Difference between revisions of "Sandpit"

From DikuMUD Wiki
Jump to navigation Jump to search
Line 1: Line 1:
  <!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook V3.1//EN">
+
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook V3.1//EN">
  <BOOK ID="basiczone"><?dbhtml filename="index.html">
+
<BOOK ID="basiczone"><?dbhtml filename="index.html">
  <bookinfo>
+
<bookinfo>
  <TITLE>VME basic zone writing manual</TITLE>
+
<TITLE>VME basic zone writing manual</TITLE>
  <author>
+
<author>
  <firstname>Ken</firstname>
+
<firstname>Ken</firstname>
  <surname>Perry</surname>
+
<surname>Perry</surname>
  </author>
+
</author>
  <copyright><year>2001</year><holder>Ken Perry</holder></copyright>
+
<copyright><year>2001</year><holder>Ken Perry</holder></copyright>
  </bookinfo>
+
</bookinfo>
  
  <CHAPTER ID="ch-intro"><?dbhtml filename="ch00.html">
+
<CHAPTER ID="ch-intro"><?dbhtml filename="ch00.html">
  <TITLE>Introduction</TITLE>
+
<TITLE>Introduction</TITLE>
  
  <SECT1><TITLE>Giving credit where credit is due!</TITLE>
+
<SECT1><TITLE>Giving credit where credit is due!</TITLE>
  
  <PARA>The, basic zone writing manual, you are reading now, didn't
+
<PARA>The, basic zone writing manual, you are reading now, didn't
  just come flying out of this authors head.  In fact it is a
+
just come flying out of this authors head.  In fact it is a
  conglomeration of several old texts which are no longer used.  I had
+
conglomeration of several old texts which are no longer used.  I had
  first thought about quoting and giving credit to each person who had
+
first thought about quoting and giving credit to each person who had
  ever modified or created portions of the first documentation but
+
ever modified or created portions of the first documentation but
  because of the nature of the way they were built it was impossible
+
because of the nature of the way they were built it was impossible
  to know who did what.  I therefore have decided to create a list
+
to know who did what.  I therefore have decided to create a list
  here of everyone who has ever worked on or had a hand in the
+
here of everyone who has ever worked on or had a hand in the
  development of the basic zone writing documentation and references.  I will also
+
development of the basic zone writing documentation and references.  I will also
  give a short summary for each.
+
give a short summary for each.
  I would also like to thank those listed below for their contribution
+
I would also like to thank those listed below for their contribution
  to the development of one of the best mud servers on the internet
+
to the development of one of the best mud servers on the internet
  today.
+
today.
  
  <VARIABLELIST id="var-credits">
+
<VARIABLELIST id="var-credits">
  <VARLISTENTRY>
+
<VARLISTENTRY>
;Original DIKU coding Team
+
;Original DIKU coding Team
  <DICTDEF>
+
<DICTDEF>
  <PARA><itemizedlist>
+
<PARA><itemizedlist>
  <LISTITEM><PARA>Hans Henrik Staerfeldt</PARA></LISTITEM>
+
<LISTITEM><PARA>Hans Henrik Staerfeldt</PARA></LISTITEM>
  <LISTITEM><PARA>Sebastian Hammer</PARA></LISTITEM>
+
<LISTITEM><PARA>Sebastian Hammer</PARA></LISTITEM>
  <LISTITEM><PARA>Michael Seifert</PARA></LISTITEM>
+
<LISTITEM><PARA>Michael Seifert</PARA></LISTITEM>
  <LISTITEM><PARA>Katja Nyboe</PARA></LISTITEM>
+
<LISTITEM><PARA>Katja Nyboe</PARA></LISTITEM>
  <LISTITEM><PARA>Tom Madsen</PARA></LISTITEM>
+
<LISTITEM><PARA>Tom Madsen</PARA></LISTITEM>
  <LISTITEM><PARA>Lars Balker Rasmussen</PARA></LISTITEM>
+
<LISTITEM><PARA>Lars Balker Rasmussen</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  You should all know these people they are not only the original DIKU mud
+
You should all know these people they are not only the original DIKU mud
  developers but a few of them designed and developed the new <ACRONYM>VME</ACRONYM>
+
developers but a few of them designed and developed the new <ACRONYM>VME</ACRONYM>
  server. One or more of the previous mentioned people were the authors of
+
server. One or more of the previous mentioned people were the authors of
  the following texts that have been swallowed up by this book.
+
the following texts that have been swallowed up by this book.
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>''abilities.txt''</PARA></LISTITEM>
+
<LISTITEM><PARA>''abilities.txt''</PARA></LISTITEM>
  <LISTITEM><PARA>''guild.txt''</PARA></LISTITEM>
+
<LISTITEM><PARA>''guild.txt''</PARA></LISTITEM>
  <LISTITEM><PARA>''monster.txt''</PARA></LISTITEM>
+
<LISTITEM><PARA>''monster.txt''</PARA></LISTITEM>
  <LISTITEM><PARA>''objects.txt''</PARA></LISTITEM>
+
<LISTITEM><PARA>''objects.txt''</PARA></LISTITEM>
  <LISTITEM><PARA>''rooms.txt''</PARA></LISTITEM>
+
<LISTITEM><PARA>''rooms.txt''</PARA></LISTITEM>
  <LISTITEM><PARA>''vmc.txt''</PARA></LISTITEM>
+
<LISTITEM><PARA>''vmc.txt''</PARA></LISTITEM>
  </itemizedlist></PARA>
+
</itemizedlist></PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Andrew Cowan
 
;Andrew Cowan
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>One of the original administrators of Valhalla mud and now the administrator of the
+
<PARA>One of the original administrators of Valhalla mud and now the administrator of the
  mud connector.  Andrew created the first zone tutorial, which was later included
+
mud connector.  Andrew created the first zone tutorial, which was later included
  into the ''vmc.txt'' to clear up some things missing
+
into the ''vmc.txt'' to clear up some things missing
  in the old ''vmc.txt''.  Again my thanks go out to Andrew for his
+
in the old ''vmc.txt''.  Again my thanks go out to Andrew for his
  contributions not only to this document but to the growth of the <ACRONYM>DIL</ACRONYM>
+
contributions not only to this document but to the growth of the <ACRONYM>DIL</ACRONYM>
  programming language.</PARA>
+
programming language.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Ryan Holliday
 
;Ryan Holliday
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>Made major updates to the ''tutorial.txt'' created by Andrew
+
<PARA>Made major updates to the ''tutorial.txt'' created by Andrew
  Cowan, which became version two of the tutorial.</PARA>
+
Cowan, which became version two of the tutorial.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Peter Ryskin
 
;Peter Ryskin
  <DICTDEF>
+
<DICTDEF>
  <PARA>Wrote the original explanation of how to define exits.</PARA>
+
<PARA>Wrote the original explanation of how to define exits.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  
 
;John Clare
 
;John Clare
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>Made major updates to the ''tutorial.txt'' created by Andrew
+
<PARA>Made major updates to the ''tutorial.txt'' created by Andrew
  Cowan and updated by Ryan Holliday, which became version three of the
+
Cowan and updated by Ryan Holliday, which became version three of the
  tutorial.</PARA>
+
tutorial.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Marc Bellemare
 
;Marc Bellemare
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>An editor and an author Marc combined and revised the ''tutorial''
+
<PARA>An editor and an author Marc combined and revised the ''tutorial''
  and the ''vmc.txt'' into one document making it less Valhalla specific
+
and the ''vmc.txt'' into one document making it less Valhalla specific
  and more for any mud running the <ACRONYM>VME</ACRONYM> server.</PARA>
+
and more for any mud running the <ACRONYM>VME</ACRONYM> server.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Jennifer Garuba
 
;Jennifer Garuba
  <DICTDEF>
+
<DICTDEF>
  <para>Created the first document on how to create shop keepers.  She also was
+
<para>Created the first document on how to create shop keepers.  She also was
  one of the first builders to have the insite and to make it clear that a manual like this was
+
one of the first builders to have the insite and to make it clear that a manual like this was
  needed.</para>  
+
needed.</para>  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Brian Spanton
 
;Brian Spanton
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>Converted the original ''vmc.txt'' into HTMl, while at the same
+
<PARA>Converted the original ''vmc.txt'' into HTMl, while at the same
  time fixing many inconsistencies and typos in it.</PARA>
+
time fixing many inconsistencies and typos in it.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Kathy Perry
 
;Kathy Perry
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>Wrote the original ''compiler howto'' to make it easier for new builders
+
<PARA>Wrote the original ''compiler howto'' to make it easier for new builders
  to compile their zone.  She was also the first builder to open my eyes
+
to compile their zone.  She was also the first builder to open my eyes
  to the fact we needed a true manual on how to build.</PARA>
+
to the fact we needed a true manual on how to build.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Mark Pringle
 
;Mark Pringle
  <DICTDEF>
+
<DICTDEF>
  <para>Main editor, which spell checked and looked over my major grammer
+
<para>Main editor, which spell checked and looked over my major grammer
  mistakes.  I am sure he didn't catch them all but at least the ugly ones
+
mistakes.  I am sure he didn't catch them all but at least the ugly ones
  were caught.</para>
+
were caught.</para>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Morgan Shafer
 
;Morgan Shafer
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>Wrote the guild definition primer which explained teachers.</PARA>
+
<PARA>Wrote the guild definition primer which explained teachers.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  </VARIABLELIST></PARA>
+
</VARIABLELIST></PARA>
  
  </SECT1>
+
</SECT1>
  
  <SECT1> <TITLE> Who should read this book?</TITLE>
+
<SECT1> <TITLE> Who should read this book?</TITLE>
  
  <PARA>This book was designed to be read by anyone who is thinking of writing
+
<PARA>This book was designed to be read by anyone who is thinking of writing
  areas for a <ACRONYM>VME</ACRONYM> server.  If you have wrote for other mud servers you will still
+
areas for a <ACRONYM>VME</ACRONYM> server.  If you have wrote for other mud servers you will still
  need to at least skim every chapter because the <ACRONYM>VME</ACRONYM> is like no other mud engine
+
need to at least skim every chapter because the <ACRONYM>VME</ACRONYM> is like no other mud engine
  and has some very interesting differences.</PARA>
+
and has some very interesting differences.</PARA>
  
  </SECT1>
+
</SECT1>
  
  <SECT1> <TITLE>What does this book cover?</TITLE>
+
<SECT1> <TITLE>What does this book cover?</TITLE>
  
  <PARA>The topics covered in this book are everything to do with writing an
+
<PARA>The topics covered in this book are everything to do with writing an
  area for the <ACRONYM>VME</ACRONYM> server.  While we do cover using <ACRONYM>DIL</ACRONYM> functions to make your
+
area for the <ACRONYM>VME</ACRONYM> server.  While we do cover using <ACRONYM>DIL</ACRONYM> functions to make your
  monsters, Rooms, and objects better and smarter we do not cover how to write the
+
monsters, Rooms, and objects better and smarter we do not cover how to write the
  <ACRONYM>DIL</ACRONYM> functions covered in the <ACRONYM>DIL</ACRONYM> manual.  The following
+
<ACRONYM>DIL</ACRONYM> functions covered in the <ACRONYM>DIL</ACRONYM> manual.  The following
  are topics covered by this book.
+
are topics covered by this book.
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>compiling and debugging</PARA></LISTITEM>
+
<LISTITEM><PARA>compiling and debugging</PARA></LISTITEM>
  <LISTITEM><PARA>Macros using the CPP</PARA></LISTITEM>
+
<LISTITEM><PARA>Macros using the CPP</PARA></LISTITEM>
  <LISTITEM><PARA>Overall Zone structure</PARA></LISTITEM>
+
<LISTITEM><PARA>Overall Zone structure</PARA></LISTITEM>
  <LISTITEM><PARA>Writing rooms</PARA></LISTITEM>
+
<LISTITEM><PARA>Writing rooms</PARA></LISTITEM>
  <LISTITEM><PARA>Writing Objects</PARA></LISTITEM>
+
<LISTITEM><PARA>Writing Objects</PARA></LISTITEM>
  <LISTITEM><PARA>Writing Monsters</PARA></LISTITEM>
+
<LISTITEM><PARA>Writing Monsters</PARA></LISTITEM>
  <LISTITEM><PARA>Doing the resets</PARA></LISTITEM>
+
<LISTITEM><PARA>Doing the resets</PARA></LISTITEM>
  </itemizedlist></PARA>
+
</itemizedlist></PARA>
  
  </SECT1>
+
</SECT1>
  </chapter>
+
</chapter>
  
  <chapter  ID="ch-01"><?dbhtml filename="ch01.html">
+
<chapter  ID="ch-01"><?dbhtml filename="ch01.html">
  <TITLE>General compiler information</TITLE>
+
<TITLE>General compiler information</TITLE>
  
  <PARA>In order to get your zone onto a valhalla Mud Engine (<ACRONYM>VME</ACRONYM>) server you must convert your zone from readable
+
<PARA>In order to get your zone onto a valhalla Mud Engine (<ACRONYM>VME</ACRONYM>) server you must convert your zone from readable
  english text to binary form the server can understand.  The way
+
english text to binary form the server can understand.  The way
  you do this is with a compiler.  No don't freak out you don't have
+
you do this is with a compiler.  No don't freak out you don't have
  to be a skilled programmer to use a compiler.  The only thing you
+
to be a skilled programmer to use a compiler.  The only thing you
  have to do is format your rooms, objects, and Non-player characters
+
have to do is format your rooms, objects, and Non-player characters
  (NPC) in a form which the compiler can understand.  The great thing
+
(NPC) in a form which the compiler can understand.  The great thing
  about the <ACRONYM>VME</ACRONYM> is you can do all your zone writing in your favorite
+
about the <ACRONYM>VME</ACRONYM> is you can do all your zone writing in your favorite
  editor with out having to log on to code.  For those of you who have
+
editor with out having to log on to code.  For those of you who have
  coded for other mud servers and are used to coding online this may
+
coded for other mud servers and are used to coding online this may
  be a new experience to you but you will find you can plan out
+
be a new experience to you but you will find you can plan out
  better and more well designed areas offline than you can on
+
better and more well designed areas offline than you can on
  line.</PARA>
+
line.</PARA>
  
  <NOTE>
+
<NOTE>
  <PARA>In the future the <ACRONYM>VME</ACRONYM> coding team is thinking of adding
+
<PARA>In the future the <ACRONYM>VME</ACRONYM> coding team is thinking of adding
  an online coding module for those mud administrators that can not
+
an online coding module for those mud administrators that can not
  live with out it.  If you are one of these make sure you write
+
live with out it.  If you are one of these make sure you write
  <email>whistler@valhalla.com</email> and express your desires so
+
<email>whistler@valhalla.com</email> and express your desires so
  you can be counted.
+
you can be counted.
  </PARA>
+
</PARA>
  </NOTE>
+
</NOTE>
  
  <PARA>This chapter will mainly cover the Valhalla Mud Compiler (<ACRONYM>VMC</ACRONYM>), how it works, and
+
<PARA>This chapter will mainly cover the Valhalla Mud Compiler (<ACRONYM>VMC</ACRONYM>), how it works, and
  the Valhalla Mud pre processor (<ACRONYM>VMC</ACRONYM> -p) works.  We will also throw in some debugging
+
the Valhalla Mud pre processor (<ACRONYM>VMC</ACRONYM> -p) works.  We will also throw in some debugging
  hints but debugging will be covered more as you begin creating parts of
+
hints but debugging will be covered more as you begin creating parts of
  your areas in the following chapters.
+
your areas in the following chapters.
  </PARA>
+
</PARA>
  
  <SECT1><TITLE>The compiler</TITLE>
+
<SECT1><TITLE>The compiler</TITLE>
  
  <PARA>''VMC'' is the Valhalla Mud Engine Compiler.
+
<PARA>''VMC'' is the Valhalla Mud Engine Compiler.
  for <ACRONYM>VME</ACRONYM> servers.  A compiler takes a source file or better described
+
for <ACRONYM>VME</ACRONYM> servers.  A compiler takes a source file or better described
  as your areas input file and converts it to a binary file the
+
as your areas input file and converts it to a binary file the
  server can then load and use online.  In the <ACRONYM>VME</ACRONYM> we call areas
+
server can then load and use online.  In the <ACRONYM>VME</ACRONYM> we call areas
  you build 'zones', therefore the source file for a zone has the
+
you build 'zones', therefore the source file for a zone has the
  extension 'zon'.  In order to make this more clear we will start
+
extension 'zon'.  In order to make this more clear we will start
  with our first example.</PARA>
+
with our first example.</PARA>
  
  <PARA>Lets say you were making a Zone of dragons.  You may want to
+
<PARA>Lets say you were making a Zone of dragons.  You may want to
  call the file something resembling its contents like,
+
call the file something resembling its contents like,
  ''dragon.zon''.  Notice we have appended the
+
''dragon.zon''.  Notice we have appended the
  '.zon' extension.  The compiler requires all zones to end in '.zon'
+
'.zon' extension.  The compiler requires all zones to end in '.zon'
  in order for it to know this is a zone source file.</PARA>
+
in order for it to know this is a zone source file.</PARA>
         
+
       
  <PARA>Now lets say we have completed writing our first zone and want
+
<PARA>Now lets say we have completed writing our first zone and want
  to compile it.  The command is simply:
+
to compile it.  The command is simply:
  <command>
+
<command>
  VMC> dragon.zon
+
VMC> dragon.zon
  </command>
+
</command>
  If the zone compiles correctly it will indicate success by printing
+
If the zone compiles correctly it will indicate success by printing
  a message to the screen and outputting two files both with the same
+
a message to the screen and outputting two files both with the same
  root name as the original zone source file but with different
+
root name as the original zone source file but with different
  extensions.  In this case there would be the following:
+
extensions.  In this case there would be the following:
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
;''dragon.data''
+
;''dragon.data''
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>The file holding the binary version of the zone</PARA>
+
<PARA>The file holding the binary version of the zone</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;''dragon.reset''
 
;''dragon.reset''
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>The file containing the reset information for the
+
<PARA>The file containing the reset information for the
  zone.</PARA>
+
zone.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  If the zone doesn't compile correctly and you have errors it
+
If the zone doesn't compile correctly and you have errors it
  will print a list of the errors and the location where they can be
+
will print a list of the errors and the location where they can be
  found so you can fix them.  The debugging process will be explained
+
found so you can fix them.  The debugging process will be explained
  more as you learn how to create rooms, monsters, and objects.</PARA>
+
more as you learn how to create rooms, monsters, and objects.</PARA>
  
  </SECT1>
+
</SECT1>
  
  <SECT1><TITLE>The VMC pre-processor</TITLE>
+
<SECT1><TITLE>The VMC pre-processor</TITLE>
  
  <PARA>The <ACRONYM>VMC</ACRONYM> Pre-Processor (<ACRONYM>VMC</ACRONYM> -p) can be thought of as a powerful
+
<PARA>The <ACRONYM>VMC</ACRONYM> Pre-Processor (<ACRONYM>VMC</ACRONYM> -p) can be thought of as a powerful
  search and replace tool used by the compiler before it
+
search and replace tool used by the compiler before it
  converts the zone to its binary form.  This tool gives you the
+
converts the zone to its binary form.  This tool gives you the
  builder the ability to add comments, create short hand expressions
+
builder the ability to add comments, create short hand expressions
  for repeated items, include other files in your zone, and even to do
+
for repeated items, include other files in your zone, and even to do
  some minor calculations when necessary.</PARA>
+
some minor calculations when necessary.</PARA>
  
  <NOTE> <PARA>If you have coded in C or c++ before the Pre Processor the
+
<NOTE> <PARA>If you have coded in C or c++ before the Pre Processor the
  <ACRONYM>VMC</ACRONYM> uses is no different and you can skip this section.</PARA>
+
<ACRONYM>VMC</ACRONYM> uses is no different and you can skip this section.</PARA>
  </NOTE>
+
</NOTE>
  
  <sect2><TITLE>Commenting your zone</TITLE>
+
<sect2><TITLE>Commenting your zone</TITLE>
  
  <PARA>The practice of adding comments to your zone is a good thing
+
<PARA>The practice of adding comments to your zone is a good thing
  to get into so the administrators and other builders can help
+
to get into so the administrators and other builders can help
  you with your zone and know what you were trying to do if there are
+
you with your zone and know what you were trying to do if there are
  problems.  Comments aren't as important when writing the zone as
+
problems.  Comments aren't as important when writing the zone as
  they will be when you start writing your own special <ACRONYM>DIL</ACRONYM> functions
+
they will be when you start writing your own special <ACRONYM>DIL</ACRONYM> functions
  but it is important to know how comments work and that you can use
+
but it is important to know how comments work and that you can use
  them if you need to.  A comment is a block of text the compiler
+
them if you need to.  A comment is a block of text the compiler
  will never see and is there only for you and who ever reads the
+
will never see and is there only for you and who ever reads the
  file.  In order to make it so the compiler will not see the block of
+
file.  In order to make it so the compiler will not see the block of
  text you must surround it by a set of symbols that tell the CPP to
+
text you must surround it by a set of symbols that tell the CPP to
  strip it out before passing the zone on to the compiler.  These
+
strip it out before passing the zone on to the compiler.  These
  symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.</PARA>
+
symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.</PARA>
  
  <PARA>In order to best explain how comments work we will give you a some
+
<PARA>In order to best explain how comments work we will give you a some
  what strange example.  First we will start by showing you a very basic
+
what strange example.  First we will start by showing you a very basic
  line you will see time and time again in rooms.</PARA>
+
line you will see time and time again in rooms.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "this is a title"
+
title "this is a title"
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>This is a title it will show up in everything from rooms, to objects
+
<PARA>This is a title it will show up in everything from rooms, to objects
  and even NPCs.  Now lets see what a commented line would look like.</PARA>
+
and even NPCs.  Now lets see what a commented line would look like.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //I am going to make a title now
+
//I am going to make a title now
  title /* I put the keyword
+
title /* I put the keyword
  first*/ "this is a title/*then the title*/
+
first*/ "this is a title/*then the title*/
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>This of course is very ugly but the point is not to be pretty it is
+
<PARA>This of course is very ugly but the point is not to be pretty it is
  to show you both the first way and the second way will look
+
to show you both the first way and the second way will look
  exactly the same to the compiler because all comments are removed
+
exactly the same to the compiler because all comments are removed
  before the compiler ever gets it.  A better use of a comment in a
+
before the compiler ever gets it.  A better use of a comment in a
  zone however would be something like this:</PARA>
+
zone however would be something like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  /*
+
/*
  The following ten rooms are the vineyards,
+
The following ten rooms are the vineyards,
  there are 97 rooms in the zone.
+
there are 97 rooms in the zone.
  */
+
*/
  
  //Zone first created 1994
+
//Zone first created 1994
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>You will find comments will make coding large zones much easier
+
<PARA>You will find comments will make coding large zones much easier
  because you can add text meant just for the builders
+
because you can add text meant just for the builders
  eyes.</PARA>
+
eyes.</PARA>
  
  <NOTE><PARA>You will have to decide if you want a multi-line comment or a single
+
<NOTE><PARA>You will have to decide if you want a multi-line comment or a single
  line comment and use the '//' or the '/**/' respectively.  The rule of thumb is if the comment is longer than 1 line it is easier to put the '/**/' around the comment than to comment each individual line.</PARA></NOTE>
+
line comment and use the '//' or the '/**/' respectively.  The rule of thumb is if the comment is longer than 1 line it is easier to put the '/**/' around the comment than to comment each individual line.</PARA></NOTE>
  
  </sect2>
+
</sect2>
  <sect2><TITLE>Macros and what they can do for you</TITLE>
+
<sect2><TITLE>Macros and what they can do for you</TITLE>
  
  
  <PARA>When making a zone you will find there are things you use more
+
<PARA>When making a zone you will find there are things you use more
  than once.  In fact you may find things you want others to use or
+
than once.  In fact you may find things you want others to use or
  things you want to use in multiple zones.  Its true you could block
+
things you want to use in multiple zones.  Its true you could block
  and copy and stick them everywhere. in fact that is what I did when
+
and copy and stick them everywhere. in fact that is what I did when
  I first started building.  I soon found my zone file was
+
I first started building.  I soon found my zone file was
  extremely large and hard to upkeep.  With a few minor changes and a
+
extremely large and hard to upkeep.  With a few minor changes and a
  lot of deleting I used short hand or better known in the world of coding
+
lot of deleting I used short hand or better known in the world of coding
  as macros to make my zone readable.</PARA>
+
as macros to make my zone readable.</PARA>
  
  <PARA>Lets say you had some flags you were going to set in
+
<PARA>Lets say you had some flags you were going to set in
  fifty rooms and you knew they would all be the same.  You could type
+
fifty rooms and you knew they would all be the same.  You could type
  the following line 50 times.</PARA>
+
the following line 50 times.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>With the macros however you could make this much easier by just doing
+
<PARA>With the macros however you could make this much easier by just doing
  the following at the beginning of your zone.</PARA>
+
the following at the beginning of your zone.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
+
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>Then where ever you want the flags you just type DIRTFLOOR.  You are
+
<PARA>Then where ever you want the flags you just type DIRTFLOOR.  You are
  probably thinking, yeah big deal I can do that with block and copy.
+
probably thinking, yeah big deal I can do that with block and copy.
  True but there is another benefit to this.  Lets say later you
+
True but there is another benefit to this.  Lets say later you
  wanted to also make these 50 rooms no teleport.  All you would have
+
wanted to also make these 50 rooms no teleport.  All you would have
  to change is the define like this:</PARA>
+
to change is the define like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
+
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
  
  </nowiki>
+
</nowiki>
  <PARA>Now when you recompile all 50 rooms are changed and you didn't even
+
<PARA>Now when you recompile all 50 rooms are changed and you didn't even
  have to do a search and replace.</PARA>
+
have to do a search and replace.</PARA>
  
  <PARA>You can also make macros that take arguments.  The ability to
+
<PARA>You can also make macros that take arguments.  The ability to
  take arguments is where macros take a leap and a bound out in front
+
take arguments is where macros take a leap and a bound out in front
  of your favorite editor to allow you to do things you can not do easily
+
of your favorite editor to allow you to do things you can not do easily
  with search and replace.  Lets say you have an exit descr you
+
with search and replace.  Lets say you have an exit descr you
  want to use in 50 swamp rooms because heck everything looks the same
+
want to use in 50 swamp rooms because heck everything looks the same
  in a swamp when you look one direction to the next.</PARA>
+
in a swamp when you look one direction to the next.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  east to swamp1 descr
+
east to swamp1 descr
  "You see the swamp stretch out for miles";
+
"You see the swamp stretch out for miles";
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>This could be made into a macro like:</PARA>
+
<PARA>This could be made into a macro like:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define sexit(direction, place) direction to place descr \
+
#define sexit(direction, place) direction to place descr \
  "You see the swamp stretch out for miles.";
+
"You see the swamp stretch out for miles.";
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>Then all you need to use it is:</PARA>
+
<PARA>Then all you need to use it is:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  SEXIT(east,swamp1)
+
SEXIT(east,swamp1)
  SEXIT(north,swamp2)
+
SEXIT(north,swamp2)
  SEXIT(south,swamp3)
+
SEXIT(south,swamp3)
  
  </nowiki>
+
</nowiki>
 
+
  <NOTE><PARA>There is no space between 'SEXIT' and '(' that is
+
<NOTE><PARA>There is no space between 'SEXIT' and '(' that is
  important because the CPP sees 'SEXIT(' and 'SEXIT (' as two
+
important because the CPP sees 'SEXIT(' and 'SEXIT (' as two
  different things.  It is also important to notice all defines must start at the
+
different things.  It is also important to notice all defines must start at the
  beginning of the line and be either one line long or have a '\'  
+
beginning of the line and be either one line long or have a '\'  
  telling the Pre Processor that it should continue with the next line as if it was
+
telling the Pre Processor that it should continue with the next line as if it was
  this line.</PARA></NOTE>
+
this line.</PARA></NOTE>
  
  <PARA>You can also combine macros together so you have a set
+
<PARA>You can also combine macros together so you have a set
  of macros like:</PARA>
+
of macros like:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
+
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
  #define DIRTSECT  movement SECT_INSIDE \
+
#define DIRTSECT  movement SECT_INSIDE \
  DIRTFLOOR
+
DIRTFLOOR
  
  </nowiki>
+
</nowiki>
 
+
  
  <PARA>You may have noticed I capitalize all macros.  This is not a must but it is
+
<PARA>You may have noticed I capitalize all macros.  This is not a must but it is
  suggested so you can easily tell what is a macro and what is not.</PARA>
+
suggested so you can easily tell what is a macro and what is not.</PARA>
  
  </sect2>
+
</sect2>
  <sect2><TITLE>Including other files in your zone</TITLE>
+
<sect2><TITLE>Including other files in your zone</TITLE>
  
  <PARA>Another function of the <ACRONYM>VMC</ACRONYM> Pre Processor,
+
<PARA>Another function of the <ACRONYM>VMC</ACRONYM> Pre Processor,
  '#include', allows you to include other files  in
+
'#include', allows you to include other files  in
  your zone file.  The <ACRONYM>VME</ACRONYM> comes with some basic include files  
+
your zone file.  The <ACRONYM>VME</ACRONYM> comes with some basic include files  
  you can use the macros out of and use as examples on how to make
+
you can use the macros out of and use as examples on how to make
  your own include files.  These files are the
+
your own include files.  These files are the
  ''composed.h'',, ''vme.h'',
+
''composed.h'',, ''vme.h'',
  ''values.h'', ''base.h'',
+
''values.h'', ''base.h'',
  ''liquid.h'', and ''wmacros.h''.
+
''liquid.h'', and ''wmacros.h''.
  Including ''composed.h'' will include all the rest
+
Including ''composed.h'' will include all the rest
  of
+
of
  the include files into your zone because it has include statements
+
the include files into your zone because it has include statements
  that use all the others.</PARA>
+
that use all the others.</PARA>
  
  <NOTE><PARA>You will want to include the files at the beginning of
+
<NOTE><PARA>You will want to include the files at the beginning of
  your zone file because all defines you use must be defined before
+
your zone file because all defines you use must be defined before
  you use them.</PARA></NOTE>
+
you use them.</PARA></NOTE>
  
  </sect2>
+
</sect2>
  <sect2><TITLE>Doing minor calculations</TITLE>
+
<sect2><TITLE>Doing minor calculations</TITLE>
  
  <PARA> You can also do minor calculations in a macro.  Lets say you
+
<PARA> You can also do minor calculations in a macro.  Lets say you
  wanted to make it so the higher level an NPC was the heavier he
+
wanted to make it so the higher level an NPC was the heavier he
  was and the taller he was.  This would be simple with a macro.</PARA>
+
was and the taller he was.  This would be simple with a macro.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MLEVEL(lvl) \
+
#define MLEVEL(lvl) \
  level lvl \
+
level lvl \
  height lvl+72 \
+
height lvl+72 \
  weight lvl*9
+
weight lvl*9
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>This macro would increase the height and weight depending on what
+
<PARA>This macro would increase the height and weight depending on what
  level you made the NPC pretty simple.  There is much more a macro
+
level you made the NPC pretty simple.  There is much more a macro
  can do for you but the Pre Processor and all its uses go far beyond the scope
+
can do for you but the Pre Processor and all its uses go far beyond the scope
  of this manual.  If you are really interested in all the neat things
+
of this manual.  If you are really interested in all the neat things
  it can do type the following command at the '$' prompt on your
+
it can do type the following command at the '$' prompt on your
  Linux box.
+
Linux box.
  <command>man cpp</command>  
+
<command>man cpp</command>  
  The C-Pre Processor is what the <ACRONYM>VMC</ACRONYM> Pre Processor is based on and most
+
The C-Pre Processor is what the <ACRONYM>VMC</ACRONYM> Pre Processor is based on and most
  if not all functions of the CPP work in the <ACRONYM>VMC</ACRONYM>. </PARA>
+
if not all functions of the CPP work in the <ACRONYM>VMC</ACRONYM>. </PARA>
  </sect2>
+
</sect2>
  
  </SECT1>
+
</SECT1>
  </chapter>
+
</chapter>
  
  <chapter ID="ch-02"><?dbhtml filename="ch02.html">
+
<chapter ID="ch-02"><?dbhtml filename="ch02.html">
  <TITLE>Zone source file</TITLE>
+
<TITLE>Zone source file</TITLE>
  
  <PARA>In this chapter we will define all the sections of a zone file
+
<PARA>In this chapter we will define all the sections of a zone file
  and go in-depth on the zone info section.  Once complete with this
+
and go in-depth on the zone info section.  Once complete with this
  chapter you should be able to create an empty yet compilable zone.</PARA>
+
chapter you should be able to create an empty yet compilable zone.</PARA>
  
  <PARA>A zone source file is split up into 6 sections.  A
+
<PARA>A zone source file is split up into 6 sections.  A
  zone-declaration section, a mobile (NPC) section, an object
+
zone-declaration section, a mobile (NPC) section, an object
  section, a room section, a reset section, and the <ACRONYM>DIL</ACRONYM>
+
section, a room section, a reset section, and the <ACRONYM>DIL</ACRONYM>
  section.  The zone section is the only section that  has to be in the file, and
+
section.  The zone section is the only section that  has to be in the file, and
  they may appear in any order.</PARA>
+
they may appear in any order.</PARA>
  
  <PARA>Each section is preceded by a section header. These are the  six
+
<PARA>Each section is preceded by a section header. These are the  six
  possible headers:
+
possible headers:
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>%zone</PARA></LISTITEM>
+
<LISTITEM><PARA>%zone</PARA></LISTITEM>
  <LISTITEM><PARA>%rooms</PARA></LISTITEM>
+
<LISTITEM><PARA>%rooms</PARA></LISTITEM>
  <LISTITEM><PARA>%mobiles</PARA></LISTITEM>
+
<LISTITEM><PARA>%mobiles</PARA></LISTITEM>
  <LISTITEM><PARA>%objects</PARA></LISTITEM>
+
<LISTITEM><PARA>%objects</PARA></LISTITEM>
  <LISTITEM><PARA>%reset</PARA></LISTITEM>
+
<LISTITEM><PARA>%reset</PARA></LISTITEM>
  <LISTITEM><PARA>%<ACRONYM>DIL</ACRONYM></PARA></LISTITEM>
+
<LISTITEM><PARA>%<ACRONYM>DIL</ACRONYM></PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  The  first  four sections may be considered lists of definitions.
+
The  first  four sections may be considered lists of definitions.
  The reset section can be considered a program in a simple  programming
+
The reset section can be considered a program in a simple  programming
  language. And the <ACRONYM>DIL</ACRONYM> section is a bit special - it
+
language. And the <ACRONYM>DIL</ACRONYM> section is a bit special - it
  includes the zone templates (DIL functions that can be used from any
+
includes the zone templates (DIL functions that can be used from any
  zone, on anything, as opposed to "specialized" DIL functions placed
+
zone, on anything, as opposed to "specialized" DIL functions placed
  inside a unit's
+
inside a unit's
  definitions).  After all sections you are using are defined you
+
definitions).  After all sections you are using are defined you
  must tell the compiler you are done the special symbol '%end'
+
must tell the compiler you are done the special symbol '%end'
  must be placed at the end of the zone for this reason.
+
must be placed at the end of the zone for this reason.
  </PARA>
+
</PARA>
  
  <SECT1><TITLE>Definition types</TITLE>
+
<SECT1><TITLE>Definition types</TITLE>
  
  <PARA>When creating your zone there are six main building blocks.
+
<PARA>When creating your zone there are six main building blocks.
  We call these definition types.  Each type represents some kind of
+
We call these definition types.  Each type represents some kind of
  data you want the compiler to be able to recognize.  These data
+
data you want the compiler to be able to recognize.  These data
  definitions take the basic form:</PARA>
+
definitions take the basic form:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  field value
+
field value
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>Where field is the name of a data field, and value is some value.
+
<PARA>Where field is the name of a data field, and value is some value.
  Values are of one of 6 types:
+
Values are of one of 6 types:
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
;integer
+
;integer
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  A whole number or if you are in practice of using Hex you can
+
A whole number or if you are in practice of using Hex you can
  use the C style hex numbers in either upper or lower case (i.e 0X0f3
+
use the C style hex numbers in either upper or lower case (i.e 0X0f3
  0x0f3)</PARA>
+
0x0f3)</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;string
 
;string
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
        Text enclosed in Double Quotes.  The string can span more than
+
Text enclosed in Double Quotes.  The string can span more than
  one line
+
one line
  as it would in a description.</PARA>
+
as it would in a description.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "The dark dragon altar"
+
title "The dark dragon altar"
  descr
+
descr
  "There are many things you can see and there are many things that  
+
"There are many things you can see and there are many things that  
  can't be seen but this is still a description none the less."
+
can't be seen but this is still a description none the less."
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;stringlist
 
;stringlist
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  A set of strings, it can be a single string or multiple depending on your needs.
+
A set of strings, it can be a single string or multiple depending on your needs.
  These are used in names, extras, creators, and special keywords all to be
+
These are used in names, extras, creators, and special keywords all to be
  defined later in their respective places.  These are defined in the following
+
defined later in their respective places.  These are defined in the following
  manor.</PARA>
+
manor.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  &lt;fieldname&gt;    {"string1","string2","string3", ...}
+
&lt;fieldname&gt;    {"string1","string2","string3", ...}
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;intlist
 
;intlist
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  A list of numbers which can be used with an extra.  This type works like the
+
A list of numbers which can be used with an extra.  This type works like the
  stringlist but doesn't need the quotes.</PARA>
+
stringlist but doesn't need the quotes.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
+
extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
  "This is a number list attached to an extra"
+
"This is a number list attached to an extra"
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;flags
 
;flags
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  Like the Intlist the flag is defined with a list of numbers.  The list of numbers
+
Like the Intlist the flag is defined with a list of numbers.  The list of numbers
  is not taken literally however it is combined to create one number by binary
+
is not taken literally however it is combined to create one number by binary
  oring the number list together.  If that confuses you don't worry, it
+
oring the number list together.  If that confuses you don't worry, it
  takes some getting used to.  These types are used for Manipulation, flags,
+
takes some getting used to.  These types are used for Manipulation, flags,
  and positions.</PARA>
+
and positions.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  flags {2,8}
+
flags {2,8}
  manipulate {8}
+
manipulate {8}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>In the previous example the 'flags' value after this zone compiles
+
<PARA>In the previous example the 'flags' value after this zone compiles
  would be 10 because binary oring the two flags together is a lot
+
would be 10 because binary oring the two flags together is a lot
  like adding.  The two numbers probably make no sense so most flags
+
like adding.  The two numbers probably make no sense so most flags
  you use will have defines if I used the defines found in
+
you use will have defines if I used the defines found in
  ''vme.h'' the previous example would look like this:</PARA>
+
''vme.h'' the previous example would look like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
+
flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
  manipulate {WEAR_BODY}
+
manipulate {WEAR_BODY}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>We will cover this more in-depth later but it was necessary to give
+
<PARA>We will cover this more in-depth later but it was necessary to give
  a good overview so you understand this field type enough to recognize
+
a good overview so you understand this field type enough to recognize
  what it is when you see it.</PARA>
+
what it is when you see it.</PARA>
  </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>
+
</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>
 
;symbol
 
;symbol
  <DICTDEF> <PARA>
+
<DICTDEF> <PARA>
  
  A label you reference from other parts in your zones.  Every
+
A label you reference from other parts in your zones.  Every
  unit (room,object,room) and even the zone itself has a unique label
+
unit (room,object,room) and even the zone itself has a unique label
  that can be referenced.  It is important to make symbol names that
+
that can be referenced.  It is important to make symbol names that
  are clear so the Administrators of the mud know what each item
+
are clear so the Administrators of the mud know what each item
  is when using the online administration commands.</PARA>
+
is when using the online administration commands.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dark_sword /*good symbol*/
+
dark_sword /*good symbol*/
  rm_5892 /*Bad symbol*/
+
rm_5892 /*Bad symbol*/
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>When loading items online the zone symbol and the item symbol are
+
<PARA>When loading items online the zone symbol and the item symbol are
  combined to create a reference to the item.  For example if our zone
+
combined to create a reference to the item.  For example if our zone
  name was 'dragon' and our item was 'dark_sword' the symbolic name for
+
name was 'dragon' and our item was 'dark_sword' the symbolic name for
  this item would be 'dark_sword@dragon'.  Using symbols will be
+
this item would be 'dark_sword@dragon'.  Using symbols will be
  covered more in the <ACRONYM>DIL</ACRONYM> manual and in the administration manuals for
+
covered more in the <ACRONYM>DIL</ACRONYM> manual and in the administration manuals for
  loading objects online.  For now it is enough to understand  
+
loading objects online.  For now it is enough to understand  
  symbols must follow the following rules when being defined.</PARA>
+
symbols must follow the following rules when being defined.</PARA>
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>The first letter of the
+
<LISTITEM><PARA>The first letter of the
  symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
+
symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
  <LISTITEM><PARA>Characters following the first can be numbers, alphabet
+
<LISTITEM><PARA>Characters following the first can be numbers, alphabet
  letters, and '_' characters</PARA></LISTITEM>
+
letters, and '_' characters</PARA></LISTITEM>
  <LISTITEM><PARA>The name can be no longer than
+
<LISTITEM><PARA>The name can be no longer than
  15 characters</PARA></LISTITEM>
+
15 characters</PARA></LISTITEM>
  <LISTITEM><PARA>No reserved keywords can be used as a name
+
<LISTITEM><PARA>No reserved keywords can be used as a name
  <XREF LINKEND="app-b"></PARA></LISTITEM>
+
<XREF LINKEND="app-b"></PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <NOTE><PARA>the end tag that ends all unit definitions is also
+
<NOTE><PARA>the end tag that ends all unit definitions is also
  considered a symbol it is just a symbol that must be included with</PARA></NOTE>
+
considered a symbol it is just a symbol that must be included with</PARA></NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST></PARA>
+
</VARIABLELIST></PARA>
  
  <PARA>There are two other field types that can not be defined as a
+
<PARA>There are two other field types that can not be defined as a
  regular field type.  These are the function reference and the
+
regular field type.  These are the function reference and the
  Structure.  The function reference can be either a reference to a
+
Structure.  The function reference can be either a reference to a
  <ACRONYM>DIL</ACRONYM> function or a special function called from the
+
<ACRONYM>DIL</ACRONYM> function or a special function called from the
  base code.</para>
+
base code.</para>
  
    <NOTE><PARA>Special functions are being replaced with
+
<NOTE><PARA>Special functions are being replaced with
  <ACRONYM>DIL</ACRONYM> for better performance and should only be used
+
<ACRONYM>DIL</ACRONYM> for better performance and should only be used
  when no <ACRONYM>DIL</ACRONYM> functions exist to replace
+
when no <ACRONYM>DIL</ACRONYM> functions exist to replace
  them</PARA></NOTE>
+
them</PARA></NOTE>
  
  <para>The Structure field types are  a combination of other field types
+
<para>The Structure field types are  a combination of other field types
  to make a special field type for the unit being defined.  A good example
+
to make a special field type for the unit being defined.  A good example
  of this is a 'exit' for a room.  The exit has everything from flag,
+
of this is a 'exit' for a room.  The exit has everything from flag,
  string, stringlist, and even description fields.  The exit field will be
+
string, stringlist, and even description fields.  The exit field will be
  defined much more in-depth in the chapter on rooms but it is important
+
defined much more in-depth in the chapter on rooms but it is important
  to know some fields are considered Structure fields because they can have
+
to know some fields are considered Structure fields because they can have
  many values.  The only two Structure fields are the exit and extra
+
many values.  The only two Structure fields are the exit and extra
  fields which will both be defined more later because they can be used
+
fields which will both be defined more later because they can be used
  differently depending on what you are using them for.</PARA>
+
differently depending on what you are using them for.</PARA>
  
  </SECT1>
+
</SECT1>
  
  <SECT1 id="zoneinfo">
+
<SECT1 id="zoneinfo">
  <TITLE>Zone information section</TITLE>
+
<TITLE>Zone information section</TITLE>
  
  <PARA>The zone information section is the only section that must
+
<PARA>The zone information section is the only section that must
  exist in the source file of your area.  With out this section the
+
exist in the source file of your area.  With out this section the
  compiler is unable to create the zone because frankly it doesn't
+
compiler is unable to create the zone because frankly it doesn't
  know what to call it.  It is also the easiest of the sections to
+
know what to call it.  It is also the easiest of the sections to
  learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
+
learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
  zone. It is usually wise to place this section in the top of  the
+
zone. It is usually wise to place this section in the top of  the
  source file to make it easy to find the zone information when editing the file.</PARA>
+
source file to make it easy to find the zone information when editing the file.</PARA>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>Zone section field descriptions</TITLE>
+
<TITLE>Zone section field descriptions</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Field</ENTRY>
+
<ENTRY>Field</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY>creators</ENTRY>
+
<ENTRY>creators</ENTRY>
  <ENTRY>Stringlist</ENTRY>
+
<ENTRY>Stringlist</ENTRY>
  <ENTRY>
+
<ENTRY>
  This field is where you place the creators of the zone.  With
+
This field is where you place the creators of the zone.  With
  this field filled out the Administrators and builders can easily find out who
+
this field filled out the Administrators and builders can easily find out who
  the zone was written by and be able to contact them if there are problems.
+
the zone was written by and be able to contact them if there are problems.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  <ROW>
+
<ROW>
  <ENTRY>lifespan</ENTRY>
+
<ENTRY>lifespan</ENTRY>
  <ENTRY>Number</ENTRY>
+
<ENTRY>Number</ENTRY>
  <ENTRY>
+
<ENTRY>
  This  defines  the interval between resets for this zone, in minutes.
+
This  defines  the interval between resets for this zone, in minutes.
  Default is 60 if this field is left out of the information section.
+
Default is 60 if this field is left out of the information section.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  <ROW>
+
<ROW>
  <ENTRY>notes</ENTRY>
+
<ENTRY>notes</ENTRY>
  <ENTRY>String</ENTRY>
+
<ENTRY>String</ENTRY>
  <ENTRY>
+
<ENTRY>
  This is a plain text description of the zone for administrators and builders.
+
This is a plain text description of the zone for administrators and builders.
  It is often a good idea to
+
It is often a good idea to
  include your e-mail address in the  notes so you can be
+
include your e-mail address in the  notes so you can be
  reached easily by the administrators.
+
reached easily by the administrators.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  <ROW>
+
<ROW>
  <ENTRY>reset</ENTRY>
+
<ENTRY>reset</ENTRY>
  <ENTRY>Number</ENTRY>
+
<ENTRY>Number</ENTRY>
  <ENTRY>
+
<ENTRY>
  This combined with 'lifespan' defines if the zone will be reset.  This
+
This combined with 'lifespan' defines if the zone will be reset.  This
  field gives the condition that must be met to reset the zones you
+
field gives the condition that must be met to reset the zones you
  should use the defines in the ''vme.h'', RESET_NOT,
+
should use the defines in the ''vme.h'', RESET_NOT,
  RESET_IFEMPTY, and RESET_ANYHOW.  Default is RESET_ANYHOW, which
+
RESET_IFEMPTY, and RESET_ANYHOW.  Default is RESET_ANYHOW, which
  means, the zone will be reset even if players are present within it.
+
means, the zone will be reset even if players are present within it.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  <ROW>
+
<ROW>
  <ENTRY>title</ENTRY>
+
<ENTRY>title</ENTRY>
  <ENTRY>String</ENTRY>
+
<ENTRY>String</ENTRY>
  <ENTRY>
+
<ENTRY>
  This is the title of the zone, for example Dragons Nest, Dark
+
This is the title of the zone, for example Dragons Nest, Dark
  station, and
+
station, and
  creators hide out.  It is used mainly for the areas command so
+
creators hide out.  It is used mainly for the areas command so
  players can get a list of all the areas in the game.  It can
+
players can get a list of all the areas in the game.  It can
  however be accessed by the 'zoneptr' variable type in <ACRONYM>DIL</ACRONYM>.  If you
+
however be accessed by the 'zoneptr' variable type in <ACRONYM>DIL</ACRONYM>.  If you
  have
+
have
  a zone that spans across multiple source files you only need to
+
a zone that spans across multiple source files you only need to
  define the title once.  If you put the title in all source files it
+
define the title once.  If you put the title in all source files it
  will show up multiple times in the area listing.  You would also
+
will show up multiple times in the area listing.  You would also
  leave this blank if the zone should not be on the areas list like an
+
leave this blank if the zone should not be on the areas list like an
  administration zone.
+
administration zone.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>weather</ENTRY>
+
<ENTRY>weather</ENTRY>
  <ENTRY>Integer</ENTRY>
+
<ENTRY>Integer</ENTRY>
  <ENTRY>
+
<ENTRY>
  This field sets the humidity level of the zone.  If for example you want
+
This field sets the humidity level of the zone.  If for example you want
  a hot desert like zone you would want to set this to its highest value.  
+
a hot desert like zone you would want to set this to its highest value.  
  The range of this field is 1000 to -1000.  This is an optional field and
+
The range of this field is 1000 to -1000.  This is an optional field and
  will not be covered else where because it is simple to use.
+
will not be covered else where because it is simple to use.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  
  
  <ROW>
+
<ROW>
  <ENTRY>%zone</ENTRY>
+
<ENTRY>%zone</ENTRY>
  <ENTRY>Symbol</ENTRY>
+
<ENTRY>Symbol</ENTRY>
  <ENTRY>
+
<ENTRY>
  This entry defines the name of the
+
This entry defines the name of the
  zone. Default is the preceding  component of the current filename,
+
zone. Default is the preceding  component of the current filename,
  minus the trailing ".zon". Note, the symbol should be added
+
minus the trailing ".zon". Note, the symbol should be added
  after the %zone tag, which should always be put, even if you
+
after the %zone tag, which should always be put, even if you
  do not add a symbol after it.
+
do not add a symbol after it.
  </ENTRY></ROW>
+
</ENTRY></ROW>
  </TBODY>
+
</TBODY>
  </TGROUP>
+
</TGROUP>
  </TABLE>
+
</TABLE>
  
  
  <PARA>The only field that must exist when you go to create the zone
+
<PARA>The only field that must exist when you go to create the zone
  information section is the '%zone'.  Leaving the '%zone' field out
+
information section is the '%zone'.  Leaving the '%zone' field out
  will cause an error when you try to compile it.  We suggest you
+
will cause an error when you try to compile it.  We suggest you
  not only put the '%zone' field but you also add a symbol or as I
+
not only put the '%zone' field but you also add a symbol or as I
  call it a zone name.  The following are three legal examples of a Zone information header.  You be the judge of
+
call it a zone name.  The following are three legal examples of a Zone information header.  You be the judge of
  which is more informative.</PARA>
+
which is more informative.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  /*very bad*/
+
/*very bad*/
  %zone
+
%zone
  
  /*bad but better than nothing*/
+
/*bad but better than nothing*/
  %zone bug_planet
+
%zone bug_planet
  
  /*The way it should be done!*/
+
/*The way it should be done!*/
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  </nowiki>
+
</nowiki>
 
+
  
  <PARA>If you felt like it you could add a '%end' to the proceeding
+
<PARA>If you felt like it you could add a '%end' to the proceeding
  examples and compile them.  They would create an empty zone so
+
examples and compile them.  They would create an empty zone so
  wouldn't be very exciting but at least its possible.  We will not go into any compiling until we have at least one unit
+
wouldn't be very exciting but at least its possible.  We will not go into any compiling until we have at least one unit
  type to compile because it is pretty useless to do.
+
type to compile because it is pretty useless to do.
      the next chapters will
+
  the next chapters will
  define the basic unit building blocks you will use for rooms,
+
define the basic unit building blocks you will use for rooms,
  objects, and NPCs and start you off on compiling.</PARA>
+
objects, and NPCs and start you off on compiling.</PARA>
  </SECT1>
+
</SECT1>
  
  </chapter>
+
</chapter>
  
  <chapter ID="ch-03"><?dbhtml filename="ch03.html">
+
<chapter ID="ch-03"><?dbhtml filename="ch03.html">
  <TITLE>Unit building blocks</TITLE>
+
<TITLE>Unit building blocks</TITLE>
  
  <PARA>When creating your zone you will find some basic
+
<PARA>When creating your zone you will find some basic
  structures are used in all three unit types rooms, objects, and
+
structures are used in all three unit types rooms, objects, and
  NPCs. In this chapter we will define the main building blocks of
+
NPCs. In this chapter we will define the main building blocks of
  all units along with some helpful hints </PARA>
+
all units along with some helpful hints </PARA>
  
  <PARA>No matter which unit type you are dealing with there is a
+
<PARA>No matter which unit type you are dealing with there is a
  simple basic structure that lets the compiler know not only what
+
simple basic structure that lets the compiler know not only what
  unit type it is dealing with but where one unit begins and where it
+
unit type it is dealing with but where one unit begins and where it
  ends.  The way the compiler tells what unit type it is dealing with
+
ends.  The way the compiler tells what unit type it is dealing with
  is by the section header '%rooms', '%objects', and '%mobiles'.  All
+
is by the section header '%rooms', '%objects', and '%mobiles'.  All
  rooms must be defined under the '%rooms' header and likewise objects
+
rooms must be defined under the '%rooms' header and likewise objects
  and NPCS under their respective headers.  Each unit starts with a
+
and NPCS under their respective headers.  Each unit starts with a
  symbolic name called the unit symbol and ends with the keyword
+
symbolic name called the unit symbol and ends with the keyword
  end.  The following would be a legal definition of any
+
end.  The following would be a legal definition of any
  unit type:</PARA>
+
unit type:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  symbol_name
+
symbol_name
  end
+
end
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If you define a unit like this when it loads it will be blank, while
+
<PARA>If you define a unit like this when it loads it will be blank, while
  this is not  extremely useful it is good to know you can leave
+
this is not extremely useful it is good to know you can leave
  out any field you don't feel you need.</PARA>
+
out any field you don't feel you need.</PARA>
  
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <TITLE>Unit building blocks</TITLE>
+
<TITLE>Unit building blocks</TITLE>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;symbol field
 
;symbol field
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  In the last chapter we defined the different field types and
+
In the last chapter we defined the different field types and
  the rules you must follow when defining a symbol.  It is
+
the rules you must follow when defining a symbol.  It is
  important enough to relist these rules here so you do not run into
+
important enough to relist these rules here so you do not run into
  problems when creating your units.
+
problems when creating your units.
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>The first letter of the
+
<LISTITEM><PARA>The first letter of the
  symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
+
symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
  <LISTITEM><PARA>Characters following the first can be numbers, alphabet
+
<LISTITEM><PARA>Characters following the first can be numbers, alphabet
  letters, and '_' characters</PARA></LISTITEM>
+
letters, and '_' characters</PARA></LISTITEM>
  <LISTITEM><PARA>The symbol can be no longer than
+
<LISTITEM><PARA>The symbol can be no longer than
  15 characters</PARA></LISTITEM>
+
15 characters</PARA></LISTITEM>
  <LISTITEM><PARA>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></PARA></LISTITEM>
+
<LISTITEM><PARA>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></PARA></LISTITEM>
  </itemizedlist></PARA>
+
</itemizedlist></PARA>
  
  <NOTE><PARA>It is also important to know currently it is hard to deal with units
+
<NOTE><PARA>It is also important to know currently it is hard to deal with units
  having capital letters in them, this may be fixed in the future but it is
+
having capital letters in them, this may be fixed in the future but it is
  good practice to use all lower case characters in the
+
good practice to use all lower case characters in the
  symbols.</PARA></NOTE>
+
symbols.</PARA></NOTE>
  
  <PARA>Another thing you should think about when defining your symbol
+
<PARA>Another thing you should think about when defining your symbol
  names is to be clear about what the unit is.  When you list units on
+
names is to be clear about what the unit is.  When you list units on
  the <ACRONYM>VME</ACRONYM> server with <command>wstat</command> the symbolic names are
+
the <ACRONYM>VME</ACRONYM> server with <command>wstat</command> the symbolic names are
  shown
+
shown
  if you were to see the list:
+
if you were to see the list:
  <computeroutput>
+
<computeroutput>
  i6853 b2419 l1854
+
i6853 b2419 l1854
  </computeroutput>
+
</computeroutput>
  You would have no idea what those three items were unless you
+
You would have no idea what those three items were unless you
  personally built them recently, therefore it is a much better coding
+
personally built them recently, therefore it is a much better coding
  practice to name things what they are like:
+
practice to name things what they are like:
  <computeroutput>
+
<computeroutput>
  long_sword healer_hut dog
+
long_sword healer_hut dog
  </computeroutput>
+
</computeroutput>
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;title field
 
;title field
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The title field is probably the easiest field on all units it
+
The title field is probably the easiest field on all units it
  is what is shown on the first line of a room when you enter and it
+
is what is shown on the first line of a room when you enter and it
  is the name shown when you get an object or attack a NPC.
+
is the name shown when you get an object or attack a NPC.
  There is only two important things to look at when defining titles
+
There is only two important things to look at when defining titles
  one is punctuation and the other is capitalization.  Room titles
+
one is punctuation and the other is capitalization.  Room titles
  need to be capitalized and so do proper names but the first letter of an object
+
need to be capitalized and so do proper names but the first letter of an object
  title or a NPC title do not normally need to be capitalized. this is
+
title or a NPC title do not normally need to be capitalized. this is
  best explained by some examples.</PARA>
+
best explained by some examples.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "The dragons in."/*good*/
+
title "The dragons in."/*good*/
  title "a big bull dog."/*bad has a period at the end*/
+
title "a big bull dog."/*bad has a period at the end*/
  title "Bill the destroyer"/*good*/
+
title "Bill the destroyer"/*good*/
  title "A long dagger"/*bad capital 'a'*/
+
title "A long dagger"/*bad capital 'a'*/
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>Now to show why some of those are good we will demonstrate by some
+
<PARA>Now to show why some of those are good we will demonstrate by some
  sample output in the game.
+
sample output in the game.
  <computeroutput>
+
<computeroutput>
  
  prompt:  l
+
prompt:  l
  The Dragons Inn
+
The Dragons Inn
  You are standing in a moldy inn.
+
You are standing in a moldy inn.
  
  prompt: get A long dagger
+
prompt: get A long dagger
  You get A long dagger.
+
You get A long dagger.
  
  prompt kick dog
+
prompt kick dog
  You kick a bull dog. in the head.
+
You kick a bull dog. in the head.
  </computeroutput>
+
</computeroutput>
  Notice the 'A' and the extra period do not really look right where
+
Notice the 'A' and the extra period do not really look right where
  they end up appearing in the game.  These may be minor nit picky
+
they end up appearing in the game.  These may be minor nit picky
  details but if you do it right the first time you won't have to deal
+
details but if you do it right the first time you won't have to deal
  with the english major that just happens to be playing on your
+
with the english major that just happens to be playing on your
  mud.</PARA>
+
mud.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;names field
 
;names field
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The 'names' field defines the names everything in the game can
+
The 'names' field defines the names everything in the game can
  use to interact with your unit.  For rooms the names are used as
+
use to interact with your unit.  For rooms the names are used as
  teleport or goto points for characters and NPCs or they are
+
teleport or goto points for characters and NPCs or they are
  sometimes used for special DIL functions on objects to trigger in certain
+
sometimes used for special DIL functions on objects to trigger in certain
  rooms.  On NPCs and objects names can be used for anything from
+
rooms.  On NPCs and objects names can be used for anything from
  poking a player to giving a player an object.  The names field is
+
poking a player to giving a player an object.  The names field is
  very flexible it has even been used to store what a container is
+
very flexible it has even been used to store what a container is
  holding in order to have quick access to the names in the container.
+
holding in order to have quick access to the names in the container.
    it</PARA>
+
it</PARA>
  
  <PARA>When making rooms it is not necessary to put room names.  In
+
<PARA>When making rooms it is not necessary to put room names.  In
  fact it is a good way of making sure players can't teleport to
+
fact it is a good way of making sure players can't teleport to
  certain rooms because if the room doesn't have a name the person
+
certain rooms because if the room doesn't have a name the person
  can't teleport to it.  Objects and NPCs must have names because if
+
can't teleport to it.  Objects and NPCs must have names because if
  you leave names off of them you can not pick them up or kill them
+
you leave names off of them you can not pick them up or kill them
  depending on which you are dealing with.  It is also good practice
+
depending on which you are dealing with.  It is also good practice
  to use all combinations of the object or NPCs title so a
+
to use all combinations of the object or NPCs title so a
  player will know exactly what to type to use the item for example:</PARA>
+
player will know exactly what to type to use the item for example:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  bad_obj
+
bad_obj
  title a small dog"
+
title a small dog"
  names{"small dog","small","dog"}
+
names{"small dog","small","dog"}
  end
+
end
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>It is up to you as a builder if you want to use names like 'small'
+
<PARA>It is up to you as a builder if you want to use names like 'small'
  in your names list since you would not 'get small' in real life it
+
in your names list since you would not 'get small' in real life it
  may not have to be added to the names list.  It is important however
+
may not have to be added to the names list.  It is important however
  to define your extras from big to small because of how the <ACRONYM>VME</ACRONYM>
+
to define your extras from big to small because of how the <ACRONYM>VME</ACRONYM>
  command interpreter handles names of things.  For example if you had
+
command interpreter handles names of things.  For example if you had
  the following names:</PARA>
+
the following names:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  small_item
+
small_item
  title "a small item"
+
title "a small item"
  names {"small","item","small item"}
+
names {"small","item","small item"}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>When you try to <command>give small item Bill</command>.  The interpreter
+
<PARA>When you try to <command>give small item Bill</command>.  The interpreter
  would try to give
+
would try to give
  small to item and that would not be what you wanted to do.  Don't
+
small to item and that would not be what you wanted to do.  Don't
  worry the compiler will catch this and give you an error something
+
worry the compiler will catch this and give you an error something
  like:
+
like:
  <computeroutput>
+
<computeroutput>
  
  Fatal name ordering on line ###.
+
Fatal name ordering on line ###.
  
  </computeroutput></PARA>
+
</computeroutput></PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;descr field
 
;descr field
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The description building block is used in many places.  You will find
+
The description building block is used in many places.  You will find
  description fields on extras, exits, rooms, NPCs, objects, and as
+
description fields on extras, exits, rooms, NPCs, objects, and as
  you have already seen the help and the notes field of the zone
+
you have already seen the help and the notes field of the zone
  information section are also description fields.</PARA>
+
information section are also description fields.</PARA>
  
  <PARA>  Depending on what
+
<PARA>  Depending on what
  you are working on description fields can mean totally different
+
you are working on description fields can mean totally different
  things to the person looking in the room.  A description field on a
+
things to the person looking in the room.  A description field on a
  room can be the inside or outside of the rooms description.  A
+
room can be the inside or outside of the rooms description.  A
  description on extras can be an NPCs descr or an extra description
+
description on extras can be an NPCs descr or an extra description
  on the room like if you looked at a 'rug' or a 'chair'.  On an exit
+
on the room like if you looked at a 'rug' or a 'chair'.  On an exit
  the descr field describes what you see when you look in that
+
the descr field describes what you see when you look in that
  direction from the room you are in.  The important thing right now
+
direction from the room you are in.  The important thing right now
  is no matter where you use them they all work the same.</PARA>
+
is no matter where you use them they all work the same.</PARA>
  
  <PARA>description fields like the title field have a tag or unlike
+
<PARA>description fields like the title field have a tag or unlike
  the title field can have a set of tags before them like in extras or
+
the title field can have a set of tags before them like in extras or
  exits but like titles they are just a string surrounded by quotes.
+
exits but like titles they are just a string surrounded by quotes.
  You can make multiple line descriptions if the description is on a
+
You can make multiple line descriptions if the description is on a
  NPC you may not want to since it is the description shown when you
+
NPC you may not want to since it is the description shown when you
  walk into the room.  The following would be some examples of room descriptions.</PARA>
+
walk into the room.  The following would be some examples of room descriptions.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  descr
+
descr
  "this is how you would define a room descr and as you can see it can
+
"this is how you would define a room descr and as you can see it can
  be much longer than a line if you like."
+
be much longer than a line if you like."
  
  extra {"basic extra"}
+
extra {"basic extra"}
  "This is a description field on an extra."
+
"This is a description field on an extra."
  
  extra{"more advanced","extra"}{1,2,3,4,5,6}
+
extra{"more advanced","extra"}{1,2,3,4,5,6}
  "This is still the description field.  Like the room description or
+
"This is still the description field.  Like the room description or
  any description field for that matter this can be longer than a
+
any description field for that matter this can be longer than a
  line."
+
line."
  
  east to bathroom descr
+
east to bathroom descr
  "You see one big toilet!";
+
"You see one big toilet!";
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;extra fields
 
;extra fields
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The extra field is the work horse for the builder.  It is the
+
The extra field is the work horse for the builder.  It is the
  building block that most brings your zone to life.  You can use it
+
building block that most brings your zone to life.  You can use it
  to describe body parts or items in a room.  When you use
+
to describe body parts or items in a room.  When you use
  <ACRONYM>DIL</ACRONYM> you will use extras to store information like quest information
+
<ACRONYM>DIL</ACRONYM> you will use extras to store information like quest information
  or special information you need later.  Extras also store the
+
or special information you need later.  Extras also store the
  main description on NPCs since the descr field on NPCs is really the
+
main description on NPCs since the descr field on NPCs is really the
  long title shown in the room which will be explained later
+
long title shown in the room which will be explained later
  in <xref linkend="ch-05">.</PARA>
+
in <xref linkend="ch-05">.</PARA>
  
  <PARA>The extra Is the first structure definition you have run into
+
<PARA>The extra Is the first structure definition you have run into
  so it may take some playing with to figure it out.  The extra has
+
so it may take some playing with to figure it out.  The extra has
  actually 4 fields three of them must be there in some form.  The
+
actually 4 fields three of them must be there in some form.  The
  first is the identifier that tells the compiler that this is an
+
first is the identifier that tells the compiler that this is an
  extra, the second is a stringlist, the third is an Optional
+
extra, the second is a stringlist, the third is an Optional
  Intlist, and the final one is the extra description field.  If the extra
+
Intlist, and the final one is the extra description field.  If the extra
  had all the fields it would look like this:</PARA>
+
had all the fields it would look like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"small chair","chair"} {1,2,3,4,5} "Its a chair."
+
extra {"small chair","chair"} {1,2,3,4,5} "Its a chair."
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If the previous wasn't an example we
+
<PARA>If the previous wasn't an example we
  would have left out the Intlist because it is not necessary to put
+
would have left out the Intlist because it is not necessary to put
  the Intlist on a chair unless you want it there for some special <ACRONYM>DIL</ACRONYM>
+
the Intlist on a chair unless you want it there for some special <ACRONYM>DIL</ACRONYM>
  you are creating. the Intlist is the only field that can be totally
+
you are creating. the Intlist is the only field that can be totally
  left out but you can leave the string list blank when you want
+
left out but you can leave the string list blank when you want
  to make the extra the default description when the object, room, or
+
to make the extra the default description when the object, room, or
  NPC is being looked at, like this:</PARA>
+
NPC is being looked at, like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {}
+
extra {}
  "This would be what you see when you look at any of the names in the
+
"This would be what you see when you look at any of the names in the
  names list."
+
names list."
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>We will go more in-depth into why you want to do this in the
+
<PARA>We will go more in-depth into why you want to do this in the
  following chapters.
+
following chapters.
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>You are now ready to put these building blocks to work.  You have only
+
<PARA>You are now ready to put these building blocks to work.  You have only
  to learn how to put these fields to work for each of the three unit
+
to learn how to put these fields to work for each of the three unit
  types and you will be off and running.</PARA>
+
types and you will be off and running.</PARA>
  
  </chapter>
+
</chapter>
  
  <chapter ID="ch-04"><?dbhtml filename="ch04.html">
+
<chapter ID="ch-04"><?dbhtml filename="ch04.html">
  <TITLE>The room section</TITLE>
+
<TITLE>The room section</TITLE>
  
  <PARA> The previous chapter gave you the basic building blocks that
+
<PARA> The previous chapter gave you the basic building blocks that
  will be used all through creating rooms, NPCs, and objects.  If you
+
will be used all through creating rooms, NPCs, and objects.  If you
  jumped straight to this chapter without reading about the general
+
jumped straight to this chapter without reading about the general
  building blocks you might want to return to <XREF LINKEND="ch-03">
+
building blocks you might want to return to <XREF LINKEND="ch-03">
  first.  This chapter will deal with all the fields
+
first.  This chapter will deal with all the fields
  of rooms what they are and how to use them but with out the previous
+
of rooms what they are and how to use them but with out the previous
  chapter you may get lost.</PARA>
+
chapter you may get lost.</PARA>
  
  <PARA>In order to get started building rooms you should first be aware
+
<PARA>In order to get started building rooms you should first be aware
  of the room fields you can use.  The <xref linkend="rmfields"> shows a full listing
+
of the room fields you can use.  The <xref linkend="rmfields"> shows a full listing
  of all the room fields and their types as defined in <xref linkend="ch-03">.</PARA>
+
of all the room fields and their types as defined in <xref linkend="ch-03">.</PARA>
  
  <TABLE frame=all  id="rmfields">
+
<TABLE frame=all  id="rmfields">
  <TITLE>Room fields and types listing</TITLE>
+
<TITLE>Room fields and types listing</TITLE>
  <TGROUP align=left cols=5 colsep=1>
+
<TGROUP align=left cols=5 colsep=1>
  <COLSPEC COLNAME="c1" COLWIDTH="2in">
+
<COLSPEC COLNAME="c1" COLWIDTH="2in">
  <COLSPEC COLNAME="c2" COLWIDTH="2in">
+
<COLSPEC COLNAME="c2" COLWIDTH="2in">
  <COLSPEC COLNAME="c3" COLWIDTH=".5in">
+
<COLSPEC COLNAME="c3" COLWIDTH=".5in">
  <COLSPEC COLNAME="c4" COLWIDTH="2in">
+
<COLSPEC COLNAME="c4" COLWIDTH="2in">
  <COLSPEC COLNAME="c5" COLWIDTH="2in">
+
<COLSPEC COLNAME="c5" COLWIDTH="2in">
  
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">Field</ENTRY>
+
<ENTRY COLNAME="c1">Field</ENTRY>
  <ENTRY COLNAME="c2">Type</ENTRY>
+
<ENTRY COLNAME="c2">Type</ENTRY>
  <entry></entry>
+
<entry></entry>
  <ENTRY COLNAME="c4">Field</ENTRY>
+
<ENTRY COLNAME="c4">Field</ENTRY>
  <ENTRY COLNAME="c5">Type</ENTRY>
+
<ENTRY COLNAME="c5">Type</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
                 
+
               
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">symbolic name</ENTRY>
+
<ENTRY COLNAME="c1">symbolic name</ENTRY>
  <ENTRY COLNAME="c2">Symbol</ENTRY>
+
<ENTRY COLNAME="c2">Symbol</ENTRY>
  <ENTRY morerows=9 colname="c3"></ENTRY>
+
<ENTRY morerows=9 colname="c3"></ENTRY>
  
  <ENTRY COLNAME="c4">manipulate</ENTRY>
+
<ENTRY COLNAME="c4">manipulate</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">names</ENTRY>
+
<ENTRY COLNAME="c1">names</ENTRY>
  <ENTRY COLNAME="c2">Stringlist</ENTRY>
+
<ENTRY COLNAME="c2">Stringlist</ENTRY>
  
  <ENTRY COLNAME="c4">alignment</ENTRY>
+
<ENTRY COLNAME="c4">alignment</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">title</ENTRY>
+
<ENTRY COLNAME="c1">title</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">flags</ENTRY>
+
<ENTRY COLNAME="c4">flags</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">descr</ENTRY>
+
<ENTRY COLNAME="c1">descr</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">weight</ENTRY>
+
<ENTRY COLNAME="c4">weight</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">outside_descr</ENTRY>
+
<ENTRY COLNAME="c1">outside_descr</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">capacity</ENTRY>
+
<ENTRY COLNAME="c4">capacity</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">extra</ENTRY>
+
<ENTRY COLNAME="c1">extra</ENTRY>
  <ENTRY COLNAME="c2">Structure</ENTRY>
+
<ENTRY COLNAME="c2">Structure</ENTRY>
  
  <ENTRY COLNAME="c4">light</ENTRY>
+
<ENTRY COLNAME="c4">light</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">minv</ENTRY>
+
<ENTRY COLNAME="c1">minv</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">exit</ENTRY>
+
<ENTRY COLNAME="c4">exit</ENTRY>
  <ENTRY COLNAME="c5">Structure</ENTRY>
+
<ENTRY COLNAME="c5">Structure</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">key</ENTRY>
+
<ENTRY COLNAME="c1">key</ENTRY>
  <ENTRY COLNAME="c2">string</ENTRY>
+
<ENTRY COLNAME="c2">string</ENTRY>
  
  <ENTRY COLNAME="c4">movement</ENTRY>
+
<ENTRY COLNAME="c4">movement</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">spell</ENTRY>
+
<ENTRY COLNAME="c1">spell</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">end</ENTRY>
+
<ENTRY COLNAME="c4">end</ENTRY>
  <ENTRY COLNAME="c5">Symbol</ENTRY>
+
<ENTRY COLNAME="c5">Symbol</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY>
+
<ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY>
  <ENTRY COLNAME="c2">Function pointer</ENTRY>
+
<ENTRY COLNAME="c2">Function pointer</ENTRY>
  
  <ENTRY COLNAME="c4"></ENTRY>
+
<ENTRY COLNAME="c4"></ENTRY>
  <ENTRY COLNAME="c5"></ENTRY>
+
<ENTRY COLNAME="c5"></ENTRY>
  </ROW>
+
</ROW>
  </TBODY>
+
</TBODY>
  </TGROUP>
+
</TGROUP>
  </TABLE>
+
</TABLE>
  
  
  <PARA>As you can see there is not a whole lot of fields you have to
+
<PARA>As you can see there is not a whole lot of fields you have to
  learn in order to make a room.  In fact as you will see shortly some of
+
learn in order to make a room.  In fact as you will see shortly some of
  these fields are not even used on rooms.  In <xref linkend="
+
these fields are not even used on rooms.  In <xref linkend="
  rmfielddescr"> we will expand your knowledge from just knowing what the
+
rmfielddescr"> we will expand your knowledge from just knowing what the
  field types are to how to set them as well.</PARA>
+
field types are to how to set them as well.</PARA>
  
  <sect1 id="rmfielddescr">
+
<sect1 id="rmfielddescr">
  <TITLE>Description of room fields</TITLE>
+
<TITLE>Description of room fields</TITLE>
  
  <variablelist id="var-rmfields">
+
<variablelist id="var-rmfields">
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;symbolic name
 
;symbolic name
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The rules of the symbols has been explained in <XREF
+
The rules of the symbols has been explained in <XREF
  LINKEND="ch-03">, if you didn't read them yet you may want to review.
+
LINKEND="ch-03">, if you didn't read them yet you may want to review.
    The important thing to realize with the room symbol is it is always
+
The important thing to realize with the room symbol is it is always
    good practice to give the room a symbol resembling the title so
+
good practice to give the room a symbol resembling the title so
    administrators and builders can use the
+
administrators and builders can use the
    <command>goto</command> and the <command>wstat</command> to easily
+
<command>goto</command> and the <command>wstat</command> to easily
    goto the room in question.
+
goto the room in question.
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;title
 
;title
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The room title field should start with a capital and depending on
+
The room title field should start with a capital and depending on
  your preference the compiler will not complain if you add punctuation
+
your preference the compiler will not complain if you add punctuation
  at the end.  The following are good examples of a room title.</PARA>
+
at the end.  The following are good examples of a room title.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "The Post Office"
+
title "The Post Office"
  title "The deep dark jungle floor:"
+
title "The deep dark jungle floor:"
  title "The Dragon Station control room"
+
title "The Dragon Station control room"
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>It is really up to you weather you want to use punctuation or not, it
+
<PARA>It is really up to you weather you want to use punctuation or not, it
  is more administrator personal opinion than anything.
+
is more administrator personal opinion than anything.
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;names
 
;names
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The names field on the rooms are not that important and only should be
+
The names field on the rooms are not that important and only should be
  used if the builder wishes the room to be accessed by the players by a
+
used if the builder wishes the room to be accessed by the players by a
  teleport command.  If the room has no names no one will be able to
+
teleport command.  If the room has no names no one will be able to
  teleport to it.  On some muds there will be no teleport spell so the
+
teleport to it.  On some muds there will be no teleport spell so the
  only use for this field will be for <ACRONYM>DIL</ACRONYM> functions the administrator
+
only use for this field will be for <ACRONYM>DIL</ACRONYM> functions the administrator
  creates.  If a builder wants the room to be accessible by teleport then
+
creates.  If a builder wants the room to be accessible by teleport then
  the names should match the title since that is what the player will try
+
the names should match the title since that is what the player will try
  to teleport to.  A few good examples of names on a room would look as
+
to teleport to.  A few good examples of names on a room would look as
  follows.</PARA>
+
follows.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "The Post Office"
+
title "The Post Office"
  Names {"post office","office"}
+
Names {"post office","office"}
  
  title "the thrown room"
+
title "the thrown room"
  names {"thrown room","thrown"}
+
names {"thrown room","thrown"}
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
      </VARLISTENTRY>
+
  </VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;descr
 
;descr
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The description field is what the player sees when walking into the room or
+
The description field is what the player sees when walking into the room or
  when looking with no arguments.
+
when looking with no arguments.
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;outside_descr
 
;outside_descr
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  This field is what is shown to a char if the room is loaded inside
+
This field is what is shown to a char if the room is loaded inside
  another room.  For example if you had a room linked inside
+
another room.  For example if you had a room linked inside
  another room and called a barrel this would be the description that
+
another room and called a barrel this would be the description that
  lets the character know it is a barrel.  An example would be like:</PARA>
+
lets the character know it is a barrel.  An example would be like:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  outside_descr "a big old barrel is laying here on its side."
+
outside_descr "a big old barrel is laying here on its side."
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>This allows a builder to make a room that looks like an object
+
<PARA>This allows a builder to make a room that looks like an object
  inside another room.
+
inside another room.
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;movement
 
;movement
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The movement field defines the endurance cost to a character when moving through
+
The movement field defines the endurance cost to a character when moving through
  this room.  In the future these fields will be adjustable by the use of a define
+
this room.  In the future these fields will be adjustable by the use of a define
  file.  Currently all movement fields are constants and are defined in the
+
file.  Currently all movement fields are constants and are defined in the
  ''vme.h''  The following is the movement sector types and their values.
+
''vme.h''  The following is the movement sector types and their values.
  <TABLE frame=all id="sectors">
+
<TABLE frame=all id="sectors">
  <TITLE>Sector movement values</TITLE>
+
<TITLE>Sector movement values</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Symbol</ENTRY>
+
<ENTRY>Symbol</ENTRY>
  <ENTRY>Name</ENTRY>
+
<ENTRY>Name</ENTRY>
  <ENTRY>Endurance Cost</ENTRY>
+
<ENTRY>Endurance Cost</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY>SECT_INSIDE</ENTRY>
+
<ENTRY>SECT_INSIDE</ENTRY>
  <ENTRY>inside</ENTRY>
+
<ENTRY>inside</ENTRY>
  <ENTRY>1</ENTRY>
+
<ENTRY>1</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_CITY</ENTRY>
+
<ENTRY>SECT_CITY</ENTRY>
  <ENTRY>city</ENTRY>
+
<ENTRY>city</ENTRY>
  <ENTRY>1</ENTRY>
+
<ENTRY>1</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_FIELD</ENTRY>
+
<ENTRY>SECT_FIELD</ENTRY>
  <ENTRY>field</ENTRY>
+
<ENTRY>field</ENTRY>
  <ENTRY>2</ENTRY>
+
<ENTRY>2</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_FOREST</ENTRY>
+
<ENTRY>SECT_FOREST</ENTRY>
  <ENTRY>forest</ENTRY>
+
<ENTRY>forest</ENTRY>
  <ENTRY>3</ENTRY>
+
<ENTRY>3</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_HILLS</ENTRY>
+
<ENTRY>SECT_HILLS</ENTRY>
  <ENTRY>hills</ENTRY>
+
<ENTRY>hills</ENTRY>
  <ENTRY>4</ENTRY>
+
<ENTRY>4</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_MOUNTAIN</ENTRY>
+
<ENTRY>SECT_MOUNTAIN</ENTRY>
  <ENTRY>mountain</ENTRY>
+
<ENTRY>mountain</ENTRY>
  <ENTRY>6</ENTRY>
+
<ENTRY>6</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_DESERT</ENTRY>
+
<ENTRY>SECT_DESERT</ENTRY>
  <ENTRY>desert</ENTRY>
+
<ENTRY>desert</ENTRY>
  <ENTRY>8</ENTRY>
+
<ENTRY>8</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_SWAMP</ENTRY>
+
<ENTRY>SECT_SWAMP</ENTRY>
  <ENTRY>swamp</ENTRY>
+
<ENTRY>swamp</ENTRY>
  <ENTRY>8</ENTRY>
+
<ENTRY>8</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_WATER_SWIM</ENTRY>
+
<ENTRY>SECT_WATER_SWIM</ENTRY>
  <ENTRY>water-swim</ENTRY>
+
<ENTRY>water-swim</ENTRY>
  <ENTRY>4</ENTRY>
+
<ENTRY>4</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_WATER_SAIL</ENTRY>
+
<ENTRY>SECT_WATER_SAIL</ENTRY>
  <ENTRY>water-sail</ENTRY>
+
<ENTRY>water-sail</ENTRY>
  <ENTRY>50</ENTRY>
+
<ENTRY>50</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_UNDER_WATER</ENTRY>
+
<ENTRY>SECT_UNDER_WATER</ENTRY>
  <ENTRY>under-water</ENTRY>
+
<ENTRY>under-water</ENTRY>
  <ENTRY>8</ENTRY>
+
<ENTRY>8</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_SNOW</ENTRY>
+
<ENTRY>SECT_SNOW</ENTRY>
  <ENTRY>snow</ENTRY>
+
<ENTRY>snow</ENTRY>
  <ENTRY>8</ENTRY>
+
<ENTRY>8</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_SLUSH</ENTRY>
+
<ENTRY>SECT_SLUSH</ENTRY>
  <ENTRY>slush</ENTRY>
+
<ENTRY>slush</ENTRY>
  <ENTRY>6</ENTRY>
+
<ENTRY>6</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>SECT_ICE</ENTRY>
+
<ENTRY>SECT_ICE</ENTRY>
  <ENTRY>ice</ENTRY>
+
<ENTRY>ice</ENTRY>
  <ENTRY>10</ENTRY>
+
<ENTRY>10</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  The movement is simply defined by placing the 'movement' keyword first
+
The movement is simply defined by placing the 'movement' keyword first
  followed by the type of sector you desire.  For example a few
+
followed by the type of sector you desire.  For example a few
  movement fields would look as follows:</PARA>
+
movement fields would look as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  movement SECT_FOREST
+
movement SECT_FOREST
  movement SECT_HILLS
+
movement SECT_HILLS
  
  </nowiki>
+
</nowiki>
 
+
  <NOTE><PARA>Only one movement is needed for a room if you put more than one
+
<NOTE><PARA>Only one movement is needed for a room if you put more than one
  the last one added will be the one used.</PARA></NOTE>
+
the last one added will be the one used.</PARA></NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;flags
 
;flags
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  This field on a room is used to set special attributes in order to make the room
+
This field on a room is used to set special attributes in order to make the room
  private or no-teleportable and many others.  The following is the list of possible
+
private or no-teleportable and many others.  The following is the list of possible
  already defined flags.  Extras can also be used to create special room flags.
+
already defined flags.  Extras can also be used to create special room flags.
  <TABLE frame=all id="unitflagsroom">
+
<TABLE frame=all id="unitflagsroom">
  <TITLE>Room unit flag affects</TITLE>
+
<TITLE>Room unit flag affects</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Flag</ENTRY>
+
<ENTRY>Flag</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_PRIVATE</ENTRY>
+
<ENTRY>UNIT_FL_PRIVATE</ENTRY>
  <ENTRY>When this flag is set on a room it marks it as a private room.  Commands
+
<ENTRY>When this flag is set on a room it marks it as a private room.  Commands
  that honor the private flag will not let more than 2 players into this room.
+
that honor the private flag will not let more than 2 players into this room.
  Commands like <command>goto</command> and direction commands are a few
+
Commands like <command>goto</command> and direction commands are a few
  commands that do honor this flag.</ENTRY>
+
commands that do honor this flag.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_INVISIBLE</ENTRY>
+
<ENTRY>UNIT_FL_INVISIBLE</ENTRY>
  <ENTRY>Makes unit invisible</ENTRY>
+
<ENTRY>Makes unit invisible</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_BURY</ENTRY>
+
<ENTRY>UNIT_FL_NO_BURY</ENTRY>
  <ENTRY>Makes a hard floor so items can't be buried.</ENTRY>
+
<ENTRY>Makes a hard floor so items can't be buried.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_BURIED</ENTRY>
+
<ENTRY>UNIT_FL_BURIED</ENTRY>
  <ENTRY>Makes unit buried when loaded</ENTRY>
+
<ENTRY>Makes unit buried when loaded</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
+
<ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
  <ENTRY>makes unit so no one can teleport to it</ENTRY>
+
<ENTRY>makes unit so no one can teleport to it</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_MOB</ENTRY>
+
<ENTRY>UNIT_FL_NO_MOB</ENTRY>
  <ENTRY>Makes it so no mobile will enter the unit</ENTRY>
+
<ENTRY>Makes it so no mobile will enter the unit</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
+
<ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
  <ENTRY>keeps weather and natural light out of unit</ENTRY>
+
<ENTRY>keeps weather and natural light out of unit</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_INDOORS</ENTRY>
+
<ENTRY>UNIT_FL_INDOORS</ENTRY>
  <ENTRY>Makes unit inside and doesn't affect weather</ENTRY>
+
<ENTRY>Makes unit inside and doesn't affect weather</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_TRANS</ENTRY>
+
<ENTRY>UNIT_FL_TRANS</ENTRY>
  <ENTRY>Makes unit transparent</ENTRY>
+
<ENTRY>Makes unit transparent</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
+
<ENTRY>UNIT_FL_NO_SAVE</ENTRY>
  <ENTRY>Makes it so you can't save with unit</ENTRY>
+
<ENTRY>Makes it so you can't save with unit</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_SACRED</ENTRY>
+
<ENTRY>UNIT_FL_SACRED</ENTRY>
  <ENTRY>Makes unit a double gain unit</ENTRY>
+
<ENTRY>Makes unit a double gain unit</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_MAGIC</ENTRY>
+
<ENTRY>UNIT_FL_MAGIC</ENTRY>
  <ENTRY>Marks a unit to be magic</ENTRY>
+
<ENTRY>Marks a unit to be magic</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;extra
 
;extra
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  </PARA>
+
</PARA>
  
  <PARA>Extras are the work horse of the <ACRONYM>VME</ACRONYM>.  Extras are used in everything from <ACRONYM>DIL</ACRONYM> to just normal
+
<PARA>Extras are the work horse of the <ACRONYM>VME</ACRONYM>.  Extras are used in everything from <ACRONYM>DIL</ACRONYM> to just normal
  extra descriptions on rooms.  The first job for an extra was to hold extra description information
+
extra descriptions on rooms.  The first job for an extra was to hold extra description information
  on a room.  For example if you had a computer room and you described it might look something like this:</PARA>
+
on a room.  For example if you had a computer room and you described it might look something like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  descr
+
descr
  "This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
+
"This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
  All four walls are lined with various pieces of computer equipment old pizza
+
All four walls are lined with various pieces of computer equipment old pizza
  boxes and plenty of empty soda cans."
+
boxes and plenty of empty soda cans."
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>The problem is as a player if you saw this description you might want to know what kind
+
<PARA>The problem is as a player if you saw this description you might want to know what kind
  of pizza we eat or maybe you would want to see what kind of soda we drink.  Or heaven forbid you might want to know
+
of pizza we eat or maybe you would want to see what kind of soda we drink.  Or heaven forbid you might want to know
  what kinds of computer equipment is scattered about the room.  In the <ACRONYM>VME</ACRONYM> servers we
+
what kinds of computer equipment is scattered about the room.  In the <ACRONYM>VME</ACRONYM> servers we
  do this by adding extra descriptions to the room.  In this case the builder of the zone
+
do this by adding extra descriptions to the room.  In this case the builder of the zone
  may do something like this:</PARA>
+
may do something like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  descr
+
descr
  "This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
+
"This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
  All four walls are lined with various pieces of computer equipment old pizza
+
All four walls are lined with various pieces of computer equipment old pizza
  boxes and plenty of empty soda cans."
+
boxes and plenty of empty soda cans."
  
  extra {"soda cans", "cans", "soda", "can"}
+
extra {"soda cans", "cans", "soda", "can"}
  "These cans are all Canadian blue.  Maybe the Valhalla team hates American
+
"These cans are all Canadian blue.  Maybe the Valhalla team hates American
  beer.  Strange all of them look to have strange indentations."
+
beer.  Strange all of them look to have strange indentations."
  
  extra {"strange indentations", "strange indentation","indentation"}
+
extra {"strange indentations", "strange indentation","indentation"}
  "They are human bite marks.  Is this what happens when code doesn't work right?"
+
"They are human bite marks.  Is this what happens when code doesn't work right?"
  
  extra {"pizza boxes","pizza","boxes","box"}
+
extra {"pizza boxes","pizza","boxes","box"}
  "Dominos could make a fortune from all these boxes and probably already have
+
"Dominos could make a fortune from all these boxes and probably already have
  from the <ACRONYM>VME</ACRONYM> team.  you notice all the boxes are empty at least they finish what
+
from the <ACRONYM>VME</ACRONYM> team.  you notice all the boxes are empty at least they finish what
  they start."
+
they start."
  
  extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
+
extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
  "I bet you thought you would see what we have running.  Yeah right you might come
+
"I bet you thought you would see what we have running.  Yeah right you might come
  over and rob us if we told you that.  All you see is an old XT."
+
over and rob us if we told you that.  All you see is an old XT."
  
  extra {"xt"}
+
extra {"xt"}
  "Its a hunk of junk really!"
+
"Its a hunk of junk really!"
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>There is a lot to notice in the previous examples.  First we will start with
+
<PARA>There is a lot to notice in the previous examples.  First we will start with
  extras when defined on rooms, NPC, and objects must be in length
+
extras when defined on rooms, NPC, and objects must be in length
  order for the names.  There are a few reasons for this but lets just
+
order for the names.  There are a few reasons for this but lets just
  say the most important reason is we wanted it this way.  If you
+
say the most important reason is we wanted it this way.  If you
  don't put them in order the <ACRONYM>VMC</ACRONYM> will give you a fatal error and
+
don't put them in order the <ACRONYM>VMC</ACRONYM> will give you a fatal error and
  will not compile your zone.</PARA>
+
will not compile your zone.</PARA>
  
  <PARA>The next thing you should notice is we have used an extra to
+
<PARA>The next thing you should notice is we have used an extra to
  describe something in another extra.  We actually did this twice
+
describe something in another extra.  We actually did this twice
  once for the beer cans and once for the computer parts.  That way
+
once for the beer cans and once for the computer parts.  That way
  you can actually give quest information but make the person really
+
you can actually give quest information but make the person really
  have to explore your rooms descriptions to find it.</PARA>
+
have to explore your rooms descriptions to find it.</PARA>
  
  <PARA>The previous example is what we consider normal extras in a
+
<PARA>The previous example is what we consider normal extras in a
  room.  There are also extras that hold information for DIL functions.  These
+
room.  There are also extras that hold information for DIL functions.  These
  special extras can have extra fields and they can be hidden to the
+
special extras can have extra fields and they can be hidden to the
  players eyes.  Here are some
+
players eyes.  Here are some
  examples of special extras.</PARA>
+
examples of special extras.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"$rockcount"}
+
extra {"$rockcount"}
  "5"
+
"5"
  
  extra {"$playerkill"}
+
extra {"$playerkill"}
  "0"
+
"0"
  
  extra {"$coke","$milk","$water"}{1,5,10}
+
extra {"$coke","$milk","$water"}{1,5,10}
  "Drinks and amounts"
+
"Drinks and amounts"
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>These extras all have the '$' sign appended to the front of
+
<PARA>These extras all have the '$' sign appended to the front of
  the names in order to tell the look command the player
+
the names in order to tell the look command the player
  shouldn't be able to look at the extra.  If you have not already seen
+
shouldn't be able to look at the extra.  If you have not already seen
  <ACRONYM>DIL</ACRONYM> coding you may not understand why you would want extras  
+
<ACRONYM>DIL</ACRONYM> coding you may not understand why you would want extras  
  players can't see.  The <ACRONYM>DIL</ACRONYM> language can manipulate these extras by
+
players can't see.  The <ACRONYM>DIL</ACRONYM> language can manipulate these extras by
  reading and writing them in order to change the way a command or
+
reading and writing them in order to change the way a command or
  another function works.  For example the last <ACRONYM>DIL</ACRONYM> could be used for
+
another function works.  For example the last <ACRONYM>DIL</ACRONYM> could be used for
  a shopkeeper to tell how many of each type of drink he has.  Notice
+
a shopkeeper to tell how many of each type of drink he has.  Notice
  the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
+
the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
  only extras being used with DIL functions really need
+
only extras being used with DIL functions really need
  them.</PARA>
+
them.</PARA>
  
  <PARA>Some of these special functions are supported already in the code
+
<PARA>Some of these special functions are supported already in the code
  and the ones that affect the rooms are as follows.  In the
+
and the ones that affect the rooms are as follows.  In the
  following $1n is the activator and $2n is the unit in question.</PARA>
+
following $1n is the activator and $2n is the unit in question.</PARA>
  
  <PARA>There is only one special extra already supported for rooms and
+
<PARA>There is only one special extra already supported for rooms and
  that would be the '$get'.  As we have previously
+
that would be the '$get'.  As we have previously
  mentioned the extras that start with a dollar sign are not seen by the
+
mentioned the extras that start with a dollar sign are not seen by the
  players.  This one however is shown to the player when the person
+
players.  This one however is shown to the player when the person
  types get on the other names in the extras list.  This easier to
+
types get on the other names in the extras list.  This easier to
  describe in an example than in words so the following would be a good
+
describe in an example than in words so the following would be a good
  example.:</PARA>
+
example.:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"$get", "statues", "statue"}
+
extra {"$get", "statues", "statue"}
  "You attempt to pick up a statue but quickly discover your feeble
+
"You attempt to pick up a statue but quickly discover your feeble
  attempts will never work."
+
attempts will never work."
  
  {"$get", "red roses", "roses"}
+
{"$get", "red roses", "roses"}
  "You bend down to pick a rose, but then decide to leave the beautiful
+
"You bend down to pick a rose, but then decide to leave the beautiful
  flower to itself."
+
flower to itself."
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>With this one special extra we have made it so you don't need to
+
<PARA>With this one special extra we have made it so you don't need to
  make millions of items so the person can act upon them.  You can
+
make millions of items so the person can act upon them.  You can
  just make the acts as if the items were in the room.</PARA>
+
just make the acts as if the items were in the room.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Exits
 
;Exits
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  </PARA>
+
</PARA>
  
  <PARA>
+
<PARA>
  Every room has ten possible exits; North, East, South, West, Northeast,
+
Every room has ten possible exits; North, East, South, West, Northeast,
  Southeast, Southwest, Northwest, Up and Down. To
+
Southeast, Southwest, Northwest, Up and Down. To
  enable mobile use of these commands, you must specify these exits as outlined  
+
enable mobile use of these commands, you must specify these exits as outlined  
  below:</PARA>
+
below:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  exit &lt;direction&gt; [to &lt;destination&gt;] [open {&lt;infoflags&gt;}]
+
exit &lt;direction&gt; [to &lt;destination&gt;] [open {&lt;infoflags&gt;}]
  [key &lt;keyname&gt;] [keyword {&lt;keywords&gt;}] descr &lt;description&gt; ;  
+
[key &lt;keyname&gt;] [keyword {&lt;keywords&gt;}] descr &lt;description&gt; ;  
  
  </nowiki>
+
</nowiki>
 
+
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;exit &lt;directions&gt;
 
;exit &lt;directions&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>Is the direction the exit leads, ie. one of north, south ..
+
<PARA>Is the direction the exit leads, ie. one of north, south ..
    up, down.</PARA>
+
  up, down.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
                    <VARLISTENTRY>
+
                  <VARLISTENTRY>
          <TERM>to &lt;destinations&gt;</TERM>
+
    <TERM>to &lt;destinations&gt;</TERM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>The symbolic reference to the room, you want this exit  
+
<PARA>The symbolic reference to the room, you want this exit  
    to lead to. If you reference a room within another zone, post pend the name  
+
  to lead to. If you reference a room within another zone, post pend the name  
    with @&lt;zone name&gt;</PARA>
+
  with @&lt;zone name&gt;</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
    to myotherroom
+
  to myotherroom
  
    to hisotherroom@hiszone
+
  to hisotherroom@hiszone
  
  </nowiki>
+
</nowiki>
 
+
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
                    <VARLISTENTRY>
+
                  <VARLISTENTRY>
          <TERM>open &lt;info flags&gt;</TERM>
+
    <TERM>open &lt;info flags&gt;</TERM>
  <LISTITEM>
+
<LISTITEM>
  
  <PARA>These flags describe the state of the door.  The following is the
+
<PARA>These flags describe the state of the door.  The following is the
  list of possible door flags.</PARA>
+
list of possible door flags.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
  <DICTDEF>
+
<DICTDEF>
  <PARA> Set this if you can open and close this exit, be it a door, gate or  
+
<PARA> Set this if you can open and close this exit, be it a door, gate or  
      otherwise.</PARA>
+
    otherwise.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_CLOSED
 
;EX_CLOSED
  <DICTDEF>
+
<DICTDEF>
  <PARA>Set this if you want the exit to be closed at boot time.</PARA>
+
<PARA>Set this if you want the exit to be closed at boot time.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_LOCKED
 
;EX_LOCKED
  <DICTDEF>
+
<DICTDEF>
  <PARA>Set this if you want the exit to be clocked at boot time.</PARA>
+
<PARA>Set this if you want the exit to be clocked at boot time.</PARA>
  <NOTE>
+
<NOTE>
  <PARA>An interesting aspect is, if you do not specify a key, you can
+
<PARA>An interesting aspect is, if you do not specify a key, you can
      only unlock this door with the 'pick' skill, 'unlock' spell or from
+
    only unlock this door with the 'pick' skill, 'unlock' spell or from
      <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
+
    <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
  </NOTE>
+
</NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>  
+
<VARLISTENTRY>
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
  <DICTDEF>
+
<DICTDEF>
  <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
+
<PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
      lock of this exit.</PARA>
+
    lock of this exit.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
  ;EX_HIDDEN
+
;EX_HIDDEN
  <DICTDEF>
+
<DICTDEF>
  <PARA>If this bit is set, the exit is hidden until the mobile has successfully  
+
<PARA>If this bit is set, the exit is hidden until the mobile has successfully  
      searched for it, using the 'search'-command.</PARA>  
+
    searched for it, using the 'search'-command.</PARA>  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;key &lt;keyname&gt;
 
;key &lt;keyname&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>The symbolic name of a key object used for unlocking this exit.</PARA>
+
<PARA>The symbolic name of a key object used for unlocking this exit.</PARA>
 
+
 
  <nowiki>  
 
  <nowiki>  
 
+
  key mykey@myzone
+
key mykey@myzone
 
+
  </nowiki>
+
</nowiki>
 
+
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  ;keyword { &lt;stringlist&gt; }
+
;keyword { &lt;stringlist&gt; }
  <DICTDEF>
+
<DICTDEF>
  <PARA>This stringlist holds all the names of the exit,   
+
<PARA>This stringlist holds all the names of the exit,   
  you specify to manipulate the exit. If the exit is  
+
you specify to manipulate the exit. If the exit is  
    hidden exit, these are the keywords the mobile can search for.</PARA>
+
  hidden exit, these are the keywords the mobile can search for.</PARA>
   
+
 
 
  <nowiki>
 
  <nowiki>
 
+
  keyword {"wooden door","door"}
+
keyword {"wooden door","door"}
  
  keyword {"hidden door","door","hatch","floor"}
+
keyword {"hidden door","door","hatch","floor"}
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;descr &lt;description&gt;
 
;descr &lt;description&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This string is the description of what you see if you look in  
+
<PARA>This string is the description of what you see if you look in  
    the direction of the exit.</PARA>
+
  the direction of the exit.</PARA>
    </LISTITEM>
+
  </LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;;
 
;;
  <DICTDEF>
+
<DICTDEF>
  <PARA>Every exit statement needs to be terminated with a semi-colon.
+
<PARA>Every exit statement needs to be terminated with a semi-colon.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
    </VARIABLELIST>
+
  </VARIABLELIST>
  
  <NOTE>
+
<NOTE>
  <TITLE>General notes</TITLE>
+
<TITLE>General notes</TITLE>
  <PARA>Even though you do not need an exit in all directions, you can use it to place  
+
<PARA>Even though you do not need an exit in all directions, you can use it to place  
  descriptions of the direction.</PARA>
+
descriptions of the direction.</PARA>
  </NOTE>
+
</NOTE>
 
+
 
  <nowiki>
 
  <nowiki>
  
        exit north descr "An unsurmountable mountain blocks your way.";
+
      exit north descr "An unsurmountable mountain blocks your way.";
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;minv
 
;minv
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is rarely used on rooms.  It could however be used to
+
<PARA>This field is rarely used on rooms.  It could however be used to
  make a room invisible inside another room.  Or it could be used to store numbered values on a room.  The reason this
+
make a room invisible inside another room.  Or it could be used to store numbered values on a room.  The reason this
  field is on a room is it is part of the base object which all objects
+
field is on a room is it is part of the base object which all objects
  are derived from.  If the room is going to be inside another room and
+
are derived from.  If the room is going to be inside another room and
  you don't want it visible the following would make it invisible to all
+
you don't want it visible the following would make it invisible to all
  players below the level of 20.</PARA>
+
players below the level of 20.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  minv 20
+
minv 20
  
  </nowiki>
+
</nowiki>
 
+
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;key
 
;key
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is not used normally on a room.  It is a string that
+
<PARA>This field is not used normally on a room.  It is a string that
  can be used for anything you desire.  The reason it exists on rooms is
+
can be used for anything you desire.  The reason it exists on rooms is
  it is a part of the base object all unitptrs (unit pointers like,
+
it is a part of the base object all unitptrs (unit pointers like,
  rooms, objects, and NPCs) are derived from.</PARA>
+
rooms, objects, and NPCs) are derived from.</PARA>
  
  </LISTITEM>  
+
</LISTITEM>  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;manipulate
 
;manipulate
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is not used normally on a room.  It is an integer that can be
+
<PARA>This field is not used normally on a room.  It is an integer that can be
  used for anything you desire.  The reason it exists on rooms is it is a
+
used for anything you desire.  The reason it exists on rooms is it is a
  part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;alignment
 
;alignment
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is not used normally on a room.  It is an integer that can be
+
<PARA>This field is not used normally on a room.  It is an integer that can be
  used for anything you desire.  The reason it exists on rooms is it is a
+
used for anything you desire.  The reason it exists on rooms is it is a
  part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;weight
 
;weight
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is not used normally on a room.  It is an integer that can be
+
<PARA>This field is not used normally on a room.  It is an integer that can be
  used for anything you desire.  The reason it exists on rooms is it is a
+
used for anything you desire.  The reason it exists on rooms is it is a
  part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;capacity
 
;capacity
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is not used normally on a room.  It is an integer that can be
+
<PARA>This field is not used normally on a room.  It is an integer that can be
  used for anything you desire.  The reason it exists on rooms is it is a
+
used for anything you desire.  The reason it exists on rooms is it is a
  part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;light
 
;light
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field sets the light on a room.  Normally this is not done
+
<PARA>This field sets the light on a room.  Normally this is not done
  directly, instead it is set using macros defined in
+
directly, instead it is set using macros defined in
  ''wmacros.h''.</PARA>
+
''wmacros.h''.</PARA>
  
  <TABLE frame=all id="seg-light">
+
<TABLE frame=all id="seg-light">
  <TITLE>Light defines</TITLE>
+
<TITLE>Light defines</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Define</ENTRY>
+
<ENTRY>Define</ENTRY>
  <ENTRY>Light Value</ENTRY>
+
<ENTRY>Light Value</ENTRY>
  <ENTRY>Affect</ENTRY>
+
<ENTRY>Affect</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  
  
  <ROW>
+
<ROW>
  <ENTRY>ALWAYS_LIGHT</ENTRY>
+
<ENTRY>ALWAYS_LIGHT</ENTRY>
  <ENTRY>1</ENTRY>
+
<ENTRY>1</ENTRY>
  <ENTRY>Room is always light no matter time of day</ENTRY>
+
<ENTRY>Room is always light no matter time of day</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>IN_ALWAYS_DARK  </ENTRY>
+
<ENTRY>IN_ALWAYS_DARK  </ENTRY>
  <ENTRY>-1</ENTRY>
+
<ENTRY>-1</ENTRY>
  <ENTRY>When an inside room is always dark - both inside and outside </ENTRY>
+
<ENTRY>When an inside room is always dark - both inside and outside </ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>OUT_DARK_NON_NOON </ENTRY>
+
<ENTRY>OUT_DARK_NON_NOON </ENTRY>
  <ENTRY>-1</ENTRY>
+
<ENTRY>-1</ENTRY>
  <ENTRY>Always a dark room, except when it is high noon </ENTRY>
+
<ENTRY>Always a dark room, except when it is high noon </ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>OUT_ALWAYS_DARK  </ENTRY>
+
<ENTRY>OUT_ALWAYS_DARK  </ENTRY>
  <ENTRY>-2</ENTRY>
+
<ENTRY>-2</ENTRY>
  <ENTRY>Always a Dark room, no matter the time of day</ENTRY>
+
<ENTRY>Always a Dark room, no matter the time of day</ENTRY>
  </ROW>
+
</ROW>
  
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>To set natural light that changes depending on the type of day
+
<PARA>To set natural light that changes depending on the type of day
  nothing is needed to be put in the light field the compiler will default
+
nothing is needed to be put in the light field the compiler will default
  to '0'.  If you for some reason want to set the light to default
+
to '0'.  If you for some reason want to set the light to default
  lighting you can do so but you don't need to.  You will also notice
+
lighting you can do so but you don't need to.  You will also notice
  there are two macros that set the light to the exact same value.  This is
+
there are two macros that set the light to the exact same value.  This is
  for compatibility with older code base and if you wish to combine these
+
for compatibility with older code base and if you wish to combine these
  two macros or only use one it would not change the way the mud
+
two macros or only use one it would not change the way the mud
  works.</PARA>
+
works.</PARA>
  
  <PARA>This is probably one of the simplest fields you will have to deal
+
<PARA>This is probably one of the simplest fields you will have to deal
  with in the rooms.  In order to set it all that is needed is to place
+
with in the rooms.  In order to set it all that is needed is to place
  the macro or the light and value on a line in the room and your all
+
the macro or the light and value on a line in the room and your all
  done.</PARA>
+
done.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //To Set always light with macro
+
//To Set always light with macro
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  
  //To set Always light with out macro
+
//To set Always light with out macro
  light 1
+
light 1
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>You can decide which is easiest for you.</PARA>
+
<PARA>You can decide which is easiest for you.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;link
 
;link
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;spell
 
;spell
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  
  <PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
+
<PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
  We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
+
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
  you how to create your own functions that will make your rooms, NPC, and
+
you how to create your own functions that will make your rooms, NPC, and
  objects more than special.</PARA>
+
objects more than special.</PARA>
  
  <PARA>There are only currently three room functions that come
+
<PARA>There are only currently three room functions that come
  standard with a <ACRONYM>VME</ACRONYM> in the ''function.zon''.  There
+
standard with a <ACRONYM>VME</ACRONYM> in the ''function.zon''.  There
  are much more in the zones released with the <ACRONYM>VME</ACRONYM> but you
+
are much more in the zones released with the <ACRONYM>VME</ACRONYM> but you
  will have to hunt for those.  The three that come standard are Safe
+
will have to hunt for those.  The three that come standard are Safe
  room, Death room, and forced move.  The safe room makes it
+
room, Death room, and forced move.  The safe room makes it
  impossible for players to kill each other, the death room is a
+
impossible for players to kill each other, the death room is a
  function that lets you make things like rock slides and quick sand,
+
function that lets you make things like rock slides and quick sand,
  and the forced move lets you make an easy river.</PARA>
+
and the forced move lets you make an easy river.</PARA>
  
  <PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
+
<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
  Valhalla mud all you have to do is use the dilcopy keyword in the
+
Valhalla mud all you have to do is use the dilcopy keyword in the
  room with the function name you want to use and the arguments the
+
room with the function name you want to use and the arguments the
  function requires.  The following is what you would find in the
+
function requires.  The following is what you would find in the
  ''function.zon'' for death room.</PARA>
+
''function.zon'' for death room.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  /* Death room <ACRONYM>DIL</ACRONYM>
+
/* Death room <ACRONYM>DIL</ACRONYM>
  *tick is in 4th's of seconds
+
*tick is in 4th's of seconds
  * Damage is damage done per tick
+
* Damage is damage done per tick
    *act_s is string shown to damaged player.
+
*act_s is string shown to damaged player.
  */
+
*/
  dilbegin death_room(tick: integer, damage: integer, act_s: string);
+
dilbegin death_room(tick: integer, damage: integer, act_s: string);
  
  var ext: extraptr;
+
var ext: extraptr;
      u  : unitptr;
+
    u  : unitptr;
      i  : integer;
+
    i  : integer;
  
  code
+
code
  {
+
{
  
  if (tick < 12) tick := 12;
+
if (tick < 12) tick := 12;
  
  heartbeat := tick;
+
heartbeat := tick;
  
  if (damage < 0)
+
if (damage < 0)
      damage := -damage;
+
    damage := -damage;
  
  if ("$death room for mobs" in self.extra)
+
if ("$death room for mobs" in self.extra)
      i := UNIT_ST_PC|UNIT_ST_NPC;
+
    i := UNIT_ST_PC|UNIT_ST_NPC;
  else
+
else
      i := UNIT_ST_PC;
+
    i := UNIT_ST_PC;
  
  while (TRUE)
+
while (TRUE)
  {
+
{
  wait (SFB_TICK, TRUE);
+
wait (SFB_TICK, TRUE);
  
  foreach (i, u)
+
foreach (i, u)
      {
+
    {
      if (u.level >= IMMORTAL_LEVEL)
+
    if (u.level >= IMMORTAL_LEVEL)
          continue;
+
        continue;
  
      if (("$no death room" in u.extra) and (u.type == UNIT_ST_NPC))
+
    if (("$no death room" in u.extra) and (u.type == UNIT_ST_NPC))
          continue; // Don't allow pcs to get this flag
+
        continue; // Don't allow pcs to get this flag
  
      if (act_s != "")
+
    if (act_s != "")
          act ("&[hit_me]"+act_s, A_ALWAYS, u, null, null, TO_CHAR);
+
        act ("&[hit_me]"+act_s, A_ALWAYS, u, null, null, TO_CHAR);
      else
+
    else
          act ("&[hit_me]You bleed from your wounds.",
+
        act ("&[hit_me]You bleed from your wounds.",
              A_ALWAYS, u, null, null, TO_CHAR);
+
            A_ALWAYS, u, null, null, TO_CHAR);
  
      u.hp := u.hp - damage;
+
    u.hp := u.hp - damage;
      position_update (u);
+
    position_update (u);
      }
+
    }
  
  }
+
}
  
  }
+
}
  
  dilend
+
dilend
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
  understand or adjust it you just have to use it.  In this function it requires a time,
+
understand or adjust it you just have to use it.  In this function it requires a time,
  damage, and act.  So you could use this in a room definition like
+
damage, and act.  So you could use this in a room definition like
  this:</PARA>
+
this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy death@function (60,25,"Flames shoot from the floor burning
+
dilcopy death@function (60,25,"Flames shoot from the floor burning
  your rear.");
+
your rear.");
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>This says to copy the <ACRONYM>DIL</ACRONYM> from zone function with the arguments 60
+
<PARA>This says to copy the <ACRONYM>DIL</ACRONYM> from zone function with the arguments 60
  seconds, damage 25% and act as shown.  Pretty simple eh?</PARA>
+
seconds, damage 25% and act as shown.  Pretty simple eh?</PARA>
  
  <PARA>All released <ACRONYM>DIL</ACRONYM> room functions are described in
+
<PARA>All released <ACRONYM>DIL</ACRONYM> room functions are described in
  <XREF LINKEND="rmdilfunc">.
+
<XREF LINKEND="rmdilfunc">.
  Then we put some to work so you can see how
+
Then we put some to work so you can see how
  to use them in <XREF LINKEND="rmcomplex"></PARA>
+
to use them in <XREF LINKEND="rmcomplex"></PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </SECT1>
+
</SECT1>
  
  <sect1 id="rmbasic">
+
<sect1 id="rmbasic">
  <TITLE>Building your first room</TITLE>
+
<TITLE>Building your first room</TITLE>
  
  <PARA>Now you are ready!  With all you have learned about room
+
<PARA>Now you are ready!  With all you have learned about room
  fields you are now ready to build your first room.  I personally
+
fields you are now ready to build your first room.  I personally
  like dragons and I like space so I have chosen to make a dragon
+
like dragons and I like space so I have chosen to make a dragon
  station.  We will first do a simple room and build on to it in the
+
station.  We will first do a simple room and build on to it in the
  next sections.  In this section we will walk you through creating a
+
next sections.  In this section we will walk you through creating a
  basic room and why we choose what we do where we do.</PARA>
+
basic room and why we choose what we do where we do.</PARA>
  
  <PARA>When making rooms you create the zone source file first as shown
+
<PARA>When making rooms you create the zone source file first as shown
  in <xref linkend="ch-02">.  If you only have rooms you do not need the
+
in <xref linkend="ch-02">.  If you only have rooms you do not need the
  %reset, %objects, and %mobiles.  For the examples in this chapter we
+
%reset, %objects, and %mobiles.  For the examples in this chapter we
  will use the zone we created in <xref linkend="ch-02"> and add the %room
+
will use the zone we created in <xref linkend="ch-02"> and add the %room
  tag where we will put all the rooms.  At the end of the chapter we will
+
tag where we will put all the rooms.  At the end of the chapter we will
  have the entire zone so you can see it all together.</PARA>
+
have the entire zone so you can see it all together.</PARA>
  
  <PARA>The first part of all rooms is the symbolic name it is good to
+
<PARA>The first part of all rooms is the symbolic name it is good to
  always pick a name that will match the title so you can use the
+
always pick a name that will match the title so you can use the
  administrator command <command>goto</command> to easily get to the
+
administrator command <command>goto</command> to easily get to the
  room.  The reason is when you use the command
+
room.  The reason is when you use the command
  <command>wstat</command> it will only show you a list of the rooms
+
<command>wstat</command> it will only show you a list of the rooms
  by symbolic name for example if you type
+
by symbolic name for example if you type
  <command>
+
<command>
  wstat zone dragon room
+
wstat zone dragon room
  </command>
+
</command>
  You will get  the following:</PARA>
+
You will get  the following:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  List of rooms in zone Dragon:
+
List of rooms in zone Dragon:
  chamber portal office
+
chamber portal office
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If you didn't make it clear what the rooms were by the symbolic name
+
<PARA>If you didn't make it clear what the rooms were by the symbolic name
  it might look like this:</PARA>
+
it might look like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  List of rooms in zone Dragon:
+
List of rooms in zone Dragon:
  st_rm1 st_rm2 st_rm3
+
st_rm1 st_rm2 st_rm3
  
  </nowiki>
+
</nowiki>
 
+
  
  <PARA>While this might be great when you first start imagine trying to
+
<PARA>While this might be great when you first start imagine trying to
  remember what all one hundred rooms are.</PARA>
+
remember what all one hundred rooms are.</PARA>
  
  <PARA>The first room we will create will be a simple chamber with nothing special.  We can build on to it later if we need to.</PARA>
+
<PARA>The first room we will create will be a simple chamber with nothing special.  We can build on to it later if we need to.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  chamber
+
chamber
  end
+
end
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>Pretty easy so far.  Now lets add some life to it.  The room
+
<PARA>Pretty easy so far.  Now lets add some life to it.  The room
  will need a title and a description.  The title should be a one line
+
will need a title and a description.  The title should be a one line
  description of a room sort of like if you were walking someone
+
description of a room sort of like if you were walking someone
  around your house and telling them what each room was like this is
+
around your house and telling them what each room was like this is
  'My houses big bathroom' or maybe this is 'The computer room'.  The
+
'My houses big bathroom' or maybe this is 'The computer room'.  The
  description should be something you would tell an interior
+
description should be something you would tell an interior
  decorator you were talking to on the phone and asking for
+
decorator you were talking to on the phone and asking for
  advice.  He would want to know everything about the room you
+
advice.  He would want to know everything about the room you
  can see so he could give you good advice.</PARA>
+
can see so he could give you good advice.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  chamber
+
chamber
  title "The middle chamber of the station"
+
title "The middle chamber of the station"
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.
+
"This chamber seems to have the entire station rotating around it.
  Small human size ornate chairs with dragon designs scrawled on the
+
Small human size ornate chairs with dragon designs scrawled on the
  arms and back are arranged in a triangle like setting with one large
+
arms and back are arranged in a triangle like setting with one large
  chair at the front.  This must be where all station meetings are held.
+
chair at the front.  This must be where all station meetings are held.
  large pictures cover the walls depicting dragons in all kinds of
+
large pictures cover the walls depicting dragons in all kinds of
  situations.  Small passages lead of to the west and the east.
+
situations.  Small passages lead of to the west and the east.
  ."
+
."
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>It is a matter of taste if you want the descriptions of the
+
<PARA>It is a matter of taste if you want the descriptions of the
  exits in your description or not but I like them so I put them.  Now
+
exits in your description or not but I like them so I put them.  Now
  if you were reading this description to someone the person might ask
+
if you were reading this description to someone the person might ask
  you what is on the pictures or maybe even what exactly do the chairs
+
you what is on the pictures or maybe even what exactly do the chairs
  look like so we better take care of that by adding some extras to
+
look like so we better take care of that by adding some extras to
  our little room.</PARA>
+
our little room.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"chairs","chair"}
+
extra {"chairs","chair"}
  "The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
  with some kind of dragon."
+
with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intelligent looking dragon is sitting perched on a large chair watching you."
+
"An intelligent looking dragon is sitting perched on a large chair watching you."
  
  </nowiki>
+
</nowiki>
  <PARA>Normally we could put a movement type for the amount of
+
<PARA>Normally we could put a movement type for the amount of
  endurance lost when a person is moving through the area but we will
+
endurance lost when a person is moving through the area but we will
  leave it blank and go with the default which is SECT_CITY since
+
leave it blank and go with the default which is SECT_CITY since
  with the fake gravity that is the closest we could come with the
+
with the fake gravity that is the closest we could come with the
  sector types availible.  The last thing we need to finish our room
+
sector types availible.  The last thing we need to finish our room
  is the two exits leading to the other rooms.</PARA>
+
is the two exits leading to the other rooms.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  west to portal descr "You see a small room.";
+
west to portal descr "You see a small room.";
  
  east to office descr "You see what looks to be an office.";
+
east to office descr "You see what looks to be an office.";
  
  </nowiki>
+
</nowiki>
  
  <PARA>Thats it that is all there is to making a room.  In the next
+
<PARA>Thats it that is all there is to making a room.  In the next
  couple of sections we are going to add some more rooms with more
+
couple of sections we are going to add some more rooms with more
  advanced features and give some debugging hints for compiling your
+
advanced features and give some debugging hints for compiling your
  rooms but if you understand everything so far your going to have no
+
rooms but if you understand everything so far your going to have no
  problem.  Lets take a look at our entire finished first room</PARA>
+
problem.  Lets take a look at our entire finished first room</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  chamber
+
chamber
  title "The middle chamber of the station"
+
title "The middle chamber of the station"
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.
+
"This chamber seems to have the entire station rotating around it.
  Small human size ornate chairs with dragon designs scrawled on the
+
Small human size ornate chairs with dragon designs scrawled on the
  arms and back are arranged in a triangle like setting with one large
+
arms and back are arranged in a triangle like setting with one large
  chair at the front.  This must be where all station meetings are held.
+
chair at the front.  This must be where all station meetings are held.
  large pictures cover the walls depicting dragons in all kinds of
+
large pictures cover the walls depicting dragons in all kinds of
  situations.  Small passages lead of to the west and the east.
+
situations.  Small passages lead of to the west and the east.
  ."
+
."
  
  extra {"chairs","chair"}
+
extra {"chairs","chair"}
  "The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
  with some kind of dragon."
+
with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intelligent looking dragon is sitting perched on a large chair watching you."
+
"An intelligent looking dragon is sitting perched on a large chair watching you."
  west to portal descr "You see a small room.";
+
west to portal descr "You see a small room.";
  
  east to office descr "You see what looks to be an office.";
+
east to office descr "You see what looks to be an office.";
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  </SECT1>
+
</SECT1>
  <sect1 id="rmdebug">
+
<sect1 id="rmdebug">
  <TITLE>Compiling and debugging your first room</TITLE>
+
<TITLE>Compiling and debugging your first room</TITLE>
  <PARA>It is time we put the zone header information together with
+
<PARA>It is time we put the zone header information together with
  your first zone and compile it into a format the <ACRONYM>VME</ACRONYM> server can
+
your first zone and compile it into a format the <ACRONYM>VME</ACRONYM> server can
  use.  This is done by using the <ACRONYM>VMC</ACRONYM> compiler.  Depending on if you
+
use.  This is done by using the <ACRONYM>VMC</ACRONYM> compiler.  Depending on if you
  are doing this on your own Linux server or if you are building for a
+
are doing this on your own Linux server or if you are building for a
  <ACRONYM>VME</ACRONYM> already set up you will have to use the compiler access
+
<ACRONYM>VME</ACRONYM> already set up you will have to use the compiler access
  method they have defined.  No matter if you are compiling by email,
+
method they have defined.  No matter if you are compiling by email,
  ftp, or at the command line with <ACRONYM>VMC</ACRONYM> the error messages will all be
+
ftp, or at the command line with <ACRONYM>VMC</ACRONYM> the error messages will all be
  the same.  Since I have no idea how your particular set up is
+
the same.  Since I have no idea how your particular set up is
  designed I will explain the errors that the compiler will return and
+
designed I will explain the errors that the compiler will return and
  you will have to ask your system administrator how to access the
+
you will have to ask your system administrator how to access the
  compiler.  The rest of this section is written as if you have your
+
compiler.  The rest of this section is written as if you have your
  own <ACRONYM>VME</ACRONYM> running on your own Linux box using the <ACRONYM>VMC</ACRONYM> at the command
+
own <ACRONYM>VME</ACRONYM> running on your own Linux box using the <ACRONYM>VMC</ACRONYM> at the command
  line.</PARA>
+
line.</PARA>
  
  <PARA>When you are working on your first zone it is always a good
+
<PARA>When you are working on your first zone it is always a good
  idea to start with one or two rooms and compile them instead of
+
idea to start with one or two rooms and compile them instead of
  writing all the rooms and then trying to compile.  The reason is the
+
writing all the rooms and then trying to compile.  The reason is the
  more rooms you have the more confused you can make the compiler if
+
more rooms you have the more confused you can make the compiler if
  you have a lot of errors and you may not be able to figure out where
+
you have a lot of errors and you may not be able to figure out where
  your first mistake was easily.  In our case we only have our first
+
your first mistake was easily.  In our case we only have our first
  room and the header information for the zone so lets put it together
+
room and the header information for the zone so lets put it together
  now and try and compile it.</PARA>
+
now and try and compile it.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include composed.h>
+
#include composed.h>
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOw
+
reset RESET_ANYHOw
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %rooms
+
%rooms
  
  chamber
+
chamber
  title "The middle chamber of the station
+
title "The middle chamber of the station
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.
+
"This chamber seems to have the entire station rotating around it.
  Small human size ornate chairs with dragon designs scrawled on the
+
Small human size ornate chairs with dragon designs scrawled on the
  arms and back are arranged in a triangle like setting with one large
+
arms and back are arranged in a triangle like setting with one large
  chair at the front.  This must be where all station meetings are held.
+
chair at the front.  This must be where all station meetings are held.
  large pictures cover the walls depicting dragons in all kinds of
+
large pictures cover the walls depicting dragons in all kinds of
  situations.  Small passages lead of to the west and the east.
+
situations.  Small passages lead of to the west and the east.
  ."
+
."
  
  extra {"chair","chairs"}
+
extra {"chair","chairs"}
  "The chairs are made of some metal you don't recognize and every inch is
+
"The chairs are made of some metal you don't recognize and every inch is
  covered with some kind of dragon."
+
covered with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intelligent looking dragon is sitting perched on a large chair watching you."
+
"An intelligent looking dragon is sitting perched on a large chair watching you."
  west to portal descr "You see a small room.";
+
west to portal descr "You see a small room.";
  
  east to office descr "You see what looks to be an office.";
+
east to office descr "You see what looks to be an office.";
  end
+
end
  
  %end
+
%end
  
  </nowiki>
+
</nowiki>
  <PARA>We added the %room tag to our zone header stuck our room in
+
<PARA>We added the %room tag to our zone header stuck our room in
  and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for
+
and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for
  you to be able to look at it in the game.  If you downloaded our
+
you to be able to look at it in the game.  If you downloaded our
  example zones for this document you can compile this zone along with
+
example zones for this document you can compile this zone along with
  us and fix the errors as we do for practice.  The filename is
+
us and fix the errors as we do for practice.  The filename is
  ''debug_rm.zon''.  Just so you know the errors in this
+
''debug_rm.zon''.  Just so you know the errors in this
  zone are intentional so please don't write me an email telling me
+
zone are intentional so please don't write me an email telling me
  there are errors in it.</PARA>
+
there are errors in it.</PARA>
  
  <PARA>The command to compile the zone is
+
<PARA>The command to compile the zone is
  <command>VMC debug_rm.zon</command>.
+
<command>VMC debug_rm.zon</command>.
  Here is what we get when we first try and
+
Here is what we get when we first try and
  compile the zone.</PARA>
+
compile the zone.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [Apr 28 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [Apr 28 2001]
  Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
  &lt;debug_rm.zon&gt; @ 2: Bad include argument
+
&lt;debug_rm.zon&gt; @ 2: Bad include argument
  &lt;debug_rm.zon&gt; @ 48: Token too long
+
&lt;debug_rm.zon&gt; @ 48: Token too long
  Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.
+
Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.
  
  </nowiki>
+
</nowiki>
  
  <PARA>Don't worry if this looks scary, it really is much easier to read than it looks like.  
+
<PARA>Don't worry if this looks scary, it really is much easier to read than it looks like.  
  The first thing you need to realize about compiling is always fix one error
+
The first thing you need to realize about compiling is always fix one error
  and compile again because it might fix two or three errors after
+
and compile again because it might fix two or three errors after
  with one fix.  The reason is once a compiler hits something it
+
with one fix.  The reason is once a compiler hits something it
  doesn't understand it gets confused with the rest of the file.  It
+
doesn't understand it gets confused with the rest of the file.  It
  is sort of like if you thought the word 'water' meant 'fire' and you
+
is sort of like if you thought the word 'water' meant 'fire' and you
  tried to read a book it would get confusing really fast.  So you have
+
tried to read a book it would get confusing really fast.  So you have
  to correct the definition of 'water' to understand the rest of the
+
to correct the definition of 'water' to understand the rest of the
  book.</PARA>
+
book.</PARA>
  
  <PARA>Lets take the first error with this in mind.  The first error
+
<PARA>Lets take the first error with this in mind.  The first error
  shows up on line three of the error file it says: </PARA>
+
shows up on line three of the error file it says: </PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  &lt;debug_rm.zon&gt; @ 2: Bad include argument
+
&lt;debug_rm.zon&gt; @ 2: Bad include argument
  
  </nowiki>
+
</nowiki>
  
  <PARA>This line is not really cryptic reading it in a more english form
+
<PARA>This line is not really cryptic reading it in a more english form
  would sound like:  In file 'debug_rm.zon' you have an error at line 2, the
+
would sound like:  In file 'debug_rm.zon' you have an error at line 2, the
  argument to the include statement is not correct.  Not all errors will
+
argument to the include statement is not correct.  Not all errors will
  be this clear but the compiler does its best to get you close to the
+
be this clear but the compiler does its best to get you close to the
  error.  Now if you look at line two in ''debug_rm.zon'',
+
error.  Now if you look at line two in ''debug_rm.zon'',
  you will find, we forgot to put in the '&lt;' symbol.  If you fix
+
you will find, we forgot to put in the '&lt;' symbol.  If you fix
  the line to look like:
+
the line to look like:
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  
  </nowiki>
+
</nowiki>
  Then recompile you will have fixed your first error and get a whole new
+
Then recompile you will have fixed your first error and get a whole new
  set to play with.  The following is the errors we got after fixing line
+
set to play with.  The following is the errors we got after fixing line
  two:</PARA>
+
two:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
  &lt;debug_rm.zon&gt; @ 47: EOF in string
+
&lt;debug_rm.zon&gt; @ 47: EOF in string
  debug_rm.zon: 4: parse error
+
debug_rm.zon: 4: parse error
    Token: 'RESET_ANYHOw'
+
  Token: 'RESET_ANYHOw'
  debug_rm.zon: 21: parse error
+
debug_rm.zon: 21: parse error
    Token: 'This'
+
  Token: 'This'
  debug_rm.zon: 26: parse error
+
debug_rm.zon: 26: parse error
    Token: 'and'
+
  Token: 'and'
  debug_rm.zon: 26: parse error
+
debug_rm.zon: 26: parse error
    Token: '.'
+
  Token: '.'
  Grave errors in file 'debug_rm.zon'.
+
Grave errors in file 'debug_rm.zon'.
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now this looks to be a much more interesting error file than the
+
<PARA>Now this looks to be a much more interesting error file than the
  previous one.  Remember we mentioned you should always fix the
+
previous one.  Remember we mentioned you should always fix the
  first error first so the compiler doesn't get confused.  In this error
+
first error first so the compiler doesn't get confused.  In this error
  file the first line is not the first error we need to fix.  We have
+
file the first line is not the first error we need to fix.  We have
  to do some logical reasoning here.  The first error the compiler
+
to do some logical reasoning here.  The first error the compiler
  came across was the one on line 4 that shows up around line 4 of the
+
came across was the one on line 4 that shows up around line 4 of the
  error file.  The lines before it are letting you know somewhere
+
error file.  The lines before it are letting you know somewhere
  else in the file there is a missing quote.  If we clean up the first
+
else in the file there is a missing quote.  If we clean up the first
  error however we might be able to find this missing quote much easier.  
+
error however we might be able to find this missing quote much easier.  
  So lets do that lets start by looking at line 4 which is saying the
+
So lets do that lets start by looking at line 4 which is saying the
  compiler doesn't understand what the token 'RESET_ANYHOw' is.  This
+
compiler doesn't understand what the token 'RESET_ANYHOw' is.  This
  makes sense the token should be 'RESET_ANYHOW' and the compiler is
+
makes sense the token should be 'RESET_ANYHOW' and the compiler is
  case sensitive.  So all we need to do to fix this one is capitalize the
+
case sensitive.  So all we need to do to fix this one is capitalize the
  'w' and the error should be cleared up lets try that and recompile and
+
'w' and the error should be cleared up lets try that and recompile and
  see what the errors look like.  With that line fixed the following is
+
see what the errors look like.  With that line fixed the following is
  the errors we get.
+
the errors we get.
  </PARA>
+
</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
  &lt;debug_rm.zon&gt; @ 47: EOF in string
+
&lt;debug_rm.zon&gt; @ 47: EOF in string
  debug_rm.zon: 21: parse error
+
debug_rm.zon: 21: parse error
    Token: 'This'
+
  Token: 'This'
  debug_rm.zon: 26: parse error
+
debug_rm.zon: 26: parse error
    Token: 'and'
+
  Token: 'and'
  debug_rm.zon: 26: pars
+
debug_rm.zon: 26: pars
  e error
+
e error
    Token: '.'
+
  Token: '.'
  Grave errors in file 'debug_rm.zon'.
+
Grave errors in file 'debug_rm.zon'.
  
  </nowiki>
+
</nowiki>
  
  <PARA>Again we must figure out which error message we should deal with
+
<PARA>Again we must figure out which error message we should deal with
  first.  As before we need to deal with the lowest number error.  The
+
first.  As before we need to deal with the lowest number error.  The
  error we need to fix first then is the one on line '21'.  If you go
+
error we need to fix first then is the one on line '21'.  If you go
  to line '21' you will notice the line looks fine.  When you run
+
to line '21' you will notice the line looks fine.  When you run
  into an error like this where the error is not exactly on the line
+
into an error like this where the error is not exactly on the line
  scroll up to the field before the one in question and you should find the
+
scroll up to the field before the one in question and you should find the
  problem.  In this case we forgot a '"' on the 'title' line and  
+
problem.  In this case we forgot a '"' on the 'title' line and  
  confused the compiler because it thought the ending quote was the one
+
confused the compiler because it thought the ending quote was the one
  after the 'descr' field.  Therefore the compiler didn't understand the
+
after the 'descr' field.  Therefore the compiler didn't understand the
  'This' as a field.  This is one of the harder errors to find but once
+
'This' as a field.  This is one of the harder errors to find but once
  you get used to it will come naturally and the compiler does try to
+
you get used to it will come naturally and the compiler does try to
  get you close.  Now if we add the '"' we are missing and recompile
+
get you close.  Now if we add the '"' we are missing and recompile
  the following is the output we get.</PARA>
+
the following is the output we get.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
  <ACRONYM>VMC</ACRONYM> Done.
+
<ACRONYM>VMC</ACRONYM> Done.
  
