***** Welcome to Ember's OLC Guide. *****
Version 1.11 (12/3/1997)
********************************
What's in here ?
--> 0. Word from the Authors
--> 1. General notes before you actually enter OLC
--> 2. General Useful Commands
--> 3. EDIT AREA --------- area handling
--> 4. EDIT ROOM --------- room handling
--> 5. EDIT OBJECT ------- object handling
--> 6. EDIT MOB ---------- mobile handling
--> 7. Appendix A : Resets
--> 8. Appendix B : Shops
--> 9. Appendix C : Pet Shops
--> 10. Appendix D : Commonly Asked Questions.
--> 11. Appendix E : Recent Additions.
********************************************************************
** 0. Word from the Author. **
********************************************************************
Hiya dear builder! You're looking at what one day will (hopefully)
be a complete manual for OLC, as it is used on MUDweiser. All
comments, ideas or bugs can be mailed to boydky@ece.orst.edu and I
would like to encourage everyone to do so. This manual is based on a manual by
Ambiorix, Administrator of Shadow MUD, ambiorix@dark.x.dtu.dk,
and if you think something important is missing, let me know and
I'll add it. Thank you for trying to make MUDweiser an even nicer place !
Note that this manual won't cover most topics that are discussed in
the online help system of Realms. Help in OLC can be accessed either
through 'HELP ' or '? ' depending on what you ask help on. So I won't
be bugging you any longer with this rather boring introduction, off to
the building !
**********************************************************************
** 1. General notes (readme.1st) **
**********************************************************************
First a little comment about notation in this manual. When I type
some text between quotes, it means you have to type all what's in
between. When I use <>-brackets, it means that you have to replace the
thing what's in between with the appropriate value. For example 'HELP
BUILDING' and HELP '. Buttons you have to press straight away, I've
typed between []. I'll try to use capitals to enhance readability.
Ok, now let's get started. First thing you need is your own area.
You can't create this yourself, so you'll need to ask an CRE or IMP.
So if you need a new area just leave me a note or write one an email.
Once someone has created an area for you (and probably the first
room too) he'll tell you a number. This is the vnum (virtual number)
of your area. You'll need it when you want to travel to your area, or
in some other occasions as well. So let's say your area has vnums 6500-
6599, and the first room has vnum 6500. We'll work further on from this
example.
Don't forget to read 'HELP BUILDING' and *** 'HELP GUIDELINES' ***,
assuming they exist on your mud. Even when you've read them before, it won't
hurt you to check again if anything has changed. If there is no help on
that, I just have not made the help entries yet.
**********************************************************************
** 2. GUC (or General Useful Commands). **
**********************************************************************
When you have Builder status you'll have access to a couple of extra
commands. Most of these commands have online help, so I'll be short
about them here.
GOTO : This command is used to travel . It takes a room vnum or character
name as an argument. So to go to your area you type
'GOTO [vnum/char]', where [vnum] is a vnum in your area. To leave your
area you can type 'GOTO 3001' or 'RECALL', which is the same, or GOTO
anywhere else. Just try not to annoy other builders who are building.
STAT : This command can be used on mobiles, rooms and objects of your own
area. The output is like the 'identify' spell, but STAT will
show ALL the info about the subject. Occasionally, you may need to
specify whether you are stat-ing a mob or an object by using stat obj [obj],
or stat mob [mob], and to stat a room type stat room.
ALIST : Try and see what happens. This command is very useful when you
forgot the vnums of your area.
BEACON: This sets your recall point to wherever you are. It's a good idea to set this
to the first room in your area, or to your immortal rooms if you have them.
**********************************************************************
** 3. Areas. (And how little you can change about them*grin*) **
**********************************************************************
Ok, here we are, ready to have a look at the area configuration. To
get into OLC mode, type 'EDIT AREA' when you're standing in your area
or type 'EDIT AREA [your area vnum from "alist"]' from anywhere else in the mud.
One thing to keep in mind is, that once you are in OLC you can always
just press [ENTER] to get an overview of the subject you're currently
editing. When you do it now, you'll get an overview of some variables
of your area.
So if you press [ENTER] you'll get a list that looks like the
following (I took the old Mud School as an example) :
> Name: [ 2 ]{ 1 5} Hatchet Mud School
> Filename: [ school.are ]
> Security: [ 9 ] Type [ normal ]
> Builders: [ None ]
> Flags: [ added changed ]
> Age: [ 13 ]
> Players: [ 1 ]
Some of these fields you can change yourself, others you
can't because of insufficient security. If you can't edit anything,
don't bother trying. You shouldn't really need to. If you really feel
that something in the area data needs changing, ask a IMP or CRE or note them.
