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Obj File
The *.obj file, or the object file, contains all the items in your zone.
Object Format | Example Object |
---|---|
#virtual number | #8000 |
namelist~ | holy sword greatsword avenger~ |
short description~ | &+Wa holy avenger enshrouded in &+Ylight&N~ |
long description~ | &+WA magnificent greatsword hovers just off the ground, awaiting a worthy wielder.&n~ |
action description~ | ~ |
[type flag] [extra flag] [wear flag] [anti flag] | 5 474243520 8193 57339 |
[val0] [val1] [val2] [val3] [val4] [val5] [val6] [val7] | 0 8 4 3 40 0 0 0 |
[weight] [value] [cost per day] | 15 60000 6000 |
[special1] | 8192 |
[special2] | 0 |
[special3] | 0 |
E (objects can have MANY extra descriptions) | E |
[keyword-list]~ | holy sword~ |
[extra description] | The sword is heavy and crafted for a great warrior. |
The sword is made from a metal only known to gods. | |
The entire blade glows softly. | |
~ | ~ |
T (Traps) (Optional) | n/a * Avenger isn't trapped |
[trigger type] [damage type] [charges] [level] [#die] [die damage] | |
A (Max 2 Affects per object) | A 18 6 |
[location/apply] [modifier] | A 19 6 |
M (weapon enchantments- stackable) | M 12 100 50 -5 0 |
[enchant type] [Damage%] [Frequency%] [Modifier] [Duration] | M 25 100 15 -4 2 |
POWER: (Optional power line. Only if the object has one assigned) | POWER: Torms Blessing, Torms Strength |
RESIST: (Optional resistances line.) | RESIST: melee 5, negative 5, elemental 5, Slash 2, Psi 3, fire 7 |
AFFECTS: name, name, name | AFFECTS: haste, protection from cold, no sleep |
FLAGS: name, name, name | FLAGS: no drop, no burn, bless |
WEAR: name, name | WEAR: take, wield |
ANTI: name, name, name | ANTI: thief, warrior, moon elf |
TYPE: name | TYPE: weapon |
-
Last Line: There must be a blank line at the bottom of the file.
-
Dev Features:
- AFFECTS: This line will automatically assign any flags named in this field, as though they were assigned via the Special1/Special2/Special3 bitvector fields above.
- FLAGS: This line will automatically assign any flags named in this field, as though they were assigned via the Extra Flags bitvector fields above.
- WEAR: This line will automatically assign any flags named in this field, as though they were assigned via the Wear bitvector fields above (Don't forget Take!).
- ANTI: This line will automatically assign any flags named in this field, as though they were assigned via the Anti Flags bitvector fields above.
- TYPE: This line will automatically assign any flags named in this field, as though they were assigned via the Type bitvector fields above.
The unique number of that object.
Same as for monsters, these are the keywords you use when handling the item, for taking, holding or otherwise interacting with it.
Do not use ANSI here.
This string will be displayed when the object is used. For example if it is a rubber raft, and a player drops it, then a message like: Altherog drops a rubber raft.
would be displayed. The first letter MUST be lowercase, unless the word is a proper noun.
This description is displayed when the object is lying on the ground. For example, if it is A wet black rubber raft lies here.
then this message is displayed when the raft is lying on the ground.
Action descriptions are generally unused in objects, save for a few item types. They are used by the code to generate a preset message to the player. They are completely optional, and at the moment only used by switches, although more items will use them in the future. See the entry on switches for an example.
Extra descriptions are the text a player will see when they look at, or examine the object. They may or may not contain clues about the object's magical nature, or for example with a book, they might each be a page: look page1, look page2. Several extra descriptions may appear for a single object. They follow the room format exactly. All objects a player will interact with REQUIRE an extra description... adds to the realism and atmosphere of your area. We highly encourage you to get creative with the descriptions, there is a lot that you can do with them.
The following is an example of an object with multiple descriptions:
#420006
stiletto mithril aquamarine jeweled~
&cLa &ccmithril &cLstiletto with an &cCaq&ccu&cCamar&cci&cCne &cLhilt&N~
&ccA thin mithril blade has been left here despite it's bejeweled hilt.&N~
~
5 335602888 8193
1 4 4 11 3
2 0 0
0 128
E
stiletto mithril~
&ccThis extremely thin blade is nearly as long as a short sword if the
&cccomparison is based solely on the blades. This blade is much, much thinner
&ccoverall to the point where it is almost flexible. Mithril is the material
&ccwhich the stiletto's fine blade is forged of, creating a very strong yet
&ccyielding weapon which is also much easier to get an enchantment to take hold
&ccon. The blade widens slightly from its dagger-like tip down to the handguard
&ccwhich is forged from a very dark colored metal, probably black steel or
&ccadamantium. &N
~
E
hilt jeweled aquamarine jem~
&cCThe hilt of the stiletto is a mark of true craftsmanship combined with what
&cCsimply must be magical enchantments. It is shaped as would any other stiletto
&cChilt would be, except that instead of being made of metal or wood wrapped in
&cCleather for grip this hilt appears to be carved from one enormous aquamarine
&cCstone. The base of the hilt, past where the hand would grip the weapon, the
&cChilt widens out before it becomes a deeper hue. Here where the stone is the
&cCdarkest of the blueish hues and largest is carved the head of a dragon, most
&cClikely that of a blue. Although at first look it would appear that the smooth
&cCsurface of the gemstone would make a slippery dagger hilt, some means of
&cCmagical enhancement has made it very easy to grip, to the point where it is
&cCnearly impossible to let go of. &N
~
A
18 4
A
19 4
NOTE: If a value below is blank, then use a zero "0"
Items that will light up your room by using them, such as torches.
NOTE: For items lit permanently as (illuminating), add it in the extra obj flag.
- Value[0]
- Value[1]
- Value[2] Number of hours the light lasts. -1 is infinite hours.
- Value[3]
An item that can contain up to 3 spells. You can recite
this item to unleash the spells, consuming the item in the process.
- Value[0] Level spell will be cast at.
- Value[1] Spell Number #1
- Value[2] Spell Number #2 (-1 for no additional spells)
- Value[3] Spell Number #3 (-1 for no additional spells)
Once equipped, you can use
a wand to cast a spell on a target until it is out of charges.
- Value[0] Spell Level
- Value[1] Max Charges
- Value[2] Charges Left
- Value[3] Spell Number
Once equipped, you can use
a staff to cast a spell that will affect all valid targets in the room until it is out of charges.
- Value[0] Spell Level
- Value[1] Max Charges
- Value[2] Charges Left
- Value[3] Spell Number
Melee weapons that you can wield
and use to attack when in combat.
