Building An Object With oedit
Objects are the items that characters can, generally, pick up and use in the mud. Objects can also be items (such as fountains or bulletin boards) that players can interact with and use. Objects, for the most part, are inanimate things, animate things (people, monsters) should be created as Mob(ile)s (see later)
To get started with your first object, type oedit XX00 and hit enter. Get a good idea of what you want your object to be (weapons are popular first objects) before you continue with this tutorial.
Once you've decided what you want the object to be, its time to start describing it, there are several different descriptions all of which, generally, should be used to describe the object.
The first thing you need to set is the namelist, this is a list of words that are associated with the object and that the game will use to identify the object when the player tries to use it. The namelist should not include words like the or a. Type in a couple of words that best describe your object, then hit enter to store these words.
The next description is the S-Desc, or short description. This is a short, two to four (or so) word long description of the object. Generally this should look a lot like your namelist. Type in a good short description for your first object.
The next description is the L-Desc, or long description. This is a longer description that appears when an object is lying in a room (it is not in any player's posession). The description should be a sentance describing the object and how it is sitting (lying, etc.) in the room. Make sure to end your sentance with a period. Type in a good long description for your first object.
The next description is the A-desc or action description. This is the what is displayed when the item is used by the player. It is only implemented for magical objects (staves, wands, scrolls and potions). If your item is one of these things feel free to add an action description. Note, A-desc is also where you put the text on a readble paper (ie a note type object)
The next thing you need to set is what type of object this is. There are several types of items you can choose from, including:
LIGHT Item is a light source.
SCROLL Item is a magical scroll.
WAND Item is a magical wand.
STAFF Item is a magical staff.
WEAPON Item is a weapon.
FIRE WEAPON Item is a ranged weapon.
MISSILE Item is a missile for a ranged weapon.
TREASURE Item is treasure other than gold coins (i.e. gems)
ARMOR Item is armor.
POTION Item is a magical potion.
WORN Currently not implemented. Do not use.
OTHER Miscellaneous object with no special properties.
TRASH Trash -- junked by cleaners, not bought by shopkeepers.
TRAP *** NOT IMPLEMENTED ***
CONTAINER Item is a container.
NOTE Item is a note (can be written on).
LIQ CONTAINER Item is a drink container.
KEY Item is a key.
FOOD Item is food.
MONEY Item is money (gold coins).
PEN Item is a pen.
BOAT Item is a boat; allows you to traverse SECT_WATER_!SWIM
FOUNTAIN Item is a fountain.
SPELLBOOK Item is a spellbook.
PORTAL Item is a portal.
TILLER Item is a tiller (ie to control a boat)
QUIVER Item is a container for missiles.
PILL Item is a pill (like a potion but eaten).
Most of these are pretty self explanatory, if there is anything you don't understand, feel free to ask around on the MUD or to post a message to the bulletin board. Pick the appropriate type for your object and we'll continue or our way. Note that an object can only have one type.
The next thing to do is to set the Extra fields for the object. The extra fields affect special properties of the object, such as who can use the object. You can add as many extra flags as you want to an object to have. The extra flags are:
GLOW Item is glowing (cosmetic).
HUM Item is humming (cosmetic).
!RENT Item cannot be rented.
!DONATE Item cannot be donated.
!INVIS Item cannot be made invisible.
INVISIBLE Item is invisible.
MAGIC Item has a magical aura and cannot be enchanted.
!DROP Item is cursed and cannot be dropped.
BLESS Item is blessed (cosmetic).
!GOOD Item cannot be used by good-aligned characters.
!EVIL Item cannot be used by evil-aligned characters.
!NEUTRAL Item cannot be used by neutral align characters.
!MAGE Item cannot be used by the Mage class.
!CLERIC Item cannot be used by the Cleric class.
!THIEF Item cannot be used by the Thief class.
!WARRIOR Item cannot be used by the Warrior class.
!SELL Shopkeepers will not buy or sell the item.
!HUMAN Item cannot be used by humans.
!ELF Item cannot be used by elves.
!DWARF Item cannot be used by drawves.
!GNOME Item cannot be used by gnomes.
!HALFELF Item cannot be used by halfelves.
!HALFLING Item cannot be used by halflings.
!WOLFEN Item cannot be used by wolfens.
!HUNTER Item cannot be used by the hunter class.
!SHAMAN Item cannot be used by the shaman class.
Note that keys should generally be !RENT so that a player cannot rent with a key so other players can use it.
Next up are the wear flags. These flags dictate where on the body an object can be worn. Any object that can be picked up by players should be given the TAKE flag, any object whcih should not be picked up by players (ie fountains and the like) should not have the take flag. Besides the take flag there should be only one body part listed at most (you should only be able to wear an object in one place on your body if it can be worn). The hold flag can also be set if the player can hold the object (not wearing it). The possible flags are:
TAKE Item can be taken (picked up off the ground).
FINGER Item can be worn on the fingers.
NECK Item can be worn around the neck.
BODY Item can be worn on the body.
HEAD Item can be worn on the head.
LEGS Item can be worn on the legs.
FEET Item can be worn on the feet.
HANDS Item can be worn on the hands.
ARMS Item can be worn on the arms.
SHIELD Item can be used as a shield.
ABOUT Item can be worn about the body.
WAIST Item can be worn around the waist.
WRIST Item can be worn around the wrist.
WIELD Item can be wielded; e.g. weapons.
HOLD Item can be held (the "hold" command).
Next up is the object's weight. The weight of the object should generally be between 1 and 20, with larger objects being heavier. If you've designed a particularily useful object, feel free to make it a little heavier to penalize the player for using it.
The cost of the object is how much it is sold/bought for at a shop. The cost should be relative to the power of the object, better objects costing more than less good objects. If you are unsure of how expensive to make your object ask around for some general guidelines. Good equipment may be worth 10000 gold or more, crappier equipment may be worth only a few hundred cold coins. Give your item an appropriate cost.
Next we have the cost per day, this is the cost for the player to rent with that object. This shouldn't be too great an amount, possibly a few gold coins per day, with better equipment being slightly more expensive to rent with. Give your item a reasonable rent cost.
The next item to edit is the Load Rate, this is the chance that an object will load if told to in the zedit commands (see zedit below). 100 means that the object loads all the time, any number less represents the percent chance that the object will load. If you don't want this object loading all the time (ie you anly want mobs to be equipped with this item 10 percent of the time) then lower this value, otherwise it is fine to leave the value at 100.
The timer is how many tics until the item rots. A tic is an hour in the game's day. If this is given a value of zero the item will never rot. This is good for perishable items such as food.
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