  </nowiki>
+
</nowiki>
  
  <PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means
+
<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means
  you have now successfully compiled the zone.  I want you to look at the
+
you have now successfully compiled the zone.  I want you to look at the
  last error file and the fact that we only changed a quote to go from it
+
last error file and the fact that we only changed a quote to go from it
  to no errors.  This is why you always deal with one error at a time.  
+
to no errors.  This is why you always deal with one error at a time.  
  Sometimes fixing one error can fix a lot of the weird errors that make
+
Sometimes fixing one error can fix a lot of the weird errors that make
  no sense.  In fact I have seen one quote cause as much as 50 errors so
+
no sense.  In fact I have seen one quote cause as much as 50 errors so
  if you jump around trying to fix errors that look like they make sense
+
if you jump around trying to fix errors that look like they make sense
  you may end up making more work for yourself.
+
you may end up making more work for yourself.
  </PARA>
+
</PARA>
  
  <PARA>Now that you have a compiled zone you should check and make sure
+
<PARA>Now that you have a compiled zone you should check and make sure
  all the files are there.  When you compile a zone you will end up
+
all the files are there.  When you compile a zone you will end up
  with  three extra files. the files will have the same filename as your zone
+
with  three extra files. the files will have the same filename as your zone
  with a new extension in this case you should have the following.</PARA>
+
with a new extension in this case you should have the following.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  debug_rm.data
+
debug_rm.data
  debug_rm.err
+
debug_rm.err
  debug_rm.reset
+
debug_rm.reset
  debug_rm.zon
+
debug_rm.zon
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you have all of these you are all set to go.  If not then there
+
<PARA>If you have all of these you are all set to go.  If not then there
  is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
+
is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
  help.  To get your new zone in the mud all that is needed is to make
+
help.  To get your new zone in the mud all that is needed is to make
  sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
+
sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
  these files into your zone directory.  Then reboot the mud.  You should
+
these files into your zone directory.  Then reboot the mud.  You should
  be able to log on your builder character and goto your zone by typing,
+
be able to log on your builder character and goto your zone by typing,
  <command>goto chamber@dragonst</command>.</PARA>
+
<command>goto chamber@dragonst</command>.</PARA>
  
  <PARA>There you go you have now compiled your first zone.  Its not much
+
<PARA>There you go you have now compiled your first zone.  Its not much
  to look at but with what you already know you could make a full zone of
+
to look at but with what you already know you could make a full zone of
  very basic rooms.  The next few sections will teach you some of the more
+
very basic rooms.  The next few sections will teach you some of the more
  interesting things you can do when making your rooms.</PARA>
+
interesting things you can do when making your rooms.</PARA>
  
  </SECT1>
+
</SECT1>
  <sect1 id="rmdilfunc">
+
<sect1 id="rmdilfunc">
  <TITLE><ACRONYM>DIL</ACRONYM> functions for rooms</TITLE>
+
<TITLE><ACRONYM>DIL</ACRONYM> functions for rooms</TITLE>
  
  <PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
+
<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
  special functions on rooms, NPCs, objects, PCs, and much more.  This
+
special functions on rooms, NPCs, objects, PCs, and much more.  This
  manual is for basic zone writing and therefore will not go into how to
+
manual is for basic zone writing and therefore will not go into how to
  write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
+
write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
  functions for you as an Administrator and your builders to use to make
+
functions for you as an Administrator and your builders to use to make
  special rooms, NPCs, and objects.  The following is a list of all room
+
special rooms, NPCs, and objects.  The following is a list of all room
  functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
+
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
  
  
  <variablelist id="var-roomfunc">
+
<variablelist id="var-roomfunc">
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Death room
 
;Death room
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This function is a simple function that allows you to create a
+
<PARA>This function is a simple function that allows you to create a
  room to do damage to a player. The death_room can kill them slowly like
+
room to do damage to a player. The death_room can kill them slowly like
  a fire cave would or it can kill them quickly as if you stuck them in a
+
a fire cave would or it can kill them quickly as if you stuck them in a
  microwave it is all up to how you set the arguments.  It also lets you
+
microwave it is all up to how you set the arguments.  It also lets you
  see the acts the players see so this function can be used on any number
+
see the acts the players see so this function can be used on any number
  of death style rooms.  There is no need to understand how the function
+
of death style rooms.  There is no need to understand how the function
  works just how to use it so with that in mind the following is the
+
works just how to use it so with that in mind the following is the
  functions header.</PARA>
+
functions header.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //In function.zon
+
//In function.zon
  dilbegin death_room(tick: integer, damage: integer, act_s: string);
+
dilbegin death_room(tick: integer, damage: integer, act_s: string);
  
  </nowiki>
+
</nowiki>
  <PARA>As with any function all you have to do is 'dilcopy' the function
+
<PARA>As with any function all you have to do is 'dilcopy' the function
  onto your room with the correct zone name and arguments and it will do
+
onto your room with the correct zone name and arguments and it will do
  the rest.  In this <ACRONYM>DIL</ACRONYM> you have three arguments to pass The first is the
+
the rest.  In this <ACRONYM>DIL</ACRONYM> you have three arguments to pass The first is the
  'tick' or time which in this <ACRONYM>DIL</ACRONYM> is broken down into 'ticks' which are 4
+
'tick' or time which in this <ACRONYM>DIL</ACRONYM> is broken down into 'ticks' which are 4
  ticks per second.  Thus if you wanted to get something to do damage
+
ticks per second.  Thus if you wanted to get something to do damage
  every minute you would put '60*4' in that spot.  The next is the amount
+
every minute you would put '60*4' in that spot.  The next is the amount
  of damage you want done per your time.  If for example you want '60' hit
+
of damage you want done per your time.  If for example you want '60' hit
  +points damage done each round you just put '60' as that argument.  
+
+points damage done each round you just put '60' as that argument.  
  Finally is the act shown to the character as a string in quotes.  So a
+
Finally is the act shown to the character as a string in quotes.  So a
  finished death room on your room would look like this.</PARA>
+
finished death room on your room would look like this.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy death_room@function(4*60,60,
+
dilcopy death_room@function(4*60,60,
  "Flames shoot up from the floor burning your butt.");
+
"Flames shoot up from the floor burning your butt.");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Climb
 
;Climb
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>
+
<PARA>
      This special <ACRONYM>DIL</ACRONYM> is used for the climb skill and should be set on
+
    This special <ACRONYM>DIL</ACRONYM> is used for the climb skill and should be set on
      stationary objects (stationary mast, robe, tree, wall, etc). The
+
    stationary objects (stationary mast, robe, tree, wall, etc). The
      'difficulty' is the skill-amount required to climb. A skill of 100
+
    'difficulty' is the skill-amount required to climb. A skill of 100
      would be a 50% chance for the expert thief / climber. The 'damage'
+
    would be a 50% chance for the expert thief / climber. The 'damage'
      is how much damage is given if you fail to climb the object. When
+
    is how much damage is given if you fail to climb the object. When
      you fail, you "fall" to the 'destination', so you can make gravity
+
    you fail, you "fall" to the 'destination', so you can make gravity
      work correctly. The destination can be the same room in which you
+
    work correctly. The destination can be the same room in which you
      started but it doesn't have to be. The 'direction' is the direction
+
    started but it doesn't have to be. The 'direction' is the direction
      in which you want the person to have to climb enclosed in quotes.</PARA>
+
    in which you want the person to have to climb enclosed in quotes.</PARA>
   
+
      <PARA>With all this in mind the following is the <ACRONYM>DIL</ACRONYM> definition and
+
<PARA>With all this in mind the following is the <ACRONYM>DIL</ACRONYM> definition and
  an example use of it.</PARA>
+
an example use of it.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //<ACRONYM>DIL</ACRONYM> definition
+
//<ACRONYM>DIL</ACRONYM> definition
  dilbegin climb(destination:string, difficulty:integer,
+
dilbegin climb(destination:string, difficulty:integer,
                  damage:integer,direction:integer);
+
                damage:integer,direction:integer);
  
  //Example use of Climb
+
//Example use of Climb
  dilcopy climb@function("deck@ship", 17, 20, "up");
+
dilcopy climb@function("deck@ship", 17, 20, "up");
  
  </nowiki>
+
</nowiki>
  
  <PARA>We should note here, if you wanted the person to have to climb
+
<PARA>We should note here, if you wanted the person to have to climb
  back down you will need to put a climb <ACRONYM>DIL</ACRONYM> on the room you are climbing
+
back down you will need to put a climb <ACRONYM>DIL</ACRONYM> on the room you are climbing
  too that has the "down" directory as an argument.  This <ACRONYM>DIL</ACRONYM> also allows
+
too that has the "down" directory as an argument.  This <ACRONYM>DIL</ACRONYM> also allows
  you to link two rooms not linked by normal directions but we
+
you to link two rooms not linked by normal directions but we
  suggest you should think before doing this because it may not make sense to not
+
suggest you should think before doing this because it may not make sense to not
  have a link between the two places.</PARA>
+
have a link between the two places.</PARA>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Force move
 
;Force move
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This function allows you to move a player or NPC from a room to another
+
<PARA>This function allows you to move a player or NPC from a room to another
  room with out having the player or NPC type or do anything.</PARA>
+
room with out having the player or NPC type or do anything.</PARA>
  
  <PARA>The following is the definition of the force move <ACRONYM>DIL</ACRONYM></PARA>
+
<PARA>The following is the definition of the force move <ACRONYM>DIL</ACRONYM></PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin force_move (tick: integer, strings: string, random: integer);
+
dilbegin force_move (tick: integer, strings: string, random: integer);
  
  </nowiki>
+
</nowiki>
  
  <PARA>The 'tick' parameter is how fast you want the force move to be
+
<PARA>The 'tick' parameter is how fast you want the force move to be
  triggered.  The 'tick' is in 1/4 second increments so to get a one
+
triggered.  The 'tick' is in 1/4 second increments so to get a one
  second wait you would place a four.  The second parameter is two strings
+
second wait you would place a four.  The second parameter is two strings
  the first being the symbolic name of the room you are forcing the
+
the first being the symbolic name of the room you are forcing the
  character to.  The second string is the act you want shown to the player
+
character to.  The second string is the act you want shown to the player
  or NPC when it is moved.  The final parameter is either a one or a zero.
+
or NPC when it is moved.  The final parameter is either a one or a zero.
  The one stands for true and it would make the timer trigger randomly
+
The one stands for true and it would make the timer trigger randomly
  fifty percent of the time, while a zero would make it not random.</PARA>
+
fifty percent of the time, while a zero would make it not random.</PARA>
  
  <PARA>The following is what the force move would look like if you wanted it to trigger every 30 seconds and give acts of a river.</PARA>
+
<PARA>The following is what the force move would look like if you wanted it to trigger every 30 seconds and give acts of a river.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy force_move@function(4*30,{"river2@riverzon","You float down the river."},0);
+
dilcopy force_move@function(4*30,{"river2@riverzon","You float down the river."},0);
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Safe room
 
;Safe room
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This function creates a safe room where combat is not allowed.  
+
<PARA>This function creates a safe room where combat is not allowed.  
  The following is the definition and an example of how to use it.</PARA>
+
The following is the definition and an example of how to use it.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //Safe room <ACRONYM>DIL</ACRONYM> definition
+
//Safe room <ACRONYM>DIL</ACRONYM> definition
  dilbegin safe_room ();
+
dilbegin safe_room ();
  
  //Example use of Safe room
+
//Example use of Safe room
  dilcopy safe_room@function ();
+
dilcopy safe_room@function ();
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </sect1>
+
</sect1>
  
  <sect1 id="rmcomplex">
+
<sect1 id="rmcomplex">
  <TITLE>A more complex set of rooms</TITLE>
+
<TITLE>A more complex set of rooms</TITLE>
  
  <PARA>In the last section you learned to make basic rooms.  In this
+
<PARA>In the last section you learned to make basic rooms.  In this
  section we will build on what you already know to allow you to make much
+
section we will build on what you already know to allow you to make much
  more fancy rooms.  IN this section we will give a much better view of
+
more fancy rooms.  IN this section we will give a much better view of
  the exits and what can be done with them including doors, hidden doors and
+
the exits and what can be done with them including doors, hidden doors and
  rooms inside other rooms.  We will also show some examples of the room
+
rooms inside other rooms.  We will also show some examples of the room
  <ACRONYM>DIL</ACRONYM> functions being used that were described in the previous section.  
+
<ACRONYM>DIL</ACRONYM> functions being used that were described in the previous section.  
  Finally we will pull it all together in a completed zone for you to
+
Finally we will pull it all together in a completed zone for you to
  compile and play with. </PARA>
+
compile and play with. </PARA>
  
  <sect2 id="rmdoorexits">
+
<sect2 id="rmdoorexits">
  <TITLE>Exits with doors</TITLE>
+
<TITLE>Exits with doors</TITLE>
  
  <PARA>When we first defined exits we included the 'keyword' and 'open'
+
<PARA>When we first defined exits we included the 'keyword' and 'open'
  fields on a door.  In this section we will give an example of two rooms
+
fields on a door.  In this section we will give an example of two rooms
  linked together with a door.  There is no new information you have
+
linked together with a door.  There is no new information you have
  not already encountered so we will start with an example.</PARA>
+
not already encountered so we will start with an example.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom...."
+
side to side and top to bottom...."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station...."
+
"Large paintings fill the walls of this part of the station...."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  end
+
end
  
  
  </nowiki>
+
</nowiki>
  
  <PARA>One important thing you should notice is, whatever you put as a
+
<PARA>One important thing you should notice is, whatever you put as a
  keyword, along with the direction, is what a person must use to open
+
keyword, along with the direction, is what a person must use to open
  the door.  To make sure the door closes at reset time you will have to
+
the door.  To make sure the door closes at reset time you will have to
  add the doors reset to the '%reset' section.  The door resets will be
+
add the doors reset to the '%reset' section.  The door resets will be
  explained in <xref LINKEND="ch-07">.  Notice also in this example  
+
explained in <xref LINKEND="ch-07">.  Notice also in this example  
  we have a direction both in the room you are going to and the room you
+
we have a direction both in the room you are going to and the room you
  came from.  This means you need a 'west' direction for every 'east'
+
came from.  This means you need a 'west' direction for every 'east'
  direction leading to it.  If you do not put both you will end up with a
+
direction leading to it.  If you do not put both you will end up with a
  one way direction.</PARA>
+
one way direction.</PARA>
  
  </sect2>
+
</sect2>
  
  <sect2>
+
<sect2>
  <TITLE>Locked exits</TITLE>
+
<TITLE>Locked exits</TITLE>
  <PARA>Now that you have making a door down, you may find that it is not
+
<PARA>Now that you have making a door down, you may find that it is not
  safe to leave your doors unlocked.  Well the <ACRONYM>VME</ACRONYM> is ready for you.  You
+
safe to leave your doors unlocked.  Well the <ACRONYM>VME</ACRONYM> is ready for you.  You
  have already seen the 'keyword' and 'open' sections and what you can set
+
have already seen the 'keyword' and 'open' sections and what you can set
  in them.  Now lets use the 'EX_LOCKED field with them and introduce a
+
in them.  Now lets use the 'EX_LOCKED field with them and introduce a
  new macro to allow you to set the difficulty to unlock the lock with out
+
new macro to allow you to set the difficulty to unlock the lock with out
  a key.</PARA>
+
a key.</PARA>
  
  <PARA>First lets look at the macro that allows you to set a difficulty
+
<PARA>First lets look at the macro that allows you to set a difficulty
  on a lock.  If you set the lock with out this macro it will default to
+
on a lock.  If you set the lock with out this macro it will default to
  0 and thus be easy to pick.</PARA>  
+
0 and thus be easy to pick.</PARA>  
 
+
 
  <nowiki>
 
  <nowiki>
 
+
  #define DOOR_LOCK_DEF(north_lock, east_lock, south_lock, west_lock,\
+
#define DOOR_LOCK_DEF(north_lock, east_lock, south_lock, west_lock,\
  up_lock, down_lock, northeast_lock, northwest_lock, southeast_lock,\
+
up_lock, down_lock, northeast_lock, northwest_lock, southeast_lock,\
  southwest_lock)
+
southwest_lock)
  
  </nowiki>
+
</nowiki>
  <PARA>When using this macro you only set the value of the exit you want
+
<PARA>When using this macro you only set the value of the exit you want
  to add the difficulty to, you can leave the rest of the exits '0'.  Only
+
to add the difficulty to, you can leave the rest of the exits '0'.  Only
  one of these macros are needed on a room no matter how many exits
+
one of these macros are needed on a room no matter how many exits
  because each of the exits are included..  If you have an exit to the
+
because each of the exits are included..  If you have an exit to the
  north that is locked and you want it to have a difficulty of 50% the
+
north that is locked and you want it to have a difficulty of 50% the
  following would be the line you would add to your room</PARA>
+
following would be the line you would add to your room</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  DOOR_LOCK_DEF(50, 0, 0, 0, 0, 0, 0, 0, 0, 0)
+
DOOR_LOCK_DEF(50, 0, 0, 0, 0, 0, 0, 0, 0, 0)
  
  </nowiki>
+
</nowiki>
  <PARA>Now lets add the macro and the locked flag to the exits and create
+
<PARA>Now lets add the macro and the locked flag to the exits and create
  the room.</PARA>
+
the room.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom...."
+
side to side and top to bottom...."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  DOOR_LOCK_DEF(0, 50, 0, 0, 0, 0, 0, 0, 0, 0)
+
DOOR_LOCK_DEF(0, 50, 0, 0, 0, 0, 0, 0, 0, 0)
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station...."
+
"Large paintings fill the walls of this part of the station...."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  DOOR_LOCK_DEF(0, 0, 0, 50, 0, 0, 0, 0, 0, 0)
+
DOOR_LOCK_DEF(0, 0, 0, 50, 0, 0, 0, 0, 0, 0)
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>The only thing you may be wondering about in this example is the
+
<PARA>The only thing you may be wondering about in this example is the
  'key' field.  I have picked 'nokey' as my value of the key.  There is no
+
'key' field.  I have picked 'nokey' as my value of the key.  There is no
  key in this zone so all this does is create a key hole.  If you leave
+
key in this zone so all this does is create a key hole.  If you leave
  the 'key' field out totally the only way you can open the lock is by a
+
the 'key' field out totally the only way you can open the lock is by a
  magical spell.  It is also important that you read about resets of door locks in
+
magical spell.  It is also important that you read about resets of door locks in
  <xref LINKEND="ch-07">.</PARA>
+
<xref LINKEND="ch-07">.</PARA>
  </sect2>
+
</sect2>
  
  <sect2>
+
<sect2>
  <TITLE>Hidden exits</TITLE>
+
<TITLE>Hidden exits</TITLE>
  
  <PARA>Locking the doors may not be enough.  In fact sometimes you may
+
<PARA>Locking the doors may not be enough.  In fact sometimes you may
  not want to lock the door but you might want to hide it.  You can do
+
not want to lock the door but you might want to hide it.  You can do
  both or either with the following macro added to your exit.</PARA>
+
both or either with the following macro added to your exit.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SECRET_DOOR_DIFFICULTY(DIR, SKILL) \  
+
#define SECRET_DOOR_DIFFICULTY(DIR, SKILL) \  
  extra{SECRET_DOOR} {DIR, SKILL}\             
+
extra{SECRET_DOOR} {DIR, SKILL}\             
  ""                                         
+
""                                         
  
  </nowiki>
+
</nowiki>
  <PARA>So if you wanted a door or just a passage to the north hidden you
+
<PARA>So if you wanted a door or just a passage to the north hidden you
  would add this before or after your exits.</PARA>
+
would add this before or after your exits.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  SECRET_DOOR_DIFFICULTY(NORTH, 50)
+
SECRET_DOOR_DIFFICULTY(NORTH, 50)
  
  </nowiki>
+
</nowiki>
  <PARA>Now lets put it all together and link two rooms together with a
+
<PARA>Now lets put it all together and link two rooms together with a
  hidden door.</PARA>
+
hidden door.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station..."
+
"Large paintings fill the walls of this part of the station..."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
  south to portal_room descr
+
south to portal_room descr
  "You see what looks to be a portal room."
+
"You see what looks to be a portal room."
  keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
  end
+
end
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  </sect2>
+
</sect2>
  
  <sect2>
+
<sect2>
  <TITLE>Rooms inside of rooms</TITLE>
+
<TITLE>Rooms inside of rooms</TITLE>
  <PARA>Now that you have normal exits down its time to take a look at
+
<PARA>Now that you have normal exits down its time to take a look at
  something a bit different.  Lets say you wanted to put a barrel in a
+
something a bit different.  Lets say you wanted to put a barrel in a
  room that is also a room that has exits to other rooms.  Or maybe in my
+
room that is also a room that has exits to other rooms.  Or maybe in my
  case I want to put a transporter pad in the room that is also a room
+
case I want to put a transporter pad in the room that is also a room
  so you can exit back into the room you came from.  In the case of the
+
so you can exit back into the room you came from.  In the case of the
  teleporter I could use an object but as you will find it is much easier
+
teleporter I could use an object but as you will find it is much easier
  to deal with a room for this than an object.</PARA>
+
to deal with a room for this than an object.</PARA>
  
  <PARA>To put a room in a room it is much different than using the normal
+
<PARA>To put a room in a room it is much different than using the normal
  exit fields.  The only thing needed is the 'in' keyword and the
+
exit fields.  The only thing needed is the 'in' keyword and the
  room you are linking the current room into. There is no need for a
+
room you are linking the current room into. There is no need for a
  semi-colon.  The following is what the line would look like.</PARA>
+
semi-colon.  The following is what the line would look like.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  in &lt;room that room is in&gt;
+
in &lt;room that room is in&gt;
  
  </nowiki>
+
</nowiki>
  <PARA>Not too hard.  The following are two rooms one in the other.</PARA>
+
<PARA>Not too hard.  The following are two rooms one in the other.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"green field","field"}
+
extra {"green field","field"}
  "The field looks to be a green fog shifting and churning as you watch.  
+
"The field looks to be a green fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
  //A link to the portal is also here
+
//A link to the portal is also here
  end
+
end
  
  room_port
+
room_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  in portal_room
+
in portal_room
  end
+
end
  
  
  </nowiki>
+
</nowiki>
  
  <NOTE>
+
<NOTE>
  <PARA>After adding a room in a room you should note the room in the
+
<PARA>After adding a room in a room you should note the room in the
  description or put an 'outside_descr' on the room inside it.  In
+
description or put an 'outside_descr' on the room inside it.  In
  our example we have chosen to add the description into the room instead
+
our example we have chosen to add the description into the room instead
  of using the 'outside_descr'.  Also doors and locks work the same way as before you can even hide this exit.
+
of using the 'outside_descr'.  Also doors and locks work the same way as before you can even hide this exit.
  </PARA></NOTE>
+
</PARA></NOTE>
  
  </sect2>
+
</sect2>
  
                    <sect2>
+
                  <sect2>
        <TITLE>A room using force move.</TITLE>
+
  <TITLE>A room using force move.</TITLE>
       
+
 
        <PARA>Sometimes you will want to help players along
+
  <PARA>Sometimes you will want to help players along
  their path.  This could be for a river that flows strongly enough to
+
their path.  This could be for a river that flows strongly enough to
  force a players raft down stream or maybe for a room of quick sand that
+
force a players raft down stream or maybe for a room of quick sand that
  sucks the player into another room.  In these situations we need to use
+
sucks the player into another room.  In these situations we need to use
  the force move <ACRONYM>DIL</ACRONYM>, explained in the previous section.  Here we
+
the force move <ACRONYM>DIL</ACRONYM>, explained in the previous section.  Here we
  have built two rooms linked only by a forced move.
+
have built two rooms linked only by a forced move.
  </PARA>
+
</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"green field","field"}
+
extra {"green field","field"}
  "The field looks to be a green fog shifting and churning as you watch.  
+
"The field looks to be a green fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
  //A link to the portal is also here
+
//A link to the portal is also here
  
  end
+
end
  ship_port
+
ship_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  in ship
+
in ship
  
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
  
  
  end                                             
+
end                                             
  
  
  </nowiki>
+
</nowiki>
  </sect2
+
</sect2
  
                    <sect2>
+
                  <sect2>
        <TITLE>A death room</TITLE>
+
  <TITLE>A death room</TITLE>
  
  <PARA>As a final touch to my little example zone I want to create a
+
<PARA>As a final touch to my little example zone I want to create a
  room that will kill a player instantly.  I will use the <ACRONYM>DIL</ACRONYM> function
+
room that will kill a player instantly.  I will use the <ACRONYM>DIL</ACRONYM> function
  Death room and the room would simply look as follows.</PARA>
+
Death room and the room would simply look as follows.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  deathspace
+
deathspace
  title"Open space"
+
title"Open space"
  descr
+
descr
  "You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  dilcopy death_room@function (
+
dilcopy death_room@function (
  //how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
  4,  
+
4,  
  //damage
+
//damage
  400,
+
400,
  //act for the damage.
+
//act for the damage.
  "You realize   to late that was the trash disposal transporter and you feel your lungs explode.");
+
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
  
  end
+
end
  
  </nowiki>    
+
</nowiki>  
  
  </SECT2>
+
</SECT2>
  </sect1>
+
</sect1>
  
  <sect1>
+
<sect1>
  <TITLE>Putting the rooms together</TITLE>
+
<TITLE>Putting the rooms together</TITLE>
  
  <PARA>Using all you have learned so far and putting it all together into
+
<PARA>Using all you have learned so far and putting it all together into
  one zone.  You end up with a very interesting space station with some
+
one zone.  You end up with a very interesting space station with some
  secret rooms and traps..  The full zone all together looks like
+
secret rooms and traps..  The full zone all together looks like
  this.</PARA>
+
this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %rooms
+
%rooms
  
  chamber
+
chamber
  title "The middle chamber of the station"
+
title "The middle chamber of the station"
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
  unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
  the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
  designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
  setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
  station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
  dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
  and the east.."
+
and the east.."
  
  extra {"chair","chairs"}
+
extra {"chair","chairs"}
  "The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
  with some kind of dragon."
+
with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  
  west to disposal_room descr
+
west to disposal_room descr
  "You see a small room.";
+
"You see a small room.";
  
  east to hallway descr
+
east to hallway descr
  "You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
  end
+
end
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
  walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
  metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
  windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
  that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
  a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
  an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
  extra {"windows","window"}
+
extra {"windows","window"}
  "Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
  about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
  extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
  "Well what can be said it looks to be in perfect condition.  what else would you want to know?"
+
"Well what can be said it looks to be in perfect condition.  what else would you want to know?"
  
  extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
  "The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
  sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
  is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
  still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
  floor along the north wall is lined with some kind of fabric and seems very soft to
+
floor along the north wall is lined with some kind of fabric and seems very soft to
  walk on, it may be some kind of dragon lounge judging by how large an
+
walk on, it may be some kind of dragon lounge judging by how large an
  area it covers.  There is a passage to the west."
+
area it covers.  There is a passage to the west."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"paintings","painting"}
+
extra {"paintings","painting"}
  "The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
  combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
  being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
  extra {"wizard","staff"}
+
extra {"wizard","staff"}
  "The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
  you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
  find it."
+
find it."
  
  extra {"desk"}
+
extra {"desk"}
  "Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
  seems totally empty."
+
seems totally empty."
  
  extra{"fabric"}
+
extra{"fabric"}
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
  south to portal_room descr
+
south to portal_room descr
  "You see what looks to be a portal room."
+
"You see what looks to be a portal room."
  keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
  end
+
end
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  extra {"green field","field"}
+
extra {"green field","field"}
  "The field looks to be a green fog shifting and churning as you watch.  
+
"The field looks to be a green fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
 
+
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
+
  //A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
  end
+
end
 
+
  ship_port
+
ship_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  in ship
+
in ship
 
+
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
 
+
 
+
  end                                             
+
end                                             
  
  room_port
+
room_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  in portal_room
+
in portal_room
  
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
  
  
  end
+
end
  
  disposal_room
+
disposal_room
  title "Red field room"
+
title "Red field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a red field right in the center.  
+
is it is totally empty except for a red field right in the center.  
  there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"red field","field"}
+
extra {"red field","field"}
  "The field looks to be a red fog shifting and churning as you watch.  
+
"The field looks to be a red fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
  east to chamber descr
+
east to chamber descr
  "You see the main chamber.";
+
"You see the main chamber.";
  
  //A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
  end
+
end
  
  dis_port
+
dis_port
  names {"red field","field"}
+
names {"red field","field"}
  title "Red field"
+
title "Red field"
  descr
+
descr
  "Red Mist swirls about you."
+
"Red Mist swirls about you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //how fast to force move in seconds
+
//how fast to force move in seconds
  4,
+
4,
  //room to force move to and act
+
//room to force move to and act
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
  //true or false random move or not
+
//true or false random move or not
  0);
+
0);
  in disposal_room  
+
in disposal_room  
  
  end
+
end
  
  ship
+
ship
  title "War dragon"
+
title "War dragon"
  descr
+
descr
  "Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
  The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
  fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
  for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
  portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
  wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
  seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
  wall."
+
wall."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"view port"}
+
extra {"view port"}
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
  extra {"view screen","screen"}
+
extra {"view screen","screen"}
  "It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
  to turn it on."
+
to turn it on."
  
  extra {"controls","control"}
+
extra {"controls","control"}
  "The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
  pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
  a planet."
+
a planet."
  
  extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
  "It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
  //A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
  end
+
end
  
  deathspace
+
deathspace
  title"Open space"
+
title"Open space"
  descr
+
descr
  "You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  dilcopy death_room@function (
+
dilcopy death_room@function (
  //how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
  4,  
+
4,  
  //damage
+
//damage
  400,
+
400,
  //act for the damage.
+
//act for the damage.
  "You realize   to late that was the trash disposal transporter and you feel your lungs explode.");
+
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
  
  
  
  end
+
end
  
  
  
  
  %end
+
%end
  
  
  </nowiki>
+
</nowiki>
  </sect1>
+
</sect1>
  <sect1 id="rmexer">
+
<sect1 id="rmexer">
  <TITLE>Suggested room exercises</TITLE>
+
<TITLE>Suggested room exercises</TITLE>
  
  <orderedlist>
+
<orderedlist>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Create a door between the Disposal room and the main chamber
+
<PARA>Create a door between the Disposal room and the main chamber
  of the station.  Make the new door pick-proof and magic-proof.</PARA>
+
of the station.  Make the new door pick-proof and magic-proof.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Create another hallway to the south of the main chamber that leads
+
<PARA>Create another hallway to the south of the main chamber that leads
  to a ship attached by an airlock.  You will need a door before the
+
to a ship attached by an airlock.  You will need a door before the
  hallway and before the ship so no one gets sucked out in space.  You
+
hallway and before the ship so no one gets sucked out in space.  You
  will need two more rooms for this one for the hallway and one for the
+
will need two more rooms for this one for the hallway and one for the
  ship. </PARA>
+
ship. </PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the Dragon station zone as a guide create your own zone with
+
<PARA>Using the Dragon station zone as a guide create your own zone with
  eight  rooms.  Don't worry to much about descriptions and extras.  Link all
+
eight  rooms.  Don't worry to much about descriptions and extras.  Link all
  eight of the rooms to each of the other rooms.  This means each room
+
eight of the rooms to each of the other rooms.  This means each room
  should have seven exits.  If you were to map this it would look like a
+
should have seven exits.  If you were to map this it would look like a
  cube marked with 'X' on the sides.</PARA>
+
cube marked with 'X' on the sides.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Make a 3 room cliff that uses the climb <ACRONYM>DIL</ACRONYM> function to climb from the bottom to top.
+
<PARA>Make a 3 room cliff that uses the climb <ACRONYM>DIL</ACRONYM> function to climb from the bottom to top.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </orderedlist>
+
</orderedlist>
  
  
  </SECT1>
+
</SECT1>
  
  </chapter>
+
</chapter>
  
  <chapter ID="ch-05"><?dbhtml filename="ch05.html">
+
<chapter ID="ch-05"><?dbhtml filename="ch05.html">
  <TITLE>The NPC section</TITLE>
+
<TITLE>The NPC section</TITLE>
  
  <PARA>Now that you have rooms down it is time to start filling your area
+
<PARA>Now that you have rooms down it is time to start filling your area
  with some life.  The NPC is the Non-player Character or mobile.  These
+
with some life.  The NPC is the Non-player Character or mobile.  These
  are the things players will hunt and interact with</PARA>
+
are the things players will hunt and interact with</PARA>
  
  <PARA>In order to get started building NPCs you should first be aware
+
<PARA>In order to get started building NPCs you should first be aware
  of the NPC fields you can use.  The <xref linkend="npcfields"> shows a full listing
+
of the NPC fields you can use.  The <xref linkend="npcfields"> shows a full listing
  of all the NPC fields and their types as defined in <xref linkend="ch-03">.</PARA>
+
of all the NPC fields and their types as defined in <xref linkend="ch-03">.</PARA>
  
  <TABLE frame=all id="npcfields">
+
<TABLE frame=all id="npcfields">
  <TITLE>NPC fields and types</TITLE>
+
<TITLE>NPC fields and types</TITLE>
  <TGROUP align=left cols=5 colsep=1>
+
<TGROUP align=left cols=5 colsep=1>
  <COLSPEC COLNAME="c1" COLWIDTH="2in">
+
<COLSPEC COLNAME="c1" COLWIDTH="2in">
  <COLSPEC COLNAME="c2" COLWIDTH="2in">
+
<COLSPEC COLNAME="c2" COLWIDTH="2in">
  <COLSPEC COLNAME="c3" COLWIDTH=".5in">
+
<COLSPEC COLNAME="c3" COLWIDTH=".5in">
  <COLSPEC COLNAME="c4" COLWIDTH="2in">
+
<COLSPEC COLNAME="c4" COLWIDTH="2in">
  <COLSPEC COLNAME="c5" COLWIDTH="2in">
+
<COLSPEC COLNAME="c5" COLWIDTH="2in">
  
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">Field</ENTRY>
+
<ENTRY COLNAME="c1">Field</ENTRY>
  <ENTRY COLNAME="c2">Type</ENTRY>
+
<ENTRY COLNAME="c2">Type</ENTRY>
  
  <ENTRY COLNAME="c4">Field</ENTRY>
+
<ENTRY COLNAME="c4">Field</ENTRY>
  <ENTRY COLNAME="c5">Type</ENTRY>
+
<ENTRY COLNAME="c5">Type</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">Symbolic name</ENTRY>
+
<ENTRY COLNAME="c1">Symbolic name</ENTRY>
  <ENTRY COLNAME="c2">Symbol</ENTRY>
+
<ENTRY COLNAME="c2">Symbol</ENTRY>
  <ENTRY morerows=17 colname="c3"></ENTRY>
+
<ENTRY morerows=17 colname="c3"></ENTRY>
  <ENTRY COLNAME="c4">level</ENTRY>
+
<ENTRY COLNAME="c4">level</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">names</ENTRY>
+
<ENTRY COLNAME="c1">names</ENTRY>
  <ENTRY COLNAME="c2">Stringlist</ENTRY>
+
<ENTRY COLNAME="c2">Stringlist</ENTRY>
  
  <ENTRY COLNAME="c4">height</ENTRY>
+
<ENTRY COLNAME="c4">height</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">title</ENTRY>
+
<ENTRY COLNAME="c1">title</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">race</ENTRY>
+
<ENTRY COLNAME="c4">race</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">descr</ENTRY>
+
<ENTRY COLNAME="c1">descr</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">attack</ENTRY>
+
<ENTRY COLNAME="c4">attack</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">inside_descr</ENTRY>
+
<ENTRY COLNAME="c1">inside_descr</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">armour</ENTRY>
+
<ENTRY COLNAME="c4">armour</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">extra</ENTRY>
+
<ENTRY COLNAME="c1">extra</ENTRY>
  <ENTRY COLNAME="c2">Structure</ENTRY>
+
<ENTRY COLNAME="c2">Structure</ENTRY>
  
  <ENTRY COLNAME="c4">speed</ENTRY>
+
<ENTRY COLNAME="c4">speed</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">manipulate</ENTRY>
+
<ENTRY COLNAME="c1">manipulate</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">position</ENTRY>
+
<ENTRY COLNAME="c4">position</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">flags</ENTRY>
+
<ENTRY COLNAME="c1">flags</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">default</ENTRY>
+
<ENTRY COLNAME="c4">default</ENTRY>
  <ENTRY COLNAME="c5"> Integer</ENTRY>
+
<ENTRY COLNAME="c5"> Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">weight</ENTRY>
+
<ENTRY COLNAME="c1">weight</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">ability</ENTRY>
+
<ENTRY COLNAME="c4">ability</ENTRY>
  <ENTRY COLNAME="c5">two Integers</ENTRY>
+
<ENTRY COLNAME="c5">two Integers</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">capacity</ENTRY>
+
<ENTRY COLNAME="c1">capacity</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">weapon</ENTRY>
+
<ENTRY COLNAME="c4">weapon</ENTRY>
  <ENTRY COLNAME="c5">two Integers</ENTRY>
+
<ENTRY COLNAME="c5">two Integers</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY>
+
<ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY>
  <ENTRY COLNAME="c2">Function pointer</ENTRY>
+
<ENTRY COLNAME="c2">Function pointer</ENTRY>
  
  <ENTRY COLNAME="c4">spell</ENTRY>
+
<ENTRY COLNAME="c4">spell</ENTRY>
  <ENTRY COLNAME="c5">two Integers</ENTRY>
+
<ENTRY COLNAME="c5">two Integers</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">defensive</ENTRY>
+
<ENTRY COLNAME="c1">defensive</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">romflags</ENTRY>
+
<ENTRY COLNAME="c4">romflags</ENTRY>
  <ENTRY COLNAME="c5"> Integer</ENTRY>
+
<ENTRY COLNAME="c5"> Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">offensive</ENTRY>
+
<ENTRY COLNAME="c1">offensive</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">light</ENTRY>
+
<ENTRY COLNAME="c4">light</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">mana</ENTRY>
+
<ENTRY COLNAME="c1">mana</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">alignment</ENTRY>
+
<ENTRY COLNAME="c4">alignment</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">hit</ENTRY>
+
<ENTRY COLNAME="c1">hit</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">minv</ENTRY>
+
<ENTRY COLNAME="c4">minv</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">money</ENTRY>
+
<ENTRY COLNAME="c1">money</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">key</ENTRY>
+
<ENTRY COLNAME="c4">key</ENTRY>
  <ENTRY COLNAME="c5">String</ENTRY>
+
<ENTRY COLNAME="c5">String</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">exp</ENTRY>
+
<ENTRY COLNAME="c1">exp</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">open</ENTRY>
+
<ENTRY COLNAME="c4">open</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">sex</ENTRY>
+
<ENTRY COLNAME="c1">sex</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">end tag</ENTRY>
+
<ENTRY COLNAME="c4">end tag</ENTRY>
  <ENTRY COLNAME="c5">Symbol</ENTRY>
+
<ENTRY COLNAME="c5">Symbol</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>Many of the same fields you found in rooms, as you can see from
+
<PARA>Many of the same fields you found in rooms, as you can see from
  <xref linkend="npcfields">, can also be found in NPCs.  The fields do
+
<xref linkend="npcfields">, can also be found in NPCs.  The fields do
  not always have exactly the same use when coding rooms, NPCs, and
+
not always have exactly the same use when coding rooms, NPCs, and
  objects but they are normally set in the same manor.  It is very
+
objects but they are normally set in the same manor.  It is very
  important that you read and understand the differences of each field as
+
important that you read and understand the differences of each field as
  they pertains to rooms and or NPCs.</PARA>
+
they pertains to rooms and or NPCs.</PARA>
  
  <sect1 id="npcfielddescr">
+
<sect1 id="npcfielddescr">
  <TITLE>Description of NPC fields</TITLE>
+
<TITLE>Description of NPC fields</TITLE>
  
  <variablelist id="var-npcfields">
+
<variablelist id="var-npcfields">
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;symbolic name
 
;symbolic name
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
+
The rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
  The important thing to realize with the NPC symbol is it is always
+
The important thing to realize with the NPC symbol is it is always
  good practice to give the NPC a symbol that resembles the title so
+
good practice to give the NPC a symbol that resembles the title so
  that administrators and builders can use the
+
that administrators and builders can use the
  <command>load</command> and the <command>wstat</command> to easily
+
<command>load</command> and the <command>wstat</command> to easily
  locate, examine, and load the NPC in question.
+
locate, examine, and load the NPC in question.
  </PARA></LISTITEM>
+
</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;title
 
;title
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  The NPC title is what is shown if the NPC is being attacked or talking.
+
The NPC title is what is shown if the NPC is being attacked or talking.
  It is also what is shown if the NPC can be picked up.  there should be
+
It is also what is shown if the NPC can be picked up.  there should be
  no punctuation in the NPC title because of how it is used in the <ACRONYM>VME</ACRONYM>
+
no punctuation in the NPC title because of how it is used in the <ACRONYM>VME</ACRONYM>
  server.  If you add punctuation or forget to capitalize something
+
server.  If you add punctuation or forget to capitalize something
  that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you
+
that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you
  compile.</PARA>
+
compile.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "a small dog"
+
title "a small dog"
  title "Hansen"
+
title "Hansen"
  title "a black dragon"
+
title "a black dragon"
  title "Drako"
+
title "Drako"
  title "an elephant"
+
title "an elephant"
  
  </nowiki>
+
</nowiki>
  
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
          <TERM>descr</term>
+
        <TERM>descr</term>
          <LISTITEM>
+
        <LISTITEM>
  <PARA>
+
<PARA>
  
  The description field is what the player sees when walking into the room
+
The description field is what the player sees when walking into the room
  or when looking with no arguments. The description on a NPC will only
+
or when looking with no arguments. The description on a NPC will only
  show up when the NPC is in the standing position.  All other positions
+
show up when the NPC is in the standing position.  All other positions
  will show the title and the position they are in. </PARA>
+
will show the title and the position they are in. </PARA>
  
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  descr
+
descr
  "a small fluffy dog is chasing its tail here."
+
"a small fluffy dog is chasing its tail here."
  descr
+
descr
  "Hansen is standing here sorting the mail."
+
"Hansen is standing here sorting the mail."
  
  </nowiki>
+
</nowiki>
  
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  
 
;names
 
;names
  <DICTDEF>
+
<DICTDEF>
  <PARA>
+
<PARA>
  
  The NPC name field is much more important then the room name field.  It
+
The NPC name field is much more important then the room name field.  It
          is what is used when players are hunting and killing and even
+
        is what is used when players are hunting and killing and even
          for administrators who are trying to use their administrator commands on a
+
        for administrators who are trying to use their administrator commands on a
          NPC.  The names should match the title and the descr fields and
+
        NPC.  The names should match the title and the descr fields and
          have all normal combinations of each.</PARA>
+
        have all normal combinations of each.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "a baby black dragon"
+
title "a baby black dragon"
  descr "a tiny baby black dragon is here playing."
+
descr "a tiny baby black dragon is here playing."
  names {"tiny baby black dragon", "tiny black dragon",
+
names {"tiny baby black dragon", "tiny black dragon",
  "baby black dragon", "black dragon", "tiny dragon",
+
"baby black dragon", "black dragon", "tiny dragon",
  "baby dragon","dragon"}
+
"baby dragon","dragon"}
  
  title "Hansen"
+
title "Hansen"
  descr "Hansen the post man is standing here sorting mail."
+
descr "Hansen the post man is standing here sorting mail."
  names{"postman","hansen"}
+
names{"postman","hansen"}
  
  </nowiki>
+
</nowiki>
  
  
  <PARA>The idea of course is to make any combination that a player may
+
<PARA>The idea of course is to make any combination that a player may
  type to try and act upon your NPC.  You would not want to describe and
+
type to try and act upon your NPC.  You would not want to describe and
  title your NPC with an entirely different theme than you created its
+
title your NPC with an entirely different theme than you created its
  names with because a player would not know what it is called.</PARA></LISTITEM>
+
names with because a player would not know what it is called.</PARA></LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;inside_descr
 
;inside_descr
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The inside description is what a player sees if it is inside the
+
<PARA>The inside description is what a player sees if it is inside the
  NPC.  This could be used to show the player its stomach or if on a mount
+
NPC.  This could be used to show the player its stomach or if on a mount
  it could be used to show the back of the horse.</PARA>
+
it could be used to show the back of the horse.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  inside_descr
+
inside_descr
  "The lining of this stomach looks indestructible.  Looks like you are in
+
"The lining of this stomach looks indestructible.  Looks like you are in
  for a long digestion cycle."
+
for a long digestion cycle."
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;extra
 
;extra
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The extra's on the NPC can be used to do many things.  It can be
+
<PARA>The extra's on the NPC can be used to do many things.  It can be
  used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
+
used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
  part of the NPC like the room extras show a part of the room.  There is
+
part of the NPC like the room extras show a part of the room.  There is
  also a special extra, the NPCs description when you look at it
+
also a special extra, the NPCs description when you look at it
  with the look &lt;NPC&gt; command.</PARA>
+
with the look &lt;NPC&gt; command.</PARA>
  
  <PARA>Lets show the NPC description extra first.  If you use an extra
+
<PARA>Lets show the NPC description extra first.  If you use an extra
  with no names list it will become the NPCs description when you look at
+
with no names list it will become the NPCs description when you look at
  any of the names on the NPC.</PARA>
+
any of the names on the NPC.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {}
+
extra {}
  "The green furry hamster seems to be glowing and it doesn't seem very
+
"The green furry hamster seems to be glowing and it doesn't seem very
  happy."
+
happy."
  
  </nowiki>
+
</nowiki>
  
  <PARA>You can also use extras to show parts of the NPC.</PARA>
+
<PARA>You can also use extras to show parts of the NPC.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"hamster head","head"}
+
extra {"hamster head","head"}
  "This human like head is covered with a lot of green fur and it looks
+
"This human like head is covered with a lot of green fur and it looks
  really  upset."
+
really  upset."
  
  </nowiki>
+
</nowiki>
  
  <PARA>You can also use the extras to give more detailed and vivid
+
<PARA>You can also use the extras to give more detailed and vivid
  descriptions when the NPC is acted upon.</PARA>
+
descriptions when the NPC is acted upon.</PARA>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>NPC special action extras</TITLE>
+
<TITLE>NPC special action extras</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Extra</ENTRY>
+
<ENTRY>Extra</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY>$get_s</ENTRY>
+
<ENTRY>$get_s</ENTRY>
  <ENTRY>A message shown to activator when getting a NPC.</ENTRY>
+
<ENTRY>A message shown to activator when getting a NPC.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$get_o</ENTRY>
+
<ENTRY>$get_o</ENTRY>
  <ENTRY>A message shown to others when getting a NPC.</ENTRY>
+
<ENTRY>A message shown to others when getting a NPC.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$drop_s</ENTRY>
+
<ENTRY>$drop_s</ENTRY>
  <ENTRY>a message shown to activator when dropping a NPC.</ENTRY>
+
<ENTRY>a message shown to activator when dropping a NPC.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$drop_o</ENTRY>
+
<ENTRY>$drop_o</ENTRY>
  <ENTRY>A message shown to others when dropping an NPC.</ENTRY>
+
<ENTRY>A message shown to others when dropping an NPC.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$enter_s</ENTRY>
+
<ENTRY>$enter_s</ENTRY>
  <ENTRY>A message shown to activator When mounting</ENTRY>
+
<ENTRY>A message shown to activator When mounting</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$enter_o</ENTRY>
+
<ENTRY>$enter_o</ENTRY>
  <ENTRY>A message shown to others when mounting.</ENTRY>
+
<ENTRY>A message shown to others when mounting.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$exit_s</ENTRY>
+
<ENTRY>$exit_s</ENTRY>
  <ENTRY>A message shown to others when dismounting</ENTRY>
+
<ENTRY>A message shown to others when dismounting</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$exit_o</ENTRY>
+
<ENTRY>$exit_o</ENTRY>
  <ENTRY>a message shown to others when dismounting</ENTRY>
+
<ENTRY>a message shown to others when dismounting</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA> In the following example, $1n is the activator and $2n is the
+
<PARA> In the following example, $1n is the activator and $2n is the
  unit in question.  Assume you are defining a familiar.</PARA>
+
unit in question.  Assume you are defining a familiar.</PARA>
  
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"$get_s"}
+
extra {"$get_s"}
  "You pick up the $2n it is very warm and cuddles right up to you."
+
"You pick up the $2n it is very warm and cuddles right up to you."
  
  extra {"$get_o"}
+
extra {"$get_o"}
  "$1n picks up the $2n and you see them cuddle together."
+
"$1n picks up the $2n and you see them cuddle together."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
+
<PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
  We will not cover this because it is a topic covered in-depth in
+
We will not cover this because it is a topic covered in-depth in
  the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
+
the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;manipulate
 
;manipulate
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>The manipulate filed only has two values for NPCs The two values
+
<PARA>The manipulate filed only has two values for NPCs The two values
  are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
+
are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
  makes it possible for a NPC to be picked up this would be good for
+
makes it possible for a NPC to be picked up this would be good for
  something like a familiar.  The 'MANIPULATE_ENTER' is used for things
+
something like a familiar.  The 'MANIPULATE_ENTER' is used for things
  like mounts when making a mount you will also have to set the capacity
+
like mounts when making a mount you will also have to set the capacity
  so a fat player can jump on.  The following is how you set the
+
so a fat player can jump on.  The following is how you set the
  manipulate flag.</PARA>
+
manipulate flag.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //Make a  NPC takable.
+
//Make a  NPC takable.
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  
  //Make a NPC takable and able to be entered
+
//Make a NPC takable and able to be entered
  manipulate {MANIPULATE_TAKE|MANIPULATE_ENTER}
+
manipulate {MANIPULATE_TAKE|MANIPULATE_ENTER}
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;flags
 
;flags
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field on a NPC is used to set special attributes in order to make
+
<PARA>This field on a NPC is used to set special attributes in order to make
  the NPC able to be buried or not or no-teleportable and many others.  The NPC
+
the NPC able to be buried or not or no-teleportable and many others.  The NPC
  flag list uses the UNIT_FL_* variables that both the objects and the
+
flag list uses the UNIT_FL_* variables that both the objects and the
  rooms also use, therefore while you can set some flags on an NPC it may
+
rooms also use, therefore while you can set some flags on an NPC it may
  not have any affect unless you as a builder or administrator adds the
+
not have any affect unless you as a builder or administrator adds the
  functionality.  You can also add extras on an NPC that can be used as a
+
functionality.  You can also add extras on an NPC that can be used as a
  special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
+
special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
  following is a full list of all unit flags and how they affect NPC, if
+
following is a full list of all unit flags and how they affect NPC, if
  they do.
+
they do.
          <TABLE frame=all id="unitflagsnpc">
+
        <TABLE frame=all id="unitflagsnpc">
    <TITLE>NPC unit flag affects</TITLE>
+
<TITLE>NPC unit flag affects</TITLE>
    <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
    <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY>
+
<ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY>
    </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW> <ENTRY>UNIT_FL_PRIVATE</ENTRY>
+
<ROW> <ENTRY>UNIT_FL_PRIVATE</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on a NPC.
+
Currently has no affect on a NPC.
  </ENTRY> </ROW> <ROW>
+
</ENTRY> </ROW> <ROW>
  <ENTRY>UNIT_FL_INVISIBLE</ENTRY> <ENTRY>Makes unit invisible</ENTRY>
+
<ENTRY>UNIT_FL_INVISIBLE</ENTRY> <ENTRY>Makes unit invisible</ENTRY>
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_BURY</ENTRY>
+
</ROW> <ROW> <ENTRY>UNIT_FL_NO_BURY</ENTRY>
  <ENTRY>Makes it so you can create NPC that can be taken like familiars or
+
<ENTRY>Makes it so you can create NPC that can be taken like familiars or
  pets that can not be buried.  This flag is not needed on every NPC
+
pets that can not be buried.  This flag is not needed on every NPC
  because the bury command will not allow you to bury an NPC outside of
+
because the bury command will not allow you to bury an NPC outside of
  your inventory.
+
your inventory.
  </ENTRY> </ROW> <ROW>
+
</ENTRY> </ROW> <ROW>
  <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes unit buried when loaded</ENTRY>
+
<ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes unit buried when loaded</ENTRY>
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
+
</ROW> <ROW> <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
  <ENTRY>
+
<ENTRY>
  Makes it so you can not summon the NPC with this flag and the NPC with
+
Makes it so you can not summon the NPC with this flag and the NPC with
  this flag can not teleport.  You can still teleport to NPC with this
+
this flag can not teleport.  You can still teleport to NPC with this
  flag the current way teleport is written.  Remember all spells are in
+
flag the current way teleport is written.  Remember all spells are in
  <ACRONYM>DIL</ACRONYM> and you can modify them in ''spells.zon'' </ENTRY>
+
<ACRONYM>DIL</ACRONYM> and you can modify them in ''spells.zon'' </ENTRY>
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_MOB</ENTRY>
+
</ROW> <ROW> <ENTRY>UNIT_FL_NO_MOB</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on a NPC.
+
Currently has no affect on a NPC.
  </ENTRY> </ROW>
+
</ENTRY> </ROW>
  <ROW> <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
+
<ROW> <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on a NPC.
+
Currently has no affect on a NPC.
  </ENTRY> </ROW> <ROW>
+
</ENTRY> </ROW> <ROW>
  <ENTRY>UNIT_FL_INDOORS</ENTRY>
+
<ENTRY>UNIT_FL_INDOORS</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on NPC.
+
Currently has no affect on NPC.
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_TRANS</ENTRY>
+
</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_TRANS</ENTRY>
  <ENTRY>Makes unit transparent If the Unit is transparent you will be able
+
<ENTRY>Makes unit transparent If the Unit is transparent you will be able
  to see any other NPCs that it is carrying.  For example if a NPC was
+
to see any other NPCs that it is carrying.  For example if a NPC was
  carrying a familiar you would see that as you walked into the room.  It
+
carrying a familiar you would see that as you walked into the room.  It
  also is used in mounts so the PC can see outside its mount.  If the
+
also is used in mounts so the PC can see outside its mount.  If the
  flag is not set on its mount the player will not see what is in the
+
flag is not set on its mount the player will not see what is in the
  room. </ENTRY>
+
room. </ENTRY>
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
+
</ROW> <ROW> <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
  <ENTRY>Makes it so a PC can't save with unit</ENTRY> </ROW>
+
<ENTRY>Makes it so a PC can't save with unit</ENTRY> </ROW>
  <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY>
+
<ROW> <ENTRY>UNIT_FL_SACRED</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on a NPC.
+
Currently has no affect on a NPC.
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_MAGIC</ENTRY>
+
</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_MAGIC</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on a NPC.
+
Currently has no affect on a NPC.
  </ENTRY> </ROW> </TBODY></TGROUP></TABLE>
+
</ENTRY> </ROW> </TBODY></TGROUP></TABLE>
  </PARA>
+
</PARA>
  
  <PARA>If you wanted to make a NPC that a player can carry around but can
+
<PARA>If you wanted to make a NPC that a player can carry around but can
  not save you would set the manipulate and flags as follows.</PARA>
+
not save you would set the manipulate and flags as follows.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  flags {UNIT_FL_NO_SAVE}
+
flags {UNIT_FL_NO_SAVE}
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;romflags
 
;romflags
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>Like flags these are just integer values that are used to change
+
<PARA>Like flags these are just integer values that are used to change
  how the NPC interacts with its environment.</PARA>
+
how the NPC interacts with its environment.</PARA>
  
          <TABLE frame=all id="romflagsnpc">
+
        <TABLE frame=all id="romflagsnpc">
    <TITLE>Room flags for NPCs</TITLE>
+
<TITLE>Room flags for NPCs</TITLE>
    <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
    <ENTRY>Flag</ENTRY>
+
<ENTRY>Flag</ENTRY>
    <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY>CHAR_PROTECTED</ENTRY>
+
<ENTRY>CHAR_PROTECTED</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set this flag if the character is protected by the law-system.
+
Set this flag if the character is protected by the law-system.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_LEGAL_TARGET</ENTRY>
+
<ENTRY>CHAR_LEGAL_TARGET</ENTRY>
  <ENTRY>
+
<ENTRY>
  This flag is used by the law system and should not be set unless you are re-writing your law system.
+
This flag is used by the law system and should not be set unless you are re-writing your law system.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_OUTLAW</ENTRY>
+
<ENTRY>CHAR_OUTLAW</ENTRY>
  <ENTRY>
+
<ENTRY>
  This flag is used by the law system and should not be set unless you are re-writing your law system.
+
This flag is used by the law system and should not be set unless you are re-writing your law system.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_GROUP</ENTRY>
+
<ENTRY>CHAR_GROUP</ENTRY>
  <ENTRY>
+
<ENTRY>
  This is used by the follow and group commands and should not be set unless you are re-writing your, movement, status, and combat systems.
+
This is used by the follow and group commands and should not be set unless you are re-writing your, movement, status, and combat systems.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_BLIND</ENTRY>
+
<ENTRY>CHAR_BLIND</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set this if the character is blinded.
+
Set this if the character is blinded.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_HIDE</ENTRY>
+
<ENTRY>CHAR_HIDE</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set flag if character is hidden.
+
Set flag if character is hidden.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_MUTE</ENTRY>
+
<ENTRY>CHAR_MUTE</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set flag if character is mute.
+
Set flag if character is mute.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_SNEAK</ENTRY>
+
<ENTRY>CHAR_SNEAK</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set flag if character is in sneaking mode.
+
Set flag if character is in sneaking mode.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_ALIGN</ENTRY>
+
<ENTRY>CHAR_DETECT_ALIGN</ENTRY>
  <ENTRY>
+
<ENTRY>
  No actual effect on NPCs.
+
No actual effect on NPCs.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_INVISIBLE</ENTRY>
+
<ENTRY>CHAR_DETECT_INVISIBLE</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set flag if character can see invisible units.
+
Set flag if character can see invisible units.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_MAGIC</ENTRY>
+
<ENTRY>CHAR_DETECT_MAGIC</ENTRY>
  <ENTRY>
+
<ENTRY>
  No actual effect on NPCs.
+
No actual effect on NPCs.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_POISON</ENTRY>
+
<ENTRY>CHAR_DETECT_POISON</ENTRY>
  <ENTRY>
+
<ENTRY>
  No actual effect on NPCs.
+
No actual effect on NPCs.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_UNDEAD</ENTRY>
+
<ENTRY>CHAR_DETECT_UNDEAD</ENTRY>
  <ENTRY>
+
<ENTRY>
  No actual effect on NPCs.
+
No actual effect on NPCs.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_CURSE</ENTRY>
+
<ENTRY>CHAR_DETECT_CURSE</ENTRY>
  <ENTRY>
+
<ENTRY>
  No actual effect on NPCs.
+
No actual effect on NPCs.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_DETECT_LIFE</ENTRY>
+
<ENTRY>CHAR_DETECT_LIFE</ENTRY>
  <ENTRY>
+
<ENTRY>
  No actual effect on NPCs.
+
No actual effect on NPCs.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_WIMPY</ENTRY>
+
<ENTRY>CHAR_WIMPY</ENTRY>
  <ENTRY>
+
<ENTRY>
  Set flag if character if wimpy. Wimpy characters flee when they are
+
Set flag if character if wimpy. Wimpy characters flee when they are
  low on hit points, and they gain less experience when killing others.
+
low on hit points, and they gain less experience when killing others.
  If a character is both wimpy and aggressive (NPC_AGGRESSIVE) it will
+
If a character is both wimpy and aggressive (NPC_AGGRESSIVE) it will
  only attack sleeping players.
+
only attack sleeping players.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>CHAR_SELF_DEFENCE</ENTRY>
+
<ENTRY>CHAR_SELF_DEFENCE</ENTRY>
  <ENTRY>
+
<ENTRY>
  This is an internal combat flag set this only if you create your own combat system.
+
This is an internal combat flag set this only if you create your own combat system.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>These flags are set in the same way as other flags in rooms NPCs
+
<PARA>These flags are set in the same way as other flags in rooms NPCs
  and objects.  The following are a few examples.
+
and objects.  The following are a few examples.
 
+
 
  <nowiki>
 
  <nowiki>
  
  //wimpy and hidden
+
//wimpy and hidden
  romflags {CHAR_HIDDEN, CHAR_WIMPY}
+
romflags {CHAR_HIDDEN, CHAR_WIMPY}
  
  //NPC can see invisible
+
//NPC can see invisible
  romflags {CHAR_DETECT_INVISIBLE}
+
romflags {CHAR_DETECT_INVISIBLE}
  
  </nowiki></PARA>
+
</nowiki></PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;weight
 
;weight
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The weight is the weight of the NPC in pounds.  In the future we
+
<PARA>The weight is the weight of the NPC in pounds.  In the future we
  may adjust this to allow you to make things lighter for example you
+
may adjust this to allow you to make things lighter for example you
  could set it in ounces or grams.  Right now however all we have is
+
could set it in ounces or grams.  Right now however all we have is
  pounds so we have some pretty heavy feathers out there.</PARA>
+
pounds so we have some pretty heavy feathers out there.</PARA>
  
  <PARA>To use this you just enter the 'weight' keyword and then the
+
<PARA>To use this you just enter the 'weight' keyword and then the
  value.</PARA>
+
value.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  /80 lbs.
+
/80 lbs.
  weight 80
+
weight 80
  
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>The weight affects the NPCs natural attack damage.</PARA>
+
<NOTE><PARA>The weight affects the NPCs natural attack damage.</PARA>
  </NOTE>
+
</NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;capacity
 
;capacity
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field along with the NPCs strength and dexterity decides how
+
<PARA>This field along with the NPCs strength and dexterity decides how
  much a NPC can carry.  If you set the capacity to 300 lbs.  the NPC will
+
much a NPC can carry.  If you set the capacity to 300 lbs.  the NPC will
  only be able to carry that much depending if it has the strength and
+
only be able to carry that much depending if it has the strength and
  dexterity to carry that much.  This of course doesn't affect <ACRONYM>DIL</ACRONYM> programs
+
dexterity to carry that much.  This of course doesn't affect <ACRONYM>DIL</ACRONYM> programs
  that link the objects directly into the NPC.  To set the capacity you
+
that link the objects directly into the NPC.  To set the capacity you
  just put the keyword and the amount in your NPC.</PARA>
+
just put the keyword and the amount in your NPC.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  capacity  300
+
capacity  300
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;height
 
;height
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The height field is the size of the NPC in centimeters.  This determines
+
<PARA>The height field is the size of the NPC in centimeters.  This determines
  the size of the equipment the NPC is wearing.  You will learn more about
+
the size of the equipment the NPC is wearing.  You will learn more about
  size and height in the object section but for now just understand this
+
size and height in the object section but for now just understand this
  makes your NPC the right or wrong size.  To set the 'height' you just
+
makes your NPC the right or wrong size.  To set the 'height' you just
  put the 'height' keyword followed by the number of centimeters.</PARA>
+
put the 'height' keyword followed by the number of centimeters.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  
  //6 feet tall since 1 inch equals 2.54
+
//6 feet tall since 1 inch equals 2.54
  height 183
+
height 183
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
+
<PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
  We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
+
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
  you how to create your own functions that will make your rooms, NPC, and
+
you how to create your own functions that will make your rooms, NPC, and
  objects more than special.</PARA>
+
objects more than special.</PARA>
  
  <PARA>There are several NPC functions that come standard with the <ACRONYM>VME</ACRONYM>
+
<PARA>There are several NPC functions that come standard with the <ACRONYM>VME</ACRONYM>
  2.0.  The following is a list of the functions.</PARA>
+
2.0.  The following is a list of the functions.</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>Mercenary</PARA></LISTITEM>
+
<LISTITEM><PARA>Mercenary</PARA></LISTITEM>
  <LISTITEM><PARA>obey</PARA></LISTITEM>
+
<LISTITEM><PARA>obey</PARA></LISTITEM>
  <LISTITEM><PARA>evaluate</PARA></LISTITEM>
+
<LISTITEM><PARA>evaluate</PARA></LISTITEM>
  <LISTITEM><PARA>guard direction</PARA></LISTITEM>
+
<LISTITEM><PARA>guard direction</PARA></LISTITEM>
  <LISTITEM><PARA>shop keeper</PARA></LISTITEM>
+
<LISTITEM><PARA>shop keeper</PARA></LISTITEM>
  <LISTITEM><PARA>combat magic</PARA></LISTITEM>
+
<LISTITEM><PARA>combat magic</PARA></LISTITEM>
  <LISTITEM><PARA>fido</PARA></LISTITEM>
+
<LISTITEM><PARA>fido</PARA></LISTITEM>
  <LISTITEM><PARA>zone wander</PARA></LISTITEM>
+
<LISTITEM><PARA>zone wander</PARA></LISTITEM>
  <LISTITEM><PARA>global wander</PARA></LISTITEM>
+
<LISTITEM><PARA>global wander</PARA></LISTITEM>
  <LISTITEM><PARA>team work</PARA></LISTITEM>
+
<LISTITEM><PARA>team work</PARA></LISTITEM>
  <LISTITEM><PARA>rescue</PARA></LISTITEM>
+
<LISTITEM><PARA>rescue</PARA></LISTITEM>
  <LISTITEM><PARA>agressive</PARA></LISTITEM>
+
<LISTITEM><PARA>agressive</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>These are the only NPC functions currently documented in the <ACRONYM>VME</ACRONYM>
+
<PARA>These are the only NPC functions currently documented in the <ACRONYM>VME</ACRONYM>
  2.0 release but if you go through the zones that are released with the
+
2.0 release but if you go through the zones that are released with the
  <ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
+
<ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
  <XREF LINKEND="npcdilfunc">.  You will be able to use the functions
+
<XREF LINKEND="npcdilfunc">.  You will be able to use the functions
  listed here and figure out ones that are not.</PARA>
+
listed here and figure out ones that are not.</PARA>
  
  <PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
+
<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
  Valhalla mud all you have to do is use the dilcopy keyword in the
+
Valhalla mud all you have to do is use the dilcopy keyword in the
  NPC with the function name you want to use and the arguments that
+
NPC with the function name you want to use and the arguments that
  function require.  The following is what you would find in the
+
function require.  The following is what you would find in the
  ''function.zon'' for evaluate.</PARA>
+
''function.zon'' for evaluate.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  /* Evaluate <ACRONYM>DIL</ACRONYM>. amt is the cost of evaluation in iron pieces.
+
/* Evaluate <ACRONYM>DIL</ACRONYM>. amt is the cost of evaluation in iron pieces.
    Note: not to be confused with <function>evaluate@commands</function>, which
+
  Note: not to be confused with <function>evaluate@commands</function>, which
    is a command.
+
  is a command.
  */
+
*/
  dilbegin aware evaluate (amt: integer);
+
dilbegin aware evaluate (amt: integer);
  
  var u1 : unitptr;
+
var u1 : unitptr;
      arg: string;
+
    arg: string;
      buf: string;
+
    buf: string;
      cur: integer;
+
    cur: integer;
      craft: integer;
+
    craft: integer;
      category: integer;
+
    category: integer;
  
      pc : unitptr;
+
    pc : unitptr;
      pcn: string;
+
    pcn: string;
  
      arm_text  : stringlist;
+
    arm_text  : stringlist;
      shi_text  : stringlist;
+
    shi_text  : stringlist;
      craft_text: stringlist;
+
    craft_text: stringlist;
  code
+
code
  {
+
{
  
  craft_text:=  {"horrible","very bad","bad","worse than average","average",
+
craft_text:=  {"horrible","very bad","bad","worse than average","average",
    "a little better than average","better than average","good","very good",
+
  "a little better than average","better than average","good","very good",
    "supreme"};
+
  "supreme"};
  arm_text:= {"clothes", "leather", "hard leather", "chain", "plate"};
+
arm_text:= {"clothes", "leather", "hard leather", "chain", "plate"};
  shi_text:= {"small", "medium", "large"};
+
shi_text:= {"small", "medium", "large"};
  
  heartbeat:= PULSE_SEC*3;
+
heartbeat:= PULSE_SEC*3;
  
  :start:
+
:start:
  arg:= "";
+
arg:= "";
  u1:= null;
+
u1:= null;
  
  wait (SFB_CMD, command("evaluate"));
+
wait (SFB_CMD, command("evaluate"));
  
  if (visible(pc, self) == FALSE)
+
if (visible(pc, self) == FALSE)
      goto start; // Pc is just trying to evaluate using the command
+
    goto start; // Pc is just trying to evaluate using the command
  
  block;
+
block;
  
  pc:= activator;
+
pc:= activator;
  if (pc.type == UNIT_ST_PC) pcn := pc.name;
+
if (pc.type == UNIT_ST_PC) pcn := pc.name;
  else pcn := pc.title;
+
else pcn := pc.title;
  
  arg:= argument;
+
arg:= argument;
  
  if (visible(self, pc) == FALSE)
+
if (visible(self, pc) == FALSE)
      {
+
    {
      exec ("say I don't do business with people I can't see.", self);
+
    exec ("say I don't do business with people I can't see.", self);
      goto start;
+
    goto start;
      }
+
    }
  
  if (arg == "")
+
if (arg == "")
      {
+
    {
      exec ("say Which item do you wish to evaluate, "+pcn+"?", self);
+
    exec ("say Which item do you wish to evaluate, "+pcn+"?", self);
      goto start;
+
    goto start;
      }
+
    }
  
  u1:= findunit (pc, arg, FIND_UNIT_IN_ME, null);
+
u1:= findunit (pc, arg, FIND_UNIT_IN_ME, null);
  
  if (not u1)
+
if (not u1)
      {
+
    {
      exec ("say You do not have such an item, "+pcn+".", self);
+
    exec ("say You do not have such an item, "+pcn+".", self);
      goto start;
+
    goto start;
      }
+
    }
  
  if ((u1.type != UNIT_ST_OBJ) or ( (u1.objecttype != ITEM_WEAPON) and
+
if ((u1.type != UNIT_ST_OBJ) or ( (u1.objecttype != ITEM_WEAPON) and
      (u1.objecttype != ITEM_ARMOR) and (u1.objecttype != ITEM_SHIELD) ))
+
    (u1.objecttype != ITEM_ARMOR) and (u1.objecttype != ITEM_SHIELD) ))
      {
+
    {
      exec ("say The "+u1.name+" is neither a sword, shield nor armor!", self);
+
    exec ("say The "+u1.name+" is neither a sword, shield nor armor!", self);
      goto start;
+
    goto start;
      }
+
    }
  
  // Currency, skip for now
+
// Currency, skip for now
  
  if (not transfermoney (pc, null, amt * IRON_MULT))
+
if (not transfermoney (pc, null, amt * IRON_MULT))
      {
+
    {
      exec ("say The cost is merely "+moneystring(amt*IRON_MULT, TRUE)+
+
    exec ("say The cost is merely "+moneystring(amt*IRON_MULT, TRUE)+
          ", get them first.", self);
+
        ", get them first.", self);
      goto start;
+
    goto start;
      }
+
    }
  
  category:= u1.value[0];
+
category:= u1.value[0];
  craft:= u1.value[1] / 5 + 4; // / 5 + 4 is to get corresponding craft_text val
+
craft:= u1.value[1] / 5 + 4; // / 5 + 4 is to get corresponding craft_text val
  
  if (craft < 0) craft := 0;  if (craft > 9) craft := 9;
+
if (craft < 0) craft := 0;  if (craft > 9) craft := 9;
  
  // Change the following to use skill_text(craft) instead of itoa(craft)
+
// Change the following to use skill_text(craft) instead of itoa(craft)
  if (u1.objecttype == ITEM_WEAPON)
+
if (u1.objecttype == ITEM_WEAPON)
      buf := "say The "+u1.name+" is a "+weapon_name(category)+" of "+
+
    buf := "say The "+u1.name+" is a "+weapon_name(category)+" of "+
          craft_text.[craft]+" craftmanship and material.";
+
        craft_text.[craft]+" craftmanship and material.";
  
  if (u1.objecttype == ITEM_ARMOR)
+
if (u1.objecttype == ITEM_ARMOR)
      buf := "say The "+u1.name+" is made of "+arm_text.[category]+" and is of "+
+
    buf := "say The "+u1.name+" is made of "+arm_text.[category]+" and is of "+
          craft_text.[craft]+" craftmanship and material.";
+
        craft_text.[craft]+" craftmanship and material.";
  
  if (u1.objecttype == ITEM_SHIELD)
+
if (u1.objecttype == ITEM_SHIELD)
      buf := "say The "+u1.name+" is a "+shi_text.[category]+" shield of "+
+
    buf := "say The "+u1.name+" is a "+shi_text.[category]+" shield of "+
          craft_text.[craft]+" craftmanship and material.";
+
        craft_text.[craft]+" craftmanship and material.";
  
  exec (buf, self);
+
exec (buf, self);
  
  goto start;
+
goto start;
  
  }
+
}
  
  dilend
+
dilend
  
  </nowiki>
+
</nowiki>
  
  <PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
  understand it or adjust it you only have to use it.  In fact this is a
+
understand it or adjust it you only have to use it.  In fact this is a
  really easy <ACRONYM>DIL</ACRONYM> to use.  It only has one argument which is 'amt', the integer value of money you want the evaluator to charge when a
+
really easy <ACRONYM>DIL</ACRONYM> to use.  It only has one argument which is 'amt', the integer value of money you want the evaluator to charge when a
  person evaluates their stuff.  So to use this function it would look
+
person evaluates their stuff.  So to use this function it would look
  like this on an NPC.</PARA>
+
like this on an NPC.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy evaluate@function (5*GOLD_PIECE);
+
dilcopy evaluate@function (5*GOLD_PIECE);
  
  </nowiki>
+
</nowiki>
  
  <PARA>this tells the evaluate <ACRONYM>DIL</ACRONYM> to charge 5 gold pieces each time a player
+
<PARA>this tells the evaluate <ACRONYM>DIL</ACRONYM> to charge 5 gold pieces each time a player
  evaluates something.  For more information on the money see the money
+
evaluates something.  For more information on the money see the money
  field.</PARA>
+
field.</PARA>
  
  <PARA>All released <ACRONYM>DIL</ACRONYM> NPC functions are described in
+
<PARA>All released <ACRONYM>DIL</ACRONYM> NPC functions are described in
  <XREF LINKEND="npcdilfunc">.
+
<XREF LINKEND="npcdilfunc">.
  Then we put some to work so you can see how
+
Then we put some to work so you can see how
  to use them in <XREF LINKEND="npccomplex"></PARA>
+
to use them in <XREF LINKEND="npccomplex"></PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;defensive
 
;defensive
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  
  
  <PARA>This field sets the NPC natural defense.  The defense is a natural
+
<PARA>This field sets the NPC natural defense.  The defense is a natural
  bonus the NPC gets when being attacked.  If this value is set high
+
bonus the NPC gets when being attacked.  If this value is set high
  enough the NPC becomes almost indestructible.  You should use the macro
+
enough the NPC becomes almost indestructible.  You should use the macro
  to set the NPC natural attack and defense in <xref
+
to set the NPC natural attack and defense in <xref
  LINKEND="npcmacroattdef">.</PARA>
+
LINKEND="npcmacroattdef">.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;offensive
 
;offensive
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field sets the NPC natural offense.  The offense is a natural
+
<PARA>This field sets the NPC natural offense.  The offense is a natural
  bonus the NPC gets when being attacked.  If this value is set high
+
bonus the NPC gets when being attacked.  If this value is set high
  enough the NPC can do some serious damage when attacking.  You should use the macro
+
enough the NPC can do some serious damage when attacking.  You should use the macro
  to set the NPC natural attack and defense in <xref
+
to set the NPC natural attack and defense in <xref
  LINKEND="npcmacroattdef">.</PARA>
+
LINKEND="npcmacroattdef">.</PARA>
  
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;mana
 
;mana
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This sets the NPC max mana points.  Using this field you can create
+
<PARA>This sets the NPC max mana points.  Using this field you can create
  special NPCs that have more or less mana points than the <ACRONYM>VME</ACRONYM> server would
+
special NPCs that have more or less mana points than the <ACRONYM>VME</ACRONYM> server would
  normally give when a NPC is loaded.</PARA>
+
normally give when a NPC is loaded.</PARA>
  
  <PARA>this field is simple all you have to do to set it is put the 'mana'
+
<PARA>this field is simple all you have to do to set it is put the 'mana'
  keyword followed by the amount of mana points you want the NPC to have as
+
keyword followed by the amount of mana points you want the NPC to have as
  its max.  The following definition would make an NPC with only 100 mana
+
its max.  The following definition would make an NPC with only 100 mana
  points no matter what level.</PARA>
+
points no matter what level.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  mana 100
+
mana 100
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;hit
 
;hit
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This sets the NPC max hit points.  Using this field you can create
+
<PARA>This sets the NPC max hit points.  Using this field you can create
  special NPCs that have more or less hit points than the <ACRONYM>VME</ACRONYM> server would
+
special NPCs that have more or less hit points than the <ACRONYM>VME</ACRONYM> server would
  normally give when a NPC is loaded.</PARA>
+
normally give when a NPC is loaded.</PARA>
  
  <PARA>this field is simple all you have to do to set it is put the 'hit'
+
<PARA>this field is simple all you have to do to set it is put the 'hit'
  keyword followed by the amount of hit points you want the NPC to have as
+
keyword followed by the amount of hit points you want the NPC to have as
  its max.  The following definition would make an NPC with only 100 hit
+
its max.  The following definition would make an NPC with only 100 hit
  points no matter what level.</PARA>
+
points no matter what level.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  hit 100
+
hit 100
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;money
 
;money
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The money field is how you give your NPC money to have while going
+
<PARA>The money field is how you give your NPC money to have while going
  along its marry way through your world.  The money field is an integer
+
along its marry way through your world.  The money field is an integer
  that tells the <ACRONYM>VME</ACRONYM> how much money the NPC is carrying.  It would however
+
that tells the <ACRONYM>VME</ACRONYM> how much money the NPC is carrying.  It would however
  be hard to calculate the amount you want on an NPC with out the macros
+
be hard to calculate the amount you want on an NPC with out the macros
  we have provided.  For example to put 5 gold on an NPC you would have to
+
we have provided.  For example to put 5 gold on an NPC you would have to
  use the following on your NPC.</PARA>
+
use the following on your NPC.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 25600
+
money 25600
  
  </nowiki>
+
</nowiki>
  
  <PARA>I of course am not sure this will make 5 gold pieces since I did
+
<PARA>I of course am not sure this will make 5 gold pieces since I did
  the math in my head and with all this righting I am doing my math mind
+
the math in my head and with all this righting I am doing my math mind
  doesn't seem to be working right.  So to make life easier for you and me
+
doesn't seem to be working right.  So to make life easier for you and me
  we have added some macros to help that are rather self
+
we have added some macros to help that are rather self
  explanatory.</PARA>
+
explanatory.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  IRON_PIECE
+
IRON_PIECE
  COPPER_PIECE
+
COPPER_PIECE
  SILVER_PIECE
+
SILVER_PIECE
  GOLD_PIECE
+
GOLD_PIECE
  PLATINUM_PIECE
+
PLATINUM_PIECE
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now if we wanted to make a NPC carrying five gold it would be as
+
<PARA>Now if we wanted to make a NPC carrying five gold it would be as
  simple as this:</PARA>
+
simple as this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 5*GOLD_PIECE
+
money 5*GOLD_PIECE
  
  </nowiki>
+
</nowiki>
  <PARA>the macro method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
+
<PARA>the macro method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
  amount of each coin you want on the NPC.  If you set it using a single
+
amount of each coin you want on the NPC.  If you set it using a single
  integer the compiler would pick how many of each coin.  This of course
+
integer the compiler would pick how many of each coin.  This of course
  is not what is desired in fact you want to be able to set your money
+
is not what is desired in fact you want to be able to set your money
  however you like.  So setting more than one coin is as simple as adding
+
however you like.  So setting more than one coin is as simple as adding
  a comma between the first and second coin.</PARA>
+
a comma between the first and second coin.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 5*GOLD_PIECE, 20*IRON_PIECE
+
money 5*GOLD_PIECE, 20*IRON_PIECE
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;exp
 
;exp
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>By default a monster gives 100% of the experience it is worth.  
+
<PARA>By default a monster gives 100% of the experience it is worth.  
  This amount is calculated according to the level of the NPC verses the
+
This amount is calculated according to the level of the NPC verses the
  level of the person fighting it.  Sometimes the amount of experience is
+
level of the person fighting it.  Sometimes the amount of experience is
  not right since the NPC is really hard to kill for example a dragon with
+
not right since the NPC is really hard to kill for example a dragon with
  breath weapon and heal at the same level as a merchant with a dagger.  
+
breath weapon and heal at the same level as a merchant with a dagger.  
  These should of course give different experience.  The 'exp' field is
+
These should of course give different experience.  The 'exp' field is
  designed to do just that.  The possible range for the 'exp' field is
+
designed to do just that.  The possible range for the 'exp' field is
  -500% to 500%.  If you put the NPC at a negative experience value it
+
-500% to 500%.  If you put the NPC at a negative experience value it
  will take experience away when it is killed.  If you want the default of
+
will take experience away when it is killed.  If you want the default of
  100% you do not even need to place this field in your NPC.</PARA>
+
100% you do not even need to place this field in your NPC.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //add 50% to the experience gained
+
//add 50% to the experience gained
  exp 150
+
exp 150
  
  /subtract 150% from the experience gained
+
/subtract 150% from the experience gained
  exp -50  
+
exp -50  
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;sex
 
;sex
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>Gender, one of these:</PARA>
+
<PARA>Gender, one of these:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  SEX_NEUTRAL
+
SEX_NEUTRAL
  SEX_MALE
+
SEX_MALE
  SEX_FEMALE
+
SEX_FEMALE
  
  </nowiki>
+
</nowiki>
  
  <PARA>the values are pretty obvious which is which gender so all we will
+
<PARA>the values are pretty obvious which is which gender so all we will
  show here is how to set it.</PARA>
+
show here is how to set it.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //Setting a male NPC
+
//Setting a male NPC
  sex SEX_MALE
+
sex SEX_MALE
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;level
 
;level
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>When  creating a NPC it must be between level 0 and  199.  The
+
<PARA>When  creating a NPC it must be between level 0 and  199.  The
  level  of  the NPC decides how many skill points  and  ability
+
level  of  the NPC decides how many skill points  and  ability
  points the NPC has.  It, along with the 'exp' percentage, determines the amount of experience gained
+
points the NPC has.  It, along with the 'exp' percentage, determines the amount of experience gained
  when the NPC is killed. To set the level of the NPC you use
+
when the NPC is killed. To set the level of the NPC you use
  the 'level' keyword and then follow it by the level you are
+
the 'level' keyword and then follow it by the level you are
  setting.</PARA>
+
setting.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //set a NPC to level 50
+
//set a NPC to level 50
  level 50
+
level 50
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;race
 
;race
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The 'race' keyword is what you use to set the characters race.  
+
<PARA>The 'race' keyword is what you use to set the characters race.  
  Races in <ACRONYM>VME</ACRONYM> are defined by using an integer that lets the spells and
+
Races in <ACRONYM>VME</ACRONYM> are defined by using an integer that lets the spells and
  skills act differently for each specific type.  The <ACRONYM>VME</ACRONYM> comes standard
+
skills act differently for each specific type.  The <ACRONYM>VME</ACRONYM> comes standard
  with many races defined in the ''values.h''.  For
+
with many races defined in the ''values.h''.  For
  ease in access we have provided them in <xref linkend="app-c">.  For now
+
ease in access we have provided them in <xref linkend="app-c">.  For now
  you can look at the short list below taken from the over all
+
you can look at the short list below taken from the over all
  race list.</PARA>
+
race list.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define RACE_RAT            1102
+
#define RACE_RAT            1102
  #define RACE_HORSE          1103
+
#define RACE_HORSE          1103
  #define RACE_BADGER        1104
+
#define RACE_BADGER        1104
  #define RACE_SKUNK          1105
+
#define RACE_SKUNK          1105
  #define RACE_BOAR          1106
+
#define RACE_BOAR          1106
  #define RACE_MOUSE          1107
+
#define RACE_MOUSE          1107
  #define RACE_MONKEY        1108
+
#define RACE_MONKEY        1108
  #define RACE_PORCUPINE      1110
+
#define RACE_PORCUPINE      1110
  #define RACE_ELEPHANT      1112
+
#define RACE_ELEPHANT      1112
  #define RACE_CAMEL          1113
+
#define RACE_CAMEL          1113
  #define RACE_FERRET        1114
+
#define RACE_FERRET        1114
  
  </nowiki>
+
</nowiki>
  
  <PARA>If for example you wanted to make a monkey you could simply put
+
<PARA>If for example you wanted to make a monkey you could simply put
  the 'race' keyword and follow it by the monkey define like this:</PARA>
+
the 'race' keyword and follow it by the monkey define like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  race RACE_MONKEY
+
race RACE_MONKEY
  
  </nowiki>
+
</nowiki>
  <PARA>If the race your looking for doesn't exist in the
+
<PARA>If the race your looking for doesn't exist in the
  ''values.h'' list, you can either add one buy picking a
+
''values.h'' list, you can either add one buy picking a
  number not already used and creating your own define in the
+
number not already used and creating your own define in the
  ''values.h'' or by adding the define to your zone.  
+
''values.h'' or by adding the define to your zone.  
  Defines added to a single zone will not be accessible if another builder
+
Defines added to a single zone will not be accessible if another builder
  wants to use it.  You could also just set it using a number.  The
+
wants to use it.  You could also just set it using a number.  The
  following two methods would act the same.</PARA>
+
following two methods would act the same.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  //add define to values.h and use in your zone
+
//add define to values.h and use in your zone
  #define RACE_SPACE_TROLL  5059
+
#define RACE_SPACE_TROLL  5059
  race RACE_SPACE_TROLL
+
race RACE_SPACE_TROLL
  
  //Just plug in a number
+
//Just plug in a number
  race 5059
+
race 5059
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you don't use the macros things can get confusing really fast with
+
<PARA>If you don't use the macros things can get confusing really fast with
  the amount of races there are.</PARA>
+
the amount of races there are.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;attack
 
;attack
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field sets the NPCs natural attack type.  Do not use this
+
<PARA>This field sets the NPCs natural attack type.  Do not use this
  field directly instead use the macro described in <xref
+
field directly instead use the macro described in <xref
  linkend="npcmacroattarm"></PARA>
+
linkend="npcmacroattarm"></PARA>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;armour
 
;armour
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field sets the NPCs natural armour type.  Do not use this
+
<PARA>This field sets the NPCs natural armour type.  Do not use this
  field directly instead use the macro described in <xref
+
field directly instead use the macro described in <xref
  linkend="npcmacroattarm"></PARA>
+
linkend="npcmacroattarm"></PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;speed
 
;speed
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>Speed determines the NPCs speed.  The range is one to twelve.  You
+
<PARA>Speed determines the NPCs speed.  The range is one to twelve.  You
  should not set this when compiling an NPC since the result is really
+
should not set this when compiling an NPC since the result is really
  undefined.  If you have a special NPC that you want to try to make move
+
undefined.  If you have a special NPC that you want to try to make move
  faster and hit faster then you could try setting this.  This field is
+
faster and hit faster then you could try setting this.  This field is
  mainly added so <ACRONYM>DIL</ACRONYM> can adjust speed.  The lower the number the
+
mainly added so <ACRONYM>DIL</ACRONYM> can adjust speed.  The lower the number the
  faster the NPC speed.</PARA>
+
faster the NPC speed.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //fastest speed.
+
//fastest speed.
  speed 0
+
speed 0
  
  //slowest speed
+
//slowest speed
  speed 12
+
speed 12
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;position
 
;position
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field sets the position that the NPC will be in when it is
+
<PARA>This field sets the position that the NPC will be in when it is
  first loaded.  The following positions are recognized by the
+
first loaded.  The following positions are recognized by the
  compiler.</PARA>
+
compiler.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  POSITION_DEAD
+
POSITION_DEAD
  POSITION_MORTALLYW
+
POSITION_MORTALLYW
  POSITION_INCAP
+
POSITION_INCAP
  POSITION_STUNNED
+
POSITION_STUNNED
  POSITION_SLEEPING
+
POSITION_SLEEPING
  POSITION_RESTING
+
POSITION_RESTING
  POSITION_SITTING
+
POSITION_SITTING
  POSITION_FIGHTING
+
POSITION_FIGHTING
  POSITION_STANDING
+
POSITION_STANDING
  
  </nowiki>
+
</nowiki>
  
  <PARA>Some of these positions make no sense you would not load a
+
<PARA>Some of these positions make no sense you would not load a
    NPC into a fight or you would not load an NPC that is already dead.  
+
  NPC into a fight or you would not load an NPC that is already dead.  
    The positions are availible for <ACRONYM>DIL</ACRONYM> and you will need to read the <ACRONYM>DIL</ACRONYM>
+
  The positions are availible for <ACRONYM>DIL</ACRONYM> and you will need to read the <ACRONYM>DIL</ACRONYM>
    manuals to find out what you would want those for.  For now the
+
  manuals to find out what you would want those for.  For now the
    following are enough.</PARA>
+
  following are enough.</PARA>
   
+
 
   
+
 
 
  <nowiki>
 
  <nowiki>
   
+
 
    POSITION_SLEEPING
+
  POSITION_SLEEPING
  POSITION_RESTING
+
POSITION_RESTING
  POSITION_SITTING
+
POSITION_SITTING
  POSITION_STANDING
+
POSITION_STANDING
  
  </nowiki>
+
</nowiki>
  
  <PARA>The position combined with the default position determines what
+
<PARA>The position combined with the default position determines what
  will be shown when a player looks in the room.  If the position of the
+
will be shown when a player looks in the room.  If the position of the
  NPC matches its default position the NPC description will be shown.  If
+
NPC matches its default position the NPC description will be shown.  If
  it doesn't match the NPCs title and position will be shown.  The
+
it doesn't match the NPCs title and position will be shown.  The
  default value for both 'position' and 'default' is 'POSITION_STANDING'</PARA>
+
default value for both 'position' and 'default' is 'POSITION_STANDING'</PARA>
  
  <PARA>To set the position like with other fields you type the 'position'
+
<PARA>To set the position like with other fields you type the 'position'
  keyword first and follow it by the position you are setting.</PARA>
+
keyword first and follow it by the position you are setting.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  position POSITION_SITTING
+
position POSITION_SITTING
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;default
 
;default
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The default position along with the position determines what is
+
<PARA>The default position along with the position determines what is
  shown when a NPC is in each position.  If the position and default
+
shown when a NPC is in each position.  If the position and default
  positions match the 'descr' field is shown.  If they do not match the
+
positions match the 'descr' field is shown.  If they do not match the
  NPC title is shown along with the current position information.  If
+
NPC title is shown along with the current position information.  If
  'default' is not set it defaults to 'POSITION_STANDING'.  The following
+
'default' is not set it defaults to 'POSITION_STANDING'.  The following
  are possible default positions.</PARA>
+
are possible default positions.</PARA>
  
   
+
 
 
  <nowiki>
 
  <nowiki>
   
+
 
      POSITION_DEAD
+
    POSITION_DEAD
  POSITION_MORTALLYW
+
POSITION_MORTALLYW
  POSITION_INCAP
+
POSITION_INCAP
  POSITION_STUNNED
+
POSITION_STUNNED
  POSITION_SLEEPING
+
POSITION_SLEEPING
  POSITION_RESTING
+
POSITION_RESTING
  POSITION_SITTING
+
POSITION_SITTING
  POSITION_FIGHTING
+
POSITION_FIGHTING
  POSITION_STANDING
+
POSITION_STANDING
  
  </nowiki>
+
</nowiki>
  
  <PARA>Setting the default field is exactly like setting the 'position'
+
<PARA>Setting the default field is exactly like setting the 'position'
  field you place the 'default' keyword first and then the position you
+
field you place the 'default' keyword first and then the position you
  want to be default like this:</PARA>
+
want to be default like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  default POSITION_RESTING
+
default POSITION_RESTING
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;ability
 
;ability
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>this field is used to set each of the NPCs abilities.  
+
<PARA>this field is used to set each of the NPCs abilities.  
  It should not be used directly but instead set through the macro described
+
It should not be used directly but instead set through the macro described
  in <xref linkend="npcmacroability">
+
in <xref linkend="npcmacroability">
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;weapon
 
;weapon
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>this field is used to set each of the NPCs weapon proficiencies.  
+
<PARA>this field is used to set each of the NPCs weapon proficiencies.  
  It should not be used directly but instead set through the macro described
+
It should not be used directly but instead set through the macro described
  in <xref linkend="npcmacroweapspl"></PARA> </LISTITEM>
+
in <xref linkend="npcmacroweapspl"></PARA> </LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;spell
 
;spell
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>this field is used to set each of the NPCs spells.  
+
<PARA>this field is used to set each of the NPCs spells.  
  It should not be used directly but instead set through the macro described
+
It should not be used directly but instead set through the macro described
  in <xref linkend="npcmacroweapspl">
+
in <xref linkend="npcmacroweapspl">
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;light
 
;light
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The light field on NPC is not normally set.  If however you have a
+
<PARA>The light field on NPC is not normally set.  If however you have a
  strange creature like a 'light bug' you can set a light value on a NPC.  
+
strange creature like a 'light bug' you can set a light value on a NPC.  
  The default light is set to 0 which means it neither adds or subtracts
+
The default light is set to 0 which means it neither adds or subtracts
  from the rooms light.  To set the light value on a NPC you just put the
+
from the rooms light.  To set the light value on a NPC you just put the
  'light' keyword first and then the value you want to add to the current
+
'light' keyword first and then the value you want to add to the current
  light.</PARA>
+
light.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //add one to light in room
+
//add one to light in room
  light 1
+
light 1
  
  //default  
+
//default  
  light 0
+
light 0
  
  //take one away
+
//take one away
  light -1
+
light -1
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;alignment
 
;alignment
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field  is  a  value between -1000 and +1000,  where  -1000  is
+
<PARA>This field  is  a  value between -1000 and +1000,  where  -1000  is
  ultimate  evil, 0 is neutral and +1000 is ultimate good.  Good  is
+
ultimate  evil, 0 is neutral and +1000 is ultimate good.  Good  is
  per  definition any value from +1000..+350, neutral is  any  value
+
per  definition any value from +1000..+350, neutral is  any  value
  from  +349..-349 and evil is any value from -350..-1000. Any value
+
from  +349..-349 and evil is any value from -350..-1000. Any value
  in between can also be used.</PARA>
+
in between can also be used.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  // Quite evil, maybe a Ghoul   
+
// Quite evil, maybe a Ghoul   
  alignment -750
+
alignment -750
  
  // Barely evil.
+
// Barely evil.
  alignment -350
+
alignment -350
  
  //barely good
+
//barely good
  alignment 350
+
alignment 350
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;minv
 
;minv
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is the administrator invisible level of the NPC it is
+
<PARA>This field is the administrator invisible level of the NPC it is
  set on.  This means that if you set the 'minv' to two hundred it will
+
set on.  This means that if you set the 'minv' to two hundred it will
  make it so the NPC can not be seen by anyone below the administrator
+
make it so the NPC can not be seen by anyone below the administrator
  level of two hundred.  This is good for hiding ghosts that only come
+
level of two hundred.  This is good for hiding ghosts that only come
  visible when they attack.  In order for the 'minv' to be removed an
+
visible when they attack.  In order for the 'minv' to be removed an
  administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
+
administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  minv 239
+
minv 239
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;key
 
;key
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>Currently this field is not used in the <ACRONYM>VME</ACRONYM> 2.0 release.  It was
+
<PARA>Currently this field is not used in the <ACRONYM>VME</ACRONYM> 2.0 release.  It was
  added so in the future you wanted to add keys to a NPC for some
+
added so in the future you wanted to add keys to a NPC for some
  weird reason like a living trunk then you can.  In order to set the key
+
weird reason like a living trunk then you can.  In order to set the key
  you first place the 'key' keyword and then add the symbolic name of the
+
you first place the 'key' keyword and then add the symbolic name of the
  key.</PARA>
+
key.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //if the key is in your zone
+
//if the key is in your zone
  key mynpckey
+
key mynpckey
  
  //if the key is in some other zone
+
//if the key is in some other zone
  key someoneelses@keyzone
+
key someoneelses@keyzone
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;open
 
;open
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>this field is not used yet in the <ACRONYM>VME</ACRONYM> 2.0 release.  The field was
+
<PARA>this field is not used yet in the <ACRONYM>VME</ACRONYM> 2.0 release.  The field was
  added so you could make a NPC that can be opened, closed, locked,
+
added so you could make a NPC that can be opened, closed, locked,
  and everything else that a room or an object can have set on it.  For
+
and everything else that a room or an object can have set on it.  For
  now we will not document this but if you are interested in how you could
+
now we will not document this but if you are interested in how you could
  use it study the open fields on objects or rooms.</PARA>
+
use it study the open fields on objects or rooms.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </SECT1>
+
</SECT1>
  
  <sect1 id="npcmacros">
+
<sect1 id="npcmacros">
  <TITLE>NPC macros</TITLE>
+
<TITLE>NPC macros</TITLE>
  
  <sect2 id="npcmacroattarm">
+
<sect2 id="npcmacroattarm">
  <TITLE>The attack and armour macro</TITLE>
+
<TITLE>The attack and armour macro</TITLE>
  
  <PARA>The natural attack and armour fields allow you to set the NPC to
+
<PARA>The natural attack and armour fields allow you to set the NPC to
  do damage like a certain type of weapons and to defend like a certain
+
do damage like a certain type of weapons and to defend like a certain
  type of armour respectively.  Lets say you had a metal cougar it would
+
type of armour respectively.  Lets say you had a metal cougar it would
  have an attack type of claw and an armour type of plate while a normal
+
have an attack type of claw and an armour type of plate while a normal
  dog would have an armour type of leather and an attack type of bite.  
+
dog would have an armour type of leather and an attack type of bite.  
  The 'NATURAL_DEF' macro is what allows you to set these fields.  This
+
The 'NATURAL_DEF' macro is what allows you to set these fields.  This
  macro is defined in ''wmacros.h'' and looks like
+
macro is defined in ''wmacros.h'' and looks like
  this.</PARA>
+
this.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define NATURAL_DEF(weapon_category, armour_category) \
+
#define NATURAL_DEF(weapon_category, armour_category) \
    armour armour_category \
+
  armour armour_category \
    attack weapon_category
+
  attack weapon_category
   
+
 
    </nowiki>
+
  </nowiki>
  
  <PARA>The word natural can sometimes be a little confusing since you can
+
<PARA>The word natural can sometimes be a little confusing since you can
  set any of the weapons types you like on the NPC.  It doesn't exactly
+
set any of the weapons types you like on the NPC.  It doesn't exactly
  make sense to have a dog that attacks as if it uses a long sword but if
+
make sense to have a dog that attacks as if it uses a long sword but if
  you wish it you can do it.  The following is a short list of just the
+
you wish it you can do it.  The following is a short list of just the
  natural weapon types but you can find a full list in
+
natural weapon types but you can find a full list in
  <xref linkend="app-d"> or in the ''values.h'' of your mud
+
<xref linkend="app-d"> or in the ''values.h'' of your mud
  just in case you have added some weapon types.</PARA>
+
just in case you have added some weapon types.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define WPN_FIST        34
+
#define WPN_FIST        34
  #define WPN_KICK        35
+
#define WPN_KICK        35
  #define WPN_BITE        36
+
#define WPN_BITE        36
  #define WPN_STING        37
+
#define WPN_STING        37
  #define WPN_CLAW        38
+
#define WPN_CLAW        38
  #define WPN_CRUSH        39
+
#define WPN_CRUSH        39
  
  </nowiki>
+
</nowiki>
  
  <PARA>Again you don't have to use leather for dogs as we have already
+
<PARA>Again you don't have to use leather for dogs as we have already
  mentioned with our metal cat idea you could make a cloth dragon if you
+
mentioned with our metal cat idea you could make a cloth dragon if you
  really want but its up to you to keep some sanity on your <ACRONYM>VME</ACRONYM>.  The
+
really want but its up to you to keep some sanity on your <ACRONYM>VME</ACRONYM>.  The
  following is the list of armour types that can be set.  You will see
+
following is the list of armour types that can be set.  You will see
  that the list is exactly the same as the list you will find later when
+
that the list is exactly the same as the list you will find later when
  making armour.</PARA>
+
making armour.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/
+
#define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/
  #define ARM_LEATHER  1  /* A soft flexible leather base armour  */
+
#define ARM_LEATHER  1  /* A soft flexible leather base armour  */
  #define ARM_HLEATHER 2  /* A hard un flexible leather base armour */
+
#define ARM_HLEATHER 2  /* A hard un flexible leather base armour */
  #define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
+
#define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
  #define ARM_PLATE    4  /* An un flexible plate armour. */
+
#define ARM_PLATE    4  /* An un flexible plate armour. */
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now that you have the defines to work with we will return to our
+
<PARA>Now that you have the defines to work with we will return to our
  metal cat and normal dog.  The definitions for them would look something
+
metal cat and normal dog.  The definitions for them would look something
  like this.</PARA>
+
like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //Metal Cat  
+
//Metal Cat  
  NATURAL_DEF(WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
  
  //normal dog
+
//normal dog
  NATURAL_DEF(WPN_BITE, ARM_LEATHER)
+
NATURAL_DEF(WPN_BITE, ARM_LEATHER)
  
  </nowiki>
+
</nowiki>
  
  <PARA>You  should  know  that the weight of the monster  determines  the
+
<PARA>You  should  know  that the weight of the monster  determines  the
  maximum  amount of damage it can give when using a natural attack.
+
maximum  amount of damage it can give when using a natural attack.
  The weight is categorized as follows:</PARA>
+
The weight is categorized as follows:</PARA>
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Weight size chart</TITLE>
+
<TITLE>Weight size chart</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>LBS</ENTRY>
+
<ENTRY>LBS</ENTRY>
  <ENTRY>Size</ENTRY>
+
<ENTRY>Size</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>0 - 5</ENTRY>
+
<ENTRY>0 - 5</ENTRY>
  <ENTRY>Tiny</ENTRY>
+
<ENTRY>Tiny</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>6 - 40</ENTRY>
+
<ENTRY>6 - 40</ENTRY>
  <ENTRY>Small</ENTRY>
+
<ENTRY>Small</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>41 - 160</ENTRY>
+
<ENTRY>41 - 160</ENTRY>
  <ENTRY>Medium</ENTRY>
+
<ENTRY>Medium</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>161 - 500</ENTRY>
+
<ENTRY>161 - 500</ENTRY>
  <ENTRY>Large</ENTRY>
+
<ENTRY>Large</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>500 and up</ENTRY>
+
<ENTRY>500 and up</ENTRY>
  <ENTRY>Huge</ENTRY>
+
<ENTRY>Huge</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>By default monsters are medium.  So make sure you take this into
+
<PARA>By default monsters are medium.  So make sure you take this into
  account when you are creating your NPC.</PARA>
+
account when you are creating your NPC.</PARA>
    </sect2>
+
  </sect2>
   
+
 
    <sect2 id="npcmacroattdef">
+
  <sect2 id="npcmacroattdef">
  <TITLE>The defense and offense bonus macro</TITLE>
+
<TITLE>The defense and offense bonus macro</TITLE>
  
  <PARA>There comes a time when you may want to make your NPC super
+
<PARA>There comes a time when you may want to make your NPC super
  naturally powerful.  It is for those times that the offense and defense
+
naturally powerful.  It is for those times that the offense and defense
  fields are available for you to set.  Normally they default to 0 but you
+
fields are available for you to set.  Normally they default to 0 but you
  can set them from 0 to 5000.  The higher you set the offense number the
+
can set them from 0 to 5000.  The higher you set the offense number the
  harder you will hit people you a re in combat with.  The higher you set
+
harder you will hit people you a re in combat with.  The higher you set
  the defense the harder it will be for people to hit your NPC.  The
+
the defense the harder it will be for people to hit your NPC.  The
  following macro allows you to set both the offense and defense.</PARA>
+
following macro allows you to set both the offense and defense.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define ATTACK_DEFENSE(attack, defense) \
+
#define ATTACK_DEFENSE(attack, defense) \
  offensive attack \
+
offensive attack \
  defensive defense
+
defensive defense
  
  </nowiki>
+
</nowiki>
  
  <PARA>Using this macro is rather easy you just put the value you want
+
<PARA>Using this macro is rather easy you just put the value you want
  for each and your all done</PARA>
+
for each and your all done</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //a really hard hitting hard to kill NPC
+
//a really hard hitting hard to kill NPC
  ATTACK_DEFENSE( 1000, 1000)
+
ATTACK_DEFENSE( 1000, 1000)
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  
    <sect2 id="npcmacroability">
+
  <sect2 id="npcmacroability">
  <TITLE>The NPc abilities macro</TITLE>
+
<TITLE>The NPc abilities macro</TITLE>
  
  <PARA>All  abilities are in the range [1..200]. Players usually  have  a
+
<PARA>All  abilities are in the range [1..200]. Players usually  have  a
  maximum of 150, modified by magic... 200 is considered divine.
+
maximum of 150, modified by magic... 200 is considered divine.
  When  creating a monster you can not directly specify the size  of
+
When  creating a monster you can not directly specify the size  of
  the  abilities,  instead you specify a percentage distribution  of
+
the  abilities,  instead you specify a percentage distribution  of
  points.  The amount of points are then distributed by the computer
+
points.  The amount of points are then distributed by the computer
  according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
+
according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
  available for this purpose, and is defined as:</PARA>
+
available for this purpose, and is defined as:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)  \
+
#define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)  \
    ability[ABIL_STR]  str  \
+
ability[ABIL_STR]  str  \
    ability[ABIL_DEX]  dex  \
+
  ability[ABIL_DEX]  dex  \
    ability[ABIL_CON]  con  \
+
  ability[ABIL_CON]  con  \
    ability[ABIL_HP]  hpp  \
+
  ability[ABIL_HP]  hpp  \
    ability[ABIL_BRA]  bra  \
+
  ability[ABIL_BRA]  bra  \
    ability[ABIL_MAG]  mag  \
+
  ability[ABIL_MAG]  mag  \
    ability[ABIL_DIV]  div  \
+
  ability[ABIL_DIV]  div  \
    ability[ABIL_CHA]  cha
+
  ability[ABIL_CHA]  cha
   
+
 
    </nowiki>
+
  </nowiki>
  
  <NOTE><PARA>
+
<NOTE><PARA>
  Note the sum of the ability values must be 100%. This is thus
+
Note the sum of the ability values must be 100%. This is thus
  an example of an ability distribution:
+
an example of an ability distribution:
 
+
 
  <nowiki>
 
  <nowiki>
  
      MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */
+
    MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */
   
+
    </nowiki>
+
</nowiki>
    </PARA></NOTE>
+
</PARA></NOTE>
  
  
  <PARA>The  amount of points distributed depends directly upon the  level
+
<PARA>The  amount of points distributed depends directly upon the  level
  of the monster and the percentage.  If the percentage is too high and the
+
of the monster and the percentage.  If the percentage is too high and the
  level is also set High some ability points may be lost since a NPC gets
+
level is also set High some ability points may be lost since a NPC gets
  all abilities over 255 cut off.  For example a level 199 monster with an  ability
+
all abilities over 255 cut off.  For example a level 199 monster with an  ability
  percentage  a  bit above 20% will make an ability  above  the  255
+
percentage  a  bit above 20% will make an ability  above  the  255
  points maximum.  In the current combat system in the <ACRONYM>VME</ACRONYM> 2.0 it is not
+
points maximum.  In the current combat system in the <ACRONYM>VME</ACRONYM> 2.0 it is not
  necessary to spend points on both 'mag' and 'div' on the NPC since only
+
necessary to spend points on both 'mag' and 'div' on the NPC since only
  one or the other is ever used depending on which is higher.</PARA>
+
one or the other is ever used depending on which is higher.</PARA>
  
  </sect2>
+
</sect2>
 
+
      <sect2 id="npcmacroweapspl">
+
  <sect2 id="npcmacroweapspl">
  <TITLE>The NPc weapon and spell macros</TITLE>
+
<TITLE>The NPc weapon and spell macros</TITLE>
  
  <PARA>NPCs know about weapons and spells but not at the same detailed
+
<PARA>NPCs know about weapons and spells but not at the same detailed
  level as the player.  For NPCs the spell and weapon group are used.  
+
level as the player.  For NPCs the spell and weapon group are used.  
  Thus the Axe hammer category defines all defence and all attack for all
+
Thus the Axe hammer category defines all defence and all attack for all
  kinds of axes and hammers, whereas the player would have to train
+
kinds of axes and hammers, whereas the player would have to train
  individually in each axe and hammer type. The same is true for spells.
+
individually in each axe and hammer type. The same is true for spells.
  Thus if a monster has 25 points in the weapon sword category it will
+
Thus if a monster has 25 points in the weapon sword category it will
  fight (and defend) with all sword-like weapons at skill 25. When you
+
fight (and defend) with all sword-like weapons at skill 25. When you
  define weapon and spell skills (monsters have no skill skills) you also
+
define weapon and spell skills (monsters have no skill skills) you also
  define these as percentages, and the program automatically distributes
+
define these as percentages, and the program automatically distributes
  the points. Use the pre-defined macros:</PARA>
+
the points. Use the pre-defined macros:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \
+
#define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \
  weapon[WPN_AXE_HAM]    axe_ham  \
+
weapon[WPN_AXE_HAM]    axe_ham  \
  weapon[WPN_SWORD]      sword      \
+
weapon[WPN_SWORD]      sword      \
  weapon[WPN_CLUB_MACE]  club_mace  \
+
weapon[WPN_CLUB_MACE]  club_mace  \
  weapon[WPN_POLEARM]    pole \
+
weapon[WPN_POLEARM]    pole \
  weapon[WPN_UNARMED]    unarmed    \
+
weapon[WPN_UNARMED]    unarmed    \
  weapon[WPN_SPECIAL]    special
+
weapon[WPN_SPECIAL]    special
  
  </nowiki>
+
</nowiki>
 
+
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>MSET_WEAPON arguments</TITLE>
+
<TITLE>MSET_WEAPON arguments</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Argument</ENTRY>
+
<ENTRY>Argument</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>axe_ham</ENTRY>
+
<ENTRY>axe_ham</ENTRY>
  <ENTRY>any hammer or axe</ENTRY>
+
<ENTRY>any hammer or axe</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>sword</ENTRY>
+
<ENTRY>sword</ENTRY>
  <ENTRY>any sword like weapon, including dagger and rapier, etc.</ENTRY>
+
<ENTRY>any sword like weapon, including dagger and rapier, etc.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>club_mace</ENTRY>
+
<ENTRY>club_mace</ENTRY>
  <ENTRY>any club or mace like weapon, flails,  morning star, etc.</ENTRY>
+
<ENTRY>any club or mace like weapon, flails,  morning star, etc.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>polearm</ENTRY>
+
<ENTRY>polearm</ENTRY>
  <ENTRY>any spear or pole like weapon:  spear, trident, sickle, scythe etc.</ENTRY>
+
<ENTRY>any spear or pole like weapon:  spear, trident, sickle, scythe etc.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>unarmed</ENTRY>
+
<ENTRY>unarmed</ENTRY>
  <ENTRY> Is any bite, claw, sting or other natural attack.</ENTRY>
+
<ENTRY> Is any bite, claw, sting or other natural attack.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>special</ENTRY>
+
<ENTRY>special</ENTRY>
  <ENTRY>any very peculiar weapon, currently only whip.</ENTRY>
+
<ENTRY>any very peculiar weapon, currently only whip.</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \
+
#define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \
  spell[SPL_DIVINE]      div  \
+
spell[SPL_DIVINE]      div  \
  spell[SPL_PROTECTION]  pro  \
+
spell[SPL_PROTECTION]  pro  \
  spell[SPL_DETECTION]  det  \
+
spell[SPL_DETECTION]  det  \
  spell[SPL_SUMMONING]  sum  \
+
spell[SPL_SUMMONING]  sum  \
  spell[SPL_CREATION]    cre  \
+
spell[SPL_CREATION]    cre  \
  spell[SPL_MIND]        min  \
+
spell[SPL_MIND]        min  \
  spell[SPL_HEAT]        hea  \
+
spell[SPL_HEAT]        hea  \
  spell[SPL_COLD]        col  \
+
spell[SPL_COLD]        col  \
  spell[SPL_CELL]        cel  \
+
spell[SPL_CELL]        cel  \
  spell[SPL_INTERNAL]    int  \
+
spell[SPL_INTERNAL]    int  \
  spell[SPL_EXTERNAL]    ext
+
spell[SPL_EXTERNAL]    ext
  
  </nowiki>
+
</nowiki>
  
  
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>MSET_SPELL arguments</TITLE>
+
<TITLE>MSET_SPELL arguments</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Argument</ENTRY>
+
<ENTRY>Argument</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>div</ENTRY>
+
<ENTRY>div</ENTRY>
  <ENTRY>Covers all divine sphere spell.</ENTRY>
+
<ENTRY>Covers all divine sphere spell.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>pro</ENTRY>
+
<ENTRY>pro</ENTRY>
  <ENTRY>Covers all protection sphere spells.</ENTRY>
+
<ENTRY>Covers all protection sphere spells.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>det</ENTRY>
+
<ENTRY>det</ENTRY>
  <ENTRY>Covers all detection sphere spells.</ENTRY>
+
<ENTRY>Covers all detection sphere spells.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>sum</ENTRY>
+
<ENTRY>sum</ENTRY>
  <ENTRY>Covers all summoning spells.</ENTRY>
+
<ENTRY>Covers all summoning spells.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>Cre</ENTRY>
+
<ENTRY>Cre</ENTRY>
  <ENTRY>Covers all creation spells.</ENTRY>
+
<ENTRY>Covers all creation spells.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>min</ENTRY>
+
<ENTRY>min</ENTRY>
  <ENTRY>Covers all mind spells.</ENTRY>
+
<ENTRY>Covers all mind spells.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>hea</ENTRY>
+
<ENTRY>hea</ENTRY>
  <ENTRY>Covers all heat spells (fireball, etc.)</ENTRY>
+
<ENTRY>Covers all heat spells (fireball, etc.)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>col</ENTRY>
+
<ENTRY>col</ENTRY>
  <ENTRY>Covers all cold spells (frostball, etc.)</ENTRY>
+
<ENTRY>Covers all cold spells (frostball, etc.)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>cel</ENTRY>
+
<ENTRY>cel</ENTRY>
  <ENTRY>Covers all cell (electricity) spells (lightning bolt, etc.)</ENTRY>
+
<ENTRY>Covers all cell (electricity) spells (lightning bolt, etc.)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>int</ENTRY>
+
<ENTRY>int</ENTRY>
  <ENTRY>Covers all internal (poison) spells (toxicate, etc.)</ENTRY>
+
<ENTRY>Covers all internal (poison) spells (toxicate, etc.)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ext</ENTRY>
+
<ENTRY>ext</ENTRY>
  <ENTRY>Covers all external (acid) spells (acid ball etc).</ENTRY>
+
<ENTRY>Covers all external (acid) spells (acid ball etc).</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <NOTE><PARA>If your not sure what your weapon or spell is categorized as
+
<NOTE><PARA>If your not sure what your weapon or spell is categorized as
  you can look in the ''weapons.def'' or the
+
you can look in the ''weapons.def'' or the
  ''spells.def'' for that you are using for your <ACRONYM>VME</ACRONYM>
+
''spells.def'' for that you are using for your <ACRONYM>VME</ACRONYM>
  server.</PARA></NOTE>
+
server.</PARA></NOTE>
  <PARA>The sum of all spell and weapon
+
<PARA>The sum of all spell and weapon
  skills must be 100%. For example, the following would be a legal
+
skills must be 100%. For example, the following would be a legal
  setting of weapons and spells.</PARA>
+
setting of weapons and spells.</PARA>
 
+
 
+
 
  <nowiki>
 
  <nowiki>
  
  //  75%  Total,  Club/Mace  is primary
+
//  75%  Total,  Club/Mace  is primary
        MSET_WEAPON(10,10,20,5,15,5)
+
      MSET_WEAPON(10,10,20,5,15,5)
  
  //  25%  Total,  Fire  is primary
+
//  25%  Total,  Fire  is primary
        MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)
+
      MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
    <PARA>Remember that the groups define both attack and defence.  Thus  if
+
  <PARA>Remember that the groups define both attack and defence.  Thus  if
  you  make  an Orc which has 0% in the flail group it can only  use
+
you  make  an Orc which has 0% in the flail group it can only  use
  its  dexterity to defend itself. Likewise with spell  groups.  For
+
its  dexterity to defend itself. Likewise with spell  groups.  For
  this  reason  the groups are both "resistance" as well  as  attack
+
this  reason  the groups are both "resistance" as well  as  attack
  groups.</PARA>
+
groups.</PARA>
    </sect2>
+
</sect2>
   
+
        <sect2 id="npcmacrocomposed">
+
  <sect2 id="npcmacrocomposed">
  <TITLE>Using the composed.h</TITLE>
+
<TITLE>Using the composed.h</TITLE>
  
  <PARA>The  file composed.h contains many standard monsters. It is a good
+
<PARA>The  file composed.h contains many standard monsters. It is a good
  idea  to  study these definitions, as they form the basis of  many
+
idea  to  study these definitions, as they form the basis of  many
  different  monsters. Note that the definitions  by  no  means  are
+
different  monsters. Note that the definitions  by  no  means  are
  perfect,  but  we  are hoping to make a more  or  less  complete
+
perfect,  but  we  are hoping to make a more  or  less  complete
  monster  compendium.  If  you create certain  (general)  monsters,
+
monster  compendium.  If  you create certain  (general)  monsters,
  please design it as a macro so it can be incorporated in  the
+
please design it as a macro so it can be incorporated in  the
  file. The more monsters created by using these macros the easier it will
+
file. The more monsters created by using these macros the easier it will
  be for your builders to create NPCs.  If you think you have a really
+
be for your builders to create NPCs.  If you think you have a really
  all inclusive Composed.h and want to share it with the rest of the <ACRONYM>VME</ACRONYM>
+
all inclusive Composed.h and want to share it with the rest of the <ACRONYM>VME</ACRONYM>
  servers running out there on the internet.  Feel free to submit it to
+
servers running out there on the internet.  Feel free to submit it to
  the <ACRONYM>VME</ACRONYM> staff and we will put it in the contribution directories on our
+
the <ACRONYM>VME</ACRONYM> staff and we will put it in the contribution directories on our
  release site.</PARA>
+
release site.</PARA>
  
  <NOTE><PARA>For more information on how to use the composed.h when
+
<NOTE><PARA>For more information on how to use the composed.h when
  building your NPC see <xref linkend="npcbasic">.</PARA></NOTE>
+
building your NPC see <xref linkend="npcbasic">.</PARA></NOTE>
    </sect2>
+
  </sect2>
    </SECT1>
+
  </SECT1>
  
  
  <sect1 id="npcbasic">
+
<sect1 id="npcbasic">
  <TITLE>Building your first NPC</TITLE>
+
<TITLE>Building your first NPC</TITLE>
  
  <PARA>Now that you have built your first zone with rooms its time to
+
<PARA>Now that you have built your first zone with rooms its time to
  populate it with Non playing characters for your players to hunt, kill,
+
populate it with Non playing characters for your players to hunt, kill,
  and or interact with.  In the last couple of sections you have looked
+
and or interact with.  In the last couple of sections you have looked
  through the fields.  In this section we are going to make a nice easy
+
through the fields.  In this section we are going to make a nice easy
  NPC and then show how to use the ''composed.h'' to make
+
NPC and then show how to use the ''composed.h'' to make
  your NPC building easier.  As I have previously stated in the section on
+
your NPC building easier.  As I have previously stated in the section on
  room building I like dragons so the first NPC your going to learn to
+
room building I like dragons so the first NPC your going to learn to
  build is a big bad ugly dragon.  Don't worry if you hate dragons or you
+
build is a big bad ugly dragon.  Don't worry if you hate dragons or you
  just want to build a normal world you will learn plenty from my dragon
+
just want to build a normal world you will learn plenty from my dragon
  example to be able to adjust it to whatever you want.</PARA>
+
example to be able to adjust it to whatever you want.</PARA>
  
  <PARA>When making NPCs you create the zone source file first as shown
+
<PARA>When making NPCs you create the zone source file first as shown
  in <xref linkend="ch-02">.  If you only have NPCS you do not need the
+
in <xref linkend="ch-02">.  If you only have NPCS you do not need the
  %reset, %objects, and %rooms fields.  For the examples in this chapter we
+
%reset, %objects, and %rooms fields.  For the examples in this chapter we
  will use the zone we created in <xref linkend="ch-04"> and add the
+
will use the zone we created in <xref linkend="ch-04"> and add the
  %mobiles section where we will put all the NPC definitions.  At the end
+
%mobiles section where we will put all the NPC definitions.  At the end
  of this chapter, in <xref linkend="roomnpczone">, we will bring it all together with the rooms we have
+
of this chapter, in <xref linkend="roomnpczone">, we will bring it all together with the rooms we have
  already defined and our NPCs.</PARA>
+
already defined and our NPCs.</PARA>
  
  
  <PARA>The first part of all NPC definitions is the symbolic name it is good
+
<PARA>The first part of all NPC definitions is the symbolic name it is good
  to always pick a name that will match the name of the NPC so it
+
to always pick a name that will match the name of the NPC so it
  will be easy to load the NPC.
+
will be easy to load the NPC.
  The reason the symbolic and name should match is when you use the
+
The reason the symbolic and name should match is when you use the
  command <command>wstat</command> it will only show you a
+
command <command>wstat</command> it will only show you a
  list of the NPCs by symbolic name for example if you type <command>
+
list of the NPCs by symbolic name for example if you type <command>
  wstat zone dragon mobiles </command> You will get the following:
+
wstat zone dragon mobiles </command> You will get the following:
 
+
 
  <nowiki>
 
  <nowiki>
  
  List of mobiles in zone Dragon:
+
List of mobiles in zone Dragon:
  dragon clerk trashman
+
dragon clerk trashman
  
  </nowiki>
+
</nowiki>
  If you didn't make it clear what the NPC was by the symbolic name
+
If you didn't make it clear what the NPC was by the symbolic name
  it might look like this:
+
it might look like this:
 
+
 
  <nowiki>
 
  <nowiki>
  
  List of mobiles in zone Dragon:
+
List of mobiles in zone Dragon:
  npc1 npc2 npc3
+
npc1 npc2 npc3
  
  </nowiki>
+
</nowiki>
  While this might be great when you first start imagine trying to
+
While this might be great when you first start imagine trying to
  remember each NPC if you have over 30 of them.</PARA>
+
remember each NPC if you have over 30 of them.</PARA>
  
  <PARA>Now lets get started with our dragon.  As with the rooms all that is required to make a NPC is the symbolic and end fields.  That of course will make a NPC with all defaults.</PARA>
+
<PARA>Now lets get started with our dragon.  As with the rooms all that is required to make a NPC is the symbolic and end fields.  That of course will make a NPC with all defaults.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  bldragon
+
bldragon
  end
+
end
  
  </nowiki>
+
</nowiki>
  <PARA>Thats it for that dragon right?  Nope not quite that makes a NPC
+
<PARA>Thats it for that dragon right?  Nope not quite that makes a NPC
  with all defaults.  That means this will probably be a very wimpy human
+
with all defaults.  That means this will probably be a very wimpy human
  with a symbolic name of dragon and no description, in short it will be a
+
with a symbolic name of dragon and no description, in short it will be a
  blank when you load it.  Now lets start putting the Dragon
+
blank when you load it.  Now lets start putting the Dragon
  together.</PARA>
+
together.</PARA>
  
  <PARA>The first three things we need are the dragons title, description
+
<PARA>The first three things we need are the dragons title, description
  and names.  The description should be what you see when you do a 'look'
+
and names.  The description should be what you see when you do a 'look'
  in the room.  The title should be what you see when the NPC is talking
+
in the room.  The title should be what you see when the NPC is talking
  or fighting.  Finally the names should cover everything in the title and
+
or fighting.  Finally the names should cover everything in the title and
  description fields so if you wanted to kill them you can easily
+
description fields so if you wanted to kill them you can easily
  know what to type.</PARA>
+
know what to type.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  ...
+
...
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>The names, title and description shouldn't be to hard so I don't
+
<PARA>The names, title and description shouldn't be to hard so I don't
  think its necessary to go into any more description on the subject.  
+
think its necessary to go into any more description on the subject.  
  Lets move on.  Now we have to take care of what a player sees when he or
+
Lets move on.  Now we have to take care of what a player sees when he or
  she looks at a NPC.  to make the main description of an NPC you place an
+
she looks at a NPC.  to make the main description of an NPC you place an
  extra on the NPC with no names in the list.  The blank extra is a
+
extra on the NPC with no names in the list.  The blank extra is a
  special extra that will be shown every time you look at anything in the
+
special extra that will be shown every time you look at anything in the
  names list of the NPC.  So a description of a NPC would look something
+
names list of the NPC.  So a description of a NPC would look something
  like this.</PARA>
+
like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now that you have a main description for the NPC you need to make
+
<PARA>Now that you have a main description for the NPC you need to make
  any smaller descriptions that you want the player to be able to look at.
+
any smaller descriptions that you want the player to be able to look at.
  In this case the dragon eyes and claw would be good things to describe
+
In this case the dragon eyes and claw would be good things to describe
  and maybe a few other things just for humor.</PARA>
+
and maybe a few other things just for humor.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"eyes","eye"}
+
extra {"eyes","eye"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now that we have the NPC all described we should start setting
+
<PARA>Now that we have the NPC all described we should start setting
      things like race, gender, level, height, weight, defense, offense,
+
    things like race, gender, level, height, weight, defense, offense,
      alignment, abilities, and finally skills and spells.  First we will pick a race.  Normally the
+
    alignment, abilities, and finally skills and spells.  First we will pick a race.  Normally the
      list of races are in your ''values.h''.  We have
+
    list of races are in your ''values.h''.  We have
      the list in <xref linkend="app-c"> and I have searched for dragon
+
    the list in <xref linkend="app-c"> and I have searched for dragon
      and found the race I want it is as follows.</PARA>
+
    and found the race I want it is as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If you don't think there is any difference in dragons you can
+
<PARA>If you don't think there is any difference in dragons you can
    set them all to one race like you could define a race called
+
set them all to one race like you could define a race called
    'RACE_DRAGON' or something like that.</PARA>
+
'RACE_DRAGON' or something like that.</PARA>
   
+
    <PARA>Now we should chose the gender of our dragon.  Make sure your
+
<PARA>Now we should chose the gender of our dragon.  Make sure your
  descriptions match what you pick.  It would be pretty weird to have a
+
descriptions match what you pick.  It would be pretty weird to have a
  female dragon and have the descriptions say 'he, him, or his'</PARA>
+
female dragon and have the descriptions say 'he, him, or his'</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
      sex SEX_MALE
+
    sex SEX_MALE
  
    </nowiki>
+
</nowiki>
  <PARA>Now lets set the height and weight.  Remember you set the height
+
<PARA>Now lets set the height and weight.  Remember you set the height
  in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
+
in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
  standardize to one or the other but for now we have to play the
+
standardize to one or the other but for now we have to play the
  conversion game.</PARA>
+
conversion game.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  //20 feet  (1 inch = 2.54 cm
+
//20 feet  (1 inch = 2.54 cm
  height 625
+
height 625
  
  //566 KG (1 lb. = .45359 kg)
+
//566 KG (1 lb. = .45359 kg)
    weight 1250
+
weight 1250
   
+
    </nowiki>
+
</nowiki>
   
+
    <PARA>Now that we have the size of the dragon we can pick a level.  
+
<PARA>Now that we have the size of the dragon we can pick a level.  
    My dragon is only 20 feet tall and 1250 pounds so I think maybe he
+
My dragon is only 20 feet tall and 1250 pounds so I think maybe he
    is a bit young and will make his level around 70.</PARA>
+
is a bit young and will make his level around 70.</PARA>
   
+
 
  <nowiki>
 
  <nowiki>
  
    level 70
+
level 70
  
    </nowiki>
+
</nowiki>
    <PARA>The dragon may not wear armour but by default a dragon should
+
<PARA>The dragon may not wear armour but by default a dragon should
    have an armour equal to someone wearing plate mail.  Not only that
+
have an armour equal to someone wearing plate mail.  Not only that
    but my dragon doesn't like to use his mouth as his natural attack
+
but my dragon doesn't like to use his mouth as his natural attack
    and he sure can't punch with those big claws so we need to set his
+
and he sure can't punch with those big claws so we need to set his
    attack type to claw.</PARA>
+
attack type to claw.</PARA>
   
+
 
  <nowiki>
 
  <nowiki>
  
    NATURAL_DEF(WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
  
    </nowiki>
+
</nowiki>
  
  <PARA>Not many black dragons are good so I will pick almost totally
+
<PARA>Not many black dragons are good so I will pick almost totally
  evil, since totally evil is -1000 I will set it as follows.</PARA>
+
evil, since totally evil is -1000 I will set it as follows.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
    alignment -900
+
alignment -900
  
  </nowiki>   
+
</nowiki>  
  <PARA>Finally we get to the hard part.  Many people have trouble
+
<PARA>Finally we get to the hard part.  Many people have trouble
  setting the NPC abilities, weapons, and spells.  There really is nothing
+
setting the NPC abilities, weapons, and spells.  There really is nothing
  to it if you have read <xref linkend="npcmacroability"> and <xref
+
to it if you have read <xref linkend="npcmacroability"> and <xref
  linkend="npcmacroweapspl">.  The only thing you have to remember is the
+
linkend="npcmacroweapspl">.  The only thing you have to remember is the
  numbers you are putting are not the actual amount but a percentage of
+
numbers you are putting are not the actual amount but a percentage of
  the skill points you want the game to use on your NPC when having your
+
the skill points you want the game to use on your NPC when having your
  NPC practice as it loads and all amounts of abilities must add up to
+
NPC practice as it loads and all amounts of abilities must add up to
  100% as well as all weapons and spells must add up to 100%.  For the
+
100% as well as all weapons and spells must add up to 100%.  For the
  dragon the following would be what the abilities, weapons, and spells
+
dragon the following would be what the abilities, weapons, and spells
  would look like.</PARA>
+
would look like.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //big strong and magical most ability points on str and mag
+
//big strong and magical most ability points on str and mag
  MSET_ABILITY(20,12,12,12,12,12,20,0)
+
MSET_ABILITY(20,12,12,12,12,12,20,0)
  
  //Set natural attack highest of weapons because he fights with claws
+
//Set natural attack highest of weapons because he fights with claws
  MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
  
  //black dragons have natural defense from acid set it highest
+
//black dragons have natural defense from acid set it highest
  MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
  
  </nowiki>
+
</nowiki>
  
  <PARA>That is all you need to make a basic dragon.  True this dragon
+
<PARA>That is all you need to make a basic dragon.  True this dragon
  will not do anything but claw you to death if you attack it but in <xref
+
will not do anything but claw you to death if you attack it but in <xref
  linkend="npccomplex"> we will give the dragon some more abilities with
+
linkend="npccomplex"> we will give the dragon some more abilities with
  some special <ACRONYM>DIL</ACRONYM> functions.  For now lets take a look at our finished
+
some special <ACRONYM>DIL</ACRONYM> functions.  For now lets take a look at our finished
  product.</PARA>
+
product.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eyes","eye"}
+
extra {"eyes","eye"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
  sex SEX_MALE
+
sex SEX_MALE
  height 625
+
height 625
  weight 1250
+
weight 1250
  level 70
+
level 70
    NATURAL_DEF(WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
  alignment -900
+
alignment -900
  MSET_ABILITY(20,12,12,12,12,12,20,0)
+
MSET_ABILITY(20,12,12,12,12,12,20,0)
  MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
  MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
  
  end
+
end
  
  
  </nowiki>
+
</nowiki>
  
  <PARA>As you can see there is a bit more to building an NPC than a room
+
<PARA>As you can see there is a bit more to building an NPC than a room
  but its really not that much harder.  Try changing some stuff and make
+
but its really not that much harder.  Try changing some stuff and make
  sure to practice debugging your errors the more compiling you do the
+
sure to practice debugging your errors the more compiling you do the
  better you will get.  </PARA>
+
better you will get.  </PARA>
  
  </SECT1>
+
</SECT1>
  
  <sect1 id="npcdebug">
+
<sect1 id="npcdebug">
  <TITLE>Compiling and debugging your first NPC</TITLE>
+
<TITLE>Compiling and debugging your first NPC</TITLE>
  
  <PARA>As we have previously mentioned in <xref linkend="rmdebug"> it is
+
<PARA>As we have previously mentioned in <xref linkend="rmdebug"> it is
  always a good idea to build one or two things and then compile to make
+
always a good idea to build one or two things and then compile to make
  finding errors easy.  In this case we have one NPC to compile and rather
+
finding errors easy.  In this case we have one NPC to compile and rather
  than having all the rooms get in my way while compiling it I have
+
than having all the rooms get in my way while compiling it I have
  removed them and only have the '%mobiles' section.  The following is
+
removed them and only have the '%mobiles' section.  The following is
  what the zone looks like when it has only one NPC in it.</PARA>
+
what the zone looks like when it has only one NPC in it.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %mobiles
+
%mobiles
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra
+
extra
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eye","eyes"}
+
extra {"eye","eyes"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
  sex SEX_MALE
+
sex SEX_MALE
  height 625
+
height 625
  weight 1250
+
weight 1250
  level 70
+
level 70
  NATURAL_DEF (WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF (WPN_CLAW, ARM_PLATE)
  alignment -900
+
alignment -900
  MSET_ABILITY(21,12,12,12,12,12,20,0)
+
MSET_ABILITY(21,12,12,12,12,12,20,0)
  MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
  MSET_SPELL(0,0,0,0,0,0,1,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,1,0,0,0,30)
  
  end
+
end
  
  %end
+
%end
  
  </nowiki>
+
</nowiki>
  
  <PARA>I removed the '%rooms' section added a '%mobiles' section and
+
<PARA>I removed the '%rooms' section added a '%mobiles' section and
  stuck the dragon in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
+
stuck the dragon in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
  server for you to be able to look at it in the game.  If you downloaded
+
server for you to be able to look at it in the game.  If you downloaded
  our example zones for this document you can compile this zone along with
+
our example zones for this document you can compile this zone along with
  us and fix the errors as we do for practice.  The filename is
+
us and fix the errors as we do for practice.  The filename is
  ''debug_npc.zon''.  Just so you know the errors in this
+
''debug_npc.zon''.  Just so you know the errors in this
  zone are intentional so please don't write me an email telling me that
+
zone are intentional so please don't write me an email telling me that
  there are errors in it.</PARA>
+
there are errors in it.</PARA>
  
  <PARA>The command to compile the zone is
+
<PARA>The command to compile the zone is
  <command>VMC debug_npc.zon</command>.
+
<command>VMC debug_npc.zon</command>.
  Here is what we get when we first try and
+
Here is what we get when we first try and
  compile the zone.</PARA>
+
compile the zone.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_npc.zon'
+
Compiling 'debug_npc.zon'
  debug_npc.zon: 32: parse error
+
debug_npc.zon: 32: parse error
    Token: 'extra'
+
  Token: 'extra'
  debug_npc.zon: 55: parse error
+
debug_npc.zon: 55: parse error
    Token: 'alignment'
+
  Token: 'alignment'
  Compilation aborted.
+
Compilation aborted.
  </nowiki>
+
</nowiki>
  
  <PARA>This error file doesn't look any harder than the last one we dealt
+
<PARA>This error file doesn't look any harder than the last one we dealt
  with when compiling our first room.  The problem is when we go to line
+
with when compiling our first room.  The problem is when we go to line
  '32' and look for an error we don't find one.  This normally means that
+
'32' and look for an error we don't find one.  This normally means that
  the error was hard for the compiler to figure out.  The best way to deal
+
the error was hard for the compiler to figure out.  The best way to deal
  with an error like this is to start at the line it gives you and go up
+
with an error like this is to start at the line it gives you and go up
  and look for an error.  When we do this we notice that the extra right
+
and look for an error.  When we do this we notice that the extra right
  above the line that the error is on is missing '{}' so we will add them
+
above the line that the error is on is missing '{}' so we will add them
  back in.  Most of the time you want to do one error and recompile but
+
back in.  Most of the time you want to do one error and recompile but
  sometimes you can shorten the process for example in this error file
+
sometimes you can shorten the process for example in this error file
  the word 'alignment has been spelled wrong so we can fix that before we
+
the word 'alignment has been spelled wrong so we can fix that before we
  recompile so go to line '56' and fix that.  Now with those two errors
+
recompile so go to line '56' and fix that.  Now with those two errors
  fixed we can recompile and this is what we get:</PARA>
+
fixed we can recompile and this is what we get:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_npc.zon'
+
Compiling 'debug_npc.zon'
  FATAL: Abilities in 'bldragon' sums up to 101,and not 100.
+
FATAL: Abilities in 'bldragon' sums up to 101,and not 100.
  FATAL: Spells&amp;weapons in 'bldragon' sums up to 101, and not 100.
+
FATAL: Spells&amp;weapons in 'bldragon' sums up to 101, and not 100.
  WARNING: Fatal errors in zone.
+
WARNING: Fatal errors in zone.
  
  </nowiki>
+
</nowiki>
  
  <PARA>As we have said before you have to make sure that abilities add up
+
<PARA>As we have said before you have to make sure that abilities add up
  to 100 percent this error is telling us that my math sucks and that I
+
to 100 percent this error is telling us that my math sucks and that I
  have added 1 extra percent to the abilities.  Not only that but again if
+
have added 1 extra percent to the abilities.  Not only that but again if
  we look at both errors I have also put 1 extra on weapons and spells.  
+
we look at both errors I have also put 1 extra on weapons and spells.  
  So we can fix both of these at once.  Notice it doesn't give a line
+
So we can fix both of these at once.  Notice it doesn't give a line
  number but that is not a problem because you can search for 'MSET_ABIL'
+
number but that is not a problem because you can search for 'MSET_ABIL'
  and it will take you right to the problems.  After I subtract one from the
+
and it will take you right to the problems.  After I subtract one from the
  abilities and one from either the spells or weapons the following is the
+
abilities and one from either the spells or weapons the following is the
  error file I get.</PARA>
+
error file I get.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_npc.zon'
+
Compiling 'debug_npc.zon'
  <ACRONYM>VMC</ACRONYM> Done.
+
<ACRONYM>VMC</ACRONYM> Done.
  
