"HOW TO" DOCUMENT

Hopefully this will be a comprehensive "how to" document on building which will answer the questions of the builders, new or experienced.

OLC

Above commands are used to expand the game world. Original code is based on was written by Surreality & installed in THE ISLES by Locke. It was then converted to work with ENVY by Jason Dinkel & converted to work with ROM 2.4 by Joran Jessurun (a.k.a. Fatal).

General Tips


More help topics are:

Commands

ALIST

Typing this will list all areas along with their vnum assignments & their builders.

AEDIT***

***Majority of commands are reserved for HEAD BUILDER, FATAL, or MAVETJU.
**In doing name change: {{level--level} <Builber> <Name>; Make sure it lines up on AREA LIST
*DO NOT USE WITHOUT CLEARANCE

REDIT

EXIT

<dir><command><argument(s)>; for exits type dir (north/s/e/w) followed by:


Remember for these commands you need to put the direction first and then the command.

Exit flags are presented in following manner. The capitalized flags are ones not included in the reset info. (i.e. closed due to a player closing the door & not due to the door being set closed).

South to [3744] Key: [-1 (no key)] Exit flags: [door CLOSED pickproof locked] - player closed the door; South to [3744] Key: [-1 (no key)] Exit flags: [door closed pickproof locked] - door set as closed by builder.

Exit descriptions are GREATLY encouraged but ARE NOT required.

*heal/mana rates ARE NOT to go above 300% & I really would like no rooms over 200% unless an aggressive mob is set to repop in the room or is wondering throughout the area. This also applies to furniture and other objects.

**DO NOT USE

OEDIT

oedit <vnum> - enters editor for selected object


Antirace/class and Race/Classonly will be added as an affect. To remove these flags use the delaffect command.

MEDIT

medit <vnum> - enters editor for selected mobile


Some races have set immune, res, vuln, & affects. If you want to change these the format will appear as this after the changes:

[ADDED TO RACE FLAGS race flags] not [cleared from race flags]

MPEDIT

mpedit <vnum> - enters editor for selected mobprog

RESETS


RESET alone will list resets in the room.

-MAKE SURE YOU ARE OUT OF ALL EDITORS WHEN YOU DO RESETS!

-For resets to be successful, MAKE SURE YOU ADD THEM IN LOGICAL ORDER. For example, if you are equipping a mob, don't load (reset) a container in the room & fill it with objects, then reset something else and then try to reset something again in the container. Highly likely resets will backfire if they are not carefully entered.

-BE VERY CAREFUL AND MAKE SURE ALL RESETS ARE DONE PROPERLY.

-RESETS ARE THE LAST THING A BUILDER DOES IN AN AREA.

BUILDER/CREATOR
-Use all documents at your disposal; print out hard copies of these; Even the Head Builder has them.

-Wilth "help olc" you get info. about on-line building. More commands will be explained later on in this document.

-You may NEVER reveal info. on a work in progress to a mortal except for the level range of what you are working on.

-You are NOT allowed to create new areas. You must submit an area proposal to the Head Builder for review. If the proposal passes, then the Head Builder will set up the beginning of the new area.

-If you want to build an area in cooperation with another builder, clearance must be received from the Head Builder.

-You are NOT to connect your area to the M.U.D. Notify the Head Builder upon completion and they will check it and connect it.

-You are NOT to create questshops/items without first getting clearance from the High Council.

OLCTIP
-Create with care
-Report bugs
-If something could not be done, notify Head Builder, Fatal, and/or Mavetju.
-Never use a command or flag that you don't know what it does.
-Never use objects or mobs from other areas (i.e. never load or reset vnums from other areas).
-Please know your wiz-commands - "wizlist"


HELPS

ITEM_LIGHT
v2 - hrs. of light available; 0 = dead; -1 is infinite

ITEM_STAFF & ITEM_WAND
v0 level of spell (a.k.a. strength/duration)
v1 max charges
v2 current charges
v3 spell name

ITEM_SCROLL, ITEM_POTION, & ITEM_PILL
v0 level of spell (a.k.a. strength/duration)
v1 spell #1
v2 spell #2
v3 spell #3
v4 spell #4

? SPELLS [ignore/attack/defend/self/object/all]

-For Scrolls, Potions, & Pills : spell #3 & #4 won't always "go off"

-Certain Spells cannot be attached to the above items, a list of these will follow sometime after this document.

