These pages have been developed to guide our builders through area creation with OLC for Lunar Eclipse MUD. They are a Rom.2.4 based MUD though, so we’re archiving it here in case it’s useful for building in the future.
[tabby title=”AEDIT”]
AEdit is primarily used by the Head Builder or high level Immortals running to MUD. This is where you assign your new builder their area and set up the requirements as listed below.
examples:
Lunar Eclipse lunar.are 10000-10500
Name
This is where you enter the area’s name. It is a good idea to keep this short.
File
Enter the name of the file for this area as it would appear in the server. Try the make this similar to the area name. The file name cannot match any other file name and cannot included spaces or underscores.
Vnums
The vnums you will assign to a given area.
Security
This number determines the security clearance that a builder must have to edit the area from numbers 1-9.
Builders
The players/builders names responsible for building this area.
[tabby title=”REDIT”]
This is where most builders start once assigned their vnums. It is usually recommended that you plan your area on graph paper before hand so you know which rooms are assigned to which vnum. Starting with your lowest vnum (10000), enter the command redit create 10000. It is then suggested that you enter the room name (see below) and then continue to your next room. This is where mapping out your area comes in handy, if the next room off of this room (10000) is east, then you would enter the command east dig 10001. Further explanations of exits are below.
Syntax:
redit create <vnum> – creates a new room.
redit <vnum> – this allows you to edit a room that has already been created.
example:
Justice Square
You stand on the famous Justice Square of Midgaard, the place to where all adventurers eventually return from time to time. The square is cobbled in smooth white marble, with no major features except an enormous black monolith in the center. There is an atrium to the north, a large garden to the south, and a ladder leading up to the Lunar Eclipse Newbie School.
[Exits: north south up]
Name
Syntax: name <room name>
This is where you would enter the name of the room you are currently editing/creating, in our case here, Justice Square. The name should be fairly short and simple as this is the name that will be referred to for the location of automated quest tokens and mobs. It is also sometimes wise not to use a basic room name repeatedly such as A Small Room.
Desc (Description)
Syntax: desc
This is where you want to detail what the player should “see”. Try to keep it brief and include a short description of the exits leading from the room as in our example description above. Using the command “format” will format (wordwrap) the room description.
Sector:
Syntax: sector <flags>
The sector flags allow you to set where the room is located. This sometimes determines how various mobs will act in the room as well as how a player is required to enter. Type ‘? sector’ to view a list of available sector flags.
This list is also included below:
inside – used with the indoor room flag (see further below)
air – requires player to have fly
hills – general terrain
swim – requires player to have swim or fly
desert – general terrain
city – in town
forest – general terrain
mountain – general terrain
field – general terrain
noswim – requires a player to have the breathe water spell
Room Flags:
Syntax: room <flags>
The room flags are similar to the sector flags but allow you to set more specific details. The following flags are available:
dark – a light source is required by the player
no_recall – player cannot recall
safe – no fighting
imp_only – implementors allowed only
no_mob – no mobiles can wander in
gods_only – gods allowed only
solitary – one player only
heroes_only – players of hero status allowed only
indoors – weather messages will not be shown, use with inside sector
nowhere – cannot locate mobiles or objects
pet_shop – used for marking pet shop location
law –
private – only two players allowed
newbies_only – only level 5 and below allowed
clan – only members of a specified clan allowed
mark –
no_teleport – a no teleport room
no_magic – no magic allowed
teleport – teleports those who enter
underwater – requires players to have ‘breathe water’ spell
mount_shop –
hospital –
arena – arena combatants only
quiet – players can only see says and emotes
Exits:
Here are the various commands associated with creating room exits.
Where <dir> is direction being north, south, east, west, up, down.
Syntax:
<dir> link <vnum> – make a two way link
<dir> dig <vnum> – creates a new room and makes a two way link
<dir> delete – removes exit in that dir
<dir> name <keyword> – names the exit/door
<dir> exit <flag> door – sets a door using the exit flags listed below
<dir> room <room vnum> – make a one way link (use with caution)
<dir> key <object vnum> – makes specified object the vnum of the key
required
<dir> desc – edit the description of the exit
Doors:
With the Room Editor, doors can be assigned to existing exits.
It is extremely important that exits with doors are set properly to avoid fatal errors.
Syntax: <direction> exit <flag>
The available flags are listed and explained below:
exit flags
nolock – cannot be locked
nopass – door is not passable by players using pass door spell
locked – door is locked
noclose – will not close
closed – door is closed
pickproof – cannot be picked open with the picklock skill
easy, hard, infuriating – sets the difficulty level to pick the locked door
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]
Syntax: <direction> name <name>
Where <name> is the keyword used to open the door. The name can be set as anything you choose such as door, cave, grate, trapdoor, flower, etc. Whatever is required to tie in with the theme of you room.
DOORS MUST BE GIVEN A NAME, ELSE THE AREA FILE WILL NOT LOAD
Syntax: <direction> exit closed
All doors should be set as closed when the area starts.
Closed doors are not seen upon entering a room.
To set a door locked and/or pickproof, complete the above 3 steps then:
Syntax: <direction> exit locked and/or <direction> exit pickproof
For doors that are locked a key is required by creating an object, type_key (go to OEdit for commands) then:
Syntax: <direction> key <vnum>
where <vnum> is the vnum of the key created.
NOTE:
If you set a door pickproof, be sure to set it locked.
If you set a door locked, be sure to assign it a key.
Failure to do so could cause the area file to have errors, which would prevent the mud from rebooting.
Heal Recovery:
Syntax: heal <number value>
This sets how fast (or how slow) hp’s will recover in this room.
Default is normal (100).
Mana Recovery:
Syntax: mana <number value>
This sets how fast (or how slow) mana will recover in this room by percent.
Default is normal (100).
Extra Descriptions:
Syntax: ed add <keyword>
ed delete <keyword>
ed edit <keyword>
ed format <keyword>
ed rename <keyword>
This command will allow you to add extra descriptions in the room, such as signs, paintings, etc.
Cleanup:
Syntax: cleanup
Clears room name, desc, flags, sectors, resets heal/mana to 100.
Does NOT affect resets.
Rlist:
Syntax: rlist
This command will list the rooms already created in the area.
Commands:
Syntax: commands
This will produce a list of the various commnads associated and available to REdit.
Done:
Syntax: done
Exists the room editor and returns to normal play.
[tabby title=”OEDIT”]
NOTE: At any time, hitting enter on a blank line or typing “show” will produce the current information set so far on the given object.
Olevel:
syntax: olevel <lvl>
This command is available from both within and outside of the Object Editor. It is extremely useful when you need to know what objects are out there of a certain level.
Entering the Object Editor:
Syntax: oedit <vnum>
Enters the editor for the selected object.
The following commands are available inside the Object Editor:
Creating a new object:
syntax: create <vnum>
example: create 7012
This will create object 7012 and enter the editor for that object.
