Valarin
OasisOLC Handbook
o a s i s O L C   H A N D B O O K

OasisOLC Handbook

By Tasslehoff (brack@draper.net)
Based on a document by Ergo of Enertopia Mud
HTMLized (and slightly edited) by Brokken (brokken@subdimension.com)

Building a great zone takes many things, one is time and patience, good grammer/spelling, knowing how to balance your zone, and a lot of work. Now this all may sound like a lot to do, but I can assure you that with this document, others help, and you not pressuring yourself to much, you can do this with out any problems.

Building was once explained as writing a story for the mortals of the mud. As you go through the zone, it unfolds into different twist in the plot. Try imagining writing a small book when writing the descriptions for your zone. If this doesn't work, drop the idea, everyone has their own style of writing zones.

Here are a few things that should be done when creating a zone.
1: Keep balance with your equipment and the toughness of your mobs.
2: All mobs' Hit Points are determined by hit point bonus field in Medit NOT Hit Point "Dice." You will see when reading the Medit section.
3: All Shopkeepers Should be !Charm
4: Remember, if you mess up, and the building port does crash, it happens to everyone once and a while, just find an *Imp and tell or mudmail him.
5: Please refrain from Cutting and Pasting from one window, to OLC, strange Characters have been known to slip in and crash the building port.
6: Also, please refrain from using the ~ character, because this will crash the building port.
7: Please do not indent the first sentence of your descriptions
8: Please keep the room descriptions over 3 lines.
9: REQUIREMENTS: must have a program other than zMUD to connect with


The next thing that should be brought to attention is the usage of proper grammer. Please check for the proper punctuation, and capitalization.

Hints on making a better zone:

1: Do not include specific monsters into the room descriptions.

For Example Of What Not To Do:

You walk into a large room.  You see a black shadowy figure who attacks!

This is bad because, sometimes the mob will not load, and you are telling the mort that something is going to happen, when it really is not going to. It could be that someone has already killed him, or he was taken out in some form.

It is acceptable to place what will be known as filler mobs, such as townspeople or animals. It may be good to have several mobs that you describe load in the room for effect.

For Example:

You walk into a crowded market place where people hurry around to get
the best deals.

Or:

You are walking through a dark forest.  You see birds flying over head.

2: When making your mobiles, be careful how you word what they are wearing.

For Example Of What Not To Say:

The werewolf is huge.  He is wielding a Mace of Oblivion.

Reason being, if he doesn't load the Mace, this would not make any sense.

3: Some people's monitors do not have word wrap. Try to keep your lines between 65-75 characters

4: Phrases such as "behind you" and "in front of you" and "on your right" are not very good things to say, because you never know which direction a player is coming from. This means make things generic enough that it makes sense to them coming OR going.

5: Don't us Numeric values in the zone descriptions. This means type fifty instead of 50. (but be realistic about it, if you have a number like 1,323,534,542,234,234,929.902, just type it out, but make sure you can't replace that number with a smaller or larger word number for example, cut that down to 1 billion instead of that large number.)

6: Adding penalties to eq is recommended. This allows players to compromise. Perhaps a braclet is +10 Strength, but -150 Hit Points. The +str is pretty inticing, but the player would have to decide how important to him/her those 150 Hit Points are.


Now for Circle Mud there are five files which make up a zone. The first is the world file. This contains all info about a room, including what it looks like, where the exits lead, whether there are doors on the exits, and many other facts. The rooms are each numbered individually so that no two rooms have the same number. Room 3014 is the Market Square found in zone 30. Room 5250 is in zone 52, and room 19001 is in zone 190.

The second file is the mobile file. this contains all information about the monsters that are to be in your zone. The mobile file controls how each mobiles behave, and how the look. Like the room numbers, mobiles each have a specific number which also contains the zone number. For example mobile 3000 is the wizard located in zone 30. Mobile 5804 is in zone 58, and mobile 901 comes from zone 9.

The third file is the object file. This file contains information about objects and how they affect players in the game. Objects are all things in the game that players can handle or manipulate. This includes fountains, weapons, food, armor, even corpeses. In the object file you can define exactly what an object does.

