#HELPS 0 GREETING~ {r} {c} Immortal Staff: {r} /| |\ _,--------._ / | {c}Kilith{r} | `.,' `. / | {c}Sabelis{r} ` ' ,-' ' \/_ _ ( / (,-.`. ,',-.`. `__,' |/#\ ),-','#\`= ,'.` | `._/) -'.\_,' ) ))| / (_.)\ . -'// ( /\____/\ ) )`'\ \ |V----V|| ' , \ |`- -- -' ,' \ \ _____ ___ | .' \ \ `._,-' `- `.__,`---^---' \ ` -' -.______ \ . / ______,- `. ,' {C}W{c}elcom{C}e to t{c}he {C}L{c}and{C}s of C{c}hao{C}s{W} {B}If you need validation email sabelis_loc@hotmail.com asap and I will fix it. {W}Sabelis is back to admining the mud so if you have any questions please let her know. {d}To Create a new character type {N}create {W}<{N}player name{W}>{N} ~ 0 WEAPONADDONS~ These are all affects that you may see when you have a weapon and identify it, the follow caffects are in and are attainable but most are VERY rare. It has a low percentage rate, some lower then others for this affect to happen. Weaken = MV drain Vampiric = HP steal Overpower = random chance (very small) to do x5 the damage Crusade = small duration spell, +1str +3apb (lasts less then 1 tick) Knockdown = small chance to bash a person slashing, very fast bash (less then 1 tick) The following items are extremely rare and toned down a lot, they have a very low chance of hitting. ~ 100 BG MAKEBATTLE~ To start a battleground of your very own type: r setlevels <1st object> <2nd object> For example to make a normal map battleground : setlevels 1 90 1 The max amount of items is 11. {R}Please do not start a bg unless the sides are even. ~ 0 GEMS~ {N}Gems are used to raise your mana/casting level and assists in giving you more mana. Your casting level can be seen in the mana command. It is shown as the Max spell level. {R}You do need gems to be able to cast higher level spells and then the right type of mana that the spell requires.{N} Gems have 5 types of mana: {g}Earth {B}Water {r}Fire {C}Air {Y}Spirit {R}Not every gem has every mana type. Some gems are solo mana type like earth. Some gems might be a dual mana type like earth and air. Use the Identify spell to learn more on what type of mana and mana level ADDED to your current mana level. {N}Gems come in many types and kinds of mana level (spell level). Types of gems: {N}rough {r}............. {N}mana level added with this style of gem: {R}12 {N}faceted {r}............ {N}mana level added with this style of gem: {R}25 {N}sparkling, faceted {r}. {N}mana level added with this style of gem: {R}40 {N}perfectly, faceted {r}. {N}mana level added with this style of gem: {R}55 Not all gems totally follow this style. There are some custom gems made in the mud. ~ 0 IMPALE~ When you wield a polearm, you can use the impale skill to land a devastating blow onto your opponent. ~ 0 IMMRULES~ This is the list of things we have come up with to set guidelines for the immortal staff so we don't go overboard on things. 1. No handing out equipment to players when they ask for it. Exceptions: Each character gets 1 rainbow gem (oload 3550) each. 2. There will be NO bging for leet equipment unless cleared by me. Also, when this bg takes place, both sides must have a decent amount of people on to actually fight for the item. 3. No immortal will be allowed to play an mortal. 4. An immortal should never give out information about the opposite alignment, locations of items, or anything unless properly cleared to do so. 5. Quest must have a note posted a couple days in advance. Please clear a quest with me before you post a note about it. 6. Use silence/freeze as a LAST RESORT. Ban is only used in very extreme cases. 7. Please do not change spells on this port, unless cleared to do so. 8. Please use common sense as to what is the right thing to do or the wrong thing to do when handling situations. 9. All mobs (with exception of Atog and Antioch atm) must be killable. 10. Please do not load decent or leet items at high percents unless cleared so by me. 11. If you have any questions on how to handle a situation, please contact me and we can discuss proper ways of handling it. Also, I'm sure this has been clearly stated but things do need to be cleared by me before they are done. 12. If changes are made, I would like a note posted so I can have a log of who did what. -No race changes, alignment changes, or equipment handouts. -Quests will be limited to a couple times a month and there will be no extremely elite items unless all immortals agree and are involved in the quest. Also, Quests must have notes posted a couple days in advance. -We need to stay out of alignment affairs. So if they ask how the splitting order is going to be, don't answer it. We are not mediators we are upkeep of the mud to make sure it runs smooth. No more immortal interfence unless its a bug or mud wide problem. -If there is a new player, Immortals are obligated to speak to them and help explain the game to them. -If we build clanhouses, they are not allowed very close to the center town. They are also not allowed in opposite alignment homelands. Please use general common sense as to where to place these. -Good equipment should be fairly far away from both homelands, good experience areas should be far away from homelands, more centralized to focal more on good PK. -No reimbursements period. Unless it was the fault of the immortal. -Area affect spells will do considerably lower damage and will not do anymore then a mass vaporize, a small chance of an atomize. ~ 0 AGILITY~ This spell increases your combat readiness. ~ 0 'HOLY AURA'~ This spell surrounds your body with a massive aura. ~ 0 'Animate Sword'~ This spell summons a small sword for your followers. ~ 0 'Remove Plague' This spell will remove the viscious plague from whoever may carry this ~ 0 'Plague Ward' This spell will protect against the plague. ~ 101 IMMORTALRULES~ 1. No Race Changes 2. No reimbursments unless immortals fault, period. 3. No "free equipment" 4. No "hookups" 5. No playing mortals. 6. No cheating. 7. No back exits for clans, one entrance per clan. 8. No unseen exits unless distinctly marked in description. 9. No name changes 10. No switching characters unless consulted by another immortal. There are way more rules to come, these are the only ones I could think of for right now, we will abide by these rules and not budge on any of these. ~ 0 SHOOT LOAD UNLOAD~ You can now shoot enemies up to 3 rooms away. There are three classes of bows you can use: shortbow, crossbow, and long bow, with ranges of 1, 2, and 3 rooms, respectively. To shoot, you must first wield a bow, and then LOAD the proper type of ammunition. Load takes no arguments, it just searches for the first arrow of the proper type in your inventory. You can UNLOAD a loaded weapon if you wish, too. In order to shoot someone, just type "shoot " and the game automatically looks for a person with that name within range. Then, you will be put into shooting mode and will have to wait a second or so to aim, then you let loose with your arrow. Arrows and bows can be forged with the forge command, and the more powerful the material these items are made of, the harder you hit. The power of the hit is determined by the weaker of the two materials, so you cannot just use a weak bow with strong arrows or a weak arrow with a strong bow and expect to get much damage. The high end damage