- Value[0] -
- Value[1] Number of damage dice
- Value[2] Size of damage dice
- Value[3] Attack type:
Value | CATEGORY | Message type | Related Skill | Notes |
---|---|---|---|---|
2 | Slash | "whip/whips" | 1h/2h Misc | used to be "whip/whips", now "slash/slashes" |
3 | Slash | "slash/slashes" | 1h/2h Slashing | |
6 | Bludgeon | "crush/crushes" | 1h/2h Bludgeon | used to be "crush/crushes", now "bludgeon/bludgeons" |
7 | Bludgeon | "pound/pounds" | 1h/2h Bludgeon | used to be "pound/pounds", now "bludgeon/bludgeons" |
11 | Pierce | "pierce/pierces" | 1h/2h Piercing | |
4 | Unknown | "crush/crushes" | 1h/2h Bludgeon | These no longer work |
5 | Unknown | "crush/crushes" | 1h/2h Bludgeon | properly. Now they only |
1 | Unknown | "whip/whips" | 1h/2h Misc | display "hit/hits" as an attack |
8 | Unknown | "claw/claws" | 1h/2h Misc | verb, rather than |
9 | Unknown | "claw/claws" | 1h/2h Misc | their original attack |
10 | Unknown | "bite/bites" | 1h/2h Misc | verbs. Don't use them. |
- Value[4] Weapon Type:
Value | Simple Weapons | Crit Range | Crit Multiplier |
---|---|---|---|
1 | Gauntlet | 3% | x2 |
2 | Gauntlet, spiked | 3% | x2 |
3 | Dagger | 6% | x2 |
4 | Dagger, throwing | 3% | x3 |
5 | Mace, light | 3% | x2 |
6 | Sickle | 3% | x2 |
7 | Club | 3% | x2 |
8 | Mace, heavy | 3% | x2 |
9 | Morningstar | 5% | x2 |
10 | Spear, short | 3% | x2 |
11 | Spear, long | 3% | x3 |
12 | Quarterstaff | 3% | x2 |
13 | Spear | 3% | x3 |
14 | Crossbow, heavy | 6% | x2 |
15 | Crossbow, light | 6% | x2 |
16 | Dart | 3% | x2 |
17 | Javelin | 3% | x2 |
18 | Sling | 3% | x2 |
Value | Martial Weapons | Crit Range | Crit Multiplier |
---|---|---|---|
19 | Axe, throwing | 3% | x2 |
20 | Hammer, throwing | 3% | x2 |
21 | Hammer, light | 3% | x2 |
22 | Handaxe | 3% | x3 |
23 | Kukri | 9% | x2 |
24 | Pick, light | 3% | x4 |
25 | Sap | 3% | x2 |
26 | Shortsword | 6% | x2 |
27 | Battleaxe | 3% | x3 |
28 | Flail | 3% | x2 |
29 | Longsword | 6% | x2 |
30 | Pick, heavy | 3% | x4 |
31 | Rapier | 9% | x2 |
32 | Scimitar | 9% | x2 |
33 | Trident | 3% | x2 |
34 | Warhammer | 3% | x3 |
35 | Falchion | 9% | x2 |
36 | Glaive | 3% | x3 |
37 | Greataxe | 3% | x3 |
38 | Greatclub | 3% | x2 |
39 | Flail, heavy | 6% | x2 |
40 | Greatsword | 6% | x2 |
41 | Maul | 2% | x5 |
42 | Guisarme | 4% | x3 |
43 | Halberd | 4% | x3 |
44 | Polearm | 4% | x3 |
45 | Lance | 4% | x3 |
46 | Ranseur | 4% | x3 |
47 | Scythe | 3% | x4 |
48 | Longbow | 3% | x3 |
49 | Longbow, composite | 3% | x3 |
50 | Shortbow | 3% | x3 |
51 | Shortbow, composite | 3% | x3 |
Value | Exotic Weapons | Crit Range | Crit Multiplier |
---|---|---|---|
52 | Gauntlet, bladed | 3% | x2 |
53 | Kama | 3% | x2 |
54 | Nunchaku | 3% | x2 |
55 | Sai | 3% | x2 |
56 | Siangham | 3% | x2 |
57 | Butterfly sword | 3% | x2 |
58 | Warfan | 3% | x2 |
59 | Bastard Sword | 6% | x2 |
60 | Dwarven Waraxe | 3% | x3 |
61 | Whip | 3% | x2 |
62 | Orc Double Axe | 3% | x3 |
63 | Spiked Chain | 1% | x2 |
64 | Dire Flail | 3% | x2 |
65 | Hooked Hammer | 3% | x3 |
66 | Double Sword | 6% | x5 |
67 | Double Mace | 3% | x2 |
68 | Double Scimitar | 3% | x2 |
69 | Three Section Staff | 3% | x2 |
70 | Dwarven Urgrosh | 3% | x3 |
71 | Bolas | 3% | x2 |
72 | Crossbow, hand | 6% | x2 |
73 | Crossbow, repeating heavy | 6% | x2 |
74 | Crossbow, repeating light | 6% | x2 |
75 | Net | 3% | x2 |
76 | Shuriken | 3% | x2 |
77 | Chakram | 3% | x2 |
Value | Ammo | Crit Range | Crit Multiplier |
---|---|---|---|
78 | Arrow | 3% | x2 |
79 | Bolt | 3% | x2 |
80 | Bullet | 3% | x2 |
- Value[5] -
- Value[6] -
-
Value[7] Only used with the
Bane
Weapon Enchantment for the Race # of victims.
Ranged weapons such as bows, crossbows, thrown weapons, and flung weapons.
- Value[0] -
- Value[1] Number of die
- Value[2] Damage per die.
- Value[3] Message type (see value[3] for weapons above.)
- Value[4] Speed factor delay of firing per missile. (Round delay per shot for reloading. 0 = no delay like in normal bows.)
- Value[5] Max number of missiles weapon fires per round.
- Value[6] Durability of Thrown weapon/Bowstring. (1-10 1=worst, 10=best)
- Value[7] Type of weapon:
Bows | Crossbows | Throwing | Other | Siege | |||||
---|---|---|---|---|---|---|---|---|---|
1 | Short Bow | 5 | Hand Crossbow | 9 | Dagger | 13 | Sling | 18 | Common |
2 | Long Bow | 6 | Light Crossbow | 10 | Dart | 14 | Javelin | 19 | Scorpion Ballista |
3 | Elven Short | 7 | Heavy Crossbow | 11 | Hammer | 15 | Spear | 20 | Catapult |
4 | Elven Long | 12 | Handaxe | 16 | Blowgun | ||||
17 | Special |
Ammunition for ranged weapons.
