Builder’s Guide

I. Object Creation

The first thing you need to do to create an object is to determine what vnum you want to use. If you’re not sure where to look, check the forums for the current range that we are using. To determine what you are going to use, use the command olist:

olist <lower range> <upper range>

Example: olist 17450 17500

This will return results:

[17450] small iron key with seven kegs engaved on the handle 96g 5g

[17451] letter addressed to “Lye” 0g 0g

[17452] delicate, feminine mask made of porcelain 1920g 50g

[17453] small red-haired newborn girl swaddled tightly in a b 0g 3000g

[17454] bright-eyed baby girl swaddled in linen and wool blan 0g 3000g

[17455] brilliant-eyed baby girl swaddled in linen and wool b 0g 3000g

[17456] paper mask featuring the face of a shaggy-maned man 0g 0g

[17457] dark green veil of fine linen embroidered with the cr 975g 105g

[17458] head of a razorbeak 0g 100g

[17459] feminine breastplate of true silver bearing the crest 13000g 2000g

[17460] slender helmet of true silver bearing a spiral upon t 4000g 970g

[17461] gleaming pauldron of true silver 6000g 1034g

[17462] true silver brassarts etched with arrows 10000g 1200g

[17463] slender true silver cuisses decorated with the design 10000g 1500g

[17464] true silver vambrace adorned with the symbol of a sun 3000g 500g

[17465] true silver vambrace adorned with a black serpent 3000g 500g

[17466] true silver greave adorned with an ancient silver pou 3500g 550g

[17467] true silver greave adorned with a silver mermaid 3500g 550g

[17468] pair of true silver solleret trimmed with an obsidian 4000g 350g

[17469] true silver chain hauberk designed to be worn under p 20000g 3000g

[17470] head of a shaggy maned man on a pike 0g 0g

[17471] dark-skinned, chubby toddler with wide green eyes 0g 4500g

[17472] stout wooden torch which doubles as a club 0g 1200g

[17473] flowing deep black woolen cloak with crimson braided 840g 50g

[17474] flowing white dress with a revealing neckline 1200g 700g

[17475] ethereal, gathered skirt of rust-red linen 600g 450g

[17476] strapless, rust-red corset embroidered with black lil 800g 300g

[17477] rectangular oak chest with a dragon carved on the fro 118g 10000g

[17478] worn iron key with a ‘G’ etched along the surface 1g 1g

Note the last used number in this case is 17478, but the range was 17450 until 17500. That means from 17479 to 17500 there are no objects created. So, to create a new object, you will want to choose 17479. To go into the editor, you use the command oedit:

oedit <vnum>

So, in this case, we’ll use:

oedit 17479

Which will bring up the following menu:

— Prototype number : [17479]

— Draft Status : Complete

— Keywords : new object null

1) Edit Short Description : new object

2) Set Short Plural. (new object)

3) Set Long Description.

4) Set Long Plural.

5) Set Look Description.

(An average new object.)

6) Type : UNDEFINED

7) Extra flags : NOBITS

8) Wear flags : NOBITS

9) Group flags : NOBITS .

W) Weight : 0g

B) Base Value : worthless

U) Quality : 26 (Average)

V) Values : 0 0 0 0

E) Extra descriptions menu

Q) Quit

Enter choice :

This is the main object editor.

1. Edit Short Description:

Put the object’s short here. Leave the leading “a” or “an” OFF the description– Draig adds it automatically.

2. Set Short Plural:

Put the plural of the object’s short here. Same deal as above.

3. Set Long Description:

Put the object’s long description here.

4. Set Long Plural:

Plural of the long description. Make sure you test it out in a sentence to see if it works properly grammatically.

5. Set Look Description:

Just like setting your own desc on a character.