The fourth file is the zone file. The zone file contains the most important information of all, for it controls how the zone operates. The zone file close and locks doors. It loads mobiles, it equips mobiles with objects. It fills fountains.It can even remove an object from a room if you desire.

The fifth file is the shop file. This is a rather complicated file which alows you to set up a shop where objects are sold. With the shop file you can designate which mobiles will be the shopkeepers, what items will be sold, and what time the shop is open for business.


REDIT (Room EDIT)


Redit is a command that is used to build a room online. To edit a room which already exists, all you need to do is enter the room and type redit. This is usefull for correcting mistakes. If you redit a room which is already in existance, you will see all the information about the room. How ever if you are building a new zone, you will not want to edit existing rooms. Here's how you do it.

I want to build a brand new room in the new zone 58. I would simply type redit 5800. I would then see a display of an unfinished room. The default messages always indicate that nothing has been insterted into the field.

For Example:


-- Room number : [5800]         Room zone: [58]
1) Name           : An unfinished room
2) Description    :
You are in an unfinished room.   
3) Room flags     : NOBITS 
4) Sector type    : Inside
5) Exit north     :    -1   6) Exit south     : -1
7) Exit east      :    -1   8) Exit west      : -1
9) Exit up        :    -1   A) Exit down      : -1
B) Exit northeast :    -1   C) Exit northwest : -1
D) Exit southeast :    -1   E) Exit southwest : -1
F) Extra descriptions menu
S) Script         : Not Set.
Q) Quit
Enter Choice    :

I would begin by naming the room. I would hit 1. It would ask me for a room name. I would type in, A Red Room. When I hit enter after I type A Red Room, the computer will insert that information where it previously said, An unfinished room. I would then enter my description of the room by hitting 2. i would type in the description, which would include the obvious exits of the room. When I am done, I would start a new line, and enter /s to end the descrition. This /s will not show up in the room description.

Option 3 in olc is room flags. Room flags is how we include information about the room whic affects players.

The Flags are

1    DARK           Room is dark.
2    DEATH          Room is a death trap; char 'dies' (no xp lost).
3    NOMOB          MOBs (monsters) cannot enter room.
4    INDOORS        Room is indoors.
5    PEACEFUL       Room is peaceful (violence not allowed).
6    SOUNDPROOF     Shouts, gossips, etc. will not be heard in room.
7    NOTRACK        "track" will never find a path through this room.
8    NOMAGIC        All magic attempted in this room will fail.
9    TUNNEL         Only one person allowed in room at a time.
10   PRIVATE        Cannot teleport in or GOTO if two people here.
11   GODROOM        LVL_GOD and above only allowed.
12   HOUSE          Reserved for internal use.  Do not set. 
13   HOUSE_CRASH    Reserved for internal use.  Do not set. 
14   ATRIUM         Reserved for internal use.  Do not set.      
15   OLC            Reserved for internal use.  Do not set. 
16   BFS_MARK       Reserved for internal use.  Do not set. 
17   DISEMBARK      Room is where people can disembark from boats.

These flags are numbered accordingly to 1-16. Do NOT use the flags 11-16. You can have as many flags you wish for the room to have. Upon completion of entering room flags, enter 0 to exit the room flags menu. This will take you back to the OLC menu. You will then see all the flags you chose next to the room flags option. If you wish to remove a bitvector flag from a room, all you need to do is go back to the room flags, and enter the number for the flag that you wish to remove. In other words, entering a flag tice in a room will remove it.

Sector type is option 4. Sector type only affects travel, whether it involves movement points, or prohibits movement into the room unless you are ha boat. As of now, we do not have underwater or flying rooms. Do NOT use these fields. YOu can only have one sector type per room. This is not a bitvector.

