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.:. VALUE




Before selling an item to a shop, you can ask the shopkeeper how much
he or she is willing to pay for it.

Example:
> value <item>
> value shield

See also: Shops, Buy, Sell


:: Beginning

.:. VALUE12























WEAPON VALUES (MM32 BUILDER HELP)

Use this help when editing an ITEM_WEAPON prototype with oedit or oset.

Weapon value slots 0 through 14:
   0  Weapon length in feet.
   1  Number of damage dice.
   2  Size of each damage die. Values 1 and 2 make the dice expression.
   3  Attack type.
   4  Metal material cost.
   5  Leather material cost.
   6  Wood material cost.
   7  Piercing damage percentage, 0 through 100.
   8  Slashing damage percentage, 0 through 100.
   9  Crushing damage percentage, 0 through 100.
  10  Weapon family (WEAPON_* ID). Forms use this for compatibility.
  11  Reserved legacy data. Do not repurpose it.
  12  Selected-weapon hitroll bonus.
  13  Selected-weapon damroll bonus.
  14  Signed legacy strength damage-curve steps, -34 through 34.

Values 12 through 14 affect only the compatible ITEM_WEAPON selected for
the current opposed forms action. Broken, disarmed, unequipped, or
form-incompatible weapons contribute none of these values. Shields and
nonweapon objects do not contribute weapon combat values.

VALUE 12 - HITROLL
  Adds to the wielder's native hitroll. Attackers and defenders use the
  same rule, so a defender's selected weapon bonus can offset an attacker.
  Use this for weapon accuracy or defense in opposed forms.

VALUE 13 - DAMROLL
  Adds to the damage dealer's native damroll. Positive effective damroll D
  contributes a random value from floor(D/3) through D+1. Use this for a
  broadly flat weapon damage improvement.

VALUE 14 - LEGACY DAMAGE-CURVE STEPS
  Shifts only the damage lookup on MM2's 35-entry strength table. It never
  changes displayed/stored strength, carrying capacity, force, or
  encumbrance. Leave it zero on ordinary new weapons; use it only when
  preserving a measured legacy strength-granting weapon.

  Player mapping: delta = benchpress STR - 100.
  NPC mapping:    delta = (legacy STR - 11) * 10.
  Table index:    15 + round(delta / 12.5), clamped to 0 through 34.

  Example: House Riatin blade #13217 has value 14 of +1. Its STR 11
  soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1),
  so this wielder gains one curve damage. The table is nonlinear, so the
  same step can be worth zero, one, or several damage at another index.

Editing and inspection:
  In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The
  final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve
  steps (-34 to 34). The sequential menu currently skips values 4 through 6.

  oset <object-or-vnum> value12 <hitroll>
  oset <object-or-vnum> value13 <damroll>
  oset <object-or-vnum> value14 <curve-steps>

  Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34
  for value14; value12 and value13 still rely on builder discipline.
  stat object <object>, vstat obj <vnum>, and successful identify output use
  the same labeled Object values section. Mob programs can inspect the same
  slots as objval12, objval13, and objval14.

World and saved-object format:
  The world-file values line beginning at value 4 accepts 10 numbers
  (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads
  value 14 as zero; current writers emit all 11 numbers.

  SQL column value15 stores in-game array slot value 14 because SQL columns
  are numbered from one while object slots are numbered from zero. value15
  is not another OLC value and must not be entered as one. NULL value15 on
  a saved object inherits slot 14 from its valid prototype; without a valid
  prototype it becomes zero. Binary rent/house/locker records also inherit
  slot 14 from the current prototype.

Builder rule of thumb:
  value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only.

See also: help OLC, help OLC SAVE, help STAT.


:: Beginning

.:. VALUE13























WEAPON VALUES (MM32 BUILDER HELP)

Use this help when editing an ITEM_WEAPON prototype with oedit or oset.

Weapon value slots 0 through 14:
   0  Weapon length in feet.
   1  Number of damage dice.
   2  Size of each damage die. Values 1 and 2 make the dice expression.
   3  Attack type.
   4  Metal material cost.
   5  Leather material cost.
   6  Wood material cost.
   7  Piercing damage percentage, 0 through 100.
   8  Slashing damage percentage, 0 through 100.
   9  Crushing damage percentage, 0 through 100.
  10  Weapon family (WEAPON_* ID). Forms use this for compatibility.
  11  Reserved legacy data. Do not repurpose it.
  12  Selected-weapon hitroll bonus.
  13  Selected-weapon damroll bonus.
  14  Signed legacy strength damage-curve steps, -34 through 34.

