Oedit

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Making weapons and armor, keys to unlock doors, or cool-looking pieces of nothing, Oedit is the way to go. The list of commands goes as follows:

addaffect [location] [number] 
Adds an affect, such as hit roll or strength or whatnot, to an object. Check with builder imps before adding affects, as having too many may upset equipment balance in the game, which is working on being fixed. Be sure to stick COMPLETELY to the eq points system (help eq). Type "? apply" to view the list of affects.
addapply affects [type] [number] [spell] [level] [optionall hidden] 
Adds a permanent affect to a piece of eq. Please remember, as per help eq_use, no resistances or immunities are allowed. Type "? apptype" to see what affects can be added. Example : "addapply vuln strength -3 weaken 100 hidden"
condition 
Useless number, was used for a repair system, which we don't have. Don't use this, please.
cost [# silver] 
Sets the cost of the given object for sale and purchase purposes, given in silver.
oedit create [new vnum] 
Creates a new object of a new vnum in the area, and places the builder into the object editor mode.
delaffect [number in affects list under "show"] 
Deletes an affect on the list. Typing "show", look toward the bottom for the affects list. The list number will be on the far left.
ed 
Extra description editor. Very useful for adding pictures or descriptions of items that would take up too much space in the regular room description. Click here to see more information on extra descriptions.
extra [flags] 
Sets extra flags for the object, such as glow, anti-good, whatnot. Type "? extra" for a list of flags that can be used.
level [number] 
Sets the level of the object, with a 30-level difference (thus a level 90 object can be worn by a level 60).
long [string] 
Sets the long name for the object, what the player sees when they come into a room and see the object on the ground. Example: "A long blade is here, waiting for its owner."
material [word_or_words] 
Sets a material word for an object. If more than one word, use the underscore (_) key to connect the words, instead of the space bar, as words separated by a regular space will zork the mud out, and either crash it or hang it up.
name [name key words] 
Sets the basic, operable name of the object, using one or several key words that the character would type to get or use it. Things like "two handed sword" or "ring steel" are appropriate. Keep it to 3 words or less, if possible.
short [short string] 
Sets the short description, what the character sees when they're wearing it or picking it up, such as "a high guard sword". Keep it simple and short. Do not use capitals or full stops.
show 
Shows the oedit stats for the object. This command can also be done by pressing the <enter> key on a blank line in the editor.
type [type] 
Sets object type. Weapon, armor, jewelry, trash. "? type" gives a list of possible types. One type per object please.
v0 through v4 
Sets V values for the types, based on the type of object. Typing v# will show you a list of ? files you can use, and what each v value can do for that particular object.
wear [flags] 
Sets wear location of an object. If you want it to be worn in the first place, make sure you set the first wear flag to "take", so they can pick it up. "? wear" will give you a list of locations.
weight [number] 
The weight of the object, multiplied by 1/10 in pounds. Thus, an object with weight set to 20 would only weigh 2 pounds in the game. Be reasonable, everything has its weight, don't set it to 0.
 ? 
Lists in-context help files for OLC that can be seen by the builder.
version 
Gives the credits and version for our current OLC system.
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