Object Zone Commands
O (load an object)
Format: 'O' [if-flag] [object nr] [max existing] [room nr]
Load an object and place it in a room. Same if-flag as for M.
P (put object in object)
Format: 'P' [if-flag] [object_nr1] [max existing#] [object nr2] [rare/quantity]
Loads object1 and places it in object2.
new if the rare/quantity number is NEGATIVE, then this line specifies how many objects are loaded.
this is extremely useful with arrows and quivers.. example
P 0 101 50 102 -17
Put 17 of 101.obj in 102.obj
P 0 101 50 102 17
Put 1 of 101.obj in 102.obj 17% of the time.
Thanks Segojan!!
R (remove object from room)
Format: 'R' [if-flag] [room_nr] [object_nr]
This and X are quite confusing, so the following is a bit long, but helps explain
the utility of them both:
The remove command is perhaps the most powerful command available to an area
maker's use. This command is very simple. When the zone reloads, the game
checks to see if a certain item is in a certain location. If it is, it
removes the item from the room. The key to this command, however, lies in
linking it to a conditional command that follows. Here is an example from
Griffon's Nest:
R 0 10690 10637 * removes an obsidian shard from the room
M 1 10773 1 10690 * the Elemental Spirit
The game checks in room 10690 (An Elemental Shrine) for object 10637 (an
obsidian shard). If it is there, it removes the object. The following
command loads mob 10773 (the Elemental Spirit) into that room. However,
the command which loads the mob has a 1 for the conditional flag, and thus
will only happen if the preceding command is executed. Net affect: the game
checks for an obsidian shard lying on the ground in An Elemental Shrine,
removes it if it is there, and also load the mob the Elemental Spirit. If
an obsidian shard is never left on the floor of that room, the Elemental
Spirit never loads.
Now, the above example is a pretty simple one. Once I began thinking about
it, I realized many evil ideas were possible.
1) Punish players for killing a mob they shouldn't kill. Load an untakeable
object into the mobs inventory. Have the game check for that item on the
floor of the room where the mob is sentinal. If the game finds the object
there, load several doors locked and closed (and unpickable, too). They
won't do that again after waiting for a crash or a moonwell to get them out.
2) Create a labyrinth-like zone where the quests tell players which objects
to leave where. Those objects load more quest mobs, that do same, with
players also having to keep wandering mobs from coming through and messing
up their carefully placed items. Such a zone would probably need a 1 or 2
min lifetime, making it even more evil to get just right.
3) Create sequences of items players must leave in locations all over the
game world, in order to make a certain item or mob appear. example:
R 0 XX001 YY001
R 1 XX002 YY002
R 1 XX003 YY003
R 1 XX004 YY004
M 1 XX001 1 YY100
Players would have to put all four objects in the correct location, and the
game would remove them in sequence. If you mess up, you have to start all
over again with the objects, that worked...
4) Combine the R command with a percentage command like used with rare mobs:
R 0 XX001 YY001
M 1 XX001 YY001 20
After getting the right item in the right place, the mobs still only shows
up 20% of the time.
4) Generally, create more puzzles to go with your quests, where items need
to be left certain places at certain times to generate an effect.
Remember that any load command could be linked to the R command: doors open
or closed (changing from normal to secret doesn't seem to work), mobs, items,
placing an item on a mob.
The only thing lacking on this command is the ability to remove mobs from
a room. If that existed as well, I can think of further ways to cross-link
these commands to the endless befuddlement of players.
Now, why else would it be a good idea to have this command in your zones?
Just like rare mobs, it makes getting the rewards that much harder. As we
all have noticed, TorilMUD's a little eq heavy right now. If all the best
equipment came from rare mobs and quests like these, we'd find the game
less overdone with super-powerful items. Furthermore, from your own self-
interest, you want players to go to your zones. They won't if there's no
spanky eq for them to get. Using commands like these lets you justify better
items without destroying balance in the game. -Uthgar