Making Objects |
Objects. Fun Fun Fun…just remember..before making a “super weapon” please get clearance from your Builder IMP.
Weapon Armor and Object Stat Rules.
HELP OEDIT : gives you the helpfile for object creation. oedit (vnum) -Enters the editor for the selected object. COMMAND Explanationcommands - prints a list of possible commands create (vnum) - creates object with specified vnum level - sets the object level (mobs/players can use up to +20) cost (copper) - sets the copper value of the object done - exits the object editor and returns to normal play ed add/edit - type this for info on adding/editing extended descripts long (desc) - edit long description (the one in the room) name (keywords) - sets the KEYWORDS on an object short (desc) - sets the held description of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 (num) - sets the value '0' on the object, see table below. v1 (num) - sets the value '1' on the object, see table below. v2 (num) - sets the value '2' on the object, see table below. v3 (num) - sets the value '3' on the object, see table below. v4 (num) - sets the vlaue '4' on the objcet, see table below. weight (num) - sets the weight of the object in 1/10th pounds type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list, or see EXTRA below. wear - where object is worn, type ? WEAR for a list, or see WEAR below. material [major] [minor] - material the object is made from type ? MATERIAL for a complete list. addaffect - adds an affect to an object (addaffect (affect) #) delaffect - removes an affect to an object (delaffect #) EDIT OBJECT (vnum) : - edits an object with the specified vnum. EDIT OBJ CREATE (vnum) : - creates a new object and start you in object editor for it. TYPE (type) : sets the type of object it is. Type ? TYPE for a list. Item Type# V0 V1 V2 V3 V4
ARMOR 9 AC Pierce AC Bash AC Slash AC Exotic Armor Type BOAT 22 -- -- -- -- -- CONTAINER 15 Max Weight Flags Key Vnum Capacity # Weight Mult DRINKCONTAINER 17 Liquid Total Liquid Left Liquid Type Poison Tog __ FOOD 19 Food Hours Full Hours -- Poison Tog -- FOUNTAIN 25 Liquid Total Liquid Left Liquid Type -- -- FURNITURE 12 Max People Max Weight Flags (*) Heal Bonus Mana Bonus KEY 18 -- -- -- -- LIGHT 1 -- -- Light Hours -- -- MONEY 20 Gold Coins Steel Coins -- -- -- PILL 26 Spell Level Spell 1 Spell 2 Spell 3 Spell 4 POTION 10 Spell Level Spell 1 Spell 2 Spell 3 Spell 4 SCROLL 2 Spell Level Spell 1 Spell 2 Spell 3 Spell 4 STAFF 4 Spell Level Max Charges Current Spell -- TRASH 13 -- -- -- -- -- TREASURE 8 -- -- -- -- WAND 3 Spell Level Max Charges Current Spell -- WEAPON 5 Weapon Class # of Dice Type of Dice hit_type Special Furniture flags: - sit_on, sit_at, sit_in stand_on, stand_at, stand_in rest_on, rest_at, rest_in
Weapon Armor and Object Stat Rules.
NAME (string) : - sets the keyword name(s) of the object. SHORT (string) : - sets the short description of the object (when you check your inventory, or see what you are wearing) LONG (string) : - sets the long description of the object (when it is laying on the ground when you walk in, or when you look at the object) ED ADD (keyword) : - sets you into the ED description editor, just like for rooms. Same commands. ED ADD "keyword keyword" - sets you into ED description editor, all words within quotes can be looked at, access same description. IE. ed add "map palanthas" (you get the idea) LEVEL (integer) : - sets the level of the object (Level to use = level -20)
WEAR (flags) : sets the wear flags.
Type ? WEAR for a list.
TAKE means that the object can be taken from a corpse. Inventory means when the mob/player dies, the object will disappear. Inventory is a flag that is used to determine if shops will recreate the item to sell in an unlimited fashion. This is automatically added. Do NOT add inventory to items randomly.
