Sourced from docs/madozy.txt and kept in sync. The legacy flag tables stop before newer live bits such as smart/prestige/nowander, the gore offense flag, and the wood/silver/iron immunity and vulnerability entries—cross-check against tables.c when setting flags. The guide lists the mud host as mad.rom.org:1536; earlier pages referenced madrom.net—please confirm which address should remain published.
This is an Area Building Help file for MadROM.
If you want to build for other Rom or Merc 2.1 based muds, get the
original 'ozy.doc' also at http://madrom.org
Enjoy - Ozy.
--------------------------------------------------------------
* compiled/written by: Ozymandias
* edited from the original ozy.doc for MadROM area writers by Etaine
* MadROM muds at: telnet mad.rom.org 1536
This file contains material and information from the Merc release
2.1 Area help files (done by Furey, Hatchet, and Kahn), material
from the Merc Diku Mud code itself, material and examples from
various area files that are found in both ROM2 and MadROM, as well
as coding material that was adapted and modified by Alander for
ROM2, and later by Madman, Etaine, Zump, Soapbox, Faramir and Neuromancer
and Amiga for MadROM.
=== Overview of Areas
An area is one place of the world. Each are is defined in a
separate file. When naming your area FILE, common format is
'areaname.are'.
An area is a collection of sections:
#AREA, #HELPS, #MOBILES, #OBJECTS, #ROOMS, #RESETS, #SHOPS,
#SPECIALS, #$. The minimum an area needs is the #AREA and #$ section.
All other sections are optional, though your area would be pretty boring
with no rooms, objects or mobiles. If you *do* choose to have no rooms,
and/or mobiles or objects or resets in your area, put the header and end of
section flag in anyway..eg #OBJECTS
#0
If you choose to have no shops or specials in your area, you can skip putting
in those sections completely.
Vnums:
Individual MOBILES, OBJECTS and ROOMS are identified by their own
Vnum. A vnum is just a number specific to that mobile, object or room.
The numbers should be consecutive within each #MOBILE, #OBJECT and #ROOMS
section. No mobile should have the same vnum as any other, but a room,
object, and monster may each have the same vnum.
When sending in your area, vnum number like this:
#MOBILES
#ZX001, #ZX002, #ZX003...etc
#OBJECTS
#ZX001, #ZX002, #ZX003...etc
#ROOMS
#ZX001, #ZX002, #ZX003..etc
*******************************
And here we go, with info on the sections in the order they should appear
in your area file:
I. The #AREA section. This MUST be included in the file.
This is the easiest section to do. The format is as follows:
#AREA {30 60} <Author> <Area Name>~
Here's an example from an area already designed:
#AREA {30 60} Ozymandias Hades~
The first two numbers are the recommended level range of the area.
The first name is your own name or alias and the last phrase is the name
of the area itself.
II. The #HELPS section. (optional, you can skip this section)
This section is rarely used. It is simply for placing keywords and
a help section about your area for players/immortals to read and to
get help about your area or its format. However, it is really only
necessary if you feel there may be some complications in your area.
If you desire to use a #HELPS section, its format is:
#HELPS
<level number> <keywords>~
<help text>
~
0 $
The level number is the minimum level a player must be to read the
helps. The 'key-words' are a set of keywords for this help text. The
'help-text' is the help text itself.
Example:
51 Ozy Awoo~
Hi this is the help text for Ozy Awoo area. If you are level 51 and
higher and you type 'help ozy' or 'help awoo' on the mud, you'd be
reading this right now!
~
0 $
III. The #MOBILES section (optional, but the area may be boring with
no mobiles)
Example:
#MOBILES
#ZX001
prisoner amazon~
an amazon prisoner~
An amazon prisoner rests here in shackles.
~
You see a tall, beautiful female warrior in glittering armor.
~
human~
BT Na 850 S
35 3 1d1+749 1d1+297 12d4+10 5
-5 -5 -5 0
EDFHIKLNU 0 0 0
8 8 2 0
0 0 M 0
X sound 30 An amazon prisoner screams in fear!~
X tribe Dance~
#ZX002 <----- Vnum for next mobile, and so on...
Explanation of each line:
#MOBILES <--- the beginning of the mobile section.
#22001 <--- <mobile-vnum that is unique to this mobile>
prisoner amazon~ <--- <the keywords for the mobile>
an amazon prisoner~ <--- <the short description; 2-5 words>
An amazon prisoner rests here in shackles. <--- <the long desc; 1 line max>
~ <--- put the tilde for the long desc. on the next line
You see a tall, beautiful female in glittering armor.
~ <--- the extended description, with tilde on next line.
human~ <-- the race of the monster
BT Na 850 S <--- is the: <ACT FLAGS> <Affected_by> <Align.> <S>
(Note: ALWAYS end this above line with a capital 'S'
after the alignment number, as is shown here, for code reasons)
35 3 1d1+749 1d1+297 12d4+10 5 <--- this contains the following:
<level of mobile> <plus hitroll> <hit points> <mana>
<damage> <DAMAGE TYPE, for when not using a weapon>
Please see mobstats.doc for all values in this line except
DAMAGE TYPE, of which you can choose any you want, from the
table a bit further down.
-5 -5 -5 0 <--- Armor Class (AC) values for <piercing> <bashing>
<slashing> <magic>. Please see mobstats.doc for all values
on this line.
EDFHIKLNU 0 0 0 <--- <Off_bits> <immunities> <resistances> <vulnerabilities>
A list of the Off_bits, and the immunities, resistances and
vulnerabilities is at the end of this section, as well as a
list of affected_by and ACT_flags. If you want to put no values
in a section, for example none in resistances, as on this line,
just put in a '0'.
8 8 2 0 <----<position number> <position number><sex of the mobile> <gold>
The position numbers most commonly used are the 8 8 combination,
which means the mobile is normally standing. The first position
number is the position the monster resets in, the second is the
position the monster will return to after fighting. A list of all
position numbers is below. Sex: 0 = neutral, 1 = male, 2 = female
Gold is the amount of gold the monster starts with.
0 0 M 0 <--- The first two, and the last numbers are always 0 0, as they
represent body parts the monster drops when it dies, which the
code now automatically takes care of. The third field is the SIZE
of the monster (M = medium as shown, T=Tiny, S=Small, L=Large,
H=huge G=giant)
X sound 30 An amazon prisoner screams in fear!~ <- Mob Sounds line
(see MobSounds.txt for how to add these in..its easy)
X tribe Druid~ <- flags a mob as a member of a Tribe. Must be an
existing Tribe, and must use the Tribe abbrev for the Tribe word.
(the last two lines, starting with 'X' are optional)
Note:
- 'Keywords' are the names of the mobile. Choose 1-3 of these.
- 'Short description' is what you see if the mobile moves or acts: eg
The <short description> attacks you! The <short desription> has arrived,
etc etc. This should be 1-5 words long.
- 'Long description' is the description of the mobile you see when you
type 'look' in the same room that it is in. eg. A <long description of
mobile> is standing here. Should be no longer than one line.
- 'Extended description' is what you see when you type 'look
<mobilename>' and you look AT the monster. May be 1-10 lines long.
- Line length...keep your line length to a maximum of 74 characters per
line, including spaces and punctuation.
*******
- Act_flags define how the mobile acts as in act_sentinel (stay in one spot)
- Affected_by flags indicate what spells or other things the mobile is
affected by as in aff_poison (affected by poision rotting his brain ahah!)
This means the MOBILE is poisoned, and NOT that he casts poison.
- Alignment of a mobile can range from -1000 to 1000. -1000 is very evil
and 1000 is the purest good.
- Level of a monster can be from 1-105 on MadROM
IMPORTANT: Consult mobstats.doc at :
http://madrom.org/doc.html to find out the values
you should put in for +hitroll, dam, hitpoins, mana, and AC for your
monsters.
-- TABLES and tables and tables of flags for your Monsters --
Now here are the listings of all the necessary values for making
your mobiles; the flags will be on the left, and the letter or
number values you use are on the right column. Please note: if there
is a n/a beside the flag, it means we have the flag in the code, but have
not yet written any code to make it DO anything...the information is
there for you, but don't use any flag that has n/a beside it.
=== ACT FLAGS:
ACT_IS_NPC (A) <-- Auto set for mobs: do NOT use
ACT_SENTINEL (B) <-- stays in one room
ACT_SCAVENGER (C) <-- picks up objects
ACT_AGGRESSIVE (F) <-- attacks PC's
ACT_STAY_AREA (G) <-- Won't leave area
ACT_WIMPY (H) <-- will flee if hp gets too low
ACT_PET (I) <-- Auto set for pets: do NOT use
ACT_TRAIN (J) <-- can train PC's
ACT_PRACTICE (K) <-- can practice PC's
ACT_UNDEAD (O) n/a
ACT_CLERIC (Q) n/a
ACT_MAGE (R) n/a
ACT_THIEF (S) n/a
ACT_WARRIOR (T) n/a
ACT_NOALIGN (U) n/a
ACT_NOPURGE (V) <-- will not be purged by purge command
ACT_IS_HEALER (a) <-- acts as a healer
ACT_GAIN (b) <-- PC's can use 'gain' command at this mobile
ACT_UPDATE_ALWAYS (c) (Don't use, see Etaine if you want info on this one)
=== RACES:
Here are some common races; Race affects what parts the mobile
will have and some of the affected_by things it may have, just like
the races for players.
human
dragon
elf
dwarf
orc
giant
unique
For other options, see Etaine.
