Difference between revisions of "Sandpit"

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<SECT1><TITLE>Giving credit where credit is due!</TITLE>
 
<SECT1><TITLE>Giving credit where credit is due!</TITLE>
  
<PARA>The, basic zone writing manual, you are reading now, didn't
+
The, basic zone writing manual, you are reading now, didn't
 
just come flying out of this authors head.  In fact it is a
 
just come flying out of this authors head.  In fact it is a
 
conglomeration of several old texts which are no longer used.  I had
 
conglomeration of several old texts which are no longer used.  I had
Line 33: Line 33:
 
;Original DIKU coding Team
 
;Original DIKU coding Team
 
<DICTDEF>
 
<DICTDEF>
<PARA><itemizedlist>
+
<itemizedlist>
<LISTITEM><PARA>Hans Henrik Staerfeldt</PARA></LISTITEM>
+
<LISTITEM>Hans Henrik Staerfeldt</LISTITEM>
<LISTITEM><PARA>Sebastian Hammer</PARA></LISTITEM>
+
<LISTITEM>Sebastian Hammer</LISTITEM>
<LISTITEM><PARA>Michael Seifert</PARA></LISTITEM>
+
<LISTITEM>Michael Seifert</LISTITEM>
<LISTITEM><PARA>Katja Nyboe</PARA></LISTITEM>
+
<LISTITEM>Katja Nyboe</LISTITEM>
<LISTITEM><PARA>Tom Madsen</PARA></LISTITEM>
+
<LISTITEM>Tom Madsen</LISTITEM>
<LISTITEM><PARA>Lars Balker Rasmussen</PARA></LISTITEM>
+
<LISTITEM>Lars Balker Rasmussen</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
Line 47: Line 47:
 
the following texts that have been swallowed up by this book.
 
the following texts that have been swallowed up by this book.
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>''abilities.txt''</PARA></LISTITEM>
+
<LISTITEM>''abilities.txt''</LISTITEM>
<LISTITEM><PARA>''guild.txt''</PARA></LISTITEM>
+
<LISTITEM>''guild.txt''</LISTITEM>
<LISTITEM><PARA>''monster.txt''</PARA></LISTITEM>
+
<LISTITEM>''monster.txt''</LISTITEM>
<LISTITEM><PARA>''objects.txt''</PARA></LISTITEM>
+
<LISTITEM>''objects.txt''</LISTITEM>
<LISTITEM><PARA>''rooms.txt''</PARA></LISTITEM>
+
<LISTITEM>''rooms.txt''</LISTITEM>
<LISTITEM><PARA>''vmc.txt''</PARA></LISTITEM>
+
<LISTITEM>''vmc.txt''</LISTITEM>
</itemizedlist></PARA>
+
</itemizedlist>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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<DICTDEF>
 
<DICTDEF>
  
<PARA>One of the original administrators of Valhalla mud and now the administrator of the
+
One of the original administrators of Valhalla mud and now the administrator of the
 
mud connector.  Andrew created the first zone tutorial, which was later included
 
mud connector.  Andrew created the first zone tutorial, which was later included
 
into the ''vmc.txt'' to clear up some things missing
 
into the ''vmc.txt'' to clear up some things missing
 
in the old ''vmc.txt''.  Again my thanks go out to Andrew for his
 
in the old ''vmc.txt''.  Again my thanks go out to Andrew for his
 
contributions not only to this document but to the growth of the <ACRONYM>DIL</ACRONYM>
 
contributions not only to this document but to the growth of the <ACRONYM>DIL</ACRONYM>
programming language.</PARA>
+
programming language.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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<DICTDEF>
 
<DICTDEF>
  
<PARA>Made major updates to the ''tutorial.txt'' created by Andrew
+
Made major updates to the ''tutorial.txt'' created by Andrew
Cowan, which became version two of the tutorial.</PARA>
+
Cowan, which became version two of the tutorial.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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;Peter Ryskin
 
;Peter Ryskin
 
<DICTDEF>
 
<DICTDEF>
<PARA>Wrote the original explanation of how to define exits.</PARA>
+
Wrote the original explanation of how to define exits.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 87: Line 87:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>Made major updates to the ''tutorial.txt'' created by Andrew
+
Made major updates to the ''tutorial.txt'' created by Andrew
 
Cowan and updated by Ryan Holliday, which became version three of the
 
Cowan and updated by Ryan Holliday, which became version three of the
tutorial.</PARA>
+
tutorial.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 96: Line 96:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>An editor and an author Marc combined and revised the ''tutorial''
+
An editor and an author Marc combined and revised the ''tutorial''
 
and the ''vmc.txt'' into one document making it less Valhalla specific
 
and the ''vmc.txt'' into one document making it less Valhalla specific
and more for any mud running the <ACRONYM>VME</ACRONYM> server.</PARA>
+
and more for any mud running the <ACRONYM>VME</ACRONYM> server.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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;Jennifer Garuba
 
;Jennifer Garuba
 
<DICTDEF>
 
<DICTDEF>
<para>Created the first document on how to create shop keepers.  She also was
+
Created the first document on how to create shop keepers.  She also was
 
one of the first builders to have the insite and to make it clear that a manual like this was
 
one of the first builders to have the insite and to make it clear that a manual like this was
needed.</para>
+
needed.  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
Line 116: Line 115:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>Converted the original ''vmc.txt'' into HTMl, while at the same
+
Converted the original ''vmc.txt'' into HTMl, while at the same
time fixing many inconsistencies and typos in it.</PARA>
+
time fixing many inconsistencies and typos in it.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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<DICTDEF>
 
<DICTDEF>
  
<PARA>Wrote the original ''compiler howto'' to make it easier for new builders
+
Wrote the original ''compiler howto'' to make it easier for new builders
 
to compile their zone.  She was also the first builder to open my eyes
 
to compile their zone.  She was also the first builder to open my eyes
to the fact we needed a true manual on how to build.</PARA>
+
to the fact we needed a true manual on how to build.
  
 
</LISTITEM>
 
</LISTITEM>
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;Mark Pringle
 
;Mark Pringle
 
<DICTDEF>
 
<DICTDEF>
<para>Main editor, which spell checked and looked over my major grammer
+
Main editor, which spell checked and looked over my major grammer
 
mistakes.  I am sure he didn't catch them all but at least the ugly ones
 
mistakes.  I am sure he didn't catch them all but at least the ugly ones
were caught.</para>
+
were caught.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
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<DICTDEF>
 
<DICTDEF>
  
<PARA>Wrote the guild definition primer which explained teachers.</PARA>
+
Wrote the guild definition primer which explained teachers.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
  
 
+
</VARIABLELIST>
</VARIABLELIST></PARA>
 
  
 
</SECT1>
 
</SECT1>
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<SECT1> <TITLE> Who should read this book?</TITLE>
 
<SECT1> <TITLE> Who should read this book?</TITLE>
  
<PARA>This book was designed to be read by anyone who is thinking of writing
+
This book was designed to be read by anyone who is thinking of writing
 
areas for a <ACRONYM>VME</ACRONYM> server.  If you have wrote for other mud servers you will still
 
areas for a <ACRONYM>VME</ACRONYM> server.  If you have wrote for other mud servers you will still
 
need to at least skim every chapter because the <ACRONYM>VME</ACRONYM> is like no other mud engine
 
need to at least skim every chapter because the <ACRONYM>VME</ACRONYM> is like no other mud engine
and has some very interesting differences.</PARA>
+
and has some very interesting differences.
  
 
</SECT1>
 
</SECT1>
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<SECT1> <TITLE>What does this book cover?</TITLE>
 
<SECT1> <TITLE>What does this book cover?</TITLE>
  
<PARA>The topics covered in this book are everything to do with writing an
+
The topics covered in this book are everything to do with writing an
 
area for the <ACRONYM>VME</ACRONYM> server.  While we do cover using <ACRONYM>DIL</ACRONYM> functions to make your
 
area for the <ACRONYM>VME</ACRONYM> server.  While we do cover using <ACRONYM>DIL</ACRONYM> functions to make your
 
monsters, Rooms, and objects better and smarter we do not cover how to write the
 
monsters, Rooms, and objects better and smarter we do not cover how to write the
Line 171: Line 168:
 
are topics covered by this book.
 
are topics covered by this book.
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>compiling and debugging</PARA></LISTITEM>
+
<LISTITEM>compiling and debugging</LISTITEM>
<LISTITEM><PARA>Macros using the CPP</PARA></LISTITEM>
+
<LISTITEM>Macros using the CPP</LISTITEM>
<LISTITEM><PARA>Overall Zone structure</PARA></LISTITEM>
+
<LISTITEM>Overall Zone structure</LISTITEM>
<LISTITEM><PARA>Writing rooms</PARA></LISTITEM>
+
<LISTITEM>Writing rooms</LISTITEM>
<LISTITEM><PARA>Writing Objects</PARA></LISTITEM>
+
<LISTITEM>Writing Objects</LISTITEM>
<LISTITEM><PARA>Writing Monsters</PARA></LISTITEM>
+
<LISTITEM>Writing Monsters</LISTITEM>
<LISTITEM><PARA>Doing the resets</PARA></LISTITEM>
+
<LISTITEM>Doing the resets</LISTITEM>
</itemizedlist></PARA>
+
</itemizedlist>
  
 
</SECT1>
 
</SECT1>
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<TITLE>General compiler information</TITLE>
 
<TITLE>General compiler information</TITLE>
  
<PARA>In order to get your zone onto a valhalla Mud Engine (<ACRONYM>VME</ACRONYM>) server you must convert your zone from readable
+
In order to get your zone onto a valhalla Mud Engine (<ACRONYM>VME</ACRONYM>) server you must convert your zone from readable
 
english text to binary form the server can understand.  The way
 
english text to binary form the server can understand.  The way
 
you do this is with a compiler.  No don't freak out you don't have
 
you do this is with a compiler.  No don't freak out you don't have
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be a new experience to you but you will find you can plan out
 
be a new experience to you but you will find you can plan out
 
better and more well designed areas offline than you can on
 
better and more well designed areas offline than you can on
line.</PARA>
+
line.
  
<NOTE>
+
<blockquote>
<PARA>In the future the <ACRONYM>VME</ACRONYM> coding team is thinking of adding
+
In the future the <ACRONYM>VME</ACRONYM> coding team is thinking of adding
 
an online coding module for those mud administrators that can not
 
an online coding module for those mud administrators that can not
 
live with out it.  If you are one of these make sure you write
 
live with out it.  If you are one of these make sure you write
 
<email>whistler@valhalla.com</email> and express your desires so
 
<email>whistler@valhalla.com</email> and express your desires so
 
you can be counted.
 
you can be counted.
</PARA>
+
</blockquote>
</NOTE>
 
  
<PARA>This chapter will mainly cover the Valhalla Mud Compiler (<ACRONYM>VMC</ACRONYM>), how it works, and
+
This chapter will mainly cover the Valhalla Mud Compiler (<ACRONYM>VMC</ACRONYM>), how it works, and
 
the Valhalla Mud pre processor (<ACRONYM>VMC</ACRONYM> -p) works.  We will also throw in some debugging
 
the Valhalla Mud pre processor (<ACRONYM>VMC</ACRONYM> -p) works.  We will also throw in some debugging
 
hints but debugging will be covered more as you begin creating parts of
 
hints but debugging will be covered more as you begin creating parts of
 
your areas in the following chapters.
 
your areas in the following chapters.
</PARA>
 
  
 
<SECT1><TITLE>The compiler</TITLE>
 
<SECT1><TITLE>The compiler</TITLE>
  
<PARA>''VMC'' is the Valhalla Mud Engine Compiler.
+
''VMC'' is the Valhalla Mud Engine Compiler.
 
for <ACRONYM>VME</ACRONYM> servers.  A compiler takes a source file or better described
 
for <ACRONYM>VME</ACRONYM> servers.  A compiler takes a source file or better described
 
as your areas input file and converts it to a binary file the
 
as your areas input file and converts it to a binary file the
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you build 'zones', therefore the source file for a zone has the
 
you build 'zones', therefore the source file for a zone has the
 
extension 'zon'.  In order to make this more clear we will start
 
extension 'zon'.  In order to make this more clear we will start
with our first example.</PARA>
+
with our first example.
  
<PARA>Lets say you were making a Zone of dragons.  You may want to
+
Lets say you were making a Zone of dragons.  You may want to
 
call the file something resembling its contents like,
 
call the file something resembling its contents like,
 
''dragon.zon''.  Notice we have appended the
 
''dragon.zon''.  Notice we have appended the
 
'.zon' extension.  The compiler requires all zones to end in '.zon'
 
'.zon' extension.  The compiler requires all zones to end in '.zon'
in order for it to know this is a zone source file.</PARA>
+
in order for it to know this is a zone source file.
 
       
 
       
<PARA>Now lets say we have completed writing our first zone and want
+
Now lets say we have completed writing our first zone and want
 
to compile it.  The command is simply:
 
to compile it.  The command is simply:
 
<command>
 
<command>
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<DICTDEF>
 
<DICTDEF>
  
<PARA>The file holding the binary version of the zone</PARA>
+
The file holding the binary version of the zone
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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<DICTDEF>
 
<DICTDEF>
  
<PARA>The file containing the reset information for the
+
The file containing the reset information for the
zone.</PARA>
+
zone.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
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will print a list of the errors and the location where they can be
 
will print a list of the errors and the location where they can be
 
found so you can fix them.  The debugging process will be explained
 
found so you can fix them.  The debugging process will be explained
more as you learn how to create rooms, monsters, and objects.</PARA>
+
more as you learn how to create rooms, monsters, and objects.
  
 
</SECT1>
 
</SECT1>
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<SECT1><TITLE>The VMC pre-processor</TITLE>
 
<SECT1><TITLE>The VMC pre-processor</TITLE>
  
<PARA>The <ACRONYM>VMC</ACRONYM> Pre-Processor (<ACRONYM>VMC</ACRONYM> -p) can be thought of as a powerful
+
The <ACRONYM>VMC</ACRONYM> Pre-Processor (<ACRONYM>VMC</ACRONYM> -p) can be thought of as a powerful
 
search and replace tool used by the compiler before it
 
search and replace tool used by the compiler before it
 
converts the zone to its binary form.  This tool gives you the
 
converts the zone to its binary form.  This tool gives you the
 
builder the ability to add comments, create short hand expressions
 
builder the ability to add comments, create short hand expressions
 
for repeated items, include other files in your zone, and even to do
 
for repeated items, include other files in your zone, and even to do
some minor calculations when necessary.</PARA>
+
some minor calculations when necessary.
  
<NOTE> <PARA>If you have coded in C or c++ before the Pre Processor the
+
<blockquote> If you have coded in C or c++ before the Pre Processor the
<ACRONYM>VMC</ACRONYM> uses is no different and you can skip this section.</PARA>
+
<ACRONYM>VMC</ACRONYM> uses is no different and you can skip this section.
</NOTE>
+
</blockquote>
  
 
<sect2><TITLE>Commenting your zone</TITLE>
 
<sect2><TITLE>Commenting your zone</TITLE>
  
<PARA>The practice of adding comments to your zone is a good thing
+
The practice of adding comments to your zone is a good thing
 
to get into so the administrators and other builders can help
 
to get into so the administrators and other builders can help
 
you with your zone and know what you were trying to do if there are
 
you with your zone and know what you were trying to do if there are
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text you must surround it by a set of symbols that tell the CPP to
 
text you must surround it by a set of symbols that tell the CPP to
 
strip it out before passing the zone on to the compiler.  These
 
strip it out before passing the zone on to the compiler.  These
symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.</PARA>
+
symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.
  
<PARA>In order to best explain how comments work we will give you a some
+
In order to best explain how comments work we will give you a some
 
what strange example.  First we will start by showing you a very basic
 
what strange example.  First we will start by showing you a very basic
line you will see time and time again in rooms.</PARA>
+
line you will see time and time again in rooms.
 
 
 
  <nowiki>
 
  <nowiki>
Line 301: Line 296:
 
</nowiki>
 
</nowiki>
 
 
<PARA>This is a title it will show up in everything from rooms, to objects
+
This is a title it will show up in everything from rooms, to objects
and even NPCs.  Now lets see what a commented line would look like.</PARA>
+
and even NPCs.  Now lets see what a commented line would look like.
 
 
 
  <nowiki>
 
  <nowiki>
Line 312: Line 307:
 
</nowiki>
 
</nowiki>
 
 
<PARA>This of course is very ugly but the point is not to be pretty it is
+
This of course is very ugly but the point is not to be pretty it is
 
to show you both the first way and the second way will look
 
to show you both the first way and the second way will look
 
exactly the same to the compiler because all comments are removed
 
exactly the same to the compiler because all comments are removed
 
before the compiler ever gets it.  A better use of a comment in a
 
before the compiler ever gets it.  A better use of a comment in a
zone however would be something like this:</PARA>
+
zone however would be something like this:
 
 
 
  <nowiki>
 
  <nowiki>
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</nowiki>
 
</nowiki>
 
 
<PARA>You will find comments will make coding large zones much easier
+
You will find comments will make coding large zones much easier
 
because you can add text meant just for the builders
 
because you can add text meant just for the builders
eyes.</PARA>
+
eyes.
  
<NOTE><PARA>You will have to decide if you want a multi-line comment or a single
+
<blockquote>You will have to decide if you want a multi-line comment or a single
line comment and use the '//' or the '/**/' respectively.  The rule of thumb is if the comment is longer than 1 line it is easier to put the '/**/' around the comment than to comment each individual line.</PARA></NOTE>
+
line comment and use the '//' or the '/**/' respectively.  The rule of thumb is if the comment is longer than 1 line it is easier to put the '/**/' around the comment than to comment each individual line.</blockquote>
  
 
</sect2>
 
</sect2>
 
<sect2><TITLE>Macros and what they can do for you</TITLE>
 
<sect2><TITLE>Macros and what they can do for you</TITLE>
  
 
+
When making a zone you will find there are things you use more
<PARA>When making a zone you will find there are things you use more
 
 
than once.  In fact you may find things you want others to use or
 
than once.  In fact you may find things you want others to use or
 
things you want to use in multiple zones.  Its true you could block
 
things you want to use in multiple zones.  Its true you could block
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extremely large and hard to upkeep.  With a few minor changes and a
 
extremely large and hard to upkeep.  With a few minor changes and a
 
lot of deleting I used short hand or better known in the world of coding
 
lot of deleting I used short hand or better known in the world of coding
as macros to make my zone readable.</PARA>
+
as macros to make my zone readable.
  
<PARA>Lets say you had some flags you were going to set in
+
Lets say you had some flags you were going to set in
 
fifty rooms and you knew they would all be the same.  You could type
 
fifty rooms and you knew they would all be the same.  You could type
the following line 50 times.</PARA>
+
the following line 50 times.
 
 
 
  <nowiki>
 
  <nowiki>
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</nowiki>
 
</nowiki>
 
 
<PARA>With the macros however you could make this much easier by just doing
+
With the macros however you could make this much easier by just doing
the following at the beginning of your zone.</PARA>
+
the following at the beginning of your zone.
 
 
 
  <nowiki>
 
  <nowiki>
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</nowiki>
 
</nowiki>
 
 
<PARA>Then where ever you want the flags you just type DIRTFLOOR.  You are
+
Then where ever you want the flags you just type DIRTFLOOR.  You are
 
probably thinking, yeah big deal I can do that with block and copy.
 
probably thinking, yeah big deal I can do that with block and copy.
 
True but there is another benefit to this.  Lets say later you
 
True but there is another benefit to this.  Lets say later you
 
wanted to also make these 50 rooms no teleport.  All you would have
 
wanted to also make these 50 rooms no teleport.  All you would have
to change is the define like this:</PARA>
+
to change is the define like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 379: Line 373:
  
 
</nowiki>
 
</nowiki>
<PARA>Now when you recompile all 50 rooms are changed and you didn't even
+
Now when you recompile all 50 rooms are changed and you didn't even
have to do a search and replace.</PARA>
+
have to do a search and replace.
  
<PARA>You can also make macros that take arguments.  The ability to
+
You can also make macros that take arguments.  The ability to
 
take arguments is where macros take a leap and a bound out in front
 
take arguments is where macros take a leap and a bound out in front
 
of your favorite editor to allow you to do things you can not do easily
 
of your favorite editor to allow you to do things you can not do easily
 
with search and replace.  Lets say you have an exit descr you
 
with search and replace.  Lets say you have an exit descr you
 
want to use in 50 swamp rooms because heck everything looks the same
 
want to use in 50 swamp rooms because heck everything looks the same
in a swamp when you look one direction to the next.</PARA>
+
in a swamp when you look one direction to the next.
 
 
 
  <nowiki>
 
  <nowiki>
Line 396: Line 390:
 
</nowiki>
 
</nowiki>
 
 
<PARA>This could be made into a macro like:</PARA>
+
This could be made into a macro like:
 
 
 
  <nowiki>
 
  <nowiki>
Line 405: Line 399:
 
</nowiki>
 
</nowiki>
 
 
<PARA>Then all you need to use it is:</PARA>
+
Then all you need to use it is:
 
 
 
  <nowiki>
 
  <nowiki>
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</nowiki>
 
</nowiki>
 
 
<NOTE><PARA>There is no space between 'SEXIT' and '(' that is
+
<blockquote>There is no space between 'SEXIT' and '(' that is
 
important because the CPP sees 'SEXIT(' and 'SEXIT (' as two
 
important because the CPP sees 'SEXIT(' and 'SEXIT (' as two
 
different things.  It is also important to notice all defines must start at the
 
different things.  It is also important to notice all defines must start at the
 
beginning of the line and be either one line long or have a '\'  
 
beginning of the line and be either one line long or have a '\'  
 
telling the Pre Processor that it should continue with the next line as if it was
 
telling the Pre Processor that it should continue with the next line as if it was
this line.</PARA></NOTE>
+
this line.</blockquote>
  
<PARA>You can also combine macros together so you have a set
+
You can also combine macros together so you have a set
of macros like:</PARA>
+
of macros like:
 
 
 
  <nowiki>
 
  <nowiki>
Line 434: Line 428:
 
 
  
<PARA>You may have noticed I capitalize all macros.  This is not a must but it is
+
You may have noticed I capitalize all macros.  This is not a must but it is
suggested so you can easily tell what is a macro and what is not.</PARA>
+
suggested so you can easily tell what is a macro and what is not.
  
 
</sect2>
 
</sect2>
 
<sect2><TITLE>Including other files in your zone</TITLE>
 
<sect2><TITLE>Including other files in your zone</TITLE>
  
<PARA>Another function of the <ACRONYM>VMC</ACRONYM> Pre Processor,
+
Another function of the <ACRONYM>VMC</ACRONYM> Pre Processor,
 
'#include', allows you to include other files  in
 
'#include', allows you to include other files  in
 
your zone file.  The <ACRONYM>VME</ACRONYM> comes with some basic include files  
 
your zone file.  The <ACRONYM>VME</ACRONYM> comes with some basic include files  
Line 451: Line 445:
 
of
 
of
 
the include files into your zone because it has include statements
 
the include files into your zone because it has include statements
that use all the others.</PARA>
+
that use all the others.
  
<NOTE><PARA>You will want to include the files at the beginning of
+
<blockquote>You will want to include the files at the beginning of
 
your zone file because all defines you use must be defined before
 
your zone file because all defines you use must be defined before
you use them.</PARA></NOTE>
+
you use them.</blockquote>
  
 
</sect2>
 
</sect2>
 
<sect2><TITLE>Doing minor calculations</TITLE>
 
<sect2><TITLE>Doing minor calculations</TITLE>
  
<PARA> You can also do minor calculations in a macro.  Lets say you
+
You can also do minor calculations in a macro.  Lets say you
 
wanted to make it so the higher level an NPC was the heavier he
 
wanted to make it so the higher level an NPC was the heavier he
was and the taller he was.  This would be simple with a macro.</PARA>
+
was and the taller he was.  This would be simple with a macro.
 
 
 
  <nowiki>
 
  <nowiki>
Line 473: Line 467:
 
</nowiki>
 
</nowiki>
 
 
<PARA>This macro would increase the height and weight depending on what
+
This macro would increase the height and weight depending on what
 
level you made the NPC pretty simple.  There is much more a macro
 
level you made the NPC pretty simple.  There is much more a macro
 
can do for you but the Pre Processor and all its uses go far beyond the scope
 
can do for you but the Pre Processor and all its uses go far beyond the scope
Line 481: Line 475:
 
<command>man cpp</command>  
 
<command>man cpp</command>  
 
The C-Pre Processor is what the <ACRONYM>VMC</ACRONYM> Pre Processor is based on and most
 
The C-Pre Processor is what the <ACRONYM>VMC</ACRONYM> Pre Processor is based on and most
if not all functions of the CPP work in the <ACRONYM>VMC</ACRONYM>. </PARA>
+
if not all functions of the CPP work in the <ACRONYM>VMC</ACRONYM>.
 
</sect2>
 
</sect2>
  
Line 490: Line 484:
 
<TITLE>Zone source file</TITLE>
 
<TITLE>Zone source file</TITLE>
  
<PARA>In this chapter we will define all the sections of a zone file
+
In this chapter we will define all the sections of a zone file
 
and go in-depth on the zone info section.  Once complete with this
 
and go in-depth on the zone info section.  Once complete with this
chapter you should be able to create an empty yet compilable zone.</PARA>
+
chapter you should be able to create an empty yet compilable zone.
  
<PARA>A zone source file is split up into 6 sections.  A
+
A zone source file is split up into 6 sections.  A
 
zone-declaration section, a mobile (NPC) section, an object
 
zone-declaration section, a mobile (NPC) section, an object
 
section, a room section, a reset section, and the <ACRONYM>DIL</ACRONYM>
 
section, a room section, a reset section, and the <ACRONYM>DIL</ACRONYM>
 
section.  The zone section is the only section that  has to be in the file, and
 
section.  The zone section is the only section that  has to be in the file, and
they may appear in any order.</PARA>
+
they may appear in any order.
  
<PARA>Each section is preceded by a section header. These are the  six
+
Each section is preceded by a section header. These are the  six
 
possible headers:
 
possible headers:
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>%zone</PARA></LISTITEM>
+
<LISTITEM>%zone</LISTITEM>
<LISTITEM><PARA>%rooms</PARA></LISTITEM>
+
<LISTITEM>%rooms</LISTITEM>
<LISTITEM><PARA>%mobiles</PARA></LISTITEM>
+
<LISTITEM>%mobiles</LISTITEM>
<LISTITEM><PARA>%objects</PARA></LISTITEM>
+
<LISTITEM>%objects</LISTITEM>
<LISTITEM><PARA>%reset</PARA></LISTITEM>
+
<LISTITEM>%reset</LISTITEM>
<LISTITEM><PARA>%<ACRONYM>DIL</ACRONYM></PARA></LISTITEM>
+
<LISTITEM>%<ACRONYM>DIL</ACRONYM></LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
 
The  first  four sections may be considered lists of definitions.
 
The  first  four sections may be considered lists of definitions.
Line 519: Line 513:
 
must tell the compiler you are done the special symbol '%end'
 
must tell the compiler you are done the special symbol '%end'
 
must be placed at the end of the zone for this reason.
 
must be placed at the end of the zone for this reason.
</PARA>
 
  
 
<SECT1><TITLE>Definition types</TITLE>
 
<SECT1><TITLE>Definition types</TITLE>
  
<PARA>When creating your zone there are six main building blocks.
+
When creating your zone there are six main building blocks.
 
We call these definition types.  Each type represents some kind of
 
We call these definition types.  Each type represents some kind of
 
data you want the compiler to be able to recognize.  These data
 
data you want the compiler to be able to recognize.  These data
definitions take the basic form:</PARA>
+
definitions take the basic form:
 
 
 
  <nowiki>
 
  <nowiki>
Line 534: Line 527:
 
</nowiki>
 
</nowiki>
 
 
<PARA>Where field is the name of a data field, and value is some value.
+
Where field is the name of a data field, and value is some value.
 
Values are of one of 6 types:
 
Values are of one of 6 types:
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 540: Line 533:
 
;integer
 
;integer
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
A whole number or if you are in practice of using Hex you can
 
A whole number or if you are in practice of using Hex you can
 
use the C style hex numbers in either upper or lower case (i.e 0X0f3
 
use the C style hex numbers in either upper or lower case (i.e 0X0f3
0x0f3)</PARA>
+
0x0f3)
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 550: Line 543:
 
;string
 
;string
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
Text enclosed in Double Quotes.  The string can span more than
 
Text enclosed in Double Quotes.  The string can span more than
 
one line
 
one line
as it would in a description.</PARA>
+
as it would in a description.
 
 
 
  <nowiki>
 
  <nowiki>
Line 570: Line 563:
 
;stringlist
 
;stringlist
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
A set of strings, it can be a single string or multiple depending on your needs.
 
A set of strings, it can be a single string or multiple depending on your needs.
 
These are used in names, extras, creators, and special keywords all to be
 
These are used in names, extras, creators, and special keywords all to be
 
defined later in their respective places.  These are defined in the following
 
defined later in their respective places.  These are defined in the following
manor.</PARA>
+
manor.
 
 
 
  <nowiki>
 
  <nowiki>
Line 588: Line 581:
 
;intlist
 
;intlist
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
A list of numbers which can be used with an extra.  This type works like the
 
A list of numbers which can be used with an extra.  This type works like the
stringlist but doesn't need the quotes.</PARA>
+
stringlist but doesn't need the quotes.
 
 
 
  <nowiki>
 
  <nowiki>
Line 605: Line 598:
 
;flags
 
;flags
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
Like the Intlist the flag is defined with a list of numbers.  The list of numbers
 
Like the Intlist the flag is defined with a list of numbers.  The list of numbers
Line 611: Line 604:
 
oring the number list together.  If that confuses you don't worry, it
 
oring the number list together.  If that confuses you don't worry, it
 
takes some getting used to.  These types are used for Manipulation, flags,
 
takes some getting used to.  These types are used for Manipulation, flags,
and positions.</PARA>
+
and positions.
 
 
 
  <nowiki>
 
  <nowiki>
Line 620: Line 613:
 
</nowiki>
 
</nowiki>
 
 
<PARA>In the previous example the 'flags' value after this zone compiles
+
In the previous example the 'flags' value after this zone compiles
 
would be 10 because binary oring the two flags together is a lot
 
would be 10 because binary oring the two flags together is a lot
 
like adding.  The two numbers probably make no sense so most flags
 
like adding.  The two numbers probably make no sense so most flags
 
you use will have defines if I used the defines found in
 
you use will have defines if I used the defines found in
''vme.h'' the previous example would look like this:</PARA>
+
''vme.h'' the previous example would look like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 633: Line 626:
 
</nowiki>
 
</nowiki>
 
 
<PARA>We will cover this more in-depth later but it was necessary to give
+
We will cover this more in-depth later but it was necessary to give
 
a good overview so you understand this field type enough to recognize
 
a good overview so you understand this field type enough to recognize
what it is when you see it.</PARA>
+
what it is when you see it.
 
</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>
 
</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>
 
;symbol
 
;symbol
<DICTDEF> <PARA>
+
<DICTDEF>  
  
 
A label you reference from other parts in your zones.  Every
 
A label you reference from other parts in your zones.  Every
Line 644: Line 637:
 
that can be referenced.  It is important to make symbol names that
 
that can be referenced.  It is important to make symbol names that
 
are clear so the Administrators of the mud know what each item
 
are clear so the Administrators of the mud know what each item
is when using the online administration commands.</PARA>
+
is when using the online administration commands.
 
 
 
  <nowiki>
 
  <nowiki>
Line 653: Line 646:
 
</nowiki>
 
</nowiki>
 
 
<PARA>When loading items online the zone symbol and the item symbol are
+
When loading items online the zone symbol and the item symbol are
 
combined to create a reference to the item.  For example if our zone
 
combined to create a reference to the item.  For example if our zone
 
name was 'dragon' and our item was 'dark_sword' the symbolic name for
 
name was 'dragon' and our item was 'dark_sword' the symbolic name for
Line 659: Line 652:
 
covered more in the <ACRONYM>DIL</ACRONYM> manual and in the administration manuals for
 
covered more in the <ACRONYM>DIL</ACRONYM> manual and in the administration manuals for
 
loading objects online.  For now it is enough to understand  
 
loading objects online.  For now it is enough to understand  
symbols must follow the following rules when being defined.</PARA>
+
symbols must follow the following rules when being defined.
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>The first letter of the
+
<LISTITEM>The first letter of the
symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
+
symbol must be a letter of the alphabet or a '_' character</LISTITEM>
<LISTITEM><PARA>Characters following the first can be numbers, alphabet
+
<LISTITEM>Characters following the first can be numbers, alphabet
letters, and '_' characters</PARA></LISTITEM>
+
letters, and '_' characters</LISTITEM>
<LISTITEM><PARA>The name can be no longer than
+
<LISTITEM>The name can be no longer than
15 characters</PARA></LISTITEM>
+
15 characters</LISTITEM>
<LISTITEM><PARA>No reserved keywords can be used as a name
+
<LISTITEM>No reserved keywords can be used as a name
<XREF LINKEND="app-b"></PARA></LISTITEM>
+
<XREF LINKEND="app-b"></LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<NOTE><PARA>the end tag that ends all unit definitions is also
+
<blockquote>the end tag that ends all unit definitions is also
considered a symbol it is just a symbol that must be included with</PARA></NOTE>
+
considered a symbol it is just a symbol that must be included with</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
</VARIABLELIST></PARA>
+
</VARIABLELIST>
  
<PARA>There are two other field types that can not be defined as a
+
There are two other field types that can not be defined as a
 
regular field type.  These are the function reference and the
 
regular field type.  These are the function reference and the
 
Structure.  The function reference can be either a reference to a
 
Structure.  The function reference can be either a reference to a
 
<ACRONYM>DIL</ACRONYM> function or a special function called from the
 
<ACRONYM>DIL</ACRONYM> function or a special function called from the
base code.</para>
+
base code.
  
<NOTE><PARA>Special functions are being replaced with
+
<blockquote>Special functions are being replaced with
 
<ACRONYM>DIL</ACRONYM> for better performance and should only be used
 
<ACRONYM>DIL</ACRONYM> for better performance and should only be used
 
when no <ACRONYM>DIL</ACRONYM> functions exist to replace
 
when no <ACRONYM>DIL</ACRONYM> functions exist to replace
them</PARA></NOTE>
+
them</blockquote>
  
<para>The Structure field types are  a combination of other field types
+
The Structure field types are  a combination of other field types
 
to make a special field type for the unit being defined.  A good example
 
to make a special field type for the unit being defined.  A good example
 
of this is a 'exit' for a room.  The exit has everything from flag,
 
of this is a 'exit' for a room.  The exit has everything from flag,
Line 696: Line 689:
 
many values.  The only two Structure fields are the exit and extra
 
many values.  The only two Structure fields are the exit and extra
 
fields which will both be defined more later because they can be used
 
fields which will both be defined more later because they can be used
differently depending on what you are using them for.</PARA>
+
differently depending on what you are using them for.
  
 
</SECT1>
 
</SECT1>
Line 703: Line 696:
 
<TITLE>Zone information section</TITLE>
 
<TITLE>Zone information section</TITLE>
  
<PARA>The zone information section is the only section that must
+
The zone information section is the only section that must
 
exist in the source file of your area.  With out this section the
 
exist in the source file of your area.  With out this section the
 
compiler is unable to create the zone because frankly it doesn't
 
compiler is unable to create the zone because frankly it doesn't
Line 709: Line 702:
 
learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
 
learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
 
zone. It is usually wise to place this section in the top of  the
 
zone. It is usually wise to place this section in the top of  the
source file to make it easy to find the zone information when editing the file.</PARA>
+
source file to make it easy to find the zone information when editing the file.
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 784: Line 777:
 
will not be covered else where because it is simple to use.
 
will not be covered else where because it is simple to use.
 
</ENTRY></ROW>
 
</ENTRY></ROW>
 
  
 
<ROW>
 
<ROW>
Line 800: Line 792:
 
</TABLE>
 
</TABLE>
  
 
+
The only field that must exist when you go to create the zone
<PARA>The only field that must exist when you go to create the zone
 
 
information section is the '%zone'.  Leaving the '%zone' field out
 
information section is the '%zone'.  Leaving the '%zone' field out
 
will cause an error when you try to compile it.  We suggest you
 
will cause an error when you try to compile it.  We suggest you
 
not only put the '%zone' field but you also add a symbol or as I
 
not only put the '%zone' field but you also add a symbol or as I
 
call it a zone name.  The following are three legal examples of a Zone information header.  You be the judge of
 
call it a zone name.  The following are three legal examples of a Zone information header.  You be the judge of
which is more informative.</PARA>
+
which is more informative.
  
 
 
Line 835: Line 826:
 
 
  
<PARA>If you felt like it you could add a '%end' to the proceeding
+
If you felt like it you could add a '%end' to the proceeding
 
examples and compile them.  They would create an empty zone so
 
examples and compile them.  They would create an empty zone so
 
wouldn't be very exciting but at least its possible.  We will not go into any compiling until we have at least one unit
 
wouldn't be very exciting but at least its possible.  We will not go into any compiling until we have at least one unit
Line 841: Line 832:
 
  the next chapters will
 
  the next chapters will
 
define the basic unit building blocks you will use for rooms,
 
define the basic unit building blocks you will use for rooms,
objects, and NPCs and start you off on compiling.</PARA>
+
objects, and NPCs and start you off on compiling.
 
</SECT1>
 
</SECT1>
  
Line 849: Line 840:
 
<TITLE>Unit building blocks</TITLE>
 
<TITLE>Unit building blocks</TITLE>
  
<PARA>When creating your zone you will find some basic
+
When creating your zone you will find some basic
 
structures are used in all three unit types rooms, objects, and
 
structures are used in all three unit types rooms, objects, and
 
NPCs. In this chapter we will define the main building blocks of
 
NPCs. In this chapter we will define the main building blocks of
all units along with some helpful hints </PARA>
+
all units along with some helpful hints
  
<PARA>No matter which unit type you are dealing with there is a
+
No matter which unit type you are dealing with there is a
 
simple basic structure that lets the compiler know not only what
 
simple basic structure that lets the compiler know not only what
 
unit type it is dealing with but where one unit begins and where it
 
unit type it is dealing with but where one unit begins and where it
Line 863: Line 854:
 
symbolic name called the unit symbol and ends with the keyword
 
symbolic name called the unit symbol and ends with the keyword
 
end.  The following would be a legal definition of any
 
end.  The following would be a legal definition of any
unit type:</PARA>
+
unit type:
 
 
 
  <nowiki>
 
  <nowiki>
Line 872: Line 863:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If you define a unit like this when it loads it will be blank, while
+
If you define a unit like this when it loads it will be blank, while
 
this is not extremely useful it is good to know you can leave
 
this is not extremely useful it is good to know you can leave
out any field you don't feel you need.</PARA>
+
out any field you don't feel you need.
 
 
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 882: Line 872:
 
;symbol field
 
;symbol field
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
In the last chapter we defined the different field types and
 
In the last chapter we defined the different field types and
Line 889: Line 879:
 
problems when creating your units.
 
problems when creating your units.
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>The first letter of the
+
<LISTITEM>The first letter of the
symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
+
symbol must be a letter of the alphabet or a '_' character</LISTITEM>
<LISTITEM><PARA>Characters following the first can be numbers, alphabet
+
<LISTITEM>Characters following the first can be numbers, alphabet
letters, and '_' characters</PARA></LISTITEM>
+
letters, and '_' characters</LISTITEM>
<LISTITEM><PARA>The symbol can be no longer than
+
<LISTITEM>The symbol can be no longer than
15 characters</PARA></LISTITEM>
+
15 characters</LISTITEM>
<LISTITEM><PARA>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></PARA></LISTITEM>
+
<LISTITEM>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></LISTITEM>
</itemizedlist></PARA>
+
</itemizedlist>
  
<NOTE><PARA>It is also important to know currently it is hard to deal with units
+
<blockquote>It is also important to know currently it is hard to deal with units
 
having capital letters in them, this may be fixed in the future but it is
 
having capital letters in them, this may be fixed in the future but it is
 
good practice to use all lower case characters in the
 
good practice to use all lower case characters in the
symbols.</PARA></NOTE>
+
symbols.</blockquote>
  
<PARA>Another thing you should think about when defining your symbol
+
Another thing you should think about when defining your symbol
 
names is to be clear about what the unit is.  When you list units on
 
names is to be clear about what the unit is.  When you list units on
 
the <ACRONYM>VME</ACRONYM> server with <command>wstat</command> the symbolic names are
 
the <ACRONYM>VME</ACRONYM> server with <command>wstat</command> the symbolic names are
Line 916: Line 906:
 
<computeroutput>
 
<computeroutput>
 
long_sword healer_hut dog
 
long_sword healer_hut dog
</computeroutput>
+
</computeroutput></LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;title field
 
;title field
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The title field is probably the easiest field on all units it
 
The title field is probably the easiest field on all units it
Line 931: Line 920:
 
need to be capitalized and so do proper names but the first letter of an object
 
need to be capitalized and so do proper names but the first letter of an object
 
title or a NPC title do not normally need to be capitalized. this is
 
title or a NPC title do not normally need to be capitalized. this is
best explained by some examples.</PARA>
+
best explained by some examples.
 
 
 
  <nowiki>
 
  <nowiki>
Line 942: Line 931:
 
</nowiki>
 
</nowiki>
 
 
<PARA>Now to show why some of those are good we will demonstrate by some
+
Now to show why some of those are good we will demonstrate by some
 
sample output in the game.
 
sample output in the game.
 
<computeroutput>
 
<computeroutput>
Line 960: Line 949:
 
details but if you do it right the first time you won't have to deal
 
details but if you do it right the first time you won't have to deal
 
with the english major that just happens to be playing on your
 
with the english major that just happens to be playing on your
mud.</PARA>
+
mud.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 966: Line 955:
 
;names field
 
;names field
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The 'names' field defines the names everything in the game can
 
The 'names' field defines the names everything in the game can
Line 976: Line 965:
 
very flexible it has even been used to store what a container is
 
very flexible it has even been used to store what a container is
 
holding in order to have quick access to the names in the container.
 
holding in order to have quick access to the names in the container.
it</PARA>
+
it
  
<PARA>When making rooms it is not necessary to put room names.  In
+
When making rooms it is not necessary to put room names.  In
 
fact it is a good way of making sure players can't teleport to
 
fact it is a good way of making sure players can't teleport to
 
certain rooms because if the room doesn't have a name the person
 
certain rooms because if the room doesn't have a name the person
Line 985: Line 974:
 
depending on which you are dealing with.  It is also good practice
 
depending on which you are dealing with.  It is also good practice
 
to use all combinations of the object or NPCs title so a
 
to use all combinations of the object or NPCs title so a
player will know exactly what to type to use the item for example:</PARA>
+
player will know exactly what to type to use the item for example:
 
 
 
  <nowiki>
 
  <nowiki>
Line 996: Line 985:
 
</nowiki>
 
</nowiki>
 
 
<PARA>It is up to you as a builder if you want to use names like 'small'
+
It is up to you as a builder if you want to use names like 'small'
 
in your names list since you would not 'get small' in real life it
 
in your names list since you would not 'get small' in real life it
 
may not have to be added to the names list.  It is important however
 
may not have to be added to the names list.  It is important however
 
to define your extras from big to small because of how the <ACRONYM>VME</ACRONYM>
 
to define your extras from big to small because of how the <ACRONYM>VME</ACRONYM>
 
command interpreter handles names of things.  For example if you had
 
command interpreter handles names of things.  For example if you had
the following names:</PARA>
+
the following names:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,011: Line 1,000:
 
</nowiki>
 
</nowiki>
 
 
<PARA>When you try to <command>give small item Bill</command>.  The interpreter
+
When you try to <command>give small item Bill</command>.  The interpreter
 
would try to give
 
would try to give
 
small to item and that would not be what you wanted to do.  Don't
 
small to item and that would not be what you wanted to do.  Don't
Line 1,020: Line 1,009:
 
Fatal name ordering on line ###.
 
Fatal name ordering on line ###.
  
</computeroutput></PARA>
+
</computeroutput>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,027: Line 1,016:
 
;descr field
 
;descr field
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The description building block is used in many places.  You will find
 
The description building block is used in many places.  You will find
 
description fields on extras, exits, rooms, NPCs, objects, and as
 
description fields on extras, exits, rooms, NPCs, objects, and as
 
you have already seen the help and the notes field of the zone
 
you have already seen the help and the notes field of the zone
information section are also description fields.</PARA>
+
information section are also description fields.
  
<PARA>  Depending on what
+
  Depending on what
 
you are working on description fields can mean totally different
 
you are working on description fields can mean totally different
 
things to the person looking in the room.  A description field on a
 
things to the person looking in the room.  A description field on a
Line 1,042: Line 1,031:
 
the descr field describes what you see when you look in that
 
the descr field describes what you see when you look in that
 
direction from the room you are in.  The important thing right now
 
direction from the room you are in.  The important thing right now
is no matter where you use them they all work the same.</PARA>
+
is no matter where you use them they all work the same.
  
<PARA>description fields like the title field have a tag or unlike
+
description fields like the title field have a tag or unlike
 
the title field can have a set of tags before them like in extras or
 
the title field can have a set of tags before them like in extras or
 
exits but like titles they are just a string surrounded by quotes.
 
exits but like titles they are just a string surrounded by quotes.
 
You can make multiple line descriptions if the description is on a
 
You can make multiple line descriptions if the description is on a
 
NPC you may not want to since it is the description shown when you
 
NPC you may not want to since it is the description shown when you
walk into the room.  The following would be some examples of room descriptions.</PARA>
+
walk into the room.  The following would be some examples of room descriptions.
  
 
 
Line 1,077: Line 1,066:
 
;extra fields
 
;extra fields
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The extra field is the work horse for the builder.  It is the
 
The extra field is the work horse for the builder.  It is the
Line 1,086: Line 1,075:
 
main description on NPCs since the descr field on NPCs is really the
 
main description on NPCs since the descr field on NPCs is really the
 
long title shown in the room which will be explained later
 
long title shown in the room which will be explained later
in <xref linkend="ch-05">.</PARA>
+
in <xref linkend="ch-05">.
  
<PARA>The extra Is the first structure definition you have run into
+
The extra Is the first structure definition you have run into
 
so it may take some playing with to figure it out.  The extra has
 
so it may take some playing with to figure it out.  The extra has
 
actually 4 fields three of them must be there in some form.  The
 
actually 4 fields three of them must be there in some form.  The
Line 1,094: Line 1,083:
 
extra, the second is a stringlist, the third is an Optional
 
extra, the second is a stringlist, the third is an Optional
 
Intlist, and the final one is the extra description field.  If the extra
 
Intlist, and the final one is the extra description field.  If the extra
had all the fields it would look like this:</PARA>
+
had all the fields it would look like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,102: Line 1,091:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If the previous wasn't an example we
+
If the previous wasn't an example we
 
would have left out the Intlist because it is not necessary to put
 
would have left out the Intlist because it is not necessary to put
 
the Intlist on a chair unless you want it there for some special <ACRONYM>DIL</ACRONYM>
 
the Intlist on a chair unless you want it there for some special <ACRONYM>DIL</ACRONYM>
Line 1,108: Line 1,097:
 
left out but you can leave the string list blank when you want
 
left out but you can leave the string list blank when you want
 
to make the extra the default description when the object, room, or
 
to make the extra the default description when the object, room, or
NPC is being looked at, like this:</PARA>
+
NPC is being looked at, like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,118: Line 1,107:
 
</nowiki>
 
</nowiki>
 
 
<PARA>We will go more in-depth into why you want to do this in the
+
We will go more in-depth into why you want to do this in the
following chapters.
+
following chapters.</LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>You are now ready to put these building blocks to work.  You have only
+
You are now ready to put these building blocks to work.  You have only
 
to learn how to put these fields to work for each of the three unit
 
to learn how to put these fields to work for each of the three unit
types and you will be off and running.</PARA>
+
types and you will be off and running.
  
 
</chapter>
 
</chapter>
Line 1,133: Line 1,121:
 
<TITLE>The room section</TITLE>
 
<TITLE>The room section</TITLE>
  
<PARA> The previous chapter gave you the basic building blocks that
+
The previous chapter gave you the basic building blocks that
 
will be used all through creating rooms, NPCs, and objects.  If you
 
will be used all through creating rooms, NPCs, and objects.  If you
 
jumped straight to this chapter without reading about the general
 
jumped straight to this chapter without reading about the general
Line 1,139: Line 1,127:
 
first.  This chapter will deal with all the fields
 
first.  This chapter will deal with all the fields
 
of rooms what they are and how to use them but with out the previous
 
of rooms what they are and how to use them but with out the previous
chapter you may get lost.</PARA>
+
chapter you may get lost.
  
<PARA>In order to get started building rooms you should first be aware
+
In order to get started building rooms you should first be aware
 
of the room fields you can use.  The <xref linkend="rmfields"> shows a full listing
 
of the room fields you can use.  The <xref linkend="rmfields"> shows a full listing
of all the room fields and their types as defined in <xref linkend="ch-03">.</PARA>
+
of all the room fields and their types as defined in <xref linkend="ch-03">.
  
 
<TABLE frame=all  id="rmfields">
 
<TABLE frame=all  id="rmfields">
Line 1,249: Line 1,237:
 
</TABLE>
 
</TABLE>
  
 
+
As you can see there is not a whole lot of fields you have to
<PARA>As you can see there is not a whole lot of fields you have to
 
 
learn in order to make a room.  In fact as you will see shortly some of
 
learn in order to make a room.  In fact as you will see shortly some of
 
these fields are not even used on rooms.  In <xref linkend="
 
these fields are not even used on rooms.  In <xref linkend="
 
rmfielddescr"> we will expand your knowledge from just knowing what the
 
rmfielddescr"> we will expand your knowledge from just knowing what the
field types are to how to set them as well.</PARA>
+
field types are to how to set them as well.
  
 
<sect1 id="rmfielddescr">
 
<sect1 id="rmfielddescr">
Line 1,263: Line 1,250:
 
;symbolic name
 
;symbolic name
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The rules of the symbols has been explained in <XREF
 
The rules of the symbols has been explained in <XREF
Line 1,271: Line 1,258:
 
administrators and builders can use the
 
administrators and builders can use the
 
<command>goto</command> and the <command>wstat</command> to easily
 
<command>goto</command> and the <command>wstat</command> to easily
goto the room in question.
+
goto the room in question.</LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;title
 
;title
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The room title field should start with a capital and depending on
 
The room title field should start with a capital and depending on
 
your preference the compiler will not complain if you add punctuation
 
your preference the compiler will not complain if you add punctuation
at the end.  The following are good examples of a room title.</PARA>
+
at the end.  The following are good examples of a room title.
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,291: Line 1,277:
 
</nowiki>
 
</nowiki>
 
 
<PARA>It is really up to you weather you want to use punctuation or not, it
+
It is really up to you weather you want to use punctuation or not, it
is more administrator personal opinion than anything.
+
is more administrator personal opinion than anything.</LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;names
 
;names
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The names field on the rooms are not that important and only should be
 
The names field on the rooms are not that important and only should be
Line 1,308: Line 1,293:
 
the names should match the title since that is what the player will try
 
the names should match the title since that is what the player will try
 
to teleport to.  A few good examples of names on a room would look as
 
to teleport to.  A few good examples of names on a room would look as
follows.</PARA>
+
follows.
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,325: Line 1,310:
 
;descr
 
;descr
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The description field is what the player sees when walking into the room or
 
The description field is what the player sees when walking into the room or
when looking with no arguments.
+
when looking with no arguments.</LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;outside_descr
 
;outside_descr
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
This field is what is shown to a char if the room is loaded inside
 
This field is what is shown to a char if the room is loaded inside
 
another room.  For example if you had a room linked inside
 
another room.  For example if you had a room linked inside
 
another room and called a barrel this would be the description that
 
another room and called a barrel this would be the description that
lets the character know it is a barrel.  An example would be like:</PARA>
+
lets the character know it is a barrel.  An example would be like:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,347: Line 1,331:
 
</nowiki>
 
</nowiki>
 
 
<PARA>This allows a builder to make a room that looks like an object
+
This allows a builder to make a room that looks like an object
inside another room.
+
inside another room.</LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;movement
 
;movement
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The movement field defines the endurance cost to a character when moving through
 
The movement field defines the endurance cost to a character when moving through
Line 1,445: Line 1,428:
 
The movement is simply defined by placing the 'movement' keyword first
 
The movement is simply defined by placing the 'movement' keyword first
 
followed by the type of sector you desire.  For example a few
 
followed by the type of sector you desire.  For example a few
movement fields would look as follows:</PARA>
+
movement fields would look as follows:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,454: Line 1,437:
 
</nowiki>
 
</nowiki>
 
 
<NOTE><PARA>Only one movement is needed for a room if you put more than one
+
<blockquote>Only one movement is needed for a room if you put more than one
the last one added will be the one used.</PARA></NOTE>
+
the last one added will be the one used.</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,461: Line 1,444:
 
;flags
 
;flags
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
This field on a room is used to set special attributes in order to make the room
 
This field on a room is used to set special attributes in order to make the room
Line 1,476: Line 1,459:
 
</THEAD>
 
</THEAD>
 
<TBODY>
 
<TBODY>
 
  
 
<ROW>
 
<ROW>
Line 1,529: Line 1,511:
 
<ENTRY>Marks a unit to be magic</ENTRY>
 
<ENTRY>Marks a unit to be magic</ENTRY>
 
</ROW>
 
</ROW>
</TBODY></TGROUP></TABLE>
+
</TBODY></TGROUP></TABLE></LISTITEM>
 
 
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;extra
 
;extra
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
Extras are the work horse of the <ACRONYM>VME</ACRONYM>.  Extras are used in everything from <ACRONYM>DIL</ACRONYM> to just normal
</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
 
extra descriptions on rooms.  The first job for an extra was to hold extra description information
on a room.  For example if you had a computer room and you described it might look something like this:</PARA>
+
on a room.  For example if you had a computer room and you described it might look something like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,552: Line 1,529:
 
</nowiki>
 
</nowiki>
 
 
<PARA>The problem is as a player if you saw this description you might want to know what kind
+
The problem is as a player if you saw this description you might want to know what kind
 
of pizza we eat or maybe you would want to see what kind of soda we drink.  Or heaven forbid you might want to know
 
of pizza we eat or maybe you would want to see what kind of soda we drink.  Or heaven forbid you might want to know
 
what kinds of computer equipment is scattered about the room.  In the <ACRONYM>VME</ACRONYM> servers we
 
what kinds of computer equipment is scattered about the room.  In the <ACRONYM>VME</ACRONYM> servers we
 
do this by adding extra descriptions to the room.  In this case the builder of the zone
 
do this by adding extra descriptions to the room.  In this case the builder of the zone
may do something like this:</PARA>
+
may do something like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,586: Line 1,563:
 
</nowiki>
 
</nowiki>
 
 
<PARA>There is a lot to notice in the previous examples.  First we will start with
+
There is a lot to notice in the previous examples.  First we will start with
 
extras when defined on rooms, NPC, and objects must be in length
 
extras when defined on rooms, NPC, and objects must be in length
 
order for the names.  There are a few reasons for this but lets just
 
order for the names.  There are a few reasons for this but lets just
 
say the most important reason is we wanted it this way.  If you
 
say the most important reason is we wanted it this way.  If you
 
don't put them in order the <ACRONYM>VMC</ACRONYM> will give you a fatal error and
 
don't put them in order the <ACRONYM>VMC</ACRONYM> will give you a fatal error and
will not compile your zone.</PARA>
+
will not compile your zone.
  
<PARA>The next thing you should notice is we have used an extra to
+
The next thing you should notice is we have used an extra to
 
describe something in another extra.  We actually did this twice
 
describe something in another extra.  We actually did this twice
 
once for the beer cans and once for the computer parts.  That way
 
once for the beer cans and once for the computer parts.  That way
 
you can actually give quest information but make the person really
 
you can actually give quest information but make the person really
have to explore your rooms descriptions to find it.</PARA>
+
have to explore your rooms descriptions to find it.
  
<PARA>The previous example is what we consider normal extras in a
+
The previous example is what we consider normal extras in a
 
room.  There are also extras that hold information for DIL functions.  These
 
room.  There are also extras that hold information for DIL functions.  These
 
special extras can have extra fields and they can be hidden to the
 
special extras can have extra fields and they can be hidden to the
 
players eyes.  Here are some
 
players eyes.  Here are some
examples of special extras.</PARA>
+
examples of special extras.
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,618: Line 1,595:
 
</nowiki>
 
</nowiki>
 
 
<PARA>These extras all have the '$' sign appended to the front of
+
These extras all have the '$' sign appended to the front of
 
the names in order to tell the look command the player
 
the names in order to tell the look command the player
 
shouldn't be able to look at the extra.  If you have not already seen
 
shouldn't be able to look at the extra.  If you have not already seen
Line 1,628: Line 1,605:
 
the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
 
the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
 
only extras being used with DIL functions really need
 
only extras being used with DIL functions really need
them.</PARA>
+
them.
  
<PARA>Some of these special functions are supported already in the code
+
Some of these special functions are supported already in the code
 
and the ones that affect the rooms are as follows.  In the
 
and the ones that affect the rooms are as follows.  In the
following $1n is the activator and $2n is the unit in question.</PARA>
+
following $1n is the activator and $2n is the unit in question.
  
<PARA>There is only one special extra already supported for rooms and
+
There is only one special extra already supported for rooms and
 
that would be the '$get'.  As we have previously
 
that would be the '$get'.  As we have previously
 
mentioned the extras that start with a dollar sign are not seen by the
 
mentioned the extras that start with a dollar sign are not seen by the
Line 1,640: Line 1,617:
 
types get on the other names in the extras list.  This easier to
 
types get on the other names in the extras list.  This easier to
 
describe in an example than in words so the following would be a good
 
describe in an example than in words so the following would be a good
example.:</PARA>
+
example.:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,654: Line 1,631:
 
</nowiki>
 
</nowiki>
 
 
<PARA>With this one special extra we have made it so you don't need to
+
With this one special extra we have made it so you don't need to
 
make millions of items so the person can act upon them.  You can
 
make millions of items so the person can act upon them.  You can
just make the acts as if the items were in the room.</PARA>
+
just make the acts as if the items were in the room.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,662: Line 1,639:
 
;Exits
 
;Exits
 
<DICTDEF>
 
<DICTDEF>
<PARA>
 
</PARA>
 
  
<PARA>
 
 
Every room has ten possible exits; North, East, South, West, Northeast,
 
Every room has ten possible exits; North, East, South, West, Northeast,
 
Southeast, Southwest, Northwest, Up and Down. To
 
Southeast, Southwest, Northwest, Up and Down. To
 
enable mobile use of these commands, you must specify these exits as outlined  
 
enable mobile use of these commands, you must specify these exits as outlined  
below:</PARA>
+
below:
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,683: Line 1,657:
 
;exit &lt;directions&gt;
 
;exit &lt;directions&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>Is the direction the exit leads, ie. one of north, south ..
+
Is the direction the exit leads, ie. one of north, south ..
  up, down.</PARA>
+
  up, down.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,690: Line 1,664:
 
    <TERM>to &lt;destinations&gt;</TERM>
 
    <TERM>to &lt;destinations&gt;</TERM>
 
<LISTITEM>
 
<LISTITEM>
<PARA>The symbolic reference to the room, you want this exit  
+
The symbolic reference to the room, you want this exit  
 
  to lead to. If you reference a room within another zone, post pend the name  
 
  to lead to. If you reference a room within another zone, post pend the name  
  with @&lt;zone name&gt;</PARA>
+
  with @&lt;zone name&gt;
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,709: Line 1,683:
 
<LISTITEM>
 
<LISTITEM>
  
<PARA>These flags describe the state of the door.  The following is the
+
These flags describe the state of the door.  The following is the
list of possible door flags.</PARA>
+
list of possible door flags.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 1,716: Line 1,690:
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
 
<DICTDEF>
 
<DICTDEF>
<PARA> Set this if you can open and close this exit, be it a door, gate or  
+
Set this if you can open and close this exit, be it a door, gate or  
    otherwise.</PARA>
+
    otherwise.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,723: Line 1,697:
 
;EX_CLOSED
 
;EX_CLOSED
 
<DICTDEF>
 
<DICTDEF>
<PARA>Set this if you want the exit to be closed at boot time.</PARA>
+
Set this if you want the exit to be closed at boot time.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,729: Line 1,703:
 
;EX_LOCKED
 
;EX_LOCKED
 
<DICTDEF>
 
<DICTDEF>
<PARA>Set this if you want the exit to be clocked at boot time.</PARA>
+
Set this if you want the exit to be clocked at boot time.
<NOTE>
+
<blockquote>
<PARA>An interesting aspect is, if you do not specify a key, you can
+
An interesting aspect is, if you do not specify a key, you can
 
    only unlock this door with the 'pick' skill, 'unlock' spell or from
 
    only unlock this door with the 'pick' skill, 'unlock' spell or from
    <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
+
    <ACRONYM>DIL</ACRONYM> with UnSet();
</NOTE>
+
</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,740: Line 1,714:
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
 
<DICTDEF>
 
<DICTDEF>
<PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
+
Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
    lock of this exit.</PARA>
+
    lock of this exit.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,748: Line 1,722:
 
;EX_HIDDEN
 
;EX_HIDDEN
 
<DICTDEF>
 
<DICTDEF>
<PARA>If this bit is set, the exit is hidden until the mobile has successfully  
+
If this bit is set, the exit is hidden until the mobile has successfully  
    searched for it, using the 'search'-command.</PARA>
+
    searched for it, using the 'search'-command.  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,759: Line 1,733:
 
;key &lt;keyname&gt;
 
;key &lt;keyname&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>The symbolic name of a key object used for unlocking this exit.</PARA>
+
The symbolic name of a key object used for unlocking this exit.
 
