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Building
Before Building
So you want to build on Chaos?
Before you try to build, you must meet some prerequisites.
• Have a Lv200 or higher character (The imms have to know you)
• Willing to finish an area
• Have some ideas for an area (nothing X-rated)
• If you don't know how to build, willing to learn
To get access to building
Get in touch with Dalkathas regarding building. If you are approved, you'll be assigned a vnum block. They will usually tell you what to do and who to get in touch with.
Be sure to read the Chaos builders' and OLC guide documents, even if you know how to build. They have the basics of building as well as specific details on eq stats, etc.
Other stuff
Most of the imms and players who can build don't mind getting asked questions about building. The details of building in this mud will be explained to you by the imm in charge.
Building Guidelines
Some Starting Hints
________________________________________
Plan out your area on paper before writing it out. Check the mud to see if that area is already in place or something similar. Map out your area, then place the mobs and items BEFORE you start writing the area. Think before you write. Read through this document, and try and figure it out. If you still need help, don't hesitate to ask IMMs online. Try and have yours as close to 100 rooms as you can, since we use 100 roomed slots. Let your imagination run wild and remember to place exits in the long description, including doors. While writing your area, have a previously written and debugged area nearby so you use it as a reference. Common editors used for basic area creation are Sirrak and Make Zones Fast <mzf> note that mzf sometimes leaves bugs in doors and you need to check them well. Sirrak runs the flag values together for example 1|2|4 would come out as 7 in sirrak. It is a little messy. Hopefully soon we will have an area editor of our own. Mob programs and room progs and extra flags not standard have to be added in a text editor. The .are file must be opened in a text editor and modified from there. Usually once its opened you cannot open again in mzf or sirrak though so be sure you are ready. Edit Pad and UltraEdit are some good text editors for making areas because you can have multiple files open at once, but most standard text editors will work.
• Tip: Avoid using tabs because the mud doesn't read them right.
• Tip: If you have an area that just isn't reporting errors and your 99.999% sure its correct and it still won't come up, save it in DOS and try again.
• Tip: DON'T RUSH. Take your time and make a descent area with good room descriptions and clean spelling. Use a spell check.
• Tip: If you don't know what you are doing try to make an area without mob programs at first until you learn better how to build. It makes for less bugs and problems.
________________________________________
Overview of Areas for Chaos
________________________________________
An area is one piece of the world. Each area is defined in a separate file. All of our area files have the extension '.are'. Areas are what make the game special, sure the gods help, but it is the areas. Please keep your areas original. Use good and proper english and try and spell check your area before sending it in. Remember the world is a magical one, where technology was not really developed. So please keep the machine guns, grenades, lasers, etc out.
Sections
________________________________________
An area file containes the following sections:
#AREADATA
#HELPS
#MOBILES
#OBJECTS
#ROOMS
#RESETS
#SHOPS
#
#S
An area is a collection of all the sections start with #AREADATA until the next #AREADATA. All of our area files contain just one #AREADATA section, which is at the top of the file.
Building - Mobiles Section
These are the mobs in your area. It is here that a lot of the character of your area comes out.
This is the most important section to those players who walk around with brief on. The syntax
of this section is:
#MOBILES
#<vnum:number>
<keywords:string>~
<short-description:string>~
<long-description:string>
~
<description:string>
~
<act-flags:number> <affected-flags:number> <alignment:number> S
<level:number> <hitroll:number> <armor:number> \
<hitnodice:number> d <hitsizedice:number> + <hitplus:number> \
<damnodice:number> d <damsizedice:number> + <damroll:number>
<gold:number> <bodyparts: 0 >
<position:number> <position:number> <sex:number>
#0
The 'vnum' is the virtual number of the mobile. It's unique.
The 'keywords' are words which can be used in commands to identify the mobile. Try not to
use names of existing players, they won't be able to log back on if there is a mob with the same
name. This entry ends with a tilde (~), there is no space before the tilde, it is immediatly attached
to the last keyword. Don't use color in your keywords !!!
The 'short-description' is the description used by the 'act' function and other functions to
identify the mobile. It's used in fight like:
The beastly fido <*> NUKES <*> you! <sh. desc: the beastly fido> It's also used in actions.