WEAR ExplanationTAKE - MUST have this in order to be picked up! FINGER - Object will be worn on finger NECK - Object will be worn around the neck BODY - Object will be worn on the body HEAD - Object will be worn on the head LEGS - Object will be worn on legs FEET - Object will be worn on feet HANDS - Object will be worn on hands ARMS - Object will be worn on arms SHIELD - Object will be worn as a shield ABOUT - Object will be worn about the torso WAIST - Object will be worn on the waist WRIST - Object will be worn on the wrist WIELD - Can be wielded as a weapon HOLD - Object can be held TWO-HANDED - Object requires two hands (no shields etc) EXTRA (flags) : sets the extra flags, such as glowing, humming,etc. Type ? EXTRA. EXTRA Explanation
ANTIEVIL - Below -332 align get zapped and drop it if worn ANTIGOOD - Above 332 align get zapped and drop it if worn ANTINEUTRAL - From -332 to 332 align get zapped and drop it if worn BLESS BURNPROOF - Item can't be destroyed by fire attacks DARK EVIL - PCs with 'detect evil' see red aura FLAMING - Enhanced damage for spells GLOW - Item glows HADTIMER - Item has a rot timer and will disintegrate HUM - Item hums INVENTORY - Object disappears when mob dies INVIS - PC needs 'detect invis' to see LOCK MAGIC - For weapon can't enchant, can enflame NODROP - Item cannot be dropped NOIDENT - Item cannot be identified with spell or skill NOUNCURSE - Item cannot be uncursed NOREMOVE - Item cannot be removed if worn ROTDEATH - Item will disintegrate when PC dies SELLEXTRACT VISDEATH - Item isn't visible until death. (Regardless of see-invis etc) WEIGHT (integer) : sets the weight of the object. In 10ths of pounds. Strength Max Wieldable Weight
13 13 14 14 15 15 16 16 17 22 18 25 19 30 20 35 21 40 22 45 23 50 24 55 25 60 COST (integer) : - sets how much the object is worth in copper. Ansalon uses a metal coin system with worth going from platinum (highest) to copper (most common). The abbreviations for the coins are below. Platinum = pp Steel = st Silver = sp Gold = gp Copper = cp A Table of Coin values: 1 pp = 100 st = 10,000 sp = 1,000,000 gp = 100,000,000 cp 1 st = 100 sp = 10,000 gp = 1,000,000 cp 1 sp = 100 gp = 10,000 cp 1 gp = 100 cp AUTO WEAPON, AUTOARMOR: - Various item types have their own autos. Play around with this to discover which ones.
When making certain objects, there will be an extra amount of fields that will appear that you must complete. There will appear in the fields of v0 v1 v2 v3 v4. They correspond to differing things depending upon the object.
For Weapons,
- v0 is the type of the weapon,
type ? wclass for a list.
- v1 is the number of times the damdice will roll.
- v2 is how many sides the dice has.
Type HELP WEAPON_DICE for a guideline.
- v3 is the damtype of the weapon,
type ? WEAPON for a list.
- v4 are the extra added affect, such as vorpal, flaming, etc.
Type ? WTYPE for a list.
For potions, v0 will be the level, v1-v3 the spells.
To set the v-fields, type V<#> (flag or integer, depending upon the
object type. type v(#) by itself for a brief explanation on what each V-field is for.
NOTE
See above TYPE for more information.
Weapon Types (Objects)
0 hit 7 pound 1 slice 8 crush 2 stab 9 grep 3 slash 10 bite 4 whip 11 pierce - permits backstab 5 claw 12 suction 6 blast Container States (Objects)
closeable closed pickproof locked Puton fire_trap poison_trap gas_trap Liquid Values (Ansalon is modified) Name Color Proof Full Thirst Food DrinkSize Flamability
Waters water clear 0, 1, 10, 0, 16, 0 salt water clear 0, 1, -2, 0, 8, 0 pond water murky 0, 1, 7, 0, 16, 0 'Other' fluids blood red 0, 2, -1, 2, 6, 0 slime mold juice green 0, 2, -8, 1, 2, 0 sweat clear 0, 1, -1, 0, 2, 0 urine yellow 0, 1, -2, 0, 8, 0 Flavored Non-Alcoholic Drinks coffee black 0, 1, 8, 0, 6, 0 cranberry juice red 0, 1, 9, 1, 12, 0 lemonade pink 0, 1, 9, 1, 12, 0 milk white 0, 2, 9, 1, 12, 0 orange juice orange 0, 2, 9, 1, 12, 0 root beer brown 0, 2, 9, 1, 12, 0 tea tan 0, 1, 8, 0, 6, 0 Ales Beer Grog etc ale brown 15, 1, 8, 1, 12, 10 dark ale dark 16, 1, 8, 1, 12, 10 beer amber 12, 1, 8, 1, 12, 10 mead honey 34, 2, 8, 2, 12, 20 Wines amontillado burgundy 35, 2, 8, 1, 5, 30 benedictine wine burgundy 40, 1, 8, 1, 5, 20 brandy golden 80, 1, 5, 0, 4, 40 champagne golden 32, 1, 8, 1, 5, 20 elvish wine green 35, 2, 8, 1, 5, 20 framboise red 50, 1, 7, 1, 5, 30 icewine purple 50, 2, 6, 1, 5, 25 red wine burgundy 30, 1, 8, 1, 5, 20 rose wine pink 26, 1, 8, 1, 5, 20 sherry red 38, 2, 7, 1, 5, 30 white wine golden 28, 1, 8, 1, 5, 20 Distilled Spirits absinthe green 140, 1, 4, 0, 2, 100 aquavit clear 140, 1, 5, 0, 2, 70 cordial clear 100, 1, 5, 0, 2, 50 firebreather boiling 190, 0, 4, 0, 2, 95 local specialty clear 151, 1, 3, 0, 2, 75 rum amber 151, 1, 4, 0, 2, 75 vodka clear 130, 1, 5, 0, 2, 65 whisky golden 120, 1, 5, 0, 2, 60 Fuels lamp oil golden 0, 2, -2, 1, 1, 200 naptha light blue 0, 2, -4, 1, 1, 300
OLC has been modified to give much more information on Ansalon
[v0] Liquid Total: [1000] Drinks Total:[200] [v1] Liquid Left: [1000] Drinks Left: [200] [v2] Liquid: [red wine] Drink Size [5 ] [v3] Poisoned: [ No ] Proof: [ 30]
These numbers change as you change liquids and amounts, for easier and more accurate building of drinkcontainers.
