Objects  ... Overview

 


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.

Each object is laid out like this:

#<Virtual Number >
<Alias List>~
<Short Description >~
<Room Description>~
~

<type> <min lvl> <anti- class flags> <obj flags> < wear flags>
<Object value list > {6 values}
<weight> <Value> <rent>
E
<extra description alias list>~
Extra description.
~
[<Applies "A">] {0-4 possible}
[<Affection "B" >] {0-1 possible}

Virtual Number (VNUM)
The obj's vnum starts with the zone number and ends with a unique number. Objectss are listed in theobj file in order. So ... for zone #99,  the first object is #9900, the second is #9901, etc. (See sample obj file)

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Alias List
 
list of keywords, separated by spaces, used to interact with the object, as in
"put <alias> in backpack". Example:

        sword weapon~  

 

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make sure the spelling matches the room description.
don't put "a" or "an" or "the" in the alias list
Be careful with what you set as the first of the aliases as that sometimes show up alone when handling the object.

 

 

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Short Description

This is the description that the mud uses when something happens to the object (e.g. you drop it).   It should end with a ~

Example:
 
             the leather backpack~
     the teardrop necklace~

 

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Room Description
This is the "room description" of the mob. It should end with a period
and be followed by a ~ ON THE NEXT LINE.

images/WB00773_.gif (624 bytes) DO NOT use "is here" in any way shape or form. You will be asked to rewrite your object if you do. "The golden crown is lying here." is incredibly boring, tells you nothing of interest about the item, and adds a touch of sloppy writing to your zone.  Use instead something like "The golden crown sits in a corner, radiating an aura of power."

A discrete use of color can add some excitement, and can make an object look like a mob and vice versa.

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Extra Description

When a player looks at your object, this is what they see.

General rules:

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Three lines minimum.
Required for every object for all new zones.
Show details about the object such as its size, age, condition.  You can use this to hint at its history and value.
Follow the extra description with a tilde (~) ON A SEPARATE LINE.

 

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Type

1 Light Allows players to see in a room
2 Scroll Cast spell device affects target (1 use)
3 Wand Cast spell device affects target (multiple uses)
4 Staff Cast spell device affects all in room but caster
5 Weapon Wielded or held (If dual skill) melee damage dealer
6 Fireweapon Not yet implemented: non-melee damage dealer
7 Missile Not yet implemented: non-melee damage dealer
8 Treasure Valuable Item that can be sold for money
9 Armor Equipped item that adds to Armor Class
10 Potion Cast spell device affects caster (1 use)
11 Worn Mostly useless item that only gains from applies
12 Other Mostly useless item that only gains from applies
13 Trash Mostly useless item that only gains from applies
14 Trap Not yet implemented
15 Container Holds stuff in it
16 Note Something that can have writing on it
17 Drinkcon Holds drinkable fluids as defined in values section
18 Key Used for opening locks on this mud
19 Food Eatable item ending hunger
20 Money When picked upturns in to gold pieces in score
21 Pen Used for writing information on a note
22 Boat Used for moving on water (swimable and non-swimable)
23 Fountain Non-moving large drink container
24 Bomb Not yet implemented: exploding area effect damage
25 Rawfood Not yet implemented
26 Portal Entry moves player to another room

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Min Lvl (minimum level)

This is the minimum level a character can get/equip/use the item. It
prevents a first level from having a major nasty weapon, for example,
and spreads out the equipment throughout the different level groups.

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Anti Class Flags

The anti-class flags list which classes DO NOT get to use the item for equipment.

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don't give clerics (or monks or druids) backstab weapons
dont give Cavaliers and Knights wands, staffs, spells

 

Code

Class

Code

Class

Code

Class

a Magic-User g Bard l Ranger
b Cleric h Knight m Illusionist
c Thief i Wizard n Paladin
d Warrior j Druid o Mariner
e Psionicist k Assassin p Cavalier
f Monk s Ninja

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Object Flags

Many of these flags are strictly "for show".  Some have not been implemented.  These have been colored yellow.

a Glow You can see it in the dark. (GLOWING)
b Hum effect only (HUMMING)
c Dark effect only (DARK)
d Lock effect only (LOCK)
e Evil adds 3d6 to damage when fighting a good-aligned character
f Invisible makes object invisible
g Magic (MAGIC)
h Nodrop (cursed) not able to remove from inventory
i Bless adds 3d6 to damage when fighting an evil-aligned character
j AG (anti-good) not usable by good align people
k AE (anti-evil) not usable by evil align people
l AN (anti- neutral) not usable by neutral align people
m Norent doesn't save
n Nodonate can't donate the item
o Noinvis not allowed to cast invis on
p Hidden Hidden in room or in corpse
q Broken Item is broken
r Chaotic Not Implemented: Vampiric damage
s Arena special item for arena only
t Donated DONATED ITEM/can't be sold
u Flame Flaming weapon: +3d6 dam if target not save
v Nolocate Not Implemented: Can't locate object by spell
w Nobreak Not Implemented: Can't break
x Noremove Not Implemented: Can't remove from wear
y quest Item is quest equipment
z Nosweep Item won't be touched by the sweeper in the zone reset process

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Wear Flags

This is pretty self explanatory, except for take and wield and hold ...

