Houseedit Help for Clandestine
Room Linking and Exit Flags
Room Properties (Name, Description, Ed's)
Objects and Object Flags(Keys Only)
Furniture - Creation, Editing and Type Setting
Furniture - Actual Furniture
Furniture - Fountains
Furniture - Portals
Player Submitted Tips
Once you understand the basic premises behind the modified OLC code for houses, the more specific details become easier to work with. First of all, the new houseedit OLC was designed to specifically allow players to have more control over their houses and attempt to eliminate all immortal involvement in the house building process. The system is quite flexible to a certain extent, allowing you to virtually create anything and everything you might want for your home, though some commands, flags, and abilities have been left out; some simply not thought of at the time and which might be added in later, and some which were left out purposefully to prevent players from being able to create links, flags, rooms, or objects that could possibly cause crashes or other horrible side effects. The houses exist on a virtual plane, much like the tents did, and like the tents, allow you to edit them while you are in any given room. Many of the commands are directly connected to the room you are standing in at the time...the room name, description, ed's (extra descriptions) and furniture are all commands that affect only the room you are standing in when they are used. Each player is entitled to buy 3 house deeds from the questmaster at 10k quest points a piece. The first deed will give you access to the first 10 rooms of your house, the second will add rooms 11-20 to your total, while the third deed adds rooms 21-30, giving you a total of 30 rooms to work with at maximum. All three deeds are portals, and all three deeds will take you to room 1 in your house. Additional portals to room 1 of your house may be purchased at the questmaster for 500 quest points a piece. The rooms of your house are linked to your character's pfile, so that your character is the only one who will be able to edit or change anything about your house. EXTREME caution should be used if you decide to give someone access to your character so that they may accessand edit your house, since no action is promised by the immortals if the person changes your password and refuses to let you have your character back, or decides to sell off all your relics while logged in as you. So, now that you have your deed(s) in hand, and are most likely standing in your house...lets move on to making new rooms...
Room Linking and Exit Flags
Room creation and linking on the houseedit OLC is slightly different from normal OLC that you might have used if you've ever been a builder anywhere. There is no need to dig out rooms, since each deed you buy automatically digs out 10 unlinked rooms for you, your main job in room creation will be linking the rooms together in the way that you want in order to create the floorplan that you have in mind. There are basically two ways to link rooms without the use of portals.
One Way Links- One way links are a way to provide an entrance to a room without providing an exit on the other side, for instance of you were standing in room 4 of your house, and created a one way link to the north into room 5, you would be able to walk north into room 5, but would not be able to walk south from room 5 to re-enter room 4. One way links might be useful for several reasons, you could have three rooms set aside to entertain guests, having a one way link into the set of rooms, this would allow you to summon people into your house, but they would only be able to walk around in those three rooms and wouldn't have access to the rest of your house.
Syntax: Exits (dir) room # Where the (dir) is replaced by the direction you want the exit to be in, and # is replaced by the room number for it to go to.
Two Way Links- Two way links are just normal room links that go both into and out of the target room. These are the links that you will most likely use to navigate your house. When you create a two way link between rooms, anyone will be able to walk back and forth freely between the rooms linked this way provided there aren't restrictions imposed by the room flags and that there are no locked doors.
Syntax: Exits (dir) link # Where the (dir) is replaced by the direction you want the exit to be in, and # is replaced by the room number for it to go to.
*****if you create a link, then walk into your new room, you will have to enter houseedit mode again, since walking automatically removes you from houseedit mode*****
Examples: If you are standing in room 1 in your house, and want to make a one way linked room to the north and a twoway linked room to the south you would type "exits north room 2" then "exits south link 3" and room 2 would be north of you and room 3 would be south. Which room numbers you use and where and how you link them is entirely up to you.
The cost of linking to a room (500,000 gold) is the same regardless of how many links the room has, or what type of link you use.
Exit flags are properties that you assign to a direction in order to create doors. If you don't have a need to make doors, then you won't need this section. The flags in this section, as well as any other flag, including furniture useflags, are toggle flags, which means that each time you use the command toggles the state of the flag. Entering the command to make an exit a door one time, will make it a door, entering the same command will toggle it from being a door back to not being a door.
The following flags are available...
Door- Marks an exit direction as a door
Closed- To use this, the door flag must be used first or in front of this flag in the command, if you create a door in a direction without using this flag, the door will always reset to open and may be closed manually, but will always reset back to open, so use this flag to force a door to reset in the closed position.
