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 weapon values.
Keywords: [no name] Area: [ 3] Thelasian Harbor Vnum: [ 256] Type: [weapon] Level: [ 0] Wear flags: [none] Extra flags: [none] Material: [unknown] Condition: [ 100] Weight: [ 0] Cost: [ 0] Size: [tiny] Ex desc kwd: [none] Short desc: (no short description) Long desc: (no description) [v0] Weapon Type: longsword [v1] Accuracy bonus: [8] [v2] Damage bonus: [11] [v3] Damage Msg: slash [v4] Quality: 45 Damage Die: 9 | Wielded WeaponsWeapon type determines the type of weapon that you are making. Whether it is a sword, a dagger, or even just a club. There are several different weapon types: All of the different types of weapons are pretty self explanatory, except exotic. Exotic is for all the strange types of weapons that can’t be placed into a category. And they can be used by anyone, no matter their specilization. If you need better explanation or even picture guides, check out our weapons consistency guide. Weapon Dice isn’t something you have to set yourself. We’ve provided what is called a weapon calculator to automatically set the dice of your weapon depending on what quality and type of weapon you’d like to set it as. To set the quality of your weapon and dice, type: weaponcalc [type] [quality]. The quality ranges from -50 to 100, -50 being the crappiest, 0 being average, and 100 being exquisite. It’s rare that weapons should have a quality of 100 unless they are expertly crafted. To set the damage message your weapon causes, type: v3 <message> |
Keywords: [no name] Area: [ 3] Thelasian Harbor Vnum: [ 256] Type: [ranged] Level: [ 0] Wear flags: [none] Extra flags: [none] Material: [unknown] Condition: [ 100] Weight: [ 0] Cost: [ 0] Size: [tiny] Ex desc kwd: [none] Short desc: (no short description) Long desc: (no description) [v0] Weapon Type: longbow [v1] Damage Msg: pierce [v2] Quality: 80 Damage Die: 8 Accuracy: +11 Damage: +20 | Ranged WeaponsCreating ranged weapons requires slightly different settings than your regular wielded weapons. You have to set your object TYPE to RANGED, which will provide you with your ranged weapon settings. To see a list of the different types of ranged weapons, type: ? ranged To set the weapon quality: v2 quality To set the damage message your weapon causes, type: v1 <message> The damage die, accuracy, and damage are not set by you. Those are automatically set pending the quality and type of ranged weapon you pick. So do not worry about trying to change those. Another key point to creating ranged weapons is creating the ammo for them. For example: arrows. You would set the object type as ammo and then set v0 ammo to your ammo type. You can see a list of ammo types by typing: ? ammo Accuracy additions will give the ammo a percentage better accuracy. If you add 5 to the accuracy, it gives 5% better accuracy. It should never be greater than 10. Damage bonus is straight damage amount. |
To exit the object editor, type: done
And be sure to -always- save your area by typing: edit area, asave area, done