OLC Redit

      Creating
      Descriptions
      Flags Sectors Rooms
      Resets
      Exits and Doors
      Shops
      Petshops
      Room Heal Rates
      Extra Descriptions

      When creating rooms in OLC, first thing you need to do is create the first vnum you're looking to create. Syntax is: redit create
      (NOTE: For those muds who don't have this shortcut already set up, the command is "create room " Please keep that in mind on all pages. If I mention oedit - this is the same as edit obj, etc.)
      Once you've created this vnum, then you would title it (Syntax: Title ) To enter the description editor, type desc and hit enter. This will take you into an editor. If you use zMUD you need to turn the parsing off (the computer button in the bottom right corner). Type in the description as you want it to be seen. Once you're finished, type in: ".f" (without the "") - this will format the text. To view it the way the description will look, type in: ".s" . To completely clear and restart on the desc: ".c"
      (Also, on another note, I have seen MUDs use the ":" rather than "." in their description editor.)
      To add a line, type in: ".li" (line insert) and any text you may want on that line. Or if you have a 10 line description, and you want to add something between lines 5&6, type in: ".li 6 " To replace one line with something else, type in ".lr For now, colour codes count as "characters" in the descriptions. When you format a room description, it is going to default to <=80 characters per line. Please keep this in mind when writing desc's. If you use 15 colour codes on one word, there's a good chance that one word will be assigned a line of its own when formatted. To avoid this, autoformat as you're writing the desc. (i.e. use appropriate line breaks, hit enter when you get to the end of a line.)
      Once you've done this for a room, you can automatically create a new room, and create a TWO WAY exit between the vnum you're currently editing, and the new room you're editing by typing in: dig - this will create the new vnum and place you in it, and then you can begin all over again (really makes you excited, doesn't it?).


      When you create rooms, it is usually best to avoid saying something like "this is a breathtaking sight" because, while it might be breathtaking to you... it may do absolutely nothing for someone else.
      Also, please try to avoid putting mob descriptions in rooms. If the room says something like "a giant lizard jumps out of the darkness" and either A) someone just came through and killed the lizard or B) the repop didn't work right - you're going to look really silly.
      Another thing to try to avoid is saying "you" in room descriptions - or at least overdoing it. For instance: "You see a large hill, covered with grass and flowers. All around you the sun is shining over the land." Wouldn't that just be a great time for a "rain" thunder message and/or a "middle of the night" message? Perhaps a better way of doing it would be: "This hill seems to go on forever, but at least it seems to be healthy."


      inside - Works very well for indoor rooms. This flag will disable the online time/weather messages. It can also be used for underground areas (caves, sewers, etc)
      city - This flag needs to be used if you're going to use "law" type flags - or if you want to have any cityguard type mobs in the area (which will attack KILLER/THIEF flagged players [Not Applicable to ROTF MUD])
      field - Relatively self-explanatory. Designates a
      field/meadow/etc.
      forest - Again, self-explanatory. Forest type area.
      hills - Area will have hills - this is going to cost more movement than normal.
      mountain - mountains will obviously be even more movement than hills

        (Rock_mountain / snow_mountain are also applicable on ROTF - these are, obviously, mountains which will either be cold or rocky. It will affect the dex.)

        (Entrance is an uncomplete ROTF sector flag. It was originally created to help us keep track of entrances from one area to another)

      swim - For MUDs which have a swim skill, this flag will be set on any bodies of water which will require that skill to cross them. (On MUDs with no swim skill - nothing special will be required to enter/travel through these rooms)
      noswim - This would be used (mostly) on MUDs without the swim skill - where you want the player to have to either have to have a boat, or be flying in order to cross the room.
      unused - Do not use! This is, as it states, UNUSED.
      air - A sector flag that designates a necessity to be flying in order to go through the room.
      desert - Designates a dry/desert area.


      dark - This flag will make it so the character is required to have a light source to see anything inside the room.
      no_mob - This sets the room as PC-only. No Mob will be allowed in the room (very good for an entry to an area, that way your mobs don't wander into other areas)
      indoors - This will set the room as 'indoors' .. usually used with the "inside" sector flag.
      private - This will make the room a 'private' room. Only two players (or mobs) can be inside the room at a time.
      safe - This flag will make it impossible to start a fight in the room.
      solitary - Much like the 'private' flag - however only ONE player (or mob) can be inside the room at a time.
      pet_shop - Necessary for the actual shop part of the petshop (where the shopkeeper is)
      no_recall - Makes the room impossible to recall from.
      imp_only - Available only to imp level characters (whatever IMP level is on your mud).
      gods_only - Available only to immortals (unless transferred in)
      heroes_only - Only available to hero level and immortals.
      newbies_only - Only available to newbies (usually levels 1-5) and immortals.
      law - The "law" flag makes it so that all Player Killer/Thief flags will be effective in this room (i.e. cityguards, etc. will attack)
      nowhere - This flag makes it so if the character uses the "where" command in the room, it will tell them no one else is in the area (even if there are 20 people there)


      Resets can be a major pain in the ass. If they aren't entered in the correct order, they won't load right. For ease, you can use the mreset/oreset commands, however the normal reset commands will also be explained here, also.

      mreset - This command MUST be used from inside redit. Syntax is simply this: mreset That's it. If you want more than one of the specific mob to load in the room, the syntax would be: mreset .

      oreset - Exact same as before. Use it from INSIDE redit. Then you just type: oreset And that will load it into the room. If you want the object to repop on a mob, you would use: oreset (wear locations are none, light, lfinger, rfinger, neck1, neck2, body, head, legs, feet, hands, arms, shield, about, waist, lwrist, rwrist, wielded, hold, floating) If you want it to repop INSIDE another object, you would use: oreset (the Obj name is the name of the object you want it to repop INSIDE of. Please note: this command does not always work. It's much easier to use the normal RESET command for this).
      (NOTE: MRESET/ORESET both will LOAD the obj/mob you reset IMMEDIATELY.)

