Building References
Keys
Feature works differently on this mud New feature on this mud {xxxx xxxx} Features in braces are planned but not yet implemented Container Flags
- Value1 for item of type "container", "quiver", and "scabbard".Damage Types
- Value3 for item of type "weapon" and "missile".
* Backstab: if weapontype is "dagger" or "shortsword"
Explinations
Item Type Value Name
Notes Food poison (Value3) Level of poison. 0 means none. Furniture Values
FFLAGS Notes Breakable If weight limit of user(s) is greater than Value4, it will break.* Static Description of item will show in room desc instead of in list list. ** Multi-user Multiple people up can use furniture, up to combined weight defined in Value4 or number defined in Value5 is reached Broken {Fixable} * Otherwise, more users will simply not be allowed to use it.
** If not in use
Limits
* Item types "Weapon", "Missile Weapon", and "Missile".
** "Missile Weapons" can be damage when fired as well.
Missile Types
- Value5 for item of type "missile_weapon" and "missile".
Name Value
Typical Use Bolt 0 CrossBow Arrow 1 ShortBow, LongBow Dart 2 DO NOT USE Stone 3 Sling Weapon Flags
- Value5 for item of type "weapon".
Name Value
Explination Notes CanThrow 1 Can be used with "throw" command TwoHanded 2 Needs more explination? Concealed 4 Weapon does not show when someone looks at you When not fighting Secondary 8 Can only use in off-hand Rewield 16 If disarmed, weapon will automatically try to re-equip itself Should be offset with rare/unique flag Personal 32 If disarmed, weapon will go to inventory instead of falling to ground. Click for explination... Returning 64 Will return to thrower after throwing Setting some flags may override others
WeaponTypes
- Value4 for item of type "weapon" and "missile weapon".
Name Value Example Other Skills Notes Barehand 0 Gauntlets, Brass Knuckles Bard: Brawling Dagger 1 Knife, Kris, Shiv Halfling: Short Blades, Backstab* ShortSword 2 Sabre Halfling: Short Blades, Backstab* LongSword 3 BroadSword, BastardSword Paladin: Swordsmanship Bludgeon 4 Mace, Hammer, Club, Morning Star Ogre: Whacking Staff 5 Qarterstaff Whirl Thrust 6 Lance, Trident PoleArm 7 Halberd, PoleAxe Whirl Whip 8 Flail, Chain Talon 9 Claw Sling 10 Ranged** ShortBow 11 Elf: Bowmanship
Ranger: ArcheryRanged** LongBow 12 Elf: Bowmanship
Ranger: ArcheryRanged** CrossBow 13 Ranger: Archery Ranged** Thrown 14 DO NOT USE Axe 15 Dwarf: Axe Mastery * Backstab: if damagetype is "pierce" or "stab"
** Ranged: use "fire" command.
Wear Locations
- "wear" parameter.
| Location | Example | Number | AC Mult | Req Hand? | Version | Notes | |
|---|---|---|---|---|---|---|---|
| Light | Torch | 1 | 1 | N | 1.02a | ||
| Head | Helmet | 1 | 2 | N | 1.02a | ||
| Face | Mask | 1 | 1 | N | 1.4b | ||
| Eyes | Glasses | 1 | 1 | singular | N | 1.02a | |
| Ears | Earring | 1 | 1 | singular | N | 1.02a | |
| Neck | Amulet | 2 | 1 | double | N | 1.02a | |
| Body | Breastplate | 1 | 3 | N | 1.02a | ||
| Waist | Belt | 1 | 1 | N | 1.02a | ||
| Legs | Leggings | 1 | 2 | singular | N | 1.02a | |
| Ankle | N/A | 2 | 1 | N/A | N/A | 1.4b | |
| Feet | Boots | 1 | 1 | singular | N | 1.02a | |
| Arms | Sleeves | 1 | 1 | singular | N | 1.02a | |
| Wrist | Bracelet | 2 | 1 | double | N | 1.02a | |
| Hands | Gauntlets | 1 | 1 | N | 1.02a | ||
| Fingers | Ring | 2 | 1 | double | N | 1.02a | |
| Hold | Orb | 2 |
1 | double | Y | 1.02a | |
| Wield | Weapon | 1 | 1 | see WEAPON FLAGS | Y | 1.02a | |
| About | Cloak | 1 | 2 | N | 1.02a | ||
| Shield | Shield | 1 | 1 | Y | 1.02a | ||
| Back | Quiver | 1 | 1 | N | 1.4b | ||
| Pin | clasp | 1 | 1A | N/A | N | Pins cloak to armor | |
| Container | Sack | 1 | 1 | N/A | N | Default location for "put" and "get" | |
| Take | N/A | N/A | N/A | N/A | N/A | 1.02a | Makes item takeable |
Trigger Flags
- Value0 for item types "switch", "pullchain", "lever", "button".* EXAMPLE: If dial is set to 2 and Value2 of dial is set to 1234, and button has flags of "mload" and "usedial", then pushing the button will load mob with vnum 1234.
Variables
variable Explination $i $n $t $r Random player in room* $p $f Person fighting person carrying object $h Person holding object $w Person wearing object * Will return same player through out the same program