mirror of
https://github.com/tbamud/tbamud.git
synced 2025-12-17 15:50:14 +01:00
591 lines
No EOL
17 KiB
Text
591 lines
No EOL
17 KiB
Text
#001 * CONTEXT_OEDIT_MAIN_MENU
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*OEDIT-MENU~
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#002 * CONTEXT_OEDIT_EDIT_NAMELIST
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Enter a list of @ukeywords@n seperated by spaces.
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The list may not contain color codes and should not contain small words
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like 'an', 'a', 'the' or 'of'.
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When making drink containers, do not include the name of the liquid in
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this list. It will be added automatically.
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Example: axe wood wooden
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~
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#003 * CONTEXT_OEDIT_SHORTDESC
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Enter a @ushort description@n for the object. A short description is
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used when the name of the object is put into sentences, or is listed
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in inventories, containers etc.
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It should contain words like 'a', 'an' or 'the' if needed, but no
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capitalization or punctuation.
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Example: a wooden axe
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When making drink containers, do not include the name of the liquid in
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this list. It will be added automatically.
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~
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#004 * CONTEXT_OEDIT_LONGDESC
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Enter a @ulong description@n for the object. The long description is
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used when the object is in the room, ie. not in containers.
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The long description is never put into lists or sentences, and should
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therefore have correct grammar, capitalization and punctuation.
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Example: An axe with a wooden shaft has been thrown here.
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~
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#005 * CONTEXT_OEDIT_ACTDESC
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Never shown
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~
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#006 * CONTEXT_OEDIT_TYPE
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Select a type for the object. Depending on the choice of type, the
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values have different meaning. The types are:
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0) UNDEFINED - not meaningful. Do not use.
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1) LIGHT - a lightsource.
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2) SCROLL - a scroll with magical spells.
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3) WAND - a magical wand; point at target to use.
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4) STAFF - a magical staff; hit all in room with spell(s).
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5) WEAPON - any kind of damaging weapon.
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6) FIRE WEAPON - not implemented. Do not use.
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7) MISSILE - not implemented. Do not use.
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8) TREASURE - not implemented. Do not use.
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9) ARMOR - a piece of armor.
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10) POTION - a magical potion. Quaff to use.
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11) WORN - worn, but not armor.
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12) OTHER - if no other categori applies, use this.
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13) TRASH - what it says; taken by scavengers.
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14) TRAP - not implemented. Do not use.
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15) CONTAINER - something something else can be in.
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16) NOTE - can be written on with a PEN.
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17) LIQ CONTAINER- for storing liquids.
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18) KEY - for opening doors.
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19) FOOD - for eating.
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20) MONEY - a pile of gold.
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21) PEN - can write on NOTEs.
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22) BOAT - when carried, one can traverse water.
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23) FOUNTAIN - a BIG liquid container. Can fill other liquid conts.
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~
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#007 * CONTEXT_OEDIT_EXTRAS
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Select a set of bits from this list:
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1) GLOW Item is glowing (cosmetic).
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2) HUM Item is humming (cosmetic).
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3) NORENT Item cannot be rented.
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4) NODONATE Item cannot be donated.
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5) NOINVIS Item cannot be made invisible.
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6) INVISIBLE Item is invisible.
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7) MAGIC Item has a magical aura and cannot be enchanted.
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8) NODROP Item is cursed and cannot be dropped.
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9) BLESS Item is blessed (cosmetic).
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10) ANTI_GOOD Item cannot be used by good-aligned characters.
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11) ANTI_EVIL Item cannot be used by evil-aligned characters.
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12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
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13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
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14) ANTI_CLERIC Item cannot be used by the Cleric class.
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15) ANTI_THIEF Item cannot be used by the Thief class.
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16) ANTI_WARRIOR Item cannot be used by the Warrior class.
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17) NOSELL Shopkeepers will not buy or sell the item.
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Use '0' to quit the menu.
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Any other number sets or removes the corresponding bit.
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~
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#008 * CONTEXT_OEDIT_WEAR
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A list of possible wear locations from this list:
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1) TAKE Item can be taken (picked up off the ground).
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2) FINGER Item can be worn on the fingers.
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3) NECK Item can be worn around the neck.
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4) BODY Item can be worn on the body.
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5) HEAD Item can be worn on the head.
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6) LEGS Item can be worn on the legs.
