#HELPS -1 OLC EDIT~ Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping. Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing. Syntax: EDIT OBJ [create] - Object Creation and Editing. Syntax: EDIT MOB [create] - Mobile Creation and Editing. Syntax: ASAVE - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] (combined arguments) The above commands are used to expand the game world. The original code is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel, and ported to ROM 2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.5a). Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ 90 ALIST~ Syntax: ALIST ALIST search ALIST builder ALIST status This command gives you a listing of all the areas along with their vnum assignments. The optional parameter 'search' allows to list only areas that contain the keyword parameter either in the file name or it the area name. The builder parameter allows to list areas that a particual builder has built or is working on. The status parameter allow selection based on status flags. ~ 90 AEDIT~ Syntax: edit area -Enters the editor for the current area. Syntax: edit area -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age - set the age of the area builder - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename - change the file name for the area (be careful) name - change the 'AREAS' name of this area reset - resets the current area security - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum - set the lower and upper vnum's lvnum - set the lower vnum uvnum - set the upper vnum lrange - set the lower level range urange - set the upper level range resetage - set the empty area reset age ( unit = 2 tics) maxresetage - set the unconditional area reset age - area flags and status, type ? AREA and ASTATUS for a list ~ 90 REDIT~ Syntax: edit room -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(wordwrap) the room description name - changes the room title show - hitting return, or 'show' shows the room stats oshow - shows an object with given vnum olist - lists objects in this area. mshow - shows a mobile with given vnum mlist - lists mobiles in this area. mplist - lists mobprograms in this area. mlreset - lists mobile resets for given vnum in this area. olreset - lists object resets for given vnum in this area. - room attributes, type ? ROOM for a list - terrain of room, type ? SECTOR for a list - see help EXIT, or type ? ~ 90 EXIT~ For exits, type the direction (north/s/e/w) followed by: dig - creates the room and makes a two way link 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 desc - edit the description of the exit delete - delete this exit addaffect - add an affect to the exit, no args for help delaffect - removes an affect from the exit - type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED] ~ 90 OEDIT~ Syntax: edit object -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost - sets the gold value of the object create - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name - sets the keywords on an object short - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 - sets the value '0' on the object v1 - sets the value '1' on the object v2 - sets the value '2' on the object v3 - sets the value '3' on the object v4 - sets the vlaue '4' on the objcet weight - sets the weight of the object type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list wear - where object is worn, type ? WEAR for a list material - material the object is made from, type ? MATERIAL for a list exclude - add a list of exclusion, type ? EXCLUDE for a list addoprog - adds an OBJprogram to the object deloprog - removes an OBJprogram to the object autoweapon - sets v1 and v2 values for a weapon object. maxload - sets the maximum number of instances for the object ~ 90 MEDIT~ Syntax: medit -Enters the editor for the selected mobile. The following commands are available from within the MEDITOR: alignment - set the mobile's alignment commands - prints a list of possible commands create - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level - set the mobile's level long - edit long description (the one in the room) name - sets the keywords on an mobile shop - type this command for further information short - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list sex - set the mobile's sex, type ? SEX for a list act - mobiles actions, type ? ACT for a list act2 - mobiles actions, type ? ACT2 for a list affect - mobile