Area Building

· Home
· Overview
· Helps
· Mobiles
· Objects
· Rooms
· Resets

· Shops
· Specials
· Time
· Weather
· Scripts


This file is a short manual on how to write objects descriptions for Mirkwood. There are several EXAMPLES at the very end of this document.

 -Tomasin


First, some general guidelines. The hardest part of running a MUD is keeping balance. This is particularly true with objects. In this file are some very specific guidelines about how to make your objects, and how powerful you can make them. Most areas should not have more than a couple very good objects, but that is largely dependent upon the size of the area and how many objects the area has. The vast majority of your objects will be extremely average. Don't try to fool the imps :) We go through every line of areas before we load them into the MUD, and if you trash the guidelines in this file, you'll either 1) annoy us *mutter* or 2) get your area rejected. So, how, you ask, can you write objects players will want while still keeping within the guidelines? Research the objects players use at the relevant area range. Find the gaps you can fill--there are tons. The good news about balancing objects? It's a heck of a lot easier than balancing mobs, which is as much an art as anything else.

Be creative with your objects. Give them all at least one extended descriptions, one of which uses the same words you used in the "keyword" section. That way, when a player 'looks at' your object, they will see the extended description instead of the 'long' description, which they see when the object is lying on the ground. Take your time with descriptions -- boring ones are boring. We don't like boring.

Armor and weapons are the meat and bread of mudding, but other objects are the dessert. Potions, boats, containers, portals all make for interesting areas. We like interesting.


The syntax for the objects section is as follows:
#OBJECTS

#<vnum:number>
<keywords:string> ~
<short-description:string> ~
<long-description:string> ~
<material-description:string> ~
<item-type:number> <extra-flags:number> <wear-flags:number>
<value-0:num> <value-1:num> <value-2:num> <value-3:num> <value-4:num>
<level:number> <weight:number> <cost:number> <condition>
{
  E
  <keyword:string> ~
  <description:string> ~
}
{
  A
  <apply-type:number> <apply-value:number> <optional spell or skill name>~
}
{
  X <exclusion flags>
}
{
  S <spell affects flags>
}
.. more objects ..

#0

---- Explanation ----

The < vnum> is the virtual number of an object, its unique identifying number.

The < keywords> are the object's  names, which are used by players and mobs to interact with the object. You may have multiple keywords. For example, if a sword had the keywords 'sword avenger holy', a player could enter 'get sword', 'get avenger' or 'get holy'.

The < short-description> is the string used in various situations, including 'inventory'. It should be a title of an object. For example, the sword previously mentioned  might have this short description: 'the Holy Avenger'. NOTE: if the short description starts with an article, such as 'a', 'an', or the, do NOT capitalize it. The Mirkwood code will capitalize it in proper situations.

The < long-description> is the string seen when a character looks in a room and sees an object on the ground. If you have not provided an extended description (which you should), the player will see the long-description when he or she looks 'at' the object. It should be just one line, or 80 characters or less. Remember that if the object has visible flags, they will take up space on that line, so adjust the length of the long-description accordingly.

The < material-description> string describes the material the object is made of. The following is a list of possible materials:
 
 
cloth
glass
food
liquid
steel
mithril
paper
meat
wood
flesh
leather
pill
vellum
bronze
brass
iron
gold
silver
adamantite
stone
unique

The < item-type> number identifies what sort of object you are constructing.
 
 
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_FOUNTAIN 25
ITEM_PILL 26
ITEM_PROTECT 27 Not currently used
ITEM_MAP 28
ITEM_PORTAL 29
ITEM_ZAPPER 30
ITEM_VOTING_BOOTH 31
ITEM_DART 32
  33
ITEM_INGREDIENT 34 Not for areas
ITEM_ARROW 35

The item-type number determines how the numbers in the Value section (to be described) are interpreted.

The < extra_flags> number add properties to the object.
 
