Objects. Fun Fun Fun...just remember..before making a "super weapon"
please get clearance from your Builder IMP.
HELP OEDIT : gives you the helpfile for object creation.
edit object (vnum) -Enters the editor for the selected object.
COMMAND Explanation
commands - prints a list of possible commands
create (vnum) - creates object with specified vnum
level - sets the object level (mobs/players can use up to +20)
cost (gold) - sets the gold value of the object
done - exits the object editor and returns to normal play
ed - type this for info on adding/editing extended descripts
long (desc) - edit long description (the one in the room)
name (keywords) - sets the KEYWORDS on an object
short (desc) - sets the held description of an object (a sword, a fish etc)
show - hitting return, or 'show' shows the object stats
v0 (num) - sets the value '0' on the object, see table below.
v1 (num) - sets the value '1' on the object, see table below.
v2 (num) - sets the value '2' on the object, see table below.
v3 (num) - sets the value '3' on the object, see table below.
v4 (num) - sets the vlaue '4' on the objcet, see table below.
weight (num) - sets the weight of the object in 1/10th pounds
type - type of object, type ? TYPE for a list
extra - attributes of object,
type ? EXTRA for a list, or see EXTRA below.
wear - where object is worn,
type ? WEAR for a list, or see WEAR below.
material - material the object is made from
type ? MATERIAL for a complete list.
addaffect - adds an affect to an object (addaffect (affect) #)
delaffect - removes an affect to an object (delaffect #)
EDIT OBJECT (vnum) : - edits an object with the specified vnum.
EDIT OBJ CREATE (vnum) : - creates a new object and start you in object
editor for it.
TYPE (type) : sets the type of object it is. Type ? TYPE for a list.
Item Type# V0 V1 V2 V3 V4
ARMOR 9 AC Pierce AC Bash AC Slash AC Exotic Armor Type
BOAT 22 -- -- -- -- --
CONTAINER 15 Max Weight Flags Key Vnum Capacity # Weight Mult
DRINKCONTAINER 17 Liquid Total Liquid Left Liquid Type Poison Tog __
FOOD 19 Food Hours Full Hours -- Poison Tog --
FOUNTAIN 25 Liquid Total Liquid Left Liquid Type -- --
FURNITURE 12 Max People Max Weight Flags (*) Heal Bonus Mana Bonus
KEY 18 -- -- -- --
LIGHT 1 -- -- Light Hours -- --
MONEY 20 Gold Coins Steel Coins -- -- --
PILL 26 Spell Level Spell 1 Spell 2 Spell 3 Spell 4
POTION 10 Spell Level Spell 1 Spell 2 Spell 3 Spell 4
SCROLL 2 Spell Level Spell 1 Spell 2 Spell 3 Spell 4
STAFF 4 Spell Level Max Charges Current Spell --
TRASH 13 -- -- -- -- --
TREASURE 8 -- -- -- --
WAND 3 Spell Level Max Charges Current Spell --
WEAPON 5 Weapon Class # of Dice Type of Dice hit_type Special
Furniture flags: - sit_on, sit_at, sit_in
stand_on, stand_at, stand_in
rest_on, rest_at, rest_in
NAME (string) : - sets the keyword name(s) of the object.
SHORT (string) : - sets the short description of the object (when you check
your inventory, or see what you are wearing)
LONG (string) : - sets the long description of the object (when it is
laying on the ground when you walk in, or when you
look at the object)
ED ADD (keyword) : - sets you into the ED description editor, just like for
rooms. Same commands.
ED ADD "keyword keyword" - sets you into ED description editor, all words within quotes
can be looked at, access same description.
IE. ed add "map palanthas" (you get the idea)
LEVEL (integer) : - sets the level of the object
(Level to use = level -20)
WEAR (flags) : sets the wear flags. Type ? WEAR for a list. TAKE
means that the object can be taken from a corpse. Inventory means when the
mob/player dies, the object will disappear. Inventory is a flag that is used
to determine if shops will recreate the item to sell in an unlimited fashion.
This is automatically added. Do NOT add inventory to items randomly.
WEAR Explanation
TAKE - MUST have this in order to be picked up!
FINGER - Object will be worn on finger
NECK - Object will be worn around the neck
BODY - Object will be worn on the body
HEAD - Object will be worn on the head
LEGS - Object will be worn on legs
FEET - Object will be worn on feet
HANDS - Object will be worn on hands
ARMS - Object will be worn on arms
SHIELD - Object will be worn as a shield
ABOUT - Object will be worn about the torso
WAIST - Object will be worn on the waist
WRIST - Object will be worn on the wrist
WIELD - Can be wielded as a weapon
HOLD - Object can be held
TWO-HANDED - Object requires two hands (no shields etc)
EXTRA (flags) : sets the extra flags, such as glowing, humming,etc. Type ? EXTRA.