Here are the sector types:

0    INSIDE         Indoors - typically small number of move points needed.
1    CITY           The streets of a city.
2    FIELD          An open field.
3    FOREST         A dense forest.
4    HILLS          Low foothills.
5    MOUNTAIN       Steep mountain regions.
6    WATER_SWIM     Water (swimmable).
7    WATER_NOSWIM   Unswimmable water - boat required for passage.
8    UNDERWATER     Underwater.  *** NOT IMPLEMENTED ***
9    FLYING         Wheee!       *** NOT IMPLEMENTED ***

Options 5-E are exits. If you want the room you are building to have a north exit to a room, you simply use option 5. This will bring up another menu in which you can enter information about where the exit goes to, what description will be seen if the player looks in that direction, what the name of the door (if any) is called, what object number actually unlocks the door (if any), and whether the exit is a door and/or pickproof. If you make a mistake and have a room with an exit that isn't suppost to be there, simply hit 6 (purge exit) under the exits menu, and all info about that exit will be wiped, including extra descripts.

You can NOT set an exit to a room that does not exist. You must first build the adjoining room before you connect to it. Also, just because room 5801 might lead north to 5802, 5802 doesn't necessarily have to have an exit south back to 5801. This is usefull if you want to confuse players, or trap them from excape.

The last option on the olc menu is F) Extra description menu. This is useful if you have a window in your room, and you want to have a view to accompany with it. To enter this info, simply hit F. A new menu will be presented to you. Option one is keywords. This is where what the players would look to see something. In this case it is a window, but theoretically, it could be anything. hit 1 to enter the keyword. Then type window. When you hit enter, you will go back to the extra descriptions menu. It is possible to have more than one word per extra description. For example, you could also use glass outside window to display the same description. If a player types look glass, or look outside, or look window, the player will all see teh same description, which you would enter into the room, by chosing option 2 at the extra descriptions menu. You would write out the message and terminate the description just like you would a room description, by starting a new line, and hitting /s.

For now, OLC will not allow quotation marks to start out an extra description.

When you are done with the room, hit Q for quit. It will ask you if you want to save the room internally. If you are happy with the room, enter yes. If you don't really want to include the changes into the room, for example, it may be a pre-existing room that someone might not want changed, enter no. However the room has not been saved to the actual computer that runs the game. To save the room, you would type redit save 58, if you are dealing with zone 58. If you are building zone 90, you would enter redit save 90.


MEDIT (Mobile EDIT)


Medit is the online means of creating a monster. Similar to REDIT, MEDIT uses menu options to enter in fields of information.

If you are building zone 58, you would simply type medit 5800 to create a mobile numbered 5800. If this number is already used by a mobile, you will be shown all the stats on the mobile. Otherwise, like REDIT, it will put in some default information about the unfinished mob. All that you need to do is enter the field in which you wish to edit, and fill in the information.

The D-Desc is what the mobile looks like when it is looked at, simply type in what the mobile looks like. To terminate the description start a new line and enter /s.

it is recommended that you put some sort of vulnerability on a mobile, for instance, if it hits very hard, and hits consistantly, put low hitpoints on it.

The experience that a player gets for killing a mobile is NOT the number that you enter into the Experience points field. That number tells you what someone of hte same level as the mobile will get.

If a player is level 15, and kills a level 15 mobile, then the player will get the experience points you prescribe. However, if a level 30 kills the same mob, that player won't be rewarded with as much.

It is VERY IMPORTANT that you always give mobiles aliases. If you not the game will be very disturbed. Aliases are the name that you type to kill the mob, look at the mob, or steal from the mob.

There are a number of bitvectors available that should not be used. Most of these are internal flags, such as group. Please do not use any of these flags that don't actually affect the mobile. Also be aware that just like rooms, if you wish to remove a flag from a mob, simply repeat the flag.

Action Bitvector

SPEC           This flag must be set on mobiles which have
               special procedures written in C.  In addition to
               setting this bit, the specproc must be assigned in
               spec_assign.c, and the specproc itself must (of
               course) must be written.  Talk to an *Imp for more
               information.

SENTINEL       Mobiles wander around randomly by default; this
               bit should be set for mobiles which are to remain
               stationary.

SCAVENGER      The mob should pick up valuables it finds on the
               ground.  More expensive items will be taken first.

ISNPC          Reserved for internal use.  Do not set.

AWARE          Set for mobs which cannot be backstabbed. 
               Replaces the ACT_NICE_THIEF bit from Diku Gamma.

