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5. Object Creation


5.1 Creating a new object

If the object you want to create doesn't already exist, create it with the @NEW OBJECT command. Creating a new object will also set it as the active object in your modification buffer. Please use your virtual numbers assigned to you in order. Don't leave large gaps between used virtual numbers.

< O:-1 M:-1 R:14000 > @new object 14000
Ok, you are now modifying object #14007.

< O:14000 M:-1 R:14000 >

5.2 Loading existing an object into editor

If you want to edit an existing object, use the @LOAD OBJ command. Switching between objects to edit does not lose unsaved changes.

< O:-1 M:-1 R:14000 > @load obj 14001
Ok, you are now modifying object #14001.

< O:14001 M:-1 R:14000 >

5.3 Examining objects

The object is created with default settings and is loaded into your modification buffer. You can see the object's status with the @EXAMINE OBJ command:

< O:14000 M:-1 R:14000 > @examine obj
#14000     Last modified by: Mobius
   --- description ---
new~
a new object created by Mobius~
Null object.
~
~

   --- affects char  ---
NO-BITS

   --- protects char ---
NO-BITS

   --- extra effects ---
NO-BITS

   --- wear flags ---
NO-BITS

TYPE         : TRASH

   --- values ---
VALUE 0      : 0
VALUE 1      : 0
VALUE 2      : 0
VALUE 3      : 0

WEIGHT       : 0
RESET CHANCE : 0

(WORTH        : 1)
(COST PER DAY : 0)

< O:14000 M:-1 R:14000 >

5.4 Describing objects

All objects exist in the world for everyone to use and enjoy and need to be described as such. There can be many different types of objects that can be used in many different ways. Weapons, clothing, potions, boats, plants, treasure.. you name it, you can create it. There are a couple of ground rules that help to ensure a successful area. This is a medival world and the objects found therein should be of a medival fantasical nature. Describe your objects! The more detail the better. Be unqiue, be creative. Is it just a sword or is a curved blackiron sword? You are only limited by your imagination.

Objects are assigned keywords for players to look at and operate in the realm. The keywords for an object should be found in the object's short name (what is displayed in inventories and equipment lists) and the object's long name (what appears when the object is "on the ground." You can assign object keywords with the @NAME OBJ command. Objects can have more than one keyword. If you are a created an like "a flowing long green dress", a good keyword list would be "dress green". This way a player can use the object buy typing "wear green" or "get dress." Keywords are not captizalied even if the keyword is a proper name and are separated by single spaces.

The short name for an object appears in equipment lists, inventories and operation commands. The short name is not a complete sentence and does not have any ending punctuation. But it is a complete noun declaration with adjectives. An object can have only one short name. Short names are set using the @SHORT OBJ command. An example short name for a long sword made of silver would be simply, "a bright silver long sword".

The long name for an object is used when an object is listed among a room's contents. The long name is a complete sentence and should contain one or more of the object's keywords. An object can have only one long name. Try to keep the long name shorter than 80 columns so it doesn't wrap to the next line. Use the @LONG OBJ command to set the object's long name.

To add a description to the object, use the @CREATE EXTRA_OBJ command to create a keyword list. Then use the @DESCRIBE ITEM to open up the line editor to attach a description to those keywords. Objects can have more than one set of extra_obj keywords and respective descriptions. Keep in mind that extra_obj keywords to not have to match the object' keywords but it does help. The object descriptions are comprised of complete sentences and are not indented. Please limit descriptions to a maximum of 3 or 4 sentences.

After describing your objects, be sure to check for spellings with the @SPELL OBJ command.

< O:14000 M:-1 R:14000 > @name obj dress green
Ok.

< O:14000 M:-1 R:14000 > @short obj a long green dress
Ok.

< O:14000 M:-1 R:14000 > @long obj A flowing long green dress has been left in heap here.
Old long description:
Null object.

Ok.

< O:14000 M:-1 R:14000 > @create extra_obj dress green
Ok.

< O:14000 M:-1 R:14000 > @describe dress green
Old description:

Enter text, end with a '@' on a line by itself.
] The stitching of this green dress appears to have been done with thread spun of
] emerald gems. bright silver buckles decorate the front in tasteful places.
] @

< O:14000 M:-1 R:14000 >

5.5 Assigning object flags

Customization of object behavior and properties can be done by setting flags. Objects can have more than one flag. Object flags can be set using the @FLAG OBJ command. Unwanted object flags can be removed by placing and "!" in front of the flag you wish to remove when you make the @FLAG OBJ command, for example: "@FLAG OBJ !glow".

< O:14000 M:-1 R:14000 > @flag obj glow
Flag is SET.