EXTRA Explanation
ANTIEVIL - Below -332 align get zapped and drop it if worn
ANTIGOOD - Above 332 align get zapped and drop it if worn
ANTINEUTRAL - From -332 to 332 align get zapped and drop it if worn
BLESS
BURNPROOF - Item can't be destroyed by fire attacks
DARK
EVIL - PCs with 'detect evil' see red aura
FLAMING - Enhanced damage for spells
GLOW - Item glows
HADTIMER - Item has a rot timer and will designtegrate
HUM - Item hums
INVENTORY - Object disappears when mob dies
INVIS - PC needs 'detect invis' to see
LOCK
MAGIC - For weapon can't enchant, can enflame
NODROP - Item cannot be dropped
NOIDENT - Item cannot be identified with spell or skill
NOUNCURSE - Item cannot be uncursed
NOREMOVE - Item cannot be removed if worn
ROTDEATH - Item will designtegrate when PC dies
SELLEXTRACT
VISDEATH - Item isn't visible until death.
(Regardless of see-invis etc)
WEIGHT (integer) : sets the weight of the object. In 10ths of pounds.
Strength Max Wieldable Weight
13 13
14 14
15 15
16 16
17 22
18 25
19 30
20 35
21 40
22 45
23 50
24 55
25 60
COST (integer) : - sets how much the object is worth in gold.
AUTO WEAPON, AUTOARMOR: - Various item types have their own autos.
Play around with this to discover which ones.
When making certain objects, there will be an extra amount of fields that
will appear that you must complete. There will appear in the fields of v0
v1 v2 v3 v4. They correspond to differing things depending upon the object.
For Weapons, v0 is the type of the weapon, type ? wclass for a list. v1
is the number of times the damdice will roll. v2 is how many sides the
dice has. Type HELP WEAPON_DICE for a guideline. v3 is the damtype of the
weapon, type ? WEAPON for a list. v4 are the extra added affect, such as
vorpal, flaming, etc. Type ? WTYPE for a list.
For potions, v0 will be the level, v1-v3 the spells.
To set the v-fields, type V<#> (flag or integer, depending upon the
object type. type v(#) by itself for a brief explanation on what each V-field is for.
Weapon Types (Objects)
0 hit 7 pound
1 slice 8 crush
2 stab 9 grep
3 slash 10 bite
4 whip 11 pierce - permits backstab
5 claw 12 suction
6 blast
Container States (Objects)
closeable closed
pickproof locked
Puton fire_trap
poison_trap gas_trap
Liquid Values (Ansalon is modified)
Name Color Proof Full Thirst Food DrinkSize Flamability
Waters
water clear 0, 1, 10, 0, 16, 0
salt water clear 0, 1, -2, 0, 8, 0
pond water murky 0, 1, 7, 0, 16, 0
'Other' fluids
blood red 0, 2, -1, 2, 6, 0
slime mold juice green 0, 2, -8, 1, 2, 0
sweat clear 0, 1, -1, 0, 2, 0
urine yellow 0, 1, -2, 0, 8, 0
Flavored Non-Alcoholic Drinks
coffee black 0, 1, 8, 0, 6, 0
cranberry juice red 0, 1, 9, 1, 12, 0
lemonade pink 0, 1, 9, 1, 12, 0
milk white 0, 2, 9, 1, 12, 0
orange juice orange 0, 2, 9, 1, 12, 0
root beer brown 0, 2, 9, 1, 12, 0
tea tan 0, 1, 8, 0, 6, 0
Ales Beer Grog etc
ale brown 15, 1, 8, 1, 12, 10
dark ale dark 16, 1, 8, 1, 12, 10
beer amber 12, 1, 8, 1, 12, 10
mead honey 34, 2, 8, 2, 12, 20
Wines
amontillado burgundy 35, 2, 8, 1, 5, 30
benedictine wine burgundy 40, 1, 8, 1, 5, 20
brandy golden 80, 1, 5, 0, 4, 40
champagne golden 32, 1, 8, 1, 5, 20
elvish wine green 35, 2, 8, 1, 5, 20
framboise red 50, 1, 7, 1, 5, 30
icewine purple 50, 2, 6, 1, 5, 25
red wine burgundy 30, 1, 8, 1, 5, 20
rose wine pink 26, 1, 8, 1, 5, 20
sherry red 38, 2, 7, 1, 5, 30
white wine golden 28, 1, 8, 1, 5, 20
Distilled Spirits
absinthe green 140, 1, 4, 0, 2, 100
aquavit clear 140, 1, 5, 0, 2, 70
cordial clear 100, 1, 5, 0, 2, 50
firebreather boiling 190, 0, 4, 0, 2, 95
local specialty clear 151, 1, 3, 0, 2, 75
rum amber 151, 1, 4, 0, 2, 75
vodka clear 130, 1, 5, 0, 2, 65
whisky golden 120, 1, 5, 0, 2, 60
Fuels
lamp oil golden 0, 2, -2, 1, 1, 200
naptha light blue 0, 2, -4, 1, 1, 300
ADDAFFECT (field) (integer) : - this sets the added affect of a weapon,
such as +50 mana, +50 hp, etc.