AGGRESSIVE     Mob will hit all players in the room it can see. 
               See also the WIMPY bit.

STAY_ZONE      Mob will not wander out of its own zone -- good
               for keeping your mobs as only part of your own
               area.

WIMPY          Mob will flee when being attacked if it has less
               than 20% of its hit points.  If the WIMPY bit is
               set in conjunction with any of the forms of the
               AGGRESSIVE bit, the mob will only attack mobs that
               are unconscious (sleeping or incapacitated).

AGGR_EVIL      Mob will attack players that are evil-aligned.

AGGR_GOOD      Mob will attack players that are good-aligned.

AGGR_NEUTRAL   Mob will attack players that are neutrally aligned.

MEMORY         Mob will remember the players that initiate
               attacks on it, and initiate an attack on that
               player if it ever runs into him again.

HELPER         The mob will attack any player it sees in the room
               that is fighting with a mobile in the room. 
               Useful for groups of mobiles that travel together;
               i.e. three snakes in a pit, to force players to
               fight all three simultaneously instead of picking
               off one at a time.

!CHARM         Mob cannot be charmed.
 
!SUMMN         Mob cannot be summoned.

!SLEEP         Sleep spell cannot be cast on mob.

!BASH          Large mobs such as trees that cannot be bashed.

!BLIND         Mob cannot be blinded.

HAS_MOB_PROG   DO NOT SET, Mob progs aren't used by Valarin

Affection Bitvector

BLIND          Mob is blind.
INVIS          Mob is invisible.
DET_ALIGN      Mob is sensitive to the alignment of others.
DET_INVIS      Mob can see invisible characters and objects.
DET_MAGIC      Mob is sensitive to magical presence.
SENSE_LIFE     Mob can sense hidden life.
WATERWALK      Mob can traverse unswimmable water sectors.
SANCTUARY      Mob is protected by sanctuary (takes half damage).
GROUP          Reserved for internal use.  Do not set.
CURSE          Mob is cursed.
INFRA          Mob can see in dark.
POISON         Reserved for internal use.  Do not set.
PROT_EVIL      Mob is protected from evil characters.
PROT_GOOD      Mob is protected from good characters.
SLEEP          Reserved for internal use.  Do not set.
!TRACK         Mob cannot be tracked.
UNUSED16       Unused (room for future expansion).
UNUSED17       Unused (room for future expansion).
SNEAK          Mob can move quietly without room being informed.
HIDE           Mob is hidden; can only be seen with sense life.
UNUSED20       Unused (room for future expansion).
CHARM          Reserved for internal use.  Do not set.

Alignment. A number from -1000 to 1000 representing the mob's initial alignment.

     -1000...-350   Evil
      -349...349    Neutral
       350...1000   Good

OEDIT (Object EDIT)


OEDIT enables you to create new objects for your zone. Just like rooms and mobiles, the zone number will begin the number of the object. Therefore object 19020 will be part of zone 190. If you were building zone 58, you would type medit 5800 to build object 5800.

Extra descriptions on an object are always encouraged. These descriptions tell what the object looks like when someone looks at it. This gives the players a more realistic world to be part of. Extra descriptions on objects are similar to extra descriptions on rooms. You can even put different keywords on an extra descrtipion so there is more to look at. Take, for example, a knife. You could first put an extra description on the knife itself:

The knife is rusting.  It appears as though something is written on the 
handle.

Then you can put an extra description on the knife using the keyword "handle" and put the writing on there. This makes players very excited because they feel though they are in a more cohessive world.

All keys must be flagged !RENT. They must also have the TAKE and HOLD flag on them. All items are set to automaticly be taken. If you don't wish for a particular object, perhaps a fountain, to be taken simply remove the take flag from the object.

