Builder:Objects
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THE .OBJ FILE
An object is any item in the game, be it unmovable rock, the fountain in
market square, or that nice sword Everyman the Barbarian has. Everything the
mud needs to know about objects can be found in the .obj file, except for where they
actually are.
Here is an example object, followed by a line-by-line breakdown:
#2200 sword example~ an example sword~ An example sword lies on the ground, exampling. ~ ~ 5 1 aeimbfj 0 0 0 an 0 1 8 3 0 0 10 100 33 E sword example~ It looks very shiny and polished, as if someone is taking care to try to make a good example. ~ A 1 1 ... (at end of file) #99999 $~
The line-by-line breakdown:
#2200
The vnum of the object. See the section on virtual numbers in Part 3 of this Handbook.
sword example~
The namelist of the object: what words can be used to manipulate the object. In this case, either of the words 'sword' or 'example'can be used in conjunction with a wield, drop, take, etc.
MAKE SURE THAT A WORD FROM THE LONG DESC IS FOUND IN THE NAMELIST
There is nothing more annoying than finding you can't pick something up because you don't know what it's called. Even if the long desc doesn't give away the true object, people can still pick it up without having to know what it is!
an example sword~
Short desc. This is seen when the object is the target of a command:
'You wield an example sword.' 'You give an example sword to...'
An example sword lies on the ground, exampling. ~
The long description. This is what a player sees if the object is lying in a room by itself.
~
This is the action description, and is now usable although an example is not given. It shows a message when the object is used - equipped, eaten, swallowed, etc. There are two exceptions: Potions are apparently bugged - everyone except the user will see the action message. Weapons will occasionally (to my knowledge) show their message during combat, creating extra spam. See Fred Flinstone's club in Evolution as an example. - Ecks
5 3 aeimbfj 0 0 0 an
The '5' is what type of object this is... a weapon. See 'OBJECT TYPES' below.
The '3' the minimum level to use to take/equip/buy the sword.
The 'aeimbfj' is the anti-classes on the sword.
The 0 is the ANTI_RACE flags, they work same as anti-class
The next 0 is the ANTI_SEX flag: See below
The '0' is the object's flags. See 'OBJECT FLAGS' below.
The 'an' is the wear flags of the item, a flag that tells the mud where the item can be worn on a player or mob. See 'WEAR FLAGS' below.
0 1 8 3 0 0
These are the object's values. What each number means is completely dependant on what Type of object it is. See 'OBJECT VALUES' below.
5 100 33
The first number is the weight of the object.
The second field is the value of the object, in gold coins.
The final field is rent value of the object, or how much it costs to rent this item per day, in gold coins.
E sword example~ It looks very shiny and polished, as if someone is taking care to try to make a good example. ~
This is an extra description, and behaves EXACTLY like the extra descriptions of rooms. The reader is referred to Part 4 of this Handbook for more information.
A 1 1
These are 'applies' of the weapon... the 'A' signifying that an apply is forthcoming. The second digit is the type of apply, and the third how much the apply is worth (either positive or negative). See 'APPLIES' below.
#99999 $~
This simply designates the end of the object file. Simply append it to the last lines of the file.
Descriptions
The short desc and long desc are similar to those of mobs and rooms, as well as the placement of tildes.
* Short Desc: Tilde at the end of the desc. * Long Desc: Tilde on its own line. * Action Desc: No field, just a tilde.
Object Types
The value of this field can be found in the chart below...