Values 12 through 14 affect only the compatible ITEM_WEAPON selected for
the current opposed forms action. Broken, disarmed, unequipped, or
form-incompatible weapons contribute none of these values. Shields and
nonweapon objects do not contribute weapon combat values.

VALUE 12 - HITROLL
  Adds to the wielder's native hitroll. Attackers and defenders use the
  same rule, so a defender's selected weapon bonus can offset an attacker.
  Use this for weapon accuracy or defense in opposed forms.

VALUE 13 - DAMROLL
  Adds to the damage dealer's native damroll. Positive effective damroll D
  contributes a random value from floor(D/3) through D+1. Use this for a
  broadly flat weapon damage improvement.

VALUE 14 - LEGACY DAMAGE-CURVE STEPS
  Shifts only the damage lookup on MM2's 35-entry strength table. It never
  changes displayed/stored strength, carrying capacity, force, or
  encumbrance. Leave it zero on ordinary new weapons; use it only when
  preserving a measured legacy strength-granting weapon.

  Player mapping: delta = benchpress STR - 100.
  NPC mapping:    delta = (legacy STR - 11) * 10.
  Table index:    15 + round(delta / 12.5), clamped to 0 through 34.

  Example: House Riatin blade #13217 has value 14 of +1. Its STR 11
  soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1),
  so this wielder gains one curve damage. The table is nonlinear, so the
  same step can be worth zero, one, or several damage at another index.

Editing and inspection:
  In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The
  final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve
  steps (-34 to 34). The sequential menu currently skips values 4 through 6.

  oset <object-or-vnum> value12 <hitroll>
  oset <object-or-vnum> value13 <damroll>
  oset <object-or-vnum> value14 <curve-steps>

  Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34
  for value14; value12 and value13 still rely on builder discipline.
  stat object <object>, vstat obj <vnum>, and successful identify output use
  the same labeled Object values section. Mob programs can inspect the same
  slots as objval12, objval13, and objval14.

World and saved-object format:
  The world-file values line beginning at value 4 accepts 10 numbers
  (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads
  value 14 as zero; current writers emit all 11 numbers.

  SQL column value15 stores in-game array slot value 14 because SQL columns
  are numbered from one while object slots are numbered from zero. value15
  is not another OLC value and must not be entered as one. NULL value15 on
  a saved object inherits slot 14 from its valid prototype; without a valid
  prototype it becomes zero. Binary rent/house/locker records also inherit
  slot 14 from the current prototype.

Builder rule of thumb:
  value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only.

See also: help OLC, help OLC SAVE, help STAT.


:: Beginning

.:. VALUE14























WEAPON VALUES (MM32 BUILDER HELP)

Use this help when editing an ITEM_WEAPON prototype with oedit or oset.

Weapon value slots 0 through 14:
   0  Weapon length in feet.
   1  Number of damage dice.
   2  Size of each damage die. Values 1 and 2 make the dice expression.
   3  Attack type.
   4  Metal material cost.
   5  Leather material cost.
   6  Wood material cost.
   7  Piercing damage percentage, 0 through 100.
   8  Slashing damage percentage, 0 through 100.
   9  Crushing damage percentage, 0 through 100.
  10  Weapon family (WEAPON_* ID). Forms use this for compatibility.
  11  Reserved legacy data. Do not repurpose it.
  12  Selected-weapon hitroll bonus.
  13  Selected-weapon damroll bonus.
  14  Signed legacy strength damage-curve steps, -34 through 34.

Values 12 through 14 affect only the compatible ITEM_WEAPON selected for
the current opposed forms action. Broken, disarmed, unequipped, or
form-incompatible weapons contribute none of these values. Shields and
nonweapon objects do not contribute weapon combat values.

VALUE 12 - HITROLL
  Adds to the wielder's native hitroll. Attackers and defenders use the
  same rule, so a defender's selected weapon bonus can offset an attacker.
  Use this for weapon accuracy or defense in opposed forms.

VALUE 13 - DAMROLL
  Adds to the damage dealer's native damroll. Positive effective damroll D
  contributes a random value from floor(D/3) through D+1. Use this for a
  broadly flat weapon damage improvement.

VALUE 14 - LEGACY DAMAGE-CURVE STEPS
  Shifts only the damage lookup on MM2's 35-entry strength table. It never
  changes displayed/stored strength, carrying capacity, force, or
  encumbrance. Leave it zero on ordinary new weapons; use it only when
  preserving a measured legacy strength-granting weapon.