-
To hit a dragon arrows need +2hit or better.
-
To sunder missile shield arrows need +3hit or better.
-
Value[0] Number of die
-
Value[1] Damage per die.
-
Value[2] Durability of missile. (Scale of 1-10, 1=worst 10=best)
-
Value[3] Type of missile:
Value | Missile type |
---|---|
1 | Normal Flight Arrow (Standardized damage 2d6) |
2 | Elven Flight Arrow (Standardized damage 2d7) |
3 | Normal Sheaf Arrow (Standardized 3d6) |
4 | Elven Sheaf Arrow (Standardized damage 4d6) |
5 | Hand Crossbow Quarrel (Standardized damage to 3d3) |
6 | Light Crossbow Quarrel (Standardized damage 4d4) |
7 | Heavy Crossbow Quarrel (Standardized damage 5d5) |
8 | Special Flight |
9 | Throwing Dagger |
10 | Dart |
11 | Throwing Hammer |
12 | Throwing Handaxe |
13 | Sling Stone |
14 | Javelin |
15 | Spear |
16 | Blowgun Dart |
17 | Special Throw |
18 | Object |
19 | Ballista Missile |
20 | Catapult Missile |
A generic object type with no function.
- Value[0] -
- Value[1] -
- Value[2] -
- Value[3] -
When worn this item will grants protection from physical attacks. Using this item type will save you having to use the one of your 2 obj affects for AC.
NOTE: Finger and ear eq slots will not receive this AC bonus. You have to use Type 11 Worn below.
-
Value[0] Armor Improvement
- A number greater than zero enhances the armor class (good AC)
- A number less than zero reduces the armor class (cursed armor for example, bad AC)
- Value[1] -
- Value[2] -
- Value[3] -
When quaffed
this item will grant the drinker up to 3 spells, consuming the item in the process.
NOTE: A player can only quaff so many potions a day.
- Value[0] Spell Level
- Value[1] Spell Number #1
- Value[2] Spell Number #2 (-1 if no additional spells)
- Value[3] Spell Number #3 (-1 if no additional spells)
Wearable items, especially rings and earrings if they need AC.
-
Value[0] - Armor Class
- A number less than zero enhances the armor class (good AC)
- A number greater than zero hurts the armor class (bad AC)
- Value[1] -
- Value[2] -
- Value[3] -
A generic object type with no function.
- Value[0] -
- Value[1] -
- Value[2] -
- Value[3] -
A generic object type with no function.
- Value[0] -
- Value[1] -
- Value[2] -
- Value[3] -
Doesn't do a thing and never will now that we have Trap Code.
Bags, boxes, chests etc. Anything you can put items inside of or get items out of.
NOTE: Remember don't give the TAKE
flag to containers such as chests in your zone if you don't want players picking them up. They will still be able to get items out of the container while it is on the ground.
- Value[0] Maximum weight capacity the container can hold.
- Value[1] Container flags (Add them up to combine flags):
CLOSEABLE | 1 |
CLOSED | 4 |
LOCKED | 8 |
PICKPROOF | 16 |
- Value[2] Key: The item-number of the object which can open this. -1 means no lockability.
- Value[3] DO NOT USE: Internal use for Corpses that must "rot".
A generic object type with no function.
Bottles, flasks, and even fountains. Anything that holds a liquid that players can drink
from.
NOTE: Only fountains should have unlimited capacity and should never have the TAKE
flag.
- Value[0] Maximum drink-units the drink-container can contain. -1 is infinite.
- Value[1] Number of drink-units that are left in the container. -1 is infinite.
- Value[2] The type of liquid in the drink-container, one of:
Type | Number | Drunkenness | Fullness | Thirst |
---|---|---|---|---|
WATER | 0 | 0 | 1 | 10 |
BEER | 1 | 3 | 2 | 5 |
WINE | 2 | 5 | 2 | 5 |
ALE | 3 | 2 | 2 | 5 |
DARKALE | 4 | 1 | 2 | 5 |
WHISKY | 5 | 6 | 1 | 4 |
LEMONADE | 6 | 0 | 1 | 8 |
FIREBREATHER | 7 | 10 | 0 | 0 |
LOCAL SPECIALTY | 8 | 3 | 3 | 3 |
SLIME | 9 | 0 | 4 | -8 |
MILK | 10 | 0 | 3 | 6 |
TEA | 11 | 0 | 1 | 6 |
COFFEE | 12 | 0 | 1 | 6 |
BLOOD | 13 | 0 | 2 | -1 |
SALTWATER | 14 | 0 | 1 | -2 |
COKE | 15 | 0 | 1 | 5 |
FOUNTAIN | 16 | 0 | ALL | ALL |
HOLYWATER | 17 | 0 | 1 | 1 |
MISO SOUP | 18 | ? | ? | ? |
MINESTRONE | 19 | 0 | 3 | 2 |
POTATO SOUP | 20 | 0 | 4 | 1 |
SHARK SOUP | 21 | 0 | 5 | 1 |
CHICKEN SOUP | 22 | 0 | 3 | 2 |
CHAMPAGNE | 23 | 5 | 1 | 3 |
PEPSI | 24 | 0 | 1 | 5 |
UNHOLYWATER | 25 | 0 | 1 | 2 |
SAKE | 26 | ? | ? | ? |
CURE | 27 | (pending implementation) |
NOTE: The above values for drunkenness/fullness/thirst are used per four "units" drunk. The values are expressed in HOURS!
Example:
Dragon empties a bottle (say 7 units) of saltwater.
His Drunkenness is not changed ((7/4)*0)
His Fullness increases by ((7/4)*1) hours
His Thirst increases by ((7/4)*-2) hours, thus making him _More_ thirsty.
- Value[3] Poisoned if this value is non-zero
Any item type can be a key, but using this type will allow you to include a chance for the key to break when used.
- Value[0] The key-type. This value must match the lock-type of the door or container.
- Value[1] Break Chance: % chance that the key will break (0 = no chance, 100 = always breaks)
- Value[2] -
- Value[3] -
Items you can eat
to sate hunger, consuming part or all of the item.
- Value[0] The number of hours that this food will fill the stomach
- Value[1] - (iron rations do 24 hours)
- Value[2] -
- Value[3] Poisoned: Any non-zero number
A pile of money, when you get
it will be consolidated into a player's regular money.
- Value[0] Copper coins
- Value[1] Silver coins
- Value[2] Gold coins
- Value[3] Platinum coins
An item that when held
can be used for scribing
spellbooks and writing
on paper.
