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)
Top

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

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~
Top

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.
 |
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.
Top

Extra Description
When a player looks at your object, this is what they
see.
General rules:
 |
 |
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. |
|
Top

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 |
Top

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.
Top

Anti Class
Flags
The anti-class flags list which classes DO NOT get to use the
item for
equipment.
 |
 |
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 |
Top

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
|
Top

Wear
Flags
This is pretty self explanatory, except for take and wield and hold ...
 |
 |
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. |
Top

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):
Top
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
|
|
Top
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
|
|
Top
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
|
|
Top
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
|
|
Top
Fireweapon
(6)
| Value |
Meaning |
| 1
|
Minimum
level to use |
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
Missile
(7)
| Value |
Meaning |
| 1
|
Minimum
level to use |
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
Treasure
(8)
| Value |
Meaning |
| 1
|
|
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
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
|
|
Top
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
|
|
Top
Worn
(11)
| Value |
Meaning |
| 1
|
Minimum
level to use |
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
Other
(12)
| Value |
Meaning |
| 1
|
Minimum
level to use |
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
Trash
(13)
| Value |
Meaning |
| 1
|
|
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
Trap
(14) - Not in use
| Value |
Meaning |
| 1
|
|
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
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
|
|
Top
Note
(16)
| Value |
Meaning |
| 1
|
Tongue
(language of writing). Not yet used. |
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
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
|
|
Top
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 |
Top
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
|
|
Top
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
|
|
Top
Boat
(22)
| Value |
Meaning |
| 1
|
|
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
Top
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) |
Top

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.
 |
 |
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. |
|

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.
Top

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.
Top

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.
Top

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 |
Top

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 |
Top

|