Vote for Our Mud on TMC!
Home Getting Started Forum World Information Builders Support FK
home » builders » builder's lessons » olc commands

OLC COMMANDS

Main OLC commands

Commands for rooms, mobs, and objects - Summary

List

Creation

Examination

Edit

Programs

Room editing

The command to edit rooms is redit. It's used in this way: redit field value. Here are the main 'field's you can set for a room in OLC.

Mob editing

To edit mobs, use the command mset MOB FIELD VALUE. Its arguments are (a) a keyword for the mob that is being edited, (b) a field to be edited, and (c) a value for that field. A mob whose vnum is VNUM automatically has mVNUM as a keyword (m5358 for example). This automatical keyword is not set directly after the mob has been created in OLC though (but only after a copyover or crash).

The settings above are for simple mobs. If you use one of the commands described below, the mud will automatically convert the mob to a unique mob.

Object editing

Objects are edited with the command oset. Its arguments are (a) a keyword for the object, (b) the field that is being edited, and (c) the value. The object vnum VNUM automatically has iVNUM (e.g., i937) as a keyword, but this keyword is not set immediately after the object is created in OLC (only after a copyover/crash).

Some information about objects are stored in 5 special values (called value0, ..., value4, see the Builders' Lesson Pages). These values can be set with oset OBJ value0 VALUE, ..., oset OBJ value4 VALUE.

The exact value is sometimes hard to find (e.g., what is the value for a short sword?). They can be found in 2 ways: (a) look them up on the Builders' Lesson page or in the fkbit.lst file that comes with the area check, (b) find a similar non-magical object (a short sword in this case) in Waterdeep and ostat it. If you do not want to do that, you might prefer to set these values later in the area text file, where you will be able to use the flags (WEAPON_TYPE_SHORT_SWORD, ...)

Here is an (incomplete) list of the values that can be set:

Shopkeepers and repairers

To create a shopkeeper (not a pet shopkeeper), create the mob and give him all the items he is supposed to sell and use instaroom in the room. Then use the command makeshop VNUM, where VNUM is the vnum of the shopkeeper.

You can set some values about the shopkeeper with the command shopset:

To create a repairer, create the mob then use the command makerepair VNUM, where VNUM is the vnum of the shopkeeper.

Resets

Set up the room as you would like it to look in the game. You can create mobs or invoke existing ones from your area. Use minvoke mVNUM to load your mobs. Use oinvoke oVNUM to load up objects. You can give objects to mobs and force them to wear the objects. If they are to sell the objects then they must have them in inventory. Mobs will not sell what they are wearing.

General Area Commands

You can set some fields of your area in general using the aset command.

In general the syntax is aset areaname.are field argument.

Fields that can be set are (note some have been removed as they are not suitable for builders to set):
author resetmsg resetfreq flags humidity climate mine wood judge courtroom dungeon laws temp