A Glossary of OLC Commands for Castle Arcanum Version: 1.0 by Phazic/Confidential of Castle Arcanum E-mail: ahsieh@student.andover.edu Below is a list of all the OLC commands besides the *pedit commands. Included are syntax(es), purpose, and examples which will help you build your area. They are arranged as follows: aedit, redit, medit, oedit. aedit - Syntax: aedit Enters the area editing mode where you can change things that will affect the entire area. When you first enter the mode it will show you some information about the current area. Syntax: aedit Enters the area editor for the specified area. Example: aedit Enters the area editing mode for the area you are in. Example: aedit 0 Enters area editing mode for limbo. Note: The anum is obtained from the command alist, first column. age - Syntax: age <#age> Currently does nothing except attach a number to age. Example: age 3 Sets the age of the area to 3. builders - Syntax: builder <$name> Toggles someone's builder access to the area Example: builder Phazic This toggles Phazic from being a builder in the area. Warning: It does not do any checks to see if that will remove all builders, so it is possible to remove yourself and then you'll need an immortal's assistance to re-add yourself. Syntax: builder All Toggles allowing everyone to build. Example: builder All This toggles allowing everyone to build. commands - Syntax: commands Displays a list of commands that you can use in each mode. Example: commands Displays: age builders commands create filename recall reset security show vnum lvnum uvnum levels authors title ? version create - Syntax: aedit create Creates a new area and transfers you to it. This command is not available to normal builders (106) filename - Syntax: filename <$filename> Changes the filename of an area. This command is not available to normal builders (106) Example: filename area69 This would change the name of the file where my area is stored to area69.are. recall - Syntax: recall <#rvnum> Sets the recall room for that area, the room you end up in if you type "recall". Example: recall 12001 This will set room 12001 as the destination when players type recall. Note: Unless there is a good reason to, keep recall set to 12001 (Chapel Anteroom) reset - Syntax: reset or aedit reset Resets the area, like a forced repop. Example: aedit reset Would reset the mobs and the objects. Note: Mobs that have lost their objects but are not killed, via stealing or forced drop will NOT reload those objects. security - Syntax: security [#level] Sets the minimum amount of security required to edit the area. Example: security 99 Only builders with a security of 99 can be builders in this area. Note: Most player areas only allow a security of 1 only. show - Syntax: show Shows you information about the area. Example: show Displays: Vnums: [34300-34399] Title: Proton/Phaze Authors: Phazic Levels: { New } Flags: [none] Recall: [12001] Chapel Anteroom File: phazic.are Age: [1] Players: [1] Security: [0] Builders: [Phazic] OLCflags: [changed verbose] vnum - Syntax: vnum [#lvnum] [#uvnum] Sets the min and max vnums on an area. Example: vnum 34300 34399 Allocates 34300-34399 to be designated with this area, checks for overlap and invalid vnums. lvnum - Syntax: lvnum [#lvnum] Sets the lower vnum on an area. Example: lvnum 34300 Sets the smallest vnum value to 34300, checks for overlap and invalids. uvnum - Syntax: uvnum [#uvnum] Sets the upper vnum on an area. Example: uvnum 34399 Sets the maximum vnum to be used in this area to 34399 checks for overlap and invalids. levels - Syntax: levels This sets the displayed minimum level and maximum level of the area, these are the numbers used in the area command as well as the where command. Note: The levels of the actual mobs/objects can be greater than the max and or lower than the min. Example: levels 60 80 Shows in where and areas { 60 80 } Example: levels All Shows in where and areas { All } Area: { All } Phazic Proton/Phaze authors - Syntax: authors [$authors] This sets the authors of an area. This info is displayed in where and areas and is only used for displaying purposes. Example: authors Phazic Shows in where and areas, Phazic. Area: { All } Phazic Proton/Phaze title - Syntax: title [$title] Sets the name of the area. This info is displayed in where and areas and is only used for displaying purposes. Example: title Proton/Phaze Shows in where and areas, Proton/Phaze. Area: { All } Phazic Proton/Phaze ? - Syntax: ? Will show you a list of short helps on things. Syntax: ? [$argument] Shows the list of options for argument. Area flags: Syntax: [$areaflag] Toggles an area flag, must be in aedit. no_tp_in - cannot tp into area no_tp_out - cannot tp out of area no_astral_in - cannot astral into