Builder:Objects

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6. The .obj file
+
The .obj file
 
    
 
    
  
  An object is any item in the game, be it unmovable rock, the fountain in
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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  
 
market square, or that nice sword Everyman the Barbarian has. Everything the  
mud
+
mud needs to know about objects can be found in the .obj file, except for where they  
needs to know about objects can be found in the .obj file, except for
+
where they  
+
 
actually are.
 
actually are.
  Here is an example object, followed by a line-by-line breakdown:
 
  
  
 +
Here is an example object, followed by a line-by-line breakdown:
  
---example follows this line---
+
#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
  
 +
The line-by-line breakdown:
  
#2200
+
#2200
  
sword example~
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The vnum of the object. See the section on virtual numbers in Part 3 of this Handbook.
  
an example sword~
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sword example~
  
An example sword lies on the ground, exampling.
 
  
~
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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.
  
~
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'''MAKE SURE THAT A WORD FROM THE LONG DESC IS FOUND IN THE NAMELIST'''
  
5 1 aeimbfj 0 0 0 an
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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!
  
0 1 8 3 0 0
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an example sword~
  
10 100 33
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Short desc. This is seen when the object is the target of a command:
 
+
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
+
 
+
 
+
---example precedes this line---
+
 
+
 
+
  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
+
 
+
      02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)02:00, 16 July 2006 (CEST)
+
 
+
      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...'   
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'You wield an example sword.'  'You give an example sword to...'   
  
  
An example sword lies on the ground, exampling.
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An example sword lies on the ground, exampling.~
~
+
  
  
    The long description. This is what a player sees if the object is lying
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The long description. This is what a player sees if the object is lying in a room by itself.~
  
      in a room by itself.
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This is the action description, and is NOT used at all. Just a tilde by itself for this field.
  
 +
5 3 aeimbfj 0 0 0 an
  
~
 
  
    This is the action description, and is NOT used at all. Just a tilde by
+
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.
  
      itself for this field.
 
  
 +
0 1 8 3 0 0
  
5 3 aeimbfj 0 0 0 an
 
  
 +
These are the object's values. What each number means is completely dependant on what Type of object it is. See 'OBJECT VALUES' below.
  
    The '5' is what type of object this is... a weapon. See 'OBJECT TYPES'
 
  
      below.
+
5 100 33
  
  
    The '3' the minimum level to use to take/equip/buy the sword.
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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.
  
  
    The 'aeimbfj' is the anti-classes on the sword.
+
E
  
 +
sword example~
  
    The 0 is the ANTI_RACE flags, they work same as anti-class
+
It looks very shiny and polished, as if someone is taking care to try to
 +
make
  
 +
a good example.
 +
~
  
    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.
 
  
 +
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
 
  
 +
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
+
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.
much
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      the apply is worth (either positive or negative).  See 'APPLIES'
+
below.
+
  
  

Revision as of 21:20, 19 July 2006

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