is really high, but it is also hard to keep forging these items over and over. Arrows disappear after they are used, whether they hit the target, or not. ~ 0 Tier Tiers~ Tiers are available within the major guilds of all Classes. By tiering you raise your character's status amoung your class and are entitled to specialized guild equipment. There are currently four tiers for your character to advance through. In order to obtain a tier simply say "tier me". To advance in a tier you also say "tier1" or "tier2" or "tier3" etc, if you do not have the requirements to tier you will not be allowed to tier and will be informed so. Upon tiering you will recieve a free set of the tier equipment. There is no warpoint loss for tiering. To tier you will need to do the following. Goto the guild master and say what tier it is. Then walk south to the guild armorer and say the tier 2 times to get your equipment. {R}Tier 1{N} - {W}100{N} {B}warpoints{N} {R}Tier 2{N} - {W}350{N} {B}warpoints{N} {R}Tier 3{N} - {W}750{N} {B}warpoints{N} {R}Tier 4{N} - {W}1500{N} {B}warpoints{N} If you are found with Tier items that you did not earn you will be considered a cheater and abuser of bugs, and will be dealt with per help rules. See help "{R}tier equipment{N}" for more information. ~ 0 'Tier Equipment' tierequipment~ Tier equipment is a bonus for obtaining a higher status in a guild. This specialized equipment is not able to be looted and will dissappear on your death. {W}Your first set of tier equipment is free for each tier, afterward you will have to purchase new tier equipment from the guildmaster.{N} In order to purchase new tier equipment at the guildmaster say "tier eq" and the shop store menu will be displayed. Follow instructions given in this menu to purchase the items. For items such as earrings, auras, or symbols you will recieve a set of two items. The following are the costs for tier equipment. {R}Tier 1 eq{N} - {W}5{N} {B}warpoints{N} {R}Tier 2 eq{N} - {W}10{N} {B}warpoints{N} {R}Tier 3 eq{N} - {W}15{N} {B}warpoints{N} {R}Tier 4 eq{N} - {W}20{N} {B}warpoints{N} See also {R}help tier{N} ~ 0 THROW~ You can throw a piercing weapon, or an axe. It is strongly suggested that you throw forged weapons only, since this will give you huge bonuses to damage. The higher end damage from throw is enormous, but you must consider how hard it is to get the materials to keep forging them, since thrown objects disappear when they are thrown, whether they hit the target, or not. ~ 0 CHOOSESIDES CHOOSE~ When you first enter the game you are of the neutral alignment, the choossides command allows you to pick one of the two active sides within the world. To use it you must be in the room of choosing and type choose , where align is a number between 1 and 2. To view help on each of the sides use the aligninfo command. ~ 0 MOTD~ {D} We appreciate the opporunity to host this game for the mudding community. We are dedicated to bringing you the greatest mud experience we can possibly bring you. We hope your enjoy your stay here. This is the actual playerwipe, we are no longer in beta testing. {D} Please show your support and vote for us! {D} Please vote for us on our website at mudconnector and topmudsites. {D} Vote at {W}http://landsofchaos.dune.net{D}, Thanks!{D} {D} Please read help changes to see updates for help files and coding changes.{c} {R}+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ {D}Hit {D}[{r}return{D}] to enter the game: ~ 0 EMLEN EMLENMUD~ {R}Lands of Chaos {w}is not meant to be the same as any other EmlenMud. Please do not confuse us with any other similar game, we are different with different rules, admin, and players. Lands of Chaos - Landsofchaos.com port 3333 ~ 0 'Elemental Shield'~ This spell will allow the caster protection against wounding, acid, fire, ice, and plague. ~ 0 'Obscure'~ This spell will grant the caster the power to not be located for a short period of time. ~ 0 'Detect Fog'~ This spell will allow the caster to see during extreme fog conditions. ~ 0 'Shooting Stars'~ This spell will allow the caster to call upon the heavens for a massive barrage of stars falling from above. ~ 0 TRANSFORM~ The transform command is what remorts you. transform Stat is an abbreviated stat as in STR, CON, DEX, INT, WIS. You may also specify NONE to forsake a stat at remort if you max out your stats. You gain 1 damroll per remort, and 1/2 skill, 1/2 proficiency, 1/2 natural casting level, and 1 spell, rounded up. Your spell power also increases a little bit. You will also gain 1/2 hp per level per remort over and above any consititution points you get. Additional options to remorting are: transform race available ONLY AT or BELOW your 2nd remort, you can not transform into a remort(ASCENDED) race, but you may transform into any other. By undergoing a race change you give up the stats you would have gained by remorting. The process of converting may make you lose stats, reallocates your stats accordingly, and may not put them where you want. If you are unhappy with your stats an IMM will adjust your stats for you under the following conditions. You must contact an IMM BEFORE you reach level 11. We will move your stats for you, within racial limits. We will not add to the total, whatever you got when you racechanged for a total is what you will have after we move them. So be warned, you could roll very badly when you racechange. Don't do this unless you are VERY prepared to delete and reroll and start over. Racechange is a HUGE crapshoot. This option is only available when you remort for the first and second time. ~ 0 REMORT REMORTING~ Remorting is a little different here. Before ascending the remort system works almost exactly like other emlens, albeit with a few more options. To remort you must reach level 56 and then execute the transform command. You may execute transform before ascending from anywhere in the world. After ascension additional requirements are needed to remort besides level. These additional requirements come in the form of warpoints, killpoints, and levels. Type remort costs to see the costs. (This will not work before you ascend as there are no costs) There is a max of 8 remorts. To remort, you must find the proper room for your remort. Once you get there, type remort remort and you will be transported to the actual room of remorting. Note the room for remorting may be different for each remort, the amount of power necessary to remort as an ascended character is quite phenomenal, and it increases with successive remorts. Once in that room, you must {R}TRANSFORM{w}. ~ 0 DONATE DONATION~ Donations are no longer in the game. ~ 110 BANKSET SETBANK~ Syntax : setbank This admin command lets you set a bank by hand. Note that the first argument will be good or evil or a number from 1-22 representing a clan number. ~ 0 BUILDER BUILDING~ We are accepting new builders. Do not bug the admins on the player port for a builder. Building is a lot of work. Making the rooms and objects and mobiles and descriptions is a lot of work. Please be serious about building and understand that it takes a big committment to make an area. Be sure you have the patience and endurance to carry a project through. Please read the FAQ for general building information