EXAMPLE:
Addaffect hitroll 10 - Adds 10 to the users's hitroll.
ADDAPPLY AFFECTS : - See Weapon Armor and Object Stat Rules.
AFFECTS LIST
strength dexterity intelligence
wisdom constitution sex class
level age height weight
mana hp move gold
experience ac hitroll damroll
saves savingpara savingrod savingpetri
savingbreath savingspell
DELAFFECT (integer) : - this remove the delaffect of the number you
specify. For example: DELAFFECT 2 will delete the 2nd affect
in the list of addaffects at the bottom of the item in edit.
IE:
Number Modifier Affects
------ -------- -------
[ 0] 4 strength
Delaffect 0 would remove the affect.
SPELLS!
For items such as potions, wands, staffs, pills etc with spells:
Syntax: ? spells [ignore/attack/defend/self/object/all]
Spells Ignore
call lightning calm continual light control weather
create food create rose create spring earthquake
faerie fog scrye feast find familiar
floating disc gate holy word locate object
mass fly mass healing mass invis nexus
portal smoke summon ventriloquate
gas breath
Spells Attack
acid blast blindness burning hands cause critical
cause light cause serious chain lightning charm person
chill touch colour spray confusion demonfire
dispel evil dispel good dispel magic dispel neutral
energy drain faerie fire fear flamestrike
flood waters harm heat metal plague
prismatic spray shocking grasp silence sleep
slow thunderclap thunderstorm weaken
general purpose high explosive explosion
Spells Defend
armor change sex cure blindness cure critical
cure disease cure light cure poison cure serious
flameshield fly frenzy giant strength
haste heal infravision know alignment
refresh restore sanctuary shield
Spells Self
cancellation conceal alignment corpse visage detect evil
detect good detect hidden detect invis detect magic
detect neutral pass door protection protection neutral
protection evil protection good stone skin teleport
translate true sight understand tongues word of recall
Spells Object
create water detect poison enchant armor enchant weapon
fireproof identify recharge
Spells All
acid blast armor bless blindness
burning hands call lightning calm cancellation
cause critical cause light cause serious chain lightning
change sex charm person chill touch colour spray
continual light conceal alignment confusion control weather
corpse visage create food create rose create spring
create water cure blindness cure critical cure disease
cure light cure poison cure serious curse
demonfire detect evil detect good detect hidden
detect invis detect magic detect neutral detect poison
dispel evil dispel good dispel magic dispel neutral
earthquake enchant armor enchant weapon energy drain
faerie fire faerie fog scrye fear
feast find familiar fireball fireproof
flameshield flamestrike fly floating disc
flood waters frenzy gate giant strength
harm haste heal heat metal
holy word identify infravision invisibility
know alignment lightning bolt locate object magic missile
mass fly mass healing mass invis nexus
pass door plague poison portal
prismatic spray protection protection neutral protection evil
protection good ray of truth recharge refresh
remove curse restore sanctuary shield
shocking grasp silence sleep slow
smoke stone skin summon teleport
thunderclap thunderstorm translate true sight
understand tongues ventriloquate weaken word of recall
acid breath fire breath frost breath gas breath
lightning breath general purpose high explosive explosion
EXAMPLE of Object Creation:
edit object create 5276 - create object 5276
type weapon - sets the type as a weapon
name sword blue - sets the keyword names
short a blue sword - sets the short desc
long A blue sword lies here. - sets the long desc
ed add blade - sets keyword "blade" enters me into
the ED desc editor
The blade is rather blue for some reason.
- sets the desc
.f - formats the description
.s - shows me what the description is so far
.r "rather blue" "blue" - replaces the text
.f - formats the description
@ - takes me from the desc editor into
the object editor
level 20 - sets the weapon level 20
weight 15 - makes the weapon 15 pounds
cost 1000 - sets the worth of the object 1000 gold
wear take wield - lets me take it from a corpse or from
the floor and wield it as a weapon
extra glow hum - makes the weapon glow and hum
v0 sword - makes the weapon a sword
v1 10 - damdice has 10 rolls
v2 2 - damdice is a 2 sided dice
v3 slash - sets the damage message when the weapon hits a mob
v4 flaming - makes the weapon flaming, leading to
extra damage, a chance to blind the mob,
damage eq, etc
addaffect strength 1 - adds str +1
addaffect hp 100 - adds +100 hp to the wearer
asave area - saves the area
done - takes you out of edit mode