=== Mobile Size:
T = tiny
S = small
M = medium
L = large
H = huge
G = giant
=== Affected_by FLAGS:
If you flag a monster with any of these, it means he is AFFECTED by the flag
permanently. For example, if the monster is flagged aff_poison, he is
poisoned. (it does NOT mean he can cast poison, rather HE is poisoned)
AFF_BLIND (A)
AFF_INVISIBLE (B) invisble to all players under his level
AFF_DETECT_EVIL (C)
AFF_DETECT_INVIS (D) monster can detect invisible players under his level
AFF_DETECT_MAGIC (E)
AFF_DETECT_HIDDEN (F) monster can detect hiding players under his level
AFF_SANCTUARY (H)
AFF_FAERIE_FIRE (I)
AFF_INFRARED (J) monster can see players in dark rooms and/or at night
AFF_CURSE (K)
AFF_POISON (M)
AFF_PROTECT (N)
AFF_SNEAK (P)
AFF_HIDE (Q)
AFF_SLEEP (R)
AFF_CHARM (S)
AFF_FLYING (T)
AFF_PASS_DOOR (U)
AFF_HASTE (V)
AFF_CALM (W)
AFF_PLAGUE (X)
AFF_WEAKEN (Y)
AFF_DARK_VISION (Z) n/a
AFF_BERSERK (a)
AFF_SWIM (b)
AFF_REGENERATION (c)
=== OFF_BITS:
These are the monsters OFFENSE flags..they determine which offense he
will use when he fights. eg, if a monster is flagged off_backstab, he
will try to backstab when he fights.
OFF_AREA_ATTACK (A) monster attacks all in area
OFF_BACKSTAB (B) must be carrying a weapon
OFF_BASH (C)
OFF_BERSERK (D)
OFF_DISARM (E)
OFF_DODGE (F)
OFF_FADE (G)
OFF_FAST (H) n/a
OFF_KICK (I)
OFF_KICK_DIRT (J)
OFF_PARRY (K)
OFF_RESCUE (L)
OFF_TAIL (M) n/a
OFF_TRIP (N) n/a
OFF_CRUSH (O) n/a
ASSIST_ALL (P) he will assist any who was the victim of an attack
ASSIST_ALIGN (Q) will assist those in a fight who are the same align
as he is
ASSIST_RACE (R) ditto, but same race as he is
ASSIST_PLAYERS (S) will assist players who are fighting monsters
ASSIST_GUARD (T) will assist cityguards
ASSIST_VNUM (U) will assist all monsters of the same vnum as him
=== IMMUNITIES - IMM bits for mobiles:
These flags make the monster Immune to certain things. eg. if a monster
is flagged imm_acid, the acid blast spell cast against him will not hurt him.
IMM_SUMMON (A)
IMM_CHARM (B)
IMM_MAGIC (C)
IMM_WEAPON (D)
IMM_BASH (E)
IMM_PIERCE (F)
IMM_SLASH (G)
IMM_FIRE (H)
IMM_COLD (I)
IMM_LIGHTNING (J) (chain lighting)
IMM_ACID (K) (acid blast)
IMM_POISON (L)
IMM_NEGATIVE (M) n/a
IMM_HOLY (N) (holy light)
IMM_ENERGY (O) n/a
IMM_MENTAL (P) n/a
IMM_DISEASE (Q) (immune to plague)
IMM_DROWNING (R) n/a
IMM_LIGHT (S) n/a
IMM_BLIND (T)
=== RESISTANCES - RES bits for mobiles:
Thse flags make the monster resistant, but not totally immune to whatever
you flag him with...he can still be hurt by it, but not as easily as if
he was not flagged resistant to it.
RES_CHARM (B)
RES_MAGIC (C)
RES_WEAPON (D)
RES_BASH (E)
RES_PIERCE (F)
RES_SLASH (G)
RES_FIRE (H)
RES_COLD (I)
RES_LIGHTNING (J) (chain lighting)
RES_ACID (K)
RES_POISON (L)
RES_NEGATIVE (M) n/a
RES_HOLY (N) (holy word)
RES_ENERGY (O) n/a
RES_MENTAL (P) n/a
RES_DISEASE (Q)
RES_DROWNING (R) n/a
RES_LIGHT (S)
=== VULNERABILITIES - VULN bits for mobiles:
These flags make the monster vulnerable. eg if you flag a monster
vulnerable to bash, and a player bashes him, he will be hurt much more by
the bash then if he was not vulnerable to it.
VULN_MAGIC (C)
VULN_WEAPON (D)
VULN_BASH (E)
VULN_PIERCE (F)
VULN_SLASH (G)
VULN_FIRE (H)
VULN_COLD (I)
VULN_LIGHTNING (J) (chain lighting)
VULN_ACID (K) (acid blast)
VULN_POISON (L)
VULN_NEGATIVE (M) n/a
VULN_HOLY (N) (holy word)
VULN_ENERGY (O) n/a
VULN_MENTAL (P) n/a
VULN_DISEASE (Q)
VULN_DROWNING (R) n/a
VULN_LIGHT (S) n/a
VULN_WOOD (X) (wooden weapons)
VULN_SILVER (Y) (silver weapons)
VULN_IRON (Z) (iron weapons)
=== POSITIONS:
POS_DEAD 0 <---* do not use
POS_MORTAL 1 <---* do not use
POS_INCAP 2 <---* do not use
POS_STUNNED 3 <---* do not use
POS_SLEEPING 4
POS_RESTING 5
POS_SITTING 6
POS_FIGHTING 7 <---* this position also not used.
POS_STANDING 8
=== SEX of mobile:
NEUTRAL 0
MALE 1
FEMALE 2
=== DAMAGE TYPES (these values also used for weapons in #OBJECTS):
These are the words you will see when the monster hits you...eg 'The big
monsters's WHIP annhilates you!' if you chose '4' for whip...etc
0 - HIT
1 - SLICE
2 - STAB
3 - SLASH
4 - WHIP
5 - CLAW
6 - BLAST
7 - POUND
8 - CRUSH
9 - GREP
10 - BITE
11 - PIERCE
12 - SUCTION
13 - BEATING
14 - DIGESTION
15 - CHARGE
16 - SLAP
17 - PUNCH
18 - WRATH
19 - MAGIC
20 - DIVINE POWER
21 - CLEAVE
22 - SCRATCH
23 - PECK (pierce)
24 - PECK (bash)
25 - CHOP
26 - STING
27 - SMASH
28 - SHOCKING BITE
29 - FLAMING BITE
30 - FREEZING BITE
31 - ACIDIC BITE
32 - CHOMP
IV. The #OBJECTS section (optional section, but maybe boring with
no objects in your area)
IMPORTANT: please get a copy of objstats.doc at
http://madrom.org/doc.html to see what values
should be used for each item_type and level (in other words, how powerful
can your objects be by level)
The #OBJECTS section is similar to the #MOBILES section. However,
the main difference is that the values in the #OBJECTS section
depend on the TYPE of object being described, i.e., weapon, scroll,
potion, treasure, etc. Below I am presenting an example of how an
object should look in this section:
Example:
#ZX001
sword underworld~
The Sword of the Underworld~
A large, dark sword of solid obsidian gleams evilly here.~
adamantite~
5 ABCEJL AN
1 11 6 6 DE
50 30 35000 P
E
sword underworld~
This heavy sword has an evil, dark shine to its metal. The pommel
is formed into the shape of a large ram's head and is set with
several large rubies.
~
A
18 4
A
19 4
A
1 2
A
5 2
A
23 -8
#ZX002 <--- this begins the next object in the #OBJECTS section...
Explanation of each line:
#22016 <--- this is the vnum unique to this object
sword underworld~ <--- these are the keywords for the object
The Sword of the Underworld~ <--- the short description of the object
A large, dark sword of solid obsidian gleams evilly here.~ <-long description
adamantite~ <--- the 'material' of the object.
A list of materials for MadROM is provided
at the end of the help for #OBJECTS section. Objects
made of wood, paper and glass CAN be destroyed by dragon
fire, for example.
5 ABCEJL AN <--- this line contains: <ITEM TYPE> <flags> <wear flags>
A listing of item types, flags and wear flags is
provided at the end of the help for #OBJECTS section.
1 11 6 6 DE <-- *IMPORTANT* This is the VALUES line, and it varies
depending on the 'ITEM TYPE' as declared in the above
line. At the end of this section, following the value
tables, is the breakdown of this line for all the other
object types. This example here, therefore, is
geared for objects that are weapons, because on the line above
'5' was chosen for ITEM TYPE, and '5' is 'weapon'. In
the example here, this line is as follows:
<WEAPON CLASS> <# of damage dice> <type of damage dice><damage type>
<weapon types>
- See the list of damage types given in #OBJECTS
- Lists of weapon classes are given a bit below
- Lists of weapon types are given a bit below
50 30 35000 P <--- this line contains:
<level of obj.> <weight of object> <value of object> <condition of obj.)
E <--- this is if you want extra descriptive keywords (optional)
sword underworld~ <--- the keywords for the 'E' section.
This heavy sword has an evil, dark shine to its metal. The pommel
is formed into the shape of a large ram's head and is set with
several large rubies. <--- the 'extra description'
~
A <--- this is for adding apply bonuses such as +hit or +strength (optional)
18 4 <--- <apply bonus type> <apply bonus amount>
In this example '18' is 'hitroll' and '4' means add +4 to the hitroll
List of the apply bonuses flags are a bit below.
A <--- another 'A' value, and so on...
Note:
The 'E' and 'A' sections are optional.