Locked- Causes a Closed Door to also reset as Locked, you will need to use the exits (dir) key (obj #) command to set the key for a locked door after first creating the key.
Pickproof- Makes a Closed Locked Door impervious to picklock.
Nopass- Makes a Closed Door (not necesarily locked) impervious to the pass door spell as well as the pass door affect on worn objects.
Keep in mind that when making doors, the flags must be entered in the proper order. See exits (dir) flags list for the order they need to be used, or the list above also has them in the proper order. Failure to put them in the proper order may result in one or more of the flags being toggled in the wrong direction.
Syntax: exits (dir) flags (flag) (flag) (flag) (flag) (flag) Where the (dir) is replaced by the direction you want the exit to be in, and # is replaced by the room number for it to go to. You may enter as many, or as few flags as you want, you don't need to add all five flags, exits north flags door for example will create an open door to the north. The cost of creating exit flags is 500,000 gold for each use of the flags command.
Please read the section on key creation and use before creating a locked door.
The following section walks you through the steps to making a room look and feel the way you hopefully want it to. This is where you'll need to be creative with your house.
You'll need to be in houseedit mode, of course. Once in houseedit mode, the following commands may be used while standing in the room you want to change.
Name: The name command allows you to name your room. The room name is what appears above the room description and in front of any room flags you might add or, if you don't add any, the [House] flag. Names can be anything, and colored however you like. See the end of this document for color tips. Cost: 500,000 gold
This command will put you inside the description editor for the room. It is
exactly the same as the note editor, and your character description editor and
has all the same commands, functions, abilities, and limitations. If you are
NOT in houseedit mode when you type this command, you will go into the desc
editor for your character, so make SURE you are in houseedit mode.
Cost: 500,000 gold
Ed: This command allows you to add extra descriptions to your rooms. If you have a painting noted in your room description and you want people to be able to type 'look painting' and see a description of what the painting is without adding an actual object to the room, then this is the command you would want to use. This command has three parts...
ed add (keyword) will allow you to add the keyword that will trigger your extra description. "ed add painting" will make the keyword 'painting' able to be looked at. "ed add 'colorful painting' with two words in single quotes allows you to add multiple words to the extra description. When you enter the 'ed add' command you are put immediately into the desc editor to allow you to type what you want the extra description to say.
ed edit (keyword) allows you to edit previously entered extra descriptions. This puts you in the desc editor with the previous description already in it so that you may change what you like. .h in the editor will give you a list of the editing commands.
ed delete (keyword) allows you to delete previously enter keywords.
Note that each of the three commands will cost you 500,000 gold.
Room flags are toggle flags that you add to a room to control what the mud allows and doesn't allow in any given room. There are currently nine flags available for use in creating your house and they are explained below.
Antivortex- The antivortex flag prevents people from using transportation spells to get to that room. This includes gate, tesseract, solar flight, pattern warp, portal, nexus, immortal vortex and a few others I'm sure I forgot. It also prevents the planting of traveling runes in that room, and blocks accidental teleports into that room and the summoning of people into that room. It does not block avatars and imms from using the goto command to get in.
Secluded- The secluded flag does just that, it makes the room secluded more or less from the outside world. It blocks all of the public channels of communication, leaving tells and the religious channels the only means you have of communicating outside of that room, this also included the INFO channel, so you won't see people leveling or logging in and out.. The last time I checked, even tocials didn't work for me when I was standing in a secluded room, though I could recieve them. This flag also has the added bonus of blocking the 'eyes of intrigue' spell from seeing into the room.
Nowhere- This flag prevents people from seeing you and the room you're in with the 'where' command.
Dark- Makes the room dark...duh...you'll need a light source to see while you're in these rooms.
Indoors- This flags the room as an indoor room. You won't see weather, sunrises, or sunsets in rooms with this flag...you also won't get hit by lightning in your own house. I also believe it prevents you from being hit by the random 'Ancient Breeze' but I'm not sure about that.
Noavatar- Prevents avatars from using the goto command to get into that room. They can still walk into that room though if they are guests in your house (I believe.) This does NOT prevent immortals, imps and ancients from entering with the goto command.
