Introduction
There isn't all that much to creating objects. Each type shares a common set of attributes that apply for each object type like keywords, short and long descriptions, weight, value, etc. Each individual type of object uses seperate v0-4 values for spells, capacity, level of effects, amount, etc. I suggest experimenting with each type until you grasp the concepts of each one.
EDIT OBJ {CREATE}
[VNUM]
NAME [STRING]
Keywords are
the names used to manipulate objects. They should be logically derived
from the short and long descriptions of the object. This is especially
important when creating a restring for a player. Many players, espcially
on PK Muds, try to weasel their way into getting a restring made where
none of the keywords match are contained in the short or long descriptions
to prevent other players from looting or stealing them.
The SHORT
description is what players will see when they use an object, pick it up,
wear it or have it in their inventory. It should not be capitalized nor
contain a period at the end.
The LONG
description is seen when the object is on the ground. The long description's
first letter should be capitalized and contain a period at the end.
Some people
prefer to include permanent objects like fountains in the room description.
To accomplish this, use the SCENIC flag.
Like rooms, objects
can and SHOULD have extended descriptions. This not only creates objects
with more flavor, but prevents players asking why the sword in their inventory
says A sword lies here stuck in the mud. when they look at it.
If instead the sword had an extended keyword of sword with a description,
the player would see for example: Yup, looks like your standard sword.
You can get details
about EDs in the room helps.
LEVEL [NUMBER]
Simply, the minimum
level (+10) a player must be to use, wield or wear an object.
These flags determine
how an object may be manipulated. All objects that are intended to be used
by players should be flagged with Take at a minimum. Only items
such as furniture and fountains either visible or hidden in the room description
should lack the Take flag. Permanent items should also be flagged
with No-sac flag--you don't want the players running around saccing
all the fountains of the Mud. Weapons obviously need to have the Wield
flag. Armor should have an appropriate flag based on where its intended
to be worn. Wands and Staves require a Hold flag if you expect players
to be able to use them.
| take | finger | neck | body |
| head | legs | feet | hands |
| arms | shield | about | waist |
| wrist | wield | hold | two-hands |
| pride | ears | face | float |
| eyes | back | tattoo | |
WEAR COND [Condition]
With this command
you can assign customized conditions to an object. It will only be usable
if the condition is fulfilled.
If you don't
want transvestite characters, just because the sild dress is the best eq
of a certain level, give it a condition:
wear cond
actor sex female female
EXTRA [FLAG]
The extra
flags provide visual effects
and other controls on how objects may be used. Be careful when assigning
these flags, as having every item in your area flagged with them ruins
the uniqueness of these flags.
MATERIAL [MATERIALS-NAME]
CONDITION [NUMBER]
The condition
value ranges from 0 (ruined) to 100 (perfect). Normally this value wouldn't
matter so much but now, especially with the shatter skill, it actually
applies. So if your item is a rusty sword, it shouldn't be set at 100%.
WEIGHT [NUMBER]
How much the
object weights. 4 weight units equal about one kg.
COST [NUMBER]
Value of the
item measured in the local currency of its home area.
ADDAPPLY [LOCATION]
[#MOD]
ADDMAX [LOCATION]
[#MOD]
ADDAFFECT
[AFFECT]
ADDEFFECT
[SPELL] [RECHARGE SPEED]
DELAFFECT [#id]
These flags should be used sparingly as well.
APPLIES:
| none | strength | dexterity | intelligence |
| wisdom | constitution | sex | class |
| level | age | height | weight |
| mana | hp | move | gold |
| experience | ac | hitroll | damroll |
| saving-para | saving-rod | saving-petri | saving-breath |
| saving-spell | sanity | immunity | resistance |
MAX APPLIES:
| strength | dexterity | intelligence | wisdom |
| constitution |
AFFECTS:
Most Affect
Flags are usable for permanent
obj affects.
TYPE [OBJ TYPE]
The object type
specifies what kind of item it will be. The specific types index defines
each individual object type.
| light | light_refill | scroll | wand |
| staff | weapon | treasure | armor |
| potion | clothing | furniture | trash |
| container | drink | key | food |
| money | boat | npc_corpse | fountain |
| pill | protect | map | pride |
| component | portal | locker | locker_key |
| clan_locker | keyring | book | idol |
| scry | dig | forge | raw_material |
| bondage_obj | tattoo | trap | voodoo_doll |
| paper | explosive | ammo | slotmachine |
| herb | pipe | timebomb | tree |
| camera | photograph | warp_stone | room_key |
| gem | jewelry | jukebox | share |
| figurine | pool | grimoire | |
Each object type has up to five associated v 0 - 4 values that define it. Not all object types employ all five v values.