< O:14000 M:-1 R:14000 >

5.6 Object flags explained

Object flags can be set using the @FLAG OBJ command. Objects can have more than one object flag. Unwanted flags can be removed by calling the @FLAG OBJ command with an "!" placed in front of the flag to be removed.

object flag effects
glow adds the following text after the objects short name in equipment/inventory lists as well as after the long name when dropped in a room: "..it has a soft glowing aura!"
hum adds the following text after the objects short name in equipment/inventory lists as well as after the long name when dropped in a room: "..it emits a faint humming sound!"
mirrored object can be used to reflect a STONE GAZE attack from a mobile like a medusa
lock object is a lock that can be used to lock doors or container type objects (unused)
evil adds the following text after the objects short name in equipment/inventory lists as well as after the long name when dropped in a room: "..it glows red!" only viewable by those affected by the spell "detect evil"
invisible adds the following text after the objects short name in equipment/inventory lists as well as after the long name when dropped in a room: "..it is invisible!" and the object itself will only be visible to those affected by the spell "detect invisibility"
magic adds the following text after the objects short name in equipment/inventory lists as well as after the long name when dropped in a room: "..it glows blue!" only viewable by those affected by the spell "detect magic"

weapons that are flagged "magic" are no longer resisted by those affected by resist/immune norm and resist/immune silver

nodrop object can only be removed from equipment list and/or inventory if the player is affected by the spell "remove curse", if "remove curse" is cast on the "nodrop" object itself, the object will lose its "nodrop" affect permanately
bless no affect
anti-good object cannot be equipped by anyone whose alignment is in the "good" range, if the object is already equipped when the users align becomes "good" the object will fall off them into the room contents, if the object is attempted to be equipped by a player of "good" alignment they will instantly drop it into the room contents
anti-evil object cannot be equipped by anyone whose alignment is in the "evil" range, if the object is already equipped when the users align becomes "evil" the object will fall off them into the room contents, if the object is attempted to be equipped by a player of "evil" alignment they will instantly drop it into the room contents
anti-neutral object cannot be equipped by anyone whose alignment is in the "neutral" range, if the object is already equipped when the users align becomes "neutral" the object will fall off them into the room contents, if the object is attempted to be equipped by a player of "neutral" alignment they will instantly drop it into the room contents
no-locate object will not be listed by "locate object" spell
drop-destruct object will instantly be destroyed if dropped in a room
organic object can be destroyed by fire (fire breath or if object is a container it will be destroyed if a lit torch is placed inside it)
lit object is affected by the "remove darkness" spell and will light up a room if inside player inventory, equipment list or if in the room itself
silver weapons that are flagged "silver" are no longer resisted by those affected by resist/immune norm
worthless no affect
timed do not set
anti-rent not able to be brought into rent
hide-eq hides all and including this item from view while worn
noloc-eq prevents all equipment/inventory on wearer including this item to be listed by a "locate object" spell
anti-magic_user item cannot be worn or used by a players of the magic user class
anti-cleric item cannot be worn or used by a players of the cleric class
anti-thief item cannot be worn or used by a players of the thief class
anti-warrior item cannot be worn or used by a players of the warrior class
anti-druid item cannot be worn or used by a players of the druid class

5.7 Assigning object spell affect flags

Objects can be set to grant indefinate spell affects on those who equip them. When the object is removed from use, the spell affect will be removed as well. Object spell affects can be removed if wearer is affected by the magic-user spell "dispel magic". Objects will have to be removed then re-worn to regain the object spell affect. Objects can have more than one spell affect flag. Spell affect flags can be set using the @FLAG SPELL command. Unwanted spell affect flags can be removed by placing and "!" in front of the flag you wish to remove when you make the @FLAG SPELL command, for example: "@FLAG SPELL !farsee".

< O:14000 M:-1 R:14000 > @flag spell farsee
Flag is SET.

< O:14000 M:-1 R:14000 >

5.8 Object spell affect flags explained

Object spell affect flags can be set using the @FLAG SPELL command. Objects can have more than one spell affect flag. Unwanted flags can be removed by calling the @FLAG SPELL command with an "!" placed in front of the flag to be removed.