6. Type

0) UNDEFINED

1) LIGHT

2) UNUSED1

3) WAND

4) TATTOO

5) WEAPON

6) MINERAL

7) MISSILE

8) UNUSED2

9) ARMOR

10) POTION

11) CLOTHING

12) UNUSED3

13) TRASH

14) PLANT

15) CONTAINER

16) NOTE

17) LIQ CONTAINER

18) KEY

19) FOOD

20) MONEY

21) PEN

22) BOAT

23) FOUNTAIN

24) FISHING POLE

25) AXE

26) TOOL

27) FURNITURE

28) JEWELRY

29) HERBS

30) SHEATH

31) PORTAL

32) FIRE

33) LOCKPICK

34) POISON

35) DYE

36) SALVE

37) KEYRING

38) BOOKSHELF

39) BOOK

40) COIN

41) BAIT

42) DICE

43) SEEDS

44) SHOVEL

45) PROJECT

46) MIX POTION

47) PICK

48) ORB

49) GEM COMM

50) BOW

51) ARROW

52) GUN

53) AMMO

7. Extra Flags

1) GLOW

2) PERISHABLE

3) CUSTOM

4) RESTRUNG

5) SHEATH_HIDDEN

6) INVISIBLE

7) MAGIC

8) NO_REMOVE

9) BLESS

10) NO_SELL

11) UNIQUE

12) PC_CORPSE

13) NPC_CORPSE

14) GATHERABLE

15) GATHER_MARSH

16) GATHER_FOREST

17) GATHER_FIELD

18) GATHER_MOUNTAIN

19) GATHER_HILLS

20) GATHER_WINTER

21) GATHER_SUMMER

22) GATHER_BEACH

23) STACKABLE

24) SEATABLE

25) HOOD

26) MASK

27) BURIED

28) HALF EATEN

29) SMUGGLED

30) SCARF

31) SUMPTUARY

8. Wear Flags

1) TAKE

2) WIELD

3) HOLD

4) FINGER

5) NECK

6) BODY

7) HEAD

8) FACE

9) LEGS

10) SHOULDER

11) FEET

12) HANDS

13) ARMS

14) SHIELD

15) ABOUT

16) WAIST

17) ATTACHED TO BELT

18) WRIST

19) ANKLE

20) GROIN

21) BRA

This is self explanatory. You tag it where you want someone to be able to wear it. NOTE: Take is nearly universal. Take is usually not set for furniture. Wield is required for a weapon to be used properly.

9. Group Flags

Ever-expanding list. Tag the applicable descriptions. This is required for an item to be compatible with the hive system..

10.Weight

You need to calculate your own weights. Take a look at other objects as a guideline, but do research to determine exactly what you need.

11.Base Value

How much does this cost if you have no modifiers? Set in farthings. Research and compare to similar objects in order to determine pricing. Many objects can be set based off the knowledgebase forum entry on costs.

12.Quality

You tend to not set this. This determines the BASE quality for ALL items of that type.

Preferable to use “SET” to set a particular object’s quality to higher or lower.

13.Values

Determined by each item type:

Light:

Number of hours (0 = burnt, -1 is infinite)

Weapon:

Poison (Leave at 0)

Number of damage dice: Think D&D: 1d4, 6d12, that sort of deal. The number preceding thed” is the quantity of dice. For a guide of how many, see “HELP WEAPONS”

Size of damage dice: The second number in the 1d4 example. Determines maximum value (from 1 to limit). For instance, if set to 1d14, it will roll 1 14 sided die, with a maximum damage value of 14 and a minimum damage value of 1.

Type: Determines the type of weapon damage done. Self explanatory. There are 20 types:

0) misc: hit 1) sword: slash

2) rapier: pierce 3) two handed sword: sl

4) dagger: stab 5) dagger: slice

6) axe: hack 7) axe: cleave

8) mace: crush 9) mace: pound

10) staff: bludgeon 11) polearm: jab

12) polearm: impale 13) talonous: claws

14) flexible: whip 15) flexible: thrash

16) misc: sting 17) misc: bite

18) misc: maul 19) misc: blast

Armor:

Apply to AC: AC is armor class. Basically, how much protection does this give you? See the

guide at HELP ARMOR for values.

Clothing: NO VALUES.

Other: NO VALUES.

Container:

Max weight to contain: (in g)

Flags:

1) CLOSEABLE

2) PICKPROOF

3) CLOSED

4) LOCKED

Locked must be used in conjunction with closable. Other flags are optional. Pickproof is only for special circumstances, and is not used frequently.

VNUM of key: -1 sets this to no vnum. Only used if you are locking the container with the flag set above.

Liquid Container:

Max drink units: How many drinks you can take from this container to make it go from full to empty.

Initial drink units: How full is it when it spawns? Usually 0. If you’re doing a fountain, then you’ll want to probably max it out.

Type:

0) water 1) beer

2) wine 3) ale

4) dark ale 5) whisky

6) lemonade 7) perfume

8) local speciality 9) slime mold juice

10) milk 11) tea

12) coffee 13) blood

14) salt water 15) clear water

16) honey-wine 17) strawberry wine

18) white wine 19) red wine

20) grog 21) mead

22) rum 23) strong beer

24) urine 25) Poison

26) Poison 2 27) Demon Poison

28) Potion – heal 29) Potion – mend

30) Potion – stamina 1 31) Potion – stamina 2

32) Potion – stamina 3 33) Potion – focus 1

34) Potion – focus 2 35) Potion – focus 3

36) Potion – mana 1 37) Potion – mana 2

38) Potion – mana 3 39) Potion – Regen

40) Potion – cure poison 41) Potion – sleep

42) Potion – cure diseas

Poisoned: 0 sets to no poison. Otherwise, set to IC hours of poisoning.