if you are a new builder. See Also: {R}BUILDER_RULES REDIT MEDIT MOB_POWER OEDIT OBJ_POWER FAQ {w} ~ 0 'PIERCING WEAPONS'~ Piercing weapons improves your accuracy with daggers and other piercing weapons. Piercing is a must skill for Thieves/Assassins. ~ 101 FAQ~ Section One. #1. Virtual numbers, or "vnums", are "landmarks" for the location of mobs, rooms, and objects. Type "count ". If you see an area listed for you type redit create to go to your area. If it already exists, type go to go to your area. If you are making several areas, please keep the objects and mobiles and rooms separated so that in case one or more of your areas is not in the game, the areas that are in the game will be complete. To edit rooms, use "redit" which is short for "room editor". You can type "redit" alone or "redit " which will trans you to room and let you edit it. For example: Make a room name by typing name A Dark Forest Change the sector to forest by typing forest Writing a desc is just like writing a note. Be sure to type .f at the end of the desc to format it nicely. When you want to link a room, there are three ways to do this. To make a two-way exit between your current room and a new room, type dig This will create and link the room. If the other room exists, type link If the other room exists and there is an exit in the opposite direction you are linking (i.e. you do an n link 30425 and room 30425 has a south exit), then it will not let you link, but you can still make a one-way exit with room . Do not make cheater one-way rooms from your area to another area, or even link any rooms in your area with another area. If you make a mistake then we can undo it, but intentionally linking different areas without permission is cheating. PLEASE use the vnums in your area in order starting from the first area and going to the last. If you make a mistake on a room, you can always unlink all the exits and redo the name and desc. Doors are set the following way: door closed name . Sometimes you want to use hidden or locked but use these sparingly. More is said about this in help redit. Please try to use good grammar, and please do not copy room descriptions more than about 5-10 rooms. I understand we have lots of big open areas here, but it is kind of lame seeing 100 of the same room descs. To make a mobile (monster) find the first vnum in your area and type medit create . Then you will notice the top half of your screen changes. Now type name dog small doggie short a small dog long A small dog is here wagging its tail at you. Now you have made the "what you see" parts of the mob. You can make the mob's descritption the same way as you did for the room, by typing desc and then editing like you would edit a note. It is suggested that mobiles have descriptions but it is not required at this point. type male (or female) to se the sex of the mob. type help act_bits...these list all of the actions the mob can take. If you type infrared or flying or mindshield or sanctuary etc... you set those bits. Type affectlist or affect2 to get a list of those things. Set the kind of mob see help mob_types to get a list of this, but for now type canine. The mob's level should be 1-20 for easy lowlevel mobs, 20-50 for middling mobs, 50-100 for single person exp mobs, 100-150 for exp mobs, 150+ for tough eq mobs. You can set the hps multiplier but please leave it at 10 = 1.0x hps unless you have a really compelling reason to change it, and even then only change it for a few mobs in your area at most. Now type done Type oedit create the same vnum you used for the mob Now we will make an object. Type weapon type name sword short type short a short sword type long A short sword slowly rusts on the ground. type take type hold type weight 45 type cost 300 type light_slash The following are specific to wepaons...all objects have special obj_values which you can see by typing help obj_values. type v1 20 type v3 3 type v7 3 type v8 3 You now made a 3d3 light_slash short sword. Weapons have an average damage of (v7*(v8+1))/2. Never make weapons with an average damage of more than 10. If you do not understand average damage, don't make a weapon at all. type done This gives you a brief overview of the processes of making things. See the help files on medit oedit and redit for more information. ~ 100 Z_RELOCATE~ Alright props to Bern and Structure for figuring this crap out. First z_relocate_rooms/mobs/obj to the designated vnums, then Aedit the number of the old area and change them to the vnums you just assigned. For example I have an area that is 96000-97000 and I z_relocate_mobs/rooms/obj 96000 97000 5000 5000 being the vnums i want to move the location to. Once those 3 z_relocates are complete, aedit the area that has 96000-97000 in it and switch the vnums to 5000-6000 then asave complete and reboot. ~ 0 MOB_POWER~ Don't put more than one exp mob (level 100+) per 50 rooms in your area. Don't put more than one midlevel mob (level 50-100) per 25 rooms in your area. Basic Rule: Don't make an expwhore cheater area. See Also: {R}BUILDER FAQ OBJ_POWER BUILDING MEDIT OEDIT REDIT AVE_DAM {w} ~ 110 LORE~ lore will give you information on the ingredients necessary to brew a particular potion. If that potion is not brewable, it will say so. You will only see some of the ingredients each time you try to find out some lore about the potion. Lore will not work at all unless it is practiced fully. ~ 0 'SLASHING WEAPONS'~ Slashing weapons improves your accuracy with sword like objects. *NOTE* Slashing weapons is a must need for warriors. ~ 0 'CONCUSSION WEAPONS'~ Concussion weapons are generally club like objects, this skill will vastly improve your accuracy with club like objects. This is also a very much needed skill for warrior like classes. ~ 0 'WHIPPING WEAPONS'~ Whipping weapons are generally whips or flails. Having this skill allows the user to become more accurate with the use of the weapon. Whipping weapons also have the chance to disarm the opponent. ~ 0 'POLEARM WEAPONS'~ These weapons are generally weapons that are attached to poles. These include halberds, spears, lances, poleaxes, and their like. Having this skill allows the user to effectively utilize the weapon, greatly increasing the damage. ~ 0 ENCHANT~ The enchant skill lets you put extra affects on items. Here are the rules. You type enchant . The modifier is set automatically. The item must be in your inventory, and the item must be armor or a weapon. The possible locations you can choose from are: dam hp move saving_throw kick_damage sneak_bonus hide_bonus ac hit The location must be spelled exactly as above: no abbreviations. You must be a Necromancer to enchant. You must have 800+ hps. You must learn enchant all the way up as much as possible. The item cannot be enchanted already or you get hurt. The item will go poof. The item cannot have an affect of the type you are adding... even if the first one is bad. You must be level 60 to add stats or damroll. Kick_damage must be added to legs, feet, knees, or ankles only. Every enchantment has a cost in coins depending on the enchantment type. If the item already has damroll affect, the cost is doubled. If the item is not body, head, arm, leg, or foot armor, the cost is doubled. You need to have the money in the bank to enchant, but for now, you can enchant from anywhere. You must make a certain roll vs your enchantment skill. If you fail, the item may be destroyed. {R}IF YOU MAKE IT TO THE END OF THE ENCHANTMENT AND SUCCESSFULLY ENCHANT THE ITEM YOU WILL LOSE ONE HIT POINT PERMANENTLY!!!!!