Castle Arcanum On-Line Creation Guide [TEXT]Castle Arcanum's On-Line Creation What follows is a complete walkthrough, illustrating the creation of an area, one complete room with two adjoining skeletal rooms, an exit, an object, a mob, room resets, and two mob programs. (Thanks, Veldare.) In the walkthrough, occasional comments are included in square brackets. Note that hitting the "Enter" key while in an editor will always show you the item you are currently editing. help olc [OLC stands for OnLine Creation.] Syntax: AEDIT [create/reset] - Area Creation and Repoping. Syntax: REDIT [create/reset] [vnum] - Room Creation and Editing. Syntax: OEDIT [create] - Object Creation and Editing. Syntax: MEDIT [create] - Mobile Creation and Editing. Syntax: ASAVE - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Notation: [] = optional, <> = required The above commands are used to expand the game world. The original code was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel, and debugged/enhanced for Castle Arcanum by Gomez.. Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT help aedit AEDIT Syntax: aedit -Enters the editor for the current area. Syntax: aedit -Enters the editor for the selected area. The following commands are available from within the AEDITOR: age - set the age of the area builder - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename - change the file name for the area. '.are' is appended. name - change the 'AREAS' name of this area recall - set the room to recall to reset - resets the current area security - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum - set the lower and upper vnum's lvnum - set the lower vnum uvnum - set the upper vnum - area flags, type ? AREA for a list [The lines below create your area. This will be done for you, in the process of getting you authorized for online creation.] aedit create Area Created. [Press "Enter".] Vnums: [0-0] Title: Title Authors: Authors Levels: { New } Flags: [none] Recall: [12001] Chapel Anteroom File: area12.are Age: [0] Players: [0] Security: [1] Builders: [None] OLCflags: [changed added verbose] vnum 17600 17699 builder Veldare file veldare [creates veldare.are] redit create 17600 [creates room & takes you there] Room created. Description: Name: [] Area: [ 12] { New } Authors Title Vnum: [17600] Sector: [inside] Room flags: [none] Characters: [veldare] Objects: [none] [The [ 12] above indicates the area load number (internal bookkeeping), and is not editable.] [This is where you would begin.] goto 17600 [To do any editing, you'll need to be in your area.] aedit title Veldare's Area author Veldare level 10 20 [Press "Enter".] Vnums: [17600-17699] Title: Veldare's Area Authors: Veldare Levels: { 10 20 } Flags: [none] Recall: [12001] Chapel Anteroom File: veldare.are Age: [3] Players: [0] Security: [1] Builders: [Veldare] OLCflags: [changed added verbose] asave area done [Hint: Saving your area, and exiting the editor occasionally, is a good habit to acquire.] help redit REDIT Syntax: redit -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additonal extra-description help format - format(word-wrap) the room description name - changes the room title show - hitting return, or 'show' shows the room stats oshow - shows an object with given vnum olist - lists objects in this area. mshow - shows a mobile with given vnum mlist - lists mobiles in this area. - room attributes, type ? ROOM for a list - terrain of room, type ? SECTOR for a list - see help EXIT, or type ? walk - use the walk command to move in a direction commands commands create desc ed format name show north south east west up down walk mreset oreset mlist olist mshow oshow ? version ? Syntax: ? [command] [command] [description] Area -Area attributes. Room -Room attributes. Sector -Sector types, terrain. Exit -Exit types. Type -Types of objects. Extra -Object attributes. Wear -Where to wear object. Spec -Available special programs. Sex -Sexes. Race -Races. Class -Classes. Act -Mobile attributes. Affect -Mobile affects. Wear-loc -Where mobile wears object. Spells -Names of current spells. Weapon -Type of weapon. Container -Container status. Liquid -Types of liquids. Mprog -Types of mob programs. Rprog -Types of room programs Oprog -Types of object programs ? room [flags toggle on & off] dark no_mob no_magic indoors underground private safe solitary pet_shop no_recall cone_of_silence arena battlefield no_summon_to no_summon_from no_tp_in no_tp_out no_astral_in no_astral_out special underground ? sector [values replace old values] inside city field forest hills mountain swim noswim underwater air desert name Journey's End Name set. desc Editor: Type .h on a new line for help, @ on a new line to finish. > You think you are at the end of your