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 <!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>