 
 
 
 
  <nowiki>  
 
  <nowiki>  
Line 1,773: Line 1,747:
 
;keyword { &lt;stringlist&gt; }
 
;keyword { &lt;stringlist&gt; }
 
<DICTDEF>
 
<DICTDEF>
<PARA>This stringlist holds all the names of the exit,   
+
This stringlist holds all the names of the exit,   
 
you specify to manipulate the exit. If the exit is  
 
you specify to manipulate the exit. If the exit is  
  hidden exit, these are the keywords the mobile can search for.</PARA>
+
  hidden exit, these are the keywords the mobile can search for.
 
   
 
   
 
  <nowiki>
 
  <nowiki>
Line 1,790: Line 1,764:
 
;descr &lt;description&gt;
 
;descr &lt;description&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This string is the description of what you see if you look in  
+
This string is the description of what you see if you look in  
  the direction of the exit.</PARA>
+
  the direction of the exit.
 
  </LISTITEM>
 
  </LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,797: Line 1,771:
 
;;
 
;;
 
<DICTDEF>
 
<DICTDEF>
<PARA>Every exit statement needs to be terminated with a semi-colon.
+
Every exit statement needs to be terminated with a semi-colon.
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  </VARIABLELIST>
 
  </VARIABLELIST>
  
<NOTE>
+
<blockquote>
 
<TITLE>General notes</TITLE>
 
<TITLE>General notes</TITLE>
<PARA>Even though you do not need an exit in all directions, you can use it to place  
+
Even though you do not need an exit in all directions, you can use it to place  
descriptions of the direction.</PARA>
+
descriptions of the direction.
</NOTE>
+
</blockquote>
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,820: Line 1,793:
 
;minv
 
;minv
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is rarely used on rooms.  It could however be used to
 
 
<PARA>This field is rarely used on rooms.  It could however be used to
 
 
make a room invisible inside another room.  Or it could be used to store numbered values on a room.  The reason this
 
make a room invisible inside another room.  Or it could be used to store numbered values on a room.  The reason this
 
field is on a room is it is part of the base object which all objects
 
field is on a room is it is part of the base object which all objects
 
are derived from.  If the room is going to be inside another room and
 
are derived from.  If the room is going to be inside another room and
 
you don't want it visible the following would make it invisible to all
 
you don't want it visible the following would make it invisible to all
players below the level of 20.</PARA>
+
players below the level of 20.
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,841: Line 1,812:
 
;key
 
;key
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is not used normally on a room.  It is a string that
 
 
<PARA>This field is not used normally on a room.  It is a string that
 
 
can be used for anything you desire.  The reason it exists on rooms is
 
can be used for anything you desire.  The reason it exists on rooms is
 
it is a part of the base object all unitptrs (unit pointers like,
 
it is a part of the base object all unitptrs (unit pointers like,
rooms, objects, and NPCs) are derived from.</PARA>
+
rooms, objects, and NPCs) are derived from.
  
 
</LISTITEM>  
 
</LISTITEM>  
Line 1,854: Line 1,823:
 
;manipulate
 
;manipulate
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is not used normally on a room.  It is an integer that can be
 
 
<PARA>This field is not used normally on a room.  It is an integer that can be
 
 
used for anything you desire.  The reason it exists on rooms is it is a
 
used for anything you desire.  The reason it exists on rooms is it is a
part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.
  
 
</LISTITEM>
 
</LISTITEM>
Line 1,866: Line 1,833:
 
;alignment
 
;alignment
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is not used normally on a room.  It is an integer that can be
 
 
<PARA>This field is not used normally on a room.  It is an integer that can be
 
 
used for anything you desire.  The reason it exists on rooms is it is a
 
used for anything you desire.  The reason it exists on rooms is it is a
part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,877: Line 1,842:
 
;weight
 
;weight
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is not used normally on a room.  It is an integer that can be
 
 
<PARA>This field is not used normally on a room.  It is an integer that can be
 
 
used for anything you desire.  The reason it exists on rooms is it is a
 
used for anything you desire.  The reason it exists on rooms is it is a
part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.
  
 
</LISTITEM>
 
</LISTITEM>
Line 1,889: Line 1,852:
 
;capacity
 
;capacity
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is not used normally on a room.  It is an integer that can be
 
 
<PARA>This field is not used normally on a room.  It is an integer that can be
 
 
used for anything you desire.  The reason it exists on rooms is it is a
 
used for anything you desire.  The reason it exists on rooms is it is a
part of the base object all unitptrs are derived from.</PARA>
+
part of the base object all unitptrs are derived from.
  
 
</LISTITEM>
 
</LISTITEM>
Line 1,901: Line 1,862:
 
;light
 
;light
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field sets the light on a room.  Normally this is not done
 
 
<PARA>This field sets the light on a room.  Normally this is not done
 
 
directly, instead it is set using macros defined in
 
directly, instead it is set using macros defined in
''wmacros.h''.</PARA>
+
''wmacros.h''.
  
 
<TABLE frame=all id="seg-light">
 
<TABLE frame=all id="seg-light">
Line 1,918: Line 1,877:
 
</THEAD>
 
</THEAD>
 
<TBODY>
 
<TBODY>
 
 
  
 
<ROW>
 
<ROW>
Line 1,947: Line 1,904:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>To set natural light that changes depending on the type of day
+
To set natural light that changes depending on the type of day
 
nothing is needed to be put in the light field the compiler will default
 
nothing is needed to be put in the light field the compiler will default
 
to '0'.  If you for some reason want to set the light to default
 
to '0'.  If you for some reason want to set the light to default
Line 1,954: Line 1,911:
 
for compatibility with older code base and if you wish to combine these
 
for compatibility with older code base and if you wish to combine these
 
two macros or only use one it would not change the way the mud
 
two macros or only use one it would not change the way the mud
works.</PARA>
+
works.
  
<PARA>This is probably one of the simplest fields you will have to deal
+
This is probably one of the simplest fields you will have to deal
 
with in the rooms.  In order to set it all that is needed is to place
 
with in the rooms.  In order to set it all that is needed is to place
 
the macro or the light and value on a line in the room and your all
 
the macro or the light and value on a line in the room and your all
done.</PARA>
+
done.
 
 
 
  <nowiki>
 
  <nowiki>
Line 1,971: Line 1,928:
 
</nowiki>
 
</nowiki>
 
 
<PARA>You can decide which is easiest for you.</PARA>
+
You can decide which is easiest for you.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,978: Line 1,935:
 
;link
 
;link
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
</LISTITEM>
</LISTITEM>
 
  
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,986: Line 1,942:
 
;spell
 
;spell
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
</LISTITEM>
</LISTITEM>
 
  
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 1,994: Line 1,949:
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
 
 
 
<PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
 
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
you how to create your own functions that will make your rooms, NPC, and
 
you how to create your own functions that will make your rooms, NPC, and
objects more than special.</PARA>
+
objects more than special.
  
<PARA>There are only currently three room functions that come
+
There are only currently three room functions that come
 
standard with a <ACRONYM>VME</ACRONYM> in the ''function.zon''.  There
 
standard with a <ACRONYM>VME</ACRONYM> in the ''function.zon''.  There
 
are much more in the zones released with the <ACRONYM>VME</ACRONYM> but you
 
are much more in the zones released with the <ACRONYM>VME</ACRONYM> but you
Line 2,009: Line 1,961:
 
impossible for players to kill each other, the death room is a
 
impossible for players to kill each other, the death room is a
 
function that lets you make things like rock slides and quick sand,
 
function that lets you make things like rock slides and quick sand,
and the forced move lets you make an easy river.</PARA>
+
and the forced move lets you make an easy river.
  
<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
+
Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
 
Valhalla mud all you have to do is use the dilcopy keyword in the
 
Valhalla mud all you have to do is use the dilcopy keyword in the
 
room with the function name you want to use and the arguments the
 
room with the function name you want to use and the arguments the
 
function requires.  The following is what you would find in the
 
function requires.  The following is what you would find in the
''function.zon'' for death room.</PARA>
+
''function.zon'' for death room.
  
 
 
Line 2,076: Line 2,028:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
 
understand or adjust it you just have to use it.  In this function it requires a time,
 
understand or adjust it you just have to use it.  In this function it requires a time,
 
damage, and act.  So you could use this in a room definition like
 
damage, and act.  So you could use this in a room definition like
this:</PARA>
+
this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 2,088: Line 2,040:
 
</nowiki>
 
</nowiki>
 
 
<PARA>This says to copy the <ACRONYM>DIL</ACRONYM> from zone function with the arguments 60
+
This says to copy the <ACRONYM>DIL</ACRONYM> from zone function with the arguments 60
seconds, damage 25% and act as shown.  Pretty simple eh?</PARA>
+
seconds, damage 25% and act as shown.  Pretty simple eh?
  
<PARA>All released <ACRONYM>DIL</ACRONYM> room functions are described in
+
All released <ACRONYM>DIL</ACRONYM> room functions are described in
 
<XREF LINKEND="rmdilfunc">.
 
<XREF LINKEND="rmdilfunc">.
 
Then we put some to work so you can see how
 
Then we put some to work so you can see how
to use them in <XREF LINKEND="rmcomplex"></PARA>
+
to use them in <XREF LINKEND="rmcomplex">
  
 
</LISTITEM>
 
</LISTITEM>
Line 2,105: Line 2,057:
 
<TITLE>Building your first room</TITLE>
 
<TITLE>Building your first room</TITLE>
  
<PARA>Now you are ready!  With all you have learned about room
+
Now you are ready!  With all you have learned about room
 
fields you are now ready to build your first room.  I personally
 
fields you are now ready to build your first room.  I personally
 
like dragons and I like space so I have chosen to make a dragon
 
like dragons and I like space so I have chosen to make a dragon
 
station.  We will first do a simple room and build on to it in the
 
station.  We will first do a simple room and build on to it in the
 
next sections.  In this section we will walk you through creating a
 
next sections.  In this section we will walk you through creating a
basic room and why we choose what we do where we do.</PARA>
+
basic room and why we choose what we do where we do.
  
<PARA>When making rooms you create the zone source file first as shown
+
When making rooms you create the zone source file first as shown
 
in <xref linkend="ch-02">.  If you only have rooms you do not need the
 
in <xref linkend="ch-02">.  If you only have rooms you do not need the
 
%reset, %objects, and %mobiles.  For the examples in this chapter we
 
%reset, %objects, and %mobiles.  For the examples in this chapter we
 
will use the zone we created in <xref linkend="ch-02"> and add the %room
 
will use the zone we created in <xref linkend="ch-02"> and add the %room
 
tag where we will put all the rooms.  At the end of the chapter we will
 
tag where we will put all the rooms.  At the end of the chapter we will
have the entire zone so you can see it all together.</PARA>
+
have the entire zone so you can see it all together.
  
<PARA>The first part of all rooms is the symbolic name it is good to
+
The first part of all rooms is the symbolic name it is good to
 
always pick a name that will match the title so you can use the
 
always pick a name that will match the title so you can use the
 
administrator command <command>goto</command> to easily get to the
 
administrator command <command>goto</command> to easily get to the
Line 2,128: Line 2,080:
 
wstat zone dragon room
 
wstat zone dragon room
 
</command>
 
</command>
You will get  the following:</PARA>
+
You will get  the following:
 
 
 
  <nowiki>
 
  <nowiki>
Line 2,137: Line 2,089:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If you didn't make it clear what the rooms were by the symbolic name
+
If you didn't make it clear what the rooms were by the symbolic name
it might look like this:</PARA>
+
it might look like this:
 
 
 
  <nowiki>
 
  <nowiki>
Line 2,148: Line 2,100:
 
 
  
<PARA>While this might be great when you first start imagine trying to
+
While this might be great when you first start imagine trying to
remember what all one hundred rooms are.</PARA>
+
remember what all one hundred rooms are.
  
<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>
+
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.
 
 
 
  <nowiki>
 
  <nowiki>
Line 2,160: Line 2,112:
 
</nowiki>
 
</nowiki>
 
 
<PARA>Pretty easy so far.  Now lets add some life to it.  The room
+
Pretty easy so far.  Now lets add some life to it.  The room
 
will need a title and a description.  The title should be a one line
 
will need a title and a description.  The title should be a one line
 
description of a room sort of like if you were walking someone
 
description of a room sort of like if you were walking someone
Line 2,168: Line 2,120:
 
decorator you were talking to on the phone and asking for
 
decorator you were talking to on the phone and asking for
 
advice.  He would want to know everything about the room you
 
advice.  He would want to know everything about the room you
can see so he could give you good advice.</PARA>
+
can see so he could give you good advice.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,187: Line 2,138:
 
</nowiki>
 
</nowiki>
  
<PARA>It is a matter of taste if you want the descriptions of the
+
It is a matter of taste if you want the descriptions of the
 
exits in your description or not but I like them so I put them.  Now
 
exits in your description or not but I like them so I put them.  Now
 
if you were reading this description to someone the person might ask
 
if you were reading this description to someone the person might ask
 
you what is on the pictures or maybe even what exactly do the chairs
 
you what is on the pictures or maybe even what exactly do the chairs
 
look like so we better take care of that by adding some extras to
 
look like so we better take care of that by adding some extras to
our little room.</PARA>
+
our little room.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,208: Line 2,159:
  
 
</nowiki>
 
</nowiki>
<PARA>Normally we could put a movement type for the amount of
+
Normally we could put a movement type for the amount of
 
endurance lost when a person is moving through the area but we will
 
endurance lost when a person is moving through the area but we will
 
leave it blank and go with the default which is SECT_CITY since
 
leave it blank and go with the default which is SECT_CITY since
 
with the fake gravity that is the closest we could come with the
 
with the fake gravity that is the closest we could come with the
 
sector types availible.  The last thing we need to finish our room
 
sector types availible.  The last thing we need to finish our room
is the two exits leading to the other rooms.</PARA>
+
is the two exits leading to the other rooms.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,223: Line 2,174:
 
</nowiki>
 
</nowiki>
  
<PARA>Thats it that is all there is to making a room.  In the next
+
Thats it that is all there is to making a room.  In the next
 
couple of sections we are going to add some more rooms with more
 
couple of sections we are going to add some more rooms with more
 
advanced features and give some debugging hints for compiling your
 
advanced features and give some debugging hints for compiling your
 
rooms but if you understand everything so far your going to have no
 
rooms but if you understand everything so far your going to have no
problem.  Lets take a look at our entire finished first room</PARA>
+
problem.  Lets take a look at our entire finished first room
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,263: Line 2,213:
 
<sect1 id="rmdebug">
 
<sect1 id="rmdebug">
 
<TITLE>Compiling and debugging your first room</TITLE>
 
<TITLE>Compiling and debugging your first room</TITLE>
<PARA>It is time we put the zone header information together with
+
It is time we put the zone header information together with
 
your first zone and compile it into a format the <ACRONYM>VME</ACRONYM> server can
 
your first zone and compile it into a format the <ACRONYM>VME</ACRONYM> server can
 
use.  This is done by using the <ACRONYM>VMC</ACRONYM> compiler.  Depending on if you
 
use.  This is done by using the <ACRONYM>VMC</ACRONYM> compiler.  Depending on if you
Line 2,275: Line 2,225:
 
compiler.  The rest of this section is written as if you have your
 
compiler.  The rest of this section is written as if you have your
 
own <ACRONYM>VME</ACRONYM> running on your own Linux box using the <ACRONYM>VMC</ACRONYM> at the command
 
own <ACRONYM>VME</ACRONYM> running on your own Linux box using the <ACRONYM>VMC</ACRONYM> at the command
line.</PARA>
+
line.
  
<PARA>When you are working on your first zone it is always a good
+
When you are working on your first zone it is always a good
 
idea to start with one or two rooms and compile them instead of
 
idea to start with one or two rooms and compile them instead of
 
writing all the rooms and then trying to compile.  The reason is the
 
writing all the rooms and then trying to compile.  The reason is the
Line 2,284: Line 2,234:
 
your first mistake was easily.  In our case we only have our first
 
your first mistake was easily.  In our case we only have our first
 
room and the header information for the zone so lets put it together
 
room and the header information for the zone so lets put it together
now and try and compile it.</PARA>
+
now and try and compile it.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,335: Line 2,284:
  
 
</nowiki>
 
</nowiki>
<PARA>We added the %room tag to our zone header stuck our room in
+
We added the %room tag to our zone header stuck our room in
 
and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for
 
and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for
 
you to be able to look at it in the game.  If you downloaded our
 
you to be able to look at it in the game.  If you downloaded our
Line 2,342: Line 2,291:
 
''debug_rm.zon''.  Just so you know the errors in this
 
''debug_rm.zon''.  Just so you know the errors in this
 
zone are intentional so please don't write me an email telling me
 
zone are intentional so please don't write me an email telling me
there are errors in it.</PARA>
+
there are errors in it.
  
<PARA>The command to compile the zone is
+
The command to compile the zone is
 
<command>VMC debug_rm.zon</command>.
 
<command>VMC debug_rm.zon</command>.
 
Here is what we get when we first try and
 
Here is what we get when we first try and
compile the zone.</PARA>
+
compile the zone.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,360: Line 2,308:
 
</nowiki>
 
</nowiki>
  
<PARA>Don't worry if this looks scary, it really is much easier to read than it looks like.  
+
Don't worry if this looks scary, it really is much easier to read than it looks like.  
 
The first thing you need to realize about compiling is always fix one error
 
The first thing you need to realize about compiling is always fix one error
 
and compile again because it might fix two or three errors after
 
and compile again because it might fix two or three errors after
Line 2,368: Line 2,316:
 
tried to read a book it would get confusing really fast.  So you have
 
tried to read a book it would get confusing really fast.  So you have
 
to correct the definition of 'water' to understand the rest of the
 
to correct the definition of 'water' to understand the rest of the
book.</PARA>
+
book.
 +
 
 +
Lets take the first error with this in mind.  The first error
 +
shows up on line three of the error file it says:
  
<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>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,379: Line 2,327:
 
</nowiki>
 
</nowiki>
  
<PARA>This line is not really cryptic reading it in a more english form
+
This line is not really cryptic reading it in a more english form
 
would sound like:  In file 'debug_rm.zon' you have an error at line 2, the
 
would sound like:  In file 'debug_rm.zon' you have an error at line 2, the
 
argument to the include statement is not correct.  Not all errors will
 
argument to the include statement is not correct.  Not all errors will
Line 2,386: Line 2,334:
 
you will find, we forgot to put in the '&lt;' symbol.  If you fix
 
you will find, we forgot to put in the '&lt;' symbol.  If you fix
 
the line to look like:
 
the line to look like:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,394: Line 2,342:
 
Then recompile you will have fixed your first error and get a whole new
 
Then recompile you will have fixed your first error and get a whole new
 
set to play with.  The following is the errors we got after fixing line
 
set to play with.  The following is the errors we got after fixing line
two:</PARA>
+
two:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,413: Line 2,361:
 
</nowiki>
 
</nowiki>
  
<PARA>Now this looks to be a much more interesting error file than the
+
Now this looks to be a much more interesting error file than the
 
previous one.  Remember we mentioned you should always fix the
 
previous one.  Remember we mentioned you should always fix the
 
first error first so the compiler doesn't get confused.  In this error
 
first error first so the compiler doesn't get confused.  In this error
Line 2,429: Line 2,377:
 
see what the errors look like.  With that line fixed the following is
 
see what the errors look like.  With that line fixed the following is
 
the errors we get.
 
the errors we get.
</PARA>
 
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,448: Line 2,394:
 
</nowiki>
 
</nowiki>
  
<PARA>Again we must figure out which error message we should deal with
+
Again we must figure out which error message we should deal with
 
first.  As before we need to deal with the lowest number error.  The
 
first.  As before we need to deal with the lowest number error.  The
 
error we need to fix first then is the one on line '21'.  If you go
 
error we need to fix first then is the one on line '21'.  If you go
Line 2,460: Line 2,406:
 
you get used to it will come naturally and the compiler does try to
 
you get used to it will come naturally and the compiler does try to
 
get you close.  Now if we add the '"' we are missing and recompile
 
get you close.  Now if we add the '"' we are missing and recompile
the following is the output we get.</PARA>
+
the following is the output we get.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,471: Line 2,416:
 
</nowiki>
 
</nowiki>
  
<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means
+
Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means
 
you have now successfully compiled the zone.  I want you to look at the
 
you have now successfully compiled the zone.  I want you to look at the
 
last error file and the fact that we only changed a quote to go from it
 
last error file and the fact that we only changed a quote to go from it
Line 2,479: Line 2,424:
 
if you jump around trying to fix errors that look like they make sense
 
if you jump around trying to fix errors that look like they make sense
 
you may end up making more work for yourself.
 
you may end up making more work for yourself.
</PARA>
 
  
<PARA>Now that you have a compiled zone you should check and make sure
+
Now that you have a compiled zone you should check and make sure
 
all the files are there.  When you compile a zone you will end up
 
all the files are there.  When you compile a zone you will end up
 
with  three extra files. the files will have the same filename as your zone
 
with  three extra files. the files will have the same filename as your zone
with a new extension in this case you should have the following.</PARA>
+
with a new extension in this case you should have the following.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,495: Line 2,439:
 
</nowiki>
 
</nowiki>
  
<PARA>If you have all of these you are all set to go.  If not then there
+
If you have all of these you are all set to go.  If not then there
 
is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
 
is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
 
help.  To get your new zone in the mud all that is needed is to make
 
help.  To get your new zone in the mud all that is needed is to make
Line 2,501: Line 2,445:
 
these files into your zone directory.  Then reboot the mud.  You should
 
these files into your zone directory.  Then reboot the mud.  You should
 
be able to log on your builder character and goto your zone by typing,
 
be able to log on your builder character and goto your zone by typing,
<command>goto chamber@dragonst</command>.</PARA>
+
<command>goto chamber@dragonst</command>.
  
<PARA>There you go you have now compiled your first zone.  Its not much
+
There you go you have now compiled your first zone.  Its not much
 
to look at but with what you already know you could make a full zone of
 
to look at but with what you already know you could make a full zone of
 
very basic rooms.  The next few sections will teach you some of the more
 
very basic rooms.  The next few sections will teach you some of the more
interesting things you can do when making your rooms.</PARA>
+
interesting things you can do when making your rooms.
  
 
</SECT1>
 
</SECT1>
Line 2,512: Line 2,456:
 
<TITLE><ACRONYM>DIL</ACRONYM> functions for rooms</TITLE>
 
<TITLE><ACRONYM>DIL</ACRONYM> functions for rooms</TITLE>
  
<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
+
The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
 
special functions on rooms, NPCs, objects, PCs, and much more.  This
 
special functions on rooms, NPCs, objects, PCs, and much more.  This
 
manual is for basic zone writing and therefore will not go into how to
 
manual is for basic zone writing and therefore will not go into how to
Line 2,518: Line 2,462:
 
functions for you as an Administrator and your builders to use to make
 
functions for you as an Administrator and your builders to use to make
 
special rooms, NPCs, and objects.  The following is a list of all room
 
special rooms, NPCs, and objects.  The following is a list of all room
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
+
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.
 
 
  
 
<variablelist id="var-roomfunc">
 
<variablelist id="var-roomfunc">
Line 2,525: Line 2,468:
 
;Death room
 
;Death room
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function is a simple function that allows you to create a
 
 
<PARA>This function is a simple function that allows you to create a
 
 
room to do damage to a player. The death_room can kill them slowly like
 
room to do damage to a player. The death_room can kill them slowly like
 
a fire cave would or it can kill them quickly as if you stuck them in a
 
a fire cave would or it can kill them quickly as if you stuck them in a
Line 2,534: Line 2,475:
 
of death style rooms.  There is no need to understand how the function
 
of death style rooms.  There is no need to understand how the function
 
works just how to use it so with that in mind the following is the
 
works just how to use it so with that in mind the following is the
functions header.</PARA>
+
functions header.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,542: Line 2,483:
  
 
</nowiki>
 
</nowiki>
<PARA>As with any function all you have to do is 'dilcopy' the function
+
As with any function all you have to do is 'dilcopy' the function
 
onto your room with the correct zone name and arguments and it will do
 
onto your room with the correct zone name and arguments and it will do
 
the rest.  In this <ACRONYM>DIL</ACRONYM> you have three arguments to pass The first is the
 
the rest.  In this <ACRONYM>DIL</ACRONYM> you have three arguments to pass The first is the
Line 2,551: Line 2,492:
 
+points damage done each round you just put '60' as that argument.  
 
+points damage done each round you just put '60' as that argument.  
 
Finally is the act shown to the character as a string in quotes.  So a
 
Finally is the act shown to the character as a string in quotes.  So a
finished death room on your room would look like this.</PARA>
+
finished death room on your room would look like this.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,566: Line 2,507:
 
;Climb
 
;Climb
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
 
  
<PARA>
 
 
    This special <ACRONYM>DIL</ACRONYM> is used for the climb skill and should be set on
 
    This special <ACRONYM>DIL</ACRONYM> is used for the climb skill and should be set on
 
    stationary objects (stationary mast, robe, tree, wall, etc). The
 
    stationary objects (stationary mast, robe, tree, wall, etc). The
Line 2,577: Line 2,516:
 
    work correctly. The destination can be the same room in which you
 
    work correctly. The destination can be the same room in which you
 
    started but it doesn't have to be. The 'direction' is the direction
 
    started but it doesn't have to be. The 'direction' is the direction
    in which you want the person to have to climb enclosed in quotes.</PARA>
+
    in which you want the person to have to climb enclosed in quotes.
 
 
 
 
<PARA>With all this in mind the following is the <ACRONYM>DIL</ACRONYM> definition and
+
With all this in mind the following is the <ACRONYM>DIL</ACRONYM> definition and
an example use of it.</PARA>
+
an example use of it.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,594: Line 2,532:
 
</nowiki>
 
</nowiki>
  
<PARA>We should note here, if you wanted the person to have to climb
+
We should note here, if you wanted the person to have to climb
 
back down you will need to put a climb <ACRONYM>DIL</ACRONYM> on the room you are climbing
 
back down you will need to put a climb <ACRONYM>DIL</ACRONYM> on the room you are climbing
 
too that has the "down" directory as an argument.  This <ACRONYM>DIL</ACRONYM> also allows
 
too that has the "down" directory as an argument.  This <ACRONYM>DIL</ACRONYM> also allows
 
you to link two rooms not linked by normal directions but we
 
you to link two rooms not linked by normal directions but we
 
suggest you should think before doing this because it may not make sense to not
 
suggest you should think before doing this because it may not make sense to not
have a link between the two places.</PARA>
+
have a link between the two places.
 
</LISTITEM>
 
</LISTITEM>
  
Line 2,607: Line 2,545:
 
;Force move
 
;Force move
 
<DICTDEF>
 
<DICTDEF>
<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>This function allows you to move a player or NPC from a room to another
+
The following is the definition of the force move <ACRONYM>DIL</ACRONYM>
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>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,620: Line 2,556:
 
</nowiki>
 
</nowiki>
  
<PARA>The 'tick' parameter is how fast you want the force move to be
+
The 'tick' parameter is how fast you want the force move to be
 
triggered.  The 'tick' is in 1/4 second increments so to get a one
 
triggered.  The 'tick' is in 1/4 second increments so to get a one
 
second wait you would place a four.  The second parameter is two strings
 
second wait you would place a four.  The second parameter is two strings
Line 2,627: Line 2,563:
 
or NPC when it is moved.  The final parameter is either a one or a zero.
 
or NPC when it is moved.  The final parameter is either a one or a zero.
 
The one stands for true and it would make the timer trigger randomly
 
The one stands for true and it would make the timer trigger randomly
fifty percent of the time, while a zero would make it not random.</PARA>
+
fifty percent of the time, while a zero would make it not random.
 +
 
 +
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>The following is what the force move would look like if you wanted it to trigger every 30 seconds and give acts of a river.</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,642: Line 2,578:
 
;Safe room
 
;Safe room
 
<DICTDEF>
 
<DICTDEF>
<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>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>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,665: Line 2,599:
 
<TITLE>A more complex set of rooms</TITLE>
 
<TITLE>A more complex set of rooms</TITLE>
  
<PARA>In the last section you learned to make basic rooms.  In this
+
In the last section you learned to make basic rooms.  In this
 
section we will build on what you already know to allow you to make much
 
section we will build on what you already know to allow you to make much
 
more fancy rooms.  IN this section we will give a much better view of
 
more fancy rooms.  IN this section we will give a much better view of
Line 2,672: Line 2,606:
 
<ACRONYM>DIL</ACRONYM> functions being used that were described in the previous section.  
 
<ACRONYM>DIL</ACRONYM> functions being used that were described in the previous section.  
 
Finally we will pull it all together in a completed zone for you to
 
Finally we will pull it all together in a completed zone for you to
compile and play with. </PARA>
+
compile and play with.
  
 
<sect2 id="rmdoorexits">
 
<sect2 id="rmdoorexits">
 
<TITLE>Exits with doors</TITLE>
 
<TITLE>Exits with doors</TITLE>
  
<PARA>When we first defined exits we included the 'keyword' and 'open'
+
When we first defined exits we included the 'keyword' and 'open'
 
fields on a door.  In this section we will give an example of two rooms
 
fields on a door.  In this section we will give an example of two rooms
 
linked together with a door.  There is no new information you have
 
linked together with a door.  There is no new information you have
not already encountered so we will start with an example.</PARA>
+
not already encountered so we will start with an example.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,718: Line 2,651:
 
open {EX_OPEN_CLOSE, EX_CLOSED};
 
open {EX_OPEN_CLOSE, EX_CLOSED};
 
end
 
end
 
  
 
</nowiki>
 
</nowiki>
  
<PARA>One important thing you should notice is, whatever you put as a
+
One important thing you should notice is, whatever you put as a
 
keyword, along with the direction, is what a person must use to open
 
keyword, along with the direction, is what a person must use to open
 
the door.  To make sure the door closes at reset time you will have to
 
the door.  To make sure the door closes at reset time you will have to
Line 2,730: Line 2,662:
 
came from.  This means you need a 'west' direction for every 'east'
 
came from.  This means you need a 'west' direction for every 'east'
 
direction leading to it.  If you do not put both you will end up with a
 
direction leading to it.  If you do not put both you will end up with a
one way direction.</PARA>
+
one way direction.
  
 
</sect2>
 
</sect2>
Line 2,736: Line 2,668:
 
<sect2>
 
<sect2>
 
<TITLE>Locked exits</TITLE>
 
<TITLE>Locked exits</TITLE>
<PARA>Now that you have making a door down, you may find that it is not
+
Now that you have making a door down, you may find that it is not
 
safe to leave your doors unlocked.  Well the <ACRONYM>VME</ACRONYM> is ready for you.  You
 
safe to leave your doors unlocked.  Well the <ACRONYM>VME</ACRONYM> is ready for you.  You
 
have already seen the 'keyword' and 'open' sections and what you can set
 
have already seen the 'keyword' and 'open' sections and what you can set
 
in them.  Now lets use the 'EX_LOCKED field with them and introduce a
 
in them.  Now lets use the 'EX_LOCKED field with them and introduce a
 
new macro to allow you to set the difficulty to unlock the lock with out
 
new macro to allow you to set the difficulty to unlock the lock with out
a key.</PARA>
+
a key.
  
<PARA>First lets look at the macro that allows you to set a difficulty
+
First lets look at the macro that allows you to set a difficulty
 
on a lock.  If you set the lock with out this macro it will default to
 
on a lock.  If you set the lock with out this macro it will default to
0 and thus be easy to pick.</PARA>
+
0 and thus be easy to pick.  
 
 
 
 
 
  <nowiki>
 
  <nowiki>
Line 2,754: Line 2,686:
  
 
</nowiki>
 
</nowiki>
<PARA>When using this macro you only set the value of the exit you want
+
When using this macro you only set the value of the exit you want
 
to add the difficulty to, you can leave the rest of the exits '0'.  Only
 
to add the difficulty to, you can leave the rest of the exits '0'.  Only
 
one of these macros are needed on a room no matter how many exits
 
one of these macros are needed on a room no matter how many exits
 
because each of the exits are included..  If you have an exit to the
 
because each of the exits are included..  If you have an exit to the
 
north that is locked and you want it to have a difficulty of 50% the
 
north that is locked and you want it to have a difficulty of 50% the
following would be the line you would add to your room</PARA>
+
following would be the line you would add to your room
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,766: Line 2,698:
  
 
</nowiki>
 
</nowiki>
<PARA>Now lets add the macro and the locked flag to the exits and create
+
Now lets add the macro and the locked flag to the exits and create
the room.</PARA>
+
the room.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,811: Line 2,743:
 
</nowiki>
 
</nowiki>
  
<PARA>The only thing you may be wondering about in this example is the
+
The only thing you may be wondering about in this example is the
 
'key' field.  I have picked 'nokey' as my value of the key.  There is no
 
'key' field.  I have picked 'nokey' as my value of the key.  There is no
 
key in this zone so all this does is create a key hole.  If you leave
 
key in this zone so all this does is create a key hole.  If you leave
 
the 'key' field out totally the only way you can open the lock is by a
 
the 'key' field out totally the only way you can open the lock is by a
 
magical spell.  It is also important that you read about resets of door locks in
 
magical spell.  It is also important that you read about resets of door locks in
<xref LINKEND="ch-07">.</PARA>
+
<xref LINKEND="ch-07">.
 
</sect2>
 
</sect2>
  
Line 2,822: Line 2,754:
 
<TITLE>Hidden exits</TITLE>
 
<TITLE>Hidden exits</TITLE>
  
<PARA>Locking the doors may not be enough.  In fact sometimes you may
+
Locking the doors may not be enough.  In fact sometimes you may
 
not want to lock the door but you might want to hide it.  You can do
 
not want to lock the door but you might want to hide it.  You can do
both or either with the following macro added to your exit.</PARA>
+
both or either with the following macro added to your exit.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,833: Line 2,765:
  
 
</nowiki>
 
</nowiki>
<PARA>So if you wanted a door or just a passage to the north hidden you
+
So if you wanted a door or just a passage to the north hidden you
would add this before or after your exits.</PARA>
+
would add this before or after your exits.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,841: Line 2,773:
  
 
</nowiki>
 
</nowiki>
<PARA>Now lets put it all together and link two rooms together with a
+
Now lets put it all together and link two rooms together with a
hidden door.</PARA>
+
hidden door.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,895: Line 2,827:
 
<sect2>
 
<sect2>
 
<TITLE>Rooms inside of rooms</TITLE>
 
<TITLE>Rooms inside of rooms</TITLE>
<PARA>Now that you have normal exits down its time to take a look at
+
Now that you have normal exits down its time to take a look at
 
something a bit different.  Lets say you wanted to put a barrel in a
 
something a bit different.  Lets say you wanted to put a barrel in a
 
room that is also a room that has exits to other rooms.  Or maybe in my
 
room that is also a room that has exits to other rooms.  Or maybe in my
Line 2,901: Line 2,833:
 
so you can exit back into the room you came from.  In the case of the
 
so you can exit back into the room you came from.  In the case of the
 
teleporter I could use an object but as you will find it is much easier
 
teleporter I could use an object but as you will find it is much easier
to deal with a room for this than an object.</PARA>
+
to deal with a room for this than an object.
  
<PARA>To put a room in a room it is much different than using the normal
+
To put a room in a room it is much different than using the normal
 
exit fields.  The only thing needed is the 'in' keyword and the
 
exit fields.  The only thing needed is the 'in' keyword and the
 
room you are linking the current room into. There is no need for a
 
room you are linking the current room into. There is no need for a
semi-colon.  The following is what the line would look like.</PARA>
+
semi-colon.  The following is what the line would look like.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,914: Line 2,845:
  
 
</nowiki>
 
</nowiki>
<PARA>Not too hard.  The following are two rooms one in the other.</PARA>
+
Not too hard.  The following are two rooms one in the other.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 2,955: Line 2,886:
 
in portal_room
 
in portal_room
 
end
 
end
 
  
 
</nowiki>
 
</nowiki>
  
<NOTE>
+
<blockquote>
<PARA>After adding a room in a room you should note the room in the
+
After adding a room in a room you should note the room in the
 
description or put an 'outside_descr' on the room inside it.  In
 
description or put an 'outside_descr' on the room inside it.  In
 
our example we have chosen to add the description into the room instead
 
our example we have chosen to add the description into the room instead
of using the 'outside_descr'.  Also doors and locks work the same way as before you can even hide this exit.
+
of using the 'outside_descr'.  Also doors and locks work the same way as before you can even hide this exit.</blockquote>
</PARA></NOTE>
 
  
 
</sect2>
 
</sect2>
Line 2,971: Line 2,900:
 
  <TITLE>A room using force move.</TITLE>
 
  <TITLE>A room using force move.</TITLE>
 
   
 
   
  <PARA>Sometimes you will want to help players along
+
  Sometimes you will want to help players along
 
their path.  This could be for a river that flows strongly enough to
 
their path.  This could be for a river that flows strongly enough to
 
force a players raft down stream or maybe for a room of quick sand that
 
force a players raft down stream or maybe for a room of quick sand that
Line 2,977: Line 2,906:
 
the force move <ACRONYM>DIL</ACRONYM>, explained in the previous section.  Here we
 
the force move <ACRONYM>DIL</ACRONYM>, explained in the previous section.  Here we
 
have built two rooms linked only by a forced move.
 
have built two rooms linked only by a forced move.
</PARA>
 
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,027: Line 2,954:
 
//True or False for randomizing or not
 
//True or False for randomizing or not
 
FALSE);
 
FALSE);
 
  
 
end                                             
 
end                                             
 
  
 
</nowiki>
 
</nowiki>
Line 3,038: Line 2,963:
 
  <TITLE>A death room</TITLE>
 
  <TITLE>A death room</TITLE>
  
<PARA>As a final touch to my little example zone I want to create a
+
As a final touch to my little example zone I want to create a
 
room that will kill a player instantly.  I will use the <ACRONYM>DIL</ACRONYM> function
 
room that will kill a player instantly.  I will use the <ACRONYM>DIL</ACRONYM> function
Death room and the room would simply look as follows.</PARA>
+
Death room and the room would simply look as follows.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,071: Line 2,996:
 
<TITLE>Putting the rooms together</TITLE>
 
<TITLE>Putting the rooms together</TITLE>
  
<PARA>Using all you have learned so far and putting it all together into
+
Using all you have learned so far and putting it all together into
 
one zone.  You end up with a very interesting space station with some
 
one zone.  You end up with a very interesting space station with some
 
secret rooms and traps..  The full zone all together looks like
 
secret rooms and traps..  The full zone all together looks like
this.</PARA>
+
this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,122: Line 3,046:
 
ALWAYS_LIGHT
 
ALWAYS_LIGHT
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  
 
west to disposal_room descr
 
west to disposal_room descr
Line 3,281: Line 3,204:
 
//True or False for randomizing or not
 
//True or False for randomizing or not
 
FALSE);
 
FALSE);
 
  
 
end
 
end
Line 3,377: Line 3,299:
 
//act for the damage.
 
//act for the damage.
 
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
 
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
 
 
  
 
end
 
end
 
 
 
  
 
%end
 
%end
 
  
 
</nowiki>
 
</nowiki>
Line 3,393: Line 3,309:
 
<TITLE>Suggested room exercises</TITLE>
 
<TITLE>Suggested room exercises</TITLE>
  
<orderedlist>
+
<LISTITEM>
+
1. Create a door between the Disposal room and the main chamber
<PARA>Create a door between the Disposal room and the main chamber
+
of the station.  Make the new door pick-proof and magic-proof.
of the station.  Make the new door pick-proof and magic-proof.</PARA>
+
 
</LISTITEM>
+
2. Create another hallway to the south of the main chamber that leads
<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
 
to a ship attached by an airlock.  You will need a door before the
 
hallway and before the ship so no one gets sucked out in space.  You
 
hallway and before the ship so no one gets sucked out in space.  You
 
will need two more rooms for this one for the hallway and one for the
 
will need two more rooms for this one for the hallway and one for the
ship. </PARA>
+
ship.
</LISTITEM>
+
 
<LISTITEM>
+
3. Using the Dragon station zone as a guide create your own zone with
<PARA>Using the Dragon station zone as a guide create your own zone with
 
 
eight  rooms.  Don't worry to much about descriptions and extras.  Link all
 
eight  rooms.  Don't worry to much about descriptions and extras.  Link all
 
eight of the rooms to each of the other rooms.  This means each room
 
eight of the rooms to each of the other rooms.  This means each room
 
should have seven exits.  If you were to map this it would look like a
 
should have seven exits.  If you were to map this it would look like a
cube marked with 'X' on the sides.</PARA>
+
cube marked with 'X' on the sides.
</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>
 
  
 +
4.Make a 3 room cliff that uses the climb <ACRONYM>DIL</ACRONYM> function to climb from the bottom to top.
 +
 +
  
 
</SECT1>
 
</SECT1>
Line 3,426: Line 3,336:
 
<TITLE>The NPC section</TITLE>
 
<TITLE>The NPC section</TITLE>
  
<PARA>Now that you have rooms down it is time to start filling your area
+
Now that you have rooms down it is time to start filling your area
 
with some life.  The NPC is the Non-player Character or mobile.  These
 
with some life.  The NPC is the Non-player Character or mobile.  These
are the things players will hunt and interact with</PARA>
+
are the things players will hunt and interact with
  
<PARA>In order to get started building NPCs you should first be aware
+
In order to get started building NPCs you should first be aware
 
of the NPC fields you can use.  The <xref linkend="npcfields"> shows a full listing
 
of the NPC fields you can use.  The <xref linkend="npcfields"> shows a full listing
of all the NPC fields and their types as defined in <xref linkend="ch-03">.</PARA>
+
of all the NPC fields and their types as defined in <xref linkend="ch-03">.
  
 
<TABLE frame=all id="npcfields">
 
<TABLE frame=all id="npcfields">
Line 3,469: Line 3,379:
 
<ENTRY COLNAME="c5">Integer</ENTRY>
 
<ENTRY COLNAME="c5">Integer</ENTRY>
 
</ROW>
 
</ROW>
 
  
 
<ROW>
 
<ROW>
Line 3,486: Line 3,395:
 
<ENTRY COLNAME="c5">Integer</ENTRY>
 
<ENTRY COLNAME="c5">Integer</ENTRY>
 
</ROW>
 
</ROW>
 
  
 
<ROW>
 
<ROW>
Line 3,601: Line 3,509:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>Many of the same fields you found in rooms, as you can see from
+
Many of the same fields you found in rooms, as you can see from
 
<xref linkend="npcfields">, can also be found in NPCs.  The fields do
 
<xref linkend="npcfields">, can also be found in NPCs.  The fields do
 
not always have exactly the same use when coding rooms, NPCs, and
 
not always have exactly the same use when coding rooms, NPCs, and
 
objects but they are normally set in the same manor.  It is very
 
objects but they are normally set in the same manor.  It is very
 
important that you read and understand the differences of each field as
 
important that you read and understand the differences of each field as
they pertains to rooms and or NPCs.</PARA>
+
they pertains to rooms and or NPCs.
  
 
<sect1 id="npcfielddescr">
 
<sect1 id="npcfielddescr">
Line 3,615: Line 3,523:
 
;symbolic name
 
;symbolic name
 
<DICTDEF>
 
<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 rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
Line 3,622: Line 3,530:
 
that administrators and builders can use the
 
that administrators and builders can use the
 
<command>load</command> and the <command>wstat</command> to easily
 
<command>load</command> and the <command>wstat</command> to easily
locate, examine, and load the NPC in question.
+
locate, examine, and load the NPC in question.</LISTITEM>
</PARA></LISTITEM>
 
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;title
 
;title
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
 
The NPC title is what is shown if the NPC is being attacked or talking.
 
The NPC title is what is shown if the NPC is being attacked or talking.
 
It is also what is shown if the NPC can be picked up.  there should be
 
It is also what is shown if the NPC can be picked up.  there should be
Line 3,634: Line 3,541:
 
server.  If you add punctuation or forget to capitalize something
 
server.  If you add punctuation or forget to capitalize something
 
that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you
 
that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you
compile.</PARA>
+
compile.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,646: Line 3,552:
  
 
</nowiki>
 
</nowiki>
 
  
 
</LISTITEM>
 
</LISTITEM>
Line 3,653: Line 3,558:
 
        <TERM>descr</term>
 
        <TERM>descr</term>
 
        <LISTITEM>
 
        <LISTITEM>
<PARA>
+
  
 
The description field is what the player sees when walking into the room
 
The description field is what the player sees when walking into the room
 
or when looking with no arguments. The description on a NPC will only
 
or when looking with no arguments. The description on a NPC will only
 
show up when the NPC is in the standing position.  All other positions
 
show up when the NPC is in the standing position.  All other positions
will show the title and the position they are in. </PARA>
+
will show the title and the position they are in.
 
 
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,670: Line 3,573:
  
 
</nowiki>
 
</nowiki>
 
  
 
</LISTITEM>
 
</LISTITEM>
Line 3,678: Line 3,580:
 
;names
 
;names
 
<DICTDEF>
 
<DICTDEF>
<PARA>
+
  
 
The NPC name field is much more important then the room name field.  It
 
The NPC name field is much more important then the room name field.  It
Line 3,684: Line 3,586:
 
        for administrators who are trying to use their administrator commands on a
 
        for administrators who are trying to use their administrator commands on a
 
        NPC.  The names should match the title and the descr fields and
 
        NPC.  The names should match the title and the descr fields and
        have all normal combinations of each.</PARA>
+
        have all normal combinations of each.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,701: Line 3,602:
 
</nowiki>
 
</nowiki>
  
 
+
The idea of course is to make any combination that a player may
<PARA>The idea of course is to make any combination that a player may
 
 
type to try and act upon your NPC.  You would not want to describe and
 
type to try and act upon your NPC.  You would not want to describe and
 
title your NPC with an entirely different theme than you created its
 
title your NPC with an entirely different theme than you created its
names with because a player would not know what it is called.</PARA></LISTITEM>
+
names with because a player would not know what it is called.</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
  
Line 3,711: Line 3,611:
 
;inside_descr
 
;inside_descr
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The inside description is what a player sees if it is inside the
 
 
<PARA>The inside description is what a player sees if it is inside the
 
 
NPC.  This could be used to show the player its stomach or if on a mount
 
NPC.  This could be used to show the player its stomach or if on a mount
it could be used to show the back of the horse.</PARA>
+
it could be used to show the back of the horse.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,731: Line 3,628:
 
;extra
 
;extra
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The extra's on the NPC can be used to do many things.  It can be
 
 
<PARA>The extra's on the NPC can be used to do many things.  It can be
 
 
used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
 
used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
 
part of the NPC like the room extras show a part of the room.  There is
 
part of the NPC like the room extras show a part of the room.  There is
 
also a special extra, the NPCs description when you look at it
 
also a special extra, the NPCs description when you look at it
with the look &lt;NPC&gt; command.</PARA>
+
with the look &lt;NPC&gt; command.
  
<PARA>Lets show the NPC description extra first.  If you use an extra
+
Lets show the NPC description extra first.  If you use an extra
 
with no names list it will become the NPCs description when you look at
 
with no names list it will become the NPCs description when you look at
any of the names on the NPC.</PARA>
+
any of the names on the NPC.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,751: Line 3,646:
 
</nowiki>
 
</nowiki>
  
<PARA>You can also use extras to show parts of the NPC.</PARA>
+
You can also use extras to show parts of the NPC.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,761: Line 3,656:
 
</nowiki>
 
</nowiki>
  
<PARA>You can also use the extras to give more detailed and vivid
+
You can also use the extras to give more detailed and vivid
descriptions when the NPC is acted upon.</PARA>
+
descriptions when the NPC is acted upon.
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 3,809: Line 3,704:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA> In the following example, $1n is the activator and $2n is the
+
In the following example, $1n is the activator and $2n is the
unit in question.  Assume you are defining a familiar.</PARA>
+
unit in question.  Assume you are defining a familiar.
  
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,824: Line 3,717:
 
</nowiki>
 
</nowiki>
  
<PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
+
Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
 
We will not cover this because it is a topic covered in-depth in
 
We will not cover this because it is a topic covered in-depth in
the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
+
the <ACRONYM>DIL</ACRONYM> documentation.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 3,833: Line 3,726:
 
;manipulate
 
;manipulate
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The manipulate filed only has two values for NPCs The two values
<PARA>The manipulate filed only has two values for NPCs The two values
 
 
are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
 
are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
 
makes it possible for a NPC to be picked up this would be good for
 
makes it possible for a NPC to be picked up this would be good for
Line 3,840: Line 3,732:
 
like mounts when making a mount you will also have to set the capacity
 
like mounts when making a mount you will also have to set the capacity
 
so a fat player can jump on.  The following is how you set the
 
so a fat player can jump on.  The following is how you set the
manipulate flag.</PARA>
+
manipulate flag.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,853: Line 3,745:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;flags
 
;flags
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field on a NPC is used to set special attributes in order to make
 
 
<PARA>This field on a NPC is used to set special attributes in order to make
 
 
the NPC able to be buried or not or no-teleportable and many others.  The NPC
 
the NPC able to be buried or not or no-teleportable and many others.  The NPC
 
flag list uses the UNIT_FL_* variables that both the objects and the
 
flag list uses the UNIT_FL_* variables that both the objects and the
Line 3,924: Line 3,813:
 
Currently has no affect on a NPC.
 
Currently has no affect on a NPC.
 
</ENTRY> </ROW> </TBODY></TGROUP></TABLE>
 
</ENTRY> </ROW> </TBODY></TGROUP></TABLE>
</PARA>
 
  
<PARA>If you wanted to make a NPC that a player can carry around but can
+
If you wanted to make a NPC that a player can carry around but can
not save you would set the manipulate and flags as follows.</PARA>
+
not save you would set the manipulate and flags as follows.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 3,941: Line 3,829:
 
;romflags
 
;romflags
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
Like flags these are just integer values that are used to change
 
+
how the NPC interacts with its environment.
<PARA>Like flags these are just integer values that are used to change
 
how the NPC interacts with its environment.</PARA>
 
  
 
        <TABLE frame=all id="romflagsnpc">
 
        <TABLE frame=all id="romflagsnpc">
Line 4,048: Line 3,934:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>These flags are set in the same way as other flags in rooms NPCs
+
These flags are set in the same way as other flags in rooms NPCs
 
and objects.  The following are a few examples.
 
and objects.  The following are a few examples.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,059: Line 3,945:
 
romflags {CHAR_DETECT_INVISIBLE}
 
romflags {CHAR_DETECT_INVISIBLE}
  
</nowiki></PARA>
+
</nowiki>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,066: Line 3,952:
 
;weight
 
;weight
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The weight is the weight of the NPC in pounds.  In the future we
 
 
<PARA>The weight is the weight of the NPC in pounds.  In the future we
 
 
may adjust this to allow you to make things lighter for example you
 
may adjust this to allow you to make things lighter for example you
 
could set it in ounces or grams.  Right now however all we have is
 
could set it in ounces or grams.  Right now however all we have is
pounds so we have some pretty heavy feathers out there.</PARA>
+
pounds so we have some pretty heavy feathers out there.
 +
 
 +
To use this you just enter the 'weight' keyword and then the
 +
value.
  
<PARA>To use this you just enter the 'weight' keyword and then the
 
value.</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,083: Line 3,967:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>The weight affects the NPCs natural attack damage.</PARA>
+
<blockquote>The weight affects the NPCs natural attack damage.
</NOTE>
+
</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,091: Line 3,975:
 
;capacity
 
;capacity
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field along with the NPCs strength and dexterity decides how
 
 
<PARA>This field along with the NPCs strength and dexterity decides how
 
 
much a NPC can carry.  If you set the capacity to 300 lbs.  the NPC will
 
much a NPC can carry.  If you set the capacity to 300 lbs.  the NPC will
 
only be able to carry that much depending if it has the strength and
 
only be able to carry that much depending if it has the strength and
 
dexterity to carry that much.  This of course doesn't affect <ACRONYM>DIL</ACRONYM> programs
 
dexterity to carry that much.  This of course doesn't affect <ACRONYM>DIL</ACRONYM> programs
 
that link the objects directly into the NPC.  To set the capacity you
 
that link the objects directly into the NPC.  To set the capacity you
just put the keyword and the amount in your NPC.</PARA>
+
just put the keyword and the amount in your NPC.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,111: Line 3,993:
 
;height
 
;height
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The height field is the size of the NPC in centimeters.  This determines
 
 
<PARA>The height field is the size of the NPC in centimeters.  This determines
 
 
the size of the equipment the NPC is wearing.  You will learn more about
 
the size of the equipment the NPC is wearing.  You will learn more about
 
size and height in the object section but for now just understand this
 
size and height in the object section but for now just understand this
 
makes your NPC the right or wrong size.  To set the 'height' you just
 
makes your NPC the right or wrong size.  To set the 'height' you just
put the 'height' keyword followed by the number of centimeters.</PARA>
+
put the 'height' keyword followed by the number of centimeters.
  
 
 
  <nowiki>
 
  <nowiki>
 
  
 
//6 feet tall since 1 inch equals 2.54
 
//6 feet tall since 1 inch equals 2.54
Line 4,129: Line 4,007:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
 
<PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
 
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
you how to create your own functions that will make your rooms, NPC, and
 
you how to create your own functions that will make your rooms, NPC, and
objects more than special.</PARA>
+
objects more than special.
  
<PARA>There are several NPC functions that come standard with the <ACRONYM>VME</ACRONYM>
+
There are several NPC functions that come standard with the <ACRONYM>VME</ACRONYM>
2.0.  The following is a list of the functions.</PARA>
+
2.0.  The following is a list of the functions.
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>Mercenary</PARA></LISTITEM>
+
<LISTITEM>Mercenary</LISTITEM>
<LISTITEM><PARA>obey</PARA></LISTITEM>
+
<LISTITEM>obey</LISTITEM>
<LISTITEM><PARA>evaluate</PARA></LISTITEM>
+
<LISTITEM>evaluate</LISTITEM>
<LISTITEM><PARA>guard direction</PARA></LISTITEM>
+
<LISTITEM>guard direction</LISTITEM>
<LISTITEM><PARA>shop keeper</PARA></LISTITEM>
+
<LISTITEM>shop keeper</LISTITEM>
<LISTITEM><PARA>combat magic</PARA></LISTITEM>
+
<LISTITEM>combat magic</LISTITEM>
<LISTITEM><PARA>fido</PARA></LISTITEM>
+
<LISTITEM>fido</LISTITEM>
<LISTITEM><PARA>zone wander</PARA></LISTITEM>
+
<LISTITEM>zone wander</LISTITEM>
<LISTITEM><PARA>global wander</PARA></LISTITEM>
+
<LISTITEM>global wander</LISTITEM>
<LISTITEM><PARA>team work</PARA></LISTITEM>
+
<LISTITEM>team work</LISTITEM>
<LISTITEM><PARA>rescue</PARA></LISTITEM>
+
<LISTITEM>rescue</LISTITEM>
<LISTITEM><PARA>agressive</PARA></LISTITEM>
+
<LISTITEM>agressive</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>These are the only NPC functions currently documented in the <ACRONYM>VME</ACRONYM>
+
These are the only NPC functions currently documented in the <ACRONYM>VME</ACRONYM>
 
2.0 release but if you go through the zones that are released with the
 
2.0 release but if you go through the zones that are released with the
 
<ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
 
<ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
 
<XREF LINKEND="npcdilfunc">.  You will be able to use the functions
 
<XREF LINKEND="npcdilfunc">.  You will be able to use the functions
listed here and figure out ones that are not.</PARA>
+
listed here and figure out ones that are not.
  
<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
+
Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
 
Valhalla mud all you have to do is use the dilcopy keyword in the
 
Valhalla mud all you have to do is use the dilcopy keyword in the
 
NPC with the function name you want to use and the arguments that
 
NPC with the function name you want to use and the arguments that
 
function require.  The following is what you would find in the
 
function require.  The following is what you would find in the
''function.zon'' for evaluate.</PARA>
+
''function.zon'' for evaluate.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,286: Line 4,159:
 
</nowiki>
 
</nowiki>
  
<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
 
understand it or adjust it you only have to use it.  In fact this is a
 
understand it or adjust it you only have to use it.  In fact this is a
 
really easy <ACRONYM>DIL</ACRONYM> to use.  It only has one argument which is 'amt', the integer value of money you want the evaluator to charge when a
 
really easy <ACRONYM>DIL</ACRONYM> to use.  It only has one argument which is 'amt', the integer value of money you want the evaluator to charge when a
 
person evaluates their stuff.  So to use this function it would look
 
person evaluates their stuff.  So to use this function it would look
like this on an NPC.</PARA>
+
like this on an NPC.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,299: Line 4,171:
 
</nowiki>
 
</nowiki>
  
<PARA>this tells the evaluate <ACRONYM>DIL</ACRONYM> to charge 5 gold pieces each time a player
+
this tells the evaluate <ACRONYM>DIL</ACRONYM> to charge 5 gold pieces each time a player
 
evaluates something.  For more information on the money see the money
 
evaluates something.  For more information on the money see the money
field.</PARA>
+
field.
  
<PARA>All released <ACRONYM>DIL</ACRONYM> NPC functions are described in
+
All released <ACRONYM>DIL</ACRONYM> NPC functions are described in
 
<XREF LINKEND="npcdilfunc">.
 
<XREF LINKEND="npcdilfunc">.
 
Then we put some to work so you can see how
 
Then we put some to work so you can see how
to use them in <XREF LINKEND="npccomplex"></PARA>
+
to use them in <XREF LINKEND="npccomplex">
  
 
</LISTITEM>
 
</LISTITEM>
Line 4,314: Line 4,186:
 
;defensive
 
;defensive
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field sets the NPC natural defense.  The defense is a natural
 
 
 
 
 
 
<PARA>This field sets the NPC natural defense.  The defense is a natural
 
 
bonus the NPC gets when being attacked.  If this value is set high
 
bonus the NPC gets when being attacked.  If this value is set high
 
enough the NPC becomes almost indestructible.  You should use the macro
 
enough the NPC becomes almost indestructible.  You should use the macro
 
to set the NPC natural attack and defense in <xref
 
to set the NPC natural attack and defense in <xref
LINKEND="npcmacroattdef">.</PARA>
+
LINKEND="npcmacroattdef">.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,329: Line 4,197:
 
;offensive
 
;offensive
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field sets the NPC natural offense.  The offense is a natural
 
 
<PARA>This field sets the NPC natural offense.  The offense is a natural
 
 
bonus the NPC gets when being attacked.  If this value is set high
 
bonus the NPC gets when being attacked.  If this value is set high
 
enough the NPC can do some serious damage when attacking.  You should use the macro
 
enough the NPC can do some serious damage when attacking.  You should use the macro
 
to set the NPC natural attack and defense in <xref
 
to set the NPC natural attack and defense in <xref
LINKEND="npcmacroattdef">.</PARA>
+
LINKEND="npcmacroattdef">.
 
 
  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;mana
 
;mana
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This sets the NPC max mana points.  Using this field you can create
 
 
<PARA>This sets the NPC max mana points.  Using this field you can create
 
 
special NPCs that have more or less mana points than the <ACRONYM>VME</ACRONYM> server would
 
special NPCs that have more or less mana points than the <ACRONYM>VME</ACRONYM> server would
normally give when a NPC is loaded.</PARA>
+
normally give when a NPC is loaded.
  
<PARA>this field is simple all you have to do to set it is put the 'mana'
+
this field is simple all you have to do to set it is put the 'mana'
 
keyword followed by the amount of mana points you want the NPC to have as
 
keyword followed by the amount of mana points you want the NPC to have as
 
its max.  The following definition would make an NPC with only 100 mana
 
its max.  The following definition would make an NPC with only 100 mana
points no matter what level.</PARA>
+
points no matter what level.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,368: Line 4,230:
 
;hit
 
;hit
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This sets the NPC max hit points.  Using this field you can create
 
 
<PARA>This sets the NPC max hit points.  Using this field you can create
 
 
special NPCs that have more or less hit points than the <ACRONYM>VME</ACRONYM> server would
 
special NPCs that have more or less hit points than the <ACRONYM>VME</ACRONYM> server would
normally give when a NPC is loaded.</PARA>
+
normally give when a NPC is loaded.
  
