Lensmoor OLC
These documents describe the tools available for building on Lensmoor.
Note, not everything described here is available for level 91 characters
building their Hero Castle.
Quick Links:
Basics
The mud is built from database files. Originally, if you wanted to add
anything, you had to edit these files by hand, and then reboot the mud.
This is not an optimal solution. It prevents you from feeling-out an area
as you construct it. It prevents you from testing your ideas easily. It
is prone to errors, both in installing the areas, and in setting the
values up nicely. And, editing text files by hand, having to look up
tables, is a fairly miserable process.
On-Line Creation (OLC for short) solves these problems. It provides look
up tables when you need them, allows the system to prevent bad values
from entering the game, and allows you to test as you go.
Before you can start working on an item, you must have a zone open to
work in. Zones are opened with the olc open (name) command. If you omit
the name parameter, the zone defaults to the zone you are currently
standing in. Only one builder may work on a zone at a time, and you will
be notified if someone else is working in the zone when you try to open
it.
Once you have an area opened, you can start to build. The three main
olc commands are olc add (item), olc edit (item) and olc remove (item).
Some secondary olc options will be discussed later.
Once in the editor, you will receive prompts to ensure that everything
needed is entered.
When done working, olc close will close the zone and save your work.
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Editors
The editor has 2 modes, text entry, and prompt entry. There is a global
command set that works in both, as well as specific commands available
for either the text entry and prompt entry.
Global options
- # Abort - This will get out of any editor.
- | Jump - This jumps to a known prompt.
- : Escape - This allows you to use a non-editor command.
Prompt mode
In prompt mode, you are prompted for the next item to be entered. The
following commands work at all prompt mode prompts.
- ? Get help - This lists all available options at this prompt.
- * Use Default - This uses the default value at this prompt.
If editing, the default value is the current value. Hitting enter
alone is the same as typing *
- $ Clear entries - This clears the entries for certain fields.
There are 3 main types of data you will be prompted for. The first is raw
text. Whatever you type is used. In some cases (entering spell names or
special procedure names) if what you type doesn't match a valid choice, a
NONE value will be used.
The second is a numeric choice. If the number you enter is out of range,
it will be changed to the closest in-range value. Percent values should
be entered with 100 meaning 100%.
The third selection is a selection of flags. When presented with
selectable flags as letters, all the desired letters should be entered
without spaces on the same line. To select none of the flags, or to clear
choices when editing, enter a 0.
A general note about keywords: A keyword is a word that a player can use
to refer to an object or mob. If a noun appears in a mob or objects long
description or short description, it should be a keyword. There is no
reason to make players guess keywords. If they can see something, they
should be able to refer to it. Keywords are treated as a simple text list,
separate the keywords with a single space.
Text mode
In text mode, you enter blocks of text, one line at a time. There are
certain text manipulation commands that make this easier. Keep in mind
that no line of displayed text should exceed 80 characters.
The following commands work in the text editor, if typed alone on a line:
- /? Show help for text mode.
- @ Finish writing
- ^ Add a blank line
- ? Show current buffer
- ?n Show current buffer with line numbers
- ?$letter Show current buffer wordwrapped - The
letter is L, R, C or F, for left, right, center, or full
justify.
- $letter Wordwrap buffer. The letter is L,R,C, or F,
for left, right, center, or full justify.
- /$letter startline endline Wordwrap from startline to
endline using specified justification.
- - Erase last line
- /-number Erase specified line number
- /* Erase entire buffer
- & Spellcheck
- /number text Insert text after specified line number
- /'target' 'replacement' Replace target string with
replacement string.
- /= Show a reference line length
- /c Copy to the web clipboard
- /p Paste from the web clipboard
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Areas
The mud is divided into areas or zones. Each zone contains rooms, object
and mobile prototypes, reset data, and other associated data. Each zone
consists of 1000 vnums (virtual numbers). These vnums are how the mud
recognizes and stores things. Areas are used to create logical divisions
in the world. The builder of an areas can specify certain parameters that
affect how that area behaves.
The zone file has a name, with the extension '.are'. Each zone file also
has permissions. Permissions say who has rights to make changes in the
file. Most files will have one primary builder, and perhaps one or two
others. Imps can edit any zone, and are the only people who can create,
delete, or set permissions on a zone.