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Anything that can be wielded can also be held, whether that is specifically coded or not.
Any item which is to be worn MUST have TAKE as well as any other flags.  If you can't TAKE the item, you can't wear it ...
Any item which has another wear position must not be able to be held as well, whether it makes sense for the mob to be able to hold it or not.
Items can have more than one wear location, but be aware that it is very hard to balance out a item that can be used in several slots.

 

a take ** Allows the item to be picked up (NEED)
b Finger Rings, finger cap, sting, fingernail
c Neck Necklaces, capes, charms
d Body Breastplates, hauberks, shirt
e Head Helmet, cap, hat, eye-patch, crown, glasses
f Legs Greaves, pants, skirts
g Feet Shoes, boots, sandals
h Hands Gloves, gauntlets, mitts, cestus
i Arms Vambraces, sleeves, arm rings, bands,tattoos
j Shield Shield (viking, round, kite, buckler,heater)
k About Body Cloak, coat, backpack, auras, circling stones
l Waist Girdle, belt, loincloth
m Wrist Bracelet, charm, bracer, buckler, wristlet
n Wield Weapon
o Hold Anything
p Throw Not implemented
q Wield_2H Implemented. Need hold to work.


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Object Values {6 values}

Each type of object has 6 possible values which further define it.  You must code all 6.  Leave no blanks.  If there is nothing defined yet for that value for that object type, code a 0.

For example, object type 1 is a light source.  The third value is the number of hours (tics) the light may be used.  The runic scepter from Gigantia is good for 150 ticks.  Here is the code that makes the scepter possible:

#7503
runic scepter stick~
a runic scepter~
A long thin stick covered in strange designs of another language.~
~
1 40 l ag ao
0 0 150 0 0 0
3 1000 0
A
18 2
A
19 2

(- = Not used at this time):
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Light (1)

Value Meaning
1  
2  
3 Number of hours the light can be used for. Zero hours means that the light has gone out. A negative number will create an eternal light source.
4  
5  
6  


Scroll (2)

Value Meaning
1 Level of the spell on the scroll.
2 Which spell
3 Which spell  or -1 if unused.
4 Which spell or -1 if unused.
5  
6  

 

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Wand (3)

Value Meaning
1 Level of spell in wand.
2 Max Charges (1..X)
3 Charges Left
4 Which spell in wand (see list somewhere around the end of file)
5  
6  

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Staff (4)

Value Meaning
1 Level of spell in staff.
2 Max Charges (1..X)
3 Charges Left
4 Which spell in staff
5  
6  


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Weapon (5)

Value Meaning
1 Minimum level to use
2 Number of dice to roll for damage
3 Size of dice to roll for damage
4 The weapon type.  New types can be added as needed.
Number

type

Message
2 Slash whip/whips
3 Slash slash/slashes
6 Bludgeon crush/crushes
7 Bludgeon pound/pounds
8 Blast blast/blasts   
11 Pierce pierce/pierces
12 Pierce no backstab pierce/pierces
5  
6  

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Fireweapon (6)

Value Meaning
1 Minimum level to use
2  
3  
4  
5  
6  

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Missile (7)

Value Meaning
1 Minimum level to use
2  
3  
4  
5  
6  


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Treasure (8)

Value Meaning
1  
2  
3  
4  
5  
6  


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Armor (9)

Value Meaning
1 The effective AC. >0 enhances the armor class. <0 reduces the
the armor class (cursed armor for example).
2 Minimum level to use
3  
4  
5  
6  

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Potion (10)

Value Meaning
1 Level of the spell in the potion
2 The values(2-4) are three (or fewer) different spells, mixed in the potion.
Unused spells should be set to -1.  Example:
                                  30 27 17 -1 0 0
(Level 30 potion of harm and curse.)
3
4
5  
6  


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Worn (11)

Value Meaning
1 Minimum level to use
2  
3  
4  
5  
6  

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Other (12)

Value Meaning
1 Minimum level to use
2  
3  
4  
5  
6  

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Trash (13)

