From 94fc276107bbcb590ddbd5eddf14a84211981bbb Mon Sep 17 00:00:00 2001 From: jalles Date: Fri, 26 May 2017 05:08:58 +0100 Subject: [PATCH] Added MD files for iedit, medit, redit --- doc/staffdoc/iedit.md | 61 ++++++++ doc/staffdoc/medit.md | 316 ++++++++++++++++++++++++++++++++++++++++++ doc/staffdoc/redit.md | 204 +++++++++++++++++++++++++++ 3 files changed, 581 insertions(+) create mode 100644 doc/staffdoc/iedit.md create mode 100644 doc/staffdoc/medit.md create mode 100644 doc/staffdoc/redit.md diff --git a/doc/staffdoc/iedit.md b/doc/staffdoc/iedit.md new file mode 100644 index 000000000..4dcbc6d9f --- /dev/null +++ b/doc/staffdoc/iedit.md @@ -0,0 +1,61 @@ +# Item Editing (IEDIT) + +The IEDIT command is used to create and edit items within the game world. Like the other OLC commands, you can use "IEDIT #" to edit a specific item; if no item exists at that vnum, you will have the option of creating one there. + + +## The Main IEDIT Menu + +1) **Item keywords** +These are the aliases / keywords that one can use when referring to the item in commands. + +2) **Item name** +This is the name of the item as it appears in the inventory and other places; this should always begin with a lower-case letter (usually in the form of 'a/an whatever') and should never end with punctuation. + +3) **Room description** +This is the string shown to players when this item has been dropped in the room. This should be a full sentence starting with a capital and ending in punctuation; make sure there is no color bleed at the end. + +4) **Look description** +This is the text printed when one looks at the item. + +5) **Item type** +This is the item's classification in the code. + +6) **Item extra flags** +These allow you to specify various behaviors for your object. A full listing of extra flags can be found FIXME. + +7) **Item affection flags** +These allow you to add affections to the item that will be applied to characters who wear/wield the item. A full listing of affection flags can be found here. + +8) **Item wear flags** +This menu allows you to set the locations that this item is wearable on. + +9) **Item weight** +This is the item's weight in kilograms, specifiable up to two decimal places. + +a) **Item cost** +This is the item's cost in nuyen. + +b) **Item availability** +Entering this menu allows you to set the availability of the item in TN and delay. + +c) **Item timer** +This field is largely used by the code and should be left at 0 unless there is a good reason to change it. + +d) **Item Material** +This sets the material the item is made of and is used in breakage tests. + +e) **Item Barrier Rating** +This dictates the durability of the item and is used in breakage tests. + +f) **Item Legality** +You can set the legality of the item here through the three-step menu. + +g) **Item values** +'Item values' is a catch-all set of data that allows you to specify the behaviors of the item. The contents of this menu are different for each item type. + +h) **Item applies** +This field is used to apply bonuses and penalties to the character when equipping the item. These options should not be used without checking with your head immortal first. + +i) **Item extra descriptions** + You can set extra descriptions here, specifying their keywords and the desc they print. + diff --git a/doc/staffdoc/medit.md b/doc/staffdoc/medit.md new file mode 100644 index 000000000..cbfa6ac66 --- /dev/null +++ b/doc/staffdoc/medit.md @@ -0,0 +1,316 @@ +# Mob Editing (MEDIT) + +The MEDIT command is used to create and edit NPCs within the game world. Like the other OLC commands, you can use "MEDIT #" to edit a specific NPC; if no NPC exists at that vnum, you will have the option of creating one there. + +## The Main MEDIT Menu + +1) **Keywords** +These are the aliases / keywords that the NPC can be targeted with. + +2) **Name** +This is the name of the NPC, used when they speak and when looking at them. Unless it is a proper name (e.g. "Alice" "Claire"), this should always start with a lower-case letter. This should never end in punctuation. + +3) **Room Description** +This is the line that's printed to the room when you LOOK. This should always start with a capital letter and end with punctuation. + +4) **Look Description** +This is the text that's printed when you LOOK at the NPC. + +5) **Mob Flags** +Accessing this menu allows you to modify the behavioral flags that the NPC has set. More on these flags can be found here (this