Redit

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Redit is the room editor for OLC on Prophecy. By using the various commands, one can build quality rooms with wonderful descriptions, hidden extras, and doors leading all directions. Below is the list of commands and their uses when using Redit.

Contents

[edit] Commands

commands 
Lists commands that the builder may use in Redit.
redit create [new vnum in area] 
Creates a new vnum for a room, transfers the builder into that room, and also places the builder in Redit mode.
desc 
Places builder in append mode, similar to the "rdesc" for hostels on the live port. By typing ".h" on a blank line in the description editor, commands for the editor can be seen and used.
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.
format 
Sets the description into a paragraph, word-wrapped to fit the formatting on the mud, so as not to look jumbled up on different clients or telnet.
name [string] 
Sets a short string for the name of the room, such as "By the Temple Altar" or "Chapel". Please keep these brief and free of color for simplicity's sake.
owner [name] 
USE SPARINGLY. This sets the named person as the sole owner of the room, flagging it solitary and thus forbidding entrance by anyone other than its owner.
heal [number] 
Sets the healing rate of the room, 100 being "normal". Do not set over 200, or less than 0.
mana [number] 
Sets the mana refresh rate of the room, 100 being "normal". Do not set over 100, or less than 0.
[room type] 
Sets the room type, which will have different affects on the player. Do not add "room" before the flag. Type "? room" for the list of flags.
[sector type] 
Sets the sector for the room, which will determine how much movement is used to move into the room and whether fly/boats are required. Do not add "sector" before the flag. Type "? sector" to view the list of sectors.
 ? 
Lists in-context help topics for OLC.
version 
Shows our version of OLC, and the people who helped make it what it is.

[edit] Resetting mobs and objects in redit:

mreset [mob vnum] [room max] [global max] 
Resets a mob of the given vnum to the room, with the room max being the max number of mobs possible to be in that room at one time, and the global max setting the highest number of the mobile that can be present on the mud at any given time. Be careful not to mix these up, or there will be a lot of mobs wandering around your area.
oreset [obj vnum]
oreset [obj vnum] [wear_location on mobile]
oreset [obj vnum] inside [name of container already reset] 
Resets objects for the room. The first is to reset an object to the floor in the room, the second is to equip mobiles, as long as the mobile has already been reset to the room, while the third resets the object into a container that has also already been reset to the room first.
mlist OR olist [name or vnum of mob/object] 
Lists objects or mobs based on name keywords, or their vnums, in that area.
mshow OR oshow [name or vnum of mob/object] 
Shows medit/oedit show stats for the given mobile or object name, in that area.

[edit] Exits:

Whether it be doors leading back and forth, or making a maze to challenge players, exits are the mainstay of an area, the links to the other rooms and the doors that keep people from going through.

A basic command syntax can be found in "help olcexit", and is explained in detail here.

[direction] dig [new vnum] 
Using a north/south/east/west/up/down for your [direction], you are both creating a new room (so use an unused vnum in your area), and creating a two-way, open link between the two rooms. To edit the room you just created, you will have to walk in that direction into the new room.
[direction] link [existing vnum] 
Creates a two-way, open link between the room you're standing in and an existing room elsewhere. Be careful, and check to make sure the other room doesn't already have an exit on the arriving side (so if you are "east link 2", make sure room 2 doesn't already have a path leading west).
[direction] room [existing vnum] 
Used with caution, this creates a ONE-WAY exit from the room you are standing in to an existing room. By one-way, it means that you can go to that room you just linked to, but cannot come back in the opposite direction. Good for small mazes, but don't get lost trying to do it, either.
[direction] [flag] 
After an existing link has been made, flags can be added to the link. For example, “east door” creates a door, and “east locked” will make the door locked by default. The flags are toggles, so you can toggle it on or off.
[direction] key [object vnum] 
Sets an EXISTING object, that should be of the type "key", as the key that can unlock this door. Mandatory and set after you create, close, and lock a door.
[direction] delete 
Removes the link from the room you're standing in to the room in that direction. Good if you messed up, or don't want the link to go there.

[edit] EXIT flags:

door 
create a door in desired direction.
closed 
closes the door in that direction. (needs an existing door)
locked 
locks a closed door in that direction. Remember to create a key if necessary. (needs an existing door)
pickproof 
thieves cannot pick open the door. (needs an existing door)
nopass 
people with pass_door cannot go through. (needs an existing door)
easy/hard/infuriating 
how difficult it is to pick open the lock (needs an existing door)
noclose 
sets the door as uncloseable by the player, once opened (needs an existing door)
nolock 
sets the door to where it cannot be locked by the player. (needs an existing door)
hidden 
when a door is NOT present in that direction, this will take the link direction off of a players "autoexit", forcing them to go where they think they cannot go. Useful for hidden rooms for people to discover. Setting a door to hidden will cause the port to crash.
window 
when a door is NOT present in that direction, this will create a window. Players can look through the window to see the linked room, and archers can shoot through the window at their target in the room. However, the exit itself is small, so players cannot pass through it.
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