------------------------------------------------------------------------ Age Of War (AOW) OLC Handbook (DRAFT pending review) All Builders Please Read ------------------------------------------------------------------------ Before we begin, let it be understood that the term "Age Of War OLC Handbook" does not imply authorship of this document. We have been told that it originated on the CircleMUD mailing list. Parts of it have been modified to meet AOW needs. If we knew who the original author was we would be more than happy to honor their work here. Also, please keep in mind that AOW is a free community effort. In keeping with that spirit, when you place a zone on AOW computers, you are placing the zone into the public domain. In effect, you, like us, are giving your work away for free and without any limitations. The good news is that it may make you famous. The bad news is that it may be changed and enhanced overtime. One last thing: for whatever reason, builders sometimes ask that we move files from AOW to other Muds. AOW does not feel very obligated to help competitive Muds grow stronger. We do, however, want to be good CircleMUD citizens... so, if you REALLY want to make a zone available to other Muds then AOW will consider, on an individual case by case basis, releasing zone files into the CircleMUD community via the CircleMUD mailing list or equivalent FTP sites. That ends the policy rant... now on to the good stuff... Building a great zone takes many things, one is time and patience, good grammer/spelling, knowing how to balance your zone, and a lot of work. Now this may sound intimidating, but I can assure you that with this document, the help of others, and you not pressuring yourself too much, you can build that wonderful zone we all want to play in. Building was once explained as writing a story for the players of the mud. As you go through a zone, it can unfold into different twists in a thematic plot. Try to imagine writing a short story or book when writing the descriptions in your zone. There are a couple of excellent documents that you may find useful to review on the CircleMUD site: -The CircleMUD Building Manual -Builders' Handbook -Guide to Writing Good Descriptions Here are a few things that are especially important when creating a zone on AOW. 1: Keep balance with your equipment and the toughness of your mobs. In addition, AOW requests that you offset the benefits of the equipment with some downsides, and that you limit any individual item to a max of +3 damroll. This way, quest eq can be special, and we won't need to find a way to make the mob's hitpoint limit have to go over 32,000. 2: A mob's basic hit points are determined by the hit point bonus field in Medit, NOT Hit Point "Dice" (you will see when reading the Medit section). 3: All Shopkeepers should be !Charm and !Summon unless you set them so they will_fight. However, it could be distressing to have a shopkeeper who dies at the hands of a PC and then is not there to sell your goods until the next zone reset. Recommend setting uses_bank if your shopkeep fights. 4: Remember, if you mess up and the building port does crash (it happens to everyone once and a while) just find an *Imp and tell or mudmail him/her. 5: Please refrain from cutting and pasting from one window into OLC, strange characters have been known to slip in and crash the building port. 6: Also, please refrain from using the ~ (tilde) character within your descriptions, because this will crash the game. 7: Please indent the first sentence of your descriptions by 3-5 spaces. Choose an indent you like, and be consistent with it, whereever you have the chance to write a long descriptions. 8: Please create room descriptions with at least 3 lines. 9: The best way to write online is to use a straight telnet or terminal emulation program. Some versions of ZMUD, for instance, simply do not give you what you need to use our online editor. ------------------------------------------------------------------------ A very important facet of zone building lies in the use of proper grammer. Please check for the proper punctuation, spelling, and capitalization. Have a dictionary and a thesaurus at hand when writing. The worlds we create are text only, and are the most immediate way a player has of knowing who we are. HINTS on making a better zone: 1: Do not include specific monsters into the room descriptions. For Example Of What Not To Do: You walk into a large room. You see a black shadowy figure who attacks! This is bad because sometimes the mob will not load, and you are telling the player that something is going to happen when it may not occur at all. It could be that someone has already killed the mob, or he was charmed and taken out of the room. It is acceptable to place what we'll call 'filler mobs', such as townspeople or animals, within the room description itself. It may be good to have several mobs that you 'describe load' in the room for effect. For Example: You walk into a crowded market place where people hurry around to get the best deals. Or: The bright forest path goes on and on. You see birds flying over head. 2: When making your mobiles, be careful how you word what they are wearing. For Example Of What Not To Say: "The werewolf is huge. He is wielding a Mace of Oblivion." The reason is, if he doesn't load the Mace this would not make any sense. 