User Tools

Site Tools


building:objectedit

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
building:objectedit [2015/09/26 00:03] – created vodurbuilding:objectedit [2015/09/26 00:13] (current) – [<font inherit/inherit;;inherit;;inherit>Wear</font>] vodur
Line 1: Line 1:
 ====== 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 <vnum>'.\\
 +To edit an existing one, type 'oedit <vnum>'.\\
 +To leave oedit type 'done'.\\
 +You shoulda guessed that already...\\
 +Type 'show' or hit return with an empty line to see the object.\\
 +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' as name, not the\\
 +full 'The sword of savants'. \\
 +Type 'name sword savant' to set the keywords.\\
 +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>' to set the level of the object, in our case,\\
 +'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>'. In our case, let's keep it at 0, making\\
 +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 'weight 100'.​
 +
 +===== 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 <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 'take' in the wear flag. Objects without this will always\\
 +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>'. Be careful, do NOT set more than one wear\\
 +location! (besides 'take' that is) Our sword will obviously be wielded so type\\
 +'wear take wield'.\\
 +To remove a wear flag, type 'wear <flag>' again.
 +
 +===== Material =====
 +
 +Whatever it's supposed to do, it doesn't work here... So well, leave it as it is if you\\
 +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 '? <v-keyword>'\\
 +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: 'addaffect <location> <modifier>'.\\
 +Locations are the first 3 letters of a stat (luc, str, dex), hp/mana/moves or\\
 +staves/hitroll/damroll/ac.\\
 +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 'delaff <modifier_number>'.
 +
 +===== Extra descriptions =====
 +
 +Adding extra descriptions, to a map for example, work the same way as in redit.\\
 +'ed add <keyword>', 'ed edit <keyword>', 'ed delete <keyword>', \\
 +'ed format <keyword>'.
  
building/objectedit.1443225788.txt.gz · Last modified: 2015/09/26 00:03 by vodur