What follows is an explaination of the fields you probably can configure yourself.
**** First the name. It's kinda obvious what the purpose of this
field is, but may I draw your attention to the exact syntax of this
field :
{ 1 5} Hatchet Mud School
^^ ^^ ^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
So first you type the suggested level range, between {}, a space, then
your own name followed by spaces till it counts up to 8, then another
blank space, and finally the 'name' of the area. If you're not sure
you typed the spaces right, you can always do an 'ALIST' to see if the
name is correctly lined up. If your name is too long, shorten it to 8
letters or just use one space no matter what.
You shouldn't have to worry about any other fields, as they will be filled
out automatically or by a high immortal. Don't try to change those
other values yourself please, you would do more harm than good.
As soon as all these fields are changed to your wishes, you can save
the changes by typing 'ASAVE AREA' when in OLC mode. You can leave
OLC mode by typing 'DONE'.
**********************************************************************
** 4. Rooms. (To be in one or not to be in one) **
**********************************************************************
Before we continue, let's assume you're now standing in the first
room of your freshly created area. In our example it would be room 6500
of vnums 6500-6599. Again, you can simply enter OLC mode
by typing 'EDIT ROOM'. Pressing [ENTER] will give you an
overview of what you have so far. When you do it now, it will look
like :
> Description:
>
> Name: [ ]
> Area: [ 1] {xx xx} Yourname Area name
> Vnum: [ 6500 ]
> Sector: [ inside ]
> Room flags: [ none ]
> Characters: [ Yourname ]
> Objects: [ none ]
First I'll explain the use of the flags in this overview, and I'll
get to creating rooms and exits later. The flags 'Area' and 'Vnum'
are filled out automatically, so no need to worry about them. 'Name'
is the name of the room, as it will appear above the room description.
Therefor the name should be short, but very clear. Also, most words
in the name start with a capital etc etc.
Then we have 'Sector'. Although it doesn't seem to be important to
set this flag correctly to some builders, I must tell you that it is !
For instance otherwise you would see the sun come up in the east when
you're underwater, for instance. Or when you're in a small closed
room, you would be able to 'call lightning' and so on... So although
it's purpose might not be immediately clear to you, you better set the
'Sector' flag correctly. Try '? SECTOR' to get a list of possible
flags. If the sector type you're looking for is not in the list, you
should take the type that comes closest to what you need.
The last flag you can set is the 'Room flags'. Try '? ROOM' to get
a list of these flags. Most of them are rather obvious to what they
mean. **** WARNING **** Use ONLY following flags for normal room
creation : dark, mo_recall, no_mob, safe, indoors, solitary, pet_shop
or private. Other flags are rather dangerous to tear down gameplay,
and if you're wanting to use any of the others ALWAYS ASK A HIGHER IMM
FIRST. Flags like IMM_ONLY, HERO_ONLY, GOD_ONLY, IMP_ONLY and stuff should
be only used for rooms in the immortal zone(usually rooms 1200-1299)
Finally there's the room description. Enter the description editor
by typing 'DESC' when in Room Edit Mode. On a new line, enter '.h' to
get a list of available options in the editor. Type in your room
description (remember to follow the rules as mentioned in the
GUIDELINES, be imaginative), then try '.s' and NEVER forget '.f'
Leave the editor by typing a '@' on a new line and your first room is
finished.
General rule for making goods descriptions:
Stay in the 3rd person. An area looks much better if "you feel as if...."
and "you see...." are replaced with "most would feel...." and "... is visible
here."
If your area does not repeat rooms, don't make all your descriptions the same.
If every room desc in your area begins with "Blah is visible here, with blah to
the north, and blah in all other directions. A feeling of blah is here. blah
blah blah...." it gets boring quick.
Use good grammar and spelling. Professionally made original areas make a mud look good.
Common grammatical errors such as your/you're, there/their/they're, it's/its, etc. may sound
the same when you're talking, but they look different. Trust me when I say that
IMPs hate going through area files to correct grammar of lesser gods.
Don't make a desc too long or too short. 3 lines is the shortest any good
and a good length to stick to is 5 or 6 lines. More than 8 lines is excessive
and more than 10 lines is too much, except for very special rooms. Excessive
color causes lag, so avoid it except to emphasize.
