Helpfile for creating Objects for Slanted Reality (4-29-96)
Slanted Reality is a MUD using Circle 3.0 bpl 11.

OEDIT is used to create new objs, edit existing ones and exit the obj editor.
 To create a new object: OEDIT CREATE
To edit an existing mob: OEDIT <Vnum>
     To exit the editor: OEDIT DONE

	If you do OEDIT CREATE you automatically start editing the obj.
Therefore, doing OEDIT <VNum> is not neccessary when creating a new obj.

OSAVE is used to save the object that you are currently working on.

WARNING!: If you do OEDIT DONE __without__ doing OSAVE, then your work will be
LOST. This is a good thing if you have made quite a few mistakes and just want
to start over. Do OEDIT DONE without OSAVE and then OEDIT <VNum> to start
where you had last saved.

OSTAT is used to view the current values of the obj that you are editing.


         ---===> The rest of this file is dedicated to OSET <===---

OSET is used to alter information and values about the obj that you are editing.

OSET USAGE:
OSET <field> <value> [field2 field3 field4 ...]

NAME
	This is an ambiguous command because it does not define the "name" of
the obj, but the "aliases" (or keywords). For example: the aliases for "a
glowing demon statue" would be "glowing demon statue". This would be set by
typing: OSET NAME GLOWING DEMON STATUE
**HINT**: Make sure that your aliases match words or logical connections in
_both_ the SHORT _and_ the LONG description. Otherwise, PCs will have a hard
time finding the correct alias to GET or WEAR/WIELD the obj with.

SHORT
	This command sets the name (or short description) of the object. This is
displayed when you interact with the obj. Typing: OSET SHORT A GLOWING DEMON
STATUE will cause "You get a glowing demon statue" to be displayed when you get
the item.

LONG
	This command sets the string that is displayed to people when they LOOK
ROOM in a room with this item laying on the floor/ground. "OSET LONG A glowing
statue of a demon rests upon the ground." will set the LONG description of the
obj.

ACTION
	If the item is a NOTE, then this is the text on the NOTE. Otherwise, the
function of this command is unkonwn. :(

EDESC  (WARNING: Adding more than _one_ EDESC to an item will cause errors!
                 Until this gets fixed, and you have been informed for sure that
                 it is fixed, do __NOT__ make more than one EDESC for an obj!)
	If no ESDESC is declared for the item, then "You see nothing special.."
will be displayed to a PC that does LOOK <obj>. (i.e.: LOOK STATUE) If you wish
for a more detailed description of an obj, then this is the command for you to
se. Multiple EDESCs can be declared for one item. To create an EDESC for an
item type: OSET EDESC ADD <alias list> (ie.: OSET DESC ADD GLOWING DEMON
STATUE). To input what the EDESC will tell the player type: OSET EDESC SET <one
alias> (i.e.: OSET EDESC SET STATUE) You will be able to input a detailed
description for the item.
	To delete an EDESC type: OSET EDESC DEL <one alias> (i.e.: OSET EDESC
DEL DEMON)
	To see an EDESC (without loading, getting, and looking at the item)
type: OSET EDESC SHOW <one alias> (i.e.: OSET EDESC SHOW DEMON)
**HINT**: Make the aliases for the object the same as the aliases for
	the obj itself.
**HINT**: If a weapon has a nifty looking hilt, OSET EDESC ADD HILT is a
	nice EDESC to add. :)
	
TYPE
	There are different types of objs in the MUD and each of them serve a
different purpose. An obj can only be of one TYPE. To set or change the TYPE,
simply type in: OSET <type>
Here is a list of types and their properties and raison d'etre (reason to be):