3: Some people's monitors do not have word wrap. Try to keep your lines between 65-75 characters and end each line with a return to force a new line, before you reach the 80-column standard width. 4: Phrases such as "behind you" and "in front of you" and "on your right" are not very good things to say, because you never know which direction a player is coming from. This means make things generic enough that it will make sense to players who are coming OR going. 5: Try to avoid numeric values in your descriptions. This means, type fifty instead of 50. (But be realistic about it, if you have to have a number like 1,323,534,542,234,234,929.902, just type it out.) 6: Adding penalties to eq is recommended. This allows players to compromise. Perhaps a braclet is +10 Strength, but -150 Hit Points. The +str is pretty inticing, but the player would have to decide how important to him/her those 150 Hit Points are. ------------------------------------------------------------------------ Now for Circle Mud there are five files which make up a zone. The first is the world file. This contains all info about a room, including what it looks like, where the exits lead, whether there are doors on the exits, and many other facts. The rooms are each numbered individually so that no two rooms have the same number. Room 3014 is the Market Square found in zone 30. Room 5250 is in zone 52, and room 19001 is in zone 190. The second file is the mobile file. This contains all information about the monsters that are to be in your zone. The mobile file controls how each mobiles behave, and how the look. Like the room numbers, mobiles each have a specific number which also contains the zone number. For example mobile 3000 is the wizard located in zone 30. Mobile 5804 is in zone 58, and mobile 901 comes from zone 9. The third file is the object file. This file contains information about objects and how they affect players in the game. Objects are all things in the game that players can handle or manipulate. This includes fountains, weapons, food, armor, even corpeses. In the object file you can define exactly what an object does. The fourth file is the zone file. The zone file contains the most important information of all, for it controls how the zone operates. The zone file close and locks doors. It loads mobiles, it equips mobiles with objects. It fills fountains. It can even remove an object from a room if you desire. The fifth file is the shop file. This is a rather complicated file which alows you to set up a shop where objects are sold. With the shop file you can designate which mobiles will be the shopkeepers, what items will be sold, and what time the shop is open for business. ------------------------------------------------------------------------ REDIT (Room EDIT) ------------------------------------------------------------------------ Redit is a command that is used to build a room online. To edit a room which already exists, all you need to do is enter the room and type redit. This is useful for correcting mistakes. If you redit a room which is already in existance, you will see all the information about the room. However, if you are building a new zone, you will not want to edit existing rooms. Here's how you do it. I want to build a brand new room in the new zone 58. I would simply type redit 5800. I will then see a display of an unfinished room. The default messages always indicate that nothing has been inserted into the field. For Example: --Room Number : [5800] 1) Name : An unfinshed room 2) Description : You are in an unfinished room. 3) Room flags : NOBITS 4) Sector type : Inside 5) Exit North : -1 6) Exit East : -1 7) Exit South : -1 8) Exit West : -1 9) Exit Up : -1 A) Exit Down : -1 B) Extra Descriptions Menus Q) Quit Enter Choice : Begin by naming the room. Select option 1. It will ask you for a room name. I could type in, A Red Room. When I hit enter after I type A Red Room, the computer will insert that information where it previously said, An unfinished room. Then enter the description of the room by selecting option 2. When you type in the description, which may include a brief mention of the obvious exits of the room, start a new line, and enter \s to save and end the descrition. (At any time in the editor, you can type \h for a list of available commands.) Option 3 in olc is room flags. Room flags are how you determine the information about the room which affects players. The Flags are 1 DARK Room is dark. 2 DEATH Room is a death trap; char 'dies' (no xp lost). 3 !MOB MOBs (monsters) cannot enter room. 4 INDOORS Room is indoors. 5 PEACEFUL Room is peaceful (violence not allowed). 6 SOUNDPROOF Shouts, gossips, etc. will not be heard in room. 7 !TRACK "track" will never find a path through this room. 8 !MAGIC All magic attempted in this room will fail. 9 TUNNEL Only one person allowed in room at a time. 10 PRIVATE Cannot teleport in or GOTO if two people here. 11 GODROOM LVL_GOD and above are the ones who can enter. 