1

Manual For Using Olc On Rom 2.4

CREDITS
-------------------------------------------------
Excerpts from Dimensions Mud Doc's. ROM docs, DIKU docs, MERC docs.. Modified
Falcon Mud Doc's by Genjuro. (That section provided via Jen Nichols, unknown
if any modifications). etc etc. Please see end of file for full credits.
Current modifications by Zivilyn aka Skol for use on building on 

Introduction
---------------------------

Hey there, so you wanna build? This website has been compiled and tested with
the greatest of care.  Examples have been added to help you 'learn by
example'.  Whenever possible, additional information and descriptions of terms
have been included to help answer questions before they appear.  I hope you
find this document useful.  If you find an area to be vague or unclear, feel
free to leave me a note on Ansalon's builders port, or contact me as Zivilyn
on the player port.

ansalonmud.com:8679
ansalonmud.org:8679
ansalon.wolfpaw.net:8679

Or email at:
zivilyn@ansalonmud.com

-Skol at yer service.
         
OUTLINE:
-------------------------------------------------

HOW TO MAKE:
         Color
         Rooms
         Exits
         Mobiles
         Objects
         Resets

NOTE
Hitting Return/Enter on a blank line will show you what you have done, and
what needs to be done when making anything (except while in a desc editor, in
which case u type .s on a blank line.) Keep this in mind and use it frequently
to double-check yourself.                             
                                                                               
NOTE
When setting flags for rooms, mobs, object, setting the flag AGAIN will erase
the flag. for example: making a mob, aff sanctuary will make the mob have
sanctuary. If you type aff sanctuary (after typing it once before), the flag
will disappear.
      
COLOR!!! (Lopes Colour pre-version 2)
Color can be added to most things while building. Most things that the player
sees can have a set color. DO NOT FORGET to terminate your colored text with a
'{x' so that your color will not 'bleed' over to the next text printed.                                                  
                                                                           
Colorable parts include:                             
------------------------                             
Room names            Descriptions (mobs/objs)       
Short Descriptions    Long Descriptions              
Extra Descriptions                                   
                                                                           
Color codes are as follows:                          
---------------------------                          
'{r' red          '{R' BOLD RED                   
'{g' green        '{G' BOLD GREEN                 
'{b' blue         '{B' BOLD BLUE                  
'{y' yellow       '{Y' BOLD YELLOW                
'{c' cyan         '{C' BOLD CYAN                  
'{m' magenta      '{M' BOLD MAGENTA               
'{w' white        '{W' BOLD WHITE                 
'{x' normal       '{D' BOLD BLACK                 
                                                                           
Example.                                       
In the room editor (redit)                     
to make the room name in color,                
type: name {GThe Green Room{x                  
      
                                                                           
Remember, some color can add a lot of life to an object/room/mobile.
Too much can make me shoot you in the head repeatedly.



MAKING AREAS
---------------------------

AEDIT CREATE #: use alist to see the next open number available

Now in Area Editor (Aedit)
vnum # #: gives the area a vnum range of # to # (don't overlap).
lvnum # : change lower vnum of range
uvnum # : change upper vnum of range
security #: change the security required for other people to build it
builder <name>: toggles builders on and off, they can edit regardless of sec.
credits: type 'area' try to keep your credits like the rest of the mud.


Making Rooms
---------------------------

Ok, now you have an area block to build in. An important thing to
remember is to make sure you are in your own area! If you go to someone
elses area with the same or lesser security..YOU MAY MESS UP THEIR WORK.
Type ALIST if you forget what vnums your area is in.

The room editor is set up in 3 shells. The first one in regular gameplay.
The second is the room editor. The third is the description editor. You
cannot go from gamplay to description editor, nor description editor to
regular gameplay. You can only go in order.

ASAVE AREA : this will save any changes you have made to any area.
             While building, ASAVE AREA frequently.

HELP REDIT : gives you a help file with commands for using
             OLC to edit a room.

EDIT ROOM CREATE (vnum) : this will create and transfer
                you to the new room with the vnum you have specifed.

EDIT ROOM : this will put the room you are in into the room editor status.
Note: REDIT works also and is preferred by some
                                          
EDIT ROOM (vnum): Puts you into room editor mode for the vnum specified.
                  (helpful if a room is set 'owner' or 'private' and you
                  need to modify it.)
Note: REDIT works also and is preferred by some

NAME (string) : sets the room name. (HINT: You can use colors)
                (Garish colors will result in beatings ;p)

HEAL (integer) : sets the healing regeneration percentage of the room.
                Standard rooms have 100% heal and 100% mana.
                (IE: 'heal 120' sets the heal rate to 120% of normal)

MANA (integer) : sets the mana regeneration percentage of the room.

ROOM (flag) : sets the room flags. Type ? ROOM for a list of flags.

Room flag            Explanation

    DARK                 - PC requires a light/infravision 
    FEAR                 - PC will attempt to flee
    GODS_ONLY            - Only IMM's
    HEROES_ONLY          - 101's and up
    IMP_ONLY             - Only IMM's 109 and above
    INDOORS              - PC can not see/be affected by weather
    LAW                  - Player Killing not permitted
    NEWBIES_ONLY         - PC Levels 1-5 only
    NOWHERE
    NO_GATE              - Room cannot be gated in or out of
    NO_MOB               - Mobs can't enter
    NO_RECALL            - PC cannot recall 
    NO_SUMMON            - PC cannot be summoned
    NO_TELEPORT          - PC cannot teleport
    NO_TRANS             - PC cannot gate, summon, teleport
    PET_SHOP             - Special for pet shop 
    PRIVATE              - Only 1 char in a room at a time 
    SAFE                 - No killing/stealing/pushing into or out of allowed
    SILENCE              - No talking, stops spells also
    SOLITARY             - Only 2 characters at a time 
   

(sector) :      sets the sector flags, which influence movement, or determines if
                you need a flying spell to walk about if you choose air, etc. 
                Type ? SEC for a list of sectors you may choose.

Sector Types (Rooms)    Explanation                             Mv Loss

        INSIDE     (0)     - Weather doesn't affect, light always       1
        CITY       (1)     - Room is always lit.                        2
        FIELD      (2)                                                  2
        FOREST     (3)                                                  3
        HILLS      (4)                                                  4
        MOUNTAIN   (5)                                                  6
        SWIM       (6)     - requires swim skill or drown               4
        NOSWIM     (7)     - requires boat/fly                         6/1
        
        AIR        (9)     - requires fly                               10
        DESERT     (10)                                                 6
        UNDERWATER (11)                                                 10


NOTE:
Mobs are able to enter any sector without spells or eq. Use NO_MOB or
STAY_AREA to prevent certain mobs from certain sectors. Generally a
room with flag NO_MOB at each end of an area will work if you wish all
mobiles to remain in the area. (Act STAY_AREA also on the mob, doesn't hurt)


DONE : takes you from the room editor to gameplay.

Description Editor


NOTE:
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) then use .f to format the whole description.
  
DESC : takes you from the room editor to the room description
       editors. While in this editor, anything you type will 
       go directly into the room description. 

.s                          - shows me what the description is so far
.r (word) (word)            - replaces the word
.r "(string)" "(string)"    - replaces the text
.f                          - formats the description
.c                          - clears the description (erases)
@                           - takes me from the desc editor into
                              the room editor
Format                      - In redit mode by itself will format room desc


Extended Descriptions:

ED ADD (keyword) : sets a keyword for players to look at, and enters the
                              DESC editor for that keyword. (Same commands as in the
                              for all DESC editors.) 
ED ADD "(keyword) (keyword)"- sets multiple keywords with the same description for the
                              players to look at. Enters DESC editor. 
                              (nice for maps, ie ED ADD "Neraka Map" rather than making two)
ED EDIT (keyword) : to change the description for the (keyword)
ED DELETE (keyword) : to delete the description.


For example, if you are in a room, and the description of the room says
"You are in a room with a large mirror upon the wall."
Set 'mirror' as an ED (ED ADD mirror) and you will be able to 
look mirror" and see a description about the mirror.  This works well
for secret doors that you wish to give clues to, to observant PC's 


EXAMPLE     of building a room with doors, exits, extended descriptions



edit room create 20323          - This creates room 20323 and takes me to it
name {mEntrance to the Mines{x  - This sets the name of the room
heal 100                        - Automatically set to 100
mana 100                        - Automatically set to 100
safe no_recall newbies_only     - This makes the room safe (you cannot
                                  attack in this room),  no recall, and only 
                                  lets in players under level 5 (inclusive)
air                             - Makes the room sector AIR, which means 
                                  PC's need to fly to enter
desc                            - enters the description editor
A boring boring room.           - sets the first line of the description editor


NOTE:
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) and use .f to format the whole description.
  
