Difference between revisions of "Sandpit"

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Line 14: Line 14:
 
development of the basic zone writing documentation and references.  I will also
 
development of the basic zone writing documentation and references.  I will also
 
give a short summary for each.
 
give a short summary for each.
 +
 
I would also like to thank those listed below for their contribution
 
I would also like to thank those listed below for their contribution
 
to the development of one of the best mud servers on the internet
 
to the development of one of the best mud servers on the internet
 
today.
 
today.
 
  
 
;Original DIKU coding Team
 
;Original DIKU coding Team
Line 27: Line 27:
 
* Tom Madsen
 
* Tom Madsen
 
* Lars Balker Rasmussen
 
* Lars Balker Rasmussen
 +
 
You should all know these people they are not only the original DIKU mud
 
You should all know these people they are not only the original DIKU mud
 
developers but a few of them designed and developed the new VME
 
developers but a few of them designed and developed the new VME
Line 37: Line 38:
 
* ''rooms.txt''
 
* ''rooms.txt''
 
* ''vmc.txt''
 
* ''vmc.txt''
 +
 
;Andrew Cowan
 
;Andrew Cowan
: 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 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 DIL programming language.
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 DIL
 
programming language.
 
 
;Ryan Holliday
 
;Ryan Holliday
 
: 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.
+
Cowan, which became version two of the tutorial.
 
;Peter Ryskin
 
;Peter Ryskin
 
: Wrote the original explanation of how to define exits.
 
: Wrote the original explanation of how to define exits.
 
;John Clare
 
;John Clare
 
: 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.
+
tutorial.
 
;Marc Bellemare
 
;Marc Bellemare
 
: 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 VME server.
+
and more for any mud running the VME server.
 
;Jennifer Garuba
 
;Jennifer Garuba
 
: 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.
+
needed.
 
;Brian Spanton
 
;Brian Spanton
 
: 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.
+
time fixing many inconsistencies and typos in it.
 
;Kathy Perry
 
;Kathy Perry
 
: 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.
+
to the fact we needed a true manual on how to build.
 
;Mark Pringle
 
;Mark Pringle
 
: 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.
+
were caught.
 
;Morgan Shafer
 
;Morgan Shafer
 
: Wrote the guild definition primer which explained teachers.
 
: Wrote the guild definition primer which explained teachers.
Line 77: Line 74:
 
===  Who should read this book? ===
 
===  Who should read this book? ===
  
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 VME server.  If you have wrote for other mud servers you will still
+
areas for a VME server.  If you have wrote for other mud servers you will still
need to at least skim every chapter because the VME is like no other mud engine
+
need to at least skim every chapter because the VME is like no other mud engine
and has some very interesting differences.
+
and has some very interesting differences.
 +
 
=== What does this book cover? ===
 
=== What does this book cover? ===
  
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 VME server.  While we do cover using DIL functions to make your
+
area for the VME server.  While we do cover using DIL 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
DIL functions covered in the DIL manual.  The following
+
DIL functions covered in the DIL manual.  The following
are topics covered by this book.
+
are topics covered by this book.
 
* compiling and debugging
 
* compiling and debugging
 
* Macros using the CPP
 
* Macros using the CPP
Line 97: Line 95:
 
== General compiler information ==
 
== General compiler information ==
  
In order to get your zone onto a valhalla Mud Engine (VME) server you must convert your zone from readable
+
In order to get your zone onto a valhalla Mud Engine (VME) server you must convert your zone from readable
english text to binary form the server can understand.  The way
+
english text to binary form the server can understand.  The way
you do this is with a compiler.  No don't freak out you don't have
+
you do this is with a compiler.  No don't freak out you don't have
to be a skilled programmer to use a compiler.  The only thing you
+
to be a skilled programmer to use a compiler.  The only thing you
have to do is format your rooms, objects, and Non-player characters
+
have to do is format your rooms, objects, and Non-player characters
(NPC) in a form which the compiler can understand.  The great thing
+
(NPC) in a form which the compiler can understand.  The great thing
about the VME is you can do all your zone writing in your favorite
+
about the VME is you can do all your zone writing in your favorite
editor with out having to log on to code.  For those of you who have
+
editor with out having to log on to code.  For those of you who have
coded for other mud servers and are used to coding online this may
+
coded for other mud servers and are used to coding online this may
be a new experience to you but you will find you can plan out
+
be a new experience to you but you will find you can plan out
better and more well designed areas offline than you can on
+
better and more well designed areas offline than you can on
line.
+
line.
  
<blockquote>
+
<blockquote>
In the future the VME coding team is thinking of adding
+
In the future the VME 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
whistler@valhalla.com and express your desires so
+
whistler@valhalla.com and express your desires so
you can be counted.
+
you can be counted.
</blockquote>
+
</blockquote>
  
This chapter will mainly cover the Valhalla Mud Compiler (VMC), how it works, and
+
This chapter will mainly cover the Valhalla Mud Compiler (VMC), how it works, and
the Valhalla Mud pre processor (VMC -p) works.  We will also throw in some debugging
+
the Valhalla Mud pre processor (VMC -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.
 
=== The compiler ===
 
=== The compiler ===
  
''VMC'' is the Valhalla Mud Engine Compiler.
+
''VMC'' is the Valhalla Mud Engine Compiler.
for VME servers.  A compiler takes a source file or better described
+
for VME servers.  A compiler takes a source file or better described
as your areas input file and converts it to a binary file the
+
as your areas input file and converts it to a binary file the
server can then load and use online.  In the VME we call areas
+
server can then load and use online.  In the VME we call areas
you build 'zones', therefore the source file for a zone has the
+
you build 'zones', therefore the source file for a zone has the
extension 'zon'.  In order to make this more clear we will start
+
extension 'zon'.  In order to make this more clear we will start
with our first example.
+
with our first example.
  
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.
+
in order for it to know this is a zone source file.
  
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:
'''VMC> dragon.zon'''
+
'''VMC> dragon.zon'''
If the zone compiles correctly it will indicate success by printing
+
If the zone compiles correctly it will indicate success by printing
a message to the screen and outputting two files both with the same
+
a message to the screen and outputting two files both with the same
root name as the original zone source file but with different
+
root name as the original zone source file but with different
extensions.  In this case there would be the following:
+
extensions.  In this case there would be the following:
  
 
;''dragon.data''
 
;''dragon.data''
Line 150: Line 148:
 
;''dragon.reset''
 
;''dragon.reset''
 
: The file containing the reset information for the
 
: The file containing the reset information for the
zone.
+
zone.
  
 
If the zone doesn't compile correctly and you have errors it
 
If the zone doesn't compile correctly and you have errors it
will print a list of the errors and the location where they can be
+
will print a list of the errors and the location where they can be
found so you can fix them.  The debugging process will be explained
+
found so you can fix them.  The debugging process will be explained
more as you learn how to create rooms, monsters, and objects.
+
more as you learn how to create rooms, monsters, and objects.
+
 
 
=== The VMC pre-processor ===
 
=== The VMC pre-processor ===
  
The VMC Pre-Processor (VMC -p) can be thought of as a powerful
+
The VMC Pre-Processor (VMC -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.
+
some minor calculations when necessary.
  
<blockquote> 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
VMC uses is no different and you can skip this section.
+
VMC uses is no different and you can skip this section.
</blockquote>
+
</blockquote>
 
==== Commenting your zone ====
 
==== Commenting your zone ====
  
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
problems.  Comments aren't as important when writing the zone as
+
problems.  Comments aren't as important when writing the zone as
they will be when you start writing your own special DIL functions
+
they will be when you start writing your own special DIL functions
but it is important to know how comments work and that you can use
+
but it is important to know how comments work and that you can use
them if you need to.  A comment is a block of text the compiler
+
them if you need to.  A comment is a block of text the compiler
will never see and is there only for you and who ever reads the
+
will never see and is there only for you and who ever reads the
file.  In order to make it so the compiler will not see the block of
+
file.  In order to make it so the compiler will not see the block of
text you must surround it by a set of symbols that tell the CPP to
+
text you must surround it by a set of symbols that tell the CPP to
strip it out before passing the zone on to the compiler.  These
+
strip it out before passing the zone on to the compiler.  These
symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.
+
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
+
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.
+
line you will see time and time again in rooms.
 
  <nowiki>
 
  <nowiki>
title "this is a title"
+
title "this is a title"
 
</nowiki>
 
</nowiki>
  
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.
+
and even NPCs.  Now lets see what a commented line would look like.
 
  <nowiki>
 
  <nowiki>
//I am going to make a title now
+
//I am going to make a title now
title /* I put the keyword
+
title /* I put the keyword
first*/ "this is a title/*then the title*/
+
first*/ "this is a title/*then the title*/
 
</nowiki>
 
</nowiki>
  
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:
+
zone however would be something like this:
 
  <nowiki>
 
  <nowiki>
/*
+
/*
The following ten rooms are the vineyards,
+
The following ten rooms are the vineyards,
there are 97 rooms in the zone.
+
there are 97 rooms in the zone.
*/
+
*/
  
//Zone first created 1994
+
//Zone first created 1994
 
</nowiki>
 
</nowiki>
  
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.
+
eyes.
  
<blockquote>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.</blockquote>
+
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>
 
==== Macros and what they can do for you ====
 
==== Macros and what they can do for you ====
  
When making a zone you will find there are things you use more
+
When making a zone you will find there are things you use more
than once.  In fact you may find things you want others to use or
+
than once.  In fact you may find things you want others to use or
things you want to use in multiple zones.  Its true you could block
+
things you want to use in multiple zones.  Its true you could block
and copy and stick them everywhere. in fact that is what I did when
+
and copy and stick them everywhere. in fact that is what I did when
I first started building.  I soon found my zone file was
+
I first started building.  I soon found my zone file was
extremely large and hard to upkeep.  With a few minor changes and a
+
extremely large and hard to upkeep.  With a few minor changes and a
lot of deleting I used short hand or better known in the world of coding
+
lot of deleting I used short hand or better known in the world of coding
as macros to make my zone readable.
+
as macros to make my zone readable.
  
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.
+
the following line 50 times.
 
  <nowiki>
 
  <nowiki>
flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
 
</nowiki>
 
</nowiki>
  
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.
+
the following at the beginning of your zone.
 
  <nowiki>
 
  <nowiki>
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
+
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
 
</nowiki>
 
</nowiki>
  
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:
+
to change is the define like this:
 
  <nowiki>
 
  <nowiki>
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
+
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
 
</nowiki>
 
</nowiki>
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.
+
have to do a search and replace.
  
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.
+
in a swamp when you look one direction to the next.
 
  <nowiki>
 
  <nowiki>
east to swamp1 descr
+
east to swamp1 descr
"You see the swamp stretch out for miles";
+
"You see the swamp stretch out for miles";
 
</nowiki>
 
</nowiki>
  
This could be made into a macro like:
+
This could be made into a macro like:
 
  <nowiki>
 
  <nowiki>
#define sexit(direction, place) direction to place descr \
+
#define sexit(direction, place) direction to place descr \
"You see the swamp stretch out for miles.";
+
"You see the swamp stretch out for miles.";
 
</nowiki>
 
</nowiki>
  
Then all you need to use it is:
+
Then all you need to use it is:
 
  <nowiki>
 
  <nowiki>
SEXIT(east,swamp1)
+
SEXIT(east,swamp1)
SEXIT(north,swamp2)
+
SEXIT(north,swamp2)
SEXIT(south,swamp3)
+
SEXIT(south,swamp3)
 
</nowiki>
 
</nowiki>
  
<blockquote>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.</blockquote>
+
this line.</blockquote>
  
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:
+
of macros like:
 
  <nowiki>
 
  <nowiki>
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
+
#define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
#define DIRTSECT  movement SECT_INSIDE \
+
#define DIRTSECT  movement SECT_INSIDE \
DIRTFLOOR
+
DIRTFLOOR
 
</nowiki>
 
</nowiki>
  
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.
+
suggested so you can easily tell what is a macro and what is not.
 
==== Including other files in your zone ====
 
==== Including other files in your zone ====
  
Another function of the VMC Pre Processor,
+
Another function of the VMC Pre Processor,
'#include', allows you to include other files  in
+
'#include', allows you to include other files  in
your zone file.  The VME comes with some basic include files
+
your zone file.  The VME comes with some basic include files
you can use the macros out of and use as examples on how to make
+
you can use the macros out of and use as examples on how to make
your own include files.  These files are the
+
your own include files.  These files are the
''composed.h'',, ''vme.h'',
+
''composed.h'',, ''vme.h'',
''values.h'', ''base.h'',
+
''values.h'', ''base.h'',
''liquid.h'', and ''wmacros.h''.
+
''liquid.h'', and ''wmacros.h''.
Including ''composed.h'' will include all the rest
+
Including ''composed.h'' will include all the rest
of
+
of
the include files into your zone because it has include statements
+
the include files into your zone because it has include statements
that use all the others.
+
that use all the others.
  
<blockquote>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.</blockquote>
+
you use them.</blockquote>
 
==== Doing minor calculations ====
 
==== Doing minor calculations ====
  
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.
+
was and the taller he was.  This would be simple with a macro.
 
  <nowiki>
 
  <nowiki>
#define MLEVEL(lvl) \
+
#define MLEVEL(lvl) \
level lvl \
+
level lvl \
height lvl+72 \
+
height lvl+72 \
weight lvl*9
+
weight lvl*9
 
</nowiki>
 
</nowiki>
  
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
of this manual.  If you are really interested in all the neat things
+
of this manual.  If you are really interested in all the neat things
it can do type the following command at the '$' prompt on your
+
it can do type the following command at the '$' prompt on your
Linux box.
+
Linux box.
'''man cpp'''
+
'''man cpp'''
The C-Pre Processor is what the VMC Pre Processor is based on and most
+
The C-Pre Processor is what the VMC Pre Processor is based on and most
if not all functions of the CPP work in the VMC.
+
if not all functions of the CPP work in the VMC.
 
== Zone source file ==
 
== Zone source file ==
  
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.
+
chapter you should be able to create an empty yet compilable zone.
  
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 DIL
+
section, a room section, a reset section, and the DIL
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.
+
they may appear in any order.
  
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:
 
* %zone
 
* %zone
 
* %rooms
 
* %rooms
Line 355: Line 353:
 
* %DIL
 
* %DIL
 
The  first  four sections may be considered lists of definitions.
 
The  first  four sections may be considered lists of definitions.
The reset section can be considered a program in a simple  programming
+
The reset section can be considered a program in a simple  programming
language. And the DIL section is a bit special - it
+
language. And the DIL section is a bit special - it
includes the zone templates (DIL functions that can be used from any
+
includes the zone templates (DIL functions that can be used from any
zone, on anything, as opposed to "specialized" DIL functions placed
+
zone, on anything, as opposed to "specialized" DIL functions placed
inside a unit's
+
inside a unit's
definitions).  After all sections you are using are defined you
+
definitions).  After all sections you are using are defined you
must tell the compiler you are done the special symbol '%end'
+
must tell the compiler you are done the special symbol '%end'
must be placed at the end of the zone for this reason.
+
must be placed at the end of the zone for this reason.
 
=== Definition types ===
 
=== Definition types ===
  
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:
+
definitions take the basic form:
 
  <nowiki>
 
  <nowiki>
field value
+
field value
 
</nowiki>
 
</nowiki>
  
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:
  
 
;integer
 
;integer
 
: 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)
+
0x0f3)
 
;string
 
;string
 
: 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.
+
as it would in a description.
 
  <nowiki>
 
  <nowiki>
title "The dark dragon altar"
+
title "The dark dragon altar"
descr
+
descr
"There are many things you can see and there are many things that
+
"There are many things you can see and there are many things that
can't be seen but this is still a description none the less."
+
can't be seen but this is still a description none the less."
 
</nowiki>
 
</nowiki>
 
;stringlist
 
;stringlist
 
: 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.
+
manor.
 
  <nowiki>
 
  <nowiki>
&lt;fieldname&gt;    {"string1","string2","string3", ...}
+
&lt;fieldname&gt;    {"string1","string2","string3", ...}
 
</nowiki>
 
</nowiki>
 
;intlist
 
;intlist
 
: 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.
+
stringlist but doesn't need the quotes.
 
  <nowiki>
 
  <nowiki>
extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
+
extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
"This is a number list attached to an extra"
+
"This is a number list attached to an extra"
 
</nowiki>
 
</nowiki>
 
;flags
 
;flags
 
: Like the Intlist the flag is defined with a list of numbers.  The list of numbers
 
: Like the Intlist the flag is defined with a list of numbers.  The list of numbers
is not taken literally however it is combined to create one number by binary
+
is not taken literally however it is combined to create one number by binary
oring the number list together.  If that confuses you don't worry, it
+
oring the number list together.  If that confuses you don't worry, it
takes some getting used to.  These types are used for Manipulation, flags,
+
takes some getting used to.  These types are used for Manipulation, flags,
and positions.
+
and positions.
 
  <nowiki>
 
  <nowiki>
flags {2,8}
+
flags {2,8}
manipulate {8}
+
manipulate {8}
 
</nowiki>
 
</nowiki>
  
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:
+
''vme.h'' the previous example would look like this:
 
  <nowiki>
 
  <nowiki>
flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
+
flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
manipulate {WEAR_BODY}
+
manipulate {WEAR_BODY}
 
</nowiki>
 
</nowiki>
  
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.
+
what it is when you see it.
 
;symbol
 
;symbol
 
: A label you reference from other parts in your zones.  Every
 
: A label you reference from other parts in your zones.  Every
unit (room,object,room) and even the zone itself has a unique label
+
unit (room,object,room) and even the zone itself has a unique label
that can be referenced.  It is important to make symbol names that
+
that can be referenced.  It is important to make symbol names that
are clear so the Administrators of the mud know what each item
+
are clear so the Administrators of the mud know what each item
is when using the online administration commands.
+
is when using the online administration commands.
 
  <nowiki>
 
  <nowiki>
dark_sword /*good symbol*/
+
dark_sword /*good symbol*/
rm_5892 /*Bad symbol*/
+
rm_5892 /*Bad symbol*/
 
</nowiki>
 
</nowiki>
  
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
this item would be 'dark_sword@dragon'.  Using symbols will be
+
this item would be 'dark_sword@dragon'.  Using symbols will be
covered more in the DIL manual and in the administration manuals for
+
covered more in the DIL 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.
+
symbols must follow the following rules when being defined.
 
* The first letter of the
 
* The first letter of the
symbol must be a letter of the alphabet or a '_' character
+
symbol must be a letter of the alphabet or a '_' character
 
* Characters following the first can be numbers, alphabet
 
* Characters following the first can be numbers, alphabet
letters, and '_' characters
+
letters, and '_' characters
 
* The name can be no longer than
 
* The name can be no longer than
15 characters
+
15 characters
 
* No reserved keywords can be used as a name
 
* No reserved keywords can be used as a name
(Link to app-b)
+
(Link to app-b)
 
<blockquote>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</blockquote>
+
considered a symbol it is just a symbol that must be included with</blockquote>
  
 
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
DIL function or a special function called from the
+
DIL function or a special function called from the
base code.
+
base code.
  
<blockquote>Special functions are being replaced with
+
<blockquote>Special functions are being replaced with
DIL for better performance and should only be used
+
DIL for better performance and should only be used
when no DIL functions exist to replace
+
when no DIL functions exist to replace
them</blockquote>
+
them</blockquote>
  
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,
string, stringlist, and even description fields.  The exit field will be
+
string, stringlist, and even description fields.  The exit field will be
defined much more in-depth in the chapter on rooms but it is important
+
defined much more in-depth in the chapter on rooms but it is important
to know some fields are considered Structure fields because they can have
+
to know some fields are considered Structure fields because they can have
many values.  The only two Structure fields are the exit and extra
+
many values.  The only two Structure fields are the exit and extra
fields which will both be defined more later because they can be used
+
fields which will both be defined more later because they can be used
differently depending on what you are using them for.
+
differently depending on what you are using them for.
 
=== Zone information section ===
 
=== Zone information section ===
  
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
know what to call it.  It is also the easiest of the sections to
+
know what to call it.  It is also the easiest of the sections to
learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
+
learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
zone. It is usually wise to place this section in the top of  the
+
zone. It is usually wise to place this section in the top of  the
source file to make it easy to find the zone information when editing the file.
+
source file to make it easy to find the zone information when editing the file.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Zone section field descriptions
 
|+Zone section field descriptions
Line 497: Line 495:
 
|Stringlist
 
|Stringlist
 
|This field is where you place the creators of the zone.  With
 
|This field is where you place the creators of the zone.  With
this field filled out the Administrators and builders can easily find out who
+
this field filled out the Administrators and builders can easily find out who
the zone was written by and be able to contact them if there are problems.
+
the zone was written by and be able to contact them if there are problems.
 
|-
 
|-
 
|lifespan
 
|lifespan
 
|Number
 
|Number
 
|This  defines  the interval between resets for this zone, in minutes.
 
|This  defines  the interval between resets for this zone, in minutes.
Default is 60 if this field is left out of the information section.
+
Default is 60 if this field is left out of the information section.
 
|-
 
|-
 
|notes
 
|notes
 
|String
 
|String
 
|This is a plain text description of the zone for administrators and builders.
 
|This is a plain text description of the zone for administrators and builders.
It is often a good idea to
+
It is often a good idea to
include your e-mail address in the  notes so you can be
+
include your e-mail address in the  notes so you can be
reached easily by the administrators.
+
reached easily by the administrators.
 
|-
 
|-
 
|reset
 
|reset
 
|Number
 
|Number
 
|This combined with 'lifespan' defines if the zone will be reset.  This
 
|This combined with 'lifespan' defines if the zone will be reset.  This
field gives the condition that must be met to reset the zones you
+
field gives the condition that must be met to reset the zones you
should use the defines in the ''vme.h'', RESET_NOT,
+
should use the defines in the ''vme.h'', RESET_NOT,
RESET_IFEMPTY, and RESET_ANYHOW.  Default is RESET_ANYHOW, which
+
RESET_IFEMPTY, and RESET_ANYHOW.  Default is RESET_ANYHOW, which
means, the zone will be reset even if players are present within it.
+
means, the zone will be reset even if players are present within it.
 
|-
 
|-
 
|title
 
|title
 
|String
 
|String
 
|This is the title of the zone, for example Dragons Nest, Dark
 
|This is the title of the zone, for example Dragons Nest, Dark
station, and
+
station, and
creators hide out.  It is used mainly for the areas command so
+
creators hide out.  It is used mainly for the areas command so
players can get a list of all the areas in the game.  It can
+
players can get a list of all the areas in the game.  It can
however be accessed by the 'zoneptr' variable type in DIL.  If you
+
however be accessed by the 'zoneptr' variable type in DIL.  If you
have
+
have
a zone that spans across multiple source files you only need to
+
a zone that spans across multiple source files you only need to
define the title once.  If you put the title in all source files it
+
define the title once.  If you put the title in all source files it
will show up multiple times in the area listing.  You would also
+
will show up multiple times in the area listing.  You would also
leave this blank if the zone should not be on the areas list like an
+
leave this blank if the zone should not be on the areas list like an
administration zone.
+
administration zone.
 
|-
 
|-
 
|weather
 
|weather
 
|Integer
 
|Integer
 
|This field sets the humidity level of the zone.  If for example you want
 
|This field sets the humidity level of the zone.  If for example you want
a hot desert like zone you would want to set this to its highest value.
+
a hot desert like zone you would want to set this to its highest value.
The range of this field is 1000 to -1000.  This is an optional field and
+
The range of this field is 1000 to -1000.  This is an optional field and
will not be covered else where because it is simple to use.
+
will not be covered else where because it is simple to use.
 
|-
 
|-
 
|%zone
 
|%zone
 
|Symbol
 
|Symbol
 
|This entry defines the name of the
 
|This entry defines the name of the
zone. Default is the preceding  component of the current filename,
+
zone. Default is the preceding  component of the current filename,
minus the trailing ".zon". Note, the symbol should be added
+
minus the trailing ".zon". Note, the symbol should be added
after the %zone tag, which should always be put, even if you
+
after the %zone tag, which should always be put, even if you
do not add a symbol after it.
+
do not add a symbol after it.
 
|}
 
|}
 
The only field that must exist when you go to create the zone
 
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.
+
which is more informative.
 
  <nowiki>
 
  <nowiki>
/*very bad*/
+
/*very bad*/
%zone
+
%zone
  
/*bad but better than nothing*/
+
/*bad but better than nothing*/
%zone bug_planet
+
%zone bug_planet
  
/*The way it should be done!*/
+
/*The way it should be done!*/
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
 
</nowiki>
 
</nowiki>
  
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
type to compile because it is pretty useless to do.
+
type to compile because it is pretty useless to do.
  the next chapters will
+
  the next chapters will
define the basic unit building blocks you will use for rooms,
+
define the basic unit building blocks you will use for rooms,
objects, and NPCs and start you off on compiling.
+
objects, and NPCs and start you off on compiling.
 
== Unit building blocks ==
 
== Unit building blocks ==
  
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
+
all units along with some helpful hints
  
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
ends.  The way the compiler tells what unit type it is dealing with
+
ends.  The way the compiler tells what unit type it is dealing with
is by the section header '%rooms', '%objects', and '%mobiles'.  All
+
is by the section header '%rooms', '%objects', and '%mobiles'.  All
rooms must be defined under the '%rooms' header and likewise objects
+
rooms must be defined under the '%rooms' header and likewise objects
and NPCS under their respective headers.  Each unit starts with a
+
and NPCS under their respective headers.  Each unit starts with a
symbolic name called the unit symbol and ends with the keyword
+
symbolic name called the unit symbol and ends with the keyword
end.  The following would be a legal definition of any
+
end.  The following would be a legal definition of any
unit type:
+
unit type:
 
  <nowiki>
 
  <nowiki>
symbol_name
+
symbol_name
end
+
end
 
</nowiki>
 
</nowiki>
  
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.
+
out any field you don't feel you need.
 
==== Unit building blocks ====
 
==== Unit building blocks ====
 
;symbol field
 
;symbol field
 
: In the last chapter we defined the different field types and
 
: In the last chapter we defined the different field types and
the rules you must follow when defining a symbol.  It is
+
the rules you must follow when defining a symbol.  It is
important enough to relist these rules here so you do not run into
+
important enough to relist these rules here so you do not run into
problems when creating your units.
+
problems when creating your units.
 
* The first letter of the
 
* The first letter of the
symbol must be a letter of the alphabet or a '_' character
+
symbol must be a letter of the alphabet or a '_' character
 
* Characters following the first can be numbers, alphabet
 
* Characters following the first can be numbers, alphabet
letters, and '_' characters
+
letters, and '_' characters
 
* The symbol can be no longer than
 
* The symbol can be no longer than
15 characters
+
15 characters
 
* No reserved keywords can be used as a symbol(Link to app-b)
 
* No reserved keywords can be used as a symbol(Link to app-b)
 
<blockquote>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.</blockquote>
+
symbols.</blockquote>
  
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 VME server with '''wstat''' the symbolic names are
+
the VME server with '''wstat''' the symbolic names are
shown
+
shown
if you were to see the list:
+
if you were to see the list:
 
  <nowiki>
 
  <nowiki>
 
i6853 b2419 l1854
 
i6853 b2419 l1854
 
</nowiki>
 
</nowiki>
 
You would have no idea what those three items were unless you
 
You would have no idea what those three items were unless you
personally built them recently, therefore it is a much better coding
+
personally built them recently, therefore it is a much better coding
practice to name things what they are like:
+
practice to name things what they are like:
 
  <nowiki>
 
  <nowiki>
 
long_sword healer_hut dog
 
long_sword healer_hut dog
Line 644: Line 642:
 
;title field
 
;title field
 
: The title field is probably the easiest field on all units it
 
: The title field is probably the easiest field on all units it
is what is shown on the first line of a room when you enter and it
+
is what is shown on the first line of a room when you enter and it
is the name shown when you get an object or attack a NPC.
+
is the name shown when you get an object or attack a NPC.
There is only two important things to look at when defining titles
+
There is only two important things to look at when defining titles
one is punctuation and the other is capitalization.  Room titles
+
one is punctuation and the other is capitalization.  Room titles
need to be capitalized and so do proper names but the first letter of an object
+
need to be capitalized and so do proper names but the first letter of an object
title or a NPC title do not normally need to be capitalized. this is
+
title or a NPC title do not normally need to be capitalized. this is
best explained by some examples.
+
best explained by some examples.
 
  <nowiki>
 
  <nowiki>
title "The dragons in."/*good*/
+
title "The dragons in."/*good*/
title "a big bull dog."/*bad has a period at the end*/
+
title "a big bull dog."/*bad has a period at the end*/
title "Bill the destroyer"/*good*/
+
title "Bill the destroyer"/*good*/
title "A long dagger"/*bad capital 'a'*/
+
title "A long dagger"/*bad capital 'a'*/
 
</nowiki>
 
</nowiki>
  
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.
 
  <nowiki>
 
  <nowiki>
 
prompt:  l
 
prompt:  l
The Dragons Inn
+
The Dragons Inn
You are standing in a moldy inn.
+
You are standing in a moldy inn.
  
prompt: get A long dagger
+
prompt: get A long dagger
You get A long dagger.
+
You get A long dagger.
  
prompt kick dog
+
prompt kick dog
You kick a bull dog. in the head.
+
You kick a bull dog. in the head.
 
</nowiki>
 
</nowiki>
 
Notice the 'A' and the extra period do not really look right where
 
Notice the 'A' and the extra period do not really look right where
they end up appearing in the game.  These may be minor nit picky
+
they end up appearing in the game.  These may be minor nit picky
details but if you do it right the first time you won't have to deal
+
details but if you do it right the first time you won't have to deal
with the english major that just happens to be playing on your
+
with the english major that just happens to be playing on your
mud.
+
mud.
 
;names field
 
;names field
 
: The 'names' field defines the names everything in the game can
 
: The 'names' field defines the names everything in the game can
use to interact with your unit.  For rooms the names are used as
+
use to interact with your unit.  For rooms the names are used as
teleport or goto points for characters and NPCs or they are
+
teleport or goto points for characters and NPCs or they are
sometimes used for special DIL functions on objects to trigger in certain
+
sometimes used for special DIL functions on objects to trigger in certain
rooms.  On NPCs and objects names can be used for anything from
+
rooms.  On NPCs and objects names can be used for anything from
poking a player to giving a player an object.  The names field is
+
poking a player to giving a player an object.  The names field is
very flexible it has even been used to store what a container is
+
very flexible it has even been used to store what a container is
holding in order to have quick access to the names in the container.
+
holding in order to have quick access to the names in the container.
it
+
it
  
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
can't teleport to it.  Objects and NPCs must have names because if
+
can't teleport to it.  Objects and NPCs must have names because if
you leave names off of them you can not pick them up or kill them
+
you leave names off of them you can not pick them up or kill them
depending on which you are dealing with.  It is also good practice
+
depending on which you are dealing with.  It is also good practice
to use all combinations of the object or NPCs title so a
+
to use all combinations of the object or NPCs title so a
player will know exactly what to type to use the item for example:
+
player will know exactly what to type to use the item for example:
 
  <nowiki>
 
  <nowiki>
bad_obj
+
bad_obj
title a small dog"
+
title a small dog"
names{"small dog","small","dog"}
+
names{"small dog","small","dog"}
end
+
end
 
</nowiki>
 
</nowiki>
  
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 VME
+
to define your extras from big to small because of how the VME
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:
+
the following names:
 
  <nowiki>
 
  <nowiki>
small_item
+
small_item
title "a small item"
+
title "a small item"
names {"small","item","small item"}
+
names {"small","item","small item"}
 
</nowiki>
 
</nowiki>
  
When you try to '''give small item Bill'''.  The interpreter
+
When you try to '''give small item Bill'''.  The interpreter
would try to give
+
would try to give
small to item and that would not be what you wanted to do.  Don't
+
small to item and that would not be what you wanted to do.  Don't
worry the compiler will catch this and give you an error something
+
worry the compiler will catch this and give you an error something
like:
+
like:
 
  <nowiki>
 
  <nowiki>
 
Fatal name ordering on line ###.
 
Fatal name ordering on line ###.
Line 724: Line 722:
 
;descr field
 
;descr field
 
: 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.
+
information section are also description fields.
  
  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
room can be the inside or outside of the rooms description.  A
+
room can be the inside or outside of the rooms description.  A
description on extras can be an NPCs descr or an extra description
+
description on extras can be an NPCs descr or an extra description
on the room like if you looked at a 'rug' or a 'chair'.  On an exit
+
on the room like if you looked at a 'rug' or a 'chair'.  On an exit
the descr field describes what you see when you look in that
+
the descr field describes what you see when you look in that
direction from the room you are in.  The important thing right now
+
direction from the room you are in.  The important thing right now
is no matter where you use them they all work the same.
+
is no matter where you use them they all work the same.
  
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.
+
walk into the room.  The following would be some examples of room descriptions.
 
  <nowiki>
 
  <nowiki>
descr
+
descr
"this is how you would define a room descr and as you can see it can
+
"this is how you would define a room descr and as you can see it can
be much longer than a line if you like."
+
be much longer than a line if you like."
  
extra {"basic extra"}
+
extra {"basic extra"}
"This is a description field on an extra."
+
"This is a description field on an extra."
  
extra{"more advanced","extra"}{1,2,3,4,5,6}
+
extra{"more advanced","extra"}{1,2,3,4,5,6}
"This is still the description field.  Like the room description or
+
"This is still the description field.  Like the room description or
any description field for that matter this can be longer than a
+
any description field for that matter this can be longer than a
line."
+
line."
  
east to bathroom descr
+
east to bathroom descr
"You see one big toilet!";
+
"You see one big toilet!";
 
</nowiki>
 
</nowiki>
 
;extra fields
 
;extra fields
 
: The extra field is the work horse for the builder.  It is the
 
: The extra field is the work horse for the builder.  It is the
building block that most brings your zone to life.  You can use it
+
building block that most brings your zone to life.  You can use it
to describe body parts or items in a room.  When you use
+
to describe body parts or items in a room.  When you use
DIL you will use extras to store information like quest information
+
DIL you will use extras to store information like quest information
or special information you need later.  Extras also store the
+
or special information you need later.  Extras also store the
main description on NPCs since the descr field on NPCs is really the
+
main description on NPCs since the descr field on NPCs is really the
long title shown in the room which will be explained later
+
long title shown in the room which will be explained later
in (Link to ch-05).
+
in (Link to ch-05).
  
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
first is the identifier that tells the compiler that this is an
+
first is the identifier that tells the compiler that this is an
extra, the second is a stringlist, the third is an Optional
+
extra, the second is a stringlist, the third is an Optional
Intlist, and the final one is the extra description field.  If the extra
+
Intlist, and the final one is the extra description field.  If the extra
had all the fields it would look like this:
+
had all the fields it would look like this:
 
  <nowiki>
 
  <nowiki>
extra {"small chair","chair"} {1,2,3,4,5} "Its a chair."
+
extra {"small chair","chair"} {1,2,3,4,5} "Its a chair."
 
</nowiki>
 
</nowiki>
  
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 DIL
+
the Intlist on a chair unless you want it there for some special DIL
you are creating. the Intlist is the only field that can be totally
+
you are creating. the Intlist is the only field that can be totally
left out but you can leave the string list blank when you want
+
left out but you can leave the string list blank when you want
to make the extra the default description when the object, room, or
+
to make the extra the default description when the object, room, or
NPC is being looked at, like this:
+
NPC is being looked at, like this:
 
  <nowiki>
 
  <nowiki>
extra {}
+
extra {}
"This would be what you see when you look at any of the names in the
+
"This would be what you see when you look at any of the names in the
names list."
+
names list."
 
</nowiki>
 
</nowiki>
  
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.
  
 
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.
+
types and you will be off and running.
 
== The room section ==
 
== The room section ==
  
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
building blocks you might want to return to (Link to ch-03)
+
building blocks you might want to return to (Link to ch-03)
first.  This chapter will deal with all the fields
+
first.  This chapter will deal with all the fields
of rooms what they are and how to use them but with out the previous
+
of rooms what they are and how to use them but with out the previous
chapter you may get lost.
+
chapter you may get lost.
  
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 (Link to rmfields) shows a full listing
+
of the room fields you can use.  The (Link to rmfields) shows a full listing
of all the room fields and their types as defined in (Link to ch-03).
+
of all the room fields and their types as defined in (Link to ch-03).
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Room fields and types listing
 
|+Room fields and types listing
Line 872: Line 870:
 
|}
 
|}
 
As you can see there is not a whole lot of fields you have to
 
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 (Link to rmfielddescr) we will expand your knowledge from just knowing what the
+
these fields are not even used on rooms.  In (Link to rmfielddescr) we will expand your knowledge from just knowing what the
field types are to how to set them as well.
+
field types are to how to set them as well.
 
=== Description of room fields ===
 
=== Description of room fields ===
  
Line 880: Line 878:
 
;symbolic name
 
;symbolic name
 
: The rules of the symbols has been explained in (Link to ch-03), if you didn't read them yet you may want to review.
 
: The rules of the symbols has been explained in (Link to ch-03), if you didn't read them yet you may want to review.
The important thing to realize with the room symbol is it is always
+
The important thing to realize with the room symbol is it is always
good practice to give the room a symbol resembling the title so
+
good practice to give the room a symbol resembling the title so
administrators and builders can use the
+
administrators and builders can use the
'''goto''' and the '''wstat''' to easily
+
'''goto''' and the '''wstat''' to easily
goto the room in question.
+
goto the room in question.
 
;title
 
;title
 
: 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.
+
at the end.  The following are good examples of a room title.
 
  <nowiki>
 
  <nowiki>
title "The Post Office"
+
title "The Post Office"
title "The deep dark jungle floor:"
+
title "The deep dark jungle floor:"
title "The Dragon Station control room"
+
title "The Dragon Station control room"
 
</nowiki>
 
</nowiki>
  
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.
 
;names
 
;names
 
: The names field on the rooms are not that important and only should be
 
: The names field on the rooms are not that important and only should be
used if the builder wishes the room to be accessed by the players by a
+
used if the builder wishes the room to be accessed by the players by a
teleport command.  If the room has no names no one will be able to
+
teleport command.  If the room has no names no one will be able to
teleport to it.  On some muds there will be no teleport spell so the
+
teleport to it.  On some muds there will be no teleport spell so the
only use for this field will be for DIL functions the administrator
+
only use for this field will be for DIL functions the administrator
creates.  If a builder wants the room to be accessible by teleport then
+
creates.  If a builder wants the room to be accessible by teleport then
the names should match the title since that is what the player will try
+
the names should match the title since that is what the player will try
to teleport to.  A few good examples of names on a room would look as
+
to teleport to.  A few good examples of names on a room would look as
follows.
+
follows.
 
  <nowiki>
 
  <nowiki>
title "The Post Office"
+
title "The Post Office"
Names {"post office","office"}
+
Names {"post office","office"}
  
title "the thrown room"
+
title "the thrown room"
names {"thrown room","thrown"}
+
names {"thrown room","thrown"}
 
</nowiki>
 
</nowiki>
 
;descr
 
;descr
 
: 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.
 
;outside_descr
 
;outside_descr
 
: 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:
+
lets the character know it is a barrel.  An example would be like:
 
  <nowiki>
 
  <nowiki>
outside_descr "a big old barrel is laying here on its side."
+
outside_descr "a big old barrel is laying here on its side."
 
</nowiki>
 
</nowiki>
  
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.
 
;movement
 
;movement
 
: The movement field defines the endurance cost to a character when moving through
 
: The movement field defines the endurance cost to a character when moving through
this room.  In the future these fields will be adjustable by the use of a define
+
this room.  In the future these fields will be adjustable by the use of a define
file.  Currently all movement fields are constants and are defined in the
+
file.  Currently all movement fields are constants and are defined in the
''vme.h''  The following is the movement sector types and their values.
+
''vme.h''  The following is the movement sector types and their values.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Sector movement values
 
|+Sector movement values
Line 997: Line 995:
 
|}
 
|}
 
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:
+
movement fields would look as follows:
 
  <nowiki>
 
  <nowiki>
movement SECT_FOREST
+
movement SECT_FOREST
movement SECT_HILLS
+
movement SECT_HILLS
 
</nowiki>
 
</nowiki>
  
<blockquote>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.</blockquote>
+
the last one added will be the one used.</blockquote>
 
;flags
 
;flags
 
: This field on a room is used to set special attributes in order to make the room
 
: This field on a room is used to set special attributes in order to make the room
private or no-teleportable and many others.  The following is the list of possible
+
private or no-teleportable and many others.  The following is the list of possible
already defined flags.  Extras can also be used to create special room flags.
+
already defined flags.  Extras can also be used to create special room flags.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Room unit flag affects
 
|+Room unit flag affects
Line 1,018: Line 1,016:
 
|UNIT_FL_PRIVATE
 
|UNIT_FL_PRIVATE
 
|When this flag is set on a room it marks it as a private room.  Commands
 
|When this flag is set on a room it marks it as a private room.  Commands
that honor the private flag will not let more than 2 players into this room.
+
that honor the private flag will not let more than 2 players into this room.
Commands like '''goto''' and direction commands are a few
+
Commands like '''goto''' and direction commands are a few
commands that do honor this flag.
+
commands that do honor this flag.
 
|-
 
|-
 
|UNIT_FL_INVISIBLE
 
|UNIT_FL_INVISIBLE
Line 1,057: Line 1,055:
 
;extra
 
;extra
 
: Extras are the work horse of the VME.  Extras are used in everything from DIL to just normal
 
: Extras are the work horse of the VME.  Extras are used in everything from DIL 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:
+
on a room.  For example if you had a computer room and you described it might look something like this:
 
  <nowiki>
 
  <nowiki>
descr
+
descr
"This small room houses the computer power of the VME development team.
+
"This small room houses the computer power of the VME development team.
All four walls are lined with various pieces of computer equipment old pizza
+
All four walls are lined with various pieces of computer equipment old pizza
boxes and plenty of empty soda cans."
+
boxes and plenty of empty soda cans."
 
</nowiki>
 
</nowiki>
  
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 VME servers we
+
what kinds of computer equipment is scattered about the room.  In the VME 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:
+
may do something like this:
 
  <nowiki>
 
  <nowiki>
descr
+
descr
"This small room houses the computer power of the VME development team.
+
"This small room houses the computer power of the VME development team.
All four walls are lined with various pieces of computer equipment old pizza
+
All four walls are lined with various pieces of computer equipment old pizza
boxes and plenty of empty soda cans."
+
boxes and plenty of empty soda cans."
  
extra {"soda cans", "cans", "soda", "can"}
+
extra {"soda cans", "cans", "soda", "can"}
"These cans are all Canadian blue.  Maybe the Valhalla team hates American
+
"These cans are all Canadian blue.  Maybe the Valhalla team hates American
beer.  Strange all of them look to have strange indentations."
+
beer.  Strange all of them look to have strange indentations."
  
extra {"strange indentations", "strange indentation","indentation"}
+
extra {"strange indentations", "strange indentation","indentation"}
"They are human bite marks.  Is this what happens when code doesn't work right?"
+
"They are human bite marks.  Is this what happens when code doesn't work right?"
  
extra {"pizza boxes","pizza","boxes","box"}
+
extra {"pizza boxes","pizza","boxes","box"}
"Dominos could make a fortune from all these boxes and probably already have
+
"Dominos could make a fortune from all these boxes and probably already have
from the VME team.  you notice all the boxes are empty at least they finish what
+
from the VME team.  you notice all the boxes are empty at least they finish what
they start."
+
they start."
  
extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
+
extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
"I bet you thought you would see what we have running.  Yeah right you might come
+
"I bet you thought you would see what we have running.  Yeah right you might come
over and rob us if we told you that.  All you see is an old XT."
+
over and rob us if we told you that.  All you see is an old XT."
  
extra {"xt"}
+
extra {"xt"}
"Its a hunk of junk really!"
+
"Its a hunk of junk really!"
 
</nowiki>
 
</nowiki>
  
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 VMC will give you a fatal error and
+
don't put them in order the VMC will give you a fatal error and
will not compile your zone.
+
will not compile your zone.
  
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.
+
have to explore your rooms descriptions to find it.
  
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.
+
examples of special extras.
 
  <nowiki>
 
  <nowiki>
extra {"$rockcount"}
+
extra {"$rockcount"}
"5"
+
"5"
  
extra {"$playerkill"}
+
extra {"$playerkill"}
"0"
+
"0"
  
extra {"$coke","$milk","$water"}{1,5,10}
+
extra {"$coke","$milk","$water"}{1,5,10}
"Drinks and amounts"
+
"Drinks and amounts"
 
</nowiki>
 
</nowiki>
  
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
DIL coding you may not understand why you would want extras
+
DIL coding you may not understand why you would want extras
players can't see.  The DIL language can manipulate these extras by
+
players can't see.  The DIL language can manipulate these extras by
reading and writing them in order to change the way a command or
+
reading and writing them in order to change the way a command or
another function works.  For example the last DIL could be used for
+
another function works.  For example the last DIL could be used for
a shopkeeper to tell how many of each type of drink he has.  Notice
+
a shopkeeper to tell how many of each type of drink he has.  Notice
the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
+
the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
only extras being used with DIL functions really need
+
only extras being used with DIL functions really need
them.
+
them.
  
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.
+
following $1n is the activator and $2n is the unit in question.
  
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
players.  This one however is shown to the player when the person
+
players.  This one however is shown to the player when the person
types get on the other names in the extras list.  This easier to
+
types get on the other names in the extras list.  This easier to
describe in an example than in words so the following would be a good
+
describe in an example than in words so the following would be a good
example.:
+
example.:
 
  <nowiki>
 
  <nowiki>
extra {"$get", "statues", "statue"}
+
extra {"$get", "statues", "statue"}
"You attempt to pick up a statue but quickly discover your feeble
+
"You attempt to pick up a statue but quickly discover your feeble
attempts will never work."
+
attempts will never work."
  
{"$get", "red roses", "roses"}
+
{"$get", "red roses", "roses"}
"You bend down to pick a rose, but then decide to leave the beautiful
+
"You bend down to pick a rose, but then decide to leave the beautiful
flower to itself."
+
flower to itself."
 
</nowiki>
 
</nowiki>
  
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.
+
just make the acts as if the items were in the room.
 
;Exits
 
;Exits
 
: 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:
+
below:
 
  <nowiki>
 
  <nowiki>
exit &lt;direction&gt; [to &lt;destination&gt;] [open {&lt;infoflags&gt;}]
+
exit &lt;direction&gt; [to &lt;destination&gt;] [open {&lt;infoflags&gt;}]
[key &lt;keyname&gt;] [keyword {&lt;keywords&gt;}] descr &lt;description&gt; ;
+
[key &lt;keyname&gt;] [keyword {&lt;keywords&gt;}] descr &lt;description&gt; ;
 
</nowiki>
 
</nowiki>
  
 
;exit &lt;directions&gt;
 
;exit &lt;directions&gt;
 
: Is the direction the exit leads, ie. one of north, south ..
 
: Is the direction the exit leads, ie. one of north, south ..
  up, down.
+
  up, down.
 
; to &lt;destinations&gt;
 
; to &lt;destinations&gt;
 
*  
 
*  
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;
+
  with @&lt;zone name&gt;
 
  <nowiki>
 
  <nowiki>
  to myotherroom
+
  to myotherroom
  
  to hisotherroom@hiszone
+
  to hisotherroom@hiszone
 
</nowiki>
 
</nowiki>
 
; open &lt;info flags&gt;
 
; open &lt;info flags&gt;
 
*  
 
*  
  
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.
+
list of possible door flags.
  
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
 
: 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.
+
    otherwise.
 
;EX_CLOSED
 
;EX_CLOSED
 
: Set this if you want the exit to be closed at boot time.
 
: Set this if you want the exit to be closed at boot time.
 
;EX_LOCKED
 
;EX_LOCKED
 
: Set this if you want the exit to be clocked at boot time.
 
: Set this if you want the exit to be clocked at boot time.
<blockquote>
+
<blockquote>
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
    DIL with UnSet();
+
    DIL with UnSet();
</blockquote>
+
</blockquote>
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
 
: 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.
+
    lock of this exit.
 
;EX_HIDDEN
 
;EX_HIDDEN
 
: 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.
+
    searched for it, using the 'search'-command.
  
 
;key &lt;keyname&gt;
 
;key &lt;keyname&gt;
 
: The symbolic name of a key object used for unlocking this exit.
 
: The symbolic name of a key object used for unlocking this exit.
 
  <nowiki>
 
  <nowiki>
key mykey@myzone
+
key mykey@myzone
 
</nowiki>
 
</nowiki>
 
;keyword { &lt;stringlist&gt; }
 
;keyword { &lt;stringlist&gt; }
 
: 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.
+
  hidden exit, these are the keywords the mobile can search for.
 
  <nowiki>
 
  <nowiki>
keyword {"wooden door","door"}
+
keyword {"wooden door","door"}
  
keyword {"hidden door","door","hatch","floor"}
+
keyword {"hidden door","door","hatch","floor"}
 
</nowiki>
 
</nowiki>
 
;descr &lt;description&gt;
 
;descr &lt;description&gt;
 
: 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.
+
  the direction of the exit.
 
;;
 
;;
 
: Every exit statement needs to be terminated with a semi-colon.
 
: Every exit statement needs to be terminated with a semi-colon.
Line 1,233: Line 1,231:
 
==== General notes ====
 
==== General notes ====
 
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.
+
descriptions of the direction.
</blockquote>
+
</blockquote>
 
  <nowiki>
 
  <nowiki>
      exit north descr "An unsurmountable mountain blocks your way.";
+
      exit north descr "An unsurmountable mountain blocks your way.";
 
</nowiki>
 
</nowiki>
 
;minv
 
;minv
 
: This field is rarely used on rooms.  It could however be used to
 
: 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.
+
players below the level of 20.
 
  <nowiki>
 
  <nowiki>
minv 20
+
minv 20
 
</nowiki>
 
</nowiki>
 
;key
 
;key
 
: This field is not used normally on a room.  It is a string that
 
: 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.
+
rooms, objects, and NPCs) are derived from.
 
;manipulate
 
;manipulate
 
: This field is not used normally on a room.  It is an integer that can be
 
: 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.
+
part of the base object all unitptrs are derived from.
 
;alignment
 
;alignment
 
: This field is not used normally on a room.  It is an integer that can be
 
: 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.
+
part of the base object all unitptrs are derived from.
 
;weight
 
;weight
 
: This field is not used normally on a room.  It is an integer that can be
 
: 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.
+
part of the base object all unitptrs are derived from.
 
;capacity
 
;capacity
 
: This field is not used normally on a room.  It is an integer that can be
 
: 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.
+
part of the base object all unitptrs are derived from.
 
;light
 
;light
 
: This field sets the light on a room.  Normally this is not done
 
: 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''.
+
''wmacros.h''.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Light defines
 
|+Light defines
Line 1,297: Line 1,295:
 
|}
 
|}
 
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
lighting you can do so but you don't need to.  You will also notice
+
lighting you can do so but you don't need to.  You will also notice
there are two macros that set the light to the exact same value.  This is
+
there are two macros that set the light to the exact same value.  This is
for compatibility with older code base and if you wish to combine these
+
for compatibility with older code base and if you wish to combine these
two macros or only use one it would not change the way the mud
+
two macros or only use one it would not change the way the mud
works.
+
works.
  
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.
+
done.
 
  <nowiki>
 
  <nowiki>
//To Set always light with macro
+
//To Set always light with macro
ALWAYS_LIGHT
+
ALWAYS_LIGHT
  
//To set Always light with out macro
+
//To set Always light with out macro
light 1
+
light 1
 
</nowiki>
 
</nowiki>
  
You can decide which is easiest for you.
+
You can decide which is easiest for you.
 
;link
 
;link
 
:
 
:
Line 1,324: Line 1,322:
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
 
: The DIL functions are what give VME servers the edge over all other muds.
 
: The DIL functions are what give VME servers the edge over all other muds.
We will only give some examples here and leave it up to the DIL manual to teach
+
We will only give some examples here and leave it up to the DIL 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.
+
objects more than special.
  
There are only currently three room functions that come
+
There are only currently three room functions that come
standard with a VME in the ''function.zon''.  There
+
standard with a VME in the ''function.zon''.  There
are much more in the zones released with the VME but you
+
are much more in the zones released with the VME but you
will have to hunt for those.  The three that come standard are Safe
+
will have to hunt for those.  The three that come standard are Safe
room, Death room, and forced move.  The safe room makes it
+
room, Death room, and forced move.  The safe room makes it
impossible for players to kill each other, the death room is a
+
impossible for players to kill each other, the death room is a
function that lets you make things like rock slides and quick sand,
+
function that lets you make things like rock slides and quick sand,
and the forced move lets you make an easy river.
+
and the forced move lets you make an easy river.
  
Since these are just DIL's written by builders for the
+
Since these are just DIL'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.
+
''function.zon'' for death room.
 
  <nowiki>
 
  <nowiki>
/* Death room DIL
+
/* Death room DIL
*tick is in 4th's of seconds
+
*tick is in 4th's of seconds
* Damage is damage done per tick
+
* Damage is damage done per tick
*act_s is string shown to damaged player.
+
*act_s is string shown to damaged player.
*/
+
*/
dilbegin death_room(tick: integer, damage: integer, act_s: string);
+
dilbegin death_room(tick: integer, damage: integer, act_s: string);
  
var ext: extraptr;
+
var ext: extraptr;
    u  : unitptr;
+
    u  : unitptr;
    i  : integer;
+
    i  : integer;
  
code
+
code
{
+
{
  
if (tick < 12) tick := 12;
+
if (tick < 12) tick := 12;
  
heartbeat := tick;
+
heartbeat := tick;
  
if (damage < 0)
+
if (damage < 0)
    damage := -damage;
+
    damage := -damage;
  
if ("$death room for mobs" in self.extra)
+
if ("$death room for mobs" in self.extra)
    i := UNIT_ST_PC|UNIT_ST_NPC;
+
    i := UNIT_ST_PC|UNIT_ST_NPC;
else
+
else
    i := UNIT_ST_PC;
+
    i := UNIT_ST_PC;
  
while (TRUE)
+
while (TRUE)
{
+
{
wait (SFB_TICK, TRUE);
+
wait (SFB_TICK, TRUE);
  
foreach (i, u)
+
foreach (i, u)
    {
+
    {
    if (u.level >= IMMORTAL_LEVEL)
+
    if (u.level >= IMMORTAL_LEVEL)
        continue;
+
        continue;
  
    if (("$no death room" in u.extra) and (u.type == UNIT_ST_NPC))
+
    if (("$no death room" in u.extra) and (u.type == UNIT_ST_NPC))
        continue; // Don't allow pcs to get this flag
+
        continue; // Don't allow pcs to get this flag
  
    if (act_s != "")
+
    if (act_s != "")
        act ("&[hit_me]"+act_s, A_ALWAYS, u, null, null, TO_CHAR);
+
        act ("&[hit_me]"+act_s, A_ALWAYS, u, null, null, TO_CHAR);
    else
+
    else
        act ("&[hit_me]You bleed from your wounds.",
+
        act ("&[hit_me]You bleed from your wounds.",
            A_ALWAYS, u, null, null, TO_CHAR);
+
            A_ALWAYS, u, null, null, TO_CHAR);
  
    u.hp := u.hp - damage;
+
    u.hp := u.hp - damage;
    position_update (u);
+
    position_update (u);
    }
+
    }
  
}
+
}
  
}
+
}
  
dilend
+
dilend
 
</nowiki>
 
</nowiki>
  
If this DIL function scares you don't worry you don't have to
+
If this DIL 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:
+
this:
 
  <nowiki>
 
  <nowiki>
dilcopy death@function (60,25,"Flames shoot from the floor burning
+
dilcopy death@function (60,25,"Flames shoot from the floor burning
your rear.");
+
your rear.");
 
</nowiki>
 
</nowiki>
  
This says to copy the DIL from zone function with the arguments 60
+
This says to copy the DIL from zone function with the arguments 60
seconds, damage 25% and act as shown.  Pretty simple eh?
+
seconds, damage 25% and act as shown.  Pretty simple eh?
  
All released DIL room functions are described in
+
All released DIL room functions are described in
(Link to rmdilfunc).
+
(Link to 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 (Link to rmcomplex)
+
to use them in (Link to rmcomplex)
  
 
=== Building your first room ===
 
=== Building your first room ===
  
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.
+
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 (Link to 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 (Link to 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.
  
When making rooms you create the zone source file first as shown
+
The first part of all rooms is the symbolic name it is good to
in (Link to ch-02)If you only have rooms you do not need the
+
always pick a name that will match the title so you can use the
%reset, %objects, and %mobiles.  For the examples in this chapter we
+
administrator command '''goto''' to easily get to the
will use the zone we created in (Link to ch-02) and add the %room
+
roomThe reason is when you use the command
tag where we will put all the rooms. At the end of the chapter we will
+
'''wstat''' it will only show you a list of the rooms
have the entire zone so you can see it all together.
+
by symbolic name for example if you type
 +
'''wstat zone dragon room'''
 +
You will get the following:
  
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 '''goto''' to easily get to the
 
room.  The reason is when you use the command
 
'''wstat''' it will only show you a list of the rooms
 
by symbolic name for example if you type
 
'''wstat zone dragon room'''
 
You will get  the following:
 
 
 
  <nowiki>
 
  <nowiki>
List of rooms in zone Dragon:
+
List of rooms in zone Dragon:
chamber portal office
+
chamber portal office
 
</nowiki>
 
</nowiki>
  
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:
+
it might look like this:
 
  <nowiki>
 
  <nowiki>
List of rooms in zone Dragon:
+
List of rooms in zone Dragon:
st_rm1 st_rm2 st_rm3
+
st_rm1 st_rm2 st_rm3
 
</nowiki>
 
</nowiki>
  
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.
+
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.
+
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>
chamber
+
chamber
end
+
end
 
</nowiki>
 
</nowiki>
  
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
around your house and telling them what each room was like this is
+
around your house and telling them what each room was like this is
'My houses big bathroom' or maybe this is 'The computer room'.  The
+
'My houses big bathroom' or maybe this is 'The computer room'.  The
description should be something you would tell an interior
+
description should be something you would tell an interior
decorator you were talking to on the phone and asking for
+
decorator you were talking to on the phone and asking for
advice.  He would want to know everything about the room you
+
advice.  He would want to know everything about the room you
can see so he could give you good advice.
+
can see so he could give you good advice.
 
  <nowiki>
 
  <nowiki>
chamber
+
chamber
title "The middle chamber of the station"
+
title "The middle chamber of the station"
descr
+
descr
"This chamber seems to have the entire station rotating around it.
+
"This chamber seems to have the entire station rotating around it.
Small human size ornate chairs with dragon designs scrawled on the
+
Small human size ornate chairs with dragon designs scrawled on the
arms and back are arranged in a triangle like setting with one large
+
arms and back are arranged in a triangle like setting with one large
chair at the front.  This must be where all station meetings are held.
+
chair at the front.  This must be where all station meetings are held.
large pictures cover the walls depicting dragons in all kinds of
+
large pictures cover the walls depicting dragons in all kinds of
situations.  Small passages lead of to the west and the east.
+
situations.  Small passages lead of to the west and the east.
."
+
."
end
+
end
 
</nowiki>
 
</nowiki>
  
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.
+
our little room.
 
  <nowiki>
 
  <nowiki>
extra {"chairs","chair"}
+
extra {"chairs","chair"}
"The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."
+
with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair watching you."
+
"An intelligent looking dragon is sitting perched on a large chair watching you."
 
</nowiki>
 
</nowiki>
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.
+
is the two exits leading to the other rooms.
 