Private- This flag on a room prevents more than two people from being in a room at one time. This is a good flag for bedrooms, unless you're in the habit of getting a little freaky ;)
Solitary- This flag on a room will allow only one person to be in that room at a time. Good for private meditation rooms, bathrooms, or rooms where you keep your pr0n stashed.
Note that these flags, like the door flags must be entered in order (flags list for the order) or they will cancel each other out. Each use of the flags command will cost you 500,000 gold, but all the flags may be entered on one line to save a little money
Example: flags antivortex indoors private will mark a room with these three flags.
Objects (keys only)
At the present time, only keys for locked doors can be made with the objects command.
The objects command is one of the few commands that isn't dependent on which room you are standing in, since the keys you make are created in your inventory and not in the room.
Objects add will add an object to your objects list for editing.
Objects list will show you a list of all the currently created objects for your house.
Objects edit # (field) allows you to modify the name, short description, and long description of your object. Replace # with the object number from the objects list and the (field) with either 'name' 'short' or 'long'. It might save you some gold to skip this step and restring the object on your own.
Objects create # will create the object in your inventory. Replace # with the object number from objects list.
Once you have created your key, you can move to the room with the locked door you wish it to go to and use the exits (dir) key # command to set the key to unlock that door. Replace (dir) with the direction the locked door is in, and replace # with the number of the key from your objects list.
Though the houseedit help file on cland lists the prices as 1 million for making the object and 1 million for creating the object, you'll find that it actually will cost you 2 million to use the objects add command and another 2 million to use the objects create command, plus 500,000 gold for each of the three edit fields. Total cost of a key using the edit function rather than restringing is 5.5 million gold. Add to this the 500,000 gold it takes to make a locked door and the total set of key with locked door is 6 million gold.
Creating your furniture
When creating furniture it is important that you be standing in the room where you want the specific piece of furniture to sit, since it will be created automatically sitting on the floor of the room. The first step is to enter houseedit mode and create a blank piece of furniture to work with. This is done using the furniture add command. Once you use this command and 'look' in the room you're in you will see your blank furniture there as 'Something unused'. Each change you make to that piece of furniture is immediately loaded onto it, so you will see it change as you edit it. Furniture list will list all of the furniture FOR THAT ROOM, not for your entire house and like the objects list, you will need the number of the piece of furniture for the edit commands.
Editing your furniture
Furniture can be a little overwhelming for people who have never used OLC anywhere before, which is why this section was saved until last, since it's the most complex. furniture fields and flags will determine how players can interact with the furniture objects in the game, and if improperly set will result in a big disappointment, since the furniture will be unusable in the capacity you want and you'll have to spend more money to fix it. First I'll explain the main fields in case you aren't already an expert in restringing and because the three main fields, name, short and long remain the same no matter what type of furniture you are creating. The other fields are all dependent on what type of furniture you have, whether it's actual furniture, a fountain, or a portal.
Name: furniture edit # name (name) will set the keyword(s) for your furniture, for a chair, you would set the name as chair, just replace the # with the number from furniture list and the (name) with whatever keyword(s) you want to use to interact with the object. The name will not show up anywhere other than the ostat or the look names commands of Clandestine.
Short: furniture edit # short (short desc) will set the short description of the piece of furniture. This is what you see when a person interacts with a piece of furniture. Replace the # with the number from furniture list and the (short desc) with whatever you want it to be. For example you have a couch with comfy cushions. If you were to type 'sit couch' you would see "You sit on blahblahblah" The blahblahblah would be the short description of that couch.
Long: furniture edit # long (long desc) will set the long description of the piece of furniture. This is what you actually see in the room itself when you type 'look'. Replace the # with the number from furniture list and the (long desc) with whatever you want people to see sitting in the room for them to sit/sleep/rest/drink/enter or otherwise interact with.
Furniture Types- Furniture at this time can be set to one of three types, Normal furniture that you would sit on, or sleep on, fountains that contain things for you to drink, and portals to enter that link to other parts of your house. furniture edit # type (type) will allow you to set what type of furniture you want it to be. Replace the # with the number from furniture list and (type) with either portal or fountain. All furniture is normal furniture by default and you should only have to use the word furniture as the type if you've previously changed it to something else and wish to change it back.
Actual furniture refers to things like chairs, tables, beds and couches...normal room furniture that you use in your house. All newly created furniture is of this type by default. There are three other fields aside from the ones above, flags and fields specific to actual furniture are explained below.