Edit an existing object:
Syntax: oedit <vnum>
Name:
syntax: name <keywords>
example: name scroll blue
Words used to pick up, wear and otherwise interact with the object.
List only what people are likely to use.
Type:
syntax: type <type>
example: type scroll
The kind of object this is. What you set here will affect your choices for other parameters, so do this first. Typing ‘? type’ will produce the following valid 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 arrow room_key
gem jukebox portal jewelry
saddle quiver warp_stone
Level:
syntax: level <level>
example: level 89
The level someone must be to use the object.
Wear flags:
syntax: wear <wear flags>
example: wear take hold
Where the object can be worn. Valid locations are:
take finger neck body
head legs feet hands
arms shield about waist
wrist wield hold float
no-sac shoulder l-arm l-leg
l-rib
An object must have the ‘take’ flag if you want people to be able to pick it up.
Extra flags:
syntax: extra <extra flags>
example: glow magic no_locate
Special effects the object may have on it. Multiple flags can be used. Valid flags are:
glow hum dark lock
evil invis hidden no_disint
magic nodrop bless anti-good
anti-evil anti-neutral noremove inventory
nopurge rot-death vis-death no-locate
no-uncurse melt-drop burn-proof non-metal
had-timer lodged donated no_sac
sell-extract
Material:
syntax: material <material name>
example: material paper
Sturdier materials last longer, and certain races or monsters are vulnerable to specific materials. Valid choices are:
wood iron mithril bronze
steel silver brass adamantium
cloth crystal paper stone
food gold glass leather
Condition:
syntax: condition <number>
example: condition 85
The default is 100, but if you’d like the object to start out slightly damaged, you can change the percentage.
Weight:
syntax: weight <number>
example: weight 15
This is in tenths of a pound, so a weight of 15 is 1.5 pounds.
Cost:
syntax: cost <number>
example: cost 1850
Value of the object, in silver coins.
Short desc:
syntax: short <short description>
example: short a scroll written on blue paper
The description seen when the object is worn, picked up and so on. As the name implies, it should be kept short. You should also limit the amount of colour. Too much is annoying. The first letter in the short description cannot be capitalized, therefore use a, an, or the to precede the noun OR using a color code at the beginning will allow for capitalization if required.
Long desc:
syntax: long <long description>
example: long A blue scroll has been left here.
The description seen when the object is lying on the floor (it’s also the default ‘examine’ description). Make sure this corresponds with the ‘name’ list.
Extra Descriptions:
Syntax: ed add <keyword>
ed delete <keyword>
ed edit <keyword>
ed format <keyword>
ed rename <keyword>
This will allow you to add extra descriptions to an object. Fore example, you might want to describe the handle of a dagger with intricate markings and carvings.
Addaffect:
syntax: addaffect <affect> <modifier>
example: addaffect wisdom 3
Addaffect is used to give bonuses or apply penalties to those who wear
your piece of equipment. The syntax is “addaffect <attribute>
<value>”. Typing addaffect with no arguement will give you help.
Valid attributes are:
Strength, Wisdom, etc. – You must type out the full name of the
statistic… Do “addaffect wisdom -2” rather than “addaffect wis -2”.
Sex – There’s a bit of math involved with this affect. Zero is neutral,
one is male, and two is female. Values here are adjustments, not direct
changes… so “addaffect sex -1” would adjust someone’s gender setting
down by one. Females would become male and males would become
genderless.
Age – Doesn’t work. Age has no effect on Lunar Eclipse.
HP, Mana, Move – self-explanatory.
AC – Values given here are independent of damage type. The bonus or
penalty is applied to all four armor classes. Negative values improve
protection; positive ones make the wearer more vulnerable.
Hitroll and Damroll – improve the wearers chance to hit, and increase
the amount of damage done, in that order. This number should generally
be pretty low.
Saving-para (paralysis)
Saving-breath (all breath spells)
Saving-spell (all spells)
Saving-rod (save vs. rods)
These all improve or worsen protection against certain kinds of
attacks. Negative values are bonuses. Positive values are penalties.
Your guide on what ways the equipment will affect its wearer is common
sense, looking at existing similar-level equipment and asking fellow
builders. The only definite is that you shouldn’t put any affects (at
least any beneficial ones) on quivers. The reason for that is that the
bonuses will apply whether the wearer is using a bow or not (or even if
they can’t use bows at all). Arrow power should be set entirely through
its damage dice. Adding affects to bows is fine.
Delaffect:
Delaffect is used to remove “affects” that have been added to a piece of
equipment. Just look at the list of affects (type “show”) and enter
“delaffect <number>”, where <number> is the number next to the one you
want to remove. Typing delaffect with no arguement will give you help.
The V-slots:
syntax: v0 <value>, etc
The ‘v’ values are for object types that require a bit more description to operate properly. There are 4 v-slots.
Entering the slot name (v1, v2 etc) without an argument will give you specifications on what you should be looking for.
examples:
Light:
[v2] Light: [0]
Scroll:
[v0] Level: [0]
[v1] Spell: reserved
[v2] Spell: reserved
[v3] Spell: reserved
Wand:
[v0] Level: [0]
[v1] Charges Total: [0]
[v2] Charges Left: [0]
[v3] Spell: reserved
Staff:
[v0] Level: [0]
[v1] Charges Total: [0]
[v2] Charges Left: [0]
[v3] Spell: reserved
Weapon:
[v0] Weapon class: exotic
[v1] Number of dice: [0]
[v2] Type of dice: [0]
[v3] Type: hit
[v4] Special type: none
Treasure:
N/A
Armor:
[v0] Ac pierce [0]
[v1] Ac bash [0]
[v2] Ac slash [0]
[v3] Ac exotic [0]
Potion:
[v0] Level: [0]
[v1] Spell: reserved
[v2] Spell: reserved
[v3] Spell: reserved
Furniture:
[v0] Occupants: 0
[v2] Type: none
Trash:
N/A
Container:
[v0] Weight: [0 kg]
[v1] Flags: [none]
[v2] Key: none [0]
[v3] Max Weight 0 kg
[v4] Multiplier 0
Drink-Container:
[v0] Liquid Total: [0]
[v1] Liquid Left: [0]
[v2] Liquid: water
[v3] Poisoned: No
Key:
N/A
Food:
[v0] Food hours: [0]
[v1] Stuff: [0]
[v3] Poisoned: No
Money:
[v0] Gold: [0]
Boat:
N/A
NPC Corpse:
N/A
Fountain:
N/A
Pill:
[v0] Level: [0]
[v1] Spell: reserved
[v2] Spell: reserved
[v3] Spell: reserved
Clothing:
N/A
Protect:
N/A
Map:
N/A
Warp_stone:
N/A
Room_key:
N/A
Gem:
N/A
Jukebox:
N/A
Portal:
N/A
Jewelry:
N/A
Saddle:
N/A
Quiver:
[v0] Number of Arrows 0
[v1] Number of Dice 0
[v2] Type of Dice 0
[v3] Spell: reserved
Arrow:
[v1] Number of Dice 0
[v2] Type of Dice 0
[v3] Spell: reserved
commands:
Syntax: command
– prints a list of possible commands
done:
Syntax: done
– exits the object editor and returns to normal play
[tabby title=”MEDIT”]
NOTE: Hitting enter on a blank line or typing “show” at any time will produce the current information on the mob you are editing.