  <nowiki>
 
  <nowiki>
west to portal descr "You see a small room.";
+
west to portal descr "You see a small room.";
  
east to office descr "You see what looks to be an office.";
+
east to office descr "You see what looks to be an office.";
 
</nowiki>
 
</nowiki>
  
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
+
problem.  Lets take a look at our entire finished first room
 
  <nowiki>
 
  <nowiki>
chamber
+
chamber
title "The middle chamber of the station"
+
title "The middle chamber of the station"
descr
+
descr
"This chamber seems to have the entire station rotating around it.
+
"This chamber seems to have the entire station rotating around it.
Small human size ornate chairs with dragon designs scrawled on the
+
Small human size ornate chairs with dragon designs scrawled on the
arms and back are arranged in a triangle like setting with one large
+
arms and back are arranged in a triangle like setting with one large
chair at the front.  This must be where all station meetings are held.
+
chair at the front.  This must be where all station meetings are held.
large pictures cover the walls depicting dragons in all kinds of
+
large pictures cover the walls depicting dragons in all kinds of
situations.  Small passages lead of to the west and the east.
+
situations.  Small passages lead of to the west and the east.
."
+
."
  
extra {"chairs","chair"}
+
extra {"chairs","chair"}
"The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."
+
with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair watching you."
+
"An intelligent looking dragon is sitting perched on a large chair watching you."
west to portal descr "You see a small room.";
+
west to portal descr "You see a small room.";
  
east to office descr "You see what looks to be an office.";
+
east to office descr "You see what looks to be an office.";
end
+
end
 
</nowiki>
 
</nowiki>
 
=== Compiling and debugging your first room ===
 
=== Compiling and debugging your first room ===
  
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 VME server can
+
your first zone and compile it into a format the VME server can
use.  This is done by using the VMC compiler.  Depending on if you
+
use.  This is done by using the VMC compiler.  Depending on if you
are doing this on your own Linux server or if you are building for a
+
are doing this on your own Linux server or if you are building for a
VME already set up you will have to use the compiler access
+
VME already set up you will have to use the compiler access
method they have defined.  No matter if you are compiling by email,
+
method they have defined.  No matter if you are compiling by email,
ftp, or at the command line with VMC the error messages will all be
+
ftp, or at the command line with VMC the error messages will all be
the same.  Since I have no idea how your particular set up is
+
the same.  Since I have no idea how your particular set up is
designed I will explain the errors that the compiler will return and
+
designed I will explain the errors that the compiler will return and
you will have to ask your system administrator how to access the
+
you will have to ask your system administrator how to access the
compiler.  The rest of this section is written as if you have your
+
compiler.  The rest of this section is written as if you have your
own VME running on your own Linux box using the VMC at the command
+
own VME running on your own Linux box using the VMC at the command
line.
+
line.
  
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
more rooms you have the more confused you can make the compiler if
+
more rooms you have the more confused you can make the compiler if
you have a lot of errors and you may not be able to figure out where
+
you have a lot of errors and you may not be able to figure out where
your first mistake was easily.  In our case we only have our first
+
your first mistake was easily.  In our case we only have our first
room and the header information for the zone so lets put it together
+
room and the header information for the zone so lets put it together
now and try and compile it.
+
now and try and compile it.
 
  <nowiki>
 
  <nowiki>
#include composed.h>
+
#include composed.h>
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOw
+
reset RESET_ANYHOw
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%rooms
+
%rooms
  
chamber
+
chamber
title "The middle chamber of the station
+
title "The middle chamber of the station
descr
+
descr
"This chamber seems to have the entire station rotating around it.
+
"This chamber seems to have the entire station rotating around it.
Small human size ornate chairs with dragon designs scrawled on the
+
Small human size ornate chairs with dragon designs scrawled on the
arms and back are arranged in a triangle like setting with one large
+
arms and back are arranged in a triangle like setting with one large
chair at the front.  This must be where all station meetings are held.
+
chair at the front.  This must be where all station meetings are held.
large pictures cover the walls depicting dragons in all kinds of
+
large pictures cover the walls depicting dragons in all kinds of
situations.  Small passages lead of to the west and the east.
+
situations.  Small passages lead of to the west and the east.
."
+
."
  
extra {"chair","chairs"}
+
extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is
+
"The chairs are made of some metal you don't recognize and every inch is
covered with some kind of dragon."
+
covered with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intelligent looking dragon is sitting perched on a large chair watching you."
+
"An intelligent looking dragon is sitting perched on a large chair watching you."
west to portal descr "You see a small room.";
+
west to portal descr "You see a small room.";
  
east to office descr "You see what looks to be an office.";
+
east to office descr "You see what looks to be an office.";
end
+
end
  
%end
+
%end
 
</nowiki>
 
</nowiki>
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 VME server for
+
and now its ready to be compiled and put into the VME server for
you to be able to look at it in the game.  If you downloaded our
+
you to be able to look at it in the game.  If you downloaded our
example zones for this document you can compile this zone along with
+
example zones for this document you can compile this zone along with
us and fix the errors as we do for practice.  The filename is
+
us and fix the errors as we do for practice.  The filename is
''debug_rm.zon''.  Just so you know the errors in this
+
''debug_rm.zon''.  Just so you know the errors in this
zone are intentional so please don't write me an email telling me
+
zone are intentional so please don't write me an email telling me
there are errors in it.
+
there are errors in it.
  
The command to compile the zone is
+
The command to compile the zone is
'''VMC debug_rm.zon'''.
+
'''VMC debug_rm.zon'''.
Here is what we get when we first try and
+
Here is what we get when we first try and
compile the zone.
+
compile the zone.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [Apr 28 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [Apr 28 2001]
Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
&lt;debug_rm.zon&gt; @ 2: Bad include argument
+
&lt;debug_rm.zon&gt; @ 2: Bad include argument
&lt;debug_rm.zon&gt; @ 48: Token too long
+
&lt;debug_rm.zon&gt; @ 48: Token too long
Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.
+
Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.
 
</nowiki>
 
</nowiki>
  
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
with one fix.  The reason is once a compiler hits something it
+
with one fix.  The reason is once a compiler hits something it
doesn't understand it gets confused with the rest of the file.  It
+
doesn't understand it gets confused with the rest of the file.  It
is sort of like if you thought the word 'water' meant 'fire' and you
+
is sort of like if you thought the word 'water' meant 'fire' and you
tried to read a book it would get confusing really fast.  So you have
+
tried to read a book it would get confusing really fast.  So you have
to correct the definition of 'water' to understand the rest of the
+
to correct the definition of 'water' to understand the rest of the
book.
+
book.
  
Lets take the first error with this in mind.  The first error
+
Lets take the first error with this in mind.  The first error
shows up on line three of the error file it says:
+
shows up on line three of the error file it says:
 
  <nowiki>
 
  <nowiki>
&lt;debug_rm.zon&gt; @ 2: Bad include argument
+
&lt;debug_rm.zon&gt; @ 2: Bad include argument
 
</nowiki>
 
</nowiki>
  
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
be this clear but the compiler does its best to get you close to the
+
be this clear but the compiler does its best to get you close to the
error.  Now if you look at line two in ''debug_rm.zon'',
+
error.  Now if you look at line two in ''debug_rm.zon'',
you will find, we forgot to put in the '&lt;' symbol.  If you fix
+
you will find, we forgot to put in the '&lt;' symbol.  If you fix
the line to look like:
+
the line to look like:
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
 
</nowiki>
 
</nowiki>
Then recompile you will have fixed your first error and get a whole new
+
Then recompile you will have fixed your first error and get a whole new
set to play with.  The following is the errors we got after fixing line
+
set to play with.  The following is the errors we got after fixing line
two:
+
two:
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
&lt;debug_rm.zon&gt; @ 47: EOF in string
+
&lt;debug_rm.zon&gt; @ 47: EOF in string
debug_rm.zon: 4: parse error
+
debug_rm.zon: 4: parse error
  Token: 'RESET_ANYHOw'
+
  Token: 'RESET_ANYHOw'
debug_rm.zon: 21: parse error
+
debug_rm.zon: 21: parse error
  Token: 'This'
+
  Token: 'This'
debug_rm.zon: 26: parse error
+
debug_rm.zon: 26: parse error
  Token: 'and'
+
  Token: 'and'
debug_rm.zon: 26: parse error
+
debug_rm.zon: 26: parse error
  Token: '.'
+
  Token: '.'
Grave errors in file 'debug_rm.zon'.
+
Grave errors in file 'debug_rm.zon'.
 
</nowiki>
 
</nowiki>
  
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
file the first line is not the first error we need to fix.  We have
+
file the first line is not the first error we need to fix.  We have
to do some logical reasoning here.  The first error the compiler
+
to do some logical reasoning here.  The first error the compiler
came across was the one on line 4 that shows up around line 4 of the
+
came across was the one on line 4 that shows up around line 4 of the
error file.  The lines before it are letting you know somewhere
+
error file.  The lines before it are letting you know somewhere
else in the file there is a missing quote.  If we clean up the first
+
else in the file there is a missing quote.  If we clean up the first
error however we might be able to find this missing quote much easier.
+
error however we might be able to find this missing quote much easier.
So lets do that lets start by looking at line 4 which is saying the
+
So lets do that lets start by looking at line 4 which is saying the
compiler doesn't understand what the token 'RESET_ANYHOw' is.  This
+
compiler doesn't understand what the token 'RESET_ANYHOw' is.  This
makes sense the token should be 'RESET_ANYHOW' and the compiler is
+
makes sense the token should be 'RESET_ANYHOW' and the compiler is
case sensitive.  So all we need to do to fix this one is capitalize the
+
case sensitive.  So all we need to do to fix this one is capitalize the
'w' and the error should be cleared up lets try that and recompile and
+
'w' and the error should be cleared up lets try that and recompile and
see what the errors look like.  With that line fixed the following is
+
see what the errors look like.  With that line fixed the following is
the errors we get.
+
the errors we get.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
&lt;debug_rm.zon&gt; @ 47: EOF in string
+
&lt;debug_rm.zon&gt; @ 47: EOF in string
debug_rm.zon: 21: parse error
+
debug_rm.zon: 21: parse error
  Token: 'This'
+
  Token: 'This'
debug_rm.zon: 26: parse error
+
debug_rm.zon: 26: parse error
  Token: 'and'
+
  Token: 'and'
debug_rm.zon: 26: pars
+
debug_rm.zon: 26: pars
e error
+
e error
  Token: '.'
+
  Token: '.'
Grave errors in file 'debug_rm.zon'.
+
Grave errors in file 'debug_rm.zon'.
 
</nowiki>
 
</nowiki>
  
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
to line '21' you will notice the line looks fine.  When you run
+
to line '21' you will notice the line looks fine.  When you run
into an error like this where the error is not exactly on the line
+
into an error like this where the error is not exactly on the line
scroll up to the field before the one in question and you should find the
+
scroll up to the field before the one in question and you should find the
problem.  In this case we forgot a '"' on the 'title' line and
+
problem.  In this case we forgot a '"' on the 'title' line and
confused the compiler because it thought the ending quote was the one
+
confused the compiler because it thought the ending quote was the one
after the 'descr' field.  Therefore the compiler didn't understand the
+
after the 'descr' field.  Therefore the compiler didn't understand the
'This' as a field.  This is one of the harder errors to find but once
+
'This' as a field.  This is one of the harder errors to find but once
you get used to it will come naturally and the compiler does try to
+
you get used to it will come naturally and the compiler does try to
get you close.  Now if we add the '"' we are missing and recompile
+
get you close.  Now if we add the '"' we are missing and recompile
the following is the output we get.
+
the following is the output we get.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_rm.zon'
+
Compiling 'debug_rm.zon'
VMC Done.
+
VMC Done.
 
</nowiki>
 
</nowiki>
  
Notice there are no errors and it says 'VMC done', this means
+
Notice there are no errors and it says 'VMC done', this means
you have now successfully compiled the zone.  I want you to look at the
+
you have now successfully compiled the zone.  I want you to look at the
last error file and the fact that we only changed a quote to go from it
+
last error file and the fact that we only changed a quote to go from it
to no errors.  This is why you always deal with one error at a time.
+
to no errors.  This is why you always deal with one error at a time.
Sometimes fixing one error can fix a lot of the weird errors that make
+
Sometimes fixing one error can fix a lot of the weird errors that make
no sense.  In fact I have seen one quote cause as much as 50 errors so
+
no sense.  In fact I have seen one quote cause as much as 50 errors so
if you jump around trying to fix errors that look like they make sense
+
if you jump around trying to fix errors that look like they make sense
you may end up making more work for yourself.
+
you may end up making more work for yourself.
  
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.
+
with a new extension in this case you should have the following.
 
  <nowiki>
 
  <nowiki>
debug_rm.data
+
debug_rm.data
debug_rm.err
+
debug_rm.err
debug_rm.reset
+
debug_rm.reset
debug_rm.zon
+
debug_rm.zon
 
</nowiki>
 
</nowiki>
  
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 VME staff for
+
is something seriously wrong and you may want to write the VME staff for
help.  To get your new zone in the mud all that is needed is to make
+
help.  To get your new zone in the mud all that is needed is to make
sure your zone is in the zonelist in the VME etc directory and copy
+
sure your zone is in the zonelist in the VME etc directory and copy
these files into your zone directory.  Then reboot the mud.  You should
+
these files into your zone directory.  Then reboot the mud.  You should
be able to log on your builder character and goto your zone by typing,
+
be able to log on your builder character and goto your zone by typing,
'''goto chamber@dragonst'''.
+
'''goto chamber@dragonst'''.
  
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.
+
interesting things you can do when making your rooms.
 
=== DIL functions for rooms ===
 
=== DIL functions for rooms ===
  
The DIL language is the language a builder can use to make his own
+
The DIL language is the language a builder can use to make his own
special functions on rooms, NPCs, objects, PCs, and much more.  This
+
special functions on rooms, NPCs, objects, PCs, and much more.  This
manual is for basic zone writing and therefore will not go into how to
+
manual is for basic zone writing and therefore will not go into how to
write your own DIL functions.  The VME however is released with many
+
write your own DIL functions.  The VME however is released with many
functions for you as an Administrator and your builders to use to make
+
functions for you as an Administrator and your builders to use to make
special rooms, NPCs, and objects.  The following is a list of all room
+
special rooms, NPCs, and objects.  The following is a list of all room
functions released with the VME 2.0 server.
+
functions released with the VME 2.0 server.
  
  
 
;Death room
 
;Death room
 
: This function is a simple function that allows you to create a
 
: This function is a simple function that allows you to create a
room to do damage to a player. The death_room can kill them slowly like
+
room to do damage to a player. The death_room can kill them slowly like
a fire cave would or it can kill them quickly as if you stuck them in a
+
a fire cave would or it can kill them quickly as if you stuck them in a
microwave it is all up to how you set the arguments.  It also lets you
+
microwave it is all up to how you set the arguments.  It also lets you
see the acts the players see so this function can be used on any number
+
see the acts the players see so this function can be used on any number
of death style rooms.  There is no need to understand how the function
+
of death style rooms.  There is no need to understand how the function
works just how to use it so with that in mind the following is the
+
works just how to use it so with that in mind the following is the
functions header.
+
functions header.
 
  <nowiki>
 
  <nowiki>
//In function.zon
+
//In function.zon
dilbegin death_room(tick: integer, damage: integer, act_s: string);
+
dilbegin death_room(tick: integer, damage: integer, act_s: string);
 
</nowiki>
 
</nowiki>
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 DIL you have three arguments to pass The first is the
+
the rest.  In this DIL you have three arguments to pass The first is the
'tick' or time which in this DIL is broken down into 'ticks' which are 4
+
'tick' or time which in this DIL is broken down into 'ticks' which are 4
ticks per second.  Thus if you wanted to get something to do damage
+
ticks per second.  Thus if you wanted to get something to do damage
every minute you would put '60*4' in that spot.  The next is the amount
+
every minute you would put '60*4' in that spot.  The next is the amount
of damage you want done per your time.  If for example you want '60' hit
+
of damage you want done per your time.  If for example you want '60' hit
+points damage done each round you just put '60' as that argument.
+
+points damage done each round you just put '60' as that argument.
Finally is the act shown to the character as a string in quotes.  So a
+
Finally is the act shown to the character as a string in quotes.  So a
finished death room on your room would look like this.
+
finished death room on your room would look like this.
 
  <nowiki>
 
  <nowiki>
dilcopy death_room@function(4*60,60,
+
dilcopy death_room@function(4*60,60,
"Flames shoot up from the floor burning your butt.");
+
"Flames shoot up from the floor burning your butt.");
 
</nowiki>
 
</nowiki>
 
;Climb
 
;Climb
 
: This special DIL is used for the climb skill and should be set on
 
: This special DIL is used for the climb skill and should be set on
    stationary objects (stationary mast, robe, tree, wall, etc). The
+
    stationary objects (stationary mast, robe, tree, wall, etc). The
    'difficulty' is the skill-amount required to climb. A skill of 100
+
    'difficulty' is the skill-amount required to climb. A skill of 100
    would be a 50% chance for the expert thief / climber. The 'damage'
+
    would be a 50% chance for the expert thief / climber. The 'damage'
    is how much damage is given if you fail to climb the object. When
+
    is how much damage is given if you fail to climb the object. When
    you fail, you "fall" to the 'destination', so you can make gravity
+
    you fail, you "fall" to the 'destination', so you can make gravity
    work correctly. The destination can be the same room in which you
+
    work correctly. The destination can be the same room in which you
    started but it doesn't have to be. The 'direction' is the direction
+
    started but it doesn't have to be. The 'direction' is the direction
    in which you want the person to have to climb enclosed in quotes.
+
    in which you want the person to have to climb enclosed in quotes.
  
With all this in mind the following is the DIL definition and
+
With all this in mind the following is the DIL definition and
an example use of it.
+
an example use of it.
 
  <nowiki>
 
  <nowiki>
//DIL definition
+
//DIL definition
dilbegin climb(destination:string, difficulty:integer,
+
dilbegin climb(destination:string, difficulty:integer,
                damage:integer,direction:integer);
+
                damage:integer,direction:integer);
  
//Example use of Climb
+
//Example use of Climb
dilcopy climb@function("deck@ship", 17, 20, "up");
+
dilcopy climb@function("deck@ship", 17, 20, "up");
 
</nowiki>
 
</nowiki>
  
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 DIL on the room you are climbing
+
back down you will need to put a climb DIL on the room you are climbing
too that has the "down" directory as an argument.  This DIL also allows
+
too that has the "down" directory as an argument.  This DIL 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.
+
have a link between the two places.
 
;Force move
 
;Force move
 
: This function allows you to move a player or NPC from a room to another
 
: 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.
+
room with out having the player or NPC type or do anything.
  
The following is the definition of the force move DIL
+
The following is the definition of the force move DIL
 
  <nowiki>
 
  <nowiki>
dilbegin force_move (tick: integer, strings: string, random: integer);
+
dilbegin force_move (tick: integer, strings: string, random: integer);
 
</nowiki>
 
</nowiki>
  
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
the first being the symbolic name of the room you are forcing the
+
the first being the symbolic name of the room you are forcing the
character to.  The second string is the act you want shown to the player
+
character to.  The second string is the act you want shown to the player
or NPC when it is moved.  The final parameter is either a one or a zero.
+
or NPC when it is moved.  The final parameter is either a one or a zero.
The one stands for true and it would make the timer trigger randomly
+
The one stands for true and it would make the timer trigger randomly
fifty percent of the time, while a zero would make it not random.
+
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.
+
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.
 
  <nowiki>
 
  <nowiki>
dilcopy force_move@function(4*30,{"river2@riverzon","You float down the river."},0);
+
dilcopy force_move@function(4*30,{"river2@riverzon","You float down the river."},0);
 
</nowiki>
 
</nowiki>
 
;Safe room
 
;Safe room
 
: This function creates a safe room where combat is not allowed.
 
: This function creates a safe room where combat is not allowed.
The following is the definition and an example of how to use it.
+
The following is the definition and an example of how to use it.
 
  <nowiki>
 
  <nowiki>
//Safe room DIL definition
+
//Safe room DIL definition
dilbegin safe_room ();
+
dilbegin safe_room ();
  
//Example use of Safe room
+
//Example use of Safe room
dilcopy safe_room@function ();
+
dilcopy safe_room@function ();
 
</nowiki>
 
</nowiki>
  
 
=== A more complex set of rooms ===
 
=== A more complex set of rooms ===
  
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
the exits and what can be done with them including doors, hidden doors and
+
the exits and what can be done with them including doors, hidden doors and
rooms inside other rooms.  We will also show some examples of the room
+
rooms inside other rooms.  We will also show some examples of the room
DIL functions being used that were described in the previous section.
+
DIL 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.
+
compile and play with.
 
==== Exits with doors ====
 
==== Exits with doors ====
  
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.
+
not already encountered so we will start with an example.
 
  <nowiki>
 
  <nowiki>
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom...."
+
side to side and top to bottom...."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station...."
+
"Large paintings fill the walls of this part of the station...."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
end
+
end
 
</nowiki>
 
</nowiki>
  
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
add the doors reset to the '%reset' section.  The door resets will be
+
add the doors reset to the '%reset' section.  The door resets will be
explained in (Link to ch-07).  Notice also in this example
+
explained in (Link to ch-07).  Notice also in this example
we have a direction both in the room you are going to and the room you
+
we have a direction both in the room you are going to and the room you
came from.  This means you need a 'west' direction for every 'east'
+
came from.  This means you need a 'west' direction for every 'east'
direction leading to it.  If you do not put both you will end up with a
+
direction leading to it.  If you do not put both you will end up with a
one way direction.
+
one way direction.
 
==== Locked exits ====
 
==== Locked exits ====
  
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 VME is ready for you.  You
+
safe to leave your doors unlocked.  Well the VME 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.
+
a key.
  
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.
+
0 and thus be easy to pick.
 
  <nowiki>
 
  <nowiki>
#define DOOR_LOCK_DEF(north_lock, east_lock, south_lock, west_lock,\
+
#define DOOR_LOCK_DEF(north_lock, east_lock, south_lock, west_lock,\
up_lock, down_lock, northeast_lock, northwest_lock, southeast_lock,\
+
up_lock, down_lock, northeast_lock, northwest_lock, southeast_lock,\
southwest_lock)
+
southwest_lock)
 
</nowiki>
 
</nowiki>
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
+
following would be the line you would add to your room
 
  <nowiki>
 
  <nowiki>
DOOR_LOCK_DEF(50, 0, 0, 0, 0, 0, 0, 0, 0, 0)
+
DOOR_LOCK_DEF(50, 0, 0, 0, 0, 0, 0, 0, 0, 0)
 
</nowiki>
 
</nowiki>
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.
+
the room.
 
  <nowiki>
 
  <nowiki>
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom...."
+
side to side and top to bottom...."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
DOOR_LOCK_DEF(0, 50, 0, 0, 0, 0, 0, 0, 0, 0)
+
DOOR_LOCK_DEF(0, 50, 0, 0, 0, 0, 0, 0, 0, 0)
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station...."
+
"Large paintings fill the walls of this part of the station...."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
DOOR_LOCK_DEF(0, 0, 0, 50, 0, 0, 0, 0, 0, 0)
+
DOOR_LOCK_DEF(0, 0, 0, 50, 0, 0, 0, 0, 0, 0)
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
end
+
end
 
</nowiki>
 
</nowiki>
  
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
(Link to ch-07).
+
(Link to ch-07).
 
==== Hidden exits ====
 
==== Hidden exits ====
  
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.
+
both or either with the following macro added to your exit.
 
  <nowiki>
 
  <nowiki>
#define SECRET_DOOR_DIFFICULTY(DIR, SKILL) \
+
#define SECRET_DOOR_DIFFICULTY(DIR, SKILL) \
extra{SECRET_DOOR} {DIR, SKILL}\
+
extra{SECRET_DOOR} {DIR, SKILL}\
""
+
""
 
</nowiki>
 
</nowiki>
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.
+
would add this before or after your exits.
 
  <nowiki>
 
  <nowiki>
SECRET_DOOR_DIFFICULTY(NORTH, 50)
+
SECRET_DOOR_DIFFICULTY(NORTH, 50)
 
</nowiki>
 
</nowiki>
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.
+
hidden door.
 
  <nowiki>
 
  <nowiki>
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station..."
+
"Large paintings fill the walls of this part of the station..."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
south to portal_room descr
+
south to portal_room descr
"You see what looks to be a portal room."
+
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
end
+
end
  
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Rooms inside of rooms ====
 
==== Rooms inside of rooms ====
  
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
case I want to put a transporter pad in the room that is also a room
+
case I want to put a transporter pad in the room that is also a room
so you can exit back into the room you came from.  In the case of the
+
so you can exit back into the room you came from.  In the case of the
teleporter I could use an object but as you will find it is much easier
+
teleporter I could use an object but as you will find it is much easier
to deal with a room for this than an object.
+
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
+
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.
+
semi-colon.  The following is what the line would look like.
 
  <nowiki>
 
  <nowiki>
in &lt;room that room is in&gt;
+
in &lt;room that room is in&gt;
 
</nowiki>
 
</nowiki>
Not too hard.  The following are two rooms one in the other.
+
Not too hard.  The following are two rooms one in the other.
 
  <nowiki>
 
  <nowiki>
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"green field","field"}
+
extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
+
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
//A link to the portal is also here
+
//A link to the portal is also here
end
+
end
  
room_port
+
room_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in portal_room
+
in portal_room
end
+
end
 
</nowiki>
 
</nowiki>
  
<blockquote>
+
<blockquote>
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.</blockquote>
+
of using the 'outside_descr'.  Also doors and locks work the same way as before you can even hide this exit.</blockquote>
 
==== A room using force move. ====
 
==== A room using force move. ====
  
  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
sucks the player into another room.  In these situations we need to use
+
sucks the player into another room.  In these situations we need to use
the force move DIL, explained in the previous section.  Here we
+
the force move DIL, 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.
 
  <nowiki>
 
  <nowiki>
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"green field","field"}
+
extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
+
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
//A link to the portal is also here
+
//A link to the portal is also here
  
end
+
end
ship_port
+
ship_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in ship
+
in ship
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
 
</nowiki>
 
</nowiki>
  
 
==== A death room ====
 
==== A death room ====
  
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 DIL function
+
room that will kill a player instantly.  I will use the DIL function
Death room and the room would simply look as follows.
+
Death room and the room would simply look as follows.
 
  <nowiki>
 
  <nowiki>
deathspace
+
deathspace
title"Open space"
+
title"Open space"
descr
+
descr
"You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
dilcopy death_room@function (
+
dilcopy death_room@function (
//how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
4,
+
4,
//damage
+
//damage
400,
+
400,
//act for the damage.
+
//act for the damage.
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
+
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
  
end
+
end
 
</nowiki>
 
</nowiki>
 
=== Putting the rooms together ===
 
=== Putting the rooms together ===
  
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.
+
this.
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%rooms
+
%rooms
  
chamber
+
chamber
title "The middle chamber of the station"
+
title "The middle chamber of the station"
descr
+
descr
"This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
and the east.."
+
and the east.."
  
extra {"chair","chairs"}
+
extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."
+
with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to disposal_room descr
+
west to disposal_room descr
"You see a small room.";
+
"You see a small room.";
  
east to hallway descr
+
east to hallway descr
"You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
end
+
end
  
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
extra {"windows","window"}
+
extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  what else would you want to know?"
+
"Well what can be said it looks to be in perfect condition.  what else would you want to know?"
  
extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems very soft to
+
floor along the north wall is lined with some kind of fabric and seems very soft to
walk on, it may be some kind of dragon lounge judging by how large an
+
walk on, it may be some kind of dragon lounge judging by how large an
area it covers.  There is a passage to the west."
+
area it covers.  There is a passage to the west."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"paintings","painting"}
+
extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
extra {"wizard","staff"}
+
extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
find it."
+
find it."
  
extra {"desk"}
+
extra {"desk"}
"Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
seems totally empty."
+
seems totally empty."
  
extra{"fabric"}
+
extra{"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
south to portal_room descr
+
south to portal_room descr
"You see what looks to be a portal room."
+
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
end
+
end
  
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"green field","field"}
+
extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
+
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
//A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
end
+
end
  
ship_port
+
ship_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in ship
+
in ship
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
room_port
+
room_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in portal_room
+
in portal_room
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
disposal_room
+
disposal_room
title "Red field room"
+
title "Red field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
+
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"red field","field"}
+
extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
+
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
east to chamber descr
+
east to chamber descr
"You see the main chamber.";
+
"You see the main chamber.";
  
//A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
end
+
end
  
dis_port
+
dis_port
names {"red field","field"}
+
names {"red field","field"}
title "Red field"
+
title "Red field"
descr
+
descr
"Red Mist swirls about you."
+
"Red Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
dilcopy force_move@function(
+
dilcopy force_move@function(
//how fast to force move in seconds
+
//how fast to force move in seconds
4,
+
4,
//room to force move to and act
+
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
//true or false random move or not
+
//true or false random move or not
0);
+
0);
in disposal_room
+
in disposal_room
  
end
+
end
  
ship
+
ship
title "War dragon"
+
title "War dragon"
descr
+
descr
"Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
wall."
+
wall."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"view port"}
+
extra {"view port"}
"Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
extra {"view screen","screen"}
+
extra {"view screen","screen"}
"It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
to turn it on."
+
to turn it on."
  
extra {"controls","control"}
+
extra {"controls","control"}
"The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
a planet."
+
a planet."
  
extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
//A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
end
+
end
  
deathspace
+
deathspace
title"Open space"
+
title"Open space"
descr
+
descr
"You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
dilcopy death_room@function (
+
dilcopy death_room@function (
//how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
4,
+
4,
//damage
+
//damage
400,
+
400,
//act for the damage.
+
//act for the damage.
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
+
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
  
end
+
end
  
%end
+
%end
 
</nowiki>
 
</nowiki>
 
=== Suggested room exercises ===
 
=== Suggested room exercises ===
  
1. Create a door between the Disposal room and the main chamber
+
1. 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.
  
2. Create another hallway to the south of the main chamber that leads
+
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
+
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.
+
ship.
  
3. Using the Dragon station zone as a guide create your own zone with
+
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  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.
+
cube marked with 'X' on the sides.
  
4.Make a 3 room cliff that uses the climb DIL function to climb from the bottom to top.
+
4.Make a 3 room cliff that uses the climb DIL function to climb from the bottom to top.
 
== The NPC section ==
 
== The NPC section ==
  
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
+
are the things players will hunt and interact with
  
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 (Link to npcfields) shows a full listing
+
of the NPC fields you can use.  The (Link to npcfields) shows a full listing
of all the NPC fields and their types as defined in (Link to ch-03).
+
of all the NPC fields and their types as defined in (Link to ch-03).
 
{| class="wikitable"
 
{| class="wikitable"
 
|+NPC fields and types
 
|+NPC fields and types
Line 2,637: Line 2,635:
 
|}
 
|}
 
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
(Link to npcfields), can also be found in NPCs.  The fields do
+
(Link to 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.
+
they pertains to rooms and or NPCs.
 
=== Description of NPC fields ===
 
=== Description of NPC fields ===
  
Line 2,647: Line 2,645:
 
;symbolic name
 
;symbolic name
 
: The rules of the symbols has been explained in (Link to ch-03), if you didn't read them yet you may want to review.
 
: The rules of the symbols has been explained in (Link to ch-03), if you didn't read them yet you may want to review.
The important thing to realize with the NPC symbol is it is always
+
The important thing to realize with the NPC symbol is it is always
good practice to give the NPC a symbol that resembles the title so
+
good practice to give the NPC a symbol that resembles the title so
that administrators and builders can use the
+
that administrators and builders can use the
'''load''' and the '''wstat''' to easily
+
'''load''' and the '''wstat''' to easily
locate, examine, and load the NPC in question.
+
locate, examine, and load the NPC in question.
 
;title
 
;title
 
: The NPC title is what is shown if the NPC is being attacked or talking.
 
: The NPC title is what is shown if the NPC is being attacked or talking.
It is also what is shown if the NPC can be picked up.  there should be
+
It is also what is shown if the NPC can be picked up.  there should be
no punctuation in the NPC title because of how it is used in the VME
+
no punctuation in the NPC title because of how it is used in the VME
server.  If you add punctuation or forget to capitalize something
+
server.  If you add punctuation or forget to capitalize something
that the VMC thinks you should it will give you a warning when you
+
that the VMC thinks you should it will give you a warning when you
compile.
+
compile.
 
  <nowiki>
 
  <nowiki>
title "a small dog"
+
title "a small dog"
title "Hansen"
+
title "Hansen"
title "a black dragon"
+
title "a black dragon"
title "Drako"
+
title "Drako"
title "an elephant"
+
title "an elephant"
 
</nowiki>
 
</nowiki>
 
; descr
 
; descr
 
*  
 
*  
  
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.
+
will show the title and the position they are in.
 
  <nowiki>
 
  <nowiki>
descr
+
descr
"a small fluffy dog is chasing its tail here."
+
"a small fluffy dog is chasing its tail here."
descr
+
descr
"Hansen is standing here sorting the mail."
+
"Hansen is standing here sorting the mail."
 
</nowiki>
 
</nowiki>
 
;names
 
;names
 
: The NPC name field is much more important then the room name field.  It
 
: The NPC name field is much more important then the room name field.  It
        is what is used when players are hunting and killing and even
+
        is what is used when players are hunting and killing and even
        for administrators who are trying to use their administrator commands on a
+
        for administrators who are trying to use their administrator commands on a
        NPC.  The names should match the title and the descr fields and
+
        NPC.  The names should match the title and the descr fields and
        have all normal combinations of each.
+
        have all normal combinations of each.
 
  <nowiki>
 
  <nowiki>
title "a baby black dragon"
+
title "a baby black dragon"
descr "a tiny baby black dragon is here playing."
+
descr "a tiny baby black dragon is here playing."
names {"tiny baby black dragon", "tiny black dragon",
+
names {"tiny baby black dragon", "tiny black dragon",
"baby black dragon", "black dragon", "tiny dragon",
+
"baby black dragon", "black dragon", "tiny dragon",
"baby dragon","dragon"}
+
"baby dragon","dragon"}
  
title "Hansen"
+
title "Hansen"
descr "Hansen the post man is standing here sorting mail."
+
descr "Hansen the post man is standing here sorting mail."
names{"postman","hansen"}
+
names{"postman","hansen"}
 
</nowiki>
 
</nowiki>
  
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 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.
+
names with because a player would not know what it is called.
 
;inside_descr
 
;inside_descr
 
: The inside description is what a player sees if it is inside the
 
: 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.
+
it could be used to show the back of the horse.
 
  <nowiki>
 
  <nowiki>
inside_descr
+
inside_descr
"The lining of this stomach looks indestructible.  Looks like you are in
+
"The lining of this stomach looks indestructible.  Looks like you are in
for a long digestion cycle."
+
for a long digestion cycle."
 
</nowiki>
 
</nowiki>
 
;extra
 
;extra
 
: The extra's on the NPC can be used to do many things.  It can be
 
: The extra's on the NPC can be used to do many things.  It can be
used to store information for DIL programs or it can be used to show a
+
used to store information for DIL 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.
+
with the look &lt;NPC&gt; command.
  
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.
+
any of the names on the NPC.
 
  <nowiki>
 
  <nowiki>
extra {}
+
extra {}
"The green furry hamster seems to be glowing and it doesn't seem very
+
"The green furry hamster seems to be glowing and it doesn't seem very
happy."
+
happy."
 
</nowiki>
 
</nowiki>
  
You can also use extras to show parts of the NPC.
+
You can also use extras to show parts of the NPC.
 
  <nowiki>
 
  <nowiki>
extra {"hamster head","head"}
+
extra {"hamster head","head"}
"This human like head is covered with a lot of green fur and it looks
+
"This human like head is covered with a lot of green fur and it looks
really  upset."
+
really  upset."
 
</nowiki>
 
</nowiki>
  
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.
+
descriptions when the NPC is acted upon.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+NPC special action extras
 
|+NPC special action extras
Line 2,766: Line 2,764:
 
|}
 
|}
 
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.
+
unit in question.  Assume you are defining a familiar.
 
  <nowiki>
 
  <nowiki>
extra {"$get_s"}
+
extra {"$get_s"}
"You pick up the $2n it is very warm and cuddles right up to you."
+
"You pick up the $2n it is very warm and cuddles right up to you."
  
extra {"$get_o"}
+
extra {"$get_o"}
"$1n picks up the $2n and you see them cuddle together."
+
"$1n picks up the $2n and you see them cuddle together."
 
</nowiki>
 
</nowiki>
  
Finally you can use extras to store information for DIL programs.
+
Finally you can use extras to store information for DIL 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 DIL documentation.
+
the DIL documentation.
 
;manipulate
 
;manipulate
 
: The manipulate filed only has two values for NPCs The two values
 
: The manipulate filed only has two values for NPCs The two values
are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
+
are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
makes it possible for a NPC to be picked up this would be good for
+
makes it possible for a NPC to be picked up this would be good for
something like a familiar.  The 'MANIPULATE_ENTER' is used for things
+
something like a familiar.  The 'MANIPULATE_ENTER' is used for things
like mounts when making a mount you will also have to set the capacity
+
like mounts when making a mount you will also have to set the capacity
so a fat player can jump on.  The following is how you set the
+
so a fat player can jump on.  The following is how you set the
manipulate flag.
+
manipulate flag.
 
  <nowiki>
 
  <nowiki>
//Make a  NPC takable.
+
//Make a  NPC takable.
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  
//Make a NPC takable and able to be entered
+
//Make a NPC takable and able to be entered
manipulate {MANIPULATE_TAKE|MANIPULATE_ENTER}
+
manipulate {MANIPULATE_TAKE|MANIPULATE_ENTER}
 
</nowiki>
 
</nowiki>
 
;flags
 
;flags
 
: This field on a NPC is used to set special attributes in order to make
 
: This field on a NPC is used to set special attributes in order to make
the NPC able to be buried or not or no-teleportable and many others.  The NPC
+
the NPC able to be buried or not or no-teleportable and many others.  The NPC
flag list uses the UNIT_FL_* variables that both the objects and the
+
flag list uses the UNIT_FL_* variables that both the objects and the
rooms also use, therefore while you can set some flags on an NPC it may
+
rooms also use, therefore while you can set some flags on an NPC it may
not have any affect unless you as a builder or administrator adds the
+
not have any affect unless you as a builder or administrator adds the
functionality.  You can also add extras on an NPC that can be used as a
+
functionality.  You can also add extras on an NPC that can be used as a
special flag which you will learn as you learn to use DIL.  The
+
special flag which you will learn as you learn to use DIL.  The
following is a full list of all unit flags and how they affect NPC, if
+
following is a full list of all unit flags and how they affect NPC, if
they do.
+
they do.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+NPC unit flag affects
 
|+NPC unit flag affects
Line 2,817: Line 2,815:
 
|UNIT_FL_NO_BURY
 
|UNIT_FL_NO_BURY
 
|Makes it so you can create NPC that can be taken like familiars or
 
|Makes it so you can create NPC that can be taken like familiars or
pets that can not be buried.  This flag is not needed on every NPC
+
pets that can not be buried.  This flag is not needed on every NPC
because the bury command will not allow you to bury an NPC outside of
+
because the bury command will not allow you to bury an NPC outside of
your inventory.
+
your inventory.
 
|-
 
|-
 
|UNIT_FL_BURIED
 
|UNIT_FL_BURIED
Line 2,826: Line 2,824:
 
|UNIT_FL_NO_TELEPORT
 
|UNIT_FL_NO_TELEPORT
 
|Makes it so you can not summon the NPC with this flag and the NPC with
 
|Makes it so you can not summon the NPC with this flag and the NPC with
this flag can not teleport.  You can still teleport to NPC with this
+
this flag can not teleport.  You can still teleport to NPC with this
flag the current way teleport is written.  Remember all spells are in
+
flag the current way teleport is written.  Remember all spells are in
DIL and you can modify them in ''spells.zon''
+
DIL and you can modify them in ''spells.zon''
 
|-
 
|-
 
|UNIT_FL_NO_MOB
 
|UNIT_FL_NO_MOB
Line 2,841: Line 2,839:
 
|UNIT_FL_TRANS
 
|UNIT_FL_TRANS
 
|Makes unit transparent If the Unit is transparent you will be able
 
|Makes unit transparent If the Unit is transparent you will be able
to see any other NPCs that it is carrying.  For example if a NPC was
+
to see any other NPCs that it is carrying.  For example if a NPC was
carrying a familiar you would see that as you walked into the room.  It
+
carrying a familiar you would see that as you walked into the room.  It
also is used in mounts so the PC can see outside its mount.  If the
+
also is used in mounts so the PC can see outside its mount.  If the
flag is not set on its mount the player will not see what is in the
+
flag is not set on its mount the player will not see what is in the
room.
+
room.
 
|-
 
|-
 
|UNIT_FL_NO_SAVE
 
|UNIT_FL_NO_SAVE
Line 2,857: Line 2,855:
 
|}
 
|}
 
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.
+
not save you would set the manipulate and flags as follows.
 
  <nowiki>
 
  <nowiki>
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
flags {UNIT_FL_NO_SAVE}
+
flags {UNIT_FL_NO_SAVE}
 
</nowiki>
 
</nowiki>
 
;romflags
 
;romflags
 
: Like flags these are just integer values that are used to change
 
: Like flags these are just integer values that are used to change
how the NPC interacts with its environment.
+
how the NPC interacts with its environment.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Room flags for NPCs
 
|+Room flags for NPCs
Line 2,918: Line 2,916:
 
|CHAR_WIMPY
 
|CHAR_WIMPY
 
|Set flag if character if wimpy. Wimpy characters flee when they are
 
|Set flag if character if wimpy. Wimpy characters flee when they are
low on hit points, and they gain less experience when killing others.
+
low on hit points, and they gain less experience when killing others.
If a character is both wimpy and aggressive (NPC_AGGRESSIVE) it will
+
If a character is both wimpy and aggressive (NPC_AGGRESSIVE) it will
only attack sleeping players.
+
only attack sleeping players.
 
|-
 
|-
 
|CHAR_SELF_DEFENCE
 
|CHAR_SELF_DEFENCE
Line 2,926: Line 2,924:
 
|}
 
|}
 
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>
//wimpy and hidden
+
//wimpy and hidden
romflags {CHAR_HIDDEN, CHAR_WIMPY}
+
romflags {CHAR_HIDDEN, CHAR_WIMPY}
  
//NPC can see invisible
+
//NPC can see invisible
romflags {CHAR_DETECT_INVISIBLE}
+
romflags {CHAR_DETECT_INVISIBLE}
 
</nowiki>
 
</nowiki>
 
;weight
 
;weight
 
: The weight is the weight of the NPC in pounds.  In the future we
 
: 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.
+
pounds so we have some pretty heavy feathers out there.
  
To use this you just enter the 'weight' keyword and then the
+
To use this you just enter the 'weight' keyword and then the
value.
+
value.
 
  <nowiki>
 
  <nowiki>
/80 lbs.
+
/80 lbs.
weight 80
+
weight 80
 
</nowiki>
 
</nowiki>
  
<blockquote>The weight affects the NPCs natural attack damage.
+
<blockquote>The weight affects the NPCs natural attack damage.
</blockquote>
+
</blockquote>
 
;capacity
 
;capacity
 
: This field along with the NPCs strength and dexterity decides how
 
: 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 DIL programs
+
dexterity to carry that much.  This of course doesn't affect DIL 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.
+
just put the keyword and the amount in your NPC.
 
  <nowiki>
 
  <nowiki>
capacity  300
+
capacity  300
 
</nowiki>
 
</nowiki>
 
;height
 
;height
 
: The height field is the size of the NPC in centimeters.  This determines
 
: 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.
+
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
height 183
+
height 183
 
</nowiki>
 
</nowiki>
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
 
: The DIL functions are what give VME servers the edge over all other muds.
 
: The DIL functions are what give VME servers the edge over all other muds.
We will only give some examples here and leave it up to the DIL manual to teach
+
We will only give some examples here and leave it up to the DIL 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.
+
objects more than special.
  
There are several NPC functions that come standard with the VME
+
There are several NPC functions that come standard with the VME
2.0.  The following is a list of the functions.
+
2.0.  The following is a list of the functions.
 
* Mercenary
 
* Mercenary
 
* obey
 
* obey
Line 2,990: Line 2,988:
 
* agressive
 
* agressive
 
These are the only NPC functions currently documented in the VME
 
These are the only NPC functions currently documented in the VME
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
VME you are sure to find many more.  Hopefully with the descriptions in
+
VME you are sure to find many more.  Hopefully with the descriptions in
(Link to npcdilfunc).  You will be able to use the functions
+
(Link to npcdilfunc).  You will be able to use the functions
listed here and figure out ones that are not.
+
listed here and figure out ones that are not.
  
Since these are just DIL's written by builders for the
+
Since these are just DIL'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.
+
''function.zon'' for evaluate.
 
  <nowiki>
 
  <nowiki>
/* Evaluate DIL. amt is the cost of evaluation in iron pieces.
+
/* Evaluate DIL. amt is the cost of evaluation in iron pieces.
  Note: not to be confused with '''evaluate@commands''', which
+
  Note: not to be confused with '''evaluate@commands''', which
  is a command.
+
  is a command.
*/
+
*/
dilbegin aware evaluate (amt: integer);
+
dilbegin aware evaluate (amt: integer);
  
var u1 : unitptr;
+
var u1 : unitptr;
    arg: string;
+
    arg: string;
    buf: string;
+
    buf: string;
    cur: integer;
+
    cur: integer;
    craft: integer;
+
    craft: integer;
    category: integer;
+
    category: integer;
  
    pc : unitptr;
+
    pc : unitptr;
    pcn: string;
+
    pcn: string;
  
    arm_text  : stringlist;
+
    arm_text  : stringlist;
    shi_text  : stringlist;
+
    shi_text  : stringlist;
    craft_text: stringlist;
+
    craft_text: stringlist;
code
+
code
{
+
{
  
craft_text:=  {"horrible","very bad","bad","worse than average","average",
+
craft_text:=  {"horrible","very bad","bad","worse than average","average",
  "a little better than average","better than average","good","very good",
+
  "a little better than average","better than average","good","very good",
  "supreme"};
+
  "supreme"};
arm_text:= {"clothes", "leather", "hard leather", "chain", "plate"};
+
arm_text:= {"clothes", "leather", "hard leather", "chain", "plate"};
shi_text:= {"small", "medium", "large"};
+
shi_text:= {"small", "medium", "large"};
  
heartbeat:= PULSE_SEC*3;
+
heartbeat:= PULSE_SEC*3;
  
:start:
+
:start:
arg:= "";
+
arg:= "";
u1:= null;
+
u1:= null;
  
wait (SFB_CMD, command("evaluate"));
+
wait (SFB_CMD, command("evaluate"));
  
if (visible(pc, self) == FALSE)
+
if (visible(pc, self) == FALSE)
    goto start; // Pc is just trying to evaluate using the command
+
    goto start; // Pc is just trying to evaluate using the command
  
block;
+
block;
  
pc:= activator;
+
pc:= activator;
if (pc.type == UNIT_ST_PC) pcn := pc.name;
+
if (pc.type == UNIT_ST_PC) pcn := pc.name;
else pcn := pc.title;
+
else pcn := pc.title;
  
arg:= argument;
+
arg:= argument;
  
if (visible(self, pc) == FALSE)
+
if (visible(self, pc) == FALSE)
    {
+
    {
    exec ("say I don't do business with people I can't see.", self);
+
    exec ("say I don't do business with people I can't see.", self);
    goto start;
+
    goto start;
    }
+
    }
  
if (arg == "")
+
if (arg == "")
    {
+
    {
    exec ("say Which item do you wish to evaluate, "+pcn+"?", self);
+
    exec ("say Which item do you wish to evaluate, "+pcn+"?", self);
    goto start;
+
    goto start;
    }
+
    }
  
u1:= findunit (pc, arg, FIND_UNIT_IN_ME, null);
+
u1:= findunit (pc, arg, FIND_UNIT_IN_ME, null);
  
if (not u1)
+
if (not u1)
    {
+
    {
    exec ("say You do not have such an item, "+pcn+".", self);
+
    exec ("say You do not have such an item, "+pcn+".", self);
    goto start;
+
    goto start;
    }
+
    }
  
if ((u1.type != UNIT_ST_OBJ) or ( (u1.objecttype != ITEM_WEAPON) and
+
if ((u1.type != UNIT_ST_OBJ) or ( (u1.objecttype != ITEM_WEAPON) and
    (u1.objecttype != ITEM_ARMOR) and (u1.objecttype != ITEM_SHIELD) ))
+
    (u1.objecttype != ITEM_ARMOR) and (u1.objecttype != ITEM_SHIELD) ))
    {
+
    {
    exec ("say The "+u1.name+" is neither a sword, shield nor armor!", self);
+
    exec ("say The "+u1.name+" is neither a sword, shield nor armor!", self);
    goto start;
+
    goto start;
    }
+
    }
  
// Currency, skip for now
+
// Currency, skip for now
  
if (not transfermoney (pc, null, amt * IRON_MULT))
+
if (not transfermoney (pc, null, amt * IRON_MULT))
    {
+
    {
    exec ("say The cost is merely "+moneystring(amt*IRON_MULT, TRUE)+
+
    exec ("say The cost is merely "+moneystring(amt*IRON_MULT, TRUE)+
        ", get them first.", self);
+
        ", get them first.", self);
    goto start;
+
    goto start;
    }
+
    }
  
category:= u1.value[0];
+
category:= u1.value[0];
craft:= u1.value[1] / 5 + 4; // / 5 + 4 is to get corresponding craft_text val
+
craft:= u1.value[1] / 5 + 4; // / 5 + 4 is to get corresponding craft_text val
  
if (craft < 0) craft := 0;  if (craft > 9) craft := 9;
+
if (craft < 0) craft := 0;  if (craft > 9) craft := 9;
  
// Change the following to use skill_text(craft) instead of itoa(craft)
+
// Change the following to use skill_text(craft) instead of itoa(craft)
if (u1.objecttype == ITEM_WEAPON)
+
if (u1.objecttype == ITEM_WEAPON)
    buf := "say The "+u1.name+" is a "+weapon_name(category)+" of "+
+
    buf := "say The "+u1.name+" is a "+weapon_name(category)+" of "+
        craft_text.[craft]+" craftmanship and material.";
+
        craft_text.[craft]+" craftmanship and material.";
  
if (u1.objecttype == ITEM_ARMOR)
+
if (u1.objecttype == ITEM_ARMOR)
    buf := "say The "+u1.name+" is made of "+arm_text.[category]+" and is of "+
+
    buf := "say The "+u1.name+" is made of "+arm_text.[category]+" and is of "+
        craft_text.[craft]+" craftmanship and material.";
+
        craft_text.[craft]+" craftmanship and material.";
  
if (u1.objecttype == ITEM_SHIELD)
+
if (u1.objecttype == ITEM_SHIELD)
    buf := "say The "+u1.name+" is a "+shi_text.[category]+" shield of "+
+
    buf := "say The "+u1.name+" is a "+shi_text.[category]+" shield of "+
        craft_text.[craft]+" craftmanship and material.";
+
        craft_text.[craft]+" craftmanship and material.";
  
exec (buf, self);
+
exec (buf, self);
  
goto start;
+
goto start;
  
}
+
}
  
dilend
+
dilend
 
</nowiki>
 
</nowiki>
  
If this DIL function scares you don't worry you don't have to
+
If this DIL 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 DIL 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 DIL 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.
+
like this on an NPC.
 
  <nowiki>
 
  <nowiki>
dilcopy evaluate@function (5*GOLD_PIECE);
+
dilcopy evaluate@function (5*GOLD_PIECE);
 
</nowiki>
 
</nowiki>
  
this tells the evaluate DIL to charge 5 gold pieces each time a player
+
this tells the evaluate DIL 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.
+
field.
  
All released DIL NPC functions are described in
+
All released DIL NPC functions are described in
(Link to npcdilfunc).
+
(Link to 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 (Link to npccomplex)
+
to use them in (Link to npccomplex)
 
;defensive
 
;defensive
 
: This field sets the NPC natural defense.  The defense is a natural
 
: 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 (Link to npcmacroattdef).
+
to set the NPC natural attack and defense in (Link to npcmacroattdef).
 
;offensive
 
;offensive
 
: This field sets the NPC natural offense.  The offense is a natural
 
: 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 (Link to npcmacroattdef).
+
to set the NPC natural attack and defense in (Link to npcmacroattdef).
 
;mana
 
;mana
 
: This sets the NPC max mana points.  Using this field you can create
 
: This sets the NPC max mana points.  Using this field you can create
special NPCs that have more or less mana points than the VME server would
+
special NPCs that have more or less mana points than the VME server would
normally give when a NPC is loaded.
+
normally give when a NPC is loaded.
  
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.
+
points no matter what level.
 
  <nowiki>
 
  <nowiki>
mana 100
+
mana 100
 
</nowiki>
 
</nowiki>
 
;hit
 
;hit
 
: This sets the NPC max hit points.  Using this field you can create
 
: This sets the NPC max hit points.  Using this field you can create
special NPCs that have more or less hit points than the VME server would
+
special NPCs that have more or less hit points than the VME server would
normally give when a NPC is loaded.
+
normally give when a NPC is loaded.
  
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.
+
points no matter what level.
 
  <nowiki>
 
  <nowiki>
hit 100
+
hit 100
 
</nowiki>
 
</nowiki>
 
;money
 
;money
 
: The money field is how you give your NPC money to have while going
 
: 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 VME how much money the NPC is carrying.  It would however
+
that tells the VME 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.
+
use the following on your NPC.
 
  <nowiki>
 
  <nowiki>
money 25600
+
money 25600
 
</nowiki>
 
</nowiki>
  
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.
+
explanatory.
 
  <nowiki>
 
  <nowiki>
IRON_PIECE
+
IRON_PIECE
COPPER_PIECE
+
COPPER_PIECE
SILVER_PIECE
+
SILVER_PIECE
GOLD_PIECE
+
GOLD_PIECE
PLATINUM_PIECE
+
PLATINUM_PIECE
 
</nowiki>
 
</nowiki>
  
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:
+
simple as this:
 
  <nowiki>
 
  <nowiki>
money 5*GOLD_PIECE
+
money 5*GOLD_PIECE
 
</nowiki>
 
</nowiki>
the macro method also gains you the ability to tell the VME what
+
the macro method also gains you the ability to tell the VME 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.
+
a comma between the first and second coin.
 
  <nowiki>
 
  <nowiki>
money 5*GOLD_PIECE, 20*IRON_PIECE
+
money 5*GOLD_PIECE, 20*IRON_PIECE
 
</nowiki>
 
</nowiki>
 
;exp
 
;exp
 
: By default a monster gives 100% of the experience it is worth.
 
: By default a monster gives 100% of the experience it is worth.
This amount is calculated according to the level of the NPC verses the
+
This amount is calculated according to the level of the NPC verses the
level of the person fighting it.  Sometimes the amount of experience is
+
level of the person fighting it.  Sometimes the amount of experience is
not right since the NPC is really hard to kill for example a dragon with
+
not right since the NPC is really hard to kill for example a dragon with
breath weapon and heal at the same level as a merchant with a dagger.
+
breath weapon and heal at the same level as a merchant with a dagger.
These should of course give different experience.  The 'exp' field is
+
These should of course give different experience.  The 'exp' field is
designed to do just that.  The possible range for the 'exp' field is
+
designed to do just that.  The possible range for the 'exp' field is
-500% to 500%.  If you put the NPC at a negative experience value it
+
-500% to 500%.  If you put the NPC at a negative experience value it
will take experience away when it is killed.  If you want the default of
+
will take experience away when it is killed.  If you want the default of
100% you do not even need to place this field in your NPC.
+
100% you do not even need to place this field in your NPC.
 
  <nowiki>
 
  <nowiki>
//add 50% to the experience gained
+
//add 50% to the experience gained
exp 150
+
exp 150
  
/subtract 150% from the experience gained
+
/subtract 150% from the experience gained
exp -50
+
exp -50
 
</nowiki>
 
</nowiki>
 
;sex
 
;sex
 
: Gender, one of these:
 
: Gender, one of these:
 
  <nowiki>
 
  <nowiki>
SEX_NEUTRAL
+
SEX_NEUTRAL
SEX_MALE
+
SEX_MALE
SEX_FEMALE
+
SEX_FEMALE
 
</nowiki>
 
</nowiki>
  
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.
+
show here is how to set it.
 
  <nowiki>
 
  <nowiki>
//Setting a male NPC
+
//Setting a male NPC
sex SEX_MALE
+
sex SEX_MALE
 
</nowiki>
 
</nowiki>
 
;level
 
;level
 
: When  creating a NPC it must be between level 0 and  199.  The
 
: 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.
+
setting.
 
  <nowiki>
 
  <nowiki>
//set a NPC to level 50
+
//set a NPC to level 50
level 50
+
level 50
 
</nowiki>
 
</nowiki>
 
;race
 
;race
 
: The 'race' keyword is what you use to set the characters race.
 
: The 'race' keyword is what you use to set the characters race.
Races in VME are defined by using an integer that lets the spells and
+
Races in VME are defined by using an integer that lets the spells and
skills act differently for each specific type.  The VME comes standard
+
skills act differently for each specific type.  The VME comes standard
with many races defined in the ''values.h''.  For
+
with many races defined in the ''values.h''.  For
ease in access we have provided them in (Link to app-c).  For now
+
ease in access we have provided them in (Link to 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.
+
race list.
 
  <nowiki>
 
  <nowiki>
#define RACE_RAT            1102
+
#define RACE_RAT            1102
#define RACE_HORSE          1103
+
#define RACE_HORSE          1103
#define RACE_BADGER        1104
+
#define RACE_BADGER        1104
#define RACE_SKUNK          1105
+
#define RACE_SKUNK          1105
#define RACE_BOAR          1106
+
#define RACE_BOAR          1106
#define RACE_MOUSE          1107
+
#define RACE_MOUSE          1107
#define RACE_MONKEY        1108
+
#define RACE_MONKEY        1108
#define RACE_PORCUPINE      1110
+
#define RACE_PORCUPINE      1110
#define RACE_ELEPHANT      1112
+
#define RACE_ELEPHANT      1112
#define RACE_CAMEL          1113
+
#define RACE_CAMEL          1113
#define RACE_FERRET        1114
+
#define RACE_FERRET        1114
 
</nowiki>
 
</nowiki>
  
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:
+
the 'race' keyword and follow it by the monkey define like this:
 
  <nowiki>
 
  <nowiki>
race RACE_MONKEY
+
race RACE_MONKEY
 
</nowiki>
 
</nowiki>
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
''values.h'' or by adding the define to your zone.
+
''values.h'' or by adding the define to your zone.
Defines added to a single zone will not be accessible if another builder
+
Defines added to a single zone will not be accessible if another builder
wants to use it.  You could also just set it using a number.  The
+
wants to use it.  You could also just set it using a number.  The
following two methods would act the same.
+
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
#define RACE_SPACE_TROLL  5059
+
#define RACE_SPACE_TROLL  5059
race RACE_SPACE_TROLL
+
race RACE_SPACE_TROLL
  
//Just plug in a number
+
//Just plug in a number
race 5059
+
race 5059
 
</nowiki>
 
</nowiki>
  
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.
+
the amount of races there are.
 
;attack
 
;attack
 
: This field sets the NPCs natural attack type.  Do not use this
 
: This field sets the NPCs natural attack type.  Do not use this
field directly instead use the macro described in (Link to npcmacroattarm)
+
field directly instead use the macro described in (Link to npcmacroattarm)
 
;armour
 
;armour
 
: This field sets the NPCs natural armour type.  Do not use this
 
: This field sets the NPCs natural armour type.  Do not use this
field directly instead use the macro described in (Link to npcmacroattarm)
+
field directly instead use the macro described in (Link to npcmacroattarm)
 
;speed
 
;speed
 
: Speed determines the NPCs speed.  The range is one to twelve.  You
 
: 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 DIL can adjust speed.  The lower the number the
+
mainly added so DIL can adjust speed.  The lower the number the
faster the NPC speed.
+
faster the NPC speed.
 
  <nowiki>
 
  <nowiki>
//fastest speed.
+
//fastest speed.
speed 0
+
speed 0
  
//slowest speed
+
//slowest speed
speed 12
+
speed 12
 
</nowiki>
 
</nowiki>
 
;position
 
;position
 
: This field sets the position that the NPC will be in when it is
 
: 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.
+
compiler.
 
  <nowiki>
 
  <nowiki>
POSITION_DEAD
+
POSITION_DEAD
POSITION_MORTALLYW
+
POSITION_MORTALLYW
POSITION_INCAP
+
POSITION_INCAP
POSITION_STUNNED
+
POSITION_STUNNED
POSITION_SLEEPING
+
POSITION_SLEEPING
POSITION_RESTING
+
POSITION_RESTING
POSITION_SITTING
+
POSITION_SITTING
POSITION_FIGHTING
+
POSITION_FIGHTING
POSITION_STANDING
+
POSITION_STANDING
 
</nowiki>
 
</nowiki>
  
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 DIL and you will need to read the DIL
+
  The positions are availible for DIL and you will need to read the DIL
  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.
+
  following are enough.
 
  <nowiki>
 
  <nowiki>
  POSITION_SLEEPING
+
  POSITION_SLEEPING
POSITION_RESTING
+
POSITION_RESTING
POSITION_SITTING
+
POSITION_SITTING
POSITION_STANDING
+
POSITION_STANDING
 
</nowiki>
 
</nowiki>
  
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'
+
default value for both 'position' and 'default' is 'POSITION_STANDING'
  
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.
+
keyword first and follow it by the position you are setting.
 