<PARA>this field is simple all you have to do to set it is put the 'hit'
+
this field is simple all you have to do to set it is put the 'hit'
 
keyword followed by the amount of hit points you want the NPC to have as
 
keyword followed by the amount of hit points you want the NPC to have as
 
its max.  The following definition would make an NPC with only 100 hit
 
its max.  The following definition would make an NPC with only 100 hit
points no matter what level.</PARA>
+
points no matter what level.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,390: Line 4,250:
 
;money
 
;money
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The money field is how you give your NPC money to have while going
 
 
<PARA>The money field is how you give your NPC money to have while going
 
 
along its marry way through your world.  The money field is an integer
 
along its marry way through your world.  The money field is an integer
 
that tells the <ACRONYM>VME</ACRONYM> how much money the NPC is carrying.  It would however
 
that tells the <ACRONYM>VME</ACRONYM> how much money the NPC is carrying.  It would however
 
be hard to calculate the amount you want on an NPC with out the macros
 
be hard to calculate the amount you want on an NPC with out the macros
 
we have provided.  For example to put 5 gold on an NPC you would have to
 
we have provided.  For example to put 5 gold on an NPC you would have to
use the following on your NPC.</PARA>
+
use the following on your NPC.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,406: Line 4,263:
 
</nowiki>
 
</nowiki>
  
<PARA>I of course am not sure this will make 5 gold pieces since I did
+
I of course am not sure this will make 5 gold pieces since I did
 
the math in my head and with all this righting I am doing my math mind
 
the math in my head and with all this righting I am doing my math mind
 
doesn't seem to be working right.  So to make life easier for you and me
 
doesn't seem to be working right.  So to make life easier for you and me
 
we have added some macros to help that are rather self
 
we have added some macros to help that are rather self
explanatory.</PARA>
+
explanatory.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,422: Line 4,279:
 
</nowiki>
 
</nowiki>
  
<PARA>Now if we wanted to make a NPC carrying five gold it would be as
+
Now if we wanted to make a NPC carrying five gold it would be as
simple as this:</PARA>
+
simple as this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,430: Line 4,287:
  
 
</nowiki>
 
</nowiki>
<PARA>the macro method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
+
the macro method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
 
amount of each coin you want on the NPC.  If you set it using a single
 
amount of each coin you want on the NPC.  If you set it using a single
 
integer the compiler would pick how many of each coin.  This of course
 
integer the compiler would pick how many of each coin.  This of course
 
is not what is desired in fact you want to be able to set your money
 
is not what is desired in fact you want to be able to set your money
 
however you like.  So setting more than one coin is as simple as adding
 
however you like.  So setting more than one coin is as simple as adding
a comma between the first and second coin.</PARA>
+
a comma between the first and second coin.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,448: Line 4,305:
 
;exp
 
;exp
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
By default a monster gives 100% of the experience it is worth.  
<PARA>By default a monster gives 100% of the experience it is worth.  
 
 
This amount is calculated according to the level of the NPC verses the
 
This amount is calculated according to the level of the NPC verses the
 
level of the person fighting it.  Sometimes the amount of experience is
 
level of the person fighting it.  Sometimes the amount of experience is
Line 4,458: Line 4,314:
 
-500% to 500%.  If you put the NPC at a negative experience value it
 
-500% to 500%.  If you put the NPC at a negative experience value it
 
will take experience away when it is killed.  If you want the default of
 
will take experience away when it is killed.  If you want the default of
100% you do not even need to place this field in your NPC.</PARA>
+
100% you do not even need to place this field in your NPC.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,476: Line 4,331:
 
;sex
 
;sex
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
Gender, one of these:
  
<PARA>Gender, one of these:</PARA>
 
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,489: Line 4,341:
 
</nowiki>
 
</nowiki>
  
<PARA>the values are pretty obvious which is which gender so all we will
+
the values are pretty obvious which is which gender so all we will
show here is how to set it.</PARA>
+
show here is how to set it.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,505: Line 4,356:
 
;level
 
;level
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
When  creating a NPC it must be between level 0 and  199.  The
 
 
<PARA>When  creating a NPC it must be between level 0 and  199.  The
 
 
level  of  the NPC decides how many skill points  and  ability
 
level  of  the NPC decides how many skill points  and  ability
 
points the NPC has.  It, along with the 'exp' percentage, determines the amount of experience gained
 
points the NPC has.  It, along with the 'exp' percentage, determines the amount of experience gained
 
when the NPC is killed. To set the level of the NPC you use
 
when the NPC is killed. To set the level of the NPC you use
 
the 'level' keyword and then follow it by the level you are
 
the 'level' keyword and then follow it by the level you are
setting.</PARA>
+
setting.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,523: Line 4,371:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;race
 
;race
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The 'race' keyword is what you use to set the characters race.  
 
 
<PARA>The 'race' keyword is what you use to set the characters race.  
 
 
Races in <ACRONYM>VME</ACRONYM> are defined by using an integer that lets the spells and
 
Races in <ACRONYM>VME</ACRONYM> are defined by using an integer that lets the spells and
 
skills act differently for each specific type.  The <ACRONYM>VME</ACRONYM> comes standard
 
skills act differently for each specific type.  The <ACRONYM>VME</ACRONYM> comes standard
Line 4,536: Line 4,381:
 
ease in access we have provided them in <xref linkend="app-c">.  For now
 
ease in access we have provided them in <xref linkend="app-c">.  For now
 
you can look at the short list below taken from the over all
 
you can look at the short list below taken from the over all
race list.</PARA>
+
race list.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,555: Line 4,399:
 
</nowiki>
 
</nowiki>
  
<PARA>If for example you wanted to make a monkey you could simply put
+
If for example you wanted to make a monkey you could simply put
the 'race' keyword and follow it by the monkey define like this:</PARA>
+
the 'race' keyword and follow it by the monkey define like this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,563: Line 4,407:
  
 
</nowiki>
 
</nowiki>
<PARA>If the race your looking for doesn't exist in the
+
If the race your looking for doesn't exist in the
 
''values.h'' list, you can either add one buy picking a
 
''values.h'' list, you can either add one buy picking a
 
number not already used and creating your own define in the
 
number not already used and creating your own define in the
Line 4,569: Line 4,413:
 
Defines added to a single zone will not be accessible if another builder
 
Defines added to a single zone will not be accessible if another builder
 
wants to use it.  You could also just set it using a number.  The
 
wants to use it.  You could also just set it using a number.  The
following two methods would act the same.</PARA>
+
following two methods would act the same.
  
 
 
  <nowiki>
 
  <nowiki>
 
//add define to values.h and use in your zone
 
//add define to values.h and use in your zone
Line 4,582: Line 4,425:
 
</nowiki>
 
</nowiki>
  
<PARA>If you don't use the macros things can get confusing really fast with
+
If you don't use the macros things can get confusing really fast with
the amount of races there are.</PARA>
+
the amount of races there are.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,590: Line 4,433:
 
;attack
 
;attack
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field sets the NPCs natural attack type.  Do not use this
 
 
<PARA>This field sets the NPCs natural attack type.  Do not use this
 
 
field directly instead use the macro described in <xref
 
field directly instead use the macro described in <xref
linkend="npcmacroattarm"></PARA>
+
linkend="npcmacroattarm">
 
</LISTITEM>
 
</LISTITEM>
  
Line 4,602: Line 4,443:
 
;armour
 
;armour
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field sets the NPCs natural armour type.  Do not use this
 
 
<PARA>This field sets the NPCs natural armour type.  Do not use this
 
 
field directly instead use the macro described in <xref
 
field directly instead use the macro described in <xref
linkend="npcmacroattarm"></PARA>
+
linkend="npcmacroattarm">
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,613: Line 4,452:
 
;speed
 
;speed
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
Speed determines the NPCs speed.  The range is one to twelve.  You
 
 
<PARA>Speed determines the NPCs speed.  The range is one to twelve.  You
 
 
should not set this when compiling an NPC since the result is really
 
should not set this when compiling an NPC since the result is really
 
undefined.  If you have a special NPC that you want to try to make move
 
undefined.  If you have a special NPC that you want to try to make move
 
faster and hit faster then you could try setting this.  This field is
 
faster and hit faster then you could try setting this.  This field is
 
mainly added so <ACRONYM>DIL</ACRONYM> can adjust speed.  The lower the number the
 
mainly added so <ACRONYM>DIL</ACRONYM> can adjust speed.  The lower the number the
faster the NPC speed.</PARA>
+
faster the NPC speed.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,639: Line 4,475:
 
;position
 
;position
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field sets the position that the NPC will be in when it is
 
 
<PARA>This field sets the position that the NPC will be in when it is
 
 
first loaded.  The following positions are recognized by the
 
first loaded.  The following positions are recognized by the
compiler.</PARA>
+
compiler.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,660: Line 4,493:
 
</nowiki>
 
</nowiki>
  
<PARA>Some of these positions make no sense you would not load a
+
Some of these positions make no sense you would not load a
 
  NPC into a fight or you would not load an NPC that is already dead.  
 
  NPC into a fight or you would not load an NPC that is already dead.  
 
  The positions are availible for <ACRONYM>DIL</ACRONYM> and you will need to read the <ACRONYM>DIL</ACRONYM>
 
  The positions are availible for <ACRONYM>DIL</ACRONYM> and you will need to read the <ACRONYM>DIL</ACRONYM>
 
  manuals to find out what you would want those for.  For now the
 
  manuals to find out what you would want those for.  For now the
  following are enough.</PARA>
+
  following are enough.
 
   
 
   
 
   
 
   
Line 4,676: Line 4,509:
 
</nowiki>
 
</nowiki>
  
<PARA>The position combined with the default position determines what
+
The position combined with the default position determines what
 
will be shown when a player looks in the room.  If the position of the
 
will be shown when a player looks in the room.  If the position of the
 
NPC matches its default position the NPC description will be shown.  If
 
NPC matches its default position the NPC description will be shown.  If
 
it doesn't match the NPCs title and position will be shown.  The
 
it doesn't match the NPCs title and position will be shown.  The
default value for both 'position' and 'default' is 'POSITION_STANDING'</PARA>
+
default value for both 'position' and 'default' is 'POSITION_STANDING'
  
<PARA>To set the position like with other fields you type the 'position'
+
To set the position like with other fields you type the 'position'
keyword first and follow it by the position you are setting.</PARA>
+
keyword first and follow it by the position you are setting.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,697: Line 4,529:
 
;default
 
;default
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The default position along with the position determines what is
 
 
<PARA>The default position along with the position determines what is
 
 
shown when a NPC is in each position.  If the position and default
 
shown when a NPC is in each position.  If the position and default
 
positions match the 'descr' field is shown.  If they do not match the
 
positions match the 'descr' field is shown.  If they do not match the
 
NPC title is shown along with the current position information.  If
 
NPC title is shown along with the current position information.  If
 
'default' is not set it defaults to 'POSITION_STANDING'.  The following
 
'default' is not set it defaults to 'POSITION_STANDING'.  The following
are possible default positions.</PARA>
+
are possible default positions.
  
 
   
 
   
Line 4,721: Line 4,551:
 
</nowiki>
 
</nowiki>
  
<PARA>Setting the default field is exactly like setting the 'position'
+
Setting the default field is exactly like setting the 'position'
 
field you place the 'default' keyword first and then the position you
 
field you place the 'default' keyword first and then the position you
want to be default like this:</PARA>
+
want to be default like this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,736: Line 4,566:
 
;ability
 
;ability
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
this field is used to set each of the NPCs abilities.  
 
 
<PARA>this field is used to set each of the NPCs abilities.  
 
 
It should not be used directly but instead set through the macro described
 
It should not be used directly but instead set through the macro described
 
in <xref linkend="npcmacroability">
 
in <xref linkend="npcmacroability">
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;weapon
 
;weapon
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
this field is used to set each of the NPCs weapon proficiencies.  
 
 
<PARA>this field is used to set each of the NPCs weapon proficiencies.  
 
 
It should not be used directly but instead set through the macro described
 
It should not be used directly but instead set through the macro described
in <xref linkend="npcmacroweapspl"></PARA> </LISTITEM>
+
in <xref linkend="npcmacroweapspl"> </LISTITEM>
  
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,760: Line 4,584:
 
;spell
 
;spell
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
this field is used to set each of the NPCs spells.  
 
 
<PARA>this field is used to set each of the NPCs spells.  
 
 
It should not be used directly but instead set through the macro described
 
It should not be used directly but instead set through the macro described
 
in <xref linkend="npcmacroweapspl">
 
in <xref linkend="npcmacroweapspl">
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,772: Line 4,593:
 
;light
 
;light
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The light field on NPC is not normally set.  If however you have a
 
 
<PARA>The light field on NPC is not normally set.  If however you have a
 
 
strange creature like a 'light bug' you can set a light value on a NPC.  
 
strange creature like a 'light bug' you can set a light value on a NPC.  
 
The default light is set to 0 which means it neither adds or subtracts
 
The default light is set to 0 which means it neither adds or subtracts
 
from the rooms light.  To set the light value on a NPC you just put the
 
from the rooms light.  To set the light value on a NPC you just put the
 
'light' keyword first and then the value you want to add to the current
 
'light' keyword first and then the value you want to add to the current
light.</PARA>
+
light.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,799: Line 4,618:
 
;alignment
 
;alignment
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field  is  a  value between -1000 and +1000,  where  -1000  is
 
 
<PARA>This field  is  a  value between -1000 and +1000,  where  -1000  is
 
 
ultimate  evil, 0 is neutral and +1000 is ultimate good.  Good  is
 
ultimate  evil, 0 is neutral and +1000 is ultimate good.  Good  is
 
per  definition any value from +1000..+350, neutral is  any  value
 
per  definition any value from +1000..+350, neutral is  any  value
 
from  +349..-349 and evil is any value from -350..-1000. Any value
 
from  +349..-349 and evil is any value from -350..-1000. Any value
in between can also be used.</PARA>
+
in between can also be used.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,826: Line 4,642:
 
;minv
 
;minv
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is the administrator invisible level of the NPC it is
 
 
<PARA>This field is the administrator invisible level of the NPC it is
 
 
set on.  This means that if you set the 'minv' to two hundred it will
 
set on.  This means that if you set the 'minv' to two hundred it will
 
make it so the NPC can not be seen by anyone below the administrator
 
make it so the NPC can not be seen by anyone below the administrator
 
level of two hundred.  This is good for hiding ghosts that only come
 
level of two hundred.  This is good for hiding ghosts that only come
 
visible when they attack.  In order for the 'minv' to be removed an
 
visible when they attack.  In order for the 'minv' to be removed an
administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
+
administrator or a <ACRONYM>DIL</ACRONYM> function must change it.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,846: Line 4,660:
 
;key
 
;key
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
Currently this field is not used in the <ACRONYM>VME</ACRONYM> 2.0 release.  It was
 
 
<PARA>Currently this field is not used in the <ACRONYM>VME</ACRONYM> 2.0 release.  It was
 
 
added so in the future you wanted to add keys to a NPC for some
 
added so in the future you wanted to add keys to a NPC for some
 
weird reason like a living trunk then you can.  In order to set the key
 
weird reason like a living trunk then you can.  In order to set the key
 
you first place the 'key' keyword and then add the symbolic name of the
 
you first place the 'key' keyword and then add the symbolic name of the
key.</PARA>
+
key.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,869: Line 4,681:
 
;open
 
;open
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
this field is not used yet in the <ACRONYM>VME</ACRONYM> 2.0 release.  The field was
 
 
<PARA>this field is not used yet in the <ACRONYM>VME</ACRONYM> 2.0 release.  The field was
 
 
added so you could make a NPC that can be opened, closed, locked,
 
added so you could make a NPC that can be opened, closed, locked,
 
and everything else that a room or an object can have set on it.  For
 
and everything else that a room or an object can have set on it.  For
 
now we will not document this but if you are interested in how you could
 
now we will not document this but if you are interested in how you could
use it study the open fields on objects or rooms.</PARA>
+
use it study the open fields on objects or rooms.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 4,887: Line 4,697:
 
<TITLE>The attack and armour macro</TITLE>
 
<TITLE>The attack and armour macro</TITLE>
  
<PARA>The natural attack and armour fields allow you to set the NPC to
+
The natural attack and armour fields allow you to set the NPC to
 
do damage like a certain type of weapons and to defend like a certain
 
do damage like a certain type of weapons and to defend like a certain
 
type of armour respectively.  Lets say you had a metal cougar it would
 
type of armour respectively.  Lets say you had a metal cougar it would
Line 4,894: Line 4,704:
 
The 'NATURAL_DEF' macro is what allows you to set these fields.  This
 
The 'NATURAL_DEF' macro is what allows you to set these fields.  This
 
macro is defined in ''wmacros.h'' and looks like
 
macro is defined in ''wmacros.h'' and looks like
this.</PARA>
+
this.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,904: Line 4,714:
 
  </nowiki>
 
  </nowiki>
  
<PARA>The word natural can sometimes be a little confusing since you can
+
The word natural can sometimes be a little confusing since you can
 
set any of the weapons types you like on the NPC.  It doesn't exactly
 
set any of the weapons types you like on the NPC.  It doesn't exactly
 
make sense to have a dog that attacks as if it uses a long sword but if
 
make sense to have a dog that attacks as if it uses a long sword but if
Line 4,910: Line 4,720:
 
natural weapon types but you can find a full list in
 
natural weapon types but you can find a full list in
 
<xref linkend="app-d"> or in the ''values.h'' of your mud
 
<xref linkend="app-d"> or in the ''values.h'' of your mud
just in case you have added some weapon types.</PARA>
+
just in case you have added some weapon types.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,924: Line 4,733:
 
</nowiki>
 
</nowiki>
  
<PARA>Again you don't have to use leather for dogs as we have already
+
Again you don't have to use leather for dogs as we have already
 
mentioned with our metal cat idea you could make a cloth dragon if you
 
mentioned with our metal cat idea you could make a cloth dragon if you
 
really want but its up to you to keep some sanity on your <ACRONYM>VME</ACRONYM>.  The
 
really want but its up to you to keep some sanity on your <ACRONYM>VME</ACRONYM>.  The
 
following is the list of armour types that can be set.  You will see
 
following is the list of armour types that can be set.  You will see
 
that the list is exactly the same as the list you will find later when
 
that the list is exactly the same as the list you will find later when
making armour.</PARA>
+
making armour.
  
 
 
Line 4,942: Line 4,751:
 
</nowiki>
 
</nowiki>
  
<PARA>Now that you have the defines to work with we will return to our
+
Now that you have the defines to work with we will return to our
 
metal cat and normal dog.  The definitions for them would look something
 
metal cat and normal dog.  The definitions for them would look something
like this.</PARA>
+
like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 4,957: Line 4,765:
 
</nowiki>
 
</nowiki>
  
<PARA>You  should  know  that the weight of the monster  determines  the
+
You  should  know  that the weight of the monster  determines  the
 
maximum  amount of damage it can give when using a natural attack.
 
maximum  amount of damage it can give when using a natural attack.
The weight is categorized as follows:</PARA>
+
The weight is categorized as follows:
  
 
<TABLE frame=all tocentry=0>
 
<TABLE frame=all tocentry=0>
Line 4,993: Line 4,801:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>By default monsters are medium.  So make sure you take this into
+
By default monsters are medium.  So make sure you take this into
account when you are creating your NPC.</PARA>
+
account when you are creating your NPC.
 
  </sect2>
 
  </sect2>
 
   
 
   
Line 5,000: Line 4,808:
 
<TITLE>The defense and offense bonus macro</TITLE>
 
<TITLE>The defense and offense bonus macro</TITLE>
  
<PARA>There comes a time when you may want to make your NPC super
+
There comes a time when you may want to make your NPC super
 
naturally powerful.  It is for those times that the offense and defense
 
naturally powerful.  It is for those times that the offense and defense
 
fields are available for you to set.  Normally they default to 0 but you
 
fields are available for you to set.  Normally they default to 0 but you
Line 5,006: Line 4,814:
 
harder you will hit people you a re in combat with.  The higher you set
 
harder you will hit people you a re in combat with.  The higher you set
 
the defense the harder it will be for people to hit your NPC.  The
 
the defense the harder it will be for people to hit your NPC.  The
following macro allows you to set both the offense and defense.</PARA>
+
following macro allows you to set both the offense and defense.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,017: Line 4,824:
 
</nowiki>
 
</nowiki>
  
<PARA>Using this macro is rather easy you just put the value you want
+
Using this macro is rather easy you just put the value you want
for each and your all done</PARA>
+
for each and your all done
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,031: Line 4,838:
 
<TITLE>The NPc abilities macro</TITLE>
 
<TITLE>The NPc abilities macro</TITLE>
  
<PARA>All  abilities are in the range [1..200]. Players usually  have  a
+
All  abilities are in the range [1..200]. Players usually  have  a
 
maximum of 150, modified by magic... 200 is considered divine.
 
maximum of 150, modified by magic... 200 is considered divine.
 
When  creating a monster you can not directly specify the size  of
 
When  creating a monster you can not directly specify the size  of
Line 5,037: Line 4,844:
 
points.  The amount of points are then distributed by the computer
 
points.  The amount of points are then distributed by the computer
 
according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
 
according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
available for this purpose, and is defined as:</PARA>
+
available for this purpose, and is defined as:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,054: Line 4,860:
 
  </nowiki>
 
  </nowiki>
  
<NOTE><PARA>
+
<blockquote>
 
Note the sum of the ability values must be 100%. This is thus
 
Note the sum of the ability values must be 100%. This is thus
 
an example of an ability distribution:
 
an example of an ability distribution:
+
 
 
  <nowiki>
 
  <nowiki>
  
 
    MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */
 
    MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */
 
 
 
 
</nowiki>
+
</nowiki></blockquote>
</PARA></NOTE>
 
 
 
  
<PARA>The  amount of points distributed depends directly upon the  level
+
The  amount of points distributed depends directly upon the  level
 
of the monster and the percentage.  If the percentage is too high and the
 
of the monster and the percentage.  If the percentage is too high and the
 
level is also set High some ability points may be lost since a NPC gets
 
level is also set High some ability points may be lost since a NPC gets
Line 5,073: Line 4,877:
 
points maximum.  In the current combat system in the <ACRONYM>VME</ACRONYM> 2.0 it is not
 
points maximum.  In the current combat system in the <ACRONYM>VME</ACRONYM> 2.0 it is not
 
necessary to spend points on both 'mag' and 'div' on the NPC since only
 
necessary to spend points on both 'mag' and 'div' on the NPC since only
one or the other is ever used depending on which is higher.</PARA>
+
one or the other is ever used depending on which is higher.
  
 
</sect2>
 
</sect2>
Line 5,080: Line 4,884:
 
<TITLE>The NPc weapon and spell macros</TITLE>
 
<TITLE>The NPc weapon and spell macros</TITLE>
  
<PARA>NPCs know about weapons and spells but not at the same detailed
+
NPCs know about weapons and spells but not at the same detailed
 
level as the player.  For NPCs the spell and weapon group are used.  
 
level as the player.  For NPCs the spell and weapon group are used.  
 
Thus the Axe hammer category defines all defence and all attack for all
 
Thus the Axe hammer category defines all defence and all attack for all
Line 5,089: Line 4,893:
 
define weapon and spell skills (monsters have no skill skills) you also
 
define weapon and spell skills (monsters have no skill skills) you also
 
define these as percentages, and the program automatically distributes
 
define these as percentages, and the program automatically distributes
the points. Use the pre-defined macros:</PARA>
+
the points. Use the pre-defined macros:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,141: Line 4,944:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,158: Line 4,960:
  
 
</nowiki>
 
</nowiki>
 
 
  
 
<TABLE frame=all tocentry=0>
 
<TABLE frame=all tocentry=0>
Line 5,217: Line 5,017:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<NOTE><PARA>If your not sure what your weapon or spell is categorized as
+
<blockquote>If your not sure what your weapon or spell is categorized as
 
you can look in the ''weapons.def'' or the
 
you can look in the ''weapons.def'' or the
 
''spells.def'' for that you are using for your <ACRONYM>VME</ACRONYM>
 
''spells.def'' for that you are using for your <ACRONYM>VME</ACRONYM>
server.</PARA></NOTE>
+
server.</blockquote>
<PARA>The sum of all spell and weapon
+
The sum of all spell and weapon
 
skills must be 100%. For example, the following would be a legal
 
skills must be 100%. For example, the following would be a legal
setting of weapons and spells.</PARA>
+
setting of weapons and spells.
 
 
 
 
 
 
 
 
Line 5,236: Line 5,036:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
  <PARA>Remember that the groups define both attack and defence.  Thus  if
+
  Remember that the groups define both attack and defence.  Thus  if
 
you  make  an Orc which has 0% in the flail group it can only  use
 
you  make  an Orc which has 0% in the flail group it can only  use
 
its  dexterity to defend itself. Likewise with spell  groups.  For
 
its  dexterity to defend itself. Likewise with spell  groups.  For
 
this  reason  the groups are both "resistance" as well  as  attack
 
this  reason  the groups are both "resistance" as well  as  attack
groups.</PARA>
+
groups.
 
</sect2>
 
</sect2>
 
 
Line 5,246: Line 5,046:
 
<TITLE>Using the composed.h</TITLE>
 
<TITLE>Using the composed.h</TITLE>
  
<PARA>The  file composed.h contains many standard monsters. It is a good
+
The  file composed.h contains many standard monsters. It is a good
 
idea  to  study these definitions, as they form the basis of  many
 
idea  to  study these definitions, as they form the basis of  many
 
different  monsters. Note that the definitions  by  no  means  are
 
different  monsters. Note that the definitions  by  no  means  are
Line 5,257: Line 5,057:
 
servers running out there on the internet.  Feel free to submit it to
 
servers running out there on the internet.  Feel free to submit it to
 
the <ACRONYM>VME</ACRONYM> staff and we will put it in the contribution directories on our
 
the <ACRONYM>VME</ACRONYM> staff and we will put it in the contribution directories on our
release site.</PARA>
+
release site.
  
<NOTE><PARA>For more information on how to use the composed.h when
+
<blockquote>For more information on how to use the composed.h when
building your NPC see <xref linkend="npcbasic">.</PARA></NOTE>
+
building your NPC see <xref linkend="npcbasic">.</blockquote>
 
  </sect2>
 
  </sect2>
 
  </SECT1>
 
  </SECT1>
 
  
 
<sect1 id="npcbasic">
 
<sect1 id="npcbasic">
 
<TITLE>Building your first NPC</TITLE>
 
<TITLE>Building your first NPC</TITLE>
  
<PARA>Now that you have built your first zone with rooms its time to
+
Now that you have built your first zone with rooms its time to
 
populate it with Non playing characters for your players to hunt, kill,
 
populate it with Non playing characters for your players to hunt, kill,
 
and or interact with.  In the last couple of sections you have looked
 
and or interact with.  In the last couple of sections you have looked
Line 5,277: Line 5,076:
 
build is a big bad ugly dragon.  Don't worry if you hate dragons or you
 
build is a big bad ugly dragon.  Don't worry if you hate dragons or you
 
just want to build a normal world you will learn plenty from my dragon
 
just want to build a normal world you will learn plenty from my dragon
example to be able to adjust it to whatever you want.</PARA>
+
example to be able to adjust it to whatever you want.
  
<PARA>When making NPCs you create the zone source file first as shown
+
When making NPCs you create the zone source file first as shown
 
in <xref linkend="ch-02">.  If you only have NPCS you do not need the
 
in <xref linkend="ch-02">.  If you only have NPCS you do not need the
 
%reset, %objects, and %rooms fields.  For the examples in this chapter we
 
%reset, %objects, and %rooms fields.  For the examples in this chapter we
Line 5,285: Line 5,084:
 
%mobiles section where we will put all the NPC definitions.  At the end
 
%mobiles section where we will put all the NPC definitions.  At the end
 
of this chapter, in <xref linkend="roomnpczone">, we will bring it all together with the rooms we have
 
of this chapter, in <xref linkend="roomnpczone">, we will bring it all together with the rooms we have
already defined and our NPCs.</PARA>
+
already defined and our NPCs.
  
 
+
The first part of all NPC definitions is the symbolic name it is good
<PARA>The first part of all NPC definitions is the symbolic name it is good
 
 
to always pick a name that will match the name of the NPC so it
 
to always pick a name that will match the name of the NPC so it
 
will be easy to load the NPC.
 
will be easy to load the NPC.
Line 5,295: Line 5,093:
 
list of the NPCs by symbolic name for example if you type <command>
 
list of the NPCs by symbolic name for example if you type <command>
 
wstat zone dragon mobiles </command> You will get the following:
 
wstat zone dragon mobiles </command> You will get the following:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,304: Line 5,102:
 
If you didn't make it clear what the NPC was by the symbolic name
 
If you didn't make it clear what the NPC was by the symbolic name
 
it might look like this:
 
it might look like this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,312: Line 5,110:
 
</nowiki>
 
</nowiki>
 
While this might be great when you first start imagine trying to
 
While this might be great when you first start imagine trying to
remember each NPC if you have over 30 of them.</PARA>
+
remember each NPC if you have over 30 of them.
  
<PARA>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>
+
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.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,323: Line 5,120:
  
 
</nowiki>
 
</nowiki>
<PARA>Thats it for that dragon right?  Nope not quite that makes a NPC
+
Thats it for that dragon right?  Nope not quite that makes a NPC
 
with all defaults.  That means this will probably be a very wimpy human
 
with all defaults.  That means this will probably be a very wimpy human
 
with a symbolic name of dragon and no description, in short it will be a
 
with a symbolic name of dragon and no description, in short it will be a
 
blank when you load it.  Now lets start putting the Dragon
 
blank when you load it.  Now lets start putting the Dragon
together.</PARA>
+
together.
  
<PARA>The first three things we need are the dragons title, description
+
The first three things we need are the dragons title, description
 
and names.  The description should be what you see when you do a 'look'
 
and names.  The description should be what you see when you do a 'look'
 
in the room.  The title should be what you see when the NPC is talking
 
in the room.  The title should be what you see when the NPC is talking
 
or fighting.  Finally the names should cover everything in the title and
 
or fighting.  Finally the names should cover everything in the title and
 
description fields so if you wanted to kill them you can easily
 
description fields so if you wanted to kill them you can easily
know what to type.</PARA>
+
know what to type.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,349: Line 5,146:
 
</nowiki>
 
</nowiki>
  
<PARA>The names, title and description shouldn't be to hard so I don't
+
The names, title and description shouldn't be to hard so I don't
 
think its necessary to go into any more description on the subject.  
 
think its necessary to go into any more description on the subject.  
 
Lets move on.  Now we have to take care of what a player sees when he or
 
Lets move on.  Now we have to take care of what a player sees when he or
Line 5,356: Line 5,153:
 
special extra that will be shown every time you look at anything in the
 
special extra that will be shown every time you look at anything in the
 
names list of the NPC.  So a description of a NPC would look something
 
names list of the NPC.  So a description of a NPC would look something
like this.</PARA>
+
like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,370: Line 5,166:
 
</nowiki>
 
</nowiki>
  
<PARA>Now that you have a main description for the NPC you need to make
+
Now that you have a main description for the NPC you need to make
 
any smaller descriptions that you want the player to be able to look at.
 
any smaller descriptions that you want the player to be able to look at.
 
In this case the dragon eyes and claw would be good things to describe
 
In this case the dragon eyes and claw would be good things to describe
and maybe a few other things just for humor.</PARA>
+
and maybe a few other things just for humor.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,397: Line 5,192:
 
</nowiki>
 
</nowiki>
  
<PARA>Now that we have the NPC all described we should start setting
+
Now that we have the NPC all described we should start setting
 
    things like race, gender, level, height, weight, defense, offense,
 
    things like race, gender, level, height, weight, defense, offense,
 
    alignment, abilities, and finally skills and spells.  First we will pick a race.  Normally the
 
    alignment, abilities, and finally skills and spells.  First we will pick a race.  Normally the
 
    list of races are in your ''values.h''.  We have
 
    list of races are in your ''values.h''.  We have
 
    the list in <xref linkend="app-c"> and I have searched for dragon
 
    the list in <xref linkend="app-c"> and I have searched for dragon
    and found the race I want it is as follows.</PARA>
+
    and found the race I want it is as follows.
  
 
 
Line 5,411: Line 5,206:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If you don't think there is any difference in dragons you can
+
If you don't think there is any difference in dragons you can
 
set them all to one race like you could define a race called
 
set them all to one race like you could define a race called
'RACE_DRAGON' or something like that.</PARA>
+
'RACE_DRAGON' or something like that.
 
 
 
 
<PARA>Now we should chose the gender of our dragon.  Make sure your
+
Now we should chose the gender of our dragon.  Make sure your
 
descriptions match what you pick.  It would be pretty weird to have a
 
descriptions match what you pick.  It would be pretty weird to have a
female dragon and have the descriptions say 'he, him, or his'</PARA>
+
female dragon and have the descriptions say 'he, him, or his'
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,424: Line 5,219:
  
 
</nowiki>
 
</nowiki>
<PARA>Now lets set the height and weight.  Remember you set the height
+
Now lets set the height and weight.  Remember you set the height
 
in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
 
in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
 
standardize to one or the other but for now we have to play the
 
standardize to one or the other but for now we have to play the
conversion game.</PARA>
+
conversion game.
+
 
 
  <nowiki>
 
  <nowiki>
 
//20 feet  (1 inch = 2.54 cm
 
//20 feet  (1 inch = 2.54 cm
Line 5,438: Line 5,233:
 
</nowiki>
 
</nowiki>
 
 
 
 
<PARA>Now that we have the size of the dragon we can pick a level.  
+
Now that we have the size of the dragon we can pick a level.  
 
My dragon is only 20 feet tall and 1250 pounds so I think maybe he
 
My dragon is only 20 feet tall and 1250 pounds so I think maybe he
is a bit young and will make his level around 70.</PARA>
+
is a bit young and will make his level around 70.
 
 
 
 
 
  <nowiki>
 
  <nowiki>
Line 5,447: Line 5,242:
  
 
</nowiki>
 
</nowiki>
<PARA>The dragon may not wear armour but by default a dragon should
+
The dragon may not wear armour but by default a dragon should
 
have an armour equal to someone wearing plate mail.  Not only that
 
have an armour equal to someone wearing plate mail.  Not only that
 
but my dragon doesn't like to use his mouth as his natural attack
 
but my dragon doesn't like to use his mouth as his natural attack
 
and he sure can't punch with those big claws so we need to set his
 
and he sure can't punch with those big claws so we need to set his
attack type to claw.</PARA>
+
attack type to claw.
 
 
 
 
 
  <nowiki>
 
  <nowiki>
Line 5,459: Line 5,254:
 
</nowiki>
 
</nowiki>
  
<PARA>Not many black dragons are good so I will pick almost totally
+
Not many black dragons are good so I will pick almost totally
evil, since totally evil is -1000 I will set it as follows.</PARA>
+
evil, since totally evil is -1000 I will set it as follows.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,467: Line 5,262:
  
 
</nowiki>  
 
</nowiki>  
<PARA>Finally we get to the hard part.  Many people have trouble
+
Finally we get to the hard part.  Many people have trouble
 
setting the NPC abilities, weapons, and spells.  There really is nothing
 
setting the NPC abilities, weapons, and spells.  There really is nothing
 
to it if you have read <xref linkend="npcmacroability"> and <xref
 
to it if you have read <xref linkend="npcmacroability"> and <xref
Line 5,476: Line 5,271:
 
100% as well as all weapons and spells must add up to 100%.  For the
 
100% as well as all weapons and spells must add up to 100%.  For the
 
dragon the following would be what the abilities, weapons, and spells
 
dragon the following would be what the abilities, weapons, and spells
would look like.</PARA>
+
would look like.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,491: Line 5,286:
 
</nowiki>
 
</nowiki>
  
<PARA>That is all you need to make a basic dragon.  True this dragon
+
That is all you need to make a basic dragon.  True this dragon
 
will not do anything but claw you to death if you attack it but in <xref
 
will not do anything but claw you to death if you attack it but in <xref
 
linkend="npccomplex"> we will give the dragon some more abilities with
 
linkend="npccomplex"> we will give the dragon some more abilities with
 
some special <ACRONYM>DIL</ACRONYM> functions.  For now lets take a look at our finished
 
some special <ACRONYM>DIL</ACRONYM> functions.  For now lets take a look at our finished
product.</PARA>
+
product.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,542: Line 5,337:
  
 
end
 
end
 
  
 
</nowiki>
 
</nowiki>
  
<PARA>As you can see there is a bit more to building an NPC than a room
+
As you can see there is a bit more to building an NPC than a room
 
but its really not that much harder.  Try changing some stuff and make
 
but its really not that much harder.  Try changing some stuff and make
 
sure to practice debugging your errors the more compiling you do the
 
sure to practice debugging your errors the more compiling you do the
better you will get. </PARA>
+
better you will get.
  
 
</SECT1>
 
</SECT1>
Line 5,556: Line 5,350:
 
<TITLE>Compiling and debugging your first NPC</TITLE>
 
<TITLE>Compiling and debugging your first NPC</TITLE>
  
<PARA>As we have previously mentioned in <xref linkend="rmdebug"> it is
+
As we have previously mentioned in <xref linkend="rmdebug"> it is
 
always a good idea to build one or two things and then compile to make
 
always a good idea to build one or two things and then compile to make
 
finding errors easy.  In this case we have one NPC to compile and rather
 
finding errors easy.  In this case we have one NPC to compile and rather
 
than having all the rooms get in my way while compiling it I have
 
than having all the rooms get in my way while compiling it I have
 
removed them and only have the '%mobiles' section.  The following is
 
removed them and only have the '%mobiles' section.  The following is
what the zone looks like when it has only one NPC in it.</PARA>
+
what the zone looks like when it has only one NPC in it.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,631: Line 5,424:
 
</nowiki>
 
</nowiki>
  
<PARA>I removed the '%rooms' section added a '%mobiles' section and
+
I removed the '%rooms' section added a '%mobiles' section and
 
stuck the dragon in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
 
stuck the dragon in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
 
server for you to be able to look at it in the game.  If you downloaded
 
server for you to be able to look at it in the game.  If you downloaded
Line 5,638: Line 5,431:
 
''debug_npc.zon''.  Just so you know the errors in this
 
''debug_npc.zon''.  Just so you know the errors in this
 
zone are intentional so please don't write me an email telling me that
 
zone are intentional so please don't write me an email telling me that
there are errors in it.</PARA>
+
there are errors in it.
  
<PARA>The command to compile the zone is
+
The command to compile the zone is
 
<command>VMC debug_npc.zon</command>.
 
<command>VMC debug_npc.zon</command>.
 
Here is what we get when we first try and
 
Here is what we get when we first try and
compile the zone.</PARA>
+
compile the zone.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,657: Line 5,449:
 
</nowiki>
 
</nowiki>
  
<PARA>This error file doesn't look any harder than the last one we dealt
+
This error file doesn't look any harder than the last one we dealt
 
with when compiling our first room.  The problem is when we go to line
 
with when compiling our first room.  The problem is when we go to line
 
'32' and look for an error we don't find one.  This normally means that
 
'32' and look for an error we don't find one.  This normally means that
Line 5,668: Line 5,460:
 
the word 'alignment has been spelled wrong so we can fix that before we
 
the word 'alignment has been spelled wrong so we can fix that before we
 
recompile so go to line '56' and fix that.  Now with those two errors
 
recompile so go to line '56' and fix that.  Now with those two errors
fixed we can recompile and this is what we get:</PARA>
+
fixed we can recompile and this is what we get:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,680: Line 5,472:
 
</nowiki>
 
</nowiki>
  
<PARA>As we have said before you have to make sure that abilities add up
+
As we have said before you have to make sure that abilities add up
 
to 100 percent this error is telling us that my math sucks and that I
 
to 100 percent this error is telling us that my math sucks and that I
 
have added 1 extra percent to the abilities.  Not only that but again if
 
have added 1 extra percent to the abilities.  Not only that but again if
Line 5,688: Line 5,480:
 
and it will take you right to the problems.  After I subtract one from the
 
and it will take you right to the problems.  After I subtract one from the
 
abilities and one from either the spells or weapons the following is the
 
abilities and one from either the spells or weapons the following is the
error file I get.</PARA>
+
error file I get.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,698: Line 5,490:
 
</nowiki>
 
</nowiki>
  
<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
+
Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
 
you have now successfully compiled the zone. The main thing I want to
 
you have now successfully compiled the zone. The main thing I want to
 
point out is that you can sometimes fix more than one error at a time
 
point out is that you can sometimes fix more than one error at a time
Line 5,704: Line 5,496:
 
fixing the first you will be trying to fix things that are not broken.  
 
fixing the first you will be trying to fix things that are not broken.  
 
The safest way to compile stuff is still fix one error at a
 
The safest way to compile stuff is still fix one error at a
time.</PARA>
+
time.
  
<PARA>Now that you have a compiled zone you should check and make sure
+
Now that you have a compiled zone you should check and make sure
 
that all the files are there.  When you compile a zone you will end up
 
that all the files are there.  When you compile a zone you will end up
 
with  three extra files. the files will have the same filename as your zone
 
with  three extra files. the files will have the same filename as your zone
with a new extension in this case you should have the following.</PARA>
+
with a new extension in this case you should have the following.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,720: Line 5,512:
 
</nowiki>
 
</nowiki>
  
<PARA>If you have all of these you are all set to go.  If not then there
+
If you have all of these you are all set to go.  If not then there
 
is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
 
is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
help.</PARA>
+
help.
  
<PARA>  To get your new zone in the mud all that is needed is to make
+
  To get your new zone in the mud all that is needed is to make
 
sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
 
sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
 
these files into your zone directory.  Then reboot the mud.  You should
 
these files into your zone directory.  Then reboot the mud.  You should
Line 5,730: Line 5,522:
 
<command>load bldragon@dragonst</command> and
 
<command>load bldragon@dragonst</command> and
 
you can list your zones NPCs by typing <command>wstat zone dragonst
 
you can list your zones NPCs by typing <command>wstat zone dragonst
mobiles</command>.</PARA>
+
mobiles</command>.
  
<PARA>There you go you have now compiled your first NPC.  As you can see
+
There you go you have now compiled your first NPC.  As you can see
 
with as little as you have learned so far you can already make a variety
 
with as little as you have learned so far you can already make a variety
 
of monsters and NPCs of any kind.  The next section will cover the <ACRONYM>DIL</ACRONYM>
 
of monsters and NPCs of any kind.  The next section will cover the <ACRONYM>DIL</ACRONYM>
 
functions you can use with a NPC and then we will get right into some
 
functions you can use with a NPC and then we will get right into some
more complex examples.</PARA>
+
more complex examples.
 
</sect1>
 
</sect1>
  
Line 5,742: Line 5,534:
 
<TITLE><ACRONYM>DIL</ACRONYM> functions for NPCs</TITLE>
 
<TITLE><ACRONYM>DIL</ACRONYM> functions for NPCs</TITLE>
  
<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
+
The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
 
special functions on rooms, NPCs, objects, PCs, and much more.  This
 
special functions on rooms, NPCs, objects, PCs, and much more.  This
 
manual is for basic zone writing and therefore will not go into how to
 
manual is for basic zone writing and therefore will not go into how to
Line 5,748: Line 5,540:
 
functions for you as an Administrator and your builders to use to make
 
functions for you as an Administrator and your builders to use to make
 
special rooms, NPCs, and objects.  The following is a list of all NPC
 
special rooms, NPCs, and objects.  The following is a list of all NPC
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
+
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.
  
 
<variablelist id="var-npcfunc">
 
<variablelist id="var-npcfunc">
Line 5,754: Line 5,546:
 
;Mercenary
 
;Mercenary
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
 
<PARA>
 
 
This function allows you to make an NPC hireable by players in the game.  You
 
This function allows you to make an NPC hireable by players in the game.  You
 
simply dilcopy this unto a mob and the player can then type 'contract &lt;character name&gt;
 
simply dilcopy this unto a mob and the player can then type 'contract &lt;character name&gt;
 
and the mob will hunt that char for a fee. This function takes no special
 
and the mob will hunt that char for a fee. This function takes no special
 
arguments.  the following is the function definition found in
 
arguments.  the following is the function definition found in
''function.zon'':</PARA>
+
''function.zon'':
+
 
 
  <nowiki>
 
  <nowiki>
 
 
 
 
Line 5,768: Line 5,559:
 
</nowiki>
 
</nowiki>
  
<PARA>To use it you simply dilcopy it to your NPC as follows:</PARA>
+
To use it you simply dilcopy it to your NPC as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,781: Line 5,572:
 
;Obey
 
;Obey
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function when dilcopied on the NPC will make it obey there master.  And
 
 
<PARA>This function when dilcopied on the NPC will make it obey there master.  And
 
 
example mobile of this is the familiar. Upon completing a small quest a Mage
 
example mobile of this is the familiar. Upon completing a small quest a Mage
 
receives a familiar that will obey that player and that player only. The player
 
receives a familiar that will obey that player and that player only. The player
Line 5,789: Line 5,578:
 
&lt;player name&gt;</command> and it will carry out the command.  This function takes
 
&lt;player name&gt;</command> and it will carry out the command.  This function takes
 
no arguments.  The following is the definition found in
 
no arguments.  The following is the definition found in
''function.zon'':</PARA>
+
''function.zon'':  
 
  <nowiki>
 
  <nowiki>
  
Line 5,795: Line 5,584:
  
 
</nowiki>
 
</nowiki>
<PARA>To use this function simply dilcopy it to the NPC you want to be a
+
To use this function simply dilcopy it to the NPC you want to be a
mercenary like so:</PARA>
+
mercenary like so:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,810: Line 5,598:
 
;Evaluate
 
;Evaluate
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function when placed on an NPC allows it to evaluate items
 +
for a fee.  The function definition looks as follows:
  
<PARA>This function when placed on an NPC allows it to evaluate items
 
for a fee.  The function definition looks as follows:</PARA>
 
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,821: Line 5,606:
  
 
</nowiki>
 
</nowiki>
<PARA>The function has one argument 'amt' that lets you set the cost of
+
The function has one argument 'amt' that lets you set the cost of
 
the evaluation of items.  If you wanted to set the value to four gold it
 
the evaluation of items.  If you wanted to set the value to four gold it
 
would work just like when setting the money field and look as
 
would work just like when setting the money field and look as
follows:</PARA>
+
follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,838: Line 5,623:
 
;Guard Direction
 
;Guard Direction
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
  This is an enhanced version of the Guard Way Function. It will allow both
<PARA>  This is an enhanced version of the Guard Way Function. It will allow both
 
 
  certain players to enter as well as certain mobs. An optional stop <ACRONYM>DIL</ACRONYM>
 
  certain players to enter as well as certain mobs. An optional stop <ACRONYM>DIL</ACRONYM>
 
  can be supplied if you wish to do something special. It takes two
 
  can be supplied if you wish to do something special. It takes two
 
arguments, the activator and the direction.  The following is the
 
arguments, the activator and the direction.  The following is the
function definition:</PARA>
+
function definition:
+
 
 
  <nowiki>  
 
  <nowiki>  
  
Line 5,851: Line 5,635:
  
 
  </nowiki>
 
  </nowiki>
<PARA>This function is dilcopied onto the mob in the room that the mob is initially
+
This function is dilcopied onto the mob in the room that the mob is initially
 
loaded. Thus is the mob is summoned or commanded away it will not block the  
 
loaded. Thus is the mob is summoned or commanded away it will not block the  
 
directions until it is back to where it was first created. This <ACRONYM>DIL</ACRONYM> takes four
 
directions until it is back to where it was first created. This <ACRONYM>DIL</ACRONYM> takes four
Line 5,864: Line 5,648:
 
to use the forth argument because it takes more <ACRONYM>DIL</ACRONYM> knowledge than this
 
to use the forth argument because it takes more <ACRONYM>DIL</ACRONYM> knowledge than this
 
manual covers.  The following would be a valid dilcopy for this
 
manual covers.  The following would be a valid dilcopy for this
function:</PARA>
+
function:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,875: Line 5,658:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;Combat magic
 
;Combat magic
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function when placed on a mobile allows it to use any of the
<PARA>This function when placed on a mobile allows it to use any of the
 
 
combat spells.  The function definition is as follows: It also allows
 
combat spells.  The function definition is as follows: It also allows
the NPC to cast heal during combat on itself. </PARA>
+
the NPC to cast heal during combat on itself.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,925: Line 5,706:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>Defense spells take priority when the hit points fall below the % specified,
+
Defense spells take priority when the hit points fall below the % specified,
 
after (if) the hits have been restored above that number attack magic will
 
after (if) the hits have been restored above that number attack magic will
 
resume.  If def_spl is used, function automatically makes sure that it retains
 
resume.  If def_spl is used, function automatically makes sure that it retains
 
enough mana for at least one healing, ie it will attack 4 times if it don't
 
enough mana for at least one healing, ie it will attack 4 times if it don't
 
need a healing.  The following would be an example of what you would put
 
need a healing.  The following would be an example of what you would put
on your NPC:</PARA>
+
on your NPC:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,943: Line 5,724:
 
;Fido
 
;Fido
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function turns the NPC into a corpse eating mobile.  The
<PARA>This function turns the NPC into a corpse eating mobile.  The
+
following is the functions definition:
following is the functions definition:</PARA>
+
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 5,990: Line 5,770:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<NOTE><PARA>In both cases $1n is the mob itself, $2n is the title of the
+
<blockquote>In both cases $1n is the mob itself, $2n is the title of the
    item devoured.</PARA></NOTE>
+
    item devoured.</blockquote>
 +
 
 +
An example of the 'fido' function on an NPC would look as
 +
follows:
  
<PARA>An example of the 'fido' function on an NPC would look as
 
follows:</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,008: Line 5,788:
 
;Wander zone
 
;Wander zone
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function allows a mob to wander around more than one zone, but not all zones.
<PARA>This function allows a mob to wander around more than one zone, but not all zones.
 
 
You specify what zones the mob can wander.  Has optional intelligence which allows
 
You specify what zones the mob can wander.  Has optional intelligence which allows
 
the opening and closing of doors.  The following is the function
 
the opening and closing of doors.  The following is the function
definition:</PARA>
+
definition:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,054: Line 5,833:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>The options are not too hard so we will show how to use it and
+
The options are not too hard so we will show how to use it and
leave it at that</PARA>
+
leave it at that
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,062: Line 5,841:
  
 
</nowiki>
 
</nowiki>
<NOTE><PARA>@loadzone option which is used by inputting @loadzone
+
<blockquote>@loadzone option which is used by inputting @loadzone
 
somewhere in the zones string will replace it by the zone the mob is
 
somewhere in the zones string will replace it by the zone the mob is
 
loaded in like this:
 
loaded in like this:
+
 
 
  <nowiki>
 
  <nowiki>
  
 
dilcopy wander_zones@function ("halfzon haon_dor @loadzone", 5, 1);
 
dilcopy wander_zones@function ("halfzon haon_dor @loadzone", 5, 1);
 
                       
 
                       
</nowiki></PARA>
+
</nowiki>
</NOTE>
+
</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,078: Line 5,857:
 
;Global wander
 
;Global wander
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This is similar to wander_zones because it's just a modified version of it,
<PARA>This is similar to wander_zones because it's just a modified version of it,
 
 
which requires no zones argument since it moves in all zones.  The
 
which requires no zones argument since it moves in all zones.  The
following is the function definition:</PARA>
+
following is the function definition:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,090: Line 5,868:
 
</nowiki>
 
</nowiki>
  
<TABLE frame=all tocentry=0>
+
{|
<TITLE>Global wander arguments</TITLE>
+
|+Global wander arguments
<TGROUP align=left cols=3 colsep=1>
+
! Argument
<THEAD>
+
! Type
<ROW>
+
! Description
<ENTRY>argument</ENTRY>
+
|-
<ENTRY>Type</ENTRY>
+
|spd
<ENTRY>description</ENTRY>
+
|integer
</ROW>
+
|The speed (in seconds) at which the mob wanders. Minimum = 5 seconds (for process time).
</THEAD>
+
|-
<TBODY>
+
|doors
<ROW>
+
|integer
<ENTRY>spd</ENTRY>
+
|Can open/close doors (0 = false, 1 = true)
<ENTRY>integer</ENTRY>
+
|-
<ENTRY>The speed (in seconds) at which the mob wanders.
+
|lckd_doors<
                              Minimum = 5 seconds (for process time).</ENTRY>
+
|integer
  </ROW>
+
|Can open/closed locked doors (0=false, 1=true)
<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></TABLE>
 
  
<PARA>The options are not to hard so we will show how to use it and
+
The options are not to hard so we will show how to use it and
leave it at that</PARA>
+
leave it at that
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,134: Line 5,901:
 
;Team work
 
;Team work
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function when placed on a mob, located in the same room as another mob,
<PARA>This function when placed on a mob, located in the same room as another mob,
 
 
will allow the mobile to assist the other in combat.  The following is
 
will allow the mobile to assist the other in combat.  The following is
the function definition:</PARA>
+
the function definition:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,145: Line 5,911:
 
</nowiki>
 
</nowiki>
  
<PARA>This function takes one argument which is a string of the mobiles it is
+
This function takes one argument which is a string of the mobiles it is
 
to protect. So if we wanted a NPC to protect both Jesper and Enver the
 
to protect. So if we wanted a NPC to protect both Jesper and Enver the
dilcopy would look as follows:</PARA>
+
dilcopy would look as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,155: Line 5,921:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>For this to work both mobs must be in the same room or following
+
<blockquote>For this to work both mobs must be in the same room or following
      each other.</PARA></NOTE>
+
      each other.</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,163: Line 5,929:
 
;Rescue
 
;Rescue
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function when placed on a mob, located in the same room as another mob,
<PARA>This function when placed on a mob, located in the same room as another mob,
 
 
will allow the mobile to rescue the other mob if it is attacked.  The
 
will allow the mobile to rescue the other mob if it is attacked.  The
function is as follows:</PARA>
+
function is as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,174: Line 5,939:
 
</nowiki>
 
</nowiki>
  
<PARA>This function takes one argument, a string of those mobiles
+
This function takes one argument, a string of those mobiles
you wish this NPC to assist should they be attacked.</PARA>
+
you wish this NPC to assist should they be attacked.
  
<NOTE><PARA>
+
<blockquote>
 
For this to work both NPCs must be in the same room or following
 
For this to work both NPCs must be in the same room or following
      each other.</PARA></NOTE>
+
      each other.</blockquote>
 
   
 
   
  <PARA>Again we will use our test subjects Jesper and Enver and if
+
  Again we will use our test subjects Jesper and Enver and if
 
we wanted an NPC to protect them and come to their aid the following
 
we wanted an NPC to protect them and come to their aid the following
would be the dilcopy:</PARA>
+
would be the dilcopy:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,196: Line 5,961:
 
;Agressive
 
;Agressive
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function makes a Mob hostile to person(s) in the room with it, under
<PARA>This function makes a Mob hostile to person(s) in the room with it, under
 
 
certain conditions which are provided as arguments.
 
certain conditions which are provided as arguments.
 
In short, the all-singing, all-dancing aggression <ACRONYM>DIL</ACRONYM>.  The following is
 
In short, the all-singing, all-dancing aggression <ACRONYM>DIL</ACRONYM>.  The following is
this functions definition:</PARA>
+
this functions definition:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,342: Line 6,106:
 
</TABLE>
 
</TABLE>
  
 
+
The argument descriptions pretty much explain everything there is
<PARA>The argument descriptions pretty much explain everything there is
 
 
to know about the agressive function and what it was so we will finish
 
to know about the agressive function and what it was so we will finish
 
off by giving an example of a dilcopy that will create a NPC that fits
 
off by giving an example of a dilcopy that will create a NPC that fits
the following description</PARA>
+
the following description
  
<PARA>Let's say our mob is a level 40 Goblin who doesn't like
+
Let's say our mob is a level 40 Goblin who doesn't like
 
dwarves. He's very particular in that he doesn't like evil female
 
dwarves. He's very particular in that he doesn't like evil female
 
dwarves who are level 20 and above. He does recognize the sanctuary
 
dwarves who are level 20 and above. He does recognize the sanctuary
 
spell, but he doesn't recognize soothe, and he'll wait 10 seconds on
 
spell, but he doesn't recognize soothe, and he'll wait 10 seconds on
 
average before he attacks. The 2 messages sent are: "$1n savagely
 
average before he attacks. The 2 messages sent are: "$1n savagely
attacks $3n with his big axe!" and "$1n attacks you!"</PARA>
+
attacks $3n with his big axe!" and "$1n attacks you!"
 +
 
 +
Here's what the function call would look like:
  
<PARA>Here's what the function call would look like:</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,365: Line 6,128:
 
</nowiki>
 
</nowiki>
 
 
 
 
<PARA>In this example, 3 (attack females), 2 (attack dwarves), 1 (just dwarves),
+
In this example, 3 (attack females), 2 (attack dwarves), 1 (just dwarves),
 
  20 (Level 20+ victims), 2 (obey only soothe), PULSE_SEC*10
 
  20 (Level 20+ victims), 2 (obey only soothe), PULSE_SEC*10
 
(wait around 10 seconds before attacking), EVIL (attack only
 
(wait around 10 seconds before attacking), EVIL (attack only
 
evil), and the strings in the stringlist are displayed to
 
evil), and the strings in the stringlist are displayed to
the victim and the room, in that order.</PARA>
+
the victim and the room, in that order.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,376: Line 6,139:
 
;Janitors
 
;Janitors
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function turns the NPC into a janitor that will pick up items left
 
 
<PARA>This function turns the NPC into a janitor that will pick up items left
 
 
lying around and will also tell new  players. those under level 20,
 
lying around and will also tell new  players. those under level 20,
 
where there corpse is if they come across it in there wanderings.
 
where there corpse is if they come across it in there wanderings.
 
You must also supply the wander_zone <ACRONYM>DIL</ACRONYM> for this to work correctly.  
 
You must also supply the wander_zone <ACRONYM>DIL</ACRONYM> for this to work correctly.  
The definition for the janitor function is as follows:</PARA>
+
The definition for the janitor function is as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,389: Line 6,150:
  
 
</nowiki>
 
</nowiki>
<PARA>The Janitor function only takes one argument and that determines
+
The Janitor function only takes one argument and that determines
how fast the janitor will pick up stuff in seconds.</PARA>
+
how fast the janitor will pick up stuff in seconds.
 +
 
 +
To make a Janitor that will pick up stuff every thirty seconds the
 +
following would be the dilcopy:
  
<PARA>To make a Janitor that will pick up stuff every thirty seconds the
 
following would be the dilcopy:</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,406: Line 6,167:
 
;Shop Keeper
 
;Shop Keeper
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This is one of the more complex dilcopies and considered by some to be  
<PARA>This is one of the more complex dilcopies and considered by some to be  
 
 
confusing. Below I will step you through the creation of the mobile,
 
confusing. Below I will step you through the creation of the mobile,
 
and the application of this <ACRONYM>DIL</ACRONYM> using defines to hopefully simplify the
 
and the application of this <ACRONYM>DIL</ACRONYM> using defines to hopefully simplify the
use of this function.  The function is defined as:</PARA>
+
use of this function.  The function is defined as:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,426: Line 6,186:
 
;Step 1
 
;Step 1
 
<DICTDEF>
 
<DICTDEF>
<PARA>First, figure out what you want your shopkeeper to sell.  He can sell
+
First, figure out what you want your shopkeeper to sell.  He can sell
 
pretty much any item from any zone, as long as you know its symbolic
 
pretty much any item from any zone, as long as you know its symbolic
 
name.
 
name.
 