affects, type ? AFFECT for a list ac - set the mobile's ac, type ? AC for a list form - mobiles body-form, type ? FORM for a list part - mobiles bodyparts, type ? PART for a list imm - mobile is immune to, type ? IMM for a list res - mobile is resistant to, type ? RES for a list vuln - mobile is vulnerable to, type ? VULN for a list material - material mobile is made from, type ? MATERIAL for a list off - offensive behaviour, type ? OFF for a list size - size, type ? SIZE for a list hitdice - dice to toss to get mobile's hitpoints manadice - dice to toss to get mobile's mana damdice - dice to toss to get mobile's hand to hand damage autoset - sets hitdice, manadice, damdice and ac automatically. autoeasy - sets hitdice, manadice, damdice and ac automatically. autohard - sets hitdice, manadice, damdice and ac automatically. addmprog - adds a MOBprogram to the mobile delmprog - remove a MOBprogram from the mobile type 'help ACT' for an explanation of the flags. type 'help MOBILE_GROUP' for an explanation of groups. type 'help PART' for an explanation of the flags. type 'help FORM' for an explanation of the flags. ~ 90 HITDICE MANADICE DAMDICE~ See AUTOSET. ~ 90 AUTOSET AUTOHARD AUTOEASY~ These commands set hitdice, manadice, damdice and ac automatically for a level and class. To use, first assign a class and level to a mobile, then use one of these three commands to assign the hitdice, etc values. ~ 90 ACT~ NPC Non Player Character (automatically by the game). Must be set. sentinel Mobile doesn't wander scavenger Mobile picks up items on the floor nomemory Mobile doen't remeber aggressors mount Mobile can be mounted aggressive Mobile attacks any character in the same room stay area Mobile will not leave an area wimpy Mobile will flee when badly hurt pet Mobile is a pet shopkeeper Mobile is safe from all attacks undead Mobile has special undead powers noexperience Mobile does not give any experience when killed cleric unused (do not use) mage unused (do not use) thief unused (do not use) guard Mobile is aggressive to outlaws and thieves. aggr_nonclan Mobile is aggressive to those outside its clan. swim Mobile will not wander outside water outdoors Mobile will not wander outside a building indoors Mobile will not wander into a building true_sight Mobile sees improved invisibility (house mobs ONLY). update Mobile is always updated, even in idle zones (rarely needed) warmount Mobile can be used as mount by knights for special skills train Mobile can train statistics practice Mobile can practice skills and spells wildanimal Mobile is susceptible to certain spells mage Mobile casts mage spells even if its class is not mage cleric Mobile casts clerical spells even if its class is not cleric repair Mobile will repair items. banker Mobile can change coins and accepts deposits gain Mobile can grant new skills (i.e. the gain command) healer Mobile can heal characters (i.e. the heal command) nopurge Mobile isn't removed by the purge command An ACT swim mobile will not wander in rooms whose sector is not one of SWIMM, NOSWIMM or UNDERWATER. An ACT outdoor mobile will not wander in room flagged INDOOR. An ACT indoor mobile will not wander in rooms not flagged INDOOR. ~ 90 MOBILE_GROUP~ The mobile group is used to group mobiles into allied groups. Any mobile in the same group as another mobile will assist it in combat. Mobiles in a group 'follow' the first mobile to reset. Thus, if they should wander as a group, then only the first mobile to reset should not be ACT sentinel, otherwise they will wander independently. The actual number has no real meaning, but please use a number within the vnum range or the area so that each area keeps unique grouping. ~ 90 MOBILE_PART~ Some of these flags (by no means all) determine what type of body part can be produced when the mobile dies and a corpse is made. Fur and Skin When the mobile thus flagged dies, the corpse can be skinned. It will yield either a skin with or without wool. ~ 90 FORM~ Poison Body parts are be poisonous. Edible Body parts are edible. Cold Blood Cannot be detected by infravision. Bird Corpse can be plucked, yielding feathers. ~ 90 AFFECT~ Affect Flags Affect flags are used to assign various spell and spell-like effects to a mobile, such as sanctuary, hidden, or detections. The following list contains all usable affect flags: blind Mobile is blind (cannot see characters) (1) invisible Mobile is invisible blend Mobile is blending detect