Zone fields
- Filename - Set on creation by an imp, and cannot change
- Area name - The name of the area as it appears in the 'area' command
- Credits - The name of the primary builder(s) of the area
- Description - A brief overview of the zone
- Vnum - The base vnum for the zone, set by the imp, and cannot change
- Flags - These determine how the zone behaves
- Level - Computed on reboot to be the average of the non-safe mob levels in the area
- X,Y,Z Co-ords - Where in the wilderness the zone is linked
- NESWUD Entrypoints - The rooms that link the zone to the wilderness
- Mood Keyword - The name for a mood entry
- Mood Text - The text associated with that mood
Moods
A mood is a block of text that can be included in rooms in the zone with
an LML MOOD tag. It allows a way to insert a few
lines of thematic text into multiple places in a zone. There is more info
on this in the LML files.
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Rooms
Rooms are the basis of the game. They're where all the other activity
takes place. The fields for a room are:
- Name - The name of the room. Do not colorize this, the game
internalizes this based on the sector type.
- Description - The text of the room. Descriptions should be at
least 3 lines long, and should RARELY be cloned. Text in a room
description should never exceed 80 characters per line.
Descriptions can have embedded LML
tags in them.
- Night Description - Do not use this. It exists for backwards
compatibility only. Use LML tags instead.
- Owner If set, the owner list is a list of names that are
allowed to see this room. In most circumstances, leave this field
blank. To clear it in the editor, type $
- Room Flags - Special properties
of the room.
- Sector Type - The kind of room this is. This affects
weather, combat, sight, movement, etc.
- Heal Rate - Specified as a percentage of how fast healing
compares to normal. Should be 100 in most places.
- Mana Rate - Also specified as a percentage, but for mana.
- Clan - Sets the room to be clan only. Type the name of the clan.
Use default value, or "none" to leave this field blank.
- Extra Desc. Keywords - This allows you to add 'things' that
can be looked at into the room. You may type as many as you want,
and use '*' when done. If 2 words look at the same object, type
them both on the same line as keywords, rather than typing the
description twice. If you enter a name, you will be prompted to
enter the description that goes along with that keyword.
- Spec_Proc
- Adds a special function to the room.
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Exits/Links
An exit is a connection between rooms. As such, it cannot exist without a
room. Exits are stored along with the room they lead from. A single exit
only goes in one direction, to get a return path, you must add a second
exit back into the room. The exit fields are:
- Exit direction - The direction this exit leads. Each
room may only have one exit in a given direction.
- Desitination Vnum - The room to where this exit leads.
- Flags - Properties of this exit
- Key Vnum - The vnum of a key needed to unlock this door.
A vnum of 0 would mean that there is no key.
- Keyword - A list of keywords that can be used to
reference this door.
- Description - What is seen when a direction, or exit
keyword, is looked at.
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Objects
Objects are different from rooms in that you edit a 'prototype' object,
from which actual objects in the game are created. When you edit an
object, the values on all copies of that object are updated to the new
settings, but the descriptions are not, as this would destroy player's
restrung items.
The object properties are as follows. Different item types use different
properties, and will be treated separately after the properties that all
objects share.
- Name - The keyword list for the object. Any noun appearing
in any description should appear in this list. Separate
keywords with spaces only.
- Short Description - The short reference to the item that
can be inserted into sentences. A short description should not be
capitalized and should include a leading article (a,an,the) except in
cases of proper nouns.
- Long Description - The description seen when the item is
in a room. This should be a complete sentence, with capitalization
and punctuation.
- Item Type - What type of item is it.
- Wear Flags - Where the item can be worn.
- Extra Flags - Other object properties.
- Level - What level is reuqired to use the item without penalty.
- Max Level - If set, the highest level that can use this item.
- Condition - The condition of the object. A percent: 100 is
brand new, 10 is needing repair badly.
- Weight - How much does this item weigh, in tenth's of a
pound. Does not include contents
- Cost - The 'manufacturers suggested retail price' -
modified by other factors later. A modified price of 0 will not be
bought or sold.
- Simple - For armor and
weapons, the game can assign damage ratings based on the level of the item.
