OEDIT <obj> <what> ..... Objects are probably the most complicated things in the mud. Values for what. ~~~~~~~~~~~~~~~~~ Name : This is the internal name for the object and must be unique within the zone. Players never see this. 16 chars MAX Pname : The main name the players will use and see for the object. Altname : A secondary name. It is best to try to make Pnames less general and hopefully unique, while altname may be something like gold (a more general name) This is only to help players. Try to give altnames when possible. Location : This has 2 parts. A location type (see below) and the actual location. Damage : If DICE is not defined true, then it is the damage a weapon would do. eg 1 d Damage. (mob/players natural damage gets added on here) If dice is defined, it will do DICE d DAMAGE. Dice : OPTIONAL, the number of dice damage done. Examine : This is the examine text for objects. Armor : If the object is armor, this is the armor class. Higher the better. But don't over do this. 20 is extremely high. Only full suites of armor would have 20, eg Bodyarmor from abyss. The armor from dwarves cave is 15, mosts shields are 10 or less MaxState : An object can have up to 4 states. This is the biggest state this object should ever have. (0 - 3) State : The starting state of the object. NOTE: Doors, 0 = open 1 = closed, 2 = locked. (Yes states go from 0 - 3) Bvalue : Base Value of the object. Basically the most you'd ever get for pitting this. Note that though it is a value, it is the value you get for sacrificing it to gods. Nothing to do with how good or useful something is. In fact, good armor and weapons should get low values so as not to encourage people to pit it. Size : How big something is. Note that it is how much a container can hold. 50 is pretty big. Weight : How much something weighs. Not implemented on many dirts. Description : These are linked to the states. It is what you see when you enter a room, see the object on the ground. But there may be one for each state of the object, and you see the one of the objects current state. Linked : The object is linked to another object means basically, they share state variable. Their states will always be the same. Doors are linked together. A door has 2 sides, one in each room and the two parts must be linked. Counter : This is OPTIONAL and is another variable coders can use instead of damage. It's exact use is mud dependant, but burning branches may use this to count down till the burn out. Location types ~~~~~~~~~~~~~~~ UNKNOWN : You can't have this value in the mud. IN_ROOM : The object is just sitting in a room IN_CONTAINER : The objects in another object. CARRIED_BY : Some mobile is carrying it. WORN_BY : A mobile wears it. WIELDED_BY : Some mobile wields it. BOTH_BY : It is both worn and wielded