- Value[0] -
- Value[1] -
- Value[2] -
- Value[3] -
An item that when kept in your inventory allows you to travel through certain water rooms.
- Value[0] -
- Value[1] -
- Value[2] -
- Value[3] -
A generic object type with no function.
Don't use this. If you need a corpse, make it type container
without a TAKE
flag, they're great for hiding stuff in.
Portals and items that transport the player to a defined destination.
NOTE: Never give teleport items the TAKE
flag.
- Value[0] The room where the teleport item takes you to (vnum)
- Value[1] The command that activates the item. See list here. (eg. value 7 is Enter)
- Value[2] Charges the teleport item has (-1 for infinite)
- Value[3] Minimum level of PC that can use the item (0 is default)
- Value[4] Maximum level of PC that can use the item (0 is default)
- Value[5] Start room (REQUIRES PROC FOR BOUNCING PORTALS - MUST CLEAR WITH CODER)
- Value[6] Stop room (REQUIRES PROC FOR BOUNCING PORTALS - MUST CLEAR WITH CODER)
- Value[7] Bounce speed (REQUIRES PROC FOR BOUNCING PORTALS - MUST CLEAR WITH CODER)
When a character with the required skill applies
this to a weapon, it will receive a temporary poisoning ability, eventually consuming the poison in the process.
-
Value[0] The type of poison, which can be as follows (fyi, mobs save vs para):
-
^ Restricted: Poisons marked with
^
require approval from an appropriate staff member.
-
^ Restricted: Poisons marked with
Value[0] | Poison Type |
---|---|
1 | Slow |
2 | Blindness |
3 | Minor Paralysis |
4 | Major Paralysis^
|
5 | Cause Light Wounds |
6 | Cause Serious Wounds |
7 | Cause Critical Wounds |
8 | Harm |
9 | Full Harm^
|
10 | Instant Death^
|
11 | Ray of Enfeeblement |
12 | Fumble |
13 | Stumble |
14 | Enervate |
- Value[1] Spell Level
- Value[2] Number of applications (Until poison is consumed)
- Value[3] Hits per application (Until weapon returns to normal)
An item that can create a creature, consuming the item when it runs out of charges.
NOTE: Generally summons should only have 1 charge if they are take-able. Be very careful when making the mob that this item summons. As these items can become very unbalancing depending on how they are made, you will need to seek approval for this item from an appropriate staff member.
- Value[0] Command number which activates the item.
- Value[1] Vnum of the mob to summon.
- Value[2] Charges (-1 is infinite, but you'd need a darn good reason for doing this.)
- Value[3] Type of summoning:
Value[3] | Summon Type |
---|---|
0 | uncharmed (no follow) |
1 | charmed (follows) |
2 | loosely alignment specific (follow if neut or same alignment) |
3 | strict alignment (follow if same alignment) |
Don't use this. A forger will help you make one if you need it.
- Value[0] Hull points
- Value[1] Speed (max is 30)
- Value[2] Damage
- Value[3] Capacity
Switches are items that will unblock an exit when used by a player.
NOTE: If item is TAKE-able then it won't work unless you're in the room with the exit.
-
Value[0] Command number to activate the switch.
-
Value[1] Room # with the blocked exit.
-
Value[2] Direction of blocked exit in room (0 = North, 1 = East, etc).
-
Value[3] While before switches were only able to have 0 and 1, they are now much more dynamic. By using these new values you can send out a specialized message with your switch objects. The message is contained in the action_description of the object, explained in more detail below.
- 0: wall moves,
- 1: switch item moves,
- 2: action_desc shown only to player who activates it + 'wall moves' to room,
- 3: action_desc shown only to player who activates it + 'switch_item moves' to room,
- 4: action_desc shown to room + wall moves,
- 5: action_desc shown to room + switch item moves,
- 6: action_desc shown to room
-
Value[4] This value is optional, and defaults to 0 when not set. It is used to change the displayed message when the switch is located in a different room than the blocked exit.
- 0: rumbling in the distance,
- 1: action_desc to the player who activates it + rumbling to room,
- 2: action_desc to room
First off, the new settings at value[4] control only what you see when the switch is on the ground in a different room than the blocked exit. Either the standard 'You hear a rumbling in the distance', the action_description or a combination of both. Then there's the settings at value[3] which will show in the room with the blocked exit and in the case of 2 and 3 to wherever the person activating the switch is. It is important to note that 2 and 3 can be redundant with some settings in val[4]
Anyhow, with these changes you can mix and match settings to get what you want people to see with your switches, and now you can use the objects action_description (a field that was pretty much unused in objects) to write your own ansi'd up echo message.
So where is this action_description you ask? Remember that lone ~tilde that separates the objects long_description from the item type, extra & wear fields? That's the action_description. Here's an example:
#1001
button red~
a big and shiny red button~
A big and shiny red button pops out of the wall.~
As you press the button the alarm sounds. Oh noes!! Better run!!~ <--- Action Description - can and should contain ANSI
29 36864 0
1 414289 5 2
10000 0 0
0 0
E
button red~
This big and shiny button pops out of the wall, drawing your attention. It is
very hard to resist pushing it and laughing like a madman.
~
A container that holds ammunition for bows and crossbows.
- Value[0] Maximum Number of Arrows
- Value[1] Container flags (Add them up to combine flags):
CLOSEABLE | 1 |
CLOSED | 4 |
LOCKED | 8 |
PICKPROOF | 16 |
- Value[2] Key Number (-1 for no lockability)
- Value[3] Type of Quiver
1 | arrows |
2 | crossbow bolts & thrown weapons |
An item that a character with the required skill can use to unlock doors and containers.
- Value[0] Chance % bonus to success
- Value[1] Break % (1 = almost always breaks, 99 = almost never breaks)
- Value[2] -
- Value[3] -
An item that a character with the required skill can play to enhance their songs.
- Value[0] Instrument type (which spells)
Instrument | Value | Songs |
---|---|---|
FLUTE | 184 | sorcery, renewal, recovery |
LYRE | 185 | heal, travel |
MANDOLIN | 186 | harm, miscast |
HARP | 187 | protect, reveal |
DRUM | 188 | offense, defense, elements |
HORN | 189 | slow, clumsy |
- Value[1] Quality Modifier (0 - 12)
- Value[2] Stutter Modifier (0 - 10)
- Value[3] Minimum Level
Mage classes scribe
their spells into these items and must keep them in their inventory to renew their spells.
- Value[0] Language Number (Generally 0, this is set when the character scribes)
- Value[1] Class Number (Generally 0, this is set when the character scribes)
- Value[2] Total Pages
- Value[3] Used Pages (Generally 0, blank)
A psionicist with the required skill can chargepsp
to store mana in this item.
