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Lunar Eclipse
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OEdit
(Object Editor)


NOTE:  At any time, hitting enter on a blank line or typing "show"  will produce the current information set so far on the given object.
 

Olevel:
syntax:  olevel <lvl>
This command is available from both within and outside of the Object Editor.  It is extremely useful when you need to know  what objects are out there of a certain level.

Entering the Object Editor:
Syntax: oedit <vnum>
Enters the editor for the selected object.
 

The following commands are available inside the Object Editor:

Creating a new object:
syntax: create <vnum>
example: create 7012
This will create object 7012 and enter the editor for that object.
 

Edit an existing object:
Syntax: oedit <vnum>
 

Name:
syntax: name <keywords>
example: name scroll blue
Words used to pick up, wear and otherwise interact with the object. 
List only what people are likely to use.
 

Type:
syntax: type <type>
example: type scroll
The kind of object this is.  What you set here will affect your choices for other parameters, so do this first.  Typing '? type' will produce the following valid types:
 
light scroll wand staff
weapon treasure armor potion
furniture trash container drink-container
key food money boat
npc corpse fountain  pill clothing
protect map arrow room_key
gem  jukebox  portal  jewelry
saddle quiver warp_stone

 

Level:
syntax: level <level>
example: level 89
The level someone must be to use the object.
 

Wear flags:
syntax: wear <wear flags>
example: wear take hold
Where the object can be worn.  Valid locations are:
 
take finger neck body
head legs feet hands
arms shield about waist
wrist wield hold  float
no-sac shoulder l-arm l-leg
l-rib

An object must have the ‘take’ flag if you want people to be able to pick it up.
 
 

Extra flags:
syntax: extra <extra flags>
example: glow magic no_locate
Special effects the object may have on it.  Multiple flags can be used.  Valid flags are:
 
glow hum dark lock
evil invis hidden no_disint
magic nodrop bless anti-good
anti-evil anti-neutral noremove inventory
nopurge rot-death vis-death no-locate
no-uncurse melt-drop burn-proof non-metal
had-timer lodged donated no_sac
sell-extract

 

Material:
syntax: material <material name>
example: material paper
Sturdier materials last longer, and certain races or monsters are vulnerable to specific materials.  Valid choices are:
 
wood iron mithril bronze 
steel silver brass  adamantium
cloth crystal paper stone
food gold  glass leather

 

Condition:
syntax: condition <number>
example: condition 85
The default is 100, but if you’d like the object to start out slightly damaged, you can change the percentage.
 

Weight:
syntax: weight <number>
example: weight 15
This is in tenths of a pound, so a weight of 15 is 1.5 pounds.
 

Cost:
syntax: cost <number>
example: cost 1850
Value of the object, in silver coins.
 

Short desc:
syntax: short <short description>
example: short a scroll written on blue paper
The description seen when the object is worn, picked up and so on.  As the name implies, it should be kept short.  You should also limit the amount of colour.  Too much is annoying.  The first letter in the short description cannot be capitalized, therefore use a, an, or the to precede the noun OR using a color code at the beginning will allow for capitalization if required.
 

Long desc:
syntax: long <long description>
example: long A blue scroll has been left here.
The description seen when the object is lying on the floor (it’s also the default ‘examine’ description).  Make sure this corresponds with the ‘name’ list.
 

Extra Descriptions:
Syntax:  ed add        <keyword> 
                ed delete    <keyword> 
                ed edit         <keyword> 
                ed format    <keyword> 
                ed rename  <keyword> 
This will allow you to add extra descriptions to an object.  Fore example, you might want to describe the handle of a dagger with intricate markings and carvings.
 

Addaffect:
syntax: addaffect <affect> <modifier>
example: addaffect wisdom 3
Addaffect is used to give bonuses or apply penalties to those who wear
your piece of equipment.  The syntax is "addaffect <attribute>
<value>".  Typing addaffect with no arguement will give you help.
Valid attributes are:

Strength, Wisdom, etc. - You must type out the full name of the
statistic... Do "addaffect wisdom -2" rather than "addaffect wis -2".

Sex - There's a bit of math involved with this affect.  Zero is neutral,
one is male, and two is female.  Values here are adjustments, not direct
changes... so "addaffect sex -1" would adjust someone's gender setting
down by one.  Females would become male and males would become
genderless.

