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Screaming Skulls Building Guide

V1.0 by Soliss, Admin

This is a very rough draft of the builders guide, I am only putting up for now until I fix it all up.

OLC is short for on-line Creation. It is your friend. OLC is a basic creature. You just have to know what to tell it to do. Also, from mud to mud there are many different versions of OLC, but most of it remains fairly standard so these pages should help just about anyone in need of a little OLC help. The more diversified you are in using OLC, the more of an asset you are as a builder to a mud. So, take the time to check out hints and tips found on websites dedicated to OLC. You can learn some cool stuff to do!



Funky word, huh? Well, vnum actually stands for virtual number. Vnums are our blank sheets of paper in which we create things on. One vnumber is three things if you care or need to utilize all of them. One vnum can be assigned to a mobile, an object and a room. However, one vnum can not be two of the same type of thing. It can't be two rooms, two different objects or two different mobs. It can only ever be one original type of thing.


These are modes in which builders can edit certain things. They all stand for something.

AEDIT - area edit, areas are created and edited within this mode (usually reserved for your head builder)

REDIT - room edit, rooms are created, linked and edited and resets are made within this mode

OEDIT - object edit, objects are created and edited within this mode

MEDIT - mobile edit, mobs are created and edited within this mode

Hence, when in a certain mode you can only do certain types of things.


These are the monsters, citizens and denizens of your mud. NOT PLAYERS. They are called mobiles or mobs.


Type: help prompt you will get a list of different things your prompt can be. As an immortal it's now time to do away with the hp, mana, movement prompt and graduate to one that's gonna HELP you TONS! At your prompt type: PROMPT [%z][%R][%o][%O] <%e> it will give you a prompt that looks like this: [Area Name][room # you are in][edit mode you are using][vnum you are editing] right now, this is what mine looks like: [Soliss] [6341] [medit] [6340]



REDIT stands for 'room editing.' It will be your most used editing mode. By typing redit at your prompt you will be brought into the OLC editor that modifies the room specifications. There are several different specs that can be adjusted to create unique environments


Type: show or just hit return and you will see the attributes assigned to that room.


Type: edit room create example: edit room create 1000 this will create a single room without any exits.


Type: dig example: north dig 1001 this will create a room north of the room you were just in with a two way exit.


Type: link example: north link 1002 this will link an already existing room ( the vnum specified) to the room you are in


Type: room example: north room 1002 this will create a one way link north from the room you are in to an already existing room (the vnum specified). This is great for no-exit rooms, mazes and traps.


Type: name or n example: n The Grand Ballroom this will assign or change the room name to The Grand Ballroom


Type: desc or description this will enter you into the description editor. Type in your description. Hit return when you are finished with a line. Don't worry about making the lines perfect because you can format them within the editor. To use editor commands, you must enter the following codes separately on a blank line. The commonly used editor commands are: . h - shows you the available editor commands .f - formats the description typed in the editor .s - shows the description that has been typed in the editor as it will appear within the room. .r 'misspelled' 'corrected' - this allows you to change misspelled words, four example, if in the editor you could change the misspelled four in the sentence above to for by typing on a blank line: .r 'four' 'for' this will change four to for. @ - Exits the editor


