AASSIGN
ACTFLAGS MOBFLAGS (for mobs and progs)
ATMOB ATOBJ AT
CHECKVNUMS
COLORS
HEDIT
HSET
INSTAROOM INSTAZONE
MFIND OFIND
MINVOKE OINVOKE
MSTAT OSTAT RSTAT
MWHERE
OGRUB
'OGRUB DATA'
OGRUB2
OWHERE
QUESTREWARDS QUEST_REWARDS
QUEST_BUILDING
RASSIGN MASSIGN OASSIGN
RAT
RESETCMDS RESETCOMMANDS
RGRUB
RLIST
SAVEAREA LOADAREA
SETQUEST SHOWQUEST MAKEQUEST MPQUEST
SLOOKUP
SOCIAL
UNFOLDAREA
VNUMS
VSEARCH
WIZHELP
ZONES
Syntax: aassign <filename.are>
Example: aassign gods.are
AASSIGN temporarily assigns all rooms, objects, and mobiles in the area
range to your pfile. This allows you to use rlist, olist, mlist, and
reset list. This also means that typing savearea, reset area, or
instazone will affect this area.
To save changes permanently, type "aassign none" and foldarea.
Warning!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you. The personal vnums will overwrite the area file.
In order to assign a proto area to yourself, you must either have that
area bestowed to you by a Greater God or higher.
In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by an Exalted+. Even if you have the area bestowed
only Lesser+ can aassign themselves nonproto areas.
| MOBFLAG |
DESCRIPTION |
| sentinel | Mobile always stays at its post. |
| scavenger | Mobile picks up items of value. |
| donation | Mobile sells items for 0 gold. Must have shop set. |
| questmaster | Mobile is a questmaster and can give out quests. |
| aggressive | Mobile attacks players. |
| stayarea | Mobile does not leave its home area. |
| wimpy | Mobile flees when low in hits. |
| practice | Players can "practice" at this mobile. |
| banker | Mobile is Banker. |
| deadly | Mobile has a deadly poison (not implemented). |
| meta_aggr | Mobile is VERY aggressive (not implemented). |
| nowander | Mobile doesn't wander unless attacked. |
| mountable | Mobile can be mounted. |
| prototype | Mobile is under construction. |
| running | Mobile is running (moves twice as fast) |
| noassist | Mobile won't assist other mobs in a fight. |
| pacifist | Mobile cannot be attacked. |
| scholar | Mobile can teach languages. |
| secretive | Mobile will not echo acts. MOBs actions are invisible. |
| mobinvis | Mobile is invisible to both pc's and non pc's. |
| noattack | Mobile won't use any physical attacks. |
| autonomous | Mobile won't switch tanks if hit by someone with higher style. |
| annoying | Mobile will be attacked by other mobs. |
| noattack | Mobile has no physical attacks |
| noquest | Mobile cannot be chosen by questmaster for a quest. |
| pet | Mobile can be used in creating a petshop. |
| notrack | Mobile cannot be tracked. |
| noastral | Mobile cannot be astraled to |
| guardian | Mobile protects its master |
| notrack | Mobile cannot be tracked. |
Syntax: at <location> <command>
Syntax: atmob <mob> <command>
Syntax: atobj <object> <command>
AT executes the given command (which may have arguments) at the given
player.
ATMOB works exactly like AT except for only at mobs.
ATOBJ only works for objects.
AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
Syntax: checkvnums <argument> <begin vnum range> <end vnum range>
Used to check the specified range of vnums to ensure they are not
already assigned to another immortal or are otherwise being used.
Arguments - room, mob, object
Examples:
checkvnums room 9000 9099
checkvnums object 9000 9099
checkvnums mob 9000 9099
If no vnum within the specified range is either assigned as part of
someone's prototype area, and no vnum within the specified range is
a part of a live (non-prototype) area, there will be no result from
this command and the vnums are safe to assign. If any vnum in the
specified range is already allocated, the area file to which it is
allocated will be displayed.
See RASSIGN, MASSIGN, OASSIGN, VNUMS, ZONES, NEWZONES
The ability to color Help and other files is very useful. We ask
that you try to stick to these guidelines for color usage so that
we can have some consistency in their use:
Here are some outlines for using color on a white text file:
Help (Filename) colored cyan.
Laws (Law) Colored green.
Attacker/Killer/Thief colored pink.
Order/Guild (Order/Guild) colored green.
Clans (Clan) colored red.
Syntax for syntax references, colored yellow.
Deities (Deity) colored cyan.
Deadly/Deadlies colored red.
Config (+/- option) colored yellow.
If you wish to add other colors to your file, please use good
taste, make sure it is readable and don't get too whacky. If
you follow the above guidelines and stick to using white for
all other text, it will keep the text solid and legible. Should
you choose not to use any colors at all, that is also okay, the
above guidelines are merely for proper use of color, white is
always acceptable.