********* SAVE OFTEN ****************
Type 'ASAVE AREA' in OLC mode or 'ASAVE ' when in
normal mode to save your newly created room, and type 'DONE' to leave
OLC mode. Have a look at your freshly created room... Pretty neat huh
:)
*** * * E X I T S * * ***
Now that your first room is finished, you might want to expand your
area. This brings us to the 'exits' part, a part which I seperated
from the rest cause this one is usually a problem for newbie builders.
First thing to do now is, when in room edit mode, type 'HELP EXIT',
which will give you a brief summary of available options.
Note that before EVERY exit creation command you need to type the
direction in which you want to create/add the exit. Let's first have
a closer look at the DIG command. This command accepts a room vmun as
argument and does actually two things for you : it creates the room
with the given vnum (if it didn't exist already) and then creates a
two-way link to that room. By checking you prompt, you'll see that
you immediately moved to the new room, ready to edit it. So if you're
standing in room 6500 and you wish to create a room with vnum 6501, north
from room one, you type ' DIG 6501' when standing in room 6500. Be
careful, as although you can delete an exit/link, you can't delete any
rooms. Also, olc commands overwrite normal commands, so most abbreviations
for directions won't work, for instance 'n dig 6501' will change the
name of the room to 'dig 6501'. This is due to the mud thinking "n" is an
abbreviation for "name" instead of "north." This may vary between muds.
The LINK command is rather obvious : it will just create a link
between two existing rooms. *** WARNING *** If you link a room to
itself, you'll create a loop from which you can't leave.
The link command is followed by the ROOM command. I can't be clear
enough about this : USE THIS WITH GREAT CAUTION and NEVER USE IT JUST
FOR FUN. The ROOM command creates a one way link, meaning that the
player can go in that direction, but then can't return that way any
more. As you probably have played some muds yourself, you know how
nasty and frustrating this can be.
Finally, you have some things to make your exits a little more
'alive'. You have the option to lock the door with a KEY (make an
object of type 'key', give your door the 'closed' and 'locked' flag,
and try the KEY command), give the exit a name (useful for doors, for
instance you could name a door in the floor 'Grating' and then you can
'open grating' instead of 'open down'), and give the exit a
description (when a player looks in that direction, he'll see the
desc). Exit descriptions are usually one line and only need to be used if
there is something significant in that direction.
If you mess up, you can always delete links you've made with the
DELETE command(usage: ' DELETE' ). Normally, when you delete
a link from one room to another in the first room, the exit should be
deleted in the second room too, although this is not always the case.
So I can advise you to check both sides of the link after you deleted
it, to ensure you there are no leftovers of that link.
Once again, all help can be found in 'HELP EXIT' when in OLC mode,
and when editing exits, never forget that you have to TYPE A DIRECTION
IN FRONT OF YOUR EXIT COMMAND.
**********************************************************************
** 5. Objects. (The tough part) **
**********************************************************************
The tough part yes, not because of the editing (which is fairly
simple), but because everyone wants HIS equipment to be used over that
of another. I must ensure you that we have the idea that most objects
must be 'casual', like in real life, and that only very few objects
can be 'special'. It's somebody's job to check new areas, and too often they
find too much equipment that is just too good to be brought in the
game. First you have to follow the rules when creating an object, but
this doesn't mean you have to give ALL your objects extra affects.
The same thing goes for scrolls and potions. There's no need for
instance to make a potion that contains sanctuary, haste and bless, as
this will unbalance the game... Unless, of course, you put it on a level 90
mob. I know this may sound rather awkward, but we know that if most
equipment is 'casual', all this equipment will be used, and only then.
Enough of my moralising talks, let's get on with the Objects. I
suppose you already know by now how to create a new object. Just in
case, you can create a new object by typing 'EDIT OBJECT CREATE ' or you
can edit an existing object by typing 'EDIT OBJECT '. Pressing [ENTER] will
give you an overview of what you have so far.
Again, there are lots of fields that you can edit. I won't be
discussing every field here, as most of them are either very clear, or
either have good help in OLC itself (usually it's '? ' to obtain a
list of possible values). I'll discuss here some of the fields, which
I think are the most important.
First I draw your attention to the linearity that needs to be
present in the three followin fields : name - short desc - long desc.