window) or here (new window). + +6) **Affected Flags** + Affected Flags are used to add extra abilities or change the state of the NPC. They are detailed HERE. + +7) **Nothing** +For reasons unknown, there is no option listed at 7. + +8) **Average Nuyen / Credstick Value** +This allows you to set the average nuyen value of loose-cash and nuyen contents of the credstick that spawn on the NPC when it is killed. Set to 0 to have nothing of the type appear. + +9) **Bonus Karma Points** + Karma Points are set based on the attributes, skills, etc of the NPC. Bonus Karma Points add to this pre-determined total; karma points are awarded on killing. + +a) **Attributes** +Select this to enter a menu where you can set up the NPC's various attributes. + +b) **Level** +This is roughly equivalent to Immortal level- if you have an NPC that you don't want low-level Immortals forcing or setting, set the NPC's level higher than theirs to make it immune to their tampering. + +c-d) **Ballistic / Impact** +This allows you to set the NPC's inherent (naked) armor. + +e-f) **Max Physical Points / Max Mental Points** +This allows you to set the maximums for the NPC's health and mental status. Unless you have a good reason to change it, this should be left at 10/10. + +g-h) **Position / Default Position** +The Position field is the position that the NPC spawns in- it's not recommended to set this to Mortally Wounded, Stunned or Fighting. The Default Position is the position in which the NPC will print its room desc to the room; if the NPC is not in the Default Position, a custom string will be printed instead ( is here). + +i-k) **Gender / Weight / Height** +These fields allow you to set the vital statistics of the NPC. + +l) **Race** +This field allows you to set the race of the NPC. Obviously, races such as 'Dryad' and 'Dragon' should only be selected if you have a good reason to do so. + +m) **Attack Type** +This field allows you to set the unarmed attack type of the NPC. Explosive effects such as 'rocket' and 'grenade' may or may not have splash damage, depending on your MUD's build. If they do, it is extremely advisable to NOT set explosive attack types. + +n) **Skill Menu** +Here you can give the NPC up to six skills that it will use when relevant. These skills are usually used to make the NPC better at combat or magic. + +o-p) **Arrive Text / Leave Text** +This allows you to set the movement text of the NPC. This functions much like player-movement text. + +r) **Faction Information** +This field allows you to set the allegiance of the NPC. Characters who help or harm this NPC will have their reputation within the faction network modified accordingly. + + +## Mob Flags + +**!BLIND** +This legacy flag has no effect. + +**!EXPLODE** +Explosive attacks do not damage this NPC. + +**!KILL** +Attacks do not damage this NPC. + +**!RAM** +It is not possible to ram this NPC. + +**AGGR** +NPC attacks PCs and all vehicles in the room. + +**AGGR_DWARF** +NPC attacks Dwarf, Gnome, Menehune, Koborokuru PCs and all vehicles in the room. + +**AGGR_ELF** +NPC attacks Elf, Wakyambi, Night-One, Dryad PCs and all vehicles in the room. + +**AGGR_HUMAN** +NPC attacks Human PCs and all vehicles in the room. + +**AGGR_ORK** +NPC attacks Ork, Hobgoblin, Ogre, Satyr, Oni PCs and all vehicles in the room. + +**AGGR_TROLL** +NPC attacks Troll, Cyclops, Fomori, Giant, Minotaur PCs and all vehicles in the room. + +**ASTRAL** +The NPC is an astral form such as a spirit or elemental. + +**AWARE** +This legacy flag has no effect. + +**AZTECHNOLOGY** +This legacy flag has no effect. + +**DUAL** +This NPC is dual-natured and as such has a presence on the astral plane. + +**FLAMEAURA** +This flag causes engulfing fire attacks performed by the NPC to be stronger. This also modifies the NPC's non-default room desc to add 'surrounded by flames'. + +**GUARD** +This NPC will attack players bearing gear that violates the zone's security rating. This NPC will also attack players who are shooting nearby. This NPC will attack vehicles under the following conditions: The vehicle is a drone OR is a bike that is off-road at the moment. + +**HELPER** +This NPC will jump to the aid of NPCs fighting characters. This NPC will also shoot at characters shooting nearby. + +**INANIMATE** +This NPC is an inanimate object; used for making vending machines and the like. This NPC cannot be hit by manabolts, is immune to stunbolts, does not bleed, and does not fight