#HELPS 7 IMMREF~ The Immortal Reference - Table of Contents EXTRA-FLAGS Each section has information on the bit/type/num ACT-BITS keywords (the words used with the editor commands) AFFECT-BITS and also the numeric values and a short phrase WEAR-BITS description of the bit's meaning. If your unsure, OBJ-TYPES please don't hesitate to ask one of the other OBJ-VALUES builders for help! Make sure to read CREATION-RULES! PET-SHOPS ROOM-FLAGS AEDIT LIQUIDS OEDIT APPLY-TYPES REDIT PEC-PROCS MEDIT EXIT-FLAGS ALIST SPELLS SECTORS These topics can be viewed using 'HELP <topic>'. ~ 7 EXIT-FLAGS~ Current exit flags are: door - exit is a door closed - exit is closed locked - exit is locked (don't forget the key) bashed - exit is bashed bashproof - exit cannot be bashed pickproof - exit cannot be picked (definitely a key) passproof - exit cannot be walked through ~ 7 ROOM-FLAGS~ Currently room flags are: dark - room is always dark no_mob - room won't allow mobiles to enter indoors - room is indoors private - room allows only 2 people safe - room won't allow fighting solitary - room allows only 1 person pet_shop - room is a pet shop no_recall - room won't allow recalling no_teleport - room cannot be teleported to/from ~ 7 SECTORS~ Currently sectors are: inside city field forest hills mountain water_swim water_noswim underwater air desert ~ 7 AFFECT-BITS~ Currently affects are: blind invisible detect_evil detect_invis detect_magic detect_hidden shadowplane sanctuary faerie_fire infrared curse flaming poison protect ethereal sneak hide sleep charm flying pass_door shadowsight rotting coward ~ 7 ACT-FLAGS~ Currently act flags are: is_npc auto set for mobs sentinel stays in one room scavenger picks up objects aggressive attacks pc's stay_area won't leave area wimpy flees when hurt pet auto set for pets train can train pc's practice can practice pc's gamble runs a gambling game ~ 7 APPLY-TYPES~ Currently apply types are: none str dex int cha sta height weight mana hit move ac hit dam blood_pool blood_potency ~ 7 WEAR-BITS~ Currently wear bits are: take finger neck body head legs feet hands arms about waist wrist hold face ~ 7 EXTRA-FLAGS~ Currently extra flags are: glow hum invis magic nodrop anti_good anti_evil anti_neutral bless noremove inventory loyal shadowplane thrown keep illusion ~ 7 OBJ-TYPES~ Keyword Description ======= =========== light used as lightsource scroll can be recited wand can be zapped staff can be brandished weapon can be use in combat (must be wielded) treasure Can be sold as a worthless item and is not trash armor Protection (must be worn somewhere) potion can be quaffed furniture Currently unused trash Default item type if given bad keyword (mvnum) container Can hold items drink Can hold liquid key No special qualities food Can be eaten money When taken adds to ch->gold corpse npc corpse fountain can be drunk from pill can be eaten but is magical portal can be used to travel to other rooms egg hatches into a mob when its timer runs out stake used for staking vampires missile/ammo missile weapon/ammo for the missile weapon ~ 7 LIQUIDS~ liquid name color alcohol food drink (values) =========== ===== ======= ==== ===== water "clear" 0 0 10 beer "amber" 3 2 5 wine "rose" 5 2 5 ale "brown" 2 2 5 dark_ale "dark" 1 2 5 whisky "golden" 6 1 4 lemonade "pink" 0 1 8 firebreather "boiling" 10 0 0 local_specialty "everclear" 3 3 3 slime_mold_juice "green" 0 4 -8 milk "white" 0 3 6 tea "tan" 0 1 6 coffee "black" 0 1 6 blood "red" 0 2 -1 salt_water "clear" 0 1 -2 cola "cherry" 0 1 5 ~ 7 "b_ref item_light"~ 01 ITEM_LIGHT value 1 unused value 2 unused value 3 hours of light available, 0 is dead, -1 is infinite value 4 unused ~ 7 "b_ref item_staff_wand"~ 03 ITEM_WAND value 1 level value 2 max charges value 3 current charges value 4 spell name 04 ITEM_STAFF value 1 level value 2 max charges value 3 current charges value 4 spell name ~ 7 "b_ref item_scroll_potion_pill"~ 02 ITEM_SCROLL value 1 level value 2 spell name 1 value 3 spell name 2 value 4 spell name 3 10 ITEM_POTION value 1 level value 2 spell name 1 value 3 spell name 2 value 4 spell name 3 26 ITEM_PILL value 1 level value 2 spell name 1 value 3 spell name 2 value 4 spell name 3 ~ 7 "b_ref item_weapon"~ 05 ITEM_WEAPON value 1 unused value 2 unused (formerly min damage) value 3 unused (formerly max damage) value 4 weapon type: 00 hit 01 slice 02 stab 03 slash 04 whip 05 claw 06 blast 07 pound 08 crush 09 grep 10 bite 11 pierce 12 suction 13 chop ~ 7 "b_ref item_drink_con"~ 15 ITEM_CONTAINER value 1 weight capacity value 2 flags: 1 closeable, 2 pickproof, 4 closed, 8 locked value 3 key vnum value 4 unused ~ 7 "b_ref item_food"~ 19 ITEM_FOOD value 1 hours of food value value 2 unused value 3 unused value 4 if non-zero, food is poisoned ~ 7 "b_ref item_money"~ 20 ITEM_MONEY value 1 value in gold pieces value 2 unused value 3 unused value 4 unused ~ 9 HISCOSET~ {ySyntax: hiscoset <command> [keyword] [field] [value]\n\r{n Hiscoset is the command to set and create hiscore tables. Command can be: list Lists all hiscore tables. show <kwd> Shows the data for that table. create <kwd> Create new table with that keyword. destroy <kwd> Destroy table with that keyword. set <kwd> <field> <val> Sets data for that table. Field can be: keyword <str> Set new keyword for the table. vnum <num> Set an object vnum for this table. desc <str> Set the description. maxlength <num> Set Max entries in the table. entry <name> <score> Change the score for a player. If the 'vnum' field is -1, the table will be accessible via the 'hiscore' command; if it's different from -1, it will be visible only by looking at the object with that vnum. If you decrease maxlength, entries at the end will be chopped. If you increase it, it will slowly fill up. See also: {yHISCORE{n. ~ 0 HISCORE~ {ySyntax: top [keyword]{n This command is used to see a hiscore table. Without parameters, it lists all the tables. If you supply a parameter, it will show you the table, unless the table is set to be visible only by looking at the apropriate sign. ~ 0 $~ #$