For Hogan (our example shopkeeper), he is a bartender, so he sells things
 
For Hogan (our example shopkeeper), he is a bartender, so he sells things
 
you would commonly find in a pub, tavern, or bar.
 
you would commonly find in a pub, tavern, or bar.
His list of items (their symbolic names at which zone) are:</PARA>
+
His list of items (their symbolic names at which zone) are:
  
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,445: Line 6,203:
 
</nowiki>
 
</nowiki>
  
<PARA>Now, since I use defines, I make a define for Hogan's products.  I called
+
Now, since I use defines, I make a define for Hogan's products.  I called
 
it TAVERN_PROD (for tavern's products).  And use the following setup
 
it TAVERN_PROD (for tavern's products).  And use the following setup
 
and just stick the names of your items in where his items are.   
 
and just stick the names of your items in where his items are.   
Each item will have a setup like this:</PARA>
+
Each item will have a setup like this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,456: Line 6,214:
 
</nowiki>
 
</nowiki>
  
 
+
A symbolic name followed by two numbers, with the entire thing in
<PARA>A symbolic name followed by two numbers, with the entire thing in
+
quotes.  Where :
quotes.  Where :</PARA>
 
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>The "tuborg@udgaard" is your item's symbolic name</PARA></LISTITEM>  
+
<LISTITEM>The "tuborg@udgaard" is your item's symbolic name</LISTITEM>  
<LISTITEM><PARA>The 15 (our first number in the string) is the number of that item that
+
<LISTITEM>The 15 (our first number in the string) is the number of that item that
  will load into your shop daily</PARA></LISTITEM>  
+
  will load into your shop daily</LISTITEM>  
<LISTITEM><PARA>The 20 (our second number in the string) is the limit available of that
+
<LISTITEM>The 20 (our second number in the string) is the limit available of that
  item in the shop ever</PARA></LISTITEM>  
+
  item in the shop ever</LISTITEM>  
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>So this shop would sell tuborgs.. and every mudday, 15 tuborgs will load
+
So this shop would sell tuborgs.. and every mudday, 15 tuborgs will load
 
into our shop to replenish our stock.. and the maximum tuborgs we can have
 
into our shop to replenish our stock.. and the maximum tuborgs we can have
at any given time is 20.</PARA>
+
at any given time is 20.
  
<PARA>Next we place all this info into the define we created above, which would look
+
Next we place all this info into the define we created above, which would look
like this:</PARA>
+
like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,487: Line 6,243:
 
</nowiki>
 
</nowiki>
  
<PARA>The above is my define for Hogan's products that he sells.  Each one is in
+
The above is my define for Hogan's products that he sells.  Each one is in
 
quotes and they have commas separating them.  If you put each item on its
 
quotes and they have commas separating them.  If you put each item on its
 
own separate line, you need to put a space and then a back slash after the
 
own separate line, you need to put a space and then a back slash after the
 
comma which separates the items, like it shows above.  The entire define
 
comma which separates the items, like it shows above.  The entire define
 
is enclosed in curly brackets, {}.  
 
is enclosed in curly brackets, {}.  
Now we are finished with the items he sells.</PARA>
+
Now we are finished with the items he sells.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;Step 2
 
;Step 2
 
<DICTDEF>
 
<DICTDEF>
<PARA>Now you must decide what kind of dialogue you would like your
+
Now you must decide what kind of dialogue you would like your
 
shopkeeper to say.  There are ten separate responses you can make for your
 
shopkeeper to say.  There are ten separate responses you can make for your
shopkeeper.  They do go in a specific order and I will list what each do.</PARA>
+
shopkeeper.  They do go in a specific order and I will list what each do.
 
<VARIABLELIST>
 
<VARIABLELIST>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;Response 1
 
;Response 1
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first response will be used if the shopkeeper doesn't have the
+
The first response will be used if the shopkeeper doesn't have the
 
particular item you're trying to buy in stock, or if he doesn't sell that
 
particular item you're trying to buy in stock, or if he doesn't sell that
item at all.</PARA>
+
item at all.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,515: Line 6,270:
 
;Response 2
 
;Response 2
 
<DICTDEF>
 
<DICTDEF>
<PARA>The second response is used when the player is trying to sell the
+
The second response is used when the player is trying to sell the
 
shopkeeper something which the player does not have in his inventory. Items
 
shopkeeper something which the player does not have in his inventory. Items
worn by the player can not be sold until removed from there worn position.</PARA>
+
worn by the player can not be sold until removed from there worn position.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,523: Line 6,278:
 
;Response 3
 
;Response 3
 
<DICTDEF>
 
<DICTDEF>
<PARA>The third response is used when the player is trying to sell the shopkeeper
+
The third response is used when the player is trying to sell the shopkeeper
 
something that is not one of those of his trade types. (This will be more
 
something that is not one of those of his trade types. (This will be more
 
clear when we get to the trade type part below. Such as a player trying to sell
 
clear when we get to the trade type part below. Such as a player trying to sell
our bartender a canoe. =)</PARA>
+
our bartender a canoe. =)
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,532: Line 6,287:
 
;Response 4
 
;Response 4
 
<DICTDEF>
 
<DICTDEF>
<PARA>The fourth response is used when the player tries to buy something from the
+
The fourth response is used when the player tries to buy something from the
shopkeeper, but doesn't have enough money to buy it.</PARA>
+
shopkeeper, but doesn't have enough money to buy it.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,539: Line 6,294:
 
;Response 5
 
;Response 5
 
<DICTDEF>
 
<DICTDEF>
<PARA>The fifth response is used when the sale was successful and the player
+
The fifth response is used when the sale was successful and the player
buys something from the shopkeeper.</PARA>
+
buys something from the shopkeeper.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,546: Line 6,301:
 
;Response 6
 
;Response 6
 
<DICTDEF>
 
<DICTDEF>
<PARA>The sixth response is again used when the sale was successful, but this
+
The sixth response is again used when the sale was successful, but this
 
time it's for when the player successfully sells something to the
 
time it's for when the player successfully sells something to the
shopkeeper.</PARA>
+
shopkeeper.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,554: Line 6,309:
 
;Response 7
 
;Response 7
 
<DICTDEF>
 
<DICTDEF>
<PARA>The seventh response is used when the shopkeeper doesn't have enough of the
+
The seventh response is used when the shopkeeper doesn't have enough of the
 
item to sell as the player requests. Such as someone trying to buy 10
 
item to sell as the player requests. Such as someone trying to buy 10
tuborgs, but our bartender only has 9.</PARA>
+
tuborgs, but our bartender only has 9.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,562: Line 6,317:
 
;Response 8
 
;Response 8
 
<DICTDEF>
 
<DICTDEF>
<PARA>The eighth response is Used when the shop is closed and a player tries to
+
The eighth response is Used when the shop is closed and a player tries to
buy something from or sell something to the shopkeeper.</PARA>
+
buy something from or sell something to the shopkeeper.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,569: Line 6,324:
 
;Response 9
 
;Response 9
 
<DICTDEF>
 
<DICTDEF>
<PARA>The ninth response is used when the player tries to sell an item to the
+
The ninth response is used when the player tries to sell an item to the
shopkeeper that the shopkeeper doesn't trade that item.</PARA>
+
shopkeeper that the shopkeeper doesn't trade that item.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,576: Line 6,331:
 
;Response 10
 
;Response 10
 
<DICTDEF>
 
<DICTDEF>
<PARA>The tenth (and last!) response is for when the shopkeeper has run out of
+
The tenth (and last!) response is for when the shopkeeper has run out of
money and can't afford to buy what the player is trying to sell him.</PARA>
+
money and can't afford to buy what the player is trying to sell him.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Now. again, I made a define called TAVERN_MSG (for tavern messages) and I
+
Now. again, I made a define called TAVERN_MSG (for tavern messages) and I
 
placed all my responses in it.  Don't forget, they do go in that specific
 
placed all my responses in it.  Don't forget, they do go in that specific
order!  And below is our setup with responses in it.</PARA>
+
order!  And below is our setup with responses in it.
  
<NOTE><PARA>In the responses below, $1n refers to the shopkeeper, $2n refers
+
<blockquote>In the responses below, $1n refers to the shopkeeper, $2n refers
 
to the item being sold, bought, etc.. and $3n refers to the person dealing
 
to the item being sold, bought, etc.. and $3n refers to the person dealing
with the shopkeeper.</PARA></NOTE>
+
with the shopkeeper.</blockquote>
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,607: Line 6,361:
 
</nowiki>
 
</nowiki>
  
<PARA>Just like with the items, the responses are in quotes, and are separated
+
Just like with the items, the responses are in quotes, and are separated
 
with commas.  Since I put each on their own separate lines (for neatness
 
with commas.  Since I put each on their own separate lines (for neatness
 
sake), I put a space and a back slash, \, after each.  The entire define is
 
sake), I put a space and a back slash, \, after each.  The entire define is
 
enclosed in curly braces,{}.
 
enclosed in curly braces,{}.
 
And then you're done with your shopkeeper's messages!
 
And then you're done with your shopkeeper's messages!
Don't worry, it gets simpler from here.</PARA>
+
Don't worry, it gets simpler from here.  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,618: Line 6,372:
 
;Step 3
 
;Step 3
 
<DICTDEF>
 
<DICTDEF>
<PARA>Now we get to decide when we want our shop to be open.  We get to use  
+
Now we get to decide when we want our shop to be open.  We get to use  
 
military time, so 1 refers to 1am, 6 refers to 6am, 12 refers to 12pm
 
military time, so 1 refers to 1am, 6 refers to 6am, 12 refers to 12pm
 
(noon), 18 refers to 6pm, and both 0 and 24 refer to 12am (midnight)..
 
(noon), 18 refers to 6pm, and both 0 and 24 refer to 12am (midnight)..
 
etc.. =)
 
etc.. =)
 
And my define for this I named TAVERN_OPEN_TIMES (for when the tavern is
 
And my define for this I named TAVERN_OPEN_TIMES (for when the tavern is
open) and I used the following setup:</PARA>
+
open) and I used the following setup:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,631: Line 6,385:
 
</nowiki>
 
</nowiki>
  
<PARA>You just have to make your define and stick your times in quotes and
+
You just have to make your define and stick your times in quotes and
 
enclose them in curly braces.  So Hogan will be opened from 1am ("1")
 
enclose them in curly braces.  So Hogan will be opened from 1am ("1")
 
until 11pm ("23").  He will close after 11pm and reopen again at 1am.
 
until 11pm ("23").  He will close after 11pm and reopen again at 1am.
 
You may also add multiple open and close times as per the following  
 
You may also add multiple open and close times as per the following  
example:</PARA>
+
example:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,647: Line 6,401:
 
;Step 4
 
;Step 4
 
<DICTDEF>
 
<DICTDEF>
<PARA>For this step you get to choose your shopkeeper's trade types.  And what
+
For this step you get to choose your shopkeeper's trade types.  And what
 
you pick all depends on what kinds of things you want your shopkeeper to
 
you pick all depends on what kinds of things you want your shopkeeper to
 
sell and buy.  You can find the item types in ''values.h'', but I'll also list
 
sell and buy.  You can find the item types in ''values.h'', but I'll also list
them below.</PARA>
+
them below.
 
<TABLE frame=all tocentry=0>
 
<TABLE frame=all tocentry=0>
 
<TITLE>Sale types</TITLE>
 
<TITLE>Sale types</TITLE>
Line 6,704: Line 6,458:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>We are making a bartender, so he should sell food and drinks.  So I
+
We are making a bartender, so he should sell food and drinks.  So I
 
selected ITEM_FOOD, and it's corresponding number is 19.  So I made my  
 
selected ITEM_FOOD, and it's corresponding number is 19.  So I made my  
 
define TAVERN_ITEM_TYPE (for our tavern's type of items) using the  
 
define TAVERN_ITEM_TYPE (for our tavern's type of items) using the  
following setup:</PARA>
+
following setup:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,714: Line 6,468:
  
 
</nowiki>
 
</nowiki>
<PARA>Now, if we had a magic shop, and wanted to sell potions and scrolls, I
+
Now, if we had a magic shop, and wanted to sell potions and scrolls, I
 
would make a define called for example MAGIC_ITEM_TYPE and make it like
 
would make a define called for example MAGIC_ITEM_TYPE and make it like
this:</PARA>
+
this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,723: Line 6,477:
  
 
</nowiki>
 
</nowiki>
<PARA>The 2 was our number corresponding to the scrolls, and the 10
+
The 2 was our number corresponding to the scrolls, and the 10
 
corresponded to the potions.  That is how you make your shopkeeper
 
corresponded to the potions.  That is how you make your shopkeeper
 
sell more than one item type, just stick the corresponding numbers inside
 
sell more than one item type, just stick the corresponding numbers inside
quotes with a space separating them.</PARA>
+
quotes with a space separating them.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,732: Line 6,486:
 
;Step 5
 
;Step 5
 
<DICTDEF>
 
<DICTDEF>
<PARA>Now you get to decide how much money your shopkeeper gets to have
+
Now you get to decide how much money your shopkeeper gets to have
 
to buy things with.  One platinum piece is equal to 40960.  So if I wanted
 
to buy things with.  One platinum piece is equal to 40960.  So if I wanted
 
him to have two platinum pieces to spend on buying things from players, I
 
him to have two platinum pieces to spend on buying things from players, I
 
would make a define called TAVERN_MAX_CASH (for the maximum amount of
 
would make a define called TAVERN_MAX_CASH (for the maximum amount of
money our shopkeeper gets) and use the following setup:</PARA>
+
money our shopkeeper gets) and use the following setup:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,743: Line 6,497:
  
 
</nowiki>
 
</nowiki>
<PARA>I got 81920 by multiplying the 40960 (one platinum) by 2</PARA>
+
I got 81920 by multiplying the 40960 (one platinum) by 2
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,749: Line 6,503:
 
;Step 6
 
;Step 6
 
<DICTDEF>
 
<DICTDEF>
<PARA>The sixth thing we get to do is to decide how much profit does our
+
The sixth thing we get to do is to decide how much profit does our
 
shopkeeper get when he sells his items.  Items should have a cost to them
 
shopkeeper get when he sells his items.  Items should have a cost to them
 
already tagged on them, so their whatever their cost is, that is equal to
 
already tagged on them, so their whatever their cost is, that is equal to
Line 6,756: Line 6,510:
 
profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
 
profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
 
when he sells things) and gave him 110% selling profit, and used the
 
when he sells things) and gave him 110% selling profit, and used the
following setup:</PARA>
+
following setup:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,768: Line 6,522:
 
;Step 7
 
;Step 7
 
<DICTDEF>
 
<DICTDEF>
<PARA>This last define is almost exactly like our selling profit, but now, we're
+
This last define is almost exactly like our selling profit, but now, we're
 
doing our buying profit... when a player sells an item to the shopkeeper,
 
doing our buying profit... when a player sells an item to the shopkeeper,
 
he doesn't want to pay full price because it must be used since a player
 
he doesn't want to pay full price because it must be used since a player
 
has it.  Now the item's cost is 100%, and maybe the shopkeeper only wants
 
has it.  Now the item's cost is 100%, and maybe the shopkeeper only wants
 
to buy items for half its cost.  So I would make his buying profit 50,
 
to buy items for half its cost.  So I would make his buying profit 50,
and use the following setup.</PARA>
+
and use the following setup.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,781: Line 6,535:
 
</nowiki>
 
</nowiki>
  
<PARA>All of the previous  defines you can place anywhere in the zone.  I like
+
All of the previous  defines you can place anywhere in the zone.  I like
 
to place mine before the %<ACRONYM>DIL</ACRONYM> section just to keep them somewhere where
 
to place mine before the %<ACRONYM>DIL</ACRONYM> section just to keep them somewhere where
 
I know they all are.  You can place each one on the mob itself, but I
 
I know they all are.  You can place each one on the mob itself, but I
 
think that looks cluttered so's why I put them where I put
 
think that looks cluttered so's why I put them where I put
 
them.  And you're going to have a dilcopy placed on your mob also, which
 
them.  And you're going to have a dilcopy placed on your mob also, which
I'll explain in step 8.</PARA>
+
I'll explain in step 8.  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 6,792: Line 6,546:
 
;Step 8
 
;Step 8
 
<DICTDEF>
 
<DICTDEF>
<PARA>Okay one last step.  Now you get to place the <ACRONYM>DIL</ACRONYM> on your shopkeeper mob
+
Okay one last step.  Now you get to place the <ACRONYM>DIL</ACRONYM> on your shopkeeper mob
 
using all of those cute little defines you just made.  The syntax for the
 
using all of those cute little defines you just made.  The syntax for the
<ACRONYM>DIL</ACRONYM> is:</PARA>
+
<ACRONYM>DIL</ACRONYM> is:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,803: Line 6,557:
 
 
 
 
 
</nowiki>
 
</nowiki>
<PARA>Take your defines from above the defines that you made are
+
Take your defines from above the defines that you made are
called:</PARA>
+
called:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,812: Line 6,566:
  
 
</nowiki>
 
</nowiki>
<PARA>Now all you have to do is place them in the syntax where they belong like
+
Now all you have to do is place them in the syntax where they belong like
in the below example.</PARA>
+
in the below example.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,822: Line 6,576:
  
 
</nowiki>
 
</nowiki>
<PARA>For the last two fields, I just put "", "" because I don't make my own
+
For the last two fields, I just put "", "" because I don't make my own
 
unique <ACRONYM>DIL</ACRONYM> for those.  By just putting and empty set of quotes for each,
 
unique <ACRONYM>DIL</ACRONYM> for those.  By just putting and empty set of quotes for each,
 
it makes it go to the default.
 
it makes it go to the default.
And make sure you don't forget that semicolon at the end either.</PARA>
+
And make sure you don't forget that semicolon at the end either.
  
<PARA>You are pretty much done now.  All you have to do is place your
+
You are pretty much done now.  All you have to do is place your
 
defines either up before %<ACRONYM>DIL</ACRONYM> or somewhere in %mob if you'd like, and
 
defines either up before %<ACRONYM>DIL</ACRONYM> or somewhere in %mob if you'd like, and
place the dilcopy onto your mob.</PARA>
+
place the dilcopy onto your mob.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>   
 
</VARIABLELIST>   
  
<PARA>Just to make sure I've completely beaten a very dead horse, this is
+
Just to make sure I've completely beaten a very dead horse, this is
what it would look like in the end.</PARA>
+
what it would look like in the end.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 6,865: Line 6,619:
 
#define TAVERN_SELL_PROFIT 110
 
#define TAVERN_SELL_PROFIT 110
 
#define TAVERN_BUY_PROFIT 50
 
#define TAVERN_BUY_PROFIT 50
 
  
 
%mobiles
 
%mobiles
Line 6,888: Line 6,641:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
 
  
 
</VARIABLELIST>
 
</VARIABLELIST>
  
 
</sect1>
 
</sect1>
 
  
 
<sect1 id="npccomplex">
 
<sect1 id="npccomplex">
 
<TITLE>A more complex set of NPCs</TITLE>
 
<TITLE>A more complex set of NPCs</TITLE>
  
<PARA>In the last sections you learned all the fields and how to make a basic NPC.
+
In the last sections you learned all the fields and how to make a basic NPC.
 
In this section we will use the information from the last sections to
 
In this section we will use the information from the last sections to
 
create some more unique NPCs for our dragon station zone There is not a
 
create some more unique NPCs for our dragon station zone There is not a
 
lot of new information here we will be using the DIL functions from the previous
 
lot of new information here we will be using the DIL functions from the previous
 
section and adding some flags to the NPCs to make them act
 
section and adding some flags to the NPCs to make them act
different.</PARA>
+
different.
  
 
<sect2>
 
<sect2>
 
<TITLE>Magic casting NPC</TITLE>
 
<TITLE>Magic casting NPC</TITLE>
  
<PARA>The basic Dragon we made in the <xref linkend="npcbasic"> looks
+
The basic Dragon we made in the <xref linkend="npcbasic"> looks
 
like a real dragon but it is a bit boring when you fight a dragon and
 
like a real dragon but it is a bit boring when you fight a dragon and
 
don't get toasted by an acid or fire spell or two.  in <xref
 
don't get toasted by an acid or fire spell or two.  in <xref
Line 6,915: Line 6,665:
 
is the function you use to make all NPCs cast magic while in combat.  
 
is the function you use to make all NPCs cast magic while in combat.  
 
With that in mind lets take a look at how we can make our dragon a bit
 
With that in mind lets take a look at how we can make our dragon a bit
more interesting g.</PARA>
+
more interesting g.
  
<PARA>Well lets see a black dragon is supposed to have the ability to
+
Well lets see a black dragon is supposed to have the ability to
 
either cast fire breath or acid breath depending on who you talk to.  
 
either cast fire breath or acid breath depending on who you talk to.  
 
Once you learn <ACRONYM>DIL</ACRONYM> you could even make fire breath be a skill not a
 
Once you learn <ACRONYM>DIL</ACRONYM> you could even make fire breath be a skill not a
Line 6,923: Line 6,673:
 
the acid breath spell so we will use that as the spell of choice.  The
 
the acid breath spell so we will use that as the spell of choice.  The
 
NPC as we defined it before hasn't changed so the following would be the
 
NPC as we defined it before hasn't changed so the following would be the
entire dragon with the combat magic function.</PARA>
+
entire dragon with the combat magic function.
+
 
 
  <nowiki>
 
  <nowiki>
 
  
 
bldragon
 
bldragon
Line 6,977: Line 6,726:
 
</nowiki>
 
</nowiki>
  
<PARA>That is all there is to it.  If you are wondering where I got the
+
That is all there is to it.  If you are wondering where I got the
 
'acid breath' part of the <ACRONYM>DIL</ACRONYM> copy all the spells names are in the
 
'acid breath' part of the <ACRONYM>DIL</ACRONYM> copy all the spells names are in the
 
''spells.def'' or you can just pick a spell by what you
 
''spells.def'' or you can just pick a spell by what you
Line 6,984: Line 6,733:
 
have been created with exactly the same information by using the
 
have been created with exactly the same information by using the
 
''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
 
''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
we use the macro the dragon would look like this</PARA>
+
we use the macro the dragon would look like this
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,024: Line 6,773:
 
</nowiki>
 
</nowiki>
  
<PARA>As you can see with the second way the dragon was a lot easier to
+
As you can see with the second way the dragon was a lot easier to
 
make because we let the macro set all the other values we just described
 
make because we let the macro set all the other values we just described
the NPC and set the macro.</PARA>
+
the NPC and set the macro.
 
</sect2>
 
</sect2>
  
Line 7,032: Line 6,781:
 
<TITLE>A wandering janitor</TITLE>
 
<TITLE>A wandering janitor</TITLE>
  
<PARA>Our space station is nice but we wouldn't want a lot of people
+
Our space station is nice but we wouldn't want a lot of people
 
coming to visit if we didn't have a janitor to walk around cleaning up.  
 
coming to visit if we didn't have a janitor to walk around cleaning up.  
 
Dragons most likely wouldn't be low life enough to be Janitors so I
 
Dragons most likely wouldn't be low life enough to be Janitors so I
 
think we will leave that up to a hobgoblin.  the following would be the
 
think we will leave that up to a hobgoblin.  the following would be the
definition of a hobgoblin wandering Janitor.</PARA>
+
definition of a hobgoblin wandering Janitor.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,062: Line 6,810:
 
MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
 
MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
 
MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
 
MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
 
  
 
//give him some money
 
//give him some money
Line 7,076: Line 6,823:
 
</nowiki>
 
</nowiki>
  
<PARA>Like with the dragon if we wanted to create this NPC easier we
+
Like with the dragon if we wanted to create this NPC easier we
 
would use the Hobgoblin defines in ''composed.h'' so we
 
would use the Hobgoblin defines in ''composed.h'' so we
 
don't have to fill out all the information.  If we did this it would
 
don't have to fill out all the information.  If we did this it would
simply look as follows:</PARA>
+
simply look as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,109: Line 6,856:
 
</nowiki>
 
</nowiki>
  
<PARA>As you can see you can combine the DIL functions you learned in
+
As you can see you can combine the DIL functions you learned in
<xref linkend="npcdilfunc"> to make your NPC do more than one thing.</PARA>
+
<xref linkend="npcdilfunc"> to make your NPC do more than one thing.  
  
 
</sect2>
 
</sect2>
Line 7,117: Line 6,864:
 
<TITLE>Creating a teacher</TITLE>
 
<TITLE>Creating a teacher</TITLE>
  
<PARA>Setting up teachers on valhalla is harder and more strict formed
+
Setting up teachers on valhalla is harder and more strict formed
 
than most things in the game.  The reason is the way you set them up is
 
than most things in the game.  The reason is the way you set them up is
 
to use an old form of functions called special.  In the future guilds
 
to use an old form of functions called special.  In the future guilds
Line 7,124: Line 6,871:
 
code they still allow for you to adjust many things.  The truth is you
 
code they still allow for you to adjust many things.  The truth is you
 
don't have to use our teachers you could code your own in <ACRONYM>DIL</ACRONYM> but many
 
don't have to use our teachers you could code your own in <ACRONYM>DIL</ACRONYM> but many
find this easier.</PARA>
+
find this easier.
  
<PARA>Guild teacher definitions are actually less complex than people think
+
Guild teacher definitions are actually less complex than people think
 
they are. There really are no big, mysterious secrets. The key is simply
 
they are. There really are no big, mysterious secrets. The key is simply
 
to understand the numbers and how the balance is achieved.
 
to understand the numbers and how the balance is achieved.
 
(From here on in, GTD will refer to "guild teacher definition", and
 
(From here on in, GTD will refer to "guild teacher definition", and
 
"entity" will be used to refer to the ability/spell/skill/weapon being
 
"entity" will be used to refer to the ability/spell/skill/weapon being
offered by the GTD.)</PARA>
+
offered by the GTD.)
  
<NOTE><PARA>
+
<blockquote>
 
  Using TAB characters in GTDs is a very bad idea! It will have extremely
 
  Using TAB characters in GTDs is a very bad idea! It will have extremely
adverse effects, including causing the mud to crash.
+
adverse effects, including causing the mud to crash.</blockquote>
</PARA></NOTE>
 
  
<PARA>We need to tart first and explain that to use the teacher special
+
We need to tart first and explain that to use the teacher special
 
functions you need to use a field not described anywhere else in the NPC
 
functions you need to use a field not described anywhere else in the NPC
 
descriptions.  The field is called a 'special'.  The reason the
 
descriptions.  The field is called a 'special'.  The reason the
Line 7,145: Line 6,891:
 
replaced by <ACRONYM>DIL</ACRONYM> there will be no more special functions.  For now
 
replaced by <ACRONYM>DIL</ACRONYM> there will be no more special functions.  For now
 
however we need to use them for the for mentioned purposes.  The format
 
however we need to use them for the for mentioned purposes.  The format
for a special function is as follows:</PARA>
+
for a special function is as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,152: Line 6,898:
  
 
</nowiki>
 
</nowiki>
<PARA>For teachers the function definition is 'SFUN_TEACH_INIT' and the
+
For teachers the function definition is 'SFUN_TEACH_INIT' and the
 
arguments range from who can join, what the acts of the teacher are,
 
arguments range from who can join, what the acts of the teacher are,
and what the teacher teaches.</PARA>
+
and what the teacher teaches.
  
<PARA>In the first part of a SFUN_TEACH_INIT definition, there are several
+
In the first part of a SFUN_TEACH_INIT definition, there are several
 
pieces of important information which allow the mud to know what you are
 
pieces of important information which allow the mud to know what you are
 
trying to provide to players.  The entire set of arguments are enclosed
 
trying to provide to players.  The entire set of arguments are enclosed
 
in double quotes.  So a teacher with nothing at all in it would look
 
in double quotes.  So a teacher with nothing at all in it would look
like this:</PARA>
+
like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,169: Line 6,914:
 
</nowiki>
 
</nowiki>
  
<PARA>After the opening double quote ("), the first thing necessary
+
After the opening double quote ("), the first thing necessary
 
is the text formatting code '&amp;l', which tells the compiler to ignore the
 
is the text formatting code '&amp;l', which tells the compiler to ignore the
 
standard text formatting protocols for the rest of the string or until the
 
standard text formatting protocols for the rest of the string or until the
'&amp;f' code is given.</PARA>
+
'&amp;f' code is given.
  
<PARA>Immediately following the '&amp;l' code, with no spaces at all, the type of
+
Immediately following the '&amp;l' code, with no spaces at all, the type of
 
entity the function will teach is defined. It is one of the following
 
entity the function will teach is defined. It is one of the following
types:</PARA>
+
types:
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>abilities</PARA></LISTITEM>
+
<LISTITEM>abilities</LISTITEM>
<LISTITEM><PARA>spells</PARA></LISTITEM>
+
<LISTITEM>spells</LISTITEM>
<LISTITEM><PARA>skills</PARA></LISTITEM>
+
<LISTITEM>skills</LISTITEM>
<LISTITEM><PARA>weapons</PARA></LISTITEM>
+
<LISTITEM>weapons</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>The first two lines of the SFUN_TEACH_INIT looks like this:</PARA>
+
The first two lines of the SFUN_TEACH_INIT looks like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,194: Line 6,938:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>The '0;' is the end of field marker that will be used
+
<blockquote>The '0;' is the end of field marker that will be used
through out the teacher fields</PARA></NOTE>
+
through out the teacher fields</blockquote>
  
<PARA>The next set of arguments to the teacher function is the acts the
+
The next set of arguments to the teacher function is the acts the
 
teacher will use when a person is trying to train.  There are seven acts
 
teacher will use when a person is trying to train.  There are seven acts
total and they are as follows:</PARA>
+
total and they are as follows:
 
<VARIABLELIST>
 
<VARIABLELIST>
 
<TITLE>Teacher acts</TITLE>
 
<TITLE>Teacher acts</TITLE>
Line 7,205: Line 6,949:
 
;Line 1
 
;Line 1
 
<DICTDEF>
 
<DICTDEF>
<PARA>This line is displayed when the player makes a mistake in typing
+
This line is displayed when the player makes a mistake in typing
 
        the name of an entity, whether or not it is actually offered at
 
        the name of an entity, whether or not it is actually offered at
 
        the teacher.
 
        the teacher.
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,214: Line 6,957:
 
;Line 2
 
;Line 2
 
<DICTDEF>
 
<DICTDEF>
<PARA>This line is similar to the first, but is usually evident of
+
This line is similar to the first, but is usually evident of
 
        attempting to practice an entity not offered at this particular
 
        attempting to practice an entity not offered at this particular
 
        teacher.
 
        teacher.
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,223: Line 6,965:
 
;Line 3
 
;Line 3
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is the act displayed when the player has insufficient funds
+
This is the act displayed when the player has insufficient funds
 
        to practice the desired entity.
 
        to practice the desired entity.
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,231: Line 6,972:
 
;Line 4
 
;Line 4
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is displayed when the player has not got enough ability or
+
This is displayed when the player has not got enough ability or
        skill practice points to learn the desired entity.</PARA>
+
        skill practice points to learn the desired entity.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,238: Line 6,979:
 
;Line 5
 
;Line 5
 
<DICTDEF>
 
<DICTDEF>
<PARA>Simply put, the player has exceeded the teacher's expertise in the
+
Simply put, the player has exceeded the teacher's expertise in the
 
        offered entity and must go elsewhere to learn more, if at all
 
        offered entity and must go elsewhere to learn more, if at all
        possible.</PARA>
+
        possible.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,246: Line 6,987:
 
;Line 6
 
;Line 6
 
<DICTDEF>
 
<DICTDEF>
<PARA>This line is displayed when the player is either wearing magical,
+
This line is displayed when the player is either wearing magical,
 
        stat-modifying equipment or is affected by spells/skills which
 
        stat-modifying equipment or is affected by spells/skills which
        modify stats.</PARA>
+
        modify stats.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,254: Line 6,995:
 
;Line 7
 
;Line 7
 
<DICTDEF>
 
<DICTDEF>
<PARA>This line is what is shown when your armour affects you using
+
This line is what is shown when your armour affects you using
 
special functions in base code.  This is rare and may never be seen.  In
 
special functions in base code.  This is rare and may never be seen.  In
 
the future when the teachers are made in <ACRONYM>DIL</ACRONYM> this act may not be
 
the future when the teachers are made in <ACRONYM>DIL</ACRONYM> this act may not be
necessary.</PARA>
+
necessary.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Now we can add the acts to our example it would look as
+
Now we can add the acts to our example it would look as
follows:</PARA>
+
follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,278: Line 7,019:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>
+
<blockquote>
 
  $1n is the substitution variable for the teacher's title (see the <ACRONYM>DIL</ACRONYM>
 
  $1n is the substitution variable for the teacher's title (see the <ACRONYM>DIL</ACRONYM>
document for more details).</PARA>
+
document for more details).
  
<PARA>%s is the amount of money the teacher  requires to teach the entity in
+
%s is the amount of money the teacher  requires to teach the entity in
      question.</PARA>
+
      question.
  
<PARA>%d is the amount of ability or skill practice points required to
+
%d is the amount of ability or skill practice points required to
      practice the given entity.</PARA>
+
      practice the given entity.
 
   
 
   
<PARA>The standard GTD termination character, a semicolon (;) ends each
+
The standard GTD termination character, a semicolon (;) ends each
act</PARA>
+
act
</NOTE>
+
</blockquote>
  
<PARA>about the actual GTDs, or the lines that actually define what the
+
about the actual GTDs, or the lines that actually define what the
 
teachers teach and everything to do about how expensive and how high
 
teachers teach and everything to do about how expensive and how high
 
they teach it.  A GTD is a single line, composed of several fields. The data contained
 
they teach it.  A GTD is a single line, composed of several fields. The data contained
in these fields determines how a particular entity is practiced.</PARA>
+
in these fields determines how a particular entity is practiced.
 +
 
 +
Here is an example of a GTD:
  
<PARA>Here is an example of a GTD:</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,305: Line 7,046:
 
  </nowiki>
 
  </nowiki>
  
<PARA>Note that it has a lot of white space in it. It is really not necessary,
+
Note that it has a lot of white space in it. It is really not necessary,
 
as the field terminators are the semicolons. This means that you could just
 
as the field terminators are the semicolons. This means that you could just
as easily write:</PARA>
+
as easily write:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,316: Line 7,056:
 
</nowiki>
 
</nowiki>
  
<PARA>When making teachers most people prefer to put the white space in
+
When making teachers most people prefer to put the white space in
 
  to make it easier to read and find errors.  A larger example would
 
  to make it easier to read and find errors.  A larger example would
  look as follows:</PARA>
+
  look as follows:
 
   
 
   
 
  <nowiki>
 
  <nowiki>
Line 7,329: Line 7,069:
 
</nowiki>
 
</nowiki>
  
<PARA> Each part of the GTD separated by a semicolon is called a
+
Each part of the GTD separated by a semicolon is called a
field.  The following is the fields and their definitions.</PARA>
+
field.  The following is the fields and their definitions.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 7,336: Line 7,076:
 
;Field 1
 
;Field 1
 
<DICTDEF>
 
<DICTDEF>
<PARA>  Field 1 is the guild level. It is simply the level at which one is
+
  Field 1 is the guild level. It is simply the level at which one is
 
allowed to practice the particular entity in the guild. A level of 0
 
allowed to practice the particular entity in the guild. A level of 0
indicates that one can practice it from the beginning.</PARA>
+
indicates that one can practice it from the beginning.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,345: Line 7,085:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>This is the maximum percentage one is allowed to practice the
+
This is the maximum percentage one is allowed to practice the
 
particular entity. It can be anywhere from 1 to 200. For abilities, it
 
particular entity. It can be anywhere from 1 to 200. For abilities, it
 
should be in increments of 2 (or divisible by 2), and for spells, skills,
 
should be in increments of 2 (or divisible by 2), and for spells, skills,
 
or weapons, in increments of 5 (or divisible by 5). This means that the
 
or weapons, in increments of 5 (or divisible by 5). This means that the
 
effective minimum depends on whether the entity is an ability or a spell,
 
effective minimum depends on whether the entity is an ability or a spell,
skill or weapon.</PARA>
+
skill or weapon.
  
<PARA>Therefore, the minimums for abilities is 2, and the minimum for spells,
+
Therefore, the minimums for abilities is 2, and the minimum for spells,
 
skills or weapons is 5. Anything less will be automatically practiced to
 
skills or weapons is 5. Anything less will be automatically practiced to
 
the effective minimum. This also means that putting an odd number for
 
the effective minimum. This also means that putting an odd number for
 
abilities will result in the player practicing an additional point, and
 
abilities will result in the player practicing an additional point, and
for spells, skills or weapons, practicing up to the nearest 5.</PARA>
+
for spells, skills or weapons, practicing up to the nearest 5.
  
<PARA>For example:    Percentage maximum for an ability is set for 95%. Player practices the
+
For example:    Percentage maximum for an ability is set for 95%. Player practices the
 
ability, which then becomes 96%.
 
ability, which then becomes 96%.
 
  Player then decides to practice a weapon skill. It is set to 77% maximum.
 
  Player then decides to practice a weapon skill. It is set to 77% maximum.
 
After practicing, the player has 80% in the weapon.
 
After practicing, the player has 80% in the weapon.
 
  It is better to simply make the ability 96% and the weapon 80% maximum
 
  It is better to simply make the ability 96% and the weapon 80% maximum
instead.</PARA>
+
instead.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,369: Line 7,109:
 
;Field 3
 
;Field 3
 
<DICTDEF>
 
<DICTDEF>
<PARA>Name of Entity</PARA>
+
Name of Entity
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,375: Line 7,115:
 
;Field 4
 
;Field 4
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is the practice cost minimum in Old gold pieces. Anything less than 10 here
+
This is the practice cost minimum in Old gold pieces. Anything less than 10 here
 
will simply be translated as 1 iron piece. Anything other than a number divisible
 
will simply be translated as 1 iron piece. Anything other than a number divisible
by 10 is rounded up to the nearest iron piece.</PARA>
+
by 10 is rounded up to the nearest iron piece.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,383: Line 7,123:
 
;Field 5
 
;Field 5
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is the practice cost maximum in old gold pieces. It is generally defined as
+
This is the practice cost maximum in old gold pieces. It is generally defined as
being 1000 times what Field 4 is defined as:</PARA>
+
being 1000 times what Field 4 is defined as:
  
<PARA>The reason for this is because there is a scale related to the current
+
The reason for this is because there is a scale related to the current
 
practice percentage of the entity. The practice minimum is what the entity
 
practice percentage of the entity. The practice minimum is what the entity
 
costs when it is at 0%, and the practice maximum is what it costs to
 
costs when it is at 0%, and the practice maximum is what it costs to
practice it to maximum percentage.</PARA>
+
practice it to maximum percentage.
  
<PARA>It is not necessary to multiply the minimum by 1000 to define the
+
It is not necessary to multiply the minimum by 1000 to define the
 
maximum. It can be any number, as long as the maximum exceeds the minimum.
 
maximum. It can be any number, as long as the maximum exceeds the minimum.
 
Failure to do so will result in the mud crashing. It is unknown what will
 
Failure to do so will result in the mud crashing. It is unknown what will
 
happen if the fields have 0 entered in them. I warn that it could be rather
 
happen if the fields have 0 entered in them. I warn that it could be rather
unpredictable.</PARA>
+
unpredictable.
  
<PARA>Setting the maximum too high will only serve to dissuade players from
+
Setting the maximum too high will only serve to dissuade players from
 
practicing and indeed even playing. This is not to say you cannot make a
 
practicing and indeed even playing. This is not to say you cannot make a
 
truly powerful entity very expensive. Just make sure that the entity is
 
truly powerful entity very expensive. Just make sure that the entity is
worth the cost.</PARA>
+
worth the cost.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,406: Line 7,146:
 
;Field 6
 
;Field 6
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is the only necessary practice points field. It allows one to use
+
This is the only necessary practice points field. It allows one to use
 
their skill or ability practice points to increase their character's powers.
 
their skill or ability practice points to increase their character's powers.
 
This number is generally determined by the desire of the builder to make
 
This number is generally determined by the desire of the builder to make
 
the entity easier or harder to practice, based upon the logical
 
the entity easier or harder to practice, based upon the logical
consideration of how this class would learn/use the entity.</PARA>
+
consideration of how this class would learn/use the entity.
  
<PARA>For instance, a Fighter class would find practicing "fist" to be
+
For instance, a Fighter class would find practicing "fist" to be
 
exceedingly easy, so they may only need 4 points to practice this skill,  
 
exceedingly easy, so they may only need 4 points to practice this skill,  
 
but on the other hand, a Mage class would not have such an experience so
 
but on the other hand, a Mage class would not have such an experience so
it may cost them 15 points to practice.</PARA>
+
it may cost them 15 points to practice.
  
<PARA>Don't go overboard, making this field an outrageous number will mean
+
Don't go overboard, making this field an outrageous number will mean
 
that no one is likely to practice the entity, mainly because of lack of
 
that no one is likely to practice the entity, mainly because of lack of
 
points. However, like in the cost fields, it can be made expensive to
 
points. However, like in the cost fields, it can be made expensive to
reflect the power of the entity.</PARA>
+
reflect the power of the entity.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,426: Line 7,166:
 
;Field 7 - X
 
;Field 7 - X
 
<DICTDEF>
 
<DICTDEF>
<PARA>You can repeat field 6 as many times as you want the player to be
+
You can repeat field 6 as many times as you want the player to be
 
able to practice in one level so you can set a point cost each
 
able to practice in one level so you can set a point cost each
 
time.  This is so each time they practice at a level you can make it
 
time.  This is so each time they practice at a level you can make it
more expensive.</PARA>
+
more expensive.
 +
 
 +
An example of this would look as follows:
  
<PARA>An example of this would look as follows:</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,439: Line 7,179:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
<PARA>This example has consider being practiced at guild level 0 up to 90%,
+
This example has consider being practiced at guild level 0 up to 90%,
 
costing 4 old gold pieces minimum, 4000 old gold pieces maximum,
 
costing 4 old gold pieces minimum, 4000 old gold pieces maximum,
 
5 practice points for the first practice per level and 10 for the
 
5 practice points for the first practice per level and 10 for the
second.</PARA>
+
second.
  
<PARA>  For 15 points a level, the player can practice consider twice. It is
+
  For 15 points a level, the player can practice consider twice. It is
 
actually quite nice to be able to do this, and generally easier entities
 
actually quite nice to be able to do this, and generally easier entities
take advantage of this more often.</PARA>
+
take advantage of this more often.
  
<PARA>Each additional field is followed by a semicolon</PARA>
+
Each additional field is followed by a semicolon
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 7,454: Line 7,194:
 
;Field X
 
;Field X
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is the termination field for the GTD. It tells the compiler
+
This is the termination field for the GTD. It tells the compiler
 
that the GTD is finished. In fact, if you set a practice point field to
 
that the GTD is finished. In fact, if you set a practice point field to
0, it would consider that Field X, and end the GTD.</PARA>
+
0, it would consider that Field X, and end the GTD.
  
<PARA>Every GTD line must have an end of field marker!</PARA>
+
Every GTD line must have an end of field marker!
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as
+
When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as
follows:</PARA>
+
follows:
 
<TABLE frame=all id="oldgold">
 
<TABLE frame=all id="oldgold">
 
<TITLE>Old to new money conversions.</TITLE>
 
<TITLE>Old to new money conversions.</TITLE>
Line 7,498: Line 7,238:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>Of course, to finish up the entire SFUN_TEACH_INIT, you must include a
+
Of course, to finish up the entire SFUN_TEACH_INIT, you must include a
 
closing double quotation mark ("). Failure to do so will cause no end of
 
closing double quotation mark ("). Failure to do so will cause no end of
problems for you.</PARA>
+
problems for you.
  
<PARA>A finished teacher of ability function would look like
+
A finished teacher of ability function would look like
this:</PARA>
+
this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,529: Line 7,268:
 
</nowiki>
 
</nowiki>
  
<PARA>There are two other easy to use specials that you will want to use
+
There are two other easy to use specials that you will want to use
 
with your teacher.  they are 'SFUN_GUILD_BASIS' and
 
with your teacher.  they are 'SFUN_GUILD_BASIS' and
'SFUN_MEMBERS_ONLY'.</PARA>
+
'SFUN_MEMBERS_ONLY'.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 7,537: Line 7,276:
 
;SFUN_GUILD_BASIS
 
;SFUN_GUILD_BASIS
 
<DICTDEF>
 
<DICTDEF>
<PARA>This initializes the teacher and the only argument is the guild
+
This initializes the teacher and the only argument is the guild
name</PARA>
+
name
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,552: Line 7,291:
 
;SFUN_MEMBERS_ONLY
 
;SFUN_MEMBERS_ONLY
 
<DICTDEF>
 
<DICTDEF>
<PARA>This simply blocks anyone who is not in the guild from
+
This simply blocks anyone who is not in the guild from
 
practicing This means the argument is the guild name. and the act
 
practicing This means the argument is the guild name. and the act
separated by a '#', an example would look as follows:</PARA>
+
separated by a '#', an example would look as follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,564: Line 7,302:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Finally we will show you what a full teacher would look like with
+
Finally we will show you what a full teacher would look like with
the entire specials and the NPC definition.</PARA>
+
the entire specials and the NPC definition.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,616: Line 7,353:
 
<TITLE>Guild master functions</TITLE>
 
<TITLE>Guild master functions</TITLE>
  
<PARA>When you make a guild you have to make a guild master for it.  This
+
When you make a guild you have to make a guild master for it.  This
 
NPC will let people join and leave the guild and it also gives titles.
 
NPC will let people join and leave the guild and it also gives titles.
 
To create a guild master you need to use three 'special' functions.  The
 
To create a guild master you need to use three 'special' functions.  The
 
functions you need are 'SFUN_GUILD_BASIS', 'SFUN_GUILD_MASTER', and
 
functions you need are 'SFUN_GUILD_BASIS', 'SFUN_GUILD_MASTER', and
'SFUN_GUILD_TITLES'.</PARA>
+
'SFUN_GUILD_TITLES'.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 7,626: Line 7,363:
 
;SFUN_GUILD_BASIS
 
;SFUN_GUILD_BASIS
 
<DICTDEF>
 
<DICTDEF>
<PARA>This initializes the master and the only argument is the guild
+
This initializes the master and the only argument is the guild
name</PARA>
+
name
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,641: Line 7,378:
 
;SFUN_GUILD_MASTER
 
;SFUN_GUILD_MASTER
 
<DICTDEF>
 
<DICTDEF>
<PARA>The guild master function takes 6 arguments.  Like the teacher
+
The guild master function takes 6 arguments.  Like the teacher
 
function the arguments must be surrounded by double quotes.  The strings
 
function the arguments must be surrounded by double quotes.  The strings
 
in the arguments must be surrounded by tilde marks (~).  The following
 
in the arguments must be surrounded by tilde marks (~).  The following
is a description of the arguments and what they do.</PARA>
+
is a description of the arguments and what they do.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 7,650: Line 7,387:
 
;Line1:
 
;Line1:
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first argument on is what the guild name is.  As in the
+
The first argument on is what the guild name is.  As in the
 
teacher you need to pre-pend the '&amp;l' symbol so the <ACRONYM>VME</ACRONYM> doesn't
 
teacher you need to pre-pend the '&amp;l' symbol so the <ACRONYM>VME</ACRONYM> doesn't
 
mess with the formatting of the string when the guild master is
 
mess with the formatting of the string when the guild master is
compiled.</PARA>
+
compiled.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,666: Line 7,402:
 
<term>Line 2</term>
 
<term>Line 2</term>
 
<LISTITEM>
 
<LISTITEM>
<PARA>This argument is what quest needs to be done before the character
+
This argument is what quest needs to be done before the character
can enter the guild.</PARA>
+
can enter the guild.
 
 
 
 
 
 
 
 
Line 7,679: Line 7,415:
 
<term>Line 3</term>
 
<term>Line 3</term>
 
<LISTITEM>
 
<LISTITEM>
  <PARA>This argument is the amount it costs to enter the guild in old
+
  This argument is the amount it costs to enter the guild in old
  gold pieces.</PARA>
+
  gold pieces.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,692: Line 7,428:
 
<term>Line 4</term>
 
<term>Line 4</term>
 
<LISTITEM>
 
<LISTITEM>
  <PARA>this argument is the quest the player must do before leaving the
+
  this argument is the quest the player must do before leaving the
 
  guild.  If the player has not completed this quest the guild master
 
  guild.  If the player has not completed this quest the guild master
  will not let the player leave.</PARA>
+
  will not let the player leave.
 
   
 
   
 
   
 
   
Line 7,707: Line 7,443:
 
<term>Line 5</term>
 
<term>Line 5</term>
 
<LISTITEM>
 
<LISTITEM>
<PARA>This argument is how much old gold pieces it will cost to quit
+
This argument is how much old gold pieces it will cost to quit
 
the guild.  If the player doesn't have enough money the guild master
 
the guild.  If the player doesn't have enough money the guild master
will not let the player join.</PARA>
+
will not let the player join.
 
 
 
 
 
 
 
 
Line 7,722: Line 7,458:
 
<term>Line 6</term>
 
<term>Line 6</term>
 
<LISTITEM>
 
<LISTITEM>
<PARA>This argument is what guild the guild master will not accept
+
This argument is what guild the guild master will not accept
 
players from.  For example the following will make it so no Thief can
 
players from.  For example the following will make it so no Thief can
be in the fighter guild.</PARA>
+
be in the fighter guild.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,736: Line 7,471:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<NOTE><PARA>When we refer to old gold pieces they represent the
+
<blockquote>When we refer to old gold pieces they represent the
 
<ACRONYM>VME</ACRONYM> money system as shown in <xref
 
<ACRONYM>VME</ACRONYM> money system as shown in <xref
linkend="oldgold"></PARA></NOTE>
+
linkend="oldgold"></blockquote>
  
<PARA>The following is what a full 'SFUN_GUILD_MASTER'
+
The following is what a full 'SFUN_GUILD_MASTER'
function would look like</PARA>
+
function would look like
  
 
 
  <nowiki>  
 
  <nowiki>  
  
Line 7,762: Line 7,496:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>This function allows the player to request a title at the guild
+
This function allows the player to request a title at the guild
 
master.  A title will be given every 5 levels up to level 100 so you
 
master.  A title will be given every 5 levels up to level 100 so you
 
have 20 titles you can set.  The title function takes one title for male
 
have 20 titles you can set.  The title function takes one title for male
 
chars and one title for female chars so you have to set 40
 
chars and one title for female chars so you have to set 40
titles.</PARA>
+
titles.
  
<PARA>The arguments of this function are easy.  The first thing you do is
+
The arguments of this function are easy.  The first thing you do is
 
the normal '&amp;l' to let the <ACRONYM>VME</ACRONYM> know not to mess with this string.  
 
the normal '&amp;l' to let the <ACRONYM>VME</ACRONYM> know not to mess with this string.  
 
Then you put the guild name.  Finally you follow it by the list of 40
 
Then you put the guild name.  Finally you follow it by the list of 40
titles.  The following is the fighter guilds title list</PARA>
+
titles.  The following is the fighter guilds title list
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,825: Line 7,558:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Put all three of these functions on your NPC and your all set you
+
Put all three of these functions on your NPC and your all set you
have a guild master.</PARA>
+
have a guild master.
 
</sect2>
 
</sect2>
  
Line 7,832: Line 7,565:
 
<TITLE>NPC banker</TITLE>
 
<TITLE>NPC banker</TITLE>
  
<PARA>The banker function is the easiest 'special' function there is to
+
The banker function is the easiest 'special' function there is to
use.  The following placed on an NPC will make a banker:</PARA>
+
use.  The following placed on an NPC will make a banker:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,842: Line 7,574:
 
</nowiki>
 
</nowiki>
  
<PARA>As you see its very simple, so we will just show you a completed banker
+
As you see its very simple, so we will just show you a completed banker
and leave it at that.</PARA>
+
and leave it at that.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,869: Line 7,600:
 
</nowiki>
 
</nowiki>
 
</sect2>
 
</sect2>
 
  
 
</SECT1>
 
</SECT1>
Line 7,876: Line 7,606:
 
<TITLE>Dragon station with rooms and NPCs</TITLE>
 
<TITLE>Dragon station with rooms and NPCs</TITLE>
  
<PARA>Now we will add the NPCs we have built to the zone from the
+
Now we will add the NPCs we have built to the zone from the
 
previous chapter.  This is still not complete while it does compile and
 
previous chapter.  This is still not complete while it does compile and
 
you can log into your zone, you still have to load your NPCs and there
 
you can log into your zone, you still have to load your NPCs and there
 
are no objects.  These will be added as you progress through this
 
are no objects.  These will be added as you progress through this
manual.  The following is the source file so far.</PARA>
+
manual.  The following is the source file so far.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 7,928: Line 7,657:
 
ALWAYS_LIGHT
 
ALWAYS_LIGHT
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  
 
west to disposal_room descr
 
west to disposal_room descr
Line 8,088: Line 7,816:
 
//True or False for randomizing or not
 
//True or False for randomizing or not
 
FALSE);
 
FALSE);
 
  
 
end
 
end
Line 8,185: Line 7,912:
 
"You realize to late that was the trash disposal transporter and you feel your
 
"You realize to late that was the trash disposal transporter and you feel your
 
lungs explode.");
 
lungs explode.");
 
  
 
end
 
end
Line 8,268: Line 7,994:
 
special SFUN_BANK
 
special SFUN_BANK
 
end
 
end
 
 
 
 
 
 
 
  
 
%end
 
%end
Line 8,285: Line 8,004:
 
<TITLE>Suggested NPC exercises</TITLE>
 
<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.
+
1. 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>
+
2. Using the <ACRONYM>DIL</ACRONYM> function for rescue found in
<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
 
<xref linkend="npcdilfunc"> add to your guard from exercise one and make it so
 
will now rescue as well as help.
 
will now rescue as well as help.
</PARA>
+
 
</LISTITEM>
+
3. Using the shop keeper function from <xref linkend="npcdilfunc">;
<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 a shop keeper that sells two types of food.  The shop keeper should
make 5 of them a day and it should only buy items of the food type.  For all other arguments be creative.</PARA>
+
make 5 of them a day and it should only buy items of the food type.  For all other arguments be creative.
</LISTITEM>
+
 
<LISTITEM>
+
4. Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.
<PARA>Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.
+
 
</PARA>
+
5. Using the <ACRONYM>DIL</ACRONYM> function for agressive found in
</LISTITEM>
 
<LISTITEM>
 
<PARA>Using the <ACRONYM>DIL</ACRONYM> function for agressive found in
 
 
<xref linkend="npcdilfunc"> create a Dwarf agressive to any Orc that
 
<xref linkend="npcdilfunc"> create a Dwarf agressive to any Orc that
walks into the room.</PARA>
+
walks into the room.
</LISTITEM>
+
 
</orderedlist>
 
  
 
</SECT1>
 
</SECT1>
 
  
 
</chapter>
 
</chapter>
Line 8,320: Line 8,030:
 
<TITLE>The objects section</TITLE>
 
<TITLE>The objects section</TITLE>
  
<PARA>The previous chapters would be enough for you to create an entire
+
The previous chapters would be enough for you to create an entire
 
game of nudists with no technology and no items of any kind.  This of
 
game of nudists with no technology and no items of any kind.  This of
 
corse would be a very boring game of naked people fighting with no
 
corse would be a very boring game of naked people fighting with no
 
weapons.  don't worry the <ACRONYM>VME</ACRONYM> has a solution to this you can build
 
weapons.  don't worry the <ACRONYM>VME</ACRONYM> has a solution to this you can build
 
objects to dress up the NPCs and to fill the rooms with cluttered
 
objects to dress up the NPCs and to fill the rooms with cluttered
junk.</PARA>
+
junk.
  
<PARA>In order to get started building objects you should first be aware
+
In order to get started building objects you should first be aware
 
of the object fields you can use.  The <xref linkend="objfields"> shows a full listing
 
of the object fields you can use.  The <xref linkend="objfields"> shows a full listing
 
of all the object fields and their types as defined in <xref
 
of all the object fields and their types as defined in <xref
linkend="ch-03">.</PARA>
+
linkend="ch-03">.
  
 
<TABLE frame=all id="objfields">
 
<TABLE frame=all id="objfields">
Line 8,449: Line 8,159:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>Many of the same fields you found in rooms and NPCs, as you can see from
+
Many of the same fields you found in rooms and NPCs, as you can see from
 
<xref linkend="objfields">, can also be found in objects.  The fields do
 
<xref linkend="objfields">, can also be found in objects.  The fields do
 
not always have exactly the same use when coding rooms, NPCs, and
 
not always have exactly the same use when coding rooms, NPCs, and
 
objects but they are normally set in the same manor.  It is very
 
objects but they are normally set in the same manor.  It is very
 
important that you read and understand the differences of each field as
 
important that you read and understand the differences of each field as
they pertains to rooms, objects, and or NPCs.</PARA>
+
they pertains to rooms, objects, and or NPCs.
  
 
<sect1 id="objfielddescr">
 
<sect1 id="objfielddescr">
 
<TITLE>Description of object fields</TITLE>
 
<TITLE>Description of object fields</TITLE>
 
  
 
<variablelist id="var-objfields">
 
<variablelist id="var-objfields">
Line 8,464: Line 8,173:
 
;symbolic name
 
;symbolic name
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The rules of the symbols has been explained in
 
 
<PARA>The rules of the symbols has been explained in
 
 
<XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
 
<XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
 
The important thing to realize with the object symbol is it is always
 
The important thing to realize with the object symbol is it is always
Line 8,472: Line 8,179:
 
description so administrators and builders can use the
 
description so administrators and builders can use the
 
<command>load</command> and the <command>wstat</command> to easily
 
<command>load</command> and the <command>wstat</command> to easily
locate, examine, and load the object in question. </PARA>
+
locate, examine, and load the object in question.
  
 
</LISTITEM>
 
</LISTITEM>
Line 8,479: Line 8,186:
 
;title
 
;title
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The object title is what is shown if the object is being picked
 
 
<PARA>The object title is what is shown if the object is being picked
 
 
up, dropped, given to someone, when you do the inventory command, , or being used in combat.
 
up, dropped, given to someone, when you do the inventory command, , or being used in combat.
 
there should be no punctuation in the object title
 
there should be no punctuation in the object title
Line 8,487: Line 8,192:
 
forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will
 
forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will
 
give you a warning when you compile. The following are good examples of
 
give you a warning when you compile. The following are good examples of
an object title.</PARA>
+
an object title.
  
 
 
 
 
Line 8,505: Line 8,210:
 
        <TERM>descr</term>
 
        <TERM>descr</term>
 
        <LISTITEM>
 
        <LISTITEM>
<PARA></PARA>
+
The description field is what the player sees when walking into the room
 
 
<PARA>The description field is what the player sees when walking into the room
 
 
or when looking with no arguments.  It is good practice to make this no
 
or when looking with no arguments.  It is good practice to make this no
longer than one line not counting the 'descr' tag.</PARA>
+
longer than one line not counting the 'descr' tag.
  
<PARA>Some examples of the object description field would be as
+
Some examples of the object description field would be as
follows:</PARA>
+
follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,534: Line 8,236:
 
;names
 
;names
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The object names are as important as the NPC names.  They are what
 
 
<PARA>The object names are as important as the NPC names.  They are what
 
 
you act on when picking the object up, dropping it, throwing it, just
 
you act on when picking the object up, dropping it, throwing it, just
 
about anything you do to objects use these name fields.  On drink
 
about anything you do to objects use these name fields.  On drink
Line 8,544: Line 8,244:
 
title or description it should be in the names list.  conversely if it is
 
title or description it should be in the names list.  conversely if it is
 
not in the title or description it shouldn't be in the names list
 
not in the title or description it shouldn't be in the names list
because the players will not use it if they don't know about it.</PARA>
+
because the players will not use it if they don't know about it.
  
<PARA>The following is some examples of good 'names' fields with respect to
+
The following is some examples of good 'names' fields with respect to
        their 'title' and 'descr'.</PARA>
+
        their 'title' and 'descr'.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,562: Line 8,261:
 
</nowiki>
 
</nowiki>
  
<PARA>The idea of course is to make any combination that a player may
+
The idea of course is to make any combination that a player may
 
type to try and act upon your object.  You would not want to describe and
 
type to try and act upon your object.  You would not want to describe and
 
title your object with an entirely different theme than you created its
 
title your object with an entirely different theme than you created its
names with because a player would not know what it is called.</PARA>
+
names with because a player would not know what it is called.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 8,572: Line 8,271:
 
;inside_descr
 
;inside_descr
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The inside description is what a player sees if it is inside the
 
 
<PARA>The inside description is what a player sees if it is inside the
 
 
object.  This is used for things like Coffins or boxes or boats that a
 
object.  This is used for things like Coffins or boxes or boats that a
 
player can climb inside.  The inside description is defined the same way
 
player can climb inside.  The inside description is defined the same way
 
the normal description is but you can make it as many lines as you want
 
the normal description is but you can make it as many lines as you want
like you would with a room description.</PARA>
+
like you would with a room description.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,596: Line 8,292:
 
;extra
 
;extra
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The extra's on the object like the NPC, can be used to do many things.  It can be
 
 
<PARA>The extra's on the object like the NPC, can be used to do many things.  It can be
 
 
used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
 
used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
 
part of the object like the room extras show a part of the room.  They
 
part of the object like the room extras show a part of the room.  They
 
can even be used to create new acts when a person picks the item up,
 
can even be used to create new acts when a person picks the item up,
 
drops, or enters it.There is also a special extra that is the object's description when
 
drops, or enters it.There is also a special extra that is the object's description when
you look at it with the look &lt;object&gt; command.</PARA>
+
you look at it with the look &lt;object&gt; command.
  