- Affects - These are affects that are transfered to anyone
wearing the object.
- Where - This determines which flag types are applied.
If just modifying a stat, use General.
- General - Flags add to the wearer's affected flags.
- General2 - Flags add to the wearer's affected2 flags.
- General3 - Flags add to the wearer's affected3 flags.
- Object - Flags add to the object flags. You should probably just set the object flags.
- Immunities - Flags add to the wearers's immunities.
- Resistances - Flags add to the wearer's resistances.
- Vulnerabilities - Flags add to the wearer's vulnerabilities.
- Parts - Flags add to the wearer's parts list.
- Location - This allows the affect to modify a chosen
stat of the wearer. If just adding flags, leave this as none.
- Modifier - This is how much the chosen location is
modified.
- Flags - This is where the chosen flags are
entered.
- Extra Description - This allows specification of
keyword-description pairs. Enter a keyword, and you are then prompted
to enter a description to go with this. Some special
functions, or message overrides
use special keywords.
- Special
Function - A special procedure attached to this object.
- Size - The size of the item. Size any means anyone can
use it. Size reset means set the size to the size of the mobile it is
reset to, or, the size of the person who buys it from a shop.
- Material - What the material is made out of.
Object Types
Each object has 5 values that have meaning specific to that item
type. Some item types use similar values, and are listed together
here. The editor may skip 'unused' values for some item types.
- Light - A light source. Must be held to create light,
although the roomlight object flag may be used.
- Unused
- Unused
- Duration - The light's duration, in game hours. -1 is permanent.
- Unused
- Unused
- Scroll - A spell casting object, with multiple charges, and
multiple spells, used with the recite skill. Not all scrolls have
to cast three spells, this field can be left blank.
- Spell Level - The level the spells are cast at.
- Spell Name - A spell cast.
- Spell Name - A spell cast.
- Spell Name - A spell cast.
- Charges - The number of times this scroll can be used.
See also: spec_spell_book
- Wand - A spell casting object used with the zap command.
- Caster - A spell casting object triggered when worn.
- Instrument - A spell casting object triggered with the play command.
- Staff - A spell casting object triggered with the brandish command.
- Spell Level - The level the spell is cast at.
- Maximum Charges - The maximum number of charges the item can hold.
- Current Charges - The number of charges currently in the item.
- Spell Name - The spell to be cast.
- Unused
These are spell casting items that have charges and can be
recharged. See also spell caster
parameters.
- Weapon -
- Weapon Type - What sort of weapon is this. This determines the skill needed to use it.
- Weapon Dice - The number of dice used for damage
- Sides for Dice - The size of the dice used for damage
- Attack Message - The damage message. This also controls the type of damage done. This is set by the simple option, if chosen.
- Weapon Flags - Weapon Properties
- Ammunition - Ammunition is fired from ranged weapons.
Sometimes it can be recovered if it misses the target.
- Ammunition Type - For which type of ranged weapon this
is used with.
- Unused
- Unused
- Unused
- Weapon Flags - Damage modifiers
- Part - This item is part of a larger part. Used with
spec_part.
- Next Vnum - Vnum of the next needed part, -1 if this is the last part.
- Completed Vnum - Vnum of the finished part.
- Unused
- Unused
- Unused
- Armor - Protective equipment. Armor can only be effective if
worn in an armor location (head, body, arms, legs, feet, hands, or
shield). AC values can be set with the simple option.
- AC Pierce - Protection versus Piercing attacks
- AC Bash - Protection versus Blunt attacks
- AC Slash - Protection versus cutting attacks
- AC Magic - Protection versus other (magic) attacks
- Bulk - Not currently used
- Salve - A consumable magic item used with the apply command.
- Pill - A consumable magic item used with the eat command.
- Potion - A consumable magic item use with the quaff command.
- Spell Level - The level the spells are cast at
- Spell Name - A spell to cast
- Spell Name - A spell to cast
- Spell Name - A spell to cast
- Spell Name - A spell to cast
See also spell caster parameters.
- Furniture - An item that can be used for sitting, sleeping, etc. on.
- Number of People - The Maximum number of people allowed on the furniture at one time.
- Weight Supported - This isn't really used.