=== Common Materials for the 'material' section:
- cloth
- leather
- pill
- paper
- vellum
- glass
- wood
- steel
- bronze
- brass
- iron
- gold
- silver
- adamantite
- stone
=== OBJECT TYPES:
ITEM_LIGHT 1
ITEM_SCROLL 2
ITEM_WAND 3
ITEM_STAFF 4
ITEM_WEAPON 5
ITEM_TREASURE 8
ITEM_ARMOR 9
ITEM_POTION 10
ITEM_CLOTHING 11
ITEM_FURNITURE 12
ITEM_TRASH 13
ITEM_CONTAINER 15
ITEM_DRINK_CON 17 (drink container)
ITEM_KEY 18
ITEM_FOOD 19
ITEM_MONEY 20
ITEM_BOAT 22
ITEM_CORPSE_NPC 23
ITEM_FOUNTAIN 25
ITEM_PILL 26
ITEM_MAP 28
ITEM_SINGING 29 (the jukebox crickets)
ITEM_PORTAL 30
ITEM_EXPLOSIVE 31
=== Object FLAGS:
ITEM_GLOW (A)
ITEM_HUM (B)
ITEM_DARK (C) n/a
ITEM_LOCK (D) n/a
ITEM_EVIL (E)
ITEM_INVIS (F)
ITEM_MAGIC (G) n/a
ITEM_NODROP (H)
ITEM_BLESS (I)
ITEM_ANTI_GOOD (J)
ITEM_ANTI_EVIL (K)
ITEM_ANTI_NEUTRAL (L)
ITEM_NOREMOVE (M)
ITEM_INVENTORY (N)
ITEM_NOPURGE (O)
ITEM_ROT_DEATH (P) item will rot a few minutes after the mobile
carrying is has died
ITEM_VIS_DEATH (Q) while carried by a monster, the item is not visible
by either locate spell or by the player looking at
the monster, but becomes visible to locate spell
and to look once the monster has died
ITEM_MELT_DROP (R) item dissolved and dissapears when dropped
ITEM_FLOAT (S) containers flagged with this will NOT sink and
dissapear in water rooms
=== WEAR FLAGS:
ITEM_TAKE (A) (all items you want to carry must have this flag)
ITEM_WEAR_FINGER (B)
ITEM_WEAR_NECK (C)
ITEM_WEAR_BODY (D)
ITEM_WEAR_HEAD (E)
ITEM_WEAR_LEGS (F)
ITEM_WEAR_FEET (G)
ITEM_WEAR_HANDS (H)
ITEM_WEAR_ARMS (I)
ITEM_WEAR_SHIELD (J)
ITEM_WEAR_ABOUT (K) (worn about body)
ITEM_WEAR_WAIST (L)
ITEM_WEAR_WRIST (M)
ITEM_WIELD (N)
ITEM_HOLD (O)
=== CONDITION OF OBJECT:
PERFECT P
GOOD G
AVERAGE A
WORN W
DAMAGED D
RUINED R
=== WEAPON CLASS:
WEAPON_EXOTIC 0 (any player can use these)
WEAPON_SWORD 1 (only players with sword skill can use)
WEAPON_DAGGER 2 (only players with dagger skill can use..
and the same for the rest)
WEAPON_SPEAR 3
WEAPON_MACE 4
WEAPON_AXE 5
WEAPON_FLAIL 6
WEAPON_WHIP 7
WEAPON_POLEARM 8
=== WEAPON TYPES:
WEAPON_FLAMING (A) n/a
WEAPON_FROST (B) n/a
WEAPON_VAMPIRIC (C) item has venom/poison on it
WEAPON_SHARP (D)
WEAPON_VORPAL (E)
WEAPON_TWO_HANDS (F) need the weapon and the shield wear slot free
to use
=== APPLY BONUS TYPES (for the 'A' section of #OBJECTS):
APPLY_STRENGTH 1
APPLY_DEX 2
APPLY_INT 3
APPLY_WIS 4
APPLY_CON 5
APPLY_SEX 6
APPLY_CLASS 7 n/a
APPLY_LEVEL 8 n/a
APPLY_AGE 9 n/a
APPLY_HEIGHT 10 n/a
APPLY_WEIGHT 11 n/a
APPLY_MANA 12
APPLY_HIT 13
APPLY_MOVE 14
APPLY_GOLD 15
APPLY_EXP 16 n/a
APPLY_AC 17
APPLY_HITROLL 18
APPLY_DAMROLL 19
APPLY_SAVING_PARA 20
APPLY_SAVING_ROD 21
APPLY_SAVING_PETRI 22
APPLY_SAVING_BREATH 23
APPLY_SAVING_SPELL 24
=== Container FLAGS (if OBJECT TYPE is container only):
CONT_CLOSEABLE 1
CONT_PICKPROOF 2
CONT_CLOSED 4
CONT_LOCKED 8
== Portal GATE FLAGS
GATE_NORMAL_EXIT A enter/exit messages from portal are as if its a door
GATE_NOCURSE B can enter portal even if cursed or in norecall room
GATE_GOWITH C the portal goes with you
GATE_BUGGY D small chance of sending you to a random room
GATE_RANDOM E sends you to a random room on the mud
GATE_RANDOMAREA F sends you to a random room in same area
== PORTAL EXIT FLAGS
EX_ISDOOR A when you enter portal it looks like you enter a door
EX_CLOSED B
EX_LOCKED C
EX_PICKPROOF F
EX_NOPASS G passproof
=== Liquid values for DRINK CONTAINERS (value2 on the value line):
LIQ_WATER 0
LIQ_BEER 1
LIQ_RED_WINE 2
LIQ_ALE 3
LIQ_DARK_ALE 4
LIQ_WHISKEY 5
LIQ_LEMONADE 6
LIQ_FIREBREATHER 7
LIQ_LOCAL_SPECIALTY 8
LIQ_SLIME_MOLD_JUICE 9
LIQ_MILK 10
LIQ_TEA 11
LIQ_COFFEE 12
LIQ_BLOOD 13
LIQ_SALT_WATER 14
LIQ_COLA 15
LIQ_ROOT_BEER 16
LIQ_ELVISH_WINE 17
LIQ_WHITE_WINE 18
LIQ_CHAMPAGNE 19
LIQ_MEAD 20
LIQ_ROSE_WINE 21
LIQ_BENEDICTINE_WINE 22
LIQ_VODKA 23
LIQ_CRANBERRY_JUICE 24
LIQ_ORANGE_JUICE 25
LIQ_ABSINTHE 26
LIQ_BRANDY 27
LIQ_AQAVIT 28
LIQ_SCHNAPPS 29
LIQ_ICEWINE 30
LIQ_AMONTILLADO 31
LIQ_SHERRY 32
LIQ_FRAMBOISE 33
LIQ_RUM 34
LIQ_CORDIAL 35
*Cheers* to Satin, of Tesseract, who brewed up the last 20 liquid types,
above.
Value lines for all the various OBJECT TYPES follow:
format -
<value0> <value1> <value2> <value3> <value4>
**note: if a value is shown to be 'unused', place a zero, '0', for
that value. DO NOT skip it or leave it blank.
ITEM_PORTAL:
<to_room> <gate flags> <exit flags> <# of charges> <key vnum if locked>
ITEM_LIGHT:
<unused> <unused> <HOURS OF LGT. AVAILABLE <unused> <unused>
0=dead, 999=infinite
ITEM_EXPLOSIVE:
<spell lvl> <sn1> <sn2> <sn3> <unused>
ITEM_SCROLL:
<spell lvl> <sn1> <sn2> <sn3> <unused>
**note: Potions, pills and scrolls can have up to 3 spells in them. If you
use only 1 or 2, put a zero for each of the unused values. Try to use all
3 slots though, it makes the pill more interesting :)
**note: spell lvl is the level at which the spell will be cast, NOT
the level of the reader of the scroll.
**note: 'sn' stands for SLOT NUMBER; this is the spell number; please
get a copy of spell.txt at:
http://madrom.org/doc.html to find out what
number to use to indicate each spell.
ITEM_WAND:
<spell lvl> <maximum charges> <current charges> <sn> <unused>
ITEM_STAFF:
<spell lvl> <max charges> <current charges> <sn> <unused>
ITEM_WEAPON:
<weapon class> <# damage dice> <type of damage dice> <damage type>
<weapon types>
- note: to figure out how to deal with the #damage dice and type of
damage dice slots, please read :
http://madrom.org/objstats.doc
ITEM_TREASURE:
<unused> <unused> <unused> <unused> <unused>
ITEM_ARMOR:
<value for pierce> <value for bash> <value for slash> <value for
magic> <unused>
ITEM_POTION:
<spell lvl> <sn1> <sn2> <sn3> <unused>
**note: Potions, pills and scrolls can have up to 3 spells in them. If you
use only 1 or 2, put a zero for each of the unused values. Try to use all
3 slots though, it makes the pill more interesting :)
ITEM_PILL:
<spell lvl> <sn1> <sn2> <sn3> <unused>
**note: Potions and pills can have up to 3 spells in them. If you
use only 1 or 2, put a zero for each of the unused values.
ITEM_FURNITURE:
<unused> <unused> <unused> <unused> <unused>
**note: the benches in Southern Midgaard are an example of a
furniture object... they basically just sit there.
ITEM_TRASH:
<unused> <unused> <unused> <unused> <unused>
ITEM_SINGING (jukebox/crickets)
< -1 > < -1 > < -1 > < -1 > < -1 >
ITEM_CONTAINER:
<wgt. capacity> <container FLAGS> <key vnum> <unused> <unused>
**note: Use the Container FLAGS listed earlier for this value; the
key vnum is ONLY USED if there is a key to unlock the container -
otherwise put a zero for that value.
ITEM_DRINK_CONTAINER:
<liquid capacity> <current quantity> <liquid #> <0 <---note: if
this value is a NON-ZERO number, the drink is poisoned> <unused>
ITEM_KEY:
< timer > <unused> <unused> <unused> <unused>
nb: the timer value is # of ticks till the key rots, and 1 tick = 30 real
seconds
- if the timer = 0 the player can hold the key till he logs off
- if the timer number is LESS than 0 the timer STARTS ticking when the
key is first used to either lock or unlock a door, portal or container and
then counts up to 0, at which point the key rots
- if the timer number is MORE than 0 the timer STARTS ticking when the
monster holding the key (if a monster is holding it) is killed, and the
timer then counts down to 0, at which point the key rots
nb: the rot_death flag can also still be used on keys, and if used will
make the key start rotting on the death of the monster holding the key.
The timer for keys flagged with rot_death is 5-10 seconds. If both the
rot_death flag is set and the timer in value0 above is also set to a
negative number, the rot_death flag will take precendence IF the player
needs to obtain the key by killing a monster (thus starting the rot_death
timer) ; however, if the player finds the key on the ground, then the
rot_use timer would take precedence when they first use the key.
ITEM_FOOD:
<hours of food value> <unused> <unused> <unused> <unused>
* note if this ^^^^^^^ value is 1, food is poison.