  </nowiki>
+
</nowiki>
  
  <PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
+
<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
  you have now successfully compiled the zone. The main thing I want to
+
you have now successfully compiled the zone. The main thing I want to
  point out is that you can sometimes fix more than one error at a time
+
point out is that you can sometimes fix more than one error at a time
  but be carefull when doing this if you try to fix some errors before
+
but be carefull when doing this if you try to fix some errors before
  fixing the first you will be trying to fix things that are not broken.  
+
fixing the first you will be trying to fix things that are not broken.  
  The safest way to compile stuff is still fix one error at a
+
The safest way to compile stuff is still fix one error at a
  time.</PARA>
+
time.</PARA>
  
  <PARA>Now that you have a compiled zone you should check and make sure
+
<PARA>Now that you have a compiled zone you should check and make sure
  that all the files are there.  When you compile a zone you will end up
+
that all the files are there.  When you compile a zone you will end up
  with  three extra files. the files will have the same filename as your zone
+
with  three extra files. the files will have the same filename as your zone
  with a new extension in this case you should have the following.</PARA>
+
with a new extension in this case you should have the following.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  debug_npc.data
+
debug_npc.data
  debug_npc.err
+
debug_npc.err
  debug_npc.reset
+
debug_npc.reset
  debug_rm.zon
+
debug_rm.zon
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you have all of these you are all set to go.  If not then there
+
<PARA>If you have all of these you are all set to go.  If not then there
  is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
+
is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
  help.</PARA>
+
help.</PARA>
  
  <PARA>  To get your new zone in the mud all that is needed is to make
+
<PARA>  To get your new zone in the mud all that is needed is to make
  sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
+
sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
  these files into your zone directory.  Then reboot the mud.  You should
+
these files into your zone directory.  Then reboot the mud.  You should
  be able to log on your builder character and load your NPC by typing
+
be able to log on your builder character and load your NPC by typing
  <command>load bldragon@dragonst</command> and
+
<command>load bldragon@dragonst</command> and
  you can list your zones NPCs by typing <command>wstat zone dragonst
+
you can list your zones NPCs by typing <command>wstat zone dragonst
  mobiles</command>.</PARA>
+
mobiles</command>.</PARA>
  
  <PARA>There you go you have now compiled your first NPC.  As you can see
+
<PARA>There you go you have now compiled your first NPC.  As you can see
  with as little as you have learned so far you can already make a variety
+
with as little as you have learned so far you can already make a variety
  of monsters and NPCs of any kind.  The next section will cover the <ACRONYM>DIL</ACRONYM>
+
of monsters and NPCs of any kind.  The next section will cover the <ACRONYM>DIL</ACRONYM>
  functions you can use with a NPC and then we will get right into some
+
functions you can use with a NPC and then we will get right into some
  more complex examples.</PARA>
+
more complex examples.</PARA>
  </sect1>
+
</sect1>
  
  <sect1 id="npcdilfunc">
+
<sect1 id="npcdilfunc">
  <TITLE><ACRONYM>DIL</ACRONYM> functions for NPCs</TITLE>
+
<TITLE><ACRONYM>DIL</ACRONYM> functions for NPCs</TITLE>
  
  <PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
+
<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
  special functions on rooms, NPCs, objects, PCs, and much more.  This
+
special functions on rooms, NPCs, objects, PCs, and much more.  This
  manual is for basic zone writing and therefore will not go into how to
+
manual is for basic zone writing and therefore will not go into how to
  write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
+
write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
  functions for you as an Administrator and your builders to use to make
+
functions for you as an Administrator and your builders to use to make
  special rooms, NPCs, and objects.  The following is a list of all NPC
+
special rooms, NPCs, and objects.  The following is a list of all NPC
  functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
+
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
  
  <variablelist id="var-npcfunc">
+
<variablelist id="var-npcfunc">
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Mercenary
 
;Mercenary
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>
+
<PARA>
  This function allows you to make an NPC hireable by players in the game.  You
+
This function allows you to make an NPC hireable by players in the game.  You
  simply dilcopy this unto a mob and the player can then type 'contract &lt;character name&gt;
+
simply dilcopy this unto a mob and the player can then type 'contract &lt;character name&gt;
  and the mob will hunt that char for a fee. This function takes no special
+
and the mob will hunt that char for a fee. This function takes no special
  arguments.  the following is the function definition found in
+
arguments.  the following is the function definition found in
  ''function.zon'':</PARA>
+
''function.zon'':</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
 
+
  dilbegin mercenary_hire();
+
dilbegin mercenary_hire();
  
  </nowiki>
+
</nowiki>
  
  <PARA>To use it you simply dilcopy it to your NPC as follows:</PARA>
+
<PARA>To use it you simply dilcopy it to your NPC as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy mercenary_hire@function();
+
dilcopy mercenary_hire@function();
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Obey
 
;Obey
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This function when dilcopied on the NPC will make it obey there master.  And
+
<PARA>This function when dilcopied on the NPC will make it obey there master.  And
  example mobile of this is the familiar. Upon completing a small quest a Mage
+
example mobile of this is the familiar. Upon completing a small quest a Mage
  receives a familiar that will obey that player and that player only. The player
+
receives a familiar that will obey that player and that player only. The player
  can simply type <command>Tell &lt;familiar name&gt; cast heal
+
can simply type <command>Tell &lt;familiar name&gt; cast heal
  &lt;player name&gt;</command> and it will carry out the command.  This function takes
+
&lt;player name&gt;</command> and it will carry out the command.  This function takes
  no arguments.  The following is the definition found in
+
no arguments.  The following is the definition found in
  ''function.zon'':</PARA>  
+
''function.zon'':</PARA>  
 
  <nowiki>
 
  <nowiki>
  
  dilbegin obey();
+
dilbegin obey();
  
  </nowiki>
+
</nowiki>
  <PARA>To use this function simply dilcopy it to the NPC you want to be a
+
<PARA>To use this function simply dilcopy it to the NPC you want to be a
  mercenary like so:</PARA>
+
mercenary like so:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy obey@function();
+
dilcopy obey@function();
  
  </nowiki>  
+
</nowiki>  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Evaluate
 
;Evaluate
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This function when placed on an NPC allows it to evaluate items
+
<PARA>This function when placed on an NPC allows it to evaluate items
  for a fee.  The function definition looks as follows:</PARA>
+
for a fee.  The function definition looks as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin evaluate (amt:integer);
+
dilbegin evaluate (amt:integer);
  
  </nowiki>
+
</nowiki>
  <PARA>The function has one argument 'amt' that lets you set the cost of
+
<PARA>The function has one argument 'amt' that lets you set the cost of
  the evaluation of items.  If you wanted to set the value to four gold it
+
the evaluation of items.  If you wanted to set the value to four gold it
  would work just like when setting the money field and look as
+
would work just like when setting the money field and look as
  follows:</PARA>
+
follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy evaluate@function(4*GOLD_PIECE);
+
dilcopy evaluate@function(4*GOLD_PIECE);
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Guard Direction
 
;Guard Direction
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>  This is an enhanced version of the Guard Way Function. It will allow both
+
<PARA>  This is an enhanced version of the Guard Way Function. It will allow both
    certain players to enter as well as certain mobs. An optional stop <ACRONYM>DIL</ACRONYM>
+
  certain players to enter as well as certain mobs. An optional stop <ACRONYM>DIL</ACRONYM>
    can be supplied if you wish to do something special. It takes two
+
  can be supplied if you wish to do something special. It takes two
  arguments, the activator and the direction.  The following is the
+
arguments, the activator and the direction.  The following is the
  function definition:</PARA>
+
function definition:</PARA>
 
+
 
  <nowiki>  
 
  <nowiki>  
  
  dilbegin guard_dir(direction : string, excludepc : stringlist,
+
dilbegin guard_dir(direction : string, excludepc : stringlist,
                    excludenpc : stringlist, stopdil : string);
+
                  excludenpc : stringlist, stopdil : string);
  
        </nowiki>
+
  </nowiki>
  <PARA>This function is dilcopied onto the mob in the room that the mob is initially
+
<PARA>This function is dilcopied onto the mob in the room that the mob is initially
  loaded. Thus is the mob is summoned or commanded away it will not block the  
+
loaded. Thus is the mob is summoned or commanded away it will not block the  
  directions until it is back to where it was first created. This <ACRONYM>DIL</ACRONYM> takes four
+
directions until it is back to where it was first created. This <ACRONYM>DIL</ACRONYM> takes four
  arguments. The first is the direction to block. The second arguments is for those
+
arguments. The first is the direction to block. The second arguments is for those
  PC's you wish to allow to pass in that direction without being stopped.  The next
+
PC's you wish to allow to pass in that direction without being stopped.  The next
  for the NPCs you wish to allow to pass. The last is the 'act you wish the blocking
+
for the NPCs you wish to allow to pass. The last is the 'act you wish the blocking
  mob to display to the PC's that are blocked from proceeding in the selected direction.
+
mob to display to the PC's that are blocked from proceeding in the selected direction.
  The third and forth arguments may be 'null', this will pass the defaults to the
+
The third and forth arguments may be 'null', this will pass the defaults to the
  dilcopy.  The third argument is a stringlist that tells which players
+
dilcopy.  The third argument is a stringlist that tells which players
  or NPCs are excluded from the guard.  The forth is a <ACRONYM>DIL</ACRONYM> you can pass in
+
or NPCs are excluded from the guard.  The forth is a <ACRONYM>DIL</ACRONYM> you can pass in
  to do something special to people who are stopped.  We will not show how
+
to do something special to people who are stopped.  We will not show how
  to use the forth argument because it takes more <ACRONYM>DIL</ACRONYM> knowledge than this
+
to use the forth argument because it takes more <ACRONYM>DIL</ACRONYM> knowledge than this
  manual covers.  The following would be a valid dilcopy for this
+
manual covers.  The following would be a valid dilcopy for this
  function:</PARA>
+
function:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy guard_dir@function("south", {"papi",
+
dilcopy guard_dir@function("south", {"papi",
  {"rejji"}, null, null);
+
{"rejji"}, null, null);
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Combat magic
 
;Combat magic
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This function when placed on a mobile allows it to use any of the
+
<PARA>This function when placed on a mobile allows it to use any of the
  combat spells.  The function definition is as follows: It also allows
+
combat spells.  The function definition is as follows: It also allows
  the NPC to cast heal during combat on itself. </PARA>
+
the NPC to cast heal during combat on itself. </PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin combat_mag(atk_spl : string, def_spl : string,
+
dilbegin combat_mag(atk_spl : string, def_spl : string,
                      def_pct:integer, spd: integer);
+
                    def_pct:integer, spd: integer);
  
      </nowiki>
+
</nowiki>
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Combat magic arguments</TITLE>
+
<TITLE>Combat magic arguments</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>argument</ENTRY>
+
<ENTRY>argument</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>description</ENTRY>
+
<ENTRY>description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>atk_spl</ENTRY>
+
<ENTRY>atk_spl</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>Attack spell ie "fireball" or "" for none</ENTRY>
+
<ENTRY>Attack spell ie "fireball" or "" for none</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>def_spl</ENTRY>
+
<ENTRY>def_spl</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>Defense Spell ie "heal" or "" for none</ENTRY>
+
<ENTRY>Defense Spell ie "heal" or "" for none</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>def_pct</ENTRY>
+
<ENTRY>def_pct</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>At what % of hitpoints defense spell will be cast</ENTRY>
+
<ENTRY>At what % of hitpoints defense spell will be cast</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>spd</ENTRY>
+
<ENTRY>spd</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>speed at which mob will uses its attack magic, 1 for all
+
<ENTRY>speed at which mob will uses its attack magic, 1 for all
  at once (every round) to 5 for every 5 rounds. I suggest 2.</ENTRY>
+
at once (every round) to 5 for every 5 rounds. I suggest 2.</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>Defense spells take priority when the hit points fall below the % specified,
+
<PARA>Defense spells take priority when the hit points fall below the % specified,
  after (if) the hits have been restored above that number attack magic will
+
after (if) the hits have been restored above that number attack magic will
  resume.  If def_spl is used, function automatically makes sure that it retains
+
resume.  If def_spl is used, function automatically makes sure that it retains
  enough mana for at least one healing, ie it will attack 4 times if it don't
+
enough mana for at least one healing, ie it will attack 4 times if it don't
  need a healing.  The following would be an example of what you would put
+
need a healing.  The following would be an example of what you would put
  on your NPC:</PARA>
+
on your NPC:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy combat_mag@function ("harm", "heal", 25, 2);
+
dilcopy combat_mag@function ("harm", "heal", 25, 2);
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Fido
 
;Fido
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This function turns the NPC into a corpse eating mobile.  The
+
<PARA>This function turns the NPC into a corpse eating mobile.  The
  following is the functions definition:</PARA>
+
following is the functions definition:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin fido(txt1:string,txt2:string);
+
dilbegin fido(txt1:string,txt2:string);
  
  </nowiki>
+
</nowiki>
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Fido arguments</TITLE>
+
<TITLE>Fido arguments</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  
  <ENTRY>Argument</ENTRY>
+
<ENTRY>Argument</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>description</ENTRY>
+
<ENTRY>description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>txt1</ENTRY>
+
<ENTRY>txt1</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>The text shown when mob finds and eats corpses, default:
+
<ENTRY>The text shown when mob finds and eats corpses, default:
                          'XXX savagely devours a corpse.'
+
                        'XXX savagely devours a corpse.'
                    will be shown if txt1 is set to "".
+
                  will be shown if txt1 is set to "".
                    If txt1 is set to "stop", the mob will NOT devour corpses
+
                  If txt1 is set to "stop", the mob will NOT devour corpses
                    (convenient if you want your dogs to only eat food leftovers
+
                  (convenient if you want your dogs to only eat food leftovers
                    but not corpses).
+
                  but not corpses).
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>txt2</ENTRY>
+
<ENTRY>txt2</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>
+
<ENTRY>
  The text shown when mob finds and eats ITEM_FOOD, default:
+
The text shown when mob finds and eats ITEM_FOOD, default:
                          'XXX hungrily devours YYY.'
+
                        'XXX hungrily devours YYY.'
                    will be shown if txt2 is set to "".
+
                  will be shown if txt2 is set to "".
                    If txt2 is set to "stop", the mob will NOT devour
+
                  If txt2 is set to "stop", the mob will NOT devour
                    ITEM_FOOD (convenient if you want to make a corpse-eating
+
                  ITEM_FOOD (convenient if you want to make a corpse-eating
                    ghoul, who'd choke on normal food, etc).
+
                  ghoul, who'd choke on normal food, etc).
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <NOTE><PARA>In both cases $1n is the mob itself, $2n is the title of the
+
<NOTE><PARA>In both cases $1n is the mob itself, $2n is the title of the
      item devoured.</PARA></NOTE>
+
    item devoured.</PARA></NOTE>
  
  <PARA>An example of the 'fido' function on an NPC would look as
+
<PARA>An example of the 'fido' function on an NPC would look as
  follows:</PARA>
+
follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
+
dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
                        "$1n grabs $2n and hungrily munches it.");
+
                      "$1n grabs $2n and hungrily munches it.");
       
+
 
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Wander zone
 
;Wander zone
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This function allows a mob to wander around more than one zone, but not all zones.
+
<PARA>This function allows a mob to wander around more than one zone, but not all zones.
  You specify what zones the mob can wander.  Has optional intelligence which allows
+
You specify what zones the mob can wander.  Has optional intelligence which allows
  the opening and closing of doors.  The following is the function
+
the opening and closing of doors.  The following is the function
  definition:</PARA>
+
definition:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin wander_zones(zones : string, spd : integer, doors : integer,
+
dilbegin wander_zones(zones : string, spd : integer, doors : integer,
                        lckd_doors : integer);
+
                      lckd_doors : integer);
       
+
 
  </nowiki>
+
</nowiki>
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Zone wander arguments</TITLE>
+
<TITLE>Zone wander arguments</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>argument</ENTRY>
+
<ENTRY>argument</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>description</ENTRY>
+
<ENTRY>description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>zones</ENTRY>
+
<ENTRY>zones</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>A string of zone names separated by spaces.</ENTRY>
+
<ENTRY>A string of zone names separated by spaces.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>spd</ENTRY>
+
<ENTRY>spd</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>The speed (in seconds) at which the mob wanders.
+
<ENTRY>The speed (in seconds) at which the mob wanders.
                                Minimum = 5 secs (for process time).</ENTRY>
+
                              Minimum = 5 secs (for process time).</ENTRY>
          </ROW>
+
  </ROW>
  <ROW>
+
<ROW>
  <ENTRY>doors</ENTRY>
+
<ENTRY>doors</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY>
+
<ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>lckd_doors</ENTRY>
+
<ENTRY>lckd_doors</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY>
+
<ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>The options are not too hard so we will show how to use it and
+
<PARA>The options are not too hard so we will show how to use it and
  leave it at that</PARA>
+
leave it at that</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy wander_zones@function ("halfzon haon_dor", 5, 1);
+
dilcopy wander_zones@function ("halfzon haon_dor", 5, 1);
  
  </nowiki>
+
</nowiki>
  <NOTE><PARA>@loadzone option which is used by inputting @loadzone
+
<NOTE><PARA>@loadzone option which is used by inputting @loadzone
  somewhere in the zones string will replace it by the zone the mob is
+
somewhere in the zones string will replace it by the zone the mob is
  loaded in like this:
+
loaded in like this:
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy wander_zones@function ("halfzon haon_dor @loadzone", 5, 1);
+
dilcopy wander_zones@function ("halfzon haon_dor @loadzone", 5, 1);
                       
+
                     
  </nowiki></PARA>
+
</nowiki></PARA>
  </NOTE>
+
</NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Global wander
 
;Global wander
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This is similar to wander_zones because it's just a modified version of it,
+
<PARA>This is similar to wander_zones because it's just a modified version of it,
  which requires no zones argument since it moves in all zones.  The
+
which requires no zones argument since it moves in all zones.  The
  following is the function definition:</PARA>
+
following is the function definition:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin global_wander(spd : integer, doors : integer,
+
dilbegin global_wander(spd : integer, doors : integer,
                        lckd_doors :integer);
+
                      lckd_doors :integer);
  
  </nowiki>
+
</nowiki>
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Global wander arguments</TITLE>
+
<TITLE>Global wander arguments</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>argument</ENTRY>
+
<ENTRY>argument</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>description</ENTRY>
+
<ENTRY>description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>spd</ENTRY>
+
<ENTRY>spd</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>The speed (in seconds) at which the mob wanders.
+
<ENTRY>The speed (in seconds) at which the mob wanders.
                                Minimum = 5 seconds (for process time).</ENTRY>
+
                              Minimum = 5 seconds (for process time).</ENTRY>
          </ROW>
+
  </ROW>
  <ROW>
+
<ROW>
  <ENTRY>doors</ENTRY>
+
<ENTRY>doors</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY>
+
<ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>lckd_doors</ENTRY>
+
<ENTRY>lckd_doors</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY>
+
<ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>The options are not to hard so we will show how to use it and
+
<PARA>The options are not to hard so we will show how to use it and
  leave it at that</PARA>
+
leave it at that</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy global_wander@function (60, 1, 1);
+
dilcopy global_wander@function (60, 1, 1);
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Team work
 
;Team work
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This function when placed on a mob, located in the same room as another mob,
+
<PARA>This function when placed on a mob, located in the same room as another mob,
  will allow the mobile to assist the other in combat.  The following is
+
will allow the mobile to assist the other in combat.  The following is
  the function definition:</PARA>
+
the function definition:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin aware teamwork(lst: string);
+
dilbegin aware teamwork(lst: string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>This function takes one argument which is a string of the mobiles it is
+
<PARA>This function takes one argument which is a string of the mobiles it is
  to protect. So if we wanted a NPC to protect both Jesper and Enver the
+
to protect. So if we wanted a NPC to protect both Jesper and Enver the
  dilcopy would look as follows:</PARA>
+
dilcopy would look as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy teamwork@function("jesper/enver");
+
dilcopy teamwork@function("jesper/enver");
  
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>For this to work both mobs must be in the same room or following
+
<NOTE><PARA>For this to work both mobs must be in the same room or following
        each other.</PARA></NOTE>
+
      each other.</PARA></NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Rescue
 
;Rescue
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This function when placed on a mob, located in the same room as another mob,
+
<PARA>This function when placed on a mob, located in the same room as another mob,
  will allow the mobile to rescue the other mob if it is attacked.  The
+
will allow the mobile to rescue the other mob if it is attacked.  The
  function is as follows:</PARA>
+
function is as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin aware rescue(lst: string);
+
dilbegin aware rescue(lst: string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>This function takes one argument, a string of those mobiles
+
<PARA>This function takes one argument, a string of those mobiles
  you wish this NPC to assist should they be attacked.</PARA>
+
you wish this NPC to assist should they be attacked.</PARA>
  
  <NOTE><PARA>
+
<NOTE><PARA>
  For this to work both NPCs must be in the same room or following
+
For this to work both NPCs must be in the same room or following
        each other.</PARA></NOTE>
+
      each other.</PARA></NOTE>
   
+
 
    <PARA>Again we will use our test subjects Jesper and Enver and if
+
  <PARA>Again we will use our test subjects Jesper and Enver and if
  we wanted an NPC to protect them and come to their aid the following
+
we wanted an NPC to protect them and come to their aid the following
  would be the dilcopy:</PARA>
+
would be the dilcopy:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy teamwork@function("jesper/enver");
+
dilcopy teamwork@function("jesper/enver");
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Agressive
 
;Agressive
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This function makes a Mob hostile to person(s) in the room with it, under
+
<PARA>This function makes a Mob hostile to person(s) in the room with it, under
  certain conditions which are provided as arguments.
+
certain conditions which are provided as arguments.
  In short, the all-singing, all-dancing aggression <ACRONYM>DIL</ACRONYM>.  The following is
+
In short, the all-singing, all-dancing aggression <ACRONYM>DIL</ACRONYM>.  The following is
  this functions definition:</PARA>
+
this functions definition:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin aggressive (sx : integer, rce : integer, opp : integer,
+
dilbegin aggressive (sx : integer, rce : integer, opp : integer,
                      levl : integer, sanc : integer, tme : integer,
+
                    levl : integer, sanc : integer, tme : integer,
                      tar : integer, align : string, attack :
+
                    tar : integer, align : string, attack :
                      stringlist);
+
                    stringlist);
       
+
        </nowiki>
+
</nowiki>
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Agressive arguments</TITLE>
+
<TITLE>Agressive arguments</TITLE>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>argument</ENTRY>
+
<ENTRY>argument</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>description</ENTRY>
+
<ENTRY>description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>sx</ENTRY>
+
<ENTRY>sx</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>NOTE: not the sex values in values.h.
+
<ENTRY>NOTE: not the sex values in values.h.
                                  This decides the sex of your mob's
+
                                This decides the sex of your mob's
                                  victim.
+
                                victim.
                                  0 - Sex doesn't matter,
+
                                0 - Sex doesn't matter,
                                  1 - Attack opposite sex to self (if not
+
                                1 - Attack opposite sex to self (if not
                                      neutral!),
+
                                    neutral!),
                                  2 - Attack SEX_MALE,
+
                                2 - Attack SEX_MALE,
                                  3 - Attack SEX_FEMALE,
+
                                3 - Attack SEX_FEMALE,
                                  4 - Attack SEX_NEUTRAL.
+
                                4 - Attack SEX_NEUTRAL.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  
  <ENTRY>rce</ENTRY>
+
<ENTRY>rce</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>Any of the PC races from 0 to 14. A value
+
<ENTRY>Any of the PC races from 0 to 14. A value
                                  of -1 means we don't care about the
+
                                of -1 means we don't care about the
                                  victim's race.
+
                                victim's race.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>opp</ENTRY>
+
<ENTRY>opp</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>0 - Non race specific (same as rce := -1)
+
<ENTRY>0 - Non race specific (same as rce := -1)
                                  1 - Attack the specified rce,
+
                                1 - Attack the specified rce,
  2 - Attack any pc race _but_ the specified rce.
+
2 - Attack any pc race _but_ the specified rce.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>levl</ENTRY>
+
<ENTRY>levl</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>
+
<ENTRY>
  Allow level specific aggression.
+
Allow level specific aggression.
                                  A value of 30 would make the mob hostile
+
                                A value of 30 would make the mob hostile
                                  to all pcs level 30 and above.
+
                                to all pcs level 30 and above.
                                  A value of -30 (note the -) would make the
+
                                A value of -30 (note the -) would make the
                                  mob hostile to all pcs level 30 or below.
+
                                mob hostile to all pcs level 30 or below.
                                  A value of 0 means level doesn't matter.
+
                                A value of 0 means level doesn't matter.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>sanc</ENTRY>
+
<ENTRY>sanc</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>
+
<ENTRY>
  Does this mob obey the sanc/soothe rules?
+
Does this mob obey the sanc/soothe rules?
                                  (ie, if someone has cast sanctuary on
+
                                (ie, if someone has cast sanctuary on
                                  themselves, will this mob recognize it, and
+
                                themselves, will this mob recognize it, and
                                  not attack, or attack anyway).
+
                                not attack, or attack anyway).
                                  0 - Doesn't obey sanc or soothe
+
                                0 - Doesn't obey sanc or soothe
                                  1 - Obeys only sanc
+
                                1 - Obeys only sanc
                                  2 - Obeys only soothe
+
                                2 - Obeys only soothe
                                  3 - Obeys both sanc and soothe
+
                                3 - Obeys both sanc and soothe
                                  (SOOTHE is a new spell for ranger's guild)
+
                                (SOOTHE is a new spell for ranger's guild)
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>tme</ENTRY>
+
<ENTRY>tme</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>Time in ticks to wait before attacking (is
+
<ENTRY>Time in ticks to wait before attacking (is
                                  automatically put to RANTIME, ie, time
+
                                automatically put to RANTIME, ie, time
                                  variance of time-time/2 to time+time/2).
+
                                variance of time-time/2 to time+time/2).
                                  Values accepted are from 0 to 400 (that's
+
                                Values accepted are from 0 to 400 (that's
                                  0 - 100 seconds. Can be specified using
+
                                0 - 100 seconds. Can be specified using
                                  PULSE_SEC).
+
                                PULSE_SEC).
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>tar</ENTRY>
+
<ENTRY>tar</ENTRY>
  <ENTRY>integer</ENTRY>
+
<ENTRY>integer</ENTRY>
  <ENTRY>
+
<ENTRY>
  This is a special value which determines
+
This is a special value which determines
                                  which of the eligible victims we pick.
+
                                which of the eligible victims we pick.
                                  -2 - Last eligible victim to into the room.
+
                                -2 - Last eligible victim to into the room.
                                  -1 - Weakest eligible victim in room.
+
                                -1 - Weakest eligible victim in room.
                                  0  - Random eligible victim.
+
                                0  - Random eligible victim.
                                  +1 - Strongest eligible victim in room.
+
                                +1 - Strongest eligible victim in room.
  +2 - First eligible victim into the room.
+
+2 - First eligible victim into the room.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>align</ENTRY>
+
<ENTRY>align</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>
+
<ENTRY>
  The desired alignment of the victim.
+
The desired alignment of the victim.
                                  "ANY"      - We don't care about the alignment.
+
                                "ANY"      - We don't care about the alignment.
                                  "GOOD"    - Attack only good alignment.
+
                                "GOOD"    - Attack only good alignment.
                                  "EVIL"    - Attack only evil alignment.
+
                                "EVIL"    - Attack only evil alignment.
                                  "NEUTRAL " - Attack only neutral alignment.
+
                                "NEUTRAL " - Attack only neutral alignment.
                                  "OPPOSITE" - Attack opposite alignment to self
+
                                "OPPOSITE" - Attack opposite alignment to self
                                  (provided self isn't neutral).
+
                                (provided self isn't neutral).
          "SALIGN" - Attack same alignment as self.
+
"SALIGN" - Attack same alignment as self.
                                  "DALIGN" - Attack any alignment
+
                                "DALIGN" - Attack any alignment
                                  different to self.
+
                                different to self.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>attack</ENTRY>
+
<ENTRY>attack</ENTRY>
  <ENTRY>stringlist</ENTRY>
+
<ENTRY>stringlist</ENTRY>
  <ENTRY>
+
<ENTRY>
  This is a 2 string stringlist. These are
+
This is a 2 string stringlist. These are
                                      the messages sent to the people in the room
+
                                    the messages sent to the people in the room
                                      except the victim, and the victim itself,
+
                                    except the victim, and the victim itself,
                                      in that order.
+
                                    in that order.
                                      If the second (victim) string is "", the
+
                                    If the second (victim) string is "", the
                                      first string will be shown to the victim,
+
                                    first string will be shown to the victim,
                                      as if they were anyone else in the room.
+
                                    as if they were anyone else in the room.
                                      You can leave both blank if you wish.
+
                                    You can leave both blank if you wish.
                                      $1n is the mob name (self), $3n is the
+
                                    $1n is the mob name (self), $3n is the
                                      victim's name.
+
                                    victim's name.
                                      NOTE: the $ values only apply if you supply
+
                                    NOTE: the $ values only apply if you supply
                                      BOTH string 1 and 2.
+
                                    BOTH string 1 and 2.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  </TBODY>
+
</TBODY>
  </TGROUP>
+
</TGROUP>
  </TABLE>
+
</TABLE>
  
  
  <PARA>The argument descriptions pretty much explain everything there is
+
<PARA>The argument descriptions pretty much explain everything there is
  to know about the agressive function and what it was so we will finish
+
to know about the agressive function and what it was so we will finish
  off by giving an example of a dilcopy that will create a NPC that fits
+
off by giving an example of a dilcopy that will create a NPC that fits
  the following description</PARA>
+
the following description</PARA>
  
  <PARA>Let's say our mob is a level 40 Goblin who doesn't like
+
<PARA>Let's say our mob is a level 40 Goblin who doesn't like
  dwarves. He's very particular in that he doesn't like evil female
+
dwarves. He's very particular in that he doesn't like evil female
  dwarves who are level 20 and above. He does recognize the sanctuary
+
dwarves who are level 20 and above. He does recognize the sanctuary
  spell, but he doesn't recognize soothe, and he'll wait 10 seconds on
+
spell, but he doesn't recognize soothe, and he'll wait 10 seconds on
  average before he attacks. The 2 messages sent are: "$1n savagely
+
average before he attacks. The 2 messages sent are: "$1n savagely
  attacks $3n with his big axe!" and "$1n attacks you!"</PARA>
+
attacks $3n with his big axe!" and "$1n attacks you!"</PARA>
  
  <PARA>Here's what the function call would look like:</PARA>
+
<PARA>Here's what the function call would look like:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy aggressive (3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
+
dilcopy aggressive (3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
                      {"$1n savagely attacks $3n with his big axe!",
+
                    {"$1n savagely attacks $3n with his big axe!",
                      "$1n attacks you!"});
+
                    "$1n attacks you!"});
       
+
        </nowiki>
+
</nowiki>
       
+
  <PARA>In this example, 3 (attack females), 2 (attack dwarves), 1 (just dwarves),
+
<PARA>In this example, 3 (attack females), 2 (attack dwarves), 1 (just dwarves),
    20 (Level 20+ victims), 2 (obey only soothe), PULSE_SEC*10
+
  20 (Level 20+ victims), 2 (obey only soothe), PULSE_SEC*10
  (wait around 10 seconds before attacking), EVIL (attack only
+
(wait around 10 seconds before attacking), EVIL (attack only
  evil), and the strings in the stringlist are displayed to
+
evil), and the strings in the stringlist are displayed to
  the victim and the room, in that order.</PARA>
+
the victim and the room, in that order.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Janitors
 
;Janitors
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This function turns the NPC into a janitor that will pick up items left
+
<PARA>This function turns the NPC into a janitor that will pick up items left
  lying around and will also tell new  players. those under level 20,
+
lying around and will also tell new  players. those under level 20,
  where there corpse is if they come across it in there wanderings.
+
where there corpse is if they come across it in there wanderings.
  You must also supply the wander_zone <ACRONYM>DIL</ACRONYM> for this to work correctly.  
+
You must also supply the wander_zone <ACRONYM>DIL</ACRONYM> for this to work correctly.  
  The definition for the janitor function is as follows:</PARA>
+
The definition for the janitor function is as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin janitors(rate: integer);
+
dilbegin janitors(rate: integer);
  
  </nowiki>
+
</nowiki>
  <PARA>The Janitor function only takes one argument and that determines
+
<PARA>The Janitor function only takes one argument and that determines
  how fast the janitor will pick up stuff in seconds.</PARA>
+
how fast the janitor will pick up stuff in seconds.</PARA>
  
  <PARA>To make a Janitor that will pick up stuff every thirty seconds the
+
<PARA>To make a Janitor that will pick up stuff every thirty seconds the
  following would be the dilcopy:</PARA>
+
following would be the dilcopy:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy janitor@function(30);
+
dilcopy janitor@function(30);
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Shop Keeper
 
;Shop Keeper
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  <PARA>This is one of the more complex dilcopies and considered by some to be  
+
<PARA>This is one of the more complex dilcopies and considered by some to be  
  confusing. Below I will step you through the creation of the mobile,
+
confusing. Below I will step you through the creation of the mobile,
  and the application of this <ACRONYM>DIL</ACRONYM> using defines to hopefully simplify the
+
and the application of this <ACRONYM>DIL</ACRONYM> using defines to hopefully simplify the
  use of this function.  The function is defined as:</PARA>
+
use of this function.  The function is defined as:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin aware shopkeeper(prod: stringlist, custom_acts : stringlist,
+
dilbegin aware shopkeeper(prod: stringlist, custom_acts : stringlist,
                              opentimes : stringlist, itemtype: string,
+
                            opentimes : stringlist, itemtype: string,
        sellprofit : integer,buyprofit: integer,
+
sellprofit : integer,buyprofit: integer,
        maxcash : integer,closedil : string,
+
maxcash : integer,closedil : string,
        dilparams : string );
+
dilparams : string );
  
  </nowiki>
+
</nowiki>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 1
 
;Step 1
  <DICTDEF>
+
<DICTDEF>
  <PARA>First, figure out what you want your shopkeeper to sell.  He can sell
+
<PARA>First, figure out what you want your shopkeeper to sell.  He can sell
  pretty much any item from any zone, as long as you know its symbolic
+
pretty much any item from any zone, as long as you know its symbolic
  name.
+
name.
  For Hogan (our example shopkeeper), he is a bartender, so he sells things
+
For Hogan (our example shopkeeper), he is a bartender, so he sells things
  you would commonly find in a pub, tavern, or bar.
+
you would commonly find in a pub, tavern, or bar.
  His list of items (their symbolic names at which zone) are:</PARA>
+
His list of items (their symbolic names at which zone) are:</PARA>
  
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  grain_alcohol@gobtown1
+
grain_alcohol@gobtown1
  pretzels@gobtown1
+
pretzels@gobtown1
  beer_nuts@gobtown1
+
beer_nuts@gobtown1
  rum_coke@gobtown1
+
rum_coke@gobtown1
  tuborg@udgaard
+
tuborg@udgaard
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now, since I use defines, I make a define for Hogan's products.  I called
+
<PARA>Now, since I use defines, I make a define for Hogan's products.  I called
  it TAVERN_PROD (for tavern's products).  And use the following setup
+
it TAVERN_PROD (for tavern's products).  And use the following setup
  and just stick the names of your items in where his items are.   
+
and just stick the names of your items in where his items are.   
  Each item will have a setup like this:</PARA>
+
Each item will have a setup like this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  "tuborg@udgaard 15 20"   
+
"tuborg@udgaard 15 20"   
  
  </nowiki>
+
</nowiki>
  
  
  <PARA>A symbolic name followed by two numbers, with the entire thing in
+
<PARA>A symbolic name followed by two numbers, with the entire thing in
  quotes.  Where :</PARA>
+
quotes.  Where :</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>The "tuborg@udgaard" is your item's symbolic name</PARA></LISTITEM>  
+
<LISTITEM><PARA>The "tuborg@udgaard" is your item's symbolic name</PARA></LISTITEM>  
  <LISTITEM><PARA>The 15 (our first number in the string) is the number of that item that
+
<LISTITEM><PARA>The 15 (our first number in the string) is the number of that item that
    will load into your shop daily</PARA></LISTITEM>  
+
  will load into your shop daily</PARA></LISTITEM>  
  <LISTITEM><PARA>The 20 (our second number in the string) is the limit available of that
+
<LISTITEM><PARA>The 20 (our second number in the string) is the limit available of that
    item in the shop ever</PARA></LISTITEM>  
+
  item in the shop ever</PARA></LISTITEM>  
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>So this shop would sell tuborgs.. and every mudday, 15 tuborgs will load
+
<PARA>So this shop would sell tuborgs.. and every mudday, 15 tuborgs will load
  into our shop to replenish our stock.. and the maximum tuborgs we can have
+
into our shop to replenish our stock.. and the maximum tuborgs we can have
  at any given time is 20.</PARA>
+
at any given time is 20.</PARA>
  
  <PARA>Next we place all this info into the define we created above, which would look
+
<PARA>Next we place all this info into the define we created above, which would look
  like this:</PARA>
+
like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_PROD \
+
#define TAVERN_PROD \
  {"grain_alcohol@gobtown1 15 20", \
+
{"grain_alcohol@gobtown1 15 20", \
  "pretzels@gobtown1 10 15", \
+
"pretzels@gobtown1 10 15", \
  "beer_nuts@gobtown1 15 20", \
+
"beer_nuts@gobtown1 15 20", \
  "rum_coke@gobtown1 10 15", \
+
"rum_coke@gobtown1 10 15", \
  "tuborg@udgaard 15 20"}  
+
"tuborg@udgaard 15 20"}  
 
+
  </nowiki>
+
</nowiki>
  
  <PARA>The above is my define for Hogan's products that he sells.  Each one is in
+
<PARA>The above is my define for Hogan's products that he sells.  Each one is in
  quotes and they have commas separating them.  If you put each item on its
+
quotes and they have commas separating them.  If you put each item on its
  own separate line, you need to put a space and then a back slash after the
+
own separate line, you need to put a space and then a back slash after the
  comma which separates the items, like it shows above.  The entire define
+
comma which separates the items, like it shows above.  The entire define
  is enclosed in curly brackets, {}.  
+
is enclosed in curly brackets, {}.  
  Now we are finished with the items he sells.</PARA>
+
Now we are finished with the items he sells.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 2
 
;Step 2
  <DICTDEF>
+
<DICTDEF>
  <PARA>Now you must decide what kind of dialogue you would like your
+
<PARA>Now you must decide what kind of dialogue you would like your
  shopkeeper to say.  There are ten separate responses you can make for your
+
shopkeeper to say.  There are ten separate responses you can make for your
  shopkeeper.  They do go in a specific order and I will list what each do.</PARA>
+
shopkeeper.  They do go in a specific order and I will list what each do.</PARA>
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 1
 
;Response 1
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first response will be used if the shopkeeper doesn't have the
+
<PARA>The first response will be used if the shopkeeper doesn't have the
  particular item you're trying to buy in stock, or if he doesn't sell that
+
particular item you're trying to buy in stock, or if he doesn't sell that
  item at all.</PARA>
+
item at all.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 2
 
;Response 2
  <DICTDEF>
+
<DICTDEF>
  <PARA>The second response is used when the player is trying to sell the
+
<PARA>The second response is used when the player is trying to sell the
  shopkeeper something which the player does not have in his inventory. Items
+
shopkeeper something which the player does not have in his inventory. Items
  worn by the player can not be sold until removed from there worn position.</PARA>
+
worn by the player can not be sold until removed from there worn position.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 3
 
;Response 3
  <DICTDEF>
+
<DICTDEF>
  <PARA>The third response is used when the player is trying to sell the shopkeeper
+
<PARA>The third response is used when the player is trying to sell the shopkeeper
  something that is not one of those of his trade types. (This will be more
+
something that is not one of those of his trade types. (This will be more
  clear when we get to the trade type part below. Such as a player trying to sell
+
clear when we get to the trade type part below. Such as a player trying to sell
  our bartender a canoe. =)</PARA>
+
our bartender a canoe. =)</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 4
 
;Response 4
  <DICTDEF>
+
<DICTDEF>
  <PARA>The fourth response is used when the player tries to buy something from the
+
<PARA>The fourth response is used when the player tries to buy something from the
  shopkeeper, but doesn't have enough money to buy it.</PARA>
+
shopkeeper, but doesn't have enough money to buy it.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 5
 
;Response 5
  <DICTDEF>
+
<DICTDEF>
  <PARA>The fifth response is used when the sale was successful and the player
+
<PARA>The fifth response is used when the sale was successful and the player
  buys something from the shopkeeper.</PARA>
+
buys something from the shopkeeper.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 6
 
;Response 6
  <DICTDEF>
+
<DICTDEF>
  <PARA>The sixth response is again used when the sale was successful, but this
+
<PARA>The sixth response is again used when the sale was successful, but this
  time it's for when the player successfully sells something to the
+
time it's for when the player successfully sells something to the
  shopkeeper.</PARA>
+
shopkeeper.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 7
 
;Response 7
  <DICTDEF>
+
<DICTDEF>
  <PARA>The seventh response is used when the shopkeeper doesn't have enough of the
+
<PARA>The seventh response is used when the shopkeeper doesn't have enough of the
  item to sell as the player requests. Such as someone trying to buy 10
+
item to sell as the player requests. Such as someone trying to buy 10
  tuborgs, but our bartender only has 9.</PARA>
+
tuborgs, but our bartender only has 9.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 8
 
;Response 8
  <DICTDEF>
+
<DICTDEF>
  <PARA>The eighth response is Used when the shop is closed and a player tries to
+
<PARA>The eighth response is Used when the shop is closed and a player tries to
  buy something from or sell something to the shopkeeper.</PARA>
+
buy something from or sell something to the shopkeeper.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 9
 
;Response 9
  <DICTDEF>
+
<DICTDEF>
  <PARA>The ninth response is used when the player tries to sell an item to the
+
<PARA>The ninth response is used when the player tries to sell an item to the
  shopkeeper that the shopkeeper doesn't trade that item.</PARA>
+
shopkeeper that the shopkeeper doesn't trade that item.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Response 10
 
;Response 10
  <DICTDEF>
+
<DICTDEF>
  <PARA>The tenth (and last!) response is for when the shopkeeper has run out of
+
<PARA>The tenth (and last!) response is for when the shopkeeper has run out of
  money and can't afford to buy what the player is trying to sell him.</PARA>
+
money and can't afford to buy what the player is trying to sell him.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Now. again, I made a define called TAVERN_MSG (for tavern messages) and I
+
<PARA>Now. again, I made a define called TAVERN_MSG (for tavern messages) and I
  placed all my responses in it.  Don't forget, they do go in that specific
+
placed all my responses in it.  Don't forget, they do go in that specific
  order!  And below is our setup with responses in it.</PARA>
+
order!  And below is our setup with responses in it.</PARA>
  
  <NOTE><PARA>In the responses below, $1n refers to the shopkeeper, $2n refers
+
<NOTE><PARA>In the responses below, $1n refers to the shopkeeper, $2n refers
  to the item being sold, bought, etc.. and $3n refers to the person dealing
+
to the item being sold, bought, etc.. and $3n refers to the person dealing
  with the shopkeeper.</PARA></NOTE>
+
with the shopkeeper.</PARA></NOTE>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_MSG \
+
#define TAVERN_MSG \
  {"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
+
{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
  "$1n says, '$3n, you don't even have that!'", \
+
"$1n says, '$3n, you don't even have that!'", \
  "$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
+
"$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
  "$1n says, '$3n, you can't afford $2n.'", \
+
"$1n says, '$3n, you can't afford $2n.'", \
  "$1n says, 'Thank you, $3n, here are %s for $2n.'", \
+
"$1n says, 'Thank you, $3n, here are %s for $2n.'", \
  "$1n says, 'Thank you, $3n.'", \
+
"$1n says, 'Thank you, $3n.'", \
  "$1n says, 'I don't have that many $2ns in stock.'", \
+
"$1n says, 'I don't have that many $2ns in stock.'", \
  "$1n says, 'I'm on break, come back later.'", \
+
"$1n says, 'I'm on break, come back later.'", \
  "$1n says, 'I haven't got a use for $2n.'", \
+
"$1n says, 'I haven't got a use for $2n.'", \
  "$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
+
"$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
 
+
  </nowiki>
+
</nowiki>
  
  <PARA>Just like with the items, the responses are in quotes, and are separated
+
<PARA>Just like with the items, the responses are in quotes, and are separated
  with commas.  Since I put each on their own separate lines (for neatness
+
with commas.  Since I put each on their own separate lines (for neatness
  sake), I put a space and a back slash, \, after each.  The entire define is
+
sake), I put a space and a back slash, \, after each.  The entire define is
  enclosed in curly braces,{}.
+
enclosed in curly braces,{}.
  And then you're done with your shopkeeper's messages!
+
And then you're done with your shopkeeper's messages!
  Don't worry, it gets simpler from here.</PARA>  
+
Don't worry, it gets simpler from here.</PARA>  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 3
 
;Step 3
  <DICTDEF>
+
<DICTDEF>
  <PARA>Now we get to decide when we want our shop to be open.  We get to use  
+
<PARA>Now we get to decide when we want our shop to be open.  We get to use  
  military time, so 1 refers to 1am, 6 refers to 6am, 12 refers to 12pm
+
military time, so 1 refers to 1am, 6 refers to 6am, 12 refers to 12pm
  (noon), 18 refers to 6pm, and both 0 and 24 refer to 12am (midnight)..
+
(noon), 18 refers to 6pm, and both 0 and 24 refer to 12am (midnight)..
  etc.. =)
+
etc.. =)
  And my define for this I named TAVERN_OPEN_TIMES (for when the tavern is
+
And my define for this I named TAVERN_OPEN_TIMES (for when the tavern is
  open) and I used the following setup:</PARA>
+
open) and I used the following setup:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_OPEN_TIMES {"12","18"}
+
#define TAVERN_OPEN_TIMES {"12","18"}
  
  </nowiki>
+
</nowiki>
  
  <PARA>You just have to make your define and stick your times in quotes and
+
<PARA>You just have to make your define and stick your times in quotes and
  enclose them in curly braces.  So Hogan will be opened from 1am ("1")
+
enclose them in curly braces.  So Hogan will be opened from 1am ("1")
  until 11pm ("23").  He will close after 11pm and reopen again at 1am.
+
until 11pm ("23").  He will close after 11pm and reopen again at 1am.
  You may also add multiple open and close times as per the following  
+
You may also add multiple open and close times as per the following  
  example:</PARA>
+
example:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_OPEN_TIMES {"1","12","16","20"}
+
#define TAVERN_OPEN_TIMES {"1","12","16","20"}
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 4
 
;Step 4
  <DICTDEF>
+
<DICTDEF>
  <PARA>For this step you get to choose your shopkeeper's trade types.  And what
+
<PARA>For this step you get to choose your shopkeeper's trade types.  And what
  you pick all depends on what kinds of things you want your shopkeeper to
+
you pick all depends on what kinds of things you want your shopkeeper to
  sell and buy.  You can find the item types in ''values.h'', but I'll also list
+
sell and buy.  You can find the item types in ''values.h'', but I'll also list
  them below.</PARA>
+
them below.</PARA>
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Sale types</TITLE>
+
<TITLE>Sale types</TITLE>
  <TGROUP align=left cols=4 colsep=1>
+
<TGROUP align=left cols=4 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Value</ENTRY>
+
<ENTRY>Value</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>Value</ENTRY>
+
<ENTRY>Value</ENTRY>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>1</ENTRY><ENTRY>ITEM_LIGHT</ENTRY><ENTRY>14</ENTRY><ENTRY>ITEM_TRAP</ENTRY>
+
<ENTRY>1</ENTRY><ENTRY>ITEM_LIGHT</ENTRY><ENTRY>14</ENTRY><ENTRY>ITEM_TRAP</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>2</ENTRY><ENTRY>ITEM_SCROLL</ENTRY><ENTRY>15</ENTRY><ENTRY>ITEM_CONTAINER</ENTRY>
+
<ENTRY>2</ENTRY><ENTRY>ITEM_SCROLL</ENTRY><ENTRY>15</ENTRY><ENTRY>ITEM_CONTAINER</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>3</ENTRY><ENTRY>ITEM_WAND</ENTRY><ENTRY>16</ENTRY><ENTRY>ITEM_NOTE</ENTRY>
+
<ENTRY>3</ENTRY><ENTRY>ITEM_WAND</ENTRY><ENTRY>16</ENTRY><ENTRY>ITEM_NOTE</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>4</ENTRY><ENTRY>ITEM_STAFF</ENTRY><ENTRY>17</ENTRY><ENTRY>ITEM_DRINKCON</ENTRY>
+
<ENTRY>4</ENTRY><ENTRY>ITEM_STAFF</ENTRY><ENTRY>17</ENTRY><ENTRY>ITEM_DRINKCON</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>5</ENTRY><ENTRY>ITEM_WEAPON</ENTRY><ENTRY>18</ENTRY><ENTRY>ITEM_KEY</ENTRY>
+
<ENTRY>5</ENTRY><ENTRY>ITEM_WEAPON</ENTRY><ENTRY>18</ENTRY><ENTRY>ITEM_KEY</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>6</ENTRY><ENTRY>ITEM_FIREWEAPON</ENTRY><ENTRY>19</ENTRY><ENTRY>ITEM_FOOD</ENTRY>
+
<ENTRY>6</ENTRY><ENTRY>ITEM_FIREWEAPON</ENTRY><ENTRY>19</ENTRY><ENTRY>ITEM_FOOD</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>7</ENTRY><ENTRY>ITEM_MISSILE</ENTRY><ENTRY>20</ENTRY><ENTRY>ITEM_MONEY</ENTRY>
+
<ENTRY>7</ENTRY><ENTRY>ITEM_MISSILE</ENTRY><ENTRY>20</ENTRY><ENTRY>ITEM_MONEY</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>8</ENTRY><ENTRY>ITEM_TREASURE</ENTRY><ENTRY>21</ENTRY><ENTRY>ITEM_PEN</ENTRY>
+
<ENTRY>8</ENTRY><ENTRY>ITEM_TREASURE</ENTRY><ENTRY>21</ENTRY><ENTRY>ITEM_PEN</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>9</ENTRY><ENTRY>ITEM_ARMOR</ENTRY><ENTRY>22</ENTRY><ENTRY>ITEM_BOAT</ENTRY>
+
<ENTRY>9</ENTRY><ENTRY>ITEM_ARMOR</ENTRY><ENTRY>22</ENTRY><ENTRY>ITEM_BOAT</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>10</ENTRY><ENTRY>ITEM_POTION</ENTRY><ENTRY>23</ENTRY><ENTRY>ITEM_SPELL</ENTRY>
+
<ENTRY>10</ENTRY><ENTRY>ITEM_POTION</ENTRY><ENTRY>23</ENTRY><ENTRY>ITEM_SPELL</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>11</ENTRY><ENTRY>ITEM_WORN</ENTRY><ENTRY>24</ENTRY><ENTRY>ITEM_BOOK</ENTRY>
+
<ENTRY>11</ENTRY><ENTRY>ITEM_WORN</ENTRY><ENTRY>24</ENTRY><ENTRY>ITEM_BOOK</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>12</ENTRY><ENTRY>ITEM_OTHER</ENTRY><ENTRY>25</ENTRY><ENTRY>ITEM_SHIELD</ENTRY>
+
<ENTRY>12</ENTRY><ENTRY>ITEM_OTHER</ENTRY><ENTRY>25</ENTRY><ENTRY>ITEM_SHIELD</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>13</ENTRY><ENTRY>ITEM_TRASH</ENTRY><ENTRY></ENTRY><ENTRY></ENTRY>
+
<ENTRY>13</ENTRY><ENTRY>ITEM_TRASH</ENTRY><ENTRY></ENTRY><ENTRY></ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>We are making a bartender, so he should sell food and drinks.  So I
+
<PARA>We are making a bartender, so he should sell food and drinks.  So I
  selected ITEM_FOOD, and it's corresponding number is 19.  So I made my  
+
selected ITEM_FOOD, and it's corresponding number is 19.  So I made my  
  define TAVERN_ITEM_TYPE (for our tavern's type of items) using the  
+
define TAVERN_ITEM_TYPE (for our tavern's type of items) using the  
  following setup:</PARA>
+
following setup:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_ITEM_TYPE "19"  
+
#define TAVERN_ITEM_TYPE "19"  
  
  </nowiki>
+
</nowiki>
  <PARA>Now, if we had a magic shop, and wanted to sell potions and scrolls, I
+
<PARA>Now, if we had a magic shop, and wanted to sell potions and scrolls, I
  would make a define called for example MAGIC_ITEM_TYPE and make it like
+
would make a define called for example MAGIC_ITEM_TYPE and make it like
  this:</PARA>
+
this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MAGIC_ITEM_TYPE "2 10"
+
#define MAGIC_ITEM_TYPE "2 10"
  
  </nowiki>
+
</nowiki>
  <PARA>The 2 was our number corresponding to the scrolls, and the 10
+
<PARA>The 2 was our number corresponding to the scrolls, and the 10
  corresponded to the potions.  That is how you make your shopkeeper
+
corresponded to the potions.  That is how you make your shopkeeper
  sell more than one item type, just stick the corresponding numbers inside
+
sell more than one item type, just stick the corresponding numbers inside
  quotes with a space separating them.</PARA>
+
quotes with a space separating them.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 5
 
;Step 5
  <DICTDEF>
+
<DICTDEF>
  <PARA>Now you get to decide how much money your shopkeeper gets to have
+
<PARA>Now you get to decide how much money your shopkeeper gets to have
  to buy things with.  One platinum piece is equal to 40960.  So if I wanted
+
to buy things with.  One platinum piece is equal to 40960.  So if I wanted
  him to have two platinum pieces to spend on buying things from players, I
+
him to have two platinum pieces to spend on buying things from players, I
  would make a define called TAVERN_MAX_CASH (for the maximum amount of
+
would make a define called TAVERN_MAX_CASH (for the maximum amount of
  money our shopkeeper gets) and use the following setup:</PARA>
+
money our shopkeeper gets) and use the following setup:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_MAX_CASH 81920
+
#define TAVERN_MAX_CASH 81920
  
  </nowiki>
+
</nowiki>
  <PARA>I got 81920 by multiplying the 40960 (one platinum) by 2</PARA>
+
<PARA>I got 81920 by multiplying the 40960 (one platinum) by 2</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 6
 
;Step 6
  <DICTDEF>
+
<DICTDEF>
  <PARA>The sixth thing we get to do is to decide how much profit does our
+
<PARA>The sixth thing we get to do is to decide how much profit does our
  shopkeeper get when he sells his items.  Items should have a cost to them
+
shopkeeper get when he sells his items.  Items should have a cost to them
  already tagged on them, so their whatever their cost is, that is equal to
+
already tagged on them, so their whatever their cost is, that is equal to
  100%. Now, if your shopkeeper wants to take an extra 10% on the items he's
+
100%. Now, if your shopkeeper wants to take an extra 10% on the items he's
  selling so he can support his family, then you would make his selling
+
selling so he can support his family, then you would make his selling
  profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
+
profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
  when he sells things) and gave him 110% selling profit, and used the
+
when he sells things) and gave him 110% selling profit, and used the
  following setup:</PARA>
+
following setup:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_SELL_PROFIT 110
+
#define TAVERN_SELL_PROFIT 110
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 7
 
;Step 7
  <DICTDEF>
+
<DICTDEF>
  <PARA>This last define is almost exactly like our selling profit, but now, we're
+
<PARA>This last define is almost exactly like our selling profit, but now, we're
  doing our buying profit... when a player sells an item to the shopkeeper,
+
doing our buying profit... when a player sells an item to the shopkeeper,
  he doesn't want to pay full price because it must be used since a player
+
he doesn't want to pay full price because it must be used since a player
  has it.  Now the item's cost is 100%, and maybe the shopkeeper only wants
+
has it.  Now the item's cost is 100%, and maybe the shopkeeper only wants
  to buy items for half its cost.  So I would make his buying profit 50,
+
to buy items for half its cost.  So I would make his buying profit 50,
  and use the following setup.</PARA>
+
and use the following setup.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define TAVERN_BUY_PROFIT 50
+
#define TAVERN_BUY_PROFIT 50
  
  </nowiki>
+
</nowiki>
  
  <PARA>All of the previous  defines you can place anywhere in the zone.  I like
+
<PARA>All of the previous  defines you can place anywhere in the zone.  I like
  to place mine before the %<ACRONYM>DIL</ACRONYM> section just to keep them somewhere where
+
to place mine before the %<ACRONYM>DIL</ACRONYM> section just to keep them somewhere where
  I know they all are.  You can place each one on the mob itself, but I
+
I know they all are.  You can place each one on the mob itself, but I
  think that looks cluttered so's why I put them where I put
+
think that looks cluttered so's why I put them where I put
  them.  And you're going to have a dilcopy placed on your mob also, which
+
them.  And you're going to have a dilcopy placed on your mob also, which
  I'll explain in step 8.</PARA>  
+
I'll explain in step 8.</PARA>  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Step 8
 
;Step 8
  <DICTDEF>
+
<DICTDEF>
  <PARA>Okay one last step.  Now you get to place the <ACRONYM>DIL</ACRONYM> on your shopkeeper mob
+
<PARA>Okay one last step.  Now you get to place the <ACRONYM>DIL</ACRONYM> on your shopkeeper mob
  using all of those cute little defines you just made.  The syntax for the
+
using all of those cute little defines you just made.  The syntax for the
  <ACRONYM>DIL</ACRONYM> is:</PARA>
+
<ACRONYM>DIL</ACRONYM> is:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
    dilcopy shopkeeper@function(products, responses, opentimes,  
+
  dilcopy shopkeeper@function(products, responses, opentimes,  
                              tradetypes, sellprofit, buyprofit,
+
                            tradetypes, sellprofit, buyprofit,
                              maxcash, closedil, dilparams);
+
                            maxcash, closedil, dilparams);
         
+
          </nowiki>
+
</nowiki>
  <PARA>Take your defines from above the defines that you made are
+
<PARA>Take your defines from above the defines that you made are
  called:</PARA>
+
called:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES, TAVERN_ITEM_TYPE,
+
TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES, TAVERN_ITEM_TYPE,
  TAVERN_SELL_PROFIT, TAVERN_BUY_PROFIT, and TAVERN_MAX_CASH.
+
TAVERN_SELL_PROFIT, TAVERN_BUY_PROFIT, and TAVERN_MAX_CASH.
  
  </nowiki>
+
</nowiki>
  <PARA>Now all you have to do is place them in the syntax where they belong like
+
<PARA>Now all you have to do is place them in the syntax where they belong like
  in the below example.</PARA>
+
in the below example.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
+
dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
                              TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT,  
+
                            TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT,  
                              TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
+
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
  
  </nowiki>
+
</nowiki>
  <PARA>For the last two fields, I just put "", "" because I don't make my own
+
<PARA>For the last two fields, I just put "", "" because I don't make my own
  unique <ACRONYM>DIL</ACRONYM> for those.  By just putting and empty set of quotes for each,
+
unique <ACRONYM>DIL</ACRONYM> for those.  By just putting and empty set of quotes for each,
  it makes it go to the default.
+
it makes it go to the default.
  And make sure you don't forget that semicolon at the end either.</PARA>
+
And make sure you don't forget that semicolon at the end either.</PARA>
  
  <PARA>You are pretty much done now.  All you have to do is place your
+
<PARA>You are pretty much done now.  All you have to do is place your
  defines either up before %<ACRONYM>DIL</ACRONYM> or somewhere in %mob if you'd like, and
+
defines either up before %<ACRONYM>DIL</ACRONYM> or somewhere in %mob if you'd like, and
  place the dilcopy onto your mob.</PARA>
+
place the dilcopy onto your mob.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>   
+
</VARIABLELIST>   
  
  <PARA>Just to make sure I've completely beaten a very dead horse, this is
+
<PARA>Just to make sure I've completely beaten a very dead horse, this is
  what it would look like in the end.</PARA>
+
what it would look like in the end.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  %zone sample_zon
+
%zone sample_zon
  
  #define TAVERN_PROD \
+
#define TAVERN_PROD \
  {"grain_alcohol@gobtown1 15 20", \
+
{"grain_alcohol@gobtown1 15 20", \
  "pretzels@gobtown1 10 15", \
+
"pretzels@gobtown1 10 15", \
  "beer_nuts@gobtown1 15 20", \
+
"beer_nuts@gobtown1 15 20", \
  "rum_coke@gobtown1 10 15", \
+
"rum_coke@gobtown1 10 15", \
  "tuborg@udgaard 15 20"}  
+
"tuborg@udgaard 15 20"}  
  
  #define TAVERN_MSG \
+
#define TAVERN_MSG \
  {"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
+
{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
  "$1n says, '$3n, you don't even have that!'", \
+
"$1n says, '$3n, you don't even have that!'", \
  "$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
+
"$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
  "$1n says, '$3n, you can't afford $2n.'", \
+
"$1n says, '$3n, you can't afford $2n.'", \
  "$1n says, 'Thank you, $3n, here are %s for $2n.'", \
+
"$1n says, 'Thank you, $3n, here are %s for $2n.'", \
  "$1n says, 'Thank you, $3n.'", \
+
"$1n says, 'Thank you, $3n.'", \
  "$1n says, 'I don't have that many $2ns in stock.'", \
+
"$1n says, 'I don't have that many $2ns in stock.'", \
  "$1n says, 'I'm on break, come back later.'", \
+
"$1n says, 'I'm on break, come back later.'", \
  "$1n says, 'I haven't got a use for $2n.'", \
+
"$1n says, 'I haven't got a use for $2n.'", \
  "$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
+
"$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
  
  #define TAVERN_OPEN_TIMES {"1","23"}
+
#define TAVERN_OPEN_TIMES {"1","23"}
  #define TAVERN_ITEM_TYPE "19"  
+
#define TAVERN_ITEM_TYPE "19"  
  #define TAVERN_MAX_CASH 81920
+
#define TAVERN_MAX_CASH 81920
  #define TAVERN_SELL_PROFIT 110
+
#define TAVERN_SELL_PROFIT 110
  #define TAVERN_BUY_PROFIT 50
+
#define TAVERN_BUY_PROFIT 50
  
  
  %mobiles
+
%mobiles
  
  bartender
+
bartender
  names {"hogan","goblin","bartender"}
+
names {"hogan","goblin","bartender"}
  title "Hogan"
+
title "Hogan"
  descr "Hogan stands behind the bar waiting to take your order."
+
descr "Hogan stands behind the bar waiting to take your order."
  extra {}
+
extra {}
  "He looks back at you, patiently waiting for your order."
+
"He looks back at you, patiently waiting for your order."
  M_AVG_GOBLIN(76,SEX_MALE)
+
M_AVG_GOBLIN(76,SEX_MALE)
  alignment -1000
+
alignment -1000
  exp 100
+
exp 100
  money 2 SILVER_PIECE, 2 COPPER_PIECE
+
money 2 SILVER_PIECE, 2 COPPER_PIECE
  
  dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
+
dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
                              TAVERN_ITEM_TYPE,TAVERN_SELL_PROFIT,  
+
                            TAVERN_ITEM_TYPE,TAVERN_SELL_PROFIT,  
                              TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
+
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
  end
+
end
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </sect1>
+
</sect1>
  
  
  <sect1 id="npccomplex">
+
<sect1 id="npccomplex">
  <TITLE>A more complex set of NPCs</TITLE>
+
<TITLE>A more complex set of NPCs</TITLE>
  
  <PARA>In the last sections you learned all the fields and how to make a basic NPC.
+
<PARA>In the last sections you learned all the fields and how to make a basic NPC.
  In this section we will use the information from the last sections to
+
In this section we will use the information from the last sections to
  create some more unique NPCs for our dragon station zone There is not a
+
create some more unique NPCs for our dragon station zone There is not a
  lot of new information here we will be using the DIL functions from the previous
+
lot of new information here we will be using the DIL functions from the previous
  section and adding some flags to the NPCs to make them act
+
section and adding some flags to the NPCs to make them act
  different.</PARA>
+
different.</PARA>
  
  <sect2>
+
<sect2>
  <TITLE>Magic casting NPC</TITLE>
+
<TITLE>Magic casting NPC</TITLE>
  
  <PARA>The basic Dragon we made in the <xref linkend="npcbasic"> looks
+
<PARA>The basic Dragon we made in the <xref linkend="npcbasic"> looks
  like a real dragon but it is a bit boring when you fight a dragon and
+
like a real dragon but it is a bit boring when you fight a dragon and
  don't get toasted by an acid or fire spell or two.  in <xref
+
don't get toasted by an acid or fire spell or two.  in <xref
  linkend="npcdilfunc"> the 'combat_magic' function was described.  This
+
linkend="npcdilfunc"> the 'combat_magic' function was described.  This
  is the function you use to make all NPCs cast magic while in combat.  
+
is the function you use to make all NPCs cast magic while in combat.  
  With that in mind lets take a look at how we can make our dragon a bit
+
With that in mind lets take a look at how we can make our dragon a bit
  more interesting g.</PARA>
+
more interesting g.</PARA>
  
  <PARA>Well lets see a black dragon is supposed to have the ability to
+
<PARA>Well lets see a black dragon is supposed to have the ability to
  either cast fire breath or acid breath depending on who you talk to.  
+
either cast fire breath or acid breath depending on who you talk to.  
  Once you learn <ACRONYM>DIL</ACRONYM> you could even make fire breath be a skill not a
+
Once you learn <ACRONYM>DIL</ACRONYM> you could even make fire breath be a skill not a
  spell but for now we will stick with what we know.  I like the acts of
+
spell but for now we will stick with what we know.  I like the acts of
  the acid breath spell so we will use that as the spell of choice.  The
+
the acid breath spell so we will use that as the spell of choice.  The
  NPC as we defined it before hasn't changed so the following would be the
+
NPC as we defined it before hasn't changed so the following would be the
  entire dragon with the combat magic function.</PARA>
+
entire dragon with the combat magic function.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eye","eyes"}
+
extra {"eye","eyes"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
  sex SEX_MALE
+
sex SEX_MALE
  height 625
+
height 625
  weight 1250
+
weight 1250
  level 70
+
level 70
  NATURAL_DEF (WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF (WPN_CLAW, ARM_PLATE)
  alignment -900
+
alignment -900
  MSET_ABILITY(20,12,12,12,12,12,20,0)
+
MSET_ABILITY(20,12,12,12,12,12,20,0)
  MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
  MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
  
  //Combat Magic added.
+
//Combat Magic added.
    dilcopy combat_mag@function("acid breath", "", 25, 2);
+
  dilcopy combat_mag@function("acid breath", "", 25, 2);
   
+
 
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>That is all there is to it.  If you are wondering where I got the
+
<PARA>That is all there is to it.  If you are wondering where I got the
  'acid breath' part of the <ACRONYM>DIL</ACRONYM> copy all the spells names are in the
+
'acid breath' part of the <ACRONYM>DIL</ACRONYM> copy all the spells names are in the
  ''spells.def'' or you can just pick a spell by what you
+
''spells.def'' or you can just pick a spell by what you
  would type if you wanted to cast it yourself in the game.  Now if this
+
would type if you wanted to cast it yourself in the game.  Now if this
  still looks like a lot to do to make a dragon the dragon above could
+
still looks like a lot to do to make a dragon the dragon above could
  have been created with exactly the same information by using the
+
have been created with exactly the same information by using the
  ''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
+
''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
  we use the macro the dragon would look like this</PARA>
+
we use the macro the dragon would look like this</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eye","eyes"}
+
extra {"eye","eyes"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
  end
+
end
  </nowiki>
+
</nowiki>
  
  <PARA>As you can see with the second way the dragon was a lot easier to
+
<PARA>As you can see with the second way the dragon was a lot easier to
  make because we let the macro set all the other values we just described
+
make because we let the macro set all the other values we just described
  the NPC and set the macro.</PARA>
+
the NPC and set the macro.</PARA>
  </sect2>
+
</sect2>
  
  <sect2>
+
<sect2>
  <TITLE>A wandering janitor</TITLE>
+
<TITLE>A wandering janitor</TITLE>
  
  <PARA>Our space station is nice but we wouldn't want a lot of people
+
<PARA>Our space station is nice but we wouldn't want a lot of people
  coming to visit if we didn't have a janitor to walk around cleaning up.  
+
coming to visit if we didn't have a janitor to walk around cleaning up.  
  Dragons most likely wouldn't be low life enough to be Janitors so I
+
Dragons most likely wouldn't be low life enough to be Janitors so I
  think we will leave that up to a hobgoblin.  the following would be the
+
think we will leave that up to a hobgoblin.  the following would be the
  definition of a hobgoblin wandering Janitor.</PARA>
+
definition of a hobgoblin wandering Janitor.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  janitor
+
janitor
  names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
  title "an ugly janitor"
+
title "an ugly janitor"
  descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
  extra{}
+
extra{}
  "This ugly green thing looks more goblin than hobgoblin but he seems
+
"This ugly green thing looks more goblin than hobgoblin but he seems
  intent on cleaning everything around him."
+
intent on cleaning everything around him."
  
  race RACE_HOBGOBLIN
+
race RACE_HOBGOBLIN
  level 6
+
level 6
  sex SEX_MALE
+
sex SEX_MALE
  height  130      /* cm            */  
+
height  130      /* cm            */  
  weight  120      /* Pounds        */  
+
weight  120      /* Pounds        */  
  // he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
  alignment 900
+
alignment 900
  
  NATURAL_DEF(WPN_FIST, ARM_LEATHER)
+
NATURAL_DEF(WPN_FIST, ARM_LEATHER)
  MSET_ABILITY(10,10,10,23,15,22,10,0)  \
+
MSET_ABILITY(10,10,10,23,15,22,10,0)  \
  MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
+
MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
  MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
+
MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
  
  
  //give him some money
+
//give him some money
  money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
  dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
  // only want him cleaning the station
+
// only want him cleaning the station
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>Like with the dragon if we wanted to create this NPC easier we
+
<PARA>Like with the dragon if we wanted to create this NPC easier we
  would use the Hobgoblin defines in ''composed.h'' so we
+
would use the Hobgoblin defines in ''composed.h'' so we
  don't have to fill out all the information.  If we did this it would
+
don't have to fill out all the information.  If we did this it would
  simply look as follows:</PARA>
+
simply look as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  janitor
+
janitor
  names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
  title "an ugly janitor"
+
title "an ugly janitor"
  descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
  extra{}
+
extra{}
  "This ugly green thing looks more goblin than hobgoblin but he seems intent
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent
  on cleaning everything around him."
+
on cleaning everything around him."
  
  M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
  // he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
  alignment 900
+
alignment 900
  
  //give him some money
+
//give him some money
  money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
  dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
  // only want him cleaning the station
+
// only want him cleaning the station
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>As you can see you can combine the DIL functions you learned in
+
<PARA>As you can see you can combine the DIL functions you learned in
  <xref linkend="npcdilfunc"> to make your NPC do more than one thing.</PARA>  
+
<xref linkend="npcdilfunc"> to make your NPC do more than one thing.</PARA>  
  
  </sect2>
+
</sect2>
  
  <sect2 id="specteach">
+
<sect2 id="specteach">
  <TITLE>Creating a teacher</TITLE>
+
<TITLE>Creating a teacher</TITLE>
  
  <PARA>Setting up teachers on valhalla is harder and more strict formed
+
<PARA>Setting up teachers on valhalla is harder and more strict formed
  than most things in the game.  The reason is the way you set them up is
+
than most things in the game.  The reason is the way you set them up is
  to use an old form of functions called special.  In the future guilds
+
to use an old form of functions called special.  In the future guilds
  will be in <ACRONYM>DIL</ACRONYM> like everything else but for now the teachers that are
+
will be in <ACRONYM>DIL</ACRONYM> like everything else but for now the teachers that are
  released with the <ACRONYM>VME</ACRONYM> are base code.  Even though the teachers are base
+
released with the <ACRONYM>VME</ACRONYM> are base code.  Even though the teachers are base
  code they still allow for you to adjust many things.  The truth is you
+
code they still allow for you to adjust many things.  The truth is you
  don't have to use our teachers you could code your own in <ACRONYM>DIL</ACRONYM> but many
+
don't have to use our teachers you could code your own in <ACRONYM>DIL</ACRONYM> but many
  find this easier.</PARA>
+
find this easier.</PARA>
  
  <PARA>Guild teacher definitions are actually less complex than people think
+
<PARA>Guild teacher definitions are actually less complex than people think
  they are. There really are no big, mysterious secrets. The key is simply
+
they are. There really are no big, mysterious secrets. The key is simply
  to understand the numbers and how the balance is achieved.
+
to understand the numbers and how the balance is achieved.
  (From here on in, GTD will refer to "guild teacher definition", and
+
(From here on in, GTD will refer to "guild teacher definition", and
  "entity" will be used to refer to the ability/spell/skill/weapon being
+
"entity" will be used to refer to the ability/spell/skill/weapon being
  offered by the GTD.)</PARA>
+
offered by the GTD.)</PARA>
  
  <NOTE><PARA>
+
<NOTE><PARA>
    Using TAB characters in GTDs is a very bad idea! It will have extremely
+
  Using TAB characters in GTDs is a very bad idea! It will have extremely
  adverse effects, including causing the mud to crash.
+
adverse effects, including causing the mud to crash.
  </PARA></NOTE>
+
</PARA></NOTE>
  
  <PARA>We need to tart first and explain that to use the teacher special
+
<PARA>We need to tart first and explain that to use the teacher special
  functions you need to use a field not described anywhere else in the NPC
+
functions you need to use a field not described anywhere else in the NPC
  descriptions.  The field is called a 'special'.  The reason the
+
descriptions.  The field is called a 'special'.  The reason the
  'special' field was not included in the field descriptions is because it
+
'special' field was not included in the field descriptions is because it
  is being removed from the <ACRONYM>VME</ACRONYM> as soon as banks and teachers have been
+
is being removed from the <ACRONYM>VME</ACRONYM> as soon as banks and teachers have been
  replaced by <ACRONYM>DIL</ACRONYM> there will be no more special functions.  For now
+
replaced by <ACRONYM>DIL</ACRONYM> there will be no more special functions.  For now
  however we need to use them for the for mentioned purposes.  The format
+
however we need to use them for the for mentioned purposes.  The format
  for a special function is as follows:</PARA>
+
for a special function is as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  special &lt;Function define&gt; &lt;function arguments&gt;
+
special &lt;Function define&gt; &lt;function arguments&gt;
  
  </nowiki>
+
</nowiki>
  <PARA>For teachers the function definition is 'SFUN_TEACH_INIT' and the
+
<PARA>For teachers the function definition is 'SFUN_TEACH_INIT' and the
  arguments range from who can join, what the acts of the teacher are,
+
arguments range from who can join, what the acts of the teacher are,
  and what the teacher teaches.</PARA>
+
and what the teacher teaches.</PARA>
  
  <PARA>In the first part of a SFUN_TEACH_INIT definition, there are several
+
<PARA>In the first part of a SFUN_TEACH_INIT definition, there are several
  pieces of important information which allow the mud to know what you are
+
pieces of important information which allow the mud to know what you are
  trying to provide to players.  The entire set of arguments are enclosed
+
trying to provide to players.  The entire set of arguments are enclosed
  in double quotes.  So a teacher with nothing at all in it would look
+
in double quotes.  So a teacher with nothing at all in it would look
  like this:</PARA>
+
like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_TEACH_INIT "&lt;arguments go here&gt;"
+
special SFUN_TEACH_INIT "&lt;arguments go here&gt;"
  
  </nowiki>
+
</nowiki>
  
  <PARA>After the opening double quote ("), the first thing necessary
+
<PARA>After the opening double quote ("), the first thing necessary
  is the text formatting code '&amp;l', which tells the compiler to ignore the
+
is the text formatting code '&amp;l', which tells the compiler to ignore the
  standard text formatting protocols for the rest of the string or until the
+
standard text formatting protocols for the rest of the string or until the
  '&amp;f' code is given.</PARA>
+
'&amp;f' code is given.</PARA>
  
  <PARA>Immediately following the '&amp;l' code, with no spaces at all, the type of
+
<PARA>Immediately following the '&amp;l' code, with no spaces at all, the type of
  entity the function will teach is defined. It is one of the following
+
entity the function will teach is defined. It is one of the following
  types:</PARA>
+
types:</PARA>
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>abilities</PARA></LISTITEM>
+
<LISTITEM><PARA>abilities</PARA></LISTITEM>
  <LISTITEM><PARA>spells</PARA></LISTITEM>
+
<LISTITEM><PARA>spells</PARA></LISTITEM>
  <LISTITEM><PARA>skills</PARA></LISTITEM>
+
<LISTITEM><PARA>skills</PARA></LISTITEM>
  <LISTITEM><PARA>weapons</PARA></LISTITEM>
+
<LISTITEM><PARA>weapons</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>The first two lines of the SFUN_TEACH_INIT looks like this:</PARA>
+
<PARA>The first two lines of the SFUN_TEACH_INIT looks like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
  "&amp;labilities;0;
+
"&amp;labilities;0;
  
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>The '0;' is the end of field marker that will be used
+
<NOTE><PARA>The '0;' is the end of field marker that will be used
  through out the teacher fields</PARA></NOTE>
+
through out the teacher fields</PARA></NOTE>
  
  <PARA>The next set of arguments to the teacher function is the acts the
+
<PARA>The next set of arguments to the teacher function is the acts the
  teacher will use when a person is trying to train.  There are seven acts
+
teacher will use when a person is trying to train.  There are seven acts
  total and they are as follows:</PARA>
+
total and they are as follows:</PARA>
  <VARIABLELIST>
+
<VARIABLELIST>
  <TITLE>Teacher acts</TITLE>
+
<TITLE>Teacher acts</TITLE>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 1
 
;Line 1
  <DICTDEF>
+
<DICTDEF>
  <PARA>This line is displayed when the player makes a mistake in typing
+
<PARA>This line is displayed when the player makes a mistake in typing
          the name of an entity, whether or not it is actually offered at
+
        the name of an entity, whether or not it is actually offered at
          the teacher.
+
        the teacher.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 2
 
;Line 2
  <DICTDEF>
+
<DICTDEF>
  <PARA>This line is similar to the first, but is usually evident of
+
<PARA>This line is similar to the first, but is usually evident of
          attempting to practice an entity not offered at this particular
+
        attempting to practice an entity not offered at this particular
          teacher.
+
        teacher.
    </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 3
 
;Line 3
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is the act displayed when the player has insufficient funds
+
<PARA>This is the act displayed when the player has insufficient funds
          to practice the desired entity.
+
        to practice the desired entity.
    </PARA>
+
</PARA>
    </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 4
 
;Line 4
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is displayed when the player has not got enough ability or
+
<PARA>This is displayed when the player has not got enough ability or
          skill practice points to learn the desired entity.</PARA>
+
        skill practice points to learn the desired entity.</PARA>
    </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 5
 
;Line 5
  <DICTDEF>
+
<DICTDEF>
  <PARA>Simply put, the player has exceeded the teacher's expertise in the
+
<PARA>Simply put, the player has exceeded the teacher's expertise in the
          offered entity and must go elsewhere to learn more, if at all
+
        offered entity and must go elsewhere to learn more, if at all
          possible.</PARA>
+
        possible.</PARA>
    </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 6
 
;Line 6
  <DICTDEF>
+
<DICTDEF>
  <PARA>This line is displayed when the player is either wearing magical,
+
<PARA>This line is displayed when the player is either wearing magical,
          stat-modifying equipment or is affected by spells/skills which
+
        stat-modifying equipment or is affected by spells/skills which
          modify stats.</PARA>
+
        modify stats.</PARA>
    </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line 7
 
;Line 7
  <DICTDEF>
+
<DICTDEF>
  <PARA>This line is what is shown when your armour affects you using
+
<PARA>This line is what is shown when your armour affects you using
  special functions in base code.  This is rare and may never be seen.  In
+
special functions in base code.  This is rare and may never be seen.  In
  the future when the teachers are made in <ACRONYM>DIL</ACRONYM> this act may not be
+
the future when the teachers are made in <ACRONYM>DIL</ACRONYM> this act may not be
  necessary.</PARA>
+
necessary.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Now we can add the acts to our example it would look as
+
<PARA>Now we can add the acts to our example it would look as
  follows:</PARA>
+
follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
  "&amp;labilities;0;
+
"&amp;labilities;0;
  $1n tells you, 'I have never heard of such an ability.'; $1n
+
$1n tells you, 'I have never heard of such an ability.'; $1n
  tells you, 'I do not know how to teach this ability.'; $1n tells you,
+
tells you, 'I do not know how to teach this ability.'; $1n tells you,
  'You haven't got %s for me.'; $1n tells you, 'You haven't got %d ability
+
'You haven't got %s for me.'; $1n tells you, 'You haven't got %d ability
  points.'; $1n tells you, 'I can not teach you any more.'; $1n tells you,
+
points.'; $1n tells you, 'I can not teach you any more.'; $1n tells you,
  'You must be unaffected by magic, else I can't teach you.'; $1n tells
+
'You must be unaffected by magic, else I can't teach you.'; $1n tells
  you, 'Remove all equipment, please.';
+
you, 'Remove all equipment, please.';
  
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>
+
<NOTE><PARA>
    $1n is the substitution variable for the teacher's title (see the <ACRONYM>DIL</ACRONYM>
+
  $1n is the substitution variable for the teacher's title (see the <ACRONYM>DIL</ACRONYM>
  document for more details).</PARA>
+
document for more details).</PARA>
  
  <PARA>%s is the amount of money the teacher  requires to teach the entity in
+
<PARA>%s is the amount of money the teacher  requires to teach the entity in
        question.</PARA>
+
      question.</PARA>
  
  <PARA>%d is the amount of ability or skill practice points required to
+
<PARA>%d is the amount of ability or skill practice points required to
        practice the given entity.</PARA>
+
      practice the given entity.</PARA>
   
+
 
  <PARA>The standard GTD termination character, a semicolon (;) ends each
+
<PARA>The standard GTD termination character, a semicolon (;) ends each
  act</PARA>
+
act</PARA>
  </NOTE>
+
</NOTE>
  
  <PARA>about the actual GTDs, or the lines that actually define what the
+
<PARA>about the actual GTDs, or the lines that actually define what the
  teachers teach and everything to do about how expensive and how high
+
teachers teach and everything to do about how expensive and how high
  they teach it.  A GTD is a single line, composed of several fields. The data contained
+
they teach it.  A GTD is a single line, composed of several fields. The data contained
  in these fields determines how a particular entity is practiced.</PARA>
+
in these fields determines how a particular entity is practiced.</PARA>
  
  <PARA>Here is an example of a GTD:</PARA>
+
<PARA>Here is an example of a GTD:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
    0;  100; scan                          ;  9;  9000;  7;          0;
+
  0;  100; scan                          ;  9;  9000;  7;          0;
   
+
 
    </nowiki>
+
  </nowiki>
  
  <PARA>Note that it has a lot of white space in it. It is really not necessary,
+
<PARA>Note that it has a lot of white space in it. It is really not necessary,
  as the field terminators are the semicolons. This means that you could just
+
as the field terminators are the semicolons. This means that you could just
  as easily write:</PARA>
+
as easily write:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  0;100;scan;9;9000;7;0;
+
0;100;scan;9;9000;7;0;
  
  </nowiki>
+
</nowiki>
  
  <PARA>When making teachers most people prefer to put the white space in
+
<PARA>When making teachers most people prefer to put the white space in
    to make it easier to read and find errors.  A larger example would
+
  to make it easier to read and find errors.  A larger example would
    look as follows:</PARA>
+
  look as follows:</PARA>
   
+
 
 
  <nowiki>
 
  <nowiki>
   
+
 
    0;  100; scan                          ;  9;  9000;  7;          0;
+
  0;  100; scan                          ;  9;  9000;  7;          0;
    0;  90; consider                      ;  4;  4000;  5; 10;      0;
+
  0;  90; consider                      ;  4;  4000;  5; 10;      0;
    0;  100; appraisal                    ;  9;  4000;  5;          0;
+
  0;  100; appraisal                    ;  9;  4000;  5;          0;
    0;  100; fleeing                      ;  9;  9000;  6; 12;      0;
+
  0;  100; fleeing                      ;  9;  9000;  6; 12;      0;
  
  </nowiki>
+
</nowiki>
  
  <PARA> Each part of the GTD separated by a semicolon is called a
+
<PARA> Each part of the GTD separated by a semicolon is called a
  field.  The following is the fields and their definitions.</PARA>
+
field.  The following is the fields and their definitions.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 1
 
;Field 1
  <DICTDEF>
+
<DICTDEF>
  <PARA>  Field 1 is the guild level. It is simply the level at which one is
+
<PARA>  Field 1 is the guild level. It is simply the level at which one is
  allowed to practice the particular entity in the guild. A level of 0
+
allowed to practice the particular entity in the guild. A level of 0
  indicates that one can practice it from the beginning.</PARA>
+
indicates that one can practice it from the beginning.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 2
 
;Field 2
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>This is the maximum percentage one is allowed to practice the
+
<PARA>This is the maximum percentage one is allowed to practice the
  particular entity. It can be anywhere from 1 to 200. For abilities, it
+
particular entity. It can be anywhere from 1 to 200. For abilities, it
  should be in increments of 2 (or divisible by 2), and for spells, skills,
+
should be in increments of 2 (or divisible by 2), and for spells, skills,
  or weapons, in increments of 5 (or divisible by 5). This means that the
+
or weapons, in increments of 5 (or divisible by 5). This means that the
  effective minimum depends on whether the entity is an ability or a spell,
+
effective minimum depends on whether the entity is an ability or a spell,
  skill or weapon.</PARA>
+
skill or weapon.</PARA>
  
  <PARA>Therefore, the minimums for abilities is 2, and the minimum for spells,
+
<PARA>Therefore, the minimums for abilities is 2, and the minimum for spells,
  skills or weapons is 5. Anything less will be automatically practiced to
+
skills or weapons is 5. Anything less will be automatically practiced to
  the effective minimum. This also means that putting an odd number for
+
the effective minimum. This also means that putting an odd number for
  abilities will result in the player practicing an additional point, and
+
abilities will result in the player practicing an additional point, and
  for spells, skills or weapons, practicing up to the nearest 5.</PARA>
+
for spells, skills or weapons, practicing up to the nearest 5.</PARA>
  
  <PARA>For example:    Percentage maximum for an ability is set for 95%. Player practices the
+
<PARA>For example:    Percentage maximum for an ability is set for 95%. Player practices the
  ability, which then becomes 96%.
+
ability, which then becomes 96%.
    Player then decides to practice a weapon skill. It is set to 77% maximum.
+
  Player then decides to practice a weapon skill. It is set to 77% maximum.
  After practicing, the player has 80% in the weapon.
+
After practicing, the player has 80% in the weapon.
    It is better to simply make the ability 96% and the weapon 80% maximum
+
  It is better to simply make the ability 96% and the weapon 80% maximum
  instead.</PARA>
+
instead.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 3
 
;Field 3
  <DICTDEF>
+
<DICTDEF>
  <PARA>Name of Entity</PARA>
+
<PARA>Name of Entity</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 4
 
;Field 4
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is the practice cost minimum in Old gold pieces. Anything less than 10 here
+
<PARA>This is the practice cost minimum in Old gold pieces. Anything less than 10 here
  will simply be translated as 1 iron piece. Anything other than a number divisible
+
will simply be translated as 1 iron piece. Anything other than a number divisible
  by 10 is rounded up to the nearest iron piece.</PARA>
+
by 10 is rounded up to the nearest iron piece.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 5
 
;Field 5
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is the practice cost maximum in old gold pieces. It is generally defined as
+
<PARA>This is the practice cost maximum in old gold pieces. It is generally defined as
  being 1000 times what Field 4 is defined as:</PARA>
+
being 1000 times what Field 4 is defined as:</PARA>
  
  <PARA>The reason for this is because there is a scale related to the current
+
<PARA>The reason for this is because there is a scale related to the current
  practice percentage of the entity. The practice minimum is what the entity
+
practice percentage of the entity. The practice minimum is what the entity
  costs when it is at 0%, and the practice maximum is what it costs to
+
costs when it is at 0%, and the practice maximum is what it costs to
  practice it to maximum percentage.</PARA>
+
practice it to maximum percentage.</PARA>
  
  <PARA>It is not necessary to multiply the minimum by 1000 to define the
+
<PARA>It is not necessary to multiply the minimum by 1000 to define the
  maximum. It can be any number, as long as the maximum exceeds the minimum.
+
maximum. It can be any number, as long as the maximum exceeds the minimum.
  Failure to do so will result in the mud crashing. It is unknown what will
+
Failure to do so will result in the mud crashing. It is unknown what will
  happen if the fields have 0 entered in them. I warn that it could be rather
+
happen if the fields have 0 entered in them. I warn that it could be rather
  unpredictable.</PARA>
+
unpredictable.</PARA>
  
  <PARA>Setting the maximum too high will only serve to dissuade players from
+
<PARA>Setting the maximum too high will only serve to dissuade players from
  practicing and indeed even playing. This is not to say you cannot make a
+
practicing and indeed even playing. This is not to say you cannot make a
  truly powerful entity very expensive. Just make sure that the entity is
+
truly powerful entity very expensive. Just make sure that the entity is
  worth the cost.</PARA>
+
worth the cost.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 6
 
;Field 6
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is the only necessary practice points field. It allows one to use
+
<PARA>This is the only necessary practice points field. It allows one to use
  their skill or ability practice points to increase their character's powers.
+
their skill or ability practice points to increase their character's powers.
  This number is generally determined by the desire of the builder to make
+
This number is generally determined by the desire of the builder to make
  the entity easier or harder to practice, based upon the logical
+
the entity easier or harder to practice, based upon the logical
  consideration of how this class would learn/use the entity.</PARA>
+
consideration of how this class would learn/use the entity.</PARA>
  
  <PARA>For instance, a Fighter class would find practicing "fist" to be
+
<PARA>For instance, a Fighter class would find practicing "fist" to be
  exceedingly easy, so they may only need 4 points to practice this skill,  
+
exceedingly easy, so they may only need 4 points to practice this skill,  
  but on the other hand, a Mage class would not have such an experience so
+
but on the other hand, a Mage class would not have such an experience so
  it may cost them 15 points to practice.</PARA>
+
it may cost them 15 points to practice.</PARA>
  
  <PARA>Don't go overboard, making this field an outrageous number will mean
+
<PARA>Don't go overboard, making this field an outrageous number will mean
  that no one is likely to practice the entity, mainly because of lack of
+
that no one is likely to practice the entity, mainly because of lack of
  points. However, like in the cost fields, it can be made expensive to
+
points. However, like in the cost fields, it can be made expensive to
  reflect the power of the entity.</PARA>
+
reflect the power of the entity.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field 7 - X
 
;Field 7 - X
  <DICTDEF>
+
<DICTDEF>
  <PARA>You can repeat field 6 as many times as you want the player to be
+
<PARA>You can repeat field 6 as many times as you want the player to be
  able to practice in one level so you can set a point cost each
+
able to practice in one level so you can set a point cost each
  time.  This is so each time they practice at a level you can make it
+
time.  This is so each time they practice at a level you can make it
  more expensive.</PARA>
+
more expensive.</PARA>
  
  <PARA>An example of this would look as follows:</PARA>
+
<PARA>An example of this would look as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
    0;  90; consider                      ;  4;  4000;  5; 10;      0;
+
  0;  90; consider                      ;  4;  4000;  5; 10;      0;
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
  <PARA>This example has consider being practiced at guild level 0 up to 90%,
+
<PARA>This example has consider being practiced at guild level 0 up to 90%,
  costing 4 old gold pieces minimum, 4000 old gold pieces maximum,
+
costing 4 old gold pieces minimum, 4000 old gold pieces maximum,
  5 practice points for the first practice per level and 10 for the
+
5 practice points for the first practice per level and 10 for the
  second.</PARA>
+
second.</PARA>
  
  <PARA>  For 15 points a level, the player can practice consider twice. It is
+
<PARA>  For 15 points a level, the player can practice consider twice. It is
  actually quite nice to be able to do this, and generally easier entities
+
actually quite nice to be able to do this, and generally easier entities
  take advantage of this more often.</PARA>
+
take advantage of this more often.</PARA>
  
  <PARA>Each additional field is followed by a semicolon</PARA>
+
<PARA>Each additional field is followed by a semicolon</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Field X
 
;Field X
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is the termination field for the GTD. It tells the compiler
+
<PARA>This is the termination field for the GTD. It tells the compiler
  that the GTD is finished. In fact, if you set a practice point field to
+
that the GTD is finished. In fact, if you set a practice point field to
  0, it would consider that Field X, and end the GTD.</PARA>
+
0, it would consider that Field X, and end the GTD.</PARA>
  
  <PARA>Every GTD line must have an end of field marker!</PARA>
+
<PARA>Every GTD line must have an end of field marker!</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as
+
<PARA>When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as
  follows:</PARA>
+
follows:</PARA>
  <TABLE frame=all id="oldgold">
+
<TABLE frame=all id="oldgold">
  <TITLE>Old to new money conversions.</TITLE>
+
<TITLE>Old to new money conversions.</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Old gold piece</ENTRY>
+
<ENTRY>Old gold piece</ENTRY>
  <ENTRY>New money</ENTRY>
+
<ENTRY>New money</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>10</ENTRY>
+
<ENTRY>10</ENTRY>
  <ENTRY>1 Iron Piece (IP)</ENTRY>
+
<ENTRY>1 Iron Piece (IP)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>80</ENTRY>
+
<ENTRY>80</ENTRY>
  <ENTRY>1 copper piece (CP)</ENTRY>
+
<ENTRY>1 copper piece (CP)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>640</ENTRY>
+
<ENTRY>640</ENTRY>
  <ENTRY>1 silver piece (SP)</ENTRY>
+
<ENTRY>1 silver piece (SP)</ENTRY>
  
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>5120</ENTRY>
+
<ENTRY>5120</ENTRY>
  <ENTRY>1 gold piece (GP)</ENTRY>
+
<ENTRY>1 gold piece (GP)</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>40960</ENTRY>
+
<ENTRY>40960</ENTRY>
  <ENTRY>1 platinum piece (PP)</ENTRY>
+
<ENTRY>1 platinum piece (PP)</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>Of course, to finish up the entire SFUN_TEACH_INIT, you must include a
+
<PARA>Of course, to finish up the entire SFUN_TEACH_INIT, you must include a
  closing double quotation mark ("). Failure to do so will cause no end of
+
closing double quotation mark ("). Failure to do so will cause no end of
  problems for you.</PARA>
+
problems for you.</PARA>
  
  <PARA>A finished teacher of ability function would look like
+
<PARA>A finished teacher of ability function would look like
  this:</PARA>
+
this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
  "&amp;labilities;0;
+
"&amp;labilities;0;
  $1n tells you, 'I have never heard of such an ability.';
+
$1n tells you, 'I have never heard of such an ability.';
  $1n tells you, 'I do not know how to teach this ability.';
+
$1n tells you, 'I do not know how to teach this ability.';
  $1n tells you, 'You haven't got %s for me.';
+
$1n tells you, 'You haven't got %s for me.';
  $1n tells you, 'You haven't got %d ability points.';
+
$1n tells you, 'You haven't got %d ability points.';
  $1n tells you, 'I can not teach you any more';
+
$1n tells you, 'I can not teach you any more';
  $1n tells you, 'You must be unaffected by magic, otherwise I can't teach
+
$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
  you.';
+
you.';
  $1n tells you, 'Remove all equipment, please.';
+
$1n tells you, 'Remove all equipment, please.';
  
    0;  100; Strength                      ;  4;  4000;  8;      0;
+
  0;  100; Strength                      ;  4;  4000;  8;      0;
    0;  90; Dexterity                    ;  14; 14000;  12;      0;
+
  0;  90; Dexterity                    ;  14; 14000;  12;      0;
    0;  90; Constitution                  ;  14; 14000;  9;      0;
+
  0;  90; Constitution                  ;  14; 14000;  9;      0;
    0;  100; Hitpoints                    ;  4;  4000;  11;      0;
+
  0;  100; Hitpoints                    ;  4;  4000;  11;      0;
    2;  60; Brain                        ;  23; 23000;  14;      0;
+
  2;  60; Brain                        ;  23; 23000;  14;      0;
    4;  80; Charisma                      ;  18; 18000;  14;      0;
+
  4;  80; Charisma                      ;  18; 18000;  14;      0;
  "
+
"
  
  </nowiki>
+
</nowiki>
  
  <PARA>There are two other easy to use specials that you will want to use
+
<PARA>There are two other easy to use specials that you will want to use
  with your teacher.  they are 'SFUN_GUILD_BASIS' and
+
with your teacher.  they are 'SFUN_GUILD_BASIS' and
  'SFUN_MEMBERS_ONLY'.</PARA>
+
'SFUN_MEMBERS_ONLY'.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;SFUN_GUILD_BASIS
 
;SFUN_GUILD_BASIS
  <DICTDEF>
+
<DICTDEF>
  <PARA>This initializes the teacher and the only argument is the guild
+
<PARA>This initializes the teacher and the only argument is the guild
  name</PARA>
+
name</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_GUILD_BASIS "Udgaard Fighter"
+
special SFUN_GUILD_BASIS "Udgaard Fighter"
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;SFUN_MEMBERS_ONLY
 
;SFUN_MEMBERS_ONLY
  <DICTDEF>
+
<DICTDEF>
  <PARA>This simply blocks anyone who is not in the guild from
+
<PARA>This simply blocks anyone who is not in the guild from
  practicing This means the argument is the guild name. and the act
+
practicing This means the argument is the guild name. and the act
  separated by a '#', an example would look as follows:</PARA>
+
separated by a '#', an example would look as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"
+
special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"
  
  </nowiki> </LISTITEM> </VARLISTENTRY>
+
</nowiki> </LISTITEM> </VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Finally we will show you what a full teacher would look like with
+
<PARA>Finally we will show you what a full teacher would look like with
  the entire specials and the NPC definition.</PARA>
+
the entire specials and the NPC definition.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  jones
+
jones
  
  names {"blacksmith", "smith", "Jones"}
+
names {"blacksmith", "smith", "Jones"}
  title "Jones the blacksmith"
+
title "Jones the blacksmith"
  descr "The venerable Jones Blacksmith is here."
+
descr "The venerable Jones Blacksmith is here."
  extra {}
+
extra {}
  "The smith is old but his arms still retain the strength of his youth.
+
"The smith is old but his arms still retain the strength of his youth.
  He looks as if he has retired, but he can still put you through the
+
He looks as if he has retired, but he can still put you through the
  drills of physical training."
+
drills of physical training."
  flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  romflags {CHAR_PROTECTED}
+
romflags {CHAR_PROTECTED}
  //Define from composed.h
+
//Define from composed.h
  M_HUMAN_WARRIOR_AXE(80, SEX_MALE)
+
M_HUMAN_WARRIOR_AXE(80, SEX_MALE)
  
  //negative exp to discourage killing teacher
+
//negative exp to discourage killing teacher
  exp -100
+
exp -100
  
  special SFUN_GUILD_BASIS GUILD_UDG_FIGHTER
+
special SFUN_GUILD_BASIS GUILD_UDG_FIGHTER
  special SFUN_MEMBERS_ONLY GUILD_UDG_FIGHTER+"#$1n says, 'Buggar ye off, $3n.'"
+
special SFUN_MEMBERS_ONLY GUILD_UDG_FIGHTER+"#$1n says, 'Buggar ye off, $3n.'"
  
  special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
  "&amp;labilities;0;
+
"&amp;labilities;0;
  $1n tells you, 'I have never heard of such an ability.';
+
$1n tells you, 'I have never heard of such an ability.';
  $1n tells you, 'I do not know how to teach this ability.';
+
$1n tells you, 'I do not know how to teach this ability.';
  $1n tells you, 'You haven't got %s for me.';
+
$1n tells you, 'You haven't got %s for me.';
  $1n tells you, 'You haven't got %d ability points.';
+
$1n tells you, 'You haven't got %d ability points.';
  $1n tells you, 'I can not teach you any more';
+
$1n tells you, 'I can not teach you any more';
  $1n tells you, 'You must be unaffected by magic, otherwise I can't teach
+
$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
  you.';
+
you.';
  $1n tells you, 'Remove all equipment, please.';
+
$1n tells you, 'Remove all equipment, please.';
  
    0;  100; Strength                      ;  4;  4000;  8;      0;
+
  0;  100; Strength                      ;  4;  4000;  8;      0;
    0;  90; Dexterity                    ;  14; 14000;  12;      0;
+
  0;  90; Dexterity                    ;  14; 14000;  12;      0;
    0;  90; Constitution                  ;  14; 14000;  9;      0;
+
  0;  90; Constitution                  ;  14; 14000;  9;      0;
    0;  100; Hitpoints                    ;  4;  4000;  11;      0;
+
  0;  100; Hitpoints                    ;  4;  4000;  11;      0;
    2;  60; Brain                        ;  23; 23000;  14;      0;
+
  2;  60; Brain                        ;  23; 23000;  14;      0;
    4;  80; Charisma                      ;  18; 18000;  14;      0;
+
  4;  80; Charisma                      ;  18; 18000;  14;      0;
  "
+
"
  
  </nowiki>
+
</nowiki>
  
  </sect2>
+
</sect2>
  
  <sect2 id="specguildmaster">
+
<sect2 id="specguildmaster">
  <TITLE>Guild master functions</TITLE>
+
<TITLE>Guild master functions</TITLE>
  
  <PARA>When you make a guild you have to make a guild master for it.  This
+
<PARA>When you make a guild you have to make a guild master for it.  This
  NPC will let people join and leave the guild and it also gives titles.
+
NPC will let people join and leave the guild and it also gives titles.
  To create a guild master you need to use three 'special' functions.  The
+
To create a guild master you need to use three 'special' functions.  The
  functions you need are 'SFUN_GUILD_BASIS', 'SFUN_GUILD_MASTER', and
+
functions you need are 'SFUN_GUILD_BASIS', 'SFUN_GUILD_MASTER', and
  'SFUN_GUILD_TITLES'.</PARA>
+
'SFUN_GUILD_TITLES'.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;SFUN_GUILD_BASIS
 
;SFUN_GUILD_BASIS
  <DICTDEF>
+
<DICTDEF>
  <PARA>This initializes the master and the only argument is the guild
+
<PARA>This initializes the master and the only argument is the guild
  name</PARA>
+
name</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_GUILD_BASIS "Udgaard Fighter"
+
special SFUN_GUILD_BASIS "Udgaard Fighter"
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;SFUN_GUILD_MASTER
 
;SFUN_GUILD_MASTER
  <DICTDEF>
+
<DICTDEF>
  <PARA>The guild master function takes 6 arguments.  Like the teacher
+
<PARA>The guild master function takes 6 arguments.  Like the teacher
  function the arguments must be surrounded by double quotes.  The strings
+
function the arguments must be surrounded by double quotes.  The strings
  in the arguments must be surrounded by tilde marks (~).  The following
+
in the arguments must be surrounded by tilde marks (~).  The following
  is a description of the arguments and what they do.</PARA>
+
is a description of the arguments and what they do.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Line1:
 
;Line1:
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first argument on is what the guild name is.  As in the
+
<PARA>The first argument on is what the guild name is.  As in the
  teacher you need to pre-pend the '&amp;l' symbol so the <ACRONYM>VME</ACRONYM> doesn't
+
teacher you need to pre-pend the '&amp;l' symbol so the <ACRONYM>VME</ACRONYM> doesn't
  mess with the formatting of the string when the guild master is
+
mess with the formatting of the string when the guild master is
  compiled.</PARA>
+
compiled.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  &amp;lGuild = ~Udgaard fighter~
+
&amp;lGuild = ~Udgaard fighter~
 
+
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>Line 2</term>
+
<term>Line 2</term>
  <LISTITEM>
+
<LISTITEM>
  <PARA>This argument is what quest needs to be done before the character
+
<PARA>This argument is what quest needs to be done before the character
  can enter the guild.</PARA>
+
can enter the guild.</PARA>
 
+
 
+
 
  <nowiki>
 
  <nowiki>
 
+
  Guild Enter Quest = ~Fighter Proven~
+
Guild Enter Quest = ~Fighter Proven~
  
  </nowiki>
+
</nowiki>
    </LISTITEM> </VARLISTENTRY>
+
  </LISTITEM> </VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>Line 3</term>
+
<term>Line 3</term>
  <LISTITEM>
+
<LISTITEM>
    <PARA>This argument is the amount it costs to enter the guild in old
+
  <PARA>This argument is the amount it costs to enter the guild in old
    gold pieces.</PARA>
+
  gold pieces.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  Guild Enter Cost = 640
+
Guild Enter Cost = 640
 
+
  </nowiki>
+
</nowiki>
    </LISTITEM>
+
  </LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>Line 4</term>
+
<term>Line 4</term>
  <LISTITEM>
+
<LISTITEM>
    <PARA>this argument is the quest the player must do before leaving the
+
  <PARA>this argument is the quest the player must do before leaving the
    guild.  If the player has not completed this quest the guild master
+
  guild.  If the player has not completed this quest the guild master
    will not let the player leave.</PARA>
+
  will not let the player leave.</PARA>
   
+
 
   
+
 
 
  <nowiki>
 
  <nowiki>
   
+
 
  Guild Leave Quest = ~Wimp proven~
+
Guild Leave Quest = ~Wimp proven~
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>Line 5</term>
+
<term>Line 5</term>
  <LISTITEM>
+
<LISTITEM>
  <PARA>This argument is how much old gold pieces it will cost to quit
+
<PARA>This argument is how much old gold pieces it will cost to quit
  the guild.  If the player doesn't have enough money the guild master
+
the guild.  If the player doesn't have enough money the guild master
  will not let the player join.</PARA>
+
will not let the player join.</PARA>
 
+
 
+
 
  <nowiki>
 
  <nowiki>
 
+
  Guild Leave Cost = 3200
+
Guild Leave Cost = 3200
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>Line 6</term>
+
<term>Line 6</term>
  <LISTITEM>
+
<LISTITEM>
  <PARA>This argument is what guild the guild master will not accept
+
<PARA>This argument is what guild the guild master will not accept
  players from.  For example the following will make it so no Thief can
+
players from.  For example the following will make it so no Thief can
  be in the fighter guild.</PARA>
+
be in the fighter guild.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  Guild Exclude Quest = ~Udgaard Thief Quitter~
+
Guild Exclude Quest = ~Udgaard Thief Quitter~
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <NOTE><PARA>When we refer to old gold pieces they represent the
+
<NOTE><PARA>When we refer to old gold pieces they represent the
  <ACRONYM>VME</ACRONYM> money system as shown in <xref
+
<ACRONYM>VME</ACRONYM> money system as shown in <xref
  linkend="oldgold"></PARA></NOTE>
+
linkend="oldgold"></PARA></NOTE>
  
  <PARA>The following is what a full 'SFUN_GUILD_MASTER'
+
<PARA>The following is what a full 'SFUN_GUILD_MASTER'
  function would look like</PARA>
+
function would look like</PARA>
  
 
+
 
  <nowiki>  
 
  <nowiki>  
  
  special SFUN_GUILD_MASTER
+
special SFUN_GUILD_MASTER
  "&amp;lGuild              = ~Udgaard fighter~
+
"&amp;lGuild              = ~Udgaard fighter~
  Guild Enter Quest    = ~Fighter Proven~
+
Guild Enter Quest    = ~Fighter Proven~
  Guild Enter Cost    = 640
+
Guild Enter Cost    = 640
  Guild Leave Quest    = ~Wimp proven~
+
Guild Leave Quest    = ~Wimp proven~
  Guild Leave Cost    = 3200
+
Guild Leave Cost    = 3200
  Guild Exclude Quest  = ~Udgaard Fighter Quitter~"
+
Guild Exclude Quest  = ~Udgaard Fighter Quitter~"
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;SFUN_GUILD_TITLES
 
;SFUN_GUILD_TITLES
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>This function allows the player to request a title at the guild
+
<PARA>This function allows the player to request a title at the guild
  master.  A title will be given every 5 levels up to level 100 so you
+
master.  A title will be given every 5 levels up to level 100 so you
  have 20 titles you can set.  The title function takes one title for male
+
have 20 titles you can set.  The title function takes one title for male
  chars and one title for female chars so you have to set 40
+
chars and one title for female chars so you have to set 40
  titles.</PARA>
+
titles.</PARA>
  
  <PARA>The arguments of this function are easy.  The first thing you do is
+
<PARA>The arguments of this function are easy.  The first thing you do is
  the normal '&amp;l' to let the <ACRONYM>VME</ACRONYM> know not to mess with this string.  
+
the normal '&amp;l' to let the <ACRONYM>VME</ACRONYM> know not to mess with this string.  
  Then you put the guild name.  Finally you follow it by the list of 40
+
Then you put the guild name.  Finally you follow it by the list of 40
  titles.  The following is the fighter guilds title list</PARA>
+
titles.  The following is the fighter guilds title list</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_GUILD_TITLES
+
special SFUN_GUILD_TITLES
  "&amp;lUdgaard fighter
+
"&amp;lUdgaard fighter
  the %s Swordpupil
+
the %s Swordpupil
  the %s Swordpupil
+
the %s Swordpupil
  the %s Recruit
+
the %s Recruit
  the %s Recruit
+
the %s Recruit
  the %s Sentry
+
the %s Sentry
  the %s Sentress
+
the %s Sentress
  the %s Fighter
+
the %s Fighter
  the %s Fighter
+
the %s Fighter
  the %s Soldier
+
the %s Soldier
  the %s Soldier
+
the %s Soldier
  the %s Warrior
+
the %s Warrior
  the %s Warrior
+
the %s Warrior
  the %s Veteran
+
the %s Veteran
  the %s Veteran
+
the %s Veteran
  the %s Swordsman
+
the %s Swordsman
  the %s Swordswoman
+
the %s Swordswoman
  the %s Fencer
+
the %s Fencer
  the %s Fenceress
+
the %s Fenceress
  the %s Combatant
+
the %s Combatant
  the %s Combatess
+
the %s Combatess
  the %s Hero
+
the %s Hero
  the %s Heroine
+
the %s Heroine
  the %s Myrmidon
+
the %s Myrmidon
  the %s Myrmidon
+
the %s Myrmidon
  the %s Swashbuckler
+
the %s Swashbuckler
  the %s Swashbuckleress
+
the %s Swashbuckleress
  the %s Mercenary
+
the %s Mercenary
  the %s Mercenaress
+
the %s Mercenaress
  the %s Swordmaster
+
the %s Swordmaster
  the %s Swordmistress
+
the %s Swordmistress
  the %s Lieutenant
+
the %s Lieutenant
  the %s Lieutenant
+
the %s Lieutenant
  the %s Champion
+
the %s Champion
  the %s Lady Champion
+
the %s Lady Champion
  the %s Dragoon
+
the %s Dragoon
  the %s Lady Dragoon
+
the %s Lady Dragoon
  the %s Cavalier
+
the %s Cavalier
  the %s Cavalier
+
the %s Cavalier
  the %s Knight
+
the %s Knight
  the %s Lady Knight"
+
the %s Lady Knight"
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Put all three of these functions on your NPC and your all set you
+
<PARA>Put all three of these functions on your NPC and your all set you
  have a guild master.</PARA>
+
have a guild master.</PARA>
  </sect2>
+
</sect2>
  
  <sect2 id="specbank">
+
<sect2 id="specbank">
  <TITLE>NPC banker</TITLE>
+
<TITLE>NPC banker</TITLE>
  
  <PARA>The banker function is the easiest 'special' function there is to
+
<PARA>The banker function is the easiest 'special' function there is to
  use.  The following placed on an NPC will make a banker:</PARA>
+
use.  The following placed on an NPC will make a banker:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  special SFUN_BANK
+
special SFUN_BANK
  
  </nowiki>
+
</nowiki>
  
  <PARA>As you see its very simple, so we will just show you a completed banker
+
<PARA>As you see its very simple, so we will just show you a completed banker
  and leave it at that.</PARA>
+
and leave it at that.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  bob
+
bob
  
  names {"Bob"}
+
names {"Bob"}
  title "Bob"
+
title "Bob"
  descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
  extra {}
+
extra {}
  "He has a very serious look on his face."
+
"He has a very serious look on his face."
  
  // define from composed.h
+
// define from composed.h
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
  //discourage people from killing banker
+
//discourage people from killing banker
  exp -500
+
exp -500
  
  flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
  special SFUN_BANK
+
special SFUN_BANK
  end
+
end
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  
  
  </SECT1>
+
</SECT1>
  
  <sect1 id="roomnpczone">
+
<sect1 id="roomnpczone">
  <TITLE>Dragon station with rooms and NPCs</TITLE>
+
<TITLE>Dragon station with rooms and NPCs</TITLE>
  
  <PARA>Now we will add the NPCs we have built to the zone from the
+
<PARA>Now we will add the NPCs we have built to the zone from the
  previous chapter.  This is still not complete while it does compile and
+
previous chapter.  This is still not complete while it does compile and
  you can log into your zone, you still have to load your NPCs and there
+
you can log into your zone, you still have to load your NPCs and there
  are no objects.  These will be added as you progress through this
+
are no objects.  These will be added as you progress through this
  manual.  The following is the source file so far.</PARA>
+
manual.  The following is the source file so far.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %rooms
+
%rooms
  
  chamber
+
chamber
  title "The middle chamber of the station"
+
title "The middle chamber of the station"
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
  unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
  the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
  designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
  setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
  station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
  dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
  and the east.."
+
and the east.."
  
  extra {"chair","chairs"}
+
extra {"chair","chairs"}
  "The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
  with some kind of dragon."
+
with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  
  west to disposal_room descr
+
west to disposal_room descr
  "You see a small room.";
+
"You see a small room.";
  
  east to hallway descr
+
east to hallway descr
  "You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
  end
+
end
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
  walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
  metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
  windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
  that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
  a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
  an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
  extra {"windows","window"}
+
extra {"windows","window"}
  "Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
  about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
  extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
  "Well what can be said it looks to be in perfect condition.  What else would
+
"Well what can be said it looks to be in perfect condition.  What else would
  you want to know?"
+
you want to know?"
  
  extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
  "The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
  sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
  is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
  still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
  floor along the north wall is lined with some kind of fabric and seems
+
floor along the north wall is lined with some kind of fabric and seems
  very soft to walk on, it may be some kind of dragon lounge judging by
+
very soft to walk on, it may be some kind of dragon lounge judging by
  how large an area it covers.  There is a passage to the west."
+
how large an area it covers.  There is a passage to the west."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"paintings","painting"}
+
extra {"paintings","painting"}
  "The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
  combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
  being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
  extra {"wizard","staff"}
+
extra {"wizard","staff"}
  "The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
  you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
  find it."
+
find it."
  
  extra {"desk"}
+
extra {"desk"}
  "Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
  seems totally empty."
+
seems totally empty."
  
  extra{"fabric"}
+
extra{"fabric"}
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
  south to portal_room descr
+
south to portal_room descr
  "You see what looks to be a portal room."
+
"You see what looks to be a portal room."
  keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
  end
+
end
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  extra {"green field","field"}
+
extra {"green field","field"}
  "The field looks to be a green fog shifting and churning as you watch.  
+
"The field looks to be a green fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
 
+
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
+
  //A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
  end
+
end
 
+
  ship_port
+
ship_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  in ship
+
in ship
 
+
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
 
+
 
+
  end                                             
+
end                                             
  
  room_port
+
room_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  in portal_room
+
in portal_room
  
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
  
  
  end
+
end
  
  disposal_room
+
disposal_room
  title "Red field room"
+
title "Red field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a red field right in the center.  
+
is it is totally empty except for a red field right in the center.  
  there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"red field","field"}
+
extra {"red field","field"}
  "The field looks to be a red fog shifting and churning as you watch.  
+
"The field looks to be a red fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
  east to chamber descr
+
east to chamber descr
  "You see the main chamber.";
+
"You see the main chamber.";
  
  //A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
  end
+
end
  
  dis_port
+
dis_port
  names {"red field","field"}
+
names {"red field","field"}
  title "Red field"
+
title "Red field"
  descr
+
descr
  "Red Mist swirls about you."
+
"Red Mist swirls about you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //how fast to force move in seconds
+
//how fast to force move in seconds
  4,
+
4,
  //room to force move to and act
+
//room to force move to and act
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
  //true or false random move or not
+
//true or false random move or not
  0);
+
0);
  in disposal_room  
+
in disposal_room  
  
  end
+
end
  
  ship
+
ship
  title "War dragon"
+
title "War dragon"
  descr
+
descr
  "Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
  The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
  fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
  for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
  portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
  wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
  seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
  wall."
+
wall."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"view port"}
+
extra {"view port"}
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
  extra {"view screen","screen"}
+
extra {"view screen","screen"}
  "It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
  to turn it on."
+
to turn it on."
  
  extra {"controls","control"}
+
extra {"controls","control"}
  "The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
  pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
  a planet."
+
a planet."
  
  extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
  "It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
  //A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
  end
+
end
  
  deathspace
+
deathspace
  title"Open space"
+
title"Open space"
  descr
+
descr
  "You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  dilcopy death_room@function (
+
dilcopy death_room@function (
  //how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
  4,  
+
4,  
  //damage
+
//damage
  400,
+
400,
  //act for the damage.
+
//act for the damage.
  "You realize to late that was the trash disposal transporter and you feel your
+
"You realize to late that was the trash disposal transporter and you feel your
  lungs explode.");
+
lungs explode.");
  
  
  end
+
end
  
  %mobiles
+
%mobiles
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eye","eyes"}
+
extra {"eye","eyes"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
  end
+
end
  
  janitor
+
janitor
  names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
  title "an ugly janitor"
+
title "an ugly janitor"
  descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
  extra{}
+
extra{}
  "This ugly green thing looks more goblin than hobgoblin but he seems intent
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent
  on cleaning everything around him."
+
on cleaning everything around him."
  
  M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
  // he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
  alignment 900
+
alignment 900
  
  //give him some money
+
//give him some money
  money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
  dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
  // only want him cleaning the station
+
// only want him cleaning the station
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
  end
+
end
  
  bob
+
bob
  
  names {"Bob"}
+
names {"Bob"}
  title "Bob"
+
title "Bob"
  descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
  extra {}
+
extra {}
  "He has a very serious look on his face."
+
"He has a very serious look on his face."
  
  // define from composed.h
+
// define from composed.h
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
  //discourage people from killing banker
+
//discourage people from killing banker
  exp -500
+
exp -500
  
  flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
  special SFUN_BANK
+
special SFUN_BANK
  end
+
end
  
  
Line 8,276: Line 8,276:
  
  
  %end
+
%end
  
  </nowiki>
+
</nowiki>
  
  </sect1>
+
</sect1>
  
  <sect1 id="npcexer">
+
<sect1 id="npcexer">
  <TITLE>Suggested NPC exercises</TITLE>
+
<TITLE>Suggested NPC exercises</TITLE>
  
  <orderedlist>
+
<orderedlist>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the <ACRONYM>DIL</ACRONYM> function for team work found in <xref linkend="npcdilfunc"> create a guard that will help all other guards.
+
<PARA>Using the <ACRONYM>DIL</ACRONYM> function for team work found in <xref linkend="npcdilfunc"> create a guard that will help all other guards.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the <ACRONYM>DIL</ACRONYM> function for rescue found in
+
<PARA>Using the <ACRONYM>DIL</ACRONYM> function for rescue found in
  <xref linkend="npcdilfunc"> add to your guard from exercise one and make it so
+
<xref linkend="npcdilfunc"> add to your guard from exercise one and make it so
  will now rescue as well as help.
+
will now rescue as well as help.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the shop keeper function from <xref linkend="npcdilfunc">;
+
<PARA>Using the shop keeper function from <xref linkend="npcdilfunc">;
  make a shop keeper that sells two types of food.  The shop keeper should
+
make a shop keeper that sells two types of food.  The shop keeper should
  make 5 of them a day and it should only buy items of the food type.  For all other arguments be creative.</PARA>
+
make 5 of them a day and it should only buy items of the food type.  For all other arguments be creative.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.
+
<PARA>Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the <ACRONYM>DIL</ACRONYM> function for agressive found in
+
<PARA>Using the <ACRONYM>DIL</ACRONYM> function for agressive found in
  <xref linkend="npcdilfunc"> create a Dwarf agressive to any Orc that
+
<xref linkend="npcdilfunc"> create a Dwarf agressive to any Orc that
  walks into the room.</PARA>
+
walks into the room.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </orderedlist>
+
</orderedlist>
  
  </SECT1>
+
</SECT1>
  
  
  </chapter>
+
</chapter>
  
  <chapter ID="ch-06"><?dbhtml filename="ch06.html">
+
<chapter ID="ch-06"><?dbhtml filename="ch06.html">
  <TITLE>The objects section</TITLE>
+
<TITLE>The objects section</TITLE>
  
  <PARA>The previous chapters would be enough for you to create an entire
+
<PARA>The previous chapters would be enough for you to create an entire
  game of nudists with no technology and no items of any kind.  This of
+
game of nudists with no technology and no items of any kind.  This of
  corse would be a very boring game of naked people fighting with no
+
corse would be a very boring game of naked people fighting with no
  weapons.  don't worry the <ACRONYM>VME</ACRONYM> has a solution to this you can build
+
weapons.  don't worry the <ACRONYM>VME</ACRONYM> has a solution to this you can build
  objects to dress up the NPCs and to fill the rooms with cluttered
+
objects to dress up the NPCs and to fill the rooms with cluttered
  junk.</PARA>
+
junk.</PARA>
  
  <PARA>In order to get started building objects you should first be aware
+
<PARA>In order to get started building objects you should first be aware
  of the object fields you can use.  The <xref linkend="objfields"> shows a full listing
+
of the object fields you can use.  The <xref linkend="objfields"> shows a full listing
  of all the object fields and their types as defined in <xref
+
of all the object fields and their types as defined in <xref
  linkend="ch-03">.</PARA>
+
linkend="ch-03">.</PARA>
  
  <TABLE frame=all id="objfields">
+
<TABLE frame=all id="objfields">
  <TITLE>Object fields and types</TITLE>
+
<TITLE>Object fields and types</TITLE>
  <TGROUP align=left cols=5 colsep=1>
+
<TGROUP align=left cols=5 colsep=1>
  <COLSPEC COLNAME="c1" COLWIDTH="2in">
+
<COLSPEC COLNAME="c1" COLWIDTH="2in">
  <COLSPEC COLNAME="c2" COLWIDTH="2in">
+
<COLSPEC COLNAME="c2" COLWIDTH="2in">
  <COLSPEC COLNAME="c3" COLWIDTH=".5in">
+
<COLSPEC COLNAME="c3" COLWIDTH=".5in">
  <COLSPEC COLNAME="c4" COLWIDTH="2in">
+
<COLSPEC COLNAME="c4" COLWIDTH="2in">
  <COLSPEC COLNAME="c5" COLWIDTH="2in">
+
<COLSPEC COLNAME="c5" COLWIDTH="2in">
  
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">Field</ENTRY>
+
<ENTRY COLNAME="c1">Field</ENTRY>
  <ENTRY COLNAME="c2">Type</ENTRY>
+
<ENTRY COLNAME="c2">Type</ENTRY>
  
  <ENTRY COLNAME="c4">Field</ENTRY>
+
<ENTRY COLNAME="c4">Field</ENTRY>
  <ENTRY COLNAME="c5">Type</ENTRY>
+
<ENTRY COLNAME="c5">Type</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">symbolic name</ENTRY>
+
<ENTRY COLNAME="c1">symbolic name</ENTRY>
  <ENTRY COLNAME="c2">Symbol</ENTRY>
+
<ENTRY COLNAME="c2">Symbol</ENTRY>
  <ENTRY COLNAME="c3" morerows=10></ENTRY>
+
<ENTRY COLNAME="c3" morerows=10></ENTRY>
  <ENTRY COLNAME="c4">affect</ENTRY>
+
<ENTRY COLNAME="c4">affect</ENTRY>
  <ENTRY COLNAME="c5">affect function</ENTRY>
+
<ENTRY COLNAME="c5">affect function</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">names</ENTRY>
+
<ENTRY COLNAME="c1">names</ENTRY>
  <ENTRY COLNAME="c2">Stringlist</ENTRY>
+
<ENTRY COLNAME="c2">Stringlist</ENTRY>
  
  <ENTRY COLNAME="c4">dilbegin or dilcopy</ENTRY>
+
<ENTRY COLNAME="c4">dilbegin or dilcopy</ENTRY>
  <ENTRY COLNAME="c5">function pointer</ENTRY>
+
<ENTRY COLNAME="c5">function pointer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">title</ENTRY>
+
<ENTRY COLNAME="c1">title</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">key</ENTRY>
+
<ENTRY COLNAME="c4">key</ENTRY>
  <ENTRY COLNAME="c5">String</ENTRY>
+
<ENTRY COLNAME="c5">String</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">descr</ENTRY>
+
<ENTRY COLNAME="c1">descr</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">open</ENTRY>
+
<ENTRY COLNAME="c4">open</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">inside_descr</ENTRY>
+
<ENTRY COLNAME="c1">inside_descr</ENTRY>
  <ENTRY COLNAME="c2">String</ENTRY>
+
<ENTRY COLNAME="c2">String</ENTRY>
  
  <ENTRY COLNAME="c4">manipulate</ENTRY>
+
<ENTRY COLNAME="c4">manipulate</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">extra</ENTRY>
+
<ENTRY COLNAME="c1">extra</ENTRY>
  <ENTRY COLNAME="c2">Structure</ENTRY>
+
<ENTRY COLNAME="c2">Structure</ENTRY>
  
  <ENTRY COLNAME="c4">spell</ENTRY>
+
<ENTRY COLNAME="c4">spell</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">minv</ENTRY>
+
<ENTRY COLNAME="c1">minv</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">value</ENTRY>
+
<ENTRY COLNAME="c4">value</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">alignment</ENTRY>
+
<ENTRY COLNAME="c1">alignment</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">cost</ENTRY>
+
<ENTRY COLNAME="c4">cost</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">flags</ENTRY>
+
<ENTRY COLNAME="c1">flags</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">rent</ENTRY>
+
<ENTRY COLNAME="c4">rent</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">weight</ENTRY>
+
<ENTRY COLNAME="c1">weight</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">type</ENTRY>
+
<ENTRY COLNAME="c4">type</ENTRY>
  <ENTRY COLNAME="c5">Integer</ENTRY>
+
<ENTRY COLNAME="c5">Integer</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">capacity</ENTRY>
+
<ENTRY COLNAME="c1">capacity</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4">end tag</ENTRY>
+
<ENTRY COLNAME="c4">end tag</ENTRY>
  <ENTRY COLNAME="c5">Symbol</ENTRY>
+
<ENTRY COLNAME="c5">Symbol</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY COLNAME="c1">light</ENTRY>
+
<ENTRY COLNAME="c1">light</ENTRY>
  <ENTRY COLNAME="c2">Integer</ENTRY>
+
<ENTRY COLNAME="c2">Integer</ENTRY>
  
  <ENTRY COLNAME="c4"></ENTRY>
+
<ENTRY COLNAME="c4"></ENTRY>
  <ENTRY COLNAME="c5"></ENTRY>
+
<ENTRY COLNAME="c5"></ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>Many of the same fields you found in rooms and NPCs, as you can see from
+
<PARA>Many of the same fields you found in rooms and NPCs, as you can see from
  <xref linkend="objfields">, can also be found in objects.  The fields do
+
<xref linkend="objfields">, can also be found in objects.  The fields do
  not always have exactly the same use when coding rooms, NPCs, and
+
not always have exactly the same use when coding rooms, NPCs, and
  objects but they are normally set in the same manor.  It is very
+
objects but they are normally set in the same manor.  It is very
  important that you read and understand the differences of each field as
+
important that you read and understand the differences of each field as
  they pertains to rooms, objects, and or NPCs.</PARA>
+
they pertains to rooms, objects, and or NPCs.</PARA>
  
  <sect1 id="objfielddescr">
+
<sect1 id="objfielddescr">
  <TITLE>Description of object fields</TITLE>
+
<TITLE>Description of object fields</TITLE>
  
  
  <variablelist id="var-objfields">
+
<variablelist id="var-objfields">
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;symbolic name
 
;symbolic name
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The rules of the symbols has been explained in
+
<PARA>The rules of the symbols has been explained in
  <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
+
<XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
  The important thing to realize with the object symbol is it is always
+
The important thing to realize with the object symbol is it is always
  good practice to give the object a symbol that resembles the title and
+
good practice to give the object a symbol that resembles the title and
  description so administrators and builders can use the
+
description so administrators and builders can use the
  <command>load</command> and the <command>wstat</command> to easily
+
<command>load</command> and the <command>wstat</command> to easily
  locate, examine, and load the object in question. </PARA>
+
locate, examine, and load the object in question. </PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;title
 
;title
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The object title is what is shown if the object is being picked
+
<PARA>The object title is what is shown if the object is being picked
  up, dropped, given to someone, when you do the inventory command, , or being used in combat.
+
up, dropped, given to someone, when you do the inventory command, , or being used in combat.
  there should be no punctuation in the object title
+
there should be no punctuation in the object title
  because of how it is used in the <ACRONYM>VME</ACRONYM> server.  If you add punctuation or
+
because of how it is used in the <ACRONYM>VME</ACRONYM> server.  If you add punctuation or
  forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will
+
forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will
  give you a warning when you compile. The following are good examples of
+
give you a warning when you compile. The following are good examples of
  an object title.</PARA>
+
an object title.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "a big rock"
+
title "a big rock"
  title "the flame tongue"
+
title "the flame tongue"
  title "a lap top"
+
title "a lap top"
  title "a garbage bag"
+
title "a garbage bag"
  title "an oval hover car"
+
title "an oval hover car"
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
          <TERM>descr</term>
+
        <TERM>descr</term>
          <LISTITEM>
+
        <LISTITEM>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The description field is what the player sees when walking into the room
+
<PARA>The description field is what the player sees when walking into the room
  or when looking with no arguments.  It is good practice to make this no
+
or when looking with no arguments.  It is good practice to make this no
  longer than one line not counting the 'descr' tag.</PARA>
+
longer than one line not counting the 'descr' tag.</PARA>
  
  <PARA>Some examples of the object description field would be as
+
<PARA>Some examples of the object description field would be as
  follows:</PARA>
+
follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  descr
+
descr
  "a green bloody sword is laying here."
+
"a green bloody sword is laying here."
  
  descr
+
descr
  "A massive wooden round table sits here."
+
"A massive wooden round table sits here."
  
  descr
+
descr
  "a funny looking hammer is laying here."
+
"a funny looking hammer is laying here."
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  
 
;names
 
;names
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The object names are as important as the NPC names.  They are what
+
<PARA>The object names are as important as the NPC names.  They are what
  you act on when picking the object up, dropping it, throwing it, just
+
you act on when picking the object up, dropping it, throwing it, just
  about anything you do to objects use these name fields.  On drink
+
about anything you do to objects use these name fields.  On drink
  containers you add the liquid name at the end, so people can drink the liquid.  You
+
containers you add the liquid name at the end, so people can drink the liquid.  You
  always need to make sure you put every possible name that the player may
+
always need to make sure you put every possible name that the player may
  use to examine or take your item.  The rule of thumb is if it is in the
+
use to examine or take your item.  The rule of thumb is if it is in the
  title or description it should be in the names list.  conversely if it is
+
title or description it should be in the names list.  conversely if it is
  not in the title or description it shouldn't be in the names list
+
not in the title or description it shouldn't be in the names list
  because the players will not use it if they don't know about it.</PARA>
+
because the players will not use it if they don't know about it.</PARA>
  
  <PARA>The following is some examples of good 'names' fields with respect to
+
<PARA>The following is some examples of good 'names' fields with respect to
          their 'title' and 'descr'.</PARA>
+
        their 'title' and 'descr'.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  title "a big rock"
+
title "a big rock"
  descr "a big rock is here blocking the road."
+
descr "a big rock is here blocking the road."
  names {"big rock","rock"}
+
names {"big rock","rock"}
  
  title "an old twisted staff"
+
title "an old twisted staff"
  descr "An old twisted staff has been discarded here."
+
descr "An old twisted staff has been discarded here."
  names{"old twisted staff","twisted staff","old staff","staff"}
+
names{"old twisted staff","twisted staff","old staff","staff"}
  
  </nowiki>
+
</nowiki>
  
  <PARA>The idea of course is to make any combination that a player may
+
<PARA>The idea of course is to make any combination that a player may
  type to try and act upon your object.  You would not want to describe and
+
type to try and act upon your object.  You would not want to describe and
  title your object with an entirely different theme than you created its
+
title your object with an entirely different theme than you created its
  names with because a player would not know what it is called.</PARA>
+
names with because a player would not know what it is called.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;inside_descr
 
;inside_descr
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The inside description is what a player sees if it is inside the
+
<PARA>The inside description is what a player sees if it is inside the
  object.  This is used for things like Coffins or boxes or boats that a
+
object.  This is used for things like Coffins or boxes or boats that a
  player can climb inside.  The inside description is defined the same way
+
player can climb inside.  The inside description is defined the same way
  the normal description is but you can make it as many lines as you want
+
the normal description is but you can make it as many lines as you want
  like you would with a room description.</PARA>
+
like you would with a room description.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
                                        inside_descr
+
                                      inside_descr
  "You are inside a black coffin with a red velvet padding - scary!"
+
"You are inside a black coffin with a red velvet padding - scary!"
  
                                        inside_descr
+
                                      inside_descr
  "You are inside the pink time machine.  a small control panel is on the
+
"You are inside the pink time machine.  a small control panel is on the
  floor and seems to be operated by stepping on it."  
+
floor and seems to be operated by stepping on it."
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;extra
 
;extra
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The extra's on the object like the NPC, can be used to do many things.  It can be
+
<PARA>The extra's on the object like the NPC, can be used to do many things.  It can be
  used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
+
used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
  part of the object like the room extras show a part of the room.  They
+
part of the object like the room extras show a part of the room.  They
  can even be used to create new acts when a person picks the item up,
+
can even be used to create new acts when a person picks the item up,
  drops, or enters it.There is also a special extra that is the object's description when
+
drops, or enters it.There is also a special extra that is the object's description when
  you look at it with the look &lt;object&gt; command.</PARA>
+
you look at it with the look &lt;object&gt; command.</PARA>
  
  <PARA>Lets go over the object description extra first.  If you use an extra
+
<PARA>Lets go over the object description extra first.  If you use an extra
  with no names list it will become the object's description when you look at
+
with no names list it will become the object's description when you look at
  any of the names on it.</PARA>
+
any of the names on it.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {}
+
extra {}
  "Its just a rock nothing special about it."   
+
"Its just a rock nothing special about it."   
  
  extra {}
+
extra {}
  "The ice cube is about 40 meters perfectly cubed.  It seems to be
+
"The ice cube is about 40 meters perfectly cubed.  It seems to be
  melting slightly but waiting for it to finish would be sort of like
+
melting slightly but waiting for it to finish would be sort of like
  waiting for the ice age to end."
+
waiting for the ice age to end."
  
  </nowiki>
+
</nowiki>
  
  <PARA>You can also use extras to show parts of the object.</PARA>
+
<PARA>You can also use extras to show parts of the object.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"crack"}
+
extra {"crack"}
  "There is a big crack in the side of the ice cube.  Maybe if you mess
+
"There is a big crack in the side of the ice cube.  Maybe if you mess
  with the crack you will be able to open it or something."
+
with the crack you will be able to open it or something."
  
  extra {"bed post","post"}
+
extra {"bed post","post"}
  "Its a big gold bed post don't you wish you could get this sucker off it
+
"Its a big gold bed post don't you wish you could get this sucker off it
  would make you a rich adventurer indeed."
+
would make you a rich adventurer indeed."
  
  </nowiki>
+
</nowiki>
  
  <PARA>You can also use the extras to give more detailed and vivid
+
<PARA>You can also use the extras to give more detailed and vivid
  descriptions when the object is acted upon.</PARA>
+
descriptions when the object is acted upon.</PARA>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>Object special action extras</TITLE>
+
<TITLE>Object special action extras</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Extra</ENTRY>
+
<ENTRY>Extra</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>$wear_s</ENTRY>
+
<ENTRY>$wear_s</ENTRY>
  <ENTRY>A message shown to activator when wearing (+wield/grab/hold) an
+
<ENTRY>A message shown to activator when wearing (+wield/grab/hold) an
  item.</ENTRY>
+
item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$wear_o</ENTRY>
+
<ENTRY>$wear_o</ENTRY>
  <ENTRY>A message shown to others when wearing an item.</ENTRY>
+
<ENTRY>A message shown to others when wearing an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$rem_s</ENTRY>
+
<ENTRY>$rem_s</ENTRY>
  <ENTRY>A message shown to activator when removing worn stuff.</ENTRY>
+
<ENTRY>A message shown to activator when removing worn stuff.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$rem_o</ENTRY>
+
<ENTRY>$rem_o</ENTRY>
  <ENTRY>A message shown to others when removing an item.</ENTRY>
+
<ENTRY>A message shown to others when removing an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$get_s</ENTRY>
+
<ENTRY>$get_s</ENTRY>
  <ENTRY>A message shown to activator when getting an item.</ENTRY>
+
<ENTRY>A message shown to activator when getting an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$get_o</ENTRY>
+
<ENTRY>$get_o</ENTRY>
  <ENTRY>A message shown to others when getting an item.</ENTRY>
+
<ENTRY>A message shown to others when getting an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$drop_s</ENTRY>
+
<ENTRY>$drop_s</ENTRY>
  <ENTRY>A message shown to activator when dropping an item.</ENTRY>
+
<ENTRY>A message shown to activator when dropping an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$drop_o</ENTRY>
+
<ENTRY>$drop_o</ENTRY>
  <ENTRY>A message shown to other when dropping an object.</ENTRY>
+
<ENTRY>A message shown to other when dropping an object.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$enter_s</ENTRY>
+
<ENTRY>$enter_s</ENTRY>
  <ENTRY>A message shown to activator when entering an item.</ENTRY>
+
<ENTRY>A message shown to activator when entering an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$enter_o</ENTRY>
+
<ENTRY>$enter_o</ENTRY>
  <ENTRY>A message shown to other when entering an item.</ENTRY>
+
<ENTRY>A message shown to other when entering an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$exit_s</ENTRY>
+
<ENTRY>$exit_s</ENTRY>
  <ENTRY>A message shown to activator when leaving an item.</ENTRY>
+
<ENTRY>A message shown to activator when leaving an item.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>$exit_o</ENTRY>
+
<ENTRY>$exit_o</ENTRY>
  <ENTRY>A message shown to other when leaving an item.</ENTRY>
+
<ENTRY>A message shown to other when leaving an item.</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>In the following example of an ice cube, 1n is the activator and
+
<PARA>In the following example of an ice cube, 1n is the activator and
  $2n is the unit in question.</PARA>
+
$2n is the unit in question.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"$get_s"}
+
extra {"$get_s"}
  "You pick up the $2N, it is very cold and begins to melt in your hands."
+
"You pick up the $2N, it is very cold and begins to melt in your hands."
  
  extra {"$get_o"}
+
extra {"$get_o"}
  "$1n picks up the $2N, you notice that a drop of water hits the ground as
+
"$1n picks up the $2N, you notice that a drop of water hits the ground as
  it begins to melt in $1s hand."
+
it begins to melt in $1s hand."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
+
<PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
  We will not cover this because it is a topic covered in-depth in
+
We will not cover this because it is a topic covered in-depth in
  the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
+
the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;manipulate
 
;manipulate
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is what defines the things that can be done to the
+
<PARA>This field is what defines the things that can be done to the
  object.  For example a piece of armour should be able to be taken and
+
object.  For example a piece of armour should be able to be taken and
  worn, while a fountain should be able to be entered but not taken unless its some
+
worn, while a fountain should be able to be entered but not taken unless its some
  magical portable fountain.  There are two sets of manipulate flags even
+
magical portable fountain.  There are two sets of manipulate flags even
  though you can use them together.  We separate them because the first
+
though you can use them together.  We separate them because the first
  two are flags that tell you if you can take or enter something while the
+
two are flags that tell you if you can take or enter something while the
  rest of the manipulate flags are for worn positions.</PARA>
+
rest of the manipulate flags are for worn positions.</PARA>
  
  <PARA>First the two flags for taking and entering are:</PARA>
+
<PARA>First the two flags for taking and entering are:</PARA>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>Take and enter flags</TITLE>
+
<TITLE>Take and enter flags</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Manipulate</ENTRY>
+
<ENTRY>Manipulate</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>MANIPULATE_TAKE</ENTRY>
+
<ENTRY>MANIPULATE_TAKE</ENTRY>
  <ENTRY> Set this flag if the unit can be taken
+
<ENTRY> Set this flag if the unit can be taken
  (picked up/moved about).</ENTRY>
+
(picked up/moved about).</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>MANIPULATE_ENTER</ENTRY>
+
<ENTRY>MANIPULATE_ENTER</ENTRY>
  <ENTRY> Set this flag if it is possible to
+
<ENTRY> Set this flag if it is possible to
  enter a unit, ie set it in a coffin if you want players to be able to
+
enter a unit, ie set it in a coffin if you want players to be able to
  enter the coffin.
+
enter the coffin.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>These flags are
+
<PARA>These flags are
  set to indicate on what body positions a particular object can be
+
set to indicate on what body positions a particular object can be
  worn:</PARA>
+
worn:</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>MANIPULATE_WEAR_FINGER</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_FINGER</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_NECK</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_NECK</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_BODY</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_BODY</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_HEAD</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_HEAD</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_LEGS</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_LEGS</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_FEET</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_FEET</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_HANDS</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_HANDS</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_ARMS</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_ARMS</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_SHIELD</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_SHIELD</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_ABOUT</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_ABOUT</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_WAIST</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_WAIST</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_WRIST</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_WRIST</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WIELD</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WIELD</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_HOLD</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_HOLD</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_EAR</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_EAR</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_BACK</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_BACK</PARA></LISTITEM>
  <LISTITEM><PARA>MANIPULATE_WEAR_CHEST</PARA></LISTITEM>
+
<LISTITEM><PARA>MANIPULATE_WEAR_CHEST</PARA></LISTITEM>
  <LISTITEM><PARA> MANIPULATE_WEAR_ANKLE</PARA></LISTITEM>
+
<LISTITEM><PARA> MANIPULATE_WEAR_ANKLE</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>Currently you can only set one of the worn positions flags on an
+
<PARA>Currently you can only set one of the worn positions flags on an
  item at a time.  You can set both enter and take on an item with a
+
item at a time.  You can set both enter and take on an item with a
  position or just one or the other.  Some legal examples of combinations
+
position or just one or the other.  Some legal examples of combinations
  are as follows:</PARA>
+
are as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //An earring
+
//An earring
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}
  
  //A backpack
+
//A backpack
  manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}
  
  //strange true but its legal an earring pack
+
//strange true but its legal an earring pack
  manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;flags
 
;flags
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field on an object is used to set special attributes in order to make
+
<PARA>This field on an object is used to set special attributes in order to make
  the object able to be buried or not or no-teleportable and many others.  The
+
the object able to be buried or not or no-teleportable and many others.  The
  object flag list uses the UNIT_FL_* variables that both the NPCs and
+
object flag list uses the UNIT_FL_* variables that both the NPCs and
  the rooms also use, therefore while you can set some flags on an object it
+
the rooms also use, therefore while you can set some flags on an object it
  may not have any affect unless you as a builder or administrator adds
+
may not have any affect unless you as a builder or administrator adds
  the functionality.  You can also add extras on an object that can be used
+
the functionality.  You can also add extras on an object that can be used
  as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
+
as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
  following is a full list of all unit flags and how they affect objects, if
+
following is a full list of all unit flags and how they affect objects, if
  they do.</PARA>
+
they do.</PARA>
  
  <TABLE frame=all id="unitflagsobj">
+
<TABLE frame=all id="unitflagsobj">
  <TITLE>Object unit flag affects</TITLE>
+
<TITLE>Object unit flag affects</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY>
+
<ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_PRIVATE</ENTRY> <ENTRY> Currently has no affect on a NPC.
+
<ENTRY>UNIT_FL_PRIVATE</ENTRY> <ENTRY> Currently has no affect on a NPC.
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INVISIBLE</ENTRY>
+
</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INVISIBLE</ENTRY>
  <ENTRY>Makes unit invisible</ENTRY> </ROW> <ROW>
+
<ENTRY>Makes unit invisible</ENTRY> </ROW> <ROW>
  <ENTRY>UNIT_FL_NO_BURY</ENTRY> <ENTRY>Makes it so you can create objects that
+
<ENTRY>UNIT_FL_NO_BURY</ENTRY> <ENTRY>Makes it so you can create objects that
  can not be buried for example a weapon that for some reason shouldn't be
+
can not be buried for example a weapon that for some reason shouldn't be
  buried.</ENTRY>
+
buried.</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes
+
<ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes
  unit buried when loaded</ENTRY> </ROW> <ROW>
+
unit buried when loaded</ENTRY> </ROW> <ROW>
  <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
+
<ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
  <ENTRY>Makes it so you can not teleport into this object.  This flag only
+
<ENTRY>Makes it so you can not teleport into this object.  This flag only
  works on containers.
+
works on containers.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_MOB</ENTRY>
+
<ENTRY>UNIT_FL_NO_MOB</ENTRY>
  <ENTRY>
+
<ENTRY>
  Currently has no affect on an object.
+
Currently has no affect on an object.
  </ENTRY>
+
</ENTRY>
  </ROW> <ROW>
+
</ROW> <ROW>
  <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
+
<ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
  <ENTRY> Currently has no affect on a NPC.
+
<ENTRY> Currently has no affect on a NPC.
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INDOORS</ENTRY> <ENTRY>
+
</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INDOORS</ENTRY> <ENTRY>
  Currently has no affect on an object.
+
Currently has no affect on an object.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_TRANS</ENTRY> <ENTRY>Makes unit transparent If the Unit is
+
<ENTRY>UNIT_FL_TRANS</ENTRY> <ENTRY>Makes unit transparent If the Unit is
  transparent you will be able to see any NPCs that it is carrying.
+
transparent you will be able to see any NPCs that it is carrying.
  For example if a canoe was carrying a familiar you would see that as you
+
For example if a canoe was carrying a familiar you would see that as you
  walked into the room.  If this flag is not set and you are in a canoe you
+
walked into the room.  If this flag is not set and you are in a canoe you
  will not see outside the canoe and no one will see in.
+
will not see outside the canoe and no one will see in.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
+
<ENTRY>UNIT_FL_NO_SAVE</ENTRY>
  <ENTRY>Makes it so a PC can't save with
+
<ENTRY>Makes it so a PC can't save with
  unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY> <ENTRY>
+
unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY> <ENTRY>
  Currently has no affect on an object.
+
Currently has no affect on an object.
  </ENTRY>
+
</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>UNIT_FL_MAGIC</ENTRY>
+
<ENTRY>UNIT_FL_MAGIC</ENTRY>
  <ENTRY>This flag is used by spells to tell if the object is magic.</ENTRY>
+
<ENTRY>This flag is used by spells to tell if the object is magic.</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>  
+
</TBODY></TGROUP></TABLE>  
  
  <PARA>If you wanted to make an object that a player can carry around but can
+
<PARA>If you wanted to make an object that a player can carry around but can
  not save you would set the manipulate and flags as follows.</PARA>
+
not save you would set the manipulate and flags as follows.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  flags {UNIT_FL_NO_SAVE}
+
flags {UNIT_FL_NO_SAVE}
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;type
 
;type
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is what you use to set the objects type.  The type
+
<PARA>This field is what you use to set the objects type.  The type
  field is used when spells are cast or commands are executed on the
+
field is used when spells are cast or commands are executed on the
  object.  You can add your own item types but they will not change the
+
object.  You can add your own item types but they will not change the
  actions of base code commands.  The following is the list of item types
+
actions of base code commands.  The following is the list of item types
  and what they mean when you set them.  Some are not supported with the
+
and what they mean when you set them.  Some are not supported with the
  current code but you can add support for them if you like by making <ACRONYM>DIL</ACRONYM>
+
current code but you can add support for them if you like by making <ACRONYM>DIL</ACRONYM>
  commands, which is covered in another manual.</PARA>
+
commands, which is covered in another manual.</PARA>
  
  <TABLE frame=all id="itemtypes">
+
<TABLE frame=all id="itemtypes">
  <TITLE>Item types</TITLE>
+
<TITLE>Item types</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Type</ENTRY>
+
<ENTRY>Type</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_LIGHT</ENTRY>
+
<ENTRY>ITEM_LIGHT</ENTRY>
  <ENTRY>Items of this type can be lighted and extinguished.</ENTRY>
+
<ENTRY>Items of this type can be lighted and extinguished.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_SCROLL</ENTRY>
+
<ENTRY>ITEM_SCROLL</ENTRY>
  <ENTRY>Items of this type can be read as a magical scroll.</ENTRY>
+
<ENTRY>Items of this type can be read as a magical scroll.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_WAND</ENTRY>
+
<ENTRY>ITEM_WAND</ENTRY>
  <ENTRY>Items of this type can be used with the <command>use</command>
+
<ENTRY>Items of this type can be used with the <command>use</command>
  command.</ENTRY>
+
command.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_STAFF</ENTRY>
+
<ENTRY>ITEM_STAFF</ENTRY>
  <ENTRY>Items of this type can be used with the <command>tap</command>
+
<ENTRY>Items of this type can be used with the <command>tap</command>
  command as a magical staff</ENTRY>
+
command as a magical staff</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_WEAPON</ENTRY>
+
<ENTRY>ITEM_WEAPON</ENTRY>
  <ENTRY>Items of this type are used as weapons.</ENTRY>
+
<ENTRY>Items of this type are used as weapons.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_FIREWEAPON</ENTRY>
+
<ENTRY>ITEM_FIREWEAPON</ENTRY>
  <ENTRY>Currently not supported but could be used to classify a special type
+
<ENTRY>Currently not supported but could be used to classify a special type
  of weapon.</ENTRY>
+
of weapon.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_MISSILE</ENTRY>
+
<ENTRY>ITEM_MISSILE</ENTRY>
  <ENTRY>Currently not supported but could be used to classify a special type
+
<ENTRY>Currently not supported but could be used to classify a special type
  of weapon.</ENTRY>
+
of weapon.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_TREASURE</ENTRY>
+
<ENTRY>ITEM_TREASURE</ENTRY>
  <ENTRY>Items of this type are of some great value to sell but nothing else
+
<ENTRY>Items of this type are of some great value to sell but nothing else
  like a Gem or a block of gold.</ENTRY>
+
like a Gem or a block of gold.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_ARMOR</ENTRY>
+
<ENTRY>ITEM_ARMOR</ENTRY>
  <ENTRY>Items of this type can be worn or used as armour.</ENTRY>
+
<ENTRY>Items of this type can be worn or used as armour.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_POTION</ENTRY>
+
<ENTRY>ITEM_POTION</ENTRY>
  <ENTRY>Items of this type can be used with the <command>quaff</command> as
+
<ENTRY>Items of this type can be used with the <command>quaff</command> as
  a position.</ENTRY>
+
a position.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_WORN</ENTRY>
+
<ENTRY>ITEM_WORN</ENTRY>
  <ENTRY>Items of this type can be worn but not normally used for armour it
+
<ENTRY>Items of this type can be worn but not normally used for armour it
  is more for clothing.</ENTRY>
+
is more for clothing.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_OTHER</ENTRY>
+
<ENTRY>ITEM_OTHER</ENTRY>
  <ENTRY>This item type is for items that don't fit any other type.  Now
+
<ENTRY>This item type is for items that don't fit any other type.  Now
  that you can make your own commands with the <ACRONYM>VME</ACRONYM> 2.0 you should just make
+
that you can make your own commands with the <ACRONYM>VME</ACRONYM> 2.0 you should just make
  your own item type instead of using this value.</ENTRY>
+
your own item type instead of using this value.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_TRASH</ENTRY>
+
<ENTRY>ITEM_TRASH</ENTRY>
  <ENTRY>Items of this type are usually junk or broken equipment.</ENTRY>
+
<ENTRY>Items of this type are usually junk or broken equipment.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_TRAP</ENTRY>
+
<ENTRY>ITEM_TRAP</ENTRY>
  <ENTRY>Not currently supported but could be used to make a trap command by
+
<ENTRY>Not currently supported but could be used to make a trap command by
  creating a trap item</ENTRY>
+
creating a trap item</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_CONTAINER</ENTRY>
+
<ENTRY>ITEM_CONTAINER</ENTRY>
  <ENTRY>Items that can be used as containers.</ENTRY>
+
<ENTRY>Items that can be used as containers.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_NOTE</ENTRY>
+
<ENTRY>ITEM_NOTE</ENTRY>
  <ENTRY>Items of this type can be used to write on like paper or
+
<ENTRY>Items of this type can be used to write on like paper or
  slates.</ENTRY>
+
slates.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_DRINKCON</ENTRY>
+
<ENTRY>ITEM_DRINKCON</ENTRY>
  <ENTRY>Items of this type can carry liquids.</ENTRY>
+
<ENTRY>Items of this type can carry liquids.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_KEY</ENTRY>
+
<ENTRY>ITEM_KEY</ENTRY>
  <ENTRY>Items of this type can be used as a key.</ENTRY>
+
<ENTRY>Items of this type can be used as a key.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_FOOD</ENTRY>
+
<ENTRY>ITEM_FOOD</ENTRY>
  <ENTRY>Items of this type can be eaten</ENTRY>
+
<ENTRY>Items of this type can be eaten</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_MONEY</ENTRY>
+
<ENTRY>ITEM_MONEY</ENTRY>
  <ENTRY>Items of this type can be spent as currency</ENTRY>
+
<ENTRY>Items of this type can be spent as currency</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_PEN</ENTRY>
+
<ENTRY>ITEM_PEN</ENTRY>
  <ENTRY>No longer supported but could be used to force people to have a
+
<ENTRY>No longer supported but could be used to force people to have a
  writing instrument before writing a message.</ENTRY>
+
writing instrument before writing a message.</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ITEM_BOAT</ENTRY>
+
<ENTRY>ITEM_BOAT</ENTRY>
  <ENTRY>Items of this type can be used as a water craft</ENTRY>
+
<ENTRY>Items of this type can be used as a water craft</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ITEM_SPELL</ENTRY>
+
<ENTRY>ITEM_SPELL</ENTRY>
  <ENTRY>Not currently supported but it could be used to make a page in a spell book</ENTRY>
+
<ENTRY>Not currently supported but it could be used to make a page in a spell book</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ITEM_BOOK</ENTRY>
+
<ENTRY>ITEM_BOOK</ENTRY>
  <ENTRY>Not currently supported but could be used to make
+
<ENTRY>Not currently supported but could be used to make
  regular and spell books.</ENTRY>
+
regular and spell books.</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ITEM_SHIELD</ENTRY>
+
<ENTRY>ITEM_SHIELD</ENTRY>
  <ENTRY>Items of this type can be used as a shield.</ENTRY>
+
<ENTRY>Items of this type can be used as a shield.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>ITEM_SKIN</ENTRY>
+
<ENTRY>ITEM_SKIN</ENTRY>
  <ENTRY>Not currently supported in the release but could be used to make the
+
<ENTRY>Not currently supported in the release but could be used to make the
  skin command and create skins of animals</ENTRY>
+
skin command and create skins of animals</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ITEM_BOARD</ENTRY>
+
<ENTRY>ITEM_BOARD</ENTRY>
  <ENTRY>Items of this type are used for public communications in the form
+
<ENTRY>Items of this type are used for public communications in the form
  of boards that can be read from and written to.</ENTRY>
+
of boards that can be read from and written to.</ENTRY>
  </ROW>
+
</ROW>
  
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>Unlike flags and manipulate fields only one item type can be set
+
<PARA>Unlike flags and manipulate fields only one item type can be set
  on an object at a time.  The format for the 'type' field is simply the
+
on an object at a time.  The format for the 'type' field is simply the
  keyword followed by the value as follows:</PARA>
+
keyword followed by the value as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  type ITEM_BOARD
+
type ITEM_BOARD
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;weight
 
;weight
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The weight is the weight of the object in pounds.  In the future we
+
<PARA>The weight is the weight of the object in pounds.  In the future we
  may adjust this to allow you to make things lighter for example you
+
may adjust this to allow you to make things lighter for example you
  could set it in ounces or grams.  Right now however all we have is
+
could set it in ounces or grams.  Right now however all we have is
  pounds so we have some pretty heavy feathers out there.</PARA>
+
pounds so we have some pretty heavy feathers out there.</PARA>
  
  <PARA>To use this you just enter the 'weight' keyword and then the
+
<PARA>To use this you just enter the 'weight' keyword and then the
  value.</PARA>
+
value.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  /80 lbs.
+
/80 lbs.
  weight 80
+
weight 80
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;capacity
 
;capacity
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field sets the size of a container object.  If the object does not have the manipulate enter flag set then this field doesn't have to be set.  The capacity is currently by pounds since the weight of objects is set in pounds.  In the future we may take into account size and weight but right now it goes only by weight.  The following line of code would set an item to carry 600 pounds of stuff.</PARA>
+
<PARA>This field sets the size of a container object.  If the object does not have the manipulate enter flag set then this field doesn't have to be set.  The capacity is currently by pounds since the weight of objects is set in pounds.  In the future we may take into account size and weight but right now it goes only by weight.  The following line of code would set an item to carry 600 pounds of stuff.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  capacity 600
+
capacity 600
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;key
 
;key
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The key field sets the key name of the key that will open the item.  This field should be set to the symbolic name of the key that opens the item it is on.  If the item is in the same zone as the key then you do not need to put the zone extension on the key name.  The following are the three possible examples of using the key field.</PARA>
+
<PARA>The key field sets the key name of the key that will open the item.  This field should be set to the symbolic name of the key that opens the item it is on.  If the item is in the same zone as the key then you do not need to put the zone extension on the key name.  The following are the three possible examples of using the key field.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //if object and key are in same zone.
+
//if object and key are in same zone.
  key brasskey
+
key brasskey
  
  //if key and object are in same zone
+
//if key and object are in same zone
  key brasskey@zonename
+
key brasskey@zonename
  
  //if key and object are not in same zone
+
//if key and object are not in same zone
  key brasskey@otherzonename
+
key brasskey@otherzonename
  
  </nowiki>
+
</nowiki>
  
  <PARA>Notice you can put the zone name on it if the key is in the same
+
<PARA>Notice you can put the zone name on it if the key is in the same
  zone but if the key is not in the same zone you must put the zone name
+
zone but if the key is not in the same zone you must put the zone name
  on it.</PARA>
+
on it.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;cost
 
;cost
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This is the field you set to add a cost to your object.  If you
+
<PARA>This is the field you set to add a cost to your object.  If you
  leave this field out it will default to no cost and will not be able to
+
leave this field out it will default to no cost and will not be able to
  be sold at stores.  The system for setting cost on an item is the same
+
be sold at stores.  The system for setting cost on an item is the same
  as setting money on a NPC.  As with a NPC we could set it using a single
+
as setting money on a NPC.  As with a NPC we could set it using a single
  number but it would not be easy to understand.  For example 5 gold
+
number but it would not be easy to understand.  For example 5 gold
  pieces would be something like:</PARA>
+
pieces would be something like:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 25600
+
money 25600
  
  </nowiki>
+
</nowiki>
  
  <PARA>I am no more sure this will make five gold pieces than I was when
+
<PARA>I am no more sure this will make five gold pieces than I was when
  I used this same example with the money field in NPC.  The problem is I
+
I used this same example with the money field in NPC.  The problem is I
  just did the math in my head so its not very accurate.  It is much
+
just did the math in my head so its not very accurate.  It is much
  easier to use the defined money types to set exactly what you want as
+
easier to use the defined money types to set exactly what you want as
  follows:</PARA>
+
follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  IRON_PIECE
+
IRON_PIECE
  COPPER_PIECE
+
COPPER_PIECE
  SILVER_PIECE
+
SILVER_PIECE
  GOLD_PIECE
+
GOLD_PIECE
  PLATINUM_PIECE
+
PLATINUM_PIECE
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now if we wanted to make an object costing five gold it would be as
+
<PARA>Now if we wanted to make an object costing five gold it would be as
  simple as this:</PARA>
+
simple as this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 5*GOLD_PIECE
+
money 5*GOLD_PIECE
  