This entry ends with a tilde (~), there is no space before the tilde, it is immediatly attached to the
end of the short-description.
The 'long-description' is the description used when a character walks in the room and the
mob is visible. The long-description is followed by a tilde (~) on a new line.
The 'description' is the longest description. It is used when a character looks at the mobile.
The description is followed by a tilde (~) on a new line. If for whatever reason your mob has no
description (*sniff*) you still need to place the tilde (~).
The 'act-flags' define how the mobile acts.
ACT flags:
ACT_IS_NPC 1 /* Auto set for mobs */
ACT_SENTINEL 2 /* Stays in one room */
ACT_SCAVENGER 4 /* Picks up objects */
ACT_AGGRESSIVE 32 /* Attacks PC's */
ACT_STAY_AREA 64 /* Won't leave area */
ACT_WIMPY 128 /* Flees when hurt */
ACT_PET 256 /* Auto set for pets */
ACT_TRAIN 512 /* Can train PC's */
ACT_PRACTICE 1024 /* Can practice PC's */
ACT_ASSIST 4096 /* Mob has a higher assist chance*/
ACT_SHELTER 8192 /* Mob is Sheltered from stealing, blind and crit. */
ACT_REPAIR 16384 /* Blacksmiths */
ACT_NOSUMMON 65536 /* can't be summoned */
ACT_NOASSIST 131072 /* wont assist */
ACT_NOSCAN 262144 /* wont show up on scan */
ACT_NOSHOOT 524288 /* can't be shot */
Use 4096 on guards, bodyguards...
The 'affected-flags' define more attributes of the mobile.
Affected flags:
AFF_BLIND 1
AFF_INVISIBLE 2
AFF_DETECT_EVIL 4
AFF_DETECT_INVIS 8
AFF_DETECT_MAGIC 16
AFF_DETECT_HIDDEN 32
AFF_SANCTUARY 128
AFF_FAERIE_FIRE 256
AFF_INFRARED 512
AFF_CURSE 1024
AFF_REFUGE 2048
AFF_POISON 4096
AFF_PROTECT 8192
AFF_SNEAK 32768
AFF_HIDE 65536
AFF_SLEEP 131072
AFF_CHARM 262144
AFF_FLYING 524288
AFF_PASS_DOOR 1048576
AFF_STUN 2097152
AFF_SUMMONED 4194304
AFF_MUTE 8388608
AFF_WATERBREATHING 16777216
AFF_CHAMELEON 33554432
AFF_DETECT_CHAMELEON 67108864
AFF_HASTE 134217728
AFF_ENTANGLE 268435456
AFF_DETECT_GOOD 536870912
AFF_DETECT_DOOR 1073741824 *Need this to see hidden doors*/
The 'ALIGNMENT' of the mobile ranges from -1000 to +1000. Keep in mind that certain
spells ('protection' and 'dispel evil') give characters fighting evil monsters an advantage, and that
experience earned is influenced by alignment.
The literal letter 'S' must be present after the alignment. In the original Diku mob format, 'S'
stands for simple. Merc supports only simple mobs, so the 'S' is redundant. It is retained not
only for compatibility with the Diku format, but also because it helps the server report errors
more accurately.
The 'LEVEL' is a number from 1 to 999.
ARMOR CLASS, DAMROLL, and HIT ROLL number are now automatically asigned by
the mud itself. If you leave them as 0's the mud will add the correct values for you.
HITPOINTS FOR MOBILES:
===================
0d0+0 is what most area editors put in as default for hps. They leave it blank but thats ok coz
that is what we use. To make a mob have more or less hps for its level u can adjust the last
number accordingly.
ex.
0d0+5 would make a mob with more hps than usual
or
0d0+1
ect...
ex.
0d0-5 would make a mob with less hps than usual
or
0d0-2
ect...
The 'GOLD' is the among of money the mob will carry. You can be assured this will be
looked at very carefully before opening your area. We try to keep money relative low so we
don't have to keep inventing ways to reduce money in your accounts (like outrageously
expensive repair systems). Also PLEASE don't give money to animals like dogs, cats, bears and
such, neither to man-eating plants (nor woman-eating plants).
