Ds Olc Guide

== A Basic Guide ==
CREATING ROOMS A few pointers perhaps? Do all your rooms first, link them. Then complete the room descriptions. This will make it much easier when it comes time to begin making resets.

Your head builder or Imp will have the area already started for you.
To create an area, start by typing redit create (vnum).
For our example, we'll use vnum 35100.

Syntax: redit create 35100

The following is a screen capture of what you will see while in redit.

The forest is dark and strangely silent. A bit of moon peeks through the
heavy lining of dark clouds that covers the night sky. The path continues
to the north through the forest.
<pre>
Name [Dark Forest Path]
Area [137] Purgatory
Vnum [35100]
Sector [forest]
RoomFlags [dark !npc]
North [ 35101] Dark Forest Path
</pre>

Name: This is the title of the room, try to keep it short and to the point.

Area: The area # and name is listed here.

Vnum: The current room vnum you are in.

Sector: What type of area is this room? forest, field, city?

RoomFlags: These specify certain characteristics about the room.

Finally any exits are shown at the bottom of the redit form.
Notice an exit goes north to vnum 35101, Dark Forest Path.

Descriptions: We try to stay away from using the word "You" or trying to
TELL a player how he/she/it should feel while rambling around your area.
Try to be more descriptive and less insistant.

CREATING/LINKING OTHER ROOMS
syntax: (direction) dig (vnum)

Example: north dig 35105

If you mess up and need to delete an exit:
(direction) delete

Need to link the room in another direction?
(two way exit to an existing room)
syntax: (direction) link (vnum)

You're in vnum 35100 and want to link to an existing room with a one-way
exit.
syntax: (direction) room (vnum)


Syntax: oedit create (vnum)

The following is a screen capture from oedit.

<pre>
Name: [wooden sign]
Area: [137] Purgatory
Vnum: [35100]
Type: [trash]
Level: [0]
Wear flags: [none]
Extra flags: [none]
Material: [wood]
Weight: [200]
Cost: [0]
Ex desc kwd: [sign]
Short desc: [a wooden sign]
Long desc: [A wooden sign has been driven into the ground.]
Affect: [Object has no affects set.]
</pre>

Name: this is a short descriptor of the object

Area: shows what area number/name the object is in

Vnum: the vnum identifying the object

Type: what type object is this? container, drink, food, trash, weapon, armor.

Level: what level must the player be to use this object.

Wear: all objects to be used by players must have take as a wear flag
ALSO
- armor must have a wear slot (head, hands, legs, etc)
- weapons must have wield as a wear slot
- shields must have wear shield as wear slot

Extra: extra flags, type extra ? for a list.

Material: what material is the object made of. material ? for a list

Weight: weight of the object, be realistic please. (If a weapon has
flags, the MINIMUM weight must be 30, with 2 or more flags, it must be 40.
There can be weapons with light weight, but they must have no flags at
all.)

Cost: what does the object cost, be realistic please.

Ex desc kwd: this is something that is added so that when a player looks at
the object keyword an extra description is shown.
<pre>
syntax: ed add (keyword)
ed del (keyword) takes the descriptor out
ed edit (keyword) allows you to change the description.
</pre>
Short: what is seen when the player wears/wields/holds the object

Long: what is seen when the object is seen in a room.

Affect: adding affects is possible. Please see the charts for added affects that are
allowed.


Room [Dark Forest Path]
Area [137] Purgatory
Vnum [35100]

[Room has no resets.]

The rseditor is almost self explanatory.

syntax for mob resets are:
mob (vnum) (# in room) (% chance of resetting again)

Example: mobile 100 1-2 100

syntax for object resets are:
obj (vnum)

Type rsedit ? for a more in depth explanation. The rseditor is one of
the easiest to use that I have ever seen.

Thanks Neka, for writing this :)
<BR><BR>

== DS OLC Armor & Weapon Guide ==
<table border="7" cellspacing="1" cellpadding="3">
<tr>
<th>Level of Eq/Armor</th>
<th>Total Max hp/mana/move</th>
<th>Max Saves</th>
<th>Stats</th>
<th>Armor Class</th>
<th>Damroll/Hitroll</th>

</tr>

<tr>
<td>0-10</td>
<td>none</td>
<td>one</td>
<td>none</td>
<td>0-4</td>
<td>1 hitroll, 1 damroll</td>

</tr>

<tr>
<td>11-20</td>
<td>armor: 60 weapon: 30</td>
<td>-1</td>
<td>1pt</td>
<td>5-8</td>
<td>2 hitroll 2 damroll</td>

</tr>

<tr>
<td>21-30</td>
<td>armor: 90 weapon: 45</td>
<td>-1</td>
<td>2pts</td>
<td>9-12</td>
<td>3 hitroll, 3 damroll</td>

</tr>

<tr>
<td>31-40</td>
<td>armor: 120 weapon: 60</td>
<td>-2</td>
<td>3pts</td>
<td>13-16</td>
<td>4 hitroll, 4 damroll</td>

</tr>

<tr>
<td>41-50</td>
<td>armor: 150 weapon 75</td>
<td>-2</td>
<td>4pts</td>
<td>17-20</td>
<td>5 hitroll 5 damroll</td>

</tr>

<tr>
<td>51-60</td>
<td>armor: 100 weapon: 100</td>
<td>-3</td>
<td>4pts</td>
<td>18</td>
<td>7 hitroll, 7 damroll</td>

</tr>

<tr>
<td>61-70</td>
<td>armor: 250 weapon: 125</td>
<td>-3</td>
<td>5pts</td>
<td>21</td>
<td>10 hitroll, 10 damroll</td>

</tr>

<tr>
<td>71-80</td>
<td>armor: 300 weapon 150 </td>
<td>-4</td>
<td>5pts</td>
<td>24</td>
<td>14 hitroll, 14 damroll</td>

</tr>

<tr>
<td>81-90</td>
<td>armor: 350 weapon: 175</td>
<td>-4</td>
<td>6pts</td>
<td>37</td>
<td>19 hitroll, 19 damroll</td>

</tr>

<tr>
<td>91-100</td>
<td>armor: 400 weapon: 200</td>
<td>-5</td>
<td>6pts</td>
<td>32</td>
<td>25 hitroll, 25 damroll</td>

</tr>

<tr>
<td>101</td>
<td>armor: 450 weapon: 225</td>
<td>-5</td>
<td>7pts</td>
<td>33</td>
<td>32 hitroll, 32 damroll</td>

</tr>
</table>
<p>

Mob Wealth: 25 * Level of Mob<BR>
Potions: Potions: 1 spell (except cure light/serious/critical) for every 51 levels.<BR>
Scrolls: 1 spell for every 75 levels.<BR>
(Note, the levels go by the object level, not the spell level)

