NiM5: Immortal specific helps
Keywords: IMMORTAL IMMORTALITY
Immortality is the ultimate high of highs at the end of the 99
mortal levels. There are actually 100 mortal levels including
level 0; the perks of immortality are too numerous to mention,
but include the access to infinite life and expanded universal
liberties. Immortals reap the benefits of their sainthood and
possess countless and unfathomable pleasures of the astral
conciousness in which they reside, impervious to attacks, mortal
Immortal commands, building commands and methods / processes,
special features for immortals and the like can be viewed
under the 'reference' help topic.
See Also: Death
The immortal reference is broken into several sub-topics.
See Also: OLC, Script, Wizhelp, Design
The Online Creation system, or Building System, provides immortals
with a method of extending the universe and adding to the game.
Online creation uses a series of editors to manipulate each
type of database entity used in the game. Most, if not all,
entries in the database have a Virtual Number or VNUM. A VNUM
is a unique identifier which may be repeated across entity types;
for instance an actor may have the same Virtual Number as
Help topics associated with OLC include the editors themselves:
AEDIT (legacy: MEDIT), SEDIT (legacy: REDIT), PEDIT (legacy: OEDIT),
ZEDIT, SPEDIT, SKEDIT, SCEDIT (For scripters, zone, spell/skill makers.)
As well as how-to documentation for the following topics:
Shopkeepers, Practitioners, Automatons, Questmaking, Aggressives
And finally, debugger tools: TRACE, DEBUG, TABLES, NOTIFY
See Also: Database, Vnum, Script, Editors
The database is filled with virtual-number (VNUM) indexed entries
of types Actor, Scene and Prop, which are equivalent to Diku's
Mob, Room and Object.
The database also include these entity subtypes:
Document (for HELP), Skill, Spell and Script
A special type called a Shop is also part of the database.
See Also: OLC, Script, Cue
Keywords: CUE CUES
A cue is a special command which automates the world's initial state;
and were referred to in Diku as Resets, and in Ultima Online as Spawns.
A cue is a useful way to key up aggressives for a dungeon or prepare
a scene with furniture.
The order which the cues fall determines the outcome of the scene.
In cases where "IN" or "ON" are used, cues refer back to the nearest
prop which is a container or piece of furniture.
In cases where "<wear-loc>" is used, cues refer back to the nearest
previous actor in the list.
CUE <order> GOOD <gnum> <wear-loc> [chance] [num to load]
CUE <order> GOOD <gnum> HERE [chance] [num to load]
CUE <order> GOOD <gnum> IN|ON [chance] [num to load]
CUE <order> COMPONENT <cnum> <location> [chance] [num to load]
CUE <order> COMPONENT <cnum> SCENE [chance] [num to load]
CUE <order> COMPONENT <cnum> IN|ON [chance] [num to load]
CUE <order> PROP <vnum> <location> [chance] [num to load]
CUE <order> PROP <vnum> SCENE [chance] [num to load]
CUE <order> PROP <vnum> IN|ON [chance] [num to load]
CUE <order> ACTOR <vnum> [<max #> <chance> <num to load>]
See Also: Purge, Wear-Loc, Shopkeepers, Aggressives
Keywords: SHOPKEEPERS SHOPKEEPER
To create an automated shopkeeper, you use the Actor Editor, the
Cue command, and the Shop command from within the Actor Editor.
Create a shopkeeper actor using AEDIT CREATE <vnum>
Turn on act flags 'sentinel' and 'good' so that the shopkeeper
cannot be attacked nor moves around.
Describe and engender your shopkeeper, then type, from
within the Actor Editor, 'shop create'
This assigns a shop to the Actor. Then, you must
modify the shop parameters. At the current time, the
only working shop type is Peddler. Type 'shop peddler'
to assign this shop to type 'Peddler'.
Once you have assigned the shop to type 'Peddler', you
must set the types of items a shopkeeper is willing to
buy. Shopkeepers never buy TRASH items.
To set these types, which enables the keeper to purchase
items sold by players, type 'shop type <num> <type>'.
See the example for a list of commands which will create a
After you have created the shop, you must use the cues command
to load the actor in the scene; then load any props to be sold
on the actor's "none" wear-loc, as designated by the cue
aed create 17002
short the gunslinger
long A gunslinger is selling guns.
shop type 1 weapon
See Also: Cues, OLC, ITEM-TYPES
Quests are like circuits; they require several types or entities,
and usually a few scripts. Quests can make use of several different
types of rewards, which are the motivations for a question.
To create a quest first you must plan it; usually there are two
or three actions which much be performed to retreive the skill,
bonus or treasure reward.
