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Item Editing
iedit
allows the modification of objects.
Syntax: iedit <vnum>
Note: Try to search the github for an appropriate item first, especially if it's something like cyberware that would already be coded into the game. This reduces item bloat.
These are the aliases / keywords that one can use when referring to the item in commands. Make them as verbose as possible; 'an Ares Predator III' with the room description 'A powerful black handgun with the Ares logo embossed in the slide' would have the keywords 'powerful black handgun ares predator iii 3' at the minimum.
This is the name of the item as it appears in the inventory and other places; this should always begin with a lower-case letter (usually in the form of 'a/an whatever') and should never end with punctuation.
This is the string shown to players when this item has been dropped in the room. This should be a full sentence starting with a capital and ending in punctuation; make sure there is no color bleed at the end.
This is the text printed when one looks at the item.
This is the item's classification in the code.
These allow you to specify various behaviors for your object. A full listing of extra flags can be found at Item Extra Flags.
These allow you to add affections to the item that will be applied to characters who wear/wield the item. A full listing of affection flags can be found at Affect Flags.
This menu allows you to set the locations that this item is wearable on. If you remove the take flag, people will not be able to pick the item up.
This is the item's weight in kilograms, specifiable up to two decimal places.
This is the item's cost in nuyen.
Entering this menu allows you to set the availability of the item in TN and delay. For BC, set this to the standard value found in the book, then fill in the Street Index field for proper calculation of TN/delay values.
This field is largely used by the code and should be left at 0 unless there is a good reason to change it.
This sets the material the item is made of and is used in breakage tests.
This dictates the durability of the item and is used in breakage tests.
You can set the legality of the item here through the three-step menu.
'Item values' is a catch-all set of data that allows you to specify the behaviors of the item. The contents of this menu are different for each item type. They are largely self-explanatory; if you see an item values menu that you don't understand, let Lucien know so he can clarify it.
This field is used to apply bonuses and penalties to the character when equipping the item. These options should not be used without checking with your head immortal first.
You can set extra descriptions here, specifying their keywords and the desc they print. Try highlighting the keyword in color, see the Style Guide for details.