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jalles76 edited this page Jun 6, 2017 · 3 revisions

Usage

redit [vnum]

Description

The REDIT command is used to create and modify rooms in the OLC system. There are two forms of syntax for this command; 'REDIT' on its own edits the room you are currently standing in, and 'REDIT room_number' edits the room with the given identification number. If the given number has no associated room, a room will be created with that number as its identifier.

The Main REDIT Menu

  1. Room Name
    This is the title of the room.

  2. Room Desc
    This is the room's description- it's what you see when you type LOOK. This is overridden during the night by the night description (if one is set).

  3. Night Desc
    This description overrides the room's main description at night. This is an optional field.

  4. Room Flags
    Room Flags are flags that can be toggled to control the room's behavior in code. Examples of room flags are GARAGE, STORAGE, SOUNDPROOF, etc. A full detailing of room flags can be found here.

  5. Domain Type
    The Domain Type of a room is the Shamanic domain this room is located in.

6-f) Exits
Exits are displayed as the vnum they connect to if they exist. Selecting one of these will put you into the exit editing menu (more on this below).

g) Edit Jackpoint
This controls the Matrix connectivity of a room. The default is no jackpoint; consequentially, this can be safely ignored unless the room has a reason to have a Matrix jackpoint in it. More information can be found on this below.

h) Light Level
Allows you to set the light-level of the room. The list is not sorted in any particular manner.

i) Smoke Level
Allows you to set the smoke level. Smoke shows up when you LOOK and can obscure vision / modify target numbers for actions performed in the room.

j) Combat Options
Allows you to configure various combat behaviors. Most of these have no real effect; however, more information on this is listed below.

k) Background Count
Background Count modifies TNs for spellcasting and magic use in the area. Background Count is covered in detail on Page 83 of 'Magic in the Shadows'.

l) Extra Descriptions
Extra Descriptions are hidden descriptions that can be LOOKed at if you know the keyword. These keywords are generally hinted to within the room's description.

m) Current / Fall rating
This field only appears if a room is set up as a water room OR the room is flagged as a falling room. This number is the TN to swim / stop from falling in the room.

Exit Information

  1. Exit To
    This is the vnum that this exit connects to.

  2. Description
    This is the description of the exit, seen when you LOOK in the exit's direction.

  3. Door Names
    These are the aliases of the exit. The first name is important- it shows up in the interaction messages. Example: I open an exit with the namelist 'doors door double'. The message printed is "You open the doors."

  4. Key vnum
    This is the vnum of the item that serves as the key. If no key vnum is entered, the default key (item number 0 on AW) will be used for door interaction.

  5. Door flag
    This lets you select the type of door on this exit. The types are as follows:

  • No Door: Exit cannot be opened/closed.
  • Closeable Door: Exit can be closed/locked/bypassed.
  • Pickproof: Exit can be closed and locked but not bypassed.
  • Storm Drain / Manhole: Exit allows water flow if pointing downwards.
  • Garage Door: This door can be interacted with from inside a vehicle.
  1. Lock Level
    This is the TN required to bypass the door.

  2. Material Type
    This allows you to select the material the door is made of. This is used in breakage tests.

  3. Barrier Rating
    This allows you to select the barrier rating of the door. This is used in breakage tests.

  4. Hidden Rating
    This is the TN to notice the exit.

a) Purge exit.
Always use this to leave the menu if you do not want to keep the exit. Failing to do so will result in an exit leading to 'A Bright Light'.

Matrix Jackpoint Information

  1. To Host
    This is the vnum of the host that the jackpoint connects to.

  2. Access Mod
    Not currently implemented.

  3. Trace Mod
    Not currently implemented.

  4. I/O Speed
    This is the transfer speed of the jackpoint. The following values can be used here: 0: Unlimited. -1: Capped at MPCP * 50. Anything else: Capped at that number.

  5. Base Bandwidth
    Not currently implemented.

  6. Parent RTG
    The vnum of the RTG this jack connects you to when you execute the 'logon RTG' command.

  7. Commlink Number
    The phone number of the decker, should the decker place a call from here.

  8. Physical Address
    A short string with the location of the jackpoint.

Room Flags

*
This flag is used by the code as part of the gridguide system. Do not set it.

!BIKE
This flag blocks the travel of motorbikes through the room.

!GRID
This flag blocks gridguide from, to, and through this room.

!MAGIC
This legacy flag has no effect.

!MOB
This flag blocks NPCs from entering the room of their own volition.

!QUIT
This flag blocks players from quitting in the room.

!RADIO
This flag causes radio transmissions in the area to become spotty and difficult to understand.

!TRACK
This legacy flag has no effect.

!USED
This legacy flag has no effect.

!WALK
This flag marks the room as being on a highway, preventing on-foot players from walking through it.

ARENA
This prevents players fighting within the room from being flagged as PKers.

ASTRAL
This legacy flag has no effect.

ATRIUM
This flag is used by the code in the creation of coded apartments. Do not set.

DARK
This flag causes the room to be dark. This flag is overridden by the light level setting. This flag overrides LOW_LIGHT.

DEATH
This flag causes instant death upon entry.

FALL
This flag introduces the possibility of falling down if there is a down exit in the room. The room's fall rating (the 'm' field that shows up if falling is enabled) is the TN for stopping yourself from falling.

GARAGE
This room allows the storage of vehicles over crash / copyover. Workshops may be unpacked here. This flag automatically invokes the flags !GRID and ROAD.

HCRSH
This legacy flag has no effect.

HOUSE
This flag is used by the code to make a room into a coded apartment. Do not set.

INDOORS
This flag blocks weather effects and storm warning sirens in the room, amongst other things.

LOW_LIGHT
This flag makes the light level in a room low enough to require low-light vision. This flag is overridden by the room's light level and by the DARK flag.

OLC
This legacy flag has no effect.

PEACEFUL
This flag prevents aggression within a room and also prevents attacks being directed into the room from elsewhere. Use sparingly.

ROAD
This flag allows cars and trucks to travel through the room.

SENATE
This legacy flag has no effect.

SENT
This flag is used by the code as part of sound tracking. Do not set.

SOUNDPROOF
This flag entirely blocks shouting and radio usage within the room. This flag also serves to block out storm warning sirens.

STORAGE
This flag causes items dropped within the room to save over MUD interruptions (copyovers, crashes, reboots).

STREETLIGHTS
This flag has no lighting effect; rather, this flag causes the streetlight-turning-on message seen outside on roadways. Known as the LIT flag in Awake's parlance.

TUNNEL
This flag makes it so that only two characters / NPCs can be in the room at a time.

Example

Please refer to the building guide.

See also

IEDIT, MEDIT