  <nowiki>
 
  <nowiki>
position POSITION_SITTING
+
position POSITION_SITTING
 
</nowiki>
 
</nowiki>
 
;default
 
;default
 
: The default position along with the position determines what is
 
: 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.
+
are possible default positions.
 
  <nowiki>
 
  <nowiki>
    POSITION_DEAD
+
    POSITION_DEAD
POSITION_MORTALLYW
+
POSITION_MORTALLYW
POSITION_INCAP
+
POSITION_INCAP
POSITION_STUNNED
+
POSITION_STUNNED
POSITION_SLEEPING
+
POSITION_SLEEPING
POSITION_RESTING
+
POSITION_RESTING
POSITION_SITTING
+
POSITION_SITTING
POSITION_FIGHTING
+
POSITION_FIGHTING
POSITION_STANDING
+
POSITION_STANDING
 
</nowiki>
 
</nowiki>
  
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:
+
want to be default like this:
 
  <nowiki>
 
  <nowiki>
default POSITION_RESTING
+
default POSITION_RESTING
 
</nowiki>
 
</nowiki>
 
;ability
 
;ability
 
: this field is used to set each of the NPCs abilities.
 
: 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 (Link to npcmacroability)
+
in (Link to npcmacroability)
 
;weapon
 
;weapon
 
: this field is used to set each of the NPCs weapon proficiencies.
 
: 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 (Link to npcmacroweapspl)
+
in (Link to npcmacroweapspl)
 
;spell
 
;spell
 
: this field is used to set each of the NPCs spells.
 
: 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 (Link to npcmacroweapspl)
+
in (Link to npcmacroweapspl)
 
;light
 
;light
 
: The light field on NPC is not normally set.  If however you have a
 
: 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.
+
light.
 
  <nowiki>
 
  <nowiki>
//add one to light in room
+
//add one to light in room
light 1
+
light 1
  
//default
+
//default
light 0
+
light 0
  
//take one away
+
//take one away
light -1
+
light -1
 
</nowiki>
 
</nowiki>
 
;alignment
 
;alignment
 
: This field  is  a  value between -1000 and +1000,  where  -1000  is
 
: 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.
+
in between can also be used.
 
  <nowiki>
 
  <nowiki>
// Quite evil, maybe a Ghoul
+
// Quite evil, maybe a Ghoul
alignment -750
+
alignment -750
  
// Barely evil.
+
// Barely evil.
alignment -350
+
alignment -350
  
//barely good
+
//barely good
alignment 350
+
alignment 350
 
</nowiki>
 
</nowiki>
 
;minv
 
;minv
 
: This field is the administrator invisible level of the NPC it is
 
: 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 DIL function must change it.
+
administrator or a DIL function must change it.
 
  <nowiki>
 
  <nowiki>
minv 239
+
minv 239
 
</nowiki>
 
</nowiki>
 
;key
 
;key
 
: Currently this field is not used in the VME 2.0 release.  It was
 
: Currently this field is not used in the VME 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.
+
key.
 
  <nowiki>
 
  <nowiki>
//if the key is in your zone
+
//if the key is in your zone
key mynpckey
+
key mynpckey
  
//if the key is in some other zone
+
//if the key is in some other zone
key someoneelses@keyzone
+
key someoneelses@keyzone
 
</nowiki>
 
</nowiki>
 
;open
 
;open
 
: this field is not used yet in the VME 2.0 release.  The field was
 
: this field is not used yet in the VME 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.
+
use it study the open fields on objects or rooms.
  
 
=== NPC macros ===
 
=== NPC macros ===
 
==== The attack and armour macro ====
 
==== The attack and armour macro ====
  
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
have an attack type of claw and an armour type of plate while a normal
+
have an attack type of claw and an armour type of plate while a normal
dog would have an armour type of leather and an attack type of bite.
+
dog would have an armour type of leather and an attack type of bite.
The 'NATURAL_DEF' macro is what allows you to set these fields.  This
+
The 'NATURAL_DEF' macro is what allows you to set these fields.  This
macro is defined in ''wmacros.h'' and looks like
+
macro is defined in ''wmacros.h'' and looks like
this.
+
this.
 
  <nowiki>
 
  <nowiki>
#define NATURAL_DEF(weapon_category, armour_category) \
+
#define NATURAL_DEF(weapon_category, armour_category) \
  armour armour_category \
+
  armour armour_category \
  attack weapon_category
+
  attack weapon_category
 
</nowiki>
 
</nowiki>
  
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
you wish it you can do it.  The following is a short list of just the
+
you wish it you can do it.  The following is a short list of just the
natural weapon types but you can find a full list in
+
natural weapon types but you can find a full list in
(Link to app-d) or in the ''values.h'' of your mud
+
(Link to app-d) or in the ''values.h'' of your mud
just in case you have added some weapon types.
+
just in case you have added some weapon types.
 
  <nowiki>
 
  <nowiki>
#define WPN_FIST        34
+
#define WPN_FIST        34
#define WPN_KICK        35
+
#define WPN_KICK        35
#define WPN_BITE        36
+
#define WPN_BITE        36
#define WPN_STING        37
+
#define WPN_STING        37
#define WPN_CLAW        38
+
#define WPN_CLAW        38
#define WPN_CRUSH        39
+
#define WPN_CRUSH        39
 
</nowiki>
 
</nowiki>
  
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 VME.  The
+
really want but its up to you to keep some sanity on your VME.  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.
+
making armour.
 
  <nowiki>
 
  <nowiki>
#define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/
+
#define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/
#define ARM_LEATHER  1  /* A soft flexible leather base armour  */
+
#define ARM_LEATHER  1  /* A soft flexible leather base armour  */
#define ARM_HLEATHER 2  /* A hard un flexible leather base armour */
+
#define ARM_HLEATHER 2  /* A hard un flexible leather base armour */
#define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
+
#define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
#define ARM_PLATE    4  /* An un flexible plate armour. */
+
#define ARM_PLATE    4  /* An un flexible plate armour. */
 
</nowiki>
 
</nowiki>
  
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.
+
like this.
 
  <nowiki>
 
  <nowiki>
//Metal Cat
+
//Metal Cat
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
  
//normal dog
+
//normal dog
NATURAL_DEF(WPN_BITE, ARM_LEATHER)
+
NATURAL_DEF(WPN_BITE, ARM_LEATHER)
 
</nowiki>
 
</nowiki>
  
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:
+
The weight is categorized as follows:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Weight size chart
 
|+Weight size chart
Line 3,530: Line 3,528:
 
|}
 
|}
 
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.
+
account when you are creating your NPC.
 
==== The defense and offense bonus macro ====
 
==== The defense and offense bonus macro ====
  
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
can set them from 0 to 5000.  The higher you set the offense number the
+
can set them from 0 to 5000.  The higher you set the offense number the
harder you will hit people you a re in combat with.  The higher you set
+
harder you will hit people you a re in combat with.  The higher you set
the defense the harder it will be for people to hit your NPC.  The
+
the defense the harder it will be for people to hit your NPC.  The
following macro allows you to set both the offense and defense.
+
following macro allows you to set both the offense and defense.
 
  <nowiki>
 
  <nowiki>
#define ATTACK_DEFENSE(attack, defense) \
+
#define ATTACK_DEFENSE(attack, defense) \
offensive attack \
+
offensive attack \
defensive defense
+
defensive defense
 
</nowiki>
 
</nowiki>
  
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
+
for each and your all done
 
  <nowiki>
 
  <nowiki>
//a really hard hitting hard to kill NPC
+
//a really hard hitting hard to kill NPC
ATTACK_DEFENSE( 1000, 1000)
+
ATTACK_DEFENSE( 1000, 1000)
 
</nowiki>
 
</nowiki>
 
==== The NPc abilities macro ====
 
==== The NPc abilities macro ====
  
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
the  abilities,  instead you specify a percentage distribution  of
+
the  abilities,  instead you specify a percentage distribution  of
points.  The amount of points are then distributed by the computer
+
points.  The amount of points are then distributed by the computer
according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
+
according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
available for this purpose, and is defined as:
+
available for this purpose, and is defined as:
 
  <nowiki>
 
  <nowiki>
#define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)  \
+
#define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)  \
ability[ABIL_STR]  str  \
+
ability[ABIL_STR]  str  \
  ability[ABIL_DEX]  dex  \
+
  ability[ABIL_DEX]  dex  \
  ability[ABIL_CON]  con  \
+
  ability[ABIL_CON]  con  \
  ability[ABIL_HP]  hpp  \
+
  ability[ABIL_HP]  hpp  \
  ability[ABIL_BRA]  bra  \
+
  ability[ABIL_BRA]  bra  \
  ability[ABIL_MAG]  mag  \
+
  ability[ABIL_MAG]  mag  \
  ability[ABIL_DIV]  div  \
+
  ability[ABIL_DIV]  div  \
  ability[ABIL_CHA]  cha
+
  ability[ABIL_CHA]  cha
 
</nowiki>
 
</nowiki>
  
<blockquote>
+
<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></blockquote>
 
</nowiki></blockquote>
  
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
all abilities over 255 cut off.  For example a level 199 monster with an  ability
+
all abilities over 255 cut off.  For example a level 199 monster with an  ability
percentage  a  bit above 20% will make an ability  above  the  255
+
percentage  a  bit above 20% will make an ability  above  the  255
points maximum.  In the current combat system in the VME 2.0 it is not
+
points maximum.  In the current combat system in the VME 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.
+
one or the other is ever used depending on which is higher.
 
==== The NPc weapon and spell macros ====
 
==== The NPc weapon and spell macros ====
  
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
kinds of axes and hammers, whereas the player would have to train
+
kinds of axes and hammers, whereas the player would have to train
individually in each axe and hammer type. The same is true for spells.
+
individually in each axe and hammer type. The same is true for spells.
Thus if a monster has 25 points in the weapon sword category it will
+
Thus if a monster has 25 points in the weapon sword category it will
fight (and defend) with all sword-like weapons at skill 25. When you
+
fight (and defend) with all sword-like weapons at skill 25. When you
define weapon and spell skills (monsters have no skill skills) you also
+
define weapon and spell skills (monsters have no skill skills) you also
define these as percentages, and the program automatically distributes
+
define these as percentages, and the program automatically distributes
the points. Use the pre-defined macros:
+
the points. Use the pre-defined macros:
 
  <nowiki>
 
  <nowiki>
#define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \
+
#define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \
weapon[WPN_AXE_HAM]    axe_ham  \
+
weapon[WPN_AXE_HAM]    axe_ham  \
weapon[WPN_SWORD]      sword      \
+
weapon[WPN_SWORD]      sword      \
weapon[WPN_CLUB_MACE]  club_mace  \
+
weapon[WPN_CLUB_MACE]  club_mace  \
weapon[WPN_POLEARM]    pole \
+
weapon[WPN_POLEARM]    pole \
weapon[WPN_UNARMED]    unarmed    \
+
weapon[WPN_UNARMED]    unarmed    \
weapon[WPN_SPECIAL]    special
+
weapon[WPN_SPECIAL]    special
 
</nowiki>
 
</nowiki>
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,634: Line 3,632:
 
|}
 
|}
 
  <nowiki>
 
  <nowiki>
#define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \
+
#define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \
spell[SPL_DIVINE]      div  \
+
spell[SPL_DIVINE]      div  \
spell[SPL_PROTECTION]  pro  \
+
spell[SPL_PROTECTION]  pro  \
spell[SPL_DETECTION]  det  \
+
spell[SPL_DETECTION]  det  \
spell[SPL_SUMMONING]  sum  \
+
spell[SPL_SUMMONING]  sum  \
spell[SPL_CREATION]    cre  \
+
spell[SPL_CREATION]    cre  \
spell[SPL_MIND]        min  \
+
spell[SPL_MIND]        min  \
spell[SPL_HEAT]        hea  \
+
spell[SPL_HEAT]        hea  \
spell[SPL_COLD]        col  \
+
spell[SPL_COLD]        col  \
spell[SPL_CELL]        cel  \
+
spell[SPL_CELL]        cel  \
spell[SPL_INTERNAL]    int  \
+
spell[SPL_INTERNAL]    int  \
spell[SPL_EXTERNAL]    ext
+
spell[SPL_EXTERNAL]    ext
 
</nowiki>
 
</nowiki>
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,687: Line 3,685:
 
|}
 
|}
 
<blockquote>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 VME
+
''spells.def'' for that you are using for your VME
server.</blockquote>
+
server.</blockquote>
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.
+
setting of weapons and spells.
 
  <nowiki>
 
  <nowiki>
//  75%  Total,  Club/Mace  is primary
+
//  75%  Total,  Club/Mace  is primary
      MSET_WEAPON(10,10,20,5,15,5)
+
      MSET_WEAPON(10,10,20,5,15,5)
  
//  25%  Total,  Fire  is primary
+
//  25%  Total,  Fire  is primary
      MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)
+
      MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)
 
</nowiki>
 
</nowiki>
  
  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.
+
groups.
 
==== Using the composed.h ====
 
==== Using the composed.h ====
  
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
perfect,  but  we  are hoping to make a more  or  less  complete
+
perfect,  but  we  are hoping to make a more  or  less  complete
monster  compendium.  If  you create certain  (general)  monsters,
+
monster  compendium.  If  you create certain  (general)  monsters,
please design it as a macro so it can be incorporated in  the
+
please design it as a macro so it can be incorporated in  the
file. The more monsters created by using these macros the easier it will
+
file. The more monsters created by using these macros the easier it will
be for your builders to create NPCs.  If you think you have a really
+
be for your builders to create NPCs.  If you think you have a really
all inclusive Composed.h and want to share it with the rest of the VME
+
all inclusive Composed.h and want to share it with the rest of the VME
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 VME staff and we will put it in the contribution directories on our
+
the VME staff and we will put it in the contribution directories on our
release site.
+
release site.
  
<blockquote>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 (Link to npcbasic).</blockquote>
+
building your NPC see (Link to npcbasic).</blockquote>
 
=== Building your first NPC ===
 
=== Building your first NPC ===
  
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
through the fields.  In this section we are going to make a nice easy
+
through the fields.  In this section we are going to make a nice easy
NPC and then show how to use the ''composed.h'' to make
+
NPC and then show how to use the ''composed.h'' to make
your NPC building easier.  As I have previously stated in the section on
+
your NPC building easier.  As I have previously stated in the section on
room building I like dragons so the first NPC your going to learn to
+
room building I like dragons so the first NPC your going to learn to
build is a big bad ugly dragon.  Don't worry if you hate dragons or you
+
build is a big bad ugly dragon.  Don't worry if you hate dragons or you
just want to build a normal world you will learn plenty from my dragon
+
just want to build a normal world you will learn plenty from my dragon
example to be able to adjust it to whatever you want.
+
example to be able to adjust it to whatever you want.
  
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 (Link to ch-02).  If you only have NPCS you do not need the
+
in (Link to ch-02).  If you only have NPCS you do not need the
%reset, %objects, and %rooms fields.  For the examples in this chapter we
+
%reset, %objects, and %rooms fields.  For the examples in this chapter we
will use the zone we created in (Link to ch-04) and add the
+
will use the zone we created in (Link to ch-04) and add the
%mobiles section where we will put all the NPC definitions.  At the end
+
%mobiles section where we will put all the NPC definitions.  At the end
of this chapter, in (Link to roomnpczone), we will bring it all together with the rooms we have
+
of this chapter, in (Link to roomnpczone), we will bring it all together with the rooms we have
already defined and our NPCs.
+
already defined and our NPCs.
  
The first part of all NPC definitions is the symbolic name it is good
+
The first part of all NPC definitions is the symbolic name it is good
to always pick a name that will match the name of the NPC so it
+
to always pick a name that will match the name of the NPC so it
will be easy to load the NPC.
+
will be easy to load the NPC.
The reason the symbolic and name should match is when you use the
+
The reason the symbolic and name should match is when you use the
command '''wstat''' it will only show you a
+
command '''wstat''' it will only show you a
list of the NPCs by symbolic name for example if you type '''
+
list of the NPCs by symbolic name for example if you type '''
wstat zone dragon mobiles ''' You will get the following:
+
wstat zone dragon mobiles ''' You will get the following:
 
  <nowiki>
 
  <nowiki>
List of mobiles in zone Dragon:
+
List of mobiles in zone Dragon:
dragon clerk trashman
+
dragon clerk trashman
 
</nowiki>
 
</nowiki>
If you didn't make it clear what the NPC was by the symbolic name
+
If you didn't make it clear what the NPC was by the symbolic name
it might look like this:
+
it might look like this:
 
  <nowiki>
 
  <nowiki>
List of mobiles in zone Dragon:
+
List of mobiles in zone Dragon:
npc1 npc2 npc3
+
npc1 npc2 npc3
 
</nowiki>
 
</nowiki>
While this might be great when you first start imagine trying to
+
While this might be great when you first start imagine trying to
remember each NPC if you have over 30 of them.
+
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.
+
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>
bldragon
+
bldragon
end
+
end
 
</nowiki>
 
</nowiki>
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.
+
together.
  
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.
+
know what to type.
 
  <nowiki>
 
  <nowiki>
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
...
+
...
end
+
end
 
</nowiki>
 
</nowiki>
  
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
she looks at a NPC.  to make the main description of an NPC you place an
+
she looks at a NPC.  to make the main description of an NPC you place an
extra on the NPC with no names in the list.  The blank extra is a
+
extra on the NPC with no names in the list.  The blank extra is a
special extra that will be shown every time you look at anything in the
+
special extra that will be shown every time you look at anything in the
names list of the NPC.  So a description of a NPC would look something
+
names list of the NPC.  So a description of a NPC would look something
like this.
+
like this.
 
  <nowiki>
 
  <nowiki>
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
 
</nowiki>
 
</nowiki>
  
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.
+
and maybe a few other things just for humor.
 
  <nowiki>
 
  <nowiki>
extra {"eyes","eye"}
+
extra {"eyes","eye"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
 
</nowiki>
 
</nowiki>
  
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 (Link to app-c) and I have searched for dragon
+
    the list in (Link to app-c) and I have searched for dragon
    and found the race I want it is as follows.
+
    and found the race I want it is as follows.
 
  <nowiki>
 
  <nowiki>
race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
 
</nowiki>
 
</nowiki>
  
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.
+
'RACE_DRAGON' or something like that.
  
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'
+
female dragon and have the descriptions say 'he, him, or his'
 
  <nowiki>
 
  <nowiki>
    sex SEX_MALE
+
    sex SEX_MALE
 
</nowiki>
 
</nowiki>
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 VME will
+
in centimeters and the weight in pounds.  In the future the VME 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.
+
conversion game.
 
  <nowiki>
 
  <nowiki>
//20 feet  (1 inch = 2.54 cm
+
//20 feet  (1 inch = 2.54 cm
height 625
+
height 625
  
//566 KG (1 lb. = .45359 kg)
+
//566 KG (1 lb. = .45359 kg)
weight 1250
+
weight 1250
 
</nowiki>
 
</nowiki>
  
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.
+
is a bit young and will make his level around 70.
 
  <nowiki>
 
  <nowiki>
level 70
+
level 70
 
</nowiki>
 
</nowiki>
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.
+
attack type to claw.
 
  <nowiki>
 
  <nowiki>
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
 
</nowiki>
 
</nowiki>
  
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.
+
evil, since totally evil is -1000 I will set it as follows.
 
  <nowiki>
 
  <nowiki>
alignment -900
+
alignment -900
 
</nowiki>
 
</nowiki>
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 (Link to npcmacroability) and (Link to npcmacroweapspl).  The only thing you have to remember is the
+
to it if you have read (Link to npcmacroability) and (Link to npcmacroweapspl).  The only thing you have to remember is the
numbers you are putting are not the actual amount but a percentage of
+
numbers you are putting are not the actual amount but a percentage of
the skill points you want the game to use on your NPC when having your
+
the skill points you want the game to use on your NPC when having your
NPC practice as it loads and all amounts of abilities must add up to
+
NPC practice as it loads and all amounts of abilities must add up to
100% as well as all weapons and spells must add up to 100%.  For the
+
100% as well as all weapons and spells must add up to 100%.  For the
dragon the following would be what the abilities, weapons, and spells
+
dragon the following would be what the abilities, weapons, and spells
would look like.
+
would look like.
 
  <nowiki>
 
  <nowiki>
//big strong and magical most ability points on str and mag
+
//big strong and magical most ability points on str and mag
MSET_ABILITY(20,12,12,12,12,12,20,0)
+
MSET_ABILITY(20,12,12,12,12,12,20,0)
  
//Set natural attack highest of weapons because he fights with claws
+
//Set natural attack highest of weapons because he fights with claws
MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
  
//black dragons have natural defense from acid set it highest
+
//black dragons have natural defense from acid set it highest
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
 
</nowiki>
 
</nowiki>
  
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 (Link to npccomplex) we will give the dragon some more abilities with
+
will not do anything but claw you to death if you attack it but in (Link to npccomplex) we will give the dragon some more abilities with
some special DIL functions.  For now lets take a look at our finished
+
some special DIL functions.  For now lets take a look at our finished
product.
+
product.
 
  <nowiki>
 
  <nowiki>
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eyes","eye"}
+
extra {"eyes","eye"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
sex SEX_MALE
+
sex SEX_MALE
height 625
+
height 625
weight 1250
+
weight 1250
level 70
+
level 70
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF(WPN_CLAW, ARM_PLATE)
alignment -900
+
alignment -900
MSET_ABILITY(20,12,12,12,12,12,20,0)
+
MSET_ABILITY(20,12,12,12,12,12,20,0)
MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
  
end
+
end
 
</nowiki>
 
</nowiki>
  
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.
+
better you will get.
 
=== Compiling and debugging your first NPC ===
 
=== Compiling and debugging your first NPC ===
  
As we have previously mentioned in (Link to rmdebug) it is
+
As we have previously mentioned in (Link to 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.
+
what the zone looks like when it has only one NPC in it.
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%mobiles
+
%mobiles
  
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra
+
extra
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eye","eyes"}
+
extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
sex SEX_MALE
+
sex SEX_MALE
height 625
+
height 625
weight 1250
+
weight 1250
level 70
+
level 70
NATURAL_DEF (WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF (WPN_CLAW, ARM_PLATE)
alignment -900
+
alignment -900
MSET_ABILITY(21,12,12,12,12,12,20,0)
+
MSET_ABILITY(21,12,12,12,12,12,20,0)
MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
MSET_SPELL(0,0,0,0,0,0,1,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,1,0,0,0,30)
  
end
+
end
  
%end
+
%end
 
</nowiki>
 
</nowiki>
  
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 VME
+
stuck the dragon in and now its ready to be compiled and put into the VME
server for you to be able to look at it in the game.  If you downloaded
+
server for you to be able to look at it in the game.  If you downloaded
our example zones for this document you can compile this zone along with
+
our example zones for this document you can compile this zone along with
us and fix the errors as we do for practice.  The filename is
+
us and fix the errors as we do for practice.  The filename is
''debug_npc.zon''.  Just so you know the errors in this
+
''debug_npc.zon''.  Just so you know the errors in this
zone are intentional so please don't write me an email telling me that
+
zone are intentional so please don't write me an email telling me that
there are errors in it.
+
there are errors in it.
  
The command to compile the zone is
+
The command to compile the zone is
'''VMC debug_npc.zon'''.
+
'''VMC debug_npc.zon'''.
Here is what we get when we first try and
+
Here is what we get when we first try and
compile the zone.
+
compile the zone.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_npc.zon'
+
Compiling 'debug_npc.zon'
debug_npc.zon: 32: parse error
+
debug_npc.zon: 32: parse error
  Token: 'extra'
+
  Token: 'extra'
debug_npc.zon: 55: parse error
+
debug_npc.zon: 55: parse error
  Token: 'alignment'
+
  Token: 'alignment'
Compilation aborted.</nowiki>
+
Compilation aborted.</nowiki>
  
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
the error was hard for the compiler to figure out.  The best way to deal
+
the error was hard for the compiler to figure out.  The best way to deal
with an error like this is to start at the line it gives you and go up
+
with an error like this is to start at the line it gives you and go up
and look for an error.  When we do this we notice that the extra right
+
and look for an error.  When we do this we notice that the extra right
above the line that the error is on is missing '{}' so we will add them
+
above the line that the error is on is missing '{}' so we will add them
back in.  Most of the time you want to do one error and recompile but
+
back in.  Most of the time you want to do one error and recompile but
sometimes you can shorten the process for example in this error file
+
sometimes you can shorten the process for example in this error file
the word 'alignment has been spelled wrong so we can fix that before we
+
the word 'alignment has been spelled wrong so we can fix that before we
recompile so go to line '56' and fix that.  Now with those two errors
+
recompile so go to line '56' and fix that.  Now with those two errors
fixed we can recompile and this is what we get:
+
fixed we can recompile and this is what we get:
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_npc.zon'
+
Compiling 'debug_npc.zon'
FATAL: Abilities in 'bldragon' sums up to 101,and not 100.
+
FATAL: Abilities in 'bldragon' sums up to 101,and not 100.
FATAL: Spells&amp;weapons in 'bldragon' sums up to 101, and not 100.
+
FATAL: Spells&amp;weapons in 'bldragon' sums up to 101, and not 100.
WARNING: Fatal errors in zone.
+
WARNING: Fatal errors in zone.
 
</nowiki>
 
</nowiki>
  
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
we look at both errors I have also put 1 extra on weapons and spells.
+
we look at both errors I have also put 1 extra on weapons and spells.
So we can fix both of these at once.  Notice it doesn't give a line
+
So we can fix both of these at once.  Notice it doesn't give a line
number but that is not a problem because you can search for 'MSET_ABIL'
+
number but that is not a problem because you can search for 'MSET_ABIL'
and it will take you right to the problems.  After I subtract one from the
+
and it will take you right to the problems.  After I subtract one from the
abilities and one from either the spells or weapons the following is the
+
abilities and one from either the spells or weapons the following is the
error file I get.
+
error file I get.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_npc.zon'
+
Compiling 'debug_npc.zon'
VMC Done.
+
VMC Done.
 
</nowiki>
 
</nowiki>
  
Notice there are no errors and it says 'VMC done', this means that
+
Notice there are no errors and it says 'VMC done', this means that
you have now successfully compiled the zone. The main thing I want to
+
you have now successfully compiled the zone. The main thing I want to
point out is that you can sometimes fix more than one error at a time
+
point out is that you can sometimes fix more than one error at a time
but be carefull when doing this if you try to fix some errors before
+
but be carefull when doing this if you try to fix some errors before
fixing the first you will be trying to fix things that are not broken.
+
fixing the first you will be trying to fix things that are not broken.
The safest way to compile stuff is still fix one error at a
+
The safest way to compile stuff is still fix one error at a
time.
+
time.
  
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.
+
with a new extension in this case you should have the following.
 
  <nowiki>
 
  <nowiki>
debug_npc.data
+
debug_npc.data
debug_npc.err
+
debug_npc.err
debug_npc.reset
+
debug_npc.reset
debug_rm.zon
+
debug_rm.zon
 
</nowiki>
 
</nowiki>
  
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 VME staff for
+
is something seriously wrong and you may want to write the VME staff for
help.
+
help.
  
  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 VME etc directory and copy
+
sure your zone is in the zonelist in the VME etc directory and copy
these files into your zone directory.  Then reboot the mud.  You should
+
these files into your zone directory.  Then reboot the mud.  You should
be able to log on your builder character and load your NPC by typing
+
be able to log on your builder character and load your NPC by typing
'''load bldragon@dragonst''' and
+
'''load bldragon@dragonst''' and
you can list your zones NPCs by typing '''wstat zone dragonst
+
you can list your zones NPCs by typing '''wstat zone dragonst
mobiles'''.
+
mobiles'''.
  
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 DIL
+
of monsters and NPCs of any kind.  The next section will cover the DIL
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.
+
more complex examples.
 
=== DIL functions for NPCs ===
 
=== DIL functions for NPCs ===
  
The DIL language is the language a builder can use to make his own
+
The DIL language is the language a builder can use to make his own
special functions on rooms, NPCs, objects, PCs, and much more.  This
+
special functions on rooms, NPCs, objects, PCs, and much more.  This
manual is for basic zone writing and therefore will not go into how to
+
manual is for basic zone writing and therefore will not go into how to
write your own DIL functions.  The VME however is released with many
+
write your own DIL functions.  The VME however is released with many
functions for you as an Administrator and your builders to use to make
+
functions for you as an Administrator and your builders to use to make
special rooms, NPCs, and objects.  The following is a list of all NPC
+
special rooms, NPCs, and objects.  The following is a list of all NPC
functions released with the VME 2.0 server.
+
functions released with the VME 2.0 server.
  
  
 
;Mercenary
 
;Mercenary
 
: 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'':
+
''function.zon'':
 
  <nowiki>
 
  <nowiki>
dilbegin mercenary_hire();
+
dilbegin mercenary_hire();
 
</nowiki>
 
</nowiki>
  
To use it you simply dilcopy it to your NPC as follows:
+
To use it you simply dilcopy it to your NPC as follows:
 
  <nowiki>
 
  <nowiki>
dilcopy mercenary_hire@function();
+
dilcopy mercenary_hire@function();
 
</nowiki>
 
</nowiki>
 
;Obey
 
;Obey
 
: This function when dilcopied on the NPC will make it obey there master.  And
 
: This function when dilcopied on the NPC will make it obey there master.  And
example mobile of this is the familiar. Upon completing a small quest a Mage
+
example mobile of this is the familiar. Upon completing a small quest a Mage
receives a familiar that will obey that player and that player only. The player
+
receives a familiar that will obey that player and that player only. The player
can simply type '''Tell &lt;familiar name&gt; cast heal
+
can simply type '''Tell &lt;familiar name&gt; cast heal
&lt;player name&gt;''' and it will carry out the command.  This function takes
+
&lt;player name&gt;''' 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'':
+
''function.zon'':
 
  <nowiki>
 
  <nowiki>
dilbegin obey();
+
dilbegin obey();
 
</nowiki>
 
</nowiki>
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:
+
mercenary like so:
 
  <nowiki>
 
  <nowiki>
dilcopy obey@function();
+
dilcopy obey@function();
 
</nowiki>
 
</nowiki>
 
;Evaluate
 
;Evaluate
 
: This function when placed on an NPC allows it to evaluate items
 
: This function when placed on an NPC allows it to evaluate items
for a fee.  The function definition looks as follows:
+
for a fee.  The function definition looks as follows:
 
  <nowiki>
 
  <nowiki>
dilbegin evaluate (amt:integer);
+
dilbegin evaluate (amt:integer);
 
</nowiki>
 
</nowiki>
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
dilcopy evaluate@function(4*GOLD_PIECE);
+
dilcopy evaluate@function(4*GOLD_PIECE);
 
</nowiki>
 
</nowiki>
 
;Guard Direction
 
;Guard Direction
 
: This is an enhanced version of the Guard Way Function. It will allow both
 
: 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 DIL
+
  certain players to enter as well as certain mobs. An optional stop DIL
  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:
+
function definition:
 
  <nowiki>
 
  <nowiki>
dilbegin guard_dir(direction : string, excludepc : stringlist,
+
dilbegin guard_dir(direction : string, excludepc : stringlist,
                  excludenpc : stringlist, stopdil : string);
+
                  excludenpc : stringlist, stopdil : string);
 
</nowiki>
 
</nowiki>
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 DIL takes four
+
directions until it is back to where it was first created. This DIL takes four
arguments. The first is the direction to block. The second arguments is for those
+
arguments. The first is the direction to block. The second arguments is for those
PC's you wish to allow to pass in that direction without being stopped.  The next
+
PC's you wish to allow to pass in that direction without being stopped.  The next
for the NPCs you wish to allow to pass. The last is the 'act you wish the blocking
+
for the NPCs you wish to allow to pass. The last is the 'act you wish the blocking
mob to display to the PC's that are blocked from proceeding in the selected direction.
+
mob to display to the PC's that are blocked from proceeding in the selected direction.
The third and forth arguments may be 'null', this will pass the defaults to the
+
The third and forth arguments may be 'null', this will pass the defaults to the
dilcopy.  The third argument is a stringlist that tells which players
+
dilcopy.  The third argument is a stringlist that tells which players
or NPCs are excluded from the guard.  The forth is a DIL you can pass in
+
or NPCs are excluded from the guard.  The forth is a DIL you can pass in
to do something special to people who are stopped.  We will not show how
+
to do something special to people who are stopped.  We will not show how
to use the forth argument because it takes more DIL knowledge than this
+
to use the forth argument because it takes more DIL 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:
+
function:
 
  <nowiki>
 
  <nowiki>
dilcopy guard_dir@function("south", {"papi",
+
dilcopy guard_dir@function("south", {"papi",
{"rejji"}, null, null);
+
{"rejji"}, null, null);
 
</nowiki>
 
</nowiki>
 
;Combat magic
 
;Combat magic
 
: This function when placed on a mobile allows it to use any of the
 
: 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.
+
the NPC to cast heal during combat on itself.
 
  <nowiki>
 
  <nowiki>
dilbegin combat_mag(atk_spl : string, def_spl : string,
+
dilbegin combat_mag(atk_spl : string, def_spl : string,
                    def_pct:integer, spd: integer);
+
                    def_pct:integer, spd: integer);
 
</nowiki>
 
</nowiki>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,236: Line 4,234:
 
|integer
 
|integer
 
|speed at which mob will uses its attack magic, 1 for all
 
|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.
+
at once (every round) to 5 for every 5 rounds. I suggest 2.
 
|}
 
|}
 
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:
+
on your NPC:
 
  <nowiki>
 
  <nowiki>
dilcopy combat_mag@function ("harm", "heal", 25, 2);
+
dilcopy combat_mag@function ("harm", "heal", 25, 2);
 
</nowiki>
 
</nowiki>
 
;Fido
 
;Fido
 
: This function turns the NPC into a corpse eating mobile.  The
 
: This function turns the NPC into a corpse eating mobile.  The
following is the functions definition:
+
following is the functions definition:
 
  <nowiki>
 
  <nowiki>
dilbegin fido(txt1:string,txt2:string);
+
dilbegin fido(txt1:string,txt2:string);
 
</nowiki>
 
</nowiki>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,263: Line 4,261:
 
|string
 
|string
 
|The text shown when mob finds and eats corpses, default:
 
|The text shown when mob finds and eats corpses, default:
                        'XXX savagely devours a corpse.'
+
                        'XXX savagely devours a corpse.'
                  will be shown if txt1 is set to "".
+
                  will be shown if txt1 is set to "".
                  If txt1 is set to "stop", the mob will NOT devour corpses
+
                  If txt1 is set to "stop", the mob will NOT devour corpses
                  (convenient if you want your dogs to only eat food leftovers
+
                  (convenient if you want your dogs to only eat food leftovers
                  but not corpses).
+
                  but not corpses).
 
|-
 
|-
 
|txt2
 
|txt2
 
|string
 
|string
 
|The text shown when mob finds and eats ITEM_FOOD, default:
 
|The text shown when mob finds and eats ITEM_FOOD, default:
                        'XXX hungrily devours YYY.'
+
                        'XXX hungrily devours YYY.'
                  will be shown if txt2 is set to "".
+
                  will be shown if txt2 is set to "".
                  If txt2 is set to "stop", the mob will NOT devour
+
                  If txt2 is set to "stop", the mob will NOT devour
                  ITEM_FOOD (convenient if you want to make a corpse-eating
+
                  ITEM_FOOD (convenient if you want to make a corpse-eating
                  ghoul, who'd choke on normal food, etc).
+
                  ghoul, who'd choke on normal food, etc).
 
|}
 
|}
 
<blockquote>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.</blockquote>
+
    item devoured.</blockquote>
  
An example of the 'fido' function on an NPC would look as
+
An example of the 'fido' function on an NPC would look as
follows:
+
follows:
 
  <nowiki>
 
  <nowiki>
dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
+
dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
                      "$1n grabs $2n and hungrily munches it.");
+
                      "$1n grabs $2n and hungrily munches it.");
 
</nowiki>
 
</nowiki>
 
;Wander zone
 
;Wander zone
 
: This function allows a mob to wander around more than one zone, but not all zones.
 
: 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:
+
definition:
 
  <nowiki>
 
  <nowiki>
dilbegin wander_zones(zones : string, spd : integer, doors : integer,
+
dilbegin wander_zones(zones : string, spd : integer, doors : integer,
                      lckd_doors : integer);
+
                      lckd_doors : integer);
 
</nowiki>
 
</nowiki>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,310: Line 4,308:
 
|integer
 
|integer
 
|The speed (in seconds) at which the mob wanders.
 
|The speed (in seconds) at which the mob wanders.
                              Minimum = 5 secs (for process time).
+
                              Minimum = 5 secs (for process time).
 
|-
 
|-
 
|doors
 
|doors
Line 4,321: Line 4,319:
 
|}
 
|}
 
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
+
leave it at that
 
  <nowiki>
 
  <nowiki>
dilcopy wander_zones@function ("halfzon haon_dor", 5, 1);
+
dilcopy wander_zones@function ("halfzon haon_dor", 5, 1);
 
</nowiki>
 
</nowiki>
<blockquote>@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>
 
</nowiki>
</blockquote>
+
</blockquote>
 
;Global wander
 
;Global wander
 
: This is similar to wander_zones because it's just a modified version of it,
 
: 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:
+
following is the function definition:
 
  <nowiki>
 
  <nowiki>
dilbegin global_wander(spd : integer, doors : integer,
+
dilbegin global_wander(spd : integer, doors : integer,
                      lckd_doors :integer);
+
                      lckd_doors :integer);
 
</nowiki>
 
</nowiki>
  
Line 4,360: Line 4,358:
 
|}
 
|}
  
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
+
leave it at that
 
  <nowiki>
 
  <nowiki>
dilcopy global_wander@function (60, 1, 1);
+
dilcopy global_wander@function (60, 1, 1);
 
</nowiki>
 
</nowiki>
 
;Team work
 
;Team work
 
: This function when placed on a mob, located in the same room as another mob,
 
: 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:
+
the function definition:
 
  <nowiki>
 
  <nowiki>
dilbegin aware teamwork(lst: string);
+
dilbegin aware teamwork(lst: string);
 
</nowiki>
 
</nowiki>
  
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:
+
dilcopy would look as follows:
 
  <nowiki>
 
  <nowiki>
dilcopy teamwork@function("jesper/enver");
+
dilcopy teamwork@function("jesper/enver");
 
</nowiki>
 
</nowiki>
  
<blockquote>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.</blockquote>
+
      each other.</blockquote>
 
;Rescue
 
;Rescue
 
: This function when placed on a mob, located in the same room as another mob,
 
: 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:
+
function is as follows:
 
  <nowiki>
 
  <nowiki>
dilbegin aware rescue(lst: string);
+
dilbegin aware rescue(lst: string);
 
</nowiki>
 
</nowiki>
  
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.
+
you wish this NPC to assist should they be attacked.
  
<blockquote>
+
<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.</blockquote>
+
      each other.</blockquote>
  
  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:
+
would be the dilcopy:
 
  <nowiki>
 
  <nowiki>
dilcopy teamwork@function("jesper/enver");
+
dilcopy teamwork@function("jesper/enver");
 
</nowiki>
 
</nowiki>
 
;Agressive
 
;Agressive
 
: This function makes a Mob hostile to person(s) in the room with it, under
 
: 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 DIL.  The following is
+
In short, the all-singing, all-dancing aggression DIL.  The following is
this functions definition:
+
this functions definition:
 
  <nowiki>
 
  <nowiki>
dilbegin aggressive (sx : integer, rce : integer, opp : integer,
+
dilbegin aggressive (sx : integer, rce : integer, opp : integer,
                    levl : integer, sanc : integer, tme : integer,
+
                    levl : integer, sanc : integer, tme : integer,
                    tar : integer, align : string, attack :
+
                    tar : integer, align : string, attack :
                    stringlist);
+
                    stringlist);
 
</nowiki>
 
</nowiki>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,424: Line 4,422:
 
|integer
 
|integer
 
|NOTE: not the sex values in values.h.
 
|NOTE: not the sex values in values.h.
                                This decides the sex of your mob's
+
                                This decides the sex of your mob's
                                victim.
+
                                victim.
                                0 - Sex doesn't matter,
+
                                0 - Sex doesn't matter,
                                1 - Attack opposite sex to self (if not
+
                                1 - Attack opposite sex to self (if not
                                    neutral!),
+
                                    neutral!),
                                2 - Attack SEX_MALE,
+
                                2 - Attack SEX_MALE,
                                3 - Attack SEX_FEMALE,
+
                                3 - Attack SEX_FEMALE,
                                4 - Attack SEX_NEUTRAL.
+
                                4 - Attack SEX_NEUTRAL.
 
|-
 
|-
 
|rce
 
|rce
 
|integer
 
|integer
 
|Any of the PC races from 0 to 14. A value
 
|Any of the PC races from 0 to 14. A value
                                of -1 means we don't care about the
+
                                of -1 means we don't care about the
                                victim's race.
+
                                victim's race.
 
|-
 
|-
 
|opp
 
|opp
 
|integer
 
|integer
 
|0 - Non race specific (same as rce := -1)
 
|0 - Non race specific (same as rce := -1)
                                1 - Attack the specified rce,
+
                                1 - Attack the specified rce,
2 - Attack any pc race _but_ the specified rce.
+
2 - Attack any pc race _but_ the specified rce.
 
|-
 
|-
 
|levl
 
|levl
 
|integer
 
|integer
 
|Allow level specific aggression.
 
|Allow level specific aggression.
                                A value of 30 would make the mob hostile
+
                                A value of 30 would make the mob hostile
                                to all pcs level 30 and above.
+
                                to all pcs level 30 and above.
                                A value of -30 (note the -) would make the
+
                                A value of -30 (note the -) would make the
                                mob hostile to all pcs level 30 or below.
+
                                mob hostile to all pcs level 30 or below.
                                A value of 0 means level doesn't matter.
+
                                A value of 0 means level doesn't matter.
 
|-
 
|-
 
|sanc
 
|sanc
 
|integer
 
|integer
 
|Does this mob obey the sanc/soothe rules?
 
|Does this mob obey the sanc/soothe rules?
                                (ie, if someone has cast sanctuary on
+
                                (ie, if someone has cast sanctuary on
                                themselves, will this mob recognize it, and
+
                                themselves, will this mob recognize it, and
                                not attack, or attack anyway).
+
                                not attack, or attack anyway).
                                0 - Doesn't obey sanc or soothe
+
                                0 - Doesn't obey sanc or soothe
                                1 - Obeys only sanc
+
                                1 - Obeys only sanc
                                2 - Obeys only soothe
+
                                2 - Obeys only soothe
                                3 - Obeys both sanc and soothe
+
                                3 - Obeys both sanc and soothe
                                (SOOTHE is a new spell for ranger's guild)
+
                                (SOOTHE is a new spell for ranger's guild)
 
|-
 
|-
 
|tme
 
|tme
 
|integer
 
|integer
 
|Time in ticks to wait before attacking (is
 
|Time in ticks to wait before attacking (is
                                automatically put to RANTIME, ie, time
+
                                automatically put to RANTIME, ie, time
                                variance of time-time/2 to time+time/2).
+
                                variance of time-time/2 to time+time/2).
                                Values accepted are from 0 to 400 (that's
+
                                Values accepted are from 0 to 400 (that's
                                0 - 100 seconds. Can be specified using
+
                                0 - 100 seconds. Can be specified using
                                PULSE_SEC).
+
                                PULSE_SEC).
 
|-
 
|-
 
|tar
 
|tar
 
|integer
 
|integer
 
|This is a special value which determines
 
|This is a special value which determines
                                which of the eligible victims we pick.
+
                                which of the eligible victims we pick.
                                -2 - Last eligible victim to into the room.
+
                                -2 - Last eligible victim to into the room.
                                -1 - Weakest eligible victim in room.
+
                                -1 - Weakest eligible victim in room.
                                0  - Random eligible victim.
+
                                0  - Random eligible victim.
                                +1 - Strongest eligible victim in room.
+
                                +1 - Strongest eligible victim in room.
+2 - First eligible victim into the room.
+
+2 - First eligible victim into the room.
 
|-
 
|-
 
|align
 
|align
 
|string
 
|string
 
|The desired alignment of the victim.
 
|The desired alignment of the victim.
                                "ANY"      - We don't care about the alignment.
+
                                "ANY"      - We don't care about the alignment.
                                "GOOD"    - Attack only good alignment.
+
                                "GOOD"    - Attack only good alignment.
                                "EVIL"    - Attack only evil alignment.
+
                                "EVIL"    - Attack only evil alignment.
                                "NEUTRAL " - Attack only neutral alignment.
+
                                "NEUTRAL " - Attack only neutral alignment.
                                "OPPOSITE" - Attack opposite alignment to self
+
                                "OPPOSITE" - Attack opposite alignment to self
                                (provided self isn't neutral).
+
                                (provided self isn't neutral).
"SALIGN" - Attack same alignment as self.
+
"SALIGN" - Attack same alignment as self.
                                "DALIGN" - Attack any alignment
+
                                "DALIGN" - Attack any alignment
                                different to self.
+
                                different to self.
 
|-
 
|-
 
|attack
 
|attack
 
|stringlist
 
|stringlist
 
|This is a 2 string stringlist. These are
 
|This is a 2 string stringlist. These are
                                    the messages sent to the people in the room
+
                                    the messages sent to the people in the room
                                    except the victim, and the victim itself,
+
                                    except the victim, and the victim itself,
                                    in that order.
+
                                    in that order.
                                    If the second (victim) string is "", the
+
                                    If the second (victim) string is "", the
                                    first string will be shown to the victim,
+
                                    first string will be shown to the victim,
                                    as if they were anyone else in the room.
+
                                    as if they were anyone else in the room.
                                    You can leave both blank if you wish.
+
                                    You can leave both blank if you wish.
                                    $1n is the mob name (self), $3n is the
+
                                    $1n is the mob name (self), $3n is the
                                    victim's name.
+
                                    victim's name.
                                    NOTE: the $ values only apply if you supply
+
                                    NOTE: the $ values only apply if you supply
                                    BOTH string 1 and 2.
+
                                    BOTH string 1 and 2.
 
|}
 
|}
 
The argument descriptions pretty much explain everything there is
 
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
+
the following description
  
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!"
+
attacks $3n with his big axe!" and "$1n attacks you!"
  
Here's what the function call would look like:
+
Here's what the function call would look like:
 
  <nowiki>
 
  <nowiki>
dilcopy aggressive (3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
+
dilcopy aggressive (3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
                    {"$1n savagely attacks $3n with his big axe!",
+
                    {"$1n savagely attacks $3n with his big axe!",
                    "$1n attacks you!"});
+
                    "$1n attacks you!"});
 
</nowiki>
 
</nowiki>
  
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.
+
the victim and the room, in that order.
 
;Janitors
 
;Janitors
 
: This function turns the NPC into a janitor that will pick up items left
 
: 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 DIL for this to work correctly.
+
You must also supply the wander_zone DIL for this to work correctly.
The definition for the janitor function is as follows:
+
The definition for the janitor function is as follows:
 
  <nowiki>
 
  <nowiki>
dilbegin janitors(rate: integer);
+
dilbegin janitors(rate: integer);
 
</nowiki>
 
</nowiki>
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.
+
how fast the janitor will pick up stuff in seconds.
  
To make a Janitor that will pick up stuff every thirty seconds the
+
To make a Janitor that will pick up stuff every thirty seconds the
following would be the dilcopy:
+
following would be the dilcopy:
 
  <nowiki>
 
  <nowiki>
dilcopy janitor@function(30);
+
dilcopy janitor@function(30);
 
</nowiki>
 
</nowiki>
 
;Shop Keeper
 
;Shop Keeper
 
: This is one of the more complex dilcopies and considered by some to be
 
: 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 DIL using defines to hopefully simplify the
+
and the application of this DIL using defines to hopefully simplify the
use of this function.  The function is defined as:
+
use of this function.  The function is defined as:
 
  <nowiki>
 
  <nowiki>
dilbegin aware shopkeeper(prod: stringlist, custom_acts : stringlist,
+
dilbegin aware shopkeeper(prod: stringlist, custom_acts : stringlist,
                            opentimes : stringlist, itemtype: string,
+
                            opentimes : stringlist, itemtype: string,
sellprofit : integer,buyprofit: integer,
+
sellprofit : integer,buyprofit: integer,
maxcash : integer,closedil : string,
+
maxcash : integer,closedil : string,
dilparams : string );
+
dilparams : string );
 
</nowiki>
 
</nowiki>
  
 
;Step 1
 
;Step 1
 
: 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:
+
His list of items (their symbolic names at which zone) are:
 
  <nowiki>
 
  <nowiki>
grain_alcohol@gobtown1
+
grain_alcohol@gobtown1
pretzels@gobtown1
+
pretzels@gobtown1
beer_nuts@gobtown1
+
beer_nuts@gobtown1
rum_coke@gobtown1
+
rum_coke@gobtown1
tuborg@udgaard
+
tuborg@udgaard
 
</nowiki>
 
</nowiki>
  
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:
+
Each item will have a setup like this:
 
  <nowiki>
 
  <nowiki>
"tuborg@udgaard 15 20"
+
"tuborg@udgaard 15 20"
 
</nowiki>
 
</nowiki>
  
A symbolic name followed by two numbers, with the entire thing in
+
A symbolic name followed by two numbers, with the entire thing in
quotes.  Where :
+
quotes.  Where :
 
* The "tuborg@udgaard" is your item's symbolic name
 
* The "tuborg@udgaard" is your item's symbolic name
 
* The 15 (our first number in the string) is the number of that item that
 
* The 15 (our first number in the string) is the number of that item that
  will load into your shop daily
+
  will load into your shop daily
 
* The 20 (our second number in the string) is the limit available of that
 
* The 20 (our second number in the string) is the limit available of that
  item in the shop ever
+
  item in the shop ever
 
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.
+
at any given time is 20.
  
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:
+
like this:
 
  <nowiki>
 
  <nowiki>
#define TAVERN_PROD \
+
#define TAVERN_PROD \
{"grain_alcohol@gobtown1 15 20", \
+
{"grain_alcohol@gobtown1 15 20", \
"pretzels@gobtown1 10 15", \
+
"pretzels@gobtown1 10 15", \
"beer_nuts@gobtown1 15 20", \
+
"beer_nuts@gobtown1 15 20", \
"rum_coke@gobtown1 10 15", \
+
"rum_coke@gobtown1 10 15", \
"tuborg@udgaard 15 20"}
+
"tuborg@udgaard 15 20"}
 
</nowiki>
 
</nowiki>
  
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.
+
Now we are finished with the items he sells.
 
;Step 2
 
;Step 2
 
: 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.
+
shopkeeper.  They do go in a specific order and I will list what each do.
  
 
;Response 1
 
;Response 1
 
: 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.
+
item at all.
 
;Response 2
 
;Response 2
 
: 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.
+
worn by the player can not be sold until removed from there worn position.
 
;Response 3
 
;Response 3
 
: 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. =)
+
our bartender a canoe. =)
 
;Response 4
 
;Response 4
 
: 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.
+
shopkeeper, but doesn't have enough money to buy it.
 
;Response 5
 
;Response 5
 
: 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.
+
buys something from the shopkeeper.
 
;Response 6
 
;Response 6
 
: 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.
+
shopkeeper.
 
;Response 7
 
;Response 7
 
: 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.
+
tuborgs, but our bartender only has 9.
 
;Response 8
 
;Response 8
 
: 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.
+
buy something from or sell something to the shopkeeper.
 
;Response 9
 
;Response 9
 
: 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.
+
shopkeeper that the shopkeeper doesn't trade that item.
 
;Response 10
 
;Response 10
 
: 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.
+
money and can't afford to buy what the player is trying to sell him.
  
 
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.
+
order!  And below is our setup with responses in it.
  
<blockquote>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.</blockquote>
+
with the shopkeeper.</blockquote>
 
  <nowiki>
 
  <nowiki>
#define TAVERN_MSG \
+
#define TAVERN_MSG \
{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
+
{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
"$1n says, '$3n, you don't even have that!'", \
+
"$1n says, '$3n, you don't even have that!'", \
"$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
+
"$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
"$1n says, '$3n, you can't afford $2n.'", \
+
"$1n says, '$3n, you can't afford $2n.'", \
"$1n says, 'Thank you, $3n, here are %s for $2n.'", \
+
"$1n says, 'Thank you, $3n, here are %s for $2n.'", \
"$1n says, 'Thank you, $3n.'", \
+
"$1n says, 'Thank you, $3n.'", \
"$1n says, 'I don't have that many $2ns in stock.'", \
+
"$1n says, 'I don't have that many $2ns in stock.'", \
"$1n says, 'I'm on break, come back later.'", \
+
"$1n says, 'I'm on break, come back later.'", \
"$1n says, 'I haven't got a use for $2n.'", \
+
"$1n says, 'I haven't got a use for $2n.'", \
"$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
+
"$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
 
</nowiki>
 
</nowiki>
  
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.
+
Don't worry, it gets simpler from here.
 
;Step 3
 
;Step 3
 
: 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:
+
open) and I used the following setup:
 
  <nowiki>
 
  <nowiki>
#define TAVERN_OPEN_TIMES {"12","18"}
+
#define TAVERN_OPEN_TIMES {"12","18"}
 
</nowiki>
 
</nowiki>
  
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:
+
example:
 
  <nowiki>
 
  <nowiki>
#define TAVERN_OPEN_TIMES {"1","12","16","20"}
+
#define TAVERN_OPEN_TIMES {"1","12","16","20"}
 
</nowiki>
 
</nowiki>
 
;Step 4
 
;Step 4
 
: 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.
+
them below.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Sale types
 
|+Sale types
Line 4,785: Line 4,783:
 
|}
 
|}
 
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:
+
following setup:
 
  <nowiki>
 
  <nowiki>
#define TAVERN_ITEM_TYPE "19"
+
#define TAVERN_ITEM_TYPE "19"
 
</nowiki>
 
</nowiki>
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:
+
this:
 
  <nowiki>
 
  <nowiki>
#define MAGIC_ITEM_TYPE "2 10"
+
#define MAGIC_ITEM_TYPE "2 10"
 
</nowiki>
 
</nowiki>
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.
+
quotes with a space separating them.
 
;Step 5
 
;Step 5
 
: 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:
+
money our shopkeeper gets) and use the following setup:
 
  <nowiki>
 
  <nowiki>
#define TAVERN_MAX_CASH 81920
+
#define TAVERN_MAX_CASH 81920
 
</nowiki>
 
</nowiki>
I got 81920 by multiplying the 40960 (one platinum) by 2
+
I got 81920 by multiplying the 40960 (one platinum) by 2
 
;Step 6
 
;Step 6
 
: 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
100%. Now, if your shopkeeper wants to take an extra 10% on the items he's
+
100%. Now, if your shopkeeper wants to take an extra 10% on the items he's
selling so he can support his family, then you would make his selling
+
selling so he can support his family, then you would make his selling
profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
+
profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
when he sells things) and gave him 110% selling profit, and used the
+
when he sells things) and gave him 110% selling profit, and used the
following setup:
+
following setup:
 
  <nowiki>
 
  <nowiki>
#define TAVERN_SELL_PROFIT 110
+
#define TAVERN_SELL_PROFIT 110
 
</nowiki>
 
</nowiki>
 
;Step 7
 
;Step 7
 
: 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.
+
and use the following setup.
 
  <nowiki>
 
  <nowiki>
#define TAVERN_BUY_PROFIT 50
+
#define TAVERN_BUY_PROFIT 50
 
</nowiki>
 
</nowiki>
  
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 %DIL section just to keep them somewhere where
+
to place mine before the %DIL 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.
+
I'll explain in step 8.
 
;Step 8
 
;Step 8
 
: Okay one last step.  Now you get to place the DIL on your shopkeeper mob
 
: Okay one last step.  Now you get to place the DIL 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
DIL is:
+
DIL is:
 
  <nowiki>
 
  <nowiki>
  dilcopy shopkeeper@function(products, responses, opentimes,
+
  dilcopy shopkeeper@function(products, responses, opentimes,
                            tradetypes, sellprofit, buyprofit,
+
                            tradetypes, sellprofit, buyprofit,
                            maxcash, closedil, dilparams);
+
                            maxcash, closedil, dilparams);
 
</nowiki>
 
</nowiki>
Take your defines from above the defines that you made are
+
Take your defines from above the defines that you made are
called:
+
called:
 
  <nowiki>
 
  <nowiki>
TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES, TAVERN_ITEM_TYPE,
+
TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES, TAVERN_ITEM_TYPE,
TAVERN_SELL_PROFIT, TAVERN_BUY_PROFIT, and TAVERN_MAX_CASH.
+
TAVERN_SELL_PROFIT, TAVERN_BUY_PROFIT, and TAVERN_MAX_CASH.
 
</nowiki>
 
</nowiki>
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.
+
in the below example.
 
  <nowiki>
 
  <nowiki>
dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
+
dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
                            TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT,
+
                            TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT,
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
+
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
 
</nowiki>
 
</nowiki>
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 DIL for those.  By just putting and empty set of quotes for each,
+
unique DIL 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.
+
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
+
You are pretty much done now.  All you have to do is place your
defines either up before %DIL or somewhere in %mob if you'd like, and
+
defines either up before %DIL or somewhere in %mob if you'd like, and
place the dilcopy onto your mob.
+
place the dilcopy onto your mob.
  
 
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.
+
what it would look like in the end.
 
  <nowiki>
 
  <nowiki>
%zone sample_zon
+
%zone sample_zon
  
#define TAVERN_PROD \
+
#define TAVERN_PROD \
{"grain_alcohol@gobtown1 15 20", \
+
{"grain_alcohol@gobtown1 15 20", \
"pretzels@gobtown1 10 15", \
+
"pretzels@gobtown1 10 15", \
"beer_nuts@gobtown1 15 20", \
+
"beer_nuts@gobtown1 15 20", \
"rum_coke@gobtown1 10 15", \
+
"rum_coke@gobtown1 10 15", \
"tuborg@udgaard 15 20"}
+
"tuborg@udgaard 15 20"}
  
#define TAVERN_MSG \
+
#define TAVERN_MSG \
{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
+
{"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
"$1n says, '$3n, you don't even have that!'", \
+
"$1n says, '$3n, you don't even have that!'", \
"$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
+
"$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
"$1n says, '$3n, you can't afford $2n.'", \
+
"$1n says, '$3n, you can't afford $2n.'", \
"$1n says, 'Thank you, $3n, here are %s for $2n.'", \
+
"$1n says, 'Thank you, $3n, here are %s for $2n.'", \
"$1n says, 'Thank you, $3n.'", \
+
"$1n says, 'Thank you, $3n.'", \
"$1n says, 'I don't have that many $2ns in stock.'", \
+
"$1n says, 'I don't have that many $2ns in stock.'", \
"$1n says, 'I'm on break, come back later.'", \
+
"$1n says, 'I'm on break, come back later.'", \
"$1n says, 'I haven't got a use for $2n.'", \
+
"$1n says, 'I haven't got a use for $2n.'", \
"$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
+
"$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
  
#define TAVERN_OPEN_TIMES {"1","23"}
+
#define TAVERN_OPEN_TIMES {"1","23"}
#define TAVERN_ITEM_TYPE "19"
+
#define TAVERN_ITEM_TYPE "19"
#define TAVERN_MAX_CASH 81920
+
#define TAVERN_MAX_CASH 81920
#define TAVERN_SELL_PROFIT 110
+
#define TAVERN_SELL_PROFIT 110
#define TAVERN_BUY_PROFIT 50
+
#define TAVERN_BUY_PROFIT 50
  
%mobiles
+
%mobiles
  
bartender
+
bartender
names {"hogan","goblin","bartender"}
+
names {"hogan","goblin","bartender"}
title "Hogan"
+
title "Hogan"
descr "Hogan stands behind the bar waiting to take your order."
+
descr "Hogan stands behind the bar waiting to take your order."
extra {}
+
extra {}
"He looks back at you, patiently waiting for your order."
+
"He looks back at you, patiently waiting for your order."
M_AVG_GOBLIN(76,SEX_MALE)
+
M_AVG_GOBLIN(76,SEX_MALE)
alignment -1000
+
alignment -1000
exp 100
+
exp 100
money 2 SILVER_PIECE, 2 COPPER_PIECE
+
money 2 SILVER_PIECE, 2 COPPER_PIECE
  
dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
+
dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
                            TAVERN_ITEM_TYPE,TAVERN_SELL_PROFIT,
+
                            TAVERN_ITEM_TYPE,TAVERN_SELL_PROFIT,
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
+
                            TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
end
+
end
 
</nowiki>
 
</nowiki>
  
 
=== A more complex set of NPCs ===
 
=== A more complex set of NPCs ===
  
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.
+
different.
 