- Furniture Flags - Furniture properties
- Heal Rate Modifer - A percent modifier to the room's heal rate, applied to characters on the furniture.
- Mana Rate Modifier - A percent modifier to the room's mana rate, applied to people on the furniture.
- Skill Object - An item that gives a bonus to a skill when
worn. Skill items must follow the rule of level divided by 3 for
max skill bonus.
- Skill name - The skill to give a bonus to.
- Bonus - The percent bonus applied to that skill, which can be negative.
- Unused
- Unused
- Unused
- Container - An item that other items can be placed inside.
- Max Weight - The maximum weight this container can hold, in pounds.
- Container Flags - Container properties
- Key Vnum - The Vnum of the key object needed to unlock
this container, 0 for none.
- Max Item Weight - The maximum weight of a single item
to fit in the container, in pounds.
- Weight Multiplier - A percent applied to the weight of
the contents of the container.
- Fountain
- Drink Container - A liquid container holds liquids. The
weight of the liquid is added to the weight of the object.
- Max Servings - The maximum number of servings the
container can hold.
- Current Servings - How many servings are currently in the container.
- Liquid Type - Which liquid is in the container
- Poison - Is this container poisoned
- Unused
See also: Liquid Overrides
- Key - A key is used to unlock containers, exits, or portals.
A generic key uses its vnum to determine which locks it can open.
- Key ID - If this is non-zero, this key will also unlock doors as if the ID was its vnum.
- Unused
- Unused
- Unused
- Unused
- Food - Nourishment. Food can be eaten.
- Hours Full - The amount of space the food takes in the stomach.
- Hours Not Hungry - How nourishing the food is, how quickly you'll get hungry again.
- Unused
- Poison - Is the food poisoned.
- Sentient - Is the food from a sentient creature. 1 means yes, and anyone eating it will become a cannibal. 0 means no.
- Money - When money is picked up it is converted into an
amount of coins in the person's score. Money items should only be
created to create rewards found in rooms or containers, never
reset onto mobs.
- Silver - Amount of silver coins
- Gold - Amount of gold coins
- Platinum - Amount of platinum coins
- Unused
- Unused
- Switch - An item using the
spec_switch
special function.
- Room Vnum to act on - Which room is this switch working on.
- Switch Flags - Switch properties
- State - Used internally
- Exit Direction - The direction of the exit that the switch manipulates.
- Unused -
- Portal - An item that can transport a player to a different
room.
- Num Charges - How many charges this portal has, -2 for infinite.
- Exit Flags - Exit Properties
- Gate Flags - Gate Properties
- Vnum of Destination - Where this gate goes to, unless
random. Even with random gates, some number must be chosen.
- Modifer - If any add or lose flags are set, this is the amount gained or lost.
See also: spec_password
and Special
Portal Exit Messages.
- Gem - A gemstone. No values needed unless
spec_mana_stone
is chosen as a special function, in which case.
- Mana points - The amount of mana stored in the stone currently.
- Unused
- Unused
- Unused
- Unused
- Component - A component is consumed when the appropriate
spell is cast. The component adds a number of spell levels to the
power of the casting. Multiple spells can use the same component.
- Bonus Levels - The number of bonus levels
- Spell Name - A spell that uses this component
- Spell Name - A spell that uses this component
- Spell Name - A spell that uses this component
- Spell Name - A spell that uses this component
- Furniture Container - A furniture container is a hybrid of a
furniture item and a container item. People can sit on it, and
put things in it.
- Max Weight - The maximum total weight the container can hold.
- Container Flags - Container properties.
- Furniture Flags - Furniture properties.
- Key Vnum - The vnum of the key that will open the container.
- Number of People - The maximum number of people who can fit on the furniture.
- Tool - An item required to use certain
skills. It can also give a skill bonus to those skills. A
given tool can support multiple skills, if this makes sense.
- Skill Bonus - The skill bonus given. 0 is normal.
- Skill Name - A skill this tool is used for.
- Skill Name - A skill this tool is used for.
- Skill Name - A skill this tool is used for.
- Skill Name - A skill this tool is used for.
