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.