back. + +**ISNPC** +Leave this set. This flags an NPC as being an NPC. + +**MEMORY** +This NPC remembers those who attack it and will attack them the next time it sees them. + +**PRIVATE** +This flag stops the NPC's stats from being investigated by Immortals below level 4. + +**SCAVENGER** +This NPC will pick up the most expensive item it can carry every action round. + +**SENTINEL** +This NPC will stand still and not leave its post under normal conditions. + +**SNIPER** +This NPC will perform its duties at range (guarding with a sniper rifle, aggro'ing with a sniper rifle, etc). The exact range is determined by the NPC's natural vision and the range of its weapon. + +**SPEC** +This NPC has a special function hardcoded in spec_assign.cpp. + +**SPIRITGUARD** +Set by the code for spirits / elementals performing services. Do not set. + +**SPIRITSORCERY** +Set by the code for spirits / elementals performing services. Do not set. + +**SPIRITSTUDY** + Set by the code for spirits / elementals performing services. Do not set. + +**STAY-ZONE** +This NPC will only move to rooms that are within the zone of its current room. + +**TOTALINVIS** +This NPC is completely invisible to mortals. + +**TRACK** +This legacy flag has no effect. + +**WIMPY** +This NPC will flee if its health gets too low. + + +## Affected Flags + +**Acid** +This flag is applied by acid-based spells; do not set. + +**ACTION** +This flag is used by the combat code; do not set. + +**APPROACH** +This flag is used by the combat code; do not set. + +**Banishing** +This flag is used by the banish code; do not set. + +**Binding** +This flag 'binds' a character to the ground, making them unable to move without first passing a check. + +**Bonding Focus** +This flag is used by the bonding code; do not set. + +**Building Lodge** + This flag is used by the lodge-construction code; do not set. + +**Conjuring** +This flag is used by the conjuring code; do not set. + +**COUNTERATTACK** +This flag is used by the fight code; do not set. + +**Damaged** +This flag is used by the damage and healing code; do not set. + +**Designing** +This flag is used by the programming code; do not set. + +**Det-invis** + This flag gives a +4 TN modifier instead of the usual +8 when fighting invisible enemies. This flag functions as ultrasound. + +**Detox** +This flag is used by the Detox spell to remove drugs; do not set. + +**Drawing Circle** + This flag is used by the circle-creation code; do not set. + +**Charm** +This flag mimics the effect of the standard fantasy 'Charm' spell; the afflicted NPC cannot attack or leave their 'master' willingly. + +**Fear** +This flag causes the NPC to flee in fear until a test is passed. + +**Group** +This flag is used by the group code; do not set. + +**Healed** +This flag marks the character as having been healed already (and thus being immune to another healing spell until given a new set of wounds). + +**Hide** +This flag causes the affected NPC to be hidden from sight until the hide is broken. + +**Infravision** +This flag sets the NPC's vision to Thermographic. + +**ImpInvis (Spell)** +This flag makes the NPC invisible as per the Improved Invisibility spell. + +**Invis (Spell)** +This flag makes the NPC invisible as per the Invisibility spell. + +**Laser-sight** +This flag gives the NPC the benefits of a laser-sighted weapon. + +**LL-eyes** +This flag sets the NPC's vision to Low-Light. + +**Manifest** +This flag is used by the astral projection code; do not set. + +**Manning** +This flag is used by the turret-manning code; do not set. + +**NOTHING** +This legacy flag does nothing. + +**Packing Workshop** +This flag is used by the workshop-packing code; do not set. + +**Part Building** +This flag is used by the deck construction code; do not set. + +**Part Designing** + This flag is used by the deck construction code; do not set. + +**Petrify** + This flag locks the NPC / character down completely, blocking all commands. This causes many problems and cannot be removed easily from players on AW; don't set it without good reason. + +**Pilot** +This flag is used by the code to designate a driver; do not set. + +**Programming** +This flag is used by the code to designate a programmer; do not set. + +**Prone** +This flag is used to designate whether or not a character is in the prone position. + +**ResistPain** +This marks a character as being affected by pain resistance, removing TN penalties for damage but making the damage invisible