Value Meaning
1  
2  
3  
4  
5  
6  


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Trap (14) - Not in use

Value Meaning
1  
2  
3  
4  
5  
6  


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Container (15)

Value Meaning
1 Maximum weight the container can contain (max includes own weight/Eg).
2 Container flags (Bitvector) (starting position):
STATE letter Notes
Closeable a  
Pickproof b  
Closed c  
Locked d  
Trap e Not in use
3 The item-number of the object which can open the object. -1 means no lockability.
4 Internal use for Corpses that must "rot"
5  
6  

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Note (16)

Value Meaning
1 Tongue (language of writing). Not yet used.
2  
3  
4  
5  
6  


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Drink Container (17)

Value Meaning
1 Maximum drink-units the drink-container can contain.
2 Number of drink-units that are left in the container.
3 The type of liquid in the drink-container, one of:
Type code Drunkness Fullness Thirst
Water 0 0 1 10
Beer 1 3 2 5
Wine 2 5 2 5
Ale 3 2 2 5
Darkale 4 1 2 5
Whisky 5 6 1 4
Lemonade 6 0 1 8
Firebrt 7 10 0 0
Localspc 8 3 3 3
Slime 9 0 4 -8
Milk 10 0 3 6
Tea 11 0 1 6
Coffe 12 0 1 6
Blood 13 0 2 -1
Saltwater 14 0 1 -2
Clearwater 15 0 0 13
Champagne 16  



The above values for drunkness/fullness/thirst are used per four "units" drunk. The values are expressed in game HOURS!
Example:
Dragon empties a bottle (say 7 units) of saltwater.
His Drunkness is not changed ((7/4)*0)
His Fullness increases by ((7/4)*1) hours
His Thirst increases by ((7/4)*-2) hours, thus making him more thirsty.

The hours above are numbers between 0 and 24. 24 hours is maximum for drunkness/fullness/thirst. When hours are zero for any drunkness/fullness/thirst the person will be sober, hungry, or thirsty respectively.

4 if this value is non-zero, then the drink is poisoned.
5  
6  

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Key (18)

Value Meaning
1 The key-type. This value must match the lock-type the door
that the key can open.
2  
3  
4  
5 USED BY SYSTEM (count down timer till gone)
6 Time out in Zone ticks (Clock minutes) Needs to be >10,
SHOULD BE twice the zone rest time to 255


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Food (19)

Value Meaning
1 The number of hours, that this food will fill the stomach
2  
3  
4 If this value is non-zero, the food is poisoned.
5  
6  


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Money (20)

Value Meaning
1 The number of gold coins "in the pile of coins".
2  
3  
4  
5  
6  


Pen (21)

Value Meaning
1  
2  
3  
4  
5  
6  


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Boat (22)

Value Meaning
1  
2  
3  
4  
5  
6  


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Fountain (23)

Value Meaning
1 Maximum drink-units the drink-container can contain.
2 Number of drink-units that are left in the container.
3 The type of liquid in the drink-container; definitions
are the same as for ITEM_DRINKCON.
4 Drink is poisoned if non-zero
5  
6  

Bomb

 

Value Meaning
1  
2  
3  
4  
5  
6  

Rawfood

Value Meaning
1  
2  
3  
4  
5  
6  


Portal (26)

Value Meaning
1 destination
2 portal info (closed, locked...)
a Portal is closed
b Portal is locked
c Portal has random destination - not implemented yet
d Portal has special effect - not implemented yet
3 lock object, (-1 = no locking)
4 min level (-1 for none)
5 max level (-1 for none)
6 duration in number of ticks (-1 = permanent)

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Which spells can be attached to scrolls?  wands? potions? staves ?

Not all spells can be incorporated into potions, scrolls, wands or staffs.  The table below shows which ones you can make.  Note especially the Min Lev column. According to the original docs, violating this restriction could lead to a crash. 

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If your item is lower than the min lev allowed for that spell, the mud will crash
If the spell object holds more than one spell to be released at once (potion/scroll) make sure that the first spell/s can not harm the target in any way as it might lead to a crash.



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Weight

This is how heavy the item is. This is important as characters are only able to carry so much in weight. Weapons also require a set amount of strength to wield them based on their weight. Note: for every 8 pounds, a weapon takes 1 move to swing. Anything under 8 pounds is a no_move weapon. The maximum weight that can be used in the wield slot is 40 pounds.

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Value

When sold, this is how much the base value is worth. The more powerful this item is for its minimum level, the more valuable it should be. 

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Rent

This is the cost per real time day to store the object. This value is currently not used as Elite is a non-renting mud.

