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Extremely wip, thanks to Kvetch for the guides

Room editing

So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D. I'm always glad to help, but I'm not always around, so here you go!

This is what you will see when you first redit a room:

-- Room number : [4400]     Room zone: [44]

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     - Nowhere

6) Exit east    : -1     - Nowhere

7) Exit south   : -1     - Nowhere

8) Exit west    : -1     - Nowhere

9) Exit up      : -1     - Nowhere

A) Exit down    : -1     - Nowhere

B) Descriptions : Extra

C) Descriptions : night description

Not Set.

E) Descriptions : Look under

F) Descriptions : Look behind

G) Descriptions : Look above

H) Smell        :

You smell nothing interesting.

I) Listen       :

You hear nothing interesting.

J) Mine         : Num: -1 Level: -1 Tool: None

R) Descriptions : Quests flagged - NOT SET

S) Script       : Not Set.

Q) Quit

Now we will change these one by one and show you how to do it.

-- Room number : [4400] Room zone: [44]

The room number and room zone can not be changed. This is the room you are editing and the zone it is in – hopefully your zone.

1) Name  : An unfinished room

Let’s change the name of the room. This is what will be at the top of the screen when someone walks into that room. This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in. Room 4400 is one of the rooms that’s around the path of the Dragon

Master’s fort (zone 44). So, we’ll change this to:

1) Name  : Dragon Fort Northern Wall

This tells us exactly where it is in the Dragon Fort zone.

2) Description  :

You are in an unfinished room.

This is the actual description of the room. As you see, it starts out with “You are in an unfinished room.” Well, we want to make the room finished. This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area. Remember that small details can be added later. So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here. If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object. For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:

The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west. The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life. Not that there is any plant life around here to speak of as its all been worn away.

Always use /f when you’re finished with your description. This will format it to the screen without the indent (Molly doesn’t like the indent).

3) Room flags  : NOBITS

This is where you get to make your room special by adding flags to it. Is it dark so you need a light source or infravision to see in it? Is it a deathtrap so anyone entering automatically falls to their death? The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices, listed in two fashions. The first two columns are listed in the chronological order as they appear in OLC. The second two columns are listed alphabetically, which is much easier to navigate while creating rooms. You will see extras in the second two columns, because rooms with (!) characteristics are listed twice; once at the beginning, grouped with all other !rooms, and once again in their alphabetical order by characteristic.

    LISTED BY NUMERICAL VALUE                                   LISTED ALPHABETICALLY
    as it appears in OLC                                        *extras included for !characteristics

 1) DARK                  2) DEATH                           8) !MAGIC                4) INDOORS              
 3) !MOB                  4) INDOORS                         3) !MOB                 36) IRON DEPOSIT         
 5) PEACEFUL              6) SOUNDPROOF                     18) !RECALL               8) !MAGIC               
 7) !TRACK                8) !MAGIC                         28) !SUMMON IN           23) MANA                 
 9) TUNNEL               10) PRIVATE                        29) !SUMMON OUT           3) !MOB                 
11) GODROOM              12) HOUSE                          26) !TELEPORT IN         24) MOVE                 
13) HCRSH                14) ATRIUM                         27) !TELEPORT OUT        15) OLC                  
15) OLC                  16) *                               7) !TRACK               42) PASTURE              
17) VEHICLE              18) !RECALL                        31) !VIEW                 5) PEACEFUL             
19) ARENA                20) GOOD                           16) *                    45) PLASTONIUM DEPOSIT   
21) EVIL                 22) HP                             37) ANTIMONY DEPOSIT     10) PRIVATE              
23) MANA                 24) MOVE                           19) ARENA                39) QUARRY               
25) ROLEPLAY             26) !TELEPORT IN                   14) ATRIUM               18) !RECALL              
27) !TELEPORT OUT        28) !SUMMON IN                     46) BURNING              25) ROLEPLAY             
29) !SUMMON OUT          30) WILDERNESS                     38) CHROMIUM DEPOSIT     34) SILVER DEPOSIT       
31) !VIEW                32) DO_NOT_USE                     40) COAL MINE             6) SOUNDPROOF           
33) GOLD DEPOSIT         34) SILVER DEPOSIT                 35) COPPER DEPOSIT       41) SPRING               
35) COPPER DEPOSIT       36) IRON DEPOSIT                    1) DARK                 28) !SUMMON IN           
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT                2) DEATH                29) !SUMMON OUT          
39) QUARRY               40) COAL MINE                      32) DO_NOT_USE           26) !TELEPORT IN         
41) SPRING               42) PASTURE                        43) DRAGONPORT           27) !TELEPORT OUT        
43) DRAGONPORT           44) TIN DEPOSIT                    21) EVIL                 44) TIN DEPOSIT          
45) PLASTONIUM DEPOSIT   46) BURNING                        11) GODROOM               7) !TRACK               
                                                            33) GOLD DEPOSIT          9) TUNNEL               
                                                            20) GOOD                 17) VEHICLE              
                                                            13) HCRSH                31) !VIEW                
                                                            12) HOUSE                30) WILDERNESS           
                                                            22) HP                   