Mlevel:
syntax: mlevel <lvl>
This command is available from both within and outside of the Mob Editor. It is extremely useful when you need to know what mobs are out there of a certain level.
Entering the Mob Editor:
syntax: medit <vnum>
Where <vnum> is the vnum of an existing mob.
The following commands are available from within the Mob Editor:
Creating a new mob:
syntax: medit create <vnum>
example: medit create 3001
This will create a new mob, vnum <vnum>. To edit an existing mob, type “edit mob <vnum>”.
Vnum:
The mobile’s vnum. You can’t change this once you’ve created the mob.
Area:
The mud automatically sets this. Don’t mess with it.
Name:
syntax: name <keywords>
example: name fish goldfish
This will be the list of keywords that the players will use to interact with the mob. It works best to pick obvious words from the long or short description. Stick with nouns and adjectives; words like “a”, “and” or “the” are unnecessary.
Act:
syntax: act <act flags>
example: act warrior pet
There are a variety of options, all of which can be toggled. The “NPC” flag is automatically set. Don’t remove it.
sentinel scavenger hunter aggressive
stay-area wimpy pet train
practice hate repair mountable
undead cleric mage thief
warrior noalign nopurge outdoors
indoors healer gain update-always
changer banker forger
Sentinel mobiles won’t wander about; they’ll stay where they load unless someone shoves them.
Scavengers will pick up low-value items that they find on the ground and keep them in inventory.
Do not use the hunter flag; it causes all sorts of problems.
Aggressive will make a monster automatically attack any player up to five levels above it that it can see, subject to the ‘deter’ spell.
Stay-area makes it so a wandering mob will not wander out of its area of origin. You should use this flag on every mob unless you have a specific reason to let a mobile leave its home area. Otherwise you’re likely to have problems.
Wimpy mobiles will automatically try to flee when sufficiently injured, similar to the player wimpy command. You cannot change the wimpy value, however.
The ‘pet’ flag should be set on pet-store mobs and no others.
Train, Practice and Gain allow a critter to perform the guildmaster functions of the same name. Repair, Healer, Changer and Banker work the same way.
If a mob is set mountable, players with the appropriate skill and equipment will be able to climb aboard and take a ride. This should be used with caution.
Noalign will disable alignment checks for spells (such as frenzy) which are affected by ethos. “Generic” pets, such as the low-level ones, should be noalign. For other pets (and mobiles in general), just go with whatever is appropriate.
Mobs set to “no_purge” will not be destroyed when you purge the room they’re in. Slay will still work. This flag should usually only be used on mobiles like healers and shopkeepers. Putting it on everything will just annoy your fellow immortals somewhere down the road.
Sex:
syntax: sex <sex>
example: sex female
The choices are male, female, none or random. The only effect is for proper grammar.
Race:
syntax: race <race name>
example: race human
Setting the race automatically sets the ‘form’ and ‘parts’ for the monster, and may set some immunities, resistances, vulnerabilities or offensive attributes. The default is human, but even if you want the mobile to be human you should manually enter the race anyway, as that’ll save you the bother of setting the form and parts yourself. Your choices are:
unique human elf giant
dracon drow half-elf dwarf
bugbear hobbit sinar bat
dog bear cat centipede
fido doll goblin dragon
fox kobold lizard hobgoblin
orc pig snake water fowl
modron song bird rabbit troll
wolf wyvern unique school monster
faery felar arial wraith
daemonite
The mud won’t let you use ‘unique’ in OLC. Just pick something close and modify parts, vulnerabilities, resistances and immunities to suit the mob. Also realize that race may become important for mobiles with the ‘assist_race’ offensive attribute. That can be a good tool for controlling the way combat happens or could cause unexpected problems if you have mobiles of races available to players (elf, dwarf, or human, as the most common examples) who assist those of their own race.
Level:
syntax: level <level>
example: level 50
The level of the mobile.
Align:
syntax: align <number>
example: align -1000
This works the same as for players. The range is –1000 (satanic) to 1000 (angelic), with a default of 0, neutral.
Hitroll:
syntax: hitroll <number>
example: hitroll 75
This directly affects a monster’s chance to hit with an attack. You’ll probably need to fiddle with the value to get what you need, but a good starting point is to make the hitroll equal to the mobile’s level. Add from five to fifteen if the monster is a strong warrior type, depending on level.
Hitdice:
syntax: hitdice <number> <number> <number>
example: hitdice 1 1 10
This governs the mobile’s possible hit points. The format is XdX+X, and you have to enter the hitdice in that format or the mud won’t know what you’re doing. The best way to pick hitdice is to stat a similar-level mob to get a starting point, then adjust up or down when you test the mob.
Damage dice:
syntax: damdice <number> <number> <number>
example: damdice 1 1 10
This works the same as for hit dice, and the required format is the same. It works best to lean towards variety in damage; although 2d6 and 6d2 have the same overall range of possible damage amounts, 2d6 is a better choice.
Mana dice:
Right now this has no effect, as mobiles do not use mana to cast spells.
Affected by:
syntax: affect <affect flags>
example: affect flying invisible
This makes the monster permanently affected by certain spells. The possible “affects” are:
blind infrared poison detect_invis
sanctuary sneak invisible detect_evil
faerie_fire charm curse detect_good
haste sleep hide detect_hidden
berserk weaken swim detect_magic
dark_vision slow flying regeneration
plague pass_door calm protect_evil
protect_good
Several bear further explanation:
Blind, detect invis, detect hidden, infrared, sleep, dark vision: Keep in mind that these may affect how a mob acts if it’s aggressive. For example, an aggressive blind mobile won’t do much unless for some reason someone cures its blindness.
Detect evil, Detect magic, Detect good: There generally isn’t any reason to use these flags, as a mob won’t act any differently with or without them.
Poison, plague: A mob won’t shiver and suffer or spread plague if affected by these flags, but their attack strength will be reduced.
Charm: A mob with this flag will have a (Charmed) aura, and anyone trying to charm the monster will have the same problems as if they were trying to control someone else’s pet. There isn’t any other effect.
Pass_door: Mobs with permanent pass_door will have a translucent aura and, if they’re charmed, will follow their master through doors. However, they won’t randomly wander through doors on their own.
Everything else is self explanatory. As a reminder, not everything under the sun should have sanctuary.