Maxpeople: This sets how many people may be on any given piece of furniture at a time. furniture edit # maxpeople (digits) sets this number if you replace # with the number from furniture list and replace (digits) with a numerical value. For example furniture edit 2 maxpeople 4 will only allow 4 people to use object 2 at a time.
Maxweight: This sets the maximum allowable weight on an object. This doesn't need to be nearly as high as it did before now that money has no weight, but it's still important to set it to a value relative to the number of people that can use the object. To set this use furniture edit # maxweight (digits) and replace # with the number from furniture list and replace (digits) with a numerical value. A fair amount would be 1000 per person able to use it, so if 4 people can use that piece, set maxweight to 4000, or set it ridiculously high if you just want to be safe. I set my house furniture to 50000 maxweight no matter how many people can use it.
Useflags: This is a very important thing to set. It controls how players can use your furniture, whether they can sit or stand on it, rest on it, sleep on it...and the choices are numerous. See furniture edit # useflags to see the options replacing # with the number from furniture list. They are pretty self explanatory, so I won't go into detail on them, but again, they need to be entered in order of the list or they won't add on correctly. You can add as many as you like, and you can enter them all in one command to save money. Also, the 'put' useflags don't seem to work, I've tried them and they don't seem to allow putting of any kind...Azuel says it's just stock code from ROM that got left in, so blame the people who wrote that :)
furniture edit # useflags (flag) (flag) (flag) (flag) etc. will add all the flags you want or need onto your furniture just, as always, replace # with the number from furniture list and replace (flag) (flag) (flag) (flag) with as many or as few flags as you want IN ORDER from the list in furniture edit # useflags.
If you don't know what a fountain is by now, suffer :) Fountains are a new addition to houses, sort of. Before the new house code went in you had to be special, or have connections to have a fountain in your house. Now anyone can do it provided they have the money. First, go to the room where you want the fountain, and go into houseedit mode. Next, create your blank object (see above) and set its type to fountain using furniture edit # type fountain. Then set the name, short description and long description for your fountain, again see above if you don't know how to do this. Next you'll have to set the only specific flag for fountains...the liquid type. furniture edit # liquid list will list your available options, and furniture edit # liquid (type) will set the liquid replacing # with the furniture number of your fountain from furniture list and (type) with the liquid type you've chosen. You now have your fountain.
Creating a portal will allow you to link one room of your house to another without having linked rooms that you would walk through. This is mostly an enhancement, and only serves to allow you a different mode of travel, it can lend a certain rp effect to housesif used properly. You also can't pursue through portals, but this is negated by the fact that you can't pursue in the new houses either.
First, go to the room where you want the portal, and go into houseedit mode. Next, create your blank object (see above) and set its type to portal using furniture edit # type portal. Then set the name, short description and long description for your portal, again see above if you don't know how to do this. Now that you have your portal object sitting in your room, you need to set the destination of your portal so that it knows where to send you when you enter it. The command is furniture edit # destination (room). Replace # with the number of the portal from furniture list, and replace (room) with the room number that you want to portal to lead to. Once that's done, you have your portal completed.
Linking rooms (no matter what type): 500,000 gold
Creating furniture: 1,000,000 gold
Making objects (keys): 2,000,000 gold
Creating Objects(keys) (from the list into your inv): 2,000,000 gold
Adding room flags and changing individual flags and fields for objects and furniture: 500,000 gold for each field and/or flag.
Tips from other players
"When creating a description for a new room, remember to turn off all triggers as not to have to go back and remove them. Another good and time saving idea is to first make sure you have the right color and format by testing it in your own description. To do this, type 'descrip' (MUST BE the full 'descrip' or you will waste 500k gold) and you will edit your own description and test how it looks before hand. Remember. There are several commands to edit an already existing line of text." ---Jantra ***see .h in the description editor for the list of editing commands***
**Color tip- you can use both cmud and normal Clandestine colors in your rooms and objects and furniture, but keep in mind that only those with cmud or MXP enabled clients will be able to see the cmud colors. In order to make your things look right when using both colors mixed together, it's a good idea to use alternate color coding techniques. If you put a Clandestine color immediately followed by a cmud color then those clients that can see cmud colors correctly will see it in cmud colors, but those people with clients that can't see the cmud color, will at least see the Clandestine color, this might let you use the cmud colors while keeping your colors from looking choppy or completely ugly to someone who can't see the cmud colors.
Guide created by Rincewind