The path around Dragon Fort has nothing special to it, so we made no changes.

4) Sector type  : Inside

There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside. The default is inside. Here is the list of choices you will come across, listed both by chronological appearance in OLC, and alphabetically:

    LISTED BY NUMERICAL VALUE                                   LISTED ALPHABETICALLY
    as it appears in OLC

 0) Inside                1) City                            9) Air                  23) Prairie              
 2) Field                 3) Forest                         14) Atmosphere           25) Rail    
 4) Hills                 5) Mountains                      24) Badlands             19) Reef                 
 6) Water (Swim)          7) Water (No Swim)                16) Black Hole           12) Road                 
 8) Underwater            9) Air                             1) City                 21) Snow                 
10) Desert               11) Space                          10) Desert               11) Space                
12) Road                 13) Entrance                       13) Entrance             15) Sun                  
14) Atmosphere           15) Sun                             2) Field                18) Swamp                
16) Black Hole           17) Vehicle(coded)                  3) Forest               20) Tundra               
18) Swamp                19) Reef                            4) Hills                 8) Underwater            
20) Tundra               21) Snow                           22) Ice                  17) Vehicle(coded)       
22) Ice                  23) Prairie                         0) Inside                7) Water (No Swim)      
24) Badlands             25) Rail                            5) Mountains             6) Water (Swim)          

Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work. The best I could come up with at this point of time was “Field” so we’ll enter that.

4) Sector type  : Field

5) Exit north  : -1 - Nowhere

6) Exit east  : -1 - Nowhere

7) Exit south  : -1 - Nowhere

8) Exit west  : -1 - Nowhere

9) Exit up  : -1 - Nowhere

A) Exit down  : -1 - Nowhere

Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together. I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8. When you first open up the exit number, you get this table:

1) Exit to  : -1 - Nowhere

2) Description :-


3) Door name  : <NONE>

4) Key  : 0

5) Door flags  : No door

6) Purge exit.

Like the main room, this too has to be filled out as much as you need to. First is the exit to – this is the room vnum that the exit goes to. For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:

1) Exit to  : 4497 - DragonFort Northern Wall

But, that’s not the only part that *has* to be filled out. The second step is filling out a description of what someone sees if they look in that direction. It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important. In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.

2) Description :-

The path continues around the fort and you can see a rock in the distance. Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you. This is what *you* see when *you* look there.

There is no door, keys or door flags for this room so we don’t need to use those. But, in case you need those, you do it this way:

3) Door name  : <NONE>

This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word. So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it. So if you put in trap door and the player opens door, the player will see that s/he opens the trap.

4) Key  : 0

This is the vnum of the object you have created to be the key for this door. It can seriously be anything and doesn’t even need to look like a key.

