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 |