<P>
Weapon's Dice (these numbers are not variable)
<TABLE BORDER=1>
<TR>
<TD> Level</TD>
<TD> Dice</TD>
<TD> Ave Dam</TD>
</TR>
<TR>
<TD> 1-2</TD>
<TD> 2d3</TD>
<TD> 4</TD>
</TR>
<TR>
<TD> 3-4</TD>
<TD> 2d4</TD>
<TD> 5</TD>
</TR>
<TR>
<TD> 5-6</TD>
<TD> 3d3</TD>
<TD> 6</TD>
</TR>
<TR>
<TD> 7-8</TD>
<TD> 2d6</TD>
<TD> 7</TD>
</TR>
<TR>
<TD> 9</TD>
<TD> 7d8</TD>
<TD> 8</TD>
</TR>
<TR>
<TD> 10-11</TD>
<TD> 3d5</TD>
<TD> 9</TD>
</TR>
<TR>
<TD> 12</TD>
<TD> 4d4</TD>
<TD> 10</TD>
</TR>
<TR>
<TD> 13-14</TD>
<TD> 2d10</TD>
<TD> 11</TD>
</TR>
<TR>
<TD> 15</TD>
<TD> 4d5</TD>
<TD> 12</TD>
</TR>
<TR>
<TD> 16-17</TD>
<TD> 3d8</TD>
<TD> 13</TD>
</TR>
<TR>
<TD> 18</TD>
<TD> 4d6</TD>
<TD> 14</TD>
</TR>
<TR>
<TD> 19-20</TD>
<TD> 5d15</TD>
<TD> 15</TD>
</TR>
<TR>
<TD> 21</TD>
<TD> 4d7</TD>
<TD> 16</TD>
</TR>
<TR>
<TD> 22-23</TD>
<TD> 5d6</TD>
<TD> 17</TD>
</TR>
<TR>
<TD> 24</TD>
<TD> 4d8</TD>
<TD> 18</TD>
</TR>
<TR>
<TD> 25-26</TD>
<TD> 3d12</TD>
<TD> 19</TD>
</TR>
<TR>
<TD> 27</TD>
<TD> 5d7</TD>
<TD> 20</TD>
</TR>
<TR>
<TD> 28-29</TD>
<TD> 6d6</TD>
<TD> 21</TD>
</TR>
<TR>
<TD> 30</TD>
<TD> 5d8</TD>
<TD> 22</TD>
</TR>
<TR>
<TD> 31</TD>
<TD> 2d22</TD>
<TD> 23</TD>
</TR>
<TR>
<TD> 32</TD>
<TD> 6d7</TD>
<TD> 24</TD>
</TR>
<TR>
<TD> 33</TD>
<TD> 5d9</TD>
<TD> 25</TD>
</TR>
<TR>
<TD> 34</TD>
<TD> 4d12</TD>
<TD> 26</TD>
</TR>
<TR>
<TD> 35</TD>
<TD> 6d8</TD>
<TD> 27</TD>
</TR>
<TR>
<TD> 36</TD>
<TD> 7d7</TD>
<TD> 28</TD>
</TR>
<TR>
<TD> 37</TD>
<TD> 2d28</TD>
<TD> 29</TD>
</TR>
<TR>
<TD> 38</TD>
<TD> 6d9</TD>
<TD> 30</TD>
</TR>
<TR>
<TD> 39</TD>
<TD> 7d8</TD>
<TD> 31</TD>
</TR>
<TR>
<TD> 40</TD>
<TD> 5d12</TD>
<TD> 32</TD>
</TR>
<TR>
<TD> 41-42</TD>
<TD> 6d10</TD>
<TD> 33</TD>
</TR>
<TR>
<TD> 43</TD>
<TD> 4d16</TD>
<TD> 34</TD>
</TR>
<TR>
<TD> 44-45</TD>
<TD> 7d9</TD>
<TD> 35</TD>
</TR>
<TR>
<TD> 46</TD>
<TD> 8d8</TD>
<TD> 36</TD>
</TR>
<TR>
<TD> 47</TD>
<TD> 5d14</TD>
<TD> 37</TD>
</TR>
<TR>
<TD> 48</TD>
<TD> 7d10</TD>
<TD> 38</TD>
</TR>
<TR>
<TD> 49</TD>
<TD> 6d12</TD>
<TD> 39</TD>
</TR>
<TR>
<TD> 50</TD>
<TD> 8d9</TD>
<TD> 40</TD>
</TR>
<TR>
<TD> 51</TD>
<TD> 2d40</TD>
<TD> 41</TD>
</TR>
<TR>
<TD> 52</TD>
<TD> 5d16</TD>
<TD> 42</TD>
</TR>
<TR>
<TD> 53</TD>
<TD> 3d28</TD>
<TD> 43</TD>
</TR>
<TR>
<TD> 54</TD>
<TD> 8d10</TD>
<TD> 44</TD>
</TR>
<TR>
<TD> 55</TD>
<TD> 9d9</TD>
<TD> 45</TD>
</TR>
<TR>
<TD> 56</TD>
<TD> 4d22</TD>
<TD> 46</TD>
</TR>
<TR>
<TD> 57</TD>
<TD> 5d18</TD>
<TD> 47</TD>
</TR>
<TR>
<TD> 58</TD>
<TD> 8d11</TD>
<TD> 48</TD>
</TR>
<TR>
<TD> 59</TD>
<TD> 9d10</TD>
<TD> 49</TD>
</TR>
<TR>
<TD> 60</TD>
<TD> 5d19</TD>
<TD> 50</TD>
</TR>
<TR>
<TD> 61</TD>
<TD> 6d16</TD>
<TD> 51</TD>
</TR>
<TR>
<TD> 62</TD>
<TD> 8d12</TD>
<TD> 52</TD>
</TR>
<TR>
<TD> 63</TD>
<TD> 2d52</TD>
<TD> 53</TD>
</TR>
<TR>
<TD> 64</TD>
<TD> 9d11</TD>
<TD> 54</TD>
</TR>
<TR>
<TD> 65</TD>
<TD> 10d10</TD>
<TD> 55</TD>
</TR>
<TR>
<TD> 66</TD>
<TD> 8d13</TD>
<TD> 56</TD>
</TR>
<TR>
<TD> 67</TD>
<TD> 6d18</TD>
<TD> 57</TD>
</TR>
<TR>
<TD> 68</TD>
<TD> 9d12</TD>
<TD> 58</TD>
</TR>
<TR>
<TD> 69</TD>
<TD> 7d16</TD>
<TD> 59</TD>
</TR>
<TR>
<TD> 70</TD>
<TD> 10d11</TD>
<TD> 60</TD>
</TR>
<TR>
<TD> 71</TD>
<TD> 11d10</TD>
<TD> 61</TD>
</TR>
<TR>
<TD> 72</TD>
<TD> 4d30</TD>
<TD> 62</TD>
</TR>
<TR>
<TD> 73</TD>
<TD> 9d13</TD>
<TD> 63</TD>
</TR>
<TR>
<TD> 74</TD>
<TD> 8d15</TD>
<TD> 64</TD>
</TR>
<TR>
<TD> 75</TD>
<TD> 10d12</TD>
<TD> 65</TD>
</TR>
<TR>
<TD> 76</TD>
<TD> 11d11</TD>
<TD> 66</TD>
</TR>
<TR>
<TD> 77</TD>
<TD> 9d14</TD>
<TD> 67</TD>
</TR>
<TR>
<TD> 78</TD>
<TD> 8d16</TD>
<TD> 68</TD>
</TR>
<TR>
<TD> 79</TD>
<TD> 6d22</TD>
<TD> 69</TD>
</TR>
<TR>
<TD> 80</TD>
<TD> 7d19</TD>
<TD> 70</TD>
</TR>
<TR>
<TD> 81</TD>
<TD> 13d10</TD>
<TD> 71</TD>
</TR>
<TR>
<TD> 82</TD>
<TD> 9d15</TD>
<TD> 72</TD>
</TR>
<TR>
<TD> 83</TD>
<TD> 7d20</TD>
<TD> 73</TD>
</TR>
<TR>
<TD> 84</TD>
<TD> 4d36</TD>
<TD> 74</TD>
</TR>
<TR>
<TD> 85</TD>
<TD> 10d14</TD>
<TD> 75</TD>
</TR>
<TR>
<TD> 86</TD>
<TD> 8d18</TD>
<TD> 76</TD>
</TR>
<TR>
<TD> 87</TD>
<TD> 11d13</TD>
<TD> 77</TD>
</TR>
<TR>
<TD> 88</TD>
<TD> 13d11</TD>
<TD> 78</TD>
</TR>
<TR>
<TD> 89</TD>
<TD> 3d52</TD>
<TD> 79</TD>
</TR>
<TR>
<TD> 90</TD>
<TD> 8d19</TD>
<TD> 80</TD>
</TR>
<TR>
<TD> 91</TD>
<TD> 9d17</TD>
<TD> 81</TD>
</TR>
<TR>
<TD> 92</TD>
<TD> 3d54</TD>
<TD> 82</TD>
</TR>
<TR>
<TD> 93</TD>
<TD> 11d14</TD>
<TD> 83</TD>
</TR>
<TR>
<TD> 94</TD>
<TD> 12d13</TD>
<TD> 84</TD>
</TR>
<TR>
<TD> 95</TD>
<TD> 10d16</TD>
<TD> 85</TD>
</TR>
<TR>
<TD> 96</TD>
<TD> 4d42</TD>
<TD> 86</TD>
</TR>
<TR>
<TD> 97</TD>
<TD> 6d28</TD>
<TD> 87</TD>
</TR>
<TR>
<TD> 98</TD>
<TD> 11d15</TD>
<TD> 88</TD>
</TR>
<TR>
<TD> 99</TD>
<TD> 3d58</TD>
<TD> 89</TD>
</TR>
<TR>
<TD> 100</TD>
<TD> 12d14</TD>
<TD> 90</TD>
</TR>
<TR>
<TD> 101</TD>
<TD> 13d13</TD>
<TD> 91</TD>
</TR>