5) Door flags  : No door

When you open up this choice, you get these options:

0) No door

1) Closeable door

2) Pickproof

No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice. Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter. Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made. Use this sparingly though as picking lock can be one of the useful skills for thieves. A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.

6) Purge exit.

Purge exit is used if you realize the mistake that the western exit was supposed to be to the north. This gets rid of the everything you’ve done in the exit choice.

B) Descriptions : Extra

This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like. This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object). If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there. I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…

C) Descriptions : night description

Not Set.

Night descriptions are something new to 4D and have been used rarely. These are best used when the lighting would make the room look quite different than it would in the daytime. For example, you have a forest. In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister. It’s all in the lighting.

E) Descriptions : Look under

F) Descriptions : Look behind

G) Descriptions : Look above

E, F, and G are all like B, except you are looking under, behind, or above the object. So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something. These are used for good places to hide things.

H) Smell  :

You smell nothing interesting.

This is the smell that is in the room. All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something. This could also be used to go into detail about a smell you have touched on briefly in the room description. For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west. This is one of the extra items that Molly wants filled out for a complete zone.

I) Listen  :

You hear nothing interesting.

Like smell, but the player is listening for some clues. Again, every room has a sound whether it’s created in the room, or by things close to the room. Be careful using this to let players know there is a mob nearby as that mob could have been killed. Again, you can use *you* in this as the player is actively listening for sounds. And you can use it to describe a sound in detail that you briefly touched on in the room description. For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room. Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over. They do like shiny things.

J) Mine  : Num: -1 Level: -1 Tool: None

I’ve never used this myself and taking a look at it really doesn’t explain it.

R) Descriptions : Quests flagged - NOT SET

This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not. For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed. Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description. Let’s look at our choices here:

1) Quest Type: 0

This is the type of quest – whether it affects a player or the whole zone. Let’s look at the options:

1) Zone wide quest flag

2) Player only quest flag

A zone wide quest flag would affect the whole zone once the quest is completed. Let’s say to complete a quest, someone has to blow up a dam. They do so and the affect is that the area is flooded. Everyone who then comes into the area sees the area as flooded – because the quest had been done. The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen. The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.

2) Quest Keywords:


This is the flag that the player has from completing the quest.

3) Room Description:


This is the description the player (or the room if zone quest) will have if they’ve completed the quest.

4) Goto next quest description: <NOT SET>

As you can see, there can be many different descriptions for a multi-layered quest. Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together). Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.

S) Script  : Not Set.

This is for the scripts set on the room. Each script is its own vnum.

Q) Quit

Erm… obviously when you’re done editing your room.

Object editing

-- Item number : [30100]
1) Namelist : unfinished object
2) S-Desc   : an unfinished object
3) L-Desc   :-
An unfinished object is lying here.
4) A-Desc   :-
<not set>
5) Type        : UNDEFINED
6) Extra flags : NOBITS 
7) Wear flags  : TAKE 
8) Weight      : 0
9) Cost        : 0
A) Cost/Day    : 0
B) Timer       : -1
C) Values      : 
D) Menu --->   : Applies
E) Menu --->   : Extra Desc
F) Innate      : (0) UNDEFINED
G) Smell Desc  :
It doesn't smell too interesting.

H) Taste Desc  :
It tastes just like it should.

I) Feel Desc   :
It feels normal, as far as you can tell.

J) Crafting
M) Min Level   : 0
S) Script      : Not Set.
Q) Quit


I did this for Rooms so thought I should continue for objects. Careful, this is a very long post. Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #

1) Namelist :

These are the words that can activate the object. For example: pile hay – for a pile of hay. That way the player can look at pile or hay to get the description for the pile of hay.

2) S-Desc  :

This is the description that is use when the object is being used. For example let’s use that pile of hay. If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”. Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B. You’d rather have Player A gives a pile of hay to player B.

3) L-Desc  :-

This is the description of the object as it’s lying in a room. Using our pile of hay for example: A pile of hay lies here. You don’t have to go so basic, but you should always use the main words that are in your namelist. We could say: A pile of hay lies upon the loft. But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.