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7) FEET Item can be worn on the feet.
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8) HANDS Item can be worn on the hands.
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9) ARMS Item can be worn on the arms.
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10) SHIELD Item can be used as a shield.
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11) ABOUT Item can be worn about the body.
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12) WAIST Item can be worn around the waist.
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13) WRIST Item can be worn around the wrist.
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14) WIELD Item can be wielded; e.g. weapons.
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15) HOLD Item can be held (the "hold" command).
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Most items should be 'TAKE' to be able to pick them up.
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Use '0' to quit the menu.
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Any other number sets or removes the corresponding bit.
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~
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#009 * CONTEXT_OEDIT_WEIGHT
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Enter the weight of the object in pounds. Weapons over 40 pounds are
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too heavy to use for most people. Be reasonable.
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~
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#010 * CONTEXT_OEDIT_COST
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Enter the cost in gold pieces for this object. This will be the base
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price used when dealing with shopkeepers.
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~
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#011 * CONTEXT_OEDIT_COSTPERDAY
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Enter the rent cost. This is how many gold pieces the object will cost
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per day when renting.
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~
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#012 * CONTEXT_OEDIT_TIMER
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You shouldn't have to alter this setting, except when making objects
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with otimer triggers attached. This counter will drop by one for each
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mud hour that passes. Unless there's a trigger attached, nothing more
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will happen.
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~
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#013 * CONTEXT_OEDIT_VALUE_1
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Depending on the @utype@n of the item this value have different meanings;
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"Spell level" - the level of the spell cast by the item.
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"Modifier to hitroll" - the addition the item has to natural hitroll.
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"Apply to AC" - the apply to AC this item has. This is tripled if worn
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on body, and doubled on arms and legs.
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"Max weight to contain" - the weight this container can contain in pounds.
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"Max drink units" - the number of 'drink units' the container can hold.
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Note that one drinks some 4-6 drink units per time.
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"Hours to fill stomach" - the time this food will satiate you.
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"Number of gold coins" - the size of the money pile.
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~
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#014 * CONTEXT_OEDIT_VALUE_2
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Depending on the @utype@n of the item this value have different meanings;
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A list of spells - choose one of them to have the item cast the spell.
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"Max number of charges" - how many charges does it have when fully recharged ?
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"Number of damage dice" - the number of dice to roll to determine the damage
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the item causes. This is calculated as xdy
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(read: x dice of size y)
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Ie. 1d5 would mean you enter '1' at the prompt.
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Container flags:
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1) CLOSEABLE Container can be closed and locked.
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2) PICKPROOF Lock on container cannot be picked.
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3) CLOSED Container is closed when created.
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4) LOCKED Container is locked when created.
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Exit the menu with '0'.
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"Initial drink units" - number of drink units in the item when loaded. This
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must be equal or less than the max capacity.
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~
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#015 * CONTEXT_OEDIT_VALUE_3
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Depending on the @utype@n of the item this value have different meanings;
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A list of spells - choose one of them to have the item cast the spell.
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"Number of hours" - how long will the light burn. Use -1 to get infinate
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light. These are rare, though.
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"Number of charges remaining" - the number of charges in the item when
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loaded. This must be less than or equal to the max.
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"Size of damage dice" - the size of the dice to roll to determine the damage
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the item causes. This is calculated as xdy
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(read: x dice of size y)
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Ie. 1d5 would mean you enter '5' at the prompt.
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"Vnum of key to open container" - if the container is locked, you need to
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set a key to open it.
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A list of liquid types. Choose one from the list.
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~
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#016 * CONTEXT_OEDIT_VALUE_4
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Depending on the @utype@n of the item this value have different meanings;
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A list of spells - choose one of them to have the item cast the spell.
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A list of weapon types - choose one to have the weapon attack with the
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right sound effects.
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Only piercing and stabbing can backstab.
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"Poisoned" - anything besides '0' will make the item poisonous.
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~
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#017 * CONTEXT_OEDIT_APPLY
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Select an apply from the list below:
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0 NONE No effect - used to quit the menu.
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1 STR Apply to strength.
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2 DEX Apply to dexterity.
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3 INT Apply to intelligence.
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4 WIS Apply to wisdom.
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5 CON Apply to constitution.
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6 CHA Apply to charisma.
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7 CLASS DO NOT USE!