 
ITEM_GLOW A Adds (Glowing) to short descripts, can be seen in the dark. Put on objects with bonuses or spell affects, but use ITEM-HUM on objects with damage (not to hit) bonuses.
ITEM_HUM B Adds (Humming) to short descripts, used to indicate damage bonuses
ITEM_DARK Prevents the object from being found with a 'locate object' spell
ITEM_LOCK D Not currently used
ITEM_EVIL E Adds (Red Aura) to obj short descripts
ITEM_INVIS F Adds (Invis) to descripts, cannot be seen w/o help
ITEM_MAGIC G Adds (Magical) to short descripts, indicates enchantments--use for any magical item or item that has magical bonuses (such as + int, con, wis, save vs. spell, + hit, etc) but use ITEM_HUM to indicate damage bonuses. Also, put this flag on any item with the Y flag, ITEM_NEWBIE.
ITEM_NODROP H Cursed item, cannot be dropped from inventory
ITEM_BLESS I Makes objects easier to enchant
ITEM_ANTI_GOOD J Obsolete, see X section for new flags
ITEM_ANTI_EVIL K Obsolete, see above
ITEM_ANTI_NEUTRAL L Obsolete, see above
ITEM_NO_REMOVE M Makes item nonremovable, immune to disarm
ITEM_INVENTORY Inventory flag for shopkeepers--don't use unless item loads on shopkeeper
ITEM_NOPURGE O Item cannot be purged, good for fountains, permanent objects such as statues
ITEM_ROT_DEATH P Items starts decay timer after mob carrier is killed. Good for some keys :)
ITEM_VIS_DEATH Q Object undetectable until mob dies. Do not put this flag on shopkeeper items or on items that load on the ground.
ITEM_VENOM R Item is poisoned (weapon only)
ITEM_PROTECTED S Item cannot be destroyed by breath weapons
ITEM_PIT T Item is a donation pit (containers only)
ITEM_NEWBIE Y Causes items to vanish when dropped (as in Academy). Produces this string: "<object> fades away into a mist of magic." Put the ITEM_MAGIC flag (G) on items with the ITEM_NEWBIE flag.
ITEM_NOEXTENDED Z The loaded extends will not show on "stat," "identify," "lore." Useful for items that may be restrung.
ITEM_FLOATS a Makes an object float. Use for items made of wood or that should obviously float. Items without this flag will disappear under the water in rooms with the NO_SWIM sector type.
ITEM_NOMELEE b If someone has an item with this flag equipped, he or she will not do any melee attacks. Mostly this is used on bows but could have other applications.
ITEM_ILLUMINATED c Item can be seen no matter what. Blind, dark, dirt kicked, etc

Remember, some of the above flags add length to the short description, so adjust the short  description accordingly.

The < wear-flag> number indicates where the object can be worn on the body. Most objects will have an ITEM_TAKE flag and a body wear flag. Items such as fountains will not have a ITEM_TAKE flag, or any wear flag for that matter. Use 0 to indicate no flags.  Lights have just an ITEM_TAKE flag and no other.
 
 
ITEM_TAKE  A the item can be picked up or taken out of a container
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_BODY K
ITEM_WEAR_WAIST L
ITEM_WEAR_WRIST M
ITEM_WIELD N for weapons
ITEM_HOLD O
ITEM_TWO_HANDS  P for a weapon, can't use a shield at the same time

The <value numbers> will be explained later in this document.

The < level> number is the level of the object. Characters below this level cannot use this object. If you are loading an object onto a mob, the object level should be at the level of the mob or lower, but no more than 5 levels below the level of the mob. It should never be higher.

The < weight> is how much the object weighs (duh).  Most objects weigh between  2 and 30. Big items such as boats can weight a bit more. Small items such as rings can weigh 1. Weapons should range between 5 and 20. Armor between 10 and 25. The higher the level, the more weight. In general, just use common sense. Tiny objects don't weigh much, larger ones might.

The < cost> of the object is the worth of the object to shopkeepers. The shopkeepers will usually buy the object for below this value, and sell it for above this value. The haggle and lore skills affect this value. Be conservative in cost--we don't want to break the shopkeepers.

The < condition> of the object is not currently used, but should be 'P'. We are going to implement widespread damage to objects, but we will use a different field to do it. Use 'P'.
 
Perfect P
Good G
Average A
Worn W
Damaged D
Ruined R

This is it for the required fields. However, the required value numbers are explained further below.


There are 4 optional sections for objects, E, A, X, and S.

The ' E' section provides 'extra' descriptions. Give all your objects at least one extra description. Often the keywords are the same as the name, but the descriptions can be longer than 1 line. When a character looks at the keyword, they will get your description, rather than the long description. (The long description is always used for the object seen when entering or looking at the room.) For example, the extended descriptions of a sword might be:

E
sword~
A really nice super looking description describing the unique sword is here,
and can take up several lines.
~
E
hilt handle~
If the user wants more detail about this ultra cool sword, they can look at
the hilt and get this description.
~

NOTE: You can have as many different extended descriptions as you want. Also note, you can use more than one keyword for each extended description.