In addition, please keep in mind that the following topics should
not be colored except by their defaults:
- Help (area name)
- Help (skill)
- Help (spell)
- Help (class)
Syntax: hedit [help topic]
This command allows you to edit a help topic. If the specified help topic
does not exist, it will be created for you. The default help page (summary)
will be selected if you do not specify a page.
NOTE - Always, when creating a new help entry, type Help <new entry name>
prior to creating your entry. A pre-existing help file associated
with that keyword may already exist.
Colors can now be added to help files using the
same command set that changes
a player's prompt. Multiple
color combinations can be set on a given line
including background colors. However there are a couple of quirks to take
note of:
1) At the very least, the first character of a help file cannot be
either the symbol '&' or the symbol '^'.
2) Color changes have to be separated by at least one character. ie,
'&Y.^r' will work, '&Y^r' will cause problems.
3) Color codes are imbedded within text and _do_ count in note buffers
for line length. ie, watch out for <Long Line Trimmed>.
Colors should be used to enhance the help file, or specific parts of the
help file. Tact and restraint should be used if considering the use of colors.
See HSET, PCOLORS.
Syntax: hset <command> [value] [help topic]
save Saves all help pages (to help.are)
level <level> <help topic> Sets help topic to specified level
keyword <keyword> <help topic> Sets help keyword to specified keyword
remove <level.><help topic> Removes the specified help page
Note: If you wish to set more than one keyword to a help topic, enclose all
the keywords, space separated inside quotes. (Like in spellcasting)
Note: If you have instances of multiple help files with the same keyname,
using Hset Remove without a level designation will remove the one with
the lowest level of access. ie:
Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58.
Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY.
Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'.
Setting a help entry level to -1 prevents the header from showing up
when you view the help with the help command.
See also: HEDIT
Syntax: Instaroom
Syntax: Instazone
INSTAROOM will install the resets for the current room you are in.
To use instaroom you must set up the room you want to reset exactly the
way you want it. Load the mobs, objects, and force the mob to wear the
objects or have them the way you want them, and have all objects in the
room the way you want them to load. Type 'instaroom' and then savearea
(for prototype areas) or foldarea (for installed areas)
INSTAZONE will install the resets for the entire area. USE WITH CAUTION.
This should only be done once. Set up all mobs, objects, doors, etc
exactly the way you want them to be in the entire area and type
'instazone' This will install all resets for the area the way they
are set up at that time.
Syntax: mfind <name>
Syntax: ofind <name>
MFIND finds all mobile types with a particular name.
OFIND finds all object types with a particular name.
Syntax: minvoke <vnum>
minvoke <keyword of mob>
Syntax: oinvoke <vnum>
oinvoke <keyword of obj>
oinvoke <vnum/keyword of obj> <level>
MINVOKE invokes an instance of the mobile specified.
OINVOKE invokes an copy of the object specified. It accepts an optional
parameter for the level of the object to be invoked.
Syntax: mstat <character/mob or mobvnum>
Syntax: ostat <object/object vnum>
Syntax: rstat
Syntax: rstat <location>
MSTAT shows you statistics on a character or mobile. If a copy of the mobile
is present in the game, you can access it using its vnum.
OSTAT shows you statistics on an object. If a copy of the object is present
in the game, you can acces it using its vnum.
RSTAT shows you statistics on a location. The location may be specified as
a roomvnum, as the name of a mobile, or as the name of an object. Rstat
with no argument returns the statistics on your present room.
See MSET OSET and REDIT
Syntax: mwhere <name>
MWHERE shows you the locations of all mobiles with a particular name.
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
ogrub 20 level<8 avg>12
Display weapons below level 8 that do more than 12 average damage.
ogrub 20 +wear type=armor hp>100 dr>20
Display armor with more than 100 added hp and 20 added dam roll. Sort
by wear location.
ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0
Display all eq from Olympus that is above level 45 and affects hp.
Sort by object type in ascending order. Display only that eq held
by players - ignore any on mobs or on the ground.
ogrub 20 +name name<>gloves
Display all eq with the substring "gloves" in the name field. Sort
by object name. Note that often objects are named with two or three
keywords like "gauntlets steel gloves". The substring operator <>
is used to search fields for substrings.
ogrub 20 +cname np ng type=light int>0
Display lights on mobs that raise intelligence. Sort by character name.
Ignore any lights on players or on the ground.
ogrub 20 -dr np ng luck>0 level>=10 level<=20
Display eq that raises luck and is between levels 10 thru 20. Sort by
object damroll in descending order. Only display eq on mobs.
ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100
Display eq that raises hit roll more than 25 or dam roll more than 25
or hit points more than 100 or mana points more than 100 or lowers
armor class by more than 100 (remember the lower the AC the better)
Sort by object level in ascending order.
ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1
Display equipment that have affects resulting in any saving throws that are
greater than one. Note that positive saving throws are bad for characters
and negative ones are good. The more negative the better. The d2 keyword
requests an alternate form of display which shows the saving throws.
ogrub 20 nm cname=joe type=weapon Display Joe the player's weapons
ogrub 20 np cname=joe type=armor Display Joe the mob's armor
See Also: HELP OGRUB DATA
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
Here is some reference data you will need in order to use OGRUB.
FIELDS
TYPES
WEAR
MODIFIERS
cname - chr name 1 light
1 take
or - select any
count - obj count 2 scroll
2 finger
+field - sort up
vnum - obj vnum 3 wand
3 neck
-field - sort down
type - obj type
4 staff
4 body
np - no players
name - obj name 5 weapon
5 head
nm - no mobs
level - obj level
9 armor
6 legs
ng - not on the ground
wear - obj wear locn 10 potion
7 feet
d2 - display saving throws
avg - obj avg dam 15 container
8 hands
hr - obj hit roll
16 note
9 arms
OPERATORS
dr - ojj dam roll 18
key
10 shield
= equals
hp - obj hit pts
19 food
11 about
!= not equal
mp - obj mana pts 23 mcorpse
12 waist
> greater than
ac - obj armor class 24 pcorpse
13 wrist
>= greater than or equal
str - obj str affect 26
pill
14 wield
< less than
dex - obj dex affect 24 book
15 hold
<= less than or equal
con - obj con affect
16 dual
<> substring
wis - obj wis affect
17 ears
int - obj int affect
18 eyes
luck - obj luck affect
19 missile
sav0 - save_poison
sav1 - save_rod
sav2 - save_para
sav3 - save_breath
sav4 - save_spell
Don't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26". ***SMILE***
See also: HELP OGRUB
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
Here is some reference data you will need in order to use OGRUB.
FIELDS
cname - chr name wear - obj wear
locn ac - obj a.c.
count - obj count avg -
obj avg dam
str - obj str
vnum - obj vnum hr -
obj hit roll
dex - obj dex
type - obj type
dr - ojj dam roll
con - obj con
name - obj name hp -
obj hit pts
wis - obj wis
level - obj level
mp - obj mana pts
int - obj int
luck - obj luck
TYPES
1 light 2 scroll 3 wand
4 staff 5 weapon 9 armor
10 potion
15 container 16 note 18 key
19 food 23 mcorpse 24 pcorpse
26 pill
24 book
WEAR
1 take 2 finger
3 neck 4 body
5 head 6 legs
7 feet 8 hand
9 arms 10 shield
11 about 12 waist 13
wrist 14 wield 15
hold 16 dual
17 ears 18 eyes
19 missile
MODIFIERS
or - select any. +field - sort
up. -field - sort down.
np - no players. nm - no mobs.
ng - not on the ground.
OPERATORS
= equals
!= not equal
> greater than
>= greater than or equal < less
than
<= less than or equal
<> substring
Don't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26". ***SMILE***
Syntax 'Owhere <object/keyword>
This command will allow you to search for a certain item by using its
keyword. This will list the name of the object, its' location, the name
of the player(s) carrying it and the number of the objects currently online.
are currently on-line.
Make sure when you build your Quests that the Rewards are both Suitable to
the Quest Difficulty, and the Level of the Quest. Don't be overly Generous
especially with Quest Points, But don't be a miser either. In general,
Rewarded Questpoints should be between 2 and 6. A quest of average
difficulty would reward 3 qp, an easy one 2, moderately difficult 4, a
difficult one 5, etc. More than 6 qp is EXTREMELY Rare, and the quest
would need to be EXTREMELY difficult to warrant such a large amount of
quest points.
Quest Experience Table:
Level XP
10-20 10-30k
20-30 70-100k
30-40 100-200k
40-50 200-300k
50-60 300-500k
60-70 500-700k
70-80 700-1100k
80-90 1.1-1.3M
90-100 1.3-2M
These are again, Approximate Ranges, remember, the player is going to be
spending a reasonably large amount of time running after whatever challenges you
put forth, they should be rewarded (but not overly) for such.
Remember that you can also reward players by giving them an Item, if you choose
to do this, make it appropriate to the quest.
When making a Quest, there are a number of factors to take into
consideration. You can Define which Races, Classes, Alignments, etc. can
receive this quest This is important. You don't want to give a quest to a
group which wouldn't want it (A quest to kill elves if you were an elf,
for example). The second Factor is the Level range of the quest. Make the
Quest appropriate to that level range. Thirdly, The reward for the Quest
should be appropriate to the Quest. There is a great deal of flexablity in
what you can have the Quest do You may have upto Three Tasks per quest,
Make them Interesting. For harder Quests, Make the Character do a variety
of different things, but always tie them together, A quest with tasks that
seem to be unrelated is a poor one.