ITEM_WEAPON
v0 weapon type
v1 # of dice
v2 # of sides on dice
v3 damage message
v4 weapon flags

-refer to tips/rules & other building docs. when setting dice
-some damage messages require "<message>" (syntax: v3 "shocking bite")
-go easy on weapon flags; NO VAMPERIC FLAGS ON WEAPONS UNDER LVL. 50

?WEAPON - list weapon types
?DAMAGE - list of damage messages
?WEAPONFLAGS - list of weapon flags

-sharp & vorpal flags are for weapons with BLADES (i.e. swords, daggers, some spears)
-DO NOT "stack" frost & flaming weapon flags (i.e. weapon cannot have both of these)
-Do not use "staff" weapon type....if you create a staff flag it as a polearm.

ITEM_CONTAINER
v0 weight capacity
v1 container flag - ?CONTAINER for list
v3 weight per item - max weight of an item a container can hold
v4 weight multiplier - USE WITH CARE

-Weight Multiplier gives the weight of the object as it is in a container; Example: Satchels of Infinity have a weight multiplier of 5%, meaning any object placed in the Satchel weighs just 5% of its original weight while in the Satchel.

ITEM_DRINK
v0 capacity
v1 current quantity
v2 liquid type
v3 poisoned ? (Yes/No)

?LIQUID - list liquids
-some liquid types require "<liquid>"; [syntax: v2 "elven wine"]
-there is no "true" way to set a container to hold infinite amount of liquid; there is a trick to doing this however. When you set capacity and current quantitly set those numbers to very large numbers (keep it under 50,000 unless its a fountain) and that should do the trick.

ITEM_FOOD
v0 hours of full value
v1 hours of hungry value
v3 poisoned? (yes/no)

ITEM_MONEY
v0 value in silver
v1 value in gold

-It has been proven that when you load large amounts of money (usually piles) that this can be abused by players. DO NOT GIVE a gold value of over 2000 (or silver equivalent). Use common sense as well a pile or other item designated money with a gold value of 2000 should be placed in a difficult place in a very high level area.

ITEM_ARMOR
v0 armor vs. pierce
v1 armor vs. bash
v2 armor vs. slash
v3 armor vs. exotic
v4 bulk (not implimented)

-refer to other documents for armor ratings

ITEM_FURNITURE
v0 # of sit places
v1 weight it can support
v2 furniture flags, ?FURNITURE for list
v3 Heal rate when used *
v4 Mana rate when used *

*Heal/Mana rates ARE NOT to go above 300% & I would really like no furniture over 200% and at that rate I would like it placed in a high level area in a no_recall room with wondering aggressive mobs.

ROM_MOB
Help for different fields of mobs are: vnum, name, short desc., long desc., description, race, act, affected by, alignment, group, level, hitroll, hitdice, manadice, damagedice, damage type, AC, offensive, Immune/Resistance/Vulnerable, position, sex, treasure, form, parts, size, material.

ROM_MOB_VNUM
-vnum is # used to reference mobile; one mob per vnum

ROM_MOB_NAME
-list of names mob can be referenced by, for example a fat, ugly worm might have a name of : fat worm

-best to have more than one per mobile

-best to use something from long desc. and short desc.

-name = keywords

ROM_MOB_SHORT
-short desc. is seen when mob fights or performs an action (20 characters or less)

ROM_MOB_LONG
-long desc. is seen whenever a character looks at the room mob is in (provided character can see the mob); [one line in length]

ROM_MOB_DESCRIPTION
Equivalent of a character's description, and is seen when you look at a mobile. Make this about 1-5 lines. Make it a little descriptive, reward players for looking at a mob.

ROM_MOB_RACE
-Every mob needs a race, whether unique or not.

-?RACE for list; If you think a race should be added to the list, send it to the Head Builder.

ROM_MOB_ACT
Act is short for "action"; determines in-game behavior of your mob. ?ACT for list.

ROM_MOB_AFF
-Affected By: used to assign various spells & spell-like affects to a mob

-Sanctuary & Detect Invis are often overused, be careful with them. Overuse make them pointless and worthless.

ROM_MOB_ALIGNMENT
1000 to -1000; low level mobs should not be at one extreme of the other, but someplace in between

ROM_MOB_GROUP
DO NOT WORRY ABOUT THIS!

ROM_MOB_LEVEL
-determines most stats for mob
-gives recommended values (USE THEM!)

ROM_MOB_HITROLL
-99% time 0; USE FOR EXCEPTIONAL MOBS ONLY; NO MORE THEN 3 MOBS IN AN AREA SHOULD HAVE THIS ABOVE AREA [depends on size of area]

-Clumsy mobs should have -1 or -2

-values ARE NOT to go beyond -3 to 3 range!

ROM_MOB_HITDICE
-use recommended values that appear with level.