- Clothing - An article of clothing with no protective abiltiies
- Goggles - A head-worn item, that prevents stuff getting in eyes
- Boat - A boat item, allows transport in some water rooms
- Map - A map
- Warp Stone - A leftover from stock
- Treasure - An item that is used as a reward
- Trash - Something worthless - Janitor mob's will pick these up.
- Jewelry - A piece of jewelry
- These types need no additional values.
- NPC Corpse - An NPC corpse
- PC Corpse - A player's corpse
- Material - A raw material
- These items are not to be built under any circumstances, they
exist for internal usage only.
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Sets
Sets are a grouping of objects that allow a player using all items in the set
to gain extra benefit from doing so.
A set is a collection of up to 10 object vnums. The more items in the set,
the more extra points of affects may be granted. The total amount of
item points that can be placed on a set is equal to twice the unused point
total of the items in the set, plus the lowest level in the set.
- Vnum - One of the vnums in this set. During editing, you can
remove a single item from a set by re-entering its vnum.
- Flags - Set property flags.
- Affects - Just like on items.
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Mobiles
Mobiles are similar to objects in that you don't create a mobile, but
rather, a prototype for a mobile. Editing a mobile prototype does not
instantly affect all mobiles, you may need to purge and reset them,
especially to see the results of shop modifications or description
changes.
- Name - The keyword list for the mobile. If a player has
claimed a name you will be unable to use that keyword. As with
objects, all nouns in the short and long description on a mobile
should be keywords.
- Short Description - What you see when the mobile is
fighting, or referenced in another manner. (a, an, the) should be
included unless the short description is a proper name, and the
short description should not be capitalized, or end with
punctuation.
- Long Description - What you see in the room when the mobile
is in its default position.
- Description - The block of text you see when you look at a
mobile.
- Race - Does the mobile belongs to any of the pre-existing
races? If not, choose unique. Races can set other fields, like
offence, affects, and resistances.
- Form Flags - Form flags
determine a unique race's behaviors, whether sentient or not, and
what set of default behaviors it takes. See flags document.
- Part Flags - What parts does
it have. This has an affect on combat, both by allowing the
selection of 'weaponry parts' and by defining where the mobile
can be struck.
Note: If you want to edit the
form/parts of an existing race you can do so by using the
|form jump when editing the mob. Good when creating
crippled mobs of existing races.
- Act Flags - These try to define
how the mobile will behave
- Affect Flags - What the mob is
affected by.
- Affect2 Flags - What the mob is
affected by. (more)
- Affect3 Flags - What the mob is
affected by (still more).
Note: To set a mob affected with a
particular disease, set the plague bit, and add an @plague extra
description. See Misc data.
- Alignment - The mobiles alignment.
- Level - The level of the mobile, used for calculating the
mob's armor, damage, and other simple values, and its skill levels.
- Experience Level - The level used to determine how much
experience the mobile is worth, and how it 'considers'. Usually
the same as the level, but can be adjusted due to certain actions
and spec_procs that make it tougher.
- Simple - The following options are part of simple.
- Hitroll - A modifier to the mobile's chance to hit. This is a
percentile modifier, and is computed by simple in most cases.
- Saving Throw - A modifier to the mobile's chance to save.
This is a percentile modifier, and is computed by simple in most
cases.
- Save Mod - A penalty applied to any targets that the mobile
acts against. This is a direct opposite to saving throw, and will
be a positive number to indicate that the mob is skilled at getting
past opponent's saves, and a negative number if the mob is suposed to
be less effective.
- Hit Point Dice - How many dice are rolled for the mobiles HP.
- Hit Point Size - How many sides on the hit point dice.
- Hit Point Bonus - An addition number of HP just given to the mobile
- Mana Dice - Same as HP dice stuff, but for the mobile's mana
Mana Size - Same as HP dice stuff, but for the mobile's mana
- Mana Bonus - Same as HP dice stuff, but for the mobile's mana
- Damage Dice - Same as above, but determines how much damage the mob does when fighting unarmed.
- Damage Size - Same as above, but determines how much damage the mob does when fighting unarmed.
- Damage Bonus - Same as above, but determines how much damage the mob does when fighting unarmed.
- Armor Pierce - The mobile's Armor classes, used only when the mobile is not wearing armor in the location that was hit.
