User contributions for Elanthe

A user with 470 edits. Account created on 7 February 2023.
Search for contributionsExpandCollapse
⧼contribs-top⧽
⧼contribs-date⧽
(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)

19 January 2025

  • 03:1803:18, 19 January 2025 diff hist −178 Avendar:Prog Section 1No edit summary current
  • 03:1003:10, 19 January 2025 diff hist −155 Avendar:References→‎Prog guide current
  • 03:1003:10, 19 January 2025 diff hist +6,504 N Avendar:Prog Appendix 6Created page with "= Appendix 6: Generic Prog Skeletons = In this section, we will include generic versions of whole progs, to be cannibalized and adapted for future use. Make the parts that need to be changed obvious! == Object Decay == Prevent useless items that might otherwise pile up as useless clutter from doing so. Other uses are to keep particular items from stashing/vault hording (though there would need to be a good reason for such), or having a "Stone of Power"-like random plac..." current
  • 03:0903:09, 19 January 2025 diff hist +603 N Avendar:Prog Appendix 5Created page with "= Appendix 5: Addaffect Notes = In this section we will specify the proper bitvectors to use for addaffects that are not straightforward in nature, usually because of some code trickery done by Aeolis. <b><i>99.</i> nightfears</b>: In order to properly put the nightfears affect on a player, the "modifier" field of the affect must start out as either "100", "200", or "300", depending on which nightmare they are to have. As well, if you want nightfears to keep them asle..." current
  • 03:0903:09, 19 January 2025 diff hist +2,554 N Avendar:Prog Appendix 4Created page with "= Appendix 4: List of If Checks = if adrenaline(var) == # if cansee(var) == var2 if charisma(var) == # if class(var) == # if compstr(#) == arg if compx() == arg if constitution(var) == # if demonstate() == # if dexterity(var) == # if goldamt(var) == # if hasboat(var) if haspath(npc) if hasrelief(var) if hassymbol(var) == arg if hitprcnt(var) == # if inarea(var) if inhouse(var) == House if inroom(var) == vnum of room if intelligence(var..." current
  • 03:0903:09, 19 January 2025 diff hist +1,360 N Avendar:Prog Appendix 3Created page with "= Appendix 3: List of Commands = Mpabishai Mpaddaffect Mpaddskill Mpaddsymbol Mpaddtree Mpagduk Mpasound Mpat Mpbarkjaset Mpbarkjayes Mpbitset Mpbittrigger Mpbrand Mpcast Mpcastoff Mpchagrob Mpcursebarkja Mpdamage Mpdamfrom Mpdammess Mpdamtype Mpdemonbind Mpdemonid Mpdemonpcid Mpdesc Mpdisarm Mpdoppel Mpecharound Mpecho Mpecho_fight Mpechoat Mpescape Mpexit Mpfindpath Mpflag Mpfocus Mpforce Mpforget Mpgecho Mpget Mpgetroomvnum Mp..." current
  • 03:0803:08, 19 January 2025 diff hist +408 N Avendar:Prog Appendix 2Created page with "= Appendix 2: List of Prog_Triggers = :Act_prog :All_death_prog :All_greet_prog :Attack_prog :Bribe_prog :Data_prog :Death_prog :Demon_prog :Drink_prog :Eat_prog :Entry_prog :Exit_prog :Fight_prog :Give_prog :Greet_prog :Hail_prog :Hit_prog :Hitprcnt_prog :Hour_prog :Load_prog :Rand_prog :Remove_prog :Sac_prog :Speech_prog :Sub_prog :Take_prog :Tick_prog :Time_prog :Trigger_prog :Verb_prog :Wear_prog" current
  • 03:0803:08, 19 January 2025 diff hist +3,565 N Avendar:Prog Appendix 1Created page with "= Appendix 1: Common Mob Prog Troubleshooting Issues = : <i>"I felt like destroying something beautiful"</i> : -- Narrator, Fight Club Over time, a great deal has been done to minimize the ways in which progs can crash the mud. However, people [Dovolente] often managed to find ways to do this. Consequently, this appendix has been created to help builders spot the most common types of crashes and problems we see. <b>Common Problem 1: Infinite Loops</b> :The infinite..." current
  • 03:0803:08, 19 January 2025 diff hist +5,261 N Avendar:Prog Section 5Created page with "=Mobile Memory and PC Data Fields= <i>"We all have nightmares to remind ourselves who we really are."</i> -- Leonard Shelby, Memento : One of the most prominently lacking features from the original prog specification was : the ability for mobile’s to have a notion of "memory", or the total lack of any internal : state (other than ‘fighting’ or ‘not fighting’). : For example, mobiles could do none of the following: : - Remember w..." current
  • 03:0803:08, 19 January 2025 diff hist +40,053 N Avendar:Prog Section 4Created page with "== Prog Triggers: Comprehensive Listing == <i>"It is by will alone I set my mind in motion. It is by the juice of Sapho</i> <i>that thoughts acquire speed, the lips acquire stains, stains become a warning.</i> <i>It is by will alone I set my mind in motion."</i> -- Mentat Piter de Vries, Dune ===Triggers Relating to Movement=== ====entry_prog==== :An entry_prog is a prog that triggers whenever the mobile that it is on enters a room. So, if you want a mobile that..." current
  • 03:0703:07, 19 January 2025 diff hist +12,479 N Avendar:Prog Section 3Created page with "=Control Structures= <i>"We offered them ORDER!"</i> -- Khan, Star Trek: Episode 24: Space Seed : As we have seen, control structures allow us to alter the normally linear order : in which program commands are executed. ==If Checks== : The most common type of control structure is the if check, which tests to see if : a certain aspect of the game world is true or false. An if check alters the flow of : the program so that if it is true, a block of commands fo..." current
  • 03:0703:07, 19 January 2025 diff hist +10,043 N Avendar:Prog Section 2Created page with "''"Moods are for cattle and loveplay, not for fighting!"'' :''-- Gurney Halleck, Dune'' More often than not, you will want to reference the persons, mobs, or things associated with progs. Furthermore, you will not, a priori, know the names of the persons, mobs, or items which trigger or are acted on by the progs. The solution to this is a system of variables. '''Variable Syntax:''' ==1. The $ symbol== :The $ symbol prefaces every non-local variable. It is equival..." current