</TABLE>

== DS Mob Dice for mobs up to level 150 ==
<TABLE BORDER=1 ALIGN="MIDDLE">
<TR>
<TD> Level</TD>
<TD> HitPoints</TD>
<TD> AC</TD>
<TD> Damage</TD>
<TD> </TD>
<TD> Level</TD>
<TD> HitPoints</TD>
<TD> AC</TD>
<TD> Damage</TD>
<TD> </TD>
<TD> Level</TD>
<TD> HitPoints</TD>
<TD> AC</TD>
<TD> Damage</TD>
</TR>
<TR>
<TD> 1</TD>
<TD> 2d6+10</TD>
<TD> 92</TD>
<TD> 1d4+0</TD>
<TD> </TD>
<TD> 51</TD>
<TD> 50d10+5000</TD>
<TD> -308</TD>
<TD> 5d8+20</TD>
<TD> </TD>
<TD> 101</TD>
<TD> 12d573+2775</TD>
<TD> -731</TD>
<TD> 5d20+50</TD>
</TR>
<TR>
<TD> 2</TD>
<TD> 2d7+21</TD>
<TD> 84</TD>
<TD> 1d5+0</TD>
<TD> </TD>
<TD> 52</TD>
<TD> 50d10+5500</TD>
<TD> -316</TD>
<TD> 6d7+20</TD>
<TD> </TD>
<TD> 102</TD>
<TD> 12d584+2860</TD>
<TD> -738</TD>
<TD> 5d20+51</TD>
</TR>
<TR>
<TD> 3</TD>
<TD> 2d6+35</TD>
<TD> 76</TD>
<TD> 1d6+0</TD>
<TD> </TD>
<TD> 53</TD>
<TD> 50d10+6000</TD>
<TD> -324</TD>
<TD> 6d7+21</TD>
<TD> </TD>
<TD> 103</TD>
<TD> 12d596+2860</TD>
<TD> -744</TD>
<TD> 5d21+52</TD>
</TR>
<TR>
<TD> 4</TD>
<TD> 2d7+46</TD>
<TD> 68</TD>
<TD> 1d5+14</TD>
<TD> </TD>
<TD> 54</TD>
<TD> 50d10+6500</TD>
<TD> -332</TD>
<TD> 7d6+22</TD>
<TD> </TD>
<TD> 104</TD>
<TD> 12d607+2905</TD>
<TD> -750</TD>
<TD> 5d21+52</TD>
</TR>
<TR>
<TD>5</TD>
<TD> 2d6+60</TD>
<TD> 60</TD>
<TD> 1d6+1</TD>
<TD> </TD>
<TD> 55</TD>
<TD> 50d10+7000</TD>
<TD> -340</TD>
<TD> 10d4+23</TD>
<TD> </TD>
<TD> 105</TD>
<TD> 12d619+2950</TD>
<TD> -756</TD>
<TD> 5d21+52</TD>
</TR>
<TR>
<TD> 6</TD>
<TD> 2d7+71</TD>
<TD> 52</TD>
<TD> 1d7+15</TD>
<TD> </TD>
<TD> 56</TD>
<TD> 50d10+7500</TD>
<TD> -348</TD>
<TD> 10d4+24</TD>
<TD> </TD>
<TD> 106</TD>
<TD> 12d631+2990</TD>
<TD> -763</TD>
<TD> 6d18+53</TD>
</TR>
<TR>
<TD> 7</TD>
<TD> 2d6+85</TD>
<TD> 44</TD>
<TD> 1d8+1</TD>
<TD> </TD>
<TD> 57</TD>
<TD> 50d10+8000</TD>
<TD> -356</TD>
<TD> 6d8+24</TD>
<TD> </TD>
<TD>107 </TD>
<TD> 12d643+3035</TD>
<TD> -769</TD>
<TD> 6d18+54</TD>
</TR>
<TR>
<TD> 8</TD>
<TD> 2d7+96</TD>
<TD> 36</TD>
<TD> 1d7+2</TD>
<TD> </TD>
<TD> 58</TD>
<TD> 50d10+8500</TD>
<TD> -364</TD>
<TD> 5d10+25</TD>
<TD> </TD>
<TD> 108</TD>
<TD> 12d655+3087</TD>
<TD> -775</TD>
<TD> 6d18+54</TD>
</TR>
<TR>
<TD> 9</TD>
<TD> 2d6+110</TD>
<TD> 28</TD>
<TD> 1d8+2</TD>
<TD> </TD>
<TD> 59</TD>
<TD> 50d10+9000</TD>
<TD> -372</TD>
<TD> 8d6+26</TD>
<TD> </TD>
<TD> 109</TD>
<TD> 12d667+3125</TD>
<TD> -781</TD>
<TD> 6d18+54</TD>
</TR>
<TR>
<TD> 10</TD>
<TD> 2d7+21</TD>
<TD> 20</TD>
<TD> 2d4+2</TD>
<TD> </TD>
<TD> 60</TD>
<TD> 50d10+9500</TD>
<TD> -380</TD>
<TD> 8d6+27</TD>
<TD> </TD>
<TD> 110</TD>
<TD> 12d679+3175</TD>
<TD> -788</TD>
<TD> 6d18+55</TD>
</TR>
<TR>
<TD> 11</TD>
<TD> 2d8+134</TD>
<TD> 12</TD>
<TD> 1d10+2</TD>
<TD> </TD>
<TD> 61</TD>
<TD> 50d15+10000</TD>
<TD> -338</TD>
<TD> 7d7+28</TD>
<TD> </TD>
<TD> 111</TD>
<TD> 12d692+3220</TD>
<TD> -794</TD>
<TD> 6d19+55</TD>
</TR>
<TR>
<TD> 12</TD>
<TD> 2d10+150</TD>
<TD> 4</TD>
<TD>1d10+3 </TD>
<TD> </TD>
<TD> 62</TD>
<TD> 50d15+10500</TD>
<TD> -396</TD>
<TD> 7d7+29</TD>
<TD> </TD>
<TD> 112</TD>