The 'BODYPARTS' section is used to determine which body parts can be chopped off
of a mob. This helps to prevent arms from being chopped off of a snake and the like.
The values for this position are:
BODY_NONE 0
BODY_ALL 1
BODY_ARM 2
BODY_LEG 4
BODY_HEAD 8
BODY_TENTACLE 16
BODY_TAIL 32
BODY_FIN 64
BODY_WING 128
BODY_CLAW 256
BODY_HORN 512
BODY_ANTENNA 1024
BODY_HEART 2048
BODY_PETAL 4096
BODY_LEAF 8192
Put a 0 for 'position' and 'position', these values are not read by the Mud.
SEX:
NEUTRAL 0
MALE 1
FEMALE 2
As an example, I will use a mob that is in the githzerai castle.
#15012
githzerai trainee~
A githzerai trainee~
A githzerai is here training in the art of death.
~
This githzerai is covered in scratches. He obviously doesn't want to end up
like the blood stains on the ground. He stands on guard waiting for you to
make your first move.
~
1|2|64 4|32|512 -1000 S
41 0 0 0d0+0 0d0+0
10000 0
8 8 1
A last word on mobs. Since we don't read the experience from file, we
calculated it when they are loaded. The xp's will be computed on the level,
hp's, damroll, hitroll. Also, depending on objects carried by the mob, we
increase or decrease some fields like hp, armor, etc. If you give a great
item to your mob, these stats will grow up like the applies on object are
numerous and hot. Ex: a mob with an amulet of walk, with an APPLY_MOVE of
250, will see his hp increase by level*250. We use this to make eq harder
to get.
The last mob in your area needs to end with a '#0' on a new line.
Areadata Section
The #Areadata Section
________________________________________
The syntax of this section is:
#AREADATA
Name {<level range>} <builder name> <area name>~
Builders <builder name>~
VNUMs <lowest vnum> <highest vnum>
Recall 3001
Security 2
Levels <minimum area list level> <maximum area list level>
Repop <message>~
Norecall <message>~
Sname <short name of area>~
End
Name:
The <level range> is a suggested level range for players. <builder name> is the name of the person building the area. <area name> is the name of your area which will be displayed in the area list. You have to end this entry with a tilde (~), there is no space before the tilde it appends directly to you area name.
Builders:
Originally this was used for olc but since we don't have olc yet its usually used for putting in the name of the builder who worked on the area. Especially if it is an area you are converted which was done by someone else originally. You would keep the original creator's name in the Name: section and put your own under builder. This section is optional.
VNUMs:
Here you enter the lowest vnum and the highest vnum of your area separated by a space. These are used for the arealist command so imms can see what areas are located where.
Recall:
Put the number of the room you want people to end up at when they void or quit out at a no_save spot here. Common places are 1400 which is twilight and 3100 which midgaard. You could use other locations but PLEASE no aggro or dangerous ones. Hometown recall rooms are suggested.
Security:
2, this ensures that when the area gets loaded for imms to check out before it gets linked that nobody can steed or teleport in here. Whoever links the area will change this value to 1 later.
LEVELS:
These two levels represent the constraints that are used to show areas when a player types in "areas <level". The level they type in is compared to the two levels and if it falls in between them the area is displayed.
Repop:
This is an optional message that will appear only in your area. If you want to use the default repop message then omit this section.
Norecall:
This is an optional norecall message that will appear only in your area. If you want to use the default norecall message then omit this section.
Sname:
For the spell sense object, also used in random items generated. When someone uses the spell this is the information it will show. Just the short name of the area. Example: Sname Midgaard~
End:
This marks the end of this section. Please add 4 empty lines before the proceeding to the next section, it makes the area more readable.