Here are what some of the flags mean:

Type Flag

LIGHT          Item is a light source.
SCROLL         Item is a magical scroll.
WAND           Item is a magical wand.
STAFF          Item is a magical staff.
WEAPON         Item is a weapon.
FIRE WEAPON    Item is a ranged weapon.
MISSILE        Item is a missile for a ranged weapon.
TREASURE       Item is treasure other than gold coins (i.e. gems)
ARMOR          Item is armor.
POTION         Item is a magical potion.
WORN           Currently not implemented.  Do not use.
OTHER          Miscellaneous object with no special properties.
TRASH          Trash -- junked by cleaners, not bought by shopkeepers.
CONTAINER      Item is a container.
NOTE           Item is a note (can be written on).
DRINKCON       Item is a drink container.
KEY            Item is a key.
FOOD           Item is food.
MONEY          Item is money (gold coins).
PEN            Item is a pen.
BOAT           Item is a boat; allows you to traverse SECT_WATER_NOSWIM
FOUNTAIN       Item is a fountain.
SPELLBOOK      Item is a spellbook.
PORTAL         Item is a portal.
TILLER         Item is a tiller (ie to control a boat).
QUIVER         Item is a container for missiles.
PILL           Item is a pill (like a potion but eaten).

Extra (Effects) Bitvector

GLOW           Item is glowing (cosmetic).
HUM            Item is humming (cosmetic).
!RENT          Item cannot be rented.
!DONATE        Item cannot be donated.
!INVIS         Item cannot be made invisible.
INVISIBLE      Item is invisible.
MAGIC          Item has a magical aura and cannot be enchanted.
!DROP          Item is cursed and cannot be dropped.
BLESS          Item is blessed (cosmetic).
!GOOD          Item cannot be used by good-aligned characters.
!EVIL          Item cannot be used by evil-aligned characters.
!NEUTRAL       Item cannot be used by neutral align characters.
!MAGE          Item cannot be used by the Mage class.
!CLERIC        Item cannot be used by the Cleric class.
!THIEF         Item cannot be used by the Thief class.
!WARRIOR       Item cannot be used by the Warrior class.
!SELL          Shopkeepers will not buy or sell the item.
!HUMAN         Item cannot be used by humans.
!ELF           Item cannot be used by elves.
!DWARF         Item cannot be used by drawves.
!GNOME         Item cannot be used by gnomes.
!HALFELF       Item cannot be used by halfelves.
!HALFLING      Item cannot be used by halflings.
!WOLFEN        Item cannot be used by wolfens.
!HUNTER        Item cannot be used by the hunter class.
!SHAMAN        Item cannot be used by the shaman class.

Wear Bitvector

TAKE      Item can be taken (picked up off the ground).
FINGER    Item can be worn on the fingers.
NECK      Item can be worn around the neck.
BODY      Item can be worn on the body.
HEAD      Item can be worn on the head.
LEGS      Item can be worn on the legs.
FEET      Item can be worn on the feet.
HANDS     Item can be worn on the hands.
ARMS      Item can be worn on the arms.
SHIELD    Item can be used as a shield.
ABOUT     Item can be worn about the body.
WAIST     Item can be worn around the waist.
WRIST     Item can be worn around the wrist.
WIELD     Item can be wielded; e.g. weapons.
HOLD      Item can be held (the "hold" command).

Weight. The weight of the object. The weight controls how many strength points a character must have to take the object, and is used to calculate when bags and other containers become full.

Cost. The value of the object in gold coins; used by shopkeepers.

Rent Per Day. The cost per day to rent the object in the Reception.

LIGHT (Type Flag 1)
     value 0: unused
     value 1: unused
     value 2: Capacity of light in hours.
                0: Burned out light.
               -1: Eternal light source.
     value 3: unused

SCROLL (Type Flag 2)
     value 0: Level at which scroll's spells are cast.
     value 1: Spell number 1
     value 2: Spell number 2
     value 3: Spell number 3
          If less than 3 spells are desired, set unused values to -1.