<TD> 12d704+3265</TD>
<TD> -800</TD>
<TD> 6d19+56</TD>
</TR>
<TR>
<TD> 13</TD>
<TD> 2d10+170</TD>
<TD> -4</TD>
<TD> 2d5+3</TD>
<TD> </TD>
<TD> 63</TD>
<TD> 50d15+11000</TD>
<TD> -404</TD>
<TD> 4d13+30</TD>
<TD> </TD>
<TD> 113</TD>
<TD> 12d717+3310</TD>
<TD> -806</TD>
<TD> 6d19+56</TD>
</TR>
<TR>
<TD> 14</TD>
<TD> 2d10+190</TD>
<TD> -12</TD>
<TD> 1d12+3</TD>
<TD> </TD>
<TD> 64</TD>
<TD> 50d15+11500</TD>
<TD> -412</TD>
<TD> 6d9+29</TD>
<TD> </TD>
<TD> 114</TD>
<TD> 12d730+3355</TD>
<TD> -813</TD>
<TD> 6d19+57</TD>
</TR>
<TR>
<TD> 15</TD>
<TD> 3d9+208</TD>
<TD> -20</TD>
<TD> 2d6+3</TD>
<TD> </TD>
<TD> 65</TD>
<TD> 50d15+12000</TD>
<TD> -420</TD>
<TD> 6d9+30</TD>
<TD> </TD>
<TD> 115</TD>
<TD> 12d743+3405</TD>
<TD> -819</TD>
<TD> 6d19+57</TD>
</TR>
<TR>
<TD> 16</TD>
<TD> 3d9+233</TD>
<TD> -28</TD>
<TD> 2d6+4</TD>
<TD> </TD>
<TD> 66</TD>
<TD> 5d20+12500</TD>
<TD> -428</TD>
<TD> 9d6+30</TD>
<TD> </TD>
<TD> 116</TD>
<TD> 12d755+3450</TD>
<TD> -825</TD>
<TD> 6d19+58</TD>
</TR>
<TR>
<TD> 17</TD>
<TD> 3d9+258</TD>
<TD> -36</TD>
<TD> 3d4+4</TD>
<TD> </TD>
<TD> 67</TD>
<TD> 50d20+13000</TD>
<TD> -436</TD>
<TD> 9d6+31</TD>
<TD> </TD>
<TD> 117</TD>
<TD> 12d769+3500</TD>
<TD> -831</TD>
<TD> 6d20+58</TD>
</TR>
<TR>
<TD> 18</TD>
<TD> 3d9+283</TD>
<TD> -44</TD>
<TD> 2d7+4</TD>
<TD> </TD>
<TD> 68</TD>
<TD> 50d20+13500</TD>
<TD> -444</TD>
<TD> 8d7+32</TD>
<TD> </TD>
<TD> 118</TD>
<TD> 12d782+3545</TD>
<TD> -838</TD>
<TD> 6d20+59</TD>
</TR>
<TR>
<TD> 19</TD>
<TD> 3d9+308</TD>
<TD> -52</TD>
<TD> 2d7+5</TD>
<TD> </TD>
<TD> 69</TD>
<TD> 50d20+14000</TD>
<TD> -452</TD>
<TD> 8d7+33</TD>
<TD> </TD>
<TD> 119</TD>
<TD> 12d795+3595</TD>
<TD> -844</TD>
<TD> 6d20+59</TD>
</TR>
<TR>
<TD> 20</TD>
<TD> 3d9+333</TD>
<TD> -60</TD>
<TD> 2d8+5</TD>
<TD> </TD>
<TD> 70</TD>
<TD> 50d20+14500</TD>
<TD> -460</TD>
<TD> 6d10+33</TD>
<TD> </TD>
<TD> 120</TD>
<TD> 12d808+3640</TD>
<TD> -850</TD>
<TD> 6d20+60</TD>
</TR>
<TR>
<TD> 21</TD>
<TD> 4d10+360</TD>
<TD> -68</TD>
<TD> 4d4+5</TD>
<TD> </TD>
<TD> 71</TD>
<TD> 50d25+15000</TD>
<TD> -468</TD>
<TD> 4d16+33</TD>
<TD> </TD>
<TD> 121</TD>
<TD> 12d822+3690</TD>
<TD> -856</TD>
<TD> 6d20+60</TD>
</TR>
<TR>
<TD> 22</TD>
<TD> 5d10+400</TD>
<TD> -76</TD>
<TD> 4d4+6</TD>
<TD> </TD>
<TD> 72</TD>
<TD> 50d25+15500</TD>
<TD> -476</TD>
<TD> 4d16+34</TD>
<TD> </TD>
<TD> 122</TD>
<TD> 12d849+3785</TD>
<TD> -863</TD>
<TD> 6d20+61</TD>
</TR>
<TR>
<TD> 23</TD>
<TD> 5d10+450</TD>
<TD> -84</TD>
<TD> 3d6+6</TD>
<TD> </TD>
<TD> 73</TD>
<TD> 50d25+16000</TD>
<TD> -484</TD>
<TD> 7d9+34</TD>
<TD> </TD>
<TD> 123</TD>
<TD> 12d849+3785</TD>
<TD> -869</TD>
<TD> 6d21+61</TD>
</TR>
<TR>
<TD> 24</TD>
<TD> 5d10+500</TD>
<TD> -92</TD>
<TD> 2d10+6</TD>
<TD> </TD>
<TD> 74</TD>
<TD> 50d25+16500</TD>
<TD> -492</TD>
<TD> 8d8+34</TD>
<TD> </TD>
<TD> 124</TD>
<TD> 12d863+3835</TD>
<TD> -875</TD>
<TD> 6d21+62</TD>
</TR>
<TR>
<TD> 25</TD>
<TD> 5d10+550</TD>
<TD> -100</TD>
<TD> 2d10+7</TD>
<TD> </TD>
<TD> 75</TD>
<TD> 50d25+17000</TD>
<TD> -500</TD>
<TD> 6d11+35</TD>
<TD> </TD>