See Also: QUESTREWARDS, QUESTTYPES, QUESTIDEAS
Syntax: rassign
oassign
massign
> Steps for creating a new area from scratch;
> 1. checkvnum rooms low_vnum hi_vnum
> checkvnum objects low_vnum hi_vnum
> checkvnum mobs low_vnum hi_vnum
> (make sure the vnums don't overlap another area)
> 2. rassign (person) low_vnum hi_vnum
> massign (person) low_vnum hi_vnum
> oassign (person) low_vnum hi_vnum
> 3. mset (person) aloaded yes
> 4. goto low_vnum
> goto hi_vnum
> 5. savea
> 6. save
>
> This should create a new area listed as '{PROTO} (Person)'s area in
> progress', with the file name '(person).are' and it should load up after
> rebooting the MUD with 'loadarea' or 'loadarea (person).are' if it's not
> your area.
NEVER do this to someone who has an area assigned to them. This would
change the range for the area they have assigned and wipe out the area.
Syntax: rat vnum1 vnum2 command [parameters]
Rat, or 'range at' is the at command with the added parameters of two
room vnums. Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
Syntax: reset edit <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add <commands>
Commands:
MOB <mobile vnum> <room vnum> [limit] loads a mobile into a room
OBJ <object vnum> <room vnum> [limit] loads an object into a room
GIVE <object vnum> [limit] gives object to last loaded mobile
EQUIP <object vnum> <position> [limit] equips object on last loaded mobile
PUT <object vnum> <object vnum> puts and object into another object
DOOR <room vnum> <door dir> <state> resets a door to a certain state
RAND <room vnum> <last door dir> randomizes a range of exits
TRAP <vnum> <type> <charges> <flags> sets a trap
HIDE <object vnum> hides an object
For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.
See RESETS.
Syntax:
RGRUB st n lo hi - list all room vnums between "lo" and "hi" that match
sectortype "n"
e.g.
RGRUB st 1 900 969 - list all sectortype 1 rooms in Olympus
RGRUB st 3 - list all sectortype 3 rooms in the whole mud
Please use this command with caution. If you're not careful ... you can
get 1,000 lines of output.
Syntax: rlist
: rlist <first room>
: rlist <first room> <last room>
This command will list all of the prototype rooms in your area, when used
with no arguments. When used with a single argument it will list all
rooms including and after the argument, and when used with two arguments,
it will list all rooms including and between the two.
Syntax: savearea
loadarea
Savearea and loadarea will save or load your prototype area.
The "set quests" code allows the writing of quests that have set
tasks and rewards.
To make a quest type MAKEQUEST *Quest Name*
This makes a quest with the default values.
The first thing you should do is -
SETQUEST *Quest Name* filename *Quest Filename*
This saves the quest to file, every other setquest command
automatically saves the quest to that file.
SETQUEST allows full editing of the quests. Most commands
are self explainatory.
SHOWQUEST can show a listing of the quests created, details
or individual quests or a listing of the tasks that can be
assigned to quests.
There are two quest related IFCHECKS, "quest" and "questcomplete"
quest checks the quest the person is on and questcomplete
checks how complete the quest is.
MPQUEST is a mpcommand that will advance the quest someone is on
as if the next task to be completed was completed. Use this with
ifchecks from above always.
Syntax: slookup <skill-or-spell>
Syntax: slookup all
SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area
files. Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.
SLOOKUP ALL shows this information for all skills and spells.
The following information is needed to create a social:
Use sedit <social> [field] to set one of the fields:
CNoArg: response to character if no argument given
ONoArg: response to room if no argument given
CFound: Response to character if target is someone else
OFound: Response to room if target is someone else
VFound: Response to target if target is someone else
CAuto : Response to character if target is self
OAuto : Response to room if target is self
Variables you can use are:
$n - Name of the user of the social.
$N - Name of the target of the social.
$m - him/her/it for the user the social.
$M - him/her/it for the target of the social.
$s - his/her/its for the user of the social.
$S - his/her/its for the target of the social.
$e - he/she/it for the user of the social.
$E - he/she/it for the target of the social.
for immtalk socials the command is imm !nameofsocial
Syntax: unfoldarea <area filename>
This command will load up an area file.
NOTE: It could be quite dangerous to unfold an area that is already
loaded, or one that has not been tested.
Syntax: vnums [low] [high]
Lists the vnum range for rooms/mobs/objects in all prototype areas.
Syntax: Vsearch <vnum>
This command will list all instances of an object with that vnum that
are currently in the game.
Syntax: wizhelp
WIZHELP provides a list of all the immortal commands.
Syntax: zones [low] [high]
Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
Back to Main Building Help Page.
Back to Area / Building Information MainPage.
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