12 HOUSE Reserved for internal use. Do not set. 13 HCRSH Reserved for internal use. Do not set. 14 ATRIUM Reserved for internal use. Do not set. 15 OLC Reserved for internal use. Do not set. 16 * Reserved for internal use. Do not set. 17 !PORTAL Portals cannot be made from or into this room. 18 HIGHREGEN PCs and NPCs will regenerate at a very high rate. 19 LOWREGEN PCs and NPCs will regenerate faster than normal. 20 HIGHPAIN PCs and NPCs will suffer high health/move loss. 21 LOWPAIN PCs and NPCs will suffer health/move loss. 22 ARENA Reserved for internal use. Do not set. 23 !TELEPORT Players will not be able to teleport into this room. These flags are numbered accordingly to 1-23. You can use as many flags as you wish for the room. Upon completion of entering room flags, enter 0 to exit the room flags menu. This will take you back to the OLC menu. You will then see all the flags you chose next to the room flags option. If you wish to remove a bitvector flag from a room, all you need to do is go back to the room flags option, and enter the number for the flag that you wish to remove. In other words, entering a flag twice in a room will remove it. Sector type is option 4. Sector type only affects travel, whether it involves movement points, or prohibits movement into the room unless you have boat. As of now, we do not have underwater or flying rooms. Do NOT use these fields. YOu can only ahve one sector type per room. This is not a bitvector. Here are the sector types: 0 INSIDE Indoors-typically small number of mv points needed. 1 CITY The streets of a city. 2 FIELD An open field. 3 FOREST A dense forest. 4 HILLS Low foothills. 5 MOUNTAIN Steep mountain regions. 6 WATER_SWIM Water (swimmable). 7 WATER_NOSWIM Unswimmable water - boat required for passage. 8 UNDERWATER Underwater. 9 FLYING Wheee! Next options (5-A) are exits. If you want the room you are building to have a north exit to a room, you simply use option 5. This will bring up another menu in which you can enter information about where the exit goes to, what description will be seen if the player looks in that direction, what the name of the door (if any) is called, what object number actually unlocks the door (if any), and whether the exit is a door and/or pickproof. If you make a mistake and have a room with an exit that isn't supposed to be there, simply hit 6 (purge exit) under the exits menu, and all info about that exit will be wiped, including extra descripts. You can NOT set an exit to a room that does not exist. You must first build the adjoining room before you connect to it. Also, just because room 5801 might lead north to 5802, 5802 doesn't necessarily have to have an exit south back to 5801. This is useful if you want to confuse players, or trap them from escape. The last option on the OLC menu is B) Extra description menu. This is useful if you have a window in your room, and you want to have a view to accompany it. To enter this info, simply it B. A new menu will be presented to you. Option one is keywords. This is what the players would type in order to look to see something. In this case it is a window, but theoretically, it could be anything. Hit 1 to enter the keyword. Then type . When you hit enter, you will go back to the extra descriptions menu. It is possible to have more than one word per extra description. For example, you could put in . If a player types look glass, or look outside, or look window, they will see the same description, which you create by chosing option 2 at the extra descriptions menu. Write out the message and terminate the description just like you would a room description, by starting a new line, and entering \s. For now, OLC will not allow quotation marks to start out an extra description. When you are done with the room, hit Q for quit. It will ask you if you want to save the room internally. If you are happy with the room, enter yes. If you don't really want to include the changes into the room, for example, it may be a pre-existing room that someone might not want changed, and you can abort the edit by typing no. However the room is not been saved to the actual computer that runs the game until you type , if you are dealing with zone 58. If you are building zone 90, you would enter . ------------------------------------------------------------------------ MEDIT (Mobile/Monster EDIT) ------------------------------------------------------------------------ Medit is the online means of creating a monster. Similar to REDIT, use MEDIT's menu options to enter information in the appropriate field. If you are building zone 58, you would simply type medit 5800 to create a mobile numbered 5800. If this number is already used by a mobile, you will be shown all the stats on the mobile. Otherwise, like REDIT, you'll see some sample information about the unfinished mob. All that you need to do is enter the field in which you wish to edit and fill in the information. The D-Desc is what a player sees when he/she looks at it. Following the suggestions for long descriptions of rooms, simply type in text telling what the mobile looks like. To terminate the description start a new line and enter @. We recommend that you put some sort of vulnerability on a mobile. For