A quest can be ongoing- in that there is no set time in which
a player must complete it, but each step along the way garners
greater rewards. A simple quest only has one reward and one
action, a complex quest may be three or four of these simpler
quests tied together to form a single item.
First, create the scenes and actors in a quest, then create
the items for the quest. Finally, link all of the associated
items together using scripts.
The purpose or goal of a quest may be to find an item by
killing something, and returning it to the Actor who informed
the player about the quest. A quest may also be the retreival
of several items, which in themselves are the treasure.
Using the Bounty system, quests can be similar to missions
for a bounty hunter; or perhaps traversing a maze to locate
a treasure is a quest.
See Also: Script, OLC, Design
A series of articles on designing various types of interactions
for the player.
Shopkeepers, Aggressives, Questmaking, Practitioners,
See Also: OLC, Script
Once a script has been made, you will need to link it to the appropriate
actor, prop or scene.
Scripts function differently if they are mis-appropriated. If you
write a prop-related script and assign it to an actor, it may not
work as you might have expected.
In the AEDIT, PEDIT or SEDIT, use the script command to assign,
or clear, the scripts 'linked' to that database entry. You may
wish to reuse the same script on different entities later.
See Also: AEDIT, PEDIT, SEDIT, SCEDIT
Keywords: AEDIT MEDIT
AEDIT, previously known as MEDIT, is the Actor Editor.
When you enter the Actor Editor, you can type a variety of commands to
modify the Actor template you are editing.
Use the TABLES command to view appropriate BITS. These are the names
of various flags that change the properties of an actor. These names
can be typed into the editor to 'toggle' the bit.
Actor Related: see TABLE BITS, act_bit and affect_bit
show - hitting return, or 'show' shows the actor stats
done - exits the actor editor and returns to normal play
timer <# of ticks> - sets the timed age of an actor (automated self-destruct)
name <keywords> - sets the keywords on an actor
short <desc> - sets the 'name' of an actor (a sword, a fish etc)
long - edit long description (the one in the room)
descr - edit the actor's description (when looked at)
shop - type this command for further information
create <vnum> - creates actor with specified vnum
male/female/neuter - set the actor's sex
level <level> - set the actor's level
alignment <value> - set the actor's alignment
money <amount> - set the amount of gold loaded on a actor (use sparingly)
script <vnum> - to add a link to a script
attrib <value> - set all attributes to a value
str <value> - set actor's strength
int <value> - set actor's intelligence
wis <value> - set actor's wisdom
dex <value> - set actor's dexterity
con <value> - set actor's constitution
skill <name> <val> - add a skill to the actor's known skill list
skill <name> 0 - remove a skill / render a skill unknown
addspell - adds knowledge of a spell to the actor
attack # type d1 d2 -> adds "special attacks"; see TABLE ATTACK
See Also: Shopkeepers, Cues
Keywords: PEDIT OEDIT
PEDIT, formerly known as OEDIT, is the Prop Editor.
Use the TABLES command to view related BITS. BITS are special flags
which change the properties of a prop, and can be toggled by typing
the name of the flag into the editor.
The following commands are available from within the Prop Editor:
show - hitting return, or 'show' shows the object stats
done - exits the object editor and returns to normal play
timer <# of ticks> - sets the timed age of an object (automated self-destruct)
name <keywords> - sets the keywords on an object
short <desc> - sets the 'name' of an object (a sword, a fish etc)
long - sets long description (the one in the room)
plurallong - sets pluralized version of long (not always needed)
action - sets the action description (see ACTION-DESCR)
desc - sets the object's main description
value1 <num|flag> - sets the value '1' on the object (also abbrev.d to 'v0')
value2 <num|flag> - sets the value '2' on the object (also abbrev.d to 'v1')
value3 <num|flag> - sets the value '3' on the object (also abbrev.d to 'v2')
value4 <num|flag> - sets the value '4' on the object (also abbrev.d to 'v3')
weight <stones> - sets the weight of the object
cost <gold> - sets the gold value of the object
create <vnum> - creates object with specified vnum
ed - type this for info on adding/editing extended descripts
script <vnum> - add a link to a script
script kill - remove all scripts
To set the way an item can be worn, use TABLE BITS under WEAR-BITS.
You can also set EXTRA-BITS on items such as burning and glowing.
See Also: Item-Types
* Object values.
