Tutorial: Object Editing

Mina's Tutorial on Object Creating

  1. Contact a staff member and acquire yourself a set of vnums to use for the objects you are going to create.

  2. See if there is a similar object in the game to what you are wanting to make. Make sure the object is necessary and there isn't one already in existance. There's no point in having three plain wooden stools all with near identical descriptions.

  3. The command to begin editing an object (whether new or old) is oedit . For example: oedit 18020. This will bring you into a menu like the following:


  4. As you can see from the above, like the room editing system, the object editing system is also 'menu driven' with the options listed in bright green numbers & letters down the left of each column. At first, the list of things that need to be set looks a little daunting, but don't worry too much, much of the options we don't need to worry about.

    Item Number: This is the object vnum and usually cannot be changed.

    Keywords: This is automaticaly generated based on the short and long desc.

    Short Desc: The short description is the description you see when the object is worn or in your inventory. For example: "pair of pants". It should have no Capital letter, or a/an/the or trailing full-stop on the end. Ideally be as descriptive as possible in about 40 characters.

    Short Plural: This short description is the one used when there are more than one of the object. For example: "pairs of pants". It should have no Capital letter, or a/an/the or trailing full-stop on the end. Ideally be as descriptive as possible in about 40 characters. Both the short and the short plural should always be completed on an object

    Long Desc: The long description is added to the end of the short description. For example: "with black buttons" It should have no trailing fullstop on the end.

    Long Plural: The long plural is used when there are multiple of an object. Sometimes it is no different to the standard long desc. For example: "with black buttons" It should have no trailing fullstop on the end.

    Look Desc:: This is the full descriptin you see when you "look" at an object. This must be completed. And it must be formatted before you leave the editor with /f. If you do not, this WILL crash the mud.

    Type: Set your object type to the most relevant. Below are the list of object types available to you. The object type determines what actions are available to you with it and also the types of values you can set in the "Values" option later. It is important to set this before you set the values option.

    Weight: The weight should be in grams. You may need to do some research here to find out how much the object should way. If you're not sure, leave it for now and post a query on the object on the forums and we'll work on finding a typical weight for the object. Enter this with the g on the end, for example: 200g

    Base Value: There are a couple of cost guides in the forums, if you're not sure, look at similar objects for guidelines, if you're still unsure, do a post on the forums requesting help. This is the average cost of the item, rather than the cost for a high quality or low quality item.

    Quality: This should always be set to average, if you think an item should be set to something else, please speak to a staff member.

    Values: What you set here is determined by what type of object it is. Food will require you to set how full you get when you eat the object, whether it is poisonous or not, etc. Some object types, such as furniture, might not require you to set any values at all.

    Applies menu: This is used for magical items, contact a staff member before creating any items with magical effects.

    Extra descriptions menu: Selecting this option will take you into a new mini-menu allowing you to set extra "look" description of the object. Set the relevant keywords and an appropriate look description. You can set several.

    Quit: This takes you out of the menu. Select Y to save it. Once you have finished building, contact a staff member to do a "saveall". This will save the work to the area files.


  5. Post the item on the forum. Copy the information you see when you are in the main menu to the appropriate section on the forum.