Building on Ack!mud - Part #2. Updated 10/21/98 by Kobaan@CiP (Chaos in Paradise) original builder files from Michlotixlan@AA (Ancient Adventures) **** OEDIT AND OBJECTS **** You can either edit an existing object by typing "oedit ", or you can create a new object using "addobj ". Just as with rooms you can type "list" to see how the object is built. Several things are different about objects, and are discussed here. Object Basics When an object is first created, a keyword must be supplied with the object. You can change the keyword using the command "name ". You can also give the object several keywords using the command "name ...ect". Remember, ALL keywords must be included whenever you change the keyword(s), otherwise previous keywords will be lost. Example- You use the following command to name the object: name sharp steel sword These are but some of the commands players can use to interact with the object: get sword; wear steel; remove sharp !!!WARRNING!!! - Do NOT use color in the keyword. It is incorrect and will confuse players. You can set the level of the object with the simple and almost obvious command: "level " You then need to set the short and long descriptions. The short description is the one usually seen by players. You should include the keyword(s) in this description, otherwise players will have a hard time interacting with it. "short " sets this descrip. Players see long descriptions when the object is lying on the groud, or they "look ". You can set this using "long ", and it may be somewhat acceptable to not include the keyword(s) here if you want. "weight " sets the weight of the object. You can add wear bits using the command "wear <+/->". "wear" alone brings up a list of possible places the object can be worn. In order for the players to be able to get an object it must be "wear +take". Other wear bits indicate where the item may be worn if the object is intended as equipment. Type "magic" by itself to bring up a list of permanent magic affects that can improve the object, if it is worn. Set the magic affect using "magic <+/->". "aff" by itself will bring up a list of affects that can affect the wearer of the object. "aff <+/->" is the usage. This is where hitpoints, mana, armor class, hitroll, and damroll can be added to an object. Some affects, class, level, weight, height, gold, and exp should no longer work. Extra Flags You can set extra flags onto an item, many of which do strange things which may need explanation or clarifacation. "extra" by itself brings up the list of possibile flags, and "extra <+/->", and the flags are as follows: nodisarm If object is a weapon it may not be disarmed lifestealer If the object is a weapon it will steal hps from an opponent silver If the item is a weapon it can be used with the decapitate skill to destroy werewolves as you kill one. noloot Item may not be looted from a corpse nosac Item may not be sacrificed nosave Item will not save and will disappear if you quit with it no_auction Item may not be put up on auction nodrop You cannot drop the item once you pick it up noremove You cannot remove the item one you wear it (!) trig:destroy If the item is a trigger, examining the item will destroy it rare Item cannot be located for; if the item repops on the ground then it only repops a small fraction of the time (0.16%/repop?) unique A unique item ready to have item enchantments added to it remort Only remorts of the item's level or higher can equip with it anti-good Good aligned players will drop the item if they try to wear it anti-neutral Neutr aligned players will drop the item if they try to wear it anti-evil Evil aligned players will drop the item if they try to wear it bless The item is "good" and will raise align if sacced evil The item is "evil" and will lower align if sacced invis Only those that can detect invisible can see the item claneq This equipment is only for a clan, and cannot be uniqued vamp Designed for items made only for vampires, but doesn't work Glow, hum, magic simply show up on the short descrip; lock and inventory don't do anything useful anymore. Item Types Setting the item type is as simple as "type ". Possible choices for object types and their functionality include: weapon Item should be used as a weapon to hurt opponents armor Item should be set as wearable on some equipment position light Item should be wearable and provides light clutch Special clutch item that makes portals to a fixed location stake Holdable item capable of destroying vampires wand Item that casts a spell when "zap"ped staff Item that casts a spell when "brandish"ed scroll Item that can cast 1 - 3 spells when "recite"ed potion Item that can cast 1 - 3 spells when "quaff"ed pill Item that can cast 1 - 3 spells when eaten food Provides noursihment for players drink_con Holds bevarages for players fountain Stationary item provides unlimited source for a drink container Object that can hold items, freeing up inventory space matrix A container designed for making and upgrading unique items enchantment An item used to upgrade a unique item soul Item used for infusing weapons (necromancer spells) piece This item is combined with a second piece to create some third object board Players can read and post messages on these boat Allows players to traverse rooms with water key Unlocks doors; will never save on characters quest Items sought after in quests trigger Can do several things, like teleporting players when examined money This object is instantly converted into gold when a player picks it up (may not work properly) furniture Objects that may be reseted upon treasure To be used for very special items, like quest point tokens :) trash Useless item, a red herring for players to find Object types portal, beacon, corpse_npc, corpse_pc should not be built, and are mostly designed for objects created by the game. Type Trigger Objects that are type: trigger can do a few special things: - Set value0 to 9, value1 to 0, and value2 to a room vnum, pcs and npcs are transported to the room vnum when they exam the item. - Add the trigger:destroy flag to make the obj dissapear when used. - Set value0 to 9, value1 to 3, and value2 to a mob vnum, the mob specified will appear in the room when the object is examined. Type Clutch You can make extra-special clutchable items. Here's how: - Set value0 to 1, value1 to a room vnum. When clutched the object will disappear, and the player will be portalled to the room. - Set value0 to 3, value1 to a room vnum. When clutched the object will NOT disappear, and the player will be portalled to the room. - Set value0 to 2, value1 to a mob, and value2 to a %. When clutched the object will disappear, and the specified mob will appear. It has the % chance that it will begin following the player. These will not work however in noportal rooms. Type Piece Type:peice can be confusing, but can add interesting elements to the game where players must find several pieces, and learn how to connect them to make a final item. If the correct items are connected, then it will produce third object, which may or may not be of value. The players may try connecting your piece items using this syntax: "connect ", where both objects are type:piece. "connect" is now "assemble" in 4.3 A single piece item can therefore be connected one of two ways: 1.) Use it as , and it must be connected to the value1 vnum. 2.) Use it as , and it must be connected to the value0 vnum. If the objects are correcly connected, both items disappear and the object with the vnum of value2 appears. If they are incorrectly connected, the player simply wastes time and nothing happens. Generally, value0 and value1 should be the same, but not always if you want special results. Tips: - Make two pieces connect together to form armor or equipment, or keys. - Make pieces connect to form another piece, which may be connected to something else to form equipment. The possibilities are endless! - It IS possible for connection order to matter. Here's how: name:bottom vnum:100 name:top vnum:101 value0: 0 value0: 0 value1: 101 value1: 100 value2: 102 value2: 103 In this case, "connect top bottom" results in object 103, while "connect bottom top" results in object 102 being produced. Connection order can matter if you do things this way! Objfun You can add special effects to objects, mostly for weapons. Here's the list of the useful ones: objfun_giggle Object occasionally giggles; very annoying objfun_dispeller Object occasionall does some weird stuff to annoy you objfun_cast_fight Weapon casts various spells in battle objfun_healing Weapon heals the wearer up during battle objfun_flaming Weapon casts fiery spells at opponent during battle objfun_regen Equipment increases healing rate while worn objfun_soul_moan Object moans like it's an infused weapon