.f                               - formats the description
.s                               - shows me what the description is so far
.r "room" "room with a single mirror and a desk"  - replaces the text
.f                               - formats the description
@                                - takes me from the desc editor into
                                   the room editor
ed add mirror                    - makes a keyword "mirror" and takes me into
                                   the ED DESC editor
This mirror is broken.           - sets the first line of the ED desc
@                                - takes me back into the room editor
NORTH DIG 20324                  - makes a two way exit north to room 20324
NORTH FLAG DOOR                  - makes the north exit a door
NORTH FLAG CLOSED                - makes the gate closed
NORTH NAME gate                  - makes the exit keyword "gate"
EDIT ROOM create 20325           - creates room 20325 and takes you to it
GOTO 20323                       - takes you to the first room
EAST ROOM 20325                  - makes a one way link east to room 20325

  
EAST name desk                   - makes "desk" the name of the exit.
asave area                       - saves the changes to this area.
done                             - exits editor into regular gameplay



Making Exits & Doors


(direction) DIG (vnum) :      - this creates a room with the vnum specified, and
                                links it in a two-way exit in that direction.

(direction) ROOM (vnum) :     - this makes a one-way exit to the room with the
                                vnum specified..however the room needs to be
                                created already.

(direction) LINK (vnum) :     - this makes a two-way exit to the room with the
                                vnum specified.. Only IF the room is already created.

(direction) DELETE :          - deletes this exit (not the room)


MAKING DOORS:
 (In this order)

         
(direction) FLAG DOOR:        - makes this exit have a door.

(direction) NAME (string) :   - sets the name of the door. If you want the door to be
                                closed upon reset/crash/reboot, make the NAME of the
                                door something besides "door"
 
(direction) (flags) :    - sets the door flags, type ? EXIT for a list of
                                flags. These can be: closed, open, etc.
 

Door Flags

    door           closed   locked  pickproof          
    secret         nopass   easy    hard               
    infuriating    noclose  nolock 


EXAMPLE:
of building a room with doors, exits, extended descriptions


edit room create 20323          - This creates room 20323 and takes me to it
name {mEntrance to the Mines{x  - This sets the name of the room
heal 100                        - Automatically set to 100
mana 100                        - Automatically set to 100
safe no_recall newbies_only     - This makes the room safe (you cannot
                                  attack in this room),  no recall, and only 
                                  lets in players under level 5 (inclusive)
air                             - Makes the room sector AIR, which means 
                                  PC's need to fly to enter
desc                            - enters the description editor
A boring boring room.           - sets the first line of the description editor

 NOTE                  
There is a maximum oh how much you can type without hitting enter,    
somewhere between 3 and 4 lines. You may enter anywhere (dont enter   
in the middle of a word) and use .f to format the whole description.

.f                               - formats the description
.s                               - shows me what the description is so far
.r "room" "room with a single mirror and a desk"  - replaces the text
.f                               - formats the description
@                                - takes me from the desc editor into
                                   the room editor
ed add mirror                    - makes a keyword "mirror" and takes me into
                                   the ED DESC editor
This mirror is broken.           - sets the first line of the ED desc
@                                - takes me back into the room editor
NORTH DIG 20324                  - makes a two way exit north to room 20324
NORTH FLAG DOOR                  - makes the north exit a door
NORTH FLAG CLOSED                - makes the gate closed
NORTH NAME gate                  - makes the exit keyword "gate"
EDIT ROOM create 20325           - creates room 20325 and takes you to it
GOTO 20323                       - takes you to the first room
EAST ROOM 20325                  - makes a one way link east to room 20325
EAST name desk                   - makes "desk" the name of the exit.
asave area                       - saves the changes to this area.
done                             - exits editor into regular gameplay


   
EXIT DIRECTIONS ETC

Set up your exits to logically travel along straight north-south, east-west,
and up-down paths.

You also have the option to randomize the exits of a room, or a series of
rooms every time the area upsets. You presently have an option of two types of
random areas: a 2D (n,s,w,e) random area, and a 3D (n,s,w,e,u,d) random area.
The basic recipe is as follows:

(1) Lay out your rooms on a piece of paper and connect them such that all of
the exit paths are straight (n-s, w-e, u-d) Say you have room "A" exiting
south to room "B". If room "B" has a north exit (IE the reverse exit), it MUST
go back to room "A" (IE it must reverse). If "B" exits north to a different
room, you get a crash.

For a complex random area, creating the grid is not as trivial as it may seem.
I found it best to work under a wrap-around principal. Consider:     
        
                                   E----F
              A----B    E----F     |\   |\                 U N
              |    |    |    |     | \  | \                 \|
              |    |    |    |     G----H  \              W--+--E
              C----D    G----H      \  A-\--B                |\
                                     \ |  \ |                S D
              Level1    Level2        \|   \|
                                       C----D
        
Where ABCD is level 1 and EFGH is level 2 in a 3D random area. To make it more
complex, I would have A exit west to B, and from B back east to A. Then from A
north to C, and from C back south to A. This is a 'wraparound' within the
plane of the level. The same is done to the second level:
        
              ,---------.    ,--.
              |         |    |  |                            N
              `--A---B--'    |  A---B                        |
                 |   |       |  |   |                     W--+--E
                 C---D       |  C---D                        |
                             |  |                            S
                             `--'
        
Between levels, A goes up to E, and E goes down to A. The between levels
wraparound would be: E goes up to A, and A goes down to E:

               _
              / \
              \  E--F                                      U
               \  \  \                                      \
                \  A--B                                   W--+--E
                 \  \                                         \
                  \_/                                          D
        
Now lets say you want to connect into the above zone. Lets say room X is not
random and you want it to connect to room C. If X connected north to C, you
would need C to go back south to X. Now here is the hitch. Because A wraps
north to C, stupid merc wants C to reverse south to A, not X. So you would
have to connect X to another room, or eliminate the north-south wrap exit from
A to C. (boy all those diagrams for nothing?) So the point is, lay out your
exits carefully.
        
(2) Declare your exits random with the random set for the room. Remember a 2D
maze will have a random 3 reset (since exits N,E,S,W are numbers 0-3), and a
3D maze will have a random 5 reset (since N,E,S,W,U,D are numbers 0-5)

NOTE: For random exits, use in a small area such as a maze.





Making Mobiles
---------------------------

Note: Parenthesis are only for illustration, do not use when building.
IE: ACT (flag)... would be input as act scavenger etc.

HELP MEDIT :                   - help file for mob creation
EDIT MOB CREATE (vnum) :       - create the mob of vnum specified and
                                 starts you editing the mob.
EDIT MOB (vnum) :              - starts you editing on a mob already
                                 made of the vnum specified.
NAME (string) :                - sets the mob's keyword name
ACT (flag) :                   - sets mobiles's special actions

    ACT                        Explanation


    sentinel                   - mob will note leave a room on it's on accord
    scavenger                  - mob will pick up objects in the room
    banker                     - no brainer
    aggressive_all             - mob is aggressive to all in it's level range
    stay_area                  - mob won't leave it's area vnum range
    wimpy                      - mob will flee upon reaching 20% hp
    pet                        - for petshops, mob will be charmed when bought
    train                      - mob is a trainer
    practice                   - mob is a practicioner
    aggressive_good            - mob attacks good characters withing level range
    aggressive_neutral         - mob attacks neutral characters withing level range
    aggressive_evil            - mob attacks evil characters withing level range
    undead                     - it's a corpse man
    cleric                     - mob can cast cleric spells
    mage                       - mob can cast mage spells
    thief                      - mob can sneak, backstab etc
    warrior                    - mob can use warrior skills (regardless of weapon)
                                 ie, disarm, bash, parry, etc.
    noalign                    - mob has no align
    nopurge                    - mob can't be purged
    outdoors                   - mob will not enter outdoors
    is_safe                    - mob cannot be attacked/pushed
    indoors                    - mob will not enter indoors
    questmaster                - mob will give quests
    healer                     - mob will heal those of it's align for a fee
    gain                       - mob will allow PC's to gain skills
    update_always              - mob always active
    changer                    - mob will trade steel for gold & vice versa
    gambler                    - mob will gamble (craps) with you


ACT2 (flags) :                 - more special actions

    ACT2                       Explanation 

    repair                     - will repair damaged weapons/armor for fee
    mount                      - mob is a mount
    announce                   - mob does a gecho announcement that soinso killed it
    no_brawl                   - mob will not brawl, regardless
    mortician                  - mob can pick up PC corpses (impossible before, for a mob)
    wanderer                   - mob will wander at twice the normal rate
    undetectable               - mob will not be visible to mortals, ever.
    xenophobe                  - mob will attack anyone of a different race than the mob.(aggro)
    tracker                    - mob can track who you tell them to.

SHORT (string) :               - sets the mob's short name (example:
                                 while you are fighting the mob, the mob's name)
LONG (string) :                - sets the mob's long name  (exmaple:
                                 A really scary monster is here.)
DESC :                         - takes you into the mob description editor,
                                 same commands as the DESC and ED DESC editor
                                 in the MAKING ROOMS section above.
LEVEL (number)  :              - sets the level of the mob
WEALTH (number)  :             - sets the amount of gold on the mob
ALIGNMENT (number)  :          - sets the alignment of the mob
                                 ((Demonic) -1000 to 1000 (Pure))
AUTO, AUTOHARD, AUTOEASY:      - Allows you to set basic stats of a mob via
                                 the computer generating them (Always
                                 double check this), if the level is
                                 already set. Feel free to modify
                                 the settings.
HITROLL (number)  :            - sets the hitroll of the mob
HITDICE (number)  :            - sets the hp of the mob Type HELP HITDICE
                                 for a guideline. 30000 hp maximum. Done in the
                                 format of (number( d (number( + (number( meaning
                                 if I set hitdice at 200d3+100, it will roll a 3
                                 sided die 200 times, and add 100 to that number.
DAMDICE (number)  :            - sets the damroll of the mob. Type HELP
                                 DAMDICE for a guideline.
PIERCE (number)  :             - sets the ac for pierce on the mob. Type
                                 HELP MOB_AC for a guideline.