The ' A' section is used to apply the following bonuses or affects on an object:
 
 
APPLY_NONE 0 used mostly for spells, not objects
APPLY_STR 1 add or subtracts to strength
APPLY_DEX 2 add or subtracts to dexterity
APPLY_INT 3 add or subtracts to intelligence
APPLY_WIS 4 add or subtracts to wisdom
APPLY_CON 5 add or subtracts to constitution
APPLY_SEX 6 changes the sex of the carrier (+-1 or 2)
APPLY_CLASS 7 not currently used
APPLY_LEVEL 8  not currently used
APPLY_AGE 9 not currently used
APPLY_HEIGHT 10 not currently used
APPLY_WEIGHT 11 adds or subtracts weight
APPLY_MANA 12 adds or subtracts mana to the user
APPLY_HIT 13 adds or subtracts hp to the user
APPLY_MOVE 14 adds or subtracts movement pts to the user
APPLY_GOLD 15  not currently used
APPLY_EXP 16 not currently used
APPLY_AC 17 adds or subtracts to overal AC (neg is GOOD)
APPLY_HITROLL 18 adds or subtracts to the hitroll of the char
APPLY_DAMROLL 19 adds or subtracts to the damroll of the char
APPLY_SAVING_WILL 20 adds or subtracts to save vs. paralysis
APPLY_SAVING_REFLEX  21 adds or subtracts to save vs. rod
APPLY_SAVING_FORT  22 adds or subtracts to save vs. petrification
unused  23  
unused 24

 

    (negative numbers are better for saving throws)
APPLY_SKILL 25 apply a percentage bonus to skill or spell

The following are the guidelines to the number of affects you should put on an object (MAXIMUM ALLOWABLE without Imp approval):

One 'point' is equal to any of the following:

        +1 Str OR +1 Int OR +1 Wis OR +1 Dex OR +1 Con
        OR (+1 Hit OR +1 Dam)
        OR +10 hitpoints OR +10 mana
        OR -2 Save_spell OR -2 save_breath etc
        OR -10 weight.
        OR +3% skill / spell

The maximum allowable points are (by level of object):

        Level range   Points
         1-5              1
         6-15            2
         16-25          3
         26-40          4
         41-55          5
         56-70          6
         71-91          7

Objects should NEVER exceed +6 on anything (excepting mana and hp) and that only for objects of level 80+. You shouldn't attempt to add bonuses to everything in your area! Generally, about 30% MAX should have bonuses. When the Imps go through your area, they will rip bonuses off your stuff if you violate this guideline. If you add bonuses, don't try to make a 'complete suit'.. ie, a bonus to a weapon, helmet, bracer, shield, foot, etc. You should try to overlap... ie, a bonus on 3 weapons and 2 helmets. Let them construct suits themselves from other areas.

Objects can have any number of E and A sections.

The ' X' sections are for 'exclusion' flags.
 
 
ITEM_ANTI_GOOD A These flags exclude based on player alignment.
ITEM_ANTI_EVIL B
ITEM_ANTI_NEUTRAL C
ITEM_ANTI_ELF D These flags exclude based on player race
ITEM_ANTI_DWARF E
ITEM_ANTI_HUMAN F
ITEM_ANTI_GIANT G
ITEM_ANTI_SHADE H
ITEM_ANTI_HOBBIT I
ITEM_ANTI_TREANT J
ITEM_ANTI_ORC K
ITEM_ANTI_WARRIOR M These flags exclude based on player class See Note Below
ITEM_ANTI_MAGE N
ITEM_ANTI_THIEF O
ITEM_ANTI_CLERIC P
ITEM_SILVER S These flags permit only members of the tribe to use objects.
ITEM_WOT T
ITEM_DRAGO U
ITEM_KHAOS V
ITEM_LORDS W
ITEM_MOON X
ITEM_TOWER Y
ITEM_VAMPS Z
ITEM_ORION b
ITEM_INDEPENDENT a Anti-tribe flag, basically
ITEM_ANTI_NEUTER c These flags exclude based on sex.
ITEM_ANTI_MALE d
ITEM_ANTI_FEMALE e

NOTE: When you put exclusion flags on an object, try to have a good role playing reason.
There are only exclusion flags for the basic 4 classes, however the advanced classes inherit from their base classes. That is to say, if something is ITEM_ANTI_WARRIOR then a warrior or knight cannot use it. So anti-thief = anti-assassin, anti-mage = anti-warlock, and anti-cleric = anti-templar. The 2 crossover classes, Rangers and Druids, are a bit special in this respect. Because a Druid is both sort of a mage and sort of a cleric, an item must be flagged both anti-mage and anti-cleric for it to be anti-druid. Similarly an item must be both anti-warrior and anti-thief for it to be anti-ranger. Hope that makes sense!