- Value[0] Max PSP (200 is most commonly used)
- Value[1] Current charge
- Value[2] -
- Value[3] -
An item that will send any mobs in the room to a random destination among the rooms defined in the values.
- You can load multiple distro objects in a room to distribute your mobs faster.
- This item should NEVER be TAKE-able, and always be NOSHOW.
- NOTE: If you decide to make it NO-TAKE you will not be able to load more than one in the same room.
- Normally this item is used in a room that players cannot reach called a "Distro Room". This is not required though, if you think of another creative use for it.
NOTE: Item's long description MUST be standard_distro
- Value[0] Odds of being distributed each round (1 is 100%, 2 is 50%, 3 is 33%, etc)
- Value[1] First room VNUM
- Value[2] Last room VNUM
-
Value[3] Sum of sector types included
- The bit values of the sector types of the rooms that will be distro'd to. You can select multiple sectors by adding the bit values together.
- Value[4] NO-TELEPORT rooms?
0 | It will not distribute to NO-TELEPORT rooms. |
1 | It will distribute to NO-TELEPORT rooms. |
- Value[5] NO-MOB rooms?
0 | It will not distribute to NO-MOB rooms. |
1 | It will distribute to NO-MOB rooms. |
Casters need a component bag to store spell components for certain spells.
- Value[0] Maximum weight the container can contain.
- Value[1] Container flags (Add them up to combine flags):
CLOSEABLE | 1 |
CLOSED | 4 |
LOCKED | 8 |
PICKPROOF | 16 |
- Value[2] Key: The item-number of the object which can open this. -1 means no lockability.
- Value[3]
DON'T USE
. This item type is only for the creation of new spells in the code, and not for regular area production.
- Value[0]
- Value[1]
- Value[2]
- Value[3]
A place holder for a shop that will sell you a creature as a pet.
- Value[0] Mob VNUM
- Value[1]
- Value[2]
- Value[3]
An object that blocks movement in a certain direction regardless on if there are mobs in the room or not. (for objects that only block when mobs are there, refer to ATD devices)
- This item should be NOSHOW.
NOTE: block message is the object's long description.
- Value[0] Direction blocked (0 for north, 1 for east etc...)
- Value[1] Minimum level blocked. Blocks >= to value set here. (0 blocks anybody)
- Value[2] Maximum level blocked. Blocks <= to value set here. (0 blocks anybody)
-
Value[3] 0 =
Block Players and NPCs
, 1 =Block Players ONLY!
, 2 =Block NPCs ONLY!
Chance to load one of four mobs into the room when a player tries to leave the room.
- Value[0] Percent chance to load mobs.
-
Value[1] Now has two settings, positive and negative, as well as 0 which will always fire:
- Positive: Maximum number of players/pets in the room for an encounter (If this value is 2 and there are 3 pc's in the room, it will not happen.)
- Negative: Minimum number of players/pets in the room for an encounter (If this value is -10 and there are 9 pc's in the room, it will not happen.)
- Value[2] Maximum instances of a mob to load. If you put 4 in this field, it will load from 1 - 4 copies of the mob.
-
Value[3] Recharge time of the encounter in game hours, now with three settings:
- if number is positive: npcs are removed in 12 game hours regardless of recharge time.
- if number is negative: npcs are removed in as many game hours as the object's recharge value
- if number is 0: Encounter will never recharge, npcs will never be removed
- Value[4-7] These 4 values are the VNUM's of possible mobs you wish to load. Code will pick one of these four to load for this encounter. Load will occur when player tries to leave the room. Player will see LONG desc of mob when it pops into room. Mobs will attack if aggro, and will disappear after 12 game hours or the time set in Value[3] if its negative.
An item that forces a player to move out of the room.
- Short desc: The message the room sees when the player is moved OUT. Player's name will be first word, so don't use caps at start.
- Long desc: The message moved player sees (with caps at start)
- Extra desc keyword: Message destination sees. Will use player name just like the short desc, so no caps at start.
NOTE: This item should always be NOSHOW.
-
Value[0] Exit direction you want the movement to be forced.
- If you specify a value greater than 5, it will choose a random direction. If it doesn't find a valid exit after 20 checks, then no movement happens.
- Value[1] 0-99 % chance for a forced movement to happen.
- Value[2] The ending position the player will be in when they get to the destination room. This is just the 0-3 values for mob position. (Example: 0 is prone)
- Value[3] 1: Ignore fly/levitate.
- Value[4] 1: Ignore immaterials.
- Value[5] Stun: Number of combat rounds stunned.
No clue what this does. Don't use it.
Development of this was abandoned. Don't use it.
Extra Flag | Value | Bit | Human Readable | Description |
---|---|---|---|---|
ITEM_GLOW | 1 | BIT_1 | "glow" | Item gains the suffix (glowing) |
ITEM_NOSHOW | 2 | BIT_2 | "no show" | Item will not appear visible to PCs, EVER. |
ITEM_DARK | 4 | BIT_3 | "dark" | Don't Use |
ITEM_NOSELL | 8 | BIT_4 | "no sell" | Shopkeepers won't buy it |
ITEM_ANTI_GOODRACE | 16 | BIT_5 | "anti-goodrace" | Good race races can't use it |
ITEM_INVISIBLE | 32 | BIT_6 | "invisible" | Item is invisible but can be dispelled |
