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551 lines
23 KiB
Text
551 lines
23 KiB
Text
A Guide to Object Creation
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--------------------------
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This is intended as a set of guidelines to those who are just beginning
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as Builders. Nothing here is written in stone, this file is based on my
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experience and the online help files. (Herne the Hunter)
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Always remember that most important command: SAVEAREA
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How to Make Objects from the Ground Up
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--------------------------------------
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Once a new Builder has proven that s/he can read and understand the help
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files behind room building, they move up to the next level of Building;
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Object Creation. Without objects, there would be no armour to protect
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yourself, no weapons to fight mobs with, and no consumables to cure the
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damage that mobs do or enhance a character's attributes.
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There are three very important commands when dealing with Objects;
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OCREATE to create new objects, OSET to modify a new object, and OSTAT to
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view that stats on an object. You should become familiar with these
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commands before creating new objects.
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I also find it's a good idea to make a scratch list of my object (and
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mob) vnumbers so that I can cross off each vnum as I use it to create a
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new object. The MUD won't allow you to create a new object with an
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existing vnum, but it solves problems if you keep a list of the numbers
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you've already used.
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Step 1. Object Creation
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------------------------
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OCREATE (Shortform: OCR)
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Syntax: ocreate <vnum> <keywords>
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Syntax: ocreate <vnum> [copy vnum] <item name>
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A prototype object will be created with the selected vnum, and set up
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with the plainest of default values. A material image of the magical
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prototype will appear before you, for you to futher modify with OSET.
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Once an object vnum is invoked, it cannot be destroyed or deleted, but it
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CAN be modified completely.
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EXAMPLE: ocr 1000 helmet silver kings
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This would create an object with the vnum 1000 and the keywords 'helmet
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silver kings'. Always try to use more than 1 keyword for your objects as
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it makes it easier to distinguish different objects when they're in your
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inventory. There may be 100 "helmets" in the game, and some of them may
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also be "silver", but it's a good chance that only a couple will be
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"kings" as well. It's not enough to simply name an object "helmet" or
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"potion" or "scroll", at least one keyword should be unique or rare.
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Ocreate can also be used to copy an existing object to a new vnumber.
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EXAMPLE: ocr 1001 1000 helmet copper kings
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This would take the stats of object vnum 1000 and copy them to object
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vnum 1001 with the new keywords of 'helmet copper kings'. This is useful
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if you have several similar objects that have slightly different flags or
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effects.
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Step 2: Setting the Objects Stats
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---------------------------------
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Once you have your proto object created, you'll need to set the various
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values on it to make it into whatever object you intend it to be. This
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is accomplish with the OSET command.
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HELP OSET
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Syntax: oset <object> <field> <value>
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oset <object> on
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Field being one of:
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flags wear level weight cost rent timer
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name short long ed rmed actiondesc
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type value0 value1 value2 value3 value4 value5
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affect rmaffect layers
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For weapons: For armor:
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weapontype condition ac condition
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For scrolls, potions and pills:
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slevel spell1 spell2 spell3
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For wands and staves:
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slevel spell maxcharges charges
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For containers: For levers and switches:
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cflags key capacity tflags
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**(More Detailed Help Files Follow)**
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If the copy of the object you are currently modifying has the PROTOTYPE
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flag, your modifications will also modify the index of that object, which
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all other instances of the object are based on. In the future, every
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copy of that obj will reflect your modifications.
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Also be aware that modifications to the object affect list (everything
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that is listed after 'object values') will affect _every_ copy of that
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object in the game, including old copies (even if they are not online).
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Thus if you change a prototype-flagged copy of a sword to +4 damroll,
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every copy of that vnum ever made will reflect that change. If you add a
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'magic' flag to that sword, however, only copies made after the change
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will be affected.
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If the copy of the object you are modifying does NOT have the PROTOTYPE
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flag, your modifications will affect only that copy you have in your
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possession.
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OSET ON will lock you onto a particular object. Once locked on, all
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commands will imply 'oset <object>'. Hitting enter while in OSET ON
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gives you an ostat of the object you are working on. To get out of OSET
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ON, simply type the word DONE.
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Example: oset staff on
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long A long gnarled staff of burnished oak lies here.
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type staff
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done
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See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
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ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING
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Step 3: Viewing an Item's Stats.
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--------------------------------
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To view any item's stats, you'll need to use the OSTAT command.
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HELP OSTAT
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Syntax : ostat <object/object vnum>
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Examples: ostat helmet
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ostat 1000
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OSTAT shows you statistics on an object. If a copy of the object is
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present in the game, you can access it using its vnum.