| # | Object Type | Description |
|---|---|---|
| 1 | ITEM_LIGHT | Item is a light source. The GRAB command sends such items to the 'light' wear location. |
| 2 | ITEM_SCROLL | Uses at the three psi powers when you ACTIVATE <scroll> <victim>. Note that Wormhole MUD scrolls can have multiple charges... they disappear when the last charge is used up. |
| 3 | ITEM_WAND | Casts spells when held and you USE <wand> <victim>. |
| 4 | ITEM_STAFF | Casts spells when held and player USE <staff> Affects others only, including players and monsters in the room. |
| 5 | ITEM_WEAPON | Item is a melee weapon. |
| 6 | ITEM_FIREWEAPON *NEW* | Item is a gun or such like, requiring the BLAST skill and (usually) having limited ammo. |
| 7 | NOT USED | Curious? It used to be "Missile". |
| 8 | ITEM_TREASURE | Item is a treasure, but not money. For example, it might be a piece of jewelry, or a bar of gold. Typically valuable, these items can only be traded in at a shop that buys items of type 8. |
| 9 | ITEM_ARMOR | Item is armor. Value 0 determines the AC bonus. Also, armour worn on the head and legs counts double; armour worn on the body counts triple. |
| 10 | ITEM_POTION | Technically, a pill. Casts up to three powers when you <swallow> it. |
| 11 | ITEM_WORN | Item is worn, such as a piece of clothing. Use APPLIES if you want it to act like armour. |
| 12 | ITEM_OTHER | Item is 'other'; a catch-all. |
| 13 | ITEM_TRASH | Item is trash. Few shops will buy this, if any. |
| 14 | NOT USED | Curious? It used to be "Trap". |
| 15 | ITEM_CONTAINER | Item is a container, such as a bag or box. |
| 16 | ITEM_NOTE | Item is a note that can be written upon (with a pen). |
| 17 | ITEM_DRINKCON | Item is a drink container, for example a two litre of Coke, a barrel or a wine-skin. A drink container with contents must *always* have two names: The name of the drink and the name of the container. Example: tea cup~ |
| 18 | ITEM_KEY | Item is a key. Keys crumble away when their parent zone repops. |
| 19 | ITEM_FOOD | Item is food |
| 20 | ITEM_MONEY | Item is money; upon being picked up it is added to the credit total of the player. |
| 21 | ITEM_PEN | Item is a pen. Use to write on paper. |
| 22 | ITEM_BOAT | Item is a small boat. Characters with this in their inventory can enter both water_swim and water_noswim rooms. |
| 23 | ITEM_FOUNTAIN | Item is a fountain (characters can drink from it without having it in inventory) |
| 24 | ITEM_BOMB | DO NOT USE: Grenade (28) and Landmine (29) supercede this one. |
| 25 | NOT USED | Item type "raw food". Kind of useless at the moment. |
| 26 | ITEM_LIGHTSABRE | Item acts as a lightsabre- blocks as well as hits with the appropriate skill. All lightsabers must be given anticlasses to limit their use to jedis and force users. Note that all lightsabers are wielded two-handed. |
| 27 | ITEM_TRANSPORTER | Item can be used as a transporter. |
| 28 | ITEM_GRENADE *NEW* | Item can be used as a bomb or (if given the 'wield' wear location) thrown as a grenade. |
| 29 | ITEM_LANDMINE | Item can be set as a landmine trap. |
| 30 | ITEM_TWO_HANDED | Two handed weapon, both hands have to be free to wield it. |
| 31 | DO NOT USE | It's that simple. Leave this one alone. |
| 32 | DO NOT USE | Curious? It's never been used (supposedly). |
| 33 | ITEM_AMMUNITION | Ammunition that can be used to reload a fire_weapon |
| 34 | ITEM_GUARD | An object that can block characters of a certain type from passing - also set the corresponding spec_proc |
| 35 | ITEM_FURNITURE | Objects that can be sat, rested, or lain upon. |
| 36 | ITEM_EMAIL | Assigned by the game itself. DO NOT USE. |
| 37 | ITEM_RADIO | DO NOT USE. |
| 38 | ITEM_PULSE | An object that appears and disappears periodically, but can't do much else. Can be set up as a portal, using the flux spec_proc. |
| 39 | ITEM_INSTRUCTIONS | An object that is used as blueprints to construct something when you BUILD <instructions name>. |
| 40 | ITEM_TELEPORTER | An object that -transfers- a player. |
| 41 | ITEM_COMPONENT | DO NOT USE. These items are meant to allow lightsabers to be built from components, but it's better to do this with the 'instructions' type. |
Anti- objects
Anti-Classes
a PSYKER b MEDIC c FORCE ADEPT d SPACE MARINE e TEK PRIEST f SITH MAGICIAN g ROGUE h DARK-JEDI i SCANNER j TIME WARRIOR k ASSASSIN l BOUNTY HUNTER m SITH MASTER n JEDI KNIGHT o SPACE PIRATE p GUERRILLA q JEDI MASTER r SLAYER s FALLEN SLAYER t BLADE RUNNER
-- These anti-classes may be changed a little in the near future, keep your eyes open! (Ha! -Ami.)