{w} The costs for enchantments range from 150k coins (not gold) for dam to 10k for hitroll or ac or saving throw (then multiplied as above). ~ 110 BREW~ This does nothing yet. But, it will allow you to create potions which contain spells and potions which can be used to enchant or prepare other things to be made. The use of this skill will require a mortar and pestle which can be forged by use of the forge command. You hold the pestle, you have the mortar in your inventory with the required herbs in it. You then type brew where some of the spellnames are possibly blank. Then, if the mortar and pestle are powerful enough, and if you have all of the ingredients in there for brewing you will attempt to brew a potion. If you fail (due to skill check) you will lose some of the ingredients. The mortar disappears if you successfully brew a potion. But, mortars are only one chunk to forge. Brew will not work at all unless it is practiced fully. See also LORE See Also: STITCH, FORGE, WEAVE, SKIN, TAN, LUMBERJACK, CUT, BUILD ~ 0 FORGE MINERAL MINERALS~ There are 15 kinds of metals, which you can use to forge. You can forge anvils, hammers, breastplates, shields, helmets, armplates, gauntlets, belts, pants, boots, rings, earrings, masks, bracelets, anklets, kneepads, elbowpads, shortbows, arrows (to go with shortbows), crossbows, bolts (to go with crossbows), longbows, and shafts (to go with longbows). You can also forge daggers, swords, clubs, halberds and flails. In order to do this, you must have a certain number of "chunks" of the appropriate mineral type. This number can range from 1 to about 30. You must be in a room where there is a forge. There must be an anvil in the room of a mineral type >= the type you want to forge, and you must be holding a forging hammer of a type >= the type you want to forge. You must drop the appropriate number of the proper mineral in the room. Then type forge and if all is well (meaning you have all the required stuff and you are a tinker skilled at forging), you should get an item created. There are two cases where you can forge items greater than the hammer and anvil you have. If you have a hammer and anvil of a certain type, you can forge a hammer of the next type up. If you have a hammer of a type, and an anvil of one less power, you can forge an anvil of the same type as the hammer. This is necessary since the only items that will pop are brass anvils and hammers. The rest of them you gotta find the materials to make. Be warned, anvils and hammers are MUCH more expensive than armors of the same type. Whenever an anvil is used to forge a new anvil, the old one disappears. Whenever a hammer is used to forge a new hammer, the old hammer disappears. {R}Please make sure you have enough strength to weild some of these hammers. They can become pretty heavy. {N} Order of the minerals for forging is as follows: Copper, Tin, Aluminum, Iron, Steel, Electrum, Silver, Gold, Platinum, Molybdenum, Nickel, Titanium, Mithril, Orichalicum, Adamantium. See also: {R}Forgecost ~ 0 OBJ_POWER~ For every 25 rooms you make, you may have one pop of one armor item which has up to +5 hp XOR +5 moves XOR +1 hitroll XOR -1 ac apply XOR -1 spellsave. These armor items will have ac 1-3 TOTAL!! unless they are shields in which case total armor can be up to 6. These items pop at <=20 percent on level 50+ mobs. (It is possible to make +1kickdam LEGWEAR or FOOTWEAR at this level too!!) For every 50 rooms you make... You may also put in a pop of a standard (or one of your own) weapons which has average damage of at most 8. If you make your own item, you may NOT put ANY affects on this item. These items pop at <= 20 percent on level 50+ mobs. For every 100 rooms you make you may put in an armor item which is up to +1apb XOR +1stat XOR +10hp XOR +10moves XOR +2hitroll XOR -2 ac XOR -2 spellsave XOR +1kickdam. These armor items will have ac 4-6, except shields which can be up to ac 10. These items pop at <= 1pct on level 130+mobs. (The exception to this is kickdam boots and legwear which can have 2-3 kickdam at this point.) For every 100 rooms you make, You may put in a weapon which is ave 9-10 (including 3d6). These weapons will pop at <=5 percent on level 80+ mobs. These weapons can have 1-2 hitroll and 0-1 damroll... but do **********NOT********** put ANY other affects on these weapons. DON'T MAKE NEW GEMS. You will NEVER EVER EVER make ANY weapon above ave 13 for any reason in your area. I dont care if its on a level 10000 mob behind a level 2000 mob with a .1 pct key behind a .1 pct portal in an area where the mobs are all aggro and you couldnt POSSIBLY POSSIBLY ever ever get to it. Never make weapons that powerful even for testing purposes. For every 400 rooms you make, your special per 100 room armor item can have (1 apb XOR ((3-4 for legs/feet) or (1 for other) kickdam)) AND up to (25 hp XOR +5hitroll XOR 25 moves XOR -2 ac apply XOR -2 spellsave). These pop at <= .3pct on level 150+ mobs. Dont make potions or scrolls or pills or wands or staves ..those are for twinks. Also..no spells in fountains..even if its "just for your builder". You do it, you go poof. Also...don't just make a bigass area with 800 rooms and put in 2 elite items. We expect you to "fill in " with all the lower powered crap items that you are allowed before you put in the better stuff. Also, don't use minuses to try to get around the rules on how often things can pop or how much the addaffects can be. In particular, don't ever make majorly eliteitems. There is no excuse for doing that. See Also: {R}LOC_BUILDING MOB_POWER BUILDING FAQ REDIT MEDIT OEDIT {w} ~ 101 REDIT~ There are several main components to building a room. First you type redit create or dig to make a new room. That will put you in the new room. Then you set the room name, sector type, other exits, and room desc. There are also room flags, but all of these things are explained in more detail in the help files that follow. It is helpful to make aliases like e.g., alias nn n dig alias ss s dig alias uu u dig and so forth. It makes getting the rooms down much easier. Also, at this point make alias aa asave changed. Be sure to type aa every once in a while, and when you leave. If not, and the game crashes, then you lose all your work that you have done since the last asave changed. There are also two commands which let you (sort of) see what your area will look like. They are drawtop and code. Be sure to check those out. The way to get out of drawtop is cls (clearscreen). Be sure when creating a room that you set the name, sector type, and any flags you would like to see there. Each of the things you can set for doors (exits ) is listed in the following chart: If you are scripting and want the room to trigger a script when something enters or leaves you MUST type enterscript or leavescript resp or else the program will not check this when people enter the room. If you want the room to trigger a script