There can be an unlimited number of Extra Descriptions and up to 6 Affect
Fields.
- Virtual Number
-
This number is critical; it is the identity of the object within the game.
It is the number that will be used to reference the object from zone files and
is the number used to ``load'' objects from within the game. The virtual
numbers must appear in increasing order in the object file.
- Alias List
-
The list of keywords, separated by spaces, that can be used by players to
identify the object. The object can only be identified using the keywords that
appear in its alias list; it cannot be identified by a word that appears only
in its name. Great care should be taken to ensure that the spellings of names
and aliases match. Fill words such as ``the,'' ``a,'' and ``an'' should not
appear in the Alias List.
- Short Description
-
The description of the object used by the MUD when the object is used. For
example, a short description of ``a long, green stick'' would result in
messages such as ``The Beastly Fido picks up the long, green stick.'' The
Short Description should never end with a punctuation mark because it will be
inserted into the middle of sentences.
- Long Description
-
The description displayed when the object is seen lying on the ground, for
example, ``A furled umbrella is lying here.'' Unlike the Short Description,
the Long Description should end with appropriate punctuation.
- Action Description
-
Action Descriptions are primarily used for magical objects (staves, wands,
scrolls, and potions) to specify what message displayed to the room when the
magical item is used. The Action Description should be given in the act format
specified in act.doc. If no Action Description is present, a default message
will be used:
Staves: Rasmussen taps <object> three times on the ground.
Wands: Rasmussen points <object> at Onivel.
Scrolls: Rasmussen recites <object>.
Potions: Rasmussen quaffs <object>.
For objects which are readable papers, the Action Description contains the
text on the paper.
- Type Flag
-
A number which specifies what type of object is being defined; also
controls the meanings of value0 through value4. The Type Flag must be one of
the following numbers:
1 LIGHT Item is a light source.
2 SCROLL Item is a magical scroll.
3 WAND Item is a magical wand.
4 STAFF Item is a magical staff.
5 WEAPON Item is a weapon.
6 FIREWEAPON Item is a ranged weapon.
7 MISSILE Item is a missile for a ranged weapon.
8 TREASURE Item is treasure other than gold coins (e.g. gems)
9 ARMOR Item is armor.
10 POTION Item is a magical potion.
11 WORN Currently not implemented. Do not use.
12 OTHER Miscellaneous object with no special properties.
13 TRASH Trash -- junked by cleaners, not bought by shopkeepers.
14 TRAP Currently not implemented. Do not use.
15 CONTAINER Item is a container.
16 NOTE Item is a note (can be written on).
17 DRINKCON Item is a drink container.
18 KEY Item is a key.
19 FOOD Item is food.
20 MONEY Item is money (gold coins).
21 PEN Item is a pen.
22 BOAT Item is a boat; allows you to traverse SECT_WATER_NOSWIM.
23 FOUNTAIN Item is a fountain.
24 SPELLBOOK Item is a spellbook.
25 PORTAL Item is a portal.
26 TILLER Item is a tiller (ie to control a boat)
27 QUIVER Item is a container for missiles.
28 PILL Item is a pill (like a potion but eaten).
- Extra (Effects) Bitvector
-
A bitvector (see section Using
Bitvectors), to define the ``special effects'' of the object. Flags that
are marked as ``cosmetic'' merely add an interesting message to the object
when it is examined, but has no substantive effect otherwise. The flags have
the following values:
1 a GLOW Item is glowing (cosmetic).
2 b HUM Item is humming (cosmetic).
4 c NORENT Item cannot be rented.
8 d NODONATE Item cannot be donated.
16 e NOINVIS Item cannot be made invisible.
32 f INVISIBLE Item is invisible.
64 g MAGIC Item has a magical aura and can't be enchanted.
128 h NODROP Item is cursed and cannot be dropped.
256 i BLESS Item is blessed (cosmetic).
512 j ANTI_GOOD Item can't be used by good-aligned characters.
1024 k ANTI_EVIL Item can't be used by evil-aligned characters.
2048 l ANTI_NEUTRAL Item can't be used by neutral align characters.
4096 m ANTI_MAGIC_USER Item can't be used by the Mage class.
8192 n ANTI_CLERIC Item can't be used by the Cleric class.
16384 o ANTI_THIEF Item can't be used by the Thief class.
32768 p ANTI_WARRIOR Item can't be used by the Warrior class.
65536 q NOSELL Shopkeepers will not buy or sell the item.
r NOHUMAN Item cannot be used by humans.
s NOELF Item cannot be used by elves.
t NODWARF Item cannot be used by drawves.
u NOGNOME Item cannot be used by gnomes.
v NOHALFELF Item cannot be used by halfelves.
w NOHALFLING Item cannot be used by halflings.
x NOWOLFEN Item cannot be used by wolfens.
y NOHUNTER Item cannot be used by the hunter class.
z NOSHAMAN Item cannot be used by the shaman class.
- Wear Bitvector
-
A bitvector (see section Using
Bitvectors) with the following values:
1 a WEAR_TAKE Item can be taken (picked up off the ground).
2 b WEAR_FINGER Item can be worn on the fingers.
4 c WEAR_NECK Item can be worn around the neck.
8 d WEAR_BODY Item can be worn on the body.
16 e WEAR_HEAD Item can be worn on the head.
32 f WEAR_LEGS Item can be worn on the legs.
64 g WEAR_FEET Item can be worn on the feet.
128 h WEAR_HANDS Item can be worn on the hands.
256 i WEAR_ARMS Item can be worn on the arms.
512 j WEAR_SHIELD Item can be used as a shield.
1024 k WEAR_ABOUT Item can be worn about the body.
2048 l WEAR_WAIST Item can be worn around the waist.
4096 m WEAR_WRIST Item can be worn around the wrist.
8192 n WEAR_WIELD Item can be wielded; e.g. weapons.
16384 o WEAR_HOLD Item can be held (the ``hold'' command).
Note that the TAKE bit controls whether or not an item can be picked up
using the ``get'' command, whereas the HOLD bit controls if the object can be
worn using the ``hold'' command.
- Value 0, Value 1, Value 2, Value 3
-
These values are very central. They define the object's abilities based on
the Type Flag. See the subsection ``Object Value Definitions'' below for a
detailed description of the four Value fields.
- Weight
-
The weight of the object. The weight controls how many strength points a
character must have to take the object, and is used to calculate when bags and
other containers become full.
- Cost
-
The value of the object in gold coins; used by shopkeepers.
- Rent Per Day
-
The cost per day to rent the object in the Reception.
- Load Rate
-
The percent chance this object will load
- Timer
-
The time (in tics) until the object rots.