<TD> 125</TD>
<TD> 12d877+3885</TD>
<TD> -881</TD>
<TD> 6d21+62</TD>
</TR>
<TR>
<TD> 26</TD>
<TD> 5d10+600</TD>
<TD> -108</TD>
<TD> 3d7+7</TD>
<TD> </TD>
<TD> 76</TD>
<TD> 50d30+17500</TD>
<TD> -508</TD>
<TD> 9d7+36</TD>
<TD> </TD>
<TD> 126</TD>
<TD> 12d891+3935</TD>
<TD> -888</TD>
<TD> 6d21+63</TD>
</TR>
<TR>
<TD> 27</TD>
<TD> 5d10+650</TD>
<TD> -116</TD>
<TD> 5d4+7</TD>
<TD> </TD>
<TD> 77</TD>
<TD> 50d30+18000</TD>
<TD> -516</TD>
<TD> 4d18+35</TD>
<TD> </TD>
<TD> 127</TD>
<TD> 12d905+3935</TD>
<TD> -894</TD>
<TD> 6d21+63</TD>
</TR>
<TR>
<TD> 28</TD>
<TD> 6d12+703</TD>
<TD> -124</TD>
<TD> 2d12+7</TD>
<TD> </TD>
<TD> 78</TD>
<TD> 50d30+18500</TD>
<TD> -524</TD>
<TD> 4d18+36</TD>
<TD> </TD>
<TD> 128</TD>
<TD> 12d920+4035</TD>
<TD> -900</TD>
<TD> 6d21+64</TD>
</TR>
<TR>
<TD> 29</TD>
<TD> 6d12+778</TD>
<TD> -132</TD>
<TD> 2d12+8</TD>
<TD> </TD>
<TD> 79</TD>
<TD> 50d30+19000</TD>
<TD> -532</TD>
<TD> 6d12+36</TD>
<TD> </TD>
<TD> 129</TD>
<TD> 12d934+4085</TD>
<TD> -906</TD>
<TD> 6d22+64</TD>
</TR>
<TR>
<TD> 30</TD>
<TD> 6d12+853</TD>
<TD> -140</TD>
<TD> 4d6+8</TD>
<TD> </TD>
<TD> 80</TD>
<TD> 50d30+19500</TD>
<TD> -540</TD>
<TD> 8d9+36</TD>
<TD> </TD>
<TD> 130</TD>
<TD> 12d949+4135</TD>
<TD> -913</TD>
<TD> 6d22+65</TD>
</TR>
<TR>
<TD> 31</TD>
<TD> 6d12+928</TD>
<TD> -148</TD>
<TD> 4d6+9</TD>
<TD> </TD>
<TD> 81</TD>
<TD> 50d35+20000</TD>
<TD> -548</TD>
<TD> 10d7+37</TD>
<TD> </TD>
<TD> 131</TD>
<TD> 12d993+4265</TD>
<TD> -919</TD>
<TD> 6d22+65</TD>
</TR>
<TR>
<TD> 32</TD>
<TD> 10d10+1000</TD>
<TD> -156</TD>
<TD> 6d4+9</TD>
<TD> </TD>
<TD> 82</TD>
<TD> 50d35+20500</TD>
<TD> -556</TD>
<TD> 5d15+38</TD>
<TD> </TD>
<TD> 132</TD>
<TD> 12d978+4235</TD>
<TD> -925</TD>
<TD> 6d22+66</TD>
</TR>
<TR>
<TD> 33</TD>
<TD> 10d10+1100</TD>
<TD> -164</TD>
<TD> 6d4+10</TD>
<TD> </TD>
<TD> 83</TD>
<TD> 50d35+21000</TD>
<TD> -564</TD>
<TD> 7d11+37</TD>
<TD> </TD>
<TD> 133</TD>
<TD> 12d993+4265</TD>
<TD> -931</TD>
<TD> 6d22+66</TD>
</TR>
<TR>
<TD> 34</TD>
<TD> 10d10+1200</TD>
<TD> -172</TD>
<TD> 4d7+10</TD>
<TD> </TD>
<TD> 84</TD>
<TD> 50d35+21500</TD>
<TD> -572</TD>
<TD> 4d20+38</TD>
<TD> </TD>
<TD> 134</TD>
<TD> 12d1008+4335</TD>
<TD> -938</TD>
<TD> 6d22+67</TD>
</TR>
<TR>
<TD> 35</TD>
<TD> 10d10+1300</TD>
<TD> -180</TD>
<TD> 4d7+11</TD>
<TD> </TD>
<TD> 85</TD>
<TD> 50d35+22000</TD>
<TD> -580</TD>
<TD> 3d28+38</TD>
<TD> </TD>
<TD> 135</TD>
<TD> 12d1023+4390</TD>
<TD> -944</TD>
<TD> 6d23+67</TD>
</TR>
<TR>
<TD> 36</TD>
<TD> 10d10+1400</TD>
<TD> -188</TD>
<TD> 3d10+11</TD>
<TD> </TD>
<TD> 86</TD>
<TD> 50d40+225000</TD>
<TD> -588</TD>
<TD> 11d7+39</TD>
<TD> </TD>
<TD> 136</TD>
<TD> 13d958+4440</TD>
<TD> -950</TD>
<TD> 6d23+68</TD>
</TR>
<TR>
<TD> 37</TD>
<TD> 10d10+1500</TD>
<TD> -196</TD>
<TD> 3d10+12</TD>
<TD> </TD>
<TD> 87</TD>
<TD> 50d40+23000</TD>
<TD> -596</TD>
<TD> 9d9+39</TD>
<TD> </TD>
<TD> 137</TD>
<TD> 13d972+4490</TD>
<TD> -956</TD>
<TD> 6d23+68</TD>
</TR>
<TR>
<TD> 38</TD>
<TD> 10d10+1600</TD>
<TD> -204</TD>
<TD> 5d6+12</TD>
<TD> </TD>
<TD> 88</TD>