ITEM_MONEY:
<value in gold> <unused> <unused> <unused> <unused>
ITEM_BOAT:
<unused> <unused> <unused> <unused> <unused>
ITEM_FOUNTAIN:
<unused> <unused> <liquid type> <unused> <unused>
ITEM_MAP:
< 1 > <unused> <unused> <unused> <unused>
V. The #ROOMS section (optional, but if your area really has no rooms
it would be BORING, no question)
Example:
#ZX001
Rock Carving~
You scramble through this mountain pass, the frightening stony
walls reaching to the sky on either side of you. A powerful, eerie
wind whips the air into a frenzy about you. Cut into the rock face
is an imposing, monolithic statue of a long forgotten king. You
feel a sudden sense of uneasiness as you pass beneath his
glowering, silent gaze. Ahead, to the north, an immense set of
iron gates block further passage. The pass leads north beyond the
gates, and back to the south.
~
ZX 0 5
D0
A pass through tall iron gates.
~
gate~
1 ZX002 ZX003
D2
A pass through the mountains.
~
~
0 -1 ZX004
E
statue~
This impressive statue is a depiction of the ancient king, and now
awesomely powerful God, Ozymandias. Bold of gaze and fierce of
stature, this being is one you'd NOT like to cross if you ran into
him. Brrr!
~
S
#ZX002
Explanation of each line:
#ZX001 <--- <room vnum>
Rock Carving~ <--- <room name>
You scramble through this mountain pass, the frightening stony
walls reaching to the sky on either side of you. A powerful, eerie
wind whips the air into a frenzy about you. Cut into the rock face
is an imposing, monolithic statue of a long forgotten king. You
feel a sudden sense of uneasiness as you pass beneath his
glowering, silent gaze. Ahead, to the north, an immense set of
iron gates block further passage. The pass leads north beyond the
gates, and back to the south.
~ <--- <above, room description, followed by the tilde here>
ZX 0 5 <--- <area number> <room-flags> <sector-type>
D0 <--- <door-number>
A pass through tall, iron gates.
~ <--- <exit description> tilde goes on next line, as here.
gate~ <--- <door (if there is one) keyword>
1 ZX002 ZX003 <--- <door state> <key object vnum> <to_room-number>
D2 <--- <next door number, and so on...>
A pass through the mountains. <--- <next exit desc...>
~
~
0 -1 ZX004 <--- <next lock-num.> <next key-num.> <next to_room-num.>
E <--- <extended description section> (optional)
statue~ <--- <extended desc. keywords>
This impressive statue is a depiction of the ancient king, and now
awesomely powerful God, Ozymandias. Bold of gaze and fierce of
stature, this being is one you'd NOT like to cross if you ran into
him. Brrr! <--- <the extended description itself>
~
E <------ <next extended description> (optional)
etaine sign~ <---- <extended description keyword>
Ozymandias worships Etaine, or will till he sees how she's been messing
in his document. <--- <extended description itself>
~
S <--- the 'S' marks the end of the room. It is NOT optional.
#ZX002 <--- <next room vnum, and so on...>
Note: for Extended descriptions, EACH object/description must start with
an E. eg if your room has a sign, chair and plaque, each extended
description for these should start with its own individual E., just like
the example above. :)
- The 'area number' is the first 2 digits of the area's vnum range.
- The 'room vnum' is the virtual number of the room.
- The 'room name' is the name of the room.
- The 'room description' is the long multi-line description of the
room.
- A list of ROOM FLAGS is given a bit below.
- A list of SECTOR TYPES is given a bit below. This affects movement
cost walking through a room. For example it costs more movement to walk
through a room flagged mountain than through a field...
- Doors 'D' section and Extended descriptions the 'E' section are optional.
Doors can be numbered 1-5. A list of door exits are a bit below.
- The 'door state' indicates if there is a door, if its closed or locked
pickproof or passproof or both, etc.
- IF there is a door, and its locked, the 'key object vnum' is the vnum of
the key that will unlock it. Please note, if you don't actually MAKE
a key object with this vnum the door will have no key to unlock it. You
may choose to have a locked door with no key..if you do, put '-1' in
that spot.
- Unless you want a one-way exit, you must specify two 'D' sections,
one for each side of the door; i.e., one leaving one room and one
in the other room the door goes to. Otherwise, you will end up
with a one-way exit.
- The 'S' at the end marks the end of the room. IT IS NOT OPTIONAL.
- At the very end of your full #ROOMS section put a #0 to end it off.
Do this at the very end of the #MOBILES and #OBJECTS section too. (ya
ya I shoulda told you about this up top, but ahahhah!)
=== Direction Values for the 'D' section:
NORTH 0
EAST 1
SOUTH 2
WEST 3
UP 4
DOWN 5
(eg D0 = a door or non door exit that allows you to go north)
== Door state values for the 'D' section:
Unhindered exit 0
Door with no keyhole -1
Normal door 1
Pick-proof door 2
Pass proof door 3
Pick and passproof door 4
note: a 'hidden' exit that doesn't show in when players type 'exit' is
made by flagging your exit to be a door or flag 1.
=== ROOM-FLAGS:
ROOM_DARK (A) (room is dark if you are not holding a light)
ROOM_NO_SUMMIN (B) (can't summon anything into this room)
ROOM_NO_MOB (C) (monsters won't wander in)
ROOM_INDOORS (D) (room will be dark unless you carry light)
ROOM_NO_SUMMOUT (E) (can't summon anything OUT of this room)
ROOM_PRIVATE (J) (2 players or monsters only)
ROOM_SAFE (K) (can't attack monsters in this room)
ROOM_SOLITARY (L) (1 player or monster room)
ROOM_PET_SHOP (M)
ROOM_NO_RECALL (N)
ROOM_IMP_ONLY (O) (ya!)
ROOM_GODS_ONLY (P)
ROOM_HEROES_ONLY (Q) (level 91+ can get in here only)
ROOM_NEWBIES_ONLY (R)
ROOM_LAW (S) (no charming monsters here)
=== SECTOR-TYPES:
SECT_INSIDE 0 (in order 0 -> 5, cost more movement points)
SECT_CITY 1
SECT_FIELD 2
SECT_FOREST 3
SECT_HILLS 4
SECT_MOUNTAIN 5
SECT_WATER_SWIM 6 (you have to fly or have a boat to get past)
SECT_WATER_NOSWIM 7 (its watery, but you can walk in it)
SECT_AIR 9 (need to fly over this room)
SECT_DESERT 10
SECT_MAX 11 n/a
VI. The #RESETS section: (optional, but if you have rooms or objects
you want to reset, better write this section)
This is the section that installs all the mobiles in their various
locations, equips the mobiles, locks and closes any necessary
doors, randomizes any random room exits, and generally sets up the
area and populates it.
The #RESETS section contains a series of single lines.
The reset commands are:
* comment
M read a mobile
O read an object
P put an object in an object (gold in a safe, etc.)
G give an object to mobile
E equip object to mobile
D set state of door
R randomize room exits
S stop (END OF #RESETS LIST)
Here is the format for the various reset commands:
M <unused> <mobile-vnum> <limit-number> <room-vnum>
For the 'unused' value, simply put a '0'. The mobile-vnum is the
vnum of the mobile loaded. The limit-number is the limit of how
many of this mobile may be present in the world. The last number,
the room-vnum, is the vnum of the room where the mobile is loaded.
O <unused> <object-vnum> <limit number> <room-vnum>
For the 'unused' value, simply put a '0'. The object-vnum is the
vnum of the object loaded. If you want more than one of these objects
loaded into the room at one time, make it load twice by putting it twice
in resets (or more). The last number, the room-vnum, is the vnum of the
room where the object is loaded.
P <unused> <object-vnum> <limit number> <in_object-vnum>
The number is the number (amount) of the first object that is
placed into another object (i.e., a desk, coffer, safe, etc.). The
object-vnum is the vnum of the object loaded. To make more than one
of the same item load into a container, load it twice (or more) in
the resets. The limit-number is the limit of how many of these objects
may be present in the world, or 'put' into the other object. The game
will load a coffer, for example, a certain amount of times. After that,
the coffer will always be empty, until another reboot. The last number,
the 'in_object-vnum', is the vnum of the object into which the other
object is placed, i.e., the actual container (safe, desk, etc.).
G <number> <object-vnum> <limit-number>
For the 'G' command, there is no fourth number. Only use three
numbers. The 'G' command MUST follow an 'M' command, as it 'gives'
the object to the whatever mobile in a 'M' command is above it.
Note the reason for this is due to the fact that no mobile-vnum is
listed in the 'G' command. The first number is the number (amount)
of this particular object to be given to the mobile. The object-
vnum is the vnum of the object given. The limit-number is the
amount of times this object will be 'given' to the mobile. I.E.,
the Calico cat from the Mage Tower area of ROM2 (and other muds as
well...) has a spiked collar that is only loaded on the cat at the
start of the game, at a reboot. After that, the cat has no collar,
until another reboot. It is often a good idea to limit the number
of objects in this manner to be given or equipped on a mobile,
unless the object is relatively low level. If you wish one item to be
given to the mob per AREA RESET, make the limit number a -1.
If you are Giving items to a shopkeeper, make the (limit number) -1.
E <number> <object-vnum> <limit-number> <wear_loc-number>
The first number is the number (amount) of an object equipped on
the mobile. The object-vnum is just that. The limit number is the
same as in the 'G' command (see above). The 'wear_loc-number' is
the wear location that the object is equipped on the mobile's body.
A listing of the wear_loc values is given at the end of this
#RESETS help section.
D <unused> <room-vnum> <door-number> <state-number>
For the 'unused' value, simply put a '0'. The room-vnum is the
vnum of the room that the door IS IN. The door-number is just
that; i.e., 0=north, 1=west, 2=south, etc. (see the help section
for #ROOMS, above). The last number, the 'state-number', is the
"state" of the door (whether it is open, closed, locked, etc.). A
listing for the 'state-number' values is provided at the end of the
#RESETS helps section.