spell flag effects
invisible affected by the magic-user spell "improved invisibility"
detect-evil affected by the clerical spell "detect evil"
detect-invisible affected by the spell "detect invisibility"
detect-magic affected by spell "detect magic"
sense-life affected by the clerical spell "sense life"
sanctuary affected by the clerical spell "sanctuary"
faerie-fire affected by the clerical spell "faeire fire"
water-breathing affected by the clerical spell "water breathing"
blind affected by the spell "blindess"
poison affected by "poison"
protect-evil affected by clerical spell "protection from evil"
petrify wearer will be turned to stone! only to be cured with a "stone to flesh" spell
detect-good affected by clerical spell "detect good"
water-walking affected by clerical spell "water walking"
sleep affected by magic-user spell "sleep"
evade affected by the thief skill "evade"
sneak affected by the thief skill "sneak"
hide affected by the thief skill "hide"
protect-good affected by the clerical spell "protection from good"
charm affected by the magic-user spell "charm" - since no master is set this spell flag essentially has no affect
haste affected by the magic-iser spell "haste"
light affected by the spell "remove darkness"
anti-summon cannot be affected by the clerical spell "summon"
infravision affected by the magic-user spell "infravision"
globe-of-invulnerability affected by the magic-user spell "globe of invulnerability"
non-detection affected by the magic-user spell "non-detection"
allsight able to see all hidden, invisible, non-detect, and ?
farsee affected by the magic-user spell "farsee"

5.9 Assigning object protection flags

Objects can be set to grant indefinate protections on those who equip them. When the object is removed from use, the protection will be removed as well. Objects can have more than one protection flag. Protection flags can be set using the @FLAG PROTECTION command. Unwanted protection flags can be removed by placing and "!" in front of the flag you wish to remove when you make the @FLAG PROTECTION command, for example: "@FLAG PROTECTION !resist-norm".

Protection are divided into two sections: resist and immune. Resist flags will halve the damage recieved from such an affect. Immune flags will not cause any damage to occur from the specified attack type.

< O:14000 M:-1 R:14000 > @flag protection resist-norm
Flag is SET.

< O:14000 M:-1 R:14000 >

5.10 Object protection flags explained

Object protection flags can be set using the @FLAG PROTECTION command. Objects can have more than one protection flag. Unwanted flags can be removed by calling the @FLAG PROTECTION command with an "!" placed in front of the flag to be removed.

protection flag effects
resist-norm resistant to normal (non-silver/non-magical weapon or bare-hand) melee attacks
for example: normal sword, bear claw, a human fist
resist-silver resistant to melee weapons that have the object flag SILVER
resist-magic resistant to melee weapons that have the object flag MAGIC
resist-fire resistant to elemental fire-based spell or breath attacks, for example the magic-user spell "burning hands", "fireball", or fire breath
resist-water resistant to elemental water-based spell or breath attacks, for example
resist-air resistant to elemental air-based spell or breath attacks, for example gas breath
resist-earth resistant to elemental earth-based spell attacks, for example the clerical spell "earthquake"
resist-cold resitant to cold-based spell or breath attacks, for example the magic-user spell "chill touch" or the frost breath
resist-electric resistant to electrical-based spell or breath attacks, for example the magic-user spell "lightning bolt" or lightning breath
resist-acid resistant to acid-based breath attacks, for example acid breath
resist-poison resistant to poison-based spell or bite attacks, for example the clerical spell "poison" or the poison bite
immune-norm immunity to normal (non-silver/non-magical weapon or bare-hand) melee attacks
for example: normal sword, bear claw, a human fist
immune-silver immune to melee weapons that have the object flag SILVER
immune-magic immune to melee weapons that have the object flag MAGIC
immune-fire immune to elemental fire-based spell or breath attacks, for example the magic-user spell "burning hands", "fireball", or fire breath
immune-water immune to elemental water-based spell or breath attacks, for example
immune-air immune to elemental air-based spell or breath attacks, for example gas breath
immune-earth immune to elemental earth-based spell attacks, for example the clerical spell "earthquake"
immune-cold resitant to cold-based spell or breath attacks, for example the magic-user spell "chill touch" or the frost breath
immune-electric immune to electrical-based spell or breath attacks, for example the magic-user spell "lightning bolt" or lightning breath
immune-acid immune to acid-based breath attacks, for example acid breath
immune-poison immune to poison-based spell or bite attacks, for example the clerical spell "poison" or the poison bite

5.11 Assigning object wear flags

Objects that are to be worn as armor, clothing, jewelry, wielded, etc. will need to have the proper wear location flag. Using the @OBJ WEAR command we can assign wear flags to specify where objects can be worn.

5.12 Wear flags explained

Objects that are to be worn as armor, clothing, jewelry, wielded, etc. will need to have the proper wear location flag. First and foremost, if any object is to be able to be "picked up" off the ground, out of a treasure chest, or out of a corpse, it will need to have the wear flag TAKE. Objects can have more than one wear flag but typically they only have ones logical to their equipment location style. For example, a bracelet would have the wear flags TAKE and WRIST but not BODY or WIELD. Wear flags are assigned using the @OBJ WEAR command. Unwanted wear flags can be removed by placing and "!" in front of the flag you wish to remove when you make the @OBJ WEAR command, for example: "@OBJ WEAR !float".