    light - Used as a light item by PCs. Can set duration that it will burn.
   scroll - One use. Can target [self] or other PCs/mobs with it. Can hold
            up to three spells.
     wand - Multiple charges. Can only hold one spell effect though.
    staff - Multiple charges. Can only hold one spell effect though.
   weapon - Used to cause damage to things that the PC fights.
 treasure - Good for nothing other than selling at a shop for gold.
    armor - Used to make a PC or mob harder to hit.
   potion - One use on the PC that quaffs it. Can hold up to three spells.
     worn - This is an item that is worn, but does not affect AC (unless the
            AFFECT of AC is used.)
    other - This is used for anything that does not fall into the other TYPES.
    trash - This item is trash. Scavengers will pick it up and carry it off.
            Even though the TYPE is trash, powerful items can be made with this
            TYPE, and that way scavengers will run off with the item if the PC
            ever manages to drop it. *grin*
container - This is a container. It holds things. The capacity of an obj is
	    measured by weight capacity, not volume.
     note - This is a TYPE that is used for messages, books, papers, and other
	    things that can be found to give the PCs information. This TYPE can
	    also be used to make notepads and similar items for the PCs to write
	    on.
 drinkcon - This container is for holding liquids. There are many different
	    types of liquids that can be put in a DRINKCON. Drinks can also be
	    declared as poisonous.
      key - This is used for keys. While _any_ type obj (weapon, armor, trash,
	    etc.) can be used as keys for locks, this is the one generally used.
	    **HINT**: The key to a door is based off of the objs VNum, not its
	    type. You can make a weapon, item of food, note (i.e.:an invitation)
	    as the key to a lock.
	    **HINT**: Please make keys NOSELL and NORENT. (and most likely
	    NODONATE as well.) This way keys that are limited in number do not
	    rot in rent or in shops.
     food - Food. PCs eat it and are not hungry anymore. The quality of food is
	    variable and can be set when the item is made. Like DRINKCONs, food
	    can be poisonous.
    money - This TYPE of obj turns into gold coins when a PC gets it.
      pen - This is used to write notes on notepads. Matter of fact, a PC _must_
	    have a PEN to write on a NOTE TYPE obj.
     boat - This is used to cross waters that are not swimmable, or is used by
	    PCs that can't swim.
 fountain - This is used to for wells, fountains, waterfalls and other things
	    that PCs can drink from and re-fill their DRINKCONs from. _Most_
	    objs of this type do _not_ have WEAR FLAG of TAKE. (After all, you
	    don't want the PCs to walk off with the town's only water source.)
	    
EXTRA
	These flags are used to restrict access to usage of an obj or to give
them extra affects such as glow, hum, and bless.

      glow - The obj is glowing, but is _not_ a light item due to this.
       hum - The obj is humming. (No affects other than the spiffy MmmmMMmmm.)
    norent - A PC will not be allowed to rent with this obj in his possession.
  nodonate - A PC is not allowed to donate this obj.
   noinvis - This flag prevents an item from being made invisible via the spell.
	     If this flag is combined with the INVIS flag, the item _will_ be
	     invisible.
 invisible - This makes the item invisible. Which means that a PC must be able to
	     see invisible to use the item.
     magic - This simply marks the item as being magic. Detect magic will show a
	     blue glow around the item. 
    nodrop - This means that the item cannot be junked or dropped. But if it is 
       	     worn/held/wielded it can be removed.
 nopaladin - Anyone that is a paladin cannot use this item.
    nomort - THIS FLAG DOES NOTHING AT THE MOMENT.
    nobard - Anyone that is a bard cannot use this item.
     bless - I cannot tell that this does anything. A bit of code points to the
             fact that it may add 2 to hitroll, but it does not show up when I
             wield the weapon and view my info via STAT. It also may make the
             saves of the weapon (or user?) better.
    nogood - Anyone with a good alignment canot use this item.
    noevil - Anyone with an evil alignment canot use this item.
 noneutral - Anyone with a neutral alignment canot use this item.
    nomage - Anyone that is a mage cannot use this item.
  nocleric - Anyone that is a cleric cannot use this item.
   nothief - Anyone that is a thief cannot use this item.
 nowarrior - Anyone that is a warrior cannot use this item.
    nosell - This item cannot be sold in shops.
noapaladin - Anyone that is a anti-paladin cannot use this item.
   nosmort - THIS FLAG DOES NOTHING AT THE MOMENT.
  noranger - Anyone that is a ranger cannot use this item.

WEAR
	This bit determines where an obj can be worn or if can even be taken to
begin with!
**HINT**: Give _all_ items the TAKE flag unless you do _not_ want the PCs to
tkae it. If you do not do this, then they will not be able to take it in order
to wear it.
**HINT**: Objs can be set so that they can be worn in multiple locations. If
this is done, the location that the obj gets placed on is the first empty slot.
The PC _cannot_ place the item other than via having all but the desired slot
filled with other EQ. If you think that this is a goofy item, think about the
1980's with the preppies and their sweaters. These sweaters would have the
following WEAR bits: TAKE NECK BODY WAIST HELD
Hmmmm... Now that I think about it, the preppies were kind of goofy with their
sweaters. Just use your own judgement on this one. :)