==== Magic casting NPC ====
 
==== Magic casting NPC ====
  
The basic Dragon we made in the (Link to npcbasic) looks
+
The basic Dragon we made in the (Link to 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 (Link to npcdilfunc) the 'combat_magic' function was described.  This
+
don't get toasted by an acid or fire spell or two.  in (Link to npcdilfunc) the 'combat_magic' function was described.  This
is the function you use to make all NPCs cast magic while in combat.
+
is the function you use to make all NPCs cast magic while in combat.
With that in mind lets take a look at how we can make our dragon a bit
+
With that in mind lets take a look at how we can make our dragon a bit
more interesting g.
+
more interesting g.
  
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 DIL you could even make fire breath be a skill not a
+
Once you learn DIL you could even make fire breath be a skill not a
spell but for now we will stick with what we know.  I like the acts of
+
spell but for now we will stick with what we know.  I like the acts of
the acid breath spell so we will use that as the spell of choice.  The
+
the acid breath spell so we will use that as the spell of choice.  The
NPC as we defined it before hasn't changed so the following would be the
+
NPC as we defined it before hasn't changed so the following would be the
entire dragon with the combat magic function.
+
entire dragon with the combat magic function.
 
  <nowiki>
 
  <nowiki>
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eye","eyes"}
+
extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
race RACE_DRAGON_BLACK
+
race RACE_DRAGON_BLACK
sex SEX_MALE
+
sex SEX_MALE
height 625
+
height 625
weight 1250
+
weight 1250
level 70
+
level 70
NATURAL_DEF (WPN_CLAW, ARM_PLATE)
+
NATURAL_DEF (WPN_CLAW, ARM_PLATE)
alignment -900
+
alignment -900
MSET_ABILITY(20,12,12,12,12,12,20,0)
+
MSET_ABILITY(20,12,12,12,12,12,20,0)
MSET_WEAPON(10,10,10,5,30,5)
+
MSET_WEAPON(10,10,10,5,30,5)
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
+
MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
  
//Combat Magic added.
+
//Combat Magic added.
  dilcopy combat_mag@function("acid breath", "", 25, 2);
+
  dilcopy combat_mag@function("acid breath", "", 25, 2);
  
end
+
end
 
</nowiki>
 
</nowiki>
  
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 DIL copy all the spells names are in the
+
'acid breath' part of the DIL copy all the spells names are in the
''spells.def'' or you can just pick a spell by what you
+
''spells.def'' or you can just pick a spell by what you
would type if you wanted to cast it yourself in the game.  Now if this
+
would type if you wanted to cast it yourself in the game.  Now if this
still looks like a lot to do to make a dragon the dragon above could
+
still looks like a lot to do to make a dragon the dragon above could
have been created with exactly the same information by using the
+
have been created with exactly the same information by using the
''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
+
''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
we use the macro the dragon would look like this
+
we use the macro the dragon would look like this
 
  <nowiki>
 
  <nowiki>
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eye","eyes"}
+
extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
end</nowiki>
+
end</nowiki>
  
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.
+
the NPC and set the macro.
 
==== A wandering janitor ====
 
==== A wandering janitor ====
  
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.
+
definition of a hobgoblin wandering Janitor.
 
  <nowiki>
 
  <nowiki>
janitor
+
janitor
names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
+
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
extra{}
+
extra{}
"This ugly green thing looks more goblin than hobgoblin but he seems
+
"This ugly green thing looks more goblin than hobgoblin but he seems
intent on cleaning everything around him."
+
intent on cleaning everything around him."
  
race RACE_HOBGOBLIN
+
race RACE_HOBGOBLIN
level 6
+
level 6
sex SEX_MALE
+
sex SEX_MALE
height  130      /* cm            */
+
height  130      /* cm            */
weight  120      /* Pounds        */
+
weight  120      /* Pounds        */
// he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
alignment 900
+
alignment 900
  
NATURAL_DEF(WPN_FIST, ARM_LEATHER)
+
NATURAL_DEF(WPN_FIST, ARM_LEATHER)
MSET_ABILITY(10,10,10,23,15,22,10,0)  \
+
MSET_ABILITY(10,10,10,23,15,22,10,0)  \
MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
+
MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
+
MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
  
//give him some money
+
//give him some money
money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
// only want him cleaning the station
+
// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
end
+
end
 
</nowiki>
 
</nowiki>
  
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:
+
simply look as follows:
 
  <nowiki>
 
  <nowiki>
janitor
+
janitor
names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
+
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
extra{}
+
extra{}
"This ugly green thing looks more goblin than hobgoblin but he seems intent
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent
on cleaning everything around him."
+
on cleaning everything around him."
  
M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
// he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
alignment 900
+
alignment 900
  
//give him some money
+
//give him some money
money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
// only want him cleaning the station
+
// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
end
+
end
 
</nowiki>
 
</nowiki>
  
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
(Link to npcdilfunc) to make your NPC do more than one thing.
+
(Link to npcdilfunc) to make your NPC do more than one thing.
 
==== Creating a teacher ====
 
==== Creating a teacher ====
  
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
will be in DIL like everything else but for now the teachers that are
+
will be in DIL like everything else but for now the teachers that are
released with the VME are base code.  Even though the teachers are base
+
released with the VME are base code.  Even though the teachers are base
code they still allow for you to adjust many things.  The truth is you
+
code they still allow for you to adjust many things.  The truth is you
don't have to use our teachers you could code your own in DIL but many
+
don't have to use our teachers you could code your own in DIL but many
find this easier.
+
find this easier.
  
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.)
+
offered by the GTD.)
  
<blockquote>
+
<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.</blockquote>
+
adverse effects, including causing the mud to crash.</blockquote>
  
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
'special' field was not included in the field descriptions is because it
+
'special' field was not included in the field descriptions is because it
is being removed from the VME as soon as banks and teachers have been
+
is being removed from the VME as soon as banks and teachers have been
replaced by DIL there will be no more special functions.  For now
+
replaced by DIL 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:
+
for a special function is as follows:
 
  <nowiki>
 
  <nowiki>
special &lt;Function define&gt; &lt;function arguments&gt;
+
special &lt;Function define&gt; &lt;function arguments&gt;
 
</nowiki>
 
</nowiki>
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.
+
and what the teacher teaches.
  
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:
+
like this:
 
  <nowiki>
 
  <nowiki>
special SFUN_TEACH_INIT "&lt;arguments go here&gt;"
+
special SFUN_TEACH_INIT "&lt;arguments go here&gt;"
 
</nowiki>
 
</nowiki>
  
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.
+
'&amp;f' code is given.
  
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:
+
types:
 
* abilities
 
* abilities
 
* spells
 
* spells
Line 5,173: Line 5,171:
 
The first two lines of the SFUN_TEACH_INIT looks like this:
 
The first two lines of the SFUN_TEACH_INIT looks like this:
 
  <nowiki>
 
  <nowiki>
special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
"&amp;labilities;0;
+
"&amp;labilities;0;
 
</nowiki>
 
</nowiki>
  
<blockquote>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</blockquote>
+
through out the teacher fields</blockquote>
  
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:
+
total and they are as follows:
 
==== Teacher acts ====
 
==== Teacher acts ====
 
;Line 1
 
;Line 1
 
: 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.
 
;Line 2
 
;Line 2
 
: 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.
 
;Line 3
 
;Line 3
 
: 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.
 
;Line 4
 
;Line 4
 
: 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.
+
        skill practice points to learn the desired entity.
 
;Line 5
 
;Line 5
 
: 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.
+
        possible.
 
;Line 6
 
;Line 6
 
: 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.
+
        modify stats.
 
;Line 7
 
;Line 7
 
: 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 DIL this act may not be
+
the future when the teachers are made in DIL this act may not be
necessary.
+
necessary.
  
 
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
"&amp;labilities;0;
+
"&amp;labilities;0;
$1n tells you, 'I have never heard of such an ability.'; $1n
+
$1n tells you, 'I have never heard of such an ability.'; $1n
tells you, 'I do not know how to teach this ability.'; $1n tells you,
+
tells you, 'I do not know how to teach this ability.'; $1n tells you,
'You haven't got %s for me.'; $1n tells you, 'You haven't got %d ability
+
'You haven't got %s for me.'; $1n tells you, 'You haven't got %d ability
points.'; $1n tells you, 'I can not teach you any more.'; $1n tells you,
+
points.'; $1n tells you, 'I can not teach you any more.'; $1n tells you,
'You must be unaffected by magic, else I can't teach you.'; $1n tells
+
'You must be unaffected by magic, else I can't teach you.'; $1n tells
you, 'Remove all equipment, please.';
+
you, 'Remove all equipment, please.';
 
</nowiki>
 
</nowiki>
  
<blockquote>
+
<blockquote>
  $1n is the substitution variable for the teacher's title (see the DIL
+
  $1n is the substitution variable for the teacher's title (see the DIL
document for more details).
+
document for more details).
  
%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.
+
      question.
  
%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.
+
      practice the given entity.
  
The standard GTD termination character, a semicolon (;) ends each
+
The standard GTD termination character, a semicolon (;) ends each
act
+
act
</blockquote>
+
</blockquote>
  
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.
+
in these fields determines how a particular entity is practiced.
  
Here is an example of a GTD:
+
Here is an example of a GTD:
 
  <nowiki>
 
  <nowiki>
  0;  100; scan                          ;  9;  9000;  7;          0;
+
  0;  100; scan                          ;  9;  9000;  7;          0;
 
</nowiki>
 
</nowiki>
  
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:
+
as easily write:
 
  <nowiki>
 
  <nowiki>
0;100;scan;9;9000;7;0;
+
0;100;scan;9;9000;7;0;
 
</nowiki>
 
</nowiki>
  
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:
+
  look as follows:
 
  <nowiki>
 
  <nowiki>
  0;  100; scan                          ;  9;  9000;  7;          0;
+
  0;  100; scan                          ;  9;  9000;  7;          0;
  0;  90; consider                      ;  4;  4000;  5; 10;      0;
+
  0;  90; consider                      ;  4;  4000;  5; 10;      0;
  0;  100; appraisal                    ;  9;  4000;  5;          0;
+
  0;  100; appraisal                    ;  9;  4000;  5;          0;
  0;  100; fleeing                      ;  9;  9000;  6; 12;      0;
+
  0;  100; fleeing                      ;  9;  9000;  6; 12;      0;
 
</nowiki>
 
</nowiki>
  
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.
+
field.  The following is the fields and their definitions.
  
 
;Field 1
 
;Field 1
 
: 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.
+
indicates that one can practice it from the beginning.
 
;Field 2
 
;Field 2
 
: 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.
+
skill or weapon.
  
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.
+
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
+
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.
+
instead.
 
;Field 3
 
;Field 3
 
: Name of Entity
 
: Name of Entity
 
;Field 4
 
;Field 4
 
: 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.
+
by 10 is rounded up to the nearest iron piece.
 
;Field 5
 
;Field 5
 
: 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:
+
being 1000 times what Field 4 is defined as:
  
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.
+
practice it to maximum percentage.
  
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.
+
unpredictable.
  
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.
+
worth the cost.
 
;Field 6
 
;Field 6
 
: 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.
+
consideration of how this class would learn/use the entity.
  
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.
+
it may cost them 15 points to practice.
  
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.
+
reflect the power of the entity.
 
;Field 7 - X
 
;Field 7 - X
 
: 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.
+
more expensive.
  
An example of this would look as follows:
+
An example of this would look as follows:
 
  <nowiki>
 
  <nowiki>
  0;  90; consider                      ;  4;  4000;  5; 10;      0;
+
  0;  90; consider                      ;  4;  4000;  5; 10;      0;
 
</nowiki>
 
</nowiki>
  
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.
+
second.
  
  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.
+
take advantage of this more often.
  
Each additional field is followed by a semicolon
+
Each additional field is followed by a semicolon
 
;Field X
 
;Field X
 
: 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.
+
0, it would consider that Field X, and end the GTD.
  
Every GTD line must have an end of field marker!
+
Every GTD line must have an end of field marker!
  
 
When we refer to old gold pieces they represent the VME money system as
 
When we refer to old gold pieces they represent the VME money system as
follows:
+
follows:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Old to new money conversions.
 
|+Old to new money conversions.
Line 5,386: Line 5,384:
 
|}
 
|}
 
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.
+
problems for you.
  
A finished teacher of ability function would look like
+
A finished teacher of ability function would look like
this:
+
this:
 
  <nowiki>
 
  <nowiki>
special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
"&amp;labilities;0;
+
"&amp;labilities;0;
$1n tells you, 'I have never heard of such an ability.';
+
$1n tells you, 'I have never heard of such an ability.';
$1n tells you, 'I do not know how to teach this ability.';
+
$1n tells you, 'I do not know how to teach this ability.';
$1n tells you, 'You haven't got %s for me.';
+
$1n tells you, 'You haven't got %s for me.';
$1n tells you, 'You haven't got %d ability points.';
+
$1n tells you, 'You haven't got %d ability points.';
$1n tells you, 'I can not teach you any more';
+
$1n tells you, 'I can not teach you any more';
$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
+
$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
you.';
+
you.';
$1n tells you, 'Remove all equipment, please.';
+
$1n tells you, 'Remove all equipment, please.';
  
  0;  100; Strength                      ;  4;  4000;  8;      0;
+
  0;  100; Strength                      ;  4;  4000;  8;      0;
  0;  90; Dexterity                    ;  14; 14000;  12;      0;
+
  0;  90; Dexterity                    ;  14; 14000;  12;      0;
  0;  90; Constitution                  ;  14; 14000;  9;      0;
+
  0;  90; Constitution                  ;  14; 14000;  9;      0;
  0;  100; Hitpoints                    ;  4;  4000;  11;      0;
+
  0;  100; Hitpoints                    ;  4;  4000;  11;      0;
  2;  60; Brain                        ;  23; 23000;  14;      0;
+
  2;  60; Brain                        ;  23; 23000;  14;      0;
  4;  80; Charisma                      ;  18; 18000;  14;      0;
+
  4;  80; Charisma                      ;  18; 18000;  14;      0;
"
+
"
 
</nowiki>
 
</nowiki>
  
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'.
+
'SFUN_MEMBERS_ONLY'.
  
 
;SFUN_GUILD_BASIS
 
;SFUN_GUILD_BASIS
 
: This initializes the teacher and the only argument is the guild
 
: This initializes the teacher and the only argument is the guild
name
+
name
 
  <nowiki>
 
  <nowiki>
special SFUN_GUILD_BASIS "Udgaard Fighter"
+
special SFUN_GUILD_BASIS "Udgaard Fighter"
 
</nowiki>
 
</nowiki>
 
;SFUN_MEMBERS_ONLY
 
;SFUN_MEMBERS_ONLY
 
: 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:
+
separated by a '#', an example would look as follows:
 
  <nowiki>
 
  <nowiki>
special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"
+
special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"
 
</nowiki>
 
</nowiki>
  
 
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.
+
the entire specials and the NPC definition.
 
  <nowiki>
 
  <nowiki>
jones
+
jones
  
names {"blacksmith", "smith", "Jones"}
+
names {"blacksmith", "smith", "Jones"}
title "Jones the blacksmith"
+
title "Jones the blacksmith"
descr "The venerable Jones Blacksmith is here."
+
descr "The venerable Jones Blacksmith is here."
extra {}
+
extra {}
"The smith is old but his arms still retain the strength of his youth.
+
"The smith is old but his arms still retain the strength of his youth.
He looks as if he has retired, but he can still put you through the
+
He looks as if he has retired, but he can still put you through the
drills of physical training."
+
drills of physical training."
flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
romflags {CHAR_PROTECTED}
+
romflags {CHAR_PROTECTED}
//Define from composed.h
+
//Define from composed.h
M_HUMAN_WARRIOR_AXE(80, SEX_MALE)
+
M_HUMAN_WARRIOR_AXE(80, SEX_MALE)
  
//negative exp to discourage killing teacher
+
//negative exp to discourage killing teacher
exp -100
+
exp -100
  
special SFUN_GUILD_BASIS GUILD_UDG_FIGHTER
+
special SFUN_GUILD_BASIS GUILD_UDG_FIGHTER
special SFUN_MEMBERS_ONLY GUILD_UDG_FIGHTER+"#$1n says, 'Buggar ye off, $3n.'"
+
special SFUN_MEMBERS_ONLY GUILD_UDG_FIGHTER+"#$1n says, 'Buggar ye off, $3n.'"
  
special SFUN_TEACH_INIT
+
special SFUN_TEACH_INIT
"&amp;labilities;0;
+
"&amp;labilities;0;
$1n tells you, 'I have never heard of such an ability.';
+
$1n tells you, 'I have never heard of such an ability.';
$1n tells you, 'I do not know how to teach this ability.';
+
$1n tells you, 'I do not know how to teach this ability.';
$1n tells you, 'You haven't got %s for me.';
+
$1n tells you, 'You haven't got %s for me.';
$1n tells you, 'You haven't got %d ability points.';
+
$1n tells you, 'You haven't got %d ability points.';
$1n tells you, 'I can not teach you any more';
+
$1n tells you, 'I can not teach you any more';
$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
+
$1n tells you, 'You must be unaffected by magic, otherwise I can't teach
you.';
+
you.';
$1n tells you, 'Remove all equipment, please.';
+
$1n tells you, 'Remove all equipment, please.';
  
  0;  100; Strength                      ;  4;  4000;  8;      0;
+
  0;  100; Strength                      ;  4;  4000;  8;      0;
  0;  90; Dexterity                    ;  14; 14000;  12;      0;
+
  0;  90; Dexterity                    ;  14; 14000;  12;      0;
  0;  90; Constitution                  ;  14; 14000;  9;      0;
+
  0;  90; Constitution                  ;  14; 14000;  9;      0;
  0;  100; Hitpoints                    ;  4;  4000;  11;      0;
+
  0;  100; Hitpoints                    ;  4;  4000;  11;      0;
  2;  60; Brain                        ;  23; 23000;  14;      0;
+
  2;  60; Brain                        ;  23; 23000;  14;      0;
  4;  80; Charisma                      ;  18; 18000;  14;      0;
+
  4;  80; Charisma                      ;  18; 18000;  14;      0;
"
+
"
 
</nowiki>
 
</nowiki>
 
==== Guild master functions ====
 
==== Guild master functions ====
  
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'.
+
'SFUN_GUILD_TITLES'.
  
 
;SFUN_GUILD_BASIS
 
;SFUN_GUILD_BASIS
 
: This initializes the master and the only argument is the guild
 
: This initializes the master and the only argument is the guild
name
+
name
 
  <nowiki>
 
  <nowiki>
special SFUN_GUILD_BASIS "Udgaard Fighter"
+
special SFUN_GUILD_BASIS "Udgaard Fighter"
 
</nowiki>
 
</nowiki>
 
;SFUN_GUILD_MASTER
 
;SFUN_GUILD_MASTER
 
: 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.
+
is a description of the arguments and what they do.
  
 
;Line1:
 
;Line1:
 
: 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 VME doesn't
+
teacher you need to pre-pend the '&amp;l' symbol so the VME 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.
+
compiled.
 
  <nowiki>
 
  <nowiki>
&amp;lGuild = ~Udgaard fighter~
+
&amp;lGuild = ~Udgaard fighter~
 
</nowiki>
 
</nowiki>
 
; Line 2
 
; Line 2
 
*  
 
*  
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.
+
can enter the guild.
 
  <nowiki>
 
  <nowiki>
Guild Enter Quest = ~Fighter Proven~
+
Guild Enter Quest = ~Fighter Proven~
 
</nowiki>
 
</nowiki>
 
; Line 3
 
; Line 3
 
*  
 
*  
  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.
+
  gold pieces.
 
  <nowiki>
 
  <nowiki>
Guild Enter Cost = 640
+
Guild Enter Cost = 640
 
</nowiki>
 
</nowiki>
 
; Line 4
 
; Line 4
 
*  
 
*  
  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.
+
  will not let the player leave.
 
  <nowiki>
 
  <nowiki>
Guild Leave Quest = ~Wimp proven~
+
Guild Leave Quest = ~Wimp proven~
 
</nowiki>
 
</nowiki>
 
; Line 5
 
; Line 5
 
*  
 
*  
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.
+
will not let the player join.
 
  <nowiki>
 
  <nowiki>
Guild Leave Cost = 3200
+
Guild Leave Cost = 3200
 
</nowiki>
 
</nowiki>
 
; Line 6
 
; Line 6
 
*  
 
*  
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.
+
be in the fighter guild.
 
  <nowiki>
 
  <nowiki>
Guild Exclude Quest = ~Udgaard Thief Quitter~
+
Guild Exclude Quest = ~Udgaard Thief Quitter~
 
</nowiki>
 
</nowiki>
  
 
<blockquote>When we refer to old gold pieces they represent the
 
<blockquote>When we refer to old gold pieces they represent the
VME money system as shown in (Link to oldgold)</blockquote>
+
VME money system as shown in (Link to oldgold)</blockquote>
  
The following is what a full 'SFUN_GUILD_MASTER'
+
The following is what a full 'SFUN_GUILD_MASTER'
function would look like
+
function would look like
 
  <nowiki>
 
  <nowiki>
special SFUN_GUILD_MASTER
+
special SFUN_GUILD_MASTER
"&amp;lGuild              = ~Udgaard fighter~
+
"&amp;lGuild              = ~Udgaard fighter~
Guild Enter Quest    = ~Fighter Proven~
+
Guild Enter Quest    = ~Fighter Proven~
Guild Enter Cost    = 640
+
Guild Enter Cost    = 640
Guild Leave Quest    = ~Wimp proven~
+
Guild Leave Quest    = ~Wimp proven~
Guild Leave Cost    = 3200
+
Guild Leave Cost    = 3200
Guild Exclude Quest  = ~Udgaard Fighter Quitter~"
+
Guild Exclude Quest  = ~Udgaard Fighter Quitter~"
 
</nowiki>
 
</nowiki>
 
;SFUN_GUILD_TITLES
 
;SFUN_GUILD_TITLES
 
: 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.
+
titles.
  
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 VME know not to mess with this string.
+
the normal '&amp;l' to let the VME 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
+
titles.  The following is the fighter guilds title list
 
  <nowiki>
 
  <nowiki>
special SFUN_GUILD_TITLES
+
special SFUN_GUILD_TITLES
"&amp;lUdgaard fighter
+
"&amp;lUdgaard fighter
the %s Swordpupil
+
the %s Swordpupil
the %s Swordpupil
+
the %s Swordpupil
the %s Recruit
+
the %s Recruit
the %s Recruit
+
the %s Recruit
the %s Sentry
+
the %s Sentry
the %s Sentress
+
the %s Sentress
the %s Fighter
+
the %s Fighter
the %s Fighter
+
the %s Fighter
the %s Soldier
+
the %s Soldier
the %s Soldier
+
the %s Soldier
the %s Warrior
+
the %s Warrior
the %s Warrior
+
the %s Warrior
the %s Veteran
+
the %s Veteran
the %s Veteran
+
the %s Veteran
the %s Swordsman
+
the %s Swordsman
the %s Swordswoman
+
the %s Swordswoman
the %s Fencer
+
the %s Fencer
the %s Fenceress
+
the %s Fenceress
the %s Combatant
+
the %s Combatant
the %s Combatess
+
the %s Combatess
the %s Hero
+
the %s Hero
the %s Heroine
+
the %s Heroine
the %s Myrmidon
+
the %s Myrmidon
the %s Myrmidon
+
the %s Myrmidon
the %s Swashbuckler
+
the %s Swashbuckler
the %s Swashbuckleress
+
the %s Swashbuckleress
the %s Mercenary
+
the %s Mercenary
the %s Mercenaress
+
the %s Mercenaress
the %s Swordmaster
+
the %s Swordmaster
the %s Swordmistress
+
the %s Swordmistress
the %s Lieutenant
+
the %s Lieutenant
the %s Lieutenant
+
the %s Lieutenant
the %s Champion
+
the %s Champion
the %s Lady Champion
+
the %s Lady Champion
the %s Dragoon
+
the %s Dragoon
the %s Lady Dragoon
+
the %s Lady Dragoon
the %s Cavalier
+
the %s Cavalier
the %s Cavalier
+
the %s Cavalier
the %s Knight
+
the %s Knight
the %s Lady Knight"
+
the %s Lady Knight"
 
</nowiki>
 
</nowiki>
  
 
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.
+
have a guild master.
 
==== NPC banker ====
 
==== NPC banker ====
  
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:
+
use.  The following placed on an NPC will make a banker:
 
  <nowiki>
 
  <nowiki>
special SFUN_BANK
+
special SFUN_BANK
 
</nowiki>
 
</nowiki>
  
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.
+
and leave it at that.
 
  <nowiki>
 
  <nowiki>
bob
+
bob
  
names {"Bob"}
+
names {"Bob"}
title "Bob"
+
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
extra {}
+
extra {}
"He has a very serious look on his face."
+
"He has a very serious look on his face."
  
// define from composed.h
+
// define from composed.h
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
//discourage people from killing banker
+
//discourage people from killing banker
exp -500
+
exp -500
  
flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
special SFUN_BANK
+
special SFUN_BANK
end
+
end
 
</nowiki>
 
</nowiki>
 
=== Dragon station with rooms and NPCs ===
 
=== Dragon station with rooms and NPCs ===
  
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.
+
manual.  The following is the source file so far.
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%rooms
+
%rooms
  
chamber
+
chamber
title "The middle chamber of the station"
+
title "The middle chamber of the station"
descr
+
descr
"This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
and the east.."
+
and the east.."
  
extra {"chair","chairs"}
+
extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."
+
with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to disposal_room descr
+
west to disposal_room descr
"You see a small room.";
+
"You see a small room.";
  
east to hallway descr
+
east to hallway descr
"You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
end
+
end
  
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
extra {"windows","window"}
+
extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  What else would
+
"Well what can be said it looks to be in perfect condition.  What else would
you want to know?"
+
you want to know?"
  
extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems
+
floor along the north wall is lined with some kind of fabric and seems
very soft to walk on, it may be some kind of dragon lounge judging by
+
very soft to walk on, it may be some kind of dragon lounge judging by
how large an area it covers.  There is a passage to the west."
+
how large an area it covers.  There is a passage to the west."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"paintings","painting"}
+
extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
extra {"wizard","staff"}
+
extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
find it."
+
find it."
  
extra {"desk"}
+
extra {"desk"}
"Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
seems totally empty."
+
seems totally empty."
  
extra{"fabric"}
+
extra{"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
south to portal_room descr
+
south to portal_room descr
"You see what looks to be a portal room."
+
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
end
+
end
  
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"green field","field"}
+
extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
+
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
//A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
end
+
end
  
ship_port
+
ship_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in ship
+
in ship
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
room_port
+
room_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in portal_room
+
in portal_room
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
disposal_room
+
disposal_room
title "Red field room"
+
title "Red field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
+
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"red field","field"}
+
extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
+
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
east to chamber descr
+
east to chamber descr
"You see the main chamber.";
+
"You see the main chamber.";
  
//A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
end
+
end
  
dis_port
+
dis_port
names {"red field","field"}
+
names {"red field","field"}
title "Red field"
+
title "Red field"
descr
+
descr
"Red Mist swirls about you."
+
"Red Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
dilcopy force_move@function(
+
dilcopy force_move@function(
//how fast to force move in seconds
+
//how fast to force move in seconds
4,
+
4,
//room to force move to and act
+
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
//true or false random move or not
+
//true or false random move or not
0);
+
0);
in disposal_room
+
in disposal_room
  
end
+
end
  
ship
+
ship
title "War dragon"
+
title "War dragon"
descr
+
descr
"Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
wall."
+
wall."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"view port"}
+
extra {"view port"}
"Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
extra {"view screen","screen"}
+
extra {"view screen","screen"}
"It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
to turn it on."
+
to turn it on."
  
extra {"controls","control"}
+
extra {"controls","control"}
"The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
a planet."
+
a planet."
  
extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
//A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
end
+
end
  
deathspace
+
deathspace
title"Open space"
+
title"Open space"
descr
+
descr
"You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
dilcopy death_room@function (
+
dilcopy death_room@function (
//how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
4,
+
4,
//damage
+
//damage
400,
+
400,
//act for the damage.
+
//act for the damage.
"You realize to late that was the trash disposal transporter and you feel your
+
"You realize to late that was the trash disposal transporter and you feel your
lungs explode.");
+
lungs explode.");
  
end
+
end
  
%mobiles
+
%mobiles
  
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eye","eyes"}
+
extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
end
+
end
  
janitor
+
janitor
names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
+
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
extra{}
+
extra{}
"This ugly green thing looks more goblin than hobgoblin but he seems intent
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent
on cleaning everything around him."
+
on cleaning everything around him."
  
M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
// he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
alignment 900
+
alignment 900
  
//give him some money
+
//give him some money
money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
// only want him cleaning the station
+
// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
end
+
end
  
bob
+
bob
  
names {"Bob"}
+
names {"Bob"}
title "Bob"
+
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
extra {}
+
extra {}
"He has a very serious look on his face."
+
"He has a very serious look on his face."
  
// define from composed.h
+
// define from composed.h
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
//discourage people from killing banker
+
//discourage people from killing banker
exp -500
+
exp -500
  
flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
special SFUN_BANK
+
special SFUN_BANK
end
+
end
  
%end
+
%end
 
</nowiki>
 
</nowiki>
 
=== Suggested NPC exercises ===
 
=== Suggested NPC exercises ===
  
1. Using the DIL function for team work found in (Link to npcdilfunc) create a guard that will help all other guards.
+
1. Using the DIL function for team work found in (Link to npcdilfunc) create a guard that will help all other guards.
  
2. Using the DIL function for rescue found in
+
2. Using the DIL function for rescue found in
(Link to npcdilfunc) add to your guard from exercise one and make it so
+
(Link to 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.
  
3. Using the shop keeper function from (Link to npcdilfunc);
+
3. Using the shop keeper function from (Link to 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.
+
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.
+
4. Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.
  
5. Using the DIL function for agressive found in
+
5. Using the DIL function for agressive found in
(Link to npcdilfunc) create a Dwarf agressive to any Orc that
+
(Link to npcdilfunc) create a Dwarf agressive to any Orc that
walks into the room.
+
walks into the room.
 
== The objects section ==
 
== The objects section ==
  
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 VME has a solution to this you can build
+
weapons.  don't worry the VME 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.
+
junk.
  
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 (Link to objfields) shows a full listing
+
of the object fields you can use.  The (Link to objfields) shows a full listing
of all the object fields and their types as defined in (Link to ch-03).
+
of all the object fields and their types as defined in (Link to ch-03).
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Object fields and types
 
|+Object fields and types
Line 6,130: Line 6,128:
 
|}
 
|}
 
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
(Link to objfields), can also be found in objects.  The fields do
+
(Link to 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.
+
they pertains to rooms, objects, and or NPCs.
 
=== Description of object fields ===
 
=== Description of object fields ===
  
Line 6,140: Line 6,138:
 
;symbolic name
 
;symbolic name
 
: The rules of the symbols has been explained in
 
: The rules of the symbols has been explained in
(Link to ch-03), if you didn't read them yet you may want to review.
+
(Link to ch-03), if you didn't read them yet you may want to review.
The important thing to realize with the object symbol is it is always
+
The important thing to realize with the object symbol is it is always
good practice to give the object a symbol that resembles the title and
+
good practice to give the object a symbol that resembles the title and
description so administrators and builders can use the
+
description so administrators and builders can use the
'''load''' and the '''wstat''' to easily
+
'''load''' and the '''wstat''' to easily
locate, examine, and load the object in question.
+
locate, examine, and load the object in question.
 
;title
 
;title
 
: The object title is what is shown if the object is being picked
 
: The object title is what is shown if the object is being picked
up, dropped, given to someone, when you do the inventory command, , or being used in combat.
+
up, dropped, given to someone, when you do the inventory command, , or being used in combat.
there should be no punctuation in the object title
+
there should be no punctuation in the object title
because of how it is used in the VME server.  If you add punctuation or
+
because of how it is used in the VME server.  If you add punctuation or
forget to capitalize something that the VMC thinks you should it will
+
forget to capitalize something that the VMC 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.
+
an object title.
 
  <nowiki>
 
  <nowiki>
title "a big rock"
+
title "a big rock"
title "the flame tongue"
+
title "the flame tongue"
title "a lap top"
+
title "a lap top"
title "a garbage bag"
+
title "a garbage bag"
title "an oval hover car"
+
title "an oval hover car"
 
</nowiki>
 
</nowiki>
 
; descr
 
; descr
 
*  
 
*  
 
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.  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.
+
longer than one line not counting the 'descr' tag.
  
Some examples of the object description field would be as
+
Some examples of the object description field would be as
follows:
+
follows:
 
  <nowiki>
 
  <nowiki>
descr
+
descr
"a green bloody sword is laying here."
+
"a green bloody sword is laying here."
  
descr
+
descr
"A massive wooden round table sits here."
+
"A massive wooden round table sits here."
  
descr
+
descr
"a funny looking hammer is laying here."
+
"a funny looking hammer is laying here."
 
</nowiki>
 
</nowiki>
 
;names
 
;names
 
: The object names are as important as the NPC names.  They are what
 
: The object names are as important as the NPC names.  They are what
you act on when picking the object up, dropping it, throwing it, just
+
you act on when picking the object up, dropping it, throwing it, just
about anything you do to objects use these name fields.  On drink
+
about anything you do to objects use these name fields.  On drink
containers you add the liquid name at the end, so people can drink the liquid.  You
+
containers you add the liquid name at the end, so people can drink the liquid.  You
always need to make sure you put every possible name that the player may
+
always need to make sure you put every possible name that the player may
use to examine or take your item.  The rule of thumb is if it is in the
+
use to examine or take your item.  The rule of thumb is if it is in the
title or description it should be in the names list.  conversely if it is
+
title or description it should be in the names list.  conversely if it is
not in the title or description it shouldn't be in the names list
+
not in the title or description it shouldn't be in the names list
because the players will not use it if they don't know about it.
+
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
+
The following is some examples of good 'names' fields with respect to
        their 'title' and 'descr'.
+
        their 'title' and 'descr'.
 
  <nowiki>
 
  <nowiki>
title "a big rock"
+
title "a big rock"
descr "a big rock is here blocking the road."
+
descr "a big rock is here blocking the road."
names {"big rock","rock"}
+
names {"big rock","rock"}
  
title "an old twisted staff"
+
title "an old twisted staff"
descr "An old twisted staff has been discarded here."
+
descr "An old twisted staff has been discarded here."
names{"old twisted staff","twisted staff","old staff","staff"}
+
names{"old twisted staff","twisted staff","old staff","staff"}
 
</nowiki>
 
</nowiki>
  
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.
+
names with because a player would not know what it is called.
 
;inside_descr
 
;inside_descr
 
: The inside description is what a player sees if it is inside the
 
: 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.
+
like you would with a room description.
 
  <nowiki>
 
  <nowiki>
                                      inside_descr
+
                                      inside_descr
"You are inside a black coffin with a red velvet padding - scary!"
+
"You are inside a black coffin with a red velvet padding - scary!"
  
                                      inside_descr
+
                                      inside_descr
"You are inside the pink time machine.  a small control panel is on the
+
"You are inside the pink time machine.  a small control panel is on the
floor and seems to be operated by stepping on it."
+
floor and seems to be operated by stepping on it."
 
</nowiki>
 
</nowiki>
 
;extra
 
;extra
 
: The extra's on the object like the NPC, can be used to do many things.  It can be
 
: The extra's on the object like the NPC, can be used to do many things.  It can be
used to store information for DIL programs or it can be used to show a
+
used to store information for DIL 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.
+
you look at it with the look &lt;object&gt; command.
  
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.
+
any of the names on it.
 
  <nowiki>
 
  <nowiki>
extra {}
+
extra {}
"Its just a rock nothing special about it."
+
"Its just a rock nothing special about it."
  
extra {}
+
extra {}
"The ice cube is about 40 meters perfectly cubed.  It seems to be
+
"The ice cube is about 40 meters perfectly cubed.  It seems to be
melting slightly but waiting for it to finish would be sort of like
+
melting slightly but waiting for it to finish would be sort of like
waiting for the ice age to end."
+
waiting for the ice age to end."
 
</nowiki>
 
</nowiki>
  
You can also use extras to show parts of the object.
+
You can also use extras to show parts of the object.
 
  <nowiki>
 
  <nowiki>
extra {"crack"}
+
extra {"crack"}
"There is a big crack in the side of the ice cube.  Maybe if you mess
+
"There is a big crack in the side of the ice cube.  Maybe if you mess
with the crack you will be able to open it or something."
+
with the crack you will be able to open it or something."
  
extra {"bed post","post"}
+
extra {"bed post","post"}
"Its a big gold bed post don't you wish you could get this sucker off it
+
"Its a big gold bed post don't you wish you could get this sucker off it
would make you a rich adventurer indeed."
+
would make you a rich adventurer indeed."
 
</nowiki>
 
</nowiki>
  
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.
+
descriptions when the object is acted upon.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Object special action extras
 
|+Object special action extras
Line 6,262: Line 6,260:
 
|$wear_s
 
|$wear_s
 
|A message shown to activator when wearing (+wield/grab/hold) an
 
|A message shown to activator when wearing (+wield/grab/hold) an
item.
+
item.
 
|-
 
|-
 
|$wear_o
 
|$wear_o
Line 6,298: Line 6,296:
 
|}
 
|}
 
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.
+
$2n is the unit in question.
 
  <nowiki>
 
  <nowiki>
extra {"$get_s"}
+
extra {"$get_s"}
"You pick up the $2N, it is very cold and begins to melt in your hands."
+
"You pick up the $2N, it is very cold and begins to melt in your hands."
  
extra {"$get_o"}
+
extra {"$get_o"}
"$1n picks up the $2N, you notice that a drop of water hits the ground as
+
"$1n picks up the $2N, you notice that a drop of water hits the ground as
it begins to melt in $1s hand."
+
it begins to melt in $1s hand."
 
</nowiki>
 
</nowiki>
  
Finally you can use extras to store information for DIL programs.
+
Finally you can use extras to store information for DIL 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 DIL documentation.
+
the DIL documentation.
 
;manipulate
 
;manipulate
 
: This field is what defines the things that can be done to the
 
: This field is what defines the things that can be done to the
object.  For example a piece of armour should be able to be taken and
+
object.  For example a piece of armour should be able to be taken and
worn, while a fountain should be able to be entered but not taken unless its some
+
worn, while a fountain should be able to be entered but not taken unless its some
magical portable fountain.  There are two sets of manipulate flags even
+
magical portable fountain.  There are two sets of manipulate flags even
though you can use them together.  We separate them because the first
+
though you can use them together.  We separate them because the first
two are flags that tell you if you can take or enter something while the
+
two are flags that tell you if you can take or enter something while the
rest of the manipulate flags are for worn positions.
+
rest of the manipulate flags are for worn positions.
  
First the two flags for taking and entering are:
+
First the two flags for taking and entering are:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Take and enter flags
 
|+Take and enter flags
Line 6,329: Line 6,327:
 
|MANIPULATE_TAKE
 
|MANIPULATE_TAKE
 
|Set this flag if the unit can be taken
 
|Set this flag if the unit can be taken
(picked up/moved about).
+
(picked up/moved about).
 
|-
 
|-
 
|MANIPULATE_ENTER
 
|MANIPULATE_ENTER
 
|Set this flag if it is possible to
 
|Set this flag if it is possible to
enter a unit, ie set it in a coffin if you want players to be able to
+
enter a unit, ie set it in a coffin if you want players to be able to
enter the coffin.
+
enter the coffin.
 
|}
 
|}
 
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:
+
worn:
 
* MANIPULATE_WEAR_FINGER
 
* MANIPULATE_WEAR_FINGER
 
* MANIPULATE_WEAR_NECK
 
* MANIPULATE_WEAR_NECK
Line 6,358: Line 6,356:
 
*  MANIPULATE_WEAR_ANKLE
 
*  MANIPULATE_WEAR_ANKLE
 
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:
+
are as follows:
 
  <nowiki>
 
  <nowiki>
//An earring
+
//An earring
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}
  
//A backpack
+
//A backpack
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}
  
//strange true but its legal an earring pack
+
//strange true but its legal an earring pack
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}
 
</nowiki>
 
</nowiki>
 
;flags
 
;flags
 
: This field on an object is used to set special attributes in order to make
 
: This field on an object is used to set special attributes in order to make
the object able to be buried or not or no-teleportable and many others.  The
+
the object able to be buried or not or no-teleportable and many others.  The
object flag list uses the UNIT_FL_* variables that both the NPCs and
+
object flag list uses the UNIT_FL_* variables that both the NPCs and
the rooms also use, therefore while you can set some flags on an object it
+
the rooms also use, therefore while you can set some flags on an object it
may not have any affect unless you as a builder or administrator adds
+
may not have any affect unless you as a builder or administrator adds
the functionality.  You can also add extras on an object that can be used
+
the functionality.  You can also add extras on an object that can be used
as a special flag which you will learn as you learn to use DIL.  The
+
as a special flag which you will learn as you learn to use DIL.  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.
+
they do.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Object unit flag affects
 
|+Object unit flag affects
Line 6,395: Line 6,393:
 
|UNIT_FL_NO_BURY
 
|UNIT_FL_NO_BURY
 
|Makes it so you can create objects that
 
|Makes it so you can create objects that
can not be buried for example a weapon that for some reason shouldn't be
+
can not be buried for example a weapon that for some reason shouldn't be
buried.
+
buried.
 
|-
 
|-
 
|UNIT_FL_BURIED
 
|UNIT_FL_BURIED
 
|Makes
 
|Makes
unit buried when loaded
+
unit buried when loaded
 
|-
 
|-
 
|UNIT_FL_NO_TELEPORT
 
|UNIT_FL_NO_TELEPORT
 
|Makes it so you can not teleport into this object.  This flag only
 
|Makes it so you can not teleport into this object.  This flag only
works on containers.
+
works on containers.
 
|-
 
|-
 
|UNIT_FL_NO_MOB
 
|UNIT_FL_NO_MOB
Line 6,417: Line 6,415:
 
|UNIT_FL_TRANS
 
|UNIT_FL_TRANS
 
|Makes unit transparent If the Unit is
 
|Makes unit transparent If the Unit is
transparent you will be able to see any NPCs that it is carrying.
+
transparent you will be able to see any NPCs that it is carrying.
For example if a canoe was carrying a familiar you would see that as you
+
For example if a canoe was carrying a familiar you would see that as you
walked into the room.  If this flag is not set and you are in a canoe you
+
walked into the room.  If this flag is not set and you are in a canoe you
will not see outside the canoe and no one will see in.
+
will not see outside the canoe and no one will see in.
 
|-
 
|-
 
|UNIT_FL_NO_SAVE
 
|UNIT_FL_NO_SAVE
 
|Makes it so a PC can't save with
 
|Makes it so a PC can't save with
unit
+
unit
 
|-
 
|-
 
|UNIT_FL_SACRED
 
|UNIT_FL_SACRED
Line 6,433: Line 6,431:
 
|}
 
|}
 
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.
+
not save you would set the manipulate and flags as follows.
 
  <nowiki>
 
  <nowiki>
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
flags {UNIT_FL_NO_SAVE}
+
flags {UNIT_FL_NO_SAVE}
 
</nowiki>
 
</nowiki>
 
;type
 
;type
 
: This field is what you use to set the objects type.  The type
 
: This field is what you use to set the objects type.  The type
field is used when spells are cast or commands are executed on the
+
field is used when spells are cast or commands are executed on the
object.  You can add your own item types but they will not change the
+
object.  You can add your own item types but they will not change the
actions of base code commands.  The following is the list of item types
+
actions of base code commands.  The following is the list of item types
and what they mean when you set them.  Some are not supported with the
+
and what they mean when you set them.  Some are not supported with the
current code but you can add support for them if you like by making DIL
+
current code but you can add support for them if you like by making DIL
commands, which is covered in another manual.
+
commands, which is covered in another manual.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Item types
 
|+Item types
Line 6,460: Line 6,458:
 
|ITEM_WAND
 
|ITEM_WAND
 
|Items of this type can be used with the '''use'''
 
|Items of this type can be used with the '''use'''
command.
+
command.
 
|-
 
|-
 
|ITEM_STAFF
 
|ITEM_STAFF
 
|Items of this type can be used with the '''tap'''
 
|Items of this type can be used with the '''tap'''
command as a magical staff
+
command as a magical staff
 
|-
 
|-
 
|ITEM_WEAPON
 
|ITEM_WEAPON
Line 6,471: Line 6,469:
 
|ITEM_FIREWEAPON
 
|ITEM_FIREWEAPON
 
|Currently not supported but could be used to classify a special type
 
|Currently not supported but could be used to classify a special type
of weapon.
+
of weapon.
 
|-
 
|-
 
|ITEM_MISSILE
 
|ITEM_MISSILE
 
|Currently not supported but could be used to classify a special type
 
|Currently not supported but could be used to classify a special type
of weapon.
+
of weapon.
 
|-
 
|-
 
|ITEM_TREASURE
 
|ITEM_TREASURE
 
|Items of this type are of some great value to sell but nothing else
 
|Items of this type are of some great value to sell but nothing else
like a Gem or a block of gold.
+
like a Gem or a block of gold.
 
|-
 
|-
 
|ITEM_ARMOR
 
|ITEM_ARMOR
Line 6,486: Line 6,484:
 
|ITEM_POTION
 
|ITEM_POTION
 
|Items of this type can be used with the '''quaff''' as
 
|Items of this type can be used with the '''quaff''' as
a position.
+
a position.
 
|-
 
|-
 
|ITEM_WORN
 
|ITEM_WORN
 
|Items of this type can be worn but not normally used for armour it
 
|Items of this type can be worn but not normally used for armour it
is more for clothing.
+
is more for clothing.
 
|-
 
|-
 
|ITEM_OTHER
 
|ITEM_OTHER
 
|This item type is for items that don't fit any other type.  Now
 
|This item type is for items that don't fit any other type.  Now
that you can make your own commands with the VME 2.0 you should just make
+
that you can make your own commands with the VME 2.0 you should just make
your own item type instead of using this value.
+
your own item type instead of using this value.
 
|-
 
|-
 
|ITEM_TRASH
 
|ITEM_TRASH
Line 6,502: Line 6,500:
 
|ITEM_TRAP
 
|ITEM_TRAP
 
|Not currently supported but could be used to make a trap command by
 
|Not currently supported but could be used to make a trap command by
creating a trap item
+
creating a trap item
 
|-
 
|-
 
|ITEM_CONTAINER
 
|ITEM_CONTAINER
Line 6,509: Line 6,507:
 
|ITEM_NOTE
 
|ITEM_NOTE
 
|Items of this type can be used to write on like paper or
 
|Items of this type can be used to write on like paper or
slates.
+
slates.
 
|-
 
|-
 
|ITEM_DRINKCON
 
|ITEM_DRINKCON
Line 6,525: Line 6,523:
 
|ITEM_PEN
 
|ITEM_PEN
 
|No longer supported but could be used to force people to have a
 
|No longer supported but could be used to force people to have a
writing instrument before writing a message.
+
writing instrument before writing a message.
 
|-
 
|-
 
|ITEM_BOAT
 
|ITEM_BOAT
Line 6,535: Line 6,533:
 
|ITEM_BOOK
 
|ITEM_BOOK
 
|Not currently supported but could be used to make
 
|Not currently supported but could be used to make
regular and spell books.
+
regular and spell books.
 
|-
 
|-
 
|ITEM_SHIELD
 
|ITEM_SHIELD
Line 6,542: Line 6,540:
 
|ITEM_SKIN
 
|ITEM_SKIN
 
|Not currently supported in the release but could be used to make the
 
|Not currently supported in the release but could be used to make the
skin command and create skins of animals
+
skin command and create skins of animals
 
|-
 
|-
 
|ITEM_BOARD
 
|ITEM_BOARD
 
|Items of this type are used for public communications in the form
 
|Items of this type are used for public communications in the form
of boards that can be read from and written to.
+
of boards that can be read from and written to.
 
|}
 
|}
 
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:
+
keyword followed by the value as follows:
 
  <nowiki>
 
  <nowiki>
type ITEM_BOARD
+
type ITEM_BOARD
 
</nowiki>
 
</nowiki>
 
;weight
 
;weight
 
: The weight is the weight of the object in pounds.  In the future we
 
: 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.
+
pounds so we have some pretty heavy feathers out there.
  
To use this you just enter the 'weight' keyword and then the
+
To use this you just enter the 'weight' keyword and then the
value.
+
value.
 
  <nowiki>
 
  <nowiki>
/80 lbs.
+
/80 lbs.
weight 80
+
weight 80
 
</nowiki>
 
</nowiki>
 
;capacity
 
;capacity
 
: 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.
 
: 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.
 
  <nowiki>
 
  <nowiki>
capacity 600
+
capacity 600
 
</nowiki>
 
</nowiki>
 
;key
 
;key
 
: 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.
 
: 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.
 
  <nowiki>
 
  <nowiki>
//if object and key are in same zone.
+
//if object and key are in same zone.
key brasskey
+
key brasskey
  
//if key and object are in same zone
+
//if key and object are in same zone
key brasskey@zonename
+
key brasskey@zonename
  
//if key and object are not in same zone
+
//if key and object are not in same zone
key brasskey@otherzonename
+
key brasskey@otherzonename
 
</nowiki>
 
</nowiki>
  
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.
+
on it.
 
;cost
 
;cost
 
: This is the field you set to add a cost to your object.  If you
 
: 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:
+
pieces would be something like:
 
  <nowiki>
 
  <nowiki>
money 25600
+
money 25600
 
</nowiki>
 
</nowiki>
  
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
IRON_PIECE
+
IRON_PIECE
COPPER_PIECE
+
COPPER_PIECE
SILVER_PIECE
+
SILVER_PIECE
GOLD_PIECE
+
GOLD_PIECE
PLATINUM_PIECE
+
PLATINUM_PIECE
 
</nowiki>
 
</nowiki>
  
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:
+
simple as this:
 
  <nowiki>
 
  <nowiki>
money 5*GOLD_PIECE
+
money 5*GOLD_PIECE
 
</nowiki>
 
</nowiki>
the define method also gains you the ability to tell the VME what
+
the define method also gains you the ability to tell the VME 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.
+
a comma between the first and second coin.
 
  <nowiki>
 
  <nowiki>
money 5*GOLD_PIECE, 20*IRON_PIECE
+
money 5*GOLD_PIECE, 20*IRON_PIECE
 
</nowiki>
 
</nowiki>
 
;rent
 
;rent
 
: This field tells how much it costs you to keep an item while your
 
: This field tells how much it costs you to keep an item while your
offline.  The rent is not always taken if the VME server is set up to
+
offline.  The rent is not always taken if the VME server is set up to
not take any rent then it will not matter if you set this or not.  Also
+
not take any rent then it will not matter if you set this or not.  Also
the VME can be set up to take a percentage of this field so it may not
+
the VME can be set up to take a percentage of this field so it may not
take the exact amount you et.  If the VME server is set up to take 100%
+
take the exact amount you et.  If the VME 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.
+
the same as you do with the cost field.
 
  <nowiki>
 
  <nowiki>
money 5*GOLD_PIECE, 20*IRON_PIECE
+
money 5*GOLD_PIECE, 20*IRON_PIECE
 
</nowiki>
 
</nowiki>
 
;minv
 
;minv
 
: This field is the administrator invisible level of the object it is
 
: This field is the administrator invisible level of the object it is
set on.  This means that if you set the 'minv' to two hundred it will
+
set on.  This means that if you set the 'minv' to two hundred it will
make it so the object can not be seen by anyone below the administrator
+
make it so the object can not be seen by anyone below the administrator
level of two hundred.  This is good for hiding objects that you need for
+
level of two hundred.  This is good for hiding objects that you need for
administrators but you don't want players to see.
+
administrators but you don't want players to see.
In order for the 'minv' to be removed an
+
In order for the 'minv' to be removed an
administrator or a DIL function must change it.
+
administrator or a DIL function must change it.
 
  <nowiki>
 
  <nowiki>
minv 239
+
minv 239
 
</nowiki>
 
</nowiki>
 
;alignment
 
;alignment
 
: The object alignment is not currently used.  It is an integer
 
: The object alignment is not currently used.  It is an integer
value that can be set on an object to be used with any DIL functions.
+
value that can be set on an object to be used with any DIL 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.
+
first followed by the alignment desired from -1000 to +1000.
 
  <nowiki>
 
  <nowiki>
alignment -250
+
alignment -250
 
</nowiki>
 
</nowiki>
 
;open
 
;open
 
: The open field is used if you want to give your object the ability
 
: 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.
+
the possible open flags and what they are used for.
  
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
Line 6,669: Line 6,667:
 
;EX_LOCKED
 
;EX_LOCKED
 
: Set this if you want the object to be locked when loaded.
 
: Set this if you want the object to be locked when loaded.
<blockquote>
+
<blockquote>
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
    DIL with UnSet();
+
    DIL with UnSet();
</blockquote>
+
</blockquote>
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
 
: 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.
+
    lock of this object.
 
;EX_INSIDE_OPEN
 
;EX_INSIDE_OPEN
 
: 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.
+
    'lock' from the inside.
  
 
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
open {EX_OPEN_CLOSE}
+
open {EX_OPEN_CLOSE}
 
</nowiki>
 
</nowiki>
  
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.
+
having a brass key that can open it, when it is loaded.  It would look as follows.
 
  <nowiki>
 
  <nowiki>
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
key brass_key
+
key brass_key
 
</nowiki>
 
</nowiki>
  
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'
+
the symbolic name for that key would be 'brass_key'
 
;spell
 
;spell
 
: The spell field is the power of the objects defense against
 
: 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:
+
follows:
 
  <nowiki>
 
  <nowiki>
//Spell resistance at 150%
+
//Spell resistance at 150%
spell 150
+
spell 150
 
</nowiki>
 
</nowiki>
 
;value
 
;value
 
: The object values are used for just about any special item from
 
: 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 DIL command that checks a
+
have a reason to do so, like a special DIL command that checks a
value on an item.  You also have to be carefull not to over write what a
+
value on an item.  You also have to be carefull not to over write what a
value is already used for example value one is already used on
+
value is already used for example value one is already used on
weapons and armours for craftsman ship that will be explained later in
+
weapons and armours for craftsman ship that will be explained later in
(Link to objmacros).
+
(Link to objmacros).
  
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:
+
of them and they can be set to any integer value as follows:
 
  <nowiki>
 
  <nowiki>
  value[0]  5
+
  value[0]  5
  value[1] 16
+
  value[1] 16
  value[2] -2
+
  value[2] -2
  value[3] -10
+
  value[3] -10
  value[4] 12
+
  value[4] 12
 
</nowiki>
 
</nowiki>
 
;affect
 
;affect
 
: The affect field should not be set directly, instead you should
 
: The affect field should not be set directly, instead you should
use the macros defined in (Link to objmacros).
+
use the macros defined in (Link to objmacros).
 
;dilbegin or dilcopy
 
;dilbegin or dilcopy
 
: As has been mentioned in previous sections the DIL functions are what give VME servers the edge over all other muds.
 
: As has been mentioned in previous sections the DIL functions are what give VME servers the edge over all other muds.
We will only give some examples here and leave it up to the DIL manual to teach
+
We will only give some examples here and leave it up to the DIL 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.
+
objects more than special.
  
There are several object functions that come standard with the VME
+
There are several object functions that come standard with the VME
2.0.  The following is a list of those functions.
+
2.0.  The following is a list of those functions.
 
* Guild restrict
 
* Guild restrict
 
* Anti-guild restrict
 
* Anti-guild restrict
Line 6,753: Line 6,751:
 
* tuborg/dilbegin
 
* tuborg/dilbegin
 
These are the only object functions currently documented in the VME
 
These are the only object functions currently documented in the VME
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
VME you are sure to find many more.  Hopefully with the descriptions in
+
VME you are sure to find many more.  Hopefully with the descriptions in
(Link to objdilfunc).  You will be able to use the functions
+
(Link to objdilfunc).  You will be able to use the functions
listed here and figure out ones that are not.
+
listed here and figure out ones that are not.
  
Since these are just DIL's written by builders for the
+
Since these are just DIL'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.
+
''function.zon'' for tuborgs.
 
  <nowiki>
 
  <nowiki>
dilbegin tuborg(s:string);
+
dilbegin tuborg(s:string);
external
+
external
sub_drink_info@commands(d:unitptr);
+
sub_drink_info@commands(d:unitptr);
var
+
var
  u : unitptr;
+
  u : unitptr;
code
+
code
{
+
{
  :start:
+
  :start:
  wait(SFB_CMD, ( (command("drink")) or
+
  wait(SFB_CMD, ( (command("drink")) or
                (command("sip")) or
+
                (command("sip")) or
  (command("taste")) ) );
+
  (command("taste")) ) );
u := activator;
+
u := activator;
secure (u,start);
+
secure (u,start);
if (findunit (activator,argument,FIND_UNIT_INVEN|FIND_UNIT_SURRO,null)!=self)
+
if (findunit (activator,argument,FIND_UNIT_INVEN|FIND_UNIT_SURRO,null)!=self)
goto start;
+
goto start;
if ( command("sip") or command("taste") )
+
if ( command("sip") or command("taste") )
{
+
{
  block;
+
  block;
  act("$1n tastes $2n enjoying every drop.", A_HIDEINV, u, self, null,
+
  act("$1n tastes $2n enjoying every drop.", A_HIDEINV, u, self, null,
        TO_ROOM);
+
        TO_ROOM);
    act("The taste of the $2N is nothing less than divine.", A_HIDEINV, u, self,
+
    act("The taste of the $2N is nothing less than divine.", A_HIDEINV, u, self,
    null, TO_CHAR);
+
    null, TO_CHAR);
  goto start;
+
  goto start;
  }
+
  }
  
if ( u.thirst >20 )
+
if ( u.thirst >20 )
{
+
{
  block;
+
  block;
act("Your not thirsty.", A_HIDEINV, u, null, null, TO_CHAR);
+
act("Your not thirsty.", A_HIDEINV, u, null, null, TO_CHAR);
    goto start;
+
    goto start;
}
+
}
block;
+
block;
  act ("You drink $2n and it makes you feel more energetic!", A_HIDEINV, u, self,
+
  act ("You drink $2n and it makes you feel more energetic!", A_HIDEINV, u, self,
      null, TO_CHAR);
+
      null, TO_CHAR);
  act ("$1n drinks $2n and looks more energetic!", A_HIDEINV, u, self,
+
  act ("$1n drinks $2n and looks more energetic!", A_HIDEINV, u, self,
      null, TO_ROOM);
+
      null, TO_ROOM);
  
u.thirst := u.thirst + 10;
+
u.thirst := u.thirst + 10;
u.full := u.full + 10;
+
u.full := u.full + 10;
if (u.thirst > 24)
+
if (u.thirst > 24)
{
+
{
  u.thirst := 24;
+
  u.thirst := 24;
}
+
}
  
if (u.full > 24)
+
if (u.full > 24)
{
+
{
  u.full := 24;
+
  u.full := 24;
}
+
}
u.endurance := u.endurance+50;
+
u.endurance := u.endurance+50;
if (u.endurance > u.max_endurance)
+
if (u.endurance > u.max_endurance)
{
+
{
  u.endurance := u.max_endurance;
+
  u.endurance := u.max_endurance;
}
+
}
sub_drink_info@commands(self);
+
sub_drink_info@commands(self);
quit;
+
quit;
}
+
}
dilend
+
dilend
 
</nowiki>
 
</nowiki>
  
If this DIL function scares you don't worry you don't have to
+
If this DIL 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 DIL to use.  The argument on the tuborg function is not used
+
really easy DIL 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.
+
just add this to your drink container.
 
  <nowiki>
 
  <nowiki>
dilcopy tuborg@function ("");
+
dilcopy tuborg@function ("");
 
</nowiki>
 
</nowiki>
  
All of the above listed DIL object functions are described in
+
All of the above listed DIL object functions are described in
(Link to objdilfunc).
+
(Link to 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 (Link to objcomplex)
+
to use them in (Link to objcomplex)
  
 
=== Object macros ===
 
=== Object macros ===
  
  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
first cover what craftsmanship and magical modifiers are in (Link to objcraft) and (Link to objmag) respectively.  After
+
first cover what craftsmanship and magical modifiers are in (Link to objcraft) and (Link to objmag) respectively.  After
which we will show the use of craftsmanship and magical modifiers in
+
which we will show the use of craftsmanship and magical modifiers in
(Link to objmacroweapon) and (Link to objmacroarmour).
+
(Link to objmacroweapon) and (Link to objmacroarmour).
 