long travels, but are you really? > @ north [typing a direction alone yields the following help] EXIT Syntax: For exits, type the direction (north/s/e/w) followed by: dig - creates the room and makes a two way link link - make a two way link room - make a one way link (use with caution) key - makes specified object the vnum of the key required name - makes the door's name/keywords = to the given name desc - edit the description of the exit remove - used to remove keys, names, and descriptions delete - delete this exit - type ? EXIT for a list(door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door closed pickproof] north dig 17601 Room created. Two-way link established. walk north Vnum: 17601 Flag:0 Sector:0 [Exits: south] walk south Description: You think you are at the end of your long travels, but are you really? You see a gate to the north. Name: [Journey's End] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Sector: [field] Room flags: [indoors safe] Characters: [veldare] Objects: [none] -North to [17601] Key: [ 0] Exit flags: [none] ? exit door closed locked bashproof pickproof passproof hidden north door Exit flag toggled. north closed Exit flag toggled. north locked Exit flag toggled. redit Description: You think you are at the end of your long travels, but are you really? You see a gate to the north. Name: [Journey's End] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Sector: [field] Room flags: [indoors safe] Characters: [veldare] Objects: [none] -North to [17601] Key: [ 0] Exit flags: [door closed locked] north name gateway Exit name set. north desc Editor: Type .h on a new line for help, @ on a new line to finish. > You see a gateway to your mind. > @ north key 17600 REdit: Item does not exist. done help oedit OEDIT Syntax: oedit -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost - sets the gold value of the object create - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name - sets the keywords on an object short - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 - sets the value '0' on the object v1 - sets the value '1' on the object v2 - sets the value '2' on the object v3 - sets the value '3' on the object weight - sets the weight of the object - type of object, type ? TYPE for a list - attributes of object, type ? EXTRA for a list - where object is worn, type ? WEAR for a list oedit create 17600 Object Created. Name: [no name] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Type: [trash] Wear flags: [none] Extra flags: [none] Weight: [0] Cost: [0] Short desc: (no short description) Long desc: (no description) [v0] 0 [v1] 0 [v2] 0 [v3] 0 ? type 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 key Type set. ? wear take finger neck body head legs feet hands arms shield about waist wrist wield hold pride take Wear flag toggled. hold Wear flag toggled. weight 1 Weight set. name trigger mental Name set. short a mental trigger Short description set. long You see a lost mental trigger. Long description set. Name: [trigger mental] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Type: [key] Wear flags: [take hold] Extra flags: [none] Weight: [1] Cost: [0] Short desc: a mental trigger Long desc: You see a lost mental trigger. [v0] 0 [v1] 0 [v2] 0 [v3] 0 done asave area Area saved. load obj 17600 1 Object Created. i You are carrying: a mental trigger open north It's locked. unlock north You lack the key. redit Description: You think you are at the end of your long travels, but are you really? You see a gate to the north. Name: [Journey's End] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Sector: [field] Room flags: [indoors safe] Characters: [veldare] Objects: [none] -North to [17601] Key: [ 0] Exit flags: [door closed locked] north key 17600 Exit key set. done unlock north You unlock the door with a mental trigger. *Click* asave area Area saved. redit Description: You think you are at the end of your long travels, but are you really? You see a gate to the north. Name: [Journey's End] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Sector: [field] Room flags: [indoors safe] Characters: [veldare] Objects: [none] -North to [17601] Key: [17600] Exit flags: [door closed locked] Kwds: [gateway] You see a gateway to your mind. look north You see a gateway to your mind. The gateway is closed. unlock gate You unlock the gateway with a mental trigger. *Click* open gate You open the gateway. help medit MEDIT Syntax: medit -Enters the editor for the selected mobile. The following commands are available from within the OEDITOR: alignment - set the mobile's alignment commands - prints a list of possible commands create - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level - set the mobile's level long - edit long description (the