  • 03:0703:07, 19 January 2025 diff hist +5,511 N Avendar:Prog Section 1Created page with "=Prog Structure and Practice= <i>"It's just a puzzle box."</i> -- Kirstie, Hellraiser : Firstly, there are three classes of entities in the game which can have progs: Mobiles, : Objects, and Rooms. Broadly speaking, the syntax used on each of these prog types is the : same. Respectively, these are referred to as mobprogs, objprogs, or room progs. Over time, : the prog system has been rationalized so that the syntax for mpcommands and if checks is : the same acros..."
  • 03:0503:05, 19 January 2025 diff hist +7,531 N Avendar:OLC Appendix 1Created page with "=OLC= : Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping. : Syntax: EDIT ROOM ([create] [vnum]) - Room Creation and Editing. : Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing. : Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing. : Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. : Syntax: ALIST - Listing of Areas. : Syntax: RESET See Help Resets. -..." current
  • 03:0103:01, 19 January 2025 diff hist +8,251 N Avendar:OLC Section 8Created page with "= Recipe Data = == Overview == Recipes are stored on the crafted item--that is the ''result'' of the crafting combo. Ingredients are listed in the recipe, along with various other details. == The Recipe Data Viewer == +----------------------------------------------------------------------------------+ | Recipe Settings (Slot 0) | | Recipe type: 1 (Cooking)..." current
  • 03:0103:01, 19 January 2025 diff hist +23,733 N Avendar:OLC Section 7Created page with "= Hub data = <i>“Things are only impossible until they’re not.” – Captain Jean-Luc Picard</i> == Overview == Hub data is stored on an individual mob, in much the same manner as shop specifics are. However, hub data is significantly more complex and supplemented by the prog system. Because of its potential power, the unusual way it interacts with other game systems, and its ability to subsume existing quest content, it has its own section rather than an..." current
  • 03:0103:01, 19 January 2025 diff hist +3,450 N Avendar:OLC Section 6Created page with "= Hedit = <i>“You need to know where to go," Sanya said. "Yes." "And you are going to consult four large pizzas for guidance." "Yes," I said. The big man frowned for a moment. Then he said, "There is, I think, humor here which does not translate well from English into sanity.” ― Jim Butcher, Changes</i> [http://www.avendar.com/oldforum/read.php?f=4&i=15&t=15 Shadow Over the Helpfiles] == Overview == Hedit allows staff members to edit existi..." current
  • 03:0003:00, 19 January 2025 diff hist +3,779 N Avendar:OLC Section 5Created page with "=FEDIT= <i>"Faction seldom leaves a man honest, however it might find him.</i> <i> -Samuel Johnson</i> :Fedit allows you to create and edit npc factions. : Faction enemy and friend ratings have defaults of -700 and 700 (which means : it will take approximately 70 kills of mobs of your level for you to become : allied with or hated by a faction). : Syntax: fedit [faction number] : Provide a faction number and you will enter the editor for that : faction. To s..." current
  • 03:0003:00, 19 January 2025 diff hist +29,137 N Avendar:OLC Section 4Created page with "=OEDIT= <i>"You cannot serve both God and Mammon"</i> <i>"Mmmmm.... Mammon"</i> Oedit allows you to create and edit items. Syntax: oedit [vnum] Syntax: olist Oedit can create an object, or edit an existing one, provided you specify a vnum. 'Olist' lists all the objects in an area. One you are oediting a given object, you can take a look at its properties with the show command, or just by hitting [enter]. The following are attributes which appear when you SHOW...." current
  • 03:0003:00, 19 January 2025 diff hist +25,054 N Avendar:OLC Section 3Created page with "=MEDIT= <i>"They put... creatures... into his ear" </i> : The Medit command allows you to create and edit your mobiles. You can access the : editor via the MEDIT command. To create a mobile, this syntax is: : <b>medit create [vnum]</b>. To simply edit a specific mobile, the syntax is: <b>medit [vnum]</b>. : The <b>mlist</b> command lets you get a list of all mobs in an area, or a list of all : mobs with a particular name. <b>mlist [name]</b> reveals all mobs with tha..." current
  • 02:5902:59, 19 January 2025 diff hist +18,095 N Avendar:OLC Section 2Created page with "=REDIT= <i>"You are in a maze of twisty little passages, all alike..."</i> ==CREATING & EDITING== With Redit, you can create and edit your own rooms. * To create a room, the syntax is: redit create [vnum] * To edit an existing room, you can either: redit [vnum] or goto the room and then just type redit. * To get a list of all the room names in an area: rlist [all|free] [columns]. "All" shows the name of all the rooms. "Free" displays only room vnums that have not yet..." current
  • 02:5902:59, 19 January 2025 diff hist +6,509 N Avendar:OLC Section 1Created page with "=AEDIT= <i>"How long, oh Lord, how long shall the wicked endure?"</i> : Relevant Command: '''aedit''' : The Aedit commands invokes the area editor. If you are in an existing area, : aedit will bring up the area options. If you want to create a new area, the : syntax is: aedit create : '''OPTIONS:''' Once in aedit, you can set the following options: : '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands below, always : asave list. If you..." current
  • 02:5802:58, 19 January 2025 diff hist −37 Avendar:References→‎OLC Guide
  • 02:5802:58, 19 January 2025 diff hist +94 Avendar:ReferencesNo edit summary
  • 02:5702:57, 19 January 2025 diff hist +1,556 Avendar:ReferencesNo edit summary
  • 02:5202:52, 19 January 2025 diff hist +29 N Avendar:ReferencesCreated page with "let's get this partay started"