<PARA>Lets go over the object description extra first.  If you use an extra
+
Lets go over the object description extra first.  If you use an extra
 
with no names list it will become the object's description when you look at
 
with no names list it will become the object's description when you look at
any of the names on it.</PARA>
+
any of the names on it.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,621: Line 8,315:
 
</nowiki>
 
</nowiki>
  
<PARA>You can also use extras to show parts of the object.</PARA>
+
You can also use extras to show parts of the object.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,635: Line 8,329:
 
</nowiki>
 
</nowiki>
  
<PARA>You can also use the extras to give more detailed and vivid
+
You can also use the extras to give more detailed and vivid
descriptions when the object is acted upon.</PARA>
+
descriptions when the object is acted upon.
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 8,699: Line 8,393:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>In the following example of an ice cube, 1n is the activator and
+
In the following example of an ice cube, 1n is the activator and
$2n is the unit in question.</PARA>
+
$2n is the unit in question.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,713: Line 8,407:
 
</nowiki>
 
</nowiki>
  
<PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
+
Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.  
 
We will not cover this because it is a topic covered in-depth in
 
We will not cover this because it is a topic covered in-depth in
the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
+
the <ACRONYM>DIL</ACRONYM> documentation.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 8,722: Line 8,416:
 
;manipulate
 
;manipulate
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is what defines the things that can be done to the
 
 
<PARA>This field is what defines the things that can be done to the
 
 
object.  For example a piece of armour should be able to be taken and
 
object.  For example a piece of armour should be able to be taken and
 
worn, while a fountain should be able to be entered but not taken unless its some
 
worn, while a fountain should be able to be entered but not taken unless its some
Line 8,730: Line 8,422:
 
though you can use them together.  We separate them because the first
 
though you can use them together.  We separate them because the first
 
two are flags that tell you if you can take or enter something while the
 
two are flags that tell you if you can take or enter something while the
rest of the manipulate flags are for worn positions.</PARA>
+
rest of the manipulate flags are for worn positions.
  
<PARA>First the two flags for taking and entering are:</PARA>
+
First the two flags for taking and entering are:
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 8,758: Line 8,450:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>These flags are
+
These flags are
 
set to indicate on what body positions a particular object can be
 
set to indicate on what body positions a particular object can be
worn:</PARA>
+
worn:
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>MANIPULATE_WEAR_FINGER</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_FINGER</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_NECK</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_NECK</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_BODY</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_BODY</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_HEAD</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_HEAD</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_LEGS</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_LEGS</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_FEET</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_FEET</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_HANDS</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_HANDS</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_ARMS</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_ARMS</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_SHIELD</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_SHIELD</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_ABOUT</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_ABOUT</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_WAIST</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_WAIST</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_WRIST</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_WRIST</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WIELD</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WIELD</LISTITEM>
<LISTITEM><PARA>MANIPULATE_HOLD</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_HOLD</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_EAR</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_EAR</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_BACK</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_BACK</LISTITEM>
<LISTITEM><PARA>MANIPULATE_WEAR_CHEST</PARA></LISTITEM>
+
<LISTITEM>MANIPULATE_WEAR_CHEST</LISTITEM>
<LISTITEM><PARA> MANIPULATE_WEAR_ANKLE</PARA></LISTITEM>
+
<LISTITEM> MANIPULATE_WEAR_ANKLE</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>Currently you can only set one of the worn positions flags on an
+
Currently you can only set one of the worn positions flags on an
 
item at a time.  You can set both enter and take on an item with a
 
item at a time.  You can set both enter and take on an item with a
 
position or just one or the other.  Some legal examples of combinations
 
position or just one or the other.  Some legal examples of combinations
are as follows:</PARA>
+
are as follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,807: Line 8,498:
 
;flags
 
;flags
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field on an object is used to set special attributes in order to make
 
 
<PARA>This field on an object is used to set special attributes in order to make
 
 
the object able to be buried or not or no-teleportable and many others.  The
 
the object able to be buried or not or no-teleportable and many others.  The
 
object flag list uses the UNIT_FL_* variables that both the NPCs and
 
object flag list uses the UNIT_FL_* variables that both the NPCs and
Line 8,817: Line 8,506:
 
as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
 
as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
 
following is a full list of all unit flags and how they affect objects, if
 
following is a full list of all unit flags and how they affect objects, if
they do.</PARA>
+
they do.
  
 
<TABLE frame=all id="unitflagsobj">
 
<TABLE frame=all id="unitflagsobj">
Line 8,881: Line 8,570:
 
</TBODY></TGROUP></TABLE>  
 
</TBODY></TGROUP></TABLE>  
  
<PARA>If you wanted to make an object that a player can carry around but can
+
If you wanted to make an object that a player can carry around but can
not save you would set the manipulate and flags as follows.</PARA>
+
not save you would set the manipulate and flags as follows.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 8,896: Line 8,585:
 
;type
 
;type
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is what you use to set the objects type.  The type
 
 
<PARA>This field is what you use to set the objects type.  The type
 
 
field is used when spells are cast or commands are executed on the
 
field is used when spells are cast or commands are executed on the
 
object.  You can add your own item types but they will not change the
 
object.  You can add your own item types but they will not change the
Line 8,904: Line 8,591:
 
and what they mean when you set them.  Some are not supported with the
 
and what they mean when you set them.  Some are not supported with the
 
current code but you can add support for them if you like by making <ACRONYM>DIL</ACRONYM>
 
current code but you can add support for them if you like by making <ACRONYM>DIL</ACRONYM>
commands, which is covered in another manual.</PARA>
+
commands, which is covered in another manual.
  
 
<TABLE frame=all id="itemtypes">
 
<TABLE frame=all id="itemtypes">
Line 9,047: Line 8,734:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>Unlike flags and manipulate fields only one item type can be set
+
Unlike flags and manipulate fields only one item type can be set
 
on an object at a time.  The format for the 'type' field is simply the
 
on an object at a time.  The format for the 'type' field is simply the
keyword followed by the value as follows:</PARA>
+
keyword followed by the value as follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,064: Line 8,750:
 
;weight
 
;weight
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The weight is the weight of the object in pounds.  In the future we
 
 
<PARA>The weight is the weight of the object in pounds.  In the future we
 
 
may adjust this to allow you to make things lighter for example you
 
may adjust this to allow you to make things lighter for example you
 
could set it in ounces or grams.  Right now however all we have is
 
could set it in ounces or grams.  Right now however all we have is
pounds so we have some pretty heavy feathers out there.</PARA>
+
pounds so we have some pretty heavy feathers out there.
 +
 
 +
To use this you just enter the 'weight' keyword and then the
 +
value.
  
<PARA>To use this you just enter the 'weight' keyword and then the
 
value.</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,086: Line 8,770:
 
;capacity
 
;capacity
 
<DICTDEF>
 
<DICTDEF>
<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>This field sets the size of a container object.  If the object does not have the manipulate enter flag set then this field doesn't have to be set.  The capacity is currently by pounds since the weight of objects is set in pounds.  In the future we may take into account size and weight but right now it goes only by weight.  The following line of code would set an item to carry 600 pounds of stuff.</PARA>
 
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,102: Line 8,783:
 
;key
 
;key
 
<DICTDEF>
 
<DICTDEF>
<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>The key field sets the key name of the key that will open the item.  This field should be set to the symbolic name of the key that opens the item it is on.  If the item is in the same zone as the key then you do not need to put the zone extension on the key name.  The following are the three possible examples of using the key field.</PARA>
 
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,120: Line 8,798:
 
</nowiki>
 
</nowiki>
  
<PARA>Notice you can put the zone name on it if the key is in the same
+
Notice you can put the zone name on it if the key is in the same
 
zone but if the key is not in the same zone you must put the zone name
 
zone but if the key is not in the same zone you must put the zone name
on it.</PARA>
+
on it.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,129: Line 8,807:
 
;cost
 
;cost
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This is the field you set to add a cost to your object.  If you
 
 
<PARA>This is the field you set to add a cost to your object.  If you
 
 
leave this field out it will default to no cost and will not be able to
 
leave this field out it will default to no cost and will not be able to
 
be sold at stores.  The system for setting cost on an item is the same
 
be sold at stores.  The system for setting cost on an item is the same
 
as setting money on a NPC.  As with a NPC we could set it using a single
 
as setting money on a NPC.  As with a NPC we could set it using a single
 
number but it would not be easy to understand.  For example 5 gold
 
number but it would not be easy to understand.  For example 5 gold
pieces would be something like:</PARA>
+
pieces would be something like:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,144: Line 8,820:
 
</nowiki>
 
</nowiki>
  
<PARA>I am no more sure this will make five gold pieces than I was when
+
I am no more sure this will make five gold pieces than I was when
 
I used this same example with the money field in NPC.  The problem is I
 
I used this same example with the money field in NPC.  The problem is I
 
just did the math in my head so its not very accurate.  It is much
 
just did the math in my head so its not very accurate.  It is much
 
easier to use the defined money types to set exactly what you want as
 
easier to use the defined money types to set exactly what you want as
follows:</PARA>
+
follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,160: Line 8,836:
 
</nowiki>
 
</nowiki>
  
<PARA>Now if we wanted to make an object costing five gold it would be as
+
Now if we wanted to make an object costing five gold it would be as
simple as this:</PARA>
+
simple as this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,168: Line 8,844:
  
 
</nowiki>
 
</nowiki>
<PARA>the define method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
+
the define method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
 
amount of each coin you want on the NPC.  If you set it using a single
 
amount of each coin you want on the NPC.  If you set it using a single
 
integer the compiler would pick how many of each coin.  This of course
 
integer the compiler would pick how many of each coin.  This of course
 
is not what is desired in fact you want to be able to set your cost
 
is not what is desired in fact you want to be able to set your cost
 
however you like.  So setting more than one coin is as simple as adding
 
however you like.  So setting more than one coin is as simple as adding
a comma between the first and second coin.</PARA>
+
a comma between the first and second coin.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,187: Line 8,863:
 
;rent
 
;rent
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field tells how much it costs you to keep an item while your
 
 
<PARA>This field tells how much it costs you to keep an item while your
 
 
offline.  The rent is not always taken if the <ACRONYM>VME</ACRONYM> server is set up to
 
offline.  The rent is not always taken if the <ACRONYM>VME</ACRONYM> server is set up to
 
not take any rent then it will not matter if you set this or not.  Also
 
not take any rent then it will not matter if you set this or not.  Also
Line 9,195: Line 8,869:
 
take the exact amount you et.  If the <ACRONYM>VME</ACRONYM> server is set up to take 100%
 
take the exact amount you et.  If the <ACRONYM>VME</ACRONYM> server is set up to take 100%
 
of the rent then what you set will be taken.  To set this field you do
 
of the rent then what you set will be taken.  To set this field you do
the same as you do with the cost field.</PARA>
+
the same as you do with the cost field.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,210: Line 8,883:
 
;minv
 
;minv
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This field is the administrator invisible level of the object it is
 
 
<PARA>This field is the administrator invisible level of the object it is
 
 
set on.  This means that if you set the 'minv' to two hundred it will
 
set on.  This means that if you set the 'minv' to two hundred it will
 
make it so the object can not be seen by anyone below the administrator
 
make it so the object can not be seen by anyone below the administrator
Line 9,218: Line 8,889:
 
administrators but you don't want players to see.
 
administrators but you don't want players to see.
 
In order for the 'minv' to be removed an
 
In order for the 'minv' to be removed an
administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
+
administrator or a <ACRONYM>DIL</ACRONYM> function must change it.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,225: Line 8,896:
  
 
</nowiki>
 
</nowiki>
 
  
 
</LISTITEM>
 
</LISTITEM>
Line 9,234: Line 8,904:
 
;alignment
 
;alignment
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The object alignment is not currently used.  It is an integer
 
 
<PARA>The object alignment is not currently used.  It is an integer
 
 
value that can be set on an object to be used with any <ACRONYM>DIL</ACRONYM> functions.  
 
value that can be set on an object to be used with any <ACRONYM>DIL</ACRONYM> functions.  
 
In the future it will be what determines if a good or evil person can
 
In the future it will be what determines if a good or evil person can
 
wield an item.  The value is set by placing the 'alignment' keyword
 
wield an item.  The value is set by placing the 'alignment' keyword
first followed by the alignment desired from -1000 to +1000.</PARA>
+
first followed by the alignment desired from -1000 to +1000.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,253: Line 8,920:
 
;open
 
;open
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The open field is used if you want to give your object the ability
 
 
<PARA>The open field is used if you want to give your object the ability
 
 
to be opened, closed, and or locked.  If you add the open flags you need
 
to be opened, closed, and or locked.  If you add the open flags you need
 
to also add a key field which has already been explained.
 
to also add a key field which has already been explained.
 
The following are all
 
The following are all
the possible open flags and what they are used for.</PARA>
+
the possible open flags and what they are used for.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 9,265: Line 8,930:
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
 
<DICTDEF>
 
<DICTDEF>
<PARA> Set this if you can open and close this object.
+
Set this if you can open and close this object.
</PARA>
 
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,272: Line 8,936:
 
;EX_CLOSED
 
;EX_CLOSED
 
<DICTDEF>
 
<DICTDEF>
<PARA>Set this if you want the object to be closed when loaded.</PARA>
+
Set this if you want the object to be closed when loaded.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,278: Line 8,942:
 
;EX_LOCKED
 
;EX_LOCKED
 
<DICTDEF>
 
<DICTDEF>
<PARA>Set this if you want the object to be locked when loaded.</PARA>
+
Set this if you want the object to be locked when loaded.
<NOTE>
+
<blockquote>
<PARA>An interesting aspect is that if you do not specify a key, you can
+
An interesting aspect is that if you do not specify a key, you can
 
    only unlock this door with the 'pick' skill, 'unlock' spell or from
 
    only unlock this door with the 'pick' skill, 'unlock' spell or from
    <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
+
    <ACRONYM>DIL</ACRONYM> with UnSet();
</NOTE>
+
</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,289: Line 8,953:
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
 
<DICTDEF>
 
<DICTDEF>
<PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
+
Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
    lock of this object.</PARA>
+
    lock of this object.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,296: Line 8,960:
 
;EX_INSIDE_OPEN
 
;EX_INSIDE_OPEN
 
<DICTDEF>
 
<DICTDEF>
<PARA>Usable on container objects only, this enables the mobile to 'open' and  
+
Usable on container objects only, this enables the mobile to 'open' and  
    'lock' from the inside.</PARA>
+
    'lock' from the inside.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>The simplest use of this field is to make an object that opens
+
The simplest use of this field is to make an object that opens
 
and closes.  A coffin for example would have its flags set as
 
and closes.  A coffin for example would have its flags set as
follows:</PARA>
+
follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,313: Line 8,976:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If you wanted to set an object that is locked and closed and
+
If you wanted to set an object that is locked and closed and
having a brass key that can open it, when it is loaded.  It would look as follows.</PARA>
+
having a brass key that can open it, when it is loaded.  It would look as follows.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,324: Line 8,986:
 
</nowiki>
 
</nowiki>
  
<PARA>You would have to define the key in the object section as well and
+
You would have to define the key in the object section as well and
the symbolic name for that key would be 'brass_key'</PARA>
+
the symbolic name for that key would be 'brass_key'
  
 
</LISTITEM>
 
</LISTITEM>
Line 9,334: Line 8,996:
 
;spell
 
;spell
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The spell field is the power of the objects defense against
 
 
<PARA>The spell field is the power of the objects defense against
 
 
spells.  You can set it from zero which is just not setting the field
 
spells.  You can set it from zero which is just not setting the field
 
all the way to 200% which means a person who has 100% in a spell will
 
all the way to 200% which means a person who has 100% in a spell will
 
fail almost all the time.  To set this field it would look as
 
fail almost all the time.  To set this field it would look as
follows:</PARA>
+
follows:
  
 
 
  <nowiki>
 
  <nowiki>
 
//Spell resistance at 150%
 
//Spell resistance at 150%
Line 9,354: Line 9,013:
 
;value
 
;value
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The object values are used for just about any special item from
 
 
<PARA>The object values are used for just about any special item from
 
 
armour to drink containers.  They should not be set directly unless you
 
armour to drink containers.  They should not be set directly unless you
 
have a reason to do so, like a special <ACRONYM>DIL</ACRONYM> command that checks a
 
have a reason to do so, like a special <ACRONYM>DIL</ACRONYM> command that checks a
Line 9,362: Line 9,019:
 
value is already used for example value one is already used on
 
value is already used for example value one is already used on
 
weapons and armours for craftsman ship that will be explained later in
 
weapons and armours for craftsman ship that will be explained later in
<xref linkend="objmacros">.</PARA>
+
<xref linkend="objmacros">.
  
<PARA>If you find you need to set the values there are a total of five
+
If you find you need to set the values there are a total of five
of them and they can be set to any integer value as follows:</PARA>
+
of them and they can be set to any integer value as follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,384: Line 9,040:
 
;affect
 
;affect
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
The affect field should not be set directly, instead you should
 
+
use the macros defined in <xref linkend="objmacros">.  
<PARA>The affect field should not be set directly, instead you should
 
use the macros defined in <xref linkend="objmacros">.</PARA>
 
  
 
</LISTITEM>
 
</LISTITEM>
Line 9,395: Line 9,049:
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
As has been mentioned in previous sections the <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
 
<PARA>As has been mentioned in previous sections the <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
 
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
you how to create your own functions that will make your rooms, NPC, and
 
you how to create your own functions that will make your rooms, NPC, and
objects more than special.</PARA>
+
objects more than special.
  
<PARA>There are several object functions that come standard with the <ACRONYM>VME</ACRONYM>
+
There are several object functions that come standard with the <ACRONYM>VME</ACRONYM>
2.0.  The following is a list of those functions.</PARA>
+
2.0.  The following is a list of those functions.
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>Guild restrict</PARA></LISTITEM>
+
<LISTITEM>Guild restrict</LISTITEM>
<LISTITEM><PARA>Anti-guild restrict</PARA></LISTITEM>
+
<LISTITEM>Anti-guild restrict</LISTITEM>
<LISTITEM><PARA>Quest restrict</PARA></LISTITEM>
+
<LISTITEM>Quest restrict</LISTITEM>
<LISTITEM><PARA>Quests restrict</PARA></LISTITEM>
+
<LISTITEM>Quests restrict</LISTITEM>
<LISTITEM><PARA>Alignment restrict</PARA></LISTITEM>
+
<LISTITEM>Alignment restrict</LISTITEM>
<LISTITEM><PARA>Level restrict</PARA></LISTITEM>
+
<LISTITEM>Level restrict</LISTITEM>
<LISTITEM><PARA>Virtual level restrict</PARA></LISTITEM>
+
<LISTITEM>Virtual level restrict</LISTITEM>
<LISTITEM><PARA>Race restrict</PARA></LISTITEM>
+
<LISTITEM>Race restrict</LISTITEM>
<LISTITEM><PARA>Ability restrict</PARA></LISTITEM>
+
<LISTITEM>Ability restrict</LISTITEM>
<LISTITEM><PARA>Skill restrict</PARA></LISTITEM>
+
<LISTITEM>Skill restrict</LISTITEM>
<LISTITEM><PARA>Spell restrict</PARA></LISTITEM>
+
<LISTITEM>Spell restrict</LISTITEM>
<LISTITEM><PARA>Weapon restrict</PARA></LISTITEM>
+
<LISTITEM>Weapon restrict</LISTITEM>
<LISTITEM><PARA>Gender restrict</PARA></LISTITEM>
+
<LISTITEM>Gender restrict</LISTITEM>
<LISTITEM><PARA>Player restrict</PARA></LISTITEM>
+
<LISTITEM>Player restrict</LISTITEM>
<LISTITEM><PARA>boards</PARA></LISTITEM>
+
<LISTITEM>boards</LISTITEM>
<LISTITEM><PARA>tuborg/dilbegin</PARA></LISTITEM>
+
<LISTITEM>tuborg/dilbegin</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>These are the only object functions currently documented in the <ACRONYM>VME</ACRONYM>
+
These are the only object functions currently documented in the <ACRONYM>VME</ACRONYM>
 
2.0 release but if you go through the zones that are released with the
 
2.0 release but if you go through the zones that are released with the
 
<ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
 
<ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
 
<XREF LINKEND="objdilfunc">.  You will be able to use the functions
 
<XREF LINKEND="objdilfunc">.  You will be able to use the functions
listed here and figure out ones that are not.</PARA>
+
listed here and figure out ones that are not.
  
<PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
+
Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
 
Valhalla mud all you have to do is use the dilcopy keyword in the
 
Valhalla mud all you have to do is use the dilcopy keyword in the
 
NPC with the function name you want to use and the arguments that
 
NPC with the function name you want to use and the arguments that
 
function requires.  The following is what you would find in the
 
function requires.  The following is what you would find in the
''function.zon'' for tuborgs.</PARA>
+
''function.zon'' for tuborgs.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,499: Line 9,150:
 
</nowiki>
 
</nowiki>
  
<PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
 
understand it or adjust it you only have to use it.  In fact this is a
 
understand it or adjust it you only have to use it.  In fact this is a
 
really easy <ACRONYM>DIL</ACRONYM> to use.  The argument on the tuborg function is not used
 
really easy <ACRONYM>DIL</ACRONYM> to use.  The argument on the tuborg function is not used
 
yet so all you have to do is pass in a blank string or any string for
 
yet so all you have to do is pass in a blank string or any string for
 
that matter.  So if you wanted to make a tuborg in the game you would
 
that matter.  So if you wanted to make a tuborg in the game you would
just add this to your drink container.</PARA>
+
just add this to your drink container.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,513: Line 9,163:
 
</nowiki>
 
</nowiki>
  
<PARA>All of the above listed <ACRONYM>DIL</ACRONYM> object functions are described in
+
All of the above listed <ACRONYM>DIL</ACRONYM> object functions are described in
 
<XREF LINKEND="objdilfunc">.
 
<XREF LINKEND="objdilfunc">.
 
Then we put some to work so you can see how
 
Then we put some to work so you can see how
to use them in <XREF LINKEND="objcomplex"></PARA>
+
to use them in <XREF LINKEND="objcomplex">
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,527: Line 9,177:
 
<TITLE>Object macros</TITLE>
 
<TITLE>Object macros</TITLE>
  
  <PARA>To make the creation of some objects easier we have provided a
+
  To make the creation of some objects easier we have provided a
 
set of Macros.  The macros range from general armour and weapons macros
 
set of Macros.  The macros range from general armour and weapons macros
 
to macros that help you create special affects on all items.  We will
 
to macros that help you create special affects on all items.  We will
Line 9,534: Line 9,184:
 
which we will show the use of craftsmanship and magical modifiers in
 
which we will show the use of craftsmanship and magical modifiers in
 
<xref linkend="objmacroweapon"> and <xref
 
<xref linkend="objmacroweapon"> and <xref
linkend="objmacroarmour">.</PARA>
+
linkend="objmacroarmour">.
 
 
 
 
  
 
   
 
   
Line 9,542: Line 9,190:
 
<TITLE>Weapon and armour craftsmanship</TITLE>
 
<TITLE>Weapon and armour craftsmanship</TITLE>
  
<PARA>The craftsmanship is a way of expressing the overall quality of  a
+
The craftsmanship is a way of expressing the overall quality of  a
 
piece of armour or weapon.  The quality on the <ACRONYM>VME</ACRONYM> servers currently
 
piece of armour or weapon.  The quality on the <ACRONYM>VME</ACRONYM> servers currently
 
means the amount of hit points given to an item.  The craftsmanship
 
means the amount of hit points given to an item.  The craftsmanship
 
ranges from 25 to -25 and the hit points range from 125 to 6000.  The craftsmanship can be looked at as how tough or good the armour
 
ranges from 25 to -25 and the hit points range from 125 to 6000.  The craftsmanship can be looked at as how tough or good the armour
 
or weapon is.  The following table should help you in deciding how tough
 
or weapon is.  The following table should help you in deciding how tough
your armour or weapon should be.</PARA>
+
your armour or weapon should be.
  
 
<TABLE frame=all tocentry=0>
 
<TABLE frame=all tocentry=0>
Line 9,615: Line 9,263:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<PARA>It is suggested the higher the craftsmanship the higher the cost
+
It is suggested the higher the craftsmanship the higher the cost
 
of the weapon should be.  This is not a must but it goes with out saying
 
of the weapon should be.  This is not a must but it goes with out saying
 
the quality of an item should be represented in the cost of it.  Of
 
the quality of an item should be represented in the cost of it.  Of
 
corse there is the time you would want to sell your players poor quality
 
corse there is the time you would want to sell your players poor quality
 
items at a high cost just to make them think they are getting something
 
items at a high cost just to make them think they are getting something
cool.</PARA>
+
cool.
  
 
</sect2>
 
</sect2>
Line 9,627: Line 9,275:
 
<TITLE>Magical modifier</TITLE>
 
<TITLE>Magical modifier</TITLE>
  
<PARA>The magical modifier can be said to modify damage done to an
+
The magical modifier can be said to modify damage done to an
 
opponent.  In a combat the damage is calculated and then the magical
 
opponent.  In a combat the damage is calculated and then the magical
 
bonuses on armour or weapons is added in.  This is best explained by an
 
bonuses on armour or weapons is added in.  This is best explained by an
example.</PARA>
+
example.
  
<PARA>Lets say that you were about to give 25 hit points of damage to a
+
Lets say that you were about to give 25 hit points of damage to a
 
person.  Your sword has a plus 25% in magical bonus.  The bonus is added to
 
person.  Your sword has a plus 25% in magical bonus.  The bonus is added to
 
your damage to make it a total of 50 hit points of damage.  The player
 
your damage to make it a total of 50 hit points of damage.  The player
Line 9,638: Line 9,286:
 
are about to hit him on.  That will reduce the damage back to its 25%
 
are about to hit him on.  That will reduce the damage back to its 25%
 
hit points originally done.  This is just a nice way to add a bit of
 
hit points originally done.  This is just a nice way to add a bit of
damage for a special weapon.</PARA>
+
damage for a special weapon.
  
<PARA>The magical modifier ranges from 25 to -25.  It affects both the
+
The magical modifier ranges from 25 to -25.  It affects both the
 
damage being given to a player and the damage being given to a weapon or
 
damage being given to a player and the damage being given to a weapon or
a piece of armour.</PARA>
+
a piece of armour.
  
<PARA>It is suggested that you modify the costs of your objects to fit
+
It is suggested that you modify the costs of your objects to fit
 
the amount of magical bonus along with adding the magical flag tot he
 
the amount of magical bonus along with adding the magical flag tot he
 
objects flag list so an identify spell can pick up that there is
 
objects flag list so an identify spell can pick up that there is
 
magic about the object.  This is not a must but your players will love
 
magic about the object.  This is not a must but your players will love
you for it.</PARA>
+
you for it.
 
</sect2>
 
</sect2>
 
<sect2 id="objmacroweapon">
 
<sect2 id="objmacroweapon">
 
<TITLE>Setting weapon fields</TITLE>
 
<TITLE>Setting weapon fields</TITLE>
 
   
 
   
  <PARA>To create a weapon you only need three pieces of information.  
+
  To create a weapon you only need three pieces of information.  
 
The weapons craftsmanship and magical modifiers defined in <xref
 
The weapons craftsmanship and magical modifiers defined in <xref
 
linkend="objcraft"> and <xref linkend="objmag"> and the weapon type.  
 
linkend="objcraft"> and <xref linkend="objmag"> and the weapon type.  
Line 9,661: Line 9,309:
 
linkend="app-d">.  With craftsmanship, magical modifier and the weapon
 
linkend="app-d">.  With craftsmanship, magical modifier and the weapon
 
type all you need to do is pick from one of the following macros and
 
type all you need to do is pick from one of the following macros and
insert your numbers.</PARA>
+
insert your numbers.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,679: Line 9,326:
 
</nowiki>
 
</nowiki>
  
<PARA>As you can see the first macro uses the second macro so the only
+
As you can see the first macro uses the second macro so the only
 
difference between them is the first one sets the height field.  Using
 
difference between them is the first one sets the height field.  Using
 
the first macro will force your weapon to be a certain size when loaded.
 
the first macro will force your weapon to be a certain size when loaded.
 
While not setting the height field by using the second macro would let
 
While not setting the height field by using the second macro would let
 
the <ACRONYM>VME</ACRONYM> server set the size of the weapon by what NPC it is loaded
 
the <ACRONYM>VME</ACRONYM> server set the size of the weapon by what NPC it is loaded
on.</PARA>
+
on.
  
<PARA> A  flail (two handed) of non-pure iron (-3%), a little better than
+
A  flail (two handed) of non-pure iron (-3%), a little better than
average craftsmanship (5%) and no magic bonuses would have:</PARA>
+
average craftsmanship (5%) and no magic bonuses would have:
  
 
 
  <nowiki>
 
  <nowiki>
 
    WEAPON_DEF(WPN_FLAIL, +2, 0)
 
    WEAPON_DEF(WPN_FLAIL, +2, 0)
Line 9,695: Line 9,341:
 
</nowiki>
 
</nowiki>
  
<PARA>A  rusty  (-5%) mean sacrificial dagger by a skilled smithy  (+5%)
+
A  rusty  (-5%) mean sacrificial dagger by a skilled smithy  (+5%)
and magically enchanted might be:</PARA>
+
and magically enchanted might be:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,706: Line 9,351:
 
</nowiki>
 
</nowiki>
  
<PARA>An old shaky wooden stick made for a 400 cm tall person could
+
An old shaky wooden stick made for a 400 cm tall person could
    be:</PARA>
+
    be:
  
 
 
 
 
Line 9,716: Line 9,361:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
<PARA>A wooden bastard sword would have considerable less craftsmanship
+
A wooden bastard sword would have considerable less craftsmanship
 
than listed since wood prevents the slashing effect, also it would be
 
than listed since wood prevents the slashing effect, also it would be
 
non-sense to apply better than average craftsmanship in this
 
non-sense to apply better than average craftsmanship in this
case.</PARA>
+
case.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,731: Line 9,375:
 
<TITLE>Setting armour fields</TITLE>
 
<TITLE>Setting armour fields</TITLE>
  
<PARA>When designing armour it is no more difficult then when designing
+
When designing armour it is no more difficult then when designing
 
weapons.  There is five main armour types.  The types don't define the
 
weapons.  There is five main armour types.  The types don't define the
 
material type for example if you wanted to create a wooden pair of
 
material type for example if you wanted to create a wooden pair of
Line 9,737: Line 9,381:
 
the armour type as plate and then adding the material as defined in
 
the armour type as plate and then adding the material as defined in
 
<xref linkend="objmacromattype">.  The five armour types are as
 
<xref linkend="objmacromattype">.  The five armour types are as
follows:</PARA>
+
follows:
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>Clothes</PARA></LISTITEM>
+
<LISTITEM>Clothes</LISTITEM>
<LISTITEM><PARA>Leather</PARA></LISTITEM>
+
<LISTITEM>Leather</LISTITEM>
<LISTITEM><PARA>Hard leather</PARA></LISTITEM>
+
<LISTITEM>Hard leather</LISTITEM>
<LISTITEM><PARA>Chain</PARA></LISTITEM>
+
<LISTITEM>Chain</LISTITEM>
<LISTITEM><PARA>Plate</PARA></LISTITEM>
+
<LISTITEM>Plate</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>The armours macros are almost the same as the weapons macro it looks
+
The armours macros are almost the same as the weapons macro it looks
as follows.</PARA>
+
as follows.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,766: Line 9,409:
 
</nowiki>
 
</nowiki>
  
<PARA>The craftsmanship and magical modifier fields have already been
+
The craftsmanship and magical modifier fields have already been
 
explained so the only thing new that you need to pass into these macros
 
explained so the only thing new that you need to pass into these macros
 
is the 'atype' which stands for armour type.  As we have mentioned there
 
is the 'atype' which stands for armour type.  As we have mentioned there
 
are five different armour types.  The following are the defines for
 
are five different armour types.  The following are the defines for
each:</PARA>
+
each:
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>ARMOUR_CLOTHES</PARA></LISTITEM>
+
<LISTITEM>ARMOUR_CLOTHES</LISTITEM>
<LISTITEM><PARA>ARMOUR_LEATHER</PARA></LISTITEM>
+
<LISTITEM>ARMOUR_LEATHER</LISTITEM>
<LISTITEM><PARA>ARMOUR_HLEATHER</PARA></LISTITEM>
+
<LISTITEM>ARMOUR_HLEATHER</LISTITEM>
<LISTITEM><PARA>ARMOUR_CHAIN</PARA></LISTITEM>
+
<LISTITEM>ARMOUR_CHAIN</LISTITEM>
<LISTITEM><PARA>ARMOUR_PLATE</PARA></LISTITEM>
+
<LISTITEM>ARMOUR_PLATE</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>The armour type defines how different weapons and spells are
+
The armour type defines how different weapons and spells are
 
defended against for example plate would be better against acid maybe
 
defended against for example plate would be better against acid maybe
 
and worse against electricity.  You as a <ACRONYM>VME</ACRONYM>
 
and worse against electricity.  You as a <ACRONYM>VME</ACRONYM>
 
administrator will have to decide which armours are better at what by
 
administrator will have to decide which armours are better at what by
 
changing your ''weapons.def'' and
 
changing your ''weapons.def'' and
''spells.def''</PARA>
+
''spells.def''
  
<PARA>This explains the entire armour define but there is some more to
+
This explains the entire armour define but there is some more to
 
it.  The rest will be covered in <xref linkend="objarmour"> For now an
 
it.  The rest will be covered in <xref linkend="objarmour"> For now an
example use of the armour define would be as follows:</PARA>
+
example use of the armour define would be as follows:
  
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,805: Line 9,446:
 
<TITLE>Setting shield fields</TITLE>
 
<TITLE>Setting shield fields</TITLE>
  
<PARA>We have tried to keep the interface of making armours, weapons, and shields the same.  If you have already looked through the defines for weapons and armours you will find that there is very little difference here.  The following is the define for the macro that sets the shield values.</PARA>
+
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.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,823: Line 9,463:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
  <PARA>You have already seen the craftsmanship and magical modifiers
+
  You have already seen the craftsmanship and magical modifiers
 
in <xref linkend="objcraft"> and <xref linkend="objmag">, so the only
 
in <xref linkend="objcraft"> and <xref linkend="objmag">, so the only
 
thing different here is the shield type.  There are three shield
 
thing different here is the shield type.  There are three shield
Line 9,829: Line 9,469:
 
size.  the three sizes are small, medium, and large.  to set the type
 
size.  the three sizes are small, medium, and large.  to set the type
 
you use the defines from ''vme.h'' which define the
 
you use the defines from ''vme.h'' which define the
following:</PARA>
+
following:
 
   
 
   
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>SHIELD_SMALL</PARA></LISTITEM>
+
<LISTITEM>SHIELD_SMALL</LISTITEM>
<LISTITEM><PARA>SHIELD_MEDIUM</PARA></LISTITEM>
+
<LISTITEM>SHIELD_MEDIUM</LISTITEM>
<LISTITEM><PARA>SHIELD_LARGE</PARA></LISTITEM>
+
<LISTITEM>SHIELD_LARGE</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>the larger the shield the better chance of blocking an attack.  
+
the larger the shield the better chance of blocking an attack.  
 
You may want to remember to add weight as you add size to your shield so
 
You may want to remember to add weight as you add size to your shield so
 
players are weighted down and can not carry the best of everything
 
players are weighted down and can not carry the best of everything
but that is up to the administrator of the <ACRONYM>VME</ACRONYM> server.</PARA>
+
but that is up to the administrator of the <ACRONYM>VME</ACRONYM> server.
  
<PARA>A small magical wooden shield could be assigned:</PARA>
+
A small magical wooden shield could be assigned:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,856: Line 9,495:
 
<TITLE>Setting material types</TITLE>
 
<TITLE>Setting material types</TITLE>
  
<PARA>Currently Material types are not used greatly in spells or skills
+
Currently Material types are not used greatly in spells or skills
 
but in the future we hope to add more functionality for materials.  For
 
but in the future we hope to add more functionality for materials.  For
 
example in the future if you are hit by an acid spell we want your
 
example in the future if you are hit by an acid spell we want your
Line 9,863: Line 9,502:
 
check in <ACRONYM>DIL</ACRONYM> what the weapon is made out of.  The following is the list
 
check in <ACRONYM>DIL</ACRONYM> what the weapon is made out of.  The following is the list
 
you would find in ''wmacros.h'' of in the <ACRONYM>VME</ACRONYM> 2.0
 
you would find in ''wmacros.h'' of in the <ACRONYM>VME</ACRONYM> 2.0
release.</PARA>
+
release.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,882: Line 9,520:
  
 
</nowiki>
 
</nowiki>
<PARA>Therefore if you had a wooden staff you could add the following to
+
Therefore if you had a wooden staff you could add the following to
your weapon so spells would know what it was made out of.</PARA>
+
your weapon so spells would know what it was made out of.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,895: Line 9,532:
 
<TITLE>Drink container macros</TITLE>
 
<TITLE>Drink container macros</TITLE>
  
<PARA>There are two different kinds of macros for drink containers.  The
+
There are two different kinds of macros for drink containers.  The
 
one you use depends on the need at the time.  The harder macro is made
 
one you use depends on the need at the time.  The harder macro is made
 
so you can create a drink of any kind.  If however you want normal
 
so you can create a drink of any kind.  If however you want normal
Line 9,902: Line 9,539:
 
following is a couple of the macros from the
 
following is a couple of the macros from the
 
''liquid.h'' for a full listing see
 
''liquid.h'' for a full listing see
<xref linkend="app-e">.</PARA>
+
<xref linkend="app-e">.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,918: Line 9,554:
 
</nowiki>
 
</nowiki>
  
<PARA>To use these macros the arguments are pretty simple.</PARA>
+
To use these macros the arguments are pretty simple.
 
<VARIABLELIST>
 
<VARIABLELIST>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;weight
 
;weight
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first argument just says how heavy your drink container is when
+
The first argument just says how heavy your drink container is when
 
empty.  Like a barrel might be 15 pounds and a glass might be 1 pound.  
 
empty.  Like a barrel might be 15 pounds and a glass might be 1 pound.  
 
You may be thinking there is no way the glasses in your kitchen are one
 
You may be thinking there is no way the glasses in your kitchen are one
Line 9,930: Line 9,566:
 
least we can make it is a pound.  In the future of the
 
least we can make it is a pound.  In the future of the
 
<ACRONYM>VME</ACRONYM> we will be converting to smaller measurements
 
<ACRONYM>VME</ACRONYM> we will be converting to smaller measurements
like grams or ounces.</PARA>
+
like grams or ounces.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,937: Line 9,573:
 
<term>capacity</term>
 
<term>capacity</term>
 
<LISTITEM>
 
<LISTITEM>
<PARA>The second argument is what your container can carry weight wise.
+
The second argument is what your container can carry weight wise.
 
So if your barrel is 15 pounds and your barrel can carry 35 pounds of a
 
So if your barrel is 15 pounds and your barrel can carry 35 pounds of a
 
liquid then the total weight when full would be 50 pounds, if my math
 
liquid then the total weight when full would be 50 pounds, if my math
 
is working today.  To make a container with infinity liquid like a
 
is working today.  To make a container with infinity liquid like a
fountain you just set capacity to '-1'.</PARA>
+
fountain you just set capacity to '-1'.
<NOTE><PARA>Making capacities ridiculously large can cause weight bugs.  
+
<blockquote>Making capacities ridiculously large can cause weight bugs.  
 
If your going to allow ridiculous amounts you might just want to give
 
If your going to allow ridiculous amounts you might just want to give
 
them the infinite amount or really work on your drink and pour
 
them the infinite amount or really work on your drink and pour
functions</PARA></NOTE>
+
functions</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 9,952: Line 9,588:
 
  <term>inside</term>
 
  <term>inside</term>
 
<LISTITEM>
 
<LISTITEM>
  <PARA>The third argument is how much liquid by weight your container
+
  The third argument is how much liquid by weight your container
 
  has inside.  This value should not be greater than the capacity but if
 
  has inside.  This value should not be greater than the capacity but if
 
  you mess up it will be fixed when the player tries to drink from it.  
 
  you mess up it will be fixed when the player tries to drink from it.  
 
  The total weight of the drink container and the liquid it contains
 
  The total weight of the drink container and the liquid it contains
  will be the weight added to this value.</PARA>
+
  will be the weight added to this value.
 
  </LISTITEM>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARLISTENTRY>
Line 9,963: Line 9,599:
 
<term>poison</term>
 
<term>poison</term>
 
<LISTITEM>
 
<LISTITEM>
<PARA>the forth argument is the amount of poison in your drink.  There
+
the forth argument is the amount of poison in your drink.  There
 
is no limit on the amount of poison but understand that a value of ten
 
is no limit on the amount of poison but understand that a value of ten
would be a very high poison value.</PARA>
+
would be a very high poison value.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
 
 
 
 
<PARA>So if you wanted to make a simple small glass of water you would
+
So if you wanted to make a simple small glass of water you would
use the water macro and it would look like this:</PARA>
+
use the water macro and it would look like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 9,980: Line 9,615:
 
</nowiki>
 
</nowiki>
  
<PARA>You are probably wondering what it takes to fill a player from
+
You are probably wondering what it takes to fill a player from
 
empty.  The players thirst ranges from -24 which is dieing of
 
empty.  The players thirst ranges from -24 which is dieing of
 
thirst all the way to positive 24 which is full.  So if you have a
 
thirst all the way to positive 24 which is full.  So if you have a
 
barrel that can hold 24 capacity one full barrel can take a person from
 
barrel that can hold 24 capacity one full barrel can take a person from
zero thirst to full.</PARA>
+
zero thirst to full.
  
<PARA>Now lets say you want to make something more exotic.  All the
+
Now lets say you want to make something more exotic.  All the
 
                          normal drinks are made or at least a great
 
                          normal drinks are made or at least a great
 
                          number of them are in the
 
                          number of them are in the
Line 9,994: Line 9,629:
 
                          not covered in our liquid file so you would
 
                          not covered in our liquid file so you would
 
                          have to make one yourself or use the more
 
                          have to make one yourself or use the more
                          complex macro.</PARA>
+
                          complex macro.
  
 
   
 
   
Line 10,012: Line 9,647:
 
  </nowiki>
 
  </nowiki>
  
<PARA>As you can see this define has much more information you need to
+
As you can see this define has much more information you need to
 
pass it but it really is not that hard.  The following are the arguments
 
pass it but it really is not that hard.  The following are the arguments
and what they do.</PARA>
+
and what they do.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 10,021: Line 9,656:
 
;color
 
;color
 
<DICTDEF>
 
<DICTDEF>
<PARA>the first argument is the color of the liquid.  this color will be
+
the first argument is the color of the liquid.  this color will be
shown when you look at the liquid in the container.</PARA>
+
shown when you look at the liquid in the container.
  
 
</LISTITEM>
 
</LISTITEM>
Line 10,030: Line 9,665:
 
;wgt
 
;wgt
 
<DICTDEF>
 
<DICTDEF>
<PARA>The second argument is the weight of the container as in the last
+
The second argument is the weight of the container as in the last
macros.  It is what the container would weigh empty.</PARA> </LISTITEM> </VARLISTENTRY>
+
macros.  It is what the container would weigh empty. </LISTITEM> </VARLISTENTRY>
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;max_cap
 
;max_cap
 
<DICTDEF>
 
<DICTDEF>
<PARA>The third argument is the maximum capacity of the container.  If
+
The third argument is the maximum capacity of the container.  If
 
the value is set to 15 and the container is fulled it will contain 15
 
the value is set to 15 and the container is fulled it will contain 15
 
pounds of liquid which adds to the base weight to get the total weight
 
pounds of liquid which adds to the base weight to get the total weight
 
of the container.  If you want a container to have unlimited contents
 
of the container.  If you want a container to have unlimited contents
 
then you set the capacity to '-1' and the weight will be that of the
 
then you set the capacity to '-1' and the weight will be that of the
'wgt' field.</PARA>
+
'wgt' field.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,048: Line 9,683:
 
;inside
 
;inside
 
<DICTDEF>
 
<DICTDEF>
<PARA>The forth argument is the amount of liquid the container starts
+
The forth argument is the amount of liquid the container starts
 
with.  This amount should not be greater than the 'max_cap' field, but
 
with.  This amount should not be greater than the 'max_cap' field, but
 
if it is it will be corrected when the player takes a drink or acts on
 
if it is it will be corrected when the player takes a drink or acts on
the container.</PARA>
+
the container.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,058: Line 9,693:
 
;thirst
 
;thirst
 
<DICTDEF>
 
<DICTDEF>
<PARA>The fifth field is how much thirst this gives per pound of liquid
+
The fifth field is how much thirst this gives per pound of liquid
 
consumed.  For example if you have a glass of water and it only has a
 
consumed.  For example if you have a glass of water and it only has a
 
capacity of 1 with 1 inside.  this value will be added once to the players
 
capacity of 1 with 1 inside.  this value will be added once to the players
thirst field.</PARA>
+
thirst field.
  
<PARA>this can be a bit confusing so lets first explain that the thirst
+
this can be a bit confusing so lets first explain that the thirst
 
field can be anything from 0 to 10 or even greater but we suggest only 10
 
field can be anything from 0 to 10 or even greater but we suggest only 10
 
max.  With that in mind know that we set water at 10 because it is one
 
max.  With that in mind know that we set water at 10 because it is one
Line 10,070: Line 9,705:
 
the player was down to zero thirst value one drink will give them 10.  
 
the player was down to zero thirst value one drink will give them 10.  
 
remember that a players thirst ranges from -24 to +24 so with three
 
remember that a players thirst ranges from -24 to +24 so with three
drinks of water a person could fill his thirst need entirely.</PARA>
+
drinks of water a person could fill his thirst need entirely.
  
<PARA>With that in mind when setting this field you have to think what
+
With that in mind when setting this field you have to think what
 
kind of thirst quencher is my drink.  If for example it is vodka it would
 
kind of thirst quencher is my drink.  If for example it is vodka it would
 
have little to know thirst quenching power so you would set this field
 
have little to know thirst quenching power so you would set this field
to 0 or 1.</PARA>
+
to 0 or 1.
  
 
</LISTITEM> </VARLISTENTRY>
 
</LISTITEM> </VARLISTENTRY>
Line 10,082: Line 9,717:
 
;full
 
;full
 
<DICTDEF>
 
<DICTDEF>
<PARA>The sixth field like the thirst field sets how the drink will
+
The sixth field like the thirst field sets how the drink will
 
affect the chars fullness.  The chars fullness field is normally set
 
affect the chars fullness.  The chars fullness field is normally set
 
when a player is eating but as you know drinking some drinks will also
 
when a player is eating but as you know drinking some drinks will also
Line 10,089: Line 9,724:
 
the argument you are setting on this field should range from 0 to 10
 
the argument you are setting on this field should range from 0 to 10
 
unless you have a pro teen drink that fills them like food.  Milk might
 
unless you have a pro teen drink that fills them like food.  Milk might
have a fullness of something like 5.</PARA>
+
have a fullness of something like 5.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,096: Line 9,731:
 
;drunk
 
;drunk
 
<DICTDEF>
 
<DICTDEF>
<PARA>the seventh field like thirst and full deals with the Drunkenness of
+
the seventh field like thirst and full deals with the Drunkenness of
 
a character.  A character can range from 0 (not drunk) all the way up to
 
a character.  A character can range from 0 (not drunk) all the way up to
 
24 (smashed).  The drunk field on this macro sets how much drunk is
 
24 (smashed).  The drunk field on this macro sets how much drunk is
Line 10,102: Line 9,737:
 
like vodka should have a value of 10 while something like water should
 
like vodka should have a value of 10 while something like water should
 
be down at 0 unless you have some weird race that gets drunk from
 
be down at 0 unless you have some weird race that gets drunk from
water.</PARA>
+
water.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;poison
 
;poison
 
<DICTDEF>
 
<DICTDEF>
<PARA>The eighth and final field is again like the last macro we looked
+
The eighth and final field is again like the last macro we looked
 
at it sets the poison factor of a liquid.  The value ranges from 0 (no
 
at it sets the poison factor of a liquid.  The value ranges from 0 (no
 
poison) to whatever you want but understand that 10 is an extreme poison
 
poison) to whatever you want but understand that 10 is an extreme poison
factor and a player drinking this will most likely die quickly.</PARA>
+
factor and a player drinking this will most likely die quickly.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,119: Line 9,753:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>So with the definitions of each arguments in mind lets return to
+
So with the definitions of each arguments in mind lets return to
 
the example of making a silicone oil based liquid.  We will first
 
the example of making a silicone oil based liquid.  We will first
 
show what it would look like using the hard macro then what the new
 
show what it would look like using the hard macro then what the new
easy macro that you could create would look like.</PARA>
+
easy macro that you could create would look like.
  
 
 
Line 10,131: Line 9,765:
 
</nowiki>
 
</nowiki>
 
 
<PARA>Now if you want to make this a liquid your going to use a lot
+
Now if you want to make this a liquid your going to use a lot
you would define your own easier macro like this.</PARA>
+
you would define your own easier macro like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,142: Line 9,775:
 
</nowiki>
 
</nowiki>
  
<PARA>That covers the use of the macros but for more information on the
+
That covers the use of the macros but for more information on the
drink containers see <xref linkend="objdrink">.</PARA>
+
drink containers see <xref linkend="objdrink">.
 
</sect2>
 
</sect2>
  
Line 10,149: Line 9,782:
 
<TITLE>The food macros</TITLE>
 
<TITLE>The food macros</TITLE>
  
<PARA>The food macro is much easier than that of the drink macro so if
+
The food macro is much easier than that of the drink macro so if
 
you have drink containers down you will have no problem making food to
 
you have drink containers down you will have no problem making food to
 
go with your beverage.  The players fullness value ranges from -24 to 24
 
go with your beverage.  The players fullness value ranges from -24 to 24
Line 10,156: Line 9,789:
 
modified by food.  Therefore the only thing you have to set is the
 
modified by food.  Therefore the only thing you have to set is the
 
amount of fullness and the poison factor if there is any.  The following
 
amount of fullness and the poison factor if there is any.  The following
is what the define for food looks like.</PARA>
+
is what the define for food looks like.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,168: Line 9,800:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
  <PARA>Therefore if you wanted to make sure that only one of your
+
  Therefore if you wanted to make sure that only one of your
 
foods that you were creating would fill a player entirely in one bite
 
foods that you were creating would fill a player entirely in one bite
you would set it like this:</PARA>
+
you would set it like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,179: Line 9,810:
 
</nowiki>
 
</nowiki>
  
<PARA>It is recommended that you only set the value between 1 and 10 so
+
It is recommended that you only set the value between 1 and 10 so
 
that players have to eat a bit as if they were eating in the real
 
that players have to eat a bit as if they were eating in the real
world.</PARA>
+
world.
 
  </sect2>
 
  </sect2>
 
       
 
       
Line 10,187: Line 9,818:
 
<TITLE>Light object macro</TITLE>
 
<TITLE>Light object macro</TITLE>
  
<PARA>The light macro is very simply to use it only has two values
+
The light macro is very simply to use it only has two values
 
duration and brightness of light.  The macro is defined as
 
duration and brightness of light.  The macro is defined as
follows:</PARA>
+
follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,201: Line 9,831:
 
</nowiki>
 
</nowiki>
  
<PARA>The first argument is the duration in mud hours which is about 5
+
The first argument is the duration in mud hours which is about 5
 
  minutes per mud hour.  The second argument is how bright the object
 
  minutes per mud hour.  The second argument is how bright the object
 
  is 0 would be stupid cause it would give off no light but you never
 
  is 0 would be stupid cause it would give off no light but you never
Line 10,207: Line 9,837:
 
  would be small torch, large torch, and lantern respectively.  You
 
  would be small torch, large torch, and lantern respectively.  You
 
  could set a brightness greater than 3 but you should be carefull not
 
  could set a brightness greater than 3 but you should be carefull not
  to over light your characters or you may cause light bugs.</PARA>
+
  to over light your characters or you may cause light bugs.
  
 
  </sect2>
 
  </sect2>
Line 10,214: Line 9,844:
 
  <TITLE>Container macro</TITLE>
 
  <TITLE>Container macro</TITLE>
  
<PARA> The container macro is a simple macro that just sets two fields.  
+
The container macro is a simple macro that just sets two fields.  
 
The only information you have to give it is the capacity of the
 
The only information you have to give it is the capacity of the
 
container.  Remember that capacity of an item is in weight not size.  
 
container.  Remember that capacity of an item is in weight not size.  
 
Therefore if some ones corpse weighs 230 pounds you will need a container
 
Therefore if some ones corpse weighs 230 pounds you will need a container
 
that has a capacity of 230 to fit the corpse in it.  The following is
 
that has a capacity of 230 to fit the corpse in it.  The following is
the macros definition as found in ''wmacros.h'':</PARA>
+
the macros definition as found in ''wmacros.h'':
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,230: Line 9,859:
 
</nowiki>
 
</nowiki>
  
<PARA>If you wanted to create a coffin that could carry any normal human
+
If you wanted to create a coffin that could carry any normal human
  corpse you could set it something like this:</PARA>
+
  corpse you could set it something like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,244: Line 9,872:
 
<TITLE>Money macro</TITLE>
 
<TITLE>Money macro</TITLE>
  
<PARA>Money is one of the simplest objects you can make on the <ACRONYM>VME</ACRONYM>
+
Money is one of the simplest objects you can make on the <ACRONYM>VME</ACRONYM>
 
server.  With this macro all you need is the symbolic before the macro
 
server.  With this macro all you need is the symbolic before the macro
and the end keyword after the macro and you have 1 piece of money or a whole pile.  The macro is defined in the ''wmacros.h'' and looks exactly as follows:</PARA>
+
and the end keyword after the macro and you have 1 piece of money or a whole pile.  The macro is defined in the ''wmacros.h'' and looks exactly as follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,259: Line 9,886:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
  <PARA>The arguments are simple the first argument is the type of money the five possible values are:</PARA>
+
  The arguments are simple the first argument is the type of money the five possible values are:
 
  <itemizedlist>
 
  <itemizedlist>
  <LISTITEM><PARA>IRON_PIECE</PARA></LISTITEM>
+
  <LISTITEM>IRON_PIECE</LISTITEM>
  <LISTITEM><PARA>COPPER_PIECE</PARA></LISTITEM>
+
  <LISTITEM>COPPER_PIECE</LISTITEM>
  <LISTITEM><PARA>SILVER_PIECE</PARA></LISTITEM>
+
  <LISTITEM>SILVER_PIECE</LISTITEM>
  <LISTITEM><PARA>GOLD_PIECE</PARA></LISTITEM>
+
  <LISTITEM>GOLD_PIECE</LISTITEM>
  <LISTITEM><PARA>PLATINUM_PIECE</PARA></LISTITEM>
+
  <LISTITEM>PLATINUM_PIECE</LISTITEM>
 
  </itemizedlist>
 
  </itemizedlist>
 
   
 
   
  <PARA>The second argument is the amount of coins.  If you set it to
+
  The second argument is the amount of coins.  If you set it to
 
zero then it will still make exactly 1 of the coins.  The following
 
zero then it will still make exactly 1 of the coins.  The following
would be what one platinum piece would be like in a zone file.</PARA>
+
would be what one platinum piece would be like in a zone file.
 
   
 
   
 
   
 
   
Line 10,284: Line 9,911:
 
</nowiki>
 
</nowiki>
  
<PARA>Now if you want to make a whole pile of money it would look like this:</PARA>
+
Now if you want to make a whole pile of money it would look like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,305: Line 9,931:
 
  <TITLE>Cursed objects macro</TITLE>
 
  <TITLE>Cursed objects macro</TITLE>
  
<PARA>Sometimes when making special objects you want to make an item
+
Sometimes when making special objects you want to make an item
 
that a person can wear but can't remove.  With the cursed object macro
 
that a person can wear but can't remove.  With the cursed object macro
 
this is a simple thing.  The cursed object macro is defined in
 
this is a simple thing.  The cursed object macro is defined in
''wmacros.h'' and looks as follows:</PARA>
+
''wmacros.h'' and looks as follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,324: Line 9,950:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
      <PARA>to use this macro it is simply a matter of putting the define
+
      to use this macro it is simply a matter of putting the define
in your object like this:</PARA>
+
in your object like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,334: Line 9,959:
 
</nowiki>
 
</nowiki>
  
<PARA>When you set this macro on an object it adds an affect that can
+
When you set this macro on an object it adds an affect that can
 
only be removed by the 'set' command or by the 'remove curse
 
only be removed by the 'set' command or by the 'remove curse
spell'.</PARA>
+
spell'.
 
  </sect2>
 
  </sect2>
  
Line 10,342: Line 9,967:
 
  <TITLE>Potion, wand, and staff macros</TITLE>
 
  <TITLE>Potion, wand, and staff macros</TITLE>
  
<PARA>The macros for potions, scrolls, wands, and staffs are almost the
+
The macros for potions, scrolls, wands, and staffs are almost the
 
same.  In fact there is only two differences. The first  is the potions and scrolls can cast three
 
same.  In fact there is only two differences. The first  is the potions and scrolls can cast three
 
spells while wands can only cast two, The second is wands and staffs
 
spells while wands can only cast two, The second is wands and staffs
 
have multiple charges possible while scrolls and potions only can be
 
have multiple charges possible while scrolls and potions only can be
 
used once.  The following are the macros
 
used once.  The following are the macros
for all four as found in ''wmacros.h''.</PARA>
+
for all four as found in ''wmacros.h''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,396: Line 10,020:
 
  </nowiki>
 
  </nowiki>
  
<PARA>The arguments are as follows for the macros.</PARA>
+
The arguments are as follows for the macros.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 10,402: Line 10,026:
 
;power
 
;power
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first argument on potions, scrolls, wands, and staff is the
+
The first argument on potions, scrolls, wands, and staff is the
 
power the spell will be cast at.  You can have the power set in the
 
power the spell will be cast at.  You can have the power set in the
 
range 1-200.  The spell power works the same as a player training in the
 
range 1-200.  The spell power works the same as a player training in the
spell.  The higher the number the more powerfull the cast.</PARA>
+
spell.  The higher the number the more powerfull the cast.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,412: Line 10,036:
 
;charge
 
;charge
 
<DICTDEF>
 
<DICTDEF>
<PARA>The second argument on the staffs and wands is how many charges it
+
The second argument on the staffs and wands is how many charges it
has.</PARA>
+
has.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,420: Line 10,044:
 
;spell#
 
;spell#
 
<DICTDEF>
 
<DICTDEF>
<PARA>On potions and scrolls you can set up to 2 spells you do not have
+
On potions and scrolls you can set up to 2 spells you do not have
 
to set them both the one you don't want set to 0.  On staffs and wands
 
to set them both the one you don't want set to 0.  On staffs and wands
 
you can set three spells.  Again if you want only one or two you can
 
you can set three spells.  Again if you want only one or two you can
leave the one you do not want set to 0.</PARA>
+
leave the one you do not want set to 0.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,433: Line 10,057:
 
<TITLE>Magical transfer macros</TITLE>
 
<TITLE>Magical transfer macros</TITLE>
  
<PARA>There are times when you want to give a player a bonus in a
+
There are times when you want to give a player a bonus in a
 
ability, weapon, skill, and or weapon.  There is even times when you
 
ability, weapon, skill, and or weapon.  There is even times when you
 
want to adjust a characters speed or add a flag to a player when they
 
want to adjust a characters speed or add a flag to a player when they
 
wear an item.  The following macros are what you would use to do any of
 
wear an item.  The following macros are what you would use to do any of
those when a person uses an item.</PARA>
+
those when a person uses an item.
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>CHAR_FLAG_TRANSFER(_MFLAGS)</PARA></LISTITEM>  
+
<LISTITEM>CHAR_FLAG_TRANSFER(_MFLAGS)</LISTITEM>  
<LISTITEM><PARA>SKILL_TRANSFER(skill, amount)</PARA></LISTITEM>   
+
<LISTITEM>SKILL_TRANSFER(skill, amount)</LISTITEM>   
<LISTITEM><PARA>WEAPON_TRANSFER(weapon, amount)</PARA></LISTITEM>   
+
<LISTITEM>WEAPON_TRANSFER(weapon, amount)</LISTITEM>   
<LISTITEM><PARA>SPELL_TRANSFER(spell, amount)</PARA></LISTITEM>   
+
<LISTITEM>SPELL_TRANSFER(spell, amount)</LISTITEM>   
<LISTITEM><PARA>STR_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>STR_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>DEX_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>DEX_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>CON_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>CON_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>CHA_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>CHA_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>BRA_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>BRA_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>MAG_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>MAG_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>DIV_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>DIV_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>HIT_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>HIT_TRANSFER(amount)</LISTITEM>   
<LISTITEM><PARA>SPEED_TRANSFER(newspeed)</PARA></LISTITEM>   
+
<LISTITEM>SPEED_TRANSFER(newspeed)</LISTITEM>   
<LISTITEM><PARA>SLOW_TRANSFER(amount)</PARA></LISTITEM>   
+
<LISTITEM>SLOW_TRANSFER(amount)</LISTITEM>   
 
</itemizedlist>
 
</itemizedlist>
  
<NOTE><PARA>For the full definitions of the transfer macros see
+
<blockquote>For the full definitions of the transfer macros see
<xref linkend="app-f"> or the header file ''wmacros.h''.</PARA></NOTE>
+
<xref linkend="app-f"> or the header file ''wmacros.h''.</blockquote>
  
<PARA>The transfer macros can be broken down into three groups those
+
The transfer macros can be broken down into three groups those
 
which transfer percentage, flags, and speed.  The skill, weapons,
 
which transfer percentage, flags, and speed.  The skill, weapons,
 
spells, and ability macros transfer the amount of percentage you put.  
 
spells, and ability macros transfer the amount of percentage you put.  
Line 10,467: Line 10,091:
 
speed transfer macros add or subtract the amount of speed you give them.
 
speed transfer macros add or subtract the amount of speed you give them.
 