I'll start with an example. A sword could have as Name 'fighters
sword', as Short Desc 'a Fighter's Sword' and as Long Desc 'A
well-crafted sword lies here on the ground.'. Notice that the MAIN
KEYWORD (sword) is present in all three the fields. The Long
description is what you see when you LOOK at the object, or what you
see when the object is lying on the ground in a room and you LOOK.
Short Description is used whenever you perform an action on the object
(take, drop, wield, ...) and so should be rather short, but also
providing enough information (like 'a sword' would be of no use, as
the player won't know which sword). Finally the name is the name the
mud uses to address the object. Note that a Long description should
always have a verb in it (e.g. blah lies at your feet ... a blah catches your
attention ... someone lost a blah here... use your imagination!).
Be sure to set the wear flags correctly. An item that you want
someone to be able to pick up should for instance have the 'take'
flag. A weapon needs to have the 'wield' flag etc. Also never forget
to set the weight and the cost (rather set these too little than too
much, check the existing objects to have an idea of these values).
Although their purpose might not be immediately clear, they have one.
Armor values are not corrently listed in the help files. A good system is
to make ac vs. slash, bash, and pierce equal to 1/2 the level of the object,
and ac vs. magic 1/3 of the level, rounded up. As an example, a level 15 piece
of armor might have values 8 8 8 5. Special values are OK, for instance a magic
robe of level 20 might have values 3 3 3 25 because it's resistant to magic, and
a certain type of armor might have values 9 2 9 5 because it does not protect well
against bashing. Attempt to use common sense. These standard values may vary between
muds. Ask an IMP if you're not sure. Note: this is for a 100 level mud. If
the mud you're on has 150 mortal levels, for a level 120 piece of gear, ac of
60 60 60 40 may be excessive.
Final thing I want to discuss about object are the AFFECTS. Before
I explain how to set them, let me make clear that ***** IT IS VERY
IMPORTANT THAT YOU DO NOT MAKE EXCESSIVE AFFECTS *****
There's no need to try to make big ones, as someone will check every item in
a new area before connecting it. This is not to bug you, but just to
keep a certain balance in gameplay. Same thing goes for the other
values you can set, like damdice for weapons ('HELP WEAPON_DICE').
Ok, so now to add an apply, you use the command 'ADDAFFECT '. For
instance 'ADDAFFECT WISDOM 2'. Again, PLEASE RESPECT BALANCE FOR
THESE KIND OF APPLIES. Note: you have to type out the affect in full.
ADDAFFECT WIS 2 won't work on standard EmberMUDS.
**********************************************************************
** 6. Mobs. (The little nastly living creatures)(mobiles)(MONSTERS!)**
**********************************************************************
Now let's bring some life in your new area. Adding mobs is very
like adding objects. Enter Mob Edit Mode as usual by typing 'EDIT MOB
CREATE ' to create a new mob, or 'EDIT MOB ' to edit an existing
mob. Pressing [ENTER] will give you once again an overview of what you've
got so far. Many of the fields are kinda clear, I'll just try to
explain some of the more difficult stuff about mobs here. BE CAREFUL
THOUGH NOT TO CREATE A MOB WITH THE NAME OF AN EXISTING PLAYER. This
will prevent the player from loging in. If we find anyone abusing
this, he'll loose his building privileges or more.
----------------*** IMPORTANT ***--------------------
For the values in hitdice, damdice, manadice, ac there are some helpfiles included
with the mud. THESE VALUES ARE NOT BINDING, meaning that you don't HAVE
TO USE THESE, but use them with only small deviations possible. Please respect
these values, as they are important to keep the balance on Realms. If you
are creating mobs that have a level where values are not given, try to average the
values to the appropriate level.
----------------*** IMPORTANT ***--------------------
Furthermore, you can reread the notes about the use of 'name',
'short description' and 'long description', which I explained earlier
in the paragraph about objects. Note that with mobs you have the
opportunity to type an extra description (using the editor), and I
encourage you to make use of this. Try to type a couple of lines
about what the mobile looks like, what it's doing, even things like
what it smelly like.
Other values which may need some explaination are align (how good
the mob is... -1000 is satanic, 1000 is angelic), gold (don't load
your mobs with too much gold... try to stay around 20 gold per level
for a normal mob, with a general max of 500 gold or so) and hitroll
(usually you can take the same value as the level of the mob, with
variations for mob type).
----------------*** IMPORTANT ***--------------------
Be very careful when filling out the IMM and RES fields. For
instance making a mob IMMune to weapon and magic makes it
invulnerable. Do not use these flags without any clear reason. Same
thing goes for the affects. Don't use these for no reason. And for
instance a mob with dark_vision hasn't got much sense either. Avoid
this.