Affected2 by:
These are additional permanent “affects” that a mobile may have. Currently available “aff2” options are:
mute entangle camoflague
fireshield morph flame of truth
deter visage image
mirror sorcery d-str
Mute, fireshield, entangle, mirror and deter are supported. Don’t use the others. Deter won’t do much, since mobs aren’t aggressive against each other, and it’s not recommended that you use permanent entangle. Mirror should only be used in very rare circumstances, and fireshield should also be used with caution.
AC (Armor Class):
syntax: ac <number> <number> <number> <number>
example: ac -100 -100 -100 -70
This is how you set a mob’s armor class. The syntax, where the numbers are the AC you want for bash, pierce, slash and “exotic”, in that order. For mobs up to level 80, you can check “help mob_ac” to get a good starting point. For mobs above level 80, just extrapolate from the given numbers or stat a similar-level mob.
Form:
syntax: form <form flags>
example: form magical worm
Form has a few subtle effects. In most circumstances you won’t need to change this parameter after setting the race, but in case you do, here are the possible settings and their effects:
edible poison magical instant_decay
other animal sentient undead
construct mist biped intangible
centaur insect spider crustacean
blob bird mammal amphibian
worm dragon snake cold_blood
reptile fish
Material:
syntax: material <material>
Sets the material the mobile is made from.
The possible materials are listed below:
none steel stone brass
bone energy mithril copper
silk marble glass water
flesh platinum granite leather
cloth gemstone gold porcelain
obsidian dragonscale ebony bronze
wood silver iron bloodstone
food lead wax adamantium
paper crystal
Parts:
syntax: part <part flags>
example: part wings fangs
The only effect of the parts slot is to let the mud know in what ways your mobile can be dismembered. It’s automatically set when you pick a race for the mob, but if you want to tweak it to be more accurate, the options are:
head arms legs heart
brains guts hands feet
fingers ear eye long_tongue
eyestalks tentacles fins wings
tail claws fangs horns
scales tusks
Imm:
syntax: imm <immune flags>
example: imm summon charm
These are the types of attack or spell that will not affect your mobile at all. The possible immunities are:
summon charm magic weapon
bash pierce slash fire
cold lightning acid poison
negative holy energy mental
disease drowning light sound
wood silver iron steel
mithril adamantium brass bronze
Most are self explanatory, but two deserve comment.
One is summon. A mob that is immune to summon is also ineligible for automated quests. This is the result of a fix in the quest code to avoid giving people quests to kill shopkeepers, healers and so on. If you’re making such a mob, you should make them immune to summon (and charm as well).
The other is bash. While OLC says bash, the mud will reset it to be interpreted as “blunt”, so if you set a mob immune to bash, it will instead be set as immune to all blunt attacks, not just bashing.
A mob can have any number of resistances. Use these carefully, as you should recognize that a mob immune to almost everything may suddenly start being used as a favorite charm target…
Res:
syntax: res <resistance flags>
example: res fire charm
A mobile resistant to certain attack types will take less damage when assaulted that way. Possible resistances are:
charm magic weapon bash
pierce slash fire cold
lightning acid poison negative
holy energy mental disease
drowning light wood iron
silver brass bronze steel
mithril adamantium summon sound
Resistances work the same as invulnerabilities
Vuln:
syntax: vuln <vulnerable flags>
example: vuln steel
A mobile vulnerable to certain attack types will take more damage when hit with such attacks. Possible vulnerabilities are:
magic weapon bash pierce
slash fire cold lightning
acid poison negative holy
energy mental disease drowning
light wood silver iron
steel mithril bronze brass
adamantium summon charm sound
These work the same as immunities and resistances.
Off:
syntax: off <offensive flags>
example: off disarm backstab
Offensive abilities are attack moves that a mob can use to gain an edge in combat. Your options are:
area-attack backstab bash berserk
disarm dodge fade fast
kick dirt_kick parry rescue
tail trip crush assist-all
assist-align assist-race assist-players assist-guard
assist-vnum mana-drain spin-kick whirl
circle entangle counterattack phase
Mobiles with area attack will be able to attack entire groups, not just one enemy at a time. This really annoys mages and psionicists.
Backstab, bash, berserk, dirt_kick, disarm, dodge, kick, parry, trip, circle, whirl, entangle and counterattack work essentially the same as the player skills of the same names. A few notes: First, giving a non-aggressive mobile backstab is pointless. Second, ‘whirl’ will make the mobile attack players, not other monsters. It’s similar to an occasional, random area_attack. Finally, entangle is a very powerful effect. It should be used very sparingly or players will get cranky and won’t consider your area worth visiting.
Fade doesn’t work, so don’t bother using it.
Fast is similar to a permanent ‘haste’ on the mobile, but it can’t be dispelled. This can be a powerful effect, and you should avoid using it on every mob.
Don’t bother setting the ‘rescue’ offense flag. Mobiles will never rescue each other, and any charmed mob can be ordered to rescue anyone/anything they can see.
“Tail” is essentially the same as trip, but does more damage. Obviously this should only be used on mobiles that have tails or you’ll be getting a lot of repetitive “bug” reports. 😛
“Crush” will make a mobile do more damage than usual every so often when using a blunt attack.
The “assist” flags will make a mobile jump into combat if it sees someone it considers an ally (according to which flag is chosen) is attacked. Pay attention when you set these or you may get weird results.
If a mob has mana_drain, it can attempt to drain the magic power of players it fights.
Size:
syntax: size <size>
example: size small
This sets the size of the mob.
tiny small medium large
huge giant
Start Position/Default Position:
syntax: startpos <position> or defaultpos <position>
example: startpos standing
sleeping resting sitting standing
“Start pos” is the position a mob will be in when it loads, and “Default pos” is the position it will return to when it’s not fighting, running a special function (like the Mayor’s tour of the city), or otherwise active. If the position is anything but standing, the “aggressive” act flag won’t do anything until the mobile is attacked or otherwise incited to get to its feet. The mob may also be at something of a defensive disadvantage if attacked, depending on the position it’s in. Obviously, monsters will be nearly defenseless while sleeping.
Wealth:
syntax: gold <number>
example: gold 456
Where number is a number around which the mud randomly generates a number of coins for a mob to be carrying when it loads.
Special Function:
syntax: spec <special function>
example: spec spec_breath_any
breath_any breath_acid breath_fire breath_frost
breath_gas breath_lightning cast_adept cast_cleric
cast_psionicist cast_undead cast_mage janitor
cast_judge guard executioner fido
poison thief ogre_member nasty
mayor bitch patrolman assassin
troll_member questmaster flower_shop
Be very careful setting Special functions. The simplest typo will crash the mud and your area file will have to be manually edited to get it operational again. This will make your fellow immortals very cranky. The syntax is: “Spec spec_<whatever>”, such as: “ spec spec_cast_mage”.