Finally, the ' S' section is for spell affects that are bestowed on the user when he/she/it wears the equipment. You will need Imp approval to use any of these flags, UNLESS the affects are bad, like FAERIE FIRE or POISON! Heh. We have too many objects with good spell affects and not many with bad spell affects. So have fun and do some bad ones! Objects with good, permanent spell affects need to be kept rare. NOTE: objects with spell affects will clash with mobs if they already have the same affects. Therefore, the item will just fall to the ground. Don't give a mob an object with AFF_HIDE if he already is using that affect.

 The S flags are:
 
 
AFF_BLIND A
AFF_INVISIBLE B
AFF_DETECT_EVIL C
AFF_DETECT_INVIS D
AFF_DETECT_MAGIC E
AFF_DETECT_HIDDEN F
AFF_SLOTH G
AFF_SANCTUARY H
AFF_FAERIE_FIRE I
AFF_INFRARED J
AFF_CURSE K
AFF_PYRO_SHIELD L
AFF_POISON M
AFF_PROTECT_EVIL N
AFF_PROTECT_GOOD O
AFF_SNEAK P
AFF_HIDE Q
AFF_SLEEP R
AFF_FLYING T
AFF_PASS_DOOR U
AFF_HASTE V
AFF_CALM W
AFF_PLAGUE X
AFF_WEAKEN Y
AFF_BERSERK a
AFF_REJUVENATION c
AFF_VISEGRIP e


--- VALUE NUMBERS ---

The specific value numbers depend on the object type. This section details the different types and the value meanings. There are 5 values, v0 -> v4. 0 == unused. (0 should aways used as default, never a blank.) Most of the fields require a number, a few require a letter.

ITEM_LIGHT
 
 
v0 0
v1 0
v2  0 == dead, 999 = infinite hours of light
v3 0
v4 0

Lights under the level of 30 should not be infinite.

ITEM_SCROLL
 
 
 v0 spell level ie, spell power
 v1 spell slot number 0 if not used
v2 sn 0 if not used
v3 sn 0 if not used
v4 0

Low level scrolls should only have 1 spell. As you can see from the chart above, the maximum number of spells per scroll is 3. Potions, scrolls, pills, wands and staves must follow these guidelines to be properly balanced:

  • Spells should be at least at the lowest level a class can cast the spell. E.g. heal can be cast by templars at level 20 and thus this is the lowest level of the spell.
  • Level of the spell should be equal or lower to the level of the object.
  • Class-specific spells should be rare!

These items may be sold in potion shops and if they are it is important to set a reasonable price. The price should depend on the following:

  • Level of the spell
  • The power of the spell
  • Number of spells/charges

The formula used to calculate the price of a potion/pill/scroll is as follows:

price = 40*level + spellpower * (50 + level*5)

ITEM_WAND
ITEM_STAFF

Wands and staves use the same v number format:
 
v0 spell level
v1 maximum charges  
v2 current number of charges
v3 spell slot  number 0 if not used
v4 0

Max number of charges for wands and staves:
 
1-15  1
16-25  2
41-60 3
61-91 5

See scroll for spell/level constraints.
 

ITEM_WEAPON
 
 
v0  weapon class
v1 number of dice for damage
v2 number of sides on each dice
v3 damage type
v4 weapon type

The weapon class (v0) indicates type of weapon:
 
 
WEAPON_EXOTIC weapon use not skill dependent, but level dependent
WEAPON_SWORD 1
WEAPON_DAGGER  2
WEAPON_SPEAR 3
WEAPON_MACE 4
WEAPON_AXE 5 can split shields
WEAPON_FLAIL 6
WEAPON_WHIP 7
WEAPON_POLEARM 8
WEAPON_BOW 9 Most bows should use the NO_MELEE flag as well

NOTE: when you write a weapon, avoid using the EXOTIC flag. If you do make an EXOTIC weapon, make its damage a bit lower than average for its level. Use EXOTIC for strange weapons, like bed posts, books, etc. Otherwise, pick a weapon class that makes sense. For example, a hacket should have the AXE weapon class, and a javelin should be a SPEAR. By avoiding making good EXOTIC weapons, we add value to the weapon skills.