instance, if it hits very hard, and hits consistantly, give it fewer hitpoints. The experience a player gets for killing a mobile is NOT the number that you enter into the Experience points field. That number tells you what a solo player of the same level as the mobile will get. Ask which zones you can go into to look at mobs you are familiar with as a player, for an idea of how to set experience. If a player is level 15, and kills a level 15 mobile, then the player will get the experience points you prescribe. However, if a level 30 kills the same mob, that player won't be rewarded with as much. It is VERY important that you always give mobiles aliases (keywords). If you don't, no one will be able to kill the mob, look at the mob, or steal from the mob. There are a number of bitvectors available that should not be used. Most of these are internal flags, such as group. Please do not use any of these flags that don't actually affect the mobile. Also be aware that just like rooms, if you wish to remove a flag from a mob, simply repeat the flag. Action Bitvector SPEC This flag must be set on mobiles which have special procedures written in C. In addition to setting this bit, the specproc must be assigned in spec_assign.c, and the specproc itself must (of course) must be written. Talk to an *Imp for more information. SENTINEL Mobiles wander around randomly by default; this bit should be set for mobiles that are to remain stationary. SCAVENGER The mob should pick up valuables it finds on the ground. More expensive items will be taken first. ISNPC Reserved for internal use. Do not unset. AWARE Set for mobs which cannot be backstabbed. Replaces the ACT_NICE_THIEF bit from Diku Gamma. AGGRESSIVE Mob will attack all players in the room it can see. See also the WIMPY bit. STAY_ZONE Mob will not wander out of its own zone -- good for keeping your mobs only within your own area. WIMPY Mob will flee when being attacked if it has less than 20% of its hit points. If the WIMPY bit is set in conjunction with any of the forms of the AGGRESSIVE bit, the mob will only attack mobs that are unconscious (sleeping or incapacitated). AGGR_EVIL Mob will attack players that are evil-aligned. AGGR_GOOD Mob will attack players that are good-aligned. AGGR_NEUTRAL Mob will attack players that are neutrally aligned. MEMORY Mob will remember the players that initiate attacks on it, and initiate an attack on that player if it ever runs into him again. HELPER The mob will attack any player it sees in the room that is fighting with a mobile in the room. Useful for groups of mobiles that travel together; i.e. three snakes in a pit, to force players to fight all three simultaneously instead of picking off one at a time. !CHARM Mob cannot be charmed. !SUMMON Mob cannot be summoned. !SLEEP Sleep spell cannot be cast on mob. !BASH Large mobs such as trees that cannot be bashed. !BLIND Mob cannot be blinded. [AND MANY MORE that by now will mostly likely be self-explanatory] Affection Bitvector BLIND Mob is blind. INVISIBLE Mob is invisible. DETECT_ALIGN Mob is sensitive to the alignment of others. DETECT_INVIS Mob can see invisible characters and objects. DETECT_MAGIC Mob is sensitive to magical presence. SENSE_LIFE Mob can sense hidden life. WATERWALK Mob can traverse unswimmable water sectors. SANCTUARY Mob is protected by sanctuary (takes half damage). GROUP Reserved for internal use. Do not set. CURSE Mob is cursed. INFRAVISION Mob can see in dark. POISON Reserved for internal use. Do not set. PROTECT_EVIL Mob is protected from evil characters. PROTECT_GOOD Mob is protected from good characters. SLEEP Reserved for internal use. Do not set. !TRACK Mob cannot be tracked. UNUSED16 Unused (room for future expansion). UNUSED17 Unused (room for future expansion). SNEAK Mob can move quietly without room being informed. HIDE Mob is hidden; can only be seen with sense life. UNUSED20 Unused (room for future expansion). CHARM Reserved for internal use. Do not set. Alignment A number from -1000 to 1000 representing the mob's initial alignment. -1000 to -350 Evil -349 to 349 Neutral 350 to 1000 Good ------------------------------------------------------------------------ OEDIT (Object EDIT) ------------------------------------------------------------------------ OEDIT enables you to create new objects for your zone. Just like rooms and mobiles, the zone number will in the number of the object. Therefore object 19020 will be part of zone 190. If you were building zone 58, you would type medit 5800 to build object 5800. Extra descriptions on an object are always encouraged. These descriptions are what a player sees when he/she looks at the object. This gives the players a more realistic world to be part of. Extra descriptions on objects are similar to extra descriptions on rooms. You can even put different keywords on an extra descrtipion so there is more to look at. Take, for example, a knife. You could first put an extra description on the word "knife" itself: The knife is rusting. It appears as though something is written on the handle. Then you can put an extra description on the knife using the keyword "handle" and indicate what is written there. This makes