Alignment update 1

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kinther 2025-12-30 10:11:20 -08:00
parent b186c7e87c
commit 59a38beb3d
26 changed files with 252 additions and 466 deletions

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@ -474,7 +474,7 @@ set one of these:
P) Perm Affects: @cNOBITS@n
1) BLIND DO NOT USE.
2) INVIS The wearer becomes invisible.
3) DET-ALIGN The wearer detects alignments.
3) RESERVED DO NOT USE.
4) DET-INVIS The wearer sees invisible objects and players.
5) DET-MAGIC The wearer sees a magic flag on magical objects.
6) SENSE-LIFE The wearer sees hidden mobs/players.
@ -484,15 +484,15 @@ P) Perm Affects: @cNOBITS@n
10) CURSE DO NOT USE.
11) INFRA The wearer sees in the dark.
12) POISON The wearer is poisoned.
13) PROT-EVIL The wearer is protected from evil.
14) PROT-GOOD The wearer is protected from good.
13) RESERVED DO NOT USE.
14) RESERVED DO NOT USE.
15) SLEEP DO NOT USE.
16) NO_TRACK DO NOT USE.
17) FLYING The wearer can travel through room sector type IN FLIGHT.
18) SCUBA The wearer can travel through room sector type UNDERWATER.
19) SNEAK DO NOT USE.
20) HIDE DO NOT USE.
21) UNUSED DO NOT USE.
21) SCAN Actively scanning for hidden threats.
22) CHARM DO NOT USE.
#2
@ -572,45 +572,6 @@ I would type "all 13" to list everything in zone 13. I use this to check what
people have done with their zone.
See also: ^, RUMBLE-ALIASES
#0
ALIGNMENT GOOD NEUTRAL EVIL %ACTOR.ALIGN% %ALIGN% %ALIGNMENT%
Different characters and mobs have different alignments depending upon their
way of life. Because of this, they may be aggressive or friendly depending on
the mix. Some objects cannot be used by certain alignments. For mobs alignment
ranges from:
-1000 to -350 Evil
-350 to 350 Neutral
350 to 1000 Good
See also: ALIGNMENTS
#2
ALIGNMENTS
Many good areas stick to a defined level range, such as 10-20 or 25-30. Do
not try and make your new area cover the entire range of levels. Every area
should have its moment in the sun. Conversely, it would be nice if there were
something really unique and challenging to do at every stage in a characters
history. Your area might be the most successful if you can gear it for a range
of levels that people believe is otherwise boring or neglected.
You should always try to match your mobiles to the area and the players you
want to play there. For example, you should make the mobs in the area a
similar level to the players you want to play there since a level X warrior
should be able to kill a level X mobile if the warrior is at full health. Also,
the quality of objects or mobiles should be matched with their level.
Will your area be mostly good, neutral, or evil. If it is mostly good or
mostly evil, is it strongly good or evil or just weakly aligned? In any case
try not to make your area completely homogenous (equal). In neutral
communities there is going to be some evil and good elements, and likewise with
other communities. To some extent this goes along with the question about zone
level, consider what seem to be "gaps" among the zones in the world as far as
good or evil aligned areas for a particular level range, and try to fill those
needs. Everyone's first tendency is to make extremists--The ultimate evil hell
area, or the blindingly good paladin fortress. Keep in mind that there are
many layers in between, and these are often more interesting.
See also: ALIGN
#2
ANIMATE-DEAD
@ -1650,7 +1611,6 @@ Excluding the subfield () returns the value. Adding a subfield adjusts it.
cha/con/dex/int - Checks the stat. @RHELP TRIG-STAT@n. Subfield adjusts.
str/wis() () is a subfield and allows a change to the variable.
alias - The list of aliases of the mob or the player name.
align() - The actor's alignment @RHELP ALIGN@n. Subfield adjusts.
affect() - Checks the actor for the affect. @RHELP AFFECT@n
armor - Checks the actor's armor class.
canbeseen - Checks if the the mob can see the actor. @RHELP CANBESEEN@n
@ -2366,18 +2326,6 @@ detach obj sword 1300 - You guessed it - same as above.
detach sword all - detach all triggers from the sword.
See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS
#2
DETECT-ALIGNMENT
Usage : cast 'detect alignment'
Accumulative: Yes (Duration)
Duration : 12 hours + level
Level : Cleric level 4.
Allows the caster to detect the alignment of those around them.
Evil will show as a red aura, good in a blue aura.