Anti-Races
b HUMAN c CYBERPUNK d NOGHRI e EWOK f FERENGI g JEM'HADAR h BORG i WOOKIEE j WRAITH k ROMULAN l VULCAN m CARDASSIAN n VORLON o CHANGELING p KLINGON q VAMPIRE r REPLICANT
Anti-Sex
0 NO ANTI 1 ANTI-NEUTRAL 2 ANTI-MALE 3 ANTI-FEMALE
Object Flags
The following chart gives values and explanations of all the object flags...
| Flag | Name | Description |
|---|---|---|
| a | ITEM_GLOW | The item is glowing, and you can see in the dark |
| b | DNA PRINT | The item acquires the DNA of the first player to take it in inventory; no one else can use it thereafter |
| c | DARK | The object is dark? Creates darkness around it? No idea. - Ecks. |
| d | !LOCATE | The object cannot be located. |
| e | EVIL | The object is evil and will be detected with the Detect Evil psi. |
| f | ITEM_INVISIBLE | Item is invisible |
| g | ITEM_MAGIC | Will show magical aura when 'detect magic' cast |
| h | ITEM_NODROP | Item can not be dropped - make it NO_DONATE too |
| i | ITEM_BLESS | Item is blessed. What does this mean? |
| j | ANTI-GOOD | The object is anti-good; good players can pick it up but cannot hold/equip/wear it. |
| k | ANTI-EVIL | The object is anti-evil; evil players can pick it up but cannot hold/equip/wear it. |
| l | ANTI-NEUTRAL | The object is anti-neutral; neutral players can pick it up but cannot hold/equip/wear it. |
| m | NORENT | The item does not leave the game when the player quits. |
| n | ITEM_NODONATE | Players can not donate item. |
| o | NOINVIS | Not sure; supposedly under a previous version of this codebase objects could be made invisible, and this flag would prevent it from happening...needs testing for verification. - Ecks |
| p | HIDDEN | The object is hidden, and cannot be seen by players. |
| q | BROKEN | The object is broken and must be fixed before it can be used. |
| r | CHAOTIC | No idea...perhaps it carries the effect of a chaotic room with it? Verification of use? - Ecks |
| s | ARENA | No idea...anyone? - Ecks |
| t | DONATED | The object has been donated, with all the effects thereof. It can no longer be sold. |
| u | NOSELL | The object cannot be sold. |
| v | QUEST | The object is a quest object. I don't know exactly what difference this flag makes. - Ecks |
| w | ALIEN | The object is alien; this flag will show up with certain types of detect psis/abilities. The intention is that such items cannot be identified with the regular psi power. |
| x | DEATH | The object will kill any player that picks it up. Use sparingly. |
| y | ZONEBANE | The object does bonus damage against mobiles with the same vnum root. Use for silver weapons against vampires, gold dust for cybermen, and so on. |
| z | ZONEROT | The object cannot be taken out of its original zone. It crumbles when the player moves into a zone with an 'incompatible' vnum. |
| A | ITEM_HEX | Players cannot remove item once held/worn. |
| B | MULTI-LOC | Not sure. Judging by the flag name it means that the flag occupies or can be worn in multiple locations. NOT WORKING. DO NOT USE. |
| C | DIODE | Object decays upon death of the user. Does not decay from deathtraps. |
| D | NAVI | DO NOT USE - This is for navigation of ships only. If you don't know how to use it, leave it alone. In any event, never give it to an item with a TAKE wear loc. |
| E | VIEW | DO NOT USE - This is for viewing outside of ships. If you don't know how to use it, leave it alone. |
Wear Flags
These flags are handled the same way as the flags mentioned in Part 3
of this Handbook. The chart is fairly self-explanatory.