  </nowiki>
+
</nowiki>
  <PARA>the define method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
+
<PARA>the define method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
  amount of each coin you want on the NPC.  If you set it using a single
+
amount of each coin you want on the NPC.  If you set it using a single
  integer the compiler would pick how many of each coin.  This of course
+
integer the compiler would pick how many of each coin.  This of course
  is not what is desired in fact you want to be able to set your cost
+
is not what is desired in fact you want to be able to set your cost
  however you like.  So setting more than one coin is as simple as adding
+
however you like.  So setting more than one coin is as simple as adding
  a comma between the first and second coin.</PARA>
+
a comma between the first and second coin.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 5*GOLD_PIECE, 20*IRON_PIECE
+
money 5*GOLD_PIECE, 20*IRON_PIECE
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;rent
 
;rent
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field tells how much it costs you to keep an item while your
+
<PARA>This field tells how much it costs you to keep an item while your
  offline.  The rent is not always taken if the <ACRONYM>VME</ACRONYM> server is set up to
+
offline.  The rent is not always taken if the <ACRONYM>VME</ACRONYM> server is set up to
  not take any rent then it will not matter if you set this or not.  Also
+
not take any rent then it will not matter if you set this or not.  Also
  the <ACRONYM>VME</ACRONYM> can be set up to take a percentage of this field so it may not
+
the <ACRONYM>VME</ACRONYM> can be set up to take a percentage of this field so it may not
  take the exact amount you et.  If the <ACRONYM>VME</ACRONYM> server is set up to take 100%
+
take the exact amount you et.  If the <ACRONYM>VME</ACRONYM> server is set up to take 100%
  of the rent then what you set will be taken.  To set this field you do
+
of the rent then what you set will be taken.  To set this field you do
  the same as you do with the cost field.</PARA>
+
the same as you do with the cost field.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  money 5*GOLD_PIECE, 20*IRON_PIECE
+
money 5*GOLD_PIECE, 20*IRON_PIECE
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;minv
 
;minv
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>This field is the administrator invisible level of the object it is
+
<PARA>This field is the administrator invisible level of the object it is
  set on.  This means that if you set the 'minv' to two hundred it will
+
set on.  This means that if you set the 'minv' to two hundred it will
  make it so the object can not be seen by anyone below the administrator
+
make it so the object can not be seen by anyone below the administrator
  level of two hundred.  This is good for hiding objects that you need for
+
level of two hundred.  This is good for hiding objects that you need for
  administrators but you don't want players to see.
+
administrators but you don't want players to see.
  In order for the 'minv' to be removed an
+
In order for the 'minv' to be removed an
  administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
+
administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  minv 239
+
minv 239
  
  </nowiki>
+
</nowiki>
  
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;alignment
 
;alignment
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The object alignment is not currently used.  It is an integer
+
<PARA>The object alignment is not currently used.  It is an integer
  value that can be set on an object to be used with any <ACRONYM>DIL</ACRONYM> functions.  
+
value that can be set on an object to be used with any <ACRONYM>DIL</ACRONYM> functions.  
  In the future it will be what determines if a good or evil person can
+
In the future it will be what determines if a good or evil person can
  wield an item.  The value is set by placing the 'alignment' keyword
+
wield an item.  The value is set by placing the 'alignment' keyword
  first followed by the alignment desired from -1000 to +1000.</PARA>
+
first followed by the alignment desired from -1000 to +1000.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  alignment -250
+
alignment -250
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;open
 
;open
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The open field is used if you want to give your object the ability
+
<PARA>The open field is used if you want to give your object the ability
  to be opened, closed, and or locked.  If you add the open flags you need
+
to be opened, closed, and or locked.  If you add the open flags you need
  to also add a key field which has already been explained.
+
to also add a key field which has already been explained.
  The following are all
+
The following are all
  the possible open flags and what they are used for.</PARA>
+
the possible open flags and what they are used for.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
  <DICTDEF>
+
<DICTDEF>
  <PARA> Set this if you can open and close this object.
+
<PARA> Set this if you can open and close this object.
  </PARA>
+
</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_CLOSED
 
;EX_CLOSED
  <DICTDEF>
+
<DICTDEF>
  <PARA>Set this if you want the object to be closed when loaded.</PARA>
+
<PARA>Set this if you want the object to be closed when loaded.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_LOCKED
 
;EX_LOCKED
  <DICTDEF>
+
<DICTDEF>
  <PARA>Set this if you want the object to be locked when loaded.</PARA>
+
<PARA>Set this if you want the object to be locked when loaded.</PARA>
  <NOTE>
+
<NOTE>
  <PARA>An interesting aspect is that if you do not specify a key, you can
+
<PARA>An interesting aspect is that if you do not specify a key, you can
      only unlock this door with the 'pick' skill, 'unlock' spell or from
+
    only unlock this door with the 'pick' skill, 'unlock' spell or from
      <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
+
    <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
  </NOTE>
+
</NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>  
+
<VARLISTENTRY>
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
  <DICTDEF>
+
<DICTDEF>
  <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
+
<PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
      lock of this object.</PARA>
+
    lock of this object.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  ;EX_INSIDE_OPEN
+
;EX_INSIDE_OPEN
  <DICTDEF>
+
<DICTDEF>
  <PARA>Usable on container objects only, this enables the mobile to 'open' and  
+
<PARA>Usable on container objects only, this enables the mobile to 'open' and  
      'lock' from the inside.</PARA>
+
    'lock' from the inside.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>The simplest use of this field is to make an object that opens
+
<PARA>The simplest use of this field is to make an object that opens
  and closes.  A coffin for example would have its flags set as
+
and closes.  A coffin for example would have its flags set as
  follows:</PARA>
+
follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  open {EX_OPEN_CLOSE}
+
open {EX_OPEN_CLOSE}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If you wanted to set an object that is locked and closed and
+
<PARA>If you wanted to set an object that is locked and closed and
  having a brass key that can open it, when it is loaded.  It would look as follows.</PARA>
+
having a brass key that can open it, when it is loaded.  It would look as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
  key brass_key
+
key brass_key
  
  </nowiki>
+
</nowiki>
  
  <PARA>You would have to define the key in the object section as well and
+
<PARA>You would have to define the key in the object section as well and
  the symbolic name for that key would be 'brass_key'</PARA>
+
the symbolic name for that key would be 'brass_key'</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;spell
 
;spell
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The spell field is the power of the objects defense against
+
<PARA>The spell field is the power of the objects defense against
  spells.  You can set it from zero which is just not setting the field
+
spells.  You can set it from zero which is just not setting the field
  all the way to 200% which means a person who has 100% in a spell will
+
all the way to 200% which means a person who has 100% in a spell will
  fail almost all the time.  To set this field it would look as
+
fail almost all the time.  To set this field it would look as
  follows:</PARA>
+
follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  //Spell resistance at 150%
+
//Spell resistance at 150%
  spell 150
+
spell 150
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;value
 
;value
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The object values are used for just about any special item from
+
<PARA>The object values are used for just about any special item from
  armour to drink containers.  They should not be set directly unless you
+
armour to drink containers.  They should not be set directly unless you
  have a reason to do so, like a special <ACRONYM>DIL</ACRONYM> command that checks a
+
have a reason to do so, like a special <ACRONYM>DIL</ACRONYM> command that checks a
  value on an item.  You also have to be carefull not to over write what a
+
value on an item.  You also have to be carefull not to over write what a
  value is already used for example value one is already used on
+
value is already used for example value one is already used on
  weapons and armours for craftsman ship that will be explained later in
+
weapons and armours for craftsman ship that will be explained later in
  <xref linkend="objmacros">.</PARA>
+
<xref linkend="objmacros">.</PARA>
  
  <PARA>If you find you need to set the values there are a total of five
+
<PARA>If you find you need to set the values there are a total of five
  of them and they can be set to any integer value as follows:</PARA>
+
of them and they can be set to any integer value as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
    value[0]  5
+
  value[0]  5
    value[1] 16
+
  value[1] 16
    value[2] -2
+
  value[2] -2
    value[3] -10
+
  value[3] -10
    value[4] 12   
+
  value[4] 12   
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;affect
 
;affect
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>The affect field should not be set directly, instead you should
+
<PARA>The affect field should not be set directly, instead you should
  use the macros defined in <xref linkend="objmacros">.</PARA>  
+
use the macros defined in <xref linkend="objmacros">.</PARA>  
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
  <PARA>As has been mentioned in previous sections the <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
+
<PARA>As has been mentioned in previous sections the <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
  We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
+
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
  you how to create your own functions that will make your rooms, NPC, and
+
you how to create your own functions that will make your rooms, NPC, and
  objects more than special.</PARA>
+
objects more than special.</PARA>
  
  <PARA>There are several object functions that come standard with the <ACRONYM>VME</ACRONYM>
+
<PARA>There are several object functions that come standard with the <ACRONYM>VME</ACRONYM>
  2.0.  The following is a list of those functions.</PARA>
+
2.0.  The following is a list of those functions.</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>Guild restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Guild restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Anti-guild restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Anti-guild restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Quest restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Quest restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Quests restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Quests restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Alignment restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Alignment restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Level restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Level restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Virtual level restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Virtual level restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Race restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Race restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Ability restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Ability restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Skill restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Skill restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Spell restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Spell restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Weapon restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Weapon restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Gender restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Gender restrict</PARA></LISTITEM>
  <LISTITEM><PARA>Player restrict</PARA></LISTITEM>
+
<LISTITEM><PARA>Player restrict</PARA></LISTITEM>
  <LISTITEM><PARA>boards</PARA></LISTITEM>
+
<LISTITEM><PARA>boards</PARA></LISTITEM>
  <LISTITEM><PARA>tuborg/dilbegin</PARA></LISTITEM>
+
<LISTITEM><PARA>tuborg/dilbegin</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>These are the only object functions currently documented in the <ACRONYM>VME</ACRONYM>
+
<PARA>These are the only object functions currently documented in the <ACRONYM>VME</ACRONYM>
  2.0 release but if you go through the zones that are released with the
+
2.0 release but if you go through the zones that are released with the
  <ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
+
<ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
  <XREF LINKEND="objdilfunc">.  You will be able to use the functions
+
<XREF LINKEND="objdilfunc">.  You will be able to use the functions
  listed here and figure out ones that are not.</PARA>
+
listed here and figure out ones that are not.</PARA>
  
  <PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
+
<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
  Valhalla mud all you have to do is use the dilcopy keyword in the
+
Valhalla mud all you have to do is use the dilcopy keyword in the
  NPC with the function name you want to use and the arguments that
+
NPC with the function name you want to use and the arguments that
  function requires.  The following is what you would find in the
+
function requires.  The following is what you would find in the
  ''function.zon'' for tuborgs.</PARA>
+
''function.zon'' for tuborgs.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin tuborg(s:string);
+
dilbegin tuborg(s:string);
  external
+
external
  sub_drink_info@commands(d:unitptr);
+
sub_drink_info@commands(d:unitptr);
  var
+
var
    u : unitptr;
+
  u : unitptr;
  code
+
code
  {
+
{
    :start:
+
  :start:
    wait(SFB_CMD, ( (command("drink")) or
+
  wait(SFB_CMD, ( (command("drink")) or
                  (command("sip")) or
+
                (command("sip")) or
            (command("taste")) ) );
+
  (command("taste")) ) );
  u := activator;
+
u := activator;
  secure (u,start);
+
secure (u,start);
  if (findunit (activator,argument,FIND_UNIT_INVEN|FIND_UNIT_SURRO,null)!=self)
+
if (findunit (activator,argument,FIND_UNIT_INVEN|FIND_UNIT_SURRO,null)!=self)
  goto start;
+
goto start;
  if ( command("sip") or command("taste") )
+
if ( command("sip") or command("taste") )
  {
+
{
    block;
+
  block;
    act("$1n tastes $2n enjoying every drop.", A_HIDEINV, u, self, null,
+
  act("$1n tastes $2n enjoying every drop.", A_HIDEINV, u, self, null,
          TO_ROOM);
+
        TO_ROOM);
      act("The taste of the $2N is nothing less than divine.", A_HIDEINV, u, self,
+
    act("The taste of the $2N is nothing less than divine.", A_HIDEINV, u, self,
        null, TO_CHAR);
+
    null, TO_CHAR);
    goto start;
+
  goto start;
    }
+
  }
  
    if ( u.thirst >20 )
+
if ( u.thirst >20 )
    {
+
{
      block;
+
  block;
    act("Your not thirsty.", A_HIDEINV, u, null, null, TO_CHAR);
+
act("Your not thirsty.", A_HIDEINV, u, null, null, TO_CHAR);
      goto start;
+
    goto start;
    }
+
}
  block;
+
block;
    act ("You drink $2n and it makes you feel more energetic!", A_HIDEINV, u, self,
+
  act ("You drink $2n and it makes you feel more energetic!", A_HIDEINV, u, self,
        null, TO_CHAR);
+
      null, TO_CHAR);
    act ("$1n drinks $2n and looks more energetic!", A_HIDEINV, u, self,
+
  act ("$1n drinks $2n and looks more energetic!", A_HIDEINV, u, self,
        null, TO_ROOM);
+
      null, TO_ROOM);
  
    u.thirst := u.thirst + 10;
+
u.thirst := u.thirst + 10;
    u.full := u.full + 10;
+
u.full := u.full + 10;
    if (u.thirst > 24)
+
if (u.thirst > 24)
    {
+
{
      u.thirst := 24;
+
  u.thirst := 24;
    }
+
}
  
    if (u.full > 24)
+
if (u.full > 24)
    {
+
{
      u.full := 24;
+
  u.full := 24;
    }
+
}
    u.endurance := u.endurance+50;
+
u.endurance := u.endurance+50;
    if (u.endurance > u.max_endurance)
+
if (u.endurance > u.max_endurance)
    {
+
{
      u.endurance := u.max_endurance;
+
  u.endurance := u.max_endurance;
    }
+
}
    sub_drink_info@commands(self);
+
sub_drink_info@commands(self);
    quit;
+
quit;
  }
+
}
  dilend
+
dilend
  
  </nowiki>
+
</nowiki>
  
  <PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
  understand it or adjust it you only have to use it.  In fact this is a
+
understand it or adjust it you only have to use it.  In fact this is a
  really easy <ACRONYM>DIL</ACRONYM> to use.  The argument on the tuborg function is not used
+
really easy <ACRONYM>DIL</ACRONYM> to use.  The argument on the tuborg function is not used
  yet so all you have to do is pass in a blank string or any string for
+
yet so all you have to do is pass in a blank string or any string for
  that matter.  So if you wanted to make a tuborg in the game you would
+
that matter.  So if you wanted to make a tuborg in the game you would
  just add this to your drink container.</PARA>
+
just add this to your drink container.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy tuborg@function ("");
+
dilcopy tuborg@function ("");
  
  </nowiki>
+
</nowiki>
  
  <PARA>All of the above listed <ACRONYM>DIL</ACRONYM> object functions are described in
+
<PARA>All of the above listed <ACRONYM>DIL</ACRONYM> object functions are described in
  <XREF LINKEND="objdilfunc">.
+
<XREF LINKEND="objdilfunc">.
  Then we put some to work so you can see how
+
Then we put some to work so you can see how
  to use them in <XREF LINKEND="objcomplex"></PARA>
+
to use them in <XREF LINKEND="objcomplex"></PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </SECT1>
+
</SECT1>
  
  <sect1 id="objmacros">
+
<sect1 id="objmacros">
  <TITLE>Object macros</TITLE>
+
<TITLE>Object macros</TITLE>
  
    <PARA>To make the creation of some objects easier we have provided a
+
  <PARA>To make the creation of some objects easier we have provided a
  set of Macros.  The macros range from general armour and weapons macros
+
set of Macros.  The macros range from general armour and weapons macros
  to macros that help you create special affects on all items.  We will
+
to macros that help you create special affects on all items.  We will
  first cover what craftsmanship and magical modifiers are in <xref
+
first cover what craftsmanship and magical modifiers are in <xref
  linkend="objcraft"> and <xref linkend="objmag"> respectively.  After
+
linkend="objcraft"> and <xref linkend="objmag"> respectively.  After
  which we will show the use of craftsmanship and magical modifiers in
+
which we will show the use of craftsmanship and magical modifiers in
  <xref linkend="objmacroweapon"> and <xref
+
<xref linkend="objmacroweapon"> and <xref
  linkend="objmacroarmour">.</PARA>
+
linkend="objmacroarmour">.</PARA>
  
  
  
   
+
 
  <sect2 id="objcraft">
+
<sect2 id="objcraft">
  <TITLE>Weapon and armour craftsmanship</TITLE>
+
<TITLE>Weapon and armour craftsmanship</TITLE>
  
  <PARA>The craftsmanship is a way of expressing the overall quality of  a
+
<PARA>The craftsmanship is a way of expressing the overall quality of  a
  piece of armour or weapon.  The quality on the <ACRONYM>VME</ACRONYM> servers currently
+
piece of armour or weapon.  The quality on the <ACRONYM>VME</ACRONYM> servers currently
  means the amount of hit points given to an item.  The craftsmanship
+
means the amount of hit points given to an item.  The craftsmanship
  ranges from 25 to -25 and the hit points range from 125 to 6000.  The craftsmanship can be looked at as how tough or good the armour
+
ranges from 25 to -25 and the hit points range from 125 to 6000.  The craftsmanship can be looked at as how tough or good the armour
  or weapon is.  The following table should help you in deciding how tough
+
or weapon is.  The following table should help you in deciding how tough
  your armour or weapon should be.</PARA>
+
your armour or weapon should be.</PARA>
  
  <TABLE frame=all tocentry=0>
+
<TABLE frame=all tocentry=0>
  <TITLE>Approximate hit points verses craftsmanship</TITLE>
+
<TITLE>Approximate hit points verses craftsmanship</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Craftsmanship</ENTRY>
+
<ENTRY>Craftsmanship</ENTRY>
  <ENTRY>Hit points</ENTRY>
+
<ENTRY>Hit points</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>25</ENTRY>
+
<ENTRY>25</ENTRY>
  <ENTRY>6000</ENTRY>
+
<ENTRY>6000</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>20</ENTRY>
+
<ENTRY>20</ENTRY>
  <ENTRY>5000</ENTRY>
+
<ENTRY>5000</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>15</ENTRY>
+
<ENTRY>15</ENTRY>
  <ENTRY>4000</ENTRY>
+
<ENTRY>4000</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>10</ENTRY>
+
<ENTRY>10</ENTRY>
  <ENTRY>3000</ENTRY>
+
<ENTRY>3000</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>5</ENTRY>
+
<ENTRY>5</ENTRY>
  <ENTRY>2000</ENTRY>
+
<ENTRY>2000</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>0</ENTRY>
+
<ENTRY>0</ENTRY>
  <ENTRY>1000</ENTRY>
+
<ENTRY>1000</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>-5</ENTRY>
+
<ENTRY>-5</ENTRY>
  <ENTRY>875</ENTRY>
+
<ENTRY>875</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>-10</ENTRY>
+
<ENTRY>-10</ENTRY>
  <ENTRY>650</ENTRY>
+
<ENTRY>650</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>-15</ENTRY>
+
<ENTRY>-15</ENTRY>
  <ENTRY>425</ENTRY>
+
<ENTRY>425</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>-20</ENTRY>
+
<ENTRY>-20</ENTRY>
  <ENTRY>300</ENTRY>
+
<ENTRY>300</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>-25</ENTRY>
+
<ENTRY>-25</ENTRY>
  <ENTRY>125</ENTRY>
+
<ENTRY>125</ENTRY>
  </ROW>
+
</ROW>
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <PARA>It is suggested the higher the craftsmanship the higher the cost
+
<PARA>It is suggested the higher the craftsmanship the higher the cost
  of the weapon should be.  This is not a must but it goes with out saying
+
of the weapon should be.  This is not a must but it goes with out saying
  the quality of an item should be represented in the cost of it.  Of
+
the quality of an item should be represented in the cost of it.  Of
  corse there is the time you would want to sell your players poor quality
+
corse there is the time you would want to sell your players poor quality
  items at a high cost just to make them think they are getting something
+
items at a high cost just to make them think they are getting something
  cool.</PARA>
+
cool.</PARA>
  
  </sect2>
+
</sect2>
  
  <sect2 id="objmag">
+
<sect2 id="objmag">
  <TITLE>Magical modifier</TITLE>
+
<TITLE>Magical modifier</TITLE>
  
  <PARA>The magical modifier can be said to modify damage done to an
+
<PARA>The magical modifier can be said to modify damage done to an
  opponent.  In a combat the damage is calculated and then the magical
+
opponent.  In a combat the damage is calculated and then the magical
  bonuses on armour or weapons is added in.  This is best explained by an
+
bonuses on armour or weapons is added in.  This is best explained by an
  example.</PARA>
+
example.</PARA>
  
  <PARA>Lets say that you were about to give 25 hit points of damage to a
+
<PARA>Lets say that you were about to give 25 hit points of damage to a
  person.  Your sword has a plus 25% in magical bonus.  The bonus is added to
+
person.  Your sword has a plus 25% in magical bonus.  The bonus is added to
  your damage to make it a total of 50 hit points of damage.  The player
+
your damage to make it a total of 50 hit points of damage.  The player
  you are hitting however has a +25% magical bonus on his armour that you
+
you are hitting however has a +25% magical bonus on his armour that you
  are about to hit him on.  That will reduce the damage back to its 25%
+
are about to hit him on.  That will reduce the damage back to its 25%
  hit points originally done.  This is just a nice way to add a bit of
+
hit points originally done.  This is just a nice way to add a bit of
  damage for a special weapon.</PARA>
+
damage for a special weapon.</PARA>
  
  <PARA>The magical modifier ranges from 25 to -25.  It affects both the
+
<PARA>The magical modifier ranges from 25 to -25.  It affects both the
  damage being given to a player and the damage being given to a weapon or
+
damage being given to a player and the damage being given to a weapon or
  a piece of armour.</PARA>
+
a piece of armour.</PARA>
  
  <PARA>It is suggested that you modify the costs of your objects to fit
+
<PARA>It is suggested that you modify the costs of your objects to fit
  the amount of magical bonus along with adding the magical flag tot he
+
the amount of magical bonus along with adding the magical flag tot he
  objects flag list so an identify spell can pick up that there is
+
objects flag list so an identify spell can pick up that there is
  magic about the object.  This is not a must but your players will love
+
magic about the object.  This is not a must but your players will love
  you for it.</PARA>
+
you for it.</PARA>
  </sect2>
+
</sect2>
  <sect2 id="objmacroweapon">
+
<sect2 id="objmacroweapon">
  <TITLE>Setting weapon fields</TITLE>
+
<TITLE>Setting weapon fields</TITLE>
   
+
 
    <PARA>To create a weapon you only need three pieces of information.  
+
  <PARA>To create a weapon you only need three pieces of information.  
  The weapons craftsmanship and magical modifiers defined in <xref
+
The weapons craftsmanship and magical modifiers defined in <xref
  linkend="objcraft"> and <xref linkend="objmag"> and the weapon type.  
+
linkend="objcraft"> and <xref linkend="objmag"> and the weapon type.  
  You have seen the weapon types before when defining a NPCs natural
+
You have seen the weapon types before when defining a NPCs natural
  attack type in <xref linkend="npcmacroattarm">.  The full list of weapon
+
attack type in <xref linkend="npcmacroattarm">.  The full list of weapon
  types that are released with the <ACRONYM>VME</ACRONYM> 2.0 can be found in <xref
+
types that are released with the <ACRONYM>VME</ACRONYM> 2.0 can be found in <xref
  linkend="app-d">.  With craftsmanship, magical modifier and the weapon
+
linkend="app-d">.  With craftsmanship, magical modifier and the weapon
  type all you need to do is pick from one of the following macros and
+
type all you need to do is pick from one of the following macros and
  insert your numbers.</PARA>
+
insert your numbers.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt)  \
+
#define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt)  \
    WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)\
+
  WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)\
    height hgt
+
  height hgt
  
  #define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
+
#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
    manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
    type ITEM_SHIELD            \
+
  type ITEM_SHIELD            \
    value[0] shield_type        \
+
  value[0] shield_type        \
    value[1] craftsmanship      \
+
  value[1] craftsmanship      \
    value[2] magic_bonus
+
  value[2] magic_bonus
  
  </nowiki>
+
</nowiki>
  
  <PARA>As you can see the first macro uses the second macro so the only
+
<PARA>As you can see the first macro uses the second macro so the only
  difference between them is the first one sets the height field.  Using
+
difference between them is the first one sets the height field.  Using
  the first macro will force your weapon to be a certain size when loaded.
+
the first macro will force your weapon to be a certain size when loaded.
  While not setting the height field by using the second macro would let
+
While not setting the height field by using the second macro would let
  the <ACRONYM>VME</ACRONYM> server set the size of the weapon by what NPC it is loaded
+
the <ACRONYM>VME</ACRONYM> server set the size of the weapon by what NPC it is loaded
  on.</PARA>
+
on.</PARA>
  
  <PARA>  A  flail (two handed) of non-pure iron (-3%), a little better than
+
<PARA> A  flail (two handed) of non-pure iron (-3%), a little better than
  average craftsmanship (5%) and no magic bonuses would have:</PARA>
+
average craftsmanship (5%) and no magic bonuses would have:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
      WEAPON_DEF(WPN_FLAIL, +2, 0)
+
    WEAPON_DEF(WPN_FLAIL, +2, 0)
  
  </nowiki>
+
</nowiki>
  
  <PARA>A  rusty  (-5%) mean sacrificial dagger by a skilled smithy  (+5%)
+
<PARA>A  rusty  (-5%) mean sacrificial dagger by a skilled smithy  (+5%)
  and magically enchanted might be:</PARA>
+
and magically enchanted might be:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
      flags {UNIT_FL_MAGIC}
+
    flags {UNIT_FL_MAGIC}
      WEAPON_DEF(WPN_DAGGER, 0, +5)
+
    WEAPON_DEF(WPN_DAGGER, 0, +5)
   
+
    </nowiki>
+
</nowiki>
  
  <PARA>An old shaky wooden stick made for a 400 cm tall person could
+
<PARA>An old shaky wooden stick made for a 400 cm tall person could
      be:</PARA>
+
    be:</PARA>
  
   
+
 
  <nowiki>
 
  <nowiki>
   
+
  WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
+
WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
  <PARA>A wooden bastard sword would have considerable less craftsmanship
+
<PARA>A wooden bastard sword would have considerable less craftsmanship
  than listed since wood prevents the slashing effect, also it would be
+
than listed since wood prevents the slashing effect, also it would be
  non-sense to apply better than average craftsmanship in this
+
non-sense to apply better than average craftsmanship in this
  case.</PARA>
+
case.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
      WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
+
    WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
   
+
    </nowiki>
+
</nowiki>
  </sect2>   
+
</sect2>   
    <sect2 id="objmacroarmour">
+
  <sect2 id="objmacroarmour">
  <TITLE>Setting armour fields</TITLE>
+
<TITLE>Setting armour fields</TITLE>
  
  <PARA>When designing armour it is no more difficult then when designing
+
<PARA>When designing armour it is no more difficult then when designing
  weapons.  There is five main armour types.  The types don't define the
+
weapons.  There is five main armour types.  The types don't define the
  material type for example if you wanted to create a wooden pair of
+
material type for example if you wanted to create a wooden pair of
  armour that protected like plate armour you could do this by defining
+
armour that protected like plate armour you could do this by defining
  the armour type as plate and then adding the material as defined in
+
the armour type as plate and then adding the material as defined in
  <xref linkend="objmacromattype">.  The five armour types are as
+
<xref linkend="objmacromattype">.  The five armour types are as
  follows:</PARA>
+
follows:</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>Clothes</PARA></LISTITEM>
+
<LISTITEM><PARA>Clothes</PARA></LISTITEM>
  <LISTITEM><PARA>Leather</PARA></LISTITEM>
+
<LISTITEM><PARA>Leather</PARA></LISTITEM>
  <LISTITEM><PARA>Hard leather</PARA></LISTITEM>
+
<LISTITEM><PARA>Hard leather</PARA></LISTITEM>
  <LISTITEM><PARA>Chain</PARA></LISTITEM>
+
<LISTITEM><PARA>Chain</PARA></LISTITEM>
  <LISTITEM><PARA>Plate</PARA></LISTITEM>
+
<LISTITEM><PARA>Plate</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>The armours macros are almost the same as the weapons macro it looks
+
<PARA>The armours macros are almost the same as the weapons macro it looks
  as follows.</PARA>
+
as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define ARMOUR_DEF(atype, craftsmanship, magic_bonus) \
+
#define ARMOUR_DEF(atype, craftsmanship, magic_bonus) \
    manipulate {MANIPULATE_TAKE} \
+
  manipulate {MANIPULATE_TAKE} \
    type ITEM_ARMOR              \
+
  type ITEM_ARMOR              \
    value[0] atype
+
  value[0] atype
        value[1] craftsmanship      \
+
      value[1] craftsmanship      \
    value[2] magic_bonus
+
  value[2] magic_bonus
  
  #define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)\
+
#define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)\
    ARMOUR_DEF(atype,craftsmanship, magic_bonus) \
+
  ARMOUR_DEF(atype,craftsmanship, magic_bonus) \
    height hgt
+
  height hgt
  
  </nowiki>
+
</nowiki>
  
  <PARA>The craftsmanship and magical modifier fields have already been
+
<PARA>The craftsmanship and magical modifier fields have already been
  explained so the only thing new that you need to pass into these macros
+
explained so the only thing new that you need to pass into these macros
  is the 'atype' which stands for armour type.  As we have mentioned there
+
is the 'atype' which stands for armour type.  As we have mentioned there
  are five different armour types.  The following are the defines for
+
are five different armour types.  The following are the defines for
  each:</PARA>
+
each:</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>ARMOUR_CLOTHES</PARA></LISTITEM>
+
<LISTITEM><PARA>ARMOUR_CLOTHES</PARA></LISTITEM>
  <LISTITEM><PARA>ARMOUR_LEATHER</PARA></LISTITEM>
+
<LISTITEM><PARA>ARMOUR_LEATHER</PARA></LISTITEM>
  <LISTITEM><PARA>ARMOUR_HLEATHER</PARA></LISTITEM>
+
<LISTITEM><PARA>ARMOUR_HLEATHER</PARA></LISTITEM>
  <LISTITEM><PARA>ARMOUR_CHAIN</PARA></LISTITEM>
+
<LISTITEM><PARA>ARMOUR_CHAIN</PARA></LISTITEM>
  <LISTITEM><PARA>ARMOUR_PLATE</PARA></LISTITEM>
+
<LISTITEM><PARA>ARMOUR_PLATE</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>The armour type defines how different weapons and spells are
+
<PARA>The armour type defines how different weapons and spells are
  defended against for example plate would be better against acid maybe
+
defended against for example plate would be better against acid maybe
  and worse against electricity.  You as a <ACRONYM>VME</ACRONYM>
+
and worse against electricity.  You as a <ACRONYM>VME</ACRONYM>
  administrator will have to decide which armours are better at what by
+
administrator will have to decide which armours are better at what by
  changing your ''weapons.def'' and
+
changing your ''weapons.def'' and
  ''spells.def''</PARA>
+
''spells.def''</PARA>
  
  <PARA>This explains the entire armour define but there is some more to
+
<PARA>This explains the entire armour define but there is some more to
  it.  The rest will be covered in <xref linkend="objarmour"> For now an
+
it.  The rest will be covered in <xref linkend="objarmour"> For now an
  example use of the armour define would be as follows:</PARA>
+
example use of the armour define would be as follows:</PARA>
  
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  flags {UNIT_FL_MAGIC}
+
flags {UNIT_FL_MAGIC}
  ARMOR_DEF(ARM_PLATE,+15,+5)
+
ARMOR_DEF(ARM_PLATE,+15,+5)
   
+
    </nowiki>
+
</nowiki>
   
+
  </sect2>
+
</sect2>
  
    <sect2 id="objmacroshield">
+
  <sect2 id="objmacroshield">
  <TITLE>Setting shield fields</TITLE>
+
<TITLE>Setting shield fields</TITLE>
  
  <PARA>We have tried to keep the interface of making armours, weapons, and shields the same.  If you have already looked through the defines for weapons and armours you will find that there is very little difference here.  The following is the define for the macro that sets the shield values.</PARA>
+
<PARA>We have tried to keep the interface of making armours, weapons, and shields the same.  If you have already looked through the defines for weapons and armours you will find that there is very little difference here.  The following is the define for the macro that sets the shield values.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
+
#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
    manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
    type ITEM_SHIELD            \
+
  type ITEM_SHIELD            \
    value[0] shield_type        \
+
  value[0] shield_type        \
    value[1] craftsmanship      \
+
  value[1] craftsmanship      \
    value[2] magic_bonus
+
  value[2] magic_bonus
  
  #define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)  \
+
#define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)  \
    SHIELD_DEF(shield_type, craftsmanship, magic_bonus)\
+
  SHIELD_DEF(shield_type, craftsmanship, magic_bonus)\
    height hgt
+
  height hgt
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
    <PARA>You have already seen the craftsmanship and magical modifiers
+
  <PARA>You have already seen the craftsmanship and magical modifiers
  in <xref linkend="objcraft"> and <xref linkend="objmag">, so the only
+
in <xref linkend="objcraft"> and <xref linkend="objmag">, so the only
  thing different here is the shield type.  There are three shield
+
thing different here is the shield type.  There are three shield
  types available in the current combat system and they are categorized by
+
types available in the current combat system and they are categorized by
  size.  the three sizes are small, medium, and large.  to set the type
+
size.  the three sizes are small, medium, and large.  to set the type
  you use the defines from ''vme.h'' which define the
+
you use the defines from ''vme.h'' which define the
  following:</PARA>
+
following:</PARA>
   
+
 
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>SHIELD_SMALL</PARA></LISTITEM>
+
<LISTITEM><PARA>SHIELD_SMALL</PARA></LISTITEM>
  <LISTITEM><PARA>SHIELD_MEDIUM</PARA></LISTITEM>
+
<LISTITEM><PARA>SHIELD_MEDIUM</PARA></LISTITEM>
  <LISTITEM><PARA>SHIELD_LARGE</PARA></LISTITEM>
+
<LISTITEM><PARA>SHIELD_LARGE</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>the larger the shield the better chance of blocking an attack.  
+
<PARA>the larger the shield the better chance of blocking an attack.  
  You may want to remember to add weight as you add size to your shield so
+
You may want to remember to add weight as you add size to your shield so
  players are weighted down and can not carry the best of everything
+
players are weighted down and can not carry the best of everything
  but that is up to the administrator of the <ACRONYM>VME</ACRONYM> server.</PARA>
+
but that is up to the administrator of the <ACRONYM>VME</ACRONYM> server.</PARA>
  
  <PARA>A small magical wooden shield could be assigned:</PARA>
+
<PARA>A small magical wooden shield could be assigned:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
      flags {UNIT_FL_MAGIC}
+
    flags {UNIT_FL_MAGIC}
      SHIELD_DEF(SHIELD_SMALL, 0, +5)
+
    SHIELD_DEF(SHIELD_SMALL, 0, +5)
   
+
    </nowiki>
+
</nowiki>
    </sect2>   
+
  </sect2>   
   
+
 
    <sect2 id="objmacromattype">
+
  <sect2 id="objmacromattype">
  <TITLE>Setting material types</TITLE>
+
<TITLE>Setting material types</TITLE>
  
  <PARA>Currently Material types are not used greatly in spells or skills
+
<PARA>Currently Material types are not used greatly in spells or skills
  but in the future we hope to add more functionality for materials.  For
+
but in the future we hope to add more functionality for materials.  For
  example in the future if you are hit by an acid spell we want your
+
example in the future if you are hit by an acid spell we want your
  armour to be damaged depending on the material it is.  The material
+
armour to be damaged depending on the material it is.  The material
  doesn't have any affect on damage given or taken it is just a way you can
+
doesn't have any affect on damage given or taken it is just a way you can
  check in <ACRONYM>DIL</ACRONYM> what the weapon is made out of.  The following is the list
+
check in <ACRONYM>DIL</ACRONYM> what the weapon is made out of.  The following is the list
  you would find in ''wmacros.h'' of in the <ACRONYM>VME</ACRONYM> 2.0
+
you would find in ''wmacros.h'' of in the <ACRONYM>VME</ACRONYM> 2.0
  release.</PARA>
+
release.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MATERIAL_WOOD(DESCR)    extra {"$material", "$mat_wood"} DESCR
+
#define MATERIAL_WOOD(DESCR)    extra {"$material", "$mat_wood"} DESCR
  #define MATERIAL_METAL(DESCR)  extra {"$material", "$mat_metal"} DESCR
+
#define MATERIAL_METAL(DESCR)  extra {"$material", "$mat_metal"} DESCR
  #define MATERIAL_STONE(DESCR)  extra {"$material", "$mat_stone"} DESCR
+
#define MATERIAL_STONE(DESCR)  extra {"$material", "$mat_stone"} DESCR
  #define MATERIAL_CLOTH(DESCR)  extra {"$material", "$mat_cloth"} DESCR
+
#define MATERIAL_CLOTH(DESCR)  extra {"$material", "$mat_cloth"} DESCR
  #define MATERIAL_LEATHER(DESCR) extra {"$material", "$mat_leather"} DESCR
+
#define MATERIAL_LEATHER(DESCR) extra {"$material", "$mat_leather"} DESCR
  #define MATERIAL_SKIN(DESCR) extra {"$material", "$mat_skin"} DESCR
+
#define MATERIAL_SKIN(DESCR) extra {"$material", "$mat_skin"} DESCR
  #define MATERIAL_ORGANIC(DESCR) extra {"$material", "$mat_organic"} DESCR
+
#define MATERIAL_ORGANIC(DESCR) extra {"$material", "$mat_organic"} DESCR
  #define MATERIAL_GLASS(DESCR)  extra {"$material", "$mat_glass"} DESCR
+
#define MATERIAL_GLASS(DESCR)  extra {"$material", "$mat_glass"} DESCR
  #define MATERIAL_FIRE(DESCR)    extra {"$material", "$mat_fire"} DESCR
+
#define MATERIAL_FIRE(DESCR)    extra {"$material", "$mat_fire"} DESCR
  #define MATERIAL_WATER(DESCR)  extra {"$material", "$mat_water"} DESCR
+
#define MATERIAL_WATER(DESCR)  extra {"$material", "$mat_water"} DESCR
  #define MATERIAL_EARTH(DESCR)  extra {"$material", "$mat_earth"} DESCR
+
#define MATERIAL_EARTH(DESCR)  extra {"$material", "$mat_earth"} DESCR
  #define MATERIAL_MAGIC(DESCR)  extra {"$material", "$mat_magic"} DESCR
+
#define MATERIAL_MAGIC(DESCR)  extra {"$material", "$mat_magic"} DESCR
  
  </nowiki>
+
</nowiki>
  <PARA>Therefore if you had a wooden staff you could add the following to
+
<PARA>Therefore if you had a wooden staff you could add the following to
  your weapon so spells would know what it was made out of.</PARA>
+
your weapon so spells would know what it was made out of.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  MATERIAL_WOOD("a hard oak")
+
MATERIAL_WOOD("a hard oak")
  
  </nowiki>
+
</nowiki>
  </sect2>   
+
</sect2>   
    <sect2 id="objmacroliqcont">
+
  <sect2 id="objmacroliqcont">
    <TITLE>Drink container macros</TITLE>
+
<TITLE>Drink container macros</TITLE>
  
  <PARA>There are two different kinds of macros for drink containers.  The
+
<PARA>There are two different kinds of macros for drink containers.  The
  one you use depends on the need at the time.  The harder macro is made
+
one you use depends on the need at the time.  The harder macro is made
  so you can create a drink of any kind.  If however you want normal
+
so you can create a drink of any kind.  If however you want normal
  drinks like water, beer, or even lemonade there are more simple macros
+
drinks like water, beer, or even lemonade there are more simple macros
  already defined for you to use in ''liquid.h''.  The
+
already defined for you to use in ''liquid.h''.  The
  following is a couple of the macros from the
+
following is a couple of the macros from the
  ''liquid.h'' for a full listing see
+
''liquid.h'' for a full listing see
  <xref linkend="app-e">.</PARA>
+
<xref linkend="app-e">.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
  #define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
+
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
  #define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("red", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
+
LIQ_DEF("red", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
  #define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
     
+
  </nowiki>
+
</nowiki>
  
  <PARA>To use these macros the arguments are pretty simple.</PARA>
+
<PARA>To use these macros the arguments are pretty simple.</PARA>
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;weight
 
;weight
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first argument just says how heavy your drink container is when
+
<PARA>The first argument just says how heavy your drink container is when
  empty.  Like a barrel might be 15 pounds and a glass might be 1 pound.  
+
empty.  Like a barrel might be 15 pounds and a glass might be 1 pound.  
  You may be thinking there is no way the glasses in your kitchen are one
+
You may be thinking there is no way the glasses in your kitchen are one
  pound.  The truth is if we had less than a pound then we would set the
+
pound.  The truth is if we had less than a pound then we would set the
  glass to less but currently all units are measured in pounds so the
+
glass to less but currently all units are measured in pounds so the
  least we can make it is a pound.  In the future of the
+
least we can make it is a pound.  In the future of the
  <ACRONYM>VME</ACRONYM> we will be converting to smaller measurements
+
<ACRONYM>VME</ACRONYM> we will be converting to smaller measurements
  like grams or ounces.</PARA>
+
like grams or ounces.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
 
+
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>capacity</term>
+
<term>capacity</term>
  <LISTITEM>
+
<LISTITEM>
  <PARA>The second argument is what your container can carry weight wise.
+
<PARA>The second argument is what your container can carry weight wise.
  So if your barrel is 15 pounds and your barrel can carry 35 pounds of a
+
So if your barrel is 15 pounds and your barrel can carry 35 pounds of a
  liquid then the total weight when full would be 50 pounds, if my math
+
liquid then the total weight when full would be 50 pounds, if my math
  is working today.  To make a container with infinity liquid like a
+
is working today.  To make a container with infinity liquid like a
  fountain you just set capacity to '-1'.</PARA>
+
fountain you just set capacity to '-1'.</PARA>
  <NOTE><PARA>Making capacities ridiculously large can cause weight bugs.  
+
<NOTE><PARA>Making capacities ridiculously large can cause weight bugs.  
  If your going to allow ridiculous amounts you might just want to give
+
If your going to allow ridiculous amounts you might just want to give
  them the infinite amount or really work on your drink and pour
+
them the infinite amount or really work on your drink and pour
  functions</PARA></NOTE>
+
functions</PARA></NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
    <VARLISTENTRY>
+
  <VARLISTENTRY>
    <term>inside</term>
+
  <term>inside</term>
  <LISTITEM>
+
<LISTITEM>
    <PARA>The third argument is how much liquid by weight your container
+
  <PARA>The third argument is how much liquid by weight your container
    has inside.  This value should not be greater than the capacity but if
+
  has inside.  This value should not be greater than the capacity but if
    you mess up it will be fixed when the player tries to drink from it.  
+
  you mess up it will be fixed when the player tries to drink from it.  
    The total weight of the drink container and the liquid it contains
+
  The total weight of the drink container and the liquid it contains
    will be the weight added to this value.</PARA>
+
  will be the weight added to this value.</PARA>
    </LISTITEM>
+
  </LISTITEM>
    </VARLISTENTRY>
+
  </VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <term>poison</term>
+
<term>poison</term>
  <LISTITEM>
+
<LISTITEM>
  <PARA>the forth argument is the amount of poison in your drink.  There
+
<PARA>the forth argument is the amount of poison in your drink.  There
  is no limit on the amount of poison but understand that a value of ten
+
is no limit on the amount of poison but understand that a value of ten
  would be a very high poison value.</PARA>
+
would be a very high poison value.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
 
+
  <PARA>So if you wanted to make a simple small glass of water you would
+
<PARA>So if you wanted to make a simple small glass of water you would
  use the water macro and it would look like this:</PARA>
+
use the water macro and it would look like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  LIQ_WATER(1,2,2,0)
+
LIQ_WATER(1,2,2,0)
  
  </nowiki>
+
</nowiki>
  
  <PARA>You are probably wondering what it takes to fill a player from
+
<PARA>You are probably wondering what it takes to fill a player from
  empty.  The players thirst ranges from -24 which is dieing of
+
empty.  The players thirst ranges from -24 which is dieing of
  thirst all the way to positive 24 which is full.  So if you have a
+
thirst all the way to positive 24 which is full.  So if you have a
  barrel that can hold 24 capacity one full barrel can take a person from
+
barrel that can hold 24 capacity one full barrel can take a person from
  zero thirst to full.</PARA>
+
zero thirst to full.</PARA>
  
  <PARA>Now lets say you want to make something more exotic.  All the
+
<PARA>Now lets say you want to make something more exotic.  All the
                            normal drinks are made or at least a great
+
                          normal drinks are made or at least a great
                            number of them are in the
+
                          number of them are in the
                            ''liquid.h'' but what if
+
                          ''liquid.h'' but what if
                            you had a race from outer space that drank
+
                          you had a race from outer space that drank
                            nothing but silicone oil.  This obviously is
+
                          nothing but silicone oil.  This obviously is
                            not covered in our liquid file so you would
+
                          not covered in our liquid file so you would
                            have to make one yourself or use the more
+
                          have to make one yourself or use the more
                            complex macro.</PARA>
+
                          complex macro.</PARA>
  
         
+
 
 
  <nowiki>
 
  <nowiki>
  
  #define LIQ_DEF(color, wgt, max_cap, inside,thirst,full,drunk,poison) \
+
#define LIQ_DEF(color, wgt, max_cap, inside,thirst,full,drunk,poison) \
    type ITEM_DRINKCON          \
+
  type ITEM_DRINKCON          \
    weight (wgt)+(inside) \
+
  weight (wgt)+(inside) \
    capacity max_cap \
+
  capacity max_cap \
    value[0] inside        \
+
  value[0] inside        \
    value[3] poison \
+
  value[3] poison \
    extra {"$drink_color"}color \
+
  extra {"$drink_color"}color \
    extra {"$drink_thirst"} #thirst \
+
  extra {"$drink_thirst"} #thirst \
    extra {"$drink_full"} #full \
+
  extra {"$drink_full"} #full \
    extra {"$drink_drunk"} #drunk
+
  extra {"$drink_drunk"} #drunk
   
+
 
    </nowiki>
+
  </nowiki>
  
  <PARA>As you can see this define has much more information you need to
+
<PARA>As you can see this define has much more information you need to
  pass it but it really is not that hard.  The following are the arguments
+
pass it but it really is not that hard.  The following are the arguments
  and what they do.</PARA>
+
and what they do.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;color
 
;color
  <DICTDEF>
+
<DICTDEF>
  <PARA>the first argument is the color of the liquid.  this color will be
+
<PARA>the first argument is the color of the liquid.  this color will be
  shown when you look at the liquid in the container.</PARA>
+
shown when you look at the liquid in the container.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;wgt
 
;wgt
  <DICTDEF>
+
<DICTDEF>
  <PARA>The second argument is the weight of the container as in the last
+
<PARA>The second argument is the weight of the container as in the last
  macros.  It is what the container would weigh empty.</PARA> </LISTITEM> </VARLISTENTRY>
+
macros.  It is what the container would weigh empty.</PARA> </LISTITEM> </VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;max_cap
 
;max_cap
  <DICTDEF>
+
<DICTDEF>
  <PARA>The third argument is the maximum capacity of the container.  If
+
<PARA>The third argument is the maximum capacity of the container.  If
  the value is set to 15 and the container is fulled it will contain 15
+
the value is set to 15 and the container is fulled it will contain 15
  pounds of liquid which adds to the base weight to get the total weight
+
pounds of liquid which adds to the base weight to get the total weight
  of the container.  If you want a container to have unlimited contents
+
of the container.  If you want a container to have unlimited contents
  then you set the capacity to '-1' and the weight will be that of the
+
then you set the capacity to '-1' and the weight will be that of the
  'wgt' field.</PARA>
+
'wgt' field.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;inside
 
;inside
  <DICTDEF>
+
<DICTDEF>
  <PARA>The forth argument is the amount of liquid the container starts
+
<PARA>The forth argument is the amount of liquid the container starts
  with.  This amount should not be greater than the 'max_cap' field, but
+
with.  This amount should not be greater than the 'max_cap' field, but
  if it is it will be corrected when the player takes a drink or acts on
+
if it is it will be corrected when the player takes a drink or acts on
  the container.</PARA>
+
the container.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;thirst
 
;thirst
  <DICTDEF>
+
<DICTDEF>
  <PARA>The fifth field is how much thirst this gives per pound of liquid
+
<PARA>The fifth field is how much thirst this gives per pound of liquid
  consumed.  For example if you have a glass of water and it only has a
+
consumed.  For example if you have a glass of water and it only has a
  capacity of 1 with 1 inside.  this value will be added once to the players
+
capacity of 1 with 1 inside.  this value will be added once to the players
  thirst field.</PARA>
+
thirst field.</PARA>
  
  <PARA>this can be a bit confusing so lets first explain that the thirst
+
<PARA>this can be a bit confusing so lets first explain that the thirst
  field can be anything from 0 to 10 or even greater but we suggest only 10
+
field can be anything from 0 to 10 or even greater but we suggest only 10
  max.  With that in mind know that we set water at 10 because it is one
+
max.  With that in mind know that we set water at 10 because it is one
  of the best thirst quenchers known to man.  Therefore a glass with 1
+
of the best thirst quenchers known to man.  Therefore a glass with 1
  capacity and 1 quantity inside will give a player +10 to his thirst so if
+
capacity and 1 quantity inside will give a player +10 to his thirst so if
  the player was down to zero thirst value one drink will give them 10.  
+
the player was down to zero thirst value one drink will give them 10.  
  remember that a players thirst ranges from -24 to +24 so with three
+
remember that a players thirst ranges from -24 to +24 so with three
  drinks of water a person could fill his thirst need entirely.</PARA>
+
drinks of water a person could fill his thirst need entirely.</PARA>
  
  <PARA>With that in mind when setting this field you have to think what
+
<PARA>With that in mind when setting this field you have to think what
  kind of thirst quencher is my drink.  If for example it is vodka it would
+
kind of thirst quencher is my drink.  If for example it is vodka it would
  have little to know thirst quenching power so you would set this field
+
have little to know thirst quenching power so you would set this field
  to 0 or 1.</PARA>
+
to 0 or 1.</PARA>
  
  </LISTITEM> </VARLISTENTRY>
+
</LISTITEM> </VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;full
 
;full
  <DICTDEF>
+
<DICTDEF>
  <PARA>The sixth field like the thirst field sets how the drink will
+
<PARA>The sixth field like the thirst field sets how the drink will
  affect the chars fullness.  The chars fullness field is normally set
+
affect the chars fullness.  The chars fullness field is normally set
  when a player is eating but as you know drinking some drinks will also
+
when a player is eating but as you know drinking some drinks will also
  give you the feeling of being full.  One drink like this would be milk.  
+
give you the feeling of being full.  One drink like this would be milk.  
  The chars fullness field ranges from -24 to 24 like the thirst field and
+
The chars fullness field ranges from -24 to 24 like the thirst field and
  the argument you are setting on this field should range from 0 to 10
+
the argument you are setting on this field should range from 0 to 10
  unless you have a pro teen drink that fills them like food.  Milk might
+
unless you have a pro teen drink that fills them like food.  Milk might
  have a fullness of something like 5.</PARA>
+
have a fullness of something like 5.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;drunk
 
;drunk
  <DICTDEF>
+
<DICTDEF>
  <PARA>the seventh field like thirst and full deals with the Drunkenness of
+
<PARA>the seventh field like thirst and full deals with the Drunkenness of
  a character.  A character can range from 0 (not drunk) all the way up to
+
a character.  A character can range from 0 (not drunk) all the way up to
  24 (smashed).  The drunk field on this macro sets how much drunk is
+
24 (smashed).  The drunk field on this macro sets how much drunk is
  added for each quantity of the liquid is consumed.  Therefore something
+
added for each quantity of the liquid is consumed.  Therefore something
  like vodka should have a value of 10 while something like water should
+
like vodka should have a value of 10 while something like water should
  be down at 0 unless you have some weird race that gets drunk from
+
be down at 0 unless you have some weird race that gets drunk from
  water.</PARA>
+
water.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;poison
 
;poison
  <DICTDEF>
+
<DICTDEF>
  <PARA>The eighth and final field is again like the last macro we looked
+
<PARA>The eighth and final field is again like the last macro we looked
  at it sets the poison factor of a liquid.  The value ranges from 0 (no
+
at it sets the poison factor of a liquid.  The value ranges from 0 (no
  poison) to whatever you want but understand that 10 is an extreme poison
+
poison) to whatever you want but understand that 10 is an extreme poison
  factor and a player drinking this will most likely die quickly.</PARA>
+
factor and a player drinking this will most likely die quickly.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>So with the definitions of each arguments in mind lets return to
+
<PARA>So with the definitions of each arguments in mind lets return to
  the example of making a silicone oil based liquid.  We will first
+
the example of making a silicone oil based liquid.  We will first
  show what it would look like using the hard macro then what the new
+
show what it would look like using the hard macro then what the new
  easy macro that you could create would look like.</PARA>
+
easy macro that you could create would look like.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  LIQ_DEF("blue",5,10,10,5,1,0,0)
+
LIQ_DEF("blue",5,10,10,5,1,0,0)
 
+
  </nowiki>
+
</nowiki>
 
+
  <PARA>Now if you want to make this a liquid your going to use a lot
+
<PARA>Now if you want to make this a liquid your going to use a lot
  you would define your own easier macro like this.</PARA>
+
you would define your own easier macro like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)
+
LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)
  
  </nowiki>
+
</nowiki>
  
  <PARA>That covers the use of the macros but for more information on the
+
<PARA>That covers the use of the macros but for more information on the
  drink containers see <xref linkend="objdrink">.</PARA>
+
drink containers see <xref linkend="objdrink">.</PARA>
  </sect2>
+
</sect2>
  
  <sect2 id="objmacrofood">
+
<sect2 id="objmacrofood">
  <TITLE>The food macros</TITLE>
+
<TITLE>The food macros</TITLE>
  
  <PARA>The food macro is much easier than that of the drink macro so if
+
<PARA>The food macro is much easier than that of the drink macro so if
  you have drink containers down you will have no problem making food to
+
you have drink containers down you will have no problem making food to
  go with your beverage.  The players fullness value ranges from -24 to 24
+
go with your beverage.  The players fullness value ranges from -24 to 24
  as we have already learned when making drink containers and in the
+
as we have already learned when making drink containers and in the
  current food system on the <ACRONYM>VME</ACRONYM> server we do not allow thirst to be
+
current food system on the <ACRONYM>VME</ACRONYM> server we do not allow thirst to be
  modified by food.  Therefore the only thing you have to set is the
+
modified by food.  Therefore the only thing you have to set is the
  amount of fullness and the poison factor if there is any.  The following
+
amount of fullness and the poison factor if there is any.  The following
  is what the define for food looks like.</PARA>
+
is what the define for food looks like.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define FOOD_DEF(food_amount, poison_factor)  \
+
#define FOOD_DEF(food_amount, poison_factor)  \
    type ITEM_FOOD        \
+
  type ITEM_FOOD        \
    value[0] food_amount  \
+
  value[0] food_amount  \
    value[3] poison_factor
+
  value[3] poison_factor
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
    <PARA>Therefore if you wanted to make sure that only one of your
+
  <PARA>Therefore if you wanted to make sure that only one of your
  foods that you were creating would fill a player entirely in one bite
+
foods that you were creating would fill a player entirely in one bite
  you would set it like this:</PARA>
+
you would set it like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  FOOD_DEF(50,0)
+
FOOD_DEF(50,0)
  
  </nowiki>
+
</nowiki>
  
  <PARA>It is recommended that you only set the value between 1 and 10 so
+
<PARA>It is recommended that you only set the value between 1 and 10 so
  that players have to eat a bit as if they were eating in the real
+
that players have to eat a bit as if they were eating in the real
  world.</PARA>
+
world.</PARA>
    </sect2>
+
  </sect2>
       
+
     
    <sect2 id="objmacrolight">
+
  <sect2 id="objmacrolight">
  <TITLE>Light object macro</TITLE>
+
<TITLE>Light object macro</TITLE>
  
  <PARA>The light macro is very simply to use it only has two values
+
<PARA>The light macro is very simply to use it only has two values
  duration and brightness of light.  The macro is defined as
+
duration and brightness of light.  The macro is defined as
  follows:</PARA>
+
follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define LIGHT_DEF(hours, how_bright)  \
+
#define LIGHT_DEF(hours, how_bright)  \
    type ITEM_LIGHT    \
+
  type ITEM_LIGHT    \
    value[0] hours      \
+
  value[0] hours      \
    value[1] how_bright
+
  value[1] how_bright
  
  </nowiki>
+
</nowiki>
  
  <PARA>The first argument is the duration in mud hours which is about 5
+
<PARA>The first argument is the duration in mud hours which is about 5
    minutes per mud hour.  The second argument is how bright the object
+
  minutes per mud hour.  The second argument is how bright the object
    is 0 would be stupid cause it would give off no light but you never
+
  is 0 would be stupid cause it would give off no light but you never
    know maybe you want to do something like that.  One, two, and three
+
  know maybe you want to do something like that.  One, two, and three
    would be small torch, large torch, and lantern respectively.  You
+
  would be small torch, large torch, and lantern respectively.  You
    could set a brightness greater than 3 but you should be carefull not
+
  could set a brightness greater than 3 but you should be carefull not
    to over light your characters or you may cause light bugs.</PARA>
+
  to over light your characters or you may cause light bugs.</PARA>
  
    </sect2>
+
  </sect2>
  
    <sect2 id="objmacrocontainer">
+
  <sect2 id="objmacrocontainer">
    <TITLE>Container macro</TITLE>
+
  <TITLE>Container macro</TITLE>
  
  <PARA> The container macro is a simple macro that just sets two fields.  
+
<PARA> The container macro is a simple macro that just sets two fields.  
  The only information you have to give it is the capacity of the
+
The only information you have to give it is the capacity of the
  container.  Remember that capacity of an item is in weight not size.  
+
container.  Remember that capacity of an item is in weight not size.  
  Therefore if some ones corpse weighs 230 pounds you will need a container
+
Therefore if some ones corpse weighs 230 pounds you will need a container
  that has a capacity of 230 to fit the corpse in it.  The following is
+
that has a capacity of 230 to fit the corpse in it.  The following is
  the macros definition as found in ''wmacros.h'':</PARA>
+
the macros definition as found in ''wmacros.h'':</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define CONTAINER_DEF(max_capacity)  \
+
#define CONTAINER_DEF(max_capacity)  \
    type ITEM_CONTAINER              \
+
  type ITEM_CONTAINER              \
    capacity max_capacity
+
  capacity max_capacity
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you wanted to create a coffin that could carry any normal human
+
<PARA>If you wanted to create a coffin that could carry any normal human
    corpse you could set it something like this:</PARA>
+
  corpse you could set it something like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  container_def(300)
+
container_def(300)
  
  </nowiki>
+
</nowiki>
      </sect2>
+
    </sect2>
  
  <sect2 id="objmacromoney">
+
<sect2 id="objmacromoney">
  <TITLE>Money macro</TITLE>
+
<TITLE>Money macro</TITLE>
  
  <PARA>Money is one of the simplest objects you can make on the <ACRONYM>VME</ACRONYM>
+
<PARA>Money is one of the simplest objects you can make on the <ACRONYM>VME</ACRONYM>
  server.  With this macro all you need is the symbolic before the macro
+
server.  With this macro all you need is the symbolic before the macro
  and the end keyword after the macro and you have 1 piece of money or a whole pile.  The macro is defined in the ''wmacros.h'' and looks exactly as follows:</PARA>
+
and the end keyword after the macro and you have 1 piece of money or a whole pile.  The macro is defined in the ''wmacros.h'' and looks exactly as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define MONEY(coin_type, coins) \
+
#define MONEY(coin_type, coins) \
    type ITEM_MONEY \
+
  type ITEM_MONEY \
    manipulate MANIPULATE_TAKE \
+
  manipulate MANIPULATE_TAKE \
    title coin_type \
+
  title coin_type \
    value[0] coins
+
  value[0] coins
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
    <PARA>The arguments are simple the first argument is the type of money the five possible values are:</PARA>
+
  <PARA>The arguments are simple the first argument is the type of money the five possible values are:</PARA>
    <itemizedlist>
+
  <itemizedlist>
    <LISTITEM><PARA>IRON_PIECE</PARA></LISTITEM>
+
  <LISTITEM><PARA>IRON_PIECE</PARA></LISTITEM>
    <LISTITEM><PARA>COPPER_PIECE</PARA></LISTITEM>
+
  <LISTITEM><PARA>COPPER_PIECE</PARA></LISTITEM>
    <LISTITEM><PARA>SILVER_PIECE</PARA></LISTITEM>
+
  <LISTITEM><PARA>SILVER_PIECE</PARA></LISTITEM>
    <LISTITEM><PARA>GOLD_PIECE</PARA></LISTITEM>
+
  <LISTITEM><PARA>GOLD_PIECE</PARA></LISTITEM>
    <LISTITEM><PARA>PLATINUM_PIECE</PARA></LISTITEM>
+
  <LISTITEM><PARA>PLATINUM_PIECE</PARA></LISTITEM>
    </itemizedlist>
+
  </itemizedlist>
   
+
 
    <PARA>The second argument is the amount of coins.  If you set it to
+
  <PARA>The second argument is the amount of coins.  If you set it to
  zero then it will still make exactly 1 of the coins.  The following
+
zero then it will still make exactly 1 of the coins.  The following
  would be what one platinum piece would be like in a zone file.</PARA>
+
would be what one platinum piece would be like in a zone file.</PARA>
   
+
 
   
+
 
 
  <nowiki>
 
  <nowiki>
   
+
 
  platinum_piece
+
platinum_piece
  
  MONEY(PLATINUM_PIECE, 0)
+
MONEY(PLATINUM_PIECE, 0)
  /* Rest of values are inserted at runtime */
+
/* Rest of values are inserted at runtime */
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now if you want to make a whole pile of money it would look like this:</PARA>
+
<PARA>Now if you want to make a whole pile of money it would look like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  platinum_pile
+
platinum_pile
  
  MONEY(PLATINUM_PIECE, 80)
+
MONEY(PLATINUM_PIECE, 80)
  /* Rest of values are inserted at runtime */
+
/* Rest of values are inserted at runtime */
  extra {}
+
extra {}
  "Holy cow thats a stash."
+
"Holy cow thats a stash."
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
    </sect2>
+
  </sect2>
  
    <sect2 id="objmacrocurse">
+
  <sect2 id="objmacrocurse">
    <TITLE>Cursed objects macro</TITLE>
+
  <TITLE>Cursed objects macro</TITLE>
  
  <PARA>Sometimes when making special objects you want to make an item
+
<PARA>Sometimes when making special objects you want to make an item
  that a person can wear but can't remove.  With the cursed object macro
+
that a person can wear but can't remove.  With the cursed object macro
  this is a simple thing.  The cursed object macro is defined in
+
this is a simple thing.  The cursed object macro is defined in
  ''wmacros.h'' and looks as follows:</PARA>
+
''wmacros.h'' and looks as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define CURSED_OBJECT \
+
#define CURSED_OBJECT \
  affect \
+
affect \
    id ID_CURSE \
+
  id ID_CURSE \
    duration -1 \
+
  duration -1 \
    firstf TIF_NONE \
+
  firstf TIF_NONE \
    tickf  TIF_NONE \
+
  tickf  TIF_NONE \
    lastf  TIF_NONE \
+
  lastf  TIF_NONE \
    applyf APF_MOD_OBJ_FLAGS \
+
  applyf APF_MOD_OBJ_FLAGS \
    data[0] OBJ_NO_UNEQUIP;
+
  data[0] OBJ_NO_UNEQUIP;
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
        <PARA>to use this macro it is simply a matter of putting the define
+
      <PARA>to use this macro it is simply a matter of putting the define
  in your object like this:</PARA>
+
in your object like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  CURSED_OBJECT     
+
CURSED_OBJECT     
  
  </nowiki>
+
</nowiki>
  
  <PARA>When you set this macro on an object it adds an affect that can
+
<PARA>When you set this macro on an object it adds an affect that can
  only be removed by the 'set' command or by the 'remove curse
+
only be removed by the 'set' command or by the 'remove curse
  spell'.</PARA>
+
spell'.</PARA>
    </sect2>
+
  </sect2>
  
    <sect2 id="objmacropws">
+
  <sect2 id="objmacropws">
    <TITLE>Potion, wand, and staff macros</TITLE>
+
  <TITLE>Potion, wand, and staff macros</TITLE>
  
  <PARA>The macros for potions, scrolls, wands, and staffs are almost the
+
<PARA>The macros for potions, scrolls, wands, and staffs are almost the
  same.  In fact there is only two differences. The first  is the potions and scrolls can cast three
+
same.  In fact there is only two differences. The first  is the potions and scrolls can cast three
  spells while wands can only cast two, The second is wands and staffs
+
spells while wands can only cast two, The second is wands and staffs
  have multiple charges possible while scrolls and potions only can be
+
have multiple charges possible while scrolls and potions only can be
  used once.  The following are the macros
+
used once.  The following are the macros
  for all four as found in ''wmacros.h''.</PARA>
+
for all four as found in ''wmacros.h''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define POTION_DEF(power,spell1,spell2,spell3)  \
+
#define POTION_DEF(power,spell1,spell2,spell3)  \
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
    flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
    spell power      \
+
  spell power      \
    type ITEM_POTION \
+
  type ITEM_POTION \
    value[0] power  \
+
  value[0] power  \
    value[1] spell1  \
+
  value[1] spell1  \
    value[2] spell2  \
+
  value[2] spell2  \
    value[3] spell3
+
  value[3] spell3
  
  #define SCROLL_DEF(power,spell1,spell2,spell3)  \
+
#define SCROLL_DEF(power,spell1,spell2,spell3)  \
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
    flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
    spell power      \
+
  spell power      \
    type ITEM_SCROLL \
+
  type ITEM_SCROLL \
    value[0] power  \
+
  value[0] power  \
    value[1] spell1  \
+
  value[1] spell1  \
    value[2] spell2  \
+
  value[2] spell2  \
    value[3] spell3
+
  value[3] spell3
  
  #define WAND_DEF(power,charge,spell1,spell2)  \
+
#define WAND_DEF(power,charge,spell1,spell2)  \
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
    flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
    spell power      \
+
  spell power      \
    type ITEM_WAND \
+
  type ITEM_WAND \
    value[0] power  \
+
  value[0] power  \
    value[1] charge  \
+
  value[1] charge  \
    value[2] spell1  \
+
  value[2] spell1  \
    value[3] spell2  \
+
  value[3] spell2  \
    value[4] charge  /* The max charge */
+
  value[4] charge  /* The max charge */
  
  #define STAFF_DEF(power,charge,spell1,spell2)  \
+
#define STAFF_DEF(power,charge,spell1,spell2)  \
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
    flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
    spell power      \
+
  spell power      \
    type ITEM_STAFF  \
+
  type ITEM_STAFF  \
    value[0] power  \
+
  value[0] power  \
    value[1] charge  \
+
  value[1] charge  \
    value[2] spell1  \
+
  value[2] spell1  \
    value[3] spell2  \
+
  value[3] spell2  \
    value[4] charge  /* The max charge */
+
  value[4] charge  /* The max charge */
   
+
 
    </nowiki>
+
  </nowiki>
  
  <PARA>The arguments are as follows for the macros.</PARA>
+
<PARA>The arguments are as follows for the macros.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;power
 
;power
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first argument on potions, scrolls, wands, and staff is the
+
<PARA>The first argument on potions, scrolls, wands, and staff is the
  power the spell will be cast at.  You can have the power set in the
+
power the spell will be cast at.  You can have the power set in the
  range 1-200.  The spell power works the same as a player training in the
+
range 1-200.  The spell power works the same as a player training in the
  spell.  The higher the number the more powerfull the cast.</PARA>
+
spell.  The higher the number the more powerfull the cast.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;charge
 
;charge
  <DICTDEF>
+
<DICTDEF>
  <PARA>The second argument on the staffs and wands is how many charges it
+
<PARA>The second argument on the staffs and wands is how many charges it
  has.</PARA>
+
has.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;spell#
 
;spell#
  <DICTDEF>
+
<DICTDEF>
  <PARA>On potions and scrolls you can set up to 2 spells you do not have
+
<PARA>On potions and scrolls you can set up to 2 spells you do not have
  to set them both the one you don't want set to 0.  On staffs and wands
+
to set them both the one you don't want set to 0.  On staffs and wands
  you can set three spells.  Again if you want only one or two you can
+
you can set three spells.  Again if you want only one or two you can
  leave the one you do not want set to 0.</PARA>
+
leave the one you do not want set to 0.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </sect2>
+
</sect2>
   
+
 
   
+
 
    <sect2 id="objmacrotransfers">
+
  <sect2 id="objmacrotransfers">
  <TITLE>Magical transfer macros</TITLE>
+
<TITLE>Magical transfer macros</TITLE>
  
  <PARA>There are times when you want to give a player a bonus in a
+
<PARA>There are times when you want to give a player a bonus in a
  ability, weapon, skill, and or weapon.  There is even times when you
+
ability, weapon, skill, and or weapon.  There is even times when you
  want to adjust a characters speed or add a flag to a player when they
+
want to adjust a characters speed or add a flag to a player when they
  wear an item.  The following macros are what you would use to do any of
+
wear an item.  The following macros are what you would use to do any of
  those when a person uses an item.</PARA>
+
those when a person uses an item.</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>CHAR_FLAG_TRANSFER(_MFLAGS)</PARA></LISTITEM>  
+
<LISTITEM><PARA>CHAR_FLAG_TRANSFER(_MFLAGS)</PARA></LISTITEM>  
  <LISTITEM><PARA>SKILL_TRANSFER(skill, amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>SKILL_TRANSFER(skill, amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>WEAPON_TRANSFER(weapon, amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>WEAPON_TRANSFER(weapon, amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>SPELL_TRANSFER(spell, amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>SPELL_TRANSFER(spell, amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>STR_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>STR_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>DEX_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>DEX_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>CON_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>CON_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>CHA_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>CHA_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>BRA_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>BRA_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>MAG_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>MAG_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>DIV_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>DIV_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>HIT_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>HIT_TRANSFER(amount)</PARA></LISTITEM>   
  <LISTITEM><PARA>SPEED_TRANSFER(newspeed)</PARA></LISTITEM>   
+
<LISTITEM><PARA>SPEED_TRANSFER(newspeed)</PARA></LISTITEM>   
  <LISTITEM><PARA>SLOW_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM><PARA>SLOW_TRANSFER(amount)</PARA></LISTITEM>   
  </itemizedlist>
+
</itemizedlist>
  
  <NOTE><PARA>For the full definitions of the transfer macros see
+
<NOTE><PARA>For the full definitions of the transfer macros see
  <xref linkend="app-f"> or the header file ''wmacros.h''.</PARA></NOTE>
+
<xref linkend="app-f"> or the header file ''wmacros.h''.</PARA></NOTE>
  
  <PARA>The transfer macros can be broken down into three groups those
+
<PARA>The transfer macros can be broken down into three groups those
  which transfer percentage, flags, and speed.  The skill, weapons,
+
which transfer percentage, flags, and speed.  The skill, weapons,
  spells, and ability macros transfer the amount of percentage you put.  
+
spells, and ability macros transfer the amount of percentage you put.  
  If you give a negative percentage it will take that much away from the
+
If you give a negative percentage it will take that much away from the
  player or NPC in that catagory.  The character flag transfer actually
+
player or NPC in that catagory.  The character flag transfer actually
  adds the flag to the player while the player is using the item.  The
+
adds the flag to the player while the player is using the item.  The
  speed transfer macros add or subtract the amount of speed you give them.
+
speed transfer macros add or subtract the amount of speed you give them.
  The range for speed is from zero to twelve with twelve being the
+
The range for speed is from zero to twelve with twelve being the
  slowest.</PARA>
+
slowest.</PARA>
    </sect2>
+
  </sect2>
    </sect1>
+
  </sect1>
  
  <sect1 id="objbasic">
+
<sect1 id="objbasic">
  <TITLE>Building your first object</TITLE>
+
<TITLE>Building your first object</TITLE>
  
  <PARA>Now that you have learned how to make rooms and NPCs its time to
+
<PARA>Now that you have learned how to make rooms and NPCs its time to
  make the objects for your little world.
+
make the objects for your little world.
  In the last couple of sections you have looked
+
In the last couple of sections you have looked
  through the fields.  In this section we are going to make a nice easy
+
through the fields.  In this section we are going to make a nice easy
  object.  There is really not that much new from what you have learned
+
object.  There is really not that much new from what you have learned
  with rooms and NPCs so this should be a real quick section.  As always
+
with rooms and NPCs so this should be a real quick section.  As always
  we will start with something I like which as you remember is dragons.  
+
we will start with something I like which as you remember is dragons.  
  So the first object we will make is a dragon head.  I didn't say I liked
+
So the first object we will make is a dragon head.  I didn't say I liked
  them alive now did I?  Anyway this will be a nice simple object that
+
them alive now did I?  Anyway this will be a nice simple object that
  your player can pick up and carry around.</PARA>
+
your player can pick up and carry around.</PARA>
  
  <PARA>When making objects you create the zone source file first as shown
+
<PARA>When making objects you create the zone source file first as shown
  in <xref linkend="ch-02">.  If you only have objects you do not need the
+
in <xref linkend="ch-02">.  If you only have objects you do not need the
  %reset, %mobiles, and %rooms fields.  For the examples in this chapter we
+
%reset, %mobiles, and %rooms fields.  For the examples in this chapter we
  will use the zone we created in <xref linkend="ch-04"> and add the
+
will use the zone we created in <xref linkend="ch-04"> and add the
  %objects section where we will put all the object definitions.  At the end
+
%objects section where we will put all the object definitions.  At the end
  of this chapter, in <xref linkend="roomnpcobjzone">, we will bring it
+
of this chapter, in <xref linkend="roomnpcobjzone">, we will bring it
  all together with the rooms and NPCs we have defined already.</PARA>
+
all together with the rooms and NPCs we have defined already.</PARA>
  
  <PARA>The first part of all object definitions is the symbolic name it is good
+
<PARA>The first part of all object definitions is the symbolic name it is good
  to always pick a name that will match the name of the object so it
+
to always pick a name that will match the name of the object so it
  will be easy to load the object.
+
will be easy to load the object.
  The reason the symbolic and name should match is when you use the
+
The reason the symbolic and name should match is when you use the
  command <command>wstat</command> it will only show you a
+
command <command>wstat</command> it will only show you a
  list of the objects by symbolic name for example if you type <command>
+
list of the objects by symbolic name for example if you type <command>
  wstat zone dragon objects</command> You will get the following:
+
wstat zone dragon objects</command> You will get the following:
 
+
 
  <nowiki>
 
  <nowiki>
  
  List of objects in zone Dragon:
+
List of objects in zone Dragon:
  claw info_board dragon_head
+
claw info_board dragon_head
  
  </nowiki>
+
</nowiki>
  If you didn't make it clear what the object was by the symbolic name
+
If you didn't make it clear what the object was by the symbolic name
  it might look like this:
+
it might look like this:
 
+
 
  <nowiki>
 
  <nowiki>
  
  List of objects in zone Dragon:
+
List of objects in zone Dragon:
  obj1 a_obj2 o3
+
obj1 a_obj2 o3
  
  </nowiki>
+
</nowiki>
  While this might be great when you first start imagine trying to
+
While this might be great when you first start imagine trying to
  remember each object if you have over 30 of them.</PARA>
+
remember each object if you have over 30 of them.</PARA>
  
  <PARA>Now lets get started with our dragon head.  As with the rooms and
+
<PARA>Now lets get started with our dragon head.  As with the rooms and
  npcs all that is required to make an object is the symbolic and end fields.  
+
npcs all that is required to make an object is the symbolic and end fields.  
  That of course will make a NPC with all defaults.</PARA>
+
That of course will make a NPC with all defaults.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dragon_head
+
dragon_head
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>Thats it for that dragon head right?  Nope not quite, like before
+
<PARA>Thats it for that dragon head right?  Nope not quite, like before
  with NPCs, that makes an object with all defaults.  That means this will probably be
+
with NPCs, that makes an object with all defaults.  That means this will probably be
  a very blank spot on the screen with no names and no way your players
+
a very blank spot on the screen with no names and no way your players
  can interact with it.
+
can interact with it.
  Now lets start putting the
+
Now lets start putting the
  Dragon heads other more interesting fields on.</PARA>
+
Dragon heads other more interesting fields on.</PARA>
  
  <PARA>Like with rooms and NPCs, the first three things we need are the
+
<PARA>Like with rooms and NPCs, the first three things we need are the
  dragon heads title, description and names.  The description should be what you
+
dragon heads title, description and names.  The description should be what you
  see when you do a 'look' in the room.  The title should be what you see
+
see when you do a 'look' in the room.  The title should be what you see
  when the object is in your inventory or you are whacking someone over the
+
when the object is in your inventory or you are whacking someone over the
  head with it.  Since we are not making a weapon though the title is what
+
head with it.  Since we are not making a weapon though the title is what
  will be shown when you are picking up or dropping the object.
+
will be shown when you are picking up or dropping the object.
  Finally the names should cover everything
+
Finally the names should cover everything
  in the title and description fields so if your player wants to pick
+
in the title and description fields so if your player wants to pick
  the object up or wear it will be easy to figure out what the names
+
the object up or wear it will be easy to figure out what the names
  are.</PARA>
+
are.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dragon_head
+
dragon_head
  
  title "a gold dragon head"
+
title "a gold dragon head"
  
  descr "A large golden dragon head is laying here looking sad."
+
descr "A large golden dragon head is laying here looking sad."
  
  names {"large golden dragon head","large gold dragon head",
+
names {"large golden dragon head","large gold dragon head",
        "golden dragon head","large dragon head","gold dragon head",
+
      "golden dragon head","large dragon head","gold dragon head",
        "dragon head","large head", "sad head","head"}
+
      "dragon head","large head", "sad head","head"}
  ...
+
...
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <PARA>The names, title and description shouldn't be to hard so I don't
+
<PARA>The names, title and description shouldn't be to hard so I don't
  think its necessary to go into any more description on the subject.  
+
think its necessary to go into any more description on the subject.  
  Lets move on.  Now we have to take care of what a player sees when he or
+
Lets move on.  Now we have to take care of what a player sees when he or
  she looks at an object.  to make the main description of an NPC you place an
+
she looks at an object.  to make the main description of an NPC you place an
  extra on the NPC with no names in the list.  The blank extra is a
+
extra on the NPC with no names in the list.  The blank extra is a
  special extra that will be shown every time you look at anything in the
+
special extra that will be shown every time you look at anything in the
  names list of the object.  So a description of an object would look something
+
names list of the object.  So a description of an object would look something
  like this.</PARA>
+
like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {}
+
extra {}
  "The head is large and beautiful, at least as beautiful as a dead
+
"The head is large and beautiful, at least as beautiful as a dead
  dragon head can be.  There is an extreme look of sorrow on the dragons
+
dragon head can be.  There is an extreme look of sorrow on the dragons
  face and it seems to be for much more than its own death."
+
face and it seems to be for much more than its own death."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now that you have a main description for the object you need to make
+
<PARA>Now that you have a main description for the object you need to make
  any smaller descriptions that you want the player to be able to look at.
+
any smaller descriptions that you want the player to be able to look at.
  In this case it may be good to give some secret information if the
+
In this case it may be good to give some secret information if the
  player looks at the face of the head directly.</PARA>
+
player looks at the face of the head directly.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"gold dragon head face","dragon head face","head face","face"}
+
extra {"gold dragon head face","dragon head face","head face","face"}
  "Looking into the dragons face your eyes are drawn to the eyes of the
+
"Looking into the dragons face your eyes are drawn to the eyes of the
  dead dragon.  Could there be something there?"
+
dead dragon.  Could there be something there?"
  
  extra {"eyes","eye"}
+
extra {"eyes","eye"}
  "A world of blue skies and no storms is visible through the eyes and it
+
"A world of blue skies and no storms is visible through the eyes and it
  seems to be moving as if you were watching the world from space."
+
seems to be moving as if you were watching the world from space."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now that we have the object all described we only need to give the
+
<PARA>Now that we have the object all described we only need to give the
      object the manipulate flags it needs, weight, height, and maybe
+
    object the manipulate flags it needs, weight, height, and maybe
      some extras that will make some cool acts when a player picks it up
+
    some extras that will make some cool acts when a player picks it up
      or drops it.</PARA>
+
    or drops it.</PARA>
   
+
    <PARA>First thing to do though is pick the manipulate flags you
+
<PARA>First thing to do though is pick the manipulate flags you
  want on the object.  This is not a weapon or armour so all the
+
want on the object.  This is not a weapon or armour so all the
  player really needs to be able to do with it is pick it up and maybe
+
player really needs to be able to do with it is pick it up and maybe
  hold it if you want and I do.  The flags would then be as follows:</PARA>
+
hold it if you want and I do.  The flags would then be as follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
+
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
  
  </nowiki>
+
</nowiki>
 
+
  <PARA>If you were feeling a little weird you could even make the
+
<PARA>If you were feeling a little weird you could even make the
    person be able to wear the dragon head on his head but that would
+
person be able to wear the dragon head on his head but that would
    just be strange.  of course its always good to know you have
+
just be strange.  of course its always good to know you have
    options.</PARA>
+
options.</PARA>
   
+
  <PARA>Now lets set the height and weight.  Remember you set the height
+
<PARA>Now lets set the height and weight.  Remember you set the height
  in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
+
in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
  standardize to one or the other but for now we have to play the
+
standardize to one or the other but for now we have to play the
  conversion game.</PARA>
+
conversion game.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  //20 feet  (1 inch = 2.54 cm
+
//20 feet  (1 inch = 2.54 cm
  height 33
+
height 33
  
  //566 KG (1 lb. = .45359 kg)
+
//566 KG (1 lb. = .45359 kg)
    weight 50
+
weight 50
   
+
    </nowiki>
+
</nowiki>
   
+
    <PARA>The final touch to our little dragon head is some cute acts
+
<PARA>The final touch to our little dragon head is some cute acts
  when the player picks it up or drops it.  If you remember from the extra
+
when the player picks it up or drops it.  If you remember from the extra
  fields in <xref linkend="objfielddescr">, there are some special extras
+
fields in <xref linkend="objfielddescr">, there are some special extras
  that are made just for this purpose.</PARA>
+
that are made just for this purpose.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  extra {"$get_s"}
+
extra {"$get_s"}
  "You suddenly feel very sad for a world that you don't even know."
+
"You suddenly feel very sad for a world that you don't even know."
  
  extra {"$get_o"}
+
extra {"$get_o"}
  "A strange look of sadness crosses $1ns face."
+
"A strange look of sadness crosses $1ns face."
  
  extra {"$drop_s"}
+
extra {"$drop_s"}
  "You feel much happier but you remember a feeling of great sorrow."
+
"You feel much happier but you remember a feeling of great sorrow."
  
  extra {"drop_o"}
+
extra {"drop_o"}
  "$1n seems to cheer up a bit."
+
"$1n seems to cheer up a bit."
  
  </nowiki>
+
</nowiki>
  
  <PARA>There are other things we could add to this item but I want to
+
<PARA>There are other things we could add to this item but I want to
  keep this first object simple.  The finished head would then look like
+
keep this first object simple.  The finished head would then look like
  this:</PARA>
+
this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dragon_head
+
dragon_head
  
  title "a gold dragon head"
+
title "a gold dragon head"
  
  descr "A large golden dragon head is laying here looking sad."
+
descr "A large golden dragon head is laying here looking sad."
  
  names {"large golden dragon head","large gold dragon head",
+
names {"large golden dragon head","large gold dragon head",
        "golden dragon head","large dragon head","gold dragon head",
+
      "golden dragon head","large dragon head","gold dragon head",
        "dragon head","large head", "sad head","head"}
+
      "dragon head","large head", "sad head","head"}
     
+
 
      extra {}
+
  extra {}
  "The head is large and beautiful, at least as beautiful as a dead
+
"The head is large and beautiful, at least as beautiful as a dead
  dragon head can be.  There is an extreme look of sorrow on the dragons
+
dragon head can be.  There is an extreme look of sorrow on the dragons
  face and it seems to be for much more than its own death."
+
face and it seems to be for much more than its own death."
  
  
  extra {"gold dragon head face","dragon head face","head face","face"}
+
extra {"gold dragon head face","dragon head face","head face","face"}
  "Looking into the dragons face your eyes are drawn to the eyes of the
+
"Looking into the dragons face your eyes are drawn to the eyes of the
  dead dragon.  Could there be something there?"
+
dead dragon.  Could there be something there?"
  
  extra {"eyes","eye"}
+
extra {"eyes","eye"}
  "A world of blue skies and no storms is visible through the eyes and it
+
"A world of blue skies and no storms is visible through the eyes and it
  seems to be moving as if you were watching the world from space."
+
seems to be moving as if you were watching the world from space."
  
  manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
+
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
  
  height 33
+
height 33
    weight 50
+
weight 50
  
  extra {"$get_s"}
+
extra {"$get_s"}
  "You suddenly feel very sad for a world that you don't even know."
+
"You suddenly feel very sad for a world that you don't even know."
  
  extra {"$get_o"}
+
extra {"$get_o"}
  "A strange look of sadness crosses $1ns face."
+
"A strange look of sadness crosses $1ns face."
  
  extra {"$drop_s"}
+
extra {"$drop_s"}
  "You feel much happier but you remember a feeling of great sorrow."
+
"You feel much happier but you remember a feeling of great sorrow."
  
  extra {"drop_o"}
+
extra {"drop_o"}
  "$1n seems to cheer up a bit."
+
"$1n seems to cheer up a bit."
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  
  
  <PARA>Thats all there is to making regular items.  The rest is just
+
<PARA>Thats all there is to making regular items.  The rest is just
  adding functionality to what you already know.  We will get much deeper
+
adding functionality to what you already know.  We will get much deeper
  into what you can do with items in <xref linkend="objcomplex"> but first
+
into what you can do with items in <xref linkend="objcomplex"> but first
  we will go over a debugging example and then all the special DIL functions made
+
we will go over a debugging example and then all the special DIL functions made
  for objects.</PARA>
+
for objects.</PARA>
  
  </SECT1>
+
</SECT1>
  <sect1 id="objdebug">
+
<sect1 id="objdebug">
  <TITLE>Compiling and Debugging your first object</TITLE>
+
<TITLE>Compiling and Debugging your first object</TITLE>
  
  <PARA>As we have previously mentioned in <xref linkend="rmdebug"> and
+
<PARA>As we have previously mentioned in <xref linkend="rmdebug"> and
  <xref linkend="npcdebug"> it is always a good idea to build one or two
+
<xref linkend="npcdebug"> it is always a good idea to build one or two
  things and then compile to make finding errors easy.  In this case we
+
things and then compile to make finding errors easy.  In this case we
  have one object to compile and rather than having all the rooms and NPCS  
+
have one object to compile and rather than having all the rooms and NPCS  
  get in my way while compiling it I have removed them and only have the
+
get in my way while compiling it I have removed them and only have the
  '%objects' section.  The following is what the zone looks like when it
+
'%objects' section.  The following is what the zone looks like when it
  has only one object in it.</PARA>
+
has only one object in it.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creator {"whistler"}
+
creator {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %objects
+
%objects
  
  dragon_head
+
dragon_head
  
  title "a gold dragon head"
+
title "a gold dragon head"
  
  descr "A large golden dragon head is laying here looking sad."
+
descr "A large golden dragon head is laying here looking sad."
  
  names {"large golden dragon head","large gold dragon head,
+
names {"large golden dragon head","large gold dragon head,
        "golden dragon head","large dragon head","gold dragon head",
+
      "golden dragon head","large dragon head","gold dragon head",
        "dragon head","large head", "sad head","head"}
+
      "dragon head","large head", "sad head","head"}
     
+
 
      extra {}
+
  extra {}
  "The head is large and beautiful, at least as beautiful as a dead
+
"The head is large and beautiful, at least as beautiful as a dead
  dragon head can be.  There is an extreme look of sorrow on the dragons
+
dragon head can be.  There is an extreme look of sorrow on the dragons
  face and it seems to be for much more than its own death."
+
face and it seems to be for much more than its own death."
  
  
  extra {"gold dragon head face","dragon head face","head face","face"}
+
extra {"gold dragon head face","dragon head face","head face","face"}
  "Looking into the dragons face your eyes are drawn to the eyes of the
+
"Looking into the dragons face your eyes are drawn to the eyes of the
  dead dragon.  Could there be something there?"
+
dead dragon.  Could there be something there?"
  
  extra {"eyes","eye"}
+
extra {"eyes","eye"}
  "A world of blue skies and no storms is visible through the eyes and it
+
"A world of blue skies and no storms is visible through the eyes and it
  seems to be moving as if you were watching the world from space."
+
seems to be moving as if you were watching the world from space."
  
  manipulate MANIPULATE_TAKE,MANIPULATE_HOLD
+
manipulate MANIPULATE_TAKE,MANIPULATE_HOLD
  
  height 33
+
height 33
    weight 50
+
weight 50
  
  extra {"$get_s"}
+
extra {"$get_s"}
  "You suddenly feel very sad for a world that you don't even know."
+
"You suddenly feel very sad for a world that you don't even know."
  
  extra {"$get_o"}
+
extra {"$get_o"}
  "A strange look of sadness crosses $1ns face."
+
"A strange look of sadness crosses $1ns face."
  
  extra {"$drop_s"}
+
extra {"$drop_s"}
  "You feel much happier but you remember a feeling of great sorrow."
+
"You feel much happier but you remember a feeling of great sorrow."
  
  extra {"drop_o"}
+
extra {"drop_o"}
  "$1n seems to cheer up a bit."
+
"$1n seems to cheer up a bit."
  
  end
+
end
  
  %end
+
%end
  
  </nowiki>
+
</nowiki>
  
  <PARA>I removed the '%rooms' and '%mobiles' sections added a '%objects' section and
+
<PARA>I removed the '%rooms' and '%mobiles' sections added a '%objects' section and
  stuck the dragon head in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
+
stuck the dragon head in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
  server for you to be able to look at it in the game.  If you downloaded
+
server for you to be able to look at it in the game.  If you downloaded
  our example zones for this document you can compile this zone along with
+
our example zones for this document you can compile this zone along with
  us and fix the errors as we do for practice.  The filename is
+
us and fix the errors as we do for practice.  The filename is
  ''debug_obj.zon''.  Just so you know the errors in this
+
''debug_obj.zon''.  Just so you know the errors in this
  zone are intentional so please don't write me an email telling me that
+
zone are intentional so please don't write me an email telling me that
  there are errors in it.</PARA>
+
there are errors in it.</PARA>
  
  <PARA>The command to compile the zone is
+
<PARA>The command to compile the zone is
  <command>VMC debug_obj.zon</command>.
+
<command>VMC debug_obj.zon</command>.
  Here is what we get when we first try and
+
Here is what we get when we first try and
  compile the zone.</PARA>
+
compile the zone.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
  &lt;debug_obj.zon&gt; @ 65: EOF in string
+
&lt;debug_obj.zon&gt; @ 65: EOF in string
  debug_obj.zon: 5: parse error
+
debug_obj.zon: 5: parse error
    Token: '{'
+
  Token: '{'
  debug_obj.zon: 25: parse error
+
debug_obj.zon: 25: parse error
    Token: 'golden'
+
  Token: 'golden'
  Grave errors in file 'debug_obj.zon'.
+
Grave errors in file 'debug_obj.zon'.
  
  </nowiki>
+
</nowiki>
  
  <PARA>This error file doesn't look any harder than the last one we dealt
+
<PARA>This error file doesn't look any harder than the last one we dealt
  with when compiling our first room or NPC.  We can not stress enough
+
with when compiling our first room or NPC.  We can not stress enough
  always fix the smallest numbered error first.  In this case the lowest
+
always fix the smallest numbered error first.  In this case the lowest
  numbered error shows up in line five of the zone.  The error says
+
numbered error shows up in line five of the zone.  The error says
  something is wrong with the '{' but looking at the line it is obvious
+
something is wrong with the '{' but looking at the line it is obvious
  the compiler got confused because I forgot 's' at the end of 'creators'.
+
the compiler got confused because I forgot 's' at the end of 'creators'.
  If we fix line five and recompile this is what we get:</PARA>
+
If we fix line five and recompile this is what we get:</PARA>
 
+
 
+
 
  <nowiki>
 
  <nowiki>
 
+
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
  &lt;debug_obj.zon&gt; @ 65: EOF in string
+
&lt;debug_obj.zon&gt; @ 65: EOF in string
  debug_obj.zon: 25: parse error
+
debug_obj.zon: 25: parse error
    Token: 'golden'
+
  Token: 'golden'
  Grave errors in file 'debug_obj.zon'.
+
Grave errors in file 'debug_obj.zon'.
 
+
  </nowiki>
+
</nowiki>
  
  <PARA>Now we have come to another one of those weird errors.  If you
+
<PARA>Now we have come to another one of those weird errors.  If you
  look at line 25 you will find that the line looks like it is correct.  
+
look at line 25 you will find that the line looks like it is correct.  
  As we have said before when you find an error like this it most likely
+
As we have said before when you find an error like this it most likely
  means that you are missing a quote or a '{}'.  The only way to find the
+
means that you are missing a quote or a '{}'.  The only way to find the
  problem is start at the quote or '{}' before the word in the error and
+
problem is start at the quote or '{}' before the word in the error and
  go backwards through the file till you find a missing one.  Lucky for us
+
go backwards through the file till you find a missing one.  Lucky for us
  the missing one is in the very next string.  If you add a double quote
+
the missing one is in the very next string.  If you add a double quote
  just before the ending comma on line 24 and recompile you will get the
+
just before the ending comma on line 24 and recompile you will get the
  following:</PARA>
+
following:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
  debug_obj.zon: 42: parse error
+
debug_obj.zon: 42: parse error
    Token: ','
+
  Token: ','
  Compilation aborted.
+
Compilation aborted.
  
  </nowiki>
+
</nowiki>
  
  <PARA>This error is a little tricky.  It seems to be pointing at the ','
+
<PARA>This error is a little tricky.  It seems to be pointing at the ','
  as the problem.  If you look at the line though and remember what you
+
as the problem.  If you look at the line though and remember what you
  need for a manipulate field you will notice that the surrounding '{}' are
+
need for a manipulate field you will notice that the surrounding '{}' are
  missing.  The reason the compiler is pointing at the comma is because it
+
missing.  The reason the compiler is pointing at the comma is because it
  doesn't understand what to do with the comma with out the '{}' grouping
+
doesn't understand what to do with the comma with out the '{}' grouping
  symbols.  Fixing these and recompiling results in the following message
+
symbols.  Fixing these and recompiling results in the following message
  from the compiler.</PARA>
+
from the compiler.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
  Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
  <ACRONYM>VMC</ACRONYM> Done.
+
<ACRONYM>VMC</ACRONYM> Done.
  
  </nowiki>
+
</nowiki>
  
  <PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
+
<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
  you have now successfully compiled the zone.  This is the last debugging
+
you have now successfully compiled the zone.  This is the last debugging
  walk through in the manual.  If you still have a lot of trouble figuring
+
walk through in the manual.  If you still have a lot of trouble figuring
  out errors don't stress compiling is an art the more you do it the
+
out errors don't stress compiling is an art the more you do it the
  easier it will get.  We suggest you take the zones we have provided in
+
easier it will get.  We suggest you take the zones we have provided in
  our release and create errors so you can get used to the messages
+
our release and create errors so you can get used to the messages
  you will see when you are making your own zones.  Never be afraid to
+
you will see when you are making your own zones.  Never be afraid to
  ask for help from someone else sometimes a bug is so simple you will
+
ask for help from someone else sometimes a bug is so simple you will
  over look it and sometimes it just takes a second person a single glance
+
over look it and sometimes it just takes a second person a single glance
  to find it.  Another trick to finding errors if you have been looking
+
to find it.  Another trick to finding errors if you have been looking
  for more than 5 minutes take a break and come back in 10 minutes
+
for more than 5 minutes take a break and come back in 10 minutes
  sometimes that short relaxing time will help you find the
+
sometimes that short relaxing time will help you find the
  problem.</PARA>
+
problem.</PARA>
  
  <PARA>You have now compiled your first object.  The steps are the same
+
<PARA>You have now compiled your first object.  The steps are the same
  to get it into the game as it was for the rooms and NPCs.  We will not
+
to get it into the game as it was for the rooms and NPCs.  We will not
  go over them again except to say copy your files that the compiler made
+
go over them again except to say copy your files that the compiler made
  over into the zone directory of your mud and reboot.  From there log on
+
over into the zone directory of your mud and reboot.  From there log on
  and you should be able to <command>wstat</command> and
+
and you should be able to <command>wstat</command> and
  <command>load</command> your object by using its full symbolic
+
<command>load</command> your object by using its full symbolic
  name.  It would be a good idea to try and get this zone into your server
+
name.  It would be a good idea to try and get this zone into your server
  and lay with the object a bit so when you get to <xref
+
and lay with the object a bit so when you get to <xref
  linkend="objcomplex"> you will be ready for anything.</PARA>
+
linkend="objcomplex"> you will be ready for anything.</PARA>
  </SECT1>
+
</SECT1>
  
  <sect1 id="objdilfunc">
+
<sect1 id="objdilfunc">
  <TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>
+
<TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>
  
  <PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
+
<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
  special functions on rooms, NPCs, objects, PCs, and much more.  This
+
special functions on rooms, NPCs, objects, PCs, and much more.  This
  manual is for basic zone writing and therefore will not go into how to
+
manual is for basic zone writing and therefore will not go into how to
  write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
+
write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
  functions for you as an Administrator and your builders to use to make
+
functions for you as an Administrator and your builders to use to make
  special rooms, NPCs, and objects.  The following sections contain a full list of all object
+
special rooms, NPCs, and objects.  The following sections contain a full list of all object
  functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
+
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
  
  <sect2 id="objdilrestrict">
+
<sect2 id="objdilrestrict">
  <TITLE>Restriction functions</TITLE>
+
<TITLE>Restriction functions</TITLE>
  
  <PARA>The desire to have different equipment comes from every players
+
<PARA>The desire to have different equipment comes from every players
  desire to be different.  The restrict functions were designed to help
+
desire to be different.  The restrict functions were designed to help
  make this a reality by only allowing certain groups of players to wear
+
make this a reality by only allowing certain groups of players to wear
  some items.  The restrict functions can be used alone or together to
+
some items.  The restrict functions can be used alone or together to
  make a greater restricted item.  for example you could make an item,
+
make a greater restricted item.  for example you could make an item,
  restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
+
restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
  done a certain quest.</PARA>
+
done a certain quest.</PARA>
  
  <PARA>All restrict functions have a name that describes what the
+
<PARA>All restrict functions have a name that describes what the
  restriction function is for and four other arguments.  the 2nd, 3rd, and
+
restriction function is for and four other arguments.  the 2nd, 3rd, and
  4th argument is the exact same for all restrict functions only the name
+
4th argument is the exact same for all restrict functions only the name
  of the restrict and the first argument changes.  The format for the
+
of the restrict and the first argument changes.  The format for the
  restrict functions is as follows.</PARA>
+
restrict functions is as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy &lt;function name&gt; (arg 1, &lt;max damage&gt;,
+
dilcopy &lt;function name&gt; (arg 1, &lt;max damage&gt;,
      &lt;percentage&gt;,&lt;Optional <ACRONYM>DIL</ACRONYM>&gt;);
+
    &lt;percentage&gt;,&lt;Optional <ACRONYM>DIL</ACRONYM>&gt;);
  
  </nowiki>
+
</nowiki>
  
  <PARA>We will skip the function name and the first argument and get back
+
<PARA>We will skip the function name and the first argument and get back
  to them later.</PARA>
+
to them later.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;max damage and percentage
 
;max damage and percentage
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>The second and third arguments set the damage done when the wrong player
+
<PARA>The second and third arguments set the damage done when the wrong player
  wears an object. The reason we are explaining them together is they can
+
wears an object. The reason we are explaining them together is they can
  work together or separately depending on how you set them.
+
work together or separately depending on how you set them.
  The second argument is the max damage the third argument is the
+
The second argument is the max damage the third argument is the
  percentage damage.</PARA>
+
percentage damage.</PARA>
  
  <PARA>When both arguments are set to 0 no damage will be
+
<PARA>When both arguments are set to 0 no damage will be
  done when the item is illegally worn.  When the second argument is set
+
done when the item is illegally worn.  When the second argument is set
  to a number like 100 and the third argument is set to 0, exactly 100
+
to a number like 100 and the third argument is set to 0, exactly 100
  damage will be done to the player no matter how many hit points he/she
+
damage will be done to the player no matter how many hit points he/she
  has.  So by setting the second argument to a number and setting the
+
has.  So by setting the second argument to a number and setting the
  third to 0 you could possibly kill your victim since it will remove the
+
third to 0 you could possibly kill your victim since it will remove the
  amount specified no matter how much the player has.</PARA>
+
amount specified no matter how much the player has.</PARA>
  
  <PARA> If you do not want
+
<PARA> If you do not want
  to possibly kill your victim the Third argument should be used.  If you
+
to possibly kill your victim the Third argument should be used.  If you
  set the second argument to 0 and the third argument to a number it will
+
set the second argument to 0 and the third argument to a number it will
  do a percent of damage to the player. for example if The third argument
+
do a percent of damage to the player. for example if The third argument
  was set to 25 it would do 25 % damage to a player.</PARA>
+
was set to 25 it would do 25 % damage to a player.</PARA>
  
  <PARA>  You can also use the second and third argument together if you want to set a max amount of
+
<PARA>  You can also use the second and third argument together if you want to set a max amount of
  damage without possibly killing them.  for example if you set the second
+
damage without possibly killing them.  for example if you set the second
  argument to 100 and third to 25.  The item will do 25% damage up to 100
+
argument to 100 and third to 25.  The item will do 25% damage up to 100
  hit points of damage. This all might be a bit confusing so let me show
+
hit points of damage. This all might be a bit confusing so let me show
  you a few examples and tell you what they would do.</PARA>
+
you a few examples and tell you what they would do.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;second= 0 third = 25
 
;second= 0 third = 25
  <DICTDEF>
+
<DICTDEF>
  <PARA>This would
+
<PARA>This would
  do 25% damage to a player. second =100 third = 0 this would do 100
+
do 25% damage to a player. second =100 third = 0 this would do 100
  damage to a player no matter his amount of hit points.</PARA>
+
damage to a player no matter his amount of hit points.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;second = 25 third = 25
 
;second = 25 third = 25
  <DICTDEF>
+
<DICTDEF>
  <PARA>This would do 25 % damage to a player up to 25 hit points.
+
<PARA>This would do 25 % damage to a player up to 25 hit points.
  So if a player had 150 hit points the max that could be removed is 25
+
So if a player had 150 hit points the max that could be removed is 25
  hit points.</PARA>
+
hit points.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>   
+
</VARLISTENTRY>   
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;optional <ACRONYM>DIL</ACRONYM>
 
;optional <ACRONYM>DIL</ACRONYM>
  <DICTDEF>
+
<DICTDEF>
  <PARA>All restrict DIL functions have a default set of acts.  If you want to make
+
<PARA>All restrict DIL functions have a default set of acts.  If you want to make
  your own set of acts you have to create your own <ACRONYM>DIL</ACRONYM> that does nothing
+
your own set of acts you have to create your own <ACRONYM>DIL</ACRONYM> that does nothing
  more than act.  If you don't understand how this works.  You may want to
+
more than act.  If you don't understand how this works.  You may want to
  look in the <ACRONYM>DIL</ACRONYM> manual about passing DIL functions as arguments.</PARA>
+
look in the <ACRONYM>DIL</ACRONYM> manual about passing DIL functions as arguments.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Now we should get back to the first argument and function name
+
<PARA>Now we should get back to the first argument and function name
  since they are what control the restricts.  The function name has been
+
since they are what control the restricts.  The function name has been
  chosen so you can easily tell what the restrict was created for
+
chosen so you can easily tell what the restrict was created for
  while the first argument changes depending on which restrict you use.  
+
while the first argument changes depending on which restrict you use.  
  The following are what each function restricts name is and what the function
+
The following are what each function restricts name is and what the function
  name and first argument are.</PARA>
+
name and first argument are.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <TERM>Guild Restrict</term>
+
<TERM>Guild Restrict</term>
  <LISTITEM> <PARA>
+
<LISTITEM> <PARA>
  </PARA>
+
</PARA>
   
+
 
    <PARA>This function restricts an object to players in a certain
+
  <PARA>This function restricts an object to players in a certain
  guild or guilds.  Anyone not in the guild or guilds, will have the damage done as set in the
+
guild or guilds.  Anyone not in the guild or guilds, will have the damage done as set in the
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
+
2nd and 3rd arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin guild_restrict
+
dilbegin guild_restrict
  (guilds:stringlist,damage:integer,percent:integer,action:string);
+
(guilds:stringlist,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is a stringlist.  This
+
<PARA>As the definition indicates the first argument is a stringlist.  This
  means you can restrict this item to more than one guild.  All guilds in
+
means you can restrict this item to more than one guild.  All guilds in
  the string list will be able to wear this object.  If we wanted to make
+
the string list will be able to wear this object.  If we wanted to make
  an item that only Paladins and sorcerers could wear it would look like
+
an item that only Paladins and sorcerers could wear it would look like
  this.</PARA>
+
this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy guild_restrict@function ({"Midgaard Paladin",
+
dilcopy guild_restrict@function ({"Midgaard Paladin",
                          "Midgaard Sorcerer"},0,25,"");
+
                        "Midgaard Sorcerer"},0,25,"");
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Anti-guild Restrict
 
;Anti-guild Restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players not in a certain
+
  <PARA>This function restricts an object to players not in a certain
  guild or guilds.  Anyone not in the guild or guilds listed, will have the damage done as set in the
+
guild or guilds.  Anyone not in the guild or guilds listed, will have the damage done as set in the
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
+
2nd and 3rd arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin anti_guild_restrict
+
dilbegin anti_guild_restrict
  (guilds:stringlist,damage:integer,percent:integer,action:string);
+
(guilds:stringlist,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is a stringlist.  This
+
<PARA>As the definition indicates the first argument is a stringlist.  This
  means you can restrict this item from more than one guild.  All guilds in
+
means you can restrict this item from more than one guild.  All guilds in
  the string list will not be able to wear this object.  If we wanted to make
+
the string list will not be able to wear this object.  If we wanted to make
  an item that only Paladins and sorcerers could not wear it would look like
+
an item that only Paladins and sorcerers could not wear it would look like
  this.</PARA>
+
this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
+
dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
                                "Midgaard Sorcerer"},0,25,"");
+
                              "Midgaard Sorcerer"},0,25,"");
  
  </nowiki>
+
</nowiki>
  
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Quest Restrict
 
;Quest Restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players who have done a
+
  <PARA>This function restricts an object to players who have done a
  certain quest.  Any  player who has not done the quest,
+
certain quest.  Any  player who has not done the quest,
  will have the damage done as set in the 2nd and 3rd arguments unless
+
will have the damage done as set in the 2nd and 3rd arguments unless
  none is set.  Even if no damage is set the object will be removed off of
+
none is set.  Even if no damage is set the object will be removed off of
  the players equipment and placed in their inventory.  The following is
+
the players equipment and placed in their inventory.  The following is
  the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin quest_restrict
+
dilbegin quest_restrict
  (qst:string,damage:integer,percent:integer,action:string);
+
(qst:string,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is a string.  The
+
<PARA>As the definition indicates the first argument is a string.  The
  quest restrict is only made to restrict the by one quest at a time.  If
+
quest restrict is only made to restrict the by one quest at a time.  If
  you want the item to have multiple quests restrictions you just add
+
you want the item to have multiple quests restrictions you just add
  another dilcopy to it.  The following Would be an object  
+
another dilcopy to it.  The following Would be an object  
  restricted to one quest.</PARA>
+
restricted to one quest.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");
+
dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Quests Restrict
 
;Quests Restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players who have a certain
+
  <PARA>This function restricts an object to players who have a certain
  quest or quests.  Anyone not having all quests in the list of quests, will have the damage done as set in the
+
quest or quests.  Anyone not having all quests in the list of quests, will have the damage done as set in the
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
+
2nd and 3rd arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin quests_restrict
+
dilbegin quests_restrict
  (qsts:stringlist,damage:integer,percent:integer,action:string);
+
(qsts:stringlist,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is a stringlist.  This
+
<PARA>As the definition indicates the first argument is a stringlist.  This
  means you can restrict this item to more than one quest.  Players that
+
means you can restrict this item to more than one quest.  Players that
  have not done every quest will not be able to use the object.
+
have not done every quest will not be able to use the object.
  If we wanted to make an item that only players that have finished both
+
If we wanted to make an item that only players that have finished both
  the 'Eagles quest complete' and the 'Feather fall quest complete' could
+
the 'Eagles quest complete' and the 'Feather fall quest complete' could
  wear.  It would look like this.</PARA>
+
wear.  It would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy quests_restrict@function ({"Eagles quest complete",
+
dilcopy quests_restrict@function ({"Eagles quest complete",
                            "Feather fall quest complete"},0,25,"");
+
                          "Feather fall quest complete"},0,25,"");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Alignment Restrict
 
;Alignment Restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players with a certain
+
  <PARA>This function restricts an object to players with a certain
  alignment range.
+
alignment range.
  Anyone not in the alignment range,  
+
Anyone not in the alignment range,  
  will have the damage done as set in the 3nd and 4th arguments unless
+
will have the damage done as set in the 3nd and 4th arguments unless
  none is set.  Even if no damage is set the object will be removed off of
+
none is set.  Even if no damage is set the object will be removed off of
  the players equipment and placed in their inventory.</PARA>
+
the players equipment and placed in their inventory.</PARA>
  
  <PARA>We said at the beginning of this section that all restricts have
+
<PARA>We said at the beginning of this section that all restricts have
  only 4 arguments.  This was a bit of a lie since this restrict has five
+
only 4 arguments.  This was a bit of a lie since this restrict has five
  arguments.  The reason we didn't count this one is because the first and
+
arguments.  The reason we didn't count this one is because the first and
  second argument in the alignment restrict function are used together and
+
second argument in the alignment restrict function are used together and
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin ali_restrict
+
dilbegin ali_restrict
  (max:integer,min:integer,damage:integer,percent:integer,action:string);
+
(max:integer,min:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first and second arguments are two
+
<PARA>As the definition indicates the first and second arguments are two
  integers.  the first is the max alignment that can wear or use this
+
integers.  the first is the max alignment that can wear or use this
  object and the second is the minimum alignment.  So if we wanted to
+
object and the second is the minimum alignment.  So if we wanted to
  restrict an item to only good players it would look like this.</PARA>
+
restrict an item to only good players it would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy ali_restrict@function (1000,350,0,25,"");
+
dilcopy ali_restrict@function (1000,350,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Level restrict
 
;Level restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players above or equal to
+
  <PARA>This function restricts an object to players above or equal to
  a certain level.  Any player not at least the level or higher, will
+
a certain level.  Any player not at least the level or higher, will
  have the damage done as set in the 2nd and 3rd arguments unless none is
+
have the damage done as set in the 2nd and 3rd arguments unless none is
  set.  Even if no damage is set the object will be removed off of the
+
set.  Even if no damage is set the object will be removed off of the
  players equipment and placed in their inventory.  This restrict works in
+
players equipment and placed in their inventory.  This restrict works in
  the old level system from one to fifty which means if the level restrict
+
the old level system from one to fifty which means if the level restrict
  is set higher than fifty no player will be able to wear or use this
+
is set higher than fifty no player will be able to wear or use this
  object.  This is good if you have objects that only your administrators
+
object.  This is good if you have objects that only your administrators
  should be able to use.  If you want to restrict an object to greater
+
should be able to use.  If you want to restrict an object to greater
  than level fifty for players you need to use the 'vlevel' restrict.  The
+
than level fifty for players you need to use the 'vlevel' restrict.  The
  following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
+
following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin level_restrict
+
dilbegin level_restrict
  (lvl:integer,damage:integer,percent:integer,action:string);
+
(lvl:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  
  <PARA>As the definition indicates the first argument is an integer.  The
+
<PARA>As the definition indicates the first argument is an integer.  The
  integer for the level restrict can range from 1 to 255.  Thus if we
+
integer for the level restrict can range from 1 to 255.  Thus if we
  wanted to make an object that only administrator could wear or use it would
+
wanted to make an object that only administrator could wear or use it would
  look like this</PARA>
+
look like this</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy level_restrict@function (51, 0,25,"");
+
dilcopy level_restrict@function (51, 0,25,"");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Virtual Level Restrict
 
;Virtual Level Restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players above or equal to
+
  <PARA>This function restricts an object to players above or equal to
  a certain level.  Any player not at least the level or higher, will
+
a certain level.  Any player not at least the level or higher, will
  have the damage done as set in the 2nd and 3rd arguments unless none is
+
have the damage done as set in the 2nd and 3rd arguments unless none is
  set.  Even if no damage is set the object will be removed off of the
+
set.  Even if no damage is set the object will be removed off of the
  players equipment and placed in their inventory.  This restrict works in
+
players equipment and placed in their inventory.  This restrict works in
  the new level system from one to infinity.  
+
the new level system from one to infinity.  
  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
+
The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin vlevel_restrict
+
dilbegin vlevel_restrict
  (lvl:integer,damage:integer,percent:integer,action:string);
+
(lvl:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is an integer.  The
+
<PARA>As the definition indicates the first argument is an integer.  The
  integer for the level restrict can range from 1 to infinite.  Thus if we
+
integer for the level restrict can range from 1 to infinite.  Thus if we
  wanted to make an object that only players that have reached the level
+
wanted to make an object that only players that have reached the level
  of 5000 could wear or use, it would look like this.</PARA>
+
of 5000 could wear or use, it would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy vlevel_restrict@function (5000, 0,25,"");
+
dilcopy vlevel_restrict@function (5000, 0,25,"");
  
  </nowiki>
+
</nowiki>
  
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Race restrict
 
;Race restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object from players of a certain
+
  <PARA>This function restricts an object from players of a certain
  race. Any player not of the selected race, will have the damage done as set
+
race. Any player not of the selected race, will have the damage done as set
  in the 2nd and 3rd arguments unless none is set.  Even if no damage is
+
in the 2nd and 3rd arguments unless none is set.  Even if no damage is
  set the object will be removed off of the players equipment and placed
+
set the object will be removed off of the players equipment and placed
  in their inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found
+
in their inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found
  in ''function.zon''.</PARA>
+
in ''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin race_restrict
+
dilbegin race_restrict
  (rc:integer,damage:integer,percent:integer,action:string);
+
(rc:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is an integer.  The
+
<PARA>As the definition indicates the first argument is an integer.  The
  integer being passed in should be the race you want to restrict the
+
integer being passed in should be the race you want to restrict the
  object from.  You can pass in the defines as listed in <xref
+
object from.  You can pass in the defines as listed in <xref
  linkend="app-c"> or if you have added races you will find the list of
+
linkend="app-c"> or if you have added races you will find the list of
  races in ''values.h''.  If we wanted to restrict an
+
races in ''values.h''.  If we wanted to restrict an
  object from humans the following is what it would look like.</PARA>
+
object from humans the following is what it would look like.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy race_restrict@function (RACE_HUMAN,0,25,"");
+
dilcopy race_restrict@function (RACE_HUMAN,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Gender restrict
 
;Gender restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players of a certain
+
  <PARA>This function restricts an object to players of a certain
  gender.  Anyone not of the gender, will have the damage done as set in the
+
gender.  Anyone not of the gender, will have the damage done as set in the
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
+
2nd and 3rd arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin sex_restrict
+
dilbegin sex_restrict
  (sx:integer,damage:integer,percent:integer,action:string);
+
(sx:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is an integer.  The
+
<PARA>As the definition indicates the first argument is an integer.  The
  integer you should pass in is one of the defines from
+
integer you should pass in is one of the defines from
  ''vme.h''.  The gender defines are as follows.</PARA>
+
''vme.h''.  The gender defines are as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SEX_NEUTRAL  0
+
#define SEX_NEUTRAL  0
  #define SEX_MALE      1
+
#define SEX_MALE      1
  #define SEX_FEMALE    2
+
#define SEX_FEMALE    2
  
  </nowiki>
+
</nowiki>
  
  <PARA>If we wanted to make an item that could only be worn by a female
+
<PARA>If we wanted to make an item that could only be worn by a female
  player, it would look like this.</PARA>
+
player, it would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy sex_restrict (SEX_FEMALE,0,25,"");
+
dilcopy sex_restrict (SEX_FEMALE,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Player restrict
 
;Player restrict
  <DICTDEF>                       
+
<DICTDEF>                       
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object to players who have a
+
  <PARA>This function restricts an object to players who have a
  specific name. Any player of the wrong name, will have the damage done as set in the 2nd and 3rd arguments unless
+
specific name. Any player of the wrong name, will have the damage done as set in the 2nd and 3rd arguments unless
  none is set.  Even if no damage is set the object will be removed off of
+
none is set.  Even if no damage is set the object will be removed off of
  the players equipment and placed in their inventory.  The following is
+
the players equipment and placed in their inventory.  The following is
  the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin ply_restrict
+
dilbegin ply_restrict
  (pname:string,damage:integer,percent:integer,action:string);
+
(pname:string,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first argument is a string.  The
+
<PARA>As the definition indicates the first argument is a string.  The
  quest restrict is only made to restrict the quest to one person at a
+
quest restrict is only made to restrict the quest to one person at a
  time.  While this <ACRONYM>DIL</ACRONYM> was designed to be put on when a player receives a
+
time.  While this <ACRONYM>DIL</ACRONYM> was designed to be put on when a player receives a
  quest item and thus was made to be dilcopied in a <ACRONYM>DIL</ACRONYM> you can still put
+
quest item and thus was made to be dilcopied in a <ACRONYM>DIL</ACRONYM> you can still put
  it on when you first create the object if you are making special items
+
it on when you first create the object if you are making special items
  for administrators or players that you know in advance.  If you want more
+
for administrators or players that you know in advance.  If you want more
  information about copying a <ACRONYM>DIL</ACRONYM> from with in another <ACRONYM>DIL</ACRONYM> you will have
+
information about copying a <ACRONYM>DIL</ACRONYM> from with in another <ACRONYM>DIL</ACRONYM> you will have
  to read the <ACRONYM>DIL</ACRONYM> manual If however you want to restrict this to a single
+
to read the <ACRONYM>DIL</ACRONYM> manual If however you want to restrict this to a single
  player at compile time of your zone it would look something like
+
player at compile time of your zone it would look something like
  this.</PARA>
+
this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy ply_restrict@function ("Whistler",0,25,"");
+
dilcopy ply_restrict@function ("Whistler",0,25,"");
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Ability restrict
 
;Ability restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object from a player with less than
+
  <PARA>This function restricts an object from a player with less than
  a certain amount of a certain ability. Any player not having the correct
+
a certain amount of a certain ability. Any player not having the correct
  amount of a certain ability, will have the damage done as set in the 3nd
+
amount of a certain ability, will have the damage done as set in the 3nd
  and 4th arguments unless none is set.  Even if no damage is set the
+
and 4th arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.</PARA>
+
inventory.</PARA>
  
  <PARA>We said at the beginning of this section that all restricts have
+
<PARA>We said at the beginning of this section that all restricts have
  only 4 arguments.  This was a bit of a lie since this restrict has five
+
only 4 arguments.  This was a bit of a lie since this restrict has five
  arguments.  The reason we didn't count this one is because the first and
+
arguments.  The reason we didn't count this one is because the first and
  second argument in the ability restrict function are used together and
+
second argument in the ability restrict function are used together and
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin abi_restrict
+
dilbegin abi_restrict
  (abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);
+
(abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first and second arguments are two
+
<PARA>As the definition indicates the first and second arguments are two
  integers.  the first is the ability type and the second is the amount of
+
integers.  the first is the ability type and the second is the amount of
  that ability the player needs to have or greater to wear or use the
+
that ability the player needs to have or greater to wear or use the
  item.  the ability types can be found in ''vme.h'' and
+
item.  the ability types can be found in ''vme.h'' and
  are listed here for convenience.</PARA>
+
are listed here for convenience.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define ABIL_MAG              0
+
#define ABIL_MAG              0
  #define ABIL_DIV              1
+
#define ABIL_DIV              1
  #define ABIL_STR              2
+
#define ABIL_STR              2
  #define ABIL_DEX              3
+
#define ABIL_DEX              3
  #define ABIL_CON              4
+
#define ABIL_CON              4
  #define ABIL_CHA              5
+
#define ABIL_CHA              5
  #define ABIL_BRA              6
+
#define ABIL_BRA              6
  #define ABIL_HP                7
+
#define ABIL_HP                7
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you wanted to restrict an object to people having more than 50%
+
<PARA>If you wanted to restrict an object to people having more than 50%
  strength it would look like this:</PARA>
+
strength it would look like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you want to restrict an object to more than one ability you
+
<PARA>If you want to restrict an object to more than one ability you
  only need to add another restrict to the item.  For example if you
+
only need to add another restrict to the item.  For example if you
  wanted to restrict it to people having greater than or equal to 50%
+
wanted to restrict it to people having greater than or equal to 50%
  divine and 30% brain.  The item would have these two lines.</PARA>
+
divine and 30% brain.  The item would have these two lines.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
  dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");
+
dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");
  
                                                      </nowiki>
+
                                                    </nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Skill restrict
 
;Skill restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
  
    <PARA>This function restricts an object from a player with less than
+
  <PARA>This function restricts an object from a player with less than
  a certain amount of a certain skill. Any player not having the correct
+
a certain amount of a certain skill. Any player not having the correct
  amount of a certain skill, will have the damage done as set in the 3nd
+
amount of a certain skill, will have the damage done as set in the 3nd
  and 4th arguments unless none is set.  Even if no damage is set the
+
and 4th arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.</PARA>
+
inventory.</PARA>
  
  <PARA>We said at the beginning of this section that all restricts have
+
<PARA>We said at the beginning of this section that all restricts have
  only 4 arguments.  This was a bit of a lie since this restrict has five
+
only 4 arguments.  This was a bit of a lie since this restrict has five
  arguments.  The reason we didn't count this one is because the first and
+
arguments.  The reason we didn't count this one is because the first and
  second argument in the skill restrict function are used together and
+
second argument in the skill restrict function are used together and
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin ski_restrict
+
dilbegin ski_restrict
  (ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);
+
(ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first and second arguments are two
+
<PARA>As the definition indicates the first and second arguments are two
  integers.  the first is the skill and the second is the amount of
+
integers.  the first is the skill and the second is the amount of
  that skill the player needs to have or greater to wear or use the
+
that skill the player needs to have or greater to wear or use the
  item.  the skills can be found in <xref linkend="app-g"> and
+
item.  the skills can be found in <xref linkend="app-g"> and
  ''values.h''. We have also included the first five skills
+
''values.h''. We have also included the first five skills
  here for convenience in explaining how the function works.</PARA>
+
here for convenience in explaining how the function works.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SKI_TURN_UNDEAD        0
+
#define SKI_TURN_UNDEAD        0
  #define SKI_SCROLL_USE        1
+
#define SKI_SCROLL_USE        1
  #define SKI_WAND_USE          2
+
#define SKI_WAND_USE          2
  #define SKI_CONSIDER          3
+
#define SKI_CONSIDER          3
  #define SKI_DIAGNOSTICS        4
+
#define SKI_DIAGNOSTICS        4
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you wanted to restrict an object to people having more than 50%
+
<PARA>If you wanted to restrict an object to people having more than 50%
  'turn undead' it would look like this:</PARA>
+
'turn undead' it would look like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");
+
dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you want to restrict an object to more than one skill you
+
<PARA>If you want to restrict an object to more than one skill you
  only need to add another restrict to the item.  For example if you
+
only need to add another restrict to the item.  For example if you
  wanted to restrict it to people having greater than or equal to 50%
+
wanted to restrict it to people having greater than or equal to 50%
  in 'turn undead' and 30% in 'scroll use'.  The item would have these two lines.</PARA>
+
in 'turn undead' and 30% in 'scroll use'.  The item would have these two lines.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy ski_restrict@function (SKI_TURN_UNDEAD,50,0,25,"");
+
dilcopy ski_restrict@function (SKI_TURN_UNDEAD,50,0,25,"");
  dilcopy ski_restrict@function (SKI_SCROLL_USE,30,0,25,"");
+
dilcopy ski_restrict@function (SKI_SCROLL_USE,30,0,25,"");
  
                                                      </nowiki>
+
                                                    </nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Spell restrict
 
;Spell restrict
  <DICTDEF>
+
<DICTDEF>
  
    <PARA>This function restricts an object from a player with less than
+
  <PARA>This function restricts an object from a player with less than
  a certain amount of a certain spell. Any player not having the correct
+
a certain amount of a certain spell. Any player not having the correct
  amount of a certain spell, will have the damage done as set in the 3nd
+
amount of a certain spell, will have the damage done as set in the 3nd
  and 4th arguments unless none is set.  Even if no damage is set the
+
and 4th arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.</PARA>
+
inventory.</PARA>
  
  <PARA>We said at the beginning of this section that all restricts have
+
<PARA>We said at the beginning of this section that all restricts have
  only 4 arguments.  This was a bit of a lie since this restrict has five
+
only 4 arguments.  This was a bit of a lie since this restrict has five
  arguments.  The reason we didn't count this one is because the first and
+
arguments.  The reason we didn't count this one is because the first and
  second argument in the spell restrict function are used together and
+
second argument in the spell restrict function are used together and
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin sp_restrict
+
dilbegin sp_restrict
  (spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);
+
(spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first and second arguments are two
+
<PARA>As the definition indicates the first and second arguments are two
  integers.  the first is the spell and the second is the amount of
+
integers.  the first is the spell and the second is the amount of
  that spell the player needs to have or greater to wear or use the
+
that spell the player needs to have or greater to wear or use the
  item.  the spells can be found in <xref linkend="app-h"> and
+
item.  the spells can be found in <xref linkend="app-h"> and
  ''values.h''. We have also included the first five
+
''values.h''. We have also included the first five
  spells here for convenience in explaining how the function works.</PARA>
+
spells here for convenience in explaining how the function works.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SPL_LOCK              52
+
#define SPL_LOCK              52
  #define SPL_UNLOCK            53
+
#define SPL_UNLOCK            53
  #define SPL_DROWSE            54
+
#define SPL_DROWSE            54
  #define SPL_SLOW              55
+
#define SPL_SLOW              55
  #define SPL_DUST_DEVIL        56
+
#define SPL_DUST_DEVIL        56
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you wanted to restrict an object to people having more than 50%
+
<PARA>If you wanted to restrict an object to people having more than 50%
  'lock' spell, it would look like this:</PARA>
+
'lock' spell, it would look like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");
+
dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you want to restrict an object to more than one spell you
+
<PARA>If you want to restrict an object to more than one spell you
  only need to add another restrict to the item.  For example if you
+
only need to add another restrict to the item.  For example if you
  wanted to restrict it to people having greater than or equal to 50%
+
wanted to restrict it to people having greater than or equal to 50%
  in 'lock' and 30% in 'unlock' spells.  The item would have these two lines.</PARA>
+
in 'lock' and 30% in 'unlock' spells.  The item would have these two lines.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
+
dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
  dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");
+
dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");
  
                                                      </nowiki>
+
                                                    </nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Weapon restrict
 
;Weapon restrict
  <DICTDEF>
+
<DICTDEF>
  <PARA></PARA>
+
<PARA></PARA>
    <PARA>This function restricts an object from a player with less than
+
  <PARA>This function restricts an object from a player with less than
  a certain amount of a certain weapon. Any player not having the correct
+
a certain amount of a certain weapon. Any player not having the correct
  amount of a certain weapon, will have the damage done as set in the 3nd
+
amount of a certain weapon, will have the damage done as set in the 3nd
  and 4th arguments unless none is set.  Even if no damage is set the
+
and 4th arguments unless none is set.  Even if no damage is set the
  object will be removed off of the players equipment and placed in their
+
object will be removed off of the players equipment and placed in their
  inventory.</PARA>
+
inventory.</PARA>
  
  <PARA>We said at the beginning of this section that all restricts have
+
<PARA>We said at the beginning of this section that all restricts have
  only 4 arguments.  This was a bit of a lie since this restrict has five
+
only 4 arguments.  This was a bit of a lie since this restrict has five
  arguments.  The reason we didn't count this one is because the first and
+
arguments.  The reason we didn't count this one is because the first and
  second argument in the weapon restrict function are used together and
+
second argument in the weapon restrict function are used together and
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
+
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
  ''function.zon''.</PARA>
+
''function.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin weap_restrict
+
dilbegin weap_restrict
  (wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);
+
(wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the first and second arguments are two
+
<PARA>As the definition indicates the first and second arguments are two
  integers.  the first is the weapon and the second is the amount of
+
integers.  the first is the weapon and the second is the amount of
  that weapon the player needs to have or greater to wear or use the
+
that weapon the player needs to have or greater to wear or use the
  item.  the weapons can be found in <xref linkend="app-d"> and
+
item.  the weapons can be found in <xref linkend="app-d"> and
  ''values.h''. We have also included the first five
+
''values.h''. We have also included the first five
  weapons here for convenience in explaining how the function works.</PARA>
+
weapons here for convenience in explaining how the function works.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define WPN_BATTLE_AXE    7  /* Two Handed */
+
#define WPN_BATTLE_AXE    7  /* Two Handed */
  #define WPN_HAND_AXE      8
+
#define WPN_HAND_AXE      8
  #define WPN_WAR_MATTOCK  9  /* Two Handed */
+
#define WPN_WAR_MATTOCK  9  /* Two Handed */
  #define WPN_WAR_HAMMER  10
+
#define WPN_WAR_HAMMER  10
  #define WPN_GREAT_SWORD  11  /* Two Handed */
+
#define WPN_GREAT_SWORD  11  /* Two Handed */
  
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you wanted to restrict an object to people having more than 50%
+
<PARA>If you wanted to restrict an object to people having more than 50%
  'battle axe', it would look like this:</PARA>
+
'battle axe', it would look like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");
+
dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  <PARA>If you want to restrict an object to more than one weapon you
+
<PARA>If you want to restrict an object to more than one weapon you
  only need to add another restrict to the item.  For example if you
+
only need to add another restrict to the item.  For example if you
  wanted to restrict it to people having greater than or equal to 50%
+
wanted to restrict it to people having greater than or equal to 50%
  in 'hand axe' and 30% in 'battle axe' spells.  The item would have these two lines.</PARA>
+
in 'hand axe' and 30% in 'battle axe' spells.  The item would have these two lines.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy weap_restrict@function (WPN_HAND_AXE,50,0,25,"");
+
dilcopy weap_restrict@function (WPN_HAND_AXE,50,0,25,"");
  dilcopy weap_restrict@function (WPN_BATTLE_AXE,30,0,25,"");
+
dilcopy weap_restrict@function (WPN_BATTLE_AXE,30,0,25,"");
  
                                                      </nowiki>
+
                                                    </nowiki>
  </LISTITEM>
+
</LISTITEM>
  
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </sect2>
+
</sect2>
  <sect2 id="objdiltuborg">
+
<sect2 id="objdiltuborg">
  <TITLE>Tuborg function</TITLE>
+
<TITLE>Tuborg function</TITLE>
  
  <PARA>What game would be complete with out the Denmark water!  With that
+
<PARA>What game would be complete with out the Denmark water!  With that
  in mind the <ACRONYM>VME</ACRONYM> 2.0 has a tuborg function that makes a drink give
+
in mind the <ACRONYM>VME</ACRONYM> 2.0 has a tuborg function that makes a drink give
  endurance and health when drank.  The function is defined in
+
endurance and health when drank.  The function is defined in
  ''function.zon'' as follows:</PARA>
+
''function.zon'' as follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin tuborg (s:string);
+
dilbegin tuborg (s:string);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As the definition indicates the tuborg function only has one
+
<PARA>As the definition indicates the tuborg function only has one
  argument.  The real surprise is that the argument is not used yet in the
+
argument.  The real surprise is that the argument is not used yet in the
  <ACRONYM>DIL</ACRONYM> so no matter what you set it to it doesn't matter.  In the future
+
<ACRONYM>DIL</ACRONYM> so no matter what you set it to it doesn't matter.  In the future
  this argument is going to allow different kinds of tuborgs to be made
+
this argument is going to allow different kinds of tuborgs to be made
  but for now its just a place holder and all that is needed is a set of
+
but for now its just a place holder and all that is needed is a set of
  double quotes.</PARA>
+
double quotes.</PARA>
  
  <PARA>To create a tuborg you just add the following line to your drink
+
<PARA>To create a tuborg you just add the following line to your drink
  container.</PARA>
+
container.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy tuborg@function ("");
+
dilcopy tuborg@function ("");
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  
  <sect2 id="objdilboard">
+
<sect2 id="objdilboard">
  <TITLE>Message board</TITLE>
+
<TITLE>Message board</TITLE>
  
  <PARA>Every game needs a way for Administrators and players to exchange
+
<PARA>Every game needs a way for Administrators and players to exchange
  ideas.  The message boards have been designed for this purpose.  The
+
ideas.  The message boards have been designed for this purpose.  The
  boards function can be easy to use or more difficult depending on what
+
boards function can be easy to use or more difficult depending on what
  all you want them to do.  The board function is defined in
+
all you want them to do.  The board function is defined in
  ''boards.zon'' as follows.</PARA>
+
''boards.zon'' as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilbegin board
+
dilbegin board
  (idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);
+
(idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);
  
  </nowiki>
+
</nowiki>
  
  <PARA>This looks pretty hard I know but to make a normal board we have
+
<PARA>This looks pretty hard I know but to make a normal board we have
  made it as simple as possible while allowing for the boards to be used
+
made it as simple as possible while allowing for the boards to be used
  in almost any situation.  After you make your first board it is pretty
+
in almost any situation.  After you make your first board it is pretty
  much block and copy and change the first argument.  The arguments are as
+
much block and copy and change the first argument.  The arguments are as
  follows:</PARA>
+
follows:</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;idxfile
 
;idxfile
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>The first argument is the board index filename.  It tells the
+
<PARA>The first argument is the board index filename.  It tells the
  board <ACRONYM>DIL</ACRONYM> what name to store the board under so if you create more
+
board <ACRONYM>DIL</ACRONYM> what name to store the board under so if you create more
  boards with the same name they will all be pointing to the same
+
boards with the same name they will all be pointing to the same
  messages.  You can put any legal symbolic name in this string and it
+
messages.  You can put any legal symbolic name in this string and it
  will work with no problems.</PARA>
+
will work with no problems.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;l_res
 
;l_res
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>the second argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
+
<PARA>the second argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
  see if the player looking at the board is allowed to.  This requires
+
see if the player looking at the board is allowed to.  This requires
  some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
+
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
  ''boards.zon''.</PARA>
+
''boards.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //used to restrict players access to a board
+
//used to restrict players access to a board
  dilbegin string admin_res (u:unitptr,v:unitptr);
+
dilbegin string admin_res (u:unitptr,v:unitptr);
  
  //used to restrict non-admin from removing posts
+
//used to restrict non-admin from removing posts
  dilbegin string rem_res (u:unitptr, v:unitptr);
+
dilbegin string rem_res (u:unitptr, v:unitptr);
  
  </nowiki>
+
</nowiki>
  
  <PARA>So with the 'admin_res' you could do something like
+
<PARA>So with the 'admin_res' you could do something like
  this:</PARA>
+
this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy board@boards ("wizbrd","admin_res@boards"...);
+
dilcopy board@boards ("wizbrd","admin_res@boards"...);
  
  </nowiki>
+
</nowiki>
  
  <PARA>Putting the 'admin_res' function in the second argument would make
+
<PARA>Putting the 'admin_res' function in the second argument would make
  it so only administrators could look at the board.  If you put an empty
+
it so only administrators could look at the board.  If you put an empty
  string or two double quotes as the argument it will let anyone look at
+
string or two double quotes as the argument it will let anyone look at
  the board.</PARA>
+
the board.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;r_res
 
;r_res
  <DICTDEF>
+
<DICTDEF>
  <PARA>the third argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
+
<PARA>the third argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
  see if the player trying to remove a post at the board is allowed to.  This requires
+
see if the player trying to remove a post at the board is allowed to.  This requires
  some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
+
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
  ''boards.zon''</PARA>
+
''boards.zon''</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //used to restrict players access to a board
+
//used to restrict players access to a board
  dilbegin string admin_res (u:unitptr,v:unitptr);
+
dilbegin string admin_res (u:unitptr,v:unitptr);
  
  //used to restrict non-admin from removing posts
+
//used to restrict non-admin from removing posts
  dilbegin string rem_res (u:unitptr, v:unitptr);
+
dilbegin string rem_res (u:unitptr, v:unitptr);
  
  
  </nowiki>
+
</nowiki>
  
  <PARA>So with the 'rem_res' you could do something like
+
<PARA>So with the 'rem_res' you could do something like
  this:</PARA>
+
this:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy board@boards ("citizen","","rem_res@boards",...);
+
dilcopy board@boards ("citizen","","rem_res@boards",...);
  
  </nowiki>
+
</nowiki>
  
  <PARA>With the 'rem_res' in the third argument only administrators can
+
<PARA>With the 'rem_res' in the third argument only administrators can
  now remove from this board but anyone can look at it because of the empty
+
now remove from this board but anyone can look at it because of the empty
  string in the second argument.  Putting an empty string in the third
+
string in the second argument.  Putting an empty string in the third
  argument will make it so anyone can remove from this board.</PARA>
+
argument will make it so anyone can remove from this board.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;p_res
 
;p_res
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>the forth argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
+
<PARA>the forth argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
  see if the player trying to post at the board is allowed to.  This requires
+
see if the player trying to post at the board is allowed to.  This requires
  some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
+
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
  ''boards.zon''.</PARA>
+
''boards.zon''.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //used to restrict players access to a board
+
//used to restrict players access to a board
  dilbegin string admin_res (u:unitptr,v:unitptr);
+
dilbegin string admin_res (u:unitptr,v:unitptr);
  
  //used to restrict non-admin from removing posts
+
//used to restrict non-admin from removing posts
  dilbegin string rem_res (u:unitptr, v:unitptr);
+
dilbegin string rem_res (u:unitptr, v:unitptr);
  
  </nowiki>
+
</nowiki>
  
  <PARA>As you can see we haven't made a post restriction <ACRONYM>DIL</ACRONYM> because as of
+
<PARA>As you can see we haven't made a post restriction <ACRONYM>DIL</ACRONYM> because as of
  yet we haven't found a need for one.  If you have a need for one just
+
yet we haven't found a need for one.  If you have a need for one just
  look over the two restrict DIL functions we have already mentioned and you will
+
look over the two restrict DIL functions we have already mentioned and you will
  find it is really easy to make.  We want to allow anyone to post so our
+
find it is really easy to make.  We want to allow anyone to post so our
  dilcopy looks like this:</PARA>
+
dilcopy looks like this:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy board@boards ("citizen","","rem_res@boards","",...);
+
dilcopy board@boards ("citizen","","rem_res@boards","",...);
  
  </nowiki>
+
</nowiki>
  
  <PARA>With the 'rem_res' in the third argument only administrators can
+
<PARA>With the 'rem_res' in the third argument only administrators can
  now remove from this board but anyone can post to it because of the empty
+
now remove from this board but anyone can post to it because of the empty
  string in the forth argument.  The empty string again in the second
+
string in the forth argument.  The empty string again in the second
  argument also allows everyone to look at the board.</PARA>
+
argument also allows everyone to look at the board.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;max
 
;max
  <DICTDEF>
+
<DICTDEF>
  <PARA>The fifth argument is simply the amount of posts that you want to
+
<PARA>The fifth argument is simply the amount of posts that you want to
  allow to be posted before the board is full.</PARA>
+
allow to be posted before the board is full.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>To make a free for all board where everyone can post, remove
+
<PARA>To make a free for all board where everyone can post, remove
  posts, look at what posts are on the board, and have a max of 50 posts it would simply be as
+
posts, look at what posts are on the board, and have a max of 50 posts it would simply be as
  follows:</PARA>
+
follows:</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy board@boards("citizen","","","",50);
+
dilcopy board@boards("citizen","","","",50);
  
  </nowiki>
+
</nowiki>
  
  <PARA>When making a board for players to post concerns to the
+
<PARA>When making a board for players to post concerns to the
  administrators and only have the administrators be able to remove them,
+
administrators and only have the administrators be able to remove them,
  wile still allowing everyone to read them it would look like
+
wile still allowing everyone to read them it would look like
  this.</PARA>
+
this.</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  dilcopy board@boards("citizen","","rem_res@boards","",100);
+
dilcopy board@boards("citizen","","rem_res@boards","",100);
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  </sect1>
+
</sect1>
  
  
  <sect1 id="objcomplex">
+
<sect1 id="objcomplex">
  <TITLE>More complex objects</TITLE>
+
<TITLE>More complex objects</TITLE>
  
  <PARA>In the last sections you learned all the fields and how to make a
+
<PARA>In the last sections you learned all the fields and how to make a
  basic object. In this section we will use the information from the last
+
basic object. In this section we will use the information from the last
  sections to create some more unique objects for our dragon station zone
+
sections to create some more unique objects for our dragon station zone
  There is not a lot of new information here we will be using the DIL functions,
+
There is not a lot of new information here we will be using the DIL functions,
  fields, and flags to make objects we have only mentioned before.</PARA>
+
fields, and flags to make objects we have only mentioned before.</PARA>
  
  <sect2 id="objboard">
+
<sect2 id="objboard">
  <TITLE>Making a communication board</TITLE>
+
<TITLE>Making a communication board</TITLE>
  
  <PARA>In <xref linkend="objdilboard"> you learned all there you need to
+
<PARA>In <xref linkend="objdilboard"> you learned all there you need to
  know about the boards <ACRONYM>DIL</ACRONYM> to create a board.  In this small section we
+
know about the boards <ACRONYM>DIL</ACRONYM> to create a board.  In this small section we
  are going to show you the rest of a board and what a finished one looks
+
are going to show you the rest of a board and what a finished one looks
  like.</PARA>
+
like.</PARA>
  
  <PARA>As with all objects the first step is to fully describe and name
+
<PARA>As with all objects the first step is to fully describe and name
  your board.  We will stick with the space station theme since our goal
+
your board.  We will stick with the space station theme since our goal
  is to have a complete example zone for you.  The boards symbolic, names, title,
+
is to have a complete example zone for you.  The boards symbolic, names, title,
  description and extra turned out like this.</PARA>
+
description and extra turned out like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  info_board
+
info_board
  
  title "a merchant information board"
+
title "a merchant information board"
  descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
  
  names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
  board","board"}
+
board","board"}
  
  extra {} "A large flashy black steal board."
+
extra {} "A large flashy black steal board."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Just incase the <ACRONYM>VME</ACRONYM> server we have has a spell that can damage
+
<PARA>Just incase the <ACRONYM>VME</ACRONYM> server we have has a spell that can damage
  inanimate objects we will give this board a material type.</PARA>
+
inanimate objects we will give this board a material type.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now for the special stuff for the board.  We need to give the
+
<PARA>Now for the special stuff for the board.  We need to give the
  board a type and copy the board <ACRONYM>DIL</ACRONYM> to it.</PARA>
+
board a type and copy the board <ACRONYM>DIL</ACRONYM> to it.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  type ITEM_BOARD
+
type ITEM_BOARD
  dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
  </nowiki>
+
</nowiki>
  
  <PARA>There you go nothing to it you have just created your first board.
+
<PARA>There you go nothing to it you have just created your first board.
  Now lets bring it all together and tag on an end symbol and we are all
+
Now lets bring it all together and tag on an end symbol and we are all
  finished.</PARA>
+
finished.</PARA>
 
+
 
+
 
  <nowiki>
 
  <nowiki>
  
  info_board
+
info_board
  title "a merchant information board"
+
title "a merchant information board"
  descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
  names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
  board","board"}
+
board","board"}
  
  extra {}
+
extra {}
  "A large flashy black steal board."
+
"A large flashy black steal board."
  
  MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
  type ITEM_BOARD
+
type ITEM_BOARD
  dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
  end
+
end
 
+
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  
  
  <sect2 id="objcontainer">
+
<sect2 id="objcontainer">
  <TITLE>Making a container</TITLE>
+
<TITLE>Making a container</TITLE>
  
  <PARA>I thought it would be cool to have a small weapons locker on the
+
<PARA>I thought it would be cool to have a small weapons locker on the
  space station not to mention event hough we went over the container
+
space station not to mention event hough we went over the container
  macro in <xref linkend="objmacrocontainer">, we didn't cover everything
+
macro in <xref linkend="objmacrocontainer">, we didn't cover everything
  you need in fact the macro eaves a few things out because you may or may
+
you need in fact the macro eaves a few things out because you may or may
  not want to set them.</PARA>
+
not want to set them.</PARA>
  
  <PARA>As with all objects we start right off by describing the item.  
+
<PARA>As with all objects we start right off by describing the item.  
  There is nothing new here so we will just show it to you and go
+
There is nothing new here so we will just show it to you and go
  on.</PARA>
+
on.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  wpn_locker
+
wpn_locker
  
  title "a weapons locker"
+
title "a weapons locker"
  names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  
  descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
  
  extra {}
+
extra {}
  "It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
  weapons that are taken on the station."
+
weapons that are taken on the station."
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now we need to put in all the information that makes this item a
+
<PARA>Now we need to put in all the information that makes this item a
  container that can't be taken but it can be opened and it is
+
container that can't be taken but it can be opened and it is
  locked.</PARA>
+
locked.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
  CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  key black_key
+
key black_key
  
  </nowiki>
+
</nowiki>
  
  <PARA>Notice we didn't make the item 'MANIPULATE_TAKE' because
+
<PARA>Notice we didn't make the item 'MANIPULATE_TAKE' because
  we don't want people to be able to walk off with our weapons locker.  
+
we don't want people to be able to walk off with our weapons locker.  
  One final touch and we are all finished with the weapons locker.  It is
+
One final touch and we are all finished with the weapons locker.  It is
  always nice to put a material type on your items so a spell or a skill
+
always nice to put a material type on your items so a spell or a skill
  can tell if you can do anything with them.  So with our material added
+
can tell if you can do anything with them.  So with our material added
  in the full locker would look like this.</PARA>
+
in the full locker would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  wpn_locker
+
wpn_locker
  
  title "a weapons locker"
+
title "a weapons locker"
  names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
  
  extra {}
+
extra {}
  "It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
  weapons that are taken on the station."
+
weapons that are taken on the station."
  
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
  manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
  CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  key black_key
+
key black_key
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  
  </sect2>
+
</sect2>
  
  <sect2 id="objdrink">
+
<sect2 id="objdrink">
  <TITLE>Creating drinks</TITLE>
+
<TITLE>Creating drinks</TITLE>
  
  <PARA>In <xref linkend="objmacroliqcont">, we covered how to set the size and weight of the container and its content but now we need to talk about some other special things about a drink container verses other objects.</PARA>
+
<PARA>In <xref linkend="objmacroliqcont">, we covered how to set the size and weight of the container and its content but now we need to talk about some other special things about a drink container verses other objects.</PARA>
  
  <PARA>The drink container is one of the few objects that has rules on
+
<PARA>The drink container is one of the few objects that has rules on
  how you set the title, description and names fields.  The title and
+
how you set the title, description and names fields.  The title and
  description fields should ot have anything to do with the liquid inside
+
description fields should ot have anything to do with the liquid inside
  the container.  This means if you have a barrel full of water you do not
+
the container.  This means if you have a barrel full of water you do not
  put the word water in the title or the description.  In our case we have
+
put the word water in the title or the description.  In our case we have
  a bag full of wine so we do not put wine in either the title or
+
a bag full of wine so we do not put wine in either the title or
  description.  The reason for this is if the player drinks the bag empty
+
description.  The reason for this is if the player drinks the bag empty
  and then fills it with water and we had put wine in the title or
+
and then fills it with water and we had put wine in the title or
  description it would still be there but the bag would now be full of
+
description it would still be there but the bag would now be full of
  water..  Our symbolic, title, and description would then look like
+
water..  Our symbolic, title, and description would then look like
  this.</PARA>
+
this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  liq_ration
+
liq_ration
  
  title "a red bag"
+
title "a red bag"
  descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
  </nowiki>
+
</nowiki>
  
  <PARA>The names on the other hand MUST have the drink name as the last
+
<PARA>The names on the other hand MUST have the drink name as the last
  name in the name list.  The reason it must be the last one is when a
+
name in the name list.  The reason it must be the last one is when a
  player drinks or pours out the liquid the name is removed.  If a player
+
player drinks or pours out the liquid the name is removed.  If a player
  then refills the container the name of the new liquid is added to the
+
then refills the container the name of the new liquid is added to the
  last name.  The bag we are making is full of wine so our names list would
+
last name.  The bag we are making is full of wine so our names list would
  look like this.</PARA>
+
look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now we add the liquid define for wine</PARA>
+
<PARA>Now we add the liquid define for wine</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
  
  </nowiki>
+
</nowiki>
  
  <PARA>Finally we add the material type for the bag, the cost to buy the
+
<PARA>Finally we add the material type for the bag, the cost to buy the
  container, an extra players can look at, and finally an identify extra so
+
container, an extra players can look at, and finally an identify extra so
  if a player casts either the identify or improved identify spell on the
+
if a player casts either the identify or improved identify spell on the
  bag they will se it.  with all that added The finished drink container
+
bag they will se it.  with all that added The finished drink container
  looks like this.</PARA>
+
looks like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  liq_ration
+
liq_ration
  names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
  title "a red bag"
+
title "a red bag"
  descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
  extra {}
+
extra {}
  "A small label reads Tassel Grove's finest.  Year 321"
+
"A small label reads Tassel Grove's finest.  Year 321"
  
  
  MATERIAL_ORGANIC("a soft plastic")
+
MATERIAL_ORGANIC("a soft plastic")
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
  cost 2 IRON_PIECE
+
cost 2 IRON_PIECE
  
  extra {"$identify"}
+
extra {"$identify"}
  "Its the special wine from Tassel grove a small halfling village on the
+
"Its the special wine from Tassel grove a small halfling village on the
  planet Valhalla.  It seems like a great vintage wine."
+
planet Valhalla.  It seems like a great vintage wine."
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  </sect2>
+
</sect2>
  
  <sect2 id="objfood">
+
<sect2 id="objfood">
  <TITLE>Creating food</TITLE>
+
<TITLE>Creating food</TITLE>
  
  <PARA>The food is very simple to make its just a regular item with the
+
<PARA>The food is very simple to make its just a regular item with the
  macros you learned in <xref linkend="objmacrofood">.  In fact making
+
macros you learned in <xref linkend="objmacrofood">.  In fact making
  food is so simple we almost left it out.  I am only adding this to show
+
food is so simple we almost left it out.  I am only adding this to show
  how simple it is to change a regular item like the dragon head we showed
+
how simple it is to change a regular item like the dragon head we showed
  you in <xref linkend="objbasic"> into a food item.  Now only a sick
+
you in <xref linkend="objbasic"> into a food item.  Now only a sick
  person would make a dragon head into food but if you wanted to you just
+
person would make a dragon head into food but if you wanted to you just
  add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
+
add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
  might find laying around a space station.</PARA>
+
might find laying around a space station.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  beef_stick
+
beef_stick
  
  title "a tough leathery stick"
+
title "a tough leathery stick"
  descr "A tough leathery looking stick is laying here."
+
descr "A tough leathery looking stick is laying here."
  names {"tough leathery stick","tough leather stick","leathery stick",
+
names {"tough leathery stick","tough leather stick","leathery stick",
  "leather stick","tough stick","stick"}
+
"leather stick","tough stick","stick"}
  
  extra {}
+
extra {}
  "This has the word BEEF burnt into it."
+
"This has the word BEEF burnt into it."
  
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  FOOD_DEF(5,0)
+
FOOD_DEF(5,0)
  weight 1
+
weight 1
  cost 1 COPPER_PIECE
+
cost 1 COPPER_PIECE
  MATERIAL_ORGANIC("tough beef")
+
MATERIAL_ORGANIC("tough beef")
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  </sect2>
+
</sect2>
  
  <sect2 id="objweapon">
+
<sect2 id="objweapon">
  <TITLE>Making a weapon</TITLE>
+
<TITLE>Making a weapon</TITLE>
  
  <PARA>Whats a game with out some kind of weapon to chop or bash things
+
<PARA>Whats a game with out some kind of weapon to chop or bash things
  into little pieces.  We examined how to set the weapon fields in <xref
+
into little pieces.  We examined how to set the weapon fields in <xref
  linkend="objmacroweapon">, the object transfers in <xref
+
linkend="objmacroweapon">, the object transfers in <xref
  linkend="objmacrotransfers">, and the restriction DIL functions in <xref
+
linkend="objmacrotransfers">, and the restriction DIL functions in <xref
  linkend="objdilrestrict">.  Now we will pull all we have learned together
+
linkend="objdilrestrict">.  Now we will pull all we have learned together
  and make a pretty nifty little stiletto.</PARA>
+
and make a pretty nifty little stiletto.</PARA>
  
  <PARA>The first part as with all our example objects is to set up the
+
<PARA>The first part as with all our example objects is to set up the
  symbolic, names, title, description, object extra, and material type.  this is no
+
symbolic, names, title, description, object extra, and material type.  this is no
  different from any other object so here is what we ended up with</PARA>
+
different from any other object so here is what we ended up with</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  w_stiletto
+
w_stiletto
  title "a stiletto"
+
title "a stiletto"
    names {"stiletto", "dagger"}
+
names {"stiletto", "dagger"}
  descr
+
descr
  "A deadly looking stiletto has been left here."
+
"A deadly looking stiletto has been left here."
  
  extra{}
+
extra{}
  "This looks like a thieves dream come true. "
+
"This looks like a thieves dream come true. "
  
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now lets add the defines and DIL functions that make this a special weapon
+
<PARA>Now lets add the defines and DIL functions that make this a special weapon
  along with the manipulate flags that makes it able to be wielded.  We will give
+
along with the manipulate flags that makes it able to be wielded.  We will give
  it a bonus in magic and good craftsmanship along with a plus in
+
it a bonus in magic and good craftsmanship along with a plus in
  backstab for all those assassins on the game.</PARA>
+
backstab for all those assassins on the game.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
  WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
  
  </nowiki>
+
</nowiki>
  
  <PARA>to finish it off we will give the weapon a cost, rent, and finally
+
<PARA>to finish it off we will give the weapon a cost, rent, and finally
  two identifies for the two identify spells.  Now that we have it all
+
two identifies for the two identify spells.  Now that we have it all
  defined we pull it together and it looks like this.</PARA>
+
defined we pull it together and it looks like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  w_stiletto
+
w_stiletto
  title "a stiletto"
+
title "a stiletto"
  names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
+
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
  descr
+
descr
  "A deadly looking stiletto has been left here."
+
"A deadly looking stiletto has been left here."
  
  extra{}
+
extra{}
  "This looks like a thieves dream come true. "
+
"This looks like a thieves dream come true. "
  
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
  WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
  weight 2
+
weight 2
  cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
  rent 1 COPPER_PIECE
+
rent 1 COPPER_PIECE
  
  extra {"$identify"}
+
extra {"$identify"}
  "The stiletto looks magical in nature and seems really sharp.  You can
+
"The stiletto looks magical in nature and seems really sharp.  You can
  tell if you wield it you would be able to backstab someone really easy."
+
tell if you wield it you would be able to backstab someone really easy."
  
  extra{"$improved identify"}
+
extra{"$improved identify"}
  "The stiletto gives you a magical bonus of +1 and has a quality of +2.  
+
"The stiletto gives you a magical bonus of +1 and has a quality of +2.  
  It also raises your back stabbing skill  by 2%.  You have to have at
+
It also raises your back stabbing skill  by 2%.  You have to have at
  least 10% in dex before you can wield this magical weapon."
+
least 10% in dex before you can wield this magical weapon."
  
  end
+
end
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  <sect2 id="objarmour">
+
<sect2 id="objarmour">
  <TITLE>Making armour</TITLE>
+
<TITLE>Making armour</TITLE>
  
  <PARA>In <xref linkend="objmacroarmour"> we explained how to set the
+
<PARA>In <xref linkend="objmacroarmour"> we explained how to set the
            armour fields now we will finish off by adding some more
+
          armour fields now we will finish off by adding some more
            important information about armour in general.</PARA>
+
          important information about armour in general.</PARA>
  
      <PARA>The most important thing to realize is that not all wear
+
  <PARA>The most important thing to realize is that not all wear
            positions on the <ACRONYM>VME</ACRONYM> server are armour positions.  In fact
+
          positions on the <ACRONYM>VME</ACRONYM> server are armour positions.  In fact
            only seven of the wear positions count as armour the rest are
+
          only seven of the wear positions count as armour the rest are
            non-armour positions which we will cover next in <xref
+
          non-armour positions which we will cover next in <xref
            linkend="objnon-armour">.  The following are the armour
+
          linkend="objnon-armour">.  The following are the armour
            positions and their defines.</PARA>
+
          positions and their defines.</PARA>
     
+
 
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>Armour positions</TITLE>
+
<TITLE>Armour positions</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Position</ENTRY>
+
<ENTRY>Position</ENTRY>
  <ENTRY>Define</ENTRY>
+
<ENTRY>Define</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>head</ENTRY>
+
<ENTRY>head</ENTRY>
  <ENTRY>MANIPULATE_WEAR_HEAD</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_HEAD</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>hands</ENTRY>
+
<ENTRY>hands</ENTRY>
  <ENTRY>MANIPULATE_WEAR_HANDS</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_HANDS</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>arms</ENTRY>
+
<ENTRY>arms</ENTRY>
  <ENTRY>MANIPULATE_WEAR_ARMS</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_ARMS</ENTRY>
  </ROW>
+
</ROW>
  
  
  <ROW>
+
<ROW>
  <ENTRY>body</ENTRY>
+
<ENTRY>body</ENTRY>
  <ENTRY>MANIPULATE_WEAR_BODY</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_BODY</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>legs</ENTRY>
+
<ENTRY>legs</ENTRY>
  <ENTRY>MANIPULATE_WEAR_LEGS</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_LEGS</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>feet</ENTRY>
+
<ENTRY>feet</ENTRY>
  <ENTRY>MANIPULATE_WEAR_FEET</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_FEET</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>cloak</ENTRY>
+
<ENTRY>cloak</ENTRY>
  <ENTRY>MANIPULATE_WEAR_ABOUT</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_ABOUT</ENTRY>
  </ROW>
+
</ROW>
  
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <NOTE><PARA>There is one more field that works as armour, 'MANIPULATE_WEAR_SHIELD' but since that uses another define it is not
+
<NOTE><PARA>There is one more field that works as armour, 'MANIPULATE_WEAR_SHIELD' but since that uses another define it is not
  shown here.  We will leave that for an exercise for you to do
+
shown here.  We will leave that for an exercise for you to do
  later.</PARA></NOTE>
+
later.</PARA></NOTE>
  
  <PARA>First we do the same as we have for every other item, pick the
+
<PARA>First we do the same as we have for every other item, pick the
  symbolic, title, description, extra description, and material type for the plate.</PARA>
+
symbolic, title, description, extra description, and material type for the plate.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  pol_plate
+
pol_plate
  names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
  title "a polished breast plate"
+
title "a polished breast plate"
  descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
  MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now we pick the armour type in this case I want it to be made like
+
<PARA>Now we pick the armour type in this case I want it to be made like
  plate mail and I want it to have a magical bonus and a high
+
plate mail and I want it to have a magical bonus and a high
  craftsmanship.  Obviously since this is a plate we will pick the body
+
craftsmanship.  Obviously since this is a plate we will pick the body
  position.</PARA>
+
position.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
  ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
  
  </nowiki>
+
</nowiki>
  
  <PARA>All that is left is to add the cost, rent, the identify extras,
+
<PARA>All that is left is to add the cost, rent, the identify extras,
  and I felt like putting a 40% strength restriction on the armour.  With
+
and I felt like putting a 40% strength restriction on the armour.  With
  all that added together we finish up with the following piece of
+
all that added together we finish up with the following piece of
  armour.</PARA>
+
armour.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  pol_plate
+
pol_plate
  names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
  title "a polished breast plate"
+
title "a polished breast plate"
  descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
  
  extra{}
+
extra{}
  "This is one shiny plate it seems to be made out of one perfect piece of
+
"This is one shiny plate it seems to be made out of one perfect piece of
  metal.  There doesn't even seem to be any markings of owner ship."
+
metal.  There doesn't even seem to be any markings of owner ship."
  
  MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
  ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
  
  dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
  cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
  rent 3 COPPER_PIECE weight 25
+
rent 3 COPPER_PIECE weight 25
  
  extra{"$identify"}
+
extra{"$identify"}
  "This is a high quality plate with a magical feeling."
+
"This is a high quality plate with a magical feeling."
  
  extra{"$improved identify"}
+
extra{"$improved identify"}
  "The plate has a magical bonus to your defence of a +5 and a quality of
+
"The plate has a magical bonus to your defence of a +5 and a quality of
  +9.  You need 40% in strength to be able to wear it."
+
+9.  You need 40% in strength to be able to wear it."
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  </sect2>
+
</sect2>
  
  <sect2 id="objnon-armour">
+
<sect2 id="objnon-armour">
  <TITLE>Making non-armour worn objects</TITLE>
+
<TITLE>Making non-armour worn objects</TITLE>
  
  <PARA>In the previous section we defined armour that actually protects
+
<PARA>In the previous section we defined armour that actually protects
  the char in combat.  Here we will learn how to make the clothing and
+
the char in combat.  Here we will learn how to make the clothing and
  jewelery that may not do anything directly to combat but it can give
+
jewelery that may not do anything directly to combat but it can give
  your characters bonuses that help in combat in the long run.  We will
+
your characters bonuses that help in combat in the long run.  We will
  start by listing all the non-armour worn positions and their manipulate
+
start by listing all the non-armour worn positions and their manipulate
  defines and then we will give a simple ring object.</PARA>
+
defines and then we will give a simple ring object.</PARA>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>Non-armour positions</TITLE>
+
<TITLE>Non-armour positions</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Position</ENTRY>
+
<ENTRY>Position</ENTRY>
  <ENTRY>define</ENTRY>
+
<ENTRY>define</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>ear</ENTRY>
+
<ENTRY>ear</ENTRY>
  <ENTRY>MANIPULATE_WEAR_EAR</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_EAR</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>neck</ENTRY>
+
<ENTRY>neck</ENTRY>
  <ENTRY>MANIPULATE_WEAR_NECK</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_NECK</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>wrist</ENTRY>
+
<ENTRY>wrist</ENTRY>
  <ENTRY>MANIPULATE_WEAR_WRIST</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_WRIST</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>finger</ENTRY>
+
<ENTRY>finger</ENTRY>
  <ENTRY>MANIPULATE_WEAR_FINGER</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_FINGER</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>chest</ENTRY>
+
<ENTRY>chest</ENTRY>
  <ENTRY>MANIPULATE_WEAR_CHEST</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_CHEST</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>back</ENTRY>
+
<ENTRY>back</ENTRY>
  <ENTRY>MANIPULATE_WEAR_BACK</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_BACK</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>waist</ENTRY>
+
<ENTRY>waist</ENTRY>
  <ENTRY>MANIPULATE_WEAR_WAIST</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_WAIST</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ankle</ENTRY>
+
<ENTRY>ankle</ENTRY>
  <ENTRY>MANIPULATE_WEAR_ANKLE</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_ANKLE</ENTRY>
  </ROW>
+
</ROW>
  
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  <NOTE><PARA>When giving ability, skill, weapon, or spell bonuses make
+
<NOTE><PARA>When giving ability, skill, weapon, or spell bonuses make
  sure you realize that positions like ear, neck, wrist, and ankle can all
+
sure you realize that positions like ear, neck, wrist, and ankle can all
  have two on a player.  This means any bonuses you give can be doubled if
+
have two on a player.  This means any bonuses you give can be doubled if
  the player gets two of them</PARA></NOTE>
+
the player gets two of them</PARA></NOTE>
  
  <PARA>I don't want to beat a dead horse so since I have already
+
<PARA>I don't want to beat a dead horse so since I have already
  explained armour in <xref linkend="objarmour"> the only difference here
+
explained armour in <xref linkend="objarmour"> the only difference here
  is there is no 'ARMOUR_DEF' everything else is the same.  The following
+
is there is no 'ARMOUR_DEF' everything else is the same.  The following
  was one of the first items my wife made as a new builder and I have
+
was one of the first items my wife made as a new builder and I have
  always liked it.  I know, I am a lush but this way I don't have to write
+
always liked it.  I know, I am a lush but this way I don't have to write
  an example.</PARA>
+
an example.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
    maskwa
+
  maskwa
  
  names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
+
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
  title "a Maskwa ring"
+
title "a Maskwa ring"
  descr "A Maskwa platinum ring is laying here."
+
descr "A Maskwa platinum ring is laying here."
  MATERIAL_METAL("Platinum, and other precious metals")
+
MATERIAL_METAL("Platinum, and other precious metals")
  extra {}
+
extra {}
  "The ring has a large bear head.  Could this be the legendary head of
+
"The ring has a large bear head.  Could this be the legendary head of
  Maskwa?  Any thing formed with its head on it is said to strengthen the
+
Maskwa?  Any thing formed with its head on it is said to strengthen the
  wearer."
+
wearer."
  type ITEM_WORN
+
type ITEM_WORN
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
  cost 100 COPPER_PIECE
+
cost 100 COPPER_PIECE
  rent 50 IRON_PIECE
+
rent 50 IRON_PIECE
  weight 1
+
weight 1
  STR_TRANSFER(+1)
+
STR_TRANSFER(+1)
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>One last thing I forgot to mention.  The item type also
+
<NOTE><PARA>One last thing I forgot to mention.  The item type also
  changes but then that is not hard to understand since this is not armour
+
changes but then that is not hard to understand since this is not armour
  it should be some other thing.  In the case of non-armour worn items the
+
it should be some other thing.  In the case of non-armour worn items the
  item type is 'ITEM_WORN'.</PARA></NOTE>
+
item type is 'ITEM_WORN'.</PARA></NOTE>
  </sect2>
+
</sect2>
  
  </SECT1>
+
</SECT1>
  
  <sect1 id="roomnpcobjzone">
+
<sect1 id="roomnpcobjzone">
  <TITLE>Dragon station with rooms, NPCs, and objects</TITLE>
+
<TITLE>Dragon station with rooms, NPCs, and objects</TITLE>
  
  <PARA>Now we will add the objects we have built to the zone from the
+
<PARA>Now we will add the objects we have built to the zone from the
  previous chapter.  This is still not complete while it does compile and
+
previous chapter.  This is still not complete while it does compile and
  you can log into your zone, you still have to load your NPCs and objects
+
you can log into your zone, you still have to load your NPCs and objects
  but they do not load themselves and they are not dressed with their
+
but they do not load themselves and they are not dressed with their
  armour.  This will be taken care of in <xref linkend="ch-07"> and you
+
armour.  This will be taken care of in <xref linkend="ch-07"> and you
  will finally have a finished zone.  The following is the source file so
+
will finally have a finished zone.  The following is the source file so
  far.</PARA>
+
far.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %rooms
+
%rooms
  
  chamber
+
chamber
  title "The middle chamber of the station"
+
title "The middle chamber of the station"
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
  unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
  the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
  designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
  setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
  station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
  dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
  and the east.."
+
and the east.."
  
  extra {"chair","chairs"}
+
extra {"chair","chairs"}
  "The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
  with some kind of dragon."
+
with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  
  west to disposal_room descr
+
west to disposal_room descr
  "You see a small room.";
+
"You see a small room.";
  
  east to hallway descr
+
east to hallway descr
  "You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
  end
+
end
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
  walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
  metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
  windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
  that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
  a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
  an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
  extra {"windows","window"}
+
extra {"windows","window"}
  "Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
  about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
  extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
  "Well what can be said it looks to be in perfect condition.  what else would
+
"Well what can be said it looks to be in perfect condition.  what else would
  you want to know?"
+
you want to know?"
  
  extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
  "The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
  sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
  is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
  still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
  floor along the north wall is lined with some kind of fabric and seems very
+
floor along the north wall is lined with some kind of fabric and seems very
  soft to walk on, it may be some kind of dragon lounge judging by how large an
+
soft to walk on, it may be some kind of dragon lounge judging by how large an
  area it covers.  There is a passage to the west."
+
area it covers.  There is a passage to the west."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"paintings","painting"}
+
extra {"paintings","painting"}
  "The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
  combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
  being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
  extra {"wizard","staff"}
+
extra {"wizard","staff"}
  "The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
  you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
  find it."
+
find it."
  
  extra {"desk"}
+
extra {"desk"}
  "Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
  seems totally empty."
+
seems totally empty."
  
  extra{"fabric"}
+
extra{"fabric"}
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
  south to portal_room descr
+
south to portal_room descr
  "You see what looks to be a portal room."
+
"You see what looks to be a portal room."
  keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
  end
+
end
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  extra {"green field","field"}
+
extra {"green field","field"}
  "The field looks to be a green fog shifting and churning as you watch.  
+
"The field looks to be a green fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
 
+
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
+
  //A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
  end
+
end
 
+
  ship_port
+
ship_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  in ship
+
in ship
 
+
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
 
+
 
+
  end                                             
+
end                                             
  
  room_port
+
room_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  in portal_room
+
in portal_room
  
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
  description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
  
  
  end
+
end
  
  disposal_room
+
disposal_room
  title "Red field room"
+
title "Red field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a red field right in the center.  
+
is it is totally empty except for a red field right in the center.  
  there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"red field","field"}
+
extra {"red field","field"}
  "The field looks to be a red fog shifting and churning as you watch.  
+
"The field looks to be a red fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
  east to chamber descr
+
east to chamber descr
  "You see the main chamber.";
+
"You see the main chamber.";
  
  //A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
  end
+
end
  
  dis_port
+
dis_port
  names {"red field","field"}
+
names {"red field","field"}
  title "Red field"
+
title "Red field"
  descr
+
descr
  "Red Mist swirls about you."
+
"Red Mist swirls about you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //how fast to force move in seconds
+
//how fast to force move in seconds
  4,
+
4,
  //room to force move to and act
+
//room to force move to and act
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
  //true or false random move or not
+
//true or false random move or not
  0);
+
0);
  in disposal_room  
+
in disposal_room  
  
  end
+
end
  
  ship
+
ship
  title "War dragon"
+
title "War dragon"
  descr
+
descr
  "Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
  The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
  fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
  for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
  portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
  wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
  seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
  wall."
+
wall."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"view port"}
+
extra {"view port"}
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
  extra {"view screen","screen"}
+
extra {"view screen","screen"}
  "It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
  to turn it on."
+
to turn it on."
  
  extra {"controls","control"}
+
extra {"controls","control"}
  "The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
  pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
  a planet."
+
a planet."
  
  extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
  "It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
  //A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
  end
+
end
  
  deathspace
+
deathspace
  title"Open space"
+
title"Open space"
  descr
+
descr
  "You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  dilcopy death_room@function (
+
dilcopy death_room@function (
  //how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
  4,  
+
4,  
  //damage
+
//damage
  400,
+
400,
  //act for the damage.
+
//act for the damage.
  "You realize to late that was the trash disposal transporter and you feel
+
"You realize to late that was the trash disposal transporter and you feel
  your lungs explode.");
+
your lungs explode.");
  
  
  end
+
end
  
  %mobiles
+
%mobiles
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eye","eyes"}
+
extra {"eye","eyes"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
  end
+
end
  
  janitor
+
janitor
  names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
  title "an ugly janitor"
+
title "an ugly janitor"
  descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
  extra{}
+
extra{}
  "This ugly green thing looks more goblin than hobgoblin but he seems intent on
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent on
  cleaning everything around him."
+
cleaning everything around him."
  
  M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
  // he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
  alignment 900
+
alignment 900
  
  //give him some money
+
//give him some money
  money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
  dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
  // only want him cleaning the station
+
// only want him cleaning the station
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
  end
+
end
  
  bob
+
bob
  
  names {"Bob"}
+
names {"Bob"}
  title "Bob"
+
title "Bob"
  descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
  extra {}
+
extra {}
  "He has a very serious look on his face."
+
"He has a very serious look on his face."
  
  // define from composed.h
+
// define from composed.h
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
  //discourage people from killing banker
+
//discourage people from killing banker
  exp -500
+
exp -500
  
  flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
  special SFUN_BANK
+
special SFUN_BANK
  end
+
end
  
  %objects
+
%objects
  
  info_board
+
info_board
  
  title "a merchant information board"
+
title "a merchant information board"
  descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
  names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
  board","board"} extra {} "A large flashy black steal board."
+
board","board"} extra {} "A large flashy black steal board."
  
  MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
  type ITEM_BOARD
+
type ITEM_BOARD
  dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
  end
+
end
  
  w_stiletto
+
w_stiletto
  title "a stiletto"
+
title "a stiletto"
  names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
+
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
  descr "A deadly looking stiletto has been left here."
+
descr "A deadly looking stiletto has been left here."
  
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
  WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
  weight 2
+
weight 2
  cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
  rent 1 COPPER_PIECE
+
rent 1 COPPER_PIECE
  
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
  
  extra{}
+
extra{}
  "This looks like a thief dream come true. "
+
"This looks like a thief dream come true. "
  
  extra {"$identify"}
+
extra {"$identify"}
  "The stiletto looks magical in nature and seems really sharp.  You can
+
"The stiletto looks magical in nature and seems really sharp.  You can
  tell if you wield it you would be able to backstab someone really easy."
+
tell if you wield it you would be able to backstab someone really easy."
  
  extra{"$improved identify"}
+
extra{"$improved identify"}
  "The stiletto gives you a magic bonus of +1 and has a quality of +2.  
+
"The stiletto gives you a magic bonus of +1 and has a quality of +2.  
  It also raises your back stabbing skill  by 2%.  You have to have at
+
It also raises your back stabbing skill  by 2%.  You have to have at
  least 10% in dex before you can wield this magical weapon."
+
least 10% in dex before you can wield this magical weapon."
  
  end
+
end
  
  wpn_locker
+
wpn_locker
  
  title "a weapons locker"
+
title "a weapons locker"
  names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  
  descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
  manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
  CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  weight 400
+
weight 400
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
  extra {}
+
extra {}
  "It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
  weapons that are taken on the station."
+
weapons that are taken on the station."
  
  end
+
end
  
  pol_plate
+
pol_plate
  names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
  title "a polished breast plate"
+
title "a polished breast plate"
  descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
  extra{}
+
extra{}
  "This is one shiny plate it seems to be made out of one perfect piece of
+
"This is one shiny plate it seems to be made out of one perfect piece of
  metal.  There doesn't even seem to be any markings of owner ship."
+
metal.  There doesn't even seem to be any markings of owner ship."
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
  
  MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
  ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
  dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
  cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
  rent 3 COPPER_PIECE
+
rent 3 COPPER_PIECE
  weight 25
+
weight 25
  
  extra{"$identify"}
+
extra{"$identify"}
  "This is a high quality plate with a magical feeling."
+
"This is a high quality plate with a magical feeling."
  
  extra{"$improved identify"}
+
extra{"$improved identify"}
  "The plate has a magical bonus to your defence of a +5 and a quality of
+
"The plate has a magical bonus to your defence of a +5 and a quality of
  +9. You need 40% in strength to be able to wear it."
+
+9. You need 40% in strength to be able to wear it."
  end
+
end
  
  liq_ration
+
liq_ration
  names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
  title "a red bag"
+
title "a red bag"
  descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
  MATERIAL_ORGANIC("a soft plastic")
+
MATERIAL_ORGANIC("a soft plastic")
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  
  LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
  cost 2 IRON_PIECE
+
cost 2 IRON_PIECE
  extra {}
+
extra {}
  "A small label reads Tassel Grove's finest.  Year 321"
+
"A small label reads Tassel Grove's finest.  Year 321"
  
  extra {"$identify"}
+
extra {"$identify"}
  "Its the special wine from Tassel grove a small halfling village on the
+
"Its the special wine from Tassel grove a small halfling village on the
  planet Valhalla.  It seems like a great vintage wine."
+
planet Valhalla.  It seems like a great vintage wine."
  
  end
+
end
  
  beef_stick
+
beef_stick
  
  title "a tough leathery stick"
+
title "a tough leathery stick"
  descr "A tough leathery looking stick is laying here."
+
descr "A tough leathery looking stick is laying here."
  names {"tough leathery stick","tough leather stick","leathery stick",
+
names {"tough leathery stick","tough leather stick","leathery stick",
  "leather stick","tough stick","stick"}
+
"leather stick","tough stick","stick"}
  
  extra {}
+
extra {}
  "This has the word BEEF burnt into it."
+
"This has the word BEEF burnt into it."
  
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  FOOD_DEF(5,0)
+
FOOD_DEF(5,0)
  weight 1
+
weight 1
  cost 1 COPPER_PIECE
+
cost 1 COPPER_PIECE
  MATERIAL_ORGANIC("tough beef")
+
MATERIAL_ORGANIC("tough beef")
  end
+
end
  
    maskwa
+
  maskwa
  
  names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
+
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
  title "a Maskwa ring"
+
title "a Maskwa ring"
  descr "A Maskwa platinum ring is laying here."
+
descr "A Maskwa platinum ring is laying here."
  MATERIAL_METAL("Platinum, and other precious metals")
+
MATERIAL_METAL("Platinum, and other precious metals")
  extra {}
+
extra {}
  "The ring has a large bear head.  Could this be the legendary head of
+
"The ring has a large bear head.  Could this be the legendary head of
  Maskwa?  Any thing formed with its head on it is said to strengthen the
+
Maskwa?  Any thing formed with its head on it is said to strengthen the
  wearer."
+
wearer."
  type ITEM_WORN
+
type ITEM_WORN
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
  cost 100 COPPER_PIECE
+
cost 100 COPPER_PIECE
  rent 50 IRON_PIECE
+
rent 50 IRON_PIECE
  weight 1
+
weight 1
  STR_TRANSFER(+1)
+
STR_TRANSFER(+1)
  end
+
end
  
  %end
+
%end
  
  </nowiki>
+
</nowiki>
  
  </sect1>
+
</sect1>
  
  
  <sect1 id="objexer">
+
<sect1 id="objexer">
  <TITLE>Suggested object exercises</TITLE>
+
<TITLE>Suggested object exercises</TITLE>
  <orderedlist>
+
<orderedlist>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using information you learned in <xref linkend="objcraft">,
+
<PARA>Using information you learned in <xref linkend="objcraft">,
  <xref linkend="objmag">, <xref linkend="objmacroshield">, and
+
<xref linkend="objmag">, <xref linkend="objmacroshield">, and
  <xref linkend="objarmour"> create a large shield.</PARA>
+
<xref linkend="objarmour"> create a large shield.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using information you learned in <xref linkend="objnon-armour">
+
<PARA>Using information you learned in <xref linkend="objnon-armour">
  and <xref linkend="objmacrotransfers"> create a ring that gives a person
+
and <xref linkend="objmacrotransfers"> create a ring that gives a person
  5% strength bonus and removes 5% magic ability.</PARA>
+
5% strength bonus and removes 5% magic ability.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using information you learned from <xref linkend="objmacroliqcont"> and <xref
+
<PARA>Using information you learned from <xref linkend="objmacroliqcont"> and <xref
  linkend="objdrink"> create a beer or soda from your local area.</PARA>
+
linkend="objdrink"> create a beer or soda from your local area.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using information you learned in <xref linkend="objmacrolight">;
+
<PARA>Using information you learned in <xref linkend="objmacrolight">;
  make an object that gives off a bright light and will never run
+
make an object that gives off a bright light and will never run
  out.</PARA>
+
out.</PARA>
  </LISTITEM>
+
</LISTITEM>
  <LISTITEM>
+
<LISTITEM>
  <PARA>Using the macros found in <xref linkend="objmacroliqcont">,
+
<PARA>Using the macros found in <xref linkend="objmacroliqcont">,
  <xref linkend="objmacrofood">, <xref linkend="objmacromoney">, and
+
<xref linkend="objmacrofood">, <xref linkend="objmacromoney">, and
  <xref linkend="objmacrocontainer"> along with information found in
+
<xref linkend="objmacrocontainer"> along with information found in
  <xref linkend="objfood"> and <xref linkend="objdrink">; create a chest that
+
<xref linkend="objfood"> and <xref linkend="objdrink">; create a chest that
  can be locked that contains food, drink, a pile of silver pieces, and a
+
can be locked that contains food, drink, a pile of silver pieces, and a
  pile of iron pieces. </PARA>
+
pile of iron pieces. </PARA>
  </LISTITEM>
+
</LISTITEM>
  </orderedlist>
+
</orderedlist>
  
  </SECT1>
+
</SECT1>
  
  </chapter>
+
</chapter>
  
  <chapter ID="ch-07"><?dbhtml filename="ch07.html">
+
<chapter ID="ch-07"><?dbhtml filename="ch07.html">
  <TITLE>The reset section</TITLE>
+
<TITLE>The reset section</TITLE>
  
  <PARA>Once you have learned to build rooms, objects and NPCs, you will
+
<PARA>Once you have learned to build rooms, objects and NPCs, you will
  find one main missing thing, while you have created NPCs and objects
+
find one main missing thing, while you have created NPCs and objects
  they don't exist in the game unless you load them.  When developing the
+
they don't exist in the game unless you load them.  When developing the
  <ACRONYM>VME</ACRONYM> we found that logging on and loading everything for the players to
+
<ACRONYM>VME</ACRONYM> we found that logging on and loading everything for the players to
  interact with, became a very difficult thing to do when we got over 30
+
interact with, became a very difficult thing to do when we got over 30
  items.  After many seconds of thought we came up with the idea of a
+
items.  After many seconds of thought we came up with the idea of a
  reset section that would do all of this work for us.  In fact the reset
+
reset section that would do all of this work for us.  In fact the reset
  takes care of closing doors after players have opened them, loading NPCs
+
takes care of closing doors after players have opened them, loading NPCs
  and their equipment, loading objects by themselves in rooms or even
+
and their equipment, loading objects by themselves in rooms or even
  loaded objects in objects.</PARA>
+
loaded objects in objects.</PARA>
  
  <PARA>Everything inside the reset section activates once at boot time and
+
<PARA>Everything inside the reset section activates once at boot time and
  then again when the reset time is up and the reset flag is true.  These
+
then again when the reset time is up and the reset flag is true.  These
  two fields were described in <xref linkend="zoneinfo"> and are included
+
two fields were described in <xref linkend="zoneinfo"> and are included
  in the zone header.  The reset section is denoted by the symbol '%reset' and can placed
+
in the zone header.  The reset section is denoted by the symbol '%reset' and can placed
  anywhere but we try to keep it at the end of our zone files.  There is
+
anywhere but we try to keep it at the end of our zone files.  There is
  no set order you must reset your doors, objects, and NPCs in but I like
+
no set order you must reset your doors, objects, and NPCs in but I like
  to do doors first, special reset commands second, objects in rooms third, objects with objects in them
+
to do doors first, special reset commands second, objects in rooms third, objects with objects in them
  forth, NPCs fifth,
+
forth, NPCs fifth,
  and finally NPCs.  You may find that you have a better way of sorting
+
and finally NPCs.  You may find that you have a better way of sorting
  them and again it is up to you.</PARA>
+
them and again it is up to you.</PARA>
  
  <sect1 id="doorreset">
+
<sect1 id="doorreset">
  <TITLE>Door resets</TITLE>
+
<TITLE>Door resets</TITLE>
  
  <PARA>To show how the door resets work we will revisit an old room
+
<PARA>To show how the door resets work we will revisit an old room
  example from <xref linkend="rmdoorexits">. The following two rooms are
+
example from <xref linkend="rmdoorexits">. The following two rooms are
  linked with a door and at boot time they are reset to closed.  When the
+
linked with a door and at boot time they are reset to closed.  When the
  mud boots the door flags set on the room are the door flags that are
+
mud boots the door flags set on the room are the door flags that are
  used.  After boot up time the reset section is where the <ACRONYM>VME</ACRONYM> gets its
+
used.  After boot up time the reset section is where the <ACRONYM>VME</ACRONYM> gets its
  information about what to do with the door.</PARA>
+
information about what to do with the door.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom...."
+
side to side and top to bottom...."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station...."
+
"Large paintings fill the walls of this part of the station...."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  end
+
end
  
  </nowiki>
+
</nowiki>
  
  
  <PARA>Now that we have two rooms lets define the reset command and how
+
<PARA>Now that we have two rooms lets define the reset command and how
  it works.  All reset commands have a keyword and then a set of
+
it works.  All reset commands have a keyword and then a set of
  arguments.  The door reset command is simply 'door' followed by a set of
+
arguments.  The door reset command is simply 'door' followed by a set of
  arguments that tell the <ACRONYM>VME</ACRONYM> where the door is, which door in that
+
arguments that tell the <ACRONYM>VME</ACRONYM> where the door is, which door in that
  location, and what you want to do with the door.  The command looks like
+
location, and what you want to do with the door.  The command looks like
  this.</PARA>
+
this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  door &lt;room symbol&gt; &lt;Direction number&gt; {&lt;door flags&gt;}
+
door &lt;room symbol&gt; &lt;Direction number&gt; {&lt;door flags&gt;}
  
  </nowiki>
+
</nowiki>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <TITLE>Door argument explanation</TITLE>
+
<TITLE>Door argument explanation</TITLE>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;room symbolic
 
;room symbolic
  <DICTDEF>
+
<DICTDEF>
  <PARA>As the name indicates this is the room that the door is located
+
<PARA>As the name indicates this is the room that the door is located
  in.  If you are resetting a door not in the zone the reset
+
in.  If you are resetting a door not in the zone the reset
  command is in you will need to use a full symbolic name with the zone
+
command is in you will need to use a full symbolic name with the zone
  extension.  The following would be two valid examples.</PARA>
+
extension.  The following would be two valid examples.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //room symbolic in  this zone
+
//room symbolic in  this zone
  door myroom ...
+
door myroom ...
  
  //room symbolic in another zone
+
//room symbolic in another zone
  door out_room@frogwart ...
+
door out_room@frogwart ...
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;direction number
 
;direction number
  <DICTDEF>
+
<DICTDEF>
  <PARA>The direction number can be one of the pre-defined direction
+
<PARA>The direction number can be one of the pre-defined direction
  numbers in the file ''vme.h''.  shown here so you don't
+
numbers in the file ''vme.h''.  shown here so you don't
  have to go flipping file to file.</PARA>
+
have to go flipping file to file.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define NORTH 0
+
#define NORTH 0
  #define EAST  1
+
#define EAST  1
  #define SOUTH 2
+
#define SOUTH 2
  #define WEST  3
+
#define WEST  3
  #define UP    4
+
#define UP    4
  #define DOWN  5
+
#define DOWN  5
  #define NORTHEAST 6
+
#define NORTHEAST 6
  #define NORTHWEST 7
+
#define NORTHWEST 7
  #define SOUTHEAST 8
+
#define SOUTHEAST 8
  #define SOUTHWEST 9
+
#define SOUTHWEST 9
  
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;door flags
 
;door flags
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>These flags, surrounded by '{}', describe the state of the door after the reset.  The following is the
+
<PARA>These flags, surrounded by '{}', describe the state of the door after the reset.  The following is the
  list of possible door flags.</PARA>
+
list of possible door flags.</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
  <DICTDEF>
+
<DICTDEF>
  <PARA> Set this if you can open and close this exit, be it a door, gate or  
+
<PARA> Set this if you can open and close this exit, be it a door, gate or  
      otherwise.</PARA>
+
    otherwise.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_CLOSED
 
;EX_CLOSED
  <DICTDEF>
+
<DICTDEF>
  <PARA>Set this if you want the exit to be closed at reset time.</PARA>
+
<PARA>Set this if you want the exit to be closed at reset time.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;EX_LOCKED
 
;EX_LOCKED
  <DICTDEF>
+
<DICTDEF>
  <PARA>Set this if you want the exit to be locked at reset time.</PARA>
+
<PARA>Set this if you want the exit to be locked at reset time.</PARA>
  <NOTE>
+
<NOTE>
  <PARA>An interesting aspect is that if you do not specify a key, you can
+
<PARA>An interesting aspect is that if you do not specify a key, you can
      only unlock this door with the 'pick' skill, 'unlock' spell or from
+
    only unlock this door with the 'pick' skill, 'unlock' spell or from
      <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
+
    <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
  </NOTE>
+
</NOTE>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>  
+
<VARLISTENTRY>
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
  <DICTDEF>
+
<DICTDEF>
  <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
+
<PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
      lock of this exit.</PARA>
+
    lock of this exit.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
  ;EX_HIDDEN
+
;EX_HIDDEN
  <DICTDEF>
+
<DICTDEF>
  <PARA>If this bit is set, the exit is hidden until the mobile has successfully  
+
<PARA>If this bit is set, the exit is hidden until the mobile has successfully  
      searched for it, using the 'search'-command.</PARA>  
+
    searched for it, using the 'search'-command.</PARA>  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  
  <PARA>Now that we have all the information we need we can close the door
+
<PARA>Now that we have all the information we need we can close the door
  after the reset time expires.  For our two rooms the door reset would
+
after the reset time expires.  For our two rooms the door reset would
  look like this.</PARA>
+
look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED}  
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED}  
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
 
+
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>As you can see from the example it is very important to
+
<NOTE><PARA>As you can see from the example it is very important to
  close both sides of the door.  If you do not close both sides you will
+
close both sides of the door.  If you do not close both sides you will
  get very weird and undefined errors when players are trying to open and
+
get very weird and undefined errors when players are trying to open and
  close them</PARA></NOTE>
+
close them</PARA></NOTE>
  
  <PARA>Another thing that you can do with the door reset command is
+
<PARA>Another thing that you can do with the door reset command is
  change the doors status.  In our previous example we reset the door to
+
change the doors status.  In our previous example we reset the door to
  its status that it has when it first is loaded into the game.  If
+
its status that it has when it first is loaded into the game.  If
  however we wanted to change the door to a locked door we could do that
+
however we wanted to change the door to a locked door we could do that
  by adding the locked flag like this.</PARA>
+
by adding the locked flag like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
  </nowiki>
+
</nowiki>
  
  </sect1>
+
</sect1>
  
  <sect1 id="resetloadobjnpc">
+
<sect1 id="resetloadobjnpc">
  <TITLE>Loading objects and NPCs</TITLE>
+
<TITLE>Loading objects and NPCs</TITLE>
  
  <PARA>Time to start loading your zone with its life and all the other
+
<PARA>Time to start loading your zone with its life and all the other
  strange things you have built.  There is two commands that do all the
+
strange things you have built.  There is two commands that do all the
  loading and equipping of objects.  Oddly enough the commands are called
+
loading and equipping of objects.  Oddly enough the commands are called
  'load' and 'equip'.  The format of the commands are almost the same
+
'load' and 'equip'.  The format of the commands are almost the same
  but equip must be used inside a NPC grouping.  With that in mind lets
+
but equip must be used inside a NPC grouping.  With that in mind lets
  start with simple loads and work our way up.</PARA>
+
start with simple loads and work our way up.</PARA>
  
  <PARA>The command to load an object or an NPC into a room is as
+
<PARA>The command to load an object or an NPC into a room is as
  follows:</PARA>
+
follows:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load &lt;object or NPC&gt; [into] [&lt;room&lt;] [&lt;load amount&gt;]
+
load &lt;object or NPC&gt; [into] [&lt;room&lt;] [&lt;load amount&gt;]
    [{Other loads and equip commands}]
+
  [{Other loads and equip commands}]
   
+
 
  </nowiki>
+
</nowiki>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;object or NPC
 
;object or NPC
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first argument to the load command is the object or NPC
+
<PARA>The first argument to the load command is the object or NPC
  symbolic name that you want to load.  The first argument is the only one
+
symbolic name that you want to load.  The first argument is the only one
  that must be included in all load commands.</PARA>
+
that must be included in all load commands.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;into
 
;into
  <DICTDEF>
+
<DICTDEF>
  <PARA>This is just a symbol that tells the reset that we are loading the
+
<PARA>This is just a symbol that tells the reset that we are loading the
  object or NPC into some other unit.</PARA>
+
object or NPC into some other unit.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;object, NPC, and room
 
;object, NPC, and room
  <DICTDEF>
+
<DICTDEF>
  <PARA>The third argument is the symbolic name of the place where you are loading the object
+
<PARA>The third argument is the symbolic name of the place where you are loading the object
  and the NPC.</PARA>
+
and the NPC.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;load amount
 
;load amount
  <DICTDEF>
+
<DICTDEF>
  <PARA>the fourth argument is an optional argument that tells the reset
+
<PARA>the fourth argument is an optional argument that tells the reset
  how many of the objects are allowed in the world, zone, or locally.  The
+
how many of the objects are allowed in the world, zone, or locally.  The
  possible values for this field are as follows:</PARA>
+
possible values for this field are as follows:</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;max &lt;num&gt;
 
;max &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This  command  is  always  part  of  another reset command (load,
+
<PARA>This  command  is  always  part  of  another reset command (load,
  equip, etc.).  At reset time the entire world is scanned for occurences
+
equip, etc.).  At reset time the entire world is scanned for occurences
  of the loaded unit - only if the currently existing number is less than
+
of the loaded unit - only if the currently existing number is less than
  &lt;num&gt; will the command be executed.</PARA>
+
&lt;num&gt; will the command be executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;local &lt;num&gt;
 
;local &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This command is always  part  of  another  reset  command  (load,
+
<PARA>This command is always  part  of  another  reset  command  (load,
  equip, etc.).  At reset time the location of which the unit is to
+
equip, etc.).  At reset time the location of which the unit is to
  be loaded into is scanned for occurences of the loaded unit only  if  the currently
+
be loaded into is scanned for occurences of the loaded unit only  if  the currently
  existing number is less than &lt;num&gt; will the
+
existing number is less than &lt;num&gt; will the
  command be executed.</PARA>
+
command be executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This command is always  part  of  another  reset  command  (load,
+
<PARA>This command is always  part  of  another  reset  command  (load,
  equip,  etc.).  At  reset  time  the  entire zone being reset is
+
equip,  etc.).  At  reset  time  the  entire zone being reset is
  scanned for occurences of the loaded unit - only if the currently
+
scanned for occurences of the loaded unit - only if the currently
  existing number is less than &lt;num&gt; will the command be
+
existing number is less than &lt;num&gt; will the command be
  executed.</PARA>
+
executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;Optional grouping
 
;Optional grouping
  <DICTDEF>
+
<DICTDEF>
  
  <PARA>Any reset command may be followed by a pair of curly brackets {}
+
<PARA>Any reset command may be followed by a pair of curly brackets {}
  containing  more reset commands. The commands inside the brackets
+
containing  more reset commands. The commands inside the brackets
  will only be executed in case the associated command was successful.</PARA>
+
will only be executed in case the associated command was successful.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Don't be alarmed if this sounds a bit hard.  It all gets much
+
<PARA>Don't be alarmed if this sounds a bit hard.  It all gets much
  more clear as some examples are explained.  Lets take a look at the
+
more clear as some examples are explained.  Lets take a look at the
  following example and see if we can't make this much more clear.</PARA>
+
following example and see if we can't make this much more clear.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load udgaard/fido into midgaard/temple max 1
+
load udgaard/fido into midgaard/temple max 1
  
  </nowiki>
+
</nowiki>
  
  <PARA>This example is pretty simple it says load the fido into the
+
<PARA>This example is pretty simple it says load the fido into the
  temple only if there isn't already 1 in the world.  Now lets get a bit
+
temple only if there isn't already 1 in the world.  Now lets get a bit
  more complicated.</PARA>
+
more complicated.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load udgaard/fido into midgaard/temple max 1
+
load udgaard/fido into midgaard/temple max 1
  {
+
{
    load bone
+
  load bone
    load excrement into midgaard/temple
+
  load excrement into midgaard/temple
  }
+
}
  
  </nowiki>
+
</nowiki>
  
  <PARA>Now we have said again load the fido into the temple if there is
+
<PARA>Now we have said again load the fido into the temple if there is
  not already one in the world.  Then if fido loads fill his inventory
+
not already one in the world.  Then if fido loads fill his inventory
  with a bone and load excrement into the temple as well.</PARA>
+
with a bone and load excrement into the temple as well.</PARA>
  
  <PARA>We can get even more complicated but still just using the load
+
<PARA>We can get even more complicated but still just using the load
  commands by doing the following</PARA>
+
commands by doing the following</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load udgaard/fido into midgaard/temple max 1
+
load udgaard/fido into midgaard/temple max 1
  {
+
{
    load bone
+
  load bone
    load excrement into midgaard/temple
+
  load excrement into midgaard/temple
        load bag
+
      load bag
    {
+
  {
        load apple max 1
+
      load apple max 1
    }
+
  }
  }
+
}
  
  
  </nowiki>
+
</nowiki>
  
  <PARA>now we still have the fido loading if there isn't one already in
+
<PARA>now we still have the fido loading if there isn't one already in
  the world then the bone and the excrement and finally we load a bag.  
+
the world then the bone and the excrement and finally we load a bag.  
  If there isn't an apple already in the world we load the bag with a
+
If there isn't an apple already in the world we load the bag with a
  apple in it other wise the bag will be empty.</PARA>
+
apple in it other wise the bag will be empty.</PARA>
  
  <PARA>Well that should be enough load examples for now but we will get
+
<PARA>Well that should be enough load examples for now but we will get
  right back to them in a bit.  Now we should introduce another reset
+
right back to them in a bit.  Now we should introduce another reset
  command called the 'equip' command that we have already mentioned.  The
+
command called the 'equip' command that we have already mentioned.  The
  'equip' command works a lot like load but has much simpler arguments.  
+
'equip' command works a lot like load but has much simpler arguments.  
  The 'equip' command is as follows.</PARA>
+
The 'equip' command is as follows.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  equip &lt;symbol&gt; position [load amount &lt;num&gt;]
+
equip &lt;symbol&gt; position [load amount &lt;num&gt;]
  
  </nowiki>
+
</nowiki>
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;symbol
 
;symbol
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first argument is just the symbolic name of the item  
+
<PARA>The first argument is just the symbolic name of the item  
  being worn by the NPC.</PARA>
+
being worn by the NPC.</PARA>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;position
 
;position
  <DICTDEF>
+
<DICTDEF>
  <PARA>The position is any of the positions available in the
+
<PARA>The position is any of the positions available in the
  ''vme.h''.  The following are all the positions along
+
''vme.h''.  The following are all the positions along
  side there defines as found in the ''vme.h''.</PARA>
+
side there defines as found in the ''vme.h''.</PARA>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <TITLE>Wear positions</TITLE>
+
<TITLE>Wear positions</TITLE>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Position</ENTRY>
+
<ENTRY>Position</ENTRY>
  <ENTRY>Define(s)</ENTRY>
+
<ENTRY>Define(s)</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>head</ENTRY>
+
<ENTRY>head</ENTRY>
  <ENTRY>WEAR_HEAD</ENTRY>
+
<ENTRY>WEAR_HEAD</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>hands</ENTRY>
+
<ENTRY>hands</ENTRY>
  <ENTRY>WEAR_HANDS</ENTRY>
+
<ENTRY>WEAR_HANDS</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>arms</ENTRY>
+
<ENTRY>arms</ENTRY>
  <ENTRY>WEAR_ARMS</ENTRY>
+
<ENTRY>WEAR_ARMS</ENTRY>
  </ROW>
+
</ROW>
  
  
  <ROW>
+
<ROW>
  <ENTRY>body</ENTRY>
+
<ENTRY>body</ENTRY>
  <ENTRY>WEAR_BODY</ENTRY>
+
<ENTRY>WEAR_BODY</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>legs</ENTRY>
+
<ENTRY>legs</ENTRY>
  <ENTRY>WEAR_LEGS</ENTRY>
+
<ENTRY>WEAR_LEGS</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>feet</ENTRY>
+
<ENTRY>feet</ENTRY>
  <ENTRY>WEAR_FEET</ENTRY>
+
<ENTRY>WEAR_FEET</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>cloak</ENTRY>
+
<ENTRY>cloak</ENTRY>
  <ENTRY>WEAR_ABOUT</ENTRY>
+
<ENTRY>WEAR_ABOUT</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>shield</ENTRY>
+
<ENTRY>shield</ENTRY>
  <ENTRY>WEAR_SHIELD</ENTRY>
+
<ENTRY>WEAR_SHIELD</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>hold</ENTRY>
+
<ENTRY>hold</ENTRY>
  <ENTRY>WEAR_HOLD</ENTRY>
+
<ENTRY>WEAR_HOLD</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>wield</ENTRY>
+
<ENTRY>wield</ENTRY>
  <ENTRY>WEAR_WIELD</ENTRY>
+
<ENTRY>WEAR_WIELD</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ear</ENTRY>
+
<ENTRY>ear</ENTRY>
  <ENTRY>WEAR_EAR_R and WEAR_EAR_L</ENTRY>
+
<ENTRY>WEAR_EAR_R and WEAR_EAR_L</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>neck</ENTRY>
+
<ENTRY>neck</ENTRY>
  <ENTRY>WEAR_NECK_1 and WEAR_NECK_2</ENTRY>
+
<ENTRY>WEAR_NECK_1 and WEAR_NECK_2</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>wrist</ENTRY>
+
<ENTRY>wrist</ENTRY>
  <ENTRY>WEAR_WRIST_R and WEAR_WRIST_L</ENTRY>
+
<ENTRY>WEAR_WRIST_R and WEAR_WRIST_L</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>finger</ENTRY>
+
<ENTRY>finger</ENTRY>
  <ENTRY>WEAR_FINGER_R and WEAR_FINGER_L</ENTRY>
+
<ENTRY>WEAR_FINGER_R and WEAR_FINGER_L</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>chest</ENTRY>
+
<ENTRY>chest</ENTRY>
  <ENTRY>MANIPULATE_WEAR_CHEST</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_CHEST</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>back</ENTRY>
+
<ENTRY>back</ENTRY>
  <ENTRY>MANIPULATE_WEAR_BACK</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_BACK</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>waist</ENTRY>
+
<ENTRY>waist</ENTRY>
  <ENTRY>MANIPULATE_WEAR_WAIST</ENTRY>
+
<ENTRY>MANIPULATE_WEAR_WAIST</ENTRY>
  </ROW>
+
</ROW>
  
  <ROW>
+
<ROW>
  <ENTRY>ankle</ENTRY>
+
<ENTRY>ankle</ENTRY>
  <ENTRY>WEAR_ANKLE_R and WEAR_ANKLE_L</ENTRY>
+
<ENTRY>WEAR_ANKLE_R and WEAR_ANKLE_L</ENTRY>
  </ROW>
+
</ROW>
  
  </TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
  
 
;load amount
 
;load amount
  <DICTDEF>
+
<DICTDEF>
  <PARA>the fourth argument is an optional argument that tells the reset
+
<PARA>the fourth argument is an optional argument that tells the reset
  how many of the objects are allowed in the world, zone, or locally.  The
+
how many of the objects are allowed in the world, zone, or locally.  The
  possible values for this field are as follows:</PARA>
+
possible values for this field are as follows:</PARA>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;max &lt;num&gt;
 
;max &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This  command  is  always  part  of  another reset command (load,
+
<PARA>This  command  is  always  part  of  another reset command (load,
  equip, etc.).  At reset time the entire world is scanned for occurences
+
equip, etc.).  At reset time the entire world is scanned for occurences
  of the loaded unit - only if the currently existing number is less than
+
of the loaded unit - only if the currently existing number is less than
  &lt;num&gt; will the command be executed.</PARA>
+
&lt;num&gt; will the command be executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;local &lt;num&gt;
 
;local &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This command is always  part  of  another  reset  command  (load,
+
<PARA>This command is always  part  of  another  reset  command  (load,
  equip, etc.).  At reset time the location of which the unit is to
+
equip, etc.).  At reset time the location of which the unit is to
  be loaded into is scanned for occurences of the loaded unit - only  if  the currently
+
be loaded into is scanned for occurences of the loaded unit - only  if  the currently
  existing number is less than &lt;num&gt; will the
+
existing number is less than &lt;num&gt; will the
  command be executed.</PARA>
+
command be executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This command is always  part  of  another  reset  command  (load,
+
<PARA>This command is always  part  of  another  reset  command  (load,
  equip,  etc.).  At  reset  time  the  entire zone being reset is
+
equip,  etc.).  At  reset  time  the  entire zone being reset is
  scanned for occurences of the loaded unit - only if the currently
+
scanned for occurences of the loaded unit - only if the currently
  existing number is less than &lt;num&gt; will the command be
+
existing number is less than &lt;num&gt; will the command be
  executed.</PARA>
+
executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>Now with the equipment command you can now get your NPCs dressed
+
<PARA>Now with the equipment command you can now get your NPCs dressed
  and ready for battle.  The 'load' and 'equip' commands are not the
+
and ready for battle.  The 'load' and 'equip' commands are not the
  easiest though so lets go through some simple examples.</PARA>
+
easiest though so lets go through some simple examples.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load guard into jail
+
load guard into jail
    {
+
  {
    equip helmet WEAR_HEAD
+
  equip helmet WEAR_HEAD
    equip plate WEAR_BODY
+
  equip plate WEAR_BODY
    equip pants WEAR_LEGS
+
  equip pants WEAR_LEGS
    equip specialsword max 1
+
  equip specialsword max 1
    load brass_key
+
  load brass_key
    }   
+
  }   
  
  </nowiki>
+
</nowiki>
  
  <PARA>This is how you would equip a NPC with all items from the current
+
<PARA>This is how you would equip a NPC with all items from the current
  zone.  As you can see we didn't need full symbolics because the server
+
zone.  As you can see we didn't need full symbolics because the server
  knows to grab the items from the zone the resets are in.</PARA>
+
knows to grab the items from the zone the resets are in.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load guard into safe_room max 2
+
load guard into safe_room max 2
  {
+
{
  equip plate WEAR_BODY
+
equip plate WEAR_BODY
  load powersword max1
+
load powersword max1
    {
+
  {
    load silver_pile into safe_room
+
  load silver_pile into safe_room
    }
+
  }
  }     
+
}     
  
  </nowiki>
+
</nowiki>
  
  <PARA>In this example we only load the silver pile if the guard loads
+
<PARA>In this example we only load the silver pile if the guard loads
  and if the power sword loads which may or may not happen since there is
+
and if the power sword loads which may or may not happen since there is
  only a max of one sword allowed while there is a max of 2 guards
+
only a max of one sword allowed while there is a max of 2 guards
  allowed.  What will happen in this case is at the first reset there will
+
allowed.  What will happen in this case is at the first reset there will
  be one guard and one pile of silver.  The next reset there will still
+
be one guard and one pile of silver.  The next reset there will still
  only be one pile of silver but now there will be two guards.</PARA>
+
only be one pile of silver but now there will be two guards.</PARA>
  
  <PARA>Hopefully you have got the basic resets down.  If not don't worry
+
<PARA>Hopefully you have got the basic resets down.  If not don't worry
  there are plenty more examples to come and we still have to make the
+
there are plenty more examples to come and we still have to make the
  resets for our dragon station zone.</PARA>
+
resets for our dragon station zone.</PARA>
  </sect1>
+
</sect1>
  
  
  <sect1 id="resetfunction">
+
<sect1 id="resetfunction">
  <TITLE>Special reset functions</TITLE>
+
<TITLE>Special reset functions</TITLE>
  
  <PARA>Now that we have gone over the basic load and equip commands we
+
<PARA>Now that we have gone over the basic load and equip commands we
  have some special commands that you can add to them to make them do more
+
have some special commands that you can add to them to make them do more
  interesting things.  Sometimes when doing resets you don't always want
+
interesting things.  Sometimes when doing resets you don't always want
  items or NPCs to load or sometimes you want them to load but only if a
+
items or NPCs to load or sometimes you want them to load but only if a
  certain amount of other things correctly load.  There are also times you
+
certain amount of other things correctly load.  There are also times you
  want to clear the rooms or reload an entire object after removing the
+
want to clear the rooms or reload an entire object after removing the
  old one.  All these things and more can be accomplished with the reset
+
old one.  All these things and more can be accomplished with the reset
  section. </PARA>
+
section. </PARA>
  
  <sect2 id="resetcomplete">
+
<sect2 id="resetcomplete">
  <TITLE>The complete directive.</TITLE>
+
<TITLE>The complete directive.</TITLE>
  
  <PARA>The 'load' and 'equip' commands have one more argument that can be
+
<PARA>The 'load' and 'equip' commands have one more argument that can be
  placed at the end of them to make them act a bit different.the complete
+
placed at the end of them to make them act a bit different.the complete
  directive. In the case where this directive is placed at the end
+
directive. In the case where this directive is placed at the end
  of a 'load or 'equip' command, the unit is only loaded in case all immediate commands inside
+
of a 'load or 'equip' command, the unit is only loaded in case all immediate commands inside
  its nesting are executed successfully.  For example:</PARA>
+
its nesting are executed successfully.  For example:</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load captain into jail_room complete
+
load captain into jail_room complete
  {
+
{
    equip magic_sword position WEAR_WIELD max 1
+
  equip magic_sword position WEAR_WIELD max 1
    load bag
+
  load bag
    {
+
  {
        load ruby_ring max 1
+
      load ruby_ring max 1
    }
+
  }
  }
+
}
  
  </nowiki>
+
</nowiki>
  
  <PARA>In this case the captain is only loaded if the objects magic_sword
+
<PARA>In this case the captain is only loaded if the objects magic_sword
  and bag are successfully loaded. if the ruby_ring is not loaded,
+
and bag are successfully loaded. if the ruby_ring is not loaded,
  it will have no effect on the complete directive. To make the ruby_ring
+
it will have no effect on the complete directive. To make the ruby_ring
  affect to captains complete directive, the bag must also have specified a
+
affect to captains complete directive, the bag must also have specified a
  complete directive (because the bag would then not be complete, and thus the
+
complete directive (because the bag would then not be complete, and thus the
  captain would not be complete). </PARA>
+
captain would not be complete). </PARA>
  
  </sect2>
+
</sect2>
  
  <sect2>
+
<sect2>
  <TITLE>The follow command</TITLE>
+
<TITLE>The follow command</TITLE>
  
  <PARA>Once you load a NPC you may want that NPC to follow another NPC.  
+
<PARA>Once you load a NPC you may want that NPC to follow another NPC.  
    That is what the 'follow' command is for.  The following is the format
+
  That is what the 'follow' command is for.  The following is the format
    of the 'follow' command</PARA>
+
  of the 'follow' command</PARA>
  
   
+
 
 
  <nowiki>
 
  <nowiki>
   
+
 
    follow &lt;symbol&gt; &lt;load amount #&gt; &lt;complete&gt;
+
  follow &lt;symbol&gt; &lt;load amount #&gt; &lt;complete&gt;
   
+
 
    </nowiki>
+
  </nowiki>
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;symbol
 
;symbol
  <DICTDEF>
+
<DICTDEF>
  <PARA>The first argument to the follow command is the symbolic name of
+
<PARA>The first argument to the follow command is the symbolic name of
  the NPC to follow the NPC of the outer grouping.</PARA>
+
the NPC to follow the NPC of the outer grouping.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;load amount
 
;load amount
  <DICTDEF>
+
<DICTDEF>
  <PARA>the second argument is an optional argument that tells the reset
+
<PARA>the second argument is an optional argument that tells the reset
  how many of the NPC followers of this type  are allowed in the world, zone, or locally.  The
+
how many of the NPC followers of this type  are allowed in the world, zone, or locally.  The
  possible values for this field are as follows:</PARA>
+
possible values for this field are as follows:</PARA>
      <VARIABLELIST>
+
    <VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;max &lt;num&gt;
 
;max &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This  command  is  always  part  of  another reset command (load,
+
<PARA>This  command  is  always  part  of  another reset command (load,
  equip, etc.).  At reset time the entire world is scanned for occurences
+
equip, etc.).  At reset time the entire world is scanned for occurences
  of the loaded unit - only if the currently existing number is less than
+
of the loaded unit - only if the currently existing number is less than
  &lt;num&gt; will the command be executed.</PARA>
+
&lt;num&gt; will the command be executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;local &lt;num&gt;
 
;local &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This command is always  part  of  another  reset  command  (load,
+
<PARA>This command is always  part  of  another  reset  command  (load,
  equip, etc.).  At reset time the location of which the unit is to
+
equip, etc.).  At reset time the location of which the unit is to
  be loaded into is scanned for occurences of the loaded unit - only  if  the currently existing number is less than &lt;num&gt; will the
+
be loaded into is scanned for occurences of the loaded unit - only  if  the currently existing number is less than &lt;num&gt; will the
  command be executed.</PARA>
+
command be executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
  <DICTDEF>
+
<DICTDEF>
  <PARA>This command is always  part  of  another  reset  command  (load,
+
<PARA>This command is always  part  of  another  reset  command  (load,
  equip,  etc.).  At  reset  time  the  entire zone being reset is
+
equip,  etc.).  At  reset  time  the  entire zone being reset is
  scanned for occurences of the loaded unit - only if the currently
+
scanned for occurences of the loaded unit - only if the currently
  existing number is less than &lt;num&gt; will the command be
+
existing number is less than &lt;num&gt; will the command be
  executed.</PARA>
+
executed.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;complete
 
;complete
  <DICTDEF>
+
<DICTDEF>
  <PARA>This only makes the NPC follow if all the other things in the
+
<PARA>This only makes the NPC follow if all the other things in the
  grouping finishes completely.  For a better description of how this
+
grouping finishes completely.  For a better description of how this
  directive works see <xref linkend="resetcomplete">.</PARA>
+
directive works see <xref linkend="resetcomplete">.</PARA>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  <PARA>The follow command is always used nested inside a loaded
+
<PARA>The follow command is always used nested inside a loaded
  NPC to force the NPC &lt;symbol&gt; to follow the NPC of the outer
+
NPC to force the NPC &lt;symbol&gt; to follow the NPC of the outer
  grouping.  The following would be a correct use of the follow
+
grouping.  The following would be a correct use of the follow
  command.</PARA>
+
command.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load captain into jail
+
load captain into jail
    {
+
  {
    follow guard max 4
+
  follow guard max 4
      {
+
    {
  equip guard_helmet WEAR_HEAD
+
equip guard_helmet WEAR_HEAD
  equip guard_plate WEAR_BODY
+
equip guard_plate WEAR_BODY
  equip guard_legs WEAR_LEGS
+
equip guard_legs WEAR_LEGS
  equip guard_boots WEAR_FEET
+
equip guard_boots WEAR_FEET
  }
+
}
    follow guard max 4
+
  follow guard max 4
      {
+
    {
  equip guard_helmet WEAR_HEAD
+
equip guard_helmet WEAR_HEAD
  equip guard_plate WEAR_BODY
+
equip guard_plate WEAR_BODY
  equip guard_legs WEAR_LEGS
+
equip guard_legs WEAR_LEGS
  equip guard_boots WEAR_FEET
+
equip guard_boots WEAR_FEET
  }  
+
}  
    }  
+
  }  
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
    <PARA>This example would load two guards that are fully dressed and
+
  <PARA>This example would load two guards that are fully dressed and
  they would start following the captain which is also loaded.</PARA>
+
they would start following the captain which is also loaded.</PARA>
  </sect2>
+
</sect2>
  <sect2>
+
<sect2>
  <TITLE>The purge command</TITLE>
+
<TITLE>The purge command</TITLE>
  
  <PARA>There are times when you want to clean up a room.  This can be
+
<PARA>There are times when you want to clean up a room.  This can be
  done very easy by using the <command>purge</command>.  The following is
+
done very easy by using the <command>purge</command>.  The following is
  the format of the purge command.</PARA>
+
the format of the purge command.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  purge &lt;symbol&gt;
+
purge &lt;symbol&gt;
  
  </nowiki>
+
</nowiki>
  
  
  <PARA>This command doesn't take much description.  The symbol is the
+
<PARA>This command doesn't take much description.  The symbol is the
  room you want to empty of all objects and NPCs.  If you wanted to get
+
room you want to empty of all objects and NPCs.  If you wanted to get
  rid of all objects and NPCs from a room with the symbolic name of jail
+
rid of all objects and NPCs from a room with the symbolic name of jail
  it would look like this.</PARA>
+
it would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  purge jail
+
purge jail
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  <sect2>
+
<sect2>
  <TITLE>The random command</TITLE>
+
<TITLE>The random command</TITLE>
  
  <PARA>If you ever want to load something only some of the time.  There
+
<PARA>If you ever want to load something only some of the time.  There
  is a built in <command>random</command> command that allows you to pick
+
is a built in <command>random</command> command that allows you to pick
  the percentage of the time that the item will load.  The random command
+
the percentage of the time that the item will load.  The random command
  has the following format.</PARA>
+
has the following format.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  random &lt;num&gt;
+
random &lt;num&gt;
    {group or single set of resets}
+
  {group or single set of resets}
   
+
 
    </nowiki>
+
  </nowiki>
   
+
 
    <PARA>It is important to point out this is done by a random percentage
+
  <PARA>It is important to point out this is done by a random percentage
  chance where as 1% of the time would be almost not at all and 100% of
+
chance where as 1% of the time would be almost not at all and 100% of
  the time would be all the time.  If we wanted to load a group of things
+
the time would be all the time.  If we wanted to load a group of things
  only 80% of the time it would look like this.</PARA>
+
only 80% of the time it would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  random 80
+
random 80
    {
+
  {
    load captain into jail_room complete
+
  load captain into jail_room complete
      {
+
    {
      equip magic_sword position WEAR_WIELD max 1
+
    equip magic_sword position WEAR_WIELD max 1
      load bag
+
    load bag
        {
+
      {
        load ruby_ring max 1
+
      load ruby_ring max 1
        }
+
      }
      }
+
    }
  }
+
}
  
  </nowiki>
+
</nowiki>
  </sect2>
+
</sect2>
  <sect2>
+
<sect2>
  <TITLE>The remove command</TITLE>
+
<TITLE>The remove command</TITLE>
  
  <PARA>Many times players take items out of containers like chests or
+
<PARA>Many times players take items out of containers like chests or
  steal items from your NPCs and leave them naked.  If the NPC is not dead
+
steal items from your NPCs and leave them naked.  If the NPC is not dead
  the resets don't reload them therefore your NPCs will stand there empty
+
the resets don't reload them therefore your NPCs will stand there empty
  and so will your chests.  This is fine if that is what you want but
+
and so will your chests.  This is fine if that is what you want but
  sometimes you want them to get dressed or refilled again at reset time.  that is
+
sometimes you want them to get dressed or refilled again at reset time.  that is
  what the <command>remove</command> command is for.  The following is the
+
what the <command>remove</command> command is for.  The following is the
  format of the remove command.</PARA>
+
format of the remove command.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  remove &lt;symbol1&gt; in &lt;symbol2&gt;
+
remove &lt;symbol1&gt; in &lt;symbol2&gt;
  
  </nowiki>
+
</nowiki>
  
  <PARA>Again the remove command is a simple command and it only has two
+
<PARA>Again the remove command is a simple command and it only has two
  arguments, the item and where it is to remove it from.  If you
+
arguments, the item and where it is to remove it from.  If you
  wanted to have a cabinet that at every reset it would have a knife and a
+
wanted to have a cabinet that at every reset it would have a knife and a
  bag of sugar in it would look like this.</PARA>
+
bag of sugar in it would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  remove cabinet in kitchen
+
remove cabinet in kitchen
  load cabinet into kitchen
+
load cabinet into kitchen
  {
+
{
  load sugarbag
+
load sugarbag
  load knife
+
load knife
  }
+
}
 
+
  </nowiki>
+
</nowiki>
  
  
  
  </sect2>
+
</sect2>
  </sect1>
+
</sect1>
  <sect1 id="resetdragon">
+
<sect1 id="resetdragon">
  <TITLE>Reset walk through</TITLE>
+
<TITLE>Reset walk through</TITLE>
  
  <PARA>The dragon station is almost finished.  All you have to do now is
+
<PARA>The dragon station is almost finished.  All you have to do now is
  create the resets for it.  We don't have a lot of stuff in the zone but
+
create the resets for it.  We don't have a lot of stuff in the zone but
  we have enough to make a decent example of how the resets work.  As I
+
we have enough to make a decent example of how the resets work.  As I
  mentioned at the start of the chapter on resets I like to do the doors
+
mentioned at the start of the chapter on resets I like to do the doors
  first, the objects in rooms second, then the NPCs.  again this is
+
first, the objects in rooms second, then the NPCs.  again this is
  nothing we force you to do but I find it helps me keep track of my items
+
nothing we force you to do but I find it helps me keep track of my items
  and NPCs.</PARA>
+
and NPCs.</PARA>
  
  <PARA>With that in mind we will start by resetting our doors.  In the
+
<PARA>With that in mind we will start by resetting our doors.  In the
  zone there is two doors.  One is a regular door that is closed when the
+
zone there is two doors.  One is a regular door that is closed when the
  mud reboots and the other is a hidden and locked door when the mud
+
mud reboots and the other is a hidden and locked door when the mud
  reboots.  We will not block the rooms in and show you them again but
+
reboots.  We will not block the rooms in and show you them again but
  if you want to you can see the rooms in <xref linkend="finishedzone">.  
+
if you want to you can see the rooms in <xref linkend="finishedzone">.  
  the resets for these doors would look like this.</PARA>
+
the resets for these doors would look like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  //Office door reset
+
//Office door reset
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
  
  //secret door reset
+
//secret door reset
  door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
+
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
  door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
  </nowiki>
+
</nowiki>
  
  <NOTE><PARA>Both sides of the door don't have to have the exact same
+
<NOTE><PARA>Both sides of the door don't have to have the exact same
  flags the door in the office is hidden but the one on the ship is
+
flags the door in the office is hidden but the one on the ship is
  not.</PARA></NOTE>
+
not.</PARA></NOTE>
  
  
  <PARA>The next thing to build resets for is the two items we are loading
+
<PARA>The next thing to build resets for is the two items we are loading
  directly into rooms and their contents if they have any.  The two items
+
directly into rooms and their contents if they have any.  The two items
  we are loading into rooms are the board and the weapons locker.  I am
+
we are loading into rooms are the board and the weapons locker.  I am
  just going to stick the board in the main chamber and the weapons locker
+
just going to stick the board in the main chamber and the weapons locker
  in the office.  The reset for these two items looks like this.</PARA>
+
in the office.  The reset for these two items looks like this.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load info_board into chamber
+
load info_board into chamber
  
  load wpn_locker into office
+
load wpn_locker into office
    {
+
  {
    load w_stiletto  
+
  load w_stiletto  
    }
+
  }
  
  </nowiki>
+
</nowiki>
  
  <PARA>Notice we also loaded a stiletto into the weapons locker and it will
+
<PARA>Notice we also loaded a stiletto into the weapons locker and it will
  only load once a reboot since the cabinet will never be removed and
+
only load once a reboot since the cabinet will never be removed and
  unless the cabinet reloads the stiletto will not reload.</PARA>
+
unless the cabinet reloads the stiletto will not reload.</PARA>
  
  <PARA>finally we get to the NPcs and their equipment.  We only have 3
+
<PARA>finally we get to the NPcs and their equipment.  We only have 3
  NPCs in our zone so it shouldn't be any problem especially since we don't
+
NPCs in our zone so it shouldn't be any problem especially since we don't
  have that much close.  I am going to load the dragon into the ship on a
+
have that much close.  I am going to load the dragon into the ship on a
  percentage chance basis and then load the Janitor into the station so he
+
percentage chance basis and then load the Janitor into the station so he
  can get to cleaning it up.  Finally I will load Bob into the office so
+
can get to cleaning it up.  Finally I will load Bob into the office so
  he can sit and count his money.</PARA>
+
he can sit and count his money.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  load bob into office
+
load bob into office
    {
+
  {
    equip pol_plate WEAR_BODY
+
  equip pol_plate WEAR_BODY
    }
+
  }
   
+
 
    load janitor into chamber
+
  load janitor into chamber
      {
+
    {
  equip pol_plate WEAR_BODY
+
equip pol_plate WEAR_BODY
  }
+
}
 
+
  random 50  
+
random 50  
    {
+
  {
    load bldragon
+
  load bldragon
        {
+
      {
      load maskwa
+
  load maskwa
      }
+
  }
    }    
+
  }  
     
+
 
  </nowiki>
+
</nowiki>
  
  <PARA>Only a couple final things to point out.  It doesn't matter if you
+
<PARA>Only a couple final things to point out.  It doesn't matter if you
  load the same type of plate or same type of clothing on every NPC.  It
+
load the same type of plate or same type of clothing on every NPC.  It
  would look pretty silly if everyone was wearing the same clothes but I
+
would look pretty silly if everyone was wearing the same clothes but I
  wanted to make sure you understood you didn't have to make one set for
+
wanted to make sure you understood you didn't have to make one set for
  everyone.  Also you don't have to equip wearable things you can load
+
everyone.  Also you don't have to equip wearable things you can load
  them into the inventory like we did with the ring on the dragon.  That
+
them into the inventory like we did with the ring on the dragon.  That
  about covers it all.  The resets are now done and we can now put them
+
about covers it all.  The resets are now done and we can now put them
  all together with the zone and complete our dragon station.</PARA>
+
all together with the zone and complete our dragon station.</PARA>
  
  
  </sect1>
+
</sect1>
  
  <sect1 id="finishedzone">
+
<sect1 id="finishedzone">
  <TITLE>The complete dragon station</TITLE>
+
<TITLE>The complete dragon station</TITLE>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
  %zone dragonst
+
%zone dragonst
  lifespan 20
+
lifespan 20
  reset RESET_ANYHOW
+
reset RESET_ANYHOW
  creators {"whistler"}
+
creators {"whistler"}
  
  notes
+
notes
  "This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
  loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
  help
+
help
  "Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
  weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
  sulfur."
+
sulfur."
  
  %rooms
+
%rooms
  
  chamber
+
chamber
  title "The middle chamber of the station"
+
title "The middle chamber of the station"
  descr
+
descr
  "This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
  unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
  the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
  designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
  setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
  station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
  dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
  and the east.."
+
and the east.."
  
  extra {"chair","chairs"}
+
extra {"chair","chairs"}
  "The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
  with some kind of dragon."
+
with some kind of dragon."
  
  extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
  "Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
  center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
  extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
  "An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  
  west to disposal_room descr
+
west to disposal_room descr
  "You see a small room.";
+
"You see a small room.";
  
  east to hallway descr
+
east to hallway descr
  "You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
  end
+
end
  
  hallway
+
hallway
  title "Module tunnel"
+
title "Module tunnel"
  descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
  side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
  walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
  metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
  windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
  that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
  a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
  an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
  extra {"windows","window"}
+
extra {"windows","window"}
  "Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
  about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
  extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
  "Well what can be said it looks to be in perfect condition.  What else would
+
"Well what can be said it looks to be in perfect condition.  What else would
  you want to know?"
+
you want to know?"
  
  extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
  "The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
  sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  west to chamber descr
+
west to chamber descr
  "The hallway opens up into a chamber.";  
+
"The hallway opens up into a chamber.";  
  
  east to office descr
+
east to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  end
+
end
  
  office
+
office
  title "The station office"
+
title "The station office"
  descr
+
descr
  "Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
  is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
  still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
  floor along the north wall is lined with some kind of fabric and seems
+
floor along the north wall is lined with some kind of fabric and seems
  very soft to walk on, it may be some kind of dragon lounge judging by
+
very soft to walk on, it may be some kind of dragon lounge judging by
  how large an area it covers.  There is a passage to the west."
+
how large an area it covers.  There is a passage to the west."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"paintings","painting"}
+
extra {"paintings","painting"}
  "The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
  combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
  being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
  extra {"wizard","staff"}
+
extra {"wizard","staff"}
  "The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
  you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
  find it."
+
find it."
  
  extra {"desk"}
+
extra {"desk"}
  "Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
  seems totally empty."
+
seems totally empty."
  
  extra{"fabric"}
+
extra{"fabric"}
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
  west to hallway descr
+
west to hallway descr
  "You see what looks to be a hallway."
+
"You see what looks to be a hallway."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
  south to portal_room descr
+
south to portal_room descr
  "You see what looks to be a portal room."
+
"You see what looks to be a portal room."
  keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
  end
+
end
  
  portal_room
+
portal_room
  title "Green field room"
+
title "Green field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a green field right in the center.  
+
is it is totally empty except for a green field right in the center.  
  there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  extra {"green field","field"}
+
extra {"green field","field"}
  "The field looks to be a green fog shifting and churning as you watch.  
+
"The field looks to be a green fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
 
+
  north  to office descr
+
north  to office descr
  "You see what looks to be an office."
+
"You see what looks to be an office."
  keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
  key nokey
+
key nokey
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
+
  //A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
  end
+
end
 
+
  ship_port
+
ship_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
 
+
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
+
  in ship
+
in ship
 
+
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
  description.&amp;You appear on the deck of a ship.",
+
description.&amp;You appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
 
+
 
+
  end                                             
+
end                                             
  
  room_port
+
room_port
  names{"green field", "field"}
+
names{"green field", "field"}
  title "Green field"
+
title "Green field"
  descr
+
descr
  "Green Mist swirls about you."
+
"Green Mist swirls about you."
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  in portal_room
+
in portal_room
  
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //Time to activation
+
//Time to activation
  4,
+
4,
  //room and act
+
//room and act
  "ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
  description.&amp;You appear on the deck of a ship.",
+
description.&amp;You appear on the deck of a ship.",
  //True or False for randomizing or not
+
//True or False for randomizing or not
  FALSE);
+
FALSE);
  
  
  end
+
end
  
  disposal_room
+
disposal_room
  title "Red field room"
+
title "Red field room"
  descr
+
descr
  "Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
  dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
  is it is totally empty except for a red field right in the center.  
+
is it is totally empty except for a red field right in the center.  
  there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"red field","field"}
+
extra {"red field","field"}
  "The field looks to be a red fog shifting and churning as you watch.  
+
"The field looks to be a red fog shifting and churning as you watch.  
  if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
  east to chamber descr
+
east to chamber descr
  "You see the main chamber.";
+
"You see the main chamber.";
  
  //A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
  end
+
end
  
  dis_port
+
dis_port
  names {"red field","field"}
+
names {"red field","field"}
  title "Red field"
+
title "Red field"
  descr
+
descr
  "Red Mist swirls about you."
+
"Red Mist swirls about you."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  dilcopy force_move@function(
+
dilcopy force_move@function(
  //how fast to force move in seconds
+
//how fast to force move in seconds
  4,
+
4,
  //room to force move to and act
+
//room to force move to and act
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
  //true or false random move or not
+
//true or false random move or not
  0);
+
0);
  in disposal_room  
+
in disposal_room  
  
  end
+
end
  
  ship
+
ship
  title "War dragon"
+
title "War dragon"
  descr
+
descr
  "Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
  The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
  fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
  for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
  portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
  wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
  seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
  wall."
+
wall."
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  extra {"view port"}
+
extra {"view port"}
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
  extra {"view screen","screen"}
+
extra {"view screen","screen"}
  "It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
  to turn it on."
+
to turn it on."
  
  extra {"controls","control"}
+
extra {"controls","control"}
  "The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
  pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
  a planet."
+
a planet."
  
  extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
  "It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
  //A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
  end
+
end
  
  deathspace
+
deathspace
  title"Open space"
+
title"Open space"
  descr
+
descr
  "You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
  movement SECT_INSIDE
+
movement SECT_INSIDE
  ALWAYS_LIGHT
+
ALWAYS_LIGHT
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
  dilcopy death_room@function (
+
dilcopy death_room@function (
  //how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
  4,  
+
4,  
  //damage
+
//damage
  400,
+
400,
  //act for the damage.
+
//act for the damage.
  "You realize to late that was the trash disposal transporter and you feel your lungs explode.");
+
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
  
  
  end
+
end
  
  %mobiles
+
%mobiles
  
  bldragon
+
bldragon
  
  title "a black dragon"
+
title "a black dragon"
  descr "A big ugly black dragon is clawing the ground here."  
+
descr "A big ugly black dragon is clawing the ground here."  
  names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
  "black dragon","dragon"}
+
"black dragon","dragon"}
  
  extra {}
+
extra {}
  "The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
  polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
  wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
  tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
  something."
+
something."
  
  extra {"eye","eyes"}
+
extra {"eye","eyes"}
  "The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
  nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
  extra {"claws","claw"}
+
extra {"claws","claw"}
  "The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
  to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
  swords."
+
swords."
  
  extra {"scales","scale"}
+
extra {"scales","scale"}
  "Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
  extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
  "The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
  wind blast."
+
wind blast."
  
  M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
  end
+
end
  
  janitor
+
janitor
  names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
  title "an ugly janitor"
+
title "an ugly janitor"
  descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
  extra{}
+
extra{}
  "This ugly green thing looks more goblin than hobgoblin but he seems intent
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent
  on cleaning everything around him."
+
on cleaning everything around him."
  
  M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
  // he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
  alignment 900
+
alignment 900
  
  //give him some money
+
//give him some money
  money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
  dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
  // only want him cleaning the station
+
// only want him cleaning the station
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
  end
+
end
  
  bob
+
bob
  
  names {"Bob"}
+
names {"Bob"}
  title "Bob"
+
title "Bob"
  descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
  extra {}
+
extra {}
  "He has a very serious look on his face."
+
"He has a very serious look on his face."
  
  // define from composed.h
+
// define from composed.h
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
  //discourage people from killing banker
+
//discourage people from killing banker
  exp -500
+
exp -500
  
  flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
  special SFUN_BANK
+
special SFUN_BANK
  end
+
end
  
  %objects
+
%objects
  
  info_board
+
info_board
  
  title "a merchant information board"
+
title "a merchant information board"
  descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
  names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
  board","board"} extra {} "A large flashy black steal board."
+
board","board"} extra {} "A large flashy black steal board."
  
  MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
  type ITEM_BOARD
+
type ITEM_BOARD
  dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
  end
+
end
  
  w_stiletto
+
w_stiletto
  title "a stiletto"
+
title "a stiletto"
  names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
+
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
  descr "A deadly looking stiletto has been left here."
+
descr "A deadly looking stiletto has been left here."
  
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
  WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
  weight 2
+
weight 2
  cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
  rent 1 COPPER_PIECE
+
rent 1 COPPER_PIECE
  
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
  
  extra{}
+
extra{}
  "This looks like a thieves dream come true. "
+
"This looks like a thieves dream come true. "
  
  extra {"$identify"}
+
extra {"$identify"}
  "The stiletto looks magical in nature and seems really sharp.  You can
+
"The stiletto looks magical in nature and seems really sharp.  You can
  tell if you wield it you would be able to backstab someone really easy."
+
tell if you wield it you would be able to backstab someone really easy."
  
  extra{"$improved identify"}
+
extra{"$improved identify"}
  "The stiletto gives you a magical bonus of +1 and has a quality of +2.  
+
"The stiletto gives you a magical bonus of +1 and has a quality of +2.  
  It also raises your back stabbing skill  by 2%.  You have to have at
+
It also raises your back stabbing skill  by 2%.  You have to have at
  least 10% in dex before you can wield this magical weapon."
+
least 10% in dex before you can wield this magical weapon."
  
  end
+
end
  
  wpn_locker
+
wpn_locker
  
  title "a weapons locker"
+
title "a weapons locker"
  names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  
  descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
  manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
  CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  weight 400
+
weight 400
  MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
  extra {}
+
extra {}
  "It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
  weapons that are taken on the station."
+
weapons that are taken on the station."
  
  end
+
end
  
  pol_plate
+
pol_plate
  names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
  title "a polished breast plate"
+
title "a polished breast plate"
  descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
  extra{}
+
extra{}
  "This is one shiny plate it seems to be made out of one perfect piece of
+
"This is one shiny plate it seems to be made out of one perfect piece of
  metal.  There doesn't even seem to be any markings of owner ship." manipulate
+
metal.  There doesn't even seem to be any markings of owner ship." manipulate
  {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
+
{MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
  
  MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
  ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
  dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
  cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
  rent 3 COPPER_PIECE
+
rent 3 COPPER_PIECE
  weight 25
+
weight 25
  
  extra{"$identify"}
+
extra{"$identify"}
  "This is a high quality plate with a magical feeling."
+
"This is a high quality plate with a magical feeling."
  
  extra{"$improved identify"}
+
extra{"$improved identify"}
  "The plate has a magical bonus to your defence of a +5 and a quality of
+
"The plate has a magical bonus to your defence of a +5 and a quality of
  +9.  You need 40% in strength to be able to wear it."
+
+9.  You need 40% in strength to be able to wear it."
  end
+
end
  
  liq_ration
+
liq_ration
  names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
  title "a red bag"
+
title "a red bag"
  descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
  MATERIAL_ORGANIC("a soft plastic")
+
MATERIAL_ORGANIC("a soft plastic")
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  
  LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
  cost 2 IRON_PIECE
+
cost 2 IRON_PIECE
  extra {}
+
extra {}
  "A small label reads Tassel Grove's finest.  Year 321"
+
"A small label reads Tassel Grove's finest.  Year 321"
  
  extra {"$identify"}
+
extra {"$identify"}
  "Its the special wine from Tassel grove a small halfling village on the
+
"Its the special wine from Tassel grove a small halfling village on the
  planet Valhalla.  It seems like a great vintage wine."
+
planet Valhalla.  It seems like a great vintage wine."
  
  end
+
end
  
  beef_stick
+
beef_stick
  
  title "a tough leathery stick"
+
title "a tough leathery stick"
  descr "A tough leathery looking stick is laying here."
+
descr "A tough leathery looking stick is laying here."
  names {"tough leathery stick","tough leather stick","leathery stick",
+
names {"tough leathery stick","tough leather stick","leathery stick",
  "leather stick","tough stick","stick"}
+
"leather stick","tough stick","stick"}
  
  extra {}
+
extra {}
  "This has the word BEEF burnt into it."
+
"This has the word BEEF burnt into it."
  
  manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  FOOD_DEF(5,0)
+
FOOD_DEF(5,0)
  weight 1
+
weight 1
  cost 1 COPPER_PIECE
+
cost 1 COPPER_PIECE
  MATERIAL_ORGANIC("tough beef")
+
MATERIAL_ORGANIC("tough beef")
  end
+
end
  
    maskwa
+
  maskwa
  
  names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
+
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
  title "a Maskwa ring"
+
title "a Maskwa ring"
  descr "A Maskwa platinum ring is laying here."
+
descr "A Maskwa platinum ring is laying here."
  MATERIAL_METAL("Platinum, and other precious metals")
+
MATERIAL_METAL("Platinum, and other precious metals")
  extra {}
+
extra {}
  "The ring has a large bear head.  Could this be the legendary head of
+
"The ring has a large bear head.  Could this be the legendary head of
  Maskwa?  Any thing formed with its head on it is said to strengthen the
+
Maskwa?  Any thing formed with its head on it is said to strengthen the
  wearer."
+
wearer."
  type ITEM_WORN
+
type ITEM_WORN
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
  cost 100 COPPER_PIECE
+
cost 100 COPPER_PIECE
  rent 50 IRON_PIECE
+
rent 50 IRON_PIECE
  weight 1
+
weight 1
  STR_TRANSFER(+1)
+
STR_TRANSFER(+1)
  end
+
end
  
  %reset
+
%reset
  
  //Office door reset
+
//Office door reset
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
  
  //secret door reset
+
//secret door reset
  door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
+
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
  door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
  
  load info_board into chamber
+
load info_board into chamber
  
  load wpn_locker into office
+
load wpn_locker into office
    {
+
  {
    load w_stiletto  
+
  load w_stiletto  
    }
+
  }
   
+
 
    load bob into office
+
  load bob into office
    {
+
  {
    equip pol_plate WEAR_BODY
+
  equip pol_plate WEAR_BODY
    }
+
  }
   
+
 
    load janitor into chamber
+
  load janitor into chamber
      {
+
    {
  equip pol_plate WEAR_BODY
+
equip pol_plate WEAR_BODY
  }
+
}
  
  
  
  random 50  
+
random 50  
    {
+
  {
    load bldragon
+
  load bldragon
        {
+
      {
      load maskwa
+
  load maskwa
      }
+
  }
    }    
+
  }  
  
  %end
+
%end
  
  </nowiki>
+
</nowiki>
  
  </sect1>
+
</sect1>
  </chapter>
+
</chapter>
  
  <chapter ID="ch-08"><?dbhtml filename="ch08.html">
+
<chapter ID="ch-08"><?dbhtml filename="ch08.html">
  <TITLE>Color and formatting codes</title>
+
<TITLE>Color and formatting codes</title>
  
  <para>Now that you have got a handle on how to build rooms, objects, and
+
<para>Now that you have got a handle on how to build rooms, objects, and
  NPCs, we will now give you the ability to format text the way you want
+
NPCs, we will now give you the ability to format text the way you want
  it formatted and color it as well.  Currently the VME doesn't support
+
it formatted and color it as well.  Currently the VME doesn't support
  all the ASCII characters but if we get enough people wanting this
+
all the ASCII characters but if we get enough people wanting this
  ability it will be added.</para>
+
ability it will be added.</para>
  
  <sect1 id="escapecode">
+
<sect1 id="escapecode">
  <title>The escape character</title>
+
<title>The escape character</title>
  
  <para>When working with colors or formatting there are always two parts
+
<para>When working with colors or formatting there are always two parts
  to a formatting command.  The first part we call the escape character
+
to a formatting command.  The first part we call the escape character
  which is the '&amp;' character.  Thus all formatting and color commands
+
which is the '&amp;' character.  Thus all formatting and color commands
  would look as follows:</para>
+
would look as follows:</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;&lt;color or formating command&gt;
+
&amp;&lt;color or formating command&gt;
  
  </nowiki>
+
</nowiki>
  
  </sect1>
+
</sect1>
  
  <sect1>
+
<sect1>
  <title>Formatting codes</title>
+
<title>Formatting codes</title>
  
  <para>As you may have noticed the string fields on the VME are formatted
+
<para>As you may have noticed the string fields on the VME are formatted
    in an english paragraph style.  What that means is all text is
+
  in an english paragraph style.  What that means is all text is
    formatted with he following rules:</para>
+
  formatted with he following rules:</para>
   
+
 
    <itemizedlist>
+
  <itemizedlist>
    <listitem><para>
+
  <listitem><para>
    All leading blanks are stripped away. For room descriptions
+
  All leading blanks are stripped away. For room descriptions
      3 leading spaces are added. This way we ensure a consistent
+
    3 leading spaces are added. This way we ensure a consistent
      formatting of the displayed room descriptions.
+
    formatting of the displayed room descriptions.
    </para></listitem>
+
  </para></listitem>
    <listitem><para>
+
  <listitem><para>
  
  Spaces and blanks (newlines) are contracted to single spaces
+
Spaces and blanks (newlines) are contracted to single spaces
      yielding a correctly 'wrapped' text for any sentence.
+
    yielding a correctly 'wrapped' text for any sentence.
    </para></listitem>
+
  </para></listitem>
    <listitem><para>
+
  <listitem><para>
  If a '.' is encountered followed by a blank, a total of two
+
If a '.' is encountered followed by a blank, a total of two
      spaces are inserted after the '.'.
+
    spaces are inserted after the '.'.
    </para></listitem>
+
  </para></listitem>
    </itemizedlist>
+
  </itemizedlist>
  
  <para>These formatting rules are great for normal descriptions and
+
<para>These formatting rules are great for normal descriptions and
  extras but what if you want to make a sign or a map.  You don't always
+
extras but what if you want to make a sign or a map.  You don't always
  want the text to be rapped, if the server rapped your sign it would turn
+
want the text to be rapped, if the server rapped your sign it would turn
  out looking like a jumble of punctuation in the form of a paragraph.  
+
out looking like a jumble of punctuation in the form of a paragraph.  
  <xref linkend="formattable"> contains a list of all formatting
+
<xref linkend="formattable"> contains a list of all formatting
  characters and a short description of them.
+
characters and a short description of them.
  <xref linkend="formatdescr"> contains a more in depth discussion of each
+
<xref linkend="formatdescr"> contains a more in depth discussion of each
  format command with examples and <xref linkend="colordescr"> deals with
+
format command with examples and <xref linkend="colordescr"> deals with
  the color commands.</para>
+
the color commands.</para>
  
  <TABLE frame=all id="formattable">
+
<TABLE frame=all id="formattable">
  <title>Formatting and color codes</title>
+
<title>Formatting and color codes</title>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  
  <thead>
+
<thead>
  <row>
+
<row>
  <entry>Code</entry>
+
<entry>Code</entry>
  <entry>Description</entry>
+
<entry>Description</entry>
  </row>
+
</row>
  </thead>
+
</thead>
  
  <tbody>
+
<tbody>
  <row>
+
<row>
  <entry>&amp;</entry>
+
<entry>&amp;</entry>
  <entry>Used to make an &amp; character instead of an escape code.</entry>
+
<entry>Used to make an &amp; character instead of an escape code.</entry>
  </row>
+
</row>
  
  
  <row>
+
<row>
  <entry>l</entry>
+
<entry>l</entry>
  <entry>
+
<entry>
  Text from this point forward will not be formatted. It will
+
Text from this point forward will not be formatted. It will
                be interpreted literally with newlines, spaces, etc.
+
              be interpreted literally with newlines, spaces, etc.
                Useful when making a sign or a map.
+
              Useful when making a sign or a map.
  </entry>
+
</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>f</entry>
+
<entry>f</entry>
  <entry>
+
<entry>
  Text from this point forward will be formatted. This option
+
Text from this point forward will be formatted. This option
                is the reverse of &amp;l and is default on any section of text.
+
              is the reverse of &amp;l and is default on any section of text.
  </entry>
+
</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>s&lt;#&gt;</entry>
+
<entry>s&lt;#&gt;</entry>
  <entry>
+
<entry>
  Force a singe space character (or &lt;#&gt; if specified, may
+
Force a singe space character (or &lt;#&gt; if specified, may
                come in handy, instead of having to toggle formatting).
+
              come in handy, instead of having to toggle formatting).
        </entry>
+
  </entry>
        </row>
+
  </row>
  
  <row>
+
<row>
  <entry>n</entry>
+
<entry>n</entry>
  <entry>
+
<entry>
  Force a new line, very handy instead of toggling the &amp;l
+
Force a new line, very handy instead of toggling the &amp;l
                formatting switch.   
+
              formatting switch.   
  </entry>
+
</entry>
  </row>    
+
</row>  
  
  <row>
+
<row>
  <entry>h</entry>
+
<entry>h</entry>
  <entry>
+
<entry>
  Clears the screen if the terminal of the user supports it.
+
Clears the screen if the terminal of the user supports it.
  </entry>
+
</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>x</entry>
+
<entry>x</entry>
  <entry>
+
<entry>
  A file new line used for split so that you can split a file into lines
+
A file new line used for split so that you can split a file into lines
  </entry>
+
</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>c&lt;color&gt;</entry>
+
<entry>c&lt;color&gt;</entry>
  <entry>
+
<entry>
  Set the foreground color.
+
Set the foreground color.
  </entry>
+
</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>b&lt;color&gt;</entry>
+
<entry>b&lt;color&gt;</entry>
  <entry>
+
<entry>
  Set the background color.
+
Set the background color.
  </entry>
+
</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>[&lt;color&gt;]</entry>
+
<entry>[&lt;color&gt;]</entry>
  <entry>
+
<entry>
  Set a preset foreground and background color.
+
Set a preset foreground and background color.
  </entry>
+
</entry>
  </row>
+
</row>
  </tbody>
+
</tbody>
  </tgroup>
+
</tgroup>
  </table>
+
</table>
  </sect1>
+
</sect1>
  
  <sect1 id="formatdescr"
+
<sect1 id="formatdescr"
  <title>Formatting code descriptions and examples</title>
+
<title>Formatting code descriptions and examples</title>
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;&amp;
 
;&amp;&amp;
  <DICTDEF>
+
<DICTDEF>
  <para>If you want a single '&' you must let the <ACRONYM>VME</ACRONYM>
+
<para>If you want a single '&' you must let the <ACRONYM>VME</ACRONYM>
  know that you don't want a formatting or a color code.  You do this by
+
know that you don't want a formatting or a color code.  You do this by
  doubling the '&amp;' sign.  The following is a couple examples:</para>
+
doubling the '&amp;' sign.  The following is a couple examples:</para>
  
  <INFORMALTABLE frame=all>
+
<INFORMALTABLE frame=all>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  
  <thead>
+
<thead>
  <row>
+
<row>
  <entry>text</entry>
+
<entry>text</entry>
  <entry>Result</entry>
+
<entry>Result</entry>
  </row>
+
</row>
  </thead>
+
</thead>
  <tbody>
+
<tbody>
  <row>
+
<row>
  <entry>&amp;&amp;</entry>
+
<entry>&amp;&amp;</entry>
  <entry>&amp;</entry>
+
<entry>&amp;</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>&amp;&&amp;&amp;</entry>
+
<entry>&amp;&&amp;&amp;</entry>
  <entry>&amp;&amp;</entry>
+
<entry>&amp;&amp;</entry>
  </row>
+
</row>
  
  
  <row>
+
<row>
  <entry>&amp;&amp;&amp;&amp;&amp;&amp;</entry>
+
<entry>&amp;&amp;&amp;&amp;&amp;&amp;</entry>
  <entry>&amp;&amp;&amp;</entry>
+
<entry>&amp;&amp;&amp;</entry>
  </row>
+
</row>
  </tbody>
+
</tbody>
  </tgroup>
+
</tgroup>
  </INFORMALTABLE>
+
</INFORMALTABLE>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;l
 
;&amp;l
  <DICTDEF>
+
<DICTDEF>
  
  <para>When you want to turn off the formatting you use this formatting
+
<para>When you want to turn off the formatting you use this formatting
  code.  Everything after the '&amp;l' will be shown exactly as you put it
+
code.  Everything after the '&amp;l' will be shown exactly as you put it
  in the string.</para>
+
in the string.</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;l
+
&amp;l
  *    *
+
*    *
  *  *
+
*  *
    * *
+
  * *
    *
+
  *
    * *
+
  * *
  *  *
+
*  *
  *    *
+
*    *
                 
+
               
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;f
 
;&amp;f
  <DICTDEF>
+
<DICTDEF>
  <para>The formatted text as we have already said is default.  If you
+
<para>The formatted text as we have already said is default.  If you
  want to turn the formatted text back on after some literal text you will
+
want to turn the formatted text back on after some literal text you will
  have to use the '&amp;f' code.  The following is an example of some
+
have to use the '&amp;f' code.  The following is an example of some
  literal text followed by a short bit of formatted text.</para>
+
literal text followed by a short bit of formatted text.</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;l
+
&amp;l
  *    *
+
*    *
  *  *
+
*  *
    * *
+
  * *
    *
+
  *
    * *
+
  * *
  *  *
+
*  *
  *    *
+
*    *
  
  &amp;fThe X marks the spot!   
+
&amp;fThe X marks the spot!   
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;s&lt;#&gt;
 
;&amp;s&lt;#&gt;
  <DICTDEF>
+
<DICTDEF>
  
  <para>If you want to input extra spaces in a sentence with out using the
+
<para>If you want to input extra spaces in a sentence with out using the
  '&amp;l' you can  add them one at a time or multiple by using the
+
'&amp;l' you can add them one at a time or multiple by using the
  '&amp;s' code.</para>
+
'&amp;s' code.</para>
 
  <nowiki>
 
  <nowiki>
  
  This sentence has 10 spaces&amp;s10before the first word before.
+
This sentence has 10 spaces&amp;s10before the first word before.
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;n
 
;&amp;n
  <DICTDEF>
+
<DICTDEF>
  
  <para>If you want to input some blank lines with out using the literal
+
<para>If you want to input some blank lines with out using the literal
  code you can add a '&amp;n'for each line you want.</para>
+
code you can add a '&amp;n'for each line you want.</para>
 
  <nowiki>
 
  <nowiki>
  
  This sentence&amp;n&amp;n&amp;n would look like this:
+
This sentence&amp;n&amp;n&amp;n would look like this:
  
  
  This sentence
+
This sentence
  
  
  would look like this:
+
would look like this:
  
  </nowiki>
+
</nowiki>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;x
 
;&amp;x
  <DICTDEF>
+
<DICTDEF>
  
  <para>The line break is made for use with the <ACRONYM>DIL</ACRONYM> language.  You will
+
<para>The line break is made for use with the <ACRONYM>DIL</ACRONYM> language.  You will
  not need it to do regular text formatting.  It was added so a
+
not need it to do regular text formatting.  It was added so a
  <ACRONYM>DIL</ACRONYM> could split a string that is loaded from a file.  If you
+
<ACRONYM>DIL</ACRONYM> could split a string that is loaded from a file.  If you
  don't understand the following example don't worry it is explained more
+
don't understand the following example don't worry it is explained more
  in the <ACRONYM>DIL</ACRONYM> reference.</para>
+
in the <ACRONYM>DIL</ACRONYM> reference.</para>
 
  <nowiki>
 
  <nowiki>
  
  mystrlist:=split(string,"&amp;");
+
mystrlist:=split(string,"&amp;");
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;h
 
;&amp;h
  <DICTDEF>
+
<DICTDEF>
  
  <para>On terminals that can handle it the '&amp;h' will clear the
+
<para>On terminals that can handle it the '&amp;h' will clear the
  screen.  If you wanted a sign that would clear the screen before
+
screen.  If you wanted a sign that would clear the screen before
  displaying when a character looked at it would look like this.</para>
+
displaying when a character looked at it would look like this.</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;h&amp;l
+
&amp;h&amp;l
  *    *
+
*    *
  *  *
+
*  *
    * *
+
  * *
    *
+
  *
    * *
+
  * *
  *  *
+
*  *
  *    *
+
*    *
  
  &amp;fThe X marks the spot!   
+
&amp;fThe X marks the spot!   
  
  </nowiki>
+
</nowiki>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>
+
</VARIABLELIST>
  
  </sect1>
+
</sect1>
  
  <sect1 id="colordescr">
+
<sect1 id="colordescr">
  <title>Color code descriptions and examples</title>
+
<title>Color code descriptions and examples</title>
  
  
  <VARIABLELIST>
+
<VARIABLELIST>
  <VARLISTENTRY>
+
<VARLISTENTRY>
 
;&amp;c and &amp;b
 
;&amp;c and &amp;b
  <DICTDEF>
+
<DICTDEF>
  
  <para>In order to allow you to change the colors there are two codes.  One is
+
<para>In order to allow you to change the colors there are two codes.  One is
  for the foreground color (&amp;c) and the other is for the background
+
for the foreground color (&amp;c) and the other is for the background
  color (&amp;b).  '&amp;c' is used with one or two
+
color (&amp;b).  '&amp;c' is used with one or two
  arguments depending on brightness, while the '&amp;b' s only used with
+
arguments depending on brightness, while the '&amp;b' s only used with
  one because it has only one brightness.  They both have the forms as follows:</para>
+
one because it has only one brightness.  They both have the forms as follows:</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;c&lt;bright&gt;&lt;color&gt;
+
&amp;c&lt;bright&gt;&lt;color&gt;
  &amp;b&lt;color&gt;
+
&amp;b&lt;color&gt;
  
  </nowiki>
+
</nowiki>
  
  <para>It is important to set both the foreground and background color
+
<para>It is important to set both the foreground and background color
  because if a player has his default background color set to blue and you
+
because if a player has his default background color set to blue and you
  use blue as a foreground color it will make the letters invisible to the
+
use blue as a foreground color it will make the letters invisible to the
  player.  It is also important to set the colors back to the default
+
player.  It is also important to set the colors back to the default
  color when done.  this is done by using the following command:</para>
+
color when done.  this is done by using the following command:</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;[default]
+
&amp;[default]
  
  </nowiki>
+
</nowiki>
  
  <note><para>The '&amp;[default]' command will be described in the next
+
<note><para>The '&amp;[default]' command will be described in the next
  section.  It is enough to know for now that it will return the players
+
section.  It is enough to know for now that it will return the players
  colors to their default colors.</para></note>
+
colors to their default colors.</para></note>
  
  <para>Before we give some color examples we should now define the
+
<para>Before we give some color examples we should now define the
  symbols for brightness and the symbols for each color and what they
+
symbols for brightness and the symbols for each color and what they
  are.</para>
+
are.</para>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <title>Colors</title>
+
<title>Colors</title>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  
  <thead>
+
<thead>
  <row>
+
<row>
  <entry>Code</entry>
+
<entry>Code</entry>
  <entry>Color</entry>
+
<entry>Color</entry>
  </row>
+
</row>
  </thead>
+
</thead>
  <tbody>
+
<tbody>
  <row>
+
<row>
  <entry>n</entry>
+
<entry>n</entry>
  <entry>Black</entry>
+
<entry>Black</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>r</entry>
+
<entry>r</entry>
  <entry>Red</entry>
+
<entry>Red</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>g </entry>
+
<entry>g </entry>
  <entry>Green</entry>
+
<entry>Green</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>y</entry>
+
<entry>y</entry>
  <entry>Yellow</entry>
+
<entry>Yellow</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>b</entry>
+
<entry>b</entry>
  <entry>Blue</entry>
+
<entry>Blue</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>m</entry>
+
<entry>m</entry>
  <entry>Magenta</entry>
+
<entry>Magenta</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>c</entry>
+
<entry>c</entry>
  <entry>Cyan</entry>
+
<entry>Cyan</entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>w</entry>
+
<entry>w</entry>
  <entry>White</entry>
+
<entry>White</entry>
  </row>
+
</row>
  </tbody>
+
</tbody>
  </tgroup>
+
</tgroup>
  </table>
+
</table>
  
  <TABLE frame=all>
+
<TABLE frame=all>
  <title>Sample Color codes</title>
+
<title>Sample Color codes</title>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <thead>
+
<thead>
  <row>
+
<row>
  <entry>Code</entry>
+
<entry>Code</entry>
  <entry>Resulting Colors</entry>
+
<entry>Resulting Colors</entry>
  </row>
+
</row>
  </thead>
+
</thead>
  <tbody>
+
<tbody>
  <row>
+
<row>
  <entry>&amp;cb&amp;bw</entry>
+
<entry>&amp;cb&amp;bw</entry>
  <entry></entry>
+
<entry></entry>
  </row>
+
</row>
  
  <row>
+
<row>
  <entry>&amp;+g&amp;bn</entry>
+
<entry>&amp;+g&amp;bn</entry>
  <entry></entry>
+
<entry></entry>
  </row>
+
</row>
  
  
  <row>
+
<row>
  <entry>&amp;c+w&amp;r</entry>
+
<entry>&amp;c+w&amp;r</entry>
  <entry></entry>
+
<entry></entry>
  </row>
+
</row>
  
  
  <row>
+
<row>
  <entry>&amp;c+w&amp;bn</entry>
+
<entry>&amp;c+w&amp;bn</entry>
  <entry></entry>
+
<entry></entry>
  </row>
+
</row>
  
  </tbody>
+
</tbody>
  </tgroup>
+
</tgroup>
  </table>
+
</table>
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  
  <VARLISTENTRY>
+
<VARLISTENTRY>
  <TERM>&amp;[&lt;color&gt;]</TERM>
+
<TERM>&amp;[&lt;color&gt;]</TERM>
  <LISTITEM>
+
<LISTITEM>
  
  <para>As we have said in the previous section if you are not careful you
+
<para>As we have said in the previous section if you are not careful you
  can make your text not visible by the player by setting the foreground to
+
can make your text not visible by the player by setting the foreground to
  the same color as the background.  In order to make it possible for you
+
the same color as the background.  In order to make it possible for you
  to easily change how the color looks and to even match it with the way
+
to easily change how the color looks and to even match it with the way
  players have their colors set already we have created colors that the
+
players have their colors set already we have created colors that the
  players can set.  and you can use.  The <acronym>VME</acronym> comes
+
players can set.  and you can use.  The <acronym>VME</acronym> comes
  with a default list of colors which can be added to by either the
+
with a default list of colors which can be added to by either the
  ''color.def'' or even by a <acronym>DIL</acronym>
+
''color.def'' or even by a <acronym>DIL</acronym>
  program on line.  The default colors are as follows:</para>
+
program on line.  The default colors are as follows:</para>
  <INFORMALTABLE frame=all>
+
<INFORMALTABLE frame=all>
  <TGROUP align=left cols=3 colsep=1>
+
<TGROUP align=left cols=3 colsep=1>
  <tbody>
+
<tbody>
  <row>
+
<row>
  <entry>death</entry>
+
<entry>death</entry>
  <entry>default</entry>
+
<entry>default</entry>
  <entry>exit</entry>
+
<entry>exit</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>group</entry>
+
<entry>group</entry>
  <entry>hit_me</entry>
+
<entry>hit_me</entry>
  <entry>hit_opponent</entry>
+
<entry>hit_opponent</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>hit_other</entry>
+
<entry>hit_other</entry>
  <entry>immort_descr</entry>
+
<entry>immort_descr</entry>
  <entry>immort_title</entry>
+
<entry>immort_title</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>log</entry>
+
<entry>log</entry>
  <entry>miss_me</entry>
+
<entry>miss_me</entry>
  <entry>miss_opponent</entry>
+
<entry>miss_opponent</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>miss_other</entry>
+
<entry>miss_other</entry>
  <entry>nodam_me</entry>
+
<entry>nodam_me</entry>
  <entry>nodam_opponent</entry>
+
<entry>nodam_opponent</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>nodam_other</entry>
+
<entry>nodam_other</entry>
  <entry>npc_descr</entry>
+
<entry>npc_descr</entry>
  <entry>npc_title</entry>
+
<entry>npc_title</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>obj_descr</entry>
+
<entry>obj_descr</entry>
  <entry>obj_title</entry>
+
<entry>obj_title</entry>
  <entry>pc_descr</entry>
+
<entry>pc_descr</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>pc_title</entry>
+
<entry>pc_title</entry>
  <entry>prompt</entry>
+
<entry>prompt</entry>
  <entry>respond</entry>
+
<entry>respond</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>room_descr</entry>
+
<entry>room_descr</entry>
  <entry>broom_title</entry>
+
<entry>broom_title</entry>
  <entry>say_other</entry>
+
<entry>say_other</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>say_self</entry>
+
<entry>say_self</entry>
  <entry>shield_me</entry>
+
<entry>shield_me</entry>
  <entry>shield_opponent</entry>
+
<entry>shield_opponent</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>shield_other</entry>
+
<entry>shield_other</entry>
  <entry>shout_other</entry>
+
<entry>shout_other</entry>
  <entry>shout_self</entry>
+
<entry>shout_self</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>social_other</entry>
+
<entry>social_other</entry>
  <entry>social_self</entry>
+
<entry>social_self</entry>
  <entry>spells</entry>
+
<entry>spells</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>tell_other</entry>
+
<entry>tell_other</entry>
  <entry>tell_self</entry>
+
<entry>tell_self</entry>
  <entry>time</entry>
+
<entry>time</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>weather</entry>
+
<entry>weather</entry>
  <entry>whisper</entry>
+
<entry>whisper</entry>
  <entry>who</entry>
+
<entry>who</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>who_guild</entry>
+
<entry>who_guild</entry>
  <entry>who_inv</entry>
+
<entry>who_inv</entry>
  <entry>who_name</entry>
+
<entry>who_name</entry>
  </row>
+
</row>
  <row>
+
<row>
  <entry>who_title</entry>
+
<entry>who_title</entry>
  <entry>wiz</entry>
+
<entry>wiz</entry>
  <entry>xpgain</entry>
+
<entry>xpgain</entry>
  </row>
+
</row>
  </tbody>
+
</tbody>
  </tgroup>
+
</tgroup>
  </informaltable>
+
</informaltable>
  
  <para>To use these colors all you have to do is use the following formatting command:</para>
+
<para>To use these colors all you have to do is use the following formatting command:</para>
 
  <nowiki>
 
  <nowiki>
  
  &amp;[color]
+
&amp;[color]
  
  </nowiki>
+
</nowiki>
  
  <para>The color that will be shown is the color that the player has set
+
<para>The color that will be shown is the color that the player has set
  for the color in question.  If for example the player has his or her
+
for the color in question.  If for example the player has his or her
  'death' color set to bright red with a black background and you have a
+
'death' color set to bright red with a black background and you have a
  description as follows:</para>
+
description as follows:</para>
 
  <nowiki>
 
  <nowiki>
  
  descr
+
descr
  "This is a &amp;[death]death&amp;[room_descr]room"
+
"This is a &amp;[death]death&amp;[room_descr]room"
  
  </nowiki>
+
</nowiki>
  
  <para>The description would be in the players 'room_descr' color while
+
<para>The description would be in the players 'room_descr' color while
  the word death would be in his or hers 'death' color.  You should note
+
the word death would be in his or hers 'death' color.  You should note
  we had to set the color back to the room description color so that the
+
we had to set the color back to the room description color so that the
  rest of the description was not in the 'death' color.</para>
+
rest of the description was not in the 'death' color.</para>
  
  <para>To change the players color to the default out put color which is the color that is
+
<para>To change the players color to the default out put color which is the color that is
  used when no color is specified by the server then you use
+
used when no color is specified by the server then you use
  'default'.  You probably won't use this in normal zone building but it
+
'default'.  You probably won't use this in normal zone building but it
  is very important to know it exists when you start making spells,
+
is very important to know it exists when you start making spells,
  skills, and commands with <acronym>DIL</acronym></para>
+
skills, and commands with <acronym>DIL</acronym></para>
  
  </LISTITEM>
+
</LISTITEM>
  </VARLISTENTRY>
+
</VARLISTENTRY>
  </VARIABLELIST>  
+
</VARIABLELIST>  
  </sect1>
+
</sect1>
  
  </chapter>
+
</chapter>
  
  <chapter ID="ch-09"><?dbhtml filename="ch09.html">
+
<chapter ID="ch-09"><?dbhtml filename="ch09.html">
  <TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>
+
<TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>
  
  <PARA>When I first thought of writing this manual I had planned to leave
+
<PARA>When I first thought of writing this manual I had planned to leave
  <ACRONYM>DIL</ACRONYM> totally out of it.  The <ACRONYM>DIL</ACRONYM> language always confuses new Builders
+
<ACRONYM>DIL</ACRONYM> totally out of it.  The <ACRONYM>DIL</ACRONYM> language always confuses new Builders
  and complicates teaching simple rooms, objects, and NPCs.  It became
+
and complicates teaching simple rooms, objects, and NPCs.  It became
  clear to me though that <ACRONYM>DIL</ACRONYM> is such a part of the server that I at least
+
clear to me though that <ACRONYM>DIL</ACRONYM> is such a part of the server that I at least
  had to mention it hear so builders would know where to look and
+
had to mention it hear so builders would know where to look and
  what <ACRONYM>DIL</ACRONYM> could do for them when they got to the point where they were
+
what <ACRONYM>DIL</ACRONYM> could do for them when they got to the point where they were
  ready to use it.</PARA>
+
ready to use it.</PARA>
  
  <sect1 id="dilsect">
+
<sect1 id="dilsect">
  <TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>
+
<TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>
  
  <PARA><ACRONYM>DIL</ACRONYM> is short for, Data-based instructional language.  Not to be
+
<PARA><ACRONYM>DIL</ACRONYM> is short for, Data-based instructional language.  Not to be
  confused with Database since <ACRONYM>DIL</ACRONYM> is nothing like a database.  Data-based
+
confused with Database since <ACRONYM>DIL</ACRONYM> is nothing like a database.  Data-based
  means that the language works on a fixed set of units like objects,
+
means that the language works on a fixed set of units like objects,
  NPCS, and rooms and is designed to give them a life of their own.  
+
NPCS, and rooms and is designed to give them a life of their own.  
  Unlike on many of the mud servers on the internet <ACRONYM>DIL</ACRONYM> is not an
+
Unlike on many of the mud servers on the internet <ACRONYM>DIL</ACRONYM> is not an
  interpreted language it is a compiled language which gives you the user
+
interpreted language it is a compiled language which gives you the user
  much more safe guards against crashes and slow code.</PARA>
+
much more safe guards against crashes and slow code.</PARA>
  
  <PARA><ACRONYM>DIL</ACRONYM> also provides a full set of data types to allow you to do
+
<PARA><ACRONYM>DIL</ACRONYM> also provides a full set of data types to allow you to do
  calculations or store information from players.  The <ACRONYM>DIL</ACRONYM> language can
+
calculations or store information from players.  The <ACRONYM>DIL</ACRONYM> language can
  even deal with file access and it can add fields and information to the
+
even deal with file access and it can add fields and information to the
  players if needed.  In short the <ACRONYM>VME</ACRONYM> server has its own internal
+
players if needed.  In short the <ACRONYM>VME</ACRONYM> server has its own internal
  functional language that will allow you to do just about anything you
+
functional language that will allow you to do just about anything you
  want to.</PARA>
+
want to.</PARA>
  
  </sect1>
+
</sect1>
  
  <sect1 id="diluse">
+
<sect1 id="diluse">
  <TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE>
+
<TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE>
  <PARA>...</PARA>
+
<PARA>...</PARA>
  
  <PARA>It is hard to explain what all <ACRONYM>DIL</ACRONYM> can be used for with out just
+
<PARA>It is hard to explain what all <ACRONYM>DIL</ACRONYM> can be used for with out just
  writing a list of things that have already been done in <ACRONYM>DIL</ACRONYM> so here is the
+
writing a list of things that have already been done in <ACRONYM>DIL</ACRONYM> so here is the
  list.</PARA>
+
list.</PARA>
  
  <itemizedlist>
+
<itemizedlist>
  <LISTITEM><PARA>All spells</PARA></LISTITEM>
+
<LISTITEM><PARA>All spells</PARA></LISTITEM>
  <LISTITEM><PARA>60% of the commands and skills and growing</PARA></LISTITEM>
+
<LISTITEM><PARA>60% of the commands and skills and growing</PARA></LISTITEM>
  <LISTITEM><PARA>Administrator commands</PARA></LISTITEM>
+
<LISTITEM><PARA>Administrator commands</PARA></LISTITEM>
  <LISTITEM><PARA>Movement commands</PARA></LISTITEM>
+
<LISTITEM><PARA>Movement commands</PARA></LISTITEM>
  <LISTITEM><PARA>look commands</PARA></LISTITEM>
+
<LISTITEM><PARA>look commands</PARA></LISTITEM>
  <LISTITEM><PARA>200+ quests and growing</PARA></LISTITEM> <LISTITEM><PARA>Message
+
<LISTITEM><PARA>200+ quests and growing</PARA></LISTITEM> <LISTITEM><PARA>Message
  boards</PARA></LISTITEM> <LISTITEM><PARA>Mail system</PARA></LISTITEM>
+
boards</PARA></LISTITEM> <LISTITEM><PARA>Mail system</PARA></LISTITEM>
  <LISTITEM><PARA>Clan system</PARA></LISTITEM> <LISTITEM><PARA>Automated
+
<LISTITEM><PARA>Clan system</PARA></LISTITEM> <LISTITEM><PARA>Automated
  Newbie guides</PARA></LISTITEM> <LISTITEM><PARA>object
+
Newbie guides</PARA></LISTITEM> <LISTITEM><PARA>object
  restrictions</PARA></LISTITEM> <LISTITEM><PARA>Death
+
restrictions</PARA></LISTITEM> <LISTITEM><PARA>Death
  Sequence</PARA></LISTITEM> <LISTITEM><PARA>Magical combat
+
Sequence</PARA></LISTITEM> <LISTITEM><PARA>Magical combat
  system</PARA></LISTITEM> <LISTITEM><PARA>NPC agressive
+
system</PARA></LISTITEM> <LISTITEM><PARA>NPC agressive
  functions</PARA></LISTITEM> <LISTITEM><PARA>personalized
+
functions</PARA></LISTITEM> <LISTITEM><PARA>personalized
  Familiars</PARA></LISTITEM> <LISTITEM><PARA>personalized
+
Familiars</PARA></LISTITEM> <LISTITEM><PARA>personalized
  pets</PARA></LISTITEM> <LISTITEM><PARA>Deck of cards</PARA></LISTITEM>
+
pets</PARA></LISTITEM> <LISTITEM><PARA>Deck of cards</PARA></LISTITEM>
  <LISTITEM><PARA>Chess board</PARA></LISTITEM>
+
<LISTITEM><PARA>Chess board</PARA></LISTITEM>
  <LISTITEM><PARA>dice</PARA></LISTITEM>
+
<LISTITEM><PARA>dice</PARA></LISTITEM>
  <LISTITEM><PARA>online AD&amp;D game playing system</PARA></LISTITEM>
+
<LISTITEM><PARA>online AD&amp;D game playing system</PARA></LISTITEM>
  <LISTITEM><PARA>Communication channels</PARA></LISTITEM>
+
<LISTITEM><PARA>Communication channels</PARA></LISTITEM>
  <LISTITEM><PARA>automated wedding chapel</PARA></LISTITEM>
+
<LISTITEM><PARA>automated wedding chapel</PARA></LISTITEM>
  </itemizedlist>
+
</itemizedlist>
  
  <PARA>Realize this is only a small list of things that can be done in
+
<PARA>Realize this is only a small list of things that can be done in
  <ACRONYM>DIL</ACRONYM>.  In the future we hope to be able to add the ability to easily
+
<ACRONYM>DIL</ACRONYM>.  In the future we hope to be able to add the ability to easily
  change combat and all the character update features using <ACRONYM>DIL</ACRONYM>.  These
+
change combat and all the character update features using <ACRONYM>DIL</ACRONYM>.  These
  things can be currently done with <ACRONYM>DIL</ACRONYM> but it takes a lot of knowledge
+
things can be currently done with <ACRONYM>DIL</ACRONYM> but it takes a lot of knowledge
  and work which we hope to simplify.</PARA>   
+
and work which we hope to simplify.</PARA>   
  </sect1>
+
</sect1>
  
  <sect1 id="moredilinfo">
+
<sect1 id="moredilinfo">
  <TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>
+
<TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>
  
  <PARA>The online <ACRONYM>DIL</ACRONYM> reference guide is the most authoritative guide
+
<PARA>The online <ACRONYM>DIL</ACRONYM> reference guide is the most authoritative guide
  currently for <ACRONYM>DIL</ACRONYM>.  It can be found at  
+
currently for <ACRONYM>DIL</ACRONYM>.  It can be found at  
  <ulink url="http://www.valhalla.com">http://www.valhalla.com</ulink> and follow the builders links.</PARA>
+
<ulink url="http://www.valhalla.com">http://www.valhalla.com</ulink> and follow the builders links.</PARA>
  
  <PARA>In the near future we hope to have an entire new <ACRONYM>DIL</ACRONYM> manual that
+
<PARA>In the near future we hope to have an entire new <ACRONYM>DIL</ACRONYM> manual that
  will teach, a person who has never coded all the way to people who are
+
will teach, a person who has never coded all the way to people who are
  already professional coders, to use <ACRONYM>DIL</ACRONYM>.  For now if you can not find
+
already professional coders, to use <ACRONYM>DIL</ACRONYM>.  For now if you can not find
  what you need in the <ACRONYM>DIL</ACRONYM> reference manual you can join the <ACRONYM>DIL</ACRONYM> email list
+
what you need in the <ACRONYM>DIL</ACRONYM> reference manual you can join the <ACRONYM>DIL</ACRONYM> email list
  at <email>dil-request@valhalla.com</email> or you can send a mail to
+
at <email>dil-request@valhalla.com</email> or you can send a mail to
  <email>whistler@valhalla.com</email>.  Until and even after the new <ACRONYM>DIL</ACRONYM>
+
<email>whistler@valhalla.com</email>.  Until and even after the new <ACRONYM>DIL</ACRONYM>
  manual is written we will always try to help you as much as possible
+
manual is written we will always try to help you as much as possible
  while you are getting started.  It is important that you at least try
+
while you are getting started.  It is important that you at least try
  and look through the <ACRONYM>DIL</ACRONYM> reference before asking a lot of questions
+
and look through the <ACRONYM>DIL</ACRONYM> reference before asking a lot of questions
  because many of the questions may be answered already.</PARA>
+
because many of the questions may be answered already.</PARA>
  
  </sect1>
+
</sect1>
  </chapter>
+
</chapter>
  
  <appendix id="app-a"><TITLE>VMC command line options</TITLE>
+
<appendix id="app-a"><TITLE>VMC command line options</TITLE>
  
  <PARA>
+
<PARA>
  The argument string is processed from left to right. Options  may
+
The argument string is processed from left to right. Options  may
  appear  between  filenames, but it should be noted that an option
+
appear  between  filenames, but it should be noted that an option
  only takes effect when it is encountered. In most cases,  options
+
only takes effect when it is encountered. In most cases,  options
  should be placed to the left of the filename arguments.
+
should be placed to the left of the filename arguments.
  </PARA>
+
</PARA>
  
  <INFORMALTABLE frame=none pgwide=1>
+
<INFORMALTABLE frame=none pgwide=1>
  <TGROUP align=left cols=2 colsep=1>
+
<TGROUP align=left cols=2 colsep=1>
  <THEAD>
+
<THEAD>
  <ROW>
+
<ROW>
  <ENTRY>Option</ENTRY>
+
<ENTRY>Option</ENTRY>
  <ENTRY>Description</ENTRY>
+
<ENTRY>Description</ENTRY>
  </ROW>
+
</ROW>
  </THEAD>
+
</THEAD>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>-m</ENTRY>
+
<ENTRY>-m</ENTRY>
  <ENTRY>The location of the money file.  Normally etc/money.</ENTRY>
+
<ENTRY>The location of the money file.  Normally etc/money.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>-v</ENTRY>
+
<ENTRY>-v</ENTRY>
  <ENTRY>Verbose compiler output shows much more information about objects and NPC</ENTRY>
+
<ENTRY>Verbose compiler output shows much more information about objects and NPC</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>-M</ENTRY>
+
<ENTRY>-M</ENTRY>
  <ENTRY>Make option. Only compile source files if they have been modified more recently than the corresponding output files.</ENTRY>
+
<ENTRY>Make option. Only compile source files if they have been modified more recently than the corresponding output files.</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>-p</ENTRY>
+
<ENTRY>-p</ENTRY>
  <ENTRY>Pre process the file only</ENTRY>
+
<ENTRY>Pre process the file only</ENTRY>
  </ROW>
+
</ROW>
  <ROW>
+
<ROW>
  <ENTRY>-s</ENTRY>
+
<ENTRY>-s</ENTRY>
  <ENTRY>Suppress the generation of output files.</ENTRY>
+
<ENTRY>Suppress the generation of output files.</ENTRY>
  </ROW>
+
</ROW>
  
  </TBODY></TGROUP>
+
</TBODY></TGROUP>
  </informaltable>
+
</informaltable>
  
  <PARA>
+
<PARA>
  These options are not available to the email or FTP compiler, but
+
These options are not available to the email or FTP compiler, but
  normally you should not bother with them - they are probably
+
normally you should not bother with them - they are probably
  set automatically.</PARA>
+
set automatically.</PARA>
  
  </appendix>
+
</appendix>
  
  <appendix id="app-b"><TITLE>Reserved keyword listing</TITLE>
+
<appendix id="app-b"><TITLE>Reserved keyword listing</TITLE>
  
  <informaltable frame=none pgwide=1>
+
<informaltable frame=none pgwide=1>
  <TGROUP align=left cols=8 colsep=4 rowsep=0>
+
<TGROUP align=left cols=8 colsep=4 rowsep=0>
  <TBODY>
+
<TBODY>
  <ROW>
+
<ROW>
  <ENTRY>ability</ENTRY>
+
<ENTRY>ability</ENTRY>
  <ENTRY>affect</ENTRY>
+
<ENTRY>affect</ENTRY>
  <ENTRY>alignment</ENTRY>
+
<ENTRY>alignment</ENTRY>
  <ENTRY>applyf</ENTRY>
+
<ENTRY>applyf</ENTRY>
  <ENTRY>armour</ENTRY>
+
<ENTRY>armour</ENTRY>
  <ENTRY>attack</ENTRY>
+
<ENTRY>attack</ENTRY>
  <ENTRY>bits</ENTRY>
+
<ENTRY>bits</ENTRY>
  <ENTRY>bright</ENTRY>
+
<ENTRY>bright</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>capacity</ENTRY>
+
<ENTRY>capacity</ENTRY>
  <ENTRY>complete</ENTRY>
+
<ENTRY>complete</ENTRY>
  <ENTRY>cost</ENTRY>
+
<ENTRY>cost</ENTRY>
  <ENTRY>creators</ENTRY>
+
<ENTRY>creators</ENTRY>
  <ENTRY>data</ENTRY>
+
<ENTRY>data</ENTRY>
  <ENTRY>default</ENTRY>
+
<ENTRY>default</ENTRY>
  <ENTRY>defensive</ENTRY>
+
<ENTRY>defensive</ENTRY>
  <ENTRY>descr</ENTRY>
+
<ENTRY>descr</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>dilcopy</ENTRY>
+
<ENTRY>dilcopy</ENTRY>
  <ENTRY>door</ENTRY>
+
<ENTRY>door</ENTRY>
  <ENTRY>duration</ENTRY>
+
<ENTRY>duration</ENTRY>
  <ENTRY>end</ENTRY>
+
<ENTRY>end</ENTRY>
  <ENTRY>equip</ENTRY>
+
<ENTRY>equip</ENTRY>
  <ENTRY>exit</ENTRY>
+
<ENTRY>exit</ENTRY>
  <ENTRY>exp</ENTRY>
+
<ENTRY>exp</ENTRY>
  <ENTRY>extra</ENTRY>
+
<ENTRY>extra</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>firstf</ENTRY>
+
<ENTRY>firstf</ENTRY>
  <ENTRY>flags</ENTRY>
+
<ENTRY>flags</ENTRY>
  <ENTRY>follow</ENTRY>
+
<ENTRY>follow</ENTRY>
  <ENTRY>height</ENTRY>
+
<ENTRY>height</ENTRY>
  <ENTRY>help</ENTRY>
+
<ENTRY>help</ENTRY>
  <ENTRY>hit</ENTRY>
+
<ENTRY>hit</ENTRY>
  <ENTRY>id</ENTRY>
+
<ENTRY>id</ENTRY>
  <ENTRY>in</ENTRY>
+
<ENTRY>in</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>inside_descr</ENTRY>
+
<ENTRY>inside_descr</ENTRY>
  <ENTRY>into</ENTRY>
+
<ENTRY>into</ENTRY>
  <ENTRY>key</ENTRY>
+
<ENTRY>key</ENTRY>
  <ENTRY>keyword</ENTRY>
+
<ENTRY>keyword</ENTRY>
  <ENTRY>lastf</ENTRY>
+
<ENTRY>lastf</ENTRY>
  <ENTRY>level</ENTRY>
+
<ENTRY>level</ENTRY>
  <ENTRY>lifespan</ENTRY>
+
<ENTRY>lifespan</ENTRY>
  <ENTRY>light</ENTRY>
+
<ENTRY>light</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>link</ENTRY>
+
<ENTRY>link</ENTRY>
  <ENTRY>load</ENTRY>
+
<ENTRY>load</ENTRY>
  <ENTRY>local</ENTRY>
+
<ENTRY>local</ENTRY>
  <ENTRY>mana</ENTRY>
+
<ENTRY>mana</ENTRY>
  <ENTRY>manipulate</ENTRY>
+
<ENTRY>manipulate</ENTRY>
  <ENTRY>max</ENTRY>
+
<ENTRY>max</ENTRY>
  <ENTRY>minv</ENTRY>
+
<ENTRY>minv</ENTRY>
  <ENTRY>money</ENTRY>
+
<ENTRY>money</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>movement</ENTRY>
+
<ENTRY>movement</ENTRY>
  <ENTRY>names</ENTRY>
+
<ENTRY>names</ENTRY>
  <ENTRY>nop</ENTRY>
+
<ENTRY>nop</ENTRY>
  <ENTRY>notes</ENTRY>
+
<ENTRY>notes</ENTRY>
  <ENTRY>npcflags</ENTRY>
+
<ENTRY>npcflags</ENTRY>
  <ENTRY>offensive</ENTRY>
+
<ENTRY>offensive</ENTRY>
  <ENTRY>open</ENTRY>
+
<ENTRY>open</ENTRY>
  <ENTRY>outside_descr</ENTRY>
+
<ENTRY>outside_descr</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>position</ENTRY>
+
<ENTRY>position</ENTRY>
  <ENTRY>purge</ENTRY>
+
<ENTRY>purge</ENTRY>
  <ENTRY>race</ENTRY>
+
<ENTRY>race</ENTRY>
  <ENTRY>random</ENTRY>
+
<ENTRY>random</ENTRY>
  <ENTRY>remove</ENTRY>
+
<ENTRY>remove</ENTRY>
  <ENTRY>rent</ENTRY>
+
<ENTRY>rent</ENTRY>
  <ENTRY>reset</ENTRY>
+
<ENTRY>reset</ENTRY>
  <ENTRY>romflags</ENTRY>
+
<ENTRY>romflags</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>sex</ENTRY>
+
<ENTRY>sex</ENTRY>
  <ENTRY>special</ENTRY>
+
<ENTRY>special</ENTRY>
  <ENTRY>speed</ENTRY>
+
<ENTRY>speed</ENTRY>
  <ENTRY>spell</ENTRY>
+
<ENTRY>spell</ENTRY>
  <ENTRY>string</ENTRY>
+
<ENTRY>string</ENTRY>
  <ENTRY>tickf</ENTRY>
+
<ENTRY>tickf</ENTRY>
  <ENTRY>time</ENTRY>
+
<ENTRY>time</ENTRY>
  <ENTRY>title</ENTRY>
+
<ENTRY>title</ENTRY>
  </ROW><ROW>
+
</ROW><ROW>
  <ENTRY>to</ENTRY>
+
<ENTRY>to</ENTRY>
  <ENTRY>type</ENTRY>
+
<ENTRY>type</ENTRY>
  <ENTRY>value</ENTRY>
+
<ENTRY>value</ENTRY>
  <ENTRY>weapon</ENTRY>
+
<ENTRY>weapon</ENTRY>
  <ENTRY>weather</ENTRY>
+
<ENTRY>weather</ENTRY>
  <ENTRY>weight</ENTRY>
+
<ENTRY>weight</ENTRY>
  <ENTRY>zonemax</ENTRY>
+
<ENTRY>zonemax</ENTRY>
  <ENTRY></ENTRY>
+
<ENTRY></ENTRY>
  </ROW>
+
</ROW>
  </TBODY>
+
</TBODY>
  </TGROUP>
+
</TGROUP>
  </informaltable>
+
</informaltable>
  
  
  </appendix>
+
</appendix>
  
  <appendix id="app-c">
+
<appendix id="app-c">
  <TITLE>Race Definitions in values.h</TITLE>
+
<TITLE>Race Definitions in values.h</TITLE>
  
  <PARA>The following list was extracted from the
+
<PARA>The following list was extracted from the
  ''values.h''</PARA>
+
''values.h''</PARA>
 