Example:
#AREADATA
Name { 70 80} Chao Yadda Yadda~
Builders Chao~
VNUMs 10900 10999
Recall 3001
Security 2
LEVELS 70 70
Repop Doh its going to repop!~
Norecall Crap you can't recall!~
sname Yadda Yadda~
End
Building - Objects Section
These are the items that the people who journey through you area will keep
and use, it is best to think up good descriptions for them. Remember to balance
these items with those that already exist. The syntax of this section is:
#OBJECTS
#<vnum:number>
<keywords:string>~
<short-description:string>~
<long-description:string>~
~
<item-type:number> <extra-flags:number> <wear-flags:number>
<value-0:number> <value-1:number> <value-2:number> <value-3:number>
<weight:number> <cost:number> <level-lock:number>
F <anti-class:number>
R <anti-race:number>
E
<keyword:string>~
<description:string>
~
A
<apply-type:number> <apply-value:number>
#0
The 'VNUM' is the virtual number of the object.
________________________________________
The 'KEYWORDS' are words which can be used in commands to identify the object.
Don't use color here !!!
________________________________________
The 'SHORT-DESCRIPTION' is the description used by the 'act' function and
other functions to identify the object. The first character of the short-
description should be lower case, because this description is used in the
middle of sentences. The short-description is followed by a tilde (~), there
is no space before the tilde, it is attached immediatly to the short-desc.
________________________________________
The 'LONG-DESCRIPTION' is the description used when a character walks in the
room and the object is visible lying on the floor. The long-description is
followed by a tilde (~), there is no space before the tilde, it is attached
immediatly to the long-description.
This is followed by a tilde (~) on its own on an empty new line.
________________________________________
The 'ITEM-TYPE' is the type of the item.
Item types:
ITEM_OTHER 0 - use it for components -
ITEM_LIGHT 1
ITEM_SCROLL 2
ITEM_WAND 3
ITEM_STAFF 4
ITEM_WEAPON 5
ITEM_TREASURE 8
ITEM_ARMOR 9
ITEM_POTION 10
ITEM_FURNITURE 12
ITEM_TRASH 13
ITEM_CONTAINER 15
ITEM_DRINK_CON 17
ITEM_KEY 18
ITEM_FOOD 19
ITEM_MONEY 20
ITEM_BOAT 22
ITEM_CORPSE_NPC 23
ITEM_FOUNTAIN 25
ITEM_PILL 26
ITEM_PORTAL 27
ITEM_LADDER 29
ITEM_BOW 31
________________________________________
The 'extra-flags' describe more attributes of the object.
Extra flags:
ITEM_GLOW 1
ITEM_OWNER 2
ITEM_DARK 4
ITEM_LOCK 8
ITEM_HIDDEN 16
ITEM_INVIS 32
ITEM_MAGIC 64
ITEM_NODROP 128
ITEM_BLESS 256
ITEM_ANTI_GOOD 512
ITEM_ANTI_EVIL 1024
ITEM_ANTI_NEUTRAL 2048
ITEM_NOREMOVE 4096
ITEM_INVENTORY 8192
ITEM_TRAPPED 32768
ITEM_LORD 65536
ITEM_BURNPROOF 131072
ITEM_ACIDPROOF 262144
ITEM_FROSTPROOF 524288
ITEM_LIGHTPROOF 1048576
ITEM_BLANK 2097152
ITEM_NODEFLAG 4194304
ITEM_WARD 268435456
ITEM_NO_SELL 536870912
ITEM_OILED 1073741824
If you set a portal to be ANTI_RACE or ANTI_CLASS, then that race or class can
not pass through that portal.
________________________________________
The 'WEAR-FLAGS' describe whether the item can be picked up, and if so, what
bodily locations can wear it. The 'TAKE' (1) flag is VERY important, most items
need it !!! However if you create signs, altars, or other large and heavy stuff
you might not want player to pick it up, in this case don't set flag '1' :)
Wear flags:
ITEM_TAKE 1
ITEM_WEAR_FINGER 2
ITEM_WEAR_NECK 4
ITEM_WEAR_BODY 8
ITEM_WEAR_HEAD 16
ITEM_WEAR_LEGS 32
ITEM_WEAR_FEET 64
ITEM_WEAR_HANDS 128
ITEM_WEAR_ARMS 256
ITEM_WEAR_SHIELD 512
ITEM_WEAR_ABOUT 1024
ITEM_WEAR_WAIST 2048
ITEM_WEAR_WRIST 4096
ITEM_WIELD 8192
ITEM_HOLD 16384
ITEM_WEAR_EAR 32768
ITEM_WEAR_EYES 65536
ITEM_WEAR_MAIN_GAUCHE 131072
If your objects is not a chest or a fountain, or something untakable, set
the ITEM_TAKE. If it's not set, nobody can take it <grin>.