to the character. + +**Rigger** +This is used by the code to mark an active rigger; do not set. + +**Ruthenium** +This makes the character invisible as if covered in Ruthenium. + +**Sneak** +This flags the character as sneaking. + +**Spell Design** +This flag is used by the spell-design code; do not set. + +**Stabilize** +This flag is used by the healing and damage code; do not set. + +**Surprised** +This flag is used by the combat code; do not set. + +**Thermoptic** +This makes the character invisible as if covered in thermoptic material. + +**Tracked** +This flag is used in the astral tracking code; do not set. + +**Tracking** +This flag is used in the astral tracking code; do not set. + +**Vision x1** +This marks the character as having 1x zoom vision. + +**Vision x2** +This marks the character as having 2x zoom vision. + +**Vision x3** +This marks the character as having 3x zoom vision. + +**Withdrawl** +This flag is used by the drug code; do not set. + +**Withdrawl (Forced)** +This flag is used by the drug code; do not set. + + diff --git a/doc/staffdoc/redit.md b/doc/staffdoc/redit.md new file mode 100644 index 000000000..30eb42f58 --- /dev/null +++ b/doc/staffdoc/redit.md @@ -0,0 +1,204 @@ +# Room Editing (REDIT) + +The REDIT command is used to create and modify rooms in the OLC system. There are two forms of syntax for this command; 'REDIT' on its own edits the room you are currently standing in, and 'REDIT room_number' edits the room with the given identification number. If the given number has no associated room, a room will be created with that number as its identifier. + + +## The Main REDIT Menu + +1) **Room Name** +This is the title of the room. + +2) **Room Desc** + This is the room's description- it's what you see when you type LOOK. This is overridden during the night by the night description (if one is set). + +3) **Night Desc** +This description overrides the room's main description at night. This is an optional field. + +4) **Room Flags** + Room Flags are flags that can be toggled to control the room's behavior in code. Examples of room flags are GARAGE, STORAGE, SOUNDPROOF, etc. A full detailing of room flags can be found here. + +5) **Domain Type** +The Domain Type of a room is the Shamanic domain this room is located in. + +6-f) **Exits** +Exits are displayed as the vnum they connect to if they exist. Selecting one of these will put you into the exit editing menu (more on this below). + +g) **Edit Jackpoint** +This controls the Matrix connectivity of a room. The default is no jackpoint; consequentially, this can be safely ignored unless the room has a reason to have a Matrix jackpoint in it. More information can be found on this below. + +h) **Light Level** +Allows you to set the light-level of the room. The list is not sorted in any particular manner. + +i) **Smoke Level** +Allows you to set the smoke level. Smoke shows up when you LOOK and can obscure vision / modify target numbers for actions performed in the room. + +j) **Combat Options** +Allows you to configure various combat behaviors. Most of these have no real effect; however, more information on this is listed below. + +k) **Background Count** +Background Count modifies TNs for spellcasting and magic use in the area. Background Count is covered in detail on Page 83 of 'Magic in the Shadows'. + +l) **Extra Descriptions** +Extra Descriptions are hidden descriptions that can be LOOKed at if you know the keyword. These keywords are generally hinted to within the room's description. + +m) **Current / Fall rating** + This field only appears if a room is set up as a water room OR the room is flagged as a falling room. This number is the TN to swim / stop from falling in the room. + + +## Exit Information + +1) **Exit To** +This is the vnum that this exit connects to. + +2) **Description** +This is the description of the exit, seen when you LOOK in the exit's direction. + +3) **Door Names** +These are the aliases of the exit. The first name is important- it shows up in the interaction messages. Example: I open an exit with the namelist 'doors door double'. The message printed is "You open the doors." + +4) **Key vnum** + This is the vnum of the item that serves as the key. If no key vnum is entered, the default key (item number 0 on AW) will be used for door interaction. + +5) **Door flag** +This lets you select the type of door on this exit. The types are as follows: + +- No Door: Exit cannot be opened/closed. +- Closeable Door: Exit can be closed/locked/bypassed. +- Pickproof: Exit can be closed and locked but not bypassed. +- Storm Drain / Manhole: Exit allows water flow if pointing downwards. +- Garage Door: This door can be interacted with from inside a vehicle. + +6) **Lock Level** +This is the TN required to bypass the door. + +7) **Material Type** +This allows you to select the material the door is made of. This is used in breakage tests. + +8)**Barrier Rating** +This allows you to select the barrier rating of the door. This is used in breakage tests. + +9) **Hidden Rating** +This is the TN to notice the exit. + +a) **Purge exit.