| Flag | Name | Description |
|---|---|---|
| a | ITEM_TAKE | Item is takeable. Don't make furniture takeable, unless you want players to wander off with it! |
| b | ITEM_WEAR_FINGER | Worn on a finger (ring) |
| c | ITEM_WEAR_NECK | Worn around neck (necklace) |
| d | ITEM_WEAR_BODY | Worn on body (armour) |
| e | ITEM_WEAR_HEAD | Worn on head (cap) |
| f | ITEM_WEAR_LEGS | Worn on legs (pants) |
| g | ITEM_WEAR_FEET | Worn on feet (boots) |
| h | ITEM_WEAR_HANDS | Worn on hands (gauntlets) |
| i | ITEM_WEAR_ARMS | Worn on arms |
| j | ITEM_WEAR_SHIELD | Used as a shield |
| k | ITEM_WEAR_ABOUT | Worn over armour (fur) |
| l | ITEM_WEAR_WAISTE | Worn around the waist (belt) |
| m | ITEM_WEAR_WRIST | Can be worn on wrist (bracelets) |
| n | ITEM_WIELD | Can be wielded and used as a weapon |
| o | ITEM_HOLD | Item can be held in a hand |
| p | ITEM_THROW | Item can be thrown |
| q | CLAN_BADGE | Item is a clan badge. |
| r | MOUNT | Item can be mounted, and driven as a vehicle. |
| s | ? | Not sure. Listed in OLC but with only a blank space for the name. DO NOT USE. |
Drink Types
These different fluids can be specified in containers or fountains, although our OLC does not support the recently-expanded range.
0 = water 1 = beer 2 = wine 3 = ale 4 = dark ale 5 = vodka 6 = lemonade 7 = ferengi spirits 8 = local specialty 9 = slime mold juice 10 = milk 11 = tea 12 = coffee 13 = blood 14 = salt water 15 = clear water 16 = champagne 17 = narcotic solution 18 = hot chocolate 19 = more blood (for some reason, it appears twice) 20 = ambrosia (do not use - reserved for immo areas only) 21 = gin and tonic 22 = absinthe 23 = milkshake 24 = alien mucus 25 = bragh urine 26 = crushed ice 27 = slurpee 28 = Pan-galactic Gargle Blaster 29 = oil 30 = Sporkle, the sparkling pork'n'apple beverage 31 = fruit juice 32 = eggnog 33 = jawa juice 34 = liquid sewage 35 = muddy water 36 = cocktail 37 = mountain dew 38 = Soylent cola 39 = Slurm 40 = soup 41 = broth 42 = sludge 43 = liquid bragh 44 = Dr Pepper 45 = Bousa
Weapon Types
These are the different attack types available. Some are for weapons, others (shown in brackets) are really for mob attacks only.
NUMBER CATEGORY Message type ( 0: Hit "hit/hits") 1: Pound "crush/crushes" - uses bludgeon skill 2: Pierce "pierce/pierces" - uses pierce skill 3: Slash "slash/slashes" - uses slash skill 4: Blast "shoot/shoots" - uses blast skill 5: Whip"whip/whips" - uses flay skill 6: Pierce (no_bs) "pierce/pierces" - uses pierce skill ( 7: Claw "claw/claws" - no skill) ( 8: Bite "bite/bites" - uses bite skill) ( 9: Sting "sting/stings" - no skill) 10: Crush "crush/crushes" - uses bludgeon skill 11: Snipe "shoot/shoots" - uses snipe skill 12: Stab "stab/stabs" - uses stab skill 13: Chop "chop/chops" - uses chop skill
Object Values
The four numbers consisting of the 'item values' are different for each type of item. Below the meanings of these numbers are broken down by each type. Zeroes refer to fields not used, while letters are explained for each section...
These values are very central. They define the ability of items based on the item's <Item Type>. Note that if you define an item as being anything but a weapon, you shouldn't set the 'wield' flag. Many similar obvious rules apply.
These aren't entirely accurate, some need updates - for example, weapons have an additional apply that denotes weapon hp.
Values:
ITEM_LIGHT (1)
Value[0]: Not Used Value[1]: Not Used Value[2]: Number of hours the light can be used for. Zero hours means that the light has gone out. Negative number will create an eternal light source. Value[3]: Not Used Value[4]: Not Used Value[5]: Not Used
Any of the items that require spells, you will have to ask Q about. As there are no spells as such in the future, these need to be rethought.