WAND (Type Flag 3)
     value 0: Level at which wand's spell is cast.
     value 1: Charge capacity of wand (>= 1)
     value 2: Current number of charges remaining
     value 3: Spell number

STAFF (Type Flag 4)
     value 0: Level at which staff's spell is cast.
     value 1: Charge capacity of staff
     value 2: Current number of charges remaining
     value 3: Spell number

WEAPON (Type Flag 5)
     value 0: unused
     value 1: Number of damage dice
     value 2: Size of damage dice
     value 3: Weapon type for damage messages, one of:
               0    hit/hits
               1    sting/stings
               2    whip/whips
               3    slash/slashes
               4    bite/bites
               5    bludgeon/bludgeons
               6    crush/crushes
               7    pound/pounds
               8    claw/claws
               9    maul/mauls
               10   thrash/thrashes
               11   pierce/pierces
               12   blast/blasts
               13   punch/punches
               14   stab/stabs
               15   chop/chops

FIRE WEAPON (Type Flag 6)
     value 0: type of missile fired
               1 arrow
               2 rock
               3 bolt
     value 1: number of damage dice
     value 2: size of damage dice
     value 3: Weapon type for damage messages, one of:
               0    hit/hits
               1    sting/stings
               2    whip/whips
               3    slash/slashes
               4    bite/bites
               5    bludgeon/bludgeons
               6    crush/crushes
               7    pound/pounds
               8    claw/claws
               9    maul/mauls
               10   thrash/thrashes
               11   pierce/pierces
               12   blast/blasts
               13   punch/punches
               14   stab/stabs
               15   chop/chops

MISSILE (Type Flag 7)
     value 1: type of missile
               1 arrow
               2 rock
               3 bolt
     value 2: size of damage dice
     value 3: Weapon type for damage messages, one of:
               0    hit/hits
               1    sting/stings
               2    whip/whips
               3    slash/slashes
               4    bite/bites
               5    bludgeon/bludgeons
               6    crush/crushes
               7    pound/pounds
               8    claw/claws
               9    maul/mauls
               10   thrash/thrashes
               11   pierce/pierces
               12   blast/blasts
               13   punch/punches
               14   stab/stabs
               15   chop/chops 

TREASURE (Type Flag 8)
     value 0: unused
     value 1: unused
     value 2: unused
     value 3: unused     

ARMOR (Type Flag 9)
     value 0: AC-apply of the armor.  Note that the effective change to AC
               is this value times a multiplier based on where the armor is
               worn.  Values >0 enhance the armor class; values <0 damage
               the armor class (cursed armor, for example).
     value 1: unused
     value 2: unused
     value 3: unused

POTION (Type Flag 10)
     value 0: Level at which the potion's spells are cast.
     value 1: Spell number 1
     value 2: Spell number 2
     value 3: Spell number 3
          If less than 3 spells are desired, set unused values to -1.

OTHER (Type Flag 12)
     value 0: unused
     value 1: unused
     value 2: unused
     value 3: unused

TRASH (Type Flag 13)
     value 0: unused
     value 1: unused
     value 2: unused
     value 3: unused

CONTAINER (Type Flag 15)
     value 0: Capacity (max containable weight) of container
     value 1: Container flag bitvector (MUST be a numeric bitvector)
          1    CLOSEABLE      Container can be closed and locked.
          2    PICKPROOF      Lock on container cannot be picked.
          4    CLOSED         Container is closed when created.
          8    LOCKED         Container is locked when created.
     value 2: The vnum of the key object that opens this container.
               -1 if it has no key.
     value 3: Reserved for internal use -- always set as 0.

NOTE (Type Flag 16)
     value 0: Language of writing (unimplemented).
     value 1: unused
     value 2: unused
     value 3: unused

DRINKCON (Type Flag 17)

KEY (Type Flag 18)
     value 0: unused
     value 1: unused
     value 2: unused
     value 3: unused

FOOD (Type Flag 19)
     value 0: The number of hours of hunger satisfied by this food.
     value 1: unused
     value 2: unused
     value 3: Non-zero if the food is poisoned, 0 otherwise.

MONEY (Type Flag 20)
     value 0: The number of gold coins in the pile.
     value 1: unused
     value 2: unused
     value 3: unused

PEN (Type Flag 21)
     value 0: unused
     value 1: unused
     value 2: unused
     value 3: unused

BOAT (Type Flag 22)
     value 0: unused
     value 1: unused
     value 2: unused
     value 3: unused

FOUNTAIN (Type Flag 23)

SPELLBOOK (Type Flag 24) 
     value 0: Level at which spellbook's spells are cast.
     value 1: Spell number 1
     value 2: Spell number 2
     value 3: Spell number 3
          If less than 3 spells are desired, set unused values to -1.