Damage is calculated as a roll of dice (like 4d5). The formula for determing average damage is ((X*Y)+X)/2, where

X = number of dice (v1)
Y = number of sides of dice (v2)

X, therefore, equals MINIMUM possible damage.
For example, 4d5 = 4 minimum damage (if all the dice rolled a 1).

X*Y, therefore, equals MAXIMUM possible damage.
For example, 4d5 = 20 maximum damage (if all the dice rolled 5).

The AVERAGE damage for 4d5 is, using the above formula, ((4*5)+4)/2 = 12 average damage. BE CAREFUL! Average damage is NOT half of MAXIMUM damage!

Average damage should not exceed (0.5 weapon level) +4. Therefore, a level 30 weapon should not exceed 19 average damage (half weapon level + 4).

When you determine the number and sides of dice to get your desired average damage, remember that the greater X is (number of dice), the lower the possible RANGE of possible damage. (And, conversely, the greater Y is, the greater the possible RANGE). That is, 50d1 will always produce a damage of 50, never more, never less. Its average is 50, of course. However, 1d99 also produces an average damage of 50, but the possible damage rolls are 1, 2, 3 etc. all the way to 99. Every average damage you want can be achieved by more than one combination of number and sides of dice. Consider that in context of the weapon you are making. A heavy, unwieldly weapon, for instance, might have a large RANGE of possible damages, because it might not always hit squarely. Whereas a light mace might have a smaller RANGE of damages. If this is confusing, just ask a builder to explain :)

If your browser supports Java Script, just insert the average dice roll you want and this nifty script written by Sedgewick will find the possible dice combos!

Average: 
Combos: 


If you add bonuses to your weapon, the average damage should be LESS than the maximum. If you add bonuses to hit, add the GLOW flag. If you add bonuses to dam, add the HUM flag. The general guideline is if you add bonuses, add one OR the other, not both.

The damage types (v3) for weapons:
 
 
MESSAGE  TYPE  DAM TYPE
"hit" -1 0
"slice" DAM_SLASH  1
"stab" DAM_PIERCE
"slash" DAM_SLASH 3
"whip" DAM_SLASH  4
"claw" DAM_SLASH  5
"blast" DAM_BASH 6
"pound" DAM_BASH 7
"crush" DAM_BASH 8
"grep" DAM_SLASH 9
"bite" DAM_PIERCE  10
"pierce" DAM_PIERCE 11
"suction" DAM_BASH  12
"beating" DAM_BASH  13
"digestion" DAM_ACID 14
"charge" DAM_BASH 15
"slap" DAM_BASH  16
"punch" DAM_BASH 17
"wrath" DAM_ENERGY 18
"magic" DAM_ENERGY 19
"divine power" DAM_HOLY 20
"cleave" DAM_SLASH 21
"scratch" DAM_PIERCE 22
"peck" DAM_PIERCE 23
"peck" DAM_BASH 24
"chop" DAM_SLASH 25
"sting" DAM_PIERCE 26
"smash" DAM_BASH 27
"shocking bite"  DAM_LIGHTNING  28
"flaming bite" DAM_FIRE  29
"freezing bite" DAM_COLD 30
"acidic bite" DAM_ACID 31
"chomp" DAM_PIERCE  32
"flash" DAM_LIGHT 33
"inversion" DAM_NEGATIVE 34
"deluge" DAM_DROWNING 35

v4
Weapon types: (currently not used)
 WEAPON_FLAMING         (A)
 WEAPON_FROST           (B)
 WEAPON_VAMPIRIC        (C)
 WEAPON_SHARP           (D)
 WEAPON_VORPAL          (E)
 WEAPON_TWO_HANDS       (F)

ITEM_TREASURE   v0 0  (sold at jewellers)
                v1 0
                v2 0
                v3 0
                v4 0

ITEM_ARMOR      v0 pierce ac (~ 1/4 level)
                v1 bash ac   (~ 1/4 level)
                v2 slash ac  (~ 1/4 level)
                v3 magic ac  (~ 1/5 level)
                v4 0

NOTES:

If you add bonuses to your armor, the stats should be LESS that maximums. If you add +hit, add the GLOW flag, if you add +dam add the HUM.