ITEM_MAGIC | 64 | BIT_7 | "magic" | Weapons with this quality can hit all wraithforms. All magic objects are subject to antimagic fields |
ITEM_NODROP | 128 | BIT_8 | "no drop" | Item is cursed, can't be disarmed/stolen |
ITEM_BLESS | 256 | BIT_9 | "bless" | Blessed weapons can hit undead wraithforms |
ITEM_ANTI_GOOD | 512 | BIT_10 | "anti-good" | Not usable by good people |
ITEM_ANTI_EVIL | 1024 | BIT_11 | "anti-evil" | Not usable by evil people |
ITEM_ANTI_NEUTRAL | 2048 | BIT_12 | "anti-neutral" | Not usable by neutral people |
ITEM_SECRET | 4096 | BIT_13 | "secret" | Item will load hidden, requires search |
ITEM_FLOAT | 8192 | BIT_14 | "float" | Item will not sink underwater |
ITEM_NOBURN | 16384 | BIT_15 | "no burn" | Can't be destroyed with dragon breath |
ITEM_NOLOCATE | 32768 | BIT_16 | "no locate" | Item cannot be located |
ITEM_NOIDENTIFY | 65536 | BIT_17 | "no identify" | Item cannot be identified |
ITEM_UNUSED_18 | 131072 | BIT_18 | Old NOSUMMON flag | |
ITEM_LIT | 262144 | BIT_19 | "lit" | Item has a continual light spell cast on it |
ITEM_TRANSIENT | 524288 | BIT_20 | "transient" | Item which dissolves when dropped |
ITEM_UNUSED_21 | 1048576 | BIT_21 | Old NOSLEEP flag | |
ITEM_UNUSED_22 | 2097152 | BIT_22 | Old NOCHARM flag | |
ITEM_TWOHANDS | 4194304 | BIT_23 | "two hands" | Item requires two hands to hold/wield |
ITEM_NORENT | 8388608 | BIT_24 | "no rent" | Item cannot be rented |
ITEM_ANTI_EVILRACE | 16777216 | BIT_25 | "anti-evilrace" | Evil race races can't use it |
ITEM_ANTI_WA | 33554432 | BIT_26 | "no warrior" | Warriors, Blackguards, Paladins, Rangers, Hexblades can't use |
ITEM_ANTI_CL | 67108864 | BIT_27 | "no cleric" | Shamans, Druids, Clerics can't use |
ITEM_ANTI_TH | 134217728 | BIT_28 | "no thief" | Rogues can't use. Bards and Battlechanters might not, either. |
ITEM_ANTI_MU | 268435456 | BIT_29 | "no mage" | Mage types can't use |
ITEM_WHOLE_BODY | 536870912 | BIT_30 | "whole body" | Item occupies all body slots |
ITEM_WHOLE_HEAD | 1073741824 | BIT_31 | "whole head" | Item occupies all head slots |
ITEM_WAS_DISARMED | 2147483648 | BIT_32 | "was disarmed" | If disarmed, re-arm in perform_violence Don't Use |
Location | Value | Bit | Human Readable | Comments |
---|---|---|---|---|
ITEM_TAKE | 1 | BIT_1 | "take" | Item is takeable. DON'T FORGET THIS ONE |
ITEM_WEAR_FINGER | 2 | BIT_2 | "finger" | |
ITEM_WEAR_NECK | 4 | BIT_3 | "neck" | |
ITEM_WEAR_BODY | 8 | BIT_4 | "body" | |
ITEM_WEAR_HEAD | 16 | BIT_5 | "head" | Headgear with a keyword 'spiked' might cause 2x damage on headbutt |
ITEM_WEAR_LEGS | 32 | BIT_6 | "legs" | |
ITEM_WEAR_FEET | 64 | BIT_7 | "feet" | |
ITEM_WEAR_HANDS | 128 | BIT_8 | "hands" | |
ITEM_WEAR_ARMS | 256 | BIT_9 | "arms" | |
ITEM_WEAR_SHIELD | 512 | BIT_10 | "shield" | Shields with a keyword of 'spiked' will cause double damage on a bash attack. |
ITEM_WEAR_ABOUT | 1024 | BIT_11 | "about" | |
ITEM_WEAR_WAIST | 2048 | BIT_12 | "waist" | |
ITEM_WEAR_WRIST | 4096 | BIT_13 | "wrist" | |
ITEM_WIELD | 8192 | BIT_14 | "wield" | |
ITEM_HOLD | 16384 | BIT_15 | "hold" | |
ITEM_THROW | 32768 | BIT_16 | "throw" | Unused |
ITEM_LIGHT_SOURCE | 65536 | BIT_17 | "light" | Unused |
ITEM_WEAR_EYES | 131072 | BIT_18 | "eyes" | |
ITEM_WEAR_FACE | 262144 | BIT_19 | "face" | |
ITEM_WEAR_EARRING | 524288 | BIT_20 | "earring" | |
ITEM_WEAR_QUIVER | 1048576 | BIT_21 | "quiver" | |
ITEM_WEAR_BADGE | 2097152 | BIT_22 | "insignia" | |
ITEM_WEAR_TAIL | 4194304 | BIT_23 | "tail" | Obviously only works for yuanti |
ITEM_WEAR_COMPONENT_BAG | 8388608 | BIT_24 | "component bag" |
Along with the general anti_warrior
, anti_mage
, etc flags that restricted an entire class group, or the anti_evilrace
, anti_goodrace
that restricts many different races you may also wish to restrict your items so that only specific classes, races or even sexes can use them. That is where these flags come in.
To make an item specific to one class/race/gender combo, it's easiest to use the old flags to eliminate broad combinations, and then use the anti flags for the specifics left over.
Example: if I want a helm to be worn by female troll warriors only I'd make it ANTI_MAGE
, ANTI_THIEF
, ANTI_CLERIC
, ANTI_GOODRACE
with the broad extra-flags, and then ANTI_OGRE
, ANTI_DUERGAR
, ANTI_DROWELF
, ANTI_ILLITHID
, ANTI_YUANTI
, ANTI_LICH
and ANTI_MAL
E` and that would do it.
You can also just add together all the applicable anti fields if you'd prefer, however keep in mind that these flags tend to clutter up the text shown when you identify an object and the result could be ugly.
While it's kind of tedious to add flags together for a specifically restricted item, the result is always better than unrestricted gear. The more you restrict your equipment the less of a cookie-cutter feel the mud has. To do this, the TE program has a handy dandy calculator that lets you do this painlessly, and there are several excel based spreadsheets available that will do most of the work for you.
If left blank, then this field defaults to zero.
NOTE If you've scanned through the list, you've without a doubt noticed that half-orcs are absent from it, the reason is quite simple. Due to the nature of halforcs they are able to use both evil race and good race items, but if any item is restricted to either of their parent races (humans or orcs) then they will not be able to use it. Keep this in mind when dealing with these races.