  <nowiki>
 
  <nowiki>
  
  #define RACE_HUMAN          0    /* PC race */
+
#define RACE_HUMAN          0    /* PC race */
  #define RACE_ELF            1    /* PC race */
+
#define RACE_ELF            1    /* PC race */
  #define RACE_DWARF          2    /* PC race */
+
#define RACE_DWARF          2    /* PC race */
  #define RACE_HALFLING        3    /* PC race */
+
#define RACE_HALFLING        3    /* PC race */
  #define RACE_GNOME          4    /* PC race */
+
#define RACE_GNOME          4    /* PC race */
  #define RACE_HALF_ORC        5
+
#define RACE_HALF_ORC        5
  #define RACE_HALF_OGRE      6
+
#define RACE_HALF_OGRE      6
  #define RACE_HALF_ELF        7
+
#define RACE_HALF_ELF        7
  #define RACE_BROWNIE        8
+
#define RACE_BROWNIE        8
  #define RACE_GROLL          9
+
#define RACE_GROLL          9
  #define RACE_DARK_ELF      10
+
#define RACE_DARK_ELF      10
  #define RACE_SKAVEN        120
+
#define RACE_SKAVEN        120
  #define RACE_GNOLL          121
+
#define RACE_GNOLL          121
  #define RACE_GOBLIN        122
+
#define RACE_GOBLIN        122
  #define RACE_HOBGOBLIN      123
+
#define RACE_HOBGOBLIN      123
  #define RACE_KOBOLD        124
+
#define RACE_KOBOLD        124
  #define RACE_NIXIE          125
+
#define RACE_NIXIE          125
  #define RACE_NYMPH          126
+
#define RACE_NYMPH          126
  #define RACE_OGRE          127
+
#define RACE_OGRE          127
  #define RACE_ORC            128
+
#define RACE_ORC            128
  #define RACE_SATYR          129
+
#define RACE_SATYR          129
  #define RACE_FAUN          130
+
#define RACE_FAUN          130
  #define RACE_SPRITE        131
+
#define RACE_SPRITE        131
  #define RACE_DRYAD          132
+
#define RACE_DRYAD          132
  #define RACE_LEPRECHAUN    133
+
#define RACE_LEPRECHAUN    133
  #define RACE_PIXIE          134
+
#define RACE_PIXIE          134
  #define RACE_SYLPH          135
+
#define RACE_SYLPH          135
  #define RACE_HERMIT        136
+
#define RACE_HERMIT        136
  #define RACE_SHARGUGH      137
+
#define RACE_SHARGUGH      137
  #define RACE_GIANT          138
+
#define RACE_GIANT          138
  #define RACE_WARDEN        139  /* Warden???            */
+
#define RACE_WARDEN        139  /* Warden???            */
  #define RACE_TROLL          140
+
#define RACE_TROLL          140
  #define RACE_NORSE_GOD      142  /* Hmmmm. probably need better categories */
+
#define RACE_NORSE_GOD      142  /* Hmmmm. probably need better categories */
  #define RACE_MERMAID        145
+
#define RACE_MERMAID        145
  #define RACE_SIREN          146
+
#define RACE_SIREN          146
  #define RACE_NAIAD          147
+
#define RACE_NAIAD          147
  #define RACE_MERMAN        148
+
#define RACE_MERMAN        148
  #define RACE_MINOTAUR      149
+
#define RACE_MINOTAUR      149
  #define RACE_YETI          150
+
#define RACE_YETI          150
  #define RACE_OTHER_HUMANOID 999
+
#define RACE_OTHER_HUMANOID 999
  
  #define RACE_BEAR          1000
+
#define RACE_BEAR          1000
  #define RACE_DOG            1001
+
#define RACE_DOG            1001
  #define RACE_WOLF          1002
+
#define RACE_WOLF          1002
  #define RACE_FOX            1003
+
#define RACE_FOX            1003
  #define RACE_CAT            1004
+
#define RACE_CAT            1004
  #define RACE_RABBIT        1005
+
#define RACE_RABBIT        1005
  #define RACE_DEER          1006
+
#define RACE_DEER          1006
  #define RACE_COW            1007
+
#define RACE_COW            1007
  #define RACE_HARE          1008
+
#define RACE_HARE          1008
  #define RACE_GOAT          1009
+
#define RACE_GOAT          1009
  #define RACE_EAGLE          1010
+
#define RACE_EAGLE          1010
  #define RACE_PIG            1011
+
#define RACE_PIG            1011
  
  #define RACE_DUCK          1100  /* This will interest the biologists... */
+
#define RACE_DUCK          1100  /* This will interest the biologists... */
  #define RACE_BIRD          1101  /* This will interest the biologists... */
+
#define RACE_BIRD          1101  /* This will interest the biologists... */
  #define RACE_RAT            1102
+
#define RACE_RAT            1102
  #define RACE_HORSE          1103
+
#define RACE_HORSE          1103
  #define RACE_BADGER        1104
+
#define RACE_BADGER        1104
  #define RACE_SKUNK          1105
+
#define RACE_SKUNK          1105
  #define RACE_BOAR          1106
+
#define RACE_BOAR          1106
  #define RACE_MOUSE          1107
+
#define RACE_MOUSE          1107
  #define RACE_MONKEY        1108
+
#define RACE_MONKEY        1108
  #define RACE_PORCUPINE      1110
+
#define RACE_PORCUPINE      1110
  #define RACE_ELEPHANT      1112
+
#define RACE_ELEPHANT      1112
  #define RACE_CAMEL          1113
+
#define RACE_CAMEL          1113
  #define RACE_FERRET        1114
+
#define RACE_FERRET        1114
  #define RACE_VULTURE        1115
+
#define RACE_VULTURE        1115
  #define RACE_SQUIRREL      1116
+
#define RACE_SQUIRREL      1116
  #define RACE_OWL            1117
+
#define RACE_OWL            1117
  #define RACE_LEMURE        1118  /* Half-monkey (Makier) */
+
#define RACE_LEMURE        1118  /* Half-monkey (Makier) */
  #define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
+
#define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
  #define RACE_LION          1120
+
#define RACE_LION          1120
  #define RACE_TIGER          1121
+
#define RACE_TIGER          1121
  #define RACE_LEOPARD        1122
+
#define RACE_LEOPARD        1122
  #define RACE_OTHER_MAMMAL  1999
+
#define RACE_OTHER_MAMMAL  1999
  
  #define RACE_TREE          2000
+
#define RACE_TREE          2000
  #define RACE_VINE          2001
+
#define RACE_VINE          2001
  #define RACE_FLOWER        2002
+
#define RACE_FLOWER        2002
  #define RACE_SEAWEED        2003
+
#define RACE_SEAWEED        2003
  #define RACE_CACTUS        2004
+
#define RACE_CACTUS        2004
  
  #define RACE_OTHER_PLANT    2999
+
#define RACE_OTHER_PLANT    2999
  
  #define RACE_MAGGOT        3000
+
#define RACE_MAGGOT        3000
  #define RACE_BEETLE        3001
+
#define RACE_BEETLE        3001
  #define RACE_SPIDER        3002
+
#define RACE_SPIDER        3002
  #define RACE_COCKROACH      3003
+
#define RACE_COCKROACH      3003
  #define RACE_BUTTERFLY      3004
+
#define RACE_BUTTERFLY      3004
  #define RACE_ANT            3005
+
#define RACE_ANT            3005
  #define RACE_WORM          3006
+
#define RACE_WORM          3006
  #define RACE_LEECH          3008
+
#define RACE_LEECH          3008
  #define RACE_DRAGONFLY      3009
+
#define RACE_DRAGONFLY      3009
  #define RACE_MOSQUITO      3010
+
#define RACE_MOSQUITO      3010
  
  #define RACE_OTHER_INSECT  3999
+
#define RACE_OTHER_INSECT  3999
  
  #define RACE_LIZARD        4000
+
#define RACE_LIZARD        4000
  #define RACE_SNAKE          4001
+
#define RACE_SNAKE          4001
  #define RACE_FROG          4002
+
#define RACE_FROG          4002
  #define RACE_ALLIGATOR      4004
+
#define RACE_ALLIGATOR      4004
  #define RACE_DINOSAUR      4005
+
#define RACE_DINOSAUR      4005
  #define RACE_CHAMELEON      4006
+
#define RACE_CHAMELEON      4006
  #define RACE_SCORPION      4007
+
#define RACE_SCORPION      4007
  #define RACE_TURTLE        4008
+
#define RACE_TURTLE        4008
  #define RACE_BAT            4009
+
#define RACE_BAT            4009
  #define RACE_TOAD          4010
+
#define RACE_TOAD          4010
  
  #define RACE_OTHER_REPTILE  4999
+
#define RACE_OTHER_REPTILE  4999
  
  #define RACE_CAVE_WIGHT    5001  /* Some kind a creature... */
+
#define RACE_CAVE_WIGHT    5001  /* Some kind a creature... */
  #define RACE_UR_VILE        5002  /* Some kind a creature... */
+
#define RACE_UR_VILE        5002  /* Some kind a creature... */
  #define RACE_STONE_RENDER  5003  /* Some kind a creature... */
+
#define RACE_STONE_RENDER  5003  /* Some kind a creature... */
  #define RACE_VAMPIRE        5005
+
#define RACE_VAMPIRE        5005
  #define RACE_SLIME          5006
+
#define RACE_SLIME          5006
  #define RACE_WYRM          5007
+
#define RACE_WYRM          5007
  #define RACE_AUTOMATON      5008
+
#define RACE_AUTOMATON      5008
  #define RACE_UNICORN        5009
+
#define RACE_UNICORN        5009
  
  #define RACE_DRAGON_MIN    5010  /* For use with special object */
+
#define RACE_DRAGON_MIN    5010  /* For use with special object */
  #define RACE_DRAGON_BLACK  5010
+
#define RACE_DRAGON_BLACK  5010
  #define RACE_DRAGON_BLUE    5011
+
#define RACE_DRAGON_BLUE    5011
  #define RACE_DRAGON_GREEN  5012
+
#define RACE_DRAGON_GREEN  5012
  #define RACE_DRAGON_RED    5013
+
#define RACE_DRAGON_RED    5013
  #define RACE_DRAGON_WHITE  5014
+
#define RACE_DRAGON_WHITE  5014
  #define RACE_DRAGON_SILVER  5015
+
#define RACE_DRAGON_SILVER  5015
  #define RACE_DRAGON_TURTLE  5016
+
#define RACE_DRAGON_TURTLE  5016
  #define RACE_DRAGON_LAVA    5017
+
#define RACE_DRAGON_LAVA    5017
  #define RACE_DRAGON_SHADOW  5018
+
#define RACE_DRAGON_SHADOW  5018
  #define RACE_DRAGON_LIZARD  5019
+
#define RACE_DRAGON_LIZARD  5019
  #define RACE_DRAGON_MAX    5020  /* For use with special object */
+
#define RACE_DRAGON_MAX    5020  /* For use with special object */
  
  #define RACE_LESSER_DEMON  5020  /* Approx. Level < 100          */
+
#define RACE_LESSER_DEMON  5020  /* Approx. Level < 100          */
  #define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
+
#define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
  #define RACE_SERVANT_DEMON  5022  /* Approx. < level 20          */
+
#define RACE_SERVANT_DEMON  5022  /* Approx. < level 20          */
  #define RACE_PRINCE_DEMON  5023  /* Almost god, max level 149 (no more!) */
+
#define RACE_PRINCE_DEMON  5023  /* Almost god, max level 149 (no more!) */
  #define RACE_LESSER_DEVIL  5025  /* Approx. Level < 100 */
+
#define RACE_LESSER_DEVIL  5025  /* Approx. Level < 100 */
  #define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
+
#define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
  #define RACE_SHADOW_DEVIL  5027
+
#define RACE_SHADOW_DEVIL  5027
  #define RACE_ARCH_DEVIL    5028
+
#define RACE_ARCH_DEVIL    5028
  
  #define RACE_MEDUSA        5030
+
#define RACE_MEDUSA        5030
  #define RACE_WINGED_HORSE  5031
+
#define RACE_WINGED_HORSE  5031
  #define RACE_GARGOYLE      5033
+
#define RACE_GARGOYLE      5033
  #define RACE_GOLEM          5034
+
#define RACE_GOLEM          5034
  #define RACE_YOGOLOTH      5035
+
#define RACE_YOGOLOTH      5035
  #define RACE_MIST_DWELLER  5036
+
#define RACE_MIST_DWELLER  5036
  
  #define RACE_WEREWOLF      5037
+
#define RACE_WEREWOLF      5037
  #define RACE_WERERAT        5038
+
#define RACE_WERERAT        5038
  
  #define RACE_ELEMENTAL_AIR  5040
+
#define RACE_ELEMENTAL_AIR  5040
  #define RACE_ELEMENTAL_EARTH 5041
+
#define RACE_ELEMENTAL_EARTH 5041
  #define RACE_ELEMENTAL_FIRE  5042
+
#define RACE_ELEMENTAL_FIRE  5042
  #define RACE_ELEMENTAL_FROST 5043
+
#define RACE_ELEMENTAL_FROST 5043
  #define RACE_ELEMENTAL_WATER 5044
+
#define RACE_ELEMENTAL_WATER 5044
  #define RACE_ELEMENTAL_LIGHT 5045
+
#define RACE_ELEMENTAL_LIGHT 5045
  
  #define RACE_DEVOURER      5600
+
#define RACE_DEVOURER      5600
  #define RACE_DANALEK        5601
+
#define RACE_DANALEK        5601
  
  #define RACE_FAMILIAR      5900 /* Weirdo race... */
+
#define RACE_FAMILIAR      5900 /* Weirdo race... */
  #define RACE_OTHER_CREATURE 5999
+
#define RACE_OTHER_CREATURE 5999
  
  #define RACE_ZOMBIE        6000
+
#define RACE_ZOMBIE        6000
  #define RACE_LICH          6001
+
#define RACE_LICH          6001
  #define RACE_GHOUL          6002
+
#define RACE_GHOUL          6002
  #define RACE_SKELETON      6003
+
#define RACE_SKELETON      6003
  #define RACE_GHOST          6004
+
#define RACE_GHOST          6004
  #define RACE_SPIRIT        6005
+
#define RACE_SPIRIT        6005
  #define RACE_MUMMIE        6006
+
#define RACE_MUMMIE        6006
  #define RACE_BANSHEE        6007
+
#define RACE_BANSHEE        6007
  #define RACE_NAGA_SOUL      6008
+
#define RACE_NAGA_SOUL      6008
  #define RACE_OTHER_UNDEAD  6999
+
#define RACE_OTHER_UNDEAD  6999
  
  #define RACE_CRAB          7000
+
#define RACE_CRAB          7000
  #define RACE_SAND_SPIDER    7002
+
#define RACE_SAND_SPIDER    7002
  #define RACE_RIVER_LEECH    7003
+
#define RACE_RIVER_LEECH    7003
  #define RACE_SAND_CRAWLER  7004
+
#define RACE_SAND_CRAWLER  7004
  #define RACE_SEA_HORSE      7005
+
#define RACE_SEA_HORSE      7005
  #define RACE_SHARK          7006
+
#define RACE_SHARK          7006
  #define RACE_LAMPREY        7007
+
#define RACE_LAMPREY        7007
  #define RACE_MANTA_RAY      7008
+
#define RACE_MANTA_RAY      7008
  #define RACE_CLIFF_HUGGER  7009
+
#define RACE_CLIFF_HUGGER  7009
  #define RACE_ALGAE_MAN      7010
+
#define RACE_ALGAE_MAN      7010
  #define RACE_WHELK          7011
+
#define RACE_WHELK          7011
  #define RACE_OYSTER        7012
+
#define RACE_OYSTER        7012
  #define RACE_KRAKEN        7013
+
#define RACE_KRAKEN        7013
  #define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
+
#define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
  #define RACE_OCTOPUS        7015
+
#define RACE_OCTOPUS        7015
  #define RACE_WHALE          7016
+
#define RACE_WHALE          7016
  #define RACE_DOLPHIN        7017
+
#define RACE_DOLPHIN        7017
  #define RACE_EEL            7018
+
#define RACE_EEL            7018
  
  #define RACE_FISH          7998
+
#define RACE_FISH          7998
  #define RACE_OTHER_MARINE  7999
+
#define RACE_OTHER_MARINE  7999
  
  </nowiki>
+
</nowiki>
  
  
  
  </appendix>
+
</appendix>
  <appendix id="app-d"><TITLE>weapon definitions in values.h</TITLE>
+
<appendix id="app-d"><TITLE>weapon definitions in values.h</TITLE>
  
  <PARA>The following list was extracted from the
+
<PARA>The following list was extracted from the
  ''values.h''</PARA>
+
''values.h''</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define WPN_BATTLE_AXE    7  /* Two Handed */
+
#define WPN_BATTLE_AXE    7  /* Two Handed */
  #define WPN_HAND_AXE      8
+
#define WPN_HAND_AXE      8
  #define WPN_WAR_MATTOCK  9  /* Two Handed */
+
#define WPN_WAR_MATTOCK  9  /* Two Handed */
  #define WPN_WAR_HAMMER  10
+
#define WPN_WAR_HAMMER  10
  #define WPN_GREAT_SWORD  11  /* Two Handed */
+
#define WPN_GREAT_SWORD  11  /* Two Handed */
  #define WPN_SCIMITAR    12
+
#define WPN_SCIMITAR    12
  #define WPN_KATANA      13
+
#define WPN_KATANA      13
  #define WPN_FALCHION    14
+
#define WPN_FALCHION    14
  #define WPN_KOPESH      15
+
#define WPN_KOPESH      15
  #define WPN_BROAD_SWORD  16
+
#define WPN_BROAD_SWORD  16
  #define WPN_LONG_SWORD  17
+
#define WPN_LONG_SWORD  17
  #define WPN_RAPIER      18
+
#define WPN_RAPIER      18
  #define WPN_SHORT_SWORD  19
+
#define WPN_SHORT_SWORD  19
  #define WPN_DAGGER      20
+
#define WPN_DAGGER      20
  #define WPN_BATTLE_MACE  21  /* Two Handed */
+
#define WPN_BATTLE_MACE  21  /* Two Handed */
  #define WPN_MACE        22
+
#define WPN_MACE        22
  #define WPN_BATTLE_CLUB  23  /* Two handed */
+
#define WPN_BATTLE_CLUB  23  /* Two handed */
  #define WPN_CLUB        24
+
#define WPN_CLUB        24
  #define WPN_MORNING_STAR 25
+
#define WPN_MORNING_STAR 25
  #define WPN_FLAIL        26
+
#define WPN_FLAIL        26
  #define WPN_QUARTERSTAFF 27
+
#define WPN_QUARTERSTAFF 27
  #define WPN_SPEAR        28
+
#define WPN_SPEAR        28
  #define WPN_HALBERD      29
+
#define WPN_HALBERD      29
  #define WPN_BARDICHE    30
+
#define WPN_BARDICHE    30
  #define WPN_SICKLE      31
+
#define WPN_SICKLE      31
  #define WPN_SCYTHE      32  /* Two handed */
+
#define WPN_SCYTHE      32  /* Two handed */
  #define WPN_TRIDENT      33
+
#define WPN_TRIDENT      33
  #define WPN_FIST        34
+
#define WPN_FIST        34
  #define WPN_KICK        35
+
#define WPN_KICK        35
  #define WPN_BITE        36
+
#define WPN_BITE        36
  #define WPN_STING        37
+
#define WPN_STING        37
  #define WPN_CLAW        38
+
#define WPN_CLAW        38
  #define WPN_CRUSH        39
+
#define WPN_CRUSH        39
  #define WPN_WHIP        40
+
#define WPN_WHIP        40
  #define WPN_WAKIZASHI    41
+
#define WPN_WAKIZASHI    41
  #define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
+
#define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
  #define WPN_CROSSBOW    43
+
#define WPN_CROSSBOW    43
  #define WPN_SLING        44
+
#define WPN_SLING        44
  #define WPN_FIGHTING_STAFF 45 /* Two handed */
+
#define WPN_FIGHTING_STAFF 45 /* Two handed */
  #define WPN_SABER        46
+
#define WPN_SABER        46
  #define WPN_CUTLASS      47
+
#define WPN_CUTLASS      47
  #define WPN_MACHETE      48
+
#define WPN_MACHETE      48
  #define WPN_LANCE        49
+
#define WPN_LANCE        49
  #define WPN_SHOCK_LANCE  50
+
#define WPN_SHOCK_LANCE  50
  #define WPN_PIKE        51
+
#define WPN_PIKE        51
  #define WPN_GREAT_AXE    52
+
#define WPN_GREAT_AXE    52
  #define WPN_BATTLE_SWORD 53
+
#define WPN_BATTLE_SWORD 53
  
  </nowiki>
+
</nowiki>
  
  </appendix>
+
</appendix>
  
  <appendix id="app-e">
+
<appendix id="app-e">
  <TITLE>Liquid macros file</TITLE>
+
<TITLE>Liquid macros file</TITLE>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
  #define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
+
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
  #define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
  #define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)
+
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)
  #define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)
+
LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)
  #define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
+
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
  #define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
+
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
  
  #define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)
+
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)
  #define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
+
LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
  #define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)
+
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)
  #define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)
+
LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)
  #define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)
+
LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)
  #define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
  #define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
  #define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
     
+
  #define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)
+
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)
  #define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)
+
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)
  #define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)
  #define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
  #define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
      LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)
+
LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)
  
  </nowiki>
+
</nowiki>
  
  </appendix>
+
</appendix>
  
  <appendix id="app-f">
+
<appendix id="app-f">
  <TITLE>Complete magical transfers macros listing</TITLE>
+
<TITLE>Complete magical transfers macros listing</TITLE>
  
  <PARA>This listing of macros was taken from
+
<PARA>This listing of macros was taken from
  ''wmacros.h''.  When building your objects you should
+
''wmacros.h''.  When building your objects you should
  check the macros file to make sure you have the most up to date
+
check the macros file to make sure you have the most up to date
  macros.</PARA>
+
macros.</PARA>
  
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define CHAR_FLAG_TRANSFER(_MFLAGS) \
+
#define CHAR_FLAG_TRANSFER(_MFLAGS) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                            \
+
affect                            \
    id ID_TRANSFER_CHARFLAGS      \
+
  id ID_TRANSFER_CHARFLAGS      \
    duration -1                    \
+
  duration -1                    \
    data[0] _MFLAGS                \
+
  data[0] _MFLAGS                \
    firstf TIF_EYES_TINGLE        \
+
  firstf TIF_EYES_TINGLE        \
    tickf TIF_NONE                \
+
  tickf TIF_NONE                \
    lastf TIF_EYES_TINGLE          \
+
  lastf TIF_EYES_TINGLE          \
    applyf APF_MOD_CHAR_FLAGS;
+
  applyf APF_MOD_CHAR_FLAGS;
  
  /* skill MUST be one of SKI_XXX, amount in -10 to +10 */
+
/* skill MUST be one of SKI_XXX, amount in -10 to +10 */
  #define SKILL_TRANSFER(skill, amount) \
+
#define SKILL_TRANSFER(skill, amount) \
  flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
  affect                      \
+
affect                      \
    id ID_SKILL_TRANSFER      \
+
  id ID_SKILL_TRANSFER      \
    duration -1              \
+
  duration -1              \
    data[0] skill            \
+
  data[0] skill            \
    data[1] amount            \
+
  data[1] amount            \
    firstf  TIF_SKI_INC      \
+
  firstf  TIF_SKI_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_SKI_DEC      \
+
  lastf  TIF_SKI_DEC      \
    applyf  APF_SKILL_ADJ;
+
  applyf  APF_SKILL_ADJ;
  
  /* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
+
/* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
  #define WEAPON_TRANSFER(weapon, amount) \
+
#define WEAPON_TRANSFER(weapon, amount) \
  flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
  affect                      \
+
affect                      \
    id ID_WEAPON_TRANSFER    \
+
  id ID_WEAPON_TRANSFER    \
    duration -1              \
+
  duration -1              \
    data[0] weapon            \
+
  data[0] weapon            \
    data[1] amount            \
+
  data[1] amount            \
    firstf  TIF_WPN_INC      \
+
  firstf  TIF_WPN_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_WPN_DEC      \
+
  lastf  TIF_WPN_DEC      \
    applyf  APF_WEAPON_ADJ;
+
  applyf  APF_WEAPON_ADJ;
  
  /* spell MUST be one of SPL_XXX, amount in -10 to +10 */
+
/* spell MUST be one of SPL_XXX, amount in -10 to +10 */
  #define SPELL_TRANSFER(spell, amount) \
+
#define SPELL_TRANSFER(spell, amount) \
  flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
  affect                      \
+
affect                      \
    id ID_SPELL_TRANSFER      \
+
  id ID_SPELL_TRANSFER      \
    duration -1              /* Must be permanent in the object */  \
+
  duration -1              /* Must be permanent in the object */  \
    data[0] spell            /* It is a spell SPL_XXX transfer  */  \
+
  data[0] spell            /* It is a spell SPL_XXX transfer  */  \
    data[1] amount            /* Amount of better spell skill    */  \
+
  data[1] amount            /* Amount of better spell skill    */  \
    firstf  TIF_SPL_INC      \
+
  firstf  TIF_SPL_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_SPL_DEC      \
+
  lastf  TIF_SPL_DEC      \
    applyf  APF_SPELL_ADJ;
+
  applyf  APF_SPELL_ADJ;
  
  #define STR_TRANSFER(amount) \
+
#define STR_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_STR        \
+
  id ID_TRANSFER_STR        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_STR          /* It is a strength function      */  \
+
  data[0] ABIL_STR          /* It is a strength function      */  \
    data[1] amount            /* Amount of better strength      */  \
+
  data[1] amount            /* Amount of better strength      */  \
    firstf  TIF_STR_INC      \
+
  firstf  TIF_STR_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_STR_DEC      \
+
  lastf  TIF_STR_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  #define DEX_TRANSFER(amount) \
+
#define DEX_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_DEX        \
+
  id ID_TRANSFER_DEX        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_DEX            /* It is a dex function            */  \
+
  data[0] ABIL_DEX            /* It is a dex function            */  \
    data[1] amount              /* Amount of better dex            */  \
+
  data[1] amount              /* Amount of better dex            */  \
    firstf  TIF_DEX_INC      \
+
  firstf  TIF_DEX_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_DEX_DEC      \
+
  lastf  TIF_DEX_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  #define CON_TRANSFER(amount) \
+
#define CON_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_CON        \
+
  id ID_TRANSFER_CON        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_CON            /* It is a con function            */  \
+
  data[0] ABIL_CON            /* It is a con function            */  \
    data[1] amount              /* Amount of better con            */  \
+
  data[1] amount              /* Amount of better con            */  \
    firstf  TIF_CON_INC      \
+
  firstf  TIF_CON_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_CON_DEC      \
+
  lastf  TIF_CON_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  #define CHA_TRANSFER(amount) \
+
#define CHA_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
  affect                      \
+
affect                      \
    id ID_TRANSFER_CHA        \
+
  id ID_TRANSFER_CHA        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_CHA            /* It is a cha function            */  \
+
  data[0] ABIL_CHA            /* It is a cha function            */  \
    data[1] amount              /* Amount of better cha            */  \
+
  data[1] amount              /* Amount of better cha            */  \
    firstf  TIF_CHA_INC      \
+
  firstf  TIF_CHA_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_CHA_DEC      \
+
  lastf  TIF_CHA_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  #define BRA_TRANSFER(amount) \
+
#define BRA_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_BRA        \
+
  id ID_TRANSFER_BRA        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_BRA            /* It is a bra function            */  \
+
  data[0] ABIL_BRA            /* It is a bra function            */  \
    data[1] amount              /* Amount of better bra            */  \
+
  data[1] amount              /* Amount of better bra            */  \
    firstf  TIF_BRA_INC      \
+
  firstf  TIF_BRA_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_BRA_DEC      \
+
  lastf  TIF_BRA_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  
  #define MAG_TRANSFER(amount) \
+
#define MAG_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_MAG        \
+
  id ID_TRANSFER_MAG        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_MAG            /* It is a mag function            */  \
+
  data[0] ABIL_MAG            /* It is a mag function            */  \
    data[1] amount              /* Amount of better mag            */  \
+
  data[1] amount              /* Amount of better mag            */  \
    firstf  TIF_MAG_INC      \
+
  firstf  TIF_MAG_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_MAG_DEC      \
+
  lastf  TIF_MAG_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  
  #define DIV_TRANSFER(amount) \
+
#define DIV_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_DIV        \
+
  id ID_TRANSFER_DIV        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_DIV            /* It is a div function            */  \
+
  data[0] ABIL_DIV            /* It is a div function            */  \
    data[1] amount              /* Amount of better div            */  \
+
  data[1] amount              /* Amount of better div            */  \
    firstf  TIF_DIV_INC      \
+
  firstf  TIF_DIV_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_DIV_DEC      \
+
  lastf  TIF_DIV_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  #define HIT_TRANSFER(amount) \
+
#define HIT_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_HPP        \
+
  id ID_TRANSFER_HPP        \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] ABIL_HP            /* It is a hit point function      */  \
+
  data[0] ABIL_HP            /* It is a hit point function      */  \
    data[1] amount            /* Amount of better strength      */  \
+
  data[1] amount            /* Amount of better strength      */  \
    firstf  TIF_HIT_INC      \
+
  firstf  TIF_HIT_INC      \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_HIT_DEC      \
+
  lastf  TIF_HIT_DEC      \
    applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
  #define SPEED_TRANSFER(newspeed) \
+
#define SPEED_TRANSFER(newspeed) \
  flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
  affect                      \
+
affect                      \
    id ID_TRANSFER_SPEED      \
+
  id ID_TRANSFER_SPEED      \
    duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
    data[0] newspeed          \
+
  data[0] newspeed          \
    firstf  TIF_SPEED_BETTER  \
+
  firstf  TIF_SPEED_BETTER  \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_SPEED_WORSE  \
+
  lastf  TIF_SPEED_WORSE  \
    applyf  APF_SPEED;
+
  applyf  APF_SPEED;
  
  #define SLOW_TRANSFER(amount) \
+
#define SLOW_TRANSFER(amount) \
  flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
  affect                        \
+
affect                        \
    id ID_TRANSFER_SPEED      \
+
  id ID_TRANSFER_SPEED      \
    duration -1                \
+
  duration -1                \
    data[0] newspeed          \
+
  data[0] newspeed          \
    firstf  TIF_SPEED_WORSE    \
+
  firstf  TIF_SPEED_WORSE    \
    tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
    lastf  TIF_SPEED_BETTER  \
+
  lastf  TIF_SPEED_BETTER  \
    applyf  APF_SPEED;
+
  applyf  APF_SPEED;
  
  </nowiki>
+
</nowiki>
  </appendix>
+
</appendix>
  
  <appendix id="app-g">
+
<appendix id="app-g">
  <TITLE>Skill definitions in values.h</TITLE>
+
<TITLE>Skill definitions in values.h</TITLE>
  
  <PARA>The following list was extracted from the
+
<PARA>The following list was extracted from the
  ''values.h''</PARA>
+
''values.h''</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SKI_TURN_UNDEAD        0
+
#define SKI_TURN_UNDEAD        0
  #define SKI_SCROLL_USE        1
+
#define SKI_SCROLL_USE        1
  #define SKI_WAND_USE          2
+
#define SKI_WAND_USE          2
  #define SKI_CONSIDER          3
+
#define SKI_CONSIDER          3
  #define SKI_DIAGNOSTICS        4
+
#define SKI_DIAGNOSTICS        4
  #define SKI_APPRAISAL          5
+
#define SKI_APPRAISAL          5
  #define SKI_VENTRILOQUATE      6
+
#define SKI_VENTRILOQUATE      6
  #define SKI_WEATHER_WATCH      7
+
#define SKI_WEATHER_WATCH      7
  #define SKI_FLEE              8
+
#define SKI_FLEE              8
  #define SKI_SNEAK              9
+
#define SKI_SNEAK              9
  #define SKI_BACKSTAB          10
+
#define SKI_BACKSTAB          10
  #define SKI_HIDE              11
+
#define SKI_HIDE              11
  #define SKI_FIRST_AID        12
+
#define SKI_FIRST_AID        12
  #define SKI_PICK_LOCK        13
+
#define SKI_PICK_LOCK        13
  #define SKI_STEAL            14
+
#define SKI_STEAL            14
  #define SKI_RESCUE            15
+
#define SKI_RESCUE            15
  #define SKI_SEARCH            16
+
#define SKI_SEARCH            16
  #define SKI_LEADERSHIP        17
+
#define SKI_LEADERSHIP        17
  #define SKI_KICK              18
+
#define SKI_KICK              18
  #define SKI_SWIMMING          19
+
#define SKI_SWIMMING          19
  #define SKI_BASH              20
+
#define SKI_BASH              20
  #define SKI_CLIMB            21
+
#define SKI_CLIMB            21
  #define SKI_SHIELD            22
+
#define SKI_SHIELD            22
  #define SKI_TRIP              23
+
#define SKI_TRIP              23
  #define SKI_DUAL_WIELD        24
+
#define SKI_DUAL_WIELD        24
  #define SKI_CUFF              25
+
#define SKI_CUFF              25
  #define SKI_RESIZE_CLOTHES    26
+
#define SKI_RESIZE_CLOTHES    26
  #define SKI_RESIZE_LEATHER    27
+
#define SKI_RESIZE_LEATHER    27
  #define SKI_RESIZE_METAL      28
+
#define SKI_RESIZE_METAL      28
  #define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
+
#define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
  #define SKI_PEEK              30
+
#define SKI_PEEK              30
  #define SKI_PICK_POCKETS      31
+
#define SKI_PICK_POCKETS      31
  #define SKI_FILCH            32
+
#define SKI_FILCH            32
  #define SKI_DISARM            33
+
#define SKI_DISARM            33
  #define SKI_SKIN            34
+
#define SKI_SKIN            34
  #define SKI_SHELTER          35
+
#define SKI_SHELTER          35
  #define SKI_SOOTHE            36
+
#define SKI_SOOTHE            36
  #define SKI_AMBUSH            37
+
#define SKI_AMBUSH            37
  #define SKI_CURARE            38
+
#define SKI_CURARE            38
  #define SKI_FASHION          39
+
#define SKI_FASHION          39
  #define SKI_BUTCHER          40
+
#define SKI_BUTCHER          40
  #define SKI_LAY_TRAP          41
+
#define SKI_LAY_TRAP          41
  #define SKI_SHOOT            42
+
#define SKI_SHOOT            42
  #define SKI_HERBS            43
+
#define SKI_HERBS            43
  #define SKI_FORAGE            44
+
#define SKI_FORAGE            44
  #define SKI_DOWSE            45
+
#define SKI_DOWSE            45
  #define SKI_TRACK            46
+
#define SKI_TRACK            46
  #define SKI_HUNT              47
+
#define SKI_HUNT              47
  #define SKI_THROW            48
+
#define SKI_THROW            48
  #define SKI_COOK              49
+
#define SKI_COOK              49
  #define SKI_SCAN              50
+
#define SKI_SCAN              50
  #define SKI_SLIP              51
+
#define SKI_SLIP              51
  #define SKI_PALM              52
+
#define SKI_PALM              52
  #define SKI_PLANT            53
+
#define SKI_PLANT            53
  #define SKI_STALK            54
+
#define SKI_STALK            54
  #define SKI_KNEE              55
+
#define SKI_KNEE              55
  #define SKI_ELBOW            56
+
#define SKI_ELBOW            56
  #define SKI_HIT              57
+
#define SKI_HIT              57
  #define SKI_PUNCH            58
+
#define SKI_PUNCH            58
  #define SKI_GLANCE            59
+
#define SKI_GLANCE            59
  
  
  </nowiki>
+
</nowiki>
  </appendix>
+
</appendix>
  
  <appendix id="app-h">
+
<appendix id="app-h">
  <TITLE>Spell definitions in values.h</TITLE>
+
<TITLE>Spell definitions in values.h</TITLE>
  
  <PARA>The following list was extracted from the
+
<PARA>The following list was extracted from the
  ''values.h''</PARA>
+
''values.h''</PARA>
 
+
 
  <nowiki>
 
  <nowiki>
  
  #define SPL_CALL_LIGHTNING    12  /* Cell Group  */
+
#define SPL_CALL_LIGHTNING    12  /* Cell Group  */
  #define SPL_BLESS            13  /* D I V I N E */
+
#define SPL_BLESS            13  /* D I V I N E */
  #define SPL_CURSE            14
+
#define SPL_CURSE            14
  #define SPL_REMOVE_CURSE      15
+
#define SPL_REMOVE_CURSE      15
  #define SPL_CURE_WOUNDS_1    16
+
#define SPL_CURE_WOUNDS_1    16
  #define SPL_CURE_WOUNDS_2    17
+
#define SPL_CURE_WOUNDS_2    17
  #define SPL_CURE_WOUNDS_3    18
+
#define SPL_CURE_WOUNDS_3    18
  #define SPL_CAUSE_WOUNDS_1    19
+
#define SPL_CAUSE_WOUNDS_1    19
  #define SPL_CAUSE_WOUNDS_2    20
+
#define SPL_CAUSE_WOUNDS_2    20
  #define SPL_CAUSE_WOUNDS_3    21
+
#define SPL_CAUSE_WOUNDS_3    21
  #define SPL_DISPEL_EVIL      22
+
#define SPL_DISPEL_EVIL      22
  #define SPL_REPEL_UNDEAD_1    23
+
#define SPL_REPEL_UNDEAD_1    23
  #define SPL_REPEL_UNDEAD_2    24
+
#define SPL_REPEL_UNDEAD_2    24
  #define SPL_BLIND            25
+
#define SPL_BLIND            25
  #define SPL_CURE_BLIND        26
+
#define SPL_CURE_BLIND        26
  #define SPL_LOCATE_OBJECT    27
+
#define SPL_LOCATE_OBJECT    27
  #define SPL_LOCATE_CHAR      28
+
#define SPL_LOCATE_CHAR      28
  
  #define SPL_RAISE_MAG        29  /* P R O T E C T I O N */
+
#define SPL_RAISE_MAG        29  /* P R O T E C T I O N */
  #define SPL_RAISE_DIV        30
+
#define SPL_RAISE_DIV        30
  #define SPL_RAISE_STR        31
+
#define SPL_RAISE_STR        31
  #define SPL_RAISE_DEX        32
+
#define SPL_RAISE_DEX        32
  #define SPL_RAISE_CON        33
+
#define SPL_RAISE_CON        33
  #define SPL_RAISE_CHA        34
+
#define SPL_RAISE_CHA        34
  #define SPL_RAISE_BRA        35
+
#define SPL_RAISE_BRA        35
  #define SPL_SUN_RAY          36
+
#define SPL_SUN_RAY          36
  #define SPL_DIVINE_RESIST    37
+
#define SPL_DIVINE_RESIST    37
  #define SPL_QUICKEN          38
+
#define SPL_QUICKEN          38
  #define SPL_HASTE            39
+
#define SPL_HASTE            39
  #define SPL_RAISE_SUMMONING  40
+
#define SPL_RAISE_SUMMONING  40
  #define SPL_AWAKEN            41
+
#define SPL_AWAKEN            41
  #define SPL_MIND_SHIELD      42
+
#define SPL_MIND_SHIELD      42
  #define SPL_HEAT_RESI        43
+
#define SPL_HEAT_RESI        43
  #define SPL_COLD_RESI        44
+
#define SPL_COLD_RESI        44
  #define SPL_ELECTRICITY_RESI  45
+
#define SPL_ELECTRICITY_RESI  45
  #define SPL_POISON_RESI      46
+
#define SPL_POISON_RESI      46
  #define SPL_ACID_RESI        47
+
#define SPL_ACID_RESI        47
  #define SPL_PRO_EVIL          48
+
#define SPL_PRO_EVIL          48
  #define SPL_SANCTUARY        49
+
#define SPL_SANCTUARY        49
  #define SPL_DISPEL_MAGIC      50
+
#define SPL_DISPEL_MAGIC      50
  #define SPL_SUSTAIN          51
+
#define SPL_SUSTAIN          51
  #define SPL_LOCK              52
+
#define SPL_LOCK              52
  #define SPL_UNLOCK            53
+
#define SPL_UNLOCK            53
  #define SPL_DROWSE            54
+
#define SPL_DROWSE            54
  #define SPL_SLOW              55
+
#define SPL_SLOW              55
  #define SPL_DUST_DEVIL        56
+
#define SPL_DUST_DEVIL        56
  #define SPL_DET_ALIGN        57  /* D E T E C T I O N */
+
#define SPL_DET_ALIGN        57  /* D E T E C T I O N */
  #define SPL_DET_INVISIBLE    58
+
#define SPL_DET_INVISIBLE    58
  #define SPL_DET_MAGIC        59
+
#define SPL_DET_MAGIC        59
  #define SPL_DET_POISON        60
+
#define SPL_DET_POISON        60
  #define SPL_DET_UNDEAD        61
+
#define SPL_DET_UNDEAD        61
  #define SPL_DET_CURSE        62
+
#define SPL_DET_CURSE        62
  #define SPL_SENSE_LIFE        63
+
#define SPL_SENSE_LIFE        63
  #define SPL_IDENTIFY_1        64
+
#define SPL_IDENTIFY_1        64
  #define SPL_IDENTIFY_2        65
+
#define SPL_IDENTIFY_2        65
  
  #define SPL_RANDOM_TELEPORT  66  /* S U M M O N I N G */
+
#define SPL_RANDOM_TELEPORT  66  /* S U M M O N I N G */
  #define SPL_CLEAR_SKIES      67
+
#define SPL_CLEAR_SKIES      67
  #define SPL_STORM_CALL        68
+
#define SPL_STORM_CALL        68
  #define SPL_WORD_OF_RECALL    69
+
#define SPL_WORD_OF_RECALL    69
  #define SPL_CONTROL_TELEPORT  70
+
#define SPL_CONTROL_TELEPORT  70
  #define SPL_MINOR_GATE        71
+
#define SPL_MINOR_GATE        71
  #define SPL_GATE              72
+
#define SPL_GATE              72
  #define SPL_CREATE_FOOD      73  /* C R E A T I O N */
+
#define SPL_CREATE_FOOD      73  /* C R E A T I O N */
  #define SPL_CREATE_WATER      74
+
#define SPL_CREATE_WATER      74
  #define SPL_LIGHT_1          75
+
#define SPL_LIGHT_1          75
  #define SPL_LIGHT_2          76
+
#define SPL_LIGHT_2          76
  #define SPL_DARKNESS_1        77
+
#define SPL_DARKNESS_1        77
  #define SPL_DARKNESS_2        78
+
#define SPL_DARKNESS_2        78
  #define SPL_STUN              79
+
#define SPL_STUN              79
  #define SPL_HOLD              80
+
#define SPL_HOLD              80
  #define SPL_ANIMATE_DEAD      81
+
#define SPL_ANIMATE_DEAD      81
  #define SPL_LEATHER_SKIN      82
+
#define SPL_LEATHER_SKIN      82
  #define SPL_BARK_SKIN        83
+
#define SPL_BARK_SKIN        83
  #define SPL_CONTROL_UNDEAD    84
+
#define SPL_CONTROL_UNDEAD    84
  #define SPL_BONE_SKIN        85
+
#define SPL_BONE_SKIN        85
  #define SPL_STONE_SKIN        86
+
#define SPL_STONE_SKIN        86
  #define SPL_AID              87
+
#define SPL_AID              87
  #define SPL_COLOURSPRAY_1    88  /* M I N D */
+
#define SPL_COLOURSPRAY_1    88  /* M I N D */
  #define SPL_COLOURSPRAY_2    89
+
#define SPL_COLOURSPRAY_2    89
  #define SPL_COLOURSPRAY_3    90
+
#define SPL_COLOURSPRAY_3    90
  #define SPL_INVISIBILITY      91
+
#define SPL_INVISIBILITY      91
  #define SPL_WIZARD_EYE        92
+
#define SPL_WIZARD_EYE        92
  #define SPL_FEAR              93
+
#define SPL_FEAR              93
  #define SPL_CONFUSION        94
+
#define SPL_CONFUSION        94
  #define SPL_SLEEP            95
+
#define SPL_SLEEP            95
  #define SPL_XRAY_VISION      96
+
#define SPL_XRAY_VISION      96
  #define SPL_SUMMER_RAIN      97
+
#define SPL_SUMMER_RAIN      97
  #define SPL_COMMAND          98
+
#define SPL_COMMAND          98
  #define SPL_LEAVING          99
+
#define SPL_LEAVING          99
  #define SPL_FIREBALL_1      100  /* H E A T */
+
#define SPL_FIREBALL_1      100  /* H E A T */
  #define SPL_FIREBALL_2      101
+
#define SPL_FIREBALL_2      101
  #define SPL_FIREBALL_3      102
+
#define SPL_FIREBALL_3      102
  
  #define SPL_FROSTBALL_1      103  /* C O L D */
+
#define SPL_FROSTBALL_1      103  /* C O L D */
  #define SPL_FROSTBALL_2      104
+
#define SPL_FROSTBALL_2      104
  #define SPL_FROSTBALL_3      105
+
#define SPL_FROSTBALL_3      105
  
  #define SPL_LIGHTNING_1      106  /* C E L L */
+
#define SPL_LIGHTNING_1      106  /* C E L L */
  #define SPL_LIGHTNING_2      107
+
#define SPL_LIGHTNING_2      107
  #define SPL_LIGHTNING_3      108
+
#define SPL_LIGHTNING_3      108
  
  #define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
+
#define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
  #define SPL_STINKING_CLOUD_2 110
+
#define SPL_STINKING_CLOUD_2 110
  #define SPL_STINKING_CLOUD_3 111
+
#define SPL_STINKING_CLOUD_3 111
  #define SPL_POISON          112
+
#define SPL_POISON          112
  #define SPL_REMOVE_POISON    113
+
#define SPL_REMOVE_POISON    113
  #define SPL_ENERGY_DRAIN    114
+
#define SPL_ENERGY_DRAIN    114
  #define SPL_DISEASE_1        115
+
#define SPL_DISEASE_1        115
  #define SPL_DISEASE_2        116
+
#define SPL_DISEASE_2        116
  #define SPL_REM_DISEASE      117
+
#define SPL_REM_DISEASE      117
  #define SPL_ACIDBALL_1      118  /* E X T E R N A L */
+
#define SPL_ACIDBALL_1      118  /* E X T E R N A L */
  #define SPL_ACIDBALL_2      119
+
#define SPL_ACIDBALL_2      119
  #define SPL_ACIDBALL_3      120
+
#define SPL_ACIDBALL_3      120
  #define SPL_FIND_PATH        121  /* Divine  */
+
#define SPL_FIND_PATH        121  /* Divine  */
  #define SPL_DISPEL_GOOD      122
+
#define SPL_DISPEL_GOOD      122
  #define SPL_PRO_GOOD        123
+
#define SPL_PRO_GOOD        123
  #define SPL_TRANSPORT        124
+
#define SPL_TRANSPORT        124
  #define SPL_FIRE_BREATH      125
+
#define SPL_FIRE_BREATH      125
  #define SPL_FROST_BREATH    126
+
#define SPL_FROST_BREATH    126
  #define SPL_LIGHTNING_BREATH 127
+
#define SPL_LIGHTNING_BREATH 127
  #define SPL_ACID_BREATH      128
+
#define SPL_ACID_BREATH      128
  #define SPL_GAS_BREATH      129
+
#define SPL_GAS_BREATH      129
  #define SPL_LIGHT_BREATH    130
+
#define SPL_LIGHT_BREATH    130
  #define SPL_HOLD_MONSTER    131
+
#define SPL_HOLD_MONSTER    131
  #define SPL_HOLD_UNDEAD      132
+
#define SPL_HOLD_UNDEAD      132
  #define SPL_RAISE_DEAD      133
+
#define SPL_RAISE_DEAD      133
  #define SPL_RESURRECTION    134
+
#define SPL_RESURRECTION    134
  #define SPL_UNDEAD_DOOR      135
+
#define SPL_UNDEAD_DOOR      135
  #define SPL_LIFE_PROTECTION  136
+
#define SPL_LIFE_PROTECTION  136
  #define SPL_ENERGY_BOLT      137
+
#define SPL_ENERGY_BOLT      137
  #define SPL_CLENCHED_FIST    138
+
#define SPL_CLENCHED_FIST    138
  #define SPL_METEOR_SHOWER    139
+
#define SPL_METEOR_SHOWER    139
  #define SPL_SUN_BEAM        140
+
#define SPL_SUN_BEAM        140
  #define SPL_SOLAR_FLARE      141
+
#define SPL_SOLAR_FLARE      141
  #define SPL_SUMMON_DEVIL    142
+
#define SPL_SUMMON_DEVIL    142
  #define SPL_SUMMON_DEMON    143
+
#define SPL_SUMMON_DEMON    143
  #define SPL_SUMMON_FIRE      144
+
#define SPL_SUMMON_FIRE      144
  #define SPL_SUMMON_WATER    145
+
#define SPL_SUMMON_WATER    145
  #define SPL_SUMMON_AIR      146
+
#define SPL_SUMMON_AIR      146
  #define SPL_SUMMON_EARTH    147
+
#define SPL_SUMMON_EARTH    147
  #define SPL_CHARGE_WAND      148
+
#define SPL_CHARGE_WAND      148
  #define SPL_CHARGE_STAFF    149
+
#define SPL_CHARGE_STAFF    149
  #define SPL_MENDING          150
+
#define SPL_MENDING          150
  #define SPL_REPAIR          151
+
#define SPL_REPAIR          151
  #define SPL_RECONSTRUCT      152
+
#define SPL_RECONSTRUCT      152
  #define SPL_SENDING          153
+
#define SPL_SENDING          153
  #define SPL_REFIT            154
+
#define SPL_REFIT            154
  #define SPL_FIND_WANTED      155
+
#define SPL_FIND_WANTED      155
  #define SPL_LOCATE_WANTED    156
+
#define SPL_LOCATE_WANTED    156
  #define SPL_SUN_GLOBE        157
+
#define SPL_SUN_GLOBE        157
  #define SPL_MAGIC_CANDLE    158
+
#define SPL_MAGIC_CANDLE    158
  #define SPL_SONIC_BREATH    159
+
#define SPL_SONIC_BREATH    159
  #define SPL_SHARD_BREATH    160
+
#define SPL_SHARD_BREATH    160
  #define SPL_CONE_SHARD      161
+
#define SPL_CONE_SHARD      161
  #define SPL_RAISE_HPP        162
+
#define SPL_RAISE_HPP        162
  #define SPL_MANA_BOOST      163  /* Creation */
+
#define SPL_MANA_BOOST      163  /* Creation */
  #define SPL_TOTAL_RECALL    164
+
#define SPL_TOTAL_RECALL    164
  #define LAST_SPELL          165
+
#define LAST_SPELL          165
  
  
  </nowiki>
+
</nowiki>
          </appendix>
+
        </appendix>
    </book>
+
</book>

Revision as of 14:02, 24 May 2020

<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook V3.1//EN"> <BOOK ID="basiczone"><?dbhtml filename="index.html"> <bookinfo> <TITLE>VME basic zone writing manual</TITLE> <author> <firstname>Ken</firstname> <surname>Perry</surname> </author> <copyright><year>2001</year><holder>Ken Perry</holder></copyright> </bookinfo>

<CHAPTER ID="ch-intro"><?dbhtml filename="ch00.html"> <TITLE>Introduction</TITLE>

<SECT1><TITLE>Giving credit where credit is due!</TITLE>

<PARA>The, basic zone writing manual, you are reading now, didn't just come flying out of this authors head. In fact it is a conglomeration of several old texts which are no longer used. I had first thought about quoting and giving credit to each person who had ever modified or created portions of the first documentation but because of the nature of the way they were built it was impossible to know who did what. I therefore have decided to create a list here of everyone who has ever worked on or had a hand in the development of the basic zone writing documentation and references. I will also give a short summary for each. I would also like to thank those listed below for their contribution to the development of one of the best mud servers on the internet today.

<VARIABLELIST id="var-credits"> <VARLISTENTRY> ;Original DIKU coding Team <DICTDEF> <PARA><itemizedlist> <LISTITEM><PARA>Hans Henrik Staerfeldt</PARA></LISTITEM> <LISTITEM><PARA>Sebastian Hammer</PARA></LISTITEM> <LISTITEM><PARA>Michael Seifert</PARA></LISTITEM> <LISTITEM><PARA>Katja Nyboe</PARA></LISTITEM> <LISTITEM><PARA>Tom Madsen</PARA></LISTITEM> <LISTITEM><PARA>Lars Balker Rasmussen</PARA></LISTITEM> </itemizedlist>

You should all know these people they are not only the original DIKU mud developers but a few of them designed and developed the new <ACRONYM>VME</ACRONYM> server. One or more of the previous mentioned people were the authors of the following texts that have been swallowed up by this book. <itemizedlist> <LISTITEM><PARA>abilities.txt</PARA></LISTITEM> <LISTITEM><PARA>guild.txt</PARA></LISTITEM> <LISTITEM><PARA>monster.txt</PARA></LISTITEM> <LISTITEM><PARA>objects.txt</PARA></LISTITEM> <LISTITEM><PARA>rooms.txt</PARA></LISTITEM> <LISTITEM><PARA>vmc.txt</PARA></LISTITEM> </itemizedlist></PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Andrew Cowan

<DICTDEF>

<PARA>One of the original administrators of Valhalla mud and now the administrator of the mud connector. Andrew created the first zone tutorial, which was later included into the vmc.txt to clear up some things missing in the old vmc.txt. Again my thanks go out to Andrew for his contributions not only to this document but to the growth of the <ACRONYM>DIL</ACRONYM> programming language.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Ryan Holliday

<DICTDEF>

<PARA>Made major updates to the tutorial.txt created by Andrew Cowan, which became version two of the tutorial.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Peter Ryskin

<DICTDEF> <PARA>Wrote the original explanation of how to define exits.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

John Clare

<DICTDEF>

<PARA>Made major updates to the tutorial.txt created by Andrew Cowan and updated by Ryan Holliday, which became version three of the tutorial.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Marc Bellemare

<DICTDEF>

<PARA>An editor and an author Marc combined and revised the tutorial and the vmc.txt into one document making it less Valhalla specific and more for any mud running the <ACRONYM>VME</ACRONYM> server.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Jennifer Garuba

<DICTDEF> <para>Created the first document on how to create shop keepers. She also was one of the first builders to have the insite and to make it clear that a manual like this was needed.</para> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

Brian Spanton

<DICTDEF>

<PARA>Converted the original vmc.txt into HTMl, while at the same time fixing many inconsistencies and typos in it.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Kathy Perry

<DICTDEF>

<PARA>Wrote the original compiler howto to make it easier for new builders to compile their zone. She was also the first builder to open my eyes to the fact we needed a true manual on how to build.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Mark Pringle

<DICTDEF> <para>Main editor, which spell checked and looked over my major grammer mistakes. I am sure he didn't catch them all but at least the ugly ones were caught.</para> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

Morgan Shafer

<DICTDEF>

<PARA>Wrote the guild definition primer which explained teachers.</PARA> </LISTITEM> </VARLISTENTRY>


</VARIABLELIST></PARA>

</SECT1>

<SECT1> <TITLE> Who should read this book?</TITLE>

<PARA>This book was designed to be read by anyone who is thinking of writing areas for a <ACRONYM>VME</ACRONYM> server. If you have wrote for other mud servers you will still need to at least skim every chapter because the <ACRONYM>VME</ACRONYM> is like no other mud engine and has some very interesting differences.</PARA>

</SECT1>

<SECT1> <TITLE>What does this book cover?</TITLE>

<PARA>The topics covered in this book are everything to do with writing an area for the <ACRONYM>VME</ACRONYM> server. While we do cover using <ACRONYM>DIL</ACRONYM> functions to make your monsters, Rooms, and objects better and smarter we do not cover how to write the <ACRONYM>DIL</ACRONYM> functions covered in the <ACRONYM>DIL</ACRONYM> manual. The following are topics covered by this book. <itemizedlist> <LISTITEM><PARA>compiling and debugging</PARA></LISTITEM> <LISTITEM><PARA>Macros using the CPP</PARA></LISTITEM> <LISTITEM><PARA>Overall Zone structure</PARA></LISTITEM> <LISTITEM><PARA>Writing rooms</PARA></LISTITEM> <LISTITEM><PARA>Writing Objects</PARA></LISTITEM> <LISTITEM><PARA>Writing Monsters</PARA></LISTITEM> <LISTITEM><PARA>Doing the resets</PARA></LISTITEM> </itemizedlist></PARA>

</SECT1> </chapter>

<chapter ID="ch-01"><?dbhtml filename="ch01.html"> <TITLE>General compiler information</TITLE>

<PARA>In order to get your zone onto a valhalla Mud Engine (<ACRONYM>VME</ACRONYM>) server you must convert your zone from readable english text to binary form the server can understand. The way you do this is with a compiler. No don't freak out you don't have to be a skilled programmer to use a compiler. The only thing you have to do is format your rooms, objects, and Non-player characters (NPC) in a form which the compiler can understand. The great thing about the <ACRONYM>VME</ACRONYM> is you can do all your zone writing in your favorite editor with out having to log on to code. For those of you who have coded for other mud servers and are used to coding online this may be a new experience to you but you will find you can plan out better and more well designed areas offline than you can on line.</PARA>

<NOTE> <PARA>In the future the <ACRONYM>VME</ACRONYM> coding team is thinking of adding an online coding module for those mud administrators that can not live with out it. If you are one of these make sure you write <email>whistler@valhalla.com</email> and express your desires so you can be counted. </PARA> </NOTE>

<PARA>This chapter will mainly cover the Valhalla Mud Compiler (<ACRONYM>VMC</ACRONYM>), how it works, and the Valhalla Mud pre processor (<ACRONYM>VMC</ACRONYM> -p) works. We will also throw in some debugging hints but debugging will be covered more as you begin creating parts of your areas in the following chapters. </PARA>

<SECT1><TITLE>The compiler</TITLE>

<PARA>VMC is the Valhalla Mud Engine Compiler. for <ACRONYM>VME</ACRONYM> servers. A compiler takes a source file or better described as your areas input file and converts it to a binary file the server can then load and use online. In the <ACRONYM>VME</ACRONYM> we call areas you build 'zones', therefore the source file for a zone has the extension 'zon'. In order to make this more clear we will start with our first example.</PARA>

<PARA>Lets say you were making a Zone of dragons. You may want to call the file something resembling its contents like, dragon.zon. Notice we have appended the '.zon' extension. The compiler requires all zones to end in '.zon' in order for it to know this is a zone source file.</PARA>

<PARA>Now lets say we have completed writing our first zone and want to compile it. The command is simply: <command> VMC> dragon.zon </command> If the zone compiles correctly it will indicate success by printing a message to the screen and outputting two files both with the same root name as the original zone source file but with different extensions. In this case there would be the following: <VARIABLELIST> <VARLISTENTRY> ;dragon.data <DICTDEF>

<PARA>The file holding the binary version of the zone</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

dragon.reset

<DICTDEF>

<PARA>The file containing the reset information for the zone.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> If the zone doesn't compile correctly and you have errors it will print a list of the errors and the location where they can be found so you can fix them. The debugging process will be explained more as you learn how to create rooms, monsters, and objects.</PARA>

</SECT1>

<SECT1><TITLE>The VMC pre-processor</TITLE>

<PARA>The <ACRONYM>VMC</ACRONYM> Pre-Processor (<ACRONYM>VMC</ACRONYM> -p) can be thought of as a powerful search and replace tool used by the compiler before it converts the zone to its binary form. This tool gives you the builder the ability to add comments, create short hand expressions for repeated items, include other files in your zone, and even to do some minor calculations when necessary.</PARA>

<NOTE> <PARA>If you have coded in C or c++ before the Pre Processor the <ACRONYM>VMC</ACRONYM> uses is no different and you can skip this section.</PARA> </NOTE>

<sect2><TITLE>Commenting your zone</TITLE>

<PARA>The practice of adding comments to your zone is a good thing to get into so the administrators and other builders can help you with your zone and know what you were trying to do if there are problems. Comments aren't as important when writing the zone as they will be when you start writing your own special <ACRONYM>DIL</ACRONYM> functions but it is important to know how comments work and that you can use them if you need to. A comment is a block of text the compiler will never see and is there only for you and who ever reads the file. In order to make it so the compiler will not see the block of text you must surround it by a set of symbols that tell the CPP to strip it out before passing the zone on to the compiler. These symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.</PARA>

<PARA>In order to best explain how comments work we will give you a some what strange example. First we will start by showing you a very basic line you will see time and time again in rooms.</PARA>


		title "this is a title"

		

<PARA>This is a title it will show up in everything from rooms, to objects and even NPCs. Now lets see what a commented line would look like.</PARA>


		//I am going to make a title now
		title /* I put the keyword
		first*/ "this is a title/*then the title*/

		

<PARA>This of course is very ugly but the point is not to be pretty it is to show you both the first way and the second way will look exactly the same to the compiler because all comments are removed before the compiler ever gets it. A better use of a comment in a zone however would be something like this:</PARA>


		/*
		The following ten rooms are the vineyards,
		there are 97 rooms in the zone.
		*/

		//Zone first created 1994

		

<PARA>You will find comments will make coding large zones much easier because you can add text meant just for the builders eyes.</PARA>

<NOTE><PARA>You will have to decide if you want a multi-line comment or a single line comment and use the '//' or the '/**/' respectively. The rule of thumb is if the comment is longer than 1 line it is easier to put the '/**/' around the comment than to comment each individual line.</PARA></NOTE>

</sect2> <sect2><TITLE>Macros and what they can do for you</TITLE>


<PARA>When making a zone you will find there are things you use more than once. In fact you may find things you want others to use or things you want to use in multiple zones. Its true you could block and copy and stick them everywhere. in fact that is what I did when I first started building. I soon found my zone file was extremely large and hard to upkeep. With a few minor changes and a lot of deleting I used short hand or better known in the world of coding as macros to make my zone readable.</PARA>

<PARA>Lets say you had some flags you were going to set in fifty rooms and you knew they would all be the same. You could type the following line 50 times.</PARA>


		flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}

		

<PARA>With the macros however you could make this much easier by just doing the following at the beginning of your zone.</PARA>


		#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}

		

<PARA>Then where ever you want the flags you just type DIRTFLOOR. You are probably thinking, yeah big deal I can do that with block and copy. True but there is another benefit to this. Lets say later you wanted to also make these 50 rooms no teleport. All you would have to change is the define like this:</PARA>


		#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}

		

<PARA>Now when you recompile all 50 rooms are changed and you didn't even have to do a search and replace.</PARA>

<PARA>You can also make macros that take arguments. The ability to take arguments is where macros take a leap and a bound out in front of your favorite editor to allow you to do things you can not do easily with search and replace. Lets say you have an exit descr you want to use in 50 swamp rooms because heck everything looks the same in a swamp when you look one direction to the next.</PARA>


		east to swamp1 descr
		"You see the swamp stretch out for miles";

		

<PARA>This could be made into a macro like:</PARA>


		#define sexit(direction, place) direction to place descr \
		"You see the swamp stretch out for miles.";

		

<PARA>Then all you need to use it is:</PARA>


		SEXIT(east,swamp1)
		SEXIT(north,swamp2)
		SEXIT(south,swamp3)

		

<NOTE><PARA>There is no space between 'SEXIT' and '(' that is important because the CPP sees 'SEXIT(' and 'SEXIT (' as two different things. It is also important to notice all defines must start at the beginning of the line and be either one line long or have a '\' telling the Pre Processor that it should continue with the next line as if it was this line.</PARA></NOTE>

<PARA>You can also combine macros together so you have a set of macros like:</PARA>


		#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
		#define DIRTSECT  movement SECT_INSIDE \
		DIRTFLOOR

		


<PARA>You may have noticed I capitalize all macros. This is not a must but it is suggested so you can easily tell what is a macro and what is not.</PARA>

</sect2> <sect2><TITLE>Including other files in your zone</TITLE>

<PARA>Another function of the <ACRONYM>VMC</ACRONYM> Pre Processor, '#include', allows you to include other files in your zone file. The <ACRONYM>VME</ACRONYM> comes with some basic include files you can use the macros out of and use as examples on how to make your own include files. These files are the composed.h,, vme.h, values.h, base.h, liquid.h, and wmacros.h. Including composed.h will include all the rest of the include files into your zone because it has include statements that use all the others.</PARA>

<NOTE><PARA>You will want to include the files at the beginning of your zone file because all defines you use must be defined before you use them.</PARA></NOTE>

</sect2> <sect2><TITLE>Doing minor calculations</TITLE>

<PARA> You can also do minor calculations in a macro. Lets say you wanted to make it so the higher level an NPC was the heavier he was and the taller he was. This would be simple with a macro.</PARA>


		#define MLEVEL(lvl) \
		level lvl \
		height lvl+72 \
		weight lvl*9

		

<PARA>This macro would increase the height and weight depending on what level you made the NPC pretty simple. There is much more a macro can do for you but the Pre Processor and all its uses go far beyond the scope of this manual. If you are really interested in all the neat things it can do type the following command at the '$' prompt on your Linux box. <command>man cpp</command> The C-Pre Processor is what the <ACRONYM>VMC</ACRONYM> Pre Processor is based on and most if not all functions of the CPP work in the <ACRONYM>VMC</ACRONYM>. </PARA> </sect2>

</SECT1> </chapter>

<chapter ID="ch-02"><?dbhtml filename="ch02.html"> <TITLE>Zone source file</TITLE>

<PARA>In this chapter we will define all the sections of a zone file and go in-depth on the zone info section. Once complete with this chapter you should be able to create an empty yet compilable zone.</PARA>

<PARA>A zone source file is split up into 6 sections. A zone-declaration section, a mobile (NPC) section, an object section, a room section, a reset section, and the <ACRONYM>DIL</ACRONYM> section. The zone section is the only section that has to be in the file, and they may appear in any order.</PARA>

<PARA>Each section is preceded by a section header. These are the six possible headers: <itemizedlist> <LISTITEM><PARA>%zone</PARA></LISTITEM> <LISTITEM><PARA>%rooms</PARA></LISTITEM> <LISTITEM><PARA>%mobiles</PARA></LISTITEM> <LISTITEM><PARA>%objects</PARA></LISTITEM> <LISTITEM><PARA>%reset</PARA></LISTITEM> <LISTITEM><PARA>%<ACRONYM>DIL</ACRONYM></PARA></LISTITEM> </itemizedlist> The first four sections may be considered lists of definitions. The reset section can be considered a program in a simple programming language. And the <ACRONYM>DIL</ACRONYM> section is a bit special - it includes the zone templates (DIL functions that can be used from any zone, on anything, as opposed to "specialized" DIL functions placed inside a unit's definitions). After all sections you are using are defined you must tell the compiler you are done the special symbol '%end' must be placed at the end of the zone for this reason. </PARA>

<SECT1><TITLE>Definition types</TITLE>

<PARA>When creating your zone there are six main building blocks. We call these definition types. Each type represents some kind of data you want the compiler to be able to recognize. These data definitions take the basic form:</PARA>


		field value

		

<PARA>Where field is the name of a data field, and value is some value. Values are of one of 6 types: <VARIABLELIST> <VARLISTENTRY> ;integer <DICTDEF> <PARA>

A whole number or if you are in practice of using Hex you can use the C style hex numbers in either upper or lower case (i.e 0X0f3 0x0f3)</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

string

<DICTDEF> <PARA>

Text enclosed in Double Quotes. The string can span more than one line as it would in a description.</PARA>


		title "The dark dragon altar"
		descr
		"There are many things you can see and there are many things that 
		can't be seen but this is still a description none the less."

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

stringlist

<DICTDEF> <PARA>

A set of strings, it can be a single string or multiple depending on your needs. These are used in names, extras, creators, and special keywords all to be defined later in their respective places. These are defined in the following manor.</PARA>


		<fieldname>    {"string1","string2","string3", ...}

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

intlist

<DICTDEF> <PARA>

A list of numbers which can be used with an extra. This type works like the stringlist but doesn't need the quotes.</PARA>


		extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
		"This is a number list attached to an extra"

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

flags

<DICTDEF> <PARA>

Like the Intlist the flag is defined with a list of numbers. The list of numbers is not taken literally however it is combined to create one number by binary oring the number list together. If that confuses you don't worry, it takes some getting used to. These types are used for Manipulation, flags, and positions.</PARA>


		flags {2,8}
		manipulate {8}

		

<PARA>In the previous example the 'flags' value after this zone compiles would be 10 because binary oring the two flags together is a lot like adding. The two numbers probably make no sense so most flags you use will have defines if I used the defines found in vme.h the previous example would look like this:</PARA>


		flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
		manipulate {WEAR_BODY}

		

<PARA>We will cover this more in-depth later but it was necessary to give a good overview so you understand this field type enough to recognize what it is when you see it.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

symbol

<DICTDEF> <PARA>

A label you reference from other parts in your zones. Every unit (room,object,room) and even the zone itself has a unique label that can be referenced. It is important to make symbol names that are clear so the Administrators of the mud know what each item is when using the online administration commands.</PARA>


		dark_sword /*good symbol*/
		rm_5892 /*Bad symbol*/

		

<PARA>When loading items online the zone symbol and the item symbol are combined to create a reference to the item. For example if our zone name was 'dragon' and our item was 'dark_sword' the symbolic name for this item would be 'dark_sword@dragon'. Using symbols will be covered more in the <ACRONYM>DIL</ACRONYM> manual and in the administration manuals for loading objects online. For now it is enough to understand symbols must follow the following rules when being defined.</PARA> <itemizedlist> <LISTITEM><PARA>The first letter of the symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM> <LISTITEM><PARA>Characters following the first can be numbers, alphabet letters, and '_' characters</PARA></LISTITEM> <LISTITEM><PARA>The name can be no longer than 15 characters</PARA></LISTITEM> <LISTITEM><PARA>No reserved keywords can be used as a name <XREF LINKEND="app-b"></PARA></LISTITEM> </itemizedlist>

<NOTE><PARA>the end tag that ends all unit definitions is also considered a symbol it is just a symbol that must be included with</PARA></NOTE> </LISTITEM> </VARLISTENTRY> </VARIABLELIST></PARA>

<PARA>There are two other field types that can not be defined as a regular field type. These are the function reference and the Structure. The function reference can be either a reference to a <ACRONYM>DIL</ACRONYM> function or a special function called from the base code.</para>

<NOTE><PARA>Special functions are being replaced with <ACRONYM>DIL</ACRONYM> for better performance and should only be used when no <ACRONYM>DIL</ACRONYM> functions exist to replace them</PARA></NOTE>

<para>The Structure field types are a combination of other field types to make a special field type for the unit being defined. A good example of this is a 'exit' for a room. The exit has everything from flag, string, stringlist, and even description fields. The exit field will be defined much more in-depth in the chapter on rooms but it is important to know some fields are considered Structure fields because they can have many values. The only two Structure fields are the exit and extra fields which will both be defined more later because they can be used differently depending on what you are using them for.</PARA>

</SECT1>

<SECT1 id="zoneinfo"> <TITLE>Zone information section</TITLE>

<PARA>The zone information section is the only section that must exist in the source file of your area. With out this section the compiler is unable to create the zone because frankly it doesn't know what to call it. It is also the easiest of the sections to learn because there is only a few possible fields. The Zone-section defines the global parameters for the current zone. It is usually wise to place this section in the top of the source file to make it easy to find the zone information when editing the file.</PARA>

<TITLE>Zone section field descriptions</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>Field</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>creators</ENTRY> <ENTRY>Stringlist</ENTRY> <ENTRY> This field is where you place the creators of the zone. With this field filled out the Administrators and builders can easily find out who the zone was written by and be able to contact them if there are problems. </ENTRY></ROW> <ROW> <ENTRY>lifespan</ENTRY> <ENTRY>Number</ENTRY> <ENTRY> This defines the interval between resets for this zone, in minutes. Default is 60 if this field is left out of the information section. </ENTRY></ROW> <ROW> <ENTRY>notes</ENTRY> <ENTRY>String</ENTRY> <ENTRY> This is a plain text description of the zone for administrators and builders. It is often a good idea to include your e-mail address in the notes so you can be reached easily by the administrators. </ENTRY></ROW> <ROW> <ENTRY>reset</ENTRY> <ENTRY>Number</ENTRY> <ENTRY> This combined with 'lifespan' defines if the zone will be reset. This field gives the condition that must be met to reset the zones you should use the defines in the vme.h, RESET_NOT, RESET_IFEMPTY, and RESET_ANYHOW. Default is RESET_ANYHOW, which means, the zone will be reset even if players are present within it. </ENTRY></ROW> <ROW> <ENTRY>title</ENTRY> <ENTRY>String</ENTRY> <ENTRY> This is the title of the zone, for example Dragons Nest, Dark station, and creators hide out. It is used mainly for the areas command so players can get a list of all the areas in the game. It can however be accessed by the 'zoneptr' variable type in <ACRONYM>DIL</ACRONYM>. If you have a zone that spans across multiple source files you only need to define the title once. If you put the title in all source files it will show up multiple times in the area listing. You would also leave this blank if the zone should not be on the areas list like an administration zone. </ENTRY></ROW> <ROW> <ENTRY>weather</ENTRY> <ENTRY>Integer</ENTRY> <ENTRY> This field sets the humidity level of the zone. If for example you want a hot desert like zone you would want to set this to its highest value. The range of this field is 1000 to -1000. This is an optional field and will not be covered else where because it is simple to use. </ENTRY></ROW> <ROW> <ENTRY>%zone</ENTRY> <ENTRY>Symbol</ENTRY> <ENTRY> This entry defines the name of the zone. Default is the preceding component of the current filename, minus the trailing ".zon". Note, the symbol should be added after the %zone tag, which should always be put, even if you do not add a symbol after it. </ENTRY></ROW> </TBODY> </TGROUP>


<PARA>The only field that must exist when you go to create the zone information section is the '%zone'. Leaving the '%zone' field out will cause an error when you try to compile it. We suggest you not only put the '%zone' field but you also add a symbol or as I call it a zone name. The following are three legal examples of a Zone information header. You be the judge of which is more informative.</PARA>



		/*very bad*/
		%zone

		/*bad but better than nothing*/
		%zone bug_planet

		/*The way it should be done!*/
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		


<PARA>If you felt like it you could add a '%end' to the proceeding examples and compile them. They would create an empty zone so wouldn't be very exciting but at least its possible. We will not go into any compiling until we have at least one unit type to compile because it is pretty useless to do. the next chapters will define the basic unit building blocks you will use for rooms, objects, and NPCs and start you off on compiling.</PARA> </SECT1>

</chapter>

<chapter ID="ch-03"><?dbhtml filename="ch03.html"> <TITLE>Unit building blocks</TITLE>

<PARA>When creating your zone you will find some basic structures are used in all three unit types rooms, objects, and NPCs. In this chapter we will define the main building blocks of all units along with some helpful hints </PARA>

<PARA>No matter which unit type you are dealing with there is a simple basic structure that lets the compiler know not only what unit type it is dealing with but where one unit begins and where it ends. The way the compiler tells what unit type it is dealing with is by the section header '%rooms', '%objects', and '%mobiles'. All rooms must be defined under the '%rooms' header and likewise objects and NPCS under their respective headers. Each unit starts with a symbolic name called the unit symbol and ends with the keyword end. The following would be a legal definition of any unit type:</PARA>


		symbol_name
		end

		

<PARA>If you define a unit like this when it loads it will be blank, while this is not extremely useful it is good to know you can leave out any field you don't feel you need.</PARA>


<VARIABLELIST> <TITLE>Unit building blocks</TITLE> <VARLISTENTRY>

symbol field

<DICTDEF> <PARA>

In the last chapter we defined the different field types and the rules you must follow when defining a symbol. It is important enough to relist these rules here so you do not run into problems when creating your units. <itemizedlist> <LISTITEM><PARA>The first letter of the symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM> <LISTITEM><PARA>Characters following the first can be numbers, alphabet letters, and '_' characters</PARA></LISTITEM> <LISTITEM><PARA>The symbol can be no longer than 15 characters</PARA></LISTITEM> <LISTITEM><PARA>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></PARA></LISTITEM> </itemizedlist></PARA>

<NOTE><PARA>It is also important to know currently it is hard to deal with units having capital letters in them, this may be fixed in the future but it is good practice to use all lower case characters in the symbols.</PARA></NOTE>

<PARA>Another thing you should think about when defining your symbol names is to be clear about what the unit is. When you list units on the <ACRONYM>VME</ACRONYM> server with <command>wstat</command> the symbolic names are shown if you were to see the list: <computeroutput> i6853 b2419 l1854 </computeroutput> You would have no idea what those three items were unless you personally built them recently, therefore it is a much better coding practice to name things what they are like: <computeroutput> long_sword healer_hut dog </computeroutput> </PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title field

<DICTDEF> <PARA>

The title field is probably the easiest field on all units it is what is shown on the first line of a room when you enter and it is the name shown when you get an object or attack a NPC. There is only two important things to look at when defining titles one is punctuation and the other is capitalization. Room titles need to be capitalized and so do proper names but the first letter of an object title or a NPC title do not normally need to be capitalized. this is best explained by some examples.</PARA>


		title "The dragons in."/*good*/
		title "a big bull dog."/*bad has a period at the end*/
		title "Bill the destroyer"/*good*/
		title "A long dagger"/*bad capital 'a'*/

		

<PARA>Now to show why some of those are good we will demonstrate by some sample output in the game. <computeroutput>

prompt: l The Dragons Inn You are standing in a moldy inn.

prompt: get A long dagger You get A long dagger.

prompt kick dog You kick a bull dog. in the head. </computeroutput> Notice the 'A' and the extra period do not really look right where they end up appearing in the game. These may be minor nit picky details but if you do it right the first time you won't have to deal with the english major that just happens to be playing on your mud.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

names field

<DICTDEF> <PARA>

The 'names' field defines the names everything in the game can use to interact with your unit. For rooms the names are used as teleport or goto points for characters and NPCs or they are sometimes used for special DIL functions on objects to trigger in certain rooms. On NPCs and objects names can be used for anything from poking a player to giving a player an object. The names field is very flexible it has even been used to store what a container is holding in order to have quick access to the names in the container. it</PARA>

<PARA>When making rooms it is not necessary to put room names. In fact it is a good way of making sure players can't teleport to certain rooms because if the room doesn't have a name the person can't teleport to it. Objects and NPCs must have names because if you leave names off of them you can not pick them up or kill them depending on which you are dealing with. It is also good practice to use all combinations of the object or NPCs title so a player will know exactly what to type to use the item for example:</PARA>


		bad_obj
		title a small dog"
		names{"small dog","small","dog"}
		end

		

<PARA>It is up to you as a builder if you want to use names like 'small' in your names list since you would not 'get small' in real life it may not have to be added to the names list. It is important however to define your extras from big to small because of how the <ACRONYM>VME</ACRONYM> command interpreter handles names of things. For example if you had the following names:</PARA>


		small_item
		title "a small item"
		names {"small","item","small item"}

		

<PARA>When you try to <command>give small item Bill</command>. The interpreter would try to give small to item and that would not be what you wanted to do. Don't worry the compiler will catch this and give you an error something like: <computeroutput>

Fatal name ordering on line ###.

</computeroutput></PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

descr field

<DICTDEF> <PARA>

The description building block is used in many places. You will find description fields on extras, exits, rooms, NPCs, objects, and as you have already seen the help and the notes field of the zone information section are also description fields.</PARA>

<PARA> Depending on what you are working on description fields can mean totally different things to the person looking in the room. A description field on a room can be the inside or outside of the rooms description. A description on extras can be an NPCs descr or an extra description on the room like if you looked at a 'rug' or a 'chair'. On an exit the descr field describes what you see when you look in that direction from the room you are in. The important thing right now is no matter where you use them they all work the same.</PARA>

<PARA>description fields like the title field have a tag or unlike the title field can have a set of tags before them like in extras or exits but like titles they are just a string surrounded by quotes. You can make multiple line descriptions if the description is on a NPC you may not want to since it is the description shown when you walk into the room. The following would be some examples of room descriptions.</PARA>



		descr
		"this is how you would define a room descr and as you can see it can
		be much longer than a line if you like."

		extra {"basic extra"}
		"This is a description field on an extra."

		extra{"more advanced","extra"}{1,2,3,4,5,6}
		"This is still the description field.  Like the room description or
		any description field for that matter this can be longer than a
		line."

		east to bathroom descr
		"You see one big toilet!";

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

extra fields

<DICTDEF> <PARA>

The extra field is the work horse for the builder. It is the building block that most brings your zone to life. You can use it to describe body parts or items in a room. When you use <ACRONYM>DIL</ACRONYM> you will use extras to store information like quest information or special information you need later. Extras also store the main description on NPCs since the descr field on NPCs is really the long title shown in the room which will be explained later in <xref linkend="ch-05">.</PARA>

<PARA>The extra Is the first structure definition you have run into so it may take some playing with to figure it out. The extra has actually 4 fields three of them must be there in some form. The first is the identifier that tells the compiler that this is an extra, the second is a stringlist, the third is an Optional Intlist, and the final one is the extra description field. If the extra had all the fields it would look like this:</PARA>


		extra {"small chair","chair"} {1,2,3,4,5} "Its a chair."

		

<PARA>If the previous wasn't an example we would have left out the Intlist because it is not necessary to put the Intlist on a chair unless you want it there for some special <ACRONYM>DIL</ACRONYM> you are creating. the Intlist is the only field that can be totally left out but you can leave the string list blank when you want to make the extra the default description when the object, room, or NPC is being looked at, like this:</PARA>


		extra {}
		"This would be what you see when you look at any of the names in the
		names list."

		

<PARA>We will go more in-depth into why you want to do this in the following chapters. </PARA></LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>You are now ready to put these building blocks to work. You have only to learn how to put these fields to work for each of the three unit types and you will be off and running.</PARA>

</chapter>

<chapter ID="ch-04"><?dbhtml filename="ch04.html"> <TITLE>The room section</TITLE>

<PARA> The previous chapter gave you the basic building blocks that will be used all through creating rooms, NPCs, and objects. If you jumped straight to this chapter without reading about the general building blocks you might want to return to <XREF LINKEND="ch-03"> first. This chapter will deal with all the fields of rooms what they are and how to use them but with out the previous chapter you may get lost.</PARA>

<PARA>In order to get started building rooms you should first be aware of the room fields you can use. The <xref linkend="rmfields"> shows a full listing of all the room fields and their types as defined in <xref linkend="ch-03">.</PARA>

<TITLE>Room fields and types listing</TITLE> <TGROUP align=left cols=5 colsep=1> <COLSPEC COLNAME="c1" COLWIDTH="2in"> <COLSPEC COLNAME="c2" COLWIDTH="2in"> <COLSPEC COLNAME="c3" COLWIDTH=".5in"> <COLSPEC COLNAME="c4" COLWIDTH="2in"> <COLSPEC COLNAME="c5" COLWIDTH="2in"> <THEAD> <ROW> <ENTRY COLNAME="c1">Field</ENTRY> <ENTRY COLNAME="c2">Type</ENTRY> <entry></entry> <ENTRY COLNAME="c4">Field</ENTRY> <ENTRY COLNAME="c5">Type</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY COLNAME="c1">symbolic name</ENTRY> <ENTRY COLNAME="c2">Symbol</ENTRY> <ENTRY morerows=9 colname="c3"></ENTRY> <ENTRY COLNAME="c4">manipulate</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">names</ENTRY> <ENTRY COLNAME="c2">Stringlist</ENTRY> <ENTRY COLNAME="c4">alignment</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">title</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">flags</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">descr</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">weight</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">outside_descr</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">capacity</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">extra</ENTRY> <ENTRY COLNAME="c2">Structure</ENTRY> <ENTRY COLNAME="c4">light</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">minv</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">exit</ENTRY> <ENTRY COLNAME="c5">Structure</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">key</ENTRY> <ENTRY COLNAME="c2">string</ENTRY> <ENTRY COLNAME="c4">movement</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">spell</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">end</ENTRY> <ENTRY COLNAME="c5">Symbol</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY> <ENTRY COLNAME="c2">Function pointer</ENTRY> <ENTRY COLNAME="c4"></ENTRY> <ENTRY COLNAME="c5"></ENTRY> </ROW> </TBODY> </TGROUP>


<PARA>As you can see there is not a whole lot of fields you have to learn in order to make a room. In fact as you will see shortly some of these fields are not even used on rooms. In <xref linkend=" rmfielddescr"> we will expand your knowledge from just knowing what the field types are to how to set them as well.</PARA>

<sect1 id="rmfielddescr"> <TITLE>Description of room fields</TITLE>

<variablelist id="var-rmfields"> <VARLISTENTRY>

symbolic name

<DICTDEF> <PARA>

The rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review. The important thing to realize with the room symbol is it is always good practice to give the room a symbol resembling the title so administrators and builders can use the <command>goto</command> and the <command>wstat</command> to easily goto the room in question. </PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title

<DICTDEF> <PARA>

The room title field should start with a capital and depending on your preference the compiler will not complain if you add punctuation at the end. The following are good examples of a room title.</PARA>


		title "The Post Office"
		title "The deep dark jungle floor:"
		title "The Dragon Station control room"

		

<PARA>It is really up to you weather you want to use punctuation or not, it is more administrator personal opinion than anything. </PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

names

<DICTDEF> <PARA>

The names field on the rooms are not that important and only should be used if the builder wishes the room to be accessed by the players by a teleport command. If the room has no names no one will be able to teleport to it. On some muds there will be no teleport spell so the only use for this field will be for <ACRONYM>DIL</ACRONYM> functions the administrator creates. If a builder wants the room to be accessible by teleport then the names should match the title since that is what the player will try to teleport to. A few good examples of names on a room would look as follows.</PARA>


		title "The Post Office"
		Names {"post office","office"}

		title "the thrown room"
		names {"thrown room","thrown"}

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

descr

<DICTDEF> <PARA>

The description field is what the player sees when walking into the room or when looking with no arguments. </PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

outside_descr

<DICTDEF> <PARA>

This field is what is shown to a char if the room is loaded inside another room. For example if you had a room linked inside another room and called a barrel this would be the description that lets the character know it is a barrel. An example would be like:</PARA>


		outside_descr "a big old barrel is laying here on its side."

		

<PARA>This allows a builder to make a room that looks like an object inside another room. </PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

movement

<DICTDEF> <PARA>

The movement field defines the endurance cost to a character when moving through this room. In the future these fields will be adjustable by the use of a define file. Currently all movement fields are constants and are defined in the vme.h The following is the movement sector types and their values.

<TITLE>Sector movement values</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>Symbol</ENTRY> <ENTRY>Name</ENTRY> <ENTRY>Endurance Cost</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>SECT_INSIDE</ENTRY> <ENTRY>inside</ENTRY> <ENTRY>1</ENTRY> </ROW> <ROW> <ENTRY>SECT_CITY</ENTRY> <ENTRY>city</ENTRY> <ENTRY>1</ENTRY> </ROW> <ROW> <ENTRY>SECT_FIELD</ENTRY> <ENTRY>field</ENTRY> <ENTRY>2</ENTRY> </ROW> <ROW> <ENTRY>SECT_FOREST</ENTRY> <ENTRY>forest</ENTRY> <ENTRY>3</ENTRY> </ROW> <ROW> <ENTRY>SECT_HILLS</ENTRY> <ENTRY>hills</ENTRY> <ENTRY>4</ENTRY> </ROW> <ROW> <ENTRY>SECT_MOUNTAIN</ENTRY> <ENTRY>mountain</ENTRY> <ENTRY>6</ENTRY> </ROW> <ROW> <ENTRY>SECT_DESERT</ENTRY> <ENTRY>desert</ENTRY> <ENTRY>8</ENTRY> </ROW> <ROW> <ENTRY>SECT_SWAMP</ENTRY> <ENTRY>swamp</ENTRY> <ENTRY>8</ENTRY> </ROW> <ROW> <ENTRY>SECT_WATER_SWIM</ENTRY> <ENTRY>water-swim</ENTRY> <ENTRY>4</ENTRY> </ROW> <ROW> <ENTRY>SECT_WATER_SAIL</ENTRY> <ENTRY>water-sail</ENTRY> <ENTRY>50</ENTRY> </ROW> <ROW> <ENTRY>SECT_UNDER_WATER</ENTRY> <ENTRY>under-water</ENTRY> <ENTRY>8</ENTRY> </ROW> <ROW> <ENTRY>SECT_SNOW</ENTRY> <ENTRY>snow</ENTRY> <ENTRY>8</ENTRY> </ROW> <ROW> <ENTRY>SECT_SLUSH</ENTRY> <ENTRY>slush</ENTRY> <ENTRY>6</ENTRY> </ROW> <ROW> <ENTRY>SECT_ICE</ENTRY> <ENTRY>ice</ENTRY> <ENTRY>10</ENTRY> </ROW> </TBODY></TGROUP>

The movement is simply defined by placing the 'movement' keyword first followed by the type of sector you desire. For example a few movement fields would look as follows:</PARA>


		movement SECT_FOREST
		movement SECT_HILLS

		

<NOTE><PARA>Only one movement is needed for a room if you put more than one the last one added will be the one used.</PARA></NOTE> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

flags

<DICTDEF> <PARA>

This field on a room is used to set special attributes in order to make the room private or no-teleportable and many others. The following is the list of possible already defined flags. Extras can also be used to create special room flags.

<TITLE>Room unit flag affects</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>UNIT_FL_PRIVATE</ENTRY> <ENTRY>When this flag is set on a room it marks it as a private room. Commands that honor the private flag will not let more than 2 players into this room. Commands like <command>goto</command> and direction commands are a few commands that do honor this flag.</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INVISIBLE</ENTRY> <ENTRY>Makes unit invisible</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_BURY</ENTRY> <ENTRY>Makes a hard floor so items can't be buried.</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes unit buried when loaded</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY> <ENTRY>makes unit so no one can teleport to it</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_MOB</ENTRY> <ENTRY>Makes it so no mobile will enter the unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_WEATHER</ENTRY> <ENTRY>keeps weather and natural light out of unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INDOORS</ENTRY> <ENTRY>Makes unit inside and doesn't affect weather</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_TRANS</ENTRY> <ENTRY>Makes unit transparent</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_SAVE</ENTRY> <ENTRY>Makes it so you can't save with unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY> <ENTRY>Makes unit a double gain unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_MAGIC</ENTRY> <ENTRY>Marks a unit to be magic</ENTRY> </ROW> </TBODY></TGROUP>

</PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

extra

<DICTDEF> <PARA> </PARA>

<PARA>Extras are the work horse of the <ACRONYM>VME</ACRONYM>. Extras are used in everything from <ACRONYM>DIL</ACRONYM> to just normal extra descriptions on rooms. The first job for an extra was to hold extra description information on a room. For example if you had a computer room and you described it might look something like this:</PARA>


		descr
		"This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
		All four walls are lined with various pieces of computer equipment old pizza
		boxes and plenty of empty soda cans."

		

<PARA>The problem is as a player if you saw this description you might want to know what kind of pizza we eat or maybe you would want to see what kind of soda we drink. Or heaven forbid you might want to know what kinds of computer equipment is scattered about the room. In the <ACRONYM>VME</ACRONYM> servers we do this by adding extra descriptions to the room. In this case the builder of the zone may do something like this:</PARA>


		descr
		"This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
		All four walls are lined with various pieces of computer equipment old pizza
		boxes and plenty of empty soda cans."

		extra {"soda cans", "cans", "soda", "can"}
		"These cans are all Canadian blue.  Maybe the Valhalla team hates American
		beer.  Strange all of them look to have strange indentations."

		extra {"strange indentations", "strange indentation","indentation"}
		"They are human bite marks.  Is this what happens when code doesn't work right?"

		extra {"pizza boxes","pizza","boxes","box"}
		"Dominos could make a fortune from all these boxes and probably already have
		from the <ACRONYM>VME</ACRONYM> team.  you notice all the boxes are empty at least they finish what
		they start."

		extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
		"I bet you thought you would see what we have running.  Yeah right you might come
		over and rob us if we told you that.  All you see is an old XT."

		extra {"xt"}
		"Its a hunk of junk really!"

		

<PARA>There is a lot to notice in the previous examples. First we will start with extras when defined on rooms, NPC, and objects must be in length order for the names. There are a few reasons for this but lets just say the most important reason is we wanted it this way. If you don't put them in order the <ACRONYM>VMC</ACRONYM> will give you a fatal error and will not compile your zone.</PARA>

<PARA>The next thing you should notice is we have used an extra to describe something in another extra. We actually did this twice once for the beer cans and once for the computer parts. That way you can actually give quest information but make the person really have to explore your rooms descriptions to find it.</PARA>

<PARA>The previous example is what we consider normal extras in a room. There are also extras that hold information for DIL functions. These special extras can have extra fields and they can be hidden to the players eyes. Here are some examples of special extras.</PARA>


		extra {"$rockcount"}
		"5"

		extra {"$playerkill"}
		"0"

		extra {"$coke","$milk","$water"}{1,5,10}
		"Drinks and amounts"

		

<PARA>These extras all have the '$' sign appended to the front of the names in order to tell the look command the player shouldn't be able to look at the extra. If you have not already seen <ACRONYM>DIL</ACRONYM> coding you may not understand why you would want extras players can't see. The <ACRONYM>DIL</ACRONYM> language can manipulate these extras by reading and writing them in order to change the way a command or another function works. For example the last <ACRONYM>DIL</ACRONYM> could be used for a shopkeeper to tell how many of each type of drink he has. Notice the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but only extras being used with DIL functions really need them.</PARA>

<PARA>Some of these special functions are supported already in the code and the ones that affect the rooms are as follows. In the following $1n is the activator and $2n is the unit in question.</PARA>

<PARA>There is only one special extra already supported for rooms and that would be the '$get'. As we have previously mentioned the extras that start with a dollar sign are not seen by the players. This one however is shown to the player when the person types get on the other names in the extras list. This easier to describe in an example than in words so the following would be a good example.:</PARA>


		extra {"$get", "statues", "statue"}
		"You attempt to pick up a statue but quickly discover your feeble
		attempts will never work."

		{"$get", "red roses", "roses"}
		"You bend down to pick a rose, but then decide to leave the beautiful
		flower to itself."

		

<PARA>With this one special extra we have made it so you don't need to make millions of items so the person can act upon them. You can just make the acts as if the items were in the room.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Exits

<DICTDEF> <PARA> </PARA>

<PARA> Every room has ten possible exits; North, East, South, West, Northeast, Southeast, Southwest, Northwest, Up and Down. To enable mobile use of these commands, you must specify these exits as outlined below:</PARA>


		exit <direction> [to <destination>] [open {<infoflags>}]
		[key <keyname>] [keyword {<keywords>}] descr <description> ; 

		


<VARIABLELIST> <VARLISTENTRY>

exit <directions>

<DICTDEF> <PARA>Is the direction the exit leads, ie. one of north, south .. up, down.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <TERM>to <destinations></TERM> <LISTITEM> <PARA>The symbolic reference to the room, you want this exit to lead to. If you reference a room within another zone, post pend the name with @<zone name></PARA>


		  to myotherroom

		  to hisotherroom@hiszone

		


</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <TERM>open <info flags></TERM> <LISTITEM>

<PARA>These flags describe the state of the door. The following is the list of possible door flags.</PARA>

<VARIABLELIST> <VARLISTENTRY>

EX_OPEN_CLOSE

<DICTDEF> <PARA> Set this if you can open and close this exit, be it a door, gate or otherwise.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_CLOSED

<DICTDEF> <PARA>Set this if you want the exit to be closed at boot time.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_LOCKED

<DICTDEF> <PARA>Set this if you want the exit to be clocked at boot time.</PARA> <NOTE> <PARA>An interesting aspect is, if you do not specify a key, you can only unlock this door with the 'pick' skill, 'unlock' spell or from <ACRONYM>DIL</ACRONYM> with UnSet();</PARA> </NOTE> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_PICK_PROOF

<DICTDEF> <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the lock of this exit.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> ;EX_HIDDEN <DICTDEF> <PARA>If this bit is set, the exit is hidden until the mobile has successfully searched for it, using the 'search'-command.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

key <keyname>

<DICTDEF> <PARA>The symbolic name of a key object used for unlocking this exit.</PARA>

 
		 
			key mykey@myzone
			
		


</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> ;keyword { <stringlist> } <DICTDEF> <PARA>This stringlist holds all the names of the exit, you specify to manipulate the exit. If the exit is hidden exit, these are the keywords the mobile can search for.</PARA>

			
		keyword {"wooden door","door"}

		keyword {"hidden door","door","hatch","floor"}

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

descr <description>

<DICTDEF> <PARA>This string is the description of what you see if you look in the direction of the exit.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

<DICTDEF> <PARA>Every exit statement needs to be terminated with a semi-colon. </PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<NOTE> <TITLE>General notes</TITLE> <PARA>Even though you do not need an exit in all directions, you can use it to place descriptions of the direction.</PARA> </NOTE>


		      exit north descr "An unsurmountable mountain blocks your way.";

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

minv

<DICTDEF> <PARA></PARA>

<PARA>This field is rarely used on rooms. It could however be used to make a room invisible inside another room. Or it could be used to store numbered values on a room. The reason this field is on a room is it is part of the base object which all objects are derived from. If the room is going to be inside another room and you don't want it visible the following would make it invisible to all players below the level of 20.</PARA>


		minv 20

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

key

<DICTDEF> <PARA></PARA>

<PARA>This field is not used normally on a room. It is a string that can be used for anything you desire. The reason it exists on rooms is it is a part of the base object all unitptrs (unit pointers like, rooms, objects, and NPCs) are derived from.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

manipulate

<DICTDEF> <PARA></PARA>

<PARA>This field is not used normally on a room. It is an integer that can be used for anything you desire. The reason it exists on rooms is it is a part of the base object all unitptrs are derived from.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

alignment

<DICTDEF> <PARA></PARA>

<PARA>This field is not used normally on a room. It is an integer that can be used for anything you desire. The reason it exists on rooms is it is a part of the base object all unitptrs are derived from.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weight

<DICTDEF> <PARA></PARA>

<PARA>This field is not used normally on a room. It is an integer that can be used for anything you desire. The reason it exists on rooms is it is a part of the base object all unitptrs are derived from.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

capacity

<DICTDEF> <PARA></PARA>

<PARA>This field is not used normally on a room. It is an integer that can be used for anything you desire. The reason it exists on rooms is it is a part of the base object all unitptrs are derived from.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

light

<DICTDEF> <PARA></PARA>

<PARA>This field sets the light on a room. Normally this is not done directly, instead it is set using macros defined in wmacros.h.</PARA>

<TITLE>Light defines</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>Define</ENTRY> <ENTRY>Light Value</ENTRY> <ENTRY>Affect</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>ALWAYS_LIGHT</ENTRY> <ENTRY>1</ENTRY> <ENTRY>Room is always light no matter time of day</ENTRY> </ROW> <ROW> <ENTRY>IN_ALWAYS_DARK </ENTRY> <ENTRY>-1</ENTRY> <ENTRY>When an inside room is always dark - both inside and outside </ENTRY> </ROW> <ROW> <ENTRY>OUT_DARK_NON_NOON </ENTRY> <ENTRY>-1</ENTRY> <ENTRY>Always a dark room, except when it is high noon </ENTRY> </ROW> <ROW> <ENTRY>OUT_ALWAYS_DARK </ENTRY> <ENTRY>-2</ENTRY> <ENTRY>Always a Dark room, no matter the time of day</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>To set natural light that changes depending on the type of day nothing is needed to be put in the light field the compiler will default to '0'. If you for some reason want to set the light to default lighting you can do so but you don't need to. You will also notice there are two macros that set the light to the exact same value. This is for compatibility with older code base and if you wish to combine these two macros or only use one it would not change the way the mud works.</PARA>

<PARA>This is probably one of the simplest fields you will have to deal with in the rooms. In order to set it all that is needed is to place the macro or the light and value on a line in the room and your all done.</PARA>


		//To Set always light with macro
		ALWAYS_LIGHT

		//To set Always light with out macro
		light 1

		

<PARA>You can decide which is easiest for you.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

link

<DICTDEF> <PARA></PARA> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

spell

<DICTDEF> <PARA></PARA> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

dilbegin or dilcopy

<DICTDEF> <PARA></PARA>


<PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds. We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach you how to create your own functions that will make your rooms, NPC, and objects more than special.</PARA>

<PARA>There are only currently three room functions that come standard with a <ACRONYM>VME</ACRONYM> in the function.zon. There are much more in the zones released with the <ACRONYM>VME</ACRONYM> but you will have to hunt for those. The three that come standard are Safe room, Death room, and forced move. The safe room makes it impossible for players to kill each other, the death room is a function that lets you make things like rock slides and quick sand, and the forced move lets you make an easy river.</PARA>

<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the Valhalla mud all you have to do is use the dilcopy keyword in the room with the function name you want to use and the arguments the function requires. The following is what you would find in the function.zon for death room.</PARA>



		/* Death room <ACRONYM>DIL</ACRONYM>
			*tick is in 4th's of seconds
			* Damage is damage done per tick
				*act_s is string shown to damaged player.
		 */
		dilbegin death_room(tick: integer, damage: integer, act_s: string);

		var ext: extraptr;
		    u  : unitptr;
		    i  : integer;

		code
		{

		if (tick < 12) tick := 12;

		heartbeat := tick;

		if (damage < 0)
		    damage := -damage;

		if ("$death room for mobs" in self.extra)
		    i := UNIT_ST_PC|UNIT_ST_NPC;
		else
		    i := UNIT_ST_PC;

		while (TRUE)
		{
		wait (SFB_TICK, TRUE);

		foreach (i, u)
		    {
		    if (u.level >= IMMORTAL_LEVEL)
		        continue;

		    if (("$no death room" in u.extra) and (u.type == UNIT_ST_NPC))
		        continue; // Don't allow pcs to get this flag

		    if (act_s != "")
		        act ("&[hit_me]"+act_s, A_ALWAYS, u, null, null, TO_CHAR);
		    else
		        act ("&[hit_me]You bleed from your wounds.",
		            A_ALWAYS, u, null, null, TO_CHAR);

		    u.hp := u.hp - damage;
		    position_update (u);
		    }

		}

		}

		dilend

		

<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to understand or adjust it you just have to use it. In this function it requires a time, damage, and act. So you could use this in a room definition like this:</PARA>


		dilcopy death@function (60,25,"Flames shoot from the floor burning
		your rear.");

		

<PARA>This says to copy the <ACRONYM>DIL</ACRONYM> from zone function with the arguments 60 seconds, damage 25% and act as shown. Pretty simple eh?</PARA>

<PARA>All released <ACRONYM>DIL</ACRONYM> room functions are described in <XREF LINKEND="rmdilfunc">. Then we put some to work so you can see how to use them in <XREF LINKEND="rmcomplex"></PARA>

</LISTITEM> </VARLISTENTRY> </VARIABLELIST>

</SECT1>

<sect1 id="rmbasic"> <TITLE>Building your first room</TITLE>

<PARA>Now you are ready! With all you have learned about room fields you are now ready to build your first room. I personally like dragons and I like space so I have chosen to make a dragon station. We will first do a simple room and build on to it in the next sections. In this section we will walk you through creating a basic room and why we choose what we do where we do.</PARA>

<PARA>When making rooms you create the zone source file first as shown in <xref linkend="ch-02">. If you only have rooms you do not need the %reset, %objects, and %mobiles. For the examples in this chapter we will use the zone we created in <xref linkend="ch-02"> and add the %room tag where we will put all the rooms. At the end of the chapter we will have the entire zone so you can see it all together.</PARA>

<PARA>The first part of all rooms is the symbolic name it is good to always pick a name that will match the title so you can use the administrator command <command>goto</command> to easily get to the room. The reason is when you use the command <command>wstat</command> it will only show you a list of the rooms by symbolic name for example if you type <command> wstat zone dragon room </command> You will get the following:</PARA>


		List of rooms in zone Dragon:
		chamber portal office

		

<PARA>If you didn't make it clear what the rooms were by the symbolic name it might look like this:</PARA>


		List of rooms in zone Dragon:
		st_rm1 st_rm2 st_rm3

		


<PARA>While this might be great when you first start imagine trying to remember what all one hundred rooms are.</PARA>

<PARA>The first room we will create will be a simple chamber with nothing special. We can build on to it later if we need to.</PARA>


		chamber
		end

		

<PARA>Pretty easy so far. Now lets add some life to it. The room will need a title and a description. The title should be a one line description of a room sort of like if you were walking someone around your house and telling them what each room was like this is 'My houses big bathroom' or maybe this is 'The computer room'. The description should be something you would tell an interior decorator you were talking to on the phone and asking for advice. He would want to know everything about the room you can see so he could give you good advice.</PARA>



		chamber
		title "The middle chamber of the station"
		descr
		"This chamber seems to have the entire station rotating around it.
		Small human size ornate chairs with dragon designs scrawled on the
		arms and back are arranged in a triangle like setting with one large
		chair at the front.  This must be where all station meetings are held.
		large pictures cover the walls depicting dragons in all kinds of
		situations.  Small passages lead of to the west and the east.
		."
		end

		

<PARA>It is a matter of taste if you want the descriptions of the exits in your description or not but I like them so I put them. Now if you were reading this description to someone the person might ask you what is on the pictures or maybe even what exactly do the chairs look like so we better take care of that by adding some extras to our little room.</PARA>


		extra {"chairs","chair"}
		"The chairs are made of some metal you don't recognize and every inch is covered
		with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intelligent looking dragon is sitting perched on a large chair watching you."

		

<PARA>Normally we could put a movement type for the amount of endurance lost when a person is moving through the area but we will leave it blank and go with the default which is SECT_CITY since with the fake gravity that is the closest we could come with the sector types availible. The last thing we need to finish our room is the two exits leading to the other rooms.</PARA>


		west to portal descr "You see a small room.";

		east to office descr "You see what looks to be an office.";

		

<PARA>Thats it that is all there is to making a room. In the next couple of sections we are going to add some more rooms with more advanced features and give some debugging hints for compiling your rooms but if you understand everything so far your going to have no problem. Lets take a look at our entire finished first room</PARA>



		chamber
		title "The middle chamber of the station"
		descr
		"This chamber seems to have the entire station rotating around it.
		Small human size ornate chairs with dragon designs scrawled on the
		arms and back are arranged in a triangle like setting with one large
		chair at the front.  This must be where all station meetings are held.
		large pictures cover the walls depicting dragons in all kinds of
		situations.  Small passages lead of to the west and the east.
		."

		extra {"chairs","chair"}
		"The chairs are made of some metal you don't recognize and every inch is covered
		with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intelligent looking dragon is sitting perched on a large chair watching you."
		west to portal descr "You see a small room.";

		east to office descr "You see what looks to be an office.";
		end

		

</SECT1> <sect1 id="rmdebug"> <TITLE>Compiling and debugging your first room</TITLE> <PARA>It is time we put the zone header information together with your first zone and compile it into a format the <ACRONYM>VME</ACRONYM> server can use. This is done by using the <ACRONYM>VMC</ACRONYM> compiler. Depending on if you are doing this on your own Linux server or if you are building for a <ACRONYM>VME</ACRONYM> already set up you will have to use the compiler access method they have defined. No matter if you are compiling by email, ftp, or at the command line with <ACRONYM>VMC</ACRONYM> the error messages will all be the same. Since I have no idea how your particular set up is designed I will explain the errors that the compiler will return and you will have to ask your system administrator how to access the compiler. The rest of this section is written as if you have your own <ACRONYM>VME</ACRONYM> running on your own Linux box using the <ACRONYM>VMC</ACRONYM> at the command line.</PARA>

<PARA>When you are working on your first zone it is always a good idea to start with one or two rooms and compile them instead of writing all the rooms and then trying to compile. The reason is the more rooms you have the more confused you can make the compiler if you have a lot of errors and you may not be able to figure out where your first mistake was easily. In our case we only have our first room and the header information for the zone so lets put it together now and try and compile it.</PARA>



		#include composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOw
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%rooms

		chamber
		title "The middle chamber of the station
		descr
		"This chamber seems to have the entire station rotating around it.
		Small human size ornate chairs with dragon designs scrawled on the
		arms and back are arranged in a triangle like setting with one large
		chair at the front.  This must be where all station meetings are held.
		large pictures cover the walls depicting dragons in all kinds of
		situations.  Small passages lead of to the west and the east.
		."

		extra {"chair","chairs"}
		"The chairs are made of some metal you don't recognize and every inch is
		covered with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intelligent looking dragon is sitting perched on a large chair watching you."
		west to portal descr "You see a small room.";

		east to office descr "You see what looks to be an office.";
		end

		%end

		

<PARA>We added the %room tag to our zone header stuck our room in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for you to be able to look at it in the game. If you downloaded our example zones for this document you can compile this zone along with us and fix the errors as we do for practice. The filename is debug_rm.zon. Just so you know the errors in this zone are intentional so please don't write me an email telling me there are errors in it.</PARA>

<PARA>The command to compile the zone is <command>VMC debug_rm.zon</command>. Here is what we get when we first try and compile the zone.</PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [Apr 28 2001]
		Compiling 'debug_rm.zon'
		<debug_rm.zon> @ 2: Bad include argument
		<debug_rm.zon> @ 48: Token too long
		Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.

		

<PARA>Don't worry if this looks scary, it really is much easier to read than it looks like. The first thing you need to realize about compiling is always fix one error and compile again because it might fix two or three errors after with one fix. The reason is once a compiler hits something it doesn't understand it gets confused with the rest of the file. It is sort of like if you thought the word 'water' meant 'fire' and you tried to read a book it would get confusing really fast. So you have to correct the definition of 'water' to understand the rest of the book.</PARA>

<PARA>Lets take the first error with this in mind. The first error shows up on line three of the error file it says: </PARA>


		<debug_rm.zon> @ 2: Bad include argument

		

<PARA>This line is not really cryptic reading it in a more english form would sound like: In file 'debug_rm.zon' you have an error at line 2, the argument to the include statement is not correct. Not all errors will be this clear but the compiler does its best to get you close to the error. Now if you look at line two in debug_rm.zon, you will find, we forgot to put in the '<' symbol. If you fix the line to look like:


		#include <composed.h>

		

Then recompile you will have fixed your first error and get a whole new set to play with. The following is the errors we got after fixing line two:</PARA>


		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_rm.zon'
		<debug_rm.zon> @ 47: EOF in string
		debug_rm.zon: 4: parse error
		   Token: 'RESET_ANYHOw'
		debug_rm.zon: 21: parse error
		   Token: 'This'
		debug_rm.zon: 26: parse error
		   Token: 'and'
		debug_rm.zon: 26: parse error
		   Token: '.'
		Grave errors in file 'debug_rm.zon'.

		

<PARA>Now this looks to be a much more interesting error file than the previous one. Remember we mentioned you should always fix the first error first so the compiler doesn't get confused. In this error file the first line is not the first error we need to fix. We have to do some logical reasoning here. The first error the compiler came across was the one on line 4 that shows up around line 4 of the error file. The lines before it are letting you know somewhere else in the file there is a missing quote. If we clean up the first error however we might be able to find this missing quote much easier. So lets do that lets start by looking at line 4 which is saying the compiler doesn't understand what the token 'RESET_ANYHOw' is. This makes sense the token should be 'RESET_ANYHOW' and the compiler is case sensitive. So all we need to do to fix this one is capitalize the 'w' and the error should be cleared up lets try that and recompile and see what the errors look like. With that line fixed the following is the errors we get. </PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_rm.zon'
		<debug_rm.zon> @ 47: EOF in string
		debug_rm.zon: 21: parse error
		   Token: 'This'
		debug_rm.zon: 26: parse error
		   Token: 'and'
		debug_rm.zon: 26: pars
		e error
		   Token: '.'
		Grave errors in file 'debug_rm.zon'.

		

<PARA>Again we must figure out which error message we should deal with first. As before we need to deal with the lowest number error. The error we need to fix first then is the one on line '21'. If you go to line '21' you will notice the line looks fine. When you run into an error like this where the error is not exactly on the line scroll up to the field before the one in question and you should find the problem. In this case we forgot a '"' on the 'title' line and confused the compiler because it thought the ending quote was the one after the 'descr' field. Therefore the compiler didn't understand the 'This' as a field. This is one of the harder errors to find but once you get used to it will come naturally and the compiler does try to get you close. Now if we add the '"' we are missing and recompile the following is the output we get.</PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_rm.zon'
		<ACRONYM>VMC</ACRONYM> Done.

		

<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means you have now successfully compiled the zone. I want you to look at the last error file and the fact that we only changed a quote to go from it to no errors. This is why you always deal with one error at a time. Sometimes fixing one error can fix a lot of the weird errors that make no sense. In fact I have seen one quote cause as much as 50 errors so if you jump around trying to fix errors that look like they make sense you may end up making more work for yourself. </PARA>

<PARA>Now that you have a compiled zone you should check and make sure all the files are there. When you compile a zone you will end up with three extra files. the files will have the same filename as your zone with a new extension in this case you should have the following.</PARA>


		debug_rm.data
		debug_rm.err
		debug_rm.reset
		debug_rm.zon

		

<PARA>If you have all of these you are all set to go. If not then there is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for help. To get your new zone in the mud all that is needed is to make sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy these files into your zone directory. Then reboot the mud. You should be able to log on your builder character and goto your zone by typing, <command>goto chamber@dragonst</command>.</PARA>

<PARA>There you go you have now compiled your first zone. Its not much to look at but with what you already know you could make a full zone of very basic rooms. The next few sections will teach you some of the more interesting things you can do when making your rooms.</PARA>

</SECT1> <sect1 id="rmdilfunc"> <TITLE><ACRONYM>DIL</ACRONYM> functions for rooms</TITLE>

<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own special functions on rooms, NPCs, objects, PCs, and much more. This manual is for basic zone writing and therefore will not go into how to write your own <ACRONYM>DIL</ACRONYM> functions. The <ACRONYM>VME</ACRONYM> however is released with many functions for you as an Administrator and your builders to use to make special rooms, NPCs, and objects. The following is a list of all room functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>


<variablelist id="var-roomfunc"> <VARLISTENTRY>

Death room

<DICTDEF> <PARA></PARA>

<PARA>This function is a simple function that allows you to create a room to do damage to a player. The death_room can kill them slowly like a fire cave would or it can kill them quickly as if you stuck them in a microwave it is all up to how you set the arguments. It also lets you see the acts the players see so this function can be used on any number of death style rooms. There is no need to understand how the function works just how to use it so with that in mind the following is the functions header.</PARA>


		//In function.zon
		dilbegin death_room(tick: integer, damage: integer, act_s: string);

		

<PARA>As with any function all you have to do is 'dilcopy' the function onto your room with the correct zone name and arguments and it will do the rest. In this <ACRONYM>DIL</ACRONYM> you have three arguments to pass The first is the 'tick' or time which in this <ACRONYM>DIL</ACRONYM> is broken down into 'ticks' which are 4 ticks per second. Thus if you wanted to get something to do damage every minute you would put '60*4' in that spot. The next is the amount of damage you want done per your time. If for example you want '60' hit +points damage done each round you just put '60' as that argument. Finally is the act shown to the character as a string in quotes. So a finished death room on your room would look like this.</PARA>


		dilcopy death_room@function(4*60,60,
		"Flames shoot up from the floor burning your butt.");

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Climb

<DICTDEF> <PARA></PARA>

<PARA> This special <ACRONYM>DIL</ACRONYM> is used for the climb skill and should be set on stationary objects (stationary mast, robe, tree, wall, etc). The 'difficulty' is the skill-amount required to climb. A skill of 100 would be a 50% chance for the expert thief / climber. The 'damage' is how much damage is given if you fail to climb the object. When you fail, you "fall" to the 'destination', so you can make gravity work correctly. The destination can be the same room in which you started but it doesn't have to be. The 'direction' is the direction in which you want the person to have to climb enclosed in quotes.</PARA>

<PARA>With all this in mind the following is the <ACRONYM>DIL</ACRONYM> definition and an example use of it.</PARA>



		//<ACRONYM>DIL</ACRONYM> definition
		dilbegin climb(destination:string, difficulty:integer,
		                damage:integer,direction:integer);

		//Example use of Climb
		dilcopy climb@function("deck@ship", 17, 20, "up");

		

<PARA>We should note here, if you wanted the person to have to climb back down you will need to put a climb <ACRONYM>DIL</ACRONYM> on the room you are climbing too that has the "down" directory as an argument. This <ACRONYM>DIL</ACRONYM> also allows you to link two rooms not linked by normal directions but we suggest you should think before doing this because it may not make sense to not have a link between the two places.</PARA> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Force move

<DICTDEF> <PARA></PARA>

<PARA>This function allows you to move a player or NPC from a room to another room with out having the player or NPC type or do anything.</PARA>

<PARA>The following is the definition of the force move <ACRONYM>DIL</ACRONYM></PARA>


		dilbegin force_move (tick: integer, strings: string, random: integer);

		

<PARA>The 'tick' parameter is how fast you want the force move to be triggered. The 'tick' is in 1/4 second increments so to get a one second wait you would place a four. The second parameter is two strings the first being the symbolic name of the room you are forcing the character to. The second string is the act you want shown to the player or NPC when it is moved. The final parameter is either a one or a zero. The one stands for true and it would make the timer trigger randomly fifty percent of the time, while a zero would make it not random.</PARA>

<PARA>The following is what the force move would look like if you wanted it to trigger every 30 seconds and give acts of a river.</PARA>


		dilcopy force_move@function(4*30,{"river2@riverzon","You float down the river."},0);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Safe room

<DICTDEF> <PARA></PARA>

<PARA>This function creates a safe room where combat is not allowed. The following is the definition and an example of how to use it.</PARA>


		//Safe room <ACRONYM>DIL</ACRONYM> definition
		dilbegin safe_room ();

		//Example use of Safe room
		dilcopy safe_room@function ();

		

</LISTITEM> </VARLISTENTRY> </VARIABLELIST>

</sect1>

<sect1 id="rmcomplex"> <TITLE>A more complex set of rooms</TITLE>

<PARA>In the last section you learned to make basic rooms. In this section we will build on what you already know to allow you to make much more fancy rooms. IN this section we will give a much better view of the exits and what can be done with them including doors, hidden doors and rooms inside other rooms. We will also show some examples of the room <ACRONYM>DIL</ACRONYM> functions being used that were described in the previous section. Finally we will pull it all together in a completed zone for you to compile and play with. </PARA>

<sect2 id="rmdoorexits"> <TITLE>Exits with doors</TITLE>

<PARA>When we first defined exits we included the 'keyword' and 'open' fields on a door. In this section we will give an example of two rooms linked together with a door. There is no new information you have not already encountered so we will start with an example.</PARA>



		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom...."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station...."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};
		end


		

<PARA>One important thing you should notice is, whatever you put as a keyword, along with the direction, is what a person must use to open the door. To make sure the door closes at reset time you will have to add the doors reset to the '%reset' section. The door resets will be explained in <xref LINKEND="ch-07">. Notice also in this example we have a direction both in the room you are going to and the room you came from. This means you need a 'west' direction for every 'east' direction leading to it. If you do not put both you will end up with a one way direction.</PARA>

</sect2>

<sect2> <TITLE>Locked exits</TITLE> <PARA>Now that you have making a door down, you may find that it is not safe to leave your doors unlocked. Well the <ACRONYM>VME</ACRONYM> is ready for you. You have already seen the 'keyword' and 'open' sections and what you can set in them. Now lets use the 'EX_LOCKED field with them and introduce a new macro to allow you to set the difficulty to unlock the lock with out a key.</PARA>

<PARA>First lets look at the macro that allows you to set a difficulty on a lock. If you set the lock with out this macro it will default to 0 and thus be easy to pick.</PARA>

		 
		#define DOOR_LOCK_DEF(north_lock, east_lock, south_lock, west_lock,\
		up_lock, down_lock, northeast_lock, northwest_lock, southeast_lock,\
		southwest_lock)

		

<PARA>When using this macro you only set the value of the exit you want to add the difficulty to, you can leave the rest of the exits '0'. Only one of these macros are needed on a room no matter how many exits because each of the exits are included.. If you have an exit to the north that is locked and you want it to have a difficulty of 50% the following would be the line you would add to your room</PARA>


		DOOR_LOCK_DEF(50, 0, 0, 0, 0, 0, 0, 0, 0, 0)

		

<PARA>Now lets add the macro and the locked flag to the exits and create the room.</PARA>


		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom...."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		DOOR_LOCK_DEF(0, 50, 0, 0, 0, 0, 0, 0, 0, 0)
		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station...."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		DOOR_LOCK_DEF(0, 0, 0, 50, 0, 0, 0, 0, 0, 0)
		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
		end

		

<PARA>The only thing you may be wondering about in this example is the 'key' field. I have picked 'nokey' as my value of the key. There is no key in this zone so all this does is create a key hole. If you leave the 'key' field out totally the only way you can open the lock is by a magical spell. It is also important that you read about resets of door locks in <xref LINKEND="ch-07">.</PARA> </sect2>

<sect2> <TITLE>Hidden exits</TITLE>

<PARA>Locking the doors may not be enough. In fact sometimes you may not want to lock the door but you might want to hide it. You can do both or either with the following macro added to your exit.</PARA>


		#define SECRET_DOOR_DIFFICULTY(DIR, SKILL) \ 
		extra{SECRET_DOOR} {DIR, SKILL}\            
		""                                         

		

<PARA>So if you wanted a door or just a passage to the north hidden you would add this before or after your exits.</PARA>


		SECRET_DOOR_DIFFICULTY(NORTH, 50)

		

<PARA>Now lets put it all together and link two rooms together with a hidden door.</PARA>


		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station..."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		SECRET_DOOR_DIFFICULTY(SOUTH, 50)
		south to portal_room descr
		"You see what looks to be a portal room."
		keyword {"air lock door","air lock","staff","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};

		end

		portal_room
		title "Green field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a green field right in the center. 
		there is a door that leads to another room to the north."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		north  to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};

		end

		

</sect2>

<sect2> <TITLE>Rooms inside of rooms</TITLE> <PARA>Now that you have normal exits down its time to take a look at something a bit different. Lets say you wanted to put a barrel in a room that is also a room that has exits to other rooms. Or maybe in my case I want to put a transporter pad in the room that is also a room so you can exit back into the room you came from. In the case of the teleporter I could use an object but as you will find it is much easier to deal with a room for this than an object.</PARA>

<PARA>To put a room in a room it is much different than using the normal exit fields. The only thing needed is the 'in' keyword and the room you are linking the current room into. There is no need for a semi-colon. The following is what the line would look like.</PARA>



		in <room that room is in>

		

<PARA>Not too hard. The following are two rooms one in the other.</PARA>


		portal_room
		title "Green field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a green field right in the center. 
		there is a door that leads to another room to the north."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"green field","field"}
		"The field looks to be a green fog shifting and churning as you watch. 
		if you are nuts you could probably enter it."

		north  to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};

		//A link to the portal is also here
		end

		room_port
		names{"green field", "field"}
		title "Green field"
		descr
		"Green Mist swirls about you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		in portal_room
		end


		

<NOTE> <PARA>After adding a room in a room you should note the room in the description or put an 'outside_descr' on the room inside it. In our example we have chosen to add the description into the room instead of using the 'outside_descr'. Also doors and locks work the same way as before you can even hide this exit. </PARA></NOTE>

</sect2>

<sect2> <TITLE>A room using force move.</TITLE>

<PARA>Sometimes you will want to help players along their path. This could be for a river that flows strongly enough to force a players raft down stream or maybe for a room of quick sand that sucks the player into another room. In these situations we need to use the force move <ACRONYM>DIL</ACRONYM>, explained in the previous section. Here we have built two rooms linked only by a forced move. </PARA>



		portal_room
		title "Green field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a green field right in the center. 
		there is a door that leads to another room to the north."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"green field","field"}
		"The field looks to be a green fog shifting and churning as you watch. 
		if you are nuts you could probably enter it."

		north  to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};

		//A link to the portal is also here

		end
		ship_port
		names{"green field", "field"}
		title "Green field"
		descr
		"Green Mist swirls about you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		in ship

		dilcopy force_move@function(
		//Time to activation
		4,
		//room and act
		"portal_room@dragonst!You feel your body dissolving for lack of a better
		description.&nYou appear on the deck of a ship.",
		//True or False for randomizing or not
		FALSE);


		end                                             


		

</sect2

<sect2> <TITLE>A death room</TITLE>

<PARA>As a final touch to my little example zone I want to create a room that will kill a player instantly. I will use the <ACRONYM>DIL</ACRONYM> function Death room and the room would simply look as follows.</PARA>


		deathspace
		title"Open space"
		descr
		"You see the ship and the station far off in the distance and you are in Space!"

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		dilcopy death_room@function (
		//how often is damage done 4 would be 1 second
		4, 
		//damage
		400,
		//act for the damage.
		"You realize		 to late that was the trash disposal transporter and you feel your lungs explode.");

		end

						  

</SECT2> </sect1>

<sect1> <TITLE>Putting the rooms together</TITLE>

<PARA>Using all you have learned so far and putting it all together into one zone. You end up with a very interesting space station with some secret rooms and traps.. The full zone all together looks like this.</PARA>



		#include <composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%rooms

		chamber
		title "The middle chamber of the station"
		descr
		"This chamber seems to have the entire station rotating around it.  It is
		unbelievably large the ceiling seems to be a good 200 meeters high and
		the room is perfectly cubic. Small human size ornate chairs with dragon
		designs scrawled on the arms and back are arranged in a triangle like
		setting with one large chair at the front.  This must be where all
		station meetings are held. large pictures cover the walls depicting
		dragons in all kinds of situations.  large passages lead of to the west
		and the east.."

		extra {"chair","chairs"}
		"The chairs are made of some metal you don't recognize and every inch is covered
		with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intellegence looking dragon is sitting perched on a large chair watching you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}


		west to disposal_room descr
		"You see a small room.";

		east to hallway descr
		"You see what looks to be a hallway.";

		end

		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom.  The hallway seems to be dust free.  The
		walls and the floors seem to be made out of the same sterile
		metal-plastic that all space agencies uses.  There are large plate glass
		windows that open up into space.  The hallway is filled with a dim light
		that seems to come from everywhere yet no where all at once.  You notice
		a glimmer of bright light coming from the windows.  To the east you see
		an air lock and to the west the hallway opens up into a larger room."

		extra {"windows","window"}
		"Your eyes are drawn to a large ship lit up with running lights sitting
		about 1 kilometer from the station."

		extra{"floor","walls","wall"}
		"Well what can be said it looks to be in perfect condition.  what else would you want to know?"

		extra {"large ship" ,"ship"}
		"The ship looks really big and is shaped like a dragon.  The scales
		sparkle and seem to be multiple colors."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station.  The room
		is as large as the other rooms big enough for Dragons to lounge while
		still having a desk in one corner small enough for a humanoid.  The
		floor along the north wall is lined with some kind of fabric and seems very soft to
		walk on, it may be some kind of dragon lounge judging by how large an
		area it covers.  There is a passage to the west."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"paintings","painting"}
		"The paintings are of many dragons and riders in all kinds of tasks from
		combat to look out.  All the figures seem to be staring at a staff
		being held by a depiction of a wizard on the south wall."

		extra {"wizard","staff"}
		"The wizard has his hand stretched out and it seems there is a place
		you can almost grab the staff. Maybe if you searched the staff you would
		find it."

		extra {"desk"}
		"Its a desk alright but there doesn't seem to be any drawers and it
		seems totally empty."

		extra{"fabric"}
		"Wussshhhhh you bound across the comfortable floor wasn't that fun."

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		SECRET_DOOR_DIFFICULTY(SOUTH, 50)
		south to portal_room descr
		"You see what looks to be a portal room."
		keyword {"air lock door","air lock","staff","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};

		end

			portal_room
			title "Green field room"
			descr
			"Like the other rooms on the station this one is large enough for
			dragons to comfortably fit in.  The strange thing about this room though
			is it is totally empty except for a green field right in the center. 
			there is a door that leads to another room to the north."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			extra {"green field","field"}
			"The field looks to be a green fog shifting and churning as you watch. 
			if you are nuts you could probably enter it."
			
			north  to office descr
			"You see what looks to be an office."
			keyword {"air lock door","air lock","door"}
			key nokey
			open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
			
			//A link to the portal is also here from room_port
			end
			
			ship_port
			names{"green field", "field"}
			title "Green field"
			descr
			"Green Mist swirls about you."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			in ship
			
			dilcopy force_move@function(
			//Time to activation
			4,
			//room and act
			"portal_room@dragonst!You feel your body dissolving for lack of a better
			description.&nYou appear on the deck of a ship.",
			//True or False for randomizing or not
			FALSE);
			
			
			end                                             

		room_port
		names{"green field", "field"}
		title "Green field"
		descr
		"Green Mist swirls about you."
		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		in portal_room

		dilcopy force_move@function(
		//Time to activation
		4,
		//room and act
		"ship@dragonst!You feel your body dissolving for lack of a better
		description.&nYou appear on the deck of a ship.",
		//True or False for randomizing or not
		FALSE);


		end

		disposal_room
		title "Red field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a red field right in the center. 
		there is a door that leads to another room to the east."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"red field","field"}
		"The field looks to be a red fog shifting and churning as you watch. 
		if you are nuts you could probably enter it."

		east to chamber descr
		"You see the main chamber.";

			//A link to the portal is also here from dis_port
		end

		dis_port
		names {"red field","field"}
		title "Red field"
		descr
		"Red Mist swirls about you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
		dilcopy force_move@function(
		//how fast to force move in seconds
		4,
		//room to force move to and act
		"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
		//true or false random move or not
		0);
		in disposal_room 

		end

		ship
		title "War dragon"
		descr
		"Blue light softly glows from con duets that line the walls of this ship.
		The floors beside the east and west wall have what looks to be soft
		fabric covering.  The south wall has small controls that seem to be made
		for humanoids with two small chairs that look to be pilot seats.  view
		portals are about 50 meters up the side of the ship on the west and east
		wall and some kind of electronic screen covers the south wall.  The ship
		seems to be a one room ship but there is a green field by the north
		wall."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"view port"}
		"Sorry your not 50 meters tall maybe it is made for a dragon?"

		extra {"view screen","screen"}
		"It seems to be the pilots view screen but you can't seem to see a way
		to turn it on."

		extra {"controls","control"}
		"The controls are in some weird language and your afraid if you start
		pushing buttons you might rocket in to the station or worse slam into
		a planet."

		extra {"soft fabric","fabric"}
		"It looks to be a dragon lounge area."

			//A link to the portal is also here from ship_port
		end

		deathspace
		title"Open space"
		descr
		"You see the ship and the station far off in the distance and you are in Space!"

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		dilcopy death_room@function (
		//how often is damage done 4 would be 1 second
		4, 
		//damage
		400,
		//act for the damage.
		"You realize		 to late that was the trash disposal transporter and you feel your lungs explode.");



		end




		%end


		

</sect1> <sect1 id="rmexer"> <TITLE>Suggested room exercises</TITLE>

<orderedlist> <LISTITEM> <PARA>Create a door between the Disposal room and the main chamber of the station. Make the new door pick-proof and magic-proof.</PARA> </LISTITEM> <LISTITEM> <PARA>Create another hallway to the south of the main chamber that leads to a ship attached by an airlock. You will need a door before the hallway and before the ship so no one gets sucked out in space. You will need two more rooms for this one for the hallway and one for the ship. </PARA> </LISTITEM> <LISTITEM> <PARA>Using the Dragon station zone as a guide create your own zone with eight rooms. Don't worry to much about descriptions and extras. Link all eight of the rooms to each of the other rooms. This means each room should have seven exits. If you were to map this it would look like a cube marked with 'X' on the sides.</PARA> </LISTITEM> <LISTITEM> <PARA>Make a 3 room cliff that uses the climb <ACRONYM>DIL</ACRONYM> function to climb from the bottom to top. </PARA> </LISTITEM> </orderedlist>


</SECT1>

</chapter>

<chapter ID="ch-05"><?dbhtml filename="ch05.html"> <TITLE>The NPC section</TITLE>

<PARA>Now that you have rooms down it is time to start filling your area with some life. The NPC is the Non-player Character or mobile. These are the things players will hunt and interact with</PARA>

<PARA>In order to get started building NPCs you should first be aware of the NPC fields you can use. The <xref linkend="npcfields"> shows a full listing of all the NPC fields and their types as defined in <xref linkend="ch-03">.</PARA>

<TITLE>NPC fields and types</TITLE> <TGROUP align=left cols=5 colsep=1> <COLSPEC COLNAME="c1" COLWIDTH="2in"> <COLSPEC COLNAME="c2" COLWIDTH="2in"> <COLSPEC COLNAME="c3" COLWIDTH=".5in"> <COLSPEC COLNAME="c4" COLWIDTH="2in"> <COLSPEC COLNAME="c5" COLWIDTH="2in"> <THEAD> <ROW> <ENTRY COLNAME="c1">Field</ENTRY> <ENTRY COLNAME="c2">Type</ENTRY> <ENTRY COLNAME="c4">Field</ENTRY> <ENTRY COLNAME="c5">Type</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY COLNAME="c1">Symbolic name</ENTRY> <ENTRY COLNAME="c2">Symbol</ENTRY> <ENTRY morerows=17 colname="c3"></ENTRY> <ENTRY COLNAME="c4">level</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">names</ENTRY> <ENTRY COLNAME="c2">Stringlist</ENTRY> <ENTRY COLNAME="c4">height</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">title</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">race</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">descr</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">attack</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">inside_descr</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">armour</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">extra</ENTRY> <ENTRY COLNAME="c2">Structure</ENTRY> <ENTRY COLNAME="c4">speed</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">manipulate</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">position</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">flags</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">default</ENTRY> <ENTRY COLNAME="c5"> Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">weight</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">ability</ENTRY> <ENTRY COLNAME="c5">two Integers</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">capacity</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">weapon</ENTRY> <ENTRY COLNAME="c5">two Integers</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY> <ENTRY COLNAME="c2">Function pointer</ENTRY> <ENTRY COLNAME="c4">spell</ENTRY> <ENTRY COLNAME="c5">two Integers</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">defensive</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">romflags</ENTRY> <ENTRY COLNAME="c5"> Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">offensive</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">light</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">mana</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">alignment</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">hit</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">minv</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">money</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">key</ENTRY> <ENTRY COLNAME="c5">String</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">exp</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">open</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">sex</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">end tag</ENTRY> <ENTRY COLNAME="c5">Symbol</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>Many of the same fields you found in rooms, as you can see from <xref linkend="npcfields">, can also be found in NPCs. The fields do not always have exactly the same use when coding rooms, NPCs, and objects but they are normally set in the same manor. It is very important that you read and understand the differences of each field as they pertains to rooms and or NPCs.</PARA>

<sect1 id="npcfielddescr"> <TITLE>Description of NPC fields</TITLE>

<variablelist id="var-npcfields"> <VARLISTENTRY>

symbolic name

<DICTDEF> <PARA>

The rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review. The important thing to realize with the NPC symbol is it is always good practice to give the NPC a symbol that resembles the title so that administrators and builders can use the <command>load</command> and the <command>wstat</command> to easily locate, examine, and load the NPC in question. </PARA></LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title

<DICTDEF> <PARA> The NPC title is what is shown if the NPC is being attacked or talking. It is also what is shown if the NPC can be picked up. there should be no punctuation in the NPC title because of how it is used in the <ACRONYM>VME</ACRONYM> server. If you add punctuation or forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you compile.</PARA>



		title "a small dog"
		title "Hansen"
		title "a black dragon"
		title "Drako"
		title "an elephant"

		


</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <TERM>descr</term> <LISTITEM> <PARA>

The description field is what the player sees when walking into the room or when looking with no arguments. The description on a NPC will only show up when the NPC is in the standing position. All other positions will show the title and the position they are in. </PARA>



		descr
		"a small fluffy dog is chasing its tail here."
		descr
		"Hansen is standing here sorting the mail."

		


</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

names

<DICTDEF> <PARA>

The NPC name field is much more important then the room name field. It is what is used when players are hunting and killing and even for administrators who are trying to use their administrator commands on a NPC. The names should match the title and the descr fields and have all normal combinations of each.</PARA>



		title "a baby black dragon"
		descr "a tiny baby black dragon is here playing."
		names {"tiny baby black dragon", "tiny black dragon",
		"baby black dragon", "black dragon", "tiny dragon",
		"baby dragon","dragon"}

		title "Hansen"
		descr "Hansen the post man is standing here sorting mail."
		names{"postman","hansen"}

		


<PARA>The idea of course is to make any combination that a player may type to try and act upon your NPC. You would not want to describe and title your NPC with an entirely different theme than you created its names with because a player would not know what it is called.</PARA></LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

inside_descr

<DICTDEF> <PARA></PARA>

<PARA>The inside description is what a player sees if it is inside the NPC. This could be used to show the player its stomach or if on a mount it could be used to show the back of the horse.</PARA>



		inside_descr
		"The lining of this stomach looks indestructible.  Looks like you are in
		for a long digestion cycle."

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

extra

<DICTDEF> <PARA></PARA>

<PARA>The extra's on the NPC can be used to do many things. It can be used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a part of the NPC like the room extras show a part of the room. There is also a special extra, the NPCs description when you look at it with the look <NPC> command.</PARA>

<PARA>Lets show the NPC description extra first. If you use an extra with no names list it will become the NPCs description when you look at any of the names on the NPC.</PARA>


		extra {}
		"The green furry hamster seems to be glowing and it doesn't seem very
		happy."

		

<PARA>You can also use extras to show parts of the NPC.</PARA>


		extra {"hamster head","head"}
		"This human like head is covered with a lot of green fur and it looks
		really  upset."

		

<PARA>You can also use the extras to give more detailed and vivid descriptions when the NPC is acted upon.</PARA>

<TITLE>NPC special action extras</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Extra</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>$get_s</ENTRY> <ENTRY>A message shown to activator when getting a NPC.</ENTRY> </ROW> <ROW> <ENTRY>$get_o</ENTRY> <ENTRY>A message shown to others when getting a NPC.</ENTRY> </ROW> <ROW> <ENTRY>$drop_s</ENTRY> <ENTRY>a message shown to activator when dropping a NPC.</ENTRY> </ROW> <ROW> <ENTRY>$drop_o</ENTRY> <ENTRY>A message shown to others when dropping an NPC.</ENTRY> </ROW> <ROW> <ENTRY>$enter_s</ENTRY> <ENTRY>A message shown to activator When mounting</ENTRY> </ROW> <ROW> <ENTRY>$enter_o</ENTRY> <ENTRY>A message shown to others when mounting.</ENTRY> </ROW> <ROW> <ENTRY>$exit_s</ENTRY> <ENTRY>A message shown to others when dismounting</ENTRY> </ROW> <ROW> <ENTRY>$exit_o</ENTRY> <ENTRY>a message shown to others when dismounting</ENTRY> </ROW> </TBODY></TGROUP>

<PARA> In the following example, $1n is the activator and $2n is the unit in question. Assume you are defining a familiar.</PARA>



		extra {"$get_s"}
		"You pick up the $2n it is very warm and cuddles right up to you."

		extra {"$get_o"}
		"$1n picks up the $2n and you see them cuddle together."

		

<PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs. We will not cover this because it is a topic covered in-depth in the <ACRONYM>DIL</ACRONYM> documentation.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

manipulate

<DICTDEF> <PARA></PARA> <PARA>The manipulate filed only has two values for NPCs The two values are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'. The 'MANIPULATE_TAKE' makes it possible for a NPC to be picked up this would be good for something like a familiar. The 'MANIPULATE_ENTER' is used for things like mounts when making a mount you will also have to set the capacity so a fat player can jump on. The following is how you set the manipulate flag.</PARA>


		//Make a  NPC takable.
		manipulate {MANIPULATE_TAKE}

		//Make a NPC takable and able to be entered
		manipulate {MANIPULATE_TAKE|MANIPULATE_ENTER}

		

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

flags

<DICTDEF> <PARA></PARA>

<PARA>This field on a NPC is used to set special attributes in order to make the NPC able to be buried or not or no-teleportable and many others. The NPC flag list uses the UNIT_FL_* variables that both the objects and the rooms also use, therefore while you can set some flags on an NPC it may not have any affect unless you as a builder or administrator adds the functionality. You can also add extras on an NPC that can be used as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>. The following is a full list of all unit flags and how they affect NPC, if they do.

<TITLE>NPC unit flag affects</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>UNIT_FL_PRIVATE</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INVISIBLE</ENTRY> <ENTRY>Makes unit invisible</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_BURY</ENTRY> <ENTRY>Makes it so you can create NPC that can be taken like familiars or pets that can not be buried. This flag is not needed on every NPC because the bury command will not allow you to bury an NPC outside of your inventory. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes unit buried when loaded</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY> <ENTRY> Makes it so you can not summon the NPC with this flag and the NPC with this flag can not teleport. You can still teleport to NPC with this flag the current way teleport is written. Remember all spells are in <ACRONYM>DIL</ACRONYM> and you can modify them in spells.zon </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_MOB</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_WEATHER</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INDOORS</ENTRY> <ENTRY> Currently has no affect on NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_TRANS</ENTRY> <ENTRY>Makes unit transparent If the Unit is transparent you will be able to see any other NPCs that it is carrying. For example if a NPC was carrying a familiar you would see that as you walked into the room. It also is used in mounts so the PC can see outside its mount. If the flag is not set on its mount the player will not see what is in the room. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_SAVE</ENTRY> <ENTRY>Makes it so a PC can't save with unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_MAGIC</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> </TBODY></TGROUP>

</PARA>

<PARA>If you wanted to make a NPC that a player can carry around but can not save you would set the manipulate and flags as follows.</PARA>


		manipulate {MANIPULATE_TAKE}
		flags {UNIT_FL_NO_SAVE}

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

romflags

<DICTDEF> <PARA></PARA>

<PARA>Like flags these are just integer values that are used to change how the NPC interacts with its environment.</PARA>

<TITLE>Room flags for NPCs</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>CHAR_PROTECTED</ENTRY> <ENTRY> Set this flag if the character is protected by the law-system. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_LEGAL_TARGET</ENTRY> <ENTRY> This flag is used by the law system and should not be set unless you are re-writing your law system. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_OUTLAW</ENTRY> <ENTRY> This flag is used by the law system and should not be set unless you are re-writing your law system. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_GROUP</ENTRY> <ENTRY> This is used by the follow and group commands and should not be set unless you are re-writing your, movement, status, and combat systems. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_BLIND</ENTRY> <ENTRY> Set this if the character is blinded. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_HIDE</ENTRY> <ENTRY> Set flag if character is hidden. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_MUTE</ENTRY> <ENTRY> Set flag if character is mute. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_SNEAK</ENTRY> <ENTRY> Set flag if character is in sneaking mode. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_ALIGN</ENTRY> <ENTRY> No actual effect on NPCs. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_INVISIBLE</ENTRY> <ENTRY> Set flag if character can see invisible units. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_MAGIC</ENTRY> <ENTRY> No actual effect on NPCs. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_POISON</ENTRY> <ENTRY> No actual effect on NPCs. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_UNDEAD</ENTRY> <ENTRY> No actual effect on NPCs. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_CURSE</ENTRY> <ENTRY> No actual effect on NPCs. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_DETECT_LIFE</ENTRY> <ENTRY> No actual effect on NPCs. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_WIMPY</ENTRY> <ENTRY> Set flag if character if wimpy. Wimpy characters flee when they are low on hit points, and they gain less experience when killing others. If a character is both wimpy and aggressive (NPC_AGGRESSIVE) it will only attack sleeping players. </ENTRY> </ROW> <ROW> <ENTRY>CHAR_SELF_DEFENCE</ENTRY> <ENTRY> This is an internal combat flag set this only if you create your own combat system. </ENTRY> </ROW> </TBODY></TGROUP>

<PARA>These flags are set in the same way as other flags in rooms NPCs and objects. The following are a few examples.