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8 LEVEL DO NOT USE!
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9 AGE Apply to character's MUD age, in MUD-years.
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10 CHAR_WEIGHT Apply to weight.
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11 CHAR_HEIGHT Apply to height.
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12 MANA Apply to MAX mana points.
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13 HIT Apply to MAX hit points.
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14 MOVE Apply to MAX movement points.
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15 GOLD DO NOT USE!
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16 EXP DO NOT USE!
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17 AC Apply to armor class (AC).
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18 HITROLL Apply to hitroll.
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19 DAMROLL Apply to damage roll bonus.
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20 SAVING_PARA Apply to save throw: paralyze
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21 SAVING_ROD Apply to save throw: rods
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22 SAVING_PETRI Apply to save throw: petrif
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23 SAVING_BREATH Apply to save throw: breath
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24 SAVING_SPELL Apply to save throw: spells
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~
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#018 * CONTEXT_OEDIT_APPLYMOD
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Decide how this apply has effect by typing a number.
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The number may be negative, and this helps in some situations:
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Good when positive:
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STR, DEX, INT, WIS, CON, CHA, MANA, HIT, MOVE, HITROLL, DAMROLL
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Good when negative:
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AGE, AC, SAVING_*
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~
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#019 * CONTEXT_OEDIT_EXTRADESC_KEY
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Enter the keywordlist seperated by spaces, which is needed to see
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the description.
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Example: table desk
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~
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#020 * CONTEXT_OEDIT_CONFIRM_SAVEDB
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Not used ?
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~
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#021 * CONTEXT_OEDIT_CONFIRM_SAVESTRING
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If you type 'y', the object is saved to disk right away.
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'n' will let you quit without saving, while
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'a' will abort the quit.
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~
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#022 * CONTEXT_OEDIT_PROMPT_APPLY
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Enter a number from the list to the left to alter one of the applies.
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This is how you alter the effect on hitroll, damroll, saving throws, AC,
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age, height, weight or stats.
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~
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#023 * CONTEXT_OEDIT_EXTRADESC_DESCRIPTION
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Never shown
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~
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#024 * CONTEXT_OEDIT_EXTRADESC_MENU
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Select an option to the left.
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'1' to change the keyword list for this description.
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'2' to change the description shown.
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'3' to go to next description in this room.
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If no such description exists, and this one is used, make a new one.
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'0' to leave the menu.
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~
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#025 * CONTEXT_OEDIT_LEVEL
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Enter the minimum level one must be to wield/hold/wear the object.
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~
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#026 * CONTEXT_OEDIT_PERM
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Enter the effects this item has on people using it. These are permanent
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bits which are set when the object is worn/wielded/held.
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When wearing an object with this flag,
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1) BLIND The wearer goes blind
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2) INVIS The wearer becomes invisible
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3) DET-ALIGN The wearer detects alignments
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4) DET-INVIS The wearer sees invisible objects and players.
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5) DET-MAGIC The wearer sees magic on objects
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6) SENSE-LIFE The wearer sees hidden mobs/players
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7) WATWALK The wearer can walk on water
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8) SANCT The wearer is protected by sanctuary
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9) GROUP DO NOT USE - reserved for internal use
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10) CURSE The wearer is influenced by a curse
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11) INFRA The wearer sees in the dark
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12) POISON The wearer is poisoned
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13) PROT-EVIL The wearer is protected from evil
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14) PROT-GOOD The wearer is protected from good
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15) SLEEP The wearer is magically put to sleep
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16) !TRACK The wearer cannot be tracked
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17) UNUSED DO NOT USE
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18) UNUSED DO NOT USE
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19) SNEAK The wearer moves silently
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20) HIDE The wearer is hidden - use with caution
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21) UNUSED DO NOT USE
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22) CHARM DO NOT USE - reserved for internal use
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~
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/* this line should not give any problems */
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#027 * CONTEXT_REDIT_MAIN_MENU
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test
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~
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#028 * CONTEXT_REDIT_NAME
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test
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~
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#029 * CONTEXT_REDIT_DESC