==== Weapon and armour craftsmanship ====
 
==== Weapon and armour craftsmanship ====
  
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 VME servers currently
+
piece of armour or weapon.  The quality on the VME 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.
+
your armour or weapon should be.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Approximate hit points verses craftsmanship
 
|+Approximate hit points verses craftsmanship
Line 6,894: Line 6,892:
 
|}
 
|}
 
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.
+
cool.
 
==== Magical modifier ====
 
==== Magical modifier ====
  
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.
+
example.
  
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
you are hitting however has a +25% magical bonus on his armour that you
+
you are hitting however has a +25% magical bonus on his armour that you
are about to hit him on.  That will reduce the damage back to its 25%
+
are about to hit him on.  That will reduce the damage back to its 25%
hit points originally done.  This is just a nice way to add a bit of
+
hit points originally done.  This is just a nice way to add a bit of
damage for a special weapon.
+
damage for a special weapon.
  
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.
+
a piece of armour.
  
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.
+
you for it.
 
==== Setting weapon fields ====
 
==== Setting weapon fields ====
  
  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 (Link to objcraft) and (Link to objmag) and the weapon type.
+
The weapons craftsmanship and magical modifiers defined in (Link to objcraft) and (Link to objmag) and the weapon type.
You have seen the weapon types before when defining a NPCs natural
+
You have seen the weapon types before when defining a NPCs natural
attack type in (Link to npcmacroattarm).  The full list of weapon
+
attack type in (Link to npcmacroattarm).  The full list of weapon
types that are released with the VME 2.0 can be found in (Link to app-d).  With craftsmanship, magical modifier and the weapon
+
types that are released with the VME 2.0 can be found in (Link to 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.
+
insert your numbers.
 
  <nowiki>
 
  <nowiki>
#define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt)  \
+
#define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt)  \
  WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)\
+
  WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)\
  height hgt
+
  height hgt
  
#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
+
#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
  type ITEM_SHIELD            \
+
  type ITEM_SHIELD            \
  value[0] shield_type        \
+
  value[0] shield_type        \
  value[1] craftsmanship      \
+
  value[1] craftsmanship      \
  value[2] magic_bonus
+
  value[2] magic_bonus
 
</nowiki>
 
</nowiki>
  
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 VME server set the size of the weapon by what NPC it is loaded
+
the VME server set the size of the weapon by what NPC it is loaded
on.
+
on.
  
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:
+
average craftsmanship (5%) and no magic bonuses would have:
 
  <nowiki>
 
  <nowiki>
    WEAPON_DEF(WPN_FLAIL, +2, 0)
+
    WEAPON_DEF(WPN_FLAIL, +2, 0)
 
</nowiki>
 
</nowiki>
  
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:
+
and magically enchanted might be:
 
  <nowiki>
 
  <nowiki>
    flags {UNIT_FL_MAGIC}
+
    flags {UNIT_FL_MAGIC}
    WEAPON_DEF(WPN_DAGGER, 0, +5)
+
    WEAPON_DEF(WPN_DAGGER, 0, +5)
 
</nowiki>
 
</nowiki>
  
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:
+
    be:
 
  <nowiki>
 
  <nowiki>
WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
+
WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
 
</nowiki>
 
</nowiki>
  
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.
+
case.
 
  <nowiki>
 
  <nowiki>
    WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
+
    WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
 
</nowiki>
 
</nowiki>
 
==== Setting armour fields ====
 
==== Setting armour fields ====
  
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
armour that protected like plate armour you could do this by defining
+
armour that protected like plate armour you could do this by defining
the armour type as plate and then adding the material as defined in
+
the armour type as plate and then adding the material as defined in
(Link to objmacromattype).  The five armour types are as
+
(Link to objmacromattype).  The five armour types are as
follows:
+
follows:
 
* Clothes
 
* Clothes
 
* Leather
 
* Leather
Line 6,993: Line 6,991:
 
* Plate
 
* Plate
 
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.
+
as follows.
 
  <nowiki>
 
  <nowiki>
#define ARMOUR_DEF(atype, craftsmanship, magic_bonus) \
+
#define ARMOUR_DEF(atype, craftsmanship, magic_bonus) \
  manipulate {MANIPULATE_TAKE} \
+
  manipulate {MANIPULATE_TAKE} \
  type ITEM_ARMOR              \
+
  type ITEM_ARMOR              \
  value[0] atype
+
  value[0] atype
      value[1] craftsmanship      \
+
      value[1] craftsmanship      \
  value[2] magic_bonus
+
  value[2] magic_bonus
  
#define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)\
+
#define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)\
  ARMOUR_DEF(atype,craftsmanship, magic_bonus) \
+
  ARMOUR_DEF(atype,craftsmanship, magic_bonus) \
  height hgt
+
  height hgt
 
</nowiki>
 
</nowiki>
  
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:
+
each:
 
* ARMOUR_CLOTHES
 
* ARMOUR_CLOTHES
 
* ARMOUR_LEATHER
 
* ARMOUR_LEATHER
Line 7,018: Line 7,016:
 
* ARMOUR_PLATE
 
* ARMOUR_PLATE
 
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 VME
+
and worse against electricity.  You as a VME
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''
+
''spells.def''
  
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 (Link to objarmour) For now an
+
it.  The rest will be covered in (Link to objarmour) For now an
example use of the armour define would be as follows:
+
example use of the armour define would be as follows:
 
  <nowiki>
 
  <nowiki>
flags {UNIT_FL_MAGIC}
+
flags {UNIT_FL_MAGIC}
ARMOR_DEF(ARM_PLATE,+15,+5)
+
ARMOR_DEF(ARM_PLATE,+15,+5)
 
</nowiki>
 
</nowiki>
 
==== Setting shield fields ====
 
==== Setting shield fields ====
  
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.
+
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>
#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
+
#define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
  type ITEM_SHIELD            \
+
  type ITEM_SHIELD            \
  value[0] shield_type        \
+
  value[0] shield_type        \
  value[1] craftsmanship      \
+
  value[1] craftsmanship      \
  value[2] magic_bonus
+
  value[2] magic_bonus
  
#define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)  \
+
#define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)  \
  SHIELD_DEF(shield_type, craftsmanship, magic_bonus)\
+
  SHIELD_DEF(shield_type, craftsmanship, magic_bonus)\
  height hgt
+
  height hgt
 
</nowiki>
 
</nowiki>
  
  You have already seen the craftsmanship and magical modifiers
+
  You have already seen the craftsmanship and magical modifiers
in (Link to objcraft) and (Link to objmag), so the only
+
in (Link to objcraft) and (Link to objmag), so the only
thing different here is the shield type.  There are three shield
+
thing different here is the shield type.  There are three shield
types available in the current combat system and they are categorized by
+
types available in the current combat system and they are categorized by
size.  the three sizes are small, medium, and large.  to set the type
+
size.  the three sizes are small, medium, and large.  to set the type
you use the defines from ''vme.h'' which define the
+
you use the defines from ''vme.h'' which define the
following:
+
following:
 
* SHIELD_SMALL
 
* SHIELD_SMALL
 
* SHIELD_MEDIUM
 
* SHIELD_MEDIUM
 
* SHIELD_LARGE
 
* SHIELD_LARGE
 
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 VME server.
+
but that is up to the administrator of the VME server.
  
A small magical wooden shield could be assigned:
+
A small magical wooden shield could be assigned:
 
  <nowiki>
 
  <nowiki>
    flags {UNIT_FL_MAGIC}
+
    flags {UNIT_FL_MAGIC}
    SHIELD_DEF(SHIELD_SMALL, 0, +5)
+
    SHIELD_DEF(SHIELD_SMALL, 0, +5)
 
</nowiki>
 
</nowiki>
 
==== Setting material types ====
 
==== Setting material types ====
  
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
armour to be damaged depending on the material it is.  The material
+
armour to be damaged depending on the material it is.  The material
doesn't have any affect on damage given or taken it is just a way you can
+
doesn't have any affect on damage given or taken it is just a way you can
check in DIL what the weapon is made out of.  The following is the list
+
check in DIL what the weapon is made out of.  The following is the list
you would find in ''wmacros.h'' of in the VME 2.0
+
you would find in ''wmacros.h'' of in the VME 2.0
release.
+
release.
 
  <nowiki>
 
  <nowiki>
#define MATERIAL_WOOD(DESCR)    extra {"$material", "$mat_wood"} DESCR
+
#define MATERIAL_WOOD(DESCR)    extra {"$material", "$mat_wood"} DESCR
#define MATERIAL_METAL(DESCR)  extra {"$material", "$mat_metal"} DESCR
+
#define MATERIAL_METAL(DESCR)  extra {"$material", "$mat_metal"} DESCR
#define MATERIAL_STONE(DESCR)  extra {"$material", "$mat_stone"} DESCR
+
#define MATERIAL_STONE(DESCR)  extra {"$material", "$mat_stone"} DESCR
#define MATERIAL_CLOTH(DESCR)  extra {"$material", "$mat_cloth"} DESCR
+
#define MATERIAL_CLOTH(DESCR)  extra {"$material", "$mat_cloth"} DESCR
#define MATERIAL_LEATHER(DESCR) extra {"$material", "$mat_leather"} DESCR
+
#define MATERIAL_LEATHER(DESCR) extra {"$material", "$mat_leather"} DESCR
#define MATERIAL_SKIN(DESCR) extra {"$material", "$mat_skin"} DESCR
+
#define MATERIAL_SKIN(DESCR) extra {"$material", "$mat_skin"} DESCR
#define MATERIAL_ORGANIC(DESCR) extra {"$material", "$mat_organic"} DESCR
+
#define MATERIAL_ORGANIC(DESCR) extra {"$material", "$mat_organic"} DESCR
#define MATERIAL_GLASS(DESCR)  extra {"$material", "$mat_glass"} DESCR
+
#define MATERIAL_GLASS(DESCR)  extra {"$material", "$mat_glass"} DESCR
#define MATERIAL_FIRE(DESCR)    extra {"$material", "$mat_fire"} DESCR
+
#define MATERIAL_FIRE(DESCR)    extra {"$material", "$mat_fire"} DESCR
#define MATERIAL_WATER(DESCR)  extra {"$material", "$mat_water"} DESCR
+
#define MATERIAL_WATER(DESCR)  extra {"$material", "$mat_water"} DESCR
#define MATERIAL_EARTH(DESCR)  extra {"$material", "$mat_earth"} DESCR
+
#define MATERIAL_EARTH(DESCR)  extra {"$material", "$mat_earth"} DESCR
#define MATERIAL_MAGIC(DESCR)  extra {"$material", "$mat_magic"} DESCR
+
#define MATERIAL_MAGIC(DESCR)  extra {"$material", "$mat_magic"} DESCR
 
</nowiki>
 
</nowiki>
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.
+
your weapon so spells would know what it was made out of.
 
  <nowiki>
 
  <nowiki>
MATERIAL_WOOD("a hard oak")
+
MATERIAL_WOOD("a hard oak")
 
</nowiki>
 
</nowiki>
 
==== Drink container macros ====
 
==== Drink container macros ====
  
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
drinks like water, beer, or even lemonade there are more simple macros
+
drinks like water, beer, or even lemonade there are more simple macros
already defined for you to use in ''liquid.h''.  The
+
already defined for you to use in ''liquid.h''.  The
following is a couple of the macros from the
+
following is a couple of the macros from the
''liquid.h'' for a full listing see
+
''liquid.h'' for a full listing see
(Link to app-e).
+
(Link to app-e).
 
  <nowiki>
 
  <nowiki>
#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
+
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("red", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
+
LIQ_DEF("red", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
 
</nowiki>
 
</nowiki>
  
To use these macros the arguments are pretty simple.
+
To use these macros the arguments are pretty simple.
  
 
;weight
 
;weight
 
: 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
pound.  The truth is if we had less than a pound then we would set the
+
pound.  The truth is if we had less than a pound then we would set the
glass to less but currently all units are measured in pounds so the
+
glass to less but currently all units are measured in pounds so the
least we can make it is a pound.  In the future of the
+
least we can make it is a pound.  In the future of the
VME we will be converting to smaller measurements
+
VME we will be converting to smaller measurements
like grams or ounces.
+
like grams or ounces.
 
; capacity
 
; capacity
 
*  
 
*  
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'.
+
fountain you just set capacity to '-1'.
<blockquote>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</blockquote>
+
functions</blockquote>
 
; inside
 
; inside
 
*  
 
*  
  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.
+
  will be the weight added to this value.
 
; poison
 
; poison
 
*  
 
*  
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.
+
would be a very high poison value.
  
 
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:
+
use the water macro and it would look like this:
 
  <nowiki>
 
  <nowiki>
LIQ_WATER(1,2,2,0)
+
LIQ_WATER(1,2,2,0)
 
</nowiki>
 
</nowiki>
  
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.
+
zero thirst to full.
  
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
                          ''liquid.h'' but what if
+
                          ''liquid.h'' but what if
                          you had a race from outer space that drank
+
                          you had a race from outer space that drank
                          nothing but silicone oil.  This obviously is
+
                          nothing but silicone oil.  This obviously is
                          not covered in our liquid file so you would
+
                          not covered in our liquid file so you would
                          have to make one yourself or use the more
+
                          have to make one yourself or use the more
                          complex macro.
+
                          complex macro.
 
  <nowiki>
 
  <nowiki>
#define LIQ_DEF(color, wgt, max_cap, inside,thirst,full,drunk,poison) \
+
#define LIQ_DEF(color, wgt, max_cap, inside,thirst,full,drunk,poison) \
  type ITEM_DRINKCON          \
+
  type ITEM_DRINKCON          \
  weight (wgt)+(inside) \
+
  weight (wgt)+(inside) \
  capacity max_cap \
+
  capacity max_cap \
  value[0] inside        \
+
  value[0] inside        \
  value[3] poison \
+
  value[3] poison \
  extra {"$drink_color"}color \
+
  extra {"$drink_color"}color \
  extra {"$drink_thirst"} #thirst \
+
  extra {"$drink_thirst"} #thirst \
  extra {"$drink_full"} #full \
+
  extra {"$drink_full"} #full \
  extra {"$drink_drunk"} #drunk
+
  extra {"$drink_drunk"} #drunk
 
</nowiki>
 
</nowiki>
  
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.
+
and what they do.
  
 
;color
 
;color
 
: 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.
+
shown when you look at the liquid in the container.
 
;wgt
 
;wgt
 
: 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.
+
macros.  It is what the container would weigh empty.
 
;max_cap
 
;max_cap
 
: 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.
+
'wgt' field.
 
;inside
 
;inside
 
: 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.
+
the container.
 
;thirst
 
;thirst
 
: 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.
+
thirst field.
  
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
of the best thirst quenchers known to man.  Therefore a glass with 1
+
of the best thirst quenchers known to man.  Therefore a glass with 1
capacity and 1 quantity inside will give a player +10 to his thirst so if
+
capacity and 1 quantity inside will give a player +10 to his thirst so if
the player was down to zero thirst value one drink will give them 10.
+
the player was down to zero thirst value one drink will give them 10.
remember that a players thirst ranges from -24 to +24 so with three
+
remember that a players thirst ranges from -24 to +24 so with three
drinks of water a person could fill his thirst need entirely.
+
drinks of water a person could fill his thirst need entirely.
  
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.
+
to 0 or 1.
 
;full
 
;full
 
: 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
give you the feeling of being full.  One drink like this would be milk.
+
give you the feeling of being full.  One drink like this would be milk.
The chars fullness field ranges from -24 to 24 like the thirst field and
+
The chars fullness field ranges from -24 to 24 like the thirst field and
the argument you are setting on this field should range from 0 to 10
+
the argument you are setting on this field should range from 0 to 10
unless you have a pro teen drink that fills them like food.  Milk might
+
unless you have a pro teen drink that fills them like food.  Milk might
have a fullness of something like 5.
+
have a fullness of something like 5.
 
;drunk
 
;drunk
 
: 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
added for each quantity of the liquid is consumed.  Therefore something
+
added for each quantity of the liquid is consumed.  Therefore something
like vodka should have a value of 10 while something like water should
+
like vodka should have a value of 10 while something like water should
be down at 0 unless you have some weird race that gets drunk from
+
be down at 0 unless you have some weird race that gets drunk from
water.
+
water.
 
;poison
 
;poison
 
: 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.
+
factor and a player drinking this will most likely die quickly.
  
 
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.
+
easy macro that you could create would look like.
 
  <nowiki>
 
  <nowiki>
LIQ_DEF("blue",5,10,10,5,1,0,0)
+
LIQ_DEF("blue",5,10,10,5,1,0,0)
 
</nowiki>
 
</nowiki>
  
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.
+
you would define your own easier macro like this.
 
  <nowiki>
 
  <nowiki>
#define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)
+
LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)
 
</nowiki>
 
</nowiki>
  
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 (Link to objdrink).
+
drink containers see (Link to objdrink).
 
==== The food macros ====
 
==== The food macros ====
  
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
as we have already learned when making drink containers and in the
+
as we have already learned when making drink containers and in the
current food system on the VME server we do not allow thirst to be
+
current food system on the VME server we do not allow thirst to be
modified by food.  Therefore the only thing you have to set is the
+
modified by food.  Therefore the only thing you have to set is the
amount of fullness and the poison factor if there is any.  The following
+
amount of fullness and the poison factor if there is any.  The following
is what the define for food looks like.
+
is what the define for food looks like.
 
  <nowiki>
 
  <nowiki>
#define FOOD_DEF(food_amount, poison_factor)  \
+
#define FOOD_DEF(food_amount, poison_factor)  \
  type ITEM_FOOD        \
+
  type ITEM_FOOD        \
  value[0] food_amount  \
+
  value[0] food_amount  \
  value[3] poison_factor
+
  value[3] poison_factor
 
</nowiki>
 
</nowiki>
  
  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:
+
you would set it like this:
 
  <nowiki>
 
  <nowiki>
FOOD_DEF(50,0)
+
FOOD_DEF(50,0)
 
</nowiki>
 
</nowiki>
  
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.
+
world.
 
==== Light object macro ====
 
==== Light object macro ====
  
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
#define LIGHT_DEF(hours, how_bright)  \
+
#define LIGHT_DEF(hours, how_bright)  \
  type ITEM_LIGHT    \
+
  type ITEM_LIGHT    \
  value[0] hours      \
+
  value[0] hours      \
  value[1] how_bright
+
  value[1] how_bright
 
</nowiki>
 
</nowiki>
  
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
  know maybe you want to do something like that.  One, two, and three
+
  know maybe you want to do something like that.  One, two, and three
  would be small torch, large torch, and lantern respectively.  You
+
  would be small torch, large torch, and lantern respectively.  You
  could set a brightness greater than 3 but you should be carefull not
+
  could set a brightness greater than 3 but you should be carefull not
  to over light your characters or you may cause light bugs.
+
  to over light your characters or you may cause light bugs.
 
==== Container macro ====
 
==== Container macro ====
  
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'':
+
the macros definition as found in ''wmacros.h'':
 
  <nowiki>
 
  <nowiki>
#define CONTAINER_DEF(max_capacity)  \
+
#define CONTAINER_DEF(max_capacity)  \
  type ITEM_CONTAINER              \
+
  type ITEM_CONTAINER              \
  capacity max_capacity
+
  capacity max_capacity
 
</nowiki>
 
</nowiki>
  
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:
+
  corpse you could set it something like this:
 
  <nowiki>
 
  <nowiki>
container_def(300)
+
container_def(300)
 
</nowiki>
 
</nowiki>
 
==== Money macro ====
 
==== Money macro ====
  
Money is one of the simplest objects you can make on the VME
+
Money is one of the simplest objects you can make on the VME
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:
+
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>
#define MONEY(coin_type, coins) \
+
#define MONEY(coin_type, coins) \
  type ITEM_MONEY \
+
  type ITEM_MONEY \
  manipulate MANIPULATE_TAKE \
+
  manipulate MANIPULATE_TAKE \
  title coin_type \
+
  title coin_type \
  value[0] coins
+
  value[0] coins
 
</nowiki>
 
</nowiki>
  
  The arguments are simple the first argument is the type of money the five possible values are:
+
  The arguments are simple the first argument is the type of money the five possible values are:
 
* IRON_PIECE
 
* IRON_PIECE
 
* COPPER_PIECE
 
* COPPER_PIECE
Line 7,352: Line 7,350:
 
* PLATINUM_PIECE
 
* PLATINUM_PIECE
 
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.
+
would be what one platinum piece would be like in a zone file.
 
  <nowiki>
 
  <nowiki>
platinum_piece
+
platinum_piece
  
MONEY(PLATINUM_PIECE, 0)
+
MONEY(PLATINUM_PIECE, 0)
/* Rest of values are inserted at runtime */
+
/* Rest of values are inserted at runtime */
  
end
+
end
 
</nowiki>
 
</nowiki>
  
Now if you want to make a whole pile of money it would look like this:
+
Now if you want to make a whole pile of money it would look like this:
 
  <nowiki>
 
  <nowiki>
platinum_pile
+
platinum_pile
  
MONEY(PLATINUM_PIECE, 80)
+
MONEY(PLATINUM_PIECE, 80)
/* Rest of values are inserted at runtime */
+
/* Rest of values are inserted at runtime */
extra {}
+
extra {}
"Holy cow thats a stash."
+
"Holy cow thats a stash."
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Cursed objects macro ====
 
==== Cursed objects macro ====
  
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:
+
''wmacros.h'' and looks as follows:
 
  <nowiki>
 
  <nowiki>
#define CURSED_OBJECT \
+
#define CURSED_OBJECT \
affect \
+
affect \
  id ID_CURSE \
+
  id ID_CURSE \
  duration -1 \
+
  duration -1 \
  firstf TIF_NONE \
+
  firstf TIF_NONE \
  tickf  TIF_NONE \
+
  tickf  TIF_NONE \
  lastf  TIF_NONE \
+
  lastf  TIF_NONE \
  applyf APF_MOD_OBJ_FLAGS \
+
  applyf APF_MOD_OBJ_FLAGS \
  data[0] OBJ_NO_UNEQUIP;
+
  data[0] OBJ_NO_UNEQUIP;
 
</nowiki>
 
</nowiki>
  
      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:
+
in your object like this:
 
  <nowiki>
 
  <nowiki>
CURSED_OBJECT
+
CURSED_OBJECT
 
</nowiki>
 
</nowiki>
  
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'.
+
spell'.
 
==== Potion, wand, and staff macros ====
 
==== Potion, wand, and staff macros ====
  
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''.
+
for all four as found in ''wmacros.h''.
 
  <nowiki>
 
  <nowiki>
#define POTION_DEF(power,spell1,spell2,spell3)  \
+
#define POTION_DEF(power,spell1,spell2,spell3)  \
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
  flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
  spell power      \
+
  spell power      \
  type ITEM_POTION \
+
  type ITEM_POTION \
  value[0] power  \
+
  value[0] power  \
  value[1] spell1  \
+
  value[1] spell1  \
  value[2] spell2  \
+
  value[2] spell2  \
  value[3] spell3
+
  value[3] spell3
  
#define SCROLL_DEF(power,spell1,spell2,spell3)  \
+
#define SCROLL_DEF(power,spell1,spell2,spell3)  \
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
  flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
  spell power      \
+
  spell power      \
  type ITEM_SCROLL \
+
  type ITEM_SCROLL \
  value[0] power  \
+
  value[0] power  \
  value[1] spell1  \
+
  value[1] spell1  \
  value[2] spell2  \
+
  value[2] spell2  \
  value[3] spell3
+
  value[3] spell3
  
#define WAND_DEF(power,charge,spell1,spell2)  \
+
#define WAND_DEF(power,charge,spell1,spell2)  \
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
  flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
  spell power      \
+
  spell power      \
  type ITEM_WAND \
+
  type ITEM_WAND \
  value[0] power  \
+
  value[0] power  \
  value[1] charge  \
+
  value[1] charge  \
  value[2] spell1  \
+
  value[2] spell1  \
  value[3] spell2  \
+
  value[3] spell2  \
  value[4] charge  /* The max charge */
+
  value[4] charge  /* The max charge */
  
#define STAFF_DEF(power,charge,spell1,spell2)  \
+
#define STAFF_DEF(power,charge,spell1,spell2)  \
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
+
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
  flags {UNIT_FL_MAGIC} \
+
  flags {UNIT_FL_MAGIC} \
  spell power      \
+
  spell power      \
  type ITEM_STAFF  \
+
  type ITEM_STAFF  \
  value[0] power  \
+
  value[0] power  \
  value[1] charge  \
+
  value[1] charge  \
  value[2] spell1  \
+
  value[2] spell1  \
  value[3] spell2  \
+
  value[3] spell2  \
  value[4] charge  /* The max charge */
+
  value[4] charge  /* The max charge */
 
</nowiki>
 
</nowiki>
  
The arguments are as follows for the macros.
+
The arguments are as follows for the macros.
  
 
;power
 
;power
 
: 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.
+
spell.  The higher the number the more powerfull the cast.
 
;charge
 
;charge
 
: 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.
+
has.
 
;spell#
 
;spell#
 
: 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.
+
leave the one you do not want set to 0.
  
 
==== Magical transfer macros ====
 
==== Magical transfer macros ====
  
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.
+
those when a person uses an item.
 
* CHAR_FLAG_TRANSFER(_MFLAGS)
 
* CHAR_FLAG_TRANSFER(_MFLAGS)
 
* SKILL_TRANSFER(skill, amount)
 
* SKILL_TRANSFER(skill, amount)
Line 7,491: Line 7,489:
 
* SLOW_TRANSFER(amount)
 
* SLOW_TRANSFER(amount)
 
<blockquote>For the full definitions of the transfer macros see
 
<blockquote>For the full definitions of the transfer macros see
(Link to app-f) or the header file ''wmacros.h''.</blockquote>
+
(Link to app-f) or the header file ''wmacros.h''.</blockquote>
  
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.
If you give a negative percentage it will take that much away from the
+
If you give a negative percentage it will take that much away from the
player or NPC in that catagory.  The character flag transfer actually
+
player or NPC in that catagory.  The character flag transfer actually
adds the flag to the player while the player is using the item.  The
+
adds the flag to the player while the player is using the item.  The
speed transfer macros add or subtract the amount of speed you give them.
+
speed transfer macros add or subtract the amount of speed you give them.
The range for speed is from zero to twelve with twelve being the
+
The range for speed is from zero to twelve with twelve being the
slowest.
+
slowest.
 
=== Building your first object ===
 
=== Building your first object ===
  
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
through the fields.  In this section we are going to make a nice easy
+
through the fields.  In this section we are going to make a nice easy
object.  There is really not that much new from what you have learned
+
object.  There is really not that much new from what you have learned
with rooms and NPCs so this should be a real quick section.  As always
+
with rooms and NPCs so this should be a real quick section.  As always
we will start with something I like which as you remember is dragons.
+
we will start with something I like which as you remember is dragons.
So the first object we will make is a dragon head.  I didn't say I liked
+
So the first object we will make is a dragon head.  I didn't say I liked
them alive now did I?  Anyway this will be a nice simple object that
+
them alive now did I?  Anyway this will be a nice simple object that
your player can pick up and carry around.
+
your player can pick up and carry around.
  
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 (Link to ch-02).  If you only have objects you do not need the
+
in (Link to ch-02).  If you only have objects you do not need the
%reset, %mobiles, and %rooms fields.  For the examples in this chapter we
+
%reset, %mobiles, and %rooms fields.  For the examples in this chapter we
will use the zone we created in (Link to ch-04) and add the
+
will use the zone we created in (Link to ch-04) and add the
%objects section where we will put all the object definitions.  At the end
+
%objects section where we will put all the object definitions.  At the end
of this chapter, in (Link to roomnpcobjzone), we will bring it
+
of this chapter, in (Link to roomnpcobjzone), we will bring it
all together with the rooms and NPCs we have defined already.
+
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
+
The first part of all object definitions is the symbolic name it is good
to always pick a name that will match the name of the object so it
+
to always pick a name that will match the name of the object so it
will be easy to load the object.
+
will be easy to load the object.
The reason the symbolic and name should match is when you use the
+
The reason the symbolic and name should match is when you use the
command '''wstat''' it will only show you a
+
command '''wstat''' it will only show you a
list of the objects by symbolic name for example if you type '''
+
list of the objects by symbolic name for example if you type '''
wstat zone dragon objects''' You will get the following:
+
wstat zone dragon objects''' You will get the following:
 
  <nowiki>
 
  <nowiki>
List of objects in zone Dragon:
+
List of objects in zone Dragon:
claw info_board dragon_head
+
claw info_board dragon_head
 
</nowiki>
 
</nowiki>
If you didn't make it clear what the object was by the symbolic name
+
If you didn't make it clear what the object was by the symbolic name
it might look like this:
+
it might look like this:
 
  <nowiki>
 
  <nowiki>
List of objects in zone Dragon:
+
List of objects in zone Dragon:
obj1 a_obj2 o3
+
obj1 a_obj2 o3
 
</nowiki>
 
</nowiki>
While this might be great when you first start imagine trying to
+
While this might be great when you first start imagine trying to
remember each object if you have over 30 of them.
+
remember each object if you have over 30 of them.
  
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.
+
That of course will make a NPC with all defaults.
 
  <nowiki>
 
  <nowiki>
dragon_head
+
dragon_head
end
+
end
 
</nowiki>
 
</nowiki>
  
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.
+
Dragon heads other more interesting fields on.
  
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
when the object is in your inventory or you are whacking someone over the
+
when the object is in your inventory or you are whacking someone over the
head with it.  Since we are not making a weapon though the title is what
+
head with it.  Since we are not making a weapon though the title is what
will be shown when you are picking up or dropping the object.
+
will be shown when you are picking up or dropping the object.
Finally the names should cover everything
+
Finally the names should cover everything
in the title and description fields so if your player wants to pick
+
in the title and description fields so if your player wants to pick
the object up or wear it will be easy to figure out what the names
+
the object up or wear it will be easy to figure out what the names
are.
+
are.
 
  <nowiki>
 
  <nowiki>
dragon_head
+
dragon_head
  
title "a gold dragon head"
+
title "a gold dragon head"
  
descr "A large golden dragon head is laying here looking sad."
+
descr "A large golden dragon head is laying here looking sad."
  
names {"large golden dragon head","large gold dragon head",
+
names {"large golden dragon head","large gold dragon head",
      "golden dragon head","large dragon head","gold dragon head",
+
      "golden dragon head","large dragon head","gold dragon head",
      "dragon head","large head", "sad head","head"}
+
      "dragon head","large head", "sad head","head"}
...
+
...
end
+
end
 
</nowiki>
 
</nowiki>
  
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
she looks at an object.  to make the main description of an NPC you place an
+
she looks at an object.  to make the main description of an NPC you place an
extra on the NPC with no names in the list.  The blank extra is a
+
extra on the NPC with no names in the list.  The blank extra is a
special extra that will be shown every time you look at anything in the
+
special extra that will be shown every time you look at anything in the
names list of the object.  So a description of an object would look something
+
names list of the object.  So a description of an object would look something
like this.
+
like this.
 
  <nowiki>
 
  <nowiki>
extra {}
+
extra {}
"The head is large and beautiful, at least as beautiful as a dead
+
"The head is large and beautiful, at least as beautiful as a dead
dragon head can be.  There is an extreme look of sorrow on the dragons
+
dragon head can be.  There is an extreme look of sorrow on the dragons
face and it seems to be for much more than its own death."
+
face and it seems to be for much more than its own death."
 
</nowiki>
 
</nowiki>
  
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.
+
player looks at the face of the head directly.
 
  <nowiki>
 
  <nowiki>
extra {"gold dragon head face","dragon head face","head face","face"}
+
extra {"gold dragon head face","dragon head face","head face","face"}
"Looking into the dragons face your eyes are drawn to the eyes of the
+
"Looking into the dragons face your eyes are drawn to the eyes of the
dead dragon.  Could there be something there?"
+
dead dragon.  Could there be something there?"
  
extra {"eyes","eye"}
+
extra {"eyes","eye"}
"A world of blue skies and no storms is visible through the eyes and it
+
"A world of blue skies and no storms is visible through the eyes and it
seems to be moving as if you were watching the world from space."
+
seems to be moving as if you were watching the world from space."
 
</nowiki>
 
</nowiki>
  
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.
+
    or drops it.
  
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:
+
hold it if you want and I do.  The flags would then be as follows:
 
  <nowiki>
 
  <nowiki>
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
+
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
 
</nowiki>
 
</nowiki>
  
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.
+
options.
  
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 VME will
+
in centimeters and the weight in pounds.  In the future the VME 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.
+
conversion game.
 
  <nowiki>
 
  <nowiki>
//20 feet  (1 inch = 2.54 cm
+
//20 feet  (1 inch = 2.54 cm
height 33
+
height 33
  
//566 KG (1 lb. = .45359 kg)
+
//566 KG (1 lb. = .45359 kg)
weight 50
+
weight 50
 
</nowiki>
 
</nowiki>
  
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 (Link to objfielddescr), there are some special extras
+
fields in (Link to objfielddescr), there are some special extras
that are made just for this purpose.
+
that are made just for this purpose.
 
  <nowiki>
 
  <nowiki>
extra {"$get_s"}
+
extra {"$get_s"}
"You suddenly feel very sad for a world that you don't even know."
+
"You suddenly feel very sad for a world that you don't even know."
  
extra {"$get_o"}
+
extra {"$get_o"}
"A strange look of sadness crosses $1ns face."
+
"A strange look of sadness crosses $1ns face."
  
extra {"$drop_s"}
+
extra {"$drop_s"}
"You feel much happier but you remember a feeling of great sorrow."
+
"You feel much happier but you remember a feeling of great sorrow."
  
extra {"drop_o"}
+
extra {"drop_o"}
"$1n seems to cheer up a bit."
+
"$1n seems to cheer up a bit."
 
</nowiki>
 
</nowiki>
  
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:
+
this:
 
  <nowiki>
 
  <nowiki>
dragon_head
+
dragon_head
  
title "a gold dragon head"
+
title "a gold dragon head"
  
descr "A large golden dragon head is laying here looking sad."
+
descr "A large golden dragon head is laying here looking sad."
  
names {"large golden dragon head","large gold dragon head",
+
names {"large golden dragon head","large gold dragon head",
      "golden dragon head","large dragon head","gold dragon head",
+
      "golden dragon head","large dragon head","gold dragon head",
      "dragon head","large head", "sad head","head"}
+
      "dragon head","large head", "sad head","head"}
  
  extra {}
+
  extra {}
"The head is large and beautiful, at least as beautiful as a dead
+
"The head is large and beautiful, at least as beautiful as a dead
dragon head can be.  There is an extreme look of sorrow on the dragons
+
dragon head can be.  There is an extreme look of sorrow on the dragons
face and it seems to be for much more than its own death."
+
face and it seems to be for much more than its own death."
  
extra {"gold dragon head face","dragon head face","head face","face"}
+
extra {"gold dragon head face","dragon head face","head face","face"}
"Looking into the dragons face your eyes are drawn to the eyes of the
+
"Looking into the dragons face your eyes are drawn to the eyes of the
dead dragon.  Could there be something there?"
+
dead dragon.  Could there be something there?"
  
extra {"eyes","eye"}
+
extra {"eyes","eye"}
"A world of blue skies and no storms is visible through the eyes and it
+
"A world of blue skies and no storms is visible through the eyes and it
seems to be moving as if you were watching the world from space."
+
seems to be moving as if you were watching the world from space."
  
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
+
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
  
height 33
+
height 33
weight 50
+
weight 50
  
extra {"$get_s"}
+
extra {"$get_s"}
"You suddenly feel very sad for a world that you don't even know."
+
"You suddenly feel very sad for a world that you don't even know."
  
extra {"$get_o"}
+
extra {"$get_o"}
"A strange look of sadness crosses $1ns face."
+
"A strange look of sadness crosses $1ns face."
  
extra {"$drop_s"}
+
extra {"$drop_s"}
"You feel much happier but you remember a feeling of great sorrow."
+
"You feel much happier but you remember a feeling of great sorrow."
  
extra {"drop_o"}
+
extra {"drop_o"}
"$1n seems to cheer up a bit."
+
"$1n seems to cheer up a bit."
  
end
+
end
 
</nowiki>
 
</nowiki>
  
Thats all there is to making regular items.  The rest is just
+
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 (Link to objcomplex) but first
+
into what you can do with items in (Link to 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.
+
for objects.
 
=== Compiling and Debugging your first object ===
 
=== Compiling and Debugging your first object ===
  
As we have previously mentioned in (Link to rmdebug) and
+
As we have previously mentioned in (Link to rmdebug) and
(Link to npcdebug) it is always a good idea to build one or two
+
(Link to npcdebug) it is always a good idea to build one or two
things and then compile to make finding errors easy.  In this case we
+
things and then compile to make finding errors easy.  In this case we
have one object to compile and rather than having all the rooms and NPCS
+
have one object to compile and rather than having all the rooms and NPCS
get in my way while compiling it I have removed them and only have the
+
get in my way while compiling it I have removed them and only have the
'%objects' section.  The following is what the zone looks like when it
+
'%objects' section.  The following is what the zone looks like when it
has only one object in it.
+
has only one object in it.
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creator {"whistler"}
+
creator {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%objects
+
%objects
  
dragon_head
+
dragon_head
  
title "a gold dragon head"
+
title "a gold dragon head"
  
descr "A large golden dragon head is laying here looking sad."
+
descr "A large golden dragon head is laying here looking sad."
  
names {"large golden dragon head","large gold dragon head,
+
names {"large golden dragon head","large gold dragon head,
      "golden dragon head","large dragon head","gold dragon head",
+
      "golden dragon head","large dragon head","gold dragon head",
      "dragon head","large head", "sad head","head"}
+
      "dragon head","large head", "sad head","head"}
  
  extra {}
+
  extra {}
"The head is large and beautiful, at least as beautiful as a dead
+
"The head is large and beautiful, at least as beautiful as a dead
dragon head can be.  There is an extreme look of sorrow on the dragons
+
dragon head can be.  There is an extreme look of sorrow on the dragons
face and it seems to be for much more than its own death."
+
face and it seems to be for much more than its own death."
  
extra {"gold dragon head face","dragon head face","head face","face"}
+
extra {"gold dragon head face","dragon head face","head face","face"}
"Looking into the dragons face your eyes are drawn to the eyes of the
+
"Looking into the dragons face your eyes are drawn to the eyes of the
dead dragon.  Could there be something there?"
+
dead dragon.  Could there be something there?"
  
extra {"eyes","eye"}
+
extra {"eyes","eye"}
"A world of blue skies and no storms is visible through the eyes and it
+
"A world of blue skies and no storms is visible through the eyes and it
seems to be moving as if you were watching the world from space."
+
seems to be moving as if you were watching the world from space."
  
manipulate MANIPULATE_TAKE,MANIPULATE_HOLD
+
manipulate MANIPULATE_TAKE,MANIPULATE_HOLD
  
height 33
+
height 33
weight 50
+
weight 50
  
extra {"$get_s"}
+
extra {"$get_s"}
"You suddenly feel very sad for a world that you don't even know."
+
"You suddenly feel very sad for a world that you don't even know."
  
extra {"$get_o"}
+
extra {"$get_o"}
"A strange look of sadness crosses $1ns face."
+
"A strange look of sadness crosses $1ns face."
  
extra {"$drop_s"}
+
extra {"$drop_s"}
"You feel much happier but you remember a feeling of great sorrow."
+
"You feel much happier but you remember a feeling of great sorrow."
  
extra {"drop_o"}
+
extra {"drop_o"}
"$1n seems to cheer up a bit."
+
"$1n seems to cheer up a bit."
  
end
+
end
  
%end
+
%end
 
</nowiki>
 
</nowiki>
  
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 VME
+
stuck the dragon head in and now its ready to be compiled and put into the VME
server for you to be able to look at it in the game.  If you downloaded
+
server for you to be able to look at it in the game.  If you downloaded
our example zones for this document you can compile this zone along with
+
our example zones for this document you can compile this zone along with
us and fix the errors as we do for practice.  The filename is
+
us and fix the errors as we do for practice.  The filename is
''debug_obj.zon''.  Just so you know the errors in this
+
''debug_obj.zon''.  Just so you know the errors in this
zone are intentional so please don't write me an email telling me that
+
zone are intentional so please don't write me an email telling me that
there are errors in it.
+
there are errors in it.
  
The command to compile the zone is
+
The command to compile the zone is
'''VMC debug_obj.zon'''.
+
'''VMC debug_obj.zon'''.
Here is what we get when we first try and
+
Here is what we get when we first try and
compile the zone.
+
compile the zone.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
&lt;debug_obj.zon&gt; @ 65: EOF in string
+
&lt;debug_obj.zon&gt; @ 65: EOF in string
debug_obj.zon: 5: parse error
+
debug_obj.zon: 5: parse error
  Token: '{'
+
  Token: '{'
debug_obj.zon: 25: parse error
+
debug_obj.zon: 25: parse error
  Token: 'golden'
+
  Token: 'golden'
Grave errors in file 'debug_obj.zon'.
+
Grave errors in file 'debug_obj.zon'.
 
</nowiki>
 
</nowiki>
  
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
numbered error shows up in line five of the zone.  The error says
+
numbered error shows up in line five of the zone.  The error says
something is wrong with the '{' but looking at the line it is obvious
+
something is wrong with the '{' but looking at the line it is obvious
the compiler got confused because I forgot 's' at the end of 'creators'.
+
the compiler got confused because I forgot 's' at the end of 'creators'.
If we fix line five and recompile this is what we get:
+
If we fix line five and recompile this is what we get:
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
&lt;debug_obj.zon&gt; @ 65: EOF in string
+
&lt;debug_obj.zon&gt; @ 65: EOF in string
debug_obj.zon: 25: parse error
+
debug_obj.zon: 25: parse error
  Token: 'golden'
+
  Token: 'golden'
Grave errors in file 'debug_obj.zon'.
+
Grave errors in file 'debug_obj.zon'.
 
</nowiki>
 
</nowiki>
  
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
means that you are missing a quote or a '{}'.  The only way to find the
+
means that you are missing a quote or a '{}'.  The only way to find the
problem is start at the quote or '{}' before the word in the error and
+
problem is start at the quote or '{}' before the word in the error and
go backwards through the file till you find a missing one.  Lucky for us
+
go backwards through the file till you find a missing one.  Lucky for us
the missing one is in the very next string.  If you add a double quote
+
the missing one is in the very next string.  If you add a double quote
just before the ending comma on line 24 and recompile you will get the
+
just before the ending comma on line 24 and recompile you will get the
following:
+
following:
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
debug_obj.zon: 42: parse error
+
debug_obj.zon: 42: parse error
  Token: ','
+
  Token: ','
Compilation aborted.
+
Compilation aborted.
 
</nowiki>
 
</nowiki>
  
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
missing.  The reason the compiler is pointing at the comma is because it
+
missing.  The reason the compiler is pointing at the comma is because it
doesn't understand what to do with the comma with out the '{}' grouping
+
doesn't understand what to do with the comma with out the '{}' grouping
symbols.  Fixing these and recompiling results in the following message
+
symbols.  Fixing these and recompiling results in the following message
from the compiler.
+
from the compiler.
 
  <nowiki>
 
  <nowiki>
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
+
VMC v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
Compiling 'debug_obj.zon'
+
Compiling 'debug_obj.zon'
VMC Done.
+
VMC Done.
 
</nowiki>
 
</nowiki>
  
Notice there are no errors and it says 'VMC done', this means that
+
Notice there are no errors and it says 'VMC done', this means that
you have now successfully compiled the zone.  This is the last debugging
+
you have now successfully compiled the zone.  This is the last debugging
walk through in the manual.  If you still have a lot of trouble figuring
+
walk through in the manual.  If you still have a lot of trouble figuring
out errors don't stress compiling is an art the more you do it the
+
out errors don't stress compiling is an art the more you do it the
easier it will get.  We suggest you take the zones we have provided in
+
easier it will get.  We suggest you take the zones we have provided in
our release and create errors so you can get used to the messages
+
our release and create errors so you can get used to the messages
you will see when you are making your own zones.  Never be afraid to
+
you will see when you are making your own zones.  Never be afraid to
ask for help from someone else sometimes a bug is so simple you will
+
ask for help from someone else sometimes a bug is so simple you will
over look it and sometimes it just takes a second person a single glance
+
over look it and sometimes it just takes a second person a single glance
to find it.  Another trick to finding errors if you have been looking
+
to find it.  Another trick to finding errors if you have been looking
for more than 5 minutes take a break and come back in 10 minutes
+
for more than 5 minutes take a break and come back in 10 minutes
sometimes that short relaxing time will help you find the
+
sometimes that short relaxing time will help you find the
problem.
+
problem.
  
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
over into the zone directory of your mud and reboot.  From there log on
+
over into the zone directory of your mud and reboot.  From there log on
and you should be able to '''wstat''' and
+
and you should be able to '''wstat''' and
'''load''' your object by using its full symbolic
+
'''load''' your object by using its full symbolic
name.  It would be a good idea to try and get this zone into your server
+
name.  It would be a good idea to try and get this zone into your server
and lay with the object a bit so when you get to (Link to objcomplex) you will be ready for anything.
+
and lay with the object a bit so when you get to (Link to objcomplex) you will be ready for anything.
 
=== DIL functions for objects ===
 
=== DIL functions for objects ===
  
The DIL language is the language a builder can use to make his own
+
The DIL language is the language a builder can use to make his own
special functions on rooms, NPCs, objects, PCs, and much more.  This
+
special functions on rooms, NPCs, objects, PCs, and much more.  This
manual is for basic zone writing and therefore will not go into how to
+
manual is for basic zone writing and therefore will not go into how to
write your own DIL functions.  The VME however is released with many
+
write your own DIL functions.  The VME however is released with many
functions for you as an Administrator and your builders to use to make
+
functions for you as an Administrator and your builders to use to make
special rooms, NPCs, and objects.  The following sections contain a full list of all object
+
special rooms, NPCs, and objects.  The following sections contain a full list of all object
functions released with the VME 2.0 server.
+
functions released with the VME 2.0 server.
 
==== Restriction functions ====
 
==== Restriction functions ====
  
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
some items.  The restrict functions can be used alone or together to
+
some items.  The restrict functions can be used alone or together to
make a greater restricted item.  for example you could make an item,
+
make a greater restricted item.  for example you could make an item,
restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
+
restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
done a certain quest.
+
done a certain quest.
  
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.
+
restrict functions is as follows.
 
  <nowiki>
 
  <nowiki>
dilcopy &lt;function name&gt; (arg 1, &lt;max damage&gt;,
+
dilcopy &lt;function name&gt; (arg 1, &lt;max damage&gt;,
    &lt;percentage&gt;,&lt;Optional DIL&gt;);
+
    &lt;percentage&gt;,&lt;Optional DIL&gt;);
 
</nowiki>
 
</nowiki>
  
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.
+
to them later.
  
 
;max damage and percentage
 
;max damage and percentage
 
: 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.
+
percentage damage.
  
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
damage will be done to the player no matter how many hit points he/she
+
damage will be done to the player no matter how many hit points he/she
has.  So by setting the second argument to a number and setting the
+
has.  So by setting the second argument to a number and setting the
third to 0 you could possibly kill your victim since it will remove the
+
third to 0 you could possibly kill your victim since it will remove the
amount specified no matter how much the player has.
+
amount specified no matter how much the player has.
  
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.
+
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
+
  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.
+
you a few examples and tell you what they would do.
  
 
;second= 0 third = 25
 
;second= 0 third = 25
 
: 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.
+
damage to a player no matter his amount of hit points.
 
;second = 25 third = 25
 
;second = 25 third = 25
 
: 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.
+
hit points.
  
 
;optional DIL
 
;optional DIL
 
: 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 DIL that does nothing
+
your own set of acts you have to create your own DIL 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 DIL manual about passing DIL functions as arguments.
+
look in the DIL manual about passing DIL functions as arguments.
  
 
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.
+
name and first argument are.
  
 
; Guild Restrict
 
; Guild Restrict
 
*  
 
*  
 
This function restricts an object to players in a certain
 
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 DIL as found in
+
inventory.  The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin guild_restrict
+
dilbegin guild_restrict
(guilds:stringlist,damage:integer,percent:integer,action:string);
+
(guilds:stringlist,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
this.
 
  <nowiki>
 
  <nowiki>
dilcopy guild_restrict@function ({"Midgaard Paladin",
+
dilcopy guild_restrict@function ({"Midgaard Paladin",
                        "Midgaard Sorcerer"},0,25,"");
+
                        "Midgaard Sorcerer"},0,25,"");
 
</nowiki>
 
</nowiki>
 
;Anti-guild Restrict
 
;Anti-guild Restrict
 
: This function restricts an object to players not in a certain
 
: 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 DIL as found in
+
inventory.  The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin anti_guild_restrict
+
dilbegin anti_guild_restrict
(guilds:stringlist,damage:integer,percent:integer,action:string);
+
(guilds:stringlist,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
this.
 
  <nowiki>
 
  <nowiki>
dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
+
dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
                              "Midgaard Sorcerer"},0,25,"");
+
                              "Midgaard Sorcerer"},0,25,"");
 
</nowiki>
 
</nowiki>
 
;Quest Restrict
 
;Quest Restrict
 
: This function restricts an object to players who have done a
 
: This function restricts an object to players who have done a
certain quest.  Any  player who has not done the quest,
+
certain quest.  Any  player who has not done the quest,
will have the damage done as set in the 2nd and 3rd arguments unless
+
will have the damage done as set in the 2nd and 3rd arguments unless
none is set.  Even if no damage is set the object will be removed off of
+
none is set.  Even if no damage is set the object will be removed off of
the players equipment and placed in their inventory.  The following is
+
the players equipment and placed in their inventory.  The following is
the definition of the DIL as found in
+
the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin quest_restrict
+
dilbegin quest_restrict
(qst:string,damage:integer,percent:integer,action:string);
+
(qst:string,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
restricted to one quest.
 
  <nowiki>
 
  <nowiki>
dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");
+
dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");
 
</nowiki>
 
</nowiki>
 
;Quests Restrict
 
;Quests Restrict
 
: This function restricts an object to players who have a certain
 
: 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 DIL as found in
+
inventory.  The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin quests_restrict
+
dilbegin quests_restrict
(qsts:stringlist,damage:integer,percent:integer,action:string);
+
(qsts:stringlist,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
wear.  It would look like this.
 
  <nowiki>
 
  <nowiki>
dilcopy quests_restrict@function ({"Eagles quest complete",
+
dilcopy quests_restrict@function ({"Eagles quest complete",
                          "Feather fall quest complete"},0,25,"");
+
                          "Feather fall quest complete"},0,25,"");
 
</nowiki>
 
</nowiki>
 
;Alignment Restrict
 
;Alignment Restrict
 
: This function restricts an object to players with a certain
 
: 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.
+
the players equipment and placed in their inventory.
  
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 DIL as found in
+
thus are only really one argument. The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin ali_restrict
+
dilbegin ali_restrict
(max:integer,min:integer,damage:integer,percent:integer,action:string);
+
(max:integer,min:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
restrict an item to only good players it would look like this.
 
  <nowiki>
 
  <nowiki>
dilcopy ali_restrict@function (1000,350,0,25,"");
+
dilcopy ali_restrict@function (1000,350,0,25,"");
 
</nowiki>
 
</nowiki>
 
;Level restrict
 
;Level restrict
 
: This function restricts an object to players above or equal to
 
: This function restricts an object to players above or equal to
a certain level.  Any player not at least the level or higher, will
+
a certain level.  Any player not at least the level or higher, will
have the damage done as set in the 2nd and 3rd arguments unless none is
+
have the damage done as set in the 2nd and 3rd arguments unless none is
set.  Even if no damage is set the object will be removed off of the
+
set.  Even if no damage is set the object will be removed off of the
players equipment and placed in their inventory.  This restrict works in
+
players equipment and placed in their inventory.  This restrict works in
the old level system from one to fifty which means if the level restrict
+
the old level system from one to fifty which means if the level restrict
is set higher than fifty no player will be able to wear or use this
+
is set higher than fifty no player will be able to wear or use this
object.  This is good if you have objects that only your administrators
+
object.  This is good if you have objects that only your administrators
should be able to use.  If you want to restrict an object to greater
+
should be able to use.  If you want to restrict an object to greater
than level fifty for players you need to use the 'vlevel' restrict.  The
+
than level fifty for players you need to use the 'vlevel' restrict.  The
following is the definition of the DIL as found in ''function.zon''.
+
following is the definition of the DIL as found in ''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin level_restrict
+
dilbegin level_restrict
(lvl:integer,damage:integer,percent:integer,action:string);
+
(lvl:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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 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
+
look like this
 
  <nowiki>
 
  <nowiki>
dilcopy level_restrict@function (51, 0,25,"");
+
dilcopy level_restrict@function (51, 0,25,"");
 
</nowiki>
 
</nowiki>
 
;Virtual Level Restrict
 
;Virtual Level Restrict
 
: This function restricts an object to players above or equal to
 
: This function restricts an object to players above or equal to
a certain level.  Any player not at least the level or higher, will
+
a certain level.  Any player not at least the level or higher, will
have the damage done as set in the 2nd and 3rd arguments unless none is
+
have the damage done as set in the 2nd and 3rd arguments unless none is
set.  Even if no damage is set the object will be removed off of the
+
set.  Even if no damage is set the object will be removed off of the
players equipment and placed in their inventory.  This restrict works in
+
players equipment and placed in their inventory.  This restrict works in
the new level system from one to infinity.
+
the new level system from one to infinity.
The following is the definition of the DIL as found in ''function.zon''.
+
The following is the definition of the DIL as found in ''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin vlevel_restrict
+
dilbegin vlevel_restrict
(lvl:integer,damage:integer,percent:integer,action:string);
+
(lvl:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
of 5000 could wear or use, it would look like this.
 
  <nowiki>
 
  <nowiki>
dilcopy vlevel_restrict@function (5000, 0,25,"");
+
dilcopy vlevel_restrict@function (5000, 0,25,"");
 
</nowiki>
 
</nowiki>
 
;Race restrict
 
;Race restrict
 
: This function restricts an object from players of a certain
 
: 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 DIL as found
+
in their inventory.  The following is the definition of the DIL as found
in ''function.zon''.
+
in ''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin race_restrict
+
dilbegin race_restrict
(rc:integer,damage:integer,percent:integer,action:string);
+
(rc:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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 (Link to app-c) or if you have added races you will find the list of
+
object from.  You can pass in the defines as listed in (Link to 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.
+
object from humans the following is what it would look like.
 
  <nowiki>
 
  <nowiki>
dilcopy race_restrict@function (RACE_HUMAN,0,25,"");
+
dilcopy race_restrict@function (RACE_HUMAN,0,25,"");
 
</nowiki>
 
</nowiki>
 
;Gender restrict
 
;Gender restrict
 
: This function restricts an object to players of a certain
 
: 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 DIL as found in
+
inventory.  The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin sex_restrict
+
dilbegin sex_restrict
(sx:integer,damage:integer,percent:integer,action:string);
+
(sx:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
''vme.h''.  The gender defines are as follows.
 
  <nowiki>
 
  <nowiki>
#define SEX_NEUTRAL  0
+
#define SEX_NEUTRAL  0
#define SEX_MALE      1
+
#define SEX_MALE      1
#define SEX_FEMALE    2
+
#define SEX_FEMALE    2
 
</nowiki>
 
</nowiki>
  
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.
+
player, it would look like this.
 
  <nowiki>
 
  <nowiki>
dilcopy sex_restrict (SEX_FEMALE,0,25,"");
+
dilcopy sex_restrict (SEX_FEMALE,0,25,"");
 
</nowiki>
 
</nowiki>
 
;Player restrict
 
;Player restrict
 
: This function restricts an object to players who have a
 
: 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 DIL as found in
+
the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin ply_restrict
+
dilbegin ply_restrict
(pname:string,damage:integer,percent:integer,action:string);
+
(pname:string,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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 DIL was designed to be put on when a player receives a
+
time.  While this DIL was designed to be put on when a player receives a
quest item and thus was made to be dilcopied in a DIL you can still put
+
quest item and thus was made to be dilcopied in a DIL you can still put
it on when you first create the object if you are making special items
+
it on when you first create the object if you are making special items
for administrators or players that you know in advance.  If you want more
+
for administrators or players that you know in advance.  If you want more
information about copying a DIL from with in another DIL you will have
+
information about copying a DIL from with in another DIL you will have
to read the DIL manual If however you want to restrict this to a single
+
to read the DIL 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.
+
this.
 
  <nowiki>
 
  <nowiki>
dilcopy ply_restrict@function ("Whistler",0,25,"");
+
dilcopy ply_restrict@function ("Whistler",0,25,"");
 
</nowiki>
 
</nowiki>
 
;Ability restrict
 
;Ability restrict
 
: 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 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.
+
inventory.
  
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 DIL as found in
+
thus are only really one argument. The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin abi_restrict
+
dilbegin abi_restrict
(abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);
+
(abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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.
+
are listed here for convenience.
 
  <nowiki>
 
  <nowiki>
#define ABIL_MAG              0
+
#define ABIL_MAG              0
#define ABIL_DIV              1
+
#define ABIL_DIV              1
#define ABIL_STR              2
+
#define ABIL_STR              2
#define ABIL_DEX              3
+
#define ABIL_DEX              3
#define ABIL_CON              4
+
#define ABIL_CON              4
#define ABIL_CHA              5
+
#define ABIL_CHA              5
#define ABIL_BRA              6
+
#define ABIL_BRA              6
#define ABIL_HP                7
+
#define ABIL_HP                7
 
</nowiki>
 
</nowiki>
  
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:
+
strength it would look like this:
 
  <nowiki>
 
  <nowiki>
dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");
 
</nowiki>
 
</nowiki>
  
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.
+
divine and 30% brain.  The item would have these two lines.
 
  <nowiki>
 
  <nowiki>
dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");
+
dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");
 
</nowiki>
 
</nowiki>
 
;Skill restrict
 
;Skill restrict
 
: 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 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.
+
inventory.
  
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 DIL as found in
+
thus are only really one argument. The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin ski_restrict
+
dilbegin ski_restrict
(ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);
+
(ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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 (Link to app-g) and
+
item.  the skills can be found in (Link to 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.
+
here for convenience in explaining how the function works.
 
  <nowiki>
 
  <nowiki>
#define SKI_TURN_UNDEAD        0
+
#define SKI_TURN_UNDEAD        0
#define SKI_SCROLL_USE        1
+
#define SKI_SCROLL_USE        1
#define SKI_WAND_USE          2
+
#define SKI_WAND_USE          2
#define SKI_CONSIDER          3
+
#define SKI_CONSIDER          3
#define SKI_DIAGNOSTICS        4
+
#define SKI_DIAGNOSTICS        4
 
</nowiki>
 
</nowiki>
  
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:
+
'turn undead' it would look like this:
 
  <nowiki>
 
  <nowiki>
dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");
+
dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");
 
</nowiki>
 
</nowiki>
  
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.
+
in 'turn undead' and 30% in 'scroll use'.  The item would have these two lines.
 
  <nowiki>
 
  <nowiki>
dilcopy ski_restrict@function (SKI_TURN_UNDEAD,50,0,25,"");
+
dilcopy ski_restrict@function (SKI_TURN_UNDEAD,50,0,25,"");
dilcopy ski_restrict@function (SKI_SCROLL_USE,30,0,25,"");
+
dilcopy ski_restrict@function (SKI_SCROLL_USE,30,0,25,"");
 
</nowiki>
 
</nowiki>
 
;Spell restrict
 
;Spell restrict
 
: 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.
+
inventory.
  
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 DIL as found in
+
thus are only really one argument. The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin sp_restrict
+
dilbegin sp_restrict
(spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);
+
(spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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 (Link to app-h) and
+
item.  the spells can be found in (Link to 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.
+
spells here for convenience in explaining how the function works.
 
  <nowiki>
 
  <nowiki>
#define SPL_LOCK              52
+
#define SPL_LOCK              52
#define SPL_UNLOCK            53
+
#define SPL_UNLOCK            53
#define SPL_DROWSE            54
+
#define SPL_DROWSE            54
#define SPL_SLOW              55
+
#define SPL_SLOW              55
#define SPL_DUST_DEVIL        56
+
#define SPL_DUST_DEVIL        56
 
</nowiki>
 
</nowiki>
  
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:
+
'lock' spell, it would look like this:
 
  <nowiki>
 
  <nowiki>
dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");
+
dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");
 
</nowiki>
 
</nowiki>
  
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.
+
in 'lock' and 30% in 'unlock' spells.  The item would have these two lines.
 
  <nowiki>
 
  <nowiki>
dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
+
dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");
+
dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");
 
</nowiki>
 
</nowiki>
 
;Weapon restrict
 
;Weapon restrict
 
: 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 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.
+
inventory.
  
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 DIL as found in
+
thus are only really one argument. The following is the definition of the DIL as found in
''function.zon''.
+
''function.zon''.
 