invis Mobile can see invisible. (2) detect magic Mobile can see magic detect hide Mobile can see hidden (sneaking/hiding) characters meld Mobile is melding sanctuary Mobile is protected by a sanctuary spell. (2) faerie fire Mobile is surrounded by faerie fire (a hindrance) infravision Mobile can see heat sources in the dark curse Mobile is cursed aware Mobile can see hidden (sneaking) characters smart charmie Mobile retains most abilities when charmed (3) sneaking Mobile is sneaking (hard to detect while moving) hiding Mobile is hiding (cannot be seen without detect hidden) charm Mobile is charmed (3) flying Mobile is flying pass door Mobile can walk through closed doors haste Mobile is affected by a haste spell calm Mobile is affected by a calm spell dark vision Mobile can see in the dark without a light source camouflage Mobile is camouflaged (hard to detect while moving) regeneration Mobile recovers hit points and mana faster than usual slow Mobile is affected by slowness blade barrier Mobile is surrounded by moving blades waterbreath Mobile can wander under water silent incantation Mobile will not utter mystic words when casting displace Mobile cannot be scried thorn envelop Mobile is surrounded by thorns giant growth Mobile is enlarged (4) enlarge Mobile is enlarged (4) shrink Mobile is shrunk (4) invok shield Mobile is immune to ice storm and cone of cold fleas Mobile has fleas improved invisibility Mobile is invisible even to characters that see invisible ethereal block Mobile can use ethereal block energy barrier Mobile is surrounded by an electric field For most of the above, an affected mobile cannot be further affected by spells which use those affects. Thus, a blind mob cannot be blinded, a cursed mob cannot be cursed, and so on. With the exception of sanctuary all of the above affects are permanent and cannot be removed by a dispel. (2) Sanctuary and detect invisible are often overused, so please be careful with them. Not every mobile should be able to see invisible, or the spell is worthless, and similarly not every hard mobile should have a sanctuary spell. (3) This flag is to be used only for mobiles used in special charmie summoning spells. (4) Note that these affects do not actually change the mobile but make it impossible for the mobile to be changed by spells which infuse these affects. ~ 90 SHOP~ Syntax: shop assign shop remove shop hours [#xopening] [#xclosing] shop profit [#xbuying%] [#xselling%] shop type [#x0-4] [item type] shop exclude [exclusion list] shop message [message type, ? shopmsg] [message] SHOP ASSIGN designates the mobile as a shopkeeper. SHOP REMOVE removes the shopkeeper abilities from the mobile. SHOP TYPE sets which item types the mobile buys back from players. There are up to five types. SHOP EXCLUDE sets which classes, or races are such that the mobile will refuse to serve. SHOP HOURS set the opening and closing time for the shop. Time values range from 0 to 143, where 0 is midnight, 6 is 1 am and so on. SHOP PROFIT sets value which determine the cost of an item, without haggle, for buying, i. e., when a player buys from the shopkeeper and selling, i. e., when a player sells to the shopkeeper. The values are expressed as a percentage, thus the value 100, lets the mobile sells an item exactly for the item cost. Selling is complicated by the fact that the mobile will pay a price less than the item cost, depending on factors other then the profit sell value. Profit buy values should not be less than 100, since in that case the mobile sells the item for less then what the item is worth, and profit sell value should not be more then 100, since in that case the mobile buys the item from more then it is worth. SHOP MESSAGES sets the messages that will be sent to the player for most shop interactions. The most up-to-date list of message is obtained with ? shopmsg. noitem_seller - the player does not have item to sell to the shopkeeper noitem_keeper - the shopkeeper does not have item to sell to the player nocash_keeper - the shopkeeper does not have enough coins to buy an item nocash_buyer - the player does not have enough coins to buy an item keeper_nobuy - the shopkeeper does not buy item type (see SHOP TYPE) buy - Message when player buys an item (*) sell - Message when player sells an item (*) value - Message when player values an item (*) notopenyet - Message given at times between 0 and opening time closed - Message given at times between