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Total NooB looking to start out

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Posted by Malak   (1 post)  [Biography] bio
Date Fri 21 Jan 2005 04:41 PM (UTC)  quote  ]
Message
I just got my linux box up and runing and smaug is running great on it. Right now I am looking at doing the following things.

1. Creating a single town zone to start out with. I will have a room in there that will be the start room and where you go after you die to restart. I will probably do as Nick suggested and just jurryrig it to use the required rooms/objects in the "server won't start up FAQ".

2. I'd also like to tweak the color scheme for the mud and change the default colors around a little. Any recommendations on how to do this would be great.

3. I was wondering if when you create a mob and load it with eq/loot if that eq is always equiped with the mob when it spawns or if you can set it up to load randomly a piece or two of equipment from a set of armor (say a shirt of chainmail or legging) that you specify. If so how is that done through a function or a script?

4. I'd like to incorperate spell components as a requirement for casting spells and from what I've read this feature is built in right?

In a nutshell that is what I'm looking to do to start out. I wanted to also thank Nick for this forum and his website as it has helped me greatly in the past couple years while i lurked and tinkered with winsmaug and cygwin.


-Malak
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Posted by Frobozz   (75 posts)  [Biography] bio
Date Reply #1 on Fri 21 Jan 2005 06:04 PM (UTC)  quote  ]
Message
1)
You can take out all areas, initially, except for:

ROD | Gods |
RoD | Limbo |
Scarab | Darkhaven Academy |
Brittany | Spectral Gate |
Rennard | New Darkhaven |

2) What version of smaug are you running? Different versions have different places to set the default color.

3)

>rreset
Build: Valens: rreset
Syntax: rreset <list|edit|delete|add|insert|place>
Syntax: rreset remove <#>
Syntax: rreset mobile <mob#> [limit]
Syntax: rreset object <obj#> [limit [room]]
Syntax: rreset object <obj#> give <mob name> [limit]
Syntax: rreset object <obj#> equip <mob name> <location> [limit]
Syntax: rreset object <obj#> put <to_obj name> [limit]
Syntax: rreset hide <obj name>
Syntax: rreset trap <obj name> <type> <charges> <flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags>
Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags>
Syntax: rreset bit <set|toggle|remove> room <room flags>
Syntax: rreset random <last dir>


4) Correct.



>help sset
SSET
Syntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset <sn>     <field> <value>

components    the components required for this spell (see SPELLCOMPONENTS)

SPELLCOMPONENTS
T###         check for item of type ###
V#####       check for item of vnum #####
Kword        check for item with keyword 'word'
G#####       check if player has ##### amount of gold
H####        check if player has #### amount of hitpoints
 
Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
decrease component's value[4], and extract if it reaches 0
decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
 
Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101.  The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.
 
With the decremental operators (@#$%), the object must have at least
a value of 1 in the respective location for the spell to succeed.


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