Builder:Objects

From Wormhole Sci-Fi MUD Homepage

Jump to: navigation, search

Contents

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


  1. 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.
Personal tools