See also: "DETECT INVISIBILITY"
#0
DETECT-INVISIBILITY
@ -2530,38 +2478,6 @@ when done type /fi to format with indent.
See also: TEXT-EDITOR
#2
DISPEL-EVIL
Usage : cast 'dispel evil' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 14.
Save : Special
This spell will only affect evil creatures. An evil person of level
equal or less than caster will suffer 100 damage points.
If the victim is higher level than caster, the spell will inflict
(caster_level)d4 damage points, saving throw versus half damage.
See also: DISPEL-GOOD
#0
DISPEL-GOOD
Usage : cast 'dispel good' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 14.
Save : Special
This spell will only affect good creatures. A good person of level
equal or less than caster will suffer 100 damage points.
If the victim is higher level than caster, the spell will inflict
(caster_level)d4 damage points, saving throw versus half damage.
See also: DISPEL-EVIL
#0
DISPLAYS PROMPTS HIT-PNT-DISPLAY
@ -2825,30 +2741,23 @@ of CircleMUD expect it first).
i.e. a shot of whisky should have the keyword: whisky shot whisky
a cup of slime mold juice keyword should be: juice cup slime juice
3: SYSERR: Mob #5 both Aggressive and Aggressive_to_Alignment.
Another harmless error. If your mob is aggressive there is no need to also
make it aggressive to certain alignments since AGGR means it will attack any
player it can see. Choose to make it aggressive to an alignment or aggressive
to all.
4: SYSERR: Object # (oedit-s-desc) has out of range level #.
3: SYSERR: Object # (oedit-s-desc) has out of range level #.
A simple one. Limit spell levels to the levels available, on TBA that would
be 1-30.
5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
4: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
These are really annoying. This happens when you use numbers larger than
necessary. This will actually crash many older versions of CircleMUD. Just do
not do it. Use realistic numbers.
6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
5: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
There is no spell zero. Either select a spell or put -1 for none.
7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
6: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
When making a drink container you will set how much it initially contains
on creation and the max it can hold if a player were to fill it. Common sense
@ -2930,7 +2839,7 @@ Objects : 42
Triggers : 129
Theme : Its purpose, hack & slash, quest, rescue princess, kill ogre...
Completion : When do you expect to finish it, how is the progress going?
Notes : Such things as zone alignment, economy, quests, special mobs and
Notes : Such things as zone economy, quests, special mobs and
objs, and anything else I should know about your zone. What
makes it unique?
@ -2985,8 +2894,8 @@ right. Parenthesis can be used to create priority.
| | | (if actor age is not equal to 1)
| < | less than | if %actor.dex% < 16
| | | (if actor dexterity is less than 16)
| > | greater than | if %actor.align% > 349
| | | (if actor alignment is greater than 349)
| > | greater than | if %actor.level% > 30
| | | (if actor level is greater than 30)
| <= | less than or equal | if %actor.exp% <= 2
| | | (if actor experience is less than or equal to 1)
| >= | greater than or equal | if %actor.mana% >= 1
@ -4852,7 +4761,7 @@ MEDIT-AFF-FLAGS AFFECTIONS AFFECTS
M) AFF Flags : @cNOBITS@n
1) BLIND Mob is blind.
2) INVIS Mob is invisible.
3) DET-ALIGN NOT USED.
3) RESERVED NOT USED.
4) DET-INVIS Mob can see invisible characters and objects.
5) DET-MAGIC Mob is sensitive to magical presence.
6) SENSE-LIFE Mob can sense hidden life.
@ -4863,15 +4772,15 @@ M) AFF Flags : @cNOBITS@n
10) CURSE Mob is cursed.
11) INFRA Mob can see in dark.
12) POISON Reserved for internal use. Do not set.
13) PROT-EVIL Mob is protected from evil characters.
14) PROT-GOOD Mob is protected from good characters.
13) RESERVED NOT USED.
14) RESERVED NOT USED.
15) SLEEP Reserved for internal use. Do not set.
16) NO_TRACK Mob cannot be tracked.
17) FLY Mob is flying.
18) SCUBA Mob can breathe underwater.
19) SNEAK Mob can move quietly without room being informed.
20) HIDE Mob is hidden; can only be seen with sense life.
21) UNUSED Unused (room for future expansion).
21) SCAN Actively scanning for hidden threats.
22) CHARM Reserved for internal use. Do not set.