typing ? room within REDIT will bring up a list of these attributes.. this is what they mean. dark - players to need light sources in order to see in the room legend - legend characters only no_mob - mobiles, charmies and pets can not enter this room indoors - flags a room indoors. You will not see weather or time of day changes. Also certain spells will not be effective indoors like, weather based spells or forage. It is usually partnered with the SECTOR flag indoors. See SECTOR below for more info. private - no more than 2 players, mobs, charmies or pets can be in a private room at one time. safe - combat can not take place solitary - only one character, mob, charmie or pet can be in this room at one time pet_shop - allows a room to be used as a pet shop. There are other needs to make a pet shop and these can be found in the shops section of this site no_recall - disables the ability recall in this room imp_only - implementors only gods_only - immortals only heroes_only - hero characters only newbies_only - only level 1 - 5 characters can occupy this type of room law - law means that wanted/criminal flags will be effective in this type of room. nowhere - the where command will not work in these rooms causing players to effectively be invisible. Hunt and stalk will not work if the target player is within a nowhere room. no_scan - players and mobs will not show up on scan bank - this allows this room to be used as a bank. There are other stipulations to creating a bank and they are covered within the shops page of this site. no_shadow - shadow and shadow related spells will not function In order to flag a room with any one or a multiple of these attributes, you must use this syntax within redit in the room you want to work with. type the flag name using the exact form it is listed as in the ? Room list. hit return. To remove a room flag, do the same thing. By typing the room flag name you can toggle it on or off. to use multiple flags in a room, type each of the room attributes at a separate prompt like: indoors dark no_mob this will create a room that is indoors, dark and will not allow mobs, charmies or pets to enter it.


typing ? sector within REDIT will bring up a list of these attributes.. This is what they mean. inside - usually partnered with the indoors ROOM flag it disables the weather and time of day messages. Inside is also used for underground areas like caves, caverns, sewers and the like city - sets the environment to city so that cityguards and laws will function field - a field, meadow or pasture type of area forest - designates a room as a forest hills - designates a room as an area with hills mountain - used to assign a room as a mountain or mountainous region swim - if swim is a skill that can be utilized it will require players and mobs to use this skill when in a room with this sector flag. If swim is not a skill in place on the mud, the flag will be ineffective and the player can enter the room unaided. noswim - used for a watery area, it allows players to navigate rooms with this sector type without the need for the swim skill however, a boat is required in order to enter this type of room. unused - this flag does absolutely nothing except allows no specific sector to be set. Don't use this attribute. air - requires that players and mobs be affected with the fly ability or spell in order to enter this type of room. desert - designates the room as a desert area. The sector flags also affect player and pet movement. Some require more movement and some less. Typically the wilderness sector types (forest, hill, desert etc..) require more In order to flag a room with one of these sector attributes, you must use this syntax within redit, in the room you want to work with. type the sector name using the exact form it is listed as in the ? sector list. hit return. The sector portion of REDIT can not be left blank and a room can only be one sector type. Therefore, if you need to change the sector type do so by changing it to a different sector.



Type: asave changed asave area by doing this you are saving your work. Feel free to type asave changed FREQUENTLY! while working on an area. Many builders have lost lots of hours of work because they didn't save.


rooms can not be deleted. They can however, be unlinked and linked somewhere else. Type: delete example: north delete this will delete the north exit out of this room (and the south exit that was in the north room if it was a two way exit)


Type: mlist all will show you a list of all the mobiles in the area you are editing olist all will show you a list of all the objects in the area you are editing rlist all will show you a list of all the rooms in the area you are editing


Type: done always always always save your area before you exit the editor!!!

Doors and Keys


GOTO the room you want the door in. Make sure you have the right exit. It's always a good idea to make the key before you make the door so you can put in all the door info at once.


Type: edit object create example: edit object create 1000 this will create a single object without any specific attributes. set the type to key assign all the other information to the key object, and finish it. Make sure you note the vnum of the key because you will need it. You can use the same key to lock / unlock several of the same doors in an area.


Type: door example: north door closed this will create a door in the north exit of the room that is closed. It will not be locked or have other characteristics at this point.