Key: NO VALUES.

Food: Hours to fill stomach: Really, really high calculation on this. I think, if I remember correctly, you take the amount of hours it SHOULD fill the stomach and multiply it by 4 to get the correct value. This will be changed with the hunger code.

Poisoned: You crafty person, you. Basically, IC hours of poisoning. 0 = not poisoned.

Fishing Pole: NO VALUES.

Axe: NO VALUES.

Tool: NO VALUES.

Furniture:

Can seat: How many people can sit on this? 0 is for none (probably good for, say, a table), 1 is for a normal chair, more is for a set of chairs or something with large seating surface on it.

Jewelry: NO VALUES.

Herbs: NO VALUES.

Sheath: Max weight to contain: Just like containers. How much can it hold? Include the weight of the sheath with this value.

Type: Determine what gets sheathed in here.

Type 2: Determine what gets sheathed in here.

Type 3: Determine what gets sheathed in here.

Fire: NO VALUES.

Lockpick: NO VALUES.

Dye: NO VALUES.

Keyring:

Max weight to contain: Include weight of keyring on this value.

Number of keys: How many keys regardless of weight would fit on here?

Bookshelf:

Max weigh to contain: Include bookshelf weight in here.

Book: NO VALUES.

Bait:

Effectiveness of bait: Ranges from 1 (rather ineffective) to 5 (very effective).

Dice: NO VALUES.

Seeds: NO VALUES.

Shovel: NO VALUES.

14.Extra Descriptions Menu:

No extra descriptions found.

1) Add a new extra description.

2) Edit an extra description.

3) Delete an extra description.

4) List extra descriptions.

Q) Quit and return to main menu.

This menu is mainly used for books. It is self-explanatory.

After finishing the object, you press Q to quit the editor. It will then prompt you:

All saved work comes under the NonCommercial-ShareAlike.

1.0 creative commons license. See help Building for more information.

Are you sure you wish to save this object internally? :

You select YES to save your changes, and NO to discard them. You can also use y/n. Upon exiting, be sure to use the SAVEALL command:

saveall

This saves it so it doesn’t get wiped in a copyover if the person doing a copyover does not do a saveall prior to doing so. Copyovers are restricted to staff, and are required for a new object to stack. Before a copyover, all new objects will merge into themselves. (say you spawn one and drop it, then spawn another and drop it. When you check, there will only be one on the ground. After the copyover, you can drop it and see two on the ground, stacked. Any dropped on the ground before the copyover will be lost, though this isn’t a big deal because you can just spawn more anyhow).

II.Room Creation

The first thing you need to do when creating a room is to determine WHERE it is going to be.

For housing requests, it’s simply a matter of finding a clear area in the section of the world where they want it. Other times, it’s explicit, and sometimes you’re just adding things on to an existing location. Once you’ve determined where, you can go on to building the structure. The easiest way is to use buildwalk:

buildwalk

Once you turn it on, when you walk in a direction, it will automatically generate a new room along with the linkages in the direction you’re going, making it so you don’t have to manually set doorways to particular vnums if you’re directly connected to them.

In cases where you do not have buildwalk, specifically if you’re a Siegeling, you will need to look up an empty block of vnums through rlist:

rlist <lower number> <upper number>

Example: rlist 3800 3900

This will return the results:

Vnum Name Sector Flags

—————————————————————–

[ 3800] A Small Bedroom Inside INDOORS HOUSE HCRSH

[ 3801] Living Room Inside INDOORS HOUSE

[ 3802] A Bedroom Inside INDOORS HOUSE HCRSH

[ 3803] An Empty Room Inside INDOORS HOUSE

[ 3804] Fendir’s Gathered Goods Inside INDOORS

[ 3805] A Small Storeroom Inside INDOORS

[ 3806] A Cluttered Hovel Inside INDOORS

[ 3807] A Small, Partitioned Area Inside INDOORS

[ 3808] Seven Kegs Alehouse Inside INDOORS PUBLIC_ROOM

[ 3809] Seven Kegs Game Room Inside INDOORS PUBLIC_ROOM

[ 3810] A Small Kitchen Inside INDOORS

[ 3811] Seven Kegs Tavern’s Stockroom Inside INDOORS

By looking at the results, we see the next available block of vnums is 3812-3900.