R <unused> <room-vnum> <last_door-number>
For the 'R' command, there are only three values, and the first
value is always 0 as it is unused. The second number is the vnum
of a room. The third number is a last_door-number. When this
command is used, the doors from 0 to the indicated 'last_door-
number' are shuffled. The room will still have the same exits
leading to the same other rooms as before, the DIRECTIONS will be
different at each reboot. Thus, a last_door-number of 4 makes a
two-dimensional maze room; a door number of 6 makes a three-
dimensional maze room.
Use of both the 'D' and 'R' commands on the same room will yield
UNPREDICTABLE results, so take care how you utilize the 'R'
command.
Any line (except an 'S' line) may have a comment at the end.
**NOTES:
IMPORTANT!: End the #RESETS section in your area with an 'S' on the
line after the last reset command.
For the 'P' command, the actual container used is the MOST RECENTLY
loaded object with the right vnum; for best results, there should
be only one such container in the world. The object to put in a
container is not loaded if no container object exists, or if someone is
carrying it, or if it already contains on of the to-be-loaded objects.
Remember, for all LIMIT-NUMBERS, a '-1' means an infinite number of
the objects, mobiles, etc. can exist in the world, and the game
will keep loading up these objects/mobiles. Keep this in mind, if
you are thinking of using a '-1' for a limit-number.
For the 'E' and 'G' command, if the most recent 'M' command
succeeded (e.g. the mobile limit wasn't exceeded), the object is
given to that mobile. If the most recent 'M' command FAILED (due
to hitting mobile limit), then the object is not loaded.
Also remember, EACH MOBILE in your area (not just each type) must
be loaded with the 'M' command. For example, if you have 20
cityguards total wandering about your town, you must do 20 reset
lines of the 'M' command; for cityguard 1, cityguard 2, cityguard
3, etc., through cityguard 20. You can see how writing the #RESETS
section of your area can rapidly become tiresome, but try to take
extra care with this section, as it is easy to make a small typo,
and these are a pain to debug if you end up with numerous reset
errors!
IMPORTANT!!: For the 'D' command: ROOM EXITS MUST BE COHERENT! If
room 1 had an exit East going to room 2, and room 2 has an exit in
the reverse direction (West), that exit MUST GO BACK to room 1.
This doesn't prevent one-way exits; room 2 doesn't HAVE to have an
exit in the reverse direction.
EXAMPLE:
The following is an example of several of the above reset commands
as they appear in the area Midgaard. Use these to see how #RESETS
works (note: this example, while taken from the Midgaard.are file
#RESETS section, it is not in the same order as in the actual file,
as only a small part of that section is represented below, just to
give you an idea of the various reset commands, and how they should
appear):
#RESETS
*
* -- northern Midgaard -- <--- Comments are useful in keeping
* track of your reset commands.
M 0 3011 1 3001 Hassan
E 1 3005 1 16 wield scimitar
*
M 0 3060 12 3004 Cityguard 1
E 1 3365 -1 0 equip banner
E 1 3364 -1 1 equip signet ring
*
M 0 3060 12 3014 Cityguard 2
E 1 3365 -1 0 equip banner
E 1 3364 -1 1 equip signet ring
*
M 0 3064 3 3007 A Happy Drunk (at Inn)
M 0 3065 2 3044 A Beggar in poor alley
*
M 0 3012 1 3054 Healer in temple altar
*
M 0 3100 1 3106 Maid in Park Cafe
G 1 3100 -1 A cup of tea
G 1 3101 -1 A cup of coffee
G 1 3102 -1 A cup of water
*
O 0 3135 1 3141 load Fountain on Penny Lane
O 0 3136 1 3141 load 20 coins on Penny Lane
*
O 0 3130 1 3142 load the desk
P 1 3123 1 3130 put brass key in desk
O 0 3131 1 3142 load the safe
P 1 3132 1 3131 put money in safe
*
O 0 3010 1 3054 load Donation pit
*
D 0 3110 3 2 Lock Captain's door from outside
D 0 3142 1 2 Lock Captain's door from inside
D 0 3142 2 2 Lock jail from outside
D 0 3143 0 2 Lock jail from inside
*
S <---- REMEMBER: end the #RESETS section with an 'S'.
=== Wear_loc Values for the 'E' reset command:
WEAR_NONE -1
WEAR_LIGHT 0
WEAR_FINGER_L 1
WEAR_FINGER_R 2
WEAR_NECK_1 3
WEAR_NECK_2 4
WEAR_BODY 5
WEAR_HEAD 6
WEAR_LEGS 7
WEAR_FEET 8
WEAR_HANDS 9
WEAR_ARMS 10
WEAR_SHIELD 11
WEAR_ABOUT 12
WEAR_WAIST 13
WEAR_WRIST_L 14
WEAR_WRIST_R 15
WEAR_WIELD 16
WEAR_HOLD 17
MAX_WEAR 18
VII. The #SHOPS section: (optional; don't add if you have no shops)
If you intend on having shops in your area, then you will need a
#SHOPS section. This section, in fact, is the easiest of all the
sections in an area to do, and takes very little time.
First, I'll provide an example from the midgaard.are area file of
some of the shops from Midgaard's #SHOPS section:
#SHOPS
3000 2 3 4 10 0 105 15 0 23 ; The Wizard
3001 0 0 0 0 0 110 100 0 23 ; The Baker
3002 1 8 13 15 19 150 40 0 23 ; The Grocer
3003 5 0 0 0 0 130 40 0 23 ; The Weaponsmith
3004 9 0 0 0 0 100 50 0 23 ; The Armourer
3006 22 0 0 0 0 120 90 6 22 ; The Captain
The syntax of the #SHOPS is as follows:
<mobile-vnum> <trade-0> <trade-1> <trade-2> <trade-3> <trade-4>
<profit-buy> <profit-sell> <open-hour> <close-hour>
The first value, the mobile-vnum, is the 'keeper', or the mobile
who is the shopkeeper. ALL MOBILES with that vnum will be
shopkeepers.
The trade-0 through trade-4 are item types which the shopkeeper
will buy. Unused slots should have a '0' in them'; for instance,
a shopkeeper who doesn't buy anything would have five zeroes. The
item types are the same values from the #OBJECTS section, in the
ITEM TYPE table. I am providing this table again, for this
purpose, at the end of this #SHOPS help section.
The 'profit-buy' number is a markup for players buying the item, in
percentage points. 100 is nominal price; 150 is 50% markup, and
so on. The 'profit-sell' number is a markdown for players selling
the item, in percentage points. 100 is nominal price, 75 is 25%
markdown, and so on. The buying markup should be at least 100,
generally greater, and the selling markdown should be no more than
100, generally lower.
The 'open-hour' and 'close-hour' numbers define the hours when the
shopkeeper will do business. For a 24-hour shop, these numbers
would be 0 and 23.
Everything beyond 'close-hour' to the end of the line is taken to
be a comment.
Note that there is no room number for a shop. Just load the
shopkeeper mobile in to the room of your choice, via that #RESETS
section, and make the mobile a sentinel in the ACT-FLAGS section of
the mobile in #MOBILES. Or, for a wandering shopkeeper, just make
it non-sentinel.
The objects the shopkeeper sells are exactly those loaded by the
'G' reset command in #RESETS for that shopkeeper. These items
replenish automatically. If a player sells an object to a
shopkeeper, the shopkeeper will keep it for resale if he, she, or
it doesn't already have an identical object. The items a player
sells to a shopkeeper, however, do not replenish.
**IMPORTANT!!: You end your #SHOPS section with a '0' on the line
after the last shop.
=== OBJECT TYPES (items a shopkeeper will buy from player):
ITEM_LIGHT 1
ITEM_SCROLL 2
ITEM_WAND 3
ITEM_STAFF 4
ITEM_WEAPON 5
ITEM_TREASURE 8
ITEM_ARMOR 9
ITEM_POTION 10
ITEM_CLOTHING 11
ITEM_FURNITURE 12
ITEM_TRASH 13
ITEM_CONTAINER 15
ITEM_DRINK_CON 17
ITEM_KEY 18
ITEM_FOOD 19
ITEM_MONEY 20
ITEM_BOAT 22
ITEM_CORPSE_NPC 23
ITEM_PILL 26
ITEM_MAP 28
ITEM_SINGING 29
ITEM_PORTAL 30
ITEM_EXPLOSIVE 31
**note: In general, when designing a mobile as a shopkeeper in the
#MOBILES section, you should make him/her IMMUNE to all forms of
attack by having the mobile immune to magic, disease, poison, and
weapons using the IMM_BITS in the immunities section of the mob in
#MOBILES. Also, it is generally a good idea to make these mobiles
NOPURGE by having an 'ACT_FLAG' of ACT_NOPURGE for the mobile in
the #MOBILES section. After all, you don't want your players
killing the shopkeepers, or a purge-happy immortal accidentally
purging the shopkeeper with a purge command.
VIII. The #SPECIALS section: (optional, don't add if none of your
mobiles have specials)
Like the #RESETS section, the #SPECIALS section has one command per
line.
This section defines special functions for mobiles.
Note: many special functions, such as those that make the mobiles cast
spells also make the monster much harder to fight. Keep this in mind
and if you add a hard special to a monster, make the monster itself a bit
wussier hitpoint and/or hit or dam or AC wise.
Example of #SPECIALS, as found in midgaard.are area file:
#SPECIALS
M 3000 spec_cast_mage
M 3005 spec_thief
M 3011 spec_executioner
M 3012 spec_cast_adept
M 3060 spec_guard
M 3061 spec_janitor
M 3062 spec_fido
M 3143 spec_mayor
Explanation:
#SPECIALS <--- this begins the #SPECIALS section
M 3000 spec_cast_mage <--- Midgaard's wizard
M 3005 spec_thief <--- the thief
M 3011 spec_executioner <--- Hassan
M 3012 spec_cast_adept <--- the Healer
M 3060 spec_guard <--- cityguard
M 3061 spec_janitor <--- the janitor
M 3062 spec_fido <--- the fido
M 3143 spec_mayor <--- Midgaard's Mayor
The syntax is simple, and is as follows:
M <mobile-vnum> <spec-fun>
The mobile vnum is the vnum of the mobile with that particular
special function.