Type: ? exit this will bring up this list of attributes you can assign to a door door - normal door. it can be opened and closed. It will create a door in both rooms it adjoins. closed - the door will always be closed. It can be opened but once opened it will close in a tic or so. locked - the door will always be locked. It can be unlocked with the specified key but, will lock again once closed. pickproof - this makes a locked door unable to be picked by using the picklock skill nopass - the pass door spell will not enable the player/mob/pet to go through this door easy - difficulty level of the lock to be picked hard - difficulty level of the lock to be picked infuriating - difficulty level of the lock to be picked noclose - the door will never close nolock - the door will never be able to be locked


Type: door example: north door closed this will not only create the door and assign it closed, if typed again it will remove the door type. Removing all the door types will delete the door. Also, by using that syntax with different door types will add the attributes to your door. Example: north door door north door closed north door locked north door nopass north door infuriating this will create a door that is closed with a lock that is infuriatingly hard to pick and will not allow players/mobs/pets to use the pass door spell to circumvent it. Oops, what if we didn't want it to be nopass? To remove it type: north door nopass and this will remove the attribute.


Type: key example: north key 1000 this will assign key vnum 1000 to unlock the north door in the room you are editing. To delete a key, type: key 0 To change a key, type: key



Type: edit mob create example: edit mob create 1000 this will create a single mobile without any attributes or specific stats


name - syntax: n or name ? act. Here is the list of the descriptions and purposes: sentinel - the mob will stay where it resets. It will not wander in the area scavenger - the mob will be a 'janitor.' It will pick up things laying on the ground. forger - aggressive - the mob will attack players unprovoked, upon entry to the room the mob is in stay_area - the mob will wander within the area it is reset in wimpy - the mob will flee when it is damaged enough pet - this slates the mob as a pet for a petshop train - this allows the mob to act as a trainer practice - this allows the mob to act as a practice instructor banker - this slates the mob as a banker undead - the mob will be undead and act as such cleric - this mob will perform clerical skills / spells mage - this mob will perform mage skills / spells thief - this mob will perform thief skills / spells warrior - his mob will perform warrior skills noalign - regardless of outside influences this mob will remain without an alignment nopurge - immortals cannot purge this mob from a room (not recommended to use) outdoors - this mob will remain outdoors and be affected by it indoors - this mob will remain indoors and be affect by it healer - this mob will perform the healer services gain - this mob will accept and perform the gain features of practicing and training update_always - the mob will be updated each tic changer - this mob will behave as a money changer vnum - syntax: automatically assigned the mob's vnum sex - syntax: sex type ? sex the mob's sex it can be: male female neutral random none each time the mob loads it will load as the designated sex race - syntax: race type ? race for the list of updated available races the mob can be level - syntax: level the level of the mob align - syntax: align values: 0 being absolute neutral, -5000 satanic and 5000 angelic hitroll - this is an additional hitroll value use this field in special cases only! Dam type - syntax: damtype type ? damlist for the different types hit dice - syntax: hitdice #d# + # (see hit dice table for the level values) hit variable of the mob mana dice - syntax: manadice Form for the list, some of the mob types have certain attributes and more than one can be assigned to a mob parts - syntax: part etc. type ? for the list. parts of the mob that can be left behind when it is killed imm - syntax: imm type ? imm for the different types of immunities a mob can possess. use these sparingly. It is better practice to use the resistance value for mobs res - syntax: res type ? res for the different types of resistances a mob can possess vuln - syntax: vuln type ? Vuln for a list of the different kinds of vulnerabilities a mob can have off - syntax: off type ? off for a list of offensive skills a mob can use during combat size - syntax: size type ? size for a list of available sizes a mob can be material - syntax: material what the mob is made of start pos - syntax: position start type ? position for the list of the the positions a mob starts in when it loads in a room default pos - syntax: position default the default position of the mob (make it the same as the start position) wealth - syntax: wealth <# value> the amount of coins a mob has short desc - syntax: short




MOB LEVEL DICE VALUE HIT MINIMUM HIT MAX HIT MEAN 1 1d2+6 7 8 8 2 1d3+15 16 18 17 3 1d6+24 25 20 27 5 1d17+42 43 59 51 10 3d22+96 99 162 131 15 5d30+161 166 311 239 30 10d61+416 426 1026 726 50 10d169+920 930 2610 1770