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Ostat will default first to an item on the ground, second to an item in
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your inventory, and third to an item in the game with the keyword you
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specified.
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Step 4: Listing the Objects you Created in Your Assigned Range.
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---------------------------------------------------------------
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OLIST
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Syntax: olist
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: olist <first object>
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: olist <first object> <last object>
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This command will list all of the prototype objects in your area, when
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used with no arguments. When used with a single argument it will list
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all objects including and after the argument, and when used with two
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arguments, it will list all objects including and between the two.
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The Help Files in Detail for OSET Fields
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----------------------------------------
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OBJECTTYPES
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Object types listed in bit order:
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None Light Scroll Wand Staff Weapon
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Fireweapon Missile Treasure Armor Potion Worn
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Furniture Trash Oldtrap Container Note Drink_con
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Key Food Money Pen Boat Corpse_npc
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Corpse_pc Fountain Pill Blood Bloodstain Scraps
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Pipe Herb_con Herb Incense Fire Book
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Switch Lever Pullchain Button Dial Rune
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Runepouch Match Trap Map Portal Paper
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Tinder Lockpick Spike Disease Oil Fuel
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Short_bow Long_bow Crossbow Projectile Quiver Shovel
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Salve
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Not all are implemented.
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See OSET ITEMVALUES ARMORCLASS.
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WEARFLAGS
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These flags should be self explanitory:
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take finger neck body head legs
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feet hands arms shield about waist
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wrist wield hold ears eyes
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See OSET and RESETCMDS.
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OBJECTFLAGS
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Flags that objects can have:
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Flag | Affect | Flag | Affect
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-----------+-------------------- | -------------+----------------------
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glow | n/a | hum | n/a
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dark | n/a | loyal | loyalty ('help loyal')
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evil | glow on det. evil | antievil | zap if align -350
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magic | prevents enchant | | & lower.
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bless | +20% resist dam. | antigood | zap if align +350 & up
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| 2 x duration poison | antineutral | zap if align -350 to
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| weapon | | +350
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invis | invisible | inventory | purge upon char. death
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nodrop | cannot drop | antithief | zap if thief
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noremove | cannot remove w/o | anticleric | zap if cleric
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| 'remove curse' | antimage | zap if mage/augurer
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organic | +20% suscept. dam. | antiwarrior | zap if warrior/ranger
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metal | +20% resist damage | antidruid | zap if druid
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donation | prevents get all | antivampire | zap if vampire
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clanobject | n/a | clancorpse | n/a
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prototype | n/a | nolocate | locate spell fails
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Additional flags:
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Covering: Items inside this are 'covered', use 'look under <object>' to
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see 'inside'. The object does not have to be a container to
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be a covering object. Use 'reset put' to indicate objects to
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be covered by this object.
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ITEMVALUES
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In these values, 'sn' is a spell number; a negative value means 'no
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spell'.
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Item Type|V0 |V1 |V2 |V3 |V4 |V5
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---------|----------|-----------|----------|----------|--------|-------
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armor |current AC|original AC| | | |
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container|capacity |flags |key vnum |condition | |
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drinkcon |capacity |quantity |liquid # |poison? | |
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food |food value|(condition)| |poison? | |
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herb | |charges |herb # | | |
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key |(lock #) | | | | |
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lever |leverflags|vnum/sn |vnum |vnum/value| |
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light | | |hours left| | |
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money |# of coins|coin type | | | |
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pill |spell lvl |sn 1 |sn 2 |sn 3 |food val|
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potion |spell lvl |sn 1 |sn 2 |sn 3 | |
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salve |spell lvl |max charge |charges |delay |sn |sn
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scroll |spell lvl |sn 1 |sn 2 |sn3 | |
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staff |spell lvl |max charges|charges |sn | |
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switch |leverflags|vnum/sn |vnum |vnum/value| |
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trap |charges |type |level |flags | |
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treasure |(type) |(condition)| | | |
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wand |level |max charges|charges |sn | |
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weapon |condition |num dice |size dice |weapontype| |
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See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
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ARMORCLASS, and WEAPONCONDITION.
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SLOOKUP (Shortform: SLO)
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Syntax : slookup <skill-or-spell>
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Syntax : slookup all
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Example: slookup faerie fire
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slookup parry
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SLOOKUP shows you the internal 'sn' and external 'slot' for the given
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skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used
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for area files. Neither 'sn' nor 'slot' is used for player files; these
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operate with the actual skill and spell names.