  <nowiki>
 
  <nowiki>
dilbegin weap_restrict
+
dilbegin weap_restrict
(wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);
+
(wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);
 
</nowiki>
 
</nowiki>
  
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 (Link to app-d) and
+
item.  the weapons can be found in (Link to 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.
+
weapons here for convenience in explaining how the function works.
 
  <nowiki>
 
  <nowiki>
#define WPN_BATTLE_AXE    7  /* Two Handed */
+
#define WPN_BATTLE_AXE    7  /* Two Handed */
#define WPN_HAND_AXE      8
+
#define WPN_HAND_AXE      8
#define WPN_WAR_MATTOCK  9  /* Two Handed */
+
#define WPN_WAR_MATTOCK  9  /* Two Handed */
#define WPN_WAR_HAMMER  10
+
#define WPN_WAR_HAMMER  10
#define WPN_GREAT_SWORD  11  /* Two Handed */
+
#define WPN_GREAT_SWORD  11  /* Two Handed */
 
</nowiki>
 
</nowiki>
  
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:
+
'battle axe', it would look like this:
 
  <nowiki>
 
  <nowiki>
dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");
+
dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");
 
</nowiki>
 
</nowiki>
  
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.
+
in 'hand axe' and 30% in 'battle axe' spells.  The item would have these two lines.
 
  <nowiki>
 
  <nowiki>
dilcopy weap_restrict@function (WPN_HAND_AXE,50,0,25,"");
+
dilcopy weap_restrict@function (WPN_HAND_AXE,50,0,25,"");
dilcopy weap_restrict@function (WPN_BATTLE_AXE,30,0,25,"");
+
dilcopy weap_restrict@function (WPN_BATTLE_AXE,30,0,25,"");
 
</nowiki>
 
</nowiki>
  
 
==== Tuborg function ====
 
==== Tuborg function ====
  
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 VME 2.0 has a tuborg function that makes a drink give
+
in mind the VME 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:
+
''function.zon'' as follows:
 
  <nowiki>
 
  <nowiki>
dilbegin tuborg (s:string);
+
dilbegin tuborg (s:string);
 
</nowiki>
 
</nowiki>
  
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
DIL so no matter what you set it to it doesn't matter.  In the future
+
DIL 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.
+
double quotes.
  
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.
+
container.
 
  <nowiki>
 
  <nowiki>
dilcopy tuborg@function ("");
+
dilcopy tuborg@function ("");
 
</nowiki>
 
</nowiki>
 
==== Message board ====
 
==== Message board ====
  
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.
+
''boards.zon'' as follows.
 
  <nowiki>
 
  <nowiki>
dilbegin board
+
dilbegin board
(idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);
+
(idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);
 
</nowiki>
 
</nowiki>
  
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:
+
follows:
  
 
;idxfile
 
;idxfile
 
: The first argument is the board index filename.  It tells the
 
: The first argument is the board index filename.  It tells the
board DIL what name to store the board under so if you create more
+
board DIL 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.
+
will work with no problems.
 
;l_res
 
;l_res
 
: the second argument is a DIL you pass in that does any checks to
 
: the second argument is a DIL 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 DIL but we have given some example DIL functions in the
+
some knowledge in DIL but we have given some example DIL functions in the
''boards.zon''.
+
''boards.zon''.
 
  <nowiki>
 
  <nowiki>
//used to restrict players access to a board
+
//used to restrict players access to a board
dilbegin string admin_res (u:unitptr,v:unitptr);
+
dilbegin string admin_res (u:unitptr,v:unitptr);
  
//used to restrict non-admin from removing posts
+
//used to restrict non-admin from removing posts
dilbegin string rem_res (u:unitptr, v:unitptr);
+
dilbegin string rem_res (u:unitptr, v:unitptr);
 
</nowiki>
 
</nowiki>
  
So with the 'admin_res' you could do something like
+
So with the 'admin_res' you could do something like
this:
+
this:
 
  <nowiki>
 
  <nowiki>
dilcopy board@boards ("wizbrd","admin_res@boards"...);
+
dilcopy board@boards ("wizbrd","admin_res@boards"...);
 
</nowiki>
 
</nowiki>
  
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.
+
the board.
 
;r_res
 
;r_res
 
: the third argument is a DIL you pass in that does any checks to
 
: the third argument is a DIL 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 DIL but we have given some example DIL functions in the
+
some knowledge in DIL but we have given some example DIL functions in the
''boards.zon''
+
''boards.zon''
 
  <nowiki>
 
  <nowiki>
//used to restrict players access to a board
+
//used to restrict players access to a board
dilbegin string admin_res (u:unitptr,v:unitptr);
+
dilbegin string admin_res (u:unitptr,v:unitptr);
  
//used to restrict non-admin from removing posts
+
//used to restrict non-admin from removing posts
dilbegin string rem_res (u:unitptr, v:unitptr);
+
dilbegin string rem_res (u:unitptr, v:unitptr);
 
</nowiki>
 
</nowiki>
  
So with the 'rem_res' you could do something like
+
So with the 'rem_res' you could do something like
this:
+
this:
 
  <nowiki>
 
  <nowiki>
dilcopy board@boards ("citizen","","rem_res@boards",...);
+
dilcopy board@boards ("citizen","","rem_res@boards",...);
 
</nowiki>
 
</nowiki>
  
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.
+
argument will make it so anyone can remove from this board.
 
;p_res
 
;p_res
 
: the forth argument is a DIL you pass in that does any checks to
 
: the forth argument is a DIL 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 DIL but we have given some example DIL functions in the
+
some knowledge in DIL but we have given some example DIL functions in the
''boards.zon''.
+
''boards.zon''.
 
  <nowiki>
 
  <nowiki>
//used to restrict players access to a board
+
//used to restrict players access to a board
dilbegin string admin_res (u:unitptr,v:unitptr);
+
dilbegin string admin_res (u:unitptr,v:unitptr);
  
//used to restrict non-admin from removing posts
+
//used to restrict non-admin from removing posts
dilbegin string rem_res (u:unitptr, v:unitptr);
+
dilbegin string rem_res (u:unitptr, v:unitptr);
 
</nowiki>
 
</nowiki>
  
As you can see we haven't made a post restriction DIL because as of
+
As you can see we haven't made a post restriction DIL 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:
+
dilcopy looks like this:
 
  <nowiki>
 
  <nowiki>
dilcopy board@boards ("citizen","","rem_res@boards","",...);
+
dilcopy board@boards ("citizen","","rem_res@boards","",...);
 
</nowiki>
 
</nowiki>
  
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.
+
argument also allows everyone to look at the board.
 
;max
 
;max
 
: 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.
+
allow to be posted before the board is full.
  
 
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
dilcopy board@boards("citizen","","","",50);
+
dilcopy board@boards("citizen","","","",50);
 
</nowiki>
 
</nowiki>
  
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.
+
this.
 
  <nowiki>
 
  <nowiki>
dilcopy board@boards("citizen","","rem_res@boards","",100);
+
dilcopy board@boards("citizen","","rem_res@boards","",100);
 
</nowiki>
 
</nowiki>
 
=== More complex objects ===
 
=== More complex objects ===
  
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.
+
fields, and flags to make objects we have only mentioned before.
 
==== Making a communication board ====
 
==== Making a communication board ====
  
In (Link to objdilboard) you learned all there you need to
+
In (Link to objdilboard) you learned all there you need to
know about the boards DIL to create a board.  In this small section we
+
know about the boards DIL 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.
+
like.
  
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.
+
description and extra turned out like this.
 
  <nowiki>
 
  <nowiki>
info_board
+
info_board
  
title "a merchant information board"
+
title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
  
names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
board","board"}
+
board","board"}
  
extra {} "A large flashy black steal board."
+
extra {} "A large flashy black steal board."
 
</nowiki>
 
</nowiki>
  
Just incase the VME server we have has a spell that can damage
+
Just incase the VME server we have has a spell that can damage
inanimate objects we will give this board a material type.
+
inanimate objects we will give this board a material type.
 
  <nowiki>
 
  <nowiki>
MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
 
</nowiki>
 
</nowiki>
  
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 DIL to it.
+
board a type and copy the board DIL to it.
 
  <nowiki>
 
  <nowiki>
type ITEM_BOARD
+
type ITEM_BOARD
dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
 
</nowiki>
 
</nowiki>
  
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.
+
finished.
 
  <nowiki>
 
  <nowiki>
info_board
+
info_board
title "a merchant information board"
+
title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
board","board"}
+
board","board"}
  
extra {}
+
extra {}
"A large flashy black steal board."
+
"A large flashy black steal board."
  
MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
type ITEM_BOARD
+
type ITEM_BOARD
dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Making a container ====
 
==== Making a container ====
  
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 (Link to objmacrocontainer), we didn't cover everything
+
macro in (Link to 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.
+
not want to set them.
  
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.
+
on.
 
  <nowiki>
 
  <nowiki>
wpn_locker
+
wpn_locker
  
title "a weapons locker"
+
title "a weapons locker"
names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  
descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
  
extra {}
+
extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."
+
weapons that are taken on the station."
 
</nowiki>
 
</nowiki>
  
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.
+
locked.
 
  <nowiki>
 
  <nowiki>
manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
key black_key
+
key black_key
 
</nowiki>
 
</nowiki>
  
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.
+
in the full locker would look like this.
 
  <nowiki>
 
  <nowiki>
wpn_locker
+
wpn_locker
  
title "a weapons locker"
+
title "a weapons locker"
names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
  
extra {}
+
extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."
+
weapons that are taken on the station."
  
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
key black_key
+
key black_key
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Creating drinks ====
 
==== Creating drinks ====
  
In (Link to 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.
+
In (Link to 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
+
The drink container is one of the few objects that has rules on
how you set the title, description and names fields.  The title and
+
how you set the title, description and names fields.  The title and
description fields should ot have anything to do with the liquid inside
+
description fields should ot have anything to do with the liquid inside
the container.  This means if you have a barrel full of water you do not
+
the container.  This means if you have a barrel full of water you do not
put the word water in the title or the description.  In our case we have
+
put the word water in the title or the description.  In our case we have
a bag full of wine so we do not put wine in either the title or
+
a bag full of wine so we do not put wine in either the title or
description.  The reason for this is if the player drinks the bag empty
+
description.  The reason for this is if the player drinks the bag empty
and then fills it with water and we had put wine in the title or
+
and then fills it with water and we had put wine in the title or
description it would still be there but the bag would now be full of
+
description it would still be there but the bag would now be full of
water..  Our symbolic, title, and description would then look like
+
water..  Our symbolic, title, and description would then look like
this.
+
this.
 
  <nowiki>
 
  <nowiki>
liq_ration
+
liq_ration
  
title "a red bag"
+
title "a red bag"
descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
 
</nowiki>
 
</nowiki>
  
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.
+
look like this.
 
  <nowiki>
 
  <nowiki>
names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
 
</nowiki>
 
</nowiki>
  
Now we add the liquid define for wine
+
Now we add the liquid define for wine
 
  <nowiki>
 
  <nowiki>
LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
 
</nowiki>
 
</nowiki>
  
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.
+
looks like this.
 
  <nowiki>
 
  <nowiki>
liq_ration
+
liq_ration
names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
title "a red bag"
+
title "a red bag"
descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
extra {}
+
extra {}
"A small label reads Tassel Grove's finest.  Year 321"
+
"A small label reads Tassel Grove's finest.  Year 321"
  
MATERIAL_ORGANIC("a soft plastic")
+
MATERIAL_ORGANIC("a soft plastic")
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
cost 2 IRON_PIECE
+
cost 2 IRON_PIECE
  
extra {"$identify"}
+
extra {"$identify"}
"Its the special wine from Tassel grove a small halfling village on the
+
"Its the special wine from Tassel grove a small halfling village on the
planet Valhalla.  It seems like a great vintage wine."
+
planet Valhalla.  It seems like a great vintage wine."
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Creating food ====
 
==== Creating food ====
  
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 (Link to objmacrofood).  In fact making
+
macros you learned in (Link to objmacrofood).  In fact making
food is so simple we almost left it out.  I am only adding this to show
+
food is so simple we almost left it out.  I am only adding this to show
how simple it is to change a regular item like the dragon head we showed
+
how simple it is to change a regular item like the dragon head we showed
you in (Link to objbasic) into a food item.  Now only a sick
+
you in (Link to objbasic) into a food item.  Now only a sick
person would make a dragon head into food but if you wanted to you just
+
person would make a dragon head into food but if you wanted to you just
add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
+
add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
might find laying around a space station.
+
might find laying around a space station.
 
  <nowiki>
 
  <nowiki>
beef_stick
+
beef_stick
  
title "a tough leathery stick"
+
title "a tough leathery stick"
descr "A tough leathery looking stick is laying here."
+
descr "A tough leathery looking stick is laying here."
names {"tough leathery stick","tough leather stick","leathery stick",
+
names {"tough leathery stick","tough leather stick","leathery stick",
"leather stick","tough stick","stick"}
+
"leather stick","tough stick","stick"}
  
extra {}
+
extra {}
"This has the word BEEF burnt into it."
+
"This has the word BEEF burnt into it."
  
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
FOOD_DEF(5,0)
+
FOOD_DEF(5,0)
weight 1
+
weight 1
cost 1 COPPER_PIECE
+
cost 1 COPPER_PIECE
MATERIAL_ORGANIC("tough beef")
+
MATERIAL_ORGANIC("tough beef")
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Making a weapon ====
 
==== Making a weapon ====
  
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 (Link to objmacroweapon), the object transfers in (Link to objmacrotransfers), and the restriction DIL functions in (Link to objdilrestrict).  Now we will pull all we have learned together
+
into little pieces.  We examined how to set the weapon fields in (Link to objmacroweapon), the object transfers in (Link to objmacrotransfers), and the restriction DIL functions in (Link to objdilrestrict).  Now we will pull all we have learned together
and make a pretty nifty little stiletto.
+
and make a pretty nifty little stiletto.
  
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
+
different from any other object so here is what we ended up with
 
  <nowiki>
 
  <nowiki>
w_stiletto
+
w_stiletto
title "a stiletto"
+
title "a stiletto"
names {"stiletto", "dagger"}
+
names {"stiletto", "dagger"}
descr
+
descr
"A deadly looking stiletto has been left here."
+
"A deadly looking stiletto has been left here."
  
extra{}
+
extra{}
"This looks like a thieves dream come true. "
+
"This looks like a thieves dream come true. "
  
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
 
</nowiki>
 
</nowiki>
  
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.
+
backstab for all those assassins on the game.
 
  <nowiki>
 
  <nowiki>
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
 
</nowiki>
 
</nowiki>
  
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.
+
defined we pull it together and it looks like this.
 
  <nowiki>
 
  <nowiki>
w_stiletto
+
w_stiletto
title "a stiletto"
+
title "a stiletto"
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
+
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
descr
+
descr
"A deadly looking stiletto has been left here."
+
"A deadly looking stiletto has been left here."
  
extra{}
+
extra{}
"This looks like a thieves dream come true. "
+
"This looks like a thieves dream come true. "
  
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
weight 2
+
weight 2
cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
rent 1 COPPER_PIECE
+
rent 1 COPPER_PIECE
  
extra {"$identify"}
+
extra {"$identify"}
"The stiletto looks magical in nature and seems really sharp.  You can
+
"The stiletto looks magical in nature and seems really sharp.  You can
tell if you wield it you would be able to backstab someone really easy."
+
tell if you wield it you would be able to backstab someone really easy."
  
extra{"$improved identify"}
+
extra{"$improved identify"}
"The stiletto gives you a magical bonus of +1 and has a quality of +2.
+
"The stiletto gives you a magical bonus of +1 and has a quality of +2.
It also raises your back stabbing skill  by 2%.  You have to have at
+
It also raises your back stabbing skill  by 2%.  You have to have at
least 10% in dex before you can wield this magical weapon."
+
least 10% in dex before you can wield this magical weapon."
  
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Making armour ====
 
==== Making armour ====
  
In (Link to objmacroarmour) we explained how to set the
+
In (Link to 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.
+
          important information about armour in general.
  
  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 VME server are armour positions.  In fact
+
          positions on the VME 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 (Link to objnon-armour).  The following are the armour
+
          non-armour positions which we will cover next in (Link to objnon-armour).  The following are the armour
          positions and their defines.
+
          positions and their defines.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Armour positions
 
|+Armour positions
Line 8,829: Line 8,827:
 
|}
 
|}
 
<blockquote>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.</blockquote>
+
later.</blockquote>
  
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.
+
symbolic, title, description, extra description, and material type for the plate.
 
  <nowiki>
 
  <nowiki>
pol_plate
+
pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
+
title "a polished breast plate"
descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
 
</nowiki>
 
</nowiki>
  
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.
+
position.
 
  <nowiki>
 
  <nowiki>
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
 
</nowiki>
 
</nowiki>
  
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.
+
armour.
 
  <nowiki>
 
  <nowiki>
pol_plate
+
pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
+
title "a polished breast plate"
descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
  
extra{}
+
extra{}
"This is one shiny plate it seems to be made out of one perfect piece of
+
"This is one shiny plate it seems to be made out of one perfect piece of
metal.  There doesn't even seem to be any markings of owner ship."
+
metal.  There doesn't even seem to be any markings of owner ship."
  
MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
  
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
rent 3 COPPER_PIECE weight 25
+
rent 3 COPPER_PIECE weight 25
  
extra{"$identify"}
+
extra{"$identify"}
"This is a high quality plate with a magical feeling."
+
"This is a high quality plate with a magical feeling."
  
extra{"$improved identify"}
+
extra{"$improved identify"}
"The plate has a magical bonus to your defence of a +5 and a quality of
+
"The plate has a magical bonus to your defence of a +5 and a quality of
+9.  You need 40% in strength to be able to wear it."
+
+9.  You need 40% in strength to be able to wear it."
end
+
end
 
</nowiki>
 
</nowiki>
 
==== Making non-armour worn objects ====
 
==== Making non-armour worn objects ====
  
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.
+
defines and then we will give a simple ring object.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Non-armour positions
 
|+Non-armour positions
Line 8,921: Line 8,919:
 
|}
 
|}
 
<blockquote>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</blockquote>
+
the player gets two of them</blockquote>
  
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 (Link to objarmour) the only difference here
+
explained armour in (Link to 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.
+
an example.
 
  <nowiki>
 
  <nowiki>
  maskwa
+
  maskwa
  
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
+
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
title "a Maskwa ring"
+
title "a Maskwa ring"
descr "A Maskwa platinum ring is laying here."
+
descr "A Maskwa platinum ring is laying here."
MATERIAL_METAL("Platinum, and other precious metals")
+
MATERIAL_METAL("Platinum, and other precious metals")
extra {}
+
extra {}
"The ring has a large bear head.  Could this be the legendary head of
+
"The ring has a large bear head.  Could this be the legendary head of
Maskwa?  Any thing formed with its head on it is said to strengthen the
+
Maskwa?  Any thing formed with its head on it is said to strengthen the
wearer."
+
wearer."
type ITEM_WORN
+
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 COPPER_PIECE
+
cost 100 COPPER_PIECE
rent 50 IRON_PIECE
+
rent 50 IRON_PIECE
weight 1
+
weight 1
STR_TRANSFER(+1)
+
STR_TRANSFER(+1)
end
+
end
 
</nowiki>
 
</nowiki>
  
<blockquote>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'.</blockquote>
+
item type is 'ITEM_WORN'.</blockquote>
 
=== Dragon station with rooms, NPCs, and objects ===
 
=== Dragon station with rooms, NPCs, and objects ===
  
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
but they do not load themselves and they are not dressed with their
+
but they do not load themselves and they are not dressed with their
armour.  This will be taken care of in (Link to ch-07) and you
+
armour.  This will be taken care of in (Link to 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.
+
far.
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%rooms
+
%rooms
  
chamber
+
chamber
title "The middle chamber of the station"
+
title "The middle chamber of the station"
descr
+
descr
"This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
and the east.."
+
and the east.."
  
extra {"chair","chairs"}
+
extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."
+
with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to disposal_room descr
+
west to disposal_room descr
"You see a small room.";
+
"You see a small room.";
  
east to hallway descr
+
east to hallway descr
"You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
end
+
end
  
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
extra {"windows","window"}
+
extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  what else would
+
"Well what can be said it looks to be in perfect condition.  what else would
you want to know?"
+
you want to know?"
  
extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems very
+
floor along the north wall is lined with some kind of fabric and seems very
soft to walk on, it may be some kind of dragon lounge judging by how large an
+
soft to walk on, it may be some kind of dragon lounge judging by how large an
area it covers.  There is a passage to the west."
+
area it covers.  There is a passage to the west."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"paintings","painting"}
+
extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
extra {"wizard","staff"}
+
extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
find it."
+
find it."
  
extra {"desk"}
+
extra {"desk"}
"Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
seems totally empty."
+
seems totally empty."
  
extra{"fabric"}
+
extra{"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
south to portal_room descr
+
south to portal_room descr
"You see what looks to be a portal room."
+
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
end
+
end
  
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"green field","field"}
+
extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
+
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
//A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
end
+
end
  
ship_port
+
ship_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in ship
+
in ship
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
room_port
+
room_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in portal_room
+
in portal_room
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
description.&amp;nYou appear on the deck of a ship.",
+
description.&amp;nYou appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
disposal_room
+
disposal_room
title "Red field room"
+
title "Red field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
+
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"red field","field"}
+
extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
+
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
east to chamber descr
+
east to chamber descr
"You see the main chamber.";
+
"You see the main chamber.";
  
//A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
end
+
end
  
dis_port
+
dis_port
names {"red field","field"}
+
names {"red field","field"}
title "Red field"
+
title "Red field"
descr
+
descr
"Red Mist swirls about you."
+
"Red Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
dilcopy force_move@function(
+
dilcopy force_move@function(
//how fast to force move in seconds
+
//how fast to force move in seconds
4,
+
4,
//room to force move to and act
+
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
//true or false random move or not
+
//true or false random move or not
0);
+
0);
in disposal_room
+
in disposal_room
  
end
+
end
  
ship
+
ship
title "War dragon"
+
title "War dragon"
descr
+
descr
"Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
wall."
+
wall."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"view port"}
+
extra {"view port"}
"Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
extra {"view screen","screen"}
+
extra {"view screen","screen"}
"It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
to turn it on."
+
to turn it on."
  
extra {"controls","control"}
+
extra {"controls","control"}
"The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
a planet."
+
a planet."
  
extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
//A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
end
+
end
  
deathspace
+
deathspace
title"Open space"
+
title"Open space"
descr
+
descr
"You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
dilcopy death_room@function (
+
dilcopy death_room@function (
//how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
4,
+
4,
//damage
+
//damage
400,
+
400,
//act for the damage.
+
//act for the damage.
"You realize to late that was the trash disposal transporter and you feel
+
"You realize to late that was the trash disposal transporter and you feel
your lungs explode.");
+
your lungs explode.");
  
end
+
end
  
%mobiles
+
%mobiles
  
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eye","eyes"}
+
extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
end
+
end
  
janitor
+
janitor
names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
+
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
extra{}
+
extra{}
"This ugly green thing looks more goblin than hobgoblin but he seems intent on
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent on
cleaning everything around him."
+
cleaning everything around him."
  
M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
// he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
alignment 900
+
alignment 900
  
//give him some money
+
//give him some money
money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
// only want him cleaning the station
+
// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
end
+
end
  
bob
+
bob
  
names {"Bob"}
+
names {"Bob"}
title "Bob"
+
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
extra {}
+
extra {}
"He has a very serious look on his face."
+
"He has a very serious look on his face."
  
// define from composed.h
+
// define from composed.h
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
//discourage people from killing banker
+
//discourage people from killing banker
exp -500
+
exp -500
  
flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
special SFUN_BANK
+
special SFUN_BANK
end
+
end
  
%objects
+
%objects
  
info_board
+
info_board
  
title "a merchant information board"
+
title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
board","board"} extra {} "A large flashy black steal board."
+
board","board"} extra {} "A large flashy black steal board."
  
MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
type ITEM_BOARD
+
type ITEM_BOARD
dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
end
+
end
  
w_stiletto
+
w_stiletto
title "a stiletto"
+
title "a stiletto"
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
+
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
descr "A deadly looking stiletto has been left here."
+
descr "A deadly looking stiletto has been left here."
  
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
weight 2
+
weight 2
cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
rent 1 COPPER_PIECE
+
rent 1 COPPER_PIECE
  
SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
  
extra{}
+
extra{}
"This looks like a thief dream come true. "
+
"This looks like a thief dream come true. "
  
extra {"$identify"}
+
extra {"$identify"}
"The stiletto looks magical in nature and seems really sharp.  You can
+
"The stiletto looks magical in nature and seems really sharp.  You can
tell if you wield it you would be able to backstab someone really easy."
+
tell if you wield it you would be able to backstab someone really easy."
  
extra{"$improved identify"}
+
extra{"$improved identify"}
"The stiletto gives you a magic bonus of +1 and has a quality of +2.
+
"The stiletto gives you a magic bonus of +1 and has a quality of +2.
It also raises your back stabbing skill  by 2%.  You have to have at
+
It also raises your back stabbing skill  by 2%.  You have to have at
least 10% in dex before you can wield this magical weapon."
+
least 10% in dex before you can wield this magical weapon."
  
end
+
end
  
wpn_locker
+
wpn_locker
  
title "a weapons locker"
+
title "a weapons locker"
names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  
descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
weight 400
+
weight 400
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
extra {}
+
extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."
+
weapons that are taken on the station."
  
end
+
end
  
pol_plate
+
pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
+
title "a polished breast plate"
descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
extra{}
+
extra{}
"This is one shiny plate it seems to be made out of one perfect piece of
+
"This is one shiny plate it seems to be made out of one perfect piece of
metal.  There doesn't even seem to be any markings of owner ship."
+
metal.  There doesn't even seem to be any markings of owner ship."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
  
MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
rent 3 COPPER_PIECE
+
rent 3 COPPER_PIECE
weight 25
+
weight 25
  
extra{"$identify"}
+
extra{"$identify"}
"This is a high quality plate with a magical feeling."
+
"This is a high quality plate with a magical feeling."
  
extra{"$improved identify"}
+
extra{"$improved identify"}
"The plate has a magical bonus to your defence of a +5 and a quality of
+
"The plate has a magical bonus to your defence of a +5 and a quality of
+9. You need 40% in strength to be able to wear it."
+
+9. You need 40% in strength to be able to wear it."
end
+
end
  
liq_ration
+
liq_ration
names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
title "a red bag"
+
title "a red bag"
descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
MATERIAL_ORGANIC("a soft plastic")
+
MATERIAL_ORGANIC("a soft plastic")
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  
LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
cost 2 IRON_PIECE
+
cost 2 IRON_PIECE
extra {}
+
extra {}
"A small label reads Tassel Grove's finest.  Year 321"
+
"A small label reads Tassel Grove's finest.  Year 321"
  
extra {"$identify"}
+
extra {"$identify"}
"Its the special wine from Tassel grove a small halfling village on the
+
"Its the special wine from Tassel grove a small halfling village on the
planet Valhalla.  It seems like a great vintage wine."
+
planet Valhalla.  It seems like a great vintage wine."
  
end
+
end
  
beef_stick
+
beef_stick
  
title "a tough leathery stick"
+
title "a tough leathery stick"
descr "A tough leathery looking stick is laying here."
+
descr "A tough leathery looking stick is laying here."
names {"tough leathery stick","tough leather stick","leathery stick",
+
names {"tough leathery stick","tough leather stick","leathery stick",
"leather stick","tough stick","stick"}
+
"leather stick","tough stick","stick"}
  
extra {}
+
extra {}
"This has the word BEEF burnt into it."
+
"This has the word BEEF burnt into it."
  
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
FOOD_DEF(5,0)
+
FOOD_DEF(5,0)
weight 1
+
weight 1
cost 1 COPPER_PIECE
+
cost 1 COPPER_PIECE
MATERIAL_ORGANIC("tough beef")
+
MATERIAL_ORGANIC("tough beef")
end
+
end
  
  maskwa
+
  maskwa
  
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
+
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
title "a Maskwa ring"
+
title "a Maskwa ring"
descr "A Maskwa platinum ring is laying here."
+
descr "A Maskwa platinum ring is laying here."
MATERIAL_METAL("Platinum, and other precious metals")
+
MATERIAL_METAL("Platinum, and other precious metals")
extra {}
+
extra {}
"The ring has a large bear head.  Could this be the legendary head of
+
"The ring has a large bear head.  Could this be the legendary head of
Maskwa?  Any thing formed with its head on it is said to strengthen the
+
Maskwa?  Any thing formed with its head on it is said to strengthen the
wearer."
+
wearer."
type ITEM_WORN
+
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 COPPER_PIECE
+
cost 100 COPPER_PIECE
rent 50 IRON_PIECE
+
rent 50 IRON_PIECE
weight 1
+
weight 1
STR_TRANSFER(+1)
+
STR_TRANSFER(+1)
end
+
end
  
%end
+
%end
 
</nowiki>
 
</nowiki>
 
=== Suggested object exercises ===
 
=== Suggested object exercises ===
  
1. Using information you learned in (Link to objcraft),
+
1. Using information you learned in (Link to objcraft),
(Link to objmag), (Link to objmacroshield), and
+
(Link to objmag), (Link to objmacroshield), and
(Link to objarmour) create a large shield.
+
(Link to objarmour) create a large shield.
  
2. Using information you learned in (Link to objnon-armour)
+
2. Using information you learned in (Link to objnon-armour)
and (Link to objmacrotransfers) create a ring that gives a person
+
and (Link to objmacrotransfers) create a ring that gives a person
5% strength bonus and removes 5% magic ability.
+
5% strength bonus and removes 5% magic ability.
  
3. Using information you learned from (Link to objmacroliqcont) and (Link to objdrink) create a beer or soda from your local area.
+
3. Using information you learned from (Link to objmacroliqcont) and (Link to objdrink) create a beer or soda from your local area.
  
4. Using information you learned in (Link to objmacrolight);
+
4. Using information you learned in (Link to 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.
+
out.
  
5. Using the macros found in (Link to objmacroliqcont),
+
5. Using the macros found in (Link to objmacroliqcont),
(Link to objmacrofood), (Link to objmacromoney), and
+
(Link to objmacrofood), (Link to objmacromoney), and
(Link to objmacrocontainer) along with information found in
+
(Link to objmacrocontainer) along with information found in
(Link to objfood) and (Link to objdrink); create a chest that
+
(Link to objfood) and (Link to 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.
+
pile of iron pieces.
 
== The reset section ==
 
== The reset section ==
  
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
VME we found that logging on and loading everything for the players to
+
VME we found that logging on and loading everything for the players to
interact with, became a very difficult thing to do when we got over 30
+
interact with, became a very difficult thing to do when we got over 30
items.  After many seconds of thought we came up with the idea of a
+
items.  After many seconds of thought we came up with the idea of a
reset section that would do all of this work for us.  In fact the reset
+
reset section that would do all of this work for us.  In fact the reset
takes care of closing doors after players have opened them, loading NPCs
+
takes care of closing doors after players have opened them, loading NPCs
and their equipment, loading objects by themselves in rooms or even
+
and their equipment, loading objects by themselves in rooms or even
loaded objects in objects.
+
loaded objects in objects.
  
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 (Link to zoneinfo) and are included
+
two fields were described in (Link to zoneinfo) and are included
in the zone header.  The reset section is denoted by the symbol '%reset' and can placed
+
in the zone header.  The reset section is denoted by the symbol '%reset' and can placed
anywhere but we try to keep it at the end of our zone files.  There is
+
anywhere but we try to keep it at the end of our zone files.  There is
no set order you must reset your doors, objects, and NPCs in but I like
+
no set order you must reset your doors, objects, and NPCs in but I like
to do doors first, special reset commands second, objects in rooms third, objects with objects in them
+
to do doors first, special reset commands second, objects in rooms third, objects with objects in them
forth, NPCs fifth,
+
forth, NPCs fifth,
and finally NPCs.  You may find that you have a better way of sorting
+
and finally NPCs.  You may find that you have a better way of sorting
them and again it is up to you.
+
them and again it is up to you.
 
=== Door resets ===
 
=== Door resets ===
  
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 (Link to rmdoorexits). The following two rooms are
+
example from (Link to 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 VME gets its
+
used.  After boot up time the reset section is where the VME gets its
information about what to do with the door.
+
information about what to do with the door.
 
  <nowiki>
 
  <nowiki>
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom...."
+
side to side and top to bottom...."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station...."
+
"Large paintings fill the walls of this part of the station...."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
end
+
end
 
</nowiki>
 
</nowiki>
  
Now that we have two rooms lets define the reset command and how
+
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 VME where the door is, which door in that
+
arguments that tell the VME 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.
+
this.
 
  <nowiki>
 
  <nowiki>
door &lt;room symbol&gt; &lt;Direction number&gt; {&lt;door flags&gt;}
+
door &lt;room symbol&gt; &lt;Direction number&gt; {&lt;door flags&gt;}
 
</nowiki>
 
</nowiki>
 
==== Door argument explanation ====
 
==== Door argument explanation ====
 
;room symbolic
 
;room symbolic
 
: 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.
+
extension.  The following would be two valid examples.
 
  <nowiki>
 
  <nowiki>
//room symbolic in  this zone
+
//room symbolic in  this zone
door myroom ...
+
door myroom ...
  
//room symbolic in another zone
+
//room symbolic in another zone
door out_room@frogwart ...
+
door out_room@frogwart ...
 
</nowiki>
 
</nowiki>
 
;direction number
 
;direction number
 
: 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.
+
have to go flipping file to file.
 
  <nowiki>
 
  <nowiki>
#define NORTH 0
+
#define NORTH 0
#define EAST  1
+
#define EAST  1
#define SOUTH 2
+
#define SOUTH 2
#define WEST  3
+
#define WEST  3
#define UP    4
+
#define UP    4
#define DOWN  5
+
#define DOWN  5
#define NORTHEAST 6
+
#define NORTHEAST 6
#define NORTHWEST 7
+
#define NORTHWEST 7
#define SOUTHEAST 8
+
#define SOUTHEAST 8
#define SOUTHWEST 9
+
#define SOUTHWEST 9
 
</nowiki>
 
</nowiki>
 
;door flags
 
;door flags
 
: 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.
+
list of possible door flags.
  
 
;EX_OPEN_CLOSE
 
;EX_OPEN_CLOSE
 
: 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.
+
    otherwise.
 
;EX_CLOSED
 
;EX_CLOSED
 
: Set this if you want the exit to be closed at reset time.
 
: Set this if you want the exit to be closed at reset time.
 
;EX_LOCKED
 
;EX_LOCKED
 
: Set this if you want the exit to be locked at reset time.
 
: Set this if you want the exit to be locked at reset time.
<blockquote>
+
<blockquote>
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
    DIL with UnSet();
+
    DIL with UnSet();
</blockquote>
+
</blockquote>
 
;EX_PICK_PROOF
 
;EX_PICK_PROOF
 
: 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.
+
    lock of this exit.
 
;EX_HIDDEN
 
;EX_HIDDEN
 
: 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.
+
    searched for it, using the 'search'-command.
  
 
Now that we have all the information we need we can close the door
 
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.
+
look like this.
 
  <nowiki>
 
  <nowiki>
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED}
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
 
</nowiki>
 
</nowiki>
  
<blockquote>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</blockquote>
+
close them</blockquote>
  
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.
+
by adding the locked flag like this.
 
  <nowiki>
 
  <nowiki>
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
</nowiki>
 
</nowiki>
 
=== Loading objects and NPCs ===
 
=== Loading objects and NPCs ===
  
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.
+
start with simple loads and work our way up.
  
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:
+
follows:
 
  <nowiki>
 
  <nowiki>
load &lt;object or NPC&gt; [into] [&lt;room&lt;] [&lt;load amount&gt;]
+
load &lt;object or NPC&gt; [into] [&lt;room&lt;] [&lt;load amount&gt;]
  [{Other loads and equip commands}]
+
  [{Other loads and equip commands}]
 
</nowiki>
 
</nowiki>
  
 
;object or NPC
 
;object or NPC
 
: 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.
+
that must be included in all load commands.
 
;into
 
;into
 
: 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.
+
object or NPC into some other unit.
 
;object, NPC, and room
 
;object, NPC, and room
 
: 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.
+
and the NPC.
 
;load amount
 
;load amount
 
: 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:
+
possible values for this field are as follows:
  
 
;max &lt;num&gt;
 
;max &lt;num&gt;
 
: 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.
+
&lt;num&gt; will the command be executed.
 
;local &lt;num&gt;
 
;local &lt;num&gt;
 
: 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.
+
command be executed.
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
 
: 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.
+
executed.
  
 
;Optional grouping
 
;Optional grouping
 
: 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.
+
will only be executed in case the associated command was successful.
  
 
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.
+
following example and see if we can't make this much more clear.
 
  <nowiki>
 
  <nowiki>
load udgaard/fido into midgaard/temple max 1
+
load udgaard/fido into midgaard/temple max 1
 
</nowiki>
 
</nowiki>
  
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.
+
more complicated.
 
  <nowiki>
 
  <nowiki>
load udgaard/fido into midgaard/temple max 1
+
load udgaard/fido into midgaard/temple max 1
{
+
{
  load bone
+
  load bone
  load excrement into midgaard/temple
+
  load excrement into midgaard/temple
}
+
}
 
</nowiki>
 
</nowiki>
  
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.
+
with a bone and load excrement into the temple as well.
  
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
+
commands by doing the following
 
  <nowiki>
 
  <nowiki>
load udgaard/fido into midgaard/temple max 1
+
load udgaard/fido into midgaard/temple max 1
{
+
{
  load bone
+
  load bone
  load excrement into midgaard/temple
+
  load excrement into midgaard/temple
      load bag
+
      load bag
  {
+
  {
      load apple max 1
+
      load apple max 1
  }
+
  }
}
+
}
 
</nowiki>
 
</nowiki>
  
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.
+
apple in it other wise the bag will be empty.
  
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.
+
The 'equip' command is as follows.
 
  <nowiki>
 
  <nowiki>
equip &lt;symbol&gt; position [load amount &lt;num&gt;]
+
equip &lt;symbol&gt; position [load amount &lt;num&gt;]
 
</nowiki>
 
</nowiki>
  
 
;symbol
 
;symbol
 
: 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.
+
being worn by the NPC.
 
;position
 
;position
 
: 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''.
+
side there defines as found in the ''vme.h''.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Wear positions
 
|+Wear positions
Line 9,834: Line 9,832:
 
;load amount
 
;load amount
 
: 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:
+
possible values for this field are as follows:
  
 
;max &lt;num&gt;
 
;max &lt;num&gt;
 
: 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.
+
&lt;num&gt; will the command be executed.
 
;local &lt;num&gt;
 
;local &lt;num&gt;
 
: 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.
+
command be executed.
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
 
: 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.
+
executed.
  
 
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.
+
easiest though so lets go through some simple examples.
 
  <nowiki>
 
  <nowiki>
load guard into jail
+
load guard into jail
  {
+
  {
  equip helmet WEAR_HEAD
+
  equip helmet WEAR_HEAD
  equip plate WEAR_BODY
+
  equip plate WEAR_BODY
  equip pants WEAR_LEGS
+
  equip pants WEAR_LEGS
  equip specialsword max 1
+
  equip specialsword max 1
  load brass_key
+
  load brass_key
  }
+
  }
 
</nowiki>
 
</nowiki>
  
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.
+
knows to grab the items from the zone the resets are in.
 
  <nowiki>
 
  <nowiki>
load guard into safe_room max 2
+
load guard into safe_room max 2
{
+
{
equip plate WEAR_BODY
+
equip plate WEAR_BODY
load powersword max1
+
load powersword max1
  {
+
  {
  load silver_pile into safe_room
+
  load silver_pile into safe_room
  }
+
  }
}
+
}
 
</nowiki>
 
</nowiki>
  
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.
+
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
+
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.
+
resets for our dragon station zone.
 
=== Special reset functions ===
 
=== Special reset functions ===
  
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
items or NPCs to load or sometimes you want them to load but only if a
+
items or NPCs to load or sometimes you want them to load but only if a
certain amount of other things correctly load.  There are also times you
+
certain amount of other things correctly load.  There are also times you
want to clear the rooms or reload an entire object after removing the
+
want to clear the rooms or reload an entire object after removing the
old one.  All these things and more can be accomplished with the reset
+
old one.  All these things and more can be accomplished with the reset
section.
+
section.
 
==== The complete directive. ====
 
==== The complete directive. ====
  
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:
+
its nesting are executed successfully.  For example:
 
  <nowiki>
 
  <nowiki>
load captain into jail_room complete
+
load captain into jail_room complete
{
+
{
  equip magic_sword position WEAR_WIELD max 1
+
  equip magic_sword position WEAR_WIELD max 1
  load bag
+
  load bag
  {
+
  {
      load ruby_ring max 1
+
      load ruby_ring max 1
  }
+
  }
}
+
}
 
</nowiki>
 
</nowiki>
  
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).
+
captain would not be complete).
 
==== The follow command ====
 
==== The follow command ====
  
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
+
  of the 'follow' command
 
  <nowiki>
 
  <nowiki>
  follow &lt;symbol&gt; &lt;load amount #&gt; &lt;complete&gt;
+
  follow &lt;symbol&gt; &lt;load amount #&gt; &lt;complete&gt;
 
</nowiki>
 
</nowiki>
  
 
;symbol
 
;symbol
 
: 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.
+
the NPC to follow the NPC of the outer grouping.
 
;load amount
 
;load amount
 
: 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:
+
possible values for this field are as follows:
  
 
;max &lt;num&gt;
 
;max &lt;num&gt;
 
: 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.
+
&lt;num&gt; will the command be executed.
 
;local &lt;num&gt;
 
;local &lt;num&gt;
 
: 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.
+
command be executed.
 
;zonemax &lt;num&gt;
 
;zonemax &lt;num&gt;
 
: 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.
+
executed.
  
 
;complete
 
;complete
 
: 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 (Link to resetcomplete).
+
directive works see (Link to resetcomplete).
  
 
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.
+
command.
 
  <nowiki>
 
  <nowiki>
load captain into jail
+
load captain into jail
  {
+
  {
  follow guard max 4
+
  follow guard max 4
    {
+
    {
equip guard_helmet WEAR_HEAD
+
equip guard_helmet WEAR_HEAD
equip guard_plate WEAR_BODY
+
equip guard_plate WEAR_BODY
equip guard_legs WEAR_LEGS
+
equip guard_legs WEAR_LEGS
equip guard_boots WEAR_FEET
+
equip guard_boots WEAR_FEET
}
+
}
  follow guard max 4
+
  follow guard max 4
    {
+
    {
equip guard_helmet WEAR_HEAD
+
equip guard_helmet WEAR_HEAD
equip guard_plate WEAR_BODY
+
equip guard_plate WEAR_BODY
equip guard_legs WEAR_LEGS
+
equip guard_legs WEAR_LEGS
equip guard_boots WEAR_FEET
+
equip guard_boots WEAR_FEET
}
+
}
  }
+
  }
 
</nowiki>
 
</nowiki>
  
  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.
+
they would start following the captain which is also loaded.
 
==== The purge command ====
 
==== The purge command ====
  
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 '''purge'''.  The following is
+
done very easy by using the '''purge'''.  The following is
the format of the purge command.
+
the format of the purge command.
 
  <nowiki>
 
  <nowiki>
purge &lt;symbol&gt;
+
purge &lt;symbol&gt;
 
</nowiki>
 
</nowiki>
  
This command doesn't take much description.  The symbol is the
+
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.
+
it would look like this.
 
  <nowiki>
 
  <nowiki>
purge jail
+
purge jail
 
</nowiki>
 
</nowiki>
 
==== The random command ====
 
==== The random command ====
  
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 '''random''' command that allows you to pick
+
is a built in '''random''' 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.
+
has the following format.
 
  <nowiki>
 
  <nowiki>
random &lt;num&gt;
+
random &lt;num&gt;
  {group or single set of resets}
+
  {group or single set of resets}
 
</nowiki>
 
</nowiki>
  
  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.
+
only 80% of the time it would look like this.
 
  <nowiki>
 
  <nowiki>
random 80
+
random 80
  {
+
  {
  load captain into jail_room complete
+
  load captain into jail_room complete
    {
+
    {
    equip magic_sword position WEAR_WIELD max 1
+
    equip magic_sword position WEAR_WIELD max 1
    load bag
+
    load bag
      {
+
      {
      load ruby_ring max 1
+
      load ruby_ring max 1
      }
+
      }
    }
+
    }
}
+
}
 
</nowiki>
 
</nowiki>
 
==== The remove command ====
 
==== The remove command ====
  
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
and so will your chests.  This is fine if that is what you want but
+
and so will your chests.  This is fine if that is what you want but
sometimes you want them to get dressed or refilled again at reset time.  that is
+
sometimes you want them to get dressed or refilled again at reset time.  that is
what the '''remove''' command is for.  The following is the
+
what the '''remove''' command is for.  The following is the
format of the remove command.
+
format of the remove command.
 
  <nowiki>
 
  <nowiki>
remove &lt;symbol1&gt; in &lt;symbol2&gt;
+
remove &lt;symbol1&gt; in &lt;symbol2&gt;
 
</nowiki>
 
</nowiki>
  
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.
+
bag of sugar in it would look like this.
 
  <nowiki>
 
  <nowiki>
remove cabinet in kitchen
+
remove cabinet in kitchen
load cabinet into kitchen
+
load cabinet into kitchen
{
+
{
load sugarbag
+
load sugarbag
load knife
+
load knife
}
+
}
 
</nowiki>
 
</nowiki>
 
=== Reset walk through ===
 
=== Reset walk through ===
  
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
mentioned at the start of the chapter on resets I like to do the doors
+
mentioned at the start of the chapter on resets I like to do the doors
first, the objects in rooms second, then the NPCs.  again this is
+
first, the objects in rooms second, then the NPCs.  again this is
nothing we force you to do but I find it helps me keep track of my items
+
nothing we force you to do but I find it helps me keep track of my items
and NPCs.
+
and NPCs.
  
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 (Link to finishedzone).
+
if you want to you can see the rooms in (Link to finishedzone).
the resets for these doors would look like this.
+
the resets for these doors would look like this.
 
  <nowiki>
 
  <nowiki>
//Office door reset
+
//Office door reset
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
//secret door reset
+
//secret door reset
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
+
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
</nowiki>
 
</nowiki>
  
<blockquote>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.</blockquote>
+
not.</blockquote>
  
The next thing to build resets for is the two items we are loading
+
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.
+
in the office.  The reset for these two items looks like this.
 
  <nowiki>
 
  <nowiki>
load info_board into chamber
+
load info_board into chamber
  
load wpn_locker into office
+
load wpn_locker into office
  {
+
  {
  load w_stiletto
+
  load w_stiletto
  }
+
  }
 
</nowiki>
 
</nowiki>
  
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.
+
unless the cabinet reloads the stiletto will not reload.
  
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.
+
he can sit and count his money.
 
  <nowiki>
 
  <nowiki>
load bob into office
+
load bob into office
  {
+
  {
  equip pol_plate WEAR_BODY
+
  equip pol_plate WEAR_BODY
  }
+
  }
  
  load janitor into chamber
+
  load janitor into chamber
    {
+
    {
equip pol_plate WEAR_BODY
+
equip pol_plate WEAR_BODY
}
+
}
  
random 50
+
random 50
  {
+
  {
  load bldragon
+
  load bldragon
      {
+
      {
  load maskwa
+
  load maskwa
  }
+
  }
  }
+
  }
 
</nowiki>
 
</nowiki>
  
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
wanted to make sure you understood you didn't have to make one set for
+
wanted to make sure you understood you didn't have to make one set for
everyone.  Also you don't have to equip wearable things you can load
+
everyone.  Also you don't have to equip wearable things you can load
them into the inventory like we did with the ring on the dragon.  That
+
them into the inventory like we did with the ring on the dragon.  That
about covers it all.  The resets are now done and we can now put them
+
about covers it all.  The resets are now done and we can now put them
all together with the zone and complete our dragon station.
+
all together with the zone and complete our dragon station.
 
=== The complete dragon station ===
 
=== The complete dragon station ===
 
  <nowiki>
 
  <nowiki>
#include &lt;composed.h&gt;
+
#include &lt;composed.h&gt;
%zone dragonst
+
%zone dragonst
lifespan 20
+
lifespan 20
reset RESET_ANYHOW
+
reset RESET_ANYHOW
creators {"whistler"}
+
creators {"whistler"}
  
notes
+
notes
"This is the dragon station I shortened it to dragonst for ease in
+
"This is the dragon station I shortened it to dragonst for ease in
loading.  If you have  any questions email me at whistler@valhalla.com"
+
loading.  If you have  any questions email me at whistler@valhalla.com"
  
help
+
help
"Not sure what could help you now.  You are stuck on one of the
+
"Not sure what could help you now.  You are stuck on one of the
weirdest space stations you have ever seen and you smell burning
+
weirdest space stations you have ever seen and you smell burning
sulfur."
+
sulfur."
  
%rooms
+
%rooms
  
chamber
+
chamber
title "The middle chamber of the station"
+
title "The middle chamber of the station"
descr
+
descr
"This chamber seems to have the entire station rotating around it.  It is
+
"This chamber seems to have the entire station rotating around it.  It is
unbelievably large the ceiling seems to be a good 200 meeters high and
+
unbelievably large the ceiling seems to be a good 200 meeters high and
the room is perfectly cubic. Small human size ornate chairs with dragon
+
the room is perfectly cubic. Small human size ornate chairs with dragon
designs scrawled on the arms and back are arranged in a triangle like
+
designs scrawled on the arms and back are arranged in a triangle like
setting with one large chair at the front.  This must be where all
+
setting with one large chair at the front.  This must be where all
station meetings are held. large pictures cover the walls depicting
+
station meetings are held. large pictures cover the walls depicting
dragons in all kinds of situations.  large passages lead of to the west
+
dragons in all kinds of situations.  large passages lead of to the west
and the east.."
+
and the east.."
  
extra {"chair","chairs"}
+
extra {"chair","chairs"}
"The chairs are made of some metal you don't recognize and every inch is covered
+
"The chairs are made of some metal you don't recognize and every inch is covered
with some kind of dragon."
+
with some kind of dragon."
  
extra  {"dragon picture","picture"}
+
extra  {"dragon picture","picture"}
"Thousands of dragons dot the skies of this rather life like picture.  In the
+
"Thousands of dragons dot the skies of this rather life like picture.  In the
center you see something move.  It looks to be a little green dragon."
+
center you see something move.  It looks to be a little green dragon."
  
extra{"green dragon","dragon","green"}
+
extra{"green dragon","dragon","green"}
"An intellegence looking dragon is sitting perched on a large chair watching you."
+
"An intellegence looking dragon is sitting perched on a large chair watching you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to disposal_room descr
+
west to disposal_room descr
"You see a small room.";
+
"You see a small room.";
  
east to hallway descr
+
east to hallway descr
"You see what looks to be a hallway.";
+
"You see what looks to be a hallway.";
  
end
+
end
  
hallway
+
hallway
title "Module tunnel"
+
title "Module tunnel"
descr "The hallway is about 50 meters long and around 100 meters from
+
descr "The hallway is about 50 meters long and around 100 meters from
side to side and top to bottom.  The hallway seems to be dust free.  The
+
side to side and top to bottom.  The hallway seems to be dust free.  The
walls and the floors seem to be made out of the same sterile
+
walls and the floors seem to be made out of the same sterile
metal-plastic that all space agencies uses.  There are large plate glass
+
metal-plastic that all space agencies uses.  There are large plate glass
windows that open up into space.  The hallway is filled with a dim light
+
windows that open up into space.  The hallway is filled with a dim light
that seems to come from everywhere yet no where all at once.  You notice
+
that seems to come from everywhere yet no where all at once.  You notice
a glimmer of bright light coming from the windows.  To the east you see
+
a glimmer of bright light coming from the windows.  To the east you see
an air lock and to the west the hallway opens up into a larger room."
+
an air lock and to the west the hallway opens up into a larger room."
  
extra {"windows","window"}
+
extra {"windows","window"}
"Your eyes are drawn to a large ship lit up with running lights sitting
+
"Your eyes are drawn to a large ship lit up with running lights sitting
about 1 kilometer from the station."
+
about 1 kilometer from the station."
  
extra{"floor","walls","wall"}
+
extra{"floor","walls","wall"}
"Well what can be said it looks to be in perfect condition.  What else would
+
"Well what can be said it looks to be in perfect condition.  What else would
you want to know?"
+
you want to know?"
  
extra {"large ship" ,"ship"}
+
extra {"large ship" ,"ship"}
"The ship looks really big and is shaped like a dragon.  The scales
+
"The ship looks really big and is shaped like a dragon.  The scales
sparkle and seem to be multiple colors."
+
sparkle and seem to be multiple colors."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
west to chamber descr
+
west to chamber descr
"The hallway opens up into a chamber.";
+
"The hallway opens up into a chamber.";
  
east to office descr
+
east to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
end
+
end
  
office
+
office
title "The station office"
+
title "The station office"
descr
+
descr
"Large paintings fill the walls of this part of the station.  The room
+
"Large paintings fill the walls of this part of the station.  The room
is as large as the other rooms big enough for Dragons to lounge while
+
is as large as the other rooms big enough for Dragons to lounge while
still having a desk in one corner small enough for a humanoid.  The
+
still having a desk in one corner small enough for a humanoid.  The
floor along the north wall is lined with some kind of fabric and seems
+
floor along the north wall is lined with some kind of fabric and seems
very soft to walk on, it may be some kind of dragon lounge judging by
+
very soft to walk on, it may be some kind of dragon lounge judging by
how large an area it covers.  There is a passage to the west."
+
how large an area it covers.  There is a passage to the west."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"paintings","painting"}
+
extra {"paintings","painting"}
"The paintings are of many dragons and riders in all kinds of tasks from
+
"The paintings are of many dragons and riders in all kinds of tasks from
combat to look out.  All the figures seem to be staring at a staff
+
combat to look out.  All the figures seem to be staring at a staff
being held by a depiction of a wizard on the south wall."
+
being held by a depiction of a wizard on the south wall."
  
extra {"wizard","staff"}
+
extra {"wizard","staff"}
"The wizard has his hand stretched out and it seems there is a place
+
"The wizard has his hand stretched out and it seems there is a place
you can almost grab the staff. Maybe if you searched the staff you would
+
you can almost grab the staff. Maybe if you searched the staff you would
find it."
+
find it."
  
extra {"desk"}
+
extra {"desk"}
"Its a desk alright but there doesn't seem to be any drawers and it
+
"Its a desk alright but there doesn't seem to be any drawers and it
seems totally empty."
+
seems totally empty."
  
extra{"fabric"}
+
extra{"fabric"}
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
+
"Wussshhhhh you bound across the comfortable floor wasn't that fun."
  
west to hallway descr
+
west to hallway descr
"You see what looks to be a hallway."
+
"You see what looks to be a hallway."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
open {EX_OPEN_CLOSE, EX_CLOSED};
+
open {EX_OPEN_CLOSE, EX_CLOSED};
  
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
+
SECRET_DOOR_DIFFICULTY(SOUTH, 50)
south to portal_room descr
+
south to portal_room descr
"You see what looks to be a portal room."
+
"You see what looks to be a portal room."
keyword {"air lock door","air lock","staff","door"}
+
keyword {"air lock door","air lock","staff","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
  
end
+
end
  
portal_room
+
portal_room
title "Green field room"
+
title "Green field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a green field right in the center.
+
is it is totally empty except for a green field right in the center.
there is a door that leads to another room to the north."
+
there is a door that leads to another room to the north."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"green field","field"}
+
extra {"green field","field"}
"The field looks to be a green fog shifting and churning as you watch.
+
"The field looks to be a green fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
north  to office descr
+
north  to office descr
"You see what looks to be an office."
+
"You see what looks to be an office."
keyword {"air lock door","air lock","door"}
+
keyword {"air lock door","air lock","door"}
key nokey
+
key nokey
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
  
//A link to the portal is also here from room_port
+
//A link to the portal is also here from room_port
end
+
end
  
ship_port
+
ship_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in ship
+
in ship
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"portal_room@dragonst!You feel your body dissolving for lack of a better
+
"portal_room@dragonst!You feel your body dissolving for lack of a better
description.&amp;You appear on the deck of a ship.",
+
description.&amp;You appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
room_port
+
room_port
names{"green field", "field"}
+
names{"green field", "field"}
title "Green field"
+
title "Green field"
descr
+
descr
"Green Mist swirls about you."
+
"Green Mist swirls about you."
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
in portal_room
+
in portal_room
  
dilcopy force_move@function(
+
dilcopy force_move@function(
//Time to activation
+
//Time to activation
4,
+
4,
//room and act
+
//room and act
"ship@dragonst!You feel your body dissolving for lack of a better
+
"ship@dragonst!You feel your body dissolving for lack of a better
description.&amp;You appear on the deck of a ship.",
+
description.&amp;You appear on the deck of a ship.",
//True or False for randomizing or not
+
//True or False for randomizing or not
FALSE);
+
FALSE);
  
end
+
end
  
disposal_room
+
disposal_room
title "Red field room"
+
title "Red field room"
descr
+
descr
"Like the other rooms on the station this one is large enough for
+
"Like the other rooms on the station this one is large enough for
dragons to comfortably fit in.  The strange thing about this room though
+
dragons to comfortably fit in.  The strange thing about this room though
is it is totally empty except for a red field right in the center.
+
is it is totally empty except for a red field right in the center.
there is a door that leads to another room to the east."
+
there is a door that leads to another room to the east."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"red field","field"}
+
extra {"red field","field"}
"The field looks to be a red fog shifting and churning as you watch.
+
"The field looks to be a red fog shifting and churning as you watch.
if you are nuts you could probably enter it."
+
if you are nuts you could probably enter it."
  
east to chamber descr
+
east to chamber descr
"You see the main chamber.";
+
"You see the main chamber.";
  
//A link to the portal is also here from dis_port
+
//A link to the portal is also here from dis_port
end
+
end
  
dis_port
+
dis_port
names {"red field","field"}
+
names {"red field","field"}
title "Red field"
+
title "Red field"
descr
+
descr
"Red Mist swirls about you."
+
"Red Mist swirls about you."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
dilcopy force_move@function(
+
dilcopy force_move@function(
//how fast to force move in seconds
+
//how fast to force move in seconds
4,
+
4,
//room to force move to and act
+
//room to force move to and act
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
+
"deathspace@dragonst!You feel your body dissolving for lack of a better description.",
//true or false random move or not
+
//true or false random move or not
0);
+
0);
in disposal_room
+
in disposal_room
  
end
+
end
  
ship
+
ship
title "War dragon"
+
title "War dragon"
descr
+
descr
"Blue light softly glows from con duets that line the walls of this ship.
+
"Blue light softly glows from con duets that line the walls of this ship.
The floors beside the east and west wall have what looks to be soft
+
The floors beside the east and west wall have what looks to be soft
fabric covering.  The south wall has small controls that seem to be made
+
fabric covering.  The south wall has small controls that seem to be made
for humanoids with two small chairs that look to be pilot seats.  view
+
for humanoids with two small chairs that look to be pilot seats.  view
portals are about 50 meters up the side of the ship on the west and east
+
portals are about 50 meters up the side of the ship on the west and east
wall and some kind of electronic screen covers the south wall.  The ship
+
wall and some kind of electronic screen covers the south wall.  The ship
seems to be a one room ship but there is a green field by the north
+
seems to be a one room ship but there is a green field by the north
wall."
+
wall."
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
extra {"view port"}
+
extra {"view port"}
"Sorry your not 50 meters tall maybe it is made for a dragon?"
+
"Sorry your not 50 meters tall maybe it is made for a dragon?"
  
extra {"view screen","screen"}
+
extra {"view screen","screen"}
"It seems to be the pilots view screen but you can't seem to see a way
+
"It seems to be the pilots view screen but you can't seem to see a way
to turn it on."
+
to turn it on."
  
extra {"controls","control"}
+
extra {"controls","control"}
"The controls are in some weird language and your afraid if you start
+
"The controls are in some weird language and your afraid if you start
pushing buttons you might rocket in to the station or worse slam into
+
pushing buttons you might rocket in to the station or worse slam into
a planet."
+
a planet."
  
extra {"soft fabric","fabric"}
+
extra {"soft fabric","fabric"}
"It looks to be a dragon lounge area."
+
"It looks to be a dragon lounge area."
  