The function of breath weapons should be well known. Additional effects are possible from each type… Acid can damage the victim’s equipment, fire can blind with smoke, frost can cause a chill-touch-like strength reduction, gas can poison the target, and lightning may induce temporary shock. A mobile with spec_breath_any will randomly pick from the five types. Breath weapons do massive damage, so use them carefully.
Spec_cast_adept will cause the mobile to cast random helpful spells on lowbies, like the helpers in mud school. This should not be used on mobs that you intend for anyone to fight, and putting it on mobiles that lowbies won’t be near is pointless.
The other “spec_cast” functions allow the monster to wield one or more attack spells. The judge function allows only “general purpose” (“high explosive”). The others allow a specific group of spells based on a specific class (cast_undead is a mix between cleric and mage). Be careful about using spec_cast_psionicist, since it includes disintegration. If the mobile is high enough level, it will be able to cast that most hated of spells.
Executioner and guard functions trigger the protective actions performed by the peacekeepers in town (The Monolith and the various titans, respectively, on Lunar Eclipse. Lord Trebor’s Statue is also an “executioner”). They will automatically attack people with “thief” or “killer” flags, and if they are present in a room where combat takes place, they will assist whoever has the most positive (most “good”) alignment. The “guard” function is fine for about any sentry-type of good alignment (putting it on evil guards may incite them to fight among themselves). “Executioner” is generally reserved for mobiles that don’t wander about.
Mobs with the fido function will devour corpses they come across, leaving the contents on the ground.
“Janitor” will make it so the monster stops anywhere they find stuff on the ground and picks it up.
You should not use Spec_mayor on anything but the mayor of Midgaard. The function includes commands and actions that won’t make sense elsewhere.
The poison setting lets your critter bite enemies and attempt to poison them. The most obvious monsters for this ability are snakes, spiders, wasps and so on. However, it can also be used for things like vampires or werewolves.
The “thief” and “nasty” functions let your creation attempt to relieve players of their cash. The former is for picking pockets, essentially the same as the “steal” skill for players. Mobiles with the “nasty” function can make a slash at enemy’s coin purse during combat and scoop up the money that falls out.
The troll_member, ogre_member and patrolman settings are disabled. They don’t do anything.
Don’t use the bitch function for mobs that load anywhere players might wander into by accident. Not everyone will be offended, but most will quickly be annoyed by the spam.
“Questmaster” and “flower_shop” call up the automated quest code and the flower shop code in that order. It’s recommended that you put some extra description in the room or look-descript where you’re going to use these, as the commands are not intuitive.
Finally, assassin lets the mobile use some of the nastier thief attack abilities.
Only one special function may be assigned to a given mobile, and not every creature should have one. Use them carefully.
Shop:
syntax : shop hours [open] [close]
shop profit [%% buy] [%% sell]
shop type [0-4] [type obj]
shop type [0-4] none
shop assign
shop remove
– shop hours 0 23 (would set the shop to be always open)
– shop profit 200 70 (would mark up the cost by 100% for players buying, and they only get 70% of the cost from the shoppie when they sell stuff to him/her)
– shop type 0 drink-container (? type to see valid types. Use shop type 1, 2, 3, 4 to set more than one type of object that can be bought or sold))
– shop type 0 none (clears the object type set for that slot)
– shop assign (sets up a blank shop on the mob)
– shop remove (clears all shop stats from the mob) Thanks! Jenna
Short Desc:
syntax: short <short description>
example: short a duckling
This is the description that is used in combat, for socials and similar things. Per its name, you should keep it short, and color should be at a minimum.
Long Desc:
syntax: long <long description>
example: long A duckling is here, splashing in the pond.
This is what will show in the room description when someone enters and looks around.
Description:
syntax: desc
This is what players see if they ‘look’ at your mobile. The default is “You see nothing special about him/her/it”. You should be sure to change it to something more creative… Two or three lines are plenty in most cases.
Commands:
syntax: commands
Displays a list of possible commands associated with MEdit.
Done:
syntax: done
Exits the mobile editor and returns to normal play.
[tabby title=”SKEDIT”]
How to create or edit a skill/spell (SKEdit):
1) First you must write the code for the spell/skill and insert it in the appropriate module. (magic.c for spells, fight.c for fighting skills etc). Normally by convention it is named do_something() for skills or spell_something() for spells.
2) For skills and spells that can be affects attached to characters, objects or mobs, add a declaration for the skill/spell to the gsh.h header file. i.e. GSN(gsn_something). Most all skills will need a GSN. Spells which have immediate effects may not require a gsn() i.e. ‘cure critical’. Spells which are lasting affects do require gsns. I.e. ‘charm’, ‘sanctuary’, etc.
3) For a spell add a declaration to the magic.h header file. i.e. SPELL(spell_beam_of_light)
4) Run ‘make clean’ and then ‘make’. Until there are no errors of course.
5) Reboot the mud via shutdown & startup OR copyover.
6) For skills, one may also have to implement a command to invoke the skill. Some skills are designed to be automatically invoked and do not require a command. I.e. ‘dodge’, ‘enhanced damage’.
Beginning notes:
· When you are in the editor, hitting ENTER or SHOW will display the current skill you are working on. Type DONE to exit the editor.
· When you are finished making changes to a skill, type SAVE before you exit the editor.
· Typing COMMANDS within the skill editor shows you the list of valid options.
· Skills may never be deleted through the online editor. They must be deleted from the ../data/skills file while the mud is down. Also the skill count at the top of the file MUST be updated to reflect the correct number of skills in the file. i.e. If you delete a skill, reduce the count by 1.
· Typing LIST will show a list of gsns, spell functions, or skills implemented. The syntax is list [gsn/spells/skills]. LIST SKILLS will list all skills and spells. Spells will have a + sign by their entry, while skills will have a – sign.
Skill editing:
Syntax: skedit <an existing skill> or
skedit new <a new command>
Example: skedit mount
skedit new jump
To create a skill from within the skeditor
you can use ‘new <command name>’ while in the skeditor.
Syntax: new <skill name>
Example: new run
Fields
Name:
The name will change the name of the skill (mount, recall, etc.)
Syntax: name <skill name>
Example: name jump
Level:
This will determine the mininum level a player must be at to use the skill/spell for each class. The default for a new skill/spell is 103.
Syntax: level <class> <level number>
Example: level mage 5
Rating:
This will determine the cost rating in creation points a player must pay to acquire this the group for each class. A rating of –1 means the group cannot be acquired at creation time. I.e. clan groups.
Syntax: rating <class> <cost rating>
Example: rating mage 6
Spell:
This is the name of the C function that will called when a spell is cast. The default for a new spell is spell_null, which does nothing at all. The function must exist – see above. If it doesn’t exist it will tell you. For a list of available spell functions type LIST SPELLS.
Syntax: spell <spell function name>
Example: spell spell_change_diaper
Target:
This indicates whether a spell/skill requires a target and the nature of that target. For help on valid targets type ‘? target). The default for a new skill/spell is target_none.
