 | 25 | 25 | 25 | 63 |
| 13 | 19 | 19 | 19 | 63 |
| 14 | 13 | 13 | 13 | 56 |
| 15 | 5 | 5 | 5 | 55 |
| 16 | 0 | 0 | 0 | 50 |
| 17 | -6 | -6 | -6 | 50 |
| 18 | -13 | -13 | -13 | 44 |
| 19 | -19 | -19 | -19 | 44 |
| 20 | -25 | -25 | -25 | 40 |
| 21 | -31 | -31 | -31 | 38 |
| 22 | -38 | -38 | -38 | 31 |
| 23 | -44 | -44 | -44 | 31 |
| 24 | -50 | -50 | -50 | 25 |
| 25 | -55 | -55 | -55 | 20 |
| 26 | -63 | -63 | -63 | 19 |
| 27 | -69 | -69 | -69 | 19 |
| 28 | -75 | -75 | -75 | 13 |
| 29 | -81 | -81 | -81 | 13 |
| 30 | -90 | -90 | -90 | 5 |
| 31 | -94 | -94 | -94 | 5 |
| 32 | -100 | -100 | -100 | 0 |
| 33 | -106 | -106 | -106 | 0 |
| 34 | -113 | -113 | -113 | -6 |
| 35 | -120 | -120 | -120 | -10 |
| 36 | -125 | -125 | -125 | -13 |
| 37 | -131 | -131 | -131 | -13 |
| 38 | -138 | -138 | -138 | -19 |
| 39 | -144 | -144 | -144 | -19 |
| 40 | -150 | -150 | -150 | -25 |
| 41 | -156 | -156 | -156 | -25 |
| 42 | -163 | -163 | -163 | -31 |
| 43 | -169 | -169 | -169 | -31 |
| 44 | -175 | -175 | -175 | -38 |
| 45 | -180 | -180 | -180 | -40 |
| 46 | -188 | -188 | -188 | -44 |
| 47 | -194 | -194 | -194 | -44 |
| 48 | -200 | -200 | -200 | -50 |
| 49 | -206 | -206 | -206 | -50 |
| 50 | -215 | -215 | -215 | -55 |
| 51 | -219 | -219 | -219 | -56 |
| 52 | -225 | -225 | -225 | -63 |
| 53 | -231 | -231 | -231 | -63 |
| 54 | -238 | -238 | -238 | -69 |
| 55 | -245 | -245 | -245 | -70 |
| 56 | -250 | -250 | -250 | -75 |
| 57 | -256 | -256 | -256 | -75 |
| 58 | -263 | -263 | -263 | -81 |
| 59 | -269 | -269 | -269 | -81 |
| 60 | -275 | -275 | -275 | -90 |
| 61 | -281 | -281 | -281 | -90 |
| 62 | -288 | -288 | -288 | -94 |
| 63 | -294 | -294 | -294 | -94 |
| 64 | -300 | -300 | -300 | -100 |
| 65 | -305 | -305 | -305 | -105 |
| 66 | -313 | -313 | -313 | -106 |
| 67 | -319 | -319 | -319 | -106 |
| 68 | -325 | -325 | -325 | -113 |
| 69 | -331 | -331 | -331 | -113 |
| 70 | -340 | -340 | -340 | -120 |
| 71 | -344 | -344 | -344 | -120 |
| 72 | -350 | -350 | -350 | -125 |
| 73 | -356 | -356 | -356 | -125 |
| 74 | -363 | -363 | -363 | -131 |
| 75 | -369 | -369 | -369 | -131 |
| 76 | -375 | -375 | -375 | -138 |
| 77 | -381 | -381 | -381 | -138 |
| 78 | -388 | -388 | -388 | -144 |
| 79 | -394 | -394 | -394 | -144 |
| 80 | -400 | -400 | -400 | -150 |
| 81 | -406 | -406 | -406 | -150 |
| 82 | -413 | -413 | -413 | -156 |
| 83 | -419 | -419 | -419 | -156 |
| 84 | -425 | -425 | -425 | -163 |
| 85 | -431 | -431 | -431 | -163 |
| 86 | -438 | -438 | -438 | -169 |
| 87 | -444 | -444 | -444 | -169 |
| 88 | -450 | -450 | -450 | -175 |
| 89 | -456 | -456 | -456 | -175 |
| 90 | -463 | -463 | -463 | -181 |
| 91 | -469 | -469 | -469 | -181 |
| 92 | -475 | -475 | -475 | -188 |
| 93 | -481 | -481 | -481 | -188 |
| 94 | -488 | -488 | -488 | -194 |
| 95 | -494 | -494 | -494 | -194 |
| 96 | -500 | -500 | -500 | -200 |
| 97 | -506 | -506 | -506 | -200 |
| 98 | -513 | -513 | -513 | -206 |
| 99 | -519 | -519 | -519 | -206 |
| 100 | -525 | -525 | -525 | -213 |
| 101 | -531 | -531 | -531 | -213 |
| 102 | -538 | -538 | -538 | -219 |
| 103 | -544 | -544 | -544 | -219 |
| 104 | -550 | -550 | -550 | -225 |
| 105 | -556 | -556 | -556 | -225 |
| 106 | -563 | -563 | -563 | -231 |