Age - Doesn't work.  Age has no effect on Lunar Eclipse.

HP, Mana, Move - self-explanatory.

AC - Values given here are independent of damage type.  The bonus or
penalty is applied to all four armor classes.  Negative values improve
protection; positive ones make the wearer more vulnerable.

Hitroll and Damroll - improve the wearers chance to hit, and increase
the amount of damage done, in that order.  This number should generally
be pretty low.

Saving-para    (paralysis)
Saving-breath  (all breath spells)
Saving-spell   (all spells)
Saving-rod     (save vs. rods)

These all improve or worsen protection against certain kinds of
attacks.  Negative values are bonuses.  Positive values are penalties.

Your guide on what ways the equipment will affect its wearer is common
sense, looking at existing similar-level equipment and asking fellow
builders.  The only definite is that you shouldn't put any affects (at
least any beneficial ones) on quivers.  The reason for that is that the
bonuses will apply whether the wearer is using a bow or not (or even if
they can't use bows at all).  Arrow power should be set entirely through
its damage dice.  Adding affects to bows is fine.
 

Delaffect:
Delaffect is used to remove "affects" that have been added to a piece of
equipment.  Just look at the list of affects (type "show") and enter
"delaffect <number>", where <number> is the number next to the one you
want to remove.  Typing delaffect with no arguement will give you help.
 

The V-slots:
syntax: v0 <value>, etc
The ‘v’ values are for object types that require a bit more description to operate properly.  There are 4 v-slots.
Entering the slot name (v1, v2 etc) without an argument will give you specifications on what you  should be looking for.

examples:
Light:
[v2] Light:  [0]

Scroll:
[v0] Level:  [0]
[v1] Spell:  reserved
[v2] Spell:  reserved
[v3] Spell:  reserved

Wand:
[v0] Level:          [0]
[v1] Charges Total:  [0]
[v2] Charges Left:   [0]
[v3] Spell:          reserved

Staff:
[v0] Level:          [0]
[v1] Charges Total:  [0]
[v2] Charges Left:   [0]
[v3] Spell:          reserved

Weapon:
[v0] Weapon class:   exotic
[v1] Number of dice: [0]
[v2] Type of dice:   [0]
[v3] Type:           hit
[v4] Special type:   none

Treasure:
N/A

Armor:
[v0] Ac pierce       [0]
[v1] Ac bash         [0]
[v2] Ac slash        [0]
[v3] Ac exotic       [0]

Potion:
[v0] Level:  [0]
[v1] Spell:  reserved
[v2] Spell:  reserved
[v3] Spell:  reserved

Furniture:
[v0] Occupants:   0
[v2] Type:        none

Trash:
N/A

Container:
[v0] Weight: [0 kg]
[v1] Flags:  [none]
[v2] Key:    none [0]
[v3] Max Weight 0 kg
[v4] Multiplier 0

Drink-Container:
[v0] Liquid Total: [0]
[v1] Liquid Left:  [0]
[v2] Liquid:       water
[v3] Poisoned:     No

Key:
N/A

Food:
[v0] Food hours: [0]
[v1] Stuff:      [0]
[v3] Poisoned:   No

Money:
[v0] Gold:   [0]

Boat:
N/A

NPC Corpse:
N/A

Fountain:
N/A

Pill:
[v0] Level:  [0]
[v1] Spell:  reserved
[v2] Spell:  reserved
[v3] Spell:  reserved

Clothing:
N/A

Protect:
N/A

Map:
N/A

Warp_stone:
N/A

Room_key:
N/A

Gem:
N/A

Jukebox:
N/A

Portal:
N/A

Jewelry:
N/A

Saddle:
N/A

Quiver:
[v0] Number of Arrows   0
[v1] Number of Dice     0
[v2] Type of Dice       0
[v3] Spell:     reserved

Arrow:
[v1] Number of Dice     0
[v2] Type of Dice       0
[v3] Spell:     reserved
 

commands:  
Syntax:  command
- prints a list of possible commands
 

done: 
Syntax:  done
- exits the object editor and returns to normal play

page created by:
Siouxsie and Domino of Lunar Eclipse
© 2000, 2001
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