Syntax: target <target flag>
Example: target tar_char_self
Position:
This is the minimum position a player must be in to use the skill/spell. For help on valid positions type ‘? Position’. Use the long name of the position not the short name. The lowest position is dead and the highest is standing. Most skills/spells should fall between rest and standing. Position fighting is special. It means the skill/spell can only be used while fighting.
Syntax: position <position name>
Example: position fighting
Gsn:
This is the name of the gsn that is assigned to the skill/spell. The default for a new skill/spell is NULL.
The gsn must exist – see above. If it doesn’t exist it will tell you. For a list of available gsns type LIST GSNS.
Gsns are used for applying affects to objects, characters, mobiles and rooms.
Syntax: gsn <gsn name>
Example: gsn gsn_jump
Mana:
This is the mana cost for a spell at the level it is first gained. Mana costs reduced as levels are gained unless the mana cost is over 50.
Syntax: mana <mana cost>
Example: mana 25
Beats:
This is the delay in system beats or pulses that occur after a player executes the skill/spell. The number of actual seconds is calculated and displayed in the SHOW listing of the skill/spell.
Syntax: beats <number of beats>
Example: beats 36
Noun:
This is the noun used in attack messages. For example see ‘kick’.
Syntax: noun <a word>
Example: noun bash
Off:
This is the message received by a character affected by the spell when it wears off. For example see ‘weaken’.
Syntax: off <string>
Example: off You feel more self-confident.
Obj:
This is the message sent by an object to people in the room when a affect wears off. For example see ‘curse’.
Syntax: obj <string>
Example: obj $p is no longer impure.
Room:
This is the message sent by a room to people in the room when a affect wears off. Used for spells that can be cast on rooms.
Syntax: room <string>
Example: room The room becomes lighter.
Note: Message field support special case strings $n, $p, $s, etc.
[tabby title=”GEDIT”]
How to create or edit a skill/spell group (GEdit):
Beginning notes:
· When you are in the editor, hitting ENTER or SHOW will display the current group you are working on. Type DONE to exit the editor.
· When you are finished making changes to a group, type SAVE before you exit the editor.
· Typing COMMANDS within the skill editor shows you the list of valid options.
· Groups may never be deleted through the online editor. They must be deleted from the ../data/groups file while the mud is down. Also the group count at the top of the file MUST be updated to reflect the correct number of groups in the file. i.e. If you delete a group, reduce the count by 1.
· Typing LIST will show a list of groups.
Group editing:
Syntax: gedit <an existing group> or
gedit create <a new group>
Example: gedit mage combat
gedit create necromancer basics
To create a group from within the group editor
you can use ‘create <command name>’ while in the skill editor.
Syntax: create <group name>
Example: create assassin default
Fields
Name:
The name will change the name of the group (paladin default, rom basics, etc.)
Syntax: name <group name>
Example: name necromancer default
Rating:
This will determine the cost rating in creation points a player must pay to acquire this group for each class. A rating of –1 means the group cannot be acquired at creation time. I.e. clan groups.
Syntax: rating <class> <cost rating>
Example: rating paladin 4
Spell:
This is the name of skill, spell, or group that will be included as part of this group. Currently a maximum of 20 skills, spells or groups can be included in a group. Spell is used as the editor command name although the name can be any valid skill, spell or group.
Syntax: spell new [name]
spell delete [name]
spell delete [number]
Example: spell new mount
spell delete 1
spell delete mount
[tabby title=”CMDEDIT”]
How to create a command:
1) First you must write the code for the command and insert it in the appropriate module. (act_comm.c for channels, act_info.c for informational commands). Normally by convention it is named do_something().
2) Add a declaration for the command to the command.h header file. i.e. COMMAND(do_something).
3) Run ‘make clean’ and then ‘make’. Until there are no errors of course.
4) Reoot the mud via shutdown & startup OR copyover.
5) Enter CMDEdit new something to add the new command.
Beginning notes:
· When you are in the editor, hitting ENTER or DISPLAY will display the current command you are working on. Type DONE to exit the editor. Unlike the other editors the SHOW has a special meaning. See below.
· When you are finished making changes to a command, type SAVE before you exit the editor.
· Typing COMMANDS within the cmdeditor shows you the list of valid options.
· Typing DELETE <command name> will delete the command and exit the editor. CAREFUL!
· Typing LIST will show a list of commands or functions implemented. Syntax is list [commands/functions] [level min] [level max] The level ranges are optional. Ex. ‘list commands 102 110’ shows all commands for imms.
Command editing:
Syntax: cmdedit <an existing comnand> or
cmdedit create <a new command>
Example: cmdedit shout
cmdedit create stats
To create the create command from within the cmdeditor
you can use ‘create <command name>’ while in cmdeditor.
Syntax: create <command name>
Example: create stats
Name:
Syntax: name <command name>
Example: name shout
The name will change the name of the command (flee, shout, etc.)
Function:
Syntax: function <function name>
Example: function do_flee
This is the name of the C function that will called to execute the command. The default for a new command is do_nothing, which of course does nothing. The function must exist – see above. If it doesn’t exist it will tell you. Multiple commands may be assigned to the same function (see – say and ‘).
Level:
Syntax: level <number>
Example: level 5
This will determine the mininum level a player must be at to use the command.
Position:
Syntax: position <position name>
Example: position sleeping
This is the minimum position a player must be in to use the command. For help on valid positions type ‘? Position’. Use the long name of the position not the short name. The lowest position is dead and the highest is standing. Most commands should fall between sleep and standing. Position fighting is special. It means the command can only be executed while fighting. Information commands like WHO are normally sleeping. Observation commands like LOOK are normally resting. Object manipulation commands are usually resting or higher.
Log:
Syntax: log <log flag>
Example: log log_normal
This is whether the command will be logged to the mud logfile or not. For help on log flags type ‘? log’.
log_normal means the command will only be logged if the character is being logged, log_always means the command is always logged, and log_never means the command is never logged. Most non-imm commands will be log_normal.
Show:
This determines what list the command will be shown in when a player uses the COMMANDS command for a list of commands.
Typing ‘? Show’ will display a list of valid categories. By default show is set to ‘none’ for new commands, meaning they will not appear in the commands list until this is changed.
NOTE that this is a new feature and not completely implemented yet. It is intended that a second argument parameter passed to the COMMANDS command which will show commands in that category. Already existing commands (prior to OLC 2.0) have been set to ‘undef’. Setting show to anything but none will make it appear in the COMMANDS list.
[tabby title=”RAEEDIT”]
How to create a race:
Beginning notes:
1) When you are in the editor, hitting ENTER or typing SHOW will display the current status of the race you are working on. Type DONE to exit the editor.
2) When you are finished making changes to a race, type SAVE before you exit the editor.
3) Typing LIST while in the editor will give you a listing of all current races. Races with a minus (-) by their name are MOB races, those with a plus (+) are player races.
