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Building Guide

OBJECTS, FOOD & WATER

OLC: Down and Dirty in the MUD
OEDIT
OEDIT stands for 'object editing.'
By typing oedit of the object you want to edit at your prompt you will be brought into the OLC editor that modifies the object's specifications.

CREATING AN OBJECT FROM SCRATCHCREATING AN OBJECT FROM SCRATCH
Type: edit object create
Type: edit object create
example:edit object create 1000
example: edit object create 1000
this will create a single object without any specific stats it will also enter you into the OEDIT mode.
this will create a single object without any specific stats it will also enter you into the OEDIT mode.

THE OBJECT FIELDS
name - the word or words that will target the object for an action
area - area that the object is from
vnum - the object's vnumber. This will be unique for each different object.
type - typing ? type will bring up a list of the object types. depending on what you want to create will depend on what type you want to make the object. Most of the object types are self explanitory. There are a few that you will not need to use unless you have certin spells or needs on the mud. Here are the odd types of objects:
   warpstone - a component in the Nexus and Gate spells
   npccorpse - creates a corpse of a non player charater. You will never use this.
   protect - never used
   roomkey - always use key not roomkey
level - assigns the object a level. very important if there are eq level restrictions on the mud.
wear flags - typing ? wear will show you a list of places you can assign the object to be worn. asside from take, DO not use more than one wear location because the code will only recognize the first.
extra flags - typing ? extra will show you a list of these flags. They cause the object to have special properties.
material - certain types of materials can be destroyed or damaged if the damage/wear code is active within the mud.
condition - signifies the starting condition of the object. This is only important if you have the damage code active on the mud. If not, always set it at 100.
weight - the weight of the object
cost - the gold value of the object. needed for buying or selling the object.
short desc - the description seen when the obj is in inventory or worn.
long desc - the description seen when looking at the obj or when the object is in the room.

There are also other fields that depend on the type of object you create. These will be explained later.

NAMING AN OBJECT
Type: n or name
example: n or name crystal ball
this will give the object a name that will be used to pick the object up, look at it or any other type of action regarding the object. DO NOT use A, AN, the or make it a players name. The name is only used to target the specific object for an action.

CREATING AN OBJECT FROM SCRATCH
Type: edit object create
example: edit object create 1000
this will create a single object without any specific stats.

THE WEAR FIELD
Type: ? wear to see the different kinds
Type: wear to toggle the wear location on or off
Unless you want the object to be permanent in place in a room and unable to be picked up by a mob or player, you must always include TAKE in the wear field.
example: wear take hold
this will make the object be able to be picked up and only held in the hand of a player

MAKING SPECIALIZED OBJECTS
There are special fields for certain types of objects. I'll go through some of them that aren't covered in other pages of this site.

LIGHT SOURCES
[v2] - this field denotes the hours that the light source will be active for.
Making the number -1 will set it to infinite hours, so the light will never extinguish.

DARKNESS
creates an object opposite of a light source. It will be a darknes source that affects the room the obj or person with the object is in.
[v2] Light - # of hours the source will be active for. -1 is infinite

SCROLLS, POTIONS and PILLS
the extra fields for these items are the same
[v0] Level - this assigns the spell/spells that you will specify in the rest of the [v] fields to a certain level
[v1] Spell - the primary spell that the scroll will produce
[v2] Spell - the secondary spell that the scroll will produce
[v3] Spell - the tertiary spell that the scroll will produce
[v4] Spell - null

WANDS and STAVES
[v0] Level - level of the spell that will be set on line [v3]
[v1] Charges Total - how many times the wand can be used
[v2] Charges Left - usually set to the same number as [v1] this field acts as if the wand has been used previously and only the number of charges in the field will be recognized.
[v3] Spell - the spell you want the wand to contain type

FURNITURE
[v0] Max People - the # of players, mobs and/or pets that can use this object at the same time
[v1] Max Weight - the maximum amount of weight the object can hold. It will not break if the weight is too great, it just will not allow you to use it.
[v2] Furniture Flags - type ? furniture to see the different flags. They are pretty self explanitory. This is what action will allow the player, mob or pet to use this object and what message they will see when they use it.
[v3] Heal Bonus - % of bonus or negative healing rate the furniture will cause when used
[v4] Mana Bonus - % of bonus or negative mana regeneration rate the furniture will cause when used