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SLOOKUP ALL shows this information for all skills and spells.
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ARMORCLASS
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There are two values used with armour class for objecttype Armor:
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Value0: Variable amount based on level of item at repop.
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Value1: Maximum repairable armor setting for the object.
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Setting Value0 has no effect. It will re-adjust itself on repop based on
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the repop level of the item. Setting Value1 below the expected repop
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value for Value0 will result in an item that cannot be repaired until
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Value0 drops below Value1's setting. The listing below gives you a rough
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approximation of the values returned for Value0 based on level:
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Level Invoked | Value 0 Level Invoked | Value 0
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--------------+--------- --------------+--------
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1 | 1-3 30 | 8-10
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10 | 3-5 40 | 11-13
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20 | 6-8 50 | 13-15
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The amount that Value0 is set to determines the amount the player's AC
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will be adjusted. Different wear locations have a different multiplying
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effect on AC:
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0 x Value0 : Wield, Ears.
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1 x Value0 : Arms, Finger, Neck, Feet, Hands, Shield, Waist, Wrist,
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Hold, Eyes.
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2 x Value0 : Head, Legs, About.
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3 x Value0 : Body.
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See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES,
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ITEMVALUES, WEAPONTYPES, and VARIABLES.
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LAYERS
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Layers are currently available on the following wear locations:
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About, Arms, Body, Feet, Hands, Legs, Waist.
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Layers are set with a numeric value, or combination of values. The
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lower the value, the lower the layer, or thinner the item of clothing or
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armor is.
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Valid numeric values are:
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0, 1, 2, 4, 8, 16, 32, 64, 128.
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Or any combination of the above. A value of zero means no other items
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can be layered with this item. Items of clothing can be layered over one
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another as long as their layer values do not overlap. ie, if leather
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armor were set to a value of 56 (8, 16, and 32), it could not layer with,
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say, a set of heavy chain that is set to a value of 96 (32 and 64), as
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they overlap on the layer value of 32.
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See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES,
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ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU.
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LAYERS2
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Layer Bit Vectors
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|1 | |
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|2|6|3|1 | |
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|8|4|2|6|8|4|2|1| Layer | Suggested Armor Type
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+-+-+-+-+-+-+-+-+-------+---------------------------------------------
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|0 0 0 0 0 0 0 0| 0 | (Default - Nothing Layers)
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|0 0 0 0 0 0 0 1| 1 | silk shirt, light cloth tunic (Lowest Layer)
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|0 0 0 0 0 0 1 0| 2 | leather vest, heavy cloth
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|0 0 0 0 0 1 0 0| 4 | light chainmail, padded gambeson
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|0 0 0 0 0 1 1 0| 6 | padded chainmail
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|0 0 0 0 1 0 0 0| 8 | leather jacket, reinforced chainmail
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|0 0 0 0 1 1 0 0| 12 | platemail, similarly rigid armor
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|0 0 0 1 0 0 0 0| 16 | light cloak, loose robes
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|0 0 0 1 1 0 0 0| 24 | heavy fur cloak
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|0 0 1 0 0 0 0 0| 32 | loose cloaks, surcoats
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|0 1 0 0 0 0 0 0| 64 | capes
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|1 0 0 0 0 0 0 0| 128 | magical effects (auras, clouds of dust, etc)
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|1 1 1 1 1 1 1 1| 255 | (Highest Layer - Nothing Layers)
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+-+-+-+-+-+-+-+-+-------+---------------------------------------------
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* Thick or bulky items may need to occupy more than one layer.
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(example; padded chain covers 2 layers)
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* A "body" wear position will have more layers than other positions such
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as "arms", "hands", "legs", and "feet".
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(example for "hands"; silk gloves | leather gloves | chain gauntlets)
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* Currently the only positions that you can layer are:
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"body", "legs", "feet", "arms", "hands", "about" and "waist".
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See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES,
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ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU.
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AFFECTTYPES APPLYTYPES
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none strength dexterity intelligence wisdom constitution
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sex level age height weight mana
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hit move gold experience armor hitroll
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damroll save_para save_rod save_poison save_breath save_spell
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charisma resistant immune susceptible affected luck
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**(The following are still in the testing stages - Don't use)**
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backstab pick track steal sneak hide
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detrap dodge peek scan gouge search
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mount disarm kick parry bash stun
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punch climb grip scribe brew
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Additionally:
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(The following are very powerful and should be used only rarely)
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weaponspell <sn>: Will cast a spell on victim with every blow of a weapon
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wearspell <sn>: Will cast a spell on wearer when object is worn
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removespell <sn>: Will cast a spell on wearer when object is removed
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(Not currently working)
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<skill> <modifier> Will modifify a player's ability in a skill
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See AFFECTEDBY
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AFFECTEDBY AFFECTED_BY
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The following are affect flags that can be used when osetting an item
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(with oset <item> affect affected <affect flag>). These flags can also
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be used when msetting a mobile (mset <mob name> affected <affect flag>).