area no_astral_out - cannot astral out of area no_summon_from - cannot summon players/mobs from area no_summon_to - cannot summon players/mobs into area no_list - area won't show up on areas Example: no_tp_in no_summon_to no_astral_in Toggles the status of no_tp_in, no_summon_to, and no_astral_in. End of area flags. redit - Syntax: redit Enters the room editing mode, this is where you can change flags about a room, its description, sector type, exits, etc. Example: redit Enters redit and does a show. create - Syntax: create [#rvnum] Creates a room of that vnum and transfers you to it, as long it doesn't already exist. Example: redit create 34301 Creates room 34301, and transfers you to it as long as it doesn't already exist. desc - Syntax: desc Enters an editor where you can modify the room's description. Identical to the note editor. Example: desc Starts the editing sequence for the room's description. ed - Syntax: ed Lists the commands available to edit a keyword in a room. Example: ed Syntax: ed add [keyword(s);] ed delete [keyword(s)] ed keywords [keyword(s)] ed edit [keyword(s)] ed format [keyword(s)] ed subcommands: add - Syntax: ed add [keyword(s) separated by ;] Adds keywords to a room/object. Will enter you into editor mode for that keyword. Note: Keywords separated with ; will all have the same description. Example: ed add hi;fire;now Edits the keywords hi, fire, and now simultaneously. delete - Syntax: ed delete [keyword(s)] Deletes keyword(s) from an object/room. Note: When one keyword that is linked, with other keywords, to a description is deleted, all the keywords linked with that description are also deleted. Example: ed delete hi Deletes hi, fire, and now from the keywords. keywords - Syntax: ed keywords [keyword] [additional keywords] Changes the keyword list for the specified keyword Example: ed keywords fire flame Adds the keyword flame to the description linked to fire, in essence, it copies the contents of fire to the keywords listed, however they cannot be edited separately. edit - Syntax: ed edit [keyword(s)] Allows you to enter the editor to edit the keyword's description. Example: ed edit fire Loads up the editor and displays the current description of the keyword, fire. format - Syntax: ed format [keyword(s)] Formats the extra description, just like a note. Example: ed format fire Formats the fire extended description, just like .f in editor. End of subcommands format - Syntax: format Formats the room description. Example: format Formats the room's description, just like .f in editor. name - Syntax: name [$name] Sets the name of a room, displayed to people when they walk in also shown in locate object if the item is in a room. Example: name Chapel Anteroom When people enter, the first they'll see is Chapel Anteroom. show - Syntax: Show Displays current settings of room. Example: show Description: Museo de Mexico City, the storehouse of artefacts and information on peoples who once walked the earth just like we do now. Cities rise, cities fall and are trodden into the dust, never to see the light of day, their glories and splendour all but forgotten. However, due to the selfless efforts of the few individuals who care enough to spend years researching, those ancient civilizations now see the light of day in the form of interesting exhibits that educate. But attendance at the museum has been steadily declining over time, so the museum director managed to get some rather special exhibits, just go south and take a look. Also, due to the fact that it's Cinco de Mayo, there's a special festive treat when you exit the museum at the end if you take the time to explore. Enjoy! Name: [Lobby of Museo de Mexico City] Area: [ 50] { All } Staff Holiday Celebration Vnum: [32301] Sector: [field] Room flags: [none] Characters: [phazic portalmob rolando] Objects: [none] -South to [32302] Key: [ 0] Exit flags: [none] walk - Syntax: walk [$direction] Since [direction] is now a command in redit, used to edit exits, this command is used to go from room to room staying in redit. Example: walk south Performs the "south" command. mreset - Syntax: mreset [#vnum] [#max amount] Adds a mob to reset in the current room. Max amount defines the maximum number of that mob to load. Example: mreset 34301 1 Each time the area resets, if 34301, loaded from this room, has been killed, it will reload the mob 34301 once. oreset - Syntax: oreset [#vnum] [$arguments] Adds an object to resets and loads it according to arguments. No arguments - resets the object into the room Object_Name - resets the object into the specified object mob_name wear_location - resets the object in mob on wear_location Use: ? wear-loc for a list of wear locations, none means in inventory. Example: oreset 34300 Loads the