** +Always use this to leave the menu if you do not want to keep the exit. Failing to do so will result in an exit leading to 'A Bright Light'. + +## Matrix Jackpoint Information + +0) **To Host** +This is the vnum of the host that the jackpoint connects to. + +1) **Access Mod** +Not currently implemented. + +2) **Trace Mod** +Not currently implemented. + +3) **I/O Speed** +This is the transfer speed of the jackpoint. The following values can be used here: 0: Unlimited. -1: Capped at MPCP * 50. Anything else: Capped at that number. + +4) **Base Bandwidth** +Not currently implemented. + +5) **Parent RTG** +The vnum of the RTG this jack connects you to when you execute the 'logon RTG' command. + +6) **Commlink Number** +The phone number of the decker, should the decker place a call from here. + +7) **Physical Address** +A short string with the location of the jackpoint. + + +## Room Flags + +**\*** +This flag is used by the code as part of the gridguide system. Do not set it. + +**!BIKE** +This flag blocks the travel of motorbikes through the room. + +**!GRID** +This flag blocks gridguide from, to, and through this room. + +**!MAGIC** +This legacy flag has no effect. + +**!MOB** +This flag blocks NPCs from entering the room of their own volition. + +**!QUIT** +This flag blocks players from quitting in the room. + +**!RADIO** + This flag causes radio transmissions in the area to become spotty and difficult to understand. + +**!TRACK** +This legacy flag has no effect. + +**!USED** +This legacy flag has no effect. + +**!WALK** +This flag marks the room as being on a highway, preventing on-foot players from walking through it. + +**ARENA** +This prevents players fighting within the room from being flagged as PKers. + +**ASTRAL** +This legacy flag has no effect. + +**ATRIUM** +This flag is used by the code in the creation of coded apartments. Do not set. + +**DARK** +This flag causes the room to be dark. This flag is overridden by the light level setting. This flag overrides LOW_LIGHT. + +**DEATH** +This flag causes instant death upon entry. + +**FALL** + This flag introduces the possibility of falling down if there is a down exit in the room. The room's fall rating (the 'm' field that shows up if falling is enabled) is the TN for stopping yourself from falling. + +**GARAGE** + This room allows the storage of vehicles over crash / copyover. Workshops may be unpacked here. This flag automatically invokes the flags !GRID and ROAD. + +**HCRSH** +This legacy flag has no effect. + +**HOUSE** +This flag is used by the code to make a room into a coded apartment. Do not set. + +**INDOORS** +This flag blocks weather effects and storm warning sirens in the room, amongst other things. + +**LOW_LIGHT** +This flag makes the light level in a room low enough to require low-light vision. This flag is overridden by the room's light level and by the DARK flag. + +**OLC** +This legacy flag has no effect. + +**PEACEFUL** +This flag prevents aggression within a room and also prevents attacks being directed into the room from elsewhere. Use sparingly. + +**ROAD** +This flag allows cars and trucks to travel through the room. + +**SENATE** +This legacy flag has no effect. + +**SENT** +This flag is used by the code as part of sound tracking. Do not set. + +**SOUNDPROOF** +This flag entirely blocks shouting and radio usage within the room. This flag also serves to block out storm warning sirens. + +**STORAGE** +This flag causes items dropped within the room to save over MUD interruptions (copyovers, crashes, reboots). + +**STREETLIGHTS** +This flag has no lighting effect; rather, this flag causes the streetlight-turning-on message seen outside on roadways. Known as the LIT flag in Awake's parlance. + +**TUNNEL** +This flag makes it so that only two characters / NPCs can be in the room at a time. +