NOTE: Consult the following table to determine which range you should be looking at:

Region Name Lower Range Upper Range

Creation 0 500

The Staff Area 1200 1299

Arden Forest 2000 2199

Tyeni Consulate 2200 2299

New Vir 2500 2999

Telantha 3000 3999

The Farmhouse 4000 4100

Dungeons Etc 4200 4699

Hooke Moor 5000 5499

Aden’s Well 5500 5999

Sewers 6000 6499

Northern Farmlands 6500 6999

Arden Forest 7000 7200

Duke’s Manor 8000 8100

Skrell Village 8500 8999

Mount Juras 9000 9500

Once you’ve determined what your new rnum is, you can create the room by using rnum:

rnum 3812

If you’re using buildwalk, go to the room you wish to edit and just use rnum:

rnum

This works for editing rooms that already exist, as well, and is easier than looking up the vnums in a list.

— Room number : [3812] Room zone: [30]

1) Name : An unfinished room

2) Description :

You are in an unfinished room.

3) Room flags : NOBITS

4) Sector type : Inside

5) Exit north : [ -1], B) Exit northwest : [ -1]

6) Exit east : [ -1], C) Exit northeast : [ -1]

7) Exit south : [ -1], D) Exit southeast : [ -1]

8) Exit west : [ -1], E) Exit southwest : [ -1]

9) Exit up : [ -1], F) Exit in : [ -1]

A) Exit down : [ -1], G) Exit out : [ -1]

H) Extra descriptions menu

Q) Quit

This is the main room editor:

1. Name

The room’s name. Shows up at the top of the room when somebody looks or walks in.

2. Description

Description. What people read. Just like your desc editor.

3. Room Flags

1. DARK – Always dark. Only players with ability to see in the dark or a torch can see.

2. DEATH_TRAP – Do not use unless instructed to.

3. NO_MOB – Prevents mobs from entering the room.

4. INDOORS – Signals that it’s indoors. Prevents weather echoes from sounding.

5. PEACEFUL – No hitting, kiddies. Tends to only be used in OOC areas like the

oocroom.

6. SOUNDPROOF – Do not use unless instructed to.

7. NO_TRACK – Do not use unless instructed to.

8. NO_MAGIC – Prevents magic. Used in areas where this is justifiable, though rare.

Consult the staff before using.

9. TUNNEL – Do not use unless instructed to.

10.PRIVATE – Do not use unless instructed to.

11.GODROOM – Sets the room to staff-only. Once saved, you may not goto or edit this room unless you are staff. Inadvisable for most rooms 😉

12.HOUSE – Do not use unless instructed to.

13.HCRSH – Do not use unless instructed to.

14.ATRIUM – Do not use unless instructed to.

15.OLC – Do not use unless instructed to.

16.* – Do not use unless instructed to.

17.SALTWATER_FISHING – Allows fishing for ocean squares.

18.FRESHWATER_FISHING – Allows fishing for pond/river squares.

19.WILDERNESS – Used in the forest.

20.NO_VIEW – Do not use unless instructed to.

21.OOC – Marks the room as OOC. OOCroom will transport the person back to the last IC room they were in.

22.SPECIAL_OOC – Do not use unless instructed to.

23.PUBLIC_ROOM – Do not use unless instructed to.

24.DEATH – Annwn Room. Do not use unless instructed to.

25.WORSHIP – Increases the amount of RPP generated out of a prayer in this location.

26.JAIL – Sets to a jail cell.

4. Sector Type

Pretty self explanatory. What is the room you’re making? Choose from the following:

0) Inside 1) City

2) Field 3) Forest

4) Hills 5) Mountains

6) Water (Swim) 7) Water (No Swim)

8) Underwater 9) Road

10) Blank 11) Rock Mountain

12) Snow Mountain 13) Ruins

14) Jungle 15) Swamp

16) Lava 17) Entrance

18) Farm 19) Air

20) Empty 21)

5. Exit North – Exit Out

Grouped together in this because they are all the same. Here’s the submenu:

1) Exit to : 0

2) Description :-

<NONE>

3) Door name : <NONE>

4) Key : 0

5) Door flags : No door

6) Purge exit.

Enter choice, 0 to quit :

1. Exit to: VNUM to room it leads to.

2. Description: usually leave this blank.

3. Door name: If there’s a door, you will want to name it in this manner: door <direction>

<short direction>. For instance: door north n

4. Key: VNUM to key that unlocks/locks this door.

5. Door Flags:

1. 0) No door – Nothing here.

2. 1) Closeable door – Door closes.

3. 2) Pickproof – Door closes, and cannot be picked.