AC # # # # :                     BASH SLASH EXOTIC(magic)
                                 Armor Class values you set the same way.

DAMTYPE (string) :             - sets the message for hitting players.
                                 IE The golums pound scratchs you.

DAMAGE TYPES:


    Piercing attacks (pierce ac):
    ---------------------------
    bite                    pierce              sting
    chomp                   scratch             thrust
    peck                    stab

    Bashing attacks (bash ac):
    ---------------------------
    beating                 crush               smash
    blast                   peck(peckb)         suction
    pound                   punch               thwack
    charge                  slap

    Slashing attacks (slash ac):
    ---------------------------
    claw                    grep                slice
    cleave                  slash               whip

    Acid attacks (magic ac):
    ---------------------------
    acidic bite (acbite)    digestion           slime

    Cold attacks (magic ac):
    ---------------------------
    chill                   freezing bite (frbite)

    Energy attacks (magic ac):
    ---------------------------
    magic                   wrath

    Fire attacks (magic ac):
    ---------------------------
    flame                   flaming bite (flbite)

    Holy attacks (magic ac):
    ---------------------------
    divine power (divine)

    Lightning attacks (magic ac):
    ---------------------------
    shock                   shocking bite(shbite)

    Negative attacks (magic ac):
    ---------------------------
    life drain (drain)


MANADICE : sets the manadice, usually "level"d10+100

AFF (flags) : sets the AFFECTED BY flags.
           Type ? AFF for a list of flags.

    Flag                    Explanation
    -------------------------------------------------
    berserk                 - is berserk as in spell.
    blind                   - is blinded.
    calm                    - calm, won't start fight.
    charm                   - is charmed
    curse                   - is cursed.
    dark_vision             - can see in the dark.
    detect_evil             - can detect evil characters.
    detect_good             - can detect good characters.
    detect_hidden           - can detect hidden characters.
    detect_invis            - can detect invisible characters.
    detect_magic            - can detect magic.
    faerie_fire             - is outlined with faerie fire.
    flying                  - is flying.
    haste                   - is hasted.
    hide                    - is hidden.
    infrared                - can see PC's by heatsource in dark.
    invisible               - is invisible.
    pass_door               - can walk through locked/closed doors.
    plague                  - has the plague.
    poison                  - is poisoned.
    protect_evil            - is protected from evil.
    protect_good            - is protected from good.
    protect_neutral         - is protected from neutral.
    regeneration            - regenerates hp.
    sanctuary               - is affected by sanctuary. (Don't overuse)
    sleep                   - is affected by sleep spell.
    slow                    - is slowed.
    sneak                   - is sneaking.
    swim                    - can swim.
    true_sight              - can see invisible/sneaking/aura
    weaken                  - Mobile is weakened.

AFF2 (flag): sets more affected by flags for mobs
           Type ? AFFECT2 in medit.

    Flag                    Explanation
    -------------------------------------------------
    detect_neutral          - Don't make me explain
    conceal_align           - Idiot proof
    fear                    - Mob run away
    translate               -
    confusion               - Drunk mob ;p
    flameshield             - Ouch, I'm on fire ;p
    silence                 - No spells
    generate_fear           - Run Forest Run
    tongues                 - Knows em


RACE (flags) :              - there are some preset races on most muds,
                              such as: human, elf, giant, etc, which
                              will toggle certain vunerablities and
                              immunities and resistances.
    Type 'race ?' for a list.

    Ansalon races:
    -------------------------------------------------
    unique          human           kender
    silvanesti      qualinesti      kagonesti
    dargonesti      dimernesti      half-elf
    neidar          hylar           aghar
    minotaur        gnome           aurak
    bozak           baaz            kapak
    sivak           bat             bear
    cat             centipede       dog
    doll            dragon          fido
    fox             goblin          hobgoblin
    kobold          lizard          mist
    modron          orc             pig
    rabbit          school monster  snake
    spider          song bird       troll
    water fowl      wolf            wyvern
    undead          unique


SEX (male/female/random/none) :  - sets the sex of the mob.

SIZE (size) : sets the size of the mob.. ? SIZE for a list of flags.

    Size                   Explanation
    -------------------------------------------------
    tiny                   - Birds, Insects, or smaller
    small                  - Large birds, rats, gnomes
    medium                 - Elves, Dwarves, Humans
    large                  - Ogres, Trolls, bigger Humanoids
    huge                   - Giants, Small Dragons, Wyverns
    giant                  - Monstrous sized, biggest dragons, giants

PART (parts) : Adds parts that can be cut off when killed.

    Part                   Explanation
    -------------------------------------------------
    head                    - has a head
    arms                    - has arm(s) (usually assumed to be 2)
    legs                    - has leg(s)
    heart                   - has a heart
    brains                  - has brains (not all mobs with heads have brains)
    guts                    - has intestines
    hands                   - has hands capable of manipulating objects
    feet                    - has feet
    fingers                 - has fingers capable of wearing rings
    ear                     - has ear(s)
    eye                     - has eye(s)
    long_tongue             - has a _long_ tongue (like a lizard)
    eyestalks               - has eyestalks (it should also have eyes)
    tentacles               - has one or more tentacles
    fins                    - has fins
    wings                   - has wings
    tail                    - has a usable tail (no stubs)
    claws                   - has combat-capable claws
    fangs                   - has combat-capable teeth
    horns                   - has horns, not necessarily dangerous ones
    scales                  - is covered with scales
    tusks                   - has some teeth elongated into tusks


FORM (flags)  : Type of mobile

    Form                    Explanation
    -------------------------------------------------
    amphibian               - an amphibian (and able to swim)
    animal                  - a "dumb" animal
NOTE: Animal will make the creature have int of 3-6
    biped                   - bipedal (like a human)
    bird                    - a bird
    blob                    - a formless blob (when used with mist, a cloud)
    centaur                 - has a humanoid torso, but a beast's lower body
    cold blood              - cold-blooded, cannot be seen with infravis.
    construct               - a magical construct, such as a golem
    crustacean              - a crustacean (i.e. a crab or lobster)
    dragon                  - a dragon
    edible                  - Mobile can be eaten
    fish                    - a fish (and should be able to swim)
    insect                  - an insect
    instant_decay           - corpse disappears at death.
    intangible              - immaterial (like a ghost)
    magical                 - magic nature causes strange effects when eaten
    mammal                  - a mammal
    mist                    - a partially material mist
    other                   - not flesh and blood (defined by material type)
    poison                  - poisonous when eaten (should also be edible)
    reptile                 - a reptile (and should be cold-blooded)
    sentient                - capable of higher reasoning
NOTE: Sentient will make the creature have humanoid int
    snake                   - a snake (and should be a reptile)
    spider                  - is an arachnid
    undead                  - an undead, and not truly alive at all
NOTE: Undead will make the creature have int of 1
      To make intelligent undead, also add sentient (or animal as needed)
    worm                    - a worm, that is a tube-shaped invertebrate

IMM (flags) : sets the mobs immunities. Type ? IMM for a list of flags.

    Immunity                Explanation
    -------------------------------------------------
    summon                  - Summoning and gating magic
    charm                   - Charm spells (the beguiling spell group)
    magic                   - All magic (be very careful using this flag)
    weapons                 - All physical attacks (be very careful using this flag)
    bash                    - Blunt weapons
    pierce                  - Piercing weapons
    slash                   - Slashing weapons
    Fire                    - Flame and heat attacks and spells
    Cold                    - Cold and ice attacks and spells
    Lightning               - Electrical attacks and spells
    Acid                    - Corrosive attacks and spells
    Poison                  - Venoms and toxic vapors
    Negative                - Life draining attacks and spells, or unholy energies
    Holy                    - Holy or blessed attacks
    Energy                  - Generic magical force (i.e. magic missile)
    Mental                  - Mental attacks
    Disease                 - Disease, from the common cold to the black death
    Drowning                - Watery attacks and suffocation
    Light                   - Light-based attacks, whether blinding or cutting
    Sound                   - Sonic attacks and weapons, or deafening noises
    Wood                    - Wooden weapons and creatures
    Silver                  - Silver or mithril weapons and creatures
    Iron                    - Iron and steel weapons and creatures


VULN (flags) : sets the mobs vulnerabilities.
               Type ? VUL for a list of flags. Same as IMM above.

RES (flags) : sets the mobs resistances against.
              Type ? RES for a list of flags. Same as IMM above.

OFF (flags) : sets the offensive techiniques the mob will use in combat.