Anti flag | Bit number | Bit | Human Readable |
---|---|---|---|
ANTI_WARRIOR | 1 | BIT_1 | "warrior" |
ANTI_RANGER/HEX | 2 | BIT_2 | "ranger" |
ANTI_PALADIN | 4 | BIT_3 | "paladin" |
ANTI_BLACKGUARD | 8 | BIT_4 | "blackguard" |
ANTI_CLERIC | 16 | BIT_5 | "cleric" |
ANTI_INVOKER | 32 | BIT_6 | "invoker" |
ANTI_DRUID | 64 | BIT_7 | "druid" |
ANTI_SHAMAN | 128 | BIT_8 | "shaman" |
ANTI_ENCHANTER | 256 | BIT_9 | "enchanter" |
ANTI_NECROMANCER | 512 | BIT_10 | "necromancer" |
ANTI_ELEMENTALIST | 1024 | BIT_11 | "elementalist" |
ANTI_PSIONICIST | 2048 | BIT_12 | "psionicist" |
ANTI_ROGUE | 4096 | BIT_13 | "thief" |
ANTI_ORC | 8192 | BIT_14 | "orc" |
ANTI_ILLUSIONIST | 16384 | BIT_15 | "illusionist" |
ANTI_BARD/BCHANT | 32768 | BIT_16 | "bard" |
ANTI_HUMAN | 65536 | BIT_17 | "human" |
ANTI_GREYELF | 131072 | BIT_18 | "moon elf" |
ANTI_HALFELF | 262144 | BIT_19 | "half elf" |
ANTI_DWARF | 524288 | BIT_20 | "dwarf" |
ANTI_HALFLING | 1048576 | BIT_21 | "halfling" |
ANTI_GNOME | 2097152 | BIT_22 | "gnome" |
ANTI_BARBARIAN | 4194304 | BIT_23 | "barbarian" |
ANTI_DUERGAR | 8388608 | BIT_24 | "duergar" |
ANTI_DROWELF | 16777216 | BIT_25 | "drow" |
ANTI_TROLL | 33554432 | BIT_26 | "troll" |
ANTI_OGRE | 67108864 | BIT_27 | "ogre" |
ANTI_ILLITHID | 134217728 | BIT_28 | "illithid" |
ANTI_YUANTI | 268435456 | BIT_29 | "yuan-ti" |
ANTI_LICH | 536870912 | BIT_30 | "lich" |
ANTI_MALE | 1073741824 | BIT_31 | "male" |
ANTI_FEMALE | 2147483648 | BIT_32 | "female" |
The weight of the item in pounds. Pay special attention to this for weapons, particularly if you want a mob or player to be able to dual wield it. Try to give a weight to your items, as there is nothing quite as dull as a mud full of wt0 objects.
The value of the item if sold in copper pieces. Items with a value of 0 cannot be sold, so make sure you give your items some sort of value. Be reasonable, we do not want to see farmable rings that you can sell for 500 platinum.
The cost to store the item in the reception overnight. (Right now is irrelevant since renting is free, so leave it as 0)
-
Max: Only up to 2 affects may be set on an item.
-
Equipped: The affect is only applied when the character wears, wields or holds the item, fading upon removal of said item.
-
Maximum stat limit: The max you can raise or lower something is 256. If you go over this, it will roll over. Example: A 18 300 will turn into A 18 44.
NOTE: Old or unused affects have been striked-out and should no longer be used.
Apply/Type | Value | Human Readable | Description |
---|---|---|---|
0 | DO NOT USE | ||
1 | "strength" | Replaced by 41 | |
2 | "dexterity" | Replaced by 42 | |
3 | "intelligence" | Replaced by 43 | |
4 | "wisdom" | Replaced by 44 | |
5 | "constitution" | Replaced by 45 | |
6 | "sex" | DO NOT USE | |
7 | "class" | DO NOT USE | |
8 | "level" | DO NOT USE | |
9 | "age" | DO NOT USE | |
10 | "weight" | DO NOT USE | |
11 | "height" | DO NOT USE | |
APPLY_MANA | 12 | "mana" | Adds PSP or Mana |
APPLY_HIT | 13 | "hitpoints" | Hit points |
APPLY_MOVE | 14 | "move" | Movement points |
15 | "gold" | DO NOT USE | |
16 | "experience" | DO NOT USE | |
APPLY_AC | 17 | "armor" | Negative value is beneficial |
APPLY_HITROLL | 18 | "hitroll" | |
APPLY_DAMROLL | 19 | "damroll" | |
APPLY_SAVING_PARA | 20 | "save paralysis" | |
APPLY_SAVING_ROD | 21 | "save rod" | |
APPLY_SAVING_PETRI | 22 | "save petrification" | |
APPLY_SAVING_BREATH | 23 | "save breath" | |
APPLY_SAVING_SPELL | 24 | "save spell" | |
25 | "fire protection" | DO NOT USE | |
26 | "agility" | Replaced by 46 | |
27 | "power" | Replaced by 47 | |
28 | "charisma" | Replaced by 48 | |
29 | "karma" | Replaced by 49 - NOT USED | |
30 | "luck" | Replaced by 50 - NOT USED | |
APPLY_STR_MAX | 31 | "max strength" | These will go over the 100 max |
APPLY_DEX_MAX | 32 | "max dexterity" | These will go over the 100 max |
APPLY_INT_MAX | 33 | "max intelligence" | These will go over the 100 max |
APPLY_WIS_MAX | 34 | "max wisdom" | These will go over the 100 max |
APPLY_CON_MAX | 35 | "max constitution" | These will go over the 100 max |
APPLY_AGI_MAX | 36 | "max agility" | These will go over the 100 max |
APPLY_POW_MAX | 37 | "max power" | These will go over the 100 max |
APPLY_CHA_MAX | 38 | "max charisma" | These will go over the 100 max |
39 | "max karma" | NOT USED | |
40 | "max luck" | NOT USED | |
41 | "race strength" | NOT USED | |
42 | "race dexterity" | NOT USED | |
43 | "race intelligence" | NOT USED | |
44 | "race wisdom" | NOT USED | |
45 | "race constitution" | NOT USED | |
46 | "race agility" | NOT USED | |
47 | "race power" | NOT USED | |
48 | "race charisma" | NOT USED | |
49 | "race karma" | NOT USED | |
50 | "race luck" | NOT USED | |
APPLY_MAGIC_RESIST | 51 | "magic resistance" | Maximum MR is 10% untrue, think 15? |
APPLY_TRUE_STAT_STR | 53 | "true strength" | Adds Strength |
APPLY_TRUE_STAT_DEX | 54 | "true dexterity" | Adds Dexterity |
APPLY_TRUE_STAT_AGI | 55 | "true agility" | Adds Agility |
APPLY_TRUE_STAT_CON | 56 | "true constitution" | Adds Constitution |
APPLY_TRUE_STAT_POW | 57 | "true power" | Add Power |
APPLY_TRUE_STAT_INT | 58 | "true intelligence" | Adds Intelligence |
APPLY_TRUE_STAT_WIS | 59 | "true wisdom" | Adds Wisdom |
APPLY_TRUE_STAT_CHA | 60 | "true charisma" | Adds Charisma |
61 | "true luck" | Adds Luck - NOT USED | |
62 | "true karma" | Adds Karma - NOT USED | |
SPELL_FOCUS_INVOCATION | 63 | "spell focus invocation" | Enhances spellcast invocation |
SPELL_FOCUS_ILLUSION | 64 | "spell focus illusion" | Enhances spellcast illusion |
SPELL_FOCUS_HEALING | 65 | "spell focus healing" | Enhances spellcast healing |
SPELL_FOCUS_SUMMONING | 66 | "spell focus summoning" | Enhances spellcast summoning |
SPELL_FOCUS_PROTECTION | 67 | "spell focus protection" | Enhances spellcast protection |
SPELL_FOCUS_NECROMANCY | 68 | "spell focus necromancy" | Enhances spellcast necromancy |
SPELL_FOCUS_ENCHANT | 69 | "spell focus enchantment" | Enhances spellcast enchantment |
SPELL_FOCUS_SPIRIT | 70 | "spell focus spirit" | Enhances spellcast spirit |
SPELL_FOCUS_NATURE | 71 | "spell focus nature" | Enhances spellcast nature |
SPELL_FOCUS_ELEMENTAL | 72 | "spell focus elemental" | Enhances spellcast elemental |
Below is an example of an item that will improve strength and armor class. Notice that you can choose to skip a line after for the modifiers or not, it doesn't matter:
A
53 2
A 17 -2
NOTE: For those weird old stat adjustments #1-5, the stat will by modified by your number times 4.5 round down. Thus A 1 2
is +9 strength, and A 2 3
is +13 dexterity.