MOB LEVEL DICE VALUE DAM MIN DAM MAX DAM MEAN 1 1d2+0 1 2 2 2 1d2+1 2 3 3 3 1d3+2 3 5 4 5 2d3+2 4 8 6 10 2d5+5 7 15 11 15 3d5+8 11 23 17 30 5d6+15 20 45 33 50 5d10+25 30 75 53


MOB LEVEL PIERCE BASH SLASH EXOTIC 1 95 95 95 95 5 70 70 70 85 10 40 40 40 70 15 5 5 5 55 20 -25 -25 -25 40 25 -55 -55 -55 20 30 -90 -90 -90 5 35 -120 -120 -120 -10 40 -150 -150 -150 -25 45 -180 -180 -180 -40 50 -215 -215 -215 -55 55 -245 -245 -245 -70 60 -275 -275 -275 -90 65 -305 -305 -305 -105 70 -340 -340 -340 -120 80 -400 -400 -400 -150



type: edit obj create (hit enter) type: type weapon this will create a weapon that is without specifics.


There are quite a few different fields that need to be dealt with when creating weapons. Here are the details of the weapon fields: type - weapon (of course!) wear - take and wield (this will enable players to pick up and wield the weapon you are creating material - important for the material has bearing on some spells condition - always 100 unless the mud has a degeneration / repair code cost - relative to the material and how easily and prolific the weapon is on the mud [v0] weapon class - type ? wclass for the list of the different kinds (classes) of weapons available. This field will designate what kind (class) of weapon it is. Default is exotic. [v1] number of dice - the # of dice rolled to determine hit damage (see table below) [v2] type of dice - the kind of dice rolled to determine hit damage (see table below) [v3] type - the damage type, type ? Damlist to see a list of hit types and what the messages will read a hit message is ' Your scratches.' [v4] special type - type ? wtype to see the list of special weapon flags. USE THESE SPARINGLY!!! weapons with special flags and addaffects should be rare!


weapon level [v1] field / # of dice [v2] field / type of dice 1 1 8 2 - 4 2 5 5 - 7 2 6 8 - 10 3 5 11 - 15 4 5 16 - 20 5 5 21 - 25 5 6 26 - 30 5 7 31 - 40 5 9 41 - 50 5 11

These values are the values that are 'stock' merc values. Treat them as the average damage of what normal weapon would do when it hits. The numbers, when put into a formula come out to be [v1]d[v2] (example: 1d8, this would mean one 8 sided dice would be rolled to determine the hit value for this weapon. The damage could range from 1 to 8 hps a hit.) If you decide to tweak the values, remember that the more dice thrown gives the weapon less of a variance in damage dealt. A natural dice bonus does not exist for weapon dice.


As far as addaffect goes, check out the addaffect table on the armor page for the info regarding the amount and parameters for juicing up the weapons you are creating (or have created.) USE YOUR HEAD! Don't make god awful - world devastating - instakill weapons. If you make one of these power monger-brat beaters, more than likely your head builder or IMP is going to change 'em so they are nearly mortal and not god smashing weapons. So don't waste your time..



As with other object types, armor is created in OEDIT. type: edit obj create (hit enter) type: type armor this will create an unspecific piece of armor without any specific stats


I'll only go over the fields that are imperative or specific for armor objects. The important fields are: wear - if you want the armor to be useful to anyone, you obviously have to first set the armor with take then with the wear location of your choice, be it a gauntlet, helm, cape or mask... whatever! extra flags - depending on the material, some of the extra flags accompany the material type. Like, if your armor is steel, then it is going to be burnproof. material - be realistic when you set the materials. Some spells are affected by the material types and conversely some material types are affected by spells. (depending on the mud's code!) weight - if you make a steel breastplate, it isn't going to weigh 8 pounds unless it's for a pixie. Make sure the weights match the material and size of the eq (within reason of course) cost - of course gold, silver or precious metal eq is going to be worth lots more as our illustrious steel breastplate isn't going to be worth much. Make common eq worth pennies.. You don't want players collecting eq just to sell it to make obscene amounts of $$$$! [v0] pierce - the armor rating against piercing weapons [v1] bash - the armor rating against bashing/blunt weapons and bash damage from the skill [v2] slash - the armor rating against slashing weapons [v3] exotic - the armor rating against exotic weapons and some skills If you want the armor to cover saves against spells you will have to add it separately as an addaffect. Saves and savingspell should occur infrequently, realistically to create armor that had these properties, it would have to be enchanted and would not be common. So try to limit it's use and not go overboard on the values you use with these affects.