Item Type Value1 Value2 Value3 Value4
ITEM_LIGHT Current Light Max Light(-1) Light flags
ITEM_SCROLL Spell Level Spell SN Spell SN Spell SN
ITEM_WAND Spell Level Min Charge Max Charge Spell SN
ITEM_STAFF Spell Level Min Charge Max Charge Spell SN
ITEM_WEAPON Poison (b) Min Damage Max Damage Weap Type
ITEM_RANGED_WEAPON Ammo Type Min Damage Max Damage Ranged Type
ITEM_AMMO Ammo Type Bonus to Dam Spell Level Spell SN
ITEM_ARMOR Armor Bonus Current Damage Max Damage Size
ITEM_POTION Spell Level Spell SN Spell SN Spell SN
ITEM_FURNITURE Capacity Furniture Flags Key (vnum) Room (vnum)
ITEM_CONTAINER Maximum Weight Container Flags Key (vnum)
ITEM_THROWN Spell Level Spell SN Spell SN Spell SN
ITEM_DRINK_CON Capacity Current Volume Liquid Type Poison (b)
ITEM_FOOD Ticks of Food Poison (b)
ITEM_MONEY Amount Type Set
ITEM_GEM Mana Flags Current Mana Max Mana
ITEM_VEHICLE Sector Pass Sector Pass Sector Pass Sector Pass
ITEM_CORPSE_NPC Actor's Race
ITEM_FOUNTAIN Spell Level Spell SN Spell SN Spell SN
ITEM_PILL Spell Level Spell SN Spell SN Spell SN
ITEM_TOOL Tool Flags Number of uses Max uses
ITEM_LIST Number of vnums
ITEM_BOARD Board Index
ITEM_COMPONENT Component Type
ITEM_GOODS Goods Type
NOTE: Read HELP VALUE-FLAGS for flags on certain objects (lights, tools etc)
Keywords: VALUE-FLAGS VAL-FLAGS
Container bits (value 1): Light bits (value 3):
1 = open/closable 1 = lit
2 = pickproof 2 = fillable
4 = closed (on load)
8 = locked (on load)
Furniture bits (value 1): Tool bits (value 1):
1 = can be sat on 1 = tinderbox
2 = can be slept on 2 = lock picks
4 = is a portal
See Also: Item-Types, PEDIT
Keywords: STATS ATTRIB
Strength Intelligence Wisdom Dexterity Constitution
+Hit +Dam Crr Wei Skill DB SLv DB To-Hit-% Hitp Res Shock
0 -5, -4, 0, 0 0, 72 0, 48 60 -80, 20, 20
1 -5, -4, 3, 1 0, 60 0, 36 50 -70, 25, 25
-3, -2, 3, 2 0, 48 0, 24 50 -60, 30, 30
3 -3, -1, 10, 3 0, 36 0, 12 40 -50, 35, 35
-2, -1, 25, 4 0, 36 0, 12 30 -40, 40, 40
5 -2, -1, 55, 5 1, 24 1, 6 20 -30, 45, 45
-1, 0, 80, 6 1, 24 1, 6 10 -30, 50, 50
-1, 0, 90, 7 2, 12 2, 6 0 -20, 55, 55
0, 0, 100, 8 3, 12 3, 6 0 -20, 60, 60
0, 0, 100, 9 4, 6 4, 3 0 -10, 65, 65
10 0, 0, 115, 10 5, 0 5, 0 0 -10, 70, 70
0, 0, 115, 11 6, 0 6, 0 0 - 5, 75, 75
0, 0, 140, 12 7, 0 7, 0 0 0, 80, 80
13 0, 0, 140, 13 8, 0 8, 0 0 5, 85, 85
0, 1, 170, 14 9, 0 9, 0 0 10, 88, 88
15 1, 1, 170, 15 10, 0 10, 0 - 10 10, 90, 90
1, 2, 195, 16 11, -6 11, -3 - 15 20, 95, 95
2, 3, 220, 22 12, -6 12, -3 - 20 20, 97, 97
18 2, 4, 250, 25 15, -12 15, -6 - 30 30, 99, 99
3, 5, 400, 30 17, -12 17, -6 - 40 30, 99, 99
20 3, 6, 500, 35 20, -12 20, -6 - 50 40, 99, 99
4, 7, 600, 40 23, -12 23, -6 - 60 50, 99, 99
5, 7, 700, 45 26, -12 26, -6 - 75 60, 99, 99
6, 8, 800, 50 30, -24 30, -12 - 90 70, 99, 99
8, 10, 900, 55 35, -48 35, -24 -105 80, 99, 99
25 10, 12, 999, 60 40, -72 40, -36 -120 90, 99, 99
Keywords: SEDIT REDIT
sedit <- edits the current scene
sedit create <vnum>
SEDIT, formerly known as REDIT, is the Scene Editor.
