? addaffect addcatalyst addimmune addoprog
addskill addspell allowedfixed commands comments
condition cost create delaffect delcatalyst
delimmune deloprog delspell description ed
extra extra2 extra3 extra4 fragility
level lock long material name
next oupdate persist prev scriptkwd
short show sign timer type
v0 v1 v2 v3 v4
v5 v6 v7 varclear varset
waypoints wear weight
?
This is used to access the list of available flag banks, but is not limited to object flags. You can do things like ? token to get a list of token types that can be set, for example.
addaffect <apply location> <#modifier> <#rand>
Adds affects to the object. See ‘apply’ flags for more details.
addcatalyst <type> <strength> <charges> <chance> <active> [name]
Adds catalyst data to the object. Catalysts are a work in progress.
addimmune <imm|res|vuln> <flag> <#rand>
Allows adding an imm/res/vuln flag as an affect on the object.
addoprog <widevnum> <trigger> <phrase>
Adds an object script to an object, with the given trigger and phrase. Widevnum format: area_uid#vnum.
addquest <quest widevnum>
Attaches a v2 quest to this object, making it available for players to pick up via interaction. Widevnum format: area_uid#vnum (e.g. 5#1000).
The list of attached quests is shown in the Scripts tab (show). Use delquest <#> to remove one.
addskill <skill name> <#modifier> <#rand>
Adds skill modifier affects to an object.
addspell <spell name> <spell level> <#rand>
Adds a spell to an object that will be cast on the wearer (or used for zap, brandish, etc, for wands, staves, scrolls, and so on).
allowedfixed <max repairs>
Sets the maximum number of times an object can be repaired.
commands
Lists all available commands in the object editor.
comments
Opens the string editor to write builder comments. This field is like writing any description, but is only visible to builders. Leave notes here about plans, things you need help with, the purpose of the object, related vnums, etc.
condition <0-100>
Sets the starting condition for the object.
cost <silver>
Sets the default cost of the object, in silver.
create [widevnum]
Creates a new object. Will use next available vnum in the current area, unless a widevnum (area_uid#vnum) is specified.
Usually it’s easier to open the target widevnum directly: oedit 5#800
delaffect <affect number>
Removes the specified affect from the object.
delcatalyst <catalyst data number>
Removes the specified catalyst from the object.
delimmune <imm/res/vuln affect number>
Removes the specified imm/res/vuln flag from the object.
deloprog <obj prog number>
Removes the specified object prog from the object.
delquest <#>
Removes an attached quest by its list index. Use show to see the current list and indices.
delspell <spell number>
Removes the specified spell from the object.
description
Enters a string editor to set the description used when players look <object>
ed <add | delete | edit | format | environment> <keyword> -or- copy <old keyword> <new keyword>
Used to add extra descriptions to the object, which can be used to set additional keywords players can look at. This can be used for things like clues, or simply additional flavour.
extra <flag1> [flag2] [flag3] ...
Sets ‘extra’ flags on the object.
extra2 <flag1> [flag2] [flag3] ...
Sets ‘extra2’ flags on the object.
extra3 <flag1> [flag2] [flag3] ...
Sets ‘extra3’ flags on the object.
extra4 <flag1> [flag2] [flag3] ...
Sets ‘extra4’ flags on the object.
fragility <flag>
Sets the object’s fragility. Only really used for keys, weapons, and gear.
level <level>
Sets the object level. For gear, this is required for being able to wear/wield objects. Will also assign a number of ‘points’ for changing things on the object.
lock <subcommands>
lock add
Adds a default lock state to the obj.
lock remove
Removes lockstate from the obj.
lock key <vnum>
Sets the specified vnum as a key for the obj.
lock key clear
Removes the set key.
lock flags <flags>
Sets lock flags on the lock.
lock pick <chance 0-100>
Sets the lock pick chance.
long <string>
Sets the long description (shown in the room) for the object.
material
name <keywords>
Sets keywords used for players to interact with the object.
next
Moves to editing the next object in the zone.
oupdate
Toggles the object’s ‘oupdate’ flag. This is not currently used.
persist <on|off>
Enables or disables default persistence for instances of this object. Use sparingly.
prerequisites <dsl|none>
Sets a requirements rule that a character must satisfy before they can wear this object. Written in the Requirements DSL. Use none to clear.
prerequisites tot_level 50
prerequisites (race elf OR race human) AND class_current ranger
prerequisites quest_completed 5#1000 AND reputation 5#10 rank >= 3
prerequisites none
When the check fails, a generic “You don’t meet the requirements to use this item.” message is shown. Immortals are exempt.
By default, prerequisites are invisible to players in identify and inspect output. Append , <message> to make them visible:
prerequisites tot_level 50, Level 50 required.
prerequisites class_current warrior, Warriors only.
prerequisites race elf, hidden
See Requirements DSL — Player-visible message for full details.
prev
Moves to editing the previous object in the zone.
scriptkwd <keywords>
As name, but only accessible to scripting.
short <string>
A short line that is used to describe the object in inventory, equipment list, etc.
show
Shows the current state of the object being edited. Can be accessed by pressing enter.
sign
Allows Implementors to ‘sign’ an object, mostly freeing it from point constraints.
timer <number>
Sets the default time until the object destroys itself.
type <type>
Sets the object type, which impacts many things. This is covered in more detail on the object type details page.
v0 - v7 <value>
Sets object values 0-7. Value meanings can vary wildly between item types, so this is covered on the object type details page.
varclear <variable name>
Clears the named variable.
varset <name> <number|string|room|rsg> <yes|no> <value>
Sets a variable on every instance of the object. Types: number, string, room, rsg. The yes/no flag controls whether the value is saved with the object.
Use rsg (or generator) for random-string-generator variables — spec format: <rsg_name>:<pattern|class>:<entry_name>.
Examples:
varset home room yes 4000
varset label string no A strange relic.
varset item_name rsg yes artifact_names:pattern:full_name
Variable expansion in string fields: Variables can be embedded in an object’s name, short, long, and description fields using $<var_name> syntax.
waypoints add <wilds uid> <south point> <east point> [name]
Adds a waypoint at the given location, optionally with the given name. Meant for use with ‘map’ objects.
waypoints list
Lists waypoints on the map.
waypoints delete <number>
Removes the selected waypoint from the obj.
wear <flag1> [flag2] [flag3] ...
Sets wear locations for the object. take is mandatory for anything players need to be able to pick up.
weight <weight>
Sets the weight of this object