    OFF                     Explanation
    -------------------------------------------------
    area attack             - hits all characters fighting against it.
                              Very powerful.
    assist_align            - will assist others with this align.
    assist_all              - will help all other mobs in combat.
    assist_guard            - will act as a cityguard.
    assist_players          - will assist the players in combat.
    assist_race             - will assist the same race in a fight.
    assist_vnum             - should assist the mob with the vnum that follows.
    backstab                - can backstab to start a combat
    bash                    - can bash characters off their feet
    berserk                 - may go berserk in a fight
    crush                   - can crush opponents in its arms
    disarm                  - can disarm _without_ a weapon wielded
    dodge                   - dodges blows
    fade                    - can fade "out of phase" to avoid blows
    fast                    - is faster than most others, so has extra attacks
    kick                    - can kick in combat for extra damage
    dirt kick               - kicks dirt, blinding opponents
    parry                   - can parry _without_ a weapon wielded
    rescue                  - may rescue allies in a fight
    tail                    - can legsweep with its tail or tentacles
    trip                    - trips in combat


POSITION START (position) : sets the starting position of the mob.

POSITION DEFAULT (position) : sets the default position of the mob.

    POSITIONS:              - sleeping, resting, sitting, standing


SPEC spec_(flag) :          - sets the spec_fun of the mob, if any. Type ? SPEC for a
                              list. Try not to make too many mobs with spec_funs, as it
                              lags the mud some.


EXAMPLE:
SPEC spec_breath_gas    - Sets the monster to have a gas breath weapon

    SPEC                    Explanation
    -------------------------------------------------
    breath_any              - breathe any type of breath weapon
    breath_acid             - breathe an acid breath weapon
    breath_fire             - breathe a fire breath weapon
    breath_frost            - breathe a frost breath weapon
    breath_gas              - breathe a gas cloud breath weapon
    breath_lightning        - breathe a lightning bolt
    cast_adept              - casts spells as a low level mage.
    cast_cleric             - casts spells as a cleric.
    cast_judge              - high explosive ammo
    cast_mage               - casts spells as a mage.
    cast_undead             - casts spells as an undead.
    executioner             - Will kill KILLER/THIEF flagged characters
    fido                    - will eat corpses.
    guard                   - attack pc's flagged KILLER or THIEF
    janitor                 - picks up trash
    mayor
    poison                  - Will use poisonous bite in combat
    thief                   - can steal, backstab etc as a thief
    nasty                   - like thief, only worse ;p
    troll_member            - auto-fight ogre members
    ogre_member             - auto-fight troll members
    patrolman               - breaks up fights


SHOP KEEPERS
---------------------------

When making shopkeepers, you must set the following fields:

SHOP HOURS (#opening #closing)  - set the shop hours,


EXAMPLE:
    shop hours 1 23
    - This will make him open at 1 am, close at 11pm.


SHOP PROFIT (%buy %sell) : - 
set the amount of profit the shopkeeper will make. (example: 'shop profit 110
60' will make the shopkeeper sell equipment at 110% of the worth of the
object, and buy it at 60%.

SHOP TYPE (# 0-4)
- This sets the type of equipment the shopkeeper deals in and buys.


EXAMPLE:
    shop type 0 weapon
    shop type 1 armor
    this would make the shopkeeper PURCHASE both weapons and armor.
    Shops do NOT need a type to sell anything, simply to buy.


While editing mob:
shop assign                 - Set's Mobile as shopkeeper
shop profit 120 80          - Price to buy/sell (percentage)
shop type 1 (type)          - Shop will buy "type" (see TYPE below)
                              (note: to sell items, put object in mob
                              inventory (see RESET below))


*SPECIAL NOTE* For shopkeepers, remember to read
the extra note in the RESETS section.

When making mobs, balance is key, too hard of a mob and no one wants
to play the game, too easy and it's munchkin... This is why we have builders
from our players, so you know what IS or isn't a tough/easy mob.
Feel free to STAT mobs you wish to emulate, or ask help from
another builder if you have questions with statistics. 


EXAMPLE of MOB Creation:
---------------------------

edit mob create 32987        - creates mob vnum 32987
name hermit bob              - sets the keyname as hermit and bob
short Bob the Hermit         - sets the mob's short name as 'Bob the Hermit'
                               ..during battle, it will say "Bob the Hermit's
                               punch "damages" you"
long Bob the Hermit is here. - sets the long desc for when you
                               enter the room.
                               Use punctuation at the end of the long desc.
desc                         - enters the mob desc editor
                               (You see this when you look at the mob)


NOTE:
There is a maximum oh how much you can type without hitting enter,
somewhere between 3 and 4 lines. You may enter anywhere (dont enter
in the middle of a word) then use .f to format the whole description.

A little old hermit named Bob stands here looking at you with a lustful eye.
                            - sets the desc
.f                          - formats the description
.s                          - shows me what the description is so far
.r "hermit" "sickly looking hermit"  - replaces the text
.f                          - formats the description
@                           - takes me from the desc editor into
                              the mob editor
race human                  - makes him a hoooman (defaults, but use it for autos)
form edible biped mammal    - makes body parts eatable, 2 arms/legs, etc
parts head arms legs        - possible parts to get chopped off WEEEEEEEEEEEE!
level 20                    - sets the level to 20
wealth 100                  - gives it 100 gold
align -1000                 - makes Bob have alignment of -1000.
damtype pound               - when Bob hits you, it'll say
                             "Bob the Hermit's pound "damages" you!"
hitroll 5                   - sets the hitroll
damroll 3d2+5               - sets the damroll to 3 rolls of a 2 sided
                              dice plus 5 which will be average 9.5
                              ((3x2)+(3x1))/2 + 5
hitdice 10d2+5              - 10 rolls of a 2 sided dice + 5
pierce -20                  - sets the pierce ac to -20
bash -20
slash -20
exotic 10
aff haste sanctuary         - puts the mob in haste, and sanctuary
sex male                    - sets the sex to male. "random" will pick
                              a sex randomly each time. Neutral is an 'it'
size medium                 - makes is human sized (defaults to this already)
imm weapon                  - immune to any type of weapon
vuln magic                  - especially vulnerable to magic
res heat                    - resist heat spells or affects
off disarm dodge parry crush- makes the mob able to use these skills in combat
spec spec_cast_mage         - lets the mob cast mage spells
act sentinel warrior aggressive - makes the mob stand and not leave the room,
                              a warrior, and aggressive.
asave area                  - saves the area
done                        - takes you back to regular game play






Making Objects
---------------------------

Objects. Fun Fun Fun...just remember..before making a "super weapon" please
get clearance from your Builder IMP. Or I'll beat you about the head and chest.

        
Weapon Armor and Object Stat Rules.
-----------------------------------
(these are Ansalon guidelines, soon to change)

Object Rules

                        
                        
Potions & Pills, Wands & Staves         Weapons          Armor
Containers                        Normal            Normal
By Equipment Slot                  Exceptional         Exceptional
Lights                            Quest             Quest
Back to Object Editor Main page.                        

Cost of item:
-------------------------------------------------
Each bonus point (hitroll/damroll/save)      2500
Each stat point bonus (str/dex/con/wis/int)  1000
Each move/mana point bonus                   100
Each hitpoint bonus                          250
Each item level                              100
Each weapon V4 flag (exclude twohands/throw) 10000
Each weapon extra flag                       5000
Each addapply affect (spell etc)             20000

Non-Weapon/Armor rules per type:
-------------------------------------------------


Potions & Pills, Wands & Staves:
-------------------------------------------------
    Max level of spell 30 (cancellation at 60)
    Level to use = Level at mage/cleric spell*
    1 affect/spell per item (two allowed if approved by IMPs)
    Attack spells at obj level. (Still level 30 v0)
    IE. Object with Giant Strength - Level 26 spell
        so the minimum object level 26 (6 to use).
    Spellstaff - 1 charge PER 10 levels of item for purchaseable
               - 1-2 charges per 10 levels on killable MOB. NO munchkinism!
                      
Containers:  Weight Mult   Capacity  Key
-------------------------------------------------
Normal:        100-70%       1-200     No
Exceptional:   100-45%       1-350     If wanted (Keys dont save etc)
Quest:         100-15%       1-500     No

By Equipment Slot.
-------------------------------------------------
Floating Eq:  See Armor.
Head Eq:      See Armor.
Face Eq:      See Armor, or may lose all bonus/ac etc for 1 addapply affect.
                         See Rings below, and Addapply affects.
Ear Eq:       Jewelry only. (see rings)
Neck Eq:      See Armor.
Torso Eq:     See Armor.
Body Eq:      See Armor.
Back Eq:      See Armor, See Container (if desired)
Shoulder Eq:  Exceptional/Quest only. See Armor.
Arm Eq:       See Armor.
Wrist Eq:     See Armor.
Hand Eq:      See Armor.
Rings:        Jewelry. May have addapply affect, with loss of all other bonuses.
                IE. Addapply affects 0 none invisibility.
                IE. Addapply affects 0 none water_breathe.
                IE. Addapply saves 3 fire
                    (no flameshield sanc etc)
                ALL addapply affects MUST be IMP approved.
Waist Eq:     See Armor, See Container (if desired)
Leg Eq:       See Armor.
Feet Eq:      See Armor 2X on movement.
Light Eq:     See Armor.
Light Types: ------------------------------------
organic      - varies (make sense)
candle       - 1-12 time, cost 1 (up to 100 for massive candles)
torch        - 50 time, cost 5
fueled torch - 125 time, cost 100
lamp         - 250 time, cost 200
lantern      - 500 time, cost 500
bullseye     - 500 time, cost 750
magical      - varies 

These are for 'generic' lights of these types. If the item is
high level, hard to get etc, it may have higher stats. Each unit
is a tick or irl minute.