ROM_MOB_MANADICE
-Only dice that needs set; Unlike 95% of the M.U.D.s out there Fatal Dimension mobs use mana when casting spells and using breath weapons.

-Dice roll should be within 6 levels of mobs level (i.e. Lvl. 56 mob = 54d4+99; 51d5+99)

ROM_MOB_DAMAGEDICE
-use recommended values that appear with level.

ROM_MOB_AC
AC = Armor Class; use recommended values that appear with level.

ROM_MOB_OFF
-offensive moves in combat; at the VERY LEAST put 2 of them in.

ROM_MOB_IMMRESVULN
-sets mobs immunities, resistance, & vulnerability

-Resist temptation to make "Achilles Heel" style mobs, i.e. creatures immune or res to all or most attacks but a single one; Extremely boring to fight & ultimately not hard to kill.

-Two generic catagories (weapon & magic) are merged with more specific flags, i.e. a mob which is immune to magic but is vuln. to fire takes normal damage from fire.

-USE EXTREME CAUTION IN USING Imm/Res Magic & Weapon!

ROM_MOB_POSITION
-start & default positions: stand, sit, rest, sleep

ROM_MOB_SEX
-male, female, either; use a variety, doesn't really affect stats.

ROM_MOB_TREASURE
-mobs should not carry more than 100 coins per level, i.e. Lvl. 56 mob wealth = 5600
-this is not set in stone and you may vary it, just be reasonable
-shopkeepers of course should have a lot of cash

ROM_MOB_FORM
-used to define body form and what happens when mob dies
-default settings with races
-?FORM for list

ROM_MOB_PARTS
-what body parts detail a mob.
-Default w/races
-?PARTS for list
-Also can determine special attacks (i.e. use_tail = mob must have a tail)

ROM_MOB_SIZE
-Various game affects
-tiny, medium, large, giant

ROM_MOB_MATERIAL
-DO NOT WORRY ABOUT!

ROM_OBJ
Help fields: vnum, name, short desc., long desc., material, type, extra flags, wear flags, level, weight, cost, condition.

ROM_OBJ_VNUM
-see ROM_MOB_VNUM

ROM_OBJ_NAME
-see ROM_MOB_NAME

ROM_OBJ_SHORT
-desc. of object when it is picked up, worn, or in inventory

ROM_OBJ_LONG
-desc. when obj is on ground or in room.

ROM_OBJ_MATERIAL
-refer to other documents for list
-if you can think of other materials to add to list please note the Head Builder.

ROM_OBJ_TYPE
-?TYPE for list
-Many of the item types have no practical purpose aside from control over what shops they may be sold at, that and they add flavor to the game.

ROM_OBJ_EXTRA
-?EXTRA for list
-mix these up; careful with making items only neutral aligned players can use.

ROM_OBJ_WEAR
-"take" flag must be set along w/wear-loc
-?WEAR for list
-wear locations differ slightly for resets

ROM_OBJ_LEVEL
-self explanatory; refer to other docs. when dealing values for specific objects; Keys generally are level 1 or 0

ROM_OBJ_WEIGHT
-Much discussion and confussion here since the weight is done in 1/10 pounds, the Head Builder works in pounds only, and most of the builders work in kilos.

-Fairly simple a 3 pound dagger has a weight unit or reading of 30 (if you need to do the kilo to pound conversion to help you that is fine, just remember what ever number you put in as weight will be devided by 10 to get the pounds that affect how much a character can carry).

-When coming up with weight consider some things: material, size, type of item, and the mob using or holding the item.

ROM_OBJ_CONDITION
-For now leave all objects at 100; problems can arise if set at anything else.

ROM_OBJ_AFFECTS
-addaffect <location><#mod>
?LOCATION for list

-addaffect <location><mod>[aff/imm/res/vuln] [flags]

-Flags let you put what are usually perm. bits as well as imm/res/vuln bits when wearing an item. Note that you may also specify a location of 'none' here so that spells with other affects can be added.

-?AFFECTS for list
-BE VERY CAREFUL WITH PERM. AFFECTS

-some syntax examples:

addaffect none 0 imm fire = immune to fire
addaffect hp 5 = +5 to hit points

-BALACE AFFECTS BOTH GOOD AND BAD!

*Here are some guidelines:

Lvl. 1-20: No more than 2 affects (doesn't include anti-race/class or class/race only)
No more than 10-20 hp/mana. No more than +1 stats, hit, dam, etc.

Lvl. 21-40: No more than 3 affects. No more than 30-60 hp/mana. No more than +2.

Lvl. 41-50: No more than 3 affects. No more than 70 hp/mana. No more than +3.

