Object Editor

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.