The weapon's power should match the difficulty in getting it. "Common weapons" that do less than 10 damage can go just about anywhere, but "great weapons" should only go onto mobs that are worthy of them. Something that does more than 25 damage in one swat, should go on a mob that has spell casting ability, a large number of hit points, and basically should be very risky to get.
Extremely powerful weapons are desired by everyone. The simple fact that your weapon is the main source of your player's combat damage means that inevitably, they are also the easiest means of royally screwing up the balance of a MUD. For this reason, powerful weapons must exist in extremely limited quantities. Limit how often they load when you write the zone file for your area.
Bards, thieves, ninja and rangers are restricted from wearing armor heavier than chain mail. Mages should be forced into the even weaker protection of cloth armor or robes. Have fun with your armors, but again, as with weapons, keep the most valueable and effective armor items very rare.
The object's virtual number. The rules are same as for room virtual numbers.
The namelist is a list of keywords that the object will answer to when a player tries to manipulate it.
This string will be displayed whenever the object is used.
This description is displayed only when the object is lying on the ground.
Do not use this field.
The type flag defines what kind of item is being described. An object may only be of one type. Choose the type flag for each object that is appropriate for its function.
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Objects will often have special properties such as alignment or class restrictions. These are listed in the extra flags field. Use as many flags as necessary to fully describe an object. When you do use more than one extra flag, write them in a block with no spaces between the letters. If the object has no special properties, then this field should be filled with a 0 (zero).
| Object Property |
|
Function of the Flag |
| Glow |
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The item has (glowing )added to the end of the description. |
| Hum |
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The item has (humming) added to the end of the description. |
| Quest-Only |
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The item is invisible to where, locate object, vnum, and vstat. |
| Invisible |
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The item is invisible and may only be seen by players who can see invisible. |
| Bless |
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The item is blessed. |
| Magic |
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The item is magical. Magic items can not be enchanted. |
| No Drop |
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The item can not be dropped until a remove curse spell has been cast upon it. |
| Evil |
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The item may only be used by evil aligned players. |
| Neutral |
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The item may only be used by neutral aligned players. |
| Good |
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The item may only be used by good aligned players. |
| Anti-evil |
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The item is usable only by good and neutral aligned players. |
| Anti-neutral |
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The item is usable only by good and evil aligned players. |
| Anti-good |
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The item is usable only by evil and neutral aligned players. |
| No Antipaladin |
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The item is not usable by antipaladins. |
| No Bard |
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The item is not usable by bards. |
| No Cleric |
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The item is not usable by clerics. |
| No Jedi |
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The item is not usable by jedis. |
| No Mage |
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The item is not usable by mages. |
| No Ninja |
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The item is unusable by ninja. |
| No Paladin |
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The item is unusable by paladins. |
| No Ranger |
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The item is unusable by rangers. |
| No Sohei |
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The item is unusable by soheis. |
| No Thief |
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The item is unusable by thieves. |
| No Warrior |
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The item is unusable by warriors. |
| No Mortal |
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The item is only usable by immortals. |
| No Purge |
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The item may not be purged. |
| No Donate |
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The item may not be donated. |
| No Rent |
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The item may not be rented. |
| Limited |
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The item can only be loaded by Demigods or higher. |
The wear flag indicates which locations of the body on which the item may be worn. The vast majority of items should have a take flag, but some exceptions include fountains, devices, and atms.
| Location |
|
Function of the Flag |
| Take |
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The item can be taken. |
| Finger |
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The item can be worn on a finger. |
| Neck |
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The item can be worn around the neck. |
| Body |
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The item can be worn on the body. |
| Head |
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The item can be worn on the head. |
| Legs |
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The item can be worn on the legs. |
| Feet |
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The item can be worn on the feet. |
| Hands |
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The item can be worn on the hands. |
| Arms |
|
The item can be worn on the arms. |
| Shield |
|
The item can be worn as a shield. |
| About the Body |
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The item can be worn about the body. |
| Waist |
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The item can be worn around the waist. |
| Wrist |
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The item can be worn on a wrist. |
| Wield |
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The item can be wielded and used as a weapon. |
| Hold |
|
The item can be held in a hand. |
Many types of objects need storage fields for type-specific attributes. A maximum of four such unique fields is needed for even the most complex of objects on JediMUD. Each item type uses the four fields differently. The specifics for exactly how these item types use the individual fields and examples of each type of object can be found in the documentation for values.
Many powerful items have a minimum level for player use associated with them. To describe a minimum level for an object, write the number of the first level able to use the object into this field. If the object is usable by any player, put a 0 (zero) into this field.
The weight of the item in pounds.
The value of the item if it is sold to a shop. See the generic value list for guidance in attaching a value to your items.
The unmodified cost in gold coins to store the item in reception overnight. A quirk in the code base makes the actual rent value half of this number.
The actual description a player will see when they "look" at or "examine" a word from the keyword list of this object.
| Ability |
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|
Description |
| Charisma |
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Influences the number of pets a player can control and the power of many bard songs. |
| Constitution |
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Influences the number of hitpoints a player will gain when they increase a level. |
| Dexterity |
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Influences the success rate of many hand-to-hand combat skills. |
| Intelligence |
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Player intelligence directly influences their ability to learn new skills and spells. |
| Strength |
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Influences how much a player can carry. Strong players receive combat bonuses. |
| Wisdom |
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Influences the number of practices a player will gain when they increase a level. |
| Damage |
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Adds directly to the damage a player does in combat. |
| Hitroll |
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Increasing a player's hitroll increases their ability to hit an opponent in combat. |
| Armor |
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Adds to the player's armor value. |
| Hitpoints |
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Adds directly to the maximum hitpoints a player has. |
| Mana |
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Adds directly to the maximum mana points a player has available to cast spells. |
| Movement |
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Increases the distance a player can travel before resting. |
| Hitpoint Regeneration |
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Increases the rate a player will regain hitpoints. |
| Mana Regeneration |
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Increases the rate a player will regain mana points. |
| Movement Regeneration |
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Increases the rate a player will regain movement points. |
| Height |
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Increases player height. |
| Weight |
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Increases player weight. |
| Save vs. Breath |
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Increases the chance a player will not be damaged by breath weapons. |
| Save vs. Paralysis |
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Increases the chance a player will successfully avoid being paralyzed. |
| Save vs. Petrification |
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Increases the chance a player will successfully avoid being turned to stone. |
| Save vs. Rod |
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Increases the chance a player will be avoid the effects of certain types of spells. |
| Save vs. Spells |
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Increases the chance an offensive spell cast at the player will fail. |
Questions? Send mail to the Build Team: areas@jedi.america.net