4) A-Desc  :-

This is the description that’s given as the object is used. And I never use this choice.

5) Type  :

This is the list of things this item can be. The list is quite extensive, listed here alphabetically and with specific portals/transfers isolated:

    LISTED ALPHABETICALLY                                        PORTALS / TRANSFERS

 6) <NOT USED>           56) metal detector                      42) climbable
 7) <NOT USED>           77) minor focus                         50) descendable
38) ammo                 20) money               
59) anvil                16) note                                
41) aqualung             55) nugget                              51) bush portal
 9) armor                71) nut                                 74) portal hurdle
30) arrow                62) oil                                 36) room portal
64) axe                  63) ore                                 53) hole portal
84) bankbook             12) other                               52) water portal
58) bark                 21) pen                  
22) boat                 70) pickaxe             
29) bolt                 74) portal hurdle        
26) bow                  10) potion              
51) bush portal          76) radio                
42) climbable            31) rock                 
15) container            36) room portal
28) crossbow              2) scroll                
50) descendable          67) shovel         
66) element              72) skin                 
19) food                 27) sling                
23) fountain             85) spacebike            
73) furniture            40) spacesuit            
82) garotte               4) staff                 
65) gem cluster          75) thermal protection   
25) grenade              24) throw                
61) grindstone           14) trap                 
37) gun                  13) trash                
60) hammer                8) treasure              
53) hole portal          57) tree                 
18) key                   0) UNDEFINED             
47) level 1 antidote     32) vehicle              
43) level 1 poison       33) vehicle control      
48) level 2 antidote     34) vehicle exit         
44) level 2 poison       35) vehicle window        
49) level 3 antidote     86) vehicle2  
45) level 3 poison       83) vial                 
46) level 4 poison        3) wand                  
 1) light                52) water portal         
79) lightsaber hilt       5) weapon
17) liquid container     39) wings                
81) locker               68) wood                 
69) machine              11) worn                 
78) major focus          80) zone flag            
54) meat                 

6) Extra flags :

Again, an extensive list on what flags can be put on the object, listed alphabetically:


32) (buried)             43) edible               
50) <UNUSED>             53) enhanced             
58) <UNUSED>             63) extracting-(CODE)    
49) <UNUSED>              1) glowing               
57) <UNUSED>             38) hidden              
19) anti-centaur          2) humming               
45) anti-disarm           6) invisible             
21) anti-dwarf           65) key-rent  
20) anti-elf             59) life-stealing        
30) anti-esper           55) lightsaber           
11) anti-evil            22) Live Grenade 
18) anti-faun             7) magic                 
47) anti-female          60) mana-stealing        
10) anti-good            31) melt-on-drop         
24) anti-gringo          34) mob corpse     
29) anti-gypsy           54) modified            
27) anti-hunter          61) move-stealing        
23) anti-indian          33) player corpse        
 5) anti-invisible       39) poison type 1        
13) anti-mage            40) poison type 2        
46) anti-male            41) poison type 3        
25) anti-martian         42) poison type 4  
12) anti-neutral         52) randomized           
14) anti-priest          64) shiftable            
28) anti-ranger          44) skinable             
26) anti-spacewolf       51) tinkered             
15) anti-thief           56) two-handed           
16) anti-warrior         62) undisplayed    
35) artifact              4) undonateable         
 9) blessed              36) unique               
32) buried               37) unlocateable         
48) contraceptive         3) unrentable            
 8) cursed               17) unsellable                  

7) Wear flags  :

Where you want the player to be able to wear an item (if it’s a wearable/wieldable item). This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off. Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight. Please note that certain areas are only for Clan items.


