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:
 small iron key with seven kegs engaved on the handle 96g 5g
 letter addressed to “Lye” 0g 0g
 delicate, feminine mask made of porcelain 1920g 50g
 small red-haired newborn girl swaddled tightly in a b 0g 3000g
 bright-eyed baby girl swaddled in linen and wool blan 0g 3000g
 brilliant-eyed baby girl swaddled in linen and wool b 0g 3000g
 paper mask featuring the face of a shaggy-maned man 0g 0g
 dark green veil of fine linen embroidered with the cr 975g 105g
 head of a razorbeak 0g 100g
 feminine breastplate of true silver bearing the crest 13000g 2000g
 slender helmet of true silver bearing a spiral upon t 4000g 970g
 gleaming pauldron of true silver 6000g 1034g
 true silver brassarts etched with arrows 10000g 1200g
 slender true silver cuisses decorated with the design 10000g 1500g
 true silver vambrace adorned with the symbol of a sun 3000g 500g
 true silver vambrace adorned with a black serpent 3000g 500g
 true silver greave adorned with an ancient silver pou 3500g 550g
 true silver greave adorned with a silver mermaid 3500g 550g
 pair of true silver solleret trimmed with an obsidian 4000g 350g
 true silver chain hauberk designed to be worn under p 20000g 3000g
 head of a shaggy maned man on a pike 0g 0g
 dark-skinned, chubby toddler with wide green eyes 0g 4500g
 stout wooden torch which doubles as a club 0g 1200g
 flowing deep black woolen cloak with crimson braided 840g 50g
 flowing white dress with a revealing neckline 1200g 700g
 ethereal, gathered skirt of rust-red linen 600g 450g
 strapless, rust-red corset embroidered with black lil 800g 300g
 rectangular oak chest with a dragon carved on the fro 118g 10000g
 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:
So, in this case, we’ll use:
Which will bring up the following menu:
— Prototype number : 
— 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
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.
17) LIQ CONTAINER
24) FISHING POLE
46) MIX POTION
49) GEM COMM
7. Extra Flags
28) HALF EATEN
8. Wear Flags
17) ATTACHED TO BELT
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..
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.
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.
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.
Determined by each item type:
Number of hours (0 = burnt, -1 is infinite)
Poison (Leave at 0)
Number of damage dice: Think D&D: 1d4, 6d12, that sort of deal. The number preceding the “d” 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
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.
Max weight to contain: (in g)
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.
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.
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.
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.
Max weight to contain: Include weight of keyring on this value.
Number of keys: How many keys regardless of weight would fit on here?
Max weigh to contain: Include bookshelf weight in here.
Book: NO VALUES.
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:
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).
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:
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:
If you’re using buildwalk, go to the room you wish to edit and just use rnum:
This works for editing rooms that already exist, as well, and is easier than looking up the vnums in a list.
— Room number :  Room zone: 
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
This is the main room editor:
The room’s name. Shows up at the top of the room when somebody looks or walks in.
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
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 :-
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>
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.
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:
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.
0 – <END OF LIST>
N) New command.
E) Edit a command.
D) Delete a command.
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.
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.
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
 a group Tyen guards
 a tall, powerfully built man
 a beefy, copper-haired male with a thick beard
 a voluptuous brunette with long, wavy hair
 a young human man
 a bald, muscular mercenary
 a lean, young mercenary
 a muscular, middle-aged mercenary
 a chitonous creature with missing wings
 a lean, young mercenary
 a tall, ruddy-haired man
 a short man with gnarled arms
 a semi-conscious Tiress
 a flame-haired lad
 a small chitinous creature
 a massive chitinous creature
 a large, chitinous creature
 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:
This results in the following menu:
— Mob Number: 
1) Race: Human
2) Sex : neutral
3) S-Desc: the unfinished mob
An unfinished mob stands here.
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
Enter choice :
Select the race this mob belongs to.
Gender? Genderless? You tell it.
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.
Standard look description. Edit just like desc, as usual.
How old the mob is.
Don’t use this.
Determines what position the mob starts in.
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.
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
Same as position above.
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.
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:
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
This brings up the following menu:
— Shop Number : 
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
Enter Choice :
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:
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
1)  piece of limestone In room: No Use: Yes Num#: 1
2)  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.
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.
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:
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]
Rent /Rent Owed [ 0/0 ] Wage [ 0 ] Home Room [ 1233]
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:
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:
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:
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:
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:
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 Hello, World
To everyone in the room with you.
Gecho is Global Echo. A gecho can be heard by ALL players throughout the game.
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.
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.
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>