ITEM_SCROLL (2)
Value[0]: Level of the spell on the scroll Value[1]: Which spell Value[2]: Which spell Value[3]: Which spell Value[4]: Not Used Value[5]: Not Used
The values(1-3) are three (or less) different spells, mixed 'on' the scroll. Unused spells should be set to -1. If you put a really good spell or two on the scroll, then make the last spell a penalty, such as blindness or poison.
ITEM_WAND (3)
Value[0]: Level of spell in wand Value[1]: Maximumm charges Value[2]: Charges left Value[3]: Which spell in wand Value[4]: Not Used Value[5]: Not Used
ITEM_STAFF (4)
Value[0]: Level of spell in staff Value[1]: Maximum charges Value[2]: Charges left Value[3]: Which spell in staff Value[4]: Not Used Value[5]: Not Used
ITEM_WEAPON (5)
Value[0]: Not Used Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: The weapon type. See "Weapon Types" above. Value[4]: Not Used Value[5]: Not Used
ITEM_FIREWEAPON (6)
Value [0]: The number of damage dice the weapon does Value [1]: The size of the damage dice the weapon does Value [2]: How many rounds the weapon hold Value [3]: Maximum number of rounds the weapon can hold Value [4]: Not used Value [5]: 0 for a weaon that can be recharged, 1 if it requires ammo.
ITEM_TREASURE (8)
All values not used, put 0 0 0 0 0 0
ITEM_ARMOR (9)
Value[0]: The effective AC Other values not used, put <AC> 0 0 0 0 0
Remember that AC on body, head and legs is subjected to a multiplier!!
ITEM_POTION (10)
Value[0]: Level of the spell in the potion. Value[1]: Which spell Value[2]: Which spell Value[3]: Which spell Value[4]: Not Used Value[5]: Not Used
Potions are now pills. (The only real difference is that you SWALLOW
them. We thought the standard 'quaff' command was far too fantasy-
related. The values(1-3) are three (or less) different spells, mixed
in the potion. Unused spells should be set to -1. Again, put a penalty
spell in if you are putting on some good spells.
Example:
Value 0 : 30 (Level)
Value 1 : 28 (Heal)
Value 2 : 28 (Heal)
Value 3 : 4 (Blindness)
ITEM_WORN (11)
All values not used, put 0 0 0 0 0 0
ITEM_OTHER (12)
All values not used, put 0 0 0 0 0 0
ITEM_TRASH (13)
All values not used, put 0 0 0 0 0 0
ITEM_CONTAINER (15)
Value[0]: Maximum weight the container can contain.
Value[1]: Container flags:
a CLOSEABLE
b PICKPROOF
c CLOSED
d LOCKED
Value[2]: The item-number of the object which can open the object. -1
means no lockability.
Value[3]: Internal use for corpses that must "rot". Normally leave as zero.
Value[4]: -
Value[5]: -
ITEM_NOTE (16)
All values not used, put 0 0 0 0 0 0
ITEM_DRINKCON (17)
Value[0]: Maximum drink-units the drink-container can contain. Value[1]: Number of drink-units that are left in the container. Value[2]: The type of liquid in the drink-container, see "Drink Types." Value[3]: if this value is non-zero, then the drink is poisoned.
ITEM_KEY (18)
No values use, place 0.
ITEM_FOOD (19)
Value[0]: The number of hours, that this food will fill the stomach Value[1]: - Value[2]: - Value[3]: If this value is non-zero, the food is poisoned. Value[4]: Not used Value[5]: Not used
ITEM_MONEY (20)
Value[0]: The number of gold coins "in the pile of coins". Other values not used.
ITEM_PEN (21)
All values not used, put 0 0 0 0 0 0
ITEM_BOAT (22)
All values not used, put 0 0 0 0 0 0
ITEM_FOUNTAIN (23)
Value[0]: Maximum drink-units the fountain can contain Value[1]: Number of drink-units that are left in the fountain Value[2]: Type of liquid in the fountain; same as for ITEM_DRINKCON Value[3]: Drink is posioned if non-zero
ITEM_LIGHTSABRE (26)
Values used the same way as normal weapon.
ITEM_TRANSPORTER (27)
Values should contain the Vnum of the destination rooms (up to 6 values) example: Value [0] = 3001 would make the start room the first destination you could choose on the transporter. REMEMBER: DO NOT MAKE TRANSPORTERS TAKEABLE!