- Armor Bash
- Armor Slash
- Armor Exotic
Damage Type - What kind of damage this mob deals
Offence Flags - How the mob fights.
Aggression Flags - When the mob fights.
Immunity/Resistance/Vulnerability Flags - How the mob reacts to damage types.
Start Position - The position the mob is loaded in.
Default Position - The position the mob is usually found in,
and returns to after combat.
Neat tricks here. Make an aggressive mob in start sitting, but
default to standing. It won't be able to attack on it's own until
it stands up but then it will be aggressive as normal.
Sex - Yes, the mobiles like sex too.
Wealth - How much cash the mob has, in Silver, some gets
converted to gold when the mob is loaded. Be sensible, animals
don't carry cash.
Default Language - The mob's default speaking language, based on race.
Known Languages - The mob's known languages, based on race.
Size - How large is the mobile. This affects combat, some
skills, and who can ride it.
Special Function - Does the mob follow any special behavior
rules. See the spec_proc
document.
Extra Data Name - Extra data used in some spec_procs.
See the spec_proc
document. In addition the following keywords can be used on any mob.
- @racename - Changes the race field when the mob is looked at.
- @move - Changes the movement verb when the mob moves around.
- @immune - A list of spells that the mob will always pass saves for.
Teaching Skill - If the ACT_PRACTICE flag is set, you can
enter as many skills as you want. Type a skill name.
Cost Modifier - A percentage of standard pricing for teaching.
Shops
Shops are attached to mobs. The mobile is called the shopkeeper. The
inventory for the shop must be reset to the mob using G resets. Any item
given to a shopkeeper in this manner is set as permanently sold items.
Adding a shop requires that the mob exist, and then uses standard OLC
commands to add, edit, or remove the shop.
All shop prices are subject to modifications due to race, charisma, and
other factors. Any modified price of 0 or less will mean the shopkeeper
will not sell the item. A shop that is open all the time is set to open at
0 and close at 23.
- Owner's VNUM - The VNUM of the mob type who will own and run the shop.
- Item Type to Buy - A type of item the shopkeeper will consider buying.
- Profit when Buying - A percentage: how much markup the shopkeeper does when buying things.
- Profit when selling - A percentage: how much the shopkeeper marks up what he sells.
- Opening Hour - A number between 0 and 23.
- Closing Hour - Another number between 0 and 23.
- Shop Flags - Shop modifiers
Pet shops are not normal shops and do not go through this routine.
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Vehicles
Vehicles are much like objects when adding them. Currently vehicles are
restricted and you should talk to an IMP before adding one.
- Keywords - List of words to refer to the vehicle by.
- Short Description - The name and article (a boat) for the vehicle.
- Long Description - The item's room description.
- Internal Description - The description for
- Verb - The movement verb that the vehicle uses.
- Extra Descriptions - Extra descriptions that can be attached to the vehicle.
- Vehicle Flags - Properties of the vehicle.
- Type - The type of vehicle.
Extra keyword @path is used to set up a predefined path which the
vehicle will travel along. To set up a path (from the room the vehicle is
loaded into : Use a 'B' to define start of travel, then set up the route
by using NESWUD codes. ie BNNEEN will have the vehicle start its path and
travel 2 north, 2 east and north. Note that the vehicle will not return
to the spot it started from. To do this set up a return travel. so the
total path will look like BNNEENBSWWSS. This will set up path where the
vehicle stops at each B location where it waits to be started again.
There are certain mobacts that interact with vehicles.
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Resets
Adding resets is the most conceptual part of building. After you have
your prototypes all defined, you need resets to get them into the game.
A reset consists of a room vnum, an instruction, and 4 parameters.
The prompts you get when adding resets are pretty self explaning but will
be explained below. Not all resets use all four parameters. When a reset
command doesn't need a parameter, it will let you know by using a
unused prompt.
The order that resets appear in is important. Therefore it's easiest to do
a little bit at a time, when you've got everything for a particular group
of resets ready to go. As invalid resets prevent the mud from rebooting,
they do not get entered if they contain invalid data.
- Room VNUM - The vnum of the room to put this reset in.
- Command - A one letter instruction that describes this reset.