Lvl. 51-65: No more than 3 affects. No more than 90 hp/mana. No more than +4.

Lvl. 66-75: No more than 4 affects. No more than 100 hp/mana. No more than +5.

Lvl. 76+: No more than 4 affects. No more than 120 hp/mana. No more than +5.

-Guidelines are not "set in stone", but try to stick as close as possible.
-Some items will tend to add more to hit than dam. (polearms & whips); Use Common Sense.

DAMAGE
pierce attacks (pierce ac):
bite, chomp, peck, pierce, scratch, stab, sting, thrust

bashing attacks (bash ac):
beating, blast, pound, charge, crush, peck (peckb), punch, slap, smash, suction, thwack

slashing attacks (slash ac):
claw, cleave, grep, slash, slice, whip

acid attacks (magic ac):
acidic bite (acbite), digestion, slime

cold attacks (magic ac):
chill, freezing bite (frbite)

energy attacks (magic ac):
magic, wrath

fire attacks (magic ac):
flame, flaming bite (flbite)

holy attacks (magic ac):
divine power (divine)

lightning attacks (magic ac):
shock, shocking bite (shbite)

negative attacks (magic ac):
life/energy drain (drain)

OFFENSIVE MOVES
area attack - mob hits all characters fighting against it. VERY POWERFUL.
backstab - can backstab to start combat (must be aggressive).
bash - mob can bash chars. off their feet.
berserk - mob may go berserk in fight.
disarm - mob can disarm a char.; Mob need not be wielding a weapon to do this.
dodge - mob can dodge blows.
fade - mob can fade "out of phase" to avoid blows (not implimented)
fast - mob has extra attacks; moves quicker than normal.
kick/dirt-kick - mob can kick char. or kick dirt in char.'s eyes.
parry - mob can parry attacks. Mob does not need a weapon for this.
rescue - mob rescue allies in fight.
use tail - mob can leg-sweep w/tail or tentacles (must have parts)
trip - mob can trip char.
crush - mob can crush char. in its arms.
assist_all - mob helps all other mobs in combat.
assist_align - mob helps all mobs w/same alignment.
assist_race - mob helps all mobs of same race.
assist_players - mob will assist players (by race/alignment)
assist_guard - mob assists as cityguard
assist_vnum - mob helps same vnum only

-assist by race/vnum are most common
-DO NOT OVERUSE AREA ATTACK

CORPSE RELATED FLAGS
edible - mob can be eaten
poison - all mob parts are poisonous (must also be edible)
magical - not implimented
vanishes - mob vanishes upon death (i.e. ghost, wraith, etc.); may not be implimented.

FORM RELATED FLAGS
animal - mobile is a "dumb" animal
sentient - mob is capable of higher reasoning
undead - mob is an undead and not truly alive at all
construct - mob is a magical construct (i.e. golem)
mist - mob is a partially material mist
intangible - mob is immaterial (i.e. ghost)
biped - mob is a biped (i.e. like a human)
centaur - mob has humanoid torso, but a beast's lower body
insect - mob is an insect
spider - mob is an arachnid
crustacean - mob is a crustacean (i.e. crab/lobster)
worm - mob is a worm (tube shape invertebrate)
blob - mob is a formless blob (when used with mist = cloud)
mammal - mob is a mammal
bird - mob is a bird
reptile - mob is a reptile and should be cold-blooded
snake - mob is a snake (should also be a reptile)
dragon - mob is a dragon
amphibian - mob is an amphibian (should be able to swim)
fish - mob is a fish (should be able to swim)
cold blood - mob is cold-blooded, cannot be seen with infravis.

BODY PARTS
head, arms, legs, heart, brains (not all mobs have brains), guts, hands, feet, fingers, ear, eye, tongue (long tongue, like a lizard), eyestalks (should also have eyes), tentacles, wings, tail, claws, fangs, horns (not necessarily dangerous), scales, tusks

AFFECTED BY
Blind*, Faerie Fire*, Hide, Weaken*, Invisible, Infrared, Sleep*, Dark_vis, Detect_evil, Curse*, Charm*, Berserk*, Detect_invis, Flaming, Flying, Swim**, Detect_magic, Poisoned*, Pass_door, Regen., Detect_hidden, Prot_evil, Haste, Slow*, Detect_good, Prot_good, Calm*, Sanctuary, Sneak, Plague*

-These "affected flags" apply to both mobs and objects.

*Items will be detrimental to the character; Flags detrimental to the mob.
**not implimented yet


There it is, I hope it was helpful. If you have any further questions, please ask or note me about them.

Glosdraug