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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 |
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| .:. 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. |
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| .:. 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. |
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| .:. 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. |
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| .:. 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. |
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| .:. 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 |
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| .:. 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 |
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| .:. 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 |
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| .:. 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 |
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| .:. VISIBLE |
Entering this command while you are invisible, or Wizinvis if you are an Immortal, will break your invisibility. > visible See also: Invisibility, Wizinvis |
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| .:. 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 |
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| .:. 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 |
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| .:. 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 |
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| .:. 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 |
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