Lamp Oil Containers:-----------------------------
small:       - 250 (cost 100)
large:       - 600 (cost 200)
very large:  - 2000 (cost 750)

Generally use 100 cost/2-300 volume. These are milliliters (ml).
So 1000 would be a 1 liter amount. 

Weapon Classes & Corresponding Examples.
-------------------------------------------------

Dagger  - Dagger, Dirk, Stilletto, Dragonstooth
          Knife, Razor.
Sword   - Shortsword, Rapier, Scimitar, Sword
          Katana, Longsword, Falchion,
          Two-Handed Sword, Bastard Sword, Greatsword.
Spear   - Spear, Lance, Javelin.
Mace    - Mace, Hammer, Bludgeon, Sap, Morningstar
          Warhammer, Club.
Axe     - Throwing Axe, Battleaxe, Greataxe, Cleaver
          Pick, Pickaxe.
Flail   - Flail, Dire Flail, Nunchaku, Chains
Whip    - Whip, Vine, Rope.
Polearm - Polearm, Guisarme, Ranseur, Glaive, Trident
Exotic  - Damn near anything else that doesnt fit ;p

* Note: Add V4 throwable to daggers if it makes sense.
* Note: On Greatswords/Axes and almost all polearms
        Add V4 twohands.

Melee Weapons.
-------------------------------------------------
D4   Daggers, Light Hammer, Sap, Light Pick.
D6   Shortsword, Rapier, Scimitar, Light Mace,
     Quarterstaff, Heavy Pick, Sickle,
     Handaxe, Light Lance, Javelin.
D8   Sword, Katana, Scythe, Longsword,
     Heavy Mace, Morningstar, Heavy Lance,
     Battle Axe, Light Flail, Warhammer, Trident,
     Falchion, Guisarme, Longspear, Ranseur.
D10  Two-Handed Sword, Heavy Spear, Heavy Flail
     Glaive, Greatclub, Halberd, Bastard Sword,
     Waraxe.
D12  Greataxe, Greatsword.

Ranged Weapons.
-------------------------------------------------
D4   Dart, Sling (bullet), Hand Crossbow,
     Shuriken, Whip.
D6   Javelin, Shortbow.
D8   Light Crossbow, Longbow.
D10  Heavy Crossbow.
D12  Great Crossbow.
D20  Ballista. (I'M KIDDING :P)


Die 4 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
 1d4 ( 2)  2d4 ( 5)  3d4 ( 7)  4d4 (10)  5d4 (12)  6d4 (15) 
 7d4 (17)  8d4 (20)  9d4 (22) 10d4 (25) 11d4 (27) 12d4 (30)
13d4 (32) 14d4 (35) 15d4 (37) 16d4 (40) 17d4 (42) 18d4 (45)
19d4 (47) 20d4 (50) 21d4 (52) 22d4 (55) 

Die 6 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
 1d6 ( 3)  2d6 ( 7)  3d6 (10)  4d6 (14)  5d6 (17)  6d6 (21)
 7d6 (24)  8d6 (28)  9d6 (31) 10d6 (35) 11d6 (38) 12d6 (42)
13d6 (45) 14d6 (49) 15d6 (52) 16d6 (56) 17d6 (59) 18d6 (63)
19d6 (66)

Die 8 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
 1d8 ( 4)  2d8 ( 9)  3d8 (13)  4d8 (18)  5d8 (22)  6d8 (27)
 7d8 (31)  8d8 (36)  9d8 (40) 10d8 (45) 11d8 (49) 12d8 (54)
13d8 (58) 14d8 (63) 15d8 (67)

Die 10 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d10 ( 5) 2d10 (11) 3d10 (16)  4d10 (22)  5d10 (27)  6d10 (33)
7d10 (38) 8d10 (44) 9d10 (49) 10d10 (55) 11d10 (60) 12d10 (66)

Die 12 Weapon Average Damage Chart: (Parenthesis is Average)
-------------------------------------------------
1d12 ( 6) 2d12 (13) 3d12 (19)  4d12 (26) 5d12 (32) 6d12 (39)
7d12 (45) 8d12 (52) 9d12 (58) 10d12 (65)


Rules for Normal Class Weapon Building
-------------------------------------------------


This is a set of guidelines to follow when building normal
classed weapons and 'leveling eq' on Ansalon.

Level    Hitroll    Damroll    Average       Leveling Equipment
of Item   Bonus      Bonus     Damage        *Other Stats (no saves)

1-121      + 0        + 0      Level/2        +3 Combined total

Weapon Flags (V4 type):  Only two handed and throwable allowed.
Two Handed Weapons: Add 5 to average damage above. (Level/2 + 5)
* Allowable stats: STR, INT, WIS, DEX, CON

Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hp/mana/move bonuses. (no hit/dam on these)
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses

Hit Point Bonus:   NOT ALLOWED
Mana Bonus:        NOT ALLOWED
Move Bonus:        NOT ALLOWED



Rules for Exceptional Class Weapon Building
-------------------------------------------------


This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon. 

NOTE: Please limit exceptional class weapons to a maximum of a few per area.
These MUST be on mobs or in locked containers (ie WG). Exceptional (or better)
Equipment found in shops will be nerfed after the builder is beaten severely.

Level    Hitroll    Damroll    Average*      Saves &
of Item   Bonus      Bonus     Damage        Other Stats
-------------------------------------------------
   1-10     + 1        + 1      Level/2 + 5    +2 Combined total
  11-20     + 2        + 2      Level/2 + 5    +2 Combined Total
  21-30     + 3        + 3      Level/2 + 5    +2 Combined Total
  31-40     + 4        + 4      Level/2 + 5    +3 Combined Total
  41-50     + 5        + 5      Level/2 + 5    +3 Combined Total
  51-60     + 6        + 6      Level/2 + 5    +3 Combined Total
  61-70     + 7        + 7      Level/2 + 5    +4 Combined Total
  71-80     + 8        + 8      Level/2 + 5    +4 Combined Total
  81-90     + 9        + 9      Level/2 + 5    +4 Combined Total
  91-100    +10        +10      Level/2 + 5    +5 Combined Total
 101-110    +11        +11      Level/2 + 5    +5 Combined Total
 111-121    +12        +12      Level/2 + 5    +6 Combined Total

Weapon Flags (V4 type):  Trade 4 hit or damage (or combination) per flag.
                         Limit of one flag per item. Exceptions:
                         Two handed & Throwable.

*Two Handed Weapons: Add 10 to average damage above. (Level/2 + 15)
Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses

Hit Point Bonus:   Maximum 10 hp   /10 Levels
Mana Bonus:        Maximum 10 mana /10 Levels
Move Bonus:        Maximum 15 mv   /10 Levels

Exceptions:

One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.

Clan and Personal equipment will be of Normal status, with Average damage on
weapons being as Exceptional (1/2 level + 5), no additional stats or flags,
nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a
massive extent.


Rules for Quest Weapon Building
-------------------------------------------------

This is a set of guidelines to follow when building
Quest reward weapons on Ansalon.

Level    Hitroll    Damroll    Average*      Saves &
of Item   Bonus      Bonus     Damage        Other Stats
-------------------------------------------------
  1-10     + 2        + 2      Level/2 + 10   +4 Combined total
 11-20     + 3        + 3      Level/2 + 10   +4 Combined Total
 21-30     + 4        + 4      Level/2 + 10   +4 Combined Total
 31-40     + 5        + 5      Level/2 + 10   +5 Combined Total
 41-50     + 6        + 6      Level/2 + 10   +5 Combined Total
 51-60     + 7        + 7      Level/2 + 10   +5 Combined Total
 61-70     + 8        + 8      Level/2 + 10   +6 Combined Total
 71-80     + 9        + 9      Level/2 + 10   +6 Combined Total
 81-90     +10        +10      Level/2 + 10   +6 Combined Total
 91-100    +11        +11      Level/2 + 10   +7 Combined Total
101-110    +12        +12      Level/2 + 10   +7 Combined Total
111-121    +13        +13      Level/2 + 10   +8 Combined Total

Weapon Flags (V4 type):  Trade 2 hit or damage (or combination) per flag.
                         Limit of two flags per item. Exceptions:
                         Two handed & Throwable.

*Two Handed Weapons: Add 10 to average damage above. (Level/2 + 20)
Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus:   Maximum 5 hp   /10 Levels
Mana Bonus:        Maximum 5 mana /10 Levels
Move Bonus:        Maximum 5 mv   /10 Levels



Rules for Normal Class Armor Building
-------------------------------------------------


This is a set of guidelines to follow when building normal classed or
leveling armor on Ansalon.

Level    Hitroll    Damroll    Armor         Saves &
of Item   Bonus      Bonus     Class*        Other Stats

1-121      + 0        + 0      1/3 Levels     +3 Combined total

* V3 - Ac exotic to be 1/2 of this.

Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus:   NOT ALLOWED
Mana Bonus:        NOT ALLOWED
Move Bonus:        Maximum 15 mv   /10 Levels



Rules for Exceptional Class Armor Building
-------------------------------------------------


This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon. 