The interpretation of the four 'value' numbers depends upon the type of the
object. Interpretations are given below.
________________________________________
The 'WEIGHT' of the object is just that.
________________________________________
The 'COST' is the... cost!. Don't make item too expensive, because shop-
keepers can't affort expensive items. Cost must be set for a shopkeeper to
sell that item.
________________________________________
The "LEVEL-LOCK" is used to force an item to load at that level. If a 0 is
placed here the item will load at the normal level while anyother number forces
that item to load at the specified level.
________________________________________
The 'F' section is our new anti-class flag section. The old anti-class flags
work but these are better. Try not to use the old flags and if you see any eq
with the old flags please update them to the new ones. If you leave this section
out it defaults to everyone being able to use the item.
The 'R' section is for anti-race flags.
ANTI THIEF 1
ANTI WARRIOR 2
ANTI MAGE 4
ANTI CLERIC 8
ANTI PSI 16
ANTI MONK 32
ANTI ASSASSIN 64
ANTI NECRO 128
ANTI RANGER 256
ANTI KNIGHT 512
ANTI WARLOCK 1024
ANTI BARD 2048
ANTI DRUID 4096
ANTI TEMPLAR 8192
ANTI SHAPCHAGER 16384
ANTI SHADE 32768
ANTI SAMURAI 65536
ANTI ABBOT 131072
ANTI SNEAK 262144
ANTI_NONE 0
ANTI_HUMAN 1
ANTI_DWARF 2
ANTI_ELF 4
ANTI_MINOTAUR 8
ANTI_MUTANT 16
ANTI_DEMON 32
ANTI_GIANT 64
ANTI_MERFOLK 128
ANTI_DROW 256
ANTI_SHADOW 512
ANTI_VAMPIRE 1024
ANTI_GNOME 2048
ANTI_TROLL 4096
ANTI_KRISTALLYN 8192
ANTI_HALFLING 16384
ANTI_ANGEL 32768
The optional 'E' sections and 'A' sections come after the main data. An 'E'
section ('extra description') contains a keyword-list, followed by a tilde (~)
(there is no space before the tilde, it is attached immediately to the last
keyword), and a string associated with those keywords, which is followed by
a tilde on a new line (NOTE: If there is no E section on an object you don't
write this tilde !!!). This description string is used when a character looks
at a word on the keyword list, ie a gem on a sceptre would be:
E
gem~
A small glowing red gem pulsates silently on the tip of the sceptre.
~
This allows for an added dimension in your objects. I suggest you put extra
descriptions on your important objects that have items of note on them. An 'A'
section ('apply') contains an apply-type and an apply-value. When a character
uses this object as equipment (holds, wields, or wears it), then the value of
'apply-value' is added to the character attribute identified by 'apply-type'.
An object may have an unlimited number of 'E' and 'A' sections.
USE THE APPLY GUIDE FARTHER BELOW TO SET ITEMS, and remember, they is no
need to design weapons for players, they cannot wield them. Feel free
to make weapons more pwerful if you want to make your mob stronger, but
don't go overboard.
Apply types:
APPLY_NONE 0
APPLY_STR 1
APPLY_DEX 2
APPLY_INT 3
APPLY_WIS 4
APPLY_CON 5
APPLY_LUCK 6
APPLY_CLASS 7
APPLY_LEVEL 8
APPLY_AGE 9
APPLY_HEIGHT 10
APPLY_WEIGHT 11
APPLY_MANA 12
APPLY_HIT 13
APPLY_MOVE 14
APPLY_GOLD 15
APPLY_EXP 16
APPLY_AC 17
APPLY_HITROLL 18
APPLY_DAMROLL 19
APPLY_SAVING_PARA 20
APPLY_SAVING_ROD 21
APPLY_SAVING_PETRI 22
APPLY_SAVING_BREATH 23
APPLY_SAVING_SPELL 24
APPLY_SPELL 25
To assign a spell affect to an object you need to use its slot number.