These ratios break down at very high level. A level 91 piece of armor should have no more than 22-23 AC for any individual category. This can be a bit confusing, so listen up. For Armor, code automatically makes the number negative, so insert positive integers in these fields, even though AC shows up in player stats as negative values.

ITEM_POTION     v0 spell level
                v1 sn1 (0 if not used)
                v2 sn2 (0 if not used)
                v3 sn3 (0 if not used)
                v4 0

See scroll for guidelines.

ITEM_CLOTHING   v0 0
                v1 0
                v2 0
                v3 0
                v4 0

ITEM_FURNITURE  v0 max people who can use
                v1 max weight
                v2 use flags:
                       A Stand at
                       B Stand on
                       C Stand in
                       D Sit at
                       E Sit on
                       F Sit in
                       G Rest at
                       H Rest on
                       I Rest in
                       J Sleep at
                       K Sleep on
                       L Sleep in
                v3 hp / mv regen modifier (100 base)
                v4 mana regen modifier (100 base)

ITEM_TRASH      v0 0 (item cleaned up by janitors, sold but deleted to keepers)
                v1 0
                v2 0
                v3 0
                v4 0

ITEM_CONTAINER  v0 weight capacity
                v1 container flags:
                        CONT_CLOSEABLE                A
                        CONT_PICKPROOF                B
                        CONT_CLOSED                   C
                        CONT_LOCKED                   D
                v2 key vnum (if there is a key, otherwise 0)
                v3 0
                v4 0

 Containers should not hold more than:
         Levels 1-10 100 lbs.
         Levels 11-15 150 lbs
         Levels 16 to 25 200 lbs.
         Levels 25+ max a container should hold is 500.

NOTE: If your container can be opened or closed, you must have the 'A' flag. The 'B', 'C', and 'D' flags do not override each other. For example, a closed and locked container must have the 'ACD' flags.

ITEM_DRINK_CON  v0 liquid capacity (usually 20-200)
                v1 current quantity
                v2 liquid type
                        water           0
                        beer            1
                        red wine       2
                        ale             3
                        dark ale        4
                        whisky          5
                        lemonade        6
                        firebreather    7
                        local special   8
                        slime mold juice 9
                        milk            10
                        tea             11
                        coffee          12
                        blood           13
                        salt water      14
                        cola            15
                        nectar          16
                        slurpee         17
                        molasses        18
                        V-8             19
                        Fruitopia       20
                        Romulan ale     21
                        orc ale         22
                        vodka           23
                        hot chocolate   24
                        rum             25
                        seabreeze       26
                        champagne       27
                        chocolate         28
                        bubbles          29
                        orange juice   30
                        mead             31
                       white wine      32
                       Bree ale         33
                       apple juice     34
                       sewage          35
                v3 0 == unpoisoned, 1 == poisoned
                v4 0

NOTE: These liquids affect players in different ways. Alcoholic drinks, for example, will get players drunk, and salt water will actually make players thirstier. Nectar satisfies both thirst and hunger and should never be used in an area. It's only for imms to bestow upon players for winning quests or in celebration of some occasion.

ITEM_KEY        v0 0
                v1 0
                v2 0
                v3 0
                v4 0

NOTE: Keys vanish from a player's inventory when he or she logs out.

ITEM_FOOD     v0 hours of food value (Food should NEVER cost less than 1.5 gold per hour of food value.)
                v1 0
                v2 0
                v3 0   1 = poisoned
                v4 0

ITEM_MONEY      v0 value in gold
                v1 0
                v2 0
                v3 0
                v4 0

Unguarded gold is not allowed except in small (1-50) amounts, for the
theme of your area.