		//wimpy and hidden
		romflags {CHAR_HIDDEN, CHAR_WIMPY}

		//NPC can see invisible
		romflags {CHAR_DETECT_INVISIBLE}

		</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weight

<DICTDEF> <PARA></PARA>

<PARA>The weight is the weight of the NPC in pounds. In the future we may adjust this to allow you to make things lighter for example you could set it in ounces or grams. Right now however all we have is pounds so we have some pretty heavy feathers out there.</PARA>

<PARA>To use this you just enter the 'weight' keyword and then the value.</PARA>


		/80 lbs.
		weight 80

		

<NOTE><PARA>The weight affects the NPCs natural attack damage.</PARA> </NOTE> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

capacity

<DICTDEF> <PARA></PARA>

<PARA>This field along with the NPCs strength and dexterity decides how much a NPC can carry. If you set the capacity to 300 lbs. the NPC will only be able to carry that much depending if it has the strength and dexterity to carry that much. This of course doesn't affect <ACRONYM>DIL</ACRONYM> programs that link the objects directly into the NPC. To set the capacity you just put the keyword and the amount in your NPC.</PARA>


		capacity  300

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

height

<DICTDEF> <PARA></PARA>

<PARA>The height field is the size of the NPC in centimeters. This determines the size of the equipment the NPC is wearing. You will learn more about size and height in the object section but for now just understand this makes your NPC the right or wrong size. To set the 'height' you just put the 'height' keyword followed by the number of centimeters.</PARA>




		//6 feet tall since 1 inch equals 2.54
		height 183

		

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

dilbegin or dilcopy

<DICTDEF> <PARA></PARA>

<PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds. We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach you how to create your own functions that will make your rooms, NPC, and objects more than special.</PARA>

<PARA>There are several NPC functions that come standard with the <ACRONYM>VME</ACRONYM> 2.0. The following is a list of the functions.</PARA>

<itemizedlist> <LISTITEM><PARA>Mercenary</PARA></LISTITEM> <LISTITEM><PARA>obey</PARA></LISTITEM> <LISTITEM><PARA>evaluate</PARA></LISTITEM> <LISTITEM><PARA>guard direction</PARA></LISTITEM> <LISTITEM><PARA>shop keeper</PARA></LISTITEM> <LISTITEM><PARA>combat magic</PARA></LISTITEM> <LISTITEM><PARA>fido</PARA></LISTITEM> <LISTITEM><PARA>zone wander</PARA></LISTITEM> <LISTITEM><PARA>global wander</PARA></LISTITEM> <LISTITEM><PARA>team work</PARA></LISTITEM> <LISTITEM><PARA>rescue</PARA></LISTITEM> <LISTITEM><PARA>agressive</PARA></LISTITEM> </itemizedlist>

<PARA>These are the only NPC functions currently documented in the <ACRONYM>VME</ACRONYM> 2.0 release but if you go through the zones that are released with the <ACRONYM>VME</ACRONYM> you are sure to find many more. Hopefully with the descriptions in <XREF LINKEND="npcdilfunc">. You will be able to use the functions listed here and figure out ones that are not.</PARA>

<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the Valhalla mud all you have to do is use the dilcopy keyword in the NPC with the function name you want to use and the arguments that function require. The following is what you would find in the function.zon for evaluate.</PARA>



		/* Evaluate <ACRONYM>DIL</ACRONYM>. amt is the cost of evaluation in iron pieces.
		  Note: not to be confused with <function>evaluate@commands</function>, which
		  is a command.
		*/
		dilbegin aware evaluate (amt: integer);

		var u1 : unitptr;
		    arg: string;
		    buf: string;
		    cur: integer;
		    craft: integer;
		    category: integer;

		    pc : unitptr;
		    pcn: string;

		    arm_text  : stringlist;
		    shi_text  : stringlist;
		    craft_text: stringlist;
		code
		{

		craft_text:=  {"horrible","very bad","bad","worse than average","average",
		  "a little better than average","better than average","good","very good",
		  "supreme"};
		arm_text:= {"clothes", "leather", "hard leather", "chain", "plate"};
		shi_text:= {"small", "medium", "large"};

		heartbeat:= PULSE_SEC*3;

		:start:
		arg:= "";
		u1:= null;

		wait (SFB_CMD, command("evaluate"));

		if (visible(pc, self) == FALSE)
		    goto start; // Pc is just trying to evaluate using the command

		block;

		pc:= activator;
		if (pc.type == UNIT_ST_PC) pcn := pc.name;
		else pcn := pc.title;

		arg:= argument;

		if (visible(self, pc) == FALSE)
		    {
		    exec ("say I don't do business with people I can't see.", self);
		    goto start;
		    }

		if (arg == "")
		    {
		    exec ("say Which item do you wish to evaluate, "+pcn+"?", self);
		    goto start;
		    }

		u1:= findunit (pc, arg, FIND_UNIT_IN_ME, null);

		if (not u1)
		    {
		    exec ("say You do not have such an item, "+pcn+".", self);
		    goto start;
		    }

		if ((u1.type != UNIT_ST_OBJ) or ( (u1.objecttype != ITEM_WEAPON) and
		    (u1.objecttype != ITEM_ARMOR) and (u1.objecttype != ITEM_SHIELD) ))
		    {
		    exec ("say The "+u1.name+" is neither a sword, shield nor armor!", self);
		    goto start;
		    }

		// Currency, skip for now

		if (not transfermoney (pc, null, amt * IRON_MULT))
		    {
		    exec ("say The cost is merely "+moneystring(amt*IRON_MULT, TRUE)+
		        ", get them first.", self);
		    goto start;
		    }

		category:= u1.value[0];
		craft:= u1.value[1] / 5 + 4; // / 5 + 4 is to get corresponding craft_text val

		if (craft < 0) craft := 0;  if (craft > 9) craft := 9;

		// Change the following to use skill_text(craft) instead of itoa(craft)
		if (u1.objecttype == ITEM_WEAPON)
		    buf := "say The "+u1.name+" is a "+weapon_name(category)+" of "+
		        craft_text.[craft]+" craftmanship and material.";

		if (u1.objecttype == ITEM_ARMOR)
		    buf := "say The "+u1.name+" is made of "+arm_text.[category]+" and is of "+
		        craft_text.[craft]+" craftmanship and material.";

		if (u1.objecttype == ITEM_SHIELD)
		    buf := "say The "+u1.name+" is a "+shi_text.[category]+" shield of "+
		        craft_text.[craft]+" craftmanship and material.";

		exec (buf, self);

		goto start;

		}

		dilend

		

<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to understand it or adjust it you only have to use it. In fact this is a really easy <ACRONYM>DIL</ACRONYM> to use. It only has one argument which is 'amt', the integer value of money you want the evaluator to charge when a person evaluates their stuff. So to use this function it would look like this on an NPC.</PARA>



		dilcopy evaluate@function (5*GOLD_PIECE);

		

<PARA>this tells the evaluate <ACRONYM>DIL</ACRONYM> to charge 5 gold pieces each time a player evaluates something. For more information on the money see the money field.</PARA>

<PARA>All released <ACRONYM>DIL</ACRONYM> NPC functions are described in <XREF LINKEND="npcdilfunc">. Then we put some to work so you can see how to use them in <XREF LINKEND="npccomplex"></PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

defensive

<DICTDEF> <PARA></PARA>


<PARA>This field sets the NPC natural defense. The defense is a natural bonus the NPC gets when being attacked. If this value is set high enough the NPC becomes almost indestructible. You should use the macro to set the NPC natural attack and defense in <xref LINKEND="npcmacroattdef">.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

offensive

<DICTDEF> <PARA></PARA>

<PARA>This field sets the NPC natural offense. The offense is a natural bonus the NPC gets when being attacked. If this value is set high enough the NPC can do some serious damage when attacking. You should use the macro to set the NPC natural attack and defense in <xref LINKEND="npcmacroattdef">.</PARA>


</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

mana

<DICTDEF> <PARA></PARA>

<PARA>This sets the NPC max mana points. Using this field you can create special NPCs that have more or less mana points than the <ACRONYM>VME</ACRONYM> server would normally give when a NPC is loaded.</PARA>

<PARA>this field is simple all you have to do to set it is put the 'mana' keyword followed by the amount of mana points you want the NPC to have as its max. The following definition would make an NPC with only 100 mana points no matter what level.</PARA>


		mana 100

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

hit

<DICTDEF> <PARA></PARA>

<PARA>This sets the NPC max hit points. Using this field you can create special NPCs that have more or less hit points than the <ACRONYM>VME</ACRONYM> server would normally give when a NPC is loaded.</PARA>

<PARA>this field is simple all you have to do to set it is put the 'hit' keyword followed by the amount of hit points you want the NPC to have as its max. The following definition would make an NPC with only 100 hit points no matter what level.</PARA>


		hit 100

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

money

<DICTDEF> <PARA></PARA>

<PARA>The money field is how you give your NPC money to have while going along its marry way through your world. The money field is an integer that tells the <ACRONYM>VME</ACRONYM> how much money the NPC is carrying. It would however be hard to calculate the amount you want on an NPC with out the macros we have provided. For example to put 5 gold on an NPC you would have to use the following on your NPC.</PARA>



		money 25600

		

<PARA>I of course am not sure this will make 5 gold pieces since I did the math in my head and with all this righting I am doing my math mind doesn't seem to be working right. So to make life easier for you and me we have added some macros to help that are rather self explanatory.</PARA>


		IRON_PIECE
		COPPER_PIECE
		SILVER_PIECE
		GOLD_PIECE
		PLATINUM_PIECE

		

<PARA>Now if we wanted to make a NPC carrying five gold it would be as simple as this:</PARA>


		money 5*GOLD_PIECE

		

<PARA>the macro method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what amount of each coin you want on the NPC. If you set it using a single integer the compiler would pick how many of each coin. This of course is not what is desired in fact you want to be able to set your money however you like. So setting more than one coin is as simple as adding a comma between the first and second coin.</PARA>


		money 5*GOLD_PIECE, 20*IRON_PIECE

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

exp

<DICTDEF> <PARA></PARA> <PARA>By default a monster gives 100% of the experience it is worth. This amount is calculated according to the level of the NPC verses the level of the person fighting it. Sometimes the amount of experience is not right since the NPC is really hard to kill for example a dragon with breath weapon and heal at the same level as a merchant with a dagger. These should of course give different experience. The 'exp' field is designed to do just that. The possible range for the 'exp' field is -500% to 500%. If you put the NPC at a negative experience value it will take experience away when it is killed. If you want the default of 100% you do not even need to place this field in your NPC.</PARA>



		//add 50% to the experience gained
		exp 150

		/subtract 150% from the experience gained
		exp -50 

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

sex

<DICTDEF> <PARA></PARA>

<PARA>Gender, one of these:</PARA>



		SEX_NEUTRAL
		SEX_MALE
		SEX_FEMALE

		

<PARA>the values are pretty obvious which is which gender so all we will show here is how to set it.</PARA>



		//Setting a male NPC
		sex SEX_MALE

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

level

<DICTDEF> <PARA></PARA>

<PARA>When creating a NPC it must be between level 0 and 199. The level of the NPC decides how many skill points and ability points the NPC has. It, along with the 'exp' percentage, determines the amount of experience gained when the NPC is killed. To set the level of the NPC you use the 'level' keyword and then follow it by the level you are setting.</PARA>



		//set a NPC to level 50
		level 50

		

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

race

<DICTDEF> <PARA></PARA>

<PARA>The 'race' keyword is what you use to set the characters race. Races in <ACRONYM>VME</ACRONYM> are defined by using an integer that lets the spells and skills act differently for each specific type. The <ACRONYM>VME</ACRONYM> comes standard with many races defined in the values.h. For ease in access we have provided them in <xref linkend="app-c">. For now you can look at the short list below taken from the over all race list.</PARA>



		#define RACE_RAT            1102
		#define RACE_HORSE          1103
		#define RACE_BADGER         1104
		#define RACE_SKUNK          1105
		#define RACE_BOAR           1106
		#define RACE_MOUSE          1107
		#define RACE_MONKEY         1108
		#define RACE_PORCUPINE      1110
		#define RACE_ELEPHANT       1112
		#define RACE_CAMEL          1113
		#define RACE_FERRET         1114

		

<PARA>If for example you wanted to make a monkey you could simply put the 'race' keyword and follow it by the monkey define like this:</PARA>


		race RACE_MONKEY

		

<PARA>If the race your looking for doesn't exist in the values.h list, you can either add one buy picking a number not already used and creating your own define in the values.h or by adding the define to your zone. Defines added to a single zone will not be accessible if another builder wants to use it. You could also just set it using a number. The following two methods would act the same.</PARA>


		//add define to values.h and use in your zone
		#define RACE_SPACE_TROLL  5059
		race RACE_SPACE_TROLL

		//Just plug in a number
		race 5059

		

<PARA>If you don't use the macros things can get confusing really fast with the amount of races there are.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

attack

<DICTDEF> <PARA></PARA>

<PARA>This field sets the NPCs natural attack type. Do not use this field directly instead use the macro described in <xref linkend="npcmacroattarm"></PARA> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

armour

<DICTDEF> <PARA></PARA>

<PARA>This field sets the NPCs natural armour type. Do not use this field directly instead use the macro described in <xref linkend="npcmacroattarm"></PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

speed

<DICTDEF> <PARA></PARA>

<PARA>Speed determines the NPCs speed. The range is one to twelve. You should not set this when compiling an NPC since the result is really undefined. If you have a special NPC that you want to try to make move faster and hit faster then you could try setting this. This field is mainly added so <ACRONYM>DIL</ACRONYM> can adjust speed. The lower the number the faster the NPC speed.</PARA>



		//fastest speed.
		speed 0

		//slowest speed
		speed 12

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

position

<DICTDEF> <PARA></PARA>

<PARA>This field sets the position that the NPC will be in when it is first loaded. The following positions are recognized by the compiler.</PARA>



		POSITION_DEAD
		POSITION_MORTALLYW
		POSITION_INCAP
		POSITION_STUNNED
		POSITION_SLEEPING
		POSITION_RESTING
		POSITION_SITTING
		POSITION_FIGHTING
		POSITION_STANDING

		

<PARA>Some of these positions make no sense you would not load a NPC into a fight or you would not load an NPC that is already dead. The positions are availible for <ACRONYM>DIL</ACRONYM> and you will need to read the <ACRONYM>DIL</ACRONYM> manuals to find out what you would want those for. For now the following are enough.</PARA>


		  
		  POSITION_SLEEPING
		POSITION_RESTING
		POSITION_SITTING
		POSITION_STANDING

		

<PARA>The position combined with the default position determines what will be shown when a player looks in the room. If the position of the NPC matches its default position the NPC description will be shown. If it doesn't match the NPCs title and position will be shown. The default value for both 'position' and 'default' is 'POSITION_STANDING'</PARA>

<PARA>To set the position like with other fields you type the 'position' keyword first and follow it by the position you are setting.</PARA>



		position POSITION_SITTING

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

default

<DICTDEF> <PARA></PARA>

<PARA>The default position along with the position determines what is shown when a NPC is in each position. If the position and default positions match the 'descr' field is shown. If they do not match the NPC title is shown along with the current position information. If 'default' is not set it defaults to 'POSITION_STANDING'. The following are possible default positions.</PARA>


		  
		    POSITION_DEAD
		POSITION_MORTALLYW
		POSITION_INCAP
		POSITION_STUNNED
		POSITION_SLEEPING
		POSITION_RESTING
		POSITION_SITTING
		POSITION_FIGHTING
		POSITION_STANDING

		

<PARA>Setting the default field is exactly like setting the 'position' field you place the 'default' keyword first and then the position you want to be default like this:</PARA>


		default POSITION_RESTING

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

ability

<DICTDEF> <PARA></PARA>

<PARA>this field is used to set each of the NPCs abilities. It should not be used directly but instead set through the macro described in <xref linkend="npcmacroability"> </PARA> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

weapon

<DICTDEF> <PARA></PARA>

<PARA>this field is used to set each of the NPCs weapon proficiencies. It should not be used directly but instead set through the macro described in <xref linkend="npcmacroweapspl"></PARA> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

spell

<DICTDEF> <PARA></PARA>

<PARA>this field is used to set each of the NPCs spells. It should not be used directly but instead set through the macro described in <xref linkend="npcmacroweapspl"> </PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

light

<DICTDEF> <PARA></PARA>

<PARA>The light field on NPC is not normally set. If however you have a strange creature like a 'light bug' you can set a light value on a NPC. The default light is set to 0 which means it neither adds or subtracts from the rooms light. To set the light value on a NPC you just put the 'light' keyword first and then the value you want to add to the current light.</PARA>


		//add one to light in room
		light 1

		//default 
		light 0

		//take one away
		light -1

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

alignment

<DICTDEF> <PARA></PARA>

<PARA>This field is a value between -1000 and +1000, where -1000 is ultimate evil, 0 is neutral and +1000 is ultimate good. Good is per definition any value from +1000..+350, neutral is any value from +349..-349 and evil is any value from -350..-1000. Any value in between can also be used.</PARA>



		// Quite evil, maybe a Ghoul  
		alignment -750

		// Barely evil.
		alignment -350

		//barely good
		alignment 350

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

minv

<DICTDEF> <PARA></PARA>

<PARA>This field is the administrator invisible level of the NPC it is set on. This means that if you set the 'minv' to two hundred it will make it so the NPC can not be seen by anyone below the administrator level of two hundred. This is good for hiding ghosts that only come visible when they attack. In order for the 'minv' to be removed an administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>


		minv 239

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

key

<DICTDEF> <PARA></PARA>

<PARA>Currently this field is not used in the <ACRONYM>VME</ACRONYM> 2.0 release. It was added so in the future you wanted to add keys to a NPC for some weird reason like a living trunk then you can. In order to set the key you first place the 'key' keyword and then add the symbolic name of the key.</PARA>


		//if the key is in your zone
		key mynpckey

		//if the key is in some other zone
		key someoneelses@keyzone

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

open

<DICTDEF> <PARA></PARA>

<PARA>this field is not used yet in the <ACRONYM>VME</ACRONYM> 2.0 release. The field was added so you could make a NPC that can be opened, closed, locked, and everything else that a room or an object can have set on it. For now we will not document this but if you are interested in how you could use it study the open fields on objects or rooms.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </SECT1>

<sect1 id="npcmacros"> <TITLE>NPC macros</TITLE>

<sect2 id="npcmacroattarm"> <TITLE>The attack and armour macro</TITLE>

<PARA>The natural attack and armour fields allow you to set the NPC to do damage like a certain type of weapons and to defend like a certain type of armour respectively. Lets say you had a metal cougar it would have an attack type of claw and an armour type of plate while a normal dog would have an armour type of leather and an attack type of bite. The 'NATURAL_DEF' macro is what allows you to set these fields. This macro is defined in wmacros.h and looks like this.</PARA>


		#define NATURAL_DEF(weapon_category, armour_category) \
		   armour armour_category \
		   attack weapon_category
		   
		   

<PARA>The word natural can sometimes be a little confusing since you can set any of the weapons types you like on the NPC. It doesn't exactly make sense to have a dog that attacks as if it uses a long sword but if you wish it you can do it. The following is a short list of just the natural weapon types but you can find a full list in <xref linkend="app-d"> or in the values.h of your mud just in case you have added some weapon types.</PARA>



		#define WPN_FIST         34
		#define WPN_KICK         35
		#define WPN_BITE         36
		#define WPN_STING        37
		#define WPN_CLAW         38
		#define WPN_CRUSH        39

		

<PARA>Again you don't have to use leather for dogs as we have already mentioned with our metal cat idea you could make a cloth dragon if you really want but its up to you to keep some sanity on your <ACRONYM>VME</ACRONYM>. The following is the list of armour types that can be set. You will see that the list is exactly the same as the list you will find later when making armour.</PARA>



		#define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/
		#define ARM_LEATHER  1  /* A soft flexible leather base armour   */
		#define ARM_HLEATHER 2  /* A hard un flexible leather base armour */
		#define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
		#define ARM_PLATE    4  /* An un flexible plate armour. */

		

<PARA>Now that you have the defines to work with we will return to our metal cat and normal dog. The definitions for them would look something like this.</PARA>



		//Metal Cat 
		NATURAL_DEF(WPN_CLAW, ARM_PLATE)

		//normal dog
		NATURAL_DEF(WPN_BITE, ARM_LEATHER)

		

<PARA>You should know that the weight of the monster determines the maximum amount of damage it can give when using a natural attack. The weight is categorized as follows:</PARA>

<TITLE>Weight size chart</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>LBS</ENTRY> <ENTRY>Size</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>0 - 5</ENTRY> <ENTRY>Tiny</ENTRY> </ROW> <ROW> <ENTRY>6 - 40</ENTRY> <ENTRY>Small</ENTRY> </ROW> <ROW> <ENTRY>41 - 160</ENTRY> <ENTRY>Medium</ENTRY> </ROW> <ROW> <ENTRY>161 - 500</ENTRY> <ENTRY>Large</ENTRY> </ROW> <ROW> <ENTRY>500 and up</ENTRY> <ENTRY>Huge</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>By default monsters are medium. So make sure you take this into account when you are creating your NPC.</PARA> </sect2>

<sect2 id="npcmacroattdef"> <TITLE>The defense and offense bonus macro</TITLE>

<PARA>There comes a time when you may want to make your NPC super naturally powerful. It is for those times that the offense and defense fields are available for you to set. Normally they default to 0 but you can set them from 0 to 5000. The higher you set the offense number the harder you will hit people you a re in combat with. The higher you set the defense the harder it will be for people to hit your NPC. The following macro allows you to set both the offense and defense.</PARA>



		#define ATTACK_DEFENSE(attack, defense) \
		offensive attack \
		defensive defense

		

<PARA>Using this macro is rather easy you just put the value you want for each and your all done</PARA>


		//a really hard hitting hard to kill NPC
		ATTACK_DEFENSE( 1000, 1000)

		

</sect2>

<sect2 id="npcmacroability"> <TITLE>The NPc abilities macro</TITLE>

<PARA>All abilities are in the range [1..200]. Players usually have a maximum of 150, modified by magic... 200 is considered divine. When creating a monster you can not directly specify the size of the abilities, instead you specify a percentage distribution of points. The amount of points are then distributed by the computer according to the specified level. The 'MSET_ABILITY' macro is available for this purpose, and is defined as:</PARA>



		#define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)   \
				ability[ABIL_STR]  str   \
		  ability[ABIL_DEX]  dex   \
		  ability[ABIL_CON]  con   \
		  ability[ABIL_HP]   hpp   \
		  ability[ABIL_BRA]  bra   \
		  ability[ABIL_MAG]  mag   \
		  ability[ABIL_DIV]  div   \
		  ability[ABIL_CHA]  cha
		  
		  

<NOTE><PARA> Note the sum of the ability values must be 100%. This is thus an example of an ability distribution:


		     MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */
			 
			 

</PARA></NOTE>


<PARA>The amount of points distributed depends directly upon the level of the monster and the percentage. If the percentage is too high and the level is also set High some ability points may be lost since a NPC gets all abilities over 255 cut off. For example a level 199 monster with an ability percentage a bit above 20% will make an ability above the 255 points maximum. In the current combat system in the <ACRONYM>VME</ACRONYM> 2.0 it is not necessary to spend points on both 'mag' and 'div' on the NPC since only one or the other is ever used depending on which is higher.</PARA>

</sect2>

<sect2 id="npcmacroweapspl"> <TITLE>The NPc weapon and spell macros</TITLE>

<PARA>NPCs know about weapons and spells but not at the same detailed level as the player. For NPCs the spell and weapon group are used. Thus the Axe hammer category defines all defence and all attack for all kinds of axes and hammers, whereas the player would have to train individually in each axe and hammer type. The same is true for spells. Thus if a monster has 25 points in the weapon sword category it will fight (and defend) with all sword-like weapons at skill 25. When you define weapon and spell skills (monsters have no skill skills) you also define these as percentages, and the program automatically distributes the points. Use the pre-defined macros:</PARA>



		#define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \
		weapon[WPN_AXE_HAM]    axe_ham   \
		weapon[WPN_SWORD]      sword      \
		weapon[WPN_CLUB_MACE]  club_mace  \
		weapon[WPN_POLEARM]    pole \
		weapon[WPN_UNARMED]    unarmed    \
		weapon[WPN_SPECIAL]    special

		


<TITLE>MSET_WEAPON arguments</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Argument</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>axe_ham</ENTRY> <ENTRY>any hammer or axe</ENTRY> </ROW> <ROW> <ENTRY>sword</ENTRY> <ENTRY>any sword like weapon, including dagger and rapier, etc.</ENTRY> </ROW> <ROW> <ENTRY>club_mace</ENTRY> <ENTRY>any club or mace like weapon, flails, morning star, etc.</ENTRY> </ROW> <ROW> <ENTRY>polearm</ENTRY> <ENTRY>any spear or pole like weapon: spear, trident, sickle, scythe etc.</ENTRY> </ROW> <ROW> <ENTRY>unarmed</ENTRY> <ENTRY> Is any bite, claw, sting or other natural attack.</ENTRY> </ROW> <ROW> <ENTRY>special</ENTRY> <ENTRY>any very peculiar weapon, currently only whip.</ENTRY> </ROW> </TBODY></TGROUP>



		#define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \
		spell[SPL_DIVINE]      div  \
		spell[SPL_PROTECTION]  pro  \
		spell[SPL_DETECTION]   det  \
		spell[SPL_SUMMONING]   sum  \
		spell[SPL_CREATION]    cre  \
		spell[SPL_MIND]        min  \
		spell[SPL_HEAT]        hea  \
		spell[SPL_COLD]        col  \
		spell[SPL_CELL]        cel  \
		spell[SPL_INTERNAL]    int  \
		spell[SPL_EXTERNAL]    ext

		


<TITLE>MSET_SPELL arguments</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Argument</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>div</ENTRY> <ENTRY>Covers all divine sphere spell.</ENTRY> </ROW> <ROW> <ENTRY>pro</ENTRY> <ENTRY>Covers all protection sphere spells.</ENTRY> </ROW> <ROW> <ENTRY>det</ENTRY> <ENTRY>Covers all detection sphere spells.</ENTRY> </ROW> <ROW> <ENTRY>sum</ENTRY> <ENTRY>Covers all summoning spells.</ENTRY> </ROW> <ROW> <ENTRY>Cre</ENTRY> <ENTRY>Covers all creation spells.</ENTRY> </ROW> <ROW> <ENTRY>min</ENTRY> <ENTRY>Covers all mind spells.</ENTRY> </ROW> <ROW> <ENTRY>hea</ENTRY> <ENTRY>Covers all heat spells (fireball, etc.)</ENTRY> </ROW> <ROW> <ENTRY>col</ENTRY> <ENTRY>Covers all cold spells (frostball, etc.)</ENTRY> </ROW> <ROW> <ENTRY>cel</ENTRY> <ENTRY>Covers all cell (electricity) spells (lightning bolt, etc.)</ENTRY> </ROW> <ROW> <ENTRY>int</ENTRY> <ENTRY>Covers all internal (poison) spells (toxicate, etc.)</ENTRY> </ROW> <ROW> <ENTRY>ext</ENTRY> <ENTRY>Covers all external (acid) spells (acid ball etc).</ENTRY> </ROW> </TBODY></TGROUP>

<NOTE><PARA>If your not sure what your weapon or spell is categorized as you can look in the weapons.def or the spells.def for that you are using for your <ACRONYM>VME</ACRONYM> server.</PARA></NOTE> <PARA>The sum of all spell and weapon skills must be 100%. For example, the following would be a legal setting of weapons and spells.</PARA>



		//  75%  Total,  Club/Mace  is primary
		      MSET_WEAPON(10,10,20,5,15,5)

		//  25%  Total,  Fire  is primary
		      MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)
			  
			  

<PARA>Remember that the groups define both attack and defence. Thus if you make an Orc which has 0% in the flail group it can only use its dexterity to defend itself. Likewise with spell groups. For this reason the groups are both "resistance" as well as attack groups.</PARA> </sect2>

<sect2 id="npcmacrocomposed"> <TITLE>Using the composed.h</TITLE>

<PARA>The file composed.h contains many standard monsters. It is a good idea to study these definitions, as they form the basis of many different monsters. Note that the definitions by no means are perfect, but we are hoping to make a more or less complete monster compendium. If you create certain (general) monsters, please design it as a macro so it can be incorporated in the file. The more monsters created by using these macros the easier it will be for your builders to create NPCs. If you think you have a really all inclusive Composed.h and want to share it with the rest of the <ACRONYM>VME</ACRONYM> servers running out there on the internet. Feel free to submit it to the <ACRONYM>VME</ACRONYM> staff and we will put it in the contribution directories on our release site.</PARA>

<NOTE><PARA>For more information on how to use the composed.h when building your NPC see <xref linkend="npcbasic">.</PARA></NOTE> </sect2> </SECT1>


<sect1 id="npcbasic"> <TITLE>Building your first NPC</TITLE>

<PARA>Now that you have built your first zone with rooms its time to populate it with Non playing characters for your players to hunt, kill, and or interact with. In the last couple of sections you have looked through the fields. In this section we are going to make a nice easy NPC and then show how to use the composed.h to make your NPC building easier. As I have previously stated in the section on room building I like dragons so the first NPC your going to learn to build is a big bad ugly dragon. Don't worry if you hate dragons or you just want to build a normal world you will learn plenty from my dragon example to be able to adjust it to whatever you want.</PARA>

<PARA>When making NPCs you create the zone source file first as shown in <xref linkend="ch-02">. If you only have NPCS you do not need the %reset, %objects, and %rooms fields. For the examples in this chapter we will use the zone we created in <xref linkend="ch-04"> and add the %mobiles section where we will put all the NPC definitions. At the end of this chapter, in <xref linkend="roomnpczone">, we will bring it all together with the rooms we have already defined and our NPCs.</PARA>


<PARA>The first part of all NPC definitions is the symbolic name it is good to always pick a name that will match the name of the NPC so it will be easy to load the NPC. The reason the symbolic and name should match is when you use the command <command>wstat</command> it will only show you a list of the NPCs by symbolic name for example if you type <command> wstat zone dragon mobiles </command> You will get the following:


		List of mobiles in zone Dragon:
		dragon clerk trashman

		

If you didn't make it clear what the NPC was by the symbolic name it might look like this:


		List of mobiles in zone Dragon:
		npc1 npc2 npc3

		

While this might be great when you first start imagine trying to remember each NPC if you have over 30 of them.</PARA>

<PARA>Now lets get started with our dragon. As with the rooms all that is required to make a NPC is the symbolic and end fields. That of course will make a NPC with all defaults.</PARA>



		bldragon
		end

		

<PARA>Thats it for that dragon right? Nope not quite that makes a NPC with all defaults. That means this will probably be a very wimpy human with a symbolic name of dragon and no description, in short it will be a blank when you load it. Now lets start putting the Dragon together.</PARA>

<PARA>The first three things we need are the dragons title, description and names. The description should be what you see when you do a 'look' in the room. The title should be what you see when the NPC is talking or fighting. Finally the names should cover everything in the title and description fields so if you wanted to kill them you can easily know what to type.</PARA>


		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}
		...
		end

		

<PARA>The names, title and description shouldn't be to hard so I don't think its necessary to go into any more description on the subject. Lets move on. Now we have to take care of what a player sees when he or she looks at a NPC. to make the main description of an NPC you place an extra on the NPC with no names in the list. The blank extra is a special extra that will be shown every time you look at anything in the names list of the NPC. So a description of a NPC would look something like this.</PARA>



		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		

<PARA>Now that you have a main description for the NPC you need to make any smaller descriptions that you want the player to be able to look at. In this case the dragon eyes and claw would be good things to describe and maybe a few other things just for humor.</PARA>



		extra {"eyes","eye"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

		

<PARA>Now that we have the NPC all described we should start setting things like race, gender, level, height, weight, defense, offense, alignment, abilities, and finally skills and spells. First we will pick a race. Normally the list of races are in your values.h. We have the list in <xref linkend="app-c"> and I have searched for dragon and found the race I want it is as follows.</PARA>



			race RACE_DRAGON_BLACK

			

<PARA>If you don't think there is any difference in dragons you can set them all to one race like you could define a race called 'RACE_DRAGON' or something like that.</PARA>

<PARA>Now we should chose the gender of our dragon. Make sure your descriptions match what you pick. It would be pretty weird to have a female dragon and have the descriptions say 'he, him, or his'</PARA>


			    sex SEX_MALE

				

<PARA>Now lets set the height and weight. Remember you set the height in centimeters and the weight in pounds. In the future the <ACRONYM>VME</ACRONYM> will standardize to one or the other but for now we have to play the conversion game.</PARA>

		//20 feet  (1 inch = 2.54 cm
		height 625

		//566 KG (1 lb. = .45359 kg)
			 weight 1250
			 
			 

<PARA>Now that we have the size of the dragon we can pick a level. My dragon is only 20 feet tall and 1250 pounds so I think maybe he is a bit young and will make his level around 70.</PARA>


			 level 70

			 

<PARA>The dragon may not wear armour but by default a dragon should have an armour equal to someone wearing plate mail. Not only that but my dragon doesn't like to use his mouth as his natural attack and he sure can't punch with those big claws so we need to set his attack type to claw.</PARA>


			 NATURAL_DEF(WPN_CLAW, ARM_PLATE)

			 

<PARA>Not many black dragons are good so I will pick almost totally evil, since totally evil is -1000 I will set it as follows.</PARA>


			 alignment -900

			 

<PARA>Finally we get to the hard part. Many people have trouble setting the NPC abilities, weapons, and spells. There really is nothing to it if you have read <xref linkend="npcmacroability"> and <xref linkend="npcmacroweapspl">. The only thing you have to remember is the numbers you are putting are not the actual amount but a percentage of the skill points you want the game to use on your NPC when having your NPC practice as it loads and all amounts of abilities must add up to 100% as well as all weapons and spells must add up to 100%. For the dragon the following would be what the abilities, weapons, and spells would look like.</PARA>


		//big strong and magical most ability points on str and mag
		MSET_ABILITY(20,12,12,12,12,12,20,0)

		//Set natural attack highest of weapons because he fights with claws
		MSET_WEAPON(10,10,10,5,30,5)

		//black dragons have natural defense from acid set it highest
		MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)

		

<PARA>That is all you need to make a basic dragon. True this dragon will not do anything but claw you to death if you attack it but in <xref linkend="npccomplex"> we will give the dragon some more abilities with some special <ACRONYM>DIL</ACRONYM> functions. For now lets take a look at our finished product.</PARA>


		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eyes","eye"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

			race RACE_DRAGON_BLACK
			sex SEX_MALE
			height 625
			weight 1250
			level 70
				 NATURAL_DEF(WPN_CLAW, ARM_PLATE)
			alignment -900
		MSET_ABILITY(20,12,12,12,12,12,20,0)
		MSET_WEAPON(10,10,10,5,30,5)
		MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)

		end


		

<PARA>As you can see there is a bit more to building an NPC than a room but its really not that much harder. Try changing some stuff and make sure to practice debugging your errors the more compiling you do the better you will get. </PARA>

</SECT1>

<sect1 id="npcdebug"> <TITLE>Compiling and debugging your first NPC</TITLE>

<PARA>As we have previously mentioned in <xref linkend="rmdebug"> it is always a good idea to build one or two things and then compile to make finding errors easy. In this case we have one NPC to compile and rather than having all the rooms get in my way while compiling it I have removed them and only have the '%mobiles' section. The following is what the zone looks like when it has only one NPC in it.</PARA>



		#include <composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%mobiles

		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eye","eyes"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

			race RACE_DRAGON_BLACK
			sex SEX_MALE
			height 625
			weight 1250
			level 70
		 NATURAL_DEF (WPN_CLAW, ARM_PLATE)
			alignment -900
		MSET_ABILITY(21,12,12,12,12,12,20,0)
		MSET_WEAPON(10,10,10,5,30,5)
		MSET_SPELL(0,0,0,0,0,0,1,0,0,0,30)

		end

		%end

		

<PARA>I removed the '%rooms' section added a '%mobiles' section and stuck the dragon in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for you to be able to look at it in the game. If you downloaded our example zones for this document you can compile this zone along with us and fix the errors as we do for practice. The filename is debug_npc.zon. Just so you know the errors in this zone are intentional so please don't write me an email telling me that there are errors in it.</PARA>

<PARA>The command to compile the zone is <command>VMC debug_npc.zon</command>. Here is what we get when we first try and compile the zone.</PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_npc.zon'
		debug_npc.zon: 32: parse error
		   Token: 'extra'
		debug_npc.zon: 55: parse error
		   Token: 'alignment'
		Compilation aborted.
		

<PARA>This error file doesn't look any harder than the last one we dealt with when compiling our first room. The problem is when we go to line '32' and look for an error we don't find one. This normally means that the error was hard for the compiler to figure out. The best way to deal with an error like this is to start at the line it gives you and go up and look for an error. When we do this we notice that the extra right above the line that the error is on is missing '{}' so we will add them back in. Most of the time you want to do one error and recompile but sometimes you can shorten the process for example in this error file the word 'alignment has been spelled wrong so we can fix that before we recompile so go to line '56' and fix that. Now with those two errors fixed we can recompile and this is what we get:</PARA>


		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_npc.zon'
		FATAL: Abilities in 'bldragon' sums up to 101,and not 100.
		FATAL: Spells&weapons in 'bldragon' sums up to 101, and not 100.
		WARNING: Fatal errors in zone.

		

<PARA>As we have said before you have to make sure that abilities add up to 100 percent this error is telling us that my math sucks and that I have added 1 extra percent to the abilities. Not only that but again if we look at both errors I have also put 1 extra on weapons and spells. So we can fix both of these at once. Notice it doesn't give a line number but that is not a problem because you can search for 'MSET_ABIL' and it will take you right to the problems. After I subtract one from the abilities and one from either the spells or weapons the following is the error file I get.</PARA>


		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_npc.zon'
		<ACRONYM>VMC</ACRONYM> Done.

		

<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that you have now successfully compiled the zone. The main thing I want to point out is that you can sometimes fix more than one error at a time but be carefull when doing this if you try to fix some errors before fixing the first you will be trying to fix things that are not broken. The safest way to compile stuff is still fix one error at a time.</PARA>

<PARA>Now that you have a compiled zone you should check and make sure that all the files are there. When you compile a zone you will end up with three extra files. the files will have the same filename as your zone with a new extension in this case you should have the following.</PARA>


		debug_npc.data
		debug_npc.err
		debug_npc.reset
		debug_rm.zon

		

<PARA>If you have all of these you are all set to go. If not then there is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for help.</PARA>

<PARA> To get your new zone in the mud all that is needed is to make sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy these files into your zone directory. Then reboot the mud. You should be able to log on your builder character and load your NPC by typing <command>load bldragon@dragonst</command> and you can list your zones NPCs by typing <command>wstat zone dragonst mobiles</command>.</PARA>

<PARA>There you go you have now compiled your first NPC. As you can see with as little as you have learned so far you can already make a variety of monsters and NPCs of any kind. The next section will cover the <ACRONYM>DIL</ACRONYM> functions you can use with a NPC and then we will get right into some more complex examples.</PARA> </sect1>

<sect1 id="npcdilfunc"> <TITLE><ACRONYM>DIL</ACRONYM> functions for NPCs</TITLE>

<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own special functions on rooms, NPCs, objects, PCs, and much more. This manual is for basic zone writing and therefore will not go into how to write your own <ACRONYM>DIL</ACRONYM> functions. The <ACRONYM>VME</ACRONYM> however is released with many functions for you as an Administrator and your builders to use to make special rooms, NPCs, and objects. The following is a list of all NPC functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>

<variablelist id="var-npcfunc"> <VARLISTENTRY>

Mercenary

<DICTDEF> <PARA></PARA> <PARA> This function allows you to make an NPC hireable by players in the game. You simply dilcopy this unto a mob and the player can then type 'contract <character name> and the mob will hunt that char for a fee. This function takes no special arguments. the following is the function definition found in function.zon:</PARA>

		 
		dilbegin mercenary_hire();

		

<PARA>To use it you simply dilcopy it to your NPC as follows:</PARA>


		dilcopy mercenary_hire@function();

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Obey

<DICTDEF> <PARA></PARA>

<PARA>This function when dilcopied on the NPC will make it obey there master. And example mobile of this is the familiar. Upon completing a small quest a Mage receives a familiar that will obey that player and that player only. The player can simply type <command>Tell <familiar name> cast heal <player name></command> and it will carry out the command. This function takes no arguments. The following is the definition found in function.zon:</PARA>


		dilbegin obey();

		

<PARA>To use this function simply dilcopy it to the NPC you want to be a mercenary like so:</PARA>



		dilcopy obey@function();

		 

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Evaluate

<DICTDEF> <PARA></PARA>

<PARA>This function when placed on an NPC allows it to evaluate items for a fee. The function definition looks as follows:</PARA>



		dilbegin evaluate (amt:integer);

		

<PARA>The function has one argument 'amt' that lets you set the cost of the evaluation of items. If you wanted to set the value to four gold it would work just like when setting the money field and look as follows:</PARA>


		dilcopy evaluate@function(4*GOLD_PIECE);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Guard Direction

<DICTDEF> <PARA></PARA> <PARA> This is an enhanced version of the Guard Way Function. It will allow both certain players to enter as well as certain mobs. An optional stop <ACRONYM>DIL</ACRONYM> can be supplied if you wish to do something special. It takes two arguments, the activator and the direction. The following is the function definition:</PARA>

 

		dilbegin guard_dir(direction : string, excludepc : stringlist,
		                   excludenpc : stringlist, stopdil : string);

						   

<PARA>This function is dilcopied onto the mob in the room that the mob is initially loaded. Thus is the mob is summoned or commanded away it will not block the directions until it is back to where it was first created. This <ACRONYM>DIL</ACRONYM> takes four arguments. The first is the direction to block. The second arguments is for those PC's you wish to allow to pass in that direction without being stopped. The next for the NPCs you wish to allow to pass. The last is the 'act you wish the blocking mob to display to the PC's that are blocked from proceeding in the selected direction. The third and forth arguments may be 'null', this will pass the defaults to the dilcopy. The third argument is a stringlist that tells which players or NPCs are excluded from the guard. The forth is a <ACRONYM>DIL</ACRONYM> you can pass in to do something special to people who are stopped. We will not show how to use the forth argument because it takes more <ACRONYM>DIL</ACRONYM> knowledge than this manual covers. The following would be a valid dilcopy for this function:</PARA>



		dilcopy guard_dir@function("south", {"papi",
		{"rejji"}, null, null);

		

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

Combat magic

<DICTDEF> <PARA></PARA> <PARA>This function when placed on a mobile allows it to use any of the combat spells. The function definition is as follows: It also allows the NPC to cast heal during combat on itself. </PARA>


		dilbegin combat_mag(atk_spl : string, def_spl : string,
		                    def_pct:integer, spd: integer);

							
<TITLE>Combat magic arguments</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>argument</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>atk_spl</ENTRY> <ENTRY>string</ENTRY> <ENTRY>Attack spell ie "fireball" or "" for none</ENTRY> </ROW> <ROW> <ENTRY>def_spl</ENTRY> <ENTRY>string</ENTRY> <ENTRY>Defense Spell ie "heal" or "" for none</ENTRY> </ROW> <ROW> <ENTRY>def_pct</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>At what % of hitpoints defense spell will be cast</ENTRY> </ROW> <ROW> <ENTRY>spd</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>speed at which mob will uses its attack magic, 1 for all at once (every round) to 5 for every 5 rounds. I suggest 2.</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>Defense spells take priority when the hit points fall below the % specified, after (if) the hits have been restored above that number attack magic will resume. If def_spl is used, function automatically makes sure that it retains enough mana for at least one healing, ie it will attack 4 times if it don't need a healing. The following would be an example of what you would put on your NPC:</PARA>


		dilcopy combat_mag@function ("harm", "heal", 25, 2);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Fido

<DICTDEF> <PARA></PARA> <PARA>This function turns the NPC into a corpse eating mobile. The following is the functions definition:</PARA>


		dilbegin fido(txt1:string,txt2:string);

		
<TITLE>Fido arguments</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>Argument</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>txt1</ENTRY> <ENTRY>string</ENTRY> <ENTRY>The text shown when mob finds and eats corpses, default: 'XXX savagely devours a corpse.' will be shown if txt1 is set to "". If txt1 is set to "stop", the mob will NOT devour corpses (convenient if you want your dogs to only eat food leftovers but not corpses). </ENTRY> </ROW> <ROW> <ENTRY>txt2</ENTRY> <ENTRY>string</ENTRY> <ENTRY> The text shown when mob finds and eats ITEM_FOOD, default: 'XXX hungrily devours YYY.' will be shown if txt2 is set to "". If txt2 is set to "stop", the mob will NOT devour ITEM_FOOD (convenient if you want to make a corpse-eating ghoul, who'd choke on normal food, etc). </ENTRY> </ROW> </TBODY></TGROUP>

<NOTE><PARA>In both cases $1n is the mob itself, $2n is the title of the item devoured.</PARA></NOTE>

<PARA>An example of the 'fido' function on an NPC would look as follows:</PARA>


		dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
		                      "$1n grabs $2n and hungrily munches it.");
							  
		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Wander zone

<DICTDEF> <PARA></PARA> <PARA>This function allows a mob to wander around more than one zone, but not all zones. You specify what zones the mob can wander. Has optional intelligence which allows the opening and closing of doors. The following is the function definition:</PARA>


		dilbegin wander_zones(zones : string, spd : integer, doors : integer,
		                      lckd_doors : integer);
							  
		
<TITLE>Zone wander arguments</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>argument</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>zones</ENTRY> <ENTRY>string</ENTRY> <ENTRY>A string of zone names separated by spaces.</ENTRY> </ROW> <ROW> <ENTRY>spd</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>The speed (in seconds) at which the mob wanders. Minimum = 5 secs (for process time).</ENTRY> </ROW> <ROW> <ENTRY>doors</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY> </ROW> <ROW> <ENTRY>lckd_doors</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>The options are not too hard so we will show how to use it and leave it at that</PARA>


		dilcopy wander_zones@function ("halfzon haon_dor", 5, 1);

		

<NOTE><PARA>@loadzone option which is used by inputting @loadzone somewhere in the zones string will replace it by the zone the mob is loaded in like this:


		dilcopy wander_zones@function ("halfzon haon_dor @loadzone", 5, 1);
		                       
		</PARA>

</NOTE> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Global wander

<DICTDEF> <PARA></PARA> <PARA>This is similar to wander_zones because it's just a modified version of it, which requires no zones argument since it moves in all zones. The following is the function definition:</PARA>


		dilbegin global_wander(spd : integer, doors : integer,
		                       lckd_doors :integer);

		
<TITLE>Global wander arguments</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>argument</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>spd</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>The speed (in seconds) at which the mob wanders. Minimum = 5 seconds (for process time).</ENTRY> </ROW> <ROW> <ENTRY>doors</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY> </ROW> <ROW> <ENTRY>lckd_doors</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>The options are not to hard so we will show how to use it and leave it at that</PARA>



		dilcopy global_wander@function (60, 1, 1);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Team work

<DICTDEF> <PARA></PARA> <PARA>This function when placed on a mob, located in the same room as another mob, will allow the mobile to assist the other in combat. The following is the function definition:</PARA>


		dilbegin aware teamwork(lst: string);

		

<PARA>This function takes one argument which is a string of the mobiles it is to protect. So if we wanted a NPC to protect both Jesper and Enver the dilcopy would look as follows:</PARA>


		dilcopy teamwork@function("jesper/enver");

		

<NOTE><PARA>For this to work both mobs must be in the same room or following each other.</PARA></NOTE> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Rescue

<DICTDEF> <PARA></PARA> <PARA>This function when placed on a mob, located in the same room as another mob, will allow the mobile to rescue the other mob if it is attacked. The function is as follows:</PARA>


		dilbegin aware rescue(lst: string);

		

<PARA>This function takes one argument, a string of those mobiles you wish this NPC to assist should they be attacked.</PARA>

<NOTE><PARA> For this to work both NPCs must be in the same room or following each other.</PARA></NOTE>

<PARA>Again we will use our test subjects Jesper and Enver and if we wanted an NPC to protect them and come to their aid the following would be the dilcopy:</PARA>


		dilcopy teamwork@function("jesper/enver");

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Agressive

<DICTDEF> <PARA></PARA> <PARA>This function makes a Mob hostile to person(s) in the room with it, under certain conditions which are provided as arguments. In short, the all-singing, all-dancing aggression <ACRONYM>DIL</ACRONYM>. The following is this functions definition:</PARA>


		dilbegin aggressive (sx : integer, rce : integer, opp : integer,
		                     levl : integer, sanc : integer, tme : integer,
		                     tar : integer, align : string, attack :
		                     stringlist);
							 
							 
<TITLE>Agressive arguments</TITLE> <TGROUP align=left cols=3 colsep=1> <THEAD> <ROW> <ENTRY>argument</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>sx</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>NOTE: not the sex values in values.h. This decides the sex of your mob's victim. 0 - Sex doesn't matter, 1 - Attack opposite sex to self (if not neutral!), 2 - Attack SEX_MALE, 3 - Attack SEX_FEMALE, 4 - Attack SEX_NEUTRAL. </ENTRY> </ROW> <ROW> <ENTRY>rce</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>Any of the PC races from 0 to 14. A value of -1 means we don't care about the victim's race. </ENTRY> </ROW> <ROW> <ENTRY>opp</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>0 - Non race specific (same as rce := -1) 1 - Attack the specified rce, 2 - Attack any pc race _but_ the specified rce. </ENTRY> </ROW> <ROW> <ENTRY>levl</ENTRY> <ENTRY>integer</ENTRY> <ENTRY> Allow level specific aggression. A value of 30 would make the mob hostile to all pcs level 30 and above. A value of -30 (note the -) would make the mob hostile to all pcs level 30 or below. A value of 0 means level doesn't matter. </ENTRY> </ROW> <ROW> <ENTRY>sanc</ENTRY> <ENTRY>integer</ENTRY> <ENTRY> Does this mob obey the sanc/soothe rules? (ie, if someone has cast sanctuary on themselves, will this mob recognize it, and not attack, or attack anyway). 0 - Doesn't obey sanc or soothe 1 - Obeys only sanc 2 - Obeys only soothe 3 - Obeys both sanc and soothe (SOOTHE is a new spell for ranger's guild) </ENTRY> </ROW> <ROW> <ENTRY>tme</ENTRY> <ENTRY>integer</ENTRY> <ENTRY>Time in ticks to wait before attacking (is automatically put to RANTIME, ie, time variance of time-time/2 to time+time/2). Values accepted are from 0 to 400 (that's 0 - 100 seconds. Can be specified using PULSE_SEC). </ENTRY> </ROW> <ROW> <ENTRY>tar</ENTRY> <ENTRY>integer</ENTRY> <ENTRY> This is a special value which determines which of the eligible victims we pick. -2 - Last eligible victim to into the room. -1 - Weakest eligible victim in room. 0 - Random eligible victim. +1 - Strongest eligible victim in room. +2 - First eligible victim into the room. </ENTRY> </ROW> <ROW> <ENTRY>align</ENTRY> <ENTRY>string</ENTRY> <ENTRY> The desired alignment of the victim. "ANY" - We don't care about the alignment. "GOOD" - Attack only good alignment. "EVIL" - Attack only evil alignment. "NEUTRAL " - Attack only neutral alignment. "OPPOSITE" - Attack opposite alignment to self (provided self isn't neutral). "SALIGN" - Attack same alignment as self. "DALIGN" - Attack any alignment different to self. </ENTRY> </ROW> <ROW> <ENTRY>attack</ENTRY> <ENTRY>stringlist</ENTRY> <ENTRY> This is a 2 string stringlist. These are the messages sent to the people in the room except the victim, and the victim itself, in that order. If the second (victim) string is "", the first string will be shown to the victim, as if they were anyone else in the room. You can leave both blank if you wish. $1n is the mob name (self), $3n is the victim's name. NOTE: the $ values only apply if you supply BOTH string 1 and 2. </ENTRY> </ROW> </TBODY> </TGROUP>


<PARA>The argument descriptions pretty much explain everything there is to know about the agressive function and what it was so we will finish off by giving an example of a dilcopy that will create a NPC that fits the following description</PARA>

<PARA>Let's say our mob is a level 40 Goblin who doesn't like dwarves. He's very particular in that he doesn't like evil female dwarves who are level 20 and above. He does recognize the sanctuary spell, but he doesn't recognize soothe, and he'll wait 10 seconds on average before he attacks. The 2 messages sent are: "$1n savagely attacks $3n with his big axe!" and "$1n attacks you!"</PARA>

<PARA>Here's what the function call would look like:</PARA>


		dilcopy aggressive (3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
		                    {"$1n savagely attacks $3n with his big axe!",
		                     "$1n attacks you!"});
							 
							 

<PARA>In this example, 3 (attack females), 2 (attack dwarves), 1 (just dwarves), 20 (Level 20+ victims), 2 (obey only soothe), PULSE_SEC*10 (wait around 10 seconds before attacking), EVIL (attack only evil), and the strings in the stringlist are displayed to the victim and the room, in that order.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Janitors

<DICTDEF> <PARA></PARA>

<PARA>This function turns the NPC into a janitor that will pick up items left lying around and will also tell new players. those under level 20, where there corpse is if they come across it in there wanderings. You must also supply the wander_zone <ACRONYM>DIL</ACRONYM> for this to work correctly. The definition for the janitor function is as follows:</PARA>


		dilbegin janitors(rate: integer);

		

<PARA>The Janitor function only takes one argument and that determines how fast the janitor will pick up stuff in seconds.</PARA>

<PARA>To make a Janitor that will pick up stuff every thirty seconds the following would be the dilcopy:</PARA>


		dilcopy janitor@function(30);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Shop Keeper

<DICTDEF> <PARA></PARA> <PARA>This is one of the more complex dilcopies and considered by some to be confusing. Below I will step you through the creation of the mobile, and the application of this <ACRONYM>DIL</ACRONYM> using defines to hopefully simplify the use of this function. The function is defined as:</PARA>


		dilbegin aware shopkeeper(prod: stringlist, custom_acts : stringlist,
		                            opentimes : stringlist, itemtype: string,
									sellprofit : integer,buyprofit: integer,
									maxcash : integer,closedil : string,
									dilparams : string );

		

<VARIABLELIST> <VARLISTENTRY>

Step 1

<DICTDEF> <PARA>First, figure out what you want your shopkeeper to sell. He can sell pretty much any item from any zone, as long as you know its symbolic name. For Hogan (our example shopkeeper), he is a bartender, so he sells things you would commonly find in a pub, tavern, or bar. His list of items (their symbolic names at which zone) are:</PARA>



		grain_alcohol@gobtown1
		pretzels@gobtown1
		beer_nuts@gobtown1
		rum_coke@gobtown1
		tuborg@udgaard

		

<PARA>Now, since I use defines, I make a define for Hogan's products. I called it TAVERN_PROD (for tavern's products). And use the following setup and just stick the names of your items in where his items are. Each item will have a setup like this:</PARA>


		 "tuborg@udgaard 15 20"  

		


<PARA>A symbolic name followed by two numbers, with the entire thing in quotes. Where :</PARA>

<itemizedlist> <LISTITEM><PARA>The "tuborg@udgaard" is your item's symbolic name</PARA></LISTITEM> <LISTITEM><PARA>The 15 (our first number in the string) is the number of that item that will load into your shop daily</PARA></LISTITEM> <LISTITEM><PARA>The 20 (our second number in the string) is the limit available of that item in the shop ever</PARA></LISTITEM> </itemizedlist>

<PARA>So this shop would sell tuborgs.. and every mudday, 15 tuborgs will load into our shop to replenish our stock.. and the maximum tuborgs we can have at any given time is 20.</PARA>

<PARA>Next we place all this info into the define we created above, which would look like this:</PARA>



		#define TAVERN_PROD \
		{"grain_alcohol@gobtown1 15 20", \
		 "pretzels@gobtown1 10 15", \
		 "beer_nuts@gobtown1 15 20", \
		 "rum_coke@gobtown1 10 15", \
		 "tuborg@udgaard 15 20"} 
		 
		 

<PARA>The above is my define for Hogan's products that he sells. Each one is in quotes and they have commas separating them. If you put each item on its own separate line, you need to put a space and then a back slash after the comma which separates the items, like it shows above. The entire define is enclosed in curly brackets, {}. Now we are finished with the items he sells.</PARA> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

Step 2

<DICTDEF> <PARA>Now you must decide what kind of dialogue you would like your shopkeeper to say. There are ten separate responses you can make for your shopkeeper. They do go in a specific order and I will list what each do.</PARA> <VARIABLELIST> <VARLISTENTRY>

Response 1

<DICTDEF> <PARA>The first response will be used if the shopkeeper doesn't have the particular item you're trying to buy in stock, or if he doesn't sell that item at all.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 2

<DICTDEF> <PARA>The second response is used when the player is trying to sell the shopkeeper something which the player does not have in his inventory. Items worn by the player can not be sold until removed from there worn position.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 3

<DICTDEF> <PARA>The third response is used when the player is trying to sell the shopkeeper something that is not one of those of his trade types. (This will be more clear when we get to the trade type part below. Such as a player trying to sell our bartender a canoe. =)</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 4

<DICTDEF> <PARA>The fourth response is used when the player tries to buy something from the shopkeeper, but doesn't have enough money to buy it.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 5

<DICTDEF> <PARA>The fifth response is used when the sale was successful and the player buys something from the shopkeeper.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 6

<DICTDEF> <PARA>The sixth response is again used when the sale was successful, but this time it's for when the player successfully sells something to the shopkeeper.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 7

<DICTDEF> <PARA>The seventh response is used when the shopkeeper doesn't have enough of the item to sell as the player requests. Such as someone trying to buy 10 tuborgs, but our bartender only has 9.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 8

<DICTDEF> <PARA>The eighth response is Used when the shop is closed and a player tries to buy something from or sell something to the shopkeeper.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 9

<DICTDEF> <PARA>The ninth response is used when the player tries to sell an item to the shopkeeper that the shopkeeper doesn't trade that item.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 10

<DICTDEF> <PARA>The tenth (and last!) response is for when the shopkeeper has run out of money and can't afford to buy what the player is trying to sell him.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>Now. again, I made a define called TAVERN_MSG (for tavern messages) and I placed all my responses in it. Don't forget, they do go in that specific order! And below is our setup with responses in it.</PARA>

<NOTE><PARA>In the responses below, $1n refers to the shopkeeper, $2n refers to the item being sold, bought, etc.. and $3n refers to the person dealing with the shopkeeper.</PARA></NOTE>



		#define TAVERN_MSG \
		{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
		 "$1n says, '$3n, you don't even have that!'", \
		 "$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
		 "$1n says, '$3n, you can't afford $2n.'", \
		 "$1n says, 'Thank you, $3n, here are %s for $2n.'", \
		 "$1n says, 'Thank you, $3n.'", \
		 "$1n says, 'I don't have that many $2ns in stock.'", \
		 "$1n says, 'I'm on break, come back later.'", \
		 "$1n says, 'I haven't got a use for $2n.'", \
		 "$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
		 
		 

<PARA>Just like with the items, the responses are in quotes, and are separated with commas. Since I put each on their own separate lines (for neatness sake), I put a space and a back slash, \, after each. The entire define is enclosed in curly braces,{}. And then you're done with your shopkeeper's messages! Don't worry, it gets simpler from here.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 3

<DICTDEF> <PARA>Now we get to decide when we want our shop to be open. We get to use military time, so 1 refers to 1am, 6 refers to 6am, 12 refers to 12pm (noon), 18 refers to 6pm, and both 0 and 24 refer to 12am (midnight).. etc.. =) And my define for this I named TAVERN_OPEN_TIMES (for when the tavern is open) and I used the following setup:</PARA>


		#define TAVERN_OPEN_TIMES {"12","18"}

		

<PARA>You just have to make your define and stick your times in quotes and enclose them in curly braces. So Hogan will be opened from 1am ("1") until 11pm ("23"). He will close after 11pm and reopen again at 1am. You may also add multiple open and close times as per the following example:</PARA>


		#define TAVERN_OPEN_TIMES {"1","12","16","20"}

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 4

<DICTDEF> <PARA>For this step you get to choose your shopkeeper's trade types. And what you pick all depends on what kinds of things you want your shopkeeper to sell and buy. You can find the item types in values.h, but I'll also list them below.</PARA>

<TITLE>Sale types</TITLE> <TGROUP align=left cols=4 colsep=1> <THEAD> <ROW> <ENTRY>Value</ENTRY> <ENTRY>Type</ENTRY> <ENTRY>Value</ENTRY> <ENTRY>Type</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>1</ENTRY><ENTRY>ITEM_LIGHT</ENTRY><ENTRY>14</ENTRY><ENTRY>ITEM_TRAP</ENTRY> </ROW> <ROW> <ENTRY>2</ENTRY><ENTRY>ITEM_SCROLL</ENTRY><ENTRY>15</ENTRY><ENTRY>ITEM_CONTAINER</ENTRY> </ROW> <ROW> <ENTRY>3</ENTRY><ENTRY>ITEM_WAND</ENTRY><ENTRY>16</ENTRY><ENTRY>ITEM_NOTE</ENTRY> </ROW> <ROW> <ENTRY>4</ENTRY><ENTRY>ITEM_STAFF</ENTRY><ENTRY>17</ENTRY><ENTRY>ITEM_DRINKCON</ENTRY> </ROW> <ROW> <ENTRY>5</ENTRY><ENTRY>ITEM_WEAPON</ENTRY><ENTRY>18</ENTRY><ENTRY>ITEM_KEY</ENTRY> </ROW> <ROW> <ENTRY>6</ENTRY><ENTRY>ITEM_FIREWEAPON</ENTRY><ENTRY>19</ENTRY><ENTRY>ITEM_FOOD</ENTRY> </ROW> <ROW> <ENTRY>7</ENTRY><ENTRY>ITEM_MISSILE</ENTRY><ENTRY>20</ENTRY><ENTRY>ITEM_MONEY</ENTRY> </ROW> <ROW> <ENTRY>8</ENTRY><ENTRY>ITEM_TREASURE</ENTRY><ENTRY>21</ENTRY><ENTRY>ITEM_PEN</ENTRY> </ROW> <ROW> <ENTRY>9</ENTRY><ENTRY>ITEM_ARMOR</ENTRY><ENTRY>22</ENTRY><ENTRY>ITEM_BOAT</ENTRY> </ROW> <ROW> <ENTRY>10</ENTRY><ENTRY>ITEM_POTION</ENTRY><ENTRY>23</ENTRY><ENTRY>ITEM_SPELL</ENTRY> </ROW> <ROW> <ENTRY>11</ENTRY><ENTRY>ITEM_WORN</ENTRY><ENTRY>24</ENTRY><ENTRY>ITEM_BOOK</ENTRY> </ROW> <ROW> <ENTRY>12</ENTRY><ENTRY>ITEM_OTHER</ENTRY><ENTRY>25</ENTRY><ENTRY>ITEM_SHIELD</ENTRY> </ROW> <ROW> <ENTRY>13</ENTRY><ENTRY>ITEM_TRASH</ENTRY><ENTRY></ENTRY><ENTRY></ENTRY> </ROW> </TBODY></TGROUP>

<PARA>We are making a bartender, so he should sell food and drinks. So I selected ITEM_FOOD, and it's corresponding number is 19. So I made my define TAVERN_ITEM_TYPE (for our tavern's type of items) using the following setup:</PARA>


		#define TAVERN_ITEM_TYPE "19" 

		

<PARA>Now, if we had a magic shop, and wanted to sell potions and scrolls, I would make a define called for example MAGIC_ITEM_TYPE and make it like this:</PARA>


		#define MAGIC_ITEM_TYPE "2 10"

		

<PARA>The 2 was our number corresponding to the scrolls, and the 10 corresponded to the potions. That is how you make your shopkeeper sell more than one item type, just stick the corresponding numbers inside quotes with a space separating them.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 5

<DICTDEF> <PARA>Now you get to decide how much money your shopkeeper gets to have to buy things with. One platinum piece is equal to 40960. So if I wanted him to have two platinum pieces to spend on buying things from players, I would make a define called TAVERN_MAX_CASH (for the maximum amount of money our shopkeeper gets) and use the following setup:</PARA>


		#define TAVERN_MAX_CASH 81920

		

<PARA>I got 81920 by multiplying the 40960 (one platinum) by 2</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 6

<DICTDEF> <PARA>The sixth thing we get to do is to decide how much profit does our shopkeeper get when he sells his items. Items should have a cost to them already tagged on them, so their whatever their cost is, that is equal to 100%. Now, if your shopkeeper wants to take an extra 10% on the items he's selling so he can support his family, then you would make his selling profit 110. So I made a define called TAVERN_SELL_PROFIT (for his profit when he sells things) and gave him 110% selling profit, and used the following setup:</PARA>


		#define TAVERN_SELL_PROFIT 110

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 7

<DICTDEF> <PARA>This last define is almost exactly like our selling profit, but now, we're doing our buying profit... when a player sells an item to the shopkeeper, he doesn't want to pay full price because it must be used since a player has it. Now the item's cost is 100%, and maybe the shopkeeper only wants to buy items for half its cost. So I would make his buying profit 50, and use the following setup.</PARA>


		#define TAVERN_BUY_PROFIT 50

		

<PARA>All of the previous defines you can place anywhere in the zone. I like to place mine before the %<ACRONYM>DIL</ACRONYM> section just to keep them somewhere where I know they all are. You can place each one on the mob itself, but I think that looks cluttered so's why I put them where I put them. And you're going to have a dilcopy placed on your mob also, which I'll explain in step 8.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 8

<DICTDEF> <PARA>Okay one last step. Now you get to place the <ACRONYM>DIL</ACRONYM> on your shopkeeper mob using all of those cute little defines you just made. The syntax for the <ACRONYM>DIL</ACRONYM> is:</PARA>


		  dilcopy shopkeeper@function(products, responses, opentimes, 
		                             tradetypes, sellprofit, buyprofit,
		                             maxcash, closedil, dilparams);
									 
									 

<PARA>Take your defines from above the defines that you made are called:</PARA>


		TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES, TAVERN_ITEM_TYPE,
		TAVERN_SELL_PROFIT, TAVERN_BUY_PROFIT, and TAVERN_MAX_CASH.

		

<PARA>Now all you have to do is place them in the syntax where they belong like in the below example.</PARA>


		dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
		                            TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT, 
		                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");

		

<PARA>For the last two fields, I just put "", "" because I don't make my own unique <ACRONYM>DIL</ACRONYM> for those. By just putting and empty set of quotes for each, it makes it go to the default. And make sure you don't forget that semicolon at the end either.</PARA>

<PARA>You are pretty much done now. All you have to do is place your defines either up before %<ACRONYM>DIL</ACRONYM> or somewhere in %mob if you'd like, and place the dilcopy onto your mob.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>Just to make sure I've completely beaten a very dead horse, this is what it would look like in the end.</PARA>


		%zone sample_zon

		#define TAVERN_PROD \
		{"grain_alcohol@gobtown1 15 20", \
		 "pretzels@gobtown1 10 15", \
		 "beer_nuts@gobtown1 15 20", \
		 "rum_coke@gobtown1 10 15", \
		 "tuborg@udgaard 15 20"} 

		#define TAVERN_MSG \
		{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
		 "$1n says, '$3n, you don't even have that!'", \
		 "$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
		 "$1n says, '$3n, you can't afford $2n.'", \
		 "$1n says, 'Thank you, $3n, here are %s for $2n.'", \
		 "$1n says, 'Thank you, $3n.'", \
		 "$1n says, 'I don't have that many $2ns in stock.'", \
		 "$1n says, 'I'm on break, come back later.'", \
		 "$1n says, 'I haven't got a use for $2n.'", \
		 "$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \

		#define TAVERN_OPEN_TIMES {"1","23"}
		#define TAVERN_ITEM_TYPE "19" 
		#define TAVERN_MAX_CASH 81920
		#define TAVERN_SELL_PROFIT 110
		#define TAVERN_BUY_PROFIT 50


		%mobiles

		bartender
		names {"hogan","goblin","bartender"}
		title "Hogan"
		descr "Hogan stands behind the bar waiting to take your order."
		extra {}
		"He looks back at you, patiently waiting for your order."
		M_AVG_GOBLIN(76,SEX_MALE)
		alignment -1000
		exp 100
		money 2 SILVER_PIECE, 2 COPPER_PIECE

		dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
		                            TAVERN_ITEM_TYPE,TAVERN_SELL_PROFIT, 
		                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
		end

		

</LISTITEM> </VARLISTENTRY>


</VARIABLELIST>

</sect1>


<sect1 id="npccomplex"> <TITLE>A more complex set of NPCs</TITLE>

<PARA>In the last sections you learned all the fields and how to make a basic NPC. In this section we will use the information from the last sections to create some more unique NPCs for our dragon station zone There is not a lot of new information here we will be using the DIL functions from the previous section and adding some flags to the NPCs to make them act different.</PARA>

<sect2> <TITLE>Magic casting NPC</TITLE>

<PARA>The basic Dragon we made in the <xref linkend="npcbasic"> looks like a real dragon but it is a bit boring when you fight a dragon and don't get toasted by an acid or fire spell or two. in <xref linkend="npcdilfunc"> the 'combat_magic' function was described. This is the function you use to make all NPCs cast magic while in combat. With that in mind lets take a look at how we can make our dragon a bit more interesting g.</PARA>

<PARA>Well lets see a black dragon is supposed to have the ability to either cast fire breath or acid breath depending on who you talk to. Once you learn <ACRONYM>DIL</ACRONYM> you could even make fire breath be a skill not a spell but for now we will stick with what we know. I like the acts of the acid breath spell so we will use that as the spell of choice. The NPC as we defined it before hasn't changed so the following would be the entire dragon with the combat magic function.</PARA>



		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eye","eyes"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

			race RACE_DRAGON_BLACK
			sex SEX_MALE
			height 625
			weight 1250
			level 70
		 NATURAL_DEF (WPN_CLAW, ARM_PLATE)
			alignment -900
		MSET_ABILITY(20,12,12,12,12,12,20,0)
		MSET_WEAPON(10,10,10,5,30,5)
		MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)

		//Combat Magic added.
		   dilcopy combat_mag@function("acid breath", "", 25, 2);
		   
		end

		

<PARA>That is all there is to it. If you are wondering where I got the 'acid breath' part of the <ACRONYM>DIL</ACRONYM> copy all the spells names are in the spells.def or you can just pick a spell by what you would type if you wanted to cast it yourself in the game. Now if this still looks like a lot to do to make a dragon the dragon above could have been created with exactly the same information by using the composed.h and the 'M_DRAGON_BLACK_OLD' macro. If we use the macro the dragon would look like this</PARA>


		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eye","eyes"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

		M_DRAGON_BLACK_OLD(SEX_MALE)

		end
		

<PARA>As you can see with the second way the dragon was a lot easier to make because we let the macro set all the other values we just described the NPC and set the macro.</PARA> </sect2>

<sect2> <TITLE>A wandering janitor</TITLE>

<PARA>Our space station is nice but we wouldn't want a lot of people coming to visit if we didn't have a janitor to walk around cleaning up. Dragons most likely wouldn't be low life enough to be Janitors so I think we will leave that up to a hobgoblin. the following would be the definition of a hobgoblin wandering Janitor.</PARA>



		janitor
		names {"ugly janitor", "janitor", "hobgoblin"}
		title "an ugly janitor"
		descr "an ugly janitor is walking around, cleaning up."

		extra{}
		"This ugly green thing looks more goblin than hobgoblin but he seems
		intent on cleaning everything around him."

		race RACE_HOBGOBLIN
		level 6
		sex SEX_MALE
		height   130       /* cm            */ 
		weight   120       /* Pounds        */ 
		// he is sort of good for cleaning so much
		alignment 900

		NATURAL_DEF(WPN_FIST, ARM_LEATHER)
		MSET_ABILITY(10,10,10,23,15,22,10,0)   \
		MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
		MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances       */


		//give him some money
		money 5 IRON_PIECE

		dilcopy janitors@function(15);

		// only want him cleaning the station
		dilcopy wander_zones@function("dragonst", 20, 1, 1);

		end

		

<PARA>Like with the dragon if we wanted to create this NPC easier we would use the Hobgoblin defines in composed.h so we don't have to fill out all the information. If we did this it would simply look as follows:</PARA>


		janitor
		names {"ugly janitor", "janitor", "hobgoblin"}
		title "an ugly janitor"
		descr "an ugly janitor is walking around, cleaning up."

		extra{}
		"This ugly green thing looks more goblin than hobgoblin but he seems intent
		on cleaning everything around him."

		M_AVG_HOBGOBLIN(6, SEX_MALE)

		// he is sort of good for cleaning so much
		alignment 900

		//give him some money
		money 5 IRON_PIECE

		dilcopy janitors@function(15);

		// only want him cleaning the station
		dilcopy wander_zones@function("dragonst", 20, 1, 1);

		end

		

<PARA>As you can see you can combine the DIL functions you learned in <xref linkend="npcdilfunc"> to make your NPC do more than one thing.</PARA>

</sect2>

<sect2 id="specteach"> <TITLE>Creating a teacher</TITLE>

<PARA>Setting up teachers on valhalla is harder and more strict formed than most things in the game. The reason is the way you set them up is to use an old form of functions called special. In the future guilds will be in <ACRONYM>DIL</ACRONYM> like everything else but for now the teachers that are released with the <ACRONYM>VME</ACRONYM> are base code. Even though the teachers are base code they still allow for you to adjust many things. The truth is you don't have to use our teachers you could code your own in <ACRONYM>DIL</ACRONYM> but many find this easier.</PARA>

<PARA>Guild teacher definitions are actually less complex than people think they are. There really are no big, mysterious secrets. The key is simply to understand the numbers and how the balance is achieved. (From here on in, GTD will refer to "guild teacher definition", and "entity" will be used to refer to the ability/spell/skill/weapon being offered by the GTD.)</PARA>

<NOTE><PARA> Using TAB characters in GTDs is a very bad idea! It will have extremely adverse effects, including causing the mud to crash. </PARA></NOTE>

<PARA>We need to tart first and explain that to use the teacher special functions you need to use a field not described anywhere else in the NPC descriptions. The field is called a 'special'. The reason the 'special' field was not included in the field descriptions is because it is being removed from the <ACRONYM>VME</ACRONYM> as soon as banks and teachers have been replaced by <ACRONYM>DIL</ACRONYM> there will be no more special functions. For now however we need to use them for the for mentioned purposes. The format for a special function is as follows:</PARA>


		special <Function define> <function arguments>

		

<PARA>For teachers the function definition is 'SFUN_TEACH_INIT' and the arguments range from who can join, what the acts of the teacher are, and what the teacher teaches.</PARA>

<PARA>In the first part of a SFUN_TEACH_INIT definition, there are several pieces of important information which allow the mud to know what you are trying to provide to players. The entire set of arguments are enclosed in double quotes. So a teacher with nothing at all in it would look like this:</PARA>



		special SFUN_TEACH_INIT "<arguments go here>"

		

<PARA>After the opening double quote ("), the first thing necessary is the text formatting code '&l', which tells the compiler to ignore the standard text formatting protocols for the rest of the string or until the '&f' code is given.</PARA>

<PARA>Immediately following the '&l' code, with no spaces at all, the type of entity the function will teach is defined. It is one of the following types:</PARA> <itemizedlist> <LISTITEM><PARA>abilities</PARA></LISTITEM> <LISTITEM><PARA>spells</PARA></LISTITEM> <LISTITEM><PARA>skills</PARA></LISTITEM> <LISTITEM><PARA>weapons</PARA></LISTITEM> </itemizedlist>

<PARA>The first two lines of the SFUN_TEACH_INIT looks like this:</PARA>



		special SFUN_TEACH_INIT
		"&labilities;0;

		

<NOTE><PARA>The '0;' is the end of field marker that will be used through out the teacher fields</PARA></NOTE>

<PARA>The next set of arguments to the teacher function is the acts the teacher will use when a person is trying to train. There are seven acts total and they are as follows:</PARA> <VARIABLELIST> <TITLE>Teacher acts</TITLE> <VARLISTENTRY>

Line 1

<DICTDEF> <PARA>This line is displayed when the player makes a mistake in typing the name of an entity, whether or not it is actually offered at the teacher. </PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 2

<DICTDEF> <PARA>This line is similar to the first, but is usually evident of attempting to practice an entity not offered at this particular teacher. </PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 3

<DICTDEF> <PARA>This is the act displayed when the player has insufficient funds to practice the desired entity. </PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 4

<DICTDEF> <PARA>This is displayed when the player has not got enough ability or skill practice points to learn the desired entity.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 5

<DICTDEF> <PARA>Simply put, the player has exceeded the teacher's expertise in the offered entity and must go elsewhere to learn more, if at all possible.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 6

<DICTDEF> <PARA>This line is displayed when the player is either wearing magical, stat-modifying equipment or is affected by spells/skills which modify stats.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 7

<DICTDEF> <PARA>This line is what is shown when your armour affects you using special functions in base code. This is rare and may never be seen. In the future when the teachers are made in <ACRONYM>DIL</ACRONYM> this act may not be necessary.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>Now we can add the acts to our example it would look as follows:</PARA>


		special SFUN_TEACH_INIT
		"&labilities;0;
		 $1n tells you, 'I have never heard of such an ability.'; $1n
		tells you, 'I do not know how to teach this ability.'; $1n tells you,
		'You haven't got %s for me.'; $1n tells you, 'You haven't got %d ability
		points.'; $1n tells you, 'I can not teach you any more.'; $1n tells you,
		'You must be unaffected by magic, else I can't teach you.'; $1n tells
		you, 'Remove all equipment, please.';

		

<NOTE><PARA> $1n is the substitution variable for the teacher's title (see the <ACRONYM>DIL</ACRONYM> document for more details).</PARA>

<PARA>%s is the amount of money the teacher requires to teach the entity in question.</PARA>

<PARA>%d is the amount of ability or skill practice points required to practice the given entity.</PARA>

<PARA>The standard GTD termination character, a semicolon (;) ends each act</PARA> </NOTE>

<PARA>about the actual GTDs, or the lines that actually define what the teachers teach and everything to do about how expensive and how high they teach it. A GTD is a single line, composed of several fields. The data contained in these fields determines how a particular entity is practiced.</PARA>

<PARA>Here is an example of a GTD:</PARA>


		  0;  100; scan                          ;   9;  9000;   7;          0;
		  
		  

<PARA>Note that it has a lot of white space in it. It is really not necessary, as the field terminators are the semicolons. This means that you could just as easily write:</PARA>



		0;100;scan;9;9000;7;0;

		

<PARA>When making teachers most people prefer to put the white space in to make it easier to read and find errors. A larger example would look as follows:</PARA>

		   
		  0;  100; scan                          ;   9;  9000;   7;          0;
		  0;   90; consider                      ;   4;  4000;   5; 10;      0;
		  0;  100; appraisal                     ;   9;  4000;   5;          0;
		  0;  100; fleeing                       ;   9;  9000;   6; 12;      0;

		

<PARA> Each part of the GTD separated by a semicolon is called a field. The following is the fields and their definitions.</PARA>

<VARIABLELIST> <VARLISTENTRY>

Field 1

<DICTDEF> <PARA> Field 1 is the guild level. It is simply the level at which one is allowed to practice the particular entity in the guild. A level of 0 indicates that one can practice it from the beginning.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 2

<DICTDEF>

<PARA>This is the maximum percentage one is allowed to practice the particular entity. It can be anywhere from 1 to 200. For abilities, it should be in increments of 2 (or divisible by 2), and for spells, skills, or weapons, in increments of 5 (or divisible by 5). This means that the effective minimum depends on whether the entity is an ability or a spell, skill or weapon.</PARA>

<PARA>Therefore, the minimums for abilities is 2, and the minimum for spells, skills or weapons is 5. Anything less will be automatically practiced to the effective minimum. This also means that putting an odd number for abilities will result in the player practicing an additional point, and for spells, skills or weapons, practicing up to the nearest 5.</PARA>

<PARA>For example: Percentage maximum for an ability is set for 95%. Player practices the ability, which then becomes 96%. Player then decides to practice a weapon skill. It is set to 77% maximum. After practicing, the player has 80% in the weapon. It is better to simply make the ability 96% and the weapon 80% maximum instead.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 3

<DICTDEF> <PARA>Name of Entity</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 4

<DICTDEF> <PARA>This is the practice cost minimum in Old gold pieces. Anything less than 10 here will simply be translated as 1 iron piece. Anything other than a number divisible by 10 is rounded up to the nearest iron piece.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 5

<DICTDEF> <PARA>This is the practice cost maximum in old gold pieces. It is generally defined as being 1000 times what Field 4 is defined as:</PARA>

<PARA>The reason for this is because there is a scale related to the current practice percentage of the entity. The practice minimum is what the entity costs when it is at 0%, and the practice maximum is what it costs to practice it to maximum percentage.</PARA>

<PARA>It is not necessary to multiply the minimum by 1000 to define the maximum. It can be any number, as long as the maximum exceeds the minimum. Failure to do so will result in the mud crashing. It is unknown what will happen if the fields have 0 entered in them. I warn that it could be rather unpredictable.</PARA>

<PARA>Setting the maximum too high will only serve to dissuade players from practicing and indeed even playing. This is not to say you cannot make a truly powerful entity very expensive. Just make sure that the entity is worth the cost.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 6

<DICTDEF> <PARA>This is the only necessary practice points field. It allows one to use their skill or ability practice points to increase their character's powers. This number is generally determined by the desire of the builder to make the entity easier or harder to practice, based upon the logical consideration of how this class would learn/use the entity.</PARA>

<PARA>For instance, a Fighter class would find practicing "fist" to be exceedingly easy, so they may only need 4 points to practice this skill, but on the other hand, a Mage class would not have such an experience so it may cost them 15 points to practice.</PARA>

<PARA>Don't go overboard, making this field an outrageous number will mean that no one is likely to practice the entity, mainly because of lack of points. However, like in the cost fields, it can be made expensive to reflect the power of the entity.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 7 - X

<DICTDEF> <PARA>You can repeat field 6 as many times as you want the player to be able to practice in one level so you can set a point cost each time. This is so each time they practice at a level you can make it more expensive.</PARA>

<PARA>An example of this would look as follows:</PARA>


		  0;   90; consider                      ;   4;  4000;   5; 10;      0;
		  
		  

<PARA>This example has consider being practiced at guild level 0 up to 90%, costing 4 old gold pieces minimum, 4000 old gold pieces maximum, 5 practice points for the first practice per level and 10 for the second.</PARA>

<PARA> For 15 points a level, the player can practice consider twice. It is actually quite nice to be able to do this, and generally easier entities take advantage of this more often.</PARA>

<PARA>Each additional field is followed by a semicolon</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field X

<DICTDEF> <PARA>This is the termination field for the GTD. It tells the compiler that the GTD is finished. In fact, if you set a practice point field to 0, it would consider that Field X, and end the GTD.</PARA>

<PARA>Every GTD line must have an end of field marker!</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as follows:</PARA>

<TITLE>Old to new money conversions.</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Old gold piece</ENTRY> <ENTRY>New money</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>10</ENTRY> <ENTRY>1 Iron Piece (IP)</ENTRY> </ROW> <ROW> <ENTRY>80</ENTRY> <ENTRY>1 copper piece (CP)</ENTRY> </ROW> <ROW> <ENTRY>640</ENTRY> <ENTRY>1 silver piece (SP)</ENTRY> </ROW> <ROW> <ENTRY>5120</ENTRY> <ENTRY>1 gold piece (GP)</ENTRY> </ROW> <ROW> <ENTRY>40960</ENTRY> <ENTRY>1 platinum piece (PP)</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>Of course, to finish up the entire SFUN_TEACH_INIT, you must include a closing double quotation mark ("). Failure to do so will cause no end of problems for you.</PARA>

<PARA>A finished teacher of ability function would look like this:</PARA>



		special SFUN_TEACH_INIT
		"&labilities;0;
		$1n tells you, 'I have never heard of such an ability.';
		$1n tells you, 'I do not know how to teach this ability.';
		$1n tells you, 'You haven't got %s for me.';
		$1n tells you, 'You haven't got %d ability points.';
		$1n tells you, 'I can not teach you any more';
		$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
		you.';
		$1n tells you, 'Remove all equipment, please.';

		  0;  100; Strength                      ;   4;  4000;   8;       0;
		  0;   90; Dexterity                     ;  14; 14000;  12;       0;
		  0;   90; Constitution                  ;  14; 14000;   9;       0;
		  0;  100; Hitpoints                     ;   4;  4000;  11;       0;
		  2;   60; Brain                         ;  23; 23000;  14;       0;
		  4;   80; Charisma                      ;  18; 18000;  14;       0;
		"

		

<PARA>There are two other easy to use specials that you will want to use with your teacher. they are 'SFUN_GUILD_BASIS' and 'SFUN_MEMBERS_ONLY'.</PARA>

<VARIABLELIST> <VARLISTENTRY>

SFUN_GUILD_BASIS

<DICTDEF> <PARA>This initializes the teacher and the only argument is the guild name</PARA>


		special SFUN_GUILD_BASIS "Udgaard Fighter"

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

SFUN_MEMBERS_ONLY

<DICTDEF> <PARA>This simply blocks anyone who is not in the guild from practicing This means the argument is the guild name. and the act separated by a '#', an example would look as follows:</PARA>



		special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"

		 </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

<PARA>Finally we will show you what a full teacher would look like with the entire specials and the NPC definition.</PARA>



		jones

		names {"blacksmith", "smith", "Jones"}
		title "Jones the blacksmith"
		descr "The venerable Jones Blacksmith is here."
		extra {}
		"The smith is old but his arms still retain the strength of his youth.
		He looks as if he has retired, but he can still put you through the
		drills of physical training."
		flags {UNIT_FL_NO_TELEPORT}
		romflags {CHAR_PROTECTED}
		//Define from composed.h
		M_HUMAN_WARRIOR_AXE(80, SEX_MALE)

		//negative exp to discourage killing teacher
		exp -100

		special SFUN_GUILD_BASIS GUILD_UDG_FIGHTER
		special SFUN_MEMBERS_ONLY GUILD_UDG_FIGHTER+"#$1n says, 'Buggar ye off, $3n.'"

		special SFUN_TEACH_INIT
		"&labilities;0;
		$1n tells you, 'I have never heard of such an ability.';
		$1n tells you, 'I do not know how to teach this ability.';
		$1n tells you, 'You haven't got %s for me.';
		$1n tells you, 'You haven't got %d ability points.';
		$1n tells you, 'I can not teach you any more';
		$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
		you.';
		$1n tells you, 'Remove all equipment, please.';

		  0;  100; Strength                      ;   4;  4000;   8;       0;
		  0;   90; Dexterity                     ;  14; 14000;  12;       0;
		  0;   90; Constitution                  ;  14; 14000;   9;       0;
		  0;  100; Hitpoints                     ;   4;  4000;  11;       0;
		  2;   60; Brain                         ;  23; 23000;  14;       0;
		  4;   80; Charisma                      ;  18; 18000;  14;       0;
		"

		

</sect2>

<sect2 id="specguildmaster"> <TITLE>Guild master functions</TITLE>

<PARA>When you make a guild you have to make a guild master for it. This NPC will let people join and leave the guild and it also gives titles. To create a guild master you need to use three 'special' functions. The functions you need are 'SFUN_GUILD_BASIS', 'SFUN_GUILD_MASTER', and 'SFUN_GUILD_TITLES'.</PARA>

<VARIABLELIST> <VARLISTENTRY>

SFUN_GUILD_BASIS

<DICTDEF> <PARA>This initializes the master and the only argument is the guild name</PARA>


		special SFUN_GUILD_BASIS "Udgaard Fighter"

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

SFUN_GUILD_MASTER

<DICTDEF> <PARA>The guild master function takes 6 arguments. Like the teacher function the arguments must be surrounded by double quotes. The strings in the arguments must be surrounded by tilde marks (~). The following is a description of the arguments and what they do.</PARA>

<VARIABLELIST> <VARLISTENTRY>

Line1

<DICTDEF> <PARA>The first argument on is what the guild name is. As in the teacher you need to pre-pend the '&l' symbol so the <ACRONYM>VME</ACRONYM> doesn't mess with the formatting of the string when the guild master is compiled.</PARA>



		 &lGuild = ~Udgaard fighter~
		 
		 

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 2</term> <LISTITEM> <PARA>This argument is what quest needs to be done before the character can enter the guild.</PARA>


		 
		 Guild Enter Quest = ~Fighter Proven~

		 

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 3</term> <LISTITEM> <PARA>This argument is the amount it costs to enter the guild in old gold pieces.</PARA>


		 Guild Enter Cost = 640
		 
		 

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 4</term> <LISTITEM> <PARA>this argument is the quest the player must do before leaving the guild. If the player has not completed this quest the guild master will not let the player leave.</PARA>


		  
		Guild Leave Quest = ~Wimp proven~

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 5</term> <LISTITEM> <PARA>This argument is how much old gold pieces it will cost to quit the guild. If the player doesn't have enough money the guild master will not let the player join.</PARA>


		 
		Guild Leave Cost = 3200

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 6</term> <LISTITEM> <PARA>This argument is what guild the guild master will not accept players from. For example the following will make it so no Thief can be in the fighter guild.</PARA>



		Guild Exclude Quest = ~Udgaard Thief Quitter~

		

</LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<NOTE><PARA>When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as shown in <xref linkend="oldgold"></PARA></NOTE>

<PARA>The following is what a full 'SFUN_GUILD_MASTER' function would look like</PARA>


 

		special SFUN_GUILD_MASTER
		"&lGuild               = ~Udgaard fighter~
		Guild Enter Quest    = ~Fighter Proven~
		Guild Enter Cost     = 640
		Guild Leave Quest    = ~Wimp proven~
		Guild Leave Cost     = 3200
		Guild Exclude Quest  = ~Udgaard Fighter Quitter~"

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

SFUN_GUILD_TITLES

<DICTDEF>

<PARA>This function allows the player to request a title at the guild master. A title will be given every 5 levels up to level 100 so you have 20 titles you can set. The title function takes one title for male chars and one title for female chars so you have to set 40 titles.</PARA>

<PARA>The arguments of this function are easy. The first thing you do is the normal '&l' to let the <ACRONYM>VME</ACRONYM> know not to mess with this string. Then you put the guild name. Finally you follow it by the list of 40 titles. The following is the fighter guilds title list</PARA>



		special SFUN_GUILD_TITLES
		"&lUdgaard fighter
		the %s Swordpupil
		the %s Swordpupil
		the %s Recruit
		the %s Recruit
		the %s Sentry
		the %s Sentress
		the %s Fighter
		the %s Fighter
		the %s Soldier
		the %s Soldier
		the %s Warrior
		the %s Warrior
		the %s Veteran
		the %s Veteran
		the %s Swordsman
		the %s Swordswoman
		the %s Fencer
		the %s Fenceress
		the %s Combatant
		the %s Combatess
		the %s Hero
		the %s Heroine
		the %s Myrmidon
		the %s Myrmidon
		the %s Swashbuckler
		the %s Swashbuckleress
		the %s Mercenary
		the %s Mercenaress
		the %s Swordmaster
		the %s Swordmistress
		the %s Lieutenant
		the %s Lieutenant
		the %s Champion
		the %s Lady Champion
		the %s Dragoon
		the %s Lady Dragoon
		the %s Cavalier
		the %s Cavalier
		the %s Knight
		the %s Lady Knight"

		

</LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>Put all three of these functions on your NPC and your all set you have a guild master.</PARA> </sect2>

<sect2 id="specbank"> <TITLE>NPC banker</TITLE>

<PARA>The banker function is the easiest 'special' function there is to use. The following placed on an NPC will make a banker:</PARA>



		special SFUN_BANK

		

<PARA>As you see its very simple, so we will just show you a completed banker and leave it at that.</PARA>



		bob

		names {"Bob"}
		title "Bob"
		descr "Bob the Banker is here, sitting behind the counter."
		extra {}
		"He has a very serious look on his face."

		// define from composed.h
		M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)

		//discourage people from killing banker
		exp -500

		flags {UNIT_FL_NO_TELEPORT}

		special SFUN_BANK
		end

		

</sect2>


</SECT1>

<sect1 id="roomnpczone"> <TITLE>Dragon station with rooms and NPCs</TITLE>

<PARA>Now we will add the NPCs we have built to the zone from the previous chapter. This is still not complete while it does compile and you can log into your zone, you still have to load your NPCs and there are no objects. These will be added as you progress through this manual. The following is the source file so far.</PARA>



		#include <composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%rooms

		chamber
		title "The middle chamber of the station"
		descr
		"This chamber seems to have the entire station rotating around it.  It is
		unbelievably large the ceiling seems to be a good 200 meeters high and
		the room is perfectly cubic. Small human size ornate chairs with dragon
		designs scrawled on the arms and back are arranged in a triangle like
		setting with one large chair at the front.  This must be where all
		station meetings are held. large pictures cover the walls depicting
		dragons in all kinds of situations.  large passages lead of to the west
		and the east.."

		extra {"chair","chairs"}
		"The chairs are made of some metal you don't recognize and every inch is covered
		with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intellegence looking dragon is sitting perched on a large chair watching you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}


		west to disposal_room descr
		"You see a small room.";

		east to hallway descr
		"You see what looks to be a hallway.";

		end

		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom.  The hallway seems to be dust free.  The
		walls and the floors seem to be made out of the same sterile
		metal-plastic that all space agencies uses.  There are large plate glass
		windows that open up into space.  The hallway is filled with a dim light
		that seems to come from everywhere yet no where all at once.  You notice
		a glimmer of bright light coming from the windows.  To the east you see
		an air lock and to the west the hallway opens up into a larger room."

		extra {"windows","window"}
		"Your eyes are drawn to a large ship lit up with running lights sitting
		about 1 kilometer from the station."

		extra{"floor","walls","wall"}
		"Well what can be said it looks to be in perfect condition.  What else would
		you want to know?"

		extra {"large ship" ,"ship"}
		"The ship looks really big and is shaped like a dragon.  The scales
		sparkle and seem to be multiple colors."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station.  The room
		is as large as the other rooms big enough for Dragons to lounge while
		still having a desk in one corner small enough for a humanoid.  The
		floor along the north wall is lined with some kind of fabric and seems
		very soft to walk on, it may be some kind of dragon lounge judging by
		how large an area it covers.  There is a passage to the west."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"paintings","painting"}
		"The paintings are of many dragons and riders in all kinds of tasks from
		combat to look out.  All the figures seem to be staring at a staff
		being held by a depiction of a wizard on the south wall."

		extra {"wizard","staff"}
		"The wizard has his hand stretched out and it seems there is a place
		you can almost grab the staff. Maybe if you searched the staff you would
		find it."

		extra {"desk"}
		"Its a desk alright but there doesn't seem to be any drawers and it
		seems totally empty."

		extra{"fabric"}
		"Wussshhhhh you bound across the comfortable floor wasn't that fun."

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		SECRET_DOOR_DIFFICULTY(SOUTH, 50)
		south to portal_room descr
		"You see what looks to be a portal room."
		keyword {"air lock door","air lock","staff","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};

		end

			portal_room
			title "Green field room"
			descr
			"Like the other rooms on the station this one is large enough for
			dragons to comfortably fit in.  The strange thing about this room though
			is it is totally empty except for a green field right in the center. 
			there is a door that leads to another room to the north."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			extra {"green field","field"}
			"The field looks to be a green fog shifting and churning as you watch. 
			if you are nuts you could probably enter it."
			
			north  to office descr
			"You see what looks to be an office."
			keyword {"air lock door","air lock","door"}
			key nokey
			open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
			
			//A link to the portal is also here from room_port
			end
			
			ship_port
			names{"green field", "field"}
			title "Green field"
			descr
			"Green Mist swirls about you."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			in ship
			
			dilcopy force_move@function(
			//Time to activation
			4,
			//room and act
			"portal_room@dragonst!You feel your body dissolving for lack of a better
			description.&nYou appear on the deck of a ship.",
			//True or False for randomizing or not
			FALSE);
			
			
			end                                             

		room_port
		names{"green field", "field"}
		title "Green field"
		descr
		"Green Mist swirls about you."
		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		in portal_room

		dilcopy force_move@function(
		//Time to activation
		4,
		//room and act
		"ship@dragonst!You feel your body dissolving for lack of a better
		description.&nYou appear on the deck of a ship.",
		//True or False for randomizing or not
		FALSE);


		end

		disposal_room
		title "Red field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a red field right in the center. 
		there is a door that leads to another room to the east."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"red field","field"}
		"The field looks to be a red fog shifting and churning as you watch. 
		if you are nuts you could probably enter it."

		east to chamber descr
		"You see the main chamber.";

			//A link to the portal is also here from dis_port
		end

		dis_port
		names {"red field","field"}
		title "Red field"
		descr
		"Red Mist swirls about you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
		dilcopy force_move@function(
		//how fast to force move in seconds
		4,
		//room to force move to and act
		"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
		//true or false random move or not
		0);
		in disposal_room 

		end

		ship
		title "War dragon"
		descr
		"Blue light softly glows from con duets that line the walls of this ship.
		The floors beside the east and west wall have what looks to be soft
		fabric covering.  The south wall has small controls that seem to be made
		for humanoids with two small chairs that look to be pilot seats.  view
		portals are about 50 meters up the side of the ship on the west and east
		wall and some kind of electronic screen covers the south wall.  The ship
		seems to be a one room ship but there is a green field by the north
		wall."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"view port"}
		"Sorry your not 50 meters tall maybe it is made for a dragon?"

		extra {"view screen","screen"}
		"It seems to be the pilots view screen but you can't seem to see a way
		to turn it on."

		extra {"controls","control"}
		"The controls are in some weird language and your afraid if you start
		pushing buttons you might rocket in to the station or worse slam into
		a planet."

		extra {"soft fabric","fabric"}
		"It looks to be a dragon lounge area."

			//A link to the portal is also here from ship_port
		end

		deathspace
		title"Open space"
		descr
		"You see the ship and the station far off in the distance and you are in Space!"

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		dilcopy death_room@function (
		//how often is damage done 4 would be 1 second
		4, 
		//damage
		400,
		//act for the damage.
		"You realize to late that was the trash disposal transporter and you feel your
		lungs explode.");


		end

		%mobiles

		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eye","eyes"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

		M_DRAGON_BLACK_OLD(SEX_MALE)

		end

		janitor
		names {"ugly janitor", "janitor", "hobgoblin"}
		title "an ugly janitor"
		descr "an ugly janitor is walking around, cleaning up."

		extra{}
		"This ugly green thing looks more goblin than hobgoblin but he seems intent
		on cleaning everything around him."

		M_AVG_HOBGOBLIN(6, SEX_MALE)

		// he is sort of good for cleaning so much
		alignment 900

		//give him some money
		money 5 IRON_PIECE

		dilcopy janitors@function(15);

		// only want him cleaning the station
		dilcopy wander_zones@function("dragonst", 20, 1, 1);

		end

		bob

		names {"Bob"}
		title "Bob"
		descr "Bob the Banker is here, sitting behind the counter."
		extra {}
		"He has a very serious look on his face."

		// define from composed.h
		M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)

		//discourage people from killing banker
		exp -500

		flags {UNIT_FL_NO_TELEPORT}

		special SFUN_BANK
		end








		%end

		

</sect1>

<sect1 id="npcexer"> <TITLE>Suggested NPC exercises</TITLE>

<orderedlist> <LISTITEM> <PARA>Using the <ACRONYM>DIL</ACRONYM> function for team work found in <xref linkend="npcdilfunc"> create a guard that will help all other guards. </PARA> </LISTITEM> <LISTITEM> <PARA>Using the <ACRONYM>DIL</ACRONYM> function for rescue found in <xref linkend="npcdilfunc"> add to your guard from exercise one and make it so will now rescue as well as help. </PARA> </LISTITEM> <LISTITEM> <PARA>Using the shop keeper function from <xref linkend="npcdilfunc">; make a shop keeper that sells two types of food. The shop keeper should make 5 of them a day and it should only buy items of the food type. For all other arguments be creative.</PARA> </LISTITEM> <LISTITEM> <PARA>Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person. </PARA> </LISTITEM> <LISTITEM> <PARA>Using the <ACRONYM>DIL</ACRONYM> function for agressive found in <xref linkend="npcdilfunc"> create a Dwarf agressive to any Orc that walks into the room.</PARA> </LISTITEM> </orderedlist>

</SECT1>


</chapter>

<chapter ID="ch-06"><?dbhtml filename="ch06.html"> <TITLE>The objects section</TITLE>

<PARA>The previous chapters would be enough for you to create an entire game of nudists with no technology and no items of any kind. This of corse would be a very boring game of naked people fighting with no weapons. don't worry the <ACRONYM>VME</ACRONYM> has a solution to this you can build objects to dress up the NPCs and to fill the rooms with cluttered junk.</PARA>

<PARA>In order to get started building objects you should first be aware of the object fields you can use. The <xref linkend="objfields"> shows a full listing of all the object fields and their types as defined in <xref linkend="ch-03">.</PARA>

<TITLE>Object fields and types</TITLE> <TGROUP align=left cols=5 colsep=1> <COLSPEC COLNAME="c1" COLWIDTH="2in"> <COLSPEC COLNAME="c2" COLWIDTH="2in"> <COLSPEC COLNAME="c3" COLWIDTH=".5in"> <COLSPEC COLNAME="c4" COLWIDTH="2in"> <COLSPEC COLNAME="c5" COLWIDTH="2in"> <THEAD> <ROW> <ENTRY COLNAME="c1">Field</ENTRY> <ENTRY COLNAME="c2">Type</ENTRY> <ENTRY COLNAME="c4">Field</ENTRY> <ENTRY COLNAME="c5">Type</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY COLNAME="c1">symbolic name</ENTRY> <ENTRY COLNAME="c2">Symbol</ENTRY> <ENTRY COLNAME="c3" morerows=10></ENTRY> <ENTRY COLNAME="c4">affect</ENTRY> <ENTRY COLNAME="c5">affect function</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">names</ENTRY> <ENTRY COLNAME="c2">Stringlist</ENTRY> <ENTRY COLNAME="c4">dilbegin or dilcopy</ENTRY> <ENTRY COLNAME="c5">function pointer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">title</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">key</ENTRY> <ENTRY COLNAME="c5">String</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">descr</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">open</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">inside_descr</ENTRY> <ENTRY COLNAME="c2">String</ENTRY> <ENTRY COLNAME="c4">manipulate</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">extra</ENTRY> <ENTRY COLNAME="c2">Structure</ENTRY> <ENTRY COLNAME="c4">spell</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">minv</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">value</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">alignment</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">cost</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">flags</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">rent</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">weight</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">type</ENTRY> <ENTRY COLNAME="c5">Integer</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">capacity</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4">end tag</ENTRY> <ENTRY COLNAME="c5">Symbol</ENTRY> </ROW> <ROW> <ENTRY COLNAME="c1">light</ENTRY> <ENTRY COLNAME="c2">Integer</ENTRY> <ENTRY COLNAME="c4"></ENTRY> <ENTRY COLNAME="c5"></ENTRY> </ROW> </TBODY></TGROUP>

<PARA>Many of the same fields you found in rooms and NPCs, as you can see from <xref linkend="objfields">, can also be found in objects. The fields do not always have exactly the same use when coding rooms, NPCs, and objects but they are normally set in the same manor. It is very important that you read and understand the differences of each field as they pertains to rooms, objects, and or NPCs.</PARA>

<sect1 id="objfielddescr"> <TITLE>Description of object fields</TITLE>


<variablelist id="var-objfields"> <VARLISTENTRY>

symbolic name

<DICTDEF> <PARA></PARA>

<PARA>The rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review. The important thing to realize with the object symbol is it is always good practice to give the object a symbol that resembles the title and description so administrators and builders can use the <command>load</command> and the <command>wstat</command> to easily locate, examine, and load the object in question. </PARA>

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title

<DICTDEF> <PARA></PARA>

<PARA>The object title is what is shown if the object is being picked up, dropped, given to someone, when you do the inventory command, , or being used in combat. there should be no punctuation in the object title because of how it is used in the <ACRONYM>VME</ACRONYM> server. If you add punctuation or forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you compile. The following are good examples of an object title.</PARA>



		title "a big rock"
		title "the flame tongue"
		title "a lap top"
		title "a garbage bag"
		title "an oval hover car"

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <TERM>descr</term> <LISTITEM> <PARA></PARA>

<PARA>The description field is what the player sees when walking into the room or when looking with no arguments. It is good practice to make this no longer than one line not counting the 'descr' tag.</PARA>

<PARA>Some examples of the object description field would be as follows:</PARA>



		descr
		"a green bloody sword is laying here."

		descr
		"A massive wooden round table sits here."

		descr
		"a funny looking hammer is laying here."

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

names

<DICTDEF> <PARA></PARA>

<PARA>The object names are as important as the NPC names. They are what you act on when picking the object up, dropping it, throwing it, just about anything you do to objects use these name fields. On drink containers you add the liquid name at the end, so people can drink the liquid. You always need to make sure you put every possible name that the player may use to examine or take your item. The rule of thumb is if it is in the title or description it should be in the names list. conversely if it is not in the title or description it shouldn't be in the names list because the players will not use it if they don't know about it.</PARA>

<PARA>The following is some examples of good 'names' fields with respect to their 'title' and 'descr'.</PARA>



		title "a big rock"
		descr "a big rock is here blocking the road."
		names {"big rock","rock"}

		title "an old twisted staff"
		descr "An old twisted staff has been discarded here."
		names{"old twisted staff","twisted staff","old staff","staff"}

		

<PARA>The idea of course is to make any combination that a player may type to try and act upon your object. You would not want to describe and title your object with an entirely different theme than you created its names with because a player would not know what it is called.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

inside_descr

<DICTDEF> <PARA></PARA>

<PARA>The inside description is what a player sees if it is inside the object. This is used for things like Coffins or boxes or boats that a player can climb inside. The inside description is defined the same way the normal description is but you can make it as many lines as you want like you would with a room description.</PARA>



		                                      inside_descr
		"You are inside a black coffin with a red velvet padding - scary!"

		                                      inside_descr
		"You are inside the pink time machine.  a small control panel is on the
		floor and seems to be operated by stepping on it."	

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

extra

<DICTDEF> <PARA></PARA>

<PARA>The extra's on the object like the NPC, can be used to do many things. It can be used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a part of the object like the room extras show a part of the room. They can even be used to create new acts when a person picks the item up, drops, or enters it.There is also a special extra that is the object's description when you look at it with the look <object> command.</PARA>

<PARA>Lets go over the object description extra first. If you use an extra with no names list it will become the object's description when you look at any of the names on it.</PARA>


		extra {}
		"Its just a rock nothing special about it."  

		extra {}
		"The ice cube is about 40 meters perfectly cubed.  It seems to be
		melting slightly but waiting for it to finish would be sort of like
		waiting for the ice age to end."

		

<PARA>You can also use extras to show parts of the object.</PARA>


		extra {"crack"}
		"There is a big crack in the side of the ice cube.  Maybe if you mess
		with the crack you will be able to open it or something."

		extra {"bed post","post"}
		"Its a big gold bed post don't you wish you could get this sucker off it
		would make you a rich adventurer indeed."

		

<PARA>You can also use the extras to give more detailed and vivid descriptions when the object is acted upon.</PARA>

<TITLE>Object special action extras</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Extra</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>$wear_s</ENTRY> <ENTRY>A message shown to activator when wearing (+wield/grab/hold) an item.</ENTRY> </ROW> <ROW> <ENTRY>$wear_o</ENTRY> <ENTRY>A message shown to others when wearing an item.</ENTRY> </ROW> <ROW> <ENTRY>$rem_s</ENTRY> <ENTRY>A message shown to activator when removing worn stuff.</ENTRY> </ROW> <ROW> <ENTRY>$rem_o</ENTRY> <ENTRY>A message shown to others when removing an item.</ENTRY> </ROW> <ROW> <ENTRY>$get_s</ENTRY> <ENTRY>A message shown to activator when getting an item.</ENTRY> </ROW> <ROW> <ENTRY>$get_o</ENTRY> <ENTRY>A message shown to others when getting an item.</ENTRY> </ROW> <ROW> <ENTRY>$drop_s</ENTRY> <ENTRY>A message shown to activator when dropping an item.</ENTRY> </ROW> <ROW> <ENTRY>$drop_o</ENTRY> <ENTRY>A message shown to other when dropping an object.</ENTRY> </ROW> <ROW> <ENTRY>$enter_s</ENTRY> <ENTRY>A message shown to activator when entering an item.</ENTRY> </ROW> <ROW> <ENTRY>$enter_o</ENTRY> <ENTRY>A message shown to other when entering an item.</ENTRY> </ROW> <ROW> <ENTRY>$exit_s</ENTRY> <ENTRY>A message shown to activator when leaving an item.</ENTRY> </ROW> <ROW> <ENTRY>$exit_o</ENTRY> <ENTRY>A message shown to other when leaving an item.</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>In the following example of an ice cube, 1n is the activator and $2n is the unit in question.</PARA>


		extra {"$get_s"}
		"You pick up the $2N, it is very cold and begins to melt in your hands."

		extra {"$get_o"}
		"$1n picks up the $2N, you notice that a drop of water hits the ground as
		it begins to melt in $1s hand."

		

<PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs. We will not cover this because it is a topic covered in-depth in the <ACRONYM>DIL</ACRONYM> documentation.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

manipulate

<DICTDEF> <PARA></PARA>

<PARA>This field is what defines the things that can be done to the object. For example a piece of armour should be able to be taken and worn, while a fountain should be able to be entered but not taken unless its some magical portable fountain. There are two sets of manipulate flags even though you can use them together. We separate them because the first two are flags that tell you if you can take or enter something while the rest of the manipulate flags are for worn positions.</PARA>

<PARA>First the two flags for taking and entering are:</PARA>

<TITLE>Take and enter flags</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Manipulate</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>MANIPULATE_TAKE</ENTRY> <ENTRY> Set this flag if the unit can be taken (picked up/moved about).</ENTRY> </ROW> <ROW> <ENTRY>MANIPULATE_ENTER</ENTRY> <ENTRY> Set this flag if it is possible to enter a unit, ie set it in a coffin if you want players to be able to enter the coffin. </ENTRY> </ROW> </TBODY></TGROUP>

<PARA>These flags are set to indicate on what body positions a particular object can be worn:</PARA>

<itemizedlist> <LISTITEM><PARA>MANIPULATE_WEAR_FINGER</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_NECK</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_BODY</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_HEAD</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_LEGS</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_FEET</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_HANDS</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_ARMS</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_SHIELD</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_ABOUT</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_WAIST</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_WRIST</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WIELD</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_HOLD</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_EAR</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_BACK</PARA></LISTITEM> <LISTITEM><PARA>MANIPULATE_WEAR_CHEST</PARA></LISTITEM> <LISTITEM><PARA> MANIPULATE_WEAR_ANKLE</PARA></LISTITEM> </itemizedlist>

<PARA>Currently you can only set one of the worn positions flags on an item at a time. You can set both enter and take on an item with a position or just one or the other. Some legal examples of combinations are as follows:</PARA>



		//An earring
		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}

		//A backpack
		manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}

		//strange true but its legal an earring pack
		manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

flags

<DICTDEF> <PARA></PARA>

<PARA>This field on an object is used to set special attributes in order to make the object able to be buried or not or no-teleportable and many others. The object flag list uses the UNIT_FL_* variables that both the NPCs and the rooms also use, therefore while you can set some flags on an object it may not have any affect unless you as a builder or administrator adds the functionality. You can also add extras on an object that can be used as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>. The following is a full list of all unit flags and how they affect objects, if they do.</PARA>

<TITLE>Object unit flag affects</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>UNIT_FL_PRIVATE</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INVISIBLE</ENTRY> <ENTRY>Makes unit invisible</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_BURY</ENTRY> <ENTRY>Makes it so you can create objects that can not be buried for example a weapon that for some reason shouldn't be buried.</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes unit buried when loaded</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY> <ENTRY>Makes it so you can not teleport into this object. This flag only works on containers. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_MOB</ENTRY> <ENTRY> Currently has no affect on an object. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_WEATHER</ENTRY> <ENTRY> Currently has no affect on a NPC. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INDOORS</ENTRY> <ENTRY> Currently has no affect on an object. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_TRANS</ENTRY> <ENTRY>Makes unit transparent If the Unit is transparent you will be able to see any NPCs that it is carrying. For example if a canoe was carrying a familiar you would see that as you walked into the room. If this flag is not set and you are in a canoe you will not see outside the canoe and no one will see in. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_NO_SAVE</ENTRY> <ENTRY>Makes it so a PC can't save with unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY> <ENTRY> Currently has no affect on an object. </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_MAGIC</ENTRY> <ENTRY>This flag is used by spells to tell if the object is magic.</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>If you wanted to make an object that a player can carry around but can not save you would set the manipulate and flags as follows.</PARA>


		manipulate {MANIPULATE_TAKE}
		flags {UNIT_FL_NO_SAVE}

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

type

<DICTDEF> <PARA></PARA>

<PARA>This field is what you use to set the objects type. The type field is used when spells are cast or commands are executed on the object. You can add your own item types but they will not change the actions of base code commands. The following is the list of item types and what they mean when you set them. Some are not supported with the current code but you can add support for them if you like by making <ACRONYM>DIL</ACRONYM> commands, which is covered in another manual.</PARA>

<TITLE>Item types</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Type</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>ITEM_LIGHT</ENTRY> <ENTRY>Items of this type can be lighted and extinguished.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_SCROLL</ENTRY> <ENTRY>Items of this type can be read as a magical scroll.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_WAND</ENTRY> <ENTRY>Items of this type can be used with the <command>use</command> command.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_STAFF</ENTRY> <ENTRY>Items of this type can be used with the <command>tap</command> command as a magical staff</ENTRY> </ROW> <ROW> <ENTRY>ITEM_WEAPON</ENTRY> <ENTRY>Items of this type are used as weapons.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_FIREWEAPON</ENTRY> <ENTRY>Currently not supported but could be used to classify a special type of weapon.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_MISSILE</ENTRY> <ENTRY>Currently not supported but could be used to classify a special type of weapon.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_TREASURE</ENTRY> <ENTRY>Items of this type are of some great value to sell but nothing else like a Gem or a block of gold.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_ARMOR</ENTRY> <ENTRY>Items of this type can be worn or used as armour.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_POTION</ENTRY> <ENTRY>Items of this type can be used with the <command>quaff</command> as a position.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_WORN</ENTRY> <ENTRY>Items of this type can be worn but not normally used for armour it is more for clothing.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_OTHER</ENTRY> <ENTRY>This item type is for items that don't fit any other type. Now that you can make your own commands with the <ACRONYM>VME</ACRONYM> 2.0 you should just make your own item type instead of using this value.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_TRASH</ENTRY> <ENTRY>Items of this type are usually junk or broken equipment.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_TRAP</ENTRY> <ENTRY>Not currently supported but could be used to make a trap command by creating a trap item</ENTRY> </ROW> <ROW> <ENTRY>ITEM_CONTAINER</ENTRY> <ENTRY>Items that can be used as containers.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_NOTE</ENTRY> <ENTRY>Items of this type can be used to write on like paper or slates.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_DRINKCON</ENTRY> <ENTRY>Items of this type can carry liquids.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_KEY</ENTRY> <ENTRY>Items of this type can be used as a key.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_FOOD</ENTRY> <ENTRY>Items of this type can be eaten</ENTRY> </ROW> <ROW> <ENTRY>ITEM_MONEY</ENTRY> <ENTRY>Items of this type can be spent as currency</ENTRY> </ROW> <ROW> <ENTRY>ITEM_PEN</ENTRY> <ENTRY>No longer supported but could be used to force people to have a writing instrument before writing a message.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_BOAT</ENTRY> <ENTRY>Items of this type can be used as a water craft</ENTRY> </ROW> <ROW> <ENTRY>ITEM_SPELL</ENTRY> <ENTRY>Not currently supported but it could be used to make a page in a spell book</ENTRY> </ROW> <ROW> <ENTRY>ITEM_BOOK</ENTRY> <ENTRY>Not currently supported but could be used to make regular and spell books.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_SHIELD</ENTRY> <ENTRY>Items of this type can be used as a shield.</ENTRY> </ROW> <ROW> <ENTRY>ITEM_SKIN</ENTRY> <ENTRY>Not currently supported in the release but could be used to make the skin command and create skins of animals</ENTRY> </ROW> <ROW> <ENTRY>ITEM_BOARD</ENTRY> <ENTRY>Items of this type are used for public communications in the form of boards that can be read from and written to.</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>Unlike flags and manipulate fields only one item type can be set on an object at a time. The format for the 'type' field is simply the keyword followed by the value as follows:</PARA>



		type ITEM_BOARD

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weight

<DICTDEF> <PARA></PARA>

<PARA>The weight is the weight of the object in pounds. In the future we may adjust this to allow you to make things lighter for example you could set it in ounces or grams. Right now however all we have is pounds so we have some pretty heavy feathers out there.</PARA>

<PARA>To use this you just enter the 'weight' keyword and then the value.</PARA>


		/80 lbs.
		weight 80

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

capacity

<DICTDEF> <PARA></PARA>

<PARA>This field sets the size of a container object. If the object does not have the manipulate enter flag set then this field doesn't have to be set. The capacity is currently by pounds since the weight of objects is set in pounds. In the future we may take into account size and weight but right now it goes only by weight. The following line of code would set an item to carry 600 pounds of stuff.</PARA>



		capacity 600

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

key

<DICTDEF> <PARA></PARA>

<PARA>The key field sets the key name of the key that will open the item. This field should be set to the symbolic name of the key that opens the item it is on. If the item is in the same zone as the key then you do not need to put the zone extension on the key name. The following are the three possible examples of using the key field.</PARA>



		//if object and key are in same zone.
		key brasskey

		//if key and object are in same zone
		key brasskey@zonename

		//if key and object are not in same zone
		key brasskey@otherzonename

		

<PARA>Notice you can put the zone name on it if the key is in the same zone but if the key is not in the same zone you must put the zone name on it.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

cost

<DICTDEF> <PARA></PARA>

<PARA>This is the field you set to add a cost to your object. If you leave this field out it will default to no cost and will not be able to be sold at stores. The system for setting cost on an item is the same as setting money on a NPC. As with a NPC we could set it using a single number but it would not be easy to understand. For example 5 gold pieces would be something like:</PARA>


		money 25600

		

<PARA>I am no more sure this will make five gold pieces than I was when I used this same example with the money field in NPC. The problem is I just did the math in my head so its not very accurate. It is much easier to use the defined money types to set exactly what you want as follows:</PARA>


		IRON_PIECE
		COPPER_PIECE
		SILVER_PIECE
		GOLD_PIECE
		PLATINUM_PIECE

		

<PARA>Now if we wanted to make an object costing five gold it would be as simple as this:</PARA>


		money 5*GOLD_PIECE

		

<PARA>the define method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what amount of each coin you want on the NPC. If you set it using a single integer the compiler would pick how many of each coin. This of course is not what is desired in fact you want to be able to set your cost however you like. So setting more than one coin is as simple as adding a comma between the first and second coin.</PARA>


		money 5*GOLD_PIECE, 20*IRON_PIECE

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

rent

<DICTDEF> <PARA></PARA>

<PARA>This field tells how much it costs you to keep an item while your offline. The rent is not always taken if the <ACRONYM>VME</ACRONYM> server is set up to not take any rent then it will not matter if you set this or not. Also the <ACRONYM>VME</ACRONYM> can be set up to take a percentage of this field so it may not take the exact amount you et. If the <ACRONYM>VME</ACRONYM> server is set up to take 100% of the rent then what you set will be taken. To set this field you do the same as you do with the cost field.</PARA>



		money 5*GOLD_PIECE, 20*IRON_PIECE

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

minv

<DICTDEF> <PARA></PARA>

<PARA>This field is the administrator invisible level of the object it is set on. This means that if you set the 'minv' to two hundred it will make it so the object can not be seen by anyone below the administrator level of two hundred. This is good for hiding objects that you need for administrators but you don't want players to see. In order for the 'minv' to be removed an administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>


		minv 239

		


</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

alignment

<DICTDEF> <PARA></PARA>

<PARA>The object alignment is not currently used. It is an integer value that can be set on an object to be used with any <ACRONYM>DIL</ACRONYM> functions. In the future it will be what determines if a good or evil person can wield an item. The value is set by placing the 'alignment' keyword first followed by the alignment desired from -1000 to +1000.</PARA>



		alignment -250

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

open

<DICTDEF> <PARA></PARA>

<PARA>The open field is used if you want to give your object the ability to be opened, closed, and or locked. If you add the open flags you need to also add a key field which has already been explained. The following are all the possible open flags and what they are used for.</PARA>

<VARIABLELIST> <VARLISTENTRY>

EX_OPEN_CLOSE

<DICTDEF> <PARA> Set this if you can open and close this object. </PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_CLOSED

<DICTDEF> <PARA>Set this if you want the object to be closed when loaded.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_LOCKED

<DICTDEF> <PARA>Set this if you want the object to be locked when loaded.</PARA> <NOTE> <PARA>An interesting aspect is that if you do not specify a key, you can only unlock this door with the 'pick' skill, 'unlock' spell or from <ACRONYM>DIL</ACRONYM> with UnSet();</PARA> </NOTE> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_PICK_PROOF

<DICTDEF> <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the lock of this object.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY> ;EX_INSIDE_OPEN <DICTDEF> <PARA>Usable on container objects only, this enables the mobile to 'open' and 'lock' from the inside.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>The simplest use of this field is to make an object that opens and closes. A coffin for example would have its flags set as follows:</PARA>



		open {EX_OPEN_CLOSE}

		

<PARA>If you wanted to set an object that is locked and closed and having a brass key that can open it, when it is loaded. It would look as follows.</PARA>



		open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
		key brass_key

		

<PARA>You would have to define the key in the object section as well and the symbolic name for that key would be 'brass_key'</PARA>

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

spell

<DICTDEF> <PARA></PARA>

<PARA>The spell field is the power of the objects defense against spells. You can set it from zero which is just not setting the field all the way to 200% which means a person who has 100% in a spell will fail almost all the time. To set this field it would look as follows:</PARA>


		//Spell resistance at 150%
		spell 150

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

value

<DICTDEF> <PARA></PARA>

<PARA>The object values are used for just about any special item from armour to drink containers. They should not be set directly unless you have a reason to do so, like a special <ACRONYM>DIL</ACRONYM> command that checks a value on an item. You also have to be carefull not to over write what a value is already used for example value one is already used on weapons and armours for craftsman ship that will be explained later in <xref linkend="objmacros">.</PARA>

<PARA>If you find you need to set the values there are a total of five of them and they can be set to any integer value as follows:</PARA>



		   value[0]   5
		   value[1] 16
		   value[2] -2
		   value[3] -10
		   value[4] 12   

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

affect

<DICTDEF> <PARA></PARA>

<PARA>The affect field should not be set directly, instead you should use the macros defined in <xref linkend="objmacros">.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

dilbegin or dilcopy

<DICTDEF> <PARA></PARA>

<PARA>As has been mentioned in previous sections the <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds. We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach you how to create your own functions that will make your rooms, NPC, and objects more than special.</PARA>

<PARA>There are several object functions that come standard with the <ACRONYM>VME</ACRONYM> 2.0. The following is a list of those functions.</PARA>

<itemizedlist> <LISTITEM><PARA>Guild restrict</PARA></LISTITEM> <LISTITEM><PARA>Anti-guild restrict</PARA></LISTITEM> <LISTITEM><PARA>Quest restrict</PARA></LISTITEM> <LISTITEM><PARA>Quests restrict</PARA></LISTITEM> <LISTITEM><PARA>Alignment restrict</PARA></LISTITEM> <LISTITEM><PARA>Level restrict</PARA></LISTITEM> <LISTITEM><PARA>Virtual level restrict</PARA></LISTITEM> <LISTITEM><PARA>Race restrict</PARA></LISTITEM> <LISTITEM><PARA>Ability restrict</PARA></LISTITEM> <LISTITEM><PARA>Skill restrict</PARA></LISTITEM> <LISTITEM><PARA>Spell restrict</PARA></LISTITEM> <LISTITEM><PARA>Weapon restrict</PARA></LISTITEM> <LISTITEM><PARA>Gender restrict</PARA></LISTITEM> <LISTITEM><PARA>Player restrict</PARA></LISTITEM> <LISTITEM><PARA>boards</PARA></LISTITEM> <LISTITEM><PARA>tuborg/dilbegin</PARA></LISTITEM> </itemizedlist>

<PARA>These are the only object functions currently documented in the <ACRONYM>VME</ACRONYM> 2.0 release but if you go through the zones that are released with the <ACRONYM>VME</ACRONYM> you are sure to find many more. Hopefully with the descriptions in <XREF LINKEND="objdilfunc">. You will be able to use the functions listed here and figure out ones that are not.</PARA>

<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the Valhalla mud all you have to do is use the dilcopy keyword in the NPC with the function name you want to use and the arguments that function requires. The following is what you would find in the function.zon for tuborgs.</PARA>



		dilbegin tuborg(s:string);
		external
			sub_drink_info@commands(d:unitptr);
		var
		  u : unitptr;
		code
		{
		  :start:
		  wait(SFB_CMD, ( (command("drink")) or
			                (command("sip")) or
										  (command("taste")) ) );
			u := activator;
			secure (u,start);
		if (findunit (activator,argument,FIND_UNIT_INVEN|FIND_UNIT_SURRO,null)!=self)
			goto start;
			if ( command("sip") or command("taste") )
			{
			  block;
			  act("$1n tastes $2n enjoying every drop.", A_HIDEINV, u, self, null,
		        TO_ROOM);
		    act("The taste of the $2N is nothing less than divine.", A_HIDEINV, u, self,
				    null, TO_CHAR);
			  goto start;
		   }

			 if ( u.thirst >20 )
			 {
			   block;
				 act("Your not thirsty.", A_HIDEINV, u, null, null, TO_CHAR);
		     goto start;
			 }
		block;
		   act ("You drink $2n and it makes you feel more energetic!", A_HIDEINV, u, self,
			      null, TO_CHAR);
		   act ("$1n drinks $2n and looks more energetic!", A_HIDEINV, u, self,
			      null, TO_ROOM);

			 u.thirst := u.thirst + 10;
			 u.full := u.full + 10;
			 if (u.thirst > 24)
			 {
			   u.thirst := 24;
			 }

			 if (u.full > 24)
			 {
			   u.full := 24;
			 }
			 u.endurance := u.endurance+50;
			 if (u.endurance > u.max_endurance)
			 {
			   u.endurance := u.max_endurance;
			 }
			 sub_drink_info@commands(self);
			 quit;
		}
		dilend

		

<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to understand it or adjust it you only have to use it. In fact this is a really easy <ACRONYM>DIL</ACRONYM> to use. The argument on the tuborg function is not used yet so all you have to do is pass in a blank string or any string for that matter. So if you wanted to make a tuborg in the game you would just add this to your drink container.</PARA>



		dilcopy tuborg@function ("");

		

<PARA>All of the above listed <ACRONYM>DIL</ACRONYM> object functions are described in <XREF LINKEND="objdilfunc">. Then we put some to work so you can see how to use them in <XREF LINKEND="objcomplex"></PARA> </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

</SECT1>

<sect1 id="objmacros"> <TITLE>Object macros</TITLE>

<PARA>To make the creation of some objects easier we have provided a set of Macros. The macros range from general armour and weapons macros to macros that help you create special affects on all items. We will first cover what craftsmanship and magical modifiers are in <xref linkend="objcraft"> and <xref linkend="objmag"> respectively. After which we will show the use of craftsmanship and magical modifiers in <xref linkend="objmacroweapon"> and <xref linkend="objmacroarmour">.</PARA>



<sect2 id="objcraft"> <TITLE>Weapon and armour craftsmanship</TITLE>

<PARA>The craftsmanship is a way of expressing the overall quality of a piece of armour or weapon. The quality on the <ACRONYM>VME</ACRONYM> servers currently means the amount of hit points given to an item. The craftsmanship ranges from 25 to -25 and the hit points range from 125 to 6000. The craftsmanship can be looked at as how tough or good the armour or weapon is. The following table should help you in deciding how tough your armour or weapon should be.</PARA>

<TITLE>Approximate hit points verses craftsmanship</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Craftsmanship</ENTRY> <ENTRY>Hit points</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>25</ENTRY> <ENTRY>6000</ENTRY> </ROW> <ROW> <ENTRY>20</ENTRY> <ENTRY>5000</ENTRY> </ROW> <ROW> <ENTRY>15</ENTRY> <ENTRY>4000</ENTRY> </ROW> <ROW> <ENTRY>10</ENTRY> <ENTRY>3000</ENTRY> </ROW> <ROW> <ENTRY>5</ENTRY> <ENTRY>2000</ENTRY> </ROW> <ROW> <ENTRY>0</ENTRY> <ENTRY>1000</ENTRY> </ROW> <ROW> <ENTRY>-5</ENTRY> <ENTRY>875</ENTRY> </ROW> <ROW> <ENTRY>-10</ENTRY> <ENTRY>650</ENTRY> </ROW> <ROW> <ENTRY>-15</ENTRY> <ENTRY>425</ENTRY> </ROW> <ROW> <ENTRY>-20</ENTRY> <ENTRY>300</ENTRY> </ROW> <ROW> <ENTRY>-25</ENTRY> <ENTRY>125</ENTRY> </ROW> </TBODY></TGROUP>

<PARA>It is suggested the higher the craftsmanship the higher the cost of the weapon should be. This is not a must but it goes with out saying the quality of an item should be represented in the cost of it. Of corse there is the time you would want to sell your players poor quality items at a high cost just to make them think they are getting something cool.</PARA>

</sect2>

<sect2 id="objmag"> <TITLE>Magical modifier</TITLE>

<PARA>The magical modifier can be said to modify damage done to an opponent. In a combat the damage is calculated and then the magical bonuses on armour or weapons is added in. This is best explained by an example.</PARA>

<PARA>Lets say that you were about to give 25 hit points of damage to a person. Your sword has a plus 25% in magical bonus. The bonus is added to your damage to make it a total of 50 hit points of damage. The player you are hitting however has a +25% magical bonus on his armour that you are about to hit him on. That will reduce the damage back to its 25% hit points originally done. This is just a nice way to add a bit of damage for a special weapon.</PARA>

<PARA>The magical modifier ranges from 25 to -25. It affects both the damage being given to a player and the damage being given to a weapon or a piece of armour.</PARA>

<PARA>It is suggested that you modify the costs of your objects to fit the amount of magical bonus along with adding the magical flag tot he objects flag list so an identify spell can pick up that there is magic about the object. This is not a must but your players will love you for it.</PARA> </sect2> <sect2 id="objmacroweapon"> <TITLE>Setting weapon fields</TITLE>

<PARA>To create a weapon you only need three pieces of information. The weapons craftsmanship and magical modifiers defined in <xref linkend="objcraft"> and <xref linkend="objmag"> and the weapon type. You have seen the weapon types before when defining a NPCs natural attack type in <xref linkend="npcmacroattarm">. The full list of weapon types that are released with the <ACRONYM>VME</ACRONYM> 2.0 can be found in <xref linkend="app-d">. With craftsmanship, magical modifier and the weapon type all you need to do is pick from one of the following macros and insert your numbers.</PARA>



		#define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt)  \
		  WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)\
		  height hgt

		#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
		  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
		  type ITEM_SHIELD            \
		  value[0] shield_type        \
		  value[1] craftsmanship      \
		  value[2] magic_bonus

		

<PARA>As you can see the first macro uses the second macro so the only difference between them is the first one sets the height field. Using the first macro will force your weapon to be a certain size when loaded. While not setting the height field by using the second macro would let the <ACRONYM>VME</ACRONYM> server set the size of the weapon by what NPC it is loaded on.</PARA>

<PARA> A flail (two handed) of non-pure iron (-3%), a little better than average craftsmanship (5%) and no magic bonuses would have:</PARA>


		     WEAPON_DEF(WPN_FLAIL, +2, 0)

		

<PARA>A rusty (-5%) mean sacrificial dagger by a skilled smithy (+5%) and magically enchanted might be:</PARA>



		     flags {UNIT_FL_MAGIC}
		     WEAPON_DEF(WPN_DAGGER, 0, +5)
			 
			 

<PARA>An old shaky wooden stick made for a 400 cm tall person could be:</PARA>


			 
			WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
			  
			  

<PARA>A wooden bastard sword would have considerable less craftsmanship than listed since wood prevents the slashing effect, also it would be non-sense to apply better than average craftsmanship in this case.</PARA>



		     WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
			 
			 

</sect2> <sect2 id="objmacroarmour"> <TITLE>Setting armour fields</TITLE>

<PARA>When designing armour it is no more difficult then when designing weapons. There is five main armour types. The types don't define the material type for example if you wanted to create a wooden pair of armour that protected like plate armour you could do this by defining the armour type as plate and then adding the material as defined in <xref linkend="objmacromattype">. The five armour types are as follows:</PARA>

<itemizedlist> <LISTITEM><PARA>Clothes</PARA></LISTITEM> <LISTITEM><PARA>Leather</PARA></LISTITEM> <LISTITEM><PARA>Hard leather</PARA></LISTITEM> <LISTITEM><PARA>Chain</PARA></LISTITEM> <LISTITEM><PARA>Plate</PARA></LISTITEM> </itemizedlist>

<PARA>The armours macros are almost the same as the weapons macro it looks as follows.</PARA>



		#define ARMOUR_DEF(atype, craftsmanship, magic_bonus) \
		   manipulate {MANIPULATE_TAKE} \
		   type ITEM_ARMOR              \
		   value[0] atype
		      value[1] craftsmanship       \
		   value[2] magic_bonus

		#define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)\
		   ARMOUR_DEF(atype,craftsmanship, magic_bonus) \
		   height hgt

		

<PARA>The craftsmanship and magical modifier fields have already been explained so the only thing new that you need to pass into these macros is the 'atype' which stands for armour type. As we have mentioned there are five different armour types. The following are the defines for each:</PARA>

<itemizedlist> <LISTITEM><PARA>ARMOUR_CLOTHES</PARA></LISTITEM> <LISTITEM><PARA>ARMOUR_LEATHER</PARA></LISTITEM> <LISTITEM><PARA>ARMOUR_HLEATHER</PARA></LISTITEM> <LISTITEM><PARA>ARMOUR_CHAIN</PARA></LISTITEM> <LISTITEM><PARA>ARMOUR_PLATE</PARA></LISTITEM> </itemizedlist>

<PARA>The armour type defines how different weapons and spells are defended against for example plate would be better against acid maybe and worse against electricity. You as a <ACRONYM>VME</ACRONYM> administrator will have to decide which armours are better at what by changing your weapons.def and spells.def</PARA>

<PARA>This explains the entire armour define but there is some more to it. The rest will be covered in <xref linkend="objarmour"> For now an example use of the armour define would be as follows:</PARA>



		flags {UNIT_FL_MAGIC}
		ARMOR_DEF(ARM_PLATE,+15,+5)
			 
			 

</sect2>

<sect2 id="objmacroshield"> <TITLE>Setting shield fields</TITLE>

<PARA>We have tried to keep the interface of making armours, weapons, and shields the same. If you have already looked through the defines for weapons and armours you will find that there is very little difference here. The following is the define for the macro that sets the shield values.</PARA>



		#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
		   manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
		   type ITEM_SHIELD            \
		   value[0] shield_type        \
		   value[1] craftsmanship      \
		   value[2] magic_bonus

		#define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)  \
		   SHIELD_DEF(shield_type, craftsmanship, magic_bonus)\
		   height hgt
		   
		   

<PARA>You have already seen the craftsmanship and magical modifiers in <xref linkend="objcraft"> and <xref linkend="objmag">, so the only thing different here is the shield type. There are three shield types available in the current combat system and they are categorized by size. the three sizes are small, medium, and large. to set the type you use the defines from vme.h which define the following:</PARA>

<itemizedlist> <LISTITEM><PARA>SHIELD_SMALL</PARA></LISTITEM> <LISTITEM><PARA>SHIELD_MEDIUM</PARA></LISTITEM> <LISTITEM><PARA>SHIELD_LARGE</PARA></LISTITEM> </itemizedlist>

<PARA>the larger the shield the better chance of blocking an attack. You may want to remember to add weight as you add size to your shield so players are weighted down and can not carry the best of everything but that is up to the administrator of the <ACRONYM>VME</ACRONYM> server.</PARA>

<PARA>A small magical wooden shield could be assigned:</PARA>



		     flags {UNIT_FL_MAGIC}
		     SHIELD_DEF(SHIELD_SMALL, 0, +5)
			 
			 

</sect2>

<sect2 id="objmacromattype"> <TITLE>Setting material types</TITLE>

<PARA>Currently Material types are not used greatly in spells or skills but in the future we hope to add more functionality for materials. For example in the future if you are hit by an acid spell we want your armour to be damaged depending on the material it is. The material doesn't have any affect on damage given or taken it is just a way you can check in <ACRONYM>DIL</ACRONYM> what the weapon is made out of. The following is the list you would find in wmacros.h of in the <ACRONYM>VME</ACRONYM> 2.0 release.</PARA>



		#define MATERIAL_WOOD(DESCR)    extra {"$material", "$mat_wood"} DESCR
		#define MATERIAL_METAL(DESCR)   extra {"$material", "$mat_metal"} DESCR
		#define MATERIAL_STONE(DESCR)   extra {"$material", "$mat_stone"} DESCR
		#define MATERIAL_CLOTH(DESCR)   extra {"$material", "$mat_cloth"} DESCR
		#define MATERIAL_LEATHER(DESCR) extra {"$material", "$mat_leather"} DESCR
		#define MATERIAL_SKIN(DESCR) extra {"$material", "$mat_skin"} DESCR
		#define MATERIAL_ORGANIC(DESCR) extra {"$material", "$mat_organic"} DESCR
		#define MATERIAL_GLASS(DESCR)   extra {"$material", "$mat_glass"} DESCR
		#define MATERIAL_FIRE(DESCR)    extra {"$material", "$mat_fire"} DESCR
		#define MATERIAL_WATER(DESCR)   extra {"$material", "$mat_water"} DESCR
		#define MATERIAL_EARTH(DESCR)   extra {"$material", "$mat_earth"} DESCR
		#define MATERIAL_MAGIC(DESCR)   extra {"$material", "$mat_magic"} DESCR

		

<PARA>Therefore if you had a wooden staff you could add the following to your weapon so spells would know what it was made out of.</PARA>



		MATERIAL_WOOD("a hard oak")

		

</sect2> <sect2 id="objmacroliqcont"> <TITLE>Drink container macros</TITLE>

<PARA>There are two different kinds of macros for drink containers. The one you use depends on the need at the time. The harder macro is made so you can create a drink of any kind. If however you want normal drinks like water, beer, or even lemonade there are more simple macros already defined for you to use in liquid.h. The following is a couple of the macros from the liquid.h for a full listing see <xref linkend="app-e">.</PARA>



		#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
		#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
		#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("red", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
		#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
						
		

<PARA>To use these macros the arguments are pretty simple.</PARA> <VARIABLELIST> <VARLISTENTRY>

weight

<DICTDEF> <PARA>The first argument just says how heavy your drink container is when empty. Like a barrel might be 15 pounds and a glass might be 1 pound. You may be thinking there is no way the glasses in your kitchen are one pound. The truth is if we had less than a pound then we would set the glass to less but currently all units are measured in pounds so the least we can make it is a pound. In the future of the <ACRONYM>VME</ACRONYM> we will be converting to smaller measurements like grams or ounces.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <term>capacity</term> <LISTITEM> <PARA>The second argument is what your container can carry weight wise. So if your barrel is 15 pounds and your barrel can carry 35 pounds of a liquid then the total weight when full would be 50 pounds, if my math is working today. To make a container with infinity liquid like a fountain you just set capacity to '-1'.</PARA> <NOTE><PARA>Making capacities ridiculously large can cause weight bugs. If your going to allow ridiculous amounts you might just want to give them the infinite amount or really work on your drink and pour functions</PARA></NOTE> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <term>inside</term> <LISTITEM> <PARA>The third argument is how much liquid by weight your container has inside. This value should not be greater than the capacity but if you mess up it will be fixed when the player tries to drink from it. The total weight of the drink container and the liquid it contains will be the weight added to this value.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <term>poison</term> <LISTITEM> <PARA>the forth argument is the amount of poison in your drink. There is no limit on the amount of poison but understand that a value of ten would be a very high poison value.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>So if you wanted to make a simple small glass of water you would use the water macro and it would look like this:</PARA>



		LIQ_WATER(1,2,2,0)

		

<PARA>You are probably wondering what it takes to fill a player from empty. The players thirst ranges from -24 which is dieing of thirst all the way to positive 24 which is full. So if you have a barrel that can hold 24 capacity one full barrel can take a person from zero thirst to full.</PARA>

<PARA>Now lets say you want to make something more exotic. All the normal drinks are made or at least a great number of them are in the liquid.h but what if you had a race from outer space that drank nothing but silicone oil. This obviously is not covered in our liquid file so you would have to make one yourself or use the more complex macro.</PARA>



		#define LIQ_DEF(color, wgt, max_cap, inside,thirst,full,drunk,poison) \
		  type ITEM_DRINKCON           \
		  weight (wgt)+(inside) \
		  capacity max_cap \
		  value[0] inside        \
		  value[3] poison \
		  extra {"$drink_color"}color \
		  extra {"$drink_thirst"} #thirst \
		  extra {"$drink_full"} #full \
		  extra {"$drink_drunk"} #drunk
		  
		  

<PARA>As you can see this define has much more information you need to pass it but it really is not that hard. The following are the arguments and what they do.</PARA>

<VARIABLELIST>

<VARLISTENTRY>

color

<DICTDEF> <PARA>the first argument is the color of the liquid. this color will be shown when you look at the liquid in the container.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

wgt

<DICTDEF> <PARA>The second argument is the weight of the container as in the last macros. It is what the container would weigh empty.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

max_cap

<DICTDEF> <PARA>The third argument is the maximum capacity of the container. If the value is set to 15 and the container is fulled it will contain 15 pounds of liquid which adds to the base weight to get the total weight of the container. If you want a container to have unlimited contents then you set the capacity to '-1' and the weight will be that of the 'wgt' field.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

inside

<DICTDEF> <PARA>The forth argument is the amount of liquid the container starts with. This amount should not be greater than the 'max_cap' field, but if it is it will be corrected when the player takes a drink or acts on the container.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

thirst

<DICTDEF> <PARA>The fifth field is how much thirst this gives per pound of liquid consumed. For example if you have a glass of water and it only has a capacity of 1 with 1 inside. this value will be added once to the players thirst field.</PARA>

<PARA>this can be a bit confusing so lets first explain that the thirst field can be anything from 0 to 10 or even greater but we suggest only 10 max. With that in mind know that we set water at 10 because it is one of the best thirst quenchers known to man. Therefore a glass with 1 capacity and 1 quantity inside will give a player +10 to his thirst so if the player was down to zero thirst value one drink will give them 10. remember that a players thirst ranges from -24 to +24 so with three drinks of water a person could fill his thirst need entirely.</PARA>

<PARA>With that in mind when setting this field you have to think what kind of thirst quencher is my drink. If for example it is vodka it would have little to know thirst quenching power so you would set this field to 0 or 1.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

full

<DICTDEF> <PARA>The sixth field like the thirst field sets how the drink will affect the chars fullness. The chars fullness field is normally set when a player is eating but as you know drinking some drinks will also give you the feeling of being full. One drink like this would be milk. The chars fullness field ranges from -24 to 24 like the thirst field and the argument you are setting on this field should range from 0 to 10 unless you have a pro teen drink that fills them like food. Milk might have a fullness of something like 5.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

drunk

<DICTDEF> <PARA>the seventh field like thirst and full deals with the Drunkenness of a character. A character can range from 0 (not drunk) all the way up to 24 (smashed). The drunk field on this macro sets how much drunk is added for each quantity of the liquid is consumed. Therefore something like vodka should have a value of 10 while something like water should be down at 0 unless you have some weird race that gets drunk from water.</PARA> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

poison

<DICTDEF> <PARA>The eighth and final field is again like the last macro we looked at it sets the poison factor of a liquid. The value ranges from 0 (no poison) to whatever you want but understand that 10 is an extreme poison factor and a player drinking this will most likely die quickly.</PARA> </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

<PARA>So with the definitions of each arguments in mind lets return to the example of making a silicone oil based liquid. We will first show what it would look like using the hard macro then what the new easy macro that you could create would look like.</PARA>



			LIQ_DEF("blue",5,10,10,5,1,0,0)
			
			

<PARA>Now if you want to make this a liquid your going to use a lot you would define your own easier macro like this.</PARA>



		#define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)

		

<PARA>That covers the use of the macros but for more information on the drink containers see <xref linkend="objdrink">.</PARA> </sect2>

<sect2 id="objmacrofood"> <TITLE>The food macros</TITLE>

<PARA>The food macro is much easier than that of the drink macro so if you have drink containers down you will have no problem making food to go with your beverage. The players fullness value ranges from -24 to 24 as we have already learned when making drink containers and in the current food system on the <ACRONYM>VME</ACRONYM> server we do not allow thirst to be modified by food. Therefore the only thing you have to set is the amount of fullness and the poison factor if there is any. The following is what the define for food looks like.</PARA>



		#define FOOD_DEF(food_amount, poison_factor)  \
		   type ITEM_FOOD         \
		   value[0] food_amount   \
		   value[3] poison_factor
		   
		   

<PARA>Therefore if you wanted to make sure that only one of your foods that you were creating would fill a player entirely in one bite you would set it like this:</PARA>



		FOOD_DEF(50,0)

		

<PARA>It is recommended that you only set the value between 1 and 10 so that players have to eat a bit as if they were eating in the real world.</PARA> </sect2>

<sect2 id="objmacrolight"> <TITLE>Light object macro</TITLE>

<PARA>The light macro is very simply to use it only has two values duration and brightness of light. The macro is defined as follows:</PARA>



		#define LIGHT_DEF(hours, how_bright)   \
		   type ITEM_LIGHT     \
		   value[0] hours      \
		   value[1] how_bright

		

<PARA>The first argument is the duration in mud hours which is about 5 minutes per mud hour. The second argument is how bright the object is 0 would be stupid cause it would give off no light but you never know maybe you want to do something like that. One, two, and three would be small torch, large torch, and lantern respectively. You could set a brightness greater than 3 but you should be carefull not to over light your characters or you may cause light bugs.</PARA>

</sect2>

<sect2 id="objmacrocontainer"> <TITLE>Container macro</TITLE>

<PARA> The container macro is a simple macro that just sets two fields. The only information you have to give it is the capacity of the container. Remember that capacity of an item is in weight not size. Therefore if some ones corpse weighs 230 pounds you will need a container that has a capacity of 230 to fit the corpse in it. The following is the macros definition as found in wmacros.h:</PARA>



		#define CONTAINER_DEF(max_capacity)  \
		   type ITEM_CONTAINER               \
		   capacity max_capacity

		

<PARA>If you wanted to create a coffin that could carry any normal human corpse you could set it something like this:</PARA>



		container_def(300)

		

</sect2>

<sect2 id="objmacromoney"> <TITLE>Money macro</TITLE>

<PARA>Money is one of the simplest objects you can make on the <ACRONYM>VME</ACRONYM> server. With this macro all you need is the symbolic before the macro and the end keyword after the macro and you have 1 piece of money or a whole pile. The macro is defined in the wmacros.h and looks exactly as follows:</PARA>



		#define MONEY(coin_type, coins) \
		  type ITEM_MONEY \
		  manipulate MANIPULATE_TAKE \
		  title coin_type \
		  value[0] coins
		  
		  

<PARA>The arguments are simple the first argument is the type of money the five possible values are:</PARA> <itemizedlist> <LISTITEM><PARA>IRON_PIECE</PARA></LISTITEM> <LISTITEM><PARA>COPPER_PIECE</PARA></LISTITEM> <LISTITEM><PARA>SILVER_PIECE</PARA></LISTITEM> <LISTITEM><PARA>GOLD_PIECE</PARA></LISTITEM> <LISTITEM><PARA>PLATINUM_PIECE</PARA></LISTITEM> </itemizedlist>

<PARA>The second argument is the amount of coins. If you set it to zero then it will still make exactly 1 of the coins. The following would be what one platinum piece would be like in a zone file.</PARA>


		  
		platinum_piece

		MONEY(PLATINUM_PIECE, 0)
		/* Rest of values are inserted at runtime */

		end

		

<PARA>Now if you want to make a whole pile of money it would look like this:</PARA>



		platinum_pile

		MONEY(PLATINUM_PIECE, 80)
		/* Rest of values are inserted at runtime */
		extra {}
		"Holy cow thats a stash."

		end

		

</sect2>

<sect2 id="objmacrocurse"> <TITLE>Cursed objects macro</TITLE>

<PARA>Sometimes when making special objects you want to make an item that a person can wear but can't remove. With the cursed object macro this is a simple thing. The cursed object macro is defined in wmacros.h and looks as follows:</PARA>


		#define CURSED_OBJECT \
		affect \
		   id ID_CURSE \
		   duration -1 \
		   firstf TIF_NONE \
		   tickf  TIF_NONE \
		   lastf  TIF_NONE \
		   applyf APF_MOD_OBJ_FLAGS \
		   data[0] OBJ_NO_UNEQUIP;
		   
		   

<PARA>to use this macro it is simply a matter of putting the define in your object like this:</PARA>



		CURSED_OBJECT    

		

<PARA>When you set this macro on an object it adds an affect that can only be removed by the 'set' command or by the 'remove curse spell'.</PARA> </sect2>

<sect2 id="objmacropws"> <TITLE>Potion, wand, and staff macros</TITLE>

<PARA>The macros for potions, scrolls, wands, and staffs are almost the same. In fact there is only two differences. The first is the potions and scrolls can cast three spells while wands can only cast two, The second is wands and staffs have multiple charges possible while scrolls and potions only can be used once. The following are the macros for all four as found in wmacros.h.</PARA>



		#define POTION_DEF(power,spell1,spell2,spell3)  \
		  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
		  flags {UNIT_FL_MAGIC} \
		  spell power      \
		  type ITEM_POTION \
		  value[0] power   \
		  value[1] spell1  \
		  value[2] spell2  \
		  value[3] spell3

		#define SCROLL_DEF(power,spell1,spell2,spell3)  \
		  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
		  flags {UNIT_FL_MAGIC} \
		  spell power      \
		  type ITEM_SCROLL \
		  value[0] power   \
		  value[1] spell1  \
		  value[2] spell2  \
		  value[3] spell3

		#define WAND_DEF(power,charge,spell1,spell2)  \
		  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
		  flags {UNIT_FL_MAGIC} \
		  spell power      \
		  type ITEM_WAND \
		  value[0] power   \
		  value[1] charge  \
		  value[2] spell1  \
		  value[3] spell2  \
		  value[4] charge  /* The max charge */

		#define STAFF_DEF(power,charge,spell1,spell2)  \
		  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
		  flags {UNIT_FL_MAGIC} \
		  spell power      \
		  type ITEM_STAFF  \
		  value[0] power   \
		  value[1] charge  \
		  value[2] spell1  \
		  value[3] spell2  \
		  value[4] charge  /* The max charge */
		  
		  

<PARA>The arguments are as follows for the macros.</PARA>

<VARIABLELIST> <VARLISTENTRY>

power

<DICTDEF> <PARA>The first argument on potions, scrolls, wands, and staff is the power the spell will be cast at. You can have the power set in the range 1-200. The spell power works the same as a player training in the spell. The higher the number the more powerfull the cast.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

charge

<DICTDEF> <PARA>The second argument on the staffs and wands is how many charges it has.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

spell#

<DICTDEF> <PARA>On potions and scrolls you can set up to 2 spells you do not have to set them both the one you don't want set to 0. On staffs and wands you can set three spells. Again if you want only one or two you can leave the one you do not want set to 0.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </sect2>


<sect2 id="objmacrotransfers"> <TITLE>Magical transfer macros</TITLE>

<PARA>There are times when you want to give a player a bonus in a ability, weapon, skill, and or weapon. There is even times when you want to adjust a characters speed or add a flag to a player when they wear an item. The following macros are what you would use to do any of those when a person uses an item.</PARA>

<itemizedlist> <LISTITEM><PARA>CHAR_FLAG_TRANSFER(_MFLAGS)</PARA></LISTITEM> <LISTITEM><PARA>SKILL_TRANSFER(skill, amount)</PARA></LISTITEM> <LISTITEM><PARA>WEAPON_TRANSFER(weapon, amount)</PARA></LISTITEM> <LISTITEM><PARA>SPELL_TRANSFER(spell, amount)</PARA></LISTITEM> <LISTITEM><PARA>STR_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>DEX_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>CON_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>CHA_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>BRA_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>MAG_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>DIV_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>HIT_TRANSFER(amount)</PARA></LISTITEM> <LISTITEM><PARA>SPEED_TRANSFER(newspeed)</PARA></LISTITEM> <LISTITEM><PARA>SLOW_TRANSFER(amount)</PARA></LISTITEM> </itemizedlist>

<NOTE><PARA>For the full definitions of the transfer macros see <xref linkend="app-f"> or the header file wmacros.h.</PARA></NOTE>

<PARA>The transfer macros can be broken down into three groups those which transfer percentage, flags, and speed. The skill, weapons, spells, and ability macros transfer the amount of percentage you put. If you give a negative percentage it will take that much away from the player or NPC in that catagory. The character flag transfer actually adds the flag to the player while the player is using the item. The speed transfer macros add or subtract the amount of speed you give them. The range for speed is from zero to twelve with twelve being the slowest.</PARA> </sect2> </sect1>

<sect1 id="objbasic"> <TITLE>Building your first object</TITLE>

<PARA>Now that you have learned how to make rooms and NPCs its time to make the objects for your little world. In the last couple of sections you have looked through the fields. In this section we are going to make a nice easy object. There is really not that much new from what you have learned with rooms and NPCs so this should be a real quick section. As always we will start with something I like which as you remember is dragons. So the first object we will make is a dragon head. I didn't say I liked them alive now did I? Anyway this will be a nice simple object that your player can pick up and carry around.</PARA>

<PARA>When making objects you create the zone source file first as shown in <xref linkend="ch-02">. If you only have objects you do not need the %reset, %mobiles, and %rooms fields. For the examples in this chapter we will use the zone we created in <xref linkend="ch-04"> and add the %objects section where we will put all the object definitions. At the end of this chapter, in <xref linkend="roomnpcobjzone">, we will bring it all together with the rooms and NPCs we have defined already.</PARA>

<PARA>The first part of all object definitions is the symbolic name it is good to always pick a name that will match the name of the object so it will be easy to load the object. The reason the symbolic and name should match is when you use the command <command>wstat</command> it will only show you a list of the objects by symbolic name for example if you type <command> wstat zone dragon objects</command> You will get the following:


		List of objects in zone Dragon:
		claw info_board dragon_head

		

If you didn't make it clear what the object was by the symbolic name it might look like this:


		List of objects in zone Dragon:
		obj1 a_obj2 o3

		

While this might be great when you first start imagine trying to remember each object if you have over 30 of them.</PARA>

<PARA>Now lets get started with our dragon head. As with the rooms and npcs all that is required to make an object is the symbolic and end fields. That of course will make a NPC with all defaults.</PARA>



		dragon_head
		end

		

<PARA>Thats it for that dragon head right? Nope not quite, like before with NPCs, that makes an object with all defaults. That means this will probably be a very blank spot on the screen with no names and no way your players can interact with it. Now lets start putting the Dragon heads other more interesting fields on.</PARA>

<PARA>Like with rooms and NPCs, the first three things we need are the dragon heads title, description and names. The description should be what you see when you do a 'look' in the room. The title should be what you see when the object is in your inventory or you are whacking someone over the head with it. Since we are not making a weapon though the title is what will be shown when you are picking up or dropping the object. Finally the names should cover everything in the title and description fields so if your player wants to pick the object up or wear it will be easy to figure out what the names are.</PARA>



		dragon_head

		title "a gold dragon head"

		descr "A large golden dragon head is laying here looking sad."

		names {"large golden dragon head","large gold dragon head",
		       "golden dragon head","large dragon head","gold dragon head",
		       "dragon head","large head", "sad head","head"}
		...
		end

		

<PARA>The names, title and description shouldn't be to hard so I don't think its necessary to go into any more description on the subject. Lets move on. Now we have to take care of what a player sees when he or she looks at an object. to make the main description of an NPC you place an extra on the NPC with no names in the list. The blank extra is a special extra that will be shown every time you look at anything in the names list of the object. So a description of an object would look something like this.</PARA>



		extra {}
		"The head is large and beautiful, at least as beautiful as a dead
		dragon head can be.  There is an extreme look of sorrow on the dragons
		face and it seems to be for much more than its own death."