See also: INVIS, MEDIT-NPC-FLAGS, DG_AFFECT, TRIG-AFFECT
@ -4903,20 +4812,9 @@ should be one of the following numbers:
5) bludgeon
#2
MEDIT-EXPERIENCE MEDIT-XP MEDIT-ALIGNMENT
MEDIT-EXPERIENCE MEDIT-XP
(B) Exp Points: [ 115600] (E) Alignment: [ 1000]
Alignment
A number from -1000 to 1000 representing the mobs initial alignment.
Evil -1000 to -350
Neutral -349 to 349
Good 350 to 1000
The alignment of a mobile is determined entirely by you, depending on
the type of area you are creating. The alignment can be from -1000
(extremely evil) to +1000 (divinely good).
(B) Exp Points: [ 115600]
Experience is simply the number of experience points the mobile is born
with. This is not the exact number of experience points the player will get
@ -5019,7 +4917,7 @@ X) Delete Mob @RHELP MEDIT-DELETE@n
Q) Quit
Enter choice :
#2
MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE AGGR_GOOD AGGR_NEU AGGR_EVIL STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER
MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER
NPC stands for non-player-character (mob)
@ -5042,9 +4940,9 @@ L) NPC Flags : @cISNPC@n
its hit points. If the WIMPY bit is set in conjunction with
any of the forms of the AGGRESSIVE bit, the mob will only
attack mobs that are unconscious (sleeping or incapacitated).
8) AGGR_EVIL Mob will attack players that are evil-aligned.
9) AGGR_GOOD Mob will attack players that are good-aligned.
10) AGGR_NEU Mob will attack players that are neutrally aligned.
8) RESERVED Not used.
9) RESERVED Not used.
10) RESERVED Not used.
11) MEMORY Mob will remember players that initiate attacks on it, and will
attack that player if it ever runs into him again.
12) HELPER The mob will attack any player it sees in the room that is
@ -5332,7 +5230,7 @@ MOBILE-FORMATS MOB-FORMATS MOB-FILES
~
<detailed description>
~
<mob flags> <affect flags> <alignment> <type flag>
<mob flags> <affect flags> <reserved> <type flag>
<level> <thaco> <armor class> <hitpoints> <damage>
<coins> <experience points>
<load position> <default position> <sex>
@ -5382,11 +5280,11 @@ Message List:
0 ) [5 ] 1, burning hands 30) [314] 2, Unknown
1 ) [6 ] 1, call lightning 31) [399] 2, Unknown
2 ) [8 ] 1, chill touch 32) [33 ] 1, poison
3 ) [10 ] 1, color spray 33) [202] 1, !UNUSED!
4 ) [22 ] 1, dispel evil 34) [203] 1, !UNUSED!
5 ) [23 ] 1, earthquake 35) [204] 1, !UNUSED!
6 ) [25 ] 1, energy drain 36) [205] 1, !UNUSED!
7 ) [26 ] 1, fireball 37) [206] 1, !UNUSED!
3 ) [10 ] 1, color spray 33) [202] 1, !RESERVED!
4 ) [22 ] 1, dispel 34) [203] 1, !RESERVED!
5 ) [23 ] 1, earthquake 35) [204] 1, !RESERVED!
6 ) [25 ] 1, energy drain 36) [205] 1, !RESERVED!
7 ) [26 ] 1, fireball 37) [206] 1, !RESERVED!
=========================================
MSG #, SKILL NUMBER, NUMBER OF ENTRIES, NAME (if applicable)
0 ) [5 ] 1, burning hands
@ -5901,9 +5799,9 @@ OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP O
7) MAGIC Item has a magical aura and cannot be enchanted.
8) NODROP Item is cursed and cannot be removed or dropped.
9) BLESS Item is blessed (cosmetic).
10) ANTI_GOOD Item cannot be used by good-aligned characters.
11) ANTI_EVIL Item cannot be used by evil-aligned characters.
12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
10) RESERVED Not used.
11) RESERVED Not used.
12) RESERVED Not used.
13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
14) ANTI_CLERIC Item cannot be used by the Cleric class.
15) ANTI_THIEF Item cannot be used by the Thief class.
@ -6516,7 +6414,7 @@ this method is that if you accidentally wipe out your work on the MUD you will
have a ready backup. Be careful cutting and pasting to the MUD; if you send too
much text at once you will be disconnected.
See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS
See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, BIAS
#2
PLAYER-SHOPS PLAYER-OWNED-SHOPS
@ -7079,7 +6977,7 @@ what it takes to properly plan out your first zone. It is extremely important
that you put some forethought into what you will be creating. Remember, zones
are built for others to play. Be sure to make it something a player will enjoy.