=== List of SPEC-FUN's found in the ROM2 code:
spec_breath_any
spec_breath_acid
spec_breath_fire
spec_breath_frost
spec_breath_gas
spec_breath_lightning
spec_cast_adept
spec_cast_cleric
spec_cast_judge
spec_cast_mage
spec_cast_undead
spec_executioner
spec_fido
spec_guard
spec_janitor
spec_mayor
spec_poison
spec_thief
spec_puff
spec_wolf
spec_batmad
spec_smart
The spec_breath's are just that. Breath weapons, such as found
with most dragons, many of the gods in Olympus, etc.
The spec_cast's give mobiles the abilities to cast spells,
depending on which spec_cast you use. To satisfy your own
curiosity, I am including a listing of what each spec_cast type
will cast, depending on the level of the mobile.
spec_cast_adept spells:
The spec_cast_adept mobile will cast the following spells at random
on all characters in the same room, up to characters of level 10 or
less (this may have been changed; but this was correct with the
Rom2 code):
armor
bless
cure blindness
cure light
cure poison
refresh
spec_cast_cleric spells:
The spells cast depend on the level of the mobile with this special
function. (Thus, if you wish to have a cleric-spell casting mobile
that can cast 'curse', make the mobile at least level 12). The
following can be cast by this spec-fun:
blindness - min. lvl. 0
cause serious - min. lvl. 3
earthquake - min. lvl. 7
cause critical - min. lvl. 9
dispel evil - min. lvl. 10
curse - min. lvl. 12
change sex - min. lvl. 12
flamestrike - min. lvl. 13
harm - min. lvl. 15
plague - min. lvl. 15
dispel magic - min. lvl. 16
spec_cast_judge:
This spec-fun is geared mainly for the Judge mobile in Megacity
One. The only spell cast by this spec-fun is 'high explosive'.
spec_cast_mage:
The spells cast depend on the level of the mobile with this special
function. The following can be cast by this spec-fun:
blindness - min. lvl. 0
chill touch - min. lvl. 3
weaken - min. lvl. 7
teleport - min. lvl. 8
colour spray - min. lvl. 11
change sex - min. lvl. 12
energy drain - min. lvl. 13
fireball - min. lvl. 15
plague - min. lvl. 20
acid blast - min. lvl. 20
spec_cast_undead:
The spells cast depend on the level of the mobile with this special
function. The following can be cast by this spec-fun:
curse - min. lvl. 0
weaken - min. lvl. 3
chill touch - min. lvl. 6
blindness - min. lvl. 9
poison - min. lvl. 12
energy drain - min. lvl. 15
harm - min. lvl. 18
plague - min. lvl. 20
teleport - min. lvl. 21
As far as the other spec-fun's go, here is a rough breakdown, just
to give you and idea what each does:
spec_fun_executioner:
This spec-fun is more useful if you have player stealing and player
killing capabilities in the mud. The mobile with this special-
function will attack any player, including an immortal, with a
KILLER, or THIEF flag. Additionally, this mobile can 'create'
additional cityguards in the room to assist his fight against the
player.
spec_fun_puff:
This amusing special function, written by Seth, of Rivers of Mud,
does a number of very silly things, most of which you are probably
familiar and therefore I won't go into detail.
spec_fun_fido:
This is a spec-fun customized for the fido mobiles of Midgaard.
All it really does is cause the mobile to eat any corpse it may see
lying in the room with it; players in the room will witness this in
the form of "<mobile-name> savagely devours a corpse."
spec_fun_guard:
This special-function acts in some ways like the
spec_fun_executioner. It causes the mobile to attack characters
automatically that have the KILLER or THIEF flags, if player
stealing and player killing is allowed in the mud. Also, the
spec_fun_guard will intervene in a fight, assisting the 'most evil'
of the fighters, alignment-wise. This means that a good character
fighting an evil mob will often be joined in his/her/it's fight by
the spec_fun_guard mobile, and visa-versa for an evil character
attacking good mobiles in the presence of a spec_fun_guard mobile.
This assisting is always accompanied by the mobile yelling "PROTECT
THE INNOCENT!! BANZAI!!"
spec_fun_janitor:
This spec-fun causes the mobile to pick up "trash" (objects that
are either ITEM_DRINK_CON, or ITEM_TRASH on the ground in the same
room as the mobile).
spec_fun_mayor:
This is geared originally for the mayor of Midgaard. It adds a bit
of humor and personality to the charismatic mayor. Basically, the
mobile with this special function wanders around, making comments
such as "Vandals! Youngsters have no respect for anything!", and
other statements, as well as going to sleep, waking up, touring
Midgaard, and opening and closing the gates of Midgaard at various
times.
spec_poison:
A mobile with the spec_fun_poison will, when fighting a player,
'bite' the player, and thus poisoning him with a 'poison spell'.
This is a good spec-fun to give to poison snakes, etc., or any
other mobile that might have a poison bite.
spec_fun_thief:
This spec-fun causes the mobile to "steal" money from a player in
the same room as the mobile. The player also receives a "You
discover <mobile-name>'s hand's in your wallet!" when this happens
to the him/her/it.
spec_wolf
Any monster with this special lurks and prowls and howls to all in
the area during the night hours.
spec_batmad
Any creature with this special will shrivel up and die if the daylight
washes over it.
spec_smart
This special gives the monster with it the abilities to spell himself up
with protection spells, and keep them fresh, as well as undo maladiction
spells cast at him AND then turn around and cast them back at his
attacker..he also has abilities that a monster with spec_cast_cleric
would have...a *very* evil monster special, use it only for specially
hard qwest mobs, temple or tribe room guardians, etc...
- This very cool special by Amiga and Neuromancer.
IX. The #$ section:
This section marks the end of the whole area file.
The syntax of this section is:
#$
X. COMPILATION OF THE TABLES FOR AREA BUILDING:
To make it simple to check values on all the multitude of tables
for the various flags, etc. used in area building, I am listing
again ALL the tables of values from ALL the different area
sections, from #MOBILES to #SPECIALS:
--------------------------
for #MOBILES:
--------------------------
=== ACT FLAGS:
ACT_IS_NPC (A) <-- Auto set for mobs: do NOT use
ACT_SENTINEL (B) <-- stays in one room
ACT_SCAVENGER (C) <-- picks up objects
ACT_AGGRESSIVE (F) <-- attacks PC's
ACT_STAY_AREA (G) <-- Won't leave area
ACT_WIMPY (H) <-- will flee if hp gets too low
ACT_PET (I) <-- Auto set for pets: do NOT use
ACT_TRAIN (J) <-- can train PC's
ACT_PRACTICE (K) <-- can practice PC's
ACT_UNDEAD (O) n/a
ACT_CLERIC (Q) n/a
ACT_MAGE (R) n/a
ACT_THIEF (S) n/a
ACT_WARRIOR (T) n/a
ACT_NOALIGN (U) n/a
ACT_NOPURGE (V) <-- will not be purged by purge command
ACT_IS_HEALER (a) <-- acts as a healer
ACT_GAIN (b) <-- PC's can use 'gain' command at this mobile
ACT_UPDATE_ALWAYS (c) (Don't use, see Etaine if you want info on this one)
=== RACES:
Here are some common races; Race affects what parts the mobile
will have and some of the affected_by things it may have, just like
the races for players.
human
dragon
elf
dwarf
orc
giant
unique
For other options, see Etaine.
=== Mobile Size:
T = tiny
S = small
M = medium
L = large
H = huge
G = giant
=== Affected_by FLAGS:
If you flag a monster with any of these, it means he is AFFECTED by the flag
permanently. For example, if the monster is flagged aff_poison, he is
poisoned. (it does NOT mean he can cast poison, rather HE is poisoned)
AFF_BLIND (A)
AFF_INVISIBLE (B) invisble to all players under his level
AFF_DETECT_EVIL (C)
AFF_DETECT_INVIS (D) monster can detect invisible players under his level
AFF_DETECT_MAGIC (E)
AFF_DETECT_HIDDEN (F) monster can detect hiding players under his level
AFF_SANCTUARY (H)
AFF_FAERIE_FIRE (I)
AFF_INFRARED (J) monster can see players in dark rooms and/or at night
AFF_CURSE (K)
AFF_POISON (M)
AFF_PROTECT (N)
AFF_SNEAK (P)
AFF_HIDE (Q)
AFF_SLEEP (R)
AFF_CHARM (S)
AFF_FLYING (T)
AFF_PASS_DOOR (U)
AFF_HASTE (V)
AFF_CALM (W)
AFF_PLAGUE (X)
AFF_WEAKEN (Y)
AFF_DARK_VISION (Z) n/a
AFF_BERSERK (a)
AFF_SWIM (b)
AFF_REGENERATION (c)
=== OFF_BITS:
These are the monsters OFFENSE flags..they determine which offense he
will use when he fights. eg, if a monster is flagged off_backstab, he
will try to backstab when he fights.
OFF_AREA_ATTACK (A) monster attacks all in area
OFF_BACKSTAB (B) must be carrying a weapon
OFF_BASH (C)
OFF_BERSERK (D)
OFF_DISARM (E)
OFF_DODGE (F)
OFF_FADE (G)
OFF_FAST (H) n/a
OFF_KICK (I)
OFF_KICK_DIRT (J)
OFF_PARRY (K)
OFF_RESCUE (L)
OFF_TAIL (M) n/a
OFF_TRIP (N) n/a
OFF_CRUSH (O) n/a
ASSIST_ALL (P) he will assist any who was the victim of an attack
ASSIST_ALIGN (Q) will assist those in a fight who are the same align
as he is
ASSIST_RACE (R) ditto, but same race as he is
ASSIST_PLAYERS (S) will assist players who are fighting monsters
ASSIST_GUARD (T) will assist cityguards
ASSIST_VNUM (U) will assist all monsters of the same vnum as him
=== IMMUNITIES - IMM bits for mobiles:
These flags make the monster Immune to certain things. eg. if a monster
is flagged imm_acid, the acid blast spell cast against him will not hurt him.