The location of objects when they are of type armor also have an AC-multiplier. Objects of type armor have a value setting for how much is subtracted from the wearer's armor class. The AC-multipler is multipled by by the armor's value for a total number that is subtracted. For example, if the armor value is 3 and the AC-multiplier is 2, the total number that is subject from the wearer's armor class would be 6. However, if the armor value is 5 and the AC-multipler is 0, the overall number subtracted from the armor class is 0.

wear flag AC-multipler if armor attributes
take 0 object can be picked up off the ground
finger 0 a maximum of two objects can be worn in the finger location
neck 0 a maximum of two objects can be worn around the neck
body 3
head 2
legs 2
feet 1
hands 1
arms 1
shield 1 a maximum of two objects can be held in the hands, this includes wield, shield (non-buckler), and hold
about 0
waist 0
wrist 0 a maximum of two objects can be worn in the wrist location
wield n/a a maximum of two objects can be held in the hands, this includes wield, shield (non-buckler), and hold
hold 0 a maximum of two objects can be held in the hands, this includes wield, shield (non-buckler), and hold
throw n/a unused
floating 0
earring 0
face 0

5.13 Weight

Objects should be assigned a reasonable weight value. The weight of an object is counted against how much weight a player can carry. Object weight is also a factor in whether or not a player can wield a weapon or if certain weapons that pierce can be used for parrying by theives. TODO: include max weight for parry weapon. Certain shields that are light-weight can be used as bucklers that free-up a hand. TODO: included max shield weight for buckler. Object weight can be 0 for things that have negligable weight like paper. Objects cannot have a negitive weight. TODO: find out the maximum. Object weight is assigned by using the @OBJ WEIGHT command. Listed below are the minimum strength values needed to wield weapons of that weight. TODO: check to make sure these values are correct.

Weapon Weight Minimum Strength
1 1
.
.
.
.
.
.
17 17
18 18
19 18/10
20 18/20
21 18/30
22 18/40
23 18/50
24 18/60
25 18/70
26 18/80
27 18/90
28 18/100

5.14 Reset chance

When objects are to be loaded into the game either by a game reset or a zone reset, first the max-exist value in the zone entry for the object is checked. If the number of objects in the game is below that zone max-exist value then the object is loaded on reset. If the number of objects in the game exceeds the zone max-exist value for that object, the object's reset chance is then used. The recent chance is a percentage chance that the object will load on reset if the zone max-exist has been exceeded. If reset chance roll is above reset chance value, the object is not loaded. If it is under, the object is loaded. Reset chance can be any value between 0 (never loadeds outside of the zone max-exist check) and 100 (always loads regardless of zone max-exist value). The object reset chance is set using the @OBJ CHANCE command. Typically, keys to doors or keys objects containers and the containers themselves are given a reset chance of 100. Items that are meant to be rare in the game might be given a low chance like 10 or 15. Giving all objects in your zone a reset chance of 100 will lead to clutter and slower game performance. A good starting value would be 25 or 33 percent.

5.15 Object type

There are several different types of objects that can be created. Depending on the object type, the object will have different methods and properties. Objects can be of only one type. The object type is set using the @OBJ TYPE command. Listed below are various object types and their option settings.

5.15.1 Light

Light objects are typically things like torches, lanterns, candles, campfires, street lamps. Light objects can be "turned on" with the light command and "turned off" with the dowse command. Lights can have anywhere from a 1 mud hour fuel source to infinite. In constrast, objects that have the LIT object flag or that are affected by the spell "remove darkness" behave as lights in the sense that they will light up that is DARK but they cannot be "turned off" unless they are placed inside a container object. Be warned, placing a lit light object such as a torch into a container object that is flagged ORGANIC will cause the container to be destroyed and the contents of the container to be dropped into the room.

object setting definition suggested values
extra effects
@FLAG OBJ
extra flags for object n/a
wear flags
@OBJ WEAR
Lights are typically held items although they are just as effective in a player inventory TAKE and HOLD
value 0
@VALUE
color of the light unused
value 1
@VALUE
type unused
value 2
@VALUE
hours of fuel (use -1 for infinite) -1..999
value 3
@VALUE
on/off flag 0 = off, 1 = on

5.15.2 Scroll

Scrolls are typically pieces of paper that have up to three magical spells written on them. Reciting the scroll causes the spell(s) to execute and the scroll to disappear. Magic-user and clerical spells can be placed on the scroll. Any class can recite a scroll regardless of the class of the spell.

object setting definition suggested values
extra effects
@FLAG OBJ
scrolls contain spells, they are typically magical MAGIC
wear flags
@OBJ WEAR
scrolls can be recited if held or in inventory TAKE and HOLD
value 0
@VALUE
level at which the spells are to be cast 0..30
value 1
@VALUE
spell number of the first spell to be cast, consult the snumber command for the spell number and if it can be used on scrolls n/a
value 2
@VALUE
spell number of the second spell to be cast, consult the snumber command for the spell number and if it can be used on scrolls n/a
value 3
@VALUE
spell number of the third spell to be cast, consult the snumber command for the spell number and if it can be used on scrolls n/a