one in the room) name - sets the keywords on an mobile shop - type this command for further information short - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list - set the mobile's sex, type ? SEX for a list - mobiles actions, type ? ACT for a list - mobile affects, type ? AFFECT for a list medit create 17600 Mobile Created. Name: [no name] Area: [ 12] { New } Veldare Veldare's Area Act: [npc] Vnum: [17600] Sex: [neutral] Race: [Human] Class: [Mage] Level: [ 0] Align: [ 0] Affected by: [none] Short descr: (no short description) Long descr: (no long description) Description: name gatekeeper Name set. female Sex set. ? race 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 god Race set. psionist Class set. short the Gatekeeper of your mind Short description set. long The Gatekeeper awaits your decision. Long description set. Name: [gatekeeper] Area: [ 12] { New } Veldare Veldare's Area Act: [npc] Vnum: [17600] Sex: [female] Race: [God] Class: [Psionist] Level: [ 0] Align: [ 0] Affected by: [none] Short descr: the Gatekeeper of your mind Long descr: The Gatekeeper awaits your decision. Description: level 1 Level set. ? act sentinel special worldlimit scavenger aggressive stay_area wimpy pet train practice gamble healer stay_terrain identify no_kill total_invis no_kill Act flag toggled. sentinel Act flag toggled. worldlimit Act flag toggled. ? affect blind invisible detect-evil detect-invis detect-magic detect-hidden hold sanctuary faerie-fire infrared curse poison protect sneak hide sleep charm flying pass-door waterwalk summoned mute gills detect-invis Affect flag toggled. detect-hidden Affect flag toggled. desc Editor: Type .h on a new line for help, @ on a new line to finish. > The Gatekeeper's appearance keeps shifting. Sometimes she seems happy, > other times sad; sometimes solid, and sometimes translucent. > @ Name: [gatekeeper] Area: [ 12] { New } Veldare Veldare's Area Act: [npc sentinel worldlimit no_kill] Vnum: [17600] Sex: [female] Race: [God] Class: [Psionist] Level: [ 1] Align: [ 0] Affected by: [detect-invis detect-hidden] Short descr: the Gatekeeper of your mind Long descr: The Gatekeeper awaits your decision. Description: The Gatekeeper's appearance keeps shifting. Sometimes she seems happy, other times sad; sometimes solid, and sometimes translucent. redit Description: You think you are at the end of your long travels, but are you really? You see a gate to the north. Name: [Journey's End] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Sector: [field] Room flags: [indoors safe] Characters: [veldare] Objects: [none] -North to [17601] Key: [17600] Exit flags: [door closed locked] Kwds: [gateway] You see a gateway to your mind. reset No resets in this room. mreset Syntax: mreset mreset 17600 1 The gatekeeper of your mind (17600) has been loaded and added to resets. There will be a maximum of 1 loaded to this room. look Journey's End Vnum: 17600 Flag:1032 Sector:2 [Exits: none] You think you are at the end of your long travels, but are you really? You see a gate to the north. (White Aura) The Gatekeeper awaits your decision. oreset Syntax: oreset vnum no args -> into room obj_name -> into obj mob_name wear_loc -> into mob ? wear take finger neck body head legs feet hands arms shield about waist wrist wield hold pride oreset 17600 gatekeeper hold A mental trigger (17600) has been loaded held in the hands of the Gatekeeper of your mind (17600) and added to resets. reset Resets: M = mobile, R = room, O = object, P = pet, S = shopkeeper No. Loads Description Location Vnum Max Description ==== ======== ============= =================== ======== ===== =========== [ 1] M[17600] the Gatekeepe in room R[17600] [ 1] Journey's End [ 2] O[17600] a mental trig held in the hands M[17600] the Gatekeeper look gatek The Gatekeeper of your mind the God: The Gatekeeper's appearance keeps shifting. Sometimes she seems happy, other times sad; sometimes solid, and sometimes translucent. The Gatekeeper of your mind is in perfect health. She is using a mental trigger done asave area Area saved. [Now we'll get fancy, and add some programs to the Gatekeeper. You can read about mobprograms in the documentation (written by Gomez) accessable from the "Links" section of the Castle Arcanum webpage.] mpedit create 17600 New program created. [Hit "Enter".] >in_file_prog 0~ break ~ commands add commands copy create delete program show type trigger ? version ? mprog in_file_prog trap_act_prog speech_prog rand_prog rand_always_prog fight_prog hitprcnt_prog death_prog entry_prog greet_prog all_greet_prog give_prog bribe_prog path_prog subprog_prog text_prog postsale_prog type greet_prog trigger 100 prog Editor: Type .h on a new line for help, @ on a new line to finish. break > .c String