NOTE: Please limit exceptional class armor to a maximum of a few per area.
These MUST be on mobs or in locked containers (ie WG). Exceptional (or better)
Equipment found in shops will be nerfed after the builder is beaten severely.

Level    Hitroll    Damroll    Armor         Saves &
of Item   Bonus      Bonus     Class*        Other Stats
-------------------------------------------------
  1-10     + 1        + 1      1/3 Levels     +2 Combined total
 11-20     + 2        + 1      1/3 Levels     +2 Combined Total
 21-30     + 3        + 1      1/3 Levels     +2 Combined Total
 31-40     + 4        + 2      1/3 Levels     +3 Combined Total
 41-50     + 5        + 2      1/3 Levels     +3 Combined Total
 51-60     + 6        + 3      1/3 Levels     +3 Combined Total
 61-70     + 7        + 3      1/3 Levels     +4 Combined Total
 71-80     + 8        + 4      1/3 Levels     +4 Combined Total
 81-90     + 9        + 4      1/3 Levels     +4 Combined Total
 91-100    +10        + 5      1/3 Levels     +5 Combined Total
101-110    +11        + 5      1/3 Levels     +5 Combined Total
111-121    +12        + 6      1/3 Levels     +6 Combined Total

* V3 - Ac exotic to be 1/2 of this.

Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus:   Maximum 10 hp   /10 Levels
Mana Bonus:        Maximum 10 mana /10 Levels
Move Bonus:        Maximum 15 mv   /10 Levels


Exceptions:
-------------------------------------------------
One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.

Clan and Personal equipment will be of Normal status, with Average damage on
weapons being as Exceptional (1/2 level + 5), no additional stats or flags,
nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a
massive extent.



Rules for Quest Armor Building
-------------------------------------------------


This is a set of guidelines to follow when building
Quest reward armor on Ansalon.

Level    Hitroll    Damroll    Armor             Saves &
of Item   Bonus      Bonus     Class*            Other Stats
-------------------------------------------------
  1-10     + 2        + 2      1/3 Levels + 10     +4 Combined total
 11-20     + 3        + 2      1/3 Levels + 10     +4 Combined Total
 21-30     + 4        + 2      1/3 Levels + 10     +4 Combined Total
 31-40     + 5        + 3      1/3 Levels + 10     +5 Combined Total
 41-50     + 6        + 3      1/3 Levels + 10     +5 Combined Total
 51-60     + 7        + 4      1/3 Levels + 10     +5 Combined Total
 61-70     + 8        + 4      1/3 Levels + 10     +6 Combined Total
 71-80     + 9        + 5      1/3 Levels + 10     +6 Combined Total
 81-90     +10        + 5      1/3 Levels + 10     +6 Combined Total
 91-100    +11        + 6      1/3 Levels + 10     +7 Combined Total
101-110    +12        + 6      1/3 Levels + 10     +7 Combined Total
111-121    +13        + 7      1/3 Levels + 10     +8 Combined Total

* V3 - Ac exotic to be 1/2 of this.

Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses
-------------------------------------------------
Hit Point Bonus:   Maximum 15 hp   /10 Levels
Mana Bonus:        Maximum 15 mana /10 Levels
Move Bonus:        Maximum 20 mv   /10 Levels








Note on addapply affects such as invisibility flying etc:

A MAXIMUM of 1 such object per area, IMP approved only.

The extra affects can be any EXCLUDING the following:
  Giant Strength    Haste        Flameshield
  Sanctuary         Armor        Cancellation
  Word of Recall    Stone Skin   Find Familiar
  Shield            Feast        True Sight
  * Additional exclusions may be added per IMP decision.
    These items must also be either rare or difficult to get.


END OF OBJECT RULES
-------------------------------------------------



HELP OEDIT : gives you the helpfile for object creation.
        edit object (vnum)  -Enters the editor for the selected object.

        COMMAND             Explanation
        -------------------------------------------------
        commands            - prints a list of possible commands
        
        create (vnum)       - creates object with specified vnum
        level               - sets the object level (mobs/players can use up to +20)
        cost (gold)         - sets the gold value of the object
        done                - exits the object editor and returns to normal play
        ed                  - type this for info on adding/editing extended descripts
        long (desc)         - edit long description (the one in the room)
        name (keywords)     - sets the KEYWORDS on an object
        short (desc)        - sets the held description of an object (a sword, a fish etc)
        show                - hitting return, or 'show' shows the object stats
        v0 (num)            - sets the value '0' on the object, see table below.
        v1 (num)            - sets the value '1' on the object, see table below.
        v2 (num)            - sets the value '2' on the object, see table below.
        v3 (num)            - sets the value '3' on the object, see table below.
        v4 (num)            - sets the vlaue '4' on the objcet, see table below.
        weight (num)        - sets the weight of the object in 1/10th pounds
        type                - type of object, type ? TYPE for a list
        extra               - attributes of object,
                              type ? EXTRA for a list, or see EXTRA below.
        wear                - where object is worn,
                              type ? WEAR for a list, or see WEAR below.
        material            - material the object is made from
                              type ? MATERIAL for a complete list.
        addaffect           - adds an affect to an object (addaffect (affect) #)
        delaffect           - removes an affect to an object (delaffect #)



EDIT OBJECT (vnum) :        - edits an object with the specified vnum.
EDIT OBJ CREATE (vnum) :    - creates a new object and start you in object
                              editor for it.
                                                                          
TYPE (type) : sets the type of object it is. Type ? TYPE for a list.


    Item           Type#   V0           V1          V2           V3          V4
    ----------------------------------------------------------------------------------
    ARMOR            9     AC Pierce    AC Bash     AC Slash     AC Exotic   Armor Type
    BOAT            22     --           --          --           --          --
    CONTAINER       15     Max Weight   Flags       Key Vnum     Capacity #  Weight Mult  
    DRINKCONTAINER  17     Liquid Total Liquid Left Liquid Type  Poison Tog  __
    FOOD            19     Food Hours   Full Hours  --           Poison Tog  -- 
    FOUNTAIN        25     Liquid Total Liquid Left Liquid Type  --          --
    FURNITURE       12     Max People   Max Weight  Flags (*)    Heal Bonus  Mana Bonus     
    KEY             18     --           --          --           --
    LIGHT            1     --           --          Light Hours  --          --
    MONEY           20     Gold Coins   Steel Coins --           --          --
    PILL            26     Spell Level  Spell 1     Spell 2      Spell 3     Spell 4
    POTION          10     Spell Level  Spell 1     Spell 2      Spell 3     Spell 4
    SCROLL           2     Spell Level  Spell 1     Spell 2      Spell 3     Spell 4
    STAFF            4     Spell Level  Max Charges Current      Spell       --
    TRASH           13     --           --          --           --          --
    TREASURE         8     --           --          --           --
    WAND             3     Spell Level  Max Charges Current      Spell       --
    WEAPON           5     Weapon Class # of Dice   Type of Dice hit_type    Special 
        
    Furniture flags:        - sit_on, sit_at, sit_in
                              stand_on, stand_at, stand_in
                              rest_on, rest_at, rest_in

        
NAME (string) :             - sets the keyword name(s) of the object.
SHORT (string) :            - sets the short description of the object (when you check
                              your inventory, or see what you are wearing)
LONG (string) :             - sets the long description of the object (when it is
                              laying on the ground when you walk in, or when you
                              look at the object)
ED ADD (keyword) :          - sets you into the ED description editor, just like for
                              rooms. Same commands.
ED ADD "keyword keyword"    - sets you into ED description editor, all words within quotes
                              can be looked at, access same description.
                              IE. ed add "map palanthas" (you get the idea)
LEVEL (integer) :           - sets the level of the object
                              (Level to use = level -20)


WEAR (flags) : sets the wear flags. Type ? WEAR for a list. TAKE
means that the object can be taken from a corpse. Inventory means when the
mob/player dies, the object will disappear. Inventory is a flag that is used
to determine if shops will recreate the item to sell in an unlimited fashion.
This is automatically added. Do NOT add inventory to items randomly.

    WEAR                    Explanation 
    -------------------------------------------------
    TAKE                    - MUST have this in order to be picked up! 
    FINGER                  - Object will be worn on finger
    NECK                    - Object will be worn around the neck
    BODY                    - Object will be worn on the body
    HEAD                    - Object will be worn on the head
    LEGS                    - Object will be worn on legs
    FEET                    - Object will be worn on feet
    HANDS                   - Object will be worn on hands
    ARMS                    - Object will be worn on arms
    SHIELD                  - Object will be worn as a shield
    ABOUT                   - Object will be worn about the torso
    WAIST                   - Object will be worn on the waist
    WRIST                   - Object will be worn on the wrist
    WIELD                   - Can be wielded as a weapon
    HOLD                    - Object can be held
    TWO-HANDED              - Object requires two hands (no shields etc)
                
EXTRA (flags) : sets the extra flags, such as glowing, humming,etc. Type ? EXTRA.