  Player mapping: delta = benchpress STR - 100.
  NPC mapping:    delta = (legacy STR - 11) * 10.
  Table index:    15 + round(delta / 12.5), clamped to 0 through 34.

  Example: House Riatin blade #13217 has value 14 of +1. Its STR 11
  soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1),
  so this wielder gains one curve damage. The table is nonlinear, so the
  same step can be worth zero, one, or several damage at another index.

Editing and inspection:
  In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The
  final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve
  steps (-34 to 34). The sequential menu currently skips values 4 through 6.

  oset <object-or-vnum> value12 <hitroll>
  oset <object-or-vnum> value13 <damroll>
  oset <object-or-vnum> value14 <curve-steps>

  Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34
  for value14; value12 and value13 still rely on builder discipline.
  stat object <object>, vstat obj <vnum>, and successful identify output use
  the same labeled Object values section. Mob programs can inspect the same
  slots as objval12, objval13, and objval14.

World and saved-object format:
  The world-file values line beginning at value 4 accepts 10 numbers
  (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads
  value 14 as zero; current writers emit all 11 numbers.

  SQL column value15 stores in-game array slot value 14 because SQL columns
  are numbered from one while object slots are numbered from zero. value15
  is not another OLC value and must not be entered as one. NULL value15 on
  a saved object inherits slot 14 from its valid prototype; without a valid
  prototype it becomes zero. Binary rent/house/locker records also inherit
  slot 14 from the current prototype.

Builder rule of thumb:
  value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only.

See also: help OLC, help OLC SAVE, help STAT.


:: Beginning

.:. VALUE15























WEAPON VALUES (MM32 BUILDER HELP)

Use this help when editing an ITEM_WEAPON prototype with oedit or oset.

Weapon value slots 0 through 14:
   0  Weapon length in feet.
   1  Number of damage dice.
   2  Size of each damage die. Values 1 and 2 make the dice expression.
   3  Attack type.
   4  Metal material cost.
   5  Leather material cost.
   6  Wood material cost.
   7  Piercing damage percentage, 0 through 100.
   8  Slashing damage percentage, 0 through 100.
   9  Crushing damage percentage, 0 through 100.
  10  Weapon family (WEAPON_* ID). Forms use this for compatibility.
  11  Reserved legacy data. Do not repurpose it.
  12  Selected-weapon hitroll bonus.
  13  Selected-weapon damroll bonus.
  14  Signed legacy strength damage-curve steps, -34 through 34.

Values 12 through 14 affect only the compatible ITEM_WEAPON selected for
the current opposed forms action. Broken, disarmed, unequipped, or
form-incompatible weapons contribute none of these values. Shields and
nonweapon objects do not contribute weapon combat values.

VALUE 12 - HITROLL
  Adds to the wielder's native hitroll. Attackers and defenders use the
  same rule, so a defender's selected weapon bonus can offset an attacker.
  Use this for weapon accuracy or defense in opposed forms.

VALUE 13 - DAMROLL
  Adds to the damage dealer's native damroll. Positive effective damroll D
  contributes a random value from floor(D/3) through D+1. Use this for a
  broadly flat weapon damage improvement.

VALUE 14 - LEGACY DAMAGE-CURVE STEPS
  Shifts only the damage lookup on MM2's 35-entry strength table. It never
  changes displayed/stored strength, carrying capacity, force, or
  encumbrance. Leave it zero on ordinary new weapons; use it only when
  preserving a measured legacy strength-granting weapon.

  Player mapping: delta = benchpress STR - 100.
  NPC mapping:    delta = (legacy STR - 11) * 10.
  Table index:    15 + round(delta / 12.5), clamped to 0 through 34.

  Example: House Riatin blade #13217 has value 14 of +1. Its STR 11
  soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1),
  so this wielder gains one curve damage. The table is nonlinear, so the
  same step can be worth zero, one, or several damage at another index.

Editing and inspection:
  In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The
  final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve
  steps (-34 to 34). The sequential menu currently skips values 4 through 6.

  oset <object-or-vnum> value12 <hitroll>
  oset <object-or-vnum> value13 <damroll>
  oset <object-or-vnum> value14 <curve-steps>

  Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34
  for value14; value12 and value13 still rely on builder discipline.
  stat object <object>, vstat obj <vnum>, and successful identify output use
  the same labeled Object values section. Mob programs can inspect the same
  slots as objval12, objval13, and objval14.