6. Purge Exit – Resets all values to null, then exits the door menu.

6. Extra Decriptions Menu

Allows you to add extra descriptions to a room. Usually keywords are highlighted in the look description as a different color to hint to the players these are here. Menu:

1) Keyword: <NONE>

2) Description:

<NONE>

3) Goto next description: <NOT SET>

Enter choice (0 to quit) :

Keyword is just what keywords trigger this description. Description is what you want it to say.

Goto next keyword just lists any additional keywords that exist in this room, and allows you to cycle through them.

When you’re finished, make sure you saveall to keep your work from disappearing.

II.Zone Editing

Zone Editing is not all that complicated, especially since 90% of the menu you won’t be touching. To invoke, go to the room you need to add stuff to zedit and use it:

zedit

There is no vnum on the syntax. You must be in the room you are modifying. This nets you the following menu:

Room number: 1233 Room zone: 12

Z) Zone name : The Staff Area

L) Lifespan : 15 minutes

B) Bottom of zone : 1200

T) Top of zone : 1299

R) Reset Mode : Normal reset.

[Command list]

0 – <END OF LIST>

N) New command.

E) Edit a command.

D) Delete a command.

Q) Quit

Enter your choice :

1. Zone Name

Lists the zone name. You could change it, but don’t. Only change this value if you are ordered to by the staff.

2. Lifespan

Lists how long it takes for a zone reset. Only change this value if you are ordered to by the staff.

3. Bottom of Zone

Lists the beginning of the zone rnum range. Only change this value if you are ordered to by the staff.

4. Top of Zone

Lists the end of the zone rnum range. Only change this value if you are ordered to by the staff.

5. Reset Mode

Special reset mode. Usually normal. Only change this value if you are ordered to by the staff.

6. [Command List]

Lists all commands specific to this room. Notable, but not an actual command you can type in.

7. New Command

Creates a new command to go in that nifty command list I just mentioned. This brings up a series of questions:

1. What number on the list should this be? – – Set it to where you want it to go. First is always 0.

2. What do you want to do?

1. M) Load Mobile to room – Loads a mob. Occurs every reset.

2. O) Load Object to room – Loads an object. Occurs every reset.

3. E) Equip mobile with object – Equips a loaded mob. Occurs every reset.

4. G) Give an object to a mobile – Puts something in loaded mob’s inventory.

Occurs every reset.

5. P) Put object in another object – Puts something in a container’s inventory. Must be loaded by zedit. Occurs every reset.

6. D) Open/Close/Lock a Door – Self explanatory. Occurs every reset.

7. R) Remove an object from the room – Removes one object of this type from the room per reset.

8. T) Assign a trigger – Don’t use this unless asked.

9. V) Set a global variable – Don’t use this unless asked.

3. Is this command dependent on the success of the previous one?

This is VERY important. “Yes” answer is requred for E, G, and P (see above for letter definitions). Make sure that you are putting the command just below the associated object.

4. Questions regarding the choice you made. Typically “what vnum, how many?” For how many, note that for OBJECTS it is the limit for the room, and for MOBS it is the limit globally through the entire game. On equip, it will also ask you where.

8. Edit Command

Same as new, only you’re changing an existing command around.

9. Delete Command

Removes the command from the list.

That’s it for zedit. It’s the easiest mode to use.

IV.Mob Editing

To do mob editing, it’s the same routine as before: Find a vnum, then claim it as your own. To do this, we use mlist, just like olist and rlist:

mlist <lower number> <upper number>

Which will show the results:

Vnum Short description

—————————————————————–

[11280] a group Tyen guards

[11281] a tall, powerfully built man

[11282] a beefy, copper-haired male with a thick beard

[11283] a voluptuous brunette with long, wavy hair

[11284] a young human man

[11285] a bald, muscular mercenary

[11286] a lean, young mercenary

[11287] a muscular, middle-aged mercenary

[11288] a chitonous creature with missing wings

[11289] a lean, young mercenary

[11290] a tall, ruddy-haired man

[11291] a short man with gnarled arms

[11292] a semi-conscious Tiress

[11293] a flame-haired lad

[11294] a small chitinous creature

[11295] a massive chitinous creature

[11296] a large, chitinous creature

[11297] an animated shade

This time, 11297 is the farthest along, so the open one we can use is 11298. Simply type in the command like the others:

medit 11298

This results in the following menu:

— Mob Number: [11298]

1) Race: Human

2) Sex : neutral

3) S-Desc: the unfinished mob

4) L-Desc:-

An unfinished mob stands here.

5) D-Desc:-

It looks unfinished.