    EXTRA                   Explanation 
    -------------------------------------------------
    ANTIEVIL                - Below -332 align get zapped and drop it if worn 
    ANTIGOOD                - Above 332 align get zapped and drop it if worn 
    ANTINEUTRAL             - From -332 to 332 align get zapped and drop it if worn 
    BLESS   
    BURNPROOF               - Item can't be destroyed by fire attacks
    DARK    
    EVIL                    - PCs with 'detect evil' see red aura 
    FLAMING                 - Enhanced damage for spells
    GLOW                    - Item glows 
    HADTIMER                - Item has a rot timer and will designtegrate
    HUM                     - Item hums 
    INVENTORY               - Object disappears when mob dies
    INVIS                   - PC needs 'detect invis' to see 
    LOCK    
    MAGIC                   - For weapon can't enchant, can enflame 
    NODROP                  - Item cannot be dropped 
    NOIDENT                 - Item cannot be identified with spell or skill
    NOUNCURSE               - Item cannot be uncursed
    NOREMOVE                - Item cannot be removed if worn 
    ROTDEATH                - Item will designtegrate when PC dies
    SELLEXTRACT     
    VISDEATH                - Item isn't visible until death. 
                              (Regardless of see-invis etc)
                
WEIGHT (integer) : sets the weight of the object. In 10ths of pounds.

    Strength       Max Wieldable Weight 
    -------------------------------------------------
    13                  13
    14                  14
    15                  15 
    16                  16 
    17                  22 
    18                  25 
    19                  30
    20                  35
    21                  40
    22                  45 
    23                  50
    24                  55
    25                  60

COST (integer) :            - sets how much the object is worth in gold.

AUTO WEAPON, AUTOARMOR:     - Various item types have their own autos.
                              Play around with this to discover which ones.

When making certain objects, there will be an extra amount of fields that
will appear that you must complete. There will appear in the fields of v0
v1 v2 v3 v4. They correspond to differing things depending upon the object.
For Weapons, v0 is the type of the weapon, type ? wclass for a list. v1
is the number of times the damdice will roll. v2 is how many sides the
dice has. Type HELP WEAPON_DICE for a guideline. v3 is the damtype of the
weapon, type ? WEAPON for a list. v4 are the extra added affect, such as
vorpal, flaming, etc. Type ? WTYPE for a list.
For potions, v0 will be the level, v1-v3 the spells.

To set the v-fields, type V<#> (flag or integer, depending upon the
object type. type v(#) by itself for a brief explanation on what each V-field is for.

NOTE                     
See above TYPE for more information.




Weapon Types (Objects)                   
-------------------------------------------------
       0 hit            7 pound 
       1 slice          8 crush 
       2 stab           9 grep 
       3 slash         10 bite 
       4 whip          11 pierce   - permits backstab
       5 claw          12 suction 
       6 blast  
                 
Container States (Objects)          
-------------------------------------------------
       closeable     closed 
       pickproof     locked
       Puton         fire_trap
       poison_trap   gas_trap
                 

    Liquid Values  (Ansalon is modified)                             
    Name                 Color          Proof Full Thirst Food  Size  
    ----------------------------------------------------------------
    water                clear              0    1     10    0    16
    beer                 amber             12    1      8    1    12
    red wine             burgundy          30    1      8    1     5
    ale                  brown             15    1      8    1    12
    dark ale             dark              16    1      8    1    12
    whisky               golden           120    1      5    0     2
    lemonade             pink               0    1      9    2    12
    firebreather         boiling          190    0      4    0     2
    local specialty      clear            151    1      3    0     2
    slime mold juice     green              0    2     -8    1     2
    milk                 white              0    2      9    3    12
    tea                  tan                0    1      8    0     6
    coffee               black              0    1      8    0     6
    blood                red                0    2     -1    2     6
    salt water           clear              0    1     -2    0     1
    coke                 brown              0    2      9    2    12
    root beer            brown              0    2      9    2    12
    elvish wine          green             35    2      8    1     5
    white wine           golden            28    1      8    1     5
    champagne            golden            32    1      8    1     5
    mead                 honey-colored     34    2      8    2    12
    rose wine            pink              26    1      8    1     5
    benedictine wine     burgundy          40    1      8    1     5
    vodka                clear            130    1      5    0     2
    cranberry juice      red                0    1      9    2    12
    orange juice         orange             0    2      9    3    12
    absinthe             green            200    1      4    0     2
    brandy               golden            80    1      5    0     4
    aquavit              clear            140    1      5    0     2
    schnapps             clear             90    1      5    0     2
    icewine              purple            50    2      6    1     5
    amontillado          burgundy          35    2      8    1     5
    sherry               red               38    2      7    1     5
    framboise            red               50    1      7    1     5
    rum                  amber            151    1      4    0     2
    cordial              clear            100    1      5    0     2
    blue wackadoo slurpy blue fizzy         0   10     30    1     2


OLC has been modified to give much more information on Ansalon
[v0] Liquid Total: [1000]  Drinks Total:[200]
[v1] Liquid Left:  [1000]  Drinks Left: [200]
[v2] Liquid:       [red wine]   Drink Size  [5  ]
[v3] Poisoned:     [ No ]  Proof: [ 30]

These numbers change as you change liquids and amounts, for easier and
more accurate building of drinkcontainers.
                  
ADDAFFECT (field) (integer) : - this sets the added affect of a weapon,
                                  such as +50 mana, +50 hp, etc. 
    EXAMPLE:                                                                
    Addaffect hitroll 10    - Adds 10 to the users's hitroll.                

ADDAPPLY AFFECTS :            - See Weapon Armor and Object Stat Rules.


AFFECTS LIST                     
-------------------------------------------------
    strength           dexterity          intelligence       
    wisdom             constitution       sex                class              
    level              age                height             weight             
    mana               hp                 move               gold               
    experience         ac                 hitroll            damroll            
    saves              savingpara         savingrod          savingpetri        
    savingbreath       savingspell   
                
DELAFFECT (integer) :       - this remove the delaffect of the number you
                              specify. For example: DELAFFECT 2 will delete the 2nd affect 
                              in the list of addaffects at the bottom of the item in edit.
    IE:
    Number Modifier Affects
    ------ -------- -------
    [   0] 4        strength

    Delaffect 0 would remove the affect.


SPELLS!
-------------------------------------------------

For items such as potions, wands, staffs, pills etc with spells:

Syntax:  ? spells [ignore/attack/defend/self/object/all]

    Spells Ignore                                                     
    -------------------------------------------------
    call lightning     calm               continual light    control weather    
    create food        create rose        create spring      earthquake         
    faerie fog         scrye              feast              find familiar      
    floating disc      gate               holy word          locate object      
    mass fly           mass healing       mass invis         nexus              
    portal             smoke              summon             ventriloquate      
    gas breath         

    Spells Attack                                                     
    -------------------------------------------------
    acid blast         blindness          burning hands      cause critical     
    cause light        cause serious      chain lightning    charm person       
    chill touch        colour spray       confusion          demonfire          
    dispel evil        dispel good        dispel magic       dispel neutral     
    energy drain       faerie fire        fear               flamestrike        
    flood waters       harm               heat metal         plague             
    prismatic spray    shocking grasp     silence            sleep              
    slow               thunderclap        thunderstorm       weaken             
    general purpose    high explosive     explosion          

    Spells Defend                                                     
    -------------------------------------------------
    armor              change sex         cure blindness     cure critical      
    cure disease       cure light         cure poison        cure serious       
    flameshield        fly                frenzy             giant strength     
    haste              heal               infravision        know alignment     
    refresh            restore            sanctuary          shield             

    Spells Self                                                       
    -------------------------------------------------
    cancellation       conceal alignment  corpse visage      detect evil        
    detect good        detect hidden      detect invis       detect magic       
    detect neutral     pass door          protection         protection neutral 
    protection evil    protection good    stone skin         teleport           
    translate          true sight         understand tongues word of recall     

    Spells Object                                                     
    -------------------------------------------------
    create water       detect poison      enchant armor      enchant weapon     
    fireproof          identify           recharge           

    Spells All                                                        
    -------------------------------------------------
    acid blast         armor              bless              blindness          
    burning hands      call lightning     calm               cancellation       
    cause critical     cause light        cause serious      chain lightning    
    change sex         charm person       chill touch        colour spray       
    continual light    conceal alignment  confusion          control weather    
    corpse visage      create food        create rose        create spring      
    create water       cure blindness     cure critical      cure disease       
    cure light         cure poison        cure serious       curse              
    demonfire          detect evil        detect good        detect hidden      
    detect invis       detect magic       detect neutral     detect poison      
    dispel evil        dispel good        dispel magic       dispel neutral     
    earthquake         enchant armor      enchant weapon     energy drain       
    faerie fire        faerie fog         scrye              fear               
    feast              find familiar      fireball           fireproof          
    flameshield        flamestrike        fly                floating disc      
    flood waters       frenzy             gate               giant strength     
    harm               haste              heal               heat metal         
    holy word          identify           infravision        invisibility       
    know alignment     lightning bolt     locate object      magic missile      
    mass fly           mass healing       mass invis         nexus              
    pass door          plague             poison             portal             
    prismatic spray    protection         protection neutral protection evil    
    protection good    ray of truth       recharge           refresh            
    remove curse       restore            sanctuary          shield             
    shocking grasp     silence            sleep              slow               
    smoke              stone skin         summon             teleport           
    thunderclap        thunderstorm       translate          true sight         
    understand tongues ventriloquate      weaken             word of recall     
    acid breath        fire breath        frost breath       gas breath         
    lightning breath   general purpose    high explosive     explosion  


EXAMPLE of Object Creation:
-------------------------------------------------


edit object create 5276         - create object 5276
(In redit mode, you may simple oedit create 5276 for speed)
type weapon                     - sets the type as a weapon
name sword blue                 - sets the keyword names
short a blue sword              - sets the short desc
long A blue sword lies here.    - sets the long desc
ed add blade                    - sets keyword "blade" enters me into
                                  the ED desc editor
 NOTE                  
There is a maximum oh how much you can type without hitting enter,    
somewhere between 3 and 4 lines. You may enter anywhere (dont enter   
in the middle of a word) and use .f to format the whole description.
  