Use your head when adding affects to armor. Level 10 eq isn't going to have 5 billion addaffects (2 maybe, on the outside!) Leveling eq shouldn't be too common (why train stats then?!?) Also, watch you addaffect values.. make sure they aren't sky high! Here's a reference chart for addaffects and player levels.

LEVELS max # of affects stat bonus max move bonus max mana bonus max hp bonus max move+ mana+hp max total 1 - 9 0 0 0 0 0 0 10 - 19 1 +2 total +50 +20 +5 ** 20 - 29 2 +3 to one affect max total of all +4 +70 +30 +10 +80 30 - 39 3 +3 to one affect max total of all +6 +100 +50 +50 +120 40 - 44 4 + 4 to one affect max total of all +8 +200 +75 +75 +200` 45 - 50 4 +5 to one affect max total of all +10 +200 +100 +100 +200

Movement, Mana and Hit Point bonuses count as one affect each toward the maximum number of affects to eq.

Make sure that you balance out the number of 'special affect added' eq with normal pieces of eq.. This doesn't mean a ratio of 1:1 .. Something more like 1:8. Eq with bonuses should be sought after and not made readily available. This will also force players to explore areas more thoroughly, seek out people to stat eq (giving mages yet another viable way to profit *L*) and makes players covet the enhanced eq that they do find. It also can help enhance role-play and pk!



Type: edit object create example: edit object create 1000 this will create a single object without any specific stats it will also enter you into the OEDIT mode.

DESIGNATING THE OBJECT AS A CONTAINER Type: type container this will tell the editor that this object is a container and also bring up the specialized container fields.


[v0] Weight - in kilos this is the weight the container can cary [v1] Flags - type ? container for the types of flags. If you choose locked you must assign a key. [v2] Key - the key vnum to unlock the container [v3] Capacity - how many objects the container can hold [v4] Weight Mult - you can assign the container with a weight multiplier that can either make the actual weight of the contents of the container less or more. This value is a %.


h Containers can be worn! Forget about stupid bags! Set the wear location of the container to a body area and create new and interesting things like: a shirt with a pocket!, purses!, backpacks and more! Use your imagination! h Containers can be furniture! Create cabinets, closets, armoires, chests etc!

h Containers can be fruit trees and shrubs! Fill a container with fruit you have created and describe it as a tree!

h Containers can be holes! Secret hiding places in rooms! Make a wall safe, a fireplace with a hidden compartment!



(food, drink, bars, armor, weapon, jewelry and others!) unlike pet shops and banks, object shops are designated by a shoppe. A shoppe is a mob that you make to sell and buy things. Where the mob is reset, is where the shop is. By making the shop mob wander (the stay_area flag) you make 'door to door' salesmen. By making the shop mob sentinel (stationary, will not move) you have created a store! So, here are the things you need to do to make a mob a shoppe (shop keeper.)


act - set it to sentinel or stay_area (whichever suits your purposes) shop - type shop at a prompt to see the fields shop hours - syntax: the hours are in mud time.. not system time or RL time. So make sure you check out your mud hours first. 0 is always midnight. So you can judge from there. shop profit - syntax: buying is the % markup of an item when a player buys it. selling is the % of the value of the item that a player can sell an item to a shop for.