      In order to use the RESET command, it is not necessary that you be in an edit mode. In order to see the resets in a room, simply type RESET in the room, and the list will come up. Also, please note: Resets MUST be done in the correct order for them to work. The order you need to set them in is:
      solo objects in the room (syntax: reset obj room)
      container objects in the room (syntax: reset obj room)
      object/objects INSIDE the container (syntax: reset obj inside )
      mobs in the room (syntax: reset mob )
      object/objects the mob is equipped with (syntax: reset obj ) Note: this loads the object on the last mobile you reset in the room.
      container object on the mob (syntax: reset obj ) This also loads on the last reset mob object/objects stored within the container on the mob (syntax: reset obj inside )

      Obviously, not ALL of these resets will apply to every room. Just remember that objects go first, THEN the mobs, then the obj's on the mob. (If you are loading more than one mob vnum into a room, you would do that vnum, its obj's, then the NEXT mob vnum and its obj's, etc).

      How do I delete a reset? Simple. First type RESET and see which reset you need to delete. Then type: RESET DELETE. Just remember, if you have 6 resets in a room, they will be numbered 0, 1, 2, 3, 4, 5. If you delete reset #3, then #4 and #5 will move up a spot and be re-numbered.


      Once you have an established exit, you can turn it into a door. When you make doors, the syntax is: DOOR ... this is just a generic door.

      The different flags you can make are:
      closed - Repops as closed.
      locked - Repops locked - make sure you make a key for this. You'll need to make one for BOTH SIDES of the door (provided it's a two-way LOCKED exit/entrance)
      desc - This will allow you to make a description for the door so when a character types "look " it will show them the description. (On some MUDs you can also do a " name " - so down name pool would name "down" to "pool" If there was a description on this exit, look pool would find it)
      nopass - the "pass door" spell will not allow characters through the shut door.
      pickproof - This makes the lock 100% pickproof.
      easy - Easy to pick.
      hard - Hard to pick.
      infuriating - Damn near impossible to pick.
      noclose - Not a closeable door.
      nolock - Not a lockable door.

      (Remember - if you set a door as locked pickproof nopass, you MUST make a key for that door! Also, don't set a door as noclose and locked. It just can't happen. How do you lock a door you can't close?)

      Setting a key up to unlock a door:
      First you have to make the key. Then, you edit a room, and type: key That simple. If you accidentally set the wrong key to the wrong lock, you can "delete" it by typing: key 0.


      You can make food, drink, armor, weapon shops and more. These are not like petshops, these types of shops are designated by the mob inside them (shopkeepers). If you want your shop to always be in the same place, make sure the mob is flagged "Sentinel" ... if you want them to wander, just give them the stay_area flag so they don't wander outside of your area.

      To set up a mob as a shop keeper, type shop to see the choices. They are:
      shop hours - syntax: These are done in MUD HOURS, not real time. 0 is always going to be midnight. So you could use shop hours 6 18 .. this would set the shopkeeper to open at 06:00 and close at 18:00 MUD time.
      shop profit - syntax: shop profit <%buying> <%selling> - the %buying is going to be the % of a profit they make from buying. If you don't want them to make a profit, this would be 100 (obviously the %selling is the same, only for obj's they sell) If you want them to buy for double the worth, and sell for half the worth, the command would be: shop profit 200 50

      HOW TO SET UP
      Everything you want the "shop" to sell, needs to be loaded into the INVENTORY of the mobile. (see RESETS) - Please note: if you use ORESET for this, you MUST force the mob to DROP ALL after EACH reset (ORESET can only load ONE obj into a mobs inventory).


      With petshops, wherever you plan on making the shop, you HAVE to reserve the next sequential vnum for the "storage" room for all the pets!!! If you don't, it won't work. Let's say you want vnum 1000 to be your petshop (the place where the shopkeeper will be) vnum 1001 must NOT be flagged as pet_shop and should usually have NO exits. The vnum where you want the actual store-front to be, MUST be flagged pet_shop, and the shopkeeper must be set as a shopkeeper.

      MAKING PETS
      Make them just like normal, only make sure you set the act field to "pet"

      RESETS IN THE PETSHOP
      Inside the petshop you will ONLY need to reset the shopkeeper In the pet shop storage you need to reset all the pet mobs. You can limit the number of any certain pet by setting the max # of that mob (when you create the reset) if you want a particular pet to be unique.


      PLEASE: Use these sparingly!!!

      Obviously if a room were supposedly full of poisonous gases, people wouldn't heal very well inside there. So you may want to lower the healing rate for hitpoints/mana inside here. Sometimes as a "present" to players you could also set the hitpoint/mana healing rate higher.
      To do this, use: heal <#> - if you were to use, heal 500 - this would set the healing rate for hitpoints in the room to 500% of normal. On the same note, heal 50 would make people heal at 50%. Syntax is the same for mana (mana <#>)


      Extra descriptions can be added to rooms, objects, and mobs. You add descriptions the exact same way for all three. One reason you might want to do this is if you have a special room that the description you want to add for it is just a little too intense (or too long) if you describe all the paintings, all the doors, the scene out the window, etc. You could add a keyword for paintings, doors, window, and still keep the normal room description short. Or if your MUD does MUDmarriages, you could make an inscription on the wedding rings that is unique to the wearer/giver, etc.

      The way you use this is:
      ed add - you will then be put into the editor and you can write out the description.
      ed edit - Again, you'll be put into the editor for that keyword.
      ed delete will delete that description.


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