<TD> 50d40+23500</TD>
<TD> -604</TD>
<TD> 4d22+39</TD>
<TD> </TD>
<TD> 138</TD>
<TD> 13d987+4545</TD>
<TD> -963</TD>
<TD> 6d23+69</TD>
</TR>
<TR>
<TD> 39</TD>
<TD> 15d10+1700</TD>
<TD> -212</TD>
<TD> 5d6+13</TD>
<TD> </TD>
<TD> 89</TD>
<TD> 50d40+24000</TD>
<TD> -612</TD>
<TD> 12d7+38</TD>
<TD> </TD>
<TD> 139</TD>
<TD> 13d1001+4600</TD>
<TD> -969</TD>
<TD> 6d23+69</TD>
</TR>
<TR>
<TD> 40</TD>
<TD> 15d10+1850</TD>
<TD> -220</TD>
<TD> 4d8+13</TD>
<TD> </TD>
<TD> 90</TD>
<TD> 50d40+24500</TD>
<TD> -620</TD>
<TD> 5d8+40</TD>
<TD> </TD>
<TD> 140</TD>
<TD> 13d1015+4650</TD>
<TD> -975</TD>
<TD> 6d23+70</TD>
</TR>
<TR>
<TD> 41</TD>
<TD> 25d10+2000</TD>
<TD> -228</TD>
<TD> 4d8+14</TD>
<TD> </TD>
<TD> 91</TD>
<TD> 50d45+25000</TD>
<TD> -628</TD>
<TD> 11d8+40</TD>
<TD> </TD>
<TD> 141</TD>
<TD> 13d1015+4650</TD>
<TD> -981</TD>
<TD> 6d24+70</TD>
</TR>
<TR>
<TD> 42</TD>
<TD> 25d10+2250</TD>
<TD> -236</TD>
<TD> 3d12+14</TD>
<TD> </TD>
<TD> 92</TD>
<TD> 50d45+25500</TD>
<TD> -636</TD>
<TD> 9d10+41</TD>
<TD> </TD>
<TD> 142</TD>
<TD> 13d1045+4755</TD>
<TD> -988</TD>
<TD> 6d24+71</TD>
</TR>
<TR>
<TD> 43</TD>
<TD> 25d10+2500</TD>
<TD> -244</TD>
<TD> 3d12+15</TD>
<TD> </TD>
<TD> 93</TD>
<TD> 50d45+26000</TD>
<TD> -644</TD>
<TD> 10d9+42</TD>
<TD> </TD>
<TD> 143</TD>
<TD> 13d1059+4810</TD>
<TD> -994</TD>
<TD> 6d24+71</TD>
</TR>
<TR>
<TD> 44</TD>
<TD> 25d10+2750</TD>
<TD> -252</TD>
<TD> 8d4+15</TD>
<TD> </TD>
<TD> 94</TD>
<TD> 50d45+26500</TD>
<TD> -652</TD>
<TD> 5d19+43</TD>
<TD> </TD>
<TD> 144</TD>
<TD> 13d1074+4860</TD>
<TD> -1000</TD>
<TD> 6d24+72</TD>
</TR>
<TR>
<TD> 45</TD>
<TD> 25d10+3000</TD>
<TD> -260</TD>
<TD> 8d4+16</TD>
<TD> </TD>
<TD> 95</TD>
<TD> 50d45+27000</TD>
<TD> -660</TD>
<TD> 6d16+43</TD>
<TD> </TD>
<TD> 145</TD>
<TD> 13d1089+4915</TD>
<TD> -1006</TD>
<TD> 6d24+72</TD>
</TR>
<TR>
<TD> 46</TD>
<TD> 25d10+3250</TD>
<TD> -268</TD>
<TD> 6d6+16</TD>
<TD> </TD>
<TD> 96</TD>
<TD> 50d50+27500</TD>
<TD> -668</TD>
<TD> 13d7+43</TD>
<TD> </TD>
<TD> 146</TD>
<TD> 13d1104+4970</TD>
<TD> -1013</TD>
<TD> 6d24+73</TD>
</TR>
<TR>
<TD> 47</TD>
<TD> 25d10+3500</TD>
<TD> -276</TD>
<TD> 6d6+17</TD>
<TD> </TD>
<TD> 97</TD>
<TD> 50d50+28000</TD>
<TD> -676</TD>
<TD> 8d12+44</TD>
<TD> </TD>
<TD> 147</TD>
<TD> 13d1119+5025</TD>
<TD> -1019</TD>
<TD> 6d25+73</TD>
</TR>
<TR>
<TD> 48</TD>
<TD>25d10+3750</TD>
<TD> -284</TD>
<TD> 6d6+18</TD>
<TD> </TD>
<TD> 98</TD>
<TD> 50d50+28500</TD>
<TD> -684</TD>
<TD> 7d14+45</TD>
<TD> </TD>
<TD> 148</TD>
<TD> 13d1150+5135</TD>
<TD> -1025</TD>
<TD> 6d25+74</TD>
</TR>
<TR>
<TD> 49</TD>
<TD> 50d10+4000</TD>
<TD> -292</TD>
<TD> 4d10+18</TD>
<TD> </TD>
<TD> 99</TD>
<TD> 50d50+29000</TD>
<TD> -692</TD>
<TD> 9d11+45</TD>
<TD> </TD>
<TD> 159</TD>
<TD> 13d1150+5135</TD>
<TD> -1031</TD>
<TD> 6d25+74</TD>
</TR>
<TR>
<TD> 50</TD>
<TD> 50d10+4500</TD>
<TD> -308</TD>
<TD> 5d8+20</TD>
<TD> </TD>
<TD> 100</TD>
<TD> 50d50+29500</TD>
<TD> -700</TD>
<TD> 10d10+45</TD>
<TD> </TD>
<TD> 150</TD>
<TD> 13d1166+5190</TD>
<TD> -1038</TD>
<TD> 6d25+75</TD>
</TR>

