#<virtual number>
<alias list>~
<short description>~
<long description>~
<action description>~
<type flag> <extra (effects) bitvector> <wear bitvector>
<value 0> <value 1> <value 2> <value 3>
<weight> <cost> <rent per day>
{Zero or more Extra Descriptions and/or Affect Fields}
There can be an unlimited number of Extra Descriptions and up to 6 Affect Fields.
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.
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.
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.
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 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.
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 Currently not implemented. Do not use.
7 MISSILE Currently not implemented. Do not use.
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.
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.
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.
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.
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.
The value of the object in gold coins; used by shopkeepers.
The cost per day to rent the object in the Reception.
The meaning of an object's four values (value 0 through value 3) vary depending on the Type Flag of the object.
In the table below, ``unused'' means that the server ignores the value; it can be set to any number (but 0 is always a safe bet). ``unimplemented'' indicates a Type Flag currently not recognized by the server.
An index of spell numbers for use with magical objects can be found in the Appendix Spell Numbers.
value 0: unused
value 1: unused
value 2: Capacity of light in hours.
0: Burned out light.
-1: Eternal light source.
value 3: unused
value 0: Level at which scroll's spells are cast.
value 1: Spell number 1
value 2: Spell number 2
value 3: Spell number 3
If less than 3 spells are desired, set unused values to -1.
value 0: Level at which wand's spell is cast.
value 1: Charge capacity of wand (>= 1)
value 2: Current number of charges remaining
value 3: Spell number
value 0: Level at which staff's spell is cast.
value 1: Charge capacity of staff (>= 1)
value 2: Current number of charges remaining
value 3: Spell number
value 0: unused
value 1: Number of damage dice
value 2: Size of damage dice
value 3: Weapon type for damage messages, one of:
0 hit/hits
1 sting/stings
2 whip/whips
3 slash/slashes
4 bite/bites
5 bludgeon/bludgeons
6 crush/crushes
7 pound/pounds
8 claw/claws
9 maul/mauls
10 thrash/thrashes
11 pierce/pierces
12 blast/blasts
13 punch/punches
14 stab/stabs
unimplemented (do not use)
unimplemented (do not use)
value 0: unused
value 1: unused
value 2: unused
value 3: unused
value 0: AC-apply of the armor. Note that the effective change
to AC is this value times a multiplier based on where
the armor is worn. Values >0 enhance the armor class;
values <0 damage the armor class (cursed armor, for
example).
value 1: unused
value 2: unused
value 3: unused
value 0: Level at which the potion's spells are cast.
value 1: Spell number 1
value 2: Spell number 2
value 3: Spell number 3
If less than 3 spells are desired, set unused values to -1.
unimplemented (do not use)
value 0: unused
value 1: unused
value 2: unused
value 3: unused
value 0: unused
value 1: unused
value 2: unused
value 3: unused
unimplemented (do not use)
value 0: Capacity (max containable weight) of container
value 1: Container flag bitvector (MUST be a numeric bitvector)
1 CLOSEABLE Container can be closed and locked.
2 PICKPROOF Lock on container can't be picked.
4 CLOSED Container is closed when created.
8 LOCKED Container is locked when created.
value 2: The vnum of the key object that opens this container.
-1 if it has no key.
value 3: Reserved for internal use -- always set as 0.
value 0: Language of writing (unimplemented).
value 1: unused
value 2: unused
value 3: unused
See Appendix Item Values for Drink Containers.
value 0: unused
value 1: unused
value 2: unused
value 3: unused
value 0: The number of hours of hunger satisfied by this food.
value 1: unused
value 2: unused
value 3: Non-zero if the food is poisoned, 0 otherwise.
value 0: The number of gold coins in the pile.
value 1: unused
value 2: unused
value 3: unused
value 0: unused
value 1: unused
value 2: unused
value 3: unused
value 0: unused
value 1: unused
value 2: unused
value 3: unused
See Appendix Item Values for Drink Containers.
Object Extra Descriptions allow players to examine certain aspects of objects defined by the world builder, just like Room Extra Descriptions. There can be an unlimited number of Extra Descriptions per object. The format is exactly the same as for rooms:
E
<keyword list>~
<description text>
~
A space-separated list of keywords which will access the description in this E section.
The text that will be displayed when a player types ``look <keyword>,'' where <keyword> is one of the keywords specified in the Keyword List of this E section.
Object Affect Fields give objects magical properties. They affect characters when the object is worn, not when picked up.
The format of an Object Affect Field is:
A
<location> <value>
The aspect of the character affected by the object. It must be one of the following numbers:
0 NONE No effect (typically not used).
1 STR Apply to strength.
2 DEX Apply to dexterity.
3 INT Apply to intelligence.
4 WIS Apply to wisdom.
5 CON Apply to constitution.
6 CHA Apply to charisma.
7 CLASS Unimplemented. Do not use.
8 LEVEL Unimplemented. Do not use.
9 AGE Apply to character's MUD age, in MUD-years.
10 CHAR_WEIGHT Apply to weight.
11 CHAR_HEIGHT Apply to height.
12 MANA Apply to MAX mana points.
13 HIT Apply to MAX hit points.
14 MOVE Apply to MAX movement points.
15 GOLD Unimplemented. Do not use.
16 EXP Unimplemented. Do not use.
17 AC Apply to armor class (AC).
18 HITROLL Apply to hitroll.
19 DAMROLL Apply to damage roll bonus.
20 SAVING_PARA Apply to save throw: paralyze
21 SAVING_ROD Apply to save throw: rods
22 SAVING_PETRI Apply to save throw: petrif
23 SAVING_BREATH Apply to save throw: breath
24 SAVING_SPELL Apply to save throw: spells
The number used to modify the Location.
For example, an A field which reads:
A
12 50
will add 50 to the maximum mana of the character.
#901
shield minotaur~
a dark minotaur shield~
A dark minotaur shield has been left here.~
~
9 dgh 513
12 0 0 0
15 5000 1350
E
shield minotaur~
A strong, sturdy shield. It brings to mind legends of a shield that
provided protection from poisonous gases.
~
A
23 -4
A
4 2
This object is virtual number 901, is a Type 9 object (armor), cannot be donated, has a magical aura, and cannot be dropped. It can be picked up and worn as a shield. It has an AC-apply of 12, weighs 15 pounds, is valued at 5000 coins and costs 1350 coins per day to rent. Its Affect fields indicate that this object affects spell saving throws by -4 and increases Wisdom by 2.