		

<PARA>Now that you have a main description for the object you need to make any smaller descriptions that you want the player to be able to look at. In this case it may be good to give some secret information if the player looks at the face of the head directly.</PARA>



		extra {"gold dragon head face","dragon head face","head face","face"}
		"Looking into the dragons face your eyes are drawn to the eyes of the
		dead dragon.  Could there be something there?"

		extra {"eyes","eye"}
		"A world of blue skies and no storms is visible through the eyes and it
		seems to be moving as if you were watching the world from space."

		

<PARA>Now that we have the object all described we only need to give the object the manipulate flags it needs, weight, height, and maybe some extras that will make some cool acts when a player picks it up or drops it.</PARA>

<PARA>First thing to do though is pick the manipulate flags you want on the object. This is not a weapon or armour so all the player really needs to be able to do with it is pick it up and maybe hold it if you want and I do. The flags would then be as follows:</PARA>


		manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}

			

<PARA>If you were feeling a little weird you could even make the person be able to wear the dragon head on his head but that would just be strange. of course its always good to know you have options.</PARA>

<PARA>Now lets set the height and weight. Remember you set the height in centimeters and the weight in pounds. In the future the <ACRONYM>VME</ACRONYM> will standardize to one or the other but for now we have to play the conversion game.</PARA>


		//20 feet  (1 inch = 2.54 cm
		height 33

		//566 KG (1 lb. = .45359 kg)
			 weight 50
			 
			 

<PARA>The final touch to our little dragon head is some cute acts when the player picks it up or drops it. If you remember from the extra fields in <xref linkend="objfielddescr">, there are some special extras that are made just for this purpose.</PARA>



		extra {"$get_s"}
		"You suddenly feel very sad for a world that you don't even know."

		extra {"$get_o"}
		"A strange look of sadness crosses $1ns face."

		extra {"$drop_s"}
		"You feel much happier but you remember a feeling of great sorrow."

		extra {"drop_o"}
		"$1n seems to cheer up a bit."

		

<PARA>There are other things we could add to this item but I want to keep this first object simple. The finished head would then look like this:</PARA>



		dragon_head

		title "a gold dragon head"

		descr "A large golden dragon head is laying here looking sad."

		names {"large golden dragon head","large gold dragon head",
		       "golden dragon head","large dragon head","gold dragon head",
		       "dragon head","large head", "sad head","head"}
			   
			   extra {}
		"The head is large and beautiful, at least as beautiful as a dead
		dragon head can be.  There is an extreme look of sorrow on the dragons
		face and it seems to be for much more than its own death."


		extra {"gold dragon head face","dragon head face","head face","face"}
		"Looking into the dragons face your eyes are drawn to the eyes of the
		dead dragon.  Could there be something there?"

		extra {"eyes","eye"}
		"A world of blue skies and no storms is visible through the eyes and it
		seems to be moving as if you were watching the world from space."

		manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}

		height 33
			 weight 50

		extra {"$get_s"}
		"You suddenly feel very sad for a world that you don't even know."

		extra {"$get_o"}
		"A strange look of sadness crosses $1ns face."

		extra {"$drop_s"}
		"You feel much happier but you remember a feeling of great sorrow."

		extra {"drop_o"}
		"$1n seems to cheer up a bit."

		end

		


<PARA>Thats all there is to making regular items. The rest is just adding functionality to what you already know. We will get much deeper into what you can do with items in <xref linkend="objcomplex"> but first we will go over a debugging example and then all the special DIL functions made for objects.</PARA>

</SECT1> <sect1 id="objdebug"> <TITLE>Compiling and Debugging your first object</TITLE>

<PARA>As we have previously mentioned in <xref linkend="rmdebug"> and <xref linkend="npcdebug"> it is always a good idea to build one or two things and then compile to make finding errors easy. In this case we have one object to compile and rather than having all the rooms and NPCS get in my way while compiling it I have removed them and only have the '%objects' section. The following is what the zone looks like when it has only one object in it.</PARA>



		#include <composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creator {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%objects

		dragon_head

		title "a gold dragon head"

		descr "A large golden dragon head is laying here looking sad."

		names {"large golden dragon head","large gold dragon head,
		       "golden dragon head","large dragon head","gold dragon head",
		       "dragon head","large head", "sad head","head"}
			   
			   extra {}
		"The head is large and beautiful, at least as beautiful as a dead
		dragon head can be.  There is an extreme look of sorrow on the dragons
		face and it seems to be for much more than its own death."


		extra {"gold dragon head face","dragon head face","head face","face"}
		"Looking into the dragons face your eyes are drawn to the eyes of the
		dead dragon.  Could there be something there?"

		extra {"eyes","eye"}
		"A world of blue skies and no storms is visible through the eyes and it
		seems to be moving as if you were watching the world from space."

		manipulate MANIPULATE_TAKE,MANIPULATE_HOLD

		height 33
			 weight 50

		extra {"$get_s"}
		"You suddenly feel very sad for a world that you don't even know."

		extra {"$get_o"}
		"A strange look of sadness crosses $1ns face."

		extra {"$drop_s"}
		"You feel much happier but you remember a feeling of great sorrow."

		extra {"drop_o"}
		"$1n seems to cheer up a bit."

		end

		%end

		

<PARA>I removed the '%rooms' and '%mobiles' sections added a '%objects' section and stuck the dragon head in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for you to be able to look at it in the game. If you downloaded our example zones for this document you can compile this zone along with us and fix the errors as we do for practice. The filename is debug_obj.zon. Just so you know the errors in this zone are intentional so please don't write me an email telling me that there are errors in it.</PARA>

<PARA>The command to compile the zone is <command>VMC debug_obj.zon</command>. Here is what we get when we first try and compile the zone.</PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_obj.zon'
		<debug_obj.zon> @ 65: EOF in string
		debug_obj.zon: 5: parse error
		   Token: '{'
		debug_obj.zon: 25: parse error
		   Token: 'golden'
		Grave errors in file 'debug_obj.zon'.

		

<PARA>This error file doesn't look any harder than the last one we dealt with when compiling our first room or NPC. We can not stress enough always fix the smallest numbered error first. In this case the lowest numbered error shows up in line five of the zone. The error says something is wrong with the '{' but looking at the line it is obvious the compiler got confused because I forgot 's' at the end of 'creators'. If we fix line five and recompile this is what we get:</PARA>


		 
		 <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_obj.zon'
		<debug_obj.zon> @ 65: EOF in string
		debug_obj.zon: 25: parse error
		   Token: 'golden'
		Grave errors in file 'debug_obj.zon'.
		 
		

<PARA>Now we have come to another one of those weird errors. If you look at line 25 you will find that the line looks like it is correct. As we have said before when you find an error like this it most likely means that you are missing a quote or a '{}'. The only way to find the problem is start at the quote or '{}' before the word in the error and go backwards through the file till you find a missing one. Lucky for us the missing one is in the very next string. If you add a double quote just before the ending comma on line 24 and recompile you will get the following:</PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_obj.zon'
		debug_obj.zon: 42: parse error
		   Token: ','
		Compilation aborted.

		

<PARA>This error is a little tricky. It seems to be pointing at the ',' as the problem. If you look at the line though and remember what you need for a manipulate field you will notice that the surrounding '{}' are missing. The reason the compiler is pointing at the comma is because it doesn't understand what to do with the comma with out the '{}' grouping symbols. Fixing these and recompiling results in the following message from the compiler.</PARA>



		<ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
		Compiling 'debug_obj.zon'
		<ACRONYM>VMC</ACRONYM> Done.

		

<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that you have now successfully compiled the zone. This is the last debugging walk through in the manual. If you still have a lot of trouble figuring out errors don't stress compiling is an art the more you do it the easier it will get. We suggest you take the zones we have provided in our release and create errors so you can get used to the messages you will see when you are making your own zones. Never be afraid to ask for help from someone else sometimes a bug is so simple you will over look it and sometimes it just takes a second person a single glance to find it. Another trick to finding errors if you have been looking for more than 5 minutes take a break and come back in 10 minutes sometimes that short relaxing time will help you find the problem.</PARA>

<PARA>You have now compiled your first object. The steps are the same to get it into the game as it was for the rooms and NPCs. We will not go over them again except to say copy your files that the compiler made over into the zone directory of your mud and reboot. From there log on and you should be able to <command>wstat</command> and <command>load</command> your object by using its full symbolic name. It would be a good idea to try and get this zone into your server and lay with the object a bit so when you get to <xref linkend="objcomplex"> you will be ready for anything.</PARA> </SECT1>

<sect1 id="objdilfunc"> <TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>

<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own special functions on rooms, NPCs, objects, PCs, and much more. This manual is for basic zone writing and therefore will not go into how to write your own <ACRONYM>DIL</ACRONYM> functions. The <ACRONYM>VME</ACRONYM> however is released with many functions for you as an Administrator and your builders to use to make special rooms, NPCs, and objects. The following sections contain a full list of all object functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>

<sect2 id="objdilrestrict"> <TITLE>Restriction functions</TITLE>

<PARA>The desire to have different equipment comes from every players desire to be different. The restrict functions were designed to help make this a reality by only allowing certain groups of players to wear some items. The restrict functions can be used alone or together to make a greater restricted item. for example you could make an item, restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have done a certain quest.</PARA>

<PARA>All restrict functions have a name that describes what the restriction function is for and four other arguments. the 2nd, 3rd, and 4th argument is the exact same for all restrict functions only the name of the restrict and the first argument changes. The format for the restrict functions is as follows.</PARA>



		dilcopy <function name> (arg 1, <max damage>,
		    <percentage>,<Optional <ACRONYM>DIL</ACRONYM>>);

		

<PARA>We will skip the function name and the first argument and get back to them later.</PARA>

<VARIABLELIST>

<VARLISTENTRY>

max damage and percentage

<DICTDEF>

<PARA>The second and third arguments set the damage done when the wrong player wears an object. The reason we are explaining them together is they can work together or separately depending on how you set them. The second argument is the max damage the third argument is the percentage damage.</PARA>

<PARA>When both arguments are set to 0 no damage will be done when the item is illegally worn. When the second argument is set to a number like 100 and the third argument is set to 0, exactly 100 damage will be done to the player no matter how many hit points he/she has. So by setting the second argument to a number and setting the third to 0 you could possibly kill your victim since it will remove the amount specified no matter how much the player has.</PARA>

<PARA> If you do not want to possibly kill your victim the Third argument should be used. If you set the second argument to 0 and the third argument to a number it will do a percent of damage to the player. for example if The third argument was set to 25 it would do 25 % damage to a player.</PARA>

<PARA> You can also use the second and third argument together if you want to set a max amount of damage without possibly killing them. for example if you set the second argument to 100 and third to 25. The item will do 25% damage up to 100 hit points of damage. This all might be a bit confusing so let me show you a few examples and tell you what they would do.</PARA>

<VARIABLELIST>

<VARLISTENTRY>

second= 0 third = 25

<DICTDEF> <PARA>This would do 25% damage to a player. second =100 third = 0 this would do 100 damage to a player no matter his amount of hit points.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

second = 25 third = 25

<DICTDEF> <PARA>This would do 25 % damage to a player up to 25 hit points. So if a player had 150 hit points the max that could be removed is 25 hit points.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

optional <ACRONYM>DIL</ACRONYM>

<DICTDEF> <PARA>All restrict DIL functions have a default set of acts. If you want to make your own set of acts you have to create your own <ACRONYM>DIL</ACRONYM> that does nothing more than act. If you don't understand how this works. You may want to look in the <ACRONYM>DIL</ACRONYM> manual about passing DIL functions as arguments.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>Now we should get back to the first argument and function name since they are what control the restricts. The function name has been chosen so you can easily tell what the restrict was created for while the first argument changes depending on which restrict you use. The following are what each function restricts name is and what the function name and first argument are.</PARA>

<VARIABLELIST>

<VARLISTENTRY> <TERM>Guild Restrict</term> <LISTITEM> <PARA> </PARA>

<PARA>This function restricts an object to players in a certain guild or guilds. Anyone not in the guild or guilds, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin guild_restrict
		(guilds:stringlist,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is a stringlist. This means you can restrict this item to more than one guild. All guilds in the string list will be able to wear this object. If we wanted to make an item that only Paladins and sorcerers could wear it would look like this.</PARA>



		dilcopy guild_restrict@function ({"Midgaard Paladin",
		                         "Midgaard Sorcerer"},0,25,"");

		

</LISTITEM>

</VARLISTENTRY> <VARLISTENTRY>

Anti-guild Restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players not in a certain guild or guilds. Anyone not in the guild or guilds listed, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin anti_guild_restrict
		(guilds:stringlist,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is a stringlist. This means you can restrict this item from more than one guild. All guilds in the string list will not be able to wear this object. If we wanted to make an item that only Paladins and sorcerers could not wear it would look like this.</PARA>



		dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
		                              "Midgaard Sorcerer"},0,25,"");

		


</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Quest Restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players who have done a certain quest. Any player who has not done the quest, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin quest_restrict
		(qst:string,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is a string. The quest restrict is only made to restrict the by one quest at a time. If you want the item to have multiple quests restrictions you just add another dilcopy to it. The following Would be an object restricted to one quest.</PARA>



		dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Quests Restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players who have a certain quest or quests. Anyone not having all quests in the list of quests, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin quests_restrict
		(qsts:stringlist,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is a stringlist. This means you can restrict this item to more than one quest. Players that have not done every quest will not be able to use the object. If we wanted to make an item that only players that have finished both the 'Eagles quest complete' and the 'Feather fall quest complete' could wear. It would look like this.</PARA>



		dilcopy quests_restrict@function ({"Eagles quest complete",
		                          "Feather fall quest complete"},0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Alignment Restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players with a certain alignment range. Anyone not in the alignment range, will have the damage done as set in the 3nd and 4th arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory.</PARA>

<PARA>We said at the beginning of this section that all restricts have only 4 arguments. This was a bit of a lie since this restrict has five arguments. The reason we didn't count this one is because the first and second argument in the alignment restrict function are used together and thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin ali_restrict
		(max:integer,min:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first and second arguments are two integers. the first is the max alignment that can wear or use this object and the second is the minimum alignment. So if we wanted to restrict an item to only good players it would look like this.</PARA>



		dilcopy ali_restrict@function (1000,350,0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Level restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players above or equal to a certain level. Any player not at least the level or higher, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. This restrict works in the old level system from one to fifty which means if the level restrict is set higher than fifty no player will be able to wear or use this object. This is good if you have objects that only your administrators should be able to use. If you want to restrict an object to greater than level fifty for players you need to use the 'vlevel' restrict. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin level_restrict
		(lvl:integer,damage:integer,percent:integer,action:string);

		


<PARA>As the definition indicates the first argument is an integer. The integer for the level restrict can range from 1 to 255. Thus if we wanted to make an object that only administrator could wear or use it would look like this</PARA>



		dilcopy level_restrict@function (51, 0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Virtual Level Restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players above or equal to a certain level. Any player not at least the level or higher, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. This restrict works in the new level system from one to infinity. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin vlevel_restrict
		(lvl:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is an integer. The integer for the level restrict can range from 1 to infinite. Thus if we wanted to make an object that only players that have reached the level of 5000 could wear or use, it would look like this.</PARA>



		dilcopy vlevel_restrict@function (5000, 0,25,"");

		


</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Race restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object from players of a certain race. Any player not of the selected race, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin race_restrict
		(rc:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is an integer. The integer being passed in should be the race you want to restrict the object from. You can pass in the defines as listed in <xref linkend="app-c"> or if you have added races you will find the list of races in values.h. If we wanted to restrict an object from humans the following is what it would look like.</PARA>



		dilcopy race_restrict@function (RACE_HUMAN,0,25,"");

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Gender restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players of a certain gender. Anyone not of the gender, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin sex_restrict
		(sx:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is an integer. The integer you should pass in is one of the defines from vme.h. The gender defines are as follows.</PARA>



		#define SEX_NEUTRAL   0
		#define SEX_MALE      1
		#define SEX_FEMALE    2

		

<PARA>If we wanted to make an item that could only be worn by a female player, it would look like this.</PARA>



		dilcopy sex_restrict (SEX_FEMALE,0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Player restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object to players who have a specific name. Any player of the wrong name, will have the damage done as set in the 2nd and 3rd arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin ply_restrict
		(pname:string,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first argument is a string. The quest restrict is only made to restrict the quest to one person at a time. While this <ACRONYM>DIL</ACRONYM> was designed to be put on when a player receives a quest item and thus was made to be dilcopied in a <ACRONYM>DIL</ACRONYM> you can still put it on when you first create the object if you are making special items for administrators or players that you know in advance. If you want more information about copying a <ACRONYM>DIL</ACRONYM> from with in another <ACRONYM>DIL</ACRONYM> you will have to read the <ACRONYM>DIL</ACRONYM> manual If however you want to restrict this to a single player at compile time of your zone it would look something like this.</PARA>



		dilcopy ply_restrict@function ("Whistler",0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Ability restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object from a player with less than a certain amount of a certain ability. Any player not having the correct amount of a certain ability, will have the damage done as set in the 3nd and 4th arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory.</PARA>

<PARA>We said at the beginning of this section that all restricts have only 4 arguments. This was a bit of a lie since this restrict has five arguments. The reason we didn't count this one is because the first and second argument in the ability restrict function are used together and thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin abi_restrict
		(abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first and second arguments are two integers. the first is the ability type and the second is the amount of that ability the player needs to have or greater to wear or use the item. the ability types can be found in vme.h and are listed here for convenience.</PARA>



		#define ABIL_MAG               0
		#define ABIL_DIV               1
		#define ABIL_STR               2
		#define ABIL_DEX               3
		#define ABIL_CON               4
		#define ABIL_CHA               5
		#define ABIL_BRA               6
		#define ABIL_HP                7

		

<PARA>If you wanted to restrict an object to people having more than 50% strength it would look like this:</PARA>



		dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");

		

<PARA>If you want to restrict an object to more than one ability you only need to add another restrict to the item. For example if you wanted to restrict it to people having greater than or equal to 50% divine and 30% brain. The item would have these two lines.</PARA>



		dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
		dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");

		                                                    

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Skill restrict

<DICTDEF> <PARA></PARA>

<PARA>This function restricts an object from a player with less than a certain amount of a certain skill. Any player not having the correct amount of a certain skill, will have the damage done as set in the 3nd and 4th arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory.</PARA>

<PARA>We said at the beginning of this section that all restricts have only 4 arguments. This was a bit of a lie since this restrict has five arguments. The reason we didn't count this one is because the first and second argument in the skill restrict function are used together and thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin ski_restrict
		(ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first and second arguments are two integers. the first is the skill and the second is the amount of that skill the player needs to have or greater to wear or use the item. the skills can be found in <xref linkend="app-g"> and values.h. We have also included the first five skills here for convenience in explaining how the function works.</PARA>



		#define SKI_TURN_UNDEAD        0
		#define SKI_SCROLL_USE         1
		#define SKI_WAND_USE           2
		#define SKI_CONSIDER           3
		#define SKI_DIAGNOSTICS        4

		

<PARA>If you wanted to restrict an object to people having more than 50% 'turn undead' it would look like this:</PARA>



		dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");

		

<PARA>If you want to restrict an object to more than one skill you only need to add another restrict to the item. For example if you wanted to restrict it to people having greater than or equal to 50% in 'turn undead' and 30% in 'scroll use'. The item would have these two lines.</PARA>



		dilcopy ski_restrict@function (SKI_TURN_UNDEAD,50,0,25,"");
		dilcopy ski_restrict@function (SKI_SCROLL_USE,30,0,25,"");

		                                                    

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Spell restrict

<DICTDEF>

<PARA>This function restricts an object from a player with less than a certain amount of a certain spell. Any player not having the correct amount of a certain spell, will have the damage done as set in the 3nd and 4th arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory.</PARA>

<PARA>We said at the beginning of this section that all restricts have only 4 arguments. This was a bit of a lie since this restrict has five arguments. The reason we didn't count this one is because the first and second argument in the spell restrict function are used together and thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin sp_restrict
		(spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first and second arguments are two integers. the first is the spell and the second is the amount of that spell the player needs to have or greater to wear or use the item. the spells can be found in <xref linkend="app-h"> and values.h. We have also included the first five spells here for convenience in explaining how the function works.</PARA>



		#define SPL_LOCK              52
		#define SPL_UNLOCK            53
		#define SPL_DROWSE            54
		#define SPL_SLOW              55
		#define SPL_DUST_DEVIL        56

		

<PARA>If you wanted to restrict an object to people having more than 50% 'lock' spell, it would look like this:</PARA>



		dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");

		

<PARA>If you want to restrict an object to more than one spell you only need to add another restrict to the item. For example if you wanted to restrict it to people having greater than or equal to 50% in 'lock' and 30% in 'unlock' spells. The item would have these two lines.</PARA>



		dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
		dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");

		                                                    

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Weapon restrict

<DICTDEF> <PARA></PARA> <PARA>This function restricts an object from a player with less than a certain amount of a certain weapon. Any player not having the correct amount of a certain weapon, will have the damage done as set in the 3nd and 4th arguments unless none is set. Even if no damage is set the object will be removed off of the players equipment and placed in their inventory.</PARA>

<PARA>We said at the beginning of this section that all restricts have only 4 arguments. This was a bit of a lie since this restrict has five arguments. The reason we didn't count this one is because the first and second argument in the weapon restrict function are used together and thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in function.zon.</PARA>



		dilbegin weap_restrict
		(wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);

		

<PARA>As the definition indicates the first and second arguments are two integers. the first is the weapon and the second is the amount of that weapon the player needs to have or greater to wear or use the item. the weapons can be found in <xref linkend="app-d"> and values.h. We have also included the first five weapons here for convenience in explaining how the function works.</PARA>



		#define WPN_BATTLE_AXE    7  /* Two Handed */
		#define WPN_HAND_AXE      8
		#define WPN_WAR_MATTOCK   9  /* Two Handed */
		#define WPN_WAR_HAMMER   10
		#define WPN_GREAT_SWORD  11  /* Two Handed */


		

<PARA>If you wanted to restrict an object to people having more than 50% 'battle axe', it would look like this:</PARA>



		dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");

		

<PARA>If you want to restrict an object to more than one weapon you only need to add another restrict to the item. For example if you wanted to restrict it to people having greater than or equal to 50% in 'hand axe' and 30% in 'battle axe' spells. The item would have these two lines.</PARA>



		dilcopy weap_restrict@function (WPN_HAND_AXE,50,0,25,"");
		dilcopy weap_restrict@function (WPN_BATTLE_AXE,30,0,25,"");

		                                                    

</LISTITEM>

</VARLISTENTRY>

</VARIABLELIST>

</sect2> <sect2 id="objdiltuborg"> <TITLE>Tuborg function</TITLE>

<PARA>What game would be complete with out the Denmark water! With that in mind the <ACRONYM>VME</ACRONYM> 2.0 has a tuborg function that makes a drink give endurance and health when drank. The function is defined in function.zon as follows:</PARA>



		dilbegin tuborg (s:string);

		

<PARA>As the definition indicates the tuborg function only has one argument. The real surprise is that the argument is not used yet in the <ACRONYM>DIL</ACRONYM> so no matter what you set it to it doesn't matter. In the future this argument is going to allow different kinds of tuborgs to be made but for now its just a place holder and all that is needed is a set of double quotes.</PARA>

<PARA>To create a tuborg you just add the following line to your drink container.</PARA>



		dilcopy tuborg@function ("");

		

</sect2>

<sect2 id="objdilboard"> <TITLE>Message board</TITLE>

<PARA>Every game needs a way for Administrators and players to exchange ideas. The message boards have been designed for this purpose. The boards function can be easy to use or more difficult depending on what all you want them to do. The board function is defined in boards.zon as follows.</PARA>



		dilbegin board
		(idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);

		

<PARA>This looks pretty hard I know but to make a normal board we have made it as simple as possible while allowing for the boards to be used in almost any situation. After you make your first board it is pretty much block and copy and change the first argument. The arguments are as follows:</PARA>

<VARIABLELIST> <VARLISTENTRY>

idxfile

<DICTDEF>

<PARA>The first argument is the board index filename. It tells the board <ACRONYM>DIL</ACRONYM> what name to store the board under so if you create more boards with the same name they will all be pointing to the same messages. You can put any legal symbolic name in this string and it will work with no problems.</PARA> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

l_res

<DICTDEF>

<PARA>the second argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to see if the player looking at the board is allowed to. This requires some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the boards.zon.</PARA>



		//used to restrict players access to a board
		dilbegin string admin_res (u:unitptr,v:unitptr);

		//used to restrict non-admin from removing posts
		dilbegin string rem_res (u:unitptr, v:unitptr);

		

<PARA>So with the 'admin_res' you could do something like this:</PARA>


		dilcopy board@boards ("wizbrd","admin_res@boards"...);

		

<PARA>Putting the 'admin_res' function in the second argument would make it so only administrators could look at the board. If you put an empty string or two double quotes as the argument it will let anyone look at the board.</PARA>

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

r_res

<DICTDEF> <PARA>the third argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to see if the player trying to remove a post at the board is allowed to. This requires some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the boards.zon</PARA>



		//used to restrict players access to a board
		dilbegin string admin_res (u:unitptr,v:unitptr);

		//used to restrict non-admin from removing posts
		dilbegin string rem_res (u:unitptr, v:unitptr);


		

<PARA>So with the 'rem_res' you could do something like this:</PARA>


		dilcopy board@boards ("citizen","","rem_res@boards",...);

		

<PARA>With the 'rem_res' in the third argument only administrators can now remove from this board but anyone can look at it because of the empty string in the second argument. Putting an empty string in the third argument will make it so anyone can remove from this board.</PARA>

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

p_res

<DICTDEF>

<PARA>the forth argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to see if the player trying to post at the board is allowed to. This requires some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the boards.zon.</PARA>



		//used to restrict players access to a board
		dilbegin string admin_res (u:unitptr,v:unitptr);

		//used to restrict non-admin from removing posts
		dilbegin string rem_res (u:unitptr, v:unitptr);

		

<PARA>As you can see we haven't made a post restriction <ACRONYM>DIL</ACRONYM> because as of yet we haven't found a need for one. If you have a need for one just look over the two restrict DIL functions we have already mentioned and you will find it is really easy to make. We want to allow anyone to post so our dilcopy looks like this:</PARA>



		dilcopy board@boards ("citizen","","rem_res@boards","",...);

		

<PARA>With the 'rem_res' in the third argument only administrators can now remove from this board but anyone can post to it because of the empty string in the forth argument. The empty string again in the second argument also allows everyone to look at the board.</PARA> </LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

max

<DICTDEF> <PARA>The fifth argument is simply the amount of posts that you want to allow to be posted before the board is full.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>To make a free for all board where everyone can post, remove posts, look at what posts are on the board, and have a max of 50 posts it would simply be as follows:</PARA>


		dilcopy board@boards("citizen","","","",50);

		

<PARA>When making a board for players to post concerns to the administrators and only have the administrators be able to remove them, wile still allowing everyone to read them it would look like this.</PARA>


		dilcopy board@boards("citizen","","rem_res@boards","",100);

		

</sect2> </sect1>


<sect1 id="objcomplex"> <TITLE>More complex objects</TITLE>

<PARA>In the last sections you learned all the fields and how to make a basic object. In this section we will use the information from the last sections to create some more unique objects for our dragon station zone There is not a lot of new information here we will be using the DIL functions, fields, and flags to make objects we have only mentioned before.</PARA>

<sect2 id="objboard"> <TITLE>Making a communication board</TITLE>

<PARA>In <xref linkend="objdilboard"> you learned all there you need to know about the boards <ACRONYM>DIL</ACRONYM> to create a board. In this small section we are going to show you the rest of a board and what a finished one looks like.</PARA>

<PARA>As with all objects the first step is to fully describe and name your board. We will stick with the space station theme since our goal is to have a complete example zone for you. The boards symbolic, names, title, description and extra turned out like this.</PARA>



		info_board

		title "a merchant information board"
		descr "A merchant information Board is mounted on a wall here."

		names {"merchant information board","information board","merchant
		board","board"}

		extra {} "A large flashy black steal board."

		

<PARA>Just incase the <ACRONYM>VME</ACRONYM> server we have has a spell that can damage inanimate objects we will give this board a material type.</PARA>



		MATERIAL_METAL("A very fine quality black steel")

		

<PARA>Now for the special stuff for the board. We need to give the board a type and copy the board <ACRONYM>DIL</ACRONYM> to it.</PARA>



		type ITEM_BOARD
		dilcopy board@boards("info","","rem_res@boards","",100);

		

<PARA>There you go nothing to it you have just created your first board. Now lets bring it all together and tag on an end symbol and we are all finished.</PARA>



		 info_board
		title "a merchant information board"
		descr "A merchant information Board is mounted on a wall here."
		names {"merchant information board","information board","merchant
		board","board"}

		extra {}
		"A large flashy black steal board."

		MATERIAL_METAL("A very fine quality black steel")
		type ITEM_BOARD
		dilcopy board@boards("info","","rem_res@boards","",100);

		end
		 
		 

</sect2>


<sect2 id="objcontainer"> <TITLE>Making a container</TITLE>

<PARA>I thought it would be cool to have a small weapons locker on the space station not to mention event hough we went over the container macro in <xref linkend="objmacrocontainer">, we didn't cover everything you need in fact the macro eaves a few things out because you may or may not want to set them.</PARA>

<PARA>As with all objects we start right off by describing the item. There is nothing new here so we will just show it to you and go on.</PARA>



		wpn_locker

		title "a weapons locker"
		names {"weapons locker","weapon locker","locker"}

		descr "a small weapons locker hangs on the wall here."

		extra {}
		"It is an ordinary weapons locker that looks like it holds any illegal
		weapons that are taken on the station."

		

<PARA>Now we need to put in all the information that makes this item a container that can't be taken but it can be opened and it is locked.</PARA>



		manipulate {MANIPULATE_ENTER}
		CONTAINER_DEF(500)
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
		key black_key

		

<PARA>Notice we didn't make the item 'MANIPULATE_TAKE' because we don't want people to be able to walk off with our weapons locker. One final touch and we are all finished with the weapons locker. It is always nice to put a material type on your items so a spell or a skill can tell if you can do anything with them. So with our material added in the full locker would look like this.</PARA>



		wpn_locker

		title "a weapons locker"
		names {"weapons locker","weapon locker","locker"}
		descr "a small weapons locker hangs on the wall here."

		extra {}
		"It is an ordinary weapons locker that looks like it holds any illegal
		weapons that are taken on the station."

		MATERIAL_METAL("A very fine quality steel")

		manipulate {MANIPULATE_ENTER}
		CONTAINER_DEF(500)
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
		key black_key

		end

		


</sect2>

<sect2 id="objdrink"> <TITLE>Creating drinks</TITLE>

<PARA>In <xref linkend="objmacroliqcont">, we covered how to set the size and weight of the container and its content but now we need to talk about some other special things about a drink container verses other objects.</PARA>

<PARA>The drink container is one of the few objects that has rules on how you set the title, description and names fields. The title and description fields should ot have anything to do with the liquid inside the container. This means if you have a barrel full of water you do not put the word water in the title or the description. In our case we have a bag full of wine so we do not put wine in either the title or description. The reason for this is if the player drinks the bag empty and then fills it with water and we had put wine in the title or description it would still be there but the bag would now be full of water.. Our symbolic, title, and description would then look like this.</PARA>



		liq_ration

		title "a red bag"
		descr "A red bag has been gently placed here."

		

<PARA>The names on the other hand MUST have the drink name as the last name in the name list. The reason it must be the last one is when a player drinks or pours out the liquid the name is removed. If a player then refills the container the name of the new liquid is added to the last name. The bag we are making is full of wine so our names list would look like this.</PARA>



		names {"red bag", "bag", "wine"}

		

<PARA>Now we add the liquid define for wine</PARA>



		LIQ_WINE(1,2,2,0)

		

<PARA>Finally we add the material type for the bag, the cost to buy the container, an extra players can look at, and finally an identify extra so if a player casts either the identify or improved identify spell on the bag they will se it. with all that added The finished drink container looks like this.</PARA>



		liq_ration
		names {"red bag", "bag", "wine"}
		title "a red bag"
		descr "A red bag has been gently placed here."

		extra {}
		"A small label reads Tassel Grove's finest.  Year 321"


		MATERIAL_ORGANIC("a soft plastic")
		manipulate {MANIPULATE_TAKE}
		LIQ_WINE(1,2,2,0)
		cost 2 IRON_PIECE

		extra {"$identify"}
		"Its the special wine from Tassel grove a small halfling village on the
		planet Valhalla.  It seems like a great vintage wine."

		end

		

</sect2>

<sect2 id="objfood"> <TITLE>Creating food</TITLE>

<PARA>The food is very simple to make its just a regular item with the macros you learned in <xref linkend="objmacrofood">. In fact making food is so simple we almost left it out. I am only adding this to show how simple it is to change a regular item like the dragon head we showed you in <xref linkend="objbasic"> into a food item. Now only a sick person would make a dragon head into food but if you wanted to you just add the 'FOOD_DEF(...)' and your all set. here is a basic food that you might find laying around a space station.</PARA>



		beef_stick

		title "a tough leathery stick"
		descr "A tough leathery looking stick is laying here."
		names {"tough leathery stick","tough leather stick","leathery stick",
		"leather stick","tough stick","stick"}

		extra {}
		"This has the word BEEF burnt into it."

		manipulate {MANIPULATE_TAKE}
		FOOD_DEF(5,0)
		weight 1
		cost 1 COPPER_PIECE
		MATERIAL_ORGANIC("tough beef")

		end

		

</sect2>

<sect2 id="objweapon"> <TITLE>Making a weapon</TITLE>

<PARA>Whats a game with out some kind of weapon to chop or bash things into little pieces. We examined how to set the weapon fields in <xref linkend="objmacroweapon">, the object transfers in <xref linkend="objmacrotransfers">, and the restriction DIL functions in <xref linkend="objdilrestrict">. Now we will pull all we have learned together and make a pretty nifty little stiletto.</PARA>

<PARA>The first part as with all our example objects is to set up the symbolic, names, title, description, object extra, and material type. this is no different from any other object so here is what we ended up with</PARA>



		 w_stiletto
		 title "a stiletto"
			 names {"stiletto", "dagger"}
		 descr
		 "A deadly looking stiletto has been left here."

		extra{}
		"This looks like a thieves dream come true. "

		MATERIAL_METAL("A very fine quality steel")

		

<PARA>Now lets add the defines and DIL functions that make this a special weapon along with the manipulate flags that makes it able to be wielded. We will give it a bonus in magic and good craftsmanship along with a plus in backstab for all those assassins on the game.</PARA>



		manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
		WEAPON_DEF(WPN_DAGGER, 1, 2)
		SKILL_TRANSFER(SKI_BACKSTAB, 2)
		dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");

		

<PARA>to finish it off we will give the weapon a cost, rent, and finally two identifies for the two identify spells. Now that we have it all defined we pull it together and it looks like this.</PARA>



		 w_stiletto
		 title "a stiletto"
		 names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
		 descr
		 "A deadly looking stiletto has been left here."

		extra{}
		"This looks like a thieves dream come true. "

		MATERIAL_METAL("A very fine quality steel")

		manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
		WEAPON_DEF(WPN_DAGGER, 1, 2)
		SKILL_TRANSFER(SKI_BACKSTAB, 2)
		dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
		weight 2
		cost 2 GOLD_PIECE
		rent 1 COPPER_PIECE

		extra {"$identify"}
		"The stiletto looks magical in nature and seems really sharp.  You can
		tell if you wield it you would be able to backstab someone really easy."

		extra{"$improved identify"}
		"The stiletto gives you a magical bonus of +1 and has a quality of +2. 
		It also raises your back stabbing skill  by 2%.  You have to have at
		least 10% in dex before you can wield this magical weapon."

		end

		

</sect2> <sect2 id="objarmour"> <TITLE>Making armour</TITLE>

<PARA>In <xref linkend="objmacroarmour"> we explained how to set the armour fields now we will finish off by adding some more important information about armour in general.</PARA>

<PARA>The most important thing to realize is that not all wear positions on the <ACRONYM>VME</ACRONYM> server are armour positions. In fact only seven of the wear positions count as armour the rest are non-armour positions which we will cover next in <xref linkend="objnon-armour">. The following are the armour positions and their defines.</PARA>

<TITLE>Armour positions</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Position</ENTRY> <ENTRY>Define</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>head</ENTRY> <ENTRY>MANIPULATE_WEAR_HEAD</ENTRY> </ROW> <ROW> <ENTRY>hands</ENTRY> <ENTRY>MANIPULATE_WEAR_HANDS</ENTRY> </ROW> <ROW> <ENTRY>arms</ENTRY> <ENTRY>MANIPULATE_WEAR_ARMS</ENTRY> </ROW> <ROW> <ENTRY>body</ENTRY> <ENTRY>MANIPULATE_WEAR_BODY</ENTRY> </ROW> <ROW> <ENTRY>legs</ENTRY> <ENTRY>MANIPULATE_WEAR_LEGS</ENTRY> </ROW> <ROW> <ENTRY>feet</ENTRY> <ENTRY>MANIPULATE_WEAR_FEET</ENTRY> </ROW> <ROW> <ENTRY>cloak</ENTRY> <ENTRY>MANIPULATE_WEAR_ABOUT</ENTRY> </ROW> </TBODY></TGROUP>

<NOTE><PARA>There is one more field that works as armour, 'MANIPULATE_WEAR_SHIELD' but since that uses another define it is not shown here. We will leave that for an exercise for you to do later.</PARA></NOTE>

<PARA>First we do the same as we have for every other item, pick the symbolic, title, description, extra description, and material type for the plate.</PARA>



		pol_plate
		names {"polished breast plate","polished plate","breast plate","plate"}
		title "a polished breast plate"
		descr "A polished breast plate has been left here."
		MATERIAL_METAL("A high luster silver colored metal")

		

<PARA>Now we pick the armour type in this case I want it to be made like plate mail and I want it to have a magical bonus and a high craftsmanship. Obviously since this is a plate we will pick the body position.</PARA>



		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
		ARMOUR_DEF(ARM_PLATE,5,9)

		

<PARA>All that is left is to add the cost, rent, the identify extras, and I felt like putting a 40% strength restriction on the armour. With all that added together we finish up with the following piece of armour.</PARA>



		pol_plate
		names {"polished breast plate","polished plate","breast plate","plate"}
		title "a polished breast plate"
		descr "A polished breast plate has been left here."

		extra{}
		"This is one shiny plate it seems to be made out of one perfect piece of
		metal.  There doesn't even seem to be any markings of owner ship."

		MATERIAL_METAL("A high luster silver colored metal")

		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
		ARMOUR_DEF(ARM_PLATE,5,9)

		dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
		cost 2 GOLD_PIECE
		rent 3 COPPER_PIECE weight 25

		extra{"$identify"}
		"This is a high quality plate with a magical feeling."

		extra{"$improved identify"}
		"The plate has a magical bonus to your defence of a +5 and a quality of
		+9.  You need 40% in strength to be able to wear it."
		end

		

</sect2>

<sect2 id="objnon-armour"> <TITLE>Making non-armour worn objects</TITLE>

<PARA>In the previous section we defined armour that actually protects the char in combat. Here we will learn how to make the clothing and jewelery that may not do anything directly to combat but it can give your characters bonuses that help in combat in the long run. We will start by listing all the non-armour worn positions and their manipulate defines and then we will give a simple ring object.</PARA>

<TITLE>Non-armour positions</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Position</ENTRY> <ENTRY>define</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>ear</ENTRY> <ENTRY>MANIPULATE_WEAR_EAR</ENTRY> </ROW> <ROW> <ENTRY>neck</ENTRY> <ENTRY>MANIPULATE_WEAR_NECK</ENTRY> </ROW> <ROW> <ENTRY>wrist</ENTRY> <ENTRY>MANIPULATE_WEAR_WRIST</ENTRY> </ROW> <ROW> <ENTRY>finger</ENTRY> <ENTRY>MANIPULATE_WEAR_FINGER</ENTRY> </ROW> <ROW> <ENTRY>chest</ENTRY> <ENTRY>MANIPULATE_WEAR_CHEST</ENTRY> </ROW> <ROW> <ENTRY>back</ENTRY> <ENTRY>MANIPULATE_WEAR_BACK</ENTRY> </ROW> <ROW> <ENTRY>waist</ENTRY> <ENTRY>MANIPULATE_WEAR_WAIST</ENTRY> </ROW> <ROW> <ENTRY>ankle</ENTRY> <ENTRY>MANIPULATE_WEAR_ANKLE</ENTRY> </ROW> </TBODY></TGROUP>

<NOTE><PARA>When giving ability, skill, weapon, or spell bonuses make sure you realize that positions like ear, neck, wrist, and ankle can all have two on a player. This means any bonuses you give can be doubled if the player gets two of them</PARA></NOTE>

<PARA>I don't want to beat a dead horse so since I have already explained armour in <xref linkend="objarmour"> the only difference here is there is no 'ARMOUR_DEF' everything else is the same. The following was one of the first items my wife made as a new builder and I have always liked it. I know, I am a lush but this way I don't have to write an example.</PARA>



		  maskwa

		names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
		title "a Maskwa ring"
		descr "A Maskwa platinum ring is laying here."
		MATERIAL_METAL("Platinum, and other precious metals")
		extra {}
		"The ring has a large bear head.  Could this be the legendary head of
		Maskwa?  Any thing formed with its head on it is said to strengthen the
		wearer."
		type ITEM_WORN
		manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
		cost 100 COPPER_PIECE
		rent 50 IRON_PIECE
		weight 1
		STR_TRANSFER(+1)
		end

		

<NOTE><PARA>One last thing I forgot to mention. The item type also changes but then that is not hard to understand since this is not armour it should be some other thing. In the case of non-armour worn items the item type is 'ITEM_WORN'.</PARA></NOTE> </sect2>

</SECT1>

<sect1 id="roomnpcobjzone"> <TITLE>Dragon station with rooms, NPCs, and objects</TITLE>

<PARA>Now we will add the objects we have built to the zone from the previous chapter. This is still not complete while it does compile and you can log into your zone, you still have to load your NPCs and objects but they do not load themselves and they are not dressed with their armour. This will be taken care of in <xref linkend="ch-07"> and you will finally have a finished zone. The following is the source file so far.</PARA>



		#include <composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%rooms

		chamber
		title "The middle chamber of the station"
		descr
		"This chamber seems to have the entire station rotating around it.  It is
		unbelievably large the ceiling seems to be a good 200 meeters high and
		the room is perfectly cubic. Small human size ornate chairs with dragon
		designs scrawled on the arms and back are arranged in a triangle like
		setting with one large chair at the front.  This must be where all
		station meetings are held. large pictures cover the walls depicting
		dragons in all kinds of situations.  large passages lead of to the west
		and the east.."

		extra {"chair","chairs"}
		"The chairs are made of some metal you don't recognize and every inch is covered
		with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intellegence looking dragon is sitting perched on a large chair watching you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}


		west to disposal_room descr
		"You see a small room.";

		east to hallway descr
		"You see what looks to be a hallway.";

		end

		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom.  The hallway seems to be dust free.  The
		walls and the floors seem to be made out of the same sterile
		metal-plastic that all space agencies uses.  There are large plate glass
		windows that open up into space.  The hallway is filled with a dim light
		that seems to come from everywhere yet no where all at once.  You notice
		a glimmer of bright light coming from the windows.  To the east you see
		an air lock and to the west the hallway opens up into a larger room."

		extra {"windows","window"}
		"Your eyes are drawn to a large ship lit up with running lights sitting
		about 1 kilometer from the station."

		extra{"floor","walls","wall"}
		"Well what can be said it looks to be in perfect condition.  what else would
		you want to know?"

		extra {"large ship" ,"ship"}
		"The ship looks really big and is shaped like a dragon.  The scales
		sparkle and seem to be multiple colors."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station.  The room
		is as large as the other rooms big enough for Dragons to lounge while
		still having a desk in one corner small enough for a humanoid.  The
		floor along the north wall is lined with some kind of fabric and seems very
		soft to walk on, it may be some kind of dragon lounge judging by how large an
		area it covers.  There is a passage to the west."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"paintings","painting"}
		"The paintings are of many dragons and riders in all kinds of tasks from
		combat to look out.  All the figures seem to be staring at a staff
		being held by a depiction of a wizard on the south wall."

		extra {"wizard","staff"}
		"The wizard has his hand stretched out and it seems there is a place
		you can almost grab the staff. Maybe if you searched the staff you would
		find it."

		extra {"desk"}
		"Its a desk alright but there doesn't seem to be any drawers and it
		seems totally empty."

		extra{"fabric"}
		"Wussshhhhh you bound across the comfortable floor wasn't that fun."

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		SECRET_DOOR_DIFFICULTY(SOUTH, 50)
		south to portal_room descr
		"You see what looks to be a portal room."
		keyword {"air lock door","air lock","staff","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};

		end

			portal_room
			title "Green field room"
			descr
			"Like the other rooms on the station this one is large enough for
			dragons to comfortably fit in.  The strange thing about this room though
			is it is totally empty except for a green field right in the center. 
			there is a door that leads to another room to the north."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			extra {"green field","field"}
			"The field looks to be a green fog shifting and churning as you watch. 
			if you are nuts you could probably enter it."
			
			north  to office descr
			"You see what looks to be an office."
			keyword {"air lock door","air lock","door"}
			key nokey
			open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
			
			//A link to the portal is also here from room_port
			end
			
			ship_port
			names{"green field", "field"}
			title "Green field"
			descr
			"Green Mist swirls about you."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			in ship
			
			dilcopy force_move@function(
			//Time to activation
			4,
			//room and act
			"portal_room@dragonst!You feel your body dissolving for lack of a better
			description.&nYou appear on the deck of a ship.",
			//True or False for randomizing or not
			FALSE);
			
			
			end                                             

		room_port
		names{"green field", "field"}
		title "Green field"
		descr
		"Green Mist swirls about you."
		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		in portal_room

		dilcopy force_move@function(
		//Time to activation
		4,
		//room and act
		"ship@dragonst!You feel your body dissolving for lack of a better
		description.&nYou appear on the deck of a ship.",
		//True or False for randomizing or not
		FALSE);


		end

		disposal_room
		title "Red field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a red field right in the center. 
		there is a door that leads to another room to the east."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"red field","field"}
		"The field looks to be a red fog shifting and churning as you watch. 
		if you are nuts you could probably enter it."

		east to chamber descr
		"You see the main chamber.";

			//A link to the portal is also here from dis_port
		end

		dis_port
		names {"red field","field"}
		title "Red field"
		descr
		"Red Mist swirls about you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
		dilcopy force_move@function(
		//how fast to force move in seconds
		4,
		//room to force move to and act
		"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
		//true or false random move or not
		0);
		in disposal_room 

		end

		ship
		title "War dragon"
		descr
		"Blue light softly glows from con duets that line the walls of this ship.
		The floors beside the east and west wall have what looks to be soft
		fabric covering.  The south wall has small controls that seem to be made
		for humanoids with two small chairs that look to be pilot seats.  view
		portals are about 50 meters up the side of the ship on the west and east
		wall and some kind of electronic screen covers the south wall.  The ship
		seems to be a one room ship but there is a green field by the north
		wall."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"view port"}
		"Sorry your not 50 meters tall maybe it is made for a dragon?"

		extra {"view screen","screen"}
		"It seems to be the pilots view screen but you can't seem to see a way
		to turn it on."

		extra {"controls","control"}
		"The controls are in some weird language and your afraid if you start
		pushing buttons you might rocket in to the station or worse slam into
		a planet."

		extra {"soft fabric","fabric"}
		"It looks to be a dragon lounge area."

			//A link to the portal is also here from ship_port
		end

		deathspace
		title"Open space"
		descr
		"You see the ship and the station far off in the distance and you are in Space!"

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		dilcopy death_room@function (
		//how often is damage done 4 would be 1 second
		4, 
		//damage
		400,
		//act for the damage.
		"You realize to late that was the trash disposal transporter and you feel
		your lungs explode.");


		end

		%mobiles

		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eye","eyes"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

		M_DRAGON_BLACK_OLD(SEX_MALE)

		end

		janitor
		names {"ugly janitor", "janitor", "hobgoblin"}
		title "an ugly janitor"
		descr "an ugly janitor is walking around, cleaning up."

		extra{}
		"This ugly green thing looks more goblin than hobgoblin but he seems intent on
		cleaning everything around him."

		M_AVG_HOBGOBLIN(6, SEX_MALE)

		// he is sort of good for cleaning so much
		alignment 900

		//give him some money
		money 5 IRON_PIECE

		dilcopy janitors@function(15);

		// only want him cleaning the station
		dilcopy wander_zones@function("dragonst", 20, 1, 1);

		end

		bob

		names {"Bob"}
		title "Bob"
		descr "Bob the Banker is here, sitting behind the counter."
		extra {}
		"He has a very serious look on his face."

		// define from composed.h
		M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)

		//discourage people from killing banker
		exp -500

		flags {UNIT_FL_NO_TELEPORT}

		special SFUN_BANK
		end

		%objects

		info_board

		title "a merchant information board"
		descr "A merchant information Board is mounted on a wall here."
		names {"merchant information board","information board","merchant
		board","board"} extra {} "A large flashy black steal board."

		MATERIAL_METAL("A very fine quality black steel")
		type ITEM_BOARD
		dilcopy board@boards("info","","rem_res@boards","",100);

		end

		w_stiletto
		title "a stiletto"
		names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
		descr "A deadly looking stiletto has been left here."

		MATERIAL_METAL("A very fine quality steel")
		manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
		WEAPON_DEF(WPN_DAGGER, 1, 2)
		weight 2
		cost 2 GOLD_PIECE
		rent 1 COPPER_PIECE

		SKILL_TRANSFER(SKI_BACKSTAB, 2)
		dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");

		extra{}
		"This looks like a thief dream come true. "

		extra {"$identify"}
		"The stiletto looks magical in nature and seems really sharp.  You can
		tell if you wield it you would be able to backstab someone really easy."

		extra{"$improved identify"}
		"The stiletto gives you a magic bonus of +1 and has a quality of +2. 
		It also raises your back stabbing skill  by 2%.  You have to have at
		least 10% in dex before you can wield this magical weapon."

		end

		wpn_locker

		title "a weapons locker"
		names {"weapons locker","weapon locker","locker"}

		descr "a small weapons locker hangs on the wall here."
		manipulate {MANIPULATE_ENTER}
		CONTAINER_DEF(500)
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
		weight 400
		MATERIAL_METAL("A very fine quality steel")

		extra {}
		"It is an ordinary weapons locker that looks like it holds any illegal
		weapons that are taken on the station."

		end

		pol_plate
		names {"polished breast plate","polished plate","breast plate","plate"}
		title "a polished breast plate"
		descr "A polished breast plate has been left here."
		extra{}
		"This is one shiny plate it seems to be made out of one perfect piece of
		metal.  There doesn't even seem to be any markings of owner ship."
		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)

		MATERIAL_METAL("A high luster silver colored metal")

		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
		ARMOUR_DEF(ARM_PLATE,5,9)
		dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
		cost 2 GOLD_PIECE
		rent 3 COPPER_PIECE
		weight 25

		extra{"$identify"}
		"This is a high quality plate with a magical feeling."

		extra{"$improved identify"}
		"The plate has a magical bonus to your defence of a +5 and a quality of
		+9. You need 40% in strength to be able to wear it."
		end

		liq_ration
		names {"red bag", "bag", "wine"}
		title "a red bag"
		descr "A red bag has been gently placed here."

		MATERIAL_ORGANIC("a soft plastic")
		manipulate {MANIPULATE_TAKE}

		LIQ_WINE(1,2,2,0)
		cost 2 IRON_PIECE
		extra {}
		"A small label reads Tassel Grove's finest.  Year 321"

		extra {"$identify"}
		"Its the special wine from Tassel grove a small halfling village on the
		planet Valhalla.  It seems like a great vintage wine."

		end

		beef_stick

		title "a tough leathery stick"
		descr "A tough leathery looking stick is laying here."
		names {"tough leathery stick","tough leather stick","leathery stick",
		"leather stick","tough stick","stick"}

		extra {}
		"This has the word BEEF burnt into it."

		manipulate {MANIPULATE_TAKE}
		FOOD_DEF(5,0)
		weight 1
		cost 1 COPPER_PIECE
		MATERIAL_ORGANIC("tough beef")
		end

		  maskwa

		names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
		title "a Maskwa ring"
		descr "A Maskwa platinum ring is laying here."
		MATERIAL_METAL("Platinum, and other precious metals")
		extra {}
		"The ring has a large bear head.  Could this be the legendary head of
		Maskwa?  Any thing formed with its head on it is said to strengthen the
		wearer."
		type ITEM_WORN
		manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
		cost 100 COPPER_PIECE
		rent 50 IRON_PIECE
		weight 1
		STR_TRANSFER(+1)
		end

		%end

		

</sect1>


<sect1 id="objexer"> <TITLE>Suggested object exercises</TITLE> <orderedlist> <LISTITEM> <PARA>Using information you learned in <xref linkend="objcraft">, <xref linkend="objmag">, <xref linkend="objmacroshield">, and <xref linkend="objarmour"> create a large shield.</PARA> </LISTITEM> <LISTITEM> <PARA>Using information you learned in <xref linkend="objnon-armour"> and <xref linkend="objmacrotransfers"> create a ring that gives a person 5% strength bonus and removes 5% magic ability.</PARA> </LISTITEM> <LISTITEM> <PARA>Using information you learned from <xref linkend="objmacroliqcont"> and <xref linkend="objdrink"> create a beer or soda from your local area.</PARA> </LISTITEM> <LISTITEM> <PARA>Using information you learned in <xref linkend="objmacrolight">; make an object that gives off a bright light and will never run out.</PARA> </LISTITEM> <LISTITEM> <PARA>Using the macros found in <xref linkend="objmacroliqcont">, <xref linkend="objmacrofood">, <xref linkend="objmacromoney">, and <xref linkend="objmacrocontainer"> along with information found in <xref linkend="objfood"> and <xref linkend="objdrink">; create a chest that can be locked that contains food, drink, a pile of silver pieces, and a pile of iron pieces. </PARA> </LISTITEM> </orderedlist>

</SECT1>

</chapter>

<chapter ID="ch-07"><?dbhtml filename="ch07.html"> <TITLE>The reset section</TITLE>

<PARA>Once you have learned to build rooms, objects and NPCs, you will find one main missing thing, while you have created NPCs and objects they don't exist in the game unless you load them. When developing the <ACRONYM>VME</ACRONYM> we found that logging on and loading everything for the players to interact with, became a very difficult thing to do when we got over 30 items. After many seconds of thought we came up with the idea of a reset section that would do all of this work for us. In fact the reset takes care of closing doors after players have opened them, loading NPCs and their equipment, loading objects by themselves in rooms or even loaded objects in objects.</PARA>

<PARA>Everything inside the reset section activates once at boot time and then again when the reset time is up and the reset flag is true. These two fields were described in <xref linkend="zoneinfo"> and are included in the zone header. The reset section is denoted by the symbol '%reset' and can placed anywhere but we try to keep it at the end of our zone files. There is no set order you must reset your doors, objects, and NPCs in but I like to do doors first, special reset commands second, objects in rooms third, objects with objects in them forth, NPCs fifth, and finally NPCs. You may find that you have a better way of sorting them and again it is up to you.</PARA>

<sect1 id="doorreset"> <TITLE>Door resets</TITLE>

<PARA>To show how the door resets work we will revisit an old room example from <xref linkend="rmdoorexits">. The following two rooms are linked with a door and at boot time they are reset to closed. When the mud boots the door flags set on the room are the door flags that are used. After boot up time the reset section is where the <ACRONYM>VME</ACRONYM> gets its information about what to do with the door.</PARA>



		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom...."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station...."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};
		end

		


<PARA>Now that we have two rooms lets define the reset command and how it works. All reset commands have a keyword and then a set of arguments. The door reset command is simply 'door' followed by a set of arguments that tell the <ACRONYM>VME</ACRONYM> where the door is, which door in that location, and what you want to do with the door. The command looks like this.</PARA>



		door <room symbol> <Direction number> {<door flags>}

		

<VARIABLELIST> <TITLE>Door argument explanation</TITLE> <VARLISTENTRY>

room symbolic

<DICTDEF> <PARA>As the name indicates this is the room that the door is located in. If you are resetting a door not in the zone the reset command is in you will need to use a full symbolic name with the zone extension. The following would be two valid examples.</PARA>



		//room symbolic in  this zone
		door myroom ...

		//room symbolic in another zone
		door out_room@frogwart ...

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

direction number

<DICTDEF> <PARA>The direction number can be one of the pre-defined direction numbers in the file vme.h. shown here so you don't have to go flipping file to file.</PARA>



		#define NORTH 0
		#define EAST  1
		#define SOUTH 2
		#define WEST  3
		#define UP    4
		#define DOWN  5
		#define NORTHEAST 6
		#define NORTHWEST 7
		#define SOUTHEAST 8
		#define SOUTHWEST 9


		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

door flags

<DICTDEF>

<PARA>These flags, surrounded by '{}', describe the state of the door after the reset. The following is the list of possible door flags.</PARA>

<VARIABLELIST> <VARLISTENTRY>

EX_OPEN_CLOSE

<DICTDEF> <PARA> Set this if you can open and close this exit, be it a door, gate or otherwise.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_CLOSED

<DICTDEF> <PARA>Set this if you want the exit to be closed at reset time.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_LOCKED

<DICTDEF> <PARA>Set this if you want the exit to be locked at reset time.</PARA> <NOTE> <PARA>An interesting aspect is that if you do not specify a key, you can only unlock this door with the 'pick' skill, 'unlock' spell or from <ACRONYM>DIL</ACRONYM> with UnSet();</PARA> </NOTE> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_PICK_PROOF

<DICTDEF> <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the lock of this exit.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY> ;EX_HIDDEN <DICTDEF> <PARA>If this bit is set, the exit is hidden until the mobile has successfully searched for it, using the 'search'-command.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>


<PARA>Now that we have all the information we need we can close the door after the reset time expires. For our two rooms the door reset would look like this.</PARA>



		door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED} 
		door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
		 
		

<NOTE><PARA>As you can see from the example it is very important to close both sides of the door. If you do not close both sides you will get very weird and undefined errors when players are trying to open and close them</PARA></NOTE>

<PARA>Another thing that you can do with the door reset command is change the doors status. In our previous example we reset the door to its status that it has when it first is loaded into the game. If however we wanted to change the door to a locked door we could do that by adding the locked flag like this.</PARA>



		door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} 
		door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}

		

</sect1>

<sect1 id="resetloadobjnpc"> <TITLE>Loading objects and NPCs</TITLE>

<PARA>Time to start loading your zone with its life and all the other strange things you have built. There is two commands that do all the loading and equipping of objects. Oddly enough the commands are called 'load' and 'equip'. The format of the commands are almost the same but equip must be used inside a NPC grouping. With that in mind lets start with simple loads and work our way up.</PARA>

<PARA>The command to load an object or an NPC into a room is as follows:</PARA>



		load <object or NPC> [into] [<room<] [<load amount>]
		  [{Other loads and equip commands}]
		  
		

<VARIABLELIST>

<VARLISTENTRY>

object or NPC

<DICTDEF> <PARA>The first argument to the load command is the object or NPC symbolic name that you want to load. The first argument is the only one that must be included in all load commands.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

into

<DICTDEF> <PARA>This is just a symbol that tells the reset that we are loading the object or NPC into some other unit.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

object, NPC, and room

<DICTDEF> <PARA>The third argument is the symbolic name of the place where you are loading the object and the NPC.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

load amount

<DICTDEF> <PARA>the fourth argument is an optional argument that tells the reset how many of the objects are allowed in the world, zone, or locally. The possible values for this field are as follows:</PARA>

<VARIABLELIST> <VARLISTENTRY>

max <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the entire world is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

local <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the location of which the unit is to be loaded into is scanned for occurences of the loaded unit only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

zonemax <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the entire zone being reset is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Optional grouping

<DICTDEF>

<PARA>Any reset command may be followed by a pair of curly brackets {} containing more reset commands. The commands inside the brackets will only be executed in case the associated command was successful.</PARA>

</LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

<PARA>Don't be alarmed if this sounds a bit hard. It all gets much more clear as some examples are explained. Lets take a look at the following example and see if we can't make this much more clear.</PARA>



		load udgaard/fido into midgaard/temple max 1

		

<PARA>This example is pretty simple it says load the fido into the temple only if there isn't already 1 in the world. Now lets get a bit more complicated.</PARA>



		load udgaard/fido into midgaard/temple max 1
		{
		   load bone
		   load excrement into midgaard/temple
		}

		

<PARA>Now we have said again load the fido into the temple if there is not already one in the world. Then if fido loads fill his inventory with a bone and load excrement into the temple as well.</PARA>

<PARA>We can get even more complicated but still just using the load commands by doing the following</PARA>



		load udgaard/fido into midgaard/temple max 1
		{
		   load bone
		   load excrement into midgaard/temple
		      load bag
		   {
		      load apple max 1
		   }
		}


		

<PARA>now we still have the fido loading if there isn't one already in the world then the bone and the excrement and finally we load a bag. If there isn't an apple already in the world we load the bag with a apple in it other wise the bag will be empty.</PARA>

<PARA>Well that should be enough load examples for now but we will get right back to them in a bit. Now we should introduce another reset command called the 'equip' command that we have already mentioned. The 'equip' command works a lot like load but has much simpler arguments. The 'equip' command is as follows.</PARA>



		equip <symbol> position [load amount <num>]

		

<VARIABLELIST> <VARLISTENTRY>

symbol

<DICTDEF> <PARA>The first argument is just the symbolic name of the item being worn by the NPC.</PARA>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

position

<DICTDEF> <PARA>The position is any of the positions available in the vme.h. The following are all the positions along side there defines as found in the vme.h.</PARA>

<TITLE>Wear positions</TITLE> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Position</ENTRY> <ENTRY>Define(s)</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>head</ENTRY> <ENTRY>WEAR_HEAD</ENTRY> </ROW> <ROW> <ENTRY>hands</ENTRY> <ENTRY>WEAR_HANDS</ENTRY> </ROW> <ROW> <ENTRY>arms</ENTRY> <ENTRY>WEAR_ARMS</ENTRY> </ROW> <ROW> <ENTRY>body</ENTRY> <ENTRY>WEAR_BODY</ENTRY> </ROW> <ROW> <ENTRY>legs</ENTRY> <ENTRY>WEAR_LEGS</ENTRY> </ROW> <ROW> <ENTRY>feet</ENTRY> <ENTRY>WEAR_FEET</ENTRY> </ROW> <ROW> <ENTRY>cloak</ENTRY> <ENTRY>WEAR_ABOUT</ENTRY> </ROW> <ROW> <ENTRY>shield</ENTRY> <ENTRY>WEAR_SHIELD</ENTRY> </ROW> <ROW> <ENTRY>hold</ENTRY> <ENTRY>WEAR_HOLD</ENTRY> </ROW> <ROW> <ENTRY>wield</ENTRY> <ENTRY>WEAR_WIELD</ENTRY> </ROW> <ROW> <ENTRY>ear</ENTRY> <ENTRY>WEAR_EAR_R and WEAR_EAR_L</ENTRY> </ROW> <ROW> <ENTRY>neck</ENTRY> <ENTRY>WEAR_NECK_1 and WEAR_NECK_2</ENTRY> </ROW> <ROW> <ENTRY>wrist</ENTRY> <ENTRY>WEAR_WRIST_R and WEAR_WRIST_L</ENTRY> </ROW> <ROW> <ENTRY>finger</ENTRY> <ENTRY>WEAR_FINGER_R and WEAR_FINGER_L</ENTRY> </ROW> <ROW> <ENTRY>chest</ENTRY> <ENTRY>MANIPULATE_WEAR_CHEST</ENTRY> </ROW> <ROW> <ENTRY>back</ENTRY> <ENTRY>MANIPULATE_WEAR_BACK</ENTRY> </ROW> <ROW> <ENTRY>waist</ENTRY> <ENTRY>MANIPULATE_WEAR_WAIST</ENTRY> </ROW> <ROW> <ENTRY>ankle</ENTRY> <ENTRY>WEAR_ANKLE_R and WEAR_ANKLE_L</ENTRY> </ROW> </TBODY></TGROUP>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

load amount

<DICTDEF> <PARA>the fourth argument is an optional argument that tells the reset how many of the objects are allowed in the world, zone, or locally. The possible values for this field are as follows:</PARA>

<VARIABLELIST> <VARLISTENTRY>

max <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the entire world is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

local <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the location of which the unit is to be loaded into is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

zonemax <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the entire zone being reset is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

<PARA>Now with the equipment command you can now get your NPCs dressed and ready for battle. The 'load' and 'equip' commands are not the easiest though so lets go through some simple examples.</PARA>



		load guard into jail
		  {
		  equip helmet WEAR_HEAD
		  equip plate WEAR_BODY
		  equip pants WEAR_LEGS
		  equip specialsword max 1
		  load brass_key
		  }  

		

<PARA>This is how you would equip a NPC with all items from the current zone. As you can see we didn't need full symbolics because the server knows to grab the items from the zone the resets are in.</PARA>



		load guard into safe_room max 2
		 {
		 equip plate WEAR_BODY
		 load powersword max1
		  {
		  load silver_pile into safe_room
		  }
		 }    

		

<PARA>In this example we only load the silver pile if the guard loads and if the power sword loads which may or may not happen since there is only a max of one sword allowed while there is a max of 2 guards allowed. What will happen in this case is at the first reset there will be one guard and one pile of silver. The next reset there will still only be one pile of silver but now there will be two guards.</PARA>

<PARA>Hopefully you have got the basic resets down. If not don't worry there are plenty more examples to come and we still have to make the resets for our dragon station zone.</PARA> </sect1>


<sect1 id="resetfunction"> <TITLE>Special reset functions</TITLE>

<PARA>Now that we have gone over the basic load and equip commands we have some special commands that you can add to them to make them do more interesting things. Sometimes when doing resets you don't always want items or NPCs to load or sometimes you want them to load but only if a certain amount of other things correctly load. There are also times you want to clear the rooms or reload an entire object after removing the old one. All these things and more can be accomplished with the reset section. </PARA>

<sect2 id="resetcomplete"> <TITLE>The complete directive.</TITLE>

<PARA>The 'load' and 'equip' commands have one more argument that can be placed at the end of them to make them act a bit different.the complete directive. In the case where this directive is placed at the end of a 'load or 'equip' command, the unit is only loaded in case all immediate commands inside its nesting are executed successfully. For example:</PARA>



		load captain into jail_room complete
		{
		   equip magic_sword position WEAR_WIELD max 1
		   load bag
		   {
		      load ruby_ring max 1
		   }
		}

		

<PARA>In this case the captain is only loaded if the objects magic_sword and bag are successfully loaded. if the ruby_ring is not loaded, it will have no effect on the complete directive. To make the ruby_ring affect to captains complete directive, the bag must also have specified a complete directive (because the bag would then not be complete, and thus the captain would not be complete). </PARA>

</sect2>

<sect2> <TITLE>The follow command</TITLE>

<PARA>Once you load a NPC you may want that NPC to follow another NPC. That is what the 'follow' command is for. The following is the format of the 'follow' command</PARA>


		  
		   follow <symbol> <load amount #> <complete>
		   
		   

<VARIABLELIST> <VARLISTENTRY>

symbol

<DICTDEF> <PARA>The first argument to the follow command is the symbolic name of the NPC to follow the NPC of the outer grouping.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

load amount

<DICTDEF> <PARA>the second argument is an optional argument that tells the reset how many of the NPC followers of this type are allowed in the world, zone, or locally. The possible values for this field are as follows:</PARA> <VARIABLELIST> <VARLISTENTRY>

max <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the entire world is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

local <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the location of which the unit is to be loaded into is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

zonemax <num>

<DICTDEF> <PARA>This command is always part of another reset command (load, equip, etc.). At reset time the entire zone being reset is scanned for occurences of the loaded unit - only if the currently existing number is less than <num> will the command be executed.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

complete

<DICTDEF> <PARA>This only makes the NPC follow if all the other things in the grouping finishes completely. For a better description of how this directive works see <xref linkend="resetcomplete">.</PARA> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

<PARA>The follow command is always used nested inside a loaded NPC to force the NPC <symbol> to follow the NPC of the outer grouping. The following would be a correct use of the follow command.</PARA>



		load captain into jail
		  {
		  follow guard max 4
		    {
			equip guard_helmet WEAR_HEAD
			equip guard_plate WEAR_BODY
			equip guard_legs WEAR_LEGS
			equip guard_boots WEAR_FEET
			}
			  follow guard max 4
		    {
			equip guard_helmet WEAR_HEAD
			equip guard_plate WEAR_BODY
			equip guard_legs WEAR_LEGS
			equip guard_boots WEAR_FEET
			} 
		  } 
		  
		  

<PARA>This example would load two guards that are fully dressed and they would start following the captain which is also loaded.</PARA> </sect2> <sect2> <TITLE>The purge command</TITLE>

<PARA>There are times when you want to clean up a room. This can be done very easy by using the <command>purge</command>. The following is the format of the purge command.</PARA>



		purge <symbol>

		


<PARA>This command doesn't take much description. The symbol is the room you want to empty of all objects and NPCs. If you wanted to get rid of all objects and NPCs from a room with the symbolic name of jail it would look like this.</PARA>



		purge jail

		

</sect2> <sect2> <TITLE>The random command</TITLE>

<PARA>If you ever want to load something only some of the time. There is a built in <command>random</command> command that allows you to pick the percentage of the time that the item will load. The random command has the following format.</PARA>



		random <num>
		  {group or single set of resets}
		  
		  

<PARA>It is important to point out this is done by a random percentage chance where as 1% of the time would be almost not at all and 100% of the time would be all the time. If we wanted to load a group of things only 80% of the time it would look like this.</PARA>



		random 80
		  {
		  load captain into jail_room complete
		    {
		    equip magic_sword position WEAR_WIELD max 1
		    load bag
		      {
		      load ruby_ring max 1
		      }
		    }
		}

		

</sect2> <sect2> <TITLE>The remove command</TITLE>

<PARA>Many times players take items out of containers like chests or steal items from your NPCs and leave them naked. If the NPC is not dead the resets don't reload them therefore your NPCs will stand there empty and so will your chests. This is fine if that is what you want but sometimes you want them to get dressed or refilled again at reset time. that is what the <command>remove</command> command is for. The following is the format of the remove command.</PARA>



		remove <symbol1> in <symbol2>

		

<PARA>Again the remove command is a simple command and it only has two arguments, the item and where it is to remove it from. If you wanted to have a cabinet that at every reset it would have a knife and a bag of sugar in it would look like this.</PARA>



		remove cabinet in kitchen
		load cabinet into kitchen
		 {
		 load sugarbag
		 load knife
		 }
		 
		 


</sect2> </sect1> <sect1 id="resetdragon"> <TITLE>Reset walk through</TITLE>

<PARA>The dragon station is almost finished. All you have to do now is create the resets for it. We don't have a lot of stuff in the zone but we have enough to make a decent example of how the resets work. As I mentioned at the start of the chapter on resets I like to do the doors first, the objects in rooms second, then the NPCs. again this is nothing we force you to do but I find it helps me keep track of my items and NPCs.</PARA>

<PARA>With that in mind we will start by resetting our doors. In the zone there is two doors. One is a regular door that is closed when the mud reboots and the other is a hidden and locked door when the mud reboots. We will not block the rooms in and show you them again but if you want to you can see the rooms in <xref linkend="finishedzone">. the resets for these doors would look like this.</PARA>



		//Office door reset
		door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} 
		door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}


		//secret door reset
		door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
		door portal_room   NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}

		

<NOTE><PARA>Both sides of the door don't have to have the exact same flags the door in the office is hidden but the one on the ship is not.</PARA></NOTE>


<PARA>The next thing to build resets for is the two items we are loading directly into rooms and their contents if they have any. The two items we are loading into rooms are the board and the weapons locker. I am just going to stick the board in the main chamber and the weapons locker in the office. The reset for these two items looks like this.</PARA>



		load info_board into chamber

		load wpn_locker into office
		  {
		  load w_stiletto 
		  }

		

<PARA>Notice we also loaded a stiletto into the weapons locker and it will only load once a reboot since the cabinet will never be removed and unless the cabinet reloads the stiletto will not reload.</PARA>

<PARA>finally we get to the NPcs and their equipment. We only have 3 NPCs in our zone so it shouldn't be any problem especially since we don't have that much close. I am going to load the dragon into the ship on a percentage chance basis and then load the Janitor into the station so he can get to cleaning it up. Finally I will load Bob into the office so he can sit and count his money.</PARA>



		load bob into office
		  {
		  equip pol_plate WEAR_BODY
		  }
		  
		  load janitor into chamber
		    {
			equip pol_plate WEAR_BODY
			}
			
			random 50 
			  {
			  load bldragon
			      {
				  load maskwa
				  }
		  }			  
				  
		

<PARA>Only a couple final things to point out. It doesn't matter if you load the same type of plate or same type of clothing on every NPC. It would look pretty silly if everyone was wearing the same clothes but I wanted to make sure you understood you didn't have to make one set for everyone. Also you don't have to equip wearable things you can load them into the inventory like we did with the ring on the dragon. That about covers it all. The resets are now done and we can now put them all together with the zone and complete our dragon station.</PARA>


</sect1>

<sect1 id="finishedzone"> <TITLE>The complete dragon station</TITLE>



		#include <composed.h>
		%zone dragonst
		lifespan 20
		reset RESET_ANYHOW
		creators {"whistler"}

		notes
		"This is the dragon station I shortened it to dragonst for ease in
		loading.  If you have  any questions email me at whistler@valhalla.com"

		help
		"Not sure what could help you now.  You are stuck on one of the
		weirdest space stations you have ever seen and you smell burning
		sulfur."

		%rooms

		chamber
		title "The middle chamber of the station"
		descr
		"This chamber seems to have the entire station rotating around it.  It is
		unbelievably large the ceiling seems to be a good 200 meeters high and
		the room is perfectly cubic. Small human size ornate chairs with dragon
		designs scrawled on the arms and back are arranged in a triangle like
		setting with one large chair at the front.  This must be where all
		station meetings are held. large pictures cover the walls depicting
		dragons in all kinds of situations.  large passages lead of to the west
		and the east.."

		extra {"chair","chairs"}
		"The chairs are made of some metal you don't recognize and every inch is covered
		with some kind of dragon."

		extra  {"dragon picture","picture"}
		"Thousands of dragons dot the skies of this rather life like picture.  In the
		center you see something move.  It looks to be a little green dragon."

		extra{"green dragon","dragon","green"}
		"An intellegence looking dragon is sitting perched on a large chair watching you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}


		west to disposal_room descr
		"You see a small room.";

		east to hallway descr
		"You see what looks to be a hallway.";

		end

		hallway
		title "Module tunnel"
		descr "The hallway is about 50 meters long and around 100 meters from
		side to side and top to bottom.  The hallway seems to be dust free.  The
		walls and the floors seem to be made out of the same sterile
		metal-plastic that all space agencies uses.  There are large plate glass
		windows that open up into space.  The hallway is filled with a dim light
		that seems to come from everywhere yet no where all at once.  You notice
		a glimmer of bright light coming from the windows.  To the east you see
		an air lock and to the west the hallway opens up into a larger room."

		extra {"windows","window"}
		"Your eyes are drawn to a large ship lit up with running lights sitting
		about 1 kilometer from the station."

		extra{"floor","walls","wall"}
		"Well what can be said it looks to be in perfect condition.  What else would
		you want to know?"

		extra {"large ship" ,"ship"}
		"The ship looks really big and is shaped like a dragon.  The scales
		sparkle and seem to be multiple colors."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		west to chamber descr
		"The hallway opens up into a chamber."; 

		east to office descr
		"You see what looks to be an office."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		end

		office
		title "The station office"
		descr
		"Large paintings fill the walls of this part of the station.  The room
		is as large as the other rooms big enough for Dragons to lounge while
		still having a desk in one corner small enough for a humanoid.  The
		floor along the north wall is lined with some kind of fabric and seems
		very soft to walk on, it may be some kind of dragon lounge judging by
		how large an area it covers.  There is a passage to the west."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"paintings","painting"}
		"The paintings are of many dragons and riders in all kinds of tasks from
		combat to look out.  All the figures seem to be staring at a staff
		being held by a depiction of a wizard on the south wall."

		extra {"wizard","staff"}
		"The wizard has his hand stretched out and it seems there is a place
		you can almost grab the staff. Maybe if you searched the staff you would
		find it."

		extra {"desk"}
		"Its a desk alright but there doesn't seem to be any drawers and it
		seems totally empty."

		extra{"fabric"}
		"Wussshhhhh you bound across the comfortable floor wasn't that fun."

		west to hallway descr
		"You see what looks to be a hallway."
		keyword {"air lock door","air lock","door"}
		open {EX_OPEN_CLOSE, EX_CLOSED};

		SECRET_DOOR_DIFFICULTY(SOUTH, 50)
		south to portal_room descr
		"You see what looks to be a portal room."
		keyword {"air lock door","air lock","staff","door"}
		key nokey
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};

		end

			portal_room
			title "Green field room"
			descr
			"Like the other rooms on the station this one is large enough for
			dragons to comfortably fit in.  The strange thing about this room though
			is it is totally empty except for a green field right in the center. 
			there is a door that leads to another room to the north."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			extra {"green field","field"}
			"The field looks to be a green fog shifting and churning as you watch. 
			if you are nuts you could probably enter it."
			
			north  to office descr
			"You see what looks to be an office."
			keyword {"air lock door","air lock","door"}
			key nokey
			open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
			
			//A link to the portal is also here from room_port
			end
			
			ship_port
			names{"green field", "field"}
			title "Green field"
			descr
			"Green Mist swirls about you."
			
			movement SECT_INSIDE
			ALWAYS_LIGHT
			flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
			
			in ship
			
			dilcopy force_move@function(
			//Time to activation
			4,
			//room and act
			"portal_room@dragonst!You feel your body dissolving for lack of a better
			description.&You appear on the deck of a ship.",
			//True or False for randomizing or not
			FALSE);
			
			
			end                                             

		room_port
		names{"green field", "field"}
		title "Green field"
		descr
		"Green Mist swirls about you."
		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		in portal_room

		dilcopy force_move@function(
		//Time to activation
		4,
		//room and act
		"ship@dragonst!You feel your body dissolving for lack of a better
		description.&You appear on the deck of a ship.",
		//True or False for randomizing or not
		FALSE);


		end

		disposal_room
		title "Red field room"
		descr
		"Like the other rooms on the station this one is large enough for
		dragons to comfortably fit in.  The strange thing about this room though
		is it is totally empty except for a red field right in the center. 
		there is a door that leads to another room to the east."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"red field","field"}
		"The field looks to be a red fog shifting and churning as you watch. 
		if you are nuts you could probably enter it."

		east to chamber descr
		"You see the main chamber.";

			//A link to the portal is also here from dis_port
		end

		dis_port
		names {"red field","field"}
		title "Red field"
		descr
		"Red Mist swirls about you."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
		dilcopy force_move@function(
		//how fast to force move in seconds
		4,
		//room to force move to and act
		"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
		//true or false random move or not
		0);
		in disposal_room 

		end

		ship
		title "War dragon"
		descr
		"Blue light softly glows from con duets that line the walls of this ship.
		The floors beside the east and west wall have what looks to be soft
		fabric covering.  The south wall has small controls that seem to be made
		for humanoids with two small chairs that look to be pilot seats.  view
		portals are about 50 meters up the side of the ship on the west and east
		wall and some kind of electronic screen covers the south wall.  The ship
		seems to be a one room ship but there is a green field by the north
		wall."

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		extra {"view port"}
		"Sorry your not 50 meters tall maybe it is made for a dragon?"

		extra {"view screen","screen"}
		"It seems to be the pilots view screen but you can't seem to see a way
		to turn it on."

		extra {"controls","control"}
		"The controls are in some weird language and your afraid if you start
		pushing buttons you might rocket in to the station or worse slam into
		a planet."

		extra {"soft fabric","fabric"}
		"It looks to be a dragon lounge area."

			//A link to the portal is also here from ship_port
		end

		deathspace
		title"Open space"
		descr
		"You see the ship and the station far off in the distance and you are in Space!"

		movement SECT_INSIDE
		ALWAYS_LIGHT
		flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}

		dilcopy death_room@function (
		//how often is damage done 4 would be 1 second
		4, 
		//damage
		400,
		//act for the damage.
		"You realize to late that was the trash disposal transporter and you feel your lungs explode.");


		end

		%mobiles

		bldragon

		title "a black dragon"
		descr "A big ugly black dragon is clawing the ground here." 
		names {"big ugly black dragon","ugly black dragon","big black dragon",
		"black dragon","dragon"}

		extra {}
		"The black dragons scales glitter like black granite that has been
		polished for years by water.  He has a large neck and huge bat like
		wings.  his eyes watch you as you stand before him.  One claw seems to be
		tapping slightly on the ground as if the dragon is waiting for
		something."

		extra {"eye","eyes"}
		"The dragons eyes seem to follow you no matter where you go in the room
		nothing seems to escape the dragons attention."

		extra {"claws","claw"}
		"The claw is big black and it looks very deadly.  It seems like the
		dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
		to say means the claws are about the size of short swords and long
		swords."

		extra {"scales","scale"}
		"Its a scale!  Haven't you ever seen a dragon before!"

		extra {"bat wings","wings"}
		"The dragon sees you looking and flaps his wings creating one heck of a
		wind blast."

		M_DRAGON_BLACK_OLD(SEX_MALE)

		end

		janitor
		names {"ugly janitor", "janitor", "hobgoblin"}
		title "an ugly janitor"
		descr "an ugly janitor is walking around, cleaning up."

		extra{}
		"This ugly green thing looks more goblin than hobgoblin but he seems intent
		on cleaning everything around him."

		M_AVG_HOBGOBLIN(6, SEX_MALE)

		// he is sort of good for cleaning so much
		alignment 900

		//give him some money
		money 5 IRON_PIECE

		dilcopy janitors@function(15);

		// only want him cleaning the station
		dilcopy wander_zones@function("dragonst", 20, 1, 1);

		end

		bob

		names {"Bob"}
		title "Bob"
		descr "Bob the Banker is here, sitting behind the counter."
		extra {}
		"He has a very serious look on his face."

		// define from composed.h
		M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)

		//discourage people from killing banker
		exp -500

		flags {UNIT_FL_NO_TELEPORT}

		special SFUN_BANK
		end

		%objects

		info_board

		title "a merchant information board"
		descr "A merchant information Board is mounted on a wall here."
		names {"merchant information board","information board","merchant
		board","board"} extra {} "A large flashy black steal board."

		MATERIAL_METAL("A very fine quality black steel")
		type ITEM_BOARD
		dilcopy board@boards("info","","rem_res@boards","",100);

		end

		w_stiletto
		title "a stiletto"
		names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
		descr "A deadly looking stiletto has been left here."

		MATERIAL_METAL("A very fine quality steel")
		manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
		WEAPON_DEF(WPN_DAGGER, 1, 2)
		weight 2
		cost 2 GOLD_PIECE
		rent 1 COPPER_PIECE

		SKILL_TRANSFER(SKI_BACKSTAB, 2)
		dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");

		extra{}
		"This looks like a thieves dream come true. "

		extra {"$identify"}
		"The stiletto looks magical in nature and seems really sharp.  You can
		tell if you wield it you would be able to backstab someone really easy."

		extra{"$improved identify"}
		"The stiletto gives you a magical bonus of +1 and has a quality of +2. 
		It also raises your back stabbing skill  by 2%.  You have to have at
		least 10% in dex before you can wield this magical weapon."

		end

		wpn_locker

		title "a weapons locker"
		names {"weapons locker","weapon locker","locker"}

		descr "a small weapons locker hangs on the wall here."
		manipulate {MANIPULATE_ENTER}
		CONTAINER_DEF(500)
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
		weight 400
		MATERIAL_METAL("A very fine quality steel")

		extra {}
		"It is an ordinary weapons locker that looks like it holds any illegal
		weapons that are taken on the station."

		end

		pol_plate
		names {"polished breast plate","polished plate","breast plate","plate"}
		title "a polished breast plate"
		descr "A polished breast plate has been left here."
		extra{}
		"This is one shiny plate it seems to be made out of one perfect piece of
		metal.  There doesn't even seem to be any markings of owner ship." manipulate
		 {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)

		MATERIAL_METAL("A high luster silver colored metal")

		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
		ARMOUR_DEF(ARM_PLATE,5,9)
		dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
		cost 2 GOLD_PIECE
		rent 3 COPPER_PIECE
		weight 25

		extra{"$identify"}
		"This is a high quality plate with a magical feeling."

		extra{"$improved identify"}
		"The plate has a magical bonus to your defence of a +5 and a quality of
		+9.  You need 40% in strength to be able to wear it."
		end

		liq_ration
		names {"red bag", "bag", "wine"}
		title "a red bag"
		descr "A red bag has been gently placed here."

		MATERIAL_ORGANIC("a soft plastic")
		manipulate {MANIPULATE_TAKE}

		LIQ_WINE(1,2,2,0)
		cost 2 IRON_PIECE
		extra {}
		"A small label reads Tassel Grove's finest.  Year 321"

		extra {"$identify"}
		"Its the special wine from Tassel grove a small halfling village on the
		planet Valhalla.  It seems like a great vintage wine."

		end

		beef_stick

		title "a tough leathery stick"
		descr "A tough leathery looking stick is laying here."
		names {"tough leathery stick","tough leather stick","leathery stick",
		"leather stick","tough stick","stick"}

		extra {}
		"This has the word BEEF burnt into it."

		manipulate {MANIPULATE_TAKE}
		FOOD_DEF(5,0)
		weight 1
		cost 1 COPPER_PIECE
		MATERIAL_ORGANIC("tough beef")
		end

		  maskwa

		names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
		title "a Maskwa ring"
		descr "A Maskwa platinum ring is laying here."
		MATERIAL_METAL("Platinum, and other precious metals")
		extra {}
		"The ring has a large bear head.  Could this be the legendary head of
		Maskwa?  Any thing formed with its head on it is said to strengthen the
		wearer."
		type ITEM_WORN
		manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
		cost 100 COPPER_PIECE
		rent 50 IRON_PIECE
		weight 1
		STR_TRANSFER(+1)
		end

		%reset

		//Office door reset
		door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} 
		door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}


		//secret door reset
		door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
		door portal_room   NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}


		load info_board into chamber

		load wpn_locker into office
		  {
		  load w_stiletto 
		  }
		  
		  load bob into office
		  {
		  equip pol_plate WEAR_BODY
		  }
		  
		  load janitor into chamber
		    {
			equip pol_plate WEAR_BODY
			}



			random 50 
			  {
			  load bldragon
			      {
				  load maskwa
				  }
		  }			  

		%end

		

</sect1> </chapter>

<chapter ID="ch-08"><?dbhtml filename="ch08.html"> <TITLE>Color and formatting codes</title>

<para>Now that you have got a handle on how to build rooms, objects, and NPCs, we will now give you the ability to format text the way you want it formatted and color it as well. Currently the VME doesn't support all the ASCII characters but if we get enough people wanting this ability it will be added.</para>

<sect1 id="escapecode"> <title>The escape character</title>

<para>When working with colors or formatting there are always two parts to a formatting command. The first part we call the escape character which is the '&' character. Thus all formatting and color commands would look as follows:</para>


		&<color or formating command>

		

</sect1>

<sect1> <title>Formatting codes</title>

<para>As you may have noticed the string fields on the VME are formatted in an english paragraph style. What that means is all text is formatted with he following rules:</para>

<itemizedlist> <listitem><para> All leading blanks are stripped away. For room descriptions 3 leading spaces are added. This way we ensure a consistent formatting of the displayed room descriptions. </para></listitem> <listitem><para>

Spaces and blanks (newlines) are contracted to single spaces yielding a correctly 'wrapped' text for any sentence. </para></listitem> <listitem><para> If a '.' is encountered followed by a blank, a total of two spaces are inserted after the '.'. </para></listitem> </itemizedlist>

<para>These formatting rules are great for normal descriptions and extras but what if you want to make a sign or a map. You don't always want the text to be rapped, if the server rapped your sign it would turn out looking like a jumble of punctuation in the form of a paragraph. <xref linkend="formattable"> contains a list of all formatting characters and a short description of them. <xref linkend="formatdescr"> contains a more in depth discussion of each format command with examples and <xref linkend="colordescr"> deals with the color commands.</para>

<title>Formatting and color codes</title> <TGROUP align=left cols=2 colsep=1> <thead> <row> <entry>Code</entry> <entry>Description</entry> </row> </thead> <tbody> <row> <entry>&</entry> <entry>Used to make an & character instead of an escape code.</entry> </row> <row> <entry>l</entry> <entry> Text from this point forward will not be formatted. It will be interpreted literally with newlines, spaces, etc. Useful when making a sign or a map. </entry> </row> <row> <entry>f</entry> <entry> Text from this point forward will be formatted. This option is the reverse of &l and is default on any section of text. </entry> </row> <row> <entry>s<#></entry> <entry> Force a singe space character (or <#> if specified, may come in handy, instead of having to toggle formatting). </entry> </row> <row> <entry>n</entry> <entry> Force a new line, very handy instead of toggling the &l formatting switch. </entry> </row> <row> <entry>h</entry> <entry> Clears the screen if the terminal of the user supports it. </entry> </row> <row> <entry>x</entry> <entry> A file new line used for split so that you can split a file into lines </entry> </row> <row> <entry>c<color></entry> <entry> Set the foreground color. </entry> </row> <row> <entry>b<color></entry> <entry> Set the background color. </entry> </row> <row> <entry>[<color>]</entry> <entry> Set a preset foreground and background color. </entry> </row> </tbody> </tgroup>

</sect1>

<sect1 id="formatdescr" <title>Formatting code descriptions and examples</title> <VARIABLELIST> <VARLISTENTRY>

&&

<DICTDEF> <para>If you want a single '&' you must let the <ACRONYM>VME</ACRONYM> know that you don't want a formatting or a color code. You do this by doubling the '&' sign. The following is a couple examples:</para>

<INFORMALTABLE frame=all> <TGROUP align=left cols=2 colsep=1>

<thead> <row> <entry>text</entry> <entry>Result</entry> </row> </thead> <tbody> <row> <entry>&&</entry> <entry>&</entry> </row> <row> <entry>&&&&</entry> <entry>&&</entry> </row>


<row> <entry>&&&&&&</entry> <entry>&&&</entry> </row> </tbody> </tgroup> </INFORMALTABLE>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&l

<DICTDEF>

<para>When you want to turn off the formatting you use this formatting code. Everything after the '&l' will be shown exactly as you put it in the string.</para>


		&l
		*     *
		 *   *
		  * *
		   *
		  * *
		 *   *
		*     *
		                 
		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&f

<DICTDEF> <para>The formatted text as we have already said is default. If you want to turn the formatted text back on after some literal text you will have to use the '&f' code. The following is an example of some literal text followed by a short bit of formatted text.</para>


		&l
		*     *
		 *   *
		  * *
		   *
		  * *
		 *   *
		*     *

		&fThe X marks the spot!  

		

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

&s<#>

<DICTDEF>

<para>If you want to input extra spaces in a sentence with out using the '&l' you can add them one at a time or multiple by using the '&s' code.</para>


		This sentence has 10 spaces&s10before the first word before.

		

</LISTITEM> </VARLISTENTRY>


<VARLISTENTRY>

&n

<DICTDEF>

<para>If you want to input some blank lines with out using the literal code you can add a '&n'for each line you want.</para>


		This sentence&n&n&n would look like this:


		This sentence


		would look like this:

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&x

<DICTDEF>

<para>The line break is made for use with the <ACRONYM>DIL</ACRONYM> language. You will not need it to do regular text formatting. It was added so a <ACRONYM>DIL</ACRONYM> could split a string that is loaded from a file. If you don't understand the following example don't worry it is explained more in the <ACRONYM>DIL</ACRONYM> reference.</para>


		mystrlist:=split(string,"&");

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&h

<DICTDEF>

<para>On terminals that can handle it the '&h' will clear the screen. If you wanted a sign that would clear the screen before displaying when a character looked at it would look like this.</para>


		&h&l
		*     *
		 *   *
		  * *
		   *
		  * *
		 *   *
		*     *

		&fThe X marks the spot!  

		

</LISTITEM> </VARLISTENTRY> </VARIABLELIST>

</sect1>

<sect1 id="colordescr"> <title>Color code descriptions and examples</title>


<VARIABLELIST> <VARLISTENTRY>

&c and &b

<DICTDEF>

<para>In order to allow you to change the colors there are two codes. One is for the foreground color (&c) and the other is for the background color (&b). '&c' is used with one or two arguments depending on brightness, while the '&b' s only used with one because it has only one brightness. They both have the forms as follows:</para>


		&c<bright><color>
		&b<color>

		

<para>It is important to set both the foreground and background color because if a player has his default background color set to blue and you use blue as a foreground color it will make the letters invisible to the player. It is also important to set the colors back to the default color when done. this is done by using the following command:</para>


		&[default]

		

<note><para>The '&[default]' command will be described in the next section. It is enough to know for now that it will return the players colors to their default colors.</para></note>

<para>Before we give some color examples we should now define the symbols for brightness and the symbols for each color and what they are.</para>

<title>Colors</title> <TGROUP align=left cols=2 colsep=1> <thead> <row> <entry>Code</entry> <entry>Color</entry> </row> </thead> <tbody> <row> <entry>n</entry> <entry>Black</entry> </row> <row> <entry>r</entry> <entry>Red</entry> </row> <row> <entry>g </entry> <entry>Green</entry> </row> <row> <entry>y</entry> <entry>Yellow</entry> </row> <row> <entry>b</entry> <entry>Blue</entry> </row> <row> <entry>m</entry> <entry>Magenta</entry> </row> <row> <entry>c</entry> <entry>Cyan</entry> </row> <row> <entry>w</entry> <entry>White</entry> </row> </tbody> </tgroup>
<title>Sample Color codes</title> <TGROUP align=left cols=2 colsep=1> <thead> <row> <entry>Code</entry> <entry>Resulting Colors</entry> </row> </thead> <tbody> <row> <entry>&cb&bw</entry> <entry></entry> </row> <row> <entry>&+g&bn</entry> <entry></entry> </row> <row> <entry>&c+w&r</entry> <entry></entry> </row> <row> <entry>&c+w&bn</entry> <entry></entry> </row> </tbody> </tgroup>

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <TERM>&[<color>]</TERM> <LISTITEM>

<para>As we have said in the previous section if you are not careful you can make your text not visible by the player by setting the foreground to the same color as the background. In order to make it possible for you to easily change how the color looks and to even match it with the way players have their colors set already we have created colors that the players can set. and you can use. The <acronym>VME</acronym> comes with a default list of colors which can be added to by either the color.def or even by a <acronym>DIL</acronym> program on line. The default colors are as follows:</para> <INFORMALTABLE frame=all> <TGROUP align=left cols=3 colsep=1> <tbody> <row> <entry>death</entry> <entry>default</entry> <entry>exit</entry> </row> <row> <entry>group</entry> <entry>hit_me</entry> <entry>hit_opponent</entry> </row> <row> <entry>hit_other</entry> <entry>immort_descr</entry> <entry>immort_title</entry> </row> <row> <entry>log</entry> <entry>miss_me</entry> <entry>miss_opponent</entry> </row> <row> <entry>miss_other</entry> <entry>nodam_me</entry> <entry>nodam_opponent</entry> </row> <row> <entry>nodam_other</entry> <entry>npc_descr</entry> <entry>npc_title</entry> </row> <row> <entry>obj_descr</entry> <entry>obj_title</entry> <entry>pc_descr</entry> </row> <row> <entry>pc_title</entry> <entry>prompt</entry> <entry>respond</entry> </row> <row> <entry>room_descr</entry> <entry>broom_title</entry> <entry>say_other</entry> </row> <row> <entry>say_self</entry> <entry>shield_me</entry> <entry>shield_opponent</entry> </row> <row> <entry>shield_other</entry> <entry>shout_other</entry> <entry>shout_self</entry> </row> <row> <entry>social_other</entry> <entry>social_self</entry> <entry>spells</entry> </row> <row> <entry>tell_other</entry> <entry>tell_self</entry> <entry>time</entry> </row> <row> <entry>weather</entry> <entry>whisper</entry> <entry>who</entry> </row> <row> <entry>who_guild</entry> <entry>who_inv</entry> <entry>who_name</entry> </row> <row> <entry>who_title</entry> <entry>wiz</entry> <entry>xpgain</entry> </row> </tbody> </tgroup> </informaltable>

<para>To use these colors all you have to do is use the following formatting command:</para>


		&[color]

		

<para>The color that will be shown is the color that the player has set for the color in question. If for example the player has his or her 'death' color set to bright red with a black background and you have a description as follows:</para>


		descr
		"This is a &[death]death&[room_descr]room"

		

<para>The description would be in the players 'room_descr' color while the word death would be in his or hers 'death' color. You should note we had to set the color back to the room description color so that the rest of the description was not in the 'death' color.</para>

<para>To change the players color to the default out put color which is the color that is used when no color is specified by the server then you use 'default'. You probably won't use this in normal zone building but it is very important to know it exists when you start making spells, skills, and commands with <acronym>DIL</acronym></para>

</LISTITEM> </VARLISTENTRY> </VARIABLELIST> </sect1>

</chapter>

<chapter ID="ch-09"><?dbhtml filename="ch09.html"> <TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>

<PARA>When I first thought of writing this manual I had planned to leave <ACRONYM>DIL</ACRONYM> totally out of it. The <ACRONYM>DIL</ACRONYM> language always confuses new Builders and complicates teaching simple rooms, objects, and NPCs. It became clear to me though that <ACRONYM>DIL</ACRONYM> is such a part of the server that I at least had to mention it hear so builders would know where to look and what <ACRONYM>DIL</ACRONYM> could do for them when they got to the point where they were ready to use it.</PARA>

<sect1 id="dilsect"> <TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>

<PARA><ACRONYM>DIL</ACRONYM> is short for, Data-based instructional language. Not to be confused with Database since <ACRONYM>DIL</ACRONYM> is nothing like a database. Data-based means that the language works on a fixed set of units like objects, NPCS, and rooms and is designed to give them a life of their own. Unlike on many of the mud servers on the internet <ACRONYM>DIL</ACRONYM> is not an interpreted language it is a compiled language which gives you the user much more safe guards against crashes and slow code.</PARA>

<PARA><ACRONYM>DIL</ACRONYM> also provides a full set of data types to allow you to do calculations or store information from players. The <ACRONYM>DIL</ACRONYM> language can even deal with file access and it can add fields and information to the players if needed. In short the <ACRONYM>VME</ACRONYM> server has its own internal functional language that will allow you to do just about anything you want to.</PARA>

</sect1>

<sect1 id="diluse"> <TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE> <PARA>...</PARA>

<PARA>It is hard to explain what all <ACRONYM>DIL</ACRONYM> can be used for with out just writing a list of things that have already been done in <ACRONYM>DIL</ACRONYM> so here is the list.</PARA>

<itemizedlist> <LISTITEM><PARA>All spells</PARA></LISTITEM> <LISTITEM><PARA>60% of the commands and skills and growing</PARA></LISTITEM> <LISTITEM><PARA>Administrator commands</PARA></LISTITEM> <LISTITEM><PARA>Movement commands</PARA></LISTITEM> <LISTITEM><PARA>look commands</PARA></LISTITEM> <LISTITEM><PARA>200+ quests and growing</PARA></LISTITEM> <LISTITEM><PARA>Message boards</PARA></LISTITEM> <LISTITEM><PARA>Mail system</PARA></LISTITEM> <LISTITEM><PARA>Clan system</PARA></LISTITEM> <LISTITEM><PARA>Automated Newbie guides</PARA></LISTITEM> <LISTITEM><PARA>object restrictions</PARA></LISTITEM> <LISTITEM><PARA>Death Sequence</PARA></LISTITEM> <LISTITEM><PARA>Magical combat system</PARA></LISTITEM> <LISTITEM><PARA>NPC agressive functions</PARA></LISTITEM> <LISTITEM><PARA>personalized Familiars</PARA></LISTITEM> <LISTITEM><PARA>personalized pets</PARA></LISTITEM> <LISTITEM><PARA>Deck of cards</PARA></LISTITEM> <LISTITEM><PARA>Chess board</PARA></LISTITEM> <LISTITEM><PARA>dice</PARA></LISTITEM> <LISTITEM><PARA>online AD&D game playing system</PARA></LISTITEM> <LISTITEM><PARA>Communication channels</PARA></LISTITEM> <LISTITEM><PARA>automated wedding chapel</PARA></LISTITEM> </itemizedlist>

<PARA>Realize this is only a small list of things that can be done in <ACRONYM>DIL</ACRONYM>. In the future we hope to be able to add the ability to easily change combat and all the character update features using <ACRONYM>DIL</ACRONYM>. These things can be currently done with <ACRONYM>DIL</ACRONYM> but it takes a lot of knowledge and work which we hope to simplify.</PARA> </sect1>

<sect1 id="moredilinfo"> <TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>

<PARA>The online <ACRONYM>DIL</ACRONYM> reference guide is the most authoritative guide currently for <ACRONYM>DIL</ACRONYM>. It can be found at <ulink url="http://www.valhalla.com">http://www.valhalla.com</ulink> and follow the builders links.</PARA>

<PARA>In the near future we hope to have an entire new <ACRONYM>DIL</ACRONYM> manual that will teach, a person who has never coded all the way to people who are already professional coders, to use <ACRONYM>DIL</ACRONYM>. For now if you can not find what you need in the <ACRONYM>DIL</ACRONYM> reference manual you can join the <ACRONYM>DIL</ACRONYM> email list at <email>dil-request@valhalla.com</email> or you can send a mail to <email>whistler@valhalla.com</email>. Until and even after the new <ACRONYM>DIL</ACRONYM> manual is written we will always try to help you as much as possible while you are getting started. It is important that you at least try and look through the <ACRONYM>DIL</ACRONYM> reference before asking a lot of questions because many of the questions may be answered already.</PARA>

</sect1> </chapter>

<appendix id="app-a"><TITLE>VMC command line options</TITLE>

<PARA> The argument string is processed from left to right. Options may appear between filenames, but it should be noted that an option only takes effect when it is encountered. In most cases, options should be placed to the left of the filename arguments. </PARA>

<INFORMALTABLE frame=none pgwide=1> <TGROUP align=left cols=2 colsep=1> <THEAD> <ROW> <ENTRY>Option</ENTRY> <ENTRY>Description</ENTRY> </ROW> </THEAD> <TBODY> <ROW> <ENTRY>-m</ENTRY> <ENTRY>The location of the money file. Normally etc/money.</ENTRY> </ROW> <ROW> <ENTRY>-v</ENTRY> <ENTRY>Verbose compiler output shows much more information about objects and NPC</ENTRY> </ROW> <ROW> <ENTRY>-M</ENTRY> <ENTRY>Make option. Only compile source files if they have been modified more recently than the corresponding output files.</ENTRY> </ROW> <ROW> <ENTRY>-p</ENTRY> <ENTRY>Pre process the file only</ENTRY> </ROW> <ROW> <ENTRY>-s</ENTRY> <ENTRY>Suppress the generation of output files.</ENTRY> </ROW>

</TBODY></TGROUP> </informaltable>

<PARA> These options are not available to the email or FTP compiler, but normally you should not bother with them - they are probably set automatically.</PARA>

</appendix>

<appendix id="app-b"><TITLE>Reserved keyword listing</TITLE>

<informaltable frame=none pgwide=1> <TGROUP align=left cols=8 colsep=4 rowsep=0> <TBODY> <ROW> <ENTRY>ability</ENTRY> <ENTRY>affect</ENTRY> <ENTRY>alignment</ENTRY> <ENTRY>applyf</ENTRY> <ENTRY>armour</ENTRY> <ENTRY>attack</ENTRY> <ENTRY>bits</ENTRY> <ENTRY>bright</ENTRY> </ROW><ROW> <ENTRY>capacity</ENTRY> <ENTRY>complete</ENTRY> <ENTRY>cost</ENTRY> <ENTRY>creators</ENTRY> <ENTRY>data</ENTRY> <ENTRY>default</ENTRY> <ENTRY>defensive</ENTRY> <ENTRY>descr</ENTRY> </ROW><ROW> <ENTRY>dilcopy</ENTRY> <ENTRY>door</ENTRY> <ENTRY>duration</ENTRY> <ENTRY>end</ENTRY> <ENTRY>equip</ENTRY> <ENTRY>exit</ENTRY> <ENTRY>exp</ENTRY> <ENTRY>extra</ENTRY> </ROW><ROW> <ENTRY>firstf</ENTRY> <ENTRY>flags</ENTRY> <ENTRY>follow</ENTRY> <ENTRY>height</ENTRY> <ENTRY>help</ENTRY> <ENTRY>hit</ENTRY> <ENTRY>id</ENTRY> <ENTRY>in</ENTRY> </ROW><ROW> <ENTRY>inside_descr</ENTRY> <ENTRY>into</ENTRY> <ENTRY>key</ENTRY> <ENTRY>keyword</ENTRY> <ENTRY>lastf</ENTRY> <ENTRY>level</ENTRY> <ENTRY>lifespan</ENTRY> <ENTRY>light</ENTRY> </ROW><ROW> <ENTRY>link</ENTRY> <ENTRY>load</ENTRY> <ENTRY>local</ENTRY> <ENTRY>mana</ENTRY> <ENTRY>manipulate</ENTRY> <ENTRY>max</ENTRY> <ENTRY>minv</ENTRY> <ENTRY>money</ENTRY> </ROW><ROW> <ENTRY>movement</ENTRY> <ENTRY>names</ENTRY> <ENTRY>nop</ENTRY> <ENTRY>notes</ENTRY> <ENTRY>npcflags</ENTRY> <ENTRY>offensive</ENTRY> <ENTRY>open</ENTRY> <ENTRY>outside_descr</ENTRY> </ROW><ROW> <ENTRY>position</ENTRY> <ENTRY>purge</ENTRY> <ENTRY>race</ENTRY> <ENTRY>random</ENTRY> <ENTRY>remove</ENTRY> <ENTRY>rent</ENTRY> <ENTRY>reset</ENTRY> <ENTRY>romflags</ENTRY> </ROW><ROW> <ENTRY>sex</ENTRY> <ENTRY>special</ENTRY> <ENTRY>speed</ENTRY> <ENTRY>spell</ENTRY> <ENTRY>string</ENTRY> <ENTRY>tickf</ENTRY> <ENTRY>time</ENTRY> <ENTRY>title</ENTRY> </ROW><ROW> <ENTRY>to</ENTRY> <ENTRY>type</ENTRY> <ENTRY>value</ENTRY> <ENTRY>weapon</ENTRY> <ENTRY>weather</ENTRY> <ENTRY>weight</ENTRY> <ENTRY>zonemax</ENTRY> <ENTRY></ENTRY> </ROW> </TBODY> </TGROUP> </informaltable>


</appendix>

<appendix id="app-c"> <TITLE>Race Definitions in values.h</TITLE>

<PARA>The following list was extracted from the values.h</PARA>


		#define RACE_HUMAN           0     /* PC race */
		#define RACE_ELF             1     /* PC race */
		#define RACE_DWARF           2     /* PC race */
		#define RACE_HALFLING        3     /* PC race */
		#define RACE_GNOME           4     /* PC race */
		#define RACE_HALF_ORC        5
		#define RACE_HALF_OGRE       6
		#define RACE_HALF_ELF        7
		#define RACE_BROWNIE         8
		#define RACE_GROLL           9
		#define RACE_DARK_ELF       10
		#define RACE_SKAVEN         120
		#define RACE_GNOLL          121
		#define RACE_GOBLIN         122
		#define RACE_HOBGOBLIN      123
		#define RACE_KOBOLD         124
		#define RACE_NIXIE          125
		#define RACE_NYMPH          126
		#define RACE_OGRE           127
		#define RACE_ORC            128
		#define RACE_SATYR          129
		#define RACE_FAUN           130
		#define RACE_SPRITE         131
		#define RACE_DRYAD          132
		#define RACE_LEPRECHAUN     133
		#define RACE_PIXIE          134
		#define RACE_SYLPH          135
		#define RACE_HERMIT         136
		#define RACE_SHARGUGH       137
		#define RACE_GIANT          138
		#define RACE_WARDEN         139   /* Warden???             */
		#define RACE_TROLL          140
		#define RACE_NORSE_GOD      142   /* Hmmmm. probably need better categories */
		#define RACE_MERMAID        145
		#define RACE_SIREN          146
		#define RACE_NAIAD          147
		#define RACE_MERMAN         148
		#define RACE_MINOTAUR       149
		#define RACE_YETI           150
		#define RACE_OTHER_HUMANOID 999

		#define RACE_BEAR           1000
		#define RACE_DOG            1001
		#define RACE_WOLF           1002
		#define RACE_FOX            1003
		#define RACE_CAT            1004
		#define RACE_RABBIT         1005
		#define RACE_DEER           1006
		#define RACE_COW            1007
		#define RACE_HARE           1008
		#define RACE_GOAT           1009
		#define RACE_EAGLE          1010
		#define RACE_PIG            1011

		#define RACE_DUCK           1100  /* This will interest the biologists... */
		#define RACE_BIRD           1101  /* This will interest the biologists... */
		#define RACE_RAT            1102
		#define RACE_HORSE          1103
		#define RACE_BADGER         1104
		#define RACE_SKUNK          1105
		#define RACE_BOAR           1106
		#define RACE_MOUSE          1107
		#define RACE_MONKEY         1108
		#define RACE_PORCUPINE      1110
		#define RACE_ELEPHANT       1112
		#define RACE_CAMEL          1113
		#define RACE_FERRET         1114
		#define RACE_VULTURE        1115
		#define RACE_SQUIRREL       1116
		#define RACE_OWL            1117
		#define RACE_LEMURE         1118  /* Half-monkey (Makier) */
		#define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
		#define RACE_LION           1120
		#define RACE_TIGER          1121
		#define RACE_LEOPARD        1122
		#define RACE_OTHER_MAMMAL   1999

		#define RACE_TREE           2000
		#define RACE_VINE           2001
		#define RACE_FLOWER         2002
		#define RACE_SEAWEED        2003
		#define RACE_CACTUS         2004

		#define RACE_OTHER_PLANT    2999

		#define RACE_MAGGOT         3000
		#define RACE_BEETLE         3001
		#define RACE_SPIDER         3002
		#define RACE_COCKROACH      3003
		#define RACE_BUTTERFLY      3004
		#define RACE_ANT            3005
		#define RACE_WORM           3006
		#define RACE_LEECH          3008
		#define RACE_DRAGONFLY      3009
		#define RACE_MOSQUITO       3010

		#define RACE_OTHER_INSECT   3999

		#define RACE_LIZARD         4000
		#define RACE_SNAKE          4001
		#define RACE_FROG           4002
		#define RACE_ALLIGATOR      4004
		#define RACE_DINOSAUR       4005
		#define RACE_CHAMELEON      4006
		#define RACE_SCORPION       4007
		#define RACE_TURTLE         4008
		#define RACE_BAT            4009
		#define RACE_TOAD           4010

		#define RACE_OTHER_REPTILE  4999

		#define RACE_CAVE_WIGHT     5001  /* Some kind a creature... */
		#define RACE_UR_VILE        5002  /* Some kind a creature... */
		#define RACE_STONE_RENDER   5003  /* Some kind a creature... */
		#define RACE_VAMPIRE        5005
		#define RACE_SLIME          5006
		#define RACE_WYRM           5007
		#define RACE_AUTOMATON      5008
		#define RACE_UNICORN        5009

		#define RACE_DRAGON_MIN     5010  /* For use with special object */
		#define RACE_DRAGON_BLACK   5010
		#define RACE_DRAGON_BLUE    5011
		#define RACE_DRAGON_GREEN   5012
		#define RACE_DRAGON_RED     5013
		#define RACE_DRAGON_WHITE   5014
		#define RACE_DRAGON_SILVER  5015
		#define RACE_DRAGON_TURTLE  5016
		#define RACE_DRAGON_LAVA    5017
		#define RACE_DRAGON_SHADOW  5018
		#define RACE_DRAGON_LIZARD  5019
		#define RACE_DRAGON_MAX     5020  /* For use with special object */

		#define RACE_LESSER_DEMON   5020  /* Approx. Level < 100          */
		#define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
		#define RACE_SERVANT_DEMON  5022  /* Approx. < level 20           */
		#define RACE_PRINCE_DEMON   5023  /* Almost god, max level 149 (no more!) */
		#define RACE_LESSER_DEVIL   5025  /* Approx. Level < 100 */
		#define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
		#define RACE_SHADOW_DEVIL   5027
		#define RACE_ARCH_DEVIL     5028

		#define RACE_MEDUSA         5030
		#define RACE_WINGED_HORSE   5031
		#define RACE_GARGOYLE       5033
		#define RACE_GOLEM          5034
		#define RACE_YOGOLOTH       5035
		#define RACE_MIST_DWELLER   5036

		#define RACE_WEREWOLF       5037
		#define RACE_WERERAT        5038

		#define RACE_ELEMENTAL_AIR   5040
		#define RACE_ELEMENTAL_EARTH 5041
		#define RACE_ELEMENTAL_FIRE  5042
		#define RACE_ELEMENTAL_FROST 5043
		#define RACE_ELEMENTAL_WATER 5044
		#define RACE_ELEMENTAL_LIGHT 5045

		#define RACE_DEVOURER       5600
		#define RACE_DANALEK        5601

		#define RACE_FAMILIAR       5900 /* Weirdo race... */
		#define RACE_OTHER_CREATURE 5999

		#define RACE_ZOMBIE         6000
		#define RACE_LICH           6001
		#define RACE_GHOUL          6002
		#define RACE_SKELETON       6003
		#define RACE_GHOST          6004
		#define RACE_SPIRIT         6005
		#define RACE_MUMMIE         6006
		#define RACE_BANSHEE        6007
		#define RACE_NAGA_SOUL      6008
		#define RACE_OTHER_UNDEAD   6999

		#define RACE_CRAB           7000
		#define RACE_SAND_SPIDER    7002
		#define RACE_RIVER_LEECH    7003
		#define RACE_SAND_CRAWLER   7004
		#define RACE_SEA_HORSE      7005
		#define RACE_SHARK          7006
		#define RACE_LAMPREY        7007
		#define RACE_MANTA_RAY      7008
		#define RACE_CLIFF_HUGGER   7009
		#define RACE_ALGAE_MAN      7010
		#define RACE_WHELK          7011
		#define RACE_OYSTER         7012
		#define RACE_KRAKEN         7013
		#define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
		#define RACE_OCTOPUS        7015
		#define RACE_WHALE          7016
		#define RACE_DOLPHIN        7017
		#define RACE_EEL            7018

		#define RACE_FISH           7998
		#define RACE_OTHER_MARINE   7999

		


</appendix> <appendix id="app-d"><TITLE>weapon definitions in values.h</TITLE>

<PARA>The following list was extracted from the values.h</PARA>



		#define WPN_BATTLE_AXE    7  /* Two Handed */
		#define WPN_HAND_AXE      8
		#define WPN_WAR_MATTOCK   9  /* Two Handed */
		#define WPN_WAR_HAMMER   10
		#define WPN_GREAT_SWORD  11  /* Two Handed */
		#define WPN_SCIMITAR     12
		#define WPN_KATANA       13
		#define WPN_FALCHION     14
		#define WPN_KOPESH       15
		#define WPN_BROAD_SWORD  16
		#define WPN_LONG_SWORD   17
		#define WPN_RAPIER       18
		#define WPN_SHORT_SWORD  19
		#define WPN_DAGGER       20
		#define WPN_BATTLE_MACE  21  /* Two Handed */
		#define WPN_MACE         22
		#define WPN_BATTLE_CLUB  23  /* Two handed */
		#define WPN_CLUB         24
		#define WPN_MORNING_STAR 25
		#define WPN_FLAIL        26
		#define WPN_QUARTERSTAFF 27
		#define WPN_SPEAR        28
		#define WPN_HALBERD      29
		#define WPN_BARDICHE     30
		#define WPN_SICKLE       31
		#define WPN_SCYTHE       32  /* Two handed */
		#define WPN_TRIDENT      33
		#define WPN_FIST         34
		#define WPN_KICK         35
		#define WPN_BITE         36
		#define WPN_STING        37
		#define WPN_CLAW         38
		#define WPN_CRUSH        39
		#define WPN_WHIP         40
		#define WPN_WAKIZASHI    41
		#define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
		#define WPN_CROSSBOW     43
		#define WPN_SLING        44
		#define WPN_FIGHTING_STAFF 45 /* Two handed */
		#define WPN_SABER        46
		#define WPN_CUTLASS      47
		#define WPN_MACHETE      48
		#define WPN_LANCE        49
		#define WPN_SHOCK_LANCE  50
		#define WPN_PIKE         51
		#define WPN_GREAT_AXE    52
		#define WPN_BATTLE_SWORD 53

		

</appendix>

<appendix id="app-e"> <TITLE>Liquid macros file</TITLE>



		#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
		#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
		#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
		#define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)
		#define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)
		#define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
		#define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)

		#define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)
		#define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
		#define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)
		#define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)
		#define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)
		#define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
		#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
		#define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
						
		#define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)
		#define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)
		#define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)
		#define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
		#define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)

		

</appendix>

<appendix id="app-f"> <TITLE>Complete magical transfers macros listing</TITLE>

<PARA>This listing of macros was taken from wmacros.h. When building your objects you should check the macros file to make sure you have the most up to date macros.</PARA>



		#define CHAR_FLAG_TRANSFER(_MFLAGS) \
		flags {UNIT_FL_MAGIC}       \
		affect                            \
		   id ID_TRANSFER_CHARFLAGS       \
		   duration -1                    \
		   data[0] _MFLAGS                \
		   firstf TIF_EYES_TINGLE         \
		   tickf TIF_NONE                 \
		   lastf TIF_EYES_TINGLE          \
		   applyf APF_MOD_CHAR_FLAGS;

		/* skill MUST be one of SKI_XXX, amount in -10 to +10 */
		#define SKILL_TRANSFER(skill, amount) \
		flags {UNIT_FL_MAGIC}        \
		affect                       \
		   id ID_SKILL_TRANSFER      \
		   duration -1               \
		   data[0] skill             \
		   data[1] amount            \
		   firstf  TIF_SKI_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_SKI_DEC       \
		   applyf  APF_SKILL_ADJ;

		/* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
		#define WEAPON_TRANSFER(weapon, amount) \
		flags {UNIT_FL_MAGIC}        \
		affect                       \
		   id ID_WEAPON_TRANSFER     \
		   duration -1               \
		   data[0] weapon            \
		   data[1] amount            \
		   firstf  TIF_WPN_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_WPN_DEC       \
		   applyf  APF_WEAPON_ADJ;

		/* spell MUST be one of SPL_XXX, amount in -10 to +10 */
		#define SPELL_TRANSFER(spell, amount) \
		flags {UNIT_FL_MAGIC}        \
		affect                       \
		   id ID_SPELL_TRANSFER      \
		   duration -1               /* Must be permanent in the object */  \
		   data[0] spell             /* It is a spell SPL_XXX transfer  */  \
		   data[1] amount            /* Amount of better spell skill    */  \
		   firstf  TIF_SPL_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_SPL_DEC       \
		   applyf  APF_SPELL_ADJ;

		#define STR_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_STR        \
		   duration -1                /* Must be permanent in the object */  \
		   data[0] ABIL_STR           /* It is a strength function       */  \
		   data[1] amount             /* Amount of better strength       */  \
		   firstf  TIF_STR_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_STR_DEC       \
		   applyf  APF_ABILITY;

		#define DEX_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_DEX        \
		   duration -1                 /* Must be permanent in the object */  \
		   data[0] ABIL_DEX            /* It is a dex function            */  \
		   data[1] amount              /* Amount of better dex            */  \
		   firstf  TIF_DEX_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_DEX_DEC       \
		   applyf  APF_ABILITY;

		#define CON_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_CON        \
		   duration -1                 /* Must be permanent in the object */  \
		   data[0] ABIL_CON            /* It is a con function            */  \
		   data[1] amount              /* Amount of better con            */  \
		   firstf  TIF_CON_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_CON_DEC       \
		   applyf  APF_ABILITY;

		#define CHA_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}        \
		affect                       \
		   id ID_TRANSFER_CHA        \
		   duration -1                 /* Must be permanent in the object */  \
		   data[0] ABIL_CHA            /* It is a cha function            */  \
		   data[1] amount              /* Amount of better cha            */  \
		   firstf  TIF_CHA_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_CHA_DEC       \
		   applyf  APF_ABILITY;

		#define BRA_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_BRA        \
		   duration -1                 /* Must be permanent in the object */  \
		   data[0] ABIL_BRA            /* It is a bra function            */  \
		   data[1] amount              /* Amount of better bra            */  \
		   firstf  TIF_BRA_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_BRA_DEC       \
		   applyf  APF_ABILITY;


		#define MAG_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_MAG        \
		   duration -1                 /* Must be permanent in the object */  \
		   data[0] ABIL_MAG            /* It is a mag function            */  \
		   data[1] amount              /* Amount of better mag            */  \
		   firstf  TIF_MAG_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_MAG_DEC       \
		   applyf  APF_ABILITY;


		#define DIV_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_DIV        \
		   duration -1                 /* Must be permanent in the object */  \
		   data[0] ABIL_DIV            /* It is a div function            */  \
		   data[1] amount              /* Amount of better div            */  \
		   firstf  TIF_DIV_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_DIV_DEC       \
		   applyf  APF_ABILITY;

		#define HIT_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_HPP        \
		   duration -1                /* Must be permanent in the object */  \
		   data[0] ABIL_HP            /* It is a hit point function       */  \
		   data[1] amount             /* Amount of better strength       */  \
		   firstf  TIF_HIT_INC       \
		   tickf   TIF_NONE          \
		   lastf   TIF_HIT_DEC       \
		   applyf  APF_ABILITY;

		#define SPEED_TRANSFER(newspeed) \
		flags {UNIT_FL_MAGIC}       \
		affect                       \
		   id ID_TRANSFER_SPEED      \
		   duration -1                /* Must be permanent in the object */  \
		   data[0] newspeed          \
		   firstf  TIF_SPEED_BETTER  \
		   tickf   TIF_NONE          \
		   lastf   TIF_SPEED_WORSE   \
		   applyf  APF_SPEED;

		#define SLOW_TRANSFER(amount) \
		flags {UNIT_FL_MAGIC}         \
		affect                        \
		   id ID_TRANSFER_SPEED       \
		   duration -1                \
		   data[0] newspeed           \
		   firstf  TIF_SPEED_WORSE    \
		   tickf   TIF_NONE           \
		   lastf   TIF_SPEED_BETTER   \
		   applyf  APF_SPEED;

		

</appendix>

<appendix id="app-g"> <TITLE>Skill definitions in values.h</TITLE>

<PARA>The following list was extracted from the values.h</PARA>


		#define SKI_TURN_UNDEAD        0
		#define SKI_SCROLL_USE         1
		#define SKI_WAND_USE           2
		#define SKI_CONSIDER           3
		#define SKI_DIAGNOSTICS        4
		#define SKI_APPRAISAL          5
		#define SKI_VENTRILOQUATE      6
		#define SKI_WEATHER_WATCH      7
		#define SKI_FLEE               8
		#define SKI_SNEAK              9
		#define SKI_BACKSTAB          10
		#define SKI_HIDE              11
		#define SKI_FIRST_AID         12
		#define SKI_PICK_LOCK         13
		#define SKI_STEAL             14
		#define SKI_RESCUE            15
		#define SKI_SEARCH            16
		#define SKI_LEADERSHIP        17
		#define SKI_KICK              18
		#define SKI_SWIMMING          19
		#define SKI_BASH              20
		#define SKI_CLIMB             21
		#define SKI_SHIELD            22
		#define SKI_TRIP              23
		#define SKI_DUAL_WIELD        24
		#define SKI_CUFF              25
		#define SKI_RESIZE_CLOTHES    26
		#define SKI_RESIZE_LEATHER    27
		#define SKI_RESIZE_METAL      28
		#define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
		#define SKI_PEEK              30
		#define SKI_PICK_POCKETS      31
		#define SKI_FILCH             32
		#define SKI_DISARM            33
		#define SKI_SKIN            34
		#define SKI_SHELTER           35
		#define SKI_SOOTHE            36
		#define SKI_AMBUSH            37
		#define SKI_CURARE            38
		#define SKI_FASHION           39
		#define SKI_BUTCHER           40
		#define SKI_LAY_TRAP          41
		#define SKI_SHOOT             42
		#define SKI_HERBS             43
		#define SKI_FORAGE            44
		#define SKI_DOWSE             45
		#define SKI_TRACK             46
		#define SKI_HUNT              47
		#define SKI_THROW             48
		#define SKI_COOK              49
		#define SKI_SCAN              50
		#define SKI_SLIP              51
		#define SKI_PALM              52
		#define SKI_PLANT             53
		#define SKI_STALK             54
		#define SKI_KNEE              55
		#define SKI_ELBOW             56
		#define SKI_HIT               57
		#define SKI_PUNCH             58
		#define SKI_GLANCE            59


		

</appendix>

<appendix id="app-h"> <TITLE>Spell definitions in values.h</TITLE>

<PARA>The following list was extracted from the values.h</PARA>


		#define SPL_CALL_LIGHTNING    12  /* Cell Group  */
		#define SPL_BLESS             13  /* D I V I N E */
		#define SPL_CURSE             14
		#define SPL_REMOVE_CURSE      15
		#define SPL_CURE_WOUNDS_1     16
		#define SPL_CURE_WOUNDS_2     17
		#define SPL_CURE_WOUNDS_3     18
		#define SPL_CAUSE_WOUNDS_1    19
		#define SPL_CAUSE_WOUNDS_2    20
		#define SPL_CAUSE_WOUNDS_3    21
		#define SPL_DISPEL_EVIL       22
		#define SPL_REPEL_UNDEAD_1    23
		#define SPL_REPEL_UNDEAD_2    24
		#define SPL_BLIND             25
		#define SPL_CURE_BLIND        26
		#define SPL_LOCATE_OBJECT     27
		#define SPL_LOCATE_CHAR       28

		#define SPL_RAISE_MAG         29  /* P R O T E C T I O N */
		#define SPL_RAISE_DIV         30
		#define SPL_RAISE_STR         31
		#define SPL_RAISE_DEX         32
		#define SPL_RAISE_CON         33
		#define SPL_RAISE_CHA         34
		#define SPL_RAISE_BRA         35
		#define SPL_SUN_RAY           36
		#define SPL_DIVINE_RESIST     37
		#define SPL_QUICKEN           38
		#define SPL_HASTE             39
		#define SPL_RAISE_SUMMONING   40
		#define SPL_AWAKEN            41
		#define SPL_MIND_SHIELD       42
		#define SPL_HEAT_RESI         43
		#define SPL_COLD_RESI         44
		#define SPL_ELECTRICITY_RESI  45
		#define SPL_POISON_RESI       46
		#define SPL_ACID_RESI         47
		#define SPL_PRO_EVIL          48
		#define SPL_SANCTUARY         49
		#define SPL_DISPEL_MAGIC      50
		#define SPL_SUSTAIN           51
		#define SPL_LOCK              52
		#define SPL_UNLOCK            53
		#define SPL_DROWSE            54
		#define SPL_SLOW              55
		#define SPL_DUST_DEVIL        56
		#define SPL_DET_ALIGN         57  /* D E T E C T I O N */
		#define SPL_DET_INVISIBLE     58
		#define SPL_DET_MAGIC         59
		#define SPL_DET_POISON        60
		#define SPL_DET_UNDEAD        61
		#define SPL_DET_CURSE         62
		#define SPL_SENSE_LIFE        63
		#define SPL_IDENTIFY_1        64
		#define SPL_IDENTIFY_2        65

		#define SPL_RANDOM_TELEPORT   66  /* S U M M O N I N G */
		#define SPL_CLEAR_SKIES       67
		#define SPL_STORM_CALL        68
		#define SPL_WORD_OF_RECALL    69
		#define SPL_CONTROL_TELEPORT  70
		#define SPL_MINOR_GATE        71
		#define SPL_GATE              72
		#define SPL_CREATE_FOOD       73  /* C R E A T I O N */
		#define SPL_CREATE_WATER      74
		#define SPL_LIGHT_1           75
		#define SPL_LIGHT_2           76
		#define SPL_DARKNESS_1        77
		#define SPL_DARKNESS_2        78
		#define SPL_STUN              79
		#define SPL_HOLD              80
		#define SPL_ANIMATE_DEAD      81
		#define SPL_LEATHER_SKIN      82
		#define SPL_BARK_SKIN         83
		#define SPL_CONTROL_UNDEAD    84
		#define SPL_BONE_SKIN         85
		#define SPL_STONE_SKIN        86
		#define SPL_AID               87
		#define SPL_COLOURSPRAY_1     88  /* M I N D */
		#define SPL_COLOURSPRAY_2     89
		#define SPL_COLOURSPRAY_3     90
		#define SPL_INVISIBILITY      91
		#define SPL_WIZARD_EYE        92
		#define SPL_FEAR              93
		#define SPL_CONFUSION         94
		#define SPL_SLEEP             95
		#define SPL_XRAY_VISION       96
		#define SPL_SUMMER_RAIN       97
		#define SPL_COMMAND           98
		#define SPL_LEAVING           99
		#define SPL_FIREBALL_1       100  /* H E A T */
		#define SPL_FIREBALL_2       101
		#define SPL_FIREBALL_3       102

		#define SPL_FROSTBALL_1      103  /* C O L D */
		#define SPL_FROSTBALL_2      104
		#define SPL_FROSTBALL_3      105

		#define SPL_LIGHTNING_1      106  /* C E L L */
		#define SPL_LIGHTNING_2      107
		#define SPL_LIGHTNING_3      108

		#define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
		#define SPL_STINKING_CLOUD_2 110
		#define SPL_STINKING_CLOUD_3 111
		#define SPL_POISON           112
		#define SPL_REMOVE_POISON    113
		#define SPL_ENERGY_DRAIN     114
		#define SPL_DISEASE_1        115
		#define SPL_DISEASE_2        116
		#define SPL_REM_DISEASE      117
		#define SPL_ACIDBALL_1       118  /* E X T E R N A L */
		#define SPL_ACIDBALL_2       119
		#define SPL_ACIDBALL_3       120
		#define SPL_FIND_PATH        121  /* Divine   */
		#define SPL_DISPEL_GOOD      122
		#define SPL_PRO_GOOD         123
		#define SPL_TRANSPORT        124
		#define SPL_FIRE_BREATH      125
		#define SPL_FROST_BREATH     126
		#define SPL_LIGHTNING_BREATH 127
		#define SPL_ACID_BREATH      128
		#define SPL_GAS_BREATH       129
		#define SPL_LIGHT_BREATH     130
		#define SPL_HOLD_MONSTER     131
		#define SPL_HOLD_UNDEAD      132
		#define SPL_RAISE_DEAD       133
		#define SPL_RESURRECTION     134
		#define SPL_UNDEAD_DOOR      135
		#define SPL_LIFE_PROTECTION  136
		#define SPL_ENERGY_BOLT      137
		#define SPL_CLENCHED_FIST    138
		#define SPL_METEOR_SHOWER    139
		#define SPL_SUN_BEAM         140
		#define SPL_SOLAR_FLARE      141
		#define SPL_SUMMON_DEVIL     142
		#define SPL_SUMMON_DEMON     143
		#define SPL_SUMMON_FIRE      144
		#define SPL_SUMMON_WATER     145
		#define SPL_SUMMON_AIR       146
		#define SPL_SUMMON_EARTH     147
		#define SPL_CHARGE_WAND      148
		#define SPL_CHARGE_STAFF     149
		#define SPL_MENDING          150
		#define SPL_REPAIR           151
		#define SPL_RECONSTRUCT      152
		#define SPL_SENDING          153
		#define SPL_REFIT            154
		#define SPL_FIND_WANTED      155
		#define SPL_LOCATE_WANTED    156
		#define SPL_SUN_GLOBE        157
		#define SPL_MAGIC_CANDLE     158
		#define SPL_SONIC_BREATH     159
		#define SPL_SHARD_BREATH     160
		#define SPL_CONE_SHARD       161
		#define SPL_RAISE_HPP        162
		#define SPL_MANA_BOOST       163  /* Creation */
		#define SPL_TOTAL_RECALL     164
		#define LAST_SPELL           165


		

</appendix> </book>