cleared. > tell $n Greetings. Are you brave enough to face your own mind? > @ [Press "Enter".] >greet_prog 100~ tell $n Greetings. Are you brave enough to face your own mind? ~ done asave area Area saved. redit Description: You think you are at the end of your long travels, but are you really? You see a gate to the north. Name: [Journey's End] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17600] Sector: [field] Room flags: [indoors safe] Characters: [gatekeeper veldare] Objects: [none] -North to [17601] Key: [17600] Exit flags: [door closed locked] Kwds: [gateway] You see a gateway to your mind. south dig 17699 Room created. Two-way link established. walk south Vnum: 17699 Flag:0 Sector:0 [Exits: north] walk north Journey's End Vnum: 17600 Flag:1032 Sector:2 [Exits: south] You think you are at the end of your long travels, but are you really? You see a gate to the north. (White Aura) The Gatekeeper awaits your decision. The Gatekeeper of your mind tells you 'Greetings. Are you brave enough to face your own mind?' mpedit 17600 MPEdit: Editing program 1. add Program 2 Added. type speech_prog trigger yes [The word "trigger" here refers to the mob program's trigger, not to the key.] prog Editor: Type .h on a new line for help, @ on a new line to finish. break > .c String cleared. > ... [Write program, exit editor.] ... [Hit "Enter".] >speech_prog yes~ rem trigger give trigger $n drop trigger say Here's your key, $n. Best wishes on your journey. mpquiet load obj 17600 1 hold trigger mpunquiet smile $n ~ [The "drop trigger" illustrates one of the subtleties of a good mob program. The "give trigger" will fail if the actor is overweighted.] done You say 'yes' The Gatekeeper of your mind stops using a mental trigger. The Gatekeeper of your mind gives you a mental trigger. The Gatekeeper of your mind says 'Here's your key, veldare. Best wishes on your journey.' The Gatekeeper of your mind smiles at you. [Fixing capitalization on the "say".] mpedit 17600 2 MPEdit: Editing program 2. prog Editor: Type .h on a new line for help, @ on a new line to finish. rem trigger give trigger $n drop trigger say Here's your key, $n. Best wishes on your journey. mpquiet load obj 17600 1 hold trigger mpunquiet smile $n > .r "key, $n" "key, $N" 'key, $n' replaced with 'key, $N'. > @ done 'yes You say 'yes' The Gatekeeper of your mind stops using a mental trigger. The Gatekeeper of your mind gives you a mental trigger. The Gatekeeper of your mind says 'Here's your key, Veldare. Best wishes on your journey.' The Gatekeeper of your mind smiles at you. asave area [The following commands clear a room of all contents, and reset the area. This is useful (in order to remove old instances and create new ones) if you change something about a mob or object that resets in the room.] purge aedit reset Making a container. Setting the v0-v3 of other types of items works similarly. oedit create 17602 Object Created. Name: [no name] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17602] Type: [trash] Wear flags: [none] Extra flags: [none] Weight: [0] Cost: [0] Short desc: (no short description) Long desc: (no description) [v0] 0 [v1] 0 [v2] 0 [v3] 0 name box Name set. container Type set. [Hit "Enter".] Name: [box] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17602] Type: [container] Wear flags: [none] Extra flags: [none] Weight: [0] Cost: [0] Short desc: (no short description) Long desc: (no description) [v0] Weight: [0 kg] [v1] Flags: [none] [v2] Key: none [0] short the box of phobias Short description set. long A box containing your fears sits here. Long description set. v0 100 WEIGHT CAPACITY SET. [v0] Weight: [100 kg] [v1] Flags: [none] [v2] Key: none [0] v2 17600 CONTAINER KEY SET. [v0] Weight: [100 kg] [v1] Flags: [none] [v2] Key: a mental trigger [17600] ? container closeable pickproof closed locked keychain v1 closeable CONTAINER TYPE SET. [v0] Weight: [100 kg] [v1] Flags: [closeable] [v2] Key: a mental trigger [17600] v1 closed CONTAINER TYPE SET. [v0] Weight: [100 kg] [v1] Flags: [closeable closed] [v2] Key: a mental trigger [17600] v1 locked CONTAINER TYPE SET. [v0] Weight: [100 kg] [v1] Flags: [closeable closed locked] [v2] Key: a mental trigger [17600] weight 3 Weight set. [Hit "Enter".] Name: [box] Area: [ 12] { New } Veldare Veldare's Area Vnum: [17602] Type: [container] Wear flags: [none] Extra flags: [none] Weight: [3] Cost: [0] Short desc: the box of phobias Long desc: A box containing your fears sits here. [v0] Weight: [100 kg] [v1] Flags: [closeable closed locked] [v2] Key: a mental trigger [17600] [The box will reset as closed and locked, and will hold a maximum of 97 (100 - 3) kilograms of weight.] [End of walkthrough.] [ news | help | about | areas ] [ links | wizlist | builders | secure ]