building:objectedit
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| building:objectedit [2015/09/26 00:03] – created vodur | building:objectedit [2015/09/26 00:13] (current) – [<font inherit/inherit;;inherit;;inherit>Wear</font>] vodur | ||
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| ====== OEDIT Object Edit ====== | ====== OEDIT Object Edit ====== | ||
| + | |||
| + | What an object is I don't need to explain, how to make one, you will see now.\\ | ||
| + | To make a new object, type 'oedit create < | ||
| + | To edit an existing one, type 'oedit < | ||
| + | To leave oedit type ' | ||
| + | You shoulda guessed that already...\\ | ||
| + | Type ' | ||
| + | You will see everything you can change about an object now, you should know\\ | ||
| + | most of them already, but let's go over it. We will try and make a weapon here,\\ | ||
| + | named 'The sword of savants' | ||
| + | |||
| + | ===== Name ===== | ||
| + | |||
| + | Name holds the keywords of the object, to avoid confusion, it shoulda been \\ | ||
| + | named keywords, but I didn't write OLC and don't feel like rewriting it, so\\ | ||
| + | it's name. The sword we're making will have 'sword savant' | ||
| + | full 'The sword of savants' | ||
| + | Type 'name sword savant' | ||
| + | Now, when the object lies on the ground, you can type get sword or get savant\\ | ||
| + | to pick it up. | ||
| + | |||
| + | ===== Short description ===== | ||
| + | |||
| + | This will set what the weapon looks like when you wield it or when it's in your\\ | ||
| + | inventory. To set, type 'short <short desc>' | ||
| + | Our sword will have color, so type '{yThe sword of savants' | ||
| + | |||
| + | ===== Long description ===== | ||
| + | |||
| + | This determines what the weapon looks like when it's lying on the ground.\\ | ||
| + | To set this, type 'long <long desc>' | ||
| + | For our sword let's use 'long Some silly savant dropped his sword here.' | ||
| + | ===== Level ===== | ||
| + | |||
| + | Type 'level < | ||
| + | 'level 101'\\ | ||
| + | \\ | ||
| + | Cost\\ | ||
| + | Sets how many the object will cost in a shop or when you sell it in silver.\\ | ||
| + | (1 gold = 100 silver) It won't be bought for this much though, shops need profit.\\ | ||
| + | Be reasonable setting cost, don't make a stick cost 50000000 silver.\\ | ||
| + | Type 'cost <amount in silver>' | ||
| + | money with savants is illegal :p\\ | ||
| + | ===== Weight ===== | ||
| + | |||
| + | Sets the weight of the object, be reasonable with weight too, a pair of silk trousers\\ | ||
| + | will weigh 10, a titanium breastplate may weigh 200 or more. Yes, 10 would be\\ | ||
| + | much for the trousers and 200 is almost as much as the weight equipment here weighs,\\ | ||
| + | but the weight you set is 10 times as much as the weight that shows up in lore or when\\ | ||
| + | you carry it. So the trousers would weigh 1 pound is you set it to 10. Our weapon is\\ | ||
| + | a pretty big sword, so let's set weight to 10 pounds by typing ' | ||
| + | |||
| + | ===== Object type ===== | ||
| + | |||
| + | This sets what the object is. Is is a fountain, a container, a sword or\\ | ||
| + | a piece of armor… '? type' should show a list of types, the names should\\ | ||
| + | explain themselves. (NOTE: Do NOT use roomkey, use key instead!)\\ | ||
| + | Setting the type, as you just might have guessed, 'type < | ||
| + | Since we're makings a sword, set type to 'type weapon' | ||
| + | Some new object flags v0 to v4 will appear now, we'll discuss those later. | ||
| + | |||
| + | ===== Wear ===== | ||
| + | |||
| + | This is the wear location of the item. When you want the eq to be worn or even just\\ | ||
| + | picked up, always have ' | ||
| + | be loaded in the room and can't be picked up (this is funny when you do it with cash ;)\\ | ||
| + | '? wear' will show the different wear locations, you should know those already.\\ | ||
| + | To set it, type 'wear <wear location>' | ||
| + | location! (besides ' | ||
| + | 'wear take wield' | ||
| + | To remove a wear flag, type 'wear < | ||
| + | |||
| + | ===== Material ===== | ||
| + | |||
| + | Whatever it's supposed to do, it doesn' | ||
| + | want to, or fill it in if you have too much free time.\\ | ||
| + | ===== Extra flags ===== | ||
| + | |||
| + | Extra flags are things like hum, glow, sticky, magic, noremove, whatever.\\ | ||
| + | '? extra' will show a list. Set it with 'extra <1 or more flags>' | ||
| + | To remove a flag, just toggle it off by typing it again. Our weapon is nice looking\\ | ||
| + | equipment, so let's make it 'extra glow hum burnproof bless magic' | ||
| + | |||
| + | ===== v0 to v4 ===== | ||
| + | |||
| + | Most object types have special values, to determine the damroll of a weapon,\\ | ||
| + | to assign a portal to lead to a certain vnum, to assign a liquid type to\\ | ||
| + | a drink container or fountain.\\ | ||
| + | The v0 to v4 changes, some have all, some have 3, some have none.\\ | ||
| + | The names of the v0 to v4 should be self-explaining. Typing '? < | ||
| + | gives a list of values that can be assigned to them if there is one. | ||
| + | |||
| + | |||
| + | ===== WAffects ===== | ||
| + | |||
| + | Mobifiers can be added to an object, changing stats, hps, mana, etc. when you\\ | ||
| + | wear the eq.\\ | ||
| + | Syntax: ' | ||
| + | Locations are the first 3 letters of a stat (luc, str, dex), hp/ | ||
| + | staves/ | ||
| + | Make sure the modifiers you add to an object are all according to\\ | ||
| + | specs. (If you don't have specs, ask imms a.s.a.p!)\\ | ||
| + | To remove an affect, type ' | ||
| + | |||
| + | ===== Extra descriptions ===== | ||
| + | |||
| + | Adding extra descriptions, | ||
| + | 'ed add < | ||
| + | 'ed format < | ||
building/objectedit.1443225788.txt.gz · Last modified: 2015/09/26 00:03 by vodur