Building Staves/Wands

To start editing an object, go to the room you wish this object to reset in.

Type: edit object create <vnum> – This will create a new object.
Type: edit object <vnum> – To edit an existing object.
Type: olist 1/2/3 – To see a list of all the objects in the area while in the object editor.
Type: show – to see the current information of the object, which should look like this:

To build the basics of your object, go to the Objects Tutorial first, then come back here for the stave/wand values.

Keywords: [no name]
Area: [ 3] Thelasian Harbor
Vnum: [ 256]
Type: [staff]
Level: [ 1]
Wear flags: [hold]
Extra flags: [none]
Material: [unknown]
Condition: [ 100]
Weight: [ 5]
Cost: [ 200]
Size: [tiny]
Ex desc kwd: [none]
Short desc: (no short description)
Long desc: (no description)
[v0] Level: [0]
[v1] Charges Total: [0]
[v2] Charges Left: [0]
[v3] Spell: reserved

Staff/Wand Level, Charges, and Spell

Staves are magical sceptres with spells in them that people with the staves skill can use. The v0 level of a staff determines the level of the SPELL, -not- the object. This can be set by typing: v0 <number>

Charges total is how many ‘casts’ of the spell the staff has. So if it has 4 charges, then the staff can be brandished 4 times maximum. This can be set by typing: v1 <number>

Some staffs are not fully charged when found. Charges left determines how many casts or ‘charges’ the staff has left on it. Charges left can not exceed the amount of charges total the staff has.
This can be set by typing: v2 <number>

Lastly you can set the spell that the staff has on it. Keep in mind whatever spell you put on a staff, when brandished will be cast on -every- character in the room. So refrain from using area spells on staves.
However they can be used on wands, since wands only cast on a specific target. To set the spell on a staff type: v3 <spell>

To exit the object editor, type: done

And be sure to -always- save your area by typing: edit area, asave area, done