  take - This flag allows PCs to take the obj from the ground or from
         containers.
  arms - Allows PCs to wear the obj on their arms.
finger - Allows PCs to wear the obj on a finger
shield - Allows PCs to wear the obj as a shield.
  neck - Allows PCs to wear the obj on their neck.
 about - Allows PCs to wear the obj about their body. (i.e.: a cloak)
  body - Allows PCs to wear the obj on their body.
 waist - Allows PCs to wear the obj on their waist.
  head - Allows PCs to wear the obj on their head.
 wrist - Allows PCs to wear the obj on a wrist.
  legs - Allows PCs to wear the obj on their legs.
 wield - Allows PCs to wield the obj.
  feet - Allows PCs to wear the obj on their feet.
  hold - Allows PCs to hold the obj.
 hands - Allows PCs to wear the obj on their hands.

V0-V3
	The Variables 0 through 3 stand for different things depending on the
object TYPE. Below are all of the types and what the Variables stand for. If
Vx (x=#) is not listed, then it is not used by that TYPE.

TYPE: light
V2: Hours Left. If V3 = -1, then the light source is Unlimited.

TYPE: note
V0: Tongue. What language the note is written in. Not yet implemented.

TYPE: scroll
V0: Level that the spell is cast at.
V1-V3: Spell effect. (See spell listing at bottom of this section.)

TYPE: drinkcon
V0: Maximum Capacity.
V1: Current Capacity. (contains)
V2: Liquid type. (See the liquid list at the bottom of this section.)
V3: Poisoned: 0=NO, Anything else=YES

TYPE: wand
V0: Level.
V1: Maximum number of charges.
V2: Number of current charges.
V3: Spell effect. (See spell listing at bottom of this section.)

TYPE: key
V0-V3 are UNUSED. 

TYPE: staff
V0: Level.
V1: Maximum number of charges.
V2: Number of current charges.
V3: Spell effect. (See spell listing at bottom of this section.)

TYPE: food
V0: Make full: This is the number of hours that the item will fill the PC's
               stomach.
V3: Poisoned: 0=NO, Anything else=YES

TYPE: weapon
V1: Number of dice
V2: Number of sides per die
V3: Damage type. (See damage type listing at bottom of this section.)

TYPE: money
V0: Value in number of coins.

TYPE: treasure
V0-V3: Holds numeric values. I have dug through the code but can find
       nothing that these values alter or have any affect on. Therefore, I
       assume that they are to be considered UNUSED.

TYPE: pen
V0-V3: Holds numeric values. I have dug through the code but can find
       nothing that these values alter or have any affect on. Therefore, I
       assume that they are to be considered UNUSED.

TYPE: armor          
V0: AC-Apply. A _positive_ number here will _lower_ (improve) the wearer's AC.
    A _negative_ number here will _raise_ (degrade) the wearer's AC. This value
    is the BASE armor class modifier for the armor. The ACTUAL AC modifier is
    determined by the BASE and the LOCATION. This location multiplies the
    BASE by it's MOD. The MOD of location HEAD is 2. If AC-Apply is set to 5,
    then a HEAD item would give a total of 10 points improvement to AC.
    (i.e.: -10 AC).
    Here are the multipliers for the various locations:
    X1: Finger, Neck, Feet, Hands, Arms, About, Waist, Wrist, Wield, Hold.
    X2: Head, Legs.
    X3: Body, Shield.
    
TYPE: boat
V0-V3: Holds numeric values. I have dug through the code but can find
       nothing that these values alter or have any affect on. Therefore, I
       assume that they are to be considered UNUSED.

TYPE: potion
V0: Level that the spell is cast at.
V1-V3: Spell effect. (See spell listing at bottom of section.)

TYPE: fountain
V0: Maximum Capacity.
V1: Current Capacity. (contains)
V2: Liquid type. (See the liquid list at the bottom of this section.)
V3: Poisoned: 0=NO, Anything else=YES