A zone proposal consists of an informal MUDmail to your Head Builder. It should
contain: the location, level, alignment, theme, plot, size, and any other
contain: the location, level, theme, plot, size, and any other
important notes about the zone. Detailed descriptions and help files are
available in the hallways starting from room 14 and 15.
@ -7089,15 +6987,6 @@ deadlines, so take the time to give your zone character.
Required Reading: @RHELP PLANNING, HELP STYLISTICS@n
See also: EXAMPLE-PROPOSAL
#2
PROTECTION-FROM-EVIL PROT-EVIL
Usage : cast 'protection from evil' [self]
Accumulative: Yes (Duration)
Duration : 24 hours
Level : Cleric level 8.
The meaning of this spell is not yet fully defined.
#0
PURGE DESTROY UNLOAD DELETE-MOBILE DISINTEGRATE DECOMPOSE CLEANUP
@ -8396,12 +8285,12 @@ Enter choice :
SEDIT-TRADE
E) No Trade With : @cNOBITS@n
Designates certain alignments or classes that the shop will not trade with:
Designates certain classes that the shop will not trade with:
1) Good 2) Evil
3) Neutral 4) Magic User
5) Cleric 6) Thief
7) Warrior
1) Sorceror 2) Cleric
3) Rogue 4) Fighter
5) Barbarian 6) Ranger
7) Bard 8) Druid
Currently will not trade with: @cNOBITS@n
Enter choice (-1 for none):
@ -8700,11 +8589,11 @@ The following room flags can be selected:
16) * - DO NOT USE. Breadth-first search mark used by track and hunt.
17) WORLDMAP - DO NOT USE. World Map style maps.
Never set UNUSED or DO NOT USE bits, if you find them anywhere. If you
Never set RESERVED or DO NOT USE bits, if you find them anywhere. If you
do not know what a flag does, DO NOT SET IT!
This requires repeating since it is so often ignored:
@YIf a flag says UNUSED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n
@YIf a flag says RESERVED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n
See Also: TOGGLE
#2
@ -8973,18 +8862,18 @@ SPELLS
7) charm person 8) chill touch 9) clone
10) color spray 11) control weather 12) create food
13) create water 14) cure blind 15) cure critic
16) cure light 17) curse 18) detect alignment
16) cure light 17) curse 18) reserved
19) detect invisibility 20) detect magic 21) detect poison
22) dispel evil 23) earthquake 24) enchant weapon
22) reserved 23) earthquake 24) enchant weapon
25) energy drain 26) fireball 27) harm
28) heal 29) invisibility 30) lightning bolt
31) locate object 32) magic missile 33) poison
34) protection from evil 35) remove curse 36) sanctuary
34) reserved 35) remove curse 36) sanctuary
37) shocking grasp 38) sleep 39) strength
40) summon 41) !UNUSED! 42) word of recall
40) summon 41) !RESERVED! 42) word of recall
43) remove poison 44) sense life 45) animate dead
46) dispel good 47) group armor 48) group heal
49) !UNUSED! 50) infravision 51) waterwalk
46) reserved 47) group armor 48) group heal
49) !RESERVED! 50) infravision 51) waterwalk
52) identify
#2
@ -8997,13 +8886,13 @@ SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST
| Detect Magic 2 | Create Food 2 |
| Chill Touch 3 | Create Water 2 |
| Infravision 3 | Detect Poison 3 |
| Invisibility 4 | Detect Alignment 4 |
| Invisibility 4 | Reserved 4 |
| Armor 4 | Cure Blind 4 |
| Burning Hands 5 | Bless 5 |
| Locate Object 6 | Detect Invisibility 6 |
| Strength 6 | Blindness 6 |
| Shocking Grasp 7 | Infravision 7 |
| Sleep 8 | Protection from Evil 8 |
| Sleep 8 | Reserved 8 |
| Lightning Bolt 9 | Poison 8 |
| Blindness 9 | Group Armor 9 |
| Detect Poison 10 | Cure Crit 9 |
@ -9013,8 +8902,8 @@ SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST
| Poison 14 | Word of Recall 12 |
| Fireball 15 | Earthquake 12 |
| Charm 16 | Darkness 13 |
| Identify 20 | Dispel Evil 14 |
| Enchant Weapon 26 | Dispel Good 14 |
| Identify 20 | Reserved 14 |
| Enchant Weapon 26 | Reserved 14 |
| Clone 30 | Sanctuary 15 |
| | Call Lightning 15 |
| | Heal 16 |