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They may additionally be used to mset players if your level allows it.
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Blind Invisible Detect_evil Detect_invis Detect_magic
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Detect_hidden **Hold** Sanctuary Faerie_fire Infrared
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Curse **Flaming** Poison Protect Paralysis
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Sneak Hide Sleep Charm Flying
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Pass_door Floating Truesight Detect_traps Scrying
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Fireshield Shockshield Iceshield Aqua_breath Possess
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Note - Hold and Flaming are current not in use.
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See also: OSET AFFECTTYPES
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LIQUIDTYPES
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Value | Liquid Type | Affects
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-------------------------+--------------
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0 | water | Thirst Quench
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1 | beer | Alcoholic
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2 | wine | Alcoholic
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3 | ale | Alcoholic
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4 | dark ale | Alcoholic
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5 | whiskey | Alcoholic
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6 | lemonade | Thirst Quench
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7 | firebreather | Alcoholic
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8 | local specialty | Alcoholic
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9 | slime mold juice | Poison?
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10 | milk | Thirst Quench
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11 | tea | Thirst Quench
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12 | coffee | Thirst Quench
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13 | salt water |
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14 | cola | Thirst Quench
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Note: Liquids that are Alcoholic or Poisonous will affect a PC's
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mentalstate for the worse.
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See OSET and ITEMVALUES.
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WEAPONTYPES
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For items of type "weapon", the value3 field specifies the weapon type:
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Value3 | Type | Weapons | Skill Affected
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-------+----------+-------------+---------------
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0 | hit | general | Pugilism
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1 | slice | knife/sword | Long Blades
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2 | stab | dagger | Short Blades
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3 | slash | sword | Long Blades
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4 | whip | whip | Flexible Arms
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5 | claw | claw | Talonous Arms
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6 | blast | magical | Pugilism
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7 | pound | club/hammer | Bludgeons
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8 | crush | club/hammer | Bludgeons
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9 | grep | |
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10 | bite | | Pugilism
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11 | pierce | dagger | Short Blades
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12 | suction | | Pugilism
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See OSET.
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OBJECTCONDITION WEAPONCONDITION ARMORCONDITION
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Value | Condition Value | Condition
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------+------------------------ ------+--------------------------
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12 | in superb condition. 5 | in great need of repair.
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11 | in excellent condition. 4 | in dire need of repair.
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10 | in very good condition. 3 | very badly worn.
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9 | in good shape. 2 | practically worthless.
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8 | showing a bit of wear. 1 | almost broken.
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7 | a little run down. 0 | broken.
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6 | in need of repair.
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See also OSET, OBJECTTYPES, WEAPONTYPES, ITEMVALUES and OMENU.
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WEAPONDAMAGE
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The damage a weapon does depends on the values you set when you make the
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object. Value1 refers to the number of die used, and Value2 refers to
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the number of sides on the die used. (Example: Val1=5, Val2=4 - generates
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a damage range of 5-20 (ave 13). If no values are specified, the MUD will
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generate the appropriate damage done by the weapon based on its level.
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This table is intended to use as a guideline when generating damage for
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weapons, it's based on the numbers the MUD generates;
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Level | Ave Damage Level | Ave Damage
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------+---------------- ------+----------------
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1 | 1 - 6 (3) 30 | 8 - 30 (19)
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5 | 2 - 10 (6) 35 | 11 - 32 (21)
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10 | 5 - 13 (9) 40 | 12 - 38 (25)
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15 | 5 - 17 (11) 45 | 14 - 41 (27)
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20 | 6 - 22 (14) 50 | 15 - 43 (29)
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25 | 10 - 24 (17)
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PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS
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Syntax: pull <trigger>
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Syntax: push <trigger>
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Levers, switches, pullchains and buttons can do all sorts of interesting
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things... open or unlock doors, change exits around, teleport you to
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another location, cast a spell, summon a monster... you name it!