The range for speed is from zero to twelve with twelve being the
 
The range for speed is from zero to twelve with twelve being the
slowest.</PARA>
+
slowest.
 
  </sect2>
 
  </sect2>
 
  </sect1>
 
  </sect1>
Line 10,474: Line 10,098:
 
<TITLE>Building your first object</TITLE>
 
<TITLE>Building your first object</TITLE>
  
<PARA>Now that you have learned how to make rooms and NPCs its time to
+
Now that you have learned how to make rooms and NPCs its time to
 
make the objects for your little world.
 
make the objects for your little world.
 
In the last couple of sections you have looked
 
In the last couple of sections you have looked
Line 10,483: Line 10,107:
 
So the first object we will make is a dragon head.  I didn't say I liked
 
So the first object we will make is a dragon head.  I didn't say I liked
 
them alive now did I?  Anyway this will be a nice simple object that
 
them alive now did I?  Anyway this will be a nice simple object that
your player can pick up and carry around.</PARA>
+
your player can pick up and carry around.
  
<PARA>When making objects you create the zone source file first as shown
+
When making objects you create the zone source file first as shown
 
in <xref linkend="ch-02">.  If you only have objects you do not need the
 
in <xref linkend="ch-02">.  If you only have objects you do not need the
 
%reset, %mobiles, and %rooms fields.  For the examples in this chapter we
 
%reset, %mobiles, and %rooms fields.  For the examples in this chapter we
Line 10,491: Line 10,115:
 
%objects section where we will put all the object definitions.  At the end
 
%objects section where we will put all the object definitions.  At the end
 
of this chapter, in <xref linkend="roomnpcobjzone">, we will bring it
 
of this chapter, in <xref linkend="roomnpcobjzone">, we will bring it
all together with the rooms and NPCs we have defined already.</PARA>
+
all together with the rooms and NPCs we have defined already.
  
<PARA>The first part of all object definitions is the symbolic name it is good
+
The first part of all object definitions is the symbolic name it is good
 
to always pick a name that will match the name of the object so it
 
to always pick a name that will match the name of the object so it
 
will be easy to load the object.
 
will be easy to load the object.
Line 10,500: Line 10,124:
 
list of the objects by symbolic name for example if you type <command>
 
list of the objects by symbolic name for example if you type <command>
 
wstat zone dragon objects</command> You will get the following:
 
wstat zone dragon objects</command> You will get the following:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,509: Line 10,133:
 
If you didn't make it clear what the object was by the symbolic name
 
If you didn't make it clear what the object was by the symbolic name
 
it might look like this:
 
it might look like this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,517: Line 10,141:
 
</nowiki>
 
</nowiki>
 
While this might be great when you first start imagine trying to
 
While this might be great when you first start imagine trying to
remember each object if you have over 30 of them.</PARA>
+
remember each object if you have over 30 of them.
  
<PARA>Now lets get started with our dragon head.  As with the rooms and
+
Now lets get started with our dragon head.  As with the rooms and
 
npcs all that is required to make an object is the symbolic and end fields.  
 
npcs all that is required to make an object is the symbolic and end fields.  
That of course will make a NPC with all defaults.</PARA>
+
That of course will make a NPC with all defaults.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,531: Line 10,154:
 
</nowiki>
 
</nowiki>
  
<PARA>Thats it for that dragon head right?  Nope not quite, like before
+
Thats it for that dragon head right?  Nope not quite, like before
 
with NPCs, that makes an object with all defaults.  That means this will probably be
 
with NPCs, that makes an object with all defaults.  That means this will probably be
 
a very blank spot on the screen with no names and no way your players
 
a very blank spot on the screen with no names and no way your players
 
can interact with it.
 
can interact with it.
 
Now lets start putting the
 
Now lets start putting the
Dragon heads other more interesting fields on.</PARA>
+
Dragon heads other more interesting fields on.
  
<PARA>Like with rooms and NPCs, the first three things we need are the
+
Like with rooms and NPCs, the first three things we need are the
 
dragon heads title, description and names.  The description should be what you
 
dragon heads title, description and names.  The description should be what you
 
see when you do a 'look' in the room.  The title should be what you see
 
see when you do a 'look' in the room.  The title should be what you see
Line 10,547: Line 10,170:
 
in the title and description fields so if your player wants to pick
 
in the title and description fields so if your player wants to pick
 
the object up or wear it will be easy to figure out what the names
 
the object up or wear it will be easy to figure out what the names
are.</PARA>
+
are.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,566: Line 10,188:
 
</nowiki>
 
</nowiki>
  
<PARA>The names, title and description shouldn't be to hard so I don't
+
The names, title and description shouldn't be to hard so I don't
 
think its necessary to go into any more description on the subject.  
 
think its necessary to go into any more description on the subject.  
 
Lets move on.  Now we have to take care of what a player sees when he or
 
Lets move on.  Now we have to take care of what a player sees when he or
Line 10,573: Line 10,195:
 
special extra that will be shown every time you look at anything in the
 
special extra that will be shown every time you look at anything in the
 
names list of the object.  So a description of an object would look something
 
names list of the object.  So a description of an object would look something
like this.</PARA>
+
like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,585: Line 10,206:
 
</nowiki>
 
</nowiki>
  
<PARA>Now that you have a main description for the object you need to make
+
Now that you have a main description for the object you need to make
 
any smaller descriptions that you want the player to be able to look at.
 
any smaller descriptions that you want the player to be able to look at.
 
In this case it may be good to give some secret information if the
 
In this case it may be good to give some secret information if the
player looks at the face of the head directly.</PARA>
+
player looks at the face of the head directly.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,603: Line 10,223:
 
</nowiki>
 
</nowiki>
  
<PARA>Now that we have the object all described we only need to give the
+
Now that we have the object all described we only need to give the
 
    object the manipulate flags it needs, weight, height, and maybe
 
    object the manipulate flags it needs, weight, height, and maybe
 
    some extras that will make some cool acts when a player picks it up
 
    some extras that will make some cool acts when a player picks it up
    or drops it.</PARA>
+
    or drops it.
 
 
 
 
<PARA>First thing to do though is pick the manipulate flags you
+
First thing to do though is pick the manipulate flags you
 
want on the object.  This is not a weapon or armour so all the
 
want on the object.  This is not a weapon or armour so all the
 
player really needs to be able to do with it is pick it up and maybe
 
player really needs to be able to do with it is pick it up and maybe
hold it if you want and I do.  The flags would then be as follows:</PARA>
+
hold it if you want and I do.  The flags would then be as follows:
 
 
 
  <nowiki>
 
  <nowiki>
Line 10,619: Line 10,239:
 
</nowiki>
 
</nowiki>
 
 
<PARA>If you were feeling a little weird you could even make the
+
If you were feeling a little weird you could even make the
 
person be able to wear the dragon head on his head but that would
 
person be able to wear the dragon head on his head but that would
 
just be strange.  of course its always good to know you have
 
just be strange.  of course its always good to know you have
options.</PARA>
+
options.
 
 
 
 
<PARA>Now lets set the height and weight.  Remember you set the height
+
Now lets set the height and weight.  Remember you set the height
 
in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
 
in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
 
standardize to one or the other but for now we have to play the
 
standardize to one or the other but for now we have to play the
conversion game.</PARA>
+
conversion game.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,639: Line 10,259:
 
</nowiki>
 
</nowiki>
 
 
 
 
<PARA>The final touch to our little dragon head is some cute acts
+
The final touch to our little dragon head is some cute acts
 
when the player picks it up or drops it.  If you remember from the extra
 
when the player picks it up or drops it.  If you remember from the extra
 
fields in <xref linkend="objfielddescr">, there are some special extras
 
fields in <xref linkend="objfielddescr">, there are some special extras
that are made just for this purpose.</PARA>
+
that are made just for this purpose.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,661: Line 10,280:
 
</nowiki>
 
</nowiki>
  
<PARA>There are other things we could add to this item but I want to
+
There are other things we could add to this item but I want to
 
keep this first object simple.  The finished head would then look like
 
keep this first object simple.  The finished head would then look like
this:</PARA>
+
this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,682: Line 10,300:
 
dragon head can be.  There is an extreme look of sorrow on the dragons
 
dragon head can be.  There is an extreme look of sorrow on the dragons
 
face and it seems to be for much more than its own death."
 
face and it seems to be for much more than its own death."
 
  
 
extra {"gold dragon head face","dragon head face","head face","face"}
 
extra {"gold dragon head face","dragon head face","head face","face"}
Line 10,713: Line 10,330:
 
</nowiki>
 
</nowiki>
  
 
+
Thats all there is to making regular items.  The rest is just
 
 
<PARA>Thats all there is to making regular items.  The rest is just
 
 
adding functionality to what you already know.  We will get much deeper
 
adding functionality to what you already know.  We will get much deeper
 
into what you can do with items in <xref linkend="objcomplex"> but first
 
into what you can do with items in <xref linkend="objcomplex"> but first
 
we will go over a debugging example and then all the special DIL functions made
 
we will go over a debugging example and then all the special DIL functions made
for objects.</PARA>
+
for objects.
  
 
</SECT1>
 
</SECT1>
Line 10,725: Line 10,340:
 
<TITLE>Compiling and Debugging your first object</TITLE>
 
<TITLE>Compiling and Debugging your first object</TITLE>
  
<PARA>As we have previously mentioned in <xref linkend="rmdebug"> and
+
As we have previously mentioned in <xref linkend="rmdebug"> and
 
<xref linkend="npcdebug"> it is always a good idea to build one or two
 
<xref linkend="npcdebug"> it is always a good idea to build one or two
 
things and then compile to make finding errors easy.  In this case we
 
things and then compile to make finding errors easy.  In this case we
Line 10,731: Line 10,346:
 
get in my way while compiling it I have removed them and only have the
 
get in my way while compiling it I have removed them and only have the
 
'%objects' section.  The following is what the zone looks like when it
 
'%objects' section.  The following is what the zone looks like when it
has only one object in it.</PARA>
+
has only one object in it.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,767: Line 10,381:
 
dragon head can be.  There is an extreme look of sorrow on the dragons
 
dragon head can be.  There is an extreme look of sorrow on the dragons
 
face and it seems to be for much more than its own death."
 
face and it seems to be for much more than its own death."
 
  
 
extra {"gold dragon head face","dragon head face","head face","face"}
 
extra {"gold dragon head face","dragon head face","head face","face"}
Line 10,800: Line 10,413:
 
</nowiki>
 
</nowiki>
  
<PARA>I removed the '%rooms' and '%mobiles' sections added a '%objects' section and
+
I removed the '%rooms' and '%mobiles' sections added a '%objects' section and
 
stuck the dragon head in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
 
stuck the dragon head in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
 
server for you to be able to look at it in the game.  If you downloaded
 
server for you to be able to look at it in the game.  If you downloaded
Line 10,807: Line 10,420:
 
''debug_obj.zon''.  Just so you know the errors in this
 
''debug_obj.zon''.  Just so you know the errors in this
 
zone are intentional so please don't write me an email telling me that
 
zone are intentional so please don't write me an email telling me that
there are errors in it.</PARA>
+
there are errors in it.
  
<PARA>The command to compile the zone is
+
The command to compile the zone is
 
<command>VMC debug_obj.zon</command>.
 
<command>VMC debug_obj.zon</command>.
 
Here is what we get when we first try and
 
Here is what we get when we first try and
compile the zone.</PARA>
+
compile the zone.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,828: Line 10,440:
 
</nowiki>
 
</nowiki>
  
<PARA>This error file doesn't look any harder than the last one we dealt
+
This error file doesn't look any harder than the last one we dealt
 
with when compiling our first room or NPC.  We can not stress enough
 
with when compiling our first room or NPC.  We can not stress enough
 
always fix the smallest numbered error first.  In this case the lowest
 
always fix the smallest numbered error first.  In this case the lowest
Line 10,834: Line 10,446:
 
something is wrong with the '{' but looking at the line it is obvious
 
something is wrong with the '{' but looking at the line it is obvious
 
the compiler got confused because I forgot 's' at the end of 'creators'.
 
the compiler got confused because I forgot 's' at the end of 'creators'.
If we fix line five and recompile this is what we get:</PARA>
+
If we fix line five and recompile this is what we get:
 
 
 
 
 
 
 
 
Line 10,848: Line 10,460:
 
</nowiki>
 
</nowiki>
  
<PARA>Now we have come to another one of those weird errors.  If you
+
Now we have come to another one of those weird errors.  If you
 
look at line 25 you will find that the line looks like it is correct.  
 
look at line 25 you will find that the line looks like it is correct.  
 
As we have said before when you find an error like this it most likely
 
As we have said before when you find an error like this it most likely
Line 10,856: Line 10,468:
 
the missing one is in the very next string.  If you add a double quote
 
the missing one is in the very next string.  If you add a double quote
 
just before the ending comma on line 24 and recompile you will get the
 
just before the ending comma on line 24 and recompile you will get the
following:</PARA>
+
following:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,869: Line 10,480:
 
</nowiki>
 
</nowiki>
  
<PARA>This error is a little tricky.  It seems to be pointing at the ','
+
This error is a little tricky.  It seems to be pointing at the ','
 
as the problem.  If you look at the line though and remember what you
 
as the problem.  If you look at the line though and remember what you
 
need for a manipulate field you will notice that the surrounding '{}' are
 
need for a manipulate field you will notice that the surrounding '{}' are
Line 10,875: Line 10,486:
 
doesn't understand what to do with the comma with out the '{}' grouping
 
doesn't understand what to do with the comma with out the '{}' grouping
 
symbols.  Fixing these and recompiling results in the following message
 
symbols.  Fixing these and recompiling results in the following message
from the compiler.</PARA>
+
from the compiler.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,886: Line 10,496:
 
</nowiki>
 
</nowiki>
  
<PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
+
Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
 
you have now successfully compiled the zone.  This is the last debugging
 
you have now successfully compiled the zone.  This is the last debugging
 
walk through in the manual.  If you still have a lot of trouble figuring
 
walk through in the manual.  If you still have a lot of trouble figuring
Line 10,898: Line 10,508:
 
for more than 5 minutes take a break and come back in 10 minutes
 
for more than 5 minutes take a break and come back in 10 minutes
 
sometimes that short relaxing time will help you find the
 
sometimes that short relaxing time will help you find the
problem.</PARA>
+
problem.
  
<PARA>You have now compiled your first object.  The steps are the same
+
You have now compiled your first object.  The steps are the same
 
to get it into the game as it was for the rooms and NPCs.  We will not
 
to get it into the game as it was for the rooms and NPCs.  We will not
 
go over them again except to say copy your files that the compiler made
 
go over them again except to say copy your files that the compiler made
Line 10,908: Line 10,518:
 
name.  It would be a good idea to try and get this zone into your server
 
name.  It would be a good idea to try and get this zone into your server
 
and lay with the object a bit so when you get to <xref
 
and lay with the object a bit so when you get to <xref
linkend="objcomplex"> you will be ready for anything.</PARA>
+
linkend="objcomplex"> you will be ready for anything.
 
</SECT1>
 
</SECT1>
  
Line 10,914: Line 10,524:
 
<TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>
 
<TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>
  
<PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
+
The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
 
special functions on rooms, NPCs, objects, PCs, and much more.  This
 
special functions on rooms, NPCs, objects, PCs, and much more.  This
 
manual is for basic zone writing and therefore will not go into how to
 
manual is for basic zone writing and therefore will not go into how to
Line 10,920: Line 10,530:
 
functions for you as an Administrator and your builders to use to make
 
functions for you as an Administrator and your builders to use to make
 
special rooms, NPCs, and objects.  The following sections contain a full list of all object
 
special rooms, NPCs, and objects.  The following sections contain a full list of all object
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
+
functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.
  
 
<sect2 id="objdilrestrict">
 
<sect2 id="objdilrestrict">
 
<TITLE>Restriction functions</TITLE>
 
<TITLE>Restriction functions</TITLE>
  
<PARA>The desire to have different equipment comes from every players
+
The desire to have different equipment comes from every players
 
desire to be different.  The restrict functions were designed to help
 
desire to be different.  The restrict functions were designed to help
 
make this a reality by only allowing certain groups of players to wear
 
make this a reality by only allowing certain groups of players to wear
Line 10,931: Line 10,541:
 
make a greater restricted item.  for example you could make an item,
 
make a greater restricted item.  for example you could make an item,
 
restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
 
restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
done a certain quest.</PARA>
+
done a certain quest.
  
<PARA>All restrict functions have a name that describes what the
+
All restrict functions have a name that describes what the
 
restriction function is for and four other arguments.  the 2nd, 3rd, and
 
restriction function is for and four other arguments.  the 2nd, 3rd, and
 
4th argument is the exact same for all restrict functions only the name
 
4th argument is the exact same for all restrict functions only the name
 
of the restrict and the first argument changes.  The format for the
 
of the restrict and the first argument changes.  The format for the
restrict functions is as follows.</PARA>
+
restrict functions is as follows.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 10,947: Line 10,556:
 
</nowiki>
 
</nowiki>
  
<PARA>We will skip the function name and the first argument and get back
+
We will skip the function name and the first argument and get back
to them later.</PARA>
+
to them later.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 10,956: Line 10,565:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>The second and third arguments set the damage done when the wrong player
+
The second and third arguments set the damage done when the wrong player
 
wears an object. The reason we are explaining them together is they can
 
wears an object. The reason we are explaining them together is they can
 
work together or separately depending on how you set them.
 
work together or separately depending on how you set them.
 
The second argument is the max damage the third argument is the
 
The second argument is the max damage the third argument is the
percentage damage.</PARA>
+
percentage damage.
  
<PARA>When both arguments are set to 0 no damage will be
+
When both arguments are set to 0 no damage will be
 
done when the item is illegally worn.  When the second argument is set
 
done when the item is illegally worn.  When the second argument is set
 
to a number like 100 and the third argument is set to 0, exactly 100
 
to a number like 100 and the third argument is set to 0, exactly 100
Line 10,968: Line 10,577:
 
has.  So by setting the second argument to a number and setting the
 
has.  So by setting the second argument to a number and setting the
 
third to 0 you could possibly kill your victim since it will remove the
 
third to 0 you could possibly kill your victim since it will remove the
amount specified no matter how much the player has.</PARA>
+
amount specified no matter how much the player has.
  
<PARA> If you do not want
+
If you do not want
 
to possibly kill your victim the Third argument should be used.  If you
 
to possibly kill your victim the Third argument should be used.  If you
 
set the second argument to 0 and the third argument to a number it will
 
set the second argument to 0 and the third argument to a number it will
 
do a percent of damage to the player. for example if The third argument
 
do a percent of damage to the player. for example if The third argument
was set to 25 it would do 25 % damage to a player.</PARA>
+
was set to 25 it would do 25 % damage to a player.
  
<PARA>  You can also use the second and third argument together if you want to set a max amount of
+
  You can also use the second and third argument together if you want to set a max amount of
 
damage without possibly killing them.  for example if you set the second
 
damage without possibly killing them.  for example if you set the second
 
argument to 100 and third to 25.  The item will do 25% damage up to 100
 
argument to 100 and third to 25.  The item will do 25% damage up to 100
 
hit points of damage. This all might be a bit confusing so let me show
 
hit points of damage. This all might be a bit confusing so let me show
you a few examples and tell you what they would do.</PARA>
+
you a few examples and tell you what they would do.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 10,987: Line 10,596:
 
;second= 0 third = 25
 
;second= 0 third = 25
 
<DICTDEF>
 
<DICTDEF>
<PARA>This would
+
This would
 
do 25% damage to a player. second =100 third = 0 this would do 100
 
do 25% damage to a player. second =100 third = 0 this would do 100
damage to a player no matter his amount of hit points.</PARA>
+
damage to a player no matter his amount of hit points.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 10,995: Line 10,604:
 
;second = 25 third = 25
 
;second = 25 third = 25
 
<DICTDEF>
 
<DICTDEF>
<PARA>This would do 25 % damage to a player up to 25 hit points.
+
This would do 25 % damage to a player up to 25 hit points.
 
So if a player had 150 hit points the max that could be removed is 25
 
So if a player had 150 hit points the max that could be removed is 25
hit points.</PARA>
+
hit points.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 11,007: Line 10,616:
 
;optional <ACRONYM>DIL</ACRONYM>
 
;optional <ACRONYM>DIL</ACRONYM>
 
<DICTDEF>
 
<DICTDEF>
<PARA>All restrict DIL functions have a default set of acts.  If you want to make
+
All restrict DIL functions have a default set of acts.  If you want to make
 
your own set of acts you have to create your own <ACRONYM>DIL</ACRONYM> that does nothing
 
your own set of acts you have to create your own <ACRONYM>DIL</ACRONYM> that does nothing
 
more than act.  If you don't understand how this works.  You may want to
 
more than act.  If you don't understand how this works.  You may want to
look in the <ACRONYM>DIL</ACRONYM> manual about passing DIL functions as arguments.</PARA>
+
look in the <ACRONYM>DIL</ACRONYM> manual about passing DIL functions as arguments.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Now we should get back to the first argument and function name
+
Now we should get back to the first argument and function name
 
since they are what control the restricts.  The function name has been
 
since they are what control the restricts.  The function name has been
 
chosen so you can easily tell what the restrict was created for
 
chosen so you can easily tell what the restrict was created for
 
while the first argument changes depending on which restrict you use.  
 
while the first argument changes depending on which restrict you use.  
 
The following are what each function restricts name is and what the function
 
The following are what each function restricts name is and what the function
name and first argument are.</PARA>
+
name and first argument are.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 11,026: Line 10,635:
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
<TERM>Guild Restrict</term>
 
<TERM>Guild Restrict</term>
<LISTITEM> <PARA>
+
<LISTITEM>
</PARA>
+
This function restricts an object to players in a certain
 
 
  <PARA>This function restricts an object to players in a certain
 
 
guild or guilds.  Anyone not in the guild or guilds, will have the damage done as set in the
 
guild or guilds.  Anyone not in the guild or guilds, will have the damage done as set in the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,044: Line 10,650:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is a stringlist.  This
+
As the definition indicates the first argument is a stringlist.  This
 
means you can restrict this item to more than one guild.  All guilds in
 
means you can restrict this item to more than one guild.  All guilds in
 
the string list will be able to wear this object.  If we wanted to make
 
the string list will be able to wear this object.  If we wanted to make
 
an item that only Paladins and sorcerers could wear it would look like
 
an item that only Paladins and sorcerers could wear it would look like
this.</PARA>
+
this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,063: Line 10,668:
 
;Anti-guild Restrict
 
;Anti-guild Restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players not in a certain
 
 
  <PARA>This function restricts an object to players not in a certain
 
 
guild or guilds.  Anyone not in the guild or guilds listed, will have the damage done as set in the
 
guild or guilds.  Anyone not in the guild or guilds listed, will have the damage done as set in the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,080: Line 10,682:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is a stringlist.  This
+
As the definition indicates the first argument is a stringlist.  This
 
means you can restrict this item from more than one guild.  All guilds in
 
means you can restrict this item from more than one guild.  All guilds in
 
the string list will not be able to wear this object.  If we wanted to make
 
the string list will not be able to wear this object.  If we wanted to make
 
an item that only Paladins and sorcerers could not wear it would look like
 
an item that only Paladins and sorcerers could not wear it would look like
this.</PARA>
+
this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,093: Line 10,694:
  
 
</nowiki>
 
</nowiki>
 
  
 
</LISTITEM>
 
</LISTITEM>
Line 11,102: Line 10,702:
 
;Quest Restrict
 
;Quest Restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players who have done a
 
 
  <PARA>This function restricts an object to players who have done a
 
 
certain quest.  Any  player who has not done the quest,
 
certain quest.  Any  player who has not done the quest,
 
will have the damage done as set in the 2nd and 3rd arguments unless
 
will have the damage done as set in the 2nd and 3rd arguments unless
Line 11,110: Line 10,708:
 
the players equipment and placed in their inventory.  The following is
 
the players equipment and placed in their inventory.  The following is
 
the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,120: Line 10,717:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is a string.  The
+
As the definition indicates the first argument is a string.  The
 
quest restrict is only made to restrict the by one quest at a time.  If
 
quest restrict is only made to restrict the by one quest at a time.  If
 
you want the item to have multiple quests restrictions you just add
 
you want the item to have multiple quests restrictions you just add
 
another dilcopy to it.  The following Would be an object  
 
another dilcopy to it.  The following Would be an object  
restricted to one quest.</PARA>
+
restricted to one quest.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,139: Line 10,735:
 
;Quests Restrict
 
;Quests Restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players who have a certain
 
 
  <PARA>This function restricts an object to players who have a certain
 
 
quest or quests.  Anyone not having all quests in the list of quests, will have the damage done as set in the
 
quest or quests.  Anyone not having all quests in the list of quests, will have the damage done as set in the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,156: Line 10,749:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is a stringlist.  This
+
As the definition indicates the first argument is a stringlist.  This
 
means you can restrict this item to more than one quest.  Players that
 
means you can restrict this item to more than one quest.  Players that
 
have not done every quest will not be able to use the object.
 
have not done every quest will not be able to use the object.
 
If we wanted to make an item that only players that have finished both
 
If we wanted to make an item that only players that have finished both
 
the 'Eagles quest complete' and the 'Feather fall quest complete' could
 
the 'Eagles quest complete' and the 'Feather fall quest complete' could
wear.  It would look like this.</PARA>
+
wear.  It would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,178: Line 10,770:
 
;Alignment Restrict
 
;Alignment Restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players with a certain
 
 
  <PARA>This function restricts an object to players with a certain
 
 
alignment range.
 
alignment range.
 
Anyone not in the alignment range,  
 
Anyone not in the alignment range,  
 
will have the damage done as set in the 3nd and 4th arguments unless
 
will have the damage done as set in the 3nd and 4th arguments unless
 
none is set.  Even if no damage is set the object will be removed off of
 
none is set.  Even if no damage is set the object will be removed off of
the players equipment and placed in their inventory.</PARA>
+
the players equipment and placed in their inventory.
  
<PARA>We said at the beginning of this section that all restricts have
+
We said at the beginning of this section that all restricts have
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
arguments.  The reason we didn't count this one is because the first and
 
arguments.  The reason we didn't count this one is because the first and
 
second argument in the alignment restrict function are used together and
 
second argument in the alignment restrict function are used together and
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,202: Line 10,791:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first and second arguments are two
+
As the definition indicates the first and second arguments are two
 
integers.  the first is the max alignment that can wear or use this
 
integers.  the first is the max alignment that can wear or use this
 
object and the second is the minimum alignment.  So if we wanted to
 
object and the second is the minimum alignment.  So if we wanted to
restrict an item to only good players it would look like this.</PARA>
+
restrict an item to only good players it would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,221: Line 10,809:
 
;Level restrict
 
;Level restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players above or equal to
 
 
  <PARA>This function restricts an object to players above or equal to
 
 
a certain level.  Any player not at least the level or higher, will
 
a certain level.  Any player not at least the level or higher, will
 
have the damage done as set in the 2nd and 3rd arguments unless none is
 
have the damage done as set in the 2nd and 3rd arguments unless none is
Line 11,233: Line 10,819:
 
should be able to use.  If you want to restrict an object to greater
 
should be able to use.  If you want to restrict an object to greater
 
than level fifty for players you need to use the 'vlevel' restrict.  The
 
than level fifty for players you need to use the 'vlevel' restrict.  The
following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
+
following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,243: Line 10,828:
 
</nowiki>
 
</nowiki>
  
 
+
As the definition indicates the first argument is an integer.  The
<PARA>As the definition indicates the first argument is an integer.  The
 
 
integer for the level restrict can range from 1 to 255.  Thus if we
 
integer for the level restrict can range from 1 to 255.  Thus if we
 
wanted to make an object that only administrator could wear or use it would
 
wanted to make an object that only administrator could wear or use it would
look like this</PARA>
+
look like this
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,263: Line 10,846:
 
;Virtual Level Restrict
 
;Virtual Level Restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players above or equal to
 
 
  <PARA>This function restricts an object to players above or equal to
 
 
a certain level.  Any player not at least the level or higher, will
 
a certain level.  Any player not at least the level or higher, will
 
have the damage done as set in the 2nd and 3rd arguments unless none is
 
have the damage done as set in the 2nd and 3rd arguments unless none is
Line 11,271: Line 10,852:
 
players equipment and placed in their inventory.  This restrict works in
 
players equipment and placed in their inventory.  This restrict works in
 
the new level system from one to infinity.  
 
the new level system from one to infinity.  
The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
+
The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,281: Line 10,861:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is an integer.  The
+
As the definition indicates the first argument is an integer.  The
 
integer for the level restrict can range from 1 to infinite.  Thus if we
 
integer for the level restrict can range from 1 to infinite.  Thus if we
 
wanted to make an object that only players that have reached the level
 
wanted to make an object that only players that have reached the level
of 5000 could wear or use, it would look like this.</PARA>
+
of 5000 could wear or use, it would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,292: Line 10,871:
  
 
</nowiki>
 
</nowiki>
 
  
 
</LISTITEM>
 
</LISTITEM>
Line 11,301: Line 10,879:
 
;Race restrict
 
;Race restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object from players of a certain
 
 
  <PARA>This function restricts an object from players of a certain
 
 
race. Any player not of the selected race, will have the damage done as set
 
race. Any player not of the selected race, will have the damage done as set
 
in the 2nd and 3rd arguments unless none is set.  Even if no damage is
 
in the 2nd and 3rd arguments unless none is set.  Even if no damage is
 
set the object will be removed off of the players equipment and placed
 
set the object will be removed off of the players equipment and placed
 
in their inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found
 
in their inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found
in ''function.zon''.</PARA>
+
in ''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,318: Line 10,893:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is an integer.  The
+
As the definition indicates the first argument is an integer.  The
 
integer being passed in should be the race you want to restrict the
 
integer being passed in should be the race you want to restrict the
 
object from.  You can pass in the defines as listed in <xref
 
object from.  You can pass in the defines as listed in <xref
 
linkend="app-c"> or if you have added races you will find the list of
 
linkend="app-c"> or if you have added races you will find the list of
 
races in ''values.h''.  If we wanted to restrict an
 
races in ''values.h''.  If we wanted to restrict an
object from humans the following is what it would look like.</PARA>
+
object from humans the following is what it would look like.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,338: Line 10,912:
 
;Gender restrict
 
;Gender restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players of a certain
 
 
  <PARA>This function restricts an object to players of a certain
 
 
gender.  Anyone not of the gender, will have the damage done as set in the
 
gender.  Anyone not of the gender, will have the damage done as set in the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,355: Line 10,926:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is an integer.  The
+
As the definition indicates the first argument is an integer.  The
 
integer you should pass in is one of the defines from
 
integer you should pass in is one of the defines from
''vme.h''.  The gender defines are as follows.</PARA>
+
''vme.h''.  The gender defines are as follows.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,368: Line 10,938:
 
</nowiki>
 
</nowiki>
  
<PARA>If we wanted to make an item that could only be worn by a female
+
If we wanted to make an item that could only be worn by a female
player, it would look like this.</PARA>
+
player, it would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,384: Line 10,953:
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;Player restrict
 
;Player restrict
<DICTDEF>                      
+
<DICTDEF>
<PARA></PARA>
+
This function restricts an object to players who have a
 
 
  <PARA>This function restricts an object to players who have a
 
 
specific name. Any player of the wrong name, will have the damage done as set in the 2nd and 3rd arguments unless
 
specific name. Any player of the wrong name, will have the damage done as set in the 2nd and 3rd arguments unless
 
none is set.  Even if no damage is set the object will be removed off of
 
none is set.  Even if no damage is set the object will be removed off of
 
the players equipment and placed in their inventory.  The following is
 
the players equipment and placed in their inventory.  The following is
 
the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,402: Line 10,968:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first argument is a string.  The
+
As the definition indicates the first argument is a string.  The
 
quest restrict is only made to restrict the quest to one person at a
 
quest restrict is only made to restrict the quest to one person at a
 
time.  While this <ACRONYM>DIL</ACRONYM> was designed to be put on when a player receives a
 
time.  While this <ACRONYM>DIL</ACRONYM> was designed to be put on when a player receives a
Line 11,411: Line 10,977:
 
to read the <ACRONYM>DIL</ACRONYM> manual If however you want to restrict this to a single
 
to read the <ACRONYM>DIL</ACRONYM> manual If however you want to restrict this to a single
 
player at compile time of your zone it would look something like
 
player at compile time of your zone it would look something like
this.</PARA>
+
this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,427: Line 10,992:
 
;Ability restrict
 
;Ability restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object from a player with less than
 
 
  <PARA>This function restricts an object from a player with less than
 
 
a certain amount of a certain ability. Any player not having the correct
 
a certain amount of a certain ability. Any player not having the correct
 
amount of a certain ability, will have the damage done as set in the 3nd
 
amount of a certain ability, will have the damage done as set in the 3nd
 
and 4th arguments unless none is set.  Even if no damage is set the
 
and 4th arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
inventory.</PARA>
+
inventory.
  
<PARA>We said at the beginning of this section that all restricts have
+
We said at the beginning of this section that all restricts have
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
arguments.  The reason we didn't count this one is because the first and
 
arguments.  The reason we didn't count this one is because the first and
 
second argument in the ability restrict function are used together and
 
second argument in the ability restrict function are used together and
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,451: Line 11,013:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first and second arguments are two
+
As the definition indicates the first and second arguments are two
 
integers.  the first is the ability type and the second is the amount of
 
integers.  the first is the ability type and the second is the amount of
 
that ability the player needs to have or greater to wear or use the
 
that ability the player needs to have or greater to wear or use the
 
item.  the ability types can be found in ''vme.h'' and
 
item.  the ability types can be found in ''vme.h'' and
are listed here for convenience.</PARA>
+
are listed here for convenience.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,471: Line 11,032:
 
</nowiki>
 
</nowiki>
  
<PARA>If you wanted to restrict an object to people having more than 50%
+
If you wanted to restrict an object to people having more than 50%
strength it would look like this:</PARA>
+
strength it would look like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,481: Line 11,041:
 
</nowiki>
 
</nowiki>
  
<PARA>If you want to restrict an object to more than one ability you
+
If you want to restrict an object to more than one ability you
 
only need to add another restrict to the item.  For example if you
 
only need to add another restrict to the item.  For example if you
 
wanted to restrict it to people having greater than or equal to 50%
 
wanted to restrict it to people having greater than or equal to 50%
divine and 30% brain.  The item would have these two lines.</PARA>
+
divine and 30% brain.  The item would have these two lines.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,500: Line 11,059:
 
;Skill restrict
 
;Skill restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object from a player with less than
 
 
  <PARA>This function restricts an object from a player with less than
 
 
a certain amount of a certain skill. Any player not having the correct
 
a certain amount of a certain skill. Any player not having the correct
 
amount of a certain skill, will have the damage done as set in the 3nd
 
amount of a certain skill, will have the damage done as set in the 3nd
 
and 4th arguments unless none is set.  Even if no damage is set the
 
and 4th arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
inventory.</PARA>
+
inventory.
  
<PARA>We said at the beginning of this section that all restricts have
+
We said at the beginning of this section that all restricts have
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
arguments.  The reason we didn't count this one is because the first and
 
arguments.  The reason we didn't count this one is because the first and
 
second argument in the skill restrict function are used together and
 
second argument in the skill restrict function are used together and
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,524: Line 11,080:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first and second arguments are two
+
As the definition indicates the first and second arguments are two
 
integers.  the first is the skill and the second is the amount of
 
integers.  the first is the skill and the second is the amount of
 
that skill the player needs to have or greater to wear or use the
 
that skill the player needs to have or greater to wear or use the
 
item.  the skills can be found in <xref linkend="app-g"> and
 
item.  the skills can be found in <xref linkend="app-g"> and
 
''values.h''. We have also included the first five skills
 
''values.h''. We have also included the first five skills
here for convenience in explaining how the function works.</PARA>
+
here for convenience in explaining how the function works.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,542: Line 11,097:
 
</nowiki>
 
</nowiki>
  
<PARA>If you wanted to restrict an object to people having more than 50%
+
If you wanted to restrict an object to people having more than 50%
'turn undead' it would look like this:</PARA>
+
'turn undead' it would look like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,552: Line 11,106:
 
</nowiki>
 
</nowiki>
  
<PARA>If you want to restrict an object to more than one skill you
+
If you want to restrict an object to more than one skill you
 
only need to add another restrict to the item.  For example if you
 
only need to add another restrict to the item.  For example if you
 
wanted to restrict it to people having greater than or equal to 50%
 
wanted to restrict it to people having greater than or equal to 50%
in 'turn undead' and 30% in 'scroll use'.  The item would have these two lines.</PARA>
+
in 'turn undead' and 30% in 'scroll use'.  The item would have these two lines.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,572: Line 11,125:
 
<DICTDEF>
 
<DICTDEF>
  
  <PARA>This function restricts an object from a player with less than
+
  This function restricts an object from a player with less than
 
a certain amount of a certain spell. Any player not having the correct
 
a certain amount of a certain spell. Any player not having the correct
 
amount of a certain spell, will have the damage done as set in the 3nd
 
amount of a certain spell, will have the damage done as set in the 3nd
 
and 4th arguments unless none is set.  Even if no damage is set the
 
and 4th arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
inventory.</PARA>
+
inventory.
  
<PARA>We said at the beginning of this section that all restricts have
+
We said at the beginning of this section that all restricts have
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
arguments.  The reason we didn't count this one is because the first and
 
arguments.  The reason we didn't count this one is because the first and
 
second argument in the spell restrict function are used together and
 
second argument in the spell restrict function are used together and
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,594: Line 11,146:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first and second arguments are two
+
As the definition indicates the first and second arguments are two
 
integers.  the first is the spell and the second is the amount of
 
integers.  the first is the spell and the second is the amount of
 
that spell the player needs to have or greater to wear or use the
 
that spell the player needs to have or greater to wear or use the
 
item.  the spells can be found in <xref linkend="app-h"> and
 
item.  the spells can be found in <xref linkend="app-h"> and
 
''values.h''. We have also included the first five
 
''values.h''. We have also included the first five
spells here for convenience in explaining how the function works.</PARA>
+
spells here for convenience in explaining how the function works.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,612: Line 11,163:
 
</nowiki>
 
</nowiki>
  
<PARA>If you wanted to restrict an object to people having more than 50%
+
If you wanted to restrict an object to people having more than 50%
'lock' spell, it would look like this:</PARA>
+
'lock' spell, it would look like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,622: Line 11,172:
 
</nowiki>
 
</nowiki>
  
<PARA>If you want to restrict an object to more than one spell you
+
If you want to restrict an object to more than one spell you
 
only need to add another restrict to the item.  For example if you
 
only need to add another restrict to the item.  For example if you
 
wanted to restrict it to people having greater than or equal to 50%
 
wanted to restrict it to people having greater than or equal to 50%
in 'lock' and 30% in 'unlock' spells.  The item would have these two lines.</PARA>
+
in 'lock' and 30% in 'unlock' spells.  The item would have these two lines.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,640: Line 11,189:
 
;Weapon restrict
 
;Weapon restrict
 
<DICTDEF>
 
<DICTDEF>
<PARA></PARA>
+
This function restricts an object from a player with less than
  <PARA>This function restricts an object from a player with less than
 
 
a certain amount of a certain weapon. Any player not having the correct
 
a certain amount of a certain weapon. Any player not having the correct
 
amount of a certain weapon, will have the damage done as set in the 3nd
 
amount of a certain weapon, will have the damage done as set in the 3nd
 
and 4th arguments unless none is set.  Even if no damage is set the
 
and 4th arguments unless none is set.  Even if no damage is set the
 
object will be removed off of the players equipment and placed in their
 
object will be removed off of the players equipment and placed in their
inventory.</PARA>
+
inventory.
  
<PARA>We said at the beginning of this section that all restricts have
+
We said at the beginning of this section that all restricts have
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
only 4 arguments.  This was a bit of a lie since this restrict has five
 
arguments.  The reason we didn't count this one is because the first and
 
arguments.  The reason we didn't count this one is because the first and
 
second argument in the weapon restrict function are used together and
 
second argument in the weapon restrict function are used together and
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
''function.zon''.</PARA>
+
''function.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,663: Line 11,210:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the first and second arguments are two
+
As the definition indicates the first and second arguments are two
 
integers.  the first is the weapon and the second is the amount of
 
integers.  the first is the weapon and the second is the amount of
 
that weapon the player needs to have or greater to wear or use the
 
that weapon the player needs to have or greater to wear or use the
 
item.  the weapons can be found in <xref linkend="app-d"> and
 
item.  the weapons can be found in <xref linkend="app-d"> and
 
''values.h''. We have also included the first five
 
''values.h''. We have also included the first five
weapons here for convenience in explaining how the function works.</PARA>
+
weapons here for convenience in explaining how the function works.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,678: Line 11,224:
 
#define WPN_WAR_HAMMER  10
 
#define WPN_WAR_HAMMER  10
 
#define WPN_GREAT_SWORD  11  /* Two Handed */
 
#define WPN_GREAT_SWORD  11  /* Two Handed */
 
  
 
</nowiki>
 
</nowiki>
  
<PARA>If you wanted to restrict an object to people having more than 50%
+
If you wanted to restrict an object to people having more than 50%
'battle axe', it would look like this:</PARA>
+
'battle axe', it would look like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,692: Line 11,236:
 
</nowiki>
 
</nowiki>
  
<PARA>If you want to restrict an object to more than one weapon you
+
If you want to restrict an object to more than one weapon you
 
only need to add another restrict to the item.  For example if you
 
only need to add another restrict to the item.  For example if you
 
wanted to restrict it to people having greater than or equal to 50%
 
wanted to restrict it to people having greater than or equal to 50%
in 'hand axe' and 30% in 'battle axe' spells.  The item would have these two lines.</PARA>
+
in 'hand axe' and 30% in 'battle axe' spells.  The item would have these two lines.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,714: Line 11,257:
 
<TITLE>Tuborg function</TITLE>
 
<TITLE>Tuborg function</TITLE>
  
<PARA>What game would be complete with out the Denmark water!  With that
+
What game would be complete with out the Denmark water!  With that
 
in mind the <ACRONYM>VME</ACRONYM> 2.0 has a tuborg function that makes a drink give
 
in mind the <ACRONYM>VME</ACRONYM> 2.0 has a tuborg function that makes a drink give
 
endurance and health when drank.  The function is defined in
 
endurance and health when drank.  The function is defined in
''function.zon'' as follows:</PARA>
+
''function.zon'' as follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,726: Line 11,268:
 
</nowiki>
 
</nowiki>
  
<PARA>As the definition indicates the tuborg function only has one
+
As the definition indicates the tuborg function only has one
 
argument.  The real surprise is that the argument is not used yet in the
 
argument.  The real surprise is that the argument is not used yet in the
 
<ACRONYM>DIL</ACRONYM> so no matter what you set it to it doesn't matter.  In the future
 
<ACRONYM>DIL</ACRONYM> so no matter what you set it to it doesn't matter.  In the future
 
this argument is going to allow different kinds of tuborgs to be made
 
this argument is going to allow different kinds of tuborgs to be made
 
but for now its just a place holder and all that is needed is a set of
 
but for now its just a place holder and all that is needed is a set of
double quotes.</PARA>
+
double quotes.
  
<PARA>To create a tuborg you just add the following line to your drink
+
To create a tuborg you just add the following line to your drink
container.</PARA>
+
container.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,747: Line 11,288:
 
<TITLE>Message board</TITLE>
 
<TITLE>Message board</TITLE>
  
<PARA>Every game needs a way for Administrators and players to exchange
+
Every game needs a way for Administrators and players to exchange
 
ideas.  The message boards have been designed for this purpose.  The
 
ideas.  The message boards have been designed for this purpose.  The
 
boards function can be easy to use or more difficult depending on what
 
boards function can be easy to use or more difficult depending on what
 
all you want them to do.  The board function is defined in
 
all you want them to do.  The board function is defined in
''boards.zon'' as follows.</PARA>
+
''boards.zon'' as follows.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,761: Line 11,301:
 
</nowiki>
 
</nowiki>
  
<PARA>This looks pretty hard I know but to make a normal board we have
+
This looks pretty hard I know but to make a normal board we have
 
made it as simple as possible while allowing for the boards to be used
 
made it as simple as possible while allowing for the boards to be used
 
in almost any situation.  After you make your first board it is pretty
 
in almost any situation.  After you make your first board it is pretty
 
much block and copy and change the first argument.  The arguments are as
 
much block and copy and change the first argument.  The arguments are as
follows:</PARA>
+
follows:
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 11,772: Line 11,312:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>The first argument is the board index filename.  It tells the
+
The first argument is the board index filename.  It tells the
 
board <ACRONYM>DIL</ACRONYM> what name to store the board under so if you create more
 
board <ACRONYM>DIL</ACRONYM> what name to store the board under so if you create more
 
boards with the same name they will all be pointing to the same
 
boards with the same name they will all be pointing to the same
 
messages.  You can put any legal symbolic name in this string and it
 
messages.  You can put any legal symbolic name in this string and it
will work with no problems.</PARA>
+
will work with no problems.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
Line 11,785: Line 11,324:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>the second argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
+
the second argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
 
see if the player looking at the board is allowed to.  This requires
 
see if the player looking at the board is allowed to.  This requires
 
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
 
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
''boards.zon''.</PARA>
+
''boards.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,801: Line 11,339:
 
</nowiki>
 
</nowiki>
  
<PARA>So with the 'admin_res' you could do something like
+
So with the 'admin_res' you could do something like
this:</PARA>
+
this:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,810: Line 11,348:
 
</nowiki>
 
</nowiki>
  
<PARA>Putting the 'admin_res' function in the second argument would make
+
Putting the 'admin_res' function in the second argument would make
 
it so only administrators could look at the board.  If you put an empty
 
it so only administrators could look at the board.  If you put an empty
 
string or two double quotes as the argument it will let anyone look at
 
string or two double quotes as the argument it will let anyone look at
the board.</PARA>
+
the board.
  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;r_res
 
;r_res
 
<DICTDEF>
 
<DICTDEF>
<PARA>the third argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
+
the third argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
 
see if the player trying to remove a post at the board is allowed to.  This requires
 
see if the player trying to remove a post at the board is allowed to.  This requires
 
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
 
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
''boards.zon''</PARA>
+
''boards.zon''
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,836: Line 11,372:
 
dilbegin string rem_res (u:unitptr, v:unitptr);
 
dilbegin string rem_res (u:unitptr, v:unitptr);
  
 +
</nowiki>
  
</nowiki>
+
So with the 'rem_res' you could do something like
 +
this:
  
<PARA>So with the 'rem_res' you could do something like
 
this:</PARA>
 
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,848: Line 11,383:
 
</nowiki>
 
</nowiki>
  
<PARA>With the 'rem_res' in the third argument only administrators can
+
With the 'rem_res' in the third argument only administrators can
 
now remove from this board but anyone can look at it because of the empty
 
now remove from this board but anyone can look at it because of the empty
 
string in the second argument.  Putting an empty string in the third
 
string in the second argument.  Putting an empty string in the third
argument will make it so anyone can remove from this board.</PARA>
+
argument will make it so anyone can remove from this board.
  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
Line 11,861: Line 11,395:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>the forth argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
+
the forth argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
 
see if the player trying to post at the board is allowed to.  This requires
 
see if the player trying to post at the board is allowed to.  This requires
 
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
 
some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
''boards.zon''.</PARA>
+
''boards.zon''.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,877: Line 11,410:
 
</nowiki>
 
</nowiki>
  
<PARA>As you can see we haven't made a post restriction <ACRONYM>DIL</ACRONYM> because as of
+
As you can see we haven't made a post restriction <ACRONYM>DIL</ACRONYM> because as of
 
yet we haven't found a need for one.  If you have a need for one just
 
yet we haven't found a need for one.  If you have a need for one just
 
look over the two restrict DIL functions we have already mentioned and you will
 
look over the two restrict DIL functions we have already mentioned and you will
 
find it is really easy to make.  We want to allow anyone to post so our
 
find it is really easy to make.  We want to allow anyone to post so our
dilcopy looks like this:</PARA>
+
dilcopy looks like this:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,890: Line 11,422:
 
</nowiki>
 
</nowiki>
  
<PARA>With the 'rem_res' in the third argument only administrators can
+
With the 'rem_res' in the third argument only administrators can
 
now remove from this board but anyone can post to it because of the empty
 
now remove from this board but anyone can post to it because of the empty
 
string in the forth argument.  The empty string again in the second
 
string in the forth argument.  The empty string again in the second
argument also allows everyone to look at the board.</PARA>
+
argument also allows everyone to look at the board.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;max
 
;max
 
<DICTDEF>
 
<DICTDEF>
<PARA>The fifth argument is simply the amount of posts that you want to
+
The fifth argument is simply the amount of posts that you want to
allow to be posted before the board is full.</PARA>
+
allow to be posted before the board is full.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>To make a free for all board where everyone can post, remove
+
To make a free for all board where everyone can post, remove
 
posts, look at what posts are on the board, and have a max of 50 posts it would simply be as
 
posts, look at what posts are on the board, and have a max of 50 posts it would simply be as
follows:</PARA>
+
follows:
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,917: Line 11,448:
 
</nowiki>
 
</nowiki>
  
<PARA>When making a board for players to post concerns to the
+
When making a board for players to post concerns to the
 
administrators and only have the administrators be able to remove them,
 
administrators and only have the administrators be able to remove them,
 
wile still allowing everyone to read them it would look like
 
wile still allowing everyone to read them it would look like
this.</PARA>
+
this.
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,929: Line 11,460:
 
</sect2>
 
</sect2>
 
</sect1>
 
</sect1>
 
  
 
<sect1 id="objcomplex">
 
<sect1 id="objcomplex">
 
<TITLE>More complex objects</TITLE>
 
<TITLE>More complex objects</TITLE>
  
<PARA>In the last sections you learned all the fields and how to make a
+
In the last sections you learned all the fields and how to make a
 
basic object. In this section we will use the information from the last
 
basic object. In this section we will use the information from the last
 
sections to create some more unique objects for our dragon station zone
 
sections to create some more unique objects for our dragon station zone
 
There is not a lot of new information here we will be using the DIL functions,
 
There is not a lot of new information here we will be using the DIL functions,
fields, and flags to make objects we have only mentioned before.</PARA>
+
fields, and flags to make objects we have only mentioned before.
  
 
<sect2 id="objboard">
 
<sect2 id="objboard">
 
<TITLE>Making a communication board</TITLE>
 
<TITLE>Making a communication board</TITLE>
  
<PARA>In <xref linkend="objdilboard"> you learned all there you need to
+
In <xref linkend="objdilboard"> you learned all there you need to
 
know about the boards <ACRONYM>DIL</ACRONYM> to create a board.  In this small section we
 
know about the boards <ACRONYM>DIL</ACRONYM> to create a board.  In this small section we
 
are going to show you the rest of a board and what a finished one looks
 
are going to show you the rest of a board and what a finished one looks
like.</PARA>
+
like.
  
<PARA>As with all objects the first step is to fully describe and name
+
As with all objects the first step is to fully describe and name
 
your board.  We will stick with the space station theme since our goal
 
your board.  We will stick with the space station theme since our goal
 
is to have a complete example zone for you.  The boards symbolic, names, title,
 
is to have a complete example zone for you.  The boards symbolic, names, title,
description and extra turned out like this.</PARA>
+
description and extra turned out like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,968: Line 11,497:
 
</nowiki>
 
</nowiki>
  
<PARA>Just incase the <ACRONYM>VME</ACRONYM> server we have has a spell that can damage
+
Just incase the <ACRONYM>VME</ACRONYM> server we have has a spell that can damage
inanimate objects we will give this board a material type.</PARA>
+
inanimate objects we will give this board a material type.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,978: Line 11,506:
 
</nowiki>
 
</nowiki>
  
<PARA>Now for the special stuff for the board.  We need to give the
+
Now for the special stuff for the board.  We need to give the
board a type and copy the board <ACRONYM>DIL</ACRONYM> to it.</PARA>
+
board a type and copy the board <ACRONYM>DIL</ACRONYM> to it.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 11,989: Line 11,516:
 
</nowiki>
 
</nowiki>
  
<PARA>There you go nothing to it you have just created your first board.
+
There you go nothing to it you have just created your first board.
 
Now lets bring it all together and tag on an end symbol and we are all
 
Now lets bring it all together and tag on an end symbol and we are all
finished.</PARA>
+
finished.
 
 
 
 
 
 
 
 
Line 12,013: Line 11,540:
 
</nowiki>
 
</nowiki>
 
</sect2>
 
</sect2>
 
  
 
<sect2 id="objcontainer">
 
<sect2 id="objcontainer">
 
<TITLE>Making a container</TITLE>
 
<TITLE>Making a container</TITLE>
  
<PARA>I thought it would be cool to have a small weapons locker on the
+
I thought it would be cool to have a small weapons locker on the
 
space station not to mention event hough we went over the container
 
space station not to mention event hough we went over the container
 
macro in <xref linkend="objmacrocontainer">, we didn't cover everything
 
macro in <xref linkend="objmacrocontainer">, we didn't cover everything
 
you need in fact the macro eaves a few things out because you may or may
 
you need in fact the macro eaves a few things out because you may or may
not want to set them.</PARA>
+
not want to set them.
  
<PARA>As with all objects we start right off by describing the item.  
+
As with all objects we start right off by describing the item.  
 
There is nothing new here so we will just show it to you and go
 
There is nothing new here so we will just show it to you and go
on.</PARA>
+
on.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,044: Line 11,569:
 
</nowiki>
 
</nowiki>
  
<PARA>Now we need to put in all the information that makes this item a
+
Now we need to put in all the information that makes this item a
 
container that can't be taken but it can be opened and it is
 
container that can't be taken but it can be opened and it is
locked.</PARA>
+
locked.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,058: Line 11,582:
 
</nowiki>
 
</nowiki>
  
<PARA>Notice we didn't make the item 'MANIPULATE_TAKE' because
+
Notice we didn't make the item 'MANIPULATE_TAKE' because
 
we don't want people to be able to walk off with our weapons locker.  
 
we don't want people to be able to walk off with our weapons locker.  
 
One final touch and we are all finished with the weapons locker.  It is
 
One final touch and we are all finished with the weapons locker.  It is
 
always nice to put a material type on your items so a spell or a skill
 
always nice to put a material type on your items so a spell or a skill
 
can tell if you can do anything with them.  So with our material added
 
can tell if you can do anything with them.  So with our material added
in the full locker would look like this.</PARA>
+
in the full locker would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,088: Line 11,611:
  
 
</nowiki>
 
</nowiki>
 
  
 
</sect2>
 
</sect2>
Line 12,095: Line 11,617:
 
<TITLE>Creating drinks</TITLE>
 
<TITLE>Creating drinks</TITLE>
  
<PARA>In <xref linkend="objmacroliqcont">, we covered how to set the size and weight of the container and its content but now we need to talk about some other special things about a drink container verses other objects.</PARA>
+
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>The drink container is one of the few objects that has rules on
+
The drink container is one of the few objects that has rules on
 
how you set the title, description and names fields.  The title and
 
how you set the title, description and names fields.  The title and
 
description fields should ot have anything to do with the liquid inside
 
description fields should ot have anything to do with the liquid inside
Line 12,107: Line 11,629:
 
description it would still be there but the bag would now be full of
 
description it would still be there but the bag would now be full of
 
water..  Our symbolic, title, and description would then look like
 
water..  Our symbolic, title, and description would then look like
this.</PARA>
+
this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,119: Line 11,640:
 
</nowiki>
 
</nowiki>
  
<PARA>The names on the other hand MUST have the drink name as the last
+
The names on the other hand MUST have the drink name as the last
 
name in the name list.  The reason it must be the last one is when a
 
name in the name list.  The reason it must be the last one is when a
 
player drinks or pours out the liquid the name is removed.  If a player
 
player drinks or pours out the liquid the name is removed.  If a player
 
then refills the container the name of the new liquid is added to the
 
then refills the container the name of the new liquid is added to the
 
last name.  The bag we are making is full of wine so our names list would
 
last name.  The bag we are making is full of wine so our names list would
look like this.</PARA>
+
look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,133: Line 11,653:
 
</nowiki>
 
</nowiki>
  
<PARA>Now we add the liquid define for wine</PARA>
+
Now we add the liquid define for wine
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,142: Line 11,661:
 
</nowiki>
 
</nowiki>
  
<PARA>Finally we add the material type for the bag, the cost to buy the
+
Finally we add the material type for the bag, the cost to buy the
 
container, an extra players can look at, and finally an identify extra so
 
container, an extra players can look at, and finally an identify extra so
 
if a player casts either the identify or improved identify spell on the
 
if a player casts either the identify or improved identify spell on the
 
bag they will se it.  with all that added The finished drink container
 
bag they will se it.  with all that added The finished drink container
looks like this.</PARA>
+
looks like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,158: Line 11,676:
 
extra {}
 
extra {}
 
"A small label reads Tassel Grove's finest.  Year 321"
 
"A small label reads Tassel Grove's finest.  Year 321"
 
  
 
MATERIAL_ORGANIC("a soft plastic")
 
MATERIAL_ORGANIC("a soft plastic")
Line 12,178: Line 11,695:
 
<TITLE>Creating food</TITLE>
 
<TITLE>Creating food</TITLE>
  
<PARA>The food is very simple to make its just a regular item with the
+
The food is very simple to make its just a regular item with the
 
macros you learned in <xref linkend="objmacrofood">.  In fact making
 
macros you learned in <xref linkend="objmacrofood">.  In fact making
 
food is so simple we almost left it out.  I am only adding this to show
 
food is so simple we almost left it out.  I am only adding this to show
Line 12,185: Line 11,702:
 
person would make a dragon head into food but if you wanted to you just
 
person would make a dragon head into food but if you wanted to you just
 
add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
 
add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
might find laying around a space station.</PARA>
+
might find laying around a space station.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,215: Line 11,731:
 
<TITLE>Making a weapon</TITLE>
 
<TITLE>Making a weapon</TITLE>
  
<PARA>Whats a game with out some kind of weapon to chop or bash things
+
Whats a game with out some kind of weapon to chop or bash things
 
into little pieces.  We examined how to set the weapon fields in <xref
 
into little pieces.  We examined how to set the weapon fields in <xref
 
linkend="objmacroweapon">, the object transfers in <xref
 
linkend="objmacroweapon">, the object transfers in <xref
 
linkend="objmacrotransfers">, and the restriction DIL functions in <xref
 
linkend="objmacrotransfers">, and the restriction DIL functions in <xref
 
linkend="objdilrestrict">.  Now we will pull all we have learned together
 
linkend="objdilrestrict">.  Now we will pull all we have learned together
and make a pretty nifty little stiletto.</PARA>
+
and make a pretty nifty little stiletto.
  
<PARA>The first part as with all our example objects is to set up the
+
The first part as with all our example objects is to set up the
 
symbolic, names, title, description, object extra, and material type.  this is no
 
symbolic, names, title, description, object extra, and material type.  this is no
different from any other object so here is what we ended up with</PARA>
+
different from any other object so here is what we ended up with
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,242: Line 11,757:
 
</nowiki>
 
</nowiki>
  
<PARA>Now lets add the defines and DIL functions that make this a special weapon
+
Now lets add the defines and DIL functions that make this a special weapon
 
along with the manipulate flags that makes it able to be wielded.  We will give
 
along with the manipulate flags that makes it able to be wielded.  We will give
 
it a bonus in magic and good craftsmanship along with a plus in
 
it a bonus in magic and good craftsmanship along with a plus in
backstab for all those assassins on the game.</PARA>
+
backstab for all those assassins on the game.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,257: Line 11,771:
 
</nowiki>
 
</nowiki>
  
<PARA>to finish it off we will give the weapon a cost, rent, and finally
+
to finish it off we will give the weapon a cost, rent, and finally
 
two identifies for the two identify spells.  Now that we have it all
 
two identifies for the two identify spells.  Now that we have it all
defined we pull it together and it looks like this.</PARA>
+
defined we pull it together and it looks like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,299: Line 11,812:
 
<TITLE>Making armour</TITLE>
 
<TITLE>Making armour</TITLE>
  
<PARA>In <xref linkend="objmacroarmour"> we explained how to set the
+
In <xref linkend="objmacroarmour"> we explained how to set the
 
          armour fields now we will finish off by adding some more
 
          armour fields now we will finish off by adding some more
          important information about armour in general.</PARA>
+
          important information about armour in general.
  