11) ABOUT                18) HIPS                 				
20) ANKLE                15) HOLD                 				
22) ANTENNA              21) HORNS                				
 9) ARMS                 28) KNEE                 				
 4) BODY                  6) LEGS                  				
26) CREST                 3) NECK                  				
19) EAR                  10) SHIELD               				
17) EYES                 25) SHOULDER             				
16) FACE                 23) TAIL                 				
 7) FEET                  1) TAKE                  				
 2) FINGER               27) THIGH                				
29) FLOATING             12) WAIST                				
24) FOCUS                14) WIELD                				
 8) HANDS                13) WRIST                				
 5) HEAD                  	

8)Weight  :

The weight of an item. There is nothing that weighs less than 1.

9) Cost  :

This would be the cost of the item if it was sold in a store.

A) Cost/Day  :

This would be the cost per day for the player to keep the item. Most items have 0 cost. B) Timer  : -1

This would be how long the item exists in mud time after it is picked up. Usually only used on major items or season items. Most items would have a timer of -1 which is indefinite.

C) Values  : 0 0 0 0 0 0

The C values change depending on the TYPE of item it is.

D) Menu --->  : Applies

This is any bonuses or negatives you want to apply to the item. When you first enter this screen you will see this:

 1) None.
 2) None.
 3) None.
 4) None.
 5) None.
 6) None.

That is for the 6 stats you want to apply bonus/negs to. Right now there are none. When you hit 1 for the first state to apply, you enter this screen:


 9) Age                  14) Maxmove              				
17) Armor                 8) Move-regen            				
23) Breath Defence        0) Nothing               				
 6) Charisma             20) Paralyze Defence     				
 5) Constitution         22) Petrify Defence      				
27) Coolness             25) Race                 				
19) Damroll              21) Rod Defence         				
 2) Dexterity            26) Speed                				
16) Experience           24) Spell Defence        				
 7) Health-regen          1) Strength            				
11) Height               29) Tunnel-Bonus  				
18) Hitroll              31) Tunnel-Protection  				
 3) Intelligence         28) Tunnel-Speed         				
15) Mana-regen           30) Tunnel-Stealth       				
13) Maxhit               10) Weight               				
12) Maxmana               4) Wisdom       

So you choose which of those stats you want to apply a bonus/neg to. Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1). Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link:

E) Menu --->  : Extra Desc

This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther. The first screen you see is this:

1) Keyword: <NONE>

Like the namelist of the object itself, your keyword is the word used to look at the object. For our pile of hay, you would again use pile hay as the keywords

2) Description:

This is the actually description of the keyword item. For our pile of hay example, I have this: This pile of hay has been sitting here for a long time. So long, it's hard to say it's really a pile, but it isn't flat onto the ground. 3) Goto next description: <Not set> This is in case I have something else I want to describe about this object. Like maybe I’d said there was a green leaf in the pile of hay. Well then I’d go to the next description and start all over with the keywords green leaf and enter that description

0) Quit

This is for once you’re done with all of your extra descriptions.

F) Innate  :

Innates are any skill/spell in the game that the object gives to the player that holds/wields it. They player will always have that ability until they no longer hold/wield the object. This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:


 62) absolve              		 17) curse 		                 52) gate                 		173) master melee         		157) scribe               
209) acid                 		129) darkness             		169) grapple              		187) meditate             		 44) sense life           
 75) acid arrow           		119) demonshriek          		179) grip                 		172) melee                		 73) shield               
205) acid breath          		 18) detect alignment     		 47) group armor          		 65) meteor shower        		 37) shocking grasp       
152) advanced melee       		 19) detect invisibility  		 48) group heal           		127) midas touch          		175) short blade          
 83) air elemental        		 20) detect magic         		 49) group recall         		 90) mind electricity     		293) Silenced             
 45) animate dead         		 21) detect poison        		 74) group shield         		 89) mind fire            		 38) sleep                
 43) antidote 1           		162) disarm               		174) hamstring            		 92) mind ice             		147) sling                
 59) antidote 2           		215) dispel bubble        		171) hand-to-hand         		 91) mind water           		183) slip                 
 60) antidote 3           		 22) dispel evil          		 27) harm                 		 53) minor identify       		216) slit                 
  1) armor                 		 46) dispel good          		 72) haste                		 96) mirror shield        		104) slowness             
131) backstab             		112) dispel sanctuary     		 28) heal                 		141) mount                		200) smash                
132) bash                 		102) divine mind          		122) heart squeeze        		166) mounted combat       		144) snare                
106) battle rage          		176) dodge                		133) hide                 		110) nightmare            		138) sneak                
196) behead               		170) drunk                		 68) hold person          		103) numb mind            		118) soulsmash            
186) berserk              		149) dual                 		 97) holy shield          		299) OUTCAST  		                98) static shield        
151) blackjack            		 81) earth elemental      		 71) holy shout           		 69) paralyze             		139) steal                
197) bladedance           		 23) earthquake           		185) holy strength        		165) parry                		 67) steelskin            
218) bleed                		124) electric blast       		 70) holy word            		177) phase                		 66) stoneskin            
  3) bless                 		219) embowel              		189) hyperactivity        		135) pick lock            		191) strangle             
  4) blindness             		107) embue armor          		 93) ice shield           		 33) poison               		 39) strength             
146) bow                  		 24) enchant weapon       		201) identify             		 56) poison 2             		 41) suffocate            
195) brace                		150) encircle             		294) Imm Freeze           		 57) poison 3             		 40) summon               
156) brew                 		 25) energy drain         		125) inferno              		 58) poison 4             		101) sweet dreams         
207) burn                 		 61) evil eye             		 50) infravision          		159) poison weapon        		143) tame                 
  5) burning hands         		180) face                 		 29) invisibility         		128) polymorph            		  2) teleport              
121) burning skull        		123) facemelt             		168) joust                		 80) protection from cold 		 94) thorn shield         
  6) call lightning        		161) filet                		134) kick                 		 34) protection from evil 		145) throw                
 63) chain lightning      		202) fire breath          		 78) knock		                 79) protection from fire               217) thrust               
178) charge               		 84) fire elemental       		 86) life transfer        		 88) protection from good 		158) tinker               
  7) charm                 		 85) fire shield          		120) lifesuck             		109) psi panic            		140) track                
  8) chill touch           		153) firearm              		 30) lightning bolt       		154) push                 		167) trample              
199) cleave               		 26) fireball             		206) lightning breath     		 64) recharge             		164) trap aware           
  9) clone                		 76) flame arrow          		 31) locate object        		 54) remove alignment     		190) true strike          
 10) colour spray         		136) flank               		 55) locate person        		 35) remove curse         		  0) UNDEFINED             
 77) cone of cold         		105) flight               		198) longarm              		137) rescue               		111) vitalize             
115) confuse             		181) focus                		108) magic bubble         		211) resist cold          		213) wall of fire         
 11) control weather      		163) forage               		 32) magic missile        		212) resist electricity   		214) wall of force        
116) corrupt armor        		113) forsee               		295) Malactation          		210) resist fire          		 82) water elemental      
 12) create food          		192) fortify              		114) mana blast           		160) retreat              		126) water to wine        
 13) create water         		100) fortify body         		 95) mana shield          		142) riding               		 51) waterwalk            
148) crossbow             		 99) fortify mind         		 87) mana transfer 		         36) sanctuary            		117) weaken               
 14) cure blind           		208) freeze               		193) manifest             		194) scalp                		188) woodsing             
 15) cure critic          		204) frost breath         		184) manipulate           		155) scan                 		 42) word of recall       
 16) cure light           		203) gas breath           		182) martial arts    

G) Smell Desc  :

This is what the object smells like: ie: it smells like moldy hay.

H) Taste Desc  :

This is what the object tastes like, should someone try to taste it: ie: No way you're tasting that. Well, ok, it tastes like moldy hay.

I) Feel Desc  :

This is what the object feels like: ie: It feels as if it's been in the elements for quite a while. And by elements we do mean rain, sun, rain, etc.

  • Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*

J) Material  : base-material

This is the base material that the object is made out of. This is not used very often, but can be useful if you want your item to be made out of something specific. The list of materials we have are:


11) basalt               13) diamond               16) leather              15) tin                  
 9) carbon                1) glass                 20) magic-wood            8) tungsten              
10) coal                  3) gold                  14) plastic              19) wood                 
 5) copper               17) hair                  12) silica               18) wool                 
 7) cromium               2) iron                   4) silver                6) zinc     

M) Min Level  : 0

This is the minimum level someone has to be to use that object. As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.

S) Script  : Not Set.

This is so you can put scripts on your objects so they can do special things.

Q) Quit

For when you are done.

Mob editing

-- Mob Number:  [30108]
1) Sex: male           2) Alias: mob unfinished
3) S-Desc: the unfinished mob
4) L-Desc:-
An unfinished mob stands here.
5) D-Desc:-
It looks unfinished.
6) Level:       [   0],  7) Alignment:    [   0]
8) Hitroll:     [   0],  9) Damroll:      [   0]
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]
I) Position  : Standing  J) Default   : Standing
K) Attack    : hit
L) NPC Flags : ISNPC 
M) AFF Flags : NOBITS 
N) Segments  : Not set        X) Training List : Not Set
R) Mob Race  : Humanoid       V) Mob Class     : Normal
T) Tier      : 0              O) Subskill      : UNUSED
U) Charisma  : 11             W) Skin Vnum     : -1
S) Script    : Not Set.       Y) Owner     : (null)
P) Arrive    : (null)
Z) Leave     : (null)
Q) Quit

1) Sex

The mobs sex.

2) Alias

Key words for interacting with the mob (look, kill, etc).

3) S-Desc

Effectively the name of the mob.

4) L-Desc

The desc you see in the room.

5) D-Desc

The desc you see when you "look" at the mob.

6) Level

The level of the mob, affects 8 through G.

7) Alignment

Alignment of the mob: >350 is good, -350 - 350 is neutral, < 350 is evil align.

8) Hitroll

Hitroll determines how many times they'll penetrate. set by "6) Level"

9) Damroll

determines damage. set by "6) Level"

A) NumDamDice

determines damage. set by "6) Level"

B) SizeDamDice

determines damage. set by "6) Level"

C) Num HP Dice

determines hp. set by "6) Level"

D) Size HP Dice

determines hp. set by "6) Level"

E) HP Bonus

determines hp. set by "6) Level"

F) Armor Class

determines ac, lower is better. set by "6) Level"

G) Exp

exp received on mob death.

H) Gold

gold dropped on death

I) Position

State the mob is in: sleeping, sitting, standing etc.

J) Default

Default position? Not seeing what this does in tests? Some info would be nice.

K) Attack

Attack type. Choose something that makes sense for the mob.

L) NPC Flags

These have various affects on what the mob can and can't do. What you can do with it. Behavior etc.

M) AFF Flags

Certain active affects like buffs the mob has.

N) Segments

"segments" of your mob, things like multiple heads etc? They move and die with the "host" mob.

X) Training List

Skills the mob can train.

R) Mob Race

Determines whether the mob has gold or not.

V) Mob Class

A mobs class defines how it attacks and the skills it knows.

T) Tier

The tier adds a difficulty modifier to the mob, the higher the tier the stronger it is.

O) Subskill

The mob will use the given subskill appropriately when needed.

U) Charisma

for shopkeepers the higher it is the more they'll sell things for.

W) Skin Vnum

Item received when skinning?

S) Script

Used for scripts

Y) Owner


P) Arrive

Message you see on the mob arriving in the room you're in.

Z) Leave

Message you see on the mob leaves the room you're in.

Q) Quit

For exiting :P


I can't find any specific guides on these. I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows. I also know I pestered Horus about something and will post his answer here to help out everyone possible.

My main questions concern the NPC flags. The ones I know, I'll fill out. The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.