this is all done with resets. The first reset you create has to be the shopkeeper (your shoppe.) After that you list the items he is going to sell. The price of the items is determined by their level (set when you create them in OEDIT) and the shops values you applied to your shoppe. The shoppe will automatically post the values when you put them into the reset. Here is an example of the resets. reset 1 mob 1 1 reset 2 obj none (this will automatically set the obj as in the shopkeepers inventory) here's an example: reset 1 mob 1000 1 1 (this will repop the mob and designate him as the shoppe) reset 2 obj 1000 none (this will cause obj vnum 1000 to be sold by the shoppe) reset 3 obj 1001 none (this will cause obj vnum 1001 to be sold by the shoppe) reset 4 obj 1002 none (this will cause obj vnum 1002 to be sold by the shoppe) these items will be available in unlimited quantities, unlike objects sold to the shoppe by players, which will only be available in the quantity that was sold to the shoppe



pet shops are unique in the fact that when you create the room that the pet shop is going in, you MUST reserve the next sequential room vnum for a warehouse / storage room!!. So, for example, if the pet shop is room vnum 1000, you must create the next room by typing: edit room create 1001 this will create the next room as a blank room with NO exits.. Good! because this will be the pet 'storage' room. You will be resetting your pets in here! Usually, no players should be allowed in this room, so it shouldn't have exits. As far as the room name is concerned, make it something that you will recognize as the 'storage' room. set the pet shops room flag (in REDIT) to pet_shop the 'storage' room doesn't get set to pet_shop


you will create the pet shoppe the same way you created the obj shoppe. Follow the same steps for the different shop fields.


create your pet mobs as usual, only you will need to set the act field to pet



in the pet shop: the only reset you need to create in the pet shop is one for the shoppe in the pet shop 'storage' room: reset the pet mobs in this room be careful when setting the pets reset max and minimum values for the pets.. as this will allow only a certain number of them in the area at one time. This can be good.. you can limit the numbers of each kind of pet as you want.. or make them as common as you want!



when you create the room that is to be the bank, make sure you set the room flag to bank


create the mob as usual however, you must set the shoppe's act flag to banker or changer or both it is not necessary to set shop times for a banker/changer, however you do have that option. reset the banker/moneychanger like normal


Resets are finicky and fickle, if you don't enter them in the right order, everything in the room will load wrong! Fortunatly, resets are really simple once you get the hang of them! Without resets, the objects and mobs you create will not exist on the mud unless you load them all the time. Which of course you can't be there 24-7. Here are the closely guarded reset secrets! Heed them, and all will be well!


to see if a room has resets in it already, or to check yours, type: resets at your prompt. You do not need to be in an edit mode to work with resets. the reset syntax is different for different things. here is the order of resets. (don't get discouraged!! it is a little confusing!!) 1) object in the room 2) container object in the room (in needed) 3) object/objects stored within the container object within the room (if needed) 4) mobs within the room 5) object/objects on the mob in the room 6) container object the mob has (if needed) 7) object/objects stored within a container that the mob has (if needed) Resets will load in order from 1 to the highest number. Resets occur at different times depending wether or not there are players in the area. If players are in the area, the resets will occurr much slower or not at all, depending on the mud code. If there are no players within the area, then the resets will happen much quicker. By using this order you will not have a problem with things not loading or loading incorrectly.


Here is the syntax for each kind of reset listed above. They will be in the same order as above and they are labled with the type of reset it is. object in the room: reset # obj (object's vnum) room container object in the room: reset # obj (container's vnum) room objects in the container listed before it:: reset # obj (object's vnum) inside (container's vnum) mob in room: : reset # mob (mob's vnum) (max # of mob in area) (minimum # of mob in area) object on mob: : reset # obj (object's vnum) (wear location of obj on the mob) type: ? wear-loc in redit for the wear location container obj on mob: : reset # obj (container's vnum) (wear location of obj on the mob) object inside contain on mob: : reset # obj (object's vnum) inside (container's vnum)