when a certain command is typed, you must type commandscript to set that up too. The following commands are available from within the REDITOR: show - hitting return, or 'show' shows the room stats done - exists the room editor and returns to normal play create - creates a room with a certain vnum name - changes the room title ed add - type this command for additonal extra-description copyto - Copies the room descript to desc - edit description of room See Also: {R}ROOM_FLAGS{w} For exits, type the direction (north/s/e/w) followed by: delete - delete this exit link - make a two way link room - make a one way link (use with caution) key - makes specified object the vnum of the key required name - makes the door's name/keywords = to the given name hidden - must have name set.. makes it so you have to search to find the keyword. desc - edit the description of the exit door - makes exit a door closed - defaults exit to closed locked - defaults exit to locked eat_key - makes exit eat keys after being unlocked pickproof - lockpicks/pick command dont work on this door hp - Sets a door's max hp before breaking open str - How resistent to breakage and if it's destroyed completely. If < 0, the door is broken perm. If you want broken doors to reset, type fixdoor to set the door to reset no matter what. transport - makes the room automove all chars in direction. see: help transport Must have room and exit in that direction first. Ex: east delete east link 3034 east name a small red door See Also: {R}PET-SHOPS, RSTAT, ROOM-FLAGS, RESETS, RESET1, RESET2, COUNT, SECTOR{w} ~ 0 FIX PATCH~ This skill lets you repair equipment up to a certain point. ~ 0 MINE~ This skill lets you look for metals. You must be holding a pickaxe and must be in the proper kind of room and you must know the mine skill. Once a room has been cleared of minerals, no more will appear there until the next reboot. Once a player has mined too much, they will have to wait for the next reboot to mine more. ~ 101 ROOM_FLAGS ROOMFLAGS ROOM-FLAGS~ Keyword Number Descr dark 1 room requires a light to see anything no_mobs 4 no mobs will enter the room indoors 8 cannot see weather private 512 2 people only <- NEVER USE safe 1024 no fights between same alignment solitary 2048 1 person only <- NEVER USE pet_shop 4096 makes room a pet shop (see IREF PET-SHOPS) nohear 8192 cannot recall from this room no_summon no-one (mobs or pc's) can be summoned from the room untrackable cannot track through this room or be tracked here nomagic No spells can be cast, or magic items used silence You can't say, emote, gossip... anything... extraheal Heals you faster than normal in this room extramana The gem you are holding regenerates faster here fallsfast If set, this will allow a person to "Walk off a cliff.." It will not check for flying and you will fall if you are not flying. manadrain makes everyone in the room lose mana fast. (this works now since I changed how spells use up mana...) *DO NOT* put in the cheatermana flag if you know what it is. If someone asks you what it is you are not supposed to put in, don't tell them. There are also TRAPS which you may put into a room. Basicaly these are things which deal out damage to anyone in the room at random intervals. firetrap Flames rise up, doing 1-35 damage every 1-3 seconds Intelligence and dexterity can allow you to dodge the flames to an extent. rocktrap Falling rocks fall at random times (1-7 seconds) on a victim's head. His helmet can absorb the blows to an extent. Without helmet it does 1-50 damage OUCH! Also, the victim's helmet will be damaged if it is metal (ie has a higher armor class). Note: high dexterity and intelligence and wisdom may allow you to dodge the rocks. arrowtrap This makes arrows shoot "out of nowhere" to hit the victim. Arrows are dodgeable and victim's armor makes a difference. Dodge depents on intelligence and dexterity. 1-30 dam poisontrap Exactly like above but if hit, you will be poisoned for 1-10 hours. If poisoned, it will add 1 hour for each time you get hit. gastrapone This can be used for swamps and sewers. Does 1-4 damage ocassionally and cannot be dodged or saved against. gastraptwo A much meaner version of gastrapone. It does 1-35 damage and poisons the victim. If victim is poisoned, it adds 1 hour to duration. spiketrap Players sometimes fall on spikes and get damaged (spikes should be in the room description to use this trap! avalanche NOTE: An avalance only goes off once! It does enormous damage, and therefore it is recommended that an avalanche room be set to no_mobs, so wandering mobs don't trigger it. manadrain This room drains mana when you stand in it (the gem the victim is holding). gysertrap This will make it so a spray of scalding hot water hits its victim, doing a good amount of damage. Make sure you put in your room description about something that could do such a thing, like a gyser. Otherwise this trap won't make much sense. ~ 101 OBJ-TYPE OBJ-TYPES OBJ_TYPE OBJ-TYPE~ This will be a list of all the object types available. light scroll wand staff weapon treasure armor potion book furniture trash container drink_container key food gem vehicle fountain pill tool list herb climbable scalable map trap mineral scaling device ~ 101 OEDIT~ Oedit is the command that lets you create and edit items. To try this out, pick a vnum from your area and type oedit create . This will basically show you a blank template of an item you can use to build on. There are several things you need to do to set the item up. You need a name, eg. type name long sword You need a short desc (what you see in eq and inventory) eg. short a long sword You need a long desc (what you see in the room) eg. A rusty old long sword is here. You now need to pick what kind of an object you have eg. weapon, armor food... See help obj-types for a list of all the object types. Some you should not use, and those are listed. An object also needs an object type, see OBJ-VALUES, where the object types are the words on the left side. Just type the word by itself like weapon or potion. Then you should set the object take/wear flags. See: WEAR_BITS. Then set any extra flags that the item needs. See: EXTRA-FLAGS. In general, do not set anti align flags on items. Set the weight and cost of the item weight cost . Weights should be as follows. Weights now are basically 10x as big as before. So swords should weigh 80 if you were thinking in terms of a weight of 8 as before. Be careful setting armor and weapon costs. Really good stuff should not cost over 20000. Finally set the value flags. See help OBJ_VALUES. Each item has specific item values which it needs set. If you are scripting and want this object to have a drop or give script, you must type dropscript or givescript or the game will not look through the triggers when it is dropped or given. If you wish for an object to start a script when a command is given, you must type commandscript for this to happen. Then you should be done. show - hitting return, or 'show' shows the object stats done - exits the object editor and returns to normal play timer <# of ticks> - sets the timed age of an object (automated self-destruct) name - sets the keywords on an object short - sets the 'name' of an object (a sword, a fish