| 107 | -569 | -569 | -569 | -231 |
| 108 | -575 | -575 | -575 | -238 |
| 109 | -581 | -581 | -581 | -238 |
| 110 | -588 | -588 | -588 | -244 |
| 111 | -594 | -594 | -594 | -244 |
| 112 | -600 | -600 | -600 | -250 |
| 113 | -606 | -606 | -606 | -250 |
| 114 | -613 | -613 | -613 | -256 |
| 115 | -619 | -619 | -619 | -256 |
| 116 | -625 | -625 | -625 | -263 |
| 117 | -631 | -631 | -631 | -263 |
| 118 | -638 | -638 | -638 | -269 |
| 119 | -644 | -644 | -644 | -269 |
| 120 | -650 | -650 | -650 | -275 |
| 121 | -656 | -656 | -656 | -275 |
| 122 | -663 | -663 | -663 | -281 |
| 123 | -669 | -669 | -669 | -281 |
| 124 | -675 | -675 | -675 | -288 |
| 125 | -681 | -681 | -681 | -288 |
| 126 | -688 | -688 | -688 | -294 |
| 127 | -694 | -694 | -694 | -294 |
| 128 | -700 | -700 | -700 | -300 |
| 129 | -706 | -706 | -706 | -300 |
| 130 | -713 | -713 | -713 | -306 |
| 131 | -719 | -719 | -719 | -306 |
| 132 | -725 | -725 | -725 | -313 |
| 133 | -731 | -731 | -731 | -313 |
| 134 | -738 | -738 | -738 | -319 |
| 135 | -744 | -744 | -744 | -319 |
| 136 | -750 | -750 | -750 | -325 |
| 137 | -756 | -756 | -756 | -325 |
| 138 | -763 | -763 | -763 | -331 |
| 139 | -769 | -769 | -769 | -331 |
| 140 | -775 | -775 | -775 | -338 |
| 141 | -781 | -781 | -781 | -338 |
| 142 | -788 | -788 | -788 | -344 |
| 143 | -794 | -794 | -794 | -344 |
| 144 | -800 | -800 | -800 | -350 |
| 145 | -806 | -806 | -806 | -350 |
| 146 | -813 | -813 | -813 | -356 |
| 147 | -819 | -819 | -819 | -356 |
| 148 | -825 | -825 | -825 | -363 |
| 149 | -831 | -831 | -831 | -363 |
| 150 | -838 | -838 | -838 | -369 |
| 151 | -844 | -844 | -844 | -369 |
| 152 | -850 | -850 | -850 | -375 |
| 153 | -856 | -856 | -856 | -375 |
| 154 | -863 | -863 | -863 | -381 |
| 155 | -869 | -869 | -869 | -381 |
| 156 | -875 | -875 | -875 | -388 |
| 157 | -881 | -881 | -881 | -388 |
| 158 | -888 | -888 | -888 | -394 |
| 159 | -894 | -894 | -894 | -394 |
| 160 | -900 | -900 | -900 | -400 |
******************************************************************
-------------------------------------------------------------------------
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.
levels: dice levels dice
1: 1d8 78-83: 6d14
2-3: 2d5 84-89: 6d15
4-5: 2d6 90-96: 6d16
6-9: 4d4 97-102: 6d17
10-12: 4d5 103-108: 6d18
13-15: 5d4 109-115: 6d19
16-21: 5d5 116-121: 6d20
22-26: 5d6 122-127: 6d21
27-31: 5d7 128-134: 6d22
32-36: 5d8 135-140: 6d23
37-42: 5d9 141-146: 6d24
43-47: 5d10 147-153: 6d25
48-50: 5d11 154-160: 6d26
51-52: 6d9
53-58: 6d10
59-64: 6d11
65-71: 6d12
72-77: 6d13
------------------------------------------------------------------------
The MOB TABLES were compiled by Terram and made pretty by Beowolf. So
a special thanks goes out to Terram. See anything from this document
I failed to hit on? If so mail me and I will add it in and give you
thanks here :)
That concludes the OLC manual for TSR. I hope that this has helped you become
a better and more successful area builder. Good luck on that area.
-Beowolf, Allanon, and Draven.
This document is Copyright 1996 by TSR. For permission to use this document
on any other mud please send email to beowolf@mat.net.