5.15.3 Wand

Wands are classically short sticks that contain one or more charges of a single spell. Wands are held and then pointed at a target to execute a charge of the spell. Once the charges reach zero, no more spells can be cast from the wand. Any class can use a wand with any class spell on it.

object setting definition suggested values
extra effects
@FLAG OBJ
wands contain spells, they are typically magical MAGIC
wear flags
@OBJ WEAR
wands must be held in order to use TAKE and HOLD
value 0
@VALUE
level at which the spell is to be cast 0..30
value 1
@VALUE
maximum number of spell charges available 0..100
value 2
@VALUE
number of spell charges remaining 0..100
value 3
@VALUE
spell number of the spell to be cast, consult the snumber command for the spell number and if it can be used on wands n/a

5.15.4 Staff

Staves are classically long metallic or wooden poles that contain one or more charges of a single spell. Staves are held and then thumped on the ground to execute a charge of the spell to all of those inside the room. Once the charges reach zero, no more spells can be cast from the staff. Any class can use a staff with any class spell on it.

object setting definition suggested values
extra effects
@FLAG OBJ
staves contain spells, they are typically magical MAGIC
wear flags
@OBJ WEAR
staves must be held in order to use TAKE and HOLD
value 0
@VALUE
level at which the spells are to be cast 0..30
value 1
@VALUE
maximum number of spell charges available (use -1 for infinite) -1..100
value 2
@VALUE
number of spell charges remaining (use -1 for infinite) -1..100
value 3
@VALUE
spell number of the spell to be cast, consult the snumber command for the spell number and if it can be used on staves n/a

5.15.5 Weapon

Weapons are used in combat to kill or subdue opponents. Weapon inflict damage by an mount determined by their damage dice. Damage dice is a calculation based on a simulated die roll of <x>d<y> where <x> is the number of times the <y> die is rolled. The total of this number is used to calculate how much damage is inflicted. For example, if <x> is 2 and <y> is 6, this would read as "roll the 6-sided dice 2 times." The possible values for this results would be between 2 and 12 with an average of 7. There are some class restrictions on weapon damage types as well as different affects in combat if a weapon is flagged as SILVER or MAGICAL.

object setting definition suggested values
extra effects
@FLAG OBJ
weapons have different affects on opponents if they are flagged SILVER or MAGICAL, see Object flags explaine for more information n/a
wear flags
@OBJ WEAR
weapons must be wielded in order to be affective TAKE and WIELD
value 0
@VALUE
whether two hands are needed to wield weapon 0 = no, 1 = yes
value 1
@VALUE
number of times to "roll" the damage die, see balance matrix for more information 1..13
value 2
@VALUE
size of damage die to be "rolled", see balance matrix for more information 1..15
value 3
@VALUE
damage type
value damage type notes
2 whip usable by clerics
3 slash none
4 crush usable by clerics
5 crush usable by clerics
6 crush usable by clerics
7 pound usable by clerics
8 claw usable by clerics
9 bite usable by clerics
10 sting usable by clerics
11 pierce usable by thieves for backstab/parry
n/a

5.15.6 Treasure

Treasure objects can be anything ranging from gems, necklances, rings, bracelets, crowns, to books. Treasure objects an important part of the Nilgiri econonmy. Objects that are treasure have a corresponding value in gold coins and can be used as currency in settle all debts, public and private. Treasure objects can be magical, like a ring that reduces someone's armor class.

object setting definition suggested values
extra effects
@FLAG OBJ
just remember that magical items are typically flagged MAGIC n/a
wear flags
@OBJ WEAR
if the object can be worn, also include that location like NECK for necklaces TAKE and HOLD
value 0
@VALUE
value of object in gold coins, see balance matrix for more information 0..30000
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.7 Armor

Armor is what is worn to protect players and mobiles in combat. The purpose of armor is reduce the wear's armor class as low as possible. More to come...