MONEY
[v0] Gold - amount of gold that the object is

PORTAL
[v0] Charges - how many times the portal can be used before it disappears. 0 is infinite
[v1] Exit Flags - type ? exit to see the types of exit flags. usually they are NOT used on portals.
[v2] Portal Flags - type ? portal to show the different types of portal flags. They are:
   normal_exit - treats the portal like a door. Allows multiple players, mobs and pets through at the
   same time.
   no_curse - since portals are objects they can be cursed no_curse makes them immune to cursing.
   go_with -  the portal goes with the player that uses
   buggy - allows grouped players, pets and charmies to go through the portal at the same time
   random - you must set the v3 to a room and the v2 to random in order for the portal to transport
   players to random places.
[v3] Goes to (vnum) - sets the exit place the player will go to when they enter the portal.

If you make a mistake and the portal settings are being whacky, change the object type to trash then change it back to portal. This will erase the portal settings allowing you to start over again without losing the other information you have put in.

LORE_BOOK
[v0] Legend - how high the legend charaters level has to be in order to use the book
[v1] Charges - how many times the book can be studied
[v2] Align Useable - which alignment can utilize the book
[v3] Spell/skill - the spell or skill that the book will teach

FOOD
level - unless you want the food to be available to only cretain levels, then set it to 0 or 1
wear flags - food can be one of two things, able to be taken and not worn or taken and held.
extra flags - food should RARELY have extra flags assigned to it.
[v0] Food Hours - how long the food will last if not eaten before it dessintegrates
[v1] Full Hours - how many hours the food will keep a player full
[v3] Poisoned - either yes or no (default is no)

DRINK CONTAINERS
type - drinkcontainer
level - unless you want the beverage to be available to only cretain levels, then set it to 0 or 1
wear flags - drinks should be able to be taken and held or just taken, however you can use you imagination and create some interesting drink containers to wear also..
extra flags - drinks should RARELY have extra flags assigned to it.
[v0] Liquid Total - how many times a player can drink from the drinkcontainer -1 is infinite
[v1] Liquid Left - how much liquid is left to drink in the drinkcontainer (should be the same as the liquid total value)
[v2] Liquid - type ? liquid for the liquid types and their values (default is water)
[v3] Poisoned - yes or no (default is no)

FOUNTAINS
type - fountain
level - unless you want the fountain to be available to only cretain levels, then set it to 0 or 1
wear flags - fountains should NEVER be wear flagged take or with any wear location.
extra flags - fountains should RARELY have extra flags assigned to it.
[v0] Liquid Total - how many times a fountain can be used before it goes dry. -1 is infinite
[v1] Liquid Left - how much liquid is left to drink in the fountain before it goes dry (should be the same as the liquid total value)
[v2] Liquid - type ? liquid for the liquitypes and their values (default is water)

ADDAFFECT
addaffect gives any object a certain ability. It cabe good OR bad depending on what you want to do.
Type: addaff when you are editing/creating the object.
this will bring up the syntax for adding affects.
the syntax is: addaffect (location) (modifier)
the location is the type of modifier.
the modifier is how you want it affected.
example: addaffect dexterity 3
this will add 3 to a persons dexterity when they use this object.

the types of modifiers are: strength, dexterity, inteligence, wisdom, consitiution, sex, saves, weight, mana, hp, move, ac, hitroll, damroll, savingbreath, savingpara, savingspell, savingpetri

to delete an affect that you have added
Type: delaffect <# of the affect you want deleted>
example: delaffect 0
this will delete the affect in the 0 slot

ADDAPPLY
Addapply adds a spell/skill to an object. USE THIS SPARINGLY! You can add negative spells/skills as well as helpful ones. There shouldn't be more than a few of these objects on any given mud and I suggest talking to your Head Builder before creating any of them as they can greatly effect the balance of the mud. I'm going to use the spell plague as an addapply example.
Type: addapply when you are editing/creating the object.
this will bring up the syntax and list of types of things you can apply
the syntax is: addapply (type) (location) (#xmod) (bitvector)
the types are the different fields that come up when you type addapply.
the location should always be none
the #xmod is the addapply slot/position number
the bitvector is the specific thing you want to apply.
example: addapply affects none 0 plague
this will add plague to the object

the different modifiers can be found by typing ? aff

to delete an affect that you have added
Type: delapply <# of the applied affect you want deleted>
example: delapply 0
this will delete the applied affect in the 0 slot

 


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