6) Age : [ 0], 7) Weight: [ 50kg], 8) Height: [ 180cm]

9) Gold : [ 0]

0) Position: Standing

A) Str : [ 25] E) Int : [ 25]

B) Agil : [ 25] F) Wis : [ 25]

C) Dex : [ 25] G) Psych: [ 25]

D) Con : [ 25] H) Perc : [ 25]

I) Luc : [ 25]

J) Name : mob unfinished

K) Default : Standing

L) Attack : hit

M) NPC Flags : ISNPC

N) AFF Flags : NOBITS

O) Skills

Q) Quit

Enter choice :

1. Race

Select the race this mob belongs to.

2. Sex

Gender? Genderless? You tell it.

3. S-Desc

Short description.

4. L-Desc

Long description. This is a bit different than everything else. You need to include the short description in the long description, and usually a default pose, as well.

5. D-Desc

Standard look description. Edit just like desc, as usual.

6. Age

How old the mob is.

7. Weight

Self explanatory.

8. Height

Self explanatory.

9. Gold

Don’t use this.

10. Position

Determines what position the mob starts in.

11. Attributes

Set the attributes of the mob. If you’re not sure, ask the staff to determine them for you, and they will either set them or tell you what to set them to.

12. Name

This is the keyword section. Common useage: all non common words from the short and long, excluding default pose, along with a name, if necessary. For example: blond blue woman Jane

13. Default

Same as position above.

14. Attack

What type of attack does it do?

15. NPC Flags

1. SPEC – Don’t use unless told to.

2. SENTINEL – Doesn’t wander.

3. SCAVENGER – Don’t use unless told to.

4. ISNPC – Answer should probably be yes.

5. AWARE – Don’t use unless told to.

6. AGGR – Doesn’t like you or other NPCs.

7. STAY-ZONE – Likes sticking to the zone they are in.

8. WIMPY – RUN AWAY! RUN AWAY!

9. AGGR_EVIL- Legacy. Do not use.

10. AGGR_GOOD – Legacy. Do not use.

11. POISONOUS – Usually used for demons, but probably good for other animals, too. Every successful strike causes a poisoned state in the target.

12. MEMORY – Don’t use unless told to.

13. HELPER – Legacy. Do not use.

14. NO_CHARM – Legacy. Do not use.

15. NO_SUMMN – Legacy. Do not use.

16. NO_SLEEP – Immune to sleep spells.

17. NO_BASH – Don’t use unless told to.

18. NO_BLIND – Immune to blind spell.

19. DEAD – A bad way to start the day.

20. VEK – Self explanatory.

21. PUPPET – Sets the puppeting flag. Turns them pink and turns off any will they may have had.

22. TEACHER – Legacy. Do not use.

23. HIDE – Hiding.

24. SNEAK – Sneaking.

16. AFF Flags

1. BLIND – NPC is blind.

2. INVIS – NPC is invisible.

3. DET-ALIGN – Detect alignment. Legacy. Do not use.

4. DET-INVIS – Can see invisible people.

5. DET-MAGIC – Can detect magic items. Useless.

6. SENSE-LIFE – ???

7. WATWALK – Water walk. Turns NPC into Jesus.

8. SANCT – Legacy. Do not use.

9. GROUP – No use in setting this.

10. CURSE – Legacy. Do not use.

11. INFRA – Night vision goggles, Draig style.

12. POISON – NPC is poisoned. Probably don’t want it to start it’s life that way.

13. PROT-EVIL – Legacy. Do not use.

14. PROT-GOOD – Legacy. Do not use.

15. SLEEP – is asleep. Probably not a great idea.

16. NO_TRACK – Legacy. Do not use.

17. Something- Legacy. Do not use.

18. CONCEALED – Don’t set this.

19. SNEAK – Is sneaking by default.

20. HIDE – Is hiding by default.

21. MASKED – Don’t set this.

22. CHARM – Legacy. Do not use.

23. COLD – Legacy. Do not use.

24. SHADOW – Don’t set this.

25. SACRIFICE – Legacy. Do not use.

26. REGENERATION – Ask a staff member before setting this.

27. FLY – It’s a bird, or a plane, or perhaps a demon dragon.

17. Skills

Enters a special menu. Set the skills according to the syntax indicated. If you’re not sure what to give the NPC, ask the staff, and they will either set it for you or tell you what to set. For all humanoid NPCs, make sure they have at least Human at 100 skill unless there is a specific RP reason for them not to. This is so they can communicate with players when puppetted.

And that’s it. Saveall when finished, it’s ready to be spawned and to create havoc among the innocent peoples of the land.

V. Shop Editing

Shops are very important in the game, and there is an editor designed specifically to deal with them.