The following commands are available from within the SEDITOR:
show - hitting return, or 'show' shows the room stats
done - exists the room editor and returns to normal play
create <vnum> - creates a room with a certain vnum
name <room title> - changes the room title
ed - type this command for additonal extra-description help
desc - edit description of room
For exits, type the direction (north/s/e/w) followed by:
delete - delete this exit
link <room vnum> - make a two way link
room <room vnum> - make a one way link (use with caution)
key <object vnum> - makes specified object the vnum of the key required
name <door name> - makes the door's name/keywords = to the given name
desc - edit the description of the exit
door - makes exit a door
closed - defaults exit to closed
locked - defaults exit to locked
eat_key - makes exit eat keys after being unlocked
pickproof - lockpicks/pick command dont work on this door
secret - note shown when bumped/exits list
concealed - insures an exits visibility
You can also use TABLE BITS to view appropriate scene-related bits.
east name archway
east door oaken door
See Also: Codes
scedit create <vnum>
SCEDIT is the Script Editor. There are only a few things you can
Each, Tick, Moves, Enter, Gets, Say, Born, Dies
Toggles the trigger type.
Enters the script command editor.
Traces your actions and appends them as do() calls.
(Type twice to toggle)
Name [name] <- lets you name the script, suggest no spaces
See Also: Script, OLC, Automatons
Using <editor> <vnum> or <editor> <create> <vnum> you enter the editor.
A number, typed into any OLC editor will switch you to that VNUM.
Some editors have the 'copy' command. This command enables you to
copy values from one vnum to another, ie: copy 1 2, copies vnum 1 to 2.
All editors have a shortened "?" command, which stands for "help"
Any editor may have extra "hidden" values such as BITS viewable
by the TABLE command.
Once you are in an editor, you may exit/save by typing 'done'
If you lose link, make sure you log back in and type 'zsave world'
or 'zsave changed'
Order of Editing
I suggest focusing your idea on the editors; if you are feeling
like weapons, make some weapons; it will lead to other things.
One process could be:
First build an area of several rooms ; start with the
background - scenes, extra descriptions on scene descriptions,
some fancy exits; then move on to the 'characters' of this
micro-movie. Once you have established their relationships,
you can move on to the 'plot' elements - props, special
items, trace automatons, create shops and/or job-like
duties. Make several simple things, and create a theme
around them; such as a small village, a cavern, a forest
with a tower, a ship, a shipwreck, an eccentric warlock,
a farm, a mine, a mountain fortress.
See Also: OLC, ZSave, Database
For Prop and Actor names, shorts and descriptions, use:
Descriptions on actors and objects can be randomized to add flavor.
Like the prompt command, you can place a $$ dollar sign and then a
variable which represents a replacement.
Ex. a $$c object would translate to (when loaded) a blue object
Object variables: Actor Variables:
$$c - color $$S Capitalized syllabatic (for names)
$$l - random cloth $$s lower-case syllabatic (for names)
$$C - fine cloth
$$f - random fur
If you type 'generate' while in the aeditor, one of two things happen:
a) your area, based on the map contained in the description of room one,
is filled with rooms according to the terrain specifications of the mud's
b) your area is filled with a bad map and must be regenerated
This command is available only in the aeditor. The first room of your area
should be a map room. Its description is an ascii rendition of the area
based on the legend of terrain found in the terrain list. The rooms
are generated with terrain descriptions and exits created for you, then
you are to go back and fill in additional descriptions where needed.
Typing 'generate overwrite' will overwrite an incorrectly generated area.
Use with caution. The default maximum map size for a single generation is
400 by 400 characters.
ZEDIT alone enters the AREA editor.
The follow commands are available from within the ZEDITOR:
show - hitting return, or 'show' shows the area stats
done - exits the area editor and returns to normal play
create - create a brand new area and switch to it
name <name> - change the 'AREAS' name of this area
filename <filename> - change the file name for the area (be careful)
age <number> - set the age of the area
repop - set the repop string (shown when a room is reset)
security <rating> - set the security rating for this area
builder <player> - toggle that builder's access
vnum <low> <high> - sets the vnum range
generate - generates a landscape (lvnum-hvnum)
See Also: Terrain, OLC
The immortal bulletin board is located in room 2.
Areas are backed up weekly.
list <vnum> <vnum>
immtext <-enter immtext editor
text <-enter immtext editor
example <- enter example editor
NiM5: Multi-user gaming software.
Copyright (c) 1992-2004 Herb Gilliland. All Rights reserved.