  <PARA>The most important thing to realize is that not all wear
+
  The most important thing to realize is that not all wear
 
          positions on the <ACRONYM>VME</ACRONYM> server are armour positions.  In fact
 
          positions on the <ACRONYM>VME</ACRONYM> server are armour positions.  In fact
 
          only seven of the wear positions count as armour the rest are
 
          only seven of the wear positions count as armour the rest are
 
          non-armour positions which we will cover next in <xref
 
          non-armour positions which we will cover next in <xref
 
          linkend="objnon-armour">.  The following are the armour
 
          linkend="objnon-armour">.  The following are the armour
          positions and their defines.</PARA>
+
          positions and their defines.
 
   
 
   
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 12,334: Line 11,847:
 
<ENTRY>MANIPULATE_WEAR_ARMS</ENTRY>
 
<ENTRY>MANIPULATE_WEAR_ARMS</ENTRY>
 
</ROW>
 
</ROW>
 
  
 
<ROW>
 
<ROW>
Line 12,358: Line 11,870:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<NOTE><PARA>There is one more field that works as armour, 'MANIPULATE_WEAR_SHIELD' but since that uses another define it is not
+
<blockquote>There is one more field that works as armour, 'MANIPULATE_WEAR_SHIELD' but since that uses another define it is not
 
shown here.  We will leave that for an exercise for you to do
 
shown here.  We will leave that for an exercise for you to do
later.</PARA></NOTE>
+
later.</blockquote>
  
<PARA>First we do the same as we have for every other item, pick the
+
First we do the same as we have for every other item, pick the
symbolic, title, description, extra description, and material type for the plate.</PARA>
+
symbolic, title, description, extra description, and material type for the plate.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,376: Line 11,887:
 
</nowiki>
 
</nowiki>
  
<PARA>Now we pick the armour type in this case I want it to be made like
+
Now we pick the armour type in this case I want it to be made like
 
plate mail and I want it to have a magical bonus and a high
 
plate mail and I want it to have a magical bonus and a high
 
craftsmanship.  Obviously since this is a plate we will pick the body
 
craftsmanship.  Obviously since this is a plate we will pick the body
position.</PARA>
+
position.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,389: Line 11,899:
 
</nowiki>
 
</nowiki>
  
<PARA>All that is left is to add the cost, rent, the identify extras,
+
All that is left is to add the cost, rent, the identify extras,
 
and I felt like putting a 40% strength restriction on the armour.  With
 
and I felt like putting a 40% strength restriction on the armour.  With
 
all that added together we finish up with the following piece of
 
all that added together we finish up with the following piece of
armour.</PARA>
+
armour.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,430: Line 11,939:
 
<TITLE>Making non-armour worn objects</TITLE>
 
<TITLE>Making non-armour worn objects</TITLE>
  
<PARA>In the previous section we defined armour that actually protects
+
In the previous section we defined armour that actually protects
 
the char in combat.  Here we will learn how to make the clothing and
 
the char in combat.  Here we will learn how to make the clothing and
 
jewelery that may not do anything directly to combat but it can give
 
jewelery that may not do anything directly to combat but it can give
 
your characters bonuses that help in combat in the long run.  We will
 
your characters bonuses that help in combat in the long run.  We will
 
start by listing all the non-armour worn positions and their manipulate
 
start by listing all the non-armour worn positions and their manipulate
defines and then we will give a simple ring object.</PARA>
+
defines and then we will give a simple ring object.
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 12,489: Line 11,998:
 
</TBODY></TGROUP></TABLE>
 
</TBODY></TGROUP></TABLE>
  
<NOTE><PARA>When giving ability, skill, weapon, or spell bonuses make
+
<blockquote>When giving ability, skill, weapon, or spell bonuses make
 
sure you realize that positions like ear, neck, wrist, and ankle can all
 
sure you realize that positions like ear, neck, wrist, and ankle can all
 
have two on a player.  This means any bonuses you give can be doubled if
 
have two on a player.  This means any bonuses you give can be doubled if
the player gets two of them</PARA></NOTE>
+
the player gets two of them</blockquote>
  
<PARA>I don't want to beat a dead horse so since I have already
+
I don't want to beat a dead horse so since I have already
 
explained armour in <xref linkend="objarmour"> the only difference here
 
explained armour in <xref linkend="objarmour"> the only difference here
 
is there is no 'ARMOUR_DEF' everything else is the same.  The following
 
is there is no 'ARMOUR_DEF' everything else is the same.  The following
 
was one of the first items my wife made as a new builder and I have
 
was one of the first items my wife made as a new builder and I have
 
always liked it.  I know, I am a lush but this way I don't have to write
 
always liked it.  I know, I am a lush but this way I don't have to write
an example.</PARA>
+
an example.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,524: Line 12,032:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>One last thing I forgot to mention.  The item type also
+
<blockquote>One last thing I forgot to mention.  The item type also
 
changes but then that is not hard to understand since this is not armour
 
changes but then that is not hard to understand since this is not armour
 
it should be some other thing.  In the case of non-armour worn items the
 
it should be some other thing.  In the case of non-armour worn items the
item type is 'ITEM_WORN'.</PARA></NOTE>
+
item type is 'ITEM_WORN'.</blockquote>
 
</sect2>
 
</sect2>
  
Line 12,535: Line 12,043:
 
<TITLE>Dragon station with rooms, NPCs, and objects</TITLE>
 
<TITLE>Dragon station with rooms, NPCs, and objects</TITLE>
  
<PARA>Now we will add the objects we have built to the zone from the
+
Now we will add the objects we have built to the zone from the
 
previous chapter.  This is still not complete while it does compile and
 
previous chapter.  This is still not complete while it does compile and
 
you can log into your zone, you still have to load your NPCs and objects
 
you can log into your zone, you still have to load your NPCs and objects
Line 12,541: Line 12,049:
 
armour.  This will be taken care of in <xref linkend="ch-07"> and you
 
armour.  This will be taken care of in <xref linkend="ch-07"> and you
 
will finally have a finished zone.  The following is the source file so
 
will finally have a finished zone.  The following is the source file so
far.</PARA>
+
far.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 12,589: Line 12,096:
 
ALWAYS_LIGHT
 
ALWAYS_LIGHT
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  
 
west to disposal_room descr
 
west to disposal_room descr
Line 12,749: Line 12,255:
 
//True or False for randomizing or not
 
//True or False for randomizing or not
 
FALSE);
 
FALSE);
 
  
 
end
 
end
Line 12,846: Line 12,351:
 
"You realize to late that was the trash disposal transporter and you feel
 
"You realize to late that was the trash disposal transporter and you feel
 
your lungs explode.");
 
your lungs explode.");
 
  
 
end
 
end
Line 13,077: Line 12,581:
  
 
</sect1>
 
</sect1>
 
  
 
<sect1 id="objexer">
 
<sect1 id="objexer">
 
<TITLE>Suggested object exercises</TITLE>
 
<TITLE>Suggested object exercises</TITLE>
<orderedlist>
+
<LISTITEM>
+
1. Using information you learned in <xref linkend="objcraft">,
<PARA>Using information you learned in <xref linkend="objcraft">,
 
 
<xref linkend="objmag">, <xref linkend="objmacroshield">, and
 
<xref linkend="objmag">, <xref linkend="objmacroshield">, and
<xref linkend="objarmour"> create a large shield.</PARA>
+
<xref linkend="objarmour"> create a large shield.
</LISTITEM>
+
 
<LISTITEM>
+
2. Using information you learned in <xref linkend="objnon-armour">
<PARA>Using information you learned in <xref linkend="objnon-armour">
 
 
and <xref linkend="objmacrotransfers"> create a ring that gives a person
 
and <xref linkend="objmacrotransfers"> create a ring that gives a person
5% strength bonus and removes 5% magic ability.</PARA>
+
5% strength bonus and removes 5% magic ability.
</LISTITEM>
+
 
<LISTITEM>
+
3. Using information you learned from <xref linkend="objmacroliqcont"> and <xref
<PARA>Using information you learned from <xref linkend="objmacroliqcont"> and <xref
+
linkend="objdrink"> create a beer or soda from your local area.
linkend="objdrink"> create a beer or soda from your local area.</PARA>
+
 
</LISTITEM>
+
4. Using information you learned in <xref linkend="objmacrolight">;
<LISTITEM>
 
<PARA>Using information you learned in <xref linkend="objmacrolight">;
 
 
make an object that gives off a bright light and will never run
 
make an object that gives off a bright light and will never run
out.</PARA>
+
out.
</LISTITEM>
+
 
<LISTITEM>
+
5. Using the macros found in <xref linkend="objmacroliqcont">,
<PARA>Using the macros found in <xref linkend="objmacroliqcont">,
 
 
<xref linkend="objmacrofood">, <xref linkend="objmacromoney">, and
 
<xref linkend="objmacrofood">, <xref linkend="objmacromoney">, and
 
<xref linkend="objmacrocontainer"> along with information found in
 
<xref linkend="objmacrocontainer"> along with information found in
 
<xref linkend="objfood"> and <xref linkend="objdrink">; create a chest that
 
<xref linkend="objfood"> and <xref linkend="objdrink">; create a chest that
 
can be locked that contains food, drink, a pile of silver pieces, and a
 
can be locked that contains food, drink, a pile of silver pieces, and a
pile of iron pieces. </PARA>
+
pile of iron pieces.
</LISTITEM>
+
 
</orderedlist>
 
  
 
</SECT1>
 
</SECT1>
Line 13,118: Line 12,615:
 
<TITLE>The reset section</TITLE>
 
<TITLE>The reset section</TITLE>
  
<PARA>Once you have learned to build rooms, objects and NPCs, you will
+
Once you have learned to build rooms, objects and NPCs, you will
 
find one main missing thing, while you have created NPCs and objects
 
find one main missing thing, while you have created NPCs and objects
 
they don't exist in the game unless you load them.  When developing the
 
they don't exist in the game unless you load them.  When developing the
Line 13,127: Line 12,624:
 
takes care of closing doors after players have opened them, loading NPCs
 
takes care of closing doors after players have opened them, loading NPCs
 
and their equipment, loading objects by themselves in rooms or even
 
and their equipment, loading objects by themselves in rooms or even
loaded objects in objects.</PARA>
+
loaded objects in objects.
  
<PARA>Everything inside the reset section activates once at boot time and
+
Everything inside the reset section activates once at boot time and
 
then again when the reset time is up and the reset flag is true.  These
 
then again when the reset time is up and the reset flag is true.  These
 
two fields were described in <xref linkend="zoneinfo"> and are included
 
two fields were described in <xref linkend="zoneinfo"> and are included
Line 13,138: Line 12,635:
 
forth, NPCs fifth,
 
forth, NPCs fifth,
 
and finally NPCs.  You may find that you have a better way of sorting
 
and finally NPCs.  You may find that you have a better way of sorting
them and again it is up to you.</PARA>
+
them and again it is up to you.
  
 
<sect1 id="doorreset">
 
<sect1 id="doorreset">
 
<TITLE>Door resets</TITLE>
 
<TITLE>Door resets</TITLE>
  
<PARA>To show how the door resets work we will revisit an old room
+
To show how the door resets work we will revisit an old room
 
example from <xref linkend="rmdoorexits">. The following two rooms are
 
example from <xref linkend="rmdoorexits">. The following two rooms are
 
linked with a door and at boot time they are reset to closed.  When the
 
linked with a door and at boot time they are reset to closed.  When the
 
mud boots the door flags set on the room are the door flags that are
 
mud boots the door flags set on the room are the door flags that are
 
used.  After boot up time the reset section is where the <ACRONYM>VME</ACRONYM> gets its
 
used.  After boot up time the reset section is where the <ACRONYM>VME</ACRONYM> gets its
information about what to do with the door.</PARA>
+
information about what to do with the door.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,189: Line 12,685:
 
</nowiki>
 
</nowiki>
  
 
+
Now that we have two rooms lets define the reset command and how
<PARA>Now that we have two rooms lets define the reset command and how
 
 
it works.  All reset commands have a keyword and then a set of
 
it works.  All reset commands have a keyword and then a set of
 
arguments.  The door reset command is simply 'door' followed by a set of
 
arguments.  The door reset command is simply 'door' followed by a set of
 
arguments that tell the <ACRONYM>VME</ACRONYM> where the door is, which door in that
 
arguments that tell the <ACRONYM>VME</ACRONYM> where the door is, which door in that
 
location, and what you want to do with the door.  The command looks like
 
location, and what you want to do with the door.  The command looks like
this.</PARA>
+
this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,209: Line 12,703:
 
;room symbolic
 
;room symbolic
 
<DICTDEF>
 
<DICTDEF>
<PARA>As the name indicates this is the room that the door is located
+
As the name indicates this is the room that the door is located
 
in.  If you are resetting a door not in the zone the reset
 
in.  If you are resetting a door not in the zone the reset
 
command is in you will need to use a full symbolic name with the zone
 
command is in you will need to use a full symbolic name with the zone
extension.  The following would be two valid examples.</PARA>
+
extension.  The following would be two valid examples.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,231: Line 12,724:
 
;direction number
 
;direction number
 
<DICTDEF>
 
<DICTDEF>
<PARA>The direction number can be one of the pre-defined direction
+
The direction number can be one of the pre-defined direction
 
numbers in the file ''vme.h''.  shown here so you don't
 
numbers in the file ''vme.h''.  shown here so you don't
have to go flipping file to file.</PARA>
+
have to go flipping file to file.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,248: Line 12,740:
 
#define SOUTHEAST 8
 
#define SOUTHEAST 8
 
#define SOUTHWEST 9
 
#define SOUTHWEST 9
 
  
 
</nowiki>
 
</nowiki>
Line 13,258: Line 12,749:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>These flags, surrounded by '{}', describe the state of the door after the reset.  The following is the
+
These flags, surrounded by '{}', describe the state of the door after the reset.  The following is the
list of possible door flags.</PARA>
+
list of possible door flags.
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 13,265: Line 12,756:
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
 
<DICTDEF>
 
<DICTDEF>
<PARA> Set this if you can open and close this exit, be it a door, gate or  
+
Set this if you can open and close this exit, be it a door, gate or  
    otherwise.</PARA>
+
    otherwise.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,272: Line 12,763:
 
;EX_CLOSED
 
;EX_CLOSED
 
<DICTDEF>
 
<DICTDEF>
<PARA>Set this if you want the exit to be closed at reset time.</PARA>
+
Set this if you want the exit to be closed at reset time.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,278: Line 12,769:
 
;EX_LOCKED
 
;EX_LOCKED
 
<DICTDEF>
 
<DICTDEF>
<PARA>Set this if you want the exit to be locked at reset time.</PARA>
+
Set this if you want the exit to be locked at reset time.
<NOTE>
+
<blockquote>
<PARA>An interesting aspect is that if you do not specify a key, you can
+
An interesting aspect is that if you do not specify a key, you can
 
    only unlock this door with the 'pick' skill, 'unlock' spell or from
 
    only unlock this door with the 'pick' skill, 'unlock' spell or from
    <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
+
    <ACRONYM>DIL</ACRONYM> with UnSet();
</NOTE>
+
</blockquote>
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,289: Line 12,780:
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
 
<DICTDEF>
 
<DICTDEF>
<PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
+
Using this flag renders the 'pick' skill and 'unlock' spell un useable on the  
    lock of this exit.</PARA>
+
    lock of this exit.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,296: Line 12,787:
 
;EX_HIDDEN
 
;EX_HIDDEN
 
<DICTDEF>
 
<DICTDEF>
<PARA>If this bit is set, the exit is hidden until the mobile has successfully  
+
If this bit is set, the exit is hidden until the mobile has successfully  
    searched for it, using the 'search'-command.</PARA>
+
    searched for it, using the 'search'-command.  
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,305: Line 12,796:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
 
+
Now that we have all the information we need we can close the door
<PARA>Now that we have all the information we need we can close the door
 
 
after the reset time expires.  For our two rooms the door reset would
 
after the reset time expires.  For our two rooms the door reset would
look like this.</PARA>
+
look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,318: Line 12,807:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>As you can see from the example it is very important to
+
<blockquote>As you can see from the example it is very important to
 
close both sides of the door.  If you do not close both sides you will
 
close both sides of the door.  If you do not close both sides you will
 
get very weird and undefined errors when players are trying to open and
 
get very weird and undefined errors when players are trying to open and
close them</PARA></NOTE>
+
close them</blockquote>
  
<PARA>Another thing that you can do with the door reset command is
+
Another thing that you can do with the door reset command is
 
change the doors status.  In our previous example we reset the door to
 
change the doors status.  In our previous example we reset the door to
 
its status that it has when it first is loaded into the game.  If
 
its status that it has when it first is loaded into the game.  If
 
however we wanted to change the door to a locked door we could do that
 
however we wanted to change the door to a locked door we could do that
by adding the locked flag like this.</PARA>
+
by adding the locked flag like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,342: Line 12,830:
 
<TITLE>Loading objects and NPCs</TITLE>
 
<TITLE>Loading objects and NPCs</TITLE>
  
<PARA>Time to start loading your zone with its life and all the other
+
Time to start loading your zone with its life and all the other
 
strange things you have built.  There is two commands that do all the
 
strange things you have built.  There is two commands that do all the
 
loading and equipping of objects.  Oddly enough the commands are called
 
loading and equipping of objects.  Oddly enough the commands are called
 
'load' and 'equip'.  The format of the commands are almost the same
 
'load' and 'equip'.  The format of the commands are almost the same
 
but equip must be used inside a NPC grouping.  With that in mind lets
 
but equip must be used inside a NPC grouping.  With that in mind lets
start with simple loads and work our way up.</PARA>
+
start with simple loads and work our way up.
  
<PARA>The command to load an object or an NPC into a room is as
+
The command to load an object or an NPC into a room is as
follows:</PARA>
+
follows:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,365: Line 12,852:
 
;object or NPC
 
;object or NPC
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first argument to the load command is the object or NPC
+
The first argument to the load command is the object or NPC
 
symbolic name that you want to load.  The first argument is the only one
 
symbolic name that you want to load.  The first argument is the only one
that must be included in all load commands.</PARA>
+
that must be included in all load commands.
  
 
</LISTITEM>
 
</LISTITEM>
Line 13,375: Line 12,862:
 
;into
 
;into
 
<DICTDEF>
 
<DICTDEF>
<PARA>This is just a symbol that tells the reset that we are loading the
+
This is just a symbol that tells the reset that we are loading the
object or NPC into some other unit.</PARA>
+
object or NPC into some other unit.
  
 
</LISTITEM>
 
</LISTITEM>
Line 13,384: Line 12,871:
 
;object, NPC, and room
 
;object, NPC, and room
 
<DICTDEF>
 
<DICTDEF>
<PARA>The third argument is the symbolic name of the place where you are loading the object
+
The third argument is the symbolic name of the place where you are loading the object
and the NPC.</PARA>
+
and the NPC.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,392: Line 12,879:
 
;load amount
 
;load amount
 
<DICTDEF>
 
<DICTDEF>
<PARA>the fourth argument is an optional argument that tells the reset
+
the fourth argument is an optional argument that tells the reset
 
how many of the objects are allowed in the world, zone, or locally.  The
 
how many of the objects are allowed in the world, zone, or locally.  The
possible values for this field are as follows:</PARA>
+
possible values for this field are as follows:
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 13,400: Line 12,887:
 
;max &lt;num&gt;
 
;max &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This  command  is  always  part  of  another reset command (load,
+
This  command  is  always  part  of  another reset command (load,
 
equip, etc.).  At reset time the entire world is scanned for occurences
 
equip, etc.).  At reset time the entire world is scanned for occurences
 
of the loaded unit - only if the currently existing number is less than
 
of the loaded unit - only if the currently existing number is less than
&lt;num&gt; will the command be executed.</PARA>
+
&lt;num&gt; will the command be executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,410: Line 12,897:
 
;local &lt;num&gt;
 
;local &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This command is always  part  of  another  reset  command  (load,
+
This command is always  part  of  another  reset  command  (load,
 
equip, etc.).  At reset time the location of which the unit is to
 
equip, etc.).  At reset time the location of which the unit is to
 
be loaded into is scanned for occurences of the loaded unit only  if  the currently
 
be loaded into is scanned for occurences of the loaded unit only  if  the currently
 
existing number is less than &lt;num&gt; will the
 
existing number is less than &lt;num&gt; will the
command be executed.</PARA>
+
command be executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,420: Line 12,907:
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This command is always  part  of  another  reset  command  (load,
+
This command is always  part  of  another  reset  command  (load,
 
equip,  etc.).  At  reset  time  the  entire zone being reset is
 
equip,  etc.).  At  reset  time  the  entire zone being reset is
 
scanned for occurences of the loaded unit - only if the currently
 
scanned for occurences of the loaded unit - only if the currently
 
existing number is less than &lt;num&gt; will the command be
 
existing number is less than &lt;num&gt; will the command be
executed.</PARA>
+
executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,435: Line 12,922:
 
<DICTDEF>
 
<DICTDEF>
  
<PARA>Any reset command may be followed by a pair of curly brackets {}
+
Any reset command may be followed by a pair of curly brackets {}
 
containing  more reset commands. The commands inside the brackets
 
containing  more reset commands. The commands inside the brackets
will only be executed in case the associated command was successful.</PARA>
+
will only be executed in case the associated command was successful.
  
 
</LISTITEM>
 
</LISTITEM>
Line 13,444: Line 12,931:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Don't be alarmed if this sounds a bit hard.  It all gets much
+
Don't be alarmed if this sounds a bit hard.  It all gets much
 
more clear as some examples are explained.  Lets take a look at the
 
more clear as some examples are explained.  Lets take a look at the
following example and see if we can't make this much more clear.</PARA>
+
following example and see if we can't make this much more clear.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,455: Line 12,941:
 
</nowiki>
 
</nowiki>
  
<PARA>This example is pretty simple it says load the fido into the
+
This example is pretty simple it says load the fido into the
 
temple only if there isn't already 1 in the world.  Now lets get a bit
 
temple only if there isn't already 1 in the world.  Now lets get a bit
more complicated.</PARA>
+
more complicated.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,470: Line 12,955:
 
</nowiki>
 
</nowiki>
  
<PARA>Now we have said again load the fido into the temple if there is
+
Now we have said again load the fido into the temple if there is
 
not already one in the world.  Then if fido loads fill his inventory
 
not already one in the world.  Then if fido loads fill his inventory
with a bone and load excrement into the temple as well.</PARA>
+
with a bone and load excrement into the temple as well.
  
<PARA>We can get even more complicated but still just using the load
+
We can get even more complicated but still just using the load
commands by doing the following</PARA>
+
commands by doing the following
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,489: Line 12,973:
 
  }
 
  }
 
}
 
}
 
  
 
</nowiki>
 
</nowiki>
  
<PARA>now we still have the fido loading if there isn't one already in
+
now we still have the fido loading if there isn't one already in
 
the world then the bone and the excrement and finally we load a bag.  
 
the world then the bone and the excrement and finally we load a bag.  
 
If there isn't an apple already in the world we load the bag with a
 
If there isn't an apple already in the world we load the bag with a
apple in it other wise the bag will be empty.</PARA>
+
apple in it other wise the bag will be empty.
  
<PARA>Well that should be enough load examples for now but we will get
+
Well that should be enough load examples for now but we will get
 
right back to them in a bit.  Now we should introduce another reset
 
right back to them in a bit.  Now we should introduce another reset
 
command called the 'equip' command that we have already mentioned.  The
 
command called the 'equip' command that we have already mentioned.  The
 
'equip' command works a lot like load but has much simpler arguments.  
 
'equip' command works a lot like load but has much simpler arguments.  
The 'equip' command is as follows.</PARA>
+
The 'equip' command is as follows.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,514: Line 12,996:
 
;symbol
 
;symbol
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first argument is just the symbolic name of the item  
+
The first argument is just the symbolic name of the item  
being worn by the NPC.</PARA>
+
being worn by the NPC.
  
 
</LISTITEM>
 
</LISTITEM>
Line 13,523: Line 13,005:
 
;position
 
;position
 
<DICTDEF>
 
<DICTDEF>
<PARA>The position is any of the positions available in the
+
The position is any of the positions available in the
 
''vme.h''.  The following are all the positions along
 
''vme.h''.  The following are all the positions along
side there defines as found in the ''vme.h''.</PARA>
+
side there defines as found in the ''vme.h''.
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 13,551: Line 13,033:
 
<ENTRY>WEAR_ARMS</ENTRY>
 
<ENTRY>WEAR_ARMS</ENTRY>
 
</ROW>
 
</ROW>
 
  
 
<ROW>
 
<ROW>
Line 13,637: Line 13,118:
 
;load amount
 
;load amount
 
<DICTDEF>
 
<DICTDEF>
<PARA>the fourth argument is an optional argument that tells the reset
+
the fourth argument is an optional argument that tells the reset
 
how many of the objects are allowed in the world, zone, or locally.  The
 
how many of the objects are allowed in the world, zone, or locally.  The
possible values for this field are as follows:</PARA>
+
possible values for this field are as follows:
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 13,645: Line 13,126:
 
;max &lt;num&gt;
 
;max &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This  command  is  always  part  of  another reset command (load,
+
This  command  is  always  part  of  another reset command (load,
 
equip, etc.).  At reset time the entire world is scanned for occurences
 
equip, etc.).  At reset time the entire world is scanned for occurences
 
of the loaded unit - only if the currently existing number is less than
 
of the loaded unit - only if the currently existing number is less than
&lt;num&gt; will the command be executed.</PARA>
+
&lt;num&gt; will the command be executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,655: Line 13,136:
 
;local &lt;num&gt;
 
;local &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This command is always  part  of  another  reset  command  (load,
+
This command is always  part  of  another  reset  command  (load,
 
equip, etc.).  At reset time the location of which the unit is to
 
equip, etc.).  At reset time the location of which the unit is to
 
be loaded into is scanned for occurences of the loaded unit - only  if  the currently
 
be loaded into is scanned for occurences of the loaded unit - only  if  the currently
 
existing number is less than &lt;num&gt; will the
 
existing number is less than &lt;num&gt; will the
command be executed.</PARA>
+
command be executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,665: Line 13,146:
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This command is always  part  of  another  reset  command  (load,
+
This command is always  part  of  another  reset  command  (load,
 
equip,  etc.).  At  reset  time  the  entire zone being reset is
 
equip,  etc.).  At  reset  time  the  entire zone being reset is
 
scanned for occurences of the loaded unit - only if the currently
 
scanned for occurences of the loaded unit - only if the currently
 
existing number is less than &lt;num&gt; will the command be
 
existing number is less than &lt;num&gt; will the command be
executed.</PARA>
+
executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,678: Line 13,159:
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>Now with the equipment command you can now get your NPCs dressed
+
Now with the equipment command you can now get your NPCs dressed
 
and ready for battle.  The 'load' and 'equip' commands are not the
 
and ready for battle.  The 'load' and 'equip' commands are not the
easiest though so lets go through some simple examples.</PARA>
+
easiest though so lets go through some simple examples.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,696: Line 13,176:
 
</nowiki>
 
</nowiki>
  
<PARA>This is how you would equip a NPC with all items from the current
+
This is how you would equip a NPC with all items from the current
 
zone.  As you can see we didn't need full symbolics because the server
 
zone.  As you can see we didn't need full symbolics because the server
knows to grab the items from the zone the resets are in.</PARA>
+
knows to grab the items from the zone the resets are in.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,714: Line 13,193:
 
</nowiki>
 
</nowiki>
  
<PARA>In this example we only load the silver pile if the guard loads
+
In this example we only load the silver pile if the guard loads
 
and if the power sword loads which may or may not happen since there is
 
and if the power sword loads which may or may not happen since there is
 
only a max of one sword allowed while there is a max of 2 guards
 
only a max of one sword allowed while there is a max of 2 guards
 
allowed.  What will happen in this case is at the first reset there will
 
allowed.  What will happen in this case is at the first reset there will
 
be one guard and one pile of silver.  The next reset there will still
 
be one guard and one pile of silver.  The next reset there will still
only be one pile of silver but now there will be two guards.</PARA>
+
only be one pile of silver but now there will be two guards.
  
<PARA>Hopefully you have got the basic resets down.  If not don't worry
+
Hopefully you have got the basic resets down.  If not don't worry
 
there are plenty more examples to come and we still have to make the
 
there are plenty more examples to come and we still have to make the
resets for our dragon station zone.</PARA>
+
resets for our dragon station zone.
 
</sect1>
 
</sect1>
 
  
 
<sect1 id="resetfunction">
 
<sect1 id="resetfunction">
 
<TITLE>Special reset functions</TITLE>
 
<TITLE>Special reset functions</TITLE>
  
<PARA>Now that we have gone over the basic load and equip commands we
+
Now that we have gone over the basic load and equip commands we
 
have some special commands that you can add to them to make them do more
 
have some special commands that you can add to them to make them do more
 
interesting things.  Sometimes when doing resets you don't always want
 
interesting things.  Sometimes when doing resets you don't always want
Line 13,737: Line 13,215:
 
want to clear the rooms or reload an entire object after removing the
 
want to clear the rooms or reload an entire object after removing the
 
old one.  All these things and more can be accomplished with the reset
 
old one.  All these things and more can be accomplished with the reset
section. </PARA>
+
section.
  
 
<sect2 id="resetcomplete">
 
<sect2 id="resetcomplete">
 
<TITLE>The complete directive.</TITLE>
 
<TITLE>The complete directive.</TITLE>
  
<PARA>The 'load' and 'equip' commands have one more argument that can be
+
The 'load' and 'equip' commands have one more argument that can be
 
placed at the end of them to make them act a bit different.the complete
 
placed at the end of them to make them act a bit different.the complete
 
directive. In the case where this directive is placed at the end
 
directive. In the case where this directive is placed at the end
 
of a 'load or 'equip' command, the unit is only loaded in case all immediate commands inside
 
of a 'load or 'equip' command, the unit is only loaded in case all immediate commands inside
its nesting are executed successfully.  For example:</PARA>
+
its nesting are executed successfully.  For example:
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,762: Line 13,239:
 
</nowiki>
 
</nowiki>
  
<PARA>In this case the captain is only loaded if the objects magic_sword
+
In this case the captain is only loaded if the objects magic_sword
 
and bag are successfully loaded. if the ruby_ring is not loaded,
 
and bag are successfully loaded. if the ruby_ring is not loaded,
 
it will have no effect on the complete directive. To make the ruby_ring
 
it will have no effect on the complete directive. To make the ruby_ring
 
affect to captains complete directive, the bag must also have specified a
 
affect to captains complete directive, the bag must also have specified a
 
complete directive (because the bag would then not be complete, and thus the
 
complete directive (because the bag would then not be complete, and thus the
captain would not be complete). </PARA>
+
captain would not be complete).
  
 
</sect2>
 
</sect2>
Line 13,774: Line 13,251:
 
<TITLE>The follow command</TITLE>
 
<TITLE>The follow command</TITLE>
  
<PARA>Once you load a NPC you may want that NPC to follow another NPC.  
+
Once you load a NPC you may want that NPC to follow another NPC.  
 
  That is what the 'follow' command is for.  The following is the format
 
  That is what the 'follow' command is for.  The following is the format
  of the 'follow' command</PARA>
+
  of the 'follow' command
  
 
   
 
   
Line 13,789: Line 13,266:
 
;symbol
 
;symbol
 
<DICTDEF>
 
<DICTDEF>
<PARA>The first argument to the follow command is the symbolic name of
+
The first argument to the follow command is the symbolic name of
the NPC to follow the NPC of the outer grouping.</PARA>
+
the NPC to follow the NPC of the outer grouping.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,797: Line 13,274:
 
;load amount
 
;load amount
 
<DICTDEF>
 
<DICTDEF>
<PARA>the second argument is an optional argument that tells the reset
+
the second argument is an optional argument that tells the reset
 
how many of the NPC followers of this type  are allowed in the world, zone, or locally.  The
 
how many of the NPC followers of this type  are allowed in the world, zone, or locally.  The
possible values for this field are as follows:</PARA>
+
possible values for this field are as follows:
 
    <VARIABLELIST>
 
    <VARIABLELIST>
 
<VARLISTENTRY>
 
<VARLISTENTRY>
 
;max &lt;num&gt;
 
;max &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This  command  is  always  part  of  another reset command (load,
+
This  command  is  always  part  of  another reset command (load,
 
equip, etc.).  At reset time the entire world is scanned for occurences
 
equip, etc.).  At reset time the entire world is scanned for occurences
 
of the loaded unit - only if the currently existing number is less than
 
of the loaded unit - only if the currently existing number is less than
&lt;num&gt; will the command be executed.</PARA>
+
&lt;num&gt; will the command be executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,814: Line 13,291:
 
;local &lt;num&gt;
 
;local &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This command is always  part  of  another  reset  command  (load,
+
This command is always  part  of  another  reset  command  (load,
 
equip, etc.).  At reset time the location of which the unit is to
 
equip, etc.).  At reset time the location of which the unit is to
 
be loaded into is scanned for occurences of the loaded unit - only  if  the currently existing number is less than &lt;num&gt; will the
 
be loaded into is scanned for occurences of the loaded unit - only  if  the currently existing number is less than &lt;num&gt; will the
command be executed.</PARA>
+
command be executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,823: Line 13,300:
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
 
<DICTDEF>
 
<DICTDEF>
<PARA>This command is always  part  of  another  reset  command  (load,
+
This command is always  part  of  another  reset  command  (load,
 
equip,  etc.).  At  reset  time  the  entire zone being reset is
 
equip,  etc.).  At  reset  time  the  entire zone being reset is
 
scanned for occurences of the loaded unit - only if the currently
 
scanned for occurences of the loaded unit - only if the currently
 
existing number is less than &lt;num&gt; will the command be
 
existing number is less than &lt;num&gt; will the command be
executed.</PARA>
+
executed.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
Line 13,837: Line 13,314:
 
;complete
 
;complete
 
<DICTDEF>
 
<DICTDEF>
<PARA>This only makes the NPC follow if all the other things in the
+
This only makes the NPC follow if all the other things in the
 
grouping finishes completely.  For a better description of how this
 
grouping finishes completely.  For a better description of how this
directive works see <xref linkend="resetcomplete">.</PARA>
+
directive works see <xref linkend="resetcomplete">.
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
</VARIABLELIST>
 
</VARIABLELIST>
  
<PARA>The follow command is always used nested inside a loaded
+
The follow command is always used nested inside a loaded
 
NPC to force the NPC &lt;symbol&gt; to follow the NPC of the outer
 
NPC to force the NPC &lt;symbol&gt; to follow the NPC of the outer
 
grouping.  The following would be a correct use of the follow
 
grouping.  The following would be a correct use of the follow
command.</PARA>
+
command.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,872: Line 13,348:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
  <PARA>This example would load two guards that are fully dressed and
+
  This example would load two guards that are fully dressed and
they would start following the captain which is also loaded.</PARA>
+
they would start following the captain which is also loaded.
 
</sect2>
 
</sect2>
 
<sect2>
 
<sect2>
 
<TITLE>The purge command</TITLE>
 
<TITLE>The purge command</TITLE>
  
<PARA>There are times when you want to clean up a room.  This can be
+
There are times when you want to clean up a room.  This can be
 
done very easy by using the <command>purge</command>.  The following is
 
done very easy by using the <command>purge</command>.  The following is
the format of the purge command.</PARA>
+
the format of the purge command.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,889: Line 13,364:
 
</nowiki>
 
</nowiki>
  
 
+
This command doesn't take much description.  The symbol is the
<PARA>This command doesn't take much description.  The symbol is the
 
 
room you want to empty of all objects and NPCs.  If you wanted to get
 
room you want to empty of all objects and NPCs.  If you wanted to get
 
rid of all objects and NPCs from a room with the symbolic name of jail
 
rid of all objects and NPCs from a room with the symbolic name of jail
it would look like this.</PARA>
+
it would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,905: Line 13,378:
 
<TITLE>The random command</TITLE>
 
<TITLE>The random command</TITLE>
  
<PARA>If you ever want to load something only some of the time.  There
+
If you ever want to load something only some of the time.  There
 
is a built in <command>random</command> command that allows you to pick
 
is a built in <command>random</command> command that allows you to pick
 
the percentage of the time that the item will load.  The random command
 
the percentage of the time that the item will load.  The random command
has the following format.</PARA>
+
has the following format.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,918: Line 13,390:
 
  </nowiki>
 
  </nowiki>
 
   
 
   
  <PARA>It is important to point out this is done by a random percentage
+
  It is important to point out this is done by a random percentage
 
chance where as 1% of the time would be almost not at all and 100% of
 
chance where as 1% of the time would be almost not at all and 100% of
 
the time would be all the time.  If we wanted to load a group of things
 
the time would be all the time.  If we wanted to load a group of things
only 80% of the time it would look like this.</PARA>
+
only 80% of the time it would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,943: Line 13,414:
 
<TITLE>The remove command</TITLE>
 
<TITLE>The remove command</TITLE>
  
<PARA>Many times players take items out of containers like chests or
+
Many times players take items out of containers like chests or
 
steal items from your NPCs and leave them naked.  If the NPC is not dead
 
steal items from your NPCs and leave them naked.  If the NPC is not dead
 
the resets don't reload them therefore your NPCs will stand there empty
 
the resets don't reload them therefore your NPCs will stand there empty
Line 13,949: Line 13,420:
 
sometimes you want them to get dressed or refilled again at reset time.  that is
 
sometimes you want them to get dressed or refilled again at reset time.  that is
 
what the <command>remove</command> command is for.  The following is the
 
what the <command>remove</command> command is for.  The following is the
format of the remove command.</PARA>
+
format of the remove command.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,958: Line 13,428:
 
</nowiki>
 
</nowiki>
  
<PARA>Again the remove command is a simple command and it only has two
+
Again the remove command is a simple command and it only has two
 
arguments, the item and where it is to remove it from.  If you
 
arguments, the item and where it is to remove it from.  If you
 
wanted to have a cabinet that at every reset it would have a knife and a
 
wanted to have a cabinet that at every reset it would have a knife and a
bag of sugar in it would look like this.</PARA>
+
bag of sugar in it would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 13,974: Line 13,443:
 
 
 
 
 
</nowiki>
 
</nowiki>
 
 
  
 
</sect2>
 
</sect2>
Line 13,982: Line 13,449:
 
<TITLE>Reset walk through</TITLE>
 
<TITLE>Reset walk through</TITLE>
  
<PARA>The dragon station is almost finished.  All you have to do now is
+
The dragon station is almost finished.  All you have to do now is
 
create the resets for it.  We don't have a lot of stuff in the zone but
 
create the resets for it.  We don't have a lot of stuff in the zone but
 
we have enough to make a decent example of how the resets work.  As I
 
we have enough to make a decent example of how the resets work.  As I
Line 13,988: Line 13,455:
 
first, the objects in rooms second, then the NPCs.  again this is
 
first, the objects in rooms second, then the NPCs.  again this is
 
nothing we force you to do but I find it helps me keep track of my items
 
nothing we force you to do but I find it helps me keep track of my items
and NPCs.</PARA>
+
and NPCs.
  
<PARA>With that in mind we will start by resetting our doors.  In the
+
With that in mind we will start by resetting our doors.  In the
 
zone there is two doors.  One is a regular door that is closed when the
 
zone there is two doors.  One is a regular door that is closed when the
 
mud reboots and the other is a hidden and locked door when the mud
 
mud reboots and the other is a hidden and locked door when the mud
 
reboots.  We will not block the rooms in and show you them again but
 
reboots.  We will not block the rooms in and show you them again but
 
if you want to you can see the rooms in <xref linkend="finishedzone">.  
 
if you want to you can see the rooms in <xref linkend="finishedzone">.  
the resets for these doors would look like this.</PARA>
+
the resets for these doors would look like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 14,003: Line 13,469:
 
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
 
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
 
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  
 
//secret door reset
 
//secret door reset
Line 14,011: Line 13,476:
 
</nowiki>
 
</nowiki>
  
<NOTE><PARA>Both sides of the door don't have to have the exact same
+
<blockquote>Both sides of the door don't have to have the exact same
 
flags the door in the office is hidden but the one on the ship is
 
flags the door in the office is hidden but the one on the ship is
not.</PARA></NOTE>
+
not.</blockquote>
  
 
+
The next thing to build resets for is the two items we are loading
<PARA>The next thing to build resets for is the two items we are loading
 
 
directly into rooms and their contents if they have any.  The two items
 
directly into rooms and their contents if they have any.  The two items
 
we are loading into rooms are the board and the weapons locker.  I am
 
we are loading into rooms are the board and the weapons locker.  I am
 
just going to stick the board in the main chamber and the weapons locker
 
just going to stick the board in the main chamber and the weapons locker
in the office.  The reset for these two items looks like this.</PARA>
+
in the office.  The reset for these two items looks like this.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 14,034: Line 13,497:
 
</nowiki>
 
</nowiki>
  
<PARA>Notice we also loaded a stiletto into the weapons locker and it will
+
Notice we also loaded a stiletto into the weapons locker and it will
 
only load once a reboot since the cabinet will never be removed and
 
only load once a reboot since the cabinet will never be removed and
unless the cabinet reloads the stiletto will not reload.</PARA>
+
unless the cabinet reloads the stiletto will not reload.
  
<PARA>finally we get to the NPcs and their equipment.  We only have 3
+
finally we get to the NPcs and their equipment.  We only have 3
 
NPCs in our zone so it shouldn't be any problem especially since we don't
 
NPCs in our zone so it shouldn't be any problem especially since we don't
 
have that much close.  I am going to load the dragon into the ship on a
 
have that much close.  I am going to load the dragon into the ship on a
 
percentage chance basis and then load the Janitor into the station so he
 
percentage chance basis and then load the Janitor into the station so he
 
can get to cleaning it up.  Finally I will load Bob into the office so
 
can get to cleaning it up.  Finally I will load Bob into the office so
he can sit and count his money.</PARA>
+
he can sit and count his money.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 14,068: Line 13,530:
 
</nowiki>
 
</nowiki>
  
<PARA>Only a couple final things to point out.  It doesn't matter if you
+
Only a couple final things to point out.  It doesn't matter if you
 
load the same type of plate or same type of clothing on every NPC.  It
 
load the same type of plate or same type of clothing on every NPC.  It
 
would look pretty silly if everyone was wearing the same clothes but I
 
would look pretty silly if everyone was wearing the same clothes but I
Line 14,075: Line 13,537:
 
them into the inventory like we did with the ring on the dragon.  That
 
them into the inventory like we did with the ring on the dragon.  That
 
about covers it all.  The resets are now done and we can now put them
 
about covers it all.  The resets are now done and we can now put them
all together with the zone and complete our dragon station.</PARA>
+
all together with the zone and complete our dragon station.
 
 
  
 
</sect1>
 
</sect1>
Line 14,083: Line 13,544:
 
<TITLE>The complete dragon station</TITLE>
 
<TITLE>The complete dragon station</TITLE>
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 14,129: Line 13,589:
 
ALWAYS_LIGHT
 
ALWAYS_LIGHT
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  
 
west to disposal_room descr
 
west to disposal_room descr
Line 14,289: Line 13,748:
 
//True or False for randomizing or not
 
//True or False for randomizing or not
 
FALSE);
 
FALSE);
 
  
 
end
 
end
Line 14,385: Line 13,843:
 
//act for the damage.
 
//act for the damage.
 
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
 
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
 
  
 
end
 
end
Line 14,616: Line 14,073:
 
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
 
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}  
 
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  
 
//secret door reset
 
//secret door reset
 
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
 
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
 
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  
 
load info_board into chamber
 
load info_board into chamber
Line 14,639: Line 14,094:
 
equip pol_plate WEAR_BODY
 
equip pol_plate WEAR_BODY
 
}
 
}
 
 
  
 
random 50  
 
random 50  
Line 14,660: Line 14,113:
 
<TITLE>Color and formatting codes</title>
 
<TITLE>Color and formatting codes</title>
  
<para>Now that you have got a handle on how to build rooms, objects, and
+
Now that you have got a handle on how to build rooms, objects, and
 
NPCs, we will now give you the ability to format text the way you want
 
NPCs, we will now give you the ability to format text the way you want
 
it formatted and color it as well.  Currently the VME doesn't support
 
it formatted and color it as well.  Currently the VME doesn't support
 
all the ASCII characters but if we get enough people wanting this
 
all the ASCII characters but if we get enough people wanting this
ability it will be added.</para>
+
ability it will be added.
  
 
<sect1 id="escapecode">
 
<sect1 id="escapecode">
 
<title>The escape character</title>
 
<title>The escape character</title>
  
<para>When working with colors or formatting there are always two parts
+
When working with colors or formatting there are always two parts
 
to a formatting command.  The first part we call the escape character
 
to a formatting command.  The first part we call the escape character
 
which is the '&amp;' character.  Thus all formatting and color commands
 
which is the '&amp;' character.  Thus all formatting and color commands
would look as follows:</para>
+
would look as follows:
 
  <nowiki>
 
  <nowiki>
  
Line 14,684: Line 14,137:
 
<title>Formatting codes</title>
 
<title>Formatting codes</title>
  
<para>As you may have noticed the string fields on the VME are formatted
+
As you may have noticed the string fields on the VME are formatted
 
  in an english paragraph style.  What that means is all text is
 
  in an english paragraph style.  What that means is all text is
  formatted with he following rules:</para>
+
  formatted with he following rules:
 
   
 
   
 
  <itemizedlist>
 
  <itemizedlist>
  <listitem><para>
+
  <listitem>
 
  All leading blanks are stripped away. For room descriptions
 
  All leading blanks are stripped away. For room descriptions
 
    3 leading spaces are added. This way we ensure a consistent
 
    3 leading spaces are added. This way we ensure a consistent
    formatting of the displayed room descriptions.
+
    formatting of the displayed room descriptions.</listitem>
  </para></listitem>
+
  <listitem>
  <listitem><para>
 
  
 
Spaces and blanks (newlines) are contracted to single spaces
 
Spaces and blanks (newlines) are contracted to single spaces
    yielding a correctly 'wrapped' text for any sentence.
+
    yielding a correctly 'wrapped' text for any sentence.</listitem>
  </para></listitem>
+
  <listitem>
  <listitem><para>
 
 
If a '.' is encountered followed by a blank, a total of two
 
If a '.' is encountered followed by a blank, a total of two
    spaces are inserted after the '.'.
+
    spaces are inserted after the '.'.</listitem>
  </para></listitem>
 
 
  </itemizedlist>
 
  </itemizedlist>
  
<para>These formatting rules are great for normal descriptions and
+
These formatting rules are great for normal descriptions and
 
extras but what if you want to make a sign or a map.  You don't always
 
extras but what if you want to make a sign or a map.  You don't always
 
want the text to be rapped, if the server rapped your sign it would turn
 
want the text to be rapped, if the server rapped your sign it would turn
Line 14,713: Line 14,163:
 
<xref linkend="formatdescr"> contains a more in depth discussion of each
 
<xref linkend="formatdescr"> contains a more in depth discussion of each
 
format command with examples and <xref linkend="colordescr"> deals with
 
format command with examples and <xref linkend="colordescr"> deals with
the color commands.</para>
+
the color commands.
  
 
<TABLE frame=all id="formattable">
 
<TABLE frame=all id="formattable">
Line 14,731: Line 14,181:
 
<entry>Used to make an &amp; character instead of an escape code.</entry>
 
<entry>Used to make an &amp; character instead of an escape code.</entry>
 
</row>
 
</row>
 
  
 
<row>
 
<row>
Line 14,809: Line 14,258:
 
;&amp;&amp;
 
;&amp;&amp;
 
<DICTDEF>
 
<DICTDEF>
<para>If you want a single '&' you must let the <ACRONYM>VME</ACRONYM>
+
If you want a single '&' you must let the <ACRONYM>VME</ACRONYM>
 
know that you don't want a formatting or a color code.  You do this by
 
know that you don't want a formatting or a color code.  You do this by
doubling the '&amp;' sign.  The following is a couple examples:</para>
+
doubling the '&amp;' sign.  The following is a couple examples:
  
 
<INFORMALTABLE frame=all>
 
<INFORMALTABLE frame=all>
Line 14,831: Line 14,280:
 
<entry>&amp;&amp;</entry>
 
<entry>&amp;&amp;</entry>
 
</row>
 
</row>
 
  
 
<row>
 
<row>
Line 14,848: Line 14,296:
 
<DICTDEF>
 
<DICTDEF>
  
<para>When you want to turn off the formatting you use this formatting
+
When you want to turn off the formatting you use this formatting
 
code.  Everything after the '&amp;l' will be shown exactly as you put it
 
code.  Everything after the '&amp;l' will be shown exactly as you put it
in the string.</para>
+
in the string.
 
  <nowiki>
 
  <nowiki>
  
Line 14,870: Line 14,318:
 
;&amp;f
 
;&amp;f
 
<DICTDEF>
 
<DICTDEF>
<para>The formatted text as we have already said is default.  If you
+
The formatted text as we have already said is default.  If you
 
want to turn the formatted text back on after some literal text you will
 
want to turn the formatted text back on after some literal text you will
 
have to use the '&amp;f' code.  The following is an example of some
 
have to use the '&amp;f' code.  The following is an example of some
literal text followed by a short bit of formatted text.</para>
+
literal text followed by a short bit of formatted text.
 
  <nowiki>
 
  <nowiki>
  
Line 14,891: Line 14,339:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
Line 14,897: Line 14,344:
 
<DICTDEF>
 
<DICTDEF>
  
<para>If you want to input extra spaces in a sentence with out using the
+
If you want to input extra spaces in a sentence with out using the
 
'&amp;l' you can add them one at a time or multiple by using the
 
'&amp;l' you can add them one at a time or multiple by using the
'&amp;s' code.</para>
+
'&amp;s' code.
 
  <nowiki>
 
  <nowiki>
  
Line 14,907: Line 14,354:
 
</LISTITEM>
 
</LISTITEM>
 
</VARLISTENTRY>
 
</VARLISTENTRY>
 
  
 
<VARLISTENTRY>
 
<VARLISTENTRY>
Line 14,913: Line 14,359:
 
<DICTDEF>
 
<DICTDEF>
  
<para>If you want to input some blank lines with out using the literal
+
If you want to input some blank lines with out using the literal
code you can add a '&amp;n'for each line you want.</para>
+
code you can add a '&amp;n'for each line you want.
 
  <nowiki>
 
  <nowiki>
  
 
This sentence&amp;n&amp;n&amp;n would look like this:
 
This sentence&amp;n&amp;n&amp;n would look like this:
 
  
 
This sentence
 
This sentence
 
  
 
would look like this:
 
would look like this:
Line 14,934: Line 14,378:
 
<DICTDEF>
 
<DICTDEF>
  
<para>The line break is made for use with the <ACRONYM>DIL</ACRONYM> language.  You will
+
The line break is made for use with the <ACRONYM>DIL</ACRONYM> language.  You will
 
not need it to do regular text formatting.  It was added so a
 
not need it to do regular text formatting.  It was added so a
 
<ACRONYM>DIL</ACRONYM> could split a string that is loaded from a file.  If you
 
<ACRONYM>DIL</ACRONYM> could split a string that is loaded from a file.  If you
 
don't understand the following example don't worry it is explained more
 
don't understand the following example don't worry it is explained more
in the <ACRONYM>DIL</ACRONYM> reference.</para>
+
in the <ACRONYM>DIL</ACRONYM> reference.
 
  <nowiki>
 
  <nowiki>
  
Line 14,951: Line 14,395:
 
<DICTDEF>
 
<DICTDEF>
  
<para>On terminals that can handle it the '&amp;h' will clear the
+
On terminals that can handle it the '&amp;h' will clear the
 
screen.  If you wanted a sign that would clear the screen before
 
screen.  If you wanted a sign that would clear the screen before
displaying when a character looked at it would look like this.</para>
+
displaying when a character looked at it would look like this.
 
  <nowiki>
 
  <nowiki>
  
Line 14,976: Line 14,420:
 
<sect1 id="colordescr">
 
<sect1 id="colordescr">
 
<title>Color code descriptions and examples</title>
 
<title>Color code descriptions and examples</title>
 
  
 
<VARIABLELIST>
 
<VARIABLELIST>
Line 14,983: Line 14,426:
 
<DICTDEF>
 
<DICTDEF>
  
<para>In order to allow you to change the colors there are two codes.  One is
+
In order to allow you to change the colors there are two codes.  One is
 
for the foreground color (&amp;c) and the other is for the background
 
for the foreground color (&amp;c) and the other is for the background
 
color (&amp;b).  '&amp;c' is used with one or two
 
color (&amp;b).  '&amp;c' is used with one or two
 
arguments depending on brightness, while the '&amp;b' s only used with
 
arguments depending on brightness, while the '&amp;b' s only used with
one because it has only one brightness.  They both have the forms as follows:</para>
+
one because it has only one brightness.  They both have the forms as follows:
 
  <nowiki>
 
  <nowiki>
  
Line 14,995: Line 14,438:
 
</nowiki>
 
</nowiki>
  
<para>It is important to set both the foreground and background color
+
It is important to set both the foreground and background color
 
because if a player has his default background color set to blue and you
 
because if a player has his default background color set to blue and you
 
use blue as a foreground color it will make the letters invisible to the
 
use blue as a foreground color it will make the letters invisible to the
 
player.  It is also important to set the colors back to the default
 
player.  It is also important to set the colors back to the default
color when done.  this is done by using the following command:</para>
+
color when done.  this is done by using the following command:
 
  <nowiki>
 
  <nowiki>
  
Line 15,006: Line 14,449:
 
</nowiki>
 
</nowiki>
  
<note><para>The '&amp;[default]' command will be described in the next
+
<blockquote>The '&amp;[default]' command will be described in the next
 
section.  It is enough to know for now that it will return the players
 
section.  It is enough to know for now that it will return the players
colors to their default colors.</para></note>
+
colors to their default colors.</blockquote>
  
<para>Before we give some color examples we should now define the
+
Before we give some color examples we should now define the
 
symbols for brightness and the symbols for each color and what they
 
symbols for brightness and the symbols for each color and what they
are.</para>
+
are.
  
 
<TABLE frame=all>
 
<TABLE frame=all>
Line 15,087: Line 14,530:
 
<entry></entry>
 
<entry></entry>
 
</row>
 
</row>
 
  
 
<row>
 
<row>
Line 15,093: Line 14,535:
 
<entry></entry>
 
<entry></entry>
 
</row>
 
</row>
 
  
 
<row>
 
<row>
Line 15,110: Line 14,551:
 
<LISTITEM>
 
<LISTITEM>
  
<para>As we have said in the previous section if you are not careful you
+
As we have said in the previous section if you are not careful you
 
can make your text not visible by the player by setting the foreground to
 
can make your text not visible by the player by setting the foreground to
 
the same color as the background.  In order to make it possible for you
 
the same color as the background.  In order to make it possible for you
Line 15,118: Line 14,559:
 
with a default list of colors which can be added to by either the
 
with a default list of colors which can be added to by either the
 
''color.def'' or even by a <acronym>DIL</acronym>
 
''color.def'' or even by a <acronym>DIL</acronym>
program on line.  The default colors are as follows:</para>
+
program on line.  The default colors are as follows:
 
<INFORMALTABLE frame=all>
 
<INFORMALTABLE frame=all>
 
<TGROUP align=left cols=3 colsep=1>
 
<TGROUP align=left cols=3 colsep=1>
Line 15,206: Line 14,647:
 
</informaltable>
 
</informaltable>
  
<para>To use these colors all you have to do is use the following formatting command:</para>
+
To use these colors all you have to do is use the following formatting command:
 
  <nowiki>
 
  <nowiki>
  
Line 15,213: Line 14,654:
 
</nowiki>
 
</nowiki>
  
<para>The color that will be shown is the color that the player has set
+
The color that will be shown is the color that the player has set
 
for the color in question.  If for example the player has his or her
 
for the color in question.  If for example the player has his or her
 
'death' color set to bright red with a black background and you have a
 
'death' color set to bright red with a black background and you have a
description as follows:</para>
+
description as follows:
 
  <nowiki>
 
  <nowiki>
  
Line 15,224: Line 14,665:
 
</nowiki>
 
</nowiki>
  
<para>The description would be in the players 'room_descr' color while
+
The description would be in the players 'room_descr' color while
 
the word death would be in his or hers 'death' color.  You should note
 
the word death would be in his or hers 'death' color.  You should note
 
we had to set the color back to the room description color so that the
 
we had to set the color back to the room description color so that the
rest of the description was not in the 'death' color.</para>
+
rest of the description was not in the 'death' color.
  
<para>To change the players color to the default out put color which is the color that is
+
To change the players color to the default out put color which is the color that is
 
used when no color is specified by the server then you use
 
used when no color is specified by the server then you use
 
'default'.  You probably won't use this in normal zone building but it
 
'default'.  You probably won't use this in normal zone building but it
 
is very important to know it exists when you start making spells,
 
is very important to know it exists when you start making spells,
skills, and commands with <acronym>DIL</acronym></para>
+
skills, and commands with <acronym>DIL</acronym>
  
 
</LISTITEM>
 
</LISTITEM>
Line 15,245: Line 14,686:
 
<TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>
 
<TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>
  
<PARA>When I first thought of writing this manual I had planned to leave
+
When I first thought of writing this manual I had planned to leave
 
<ACRONYM>DIL</ACRONYM> totally out of it.  The <ACRONYM>DIL</ACRONYM> language always confuses new Builders
 
<ACRONYM>DIL</ACRONYM> totally out of it.  The <ACRONYM>DIL</ACRONYM> language always confuses new Builders
 
and complicates teaching simple rooms, objects, and NPCs.  It became
 
and complicates teaching simple rooms, objects, and NPCs.  It became
Line 15,251: Line 14,692:
 
had to mention it hear so builders would know where to look and
 
had to mention it hear so builders would know where to look and
 
what <ACRONYM>DIL</ACRONYM> could do for them when they got to the point where they were
 
what <ACRONYM>DIL</ACRONYM> could do for them when they got to the point where they were
ready to use it.</PARA>
+
ready to use it.
  
 
<sect1 id="dilsect">
 
<sect1 id="dilsect">
 
<TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>
 
<TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>
  
<PARA><ACRONYM>DIL</ACRONYM> is short for, Data-based instructional language.  Not to be
+
<ACRONYM>DIL</ACRONYM> is short for, Data-based instructional language.  Not to be
 
confused with Database since <ACRONYM>DIL</ACRONYM> is nothing like a database.  Data-based
 
confused with Database since <ACRONYM>DIL</ACRONYM> is nothing like a database.  Data-based
 
means that the language works on a fixed set of units like objects,
 
means that the language works on a fixed set of units like objects,
Line 15,262: Line 14,703:
 
Unlike on many of the mud servers on the internet <ACRONYM>DIL</ACRONYM> is not an
 
Unlike on many of the mud servers on the internet <ACRONYM>DIL</ACRONYM> is not an
 
interpreted language it is a compiled language which gives you the user
 
interpreted language it is a compiled language which gives you the user
much more safe guards against crashes and slow code.</PARA>
+
much more safe guards against crashes and slow code.
  
<PARA><ACRONYM>DIL</ACRONYM> also provides a full set of data types to allow you to do
+
<ACRONYM>DIL</ACRONYM> also provides a full set of data types to allow you to do
 
calculations or store information from players.  The <ACRONYM>DIL</ACRONYM> language can
 
calculations or store information from players.  The <ACRONYM>DIL</ACRONYM> language can
 
even deal with file access and it can add fields and information to the
 
even deal with file access and it can add fields and information to the
 
players if needed.  In short the <ACRONYM>VME</ACRONYM> server has its own internal
 
players if needed.  In short the <ACRONYM>VME</ACRONYM> server has its own internal
 
functional language that will allow you to do just about anything you
 
functional language that will allow you to do just about anything you
want to.</PARA>
+
want to.
  
 
</sect1>
 
</sect1>
Line 15,275: Line 14,716:
 
<sect1 id="diluse">
 
<sect1 id="diluse">
 
<TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE>
 
<TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE>
<PARA>...</PARA>
+
...
  
<PARA>It is hard to explain what all <ACRONYM>DIL</ACRONYM> can be used for with out just
+
It is hard to explain what all <ACRONYM>DIL</ACRONYM> can be used for with out just
 
writing a list of things that have already been done in <ACRONYM>DIL</ACRONYM> so here is the
 
writing a list of things that have already been done in <ACRONYM>DIL</ACRONYM> so here is the
list.</PARA>
+
list.
  