IMM_SUMMON (A)
IMM_CHARM (B)
IMM_MAGIC (C)
IMM_WEAPON (D)
IMM_BASH (E)
IMM_PIERCE (F)
IMM_SLASH (G)
IMM_FIRE (H)
IMM_COLD (I)
IMM_LIGHTNING (J) (chain lighting)
IMM_ACID (K) (acid blast)
IMM_POISON (L)
IMM_NEGATIVE (M) n/a
IMM_HOLY (N) (holy light)
IMM_ENERGY (O) n/a
IMM_MENTAL (P) n/a
IMM_DISEASE (Q) (immune to plague)
IMM_DROWNING (R) n/a
IMM_LIGHT (S) n/a
IMM_BLIND (T)
=== RESISTANCES - RES bits for mobiles:
Thse flags make the monster resistant, but not totally immune to whatever
you flag him with...he can still be hurt by it, but not as easily as if
he was not flagged resistant to it.
RES_CHARM (B)
RES_MAGIC (C)
RES_WEAPON (D)
RES_BASH (E)
RES_PIERCE (F)
RES_SLASH (G)
RES_FIRE (H)
RES_COLD (I)
RES_LIGHTNING (J) (chain lighting)
RES_ACID (K)
RES_POISON (L)
RES_NEGATIVE (M) n/a
RES_HOLY (N) (holy word)
RES_ENERGY (O) n/a
RES_MENTAL (P) n/a
RES_DISEASE (Q)
RES_DROWNING (R) n/a
RES_LIGHT (S)
=== VULNERABILITIES - VULN bits for mobiles:
These flags make the monster vulnerable. eg if you flag a monster
vulnerable to bash, and a player bashes him, he will be hurt much more by
the bash then if he was not vulnerable to it.
VULN_MAGIC (C)
VULN_WEAPON (D)
VULN_BASH (E)
VULN_PIERCE (F)
VULN_SLASH (G)
VULN_FIRE (H)
VULN_COLD (I)
VULN_LIGHTNING (J) (chain lighting)
VULN_ACID (K) (acid blast)
VULN_POISON (L)
VULN_NEGATIVE (M) n/a
VULN_HOLY (N) (holy word)
VULN_ENERGY (O) n/a
VULN_MENTAL (P) n/a
VULN_DISEASE (Q)
VULN_DROWNING (R) n/a
VULN_LIGHT (S) n/a
VULN_WOOD (X) (wooden weapons)
VULN_SILVER (Y) (silver weapons)
VULN_IRON (Z) (iron weapons)
=== POSITIONS:
POS_DEAD 0 <---* do not use
POS_MORTAL 1 <---* do not use
POS_INCAP 2 <---* do not use
POS_STUNNED 3 <---* do not use
POS_SLEEPING 4
POS_RESTING 5
POS_SITTING 6
POS_FIGHTING 7 <---* this position also not used.
POS_STANDING 8
=== SEX of mobile:
NEUTRAL 0
MALE 1
FEMALE 2
=== DAMAGE TYPES (these values also used for weapons in #OBJECTS):
These are the words you will see when the monster hits you...eg 'The big
monsters's WHIP annhilates you!' if you chose '4' for whip...etc
0 - HIT
1 - SLICE
2 - STAB
3 - SLASH
4 - WHIP
5 - CLAW
6 - BLAST
7 - POUND
8 - CRUSH
9 - GREP
10 - BITE
11 - PIERCE
12 - SUCTION
13 - BEATING
14 - DIGESTION
15 - CHARGE
16 - SLAP
17 - PUNCH
18 - WRATH
19 - MAGIC
20 - DIVINE POWER
21 - CLEAVE
22 - SCRATCH
23 - PECK (pierce)
24 - PECK (bash)
25 - CHOP
26 - STING
27 - SMASH
28 - SHOCKING BITE
29 - FLAMING BITE
30 - FREEZING BITE
31 - ACIDIC BITE
32 - CHOMP
--------------------------
for #OBJECTS
--------------------------
=== Common Materials for the 'material' section:
- cloth
- leather
- pill
- paper
- vellum
- glass
- wood
- steel
- bronze
- brass
- iron
- gold
- silver
- adamantite
- stone
=== OBJECT TYPES:
ITEM_LIGHT 1
ITEM_SCROLL 2
ITEM_WAND 3
ITEM_STAFF 4
ITEM_WEAPON 5
ITEM_TREASURE 8
ITEM_ARMOR 9
ITEM_POTION 10
ITEM_CLOTHING 11
ITEM_FURNITURE 12
ITEM_TRASH 13
ITEM_CONTAINER 15
ITEM_DRINK_CON 17 (drink container)
ITEM_KEY 18
ITEM_FOOD 19
ITEM_MONEY 20
ITEM_BOAT 22
ITEM_CORPSE_NPC 23
ITEM_FOUNTAIN 25
ITEM_PILL 26
ITEM_MAP 28
ITEM_SINGING 29 (the jukebox crickets)
ITEM_PORTAL 30
ITEM_EXPLOSIVE 31
=== Object FLAGS:
ITEM_GLOW (A)
ITEM_HUM (B)
ITEM_DARK (C) n/a
ITEM_LOCK (D) n/a
ITEM_EVIL (E)
ITEM_INVIS (F)
ITEM_MAGIC (G) n/a
ITEM_NODROP (H)
ITEM_BLESS (I)
ITEM_ANTI_GOOD (J)
ITEM_ANTI_EVIL (K)
ITEM_ANTI_NEUTRAL (L)
ITEM_NOREMOVE (M)
ITEM_INVENTORY (N)
ITEM_NOPURGE (O)
ITEM_ROT_DEATH (P) item will rot a few minutes after the mobile
carrying is has died
ITEM_VIS_DEATH (Q) while carried by a monster, the item is not visible
by either locate spell or by the player looking at
the monster, but becomes visible to locate spell
and to look once the monster has died
ITEM_MELT_DROP (R) item dissolved and dissapears when dropped
ITEM_FLOAT (S) containers flagged with this will NOT sink and
dissapear in water rooms
=== WEAR FLAGS:
ITEM_TAKE (A) (all items you want to carry must have this flag)
ITEM_WEAR_FINGER (B)
ITEM_WEAR_NECK (C)
ITEM_WEAR_BODY (D)
ITEM_WEAR_HEAD (E)
ITEM_WEAR_LEGS (F)
ITEM_WEAR_FEET (G)
ITEM_WEAR_HANDS (H)
ITEM_WEAR_ARMS (I)
ITEM_WEAR_SHIELD (J)
ITEM_WEAR_ABOUT (K) (worn about body)
ITEM_WEAR_WAIST (L)
ITEM_WEAR_WRIST (M)
ITEM_WIELD (N)
ITEM_HOLD (O)
=== CONDITION OF OBJECT:
PERFECT P
GOOD G
AVERAGE A
WORN W
DAMAGED D
RUINED R
=== WEAPON CLASS:
WEAPON_EXOTIC 0 (any player can use these)
WEAPON_SWORD 1 (only players with sword skill can use)
WEAPON_DAGGER 2 (only players with dagger skill can use..
and the same for the rest)
WEAPON_SPEAR 3
WEAPON_MACE 4
WEAPON_AXE 5
WEAPON_FLAIL 6
WEAPON_WHIP 7
WEAPON_POLEARM 8
=== WEAPON TYPES:
WEAPON_FLAMING (A) n/a
WEAPON_FROST (B) n/a
WEAPON_VAMPIRIC (C) item has venom/poison on it
WEAPON_SHARP (D)
WEAPON_VORPAL (E)
WEAPON_TWO_HANDS (F) need the weapon and the shield wear slot free
to use
=== APPLY BONUS TYPES (for the 'A' section of #OBJECTS):
APPLY_STRENGTH 1
APPLY_DEX 2
APPLY_INT 3
APPLY_WIS 4
APPLY_CON 5
APPLY_SEX 6
APPLY_CLASS 7 n/a
APPLY_LEVEL 8 n/a
APPLY_AGE 9 n/a
APPLY_HEIGHT 10 n/a
APPLY_WEIGHT 11 n/a
APPLY_MANA 12
APPLY_HIT 13
APPLY_MOVE 14
APPLY_GOLD 15
APPLY_EXP 16 n/a
APPLY_AC 17
APPLY_HITROLL 18
APPLY_DAMROLL 19
APPLY_SAVING_PARA 20
APPLY_SAVING_ROD 21
APPLY_SAVING_PETRI 22
APPLY_SAVING_BREATH 23
APPLY_SAVING_SPELL 24
=== Container FLAGS (if OBJECT TYPE is container only):
CONT_CLOSEABLE 1
CONT_PICKPROOF 2
CONT_CLOSED 4
CONT_LOCKED 8
== Portal GATE FLAGS
GATE_NORMAL_EXIT A enter/exit messages from portal are as if its a door
GATE_NOCURSE B can enter portal even if cursed or in norecall room
GATE_GOWITH C the portal goes with you
GATE_BUGGY D small chance of sending you to a random room
GATE_RANDOM E sends you to a random room on the mud
GATE_RANDOMAREA F sends you to a random room in same area
== PORTAL EXIT FLAGS
EX_ISDOOR A when you enter portal it looks like you enter a door
EX_CLOSED B
EX_LOCKED C
EX_PICKPROOF F
EX_NOPASS G passproof
=== Liquid values for DRINK CONTAINERS (value2 on the value line):
LIQ_WATER 0
LIQ_BEER 1
LIQ_RED_WINE 2
LIQ_ALE 3
LIQ_DARK_ALE 4
LIQ_WHISKEY 5
LIQ_LEMONADE 6
LIQ_FIREBREATHER 7
LIQ_LOCAL_SPECIALTY 8
LIQ_SLIME_MOLD_JUICE 9
LIQ_MILK 10
LIQ_TEA 11
LIQ_COFFEE 12
LIQ_BLOOD 13
LIQ_SALT_WATER 14
LIQ_COLA 15
LIQ_ROOT_BEER 16
LIQ_ELVISH_WINE 17
LIQ_WHITE_WINE 18
LIQ_CHAMPAGNE 19
LIQ_MEAD 20
LIQ_ROSE_WINE 21
LIQ_BENEDICTINE_WINE 22
LIQ_VODKA 23
LIQ_CRANBERRY_JUICE 24
LIQ_ORANGE_JUICE 25
LIQ_ABSINTHE 26
LIQ_BRANDY 27
LIQ_AQAVIT 28
LIQ_SCHNAPPS 29
LIQ_ICEWINE 30
LIQ_AMONTILLADO 31
LIQ_SHERRY 32
LIQ_FRAMBOISE 33
LIQ_RUM 34
LIQ_CORDIAL 35
*Cheers* to Satin, of Tesseract, who brewed up the last 20 liquid types,
above.