They are listed below (somewhere).
Example:
A
25 56
This would put the permanent affect 'fly' on an object.
The following is a guide of how to set items. Use it like LAW.
APPLY TYPE MAX TO BE SET NUMBER OF PTS
Damroll 10 1 dam = 10 points
Extra Dmg 10 1 dam = 20 points
Hitroll 10 1 hitroll = 5 points
Extra Hitroll 10 1 hitroll = 10 points
Hit Points 300 1 hitpoint = 1 point
Extra HP 200 1 hitpoint = 2 points
Mana 300 1 mana = 1 point
Extra Mana 200 1 mana = 2 points
Move 300 1 move = 1 point
Extra Move 200 1 move = 2 points
Saves 20 1 save vrs = 5 points
Stats 10 1 + to stat = 4 points
Luck 1 1 luck = 20 points <use very rarely>
Ac 20 1 ac = 2 points
Extra Ac 20 1 ac = 4 points
Skills/Spells
2 per area max
no dual class spells
no spells on items under 100 except occasional
detect spells
item gets a magic flag
Extra Damage and Hitroll
250+ can use 11 dam
300+ can use 12 dam
350+ can use 13 dam
400+ can use 14 dam
450+ can use 15 dam
500+ can use 16 dam
550+ can use 17 dam
600+ can use 18 dam
650+ can use 19 dam
700+ can use 20 dam
1 max for an ac-type spell.
2 max for a detect-type spell
Offhand - twice the number of points of normal item.
Negatives - negatives may be used but the ammount of points
they return for use are halved. Such as: -100 mana = +50 hps.
ARMOR CLASS
Armor Types:
~~~~~~~~~~~~
Heavy Armor: Plate Mail, Chain Mail, Banded Mail, etc
Esoteric Armor: Rainbow Armour, Seaweed, etc
Medium Armor: Studded Armor, Hard leather, etc
Light Armor: Hides, soft leather, etc
SUGGESTED <but not anal> AC TABLES
Heavy armor Medium armor Light Robes/Clothing
Esoteric armor Heavy robes Light Armor
1 1 1 1 1 1
5 2 5 2 5 2
10 3 10 3 10 3
15 4 15 4 15 3
20 5 20 5 20 4
25 6 25 5 25 5
30 7 30 6 30 6
35 8 35 7 35 6
40 9 40 8 40 7
45 10 45 9 45 8
50 11 50 10 50 9
55 12 55 10 55 9
60 13 60 11 60 10
65 14 65 12 65 11
70 15 70 13 70 12
75 16 75 14 75 12
80 17 80 15 80 13
85 18 85 15 85 14
90 19 90 16 90 15
95 20 95 17 95 15
100 21 100 18 100 16
105 22 105 19 105 17
110 23 110 20 110 18
115 24 115 20 115 18
120 25 120 21 120 19
125 26 125 22 125 20
130 27 130 23 130 21
135 28 135 24 135 21
140 29 140 25 140 22
145 30 145 25 145 23
150 31 150 26 150 24
155 32 155 27 155 24
160 33 160 28 160 25
165 34 165 29 165 26
170 35 170 30 170 27
175 36 175 30 175 27
180 37 180 31 180 28
185 38 185 32 185 29
190 39 190 33 190 30
195 40 195 34 195 30
220 41 220 35 220 31
240 42 240 36 240 32
260 43 260 37 260 33
280 44 280 38 280 34
300 45 300 39 300 35
320 46 320 40 320 36
340 47 340 41 340 37
360 48 360 42 360 38
380 49 380 43 380 39
400 50 400 44 400 40
420 51 420 45 420 41
440 52 440 46 440 42
460 53 460 47 460 43
480 54 480 48 480 44
499 55 499 49 499 45
Meaning of Value Numbers by Item Type
-------------------------------------
In the values below, 'sn' is a spell, indexed by slot number. A zero or
negative sn means 'no spell'. Where you see 'unused' just put a zero in
that position, ie for trash the four values would look like this: 0 0 0 0
01 ITEM_LIGHT
value[0] unused
value[1] unused
value[2] hours of light available, 0 is dead, -1 is infinite
value[3] unused
02 ITEM_SCROLL
value[0] level
value[1] sn 1
value[2] sn 2
value[3] sn 3
03 ITEM_WAND
value[0] level
value[1] max charges
value[2] current charges
