Extremely wip, thanks to Kvetch for the guides
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 :  Room zone:  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 :  Room zone: 
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
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
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.
Erm… obviously when you’re done editing your room.
-- Item number :  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
KVETCH POST START
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:
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.
LISTED ALPHABETICALLY 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 ￼
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:
LISTED ALPHABETICALLY 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: http://4dimensions.org/node/4DEquipguide
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
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
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:
LISTED ALPHABETICALLY 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:
LISTED ALPHABETICALLY 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.
For when you are done.
-- Mob Number:  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
The mobs sex.
Key words for interacting with the mob (look, kill, etc).
Effectively the name of the mob.
The desc you see in the room.
The desc you see when you "look" at the mob.
The level of the mob, affects 8 through G.
Alignment of the mob: >350 is good, -350 - 350 is neutral, < 350 is evil align.
Hitroll determines how many times they'll penetrate. set by "6) Level"
determines damage. set by "6) Level"
determines damage. set by "6) Level"
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"
exp received on mob death.
gold dropped on death
State the mob is in: sleeping, sitting, standing etc.
Default position? Not seeing what this does in tests? Some info would be nice.
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.
"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.
The tier adds a difficulty modifier to the mob, the higher the tier the stronger it is.
The mob will use the given subskill appropriately when needed.
for shopkeepers the higher it is the more they'll sell things for.
W) Skin Vnum
Item received when skinning?
Used for scripts
Message you see on the mob arriving in the room you're in.
Message you see on the mob leaves the room you're in.
For exiting :P
KVETCH POST START
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:
LISTED ALPHABETICALLY 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.
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] 0 - <END OF LIST> N) Insert new command. E) Edit a command. D) Delete a command. Q) Quit