players very excited because they feel as though they are in a more cohesive world. Please flag all keys!RENT. They must have at least the TAKE flag on them. All items default to have the TAKE flag on. If you don't wish for a particular object, perhaps a fountain, to be taken simply remove the take flag from the object. Here are what some of the flags mean: Type Flag LIGHT Item is a light source. SCROLL Item is a magical scroll. WAND Item is a magical wand. STAFF Item is a magical staff. WEAPON Item is a weapon. TREASURE Item is treasure other than gold coins (i.e. gems) ARMOR Item is armor. POTION Item is a magical potion. WORN Currently not implemented. Do not use. OTHER Miscellaneous object with no special properties. TRASH Trash -- junked by cleaners, not bought by shopkeepers. CONTAINER Item is a container. NOTE Item is a note (can be written on). DRINKCON Item is a drink container. KEY Item is a key. FOOD Item is food. MONEY Item is money (gold coins). PEN Item is a pen. BOAT Item is a boat; allows you to traverse SECT_WATER_NOSWIM FOUNTAIN Item is a fountain. Extra (Effects) Bitvector GLOW Item is glowing (cosmetic). HUM Item is humming (cosmetic). !RENT Item cannot be rented. !DONATE Item cannot be donated. !INVIS Item cannot be made invisible. INVISIBLE Item is invisible. MAGIC Item has a magical aura and cannot be enchanted. !DROP Item is cursed and cannot be dropped. BLESS Item is blessed (cosmetic). !GOOD Item cannot be used by good-aligned characters. !EVIL Item cannot be used by evil-aligned characters. !NEUTRAL Item cannot be used by neutral align characters. !MAGIC USER Item cannot be used by the Mage class. !CLERIC Item cannot be used by the Cleric class. !THIEF Item cannot be used by the Thief class. !WARRIOR Item cannot be used by the Warrior class. !SELL Shopkeepers will not buy or sell the item. Wear Bitvector TAKE Item can be taken (picked up off the ground). FINGER Item can be worn on the fingers. NECK Item can be worn around the neck. BODY Item can be worn on the body. HEAD Item can be worn on the head. LEGS Item can be worn on the legs. FEET Item can be worn on the feet. HANDS Item can be worn on the hands. ARMS Item can be worn on the arms. SHIELD Item can be used as a shield. ABOUT Item can be worn about the body. WAIST Item can be worn around the waist. WRIST Item can be worn around the wrist. WIELD Item can be wielded; e.g. weapons. HOLD Item can be held (the "hold" command). Weight The weight of the object. The weight controls how many strength points a character must have to take the object, and is used to calculate when bags and other containers become full. Cost The value of the object in gold coins; used by shopkeepers. Rent Per Day The cost per day to rent the object in the Reception. LIGHT (Type Flag 1) value 0: unused value 1: unused value 2: Capacity of light in hours. 0: Burned out light. -1: Eternal light source. value 3: unused SCROLL (Type Flag 2) value 0: Level at which scroll's spells are cast. value 1: Spell number 1 value 2: Spell number 2 value 3: Spell number 3 If less than 3 spells are desired, set unused values to -1. WAND (Type Flag 3) value 0: Level at which wand's spell is cast. value 1: Charge capacity of wand (>= 1) value 2: Current number of charges remaining value 3: Spell number STAFF (Type Flag 4) value 0: Level at which staff's spell is cast. value 1: Charge capacity of staff value 2: Current number of charges remaining value 3: Spell number WEAPON (Type Flag 5) value 0: unused value 1: Number of damage dice value 2: Size of damage dice value 3: Weapon type for damage messages, one of: 0 hit/hits 1 sting/stings 2 whip/whips 3 slash/slashes 4 bite/bites 5 bludgeon/bludgeons 6 crush/crushes 7 pound/pounds 8 claw/claws 9 maul/mauls 10 thrash/thrashes 11 pierce/pierces 12 blast/blasts 13 punch/punches 14 stab/stabs ARMOR (Type Flag 9) value 0: AC-apply of the armor. Note that the effective change to AC is this value times a multiplier based on where the armor is worn. Values >0 enhance the armor class; values <0 damage the armor class (cursed armor, for example). value 1: unused value 2: unused value 3: unused POTION (Type Flag 10) value 0: Level at which the potion's spells are cast. value 1: Spell number 1 value 2: Spell number 2 value 3: Spell number 3 If less than 3 spells are desired, set unused values to -1. OTHER (Type Flag 12) value 0: unused value 1: unused value 2: unused value 3: unused TRASH (Type Flag 13) value 0: unused value 1: unused value 2: unused value 3: unused CONTAINER (Type Flag 15) value 0: Capacity (max containable weight) of container value 1: Container flag bitvector (MUST be a numeric bitvector) 1 CLOSEABLE Container can be closed and locked. 2 PICKPROOF Lock on container cannot be picked. 4 CLOSED Container is closed when created. 