Dizzy Area Builder's Reference

#OBJECTS Tables

 
Item
Values
boat 
clothing 
gem 
jewelry 
jukebox 
map 
trash 
treasure 
warpstone
 Ø   Ø   Ø   Ø   Ø 
 
anvil
public
cost
public
QP
has
owner?
owner
cost
owner
QP
 
has owner=1 if anvil has an owner, Ø if not.
armor
AC pierce AC bash AC slash AC Magic Ø
 
container
max 
tot wt
flags key
vnum
max
sgl wt
wt
mult
(eg) bag: 50 0 0 5 100
(eg) Arthur: 300 A 0 20 30
 
flags
A
B
AC
ACD
E
close 
able
pick 
proof
closed locked put 
on
 
drink 
container
capacity current qty liq type poisoned? Ø
(eg) Coke: 150 150 'coke' 0 0
(eg) Grail: 500 500 'water' 0 0
 
absinthe ale amontillado aquavit beer 'benedictine wine' blood brandy champagne coffee coke cordial 'cranberry juice' 'dark ale' 'elvish wine' firebreather framboise icewine lemonade 'local specialty' mead milk 'orange juice' 'red wine' 'root beer' 'rose wine' rum 'salt water' schnapps sherry 'slime mold juice' tea vodka water whisky 'white wine' 


poisoned: 1 if poisoned, 0 if not.
food
fillvalue satevalue Ø poisoned? Ø
(eg) pie: 20 40 0 0 0
(eg) bread: 18 12 0 0 0
 
fountain
Ø Ø liq type poisoned? Ø
 
See 'drink container' for liquid types.
furniture
max_people Ø flags manaregen hpregen
 
flags position stand sit rest sleep put 
inside
at A D G J
on B E H K
in C F I L P
 
key
keep? Ø Ø Ø Ø
 
keep: Ø=no, 1=yes
light
Ø Ø hours_of_light Ø Ø
 
hours_of_light
Ø=dead, 998=lots, -1=infinite
material
skill
mod
dice
bonus
side
bonus
Ø Ø
(eg) adamantite: -5 0 2 0 0
(eg) stardust: -25 0 4 0 0
(eg) platinum: -20 5 -5 0 0
 
money
silvervalue goldvalue Ø Ø Ø
 
pill 
potion 
scroll
spell_level 'spell1' 'spell2' 'spell3' 'spell4'
 
portal
num_charges Ø gate_flag room_vnum Ø
 
num_charges: Ø for infinite. 
 
gate_flag
A B C D E
normal nocurse go_with buggy random
 
staff 
wand
spell_level max_charges current_charges 'spell' Ø
 
weapon
'wpn
class'
dam
dice
num
sides
'dam
type'
wpn
flags
 
wpn_flags
A
B
C
D
Ew
F
G
H
flame frost vamp sharp vorp 2hd shock poi
 
wpn_class: exotic sword dagger staff mace axe flail polearm whip
dam_dice
num_sides:
Avg = 
(dam_dice*num_sides+dam_dice)/2
dam_type: see damage types in #MOBILES