object 34300 into the room. Example: oreset 34300 cabinet Loads the object 34300 into the cabinet. (Cabinet must already exist in the room and be in resets). Example: oreset 34300 shopkeeper none Loads the object 34300 into the shopkeeper's inventory. Example: oreset 34300 shopkeeper wielded Loads the object 34300 into the shopkeeper and has him wield it. This is done regardless if the item could be worn in that location in the first place. (You could have a guy wear a sword on his head but players could only wield it, etc.) Table of wear locations: none light lfinger rfinger neck1 neck2 body head legs feet hands arms shield about waist lwrist rwrist wielded hold wield2 pride mlist - Syntax: mlist [all/$name] Lists either all mobs and their vnums, or all mobs and their vnums with [name] in them. Mobs with a * have mprogs. Limited to the current area. Example: mlist all Lists all mvnums in the area. Example: mlist padrino Lists the mobs with padrino in their name. olist - Syntax: olist [all/$name/$item_type] Lists all objects with their vnums, list all objects and their vnums that have [name] or list all objects and their vnums of type [item_type] For a list of item types use: ? type Objects with a * have oprogs. Limited to the current area. Example: olist all Shows all the ovnums in the area. Example: olist drink-container Shows all items of type drink-container and items that have drink-container in them. Example: olist jug Shows all items with the word jug in them. rlist - Syntax: rlist Lists all room names and their vnums. Rooms with a * have roomprogs Limited to the area. mshow - Syntax: mshow [#vnum] Performs a show of the specified mob vnum. oshow - Syntax: oswow [#vnum] Performs a show of the specified object vnum. Room flags: Syntax: [$roomflag] Toggles the roomflag for the current room. dark - need a light source to see no_mob - no mobs may enter no_magic - currently nothing indoors - the room is indoors underground - room is underground (avoids sun) private - only 2 people allowed in this room or (1 mob, 1 player) safe - no killing or actions that trigger attacks, besides socials solitary - Only 1 player/mob allowed pet_shop - the room is a pet shop no_recall - can't recall from this room cone_of_silence - room is affected by a cone of silence arena - room is an arena (player fighting allowed, no xp gained from mobs) battlefield - Used for Clan fights (not in use) no_summon_to - Cannot summon players/mobs into this room no_summon_from - Cannot summon players/mobs from this room no_tp_in - Cannot teleport to a mob in this room no_tp_out - Cannot teleport out of this room no_astral_in - Cannot astral to players in this room no_astral_out - Cannot astral out of this room special - room will use \keywords (more on this later) End of room flags reset - Syntax: redit reset Resets the current room. Example: redit reset Resets the current room. Direction name commands: Syntax: [command] [argument(s)] dig - Syntax: dig [#vnum] Creates the room and makes a two-way link. If room exists, creates a two-way link unless the remote side exit exists. Example: north dig 34300 Links the current room to 34300, at the north exit in the current room and the south exit of 34300. link - Syntax: [dir] link [#vnum] Links two rooms together with a two-way link as long as the side to the room to be linked is free. Example: north link 34300 This is the 'proper' way to connect two rooms together when both already exist. room - Syntax: [dir] room [#vnum] Makes a one way link from current room to the specified room. Example: north room 34300 Makes a one way exit from the current room to 34300 key - Syntax: [dir] key [#vnum] Makes the specified ovnum the key to the specified direction. Example: north key 34399 Makes the object with ovnum 34399 the key of the door to the north. If there's no door, then it doesn't matter. Note: The ovnum 34399 must have type 'key' for it to allow that ovnum to to be used as a key name - Syntax: [dir] name [door name] Sets a name for a door, when opening and closing, will use the first word. Example: north name oaken door Sets the name of the northern door to "oaken door". Players will see " opens the oaken. desc - Syntax: [dir] desc Starts up the editor so you can edit what players see when they look [dir] or examine [dir]. Defaults to "Nothing special there" Example: north desc Enters the editor for the description of the northern exit. remove - Syntax: [dir] remove [key/name/desc] Removes the specified argument from the direction Example: north remove key Sets the ovnum for the key to 0 (no key) Example: north remove name Unsets the name field for the north exit. Example: north remove desc Removes the description from the north exit. Synonomous to doing north desc, and then .c then @. delete - Syntax: [dir] delete Deletes the exit from the room. Example: north delete Deletes the entire north exit, from both sides. Exit Flags: Syntax: [dir] [exit-flags] Toggles the specified exit flag for the specified direction. door - toggles the existence of a door closed - toggles whether it starts closed locked - toggles whether it starts locked bashproof - toggles the door being bashproof pickproof - toggles the door being pickproof passproof - toggles the door being passproof hidden - toggles the player needing 'detect hidden' to see the door End of Exit Flags Sectors: Syntax: [sector] Assigns the specified sector to the room. Note on Sectors: Underwater requires scuba/breathe water and nofly. Swim can be flown over. Air requires the player to be flying. To obtain all valid sector types, type: ? sector Table of Sector Types: inside city field forest hills mountain swim noswim underwater air desert medit - Syntax: medit [#vnum] Enters the mobile editing mode for the specified mvnum. Example: medit 34300 Enters meditng for mvnum 34300, must already exist. alignment - Syntax: Alignment [#alignment] Sets the mob alignment to the specified number. Example: alignment 1000 Sets the mob's alignment to 1000. create - Syntax: create [#vnum] or medit create [#vnum] Creates a mob and assigns it the specified vnum and puts you into the editing mode on it. Example: medit create 34300 Creates the mob 34300 and puts you in medit mode for it. desc - Syntax: desc Starts up the editor so the description of the mob can be edited. Example: desc Enters the description editor for the mob, the lengthy thing you see when you look at it. level - Syntax: level [#level] Sets the level of the mob. Example: level 101 Makes the mob's level 101, hp, hitroll, damroll, AC, and what they use in their spec functions are based on this. long - Syntax: long [$long description] Sets the long description of a mob. This is the description someone sees when the mob is displayed in a room. Example: long The Protector stands guard with his hand on his sword hilt. This would give a mob the same long as the Protector at recall. short - Syntax: short [$short description] Sets the short description of a mob. This is the description you see when the mob does something. For example attacks, drops items, gives items, talks to you, etc. Example: short The Protector Sets the mob's short description to The Protector name - Syntax: name [$name] This sets the keywords of a mob. These are very important. This determines what words anyone can use to act upon the mob. Note: Refrain from using words like: a,and,the,an,etc. Also, do not use color in the name, since to act upon it, players would need the proper color settings as well. Example: name Kaius brother healer This sets the keywords that people can use to "Kaius brother healer" shop - Syntax: shop [command] [arguments] This lets you modify the shopkeeper properties of a mob. Shop subcommands: hours - Syntax: shop hours [#opening] [#closing] Defines when the shop closes and opens. Use 24 hour format (0-23). Example: shop hours 0 23 Makes the shop open all the time. Example: shop hours 0 5 The shop is only open from midnight to 5am (eg a nightclub ;) ) profit - Syntax: shop profit [#buying%] [#selling%] The buying percent indicates the percentage of the actual price a player will pay for it . (Never make this below 100.) The selling percent indicates the percentage of the actual price that the player will receive. (Never make this above 100%.) Otherwise, players can profit by buying and selling the same item over and over again. Example: shop profit 125 75 This sets it so the player buys things for 125% of the actual value and receives 75% of the actual value when he sells it. type - Syntax: shop type [0-4] [item-type] This indicates what types of itmes the shopkeeper will buy, contrary to what the online help says, the shopkeeper will sell anything it is reset with, or anything it has in its inventory. The shopkeeper can buy up to 5 types of items. A list of item types can be retrieved by typing: ? type Example: shop type 0 key The shopkeeper will buy keys. delete - Syntax: shop delete [0-4] This removes an item type from the shopkeeper's buying list. Example: shop delete 0 Using our previous example, this stops the shopkeeper from buying keys. remove - Syntax: shop remove Removes all the shop information and make the mob a non-shopkeeper Example: shop remove Makes the current mob a non-shopkeeper. End of Shop Subcommands show - Syntax: show This displays info on the mob. Example: show Name: [padrino man matador] Area: [ 50] { All } Staff Holiday Celebration Act: [npc sentinel worldlimit no_kill social] Vnum: [32328] Sex: [male] Race: [Human] Class: [Mage] Level: [75] Align: [ 0] Affected by: [detect-invis detect-hidden infrared] Socials: [fight 0, mirror 16, slap 0] Short descr: the padrino Long descr: A distinguished man dressed in the distinctive clothing of a matador awaits a novillero. Description: Your eyes are drawn to the padrino as he gracefully steps out of the shadows to greet you. The sunlight glints off his decorated jacket and vest. The padrino is dressed in the "suit of lights", the traje de luces, the distinctive clothing that evolved directly from 17th century Spain. Despite the weight of his costume and the oppressive heat even here in the shade, he looks calm and self-assured. You can see his graying temples under the matador's cap as his sunbaked skin crinkles around his eyes. The padrino bows slightly, heels drawn together. social - Syntax: social <#fightchance> <#mirrorchance> <#slapchance> [social to replace with slap] (out of 16 chances) This sets a mob's reaction to socials. social 4 5 6 bonk Example: social 4 5 6 bonk 4/16 times the mob will attack 5/16 times the mob will mirror the social 6/16 times the mob will bonk the socialer spec - Syntax: spec spec_[spec function] This adds a preprogrammed special function to the mob. Example: spec spec_cast_adept Makes the mob cast spells on low level players. Mob Special Functions: breath_any - mob will use any breath breath_acid - mob will use acid breath breath_flame - mob will use flame breath breath_frost - mob will use frost breath breath_gas - mob will use gas breath breath_lightning - mob will use lightning breath cast_adept - casts spells on low level players, like the healer in training tower silly_adept - says funny things and does strange socials to random player cast_cleric - combative cleric (will use clerical spells eg mute, flamestrike, etc.) cast_ghost - gets killed by light outside cast_judge - casts high explosive cast_mage - combative mage (fireball, polymorph, dispel) cast_psionicist - combative psionicist (psionic blast, ultrablast, disintegrate) cast_undead - unknown executioner - unknown (don't use) fido - eats corpses guard - Protects the innocent and attacks players with KILLER or THIEF janitor - picks up trash mayor - mayor (don't use) poison - poisonous bite repairman - fixes bashed doors thief - steal gold rob - jitters and gyrates fiery - causes players to get burnt while in same room snake_charm - unknown End of mob special functions Mob act flags: Syntax: [$mobactflag] Toggles the mob having the given affected flag. sentinel - the mob stays in one place special - unknown worldlimit - there can only be one of this mob in the entire mud at any given time scavenger - the mob picks up items aggressive - the mob is aggressive to players stay_area - the mob won't leave the area wimpy - the mob flees when hurt pet - automatically set for pets train - the mob will train players practice - players can practice the skills of the mob's class here gamble - the mob runs a gambling game (?) healer - the mob is a healer, players can type heal for a list stay_terrain - the mob will only wander on the same sector type it starts in. Useful for preventing fish to move around on land, etc. identify - the mob will be able to identify things, like iago no_kill - the mob cannot be killed total_invis - the mob cannot be seen at all, and no one can act on it social - an act flag that shows that the social responses have been set End of Mob Act flags. Mob races: Syntax: [$racename] While in medit, sets the race of the mob. Use ? race to display this table. Human Elf Eldar Halfelf Drow Dwarf Halfdwarf Hobbit Halfling Giant Ogre Orc Kobold Minotaur Troll Hobgoblin Insect Dragon Demon Animal God Undead Lich Harpy Bear Sloth Githyanki Elemental Bat Plant Rat Vampire Werewolf Goblin Faerie Pixie Arachnid Mindflayer Object Mist Snake Worm Fish Hydra Lizard Lizardman Gnome Halfkobold Troglodyte Tabaxi Rakshasa Kenku Halfdemon Grugach Ape Feline Cat Cyclops Dinosaur Horse Centaur ThriKreen Pudding Chimera Dog Elephant Ettin Amphibian Gnoll Automaton Griffon Imp Leprechaun Medusa Monster Pegasus Unicorn Rust-Monster Parasite Satyr Sphinx Titan Treant Wolf Wolverine Yeti Beastman Gargoyle Ghoul Golem Lycanthrope Merman Ooze Pixie Skeleton Zombie Mutant Robot Alien Energy Example: God Sets the mobs race to god Help [racename] will display information about each race. End of mob races. Mob Classes: Syntax: [$mobclassname] While in medit, sets the class of the mob, if the mob has the 'practice' act will be able to have other people practice skills of this class in the prescence of the mob. ? class displays the list of classes. Mage Cleric Thief Warrior Psionist Druid Ranger Paladin Bard Vampire Necromancer help [classname] will display information about the class, except for Necromancer