Weapon enchantments are magical properties that can be added to any weapon without the use of special procedures. There are currently 26 possible enchantments in the game, ranging from elemental damage to vampiric to keen (improved critical range) types. Some of these enchantments are invisible and work behind the scenes, while others can directly modify your damage messages. For instance, a longsword with a flaming enchantment would now show "Your powerful flaming slash barely wounds a tough old pirate". The modifiers to damage messages are limited to two words at most, with various types taking precedence to keep the spam in check.
These enchantments are currently only available to areamakers to add to new or existing weapons, but there are lots of future possibilities for customization with this system.
M [enchant type] [Damage%] [Frequency%] [Modifier] [Duration]
Enchantment Type | Value | Base Damage / Description |
---|---|---|
ENCHANT_W_ACID | 1 | +2d4 acid damage per hit |
ENCHANT_W_FLAMING | 2 | +2d4 fire damage per hit |
ENCHANT_W_ICY | 3 | +2d4 cold damage per hit |
ENCHANT_W_SHOCK | 4 | +2d4 electricity damage per hit |
ENCHANT_W_SONIC | 5 | +2d4 sonic damage per hit |
ENCHANT_W_NECROTC | 5 | +2d4 negative damage per hit |
ENCHANT_W_ACID_BURST | 7 | (+10d10 * crit mod of weapon) acid damage on critical hit |
ENCHANT_W_FLAMING_BURST | 8 | (+10d10 * crit mod of weapon) fire damage on critical hit |
ENCHANT_W_ICY_BURST | 9 | (+10d10 * crit mod of weapon) cold damage on critical hit |
ENCHANT_W_SHOCKING_BURST | 10 | (+10d10 * crit mod of weapon) electricity damage on critical hit |
ENCHANT_W_SONIC_BURST | 11 | (+10d10 * crit mod of weapon) sonic damage on critical hit |
ENCHANT_W_HOLY | 12 | +2d4 holy damage per hit vs. evil align |
ENCHANT_W_UNHOLY | 13 | +2d4 unholy damage per hit vs. good align |
ENCHANT_W_AXIOMATIC | 14 | +2d4 lawful damage per hit vs. chaotic align |
ENCHANT_W_ANARCHIC | 15 | +2d4 chaotic damage per hit vs. lawful align |
ENCHANT_W_BANE | 16 | +4d5 vs. one specified race. Race number must be specified in value[7] of the weapon. |
ENCHANT_W_KEEN | 17 | Double the critical hit range of the weapon |
ENCHANT_W_GHOSTTOUCH | 18 | Halves the negative modifier to damage on wraithform NPCs |
ENCHANT_W_VAMPIRIC | 19 | +3d4 and chance to heal back part of that on hit. Save vs. CON negates damage and heal |
ENCHANT_W_HOLY_BURST | 20 | (+10d10 * crit mod of weapon) holy damage per hit vs. evil align on critical hit |
ENCHANT_W_UNHOLY_BURST | 21 | (+10d10 * crit mod of weapon) unholy damage per hit vs. good align on critical hit |
ENCHANT_W_AXIOMATIC_BURST | 22 | (+10d10 * crit mod of weapon) lawful damage per hit vs. chaotic align on critical hit |
ENCHANT_W_ANARCHIC_BURST | 23 | (+10d10 * crit mod of weapon) chaotic damage per hit vs. lawful align on critical hit |
ENCHANT_W_THUNDERING | 24 | stun |
ENCHANT_W_BRILLIANT | 25 | blind |
ENCHANT_W_FORCE | 26 | bash |
ENCHANT_W_NECROTIC_BURST | 27 | (+10d10 * crit mod of weapon) negative damage on critical hit |
Defaults to 100 if not set. Does nothing on certain enchantments.
How often this object's enchantment will fire.
Values set here make it either easier or harder to get past a mob's natural resistances.
This is a special field that will work in different ways for some enchantments. Only those mentioned below will have any effect from this.
- Thundering Duration measured in combat rounds
- Brilliant Duration measured in "minutes" (based on ticks just like the spell)
- Force Duration measured in pulses the mob is lagged (4 pulses = 1 second)
- Weapon enchantments can be placed on any weapon from the object file just by adding a line. No coding is required.
- You can mix and match any enchantments
- You can't stack the same enchantment twice on a weapon.
- There is no limit to the number of enhancements on a weapon - yet.
- The Areas Staff will have to approve any new weapons with enchantments before they go into the game.
- NOTE: ENCHANT_W_BANE weapons will require an object's Value [7] to identify which race it will give bonuses against. Use the numerical value for the race you want found in the Race Chart for the Mob File.
Resistances | ||||
---|---|---|---|---|
None|Unarmd | slashing|Slash | bludgeoning|Bludgn | piercing|Pierce | missile|Range |
spells|Spells | fire|Fire | cold|Cold | electricity|Elect | acid|Acid |
sonic|Sonic | poison|Poison | positive|Pos | negative|Neg | psionic|Psi |
mental|Mental | good|Good | evil|Evil | law|Law | chaos|Chaos |
force|Force | all | physical|melee | align|alignment | energy |
elemental |
- If you are placing resistances on an item, you would use the following syntax in the obj file:
RESIST: fire 1, cold 50, positive 100
- In the above example the item would grant: resist fire 1%, resist cold 50%, and resist positive -100%.
- A negative resist will increase damage from that source to the wearer.
- Be mindful of the spelling and case of the names/abbreviations. For example: Resist type Slashing will not work, nor will resist type slash.