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Never shown
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~
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#030 * CONTEXT_REDIT_FLAGS
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test
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~
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#031 * CONTEXT_REDIT_SECTOR
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test
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~
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#032 * CONTEXT_REDIT_EXIT_MENU
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test
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~
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#033 * CONTEXT_REDIT_CONFIRM_SAVEDB
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test
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~
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#034 * CONTEXT_REDIT_CONFIRM_SAVESTRING
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test
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~
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#035 * CONTEXT_REDIT_EXIT_NUMBER
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test
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~
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#036 * CONTEXT_REDIT_EXIT_DESCRIPTION
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Never shown
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~
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#037 * CONTEXT_REDIT_EXIT_KEYWORD
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test
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~
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#038 * CONTEXT_REDIT_EXIT_KEY
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test
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~
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#039 * CONTEXT_REDIT_EXIT_DOORFLAGS
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test
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~
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#040 * CONTEXT_REDIT_EXTRADESC_MENU
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test
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~
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#041 * CONTEXT_REDIT_EXTRADESC_KEY
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test
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~
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#042 * CONTEXT_REDIT_EXTRADESC_DESCRIPTION
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Never shown
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~
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#043 * CONTEXT_ZEDIT_MAIN_MENU
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test
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~
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#044 * CONTEXT_ZEDIT_DELETE_ENTRY
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test
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~
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#045 * CONTEXT_ZEDIT_NEW_ENTRY
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test
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~
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#046 * CONTEXT_ZEDIT_CHANGE_ENTRY
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test
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~
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#047 * CONTEXT_ZEDIT_COMMAND_TYPE
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test
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~
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#048 * CONTEXT_ZEDIT_IF_FLAG
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test
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~
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#049 * CONTEXT_ZEDIT_ARG1
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test
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~
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#050 * CONTEXT_ZEDIT_ARG2
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test
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~
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#051 * CONTEXT_ZEDIT_ARG3
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test
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~
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#052 * CONTEXT_ZEDIT_ZONE_NAME
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test
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~
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#053 * CONTEXT_ZEDIT_ZONE_LIFE
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test
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~
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#054 * CONTEXT_ZEDIT_ZONE_BOT
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test
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~
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#055 * CONTEXT_ZEDIT_ZONE_TOP
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test
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~
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#056 * CONTEXT_ZEDIT_ZONE_RESET
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test
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~
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#057 * CONTEXT_ZEDIT_CONFIRM_SAVESTRING
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test
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~
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#058 * CONTEXT_ZEDIT_SARG1
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test
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~
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#059 * CONTEXT_ZEDIT_SARG2
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test
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~
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#060 * CONTEXT_MEDIT_MAIN_MENU
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test
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~
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#061 * CONTEXT_MEDIT_ALIAS
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test
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~
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#062 * CONTEXT_MEDIT_S_DESC
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test
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~
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#063 * CONTEXT_MEDIT_L_DESC
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test
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~
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#064 * CONTEXT_MEDIT_D_DESC
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Never shown
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~
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#065 * CONTEXT_MEDIT_NPC_FLAGS
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test
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~
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#066 * CONTEXT_MEDIT_AFF_FLAGS
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test
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~
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#067 * CONTEXT_MEDIT_CONFIRM_SAVESTRING
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test
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~
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#068 * CONTEXT_MEDIT_SEX
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test
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~
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#069 * CONTEXT_MEDIT_HITROLL
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test
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~