value[3] sn
04 ITEM_STAFF
value[0] level
value[1] max charges
value[2] current charges
value[3] sn
05 ITEM_WEAPON
value[0] unused
value[1] unused
value[2] unused
value[3] weapon type:
00 hit
01 slice
02 stab
03 slash
04 whip
05 claw
06 blast
07 pound
08 crush
09 grep
10 bite
11 pierce
12 suction
13 whack
14 chop
15 hack
16 smash
17 cleave
18 cut
19 bludgeon
20 tailslap
21 -=eXpLoSiOn=-
22 song
23 sting
24 whap
25 <flames>
08 ITEM_TREASURE
value[0] unused
value[1] unused
value[2] unused
value[3] unused
09 ITEM_ARMOR
value[0] The value of the armor. (normally from 0 <bad> to 40 <great>)
value[1] unused
value[2] unused
value[3] unused
10 ITEM_POTION
value[0] level
value[1] sn 1
value[2] sn 2
value[3] sn 3
12 ITEM_FURNITURE
value[0] join with vnum
value[1] join to form vnum
value[2] unused
value[3] unused
13 ITEM_TRASH
value[0] join with vnum
value[1] joint to form vnum
value[2] unused
value[3] unused
JOIN = You may use the "JOIN" command to combine two items
to form another. Value0 tells the vnum of the item
you will join with to form a new item and Value1 tells
the vnum of the item which will be formed.
15 ITEM_CONTAINER
value[0] weight capacity
value[1] flags: 1 closeable, 2 pickproof, 4 closed, 8 locked 15 makes a locked, pickproof ,closed
value[2] key vnum
value[3] unused
17 ITEM_DRINK_CON
value[0] capacity
value[1] current quantity
value[2] liquid type (see chart below)
value[3] if non-zero, drink is poisoned
18 ITEM_KEY
value[0] key duration in uses(0 is infinite)
value[1] unused
value[2] unused
value[3] unused
19 ITEM_FOOD
value[0] hours of food value
value[1] unused
value[2] unused
value[3] if non-zero, food is poisoned
20 ITEM_MONEY
value[0] value in gold pieces
value[1] unused
value[2] unused
value[3] unused
22 ITEM_BOAT
value[0] unused
value[1] unused
value[2] unused
value[3] unused
23 ITEM_CORPSE_NPC
value[0] unused
value[1] unused
value[2] unused
value[3] unused
25 ITEM_FOUNTAIN
value[0] liquid type (see chart below)
value[1] poisoned (0=no poison, 1=poison)
value[2] unused
value[3] unused
26 ITEM_PILL
value[0] level
value[1] sn 1
value[2] sn 2
value[3] sn 3
27 ITEM_PORTAL
value[0] Vnum of Room Destination
value[1] timer (-1=infinite, anything else is duration in ticks)
value[2] unused
value[3] unused
LIQUID CHART
0 water
1 beer
2 wine
3 champagne
4 dark ale
5 whisky
6 lemonade
7 firebreather
8 vodka
9 slime mold juice
10 milk
11 tea
12 coffee
13 blood
14 salt water
15 cola
Once again I will use an item from the githzerai castle as an example
#15010
black control staff~
Black staff of control~
A black staff that is neither wood or rock stands here.~
~
4 64 16385
47 25 25 7
2 0 0
A
24 -5
A
25 1
WARNING: Don't ever use 2 tilde (~) on new lines after the long-description
of an object. This would create an empty line after the object and mess the
donation room up dramatically.
Remember, you can use previously defined items. So if you don't wish to make
a bunch of useless and repetitive swords, use some that have be declared already.
If you do this, please inform Chao.
Read the note at the end of Mobile section about re-calculation of stats with
object.
The #OBJECTS section ends with a '#0' on a new line.
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