----------------*** IMPORTANT ***--------------------
So the only field left that needs some extra info is the 'act'
field. With '? ACT' you get a list of possible flags. Here I'll give
some extra info on some of these flags.
Sentinel : makes the mob always stay in the room it resets.
Scavenger: makes the mob pick up things it finds lying around.
aggressive: mob will attack everyone near him of lower level.
wimpy : mob will flee when it drops below certain hp level.
stay_area: mob will never leave the area it resets in.
YOU MUST EITHER SET THIS FLAG OR HAVE A NO_MOB ROOM AT
ALL EXITS TO YOUR AREA, UNLESS YOU ASK AN IMP TO DO OTHERWISE!
pet : mob will be a pet (see section about Pet Shops)
undead : mob won't be able to be resurrected
The other flags are either not in use, or either are you not supposed
to use them. These flags include train, gain, practice, is_healer and
killable_shopkeeper. If you absolutely wish to use one of these
flags, ask me first.
**********************************************************************
** Appendix A : Resets. (Or How bad Can it Get ?) **
**********************************************************************
Now that you have object, mobiles and rooms, it's time to populate
your area with all these nice thingies. Making resets is not
difficult at all, just read this section very carefully, and once
you'll get the hang of it, it will be very easy.
First thing to know is that resetting stuff should happen WHEN IN
ROOM EDIT MODE. Go stand in a room in which you want to reset a
certain thing and then type 'EDIT ROOM'.
Syntax: RESET OBJ
RESET OBJ in
RESET OBJ room
RESET MOB []
RESET DELETE
RESET MOB [] Is probably what you want to do first,
to your entire area, so you can put objects on the mobs later. Set max #
to the highest number of mobs you want in the ENTIRE area. Otherwise only one
of each will reset. The field will matter more in the objects section.
The is the order of what is reset first in that room.
RESET OBJ room just stick an object on the ground. Simple.
Watch out, if there is a scavenger mob reset into the same room, it won't be on
the ground long.....
RESET OBJ puts an object onto a mob. A list of wear
locations can be found with ? wear, or just use 'none' to put it in inventory.
The field is very important, as it determines which mob loads that
specific object. If you're not sure you did it right, type RESET to see resets
for that room.
RESET OBJ in puts an object inside another(i.e. a ring into a
jewlery case, a sword into a chest...). Again, the number field is important.
You can get a list of current resets in the room by typing 'RESET'with no arguments,
and you can delete unwanted resets by the command 'RESET DELETE'.
More online help can be found at 'HELP RESET'.
*** IMPORTANT NOTE *** It is very important that you enter the
resets very tidy and logical. First reset the mob, then its
equipment, and only after that reset the next mob in the room. If you
would reset the two mobs first, it is very likely that all the objects
will reset on only the last mob. It's always good to check with
'RESETS' after you finished all resets in the room to see if
everything resets as desired.
**********************************************************************
** Appendix B : Shops. (Let's think business!) **
**********************************************************************
Shops can be added when in MOB EDIT MODE. If, for instance, you
want to make the existing mobile with vnum 6506 a shopkeeper, try 'MOB
EDIT 6506'. The one and only command for shops is 'SHOP' (don't be so
surprised!). Simply typing 'SHOP' when in Mob Edit Mode will give you
a list of possible options.
This is fairly simple, so I'll just try to give you an idea on how
it works by following example. Let's say I want to make the existing
mob with vnum 6506 a shopkeeper, and he sells item 6501 (food), item 6502
(food), and item 6503 (which is a drink-container). All these objects
you make first as discussed in previous chapters. The commands to
accomplish this are :
EDIT MOB 6506
SHOP TYPE 0 FOOD
SHOP TYPE 1 DRINK-CONTAINER
SHOP HOURS 0 23
[makes him open all day... use 8 17 to make him open 8 am to 5 pm etc....]
SHOP PROFIT 120 80
[makes him charge 120% of cost to buy, and he pays you 80% to buy it from you }
[goto the room where the shopkeeper is supposed to reset]
EDIT ROOM
RESET 1 mob 6506
RESET 2 obj 6501 none
RESET 3 obj 6502 none
RESET 4 obj 6503 none
As you can see, you first reset the shopkeeper, and then all the
items he's supposed to sell in his inventory. Note that the items you
reset on the shopkeeper need to be OF THE EXACT SAME TYPE as the
type(s) defined in the SHOP LIST. If this is not the case, the item
will simply reset in the shopkeeper's inventory, without him offering
to sell it.
