The original code this 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).
Last Updated: 27/05/2001
EDIT
| Syntax | Arguments ([optional] <required>) | Notes |
| EDIT AREA | [create|reset] <vnum> | Area creation and repoping |
| EDIT ROOM | [create] <vnum> | Room creation and editing |
| EDIT OBJ | [create] <vnum> | Object creation and editing |
| EDIT MOB | [create] <vnum> | Mobile creation and editing |
| ASAVE | <world|area|changed|list> | Save editing to disk |
| Command | Arguments | Notes |
| ALIST | See help: ALIST. | Listing of areas |
| RESET | See help: RESET. | Set game resets |
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
Syntax: ALIST [search <keyword>]
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 in the area name.
Syntax: EDIT AREA - Enters the editor for the current area.
Syntax: EDIT AREA <vnum> - Enters the editor for the selected area.
The follow commands are available from within the AEDITOR:
| Command | Arguments | Notes |
| AGE | <number> | Set the age of the area |
| BUILDER | <player> | 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 | <filename> | Change the file name for the area (be careful) |
| NAME | <name> | Change the AREAS name of this area |
| RESET | Resets the current area | |
| SECURITY | <rating> | Set the security rating for this area |
| SHOW | Hitting Enter, or 'SHOW' shows the area stats | |
| VNUM | <lower> <upper> | Set the lower and upper vnums |
| LVNUM | <lower> | Set the lower vnum |
| UVNUM | <upper> | Set the upper vnum |
| LRANGE | <lower> | Set the lower level range |
| URANGE | <upper> | Set the upper level range |
| RESETAGE | <age> | Set the empty area reset age ( unit = 2 ticks) |
| MAXRESETAGE | <age> | Set the unconditional area reset age |
| <flags> | Area flags, type '? AREA' for a list |
Syntax: EDIT ROOM - Enters the editor for the current room.
The following commands are available from within the REDITOR:
| Command | Arguments | Notes |
| COMMANDS | Prints a list of possible commands | |
| CREATE | <vnum> | Creates a room with a certain vnum |
| DESC | Edit description of room | |
| DONE | Exits the room editor | |
| ED | Type this command for additonal extra-description help | |
| FORMAT | Format(wordwrap) the room description | |
| NAME | <room title> | Changes the room title |
| NIGHT | Edit night description of room | |
| SHOW | Hitting Enter, or 'SHOW' shows the room stats | |
| OSHOW | <vnum> | Shows an object with given vnum |
| OLIST | Lists objects in this area. | |
| MSHOW | <vnum> | Shows a mobile with given vnum |
| MLIST | Lists mobiles in this area | |
| <room-flags> | Room attributes, type '? ROOM' for a list | |
| <sector> | Terrain of room, type '? SECTOR' for a list | |
| <direction> | See help: EXIT, or type '<dir> ?' |
For exits, type the direction <NORTH|SOUTH|EAST|WEST> followed by:
| Command | Arguments | Notes |
| DIG | <vnum> | Creates the room and makes a two way link |
| LINK | <room vnum> | Make a two way link |
| ROOM | <room vnum> | Make a one way link (use with caution) |
| KEY | <object vnum> | Makes specified object the vnum of the key required |
| NAME | <door name> | Makes the door's name/keywords = to the given name |
| DESC | Edit the description of the exit | |
| DELETE | Delete this exit | |
| ADDAFFECT | <name> | Add an affect to the exit, no args for help |
| DELAFFECT | <name> | Removes an affect from the exit |
| <exit-flags> | 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]
Syntax: EDIT OBJECT <vnum> - Enters the editor for the selected object.