TYPE: worn          
V0-V3 are UNUSED

TYPE: other
V0-V3 are UNUSED

TYPE: trash             
V0-V3 are UNUSED

TYPE: container
V0: Weight capacity.
V1: Lock Type. (The numbers marked with an asterix (*) are
		the ones that I feel are logiclly impossible.)
	 0 = NOBITS (Not closeable, lockable, etc.)
	 1 = CLOSEABLE
	*2 = PICKPROOF (No point. If you can't close it you can't lock it.)
	 3 = CLOSEABLE PICKPROOF
	 4 = CLOSED (Closed when found. Can be opened, but not re-opened.
	 5 = CLOSEABLE CLOSED
	 6 = PICKPROOF CLOSED (Logical, but not sure what it could be used for.)
	 7 = CLOSEABLE PICKPROOF CLOSED
	*8 = LOCKED (If it's not closed, how can it be locked?)
	*9 = CLOSEABLE LOCKED (If it's not closed, how can it be locked?)
       *10 = PICKPROOF LOCKED (If it's not closed, how can it be locked?)
       *11 = CLOSEABLE PICKPROOF LOCKED (Closeable, but still not closed.)
	12 = CLOSED LOCKED
        13 = CLOSEABLE CLOSED LOCKED
        14 = PICKPROOF CLOSED LOCKED
       *15 = CLOSEABLE PICKPROOF CLOSED LOCKED
	16+ = UNDEFINED (DO NOT USE. UNKNOWN RESULTS WHEN PCS INTERACT WITH IT!)
V2: VNum of key needed to open. 0=No Key.
V3: Corpse: 0=NO, Anything else=YES. If yes, then the container will rot.

SPELL LIST
The numbers below are the <value> that correspond with the spell effect:
0=UNDEFINED. [i.e.: No spell]
1=armor
2=teleport
3=bless
4=blindness
5=burning hands
6=call lightning
7=charm person
8=chill touch
9=clone
10=color spray
11=control weather
12=create food
13=create water
14=cure blind
15=cure critic
16=cure light
17=curse
18=detect alignment
19=detect invisibility
20=detect magic
21=detect poison
22=dispel evil
23=earthquake
24=enchant weapon
25=energy drain
26=fireball
27=harm
28=heal
29=invisibility
30=lightning bolt
31=locate object
32=magic missle
33=poison
34=protection from evil
35=remove curse
36=sanctuary
37=shoking grasp
38=sleep
39=strength
40=summon
41=ventriloquate
42=word of recall
43=remove poison
44=sense life
45=animate dead
46=dispel good
47=group armor
48=group heal
49=group recall
50=infravision
51=waterwalk
52+=!UNUSED! (AVOID USING THIS! UNKNOWN RESULTS CAN HAPPEN INCLUDING A MUD
	      CRASH OR PC DATA CORRUPTION!)

LIQUID LIST
The numbers below are the <value> that correspond with the type of drink:
0=water
1=beer
2=wine
3=ale
4=dark ale
5=whisky
6=lemonade
7=firebreather
8=local speciality
9=slime mold juice
10=milk
11=tea
12=coffee
13=blood
14=salt water
15=clear water

DAMAGE TYPE LIST
The numbers below are the <value> that correspond with the type of damage:
0=punch
1=sting
2=whip
3=slash
4=bite
5=bludgeon
6=crush
7=pound
8=claw
9=maul
10=thrash
11=pierce
12=blast
13=punch
14=stab
(DO NOT USE ANY <VALUE> ABOVE 14! THIS CAUSES STRANGE
MESSAGES AND POTENTIAL ERRORS INCLUDING CRASHES!)

WEIGHT
	This is the objs weight in pounds. Please use common sense and good
judgment on this one. As someone that has wielded a sword in full-contact
combat before, I can tell you that any one-handed weapon over 10 pounds is
incredably hard to use! It's possible, just hard. 15-18 pounds is the top limit
that I see for a weapon to weight unless it is a two handed weapon.

COST
	This is the value in gold coins of the obj. Once again, please use
common sense when pricing items. A silver dagger that is taken from mob just
should __not__ be sold in a shop for 15,000 coins. (Yes, I have seen an obj like
this and the silver dagger was NOT magical.)

RENT
	We are not using this at the moment, but we might in the future. This is
value is how much gold it costs a PC to rent PER NIGHT with this obj. Just in
case we decide to start charging rent, enter a value here. A good guide for RENT
is 10% (ten percent) of what the item's value is. For some objs higher or lower
than this is appropriate (if not required.)