//A link to the portal is also here from ship_port
+
//A link to the portal is also here from ship_port
end
+
end
  
deathspace
+
deathspace
title"Open space"
+
title"Open space"
descr
+
descr
"You see the ship and the station far off in the distance and you are in Space!"
+
"You see the ship and the station far off in the distance and you are in Space!"
  
movement SECT_INSIDE
+
movement SECT_INSIDE
ALWAYS_LIGHT
+
ALWAYS_LIGHT
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
+
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
  
dilcopy death_room@function (
+
dilcopy death_room@function (
//how often is damage done 4 would be 1 second
+
//how often is damage done 4 would be 1 second
4,
+
4,
//damage
+
//damage
400,
+
400,
//act for the damage.
+
//act for the damage.
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
+
"You realize to late that was the trash disposal transporter and you feel your lungs explode.");
  
end
+
end
  
%mobiles
+
%mobiles
  
bldragon
+
bldragon
  
title "a black dragon"
+
title "a black dragon"
descr "A big ugly black dragon is clawing the ground here."
+
descr "A big ugly black dragon is clawing the ground here."
names {"big ugly black dragon","ugly black dragon","big black dragon",
+
names {"big ugly black dragon","ugly black dragon","big black dragon",
"black dragon","dragon"}
+
"black dragon","dragon"}
  
extra {}
+
extra {}
"The black dragons scales glitter like black granite that has been
+
"The black dragons scales glitter like black granite that has been
polished for years by water.  He has a large neck and huge bat like
+
polished for years by water.  He has a large neck and huge bat like
wings.  his eyes watch you as you stand before him.  One claw seems to be
+
wings.  his eyes watch you as you stand before him.  One claw seems to be
tapping slightly on the ground as if the dragon is waiting for
+
tapping slightly on the ground as if the dragon is waiting for
something."
+
something."
  
extra {"eye","eyes"}
+
extra {"eye","eyes"}
"The dragons eyes seem to follow you no matter where you go in the room
+
"The dragons eyes seem to follow you no matter where you go in the room
nothing seems to escape the dragons attention."
+
nothing seems to escape the dragons attention."
  
extra {"claws","claw"}
+
extra {"claws","claw"}
"The claw is big black and it looks very deadly.  It seems like the
+
"The claw is big black and it looks very deadly.  It seems like the
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
+
dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
to say means the claws are about the size of short swords and long
+
to say means the claws are about the size of short swords and long
swords."
+
swords."
  
extra {"scales","scale"}
+
extra {"scales","scale"}
"Its a scale!  Haven't you ever seen a dragon before!"
+
"Its a scale!  Haven't you ever seen a dragon before!"
  
extra {"bat wings","wings"}
+
extra {"bat wings","wings"}
"The dragon sees you looking and flaps his wings creating one heck of a
+
"The dragon sees you looking and flaps his wings creating one heck of a
wind blast."
+
wind blast."
  
M_DRAGON_BLACK_OLD(SEX_MALE)
+
M_DRAGON_BLACK_OLD(SEX_MALE)
  
end
+
end
  
janitor
+
janitor
names {"ugly janitor", "janitor", "hobgoblin"}
+
names {"ugly janitor", "janitor", "hobgoblin"}
title "an ugly janitor"
+
title "an ugly janitor"
descr "an ugly janitor is walking around, cleaning up."
+
descr "an ugly janitor is walking around, cleaning up."
  
extra{}
+
extra{}
"This ugly green thing looks more goblin than hobgoblin but he seems intent
+
"This ugly green thing looks more goblin than hobgoblin but he seems intent
on cleaning everything around him."
+
on cleaning everything around him."
  
M_AVG_HOBGOBLIN(6, SEX_MALE)
+
M_AVG_HOBGOBLIN(6, SEX_MALE)
  
// he is sort of good for cleaning so much
+
// he is sort of good for cleaning so much
alignment 900
+
alignment 900
  
//give him some money
+
//give him some money
money 5 IRON_PIECE
+
money 5 IRON_PIECE
  
dilcopy janitors@function(15);
+
dilcopy janitors@function(15);
  
// only want him cleaning the station
+
// only want him cleaning the station
dilcopy wander_zones@function("dragonst", 20, 1, 1);
+
dilcopy wander_zones@function("dragonst", 20, 1, 1);
  
end
+
end
  
bob
+
bob
  
names {"Bob"}
+
names {"Bob"}
title "Bob"
+
title "Bob"
descr "Bob the Banker is here, sitting behind the counter."
+
descr "Bob the Banker is here, sitting behind the counter."
extra {}
+
extra {}
"He has a very serious look on his face."
+
"He has a very serious look on his face."
  
// define from composed.h
+
// define from composed.h
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
+
M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
  
//discourage people from killing banker
+
//discourage people from killing banker
exp -500
+
exp -500
  
flags {UNIT_FL_NO_TELEPORT}
+
flags {UNIT_FL_NO_TELEPORT}
  
special SFUN_BANK
+
special SFUN_BANK
end
+
end
  
%objects
+
%objects
  
info_board
+
info_board
  
title "a merchant information board"
+
title "a merchant information board"
descr "A merchant information Board is mounted on a wall here."
+
descr "A merchant information Board is mounted on a wall here."
names {"merchant information board","information board","merchant
+
names {"merchant information board","information board","merchant
board","board"} extra {} "A large flashy black steal board."
+
board","board"} extra {} "A large flashy black steal board."
  
MATERIAL_METAL("A very fine quality black steel")
+
MATERIAL_METAL("A very fine quality black steel")
type ITEM_BOARD
+
type ITEM_BOARD
dilcopy board@boards("info","","rem_res@boards","",100);
+
dilcopy board@boards("info","","rem_res@boards","",100);
  
end
+
end
  
w_stiletto
+
w_stiletto
title "a stiletto"
+
title "a stiletto"
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
+
names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
descr "A deadly looking stiletto has been left here."
+
descr "A deadly looking stiletto has been left here."
  
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 1, 2)
+
WEAPON_DEF(WPN_DAGGER, 1, 2)
weight 2
+
weight 2
cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
rent 1 COPPER_PIECE
+
rent 1 COPPER_PIECE
  
SKILL_TRANSFER(SKI_BACKSTAB, 2)
+
SKILL_TRANSFER(SKI_BACKSTAB, 2)
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
+
dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
  
extra{}
+
extra{}
"This looks like a thieves dream come true. "
+
"This looks like a thieves dream come true. "
  
extra {"$identify"}
+
extra {"$identify"}
"The stiletto looks magical in nature and seems really sharp.  You can
+
"The stiletto looks magical in nature and seems really sharp.  You can
tell if you wield it you would be able to backstab someone really easy."
+
tell if you wield it you would be able to backstab someone really easy."
  
extra{"$improved identify"}
+
extra{"$improved identify"}
"The stiletto gives you a magical bonus of +1 and has a quality of +2.
+
"The stiletto gives you a magical bonus of +1 and has a quality of +2.
It also raises your back stabbing skill  by 2%.  You have to have at
+
It also raises your back stabbing skill  by 2%.  You have to have at
least 10% in dex before you can wield this magical weapon."
+
least 10% in dex before you can wield this magical weapon."
  
end
+
end
  
wpn_locker
+
wpn_locker
  
title "a weapons locker"
+
title "a weapons locker"
names {"weapons locker","weapon locker","locker"}
+
names {"weapons locker","weapon locker","locker"}
  
descr "a small weapons locker hangs on the wall here."
+
descr "a small weapons locker hangs on the wall here."
manipulate {MANIPULATE_ENTER}
+
manipulate {MANIPULATE_ENTER}
CONTAINER_DEF(500)
+
CONTAINER_DEF(500)
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
weight 400
+
weight 400
MATERIAL_METAL("A very fine quality steel")
+
MATERIAL_METAL("A very fine quality steel")
  
extra {}
+
extra {}
"It is an ordinary weapons locker that looks like it holds any illegal
+
"It is an ordinary weapons locker that looks like it holds any illegal
weapons that are taken on the station."
+
weapons that are taken on the station."
  
end
+
end
  
pol_plate
+
pol_plate
names {"polished breast plate","polished plate","breast plate","plate"}
+
names {"polished breast plate","polished plate","breast plate","plate"}
title "a polished breast plate"
+
title "a polished breast plate"
descr "A polished breast plate has been left here."
+
descr "A polished breast plate has been left here."
extra{}
+
extra{}
"This is one shiny plate it seems to be made out of one perfect piece of
+
"This is one shiny plate it seems to be made out of one perfect piece of
metal.  There doesn't even seem to be any markings of owner ship." manipulate
+
metal.  There doesn't even seem to be any markings of owner ship." manipulate
{MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
+
{MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
  
MATERIAL_METAL("A high luster silver colored metal")
+
MATERIAL_METAL("A high luster silver colored metal")
  
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
ARMOUR_DEF(ARM_PLATE,5,9)
+
ARMOUR_DEF(ARM_PLATE,5,9)
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
+
dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
cost 2 GOLD_PIECE
+
cost 2 GOLD_PIECE
rent 3 COPPER_PIECE
+
rent 3 COPPER_PIECE
weight 25
+
weight 25
  
extra{"$identify"}
+
extra{"$identify"}
"This is a high quality plate with a magical feeling."
+
"This is a high quality plate with a magical feeling."
  
extra{"$improved identify"}
+
extra{"$improved identify"}
"The plate has a magical bonus to your defence of a +5 and a quality of
+
"The plate has a magical bonus to your defence of a +5 and a quality of
+9.  You need 40% in strength to be able to wear it."
+
+9.  You need 40% in strength to be able to wear it."
end
+
end
  
liq_ration
+
liq_ration
names {"red bag", "bag", "wine"}
+
names {"red bag", "bag", "wine"}
title "a red bag"
+
title "a red bag"
descr "A red bag has been gently placed here."
+
descr "A red bag has been gently placed here."
  
MATERIAL_ORGANIC("a soft plastic")
+
MATERIAL_ORGANIC("a soft plastic")
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
  
LIQ_WINE(1,2,2,0)
+
LIQ_WINE(1,2,2,0)
cost 2 IRON_PIECE
+
cost 2 IRON_PIECE
extra {}
+
extra {}
"A small label reads Tassel Grove's finest.  Year 321"
+
"A small label reads Tassel Grove's finest.  Year 321"
  
extra {"$identify"}
+
extra {"$identify"}
"Its the special wine from Tassel grove a small halfling village on the
+
"Its the special wine from Tassel grove a small halfling village on the
planet Valhalla.  It seems like a great vintage wine."
+
planet Valhalla.  It seems like a great vintage wine."
  
end
+
end
  
beef_stick
+
beef_stick
  
title "a tough leathery stick"
+
title "a tough leathery stick"
descr "A tough leathery looking stick is laying here."
+
descr "A tough leathery looking stick is laying here."
names {"tough leathery stick","tough leather stick","leathery stick",
+
names {"tough leathery stick","tough leather stick","leathery stick",
"leather stick","tough stick","stick"}
+
"leather stick","tough stick","stick"}
  
extra {}
+
extra {}
"This has the word BEEF burnt into it."
+
"This has the word BEEF burnt into it."
  
manipulate {MANIPULATE_TAKE}
+
manipulate {MANIPULATE_TAKE}
FOOD_DEF(5,0)
+
FOOD_DEF(5,0)
weight 1
+
weight 1
cost 1 COPPER_PIECE
+
cost 1 COPPER_PIECE
MATERIAL_ORGANIC("tough beef")
+
MATERIAL_ORGANIC("tough beef")
end
+
end
  
  maskwa
+
  maskwa
  
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
+
names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
title "a Maskwa ring"
+
title "a Maskwa ring"
descr "A Maskwa platinum ring is laying here."
+
descr "A Maskwa platinum ring is laying here."
MATERIAL_METAL("Platinum, and other precious metals")
+
MATERIAL_METAL("Platinum, and other precious metals")
extra {}
+
extra {}
"The ring has a large bear head.  Could this be the legendary head of
+
"The ring has a large bear head.  Could this be the legendary head of
Maskwa?  Any thing formed with its head on it is said to strengthen the
+
Maskwa?  Any thing formed with its head on it is said to strengthen the
wearer."
+
wearer."
type ITEM_WORN
+
type ITEM_WORN
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
+
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
cost 100 COPPER_PIECE
+
cost 100 COPPER_PIECE
rent 50 IRON_PIECE
+
rent 50 IRON_PIECE
weight 1
+
weight 1
STR_TRANSFER(+1)
+
STR_TRANSFER(+1)
end
+
end
  
%reset
+
%reset
  
//Office door reset
+
//Office door reset
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
//secret door reset
+
//secret door reset
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
+
door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
  
load info_board into chamber
+
load info_board into chamber
  
load wpn_locker into office
+
load wpn_locker into office
  {
+
  {
  load w_stiletto
+
  load w_stiletto
  }
+
  }
  
  load bob into office
+
  load bob into office
  {
+
  {
  equip pol_plate WEAR_BODY
+
  equip pol_plate WEAR_BODY
  }
+
  }
  
  load janitor into chamber
+
  load janitor into chamber
    {
+
    {
equip pol_plate WEAR_BODY
+
equip pol_plate WEAR_BODY
}
+
}
  
random 50
+
random 50
  {
+
  {
  load bldragon
+
  load bldragon
      {
+
      {
  load maskwa
+
  load maskwa
  }
+
  }
  }
+
  }
  
%end
+
%end
 
</nowiki>
 
</nowiki>
 
== Color and formatting codes ==
 
== Color and formatting codes ==
  
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.
+
ability it will be added.
 
=== The escape character ===
 
=== The escape character ===
  
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:
+
would look as follows:
 
  <nowiki>
 
  <nowiki>
&amp;&lt;color or formating command&gt;
+
&amp;&lt;color or formating command&gt;
 
</nowiki>
 
</nowiki>
 
=== Formatting codes ===
 
=== Formatting codes ===
  
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:
+
  formatted with he following rules:
 
*  
 
*  
  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.
 
*  
 
*  
  
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.
 
*  
 
*  
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 '.'.
 
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
out looking like a jumble of punctuation in the form of a paragraph.
+
out looking like a jumble of punctuation in the form of a paragraph.
(Link to formattable) contains a list of all formatting
+
(Link to formattable) contains a list of all formatting
characters and a short description of them.
+
characters and a short description of them.
(Link to formatdescr) contains a more in depth discussion of each
+
(Link to formatdescr) contains a more in depth discussion of each
format command with examples and (Link to colordescr) deals with
+
format command with examples and (Link to colordescr) deals with
the color commands.
+
the color commands.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Formatting and color codes
 
|+Formatting and color codes
Line 10,755: Line 10,753:
 
|l
 
|l
 
|Text from this point forward will not be formatted. It will
 
|Text from this point forward will not be formatted. It will
              be interpreted literally with newlines, spaces, etc.
+
              be interpreted literally with newlines, spaces, etc.
              Useful when making a sign or a map.
+
              Useful when making a sign or a map.
 
|-
 
|-
 
|f
 
|f
 
|Text from this point forward will be formatted. This option
 
|Text from this point forward will be formatted. This option
              is the reverse of &amp;l and is default on any section of text.
+
              is the reverse of &amp;l and is default on any section of text.
 
|-
 
|-
 
|s&lt;#&gt;
 
|s&lt;#&gt;
 
|Force a singe space character (or &lt;#&gt; if specified, may
 
|Force a singe space character (or &lt;#&gt; if specified, may
              come in handy, instead of having to toggle formatting).
+
              come in handy, instead of having to toggle formatting).
 
|-
 
|-
 
|n
 
|n
 
|Force a new line, very handy instead of toggling the &amp;l
 
|Force a new line, very handy instead of toggling the &amp;l
              formatting switch.
+
              formatting switch.
 
|-
 
|-
 
|h
 
|h
Line 10,789: Line 10,787:
 
;&amp;&amp;
 
;&amp;&amp;
 
: If you want a single '&' you must let the VME
 
: If you want a single '&' you must let the VME
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:
+
doubling the '&amp;' sign.  The following is a couple examples:
  
 
{|
 
{|
Line 10,809: Line 10,807:
 
;&amp;l
 
;&amp;l
 
: 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.
+
in the string.
 
  <nowiki>
 
  <nowiki>
&amp;l
+
&amp;l
*    *
+
*    *
*  *
+
*  *
  * *
+
  * *
  *
+
  *
  * *
+
  * *
*  *
+
*  *
*    *
+
*    *
 
</nowiki>
 
</nowiki>
 
;&amp;f
 
;&amp;f
 
: 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.
+
literal text followed by a short bit of formatted text.
 
  <nowiki>
 
  <nowiki>
&amp;l
+
&amp;l
*    *
+
*    *
*  *
+
*  *
  * *
+
  * *
  *
+
  *
  * *
+
  * *
*  *
+
*  *
*    *
+
*    *
  
&amp;fThe X marks the spot!
+
&amp;fThe X marks the spot!
 
</nowiki>
 
</nowiki>
 
;&amp;s&lt;#&gt;
 
;&amp;s&lt;#&gt;
 
: 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.
+
'&amp;s' code.
 
  <nowiki>
 
  <nowiki>
This sentence has 10 spaces&amp;s10before the first word before.
+
This sentence has 10 spaces&amp;s10before the first word before.
 
</nowiki>
 
</nowiki>
 
;&amp;n
 
;&amp;n
 
: 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.
+
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:
 
</nowiki>
 
</nowiki>
 
;&amp;x
 
;&amp;x
 
: The line break is made for use with the DIL language.  You will
 
: The line break is made for use with the DIL 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
DIL could split a string that is loaded from a file.  If you
+
DIL 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 DIL reference.
+
in the DIL reference.
 
  <nowiki>
 
  <nowiki>
mystrlist:=split(string,"&amp;");
+
mystrlist:=split(string,"&amp;");
 
</nowiki>
 
</nowiki>
 
;&amp;h
 
;&amp;h
 
: 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.
+
displaying when a character looked at it would look like this.
 
  <nowiki>
 
  <nowiki>
&amp;h&amp;l
+
&amp;h&amp;l
*    *
+
*    *
*  *
+
*  *
  * *
+
  * *
  *
+
  *
  * *
+
  * *
*  *
+
*  *
*    *
+
*    *
  
&amp;fThe X marks the spot!
+
&amp;fThe X marks the spot!
 
</nowiki>
 
</nowiki>
  
Line 10,885: Line 10,883:
 
;&amp;c and &amp;b
 
;&amp;c and &amp;b
 
: 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:
+
one because it has only one brightness.  They both have the forms as follows:
 
  <nowiki>
 
  <nowiki>
&amp;c&lt;bright&gt;&lt;color&gt;
+
&amp;c&lt;bright&gt;&lt;color&gt;
&amp;b&lt;color&gt;
+
&amp;b&lt;color&gt;
 
</nowiki>
 
</nowiki>
  
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:
+
color when done.  this is done by using the following command:
 
  <nowiki>
 
  <nowiki>
&amp;[default]
+
&amp;[default]
 
</nowiki>
 
</nowiki>
  
<blockquote>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.</blockquote>
+
colors to their default colors.</blockquote>
  
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.
+
are.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Colors
 
|+Colors
Line 10,961: Line 10,959:
 
*  
 
*  
  
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
to easily change how the color looks and to even match it with the way
+
to easily change how the color looks and to even match it with the way
players have their colors set already we have created colors that the
+
players have their colors set already we have created colors that the
players can set.  and you can use.  The VME comes
+
players can set.  and you can use.  The VME comes
with a default list of colors which can be added to by either the
+
with a default list of colors which can be added to by either the
''color.def'' or even by a DIL
+
''color.def'' or even by a DIL
program on line.  The default colors are as follows:
+
program on line.  The default colors are as follows:
 
{|
 
{|
 
|-
 
|-
Line 11,037: Line 11,035:
 
|}
 
|}
  
To use these colors all you have to do is use the following formatting command:
+
To use these colors all you have to do is use the following formatting command:
 
  <nowiki>
 
  <nowiki>
&amp;[color]
+
&amp;[color]
 
</nowiki>
 
</nowiki>
  
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:
+
description as follows:
 
  <nowiki>
 
  <nowiki>
descr
+
descr
"This is a &amp;[death]death&amp;[room_descr]room"
+
"This is a &amp;[death]death&amp;[room_descr]room"
 
</nowiki>
 
</nowiki>
  
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.
+
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
+
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 DIL
+
skills, and commands with DIL
  
 
== The DIL section ==
 
== The DIL section ==
  
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
DIL totally out of it.  The DIL language always confuses new Builders
+
DIL totally out of it.  The DIL language always confuses new Builders
and complicates teaching simple rooms, objects, and NPCs.  It became
+
and complicates teaching simple rooms, objects, and NPCs.  It became
clear to me though that DIL is such a part of the server that I at least
+
clear to me though that DIL is such a part of the server that I at least
had to mention it hear so builders would know where to look and
+
had to mention it hear so builders would know where to look and
what DIL could do for them when they got to the point where they were
+
what DIL could do for them when they got to the point where they were
ready to use it.
+
ready to use it.
 
=== What is DIL? ===
 
=== What is DIL? ===
  
DIL is short for, Data-based instructional language.  Not to be
+
DIL is short for, Data-based instructional language.  Not to be
confused with Database since DIL is nothing like a database.  Data-based
+
confused with Database since DIL is nothing like a database.  Data-based
means that the language works on a fixed set of units like objects,
+
means that the language works on a fixed set of units like objects,
NPCS, and rooms and is designed to give them a life of their own.
+
NPCS, and rooms and is designed to give them a life of their own.
Unlike on many of the mud servers on the internet DIL is not an
+
Unlike on many of the mud servers on the internet DIL 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.
+
much more safe guards against crashes and slow code.
  
DIL also provides a full set of data types to allow you to do
+
DIL also provides a full set of data types to allow you to do
calculations or store information from players.  The DIL language can
+
calculations or store information from players.  The DIL 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 VME server has its own internal
+
players if needed.  In short the VME 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.
+
want to.
 
=== What can DIL be used for? ===
 
=== What can DIL be used for? ===
  
...
+
...
  
It is hard to explain what all DIL can be used for with out just
+
It is hard to explain what all DIL can be used for with out just
writing a list of things that have already been done in DIL so here is the
+
writing a list of things that have already been done in DIL so here is the
list.
+
list.
 
* All spells
 
* All spells
 
* 60% of the commands and skills and growing
 
* 60% of the commands and skills and growing
Line 11,101: Line 11,099:
 
* 200+ quests and growing
 
* 200+ quests and growing
 
* Message
 
* Message
boards
+
boards
 
* Mail system
 
* Mail system
 
* Clan system
 
* Clan system
 
* Automated
 
* Automated
Newbie guides
+
Newbie guides
 
* object
 
* object
restrictions
+
restrictions
 
* Death
 
* Death
Sequence
+
Sequence
 
* Magical combat
 
* Magical combat
system
+
system
 
* NPC agressive
 
* NPC agressive
functions
+
functions
 
* personalized
 
* personalized
Familiars
+
Familiars
 
* personalized
 
* personalized
pets
+
pets
 
* Deck of cards
 
* Deck of cards
 
* Chess board
 
* Chess board
Line 11,125: Line 11,123:
 
* automated wedding chapel
 
* automated wedding chapel
 
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
DIL.  In the future we hope to be able to add the ability to easily
+
DIL.  In the future we hope to be able to add the ability to easily
change combat and all the character update features using DIL.  These
+
change combat and all the character update features using DIL.  These
things can be currently done with DIL but it takes a lot of knowledge
+
things can be currently done with DIL but it takes a lot of knowledge
and work which we hope to simplify.
+
and work which we hope to simplify.
 
=== Where do I get more information on DIL ===
 
=== Where do I get more information on DIL ===
  
The online DIL reference guide is the most authoritative guide
+
The online DIL reference guide is the most authoritative guide
currently for DIL.  It can be found at
+
currently for DIL.  It can be found at
http://www.valhalla.com and follow the builders links.
+
http://www.valhalla.com and follow the builders links.
  
In the near future we hope to have an entire new DIL manual that
+
In the near future we hope to have an entire new DIL 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 DIL.  For now if you can not find
+
already professional coders, to use DIL.  For now if you can not find
what you need in the DIL reference manual you can join the DIL email list
+
what you need in the DIL reference manual you can join the DIL email list
at dil-request@valhalla.com or you can send a mail to
+
at dil-request@valhalla.com or you can send a mail to
whistler@valhalla.com.  Until and even after the new DIL
+
whistler@valhalla.com.  Until and even after the new DIL
manual is written we will always try to help you as much as possible
+
manual is written we will always try to help you as much as possible
while you are getting started.  It is important that you at least try
+
while you are getting started.  It is important that you at least try
and look through the DIL reference before asking a lot of questions
+
and look through the DIL reference before asking a lot of questions
because many of the questions may be answered already.
+
because many of the questions may be answered already.
  
 
==== VMC command line options ====
 
==== VMC command line options ====
 
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.
  
 
{|
 
{|
Line 11,173: Line 11,171:
 
|}
 
|}
  
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.
+
set automatically.
  
  
Line 11,275: Line 11,273:
 
==== Race Definitions in values.h ====
 
==== Race Definitions in values.h ====
 
The following list was extracted from the
 
The following list was extracted from the
''values.h''
+
''values.h''
 
  <nowiki>
 
  <nowiki>
#define RACE_HUMAN          0    /* PC race */
+
#define RACE_HUMAN          0    /* PC race */
#define RACE_ELF            1    /* PC race */
+
#define RACE_ELF            1    /* PC race */
#define RACE_DWARF          2    /* PC race */
+
#define RACE_DWARF          2    /* PC race */
#define RACE_HALFLING        3    /* PC race */
+
#define RACE_HALFLING        3    /* PC race */
#define RACE_GNOME          4    /* PC race */
+
#define RACE_GNOME          4    /* PC race */
#define RACE_HALF_ORC        5
+
#define RACE_HALF_ORC        5
#define RACE_HALF_OGRE      6
+
#define RACE_HALF_OGRE      6
#define RACE_HALF_ELF        7
+
#define RACE_HALF_ELF        7
#define RACE_BROWNIE        8
+
#define RACE_BROWNIE        8
#define RACE_GROLL          9
+
#define RACE_GROLL          9
#define RACE_DARK_ELF      10
+
#define RACE_DARK_ELF      10
#define RACE_SKAVEN        120
+
#define RACE_SKAVEN        120
#define RACE_GNOLL          121
+
#define RACE_GNOLL          121
#define RACE_GOBLIN        122
+
#define RACE_GOBLIN        122
#define RACE_HOBGOBLIN      123
+
#define RACE_HOBGOBLIN      123
#define RACE_KOBOLD        124
+
#define RACE_KOBOLD        124
#define RACE_NIXIE          125
+
#define RACE_NIXIE          125
#define RACE_NYMPH          126
+
#define RACE_NYMPH          126
#define RACE_OGRE          127
+
#define RACE_OGRE          127
#define RACE_ORC            128
+
#define RACE_ORC            128
#define RACE_SATYR          129
+
#define RACE_SATYR          129
#define RACE_FAUN          130
+
#define RACE_FAUN          130
#define RACE_SPRITE        131
+
#define RACE_SPRITE        131
#define RACE_DRYAD          132
+
#define RACE_DRYAD          132
#define RACE_LEPRECHAUN    133
+
#define RACE_LEPRECHAUN    133
#define RACE_PIXIE          134
+
#define RACE_PIXIE          134
#define RACE_SYLPH          135
+
#define RACE_SYLPH          135
#define RACE_HERMIT        136
+
#define RACE_HERMIT        136
#define RACE_SHARGUGH      137
+
#define RACE_SHARGUGH      137
#define RACE_GIANT          138
+
#define RACE_GIANT          138
#define RACE_WARDEN        139  /* Warden???            */
+
#define RACE_WARDEN        139  /* Warden???            */
#define RACE_TROLL          140
+
#define RACE_TROLL          140
#define RACE_NORSE_GOD      142  /* Hmmmm. probably need better categories */
+
#define RACE_NORSE_GOD      142  /* Hmmmm. probably need better categories */
#define RACE_MERMAID        145
+
#define RACE_MERMAID        145
#define RACE_SIREN          146
+
#define RACE_SIREN          146
#define RACE_NAIAD          147
+
#define RACE_NAIAD          147
#define RACE_MERMAN        148
+
#define RACE_MERMAN        148
#define RACE_MINOTAUR      149
+
#define RACE_MINOTAUR      149
#define RACE_YETI          150
+
#define RACE_YETI          150
#define RACE_OTHER_HUMANOID 999
+
#define RACE_OTHER_HUMANOID 999
  
#define RACE_BEAR          1000
+
#define RACE_BEAR          1000
#define RACE_DOG            1001
+
#define RACE_DOG            1001
#define RACE_WOLF          1002
+
#define RACE_WOLF          1002
#define RACE_FOX            1003
+
#define RACE_FOX            1003
#define RACE_CAT            1004
+
#define RACE_CAT            1004
#define RACE_RABBIT        1005
+
#define RACE_RABBIT        1005
#define RACE_DEER          1006
+
#define RACE_DEER          1006
#define RACE_COW            1007
+
#define RACE_COW            1007
#define RACE_HARE          1008
+
#define RACE_HARE          1008
#define RACE_GOAT          1009
+
#define RACE_GOAT          1009
#define RACE_EAGLE          1010
+
#define RACE_EAGLE          1010
#define RACE_PIG            1011
+
#define RACE_PIG            1011
  
#define RACE_DUCK          1100  /* This will interest the biologists... */
+
#define RACE_DUCK          1100  /* This will interest the biologists... */
#define RACE_BIRD          1101  /* This will interest the biologists... */
+
#define RACE_BIRD          1101  /* This will interest the biologists... */
#define RACE_RAT            1102
+
#define RACE_RAT            1102
#define RACE_HORSE          1103
+
#define RACE_HORSE          1103
#define RACE_BADGER        1104
+
#define RACE_BADGER        1104
#define RACE_SKUNK          1105
+
#define RACE_SKUNK          1105
#define RACE_BOAR          1106
+
#define RACE_BOAR          1106
#define RACE_MOUSE          1107
+
#define RACE_MOUSE          1107
#define RACE_MONKEY        1108
+
#define RACE_MONKEY        1108
#define RACE_PORCUPINE      1110
+
#define RACE_PORCUPINE      1110
#define RACE_ELEPHANT      1112
+
#define RACE_ELEPHANT      1112
#define RACE_CAMEL          1113
+
#define RACE_CAMEL          1113
#define RACE_FERRET        1114
+
#define RACE_FERRET        1114
#define RACE_VULTURE        1115
+
#define RACE_VULTURE        1115
#define RACE_SQUIRREL      1116
+
#define RACE_SQUIRREL      1116
#define RACE_OWL            1117
+
#define RACE_OWL            1117
#define RACE_LEMURE        1118  /* Half-monkey (Makier) */
+
#define RACE_LEMURE        1118  /* Half-monkey (Makier) */
#define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
+
#define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
#define RACE_LION          1120
+
#define RACE_LION          1120
#define RACE_TIGER          1121
+
#define RACE_TIGER          1121
#define RACE_LEOPARD        1122
+
#define RACE_LEOPARD        1122
#define RACE_OTHER_MAMMAL  1999
+
#define RACE_OTHER_MAMMAL  1999
  
#define RACE_TREE          2000
+
#define RACE_TREE          2000
#define RACE_VINE          2001
+
#define RACE_VINE          2001
#define RACE_FLOWER        2002
+
#define RACE_FLOWER        2002
#define RACE_SEAWEED        2003
+
#define RACE_SEAWEED        2003
#define RACE_CACTUS        2004
+
#define RACE_CACTUS        2004
  
#define RACE_OTHER_PLANT    2999
+
#define RACE_OTHER_PLANT    2999
  
#define RACE_MAGGOT        3000
+
#define RACE_MAGGOT        3000
#define RACE_BEETLE        3001
+
#define RACE_BEETLE        3001
#define RACE_SPIDER        3002
+
#define RACE_SPIDER        3002
#define RACE_COCKROACH      3003
+
#define RACE_COCKROACH      3003
#define RACE_BUTTERFLY      3004
+
#define RACE_BUTTERFLY      3004
#define RACE_ANT            3005
+
#define RACE_ANT            3005
#define RACE_WORM          3006
+
#define RACE_WORM          3006
#define RACE_LEECH          3008
+
#define RACE_LEECH          3008
#define RACE_DRAGONFLY      3009
+
#define RACE_DRAGONFLY      3009
#define RACE_MOSQUITO      3010
+
#define RACE_MOSQUITO      3010
  
#define RACE_OTHER_INSECT  3999
+
#define RACE_OTHER_INSECT  3999
  
#define RACE_LIZARD        4000
+
#define RACE_LIZARD        4000
#define RACE_SNAKE          4001
+
#define RACE_SNAKE          4001
#define RACE_FROG          4002
+
#define RACE_FROG          4002
#define RACE_ALLIGATOR      4004
+
#define RACE_ALLIGATOR      4004
#define RACE_DINOSAUR      4005
+
#define RACE_DINOSAUR      4005
#define RACE_CHAMELEON      4006
+
#define RACE_CHAMELEON      4006
#define RACE_SCORPION      4007
+
#define RACE_SCORPION      4007
#define RACE_TURTLE        4008
+
#define RACE_TURTLE        4008
#define RACE_BAT            4009
+
#define RACE_BAT            4009
#define RACE_TOAD          4010
+
#define RACE_TOAD          4010
  
#define RACE_OTHER_REPTILE  4999
+
#define RACE_OTHER_REPTILE  4999
  
#define RACE_CAVE_WIGHT    5001  /* Some kind a creature... */
+
#define RACE_CAVE_WIGHT    5001  /* Some kind a creature... */
#define RACE_UR_VILE        5002  /* Some kind a creature... */
+
#define RACE_UR_VILE        5002  /* Some kind a creature... */
#define RACE_STONE_RENDER  5003  /* Some kind a creature... */
+
#define RACE_STONE_RENDER  5003  /* Some kind a creature... */
#define RACE_VAMPIRE        5005
+
#define RACE_VAMPIRE        5005
#define RACE_SLIME          5006
+
#define RACE_SLIME          5006
#define RACE_WYRM          5007
+
#define RACE_WYRM          5007
#define RACE_AUTOMATON      5008
+
#define RACE_AUTOMATON      5008
#define RACE_UNICORN        5009
+
#define RACE_UNICORN        5009
  
#define RACE_DRAGON_MIN    5010  /* For use with special object */
+
#define RACE_DRAGON_MIN    5010  /* For use with special object */
#define RACE_DRAGON_BLACK  5010
+
#define RACE_DRAGON_BLACK  5010
#define RACE_DRAGON_BLUE    5011
+
#define RACE_DRAGON_BLUE    5011
#define RACE_DRAGON_GREEN  5012
+
#define RACE_DRAGON_GREEN  5012
#define RACE_DRAGON_RED    5013
+
#define RACE_DRAGON_RED    5013
#define RACE_DRAGON_WHITE  5014
+
#define RACE_DRAGON_WHITE  5014
#define RACE_DRAGON_SILVER  5015
+
#define RACE_DRAGON_SILVER  5015
#define RACE_DRAGON_TURTLE  5016
+
#define RACE_DRAGON_TURTLE  5016
#define RACE_DRAGON_LAVA    5017
+
#define RACE_DRAGON_LAVA    5017
#define RACE_DRAGON_SHADOW  5018
+
#define RACE_DRAGON_SHADOW  5018
#define RACE_DRAGON_LIZARD  5019
+
#define RACE_DRAGON_LIZARD  5019
#define RACE_DRAGON_MAX    5020  /* For use with special object */
+
#define RACE_DRAGON_MAX    5020  /* For use with special object */
  
#define RACE_LESSER_DEMON  5020  /* Approx. Level < 100          */
+
#define RACE_LESSER_DEMON  5020  /* Approx. Level < 100          */
#define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
+
#define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
#define RACE_SERVANT_DEMON  5022  /* Approx. < level 20          */
+
#define RACE_SERVANT_DEMON  5022  /* Approx. < level 20          */
#define RACE_PRINCE_DEMON  5023  /* Almost god, max level 149 (no more!) */
+
#define RACE_PRINCE_DEMON  5023  /* Almost god, max level 149 (no more!) */
#define RACE_LESSER_DEVIL  5025  /* Approx. Level < 100 */
+
#define RACE_LESSER_DEVIL  5025  /* Approx. Level < 100 */
#define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
+
#define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
#define RACE_SHADOW_DEVIL  5027
+
#define RACE_SHADOW_DEVIL  5027
#define RACE_ARCH_DEVIL    5028
+
#define RACE_ARCH_DEVIL    5028
  
#define RACE_MEDUSA        5030
+
#define RACE_MEDUSA        5030
#define RACE_WINGED_HORSE  5031
+
#define RACE_WINGED_HORSE  5031
#define RACE_GARGOYLE      5033
+
#define RACE_GARGOYLE      5033
#define RACE_GOLEM          5034
+
#define RACE_GOLEM          5034
#define RACE_YOGOLOTH      5035
+
#define RACE_YOGOLOTH      5035
#define RACE_MIST_DWELLER  5036
+
#define RACE_MIST_DWELLER  5036
  
#define RACE_WEREWOLF      5037
+
#define RACE_WEREWOLF      5037
#define RACE_WERERAT        5038
+
#define RACE_WERERAT        5038
  
#define RACE_ELEMENTAL_AIR  5040
+
#define RACE_ELEMENTAL_AIR  5040
#define RACE_ELEMENTAL_EARTH 5041
+
#define RACE_ELEMENTAL_EARTH 5041
#define RACE_ELEMENTAL_FIRE  5042
+
#define RACE_ELEMENTAL_FIRE  5042
#define RACE_ELEMENTAL_FROST 5043
+
#define RACE_ELEMENTAL_FROST 5043
#define RACE_ELEMENTAL_WATER 5044
+
#define RACE_ELEMENTAL_WATER 5044
#define RACE_ELEMENTAL_LIGHT 5045
+
#define RACE_ELEMENTAL_LIGHT 5045
  
#define RACE_DEVOURER      5600
+
#define RACE_DEVOURER      5600
#define RACE_DANALEK        5601
+
#define RACE_DANALEK        5601
  
#define RACE_FAMILIAR      5900 /* Weirdo race... */
+
#define RACE_FAMILIAR      5900 /* Weirdo race... */
#define RACE_OTHER_CREATURE 5999
+
#define RACE_OTHER_CREATURE 5999
  
#define RACE_ZOMBIE        6000
+
#define RACE_ZOMBIE        6000
#define RACE_LICH          6001
+
#define RACE_LICH          6001
#define RACE_GHOUL          6002
+
#define RACE_GHOUL          6002
#define RACE_SKELETON      6003
+
#define RACE_SKELETON      6003
#define RACE_GHOST          6004
+
#define RACE_GHOST          6004
#define RACE_SPIRIT        6005
+
#define RACE_SPIRIT        6005
#define RACE_MUMMIE        6006
+
#define RACE_MUMMIE        6006
#define RACE_BANSHEE        6007
+
#define RACE_BANSHEE        6007
#define RACE_NAGA_SOUL      6008
+
#define RACE_NAGA_SOUL      6008
#define RACE_OTHER_UNDEAD  6999
+
#define RACE_OTHER_UNDEAD  6999
  
#define RACE_CRAB          7000
+
#define RACE_CRAB          7000
#define RACE_SAND_SPIDER    7002
+
#define RACE_SAND_SPIDER    7002
#define RACE_RIVER_LEECH    7003
+
#define RACE_RIVER_LEECH    7003
#define RACE_SAND_CRAWLER  7004
+
#define RACE_SAND_CRAWLER  7004
#define RACE_SEA_HORSE      7005
+
#define RACE_SEA_HORSE      7005
#define RACE_SHARK          7006
+
#define RACE_SHARK          7006
#define RACE_LAMPREY        7007
+
#define RACE_LAMPREY        7007
#define RACE_MANTA_RAY      7008
+
#define RACE_MANTA_RAY      7008
#define RACE_CLIFF_HUGGER  7009
+
#define RACE_CLIFF_HUGGER  7009
#define RACE_ALGAE_MAN      7010
+
#define RACE_ALGAE_MAN      7010
#define RACE_WHELK          7011
+
#define RACE_WHELK          7011
#define RACE_OYSTER        7012
+
#define RACE_OYSTER        7012
#define RACE_KRAKEN        7013
+
#define RACE_KRAKEN        7013
#define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
+
#define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
#define RACE_OCTOPUS        7015
+
#define RACE_OCTOPUS        7015
#define RACE_WHALE          7016
+
#define RACE_WHALE          7016
#define RACE_DOLPHIN        7017
+
#define RACE_DOLPHIN        7017
#define RACE_EEL            7018
+
#define RACE_EEL            7018
  
#define RACE_FISH          7998
+
#define RACE_FISH          7998
#define RACE_OTHER_MARINE  7999
+
#define RACE_OTHER_MARINE  7999
 
</nowiki>
 
</nowiki>
  
Line 11,479: Line 11,477:
 
==== weapon definitions in values.h ====
 
==== weapon definitions in values.h ====
 
The following list was extracted from the
 
The following list was extracted from the
''values.h''
+
''values.h''
 
  <nowiki>
 
  <nowiki>
#define WPN_BATTLE_AXE    7  /* Two Handed */
+
#define WPN_BATTLE_AXE    7  /* Two Handed */
#define WPN_HAND_AXE      8
+
#define WPN_HAND_AXE      8
#define WPN_WAR_MATTOCK  9  /* Two Handed */
+
#define WPN_WAR_MATTOCK  9  /* Two Handed */
#define WPN_WAR_HAMMER  10
+
#define WPN_WAR_HAMMER  10
#define WPN_GREAT_SWORD  11  /* Two Handed */
+
#define WPN_GREAT_SWORD  11  /* Two Handed */
#define WPN_SCIMITAR    12
+
#define WPN_SCIMITAR    12
#define WPN_KATANA      13
+
#define WPN_KATANA      13
#define WPN_FALCHION    14
+
#define WPN_FALCHION    14
#define WPN_KOPESH      15
+
#define WPN_KOPESH      15
#define WPN_BROAD_SWORD  16
+
#define WPN_BROAD_SWORD  16
#define WPN_LONG_SWORD  17
+
#define WPN_LONG_SWORD  17
#define WPN_RAPIER      18
+
#define WPN_RAPIER      18
#define WPN_SHORT_SWORD  19
+
#define WPN_SHORT_SWORD  19
#define WPN_DAGGER      20
+
#define WPN_DAGGER      20
#define WPN_BATTLE_MACE  21  /* Two Handed */
+
#define WPN_BATTLE_MACE  21  /* Two Handed */
#define WPN_MACE        22
+
#define WPN_MACE        22
#define WPN_BATTLE_CLUB  23  /* Two handed */
+
#define WPN_BATTLE_CLUB  23  /* Two handed */
#define WPN_CLUB        24
+
#define WPN_CLUB        24
#define WPN_MORNING_STAR 25
+
#define WPN_MORNING_STAR 25
#define WPN_FLAIL        26
+
#define WPN_FLAIL        26
#define WPN_QUARTERSTAFF 27
+
#define WPN_QUARTERSTAFF 27
#define WPN_SPEAR        28
+
#define WPN_SPEAR        28
#define WPN_HALBERD      29
+
#define WPN_HALBERD      29
#define WPN_BARDICHE    30
+
#define WPN_BARDICHE    30
#define WPN_SICKLE      31
+
#define WPN_SICKLE      31
#define WPN_SCYTHE      32  /* Two handed */
+
#define WPN_SCYTHE      32  /* Two handed */
#define WPN_TRIDENT      33
+
#define WPN_TRIDENT      33
#define WPN_FIST        34
+
#define WPN_FIST        34
#define WPN_KICK        35
+
#define WPN_KICK        35
#define WPN_BITE        36
+
#define WPN_BITE        36
#define WPN_STING        37
+
#define WPN_STING        37
#define WPN_CLAW        38
+
#define WPN_CLAW        38
#define WPN_CRUSH        39
+
#define WPN_CRUSH        39
#define WPN_WHIP        40
+
#define WPN_WHIP        40
#define WPN_WAKIZASHI    41
+
#define WPN_WAKIZASHI    41
#define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
+
#define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
#define WPN_CROSSBOW    43
+
#define WPN_CROSSBOW    43
#define WPN_SLING        44
+
#define WPN_SLING        44
#define WPN_FIGHTING_STAFF 45 /* Two handed */
+
#define WPN_FIGHTING_STAFF 45 /* Two handed */
#define WPN_SABER        46
+
#define WPN_SABER        46
#define WPN_CUTLASS      47
+
#define WPN_CUTLASS      47
#define WPN_MACHETE      48
+
#define WPN_MACHETE      48
#define WPN_LANCE        49
+
#define WPN_LANCE        49
#define WPN_SHOCK_LANCE  50
+
#define WPN_SHOCK_LANCE  50
#define WPN_PIKE        51
+
#define WPN_PIKE        51
#define WPN_GREAT_AXE    52
+
#define WPN_GREAT_AXE    52
#define WPN_BATTLE_SWORD 53
+
#define WPN_BATTLE_SWORD 53
 
</nowiki>
 
</nowiki>
  
Line 11,533: Line 11,531:
 
==== Liquid macros file ====
 
==== Liquid macros file ====
 
  <nowiki>
 
  <nowiki>
#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
+
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
#define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)
+
LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)
#define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)
+
LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)
#define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
+
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
#define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
+
LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
  
#define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)
+
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)
#define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
+
LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
#define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)
+
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)
#define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)
+
LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)
#define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)
+
LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)
#define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
#define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
  
#define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)
+
LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)
#define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)
+
LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)
#define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)
+
LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)
#define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
+
LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
#define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
+
#define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)
+
LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)
 
</nowiki>
 
</nowiki>
  
Line 11,580: Line 11,578:
 
==== Complete magical transfers macros listing ====
 
==== Complete magical transfers macros listing ====
 
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.
+
macros.
 
  <nowiki>
 
  <nowiki>
#define CHAR_FLAG_TRANSFER(_MFLAGS) \
+
#define CHAR_FLAG_TRANSFER(_MFLAGS) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                            \
+
affect                            \
  id ID_TRANSFER_CHARFLAGS      \
+
  id ID_TRANSFER_CHARFLAGS      \
  duration -1                    \
+
  duration -1                    \
  data[0] _MFLAGS                \
+
  data[0] _MFLAGS                \
  firstf TIF_EYES_TINGLE        \
+
  firstf TIF_EYES_TINGLE        \
  tickf TIF_NONE                \
+
  tickf TIF_NONE                \
  lastf TIF_EYES_TINGLE          \
+
  lastf TIF_EYES_TINGLE          \
  applyf APF_MOD_CHAR_FLAGS;
+
  applyf APF_MOD_CHAR_FLAGS;
  
/* skill MUST be one of SKI_XXX, amount in -10 to +10 */
+
/* skill MUST be one of SKI_XXX, amount in -10 to +10 */
#define SKILL_TRANSFER(skill, amount) \
+
#define SKILL_TRANSFER(skill, amount) \
flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
affect                      \
+
affect                      \
  id ID_SKILL_TRANSFER      \
+
  id ID_SKILL_TRANSFER      \
  duration -1              \
+
  duration -1              \
  data[0] skill            \
+
  data[0] skill            \
  data[1] amount            \
+
  data[1] amount            \
  firstf  TIF_SKI_INC      \
+
  firstf  TIF_SKI_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_SKI_DEC      \
+
  lastf  TIF_SKI_DEC      \
  applyf  APF_SKILL_ADJ;
+
  applyf  APF_SKILL_ADJ;
  
/* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
+
/* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
#define WEAPON_TRANSFER(weapon, amount) \
+
#define WEAPON_TRANSFER(weapon, amount) \
flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
affect                      \
+
affect                      \
  id ID_WEAPON_TRANSFER    \
+
  id ID_WEAPON_TRANSFER    \
  duration -1              \
+
  duration -1              \
  data[0] weapon            \
+
  data[0] weapon            \
  data[1] amount            \
+
  data[1] amount            \
  firstf  TIF_WPN_INC      \
+
  firstf  TIF_WPN_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_WPN_DEC      \
+
  lastf  TIF_WPN_DEC      \
  applyf  APF_WEAPON_ADJ;
+
  applyf  APF_WEAPON_ADJ;
  
/* spell MUST be one of SPL_XXX, amount in -10 to +10 */
+
/* spell MUST be one of SPL_XXX, amount in -10 to +10 */
#define SPELL_TRANSFER(spell, amount) \
+
#define SPELL_TRANSFER(spell, amount) \
flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
affect                      \
+
affect                      \
  id ID_SPELL_TRANSFER      \
+
  id ID_SPELL_TRANSFER      \
  duration -1              /* Must be permanent in the object */  \
+
  duration -1              /* Must be permanent in the object */  \
  data[0] spell            /* It is a spell SPL_XXX transfer  */  \
+
  data[0] spell            /* It is a spell SPL_XXX transfer  */  \
  data[1] amount            /* Amount of better spell skill    */  \
+
  data[1] amount            /* Amount of better spell skill    */  \
  firstf  TIF_SPL_INC      \
+
  firstf  TIF_SPL_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_SPL_DEC      \
+
  lastf  TIF_SPL_DEC      \
  applyf  APF_SPELL_ADJ;
+
  applyf  APF_SPELL_ADJ;
  
#define STR_TRANSFER(amount) \
+
#define STR_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_STR        \
+
  id ID_TRANSFER_STR        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_STR          /* It is a strength function      */  \
+
  data[0] ABIL_STR          /* It is a strength function      */  \
  data[1] amount            /* Amount of better strength      */  \
+
  data[1] amount            /* Amount of better strength      */  \
  firstf  TIF_STR_INC      \
+
  firstf  TIF_STR_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_STR_DEC      \
+
  lastf  TIF_STR_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define DEX_TRANSFER(amount) \
+
#define DEX_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_DEX        \
+
  id ID_TRANSFER_DEX        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_DEX            /* It is a dex function            */  \
+
  data[0] ABIL_DEX            /* It is a dex function            */  \
  data[1] amount              /* Amount of better dex            */  \
+
  data[1] amount              /* Amount of better dex            */  \
  firstf  TIF_DEX_INC      \
+
  firstf  TIF_DEX_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_DEX_DEC      \
+
  lastf  TIF_DEX_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define CON_TRANSFER(amount) \
+
#define CON_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_CON        \
+
  id ID_TRANSFER_CON        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_CON            /* It is a con function            */  \
+
  data[0] ABIL_CON            /* It is a con function            */  \
  data[1] amount              /* Amount of better con            */  \
+
  data[1] amount              /* Amount of better con            */  \
  firstf  TIF_CON_INC      \
+
  firstf  TIF_CON_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_CON_DEC      \
+
  lastf  TIF_CON_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define CHA_TRANSFER(amount) \
+
#define CHA_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
affect                      \
+
affect                      \
  id ID_TRANSFER_CHA        \
+
  id ID_TRANSFER_CHA        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_CHA            /* It is a cha function            */  \
+
  data[0] ABIL_CHA            /* It is a cha function            */  \
  data[1] amount              /* Amount of better cha            */  \
+
  data[1] amount              /* Amount of better cha            */  \
  firstf  TIF_CHA_INC      \
+
  firstf  TIF_CHA_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_CHA_DEC      \
+
  lastf  TIF_CHA_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define BRA_TRANSFER(amount) \
+
#define BRA_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_BRA        \
+
  id ID_TRANSFER_BRA        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_BRA            /* It is a bra function            */  \
+
  data[0] ABIL_BRA            /* It is a bra function            */  \
  data[1] amount              /* Amount of better bra            */  \
+
  data[1] amount              /* Amount of better bra            */  \
  firstf  TIF_BRA_INC      \
+
  firstf  TIF_BRA_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_BRA_DEC      \
+
  lastf  TIF_BRA_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define MAG_TRANSFER(amount) \
+
#define MAG_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_MAG        \
+
  id ID_TRANSFER_MAG        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_MAG            /* It is a mag function            */  \
+
  data[0] ABIL_MAG            /* It is a mag function            */  \
  data[1] amount              /* Amount of better mag            */  \
+
  data[1] amount              /* Amount of better mag            */  \
  firstf  TIF_MAG_INC      \
+
  firstf  TIF_MAG_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_MAG_DEC      \
+
  lastf  TIF_MAG_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define DIV_TRANSFER(amount) \
+
#define DIV_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_DIV        \
+
  id ID_TRANSFER_DIV        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_DIV            /* It is a div function            */  \
+
  data[0] ABIL_DIV            /* It is a div function            */  \
  data[1] amount              /* Amount of better div            */  \
+
  data[1] amount              /* Amount of better div            */  \
  firstf  TIF_DIV_INC      \
+
  firstf  TIF_DIV_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_DIV_DEC      \
+
  lastf  TIF_DIV_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define HIT_TRANSFER(amount) \
+
#define HIT_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_HPP        \
+
  id ID_TRANSFER_HPP        \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] ABIL_HP            /* It is a hit point function      */  \
+
  data[0] ABIL_HP            /* It is a hit point function      */  \
  data[1] amount            /* Amount of better strength      */  \
+
  data[1] amount            /* Amount of better strength      */  \
  firstf  TIF_HIT_INC      \
+
  firstf  TIF_HIT_INC      \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_HIT_DEC      \
+
  lastf  TIF_HIT_DEC      \
  applyf  APF_ABILITY;
+
  applyf  APF_ABILITY;
  
#define SPEED_TRANSFER(newspeed) \
+
#define SPEED_TRANSFER(newspeed) \
flags {UNIT_FL_MAGIC}      \
+
flags {UNIT_FL_MAGIC}      \
affect                      \
+
affect                      \
  id ID_TRANSFER_SPEED      \
+
  id ID_TRANSFER_SPEED      \
  duration -1                /* Must be permanent in the object */  \
+
  duration -1                /* Must be permanent in the object */  \
  data[0] newspeed          \
+
  data[0] newspeed          \
  firstf  TIF_SPEED_BETTER  \
+
  firstf  TIF_SPEED_BETTER  \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_SPEED_WORSE  \
+
  lastf  TIF_SPEED_WORSE  \
  applyf  APF_SPEED;
+
  applyf  APF_SPEED;
  
#define SLOW_TRANSFER(amount) \
+
#define SLOW_TRANSFER(amount) \
flags {UNIT_FL_MAGIC}        \
+
flags {UNIT_FL_MAGIC}        \
affect                        \
+
affect                        \
  id ID_TRANSFER_SPEED      \
+
  id ID_TRANSFER_SPEED      \
  duration -1                \
+
  duration -1                \
  data[0] newspeed          \
+
  data[0] newspeed          \
  firstf  TIF_SPEED_WORSE    \
+
  firstf  TIF_SPEED_WORSE    \
  tickf  TIF_NONE          \
+
  tickf  TIF_NONE          \
  lastf  TIF_SPEED_BETTER  \
+
  lastf  TIF_SPEED_BETTER  \
  applyf  APF_SPEED;
+
  applyf  APF_SPEED;
 
</nowiki>
 
</nowiki>
  
 
==== Skill definitions in values.h ====
 
==== Skill definitions in values.h ====
 
The following list was extracted from the
 
The following list was extracted from the
''values.h''
+
''values.h''
 
  <nowiki>
 
  <nowiki>
#define SKI_TURN_UNDEAD        0
+
#define SKI_TURN_UNDEAD        0
#define SKI_SCROLL_USE        1
+
#define SKI_SCROLL_USE        1
#define SKI_WAND_USE          2
+
#define SKI_WAND_USE          2
#define SKI_CONSIDER          3
+
#define SKI_CONSIDER          3
#define SKI_DIAGNOSTICS        4
+
#define SKI_DIAGNOSTICS        4
#define SKI_APPRAISAL          5
+
#define SKI_APPRAISAL          5
#define SKI_VENTRILOQUATE      6
+
#define SKI_VENTRILOQUATE      6
#define SKI_WEATHER_WATCH      7
+
#define SKI_WEATHER_WATCH      7
#define SKI_FLEE              8
+
#define SKI_FLEE              8
#define SKI_SNEAK              9
+
#define SKI_SNEAK              9
#define SKI_BACKSTAB          10
+
#define SKI_BACKSTAB          10
#define SKI_HIDE              11
+
#define SKI_HIDE              11
#define SKI_FIRST_AID        12
+
#define SKI_FIRST_AID        12
#define SKI_PICK_LOCK        13
+
#define SKI_PICK_LOCK        13
#define SKI_STEAL            14
+
#define SKI_STEAL            14
#define SKI_RESCUE            15
+
#define SKI_RESCUE            15
#define SKI_SEARCH            16
+
#define SKI_SEARCH            16
#define SKI_LEADERSHIP        17
+
#define SKI_LEADERSHIP        17
#define SKI_KICK              18
+
#define SKI_KICK              18
#define SKI_SWIMMING          19
+
#define SKI_SWIMMING          19
#define SKI_BASH              20
+
#define SKI_BASH              20
#define SKI_CLIMB            21
+
#define SKI_CLIMB            21
#define SKI_SHIELD            22
+
#define SKI_SHIELD            22
#define SKI_TRIP              23
+
#define SKI_TRIP              23
#define SKI_DUAL_WIELD        24
+
#define SKI_DUAL_WIELD        24
#define SKI_CUFF              25
+
#define SKI_CUFF              25
#define SKI_RESIZE_CLOTHES    26
+
#define SKI_RESIZE_CLOTHES    26
#define SKI_RESIZE_LEATHER    27
+
#define SKI_RESIZE_LEATHER    27
#define SKI_RESIZE_METAL      28
+
#define SKI_RESIZE_METAL      28
#define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
+
#define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
#define SKI_PEEK              30
+
#define SKI_PEEK              30
#define SKI_PICK_POCKETS      31
+
#define SKI_PICK_POCKETS      31
#define SKI_FILCH            32
+
#define SKI_FILCH            32
#define SKI_DISARM            33
+
#define SKI_DISARM            33
#define SKI_SKIN            34
+
#define SKI_SKIN            34
#define SKI_SHELTER          35
+
#define SKI_SHELTER          35
#define SKI_SOOTHE            36
+
#define SKI_SOOTHE            36
#define SKI_AMBUSH            37
+
#define SKI_AMBUSH            37
#define SKI_CURARE            38
+
#define SKI_CURARE            38
#define SKI_FASHION          39
+
#define SKI_FASHION          39
#define SKI_BUTCHER          40
+
#define SKI_BUTCHER          40
#define SKI_LAY_TRAP          41
+
#define SKI_LAY_TRAP          41
#define SKI_SHOOT            42
+
#define SKI_SHOOT            42
#define SKI_HERBS            43
+
#define SKI_HERBS            43
#define SKI_FORAGE            44
+
#define SKI_FORAGE            44
#define SKI_DOWSE            45
+
#define SKI_DOWSE            45
#define SKI_TRACK            46
+
#define SKI_TRACK            46
#define SKI_HUNT              47
+
#define SKI_HUNT              47
#define SKI_THROW            48
+
#define SKI_THROW            48
#define SKI_COOK              49
+
#define SKI_COOK              49
#define SKI_SCAN              50
+
#define SKI_SCAN              50
#define SKI_SLIP              51
+
#define SKI_SLIP              51
#define SKI_PALM              52
+
#define SKI_PALM              52
#define SKI_PLANT            53
+
#define SKI_PLANT            53
#define SKI_STALK            54
+
#define SKI_STALK            54
#define SKI_KNEE              55
+
#define SKI_KNEE              55
#define SKI_ELBOW            56
+
#define SKI_ELBOW            56
#define SKI_HIT              57
+
#define SKI_HIT              57
#define SKI_PUNCH            58
+
#define SKI_PUNCH            58
#define SKI_GLANCE            59
+
#define SKI_GLANCE            59
 
</nowiki>
 
</nowiki>
  
 
==== Spell definitions in values.h ====
 
==== Spell definitions in values.h ====
 
The following list was extracted from the
 
The following list was extracted from the
''values.h''
+
''values.h''
 
  <nowiki>
 
  <nowiki>
#define SPL_CALL_LIGHTNING    12  /* Cell Group  */
+
#define SPL_CALL_LIGHTNING    12  /* Cell Group  */
#define SPL_BLESS            13  /* D I V I N E */
+
#define SPL_BLESS            13  /* D I V I N E */
#define SPL_CURSE            14
+
#define SPL_CURSE            14
#define SPL_REMOVE_CURSE      15
+
#define SPL_REMOVE_CURSE      15
#define SPL_CURE_WOUNDS_1    16
+
#define SPL_CURE_WOUNDS_1    16
#define SPL_CURE_WOUNDS_2    17
+
#define SPL_CURE_WOUNDS_2    17
#define SPL_CURE_WOUNDS_3    18
+
#define SPL_CURE_WOUNDS_3    18
#define SPL_CAUSE_WOUNDS_1    19
+
#define SPL_CAUSE_WOUNDS_1    19
#define SPL_CAUSE_WOUNDS_2    20
+
#define SPL_CAUSE_WOUNDS_2    20
#define SPL_CAUSE_WOUNDS_3    21
+
#define SPL_CAUSE_WOUNDS_3    21
#define SPL_DISPEL_EVIL      22
+
#define SPL_DISPEL_EVIL      22
#define SPL_REPEL_UNDEAD_1    23
+
#define SPL_REPEL_UNDEAD_1    23
#define SPL_REPEL_UNDEAD_2    24
+
#define SPL_REPEL_UNDEAD_2    24
#define SPL_BLIND            25
+
#define SPL_BLIND            25
#define SPL_CURE_BLIND        26
+
#define SPL_CURE_BLIND        26
#define SPL_LOCATE_OBJECT    27
+
#define SPL_LOCATE_OBJECT    27
#define SPL_LOCATE_CHAR      28
+
#define SPL_LOCATE_CHAR      28
  