etc) long - edit long description (the one in the room) value0 (or v0)- sets the value '0' on the object (also abbrev.d to 'v0') value1 - sets the value '1' on the object (also abbrev.d to 'v1') value2 - sets the value '2' on the object (also abbrev.d to 'v2') value4 etc... weight - sets the weight of the object cost - sets the gold value of the object create - creates object with specified vnum ed add - type this for adding/editing extended descriptions addaffect - type this for info on adding object affects/applies remaffect - removes an affect on an object You may also type the name of the object type (see IREF OBJ-TYPES) or you can type the name of the extra bit you want to toggle (IREF EXTRA-FLAGS). You can also type the name of an affect (see AFFECT-BITS), but do __NOT__ use these without asking a god first. See Also:{R} OSTAT, OSET, WEAR-BITS, OBJ-VALUES, WEAPONS, OBJ-VALFLAGS, LIQUIDS, SKILL-SLOTS, CLIMBABLE, ADDAFFECTS, STANDARD, RESETS, RESET2, FURNITURE {w} ~ 101 WEAR-BITS WEAR_BITS~ Keyword Number Descr take 1 Item can be taken (get ) finger 2 Item can be worn on a finger neck 4 Item can be worn on the neck body 8 Item can be worn on body head 16 Item can be worn on head legs 32 Item can be worn on legs feet 64 Item can be worn on feet hands 128 Item can be worn on the hands arms 256 Item can be worn on arms shield 512 Item can be used as a shield about_body 1024 Item can be worn about the body waist 2048 Item can be worn around waist wrist 4096 Item can be worn on a wrist hold 16384 Item can be held belt 32768 Item can be sheathed face 65535 Item can be worn on face floating Item is floating nearby head ear Item is worn in ears (earrings) ankle Item can be worn around ankle (anklets) eyes elbow knee tattoo ~ 101 SPEC-PROCS SPEC_PROCS~ Special procedures are hard-coded 'script' that allow mobs to attain certain properties/intelligence et cetera. Spec name Description NOTE{BREATH_* DO NOT CURRENTLY WORK CORRECTLY} breath_any can use any breath on players breath_acid breaths acid on players - dissolving items sometimes breath_fire breaths fire on players - melting some items sometimes breath_frost breaths frost on players - cracking some items sometimes breath_gas breaths gas on players breath_lightning breaths lightning on players (strange concept..) executioner creates guards during combat, attacks thieves/killers fido eats corpses guard attacks thieves/killers janitor picks up trash, sometimes eats it / drinks it etc. mayor no longer needed - will produce strange effects, DONT USE poison bites players in combat, causing poison thief steals money from players / backstabs players warrior kicks, bashes, disarms, and flurries See Also: {R}MAGEMOB{w} to make casting mobs. See Also: {R}SHOPKEEPER{w} for making shops. ~ 101 SHOPKEEPER SHOPKEEPERS~ To make a mob a shopkeeper, you must first edit the mob in question. There is no shop create command, just type in the shop hours below and that automatically creates the shop. Shop hours The first order of business is to set the hours of the shop. The numbers you choose should be between 0 and 24, and these represent the hours the shop is open: for example if the numbers were 3 and 20, then the shop would be open from 3am to 8pm every day. Shop Profit Then you must set the shop profit. Shop profit . Number1 is the percent of the cost of the item that you must pay when you buy items from the shop. Number2 is the percent of the item's cost you get when you sell items to the shop. Shop profit number1 should always be 100, and number2 should be around 50. This way you can buy things from the shop, and sell them back at half price. And yes, if this is messed up, it is possible to make "cheater shops", but we would really not appreciate that. Shop Decrease This sets the decrease in the percentage you get from selling items to the shop, once too many of that item have been sold. Shop Items This sets the number of items which must be sold back to the shop of a certain type, before the shop starts paying less for that item. Shop Type You may make a shop sell and buy up to 5 different types of items. To make the shop sell gems and scrolls and potions type the following: shop type 1 gem shop type 2 scroll shop type 3 potion and so forth. Shop Creates If a shop creates new items during the game (like bakers baking bread), then set this to the vnum you want...eg vnum 37. The shop should only do this in the case of food or other worthless items. Shop creates_hours This tells how often the shop makes a new item: once per hours. Shop message This gives a message when the new item is created.. eg: shop message Shelara the baker brings a piping hot loaf of bread out of the oven. Shop delete If you don't want this mob to be a shopkeeper anymore, use this command. ~ 101 MAGEMOB~ To create a spell casting mobile, enter the mobile editor and type cast_p <% to cast all spells> then type casts For example to make a mob #1221 cast Tornado of Souls and Fireball at 20% you would: medit 1221 cast_p 20 casts Tornado of Souls casts Fireball done These must be set by admins to keep things from getting out of control. In general the percents will be 5-10 percent of the mob casting the spell, and the level of the mob should be at least double the spell level which it will cast. See Also: {R}SLIST{w} to see which spells mobs can be made to cast. ~ 101 OBJ_VALUES OBJ-VALUES~ weapon v1: minimum damage to possible injury to weapon Do not make unbreakable wpns please. v3: type # 0-15 (see help WEAPONS) v7: number of dice v8: sides / die (v7=2, v8=3 means 2d3) ammo v0: firstdice v1: seconddice v2: firing time (tickcounts ) v3: loading_time (tickcounts) v4: ammo_type (1 = shortbow, 2 = longbow, 3 = crossbow) (see help CREATE-WEAPON for complete instructions) armor v0 leg ac (1 is bad, 8 is really good.) v1 body ac (1 is bad, 8 is really good.) v2 head ac (1 is bad, 8 is really good.) v3 arm ac (1 is bad, 8 is really good.) v4-v5 leave blank. v6 current condition (set to same as v7) v7 max condition (5 is bad, 60 is elite. DO NOT LEAVE AT 0) v9 warmth 0-3 depending on how thick the item is. light v0: curlight v1:max hours of light, -1=infinite light v2: 1 = lit, 2 = fillable (3 = lit+fillable) scroll, v0: spell levels v1,2,3: Skill # - the FIRST number in pill, potion slookup '' wand, staff v0: spell level v1: max charges v2: current # v3: skill gsn Note: Skill gsn is the FIRST number on slookup gem v0: gem type (See HELP GEMS) v1: initial mana v2: max mana v3: Spell level added to char's level to help casting. food v0: hours of food value v3: not 0=poison ranged - See HELP RANGED - DISABLED!! ammo - See HELP RANGED - DISABLED!! treasure -unused- book -unused- furniture v0: 1 can be sat on v0: 2 can be slept on v0: 4 is an exit (FURNITURE=PORTALS!) v1: to room v2: number of mobs v5: 1 destroy objects entering portal 1 in 4 v5: 0 not destroy objects entering portal trash -unused- container v0: max weight v1: 1 open/closable v1: 2 pickproof v1: 4 closed (on load) v1: 8 locked (on load) v1:16 indestructable (nice for bags) v1:32 has trap (when it opens trap goes off) v2 Key vnum needed to open container. v8 Amount of money in container drink v0: max cap v1: current v2:(see IREF LIQUIDS) v1: odd number = no refill, 2 or more = poison. key -unused- money v0: coins v1: 0=obsidian, 1=platinum, 2=gold, 3=silver 4=cppr vehicle any value (0-9) = sector that this item allows passage through npc -unused- < These are corpses > pc -unused- < These are corpses > fountain same as potion/wand/staff tool v0: flags v1: # of uses left v2: max uses v0: 1 = tinderbox, v0 2 = lockpick, v0 4 = flash powder list v0: number of vnums (see IREF LISTS first!) climbable, scalable v0 1 for up, 2 for down, 3 for both v2 = up vnum, v3 = down vnum. If the object is scalable, you need a scaling device. scale_dev -Nothing, just you need to hold this item to scale a scalable device See Also: {R}EXTRA_FLAGS EXTRA-FLAGS WEAPONS {w} ~ 101 WEAPONS WEAPON WEAPON-TYPES WEAPON_TYPES~ PLEASE SEE HELP EXTRA-FLAGS to set the weapon general TYPE. For a complete run-through on how to create a weapon, see HELP CREATE-WEAPON. attack string attack type attack spec_proc 0 hit TYPE_HIT NULL 1 slice TYPE_SLASH NULL 2 stab TYPE_PIERCE NULL 3 slash TYPE_SLASH NULL 4 whip TYPE_WHIP NULL 5 claw TYPE_SLASH NULL 6 hammer TYPE_POUND NULL 7 pound TYPE_POUND NULL 8 crush TYPE_POUND NULL 9 gore TYPE_PIERCE NULL 10 bite TYPE_PIERCE NULL 11 pierce TYPE_PIERCE NULL 12 cleave TYPE_SLASH NULL 13 stab TYPE_POLEARM NULL 14 slice TYPE_POLEARM NULL 15 cleave TYPE_POLEARM NULL v0 v1 down to vnum v2 up to vnum {G}In general, you need to set v1 (damage before breaking), v3 (type of wpn), and v7 and v8 (damage dice).{w} Be sure to set the extra flag needed for the wpn type, so people who practice a certain wpn type who use this item will get the proficiency bonus to their hitroll. See Also: {R}DAMAGE OBJ_POWER EXTRA_FLAGS {w}~ 101 EXTRA-FLAGS EXTRA_FLAGS~ These are the flags you need to set on a weapon to let people get the proficiency bonus for practicing weapon skills. Keyword Descr glow (Glowing) appears next to item name hum (Humming) appears next to item name evil (Red Aura) appears next to name (w/ detect evil) item_invis Invisible by default unseen Obj hidden by default magic (Magical) appears next to name (w/ detect magic) nodrop Player cannot drop this item anti-good Players get zapped if they are aligned w/ good anti-evil Players get zapped if they are aligned w/ evil anti-neutral Neutral players get zapped noremove Item cannot be removed inventory Item is a store object ( should never be set ! ) nosave Item will not save when a char does a save/quit wind Casts wind - admin set slashing If it is a weapon, this defines to SLASHING pierce Ditto except piercing concussion Ditto except pounding (maces, clubs, etc..) whip Ditto except whipping light_slash Player with low str can get bonus, high str adds even more bonus heavy_slash Player with low str gets - bonus, high str gets normal bonus. good Gold aura appears (w/detect good) wounding Wounds opponent - admin set blinding Blinds opponent - admin set poisoning Poisons opponent - admin set elemental Admin set power Admin set-Don't ask. We will do it at the end See Also {R}ADDAFFECTS AVE_DAM {w}~ 101 MEDIT~ Read help MOB_POWER to get an idea of how powerful we want the mobs here. MEDIT alone enters the MOBILE editor. The following commands are available from within the MEDITOR: Be sure to set the object name, short desc, long desc, desc, level, money, align, and the flags and things like that, help AFF-BITS, ACT-BITS. If you are making up scripts and you want this mob to start a script which is triggered by someone entering or leaving the room, you must type 4enterscript or 4leavescript respectively or else the program will not check the mob for scripts. If you wish for a script to start when a command is issued in the room, you must type 4commandscript to set that up, too. show - hitting return, or 'show' shows the mobile stats done - exits the mobile editor and returns to normal play timer <# of ticks> - sets the timed age of an mobile (automated self-destruct) name - sets the keywords on an mobile short - sets the 'name' of an mobile (a sword, a fish etc) long - edit long description (the one in the room) desc - edit the mobile's description (when looked at) shop - type this command for further information create - creates mobile with specified vnum male/female/neuter - set the mobile's sex level - set the mobile's level alignment - set the mobile's alignment attack - number 1-5, type (see IREF WEAPONS), min/max dam these are extra attacks for mobiles, use intelligently money - set the amount of gold loaded on a mob (use sparingly) alter - At 10pm and 5 am, the mob transforms into vnum mob. (Press Enter) guarding - Set this mob to guard a direction, item, or mob. They can only guard one of these, so don't set their act3 bits to anymore than one guard task. You may also type the name of the act bits to toggle (see IREF ACT-BITS), or you can type the name of the affect you want the mob to have (see the help on IREF AFFECT-BITS) AND you can also type the name of the spec function you want (see IREF SPEC-PROCS). Make at most one exp mob (lev 100+) per 50 rooms in your area (and don't clump them all together in the middle of a big empty forest or field). See Also: {R}MSTAT, MFIND, MSET, PET-SHOPS, LOCATIONS, MOB-TYPES, STANDARD, HP RESETS, RESET1, SHOPS, BUILDING {w}~ 101 COUNT~ This command lets you see the stats on the areas in the mud. ~ 101 ACT_BITS ACT-BITS~ Typing these commands in at the MEDIT prompt will give a mob the following effects. Please use these sparingly, although in general most high level mobs should have detect-invis and infrared..just to keep bs/flee from getting too out of control. Keyword Number Descr sentinel 2 Mob does not wander scavenger 4 Mob randomly picks up objects aggressive 32 Mob will attack PCs on sight stay_area 64 Mob will not leave area wimpy 128 Mob will flee if hurt pet 256 Set on pets (see IREF PET-SHOPS) practitioner 1024 Mob will teach PCs * SEE HELP TEACH bank teller 131072 Bank Teller (Withdraw/Deposit/Balance) 4fasthunt This mob hunts *fast* trainer Contrary to the name, this means a mob can ONLY be hurt by magical spells. mountable Mob can be mounted/ridden upon rescueone Mob rescues mobs with PRTCT in their name rescuetwo Mob rescues mobs with CODEONE in their name assistone Mob assists mobs with AONE in their name assisttwo Mob assists mobs with ATWO in their name sleepaggro Mob attacks sleeping players attitude Mob attacks anyone who looks at it rest Mob rests when no PC's in room and hurt 3guard_item Mob guards an item - please note: it is easy for someone to grab the item and flee... 3guard_door Mob guards a direction 3guard_mob Mob protects a mob 3kill_evil Mob spams "kill evil" - used good mobs to kill other mobs with the word EVIL in their name. 3kill_good Mob spams "kill good" - used for ORCs, etc to kl other mobs with the word GOOD in their name. 3medusa Mob will paralyze a player if looked at. 3mute Mob does not shout "THERE YOU ARE BUT NOT FOR LONG" before he attacks when hunting/remembering. 