AFFECT
	These are all of the affects that make item really special or powerful.
They can be used in any combination, with a maximum of SIX affects per obj. The
usage of this command is pretty simple: OSET AFFECT <affect> <value>
	To remove one affect from an obj type: OSET AFFECT <affect> 0
	To remove _all_ affects from an obj type: OSET AFFECT NONE
	Here is a list of the affects and what they do:

      str - Plus or minus to PCs strength.
      dex - Plus or minus to PCs dexterity.
      int - Plus or minus to PCs intelligence.
      wis - Plus or minus to PCs wisdom.
      con - Plus or minus to PCs constitution.
      cha - Plus or minus to PCs charisma.
      age - Plus or minus to PCs age. (use sparingly)
   weight - Plus or minus to PCs weight.
   height - Plus or minus to PCs height.
     mana - Plus or minus to PCs max mana.
      hit - Plus or minus to PCs max hitpoints.
     move - Plus or minus to PCs max move.
       ac - Plus or minus to PCs AC. (Can be used in conjunction with AC-apply
            on ARMOR TYPE objs.
  hitroll - Plus or minus to PCs hitroll. Doesn't neccessarily have to be
            applied to a WEAPON TYPE obj.
  damroll - Plus or minus to PCs damroll. Doesn't neccessarily have to be
            applied to a WEAPON TYPE obj.
paralysis - Plus or minus to PCs save against paralysis. (Lower save is better)
      rod - Plus or minus to PCs save against rods. (Lower save is better)
  petrify - Plus or minus to PCs save against petrification. (Lower save is better)
   breath - Plus or minus to PCs save against breath. (Lower save is better)
    spell - Plus or minus to PCs save against spells. (Lower save is better)

    ----====> I LIED! The section is a tutorial on making objs. <====----

	To start with goto a zone that has been assigned and zallowed to you.
(i.e.: If your zone is #82, type: goto 8200)

	We're going to be making a cloak that has a large pocket on the inside
for carrying things in it. This cloak will be made of thick hide, so it will
offer a small amount of protection, in addition to being a container that is
worn about the body.

	To create the obj, we type:
oedit create
	This has made the database for the object and we are now editing this
brand new item!

	The first thing that we are going to do is give this obj a name. (Yes, I
know that I'm skipping setting the aliases for it. We'll do that here in a
moment.) To give this a name, we set the SHORT description. No, we don't use the
command NAME. I thought that that was the proper command when I first started,
but whoever made this OLC messed up when he made it. Anyway, to set the SHORT
description of this obj, we type:
oset name a cloak of holding

	On occassion people will get careless and drop their items. When this
happens, you can see the item lying there when you walk into the room. So, we
have to enter a LONG description so that the PCs see what kind of obj is lying
on the ground. To do this we type:
oset long A cloak made of thick fur is lying here in a crumpled pile.

	Now, we set the aliases for the obj via the NAME command. We want the
aliases to match what the PCs see when they are hold, or wearing it and they
also need to match up with the LONG description as well. Personally, I would
set the aliases to be "cloak holding fur". That way a PC will be able to
interact with the obj using any of those three objs. To do this we type:
oset name cloak holding fur
	NOTE: There are no commas, hyphens, colons or any other seperator other
	      than a space between the three aliases. Don't worry, the OLC
	      knows that there are three of them there.

	Now that that is done, the PCs can interact with the cloak, and be able
to tell what it is that they are using/getting/junking/etc. Right now, the PCs
will see "You see nothing special.." if they look at the cloak. We don't want
that. We want them to be able to see some details about this item! Unlike with
mobs or rooms, there is no DETAIL description. :( So, we have to work around
this limitation and give it an EDESC (extra description). To do this we have to
first ADD the EDESC by typing:
oset edesc add cloak holding fur
	NOTE: The aliases for the cloak match the aliases for the EDESC.
	Now that the EDESC has been added, we have to SET them. That way there
will be a description there for the PCs to see. To do this we only use _one_ of
the three aliases. If you use more, the OLC gets confused. To set the edesc we
type:
oset edesc set cloak
	After typing the description, my screen looked like this:
Enter the extra description.  '@' at the beginning of a line
end the description text.
] This cloak is made out of the fur of some large animal, most likely a bear.
] On the inside of the cloak, someone has taken the time to sew in a large
] pouch into the cloak. You stick your arm into this small pouch to see what is
] in it, and discover that you can fit your entire arm into this tiny pouch!
] @
	There! MUCH better than "You see nothing special.."