10 January 2025

  • 06:4406:44, 10 January 2025 diff hist −4 ResonanceNo edit summary current
  • 06:4406:44, 10 January 2025 diff hist +83 ResonanceNo edit summary
  • 06:4306:43, 10 January 2025 diff hist +1,559 N ResonanceCreated page with "'''Resonance''' is a quality of an individual's soul related to both the divine and the practice of sphere magic. The term aura comes from the various early magics of spirit and void which perceive the state of others' souls in the form of a colored aura. This color scales from black to silver; as the bulk of the range is either red or gold, the auras are colloquially referred to as such. Resonance is primarily affected by what one kills or which gods one sacrifices t..."

4 January 2025

  • 19:5719:57, 4 January 2025 diff hist +7,709 N GuildmastersCreated page with "'''Guildmasters''' are in charge of educating adventurers in the skills associated with their guild. This is a list by class with their approximate locations. ==Warrior== *'''General''' ** Yria Hashin (3759) - School of Heroes *'''Fighter''' ** Corporal Garalon (3526) - Var Bandor ** General Arulian (7020) - Earendam ** Thorveir Fyoki (1538) - Krilin ** Lieutenant Commander Velitius (17035) - Kor Thrandir *'''Swordmaster''' ** Mengjaal (3503) - Var Bandor ** Memarus..." current

30 October 2024

29 October 2024

24 October 2024

23 October 2024

(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)