here is the object and mob info I am going to use as an example. obj 101 a large oak table obj 102 a cookie jar obj 103 some cookies mob 104 a little boy obj 105 a slingshot obj 106 a small bag obj 107 a few glass marbles here are the resets: reset 1 obj 101 room (this load the table in the room) reset 2 obj 102 room (this load the cookie jar in the room) reset 3 obj 103 inside 102 (this loads the cookies inside the cookie jar) reset 4 mob 104 1 1 (this loads the boy in the room and there will only be one of him in the world. He will not load again until he dies) reset 5 obj 105 hold (this will load the slingshot in the boy's hand) reset 6 obj 106 none (this will load the small bag into the boy's inventory) reset 7 obj 107 inside 106 (this will load the marbles inside of the small bag)


type: reset # delete example: reset 1 delete this will delete reset # 1 and move all the other resets up to fill the slot. You can always add #1 in again and it will move the resets down again.

Hints and Tricks


by using - and + health and or mana rates you can simulate different kinds of things.. Example: - health rate in a room can simulate damage a player would suffer if in fire, or quicksand, a mudslide, a room filled with poisonous gas, a mosquito swarm or some other disastrous things example: + health rate in a room can simulate a holy place or infirmary or some other such thing example: - mana rate in a room can simulate being in an evil mage's workroom, or in a pentacle.. Example: + mana rate in a room can simulate being in a place or magical power.. to change heal / mana rates in REDIT the syntax is: heal < negative or normal # value> example: heal 120 (this would be a hp regain rate of 120 %) mana < negative or normal # value> example: mana -50 (this would be a mana regain rate of -50 %)


these are extra descriptions that can be added to rooms mobs and objects. The syntax for adding them is the same for all types.. it can be used to give something a longer description when you look at it, or give certain descriptions to important things in addition to the normal descriptions. Room example: say there is a painting in the room description. By adding in a description of the painting in the room, players can now look at it and see the painting. Mob example: lets take the mosquito swarm from above, the normal long description could look something like: A swarm of mosquitoes darkens the room. They blanket every living thing in a writhing and buzzing feeding frenzy as their hosts, drained of blood lay weakened and helpless on the floor. Add an extra description called host, which might read something like this: A mass of mosquitoes cover a small lump on the ground. As you watch, the lump emits a faint whimper and the paw of a dog breaks through the gluttonous swarm only to be swallowed up again underneath the horror of the blood-engorged bugs. Object example: a shield with a coat 'd arms on it. You would have the normal long description, but add a description called coat or arms and when a player types look coat, or look arms they will be able to look at the coat 'd arms. Type: ed add to see the list of options syntax: ed add this will enter you into the description editor, use the editor the same way as the normal one. To delete an extra description: syntax: ed delete


containers can be TONS of different neat things.. Not just bags, pouches, backpacks... they can be cabinets, closets, fruit trees or bushes, places to hide things in rooms, clothing with pockets or weapons holders (scabbards), barrels, crates, knotholes in trees, animal burrows, birds nests.. Whatever! Be creative!


take - putting an object in a room and flagging it no take is wonderfully frustrating for players! It's a great tease. It also can give you furniture, room accessories, trees and other neat things. Put some gold on the ground but, make it no take... it's fun to watch them try to pick it up! rot_death - this is great for illusionary objects or magical objects that are tied to a mob's life! The objects will disappear when the mob or character who has them dies. hadtimer - this will give the object a lifespan. So it's great for perishable things or magical items. If you make an object something living.. like a flower or branch or a butterfly.. it will die in time. Unfortunatly, unless your IMP has coded the hadtimer to work, it will not function. It comes as a stock option with ROM and does not work unless the proper code is changed/added. The same applies for swim and dark_vision.


If your mud supports Lopes Color (ANSI in ley terms) and uses the {x form of color syntax there's a neat little trick you can do to make objects invisible! All you have to do it put a {bracket as the long description and the object will not be seen in the room. It's great for invisible portals, room containers and quest things.

This completes the OLC Building Guide, If You have any questions you can always ask the head builder of the mud