Object Record

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Required Information.

A: The object's vnum.

B: The object's name.

C: The object's short description.

D: The object's long description.

E: Set this to a tilde.

F: The object's type.

G: The object's extra flags.

H: The object's wear flags.

I: The object's value0.

J: The object's value1.

K: The object's value2.

L: The object's value3.

M: The object's weight.

N: The object's cost.

O: Set this to 0.


Optional Information

P: The object's bonuses.

Q: The object's extra des.

R: The flammable item flag.


Conditional Information

S: The metallic item flag.

T: The two-handed weapon flag.

U: The underwater breath item flag.



An individual object is laid out in the following format:


A

B

C

D

E

F G H

I J K L

M N O

P

Q

R

S

T

U





#OBJECTS Block Structure

The block starts with the string #OBJECTS, followed by one or more object records, and ending with the string #0.

This is an example of an objects block:

#OBJECTS
object 1: see above for layout
object 2: see above for layout
object 3: see above for layout
#0


VNUM

This number identifies the object to the MUD for loading purposes and other functions. The syntax is:


#XXYY


XX is the number assigned to your area. YY is a number between 00 and 99 identifying a particular object in the area. No duplicates vnum's are allowed. ie #4710 is object 10 in area 47.


Names

This is the keyword (or words) used by mortals to interact with a object. Generally, the name field should have no more than 2 or 3 words in it. The field should be all in lower case, and the last character must be a tilde (the squiggly hyphen). If the object is "a stone hammer", "hammer" and "stone" are the 2 words you would put in the name field. Do not put articles or prepositions in this field, and at least ONE keyword should appear in the object's long description.


Short Description

This is the phrase the MUD uses when the object does something. If the object's short description is "a stone hammer", then if you pick it up, it might read as:


You pick up a stone hammer.


The short description should be a phrase that makes grammatical sense, and it must be followed by the tilde. Avoid capitalizing leading prepositions such as in "A stone hammer". Instead use "a stone hammer". This allows the messages the mud makes from this description to look right, such as: You get a stone hammer from a bag.


Also be aware that using capitals to describe an item indicates, in most cases, that the item is considered unique and one of a kind, such as the "Holy Avenger".


Long Description

This is the sentence that the MUD displays for objects standing in a room. If a object has the long description "A heavy stone hammer lies here.", then when you enter the room, following the room description the MUD would display:


A heavy stone hammer lies here.


If there is no extra description on the object, the long description is also used when a "look" or "examine" command is used on the object.


The long description gets preceded by things like aura's and other spell effects, so take that into account when you write the description. In general, this sentence should be approximately 70 characters in maximum length if the object has no affects on it. If the object does have affects, make sure that you take auras and spell affects into consideration. Make sure the auras and description all fit on ONE line, like this:


(Invis)(Magical)(Humming)(Glowing)(Red Aura) A heavy stone hammer is here.


The sentence should be grammatically correct and following it, on a the SAME line, should be a tilde.


Type

Refer to the flag list for valid types. One, and only one, MUST be chosen.


Extra Flags

Refer to the flag list for valid flags. A combined value is allowed. If you don't want to use any, enter a 0.


Wear Flags

This is a very important flag, and coding it wrong causes strange problems. Follow these guidelines when choosing values from the flag list:


If you want the object to be worn, you must combine the wear location AND the take-able flag.
Do NOT combine two wear locations.
If you do not want the item to be picked up, enter a 0.
For items of type light, ONLY set the take-able flag.
Do NOT set a wear location.


In short, you enter a 0, the value of the take-able flag, or the value of the take-able flag combined with a wear location.


Values

These values are determined by the object type. The specifications are listed under the various item types in the item type value specifications list. They are listed in order value 0 through value 3. If one is not used, enter a 0.



Weight

This is how much the item weighs. With the exception of items which are flagged NO_TAKE, such as fountains, this value should be realistic. A mace might weigh in at 8-12 and a dagger only 2 or 3. Any weight that is warped must be approved.


Items that are NO_TAKE can be any weight you choose unless they are a container. In general, a value of 1 or 0 is used.


If the item is of type container, it is IMPERATIVE this weight value be less than the object's value0 or it will cause errors and/or problems.


Items with a take flag that are reset on the ground will disintegrate over time, only items that are notake will remain.



Cost

If you have set the extra flag USE COST, indicating the object has a base cost, enter the base cost here. If there is no base cost, enter 0. In general, this field should be 0 unless you have had the item approved to use a base cost. If you wish to use this feature, contact the Area Coordinator for a complete explanation of how this field works.


Bonuses

Bonuses, also called "Applies," are different good or bad affects an object gives to the player using it. The syntax is:


1

2 3


1: This is the letter A.

2: This is the number of an Apply. See the flag list for legal values.

3: This is the amount of the Apply - it may be positive or negative.


If you do not have bonuses on an item, do NOT put in blank lines. It is technically allowable to put in multiple bonuses by repeating this block format. As a general rule, bonuses should be used SPARINGLY! Becoming bonus happy is a good way to have an area rejected.


Extra Description

If this description exists, then it is used when someone does a "look" or "examine" command on the object. If the extra description of the hammer is "The hammer is old and has a split shaft.", then if you type "LOOK HAMMER" the MUD would display:


The hammer is old and has a split shaft.


A object may have none, one, or multiple extra descriptions, each coded following this format:


1

2

3

4


1: The letter "E" is placed on a line by itself.

2: This is the list of keywords that identify this description. The syntax follows the same rules as all other names and keywords - see B above.

3: This is the description. It should contain lines no longer than 75 or so characters so that no line wrap problems occur.

4: This must be a tilde. Nothing else can go on the line.


If the extra description is omitted, do NOT put in blank lines.


Flammable Flag

Set this on any item type. If the object should be subjected to INSTANT burning in a fight, such as a scrap of paper, set this flag. The syntax is a single "F" on a line all by itself. If omitted, do NOT put in a blank line.


Metallic Flag

Set this only on object's that are item type armor. If the object AC is more than 5, then this flag MUST be set. The syntax is a single "M" on a line all by itself. If omitted, do NOT put in a blank line.


Two-Handed Flag

Set this only on object's that are item type weapon. If the object weight is more than 9, then this flag MUST be set. The syntax is a single "T" on a line all by itself. If omitted, do NOT put in a blank line.


Underwater Breath Flag

Set this only on object's that are item type armor. The syntax is a single "U" on a line all by itself. If omitted, do NOT put in a blank line. Special approval is required if using this flag.


Example of an Object

#4710

stone hammer~

a stone hammer~

A heavy stone hammer lies here.~

~

5 0 8193

0 3 7 7

10 0 0

E

stone hammer~

The hammer is old and has a split shaft.

~

T