World and saved-object format:
  The world-file values line beginning at value 4 accepts 10 numbers
  (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads
  value 14 as zero; current writers emit all 11 numbers.

  SQL column value15 stores in-game array slot value 14 because SQL columns
  are numbered from one while object slots are numbered from zero. value15
  is not another OLC value and must not be entered as one. NULL value15 on
  a saved object inherits slot 14 from its valid prototype; without a valid
  prototype it becomes zero. Binary rent/house/locker records also inherit
  slot 14 from the current prototype.

Builder rule of thumb:
  value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only.

See also: help OLC, help OLC SAVE, help STAT.


:: Beginning

.:. version





Version tells you which version of the game you are playing, and
credits rolls the names of the people who built it.

Syntax:
> version
Shows the game's version line.

> credits
Pages the game credits: the coders, builders and friends of the MUD
thanked by name.

Example:
> credits
The credits scroll by one screen at a time, like any long text.

For the people currently running things, see the wizlist, and for
recent happenings see the news.

See also: Wizlist, News


:: Beginning

.:. VG


Vgtalk is the Visitor Guides' own channel. The guides are the players
who help newcomers find their feet, and only members of the Visitor
Guides can use it. Vg is the short form of the command.

Syntax:
> vgtalk <message>
> vg <message>
> vg @

Example:
> vg Is anyone free to show a newcomer around Caemlyn?

vg @ lists the guides who are on the channel. Like the other guild
channels, you can switch it off and on with
channels vg; while it
is off you can neither hear it nor speak on it. New players with
questions should ask on newbienet, which the guides listen to.

See also: Channels, Newbienet, OOC, Multiguilds





:: Beginning

.:. VGTALK


Vgtalk is the Visitor Guides' own channel. The guides are the players
who help newcomers find their feet, and only members of the Visitor
Guides can use it. Vg is the short form of the command.

Syntax:
> vgtalk <message>
> vg <message>
> vg @

Example:
> vg Is anyone free to show a newcomer around Caemlyn?

vg @ lists the guides who are on the channel. Like the other guild
channels, you can switch it off and on with
channels vg; while it
is off you can neither hear it nor speak on it. New players with
questions should ask on newbienet, which the guides listen to.

See also: Channels, Newbienet, OOC, Multiguilds





:: Beginning

.:. viewtext






These commands let you edit your personal text repository.

edittext <name>
- start a new editing session with the named file in the editor
viewtext <name>
- view the contents of an existing file
listtext <name>
- view all files owned by you that begin with <name>
  ie listtext /descriptions will list all files that begin
  with /descriptions
deltext <name>
- delete the named file









:: Beginning

.:. VISIBLE



Entering this command while you are invisible, or Wizinvis if you
are an Immortal, will break your invisibility.

> visible

See also: Invisibility, Wizinvis


:: Beginning

.:. VNUM


Immortals Only

vnum <mob|obj> <name>

Gives a list of the virtual numbers of objects or mobiles which have the
specified name.

> vnum obj sung
> vnum mob trolloc



:: Beginning

.:. VOTE






A Moment in Tyme has a complex voting booth to aid the staff in
gathering the thoughts and views of the mortals. To enter the
voting booth, simply type:

> vote

Once inside the voting booth, enter the letter of the topic you
wish to vote on. After choosing a topic to vote upon, type in
the letter of your vote. Some topics allow multiple votes. Each
topic will state a detailed description of the topic, and how many
times you can vote on that topic. Use '
Q' to exit from each
poll, and to exit from the booth when at the poll selection menu.

See Also: Dreport






:: Beginning

.:. VOTING






A Moment in Tyme has a complex voting booth to aid the staff in
gathering the thoughts and views of the mortals. To enter the
voting booth, simply type:

> vote

Once inside the voting booth, enter the letter of the topic you
wish to vote on. After choosing a topic to vote upon, type in
the letter of your vote. Some topics allow multiple votes. Each
topic will state a detailed description of the topic, and how many
times you can vote on that topic. Use '
Q' to exit from each
poll, and to exit from the booth when at the poll selection menu.

See Also: Dreport






:: Beginning

.:. VSTAT


Immortals Only

vstat <mob|obj> <virtual number>

Used to stat a prototypical mobile or object by virtual number.

> vstat obj 3000
> vstat mob 3001

See also: Stat, Vnum, Load



:: Beginning

 
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 Web Design by: Tannil and Guy
.:. Top of Page