8 LOCKED Container is locked when created. value 2: The vnum of the key object that opens this container. -1 if it has no key. value 3: Reserved for internal use -- always set as 0. NOTE (Type Flag 16) value 0: Language of writing (unimplemented). value 1: unused value 2: unused value 3: unused DRINKCON (Type Flag 17) KEY (Type Flag 18) value 0: unused value 1: unused value 2: unused value 3: unused FOOD (Type Flag 19) value 0: The number of hours of hunger satisfied by this food. value 1: unused value 2: unused value 3: Non-zero if the food is poisoned, 0 otherwise. MONEY (Type Flag 20) value 0: The number of gold coins in the pile. value 1: unused value 2: unused value 3: unused PEN (Type Flag 21) value 0: unused value 1: unused value 2: unused value 3: unused BOAT (Type Flag 22) value 0: unused value 1: unused value 2: unused value 3: unused FOUNTAIN (Type Flag 23) value 0: number of drink units possible value 1: number of drink units contained at loading value 2: 0 or -1 if not poisoned ----------------------------------------------------------------------- ZEDIT (Zone EDIT) ----------------------------------------------------------------------- Zedit is how we can use OLC to tell the zone how to behave. This is designated in a room by room manner. Therefore each zone command that you edit only takes place in one room, until you move. To edit or add zone commands you simply go into the room in which you wish set zone commands. If you wanted to add zone commands for room 5850, you would simply go into that room and type zedit. This brings up a menu similar to the other OLC commands. Suppose you wanted to load a high priest (5801) into room 5850. You would go into 5850 and type zedit. Then you would choose N for new command. It will ask you what number in the command list you want that to happen.. here, begin with 0. Then it will ask you what command are you going to use. You will see a menu of commands. In this case, you would enter M to load a mobile into a room. It will ask you what mobile number, you would then enter in 5801 for the high priest. Then it will ask you how many mobiles can exist. If it is a one of a kind mobile, then you enter 1. This prevents the mobile from loading anywhere else in the game, and also prevents it from loading again until it is dead. Then you would enter Q to quit the command option menu. You will then be sent back to the main ZEDIT menu. If you wanted to load an object onto a mob, you must first tell the zone file that the mobile will be loading into that room. Then you would enter N for New command. You will be asked where in the command line the new command will be located. To load an object onto a mobile, you must enter in the number which immediatly follows the command which loads the mobile. The computer will then ask you if the command will be dependant on the success of the last command. You MUST enter yes. This means that if the mobile is already loaded, and maxxed, the game will not load the mobile, therefore it will not try to load the object onto the mobile. You may wish to have an item load on the ground. This is fine. Not all equipment has to load onto mobiles. However, you may want there to be several of these items. It may be a rose in a garden. You would simply go to the command options menu and tell the zone file to load an object into a room. However, the object will continue to load into the room, until it is maxed. To prevent 50 roses from loading into the room, simply hit N for new command. It will ask you where the command should be placed. Use the SAME number as the command which loads the rose. This will bump the command which loads the rose down. Then you will be at a command options menu. Enter R for remove an object from a room. If no one comes along and gets the rose, the game will remove it and load another one. This will prevent build up. ALso use the remove option to remove fountains before they reload so it will be full after every reset. It is possible to load objects on any location of a mobile. Even if the item is flagged for hands, you can use the zone commands to load it on the mobile's feet, for instance. It is also possible to use the zone commands to load objects into containers. You can put as many objects into a container regardless of the container's maximum containable weight. You must use the ZEDIT command to shut or lock any doors. The D command under the command options menu controls all doors. Don't forget to actually MAKE a door in the REDIT exit menu. You must enter its shut/lock commands on BOTH sides of the door for the command to function properly. It may become necessary to delete a command from the command line. Select D for Delete. It will ask you what command to delete, simply enter then number of the unwanted command. If you wish to change a command, perhaps to lower the maximum number for existing objects, simply hit E under the ZEDIT main menu. You will be asked which command to edit. Enter in the command that is not of your liking. To change a command line simply start the command over, so you could essentially change a command from load a mobile to close and lock a door, if you so choose to. ------------------------------------------------------------------------ End Of Handbook ------------------------------------------------------------------------ There are more resources out there, and you are encouraged to ask the more experienced builders if you have problems. Oasis OLC is not perfect yet, and sometimes does unexpected things. Remember to save all your edits often.. type OLC to see what elements in your zone need saving.