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Avendar

OLC Section 1

AEDIT

 "How long, oh Lord, how long shall the wicked endure?"

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 don't, sometimes the alist doesn't match the reality of what
  areas we have, and madness ensues.
  '''Importnat note about linking areas:''' Use the redit 'room' command to make exits to

rooms from different areas. Otherwise, the exits are likely to randomly disappear.

Name:

  Syntax: name [area name]
  Name sets the name of your area, as it appears in alist.

File:

  Syntax: file [file name]
  File sets the name of your area's file. The name should be relatively short,
  and easy to remember, as this has to be copied by long-suffering imps whenever
  you want the area updated. If you had an area called "Dungeon of Doom", naming
  it "bunnyrabbit.are" would evoke hate, not love, in the minds of your superiors.

Vnums:

  The vnums options determines what vnums are used by your area. Please ask for
  vnums to be alloted to you before you just go off and claim a blank block --
  Locke's arguments on property do not apply here. There are two ways to set the
  vnums of your area. In aedit:
  (1) Use the VNUM command:
  Syntax: vnum [lowest vnum] [upper vnum]
  (2) Use the UNUM and LNUM commands
  Syntax: lnum [lowest vnum]
  Syntax: unum [upper vnum]
  '''Important note:''' After using the NAME, FILE, VNUM, LNUM, or HNUM commands above, always
  asave list. If you don't, sometimes the alist doesn't match the reality of what
  areas we have, and madness ensues.

Age:

  Syntax: age [number]
  The age command has no actual use. It's just a number you set to get a vaguely
  satisfied feeling.

Players:

  This just tells you how many players are in your area. It's odd this shows up on
  aedit. Back where I come from, we use the 'where' command.

Security:

  You will normally have no reason to change this field. Every character has a
  'security', which can be altered via SET. If their security is not high enough
  (and they aren't tagged as a builder), they can't access OLC to change your
  area. 9 is the highest security goes, and usually, anyone on dev will have
  security 9. To change the security, for whatever reason:
  Syntax: security [number]

Builders:

  Syntax: builders [name]
  The builders are the people who have access to change your area via olc. Again,
  you'll normally not have to access this feature very often.

Credits:

  Syntax: credits [credit information]
  This sets the credits line for your area. The credits line is what is seen when
  people type "areas". In general, the format of the credits line has to be spaced
  just right, so it matches what the other areas look like. If it doesn't match,
  the punishment is summary denial. In particular, it generally looks something
  like:
  [ 1 20] Serachel  Clockmaker's Mansion

Flags:

  The area flags do nothing. In time, perhaps they will, but not right now.
  Asking about it gets you nowhere.

Flags2:

  ''invis'' - determines whether or not your area appears on the list shown by the "areas" command.

Other flags may or may not do things. Don't mess with them.

Weather:

  The following items affect the weather of your area:
   Precipitation
   Syntax: precip [flag]. Possible flags are barren, arid, average, wet, or monsoon.
   Temperature
   Syntax: temp [flag]. Possible flags are blisterting, hot, temperate, cool, frigid.
   Wind Magnitude
   Syntax: windmag [flag]. Possible flags are gale, windy, normal, still, doldrums
   Wind Direction: Syntax: winddir [direction]
   Geography: Syntax: geography [flag]. Possible flags are ocean, coastal,
   mountainous, plains, lowlands, desert, river.

Herbs:

  Syntax: herbs 'name of herb'
  **Be sure to add those single quotes, or it'll just ask you "huh?"**
   Name                  Level  Rarity  Spell Effects
   fela mushroom             1     100  slow cure light
   tuva bark                 1      80  slow cure serious
   goka tuber                1      75  slow cure critical
   qorith leaves             1      80  cure light
   nkran blossom             1      75  cure serious
   krasa root                1      50  slow cure poison
   suspirha flower          30      90  cure light
   acujira petal            30      85  cure serious
   prickly arylaria leaf    30      50  cure critical
   ssirth vine              30      30  cure poison
   ilkra toadstools         30      15  slow cure disease
   flower of Laeren         30       5  slow heal
   llaen root               51     100  cure light
   vin blossom              51      95  cure serious
   xel petals               51      80  cure critical
   black belidiss blossom   51      50  cure poison
   soala leaves             51      30  cure disease
   yala blossom             51       5  heal
   flower of Caelyra        51       1  haste
   violet belidiss blossom  51       7  resist poison
   scarlet belidiss blossom 51       1  protection from poison
   nru tuber                51       3  protection from cold
   rkala blossom            51       3  protection from fire

Founts:

Syntax: founts [frequency] [order] [positive] Order and positive are from 2 to -2, with higher integers being associated with more ordered and more positive energy. Frequency is as follows:

   always        (highest frequency/numbers)
   often
   occasionally
   rarely
   never         (no founts in the area)
   default       (occasionally)

Shades:

Syntax: shades [density] [power] This controls the shade generation settings.

   DENSITY      POWER
   teeming      powerful
   crowded      strong
   normal       average
   uncrowded    weak
   empty        powerless
   default      default

Reset:

  Syntax: reset
  This resets yours area.

Danger:

  Syntax: danger [number]
  This assigns the number EP points that each room in the area
  will give. The number of EP points can also be raised for a
  particular room in redit.

Done:

  Syntax: done
  Exits aedit.