ITEM_BOAT       v0 0
                v1 0
                v2 0
                v3 0
                v4 0

ITEM_FOUNTAIN   v0 capacity
                v1 current level (never changes currently)
                v2 liquid type
                        water           0
                        beer            1
                        wine            2
                        ale             3
                        dark ale        4
                        whisky          5
                        lemonade        6
                        firebreather    7
                        local special   8
                        slime mold juice 9
                        milk            10
                        tea             11
                        coffee          12
                        blood           13
                        salt water      14
                        cola            15
                        nectar          16
                        slurpee         17
                        molasses        18
                        V-8             19
                        Fruitopia       20
                        Romulan ale     21
                         orc ale         22
                        vodka           23
                        hot chocolate   24
                        rum             25
                        seabreeze       26
                        champagne       27
                        chocolate         28
                        bubbles          29
                        orange juice   30
                        mead             31
                       white wine      32
                        Bree ale        33
                        apple juice     34
                       sewage          35
                v3 0 == unpoisoned, 1 == poisoned
                v4 0

Portable fountains are forbidden, period. Don't use the TAKE flag.

ITEM_PILL       v0 spell level
                v1 sn1 (0 if not used)
                v2 sn2 (0 if not used)
                v3 sn3 (0 if not used)
                v4 0

See scrolls/potions for guidelines.

ITEM_MAP        v0 1 if permanent, 0 if delete on logout
                v1 0
                v2 0
                v3 0
                v4 0

ITEM_PORTAL     v0 place of origin (unused)
                v1 room vnum of destination
                v2 0
                v3 0
                v4 0 = ignored, else number of times it can be used before
                        disappearing

Should never be portable.  (TAKE flag is off.)
 
 

ITEM_ZAPPER     v0 0
                v1 vnum of either the target room or target object
                v2 0 == zapper is not anchorable by mortals
                   1 == zapper is anchorable by mortals
                v3 0 == object anchors to a room
                  1 == object anchors to an object (note, zapper will go to
                        the FIRST object it finds of the appropriate vnum)
                v4 0 = ignored, else number of times it can be used before
                        disappearing

Use of zappers in areas are forbidden without Imp approval.  Tribal eq. only, for the most part.

ITEM_DART       v0 spell level
                v1 sn1 (0 if not used)
                v2 0
                v3 0
                v4 0
  Note: only these spells should be put on darts unless you get special permission from the Imps:  sleep, poison, plague, sloth, weaken, blindness.

ITEM_ARROW
 

v0  range modifier, can be +/-
v1 number of dice for damage
v2 number of sides on each dice
v3 damage type
v4 sn of spell (0 if not used)

Use the same guidelines for weapons as far as average damage goes when making arrows. The optional spell on an arrow will be cast on the victim if the arrow hits. Arrows with spells on them are desroyed upon impact. Arrows without spells might be retrived, if they don't break.
 



----- EXAMPLES ------
#8107
cloak colors~
the Cloak of Many Colors~
The Cloak of Many Colors scintillates in your light.~
cloth~
9 0 AD
14 14 14 15 0
65 13 15000 P
E
cloak colors~
The cloak is obviously magical, and it quite beautiful.  It changes color
depending upon the angle you look at it, from bright blue laced with
violet to a charming yellow, brightest in the sunlight.
~
A
24 -10
A
12 45
A
25 20 color spray~

#6711

helmet~
The Captain's Helmet~
A broken helmet lies here.~
helmet~
9 0 AE

5 6 5 0 0
15 5 600 P
A
17 -4
A
13 25

#6707
rotten torch~
A rotten torch~
A rotten torch gives off a pale light.~
light~
1 A A
0 0 200 0 0
10 10 350 P
A
18 2

#3005
scimitar blade~
Hassan's scimitar~
Hassan's scimitar lies upon the ground, waiting for its owner.~
adamantite~
5 BI AN
1 5 6 21 EF
30 45 30000 P
E
scimitar blade~
It is quite heavy.  The blade is made of some metal that you can't even
spell.  The edge of the blade looks as if it could cut through anything
or anyone.
~
X BC
S C

#6708
map paper skin~
A map of the Forum~
A rotten piece of skin lies here.~
vellum~
28 0 A
1 0 0 0 0
0 10 150 P
E
map paper skin~
                        The Undead Forum
                        ++++++++++++++++
                           by JellO
 
                        Temple of        Tomb of
                        Antoninus        Romulus
                            |                   |
                Temple      * * * * * * * * * * * *
                of Caesar * *                     *
                      |  * *                      *
                      * * *                       * * * * * * * * * *
            * * * * * *                           *                 *
            *    C    *              House of     *    Field of     *
            *    a  - *            the Vestal - - *    Ruins        * * Arch
 Basilica   *    s
  Julia   - * -  t
            *    o
            *    r
            *
            *
            *   Temple
            * -   of
                Augustus
~