	Now that the obj is fully described, we have to set the TYPE of the obj.
Since the cloak has a large pouch in it, we need to set the TYPE as CONTAINER.
To do this we type:
oset container

	We need to set the EXTRA flags next. To view the flags, type:
oset extra
	There is the list of EXTRA flags that we can add. The pouch in this
cloak is obviously not a normal pouch. Therefore, we are going to give the cloak
the EXTRA flag of MAGIC by typing:
oset magic

	Now we have to set wear this cloak can be worn. To see the list of
possible locations type:
oset wear
	We want people to be able to TAKE the cloak and cloaks go ABOUT the
body, so we are going to set the WEAR locations by typing:
oset take about

	Now is the time to set the four VARIABLES (V0-V3) of the cloak. There is
no helpfile built into the OLC because this would be several pages of help. For
help on this information, just use the information included in this textfile. :)
	In MUDs, the capacity of containers is determined by weight, not volume.
To set the weight capacity of this cloak we are going to type:
oset v0 500
	That may seem like _lots_ of weight, but the average Circle backpack
holds 750 pounds.
	Now we need to set the lock type. This cloak is not closeable, lockable
or anything else along these lines. So we just set it to NOBITS. To do this type:
oset v1 0
	Since there is no lock to be unlocked on the cloak, there doesn't need
to be a key either. To set the key to this cloak to nothing type:
oset v2 0
	Now we set the "corpse value" of the container. If a container is a
corpse, then it will rot in very short order. While cloaks made of bear fur
don't smell too good, they still are not corpses. To set the corpse value to NO,
we type:
oset v3 0

	Now we set the WEIGHT of the cloak. Bears are pretty heavy and so is
their skin. So we're going to make this a fairly heavy cloak at 13 pounds. To
set this in the mud, we type:
oset weight 13

	If someone decides that they do not want this cloak anymore and want to
sell it at a store, they can. This means that we have to set the COST of the
item. This is just plain bear skin, but it does have a magical pouch in it. Set
the value according to the economic standards that your MUD has. At Slanted
Reality, this item would be worth about 1000 coins. To set this value, we type:
oset cost 1000

	At Slanted Reality there is no cost for renting items, and there might
not be at your MUD either. Just in case you decide to start charging rent for
items, it is advisable to set the rent value now. I generally stick with 10% of
COST as an appropraite value for the RENT value. This does not always apply, but
it is a good rule of thumb. To set the RENT value, type:
oset rent 100

	Now we get down to the section that can make items really powerful, the
AFFECT flags. To see the different AFFECT flags, type:
oset affect
	The only one that we are going to be using for this cloak is the AC
AFFECT. We are going to have this cloak lower someone's AC by five points.
(Lower is better, after all.) To do this, type:
oset affect ac -5

	Well, we seem to be done. We need to make sure that the information that
we put it came out like we wanted. To show the stats on the obj, we need to
type:
ostat

	If everything checks out OK, save the obj. This is different from the
zone and mob editor. To save objects you have to type:
osave
	NOTE: The command "oedit save" does _not_ exist!

	Now that we are saved, we need to leave the editor. To do this we type:
oedit done


	I learned alot just by making this file, and I hope that reading this
file helps you as much as it did me.


               /
              +
    @@@\\\\\\\|======================================--
              +
               \
+---------------------+----------------------------------+
|    John T. Evans    | E-Mail: jtevans@computek.net     |
| 1106 W. Indiana Ave |   Home: 915-570-0197             |
|  Midland, TX 79701  |    BBS: 915-570-7184 (14.4, 8N1) |
+---------------------+----------------------------------+
| You can also find me at the following MUDs as Beosig:  |
| The Edge of Darkness: 128.198.1.70  Port:2001 (Diku)   |
|      Slanted Reality: 205.252.122.1 Port:5000 (Circle) |
+--------------------------------------------------------+

	If you have any suggestions for making this helpfile better, please
do not hesitate to send me E-Mail.
	If you have any questions that this file does not answer, ask someone
else on your MUD. If no one there has the answer or solution, send me some E-
Mail. I'll be more than happy to attempt to help you out.
	If you did not get this file from ftp.clark.net/pub/samedi go check
there for a  more recent copy of the files. (It's OK if you got it from
somewhere else, and I'm perfectly happy if you distribute these yourself, but
please leave the file in it's original form. If any mistakes have been made I
deserve all the credit....er.. blame.)  :)

	This file is part of a series of helpfiles that I have made. Here is a
list of all of the helpfiles and a short synopsis of each:

  REF_MOB.TXT - Helpfile on making Mobiles with Circle type MUDs.
  REF_OBJ.TXT - Helpfile on making Objects with Circle type MUDs.
 REF_ZONE.TXT - Helpfile on making Zones with Circle type MUDs.
 REF_ROOM.TXT - Helpfile on making Rooms with Circle type MUDs.