Value lines for all the various OBJECT TYPES follow:
format -
<value0> <value1> <value2> <value3> <value4>
**note: if a value is shown to be 'unused', place a zero, '0', for
that value. DO NOT skip it or leave it blank.
ITEM_PORTAL:
<to_room> <gate flags> <exit flags> <# of charges> <key vnum if locked>
ITEM_LIGHT:
<unused> <unused> <HOURS OF LGT. AVAILABLE <unused> <unused>
0=dead, 999=infinite
ITEM_EXPLOSIVE:
<spell lvl> <sn1> <sn2> <sn3> <unused>
ITEM_SCROLL:
<spell lvl> <sn1> <sn2> <sn3> <unused>
**note: Potions, pills and scrolls can have up to 3 spells in them. If you
use only 1 or 2, put a zero for each of the unused values. Try to use all
3 slots though, it makes the pill more interesting :)
**note: spell lvl is the level at which the spell will be cast, NOT
the level of the reader of the scroll.
**note: 'sn' stands for SLOT NUMBER; this is the spell number; please
get a copy of spell.txt at:
http://madrom.org/doc.html to find out what
number to use to indicate each spell.
ITEM_WAND:
<spell lvl> <maximum charges> <current charges> <sn> <unused>
ITEM_STAFF:
<spell lvl> <max charges> <current charges> <sn> <unused>
ITEM_WEAPON:
<weapon class> <# damage dice> <type of damage dice> <damage type>
<weapon types>
- note: to figure out how to deal with the #damage dice and type of
damage dice slots, please read :
http://madrom.org/objstats.doc
ITEM_TREASURE:
<unused> <unused> <unused> <unused> <unused>
ITEM_ARMOR:
<value for pierce> <value for bash> <value for slash> <value for
magic> <unused>
ITEM_POTION:
<spell lvl> <sn1> <sn2> <sn3> <unused>
**note: Potions, pills and scrolls can have up to 3 spells in them. If you
use only 1 or 2, put a zero for each of the unused values. Try to use all
3 slots though, it makes the pill more interesting :)
ITEM_PILL:
<spell lvl> <sn1> <sn2> <sn3> <unused>
**note: Potions and pills can have up to 3 spells in them. If you
use only 1 or 2, put a zero for each of the unused values.
ITEM_FURNITURE:
<unused> <unused> <unused> <unused> <unused>
**note: the benches in Southern Midgaard are an example of a
furniture object... they basically just sit there.
ITEM_TRASH:
<unused> <unused> <unused> <unused> <unused>
ITEM_SINGING (jukebox/crickets)
< -1 > < -1 > < -1 > < -1 > < -1 >
ITEM_CONTAINER:
<wgt. capacity> <container FLAGS> <key vnum> <unused> <unused>
**note: Use the Container FLAGS listed earlier for this value; the
key vnum is ONLY USED if there is a key to unlock the container -
otherwise put a zero for that value.
ITEM_DRINK_CONTAINER:
<liquid capacity> <current quantity> <liquid #> <0 <---note: if
this value is a NON-ZERO number, the drink is poisoned> <unused>
ITEM_KEY:
<unused> <unused> <unused> <unused> <unused>
ITEM_FOOD:
<hours of food value> <unused> <unused> <unused> <unused>
* note if this ^^^^^^^ value is 1, food is poison.
ITEM_MONEY:
<value in gold> <unused> <unused> <unused> <unused>
ITEM_BOAT:
<unused> <unused> <unused> <unused> <unused>
ITEM_FOUNTAIN:
<unused> <unused> <liquid type> <unused> <unused>
ITEM_MAP:
< 1 > <unused> <unused> <unused> <unused>
--------------------------
for #ROOMS
--------------------------
=== Direction Values for the 'D' section:
NORTH 0
EAST 1
SOUTH 2
WEST 3
UP 4
DOWN 5
(eg D0 = a door or non door exit that allows you to go north)
== Door state values for the 'D' section:
Unhindered exit 0
Door with no keyhole -1
Normal door 1
Pick-proof door 2
Pass proof door 3
Pick and passproof door 4
note: a 'hidden' exit that doesn't show in when players type 'exit' is
made by flagging your exit to be a door or flag 1.
=== ROOM-FLAGS:
ROOM_DARK (A) (room is dark if you are not holding a light)
ROOM_NO_SUMMIN (B) (can't summon anything into this room)
ROOM_NO_MOB (C) (monsters won't wander in)
ROOM_INDOORS (D) (room will be dark unless you carry light)
ROOM_NO_SUMMOUT (E) (can't summon anything OUT of this room)
ROOM_PRIVATE (J) (2 players or monsters only)
ROOM_SAFE (K) (can't attack monsters in this room)
ROOM_SOLITARY (L) (1 player or monster room)
ROOM_PET_SHOP (M)
ROOM_NO_RECALL (N)
ROOM_IMP_ONLY (O) (ya!)
ROOM_GODS_ONLY (P)
ROOM_HEROES_ONLY (Q) (level 91+ can get in here only)
ROOM_NEWBIES_ONLY (R)
ROOM_LAW (S) (no charming monsters here)
=== SECTOR-TYPES:
SECT_INSIDE 0 (in order 0 -> 5, cost more movement points)
SECT_CITY 1
SECT_FIELD 2
SECT_FOREST 3
SECT_HILLS 4
SECT_MOUNTAIN 5
SECT_WATER_SWIM 6 (you have to fly or have a boat to get past)
SECT_WATER_NOSWIM 7 (its watery, but you can walk in it)
SECT_AIR 9 (need to fly over this room)
SECT_DESERT 10
SECT_MAX 11 n/a
--------------------------
for #RESETS
--------------------------
=== Wear_loc Values for the 'E' reset command:
WEAR_NONE -1
WEAR_LIGHT 0
WEAR_FINGER_L 1
WEAR_FINGER_R 2
WEAR_NECK_1 3
WEAR_NECK_2 4
WEAR_BODY 5
WEAR_HEAD 6
WEAR_LEGS 7
WEAR_FEET 8
WEAR_HANDS 9
WEAR_ARMS 10
WEAR_SHIELD 11
WEAR_ABOUT 12
WEAR_WAIST 13
WEAR_WRIST_L 14
WEAR_WRIST_R 15
WEAR_WIELD 16
WEAR_HOLD 17
MAX_WEAR 18
--------------------------
for #SHOPS
--------------------------
=== OBJECT TYPES (items a shopkeeper will buy from player):
ITEM_LIGHT 1
ITEM_SCROLL 2
ITEM_WAND 3
ITEM_STAFF 4
ITEM_WEAPON 5
ITEM_TREASURE 8
ITEM_ARMOR 9
ITEM_POTION 10
ITEM_CLOTHING 11
ITEM_FURNITURE 12
ITEM_TRASH 13
ITEM_CONTAINER 15
ITEM_DRINK_CON 17
ITEM_KEY 18
ITEM_FOOD 19
ITEM_MONEY 20
ITEM_BOAT 22
ITEM_CORPSE_NPC 23
ITEM_PILL 26
ITEM_MAP 28
ITEM_SINGING 29
--------------------------
for #SPECIALS
--------------------------
=== List of SPEC-FUN's found in the ROM2 code:
spec_breath_any
spec_breath_acid
spec_breath_fire
spec_breath_frost
spec_breath_gas
spec_breath_lightning
spec_cast_adept
spec_cast_cleric
spec_cast_judge
spec_cast_mage
spec_cast_undead
spec_executioner
spec_fido
spec_guard
spec_janitor
spec_mayor
spec_poison
spec_thief
spec_puff
spec_wolf
spec_batmad
--------------------------------------------------------------
This ends my area help file, and I hope that by thoroughly reading
ALL the above information that you now feel confident in beginning
your area building.
FINAL HINT:
For the end of this help section, I would like to part with some
advice to aid you in your building interesting and fun areas for
players to delve into and explore. When writing the room
descriptions, object descriptions, and mobile descriptions, MAKE
THEM INTERESTING TO READ! No one likes to see room after room
AFTER ROOM of something like "You have entered a large chamber. It
is very dark in here.", or some such nonsense for your room
descriptions. Vary EACH room description and spice it up with some
CREATIVITY. After all, that is what you must enjoy, if you are
considering building an area. Try to use this combination of
variety, intelligence, and imagination in the building of your
area. One of the greatest joys most players find while mudding is
the exploration and discovery of new and interesting rooms, items,
treasures, and monsters. For those of you familiar with TSR's
Dungeons & Dragons, or similar roleplaying games, this creative use
of description and atmosphere should be well-known to you.
Otherwise, consider looking over other areas YOU like before
beginning your own, and see how that area was done. But most of
all, do not bore your players.
Also, keep in mind what level your area is geared for, and the type
of characters/players that it may be geared for as well. For
example, some areas may be constructed with fighter-types in mind,
others maybe mainly for grouped characters, or magic-using
characters (lots of weapon-resistant mobiles for example), or for
people that like to explore and/or map out new areas, and even
areas for characters that just like blood, slaughter, and 'kill
kill kill!'. So decide exactly WHAT type of area you are building,
and follow through with it. And most important, MAKE IT FUN and
CHALLENGING for the players. Despite what some may say, no one
likes to be given tons of treasure, gold, and magic-items with
little or no struggle. Monty Hall areas grow quickly tiresome. So
endeavor to make a well-rounded, cleverly constructed area for all
to enjoy.
- Ozymandias