To get to the editor, you simply type:

sedit <vnum>

The vnum referenced is the vnum of the shop main room you are going to use. If it happens to be 1233, you would use

sedit 1233

This brings up the following menu:

— Shop Number : [1233]

0) Keeper : [-1] None

1) Open 1 : 0 2) Close 1 : 28

3) Open 2 : 0 4) Close 2 : 0

5) Sell rate : 1.00 6) Buy rate : 1.00

7) Keeper no item : %s Sorry, I don’t stock that item.

8) Player no item : %s You don’t seem to have that.

9) Keeper no cash : %s I can’t afford that!

A) Player no cash : %s You are too poor!

B) Keeper no buy : %s I don’t trade in such items.

C) Buy sucess : %s That’ll be %d coins, thanks.

D) Sell sucess : %s I’ll give you %d coins for that.

E) No Trade With : NOBITS

F) Shop flags : NOBITS

R) Rooms Menu

S) Storage Rooms Menu

P) Products Menu

T) Accept Types Menu

Q) Quit

Enter Choice :

1. Keeper

VNUM of the NPC you made for this shop. You did make one, right?

2. Open 1

Open time 1. Don’t use this for the moment.

3. Close 1

Closing time 1. Don’t use this for the moment.

4. Open 2

Open time 2. Don’t use this for the moment.

5. Close 2

Closing time 2. Don’t use this for the moment.

6. Sell Rate

Sell at this rate. So, if you have a 1f item and a sellrate of 5.0, you’ll sell it for 5f. If you have an item that costs 100f and you have sellrate set for .5, it’ll go for 50f. Sell rates tend to be higher than buy rates in order to profit more easily.

7. Buy Rate

Same as sell rate. Tends to be lower than sell rate to help with profits.

8. Keeper No Item

Do not edit this.

9. Player no Item

Do not edit this.

10. Player no cash

Do not edit this.

11. Keeper no buy

Do not edit this.

12. Buy succes

Do not edit this.

13. Sell succes

Do not edit this.

14. No trade with

Do not use.

15. Shop flags

Do not use.

16. Rooms menu

Assigns the shop room vnum to the shop. You need to enter the room you are in for this.

17. Storage Rooms Menu

Assign the storage room this draws items from and deposits items to here.

18. Products menu

Do not use.

19. Accept types menu

Allows you to filter out types of items. You can set keywords to help filter better. Must set for each item class you will accept, or for each item you will accept if you’re being more specific on a filter.

That’s it. Shop’s all set up.

VI. Assembly Editing

Assemblies are the recipes for all craft items. To use assedit, you will want to find the item you wish to make a recipe for. If one already exists, select it by using:

assedit <vnum>

To make a new assembly (for items that don’t have one already), you use:

assedit new <vnum>

If you make a new assembly, you need to then enter into the assembly editor as per the first command syntax.

Once you are in assedit, this is what you will see:

Assembly Number: 29653 Number Producted: 1

Assembly Name : bit of powdered limestone

Assembly Type : mix

Skill Level Required: 11

Craft time: 1 hour

Components:

1) [29651] piece of limestone In room: No Use: Yes Num#: 1

2) [29130] heavy, granite mortar and pestle In room: No Use: No Num#: 1

A) Add a new component.

B) Add an alternate component.

E) Edit a component.

F) Edit an alternate component.

D) Delete a component.

G) Delete an alternate component.

T) Change Assembly Type.

S) Set Skill Level.

C) Set the Craft Time required.

N) Set the number produced.

Q) Quit.

1. Add new component

Adds a new component. Follow the prompt. In room means it must be outside the player’s inventory, on the floor. Use means to use the component. You don’t want to use a frying pan, for instance, because the frying pan shouldn’t be consumed by cooking something.

2. Add an alternate component.

Do not use this. It will break the game.

3. Change assembly type

Set what type of assembly you are using.

4. Set skill level

How skilled you need to be, by number. Just remember that skill levels advance every 10, in the following: 1-10 inept, 11-20 basic, 21-30 intermediate, 31-40 capable, 41-50 trained, 51-60 well trained, 61-70 advanced, 71-80 master, 81+ grandmaster.

5. Set craft time required

How much time it should take out of the daily craft time allocation.

6. Set number produced

How many come out of a single instance of this assembly.

That’s about it. Just follow the prompts and you should do fine. The main issue is trying to tweak all the variables properly. Setting them is easy, figuring out how much and how long is the hard part.

VII. Commands

OK, there are several commands that you will use with some frequency:

First, there is the SET command. This command is versatile and requires you to remember the syntax for many different things. With set, you can set homeroom (house), rent, and wage. You can also modify item quality of a particular item.