ADDAFFECT (field) (integer) : - this sets the added affect of a weapon, such as +50 mana, +50 hp, etc. EXAMPLE: Addaffect hitroll 10 - Adds 10 to the users's hitroll. ADDAPPLY AFFECTS : - See Weapon Armor and Object Stat Rules. AFFECTS LISTstrength dexterity intelligence wisdom constitution sex class level age height weight mana hp move gold experience ac hitroll damroll saves savingpara savingrod savingpetri savingbreath savingspell DELAFFECT (integer) : - this remove the delaffect of the number you specify. For example: DELAFFECT 2 will delete the 2nd affect in the list of addaffects at the bottom of the item in edit. IE: Number Modifier Affects ------ -------- ------- [ 0] 4 strength Delaffect 0 would remove the affect.
SPELLS!
For items such as potions, wands, staffs, pills etc with spells:
Syntax: ? spells [ignore/attack/defend/self/object/all]
Spells Ignorecall lightning calm continual light control weather create food create rose create spring earthquake faerie fog scrye feast find familiar floating disc gate holy word locate object mass fly mass healing mass invis nexus portal smoke summon ventriloquate gas breath Spells Attack
acid blast blindness burning hands cause critical cause light cause serious chain lightning charm person chill touch colour spray confusion demonfire dispel evil dispel good dispel magic dispel neutral energy drain faerie fire fear flamestrike flood waters harm heat metal plague prismatic spray shocking grasp silence sleep slow thunderclap thunderstorm weaken general purpose high explosive explosion Spells Defend
armor change sex cure blindness cure critical cure disease cure light cure poison cure serious flameshield fly frenzy giant strength haste heal infravision know alignment refresh restore sanctuary shield Spells Self
cancellation conceal alignment corpse visage detect evil detect good detect hidden detect invis detect magic detect neutral pass door protection protection neutral protection evil protection good stone skin teleport translate true sight understand tongues word of recall Spells Object
create water detect poison enchant armor enchant weapon fireproof identify recharge Spells All
acid blast armor bless blindness burning hands call lightning calm cancellation cause critical cause light cause serious chain lightning change sex charm person chill touch colour spray continual light conceal alignment confusion control weather corpse visage create food create rose create spring create water cure blindness cure critical cure disease cure light cure poison cure serious curse demonfire detect evil detect good detect hidden detect invis detect magic detect neutral detect poison dispel evil dispel good dispel magic dispel neutral earthquake enchant armor enchant weapon energy drain faerie fire faerie fog scrye fear feast find familiar fireball fireproof flameshield flamestrike fly floating disc flood waters frenzy gate giant strength harm haste heal heat metal holy word identify infravision invisibility know alignment lightning bolt locate object magic missile mass fly mass healing mass invis nexus pass door plague poison portal prismatic spray protection protection neutral protection evil protection good ray of truth recharge refresh remove curse restore sanctuary shield shocking grasp silence sleep slow smoke stone skin summon teleport thunderclap thunderstorm translate true sight understand tongues ventriloquate weaken word of recall acid breath fire breath frost breath gas breath lightning breath general purpose high explosive explosion
EXAMPLE of Object Creation:
edit object create 5276 - create object 5276 (In redit mode, you may simple oedit create 5276 for speed) type weapon - sets the type as a weapon name sword blue - sets the keyword names short a blue sword - sets the short desc long A blue sword lies here. - sets the long desc ed add blade - sets keyword "blade" enters me into the ED desc editor
NOTE
There is a maximum oh how much you can type without hitting enter, somewhere between 3 and 4 lines. You may enter anywhere (don’t enter in the middle of a word) and use .f to format the whole description.
The blade is rather blue for some reason. - sets the desc .f - formats the description .s - shows me what the description is so far .r "rather blue" "blue" - replaces the text .f - formats the description @ - takes me from the desc editor into the object editor level 20 - sets the weapon level 20 weight 15 - makes the weapon 15 pounds cost 1000 - sets the worth of the object 1000 gold wear take wield - lets me take it from a corpse or from the floor and wield it as a weapon
NOTE
Objects MUST have a TAKE flag to be picked up, used or sacrificed.
extra glow hum - makes the weapon glow and hum v0 sword - makes the weapon a sword v1 10 - damdice has 10 rolls v2 2 - damdice is a 2 sided dice v3 slash - sets the damage message when the weapon hits a mob v4 flaming - makes the weapon flaming, leading to extra damage, a chance to blind the mob, damage eq, etc addaffect strength 1 - adds str +1 addaffect hp 100 - adds +100 hp to the wearer asave area - saves the area done - takes you out of edit mode