</TABLE>
<BR><BR>

== Aedit Help ==
<pre>
(Remember to type what it says in each step.) Also for further reference while on line you can type commands
to see what OLC commands are available or see help olc. Also to see how your area is coming along at any time
simple type show. To get out of the editor at any time type done.
The first thing you will be excited about is making the first file in what your area goes into. This is
perhaps the easiest thing in OLC. To see a the help file for editing an area type help aedit.

Below is a look at what it will look like from inside the Area Editor. I have included Notes inside the *'s
of what everything is:

<1000hp 1000m 1000mv> *The Prompt*

*when you hit return inside the editor this next part will be displayed. I take this example from the city
I am creating*

Name: [108] The Prison.
File: prison.are
Vnums: [18300-18399]
Age: [0]
Players: [1]
Security: [9]
Builders: [Alecca]
Credits: [40 65] Alecca The Prison]
Flags: [none]

And Now what you have been waiting for…The Step by step introduction to what this all means…

Step 1.) edit area create
This command does exactly what it is saying. It creates your area. Note that this must be done… if you
simply edit area…it will assume you are re-entering the current area to edit. Also once your done with
this command you probably won't have to worry about this one again until your ready to start a new area.
Step 2.) age 0
This sets the age of the area and is really unimportant. just type 0 for the age of the area.
Step 3.) builder [insert your name here]
example: builder Alecca
This will set the file's builders, because we know you like to see your name as much as possible :P
Step 4.) filename [name].
example filename prison
This will create a brand new file in the area directory. There is no need to say oh lets call it
prison.are. It will automatically set the .are option for you. All you need to do is name it. It is
very important not change the file name once it is set, so make sure the builder knows what he/she/it
wants (although it's possible to do so, it just takes up room in the shell).
Step 5.) name [name]
example: name The Prison.
This will allow you to see the area name in your immortal prompt.
Step 6.) security [level]
example: security 1
If this is your first area your security will be 4. As you become more trusted your security level will
increase.
Step 7.) vnum # #
example: vnum 400 499
This will set your vnums for the area. These will be assigned to you by an implementor. If you need more
please let an implementor know. Type vnum area to see a list of vnums used. We keep the list in vnum order,
so it's fairly easy to do, and the imps will appreciate you being able to tell them the vnums that you do
want.
Step 8.) asave area
This will save your area..use this command from any editor to save your work I suggest you do this pretty
frequently. Asave area works much better with the DS format than asave changed does. Use it frequently.
The last thing you will need to do is set any flags that you want for that area. To get a flag in simply
type that flag at the prompt. While building your area you will not want the questmaster sending your
mortals on quests to your unfinished area, nor will you want them to gate in and walk around being the
nozy people that they are. So type "flag closed" to prevent this. The closed flag will have to come off
when the area is ready, because with it on, mortals cannot see any exits.

</pre>
<BR><BR>

== Medit Help ==
<pre>
In order to create the mob, type this: medit create (vnum) For our example, we'll use mob 35116.

Description:

Name: [] MaxWorld [999] Infinite
Area: [137] Purgatory
Act: [npc]
Vnum: [35116] Sex: [male] Race: [unique]
Level: [1] Align: [0] AttackNoun: [none]
Hitroll: [0] Saves: [0] Regain: [0]
Damroll: [0] DamFlags: [none]
Speed: [0] Toughness: [0] Group: [0]
HitDice: [1d1+1] DamDice: [1d1+1] ManaDice: [1d1+1]
Armor: [pierce: 100 bash: 100 slash: 100 mystic: 100]
Size: [medium] Material: [none]
Shop [Not set type 'shop create' to create one.]
Short descr:
Long descr:

Taking these fields one at a time, this is what each is:

Name: What is the mob's name? A descriptor, keep it short.
Don't use colors or capital letters in the name. Usually this
can be the same as the short description.

Maxworld: The max number in the world for this mob.

Act: Always flag mobs stay_area (unless there's a special reason not to).
Other act flags can be found by typing act ?.

Action flags:
sentinel-use this with the stay_area flag, the mob won't leave the room.
scavenger-the mob picks up objects that are left lying around.
key-?
ranger-mob acts as a ranger
aggress-mob is aggressive, attacking a pc on sight.
stay_area-the mob stays in the area it is assigned to.
wimpy-the mob acts, well wimpy. :)
pet-used to flag mobs that will be pets.
train-mob acts as a trainer
practice-will allow players to practice
druid-acts as a druid
!body-when mob dies, leaves no body
!bdrop-when mob dies, eq worn disappears
undead-mob acts undead
vampire-mob acts as a vampire
cleric-mob acts as a cleric
mage-mob acts as a mage
thief-mob acts as a thief
warrior-mob acts as a warrior
!align-mob will have no align, or neutral align
!purge-mob will not be purged when a room is purged
outdoors-will only stay in rooms marked outside
evil_priest-acts as evil priest
indoors-will only stay in rooms marked inside
priest-mob acts as priest
healer-mob acts as healer
trainer-mob trains pcs
update-always-mob is always updated
banker-mob acts as banker, flag banker mobs with this.

Vnum: This is a number that is used to identify the mob within olc.
It is unique, used only once for each mob.

Sex: male, female, none

Race: flag each mob with a race, or use unique if you have your own race
specifics in mind.
? race will give you a list of races that are already available.
Using an existing race is easier for the beginning builder.

Level: What level is the mob? Range is from 1-150.

Align: Range is from 1000 (angelic) to -1000 (satanic).

AttackNoun: How will the mob attack players? slice, stab, slash, etc.
AttackNoun ? will give you a list.