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
armor is typically worn on a certain location of the body - be sure to include that location TAKE
value 0
@VALUE
AC-apply 0..15
value 1
@VALUE
condition unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.8 Potion

Potions are typically some manner of liquid container like a vial, flask, or bottle that contain a liquid that when consumed via the quaff command can cast up to three magical spells on the quaffer. Potions have no charge and like scrolls can only be used once. Potions can be used in rooms flagged as SILENCE because they have no verbal component for use. Potions can be used by an class regardless of class of spell to be used.
object setting definition suggested values
extra effects
@FLAG OBJ
potions are magical objects and are generaly flagged as such MAGIC
wear flags
@OBJ WEAR
potions can be used via the quaff command but when blind, only potions that are currently held can be quaffed TAKE and HOLD
value 0
@VALUE
level at which the spells are to be cast 0..30
value 1
@VALUE
spell number of the first spell to be cast, consult the snumber command for the spell number and if it can be used on potions n/a
value 2
@VALUE
spell number of the second spell to be cast, consult the snumber command for the spell number and if it can be used on potions n/a
value 3
@VALUE
spell number of the third spell to be cast, consult the snumber command for the spell number and if it can be used on potions n/a

5.15.9 Worn

Objects of type worn are typically used for items of clothing or accessories that do no provide any armor protection and are not treasure.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
TAKE
value 0
@VALUE
unused unused
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.10 Other

A generic object type that can be used for objects that do not fit into any of the other types and are typically non-functional. For example: tables, chairs, rope, plants, etc.
object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
value 0
@VALUE
unused unused
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.11 Trash

I'm not too clear as to why we have objects of type other, and type trash. There really isn't any differece that I can see.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
value 0
@VALUE
unused unused
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.12 Container

Containers are typically things like bags, chests, sacks, used to carry other objects inside. Containers can be locked and have a key associated with them. Containers can be objects players pick up and use or than can be sationary like a cabinet, or a desk.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
do not include the TAKE flag if you do not want the container to be removed from the room, other containers like bags should have the TAKE and HOLD flags
value 0
@VALUE
size: how much weight the container can hold 0..999
value 1
@VALUE
bits: 0..63
value 2
@VALUE
lock type -1..30000
value 3
@VALUE
whether or not the object is a corpse (yes, corpses are containers) unused

5.15.13 Note

A note object is something that be written upon using a pen object. Notes can mailed to other players using the online mudmail system or posted onto bulletin boards. It is unknown whether or not you can write a note in a language other than common.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
notes typically have the TAKE and HOLD wear flags
value 0
@VALUE
language the note is written in 1..4
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.14 Liquid-container

Liquid containers are containers that are designed or happen to be filled with a liquid. Typical liquid containers are bottles, flasks, barrels, cups, fountains. These items can be drank from or used to fill other drink containerns.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
liquid containers typically have the TAKE and HOLD wear flags for things like mugs and bottle, but for fountains it wouldn't have any
value 0
@VALUE
maximum size of the contain, how much liquid can it hold, use -1 for bottomless but use very rarely for portable liquid containers -1..100
value 1
@VALUE
how much the drink container is currently holding, use -1 for bottomless but use very rarely for portable liquid containers -1..100
value 2
@VALUE
type of liquid in the container

Type Liguid Number Drunkness Fullness Thirst
water 0 0 1 10
beer 1 3 2 5
white wine 2 5 2 5
ale 3 2 2 5
dark ale 4 1 2 5
whiskey 5 6 1 4
lemonade 6 0 1 8
firebreather 7 10 0 0
local specialty 8 3 3 3
slime mold juice 9 0 4 -8
milk 10 0 3 6
tea 11 0 1 6
coffee 12 0 1 6
blood 13 0 2 -1
salt water 14 0 1 -2
vodka 15 7 1 5
red wine 16 5 2 5
green tea 17 0 1 6
mead 18 4 2 5
juice 19 0 2 8
nectar 20 0 3 7
stew 21 0 10 1
soup 22 0 7 3
cider 23 0 3 7
ginger ale 24 0 1 6
sasparilla 25 0 1 6
sludge 26 0 4 -8
mud 27 0 4 -2

0..27
value 3
@VALUE
unused unused

5.15.15 Key

Keys are used to open up locked items which can be wither doors or objects of type container. Keys have charges that increment the number of times they can be used. Once the key is out of charges it is no longer usable.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
keys typically have the TAKE and HOLD wear flags
value 0
@VALUE
unused (used to be the v-num of the key itself) unused
value 1
@VALUE
maximum number of charges they key can hold, use -1 for infinite charges -1..1000
value 2
@VALUE
number of charges remaining on the key, use -1 for infinite charges -1..1000
value 3
@VALUE
unused unused

5.15.16 Food

Players in the game have to eat in order to regen hitpoints and movement points. Food items can be anything from fruit, bread, meat, etc. Try to keep the fullness of the food item relative to its virtual size. Do not make a cracker have move fullness than a slab of ribs.

object setting definition suggested values
extra effects
@FLAG OBJ
most food items are ORGANIC ORGANIC
wear flags
@OBJ WEAR
keys typically have the TAKE and HOLD wear flags
value 0
@VALUE
fullness, how full it makes the player when eaten 0..24
value 1
@VALUE
unused unused
value 2
@VALUE
v-num of the object left behind after the food is consumed (rare, do not use without consultation) 0..99999
value 3
@VALUE
whether or not the food is poison, 0 = false, 1 = true 0..1