4) Once you create a race it CANNOT be deleted using the online editor. It must be done offline using the ..data/races file.
Race creation command:
First you must enter the raeditor.
Syntax: raedit <an existing race>
Example: raedit human
To create the new race you must then ‘create <new>’ while in the raeditor.
Syntax: create <new race>
Example: create elf
Name:
Syntax: name <race name>
Example: name human
The name will simply be the name of the race (human, elf, dwarf etc.)
Who Name:
Syntax: who <who name>
Example: who <Human>
In some instances you may not have room for an entire name. For Half-Elves an example could be:
Example2: who <H-Elf>
The ‘Who Name’ is what characters will see on the ‘Who List’ of the MUD. This is usually limited to a number of figures, depending on how the ‘Who List’ is set up.
The ‘Who Name’ is NOT used for MOB races.
Race PC:
Syntax: pcrace <true/false>
Example: pcrace true
Race PC will determine if the race is available as a choice to the players or if it is simply a type of race to be used in building MOBs.
When making races you will always select true unless you are creating a new race for the builders to use.
Act:
Syntax: act <act flag(s)>
Example: act aggressive
Example2: act nopurge healer
This will determine how the race will act. This is NOT used when creating a player race, only a race used for MOBs.
‘? Act’ will give you a listing of the act flags available.
These flags are toggles. Type them again to remove them.
Aff:
Syntax: aff <affect flag(s)>
Example: aff flying
Example2: aff flying haste berserk
The affect flags are basically spells/skills that a race is always affected by. By typing ‘aff flying’ a player race will always be flying and never have the need to cast the spell. ‘Aff dark-vision’ would allow a player race to always see at night and never need a light source.
Be careful when choosing these for player races. Make sure they are reasonable and not overpowering the race itself. For instance, most player races wouldn’t be affected by haste or sanctuary.
‘? Aff’ will give you a list of affects to choose from.
These flags are toggles. Type them again to remove them.
Aff2:
Syntax: aff2 <affect2 flag(s)>
Example: aff2 mirror
Example: aff2 fireshield camoflague
The affect2 slot is the same as the affect but with different spells/skills to choose from. Usually with spells/skills more original to the MUD. Again they should be used reasonably when creating a player race.
‘? Affect2’ will give you a list of affects to choose from.
These flags are toggles. Type them again to remove them.
Off:
Syntax: off <offense flag(s)>
Example: off trip
Example2: off counterattack dodge disarm
Offenses are the skills/spells a race will have when fighting. This is NOT used in player races.
‘? Off’ gives you a list of flags available
These flags are toggles. Type them again to remove them.
Imm:
Syntax: imm <immune flag(s)>
Example: imm summon
Example2: imm charm drowning
In a player race, an immunity should be chosen carefully (if not at all) and within reason, of course, with the race being created.
‘? Imm’ gives a list of available flags.
These flags are toggles. Type them again to remove them.
Res:
Syntax: res <resistant flag(s)>
Example: res fire
Example2: res holy mental
Making a race resistant to something decreases the amount of damage it will take by the chosen flag. These should also be chosen carefully and not overdone.
‘? Res’ gives a list of available flags.
These flags are toggles. Type them again to remove them.
Vuln:
Syntax: vuln <vulnerable flag(s)>
Example: vuln magic
Example2: vuln cold lightning magic mental holy
This determines what a race if vulnerable to. If they are vulnerable to iron, they will take more damage from an iron weapon than one of steel. If they are vulnerable to holy, they are weak against many cleric attacks rather than the magical ones of mages.
‘? Vuln’ gives a list of available flags.
These flags are toggles. Type them again to remove them.
Form:
Syntax: form <form flags>
Example: form poison insect
Example2: form edible sentient biped mammal
Form will show what the race is made of. There will almost always be more than one flag used when determining the form of the race. Certain flags will have an affect on the parts. If the form is poison, the parts will be poisonous if eaten. If the form is construct, the parts are not edible.
‘? Form’ gives a list of available flags.
These flags are toggles. Type them again to remove them.
Part:
Syntax: part <body parts flags>
Example: part head arms legs hands feet fingers ears
Example2: part head wings tail scales claws fangs horns
The parts are basically the variety of things that may be chopped off a MOB or player when they die. Depending on the form and the part will determine if the part is edible or not, and if it is, if it is poisonous or not.
‘? Part’ gives a list of available flags.
These flags are toggles. Type them again to remove them.
Points:
Syntax: points <number of creation points a race costs>
Example: points 5
Points is NOT used when creating a MOB race. The points are the creation points the race will cost. A player race that has more immunities/affects/skills or better attributes will cost more than one that has less.
To change existing points, simply reset it by typing ‘points <new number>’.
Size:
Syntax: size <size flag>
Example: size small
Only one size may be chosen for a race. The size is how big or small the race is from a human point of view.
To change the existing size, simply type ‘size <new size>’.
CMus:
Syntax: cmult <class> <modifier number>
Example: cmult mage 100
CMus are the class modifiers. These must be done for each class existing on the MUD. They are NOT necessary for the MOB races, only the player races.
Explanation of CMu listing for a faery race with a cost of 6 creation points (cps):
Name CMu Exp
Mage 100 1300( 46)
Thief 175 2275( 46)
Paladin 200 2000( 46)
Name = Name of the class
CMu = Class Modifier
Exp = Experience it will take said class to level if choosing the class DEFAULT in creation. The number in parenthesis is the number of cps that determined the experience per level (40 cps for choosing a typical default + 6 cps for choosing a faery = 46 cps).
* Because a Faery is a race created for more magical classes, such as mages or clerics the CMus are lower. The race is not intended for the physical classes, therefore the CMus are much larger. A faery mage takes less experience than a faery warrior.
* 100 CMus is the default number. Humans will have 100 CMus for each class. CMus may be any number 100+, preferably not higher than 200 depending on the MUD.
Minimum Stats:
Syntax: stat <attribute> <number>
Example: stat str 10
This will determine the minimum attributes for the race. This is NOT needed when creating a MOB race. The attributes must be typed in using their three letter abbreviations (str, int, wis, dex, con, per).
Maximum Stats:
Syntax: maxstat <attribute> <number>
Example: maxstat str 20
This will determine the maximun attributes for the race. This is NOT needed when creating a MOB race. The attributes must be typed in using their three letter abbreviations (str, int, wis, dex, con, per).
Skills:
Syntax: skill <number> <skill>
Example: skill 0 kick
The skills you list under here, starting with number 0 and up, will make the skill a default to the race you are working on. If you give drows hide and sneak, any class that chooses drow as its race will automatically get hide and sneak at a level determined for the race.