- M - Load a mob into the room
- Mob Vnum - The vnum of the mob to load.
- Max in game - The maximum number of this mob
allowed in the game. If more exist, a new one will not be reset.
- Max in room - The maximum number of this mob allowed in
the room. If more exist, a new ones will not be reset.
- Unused
- N - Load a mob into a different room
- Mob Vnum - The vnum of the mob to load.
- Max in game - The maximum number of this mob
allowed in the game. If more exist, a new one will not be reset.
- Max in room - The maximum number of this mob allowed in
the room. If more exist, a new ones will not be reset.
- The vnum of the room to load into, or 0 for a random room.
- F - Load a follower mob into the room. This mob will be set
to follow the last loaded M mob that was reset.
- Mob Vnum - The vnum of the mob to load.
- Max in game - The maximum number of this mob
allowed in the game. If more exist, a new one will not be reset.
- Max in room - The maximum number of this mob allowed in
the room. If more exist, a new ones will not be reset.
- Unused
- A - Alter a value on the last loaded mob. This allows a
reset to randomize the mob's alignment, size, or race.
- Which value to alter - Hit ? at the prompt for options.
- Min Range - The minumum to set it to.
- Max in room - The maximum to set it to.
- Unused
- X - Add extra reset data to a mob. The last loaded mob has
its extra data fields set. These are generally used only by spec_procs.
- Extra Value 1 - The first extra value.
- Extra Value 2 - The second extra value.
- Unused
- Unused
- C - Add spec_caster spells to a mob. The last loaded mob's
extra data are set to spell values for the spec_caster function.
- Spell 1 - The first of two spells to cast.
- Spell 2 - The second of two spells to cast.
- Unused
- Unused
- O - Load an object into the room
- Object Vnum - The vnum of the item to be loaded
- Load Chance - Percent chance to load the item
- Max in Game - The maximum number allowed in the
game. If there are already that many, no new ones will be loaded. Set
to 0 for infinite.
- Max in Room - The maximum number allowed in the
room. If there are already that many, no new ones will be loaded.
Set to 0 for infinite.
- Random in Zone - Set to non-zero if item should load
randomly in the zone. Don't use this unless you really need to.
- Q - Load an object into a room somewhere else
- Object Vnum - The vnum of the item to be loaded
- Load Chance - Percent chance to load the item
- Max in Game - The maximum number allowed in the
game. If there are already that many, no new ones will be loaded. Set
to 0 for infinite.
- Destination Vnum - The vnum of the room to load the
object into. If this is 0, the item will be placed randomly in the
mud. 1 will place the item randomly in Lensmoor, and 2 will
place the item randomly in Antrippa.
- G - Give an object to the last loaded mob. If the mob
didn't load for some reason, the item won't go to the wrong mob.
- Object Vnum - The vnum of the item to be loaded
- Load Chance - Percent chance to load the item
- Max in Game - The maximum number allowed in the
game. If there are already that many, no new ones will be loaded. Set
to 0 for infinite.
- Number to Give - This can load multiple items at
once. This isn't recommended
- E - Give an object to the last loaded mob and have it equip
it. If the mob didn't load for some reason, the item won't go to
the wrong mob.
- Object Vnum - The vnum of the item to be loaded
- Load Chance - Percent chance to load the item
- Max in Game - The maximum number allowed in the
game. If there are already that many, no new ones will be loaded. Set
to 0 for infinite.
- Equip Location - Where should the mob equip the
item. A mob can only have one piece of EQ per wear-location, so be
careful.
- B - Put an object into the last loaded vehicle
- Object Vnum - The vnum of the item to be loaded
- Load Chance - Percent chance to load the item
- Max in Game - The maximum number allowed in the
game. If there are already that many, no new ones will be loaded. Set
to 0 for infinite.
- Unused
- P - Put an object into the last loaded object
- Object Vnum - The vnum of the item to be loaded
- Load Chance - Percent chance to load the item
- Max in Game - The maximum number allowed in the
game. If there are already that many, no new ones will be loaded. Set
to 0 for infinite.
- Number to Load - The number to load. More than one
at a time is possible, but don't overdo it.
- T - Set the timer on the last loaded object. The timer is
set in minutes, and the object is destroyed when it expires.
