Chapter 3: Object Edit


(Remember to type what it says in each step.) Also for further reference while on line you can type
commands to see what OLC commands are available or see help olc. Also to see how your area is
coming along at any time simple type show. To get out of the editor at any time type done. In this
section if you need more help see help oedit.

Below is a look at what it will look like from inside the Object Editor. I have included Notes
inside the *'s of what everything is:

<1000hp 1000m 1000mv> *Once again that wonderful prompt*

*when you hit return inside the editor this next part will be displayed. I take this example from
the city I am creating*

Name: [sword]
Area: [ 19] { 5 50} Casret Ultima
Vnum: [ 2435]
Type: [weapon]
Wear flags: [take wield]
Extra flags: [glow anti-evil]
Weight: [7]
Shop level: [0]
Cost: [0]
Ex desc kwd: [sword]
Short desc: a sword
Long desc:
A small sword gleams in the sun here.
Number Modifier Affects
------ -------- -------
[ 0] 1 strength
[v1] Damage minimum: [10]
[v2] Damage maximum: [30]
[v3] Type: slash


Step 1.) OEDIT CREATE VNUM
example: oedit create 400

This will start you with a new object vnum 400. Start with the first vnum that was assigned to you
and go from there. Option: If you already have created object 400 and want to fix it at a later date
use this next step to replace step 1.

Otherwise.) OEDIT VNUM
example: oedit 400

This will begin your editing of the old object.

The Following is just a way that the commands are used. It can be used as a step by step or you
can go out of step. Just as long as you follow how to do each the right way.

Step 1.) COST [Gold Amount]
example: cost 10000

This simply sets the amount of gold that the object is worth. In the example I set the objects
worth to 10000.

Step 2.)LONG [Long Desc]
example: long The longsword is resting on the ground in front of you.

This sets the long description of the item. It is what the players see if they walk into a room and it
is on the floor.

Step 3.)NAME [names]
example: name longsword sword

This sets the names of the objects. If you call it just a longsword then the players will have to type
the whole word longsword to get it. it is always best to name it at least two things.
Never use words and if a etc.. in the name field.


Step 4.)SHORT [Short Desc]
example: short a longsword.

This is what is displayed when you look at a character or look in your inventory to see what you
have. In this example if you were to have this item in your inventory you would read a longsword.
Simple eh? *Note never use a . at the end of the short desc*

Step 5.)V0 [number]
example: v0 12

This is a bit difficult to explain. Please look at the value list at the bottom of this chapter. You
can replace the command v0 with v1, v2, v3, and v4. They all work the same. Also a NEW note...If
you type v0 with NO arguments This will show you all the flags values...For example...(this next
part is from the header at the top of the objects section)

<1000hp 1000m 1000mv> v0 *what I typed*
value 0 unused *what I got*
value 1 min damage
value 2 max damage
value 3 weapon type: hit, slice, stab, slash, whip, claw, blast,
pound, crush, grep, bite, pierce, suction, chop

An up-to-date list of values can be obtained by typing
? WEAPON

*Note: each item type should automatically display values (the v0's...) There are only a few
objects that I know of that do NOT display...(one being furnature) I am planning on getting this
fixed though...so if you find an object that is supposed to have values note it to me a.s.a.p so that
I can add it into the code...*

Step 6.)Weight [Number]
example: weight 10

This is really self explanatory. In this example we have set the items weight to 10.

Step 7.) TYPE [type]
example: type weapon

To see a complete list of types please type ? type. This will set the type of object it is. Here is a
current list of types:

light scroll wand staff
weapon treasure armor potion
furniture trash container drink-container
key food money boat
npc corpse fountain pill jukebox
portal


*note that the jukebox type shouldn't be used. *

Step 8.) EXTRA [Extra Flag]
example: extra glow hum

To see a complete list of extras type ? extra. This will set the attributes of the object. Here is an
up-to-date listing:

glow hum dark lock
evil invis magic nodrop
bless anti-good anti-evil anti-neutral
noremove inventory poisoned vampire-bane
werewolf-bane holy bladethirst melt-drop
burn-proof purge-proof hidden nodonate
noauction nosell nosac

*Note that lock is one that you shouldn't really use...I am still trying to figure this one out..also
use your head when using extras...we don't want you having EVERY object being a glowing
humming object.*

Step 9.)WEAR [Flags]
example: wear take wield

To see a complete list of flags for the wear command type ? wear. This will set the object if it is
wearable or not. Here is an up-to-date list:

take finger neck body
head legs feet hands
arms shield about waist
wrist wield hold tabard
brooch

*Note..if you want your object to be given to mobs and players you MUST give it the TAKE FLAG..if
not the object will NOT be able to load on mobs and it will LIE on the floor and you won't be
able to pick it up. So unless you want your object to not be able to be used and picked up, SET THE TAKE FLAG*

step 10.)ADDAFFECT [Location] [#mod]
example: addaffect strength +3

Ok...here are where the modifications come into play...Lets say you want to make that cool new
item a +3 to strength and -1 to inititive...cool...this is how you do it...Just remember that when
using this command that you have a positive and a negative to it...Remember we are striving for
balance here...

Current listing of things you can affect:

str (Strength) int (Intelligence) con (Constitution)
dex (Dexterity) wis (Wisdom ) hitroll damroll AC
mana hitpoints movement Race Age Sex
Saving-spell Saving-breath Saving-Rod Saving-Para
*When adding stat mods you must type out the entire word strength, intelligence, etc...*

There are more that area not listed, such as spell affects. And do not use the race addaffect.
If you goof up and addaffect that you didn't want simply do a show....
(or hit return...) look at the number For example :

Number Modifier Affects
------ -------- -------
[ 0] 1 strength

Would be in the list...to delete this...simply use delaffect....

Syntax: DELAFFECT [#Affect]
example: delaffect 0

This concludes the Chapter on Objects. I have included a list of Tables at the end of this manual
which contain ALL of the Values of Objects...Now your ready to tackle Mobs...