    LISTED ALPHABETICALLY - with notes from Kvetch

17) !BASH - mob can not be bashed            
18) !BLIND - this mob can not be blinded           
14) !CHARM - mob can not be charmed             
29) !FREEZE - Mob can not be frozen
23) !POISON - mob can not be poisoned
20) !PUSH - mob can not be pushed           
22) !SHOOT - mob can not be shot (?? does this include ranged spells AND bows/guns?)
16) !SLEEP - mob can not be put to sleep (?? does this include sweetdreams?)
15) !SUMMN - mob can not be summoned             
 6) AGGR - this mob would be aggro to everyone.              
 9) AGGR_EVIL - mob is aggro to anyone with alignment between  -1000 and -350 (considered evil)            
10) AGGR_GOOD - mob is aggro to anyone with alignment between 350 and 1000 (considered good)
34) AIR - ???
 5) AWARE - not quite sure what this flag is for or when to use it)                  
17) !BASH - mob can not be bashed            
18) !BLIND - this mob can not be blinded           
30) CAN_MATE - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.
14) !CHARM - mob can not be charmed             
37) EARTH - ???              
24) EDIBLE - I'm guessing that you would be able to eat the mob, but what exactly would that do?
11) EGGR_NEUTRAL - mob is aggro to anyone with alignment between  -350 and 350 (considered neutral)
36) FIRE - ???    
29) !FREEZE - Mob can not be frozen
42) HEALER - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?)
13) HELPER - mob helps the person/mob in the room that is the closest in alignment to it 
38) HERD - mob follows when others of its type move
 4) ISNPC - every mob IS an NPC so this should be on every mob
12) MEMORY - but is it only the last and am I right at all about that?
19) MOUNTABLE - mob can be mounted and rode as a mount           
31) NOTDEADYET - ???
23) !POISON - mob can not be poisoned
32) POISONS 1 - I'm assuming that mob has the ability to poison using poison1 (like small snakes)
33) POISONS 2 - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           
43) POSTMASTER - mob is a postmaster  - like Barts dog east of recall           
20) !PUSH - mob can not be pushed           
44) QUESTMOB - ???  - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)            
21) REMOVE-THIS-FLAG-THIS-FLAG   - I'm just assuming this is a "do not use" flag so don't put it on any mob.
 3) SCAVENGER - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            
 2) SENTINEL - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander
22) !SHOOT - mob can not be shot (?? does this include ranged spells AND bows/guns?)
25) SKINNABLE - mob can be skinned must have a skin object made that the player would get if they skinned the mob)
16) !SLEEP - mob can not be put to sleep (?? does this include sweetdreams?)
 1) SPEC - ???
41) STAY_SECTOR - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms
 7) STAY-ZONE-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)
15) !SUMMN - mob can not be summoned             
39) SWIMS - the mob swims (assume this is needed for those mobs in water like fish?)               
28) UNDEAD - Mob is undead (?? there is also a mob:class undead  - how do these relate?)
26) UNUSED - empty for future use?             
27) UNUSED - empty for future use?
35) WATER - ???
 8) WIMPY - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)
40) WIZINVIS - the mob is wizinvis which means no -one will see it other than immorts  - though if they react to a trigger or anything, players can find out about them.

Other things of note:

Mob Class:


 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)
 0) Normal - I assume there is nothing special about this mob and it will do no special attacks
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills) 
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)

Undead mobs are not affected by:

soul smash, demon shreak, burning skull, heart squeeze, facemelt

I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags. Or if you need both to have a real undead.

I'd like to have a real "how to build mobs" guidelines, but can't do it without answers. Thanks to all that read this.


Zone editing

Room number: 30117      Room zone: 301
1) Builders       : 
Z) Zone name      : 
X) Dimension      : General
L) Lifespan       : 5 minutes
B) Bottom of zone : 30100
T) Top of zone    : 30199
R) Reset Mode     : Normal reset.
F) Zone Flags     : NOBITS 
[Command list]
N) Insert new command.
E) Edit a command.
D) Delete a command.
Q) Quit