closing time and 143 nokiller - the shopkeeper does not sell to outlaws norace - the shopkeeper does not sell to race noclass - the shopkeeper does not sell to class used - the keeper does not buy used items (*) using '%s' in this string will result in a substitution of the cost, expressed in gold and silver coins, when the message is used. ~ 90 RESETS~ Syntax: RESET RESET MOB [ OBJ [limit [random]] - equips last mobile RESET OBJ inside [limit [count]] - store in container RESET OBJ room - store in room RESET DELETE - delete a reset RESET RANDOM <#x exit> - randomsizes exits RESET alone will display the resets in the current room. The will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equiping a mobile don't load a container in the room and fill it with some objects and then continue equiping the mobile. It is likely that resets will backfire if they are not carefully entered. For mobile resets, indicates the maximum number of mobiles with that vnum that may be reset in the world, while , the maximun number of mobiles that may be reset in a room. Notice that while the first value, maximum per area, will always be respected, there is no guarantee that the number of mobiles in a room will never exceed the maximum per room. This would happen, for example, if several mobs wandered out of room, then the room was reset, and finally the mobiles would wander back into the room. For object resets, indicates the largest number of objects that will be reset. Objects which are limited and reset on a mobile, do not reset on reboot. They should reset, however, when the mobile resets again, and only if the limit is no less then the number of objects in play. Limited resets should never be used on mobiles that cannot be killed, such as most shopkeepers, since these mobiles never reset, thus would never load the limited object. For random object resets on mobiles, the reset rate is much less than 100%. Random reset should be used rarely. Randomly reset objects do not load on reboot. However, unlike limited resets, randomly reset object can load even if the mobile on which they load does not itself reset. Of course, if the mobile does not reset and a mobile instance does not exists, then the reset does not load an object. The object is loaded only if the mobile is in its reset room, in its default position, and the area is empty. For randomly reset objects indicates the maximun number of object that can load on the mobile. Mobiles which load randomly should be unique, and all resets on the mobile should be random and have the same limit. Random resets should not be used on shopkeepers. If you wish to reset the room, use EDIT ROOM RESET. See OLRESET and MLRESET. ~ 90 OLRESET MLRESET~ Syntax: OLRESET vnum [global] MLRESET vnum [global] Shows all resets for the mobile or object specified by the vnum. If the global flag is not used, then the search is restricted to the current area. ~ 90 MOB_AC~ See AUTOSET. ~ 90 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 or 999 is infinite value 3 unused value 4 unused ~ 90 ITEM_STAFF_WAND~ . value 0 spell level value 1 max charges value 2 current charges value 3 spell name value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] The level of the spell should be such that the level object is at least 10 levels over it, and the level of the spell should be between 1/2 to 2/3 of the object level. For example, a wand with a level 35 spell should be at a level between 52 and 70, and a wand with a level 10 spell should be at level 20. ~ 90 ITEM_SCROLL_POTION_PILL~ . value 0 spell level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ 90 ITEM_ARMOR~ . value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic value 4 armor class Exotic is a catch-all for blows inflicted by weapons whose attack noun is not one of 'slash', 'pierce', 'pound' or similar. For example the attack nouns 'digestion', or 'wrath', or 'magic'. Exotic armor class does not confer resistance to magic spells. Use '? ACLASS' for a current list of armor class (v4). Only these wear bit should be used on items of type armor. head neck torso arms wrists hands shield waist legs feet shoulders shin forearm See AUTOARMOR, ARMORTYPE. ~ 90 ITEM_WEAPON~ . value 0 weapon class. value 1 number of dice to roll. value 2 type of dice to roll. value 3 attack noun. value 4 special weapon type. An up-to-date list of values can be obtained by typing ? WCLASS, for v0, weapon class help WEAPON_DICE ? WEAPON, for v3, attack noun ? WTYPE, for v4, special weapon type See AUTOWEAPON. ~ 90 AUTOWEAPON~ This command sets value 1 and 2 for a weapon object. These are the number of dice and the dice type, respectively. This command should be used after the level and weapon class (value 0) has been set on a weapon object. This command can only be used on a weapon object. ~ 90 AUTOARMOR~ This command sets value 0 through 3 for armor object. These are the armor protection against pierce, bash, slash and exotic, respectively. This command should be used after the level and material of the armor is set. The parameter to this command is the type or armor, such as: 'scalemail', 'ringmail', 'banded mail', 'chainmail', 'studded leather', 'padded leather', 'leather', 'enchanted elven mail', and others. ~ 90 ITEM_CONTAINER~ . value 0 maximum weight capacity ( max weight that container may store) value 1 flags: closeable, pickproof, closed, locked value 2 key vnum ( key item must have type ITEM_KEY) value 3 capacity: (max weight of a given item that container may store) value 4 multiplier V0 holds the maximum weight that the container may store. V1 holds container flags. V2 holds the vnum of a key item, or 0. V3 holds the maximum weight of a given object that the container may store. (i.e.: a bag may be able to hold 50 pounds, but the opening of the bag is so small that nothing larger than a 5 pound object can fit through it. The bag could then hold up to 10 5 pound objects, 50 1 pound objects, some combination thereof, or some other combination of weights.) V4 holds the weight multiplier of the container, which is a number that may not be less than 1. A weight multiplier of 100 means that the objects, while inside the container, weigh 100% of their normal weight. If v4 were set to, for example, 75, the objects would weigh 75% of normal (a 100 pound object would have an effective weight of 75 pounds); if v4 were set to 125, objects would weigh 125% of normal (the 100 pound object would weigh 125 pounds). Be conservative with weight multipliers -- a container with, for example, a weight multiplier of 1% is an extremely powerful item! An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 90 ITEM_SAVED_CONTAINER~ A saved container item type is used for town and clan chests and is a container with special handling. Items of this type which are known to be allocated to towns or clans are saved periodically (every 10-30 tics). value 1 flags: closeable, etc value 2 maximum number of items that container may store value 3 maximum item weight: (max weight of a given item that container may store) V1 holds container flags. V2 holds the maximum number of items that the container my store. V3 holds the maximum weight of a given object that the container may store. (i.e.: the chest may be able to hold 50 pounds, but the opening of the chest is so small that nothing larger than a 5 pound object can fit through it. The chest could then hold up to 10 5 pound objects, 50 1 pound objects, some combination thereof, or some other combination of weights.) An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 90 ITEM_TRANSMUTER~ A transmutation chamber is a very rare alchemist item, which can contain magical ingredients. value 0 maximum cumulative weight ( max weight that chamber may store) value 1 flags: closeable, etc value 2 maximum number of items that chamber may store value 3 maximum item weight: (max weight of a given item that chamber may store) V0 holds the maximum weight that the chamber may store. V1 holds chamber flags. V2 holds the maximum number of items that the chamber my store. V3 holds the maximum weight of a given object that the chamber may store. (i.e.: the chamber may be able to hold 50 pounds, but the opening of the chamber is so small that nothing larger than a 5 pound object can fit through it. The chamber could then hold up to 10 5 pound objects, 50 1 pound objects, some combination thereof, or some other combination of weights.) An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ 90 ITEM_DRINK~ . value0 capacity value 1 current quantity value 2 liquid type value 3 poisoned? value 4 unused An up-to-date list of liquid types can be obtained by typing ? LIQUID ~ 90 ITEM_FOOD~ . value 0 hours of fullness value 1 hours of food value value 2 unused value 3 poisoned? value 4 unused ~ 90 ITEM_MONEY~ . value 0 value in silver pieces value 1 value in gold pieces value 2 unused value 3 unused