Perhaps a last warning about shopkeepers : NEVER (I repeat NEVER)
make a shopkeeper with the intention of having him die. Although
a baker doesn't seem to have much money for instance, he can gather a
fortune when everybody starts selling all kinds of food to him. It
would be a spoiler if you could get rich like that in a couple of
seconds. A good way to do this is to make him level 100 with 30000 hit points
and affected by sancturary and have hitroll of 200 and things like that.
Making shopkeepers immune to weapons and magic is OK if they truly must not be
killed, such as if you make a jewler who buys stuff for millions and you have
to put that much gold on him.
**********************************************************************
** Appendix C : Pet Shops. (Try to understand it at first reading!) **
**********************************************************************
Pet Shops are kinda annoying to get started with, but once you've
done it, it's rather simple, as it is with so many things. First
things first. Start with the room which you want to make the pet
shop. First thing you need to do, after you've finished making the
room, is to give the room the 'pet_shop' flag.
Then reset a mob in this room which will be the pet shopkeeper.
Notice that you DON'T have to use the SHOP command on this mob. Then
the tricky thing is that you have to create a dummy room with vnum
exactly one higher than the pet shop room vnum. There shouldn't be
any exits in this room, and it shouldn't be part of your area
actually. It's just a dummy room, solemly created to reset the pets
in. Create pets in exactly the same way as you created mobs, and then
add the 'pet' flag. Make these pets reset in the dummy room.
Hint : use as name for the dummy room 'pet reset room' and type a
short description about the fact that the room is not part of the
game. That way, you'll always know the purpose of the room (and so
will we) :)
I think this covers it. If something's not to clear, try and
experiment, it's not as hard as it seems.
I have not actually tried to make a pet shop. This is all based
on help files and the like.
**********************************************************************
** Appendix D : Commonly Asked Questions (CAQ's) -- AND answers! **
**********************************************************************
********
--> Additional help.
You can find additional help in many ways. First, there's always the
online help. In OLC you can type 'COMMANDS' to get a list of
possible commands, and then you can type 'HELP ' to get more help on
almost any of these commands. Try '?' in OLC to get a list of extra
help files. 'HELP OLC' works too, and for the specific editors, try
'HELP REDIT' 'HELP OEDIT' 'HELP MEDIT' 'HELP AEDIT' If nothing else
works, you can send a note to Kyle, or email me.
--> Zmud special keys
I've got lots of questions from people who had some problems with the
.x commands inside the editor. This is usually due to the fact that
they're using Zmud as Mud Client. In Zmud, the dot '.' is a special
character, reserved for speedwalking. So all you have to do to fix
the problem is to either replace that special key in Zmud or switch
them off. This can be done by going through some menu opions in Zmud
itself.(I believe that in some versions there are 2 icons in the bottom
right corner, a gun and a computer. I think clicking on the computer
fixes this problem. Either that or turn off parsing from the menus or
something weird like that.)
--> Deleting Stuff
In OLC it's not possible to delete items, mobs or rooms. Instead,
you can just change all the fields of the thing you don't need any
more, and re-use it. Like if you want to get rid of a certain item
you made, just make it into another item you do need. If you just made
too many items, change everything to "none" "0" "trash" or whatever seems
right for that field.
**********************************************************************
**Appendix E: Recent Additions(add stuff specific to your mud here!)**
**********************************************************************
Random object loading:
To have your mobs load objects of a certain type, use the "chance",
"number", and "types" commands to define these, and use ? randobj
to see valid arguments for the "types" command.
Anti-class flags: In the "extra" section of objects, you can add flags
so an object can not be worn by certain classes. PLEASE do this wherever
it makes sense... i.e. Full plate mail should be definately anti-mage,
and maybe anti-cleric, anti-thief, or anti-nightblade too.
Additions changes to original builder's help guide by:
Kyle Boyd
boyd1@proaxis.com
MUDweiser @ :
mudweiser.mudservices.com 9000
(may change, if you can't connect, try www.mudconnect.com to see if the
address there has changed.)
Text file Source (historic): geocities.com/area51/cavern/6760/mudweiser
geocities.com/area51/cavern/6760geocities.com/area51/cavern
geocities.com/area51
(to report bad content: archivehelp @ gmail)
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