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A Applies {0-4 possible}

This adds up to four additional effects for an object as described
below. This is an optional field defined by the following format:

A
<type> <value>

The "A" identifies this as an apply, while the TYPE is the value found on the below table. The value is how much is applied to the type, such as I make a holy defender weapon that needs to add some to HIT, some to DAM, some to AC, and some to MAGIC SAVE. I determine how much then follow the rent value on the next line (or the last extra field if one exists) with four apply fields:
A
18 5
A
19 5
A
17 -10
A
24 10

The above makes the  holy defender, +5/+5, 10/10 AC improvement, and +10 save/magic.

Code

Affect Comments
0 NONE No apply being added (space filler)
1 STR Adds  STR up to racial max (+ = good)
2 DEX Adds  to DEX up to racial max (+ = good)
3 INT Adds to INT up to racial max (+ = good)
4 WIS Adds to WIS up to racial max (+ = good)
5 CON Adds to CON up to racial max (+ = good)
6 CHA Adds to CHA up to racial max (+ = good)
7 APPLY Adds to magic armor class apply (- = good)
8 LEVEL DO NOT USE
9 AGE Adds age, which  helps in HP regeneration (+ = older)
10 CHAR_WEIGHT NOT NOTICED OR SHOWN IN EFFECT
11 CHAR_HEIGHT NOT NOTICED OR SHOWN IN EFFECT
12 MANA Adds Mana to character (+ = good)
13 HIT Adds Hit Points to Character (+ = good)
14 MOVE Adds Movement to Character (+ = good)
15 GOLD DO NOT USE
16 EXP DO NOT USE
17 AC (Armor) Adds physical armor class to Character (- = good)
18 HITROLL Adds to hitroll (+ = easier to hit target)
19 DAMROLL Adds to damroll (+ = does more damage)
20 SAVING_vs_PHYSICAL Adds to Save against physical [not fully imped/Eg] (+ = good)
21 SAVING_vs_MENTAL Adds to Save against mental [not fully imped/Eg] (+ = good)
22 SAVING_vs_MAGIC Adds to Save against magic [not fully imped/Eg] (+ = good)
23 SAVING_vs_POISON Adds to Save against poison [not fully imped/Eg] (+ = good)
24 MAGIC_RESISTANCE Adds to Magic Resistance (MR) (+ = good)
25 JUMP DO NOT USE
26 STEAL DO NOT USE
27 SNEAK DO NOT USE
28 TRACK DO NOT USE
29 ARCHERY DO NOT USE
30 THROW DO NOT USE
31 SWIM DO NOT USE
32 DIVE DO NOT USE

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B Affection {0-1 possible}

These are also used on mobs (See the mob section of the builders' docs.)  Not all possible affections may be used.  Some are not yet implemented, some simply don't work when attached to an object and worn .  This is an optional field.  Here are the format and an example followed by a list of the codes:

Format: B <list of affection codes>
Example: B hB

 

Code Effect Effect on player wearing the item
a BLIND Player is blind.
b INVISIBLE Player is invisible until he/she attacks
c DETECT_ALIGN
d DETECT_INVISIBLE Player can see invisible chars and objects
e DETECT_MAGIC  
f SENSE_LIFE Player can sense the presence of hidden mobs.
g HOLD * Not Imped yet!
h SANCTUARY Halves all damage received (doesn't work for equipment ?)
i GROUP INTERNAL USE ONLY: mob is grouped
j CURSE You are cursed (-1 DAM, I think)
k LIGHT Object is a light source (Stanneg mining helmet is an example of this.)
l POISON You are poisoned.
m PROTECT_EVIL Not Imped yet!
n PARALYSIS * Not Imped yet!
o INSANITY * Not Imped yet!
p FL_WPN Not Imped yet!
q SLEEP Better than a pill
r DODGE Does not appear to work
s SNEAK Player doesn't have entry/exit msg displayed
t HIDE Player is hidden (like the skill).  Green skirt in Tynstri village has this quality.  I think you have to have the skill, though.
u FEAR Not Imped yet!
v CHARM INTERNAL USE ONLY: mob is charmed
w FOLLOWING INTERNAL USE ONLY: mob is following
x WIMPY INTERNAL USE ONLY: Wimpy set
y INFRARED Gives player infravision like the spell.
z BERZERK If you wear it, you -are- berzerking. You cant even move from one room to another or cast spells or even attack a mob! However, once you kill something (which would have to be aggressive, the berzerk flag disappears, and doesnt appear to re-appear until next time you wear the item (tick doesn nothing)
A HOVER Player is levitating.
B FLY Gives player ability to fly without spells..
C BREATH_WATER  
D REGENERATION Player regenerates hp faster, like the spell


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