 
<itemizedlist>
 
<itemizedlist>
<LISTITEM><PARA>All spells</PARA></LISTITEM>
+
<LISTITEM>All spells</LISTITEM>
<LISTITEM><PARA>60% of the commands and skills and growing</PARA></LISTITEM>
+
<LISTITEM>60% of the commands and skills and growing</LISTITEM>
<LISTITEM><PARA>Administrator commands</PARA></LISTITEM>
+
<LISTITEM>Administrator commands</LISTITEM>
<LISTITEM><PARA>Movement commands</PARA></LISTITEM>
+
<LISTITEM>Movement commands</LISTITEM>
<LISTITEM><PARA>look commands</PARA></LISTITEM>
+
<LISTITEM>look commands</LISTITEM>
<LISTITEM><PARA>200+ quests and growing</PARA></LISTITEM> <LISTITEM><PARA>Message
+
<LISTITEM>200+ quests and growing</LISTITEM> <LISTITEM>Message
boards</PARA></LISTITEM> <LISTITEM><PARA>Mail system</PARA></LISTITEM>
+
boards</LISTITEM> <LISTITEM>Mail system</LISTITEM>
<LISTITEM><PARA>Clan system</PARA></LISTITEM> <LISTITEM><PARA>Automated
+
<LISTITEM>Clan system</LISTITEM> <LISTITEM>Automated
Newbie guides</PARA></LISTITEM> <LISTITEM><PARA>object
+
Newbie guides</LISTITEM> <LISTITEM>object
restrictions</PARA></LISTITEM> <LISTITEM><PARA>Death
+
restrictions</LISTITEM> <LISTITEM>Death
Sequence</PARA></LISTITEM> <LISTITEM><PARA>Magical combat
+
Sequence</LISTITEM> <LISTITEM>Magical combat
system</PARA></LISTITEM> <LISTITEM><PARA>NPC agressive
+
system</LISTITEM> <LISTITEM>NPC agressive
functions</PARA></LISTITEM> <LISTITEM><PARA>personalized
+
functions</LISTITEM> <LISTITEM>personalized
Familiars</PARA></LISTITEM> <LISTITEM><PARA>personalized
+
Familiars</LISTITEM> <LISTITEM>personalized
pets</PARA></LISTITEM> <LISTITEM><PARA>Deck of cards</PARA></LISTITEM>
+
pets</LISTITEM> <LISTITEM>Deck of cards</LISTITEM>
<LISTITEM><PARA>Chess board</PARA></LISTITEM>
+
<LISTITEM>Chess board</LISTITEM>
<LISTITEM><PARA>dice</PARA></LISTITEM>
+
<LISTITEM>dice</LISTITEM>
<LISTITEM><PARA>online AD&amp;D game playing system</PARA></LISTITEM>
+
<LISTITEM>online AD&amp;D game playing system</LISTITEM>
<LISTITEM><PARA>Communication channels</PARA></LISTITEM>
+
<LISTITEM>Communication channels</LISTITEM>
<LISTITEM><PARA>automated wedding chapel</PARA></LISTITEM>
+
<LISTITEM>automated wedding chapel</LISTITEM>
 
</itemizedlist>
 
</itemizedlist>
  
<PARA>Realize this is only a small list of things that can be done in
+
Realize this is only a small list of things that can be done in
 
<ACRONYM>DIL</ACRONYM>.  In the future we hope to be able to add the ability to easily
 
<ACRONYM>DIL</ACRONYM>.  In the future we hope to be able to add the ability to easily
 
change combat and all the character update features using <ACRONYM>DIL</ACRONYM>.  These
 
change combat and all the character update features using <ACRONYM>DIL</ACRONYM>.  These
 
things can be currently done with <ACRONYM>DIL</ACRONYM> but it takes a lot of knowledge
 
things can be currently done with <ACRONYM>DIL</ACRONYM> but it takes a lot of knowledge
and work which we hope to simplify.</PARA>  
+
and work which we hope to simplify.   
 
</sect1>
 
</sect1>
  
Line 15,314: Line 14,755:
 
<TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>
 
<TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>
  
<PARA>The online <ACRONYM>DIL</ACRONYM> reference guide is the most authoritative guide
+
The online <ACRONYM>DIL</ACRONYM> reference guide is the most authoritative guide
 
currently for <ACRONYM>DIL</ACRONYM>.  It can be found at  
 
currently for <ACRONYM>DIL</ACRONYM>.  It can be found at  
<ulink url="http://www.valhalla.com">http://www.valhalla.com</ulink> and follow the builders links.</PARA>
+
<ulink url="http://www.valhalla.com">http://www.valhalla.com</ulink> and follow the builders links.
  
<PARA>In the near future we hope to have an entire new <ACRONYM>DIL</ACRONYM> manual that
+
In the near future we hope to have an entire new <ACRONYM>DIL</ACRONYM> manual that
 
will teach, a person who has never coded all the way to people who are
 
will teach, a person who has never coded all the way to people who are
 
already professional coders, to use <ACRONYM>DIL</ACRONYM>.  For now if you can not find
 
already professional coders, to use <ACRONYM>DIL</ACRONYM>.  For now if you can not find
Line 15,327: Line 14,768:
 
while you are getting started.  It is important that you at least try
 
while you are getting started.  It is important that you at least try
 
and look through the <ACRONYM>DIL</ACRONYM> reference before asking a lot of questions
 
and look through the <ACRONYM>DIL</ACRONYM> reference before asking a lot of questions
because many of the questions may be answered already.</PARA>
+
because many of the questions may be answered already.
  
 
</sect1>
 
</sect1>
Line 15,334: Line 14,775:
 
<appendix id="app-a"><TITLE>VMC command line options</TITLE>
 
<appendix id="app-a"><TITLE>VMC command line options</TITLE>
  
<PARA>
+
 
The argument string is processed from left to right. Options  may
 
The argument string is processed from left to right. Options  may
 
appear  between  filenames, but it should be noted that an option
 
appear  between  filenames, but it should be noted that an option
 
only takes effect when it is encountered. In most cases,  options
 
only takes effect when it is encountered. In most cases,  options
 
should be placed to the left of the filename arguments.
 
should be placed to the left of the filename arguments.
</PARA>
 
  
 
<INFORMALTABLE frame=none pgwide=1>
 
<INFORMALTABLE frame=none pgwide=1>
Line 15,374: Line 14,814:
 
</informaltable>
 
</informaltable>
  
<PARA>
+
 
These options are not available to the email or FTP compiler, but
 
These options are not available to the email or FTP compiler, but
 
normally you should not bother with them - they are probably
 
normally you should not bother with them - they are probably
set automatically.</PARA>
+
set automatically.
  
 
</appendix>
 
</appendix>
Line 15,480: Line 14,920:
 
</TGROUP>
 
</TGROUP>
 
</informaltable>
 
</informaltable>
 
  
 
</appendix>
 
</appendix>
Line 15,487: Line 14,926:
 
<TITLE>Race Definitions in values.h</TITLE>
 
<TITLE>Race Definitions in values.h</TITLE>
  
<PARA>The following list was extracted from the
+
The following list was extracted from the
''values.h''</PARA>
+
''values.h''
 
  <nowiki>
 
  <nowiki>
  
Line 15,690: Line 15,129:
  
 
</nowiki>
 
</nowiki>
 
 
  
 
</appendix>
 
</appendix>
 
<appendix id="app-d"><TITLE>weapon definitions in values.h</TITLE>
 
<appendix id="app-d"><TITLE>weapon definitions in values.h</TITLE>
  
<PARA>The following list was extracted from the
+
The following list was extracted from the
''values.h''</PARA>
+
''values.h''
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 15,757: Line 15,193:
 
<TITLE>Liquid macros file</TITLE>
 
<TITLE>Liquid macros file</TITLE>
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 15,810: Line 15,245:
 
<TITLE>Complete magical transfers macros listing</TITLE>
 
<TITLE>Complete magical transfers macros listing</TITLE>
  
<PARA>This listing of macros was taken from
+
This listing of macros was taken from
 
''wmacros.h''.  When building your objects you should
 
''wmacros.h''.  When building your objects you should
 
check the macros file to make sure you have the most up to date
 
check the macros file to make sure you have the most up to date
macros.</PARA>
+
macros.
  
 
 
  <nowiki>
 
  <nowiki>
  
Line 15,927: Line 15,361:
 
  lastf  TIF_BRA_DEC      \
 
  lastf  TIF_BRA_DEC      \
 
  applyf  APF_ABILITY;
 
  applyf  APF_ABILITY;
 
  
 
#define MAG_TRANSFER(amount) \
 
#define MAG_TRANSFER(amount) \
Line 15,940: Line 15,373:
 
  lastf  TIF_MAG_DEC      \
 
  lastf  TIF_MAG_DEC      \
 
  applyf  APF_ABILITY;
 
  applyf  APF_ABILITY;
 
  
 
#define DIV_TRANSFER(amount) \
 
#define DIV_TRANSFER(amount) \
Line 15,994: Line 15,426:
 
<TITLE>Skill definitions in values.h</TITLE>
 
<TITLE>Skill definitions in values.h</TITLE>
  
<PARA>The following list was extracted from the
+
The following list was extracted from the
''values.h''</PARA>
+
''values.h''
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 16,059: Line 15,491:
 
#define SKI_PUNCH            58
 
#define SKI_PUNCH            58
 
#define SKI_GLANCE            59
 
#define SKI_GLANCE            59
 
  
 
</nowiki>
 
</nowiki>
Line 16,067: Line 15,498:
 
<TITLE>Spell definitions in values.h</TITLE>
 
<TITLE>Spell definitions in values.h</TITLE>
  
<PARA>The following list was extracted from the
+
The following list was extracted from the
''values.h''</PARA>
+
''values.h''
+
 
 
  <nowiki>
 
  <nowiki>
  
Line 16,231: Line 15,662:
 
#define SPL_TOTAL_RECALL    164
 
#define SPL_TOTAL_RECALL    164
 
#define LAST_SPELL          165
 
#define LAST_SPELL          165
 
  
 
</nowiki>
 
</nowiki>
 
        </appendix>
 
        </appendix>
 
</book>
 
</book>

Revision as of 10:45, 25 May 2020

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

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

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

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> <itemizedlist> <LISTITEM>Hans Henrik Staerfeldt</LISTITEM> <LISTITEM>Sebastian Hammer</LISTITEM> <LISTITEM>Michael Seifert</LISTITEM> <LISTITEM>Katja Nyboe</LISTITEM> <LISTITEM>Tom Madsen</LISTITEM> <LISTITEM>Lars Balker Rasmussen</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>abilities.txt</LISTITEM> <LISTITEM>guild.txt</LISTITEM> <LISTITEM>monster.txt</LISTITEM> <LISTITEM>objects.txt</LISTITEM> <LISTITEM>rooms.txt</LISTITEM> <LISTITEM>vmc.txt</LISTITEM> </itemizedlist> </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Andrew Cowan

<DICTDEF>

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Ryan Holliday

<DICTDEF>

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

Peter Ryskin

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

John Clare

<DICTDEF>

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

Marc Bellemare

<DICTDEF>

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Jennifer Garuba

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Brian Spanton

<DICTDEF>

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

Kathy Perry

<DICTDEF>

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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Mark Pringle

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Morgan Shafer

<DICTDEF>

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

</VARIABLELIST>

</SECT1>

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

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.

</SECT1>

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

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>compiling and debugging</LISTITEM> <LISTITEM>Macros using the CPP</LISTITEM> <LISTITEM>Overall Zone structure</LISTITEM> <LISTITEM>Writing rooms</LISTITEM> <LISTITEM>Writing Objects</LISTITEM> <LISTITEM>Writing Monsters</LISTITEM> <LISTITEM>Doing the resets</LISTITEM> </itemizedlist>

</SECT1> </chapter>

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

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.

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.

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.

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

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.

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.

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>

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

dragon.reset

<DICTDEF>

The file containing the reset information for the zone. </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.

</SECT1>

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

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.

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.

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

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.

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.


		title "this is a title"

		

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.


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

		

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:


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

		//Zone first created 1994

		

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

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.

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

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.

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.


		flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}

		

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


		#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}

		

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:


		#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}

		

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

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.


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

		

This could be made into a macro like:


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

		

Then all you need to use it is:


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

		

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.

You can also combine macros together so you have a set of macros like:


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

		


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.

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

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.

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.

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

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.


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

		

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>. </sect2>

</SECT1> </chapter>

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

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.

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.

Each section is preceded by a section header. These are the six possible headers: <itemizedlist> <LISTITEM>%zone</LISTITEM> <LISTITEM>%rooms</LISTITEM> <LISTITEM>%mobiles</LISTITEM> <LISTITEM>%objects</LISTITEM> <LISTITEM>%reset</LISTITEM> <LISTITEM>%<ACRONYM>DIL</ACRONYM></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.

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

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:


		field value

		

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>


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) </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

string

<DICTDEF>


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


		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>


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.


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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

intlist

<DICTDEF>


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


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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

flags

<DICTDEF>


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.


		flags {2,8}
		manipulate {8}

		

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:


		flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
		manipulate {WEAR_BODY}

		

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

symbol

<DICTDEF>

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.


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

		

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. <itemizedlist> <LISTITEM>The first letter of the symbol must be a letter of the alphabet or a '_' character</LISTITEM> <LISTITEM>Characters following the first can be numbers, alphabet letters, and '_' characters</LISTITEM> <LISTITEM>The name can be no longer than 15 characters</LISTITEM> <LISTITEM>No reserved keywords can be used as a name <XREF LINKEND="app-b"></LISTITEM> </itemizedlist>

the end tag that ends all unit definitions is also considered a symbol it is just a symbol that must be included with

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

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.

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

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.

</SECT1>

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

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.

<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>

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.



		/*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."

		


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. </SECT1>

</chapter>

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

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

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:


		symbol_name
		end

		

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.

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

symbol field

<DICTDEF>


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>The first letter of the symbol must be a letter of the alphabet or a '_' character</LISTITEM> <LISTITEM>Characters following the first can be numbers, alphabet letters, and '_' characters</LISTITEM> <LISTITEM>The symbol can be no longer than 15 characters</LISTITEM> <LISTITEM>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></LISTITEM> </itemizedlist>

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.

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

title field

<DICTDEF>


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.


		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'*/

		

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

names field

<DICTDEF>


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

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:


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

		

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:


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

		

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> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

descr field

<DICTDEF>


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.

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.

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.



		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>


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">.

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:


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

		

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:


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

		

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

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.

</chapter>

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

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.

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">.

<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>

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.

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

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

symbolic name

<DICTDEF>


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.</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title

<DICTDEF>


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.


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

		

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

names

<DICTDEF>


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.


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

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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

descr

<DICTDEF>


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

outside_descr

<DICTDEF>


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:


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

		

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

movement

<DICTDEF>


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:


		movement SECT_FOREST
		movement SECT_HILLS

		

Only one movement is needed for a room if you put more than one the last one added will be the one used.

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

flags

<DICTDEF>


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>

</LISTITEM>

</VARLISTENTRY> <VARLISTENTRY>

extra

<DICTDEF> 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:


		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."

		

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:


		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!"

		

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.

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.

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.


		extra {"$rockcount"}
		"5"

		extra {"$playerkill"}
		"0"

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

		

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.

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.

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.:


		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."

		

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Exits

<DICTDEF>

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:


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

		


<VARIABLELIST> <VARLISTENTRY>

exit <directions>

<DICTDEF> Is the direction the exit leads, ie. one of north, south .. up, down. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <TERM>to <destinations></TERM> <LISTITEM> 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>


		  to myotherroom

		  to hisotherroom@hiszone

		


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

These flags describe the state of the door. The following is the list of possible door flags.

<VARIABLELIST> <VARLISTENTRY>

EX_OPEN_CLOSE

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

EX_CLOSED

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

EX_LOCKED

<DICTDEF> Set this if you want the exit to be clocked at boot time.

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();

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_PICK_PROOF

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

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

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

key <keyname>

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

 
		 
			key mykey@myzone
			
		


</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> ;keyword { <stringlist> } <DICTDEF> 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.

			
		keyword {"wooden door","door"}

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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

descr <description>

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

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

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


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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

minv

<DICTDEF> 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.


		minv 20

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

key

<DICTDEF> 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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

manipulate

<DICTDEF> 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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

alignment

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weight

<DICTDEF> 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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

capacity

<DICTDEF> 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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

light

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

<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>

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.

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.


		//To Set always light with macro
		ALWAYS_LIGHT

		//To set Always light with out macro
		light 1

		

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

<VARLISTENTRY>

link

<DICTDEF> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

spell

<DICTDEF> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

dilbegin or dilcopy

<DICTDEF> 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.

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.

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.



		/* 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

		

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:


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

		

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?

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">

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

</SECT1>

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

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.

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.

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:


		List of rooms in zone Dragon:
		chamber portal office

		

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


		List of rooms in zone Dragon:
		st_rm1 st_rm2 st_rm3

		


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

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.


		chamber
		end

		

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.


		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

		

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.


		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."

		

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.


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

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

		

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


		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> 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.

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.


		#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

		

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.

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.


		<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'.

		

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.

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


		<debug_rm.zon> @ 2: Bad include argument

		

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:


		<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'.

		

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.


		<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'.

		

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.


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

		

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.

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.


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

		

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>.

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.

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

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.

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

Death room

<DICTDEF> 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.


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

		

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.


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Climb

<DICTDEF>

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.

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


		//<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");

		

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. </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Force move

<DICTDEF> 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.

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


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

		

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.

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.


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Safe room

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


		//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>

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.

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

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.


		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

		

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.

</sect2>

<sect2> <TITLE>Locked exits</TITLE> 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.

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.

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

		

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


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

		

Now lets add the macro and the locked flag to the exits and create the room.


		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

		

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">. </sect2>

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

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.


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

		

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


		SECRET_DOOR_DIFFICULTY(NORTH, 50)

		

Now lets put it all together and link two rooms together with a hidden door.


		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> 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.

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.


		in <room that room is in>

		

Not too hard. The following are two rooms one in the other.


		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

		

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.

</sect2>

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

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.


		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>

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.


		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>

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.


		#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>


1. Create a door between the Disposal room and the main chamber of the station. Make the new door pick-proof and magic-proof.

2. 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.

3. 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.

4.Make a 3 room cliff that uses the climb <ACRONYM>DIL</ACRONYM> function to climb from the bottom to top.


</SECT1>

</chapter>

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

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

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">.

<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>

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.

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

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

symbolic name

<DICTDEF>


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.</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title

<DICTDEF>

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.


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

		

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


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.


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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

names

<DICTDEF>


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.


		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"}

		

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.</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

inside_descr

<DICTDEF> 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.


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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

extra

<DICTDEF> 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.

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.


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

		

You can also use extras to show parts of the NPC.


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

		

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

<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>

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


		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."

		

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

manipulate

<DICTDEF> 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.


		//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> 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>

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.


		manipulate {MANIPULATE_TAKE}
		flags {UNIT_FL_NO_SAVE}

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

romflags

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

<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>

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}

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weight

<DICTDEF> 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.

To use this you just enter the 'weight' keyword and then the value.


		/80 lbs.
		weight 80

		

The weight affects the NPCs natural attack damage.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

capacity

<DICTDEF> 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.


		capacity  300

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

height

<DICTDEF> 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.


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

dilbegin or dilcopy

<DICTDEF> 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.

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

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

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.

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.


		/* 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

		

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.


		dilcopy evaluate@function (5*GOLD_PIECE);

		

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.

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">

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

defensive

<DICTDEF> 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">. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

offensive

<DICTDEF> 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">.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

mana

<DICTDEF> 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.

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.


		mana 100

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

hit

<DICTDEF> 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.

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.


		hit 100

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

money

<DICTDEF> 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.


		money 25600

		

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.


		IRON_PIECE
		COPPER_PIECE
		SILVER_PIECE
		GOLD_PIECE
		PLATINUM_PIECE

		

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


		money 5*GOLD_PIECE

		

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.


		money 5*GOLD_PIECE, 20*IRON_PIECE

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

exp

<DICTDEF> 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.


		//add 50% to the experience gained
		exp 150

		/subtract 150% from the experience gained
		exp -50 

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

sex

<DICTDEF> Gender, one of these:


		SEX_NEUTRAL
		SEX_MALE
		SEX_FEMALE

		

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


		//Setting a male NPC
		sex SEX_MALE

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

level

<DICTDEF> 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.


		//set a NPC to level 50
		level 50

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

race

<DICTDEF> 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.


		#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

		

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:


		race RACE_MONKEY

		

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.

		//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

		

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

<VARLISTENTRY>

attack

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

</VARLISTENTRY>

<VARLISTENTRY>

armour

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

<VARLISTENTRY>

speed

<DICTDEF> 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.


		//fastest speed.
		speed 0

		//slowest speed
		speed 12

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

position

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


		POSITION_DEAD
		POSITION_MORTALLYW
		POSITION_INCAP
		POSITION_STUNNED
		POSITION_SLEEPING
		POSITION_RESTING
		POSITION_SITTING
		POSITION_FIGHTING
		POSITION_STANDING

		

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.


		  
		  POSITION_SLEEPING
		POSITION_RESTING
		POSITION_SITTING
		POSITION_STANDING

		

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'

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


		position POSITION_SITTING

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

default

<DICTDEF> 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.


		  
		    POSITION_DEAD
		POSITION_MORTALLYW
		POSITION_INCAP
		POSITION_STUNNED
		POSITION_SLEEPING
		POSITION_RESTING
		POSITION_SITTING
		POSITION_FIGHTING
		POSITION_STANDING

		

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:


		default POSITION_RESTING

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

ability

<DICTDEF> 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"> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weapon

<DICTDEF> 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"> </LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

spell

<DICTDEF> 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"> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

light

<DICTDEF> 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.


		//add one to light in room
		light 1

		//default 
		light 0

		//take one away
		light -1

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

alignment

<DICTDEF> 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.


		// Quite evil, maybe a Ghoul  
		alignment -750

		// Barely evil.
		alignment -350

		//barely good
		alignment 350

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

minv

<DICTDEF> 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.


		minv 239

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

key

<DICTDEF> 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.


		//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> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </SECT1>

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

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

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.


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

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.


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

		

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.



		#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. */

		

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.


		//Metal Cat 
		NATURAL_DEF(WPN_CLAW, ARM_PLATE)

		//normal dog
		NATURAL_DEF(WPN_BITE, ARM_LEATHER)

		

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:

<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>

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

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

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.


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

		

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


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

		

</sect2>

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

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:


		#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 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% */

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.

</sect2>

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

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:


		#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>

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.

The sum of all spell and weapon skills must be 100%. For example, the following would be a legal setting of weapons and spells.



		//  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)
			  
			  

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. </sect2>

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

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.

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

</sect2> </SECT1>

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

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.

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.

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.

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.


		bldragon
		end

		

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.

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.


		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

		

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.


		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."

		

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.


		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."

		

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.



			race RACE_DRAGON_BLACK

			

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.

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'


			    sex SEX_MALE

				

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.

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

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

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.


			 level 70

			 

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.


			 NATURAL_DEF(WPN_CLAW, ARM_PLATE)

			 

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


			 alignment -900

			 

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.


		//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)

		

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.


		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

		

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.

</SECT1>

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

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.


		#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

		

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.

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.


		<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.
		

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:


		<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.

		

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.


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

		

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.

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.


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

		

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 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>.

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. </sect1>

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

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.

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

Mercenary

<DICTDEF>

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:

		 
		dilbegin mercenary_hire();

		

To use it you simply dilcopy it to your NPC as follows:


		dilcopy mercenary_hire@function();

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Obey

<DICTDEF> 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:


		dilbegin obey();

		

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


		dilcopy obey@function();

		 

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Evaluate

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


		dilbegin evaluate (amt:integer);

		

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:


		dilcopy evaluate@function(4*GOLD_PIECE);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Guard Direction

<DICTDEF>

  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:

 

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

						   

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:


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Combat magic

<DICTDEF> 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.


		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>

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:


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Fido

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


		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>

In both cases $1n is the mob itself, $2n is the title of the item devoured.

An example of the 'fido' function on an NPC would look as follows:


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

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Wander zone

<DICTDEF> 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:


		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>

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


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

		

@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);

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Global wander

<DICTDEF> 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:


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

		
Global wander arguments
Argument Type Description
spd integer The speed (in seconds) at which the mob wanders. Minimum = 5 seconds (for process time).
doors integer Can open/close doors (0 = false, 1 = true)
lckd_doors< integer Can open/closed locked doors (0=false, 1=true)

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


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Team work

<DICTDEF> 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:


		dilbegin aware teamwork(lst: string);

		

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:


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

		

For this to work both mobs must be in the same room or following each other.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Rescue

<DICTDEF> 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:


		dilbegin aware rescue(lst: string);

		

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

For this to work both NPCs must be in the same room or following

each other.

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:


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

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Agressive

<DICTDEF> 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:


		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>

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

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!"

Here's what the function call would look like:


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

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Janitors

<DICTDEF> 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:


		dilbegin janitors(rate: integer);

		

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

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


		dilcopy janitor@function(30);

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Shop Keeper

<DICTDEF> 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:


		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> 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:


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

		

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:


		 "tuborg@udgaard 15 20"  

		

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

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

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.

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


		#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"} 
		 
		 

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Step 2

<DICTDEF> 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. <VARIABLELIST> <VARLISTENTRY>

Response 1

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 2

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 3

<DICTDEF> 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. =) </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 4

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

Response 5

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

Response 6

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 7

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Response 8

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

Response 9

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

Response 10

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

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.

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.


		#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.'"} \
		 
		 

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 3

<DICTDEF> 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:


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

		

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:


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

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 4

<DICTDEF> 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.

<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>

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:


		#define TAVERN_ITEM_TYPE "19" 

		

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:


		#define MAGIC_ITEM_TYPE "2 10"

		

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 5

<DICTDEF> 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:


		#define TAVERN_MAX_CASH 81920

		

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

Step 6

<DICTDEF> 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:


		#define TAVERN_SELL_PROFIT 110

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 7

<DICTDEF> 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.


		#define TAVERN_BUY_PROFIT 50

		

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Step 8

<DICTDEF> 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:


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

Take your defines from above the defines that you made are called:


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

		

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


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

		

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.

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

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


		%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>

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.

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

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.

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.


		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

		

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


		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
		

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. </sect2>

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

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.


		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

		

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:


		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

		

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.

</sect2>

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

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.

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.)

Using TAB characters in GTDs is a very bad idea! It will have extremely

adverse effects, including causing the mud to crash.

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:


		special <Function define> <function arguments>

		

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.

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:


		special SFUN_TEACH_INIT "<arguments go here>"

		

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.

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: <itemizedlist> <LISTITEM>abilities</LISTITEM> <LISTITEM>spells</LISTITEM> <LISTITEM>skills</LISTITEM> <LISTITEM>weapons</LISTITEM> </itemizedlist>

The first two lines of the SFUN_TEACH_INIT looks like this:


		special SFUN_TEACH_INIT
		"&labilities;0;

		

The '0;' is the end of field marker that will be used through out the teacher fields

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: <VARIABLELIST> <TITLE>Teacher acts</TITLE> <VARLISTENTRY>

Line 1

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 2

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

Line 3

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

Line 4

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

Line 5

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Line 6

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

Line 7

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

Now we can add the acts to our example it would look as follows:


		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.';

		

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

%s is the amount of money the teacher requires to teach the entity in question.

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

The standard GTD termination character, a semicolon (;) ends each act

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.

Here is an example of a GTD:


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

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:


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

		

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:

		   
		  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;

		

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

<VARIABLELIST> <VARLISTENTRY>

Field 1

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 2

<DICTDEF>

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.

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.

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 3

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

Field 4

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 5

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

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.

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.

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 6

<DICTDEF> 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.

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.

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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

Field 7 - X

<DICTDEF> 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.

An example of this would look as follows:


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

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.

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.

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

Field X

<DICTDEF> 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.

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

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

<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>

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.

A finished teacher of ability function would look like this:


		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;
		"

		

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'.

<VARIABLELIST> <VARLISTENTRY>

SFUN_GUILD_BASIS

<DICTDEF> This initializes the teacher and the only argument is the guild name


		special SFUN_GUILD_BASIS "Udgaard Fighter"

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

SFUN_MEMBERS_ONLY

<DICTDEF> 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:


		special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"

		 </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

Finally we will show you what a full teacher would look like with the entire specials and the NPC definition.


		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>

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'.

<VARIABLELIST> <VARLISTENTRY>

SFUN_GUILD_BASIS

<DICTDEF> This initializes the master and the only argument is the guild name


		special SFUN_GUILD_BASIS "Udgaard Fighter"

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

SFUN_GUILD_MASTER

<DICTDEF> 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.

<VARIABLELIST> <VARLISTENTRY>

Line1

<DICTDEF> 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.


		 &lGuild = ~Udgaard fighter~
		 
		 

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 2</term> <LISTITEM> This argument is what quest needs to be done before the character can enter the guild.


		 
		 Guild Enter Quest = ~Fighter Proven~

		 

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 3</term> <LISTITEM> This argument is the amount it costs to enter the guild in old gold pieces.


		 Guild Enter Cost = 640
		 
		 

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 4</term> <LISTITEM> 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.


		  
		Guild Leave Quest = ~Wimp proven~

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 5</term> <LISTITEM> 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.


		 
		Guild Leave Cost = 3200

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY> <term>Line 6</term> <LISTITEM> 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.


		Guild Exclude Quest = ~Udgaard Thief Quitter~

		

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

When we refer to old gold pieces they represent the

<ACRONYM>VME</ACRONYM> money system as shown in <xref

linkend="oldgold">

The following is what a full 'SFUN_GUILD_MASTER' function would look like

 

		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>

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.

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


		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>

Put all three of these functions on your NPC and your all set you have a guild master. </sect2>

<sect2 id="specbank"> <TITLE>NPC banker</TITLE>

The banker function is the easiest 'special' function there is to use. The following placed on an NPC will make a banker:


		special SFUN_BANK

		

As you see its very simple, so we will just show you a completed banker and leave it at that.


		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>

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.


		#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>


1. Using the <ACRONYM>DIL</ACRONYM> function for team work found in <xref linkend="npcdilfunc"> create a guard that will help all other guards.

2. 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.

3. 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.

4. Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.

5. 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.


</SECT1>

</chapter>

<chapter ID="ch-06"><?dbhtml filename="ch06.html"> <TITLE>The objects section</TITLE>

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.

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">.

<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>

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.

<sect1 id="objfielddescr"> <TITLE>Description of object fields</TITLE>

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

symbolic name

<DICTDEF> 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.

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

title

<DICTDEF> 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.



		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> 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.

Some examples of the object description field would be as follows:


		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> 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.

The following is some examples of good 'names' fields with respect to their 'title' and 'descr'.


		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"}

		

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

inside_descr

<DICTDEF> 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.


		                                      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> 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.

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.


		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."

		

You can also use extras to show parts of the object.


		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."

		

You can also use the extras to give more detailed and vivid descriptions when the object is acted upon.

<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>

In the following example of an ice cube, 1n is the activator and $2n is the unit in question.


		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."

		

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

manipulate

<DICTDEF> 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.

First the two flags for taking and entering are:

<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>

These flags are set to indicate on what body positions a particular object can be worn:

<itemizedlist> <LISTITEM>MANIPULATE_WEAR_FINGER</LISTITEM> <LISTITEM>MANIPULATE_WEAR_NECK</LISTITEM> <LISTITEM>MANIPULATE_WEAR_BODY</LISTITEM> <LISTITEM>MANIPULATE_WEAR_HEAD</LISTITEM> <LISTITEM>MANIPULATE_WEAR_LEGS</LISTITEM> <LISTITEM>MANIPULATE_WEAR_FEET</LISTITEM> <LISTITEM>MANIPULATE_WEAR_HANDS</LISTITEM> <LISTITEM>MANIPULATE_WEAR_ARMS</LISTITEM> <LISTITEM>MANIPULATE_WEAR_SHIELD</LISTITEM> <LISTITEM>MANIPULATE_WEAR_ABOUT</LISTITEM> <LISTITEM>MANIPULATE_WEAR_WAIST</LISTITEM> <LISTITEM>MANIPULATE_WEAR_WRIST</LISTITEM> <LISTITEM>MANIPULATE_WIELD</LISTITEM> <LISTITEM>MANIPULATE_HOLD</LISTITEM> <LISTITEM>MANIPULATE_WEAR_EAR</LISTITEM> <LISTITEM>MANIPULATE_WEAR_BACK</LISTITEM> <LISTITEM>MANIPULATE_WEAR_CHEST</LISTITEM> <LISTITEM> MANIPULATE_WEAR_ANKLE</LISTITEM> </itemizedlist>

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:


		//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> 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.

<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>

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.


		manipulate {MANIPULATE_TAKE}
		flags {UNIT_FL_NO_SAVE}

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

type

<DICTDEF> 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.

<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>

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:


		type ITEM_BOARD

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

weight

<DICTDEF> 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.

To use this you just enter the 'weight' keyword and then the value.


		/80 lbs.
		weight 80

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

capacity

<DICTDEF> 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.


		capacity 600

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

key

<DICTDEF> 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.


		//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

		

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

cost

<DICTDEF> 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:


		money 25600

		

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:


		IRON_PIECE
		COPPER_PIECE
		SILVER_PIECE
		GOLD_PIECE
		PLATINUM_PIECE

		

Now if we wanted to make an object costing five gold it would be as simple as this:


		money 5*GOLD_PIECE

		

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.


		money 5*GOLD_PIECE, 20*IRON_PIECE

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

rent

<DICTDEF> 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.


		money 5*GOLD_PIECE, 20*IRON_PIECE

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

minv

<DICTDEF> 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.


		minv 239

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

alignment

<DICTDEF> 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.


		alignment -250

		

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

open

<DICTDEF> 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.

<VARIABLELIST> <VARLISTENTRY>

EX_OPEN_CLOSE

<DICTDEF> Set this if you can open and close this object. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_CLOSED

<DICTDEF> Set this if you want the object to be closed when loaded. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_LOCKED

<DICTDEF> Set this if you want the object to be locked when loaded.

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();

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_PICK_PROOF

<DICTDEF> Using this flag renders the 'pick' skill and 'unlock' spell un useable on the lock of this object. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY> ;EX_INSIDE_OPEN <DICTDEF> Usable on container objects only, this enables the mobile to 'open' and 'lock' from the inside. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

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:


		open {EX_OPEN_CLOSE}

		

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.


		open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
		key brass_key

		

You would have to define the key in the object section as well and the symbolic name for that key would be 'brass_key'

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

spell

<DICTDEF> 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:

		//Spell resistance at 150%
		spell 150

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

value

<DICTDEF> 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">.

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:


		   value[0]   5
		   value[1] 16
		   value[2] -2
		   value[3] -10
		   value[4] 12   

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

affect

<DICTDEF> The affect field should not be set directly, instead you should use the macros defined in <xref linkend="objmacros">.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

dilbegin or dilcopy

<DICTDEF> 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.

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

<itemizedlist> <LISTITEM>Guild restrict</LISTITEM> <LISTITEM>Anti-guild restrict</LISTITEM> <LISTITEM>Quest restrict</LISTITEM> <LISTITEM>Quests restrict</LISTITEM> <LISTITEM>Alignment restrict</LISTITEM> <LISTITEM>Level restrict</LISTITEM> <LISTITEM>Virtual level restrict</LISTITEM> <LISTITEM>Race restrict</LISTITEM> <LISTITEM>Ability restrict</LISTITEM> <LISTITEM>Skill restrict</LISTITEM> <LISTITEM>Spell restrict</LISTITEM> <LISTITEM>Weapon restrict</LISTITEM> <LISTITEM>Gender restrict</LISTITEM> <LISTITEM>Player restrict</LISTITEM> <LISTITEM>boards</LISTITEM> <LISTITEM>tuborg/dilbegin</LISTITEM> </itemizedlist>

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.

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.


		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

		

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.


		dilcopy tuborg@function ("");

		

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"> </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

</SECT1>

<sect1 id="objmacros"> <TITLE>Object macros</TITLE>

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">.


<sect2 id="objcraft"> <TITLE>Weapon and armour craftsmanship</TITLE>

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.

<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>

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.

</sect2>

<sect2 id="objmag"> <TITLE>Magical modifier</TITLE>

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.

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.

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.

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. </sect2> <sect2 id="objmacroweapon"> <TITLE>Setting weapon fields</TITLE>

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.


		#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

		

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.

A flail (two handed) of non-pure iron (-3%), a little better than average craftsmanship (5%) and no magic bonuses would have:

		     WEAPON_DEF(WPN_FLAIL, +2, 0)

		

A rusty (-5%) mean sacrificial dagger by a skilled smithy (+5%) and magically enchanted might be:


		     flags {UNIT_FL_MAGIC}
		     WEAPON_DEF(WPN_DAGGER, 0, +5)
			 
			 

An old shaky wooden stick made for a 400 cm tall person could be:


			 
			WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
			  
			  

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.


		     WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
			 
			 

</sect2> <sect2 id="objmacroarmour"> <TITLE>Setting armour fields</TITLE>

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:

<itemizedlist> <LISTITEM>Clothes</LISTITEM> <LISTITEM>Leather</LISTITEM> <LISTITEM>Hard leather</LISTITEM> <LISTITEM>Chain</LISTITEM> <LISTITEM>Plate</LISTITEM> </itemizedlist>

The armours macros are almost the same as the weapons macro it looks as follows.


		#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

		

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:

<itemizedlist> <LISTITEM>ARMOUR_CLOTHES</LISTITEM> <LISTITEM>ARMOUR_LEATHER</LISTITEM> <LISTITEM>ARMOUR_HLEATHER</LISTITEM> <LISTITEM>ARMOUR_CHAIN</LISTITEM> <LISTITEM>ARMOUR_PLATE</LISTITEM> </itemizedlist>

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

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:


		flags {UNIT_FL_MAGIC}
		ARMOR_DEF(ARM_PLATE,+15,+5)
			 
			 

</sect2>

<sect2 id="objmacroshield"> <TITLE>Setting shield fields</TITLE>

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.


		#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
		   
		   

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:

<itemizedlist> <LISTITEM>SHIELD_SMALL</LISTITEM> <LISTITEM>SHIELD_MEDIUM</LISTITEM> <LISTITEM>SHIELD_LARGE</LISTITEM> </itemizedlist>

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.

A small magical wooden shield could be assigned:


		     flags {UNIT_FL_MAGIC}
		     SHIELD_DEF(SHIELD_SMALL, 0, +5)
			 
			 

</sect2>

<sect2 id="objmacromattype"> <TITLE>Setting material types</TITLE>

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.


		#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

		

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.


		MATERIAL_WOOD("a hard oak")

		

</sect2> <sect2 id="objmacroliqcont"> <TITLE>Drink container macros</TITLE>

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">.


		#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)
						
		

To use these macros the arguments are pretty simple. <VARIABLELIST> <VARLISTENTRY>

weight

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <term>capacity</term> <LISTITEM> 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'.

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

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <term>inside</term> <LISTITEM> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY> <term>poison</term> <LISTITEM> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

So if you wanted to make a simple small glass of water you would use the water macro and it would look like this:


		LIQ_WATER(1,2,2,0)

		

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.

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.



		#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
		  
		  

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.

<VARIABLELIST>

<VARLISTENTRY>

color

<DICTDEF> the first argument is the color of the liquid. this color will be shown when you look at the liquid in the container.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

wgt

<DICTDEF> The second argument is the weight of the container as in the last macros. It is what the container would weigh empty. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

max_cap

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

inside

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

thirst

<DICTDEF> 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.

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.

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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

full

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

drunk

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

poison

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

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.



			LIQ_DEF("blue",5,10,10,5,1,0,0)
			
			

Now if you want to make this a liquid your going to use a lot you would define your own easier macro like this.


		#define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
						LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)

		

That covers the use of the macros but for more information on the drink containers see <xref linkend="objdrink">. </sect2>

<sect2 id="objmacrofood"> <TITLE>The food macros</TITLE>

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.


		#define FOOD_DEF(food_amount, poison_factor)  \
		   type ITEM_FOOD         \
		   value[0] food_amount   \
		   value[3] poison_factor
		   
		   

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:


		FOOD_DEF(50,0)

		

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. </sect2>

<sect2 id="objmacrolight"> <TITLE>Light object macro</TITLE>

The light macro is very simply to use it only has two values duration and brightness of light. The macro is defined as follows:


		#define LIGHT_DEF(hours, how_bright)   \
		   type ITEM_LIGHT     \
		   value[0] hours      \
		   value[1] how_bright

		

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.

</sect2>

<sect2 id="objmacrocontainer"> <TITLE>Container macro</TITLE>

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:


		#define CONTAINER_DEF(max_capacity)  \
		   type ITEM_CONTAINER               \
		   capacity max_capacity

		

If you wanted to create a coffin that could carry any normal human corpse you could set it something like this:


		container_def(300)

		

</sect2>

<sect2 id="objmacromoney"> <TITLE>Money macro</TITLE>

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:


		#define MONEY(coin_type, coins) \
		  type ITEM_MONEY \
		  manipulate MANIPULATE_TAKE \
		  title coin_type \
		  value[0] coins
		  
		  

The arguments are simple the first argument is the type of money the five possible values are: <itemizedlist> <LISTITEM>IRON_PIECE</LISTITEM> <LISTITEM>COPPER_PIECE</LISTITEM> <LISTITEM>SILVER_PIECE</LISTITEM> <LISTITEM>GOLD_PIECE</LISTITEM> <LISTITEM>PLATINUM_PIECE</LISTITEM> </itemizedlist>

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.


		  
		platinum_piece

		MONEY(PLATINUM_PIECE, 0)
		/* Rest of values are inserted at runtime */

		end

		

Now if you want to make a whole pile of money it would look like this:


		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>

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:


		#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;
		   
		   

to use this macro it is simply a matter of putting the define in your object like this:


		CURSED_OBJECT    

		

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'. </sect2>

<sect2 id="objmacropws"> <TITLE>Potion, wand, and staff macros</TITLE>

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.


		#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 */
		  
		  

The arguments are as follows for the macros.

<VARIABLELIST> <VARLISTENTRY>

power

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

charge

<DICTDEF> The second argument on the staffs and wands is how many charges it has. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

spell#

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </sect2>


<sect2 id="objmacrotransfers"> <TITLE>Magical transfer macros</TITLE>

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.

<itemizedlist> <LISTITEM>CHAR_FLAG_TRANSFER(_MFLAGS)</LISTITEM> <LISTITEM>SKILL_TRANSFER(skill, amount)</LISTITEM> <LISTITEM>WEAPON_TRANSFER(weapon, amount)</LISTITEM> <LISTITEM>SPELL_TRANSFER(spell, amount)</LISTITEM> <LISTITEM>STR_TRANSFER(amount)</LISTITEM> <LISTITEM>DEX_TRANSFER(amount)</LISTITEM> <LISTITEM>CON_TRANSFER(amount)</LISTITEM> <LISTITEM>CHA_TRANSFER(amount)</LISTITEM> <LISTITEM>BRA_TRANSFER(amount)</LISTITEM> <LISTITEM>MAG_TRANSFER(amount)</LISTITEM> <LISTITEM>DIV_TRANSFER(amount)</LISTITEM> <LISTITEM>HIT_TRANSFER(amount)</LISTITEM> <LISTITEM>SPEED_TRANSFER(newspeed)</LISTITEM> <LISTITEM>SLOW_TRANSFER(amount)</LISTITEM> </itemizedlist>

For the full definitions of the transfer macros see <xref linkend="app-f"> or the header file wmacros.h.

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. </sect2> </sect1>

<sect1 id="objbasic"> <TITLE>Building your first object</TITLE>

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.

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.

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.

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.


		dragon_head
		end

		

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.

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.


		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

		

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.


		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."

		

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.


		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."

		

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.

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:


		manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}

			

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.

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.


		//20 feet  (1 inch = 2.54 cm
		height 33

		//566 KG (1 lb. = .45359 kg)
			 weight 50
			 
			 

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.


		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."

		

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:


		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

		

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.

</SECT1> <sect1 id="objdebug"> <TITLE>Compiling and Debugging your first object</TITLE>

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.


		#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

		

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.

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.


		<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'.

		

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:


		 
		 <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'.
		 
		

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:


		<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.

		

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.


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

		

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.

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. </SECT1>

<sect1 id="objdilfunc"> <TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>

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.

<sect2 id="objdilrestrict"> <TITLE>Restriction functions</TITLE>

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.

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.


		dilcopy <function name> (arg 1, <max damage>,
		    <percentage>,<Optional <ACRONYM>DIL</ACRONYM>>);

		

We will skip the function name and the first argument and get back to them later.

<VARIABLELIST>

<VARLISTENTRY>

max damage and percentage

<DICTDEF>

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.

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.

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.

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.

<VARIABLELIST>

<VARLISTENTRY>

second= 0 third = 25

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

second = 25 third = 25

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

optional <ACRONYM>DIL</ACRONYM>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

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.

<VARIABLELIST>

<VARLISTENTRY> <TERM>Guild Restrict</term> <LISTITEM> 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.


		dilbegin guild_restrict
		(guilds:stringlist,damage:integer,percent:integer,action:string);

		

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.


		dilcopy guild_restrict@function ({"Midgaard Paladin",
		                         "Midgaard Sorcerer"},0,25,"");

		

</LISTITEM>

</VARLISTENTRY> <VARLISTENTRY>

Anti-guild Restrict

<DICTDEF> 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.


		dilbegin anti_guild_restrict
		(guilds:stringlist,damage:integer,percent:integer,action:string);

		

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.


		dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
		                              "Midgaard Sorcerer"},0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Quest Restrict

<DICTDEF> 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.


		dilbegin quest_restrict
		(qst:string,damage:integer,percent:integer,action:string);

		

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.


		dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Quests Restrict

<DICTDEF> 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.


		dilbegin quests_restrict
		(qsts:stringlist,damage:integer,percent:integer,action:string);

		

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.


		dilcopy quests_restrict@function ({"Eagles quest complete",
		                          "Feather fall quest complete"},0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Alignment Restrict

<DICTDEF> 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.

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.


		dilbegin ali_restrict
		(max:integer,min:integer,damage:integer,percent:integer,action:string);

		

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.


		dilcopy ali_restrict@function (1000,350,0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Level restrict

<DICTDEF> 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.


		dilbegin level_restrict
		(lvl:integer,damage:integer,percent:integer,action:string);

		

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


		dilcopy level_restrict@function (51, 0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Virtual Level Restrict

<DICTDEF> 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.


		dilbegin vlevel_restrict
		(lvl:integer,damage:integer,percent:integer,action:string);

		

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.


		dilcopy vlevel_restrict@function (5000, 0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Race restrict

<DICTDEF> 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.


		dilbegin race_restrict
		(rc:integer,damage:integer,percent:integer,action:string);

		

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.


		dilcopy race_restrict@function (RACE_HUMAN,0,25,"");

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Gender restrict

<DICTDEF> 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.


		dilbegin sex_restrict
		(sx:integer,damage:integer,percent:integer,action:string);

		

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.


		#define SEX_NEUTRAL   0
		#define SEX_MALE      1
		#define SEX_FEMALE    2

		

If we wanted to make an item that could only be worn by a female player, it would look like this.


		dilcopy sex_restrict (SEX_FEMALE,0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Player restrict

<DICTDEF> 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.


		dilbegin ply_restrict
		(pname:string,damage:integer,percent:integer,action:string);

		

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.


		dilcopy ply_restrict@function ("Whistler",0,25,"");

		

</LISTITEM>

</VARLISTENTRY>

<VARLISTENTRY>

Ability restrict

<DICTDEF> 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.

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.


		dilbegin abi_restrict
		(abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);

		

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.


		#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

		

If you wanted to restrict an object to people having more than 50% strength it would look like this:


		dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");

		

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.


		dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
		dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");

		                                                    

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Skill restrict

<DICTDEF> 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.

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.


		dilbegin ski_restrict
		(ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);

		

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.


		#define SKI_TURN_UNDEAD        0
		#define SKI_SCROLL_USE         1
		#define SKI_WAND_USE           2
		#define SKI_CONSIDER           3
		#define SKI_DIAGNOSTICS        4

		

If you wanted to restrict an object to people having more than 50% 'turn undead' it would look like this:


		dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");

		

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.


		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>

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.

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.


		dilbegin sp_restrict
		(spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);

		

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.


		#define SPL_LOCK              52
		#define SPL_UNLOCK            53
		#define SPL_DROWSE            54
		#define SPL_SLOW              55
		#define SPL_DUST_DEVIL        56

		

If you wanted to restrict an object to people having more than 50% 'lock' spell, it would look like this:


		dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");

		

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.


		dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
		dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");

		                                                    

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Weapon restrict

<DICTDEF> 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.

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.


		dilbegin weap_restrict
		(wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);

		

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.


		#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 */

		

If you wanted to restrict an object to people having more than 50% 'battle axe', it would look like this:


		dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");

		

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.


		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>

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:


		dilbegin tuborg (s:string);

		

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.

To create a tuborg you just add the following line to your drink container.


		dilcopy tuborg@function ("");

		

</sect2>

<sect2 id="objdilboard"> <TITLE>Message board</TITLE>

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.


		dilbegin board
		(idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);

		

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:

<VARIABLELIST> <VARLISTENTRY>

idxfile

<DICTDEF>

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

l_res

<DICTDEF>

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.


		//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);

		

So with the 'admin_res' you could do something like this:


		dilcopy board@boards ("wizbrd","admin_res@boards"...);

		

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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

r_res

<DICTDEF> 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


		//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);

		

So with the 'rem_res' you could do something like this:


		dilcopy board@boards ("citizen","","rem_res@boards",...);

		

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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

p_res

<DICTDEF>

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.


		//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);

		

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:


		dilcopy board@boards ("citizen","","rem_res@boards","",...);

		

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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

max

<DICTDEF> The fifth argument is simply the amount of posts that you want to allow to be posted before the board is full. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

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:


		dilcopy board@boards("citizen","","","",50);

		

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.


		dilcopy board@boards("citizen","","rem_res@boards","",100);

		

</sect2> </sect1>

<sect1 id="objcomplex"> <TITLE>More complex objects</TITLE>

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.

<sect2 id="objboard"> <TITLE>Making a communication board</TITLE>

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.

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.


		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."

		

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.


		MATERIAL_METAL("A very fine quality black steel")

		

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.


		type ITEM_BOARD
		dilcopy board@boards("info","","rem_res@boards","",100);

		

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.



		 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>

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.

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.


		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."

		

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.


		manipulate {MANIPULATE_ENTER}
		CONTAINER_DEF(500)
		open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
		key black_key

		

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.


		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>

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.

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.


		liq_ration

		title "a red bag"
		descr "A red bag has been gently placed here."

		

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.


		names {"red bag", "bag", "wine"}

		

Now we add the liquid define for wine


		LIQ_WINE(1,2,2,0)

		

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.


		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>

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.


		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>

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.

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


		 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")

		

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.


		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,"");

		

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.


		 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>

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.

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.

<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>

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.

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.


		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")

		

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.


		manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
		ARMOUR_DEF(ARM_PLATE,5,9)

		

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.


		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>

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.

<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>

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

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.


		  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

		

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'.

</sect2>

</SECT1>

<sect1 id="roomnpcobjzone"> <TITLE>Dragon station with rooms, NPCs, and objects</TITLE>

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.


		#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>

1. Using information you learned in <xref linkend="objcraft">, <xref linkend="objmag">, <xref linkend="objmacroshield">, and <xref linkend="objarmour"> create a large shield.

2. 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.

3. Using information you learned from <xref linkend="objmacroliqcont"> and <xref linkend="objdrink"> create a beer or soda from your local area.

4. Using information you learned in <xref linkend="objmacrolight">; make an object that gives off a bright light and will never run out.

5. 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.


</SECT1>

</chapter>

<chapter ID="ch-07"><?dbhtml filename="ch07.html"> <TITLE>The reset section</TITLE>

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.

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.

<sect1 id="doorreset"> <TITLE>Door resets</TITLE>

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.


		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

		

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.


		door <room symbol> <Direction number> {<door flags>}

		

<VARIABLELIST> <TITLE>Door argument explanation</TITLE> <VARLISTENTRY>

room symbolic

<DICTDEF> 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.


		//room symbolic in  this zone
		door myroom ...

		//room symbolic in another zone
		door out_room@frogwart ...

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

direction number

<DICTDEF> 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.


		#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>

These flags, surrounded by '{}', describe the state of the door after the reset. The following is the list of possible door flags.

<VARIABLELIST> <VARLISTENTRY>

EX_OPEN_CLOSE

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

EX_CLOSED

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

EX_LOCKED

<DICTDEF> Set this if you want the exit to be locked at reset time.

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();

</LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

EX_PICK_PROOF

<DICTDEF> Using this flag renders the 'pick' skill and 'unlock' spell un useable on the lock of this exit. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY> ;EX_HIDDEN <DICTDEF> If this bit is set, the exit is hidden until the mobile has successfully searched for it, using the 'search'-command. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

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.


		door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED} 
		door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
		 
		

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

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.


		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>

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.

The command to load an object or an NPC into a room is as follows:


		load <object or NPC> [into] [<room<] [<load amount>]
		  [{Other loads and equip commands}]
		  
		

<VARIABLELIST>

<VARLISTENTRY>

object or NPC

<DICTDEF> 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.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

into

<DICTDEF> This is just a symbol that tells the reset that we are loading the object or NPC into some other unit.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

object, NPC, and room

<DICTDEF> The third argument is the symbolic name of the place where you are loading the object and the NPC. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

load amount

<DICTDEF> 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:

<VARIABLELIST> <VARLISTENTRY>

max <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

local <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

zonemax <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

Optional grouping

<DICTDEF>

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.

</LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

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.


		load udgaard/fido into midgaard/temple max 1

		

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.


		load udgaard/fido into midgaard/temple max 1
		{
		   load bone
		   load excrement into midgaard/temple
		}

		

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.

We can get even more complicated but still just using the load commands by doing the following


		load udgaard/fido into midgaard/temple max 1
		{
		   load bone
		   load excrement into midgaard/temple
		      load bag
		   {
		      load apple max 1
		   }
		}

		

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.

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.


		equip <symbol> position [load amount <num>]

		

<VARIABLELIST> <VARLISTENTRY>

symbol

<DICTDEF> The first argument is just the symbolic name of the item being worn by the NPC.

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

position

<DICTDEF> 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.

<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> 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:

<VARIABLELIST> <VARLISTENTRY>

max <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

local <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

zonemax <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

</VARIABLELIST>

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.


		load guard into jail
		  {
		  equip helmet WEAR_HEAD
		  equip plate WEAR_BODY
		  equip pants WEAR_LEGS
		  equip specialsword max 1
		  load brass_key
		  }  

		

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.


		load guard into safe_room max 2
		 {
		 equip plate WEAR_BODY
		 load powersword max1
		  {
		  load silver_pile into safe_room
		  }
		 }    

		

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.

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. </sect1>

<sect1 id="resetfunction"> <TITLE>Special reset functions</TITLE>

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.

<sect2 id="resetcomplete"> <TITLE>The complete directive.</TITLE>

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:


		load captain into jail_room complete
		{
		   equip magic_sword position WEAR_WIELD max 1
		   load bag
		   {
		      load ruby_ring max 1
		   }
		}

		

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).

</sect2>

<sect2> <TITLE>The follow command</TITLE>

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


		  
		   follow <symbol> <load amount #> <complete>
		   
		   

<VARIABLELIST> <VARLISTENTRY>

symbol

<DICTDEF> The first argument to the follow command is the symbolic name of the NPC to follow the NPC of the outer grouping. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

load amount

<DICTDEF> 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: <VARIABLELIST> <VARLISTENTRY>

max <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

local <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>

zonemax <num>

<DICTDEF> 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. </LISTITEM> </VARLISTENTRY> </VARIABLELIST> </LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

complete

<DICTDEF> 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">. </LISTITEM> </VARLISTENTRY> </VARIABLELIST>

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.


		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
			} 
		  } 
		  
		  

This example would load two guards that are fully dressed and they would start following the captain which is also loaded. </sect2> <sect2> <TITLE>The purge command</TITLE>

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.


		purge <symbol>

		

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.


		purge jail

		

</sect2> <sect2> <TITLE>The random command</TITLE>

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.


		random <num>
		  {group or single set of resets}
		  
		  

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.


		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>

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.


		remove <symbol1> in <symbol2>

		

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.


		remove cabinet in kitchen
		load cabinet into kitchen
		 {
		 load sugarbag
		 load knife
		 }
		 
		 

</sect2> </sect1> <sect1 id="resetdragon"> <TITLE>Reset walk through</TITLE>

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.

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.


		//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}

		

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.

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.


		load info_board into chamber

		load wpn_locker into office
		  {
		  load w_stiletto 
		  }

		

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.

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.


		load bob into office
		  {
		  equip pol_plate WEAR_BODY
		  }
		  
		  load janitor into chamber
		    {
			equip pol_plate WEAR_BODY
			}
			
			random 50 
			  {
			  load bldragon
			      {
				  load maskwa
				  }
		  }			  
				  
		

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.

</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>

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.

<sect1 id="escapecode"> <title>The escape character</title>

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:


		&<color or formating command>

		

</sect1>

<sect1> <title>Formatting codes</title>

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:

<itemizedlist> <listitem> 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.</listitem> <listitem>

Spaces and blanks (newlines) are contracted to single spaces yielding a correctly 'wrapped' text for any sentence.</listitem> <listitem> If a '.' is encountered followed by a blank, a total of two spaces are inserted after the '.'.</listitem> </itemizedlist>

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.

<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> 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:

<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>

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.


		&l
		*     *
		 *   *
		  * *
		   *
		  * *
		 *   *
		*     *
		                 
		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&f

<DICTDEF> 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.


		&l
		*     *
		 *   *
		  * *
		   *
		  * *
		 *   *
		*     *

		&fThe X marks the spot!  

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&s<#>

<DICTDEF>

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.


		This sentence has 10 spaces&s10before the first word before.

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&n

<DICTDEF>

If you want to input some blank lines with out using the literal code you can add a '&n'for each line you want.


		This sentence&n&n&n would look like this:

		This sentence

		would look like this:

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&x

<DICTDEF>

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.


		mystrlist:=split(string,"&");

		

</LISTITEM> </VARLISTENTRY>

<VARLISTENTRY>

&h

<DICTDEF>

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.


		&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>

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:


		&c<bright><color>
		&b<color>

		

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:


		&[default]

		

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.

Before we give some color examples we should now define the symbols for brightness and the symbols for each color and what they are.

<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>

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: <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>

To use these colors all you have to do is use the following formatting command:


		&[color]

		

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:


		descr
		"This is a &[death]death&[room_descr]room"

		

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.

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>

</LISTITEM> </VARLISTENTRY> </VARIABLELIST> </sect1>

</chapter>

<chapter ID="ch-09"><?dbhtml filename="ch09.html"> <TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>

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.

<sect1 id="dilsect"> <TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>

<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.

<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.

</sect1>

<sect1 id="diluse"> <TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE> ...

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.

<itemizedlist> <LISTITEM>All spells</LISTITEM> <LISTITEM>60% of the commands and skills and growing</LISTITEM> <LISTITEM>Administrator commands</LISTITEM> <LISTITEM>Movement commands</LISTITEM> <LISTITEM>look commands</LISTITEM> <LISTITEM>200+ quests and growing</LISTITEM> <LISTITEM>Message boards</LISTITEM> <LISTITEM>Mail system</LISTITEM> <LISTITEM>Clan system</LISTITEM> <LISTITEM>Automated Newbie guides</LISTITEM> <LISTITEM>object restrictions</LISTITEM> <LISTITEM>Death Sequence</LISTITEM> <LISTITEM>Magical combat system</LISTITEM> <LISTITEM>NPC agressive functions</LISTITEM> <LISTITEM>personalized Familiars</LISTITEM> <LISTITEM>personalized pets</LISTITEM> <LISTITEM>Deck of cards</LISTITEM> <LISTITEM>Chess board</LISTITEM> <LISTITEM>dice</LISTITEM> <LISTITEM>online AD&D game playing system</LISTITEM> <LISTITEM>Communication channels</LISTITEM> <LISTITEM>automated wedding chapel</LISTITEM> </itemizedlist>

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. </sect1>

<sect1 id="moredilinfo"> <TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>

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.

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.

</sect1> </chapter>

<appendix id="app-a"><TITLE>VMC command line options</TITLE>


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.

<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>


These options are not available to the email or FTP compiler, but normally you should not bother with them - they are probably set automatically.

</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>

The following list was extracted from the values.h


		#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>

The following list was extracted from the values.h


		#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>

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.


		#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>

The following list was extracted from the values.h


		#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>

The following list was extracted from the values.h


		#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>