5.15.17 Money

Money is just a single object representation of a bunch of gold coins. When this object is picked up, the value of the money object is immediately added to the players carried gold and no "object" remains.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
money needs to have the TAKE flag in order to be obtained by a player
value 0
@VALUE
monetary value of the money in gold coins 0..5000
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.18 Pen

A pen object is used to write on a note object. Pens must be held in order to write with it. Pens are typically feather quills, ink pens, pencils, etc.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
pens need a TAKE and HOLD flag in order to be used
value 0
@VALUE
unused unused
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.19 Boat

A boat is an object a player can carry in the inventory that will provide them the ability to traverse over room sector water-noswim. Boats are objects like a canoe, skiff, raft, etc. They are typically very heavy.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
boats need a TAKE in order to be used
value 0
@VALUE
unused unused
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.20 Herb

Herbs are used by druids to create spell objects. There are two commands involving plants and herbs that are currently available to druids: prepare and apply. "Prepare" allows the druid to take a plant and with his/her druidic skills, utilize the plant as an herb. This herb can be either ingested or with the "apply" skill, allows the druid to use the herb on another player or themself.

In order to create herbs for druid use, you first need to create two objects. The first object is the plant. The second object is the herb the plant will turn into when it is "prepared".

object setting definition suggested values
extra effects
@FLAG OBJ
herbs are typically ORGANIC and MAGIC n/a
wear flags
@OBJ WEAR
herbs need a TAKE and HOLD flag in order to be used
value 0
@VALUE
application type? 0 = applied, 1 = applied or intgested (unknown what 3 does) 0..3
value 1
@VALUE
level the spell will be cast as 0..30
value 2
@VALUE
spell number of spell to be cast on the user, consult the snumber command to see if desired spell can be used on a herb 0..155
value 3
@VALUE
unused unused

5.15.21 Plant (incomplete implementation)

Plants grow out of the ground. Booya.

object setting definition suggested values
extra effects
@FLAG OBJ
plants are typically ORGANIC n/a
wear flags
@OBJ WEAR
plants need a TAKE and HOLD flag in order to be used
value 0
@VALUE
virtual number of the herb object this plant will turn into 0..99999
value 1
@VALUE
off season unused
value 2
@VALUE
condition, if 0 the plant will turn into a "dud" 0..3
value 3
@VALUE
unused unused

5.15.22 Teleport

Teleport objects are items that are used to transport the user from one location to another. The teleport object can be used to send the user to a specific location, a random location in the world, or a random location close by. Teleport objects are activated by commands with the object as the argument or target. For example: rub lamp. Once the command activates the teleport object, the user is teleported.

object setting definition suggested values
extra effects
@FLAG OBJ
teleport objects are typically MAGIC n/a
wear flags
@OBJ WEAR
depends on result affect of the object prior to and after being activated, see below
value 0
@VALUE
command number (social or otherwise) used to activate the teleport object, consult an implementor for the number of the command you wish to use 0..300
value 1
@VALUE
number of changes available, use -1 for infinite charnges -1..10
value 2
@VALUE
destination of the user when the teleport object is activated, use -2 for a random room down a joined room path upto 4 rooms away (not through closed doors), use -1 for a random teleport to a room in the world as specified by the mage spell "teleport with error" -2..99999
value 3
@VALUE
result of teleport object after usage
value effect
0 object must be equipped and will drop when used
1 object does not need to be equipped and will drop when used
2 object must be equipped and will not drop when used
3 object does not need to be equipped and will not drop when used
0..3

5.15.23 Lock_pick

Lockpicks are used by theives to pick locks using their pick locks skill. A thief cannot pick locks without a lock pick object held in their hands.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
lock picks need a TAKE and HOLD flag in order to be used
value 0
@VALUE
unused unused
value 1
@VALUE
unused unused
value 2
@VALUE
unused unused
value 3
@VALUE
unused unused

5.15.24 Ship

Ships are used to transport one or more players between two specified rooms in the world. This is very unique object and should used sparingly. Please consult an implementor before creating this object. Ships are not classical objects that can be picked up and worn. In fact, they don't really even exist as objects. A ship is like a moving room linking to a zone. Plus, it doesn't have to be a ship over water. It can be a cart moving down a road or trail. Only one ship for every ship v-number should in the game at any one time. This means don't load up 2 ships with the same v-number into the world.

The bulk of ship programming is done by defining the ACTION field of an object. Consult the description for the command @DESCRIBE ACTION on how to program a ship's behavior.

In the zone to make an exit to the ship, flag an exit IS-OBJECT and link the exit to the ship's v-number.