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LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS
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Flag Name | Bitvector | Description
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--------------+-----------+-------------------------------------------
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UP | 1 | Trigger is UP
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UNLOCK | 2 | Trigger unlocks something
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LOCK | 4 | Trigger locks something
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D_NORTH | 8 | Affects the north exit
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D_SOUTH | 16 | Affects the south exit
|
|
D_EAST | 32 | Affects the east exit
|
|
D_WEST | 64 | Affects the west exit
|
|
D_UP | 128 | Affects the exit up
|
|
D_DOWN | 256 | Affects the exit down
|
|
DOOR | 512 | Affects a door
|
|
CONTAINER *| 1024 | Affects a container
|
|
OPEN | 2048 | Opens something
|
|
CLOSE | 4096 | Closes something
|
|
PASSAGE | 8192 | Creates a passage
|
|
OLOAD *| 16384 | Loads up an object
|
|
MLOAD *| 32768 | Loads up a mobile
|
|
TELEPORT | 65536 | Teleports the puller
|
|
TELEPORTALL *| 131072 | Teleports everyone in the room
|
|
TELEPORTPLUS *| 262144 | Teleports everything in the room
|
|
DEATH *| 524288 | Causes instant death
|
|
CAST *| 1048567 | Casts a spell (sn in value1)
|
|
FAKEBLADE *| 2097152 | Lever is a wax covered sword blade (OUCH)
|
|
RAND4 | 4194304 | Randomizes the exits N, S, E, W
|
|
RAND6 | 8388608 | Randomizes the exits N, S, E, W, U, D
|
|
TRAPDOOR *| 16777216 | Opens a trap door, everthing falls down
|
|
|
|
See OSET and ITEMVALUES. * = not yet implemented.
|
|
|
|
|
|
A Template for Object Making (The Advanced Method)
|
|
---------------------------------------------------
|
|
This is the template I use when I'm creating new objects. What I do is
|
|
create a file from this template for each new object I make, delete those
|
|
lines that I don't need, and then I send the file 1 line at a time using
|
|
an ASCII upload. This way, I can create objects offline and then log in
|
|
to the building node and create all my objects at once.
|
|
|
|
-----CUT HERE-----
|
|
ocr (vnum) (keywords)
|
|
oset (keyword) type [See OBJECTTYPES]
|
|
oset (keyword) short (short desc of object)
|
|
oset (keyword) long (long desc of object)
|
|
oset (keyword) wear [See WEARFLAGS]
|
|
oset (keyword) flags [See OBJECTFLAGS]
|
|
oset (keyword) timer 0 [Optional Decay Timer]
|
|
oset (keyword) weight #
|
|
oset (keyword) cost #
|
|
oset (keyword) level #
|
|
oset (keyword) value0 0 [See ITEMVALUES]
|
|
oset (keyword) value1 0 [See ITEMVALUES]
|
|
oset (keyword) value2 0 [See ITEMVALUES]
|
|
oset (keyword) value3 0 [See ITEMVALUES]
|
|
oset (keyword) value4 0 [See ITEMVALUES]
|
|
oset (keyword) value5 0 [See ITEMVALUES]
|
|
oset (keyword) actiondesc (action) [Optional for FOOD itemtypes]
|
|
oset (keyword) affect (affect) [See AFFECTTYPES]
|
|
oset (keyword) affect (affect) [See AFFECTTYPES]
|
|
: : : : [More can be added]
|
|
oset (keyword) affect (affect) [See AFFECTTYPES]
|
|
oset (keyword) affect (affect) [See AFFECTTYPES]
|
|
oset (keyword) ed (keywords) [More than 1 ed can be used]
|
|
01234567890123456789012345678901234567890123456789012345678901234567890
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|
(This is a guide to use when writing eds, delete it before uploading.)
|
|
-----END OF TEMPLATE-----
|
|
|
|
|
|
An Example of an Object Template
|
|
--------------------------------
|
|
---START FILE---
|
|
ocr 1000 wool woolen cape
|
|
oset woolen type armor
|
|
oset woolen short a warm woolen cape
|
|
oset woolen long A heap of wool rests on the ground here.
|
|
oset woolen wear take neck
|
|
oset woolen flags organic
|
|
oset woolen weight 5
|
|
oset woolen cost 5000
|
|
oset woolen level 13
|
|
oset woolen affect hit 5
|
|
oset woolen affect mana 10
|
|
oset woolen affect save_spell -3
|
|
oset woolen affect move -20
|
|
oset woolen ed wool woolen cape
|
|
This cape should keep you warm on those cold night watches.
|
|
/s
|
|
---END FILE---
|