value 4 unused ~ 90 ITEM_VIAL~ A vial is an item needed by alchemist spell casters. It may be reset to load in stores or on mobiles. ~ 90 ITEM_ARROW~ An arrow is a special item type ( like corpse and elixir) which is used to instatiate an arrow when someone 'draws' from a quiver. There is no need to create such items. ~ 90 ITEM_FURNITURE~ . value 0 number of people that can use the furniture at the same time. value 1 maximum weight supported value 2 furniture flags. For an up-to-date list, type ? FURNITURE. value 3 heal bonus value 4 mana recovery bonus An up-to-date list of furniture types can be obtained by typing ? FURNITURE ~ 90 ITEM_KEY~ An item of type key can unlock both containers and doors. The key item must be created before the key can be assigned to a door or a container. ~ 90 ITEM_PORTAL~ . value 0 number of charges, 0 for infinite value 1 exit flags value 2 portal flags value 3 vnum of target room value 4 unused An up-to-date list of exit types can be obtained by typing ? EXIT An up-to-date list of portal types can be obtained by typing ? PORTAL normal_exit: Normal exit (should be set if no other portal flags are used) no_curse: Cannot be used by cursed characters. go_with: Portal entrance moves with the person using it. buggy: Chance it will teleport the person to a random room. random: Will always teleport the person to a random room. noenter: Portal can be used only to look through it. ~ 90 ITEM_RUNEDSTONE~ . value 0 number of stones needed for skill value 1 stone flags, value 2 unused value 3 unused value 4 skill or race skill number An up-to-date list of flags can be obtained by typing ? RUNEDSTONE ~ 90 ITEM_MATERIAL ITEM_RAW_MATERIAL ITEM_REF_MATERIAL ITEM_COMPONENT~ A raw material is an item produced by one of the acquisition crafts. A refined material is an item produced by one of the refinition crafts. A component is an item produced by one of the component crafts. Normally there is not need to create such an item. value 0 type of raw material, ? subtype for a list value 1 quantity of material/mass value 2 unused value 3 unused value 4 unused ~ 90 ITEM_TOOL~ A tool is an item required to use a crafts. Each tool is specific to the craft. value 0 craft value 1 unused value 2 maximum number of items that tool may hold value 3 unused value 4 unused The crafts smelting and tanning use tools which hold the items being crafted. Tools made for these crafts should specify value 2 greater than zero to allow raw material to be placed in the tool. ~ 90 ITEM_INSTRUMENT~ An instrument is an item used by bards to increase power of songs. value 0 instrument class. value 1 number of dice to roll. value 2 type of dice to roll. An up-to-date list of instrument classes can be obtained by typying ? INSTRUMENT ~ 90 ITEM_INGREDIENT~ An ingredient is an item that can be used as part of a receipes to make something or to change the property of an item, e. g., its color. value 0 type of ingredient value 4 where can the item be found. An up-to-date list of types can be obtained by typing ? SUBTYPE. An up-to-date list of locations can be obtained by typing ? ILOCATION. ~ 90 WEAPONLEVEL~ . Because of the increased number of weapons added to the code, certain types of weapons are not needed until a certain level because no class can use them. This is a list of the weapons, and the lowest level they should be found at, anything lower than these levels leaves that weapon mainly obsolete. axe: 13 bastard sword: 50 bow: 20 club: 11 dagger: 12 dirk: 12 flail: 12 great mace: 61 hammer: 12 horse flail: 22 horse mace: 33 lance: 35 lochaber axe: 61 longsword: 12 mace: 12 polearm: 20 quarterstaff: 12 scimitar: 15 short sword: 12 spear: 12 stiletto: 20 2-handed sword: 65 whip: 12 This list will get revised from time to time with code modifications as play goes on, no exotic weapons should exist with the large number of new types. There are weapons like most of the blades which get bigger as they go up in level, so if you want a sword on a low level mob, use a short sword, not a 2-handed or bastard sword, and so on... ~ 90 SECTOR_SWIM~ A watery place where where player can go without the help of special items, e. g., boats, or spells, e. g., fly. Mobiles with ACT_SWIM are able to move in this sector. ~ 90 SECTOR_NOSWIM~ A watery place where where player cannot go without the help of special items, e. g., boats, or spells, e. g., fly. Mobiles with ACT_SWIM are able to move in this sector. ~ 0 $~ #$