To set homeroom:

set player <charactername> homeroom <vnum>

To set wage:

set player <charactername> wage <amount in farthings>

To set rent:

set player <charactername> board <amount in farthings>

To set item quality:

set item <itemkeyword> quality <number from 0 to 100>

There are bugs with the set command that display the last logged on person as the person who was effected. This is wrong.

The stat command is useful to see special information that you will need to do your job. To use stat:

stat <character name>

The character must be online. This will display the following:

o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o

Created [ Thu Mar 15] ID Number [ 4525] In Room [ 1233]

Last on [ Mon Jan 18] Level [ 29] Load Room [ 1233]

Died [ Thu Jun 14] AP/RPP [ 0/319976] RP FACTOR [1.000]

o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o

Rent /Rent Owed [ 0/0 ] Wage [ 0 ] Home Room [ 1233]

o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o

You can see various bits of information you will need, such as current rent, current wage, and if they have a homeroom already. (This also helps if they forget where they live).

The banktake command is used to take money out of a player’s bank account to pay for an item or other service:

banktake <character> <amount>

If the person is a deadbeat, the game will inform you that they do not have enough money in their account.

Rptake is similar to banktake, only takes away RPP:

rptake <player> <amount>

This is the same as banktake in every other way.

Load is an invaluable command. To use, simply:

load o <vnum> <quantity>

load m <vnum>

Load O loads an Object, and load M loads a Mob.

The trans command is very useful, as well. If someone get stuck somewhere, trans can teleport them to where you are. To use trans:

trans <charactername>

NOTE: Trans should ONLY be used sparingly. If you are running a plot where somebody must be teleported elsewhere, or if they are stuck in a detached region of the game (rare, but it happens), or if there are other circumstances that could warrant this, you can go ahead and trans them. Transing them to a place just so you or they don’t have to wait to get there is not an acceptable use of the command in most cases, and such use should be reserved for the staff upon their judgment of its need.

Goto: You should have learned this one already, but, basically, there are a couple of syntaxes you can use:

goto <vnum>

goto <charactername>

VNUM must be a valid room number. Character name is to go to where a particular character is at.

Holylight is another useful command that allows you to see in the dark. It is a toggle command, and is used thusly:

holylight

That was easy, hm? Anyhow, you don’t generate light, so players can’t see you in the dark, even if you can see them.

Invis is another very useful command, and is important when you are working out in the world. For the most part, you will be invisible. To use, simply go:

invis

This is a special staff invisibility functionality. Players cannot detect you, even with detect invisibility.

Purge removes all items or a single item from a room. To use purge:

purge

purge <keyword>

Be careful as to what you’re doing, as you can wipe out all the items in a room by accident.

Another useful command is lock and unlock. We can unlock any door in the game without a key, even if the door doesn’t have a key set. We can also lock any door, even if it doesn’t have a lock. This also applies to chests or anything else that requires a key to lock or unlock.

The Echo commands are quite useful for Siegians that are doing plots. There are three: echo, gecho, and pecho. Echo simply echoes some text to a room:

echo <text>

For instance:

echo Hello, World

Will display:

Hello, world

To everyone in the room with you.

Gecho is Global Echo. A gecho can be heard by ALL players throughout the game.

gecho <text>

Pecho is designed specifically for a single player:

pecho <character> <text>

So, you can do something like:

pecho textor Boo!

This will show “BOO!” only to “textor.” This works while you are in the same room with the character.

Puppeting NPCs is also easy. The force command is used for this purpose. Just remember that the force command is basically you issuing a player command to the NPC as if he were your character. As such, the NPC isn’t going to do any staff commands, and you have to remember to format your emotes properly. Also, errors with the force command do not get sent back to you. The NPC will simply not do what you asked it to. If this occurs, double check your syntax and any emote targets, and make sure the NPC emote targeted him somewhere in there. To use:

force <target> <command>

Saveall is very important. It saves all edits to the game and prepares for a copyover. It also helps protect your work against crashes.

saveall

Copyover is available to staff and Siegelords. Copyover will fix the stack issues for new items. Be sure

to use a saveall before issuing the command, as any unsaved work will be lost.

copyover

Zreset is another command that Siegelords have. Zreset resets a zone, so it reloads all NPCs in that

zone and executes all zone commands in all rooms in that zone. This can also be used to restock items

in shops that respawn them.

zreset <zone number>

 

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About Permutation

I've been around the MUD community for almost two decades now, and the tabletop roleplaying community just as long. Roleplay is a passion, and probably by this point, a bit of an addiction. I love creating my own stories and places to experience them in, and sharing in others stories. When I'm not spending time behind the veil of a character, you'll probably find me wandering about, shifting things in the world of Dark Isles, and helping get new areas open for us all to explore. Enjoy, and feel free to contact me.