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The #OBJECTS section consists of the #OBJECTS header, one or more
object descriptions (see below) and the #OBJECTS section ender
#0
as shown here:
#OBJECTS
object descriptions #0
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A object description looks like this:
#vnum
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There is an example at the end of this page.
Here's what the (underlined) terms mean:
#vnum
#
')!
Although the MUD program does not care whether the vnums for objects are in ascending order and consecutive, your area file will be very difficult to maintain if this is not so. Start with the first vnum you were assigned and number consecutively up to as many as you need for all your objects.
keywords
'take object'
and other interaction, at least some of the keywords
should be words visible in the object's short description (see below),
and the long description (see below).
The simplest way to get this right is to code some keywords from the 'short name' on your object list, then code the long and short descriptions, then come back to the keyword list and add any keywords you think the player may consider using after having seen the short or long description.
Example: You build a suit of armor. Keyword as per the object list: 'armor'. You later build a long description stating 'A shiny green suit of armor lies on the ground here'. Unless you're playing some kind of guessing game with the player, you MUST add 'suit' to the keywords so as to give the player a chance to call it 'suit' as well as 'armor'. You may also add 'green' so the player can refer to 'green armor' to keep it separate from other armors. For objects of which there are many different kinds in the game, several keywords will help single it out when using spells like locate object.
Don't forget the tilde ('~
') at the end of the
keywords line!
short description
Don't forget the tilde ('~
') at the end of the
short description!
long description
If you are building a puzzle and don't want the player to see an object upon entering a room or using LOOK, then you may leave out the long description but not the tilde! This is often done with portals and containers (containing valuable items) because it makes the most sense in this context. It is absolutely necessary in such cases to mention the hidden object in the room description, though, or it will never be found. If you use an empty long description, you must still always enter a short description. Otherwise meaningless messages result when the object is manipulated.
Note that the tilde ('~
') goes at the
end of the line containing the long description! This is not consistent
with the way it's done for #MOBILES, so you will have to remember to do it
right.
material
LORE
and the IDENTIFY
spell but
doesn't seem to affect anything. It's there for realism and role play, mainly.
So you can code any old string here that maintains credibility.
The tilde, however, is mandatory, as always.
type
objectflags
wearflags
value line
level
weight
value
ITEM_QUESTSELL
object flag, the cost is in Quest Points.
condition
P | Perfect | D | Damaged |
G | Good | B | Broken |
A | Average | R | Ruined |
W | Worn | I | Indestructible |
extended keyword(s)
extended description
keywords: | sword double edged | ||||||||||||
short description: | a double-edged sword | ||||||||||||
long description: | A double-edged sword gleams evilly on the ground. | ||||||||||||
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Here's how all these things interrelate:
What this means is that a general-purpose LOOK in the room will always show
the object's long description ("A double-edged sword gleams evilly on
the ground here"), but a LOOK SWORD will first try to match
on an extended keyword. Since, in our case, 'sword' is one of the
keywords for the first extended description, the player will get the story
about the jagged blade with the razor sharp edges.
Thus, extended keywords are used to make sure a LOOK at an item will be
directed at the detailed extended description rather than the relatively
short so-called long description. To make sure this works no matter
which keywords the player LOOKs at, your best bet is to duplicate all of
the object's keywords into the keywords of the first detail description.
If there is no detail description with keywords matching the object's keywords, all the player sees is the long description ("A double-edged sword gleams evilly on the ground here") yet again. If most objects in an area have no detail descriptions, players will be bored by what they find and will quickly cease LOOKing at anything.
In our case, the player is curious about the sword and types LOOK SWORD. He is shown the first extended description. Note that a clever player may deduce that a 'double edged sword' has two edges, and may think to type LOOK EDGES. This is why the extra keyword 'edges' was included in the list.
Our inquisitive player is intrigued by the stains on the sword's surface (both are words he sees in the first extended description) and so he types LOOK STAINS or perhaps LOOK SURFACE. By building a second detail description keyed by these two words, we give the player the chance to find out more about the item.
Some puzzle or quest items have been known to have long strings of detail descriptions, with nouns in one extended description being used as keywords in another detail description. By continually LOOKing at words he sees in an item's description, the player can thus dive into a long and detailed story. Note that, in most cases, nouns are used to link descriptions together. Most often, the extended keywords will be one or more of the exact words found in another extended description, but for extra difficulty synonyms or other words derived from a description may also be used. However, try not to expect miracles from the players. If you think players may need prodding to dig their way through detail descriptions, you may use color coding to highlight those words in a description leading to another detail description.
applytype
applyvalue
Example: |
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Improve INT by 2. |
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Decrease CON by 1. | |||||
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Improve AC by -5. |
Lotus, Dizzy MUD's Creator, formulated some guidelines for object stats, especially applies, which make good sense and form a sound basis for off-the-cuff balancing of your equipment:
Levels 1-30: | No more than +4 in total, no more than +2 on any single attribute. |
Levels 30-60: | No more than +5 total, no more than +3 on any single attribute. |
Levels 60-90: | No more than +6 total, no more than +3 on any single attribute. |
Level 80: | +40 hp, +40 mana |
Level 30: | +25 hp, +5 mana |
Level 50: | +50 mana |
level 50: | -2 AC, -3 Sv |
level 90: | -9 AC |
flagline
Like applies, flag lines are optional. Use none or as many as required. Each apply must adhere to the syntax shown below, starting with the F line and continuing with a A, I, R or V line as shown.
The effects of objects flagged in this manner are PERMANENT, i.e. the object will confer the affect on the player whenever it is used, for as long as the object exists. Therefore, some affects should be coded either only for immortal use or not at all. Things like SANCTUARY make an object far too powerful; areas with such items coded in them will likely be turned down or returned for correction. |
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The immunity flags are coded as a combination of letter codes as found in the Immunity/Resistance/Vulnerability Flag Table. Although the table speaks of mobs, the same effects can be coded on objects, and will affect a character who wears, holds or wields an object so coded. With possible rare exceptions, immunities should not be coded into any objects. Most immunities make the bearer so powerful any objects thus coded are a threat to game balance. |
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The resistance flags are coded as a combination of letter codes as found in the Immunity/Resistance/Vulnerability Flag Table. Resistance flags confer a big advantage to the bearer of an object so coded, therefore these flags should be put on objects only in rare cases which have been cleared with the Implementor beforehand. |
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The vulnerability flags are coded as a combination of letter codes as found in the Immunity/Resistance/Vulnerability Flag Table. Vulnerability flags are not subject to restrictions. Any player who equips an object which makes him vulnerable does so by his own choice and at his own risk. A minor vulnerability on an otherwise good object might be considered as an interesting way to force a player to weigh his alternatives. |
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This kind of coding may be used to put applies on objects. The outcome is the same as if applies (using an A line and just the two numbers as described above under applytype/applyvalue) are used. This method is just more complicated and more confusing. While it's possible to combine an apply with, say, an affect or an immunity using this syntax, it makes for a hard-to-maintain area to code objects like this, and I strongly advise against doing this. |
OBJECT example
#30015 lantern silver~ a silver lantern ~ A silver lantern spreads some light here.~ silver~ light AG A 0 0 -1 0 0 40 0 4000 P E lantern~ The lantern looks quite valuable. The light it spreads seems to be very special. ~ E light~ This light does more for you than just lighten the darkness! It seems to be able to reveal each and everything! ~ A 26 2 A 18 2 A 19 2 F A 0 0 DF |
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This page was last updated May 15, 2001. |