
The following will guide you through creating an object, whether it be a weapon, armor
or some simple trash to add life to your area.
Below is what you would find in the object editor.
Name: [long sword]
Area: [ 48] Quest
Vnum: [ 470]
Type: [sword]
Level: [ 0]
Wear flags: [take wield]
Extra flags: [glow antigood]
Material: [unknown]
Condition: [ 100]
Weight: [ 0]
Cost: [ 0]
Short desc: (no short description)
Long desc:
(no description)
[v0] Weapon class: exotic
[v1] Number of dice: [0]
[v2] Type of dice: [0]
[v3] Type: hit
[v4] Special type: none
Step 1) oedit create [vnum]
oedit [vnum]
This will get you into the object editor (oedit).
Step 2) name [keywords]
Name is the keywords the object can be identified by.
Example: Name long sword
Step 3) Object type
'? type' inside the editor will give the list of object types.
light scroll wand staff
weapon treasure armor potion
furniture trash container drinkcontainer
key food money boat
npccorpse fountain pill protect
map portal warpstone roomkey
gem jewelry jukebox
Step 4) Level
This is the level of the object. It is best to keep this within the level ranges of the area.
Syntax: Level
Step 5) Wear flags
This lets the object know what body part it will be worn on. If it is to be picked
up and used, the 'take' flag must be added.
take finger neck torso
head legs feet hands
arms shield about waist
wrist wield hold nosac
wearfloat
Example: wear take wield
Step 6) Extra flags
To add extra spice to your object, an extra flag may be added. '?extra' will give a
list of the extra flags.
glow hum dark lock
evil invis magic nodrop
bless antigood antievil antineutral
noremove inventory nopurge rotdeath
visdeath nonmetal meltdrop hadtimer
no_save no_locate sellextract burnproof
nouncurse
Example: extra glow antigood
Step 7) Material
The different materials and how they affect game play is not implemented yet.
Leave this blank if you wish.
Step 8) Condition
The condition is the percentage the object condition is in. The better the condition,
the better effective in battle it will be. Not yet implemented, but will be soon.
Step 9) Weight
The weight is simply how much the item weighs. One thing to remember, multiply the
weight you want to get it by 10 to get the weight to enter.
(If you want a dagger of weight 10 pounds, then you must enter 100 for the weight.)
Step 10) Cost
The cost of the item. Dependant on the profit percentage you may get more/less than the
real cost of the item. Remember that the price is in silver.
Step 11) Short desc
The short description is what you see when you are wearing the object or
when it is in your inventory.
Step 12) Long desc
The long description is what you would see if it was laying on the ground
when you walked into the room.
Step 13) v0-v4
Dependant on the object type you are creating, you will have values to
futher distinguish the object.
For weapons, the values will set the kind of weapon(dagger/sword), the
dice roll (average damage), any extra flags (flaming/sharp), and the
damage message (stab/slash/slice).
For armor, the values are only the armor class for pierce/bash/slash/exotic.
Containers/furniture/scroll/potion and many others have different values,
each will label the values as to what they are.
Step 14) Added Affects
'? apply' will show what you can add to an object.
none strength dexterity intelligence
wisdom constitution sex class
level age height weight
mana hp move gold
experience ac hitroll damroll
saves savingpara savingrod savingpetri
Syntax: addaffect [type] [amount]
Example: addaffect constitution 3
addaffect ac -10
To delete an affect, hit enter inside the object editor to find which
number the affect is listed by and type 'delaffect '
Number Modifier Affects
------ -------- -------
[ 0] -10 saves
[ 1] 20 mana
[ 2] 20 hp
[ 3] 5 hitroll
[ 4] 5 damroll
Example: delaffect 3
Head back to the OLC help index.