and Vampire. End of mob classes. Mob affected by attributes: Syntax:[$mobaffectflag] Toggles the mob having the affect. Example: blind invisible "flaming shield" All these affects are permanent, except sanctuary which can be dispelled. blind - the mob is affected by permanent blindness invisible - the mob is always invisible detect-evil - the mob can see the red aura around people detect-invis - the mob can see invisible chars/mobs. detect-magic - the mob sees magical objects with a (magical) flag detect-hidden - the mob can see hidden chars/mobs hold - unknown (?) sanctuary - the mob is affected by permanent sanc faerie-fire - the mob is affected by faerie-fire infrared - the mob is affected by infravision curse - the mob is cursed (can't summon/bamf) poison - the mob is poisoned protect - the mob is affected by protection sneak - the mob is affected by sneak hide - the mob is hidden sleep - the mob starts asleep charm - adds charm flag (does nothing?) flying - the mob is flying pass-door - the mob is affected by pass door waterwalk - the mob can walk on water summoned - (?) mute - the mob is mute gills - the mob can breathe underwater vampiric curse - the mob is a affected by vampiric curse (turns them into a vampire) ghoulic curse - the mob is affected by ghoulic curse (turns them into a ghoul) flaming shield - the mob is always surrounded by a flaming aura End of mob affects. oedit - Syntax: oedit Enters oedit mode for the specified ovnum, here you can change various settings for objects as well as their affects. Example: oedit 34300 Enters oedit mode for object 34300 addaffect - Syntax: addaffect Example: addaffect strength 3 Makes the item give +3 to strength. Note: help addaffect displays the list of all locations cost - Syntax: cost # Sets the price for the object (no effect?) Example: cost 1000 Does nothing since cost is extrapolated based on the level. create - Syntax: create or oedit create Creates the specified ovnum and enters oedit mode for it. Example: (in oedit) create 34301 Creates the object 34301 and switches you to it. Example: oedit create 34301 Creates the object 34301 and switches you to it. delaffect - Syntax: delaffect Deletes the specified affect from the current object. Example: delaffect 0 Deletes the first affect from the object. Note: You obtain the affect number by typing show when oediting that object. ed - Syntax: ed Lists the commands available to edit a keyword in a room. Example: ed Syntax: ed add [keyword(s);] ed delete [keyword(s)] ed keywords [keyword(s)] ed edit [keyword(s)] ed format [keyword(s)] ed subcommands: add - Syntax: ed add [keyword(s) separated by ;] Adds keywords to a room/object. Will enter you into editor mode for that keyword. Note: Keywords separated with ; will all have the same description. Example: ed add hi;fire;now Edits the keywords hi, fire, and now simultaneously. delete - Syntax: ed delete [keyword(s)] Deletes keyword(s) from an object/room. Note: When one keyword that is linked, with other keywords, to a description is deleted, all the keywords linked with that description are also deleted. Example: ed delete hi Deletes hi, fire, and now from the keywords. keywords - Syntax: ed keywords [keyword] [additional keywords] Changes the keyword list for the specified keyword Example: ed keywords fire flame Adds the keyword flame to the description linked to fire, in essence, it copies the contents of fire to the keywords listed, however they cannot be edited separately. edit - Syntax: ed edit [keyword(s)] Allows you to enter the editor to edit the keyword's description. Example: ed edit fire Loads up the editor and displays the current description of the keyword, fire. format - Syntax: ed format [keyword(s)] Formats the extra description, just like a note. Example: ed format fire Formats the fire extended description, just like .f in editor. End of ed subcommands long - Syntax: long Sets the long description for an object, just like a mob. Example: long A stupid looking hat has been left here intentionally. When people enter, if this object is on the ground that's what they'll see. short - Syntax: short Sets the short description for an object, just like a mob. Example: short Phazic's dunce cap When this object is acted upon, this is what people will see. name - Syntax: name Sets the keywords that people can use to act on the object. Example: name dunce cap Sets the keyword list to "dunce cap" so players can use get dunce or get cap to pick it up. show - Syntax: show or [enter] key Displays all current settings set on the object. Example: show Name: [wand] Area: [ 59] { All } Phazic Proton/Phaze Vnum: [34399] Type: [wand] Wear flags: [take hold] Extra flags: [none] Weight: [0] Cost: [1000] Ex desc kwd: [hottub] Short desc: wand Long desc: No touch! [v0] Level: [105] [v1] Charges Total: [99] [v2] Charges Left: [99] [v3] Spell: remove silence v0,v1,v2,v3 - Syntax v[#] Changes value[#] to the indicated value. Example: v0 105 or v1 99 or v2 99 or v3 remove silence This sets the values to the values shown above. Note: To obtain the proper values, refer to the table 6 at the end of this document. In some instances v[#] will be allowed. speco - Syntax: speco speco_[speco function] Adds/Removes a speco function to the current object. Example: speco speco_blob Adds the blob speco function to the object. Here are the speco_functions airfill - used to refill scuba items attach - The object is "attached" to you. When you drop it, a second or 2 later it will jump back into your inventory and cause you to wear it. (Easier to do with programs). blob - When the object is created it turns into a blob which will eat equipment. burper - When the object is worn, the wearer will randomly burp. drain_hp - It currently sends a nice message to the player about their life force slipping away, however no affect to hp. drunk - Should make a player talk like a drunk, but it doesn't appear to work. morph - unknown recycler - unknown social - Wearer will randomly social machine - Defines the object as a machine one_owner - Object will associate to someone when first picked up, causes other people to drop it when non-owner picks it up/gives. End of speco functions Setting Wear locations: Syntax: Toggles the ability to wear the object at the designated location. Example: head Toggles ability to wear object on head. Setting Types Syntax: Sets the type of the object to the designated type Example: potion Makes the object a potion. Valid types: light scroll wand staff weapon treasure armor potion furniture trash container drink-container key food money boat npc corpse fountain pill fly portal scuba tool herb Note: npc corpse does not seem to work. Object Extra Flags: Syntax: Toggles the presence of the indicated flag. glow hum dark lock evil invis magic nodrop bless anti-good anti-evil anti-neutral noremove inventory poisoned vampire_bane holy poisoned machine timed renamable enterable nosave | FLAGS | I _________!________________________________________________________________ T | | E | Here is a list of the flags you may find on items throughout Castle ! M | Arcanum and what they mean and do. : S | . !_| ANTI-EVIL.....You can not hold/wield/wear if you are of evil align. ! ANTI-GOOD.....You can not hold/wield/wear if you are of good align. : ANTI-NEUTRAL..You can not hold/wield/wear if you are of neutral align. . BLESS.........If you poison a weapon, this flag will allow the weapon to last twice as long. DARK..........Currently nothing. EVIL..........Currently does nothing other than add (Red Aura) to item. ENTERABLE.....You can enter the object GLOW..........Currently does nothing other than add (Glowing) to item. HOLY..........If you are evil, you will be burned by Holy Fire either by picking up or using the item. HUM...........Currently does nothing other than add (Humming) to item. INVIS.........The item is invisible, requires detect invis to see. LOCK..........Currently nothing. MACHINE.......The object is a machine. MAGIC.........Adds (Magical) to item. If it's a weapon it can not be enchanted, but will last twice as long for poison weapon. Armor can not be enhanced with magic as a flag. NODROP........You can not drop the item once you pick it up. You can sell, have destroy curse cast on you or play the hangman. NOREMOVE......You can not remove the item once you wear it. Use remove curse to have it removed or use the hangman. NOSAVE........Item is not saved when the player quits. POISONED......Typically used for weapons, the item has been poisoned and does anywhere from 3 to 5 times normal damage. Timed usually goes with this flag. RENAMABLE.....This allows the object to have a custom description of your choice. See HELP RENAME TIMED.........The item has a time limit and will disappear when the time runs out. Actual time varies depending on many factors. Usually associated with poisoned items. . VAMPIRE_BANE..This will deal out twice as much damage to your victim if : it's a vampire. | .