Feudal Realms OLC

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

ALIST

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.

AEDIT

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

REDIT

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> ?'

EXIT

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]


OEDIT

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

ADDAFFECT

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

ADDAPPLY

Syntax: addapply [type] [location] [#xmod] [bitvector]

affects            object             immune             resist
vuln               weapon             affects2

AUTOWEAPON

COST

Syntax: cost [number]

DELAFFECT

Syntax: delaffect [#xaffect]

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

STAFF & WAND

   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]'

SCROLL, POTION & PILL

   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]'

ARMOUR

   value 0    ac pierce
   value 1    ac bash
   value 2    ac slash
   value 3    ac exotic (magic)
   value 4    unused

WEAPON

   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'

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'.

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'.

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'.

DRINK

   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'.

FOOD

   value 0    hours of food value
   value 1    unused
   value 2    unused
   value 3    poisoned?
   value 4    unused

MONEY

   value 0    value in gold pieces
   value 1    unused
   value 2    unused
   value 3    unused
   value 4    unused

PERMANENT

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.

VIAL

A vial is an item needed by alchemist spell casters. It may be reset to load in stores or on mobiles.

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.

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'.

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.

ITEM_ROOM_KEY

This item type is not used.

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:    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.

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 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...


MEDIT

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.

RESETS

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'.

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.

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.