ITEM_GRENADE (28)
Value[0]: Number of damage dice the grenade does. Value[1]: Size of damage dice the grenade does. Value[2]: Delay - seconds before the grenade goes off, once armed. Value[3]: Spell that the grenade 'casts' upon detonation (optional - leave as zero if not required) Value[4]: Not used (use 0) Value[5]: Has the grenade been 'augmented' already, by the 'explosives' skill? If 1, no further enhancement is possible. Usually zero.
ITEM_LANDMINE (29)
Value[0]: Number of damage dice the mine does.
Value[1]: Size of damage dice the mine does.
Value[2]: Psi cast on all mobs in the room when it detonates (this
allows for things like the yeast grenade, which creates a
loaf of bread in everyone's inventory.)
Value[3]: Not used (use 0)
Value[4]: Not used (use 0)
Value[5]: Is the mine armed (1=yes, 0=no) - should be set to 0 unless
the mine is armed upon loading, which should probably not
happen in a room where mobs can activate it by wandering in.
ITEM_TWO_HANDED (30)
Values: Same as for normal weapon. Value[0]: Not Used Value[1]: Number of dice to roll for damage Value[2]: Size of dice to roll for damage Value[3]: The weapon type. See "Weapon Types" above. Value[4]: Not Used Value[5]: Not Used
ITEM_XXX (31)
Do not use this item type. Ever. Okay? - Artoo.
ITEM_UNUSED (32)
No longer in use. Formerly used for flying vehicles... but that's no longer necessary. Just give a regular object the MOUNT wear location, and have it confer innate fly.
ITEM_AMMUNITION (33)
Value[0,1,2]: Vnums of weapons the ammunition can reload Value[3]: The number of shots in a full 'clip' of ammunition; how many shots it can reload. Value[4]: Number of dice damage caused Value[5]: Size of dice rolled to calculate damage caused
Note: Yes... the ammo you put into a gun can change the amount of damage, so you could have an assault rifle that can be loaded with a clip of 7.62mm bullets (5d6), a crate of 7.62mm bullets (still 5d6, but the crate contains lots of ammo), a clip of 7.62mm 'cop killers' (expensive ammo that goes 1d60 or something, and you might also make the rifle capable of taking a 40mm under-barrel grenade launcher round that provides a single shot at 6d20. (Unfortunately, loading the grenade would displace any bullets in the gun, which isn't very realistic... but it could still be fun. The only multi-ammo gun I can think of that's in-game is found in the Exile area.
Note 2: Only firearms (item type 6) can be reloaded with ammunition. Not wands, staffs, etc. Sniper weapons never need ammo, because they're made from regular weapons, not firearms. Odd but true.
Note 3: If you design a firearm that is basically an energy weapon, you can still offer ammunition in the form of a 'battery' type of ammunition, to save people having to pay to recharge the gun when they visit the weaponsmith.
ITEM_GUARD OBJ (34)
Use to create blockers. Value[0]: Value[1]: Value[2]: Value[3]: Value[4]: Value[5]:
Note: you can also assign anticlass, antirace, antigender to items of this kind, and mortals that don't qualify will be blocked.
ITEM_FURNITURE (35)
Leave all values zero. Use furniture to create a control console if you are building a ship, but giving it the NAVI flag.
ITEM_E-MAIL (36)
Assigned dynamically by the system. Do not create items of this type. Use 'paper' or 'other' instead.
ITEM_RADIO (37)
Do not use.
ITEM_PULSE (38)
Value[0]: Spare (e.g. put destination room vnum here, for portals) Value[1]: Minutes to appear for Value[2]: Minutes to be invisible for
Note: Kind of useless, since it is an item type in itself, so it can't be combined with effects other than spec_procs.
ITEM_INSTRUCTIONS (39)
Value[0]: Product vnum Value[1]: Ingredient vnum Value[2]: Ingredient vnum Value[3]: Ingredient vnum Value[4]: Ingredient vnum Value[5]: Ingredient vnum
Note: The instructions can themselves be an ingredient if you wish.
Note 2: Use subassemblies if you want to create something out of more than 5 components (like the dunebuggy).
ITEM_TELEPORTER (40)
Note to be confused with a transporter, teleporters are the little doohickeys that you can grab and use, in order to go somewhere. Values to follow.