To make a window for people inside the ship to let people see what room the ship is in the world, flag an exit IS-WINDOW, link the exit to the ship's v-number, and name the exit to what you want to call your window.

object setting definition suggested values
extra effects
@FLAG OBJ
n/a n/a
wear flags
@OBJ WEAR
n/a n/a
value 0
@VALUE
virtual number of the room the player has to walk into to enter the ship 0..99999
value 1
@VALUE
ship movement type, consult the list of movement types available to mobiles using the @MOB MOVE and set using the movement number for the corresponding movement type 0..27
value 2
@VALUE
debug, set to 0 for no debugging or set this to 1 and if you oload the object it'll spit out the commands it is processing at the moment 0..1
value 3
@VALUE
unused unused

5.16 Apply modifiers

Apply modifiers are what most often makes an object "magical." An object can have up to three apply modifiers; apply0, apply1, and apply2. There are different apply modifiers available to enhance, or reduce a player's statistical ability such as chance to hit an opponent or how much maximum mana they can have. Apply modifiers only affect the player while they are wearing the object with the apply modifier. Once the object is removed, the apply modifier effect is gone. An apply modifier can be removed by setting the applyX to "none". Please use the balance matrix to determine how man apply modifiers are available for an object in a mobile level range.

Apply modifiers are set using the @CREATE APPLY command and then setting the value of the apply using the @OBJ MOD command for each desired apply modifier.

< O:14000 M:-1 R:14000 > @create apply0 hitroll
Ok.

< O:14000 M:-1 R:14000 > @obj mod0 2
Ok.

< O:14000 M:-1 R:14000 >

5.17 Apply modifiers explained

apply modifier effects value range
none setting an apply modifier to none will remove the apply modifer from the object N/A
strength added to the player's strength, minimum 3 and maximum 18, after 18 is reached then it addes (10 * &lft;apply modifier value>) additional strength attribute points up to 100 for positive or down to 0 for negative -10..3
dex added to the player's dexterity, minimum 3 and maximum 18 -10..3
int added to the player's intelligence, minimum 3 and maximum 18 -10..3
wis added to the player's wisdom, minimum 3 and maximum 18 -10..3
con added to the player's consitution, minimum 3 and maximum 18 -10..3
sex unused 0..0
class unused 0..0
level unused 0..0
age unused 0..0
char_weight unused? 0..0
char_height unused? 0..0
mana added to the player's maximum possible mana, the higher the number the better -100..50
max-hit added to the player's maximum possible hitpoints, this is not the same as current hitpoints, the higher the number the better -100..50
move added to the player's maximum movement points, the higher the number the better -100..50
gold unused 0..0
exp unused 0..0
armor added to the player's accumlative armor class rating, the lower armor adjustment the better -20..100
hitroll added to the player's accumlative hitroll which is added to a player's to hit roll attempt, the higher the damroll the better -10..6
damroll added to the player's accumlative damroll which is added to a player's melee attack damage dice, the higher the damroll the better -10..6
saving_para added to the saving throw against paralysis attacks?, the lower the number here the better -3..10
saving_rod added to the saving throw against rods?, the lower the number here the better -3..10
saving_petri added to the saving throw against petrification (flesh to stone), if the saving throw is made the player is not petrified, the lower the number here the better -3..10
saving_breath added to the saving throw against breath attacks, if the saving throw is made the player only takes half damage, the lower the number here the better -3..10
saving_spell added to the saving throw against aggressive spells to see if they take affect, in the case of damage causing spells, if the saving throw is made the player only takes half damage, the lower the number here the better -3..10
hitpoints added to the player's current hitpoints (not maximum), warning: this can kill a player this is set to a negative value and player's current hitpoints drops below -10 -100..50

5.18 Finding unused objects

Sometimes when creating large areas, the virtual number you left off at can become lost. You can find unused object virtual numbers with the @FIND command.

< O:-1 M:-1 R:14003 > @find object 14003
There are TODO: finish output here

< O:-1 M:-1 R:14002 > 

5.19 Executing commands across multiple objects

Use the @NUMBERS OBJECT command to execute a single command across multiple objects. This is useful when forgetting an action flag that needs to placed in all objects in a given section of your area. A command response will be returned for each command executed.

< O:-1 M:-1 R:14002 > @numbers object 14000 14003 @flag o magic
Ok...
Flag is SET.
Flag is SET.
Flag is SET.
Flag is SET.

< O:-1 M:-1 R:14002 > 

5.20 Saving your changes

Don't forget to save the objects after your work using the @SAVE OBJECT command. Saving the object file takes a while and uses a lot of system resources. Save often but not too often.

< O:-1 M:-1 R:14002 > @save object
Saving object index to file.

< O:-1 M:-1 R:14002 > 


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