PORTAL (Type Flag 25) 
     value 0: unused
     value 1: room vnum the portal leads to
     value 2: unused
     value 3: how the player enters the portal
          0: enter
          1: climb
          2: board  

TILLER (Type Flag 26) 
     value 0: unused
     value 1: vnum of the object the tiller controls 
     value 2: unused
     value 3: unused

QUIVER (Type Flag 27)
     value 0: Type of missile held
               1 arrow
               2 rock
               3 bolt
     value 1: Maximum capacity of the quiver
     value 2: unused
     value 3: unused

PILL (Type Flag 28)
     value 0: Level at which the pill's spells are cast.
     value 1: Spell number 1
     value 2: Spell number 2
     value 3: Spell number 3
          If less than 3 spells are desired, set unused values to -1.

ZEDIT (Zone EDIT)


Zedit is how we can use OLC to tell the zone how to behave. This is designated in a room by room manner. Therefore each zone command that you edit only takes place in one room, until you move.

To edit or add zone commands you simply go into the room in which you wish for the zone commands to affect. If you wanted to add zone commands for room 5850, you would simply go into that room and type zedit. This brings up a menu similar to the other OLC commands. Suppose you wanted to load a high priest (5801) into room 5850. You would go into 5850 and type zedit. Then you would choose N for new command. It will ask you what number in the commands for that room, you enter 0.

Then it will ask you what command are you going to use. You will see a menu of commands. In this case, you would enter M to load a mobile into a room. It will ask you what mobile number, you would then enter in 5801 for the high priest. Then it will ask you how many mobiles can exist. If it is a one of a kind mobile, then you enter 1. This prevents the mobile from loading anywhere else in the game, and also it prevents it from loading again untill it is dead. Then you would enter Q to quit the command option menu. You will then be sent back to the main ZEDIT menu.

If you wanted to load an object onto a mob, you must first tell the zone file that the mobile will be loading into that room. Then you would enter N for New command. You will be asked where in the command line he new command will be located. To load an object onto a mobile, you must enter in the number which immediatly follows the command which loads the mobile. The computer will then ask you if the command will be dependant on the success of the last command. You MUST enter yes. This means that if the mobile is already loaded, and maxxed, the game will not load the mobile, therefore it will not try to load the object onto the mobile.

You may wish to have an item load on the ground. This is fine. Not all equipment has to load onto mobiles. However, you may want there to be several of these items. It may be a rose in a garden. You would simply go to the command options menu and tell teh zone file to load an object into a room. However, the object will continue to load into the room, until it is maxed. To prevent 50 roses from loading into the room, simply hit N for new command. It will ask you where the command should be placed. Use the SAME number as the command which loads the rose. This will bump the command which loads the rose down. Then you will be at a command option's menu. Enter R for remove an object from a room. If no one comes along and gets the rose, the game will remove it and load another one. This will prevent build up. Also use the remove option to remove fountains before they reload so it will be full after every reset.

It is possible to load objects on any location of a mobile. Even if the item is flagged for hands, you can use the zone commands to load it on the mobiles feet.

It is also possible to use the zone commands to load objects into containers. You put as many objects into a container regardless of the containers maximum containable weight.

You must use the ZEDIT command to shut or lock all doors. The D command under the command options menu controls all doors. Don't forget to actually MAKE a door in the REDIT exit menu. You must enter the shut/lock commands on BOTH sides of the door for the command to function properly.

It may become necessary that you delete a command from the command line. There for hit D for Delete. It will ask you what command to delete, simply enter the number of the unwanted command.

If you wish to change a command, perhaps to lower the maximum existing objects, simply hit E under the ZEDIT main menu. You will be asked which command to edit. Enter in the command that is not of your liking. Using the edit command to change a command line simply starts the command over, so you could essentially change a command from load a mobile to close and lock a door, if you so choose to.


End Of Handbook

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