ITEM_COMPONENT (41)
An item supporting the custom lightsaber creation code. Not currently used in Wormhole.
Applies
An item apply is a particular effect the item has upon the holder/wielder/wearer's statistics. There can be a maximum of FOUR applies on an item, each requiring their own 'A' flag to let the mud know that there is more than one apply.
Thus, a sword that added one to a character's strength, and -10 to his hitpoints would be: A 1 1 A 13 -10
The first value is the type of apply, the second the value. Below is a list of the different types of applies, and their values.
1 APPLY_STR
2 APPLY_DEX
3 APPLY_INT
4 APPLY_WIS
5 APPLY_CON
6 APPLY_CHAR
7 DO NOT USE ('APPLY_CLASS' - does nothing)
8 DO NOT USE ('APPLY_LEVEL' - does nothing)
9 APPLY_AGE
10 CHAR_WEIGHT (use if you want, but it's purely cosmetic)
11 CHAR_HEIGHT (use if you want, but it's purely cosmetic)
12 APPLY_MANA maxmana
13 APPLY_HIT maxhit (note that hit = hitpoints, not 'bonus to hit')
14 APPLY_MOVE maxmove
15 DO NOT USE ('APPLY_GOLD' - does nothing)
16 DO NOT USE ('APPLY_EXP' - does nothing)
17 APPLY_AC negative numbers are good, in this case
18 APPLY_HITROLL
19 APPLY_DAMROLL
20 APPLY_SAVING_FIRE
21 APPLY_SAVING_COLD
22 APPLY_SAVING_ENERGY
23 APPLY_SAVING_POISON
24 APPLY_SAVING_MAGIC
25-32 allow an item to influence a player's skill level... but you must
already have some proficiency in the skill to get the bonus.
25 JUMP
26 STEAL
27 SNEAK
28 TRACK
29 ARCHERY
30 THROW
31 SWIM
32 DIVE (not yet functional)
OBJECT ARCHETYPE
- vnum
name list~
short desc~
long desc ~
~
<object type> <minimum level> <anti-class> <object flag> <wear flag>
<value 0> <value 1> <value 2> <value 3> <value 4> <value 5>
<weight> <value> <rent cost>
E
keywords~
Extra desc
~
A
<apply type> <apply amount>
...
(at end of file) #99999 $~
TIPS and OBSERVATIONS
- Don't make items glow, hum or invisible unless you have a good reason
- Don't bother to put hold on a weapon, since it gets it automatically. Anything with 'take' can be held.
- A lot of small items make an area more interesting than a few incredibly powerful items, for the most part. (This statement is obviously from an immo's point of view...)
- Put NO_DONATE on items that are junk, or 'scenery' - it's surprising, but there are some people who will try to donate an empty cup! Quite who they think is going to find that useful, we have no idea.
- Don't feel limited to items players consider 'useful', such as weapons and armour. A giant (untakeable) monolith, and other strange and odd items can add a lot of atmosphere to an area.
- When entering the keywords for an object, ensure that the first word is a general description of the object (ie 'sword' instead of 'black') and do not capitalize these keywords. (Exception: For drink containers, put the contents first and then the rest of the namelist - so a stoneware milk bottle needs to be something like 'milk bottle milkbottle stoneware'. The first word is the one that is changed when the bottle is emptied, filled with water, etc.)
- Try to add as many keywords as possible, and unless you have a good reason not to, ensure that the long and short descriptions contain at least one of the keywords in the namelist.
- For short descriptions, do not end them with a period (.) nor begin the description with a definite article unless the object has a proper name. Again, unless the short description is a proper name, do not capitalize the first letter.
- Long descriptions should be complete sentences with proper grammer and should end with a full stop.
- Try to add extra descriptions to each object covering all the keywords. Extra descriptions can add small interesting details to your area and are often remembered by players.
- Resist the temptation to make the items in your area more powerful than those found elsewhere in the MUD. If your area is interesting, people will come... there's no need to give away super-powerful stuff. (And in fact, this might cause your area to be rejected by the immortals.)
- Throw in some (logical) anticlass, antirace and even antigender flags, to keep things varied. Nobody likes a MUD where everyone wears the same uniform.