3ride Mob RIDES the last mob reset before it in room. 3follower Mob FOLLOWS the last mob reset before it in room. 3regenerate Mob regenerates hp at very advanced rate 3heal Mob casts 'heal' and 'sanctuary' on itself ranger Mob spams "kill beast" r_armors Mob will repair armors r_weapons Mob will repair weapons 3hire Mob will hire itself out at a price based on level per day. 3sleeper Mob goes through a normal sleep cycle assistall Mob will assist any fighting mobs in the room! Please make the room no_mobs so wandering mobs like bunnies don't enter and get assisted by your buff assistall mobs! 4soloyell Mobs will yell when attacked. mobs that do stuff when Please ask me! These enhance the game and are a player tells them, insanely easy to write! Email me at oemlen@ says something, or types indiana.edu with the mob vnum and info on what something... you want the mob to do, etc... There are more things listed under SPEC_PROCS. See Also: {R}MEDIT MOB_POWER AFF-BITS SPEC_PROCS{w} ~ 101 AFF-BITS AFFECT-BITS MOB_AFFECTS AFF_BITS MOB-AFFECTS~ blind: This toggles blindness. invisible: This toggles invisibility. detect-good: Tells if you can detect good. detect-evil: Tells if you can detect evil. detect-invis: This toggles detect-invisible. detect-magic: This shows magic auras on items. detect-hidden: This toggles whether the mob can see hidden. wound: This makes the mob lose hps rapidly.. sanctuary: This affect flag toggles sanctuary. faerie-fire: This makes the mob's armor much much worse. infrared: This flag toggles whether the mob can see in the dark. curse: This means the mob cannot recall. confuse: Toggles if the mob is confused. apoison: This toggles if the mob is poisoned. plague: Toggles if the mob has the plague or not. protect: Toggles total protection. lethargy: This affect drains when the target moves. sleep: Toggles if a player is held sleepin, or mob loads. sneak: Toggles if the mob will sneak from room to room. hide: Toggles if the mob will hide when possible. charm: Toggles if the mob can be ordered. flying: This affect flag toggles if the mob is flying or not. pass-door: This allows passage through closed doors. regeneration: This makes the mob regain hps fast. nocharm: This tells whether something can be charmed.. protect-evil: This reduces damage from evil mobs. protect-good: This reduces damage from good targets. mindsap: This affect drains mana from the target. awareness: This allows sleeping people to see people entering. water-breath: This allows the mob to breath underwater. safety: This toggles whether a mob is safe from lowlevel aggros. prot_fire: This affect flag makes the mob more resistant to fire. prot_gas: This affect flag makes the mob resistant to gas. mindshield: This protects you from some affects of bad magic. speed: This can give you an extra attack occasionally. paralyze: This paralyzes someone. prot_shock: This affect flag makes the mob more resistant to shock. prot_wind: This affect flag makes the mob more resistant to wind. prot_wound: This affect flag makes the mob more resistant to wound. prot_paralyze: This affect flag makes the mob more resistant to paral. prot_locate: This affect flag makes the mob more resistant to locate. prot_ice: This affect flag makes the mob more resistant to ice. prot_acid: This affect flag makes the mob more resistant to acid. fireshield: This causes a wall of fire to engulf you and damage attackers. See Also: {R}MEDIT ACT-BITS MOB_POWER{w} ~ 101 ITEMLIST LIMBOITEMS~ These are the standard items from limbo. You should be sure to use these. First, do not make *ANY* gems. If you want a gem that is not listed here, tough. Also, the power of the items goes from really bad to so-so. They are all also listed together in order of power from weakest to strongest. For this list of items type: goto 2 ofind area See Also: {R}GEM_LIST ARMOR_LIST WEAPON_LIST OBJ_POWER OEDIT {w} ~ 0 PROMPT~ PROMPT COMMANDS *n* = Left justify name, pad 20 chars. *a* = age. *n* = name. *t* = title. *r* = race. *#g* = goto x pos. *pt* = playing time. *ap* = Attack power bonus. *eb* = Evasion bonus. *ob* = Offensive bonus. *al* = Alignment. *hn* = hp now. *hm* = hp max. *hw* = hp word. *mn* = mv now. *mm* = mv max. *mw* = mv word. *xl* = exp to level. *xp* = total exp. *kw* = Stones of weight. *ww* = Word weight rating. *cn* = Coins carrying. *cb* = Coins in bank. *ht* = Height. *cr* = Carrying #. *tc* = Total Kills. *kp* = Kill Points. *wp* = Warpoints *mnn*= mana now (numeric). *mmm*= mana max (numeric). *wm* = word mana. *lvl*= Level. *wim*= Wimpy. *pos*= Position. Use on prev *aff*= current effects. Use this on previous line. *cond* = Condition now. Use this on previous line. *clan* = In clan (if any). Use this on previous line. *guil* = In guild (if any). Use this on previous line. *warm* = Warmth (if any). Use this on previous line. *fi* = Fighting opponent condition *tk* = Tank condition *cv* = current vnum (immortal only) *str* *int* *wis* *dex* *con* current str, int, wis, dex, con *qstr* *qint* *qwis* *qdex* *qcon* current max stats *cskl* *tskl* *cspl* *tspl* *cprf* *tprf* current/total skill/spell/prof *npkl* *npkh* *npks* *npkd* num pk levs, helpers, pkills, pdeaths *dth* deaths *twp* total warpoints *cb* bank money *wim* wimpy PROMPT ALL will reset to the default prompt. If you want padding, do stuff like *5mn* which will give you 5 spaces total for moves. You cannot use -es like in printf to do *-5mn* and things like that. An example would be: *hn*HP *fi*> This would show something like: 44HP [Opponent: Good]> Also See HELP {R}COLORS{w} to see prompt color codes. ~ 107 SCRIPT SCRIPTS SCRIPTING~ Scripts have two main components. 1. A trigger associated with a mob, object or room which starts the script. 2. Some code which is called by the trigger. To make a trigger see help SCRIPTEDIT. To make some script code, see help SCRIPT2. To work on editing triggers see help SCRIPTEDIT When you make triggers and code and flags please use names associated with your builder names to keep thing from getting confused. Like if you are named Freddy, use trigger names like fred01, fred02 etc...and code like fred01, fred02... and scriptflags like fred01, fred01...etc. LISTTRIGGERS lists all of the triggers. LISTCODE lists all of the code chunks. ~ 107 SCRIPT2~ To edit a code chunk, use EDIT CREATE , or EDIT . Code chunk names can only be up to 10 letters long. To type in your code, precede all lines with a :1, :2, :3, etc... as line numbers. You may insert something before line two just by typing :2 stuff to insert. To clear a line, type .c . If you forgot some line numbers, type .f to format it and make it look pretty. Inside the code: Code is basically interpretted by what is calling it "as is". There are some special functions though: @P Substitute the person who triggered the script's name here @M Substitute the mob who is running the script's name here @O Substitute the object who is running the script's short desc @V Substitues the vnum (object if obj, room if room, mob if mob) @R(min,max) Random number between min and max. @DA Returns 1 if the person who set off the script has a diff alignment from the number given. Good for gateguards and protector mobs. '@Cc' Clan Number '@Ch' Char current hps '@Ck' Char's Killpoints '@Cl' Char's Level '@Cm' Char current moves '@Cr' Char's remorts '@Ct' Mud time in hours, 14 for 2, 24 for 12 etc '@Cw' Char remorts eg: if @Cl>=10 then (read as: if level >= 10 then) Note that you need to have no spaces in these conditionals, if @Cl >=10 does nothing. GOTO jumps to a line number in that code chunk CALL