The following commands are available from within the OEDITOR:
| Command | Arguments | Notes |
| ADDAFFECT | Applies an affect to an object, no args for help | |
| ADDAPPLY | ||
| AUTOWEAPON | ||
| DELAFFECT | Removes an affect to an object, no args for help | |
| COMMANDS | Prints a list of possible commands | |
| COST | <gold> | Sets the gold value of the object |
| "CONDITION | ||
| ? | ||
| CREATE | <vnum> | Creates object with specified vnum |
| DONE | Exits the object editor | |
| ED | Type this for info on adding/editing extended descriptions | |
| EXTRA | Attributes of object, type '? EXTRA' for a list | |
| LONG | <desc> | Edit long description (the one in the room) |
| NAME | <keywords> | Sets the keywords on an object |
| SHORT | <desc> | Sets the 'name' of an object (a sword, a fish etc) |
| SHOW | Hitting Enter, or 'SHOW' shows the object stats | |
| TYPE | Type of object, type '? TYPE' for a list | |
| V0 | <value> | Sets the value '0' on the object |
| V1 | <value> | Sets the value '1' on the object |
| V2 | <value> | Sets the value '2' on the object |
| V3 | <value> | Sets the value '3' on the object |
| V4 | <value> | Sets the value '4' on the object |
| WEIGHT | <num> | Sets the weight of the object in 10th of a pound |
| WEAR | Where object is worn, type '? WEAR' for a list | |
| EXCLUDE | ||
| MATERIAL | Material the object is made from, type '? MATERIAL' for a list | |
| LEVEL | ||
| VERSION | ||
| COPY | ||
| ADDOPROG | Adds an OBJprogram to the object | |
| DELOPROG | Removes an OBJprogram from the object |
Syntax: addaffect [location] [#xmod]
none strength dexterity intelligence wisdom constitution sex age height weight mana hp move ac hitroll damroll saves savingpara savingrod savingpetri savingbreath savingspell charisma size
Syntax: addapply [type] [location] [#xmod] [bitvector]
affects object immune resist vuln weapon affects2
Syntax: cost [number]
Syntax: delaffect [#xaffect]
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
value 0 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]'
value 0 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]'
value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic (magic) value 4 unused
value 0 weapon class. value 1 number of dice to roll. value 2 type of dice to roll. value 3 weapon type. value 4 special weapon type.
An up-to-date list of values can be obtained by typing '? WCLASS', '? WEAPON' or '? WTYPE'
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'.
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'.
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'.
value 0 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'.
value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? value 4 unused
value 0 value in gold pieces value 1 unused value 2 unused value 3 unused value 4 unused
A permanent item is an item that will not be removed from the player and placed in the player's corpse. Best used for things like clan insignia.
A vial is an item needed by alchemist spell casters. It may be reset to load in stores or on mobiles.
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.
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'.
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.
This item type is not used.
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: Cannnot be used by people who are cursed. 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 in it.
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 will 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: 12 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: 27
lochaber axe: 61 longsword: 22
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...
Syntax: MEDIT <vnum> - Enters the editor for the selected mobile.
The following commands are available from within the MEDITOR:
| Command | Arguments | Notes |
| ALIGNMENT | <value> | Set the mobile's alignment |
| COMMANDS | Prints a list of possible commands | |
| CREATE | <vnum> | Creates mobile with specified vnum |
| DESC | Edit the mobile's description (when looked at) | |
| DONE | Exits the mobile editor | |
| LEVEL | <level> | Set the mobile's level |
| LONG | <desc> | Edit long description (the one in the room) |
| NAME | <keywords> | Sets the keywords on an mobile |
| SHOP | Type this command for further information | |
| SHORT | <desc> | Sets the 'name' of an mobile (a sword, a fish etc) |
| SHOW | Hitting Enter, 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 | |
| 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 | |
| ADDMPROG | Adds a MOBprogram to the mobile | |
| DELMPROG | Remove a MOBprogram from the mobile |
Type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice combinations on different levels.
| RESET | <number> | OBJ | <vnum> | <location on body> | Equips last mobile | |
| RESET | <number> | OBJ | <vnum> | inside | <obj vnum> | Store in container |
| RESET | <number> | OBJ | <vnum> | room | Store in room | |
| RESET | <number> | MOB | <vnum> | [<max #>] | Load a mobile | |
| RESET | <number> | DELETE | Delete a reset |
RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing '? WEAR-LOC' will list possible locations that an object can be loaded to. The [<max #>] 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.
If you wish to reset the room then use 'EDIT ROOM RESET'.
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.
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.