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#070 * CONTEXT_MEDIT_DAMROLL
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test
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~
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#071 * CONTEXT_MEDIT_NDD
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test
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~
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#072 * CONTEXT_MEDIT_SDD
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test
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~
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#073 * CONTEXT_MEDIT_NUM_HP_DICE
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test
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~
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#074 * CONTEXT_MEDIT_SIZE_HP_DICE
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test
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~
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#075 * CONTEXT_MEDIT_ADD_HP
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test
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~
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#076 * CONTEXT_MEDIT_AC
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test
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~
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#077 * CONTEXT_MEDIT_EXP
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test
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~
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#078 * CONTEXT_MEDIT_GOLD
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test
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~
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#079 * CONTEXT_MEDIT_POS
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test
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~
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#080 * CONTEXT_MEDIT_DEFAULT_POS
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test
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~
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#081 * CONTEXT_MEDIT_ATTACK
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test
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~
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#082 * CONTEXT_MEDIT_LEVEL
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test
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~
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#083 * CONTEXT_MEDIT_ALIGNMENT
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test
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~
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#084 * CONTEXT_SEDIT_MAIN_MENU
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test
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~
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#085 * CONTEXT_SEDIT_CONFIRM_SAVESTRING
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test
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~
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#086 * CONTEXT_SEDIT_NOITEM1
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test
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~
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#087 * CONTEXT_SEDIT_NOITEM2
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test
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~
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#088 * CONTEXT_SEDIT_NOCASH1
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test
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~
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#089 * CONTEXT_SEDIT_NOCASH2
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test
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~
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#090 * CONTEXT_SEDIT_NOBUY
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test
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~
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#091 * CONTEXT_SEDIT_BUY
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test
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~
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#092 * CONTEXT_SEDIT_SELL
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test
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~
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#093 * CONTEXT_SEDIT_PRODUCTS_MENU
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test
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~
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#094 * CONTEXT_SEDIT_ROOMS_MENU
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test
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~
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#095 * CONTEXT_SEDIT_NAMELIST_MENU
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test
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~
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#096 * CONTEXT_SEDIT_NAMELIST
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test
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~
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#097 * CONTEXT_SEDIT_OPEN1
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test
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~
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#098 * CONTEXT_SEDIT_OPEN2
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test
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~
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#099 * CONTEXT_SEDIT_CLOSE1
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test
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~
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#100 * CONTEXT_SEDIT_CLOSE2
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test
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~
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#101 * CONTEXT_SEDIT_KEEPER
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|
test
|
|
~
|
|
#102 * CONTEXT_SEDIT_BUY_PROFIT
|
|
test
|
|
~
|
|
#103 * CONTEXT_SEDIT_SELL_PROFIT
|
|
test
|
|
~
|
|
#104 * CONTEXT_SEDIT_TYPE_MENU
|
|
test
|
|
~
|
|
#105 * CONTEXT_SEDIT_DELETE_TYPE
|
|
test
|
|
~
|
|
#106 * CONTEXT_SEDIT_DELETE_PRODUCT
|
|
test
|
|
~
|
|
#107 * CONTEXT_SEDIT_NEW_PRODUCT
|
|
test
|
|
~
|
|
#108 * CONTEXT_SEDIT_DELETE_ROOM
|
|
test
|
|
~
|
|
#109 * CONTEXT_SEDIT_NEW_ROOM
|
|
test
|
|
~
|
|
#110 * CONTEXT_SEDIT_SHOP_FLAGS
|
|
test
|
|
~
|
|
#111 * CONTEXT_SEDIT_NOTRADE
|
|
test
|
|
~
|
|
#112 * CONTEXT_TRIGEDIT_MAIN_MENU
|
|
This is the Trigger edit page.
|
|
|
|
From here you have access to all the options needed to create a script.
|
|
The page is divided into two sections;
|
|
One describing the triggers' type and arguments,
|
|
and one showing the command list (point 6).
|
|
~
|
|
#113 * CONTEXT_TRIGEDIT_TRIGTYPE
|
|
test
|
|
~
|
|
#114 * CONTEXT_TRIGEDIT_CONFIRM_SAVESTRING
|
|
If you type 'y', the trigger is saved to disk right away.
|
|
'n' will let you quit without saving, while
|
|
'a' will abort the quit
|
|
~
|
|
#115 * CONTEXT_TRIGEDIT_NAME
|
|
This will let you decide on the name of the trigger.
|
|
Anything will go, but it is recommended you keep it
|
|
short and to the point.
|
|
~
|
|
#116 * CONTEXT_TRIGEDIT_INTENDED
|
|
Here you decide on the type of thing this trigger is made for.
|
|
You can attach it to other types later, but this decides which
|
|
list of types you will get when you get to that point.
|
|
~
|
|
#117 * CONTEXT_TRIGEDIT_TYPES
|
|
test
|
|
~
|
|
#118 * CONTEXT_TRIGEDIT_COMMANDS
|
|
test
|
|
~
|
|
#119 * CONTEXT_TRIGEDIT_NARG
|
|
test
|
|
~
|
|
#120 * CONTEXT_TRIGEDIT_ARGUMENT
|
|
test
|
|
~
|
|
#121 * CONTEXT_SCRIPT_MAIN_MENU
|
|
test
|
|
~
|
|
#122 * CONTEXT_SCRIPT_NEW_TRIGGER
|
|
test
|
|
~
|
|
#123 * CONTEXT_SCRIPT_DEL_TRIGGER
|
|
~ |