Hitroll: Usually set the same # as the mob's level.

Damroll: Usually set same as the mob's level.

Saves: How many saves the mob has.

Regain: How many hp the mob regains during each round of combat. 100 regain will make the mob gain 100
hps per round

DamFlags: DamFlags ? for a list. These are the same as weapon flags.

Speed: How fast the mob is, range of 1-5, 5 being fastest, and determines the number of attacks per
round

Toughness: How much damage the mob ignores, range 1-5, 5 being toughest

Hitdice: use the mob tables for this. Determines how many hp the mob has.

Damdice: use the mob tables for this as well. Determines how much damage
the mob does.

Manadice: This can be set in one of 2 ways: 5d10+20 or the same as
damdice.

Armor: the mob's armor class. Use the charts for this.

Size: How big is this thing? Tiny, small, medium, large, huge?

Material: What is the mob made of? Most of the time this will be flesh.

Shop: Will be covered in another section.

Short: What the player sees when the mob is hit or dies. ie: short "Hildegard" will show
"Hildegard's circle strikes the goblin for earth shattering damage."
"You hear Hildegard's death cry."

Long: This is what you see when you walk into the room.
"A huge hairy goblin stands here gnashing his teeth."

Desc: This is what you see when you look at the mob.
"The goblin stinks to high heaven! He hasn't had a bath in days.
Where is the Lysol when you need it?"

Wealth: How much money does this mob have? I set mine by
multiplying mob level by 25.

Aff: What is the mob affected by?

Shield: What is the mob shielded by? Sanc, etc.?

Immune: Immunities of the mob.

Absorb: How much damage a mobile can absorb and turn into healing.

Res: What is the mob resistant to?

Vuln: What is the mob vulnerable to?

Use immunities carefully. This means the mob isn't affected by this type of attack at all. This can be
frustrating for lower level players who don't have many strengths yet. This can be rather enjoyable to
test higher level players with though. If you use stock races, stick with the aff/res/imm/vuln/shields
that are listed unless there is a specific reason not to.

Resistances make it harder for a player to kill the mob.

Vulnerabilities make it easier for certain kinds of attacks to kill the mob.

Thanks to Neka for helping out with this page :)

</pre>
<BR><BR>

== Xedit Help ==
<pre>
XEDIT is the exit editor. You cannot immediately go into xedit but have to access it through REDIT.

syntax: direction edit
example: north edit
will bring you to the following options/screen:

InRoom [13201 ] The dark hallway continues…
Direction [north]
ToRoom [13203 ] The hallway continues…
ExitFlags [none]
Key [none]
Name [none]
Description
(Description not set)

I actually have two exits in this room, but remember I'm only editing the north exit. 13201 has a north
exit leading to 13203. As of now I do not have anything defined other than the fact that the room leads
north to 13203.

ExitFlags
door - makes a door reset to the room
closed - closes the door with each tick
locked - locks a closed door with each tick
pickproof - makes a door unpickable with pick lock
!pass - makes a door inpenetrable, even with the pass door spell
easy - makes a door easy to pick
hard - makes a door harder to pick
infuriating - makes a door almost impossible to pick
!close - this will keep doors from being closed
!lock - this will keep doors from being locked

Keys
An object has to be defined throught OEDIT as type key and assigned here to unlock the door.
Name
If no name is defined here, it will default to the direction (i.e. the player has to type "open north"). Defining names can make the rooms more role playish. It makes more sense to open a "door", or open a
"grate", than it does to open north at times.
Descriptions
????
Exiting XEDIT
Type "done" and it will take you out of XEDIT and back into REDIT. If you want to totally exit OLC, you must type "done" again to exit REDIT.
</pre>
<BR><BR>

== Rsedit (Resets) Help ==
<pre>
Resets, known to have plagued builders mud to mud are really not a problem here on DS. First let me explain what a reset is. Basically a reset loads a mob/armor/objects into a room…without resets these would not autoload, and would have to be loaded with the load command…now we know even Alecca can't be on 24/7 to do this! :P

Commands
The following commands are available from within the RSEDITOR:
commands - prints a list of possible commands
mobile (vnum) [max] [%] - add a mobile to the room
object (vnum) [max] [%] - add an object to the room
content (vnum) [count] [%] - add a content to the last object
inventory (vnum) [%] - add carried object to the last mobile
worn (vnum) [wear-loc] [%] - add worn object to the last mobile
buried (vnum) [%] - add content to the last worn, carried object
delete [all] - delete the last or all resets
(reset number) (command) - add reset to another reset

The % is the percent chance for the reset to occur (1-100%). The last command (reset number) allows you to add inventory, content worn or buried resets to mobiles and object. For example: 10 worn 400, would add the object with vnum 400 worn in its default location to the tenth reset which is assumed to be a mobile (or an error will occur).

When you delete a reset all dependent resets are also deleted, thus all of a mobiles inventory and worn resets would delete along with the mobile reset.

If you wish to reset the room then use REDIT RESET.
Hint!
Oh yes, oh yes, we're lazy too, so here are a few helpful hints to speed you in your rsediting.
Say I wanted to load a mobile, who loads every time. All I have to type is "mobile vnum" and it will autoset the percentage to 100%. This works with all rsedit commands! Neat huh :)
</pre>

<BR><BR>
== How to Make a Shopkeeper without tearing out your hair ==
<pre>
First, create a mobile to serve as your shopkeeper, using medit create vnum.
Next, create the objects you want him/her to sell, using oedit create vnum, for each item. Each item
MUST have a price, or you will go insane trying to figure out why the damn shopkeeper won't sell it ;)

Then type medit vnumofyourshopkeeper, type shop create.
markup # is the profit when selling items, 100% is cost 150% would be cost +50%.
markdown # is the loss the seller takes when selling, 100% is equal to no loss, 50% is cost -50%.
hours are the hours your shop will be open, 0 is midnight, 23 is 11pm

For each type of item you are selling, armor, containers, scrolls etc. you must type trade [0-4] itemtype.
So if you're selling armor, and scrolls, you would type trade 0 armor then trade 1 scrolls etc.

Almost done :) Now enter RSedit.
Type mobile vnumofyourshopkeeper 1 100
inventory vnumfirstitem 100
inventory vnum2nditem 100 etc.

You can choose to have your shopkeeper not sell items 100% of the time, just change 100 to whatever % you
would like.

When you're finished entering all those items, you're done! Type asave area, redit reset, done. Then list,
and your shopkeeper should sell each item you entered. If not, don't blame me, I didn't do it :)

Written by Mirandah, by all means blame her :)
</pre>
<BR><BR>

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License