To remove a skill, just type ‘skill <number>’
[tabby title=”HEDIT”]
Syntax: hedit <keyword>
The following commands are available within the Helps Editor:
keyword:
Syntax: keyword <keyword(s)>
– sets/changes the keyword(s) of the help file
level:
Syntax: level <lvl #>
– sets/changes the level at which the help file is displayed at, valid numbers are -1 to 110. (Level -1 will enable players to view the file in the creation stage of play.)
text:
Syntax: text
– sends you into the text editor to create/edit the contents of the help file
create:
Syntax: create <keyword(s)>
– creates a new help file
delete:
Syntax: delete
– deletes the help file you are currently working on and exits you from the Helps Editor
list:
Syntax: list
– lists all the current Help Files on Lunar Eclipse
show:
Syntax: show
– displays the contents of the help file currently being worked on
commands:
Syntax: commands
– provides this list of cammands available within the Helps Editor
?:
Syntax: ? <command>
– gives you help on the specified command
[tabby title=”CEDIT”]
Syntax: cedit
cedit <clan number>
NOTE: typing cedit on its own will default into editing clan 1
EXAMPLE USED:
Name : Silly Who_Name :SiLly Clan Recall [9855 Flags: # Rank ———————————————————————- [ 1] Spice Girl [ 2] Starbender [ 3] Divine [ 4] Supremacy [ 5] Mistress [ 6] Bartender Mortal Leader Rights —————————- Can Guild Can Deguild :True Can Promote :True Can Demote |
The following commands are available within the Clan Editor:
list:
Syntax: list
– displays a list of current clans and the number associated with each
create:
Syntax: create
– creates a new clan
name:
Syntax: name <clan name>
– sets/changes the name of the clan
whoname:
Syntax: whoname <clan logo>
– sets/changes the way the clan name is shown on the wholist
show:
Syntax: show
– produces a summary of the clan currently being edited (the example above is the “show” of clan Silly)
flags:
Syntax: flags <flag>
– default is none.
Flags include: independent and immortal
rank:
Syntax: rank <#> <name>
– sets/changes the name of the rank selected
recall:
Syntax: recall <vnum>
– sets/changes the clan recall room
morgue:
Syntax: morgue <vnum>
– sets/changes the clan morgue room (where a clannie goes when they die)
donation:
Syntax: donation <vnum>
– sets/changes the clan donation room
skill:
Syntax: skill <rank #> <skill>
– sets/changes the skill assigned to a certain clan rank
account:
Syntax: account <amount>
– sets/changes the amount in the clan’s account in gold
ml_guild:
Syntax: ml_guild <true/false>
– sets/changes if the Mortal Leader can guild others
ml_deguild:
Syntax: ml_deguild <true/false>
– sets/changes if the Mortal Leader can deguild others
ml_promote:
Syntax: ml_promote <true/false>
– sets/changes if the Mortal Leader can promote others
ml_demote:
Syntax: ml_demote <true/false>
– sets/changes if the Mortal Leader can demote others
save:
Syntax: save
– saves the clan data
done:
Syntax: done
– exits the clan editor without saving
commands:
Syntax: commands
– displays this list of commands available to the clan editor
version:
Syntax: version
– displays the version of OLC currently used on Lunar Eclipse
? :
Syntax: ? <command>
– gives you information on the selected command
[tabby title=”Resets”]
There are two ways to do resets for mobiles and objects. One is through the oreset/mreset commands, and the other is with the regular ‘reset’ command. The first is much easier and user-friendlier. Except in certain circumstances it’s the one that I recommend you use.
MReset
First get in room edit mode (while in the room, type “edit room”). Then the syntax is “mreset <vnum> <maximum>” where <vnum> is the vnum of the mob you want to set and <maximum> is the maximum number of copies of that mobile you want to load in the room. The number doesn’t have to be the same for all rooms where a particular mob resets. For example, if you want to reset guard mobs in both a barracks and a guardpost, but want more in the barracks, you could put a higher maximum in the barracks than the guardpost. Keep in mind, though, that such a situation may result in a bunch of guards hanging out at their cots while no one’s guarding the city gates.
If you don’t give a maximum, the default max is one.
OReset
OReset works similarly to MReset. Once you’ve created the object to your satisfaction, the syntax (again while in room edit) is “oreset <object vnum> <mob to wear the item> <wear location> <maximum>”. Giving no mob name (it’s the mob NAME, not its vnum) will load the item on the ground in the room, and of course you don’t need a wear location if that’s what you’re doing. The mob must be present in the room when you load up its equipment this way, so if you’re dealing with a wandering monster, make it sit, rest or sleep while you’re clothing it. The maximum is the maximum number of that object in the game, not just the area. For example, if you set the maximum number on a voodoo talisman worn by a witch doctor to one, and the area resets while Bob the Cleric, elsewhere on the mud, is holding one, the doctor will load without a talisman. If you don’t give a maximum, the default is no limit.
Valid wear locations are:
Head Feet Neck2 Light Rfinger None
Arms Legs Hold About Lwrist
Hands Neck1 Float Body Rwrist
Waist Shoulder Wielded Lfinger Light
Other locations are listed in the options, but they are used by code functions and should not be used for resets. Putting anything but a quiver in the shoulder slot is bad news.
Note that if you’re resetting more than one mob in a room and you’re trying to equip them, you must put equipment resets immediately following the reset for the critter you want to wear it. If you try to reset all of the mobs and then their equipment, everything will end up on the last mobile in the list. So, if you have a warrior with an axe and a wizard with a wand in a room, you should do the resets in this order:
Reset warrior
Reset axe
Reset wizard
Reset wand
Of course, you can do the wizard and wand first, but you get the idea. If you goof and need to redo the order, or decide later that you want that warrior to also have a shield, delete all the resets below where you want to insert the new one (see below), and go from there.
Objects can be reset inside containers with oreset as well. It’s done similarly to equipping a mob, but instead use the container name and ignore the wear-location. This reset must immediately follow the reset for the container.
One limitation of the OReset code is that you cannot use it to put more than one item in a given “wear location”. This becomes a problem when you want to make a shopkeeper or any other mob that needs to have a bunch of stuff in it’s non-worn inventory. Use the general reset command, described below, for those cases.
Reset
The simplest use of the Reset command is without arguments. This will list the resets for the room you’re currently standing in, in the order that they will be processed.
The next simplest use is to delete a reset. Type “reset <number> delete”, where <number> is the slot occupied by the offending reset in the list for the room. Notice that the first reset in the list is zero, not one.
Next up the complexity ladder is resetting mobiles. For mobs, your syntax is “Reset <number> mob <vnum> <maximum>”, where the arguments have their usual meanings.
To reset an object on the ground, the syntax is “reset <number> obj <vnum>”.
To reset the object to be worn by a mobile, it’s “reset <number> obj <vnum> <mob name> <wear location>”. The valid wear locations are the same as for oreset, but doing the reset this way you can put more than one item in the mob’s inventory.
To reset your object inside a container, type “reset <number> obj <vnum> <container name>”. As with OReset, object resets must immediately follow the reset for the mob to wear the equipment or the container to hold it.
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