The blade is rather blue for some reason.
                                 - sets the desc
.f                               - formats the description
.s                               - shows me what the description is so far
.r "rather blue" "blue"          - replaces the text
.f                               - formats the description
@                                - takes me from the desc editor into
                                   the object editor

level 20                         - sets the weapon level 20
weight 15                        - makes the weapon 15 pounds
cost 1000                        - sets the worth of the object 1000 gold
wear take wield                  - lets me take it from a corpse or from
                                   the floor and wield it as a weapon
 NOTE                 
Objects MUST have a TAKE flag to be picked up, used or sacrificed.

extra glow hum                   - makes the weapon glow and hum
v0 sword                         - makes the weapon a sword
v1 10                            - damdice has 10 rolls
v2 2                             - damdice is a 2 sided dice
v3 slash                         - sets the damage message when the weapon hits a mob
v4 flaming                       - makes the weapon flaming, leading to
                                   extra damage, a chance to blind the mob, 
                                   damage eq, etc
addaffect strength 1             - adds str +1
addaffect hp 100                 - adds +100 hp to the wearer
asave area                       - saves the area
done                             - takes you out of edit mode


              

Making Resets
-------------------------------------------------

A few basic rules, when making resets (occurances of items/mobs).

1. Items in room come first. (ie. Chests, treasure, furniture)
2. Then Mobs in room.
3. Then stuff in Mob's inventory
4. Then eq Mob is wearing
5. Then next mob in room...if needed
6. See 3-5. :)

Redit is the reset editor. Feel free to experiment with it, as it allows 
easy access to setting global numbers of mobs, and in room numbers of mobs 
for complicated areas with multiple roaming mobs, such as within a City.

You may also set resets without being in the reditor. This is the method I 
mainly use because I am generally one mob per area used. If you start 
having a situation like elemental canyon or the forest of zhan, you need to 
use the reditor. However, for just a single mob, with unique items, feel 
free to use the quick and dirty method. For example..

Reset 1 Obj (vnum) room          (See also: oreset (below))
Reset 2 mob (vnum) room          (See also: mreset (below))
Reset 3 obj (vnum) none          - sets this object into the last mob's inventory)
Reset 4 obj (vnum) weilded       - sets an item on a mob wielded
Reset 5 obj (vnum) light         - sets an item on a mob held as a light
Reset 6 obj (vnum) rfinger       - sets an item on a mob worn on mobs right finger

reset                            - when used alone shows room resets

Help Reset:

RESET (number) OBJ (vnum) (location on body)    - equips last mobile
RESET (number) OBJ (vnum) inside (obj vnum)     - store in container
RESET (number) OBJ (vnum) room                  - store in room
RESET (number) MOB (vnum) [(max #)]             - load a mobile
RESET (number) DELETE                           - delete a reset

RESET alone will display the resets in the current room.  The (number) will
be displayed with this list.  Typing ? WEAR-LOC will list possible locations
that an object can be loaded to.  The [(max #)] is the maximum number of
mobiles allowed in this room and will default to 1 if no number is entered.

For resets to be successful make sure that you add them in a logical order.
For example if you are equiping a mobile don't load a container in the room
and fill it with some objects and then continue equiping the mobile.  It is
likely that resets will backfire if they are not carefully entered.

If you wish to reset the room then use EDIT ROOM RESET. 

EXAMPLE of Resets:
-------------------

In room. 'RESET' yields something like this:

Resets: M = mobile, R = room, O = object, P = pet, S = shopkeeper
 No.  Loads    Description       Location         Vnum   Mx Mn Description
==== ======== ============= =================== ======== ===== ===========
[ 1] M[16203] Lumpy the bar in room             R[16203]  1- 1 The Severed Hea
[ 2] O[16200] a pint of bee in the inventory of S[16203]       Lumpy the barte
[ 3] O[16203] a piece of sa in the inventory of S[16203]       Lumpy the barte
[ 4] O[16202] a bowl of ste in the inventory of S[16203]       Lumpy the barte
[ 5] O[16206] a bottle of r in the inventory of S[16203]       Lumpy the barte
[ 6] O[16201] a pitcher of  in the inventory of S[16203]       Lumpy the barte
[ 7] M[16205] An off-duty S in room             R[16203]  2- 1 The Severed Hea
[ 8] O[16221] a solamnic br wielded             M[16205]   0   An off-duty Sol

To set these resets, in redit mode:
-----------------------------------

    reset 1 mob 16203 1 1        - Places 1 mobile (16203) in the room,
                                   with a maximum of 1 in the world.
    reset 2 obj 16200 none       - Places object 16200 in the inventory of Mob (16203)
    reset 3 obj 16203 none       - Places object 16203 in the inventory of Mob (16203)
    reset 4 obj 16202 none       - Places object 16202 in the inventory of Mob (16203)
    reset 5 obj 16206 none       - Places object 16206 in the inventory of Mob (16203)
    reset 6 obj 16201 none       - Places object 16201 in the inventory of Mob (16203)
    reset 7 mob 16205 2 1        - Places 1 mobile (16205) in the room
                                   with a maximum of 2 in the world.
    reset 8 obj 16221 wielded    - Places obj 16221 wielded by the last Mob (16205)


NOTE: For instantly resetting an object or mob                              

mreset (vnum) # #       - Instantly places mobile in room              
                           (# # = world limit, room limit of the mobile)
                           If #s arent placed, defaults to 1 - 1        

oreset (vnum)           - Instantly places object in room              
                           (see mreset for world limit/room limit also) 



You should also ask an IMP to email you your area via file attachment
format, so you can have a copy to give out, keep, change, or whatever.
You may give them to other muds that need new areas.

Anyway, building can get tedious only if you make it tedious. Have fun
while writing your area, and keep in mind that players will be exploring
your area. DO NOT under any circumstances, place secret objects, tricks,
etc for your own exploitation. By this I mean..making a super weapon, or
super sword and placing it on the ground hidden somewhere, and then when
it gets ported..only you and your friends know about it.

Try to be reasonable about your equipment (i messed up a few
times..well..a lot of times) and mobs, and keep them balanced.

Above all, have fun creating a new area.

Zivilyn/Skol and all of those who helped create this document for Ansalon,
and other worlds.







MORE CREDITS &
ACKNOWLEDGMENTS: 
---------------- 
The information contained herein was compiled from many sources. Thanks  
to all who have had a part in it's development. 
 
This document contains information from 'database.doc', 'dbsup.doc',  
and 'values.doc', part of the original Diku mud release and copyrighted 
by the Diku folks. See their accompanying license. 
 
This document is also a conglomeration of building.txt and the other  
area building files included in the MERC 2.2 package then expanded and  
edited them to make it easier for first-time area builders. 
  
All thanks go out to the creators of MUD!!! 
 
 
DIKUMUD LICENSE: 
--------------- 
Copyright (C) 1990, 1991 
All Rights Reserved 

MERC:
-----
Merc Release 2.1
Sunday 01 August 1993

Furey   mec@shell.portal.com
Hatchet hatchet@uclink.berkeley.edu
Kahn    michael@uclink.berkeley.edu

AND MORE:
---------
Rom 2.4/2.5 docs version 1, compiled by Satin (Gabrielle Taylor)
7-9-1995.
SOM.99 docs version 1, adapted from the above by Shadowdancer and Theoden.

Don't forget to look for appendices dated past this document on the ftp 
site!  There may be additional area-related code added in future Rom
releases, and rather than force you to print out a whole new copy
each time, a dated appendix will be placed on this ftp site.

AND EVEN MORE:
--------------
Updated 3.26.97 by Theoden
Thanks to Shadowdancer, Paul, and Bloodbath for helping me find and correct
the errors in this doc (trust me, there were many :).

THINK WE'RE DONE YET?
---------------------
Updated 11.12.97 by Shadowdancer

ROM ROCKS:
-----------
This file contains material and information from the Merc release 2.1 
Area help files (done by Furey, Hatchet, and Kahn), material from the 
Merc Diku Mud code itself, material and examples from various area files 
that are found in both ROM2 and MadROM, as well as coding material that 
was adapted and modified by Alander for ROM1 and ROM2, and later by 
Madman for MadROM.  It also contains information from Alander written 
for ROM 2.3 and ROM2.4x, from Zump for Rom 2.4x, and information from ozy.doc
by Ozymandias.  It was compiled and rewritten by Satin for Tesseract
(hypercube.org 9000), and then adapted by her to Rom 2.4x. And then further
adapted for SOM 1.x by Theoden and Shadowdancer.