___! End of Glossary [Table 6] Table of Values for Objects Item Type Value-0 Value-1 Value-2 Value-3 ---- ---- ------- ------- ------- ------- Light 01 0 0 hours (0=dead, 0 -1=infinite) Scroll 02 spell lvl spell name 1 spell name 2 spell name 3 Wand 03 spell lvl max charges current charges spell name Staff 04 spell lvl max charges current charges spell name Weapon 05 0 0 0 hit type Treasure 08 0 0 0 0 Armor 09 0 0 0 0 Potion 10 level spell name 1 spell name 2 spell name 3 Furniture 12 max # people max wt (unused) (Table 6b) heal/mana gain Trash 13 0 0 0 0 Container 15 max weight (Table 6c) key vnum 0 Drink Con. 17 max capacity current cap. liquid poison (0=no, (Table 6d) non-zero=yes) Key 18 0 0 0 0 Food 19 hours fed 0 0 poison (as above) Money 20 value 0 0 0 Boat 22 0 0 0 0 NPC Corpse 23 0 0 0 0 PC Corpse 24 0 0 0 0 Fountain 25 0 0 0 0 Pill 26 spell lvl spell name 1 spell name 2 spell name 3 Fly 27 0 0 0 0 Portal 28 charges 1 flags (Table 6e) exit vnum Scuba 29 charge(mud hours) max charge 0 0 Specific Case Scenarios: Weapon hit type: Syntax: v3 Sets the appropriate hit type to the weapon. Example: v3 pierce Makes the weapon pierce. Table of weapon types: hit slice stab slash whip claw blast pound crush grep bite pierce suction chop Container values: Syntax: v[#] Sets the specified values for the container table 6. Example: v0 500, v1 Pickproof closed locked v2 34300 Sets the container's max capacity to 500, makes it closed pickproof and locked, and makes the key object 34300. Container Flags: closeable pickproof closed locked keychain Drink-Container Values: Syntax: v2 Sets the specified values for the container table 6. Example: v2 beer Puts beer in the drink-container. Drink-Container Liquids: water beer wine ale dark-ale whisky lemonade firebreather local-specialty slime-mold-juice milk tea coffee blood salt-water coke dr_pepper mountain_dew diet_coke sprite hot_chocolate brandy spec_hot_chocolate Portal Flags: Syntax: v2 <# based on flags> Gives the portal, various flags. Example: v2 23 Makes the portal, normal exit, nocurse, gowith, and random. Just add the number of each flag you want, 1+2+4+16 = 23 Table 6e: Portal flags ----------------------- PORTAL_NORMAL_EXIT 1 Normal exit PORTAL_NOCURSE 2 Can't use portal if cursed PORTAL_GOWITH 4 Changes locations with player (carriable) PORTAL_BUGGY 8 Buggy (doesn't always exit to right location) PORTAL_RANDOM 16 Random exit (ignores value3) Furniture Flags: Syntax: v2 <# based on flags> Gives furniture various flags. Example: v2 575 Allows players to stand_at, sit_at, rest_at, and sleep_at this object. Again add the numbers of each flag you want: 1+8+64+512 = 575 Table 6b: Furniture flags -------------------------- STAND_AT 1 STAND_ON 2 STAND_IN 4 SIT_AT 8 SIT_ON 16 SIT_IN 32 REST_AT 64 REST_ON 128 REST_IN 256 SLEEP_AT 512 SLEEP_ON 1024 SLEEP_IN 2048 Scrolls, Wands, and Potions Spell names: Syntax: v[#] Sets the specified value with that spellname. Example: (On a pill) v1 bless Makes the first spell on a pill bless. List of all Spell names: acid blast armor astral bamf bless blindness breathe water burning hands call lightning cause critical cause light cause serious change sex charm person chill touch colour spray cone of silence continual light control weather create food create spring create water cure blindness cure critical cure light cure poison cure serious curse destroy cursed detect evil detect hidden detect invis detect magic detect poison dispel evil dispel magic earthquake enchant weapon energy drain exorcise faerie fire faerie fog fireball flamestrike flaming shield fly gate giant strength harm heal identify infravision invis know alignment lightning bolt locate object magic missile mass heal mass invis mute pass door poison polymorph other protection recharge item refresh remove alignment remove curse remove silence sanctuary shield shocking grasp sleep stone skin summon teleport turn undead ventriloquate weaken word of recall acid breath fire breath frost breath gas breath lightning breath general purpose high explosive adrenaline control agitation aura sight awe ballistic attack biofeedback cell adjustment combat mind complete healing control flames create sound death field detonate disintegrate displacement domination ectoplasmic form ego whip energy containment enhance armor enhanced strength flesh armor inertial barrier inflict pain intellect fortress lend health levitation mental barrier mind thrust project force psionic blast psychic crush psychic drain psychic healing share strength thought shield ultrablast vampiric bite total recall lartsa mystic eye begone sendforth Credits: This section had to come in somewhere :) Special thanks go out to: Roy for assigning me this project in the first place. Gomez for answering countless number of questions when I asked him and adapting ILAB for Castle Arcanum. :) Bram for answering questions, and fixing bugs which I found and making the OLC port for builders to use. Ceivar for creating the first builder's manual for manual area file editing and the typing up of the tables. Nano for creating the help files for all these original commands. Surreality, Locke, and Jason Dinkel for creating OLC and adapting it for use with Envy. Everyone else for emotional support, without you, no one would be here to read this guide. :)