#define SPL_RAISE_MAG        29  /* P R O T E C T I O N */
+
#define SPL_RAISE_MAG        29  /* P R O T E C T I O N */
#define SPL_RAISE_DIV        30
+
#define SPL_RAISE_DIV        30
#define SPL_RAISE_STR        31
+
#define SPL_RAISE_STR        31
#define SPL_RAISE_DEX        32
+
#define SPL_RAISE_DEX        32
#define SPL_RAISE_CON        33
+
#define SPL_RAISE_CON        33
#define SPL_RAISE_CHA        34
+
#define SPL_RAISE_CHA        34
#define SPL_RAISE_BRA        35
+
#define SPL_RAISE_BRA        35
#define SPL_SUN_RAY          36
+
#define SPL_SUN_RAY          36
#define SPL_DIVINE_RESIST    37
+
#define SPL_DIVINE_RESIST    37
#define SPL_QUICKEN          38
+
#define SPL_QUICKEN          38
#define SPL_HASTE            39
+
#define SPL_HASTE            39
#define SPL_RAISE_SUMMONING  40
+
#define SPL_RAISE_SUMMONING  40
#define SPL_AWAKEN            41
+
#define SPL_AWAKEN            41
#define SPL_MIND_SHIELD      42
+
#define SPL_MIND_SHIELD      42
#define SPL_HEAT_RESI        43
+
#define SPL_HEAT_RESI        43
#define SPL_COLD_RESI        44
+
#define SPL_COLD_RESI        44
#define SPL_ELECTRICITY_RESI  45
+
#define SPL_ELECTRICITY_RESI  45
#define SPL_POISON_RESI      46
+
#define SPL_POISON_RESI      46
#define SPL_ACID_RESI        47
+
#define SPL_ACID_RESI        47
#define SPL_PRO_EVIL          48
+
#define SPL_PRO_EVIL          48
#define SPL_SANCTUARY        49
+
#define SPL_SANCTUARY        49
#define SPL_DISPEL_MAGIC      50
+
#define SPL_DISPEL_MAGIC      50
#define SPL_SUSTAIN          51
+
#define SPL_SUSTAIN          51
#define SPL_LOCK              52
+
#define SPL_LOCK              52
#define SPL_UNLOCK            53
+
#define SPL_UNLOCK            53
#define SPL_DROWSE            54
+
#define SPL_DROWSE            54
#define SPL_SLOW              55
+
#define SPL_SLOW              55
#define SPL_DUST_DEVIL        56
+
#define SPL_DUST_DEVIL        56
#define SPL_DET_ALIGN        57  /* D E T E C T I O N */
+
#define SPL_DET_ALIGN        57  /* D E T E C T I O N */
#define SPL_DET_INVISIBLE    58
+
#define SPL_DET_INVISIBLE    58
#define SPL_DET_MAGIC        59
+
#define SPL_DET_MAGIC        59
#define SPL_DET_POISON        60
+
#define SPL_DET_POISON        60
#define SPL_DET_UNDEAD        61
+
#define SPL_DET_UNDEAD        61
#define SPL_DET_CURSE        62
+
#define SPL_DET_CURSE        62
#define SPL_SENSE_LIFE        63
+
#define SPL_SENSE_LIFE        63
#define SPL_IDENTIFY_1        64
+
#define SPL_IDENTIFY_1        64
#define SPL_IDENTIFY_2        65
+
#define SPL_IDENTIFY_2        65
  
#define SPL_RANDOM_TELEPORT  66  /* S U M M O N I N G */
+
#define SPL_RANDOM_TELEPORT  66  /* S U M M O N I N G */
#define SPL_CLEAR_SKIES      67
+
#define SPL_CLEAR_SKIES      67
#define SPL_STORM_CALL        68
+
#define SPL_STORM_CALL        68
#define SPL_WORD_OF_RECALL    69
+
#define SPL_WORD_OF_RECALL    69
#define SPL_CONTROL_TELEPORT  70
+
#define SPL_CONTROL_TELEPORT  70
#define SPL_MINOR_GATE        71
+
#define SPL_MINOR_GATE        71
#define SPL_GATE              72
+
#define SPL_GATE              72
#define SPL_CREATE_FOOD      73  /* C R E A T I O N */
+
#define SPL_CREATE_FOOD      73  /* C R E A T I O N */
#define SPL_CREATE_WATER      74
+
#define SPL_CREATE_WATER      74
#define SPL_LIGHT_1          75
+
#define SPL_LIGHT_1          75
#define SPL_LIGHT_2          76
+
#define SPL_LIGHT_2          76
#define SPL_DARKNESS_1        77
+
#define SPL_DARKNESS_1        77
#define SPL_DARKNESS_2        78
+
#define SPL_DARKNESS_2        78
#define SPL_STUN              79
+
#define SPL_STUN              79
#define SPL_HOLD              80
+
#define SPL_HOLD              80
#define SPL_ANIMATE_DEAD      81
+
#define SPL_ANIMATE_DEAD      81
#define SPL_LEATHER_SKIN      82
+
#define SPL_LEATHER_SKIN      82
#define SPL_BARK_SKIN        83
+
#define SPL_BARK_SKIN        83
#define SPL_CONTROL_UNDEAD    84
+
#define SPL_CONTROL_UNDEAD    84
#define SPL_BONE_SKIN        85
+
#define SPL_BONE_SKIN        85
#define SPL_STONE_SKIN        86
+
#define SPL_STONE_SKIN        86
#define SPL_AID              87
+
#define SPL_AID              87
#define SPL_COLOURSPRAY_1    88  /* M I N D */
+
#define SPL_COLOURSPRAY_1    88  /* M I N D */
#define SPL_COLOURSPRAY_2    89
+
#define SPL_COLOURSPRAY_2    89
#define SPL_COLOURSPRAY_3    90
+
#define SPL_COLOURSPRAY_3    90
#define SPL_INVISIBILITY      91
+
#define SPL_INVISIBILITY      91
#define SPL_WIZARD_EYE        92
+
#define SPL_WIZARD_EYE        92
#define SPL_FEAR              93
+
#define SPL_FEAR              93
#define SPL_CONFUSION        94
+
#define SPL_CONFUSION        94
#define SPL_SLEEP            95
+
#define SPL_SLEEP            95
#define SPL_XRAY_VISION      96
+
#define SPL_XRAY_VISION      96
#define SPL_SUMMER_RAIN      97
+
#define SPL_SUMMER_RAIN      97
#define SPL_COMMAND          98
+
#define SPL_COMMAND          98
#define SPL_LEAVING          99
+
#define SPL_LEAVING          99
#define SPL_FIREBALL_1      100  /* H E A T */
+
#define SPL_FIREBALL_1      100  /* H E A T */
#define SPL_FIREBALL_2      101
+
#define SPL_FIREBALL_2      101
#define SPL_FIREBALL_3      102
+
#define SPL_FIREBALL_3      102
  
#define SPL_FROSTBALL_1      103  /* C O L D */
+
#define SPL_FROSTBALL_1      103  /* C O L D */
#define SPL_FROSTBALL_2      104
+
#define SPL_FROSTBALL_2      104
#define SPL_FROSTBALL_3      105
+
#define SPL_FROSTBALL_3      105
  
#define SPL_LIGHTNING_1      106  /* C E L L */
+
#define SPL_LIGHTNING_1      106  /* C E L L */
#define SPL_LIGHTNING_2      107
+
#define SPL_LIGHTNING_2      107
#define SPL_LIGHTNING_3      108
+
#define SPL_LIGHTNING_3      108
  
#define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
+
#define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
#define SPL_STINKING_CLOUD_2 110
+
#define SPL_STINKING_CLOUD_2 110
#define SPL_STINKING_CLOUD_3 111
+
#define SPL_STINKING_CLOUD_3 111
#define SPL_POISON          112
+
#define SPL_POISON          112
#define SPL_REMOVE_POISON    113
+
#define SPL_REMOVE_POISON    113
#define SPL_ENERGY_DRAIN    114
+
#define SPL_ENERGY_DRAIN    114
#define SPL_DISEASE_1        115
+
#define SPL_DISEASE_1        115
#define SPL_DISEASE_2        116
+
#define SPL_DISEASE_2        116
#define SPL_REM_DISEASE      117
+
#define SPL_REM_DISEASE      117
#define SPL_ACIDBALL_1      118  /* E X T E R N A L */
+
#define SPL_ACIDBALL_1      118  /* E X T E R N A L */
#define SPL_ACIDBALL_2      119
+
#define SPL_ACIDBALL_2      119
#define SPL_ACIDBALL_3      120
+
#define SPL_ACIDBALL_3      120
#define SPL_FIND_PATH        121  /* Divine  */
+
#define SPL_FIND_PATH        121  /* Divine  */
#define SPL_DISPEL_GOOD      122
+
#define SPL_DISPEL_GOOD      122
#define SPL_PRO_GOOD        123
+
#define SPL_PRO_GOOD        123
#define SPL_TRANSPORT        124
+
#define SPL_TRANSPORT        124
#define SPL_FIRE_BREATH      125
+
#define SPL_FIRE_BREATH      125
#define SPL_FROST_BREATH    126
+
#define SPL_FROST_BREATH    126
#define SPL_LIGHTNING_BREATH 127
+
#define SPL_LIGHTNING_BREATH 127
#define SPL_ACID_BREATH      128
+
#define SPL_ACID_BREATH      128
#define SPL_GAS_BREATH      129
+
#define SPL_GAS_BREATH      129
#define SPL_LIGHT_BREATH    130
+
#define SPL_LIGHT_BREATH    130
#define SPL_HOLD_MONSTER    131
+
#define SPL_HOLD_MONSTER    131
#define SPL_HOLD_UNDEAD      132
+
#define SPL_HOLD_UNDEAD      132
#define SPL_RAISE_DEAD      133
+
#define SPL_RAISE_DEAD      133
#define SPL_RESURRECTION    134
+
#define SPL_RESURRECTION    134
#define SPL_UNDEAD_DOOR      135
+
#define SPL_UNDEAD_DOOR      135
#define SPL_LIFE_PROTECTION  136
+
#define SPL_LIFE_PROTECTION  136
#define SPL_ENERGY_BOLT      137
+
#define SPL_ENERGY_BOLT      137
#define SPL_CLENCHED_FIST    138
+
#define SPL_CLENCHED_FIST    138
#define SPL_METEOR_SHOWER    139
+
#define SPL_METEOR_SHOWER    139
#define SPL_SUN_BEAM        140
+
#define SPL_SUN_BEAM        140
#define SPL_SOLAR_FLARE      141
+
#define SPL_SOLAR_FLARE      141
#define SPL_SUMMON_DEVIL    142
+
#define SPL_SUMMON_DEVIL    142
#define SPL_SUMMON_DEMON    143
+
#define SPL_SUMMON_DEMON    143
#define SPL_SUMMON_FIRE      144
+
#define SPL_SUMMON_FIRE      144
#define SPL_SUMMON_WATER    145
+
#define SPL_SUMMON_WATER    145
#define SPL_SUMMON_AIR      146
+
#define SPL_SUMMON_AIR      146
#define SPL_SUMMON_EARTH    147
+
#define SPL_SUMMON_EARTH    147
#define SPL_CHARGE_WAND      148
+
#define SPL_CHARGE_WAND      148
#define SPL_CHARGE_STAFF    149
+
#define SPL_CHARGE_STAFF    149
#define SPL_MENDING          150
+
#define SPL_MENDING          150
#define SPL_REPAIR          151
+
#define SPL_REPAIR          151
#define SPL_RECONSTRUCT      152
+
#define SPL_RECONSTRUCT      152
#define SPL_SENDING          153
+
#define SPL_SENDING          153
#define SPL_REFIT            154
+
#define SPL_REFIT            154
#define SPL_FIND_WANTED      155
+
#define SPL_FIND_WANTED      155
#define SPL_LOCATE_WANTED    156
+
#define SPL_LOCATE_WANTED    156
#define SPL_SUN_GLOBE        157
+
#define SPL_SUN_GLOBE        157
#define SPL_MAGIC_CANDLE    158
+
#define SPL_MAGIC_CANDLE    158
#define SPL_SONIC_BREATH    159
+
#define SPL_SONIC_BREATH    159
#define SPL_SHARD_BREATH    160
+
#define SPL_SHARD_BREATH    160
#define SPL_CONE_SHARD      161
+
#define SPL_CONE_SHARD      161
#define SPL_RAISE_HPP        162
+
#define SPL_RAISE_HPP        162
#define SPL_MANA_BOOST      163  /* Creation */
+
#define SPL_MANA_BOOST      163  /* Creation */
#define SPL_TOTAL_RECALL    164
+
#define SPL_TOTAL_RECALL    164
#define LAST_SPELL          165
+
#define LAST_SPELL          165
 
</nowiki>
 
</nowiki>

Revision as of 12:33, 25 May 2020

Contents

VME basic zone writing manual

Introduction

Giving credit where credit is due!

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.

Original DIKU coding Team
  • Hans Henrik Staerfeldt
  • Sebastian Hammer
  • Michael Seifert
  • Katja Nyboe
  • Tom Madsen
  • Lars Balker Rasmussen

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 VME server. One or more of the previous mentioned people were the authors of the following texts that have been swallowed up by this book.

  • abilities.txt
  • guild.txt
  • monster.txt
  • objects.txt
  • rooms.txt
  • vmc.txt
Andrew Cowan
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 DIL programming language.
Ryan Holliday
Made major updates to the tutorial.txt created by Andrew

Cowan, which became version two of the tutorial.

Peter Ryskin
Wrote the original explanation of how to define exits.
John Clare
Made major updates to the tutorial.txt created by Andrew

Cowan and updated by Ryan Holliday, which became version three of the tutorial.

Marc Bellemare
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 VME server.

Jennifer Garuba
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.

Brian Spanton
Converted the original vmc.txt into HTMl, while at the same

time fixing many inconsistencies and typos in it.

Kathy Perry
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.

Mark Pringle
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.

Morgan Shafer
Wrote the guild definition primer which explained teachers.

Who should read this book?

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

What does this book cover?

The topics covered in this book are everything to do with writing an area for the VME server. While we do cover using DIL functions to make your monsters, Rooms, and objects better and smarter we do not cover how to write the DIL functions covered in the DIL manual. The following are topics covered by this book.

  • compiling and debugging
  • Macros using the CPP
  • Overall Zone structure
  • Writing rooms
  • Writing Objects
  • Writing Monsters
  • Doing the resets

General compiler information

In order to get your zone onto a valhalla Mud Engine (VME) 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 VME 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 VME 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 whistler@valhalla.com and express your desires so you can be counted.

This chapter will mainly cover the Valhalla Mud Compiler (VMC), how it works, and the Valhalla Mud pre processor (VMC -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.

The compiler

VMC is the Valhalla Mud Engine Compiler. for VME 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 VME 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: VMC> dragon.zon 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:

dragon.data
The file holding the binary version of the zone
dragon.reset
The file containing the reset information for the

zone.

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.

The VMC pre-processor

The VMC Pre-Processor (VMC -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

VMC uses is no different and you can skip this section.

Commenting your zone

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 DIL 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.

Macros and what they can do for you

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.

Including other files in your zone

Another function of the VMC Pre Processor, '#include', allows you to include other files in your zone file. The VME 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.

Doing minor calculations

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. man cpp The C-Pre Processor is what the VMC Pre Processor is based on and most if not all functions of the CPP work in the VMC.

Zone source 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 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 DIL 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:

  • %zone
  • %rooms
  • %mobiles
  • %objects
  • %reset
  • %DIL

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 DIL 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.

Definition types

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:

integer
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)

string
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."

stringlist
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", ...}

intlist
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"

flags
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.

symbol
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 DIL 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.

  • The first letter of the

symbol must be a letter of the alphabet or a '_' character

  • Characters following the first can be numbers, alphabet

letters, and '_' characters

  • The name can be no longer than

15 characters

  • No reserved keywords can be used as a name

(Link to app-b)

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

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 DIL function or a special function called from the base code.

Special functions are being replaced with

DIL for better performance and should only be used when no DIL 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.

Zone information section

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.

Zone section field descriptions
Field Type Description
creators Stringlist 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.

lifespan Number This defines the interval between resets for this zone, in minutes.

Default is 60 if this field is left out of the information section.

notes String 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.

reset Number 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.

title String 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 DIL. 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.

weather Integer 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.

%zone Symbol 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.

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.

Unit building blocks

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.

Unit building blocks

symbol field
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.

  • The first letter of the

symbol must be a letter of the alphabet or a '_' character

  • Characters following the first can be numbers, alphabet

letters, and '_' characters

  • The symbol can be no longer than

15 characters

  • No reserved keywords can be used as a symbol(Link to app-b)

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 VME server with wstat the symbolic names are shown if you were to see the list:

i6853 b2419 l1854

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:

long_sword healer_hut dog

title field
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.

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.

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.

names field
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 VME 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 give small item Bill. 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:

Fatal name ordering on line ###.

descr field
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!";

extra fields
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 DIL 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 (Link to 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 DIL 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.

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.

The room section

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 (Link to 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 (Link to rmfields) shows a full listing of all the room fields and their types as defined in (Link to ch-03).

Room fields and types listing
Field Type Field Type
symbolic name Symbol manipulate Integer
names Stringlist alignment Integer
title String flags Integer
descr String weight Integer
outside_descr String capacity Integer
extra Structure light Integer
minv Integer exit Structure
key string movement Integer
spell Integer end Symbol
dilbegin or dilcopy Function pointer

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 (Link to rmfielddescr) we will expand your knowledge from just knowing what the field types are to how to set them as well.

Description of room fields

symbolic name
The rules of the symbols has been explained in (Link to 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 goto and the wstat to easily goto the room in question.

title
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.

names
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 DIL 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"}

descr
The description field is what the player sees when walking into the room or

when looking with no arguments.

outside_descr
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.

movement
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.

Sector movement values
Symbol Name Endurance Cost
SECT_INSIDE inside 1
SECT_CITY city 1
SECT_FIELD field 2
SECT_FOREST forest 3
SECT_HILLS hills 4
SECT_MOUNTAIN mountain 6
SECT_DESERT desert 8
SECT_SWAMP swamp 8
SECT_WATER_SWIM water-swim 4
SECT_WATER_SAIL water-sail 50
SECT_UNDER_WATER under-water 8
SECT_SNOW snow 8
SECT_SLUSH slush 6
SECT_ICE ice 10

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.

flags
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.

Room unit flag affects
Flag Description
UNIT_FL_PRIVATE 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 goto and direction commands are a few commands that do honor this flag.

UNIT_FL_INVISIBLE Makes unit invisible
UNIT_FL_NO_BURY Makes a hard floor so items can't be buried.
UNIT_FL_BURIED Makes unit buried when loaded
UNIT_FL_NO_TELEPORT makes unit so no one can teleport to it
UNIT_FL_NO_MOB Makes it so no mobile will enter the unit
UNIT_FL_NO_WEATHER keeps weather and natural light out of unit
UNIT_FL_INDOORS Makes unit inside and doesn't affect weather
UNIT_FL_TRANS Makes unit transparent
UNIT_FL_NO_SAVE Makes it so you can't save with unit
UNIT_FL_SACRED Makes unit a double gain unit
UNIT_FL_MAGIC Marks a unit to be magic
extra
Extras are the work horse of the VME. Extras are used in everything from DIL 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 VME 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 VME 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 VME 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 VME 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 VMC 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 DIL coding you may not understand why you would want extras players can't see. The DIL 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 DIL 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.

Exits
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> ;

exit <directions>
Is the direction the exit leads, ie. one of north, south ..
 up, down.
to <destinations>

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

open <info flags>

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

EX_OPEN_CLOSE
Set this if you can open and close this exit, be it a door, gate or
   otherwise.
EX_CLOSED
Set this if you want the exit to be closed at boot time.
EX_LOCKED
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 DIL with UnSet();

EX_PICK_PROOF
Using this flag renders the 'pick' skill and 'unlock' spell un useable on the
   lock of this exit.
EX_HIDDEN
If this bit is set, the exit is hidden until the mobile has successfully
   searched for it, using the 'search'-command.
key <keyname>
The symbolic name of a key object used for unlocking this exit.
	key mykey@myzone

keyword { <stringlist> }
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"}

descr <description>
This string is the description of what you see if you look in
 the direction of the exit.
Every exit statement needs to be terminated with a semi-colon.

General notes

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.";

minv
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

key
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.

manipulate
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.

alignment
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.

weight
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.

capacity
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.

light
This field sets the light on a room. Normally this is not done

directly, instead it is set using macros defined in wmacros.h.

Light defines
Define Light Value Affect
ALWAYS_LIGHT 1 Room is always light no matter time of day
IN_ALWAYS_DARK
When an inside room is always dark - both inside and outside
OUT_DARK_NON_NOON
Always a dark room, except when it is high noon
OUT_ALWAYS_DARK
Always a Dark room, no matter the time 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 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.

link
spell
dilbegin or dilcopy
The DIL functions are what give VME servers the edge over all other muds.

We will only give some examples here and leave it up to the DIL 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 VME in the function.zon. There are much more in the zones released with the VME 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 DIL'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 DIL
	*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 DIL 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 DIL from zone function with the arguments 60 seconds, damage 25% and act as shown. Pretty simple eh?

All released DIL room functions are described in (Link to rmdilfunc). Then we put some to work so you can see how to use them in (Link to rmcomplex)

Building your first room

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 (Link to 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 (Link to 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 goto to easily get to the room. The reason is when you use the command wstat it will only show you a list of the rooms by symbolic name for example if you type wstat zone dragon room 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

Compiling and debugging your first room

It is time we put the zone header information together with your first zone and compile it into a format the VME server can use. This is done by using the VMC compiler. Depending on if you are doing this on your own Linux server or if you are building for a VME 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 VMC 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 VME running on your own Linux box using the VMC 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 VME 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 VMC debug_rm.zon. Here is what we get when we first try and compile the zone.

VMC 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:

VMC 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.

VMC 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.

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

Notice there are no errors and it says 'VMC 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 VME 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 VME 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, goto chamber@dragonst.

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.

DIL functions for rooms

The DIL 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 DIL functions. The VME 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 VME 2.0 server.


Death room
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 DIL you have three arguments to pass The first is the 'tick' or time which in this DIL 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.");

Climb
This special DIL 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 DIL definition and an example use of it.

//DIL 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 DIL on the room you are climbing too that has the "down" directory as an argument. This DIL 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.

Force move
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 DIL

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);

Safe room
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 DIL definition
dilbegin safe_room ();

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

A more complex set of rooms

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 DIL 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.

Exits with doors

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 (Link to 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.

Locked exits

Now that you have making a door down, you may find that it is not safe to leave your doors unlocked. Well the VME 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 (Link to ch-07).

Hidden exits

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

Rooms inside of rooms

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.

A room using force move.

 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 DIL, 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

A death room

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 DIL 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

Putting the rooms together

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

Suggested room exercises

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 DIL function to climb from the bottom to top.

The NPC section

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 (Link to npcfields) shows a full listing of all the NPC fields and their types as defined in (Link to ch-03).

NPC fields and types
Field Type Field Type
Symbolic name Symbol level Integer
names Stringlist height Integer
title String race Integer
descr String attack Integer
inside_descr String armour Integer
extra Structure speed Integer
manipulate Integer position Integer
flags Integer default Integer
weight Integer ability two Integers
capacity Integer weapon two Integers
dilbegin or dilcopy Function pointer spell two Integers
defensive Integer romflags Integer
offensive Integer light Integer
mana Integer alignment Integer
hit Integer minv Integer
money Integer key String
exp Integer open Integer
sex Integer end tag Symbol

Many of the same fields you found in rooms, as you can see from (Link to 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.

Description of NPC fields

symbolic name
The rules of the symbols has been explained in (Link to 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
load and the wstat to easily

locate, examine, and load the NPC in question.

title
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 VME server. If you add punctuation or forget to capitalize something that the VMC 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"

descr

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."

names
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.

inside_descr
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."

extra
The extra's on the NPC can be used to do many things. It can be

used to store information for DIL 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.

NPC special action extras
Extra Description
$get_s A message shown to activator when getting a NPC.
$get_o A message shown to others when getting a NPC.
$drop_s a message shown to activator when dropping a NPC.
$drop_o A message shown to others when dropping an NPC.
$enter_s A message shown to activator When mounting
$enter_o A message shown to others when mounting.
$exit_s A message shown to others when dismounting
$exit_o a message shown to others when dismounting

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 DIL programs. We will not cover this because it is a topic covered in-depth in the DIL documentation.

manipulate
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}

flags
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 DIL. The following is a full list of all unit flags and how they affect NPC, if they do.

NPC unit flag affects
Flag Description
UNIT_FL_PRIVATE Currently has no affect on a NPC.
UNIT_FL_INVISIBLE Makes unit invisible
UNIT_FL_NO_BURY 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.

UNIT_FL_BURIED Makes unit buried when loaded
UNIT_FL_NO_TELEPORT 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 DIL and you can modify them in spells.zon

UNIT_FL_NO_MOB Currently has no affect on a NPC.
UNIT_FL_NO_WEATHER Currently has no affect on a NPC.
UNIT_FL_INDOORS Currently has no affect on NPC.
UNIT_FL_TRANS 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.

UNIT_FL_NO_SAVE Makes it so a PC can't save with unit
UNIT_FL_SACRED Currently has no affect on a NPC.
UNIT_FL_MAGIC Currently has no affect on a NPC.

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}

romflags
Like flags these are just integer values that are used to change

how the NPC interacts with its environment.

Room flags for NPCs
Flag Description
CHAR_PROTECTED Set this flag if the character is protected by the law-system.
CHAR_LEGAL_TARGET This flag is used by the law system and should not be set unless you are re-writing your law system.
CHAR_OUTLAW This flag is used by the law system and should not be set unless you are re-writing your law system.
CHAR_GROUP 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.
CHAR_BLIND Set this if the character is blinded.
CHAR_HIDE Set flag if character is hidden.
CHAR_MUTE Set flag if character is mute.
CHAR_SNEAK Set flag if character is in sneaking mode.
CHAR_DETECT_ALIGN No actual effect on NPCs.
CHAR_DETECT_INVISIBLE Set flag if character can see invisible units.
CHAR_DETECT_MAGIC No actual effect on NPCs.
CHAR_DETECT_POISON No actual effect on NPCs.
CHAR_DETECT_UNDEAD No actual effect on NPCs.
CHAR_DETECT_CURSE No actual effect on NPCs.
CHAR_DETECT_LIFE No actual effect on NPCs.
CHAR_WIMPY 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.

CHAR_SELF_DEFENCE This is an internal combat flag set this only if you create your own combat system.

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}

weight
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.

capacity
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 DIL 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

height
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

dilbegin or dilcopy
The DIL functions are what give VME servers the edge over all other muds.

We will only give some examples here and leave it up to the DIL 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 VME 2.0. The following is a list of the functions.

  • Mercenary
  • obey
  • evaluate
  • guard direction
  • shop keeper
  • combat magic
  • fido
  • zone wander
  • global wander
  • team work
  • rescue
  • agressive

These are the only NPC functions currently documented in the VME 2.0 release but if you go through the zones that are released with the VME you are sure to find many more. Hopefully with the descriptions in (Link to npcdilfunc). You will be able to use the functions listed here and figure out ones that are not.

Since these are just DIL'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 DIL. amt is the cost of evaluation in iron pieces.
  Note: not to be confused with '''evaluate@commands''', 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 DIL 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 DIL 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 DIL to charge 5 gold pieces each time a player evaluates something. For more information on the money see the money field.

All released DIL NPC functions are described in (Link to npcdilfunc). Then we put some to work so you can see how to use them in (Link to npccomplex)

defensive
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 (Link to npcmacroattdef).

offensive
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 (Link to npcmacroattdef).

mana
This sets the NPC max mana points. Using this field you can create

special NPCs that have more or less mana points than the VME 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

hit
This sets the NPC max hit points. Using this field you can create

special NPCs that have more or less hit points than the VME 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

money
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 VME 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 VME 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

exp
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

sex
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

level
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

race
The 'race' keyword is what you use to set the characters race.

Races in VME are defined by using an integer that lets the spells and skills act differently for each specific type. The VME comes standard with many races defined in the values.h. For ease in access we have provided them in (Link to 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.

attack
This field sets the NPCs natural attack type. Do not use this

field directly instead use the macro described in (Link to npcmacroattarm)

armour
This field sets the NPCs natural armour type. Do not use this

field directly instead use the macro described in (Link to npcmacroattarm)

speed
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 DIL can adjust speed. The lower the number the faster the NPC speed.

//fastest speed.
speed 0

//slowest speed
speed 12

position
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 DIL and you will need to read the DIL
 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

default
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

ability
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 (Link to npcmacroability)

weapon
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 (Link to npcmacroweapspl)

spell
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 (Link to npcmacroweapspl)

light
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

alignment
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

minv
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 DIL function must change it.

minv 239

key
Currently this field is not used in the VME 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

open
this field is not used yet in the VME 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.

NPC macros

The attack and armour macro

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 (Link to 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 VME. 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:

Weight size chart
LBS Size
0 - 5 Tiny
6 - 40 Small
41 - 160 Medium
161 - 500 Large
500 and up Huge

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

The defense and offense bonus macro

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)

The NPc abilities macro

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 VME 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.

The NPc weapon and spell macros

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

MSET_WEAPON arguments
Argument Description
axe_ham any hammer or axe
sword any sword like weapon, including dagger and rapier, etc.
club_mace any club or mace like weapon, flails, morning star, etc.
polearm any spear or pole like weapon: spear, trident, sickle, scythe etc.
unarmed Is any bite, claw, sting or other natural attack.
special any very peculiar weapon, currently only whip.
#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

MSET_SPELL arguments
Argument Description
div Covers all divine sphere spell.
pro Covers all protection sphere spells.
det Covers all detection sphere spells.
sum Covers all summoning spells.
Cre Covers all creation spells.
min Covers all mind spells.
hea Covers all heat spells (fireball, etc.)
col Covers all cold spells (frostball, etc.)
cel Covers all cell (electricity) spells (lightning bolt, etc.)
int Covers all internal (poison) spells (toxicate, etc.)
ext Covers all external (acid) spells (acid ball etc).

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 VME

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.

Using the composed.h

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 VME servers running out there on the internet. Feel free to submit it to the VME 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 (Link to npcbasic).

Building your first NPC

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 (Link to 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 (Link to ch-04) and add the %mobiles section where we will put all the NPC definitions. At the end of this chapter, in (Link to 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 wstat it will only show you a list of the NPCs by symbolic name for example if you type wstat zone dragon mobiles 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 (Link to 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 VME 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 (Link to npcmacroability) and (Link to 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 (Link to npccomplex) we will give the dragon some more abilities with some special DIL 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.

Compiling and debugging your first NPC

As we have previously mentioned in (Link to 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 VME 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 VMC debug_npc.zon. Here is what we get when we first try and compile the zone.

VMC 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:

VMC 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.

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

Notice there are no errors and it says 'VMC 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 VME 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 VME 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 load bldragon@dragonst and you can list your zones NPCs by typing wstat zone dragonst mobiles.

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 DIL functions you can use with a NPC and then we will get right into some more complex examples.

DIL functions for NPCs

The DIL 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 DIL functions. The VME 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 VME 2.0 server.


Mercenary
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();

Obey
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 Tell <familiar name> cast heal <player name> 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();

Evaluate
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);

Guard Direction
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 DIL
  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 DIL 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 DIL 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 DIL knowledge than this manual covers. The following would be a valid dilcopy for this function:

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

Combat magic
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);

Combat magic arguments
argument Type description
atk_spl string Attack spell ie "fireball" or "" for none
def_spl string Defense Spell ie "heal" or "" for none
def_pct integer At what % of hitpoints defense spell will be cast
spd integer 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.

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);

Fido
This function turns the NPC into a corpse eating mobile. The

following is the functions definition:

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

Fido arguments
Argument Type description
txt1 string 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).
txt2 string 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).

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.");

Wander zone
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);

Zone wander arguments
argument Type description
zones string A string of zone names separated by spaces.
spd integer The speed (in seconds) at which the mob wanders.
                             Minimum = 5 secs (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 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);

Global wander
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);

Team work
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.

Rescue
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");

Agressive
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 DIL. 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);

Agressive arguments
argument Type description
sx integer 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.
rce integer Any of the PC races from 0 to 14. A value
                                of -1 means we don't care about the
                                victim's race.
opp integer 0 - Non race specific (same as rce := -1)
                                1 - Attack the specified rce,

2 - Attack any pc race _but_ the specified rce.

levl integer 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.
sanc integer 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)
tme integer 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).
tar integer 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.

align string 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.
attack stringlist 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.

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.
Janitors
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 DIL 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);

Shop Keeper
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 DIL 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 );

Step 1
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 :

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

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.

Step 2
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.

Response 1
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.

Response 2
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.

Response 3
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. =)

Response 4
The fourth response is used when the player tries to buy something from the

shopkeeper, but doesn't have enough money to buy it.

Response 5
The fifth response is used when the sale was successful and the player

buys something from the shopkeeper.

Response 6
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.

Response 7
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.

Response 8
The eighth response is Used when the shop is closed and a player tries to

buy something from or sell something to the shopkeeper.

Response 9
The ninth response is used when the player tries to sell an item to the

shopkeeper that the shopkeeper doesn't trade that item.

Response 10
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.

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.

Step 3
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"}

Step 4
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.

Sale types
Value Type Value Type
1 ITEM_LIGHT 14 ITEM_TRAP
2 ITEM_SCROLL 15 ITEM_CONTAINER
3 ITEM_WAND 16 ITEM_NOTE
4 ITEM_STAFF 17 ITEM_DRINKCON
5 ITEM_WEAPON 18 ITEM_KEY
6 ITEM_FIREWEAPON 19 ITEM_FOOD
7 ITEM_MISSILE 20 ITEM_MONEY
8 ITEM_TREASURE 21 ITEM_PEN
9 ITEM_ARMOR 22 ITEM_BOAT
10 ITEM_POTION 23 ITEM_SPELL
11 ITEM_WORN 24 ITEM_BOOK
12 ITEM_OTHER 25 ITEM_SHIELD
13 ITEM_TRASH

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.

Step 5
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

Step 6
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

Step 7
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 %DIL 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.

Step 8
Okay one last step. Now you get to place the DIL on your shopkeeper mob

using all of those cute little defines you just made. The syntax for the DIL 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 DIL 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 %DIL or somewhere in %mob if you'd like, and place the dilcopy onto your mob.

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

A more complex set of NPCs

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.

Magic casting NPC

The basic Dragon we made in the (Link to 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 (Link to 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 DIL 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 DIL 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.

A wandering janitor

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 (Link to npcdilfunc) to make your NPC do more than one thing.

Creating a teacher

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 DIL like everything else but for now the teachers that are released with the VME 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 DIL 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 VME as soon as banks and teachers have been replaced by DIL 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:

  • abilities
  • spells
  • skills
  • weapons

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:

Teacher acts

Line 1
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.
Line 2
This line is similar to the first, but is usually evident of
       attempting to practice an entity not offered at this particular
       teacher.
Line 3
This is the act displayed when the player has insufficient funds
       to practice the desired entity.
Line 4
This is displayed when the player has not got enough ability or
       skill practice points to learn the desired entity.
Line 5
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.
Line 6
This line is displayed when the player is either wearing magical,
       stat-modifying equipment or is affected by spells/skills which
       modify stats.
Line 7
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 DIL this act may not be necessary.

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 DIL 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.

Field 1
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.

Field 2
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.

Field 3
Name of Entity
Field 4
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.

Field 5
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.

Field 6
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.

Field 7 - X
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

Field X
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!

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

Old to new money conversions.
Old gold piece New money
10 1 Iron Piece (IP)
80 1 copper piece (CP)
640 1 silver piece (SP)
5120 1 gold piece (GP)
40960 1 platinum piece (PP)

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'.

SFUN_GUILD_BASIS
This initializes the teacher and the only argument is the guild

name

special SFUN_GUILD_BASIS "Udgaard Fighter"

SFUN_MEMBERS_ONLY
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.'"

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;
"

Guild master functions

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'.

SFUN_GUILD_BASIS
This initializes the master and the only argument is the guild

name

special SFUN_GUILD_BASIS "Udgaard Fighter"

SFUN_GUILD_MASTER
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.

Line1
The first argument on is what the guild name is. As in the

teacher you need to pre-pend the '&l' symbol so the VME doesn't mess with the formatting of the string when the guild master is compiled.

 &lGuild = ~Udgaard fighter~

Line 2
This argument is what quest needs to be done before the character
can enter the guild.

 Guild Enter Quest = ~Fighter Proven~

Line 3
 This argument is the amount it costs to enter the guild in old
 gold pieces.

 Guild Enter Cost = 640

Line 4
 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~

Line 5
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

Line 6
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~

When we refer to old gold pieces they represent the VME money system as shown in (Link to 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~"

SFUN_GUILD_TITLES
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 VME 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"

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

NPC banker

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

Dragon station with rooms and NPCs

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

Suggested NPC exercises

1. Using the DIL function for team work found in (Link to npcdilfunc) create a guard that will help all other guards.

2. Using the DIL function for rescue found in (Link to 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 (Link to 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 DIL function for agressive found in (Link to npcdilfunc) create a Dwarf agressive to any Orc that walks into the room.

The objects section

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 VME 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 (Link to objfields) shows a full listing of all the object fields and their types as defined in (Link to ch-03).

Object fields and types
Field Type Field Type
symbolic name Symbol affect affect function
names Stringlist dilbegin or dilcopy function pointer
title String key String
descr String open Integer
inside_descr String manipulate Integer
extra Structure spell Integer
minv Integer value Integer
alignment Integer cost Integer
flags Integer rent Integer
weight Integer type Integer
capacity Integer end tag Symbol
light Integer

Many of the same fields you found in rooms and NPCs, as you can see from (Link to 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.

Description of object fields

symbolic name
The rules of the symbols has been explained in

(Link to 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
load and the wstat to easily
locate, examine, and load the object in question.
title
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 VME server. If you add punctuation or forget to capitalize something that the VMC 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"

descr

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."

names
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.

inside_descr
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."

extra
The extra's on the object like the NPC, can be used to do many things. It can be

used to store information for DIL 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.

Object special action extras
Extra Description
$wear_s A message shown to activator when wearing (+wield/grab/hold) an

item.

$wear_o A message shown to others when wearing an item.
$rem_s A message shown to activator when removing worn stuff.
$rem_o A message shown to others when removing an item.
$get_s A message shown to activator when getting an item.
$get_o A message shown to others when getting an item.
$drop_s A message shown to activator when dropping an item.
$drop_o A message shown to other when dropping an object.
$enter_s A message shown to activator when entering an item.
$enter_o A message shown to other when entering an item.
$exit_s A message shown to activator when leaving an item.
$exit_o A message shown to other when leaving an item.

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 DIL programs. We will not cover this because it is a topic covered in-depth in the DIL documentation.

manipulate
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:

Take and enter flags
Manipulate Description
MANIPULATE_TAKE Set this flag if the unit can be taken

(picked up/moved about).

MANIPULATE_ENTER 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.

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

  • MANIPULATE_WEAR_FINGER
  • MANIPULATE_WEAR_NECK
  • MANIPULATE_WEAR_BODY
  • MANIPULATE_WEAR_HEAD
  • MANIPULATE_WEAR_LEGS
  • MANIPULATE_WEAR_FEET
  • MANIPULATE_WEAR_HANDS
  • MANIPULATE_WEAR_ARMS
  • MANIPULATE_WEAR_SHIELD
  • MANIPULATE_WEAR_ABOUT
  • MANIPULATE_WEAR_WAIST
  • MANIPULATE_WEAR_WRIST
  • MANIPULATE_WIELD
  • MANIPULATE_HOLD
  • MANIPULATE_WEAR_EAR
  • MANIPULATE_WEAR_BACK
  • MANIPULATE_WEAR_CHEST
  • MANIPULATE_WEAR_ANKLE

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}

flags
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 DIL. The following is a full list of all unit flags and how they affect objects, if they do.

Object unit flag affects
Flag Description
UNIT_FL_PRIVATE Currently has no affect on a NPC.
UNIT_FL_INVISIBLE Makes unit invisible
UNIT_FL_NO_BURY Makes it so you can create objects that

can not be buried for example a weapon that for some reason shouldn't be buried.

UNIT_FL_BURIED Makes

unit buried when loaded

UNIT_FL_NO_TELEPORT Makes it so you can not teleport into this object. This flag only

works on containers.

UNIT_FL_NO_MOB Currently has no affect on an object.
UNIT_FL_NO_WEATHER Currently has no affect on a NPC.
UNIT_FL_INDOORS Currently has no affect on an object.
UNIT_FL_TRANS 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.

UNIT_FL_NO_SAVE Makes it so a PC can't save with

unit

UNIT_FL_SACRED Currently has no affect on an object.
UNIT_FL_MAGIC This flag is used by spells to tell if the object is magic.

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}

type
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 DIL commands, which is covered in another manual.

Item types
Type Description
ITEM_LIGHT Items of this type can be lighted and extinguished.
ITEM_SCROLL Items of this type can be read as a magical scroll.
ITEM_WAND Items of this type can be used with the use

command.

ITEM_STAFF Items of this type can be used with the tap

command as a magical staff

ITEM_WEAPON Items of this type are used as weapons.
ITEM_FIREWEAPON Currently not supported but could be used to classify a special type

of weapon.

ITEM_MISSILE Currently not supported but could be used to classify a special type

of weapon.

ITEM_TREASURE Items of this type are of some great value to sell but nothing else

like a Gem or a block of gold.

ITEM_ARMOR Items of this type can be worn or used as armour.
ITEM_POTION Items of this type can be used with the quaff as

a position.

ITEM_WORN Items of this type can be worn but not normally used for armour it

is more for clothing.

ITEM_OTHER This item type is for items that don't fit any other type. Now

that you can make your own commands with the VME 2.0 you should just make your own item type instead of using this value.

ITEM_TRASH Items of this type are usually junk or broken equipment.
ITEM_TRAP Not currently supported but could be used to make a trap command by

creating a trap item

ITEM_CONTAINER Items that can be used as containers.
ITEM_NOTE Items of this type can be used to write on like paper or

slates.

ITEM_DRINKCON Items of this type can carry liquids.
ITEM_KEY Items of this type can be used as a key.
ITEM_FOOD Items of this type can be eaten
ITEM_MONEY Items of this type can be spent as currency
ITEM_PEN No longer supported but could be used to force people to have a

writing instrument before writing a message.

ITEM_BOAT Items of this type can be used as a water craft
ITEM_SPELL Not currently supported but it could be used to make a page in a spell book
ITEM_BOOK Not currently supported but could be used to make

regular and spell books.

ITEM_SHIELD Items of this type can be used as a shield.
ITEM_SKIN Not currently supported in the release but could be used to make the

skin command and create skins of animals

ITEM_BOARD Items of this type are used for public communications in the form

of boards that can be read from and written to.

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

weight
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

capacity
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

key
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.

cost
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 VME 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

rent
This field tells how much it costs you to keep an item while your

offline. The rent is not always taken if the VME server is set up to not take any rent then it will not matter if you set this or not. Also the VME can be set up to take a percentage of this field so it may not take the exact amount you et. If the VME 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

minv
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 DIL function must change it.

minv 239

alignment
The object alignment is not currently used. It is an integer

value that can be set on an object to be used with any DIL 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

open
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.

EX_OPEN_CLOSE
Set this if you can open and close this object.
EX_CLOSED
Set this if you want the object to be closed when loaded.
EX_LOCKED
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 DIL with UnSet();

EX_PICK_PROOF
Using this flag renders the 'pick' skill and 'unlock' spell un useable on the
   lock of this object.
EX_INSIDE_OPEN
Usable on container objects only, this enables the mobile to 'open' and
   'lock' from the inside.

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'

spell
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

value
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 DIL 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 (Link to 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

affect
The affect field should not be set directly, instead you should

use the macros defined in (Link to objmacros).

dilbegin or dilcopy
As has been mentioned in previous sections the DIL functions are what give VME servers the edge over all other muds.

We will only give some examples here and leave it up to the DIL 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 VME 2.0. The following is a list of those functions.

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

These are the only object functions currently documented in the VME 2.0 release but if you go through the zones that are released with the VME you are sure to find many more. Hopefully with the descriptions in (Link to objdilfunc). You will be able to use the functions listed here and figure out ones that are not.

Since these are just DIL'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 DIL 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 DIL 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 DIL object functions are described in (Link to objdilfunc). Then we put some to work so you can see how to use them in (Link to objcomplex)

Object macros

 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 (Link to objcraft) and (Link to objmag) respectively. After which we will show the use of craftsmanship and magical modifiers in (Link to objmacroweapon) and (Link to objmacroarmour).

Weapon and armour craftsmanship

The craftsmanship is a way of expressing the overall quality of a piece of armour or weapon. The quality on the VME 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.

Approximate hit points verses craftsmanship
Craftsmanship Hit points
25 6000
20 5000
15 4000
10 3000
5 2000
0 1000
875
650
425
300
125

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.

Magical modifier

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.

Setting weapon fields

  To create a weapon you only need three pieces of information.

The weapons craftsmanship and magical modifiers defined in (Link to objcraft) and (Link to objmag) and the weapon type. You have seen the weapon types before when defining a NPCs natural attack type in (Link to npcmacroattarm). The full list of weapon types that are released with the VME 2.0 can be found in (Link to 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 VME 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)

Setting armour fields

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 (Link to objmacromattype). The five armour types are as follows:

  • Clothes
  • Leather
  • Hard leather
  • Chain
  • Plate

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:

  • ARMOUR_CLOTHES
  • ARMOUR_LEATHER
  • ARMOUR_HLEATHER
  • ARMOUR_CHAIN
  • ARMOUR_PLATE

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 VME 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 (Link to objarmour) For now an example use of the armour define would be as follows:

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

Setting shield fields

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 (Link to objcraft) and (Link to 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:

  • SHIELD_SMALL
  • SHIELD_MEDIUM
  • SHIELD_LARGE

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 VME server.

A small magical wooden shield could be assigned:

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

Setting material types

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 DIL what the weapon is made out of. The following is the list you would find in wmacros.h of in the VME 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")

Drink container macros

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 (Link to 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.

weight
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 VME we will be converting to smaller measurements like grams or ounces.

capacity
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

inside
 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.
poison
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.

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.

color
the first argument is the color of the liquid. this color will be

shown when you look at the liquid in the container.

wgt
The second argument is the weight of the container as in the last

macros. It is what the container would weigh empty.

max_cap
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.

inside
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.

thirst
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.

full
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.

drunk
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.

poison
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.

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 (Link to objdrink).

The food macros

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 VME 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.

Light object macro

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.

Container macro

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)

Money macro

Money is one of the simplest objects you can make on the VME 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:
  • IRON_PIECE
  • COPPER_PIECE
  • SILVER_PIECE
  • GOLD_PIECE
  • PLATINUM_PIECE

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

Cursed objects macro

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'.

Potion, wand, and staff macros

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.

power
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.

charge
The second argument on the staffs and wands is how many charges it

has.

spell#
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.

Magical transfer macros

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.

  • CHAR_FLAG_TRANSFER(_MFLAGS)
  • SKILL_TRANSFER(skill, amount)
  • WEAPON_TRANSFER(weapon, amount)
  • SPELL_TRANSFER(spell, amount)
  • STR_TRANSFER(amount)
  • DEX_TRANSFER(amount)
  • CON_TRANSFER(amount)
  • CHA_TRANSFER(amount)
  • BRA_TRANSFER(amount)
  • MAG_TRANSFER(amount)
  • DIV_TRANSFER(amount)
  • HIT_TRANSFER(amount)
  • SPEED_TRANSFER(newspeed)
  • SLOW_TRANSFER(amount)

For the full definitions of the transfer macros see (Link to 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.

Building your first object

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 (Link to 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 (Link to ch-04) and add the %objects section where we will put all the object definitions. At the end of this chapter, in (Link to 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 wstat it will only show you a list of the objects by symbolic name for example if you type wstat zone dragon objects 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 VME 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 (Link to 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 (Link to objcomplex) but first we will go over a debugging example and then all the special DIL functions made for objects.

Compiling and Debugging your first object

As we have previously mentioned in (Link to rmdebug) and (Link to 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 VME 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 VMC debug_obj.zon. Here is what we get when we first try and compile the zone.

VMC 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:

 VMC 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:

VMC 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.

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

Notice there are no errors and it says 'VMC 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 wstat and load 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 (Link to objcomplex) you will be ready for anything.

DIL functions for objects

The DIL 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 DIL functions. The VME 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 VME 2.0 server.

Restriction functions

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 DIL>);

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

max damage and percentage
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.

second= 0 third = 25
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.

second = 25 third = 25
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.

optional DIL
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 DIL that does nothing more than act. If you don't understand how this works. You may want to look in the DIL manual about passing DIL functions as arguments.

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.

Guild Restrict

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 DIL 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,"");

Anti-guild Restrict
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 DIL 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,"");

Quest Restrict
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 DIL 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,"");

Quests Restrict
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 DIL 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,"");

Alignment Restrict
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 DIL 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,"");

Level restrict
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 DIL 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,"");

Virtual Level Restrict
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 DIL 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,"");

Race restrict
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 DIL 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 (Link to 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,"");

Gender restrict
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 DIL 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,"");

Player restrict
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 DIL 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 DIL was designed to be put on when a player receives a quest item and thus was made to be dilcopied in a DIL 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 DIL from with in another DIL you will have to read the DIL 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,"");

Ability restrict
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 DIL 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,"");

Skill restrict
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 DIL 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 (Link to 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,"");

Spell restrict
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 DIL 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 (Link to 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,"");

Weapon restrict
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 DIL 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 (Link to 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,"");

Tuborg function

What game would be complete with out the Denmark water! With that in mind the VME 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 DIL 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 ("");

Message board

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:

idxfile
The first argument is the board index filename. It tells the

board DIL 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.

l_res
the second argument is a DIL you pass in that does any checks to

see if the player looking at the board is allowed to. This requires some knowledge in DIL 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.

r_res
the third argument is a DIL 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 DIL 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.

p_res
the forth argument is a DIL 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 DIL 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 DIL 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.

max
The fifth argument is simply the amount of posts that you want to

allow to be posted before the board is full.

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);

More complex objects

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.

Making a communication board

In (Link to objdilboard) you learned all there you need to know about the boards DIL 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 VME 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 DIL 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

Making a container

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 (Link to 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

Creating drinks

In (Link to 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

Creating food

The food is very simple to make its just a regular item with the macros you learned in (Link to 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 (Link to 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

Making a weapon

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 (Link to objmacroweapon), the object transfers in (Link to objmacrotransfers), and the restriction DIL functions in (Link to 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

Making armour

In (Link to 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 VME 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 (Link to objnon-armour).  The following are the armour
          positions and their defines.
Armour positions
Position Define
head MANIPULATE_WEAR_HEAD
hands MANIPULATE_WEAR_HANDS
arms MANIPULATE_WEAR_ARMS
body MANIPULATE_WEAR_BODY
legs MANIPULATE_WEAR_LEGS
feet MANIPULATE_WEAR_FEET
cloak MANIPULATE_WEAR_ABOUT

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

Making non-armour worn objects

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.

Non-armour positions
Position define
ear MANIPULATE_WEAR_EAR
neck MANIPULATE_WEAR_NECK
wrist MANIPULATE_WEAR_WRIST
finger MANIPULATE_WEAR_FINGER
chest MANIPULATE_WEAR_CHEST
back MANIPULATE_WEAR_BACK
waist MANIPULATE_WEAR_WAIST
ankle MANIPULATE_WEAR_ANKLE

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 (Link to 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'.

Dragon station with rooms, NPCs, and objects

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 (Link to 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

Suggested object exercises

1. Using information you learned in (Link to objcraft), (Link to objmag), (Link to objmacroshield), and (Link to objarmour) create a large shield.

2. Using information you learned in (Link to objnon-armour) and (Link to objmacrotransfers) create a ring that gives a person 5% strength bonus and removes 5% magic ability.

3. Using information you learned from (Link to objmacroliqcont) and (Link to objdrink) create a beer or soda from your local area.

4. Using information you learned in (Link to objmacrolight); make an object that gives off a bright light and will never run out.

5. Using the macros found in (Link to objmacroliqcont), (Link to objmacrofood), (Link to objmacromoney), and (Link to objmacrocontainer) along with information found in (Link to objfood) and (Link to objdrink); create a chest that can be locked that contains food, drink, a pile of silver pieces, and a pile of iron pieces.

The reset section

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 VME 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 (Link to 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.

Door resets

To show how the door resets work we will revisit an old room example from (Link to 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 VME 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 VME 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>}

Door argument explanation

room symbolic
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 ...

direction number
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

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

list of possible door flags.

EX_OPEN_CLOSE
Set this if you can open and close this exit, be it a door, gate or
   otherwise.
EX_CLOSED
Set this if you want the exit to be closed at reset time.
EX_LOCKED
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 DIL with UnSet();

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

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}

Loading objects and NPCs

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}]

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 that must be included in all load commands.

into
This is just a symbol that tells the reset that we are loading the

object or NPC into some other unit.

object, NPC, and room
The third argument is the symbolic name of the place where you are loading the object

and the NPC.

load amount
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:

max <num>
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.

local <num>
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.

zonemax <num>
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.

Optional grouping
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.

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>]

symbol
The first argument is just the symbolic name of the item

being worn by the NPC.

position
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.

Wear positions
Position Define(s)
head WEAR_HEAD
hands WEAR_HANDS
arms WEAR_ARMS
body WEAR_BODY
legs WEAR_LEGS
feet WEAR_FEET
cloak WEAR_ABOUT
shield WEAR_SHIELD
hold WEAR_HOLD
wield WEAR_WIELD
ear WEAR_EAR_R and WEAR_EAR_L
neck WEAR_NECK_1 and WEAR_NECK_2
wrist WEAR_WRIST_R and WEAR_WRIST_L
finger WEAR_FINGER_R and WEAR_FINGER_L
chest MANIPULATE_WEAR_CHEST
back MANIPULATE_WEAR_BACK
waist MANIPULATE_WEAR_WAIST
ankle WEAR_ANKLE_R and WEAR_ANKLE_L
load amount
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:

max <num>
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.

local <num>
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.

zonemax <num>
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.

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.

Special reset functions

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.

The complete directive.

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).

The follow command

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>

symbol
The first argument to the follow command is the symbolic name of

the NPC to follow the NPC of the outer grouping.

load amount
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:

max <num>
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.

local <num>
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.

zonemax <num>
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.

complete
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 (Link to resetcomplete).

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.

The purge command

There are times when you want to clean up a room. This can be done very easy by using the purge. 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

The random command

If you ever want to load something only some of the time. There is a built in random 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
      }
    }
}

The remove command

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 remove 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
 }

Reset walk through

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 (Link to 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.

The complete dragon station

#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

Color and formatting codes

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.

The escape character

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>

Formatting codes

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:
  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.

Spaces and blanks (newlines) are contracted to single spaces

   yielding a correctly 'wrapped' text for any sentence.

If a '.' is encountered followed by a blank, a total of two

   spaces are inserted after the '.'.

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. (Link to formattable) contains a list of all formatting characters and a short description of them. (Link to formatdescr) contains a more in depth discussion of each format command with examples and (Link to colordescr) deals with the color commands.

Formatting and color codes
Code Description
& Used to make an & character instead of an escape code.
l 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.
f Text from this point forward will be formatted. This option
              is the reverse of &l and is default on any section of text.
s<#> Force a singe space character (or <#> if specified, may
              come in handy, instead of having to toggle formatting).
n Force a new line, very handy instead of toggling the &l
              formatting switch.
h Clears the screen if the terminal of the user supports it.
x A file new line used for split so that you can split a file into lines
c<color> Set the foreground color.
b<color> Set the background color.
[<color>] Set a preset foreground and background color.

Formatting code descriptions and examples

&&
If you want a single '&' you must let the VME

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:

text Result
&& &
&&&& &&
&&&&&& &&&
&l
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
*     *
 *   *
  * *
   *
  * *
 *   *
*     *

&f
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!

&s<#>
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.

&n
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:

&x
The line break is made for use with the DIL language. You will

not need it to do regular text formatting. It was added so a DIL 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 DIL reference.

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

&h
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!

Color code descriptions and examples

&c and &b
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.

Colors
Code Color
n Black
r Red
g Green
y Yellow
b Blue
m Magenta
c Cyan
w White
Sample Color codes
Code Resulting Colors
&cb&bw
&+g&bn
&c+w&r
&c+w&bn
&[<color>]

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 VME comes with a default list of colors which can be added to by either the color.def or even by a DIL program on line. The default colors are as follows:

death default exit
group hit_me hit_opponent
hit_other immort_descr immort_title
log miss_me miss_opponent
miss_other nodam_me nodam_opponent
nodam_other npc_descr npc_title
obj_descr obj_title pc_descr
pc_title prompt respond
room_descr broom_title say_other
say_self shield_me shield_opponent
shield_other shout_other shout_self
social_other social_self spells
tell_other tell_self time
weather whisper who
who_guild who_inv who_name
who_title wiz xpgain

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 DIL

The DIL section

When I first thought of writing this manual I had planned to leave DIL totally out of it. The DIL language always confuses new Builders and complicates teaching simple rooms, objects, and NPCs. It became clear to me though that DIL 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 DIL could do for them when they got to the point where they were ready to use it.

What is DIL?

DIL is short for, Data-based instructional language. Not to be confused with Database since DIL 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 DIL is not an interpreted language it is a compiled language which gives you the user much more safe guards against crashes and slow code.

DIL also provides a full set of data types to allow you to do calculations or store information from players. The DIL language can even deal with file access and it can add fields and information to the players if needed. In short the VME server has its own internal functional language that will allow you to do just about anything you want to.

What can DIL be used for?

...

It is hard to explain what all DIL can be used for with out just writing a list of things that have already been done in DIL so here is the list.

  • All spells
  • 60% of the commands and skills and growing
  • Administrator commands
  • Movement commands
  • look commands
  • 200+ quests and growing
  • Message

boards

  • Mail system
  • Clan system
  • Automated

Newbie guides

  • object

restrictions

  • Death

Sequence

  • Magical combat

system

  • NPC agressive

functions

  • personalized

Familiars

  • personalized

pets

  • Deck of cards
  • Chess board
  • dice
  • online AD&D game playing system
  • Communication channels
  • automated wedding chapel

Realize this is only a small list of things that can be done in DIL. In the future we hope to be able to add the ability to easily change combat and all the character update features using DIL. These things can be currently done with DIL but it takes a lot of knowledge and work which we hope to simplify.

Where do I get more information on DIL

The online DIL reference guide is the most authoritative guide currently for DIL. It can be found at http://www.valhalla.com and follow the builders links.

In the near future we hope to have an entire new DIL manual that will teach, a person who has never coded all the way to people who are already professional coders, to use DIL. For now if you can not find what you need in the DIL reference manual you can join the DIL email list at dil-request@valhalla.com or you can send a mail to whistler@valhalla.com. Until and even after the new DIL 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 DIL reference before asking a lot of questions because many of the questions may be answered already.

VMC command line options

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.

Option Description
The location of the money file. Normally etc/money.
Verbose compiler output shows much more information about objects and NPC
Make option. Only compile source files if they have been modified more recently than the corresponding output files.
Pre process the file only
Suppress the generation of output files.

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


Reserved keyword listing

ability affect alignment applyf armour attack bits bright
capacity complete cost creators data default defensive descr
dilcopy door duration end equip exit exp extra
firstf flags follow height help hit id in
inside_descr into key keyword lastf level lifespan light
link load local mana manipulate max minv money
movement names nop notes npcflags offensive open outside_descr
position purge race random remove rent reset romflags
sex special speed spell string tickf time title
to type value weapon weather weight zonemax


Race Definitions in values.h

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


weapon definitions in values.h

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


Liquid macros file

#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)


Complete magical transfers macros listing

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;

Skill definitions in values.h

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

Spell definitions in values.h

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