- Timer setting - Number of minutes until object decay
- Unused
- Unused
- Unused
- U - Put the last loaded mob on the last loaded object. This
must be furniture.
- Unused
- Unused
- Unused
- Unused
- V - Load a vehicle to the room.
- Vehicle VNUM - The Vehicles Vnum
- Max in game - The maximum number of this vehicle
allowed in the game. If more exist, a new one will not be reset.
- Max in room - The maximum number of this mob allowed in
the room. If more exist, a new ones will not be reset.
- Unused
- D - Alter a door's state.
- Exit Direction - Which direction to modify
- Action - What to do to the door.
- 0: Open and Unlock the door
- 1: Close and Unlock the door
- 2: Close and Lock the door
- Unused
- Unused
- R - Set a random event
- Chance - Percent chance for all subsequent resets to fire
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Commands
areaname - Opens a zone
- OLC ADD - Enter the editor for one of the following items
- Room
- Obj
- Mob
- Vehicle
- Reset
- Exit
- Link - Imp only
- Shop
- Action
- OAction
- Program
- Social
- Adverb
- Help
- Clan
- Perm - Imp only
- OLC EDIT - Enter the editor for one of the following items
- Room vnum
- Obj vnum
- Mob vnum
- Vehicle vnum
- Reset
- Exit
- Link - Imp only
- Shop vnum
- Action vnum
- OAction vnum
- Program vnum
- Social
- Help
- Clan
- Zone
- OLC REMOVE - Enter the editor to remove of the following
- Room
- Obj
- Mob
- Vehicle
- Reset
- Exit
- Link - Imp only
- Shop
- Action
- OAction
- Program
- Social
- Help
- Perm - Imp only
- OLC INSERT reset - insert a reset into the reset list
- OLC DIG direction roomname - add an exit to a new room in the
specified direction. If a name is provided, it will be used.
- OLC TUNNEL direction - add an exit to a new room in the
specified direction, with a corresponding return exit. If a
name is provided, it will be used.
- OLC DIGBACK direction - mirror an exit back into the
current room in the direction specified.
- OLC CREATE imp only - Create new zone
- OLC DELETE imp only - Delete a zone
- OLC COMPILE vnum - Compile a program
- OLC VIEW - Display list of following:
- Rooms
- Objects
- Mobs
- Vehicles
- Resets - The resets in this room
- Resets all - The resets in the zone
- Links
- Shops
- Actions
- OActions
- Programs
- OLC PERM - Show who has permission on the zone
- OLC CLONE - Copies an item
- Room vnum
- Mob vnum
- Obj vnum
- OLC REPLICATE - Replicates a single item (crafted or whatnot) into
the game.
- Object - an item in your possession or in the room you are in.
- OLC COPY
- Actions sourcevnum destinationvnum - copies all actions
to a new target.
- Oactions sourcevnum destinationvnum - copies all
object actions to a new target.
- OLC simplify - simplifies an item (uses default values)
- OLC PURGE - purges the entire zone
- OLC GENERATE - Examines current contents of room and attempts to
generate resets to put the room in this state.
- OLC FREEZE - A toggle. Suspends mob movement and actions while
turned on. Good for making mobs hold still while you generate resets.
- OLC RESET - resets the entire zone, forcing full reset without randomness
- OLC RESET RANDOM - resets the zone you're in, with random resets acting randomly.
- OLC RESET ROOM - resets the room you're in (non-random)
- OLC CHECK - Checks the zone for compliance to standards
- OLC SAVE - Saves work without closing the zone
- OLC SAVE TEXT - Saves work as a text file (default is binary)
- OLC TOUCH - Marks a zone as having changed
- OLC INFO - Shows data on the zone
- OLC TWEAK - Imp onlyChanges the wilderness
- OLC PLACE - Imp onlyPlaces a zone in the wilderness
- OLC LOAD
- obj vnum - loads an item from the zone
- mob vnum - loads a mob from the zone
- vehicle vnum - loads a vehicle from the zone
- OLC REVIEW Imp only - Marks the zone as reviewed.
- OLC UPDATE Arawn only - runs an update program on all zones
- OLC HELP - Shows list of commands
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